three.webgpu.nodes.js 1.6 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2024 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '170dev';
  7. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  8. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  9. const CullFaceNone = 0;
  10. const CullFaceBack = 1;
  11. const CullFaceFront = 2;
  12. const CullFaceFrontBack = 3;
  13. const BasicShadowMap$1 = 0;
  14. const PCFShadowMap$1 = 1;
  15. const PCFSoftShadowMap$1 = 2;
  16. const VSMShadowMap = 3;
  17. const FrontSide = 0;
  18. const BackSide = 1;
  19. const DoubleSide = 2;
  20. const NoBlending = 0;
  21. const NormalBlending = 1;
  22. const AdditiveBlending = 2;
  23. const SubtractiveBlending = 3;
  24. const MultiplyBlending = 4;
  25. const CustomBlending = 5;
  26. const AddEquation = 100;
  27. const SubtractEquation = 101;
  28. const ReverseSubtractEquation = 102;
  29. const MinEquation = 103;
  30. const MaxEquation = 104;
  31. const ZeroFactor = 200;
  32. const OneFactor = 201;
  33. const SrcColorFactor = 202;
  34. const OneMinusSrcColorFactor = 203;
  35. const SrcAlphaFactor = 204;
  36. const OneMinusSrcAlphaFactor = 205;
  37. const DstAlphaFactor = 206;
  38. const OneMinusDstAlphaFactor = 207;
  39. const DstColorFactor = 208;
  40. const OneMinusDstColorFactor = 209;
  41. const SrcAlphaSaturateFactor = 210;
  42. const ConstantColorFactor = 211;
  43. const OneMinusConstantColorFactor = 212;
  44. const ConstantAlphaFactor = 213;
  45. const OneMinusConstantAlphaFactor = 214;
  46. const NeverDepth = 0;
  47. const AlwaysDepth = 1;
  48. const LessDepth = 2;
  49. const LessEqualDepth = 3;
  50. const EqualDepth = 4;
  51. const GreaterEqualDepth = 5;
  52. const GreaterDepth = 6;
  53. const NotEqualDepth = 7;
  54. const MultiplyOperation = 0;
  55. const MixOperation = 1;
  56. const AddOperation = 2;
  57. const NoToneMapping = 0;
  58. const LinearToneMapping = 1;
  59. const ReinhardToneMapping = 2;
  60. const CineonToneMapping = 3;
  61. const ACESFilmicToneMapping = 4;
  62. const CustomToneMapping = 5;
  63. const AgXToneMapping = 6;
  64. const NeutralToneMapping = 7;
  65. const AttachedBindMode = 'attached';
  66. const DetachedBindMode = 'detached';
  67. const UVMapping = 300;
  68. const CubeReflectionMapping = 301;
  69. const CubeRefractionMapping = 302;
  70. const EquirectangularReflectionMapping = 303;
  71. const EquirectangularRefractionMapping = 304;
  72. const CubeUVReflectionMapping = 306;
  73. const RepeatWrapping = 1000;
  74. const ClampToEdgeWrapping = 1001;
  75. const MirroredRepeatWrapping = 1002;
  76. const NearestFilter = 1003;
  77. const NearestMipmapNearestFilter = 1004;
  78. const NearestMipMapNearestFilter = 1004;
  79. const NearestMipmapLinearFilter = 1005;
  80. const NearestMipMapLinearFilter = 1005;
  81. const LinearFilter = 1006;
  82. const LinearMipmapNearestFilter = 1007;
  83. const LinearMipMapNearestFilter = 1007;
  84. const LinearMipmapLinearFilter = 1008;
  85. const LinearMipMapLinearFilter = 1008;
  86. const UnsignedByteType = 1009;
  87. const ByteType = 1010;
  88. const ShortType = 1011;
  89. const UnsignedShortType = 1012;
  90. const IntType = 1013;
  91. const UnsignedIntType = 1014;
  92. const FloatType = 1015;
  93. const HalfFloatType = 1016;
  94. const UnsignedShort4444Type = 1017;
  95. const UnsignedShort5551Type = 1018;
  96. const UnsignedInt248Type = 1020;
  97. const UnsignedInt5999Type = 35902;
  98. const AlphaFormat = 1021;
  99. const RGBFormat = 1022;
  100. const RGBAFormat = 1023;
  101. const LuminanceFormat = 1024;
  102. const LuminanceAlphaFormat = 1025;
  103. const DepthFormat = 1026;
  104. const DepthStencilFormat = 1027;
  105. const RedFormat = 1028;
  106. const RedIntegerFormat = 1029;
  107. const RGFormat = 1030;
  108. const RGIntegerFormat = 1031;
  109. const RGBIntegerFormat = 1032;
  110. const RGBAIntegerFormat = 1033;
  111. const RGB_S3TC_DXT1_Format = 33776;
  112. const RGBA_S3TC_DXT1_Format = 33777;
  113. const RGBA_S3TC_DXT3_Format = 33778;
  114. const RGBA_S3TC_DXT5_Format = 33779;
  115. const RGB_PVRTC_4BPPV1_Format = 35840;
  116. const RGB_PVRTC_2BPPV1_Format = 35841;
  117. const RGBA_PVRTC_4BPPV1_Format = 35842;
  118. const RGBA_PVRTC_2BPPV1_Format = 35843;
  119. const RGB_ETC1_Format = 36196;
  120. const RGB_ETC2_Format = 37492;
  121. const RGBA_ETC2_EAC_Format = 37496;
  122. const RGBA_ASTC_4x4_Format = 37808;
  123. const RGBA_ASTC_5x4_Format = 37809;
  124. const RGBA_ASTC_5x5_Format = 37810;
  125. const RGBA_ASTC_6x5_Format = 37811;
  126. const RGBA_ASTC_6x6_Format = 37812;
  127. const RGBA_ASTC_8x5_Format = 37813;
  128. const RGBA_ASTC_8x6_Format = 37814;
  129. const RGBA_ASTC_8x8_Format = 37815;
  130. const RGBA_ASTC_10x5_Format = 37816;
  131. const RGBA_ASTC_10x6_Format = 37817;
  132. const RGBA_ASTC_10x8_Format = 37818;
  133. const RGBA_ASTC_10x10_Format = 37819;
  134. const RGBA_ASTC_12x10_Format = 37820;
  135. const RGBA_ASTC_12x12_Format = 37821;
  136. const RGBA_BPTC_Format = 36492;
  137. const RGB_BPTC_SIGNED_Format = 36494;
  138. const RGB_BPTC_UNSIGNED_Format = 36495;
  139. const RED_RGTC1_Format = 36283;
  140. const SIGNED_RED_RGTC1_Format = 36284;
  141. const RED_GREEN_RGTC2_Format = 36285;
  142. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  143. const LoopOnce = 2200;
  144. const LoopRepeat = 2201;
  145. const LoopPingPong = 2202;
  146. const InterpolateDiscrete = 2300;
  147. const InterpolateLinear = 2301;
  148. const InterpolateSmooth = 2302;
  149. const ZeroCurvatureEnding = 2400;
  150. const ZeroSlopeEnding = 2401;
  151. const WrapAroundEnding = 2402;
  152. const NormalAnimationBlendMode = 2500;
  153. const AdditiveAnimationBlendMode = 2501;
  154. const TrianglesDrawMode = 0;
  155. const TriangleStripDrawMode = 1;
  156. const TriangleFanDrawMode = 2;
  157. const BasicDepthPacking = 3200;
  158. const RGBADepthPacking = 3201;
  159. const RGBDepthPacking = 3202;
  160. const RGDepthPacking = 3203;
  161. const TangentSpaceNormalMap = 0;
  162. const ObjectSpaceNormalMap = 1;
  163. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  164. const NoColorSpace = '';
  165. const SRGBColorSpace = 'srgb';
  166. const LinearSRGBColorSpace = 'srgb-linear';
  167. const LinearTransfer = 'linear';
  168. const SRGBTransfer = 'srgb';
  169. const ZeroStencilOp = 0;
  170. const KeepStencilOp = 7680;
  171. const ReplaceStencilOp = 7681;
  172. const IncrementStencilOp = 7682;
  173. const DecrementStencilOp = 7683;
  174. const IncrementWrapStencilOp = 34055;
  175. const DecrementWrapStencilOp = 34056;
  176. const InvertStencilOp = 5386;
  177. const NeverStencilFunc = 512;
  178. const LessStencilFunc = 513;
  179. const EqualStencilFunc = 514;
  180. const LessEqualStencilFunc = 515;
  181. const GreaterStencilFunc = 516;
  182. const NotEqualStencilFunc = 517;
  183. const GreaterEqualStencilFunc = 518;
  184. const AlwaysStencilFunc = 519;
  185. const NeverCompare = 512;
  186. const LessCompare = 513;
  187. const EqualCompare = 514;
  188. const LessEqualCompare = 515;
  189. const GreaterCompare = 516;
  190. const NotEqualCompare = 517;
  191. const GreaterEqualCompare = 518;
  192. const AlwaysCompare = 519;
  193. const StaticDrawUsage = 35044;
  194. const DynamicDrawUsage = 35048;
  195. const StreamDrawUsage = 35040;
  196. const StaticReadUsage = 35045;
  197. const DynamicReadUsage = 35049;
  198. const StreamReadUsage = 35041;
  199. const StaticCopyUsage = 35046;
  200. const DynamicCopyUsage = 35050;
  201. const StreamCopyUsage = 35042;
  202. const GLSL1 = '100';
  203. const GLSL3 = '300 es';
  204. const WebGLCoordinateSystem = 2000;
  205. const WebGPUCoordinateSystem = 2001;
  206. /**
  207. * https://github.com/mrdoob/eventdispatcher.js/
  208. */
  209. class EventDispatcher {
  210. addEventListener( type, listener ) {
  211. if ( this._listeners === undefined ) this._listeners = {};
  212. const listeners = this._listeners;
  213. if ( listeners[ type ] === undefined ) {
  214. listeners[ type ] = [];
  215. }
  216. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  217. listeners[ type ].push( listener );
  218. }
  219. }
  220. hasEventListener( type, listener ) {
  221. if ( this._listeners === undefined ) return false;
  222. const listeners = this._listeners;
  223. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  224. }
  225. removeEventListener( type, listener ) {
  226. if ( this._listeners === undefined ) return;
  227. const listeners = this._listeners;
  228. const listenerArray = listeners[ type ];
  229. if ( listenerArray !== undefined ) {
  230. const index = listenerArray.indexOf( listener );
  231. if ( index !== - 1 ) {
  232. listenerArray.splice( index, 1 );
  233. }
  234. }
  235. }
  236. dispatchEvent( event ) {
  237. if ( this._listeners === undefined ) return;
  238. const listeners = this._listeners;
  239. const listenerArray = listeners[ event.type ];
  240. if ( listenerArray !== undefined ) {
  241. event.target = this;
  242. // Make a copy, in case listeners are removed while iterating.
  243. const array = listenerArray.slice( 0 );
  244. for ( let i = 0, l = array.length; i < l; i ++ ) {
  245. array[ i ].call( this, event );
  246. }
  247. event.target = null;
  248. }
  249. }
  250. }
  251. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  252. let _seed = 1234567;
  253. const DEG2RAD = Math.PI / 180;
  254. const RAD2DEG = 180 / Math.PI;
  255. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  256. function generateUUID() {
  257. const d0 = Math.random() * 0xffffffff | 0;
  258. const d1 = Math.random() * 0xffffffff | 0;
  259. const d2 = Math.random() * 0xffffffff | 0;
  260. const d3 = Math.random() * 0xffffffff | 0;
  261. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  262. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  263. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  264. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  265. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toLowerCase();
  267. }
  268. function clamp$1( value, min, max ) {
  269. return Math.max( min, Math.min( max, value ) );
  270. }
  271. // compute euclidean modulo of m % n
  272. // https://en.wikipedia.org/wiki/Modulo_operation
  273. function euclideanModulo( n, m ) {
  274. return ( ( n % m ) + m ) % m;
  275. }
  276. // Linear mapping from range <a1, a2> to range <b1, b2>
  277. function mapLinear( x, a1, a2, b1, b2 ) {
  278. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  279. }
  280. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  281. function inverseLerp( x, y, value ) {
  282. if ( x !== y ) {
  283. return ( value - x ) / ( y - x );
  284. } else {
  285. return 0;
  286. }
  287. }
  288. // https://en.wikipedia.org/wiki/Linear_interpolation
  289. function lerp( x, y, t ) {
  290. return ( 1 - t ) * x + t * y;
  291. }
  292. // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  293. function damp( x, y, lambda, dt ) {
  294. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  295. }
  296. // https://www.desmos.com/calculator/vcsjnyz7x4
  297. function pingpong( x, length = 1 ) {
  298. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  299. }
  300. // http://en.wikipedia.org/wiki/Smoothstep
  301. function smoothstep$1( x, min, max ) {
  302. if ( x <= min ) return 0;
  303. if ( x >= max ) return 1;
  304. x = ( x - min ) / ( max - min );
  305. return x * x * ( 3 - 2 * x );
  306. }
  307. function smootherstep( x, min, max ) {
  308. if ( x <= min ) return 0;
  309. if ( x >= max ) return 1;
  310. x = ( x - min ) / ( max - min );
  311. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  312. }
  313. // Random integer from <low, high> interval
  314. function randInt( low, high ) {
  315. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  316. }
  317. // Random float from <low, high> interval
  318. function randFloat( low, high ) {
  319. return low + Math.random() * ( high - low );
  320. }
  321. // Random float from <-range/2, range/2> interval
  322. function randFloatSpread( range ) {
  323. return range * ( 0.5 - Math.random() );
  324. }
  325. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  326. function seededRandom( s ) {
  327. if ( s !== undefined ) _seed = s;
  328. // Mulberry32 generator
  329. let t = _seed += 0x6D2B79F5;
  330. t = Math.imul( t ^ t >>> 15, t | 1 );
  331. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  332. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  333. }
  334. function degToRad( degrees ) {
  335. return degrees * DEG2RAD;
  336. }
  337. function radToDeg( radians ) {
  338. return radians * RAD2DEG;
  339. }
  340. function isPowerOfTwo( value ) {
  341. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  342. }
  343. function ceilPowerOfTwo( value ) {
  344. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  345. }
  346. function floorPowerOfTwo( value ) {
  347. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  348. }
  349. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  350. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  351. // rotations are applied to the axes in the order specified by 'order'
  352. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  353. // angles are in radians
  354. const cos = Math.cos;
  355. const sin = Math.sin;
  356. const c2 = cos( b / 2 );
  357. const s2 = sin( b / 2 );
  358. const c13 = cos( ( a + c ) / 2 );
  359. const s13 = sin( ( a + c ) / 2 );
  360. const c1_3 = cos( ( a - c ) / 2 );
  361. const s1_3 = sin( ( a - c ) / 2 );
  362. const c3_1 = cos( ( c - a ) / 2 );
  363. const s3_1 = sin( ( c - a ) / 2 );
  364. switch ( order ) {
  365. case 'XYX':
  366. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  367. break;
  368. case 'YZY':
  369. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  370. break;
  371. case 'ZXZ':
  372. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  373. break;
  374. case 'XZX':
  375. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  376. break;
  377. case 'YXY':
  378. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  379. break;
  380. case 'ZYZ':
  381. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  382. break;
  383. default:
  384. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  385. }
  386. }
  387. function denormalize( value, array ) {
  388. switch ( array.constructor ) {
  389. case Float32Array:
  390. return value;
  391. case Uint32Array:
  392. return value / 4294967295.0;
  393. case Uint16Array:
  394. return value / 65535.0;
  395. case Uint8Array:
  396. return value / 255.0;
  397. case Int32Array:
  398. return Math.max( value / 2147483647.0, - 1.0 );
  399. case Int16Array:
  400. return Math.max( value / 32767.0, - 1.0 );
  401. case Int8Array:
  402. return Math.max( value / 127.0, - 1.0 );
  403. default:
  404. throw new Error( 'Invalid component type.' );
  405. }
  406. }
  407. function normalize$1( value, array ) {
  408. switch ( array.constructor ) {
  409. case Float32Array:
  410. return value;
  411. case Uint32Array:
  412. return Math.round( value * 4294967295.0 );
  413. case Uint16Array:
  414. return Math.round( value * 65535.0 );
  415. case Uint8Array:
  416. return Math.round( value * 255.0 );
  417. case Int32Array:
  418. return Math.round( value * 2147483647.0 );
  419. case Int16Array:
  420. return Math.round( value * 32767.0 );
  421. case Int8Array:
  422. return Math.round( value * 127.0 );
  423. default:
  424. throw new Error( 'Invalid component type.' );
  425. }
  426. }
  427. const MathUtils = {
  428. DEG2RAD: DEG2RAD,
  429. RAD2DEG: RAD2DEG,
  430. generateUUID: generateUUID,
  431. clamp: clamp$1,
  432. euclideanModulo: euclideanModulo,
  433. mapLinear: mapLinear,
  434. inverseLerp: inverseLerp,
  435. lerp: lerp,
  436. damp: damp,
  437. pingpong: pingpong,
  438. smoothstep: smoothstep$1,
  439. smootherstep: smootherstep,
  440. randInt: randInt,
  441. randFloat: randFloat,
  442. randFloatSpread: randFloatSpread,
  443. seededRandom: seededRandom,
  444. degToRad: degToRad,
  445. radToDeg: radToDeg,
  446. isPowerOfTwo: isPowerOfTwo,
  447. ceilPowerOfTwo: ceilPowerOfTwo,
  448. floorPowerOfTwo: floorPowerOfTwo,
  449. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  450. normalize: normalize$1,
  451. denormalize: denormalize
  452. };
  453. class Vector2 {
  454. constructor( x = 0, y = 0 ) {
  455. Vector2.prototype.isVector2 = true;
  456. this.x = x;
  457. this.y = y;
  458. }
  459. get width() {
  460. return this.x;
  461. }
  462. set width( value ) {
  463. this.x = value;
  464. }
  465. get height() {
  466. return this.y;
  467. }
  468. set height( value ) {
  469. this.y = value;
  470. }
  471. set( x, y ) {
  472. this.x = x;
  473. this.y = y;
  474. return this;
  475. }
  476. setScalar( scalar ) {
  477. this.x = scalar;
  478. this.y = scalar;
  479. return this;
  480. }
  481. setX( x ) {
  482. this.x = x;
  483. return this;
  484. }
  485. setY( y ) {
  486. this.y = y;
  487. return this;
  488. }
  489. setComponent( index, value ) {
  490. switch ( index ) {
  491. case 0: this.x = value; break;
  492. case 1: this.y = value; break;
  493. default: throw new Error( 'index is out of range: ' + index );
  494. }
  495. return this;
  496. }
  497. getComponent( index ) {
  498. switch ( index ) {
  499. case 0: return this.x;
  500. case 1: return this.y;
  501. default: throw new Error( 'index is out of range: ' + index );
  502. }
  503. }
  504. clone() {
  505. return new this.constructor( this.x, this.y );
  506. }
  507. copy( v ) {
  508. this.x = v.x;
  509. this.y = v.y;
  510. return this;
  511. }
  512. add( v ) {
  513. this.x += v.x;
  514. this.y += v.y;
  515. return this;
  516. }
  517. addScalar( s ) {
  518. this.x += s;
  519. this.y += s;
  520. return this;
  521. }
  522. addVectors( a, b ) {
  523. this.x = a.x + b.x;
  524. this.y = a.y + b.y;
  525. return this;
  526. }
  527. addScaledVector( v, s ) {
  528. this.x += v.x * s;
  529. this.y += v.y * s;
  530. return this;
  531. }
  532. sub( v ) {
  533. this.x -= v.x;
  534. this.y -= v.y;
  535. return this;
  536. }
  537. subScalar( s ) {
  538. this.x -= s;
  539. this.y -= s;
  540. return this;
  541. }
  542. subVectors( a, b ) {
  543. this.x = a.x - b.x;
  544. this.y = a.y - b.y;
  545. return this;
  546. }
  547. multiply( v ) {
  548. this.x *= v.x;
  549. this.y *= v.y;
  550. return this;
  551. }
  552. multiplyScalar( scalar ) {
  553. this.x *= scalar;
  554. this.y *= scalar;
  555. return this;
  556. }
  557. divide( v ) {
  558. this.x /= v.x;
  559. this.y /= v.y;
  560. return this;
  561. }
  562. divideScalar( scalar ) {
  563. return this.multiplyScalar( 1 / scalar );
  564. }
  565. applyMatrix3( m ) {
  566. const x = this.x, y = this.y;
  567. const e = m.elements;
  568. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  569. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  570. return this;
  571. }
  572. min( v ) {
  573. this.x = Math.min( this.x, v.x );
  574. this.y = Math.min( this.y, v.y );
  575. return this;
  576. }
  577. max( v ) {
  578. this.x = Math.max( this.x, v.x );
  579. this.y = Math.max( this.y, v.y );
  580. return this;
  581. }
  582. clamp( min, max ) {
  583. // assumes min < max, componentwise
  584. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  585. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  586. return this;
  587. }
  588. clampScalar( minVal, maxVal ) {
  589. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  590. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  591. return this;
  592. }
  593. clampLength( min, max ) {
  594. const length = this.length();
  595. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  596. }
  597. floor() {
  598. this.x = Math.floor( this.x );
  599. this.y = Math.floor( this.y );
  600. return this;
  601. }
  602. ceil() {
  603. this.x = Math.ceil( this.x );
  604. this.y = Math.ceil( this.y );
  605. return this;
  606. }
  607. round() {
  608. this.x = Math.round( this.x );
  609. this.y = Math.round( this.y );
  610. return this;
  611. }
  612. roundToZero() {
  613. this.x = Math.trunc( this.x );
  614. this.y = Math.trunc( this.y );
  615. return this;
  616. }
  617. negate() {
  618. this.x = - this.x;
  619. this.y = - this.y;
  620. return this;
  621. }
  622. dot( v ) {
  623. return this.x * v.x + this.y * v.y;
  624. }
  625. cross( v ) {
  626. return this.x * v.y - this.y * v.x;
  627. }
  628. lengthSq() {
  629. return this.x * this.x + this.y * this.y;
  630. }
  631. length() {
  632. return Math.sqrt( this.x * this.x + this.y * this.y );
  633. }
  634. manhattanLength() {
  635. return Math.abs( this.x ) + Math.abs( this.y );
  636. }
  637. normalize() {
  638. return this.divideScalar( this.length() || 1 );
  639. }
  640. angle() {
  641. // computes the angle in radians with respect to the positive x-axis
  642. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  643. return angle;
  644. }
  645. angleTo( v ) {
  646. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  647. if ( denominator === 0 ) return Math.PI / 2;
  648. const theta = this.dot( v ) / denominator;
  649. // clamp, to handle numerical problems
  650. return Math.acos( clamp$1( theta, - 1, 1 ) );
  651. }
  652. distanceTo( v ) {
  653. return Math.sqrt( this.distanceToSquared( v ) );
  654. }
  655. distanceToSquared( v ) {
  656. const dx = this.x - v.x, dy = this.y - v.y;
  657. return dx * dx + dy * dy;
  658. }
  659. manhattanDistanceTo( v ) {
  660. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  661. }
  662. setLength( length ) {
  663. return this.normalize().multiplyScalar( length );
  664. }
  665. lerp( v, alpha ) {
  666. this.x += ( v.x - this.x ) * alpha;
  667. this.y += ( v.y - this.y ) * alpha;
  668. return this;
  669. }
  670. lerpVectors( v1, v2, alpha ) {
  671. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  672. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  673. return this;
  674. }
  675. equals( v ) {
  676. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  677. }
  678. fromArray( array, offset = 0 ) {
  679. this.x = array[ offset ];
  680. this.y = array[ offset + 1 ];
  681. return this;
  682. }
  683. toArray( array = [], offset = 0 ) {
  684. array[ offset ] = this.x;
  685. array[ offset + 1 ] = this.y;
  686. return array;
  687. }
  688. fromBufferAttribute( attribute, index ) {
  689. this.x = attribute.getX( index );
  690. this.y = attribute.getY( index );
  691. return this;
  692. }
  693. rotateAround( center, angle ) {
  694. const c = Math.cos( angle ), s = Math.sin( angle );
  695. const x = this.x - center.x;
  696. const y = this.y - center.y;
  697. this.x = x * c - y * s + center.x;
  698. this.y = x * s + y * c + center.y;
  699. return this;
  700. }
  701. random() {
  702. this.x = Math.random();
  703. this.y = Math.random();
  704. return this;
  705. }
  706. *[ Symbol.iterator ]() {
  707. yield this.x;
  708. yield this.y;
  709. }
  710. }
  711. class Matrix3 {
  712. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  713. Matrix3.prototype.isMatrix3 = true;
  714. this.elements = [
  715. 1, 0, 0,
  716. 0, 1, 0,
  717. 0, 0, 1
  718. ];
  719. if ( n11 !== undefined ) {
  720. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  721. }
  722. }
  723. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  724. const te = this.elements;
  725. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  726. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  727. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  728. return this;
  729. }
  730. identity() {
  731. this.set(
  732. 1, 0, 0,
  733. 0, 1, 0,
  734. 0, 0, 1
  735. );
  736. return this;
  737. }
  738. copy( m ) {
  739. const te = this.elements;
  740. const me = m.elements;
  741. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  742. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  743. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  744. return this;
  745. }
  746. extractBasis( xAxis, yAxis, zAxis ) {
  747. xAxis.setFromMatrix3Column( this, 0 );
  748. yAxis.setFromMatrix3Column( this, 1 );
  749. zAxis.setFromMatrix3Column( this, 2 );
  750. return this;
  751. }
  752. setFromMatrix4( m ) {
  753. const me = m.elements;
  754. this.set(
  755. me[ 0 ], me[ 4 ], me[ 8 ],
  756. me[ 1 ], me[ 5 ], me[ 9 ],
  757. me[ 2 ], me[ 6 ], me[ 10 ]
  758. );
  759. return this;
  760. }
  761. multiply( m ) {
  762. return this.multiplyMatrices( this, m );
  763. }
  764. premultiply( m ) {
  765. return this.multiplyMatrices( m, this );
  766. }
  767. multiplyMatrices( a, b ) {
  768. const ae = a.elements;
  769. const be = b.elements;
  770. const te = this.elements;
  771. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  772. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  773. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  774. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  775. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  776. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  777. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  778. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  779. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  780. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  781. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  782. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  783. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  784. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  785. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  786. return this;
  787. }
  788. multiplyScalar( s ) {
  789. const te = this.elements;
  790. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  791. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  792. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  793. return this;
  794. }
  795. determinant() {
  796. const te = this.elements;
  797. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  798. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  799. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  800. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  801. }
  802. invert() {
  803. const te = this.elements,
  804. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  805. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  806. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  807. t11 = n33 * n22 - n32 * n23,
  808. t12 = n32 * n13 - n33 * n12,
  809. t13 = n23 * n12 - n22 * n13,
  810. det = n11 * t11 + n21 * t12 + n31 * t13;
  811. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  812. const detInv = 1 / det;
  813. te[ 0 ] = t11 * detInv;
  814. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  815. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  816. te[ 3 ] = t12 * detInv;
  817. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  818. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  819. te[ 6 ] = t13 * detInv;
  820. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  821. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  822. return this;
  823. }
  824. transpose() {
  825. let tmp;
  826. const m = this.elements;
  827. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  828. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  829. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  830. return this;
  831. }
  832. getNormalMatrix( matrix4 ) {
  833. return this.setFromMatrix4( matrix4 ).invert().transpose();
  834. }
  835. transposeIntoArray( r ) {
  836. const m = this.elements;
  837. r[ 0 ] = m[ 0 ];
  838. r[ 1 ] = m[ 3 ];
  839. r[ 2 ] = m[ 6 ];
  840. r[ 3 ] = m[ 1 ];
  841. r[ 4 ] = m[ 4 ];
  842. r[ 5 ] = m[ 7 ];
  843. r[ 6 ] = m[ 2 ];
  844. r[ 7 ] = m[ 5 ];
  845. r[ 8 ] = m[ 8 ];
  846. return this;
  847. }
  848. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  849. const c = Math.cos( rotation );
  850. const s = Math.sin( rotation );
  851. this.set(
  852. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  853. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  854. 0, 0, 1
  855. );
  856. return this;
  857. }
  858. //
  859. scale( sx, sy ) {
  860. this.premultiply( _m3.makeScale( sx, sy ) );
  861. return this;
  862. }
  863. rotate( theta ) {
  864. this.premultiply( _m3.makeRotation( - theta ) );
  865. return this;
  866. }
  867. translate( tx, ty ) {
  868. this.premultiply( _m3.makeTranslation( tx, ty ) );
  869. return this;
  870. }
  871. // for 2D Transforms
  872. makeTranslation( x, y ) {
  873. if ( x.isVector2 ) {
  874. this.set(
  875. 1, 0, x.x,
  876. 0, 1, x.y,
  877. 0, 0, 1
  878. );
  879. } else {
  880. this.set(
  881. 1, 0, x,
  882. 0, 1, y,
  883. 0, 0, 1
  884. );
  885. }
  886. return this;
  887. }
  888. makeRotation( theta ) {
  889. // counterclockwise
  890. const c = Math.cos( theta );
  891. const s = Math.sin( theta );
  892. this.set(
  893. c, - s, 0,
  894. s, c, 0,
  895. 0, 0, 1
  896. );
  897. return this;
  898. }
  899. makeScale( x, y ) {
  900. this.set(
  901. x, 0, 0,
  902. 0, y, 0,
  903. 0, 0, 1
  904. );
  905. return this;
  906. }
  907. //
  908. equals( matrix ) {
  909. const te = this.elements;
  910. const me = matrix.elements;
  911. for ( let i = 0; i < 9; i ++ ) {
  912. if ( te[ i ] !== me[ i ] ) return false;
  913. }
  914. return true;
  915. }
  916. fromArray( array, offset = 0 ) {
  917. for ( let i = 0; i < 9; i ++ ) {
  918. this.elements[ i ] = array[ i + offset ];
  919. }
  920. return this;
  921. }
  922. toArray( array = [], offset = 0 ) {
  923. const te = this.elements;
  924. array[ offset ] = te[ 0 ];
  925. array[ offset + 1 ] = te[ 1 ];
  926. array[ offset + 2 ] = te[ 2 ];
  927. array[ offset + 3 ] = te[ 3 ];
  928. array[ offset + 4 ] = te[ 4 ];
  929. array[ offset + 5 ] = te[ 5 ];
  930. array[ offset + 6 ] = te[ 6 ];
  931. array[ offset + 7 ] = te[ 7 ];
  932. array[ offset + 8 ] = te[ 8 ];
  933. return array;
  934. }
  935. clone() {
  936. return new this.constructor().fromArray( this.elements );
  937. }
  938. }
  939. const _m3 = /*@__PURE__*/ new Matrix3();
  940. function arrayNeedsUint32$1( array ) {
  941. // assumes larger values usually on last
  942. for ( let i = array.length - 1; i >= 0; -- i ) {
  943. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  944. }
  945. return false;
  946. }
  947. const TYPED_ARRAYS = {
  948. Int8Array: Int8Array,
  949. Uint8Array: Uint8Array,
  950. Uint8ClampedArray: Uint8ClampedArray,
  951. Int16Array: Int16Array,
  952. Uint16Array: Uint16Array,
  953. Int32Array: Int32Array,
  954. Uint32Array: Uint32Array,
  955. Float32Array: Float32Array,
  956. Float64Array: Float64Array
  957. };
  958. function getTypedArray( type, buffer ) {
  959. return new TYPED_ARRAYS[ type ]( buffer );
  960. }
  961. function createElementNS( name ) {
  962. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  963. }
  964. function createCanvasElement() {
  965. const canvas = createElementNS( 'canvas' );
  966. canvas.style.display = 'block';
  967. return canvas;
  968. }
  969. const _cache$2 = {};
  970. function warnOnce( message ) {
  971. if ( message in _cache$2 ) return;
  972. _cache$2[ message ] = true;
  973. console.warn( message );
  974. }
  975. const ColorManagement = {
  976. enabled: true,
  977. workingColorSpace: LinearSRGBColorSpace,
  978. /**
  979. * Implementations of supported color spaces.
  980. *
  981. * Required:
  982. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  983. * - whitePoint: reference white [ x y ]
  984. * - transfer: transfer function (pre-defined)
  985. * - toXYZ: Matrix3 RGB to XYZ transform
  986. * - fromXYZ: Matrix3 XYZ to RGB transform
  987. * - luminanceCoefficients: RGB luminance coefficients
  988. *
  989. * Optional:
  990. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  991. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  992. *
  993. * Reference:
  994. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  995. */
  996. spaces: {},
  997. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  998. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  999. return color;
  1000. }
  1001. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  1002. color.r = SRGBToLinear( color.r );
  1003. color.g = SRGBToLinear( color.g );
  1004. color.b = SRGBToLinear( color.b );
  1005. }
  1006. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  1007. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  1008. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  1009. }
  1010. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  1011. color.r = LinearToSRGB( color.r );
  1012. color.g = LinearToSRGB( color.g );
  1013. color.b = LinearToSRGB( color.b );
  1014. }
  1015. return color;
  1016. },
  1017. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  1018. return this.convert( color, this.workingColorSpace, targetColorSpace );
  1019. },
  1020. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  1021. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  1022. },
  1023. getPrimaries: function ( colorSpace ) {
  1024. return this.spaces[ colorSpace ].primaries;
  1025. },
  1026. getTransfer: function ( colorSpace ) {
  1027. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  1028. return this.spaces[ colorSpace ].transfer;
  1029. },
  1030. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  1031. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  1032. },
  1033. define: function ( colorSpaces ) {
  1034. Object.assign( this.spaces, colorSpaces );
  1035. },
  1036. // Internal APIs
  1037. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  1038. return targetMatrix
  1039. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  1040. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  1041. },
  1042. _getDrawingBufferColorSpace: function ( colorSpace ) {
  1043. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  1044. },
  1045. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  1046. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  1047. }
  1048. };
  1049. function SRGBToLinear( c ) {
  1050. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  1051. }
  1052. function LinearToSRGB( c ) {
  1053. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  1054. }
  1055. /******************************************************************************
  1056. * sRGB definitions
  1057. */
  1058. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  1059. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  1060. const D65 = [ 0.3127, 0.3290 ];
  1061. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  1062. 0.4123908, 0.3575843, 0.1804808,
  1063. 0.2126390, 0.7151687, 0.0721923,
  1064. 0.0193308, 0.1191948, 0.9505322
  1065. );
  1066. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  1067. 3.2409699, - 1.5373832, - 0.4986108,
  1068. - 0.9692436, 1.8759675, 0.0415551,
  1069. 0.0556301, - 0.2039770, 1.0569715
  1070. );
  1071. ColorManagement.define( {
  1072. [ LinearSRGBColorSpace ]: {
  1073. primaries: REC709_PRIMARIES,
  1074. whitePoint: D65,
  1075. transfer: LinearTransfer,
  1076. toXYZ: LINEAR_REC709_TO_XYZ,
  1077. fromXYZ: XYZ_TO_LINEAR_REC709,
  1078. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  1079. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  1080. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  1081. },
  1082. [ SRGBColorSpace ]: {
  1083. primaries: REC709_PRIMARIES,
  1084. whitePoint: D65,
  1085. transfer: SRGBTransfer,
  1086. toXYZ: LINEAR_REC709_TO_XYZ,
  1087. fromXYZ: XYZ_TO_LINEAR_REC709,
  1088. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  1089. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  1090. },
  1091. } );
  1092. let _canvas;
  1093. class ImageUtils {
  1094. static getDataURL( image ) {
  1095. if ( /^data:/i.test( image.src ) ) {
  1096. return image.src;
  1097. }
  1098. if ( typeof HTMLCanvasElement === 'undefined' ) {
  1099. return image.src;
  1100. }
  1101. let canvas;
  1102. if ( image instanceof HTMLCanvasElement ) {
  1103. canvas = image;
  1104. } else {
  1105. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  1106. _canvas.width = image.width;
  1107. _canvas.height = image.height;
  1108. const context = _canvas.getContext( '2d' );
  1109. if ( image instanceof ImageData ) {
  1110. context.putImageData( image, 0, 0 );
  1111. } else {
  1112. context.drawImage( image, 0, 0, image.width, image.height );
  1113. }
  1114. canvas = _canvas;
  1115. }
  1116. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1117. console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
  1118. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1119. } else {
  1120. return canvas.toDataURL( 'image/png' );
  1121. }
  1122. }
  1123. static sRGBToLinear( image ) {
  1124. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1125. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1126. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1127. const canvas = createElementNS( 'canvas' );
  1128. canvas.width = image.width;
  1129. canvas.height = image.height;
  1130. const context = canvas.getContext( '2d' );
  1131. context.drawImage( image, 0, 0, image.width, image.height );
  1132. const imageData = context.getImageData( 0, 0, image.width, image.height );
  1133. const data = imageData.data;
  1134. for ( let i = 0; i < data.length; i ++ ) {
  1135. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  1136. }
  1137. context.putImageData( imageData, 0, 0 );
  1138. return canvas;
  1139. } else if ( image.data ) {
  1140. const data = image.data.slice( 0 );
  1141. for ( let i = 0; i < data.length; i ++ ) {
  1142. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  1143. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  1144. } else {
  1145. // assuming float
  1146. data[ i ] = SRGBToLinear( data[ i ] );
  1147. }
  1148. }
  1149. return {
  1150. data: data,
  1151. width: image.width,
  1152. height: image.height
  1153. };
  1154. } else {
  1155. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  1156. return image;
  1157. }
  1158. }
  1159. }
  1160. let _sourceId = 0;
  1161. class Source {
  1162. constructor( data = null ) {
  1163. this.isSource = true;
  1164. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  1165. this.uuid = generateUUID();
  1166. this.data = data;
  1167. this.dataReady = true;
  1168. this.version = 0;
  1169. }
  1170. set needsUpdate( value ) {
  1171. if ( value === true ) this.version ++;
  1172. }
  1173. toJSON( meta ) {
  1174. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1175. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  1176. return meta.images[ this.uuid ];
  1177. }
  1178. const output = {
  1179. uuid: this.uuid,
  1180. url: ''
  1181. };
  1182. const data = this.data;
  1183. if ( data !== null ) {
  1184. let url;
  1185. if ( Array.isArray( data ) ) {
  1186. // cube texture
  1187. url = [];
  1188. for ( let i = 0, l = data.length; i < l; i ++ ) {
  1189. if ( data[ i ].isDataTexture ) {
  1190. url.push( serializeImage( data[ i ].image ) );
  1191. } else {
  1192. url.push( serializeImage( data[ i ] ) );
  1193. }
  1194. }
  1195. } else {
  1196. // texture
  1197. url = serializeImage( data );
  1198. }
  1199. output.url = url;
  1200. }
  1201. if ( ! isRootObject ) {
  1202. meta.images[ this.uuid ] = output;
  1203. }
  1204. return output;
  1205. }
  1206. }
  1207. function serializeImage( image ) {
  1208. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1209. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1210. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1211. // default images
  1212. return ImageUtils.getDataURL( image );
  1213. } else {
  1214. if ( image.data ) {
  1215. // images of DataTexture
  1216. return {
  1217. data: Array.from( image.data ),
  1218. width: image.width,
  1219. height: image.height,
  1220. type: image.data.constructor.name
  1221. };
  1222. } else {
  1223. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  1224. return {};
  1225. }
  1226. }
  1227. }
  1228. let _textureId = 0;
  1229. class Texture extends EventDispatcher {
  1230. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  1231. super();
  1232. this.isTexture = true;
  1233. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  1234. this.uuid = generateUUID();
  1235. this.name = '';
  1236. this.source = new Source( image );
  1237. this.mipmaps = [];
  1238. this.mapping = mapping;
  1239. this.channel = 0;
  1240. this.wrapS = wrapS;
  1241. this.wrapT = wrapT;
  1242. this.magFilter = magFilter;
  1243. this.minFilter = minFilter;
  1244. this.anisotropy = anisotropy;
  1245. this.format = format;
  1246. this.internalFormat = null;
  1247. this.type = type;
  1248. this.offset = new Vector2( 0, 0 );
  1249. this.repeat = new Vector2( 1, 1 );
  1250. this.center = new Vector2( 0, 0 );
  1251. this.rotation = 0;
  1252. this.matrixAutoUpdate = true;
  1253. this.matrix = new Matrix3();
  1254. this.generateMipmaps = true;
  1255. this.premultiplyAlpha = false;
  1256. this.flipY = true;
  1257. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1258. this.colorSpace = colorSpace;
  1259. this.userData = {};
  1260. this.version = 0;
  1261. this.onUpdate = null;
  1262. this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
  1263. this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
  1264. }
  1265. get image() {
  1266. return this.source.data;
  1267. }
  1268. set image( value = null ) {
  1269. this.source.data = value;
  1270. }
  1271. updateMatrix() {
  1272. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1273. }
  1274. clone() {
  1275. return new this.constructor().copy( this );
  1276. }
  1277. copy( source ) {
  1278. this.name = source.name;
  1279. this.source = source.source;
  1280. this.mipmaps = source.mipmaps.slice( 0 );
  1281. this.mapping = source.mapping;
  1282. this.channel = source.channel;
  1283. this.wrapS = source.wrapS;
  1284. this.wrapT = source.wrapT;
  1285. this.magFilter = source.magFilter;
  1286. this.minFilter = source.minFilter;
  1287. this.anisotropy = source.anisotropy;
  1288. this.format = source.format;
  1289. this.internalFormat = source.internalFormat;
  1290. this.type = source.type;
  1291. this.offset.copy( source.offset );
  1292. this.repeat.copy( source.repeat );
  1293. this.center.copy( source.center );
  1294. this.rotation = source.rotation;
  1295. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1296. this.matrix.copy( source.matrix );
  1297. this.generateMipmaps = source.generateMipmaps;
  1298. this.premultiplyAlpha = source.premultiplyAlpha;
  1299. this.flipY = source.flipY;
  1300. this.unpackAlignment = source.unpackAlignment;
  1301. this.colorSpace = source.colorSpace;
  1302. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  1303. this.needsUpdate = true;
  1304. return this;
  1305. }
  1306. toJSON( meta ) {
  1307. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1308. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1309. return meta.textures[ this.uuid ];
  1310. }
  1311. const output = {
  1312. metadata: {
  1313. version: 4.6,
  1314. type: 'Texture',
  1315. generator: 'Texture.toJSON'
  1316. },
  1317. uuid: this.uuid,
  1318. name: this.name,
  1319. image: this.source.toJSON( meta ).uuid,
  1320. mapping: this.mapping,
  1321. channel: this.channel,
  1322. repeat: [ this.repeat.x, this.repeat.y ],
  1323. offset: [ this.offset.x, this.offset.y ],
  1324. center: [ this.center.x, this.center.y ],
  1325. rotation: this.rotation,
  1326. wrap: [ this.wrapS, this.wrapT ],
  1327. format: this.format,
  1328. internalFormat: this.internalFormat,
  1329. type: this.type,
  1330. colorSpace: this.colorSpace,
  1331. minFilter: this.minFilter,
  1332. magFilter: this.magFilter,
  1333. anisotropy: this.anisotropy,
  1334. flipY: this.flipY,
  1335. generateMipmaps: this.generateMipmaps,
  1336. premultiplyAlpha: this.premultiplyAlpha,
  1337. unpackAlignment: this.unpackAlignment
  1338. };
  1339. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  1340. if ( ! isRootObject ) {
  1341. meta.textures[ this.uuid ] = output;
  1342. }
  1343. return output;
  1344. }
  1345. dispose() {
  1346. this.dispatchEvent( { type: 'dispose' } );
  1347. }
  1348. transformUv( uv ) {
  1349. if ( this.mapping !== UVMapping ) return uv;
  1350. uv.applyMatrix3( this.matrix );
  1351. if ( uv.x < 0 || uv.x > 1 ) {
  1352. switch ( this.wrapS ) {
  1353. case RepeatWrapping:
  1354. uv.x = uv.x - Math.floor( uv.x );
  1355. break;
  1356. case ClampToEdgeWrapping:
  1357. uv.x = uv.x < 0 ? 0 : 1;
  1358. break;
  1359. case MirroredRepeatWrapping:
  1360. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1361. uv.x = Math.ceil( uv.x ) - uv.x;
  1362. } else {
  1363. uv.x = uv.x - Math.floor( uv.x );
  1364. }
  1365. break;
  1366. }
  1367. }
  1368. if ( uv.y < 0 || uv.y > 1 ) {
  1369. switch ( this.wrapT ) {
  1370. case RepeatWrapping:
  1371. uv.y = uv.y - Math.floor( uv.y );
  1372. break;
  1373. case ClampToEdgeWrapping:
  1374. uv.y = uv.y < 0 ? 0 : 1;
  1375. break;
  1376. case MirroredRepeatWrapping:
  1377. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1378. uv.y = Math.ceil( uv.y ) - uv.y;
  1379. } else {
  1380. uv.y = uv.y - Math.floor( uv.y );
  1381. }
  1382. break;
  1383. }
  1384. }
  1385. if ( this.flipY ) {
  1386. uv.y = 1 - uv.y;
  1387. }
  1388. return uv;
  1389. }
  1390. set needsUpdate( value ) {
  1391. if ( value === true ) {
  1392. this.version ++;
  1393. this.source.needsUpdate = true;
  1394. }
  1395. }
  1396. set needsPMREMUpdate( value ) {
  1397. if ( value === true ) {
  1398. this.pmremVersion ++;
  1399. }
  1400. }
  1401. }
  1402. Texture.DEFAULT_IMAGE = null;
  1403. Texture.DEFAULT_MAPPING = UVMapping;
  1404. Texture.DEFAULT_ANISOTROPY = 1;
  1405. class Vector4 {
  1406. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1407. Vector4.prototype.isVector4 = true;
  1408. this.x = x;
  1409. this.y = y;
  1410. this.z = z;
  1411. this.w = w;
  1412. }
  1413. get width() {
  1414. return this.z;
  1415. }
  1416. set width( value ) {
  1417. this.z = value;
  1418. }
  1419. get height() {
  1420. return this.w;
  1421. }
  1422. set height( value ) {
  1423. this.w = value;
  1424. }
  1425. set( x, y, z, w ) {
  1426. this.x = x;
  1427. this.y = y;
  1428. this.z = z;
  1429. this.w = w;
  1430. return this;
  1431. }
  1432. setScalar( scalar ) {
  1433. this.x = scalar;
  1434. this.y = scalar;
  1435. this.z = scalar;
  1436. this.w = scalar;
  1437. return this;
  1438. }
  1439. setX( x ) {
  1440. this.x = x;
  1441. return this;
  1442. }
  1443. setY( y ) {
  1444. this.y = y;
  1445. return this;
  1446. }
  1447. setZ( z ) {
  1448. this.z = z;
  1449. return this;
  1450. }
  1451. setW( w ) {
  1452. this.w = w;
  1453. return this;
  1454. }
  1455. setComponent( index, value ) {
  1456. switch ( index ) {
  1457. case 0: this.x = value; break;
  1458. case 1: this.y = value; break;
  1459. case 2: this.z = value; break;
  1460. case 3: this.w = value; break;
  1461. default: throw new Error( 'index is out of range: ' + index );
  1462. }
  1463. return this;
  1464. }
  1465. getComponent( index ) {
  1466. switch ( index ) {
  1467. case 0: return this.x;
  1468. case 1: return this.y;
  1469. case 2: return this.z;
  1470. case 3: return this.w;
  1471. default: throw new Error( 'index is out of range: ' + index );
  1472. }
  1473. }
  1474. clone() {
  1475. return new this.constructor( this.x, this.y, this.z, this.w );
  1476. }
  1477. copy( v ) {
  1478. this.x = v.x;
  1479. this.y = v.y;
  1480. this.z = v.z;
  1481. this.w = ( v.w !== undefined ) ? v.w : 1;
  1482. return this;
  1483. }
  1484. add( v ) {
  1485. this.x += v.x;
  1486. this.y += v.y;
  1487. this.z += v.z;
  1488. this.w += v.w;
  1489. return this;
  1490. }
  1491. addScalar( s ) {
  1492. this.x += s;
  1493. this.y += s;
  1494. this.z += s;
  1495. this.w += s;
  1496. return this;
  1497. }
  1498. addVectors( a, b ) {
  1499. this.x = a.x + b.x;
  1500. this.y = a.y + b.y;
  1501. this.z = a.z + b.z;
  1502. this.w = a.w + b.w;
  1503. return this;
  1504. }
  1505. addScaledVector( v, s ) {
  1506. this.x += v.x * s;
  1507. this.y += v.y * s;
  1508. this.z += v.z * s;
  1509. this.w += v.w * s;
  1510. return this;
  1511. }
  1512. sub( v ) {
  1513. this.x -= v.x;
  1514. this.y -= v.y;
  1515. this.z -= v.z;
  1516. this.w -= v.w;
  1517. return this;
  1518. }
  1519. subScalar( s ) {
  1520. this.x -= s;
  1521. this.y -= s;
  1522. this.z -= s;
  1523. this.w -= s;
  1524. return this;
  1525. }
  1526. subVectors( a, b ) {
  1527. this.x = a.x - b.x;
  1528. this.y = a.y - b.y;
  1529. this.z = a.z - b.z;
  1530. this.w = a.w - b.w;
  1531. return this;
  1532. }
  1533. multiply( v ) {
  1534. this.x *= v.x;
  1535. this.y *= v.y;
  1536. this.z *= v.z;
  1537. this.w *= v.w;
  1538. return this;
  1539. }
  1540. multiplyScalar( scalar ) {
  1541. this.x *= scalar;
  1542. this.y *= scalar;
  1543. this.z *= scalar;
  1544. this.w *= scalar;
  1545. return this;
  1546. }
  1547. applyMatrix4( m ) {
  1548. const x = this.x, y = this.y, z = this.z, w = this.w;
  1549. const e = m.elements;
  1550. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1551. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1552. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1553. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1554. return this;
  1555. }
  1556. divideScalar( scalar ) {
  1557. return this.multiplyScalar( 1 / scalar );
  1558. }
  1559. setAxisAngleFromQuaternion( q ) {
  1560. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1561. // q is assumed to be normalized
  1562. this.w = 2 * Math.acos( q.w );
  1563. const s = Math.sqrt( 1 - q.w * q.w );
  1564. if ( s < 0.0001 ) {
  1565. this.x = 1;
  1566. this.y = 0;
  1567. this.z = 0;
  1568. } else {
  1569. this.x = q.x / s;
  1570. this.y = q.y / s;
  1571. this.z = q.z / s;
  1572. }
  1573. return this;
  1574. }
  1575. setAxisAngleFromRotationMatrix( m ) {
  1576. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1577. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1578. let angle, x, y, z; // variables for result
  1579. const epsilon = 0.01, // margin to allow for rounding errors
  1580. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1581. te = m.elements,
  1582. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1583. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1584. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1585. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1586. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1587. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1588. // singularity found
  1589. // first check for identity matrix which must have +1 for all terms
  1590. // in leading diagonal and zero in other terms
  1591. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1592. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1593. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1594. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1595. // this singularity is identity matrix so angle = 0
  1596. this.set( 1, 0, 0, 0 );
  1597. return this; // zero angle, arbitrary axis
  1598. }
  1599. // otherwise this singularity is angle = 180
  1600. angle = Math.PI;
  1601. const xx = ( m11 + 1 ) / 2;
  1602. const yy = ( m22 + 1 ) / 2;
  1603. const zz = ( m33 + 1 ) / 2;
  1604. const xy = ( m12 + m21 ) / 4;
  1605. const xz = ( m13 + m31 ) / 4;
  1606. const yz = ( m23 + m32 ) / 4;
  1607. if ( ( xx > yy ) && ( xx > zz ) ) {
  1608. // m11 is the largest diagonal term
  1609. if ( xx < epsilon ) {
  1610. x = 0;
  1611. y = 0.707106781;
  1612. z = 0.707106781;
  1613. } else {
  1614. x = Math.sqrt( xx );
  1615. y = xy / x;
  1616. z = xz / x;
  1617. }
  1618. } else if ( yy > zz ) {
  1619. // m22 is the largest diagonal term
  1620. if ( yy < epsilon ) {
  1621. x = 0.707106781;
  1622. y = 0;
  1623. z = 0.707106781;
  1624. } else {
  1625. y = Math.sqrt( yy );
  1626. x = xy / y;
  1627. z = yz / y;
  1628. }
  1629. } else {
  1630. // m33 is the largest diagonal term so base result on this
  1631. if ( zz < epsilon ) {
  1632. x = 0.707106781;
  1633. y = 0.707106781;
  1634. z = 0;
  1635. } else {
  1636. z = Math.sqrt( zz );
  1637. x = xz / z;
  1638. y = yz / z;
  1639. }
  1640. }
  1641. this.set( x, y, z, angle );
  1642. return this; // return 180 deg rotation
  1643. }
  1644. // as we have reached here there are no singularities so we can handle normally
  1645. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1646. ( m13 - m31 ) * ( m13 - m31 ) +
  1647. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1648. if ( Math.abs( s ) < 0.001 ) s = 1;
  1649. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1650. // caught by singularity test above, but I've left it in just in case
  1651. this.x = ( m32 - m23 ) / s;
  1652. this.y = ( m13 - m31 ) / s;
  1653. this.z = ( m21 - m12 ) / s;
  1654. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1655. return this;
  1656. }
  1657. setFromMatrixPosition( m ) {
  1658. const e = m.elements;
  1659. this.x = e[ 12 ];
  1660. this.y = e[ 13 ];
  1661. this.z = e[ 14 ];
  1662. this.w = e[ 15 ];
  1663. return this;
  1664. }
  1665. min( v ) {
  1666. this.x = Math.min( this.x, v.x );
  1667. this.y = Math.min( this.y, v.y );
  1668. this.z = Math.min( this.z, v.z );
  1669. this.w = Math.min( this.w, v.w );
  1670. return this;
  1671. }
  1672. max( v ) {
  1673. this.x = Math.max( this.x, v.x );
  1674. this.y = Math.max( this.y, v.y );
  1675. this.z = Math.max( this.z, v.z );
  1676. this.w = Math.max( this.w, v.w );
  1677. return this;
  1678. }
  1679. clamp( min, max ) {
  1680. // assumes min < max, componentwise
  1681. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1682. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1683. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1684. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1685. return this;
  1686. }
  1687. clampScalar( minVal, maxVal ) {
  1688. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1689. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1690. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1691. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1692. return this;
  1693. }
  1694. clampLength( min, max ) {
  1695. const length = this.length();
  1696. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1697. }
  1698. floor() {
  1699. this.x = Math.floor( this.x );
  1700. this.y = Math.floor( this.y );
  1701. this.z = Math.floor( this.z );
  1702. this.w = Math.floor( this.w );
  1703. return this;
  1704. }
  1705. ceil() {
  1706. this.x = Math.ceil( this.x );
  1707. this.y = Math.ceil( this.y );
  1708. this.z = Math.ceil( this.z );
  1709. this.w = Math.ceil( this.w );
  1710. return this;
  1711. }
  1712. round() {
  1713. this.x = Math.round( this.x );
  1714. this.y = Math.round( this.y );
  1715. this.z = Math.round( this.z );
  1716. this.w = Math.round( this.w );
  1717. return this;
  1718. }
  1719. roundToZero() {
  1720. this.x = Math.trunc( this.x );
  1721. this.y = Math.trunc( this.y );
  1722. this.z = Math.trunc( this.z );
  1723. this.w = Math.trunc( this.w );
  1724. return this;
  1725. }
  1726. negate() {
  1727. this.x = - this.x;
  1728. this.y = - this.y;
  1729. this.z = - this.z;
  1730. this.w = - this.w;
  1731. return this;
  1732. }
  1733. dot( v ) {
  1734. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1735. }
  1736. lengthSq() {
  1737. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1738. }
  1739. length() {
  1740. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1741. }
  1742. manhattanLength() {
  1743. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1744. }
  1745. normalize() {
  1746. return this.divideScalar( this.length() || 1 );
  1747. }
  1748. setLength( length ) {
  1749. return this.normalize().multiplyScalar( length );
  1750. }
  1751. lerp( v, alpha ) {
  1752. this.x += ( v.x - this.x ) * alpha;
  1753. this.y += ( v.y - this.y ) * alpha;
  1754. this.z += ( v.z - this.z ) * alpha;
  1755. this.w += ( v.w - this.w ) * alpha;
  1756. return this;
  1757. }
  1758. lerpVectors( v1, v2, alpha ) {
  1759. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1760. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1761. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1762. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1763. return this;
  1764. }
  1765. equals( v ) {
  1766. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1767. }
  1768. fromArray( array, offset = 0 ) {
  1769. this.x = array[ offset ];
  1770. this.y = array[ offset + 1 ];
  1771. this.z = array[ offset + 2 ];
  1772. this.w = array[ offset + 3 ];
  1773. return this;
  1774. }
  1775. toArray( array = [], offset = 0 ) {
  1776. array[ offset ] = this.x;
  1777. array[ offset + 1 ] = this.y;
  1778. array[ offset + 2 ] = this.z;
  1779. array[ offset + 3 ] = this.w;
  1780. return array;
  1781. }
  1782. fromBufferAttribute( attribute, index ) {
  1783. this.x = attribute.getX( index );
  1784. this.y = attribute.getY( index );
  1785. this.z = attribute.getZ( index );
  1786. this.w = attribute.getW( index );
  1787. return this;
  1788. }
  1789. random() {
  1790. this.x = Math.random();
  1791. this.y = Math.random();
  1792. this.z = Math.random();
  1793. this.w = Math.random();
  1794. return this;
  1795. }
  1796. *[ Symbol.iterator ]() {
  1797. yield this.x;
  1798. yield this.y;
  1799. yield this.z;
  1800. yield this.w;
  1801. }
  1802. }
  1803. /*
  1804. In options, we can specify:
  1805. * Texture parameters for an auto-generated target texture
  1806. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1807. */
  1808. class RenderTarget extends EventDispatcher {
  1809. constructor( width = 1, height = 1, options = {} ) {
  1810. super();
  1811. this.isRenderTarget = true;
  1812. this.width = width;
  1813. this.height = height;
  1814. this.depth = 1;
  1815. this.scissor = new Vector4( 0, 0, width, height );
  1816. this.scissorTest = false;
  1817. this.viewport = new Vector4( 0, 0, width, height );
  1818. const image = { width: width, height: height, depth: 1 };
  1819. options = Object.assign( {
  1820. generateMipmaps: false,
  1821. internalFormat: null,
  1822. minFilter: LinearFilter,
  1823. depthBuffer: true,
  1824. stencilBuffer: false,
  1825. resolveDepthBuffer: true,
  1826. resolveStencilBuffer: true,
  1827. depthTexture: null,
  1828. samples: 0,
  1829. count: 1
  1830. }, options );
  1831. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  1832. texture.flipY = false;
  1833. texture.generateMipmaps = options.generateMipmaps;
  1834. texture.internalFormat = options.internalFormat;
  1835. this.textures = [];
  1836. const count = options.count;
  1837. for ( let i = 0; i < count; i ++ ) {
  1838. this.textures[ i ] = texture.clone();
  1839. this.textures[ i ].isRenderTargetTexture = true;
  1840. }
  1841. this.depthBuffer = options.depthBuffer;
  1842. this.stencilBuffer = options.stencilBuffer;
  1843. this.resolveDepthBuffer = options.resolveDepthBuffer;
  1844. this.resolveStencilBuffer = options.resolveStencilBuffer;
  1845. this.depthTexture = options.depthTexture;
  1846. this.samples = options.samples;
  1847. }
  1848. get texture() {
  1849. return this.textures[ 0 ];
  1850. }
  1851. set texture( value ) {
  1852. this.textures[ 0 ] = value;
  1853. }
  1854. setSize( width, height, depth = 1 ) {
  1855. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  1856. this.width = width;
  1857. this.height = height;
  1858. this.depth = depth;
  1859. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  1860. this.textures[ i ].image.width = width;
  1861. this.textures[ i ].image.height = height;
  1862. this.textures[ i ].image.depth = depth;
  1863. }
  1864. this.dispose();
  1865. }
  1866. this.viewport.set( 0, 0, width, height );
  1867. this.scissor.set( 0, 0, width, height );
  1868. }
  1869. clone() {
  1870. return new this.constructor().copy( this );
  1871. }
  1872. copy( source ) {
  1873. this.width = source.width;
  1874. this.height = source.height;
  1875. this.depth = source.depth;
  1876. this.scissor.copy( source.scissor );
  1877. this.scissorTest = source.scissorTest;
  1878. this.viewport.copy( source.viewport );
  1879. this.textures.length = 0;
  1880. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  1881. this.textures[ i ] = source.textures[ i ].clone();
  1882. this.textures[ i ].isRenderTargetTexture = true;
  1883. }
  1884. // ensure image object is not shared, see #20328
  1885. const image = Object.assign( {}, source.texture.image );
  1886. this.texture.source = new Source( image );
  1887. this.depthBuffer = source.depthBuffer;
  1888. this.stencilBuffer = source.stencilBuffer;
  1889. this.resolveDepthBuffer = source.resolveDepthBuffer;
  1890. this.resolveStencilBuffer = source.resolveStencilBuffer;
  1891. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  1892. this.samples = source.samples;
  1893. return this;
  1894. }
  1895. dispose() {
  1896. this.dispatchEvent( { type: 'dispose' } );
  1897. }
  1898. }
  1899. class WebGLRenderTarget extends RenderTarget {
  1900. constructor( width = 1, height = 1, options = {} ) {
  1901. super( width, height, options );
  1902. this.isWebGLRenderTarget = true;
  1903. }
  1904. }
  1905. class DataArrayTexture extends Texture {
  1906. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1907. super( null );
  1908. this.isDataArrayTexture = true;
  1909. this.image = { data, width, height, depth };
  1910. this.magFilter = NearestFilter;
  1911. this.minFilter = NearestFilter;
  1912. this.wrapR = ClampToEdgeWrapping;
  1913. this.generateMipmaps = false;
  1914. this.flipY = false;
  1915. this.unpackAlignment = 1;
  1916. this.layerUpdates = new Set();
  1917. }
  1918. addLayerUpdate( layerIndex ) {
  1919. this.layerUpdates.add( layerIndex );
  1920. }
  1921. clearLayerUpdates() {
  1922. this.layerUpdates.clear();
  1923. }
  1924. }
  1925. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  1926. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1927. super( width, height, options );
  1928. this.isWebGLArrayRenderTarget = true;
  1929. this.depth = depth;
  1930. this.texture = new DataArrayTexture( null, width, height, depth );
  1931. this.texture.isRenderTargetTexture = true;
  1932. }
  1933. }
  1934. class Data3DTexture extends Texture {
  1935. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1936. // We're going to add .setXXX() methods for setting properties later.
  1937. // Users can still set in DataTexture3D directly.
  1938. //
  1939. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  1940. // texture.anisotropy = 16;
  1941. //
  1942. // See #14839
  1943. super( null );
  1944. this.isData3DTexture = true;
  1945. this.image = { data, width, height, depth };
  1946. this.magFilter = NearestFilter;
  1947. this.minFilter = NearestFilter;
  1948. this.wrapR = ClampToEdgeWrapping;
  1949. this.generateMipmaps = false;
  1950. this.flipY = false;
  1951. this.unpackAlignment = 1;
  1952. }
  1953. }
  1954. class WebGL3DRenderTarget extends WebGLRenderTarget {
  1955. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1956. super( width, height, options );
  1957. this.isWebGL3DRenderTarget = true;
  1958. this.depth = depth;
  1959. this.texture = new Data3DTexture( null, width, height, depth );
  1960. this.texture.isRenderTargetTexture = true;
  1961. }
  1962. }
  1963. class Quaternion {
  1964. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1965. this.isQuaternion = true;
  1966. this._x = x;
  1967. this._y = y;
  1968. this._z = z;
  1969. this._w = w;
  1970. }
  1971. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1972. // fuzz-free, array-based Quaternion SLERP operation
  1973. let x0 = src0[ srcOffset0 + 0 ],
  1974. y0 = src0[ srcOffset0 + 1 ],
  1975. z0 = src0[ srcOffset0 + 2 ],
  1976. w0 = src0[ srcOffset0 + 3 ];
  1977. const x1 = src1[ srcOffset1 + 0 ],
  1978. y1 = src1[ srcOffset1 + 1 ],
  1979. z1 = src1[ srcOffset1 + 2 ],
  1980. w1 = src1[ srcOffset1 + 3 ];
  1981. if ( t === 0 ) {
  1982. dst[ dstOffset + 0 ] = x0;
  1983. dst[ dstOffset + 1 ] = y0;
  1984. dst[ dstOffset + 2 ] = z0;
  1985. dst[ dstOffset + 3 ] = w0;
  1986. return;
  1987. }
  1988. if ( t === 1 ) {
  1989. dst[ dstOffset + 0 ] = x1;
  1990. dst[ dstOffset + 1 ] = y1;
  1991. dst[ dstOffset + 2 ] = z1;
  1992. dst[ dstOffset + 3 ] = w1;
  1993. return;
  1994. }
  1995. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1996. let s = 1 - t;
  1997. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1998. dir = ( cos >= 0 ? 1 : - 1 ),
  1999. sqrSin = 1 - cos * cos;
  2000. // Skip the Slerp for tiny steps to avoid numeric problems:
  2001. if ( sqrSin > Number.EPSILON ) {
  2002. const sin = Math.sqrt( sqrSin ),
  2003. len = Math.atan2( sin, cos * dir );
  2004. s = Math.sin( s * len ) / sin;
  2005. t = Math.sin( t * len ) / sin;
  2006. }
  2007. const tDir = t * dir;
  2008. x0 = x0 * s + x1 * tDir;
  2009. y0 = y0 * s + y1 * tDir;
  2010. z0 = z0 * s + z1 * tDir;
  2011. w0 = w0 * s + w1 * tDir;
  2012. // Normalize in case we just did a lerp:
  2013. if ( s === 1 - t ) {
  2014. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2015. x0 *= f;
  2016. y0 *= f;
  2017. z0 *= f;
  2018. w0 *= f;
  2019. }
  2020. }
  2021. dst[ dstOffset ] = x0;
  2022. dst[ dstOffset + 1 ] = y0;
  2023. dst[ dstOffset + 2 ] = z0;
  2024. dst[ dstOffset + 3 ] = w0;
  2025. }
  2026. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2027. const x0 = src0[ srcOffset0 ];
  2028. const y0 = src0[ srcOffset0 + 1 ];
  2029. const z0 = src0[ srcOffset0 + 2 ];
  2030. const w0 = src0[ srcOffset0 + 3 ];
  2031. const x1 = src1[ srcOffset1 ];
  2032. const y1 = src1[ srcOffset1 + 1 ];
  2033. const z1 = src1[ srcOffset1 + 2 ];
  2034. const w1 = src1[ srcOffset1 + 3 ];
  2035. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2036. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2037. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2038. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2039. return dst;
  2040. }
  2041. get x() {
  2042. return this._x;
  2043. }
  2044. set x( value ) {
  2045. this._x = value;
  2046. this._onChangeCallback();
  2047. }
  2048. get y() {
  2049. return this._y;
  2050. }
  2051. set y( value ) {
  2052. this._y = value;
  2053. this._onChangeCallback();
  2054. }
  2055. get z() {
  2056. return this._z;
  2057. }
  2058. set z( value ) {
  2059. this._z = value;
  2060. this._onChangeCallback();
  2061. }
  2062. get w() {
  2063. return this._w;
  2064. }
  2065. set w( value ) {
  2066. this._w = value;
  2067. this._onChangeCallback();
  2068. }
  2069. set( x, y, z, w ) {
  2070. this._x = x;
  2071. this._y = y;
  2072. this._z = z;
  2073. this._w = w;
  2074. this._onChangeCallback();
  2075. return this;
  2076. }
  2077. clone() {
  2078. return new this.constructor( this._x, this._y, this._z, this._w );
  2079. }
  2080. copy( quaternion ) {
  2081. this._x = quaternion.x;
  2082. this._y = quaternion.y;
  2083. this._z = quaternion.z;
  2084. this._w = quaternion.w;
  2085. this._onChangeCallback();
  2086. return this;
  2087. }
  2088. setFromEuler( euler, update = true ) {
  2089. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  2090. // http://www.mathworks.com/matlabcentral/fileexchange/
  2091. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  2092. // content/SpinCalc.m
  2093. const cos = Math.cos;
  2094. const sin = Math.sin;
  2095. const c1 = cos( x / 2 );
  2096. const c2 = cos( y / 2 );
  2097. const c3 = cos( z / 2 );
  2098. const s1 = sin( x / 2 );
  2099. const s2 = sin( y / 2 );
  2100. const s3 = sin( z / 2 );
  2101. switch ( order ) {
  2102. case 'XYZ':
  2103. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2104. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2105. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2106. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2107. break;
  2108. case 'YXZ':
  2109. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2110. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2111. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2112. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2113. break;
  2114. case 'ZXY':
  2115. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2116. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2117. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2118. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2119. break;
  2120. case 'ZYX':
  2121. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2122. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2123. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2124. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2125. break;
  2126. case 'YZX':
  2127. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2128. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2129. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2130. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2131. break;
  2132. case 'XZY':
  2133. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2134. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2135. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2136. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2137. break;
  2138. default:
  2139. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  2140. }
  2141. if ( update === true ) this._onChangeCallback();
  2142. return this;
  2143. }
  2144. setFromAxisAngle( axis, angle ) {
  2145. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  2146. // assumes axis is normalized
  2147. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  2148. this._x = axis.x * s;
  2149. this._y = axis.y * s;
  2150. this._z = axis.z * s;
  2151. this._w = Math.cos( halfAngle );
  2152. this._onChangeCallback();
  2153. return this;
  2154. }
  2155. setFromRotationMatrix( m ) {
  2156. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  2157. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2158. const te = m.elements,
  2159. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2160. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2161. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  2162. trace = m11 + m22 + m33;
  2163. if ( trace > 0 ) {
  2164. const s = 0.5 / Math.sqrt( trace + 1.0 );
  2165. this._w = 0.25 / s;
  2166. this._x = ( m32 - m23 ) * s;
  2167. this._y = ( m13 - m31 ) * s;
  2168. this._z = ( m21 - m12 ) * s;
  2169. } else if ( m11 > m22 && m11 > m33 ) {
  2170. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  2171. this._w = ( m32 - m23 ) / s;
  2172. this._x = 0.25 * s;
  2173. this._y = ( m12 + m21 ) / s;
  2174. this._z = ( m13 + m31 ) / s;
  2175. } else if ( m22 > m33 ) {
  2176. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  2177. this._w = ( m13 - m31 ) / s;
  2178. this._x = ( m12 + m21 ) / s;
  2179. this._y = 0.25 * s;
  2180. this._z = ( m23 + m32 ) / s;
  2181. } else {
  2182. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  2183. this._w = ( m21 - m12 ) / s;
  2184. this._x = ( m13 + m31 ) / s;
  2185. this._y = ( m23 + m32 ) / s;
  2186. this._z = 0.25 * s;
  2187. }
  2188. this._onChangeCallback();
  2189. return this;
  2190. }
  2191. setFromUnitVectors( vFrom, vTo ) {
  2192. // assumes direction vectors vFrom and vTo are normalized
  2193. let r = vFrom.dot( vTo ) + 1;
  2194. if ( r < Number.EPSILON ) {
  2195. // vFrom and vTo point in opposite directions
  2196. r = 0;
  2197. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  2198. this._x = - vFrom.y;
  2199. this._y = vFrom.x;
  2200. this._z = 0;
  2201. this._w = r;
  2202. } else {
  2203. this._x = 0;
  2204. this._y = - vFrom.z;
  2205. this._z = vFrom.y;
  2206. this._w = r;
  2207. }
  2208. } else {
  2209. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2210. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2211. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2212. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2213. this._w = r;
  2214. }
  2215. return this.normalize();
  2216. }
  2217. angleTo( q ) {
  2218. return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) );
  2219. }
  2220. rotateTowards( q, step ) {
  2221. const angle = this.angleTo( q );
  2222. if ( angle === 0 ) return this;
  2223. const t = Math.min( 1, step / angle );
  2224. this.slerp( q, t );
  2225. return this;
  2226. }
  2227. identity() {
  2228. return this.set( 0, 0, 0, 1 );
  2229. }
  2230. invert() {
  2231. // quaternion is assumed to have unit length
  2232. return this.conjugate();
  2233. }
  2234. conjugate() {
  2235. this._x *= - 1;
  2236. this._y *= - 1;
  2237. this._z *= - 1;
  2238. this._onChangeCallback();
  2239. return this;
  2240. }
  2241. dot( v ) {
  2242. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2243. }
  2244. lengthSq() {
  2245. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2246. }
  2247. length() {
  2248. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  2249. }
  2250. normalize() {
  2251. let l = this.length();
  2252. if ( l === 0 ) {
  2253. this._x = 0;
  2254. this._y = 0;
  2255. this._z = 0;
  2256. this._w = 1;
  2257. } else {
  2258. l = 1 / l;
  2259. this._x = this._x * l;
  2260. this._y = this._y * l;
  2261. this._z = this._z * l;
  2262. this._w = this._w * l;
  2263. }
  2264. this._onChangeCallback();
  2265. return this;
  2266. }
  2267. multiply( q ) {
  2268. return this.multiplyQuaternions( this, q );
  2269. }
  2270. premultiply( q ) {
  2271. return this.multiplyQuaternions( q, this );
  2272. }
  2273. multiplyQuaternions( a, b ) {
  2274. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2275. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  2276. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  2277. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2278. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2279. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2280. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2281. this._onChangeCallback();
  2282. return this;
  2283. }
  2284. slerp( qb, t ) {
  2285. if ( t === 0 ) return this;
  2286. if ( t === 1 ) return this.copy( qb );
  2287. const x = this._x, y = this._y, z = this._z, w = this._w;
  2288. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2289. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2290. if ( cosHalfTheta < 0 ) {
  2291. this._w = - qb._w;
  2292. this._x = - qb._x;
  2293. this._y = - qb._y;
  2294. this._z = - qb._z;
  2295. cosHalfTheta = - cosHalfTheta;
  2296. } else {
  2297. this.copy( qb );
  2298. }
  2299. if ( cosHalfTheta >= 1.0 ) {
  2300. this._w = w;
  2301. this._x = x;
  2302. this._y = y;
  2303. this._z = z;
  2304. return this;
  2305. }
  2306. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2307. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  2308. const s = 1 - t;
  2309. this._w = s * w + t * this._w;
  2310. this._x = s * x + t * this._x;
  2311. this._y = s * y + t * this._y;
  2312. this._z = s * z + t * this._z;
  2313. this.normalize(); // normalize calls _onChangeCallback()
  2314. return this;
  2315. }
  2316. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  2317. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  2318. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  2319. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  2320. this._w = ( w * ratioA + this._w * ratioB );
  2321. this._x = ( x * ratioA + this._x * ratioB );
  2322. this._y = ( y * ratioA + this._y * ratioB );
  2323. this._z = ( z * ratioA + this._z * ratioB );
  2324. this._onChangeCallback();
  2325. return this;
  2326. }
  2327. slerpQuaternions( qa, qb, t ) {
  2328. return this.copy( qa ).slerp( qb, t );
  2329. }
  2330. random() {
  2331. // sets this quaternion to a uniform random unit quaternnion
  2332. // Ken Shoemake
  2333. // Uniform random rotations
  2334. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  2335. const theta1 = 2 * Math.PI * Math.random();
  2336. const theta2 = 2 * Math.PI * Math.random();
  2337. const x0 = Math.random();
  2338. const r1 = Math.sqrt( 1 - x0 );
  2339. const r2 = Math.sqrt( x0 );
  2340. return this.set(
  2341. r1 * Math.sin( theta1 ),
  2342. r1 * Math.cos( theta1 ),
  2343. r2 * Math.sin( theta2 ),
  2344. r2 * Math.cos( theta2 ),
  2345. );
  2346. }
  2347. equals( quaternion ) {
  2348. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2349. }
  2350. fromArray( array, offset = 0 ) {
  2351. this._x = array[ offset ];
  2352. this._y = array[ offset + 1 ];
  2353. this._z = array[ offset + 2 ];
  2354. this._w = array[ offset + 3 ];
  2355. this._onChangeCallback();
  2356. return this;
  2357. }
  2358. toArray( array = [], offset = 0 ) {
  2359. array[ offset ] = this._x;
  2360. array[ offset + 1 ] = this._y;
  2361. array[ offset + 2 ] = this._z;
  2362. array[ offset + 3 ] = this._w;
  2363. return array;
  2364. }
  2365. fromBufferAttribute( attribute, index ) {
  2366. this._x = attribute.getX( index );
  2367. this._y = attribute.getY( index );
  2368. this._z = attribute.getZ( index );
  2369. this._w = attribute.getW( index );
  2370. this._onChangeCallback();
  2371. return this;
  2372. }
  2373. toJSON() {
  2374. return this.toArray();
  2375. }
  2376. _onChange( callback ) {
  2377. this._onChangeCallback = callback;
  2378. return this;
  2379. }
  2380. _onChangeCallback() {}
  2381. *[ Symbol.iterator ]() {
  2382. yield this._x;
  2383. yield this._y;
  2384. yield this._z;
  2385. yield this._w;
  2386. }
  2387. }
  2388. class Vector3 {
  2389. constructor( x = 0, y = 0, z = 0 ) {
  2390. Vector3.prototype.isVector3 = true;
  2391. this.x = x;
  2392. this.y = y;
  2393. this.z = z;
  2394. }
  2395. set( x, y, z ) {
  2396. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  2397. this.x = x;
  2398. this.y = y;
  2399. this.z = z;
  2400. return this;
  2401. }
  2402. setScalar( scalar ) {
  2403. this.x = scalar;
  2404. this.y = scalar;
  2405. this.z = scalar;
  2406. return this;
  2407. }
  2408. setX( x ) {
  2409. this.x = x;
  2410. return this;
  2411. }
  2412. setY( y ) {
  2413. this.y = y;
  2414. return this;
  2415. }
  2416. setZ( z ) {
  2417. this.z = z;
  2418. return this;
  2419. }
  2420. setComponent( index, value ) {
  2421. switch ( index ) {
  2422. case 0: this.x = value; break;
  2423. case 1: this.y = value; break;
  2424. case 2: this.z = value; break;
  2425. default: throw new Error( 'index is out of range: ' + index );
  2426. }
  2427. return this;
  2428. }
  2429. getComponent( index ) {
  2430. switch ( index ) {
  2431. case 0: return this.x;
  2432. case 1: return this.y;
  2433. case 2: return this.z;
  2434. default: throw new Error( 'index is out of range: ' + index );
  2435. }
  2436. }
  2437. clone() {
  2438. return new this.constructor( this.x, this.y, this.z );
  2439. }
  2440. copy( v ) {
  2441. this.x = v.x;
  2442. this.y = v.y;
  2443. this.z = v.z;
  2444. return this;
  2445. }
  2446. add( v ) {
  2447. this.x += v.x;
  2448. this.y += v.y;
  2449. this.z += v.z;
  2450. return this;
  2451. }
  2452. addScalar( s ) {
  2453. this.x += s;
  2454. this.y += s;
  2455. this.z += s;
  2456. return this;
  2457. }
  2458. addVectors( a, b ) {
  2459. this.x = a.x + b.x;
  2460. this.y = a.y + b.y;
  2461. this.z = a.z + b.z;
  2462. return this;
  2463. }
  2464. addScaledVector( v, s ) {
  2465. this.x += v.x * s;
  2466. this.y += v.y * s;
  2467. this.z += v.z * s;
  2468. return this;
  2469. }
  2470. sub( v ) {
  2471. this.x -= v.x;
  2472. this.y -= v.y;
  2473. this.z -= v.z;
  2474. return this;
  2475. }
  2476. subScalar( s ) {
  2477. this.x -= s;
  2478. this.y -= s;
  2479. this.z -= s;
  2480. return this;
  2481. }
  2482. subVectors( a, b ) {
  2483. this.x = a.x - b.x;
  2484. this.y = a.y - b.y;
  2485. this.z = a.z - b.z;
  2486. return this;
  2487. }
  2488. multiply( v ) {
  2489. this.x *= v.x;
  2490. this.y *= v.y;
  2491. this.z *= v.z;
  2492. return this;
  2493. }
  2494. multiplyScalar( scalar ) {
  2495. this.x *= scalar;
  2496. this.y *= scalar;
  2497. this.z *= scalar;
  2498. return this;
  2499. }
  2500. multiplyVectors( a, b ) {
  2501. this.x = a.x * b.x;
  2502. this.y = a.y * b.y;
  2503. this.z = a.z * b.z;
  2504. return this;
  2505. }
  2506. applyEuler( euler ) {
  2507. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  2508. }
  2509. applyAxisAngle( axis, angle ) {
  2510. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  2511. }
  2512. applyMatrix3( m ) {
  2513. const x = this.x, y = this.y, z = this.z;
  2514. const e = m.elements;
  2515. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2516. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2517. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2518. return this;
  2519. }
  2520. applyNormalMatrix( m ) {
  2521. return this.applyMatrix3( m ).normalize();
  2522. }
  2523. applyMatrix4( m ) {
  2524. const x = this.x, y = this.y, z = this.z;
  2525. const e = m.elements;
  2526. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2527. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2528. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2529. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2530. return this;
  2531. }
  2532. applyQuaternion( q ) {
  2533. // quaternion q is assumed to have unit length
  2534. const vx = this.x, vy = this.y, vz = this.z;
  2535. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2536. // t = 2 * cross( q.xyz, v );
  2537. const tx = 2 * ( qy * vz - qz * vy );
  2538. const ty = 2 * ( qz * vx - qx * vz );
  2539. const tz = 2 * ( qx * vy - qy * vx );
  2540. // v + q.w * t + cross( q.xyz, t );
  2541. this.x = vx + qw * tx + qy * tz - qz * ty;
  2542. this.y = vy + qw * ty + qz * tx - qx * tz;
  2543. this.z = vz + qw * tz + qx * ty - qy * tx;
  2544. return this;
  2545. }
  2546. project( camera ) {
  2547. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2548. }
  2549. unproject( camera ) {
  2550. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2551. }
  2552. transformDirection( m ) {
  2553. // input: THREE.Matrix4 affine matrix
  2554. // vector interpreted as a direction
  2555. const x = this.x, y = this.y, z = this.z;
  2556. const e = m.elements;
  2557. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2558. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2559. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2560. return this.normalize();
  2561. }
  2562. divide( v ) {
  2563. this.x /= v.x;
  2564. this.y /= v.y;
  2565. this.z /= v.z;
  2566. return this;
  2567. }
  2568. divideScalar( scalar ) {
  2569. return this.multiplyScalar( 1 / scalar );
  2570. }
  2571. min( v ) {
  2572. this.x = Math.min( this.x, v.x );
  2573. this.y = Math.min( this.y, v.y );
  2574. this.z = Math.min( this.z, v.z );
  2575. return this;
  2576. }
  2577. max( v ) {
  2578. this.x = Math.max( this.x, v.x );
  2579. this.y = Math.max( this.y, v.y );
  2580. this.z = Math.max( this.z, v.z );
  2581. return this;
  2582. }
  2583. clamp( min, max ) {
  2584. // assumes min < max, componentwise
  2585. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2586. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2587. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2588. return this;
  2589. }
  2590. clampScalar( minVal, maxVal ) {
  2591. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2592. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2593. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2594. return this;
  2595. }
  2596. clampLength( min, max ) {
  2597. const length = this.length();
  2598. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2599. }
  2600. floor() {
  2601. this.x = Math.floor( this.x );
  2602. this.y = Math.floor( this.y );
  2603. this.z = Math.floor( this.z );
  2604. return this;
  2605. }
  2606. ceil() {
  2607. this.x = Math.ceil( this.x );
  2608. this.y = Math.ceil( this.y );
  2609. this.z = Math.ceil( this.z );
  2610. return this;
  2611. }
  2612. round() {
  2613. this.x = Math.round( this.x );
  2614. this.y = Math.round( this.y );
  2615. this.z = Math.round( this.z );
  2616. return this;
  2617. }
  2618. roundToZero() {
  2619. this.x = Math.trunc( this.x );
  2620. this.y = Math.trunc( this.y );
  2621. this.z = Math.trunc( this.z );
  2622. return this;
  2623. }
  2624. negate() {
  2625. this.x = - this.x;
  2626. this.y = - this.y;
  2627. this.z = - this.z;
  2628. return this;
  2629. }
  2630. dot( v ) {
  2631. return this.x * v.x + this.y * v.y + this.z * v.z;
  2632. }
  2633. // TODO lengthSquared?
  2634. lengthSq() {
  2635. return this.x * this.x + this.y * this.y + this.z * this.z;
  2636. }
  2637. length() {
  2638. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2639. }
  2640. manhattanLength() {
  2641. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2642. }
  2643. normalize() {
  2644. return this.divideScalar( this.length() || 1 );
  2645. }
  2646. setLength( length ) {
  2647. return this.normalize().multiplyScalar( length );
  2648. }
  2649. lerp( v, alpha ) {
  2650. this.x += ( v.x - this.x ) * alpha;
  2651. this.y += ( v.y - this.y ) * alpha;
  2652. this.z += ( v.z - this.z ) * alpha;
  2653. return this;
  2654. }
  2655. lerpVectors( v1, v2, alpha ) {
  2656. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2657. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2658. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2659. return this;
  2660. }
  2661. cross( v ) {
  2662. return this.crossVectors( this, v );
  2663. }
  2664. crossVectors( a, b ) {
  2665. const ax = a.x, ay = a.y, az = a.z;
  2666. const bx = b.x, by = b.y, bz = b.z;
  2667. this.x = ay * bz - az * by;
  2668. this.y = az * bx - ax * bz;
  2669. this.z = ax * by - ay * bx;
  2670. return this;
  2671. }
  2672. projectOnVector( v ) {
  2673. const denominator = v.lengthSq();
  2674. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  2675. const scalar = v.dot( this ) / denominator;
  2676. return this.copy( v ).multiplyScalar( scalar );
  2677. }
  2678. projectOnPlane( planeNormal ) {
  2679. _vector$c.copy( this ).projectOnVector( planeNormal );
  2680. return this.sub( _vector$c );
  2681. }
  2682. reflect( normal ) {
  2683. // reflect incident vector off plane orthogonal to normal
  2684. // normal is assumed to have unit length
  2685. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2686. }
  2687. angleTo( v ) {
  2688. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2689. if ( denominator === 0 ) return Math.PI / 2;
  2690. const theta = this.dot( v ) / denominator;
  2691. // clamp, to handle numerical problems
  2692. return Math.acos( clamp$1( theta, - 1, 1 ) );
  2693. }
  2694. distanceTo( v ) {
  2695. return Math.sqrt( this.distanceToSquared( v ) );
  2696. }
  2697. distanceToSquared( v ) {
  2698. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2699. return dx * dx + dy * dy + dz * dz;
  2700. }
  2701. manhattanDistanceTo( v ) {
  2702. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2703. }
  2704. setFromSpherical( s ) {
  2705. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2706. }
  2707. setFromSphericalCoords( radius, phi, theta ) {
  2708. const sinPhiRadius = Math.sin( phi ) * radius;
  2709. this.x = sinPhiRadius * Math.sin( theta );
  2710. this.y = Math.cos( phi ) * radius;
  2711. this.z = sinPhiRadius * Math.cos( theta );
  2712. return this;
  2713. }
  2714. setFromCylindrical( c ) {
  2715. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2716. }
  2717. setFromCylindricalCoords( radius, theta, y ) {
  2718. this.x = radius * Math.sin( theta );
  2719. this.y = y;
  2720. this.z = radius * Math.cos( theta );
  2721. return this;
  2722. }
  2723. setFromMatrixPosition( m ) {
  2724. const e = m.elements;
  2725. this.x = e[ 12 ];
  2726. this.y = e[ 13 ];
  2727. this.z = e[ 14 ];
  2728. return this;
  2729. }
  2730. setFromMatrixScale( m ) {
  2731. const sx = this.setFromMatrixColumn( m, 0 ).length();
  2732. const sy = this.setFromMatrixColumn( m, 1 ).length();
  2733. const sz = this.setFromMatrixColumn( m, 2 ).length();
  2734. this.x = sx;
  2735. this.y = sy;
  2736. this.z = sz;
  2737. return this;
  2738. }
  2739. setFromMatrixColumn( m, index ) {
  2740. return this.fromArray( m.elements, index * 4 );
  2741. }
  2742. setFromMatrix3Column( m, index ) {
  2743. return this.fromArray( m.elements, index * 3 );
  2744. }
  2745. setFromEuler( e ) {
  2746. this.x = e._x;
  2747. this.y = e._y;
  2748. this.z = e._z;
  2749. return this;
  2750. }
  2751. setFromColor( c ) {
  2752. this.x = c.r;
  2753. this.y = c.g;
  2754. this.z = c.b;
  2755. return this;
  2756. }
  2757. equals( v ) {
  2758. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2759. }
  2760. fromArray( array, offset = 0 ) {
  2761. this.x = array[ offset ];
  2762. this.y = array[ offset + 1 ];
  2763. this.z = array[ offset + 2 ];
  2764. return this;
  2765. }
  2766. toArray( array = [], offset = 0 ) {
  2767. array[ offset ] = this.x;
  2768. array[ offset + 1 ] = this.y;
  2769. array[ offset + 2 ] = this.z;
  2770. return array;
  2771. }
  2772. fromBufferAttribute( attribute, index ) {
  2773. this.x = attribute.getX( index );
  2774. this.y = attribute.getY( index );
  2775. this.z = attribute.getZ( index );
  2776. return this;
  2777. }
  2778. random() {
  2779. this.x = Math.random();
  2780. this.y = Math.random();
  2781. this.z = Math.random();
  2782. return this;
  2783. }
  2784. randomDirection() {
  2785. // https://mathworld.wolfram.com/SpherePointPicking.html
  2786. const theta = Math.random() * Math.PI * 2;
  2787. const u = Math.random() * 2 - 1;
  2788. const c = Math.sqrt( 1 - u * u );
  2789. this.x = c * Math.cos( theta );
  2790. this.y = u;
  2791. this.z = c * Math.sin( theta );
  2792. return this;
  2793. }
  2794. *[ Symbol.iterator ]() {
  2795. yield this.x;
  2796. yield this.y;
  2797. yield this.z;
  2798. }
  2799. }
  2800. const _vector$c = /*@__PURE__*/ new Vector3();
  2801. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  2802. class Box3 {
  2803. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  2804. this.isBox3 = true;
  2805. this.min = min;
  2806. this.max = max;
  2807. }
  2808. set( min, max ) {
  2809. this.min.copy( min );
  2810. this.max.copy( max );
  2811. return this;
  2812. }
  2813. setFromArray( array ) {
  2814. this.makeEmpty();
  2815. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  2816. this.expandByPoint( _vector$b.fromArray( array, i ) );
  2817. }
  2818. return this;
  2819. }
  2820. setFromBufferAttribute( attribute ) {
  2821. this.makeEmpty();
  2822. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  2823. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  2824. }
  2825. return this;
  2826. }
  2827. setFromPoints( points ) {
  2828. this.makeEmpty();
  2829. for ( let i = 0, il = points.length; i < il; i ++ ) {
  2830. this.expandByPoint( points[ i ] );
  2831. }
  2832. return this;
  2833. }
  2834. setFromCenterAndSize( center, size ) {
  2835. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  2836. this.min.copy( center ).sub( halfSize );
  2837. this.max.copy( center ).add( halfSize );
  2838. return this;
  2839. }
  2840. setFromObject( object, precise = false ) {
  2841. this.makeEmpty();
  2842. return this.expandByObject( object, precise );
  2843. }
  2844. clone() {
  2845. return new this.constructor().copy( this );
  2846. }
  2847. copy( box ) {
  2848. this.min.copy( box.min );
  2849. this.max.copy( box.max );
  2850. return this;
  2851. }
  2852. makeEmpty() {
  2853. this.min.x = this.min.y = this.min.z = + Infinity;
  2854. this.max.x = this.max.y = this.max.z = - Infinity;
  2855. return this;
  2856. }
  2857. isEmpty() {
  2858. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2859. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2860. }
  2861. getCenter( target ) {
  2862. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2863. }
  2864. getSize( target ) {
  2865. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2866. }
  2867. expandByPoint( point ) {
  2868. this.min.min( point );
  2869. this.max.max( point );
  2870. return this;
  2871. }
  2872. expandByVector( vector ) {
  2873. this.min.sub( vector );
  2874. this.max.add( vector );
  2875. return this;
  2876. }
  2877. expandByScalar( scalar ) {
  2878. this.min.addScalar( - scalar );
  2879. this.max.addScalar( scalar );
  2880. return this;
  2881. }
  2882. expandByObject( object, precise = false ) {
  2883. // Computes the world-axis-aligned bounding box of an object (including its children),
  2884. // accounting for both the object's, and children's, world transforms
  2885. object.updateWorldMatrix( false, false );
  2886. const geometry = object.geometry;
  2887. if ( geometry !== undefined ) {
  2888. const positionAttribute = geometry.getAttribute( 'position' );
  2889. // precise AABB computation based on vertex data requires at least a position attribute.
  2890. // instancing isn't supported so far and uses the normal (conservative) code path.
  2891. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  2892. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  2893. if ( object.isMesh === true ) {
  2894. object.getVertexPosition( i, _vector$b );
  2895. } else {
  2896. _vector$b.fromBufferAttribute( positionAttribute, i );
  2897. }
  2898. _vector$b.applyMatrix4( object.matrixWorld );
  2899. this.expandByPoint( _vector$b );
  2900. }
  2901. } else {
  2902. if ( object.boundingBox !== undefined ) {
  2903. // object-level bounding box
  2904. if ( object.boundingBox === null ) {
  2905. object.computeBoundingBox();
  2906. }
  2907. _box$4.copy( object.boundingBox );
  2908. } else {
  2909. // geometry-level bounding box
  2910. if ( geometry.boundingBox === null ) {
  2911. geometry.computeBoundingBox();
  2912. }
  2913. _box$4.copy( geometry.boundingBox );
  2914. }
  2915. _box$4.applyMatrix4( object.matrixWorld );
  2916. this.union( _box$4 );
  2917. }
  2918. }
  2919. const children = object.children;
  2920. for ( let i = 0, l = children.length; i < l; i ++ ) {
  2921. this.expandByObject( children[ i ], precise );
  2922. }
  2923. return this;
  2924. }
  2925. containsPoint( point ) {
  2926. return point.x >= this.min.x && point.x <= this.max.x &&
  2927. point.y >= this.min.y && point.y <= this.max.y &&
  2928. point.z >= this.min.z && point.z <= this.max.z;
  2929. }
  2930. containsBox( box ) {
  2931. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2932. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2933. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2934. }
  2935. getParameter( point, target ) {
  2936. // This can potentially have a divide by zero if the box
  2937. // has a size dimension of 0.
  2938. return target.set(
  2939. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2940. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2941. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2942. );
  2943. }
  2944. intersectsBox( box ) {
  2945. // using 6 splitting planes to rule out intersections.
  2946. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  2947. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  2948. box.max.z >= this.min.z && box.min.z <= this.max.z;
  2949. }
  2950. intersectsSphere( sphere ) {
  2951. // Find the point on the AABB closest to the sphere center.
  2952. this.clampPoint( sphere.center, _vector$b );
  2953. // If that point is inside the sphere, the AABB and sphere intersect.
  2954. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2955. }
  2956. intersectsPlane( plane ) {
  2957. // We compute the minimum and maximum dot product values. If those values
  2958. // are on the same side (back or front) of the plane, then there is no intersection.
  2959. let min, max;
  2960. if ( plane.normal.x > 0 ) {
  2961. min = plane.normal.x * this.min.x;
  2962. max = plane.normal.x * this.max.x;
  2963. } else {
  2964. min = plane.normal.x * this.max.x;
  2965. max = plane.normal.x * this.min.x;
  2966. }
  2967. if ( plane.normal.y > 0 ) {
  2968. min += plane.normal.y * this.min.y;
  2969. max += plane.normal.y * this.max.y;
  2970. } else {
  2971. min += plane.normal.y * this.max.y;
  2972. max += plane.normal.y * this.min.y;
  2973. }
  2974. if ( plane.normal.z > 0 ) {
  2975. min += plane.normal.z * this.min.z;
  2976. max += plane.normal.z * this.max.z;
  2977. } else {
  2978. min += plane.normal.z * this.max.z;
  2979. max += plane.normal.z * this.min.z;
  2980. }
  2981. return ( min <= - plane.constant && max >= - plane.constant );
  2982. }
  2983. intersectsTriangle( triangle ) {
  2984. if ( this.isEmpty() ) {
  2985. return false;
  2986. }
  2987. // compute box center and extents
  2988. this.getCenter( _center );
  2989. _extents.subVectors( this.max, _center );
  2990. // translate triangle to aabb origin
  2991. _v0$2.subVectors( triangle.a, _center );
  2992. _v1$7.subVectors( triangle.b, _center );
  2993. _v2$4.subVectors( triangle.c, _center );
  2994. // compute edge vectors for triangle
  2995. _f0.subVectors( _v1$7, _v0$2 );
  2996. _f1.subVectors( _v2$4, _v1$7 );
  2997. _f2.subVectors( _v0$2, _v2$4 );
  2998. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2999. // 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
  3000. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3001. let axes = [
  3002. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3003. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3004. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3005. ];
  3006. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  3007. return false;
  3008. }
  3009. // test 3 face normals from the aabb
  3010. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3011. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  3012. return false;
  3013. }
  3014. // finally testing the face normal of the triangle
  3015. // use already existing triangle edge vectors here
  3016. _triangleNormal.crossVectors( _f0, _f1 );
  3017. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3018. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  3019. }
  3020. clampPoint( point, target ) {
  3021. return target.copy( point ).clamp( this.min, this.max );
  3022. }
  3023. distanceToPoint( point ) {
  3024. return this.clampPoint( point, _vector$b ).distanceTo( point );
  3025. }
  3026. getBoundingSphere( target ) {
  3027. if ( this.isEmpty() ) {
  3028. target.makeEmpty();
  3029. } else {
  3030. this.getCenter( target.center );
  3031. target.radius = this.getSize( _vector$b ).length() * 0.5;
  3032. }
  3033. return target;
  3034. }
  3035. intersect( box ) {
  3036. this.min.max( box.min );
  3037. this.max.min( box.max );
  3038. // 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.
  3039. if ( this.isEmpty() ) this.makeEmpty();
  3040. return this;
  3041. }
  3042. union( box ) {
  3043. this.min.min( box.min );
  3044. this.max.max( box.max );
  3045. return this;
  3046. }
  3047. applyMatrix4( matrix ) {
  3048. // transform of empty box is an empty box.
  3049. if ( this.isEmpty() ) return this;
  3050. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3051. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3052. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3053. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3054. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3055. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3056. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3057. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3058. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3059. this.setFromPoints( _points );
  3060. return this;
  3061. }
  3062. translate( offset ) {
  3063. this.min.add( offset );
  3064. this.max.add( offset );
  3065. return this;
  3066. }
  3067. equals( box ) {
  3068. return box.min.equals( this.min ) && box.max.equals( this.max );
  3069. }
  3070. }
  3071. const _points = [
  3072. /*@__PURE__*/ new Vector3(),
  3073. /*@__PURE__*/ new Vector3(),
  3074. /*@__PURE__*/ new Vector3(),
  3075. /*@__PURE__*/ new Vector3(),
  3076. /*@__PURE__*/ new Vector3(),
  3077. /*@__PURE__*/ new Vector3(),
  3078. /*@__PURE__*/ new Vector3(),
  3079. /*@__PURE__*/ new Vector3()
  3080. ];
  3081. const _vector$b = /*@__PURE__*/ new Vector3();
  3082. const _box$4 = /*@__PURE__*/ new Box3();
  3083. // triangle centered vertices
  3084. const _v0$2 = /*@__PURE__*/ new Vector3();
  3085. const _v1$7 = /*@__PURE__*/ new Vector3();
  3086. const _v2$4 = /*@__PURE__*/ new Vector3();
  3087. // triangle edge vectors
  3088. const _f0 = /*@__PURE__*/ new Vector3();
  3089. const _f1 = /*@__PURE__*/ new Vector3();
  3090. const _f2 = /*@__PURE__*/ new Vector3();
  3091. const _center = /*@__PURE__*/ new Vector3();
  3092. const _extents = /*@__PURE__*/ new Vector3();
  3093. const _triangleNormal = /*@__PURE__*/ new Vector3();
  3094. const _testAxis = /*@__PURE__*/ new Vector3();
  3095. function satForAxes( axes, v0, v1, v2, extents ) {
  3096. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3097. _testAxis.fromArray( axes, i );
  3098. // project the aabb onto the separating axis
  3099. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3100. // project all 3 vertices of the triangle onto the separating axis
  3101. const p0 = v0.dot( _testAxis );
  3102. const p1 = v1.dot( _testAxis );
  3103. const p2 = v2.dot( _testAxis );
  3104. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3105. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3106. // points of the projected triangle are outside the projected half-length of the aabb
  3107. // the axis is separating and we can exit
  3108. return false;
  3109. }
  3110. }
  3111. return true;
  3112. }
  3113. const _box$3 = /*@__PURE__*/ new Box3();
  3114. const _v1$6 = /*@__PURE__*/ new Vector3();
  3115. const _v2$3 = /*@__PURE__*/ new Vector3();
  3116. class Sphere {
  3117. constructor( center = new Vector3(), radius = - 1 ) {
  3118. this.isSphere = true;
  3119. this.center = center;
  3120. this.radius = radius;
  3121. }
  3122. set( center, radius ) {
  3123. this.center.copy( center );
  3124. this.radius = radius;
  3125. return this;
  3126. }
  3127. setFromPoints( points, optionalCenter ) {
  3128. const center = this.center;
  3129. if ( optionalCenter !== undefined ) {
  3130. center.copy( optionalCenter );
  3131. } else {
  3132. _box$3.setFromPoints( points ).getCenter( center );
  3133. }
  3134. let maxRadiusSq = 0;
  3135. for ( let i = 0, il = points.length; i < il; i ++ ) {
  3136. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3137. }
  3138. this.radius = Math.sqrt( maxRadiusSq );
  3139. return this;
  3140. }
  3141. copy( sphere ) {
  3142. this.center.copy( sphere.center );
  3143. this.radius = sphere.radius;
  3144. return this;
  3145. }
  3146. isEmpty() {
  3147. return ( this.radius < 0 );
  3148. }
  3149. makeEmpty() {
  3150. this.center.set( 0, 0, 0 );
  3151. this.radius = - 1;
  3152. return this;
  3153. }
  3154. containsPoint( point ) {
  3155. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3156. }
  3157. distanceToPoint( point ) {
  3158. return ( point.distanceTo( this.center ) - this.radius );
  3159. }
  3160. intersectsSphere( sphere ) {
  3161. const radiusSum = this.radius + sphere.radius;
  3162. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3163. }
  3164. intersectsBox( box ) {
  3165. return box.intersectsSphere( this );
  3166. }
  3167. intersectsPlane( plane ) {
  3168. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3169. }
  3170. clampPoint( point, target ) {
  3171. const deltaLengthSq = this.center.distanceToSquared( point );
  3172. target.copy( point );
  3173. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3174. target.sub( this.center ).normalize();
  3175. target.multiplyScalar( this.radius ).add( this.center );
  3176. }
  3177. return target;
  3178. }
  3179. getBoundingBox( target ) {
  3180. if ( this.isEmpty() ) {
  3181. // Empty sphere produces empty bounding box
  3182. target.makeEmpty();
  3183. return target;
  3184. }
  3185. target.set( this.center, this.center );
  3186. target.expandByScalar( this.radius );
  3187. return target;
  3188. }
  3189. applyMatrix4( matrix ) {
  3190. this.center.applyMatrix4( matrix );
  3191. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3192. return this;
  3193. }
  3194. translate( offset ) {
  3195. this.center.add( offset );
  3196. return this;
  3197. }
  3198. expandByPoint( point ) {
  3199. if ( this.isEmpty() ) {
  3200. this.center.copy( point );
  3201. this.radius = 0;
  3202. return this;
  3203. }
  3204. _v1$6.subVectors( point, this.center );
  3205. const lengthSq = _v1$6.lengthSq();
  3206. if ( lengthSq > ( this.radius * this.radius ) ) {
  3207. // calculate the minimal sphere
  3208. const length = Math.sqrt( lengthSq );
  3209. const delta = ( length - this.radius ) * 0.5;
  3210. this.center.addScaledVector( _v1$6, delta / length );
  3211. this.radius += delta;
  3212. }
  3213. return this;
  3214. }
  3215. union( sphere ) {
  3216. if ( sphere.isEmpty() ) {
  3217. return this;
  3218. }
  3219. if ( this.isEmpty() ) {
  3220. this.copy( sphere );
  3221. return this;
  3222. }
  3223. if ( this.center.equals( sphere.center ) === true ) {
  3224. this.radius = Math.max( this.radius, sphere.radius );
  3225. } else {
  3226. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  3227. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  3228. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  3229. }
  3230. return this;
  3231. }
  3232. equals( sphere ) {
  3233. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3234. }
  3235. clone() {
  3236. return new this.constructor().copy( this );
  3237. }
  3238. }
  3239. const _vector$a = /*@__PURE__*/ new Vector3();
  3240. const _segCenter = /*@__PURE__*/ new Vector3();
  3241. const _segDir = /*@__PURE__*/ new Vector3();
  3242. const _diff = /*@__PURE__*/ new Vector3();
  3243. const _edge1 = /*@__PURE__*/ new Vector3();
  3244. const _edge2 = /*@__PURE__*/ new Vector3();
  3245. const _normal$2 = /*@__PURE__*/ new Vector3();
  3246. class Ray {
  3247. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
  3248. this.origin = origin;
  3249. this.direction = direction;
  3250. }
  3251. set( origin, direction ) {
  3252. this.origin.copy( origin );
  3253. this.direction.copy( direction );
  3254. return this;
  3255. }
  3256. copy( ray ) {
  3257. this.origin.copy( ray.origin );
  3258. this.direction.copy( ray.direction );
  3259. return this;
  3260. }
  3261. at( t, target ) {
  3262. return target.copy( this.origin ).addScaledVector( this.direction, t );
  3263. }
  3264. lookAt( v ) {
  3265. this.direction.copy( v ).sub( this.origin ).normalize();
  3266. return this;
  3267. }
  3268. recast( t ) {
  3269. this.origin.copy( this.at( t, _vector$a ) );
  3270. return this;
  3271. }
  3272. closestPointToPoint( point, target ) {
  3273. target.subVectors( point, this.origin );
  3274. const directionDistance = target.dot( this.direction );
  3275. if ( directionDistance < 0 ) {
  3276. return target.copy( this.origin );
  3277. }
  3278. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3279. }
  3280. distanceToPoint( point ) {
  3281. return Math.sqrt( this.distanceSqToPoint( point ) );
  3282. }
  3283. distanceSqToPoint( point ) {
  3284. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  3285. // point behind the ray
  3286. if ( directionDistance < 0 ) {
  3287. return this.origin.distanceToSquared( point );
  3288. }
  3289. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3290. return _vector$a.distanceToSquared( point );
  3291. }
  3292. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3293. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3294. // It returns the min distance between the ray and the segment
  3295. // defined by v0 and v1
  3296. // It can also set two optional targets :
  3297. // - The closest point on the ray
  3298. // - The closest point on the segment
  3299. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  3300. _segDir.copy( v1 ).sub( v0 ).normalize();
  3301. _diff.copy( this.origin ).sub( _segCenter );
  3302. const segExtent = v0.distanceTo( v1 ) * 0.5;
  3303. const a01 = - this.direction.dot( _segDir );
  3304. const b0 = _diff.dot( this.direction );
  3305. const b1 = - _diff.dot( _segDir );
  3306. const c = _diff.lengthSq();
  3307. const det = Math.abs( 1 - a01 * a01 );
  3308. let s0, s1, sqrDist, extDet;
  3309. if ( det > 0 ) {
  3310. // The ray and segment are not parallel.
  3311. s0 = a01 * b1 - b0;
  3312. s1 = a01 * b0 - b1;
  3313. extDet = segExtent * det;
  3314. if ( s0 >= 0 ) {
  3315. if ( s1 >= - extDet ) {
  3316. if ( s1 <= extDet ) {
  3317. // region 0
  3318. // Minimum at interior points of ray and segment.
  3319. const invDet = 1 / det;
  3320. s0 *= invDet;
  3321. s1 *= invDet;
  3322. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3323. } else {
  3324. // region 1
  3325. s1 = segExtent;
  3326. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3327. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3328. }
  3329. } else {
  3330. // region 5
  3331. s1 = - segExtent;
  3332. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3333. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3334. }
  3335. } else {
  3336. if ( s1 <= - extDet ) {
  3337. // region 4
  3338. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3339. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3340. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3341. } else if ( s1 <= extDet ) {
  3342. // region 3
  3343. s0 = 0;
  3344. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3345. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3346. } else {
  3347. // region 2
  3348. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3349. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3350. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3351. }
  3352. }
  3353. } else {
  3354. // Ray and segment are parallel.
  3355. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3356. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3357. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3358. }
  3359. if ( optionalPointOnRay ) {
  3360. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  3361. }
  3362. if ( optionalPointOnSegment ) {
  3363. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  3364. }
  3365. return sqrDist;
  3366. }
  3367. intersectSphere( sphere, target ) {
  3368. _vector$a.subVectors( sphere.center, this.origin );
  3369. const tca = _vector$a.dot( this.direction );
  3370. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  3371. const radius2 = sphere.radius * sphere.radius;
  3372. if ( d2 > radius2 ) return null;
  3373. const thc = Math.sqrt( radius2 - d2 );
  3374. // t0 = first intersect point - entrance on front of sphere
  3375. const t0 = tca - thc;
  3376. // t1 = second intersect point - exit point on back of sphere
  3377. const t1 = tca + thc;
  3378. // test to see if t1 is behind the ray - if so, return null
  3379. if ( t1 < 0 ) return null;
  3380. // test to see if t0 is behind the ray:
  3381. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3382. // in order to always return an intersect point that is in front of the ray.
  3383. if ( t0 < 0 ) return this.at( t1, target );
  3384. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3385. return this.at( t0, target );
  3386. }
  3387. intersectsSphere( sphere ) {
  3388. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  3389. }
  3390. distanceToPlane( plane ) {
  3391. const denominator = plane.normal.dot( this.direction );
  3392. if ( denominator === 0 ) {
  3393. // line is coplanar, return origin
  3394. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  3395. return 0;
  3396. }
  3397. // Null is preferable to undefined since undefined means.... it is undefined
  3398. return null;
  3399. }
  3400. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3401. // Return if the ray never intersects the plane
  3402. return t >= 0 ? t : null;
  3403. }
  3404. intersectPlane( plane, target ) {
  3405. const t = this.distanceToPlane( plane );
  3406. if ( t === null ) {
  3407. return null;
  3408. }
  3409. return this.at( t, target );
  3410. }
  3411. intersectsPlane( plane ) {
  3412. // check if the ray lies on the plane first
  3413. const distToPoint = plane.distanceToPoint( this.origin );
  3414. if ( distToPoint === 0 ) {
  3415. return true;
  3416. }
  3417. const denominator = plane.normal.dot( this.direction );
  3418. if ( denominator * distToPoint < 0 ) {
  3419. return true;
  3420. }
  3421. // ray origin is behind the plane (and is pointing behind it)
  3422. return false;
  3423. }
  3424. intersectBox( box, target ) {
  3425. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3426. const invdirx = 1 / this.direction.x,
  3427. invdiry = 1 / this.direction.y,
  3428. invdirz = 1 / this.direction.z;
  3429. const origin = this.origin;
  3430. if ( invdirx >= 0 ) {
  3431. tmin = ( box.min.x - origin.x ) * invdirx;
  3432. tmax = ( box.max.x - origin.x ) * invdirx;
  3433. } else {
  3434. tmin = ( box.max.x - origin.x ) * invdirx;
  3435. tmax = ( box.min.x - origin.x ) * invdirx;
  3436. }
  3437. if ( invdiry >= 0 ) {
  3438. tymin = ( box.min.y - origin.y ) * invdiry;
  3439. tymax = ( box.max.y - origin.y ) * invdiry;
  3440. } else {
  3441. tymin = ( box.max.y - origin.y ) * invdiry;
  3442. tymax = ( box.min.y - origin.y ) * invdiry;
  3443. }
  3444. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3445. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  3446. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  3447. if ( invdirz >= 0 ) {
  3448. tzmin = ( box.min.z - origin.z ) * invdirz;
  3449. tzmax = ( box.max.z - origin.z ) * invdirz;
  3450. } else {
  3451. tzmin = ( box.max.z - origin.z ) * invdirz;
  3452. tzmax = ( box.min.z - origin.z ) * invdirz;
  3453. }
  3454. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3455. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3456. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3457. //return point closest to the ray (positive side)
  3458. if ( tmax < 0 ) return null;
  3459. return this.at( tmin >= 0 ? tmin : tmax, target );
  3460. }
  3461. intersectsBox( box ) {
  3462. return this.intersectBox( box, _vector$a ) !== null;
  3463. }
  3464. intersectTriangle( a, b, c, backfaceCulling, target ) {
  3465. // Compute the offset origin, edges, and normal.
  3466. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3467. _edge1.subVectors( b, a );
  3468. _edge2.subVectors( c, a );
  3469. _normal$2.crossVectors( _edge1, _edge2 );
  3470. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3471. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3472. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3473. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3474. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3475. let DdN = this.direction.dot( _normal$2 );
  3476. let sign;
  3477. if ( DdN > 0 ) {
  3478. if ( backfaceCulling ) return null;
  3479. sign = 1;
  3480. } else if ( DdN < 0 ) {
  3481. sign = - 1;
  3482. DdN = - DdN;
  3483. } else {
  3484. return null;
  3485. }
  3486. _diff.subVectors( this.origin, a );
  3487. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  3488. // b1 < 0, no intersection
  3489. if ( DdQxE2 < 0 ) {
  3490. return null;
  3491. }
  3492. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  3493. // b2 < 0, no intersection
  3494. if ( DdE1xQ < 0 ) {
  3495. return null;
  3496. }
  3497. // b1+b2 > 1, no intersection
  3498. if ( DdQxE2 + DdE1xQ > DdN ) {
  3499. return null;
  3500. }
  3501. // Line intersects triangle, check if ray does.
  3502. const QdN = - sign * _diff.dot( _normal$2 );
  3503. // t < 0, no intersection
  3504. if ( QdN < 0 ) {
  3505. return null;
  3506. }
  3507. // Ray intersects triangle.
  3508. return this.at( QdN / DdN, target );
  3509. }
  3510. applyMatrix4( matrix4 ) {
  3511. this.origin.applyMatrix4( matrix4 );
  3512. this.direction.transformDirection( matrix4 );
  3513. return this;
  3514. }
  3515. equals( ray ) {
  3516. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3517. }
  3518. clone() {
  3519. return new this.constructor().copy( this );
  3520. }
  3521. }
  3522. class Matrix4 {
  3523. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3524. Matrix4.prototype.isMatrix4 = true;
  3525. this.elements = [
  3526. 1, 0, 0, 0,
  3527. 0, 1, 0, 0,
  3528. 0, 0, 1, 0,
  3529. 0, 0, 0, 1
  3530. ];
  3531. if ( n11 !== undefined ) {
  3532. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  3533. }
  3534. }
  3535. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3536. const te = this.elements;
  3537. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3538. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3539. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3540. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3541. return this;
  3542. }
  3543. identity() {
  3544. this.set(
  3545. 1, 0, 0, 0,
  3546. 0, 1, 0, 0,
  3547. 0, 0, 1, 0,
  3548. 0, 0, 0, 1
  3549. );
  3550. return this;
  3551. }
  3552. clone() {
  3553. return new Matrix4().fromArray( this.elements );
  3554. }
  3555. copy( m ) {
  3556. const te = this.elements;
  3557. const me = m.elements;
  3558. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3559. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3560. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3561. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3562. return this;
  3563. }
  3564. copyPosition( m ) {
  3565. const te = this.elements, me = m.elements;
  3566. te[ 12 ] = me[ 12 ];
  3567. te[ 13 ] = me[ 13 ];
  3568. te[ 14 ] = me[ 14 ];
  3569. return this;
  3570. }
  3571. setFromMatrix3( m ) {
  3572. const me = m.elements;
  3573. this.set(
  3574. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  3575. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  3576. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  3577. 0, 0, 0, 1
  3578. );
  3579. return this;
  3580. }
  3581. extractBasis( xAxis, yAxis, zAxis ) {
  3582. xAxis.setFromMatrixColumn( this, 0 );
  3583. yAxis.setFromMatrixColumn( this, 1 );
  3584. zAxis.setFromMatrixColumn( this, 2 );
  3585. return this;
  3586. }
  3587. makeBasis( xAxis, yAxis, zAxis ) {
  3588. this.set(
  3589. xAxis.x, yAxis.x, zAxis.x, 0,
  3590. xAxis.y, yAxis.y, zAxis.y, 0,
  3591. xAxis.z, yAxis.z, zAxis.z, 0,
  3592. 0, 0, 0, 1
  3593. );
  3594. return this;
  3595. }
  3596. extractRotation( m ) {
  3597. // this method does not support reflection matrices
  3598. const te = this.elements;
  3599. const me = m.elements;
  3600. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  3601. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  3602. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  3603. te[ 0 ] = me[ 0 ] * scaleX;
  3604. te[ 1 ] = me[ 1 ] * scaleX;
  3605. te[ 2 ] = me[ 2 ] * scaleX;
  3606. te[ 3 ] = 0;
  3607. te[ 4 ] = me[ 4 ] * scaleY;
  3608. te[ 5 ] = me[ 5 ] * scaleY;
  3609. te[ 6 ] = me[ 6 ] * scaleY;
  3610. te[ 7 ] = 0;
  3611. te[ 8 ] = me[ 8 ] * scaleZ;
  3612. te[ 9 ] = me[ 9 ] * scaleZ;
  3613. te[ 10 ] = me[ 10 ] * scaleZ;
  3614. te[ 11 ] = 0;
  3615. te[ 12 ] = 0;
  3616. te[ 13 ] = 0;
  3617. te[ 14 ] = 0;
  3618. te[ 15 ] = 1;
  3619. return this;
  3620. }
  3621. makeRotationFromEuler( euler ) {
  3622. const te = this.elements;
  3623. const x = euler.x, y = euler.y, z = euler.z;
  3624. const a = Math.cos( x ), b = Math.sin( x );
  3625. const c = Math.cos( y ), d = Math.sin( y );
  3626. const e = Math.cos( z ), f = Math.sin( z );
  3627. if ( euler.order === 'XYZ' ) {
  3628. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3629. te[ 0 ] = c * e;
  3630. te[ 4 ] = - c * f;
  3631. te[ 8 ] = d;
  3632. te[ 1 ] = af + be * d;
  3633. te[ 5 ] = ae - bf * d;
  3634. te[ 9 ] = - b * c;
  3635. te[ 2 ] = bf - ae * d;
  3636. te[ 6 ] = be + af * d;
  3637. te[ 10 ] = a * c;
  3638. } else if ( euler.order === 'YXZ' ) {
  3639. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3640. te[ 0 ] = ce + df * b;
  3641. te[ 4 ] = de * b - cf;
  3642. te[ 8 ] = a * d;
  3643. te[ 1 ] = a * f;
  3644. te[ 5 ] = a * e;
  3645. te[ 9 ] = - b;
  3646. te[ 2 ] = cf * b - de;
  3647. te[ 6 ] = df + ce * b;
  3648. te[ 10 ] = a * c;
  3649. } else if ( euler.order === 'ZXY' ) {
  3650. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3651. te[ 0 ] = ce - df * b;
  3652. te[ 4 ] = - a * f;
  3653. te[ 8 ] = de + cf * b;
  3654. te[ 1 ] = cf + de * b;
  3655. te[ 5 ] = a * e;
  3656. te[ 9 ] = df - ce * b;
  3657. te[ 2 ] = - a * d;
  3658. te[ 6 ] = b;
  3659. te[ 10 ] = a * c;
  3660. } else if ( euler.order === 'ZYX' ) {
  3661. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3662. te[ 0 ] = c * e;
  3663. te[ 4 ] = be * d - af;
  3664. te[ 8 ] = ae * d + bf;
  3665. te[ 1 ] = c * f;
  3666. te[ 5 ] = bf * d + ae;
  3667. te[ 9 ] = af * d - be;
  3668. te[ 2 ] = - d;
  3669. te[ 6 ] = b * c;
  3670. te[ 10 ] = a * c;
  3671. } else if ( euler.order === 'YZX' ) {
  3672. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3673. te[ 0 ] = c * e;
  3674. te[ 4 ] = bd - ac * f;
  3675. te[ 8 ] = bc * f + ad;
  3676. te[ 1 ] = f;
  3677. te[ 5 ] = a * e;
  3678. te[ 9 ] = - b * e;
  3679. te[ 2 ] = - d * e;
  3680. te[ 6 ] = ad * f + bc;
  3681. te[ 10 ] = ac - bd * f;
  3682. } else if ( euler.order === 'XZY' ) {
  3683. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3684. te[ 0 ] = c * e;
  3685. te[ 4 ] = - f;
  3686. te[ 8 ] = d * e;
  3687. te[ 1 ] = ac * f + bd;
  3688. te[ 5 ] = a * e;
  3689. te[ 9 ] = ad * f - bc;
  3690. te[ 2 ] = bc * f - ad;
  3691. te[ 6 ] = b * e;
  3692. te[ 10 ] = bd * f + ac;
  3693. }
  3694. // bottom row
  3695. te[ 3 ] = 0;
  3696. te[ 7 ] = 0;
  3697. te[ 11 ] = 0;
  3698. // last column
  3699. te[ 12 ] = 0;
  3700. te[ 13 ] = 0;
  3701. te[ 14 ] = 0;
  3702. te[ 15 ] = 1;
  3703. return this;
  3704. }
  3705. makeRotationFromQuaternion( q ) {
  3706. return this.compose( _zero, q, _one );
  3707. }
  3708. lookAt( eye, target, up ) {
  3709. const te = this.elements;
  3710. _z.subVectors( eye, target );
  3711. if ( _z.lengthSq() === 0 ) {
  3712. // eye and target are in the same position
  3713. _z.z = 1;
  3714. }
  3715. _z.normalize();
  3716. _x.crossVectors( up, _z );
  3717. if ( _x.lengthSq() === 0 ) {
  3718. // up and z are parallel
  3719. if ( Math.abs( up.z ) === 1 ) {
  3720. _z.x += 0.0001;
  3721. } else {
  3722. _z.z += 0.0001;
  3723. }
  3724. _z.normalize();
  3725. _x.crossVectors( up, _z );
  3726. }
  3727. _x.normalize();
  3728. _y.crossVectors( _z, _x );
  3729. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  3730. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  3731. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  3732. return this;
  3733. }
  3734. multiply( m ) {
  3735. return this.multiplyMatrices( this, m );
  3736. }
  3737. premultiply( m ) {
  3738. return this.multiplyMatrices( m, this );
  3739. }
  3740. multiplyMatrices( a, b ) {
  3741. const ae = a.elements;
  3742. const be = b.elements;
  3743. const te = this.elements;
  3744. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3745. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3746. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3747. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3748. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3749. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3750. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3751. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3752. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3753. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3754. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3755. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3756. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3757. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3758. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3759. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3760. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3761. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3762. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3763. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3764. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3765. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3766. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3767. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3768. return this;
  3769. }
  3770. multiplyScalar( s ) {
  3771. const te = this.elements;
  3772. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3773. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3774. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3775. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3776. return this;
  3777. }
  3778. determinant() {
  3779. const te = this.elements;
  3780. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3781. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3782. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3783. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3784. //TODO: make this more efficient
  3785. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3786. return (
  3787. n41 * (
  3788. + n14 * n23 * n32
  3789. - n13 * n24 * n32
  3790. - n14 * n22 * n33
  3791. + n12 * n24 * n33
  3792. + n13 * n22 * n34
  3793. - n12 * n23 * n34
  3794. ) +
  3795. n42 * (
  3796. + n11 * n23 * n34
  3797. - n11 * n24 * n33
  3798. + n14 * n21 * n33
  3799. - n13 * n21 * n34
  3800. + n13 * n24 * n31
  3801. - n14 * n23 * n31
  3802. ) +
  3803. n43 * (
  3804. + n11 * n24 * n32
  3805. - n11 * n22 * n34
  3806. - n14 * n21 * n32
  3807. + n12 * n21 * n34
  3808. + n14 * n22 * n31
  3809. - n12 * n24 * n31
  3810. ) +
  3811. n44 * (
  3812. - n13 * n22 * n31
  3813. - n11 * n23 * n32
  3814. + n11 * n22 * n33
  3815. + n13 * n21 * n32
  3816. - n12 * n21 * n33
  3817. + n12 * n23 * n31
  3818. )
  3819. );
  3820. }
  3821. transpose() {
  3822. const te = this.elements;
  3823. let tmp;
  3824. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3825. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3826. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3827. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3828. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3829. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3830. return this;
  3831. }
  3832. setPosition( x, y, z ) {
  3833. const te = this.elements;
  3834. if ( x.isVector3 ) {
  3835. te[ 12 ] = x.x;
  3836. te[ 13 ] = x.y;
  3837. te[ 14 ] = x.z;
  3838. } else {
  3839. te[ 12 ] = x;
  3840. te[ 13 ] = y;
  3841. te[ 14 ] = z;
  3842. }
  3843. return this;
  3844. }
  3845. invert() {
  3846. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3847. const te = this.elements,
  3848. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  3849. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  3850. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  3851. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  3852. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3853. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3854. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3855. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3856. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3857. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3858. const detInv = 1 / det;
  3859. te[ 0 ] = t11 * detInv;
  3860. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3861. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3862. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3863. te[ 4 ] = t12 * detInv;
  3864. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3865. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3866. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3867. te[ 8 ] = t13 * detInv;
  3868. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3869. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3870. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3871. te[ 12 ] = t14 * detInv;
  3872. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3873. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3874. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3875. return this;
  3876. }
  3877. scale( v ) {
  3878. const te = this.elements;
  3879. const x = v.x, y = v.y, z = v.z;
  3880. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3881. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3882. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3883. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3884. return this;
  3885. }
  3886. getMaxScaleOnAxis() {
  3887. const te = this.elements;
  3888. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3889. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3890. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3891. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3892. }
  3893. makeTranslation( x, y, z ) {
  3894. if ( x.isVector3 ) {
  3895. this.set(
  3896. 1, 0, 0, x.x,
  3897. 0, 1, 0, x.y,
  3898. 0, 0, 1, x.z,
  3899. 0, 0, 0, 1
  3900. );
  3901. } else {
  3902. this.set(
  3903. 1, 0, 0, x,
  3904. 0, 1, 0, y,
  3905. 0, 0, 1, z,
  3906. 0, 0, 0, 1
  3907. );
  3908. }
  3909. return this;
  3910. }
  3911. makeRotationX( theta ) {
  3912. const c = Math.cos( theta ), s = Math.sin( theta );
  3913. this.set(
  3914. 1, 0, 0, 0,
  3915. 0, c, - s, 0,
  3916. 0, s, c, 0,
  3917. 0, 0, 0, 1
  3918. );
  3919. return this;
  3920. }
  3921. makeRotationY( theta ) {
  3922. const c = Math.cos( theta ), s = Math.sin( theta );
  3923. this.set(
  3924. c, 0, s, 0,
  3925. 0, 1, 0, 0,
  3926. - s, 0, c, 0,
  3927. 0, 0, 0, 1
  3928. );
  3929. return this;
  3930. }
  3931. makeRotationZ( theta ) {
  3932. const c = Math.cos( theta ), s = Math.sin( theta );
  3933. this.set(
  3934. c, - s, 0, 0,
  3935. s, c, 0, 0,
  3936. 0, 0, 1, 0,
  3937. 0, 0, 0, 1
  3938. );
  3939. return this;
  3940. }
  3941. makeRotationAxis( axis, angle ) {
  3942. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3943. const c = Math.cos( angle );
  3944. const s = Math.sin( angle );
  3945. const t = 1 - c;
  3946. const x = axis.x, y = axis.y, z = axis.z;
  3947. const tx = t * x, ty = t * y;
  3948. this.set(
  3949. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3950. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3951. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3952. 0, 0, 0, 1
  3953. );
  3954. return this;
  3955. }
  3956. makeScale( x, y, z ) {
  3957. this.set(
  3958. x, 0, 0, 0,
  3959. 0, y, 0, 0,
  3960. 0, 0, z, 0,
  3961. 0, 0, 0, 1
  3962. );
  3963. return this;
  3964. }
  3965. makeShear( xy, xz, yx, yz, zx, zy ) {
  3966. this.set(
  3967. 1, yx, zx, 0,
  3968. xy, 1, zy, 0,
  3969. xz, yz, 1, 0,
  3970. 0, 0, 0, 1
  3971. );
  3972. return this;
  3973. }
  3974. compose( position, quaternion, scale ) {
  3975. const te = this.elements;
  3976. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3977. const x2 = x + x, y2 = y + y, z2 = z + z;
  3978. const xx = x * x2, xy = x * y2, xz = x * z2;
  3979. const yy = y * y2, yz = y * z2, zz = z * z2;
  3980. const wx = w * x2, wy = w * y2, wz = w * z2;
  3981. const sx = scale.x, sy = scale.y, sz = scale.z;
  3982. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3983. te[ 1 ] = ( xy + wz ) * sx;
  3984. te[ 2 ] = ( xz - wy ) * sx;
  3985. te[ 3 ] = 0;
  3986. te[ 4 ] = ( xy - wz ) * sy;
  3987. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3988. te[ 6 ] = ( yz + wx ) * sy;
  3989. te[ 7 ] = 0;
  3990. te[ 8 ] = ( xz + wy ) * sz;
  3991. te[ 9 ] = ( yz - wx ) * sz;
  3992. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3993. te[ 11 ] = 0;
  3994. te[ 12 ] = position.x;
  3995. te[ 13 ] = position.y;
  3996. te[ 14 ] = position.z;
  3997. te[ 15 ] = 1;
  3998. return this;
  3999. }
  4000. decompose( position, quaternion, scale ) {
  4001. const te = this.elements;
  4002. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  4003. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  4004. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  4005. // if determine is negative, we need to invert one scale
  4006. const det = this.determinant();
  4007. if ( det < 0 ) sx = - sx;
  4008. position.x = te[ 12 ];
  4009. position.y = te[ 13 ];
  4010. position.z = te[ 14 ];
  4011. // scale the rotation part
  4012. _m1$2.copy( this );
  4013. const invSX = 1 / sx;
  4014. const invSY = 1 / sy;
  4015. const invSZ = 1 / sz;
  4016. _m1$2.elements[ 0 ] *= invSX;
  4017. _m1$2.elements[ 1 ] *= invSX;
  4018. _m1$2.elements[ 2 ] *= invSX;
  4019. _m1$2.elements[ 4 ] *= invSY;
  4020. _m1$2.elements[ 5 ] *= invSY;
  4021. _m1$2.elements[ 6 ] *= invSY;
  4022. _m1$2.elements[ 8 ] *= invSZ;
  4023. _m1$2.elements[ 9 ] *= invSZ;
  4024. _m1$2.elements[ 10 ] *= invSZ;
  4025. quaternion.setFromRotationMatrix( _m1$2 );
  4026. scale.x = sx;
  4027. scale.y = sy;
  4028. scale.z = sz;
  4029. return this;
  4030. }
  4031. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4032. const te = this.elements;
  4033. const x = 2 * near / ( right - left );
  4034. const y = 2 * near / ( top - bottom );
  4035. const a = ( right + left ) / ( right - left );
  4036. const b = ( top + bottom ) / ( top - bottom );
  4037. let c, d;
  4038. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4039. c = - ( far + near ) / ( far - near );
  4040. d = ( - 2 * far * near ) / ( far - near );
  4041. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4042. c = - far / ( far - near );
  4043. d = ( - far * near ) / ( far - near );
  4044. } else {
  4045. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  4046. }
  4047. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  4048. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  4049. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  4050. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  4051. return this;
  4052. }
  4053. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4054. const te = this.elements;
  4055. const w = 1.0 / ( right - left );
  4056. const h = 1.0 / ( top - bottom );
  4057. const p = 1.0 / ( far - near );
  4058. const x = ( right + left ) * w;
  4059. const y = ( top + bottom ) * h;
  4060. let z, zInv;
  4061. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4062. z = ( far + near ) * p;
  4063. zInv = - 2 * p;
  4064. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4065. z = near * p;
  4066. zInv = - 1 * p;
  4067. } else {
  4068. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  4069. }
  4070. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  4071. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  4072. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  4073. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  4074. return this;
  4075. }
  4076. equals( matrix ) {
  4077. const te = this.elements;
  4078. const me = matrix.elements;
  4079. for ( let i = 0; i < 16; i ++ ) {
  4080. if ( te[ i ] !== me[ i ] ) return false;
  4081. }
  4082. return true;
  4083. }
  4084. fromArray( array, offset = 0 ) {
  4085. for ( let i = 0; i < 16; i ++ ) {
  4086. this.elements[ i ] = array[ i + offset ];
  4087. }
  4088. return this;
  4089. }
  4090. toArray( array = [], offset = 0 ) {
  4091. const te = this.elements;
  4092. array[ offset ] = te[ 0 ];
  4093. array[ offset + 1 ] = te[ 1 ];
  4094. array[ offset + 2 ] = te[ 2 ];
  4095. array[ offset + 3 ] = te[ 3 ];
  4096. array[ offset + 4 ] = te[ 4 ];
  4097. array[ offset + 5 ] = te[ 5 ];
  4098. array[ offset + 6 ] = te[ 6 ];
  4099. array[ offset + 7 ] = te[ 7 ];
  4100. array[ offset + 8 ] = te[ 8 ];
  4101. array[ offset + 9 ] = te[ 9 ];
  4102. array[ offset + 10 ] = te[ 10 ];
  4103. array[ offset + 11 ] = te[ 11 ];
  4104. array[ offset + 12 ] = te[ 12 ];
  4105. array[ offset + 13 ] = te[ 13 ];
  4106. array[ offset + 14 ] = te[ 14 ];
  4107. array[ offset + 15 ] = te[ 15 ];
  4108. return array;
  4109. }
  4110. }
  4111. const _v1$5 = /*@__PURE__*/ new Vector3();
  4112. const _m1$2 = /*@__PURE__*/ new Matrix4();
  4113. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  4114. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  4115. const _x = /*@__PURE__*/ new Vector3();
  4116. const _y = /*@__PURE__*/ new Vector3();
  4117. const _z = /*@__PURE__*/ new Vector3();
  4118. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  4119. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  4120. class Euler {
  4121. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  4122. this.isEuler = true;
  4123. this._x = x;
  4124. this._y = y;
  4125. this._z = z;
  4126. this._order = order;
  4127. }
  4128. get x() {
  4129. return this._x;
  4130. }
  4131. set x( value ) {
  4132. this._x = value;
  4133. this._onChangeCallback();
  4134. }
  4135. get y() {
  4136. return this._y;
  4137. }
  4138. set y( value ) {
  4139. this._y = value;
  4140. this._onChangeCallback();
  4141. }
  4142. get z() {
  4143. return this._z;
  4144. }
  4145. set z( value ) {
  4146. this._z = value;
  4147. this._onChangeCallback();
  4148. }
  4149. get order() {
  4150. return this._order;
  4151. }
  4152. set order( value ) {
  4153. this._order = value;
  4154. this._onChangeCallback();
  4155. }
  4156. set( x, y, z, order = this._order ) {
  4157. this._x = x;
  4158. this._y = y;
  4159. this._z = z;
  4160. this._order = order;
  4161. this._onChangeCallback();
  4162. return this;
  4163. }
  4164. clone() {
  4165. return new this.constructor( this._x, this._y, this._z, this._order );
  4166. }
  4167. copy( euler ) {
  4168. this._x = euler._x;
  4169. this._y = euler._y;
  4170. this._z = euler._z;
  4171. this._order = euler._order;
  4172. this._onChangeCallback();
  4173. return this;
  4174. }
  4175. setFromRotationMatrix( m, order = this._order, update = true ) {
  4176. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4177. const te = m.elements;
  4178. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4179. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4180. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4181. switch ( order ) {
  4182. case 'XYZ':
  4183. this._y = Math.asin( clamp$1( m13, - 1, 1 ) );
  4184. if ( Math.abs( m13 ) < 0.9999999 ) {
  4185. this._x = Math.atan2( - m23, m33 );
  4186. this._z = Math.atan2( - m12, m11 );
  4187. } else {
  4188. this._x = Math.atan2( m32, m22 );
  4189. this._z = 0;
  4190. }
  4191. break;
  4192. case 'YXZ':
  4193. this._x = Math.asin( - clamp$1( m23, - 1, 1 ) );
  4194. if ( Math.abs( m23 ) < 0.9999999 ) {
  4195. this._y = Math.atan2( m13, m33 );
  4196. this._z = Math.atan2( m21, m22 );
  4197. } else {
  4198. this._y = Math.atan2( - m31, m11 );
  4199. this._z = 0;
  4200. }
  4201. break;
  4202. case 'ZXY':
  4203. this._x = Math.asin( clamp$1( m32, - 1, 1 ) );
  4204. if ( Math.abs( m32 ) < 0.9999999 ) {
  4205. this._y = Math.atan2( - m31, m33 );
  4206. this._z = Math.atan2( - m12, m22 );
  4207. } else {
  4208. this._y = 0;
  4209. this._z = Math.atan2( m21, m11 );
  4210. }
  4211. break;
  4212. case 'ZYX':
  4213. this._y = Math.asin( - clamp$1( m31, - 1, 1 ) );
  4214. if ( Math.abs( m31 ) < 0.9999999 ) {
  4215. this._x = Math.atan2( m32, m33 );
  4216. this._z = Math.atan2( m21, m11 );
  4217. } else {
  4218. this._x = 0;
  4219. this._z = Math.atan2( - m12, m22 );
  4220. }
  4221. break;
  4222. case 'YZX':
  4223. this._z = Math.asin( clamp$1( m21, - 1, 1 ) );
  4224. if ( Math.abs( m21 ) < 0.9999999 ) {
  4225. this._x = Math.atan2( - m23, m22 );
  4226. this._y = Math.atan2( - m31, m11 );
  4227. } else {
  4228. this._x = 0;
  4229. this._y = Math.atan2( m13, m33 );
  4230. }
  4231. break;
  4232. case 'XZY':
  4233. this._z = Math.asin( - clamp$1( m12, - 1, 1 ) );
  4234. if ( Math.abs( m12 ) < 0.9999999 ) {
  4235. this._x = Math.atan2( m32, m22 );
  4236. this._y = Math.atan2( m13, m11 );
  4237. } else {
  4238. this._x = Math.atan2( - m23, m33 );
  4239. this._y = 0;
  4240. }
  4241. break;
  4242. default:
  4243. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  4244. }
  4245. this._order = order;
  4246. if ( update === true ) this._onChangeCallback();
  4247. return this;
  4248. }
  4249. setFromQuaternion( q, order, update ) {
  4250. _matrix$2.makeRotationFromQuaternion( q );
  4251. return this.setFromRotationMatrix( _matrix$2, order, update );
  4252. }
  4253. setFromVector3( v, order = this._order ) {
  4254. return this.set( v.x, v.y, v.z, order );
  4255. }
  4256. reorder( newOrder ) {
  4257. // WARNING: this discards revolution information -bhouston
  4258. _quaternion$3.setFromEuler( this );
  4259. return this.setFromQuaternion( _quaternion$3, newOrder );
  4260. }
  4261. equals( euler ) {
  4262. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4263. }
  4264. fromArray( array ) {
  4265. this._x = array[ 0 ];
  4266. this._y = array[ 1 ];
  4267. this._z = array[ 2 ];
  4268. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4269. this._onChangeCallback();
  4270. return this;
  4271. }
  4272. toArray( array = [], offset = 0 ) {
  4273. array[ offset ] = this._x;
  4274. array[ offset + 1 ] = this._y;
  4275. array[ offset + 2 ] = this._z;
  4276. array[ offset + 3 ] = this._order;
  4277. return array;
  4278. }
  4279. _onChange( callback ) {
  4280. this._onChangeCallback = callback;
  4281. return this;
  4282. }
  4283. _onChangeCallback() {}
  4284. *[ Symbol.iterator ]() {
  4285. yield this._x;
  4286. yield this._y;
  4287. yield this._z;
  4288. yield this._order;
  4289. }
  4290. }
  4291. Euler.DEFAULT_ORDER = 'XYZ';
  4292. class Layers {
  4293. constructor() {
  4294. this.mask = 1 | 0;
  4295. }
  4296. set( channel ) {
  4297. this.mask = ( 1 << channel | 0 ) >>> 0;
  4298. }
  4299. enable( channel ) {
  4300. this.mask |= 1 << channel | 0;
  4301. }
  4302. enableAll() {
  4303. this.mask = 0xffffffff | 0;
  4304. }
  4305. toggle( channel ) {
  4306. this.mask ^= 1 << channel | 0;
  4307. }
  4308. disable( channel ) {
  4309. this.mask &= ~ ( 1 << channel | 0 );
  4310. }
  4311. disableAll() {
  4312. this.mask = 0;
  4313. }
  4314. test( layers ) {
  4315. return ( this.mask & layers.mask ) !== 0;
  4316. }
  4317. isEnabled( channel ) {
  4318. return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
  4319. }
  4320. }
  4321. let _object3DId = 0;
  4322. const _v1$4 = /*@__PURE__*/ new Vector3();
  4323. const _q1 = /*@__PURE__*/ new Quaternion();
  4324. const _m1$1 = /*@__PURE__*/ new Matrix4();
  4325. const _target$1 = /*@__PURE__*/ new Vector3();
  4326. const _position$3 = /*@__PURE__*/ new Vector3();
  4327. const _scale$2 = /*@__PURE__*/ new Vector3();
  4328. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  4329. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  4330. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4331. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  4332. const _addedEvent = { type: 'added' };
  4333. const _removedEvent = { type: 'removed' };
  4334. const _childaddedEvent = { type: 'childadded', child: null };
  4335. const _childremovedEvent = { type: 'childremoved', child: null };
  4336. class Object3D extends EventDispatcher {
  4337. constructor() {
  4338. super();
  4339. this.isObject3D = true;
  4340. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  4341. this.uuid = generateUUID();
  4342. this.name = '';
  4343. this.type = 'Object3D';
  4344. this.parent = null;
  4345. this.children = [];
  4346. this.up = Object3D.DEFAULT_UP.clone();
  4347. const position = new Vector3();
  4348. const rotation = new Euler();
  4349. const quaternion = new Quaternion();
  4350. const scale = new Vector3( 1, 1, 1 );
  4351. function onRotationChange() {
  4352. quaternion.setFromEuler( rotation, false );
  4353. }
  4354. function onQuaternionChange() {
  4355. rotation.setFromQuaternion( quaternion, undefined, false );
  4356. }
  4357. rotation._onChange( onRotationChange );
  4358. quaternion._onChange( onQuaternionChange );
  4359. Object.defineProperties( this, {
  4360. position: {
  4361. configurable: true,
  4362. enumerable: true,
  4363. value: position
  4364. },
  4365. rotation: {
  4366. configurable: true,
  4367. enumerable: true,
  4368. value: rotation
  4369. },
  4370. quaternion: {
  4371. configurable: true,
  4372. enumerable: true,
  4373. value: quaternion
  4374. },
  4375. scale: {
  4376. configurable: true,
  4377. enumerable: true,
  4378. value: scale
  4379. },
  4380. modelViewMatrix: {
  4381. value: new Matrix4()
  4382. },
  4383. normalMatrix: {
  4384. value: new Matrix3()
  4385. }
  4386. } );
  4387. this.matrix = new Matrix4();
  4388. this.matrixWorld = new Matrix4();
  4389. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  4390. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  4391. this.matrixWorldNeedsUpdate = false;
  4392. this.layers = new Layers();
  4393. this.visible = true;
  4394. this.castShadow = false;
  4395. this.receiveShadow = false;
  4396. this.frustumCulled = true;
  4397. this.renderOrder = 0;
  4398. this.animations = [];
  4399. this.userData = {};
  4400. }
  4401. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4402. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4403. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4404. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4405. applyMatrix4( matrix ) {
  4406. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4407. this.matrix.premultiply( matrix );
  4408. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4409. }
  4410. applyQuaternion( q ) {
  4411. this.quaternion.premultiply( q );
  4412. return this;
  4413. }
  4414. setRotationFromAxisAngle( axis, angle ) {
  4415. // assumes axis is normalized
  4416. this.quaternion.setFromAxisAngle( axis, angle );
  4417. }
  4418. setRotationFromEuler( euler ) {
  4419. this.quaternion.setFromEuler( euler, true );
  4420. }
  4421. setRotationFromMatrix( m ) {
  4422. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4423. this.quaternion.setFromRotationMatrix( m );
  4424. }
  4425. setRotationFromQuaternion( q ) {
  4426. // assumes q is normalized
  4427. this.quaternion.copy( q );
  4428. }
  4429. rotateOnAxis( axis, angle ) {
  4430. // rotate object on axis in object space
  4431. // axis is assumed to be normalized
  4432. _q1.setFromAxisAngle( axis, angle );
  4433. this.quaternion.multiply( _q1 );
  4434. return this;
  4435. }
  4436. rotateOnWorldAxis( axis, angle ) {
  4437. // rotate object on axis in world space
  4438. // axis is assumed to be normalized
  4439. // method assumes no rotated parent
  4440. _q1.setFromAxisAngle( axis, angle );
  4441. this.quaternion.premultiply( _q1 );
  4442. return this;
  4443. }
  4444. rotateX( angle ) {
  4445. return this.rotateOnAxis( _xAxis, angle );
  4446. }
  4447. rotateY( angle ) {
  4448. return this.rotateOnAxis( _yAxis, angle );
  4449. }
  4450. rotateZ( angle ) {
  4451. return this.rotateOnAxis( _zAxis, angle );
  4452. }
  4453. translateOnAxis( axis, distance ) {
  4454. // translate object by distance along axis in object space
  4455. // axis is assumed to be normalized
  4456. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  4457. this.position.add( _v1$4.multiplyScalar( distance ) );
  4458. return this;
  4459. }
  4460. translateX( distance ) {
  4461. return this.translateOnAxis( _xAxis, distance );
  4462. }
  4463. translateY( distance ) {
  4464. return this.translateOnAxis( _yAxis, distance );
  4465. }
  4466. translateZ( distance ) {
  4467. return this.translateOnAxis( _zAxis, distance );
  4468. }
  4469. localToWorld( vector ) {
  4470. this.updateWorldMatrix( true, false );
  4471. return vector.applyMatrix4( this.matrixWorld );
  4472. }
  4473. worldToLocal( vector ) {
  4474. this.updateWorldMatrix( true, false );
  4475. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  4476. }
  4477. lookAt( x, y, z ) {
  4478. // This method does not support objects having non-uniformly-scaled parent(s)
  4479. if ( x.isVector3 ) {
  4480. _target$1.copy( x );
  4481. } else {
  4482. _target$1.set( x, y, z );
  4483. }
  4484. const parent = this.parent;
  4485. this.updateWorldMatrix( true, false );
  4486. _position$3.setFromMatrixPosition( this.matrixWorld );
  4487. if ( this.isCamera || this.isLight ) {
  4488. _m1$1.lookAt( _position$3, _target$1, this.up );
  4489. } else {
  4490. _m1$1.lookAt( _target$1, _position$3, this.up );
  4491. }
  4492. this.quaternion.setFromRotationMatrix( _m1$1 );
  4493. if ( parent ) {
  4494. _m1$1.extractRotation( parent.matrixWorld );
  4495. _q1.setFromRotationMatrix( _m1$1 );
  4496. this.quaternion.premultiply( _q1.invert() );
  4497. }
  4498. }
  4499. add( object ) {
  4500. if ( arguments.length > 1 ) {
  4501. for ( let i = 0; i < arguments.length; i ++ ) {
  4502. this.add( arguments[ i ] );
  4503. }
  4504. return this;
  4505. }
  4506. if ( object === this ) {
  4507. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  4508. return this;
  4509. }
  4510. if ( object && object.isObject3D ) {
  4511. object.removeFromParent();
  4512. object.parent = this;
  4513. this.children.push( object );
  4514. object.dispatchEvent( _addedEvent );
  4515. _childaddedEvent.child = object;
  4516. this.dispatchEvent( _childaddedEvent );
  4517. _childaddedEvent.child = null;
  4518. } else {
  4519. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  4520. }
  4521. return this;
  4522. }
  4523. remove( object ) {
  4524. if ( arguments.length > 1 ) {
  4525. for ( let i = 0; i < arguments.length; i ++ ) {
  4526. this.remove( arguments[ i ] );
  4527. }
  4528. return this;
  4529. }
  4530. const index = this.children.indexOf( object );
  4531. if ( index !== - 1 ) {
  4532. object.parent = null;
  4533. this.children.splice( index, 1 );
  4534. object.dispatchEvent( _removedEvent );
  4535. _childremovedEvent.child = object;
  4536. this.dispatchEvent( _childremovedEvent );
  4537. _childremovedEvent.child = null;
  4538. }
  4539. return this;
  4540. }
  4541. removeFromParent() {
  4542. const parent = this.parent;
  4543. if ( parent !== null ) {
  4544. parent.remove( this );
  4545. }
  4546. return this;
  4547. }
  4548. clear() {
  4549. return this.remove( ... this.children );
  4550. }
  4551. attach( object ) {
  4552. // adds object as a child of this, while maintaining the object's world transform
  4553. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  4554. this.updateWorldMatrix( true, false );
  4555. _m1$1.copy( this.matrixWorld ).invert();
  4556. if ( object.parent !== null ) {
  4557. object.parent.updateWorldMatrix( true, false );
  4558. _m1$1.multiply( object.parent.matrixWorld );
  4559. }
  4560. object.applyMatrix4( _m1$1 );
  4561. object.removeFromParent();
  4562. object.parent = this;
  4563. this.children.push( object );
  4564. object.updateWorldMatrix( false, true );
  4565. object.dispatchEvent( _addedEvent );
  4566. _childaddedEvent.child = object;
  4567. this.dispatchEvent( _childaddedEvent );
  4568. _childaddedEvent.child = null;
  4569. return this;
  4570. }
  4571. getObjectById( id ) {
  4572. return this.getObjectByProperty( 'id', id );
  4573. }
  4574. getObjectByName( name ) {
  4575. return this.getObjectByProperty( 'name', name );
  4576. }
  4577. getObjectByProperty( name, value ) {
  4578. if ( this[ name ] === value ) return this;
  4579. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  4580. const child = this.children[ i ];
  4581. const object = child.getObjectByProperty( name, value );
  4582. if ( object !== undefined ) {
  4583. return object;
  4584. }
  4585. }
  4586. return undefined;
  4587. }
  4588. getObjectsByProperty( name, value, result = [] ) {
  4589. if ( this[ name ] === value ) result.push( this );
  4590. const children = this.children;
  4591. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4592. children[ i ].getObjectsByProperty( name, value, result );
  4593. }
  4594. return result;
  4595. }
  4596. getWorldPosition( target ) {
  4597. this.updateWorldMatrix( true, false );
  4598. return target.setFromMatrixPosition( this.matrixWorld );
  4599. }
  4600. getWorldQuaternion( target ) {
  4601. this.updateWorldMatrix( true, false );
  4602. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  4603. return target;
  4604. }
  4605. getWorldScale( target ) {
  4606. this.updateWorldMatrix( true, false );
  4607. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  4608. return target;
  4609. }
  4610. getWorldDirection( target ) {
  4611. this.updateWorldMatrix( true, false );
  4612. const e = this.matrixWorld.elements;
  4613. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  4614. }
  4615. raycast( /* raycaster, intersects */ ) {}
  4616. traverse( callback ) {
  4617. callback( this );
  4618. const children = this.children;
  4619. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4620. children[ i ].traverse( callback );
  4621. }
  4622. }
  4623. traverseVisible( callback ) {
  4624. if ( this.visible === false ) return;
  4625. callback( this );
  4626. const children = this.children;
  4627. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4628. children[ i ].traverseVisible( callback );
  4629. }
  4630. }
  4631. traverseAncestors( callback ) {
  4632. const parent = this.parent;
  4633. if ( parent !== null ) {
  4634. callback( parent );
  4635. parent.traverseAncestors( callback );
  4636. }
  4637. }
  4638. updateMatrix() {
  4639. this.matrix.compose( this.position, this.quaternion, this.scale );
  4640. this.matrixWorldNeedsUpdate = true;
  4641. }
  4642. updateMatrixWorld( force ) {
  4643. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4644. if ( this.matrixWorldNeedsUpdate || force ) {
  4645. if ( this.matrixWorldAutoUpdate === true ) {
  4646. if ( this.parent === null ) {
  4647. this.matrixWorld.copy( this.matrix );
  4648. } else {
  4649. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4650. }
  4651. }
  4652. this.matrixWorldNeedsUpdate = false;
  4653. force = true;
  4654. }
  4655. // make sure descendants are updated if required
  4656. const children = this.children;
  4657. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4658. const child = children[ i ];
  4659. child.updateMatrixWorld( force );
  4660. }
  4661. }
  4662. updateWorldMatrix( updateParents, updateChildren ) {
  4663. const parent = this.parent;
  4664. if ( updateParents === true && parent !== null ) {
  4665. parent.updateWorldMatrix( true, false );
  4666. }
  4667. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4668. if ( this.matrixWorldAutoUpdate === true ) {
  4669. if ( this.parent === null ) {
  4670. this.matrixWorld.copy( this.matrix );
  4671. } else {
  4672. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4673. }
  4674. }
  4675. // make sure descendants are updated
  4676. if ( updateChildren === true ) {
  4677. const children = this.children;
  4678. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4679. const child = children[ i ];
  4680. child.updateWorldMatrix( false, true );
  4681. }
  4682. }
  4683. }
  4684. toJSON( meta ) {
  4685. // meta is a string when called from JSON.stringify
  4686. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4687. const output = {};
  4688. // meta is a hash used to collect geometries, materials.
  4689. // not providing it implies that this is the root object
  4690. // being serialized.
  4691. if ( isRootObject ) {
  4692. // initialize meta obj
  4693. meta = {
  4694. geometries: {},
  4695. materials: {},
  4696. textures: {},
  4697. images: {},
  4698. shapes: {},
  4699. skeletons: {},
  4700. animations: {},
  4701. nodes: {}
  4702. };
  4703. output.metadata = {
  4704. version: 4.6,
  4705. type: 'Object',
  4706. generator: 'Object3D.toJSON'
  4707. };
  4708. }
  4709. // standard Object3D serialization
  4710. const object = {};
  4711. object.uuid = this.uuid;
  4712. object.type = this.type;
  4713. if ( this.name !== '' ) object.name = this.name;
  4714. if ( this.castShadow === true ) object.castShadow = true;
  4715. if ( this.receiveShadow === true ) object.receiveShadow = true;
  4716. if ( this.visible === false ) object.visible = false;
  4717. if ( this.frustumCulled === false ) object.frustumCulled = false;
  4718. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  4719. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  4720. object.layers = this.layers.mask;
  4721. object.matrix = this.matrix.toArray();
  4722. object.up = this.up.toArray();
  4723. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  4724. // object specific properties
  4725. if ( this.isInstancedMesh ) {
  4726. object.type = 'InstancedMesh';
  4727. object.count = this.count;
  4728. object.instanceMatrix = this.instanceMatrix.toJSON();
  4729. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  4730. }
  4731. if ( this.isBatchedMesh ) {
  4732. object.type = 'BatchedMesh';
  4733. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  4734. object.sortObjects = this.sortObjects;
  4735. object.drawRanges = this._drawRanges;
  4736. object.reservedRanges = this._reservedRanges;
  4737. object.visibility = this._visibility;
  4738. object.active = this._active;
  4739. object.bounds = this._bounds.map( bound => ( {
  4740. boxInitialized: bound.boxInitialized,
  4741. boxMin: bound.box.min.toArray(),
  4742. boxMax: bound.box.max.toArray(),
  4743. sphereInitialized: bound.sphereInitialized,
  4744. sphereRadius: bound.sphere.radius,
  4745. sphereCenter: bound.sphere.center.toArray()
  4746. } ) );
  4747. object.maxInstanceCount = this._maxInstanceCount;
  4748. object.maxVertexCount = this._maxVertexCount;
  4749. object.maxIndexCount = this._maxIndexCount;
  4750. object.geometryInitialized = this._geometryInitialized;
  4751. object.geometryCount = this._geometryCount;
  4752. object.matricesTexture = this._matricesTexture.toJSON( meta );
  4753. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  4754. if ( this.boundingSphere !== null ) {
  4755. object.boundingSphere = {
  4756. center: object.boundingSphere.center.toArray(),
  4757. radius: object.boundingSphere.radius
  4758. };
  4759. }
  4760. if ( this.boundingBox !== null ) {
  4761. object.boundingBox = {
  4762. min: object.boundingBox.min.toArray(),
  4763. max: object.boundingBox.max.toArray()
  4764. };
  4765. }
  4766. }
  4767. //
  4768. function serialize( library, element ) {
  4769. if ( library[ element.uuid ] === undefined ) {
  4770. library[ element.uuid ] = element.toJSON( meta );
  4771. }
  4772. return element.uuid;
  4773. }
  4774. if ( this.isScene ) {
  4775. if ( this.background ) {
  4776. if ( this.background.isColor ) {
  4777. object.background = this.background.toJSON();
  4778. } else if ( this.background.isTexture ) {
  4779. object.background = this.background.toJSON( meta ).uuid;
  4780. }
  4781. }
  4782. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  4783. object.environment = this.environment.toJSON( meta ).uuid;
  4784. }
  4785. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  4786. object.geometry = serialize( meta.geometries, this.geometry );
  4787. const parameters = this.geometry.parameters;
  4788. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  4789. const shapes = parameters.shapes;
  4790. if ( Array.isArray( shapes ) ) {
  4791. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  4792. const shape = shapes[ i ];
  4793. serialize( meta.shapes, shape );
  4794. }
  4795. } else {
  4796. serialize( meta.shapes, shapes );
  4797. }
  4798. }
  4799. }
  4800. if ( this.isSkinnedMesh ) {
  4801. object.bindMode = this.bindMode;
  4802. object.bindMatrix = this.bindMatrix.toArray();
  4803. if ( this.skeleton !== undefined ) {
  4804. serialize( meta.skeletons, this.skeleton );
  4805. object.skeleton = this.skeleton.uuid;
  4806. }
  4807. }
  4808. if ( this.material !== undefined ) {
  4809. if ( Array.isArray( this.material ) ) {
  4810. const uuids = [];
  4811. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  4812. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  4813. }
  4814. object.material = uuids;
  4815. } else {
  4816. object.material = serialize( meta.materials, this.material );
  4817. }
  4818. }
  4819. //
  4820. if ( this.children.length > 0 ) {
  4821. object.children = [];
  4822. for ( let i = 0; i < this.children.length; i ++ ) {
  4823. object.children.push( this.children[ i ].toJSON( meta ).object );
  4824. }
  4825. }
  4826. //
  4827. if ( this.animations.length > 0 ) {
  4828. object.animations = [];
  4829. for ( let i = 0; i < this.animations.length; i ++ ) {
  4830. const animation = this.animations[ i ];
  4831. object.animations.push( serialize( meta.animations, animation ) );
  4832. }
  4833. }
  4834. if ( isRootObject ) {
  4835. const geometries = extractFromCache( meta.geometries );
  4836. const materials = extractFromCache( meta.materials );
  4837. const textures = extractFromCache( meta.textures );
  4838. const images = extractFromCache( meta.images );
  4839. const shapes = extractFromCache( meta.shapes );
  4840. const skeletons = extractFromCache( meta.skeletons );
  4841. const animations = extractFromCache( meta.animations );
  4842. const nodes = extractFromCache( meta.nodes );
  4843. if ( geometries.length > 0 ) output.geometries = geometries;
  4844. if ( materials.length > 0 ) output.materials = materials;
  4845. if ( textures.length > 0 ) output.textures = textures;
  4846. if ( images.length > 0 ) output.images = images;
  4847. if ( shapes.length > 0 ) output.shapes = shapes;
  4848. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  4849. if ( animations.length > 0 ) output.animations = animations;
  4850. if ( nodes.length > 0 ) output.nodes = nodes;
  4851. }
  4852. output.object = object;
  4853. return output;
  4854. // extract data from the cache hash
  4855. // remove metadata on each item
  4856. // and return as array
  4857. function extractFromCache( cache ) {
  4858. const values = [];
  4859. for ( const key in cache ) {
  4860. const data = cache[ key ];
  4861. delete data.metadata;
  4862. values.push( data );
  4863. }
  4864. return values;
  4865. }
  4866. }
  4867. clone( recursive ) {
  4868. return new this.constructor().copy( this, recursive );
  4869. }
  4870. copy( source, recursive = true ) {
  4871. this.name = source.name;
  4872. this.up.copy( source.up );
  4873. this.position.copy( source.position );
  4874. this.rotation.order = source.rotation.order;
  4875. this.quaternion.copy( source.quaternion );
  4876. this.scale.copy( source.scale );
  4877. this.matrix.copy( source.matrix );
  4878. this.matrixWorld.copy( source.matrixWorld );
  4879. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4880. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  4881. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4882. this.layers.mask = source.layers.mask;
  4883. this.visible = source.visible;
  4884. this.castShadow = source.castShadow;
  4885. this.receiveShadow = source.receiveShadow;
  4886. this.frustumCulled = source.frustumCulled;
  4887. this.renderOrder = source.renderOrder;
  4888. this.animations = source.animations.slice();
  4889. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4890. if ( recursive === true ) {
  4891. for ( let i = 0; i < source.children.length; i ++ ) {
  4892. const child = source.children[ i ];
  4893. this.add( child.clone() );
  4894. }
  4895. }
  4896. return this;
  4897. }
  4898. }
  4899. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4900. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  4901. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  4902. const _v0$1 = /*@__PURE__*/ new Vector3();
  4903. const _v1$3 = /*@__PURE__*/ new Vector3();
  4904. const _v2$2 = /*@__PURE__*/ new Vector3();
  4905. const _v3$2 = /*@__PURE__*/ new Vector3();
  4906. const _vab = /*@__PURE__*/ new Vector3();
  4907. const _vac = /*@__PURE__*/ new Vector3();
  4908. const _vbc = /*@__PURE__*/ new Vector3();
  4909. const _vap = /*@__PURE__*/ new Vector3();
  4910. const _vbp = /*@__PURE__*/ new Vector3();
  4911. const _vcp = /*@__PURE__*/ new Vector3();
  4912. const _v40 = /*@__PURE__*/ new Vector4();
  4913. const _v41 = /*@__PURE__*/ new Vector4();
  4914. const _v42 = /*@__PURE__*/ new Vector4();
  4915. class Triangle {
  4916. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  4917. this.a = a;
  4918. this.b = b;
  4919. this.c = c;
  4920. }
  4921. static getNormal( a, b, c, target ) {
  4922. target.subVectors( c, b );
  4923. _v0$1.subVectors( a, b );
  4924. target.cross( _v0$1 );
  4925. const targetLengthSq = target.lengthSq();
  4926. if ( targetLengthSq > 0 ) {
  4927. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4928. }
  4929. return target.set( 0, 0, 0 );
  4930. }
  4931. // static/instance method to calculate barycentric coordinates
  4932. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4933. static getBarycoord( point, a, b, c, target ) {
  4934. _v0$1.subVectors( c, a );
  4935. _v1$3.subVectors( b, a );
  4936. _v2$2.subVectors( point, a );
  4937. const dot00 = _v0$1.dot( _v0$1 );
  4938. const dot01 = _v0$1.dot( _v1$3 );
  4939. const dot02 = _v0$1.dot( _v2$2 );
  4940. const dot11 = _v1$3.dot( _v1$3 );
  4941. const dot12 = _v1$3.dot( _v2$2 );
  4942. const denom = ( dot00 * dot11 - dot01 * dot01 );
  4943. // collinear or singular triangle
  4944. if ( denom === 0 ) {
  4945. target.set( 0, 0, 0 );
  4946. return null;
  4947. }
  4948. const invDenom = 1 / denom;
  4949. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4950. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4951. // barycentric coordinates must always sum to 1
  4952. return target.set( 1 - u - v, v, u );
  4953. }
  4954. static containsPoint( point, a, b, c ) {
  4955. // if the triangle is degenerate then we can't contain a point
  4956. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  4957. return false;
  4958. }
  4959. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  4960. }
  4961. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  4962. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  4963. target.x = 0;
  4964. target.y = 0;
  4965. if ( 'z' in target ) target.z = 0;
  4966. if ( 'w' in target ) target.w = 0;
  4967. return null;
  4968. }
  4969. target.setScalar( 0 );
  4970. target.addScaledVector( v1, _v3$2.x );
  4971. target.addScaledVector( v2, _v3$2.y );
  4972. target.addScaledVector( v3, _v3$2.z );
  4973. return target;
  4974. }
  4975. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  4976. _v40.setScalar( 0 );
  4977. _v41.setScalar( 0 );
  4978. _v42.setScalar( 0 );
  4979. _v40.fromBufferAttribute( attr, i1 );
  4980. _v41.fromBufferAttribute( attr, i2 );
  4981. _v42.fromBufferAttribute( attr, i3 );
  4982. target.setScalar( 0 );
  4983. target.addScaledVector( _v40, barycoord.x );
  4984. target.addScaledVector( _v41, barycoord.y );
  4985. target.addScaledVector( _v42, barycoord.z );
  4986. return target;
  4987. }
  4988. static isFrontFacing( a, b, c, direction ) {
  4989. _v0$1.subVectors( c, b );
  4990. _v1$3.subVectors( a, b );
  4991. // strictly front facing
  4992. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4993. }
  4994. set( a, b, c ) {
  4995. this.a.copy( a );
  4996. this.b.copy( b );
  4997. this.c.copy( c );
  4998. return this;
  4999. }
  5000. setFromPointsAndIndices( points, i0, i1, i2 ) {
  5001. this.a.copy( points[ i0 ] );
  5002. this.b.copy( points[ i1 ] );
  5003. this.c.copy( points[ i2 ] );
  5004. return this;
  5005. }
  5006. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  5007. this.a.fromBufferAttribute( attribute, i0 );
  5008. this.b.fromBufferAttribute( attribute, i1 );
  5009. this.c.fromBufferAttribute( attribute, i2 );
  5010. return this;
  5011. }
  5012. clone() {
  5013. return new this.constructor().copy( this );
  5014. }
  5015. copy( triangle ) {
  5016. this.a.copy( triangle.a );
  5017. this.b.copy( triangle.b );
  5018. this.c.copy( triangle.c );
  5019. return this;
  5020. }
  5021. getArea() {
  5022. _v0$1.subVectors( this.c, this.b );
  5023. _v1$3.subVectors( this.a, this.b );
  5024. return _v0$1.cross( _v1$3 ).length() * 0.5;
  5025. }
  5026. getMidpoint( target ) {
  5027. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  5028. }
  5029. getNormal( target ) {
  5030. return Triangle.getNormal( this.a, this.b, this.c, target );
  5031. }
  5032. getPlane( target ) {
  5033. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  5034. }
  5035. getBarycoord( point, target ) {
  5036. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  5037. }
  5038. getInterpolation( point, v1, v2, v3, target ) {
  5039. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  5040. }
  5041. containsPoint( point ) {
  5042. return Triangle.containsPoint( point, this.a, this.b, this.c );
  5043. }
  5044. isFrontFacing( direction ) {
  5045. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  5046. }
  5047. intersectsBox( box ) {
  5048. return box.intersectsTriangle( this );
  5049. }
  5050. closestPointToPoint( p, target ) {
  5051. const a = this.a, b = this.b, c = this.c;
  5052. let v, w;
  5053. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5054. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5055. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5056. // basically, we're distinguishing which of the voronoi regions of the triangle
  5057. // the point lies in with the minimum amount of redundant computation.
  5058. _vab.subVectors( b, a );
  5059. _vac.subVectors( c, a );
  5060. _vap.subVectors( p, a );
  5061. const d1 = _vab.dot( _vap );
  5062. const d2 = _vac.dot( _vap );
  5063. if ( d1 <= 0 && d2 <= 0 ) {
  5064. // vertex region of A; barycentric coords (1, 0, 0)
  5065. return target.copy( a );
  5066. }
  5067. _vbp.subVectors( p, b );
  5068. const d3 = _vab.dot( _vbp );
  5069. const d4 = _vac.dot( _vbp );
  5070. if ( d3 >= 0 && d4 <= d3 ) {
  5071. // vertex region of B; barycentric coords (0, 1, 0)
  5072. return target.copy( b );
  5073. }
  5074. const vc = d1 * d4 - d3 * d2;
  5075. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  5076. v = d1 / ( d1 - d3 );
  5077. // edge region of AB; barycentric coords (1-v, v, 0)
  5078. return target.copy( a ).addScaledVector( _vab, v );
  5079. }
  5080. _vcp.subVectors( p, c );
  5081. const d5 = _vab.dot( _vcp );
  5082. const d6 = _vac.dot( _vcp );
  5083. if ( d6 >= 0 && d5 <= d6 ) {
  5084. // vertex region of C; barycentric coords (0, 0, 1)
  5085. return target.copy( c );
  5086. }
  5087. const vb = d5 * d2 - d1 * d6;
  5088. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  5089. w = d2 / ( d2 - d6 );
  5090. // edge region of AC; barycentric coords (1-w, 0, w)
  5091. return target.copy( a ).addScaledVector( _vac, w );
  5092. }
  5093. const va = d3 * d6 - d5 * d4;
  5094. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  5095. _vbc.subVectors( c, b );
  5096. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  5097. // edge region of BC; barycentric coords (0, 1-w, w)
  5098. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  5099. }
  5100. // face region
  5101. const denom = 1 / ( va + vb + vc );
  5102. // u = va * denom
  5103. v = vb * denom;
  5104. w = vc * denom;
  5105. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  5106. }
  5107. equals( triangle ) {
  5108. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  5109. }
  5110. }
  5111. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  5112. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  5113. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  5114. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  5115. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  5116. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  5117. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  5118. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  5119. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  5120. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  5121. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  5122. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  5123. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  5124. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  5125. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  5126. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  5127. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  5128. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  5129. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  5130. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  5131. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  5132. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  5133. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  5134. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  5135. const _hslA = { h: 0, s: 0, l: 0 };
  5136. const _hslB = { h: 0, s: 0, l: 0 };
  5137. function hue2rgb( p, q, t ) {
  5138. if ( t < 0 ) t += 1;
  5139. if ( t > 1 ) t -= 1;
  5140. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  5141. if ( t < 1 / 2 ) return q;
  5142. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  5143. return p;
  5144. }
  5145. class Color {
  5146. constructor( r, g, b ) {
  5147. this.isColor = true;
  5148. this.r = 1;
  5149. this.g = 1;
  5150. this.b = 1;
  5151. return this.set( r, g, b );
  5152. }
  5153. set( r, g, b ) {
  5154. if ( g === undefined && b === undefined ) {
  5155. // r is THREE.Color, hex or string
  5156. const value = r;
  5157. if ( value && value.isColor ) {
  5158. this.copy( value );
  5159. } else if ( typeof value === 'number' ) {
  5160. this.setHex( value );
  5161. } else if ( typeof value === 'string' ) {
  5162. this.setStyle( value );
  5163. }
  5164. } else {
  5165. this.setRGB( r, g, b );
  5166. }
  5167. return this;
  5168. }
  5169. setScalar( scalar ) {
  5170. this.r = scalar;
  5171. this.g = scalar;
  5172. this.b = scalar;
  5173. return this;
  5174. }
  5175. setHex( hex, colorSpace = SRGBColorSpace ) {
  5176. hex = Math.floor( hex );
  5177. this.r = ( hex >> 16 & 255 ) / 255;
  5178. this.g = ( hex >> 8 & 255 ) / 255;
  5179. this.b = ( hex & 255 ) / 255;
  5180. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5181. return this;
  5182. }
  5183. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  5184. this.r = r;
  5185. this.g = g;
  5186. this.b = b;
  5187. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5188. return this;
  5189. }
  5190. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  5191. // h,s,l ranges are in 0.0 - 1.0
  5192. h = euclideanModulo( h, 1 );
  5193. s = clamp$1( s, 0, 1 );
  5194. l = clamp$1( l, 0, 1 );
  5195. if ( s === 0 ) {
  5196. this.r = this.g = this.b = l;
  5197. } else {
  5198. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  5199. const q = ( 2 * l ) - p;
  5200. this.r = hue2rgb( q, p, h + 1 / 3 );
  5201. this.g = hue2rgb( q, p, h );
  5202. this.b = hue2rgb( q, p, h - 1 / 3 );
  5203. }
  5204. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5205. return this;
  5206. }
  5207. setStyle( style, colorSpace = SRGBColorSpace ) {
  5208. function handleAlpha( string ) {
  5209. if ( string === undefined ) return;
  5210. if ( parseFloat( string ) < 1 ) {
  5211. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  5212. }
  5213. }
  5214. let m;
  5215. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  5216. // rgb / hsl
  5217. let color;
  5218. const name = m[ 1 ];
  5219. const components = m[ 2 ];
  5220. switch ( name ) {
  5221. case 'rgb':
  5222. case 'rgba':
  5223. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5224. // rgb(255,0,0) rgba(255,0,0,0.5)
  5225. handleAlpha( color[ 4 ] );
  5226. return this.setRGB(
  5227. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  5228. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  5229. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  5230. colorSpace
  5231. );
  5232. }
  5233. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5234. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5235. handleAlpha( color[ 4 ] );
  5236. return this.setRGB(
  5237. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  5238. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  5239. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  5240. colorSpace
  5241. );
  5242. }
  5243. break;
  5244. case 'hsl':
  5245. case 'hsla':
  5246. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5247. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5248. handleAlpha( color[ 4 ] );
  5249. return this.setHSL(
  5250. parseFloat( color[ 1 ] ) / 360,
  5251. parseFloat( color[ 2 ] ) / 100,
  5252. parseFloat( color[ 3 ] ) / 100,
  5253. colorSpace
  5254. );
  5255. }
  5256. break;
  5257. default:
  5258. console.warn( 'THREE.Color: Unknown color model ' + style );
  5259. }
  5260. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  5261. // hex color
  5262. const hex = m[ 1 ];
  5263. const size = hex.length;
  5264. if ( size === 3 ) {
  5265. // #ff0
  5266. return this.setRGB(
  5267. parseInt( hex.charAt( 0 ), 16 ) / 15,
  5268. parseInt( hex.charAt( 1 ), 16 ) / 15,
  5269. parseInt( hex.charAt( 2 ), 16 ) / 15,
  5270. colorSpace
  5271. );
  5272. } else if ( size === 6 ) {
  5273. // #ff0000
  5274. return this.setHex( parseInt( hex, 16 ), colorSpace );
  5275. } else {
  5276. console.warn( 'THREE.Color: Invalid hex color ' + style );
  5277. }
  5278. } else if ( style && style.length > 0 ) {
  5279. return this.setColorName( style, colorSpace );
  5280. }
  5281. return this;
  5282. }
  5283. setColorName( style, colorSpace = SRGBColorSpace ) {
  5284. // color keywords
  5285. const hex = _colorKeywords[ style.toLowerCase() ];
  5286. if ( hex !== undefined ) {
  5287. // red
  5288. this.setHex( hex, colorSpace );
  5289. } else {
  5290. // unknown color
  5291. console.warn( 'THREE.Color: Unknown color ' + style );
  5292. }
  5293. return this;
  5294. }
  5295. clone() {
  5296. return new this.constructor( this.r, this.g, this.b );
  5297. }
  5298. copy( color ) {
  5299. this.r = color.r;
  5300. this.g = color.g;
  5301. this.b = color.b;
  5302. return this;
  5303. }
  5304. copySRGBToLinear( color ) {
  5305. this.r = SRGBToLinear( color.r );
  5306. this.g = SRGBToLinear( color.g );
  5307. this.b = SRGBToLinear( color.b );
  5308. return this;
  5309. }
  5310. copyLinearToSRGB( color ) {
  5311. this.r = LinearToSRGB( color.r );
  5312. this.g = LinearToSRGB( color.g );
  5313. this.b = LinearToSRGB( color.b );
  5314. return this;
  5315. }
  5316. convertSRGBToLinear() {
  5317. this.copySRGBToLinear( this );
  5318. return this;
  5319. }
  5320. convertLinearToSRGB() {
  5321. this.copyLinearToSRGB( this );
  5322. return this;
  5323. }
  5324. getHex( colorSpace = SRGBColorSpace ) {
  5325. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5326. return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );
  5327. }
  5328. getHexString( colorSpace = SRGBColorSpace ) {
  5329. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
  5330. }
  5331. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  5332. // h,s,l ranges are in 0.0 - 1.0
  5333. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5334. const r = _color.r, g = _color.g, b = _color.b;
  5335. const max = Math.max( r, g, b );
  5336. const min = Math.min( r, g, b );
  5337. let hue, saturation;
  5338. const lightness = ( min + max ) / 2.0;
  5339. if ( min === max ) {
  5340. hue = 0;
  5341. saturation = 0;
  5342. } else {
  5343. const delta = max - min;
  5344. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5345. switch ( max ) {
  5346. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5347. case g: hue = ( b - r ) / delta + 2; break;
  5348. case b: hue = ( r - g ) / delta + 4; break;
  5349. }
  5350. hue /= 6;
  5351. }
  5352. target.h = hue;
  5353. target.s = saturation;
  5354. target.l = lightness;
  5355. return target;
  5356. }
  5357. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  5358. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5359. target.r = _color.r;
  5360. target.g = _color.g;
  5361. target.b = _color.b;
  5362. return target;
  5363. }
  5364. getStyle( colorSpace = SRGBColorSpace ) {
  5365. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5366. const r = _color.r, g = _color.g, b = _color.b;
  5367. if ( colorSpace !== SRGBColorSpace ) {
  5368. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  5369. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  5370. }
  5371. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  5372. }
  5373. offsetHSL( h, s, l ) {
  5374. this.getHSL( _hslA );
  5375. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  5376. }
  5377. add( color ) {
  5378. this.r += color.r;
  5379. this.g += color.g;
  5380. this.b += color.b;
  5381. return this;
  5382. }
  5383. addColors( color1, color2 ) {
  5384. this.r = color1.r + color2.r;
  5385. this.g = color1.g + color2.g;
  5386. this.b = color1.b + color2.b;
  5387. return this;
  5388. }
  5389. addScalar( s ) {
  5390. this.r += s;
  5391. this.g += s;
  5392. this.b += s;
  5393. return this;
  5394. }
  5395. sub( color ) {
  5396. this.r = Math.max( 0, this.r - color.r );
  5397. this.g = Math.max( 0, this.g - color.g );
  5398. this.b = Math.max( 0, this.b - color.b );
  5399. return this;
  5400. }
  5401. multiply( color ) {
  5402. this.r *= color.r;
  5403. this.g *= color.g;
  5404. this.b *= color.b;
  5405. return this;
  5406. }
  5407. multiplyScalar( s ) {
  5408. this.r *= s;
  5409. this.g *= s;
  5410. this.b *= s;
  5411. return this;
  5412. }
  5413. lerp( color, alpha ) {
  5414. this.r += ( color.r - this.r ) * alpha;
  5415. this.g += ( color.g - this.g ) * alpha;
  5416. this.b += ( color.b - this.b ) * alpha;
  5417. return this;
  5418. }
  5419. lerpColors( color1, color2, alpha ) {
  5420. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  5421. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  5422. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  5423. return this;
  5424. }
  5425. lerpHSL( color, alpha ) {
  5426. this.getHSL( _hslA );
  5427. color.getHSL( _hslB );
  5428. const h = lerp( _hslA.h, _hslB.h, alpha );
  5429. const s = lerp( _hslA.s, _hslB.s, alpha );
  5430. const l = lerp( _hslA.l, _hslB.l, alpha );
  5431. this.setHSL( h, s, l );
  5432. return this;
  5433. }
  5434. setFromVector3( v ) {
  5435. this.r = v.x;
  5436. this.g = v.y;
  5437. this.b = v.z;
  5438. return this;
  5439. }
  5440. applyMatrix3( m ) {
  5441. const r = this.r, g = this.g, b = this.b;
  5442. const e = m.elements;
  5443. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  5444. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  5445. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  5446. return this;
  5447. }
  5448. equals( c ) {
  5449. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5450. }
  5451. fromArray( array, offset = 0 ) {
  5452. this.r = array[ offset ];
  5453. this.g = array[ offset + 1 ];
  5454. this.b = array[ offset + 2 ];
  5455. return this;
  5456. }
  5457. toArray( array = [], offset = 0 ) {
  5458. array[ offset ] = this.r;
  5459. array[ offset + 1 ] = this.g;
  5460. array[ offset + 2 ] = this.b;
  5461. return array;
  5462. }
  5463. fromBufferAttribute( attribute, index ) {
  5464. this.r = attribute.getX( index );
  5465. this.g = attribute.getY( index );
  5466. this.b = attribute.getZ( index );
  5467. return this;
  5468. }
  5469. toJSON() {
  5470. return this.getHex();
  5471. }
  5472. *[ Symbol.iterator ]() {
  5473. yield this.r;
  5474. yield this.g;
  5475. yield this.b;
  5476. }
  5477. }
  5478. const _color = /*@__PURE__*/ new Color();
  5479. Color.NAMES = _colorKeywords;
  5480. let _materialId = 0;
  5481. class Material extends EventDispatcher {
  5482. static get type() {
  5483. return 'Material';
  5484. }
  5485. get type() {
  5486. return this.constructor.type;
  5487. }
  5488. set type( _value ) { /* */ }
  5489. constructor() {
  5490. super();
  5491. this.isMaterial = true;
  5492. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  5493. this.uuid = generateUUID();
  5494. this.name = '';
  5495. this.blending = NormalBlending;
  5496. this.side = FrontSide;
  5497. this.vertexColors = false;
  5498. this.opacity = 1;
  5499. this.transparent = false;
  5500. this.alphaHash = false;
  5501. this.blendSrc = SrcAlphaFactor;
  5502. this.blendDst = OneMinusSrcAlphaFactor;
  5503. this.blendEquation = AddEquation;
  5504. this.blendSrcAlpha = null;
  5505. this.blendDstAlpha = null;
  5506. this.blendEquationAlpha = null;
  5507. this.blendColor = new Color( 0, 0, 0 );
  5508. this.blendAlpha = 0;
  5509. this.depthFunc = LessEqualDepth;
  5510. this.depthTest = true;
  5511. this.depthWrite = true;
  5512. this.stencilWriteMask = 0xff;
  5513. this.stencilFunc = AlwaysStencilFunc;
  5514. this.stencilRef = 0;
  5515. this.stencilFuncMask = 0xff;
  5516. this.stencilFail = KeepStencilOp;
  5517. this.stencilZFail = KeepStencilOp;
  5518. this.stencilZPass = KeepStencilOp;
  5519. this.stencilWrite = false;
  5520. this.clippingPlanes = null;
  5521. this.clipIntersection = false;
  5522. this.clipShadows = false;
  5523. this.shadowSide = null;
  5524. this.colorWrite = true;
  5525. this.precision = null; // override the renderer's default precision for this material
  5526. this.polygonOffset = false;
  5527. this.polygonOffsetFactor = 0;
  5528. this.polygonOffsetUnits = 0;
  5529. this.dithering = false;
  5530. this.alphaToCoverage = false;
  5531. this.premultipliedAlpha = false;
  5532. this.forceSinglePass = false;
  5533. this.visible = true;
  5534. this.toneMapped = true;
  5535. this.userData = {};
  5536. this.version = 0;
  5537. this._alphaTest = 0;
  5538. }
  5539. get alphaTest() {
  5540. return this._alphaTest;
  5541. }
  5542. set alphaTest( value ) {
  5543. if ( this._alphaTest > 0 !== value > 0 ) {
  5544. this.version ++;
  5545. }
  5546. this._alphaTest = value;
  5547. }
  5548. // onBeforeRender and onBeforeCompile only supported in WebGLRenderer
  5549. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  5550. onBeforeCompile( /* shaderobject, renderer */ ) {}
  5551. customProgramCacheKey() {
  5552. return this.onBeforeCompile.toString();
  5553. }
  5554. setValues( values ) {
  5555. if ( values === undefined ) return;
  5556. for ( const key in values ) {
  5557. const newValue = values[ key ];
  5558. if ( newValue === undefined ) {
  5559. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  5560. continue;
  5561. }
  5562. const currentValue = this[ key ];
  5563. if ( currentValue === undefined ) {
  5564. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  5565. continue;
  5566. }
  5567. if ( currentValue && currentValue.isColor ) {
  5568. currentValue.set( newValue );
  5569. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5570. currentValue.copy( newValue );
  5571. } else {
  5572. this[ key ] = newValue;
  5573. }
  5574. }
  5575. }
  5576. toJSON( meta ) {
  5577. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5578. if ( isRootObject ) {
  5579. meta = {
  5580. textures: {},
  5581. images: {}
  5582. };
  5583. }
  5584. const data = {
  5585. metadata: {
  5586. version: 4.6,
  5587. type: 'Material',
  5588. generator: 'Material.toJSON'
  5589. }
  5590. };
  5591. // standard Material serialization
  5592. data.uuid = this.uuid;
  5593. data.type = this.type;
  5594. if ( this.name !== '' ) data.name = this.name;
  5595. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5596. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5597. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5598. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  5599. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  5600. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  5601. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5602. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5603. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5604. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  5605. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  5606. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5607. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5608. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5609. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5610. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5611. }
  5612. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5613. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5614. }
  5615. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5616. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5617. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5618. }
  5619. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  5620. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  5621. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  5622. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  5623. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  5624. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  5625. }
  5626. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  5627. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  5628. }
  5629. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  5630. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  5631. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  5632. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  5633. }
  5634. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5635. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5636. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5637. if ( this.lightMap && this.lightMap.isTexture ) {
  5638. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5639. data.lightMapIntensity = this.lightMapIntensity;
  5640. }
  5641. if ( this.aoMap && this.aoMap.isTexture ) {
  5642. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5643. data.aoMapIntensity = this.aoMapIntensity;
  5644. }
  5645. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5646. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5647. data.bumpScale = this.bumpScale;
  5648. }
  5649. if ( this.normalMap && this.normalMap.isTexture ) {
  5650. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5651. data.normalMapType = this.normalMapType;
  5652. data.normalScale = this.normalScale.toArray();
  5653. }
  5654. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5655. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5656. data.displacementScale = this.displacementScale;
  5657. data.displacementBias = this.displacementBias;
  5658. }
  5659. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5660. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5661. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5662. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5663. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  5664. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  5665. if ( this.envMap && this.envMap.isTexture ) {
  5666. data.envMap = this.envMap.toJSON( meta ).uuid;
  5667. if ( this.combine !== undefined ) data.combine = this.combine;
  5668. }
  5669. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  5670. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5671. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  5672. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  5673. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5674. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5675. }
  5676. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  5677. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  5678. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  5679. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  5680. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  5681. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  5682. if ( this.size !== undefined ) data.size = this.size;
  5683. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  5684. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5685. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5686. if ( this.side !== FrontSide ) data.side = this.side;
  5687. if ( this.vertexColors === true ) data.vertexColors = true;
  5688. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5689. if ( this.transparent === true ) data.transparent = true;
  5690. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  5691. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  5692. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  5693. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  5694. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  5695. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  5696. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  5697. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  5698. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  5699. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  5700. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  5701. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  5702. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  5703. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  5704. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  5705. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  5706. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  5707. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  5708. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  5709. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  5710. // rotation (SpriteMaterial)
  5711. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  5712. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5713. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5714. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5715. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5716. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5717. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5718. if ( this.scale !== undefined ) data.scale = this.scale;
  5719. if ( this.dithering === true ) data.dithering = true;
  5720. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5721. if ( this.alphaHash === true ) data.alphaHash = true;
  5722. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  5723. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  5724. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  5725. if ( this.wireframe === true ) data.wireframe = true;
  5726. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5727. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5728. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5729. if ( this.flatShading === true ) data.flatShading = true;
  5730. if ( this.visible === false ) data.visible = false;
  5731. if ( this.toneMapped === false ) data.toneMapped = false;
  5732. if ( this.fog === false ) data.fog = false;
  5733. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  5734. // TODO: Copied from Object3D.toJSON
  5735. function extractFromCache( cache ) {
  5736. const values = [];
  5737. for ( const key in cache ) {
  5738. const data = cache[ key ];
  5739. delete data.metadata;
  5740. values.push( data );
  5741. }
  5742. return values;
  5743. }
  5744. if ( isRootObject ) {
  5745. const textures = extractFromCache( meta.textures );
  5746. const images = extractFromCache( meta.images );
  5747. if ( textures.length > 0 ) data.textures = textures;
  5748. if ( images.length > 0 ) data.images = images;
  5749. }
  5750. return data;
  5751. }
  5752. clone() {
  5753. return new this.constructor().copy( this );
  5754. }
  5755. copy( source ) {
  5756. this.name = source.name;
  5757. this.blending = source.blending;
  5758. this.side = source.side;
  5759. this.vertexColors = source.vertexColors;
  5760. this.opacity = source.opacity;
  5761. this.transparent = source.transparent;
  5762. this.blendSrc = source.blendSrc;
  5763. this.blendDst = source.blendDst;
  5764. this.blendEquation = source.blendEquation;
  5765. this.blendSrcAlpha = source.blendSrcAlpha;
  5766. this.blendDstAlpha = source.blendDstAlpha;
  5767. this.blendEquationAlpha = source.blendEquationAlpha;
  5768. this.blendColor.copy( source.blendColor );
  5769. this.blendAlpha = source.blendAlpha;
  5770. this.depthFunc = source.depthFunc;
  5771. this.depthTest = source.depthTest;
  5772. this.depthWrite = source.depthWrite;
  5773. this.stencilWriteMask = source.stencilWriteMask;
  5774. this.stencilFunc = source.stencilFunc;
  5775. this.stencilRef = source.stencilRef;
  5776. this.stencilFuncMask = source.stencilFuncMask;
  5777. this.stencilFail = source.stencilFail;
  5778. this.stencilZFail = source.stencilZFail;
  5779. this.stencilZPass = source.stencilZPass;
  5780. this.stencilWrite = source.stencilWrite;
  5781. const srcPlanes = source.clippingPlanes;
  5782. let dstPlanes = null;
  5783. if ( srcPlanes !== null ) {
  5784. const n = srcPlanes.length;
  5785. dstPlanes = new Array( n );
  5786. for ( let i = 0; i !== n; ++ i ) {
  5787. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5788. }
  5789. }
  5790. this.clippingPlanes = dstPlanes;
  5791. this.clipIntersection = source.clipIntersection;
  5792. this.clipShadows = source.clipShadows;
  5793. this.shadowSide = source.shadowSide;
  5794. this.colorWrite = source.colorWrite;
  5795. this.precision = source.precision;
  5796. this.polygonOffset = source.polygonOffset;
  5797. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5798. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5799. this.dithering = source.dithering;
  5800. this.alphaTest = source.alphaTest;
  5801. this.alphaHash = source.alphaHash;
  5802. this.alphaToCoverage = source.alphaToCoverage;
  5803. this.premultipliedAlpha = source.premultipliedAlpha;
  5804. this.forceSinglePass = source.forceSinglePass;
  5805. this.visible = source.visible;
  5806. this.toneMapped = source.toneMapped;
  5807. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5808. return this;
  5809. }
  5810. dispose() {
  5811. this.dispatchEvent( { type: 'dispose' } );
  5812. }
  5813. set needsUpdate( value ) {
  5814. if ( value === true ) this.version ++;
  5815. }
  5816. onBuild( /* shaderobject, renderer */ ) {
  5817. console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
  5818. }
  5819. }
  5820. class MeshBasicMaterial extends Material {
  5821. static get type() {
  5822. return 'MeshBasicMaterial';
  5823. }
  5824. constructor( parameters ) {
  5825. super();
  5826. this.isMeshBasicMaterial = true;
  5827. this.color = new Color( 0xffffff ); // emissive
  5828. this.map = null;
  5829. this.lightMap = null;
  5830. this.lightMapIntensity = 1.0;
  5831. this.aoMap = null;
  5832. this.aoMapIntensity = 1.0;
  5833. this.specularMap = null;
  5834. this.alphaMap = null;
  5835. this.envMap = null;
  5836. this.envMapRotation = new Euler();
  5837. this.combine = MultiplyOperation;
  5838. this.reflectivity = 1;
  5839. this.refractionRatio = 0.98;
  5840. this.wireframe = false;
  5841. this.wireframeLinewidth = 1;
  5842. this.wireframeLinecap = 'round';
  5843. this.wireframeLinejoin = 'round';
  5844. this.fog = true;
  5845. this.setValues( parameters );
  5846. }
  5847. copy( source ) {
  5848. super.copy( source );
  5849. this.color.copy( source.color );
  5850. this.map = source.map;
  5851. this.lightMap = source.lightMap;
  5852. this.lightMapIntensity = source.lightMapIntensity;
  5853. this.aoMap = source.aoMap;
  5854. this.aoMapIntensity = source.aoMapIntensity;
  5855. this.specularMap = source.specularMap;
  5856. this.alphaMap = source.alphaMap;
  5857. this.envMap = source.envMap;
  5858. this.envMapRotation.copy( source.envMapRotation );
  5859. this.combine = source.combine;
  5860. this.reflectivity = source.reflectivity;
  5861. this.refractionRatio = source.refractionRatio;
  5862. this.wireframe = source.wireframe;
  5863. this.wireframeLinewidth = source.wireframeLinewidth;
  5864. this.wireframeLinecap = source.wireframeLinecap;
  5865. this.wireframeLinejoin = source.wireframeLinejoin;
  5866. this.fog = source.fog;
  5867. return this;
  5868. }
  5869. }
  5870. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  5871. const _tables = /*@__PURE__*/ _generateTables();
  5872. function _generateTables() {
  5873. // float32 to float16 helpers
  5874. const buffer = new ArrayBuffer( 4 );
  5875. const floatView = new Float32Array( buffer );
  5876. const uint32View = new Uint32Array( buffer );
  5877. const baseTable = new Uint32Array( 512 );
  5878. const shiftTable = new Uint32Array( 512 );
  5879. for ( let i = 0; i < 256; ++ i ) {
  5880. const e = i - 127;
  5881. // very small number (0, -0)
  5882. if ( e < - 27 ) {
  5883. baseTable[ i ] = 0x0000;
  5884. baseTable[ i | 0x100 ] = 0x8000;
  5885. shiftTable[ i ] = 24;
  5886. shiftTable[ i | 0x100 ] = 24;
  5887. // small number (denorm)
  5888. } else if ( e < - 14 ) {
  5889. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  5890. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  5891. shiftTable[ i ] = - e - 1;
  5892. shiftTable[ i | 0x100 ] = - e - 1;
  5893. // normal number
  5894. } else if ( e <= 15 ) {
  5895. baseTable[ i ] = ( e + 15 ) << 10;
  5896. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  5897. shiftTable[ i ] = 13;
  5898. shiftTable[ i | 0x100 ] = 13;
  5899. // large number (Infinity, -Infinity)
  5900. } else if ( e < 128 ) {
  5901. baseTable[ i ] = 0x7c00;
  5902. baseTable[ i | 0x100 ] = 0xfc00;
  5903. shiftTable[ i ] = 24;
  5904. shiftTable[ i | 0x100 ] = 24;
  5905. // stay (NaN, Infinity, -Infinity)
  5906. } else {
  5907. baseTable[ i ] = 0x7c00;
  5908. baseTable[ i | 0x100 ] = 0xfc00;
  5909. shiftTable[ i ] = 13;
  5910. shiftTable[ i | 0x100 ] = 13;
  5911. }
  5912. }
  5913. // float16 to float32 helpers
  5914. const mantissaTable = new Uint32Array( 2048 );
  5915. const exponentTable = new Uint32Array( 64 );
  5916. const offsetTable = new Uint32Array( 64 );
  5917. for ( let i = 1; i < 1024; ++ i ) {
  5918. let m = i << 13; // zero pad mantissa bits
  5919. let e = 0; // zero exponent
  5920. // normalized
  5921. while ( ( m & 0x00800000 ) === 0 ) {
  5922. m <<= 1;
  5923. e -= 0x00800000; // decrement exponent
  5924. }
  5925. m &= ~ 0x00800000; // clear leading 1 bit
  5926. e += 0x38800000; // adjust bias
  5927. mantissaTable[ i ] = m | e;
  5928. }
  5929. for ( let i = 1024; i < 2048; ++ i ) {
  5930. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  5931. }
  5932. for ( let i = 1; i < 31; ++ i ) {
  5933. exponentTable[ i ] = i << 23;
  5934. }
  5935. exponentTable[ 31 ] = 0x47800000;
  5936. exponentTable[ 32 ] = 0x80000000;
  5937. for ( let i = 33; i < 63; ++ i ) {
  5938. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  5939. }
  5940. exponentTable[ 63 ] = 0xc7800000;
  5941. for ( let i = 1; i < 64; ++ i ) {
  5942. if ( i !== 32 ) {
  5943. offsetTable[ i ] = 1024;
  5944. }
  5945. }
  5946. return {
  5947. floatView: floatView,
  5948. uint32View: uint32View,
  5949. baseTable: baseTable,
  5950. shiftTable: shiftTable,
  5951. mantissaTable: mantissaTable,
  5952. exponentTable: exponentTable,
  5953. offsetTable: offsetTable
  5954. };
  5955. }
  5956. // float32 to float16
  5957. function toHalfFloat( val ) {
  5958. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  5959. val = clamp$1( val, - 65504, 65504 );
  5960. _tables.floatView[ 0 ] = val;
  5961. const f = _tables.uint32View[ 0 ];
  5962. const e = ( f >> 23 ) & 0x1ff;
  5963. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  5964. }
  5965. // float16 to float32
  5966. function fromHalfFloat( val ) {
  5967. const m = val >> 10;
  5968. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  5969. return _tables.floatView[ 0 ];
  5970. }
  5971. const DataUtils = {
  5972. toHalfFloat: toHalfFloat,
  5973. fromHalfFloat: fromHalfFloat,
  5974. };
  5975. const _vector$9 = /*@__PURE__*/ new Vector3();
  5976. const _vector2$1 = /*@__PURE__*/ new Vector2();
  5977. class BufferAttribute {
  5978. constructor( array, itemSize, normalized = false ) {
  5979. if ( Array.isArray( array ) ) {
  5980. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5981. }
  5982. this.isBufferAttribute = true;
  5983. this.name = '';
  5984. this.array = array;
  5985. this.itemSize = itemSize;
  5986. this.count = array !== undefined ? array.length / itemSize : 0;
  5987. this.normalized = normalized;
  5988. this.usage = StaticDrawUsage;
  5989. this.updateRanges = [];
  5990. this.gpuType = FloatType;
  5991. this.version = 0;
  5992. }
  5993. onUploadCallback() {}
  5994. set needsUpdate( value ) {
  5995. if ( value === true ) this.version ++;
  5996. }
  5997. setUsage( value ) {
  5998. this.usage = value;
  5999. return this;
  6000. }
  6001. addUpdateRange( start, count ) {
  6002. this.updateRanges.push( { start, count } );
  6003. }
  6004. clearUpdateRanges() {
  6005. this.updateRanges.length = 0;
  6006. }
  6007. copy( source ) {
  6008. this.name = source.name;
  6009. this.array = new source.array.constructor( source.array );
  6010. this.itemSize = source.itemSize;
  6011. this.count = source.count;
  6012. this.normalized = source.normalized;
  6013. this.usage = source.usage;
  6014. this.gpuType = source.gpuType;
  6015. return this;
  6016. }
  6017. copyAt( index1, attribute, index2 ) {
  6018. index1 *= this.itemSize;
  6019. index2 *= attribute.itemSize;
  6020. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  6021. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6022. }
  6023. return this;
  6024. }
  6025. copyArray( array ) {
  6026. this.array.set( array );
  6027. return this;
  6028. }
  6029. applyMatrix3( m ) {
  6030. if ( this.itemSize === 2 ) {
  6031. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6032. _vector2$1.fromBufferAttribute( this, i );
  6033. _vector2$1.applyMatrix3( m );
  6034. this.setXY( i, _vector2$1.x, _vector2$1.y );
  6035. }
  6036. } else if ( this.itemSize === 3 ) {
  6037. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6038. _vector$9.fromBufferAttribute( this, i );
  6039. _vector$9.applyMatrix3( m );
  6040. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6041. }
  6042. }
  6043. return this;
  6044. }
  6045. applyMatrix4( m ) {
  6046. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6047. _vector$9.fromBufferAttribute( this, i );
  6048. _vector$9.applyMatrix4( m );
  6049. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6050. }
  6051. return this;
  6052. }
  6053. applyNormalMatrix( m ) {
  6054. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6055. _vector$9.fromBufferAttribute( this, i );
  6056. _vector$9.applyNormalMatrix( m );
  6057. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6058. }
  6059. return this;
  6060. }
  6061. transformDirection( m ) {
  6062. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6063. _vector$9.fromBufferAttribute( this, i );
  6064. _vector$9.transformDirection( m );
  6065. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6066. }
  6067. return this;
  6068. }
  6069. set( value, offset = 0 ) {
  6070. // Matching BufferAttribute constructor, do not normalize the array.
  6071. this.array.set( value, offset );
  6072. return this;
  6073. }
  6074. getComponent( index, component ) {
  6075. let value = this.array[ index * this.itemSize + component ];
  6076. if ( this.normalized ) value = denormalize( value, this.array );
  6077. return value;
  6078. }
  6079. setComponent( index, component, value ) {
  6080. if ( this.normalized ) value = normalize$1( value, this.array );
  6081. this.array[ index * this.itemSize + component ] = value;
  6082. return this;
  6083. }
  6084. getX( index ) {
  6085. let x = this.array[ index * this.itemSize ];
  6086. if ( this.normalized ) x = denormalize( x, this.array );
  6087. return x;
  6088. }
  6089. setX( index, x ) {
  6090. if ( this.normalized ) x = normalize$1( x, this.array );
  6091. this.array[ index * this.itemSize ] = x;
  6092. return this;
  6093. }
  6094. getY( index ) {
  6095. let y = this.array[ index * this.itemSize + 1 ];
  6096. if ( this.normalized ) y = denormalize( y, this.array );
  6097. return y;
  6098. }
  6099. setY( index, y ) {
  6100. if ( this.normalized ) y = normalize$1( y, this.array );
  6101. this.array[ index * this.itemSize + 1 ] = y;
  6102. return this;
  6103. }
  6104. getZ( index ) {
  6105. let z = this.array[ index * this.itemSize + 2 ];
  6106. if ( this.normalized ) z = denormalize( z, this.array );
  6107. return z;
  6108. }
  6109. setZ( index, z ) {
  6110. if ( this.normalized ) z = normalize$1( z, this.array );
  6111. this.array[ index * this.itemSize + 2 ] = z;
  6112. return this;
  6113. }
  6114. getW( index ) {
  6115. let w = this.array[ index * this.itemSize + 3 ];
  6116. if ( this.normalized ) w = denormalize( w, this.array );
  6117. return w;
  6118. }
  6119. setW( index, w ) {
  6120. if ( this.normalized ) w = normalize$1( w, this.array );
  6121. this.array[ index * this.itemSize + 3 ] = w;
  6122. return this;
  6123. }
  6124. setXY( index, x, y ) {
  6125. index *= this.itemSize;
  6126. if ( this.normalized ) {
  6127. x = normalize$1( x, this.array );
  6128. y = normalize$1( y, this.array );
  6129. }
  6130. this.array[ index + 0 ] = x;
  6131. this.array[ index + 1 ] = y;
  6132. return this;
  6133. }
  6134. setXYZ( index, x, y, z ) {
  6135. index *= this.itemSize;
  6136. if ( this.normalized ) {
  6137. x = normalize$1( x, this.array );
  6138. y = normalize$1( y, this.array );
  6139. z = normalize$1( z, this.array );
  6140. }
  6141. this.array[ index + 0 ] = x;
  6142. this.array[ index + 1 ] = y;
  6143. this.array[ index + 2 ] = z;
  6144. return this;
  6145. }
  6146. setXYZW( index, x, y, z, w ) {
  6147. index *= this.itemSize;
  6148. if ( this.normalized ) {
  6149. x = normalize$1( x, this.array );
  6150. y = normalize$1( y, this.array );
  6151. z = normalize$1( z, this.array );
  6152. w = normalize$1( w, this.array );
  6153. }
  6154. this.array[ index + 0 ] = x;
  6155. this.array[ index + 1 ] = y;
  6156. this.array[ index + 2 ] = z;
  6157. this.array[ index + 3 ] = w;
  6158. return this;
  6159. }
  6160. onUpload( callback ) {
  6161. this.onUploadCallback = callback;
  6162. return this;
  6163. }
  6164. clone() {
  6165. return new this.constructor( this.array, this.itemSize ).copy( this );
  6166. }
  6167. toJSON() {
  6168. const data = {
  6169. itemSize: this.itemSize,
  6170. type: this.array.constructor.name,
  6171. array: Array.from( this.array ),
  6172. normalized: this.normalized
  6173. };
  6174. if ( this.name !== '' ) data.name = this.name;
  6175. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  6176. return data;
  6177. }
  6178. }
  6179. //
  6180. class Int8BufferAttribute extends BufferAttribute {
  6181. constructor( array, itemSize, normalized ) {
  6182. super( new Int8Array( array ), itemSize, normalized );
  6183. }
  6184. }
  6185. class Uint8BufferAttribute extends BufferAttribute {
  6186. constructor( array, itemSize, normalized ) {
  6187. super( new Uint8Array( array ), itemSize, normalized );
  6188. }
  6189. }
  6190. class Uint8ClampedBufferAttribute extends BufferAttribute {
  6191. constructor( array, itemSize, normalized ) {
  6192. super( new Uint8ClampedArray( array ), itemSize, normalized );
  6193. }
  6194. }
  6195. class Int16BufferAttribute extends BufferAttribute {
  6196. constructor( array, itemSize, normalized ) {
  6197. super( new Int16Array( array ), itemSize, normalized );
  6198. }
  6199. }
  6200. class Uint16BufferAttribute extends BufferAttribute {
  6201. constructor( array, itemSize, normalized ) {
  6202. super( new Uint16Array( array ), itemSize, normalized );
  6203. }
  6204. }
  6205. class Int32BufferAttribute extends BufferAttribute {
  6206. constructor( array, itemSize, normalized ) {
  6207. super( new Int32Array( array ), itemSize, normalized );
  6208. }
  6209. }
  6210. class Uint32BufferAttribute extends BufferAttribute {
  6211. constructor( array, itemSize, normalized ) {
  6212. super( new Uint32Array( array ), itemSize, normalized );
  6213. }
  6214. }
  6215. class Float16BufferAttribute extends BufferAttribute {
  6216. constructor( array, itemSize, normalized ) {
  6217. super( new Uint16Array( array ), itemSize, normalized );
  6218. this.isFloat16BufferAttribute = true;
  6219. }
  6220. getX( index ) {
  6221. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  6222. if ( this.normalized ) x = denormalize( x, this.array );
  6223. return x;
  6224. }
  6225. setX( index, x ) {
  6226. if ( this.normalized ) x = normalize$1( x, this.array );
  6227. this.array[ index * this.itemSize ] = toHalfFloat( x );
  6228. return this;
  6229. }
  6230. getY( index ) {
  6231. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  6232. if ( this.normalized ) y = denormalize( y, this.array );
  6233. return y;
  6234. }
  6235. setY( index, y ) {
  6236. if ( this.normalized ) y = normalize$1( y, this.array );
  6237. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  6238. return this;
  6239. }
  6240. getZ( index ) {
  6241. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  6242. if ( this.normalized ) z = denormalize( z, this.array );
  6243. return z;
  6244. }
  6245. setZ( index, z ) {
  6246. if ( this.normalized ) z = normalize$1( z, this.array );
  6247. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  6248. return this;
  6249. }
  6250. getW( index ) {
  6251. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  6252. if ( this.normalized ) w = denormalize( w, this.array );
  6253. return w;
  6254. }
  6255. setW( index, w ) {
  6256. if ( this.normalized ) w = normalize$1( w, this.array );
  6257. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  6258. return this;
  6259. }
  6260. setXY( index, x, y ) {
  6261. index *= this.itemSize;
  6262. if ( this.normalized ) {
  6263. x = normalize$1( x, this.array );
  6264. y = normalize$1( y, this.array );
  6265. }
  6266. this.array[ index + 0 ] = toHalfFloat( x );
  6267. this.array[ index + 1 ] = toHalfFloat( y );
  6268. return this;
  6269. }
  6270. setXYZ( index, x, y, z ) {
  6271. index *= this.itemSize;
  6272. if ( this.normalized ) {
  6273. x = normalize$1( x, this.array );
  6274. y = normalize$1( y, this.array );
  6275. z = normalize$1( z, this.array );
  6276. }
  6277. this.array[ index + 0 ] = toHalfFloat( x );
  6278. this.array[ index + 1 ] = toHalfFloat( y );
  6279. this.array[ index + 2 ] = toHalfFloat( z );
  6280. return this;
  6281. }
  6282. setXYZW( index, x, y, z, w ) {
  6283. index *= this.itemSize;
  6284. if ( this.normalized ) {
  6285. x = normalize$1( x, this.array );
  6286. y = normalize$1( y, this.array );
  6287. z = normalize$1( z, this.array );
  6288. w = normalize$1( w, this.array );
  6289. }
  6290. this.array[ index + 0 ] = toHalfFloat( x );
  6291. this.array[ index + 1 ] = toHalfFloat( y );
  6292. this.array[ index + 2 ] = toHalfFloat( z );
  6293. this.array[ index + 3 ] = toHalfFloat( w );
  6294. return this;
  6295. }
  6296. }
  6297. class Float32BufferAttribute extends BufferAttribute {
  6298. constructor( array, itemSize, normalized ) {
  6299. super( new Float32Array( array ), itemSize, normalized );
  6300. }
  6301. }
  6302. let _id$9 = 0;
  6303. const _m1 = /*@__PURE__*/ new Matrix4();
  6304. const _obj = /*@__PURE__*/ new Object3D();
  6305. const _offset = /*@__PURE__*/ new Vector3();
  6306. const _box$2 = /*@__PURE__*/ new Box3();
  6307. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  6308. const _vector$8 = /*@__PURE__*/ new Vector3();
  6309. class BufferGeometry extends EventDispatcher {
  6310. constructor() {
  6311. super();
  6312. this.isBufferGeometry = true;
  6313. Object.defineProperty( this, 'id', { value: _id$9 ++ } );
  6314. this.uuid = generateUUID();
  6315. this.name = '';
  6316. this.type = 'BufferGeometry';
  6317. this.index = null;
  6318. this.attributes = {};
  6319. this.morphAttributes = {};
  6320. this.morphTargetsRelative = false;
  6321. this.groups = [];
  6322. this.boundingBox = null;
  6323. this.boundingSphere = null;
  6324. this.drawRange = { start: 0, count: Infinity };
  6325. this.userData = {};
  6326. }
  6327. getIndex() {
  6328. return this.index;
  6329. }
  6330. setIndex( index ) {
  6331. if ( Array.isArray( index ) ) {
  6332. this.index = new ( arrayNeedsUint32$1( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6333. } else {
  6334. this.index = index;
  6335. }
  6336. return this;
  6337. }
  6338. getAttribute( name ) {
  6339. return this.attributes[ name ];
  6340. }
  6341. setAttribute( name, attribute ) {
  6342. this.attributes[ name ] = attribute;
  6343. return this;
  6344. }
  6345. deleteAttribute( name ) {
  6346. delete this.attributes[ name ];
  6347. return this;
  6348. }
  6349. hasAttribute( name ) {
  6350. return this.attributes[ name ] !== undefined;
  6351. }
  6352. addGroup( start, count, materialIndex = 0 ) {
  6353. this.groups.push( {
  6354. start: start,
  6355. count: count,
  6356. materialIndex: materialIndex
  6357. } );
  6358. }
  6359. clearGroups() {
  6360. this.groups = [];
  6361. }
  6362. setDrawRange( start, count ) {
  6363. this.drawRange.start = start;
  6364. this.drawRange.count = count;
  6365. }
  6366. applyMatrix4( matrix ) {
  6367. const position = this.attributes.position;
  6368. if ( position !== undefined ) {
  6369. position.applyMatrix4( matrix );
  6370. position.needsUpdate = true;
  6371. }
  6372. const normal = this.attributes.normal;
  6373. if ( normal !== undefined ) {
  6374. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6375. normal.applyNormalMatrix( normalMatrix );
  6376. normal.needsUpdate = true;
  6377. }
  6378. const tangent = this.attributes.tangent;
  6379. if ( tangent !== undefined ) {
  6380. tangent.transformDirection( matrix );
  6381. tangent.needsUpdate = true;
  6382. }
  6383. if ( this.boundingBox !== null ) {
  6384. this.computeBoundingBox();
  6385. }
  6386. if ( this.boundingSphere !== null ) {
  6387. this.computeBoundingSphere();
  6388. }
  6389. return this;
  6390. }
  6391. applyQuaternion( q ) {
  6392. _m1.makeRotationFromQuaternion( q );
  6393. this.applyMatrix4( _m1 );
  6394. return this;
  6395. }
  6396. rotateX( angle ) {
  6397. // rotate geometry around world x-axis
  6398. _m1.makeRotationX( angle );
  6399. this.applyMatrix4( _m1 );
  6400. return this;
  6401. }
  6402. rotateY( angle ) {
  6403. // rotate geometry around world y-axis
  6404. _m1.makeRotationY( angle );
  6405. this.applyMatrix4( _m1 );
  6406. return this;
  6407. }
  6408. rotateZ( angle ) {
  6409. // rotate geometry around world z-axis
  6410. _m1.makeRotationZ( angle );
  6411. this.applyMatrix4( _m1 );
  6412. return this;
  6413. }
  6414. translate( x, y, z ) {
  6415. // translate geometry
  6416. _m1.makeTranslation( x, y, z );
  6417. this.applyMatrix4( _m1 );
  6418. return this;
  6419. }
  6420. scale( x, y, z ) {
  6421. // scale geometry
  6422. _m1.makeScale( x, y, z );
  6423. this.applyMatrix4( _m1 );
  6424. return this;
  6425. }
  6426. lookAt( vector ) {
  6427. _obj.lookAt( vector );
  6428. _obj.updateMatrix();
  6429. this.applyMatrix4( _obj.matrix );
  6430. return this;
  6431. }
  6432. center() {
  6433. this.computeBoundingBox();
  6434. this.boundingBox.getCenter( _offset ).negate();
  6435. this.translate( _offset.x, _offset.y, _offset.z );
  6436. return this;
  6437. }
  6438. setFromPoints( points ) {
  6439. const position = [];
  6440. for ( let i = 0, l = points.length; i < l; i ++ ) {
  6441. const point = points[ i ];
  6442. position.push( point.x, point.y, point.z || 0 );
  6443. }
  6444. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6445. return this;
  6446. }
  6447. computeBoundingBox() {
  6448. if ( this.boundingBox === null ) {
  6449. this.boundingBox = new Box3();
  6450. }
  6451. const position = this.attributes.position;
  6452. const morphAttributesPosition = this.morphAttributes.position;
  6453. if ( position && position.isGLBufferAttribute ) {
  6454. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  6455. this.boundingBox.set(
  6456. new Vector3( - Infinity, - Infinity, - Infinity ),
  6457. new Vector3( + Infinity, + Infinity, + Infinity )
  6458. );
  6459. return;
  6460. }
  6461. if ( position !== undefined ) {
  6462. this.boundingBox.setFromBufferAttribute( position );
  6463. // process morph attributes if present
  6464. if ( morphAttributesPosition ) {
  6465. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6466. const morphAttribute = morphAttributesPosition[ i ];
  6467. _box$2.setFromBufferAttribute( morphAttribute );
  6468. if ( this.morphTargetsRelative ) {
  6469. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  6470. this.boundingBox.expandByPoint( _vector$8 );
  6471. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  6472. this.boundingBox.expandByPoint( _vector$8 );
  6473. } else {
  6474. this.boundingBox.expandByPoint( _box$2.min );
  6475. this.boundingBox.expandByPoint( _box$2.max );
  6476. }
  6477. }
  6478. }
  6479. } else {
  6480. this.boundingBox.makeEmpty();
  6481. }
  6482. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6483. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6484. }
  6485. }
  6486. computeBoundingSphere() {
  6487. if ( this.boundingSphere === null ) {
  6488. this.boundingSphere = new Sphere();
  6489. }
  6490. const position = this.attributes.position;
  6491. const morphAttributesPosition = this.morphAttributes.position;
  6492. if ( position && position.isGLBufferAttribute ) {
  6493. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  6494. this.boundingSphere.set( new Vector3(), Infinity );
  6495. return;
  6496. }
  6497. if ( position ) {
  6498. // first, find the center of the bounding sphere
  6499. const center = this.boundingSphere.center;
  6500. _box$2.setFromBufferAttribute( position );
  6501. // process morph attributes if present
  6502. if ( morphAttributesPosition ) {
  6503. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6504. const morphAttribute = morphAttributesPosition[ i ];
  6505. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6506. if ( this.morphTargetsRelative ) {
  6507. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  6508. _box$2.expandByPoint( _vector$8 );
  6509. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  6510. _box$2.expandByPoint( _vector$8 );
  6511. } else {
  6512. _box$2.expandByPoint( _boxMorphTargets.min );
  6513. _box$2.expandByPoint( _boxMorphTargets.max );
  6514. }
  6515. }
  6516. }
  6517. _box$2.getCenter( center );
  6518. // second, try to find a boundingSphere with a radius smaller than the
  6519. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6520. let maxRadiusSq = 0;
  6521. for ( let i = 0, il = position.count; i < il; i ++ ) {
  6522. _vector$8.fromBufferAttribute( position, i );
  6523. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6524. }
  6525. // process morph attributes if present
  6526. if ( morphAttributesPosition ) {
  6527. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6528. const morphAttribute = morphAttributesPosition[ i ];
  6529. const morphTargetsRelative = this.morphTargetsRelative;
  6530. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6531. _vector$8.fromBufferAttribute( morphAttribute, j );
  6532. if ( morphTargetsRelative ) {
  6533. _offset.fromBufferAttribute( position, j );
  6534. _vector$8.add( _offset );
  6535. }
  6536. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6537. }
  6538. }
  6539. }
  6540. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6541. if ( isNaN( this.boundingSphere.radius ) ) {
  6542. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6543. }
  6544. }
  6545. }
  6546. computeTangents() {
  6547. const index = this.index;
  6548. const attributes = this.attributes;
  6549. // based on http://www.terathon.com/code/tangent.html
  6550. // (per vertex tangents)
  6551. if ( index === null ||
  6552. attributes.position === undefined ||
  6553. attributes.normal === undefined ||
  6554. attributes.uv === undefined ) {
  6555. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  6556. return;
  6557. }
  6558. const positionAttribute = attributes.position;
  6559. const normalAttribute = attributes.normal;
  6560. const uvAttribute = attributes.uv;
  6561. if ( this.hasAttribute( 'tangent' ) === false ) {
  6562. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  6563. }
  6564. const tangentAttribute = this.getAttribute( 'tangent' );
  6565. const tan1 = [], tan2 = [];
  6566. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  6567. tan1[ i ] = new Vector3();
  6568. tan2[ i ] = new Vector3();
  6569. }
  6570. const vA = new Vector3(),
  6571. vB = new Vector3(),
  6572. vC = new Vector3(),
  6573. uvA = new Vector2(),
  6574. uvB = new Vector2(),
  6575. uvC = new Vector2(),
  6576. sdir = new Vector3(),
  6577. tdir = new Vector3();
  6578. function handleTriangle( a, b, c ) {
  6579. vA.fromBufferAttribute( positionAttribute, a );
  6580. vB.fromBufferAttribute( positionAttribute, b );
  6581. vC.fromBufferAttribute( positionAttribute, c );
  6582. uvA.fromBufferAttribute( uvAttribute, a );
  6583. uvB.fromBufferAttribute( uvAttribute, b );
  6584. uvC.fromBufferAttribute( uvAttribute, c );
  6585. vB.sub( vA );
  6586. vC.sub( vA );
  6587. uvB.sub( uvA );
  6588. uvC.sub( uvA );
  6589. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  6590. // silently ignore degenerate uv triangles having coincident or colinear vertices
  6591. if ( ! isFinite( r ) ) return;
  6592. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  6593. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  6594. tan1[ a ].add( sdir );
  6595. tan1[ b ].add( sdir );
  6596. tan1[ c ].add( sdir );
  6597. tan2[ a ].add( tdir );
  6598. tan2[ b ].add( tdir );
  6599. tan2[ c ].add( tdir );
  6600. }
  6601. let groups = this.groups;
  6602. if ( groups.length === 0 ) {
  6603. groups = [ {
  6604. start: 0,
  6605. count: index.count
  6606. } ];
  6607. }
  6608. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6609. const group = groups[ i ];
  6610. const start = group.start;
  6611. const count = group.count;
  6612. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6613. handleTriangle(
  6614. index.getX( j + 0 ),
  6615. index.getX( j + 1 ),
  6616. index.getX( j + 2 )
  6617. );
  6618. }
  6619. }
  6620. const tmp = new Vector3(), tmp2 = new Vector3();
  6621. const n = new Vector3(), n2 = new Vector3();
  6622. function handleVertex( v ) {
  6623. n.fromBufferAttribute( normalAttribute, v );
  6624. n2.copy( n );
  6625. const t = tan1[ v ];
  6626. // Gram-Schmidt orthogonalize
  6627. tmp.copy( t );
  6628. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6629. // Calculate handedness
  6630. tmp2.crossVectors( n2, t );
  6631. const test = tmp2.dot( tan2[ v ] );
  6632. const w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6633. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  6634. }
  6635. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6636. const group = groups[ i ];
  6637. const start = group.start;
  6638. const count = group.count;
  6639. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6640. handleVertex( index.getX( j + 0 ) );
  6641. handleVertex( index.getX( j + 1 ) );
  6642. handleVertex( index.getX( j + 2 ) );
  6643. }
  6644. }
  6645. }
  6646. computeVertexNormals() {
  6647. const index = this.index;
  6648. const positionAttribute = this.getAttribute( 'position' );
  6649. if ( positionAttribute !== undefined ) {
  6650. let normalAttribute = this.getAttribute( 'normal' );
  6651. if ( normalAttribute === undefined ) {
  6652. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6653. this.setAttribute( 'normal', normalAttribute );
  6654. } else {
  6655. // reset existing normals to zero
  6656. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6657. normalAttribute.setXYZ( i, 0, 0, 0 );
  6658. }
  6659. }
  6660. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6661. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6662. const cb = new Vector3(), ab = new Vector3();
  6663. // indexed elements
  6664. if ( index ) {
  6665. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  6666. const vA = index.getX( i + 0 );
  6667. const vB = index.getX( i + 1 );
  6668. const vC = index.getX( i + 2 );
  6669. pA.fromBufferAttribute( positionAttribute, vA );
  6670. pB.fromBufferAttribute( positionAttribute, vB );
  6671. pC.fromBufferAttribute( positionAttribute, vC );
  6672. cb.subVectors( pC, pB );
  6673. ab.subVectors( pA, pB );
  6674. cb.cross( ab );
  6675. nA.fromBufferAttribute( normalAttribute, vA );
  6676. nB.fromBufferAttribute( normalAttribute, vB );
  6677. nC.fromBufferAttribute( normalAttribute, vC );
  6678. nA.add( cb );
  6679. nB.add( cb );
  6680. nC.add( cb );
  6681. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6682. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6683. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6684. }
  6685. } else {
  6686. // non-indexed elements (unconnected triangle soup)
  6687. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  6688. pA.fromBufferAttribute( positionAttribute, i + 0 );
  6689. pB.fromBufferAttribute( positionAttribute, i + 1 );
  6690. pC.fromBufferAttribute( positionAttribute, i + 2 );
  6691. cb.subVectors( pC, pB );
  6692. ab.subVectors( pA, pB );
  6693. cb.cross( ab );
  6694. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  6695. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  6696. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  6697. }
  6698. }
  6699. this.normalizeNormals();
  6700. normalAttribute.needsUpdate = true;
  6701. }
  6702. }
  6703. normalizeNormals() {
  6704. const normals = this.attributes.normal;
  6705. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  6706. _vector$8.fromBufferAttribute( normals, i );
  6707. _vector$8.normalize();
  6708. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  6709. }
  6710. }
  6711. toNonIndexed() {
  6712. function convertBufferAttribute( attribute, indices ) {
  6713. const array = attribute.array;
  6714. const itemSize = attribute.itemSize;
  6715. const normalized = attribute.normalized;
  6716. const array2 = new array.constructor( indices.length * itemSize );
  6717. let index = 0, index2 = 0;
  6718. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  6719. if ( attribute.isInterleavedBufferAttribute ) {
  6720. index = indices[ i ] * attribute.data.stride + attribute.offset;
  6721. } else {
  6722. index = indices[ i ] * itemSize;
  6723. }
  6724. for ( let j = 0; j < itemSize; j ++ ) {
  6725. array2[ index2 ++ ] = array[ index ++ ];
  6726. }
  6727. }
  6728. return new BufferAttribute( array2, itemSize, normalized );
  6729. }
  6730. //
  6731. if ( this.index === null ) {
  6732. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  6733. return this;
  6734. }
  6735. const geometry2 = new BufferGeometry();
  6736. const indices = this.index.array;
  6737. const attributes = this.attributes;
  6738. // attributes
  6739. for ( const name in attributes ) {
  6740. const attribute = attributes[ name ];
  6741. const newAttribute = convertBufferAttribute( attribute, indices );
  6742. geometry2.setAttribute( name, newAttribute );
  6743. }
  6744. // morph attributes
  6745. const morphAttributes = this.morphAttributes;
  6746. for ( const name in morphAttributes ) {
  6747. const morphArray = [];
  6748. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6749. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6750. const attribute = morphAttribute[ i ];
  6751. const newAttribute = convertBufferAttribute( attribute, indices );
  6752. morphArray.push( newAttribute );
  6753. }
  6754. geometry2.morphAttributes[ name ] = morphArray;
  6755. }
  6756. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6757. // groups
  6758. const groups = this.groups;
  6759. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6760. const group = groups[ i ];
  6761. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6762. }
  6763. return geometry2;
  6764. }
  6765. toJSON() {
  6766. const data = {
  6767. metadata: {
  6768. version: 4.6,
  6769. type: 'BufferGeometry',
  6770. generator: 'BufferGeometry.toJSON'
  6771. }
  6772. };
  6773. // standard BufferGeometry serialization
  6774. data.uuid = this.uuid;
  6775. data.type = this.type;
  6776. if ( this.name !== '' ) data.name = this.name;
  6777. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6778. if ( this.parameters !== undefined ) {
  6779. const parameters = this.parameters;
  6780. for ( const key in parameters ) {
  6781. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6782. }
  6783. return data;
  6784. }
  6785. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6786. data.data = { attributes: {} };
  6787. const index = this.index;
  6788. if ( index !== null ) {
  6789. data.data.index = {
  6790. type: index.array.constructor.name,
  6791. array: Array.prototype.slice.call( index.array )
  6792. };
  6793. }
  6794. const attributes = this.attributes;
  6795. for ( const key in attributes ) {
  6796. const attribute = attributes[ key ];
  6797. data.data.attributes[ key ] = attribute.toJSON( data.data );
  6798. }
  6799. const morphAttributes = {};
  6800. let hasMorphAttributes = false;
  6801. for ( const key in this.morphAttributes ) {
  6802. const attributeArray = this.morphAttributes[ key ];
  6803. const array = [];
  6804. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  6805. const attribute = attributeArray[ i ];
  6806. array.push( attribute.toJSON( data.data ) );
  6807. }
  6808. if ( array.length > 0 ) {
  6809. morphAttributes[ key ] = array;
  6810. hasMorphAttributes = true;
  6811. }
  6812. }
  6813. if ( hasMorphAttributes ) {
  6814. data.data.morphAttributes = morphAttributes;
  6815. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6816. }
  6817. const groups = this.groups;
  6818. if ( groups.length > 0 ) {
  6819. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6820. }
  6821. const boundingSphere = this.boundingSphere;
  6822. if ( boundingSphere !== null ) {
  6823. data.data.boundingSphere = {
  6824. center: boundingSphere.center.toArray(),
  6825. radius: boundingSphere.radius
  6826. };
  6827. }
  6828. return data;
  6829. }
  6830. clone() {
  6831. return new this.constructor().copy( this );
  6832. }
  6833. copy( source ) {
  6834. // reset
  6835. this.index = null;
  6836. this.attributes = {};
  6837. this.morphAttributes = {};
  6838. this.groups = [];
  6839. this.boundingBox = null;
  6840. this.boundingSphere = null;
  6841. // used for storing cloned, shared data
  6842. const data = {};
  6843. // name
  6844. this.name = source.name;
  6845. // index
  6846. const index = source.index;
  6847. if ( index !== null ) {
  6848. this.setIndex( index.clone( data ) );
  6849. }
  6850. // attributes
  6851. const attributes = source.attributes;
  6852. for ( const name in attributes ) {
  6853. const attribute = attributes[ name ];
  6854. this.setAttribute( name, attribute.clone( data ) );
  6855. }
  6856. // morph attributes
  6857. const morphAttributes = source.morphAttributes;
  6858. for ( const name in morphAttributes ) {
  6859. const array = [];
  6860. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6861. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6862. array.push( morphAttribute[ i ].clone( data ) );
  6863. }
  6864. this.morphAttributes[ name ] = array;
  6865. }
  6866. this.morphTargetsRelative = source.morphTargetsRelative;
  6867. // groups
  6868. const groups = source.groups;
  6869. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6870. const group = groups[ i ];
  6871. this.addGroup( group.start, group.count, group.materialIndex );
  6872. }
  6873. // bounding box
  6874. const boundingBox = source.boundingBox;
  6875. if ( boundingBox !== null ) {
  6876. this.boundingBox = boundingBox.clone();
  6877. }
  6878. // bounding sphere
  6879. const boundingSphere = source.boundingSphere;
  6880. if ( boundingSphere !== null ) {
  6881. this.boundingSphere = boundingSphere.clone();
  6882. }
  6883. // draw range
  6884. this.drawRange.start = source.drawRange.start;
  6885. this.drawRange.count = source.drawRange.count;
  6886. // user data
  6887. this.userData = source.userData;
  6888. return this;
  6889. }
  6890. dispose() {
  6891. this.dispatchEvent( { type: 'dispose' } );
  6892. }
  6893. }
  6894. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  6895. const _ray$3 = /*@__PURE__*/ new Ray();
  6896. const _sphere$6 = /*@__PURE__*/ new Sphere();
  6897. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  6898. const _vA$1 = /*@__PURE__*/ new Vector3();
  6899. const _vB$1 = /*@__PURE__*/ new Vector3();
  6900. const _vC$1 = /*@__PURE__*/ new Vector3();
  6901. const _tempA = /*@__PURE__*/ new Vector3();
  6902. const _morphA = /*@__PURE__*/ new Vector3();
  6903. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  6904. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  6905. class Mesh extends Object3D {
  6906. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  6907. super();
  6908. this.isMesh = true;
  6909. this.type = 'Mesh';
  6910. this.geometry = geometry;
  6911. this.material = material;
  6912. this.updateMorphTargets();
  6913. }
  6914. copy( source, recursive ) {
  6915. super.copy( source, recursive );
  6916. if ( source.morphTargetInfluences !== undefined ) {
  6917. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6918. }
  6919. if ( source.morphTargetDictionary !== undefined ) {
  6920. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6921. }
  6922. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  6923. this.geometry = source.geometry;
  6924. return this;
  6925. }
  6926. updateMorphTargets() {
  6927. const geometry = this.geometry;
  6928. const morphAttributes = geometry.morphAttributes;
  6929. const keys = Object.keys( morphAttributes );
  6930. if ( keys.length > 0 ) {
  6931. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  6932. if ( morphAttribute !== undefined ) {
  6933. this.morphTargetInfluences = [];
  6934. this.morphTargetDictionary = {};
  6935. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6936. const name = morphAttribute[ m ].name || String( m );
  6937. this.morphTargetInfluences.push( 0 );
  6938. this.morphTargetDictionary[ name ] = m;
  6939. }
  6940. }
  6941. }
  6942. }
  6943. getVertexPosition( index, target ) {
  6944. const geometry = this.geometry;
  6945. const position = geometry.attributes.position;
  6946. const morphPosition = geometry.morphAttributes.position;
  6947. const morphTargetsRelative = geometry.morphTargetsRelative;
  6948. target.fromBufferAttribute( position, index );
  6949. const morphInfluences = this.morphTargetInfluences;
  6950. if ( morphPosition && morphInfluences ) {
  6951. _morphA.set( 0, 0, 0 );
  6952. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  6953. const influence = morphInfluences[ i ];
  6954. const morphAttribute = morphPosition[ i ];
  6955. if ( influence === 0 ) continue;
  6956. _tempA.fromBufferAttribute( morphAttribute, index );
  6957. if ( morphTargetsRelative ) {
  6958. _morphA.addScaledVector( _tempA, influence );
  6959. } else {
  6960. _morphA.addScaledVector( _tempA.sub( target ), influence );
  6961. }
  6962. }
  6963. target.add( _morphA );
  6964. }
  6965. return target;
  6966. }
  6967. raycast( raycaster, intersects ) {
  6968. const geometry = this.geometry;
  6969. const material = this.material;
  6970. const matrixWorld = this.matrixWorld;
  6971. if ( material === undefined ) return;
  6972. // test with bounding sphere in world space
  6973. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6974. _sphere$6.copy( geometry.boundingSphere );
  6975. _sphere$6.applyMatrix4( matrixWorld );
  6976. // check distance from ray origin to bounding sphere
  6977. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  6978. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  6979. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  6980. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  6981. }
  6982. // convert ray to local space of mesh
  6983. _inverseMatrix$3.copy( matrixWorld ).invert();
  6984. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  6985. // test with bounding box in local space
  6986. if ( geometry.boundingBox !== null ) {
  6987. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  6988. }
  6989. // test for intersections with geometry
  6990. this._computeIntersections( raycaster, intersects, _ray$3 );
  6991. }
  6992. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  6993. let intersection;
  6994. const geometry = this.geometry;
  6995. const material = this.material;
  6996. const index = geometry.index;
  6997. const position = geometry.attributes.position;
  6998. const uv = geometry.attributes.uv;
  6999. const uv1 = geometry.attributes.uv1;
  7000. const normal = geometry.attributes.normal;
  7001. const groups = geometry.groups;
  7002. const drawRange = geometry.drawRange;
  7003. if ( index !== null ) {
  7004. // indexed buffer geometry
  7005. if ( Array.isArray( material ) ) {
  7006. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  7007. const group = groups[ i ];
  7008. const groupMaterial = material[ group.materialIndex ];
  7009. const start = Math.max( group.start, drawRange.start );
  7010. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  7011. for ( let j = start, jl = end; j < jl; j += 3 ) {
  7012. const a = index.getX( j );
  7013. const b = index.getX( j + 1 );
  7014. const c = index.getX( j + 2 );
  7015. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7016. if ( intersection ) {
  7017. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  7018. intersection.face.materialIndex = group.materialIndex;
  7019. intersects.push( intersection );
  7020. }
  7021. }
  7022. }
  7023. } else {
  7024. const start = Math.max( 0, drawRange.start );
  7025. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  7026. for ( let i = start, il = end; i < il; i += 3 ) {
  7027. const a = index.getX( i );
  7028. const b = index.getX( i + 1 );
  7029. const c = index.getX( i + 2 );
  7030. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7031. if ( intersection ) {
  7032. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  7033. intersects.push( intersection );
  7034. }
  7035. }
  7036. }
  7037. } else if ( position !== undefined ) {
  7038. // non-indexed buffer geometry
  7039. if ( Array.isArray( material ) ) {
  7040. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  7041. const group = groups[ i ];
  7042. const groupMaterial = material[ group.materialIndex ];
  7043. const start = Math.max( group.start, drawRange.start );
  7044. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  7045. for ( let j = start, jl = end; j < jl; j += 3 ) {
  7046. const a = j;
  7047. const b = j + 1;
  7048. const c = j + 2;
  7049. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7050. if ( intersection ) {
  7051. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  7052. intersection.face.materialIndex = group.materialIndex;
  7053. intersects.push( intersection );
  7054. }
  7055. }
  7056. }
  7057. } else {
  7058. const start = Math.max( 0, drawRange.start );
  7059. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  7060. for ( let i = start, il = end; i < il; i += 3 ) {
  7061. const a = i;
  7062. const b = i + 1;
  7063. const c = i + 2;
  7064. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7065. if ( intersection ) {
  7066. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  7067. intersects.push( intersection );
  7068. }
  7069. }
  7070. }
  7071. }
  7072. }
  7073. }
  7074. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  7075. let intersect;
  7076. if ( material.side === BackSide ) {
  7077. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  7078. } else {
  7079. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  7080. }
  7081. if ( intersect === null ) return null;
  7082. _intersectionPointWorld.copy( point );
  7083. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  7084. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  7085. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  7086. return {
  7087. distance: distance,
  7088. point: _intersectionPointWorld.clone(),
  7089. object: object
  7090. };
  7091. }
  7092. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  7093. object.getVertexPosition( a, _vA$1 );
  7094. object.getVertexPosition( b, _vB$1 );
  7095. object.getVertexPosition( c, _vC$1 );
  7096. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  7097. if ( intersection ) {
  7098. const barycoord = new Vector3();
  7099. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  7100. if ( uv ) {
  7101. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  7102. }
  7103. if ( uv1 ) {
  7104. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  7105. }
  7106. if ( normal ) {
  7107. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  7108. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  7109. intersection.normal.multiplyScalar( - 1 );
  7110. }
  7111. }
  7112. const face = {
  7113. a: a,
  7114. b: b,
  7115. c: c,
  7116. normal: new Vector3(),
  7117. materialIndex: 0
  7118. };
  7119. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  7120. intersection.face = face;
  7121. intersection.barycoord = barycoord;
  7122. }
  7123. return intersection;
  7124. }
  7125. class BoxGeometry extends BufferGeometry {
  7126. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  7127. super();
  7128. this.type = 'BoxGeometry';
  7129. this.parameters = {
  7130. width: width,
  7131. height: height,
  7132. depth: depth,
  7133. widthSegments: widthSegments,
  7134. heightSegments: heightSegments,
  7135. depthSegments: depthSegments
  7136. };
  7137. const scope = this;
  7138. // segments
  7139. widthSegments = Math.floor( widthSegments );
  7140. heightSegments = Math.floor( heightSegments );
  7141. depthSegments = Math.floor( depthSegments );
  7142. // buffers
  7143. const indices = [];
  7144. const vertices = [];
  7145. const normals = [];
  7146. const uvs = [];
  7147. // helper variables
  7148. let numberOfVertices = 0;
  7149. let groupStart = 0;
  7150. // build each side of the box geometry
  7151. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7152. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7153. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7154. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7155. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7156. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7157. // build geometry
  7158. this.setIndex( indices );
  7159. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7160. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7161. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7162. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7163. const segmentWidth = width / gridX;
  7164. const segmentHeight = height / gridY;
  7165. const widthHalf = width / 2;
  7166. const heightHalf = height / 2;
  7167. const depthHalf = depth / 2;
  7168. const gridX1 = gridX + 1;
  7169. const gridY1 = gridY + 1;
  7170. let vertexCounter = 0;
  7171. let groupCount = 0;
  7172. const vector = new Vector3();
  7173. // generate vertices, normals and uvs
  7174. for ( let iy = 0; iy < gridY1; iy ++ ) {
  7175. const y = iy * segmentHeight - heightHalf;
  7176. for ( let ix = 0; ix < gridX1; ix ++ ) {
  7177. const x = ix * segmentWidth - widthHalf;
  7178. // set values to correct vector component
  7179. vector[ u ] = x * udir;
  7180. vector[ v ] = y * vdir;
  7181. vector[ w ] = depthHalf;
  7182. // now apply vector to vertex buffer
  7183. vertices.push( vector.x, vector.y, vector.z );
  7184. // set values to correct vector component
  7185. vector[ u ] = 0;
  7186. vector[ v ] = 0;
  7187. vector[ w ] = depth > 0 ? 1 : - 1;
  7188. // now apply vector to normal buffer
  7189. normals.push( vector.x, vector.y, vector.z );
  7190. // uvs
  7191. uvs.push( ix / gridX );
  7192. uvs.push( 1 - ( iy / gridY ) );
  7193. // counters
  7194. vertexCounter += 1;
  7195. }
  7196. }
  7197. // indices
  7198. // 1. you need three indices to draw a single face
  7199. // 2. a single segment consists of two faces
  7200. // 3. so we need to generate six (2*3) indices per segment
  7201. for ( let iy = 0; iy < gridY; iy ++ ) {
  7202. for ( let ix = 0; ix < gridX; ix ++ ) {
  7203. const a = numberOfVertices + ix + gridX1 * iy;
  7204. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7205. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7206. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7207. // faces
  7208. indices.push( a, b, d );
  7209. indices.push( b, c, d );
  7210. // increase counter
  7211. groupCount += 6;
  7212. }
  7213. }
  7214. // add a group to the geometry. this will ensure multi material support
  7215. scope.addGroup( groupStart, groupCount, materialIndex );
  7216. // calculate new start value for groups
  7217. groupStart += groupCount;
  7218. // update total number of vertices
  7219. numberOfVertices += vertexCounter;
  7220. }
  7221. }
  7222. copy( source ) {
  7223. super.copy( source );
  7224. this.parameters = Object.assign( {}, source.parameters );
  7225. return this;
  7226. }
  7227. static fromJSON( data ) {
  7228. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  7229. }
  7230. }
  7231. /**
  7232. * Uniform Utilities
  7233. */
  7234. function cloneUniforms( src ) {
  7235. const dst = {};
  7236. for ( const u in src ) {
  7237. dst[ u ] = {};
  7238. for ( const p in src[ u ] ) {
  7239. const property = src[ u ][ p ];
  7240. if ( property && ( property.isColor ||
  7241. property.isMatrix3 || property.isMatrix4 ||
  7242. property.isVector2 || property.isVector3 || property.isVector4 ||
  7243. property.isTexture || property.isQuaternion ) ) {
  7244. if ( property.isRenderTargetTexture ) {
  7245. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  7246. dst[ u ][ p ] = null;
  7247. } else {
  7248. dst[ u ][ p ] = property.clone();
  7249. }
  7250. } else if ( Array.isArray( property ) ) {
  7251. dst[ u ][ p ] = property.slice();
  7252. } else {
  7253. dst[ u ][ p ] = property;
  7254. }
  7255. }
  7256. }
  7257. return dst;
  7258. }
  7259. function cloneUniformsGroups( src ) {
  7260. const dst = [];
  7261. for ( let u = 0; u < src.length; u ++ ) {
  7262. dst.push( src[ u ].clone() );
  7263. }
  7264. return dst;
  7265. }
  7266. var default_vertex = /* glsl */`
  7267. void main() {
  7268. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7269. }
  7270. `;
  7271. var default_fragment = /* glsl */`
  7272. void main() {
  7273. gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
  7274. }
  7275. `;
  7276. class ShaderMaterial extends Material {
  7277. static get type() {
  7278. return 'ShaderMaterial';
  7279. }
  7280. constructor( parameters ) {
  7281. super();
  7282. this.isShaderMaterial = true;
  7283. this.defines = {};
  7284. this.uniforms = {};
  7285. this.uniformsGroups = [];
  7286. this.vertexShader = default_vertex;
  7287. this.fragmentShader = default_fragment;
  7288. this.linewidth = 1;
  7289. this.wireframe = false;
  7290. this.wireframeLinewidth = 1;
  7291. this.fog = false; // set to use scene fog
  7292. this.lights = false; // set to use scene lights
  7293. this.clipping = false; // set to use user-defined clipping planes
  7294. this.forceSinglePass = true;
  7295. this.extensions = {
  7296. clipCullDistance: false, // set to use vertex shader clipping
  7297. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  7298. };
  7299. // When rendered geometry doesn't include these attributes but the material does,
  7300. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7301. this.defaultAttributeValues = {
  7302. 'color': [ 1, 1, 1 ],
  7303. 'uv': [ 0, 0 ],
  7304. 'uv1': [ 0, 0 ]
  7305. };
  7306. this.index0AttributeName = undefined;
  7307. this.uniformsNeedUpdate = false;
  7308. this.glslVersion = null;
  7309. if ( parameters !== undefined ) {
  7310. this.setValues( parameters );
  7311. }
  7312. }
  7313. copy( source ) {
  7314. super.copy( source );
  7315. this.fragmentShader = source.fragmentShader;
  7316. this.vertexShader = source.vertexShader;
  7317. this.uniforms = cloneUniforms( source.uniforms );
  7318. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  7319. this.defines = Object.assign( {}, source.defines );
  7320. this.wireframe = source.wireframe;
  7321. this.wireframeLinewidth = source.wireframeLinewidth;
  7322. this.fog = source.fog;
  7323. this.lights = source.lights;
  7324. this.clipping = source.clipping;
  7325. this.extensions = Object.assign( {}, source.extensions );
  7326. this.glslVersion = source.glslVersion;
  7327. return this;
  7328. }
  7329. toJSON( meta ) {
  7330. const data = super.toJSON( meta );
  7331. data.glslVersion = this.glslVersion;
  7332. data.uniforms = {};
  7333. for ( const name in this.uniforms ) {
  7334. const uniform = this.uniforms[ name ];
  7335. const value = uniform.value;
  7336. if ( value && value.isTexture ) {
  7337. data.uniforms[ name ] = {
  7338. type: 't',
  7339. value: value.toJSON( meta ).uuid
  7340. };
  7341. } else if ( value && value.isColor ) {
  7342. data.uniforms[ name ] = {
  7343. type: 'c',
  7344. value: value.getHex()
  7345. };
  7346. } else if ( value && value.isVector2 ) {
  7347. data.uniforms[ name ] = {
  7348. type: 'v2',
  7349. value: value.toArray()
  7350. };
  7351. } else if ( value && value.isVector3 ) {
  7352. data.uniforms[ name ] = {
  7353. type: 'v3',
  7354. value: value.toArray()
  7355. };
  7356. } else if ( value && value.isVector4 ) {
  7357. data.uniforms[ name ] = {
  7358. type: 'v4',
  7359. value: value.toArray()
  7360. };
  7361. } else if ( value && value.isMatrix3 ) {
  7362. data.uniforms[ name ] = {
  7363. type: 'm3',
  7364. value: value.toArray()
  7365. };
  7366. } else if ( value && value.isMatrix4 ) {
  7367. data.uniforms[ name ] = {
  7368. type: 'm4',
  7369. value: value.toArray()
  7370. };
  7371. } else {
  7372. data.uniforms[ name ] = {
  7373. value: value
  7374. };
  7375. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7376. }
  7377. }
  7378. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7379. data.vertexShader = this.vertexShader;
  7380. data.fragmentShader = this.fragmentShader;
  7381. data.lights = this.lights;
  7382. data.clipping = this.clipping;
  7383. const extensions = {};
  7384. for ( const key in this.extensions ) {
  7385. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7386. }
  7387. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7388. return data;
  7389. }
  7390. }
  7391. class Camera extends Object3D {
  7392. constructor() {
  7393. super();
  7394. this.isCamera = true;
  7395. this.type = 'Camera';
  7396. this.matrixWorldInverse = new Matrix4();
  7397. this.projectionMatrix = new Matrix4();
  7398. this.projectionMatrixInverse = new Matrix4();
  7399. this.coordinateSystem = WebGLCoordinateSystem;
  7400. }
  7401. copy( source, recursive ) {
  7402. super.copy( source, recursive );
  7403. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7404. this.projectionMatrix.copy( source.projectionMatrix );
  7405. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7406. this.coordinateSystem = source.coordinateSystem;
  7407. return this;
  7408. }
  7409. getWorldDirection( target ) {
  7410. return super.getWorldDirection( target ).negate();
  7411. }
  7412. updateMatrixWorld( force ) {
  7413. super.updateMatrixWorld( force );
  7414. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7415. }
  7416. updateWorldMatrix( updateParents, updateChildren ) {
  7417. super.updateWorldMatrix( updateParents, updateChildren );
  7418. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7419. }
  7420. clone() {
  7421. return new this.constructor().copy( this );
  7422. }
  7423. }
  7424. const _v3$1 = /*@__PURE__*/ new Vector3();
  7425. const _minTarget = /*@__PURE__*/ new Vector2();
  7426. const _maxTarget = /*@__PURE__*/ new Vector2();
  7427. class PerspectiveCamera extends Camera {
  7428. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  7429. super();
  7430. this.isPerspectiveCamera = true;
  7431. this.type = 'PerspectiveCamera';
  7432. this.fov = fov;
  7433. this.zoom = 1;
  7434. this.near = near;
  7435. this.far = far;
  7436. this.focus = 10;
  7437. this.aspect = aspect;
  7438. this.view = null;
  7439. this.filmGauge = 35; // width of the film (default in millimeters)
  7440. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7441. this.updateProjectionMatrix();
  7442. }
  7443. copy( source, recursive ) {
  7444. super.copy( source, recursive );
  7445. this.fov = source.fov;
  7446. this.zoom = source.zoom;
  7447. this.near = source.near;
  7448. this.far = source.far;
  7449. this.focus = source.focus;
  7450. this.aspect = source.aspect;
  7451. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7452. this.filmGauge = source.filmGauge;
  7453. this.filmOffset = source.filmOffset;
  7454. return this;
  7455. }
  7456. /**
  7457. * Sets the FOV by focal length in respect to the current .filmGauge.
  7458. *
  7459. * The default film gauge is 35, so that the focal length can be specified for
  7460. * a 35mm (full frame) camera.
  7461. *
  7462. * Values for focal length and film gauge must have the same unit.
  7463. */
  7464. setFocalLength( focalLength ) {
  7465. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7466. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7467. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  7468. this.updateProjectionMatrix();
  7469. }
  7470. /**
  7471. * Calculates the focal length from the current .fov and .filmGauge.
  7472. */
  7473. getFocalLength() {
  7474. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  7475. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7476. }
  7477. getEffectiveFOV() {
  7478. return RAD2DEG * 2 * Math.atan(
  7479. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7480. }
  7481. getFilmWidth() {
  7482. // film not completely covered in portrait format (aspect < 1)
  7483. return this.filmGauge * Math.min( this.aspect, 1 );
  7484. }
  7485. getFilmHeight() {
  7486. // film not completely covered in landscape format (aspect > 1)
  7487. return this.filmGauge / Math.max( this.aspect, 1 );
  7488. }
  7489. /**
  7490. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  7491. * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
  7492. */
  7493. getViewBounds( distance, minTarget, maxTarget ) {
  7494. _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7495. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7496. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7497. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7498. }
  7499. /**
  7500. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  7501. * Copies the result into the target Vector2, where x is width and y is height.
  7502. */
  7503. getViewSize( distance, target ) {
  7504. this.getViewBounds( distance, _minTarget, _maxTarget );
  7505. return target.subVectors( _maxTarget, _minTarget );
  7506. }
  7507. /**
  7508. * Sets an offset in a larger frustum. This is useful for multi-window or
  7509. * multi-monitor/multi-machine setups.
  7510. *
  7511. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7512. * the monitors are in grid like this
  7513. *
  7514. * +---+---+---+
  7515. * | A | B | C |
  7516. * +---+---+---+
  7517. * | D | E | F |
  7518. * +---+---+---+
  7519. *
  7520. * then for each monitor you would call it like this
  7521. *
  7522. * const w = 1920;
  7523. * const h = 1080;
  7524. * const fullWidth = w * 3;
  7525. * const fullHeight = h * 2;
  7526. *
  7527. * --A--
  7528. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7529. * --B--
  7530. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7531. * --C--
  7532. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7533. * --D--
  7534. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7535. * --E--
  7536. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7537. * --F--
  7538. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7539. *
  7540. * Note there is no reason monitors have to be the same size or in a grid.
  7541. */
  7542. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  7543. this.aspect = fullWidth / fullHeight;
  7544. if ( this.view === null ) {
  7545. this.view = {
  7546. enabled: true,
  7547. fullWidth: 1,
  7548. fullHeight: 1,
  7549. offsetX: 0,
  7550. offsetY: 0,
  7551. width: 1,
  7552. height: 1
  7553. };
  7554. }
  7555. this.view.enabled = true;
  7556. this.view.fullWidth = fullWidth;
  7557. this.view.fullHeight = fullHeight;
  7558. this.view.offsetX = x;
  7559. this.view.offsetY = y;
  7560. this.view.width = width;
  7561. this.view.height = height;
  7562. this.updateProjectionMatrix();
  7563. }
  7564. clearViewOffset() {
  7565. if ( this.view !== null ) {
  7566. this.view.enabled = false;
  7567. }
  7568. this.updateProjectionMatrix();
  7569. }
  7570. updateProjectionMatrix() {
  7571. const near = this.near;
  7572. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  7573. let height = 2 * top;
  7574. let width = this.aspect * height;
  7575. let left = - 0.5 * width;
  7576. const view = this.view;
  7577. if ( this.view !== null && this.view.enabled ) {
  7578. const fullWidth = view.fullWidth,
  7579. fullHeight = view.fullHeight;
  7580. left += view.offsetX * width / fullWidth;
  7581. top -= view.offsetY * height / fullHeight;
  7582. width *= view.width / fullWidth;
  7583. height *= view.height / fullHeight;
  7584. }
  7585. const skew = this.filmOffset;
  7586. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7587. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  7588. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  7589. }
  7590. toJSON( meta ) {
  7591. const data = super.toJSON( meta );
  7592. data.object.fov = this.fov;
  7593. data.object.zoom = this.zoom;
  7594. data.object.near = this.near;
  7595. data.object.far = this.far;
  7596. data.object.focus = this.focus;
  7597. data.object.aspect = this.aspect;
  7598. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7599. data.object.filmGauge = this.filmGauge;
  7600. data.object.filmOffset = this.filmOffset;
  7601. return data;
  7602. }
  7603. }
  7604. const fov = - 90; // negative fov is not an error
  7605. const aspect = 1;
  7606. class CubeCamera extends Object3D {
  7607. constructor( near, far, renderTarget ) {
  7608. super();
  7609. this.type = 'CubeCamera';
  7610. this.renderTarget = renderTarget;
  7611. this.coordinateSystem = null;
  7612. this.activeMipmapLevel = 0;
  7613. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7614. cameraPX.layers = this.layers;
  7615. this.add( cameraPX );
  7616. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7617. cameraNX.layers = this.layers;
  7618. this.add( cameraNX );
  7619. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7620. cameraPY.layers = this.layers;
  7621. this.add( cameraPY );
  7622. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7623. cameraNY.layers = this.layers;
  7624. this.add( cameraNY );
  7625. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7626. cameraPZ.layers = this.layers;
  7627. this.add( cameraPZ );
  7628. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7629. cameraNZ.layers = this.layers;
  7630. this.add( cameraNZ );
  7631. }
  7632. updateCoordinateSystem() {
  7633. const coordinateSystem = this.coordinateSystem;
  7634. const cameras = this.children.concat();
  7635. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  7636. for ( const camera of cameras ) this.remove( camera );
  7637. if ( coordinateSystem === WebGLCoordinateSystem ) {
  7638. cameraPX.up.set( 0, 1, 0 );
  7639. cameraPX.lookAt( 1, 0, 0 );
  7640. cameraNX.up.set( 0, 1, 0 );
  7641. cameraNX.lookAt( - 1, 0, 0 );
  7642. cameraPY.up.set( 0, 0, - 1 );
  7643. cameraPY.lookAt( 0, 1, 0 );
  7644. cameraNY.up.set( 0, 0, 1 );
  7645. cameraNY.lookAt( 0, - 1, 0 );
  7646. cameraPZ.up.set( 0, 1, 0 );
  7647. cameraPZ.lookAt( 0, 0, 1 );
  7648. cameraNZ.up.set( 0, 1, 0 );
  7649. cameraNZ.lookAt( 0, 0, - 1 );
  7650. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  7651. cameraPX.up.set( 0, - 1, 0 );
  7652. cameraPX.lookAt( - 1, 0, 0 );
  7653. cameraNX.up.set( 0, - 1, 0 );
  7654. cameraNX.lookAt( 1, 0, 0 );
  7655. cameraPY.up.set( 0, 0, 1 );
  7656. cameraPY.lookAt( 0, 1, 0 );
  7657. cameraNY.up.set( 0, 0, - 1 );
  7658. cameraNY.lookAt( 0, - 1, 0 );
  7659. cameraPZ.up.set( 0, - 1, 0 );
  7660. cameraPZ.lookAt( 0, 0, 1 );
  7661. cameraNZ.up.set( 0, - 1, 0 );
  7662. cameraNZ.lookAt( 0, 0, - 1 );
  7663. } else {
  7664. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  7665. }
  7666. for ( const camera of cameras ) {
  7667. this.add( camera );
  7668. camera.updateMatrixWorld();
  7669. }
  7670. }
  7671. update( renderer, scene ) {
  7672. if ( this.parent === null ) this.updateMatrixWorld();
  7673. const { renderTarget, activeMipmapLevel } = this;
  7674. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  7675. this.coordinateSystem = renderer.coordinateSystem;
  7676. this.updateCoordinateSystem();
  7677. }
  7678. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  7679. const currentRenderTarget = renderer.getRenderTarget();
  7680. const currentActiveCubeFace = renderer.getActiveCubeFace();
  7681. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  7682. const currentXrEnabled = renderer.xr.enabled;
  7683. renderer.xr.enabled = false;
  7684. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7685. renderTarget.texture.generateMipmaps = false;
  7686. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  7687. renderer.render( scene, cameraPX );
  7688. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  7689. renderer.render( scene, cameraNX );
  7690. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  7691. renderer.render( scene, cameraPY );
  7692. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  7693. renderer.render( scene, cameraNY );
  7694. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  7695. renderer.render( scene, cameraPZ );
  7696. // mipmaps are generated during the last call of render()
  7697. // at this point, all sides of the cube render target are defined
  7698. renderTarget.texture.generateMipmaps = generateMipmaps;
  7699. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  7700. renderer.render( scene, cameraNZ );
  7701. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  7702. renderer.xr.enabled = currentXrEnabled;
  7703. renderTarget.texture.needsPMREMUpdate = true;
  7704. }
  7705. }
  7706. class CubeTexture extends Texture {
  7707. constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  7708. images = images !== undefined ? images : [];
  7709. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7710. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  7711. this.isCubeTexture = true;
  7712. this.flipY = false;
  7713. }
  7714. get images() {
  7715. return this.image;
  7716. }
  7717. set images( value ) {
  7718. this.image = value;
  7719. }
  7720. }
  7721. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7722. constructor( size = 1, options = {} ) {
  7723. super( size, size, options );
  7724. this.isWebGLCubeRenderTarget = true;
  7725. const image = { width: size, height: size, depth: 1 };
  7726. const images = [ image, image, image, image, image, image ];
  7727. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  7728. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7729. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7730. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7731. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7732. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7733. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7734. this.texture.isRenderTargetTexture = true;
  7735. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7736. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7737. }
  7738. fromEquirectangularTexture( renderer, texture ) {
  7739. this.texture.type = texture.type;
  7740. this.texture.colorSpace = texture.colorSpace;
  7741. this.texture.generateMipmaps = texture.generateMipmaps;
  7742. this.texture.minFilter = texture.minFilter;
  7743. this.texture.magFilter = texture.magFilter;
  7744. const shader = {
  7745. uniforms: {
  7746. tEquirect: { value: null },
  7747. },
  7748. vertexShader: /* glsl */`
  7749. varying vec3 vWorldDirection;
  7750. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7751. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7752. }
  7753. void main() {
  7754. vWorldDirection = transformDirection( position, modelMatrix );
  7755. #include <begin_vertex>
  7756. #include <project_vertex>
  7757. }
  7758. `,
  7759. fragmentShader: /* glsl */`
  7760. uniform sampler2D tEquirect;
  7761. varying vec3 vWorldDirection;
  7762. #include <common>
  7763. void main() {
  7764. vec3 direction = normalize( vWorldDirection );
  7765. vec2 sampleUV = equirectUv( direction );
  7766. gl_FragColor = texture2D( tEquirect, sampleUV );
  7767. }
  7768. `
  7769. };
  7770. const geometry = new BoxGeometry( 5, 5, 5 );
  7771. const material = new ShaderMaterial( {
  7772. name: 'CubemapFromEquirect',
  7773. uniforms: cloneUniforms( shader.uniforms ),
  7774. vertexShader: shader.vertexShader,
  7775. fragmentShader: shader.fragmentShader,
  7776. side: BackSide,
  7777. blending: NoBlending
  7778. } );
  7779. material.uniforms.tEquirect.value = texture;
  7780. const mesh = new Mesh( geometry, material );
  7781. const currentMinFilter = texture.minFilter;
  7782. // Avoid blurred poles
  7783. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  7784. const camera = new CubeCamera( 1, 10, this );
  7785. camera.update( renderer, mesh );
  7786. texture.minFilter = currentMinFilter;
  7787. mesh.geometry.dispose();
  7788. mesh.material.dispose();
  7789. return this;
  7790. }
  7791. clear( renderer, color, depth, stencil ) {
  7792. const currentRenderTarget = renderer.getRenderTarget();
  7793. for ( let i = 0; i < 6; i ++ ) {
  7794. renderer.setRenderTarget( this, i );
  7795. renderer.clear( color, depth, stencil );
  7796. }
  7797. renderer.setRenderTarget( currentRenderTarget );
  7798. }
  7799. }
  7800. class FogExp2 {
  7801. constructor( color, density = 0.00025 ) {
  7802. this.isFogExp2 = true;
  7803. this.name = '';
  7804. this.color = new Color( color );
  7805. this.density = density;
  7806. }
  7807. clone() {
  7808. return new FogExp2( this.color, this.density );
  7809. }
  7810. toJSON( /* meta */ ) {
  7811. return {
  7812. type: 'FogExp2',
  7813. name: this.name,
  7814. color: this.color.getHex(),
  7815. density: this.density
  7816. };
  7817. }
  7818. }
  7819. class Fog {
  7820. constructor( color, near = 1, far = 1000 ) {
  7821. this.isFog = true;
  7822. this.name = '';
  7823. this.color = new Color( color );
  7824. this.near = near;
  7825. this.far = far;
  7826. }
  7827. clone() {
  7828. return new Fog( this.color, this.near, this.far );
  7829. }
  7830. toJSON( /* meta */ ) {
  7831. return {
  7832. type: 'Fog',
  7833. name: this.name,
  7834. color: this.color.getHex(),
  7835. near: this.near,
  7836. far: this.far
  7837. };
  7838. }
  7839. }
  7840. class Scene extends Object3D {
  7841. constructor() {
  7842. super();
  7843. this.isScene = true;
  7844. this.type = 'Scene';
  7845. this.background = null;
  7846. this.environment = null;
  7847. this.fog = null;
  7848. this.backgroundBlurriness = 0;
  7849. this.backgroundIntensity = 1;
  7850. this.backgroundRotation = new Euler();
  7851. this.environmentIntensity = 1;
  7852. this.environmentRotation = new Euler();
  7853. this.overrideMaterial = null;
  7854. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  7855. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  7856. }
  7857. }
  7858. copy( source, recursive ) {
  7859. super.copy( source, recursive );
  7860. if ( source.background !== null ) this.background = source.background.clone();
  7861. if ( source.environment !== null ) this.environment = source.environment.clone();
  7862. if ( source.fog !== null ) this.fog = source.fog.clone();
  7863. this.backgroundBlurriness = source.backgroundBlurriness;
  7864. this.backgroundIntensity = source.backgroundIntensity;
  7865. this.backgroundRotation.copy( source.backgroundRotation );
  7866. this.environmentIntensity = source.environmentIntensity;
  7867. this.environmentRotation.copy( source.environmentRotation );
  7868. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  7869. this.matrixAutoUpdate = source.matrixAutoUpdate;
  7870. return this;
  7871. }
  7872. toJSON( meta ) {
  7873. const data = super.toJSON( meta );
  7874. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  7875. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  7876. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  7877. data.object.backgroundRotation = this.backgroundRotation.toArray();
  7878. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  7879. data.object.environmentRotation = this.environmentRotation.toArray();
  7880. return data;
  7881. }
  7882. }
  7883. class InterleavedBuffer {
  7884. constructor( array, stride ) {
  7885. this.isInterleavedBuffer = true;
  7886. this.array = array;
  7887. this.stride = stride;
  7888. this.count = array !== undefined ? array.length / stride : 0;
  7889. this.usage = StaticDrawUsage;
  7890. this.updateRanges = [];
  7891. this.version = 0;
  7892. this.uuid = generateUUID();
  7893. }
  7894. onUploadCallback() {}
  7895. set needsUpdate( value ) {
  7896. if ( value === true ) this.version ++;
  7897. }
  7898. setUsage( value ) {
  7899. this.usage = value;
  7900. return this;
  7901. }
  7902. addUpdateRange( start, count ) {
  7903. this.updateRanges.push( { start, count } );
  7904. }
  7905. clearUpdateRanges() {
  7906. this.updateRanges.length = 0;
  7907. }
  7908. copy( source ) {
  7909. this.array = new source.array.constructor( source.array );
  7910. this.count = source.count;
  7911. this.stride = source.stride;
  7912. this.usage = source.usage;
  7913. return this;
  7914. }
  7915. copyAt( index1, attribute, index2 ) {
  7916. index1 *= this.stride;
  7917. index2 *= attribute.stride;
  7918. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  7919. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  7920. }
  7921. return this;
  7922. }
  7923. set( value, offset = 0 ) {
  7924. this.array.set( value, offset );
  7925. return this;
  7926. }
  7927. clone( data ) {
  7928. if ( data.arrayBuffers === undefined ) {
  7929. data.arrayBuffers = {};
  7930. }
  7931. if ( this.array.buffer._uuid === undefined ) {
  7932. this.array.buffer._uuid = generateUUID();
  7933. }
  7934. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7935. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  7936. }
  7937. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  7938. const ib = new this.constructor( array, this.stride );
  7939. ib.setUsage( this.usage );
  7940. return ib;
  7941. }
  7942. onUpload( callback ) {
  7943. this.onUploadCallback = callback;
  7944. return this;
  7945. }
  7946. toJSON( data ) {
  7947. if ( data.arrayBuffers === undefined ) {
  7948. data.arrayBuffers = {};
  7949. }
  7950. // generate UUID for array buffer if necessary
  7951. if ( this.array.buffer._uuid === undefined ) {
  7952. this.array.buffer._uuid = generateUUID();
  7953. }
  7954. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7955. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  7956. }
  7957. //
  7958. return {
  7959. uuid: this.uuid,
  7960. buffer: this.array.buffer._uuid,
  7961. type: this.array.constructor.name,
  7962. stride: this.stride
  7963. };
  7964. }
  7965. }
  7966. const _vector$7 = /*@__PURE__*/ new Vector3();
  7967. class InterleavedBufferAttribute {
  7968. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  7969. this.isInterleavedBufferAttribute = true;
  7970. this.name = '';
  7971. this.data = interleavedBuffer;
  7972. this.itemSize = itemSize;
  7973. this.offset = offset;
  7974. this.normalized = normalized;
  7975. }
  7976. get count() {
  7977. return this.data.count;
  7978. }
  7979. get array() {
  7980. return this.data.array;
  7981. }
  7982. set needsUpdate( value ) {
  7983. this.data.needsUpdate = value;
  7984. }
  7985. applyMatrix4( m ) {
  7986. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  7987. _vector$7.fromBufferAttribute( this, i );
  7988. _vector$7.applyMatrix4( m );
  7989. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7990. }
  7991. return this;
  7992. }
  7993. applyNormalMatrix( m ) {
  7994. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7995. _vector$7.fromBufferAttribute( this, i );
  7996. _vector$7.applyNormalMatrix( m );
  7997. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7998. }
  7999. return this;
  8000. }
  8001. transformDirection( m ) {
  8002. for ( let i = 0, l = this.count; i < l; i ++ ) {
  8003. _vector$7.fromBufferAttribute( this, i );
  8004. _vector$7.transformDirection( m );
  8005. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  8006. }
  8007. return this;
  8008. }
  8009. getComponent( index, component ) {
  8010. let value = this.array[ index * this.data.stride + this.offset + component ];
  8011. if ( this.normalized ) value = denormalize( value, this.array );
  8012. return value;
  8013. }
  8014. setComponent( index, component, value ) {
  8015. if ( this.normalized ) value = normalize$1( value, this.array );
  8016. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  8017. return this;
  8018. }
  8019. setX( index, x ) {
  8020. if ( this.normalized ) x = normalize$1( x, this.array );
  8021. this.data.array[ index * this.data.stride + this.offset ] = x;
  8022. return this;
  8023. }
  8024. setY( index, y ) {
  8025. if ( this.normalized ) y = normalize$1( y, this.array );
  8026. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  8027. return this;
  8028. }
  8029. setZ( index, z ) {
  8030. if ( this.normalized ) z = normalize$1( z, this.array );
  8031. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  8032. return this;
  8033. }
  8034. setW( index, w ) {
  8035. if ( this.normalized ) w = normalize$1( w, this.array );
  8036. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  8037. return this;
  8038. }
  8039. getX( index ) {
  8040. let x = this.data.array[ index * this.data.stride + this.offset ];
  8041. if ( this.normalized ) x = denormalize( x, this.array );
  8042. return x;
  8043. }
  8044. getY( index ) {
  8045. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  8046. if ( this.normalized ) y = denormalize( y, this.array );
  8047. return y;
  8048. }
  8049. getZ( index ) {
  8050. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  8051. if ( this.normalized ) z = denormalize( z, this.array );
  8052. return z;
  8053. }
  8054. getW( index ) {
  8055. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  8056. if ( this.normalized ) w = denormalize( w, this.array );
  8057. return w;
  8058. }
  8059. setXY( index, x, y ) {
  8060. index = index * this.data.stride + this.offset;
  8061. if ( this.normalized ) {
  8062. x = normalize$1( x, this.array );
  8063. y = normalize$1( y, this.array );
  8064. }
  8065. this.data.array[ index + 0 ] = x;
  8066. this.data.array[ index + 1 ] = y;
  8067. return this;
  8068. }
  8069. setXYZ( index, x, y, z ) {
  8070. index = index * this.data.stride + this.offset;
  8071. if ( this.normalized ) {
  8072. x = normalize$1( x, this.array );
  8073. y = normalize$1( y, this.array );
  8074. z = normalize$1( z, this.array );
  8075. }
  8076. this.data.array[ index + 0 ] = x;
  8077. this.data.array[ index + 1 ] = y;
  8078. this.data.array[ index + 2 ] = z;
  8079. return this;
  8080. }
  8081. setXYZW( index, x, y, z, w ) {
  8082. index = index * this.data.stride + this.offset;
  8083. if ( this.normalized ) {
  8084. x = normalize$1( x, this.array );
  8085. y = normalize$1( y, this.array );
  8086. z = normalize$1( z, this.array );
  8087. w = normalize$1( w, this.array );
  8088. }
  8089. this.data.array[ index + 0 ] = x;
  8090. this.data.array[ index + 1 ] = y;
  8091. this.data.array[ index + 2 ] = z;
  8092. this.data.array[ index + 3 ] = w;
  8093. return this;
  8094. }
  8095. clone( data ) {
  8096. if ( data === undefined ) {
  8097. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  8098. const array = [];
  8099. for ( let i = 0; i < this.count; i ++ ) {
  8100. const index = i * this.data.stride + this.offset;
  8101. for ( let j = 0; j < this.itemSize; j ++ ) {
  8102. array.push( this.data.array[ index + j ] );
  8103. }
  8104. }
  8105. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  8106. } else {
  8107. if ( data.interleavedBuffers === undefined ) {
  8108. data.interleavedBuffers = {};
  8109. }
  8110. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8111. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  8112. }
  8113. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  8114. }
  8115. }
  8116. toJSON( data ) {
  8117. if ( data === undefined ) {
  8118. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  8119. const array = [];
  8120. for ( let i = 0; i < this.count; i ++ ) {
  8121. const index = i * this.data.stride + this.offset;
  8122. for ( let j = 0; j < this.itemSize; j ++ ) {
  8123. array.push( this.data.array[ index + j ] );
  8124. }
  8125. }
  8126. // de-interleave data and save it as an ordinary buffer attribute for now
  8127. return {
  8128. itemSize: this.itemSize,
  8129. type: this.array.constructor.name,
  8130. array: array,
  8131. normalized: this.normalized
  8132. };
  8133. } else {
  8134. // save as true interleaved attribute
  8135. if ( data.interleavedBuffers === undefined ) {
  8136. data.interleavedBuffers = {};
  8137. }
  8138. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8139. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  8140. }
  8141. return {
  8142. isInterleavedBufferAttribute: true,
  8143. itemSize: this.itemSize,
  8144. data: this.data.uuid,
  8145. offset: this.offset,
  8146. normalized: this.normalized
  8147. };
  8148. }
  8149. }
  8150. }
  8151. class SpriteMaterial extends Material {
  8152. static get type() {
  8153. return 'SpriteMaterial';
  8154. }
  8155. constructor( parameters ) {
  8156. super();
  8157. this.isSpriteMaterial = true;
  8158. this.color = new Color( 0xffffff );
  8159. this.map = null;
  8160. this.alphaMap = null;
  8161. this.rotation = 0;
  8162. this.sizeAttenuation = true;
  8163. this.transparent = true;
  8164. this.fog = true;
  8165. this.setValues( parameters );
  8166. }
  8167. copy( source ) {
  8168. super.copy( source );
  8169. this.color.copy( source.color );
  8170. this.map = source.map;
  8171. this.alphaMap = source.alphaMap;
  8172. this.rotation = source.rotation;
  8173. this.sizeAttenuation = source.sizeAttenuation;
  8174. this.fog = source.fog;
  8175. return this;
  8176. }
  8177. }
  8178. let _geometry$1;
  8179. const _intersectPoint = /*@__PURE__*/ new Vector3();
  8180. const _worldScale = /*@__PURE__*/ new Vector3();
  8181. const _mvPosition = /*@__PURE__*/ new Vector3();
  8182. const _alignedPosition = /*@__PURE__*/ new Vector2();
  8183. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  8184. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  8185. const _vA = /*@__PURE__*/ new Vector3();
  8186. const _vB = /*@__PURE__*/ new Vector3();
  8187. const _vC = /*@__PURE__*/ new Vector3();
  8188. const _uvA = /*@__PURE__*/ new Vector2();
  8189. const _uvB = /*@__PURE__*/ new Vector2();
  8190. const _uvC = /*@__PURE__*/ new Vector2();
  8191. class Sprite extends Object3D {
  8192. constructor( material = new SpriteMaterial() ) {
  8193. super();
  8194. this.isSprite = true;
  8195. this.type = 'Sprite';
  8196. if ( _geometry$1 === undefined ) {
  8197. _geometry$1 = new BufferGeometry();
  8198. const float32Array = new Float32Array( [
  8199. - 0.5, - 0.5, 0, 0, 0,
  8200. 0.5, - 0.5, 0, 1, 0,
  8201. 0.5, 0.5, 0, 1, 1,
  8202. - 0.5, 0.5, 0, 0, 1
  8203. ] );
  8204. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  8205. _geometry$1.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  8206. _geometry$1.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  8207. _geometry$1.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  8208. }
  8209. this.geometry = _geometry$1;
  8210. this.material = material;
  8211. this.center = new Vector2( 0.5, 0.5 );
  8212. }
  8213. raycast( raycaster, intersects ) {
  8214. if ( raycaster.camera === null ) {
  8215. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  8216. }
  8217. _worldScale.setFromMatrixScale( this.matrixWorld );
  8218. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  8219. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  8220. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  8221. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  8222. _worldScale.multiplyScalar( - _mvPosition.z );
  8223. }
  8224. const rotation = this.material.rotation;
  8225. let sin, cos;
  8226. if ( rotation !== 0 ) {
  8227. cos = Math.cos( rotation );
  8228. sin = Math.sin( rotation );
  8229. }
  8230. const center = this.center;
  8231. transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8232. transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8233. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8234. _uvA.set( 0, 0 );
  8235. _uvB.set( 1, 0 );
  8236. _uvC.set( 1, 1 );
  8237. // check first triangle
  8238. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  8239. if ( intersect === null ) {
  8240. // check second triangle
  8241. transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8242. _uvB.set( 0, 1 );
  8243. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  8244. if ( intersect === null ) {
  8245. return;
  8246. }
  8247. }
  8248. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  8249. if ( distance < raycaster.near || distance > raycaster.far ) return;
  8250. intersects.push( {
  8251. distance: distance,
  8252. point: _intersectPoint.clone(),
  8253. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  8254. face: null,
  8255. object: this
  8256. } );
  8257. }
  8258. copy( source, recursive ) {
  8259. super.copy( source, recursive );
  8260. if ( source.center !== undefined ) this.center.copy( source.center );
  8261. this.material = source.material;
  8262. return this;
  8263. }
  8264. }
  8265. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  8266. // compute position in camera space
  8267. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  8268. // to check if rotation is not zero
  8269. if ( sin !== undefined ) {
  8270. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  8271. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  8272. } else {
  8273. _rotatedPosition.copy( _alignedPosition );
  8274. }
  8275. vertexPosition.copy( mvPosition );
  8276. vertexPosition.x += _rotatedPosition.x;
  8277. vertexPosition.y += _rotatedPosition.y;
  8278. // transform to world space
  8279. vertexPosition.applyMatrix4( _viewWorldMatrix );
  8280. }
  8281. const _v1$2 = /*@__PURE__*/ new Vector3();
  8282. const _v2$1 = /*@__PURE__*/ new Vector3();
  8283. class LOD extends Object3D {
  8284. constructor() {
  8285. super();
  8286. this._currentLevel = 0;
  8287. this.type = 'LOD';
  8288. Object.defineProperties( this, {
  8289. levels: {
  8290. enumerable: true,
  8291. value: []
  8292. },
  8293. isLOD: {
  8294. value: true,
  8295. }
  8296. } );
  8297. this.autoUpdate = true;
  8298. }
  8299. copy( source ) {
  8300. super.copy( source, false );
  8301. const levels = source.levels;
  8302. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8303. const level = levels[ i ];
  8304. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  8305. }
  8306. this.autoUpdate = source.autoUpdate;
  8307. return this;
  8308. }
  8309. addLevel( object, distance = 0, hysteresis = 0 ) {
  8310. distance = Math.abs( distance );
  8311. const levels = this.levels;
  8312. let l;
  8313. for ( l = 0; l < levels.length; l ++ ) {
  8314. if ( distance < levels[ l ].distance ) {
  8315. break;
  8316. }
  8317. }
  8318. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  8319. this.add( object );
  8320. return this;
  8321. }
  8322. removeLevel( distance ) {
  8323. const levels = this.levels;
  8324. for ( let i = 0; i < levels.length; i ++ ) {
  8325. if ( levels[ i ].distance === distance ) {
  8326. const removedElements = levels.splice( i, 1 );
  8327. this.remove( removedElements[ 0 ].object );
  8328. return true;
  8329. }
  8330. }
  8331. return false;
  8332. }
  8333. getCurrentLevel() {
  8334. return this._currentLevel;
  8335. }
  8336. getObjectForDistance( distance ) {
  8337. const levels = this.levels;
  8338. if ( levels.length > 0 ) {
  8339. let i, l;
  8340. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8341. let levelDistance = levels[ i ].distance;
  8342. if ( levels[ i ].object.visible ) {
  8343. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8344. }
  8345. if ( distance < levelDistance ) {
  8346. break;
  8347. }
  8348. }
  8349. return levels[ i - 1 ].object;
  8350. }
  8351. return null;
  8352. }
  8353. raycast( raycaster, intersects ) {
  8354. const levels = this.levels;
  8355. if ( levels.length > 0 ) {
  8356. _v1$2.setFromMatrixPosition( this.matrixWorld );
  8357. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  8358. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  8359. }
  8360. }
  8361. update( camera ) {
  8362. const levels = this.levels;
  8363. if ( levels.length > 1 ) {
  8364. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  8365. _v2$1.setFromMatrixPosition( this.matrixWorld );
  8366. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  8367. levels[ 0 ].object.visible = true;
  8368. let i, l;
  8369. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8370. let levelDistance = levels[ i ].distance;
  8371. if ( levels[ i ].object.visible ) {
  8372. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8373. }
  8374. if ( distance >= levelDistance ) {
  8375. levels[ i - 1 ].object.visible = false;
  8376. levels[ i ].object.visible = true;
  8377. } else {
  8378. break;
  8379. }
  8380. }
  8381. this._currentLevel = i - 1;
  8382. for ( ; i < l; i ++ ) {
  8383. levels[ i ].object.visible = false;
  8384. }
  8385. }
  8386. }
  8387. toJSON( meta ) {
  8388. const data = super.toJSON( meta );
  8389. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  8390. data.object.levels = [];
  8391. const levels = this.levels;
  8392. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8393. const level = levels[ i ];
  8394. data.object.levels.push( {
  8395. object: level.object.uuid,
  8396. distance: level.distance,
  8397. hysteresis: level.hysteresis
  8398. } );
  8399. }
  8400. return data;
  8401. }
  8402. }
  8403. const _basePosition = /*@__PURE__*/ new Vector3();
  8404. const _skinIndex = /*@__PURE__*/ new Vector4();
  8405. const _skinWeight = /*@__PURE__*/ new Vector4();
  8406. const _vector3 = /*@__PURE__*/ new Vector3();
  8407. const _matrix4 = /*@__PURE__*/ new Matrix4();
  8408. const _vertex = /*@__PURE__*/ new Vector3();
  8409. const _sphere$5 = /*@__PURE__*/ new Sphere();
  8410. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  8411. const _ray$2 = /*@__PURE__*/ new Ray();
  8412. class SkinnedMesh extends Mesh {
  8413. constructor( geometry, material ) {
  8414. super( geometry, material );
  8415. this.isSkinnedMesh = true;
  8416. this.type = 'SkinnedMesh';
  8417. this.bindMode = AttachedBindMode;
  8418. this.bindMatrix = new Matrix4();
  8419. this.bindMatrixInverse = new Matrix4();
  8420. this.boundingBox = null;
  8421. this.boundingSphere = null;
  8422. }
  8423. computeBoundingBox() {
  8424. const geometry = this.geometry;
  8425. if ( this.boundingBox === null ) {
  8426. this.boundingBox = new Box3();
  8427. }
  8428. this.boundingBox.makeEmpty();
  8429. const positionAttribute = geometry.getAttribute( 'position' );
  8430. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8431. this.getVertexPosition( i, _vertex );
  8432. this.boundingBox.expandByPoint( _vertex );
  8433. }
  8434. }
  8435. computeBoundingSphere() {
  8436. const geometry = this.geometry;
  8437. if ( this.boundingSphere === null ) {
  8438. this.boundingSphere = new Sphere();
  8439. }
  8440. this.boundingSphere.makeEmpty();
  8441. const positionAttribute = geometry.getAttribute( 'position' );
  8442. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8443. this.getVertexPosition( i, _vertex );
  8444. this.boundingSphere.expandByPoint( _vertex );
  8445. }
  8446. }
  8447. copy( source, recursive ) {
  8448. super.copy( source, recursive );
  8449. this.bindMode = source.bindMode;
  8450. this.bindMatrix.copy( source.bindMatrix );
  8451. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  8452. this.skeleton = source.skeleton;
  8453. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8454. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8455. return this;
  8456. }
  8457. raycast( raycaster, intersects ) {
  8458. const material = this.material;
  8459. const matrixWorld = this.matrixWorld;
  8460. if ( material === undefined ) return;
  8461. // test with bounding sphere in world space
  8462. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8463. _sphere$5.copy( this.boundingSphere );
  8464. _sphere$5.applyMatrix4( matrixWorld );
  8465. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  8466. // convert ray to local space of skinned mesh
  8467. _inverseMatrix$2.copy( matrixWorld ).invert();
  8468. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  8469. // test with bounding box in local space
  8470. if ( this.boundingBox !== null ) {
  8471. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  8472. }
  8473. // test for intersections with geometry
  8474. this._computeIntersections( raycaster, intersects, _ray$2 );
  8475. }
  8476. getVertexPosition( index, target ) {
  8477. super.getVertexPosition( index, target );
  8478. this.applyBoneTransform( index, target );
  8479. return target;
  8480. }
  8481. bind( skeleton, bindMatrix ) {
  8482. this.skeleton = skeleton;
  8483. if ( bindMatrix === undefined ) {
  8484. this.updateMatrixWorld( true );
  8485. this.skeleton.calculateInverses();
  8486. bindMatrix = this.matrixWorld;
  8487. }
  8488. this.bindMatrix.copy( bindMatrix );
  8489. this.bindMatrixInverse.copy( bindMatrix ).invert();
  8490. }
  8491. pose() {
  8492. this.skeleton.pose();
  8493. }
  8494. normalizeSkinWeights() {
  8495. const vector = new Vector4();
  8496. const skinWeight = this.geometry.attributes.skinWeight;
  8497. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  8498. vector.fromBufferAttribute( skinWeight, i );
  8499. const scale = 1.0 / vector.manhattanLength();
  8500. if ( scale !== Infinity ) {
  8501. vector.multiplyScalar( scale );
  8502. } else {
  8503. vector.set( 1, 0, 0, 0 ); // do something reasonable
  8504. }
  8505. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  8506. }
  8507. }
  8508. updateMatrixWorld( force ) {
  8509. super.updateMatrixWorld( force );
  8510. if ( this.bindMode === AttachedBindMode ) {
  8511. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  8512. } else if ( this.bindMode === DetachedBindMode ) {
  8513. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  8514. } else {
  8515. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  8516. }
  8517. }
  8518. applyBoneTransform( index, vector ) {
  8519. const skeleton = this.skeleton;
  8520. const geometry = this.geometry;
  8521. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  8522. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  8523. _basePosition.copy( vector ).applyMatrix4( this.bindMatrix );
  8524. vector.set( 0, 0, 0 );
  8525. for ( let i = 0; i < 4; i ++ ) {
  8526. const weight = _skinWeight.getComponent( i );
  8527. if ( weight !== 0 ) {
  8528. const boneIndex = _skinIndex.getComponent( i );
  8529. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  8530. vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  8531. }
  8532. }
  8533. return vector.applyMatrix4( this.bindMatrixInverse );
  8534. }
  8535. }
  8536. class Bone extends Object3D {
  8537. constructor() {
  8538. super();
  8539. this.isBone = true;
  8540. this.type = 'Bone';
  8541. }
  8542. }
  8543. class DataTexture extends Texture {
  8544. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  8545. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  8546. this.isDataTexture = true;
  8547. this.image = { data: data, width: width, height: height };
  8548. this.generateMipmaps = false;
  8549. this.flipY = false;
  8550. this.unpackAlignment = 1;
  8551. }
  8552. }
  8553. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  8554. const _identityMatrix$1 = /*@__PURE__*/ new Matrix4();
  8555. class Skeleton {
  8556. constructor( bones = [], boneInverses = [] ) {
  8557. this.uuid = generateUUID();
  8558. this.bones = bones.slice( 0 );
  8559. this.boneInverses = boneInverses;
  8560. this.boneMatrices = null;
  8561. this.boneTexture = null;
  8562. this.init();
  8563. }
  8564. init() {
  8565. const bones = this.bones;
  8566. const boneInverses = this.boneInverses;
  8567. this.boneMatrices = new Float32Array( bones.length * 16 );
  8568. // calculate inverse bone matrices if necessary
  8569. if ( boneInverses.length === 0 ) {
  8570. this.calculateInverses();
  8571. } else {
  8572. // handle special case
  8573. if ( bones.length !== boneInverses.length ) {
  8574. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  8575. this.boneInverses = [];
  8576. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8577. this.boneInverses.push( new Matrix4() );
  8578. }
  8579. }
  8580. }
  8581. }
  8582. calculateInverses() {
  8583. this.boneInverses.length = 0;
  8584. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8585. const inverse = new Matrix4();
  8586. if ( this.bones[ i ] ) {
  8587. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  8588. }
  8589. this.boneInverses.push( inverse );
  8590. }
  8591. }
  8592. pose() {
  8593. // recover the bind-time world matrices
  8594. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8595. const bone = this.bones[ i ];
  8596. if ( bone ) {
  8597. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  8598. }
  8599. }
  8600. // compute the local matrices, positions, rotations and scales
  8601. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8602. const bone = this.bones[ i ];
  8603. if ( bone ) {
  8604. if ( bone.parent && bone.parent.isBone ) {
  8605. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  8606. bone.matrix.multiply( bone.matrixWorld );
  8607. } else {
  8608. bone.matrix.copy( bone.matrixWorld );
  8609. }
  8610. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  8611. }
  8612. }
  8613. }
  8614. update() {
  8615. const bones = this.bones;
  8616. const boneInverses = this.boneInverses;
  8617. const boneMatrices = this.boneMatrices;
  8618. const boneTexture = this.boneTexture;
  8619. // flatten bone matrices to array
  8620. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  8621. // compute the offset between the current and the original transform
  8622. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;
  8623. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  8624. _offsetMatrix.toArray( boneMatrices, i * 16 );
  8625. }
  8626. if ( boneTexture !== null ) {
  8627. boneTexture.needsUpdate = true;
  8628. }
  8629. }
  8630. clone() {
  8631. return new Skeleton( this.bones, this.boneInverses );
  8632. }
  8633. computeBoneTexture() {
  8634. // layout (1 matrix = 4 pixels)
  8635. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8636. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  8637. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  8638. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  8639. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  8640. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  8641. size = Math.ceil( size / 4 ) * 4;
  8642. size = Math.max( size, 4 );
  8643. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  8644. boneMatrices.set( this.boneMatrices ); // copy current values
  8645. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  8646. boneTexture.needsUpdate = true;
  8647. this.boneMatrices = boneMatrices;
  8648. this.boneTexture = boneTexture;
  8649. return this;
  8650. }
  8651. getBoneByName( name ) {
  8652. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8653. const bone = this.bones[ i ];
  8654. if ( bone.name === name ) {
  8655. return bone;
  8656. }
  8657. }
  8658. return undefined;
  8659. }
  8660. dispose( ) {
  8661. if ( this.boneTexture !== null ) {
  8662. this.boneTexture.dispose();
  8663. this.boneTexture = null;
  8664. }
  8665. }
  8666. fromJSON( json, bones ) {
  8667. this.uuid = json.uuid;
  8668. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  8669. const uuid = json.bones[ i ];
  8670. let bone = bones[ uuid ];
  8671. if ( bone === undefined ) {
  8672. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  8673. bone = new Bone();
  8674. }
  8675. this.bones.push( bone );
  8676. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  8677. }
  8678. this.init();
  8679. return this;
  8680. }
  8681. toJSON() {
  8682. const data = {
  8683. metadata: {
  8684. version: 4.6,
  8685. type: 'Skeleton',
  8686. generator: 'Skeleton.toJSON'
  8687. },
  8688. bones: [],
  8689. boneInverses: []
  8690. };
  8691. data.uuid = this.uuid;
  8692. const bones = this.bones;
  8693. const boneInverses = this.boneInverses;
  8694. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  8695. const bone = bones[ i ];
  8696. data.bones.push( bone.uuid );
  8697. const boneInverse = boneInverses[ i ];
  8698. data.boneInverses.push( boneInverse.toArray() );
  8699. }
  8700. return data;
  8701. }
  8702. }
  8703. class InstancedBufferAttribute extends BufferAttribute {
  8704. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  8705. super( array, itemSize, normalized );
  8706. this.isInstancedBufferAttribute = true;
  8707. this.meshPerAttribute = meshPerAttribute;
  8708. }
  8709. copy( source ) {
  8710. super.copy( source );
  8711. this.meshPerAttribute = source.meshPerAttribute;
  8712. return this;
  8713. }
  8714. toJSON() {
  8715. const data = super.toJSON();
  8716. data.meshPerAttribute = this.meshPerAttribute;
  8717. data.isInstancedBufferAttribute = true;
  8718. return data;
  8719. }
  8720. }
  8721. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  8722. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  8723. const _instanceIntersects = [];
  8724. const _box3 = /*@__PURE__*/ new Box3();
  8725. const _identity = /*@__PURE__*/ new Matrix4();
  8726. const _mesh$1 = /*@__PURE__*/ new Mesh();
  8727. const _sphere$4 = /*@__PURE__*/ new Sphere();
  8728. class InstancedMesh extends Mesh {
  8729. constructor( geometry, material, count ) {
  8730. super( geometry, material );
  8731. this.isInstancedMesh = true;
  8732. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  8733. this.instanceColor = null;
  8734. this.morphTexture = null;
  8735. this.count = count;
  8736. this.boundingBox = null;
  8737. this.boundingSphere = null;
  8738. for ( let i = 0; i < count; i ++ ) {
  8739. this.setMatrixAt( i, _identity );
  8740. }
  8741. }
  8742. computeBoundingBox() {
  8743. const geometry = this.geometry;
  8744. const count = this.count;
  8745. if ( this.boundingBox === null ) {
  8746. this.boundingBox = new Box3();
  8747. }
  8748. if ( geometry.boundingBox === null ) {
  8749. geometry.computeBoundingBox();
  8750. }
  8751. this.boundingBox.makeEmpty();
  8752. for ( let i = 0; i < count; i ++ ) {
  8753. this.getMatrixAt( i, _instanceLocalMatrix );
  8754. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  8755. this.boundingBox.union( _box3 );
  8756. }
  8757. }
  8758. computeBoundingSphere() {
  8759. const geometry = this.geometry;
  8760. const count = this.count;
  8761. if ( this.boundingSphere === null ) {
  8762. this.boundingSphere = new Sphere();
  8763. }
  8764. if ( geometry.boundingSphere === null ) {
  8765. geometry.computeBoundingSphere();
  8766. }
  8767. this.boundingSphere.makeEmpty();
  8768. for ( let i = 0; i < count; i ++ ) {
  8769. this.getMatrixAt( i, _instanceLocalMatrix );
  8770. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  8771. this.boundingSphere.union( _sphere$4 );
  8772. }
  8773. }
  8774. copy( source, recursive ) {
  8775. super.copy( source, recursive );
  8776. this.instanceMatrix.copy( source.instanceMatrix );
  8777. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  8778. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  8779. this.count = source.count;
  8780. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8781. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8782. return this;
  8783. }
  8784. getColorAt( index, color ) {
  8785. color.fromArray( this.instanceColor.array, index * 3 );
  8786. }
  8787. getMatrixAt( index, matrix ) {
  8788. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  8789. }
  8790. getMorphAt( index, object ) {
  8791. const objectInfluences = object.morphTargetInfluences;
  8792. const array = this.morphTexture.source.data.data;
  8793. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  8794. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  8795. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8796. objectInfluences[ i ] = array[ dataIndex + i ];
  8797. }
  8798. }
  8799. raycast( raycaster, intersects ) {
  8800. const matrixWorld = this.matrixWorld;
  8801. const raycastTimes = this.count;
  8802. _mesh$1.geometry = this.geometry;
  8803. _mesh$1.material = this.material;
  8804. if ( _mesh$1.material === undefined ) return;
  8805. // test with bounding sphere first
  8806. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8807. _sphere$4.copy( this.boundingSphere );
  8808. _sphere$4.applyMatrix4( matrixWorld );
  8809. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  8810. // now test each instance
  8811. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  8812. // calculate the world matrix for each instance
  8813. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  8814. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  8815. // the mesh represents this single instance
  8816. _mesh$1.matrixWorld = _instanceWorldMatrix;
  8817. _mesh$1.raycast( raycaster, _instanceIntersects );
  8818. // process the result of raycast
  8819. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  8820. const intersect = _instanceIntersects[ i ];
  8821. intersect.instanceId = instanceId;
  8822. intersect.object = this;
  8823. intersects.push( intersect );
  8824. }
  8825. _instanceIntersects.length = 0;
  8826. }
  8827. }
  8828. setColorAt( index, color ) {
  8829. if ( this.instanceColor === null ) {
  8830. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  8831. }
  8832. color.toArray( this.instanceColor.array, index * 3 );
  8833. }
  8834. setMatrixAt( index, matrix ) {
  8835. matrix.toArray( this.instanceMatrix.array, index * 16 );
  8836. }
  8837. setMorphAt( index, object ) {
  8838. const objectInfluences = object.morphTargetInfluences;
  8839. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  8840. if ( this.morphTexture === null ) {
  8841. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  8842. }
  8843. const array = this.morphTexture.source.data.data;
  8844. let morphInfluencesSum = 0;
  8845. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8846. morphInfluencesSum += objectInfluences[ i ];
  8847. }
  8848. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  8849. const dataIndex = len * index;
  8850. array[ dataIndex ] = morphBaseInfluence;
  8851. array.set( objectInfluences, dataIndex + 1 );
  8852. }
  8853. updateMorphTargets() {
  8854. }
  8855. dispose() {
  8856. this.dispatchEvent( { type: 'dispose' } );
  8857. if ( this.morphTexture !== null ) {
  8858. this.morphTexture.dispose();
  8859. this.morphTexture = null;
  8860. }
  8861. return this;
  8862. }
  8863. }
  8864. const _vector1 = /*@__PURE__*/ new Vector3();
  8865. const _vector2 = /*@__PURE__*/ new Vector3();
  8866. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  8867. class Plane {
  8868. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  8869. this.isPlane = true;
  8870. // normal is assumed to be normalized
  8871. this.normal = normal;
  8872. this.constant = constant;
  8873. }
  8874. set( normal, constant ) {
  8875. this.normal.copy( normal );
  8876. this.constant = constant;
  8877. return this;
  8878. }
  8879. setComponents( x, y, z, w ) {
  8880. this.normal.set( x, y, z );
  8881. this.constant = w;
  8882. return this;
  8883. }
  8884. setFromNormalAndCoplanarPoint( normal, point ) {
  8885. this.normal.copy( normal );
  8886. this.constant = - point.dot( this.normal );
  8887. return this;
  8888. }
  8889. setFromCoplanarPoints( a, b, c ) {
  8890. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8891. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8892. this.setFromNormalAndCoplanarPoint( normal, a );
  8893. return this;
  8894. }
  8895. copy( plane ) {
  8896. this.normal.copy( plane.normal );
  8897. this.constant = plane.constant;
  8898. return this;
  8899. }
  8900. normalize() {
  8901. // Note: will lead to a divide by zero if the plane is invalid.
  8902. const inverseNormalLength = 1.0 / this.normal.length();
  8903. this.normal.multiplyScalar( inverseNormalLength );
  8904. this.constant *= inverseNormalLength;
  8905. return this;
  8906. }
  8907. negate() {
  8908. this.constant *= - 1;
  8909. this.normal.negate();
  8910. return this;
  8911. }
  8912. distanceToPoint( point ) {
  8913. return this.normal.dot( point ) + this.constant;
  8914. }
  8915. distanceToSphere( sphere ) {
  8916. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8917. }
  8918. projectPoint( point, target ) {
  8919. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  8920. }
  8921. intersectLine( line, target ) {
  8922. const direction = line.delta( _vector1 );
  8923. const denominator = this.normal.dot( direction );
  8924. if ( denominator === 0 ) {
  8925. // line is coplanar, return origin
  8926. if ( this.distanceToPoint( line.start ) === 0 ) {
  8927. return target.copy( line.start );
  8928. }
  8929. // Unsure if this is the correct method to handle this case.
  8930. return null;
  8931. }
  8932. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8933. if ( t < 0 || t > 1 ) {
  8934. return null;
  8935. }
  8936. return target.copy( line.start ).addScaledVector( direction, t );
  8937. }
  8938. intersectsLine( line ) {
  8939. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8940. const startSign = this.distanceToPoint( line.start );
  8941. const endSign = this.distanceToPoint( line.end );
  8942. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8943. }
  8944. intersectsBox( box ) {
  8945. return box.intersectsPlane( this );
  8946. }
  8947. intersectsSphere( sphere ) {
  8948. return sphere.intersectsPlane( this );
  8949. }
  8950. coplanarPoint( target ) {
  8951. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8952. }
  8953. applyMatrix4( matrix, optionalNormalMatrix ) {
  8954. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8955. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8956. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8957. this.constant = - referencePoint.dot( normal );
  8958. return this;
  8959. }
  8960. translate( offset ) {
  8961. this.constant -= offset.dot( this.normal );
  8962. return this;
  8963. }
  8964. equals( plane ) {
  8965. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8966. }
  8967. clone() {
  8968. return new this.constructor().copy( this );
  8969. }
  8970. }
  8971. const _sphere$3 = /*@__PURE__*/ new Sphere();
  8972. const _vector$6 = /*@__PURE__*/ new Vector3();
  8973. class Frustum {
  8974. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  8975. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  8976. }
  8977. set( p0, p1, p2, p3, p4, p5 ) {
  8978. const planes = this.planes;
  8979. planes[ 0 ].copy( p0 );
  8980. planes[ 1 ].copy( p1 );
  8981. planes[ 2 ].copy( p2 );
  8982. planes[ 3 ].copy( p3 );
  8983. planes[ 4 ].copy( p4 );
  8984. planes[ 5 ].copy( p5 );
  8985. return this;
  8986. }
  8987. copy( frustum ) {
  8988. const planes = this.planes;
  8989. for ( let i = 0; i < 6; i ++ ) {
  8990. planes[ i ].copy( frustum.planes[ i ] );
  8991. }
  8992. return this;
  8993. }
  8994. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  8995. const planes = this.planes;
  8996. const me = m.elements;
  8997. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8998. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8999. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  9000. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  9001. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  9002. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  9003. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  9004. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  9005. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  9006. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9007. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  9008. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9009. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  9010. } else {
  9011. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  9012. }
  9013. return this;
  9014. }
  9015. intersectsObject( object ) {
  9016. if ( object.boundingSphere !== undefined ) {
  9017. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  9018. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  9019. } else {
  9020. const geometry = object.geometry;
  9021. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9022. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  9023. }
  9024. return this.intersectsSphere( _sphere$3 );
  9025. }
  9026. intersectsSprite( sprite ) {
  9027. _sphere$3.center.set( 0, 0, 0 );
  9028. _sphere$3.radius = 0.7071067811865476;
  9029. _sphere$3.applyMatrix4( sprite.matrixWorld );
  9030. return this.intersectsSphere( _sphere$3 );
  9031. }
  9032. intersectsSphere( sphere ) {
  9033. const planes = this.planes;
  9034. const center = sphere.center;
  9035. const negRadius = - sphere.radius;
  9036. for ( let i = 0; i < 6; i ++ ) {
  9037. const distance = planes[ i ].distanceToPoint( center );
  9038. if ( distance < negRadius ) {
  9039. return false;
  9040. }
  9041. }
  9042. return true;
  9043. }
  9044. intersectsBox( box ) {
  9045. const planes = this.planes;
  9046. for ( let i = 0; i < 6; i ++ ) {
  9047. const plane = planes[ i ];
  9048. // corner at max distance
  9049. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  9050. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  9051. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  9052. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  9053. return false;
  9054. }
  9055. }
  9056. return true;
  9057. }
  9058. containsPoint( point ) {
  9059. const planes = this.planes;
  9060. for ( let i = 0; i < 6; i ++ ) {
  9061. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  9062. return false;
  9063. }
  9064. }
  9065. return true;
  9066. }
  9067. clone() {
  9068. return new this.constructor().copy( this );
  9069. }
  9070. }
  9071. function sortOpaque( a, b ) {
  9072. return a.z - b.z;
  9073. }
  9074. function sortTransparent( a, b ) {
  9075. return b.z - a.z;
  9076. }
  9077. class MultiDrawRenderList {
  9078. constructor() {
  9079. this.index = 0;
  9080. this.pool = [];
  9081. this.list = [];
  9082. }
  9083. push( drawRange, z, index ) {
  9084. const pool = this.pool;
  9085. const list = this.list;
  9086. if ( this.index >= pool.length ) {
  9087. pool.push( {
  9088. start: - 1,
  9089. count: - 1,
  9090. z: - 1,
  9091. index: - 1,
  9092. } );
  9093. }
  9094. const item = pool[ this.index ];
  9095. list.push( item );
  9096. this.index ++;
  9097. item.start = drawRange.start;
  9098. item.count = drawRange.count;
  9099. item.z = z;
  9100. item.index = index;
  9101. }
  9102. reset() {
  9103. this.list.length = 0;
  9104. this.index = 0;
  9105. }
  9106. }
  9107. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  9108. const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
  9109. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  9110. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  9111. const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4();
  9112. const _frustum$1 = /*@__PURE__*/ new Frustum();
  9113. const _box$1 = /*@__PURE__*/ new Box3();
  9114. const _sphere$2 = /*@__PURE__*/ new Sphere();
  9115. const _vector$5 = /*@__PURE__*/ new Vector3();
  9116. const _forward = /*@__PURE__*/ new Vector3();
  9117. const _temp = /*@__PURE__*/ new Vector3();
  9118. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  9119. const _mesh = /*@__PURE__*/ new Mesh();
  9120. const _batchIntersects = [];
  9121. // @TODO: SkinnedMesh support?
  9122. // @TODO: geometry.groups support?
  9123. // @TODO: geometry.drawRange support?
  9124. // @TODO: geometry.morphAttributes support?
  9125. // @TODO: Support uniform parameter per geometry
  9126. // @TODO: Add an "optimize" function to pack geometry and remove data gaps
  9127. // copies data from attribute "src" into "target" starting at "targetOffset"
  9128. function copyAttributeData( src, target, targetOffset = 0 ) {
  9129. const itemSize = target.itemSize;
  9130. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  9131. // use the component getters and setters if the array data cannot
  9132. // be copied directly
  9133. const vertexCount = src.count;
  9134. for ( let i = 0; i < vertexCount; i ++ ) {
  9135. for ( let c = 0; c < itemSize; c ++ ) {
  9136. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  9137. }
  9138. }
  9139. } else {
  9140. // faster copy approach using typed array set function
  9141. target.array.set( src.array, targetOffset * itemSize );
  9142. }
  9143. target.needsUpdate = true;
  9144. }
  9145. class BatchedMesh extends Mesh {
  9146. get maxInstanceCount() {
  9147. return this._maxInstanceCount;
  9148. }
  9149. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  9150. super( new BufferGeometry(), material );
  9151. this.isBatchedMesh = true;
  9152. this.perObjectFrustumCulled = true;
  9153. this.sortObjects = true;
  9154. this.boundingBox = null;
  9155. this.boundingSphere = null;
  9156. this.customSort = null;
  9157. // stores visible, active, and geometry id per object
  9158. this._drawInfo = [];
  9159. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  9160. this._availableInstanceIds = [];
  9161. this._availableGeometryIds = [];
  9162. // geometry information
  9163. this._drawRanges = [];
  9164. this._reservedRanges = [];
  9165. this._bounds = [];
  9166. this._maxInstanceCount = maxInstanceCount;
  9167. this._maxVertexCount = maxVertexCount;
  9168. this._maxIndexCount = maxIndexCount;
  9169. this._geometryInitialized = false;
  9170. this._geometryCount = 0;
  9171. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  9172. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  9173. this._multiDrawCount = 0;
  9174. this._multiDrawInstances = null;
  9175. this._visibilityChanged = true;
  9176. // Local matrix per geometry by using data texture
  9177. this._matricesTexture = null;
  9178. this._indirectTexture = null;
  9179. this._colorsTexture = null;
  9180. this._initMatricesTexture();
  9181. this._initIndirectTexture();
  9182. }
  9183. _initMatricesTexture() {
  9184. // layout (1 matrix = 4 pixels)
  9185. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9186. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  9187. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  9188. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  9189. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  9190. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  9191. size = Math.ceil( size / 4 ) * 4;
  9192. size = Math.max( size, 4 );
  9193. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  9194. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  9195. this._matricesTexture = matricesTexture;
  9196. }
  9197. _initIndirectTexture() {
  9198. let size = Math.sqrt( this._maxInstanceCount );
  9199. size = Math.ceil( size );
  9200. const indirectArray = new Uint32Array( size * size );
  9201. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  9202. this._indirectTexture = indirectTexture;
  9203. }
  9204. _initColorsTexture() {
  9205. let size = Math.sqrt( this._maxInstanceCount );
  9206. size = Math.ceil( size );
  9207. // 4 floats per RGBA pixel initialized to white
  9208. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  9209. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  9210. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  9211. this._colorsTexture = colorsTexture;
  9212. }
  9213. _initializeGeometry( reference ) {
  9214. const geometry = this.geometry;
  9215. const maxVertexCount = this._maxVertexCount;
  9216. const maxIndexCount = this._maxIndexCount;
  9217. if ( this._geometryInitialized === false ) {
  9218. for ( const attributeName in reference.attributes ) {
  9219. const srcAttribute = reference.getAttribute( attributeName );
  9220. const { array, itemSize, normalized } = srcAttribute;
  9221. const dstArray = new array.constructor( maxVertexCount * itemSize );
  9222. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  9223. geometry.setAttribute( attributeName, dstAttribute );
  9224. }
  9225. if ( reference.getIndex() !== null ) {
  9226. // Reserve last u16 index for primitive restart.
  9227. const indexArray = maxVertexCount > 65535
  9228. ? new Uint32Array( maxIndexCount )
  9229. : new Uint16Array( maxIndexCount );
  9230. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  9231. }
  9232. this._geometryInitialized = true;
  9233. }
  9234. }
  9235. // Make sure the geometry is compatible with the existing combined geometry attributes
  9236. _validateGeometry( geometry ) {
  9237. // check to ensure the geometries are using consistent attributes and indices
  9238. const batchGeometry = this.geometry;
  9239. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  9240. throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
  9241. }
  9242. for ( const attributeName in batchGeometry.attributes ) {
  9243. if ( ! geometry.hasAttribute( attributeName ) ) {
  9244. throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  9245. }
  9246. const srcAttribute = geometry.getAttribute( attributeName );
  9247. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9248. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  9249. throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  9250. }
  9251. }
  9252. }
  9253. setCustomSort( func ) {
  9254. this.customSort = func;
  9255. return this;
  9256. }
  9257. computeBoundingBox() {
  9258. if ( this.boundingBox === null ) {
  9259. this.boundingBox = new Box3();
  9260. }
  9261. const boundingBox = this.boundingBox;
  9262. const drawInfo = this._drawInfo;
  9263. boundingBox.makeEmpty();
  9264. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9265. if ( drawInfo[ i ].active === false ) continue;
  9266. const geometryId = drawInfo[ i ].geometryIndex;
  9267. this.getMatrixAt( i, _matrix$1 );
  9268. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  9269. boundingBox.union( _box$1 );
  9270. }
  9271. }
  9272. computeBoundingSphere() {
  9273. if ( this.boundingSphere === null ) {
  9274. this.boundingSphere = new Sphere();
  9275. }
  9276. const boundingSphere = this.boundingSphere;
  9277. const drawInfo = this._drawInfo;
  9278. boundingSphere.makeEmpty();
  9279. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9280. if ( drawInfo[ i ].active === false ) continue;
  9281. const geometryId = drawInfo[ i ].geometryIndex;
  9282. this.getMatrixAt( i, _matrix$1 );
  9283. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9284. boundingSphere.union( _sphere$2 );
  9285. }
  9286. }
  9287. addInstance( geometryId ) {
  9288. const atCapacity = this._drawInfo.length >= this.maxInstanceCount;
  9289. // ensure we're not over geometry
  9290. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  9291. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9292. }
  9293. const instanceDrawInfo = {
  9294. visible: true,
  9295. active: true,
  9296. geometryIndex: geometryId,
  9297. };
  9298. let drawId = null;
  9299. // Prioritize using previously freed instance ids
  9300. if ( this._availableInstanceIds.length > 0 ) {
  9301. drawId = this._availableInstanceIds.pop();
  9302. this._drawInfo[ drawId ] = instanceDrawInfo;
  9303. } else {
  9304. drawId = this._drawInfo.length;
  9305. this._drawInfo.push( instanceDrawInfo );
  9306. }
  9307. const matricesTexture = this._matricesTexture;
  9308. const matricesArray = matricesTexture.image.data;
  9309. _identityMatrix.toArray( matricesArray, drawId * 16 );
  9310. matricesTexture.needsUpdate = true;
  9311. const colorsTexture = this._colorsTexture;
  9312. if ( colorsTexture ) {
  9313. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  9314. colorsTexture.needsUpdate = true;
  9315. }
  9316. return drawId;
  9317. }
  9318. addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
  9319. this._initializeGeometry( geometry );
  9320. this._validateGeometry( geometry );
  9321. // get the necessary range fo the geometry
  9322. const reservedRange = {
  9323. vertexStart: - 1,
  9324. vertexCount: - 1,
  9325. indexStart: - 1,
  9326. indexCount: - 1,
  9327. };
  9328. let lastRange = null;
  9329. const reservedRanges = this._reservedRanges;
  9330. const drawRanges = this._drawRanges;
  9331. const bounds = this._bounds;
  9332. if ( this._geometryCount !== 0 ) {
  9333. lastRange = reservedRanges[ reservedRanges.length - 1 ];
  9334. }
  9335. if ( vertexCount === - 1 ) {
  9336. reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
  9337. } else {
  9338. reservedRange.vertexCount = vertexCount;
  9339. }
  9340. if ( lastRange === null ) {
  9341. reservedRange.vertexStart = 0;
  9342. } else {
  9343. reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
  9344. }
  9345. const index = geometry.getIndex();
  9346. const hasIndex = index !== null;
  9347. if ( hasIndex ) {
  9348. if ( indexCount === - 1 ) {
  9349. reservedRange.indexCount = index.count;
  9350. } else {
  9351. reservedRange.indexCount = indexCount;
  9352. }
  9353. if ( lastRange === null ) {
  9354. reservedRange.indexStart = 0;
  9355. } else {
  9356. reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
  9357. }
  9358. }
  9359. if (
  9360. reservedRange.indexStart !== - 1 &&
  9361. reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
  9362. reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
  9363. ) {
  9364. throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  9365. }
  9366. // add the reserved range and draw range objects
  9367. const drawRange = {
  9368. start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
  9369. count: - 1,
  9370. active: true,
  9371. };
  9372. const boundsInfo = {
  9373. boxInitialized: false,
  9374. box: new Box3(),
  9375. sphereInitialized: false,
  9376. sphere: new Sphere()
  9377. };
  9378. // update id
  9379. let geometryId;
  9380. if ( this._availableGeometryIds.length > 0 ) {
  9381. geometryId = this._availableGeometryIds.pop();
  9382. reservedRanges[ geometryId ] = reservedRange;
  9383. drawRanges[ geometryId ] = drawRange;
  9384. bounds[ geometryId ] = boundsInfo;
  9385. } else {
  9386. geometryId = this._geometryCount;
  9387. this._geometryCount ++;
  9388. reservedRanges.push( reservedRange );
  9389. drawRanges.push( drawRange );
  9390. bounds.push( boundsInfo );
  9391. }
  9392. // update the geometry
  9393. this.setGeometryAt( geometryId, geometry );
  9394. return geometryId;
  9395. }
  9396. setGeometryAt( geometryId, geometry ) {
  9397. if ( geometryId >= this._geometryCount ) {
  9398. throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
  9399. }
  9400. this._validateGeometry( geometry );
  9401. const batchGeometry = this.geometry;
  9402. const hasIndex = batchGeometry.getIndex() !== null;
  9403. const dstIndex = batchGeometry.getIndex();
  9404. const srcIndex = geometry.getIndex();
  9405. const reservedRange = this._reservedRanges[ geometryId ];
  9406. if (
  9407. hasIndex &&
  9408. srcIndex.count > reservedRange.indexCount ||
  9409. geometry.attributes.position.count > reservedRange.vertexCount
  9410. ) {
  9411. throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
  9412. }
  9413. // copy geometry over
  9414. const vertexStart = reservedRange.vertexStart;
  9415. const vertexCount = reservedRange.vertexCount;
  9416. for ( const attributeName in batchGeometry.attributes ) {
  9417. // copy attribute data
  9418. const srcAttribute = geometry.getAttribute( attributeName );
  9419. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9420. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  9421. // fill the rest in with zeroes
  9422. const itemSize = srcAttribute.itemSize;
  9423. for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
  9424. const index = vertexStart + i;
  9425. for ( let c = 0; c < itemSize; c ++ ) {
  9426. dstAttribute.setComponent( index, c, 0 );
  9427. }
  9428. }
  9429. dstAttribute.needsUpdate = true;
  9430. dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
  9431. }
  9432. // copy index
  9433. if ( hasIndex ) {
  9434. const indexStart = reservedRange.indexStart;
  9435. // copy index data over
  9436. for ( let i = 0; i < srcIndex.count; i ++ ) {
  9437. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  9438. }
  9439. // fill the rest in with zeroes
  9440. for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
  9441. dstIndex.setX( indexStart + i, vertexStart );
  9442. }
  9443. dstIndex.needsUpdate = true;
  9444. dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
  9445. }
  9446. // store the bounding boxes
  9447. const bound = this._bounds[ geometryId ];
  9448. if ( geometry.boundingBox !== null ) {
  9449. bound.box.copy( geometry.boundingBox );
  9450. bound.boxInitialized = true;
  9451. } else {
  9452. bound.boxInitialized = false;
  9453. }
  9454. if ( geometry.boundingSphere !== null ) {
  9455. bound.sphere.copy( geometry.boundingSphere );
  9456. bound.sphereInitialized = true;
  9457. } else {
  9458. bound.sphereInitialized = false;
  9459. }
  9460. // set drawRange count
  9461. const drawRange = this._drawRanges[ geometryId ];
  9462. const posAttr = geometry.getAttribute( 'position' );
  9463. drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
  9464. this._visibilityChanged = true;
  9465. return geometryId;
  9466. }
  9467. deleteGeometry( geometryId ) {
  9468. const drawRanges = this._drawRanges;
  9469. if ( geometryId >= drawRanges.length || drawRanges[ geometryId ].active === false ) {
  9470. return this;
  9471. }
  9472. // delete any instances associated with this geometry
  9473. const drawInfo = this._drawInfo;
  9474. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9475. if ( drawInfo[ i ].geometryIndex === geometryId ) {
  9476. this.deleteInstance( i );
  9477. }
  9478. }
  9479. drawRanges[ geometryId ].active = false;
  9480. this._availableGeometryIds.push( geometryId );
  9481. this._visibilityChanged = true;
  9482. return this;
  9483. }
  9484. deleteInstance( instanceId ) {
  9485. const drawInfo = this._drawInfo;
  9486. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9487. return this;
  9488. }
  9489. drawInfo[ instanceId ].active = false;
  9490. this._availableInstanceIds.push( instanceId );
  9491. this._visibilityChanged = true;
  9492. return this;
  9493. }
  9494. optimize() {
  9495. // track the next indices to copy data to
  9496. let nextVertexStart = 0;
  9497. let nextIndexStart = 0;
  9498. // iterate over all geometry ranges
  9499. const drawRanges = this._drawRanges;
  9500. const reservedRanges = this._reservedRanges;
  9501. const geometry = this.geometry;
  9502. for ( let i = 0, l = drawRanges.length; i < l; i ++ ) {
  9503. // if a geometry range is inactive then don't copy anything
  9504. const drawRange = drawRanges[ i ];
  9505. const reservedRange = reservedRanges[ i ];
  9506. if ( drawRange.active === false ) {
  9507. continue;
  9508. }
  9509. // if a geometry contains an index buffer then shift it, as well
  9510. if ( geometry.index !== null && reservedRange.indexStart !== nextIndexStart ) {
  9511. const { indexStart, indexCount } = reservedRange;
  9512. const index = geometry.index;
  9513. const array = index.array;
  9514. // shift the index pointers based on how the vertex data will shift
  9515. // adjusting the index must happen first so the original vertex start value is available
  9516. const elementDelta = nextVertexStart - reservedRange.vertexStart;
  9517. for ( let j = indexStart; j < indexStart + indexCount; j ++ ) {
  9518. array[ j ] = array[ j ] + elementDelta;
  9519. }
  9520. index.array.copyWithin( nextIndexStart, indexStart, indexStart + indexCount );
  9521. index.addUpdateRange( nextIndexStart, indexCount );
  9522. reservedRange.indexStart = nextIndexStart;
  9523. nextIndexStart += reservedRange.indexCount;
  9524. }
  9525. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  9526. if ( reservedRange.vertexStart !== nextVertexStart ) {
  9527. const { vertexStart, vertexCount } = reservedRange;
  9528. const attributes = geometry.attributes;
  9529. for ( const key in attributes ) {
  9530. const attribute = attributes[ key ];
  9531. const { array, itemSize } = attribute;
  9532. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + vertexCount ) * itemSize );
  9533. attribute.addUpdateRange( nextVertexStart * itemSize, vertexCount * itemSize );
  9534. }
  9535. reservedRange.vertexStart = nextVertexStart;
  9536. nextVertexStart += reservedRange.vertexCount;
  9537. }
  9538. drawRange.start = geometry.index ? reservedRange.indexStart : reservedRange.vertexStart;
  9539. }
  9540. return this;
  9541. }
  9542. // get bounding box and compute it if it doesn't exist
  9543. getBoundingBoxAt( geometryId, target ) {
  9544. if ( geometryId >= this._geometryCount ) {
  9545. return null;
  9546. }
  9547. // compute bounding box
  9548. const bound = this._bounds[ geometryId ];
  9549. const box = bound.box;
  9550. const geometry = this.geometry;
  9551. if ( bound.boxInitialized === false ) {
  9552. box.makeEmpty();
  9553. const index = geometry.index;
  9554. const position = geometry.attributes.position;
  9555. const drawRange = this._drawRanges[ geometryId ];
  9556. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9557. let iv = i;
  9558. if ( index ) {
  9559. iv = index.getX( iv );
  9560. }
  9561. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  9562. }
  9563. bound.boxInitialized = true;
  9564. }
  9565. target.copy( box );
  9566. return target;
  9567. }
  9568. // get bounding sphere and compute it if it doesn't exist
  9569. getBoundingSphereAt( geometryId, target ) {
  9570. if ( geometryId >= this._geometryCount ) {
  9571. return null;
  9572. }
  9573. // compute bounding sphere
  9574. const bound = this._bounds[ geometryId ];
  9575. const sphere = bound.sphere;
  9576. const geometry = this.geometry;
  9577. if ( bound.sphereInitialized === false ) {
  9578. sphere.makeEmpty();
  9579. this.getBoundingBoxAt( geometryId, _box$1 );
  9580. _box$1.getCenter( sphere.center );
  9581. const index = geometry.index;
  9582. const position = geometry.attributes.position;
  9583. const drawRange = this._drawRanges[ geometryId ];
  9584. let maxRadiusSq = 0;
  9585. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9586. let iv = i;
  9587. if ( index ) {
  9588. iv = index.getX( iv );
  9589. }
  9590. _vector$5.fromBufferAttribute( position, iv );
  9591. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  9592. }
  9593. sphere.radius = Math.sqrt( maxRadiusSq );
  9594. bound.sphereInitialized = true;
  9595. }
  9596. target.copy( sphere );
  9597. return target;
  9598. }
  9599. setMatrixAt( instanceId, matrix ) {
  9600. // @TODO: Map geometryId to index of the arrays because
  9601. // optimize() can make geometryId mismatch the index
  9602. const drawInfo = this._drawInfo;
  9603. const matricesTexture = this._matricesTexture;
  9604. const matricesArray = this._matricesTexture.image.data;
  9605. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9606. return this;
  9607. }
  9608. matrix.toArray( matricesArray, instanceId * 16 );
  9609. matricesTexture.needsUpdate = true;
  9610. return this;
  9611. }
  9612. getMatrixAt( instanceId, matrix ) {
  9613. const drawInfo = this._drawInfo;
  9614. const matricesArray = this._matricesTexture.image.data;
  9615. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9616. return null;
  9617. }
  9618. return matrix.fromArray( matricesArray, instanceId * 16 );
  9619. }
  9620. setColorAt( instanceId, color ) {
  9621. if ( this._colorsTexture === null ) {
  9622. this._initColorsTexture();
  9623. }
  9624. // @TODO: Map id to index of the arrays because
  9625. // optimize() can make id mismatch the index
  9626. const colorsTexture = this._colorsTexture;
  9627. const colorsArray = this._colorsTexture.image.data;
  9628. const drawInfo = this._drawInfo;
  9629. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9630. return this;
  9631. }
  9632. color.toArray( colorsArray, instanceId * 4 );
  9633. colorsTexture.needsUpdate = true;
  9634. return this;
  9635. }
  9636. getColorAt( instanceId, color ) {
  9637. const colorsArray = this._colorsTexture.image.data;
  9638. const drawInfo = this._drawInfo;
  9639. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9640. return null;
  9641. }
  9642. return color.fromArray( colorsArray, instanceId * 4 );
  9643. }
  9644. setVisibleAt( instanceId, value ) {
  9645. // if the geometry is out of range, not active, or visibility state
  9646. // does not change then return early
  9647. const drawInfo = this._drawInfo;
  9648. if (
  9649. instanceId >= drawInfo.length ||
  9650. drawInfo[ instanceId ].active === false ||
  9651. drawInfo[ instanceId ].visible === value
  9652. ) {
  9653. return this;
  9654. }
  9655. drawInfo[ instanceId ].visible = value;
  9656. this._visibilityChanged = true;
  9657. return this;
  9658. }
  9659. getVisibleAt( instanceId ) {
  9660. // return early if the geometry is out of range or not active
  9661. const drawInfo = this._drawInfo;
  9662. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9663. return false;
  9664. }
  9665. return drawInfo[ instanceId ].visible;
  9666. }
  9667. setGeometryIdAt( instanceId, geometryId ) {
  9668. // return early if the geometry is out of range or not active
  9669. const drawInfo = this._drawInfo;
  9670. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9671. return null;
  9672. }
  9673. // check if the provided geometryId is within the valid range
  9674. if ( geometryId < 0 || geometryId >= this._geometryCount ) {
  9675. return null;
  9676. }
  9677. drawInfo[ instanceId ].geometryIndex = geometryId;
  9678. return this;
  9679. }
  9680. getGeometryIdAt( instanceId ) {
  9681. const drawInfo = this._drawInfo;
  9682. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9683. return - 1;
  9684. }
  9685. return drawInfo[ instanceId ].geometryIndex;
  9686. }
  9687. getGeometryRangeAt( geometryId, target = {} ) {
  9688. if ( geometryId < 0 || geometryId >= this._geometryCount ) {
  9689. return null;
  9690. }
  9691. const drawRange = this._drawRanges[ geometryId ];
  9692. target.start = drawRange.start;
  9693. target.count = drawRange.count;
  9694. return target;
  9695. }
  9696. raycast( raycaster, intersects ) {
  9697. const drawInfo = this._drawInfo;
  9698. const drawRanges = this._drawRanges;
  9699. const matrixWorld = this.matrixWorld;
  9700. const batchGeometry = this.geometry;
  9701. // iterate over each geometry
  9702. _mesh.material = this.material;
  9703. _mesh.geometry.index = batchGeometry.index;
  9704. _mesh.geometry.attributes = batchGeometry.attributes;
  9705. if ( _mesh.geometry.boundingBox === null ) {
  9706. _mesh.geometry.boundingBox = new Box3();
  9707. }
  9708. if ( _mesh.geometry.boundingSphere === null ) {
  9709. _mesh.geometry.boundingSphere = new Sphere();
  9710. }
  9711. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9712. if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {
  9713. continue;
  9714. }
  9715. const geometryId = drawInfo[ i ].geometryIndex;
  9716. const drawRange = drawRanges[ geometryId ];
  9717. _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
  9718. // ge the intersects
  9719. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  9720. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  9721. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  9722. _mesh.raycast( raycaster, _batchIntersects );
  9723. // add batch id to the intersects
  9724. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  9725. const intersect = _batchIntersects[ j ];
  9726. intersect.object = this;
  9727. intersect.batchId = i;
  9728. intersects.push( intersect );
  9729. }
  9730. _batchIntersects.length = 0;
  9731. }
  9732. _mesh.material = null;
  9733. _mesh.geometry.index = null;
  9734. _mesh.geometry.attributes = {};
  9735. _mesh.geometry.setDrawRange( 0, Infinity );
  9736. }
  9737. copy( source ) {
  9738. super.copy( source );
  9739. this.geometry = source.geometry.clone();
  9740. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  9741. this.sortObjects = source.sortObjects;
  9742. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  9743. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  9744. this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
  9745. this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
  9746. this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );
  9747. this._bounds = source._bounds.map( bound => ( {
  9748. boxInitialized: bound.boxInitialized,
  9749. box: bound.box.clone(),
  9750. sphereInitialized: bound.sphereInitialized,
  9751. sphere: bound.sphere.clone()
  9752. } ) );
  9753. this._maxInstanceCount = source._maxInstanceCount;
  9754. this._maxVertexCount = source._maxVertexCount;
  9755. this._maxIndexCount = source._maxIndexCount;
  9756. this._geometryInitialized = source._geometryInitialized;
  9757. this._geometryCount = source._geometryCount;
  9758. this._multiDrawCounts = source._multiDrawCounts.slice();
  9759. this._multiDrawStarts = source._multiDrawStarts.slice();
  9760. this._matricesTexture = source._matricesTexture.clone();
  9761. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  9762. if ( this._colorsTexture !== null ) {
  9763. this._colorsTexture = source._colorsTexture.clone();
  9764. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  9765. }
  9766. return this;
  9767. }
  9768. dispose() {
  9769. // Assuming the geometry is not shared with other meshes
  9770. this.geometry.dispose();
  9771. this._matricesTexture.dispose();
  9772. this._matricesTexture = null;
  9773. this._indirectTexture.dispose();
  9774. this._indirectTexture = null;
  9775. if ( this._colorsTexture !== null ) {
  9776. this._colorsTexture.dispose();
  9777. this._colorsTexture = null;
  9778. }
  9779. return this;
  9780. }
  9781. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  9782. // if visibility has not changed and frustum culling and object sorting is not required
  9783. // then skip iterating over all items
  9784. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  9785. return;
  9786. }
  9787. // the indexed version of the multi draw function requires specifying the start
  9788. // offset in bytes.
  9789. const index = geometry.getIndex();
  9790. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  9791. const drawInfo = this._drawInfo;
  9792. const multiDrawStarts = this._multiDrawStarts;
  9793. const multiDrawCounts = this._multiDrawCounts;
  9794. const drawRanges = this._drawRanges;
  9795. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  9796. const indirectTexture = this._indirectTexture;
  9797. const indirectArray = indirectTexture.image.data;
  9798. // prepare the frustum in the local frame
  9799. if ( perObjectFrustumCulled ) {
  9800. _projScreenMatrix$3
  9801. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  9802. .multiply( this.matrixWorld );
  9803. _frustum$1.setFromProjectionMatrix(
  9804. _projScreenMatrix$3,
  9805. renderer.coordinateSystem
  9806. );
  9807. }
  9808. let count = 0;
  9809. if ( this.sortObjects ) {
  9810. // get the camera position in the local frame
  9811. _invMatrixWorld.copy( this.matrixWorld ).invert();
  9812. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
  9813. _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );
  9814. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9815. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9816. const geometryId = drawInfo[ i ].geometryIndex;
  9817. // get the bounds in world space
  9818. this.getMatrixAt( i, _matrix$1 );
  9819. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9820. // determine whether the batched geometry is within the frustum
  9821. let culled = false;
  9822. if ( perObjectFrustumCulled ) {
  9823. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9824. }
  9825. if ( ! culled ) {
  9826. // get the distance from camera used for sorting
  9827. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  9828. _renderList.push( drawRanges[ geometryId ], z, i );
  9829. }
  9830. }
  9831. }
  9832. // Sort the draw ranges and prep for rendering
  9833. const list = _renderList.list;
  9834. const customSort = this.customSort;
  9835. if ( customSort === null ) {
  9836. list.sort( material.transparent ? sortTransparent : sortOpaque );
  9837. } else {
  9838. customSort.call( this, list, camera );
  9839. }
  9840. for ( let i = 0, l = list.length; i < l; i ++ ) {
  9841. const item = list[ i ];
  9842. multiDrawStarts[ count ] = item.start * bytesPerElement;
  9843. multiDrawCounts[ count ] = item.count;
  9844. indirectArray[ count ] = item.index;
  9845. count ++;
  9846. }
  9847. _renderList.reset();
  9848. } else {
  9849. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9850. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9851. const geometryId = drawInfo[ i ].geometryIndex;
  9852. // determine whether the batched geometry is within the frustum
  9853. let culled = false;
  9854. if ( perObjectFrustumCulled ) {
  9855. // get the bounds in world space
  9856. this.getMatrixAt( i, _matrix$1 );
  9857. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9858. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9859. }
  9860. if ( ! culled ) {
  9861. const range = drawRanges[ geometryId ];
  9862. multiDrawStarts[ count ] = range.start * bytesPerElement;
  9863. multiDrawCounts[ count ] = range.count;
  9864. indirectArray[ count ] = i;
  9865. count ++;
  9866. }
  9867. }
  9868. }
  9869. }
  9870. indirectTexture.needsUpdate = true;
  9871. this._multiDrawCount = count;
  9872. this._visibilityChanged = false;
  9873. }
  9874. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  9875. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  9876. }
  9877. }
  9878. class LineBasicMaterial extends Material {
  9879. static get type() {
  9880. return 'LineBasicMaterial';
  9881. }
  9882. constructor( parameters ) {
  9883. super();
  9884. this.isLineBasicMaterial = true;
  9885. this.color = new Color( 0xffffff );
  9886. this.map = null;
  9887. this.linewidth = 1;
  9888. this.linecap = 'round';
  9889. this.linejoin = 'round';
  9890. this.fog = true;
  9891. this.setValues( parameters );
  9892. }
  9893. copy( source ) {
  9894. super.copy( source );
  9895. this.color.copy( source.color );
  9896. this.map = source.map;
  9897. this.linewidth = source.linewidth;
  9898. this.linecap = source.linecap;
  9899. this.linejoin = source.linejoin;
  9900. this.fog = source.fog;
  9901. return this;
  9902. }
  9903. }
  9904. const _vStart = /*@__PURE__*/ new Vector3();
  9905. const _vEnd = /*@__PURE__*/ new Vector3();
  9906. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  9907. const _ray$1 = /*@__PURE__*/ new Ray();
  9908. const _sphere$1 = /*@__PURE__*/ new Sphere();
  9909. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  9910. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  9911. class Line extends Object3D {
  9912. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  9913. super();
  9914. this.isLine = true;
  9915. this.type = 'Line';
  9916. this.geometry = geometry;
  9917. this.material = material;
  9918. this.updateMorphTargets();
  9919. }
  9920. copy( source, recursive ) {
  9921. super.copy( source, recursive );
  9922. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9923. this.geometry = source.geometry;
  9924. return this;
  9925. }
  9926. computeLineDistances() {
  9927. const geometry = this.geometry;
  9928. // we assume non-indexed geometry
  9929. if ( geometry.index === null ) {
  9930. const positionAttribute = geometry.attributes.position;
  9931. const lineDistances = [ 0 ];
  9932. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  9933. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  9934. _vEnd.fromBufferAttribute( positionAttribute, i );
  9935. lineDistances[ i ] = lineDistances[ i - 1 ];
  9936. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  9937. }
  9938. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9939. } else {
  9940. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9941. }
  9942. return this;
  9943. }
  9944. raycast( raycaster, intersects ) {
  9945. const geometry = this.geometry;
  9946. const matrixWorld = this.matrixWorld;
  9947. const threshold = raycaster.params.Line.threshold;
  9948. const drawRange = geometry.drawRange;
  9949. // Checking boundingSphere distance to ray
  9950. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9951. _sphere$1.copy( geometry.boundingSphere );
  9952. _sphere$1.applyMatrix4( matrixWorld );
  9953. _sphere$1.radius += threshold;
  9954. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  9955. //
  9956. _inverseMatrix$1.copy( matrixWorld ).invert();
  9957. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  9958. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9959. const localThresholdSq = localThreshold * localThreshold;
  9960. const step = this.isLineSegments ? 2 : 1;
  9961. const index = geometry.index;
  9962. const attributes = geometry.attributes;
  9963. const positionAttribute = attributes.position;
  9964. if ( index !== null ) {
  9965. const start = Math.max( 0, drawRange.start );
  9966. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  9967. for ( let i = start, l = end - 1; i < l; i += step ) {
  9968. const a = index.getX( i );
  9969. const b = index.getX( i + 1 );
  9970. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9971. if ( intersect ) {
  9972. intersects.push( intersect );
  9973. }
  9974. }
  9975. if ( this.isLineLoop ) {
  9976. const a = index.getX( end - 1 );
  9977. const b = index.getX( start );
  9978. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9979. if ( intersect ) {
  9980. intersects.push( intersect );
  9981. }
  9982. }
  9983. } else {
  9984. const start = Math.max( 0, drawRange.start );
  9985. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  9986. for ( let i = start, l = end - 1; i < l; i += step ) {
  9987. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );
  9988. if ( intersect ) {
  9989. intersects.push( intersect );
  9990. }
  9991. }
  9992. if ( this.isLineLoop ) {
  9993. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );
  9994. if ( intersect ) {
  9995. intersects.push( intersect );
  9996. }
  9997. }
  9998. }
  9999. }
  10000. updateMorphTargets() {
  10001. const geometry = this.geometry;
  10002. const morphAttributes = geometry.morphAttributes;
  10003. const keys = Object.keys( morphAttributes );
  10004. if ( keys.length > 0 ) {
  10005. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  10006. if ( morphAttribute !== undefined ) {
  10007. this.morphTargetInfluences = [];
  10008. this.morphTargetDictionary = {};
  10009. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  10010. const name = morphAttribute[ m ].name || String( m );
  10011. this.morphTargetInfluences.push( 0 );
  10012. this.morphTargetDictionary[ name ] = m;
  10013. }
  10014. }
  10015. }
  10016. }
  10017. }
  10018. function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {
  10019. const positionAttribute = object.geometry.attributes.position;
  10020. _vStart.fromBufferAttribute( positionAttribute, a );
  10021. _vEnd.fromBufferAttribute( positionAttribute, b );
  10022. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  10023. if ( distSq > thresholdSq ) return;
  10024. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  10025. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  10026. if ( distance < raycaster.near || distance > raycaster.far ) return;
  10027. return {
  10028. distance: distance,
  10029. // What do we want? intersection point on the ray or on the segment??
  10030. // point: raycaster.ray.at( distance ),
  10031. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  10032. index: a,
  10033. face: null,
  10034. faceIndex: null,
  10035. barycoord: null,
  10036. object: object
  10037. };
  10038. }
  10039. const _start = /*@__PURE__*/ new Vector3();
  10040. const _end = /*@__PURE__*/ new Vector3();
  10041. class LineSegments extends Line {
  10042. constructor( geometry, material ) {
  10043. super( geometry, material );
  10044. this.isLineSegments = true;
  10045. this.type = 'LineSegments';
  10046. }
  10047. computeLineDistances() {
  10048. const geometry = this.geometry;
  10049. // we assume non-indexed geometry
  10050. if ( geometry.index === null ) {
  10051. const positionAttribute = geometry.attributes.position;
  10052. const lineDistances = [];
  10053. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  10054. _start.fromBufferAttribute( positionAttribute, i );
  10055. _end.fromBufferAttribute( positionAttribute, i + 1 );
  10056. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  10057. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  10058. }
  10059. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  10060. } else {
  10061. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  10062. }
  10063. return this;
  10064. }
  10065. }
  10066. class LineLoop extends Line {
  10067. constructor( geometry, material ) {
  10068. super( geometry, material );
  10069. this.isLineLoop = true;
  10070. this.type = 'LineLoop';
  10071. }
  10072. }
  10073. class PointsMaterial extends Material {
  10074. static get type() {
  10075. return 'PointsMaterial';
  10076. }
  10077. constructor( parameters ) {
  10078. super();
  10079. this.isPointsMaterial = true;
  10080. this.color = new Color( 0xffffff );
  10081. this.map = null;
  10082. this.alphaMap = null;
  10083. this.size = 1;
  10084. this.sizeAttenuation = true;
  10085. this.fog = true;
  10086. this.setValues( parameters );
  10087. }
  10088. copy( source ) {
  10089. super.copy( source );
  10090. this.color.copy( source.color );
  10091. this.map = source.map;
  10092. this.alphaMap = source.alphaMap;
  10093. this.size = source.size;
  10094. this.sizeAttenuation = source.sizeAttenuation;
  10095. this.fog = source.fog;
  10096. return this;
  10097. }
  10098. }
  10099. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  10100. const _ray = /*@__PURE__*/ new Ray();
  10101. const _sphere = /*@__PURE__*/ new Sphere();
  10102. const _position$2 = /*@__PURE__*/ new Vector3();
  10103. class Points extends Object3D {
  10104. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  10105. super();
  10106. this.isPoints = true;
  10107. this.type = 'Points';
  10108. this.geometry = geometry;
  10109. this.material = material;
  10110. this.updateMorphTargets();
  10111. }
  10112. copy( source, recursive ) {
  10113. super.copy( source, recursive );
  10114. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  10115. this.geometry = source.geometry;
  10116. return this;
  10117. }
  10118. raycast( raycaster, intersects ) {
  10119. const geometry = this.geometry;
  10120. const matrixWorld = this.matrixWorld;
  10121. const threshold = raycaster.params.Points.threshold;
  10122. const drawRange = geometry.drawRange;
  10123. // Checking boundingSphere distance to ray
  10124. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  10125. _sphere.copy( geometry.boundingSphere );
  10126. _sphere.applyMatrix4( matrixWorld );
  10127. _sphere.radius += threshold;
  10128. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  10129. //
  10130. _inverseMatrix.copy( matrixWorld ).invert();
  10131. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  10132. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  10133. const localThresholdSq = localThreshold * localThreshold;
  10134. const index = geometry.index;
  10135. const attributes = geometry.attributes;
  10136. const positionAttribute = attributes.position;
  10137. if ( index !== null ) {
  10138. const start = Math.max( 0, drawRange.start );
  10139. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  10140. for ( let i = start, il = end; i < il; i ++ ) {
  10141. const a = index.getX( i );
  10142. _position$2.fromBufferAttribute( positionAttribute, a );
  10143. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10144. }
  10145. } else {
  10146. const start = Math.max( 0, drawRange.start );
  10147. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  10148. for ( let i = start, l = end; i < l; i ++ ) {
  10149. _position$2.fromBufferAttribute( positionAttribute, i );
  10150. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10151. }
  10152. }
  10153. }
  10154. updateMorphTargets() {
  10155. const geometry = this.geometry;
  10156. const morphAttributes = geometry.morphAttributes;
  10157. const keys = Object.keys( morphAttributes );
  10158. if ( keys.length > 0 ) {
  10159. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  10160. if ( morphAttribute !== undefined ) {
  10161. this.morphTargetInfluences = [];
  10162. this.morphTargetDictionary = {};
  10163. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  10164. const name = morphAttribute[ m ].name || String( m );
  10165. this.morphTargetInfluences.push( 0 );
  10166. this.morphTargetDictionary[ name ] = m;
  10167. }
  10168. }
  10169. }
  10170. }
  10171. }
  10172. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  10173. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  10174. if ( rayPointDistanceSq < localThresholdSq ) {
  10175. const intersectPoint = new Vector3();
  10176. _ray.closestPointToPoint( point, intersectPoint );
  10177. intersectPoint.applyMatrix4( matrixWorld );
  10178. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  10179. if ( distance < raycaster.near || distance > raycaster.far ) return;
  10180. intersects.push( {
  10181. distance: distance,
  10182. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  10183. point: intersectPoint,
  10184. index: index,
  10185. face: null,
  10186. faceIndex: null,
  10187. barycoord: null,
  10188. object: object
  10189. } );
  10190. }
  10191. }
  10192. class Group extends Object3D {
  10193. constructor() {
  10194. super();
  10195. this.isGroup = true;
  10196. this.type = 'Group';
  10197. }
  10198. }
  10199. class VideoTexture extends Texture {
  10200. constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10201. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10202. this.isVideoTexture = true;
  10203. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  10204. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  10205. this.generateMipmaps = false;
  10206. const scope = this;
  10207. function updateVideo() {
  10208. scope.needsUpdate = true;
  10209. video.requestVideoFrameCallback( updateVideo );
  10210. }
  10211. if ( 'requestVideoFrameCallback' in video ) {
  10212. video.requestVideoFrameCallback( updateVideo );
  10213. }
  10214. }
  10215. clone() {
  10216. return new this.constructor( this.image ).copy( this );
  10217. }
  10218. update() {
  10219. const video = this.image;
  10220. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  10221. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  10222. this.needsUpdate = true;
  10223. }
  10224. }
  10225. }
  10226. class FramebufferTexture extends Texture {
  10227. constructor( width, height ) {
  10228. super( { width, height } );
  10229. this.isFramebufferTexture = true;
  10230. this.magFilter = NearestFilter;
  10231. this.minFilter = NearestFilter;
  10232. this.generateMipmaps = false;
  10233. this.needsUpdate = true;
  10234. }
  10235. }
  10236. class CompressedTexture extends Texture {
  10237. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  10238. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  10239. this.isCompressedTexture = true;
  10240. this.image = { width: width, height: height };
  10241. this.mipmaps = mipmaps;
  10242. // no flipping for cube textures
  10243. // (also flipping doesn't work for compressed textures )
  10244. this.flipY = false;
  10245. // can't generate mipmaps for compressed textures
  10246. // mips must be embedded in DDS files
  10247. this.generateMipmaps = false;
  10248. }
  10249. }
  10250. class CompressedArrayTexture extends CompressedTexture {
  10251. constructor( mipmaps, width, height, depth, format, type ) {
  10252. super( mipmaps, width, height, format, type );
  10253. this.isCompressedArrayTexture = true;
  10254. this.image.depth = depth;
  10255. this.wrapR = ClampToEdgeWrapping;
  10256. this.layerUpdates = new Set();
  10257. }
  10258. addLayerUpdate( layerIndex ) {
  10259. this.layerUpdates.add( layerIndex );
  10260. }
  10261. clearLayerUpdates() {
  10262. this.layerUpdates.clear();
  10263. }
  10264. }
  10265. class CompressedCubeTexture extends CompressedTexture {
  10266. constructor( images, format, type ) {
  10267. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  10268. this.isCompressedCubeTexture = true;
  10269. this.isCubeTexture = true;
  10270. this.image = images;
  10271. }
  10272. }
  10273. class CanvasTexture extends Texture {
  10274. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10275. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10276. this.isCanvasTexture = true;
  10277. this.needsUpdate = true;
  10278. }
  10279. }
  10280. class DepthTexture extends Texture {
  10281. constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
  10282. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  10283. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  10284. }
  10285. if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
  10286. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  10287. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10288. this.isDepthTexture = true;
  10289. this.image = { width: width, height: height };
  10290. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  10291. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  10292. this.flipY = false;
  10293. this.generateMipmaps = false;
  10294. this.compareFunction = null;
  10295. }
  10296. copy( source ) {
  10297. super.copy( source );
  10298. this.compareFunction = source.compareFunction;
  10299. return this;
  10300. }
  10301. toJSON( meta ) {
  10302. const data = super.toJSON( meta );
  10303. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  10304. return data;
  10305. }
  10306. }
  10307. /**
  10308. * Extensible curve object.
  10309. *
  10310. * Some common of curve methods:
  10311. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  10312. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  10313. * .getPoints(), .getSpacedPoints()
  10314. * .getLength()
  10315. * .updateArcLengths()
  10316. *
  10317. * This following curves inherit from THREE.Curve:
  10318. *
  10319. * -- 2D curves --
  10320. * THREE.ArcCurve
  10321. * THREE.CubicBezierCurve
  10322. * THREE.EllipseCurve
  10323. * THREE.LineCurve
  10324. * THREE.QuadraticBezierCurve
  10325. * THREE.SplineCurve
  10326. *
  10327. * -- 3D curves --
  10328. * THREE.CatmullRomCurve3
  10329. * THREE.CubicBezierCurve3
  10330. * THREE.LineCurve3
  10331. * THREE.QuadraticBezierCurve3
  10332. *
  10333. * A series of curves can be represented as a THREE.CurvePath.
  10334. *
  10335. **/
  10336. class Curve {
  10337. constructor() {
  10338. this.type = 'Curve';
  10339. this.arcLengthDivisions = 200;
  10340. }
  10341. // Virtual base class method to overwrite and implement in subclasses
  10342. // - t [0 .. 1]
  10343. getPoint( /* t, optionalTarget */ ) {
  10344. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  10345. return null;
  10346. }
  10347. // Get point at relative position in curve according to arc length
  10348. // - u [0 .. 1]
  10349. getPointAt( u, optionalTarget ) {
  10350. const t = this.getUtoTmapping( u );
  10351. return this.getPoint( t, optionalTarget );
  10352. }
  10353. // Get sequence of points using getPoint( t )
  10354. getPoints( divisions = 5 ) {
  10355. const points = [];
  10356. for ( let d = 0; d <= divisions; d ++ ) {
  10357. points.push( this.getPoint( d / divisions ) );
  10358. }
  10359. return points;
  10360. }
  10361. // Get sequence of points using getPointAt( u )
  10362. getSpacedPoints( divisions = 5 ) {
  10363. const points = [];
  10364. for ( let d = 0; d <= divisions; d ++ ) {
  10365. points.push( this.getPointAt( d / divisions ) );
  10366. }
  10367. return points;
  10368. }
  10369. // Get total curve arc length
  10370. getLength() {
  10371. const lengths = this.getLengths();
  10372. return lengths[ lengths.length - 1 ];
  10373. }
  10374. // Get list of cumulative segment lengths
  10375. getLengths( divisions = this.arcLengthDivisions ) {
  10376. if ( this.cacheArcLengths &&
  10377. ( this.cacheArcLengths.length === divisions + 1 ) &&
  10378. ! this.needsUpdate ) {
  10379. return this.cacheArcLengths;
  10380. }
  10381. this.needsUpdate = false;
  10382. const cache = [];
  10383. let current, last = this.getPoint( 0 );
  10384. let sum = 0;
  10385. cache.push( 0 );
  10386. for ( let p = 1; p <= divisions; p ++ ) {
  10387. current = this.getPoint( p / divisions );
  10388. sum += current.distanceTo( last );
  10389. cache.push( sum );
  10390. last = current;
  10391. }
  10392. this.cacheArcLengths = cache;
  10393. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  10394. }
  10395. updateArcLengths() {
  10396. this.needsUpdate = true;
  10397. this.getLengths();
  10398. }
  10399. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  10400. getUtoTmapping( u, distance ) {
  10401. const arcLengths = this.getLengths();
  10402. let i = 0;
  10403. const il = arcLengths.length;
  10404. let targetArcLength; // The targeted u distance value to get
  10405. if ( distance ) {
  10406. targetArcLength = distance;
  10407. } else {
  10408. targetArcLength = u * arcLengths[ il - 1 ];
  10409. }
  10410. // binary search for the index with largest value smaller than target u distance
  10411. let low = 0, high = il - 1, comparison;
  10412. while ( low <= high ) {
  10413. 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
  10414. comparison = arcLengths[ i ] - targetArcLength;
  10415. if ( comparison < 0 ) {
  10416. low = i + 1;
  10417. } else if ( comparison > 0 ) {
  10418. high = i - 1;
  10419. } else {
  10420. high = i;
  10421. break;
  10422. // DONE
  10423. }
  10424. }
  10425. i = high;
  10426. if ( arcLengths[ i ] === targetArcLength ) {
  10427. return i / ( il - 1 );
  10428. }
  10429. // we could get finer grain at lengths, or use simple interpolation between two points
  10430. const lengthBefore = arcLengths[ i ];
  10431. const lengthAfter = arcLengths[ i + 1 ];
  10432. const segmentLength = lengthAfter - lengthBefore;
  10433. // determine where we are between the 'before' and 'after' points
  10434. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  10435. // add that fractional amount to t
  10436. const t = ( i + segmentFraction ) / ( il - 1 );
  10437. return t;
  10438. }
  10439. // Returns a unit vector tangent at t
  10440. // In case any sub curve does not implement its tangent derivation,
  10441. // 2 points a small delta apart will be used to find its gradient
  10442. // which seems to give a reasonable approximation
  10443. getTangent( t, optionalTarget ) {
  10444. const delta = 0.0001;
  10445. let t1 = t - delta;
  10446. let t2 = t + delta;
  10447. // Capping in case of danger
  10448. if ( t1 < 0 ) t1 = 0;
  10449. if ( t2 > 1 ) t2 = 1;
  10450. const pt1 = this.getPoint( t1 );
  10451. const pt2 = this.getPoint( t2 );
  10452. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  10453. tangent.copy( pt2 ).sub( pt1 ).normalize();
  10454. return tangent;
  10455. }
  10456. getTangentAt( u, optionalTarget ) {
  10457. const t = this.getUtoTmapping( u );
  10458. return this.getTangent( t, optionalTarget );
  10459. }
  10460. computeFrenetFrames( segments, closed ) {
  10461. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  10462. const normal = new Vector3();
  10463. const tangents = [];
  10464. const normals = [];
  10465. const binormals = [];
  10466. const vec = new Vector3();
  10467. const mat = new Matrix4();
  10468. // compute the tangent vectors for each segment on the curve
  10469. for ( let i = 0; i <= segments; i ++ ) {
  10470. const u = i / segments;
  10471. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  10472. }
  10473. // select an initial normal vector perpendicular to the first tangent vector,
  10474. // and in the direction of the minimum tangent xyz component
  10475. normals[ 0 ] = new Vector3();
  10476. binormals[ 0 ] = new Vector3();
  10477. let min = Number.MAX_VALUE;
  10478. const tx = Math.abs( tangents[ 0 ].x );
  10479. const ty = Math.abs( tangents[ 0 ].y );
  10480. const tz = Math.abs( tangents[ 0 ].z );
  10481. if ( tx <= min ) {
  10482. min = tx;
  10483. normal.set( 1, 0, 0 );
  10484. }
  10485. if ( ty <= min ) {
  10486. min = ty;
  10487. normal.set( 0, 1, 0 );
  10488. }
  10489. if ( tz <= min ) {
  10490. normal.set( 0, 0, 1 );
  10491. }
  10492. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  10493. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  10494. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  10495. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  10496. for ( let i = 1; i <= segments; i ++ ) {
  10497. normals[ i ] = normals[ i - 1 ].clone();
  10498. binormals[ i ] = binormals[ i - 1 ].clone();
  10499. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  10500. if ( vec.length() > Number.EPSILON ) {
  10501. vec.normalize();
  10502. const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  10503. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  10504. }
  10505. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10506. }
  10507. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  10508. if ( closed === true ) {
  10509. let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  10510. theta /= segments;
  10511. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  10512. theta = - theta;
  10513. }
  10514. for ( let i = 1; i <= segments; i ++ ) {
  10515. // twist a little...
  10516. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  10517. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10518. }
  10519. }
  10520. return {
  10521. tangents: tangents,
  10522. normals: normals,
  10523. binormals: binormals
  10524. };
  10525. }
  10526. clone() {
  10527. return new this.constructor().copy( this );
  10528. }
  10529. copy( source ) {
  10530. this.arcLengthDivisions = source.arcLengthDivisions;
  10531. return this;
  10532. }
  10533. toJSON() {
  10534. const data = {
  10535. metadata: {
  10536. version: 4.6,
  10537. type: 'Curve',
  10538. generator: 'Curve.toJSON'
  10539. }
  10540. };
  10541. data.arcLengthDivisions = this.arcLengthDivisions;
  10542. data.type = this.type;
  10543. return data;
  10544. }
  10545. fromJSON( json ) {
  10546. this.arcLengthDivisions = json.arcLengthDivisions;
  10547. return this;
  10548. }
  10549. }
  10550. class EllipseCurve extends Curve {
  10551. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  10552. super();
  10553. this.isEllipseCurve = true;
  10554. this.type = 'EllipseCurve';
  10555. this.aX = aX;
  10556. this.aY = aY;
  10557. this.xRadius = xRadius;
  10558. this.yRadius = yRadius;
  10559. this.aStartAngle = aStartAngle;
  10560. this.aEndAngle = aEndAngle;
  10561. this.aClockwise = aClockwise;
  10562. this.aRotation = aRotation;
  10563. }
  10564. getPoint( t, optionalTarget = new Vector2() ) {
  10565. const point = optionalTarget;
  10566. const twoPi = Math.PI * 2;
  10567. let deltaAngle = this.aEndAngle - this.aStartAngle;
  10568. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  10569. // ensures that deltaAngle is 0 .. 2 PI
  10570. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  10571. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  10572. if ( deltaAngle < Number.EPSILON ) {
  10573. if ( samePoints ) {
  10574. deltaAngle = 0;
  10575. } else {
  10576. deltaAngle = twoPi;
  10577. }
  10578. }
  10579. if ( this.aClockwise === true && ! samePoints ) {
  10580. if ( deltaAngle === twoPi ) {
  10581. deltaAngle = - twoPi;
  10582. } else {
  10583. deltaAngle = deltaAngle - twoPi;
  10584. }
  10585. }
  10586. const angle = this.aStartAngle + t * deltaAngle;
  10587. let x = this.aX + this.xRadius * Math.cos( angle );
  10588. let y = this.aY + this.yRadius * Math.sin( angle );
  10589. if ( this.aRotation !== 0 ) {
  10590. const cos = Math.cos( this.aRotation );
  10591. const sin = Math.sin( this.aRotation );
  10592. const tx = x - this.aX;
  10593. const ty = y - this.aY;
  10594. // Rotate the point about the center of the ellipse.
  10595. x = tx * cos - ty * sin + this.aX;
  10596. y = tx * sin + ty * cos + this.aY;
  10597. }
  10598. return point.set( x, y );
  10599. }
  10600. copy( source ) {
  10601. super.copy( source );
  10602. this.aX = source.aX;
  10603. this.aY = source.aY;
  10604. this.xRadius = source.xRadius;
  10605. this.yRadius = source.yRadius;
  10606. this.aStartAngle = source.aStartAngle;
  10607. this.aEndAngle = source.aEndAngle;
  10608. this.aClockwise = source.aClockwise;
  10609. this.aRotation = source.aRotation;
  10610. return this;
  10611. }
  10612. toJSON() {
  10613. const data = super.toJSON();
  10614. data.aX = this.aX;
  10615. data.aY = this.aY;
  10616. data.xRadius = this.xRadius;
  10617. data.yRadius = this.yRadius;
  10618. data.aStartAngle = this.aStartAngle;
  10619. data.aEndAngle = this.aEndAngle;
  10620. data.aClockwise = this.aClockwise;
  10621. data.aRotation = this.aRotation;
  10622. return data;
  10623. }
  10624. fromJSON( json ) {
  10625. super.fromJSON( json );
  10626. this.aX = json.aX;
  10627. this.aY = json.aY;
  10628. this.xRadius = json.xRadius;
  10629. this.yRadius = json.yRadius;
  10630. this.aStartAngle = json.aStartAngle;
  10631. this.aEndAngle = json.aEndAngle;
  10632. this.aClockwise = json.aClockwise;
  10633. this.aRotation = json.aRotation;
  10634. return this;
  10635. }
  10636. }
  10637. class ArcCurve extends EllipseCurve {
  10638. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  10639. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  10640. this.isArcCurve = true;
  10641. this.type = 'ArcCurve';
  10642. }
  10643. }
  10644. /**
  10645. * Centripetal CatmullRom Curve - which is useful for avoiding
  10646. * cusps and self-intersections in non-uniform catmull rom curves.
  10647. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  10648. *
  10649. * curve.type accepts centripetal(default), chordal and catmullrom
  10650. * curve.tension is used for catmullrom which defaults to 0.5
  10651. */
  10652. /*
  10653. Based on an optimized c++ solution in
  10654. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  10655. - http://ideone.com/NoEbVM
  10656. This CubicPoly class could be used for reusing some variables and calculations,
  10657. but for three.js curve use, it could be possible inlined and flatten into a single function call
  10658. which can be placed in CurveUtils.
  10659. */
  10660. function CubicPoly() {
  10661. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  10662. /*
  10663. * Compute coefficients for a cubic polynomial
  10664. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  10665. * such that
  10666. * p(0) = x0, p(1) = x1
  10667. * and
  10668. * p'(0) = t0, p'(1) = t1.
  10669. */
  10670. function init( x0, x1, t0, t1 ) {
  10671. c0 = x0;
  10672. c1 = t0;
  10673. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  10674. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  10675. }
  10676. return {
  10677. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  10678. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  10679. },
  10680. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  10681. // compute tangents when parameterized in [t1,t2]
  10682. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  10683. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  10684. // rescale tangents for parametrization in [0,1]
  10685. t1 *= dt1;
  10686. t2 *= dt1;
  10687. init( x1, x2, t1, t2 );
  10688. },
  10689. calc: function ( t ) {
  10690. const t2 = t * t;
  10691. const t3 = t2 * t;
  10692. return c0 + c1 * t + c2 * t2 + c3 * t3;
  10693. }
  10694. };
  10695. }
  10696. //
  10697. const tmp = /*@__PURE__*/ new Vector3();
  10698. const px = /*@__PURE__*/ new CubicPoly();
  10699. const py = /*@__PURE__*/ new CubicPoly();
  10700. const pz = /*@__PURE__*/ new CubicPoly();
  10701. class CatmullRomCurve3 extends Curve {
  10702. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  10703. super();
  10704. this.isCatmullRomCurve3 = true;
  10705. this.type = 'CatmullRomCurve3';
  10706. this.points = points;
  10707. this.closed = closed;
  10708. this.curveType = curveType;
  10709. this.tension = tension;
  10710. }
  10711. getPoint( t, optionalTarget = new Vector3() ) {
  10712. const point = optionalTarget;
  10713. const points = this.points;
  10714. const l = points.length;
  10715. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  10716. let intPoint = Math.floor( p );
  10717. let weight = p - intPoint;
  10718. if ( this.closed ) {
  10719. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  10720. } else if ( weight === 0 && intPoint === l - 1 ) {
  10721. intPoint = l - 2;
  10722. weight = 1;
  10723. }
  10724. let p0, p3; // 4 points (p1 & p2 defined below)
  10725. if ( this.closed || intPoint > 0 ) {
  10726. p0 = points[ ( intPoint - 1 ) % l ];
  10727. } else {
  10728. // extrapolate first point
  10729. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  10730. p0 = tmp;
  10731. }
  10732. const p1 = points[ intPoint % l ];
  10733. const p2 = points[ ( intPoint + 1 ) % l ];
  10734. if ( this.closed || intPoint + 2 < l ) {
  10735. p3 = points[ ( intPoint + 2 ) % l ];
  10736. } else {
  10737. // extrapolate last point
  10738. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  10739. p3 = tmp;
  10740. }
  10741. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  10742. // init Centripetal / Chordal Catmull-Rom
  10743. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  10744. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  10745. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  10746. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  10747. // safety check for repeated points
  10748. if ( dt1 < 1e-4 ) dt1 = 1.0;
  10749. if ( dt0 < 1e-4 ) dt0 = dt1;
  10750. if ( dt2 < 1e-4 ) dt2 = dt1;
  10751. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  10752. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  10753. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  10754. } else if ( this.curveType === 'catmullrom' ) {
  10755. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  10756. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  10757. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  10758. }
  10759. point.set(
  10760. px.calc( weight ),
  10761. py.calc( weight ),
  10762. pz.calc( weight )
  10763. );
  10764. return point;
  10765. }
  10766. copy( source ) {
  10767. super.copy( source );
  10768. this.points = [];
  10769. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10770. const point = source.points[ i ];
  10771. this.points.push( point.clone() );
  10772. }
  10773. this.closed = source.closed;
  10774. this.curveType = source.curveType;
  10775. this.tension = source.tension;
  10776. return this;
  10777. }
  10778. toJSON() {
  10779. const data = super.toJSON();
  10780. data.points = [];
  10781. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  10782. const point = this.points[ i ];
  10783. data.points.push( point.toArray() );
  10784. }
  10785. data.closed = this.closed;
  10786. data.curveType = this.curveType;
  10787. data.tension = this.tension;
  10788. return data;
  10789. }
  10790. fromJSON( json ) {
  10791. super.fromJSON( json );
  10792. this.points = [];
  10793. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  10794. const point = json.points[ i ];
  10795. this.points.push( new Vector3().fromArray( point ) );
  10796. }
  10797. this.closed = json.closed;
  10798. this.curveType = json.curveType;
  10799. this.tension = json.tension;
  10800. return this;
  10801. }
  10802. }
  10803. /**
  10804. * Bezier Curves formulas obtained from
  10805. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  10806. */
  10807. function CatmullRom( t, p0, p1, p2, p3 ) {
  10808. const v0 = ( p2 - p0 ) * 0.5;
  10809. const v1 = ( p3 - p1 ) * 0.5;
  10810. const t2 = t * t;
  10811. const t3 = t * t2;
  10812. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  10813. }
  10814. //
  10815. function QuadraticBezierP0( t, p ) {
  10816. const k = 1 - t;
  10817. return k * k * p;
  10818. }
  10819. function QuadraticBezierP1( t, p ) {
  10820. return 2 * ( 1 - t ) * t * p;
  10821. }
  10822. function QuadraticBezierP2( t, p ) {
  10823. return t * t * p;
  10824. }
  10825. function QuadraticBezier( t, p0, p1, p2 ) {
  10826. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  10827. QuadraticBezierP2( t, p2 );
  10828. }
  10829. //
  10830. function CubicBezierP0( t, p ) {
  10831. const k = 1 - t;
  10832. return k * k * k * p;
  10833. }
  10834. function CubicBezierP1( t, p ) {
  10835. const k = 1 - t;
  10836. return 3 * k * k * t * p;
  10837. }
  10838. function CubicBezierP2( t, p ) {
  10839. return 3 * ( 1 - t ) * t * t * p;
  10840. }
  10841. function CubicBezierP3( t, p ) {
  10842. return t * t * t * p;
  10843. }
  10844. function CubicBezier( t, p0, p1, p2, p3 ) {
  10845. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  10846. CubicBezierP3( t, p3 );
  10847. }
  10848. class CubicBezierCurve extends Curve {
  10849. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  10850. super();
  10851. this.isCubicBezierCurve = true;
  10852. this.type = 'CubicBezierCurve';
  10853. this.v0 = v0;
  10854. this.v1 = v1;
  10855. this.v2 = v2;
  10856. this.v3 = v3;
  10857. }
  10858. getPoint( t, optionalTarget = new Vector2() ) {
  10859. const point = optionalTarget;
  10860. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10861. point.set(
  10862. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10863. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  10864. );
  10865. return point;
  10866. }
  10867. copy( source ) {
  10868. super.copy( source );
  10869. this.v0.copy( source.v0 );
  10870. this.v1.copy( source.v1 );
  10871. this.v2.copy( source.v2 );
  10872. this.v3.copy( source.v3 );
  10873. return this;
  10874. }
  10875. toJSON() {
  10876. const data = super.toJSON();
  10877. data.v0 = this.v0.toArray();
  10878. data.v1 = this.v1.toArray();
  10879. data.v2 = this.v2.toArray();
  10880. data.v3 = this.v3.toArray();
  10881. return data;
  10882. }
  10883. fromJSON( json ) {
  10884. super.fromJSON( json );
  10885. this.v0.fromArray( json.v0 );
  10886. this.v1.fromArray( json.v1 );
  10887. this.v2.fromArray( json.v2 );
  10888. this.v3.fromArray( json.v3 );
  10889. return this;
  10890. }
  10891. }
  10892. class CubicBezierCurve3 extends Curve {
  10893. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  10894. super();
  10895. this.isCubicBezierCurve3 = true;
  10896. this.type = 'CubicBezierCurve3';
  10897. this.v0 = v0;
  10898. this.v1 = v1;
  10899. this.v2 = v2;
  10900. this.v3 = v3;
  10901. }
  10902. getPoint( t, optionalTarget = new Vector3() ) {
  10903. const point = optionalTarget;
  10904. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10905. point.set(
  10906. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10907. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  10908. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  10909. );
  10910. return point;
  10911. }
  10912. copy( source ) {
  10913. super.copy( source );
  10914. this.v0.copy( source.v0 );
  10915. this.v1.copy( source.v1 );
  10916. this.v2.copy( source.v2 );
  10917. this.v3.copy( source.v3 );
  10918. return this;
  10919. }
  10920. toJSON() {
  10921. const data = super.toJSON();
  10922. data.v0 = this.v0.toArray();
  10923. data.v1 = this.v1.toArray();
  10924. data.v2 = this.v2.toArray();
  10925. data.v3 = this.v3.toArray();
  10926. return data;
  10927. }
  10928. fromJSON( json ) {
  10929. super.fromJSON( json );
  10930. this.v0.fromArray( json.v0 );
  10931. this.v1.fromArray( json.v1 );
  10932. this.v2.fromArray( json.v2 );
  10933. this.v3.fromArray( json.v3 );
  10934. return this;
  10935. }
  10936. }
  10937. class LineCurve extends Curve {
  10938. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  10939. super();
  10940. this.isLineCurve = true;
  10941. this.type = 'LineCurve';
  10942. this.v1 = v1;
  10943. this.v2 = v2;
  10944. }
  10945. getPoint( t, optionalTarget = new Vector2() ) {
  10946. const point = optionalTarget;
  10947. if ( t === 1 ) {
  10948. point.copy( this.v2 );
  10949. } else {
  10950. point.copy( this.v2 ).sub( this.v1 );
  10951. point.multiplyScalar( t ).add( this.v1 );
  10952. }
  10953. return point;
  10954. }
  10955. // Line curve is linear, so we can overwrite default getPointAt
  10956. getPointAt( u, optionalTarget ) {
  10957. return this.getPoint( u, optionalTarget );
  10958. }
  10959. getTangent( t, optionalTarget = new Vector2() ) {
  10960. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10961. }
  10962. getTangentAt( u, optionalTarget ) {
  10963. return this.getTangent( u, optionalTarget );
  10964. }
  10965. copy( source ) {
  10966. super.copy( source );
  10967. this.v1.copy( source.v1 );
  10968. this.v2.copy( source.v2 );
  10969. return this;
  10970. }
  10971. toJSON() {
  10972. const data = super.toJSON();
  10973. data.v1 = this.v1.toArray();
  10974. data.v2 = this.v2.toArray();
  10975. return data;
  10976. }
  10977. fromJSON( json ) {
  10978. super.fromJSON( json );
  10979. this.v1.fromArray( json.v1 );
  10980. this.v2.fromArray( json.v2 );
  10981. return this;
  10982. }
  10983. }
  10984. class LineCurve3 extends Curve {
  10985. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  10986. super();
  10987. this.isLineCurve3 = true;
  10988. this.type = 'LineCurve3';
  10989. this.v1 = v1;
  10990. this.v2 = v2;
  10991. }
  10992. getPoint( t, optionalTarget = new Vector3() ) {
  10993. const point = optionalTarget;
  10994. if ( t === 1 ) {
  10995. point.copy( this.v2 );
  10996. } else {
  10997. point.copy( this.v2 ).sub( this.v1 );
  10998. point.multiplyScalar( t ).add( this.v1 );
  10999. }
  11000. return point;
  11001. }
  11002. // Line curve is linear, so we can overwrite default getPointAt
  11003. getPointAt( u, optionalTarget ) {
  11004. return this.getPoint( u, optionalTarget );
  11005. }
  11006. getTangent( t, optionalTarget = new Vector3() ) {
  11007. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  11008. }
  11009. getTangentAt( u, optionalTarget ) {
  11010. return this.getTangent( u, optionalTarget );
  11011. }
  11012. copy( source ) {
  11013. super.copy( source );
  11014. this.v1.copy( source.v1 );
  11015. this.v2.copy( source.v2 );
  11016. return this;
  11017. }
  11018. toJSON() {
  11019. const data = super.toJSON();
  11020. data.v1 = this.v1.toArray();
  11021. data.v2 = this.v2.toArray();
  11022. return data;
  11023. }
  11024. fromJSON( json ) {
  11025. super.fromJSON( json );
  11026. this.v1.fromArray( json.v1 );
  11027. this.v2.fromArray( json.v2 );
  11028. return this;
  11029. }
  11030. }
  11031. class QuadraticBezierCurve extends Curve {
  11032. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  11033. super();
  11034. this.isQuadraticBezierCurve = true;
  11035. this.type = 'QuadraticBezierCurve';
  11036. this.v0 = v0;
  11037. this.v1 = v1;
  11038. this.v2 = v2;
  11039. }
  11040. getPoint( t, optionalTarget = new Vector2() ) {
  11041. const point = optionalTarget;
  11042. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  11043. point.set(
  11044. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  11045. QuadraticBezier( t, v0.y, v1.y, v2.y )
  11046. );
  11047. return point;
  11048. }
  11049. copy( source ) {
  11050. super.copy( source );
  11051. this.v0.copy( source.v0 );
  11052. this.v1.copy( source.v1 );
  11053. this.v2.copy( source.v2 );
  11054. return this;
  11055. }
  11056. toJSON() {
  11057. const data = super.toJSON();
  11058. data.v0 = this.v0.toArray();
  11059. data.v1 = this.v1.toArray();
  11060. data.v2 = this.v2.toArray();
  11061. return data;
  11062. }
  11063. fromJSON( json ) {
  11064. super.fromJSON( json );
  11065. this.v0.fromArray( json.v0 );
  11066. this.v1.fromArray( json.v1 );
  11067. this.v2.fromArray( json.v2 );
  11068. return this;
  11069. }
  11070. }
  11071. class QuadraticBezierCurve3 extends Curve {
  11072. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  11073. super();
  11074. this.isQuadraticBezierCurve3 = true;
  11075. this.type = 'QuadraticBezierCurve3';
  11076. this.v0 = v0;
  11077. this.v1 = v1;
  11078. this.v2 = v2;
  11079. }
  11080. getPoint( t, optionalTarget = new Vector3() ) {
  11081. const point = optionalTarget;
  11082. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  11083. point.set(
  11084. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  11085. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  11086. QuadraticBezier( t, v0.z, v1.z, v2.z )
  11087. );
  11088. return point;
  11089. }
  11090. copy( source ) {
  11091. super.copy( source );
  11092. this.v0.copy( source.v0 );
  11093. this.v1.copy( source.v1 );
  11094. this.v2.copy( source.v2 );
  11095. return this;
  11096. }
  11097. toJSON() {
  11098. const data = super.toJSON();
  11099. data.v0 = this.v0.toArray();
  11100. data.v1 = this.v1.toArray();
  11101. data.v2 = this.v2.toArray();
  11102. return data;
  11103. }
  11104. fromJSON( json ) {
  11105. super.fromJSON( json );
  11106. this.v0.fromArray( json.v0 );
  11107. this.v1.fromArray( json.v1 );
  11108. this.v2.fromArray( json.v2 );
  11109. return this;
  11110. }
  11111. }
  11112. class SplineCurve extends Curve {
  11113. constructor( points = [] ) {
  11114. super();
  11115. this.isSplineCurve = true;
  11116. this.type = 'SplineCurve';
  11117. this.points = points;
  11118. }
  11119. getPoint( t, optionalTarget = new Vector2() ) {
  11120. const point = optionalTarget;
  11121. const points = this.points;
  11122. const p = ( points.length - 1 ) * t;
  11123. const intPoint = Math.floor( p );
  11124. const weight = p - intPoint;
  11125. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  11126. const p1 = points[ intPoint ];
  11127. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  11128. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  11129. point.set(
  11130. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  11131. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  11132. );
  11133. return point;
  11134. }
  11135. copy( source ) {
  11136. super.copy( source );
  11137. this.points = [];
  11138. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  11139. const point = source.points[ i ];
  11140. this.points.push( point.clone() );
  11141. }
  11142. return this;
  11143. }
  11144. toJSON() {
  11145. const data = super.toJSON();
  11146. data.points = [];
  11147. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  11148. const point = this.points[ i ];
  11149. data.points.push( point.toArray() );
  11150. }
  11151. return data;
  11152. }
  11153. fromJSON( json ) {
  11154. super.fromJSON( json );
  11155. this.points = [];
  11156. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  11157. const point = json.points[ i ];
  11158. this.points.push( new Vector2().fromArray( point ) );
  11159. }
  11160. return this;
  11161. }
  11162. }
  11163. var Curves = /*#__PURE__*/Object.freeze({
  11164. __proto__: null,
  11165. ArcCurve: ArcCurve,
  11166. CatmullRomCurve3: CatmullRomCurve3,
  11167. CubicBezierCurve: CubicBezierCurve,
  11168. CubicBezierCurve3: CubicBezierCurve3,
  11169. EllipseCurve: EllipseCurve,
  11170. LineCurve: LineCurve,
  11171. LineCurve3: LineCurve3,
  11172. QuadraticBezierCurve: QuadraticBezierCurve,
  11173. QuadraticBezierCurve3: QuadraticBezierCurve3,
  11174. SplineCurve: SplineCurve
  11175. });
  11176. /**************************************************************
  11177. * Curved Path - a curve path is simply a array of connected
  11178. * curves, but retains the api of a curve
  11179. **************************************************************/
  11180. class CurvePath extends Curve {
  11181. constructor() {
  11182. super();
  11183. this.type = 'CurvePath';
  11184. this.curves = [];
  11185. this.autoClose = false; // Automatically closes the path
  11186. }
  11187. add( curve ) {
  11188. this.curves.push( curve );
  11189. }
  11190. closePath() {
  11191. // Add a line curve if start and end of lines are not connected
  11192. const startPoint = this.curves[ 0 ].getPoint( 0 );
  11193. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  11194. if ( ! startPoint.equals( endPoint ) ) {
  11195. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  11196. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  11197. }
  11198. return this;
  11199. }
  11200. // To get accurate point with reference to
  11201. // entire path distance at time t,
  11202. // following has to be done:
  11203. // 1. Length of each sub path have to be known
  11204. // 2. Locate and identify type of curve
  11205. // 3. Get t for the curve
  11206. // 4. Return curve.getPointAt(t')
  11207. getPoint( t, optionalTarget ) {
  11208. const d = t * this.getLength();
  11209. const curveLengths = this.getCurveLengths();
  11210. let i = 0;
  11211. // To think about boundaries points.
  11212. while ( i < curveLengths.length ) {
  11213. if ( curveLengths[ i ] >= d ) {
  11214. const diff = curveLengths[ i ] - d;
  11215. const curve = this.curves[ i ];
  11216. const segmentLength = curve.getLength();
  11217. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  11218. return curve.getPointAt( u, optionalTarget );
  11219. }
  11220. i ++;
  11221. }
  11222. return null;
  11223. // loop where sum != 0, sum > d , sum+1 <d
  11224. }
  11225. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  11226. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  11227. // getPoint() depends on getLength
  11228. getLength() {
  11229. const lens = this.getCurveLengths();
  11230. return lens[ lens.length - 1 ];
  11231. }
  11232. // cacheLengths must be recalculated.
  11233. updateArcLengths() {
  11234. this.needsUpdate = true;
  11235. this.cacheLengths = null;
  11236. this.getCurveLengths();
  11237. }
  11238. // Compute lengths and cache them
  11239. // We cannot overwrite getLengths() because UtoT mapping uses it.
  11240. getCurveLengths() {
  11241. // We use cache values if curves and cache array are same length
  11242. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  11243. return this.cacheLengths;
  11244. }
  11245. // Get length of sub-curve
  11246. // Push sums into cached array
  11247. const lengths = [];
  11248. let sums = 0;
  11249. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11250. sums += this.curves[ i ].getLength();
  11251. lengths.push( sums );
  11252. }
  11253. this.cacheLengths = lengths;
  11254. return lengths;
  11255. }
  11256. getSpacedPoints( divisions = 40 ) {
  11257. const points = [];
  11258. for ( let i = 0; i <= divisions; i ++ ) {
  11259. points.push( this.getPoint( i / divisions ) );
  11260. }
  11261. if ( this.autoClose ) {
  11262. points.push( points[ 0 ] );
  11263. }
  11264. return points;
  11265. }
  11266. getPoints( divisions = 12 ) {
  11267. const points = [];
  11268. let last;
  11269. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  11270. const curve = curves[ i ];
  11271. const resolution = curve.isEllipseCurve ? divisions * 2
  11272. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  11273. : curve.isSplineCurve ? divisions * curve.points.length
  11274. : divisions;
  11275. const pts = curve.getPoints( resolution );
  11276. for ( let j = 0; j < pts.length; j ++ ) {
  11277. const point = pts[ j ];
  11278. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  11279. points.push( point );
  11280. last = point;
  11281. }
  11282. }
  11283. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  11284. points.push( points[ 0 ] );
  11285. }
  11286. return points;
  11287. }
  11288. copy( source ) {
  11289. super.copy( source );
  11290. this.curves = [];
  11291. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  11292. const curve = source.curves[ i ];
  11293. this.curves.push( curve.clone() );
  11294. }
  11295. this.autoClose = source.autoClose;
  11296. return this;
  11297. }
  11298. toJSON() {
  11299. const data = super.toJSON();
  11300. data.autoClose = this.autoClose;
  11301. data.curves = [];
  11302. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11303. const curve = this.curves[ i ];
  11304. data.curves.push( curve.toJSON() );
  11305. }
  11306. return data;
  11307. }
  11308. fromJSON( json ) {
  11309. super.fromJSON( json );
  11310. this.autoClose = json.autoClose;
  11311. this.curves = [];
  11312. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  11313. const curve = json.curves[ i ];
  11314. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  11315. }
  11316. return this;
  11317. }
  11318. }
  11319. class Path extends CurvePath {
  11320. constructor( points ) {
  11321. super();
  11322. this.type = 'Path';
  11323. this.currentPoint = new Vector2();
  11324. if ( points ) {
  11325. this.setFromPoints( points );
  11326. }
  11327. }
  11328. setFromPoints( points ) {
  11329. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  11330. for ( let i = 1, l = points.length; i < l; i ++ ) {
  11331. this.lineTo( points[ i ].x, points[ i ].y );
  11332. }
  11333. return this;
  11334. }
  11335. moveTo( x, y ) {
  11336. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  11337. return this;
  11338. }
  11339. lineTo( x, y ) {
  11340. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  11341. this.curves.push( curve );
  11342. this.currentPoint.set( x, y );
  11343. return this;
  11344. }
  11345. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  11346. const curve = new QuadraticBezierCurve(
  11347. this.currentPoint.clone(),
  11348. new Vector2( aCPx, aCPy ),
  11349. new Vector2( aX, aY )
  11350. );
  11351. this.curves.push( curve );
  11352. this.currentPoint.set( aX, aY );
  11353. return this;
  11354. }
  11355. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  11356. const curve = new CubicBezierCurve(
  11357. this.currentPoint.clone(),
  11358. new Vector2( aCP1x, aCP1y ),
  11359. new Vector2( aCP2x, aCP2y ),
  11360. new Vector2( aX, aY )
  11361. );
  11362. this.curves.push( curve );
  11363. this.currentPoint.set( aX, aY );
  11364. return this;
  11365. }
  11366. splineThru( pts /*Array of Vector*/ ) {
  11367. const npts = [ this.currentPoint.clone() ].concat( pts );
  11368. const curve = new SplineCurve( npts );
  11369. this.curves.push( curve );
  11370. this.currentPoint.copy( pts[ pts.length - 1 ] );
  11371. return this;
  11372. }
  11373. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11374. const x0 = this.currentPoint.x;
  11375. const y0 = this.currentPoint.y;
  11376. this.absarc( aX + x0, aY + y0, aRadius,
  11377. aStartAngle, aEndAngle, aClockwise );
  11378. return this;
  11379. }
  11380. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11381. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  11382. return this;
  11383. }
  11384. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11385. const x0 = this.currentPoint.x;
  11386. const y0 = this.currentPoint.y;
  11387. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11388. return this;
  11389. }
  11390. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11391. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11392. if ( this.curves.length > 0 ) {
  11393. // if a previous curve is present, attempt to join
  11394. const firstPoint = curve.getPoint( 0 );
  11395. if ( ! firstPoint.equals( this.currentPoint ) ) {
  11396. this.lineTo( firstPoint.x, firstPoint.y );
  11397. }
  11398. }
  11399. this.curves.push( curve );
  11400. const lastPoint = curve.getPoint( 1 );
  11401. this.currentPoint.copy( lastPoint );
  11402. return this;
  11403. }
  11404. copy( source ) {
  11405. super.copy( source );
  11406. this.currentPoint.copy( source.currentPoint );
  11407. return this;
  11408. }
  11409. toJSON() {
  11410. const data = super.toJSON();
  11411. data.currentPoint = this.currentPoint.toArray();
  11412. return data;
  11413. }
  11414. fromJSON( json ) {
  11415. super.fromJSON( json );
  11416. this.currentPoint.fromArray( json.currentPoint );
  11417. return this;
  11418. }
  11419. }
  11420. class LatheGeometry extends BufferGeometry {
  11421. constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
  11422. super();
  11423. this.type = 'LatheGeometry';
  11424. this.parameters = {
  11425. points: points,
  11426. segments: segments,
  11427. phiStart: phiStart,
  11428. phiLength: phiLength
  11429. };
  11430. segments = Math.floor( segments );
  11431. // clamp phiLength so it's in range of [ 0, 2PI ]
  11432. phiLength = clamp$1( phiLength, 0, Math.PI * 2 );
  11433. // buffers
  11434. const indices = [];
  11435. const vertices = [];
  11436. const uvs = [];
  11437. const initNormals = [];
  11438. const normals = [];
  11439. // helper variables
  11440. const inverseSegments = 1.0 / segments;
  11441. const vertex = new Vector3();
  11442. const uv = new Vector2();
  11443. const normal = new Vector3();
  11444. const curNormal = new Vector3();
  11445. const prevNormal = new Vector3();
  11446. let dx = 0;
  11447. let dy = 0;
  11448. // pre-compute normals for initial "meridian"
  11449. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11450. switch ( j ) {
  11451. case 0: // special handling for 1st vertex on path
  11452. dx = points[ j + 1 ].x - points[ j ].x;
  11453. dy = points[ j + 1 ].y - points[ j ].y;
  11454. normal.x = dy * 1.0;
  11455. normal.y = - dx;
  11456. normal.z = dy * 0.0;
  11457. prevNormal.copy( normal );
  11458. normal.normalize();
  11459. initNormals.push( normal.x, normal.y, normal.z );
  11460. break;
  11461. case ( points.length - 1 ): // special handling for last Vertex on path
  11462. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  11463. break;
  11464. default: // default handling for all vertices in between
  11465. dx = points[ j + 1 ].x - points[ j ].x;
  11466. dy = points[ j + 1 ].y - points[ j ].y;
  11467. normal.x = dy * 1.0;
  11468. normal.y = - dx;
  11469. normal.z = dy * 0.0;
  11470. curNormal.copy( normal );
  11471. normal.x += prevNormal.x;
  11472. normal.y += prevNormal.y;
  11473. normal.z += prevNormal.z;
  11474. normal.normalize();
  11475. initNormals.push( normal.x, normal.y, normal.z );
  11476. prevNormal.copy( curNormal );
  11477. }
  11478. }
  11479. // generate vertices, uvs and normals
  11480. for ( let i = 0; i <= segments; i ++ ) {
  11481. const phi = phiStart + i * inverseSegments * phiLength;
  11482. const sin = Math.sin( phi );
  11483. const cos = Math.cos( phi );
  11484. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11485. // vertex
  11486. vertex.x = points[ j ].x * sin;
  11487. vertex.y = points[ j ].y;
  11488. vertex.z = points[ j ].x * cos;
  11489. vertices.push( vertex.x, vertex.y, vertex.z );
  11490. // uv
  11491. uv.x = i / segments;
  11492. uv.y = j / ( points.length - 1 );
  11493. uvs.push( uv.x, uv.y );
  11494. // normal
  11495. const x = initNormals[ 3 * j + 0 ] * sin;
  11496. const y = initNormals[ 3 * j + 1 ];
  11497. const z = initNormals[ 3 * j + 0 ] * cos;
  11498. normals.push( x, y, z );
  11499. }
  11500. }
  11501. // indices
  11502. for ( let i = 0; i < segments; i ++ ) {
  11503. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  11504. const base = j + i * points.length;
  11505. const a = base;
  11506. const b = base + points.length;
  11507. const c = base + points.length + 1;
  11508. const d = base + 1;
  11509. // faces
  11510. indices.push( a, b, d );
  11511. indices.push( c, d, b );
  11512. }
  11513. }
  11514. // build geometry
  11515. this.setIndex( indices );
  11516. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11517. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11518. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11519. }
  11520. copy( source ) {
  11521. super.copy( source );
  11522. this.parameters = Object.assign( {}, source.parameters );
  11523. return this;
  11524. }
  11525. static fromJSON( data ) {
  11526. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  11527. }
  11528. }
  11529. class CapsuleGeometry extends LatheGeometry {
  11530. constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
  11531. const path = new Path();
  11532. path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
  11533. path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
  11534. super( path.getPoints( capSegments ), radialSegments );
  11535. this.type = 'CapsuleGeometry';
  11536. this.parameters = {
  11537. radius: radius,
  11538. length: length,
  11539. capSegments: capSegments,
  11540. radialSegments: radialSegments,
  11541. };
  11542. }
  11543. static fromJSON( data ) {
  11544. return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
  11545. }
  11546. }
  11547. class CircleGeometry extends BufferGeometry {
  11548. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11549. super();
  11550. this.type = 'CircleGeometry';
  11551. this.parameters = {
  11552. radius: radius,
  11553. segments: segments,
  11554. thetaStart: thetaStart,
  11555. thetaLength: thetaLength
  11556. };
  11557. segments = Math.max( 3, segments );
  11558. // buffers
  11559. const indices = [];
  11560. const vertices = [];
  11561. const normals = [];
  11562. const uvs = [];
  11563. // helper variables
  11564. const vertex = new Vector3();
  11565. const uv = new Vector2();
  11566. // center point
  11567. vertices.push( 0, 0, 0 );
  11568. normals.push( 0, 0, 1 );
  11569. uvs.push( 0.5, 0.5 );
  11570. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  11571. const segment = thetaStart + s / segments * thetaLength;
  11572. // vertex
  11573. vertex.x = radius * Math.cos( segment );
  11574. vertex.y = radius * Math.sin( segment );
  11575. vertices.push( vertex.x, vertex.y, vertex.z );
  11576. // normal
  11577. normals.push( 0, 0, 1 );
  11578. // uvs
  11579. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  11580. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  11581. uvs.push( uv.x, uv.y );
  11582. }
  11583. // indices
  11584. for ( let i = 1; i <= segments; i ++ ) {
  11585. indices.push( i, i + 1, 0 );
  11586. }
  11587. // build geometry
  11588. this.setIndex( indices );
  11589. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11590. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11591. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11592. }
  11593. copy( source ) {
  11594. super.copy( source );
  11595. this.parameters = Object.assign( {}, source.parameters );
  11596. return this;
  11597. }
  11598. static fromJSON( data ) {
  11599. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  11600. }
  11601. }
  11602. class CylinderGeometry extends BufferGeometry {
  11603. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11604. super();
  11605. this.type = 'CylinderGeometry';
  11606. this.parameters = {
  11607. radiusTop: radiusTop,
  11608. radiusBottom: radiusBottom,
  11609. height: height,
  11610. radialSegments: radialSegments,
  11611. heightSegments: heightSegments,
  11612. openEnded: openEnded,
  11613. thetaStart: thetaStart,
  11614. thetaLength: thetaLength
  11615. };
  11616. const scope = this;
  11617. radialSegments = Math.floor( radialSegments );
  11618. heightSegments = Math.floor( heightSegments );
  11619. // buffers
  11620. const indices = [];
  11621. const vertices = [];
  11622. const normals = [];
  11623. const uvs = [];
  11624. // helper variables
  11625. let index = 0;
  11626. const indexArray = [];
  11627. const halfHeight = height / 2;
  11628. let groupStart = 0;
  11629. // generate geometry
  11630. generateTorso();
  11631. if ( openEnded === false ) {
  11632. if ( radiusTop > 0 ) generateCap( true );
  11633. if ( radiusBottom > 0 ) generateCap( false );
  11634. }
  11635. // build geometry
  11636. this.setIndex( indices );
  11637. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11638. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11639. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11640. function generateTorso() {
  11641. const normal = new Vector3();
  11642. const vertex = new Vector3();
  11643. let groupCount = 0;
  11644. // this will be used to calculate the normal
  11645. const slope = ( radiusBottom - radiusTop ) / height;
  11646. // generate vertices, normals and uvs
  11647. for ( let y = 0; y <= heightSegments; y ++ ) {
  11648. const indexRow = [];
  11649. const v = y / heightSegments;
  11650. // calculate the radius of the current row
  11651. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  11652. for ( let x = 0; x <= radialSegments; x ++ ) {
  11653. const u = x / radialSegments;
  11654. const theta = u * thetaLength + thetaStart;
  11655. const sinTheta = Math.sin( theta );
  11656. const cosTheta = Math.cos( theta );
  11657. // vertex
  11658. vertex.x = radius * sinTheta;
  11659. vertex.y = - v * height + halfHeight;
  11660. vertex.z = radius * cosTheta;
  11661. vertices.push( vertex.x, vertex.y, vertex.z );
  11662. // normal
  11663. normal.set( sinTheta, slope, cosTheta ).normalize();
  11664. normals.push( normal.x, normal.y, normal.z );
  11665. // uv
  11666. uvs.push( u, 1 - v );
  11667. // save index of vertex in respective row
  11668. indexRow.push( index ++ );
  11669. }
  11670. // now save vertices of the row in our index array
  11671. indexArray.push( indexRow );
  11672. }
  11673. // generate indices
  11674. for ( let x = 0; x < radialSegments; x ++ ) {
  11675. for ( let y = 0; y < heightSegments; y ++ ) {
  11676. // we use the index array to access the correct indices
  11677. const a = indexArray[ y ][ x ];
  11678. const b = indexArray[ y + 1 ][ x ];
  11679. const c = indexArray[ y + 1 ][ x + 1 ];
  11680. const d = indexArray[ y ][ x + 1 ];
  11681. // faces
  11682. if ( radiusTop > 0 ) {
  11683. indices.push( a, b, d );
  11684. groupCount += 3;
  11685. }
  11686. if ( radiusBottom > 0 ) {
  11687. indices.push( b, c, d );
  11688. groupCount += 3;
  11689. }
  11690. }
  11691. }
  11692. // add a group to the geometry. this will ensure multi material support
  11693. scope.addGroup( groupStart, groupCount, 0 );
  11694. // calculate new start value for groups
  11695. groupStart += groupCount;
  11696. }
  11697. function generateCap( top ) {
  11698. // save the index of the first center vertex
  11699. const centerIndexStart = index;
  11700. const uv = new Vector2();
  11701. const vertex = new Vector3();
  11702. let groupCount = 0;
  11703. const radius = ( top === true ) ? radiusTop : radiusBottom;
  11704. const sign = ( top === true ) ? 1 : - 1;
  11705. // first we generate the center vertex data of the cap.
  11706. // because the geometry needs one set of uvs per face,
  11707. // we must generate a center vertex per face/segment
  11708. for ( let x = 1; x <= radialSegments; x ++ ) {
  11709. // vertex
  11710. vertices.push( 0, halfHeight * sign, 0 );
  11711. // normal
  11712. normals.push( 0, sign, 0 );
  11713. // uv
  11714. uvs.push( 0.5, 0.5 );
  11715. // increase index
  11716. index ++;
  11717. }
  11718. // save the index of the last center vertex
  11719. const centerIndexEnd = index;
  11720. // now we generate the surrounding vertices, normals and uvs
  11721. for ( let x = 0; x <= radialSegments; x ++ ) {
  11722. const u = x / radialSegments;
  11723. const theta = u * thetaLength + thetaStart;
  11724. const cosTheta = Math.cos( theta );
  11725. const sinTheta = Math.sin( theta );
  11726. // vertex
  11727. vertex.x = radius * sinTheta;
  11728. vertex.y = halfHeight * sign;
  11729. vertex.z = radius * cosTheta;
  11730. vertices.push( vertex.x, vertex.y, vertex.z );
  11731. // normal
  11732. normals.push( 0, sign, 0 );
  11733. // uv
  11734. uv.x = ( cosTheta * 0.5 ) + 0.5;
  11735. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  11736. uvs.push( uv.x, uv.y );
  11737. // increase index
  11738. index ++;
  11739. }
  11740. // generate indices
  11741. for ( let x = 0; x < radialSegments; x ++ ) {
  11742. const c = centerIndexStart + x;
  11743. const i = centerIndexEnd + x;
  11744. if ( top === true ) {
  11745. // face top
  11746. indices.push( i, i + 1, c );
  11747. } else {
  11748. // face bottom
  11749. indices.push( i + 1, i, c );
  11750. }
  11751. groupCount += 3;
  11752. }
  11753. // add a group to the geometry. this will ensure multi material support
  11754. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  11755. // calculate new start value for groups
  11756. groupStart += groupCount;
  11757. }
  11758. }
  11759. copy( source ) {
  11760. super.copy( source );
  11761. this.parameters = Object.assign( {}, source.parameters );
  11762. return this;
  11763. }
  11764. static fromJSON( data ) {
  11765. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11766. }
  11767. }
  11768. class ConeGeometry extends CylinderGeometry {
  11769. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11770. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  11771. this.type = 'ConeGeometry';
  11772. this.parameters = {
  11773. radius: radius,
  11774. height: height,
  11775. radialSegments: radialSegments,
  11776. heightSegments: heightSegments,
  11777. openEnded: openEnded,
  11778. thetaStart: thetaStart,
  11779. thetaLength: thetaLength
  11780. };
  11781. }
  11782. static fromJSON( data ) {
  11783. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11784. }
  11785. }
  11786. class PolyhedronGeometry extends BufferGeometry {
  11787. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  11788. super();
  11789. this.type = 'PolyhedronGeometry';
  11790. this.parameters = {
  11791. vertices: vertices,
  11792. indices: indices,
  11793. radius: radius,
  11794. detail: detail
  11795. };
  11796. // default buffer data
  11797. const vertexBuffer = [];
  11798. const uvBuffer = [];
  11799. // the subdivision creates the vertex buffer data
  11800. subdivide( detail );
  11801. // all vertices should lie on a conceptual sphere with a given radius
  11802. applyRadius( radius );
  11803. // finally, create the uv data
  11804. generateUVs();
  11805. // build non-indexed geometry
  11806. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  11807. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  11808. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  11809. if ( detail === 0 ) {
  11810. this.computeVertexNormals(); // flat normals
  11811. } else {
  11812. this.normalizeNormals(); // smooth normals
  11813. }
  11814. // helper functions
  11815. function subdivide( detail ) {
  11816. const a = new Vector3();
  11817. const b = new Vector3();
  11818. const c = new Vector3();
  11819. // iterate over all faces and apply a subdivision with the given detail value
  11820. for ( let i = 0; i < indices.length; i += 3 ) {
  11821. // get the vertices of the face
  11822. getVertexByIndex( indices[ i + 0 ], a );
  11823. getVertexByIndex( indices[ i + 1 ], b );
  11824. getVertexByIndex( indices[ i + 2 ], c );
  11825. // perform subdivision
  11826. subdivideFace( a, b, c, detail );
  11827. }
  11828. }
  11829. function subdivideFace( a, b, c, detail ) {
  11830. const cols = detail + 1;
  11831. // we use this multidimensional array as a data structure for creating the subdivision
  11832. const v = [];
  11833. // construct all of the vertices for this subdivision
  11834. for ( let i = 0; i <= cols; i ++ ) {
  11835. v[ i ] = [];
  11836. const aj = a.clone().lerp( c, i / cols );
  11837. const bj = b.clone().lerp( c, i / cols );
  11838. const rows = cols - i;
  11839. for ( let j = 0; j <= rows; j ++ ) {
  11840. if ( j === 0 && i === cols ) {
  11841. v[ i ][ j ] = aj;
  11842. } else {
  11843. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  11844. }
  11845. }
  11846. }
  11847. // construct all of the faces
  11848. for ( let i = 0; i < cols; i ++ ) {
  11849. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  11850. const k = Math.floor( j / 2 );
  11851. if ( j % 2 === 0 ) {
  11852. pushVertex( v[ i ][ k + 1 ] );
  11853. pushVertex( v[ i + 1 ][ k ] );
  11854. pushVertex( v[ i ][ k ] );
  11855. } else {
  11856. pushVertex( v[ i ][ k + 1 ] );
  11857. pushVertex( v[ i + 1 ][ k + 1 ] );
  11858. pushVertex( v[ i + 1 ][ k ] );
  11859. }
  11860. }
  11861. }
  11862. }
  11863. function applyRadius( radius ) {
  11864. const vertex = new Vector3();
  11865. // iterate over the entire buffer and apply the radius to each vertex
  11866. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11867. vertex.x = vertexBuffer[ i + 0 ];
  11868. vertex.y = vertexBuffer[ i + 1 ];
  11869. vertex.z = vertexBuffer[ i + 2 ];
  11870. vertex.normalize().multiplyScalar( radius );
  11871. vertexBuffer[ i + 0 ] = vertex.x;
  11872. vertexBuffer[ i + 1 ] = vertex.y;
  11873. vertexBuffer[ i + 2 ] = vertex.z;
  11874. }
  11875. }
  11876. function generateUVs() {
  11877. const vertex = new Vector3();
  11878. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11879. vertex.x = vertexBuffer[ i + 0 ];
  11880. vertex.y = vertexBuffer[ i + 1 ];
  11881. vertex.z = vertexBuffer[ i + 2 ];
  11882. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  11883. const v = inclination( vertex ) / Math.PI + 0.5;
  11884. uvBuffer.push( u, 1 - v );
  11885. }
  11886. correctUVs();
  11887. correctSeam();
  11888. }
  11889. function correctSeam() {
  11890. // handle case when face straddles the seam, see #3269
  11891. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  11892. // uv data of a single face
  11893. const x0 = uvBuffer[ i + 0 ];
  11894. const x1 = uvBuffer[ i + 2 ];
  11895. const x2 = uvBuffer[ i + 4 ];
  11896. const max = Math.max( x0, x1, x2 );
  11897. const min = Math.min( x0, x1, x2 );
  11898. // 0.9 is somewhat arbitrary
  11899. if ( max > 0.9 && min < 0.1 ) {
  11900. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  11901. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  11902. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  11903. }
  11904. }
  11905. }
  11906. function pushVertex( vertex ) {
  11907. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  11908. }
  11909. function getVertexByIndex( index, vertex ) {
  11910. const stride = index * 3;
  11911. vertex.x = vertices[ stride + 0 ];
  11912. vertex.y = vertices[ stride + 1 ];
  11913. vertex.z = vertices[ stride + 2 ];
  11914. }
  11915. function correctUVs() {
  11916. const a = new Vector3();
  11917. const b = new Vector3();
  11918. const c = new Vector3();
  11919. const centroid = new Vector3();
  11920. const uvA = new Vector2();
  11921. const uvB = new Vector2();
  11922. const uvC = new Vector2();
  11923. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  11924. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  11925. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  11926. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  11927. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  11928. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  11929. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  11930. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  11931. const azi = azimuth( centroid );
  11932. correctUV( uvA, j + 0, a, azi );
  11933. correctUV( uvB, j + 2, b, azi );
  11934. correctUV( uvC, j + 4, c, azi );
  11935. }
  11936. }
  11937. function correctUV( uv, stride, vector, azimuth ) {
  11938. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  11939. uvBuffer[ stride ] = uv.x - 1;
  11940. }
  11941. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  11942. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  11943. }
  11944. }
  11945. // Angle around the Y axis, counter-clockwise when looking from above.
  11946. function azimuth( vector ) {
  11947. return Math.atan2( vector.z, - vector.x );
  11948. }
  11949. // Angle above the XZ plane.
  11950. function inclination( vector ) {
  11951. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  11952. }
  11953. }
  11954. copy( source ) {
  11955. super.copy( source );
  11956. this.parameters = Object.assign( {}, source.parameters );
  11957. return this;
  11958. }
  11959. static fromJSON( data ) {
  11960. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  11961. }
  11962. }
  11963. class DodecahedronGeometry extends PolyhedronGeometry {
  11964. constructor( radius = 1, detail = 0 ) {
  11965. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  11966. const r = 1 / t;
  11967. const vertices = [
  11968. // (±1, ±1, ±1)
  11969. - 1, - 1, - 1, - 1, - 1, 1,
  11970. - 1, 1, - 1, - 1, 1, 1,
  11971. 1, - 1, - 1, 1, - 1, 1,
  11972. 1, 1, - 1, 1, 1, 1,
  11973. // (0, ±1/φ, ±φ)
  11974. 0, - r, - t, 0, - r, t,
  11975. 0, r, - t, 0, r, t,
  11976. // (±1/φ, ±φ, 0)
  11977. - r, - t, 0, - r, t, 0,
  11978. r, - t, 0, r, t, 0,
  11979. // (±φ, 0, ±1/φ)
  11980. - t, 0, - r, t, 0, - r,
  11981. - t, 0, r, t, 0, r
  11982. ];
  11983. const indices = [
  11984. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  11985. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  11986. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  11987. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  11988. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  11989. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  11990. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  11991. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  11992. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  11993. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  11994. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  11995. 1, 12, 14, 1, 14, 5, 1, 5, 9
  11996. ];
  11997. super( vertices, indices, radius, detail );
  11998. this.type = 'DodecahedronGeometry';
  11999. this.parameters = {
  12000. radius: radius,
  12001. detail: detail
  12002. };
  12003. }
  12004. static fromJSON( data ) {
  12005. return new DodecahedronGeometry( data.radius, data.detail );
  12006. }
  12007. }
  12008. const _v0 = /*@__PURE__*/ new Vector3();
  12009. const _v1$1 = /*@__PURE__*/ new Vector3();
  12010. const _normal$1 = /*@__PURE__*/ new Vector3();
  12011. const _triangle = /*@__PURE__*/ new Triangle();
  12012. class EdgesGeometry extends BufferGeometry {
  12013. constructor( geometry = null, thresholdAngle = 1 ) {
  12014. super();
  12015. this.type = 'EdgesGeometry';
  12016. this.parameters = {
  12017. geometry: geometry,
  12018. thresholdAngle: thresholdAngle
  12019. };
  12020. if ( geometry !== null ) {
  12021. const precisionPoints = 4;
  12022. const precision = Math.pow( 10, precisionPoints );
  12023. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  12024. const indexAttr = geometry.getIndex();
  12025. const positionAttr = geometry.getAttribute( 'position' );
  12026. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  12027. const indexArr = [ 0, 0, 0 ];
  12028. const vertKeys = [ 'a', 'b', 'c' ];
  12029. const hashes = new Array( 3 );
  12030. const edgeData = {};
  12031. const vertices = [];
  12032. for ( let i = 0; i < indexCount; i += 3 ) {
  12033. if ( indexAttr ) {
  12034. indexArr[ 0 ] = indexAttr.getX( i );
  12035. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  12036. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  12037. } else {
  12038. indexArr[ 0 ] = i;
  12039. indexArr[ 1 ] = i + 1;
  12040. indexArr[ 2 ] = i + 2;
  12041. }
  12042. const { a, b, c } = _triangle;
  12043. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  12044. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  12045. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  12046. _triangle.getNormal( _normal$1 );
  12047. // create hashes for the edge from the vertices
  12048. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  12049. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  12050. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  12051. // skip degenerate triangles
  12052. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  12053. continue;
  12054. }
  12055. // iterate over every edge
  12056. for ( let j = 0; j < 3; j ++ ) {
  12057. // get the first and next vertex making up the edge
  12058. const jNext = ( j + 1 ) % 3;
  12059. const vecHash0 = hashes[ j ];
  12060. const vecHash1 = hashes[ jNext ];
  12061. const v0 = _triangle[ vertKeys[ j ] ];
  12062. const v1 = _triangle[ vertKeys[ jNext ] ];
  12063. const hash = `${ vecHash0 }_${ vecHash1 }`;
  12064. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  12065. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  12066. // if we found a sibling edge add it into the vertex array if
  12067. // it meets the angle threshold and delete the edge from the map.
  12068. if ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  12069. vertices.push( v0.x, v0.y, v0.z );
  12070. vertices.push( v1.x, v1.y, v1.z );
  12071. }
  12072. edgeData[ reverseHash ] = null;
  12073. } else if ( ! ( hash in edgeData ) ) {
  12074. // if we've already got an edge here then skip adding a new one
  12075. edgeData[ hash ] = {
  12076. index0: indexArr[ j ],
  12077. index1: indexArr[ jNext ],
  12078. normal: _normal$1.clone(),
  12079. };
  12080. }
  12081. }
  12082. }
  12083. // iterate over all remaining, unmatched edges and add them to the vertex array
  12084. for ( const key in edgeData ) {
  12085. if ( edgeData[ key ] ) {
  12086. const { index0, index1 } = edgeData[ key ];
  12087. _v0.fromBufferAttribute( positionAttr, index0 );
  12088. _v1$1.fromBufferAttribute( positionAttr, index1 );
  12089. vertices.push( _v0.x, _v0.y, _v0.z );
  12090. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  12091. }
  12092. }
  12093. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  12094. }
  12095. }
  12096. copy( source ) {
  12097. super.copy( source );
  12098. this.parameters = Object.assign( {}, source.parameters );
  12099. return this;
  12100. }
  12101. }
  12102. class Shape extends Path {
  12103. constructor( points ) {
  12104. super( points );
  12105. this.uuid = generateUUID();
  12106. this.type = 'Shape';
  12107. this.holes = [];
  12108. }
  12109. getPointsHoles( divisions ) {
  12110. const holesPts = [];
  12111. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  12112. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  12113. }
  12114. return holesPts;
  12115. }
  12116. // get points of shape and holes (keypoints based on segments parameter)
  12117. extractPoints( divisions ) {
  12118. return {
  12119. shape: this.getPoints( divisions ),
  12120. holes: this.getPointsHoles( divisions )
  12121. };
  12122. }
  12123. copy( source ) {
  12124. super.copy( source );
  12125. this.holes = [];
  12126. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  12127. const hole = source.holes[ i ];
  12128. this.holes.push( hole.clone() );
  12129. }
  12130. return this;
  12131. }
  12132. toJSON() {
  12133. const data = super.toJSON();
  12134. data.uuid = this.uuid;
  12135. data.holes = [];
  12136. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  12137. const hole = this.holes[ i ];
  12138. data.holes.push( hole.toJSON() );
  12139. }
  12140. return data;
  12141. }
  12142. fromJSON( json ) {
  12143. super.fromJSON( json );
  12144. this.uuid = json.uuid;
  12145. this.holes = [];
  12146. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  12147. const hole = json.holes[ i ];
  12148. this.holes.push( new Path().fromJSON( hole ) );
  12149. }
  12150. return this;
  12151. }
  12152. }
  12153. /**
  12154. * Port from https://github.com/mapbox/earcut (v2.2.4)
  12155. */
  12156. const Earcut = {
  12157. triangulate: function ( data, holeIndices, dim = 2 ) {
  12158. const hasHoles = holeIndices && holeIndices.length;
  12159. const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  12160. let outerNode = linkedList( data, 0, outerLen, dim, true );
  12161. const triangles = [];
  12162. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  12163. let minX, minY, maxX, maxY, x, y, invSize;
  12164. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  12165. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  12166. if ( data.length > 80 * dim ) {
  12167. minX = maxX = data[ 0 ];
  12168. minY = maxY = data[ 1 ];
  12169. for ( let i = dim; i < outerLen; i += dim ) {
  12170. x = data[ i ];
  12171. y = data[ i + 1 ];
  12172. if ( x < minX ) minX = x;
  12173. if ( y < minY ) minY = y;
  12174. if ( x > maxX ) maxX = x;
  12175. if ( y > maxY ) maxY = y;
  12176. }
  12177. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  12178. invSize = Math.max( maxX - minX, maxY - minY );
  12179. invSize = invSize !== 0 ? 32767 / invSize : 0;
  12180. }
  12181. earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
  12182. return triangles;
  12183. }
  12184. };
  12185. // create a circular doubly linked list from polygon points in the specified winding order
  12186. function linkedList( data, start, end, dim, clockwise ) {
  12187. let i, last;
  12188. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  12189. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12190. } else {
  12191. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12192. }
  12193. if ( last && equals$1( last, last.next ) ) {
  12194. removeNode( last );
  12195. last = last.next;
  12196. }
  12197. return last;
  12198. }
  12199. // eliminate colinear or duplicate points
  12200. function filterPoints( start, end ) {
  12201. if ( ! start ) return start;
  12202. if ( ! end ) end = start;
  12203. let p = start,
  12204. again;
  12205. do {
  12206. again = false;
  12207. if ( ! p.steiner && ( equals$1( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  12208. removeNode( p );
  12209. p = end = p.prev;
  12210. if ( p === p.next ) break;
  12211. again = true;
  12212. } else {
  12213. p = p.next;
  12214. }
  12215. } while ( again || p !== end );
  12216. return end;
  12217. }
  12218. // main ear slicing loop which triangulates a polygon (given as a linked list)
  12219. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  12220. if ( ! ear ) return;
  12221. // interlink polygon nodes in z-order
  12222. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  12223. let stop = ear,
  12224. prev, next;
  12225. // iterate through ears, slicing them one by one
  12226. while ( ear.prev !== ear.next ) {
  12227. prev = ear.prev;
  12228. next = ear.next;
  12229. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  12230. // cut off the triangle
  12231. triangles.push( prev.i / dim | 0 );
  12232. triangles.push( ear.i / dim | 0 );
  12233. triangles.push( next.i / dim | 0 );
  12234. removeNode( ear );
  12235. // skipping the next vertex leads to less sliver triangles
  12236. ear = next.next;
  12237. stop = next.next;
  12238. continue;
  12239. }
  12240. ear = next;
  12241. // if we looped through the whole remaining polygon and can't find any more ears
  12242. if ( ear === stop ) {
  12243. // try filtering points and slicing again
  12244. if ( ! pass ) {
  12245. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  12246. // if this didn't work, try curing all small self-intersections locally
  12247. } else if ( pass === 1 ) {
  12248. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  12249. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  12250. // as a last resort, try splitting the remaining polygon into two
  12251. } else if ( pass === 2 ) {
  12252. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  12253. }
  12254. break;
  12255. }
  12256. }
  12257. }
  12258. // check whether a polygon node forms a valid ear with adjacent nodes
  12259. function isEar( ear ) {
  12260. const a = ear.prev,
  12261. b = ear,
  12262. c = ear.next;
  12263. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12264. // now make sure we don't have other points inside the potential ear
  12265. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12266. // triangle bbox; min & max are calculated like this for speed
  12267. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12268. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12269. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12270. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12271. let p = c.next;
  12272. while ( p !== a ) {
  12273. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  12274. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
  12275. area( p.prev, p, p.next ) >= 0 ) return false;
  12276. p = p.next;
  12277. }
  12278. return true;
  12279. }
  12280. function isEarHashed( ear, minX, minY, invSize ) {
  12281. const a = ear.prev,
  12282. b = ear,
  12283. c = ear.next;
  12284. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12285. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12286. // triangle bbox; min & max are calculated like this for speed
  12287. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12288. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12289. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12290. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12291. // z-order range for the current triangle bbox;
  12292. const minZ = zOrder( x0, y0, minX, minY, invSize ),
  12293. maxZ = zOrder( x1, y1, minX, minY, invSize );
  12294. let p = ear.prevZ,
  12295. n = ear.nextZ;
  12296. // look for points inside the triangle in both directions
  12297. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  12298. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12299. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12300. p = p.prevZ;
  12301. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12302. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12303. n = n.nextZ;
  12304. }
  12305. // look for remaining points in decreasing z-order
  12306. while ( p && p.z >= minZ ) {
  12307. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12308. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12309. p = p.prevZ;
  12310. }
  12311. // look for remaining points in increasing z-order
  12312. while ( n && n.z <= maxZ ) {
  12313. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12314. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12315. n = n.nextZ;
  12316. }
  12317. return true;
  12318. }
  12319. // go through all polygon nodes and cure small local self-intersections
  12320. function cureLocalIntersections( start, triangles, dim ) {
  12321. let p = start;
  12322. do {
  12323. const a = p.prev,
  12324. b = p.next.next;
  12325. if ( ! equals$1( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  12326. triangles.push( a.i / dim | 0 );
  12327. triangles.push( p.i / dim | 0 );
  12328. triangles.push( b.i / dim | 0 );
  12329. // remove two nodes involved
  12330. removeNode( p );
  12331. removeNode( p.next );
  12332. p = start = b;
  12333. }
  12334. p = p.next;
  12335. } while ( p !== start );
  12336. return filterPoints( p );
  12337. }
  12338. // try splitting polygon into two and triangulate them independently
  12339. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  12340. // look for a valid diagonal that divides the polygon into two
  12341. let a = start;
  12342. do {
  12343. let b = a.next.next;
  12344. while ( b !== a.prev ) {
  12345. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  12346. // split the polygon in two by the diagonal
  12347. let c = splitPolygon( a, b );
  12348. // filter colinear points around the cuts
  12349. a = filterPoints( a, a.next );
  12350. c = filterPoints( c, c.next );
  12351. // run earcut on each half
  12352. earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
  12353. earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
  12354. return;
  12355. }
  12356. b = b.next;
  12357. }
  12358. a = a.next;
  12359. } while ( a !== start );
  12360. }
  12361. // link every hole into the outer loop, producing a single-ring polygon without holes
  12362. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  12363. const queue = [];
  12364. let i, len, start, end, list;
  12365. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  12366. start = holeIndices[ i ] * dim;
  12367. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  12368. list = linkedList( data, start, end, dim, false );
  12369. if ( list === list.next ) list.steiner = true;
  12370. queue.push( getLeftmost( list ) );
  12371. }
  12372. queue.sort( compareX );
  12373. // process holes from left to right
  12374. for ( i = 0; i < queue.length; i ++ ) {
  12375. outerNode = eliminateHole( queue[ i ], outerNode );
  12376. }
  12377. return outerNode;
  12378. }
  12379. function compareX( a, b ) {
  12380. return a.x - b.x;
  12381. }
  12382. // find a bridge between vertices that connects hole with an outer ring and link it
  12383. function eliminateHole( hole, outerNode ) {
  12384. const bridge = findHoleBridge( hole, outerNode );
  12385. if ( ! bridge ) {
  12386. return outerNode;
  12387. }
  12388. const bridgeReverse = splitPolygon( bridge, hole );
  12389. // filter collinear points around the cuts
  12390. filterPoints( bridgeReverse, bridgeReverse.next );
  12391. return filterPoints( bridge, bridge.next );
  12392. }
  12393. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  12394. function findHoleBridge( hole, outerNode ) {
  12395. let p = outerNode,
  12396. qx = - Infinity,
  12397. m;
  12398. const hx = hole.x, hy = hole.y;
  12399. // find a segment intersected by a ray from the hole's leftmost point to the left;
  12400. // segment's endpoint with lesser x will be potential connection point
  12401. do {
  12402. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  12403. const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  12404. if ( x <= hx && x > qx ) {
  12405. qx = x;
  12406. m = p.x < p.next.x ? p : p.next;
  12407. if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
  12408. }
  12409. }
  12410. p = p.next;
  12411. } while ( p !== outerNode );
  12412. if ( ! m ) return null;
  12413. // look for points inside the triangle of hole point, segment intersection and endpoint;
  12414. // if there are no points found, we have a valid connection;
  12415. // otherwise choose the point of the minimum angle with the ray as connection point
  12416. const stop = m,
  12417. mx = m.x,
  12418. my = m.y;
  12419. let tanMin = Infinity, tan;
  12420. p = m;
  12421. do {
  12422. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  12423. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  12424. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  12425. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  12426. m = p;
  12427. tanMin = tan;
  12428. }
  12429. }
  12430. p = p.next;
  12431. } while ( p !== stop );
  12432. return m;
  12433. }
  12434. // whether sector in vertex m contains sector in vertex p in the same coordinates
  12435. function sectorContainsSector( m, p ) {
  12436. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  12437. }
  12438. // interlink polygon nodes in z-order
  12439. function indexCurve( start, minX, minY, invSize ) {
  12440. let p = start;
  12441. do {
  12442. if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  12443. p.prevZ = p.prev;
  12444. p.nextZ = p.next;
  12445. p = p.next;
  12446. } while ( p !== start );
  12447. p.prevZ.nextZ = null;
  12448. p.prevZ = null;
  12449. sortLinked( p );
  12450. }
  12451. // Simon Tatham's linked list merge sort algorithm
  12452. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  12453. function sortLinked( list ) {
  12454. let i, p, q, e, tail, numMerges, pSize, qSize,
  12455. inSize = 1;
  12456. do {
  12457. p = list;
  12458. list = null;
  12459. tail = null;
  12460. numMerges = 0;
  12461. while ( p ) {
  12462. numMerges ++;
  12463. q = p;
  12464. pSize = 0;
  12465. for ( i = 0; i < inSize; i ++ ) {
  12466. pSize ++;
  12467. q = q.nextZ;
  12468. if ( ! q ) break;
  12469. }
  12470. qSize = inSize;
  12471. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  12472. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  12473. e = p;
  12474. p = p.nextZ;
  12475. pSize --;
  12476. } else {
  12477. e = q;
  12478. q = q.nextZ;
  12479. qSize --;
  12480. }
  12481. if ( tail ) tail.nextZ = e;
  12482. else list = e;
  12483. e.prevZ = tail;
  12484. tail = e;
  12485. }
  12486. p = q;
  12487. }
  12488. tail.nextZ = null;
  12489. inSize *= 2;
  12490. } while ( numMerges > 1 );
  12491. return list;
  12492. }
  12493. // z-order of a point given coords and inverse of the longer side of data bbox
  12494. function zOrder( x, y, minX, minY, invSize ) {
  12495. // coords are transformed into non-negative 15-bit integer range
  12496. x = ( x - minX ) * invSize | 0;
  12497. y = ( y - minY ) * invSize | 0;
  12498. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  12499. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  12500. x = ( x | ( x << 2 ) ) & 0x33333333;
  12501. x = ( x | ( x << 1 ) ) & 0x55555555;
  12502. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  12503. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  12504. y = ( y | ( y << 2 ) ) & 0x33333333;
  12505. y = ( y | ( y << 1 ) ) & 0x55555555;
  12506. return x | ( y << 1 );
  12507. }
  12508. // find the leftmost node of a polygon ring
  12509. function getLeftmost( start ) {
  12510. let p = start,
  12511. leftmost = start;
  12512. do {
  12513. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  12514. p = p.next;
  12515. } while ( p !== start );
  12516. return leftmost;
  12517. }
  12518. // check if a point lies within a convex triangle
  12519. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  12520. return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
  12521. ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
  12522. ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
  12523. }
  12524. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  12525. function isValidDiagonal( a, b ) {
  12526. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  12527. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  12528. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  12529. equals$1( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  12530. }
  12531. // signed area of a triangle
  12532. function area( p, q, r ) {
  12533. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  12534. }
  12535. // check if two points are equal
  12536. function equals$1( p1, p2 ) {
  12537. return p1.x === p2.x && p1.y === p2.y;
  12538. }
  12539. // check if two segments intersect
  12540. function intersects( p1, q1, p2, q2 ) {
  12541. const o1 = sign$1( area( p1, q1, p2 ) );
  12542. const o2 = sign$1( area( p1, q1, q2 ) );
  12543. const o3 = sign$1( area( p2, q2, p1 ) );
  12544. const o4 = sign$1( area( p2, q2, q1 ) );
  12545. if ( o1 !== o2 && o3 !== o4 ) return true; // general case
  12546. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  12547. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  12548. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  12549. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  12550. return false;
  12551. }
  12552. // for collinear points p, q, r, check if point q lies on segment pr
  12553. function onSegment( p, q, r ) {
  12554. 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 );
  12555. }
  12556. function sign$1( num ) {
  12557. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  12558. }
  12559. // check if a polygon diagonal intersects any polygon segments
  12560. function intersectsPolygon( a, b ) {
  12561. let p = a;
  12562. do {
  12563. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  12564. intersects( p, p.next, a, b ) ) return true;
  12565. p = p.next;
  12566. } while ( p !== a );
  12567. return false;
  12568. }
  12569. // check if a polygon diagonal is locally inside the polygon
  12570. function locallyInside( a, b ) {
  12571. return area( a.prev, a, a.next ) < 0 ?
  12572. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  12573. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  12574. }
  12575. // check if the middle point of a polygon diagonal is inside the polygon
  12576. function middleInside( a, b ) {
  12577. let p = a,
  12578. inside = false;
  12579. const px = ( a.x + b.x ) / 2,
  12580. py = ( a.y + b.y ) / 2;
  12581. do {
  12582. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  12583. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  12584. inside = ! inside;
  12585. p = p.next;
  12586. } while ( p !== a );
  12587. return inside;
  12588. }
  12589. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  12590. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  12591. function splitPolygon( a, b ) {
  12592. const a2 = new Node$1( a.i, a.x, a.y ),
  12593. b2 = new Node$1( b.i, b.x, b.y ),
  12594. an = a.next,
  12595. bp = b.prev;
  12596. a.next = b;
  12597. b.prev = a;
  12598. a2.next = an;
  12599. an.prev = a2;
  12600. b2.next = a2;
  12601. a2.prev = b2;
  12602. bp.next = b2;
  12603. b2.prev = bp;
  12604. return b2;
  12605. }
  12606. // create a node and optionally link it with previous one (in a circular doubly linked list)
  12607. function insertNode( i, x, y, last ) {
  12608. const p = new Node$1( i, x, y );
  12609. if ( ! last ) {
  12610. p.prev = p;
  12611. p.next = p;
  12612. } else {
  12613. p.next = last.next;
  12614. p.prev = last;
  12615. last.next.prev = p;
  12616. last.next = p;
  12617. }
  12618. return p;
  12619. }
  12620. function removeNode( p ) {
  12621. p.next.prev = p.prev;
  12622. p.prev.next = p.next;
  12623. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  12624. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  12625. }
  12626. function Node$1( i, x, y ) {
  12627. // vertex index in coordinates array
  12628. this.i = i;
  12629. // vertex coordinates
  12630. this.x = x;
  12631. this.y = y;
  12632. // previous and next vertex nodes in a polygon ring
  12633. this.prev = null;
  12634. this.next = null;
  12635. // z-order curve value
  12636. this.z = 0;
  12637. // previous and next nodes in z-order
  12638. this.prevZ = null;
  12639. this.nextZ = null;
  12640. // indicates whether this is a steiner point
  12641. this.steiner = false;
  12642. }
  12643. function signedArea( data, start, end, dim ) {
  12644. let sum = 0;
  12645. for ( let i = start, j = end - dim; i < end; i += dim ) {
  12646. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  12647. j = i;
  12648. }
  12649. return sum;
  12650. }
  12651. class ShapeUtils {
  12652. // calculate area of the contour polygon
  12653. static area( contour ) {
  12654. const n = contour.length;
  12655. let a = 0.0;
  12656. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  12657. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  12658. }
  12659. return a * 0.5;
  12660. }
  12661. static isClockWise( pts ) {
  12662. return ShapeUtils.area( pts ) < 0;
  12663. }
  12664. static triangulateShape( contour, holes ) {
  12665. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  12666. const holeIndices = []; // array of hole indices
  12667. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  12668. removeDupEndPts( contour );
  12669. addContour( vertices, contour );
  12670. //
  12671. let holeIndex = contour.length;
  12672. holes.forEach( removeDupEndPts );
  12673. for ( let i = 0; i < holes.length; i ++ ) {
  12674. holeIndices.push( holeIndex );
  12675. holeIndex += holes[ i ].length;
  12676. addContour( vertices, holes[ i ] );
  12677. }
  12678. //
  12679. const triangles = Earcut.triangulate( vertices, holeIndices );
  12680. //
  12681. for ( let i = 0; i < triangles.length; i += 3 ) {
  12682. faces.push( triangles.slice( i, i + 3 ) );
  12683. }
  12684. return faces;
  12685. }
  12686. }
  12687. function removeDupEndPts( points ) {
  12688. const l = points.length;
  12689. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  12690. points.pop();
  12691. }
  12692. }
  12693. function addContour( vertices, contour ) {
  12694. for ( let i = 0; i < contour.length; i ++ ) {
  12695. vertices.push( contour[ i ].x );
  12696. vertices.push( contour[ i ].y );
  12697. }
  12698. }
  12699. /**
  12700. * Creates extruded geometry from a path shape.
  12701. *
  12702. * parameters = {
  12703. *
  12704. * curveSegments: <int>, // number of points on the curves
  12705. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  12706. * depth: <float>, // Depth to extrude the shape
  12707. *
  12708. * bevelEnabled: <bool>, // turn on bevel
  12709. * bevelThickness: <float>, // how deep into the original shape bevel goes
  12710. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  12711. * bevelOffset: <float>, // how far from shape outline does bevel start
  12712. * bevelSegments: <int>, // number of bevel layers
  12713. *
  12714. * extrudePath: <THREE.Curve> // curve to extrude shape along
  12715. *
  12716. * UVGenerator: <Object> // object that provides UV generator functions
  12717. *
  12718. * }
  12719. */
  12720. class ExtrudeGeometry extends BufferGeometry {
  12721. constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
  12722. super();
  12723. this.type = 'ExtrudeGeometry';
  12724. this.parameters = {
  12725. shapes: shapes,
  12726. options: options
  12727. };
  12728. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  12729. const scope = this;
  12730. const verticesArray = [];
  12731. const uvArray = [];
  12732. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  12733. const shape = shapes[ i ];
  12734. addShape( shape );
  12735. }
  12736. // build geometry
  12737. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  12738. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  12739. this.computeVertexNormals();
  12740. // functions
  12741. function addShape( shape ) {
  12742. const placeholder = [];
  12743. // options
  12744. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  12745. const steps = options.steps !== undefined ? options.steps : 1;
  12746. const depth = options.depth !== undefined ? options.depth : 1;
  12747. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  12748. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  12749. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  12750. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  12751. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  12752. const extrudePath = options.extrudePath;
  12753. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  12754. //
  12755. let extrudePts, extrudeByPath = false;
  12756. let splineTube, binormal, normal, position2;
  12757. if ( extrudePath ) {
  12758. extrudePts = extrudePath.getSpacedPoints( steps );
  12759. extrudeByPath = true;
  12760. bevelEnabled = false; // bevels not supported for path extrusion
  12761. // SETUP TNB variables
  12762. // TODO1 - have a .isClosed in spline?
  12763. splineTube = extrudePath.computeFrenetFrames( steps, false );
  12764. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  12765. binormal = new Vector3();
  12766. normal = new Vector3();
  12767. position2 = new Vector3();
  12768. }
  12769. // Safeguards if bevels are not enabled
  12770. if ( ! bevelEnabled ) {
  12771. bevelSegments = 0;
  12772. bevelThickness = 0;
  12773. bevelSize = 0;
  12774. bevelOffset = 0;
  12775. }
  12776. // Variables initialization
  12777. const shapePoints = shape.extractPoints( curveSegments );
  12778. let vertices = shapePoints.shape;
  12779. const holes = shapePoints.holes;
  12780. const reverse = ! ShapeUtils.isClockWise( vertices );
  12781. if ( reverse ) {
  12782. vertices = vertices.reverse();
  12783. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  12784. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12785. const ahole = holes[ h ];
  12786. if ( ShapeUtils.isClockWise( ahole ) ) {
  12787. holes[ h ] = ahole.reverse();
  12788. }
  12789. }
  12790. }
  12791. const faces = ShapeUtils.triangulateShape( vertices, holes );
  12792. /* Vertices */
  12793. const contour = vertices; // vertices has all points but contour has only points of circumference
  12794. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12795. const ahole = holes[ h ];
  12796. vertices = vertices.concat( ahole );
  12797. }
  12798. function scalePt2( pt, vec, size ) {
  12799. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  12800. return pt.clone().addScaledVector( vec, size );
  12801. }
  12802. const vlen = vertices.length, flen = faces.length;
  12803. // Find directions for point movement
  12804. function getBevelVec( inPt, inPrev, inNext ) {
  12805. // computes for inPt the corresponding point inPt' on a new contour
  12806. // shifted by 1 unit (length of normalized vector) to the left
  12807. // if we walk along contour clockwise, this new contour is outside the old one
  12808. //
  12809. // inPt' is the intersection of the two lines parallel to the two
  12810. // adjacent edges of inPt at a distance of 1 unit on the left side.
  12811. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  12812. // good reading for geometry algorithms (here: line-line intersection)
  12813. // http://geomalgorithms.com/a05-_intersect-1.html
  12814. const v_prev_x = inPt.x - inPrev.x,
  12815. v_prev_y = inPt.y - inPrev.y;
  12816. const v_next_x = inNext.x - inPt.x,
  12817. v_next_y = inNext.y - inPt.y;
  12818. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  12819. // check for collinear edges
  12820. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12821. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  12822. // not collinear
  12823. // length of vectors for normalizing
  12824. const v_prev_len = Math.sqrt( v_prev_lensq );
  12825. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  12826. // shift adjacent points by unit vectors to the left
  12827. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  12828. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  12829. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  12830. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  12831. // scaling factor for v_prev to intersection point
  12832. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  12833. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  12834. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12835. // vector from inPt to intersection point
  12836. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  12837. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  12838. // Don't normalize!, otherwise sharp corners become ugly
  12839. // but prevent crazy spikes
  12840. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  12841. if ( v_trans_lensq <= 2 ) {
  12842. return new Vector2( v_trans_x, v_trans_y );
  12843. } else {
  12844. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  12845. }
  12846. } else {
  12847. // handle special case of collinear edges
  12848. let direction_eq = false; // assumes: opposite
  12849. if ( v_prev_x > Number.EPSILON ) {
  12850. if ( v_next_x > Number.EPSILON ) {
  12851. direction_eq = true;
  12852. }
  12853. } else {
  12854. if ( v_prev_x < - Number.EPSILON ) {
  12855. if ( v_next_x < - Number.EPSILON ) {
  12856. direction_eq = true;
  12857. }
  12858. } else {
  12859. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  12860. direction_eq = true;
  12861. }
  12862. }
  12863. }
  12864. if ( direction_eq ) {
  12865. // console.log("Warning: lines are a straight sequence");
  12866. v_trans_x = - v_prev_y;
  12867. v_trans_y = v_prev_x;
  12868. shrink_by = Math.sqrt( v_prev_lensq );
  12869. } else {
  12870. // console.log("Warning: lines are a straight spike");
  12871. v_trans_x = v_prev_x;
  12872. v_trans_y = v_prev_y;
  12873. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  12874. }
  12875. }
  12876. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  12877. }
  12878. const contourMovements = [];
  12879. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12880. if ( j === il ) j = 0;
  12881. if ( k === il ) k = 0;
  12882. // (j)---(i)---(k)
  12883. // console.log('i,j,k', i, j , k)
  12884. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  12885. }
  12886. const holesMovements = [];
  12887. let oneHoleMovements, verticesMovements = contourMovements.concat();
  12888. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12889. const ahole = holes[ h ];
  12890. oneHoleMovements = [];
  12891. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12892. if ( j === il ) j = 0;
  12893. if ( k === il ) k = 0;
  12894. // (j)---(i)---(k)
  12895. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  12896. }
  12897. holesMovements.push( oneHoleMovements );
  12898. verticesMovements = verticesMovements.concat( oneHoleMovements );
  12899. }
  12900. // Loop bevelSegments, 1 for the front, 1 for the back
  12901. for ( let b = 0; b < bevelSegments; b ++ ) {
  12902. //for ( b = bevelSegments; b > 0; b -- ) {
  12903. const t = b / bevelSegments;
  12904. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12905. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12906. // contract shape
  12907. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12908. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12909. v( vert.x, vert.y, - z );
  12910. }
  12911. // expand holes
  12912. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12913. const ahole = holes[ h ];
  12914. oneHoleMovements = holesMovements[ h ];
  12915. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12916. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12917. v( vert.x, vert.y, - z );
  12918. }
  12919. }
  12920. }
  12921. const bs = bevelSize + bevelOffset;
  12922. // Back facing vertices
  12923. for ( let i = 0; i < vlen; i ++ ) {
  12924. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12925. if ( ! extrudeByPath ) {
  12926. v( vert.x, vert.y, 0 );
  12927. } else {
  12928. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  12929. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  12930. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  12931. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  12932. v( position2.x, position2.y, position2.z );
  12933. }
  12934. }
  12935. // Add stepped vertices...
  12936. // Including front facing vertices
  12937. for ( let s = 1; s <= steps; s ++ ) {
  12938. for ( let i = 0; i < vlen; i ++ ) {
  12939. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12940. if ( ! extrudeByPath ) {
  12941. v( vert.x, vert.y, depth / steps * s );
  12942. } else {
  12943. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  12944. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  12945. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  12946. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  12947. v( position2.x, position2.y, position2.z );
  12948. }
  12949. }
  12950. }
  12951. // Add bevel segments planes
  12952. //for ( b = 1; b <= bevelSegments; b ++ ) {
  12953. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  12954. const t = b / bevelSegments;
  12955. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12956. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12957. // contract shape
  12958. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12959. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12960. v( vert.x, vert.y, depth + z );
  12961. }
  12962. // expand holes
  12963. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12964. const ahole = holes[ h ];
  12965. oneHoleMovements = holesMovements[ h ];
  12966. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12967. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12968. if ( ! extrudeByPath ) {
  12969. v( vert.x, vert.y, depth + z );
  12970. } else {
  12971. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  12972. }
  12973. }
  12974. }
  12975. }
  12976. /* Faces */
  12977. // Top and bottom faces
  12978. buildLidFaces();
  12979. // Sides faces
  12980. buildSideFaces();
  12981. ///// Internal functions
  12982. function buildLidFaces() {
  12983. const start = verticesArray.length / 3;
  12984. if ( bevelEnabled ) {
  12985. let layer = 0; // steps + 1
  12986. let offset = vlen * layer;
  12987. // Bottom faces
  12988. for ( let i = 0; i < flen; i ++ ) {
  12989. const face = faces[ i ];
  12990. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  12991. }
  12992. layer = steps + bevelSegments * 2;
  12993. offset = vlen * layer;
  12994. // Top faces
  12995. for ( let i = 0; i < flen; i ++ ) {
  12996. const face = faces[ i ];
  12997. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  12998. }
  12999. } else {
  13000. // Bottom faces
  13001. for ( let i = 0; i < flen; i ++ ) {
  13002. const face = faces[ i ];
  13003. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  13004. }
  13005. // Top faces
  13006. for ( let i = 0; i < flen; i ++ ) {
  13007. const face = faces[ i ];
  13008. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  13009. }
  13010. }
  13011. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  13012. }
  13013. // Create faces for the z-sides of the shape
  13014. function buildSideFaces() {
  13015. const start = verticesArray.length / 3;
  13016. let layeroffset = 0;
  13017. sidewalls( contour, layeroffset );
  13018. layeroffset += contour.length;
  13019. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  13020. const ahole = holes[ h ];
  13021. sidewalls( ahole, layeroffset );
  13022. //, true
  13023. layeroffset += ahole.length;
  13024. }
  13025. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  13026. }
  13027. function sidewalls( contour, layeroffset ) {
  13028. let i = contour.length;
  13029. while ( -- i >= 0 ) {
  13030. const j = i;
  13031. let k = i - 1;
  13032. if ( k < 0 ) k = contour.length - 1;
  13033. //console.log('b', i,j, i-1, k,vertices.length);
  13034. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  13035. const slen1 = vlen * s;
  13036. const slen2 = vlen * ( s + 1 );
  13037. const a = layeroffset + j + slen1,
  13038. b = layeroffset + k + slen1,
  13039. c = layeroffset + k + slen2,
  13040. d = layeroffset + j + slen2;
  13041. f4( a, b, c, d );
  13042. }
  13043. }
  13044. }
  13045. function v( x, y, z ) {
  13046. placeholder.push( x );
  13047. placeholder.push( y );
  13048. placeholder.push( z );
  13049. }
  13050. function f3( a, b, c ) {
  13051. addVertex( a );
  13052. addVertex( b );
  13053. addVertex( c );
  13054. const nextIndex = verticesArray.length / 3;
  13055. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  13056. addUV( uvs[ 0 ] );
  13057. addUV( uvs[ 1 ] );
  13058. addUV( uvs[ 2 ] );
  13059. }
  13060. function f4( a, b, c, d ) {
  13061. addVertex( a );
  13062. addVertex( b );
  13063. addVertex( d );
  13064. addVertex( b );
  13065. addVertex( c );
  13066. addVertex( d );
  13067. const nextIndex = verticesArray.length / 3;
  13068. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  13069. addUV( uvs[ 0 ] );
  13070. addUV( uvs[ 1 ] );
  13071. addUV( uvs[ 3 ] );
  13072. addUV( uvs[ 1 ] );
  13073. addUV( uvs[ 2 ] );
  13074. addUV( uvs[ 3 ] );
  13075. }
  13076. function addVertex( index ) {
  13077. verticesArray.push( placeholder[ index * 3 + 0 ] );
  13078. verticesArray.push( placeholder[ index * 3 + 1 ] );
  13079. verticesArray.push( placeholder[ index * 3 + 2 ] );
  13080. }
  13081. function addUV( vector2 ) {
  13082. uvArray.push( vector2.x );
  13083. uvArray.push( vector2.y );
  13084. }
  13085. }
  13086. }
  13087. copy( source ) {
  13088. super.copy( source );
  13089. this.parameters = Object.assign( {}, source.parameters );
  13090. return this;
  13091. }
  13092. toJSON() {
  13093. const data = super.toJSON();
  13094. const shapes = this.parameters.shapes;
  13095. const options = this.parameters.options;
  13096. return toJSON$1( shapes, options, data );
  13097. }
  13098. static fromJSON( data, shapes ) {
  13099. const geometryShapes = [];
  13100. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  13101. const shape = shapes[ data.shapes[ j ] ];
  13102. geometryShapes.push( shape );
  13103. }
  13104. const extrudePath = data.options.extrudePath;
  13105. if ( extrudePath !== undefined ) {
  13106. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  13107. }
  13108. return new ExtrudeGeometry( geometryShapes, data.options );
  13109. }
  13110. }
  13111. const WorldUVGenerator = {
  13112. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  13113. const a_x = vertices[ indexA * 3 ];
  13114. const a_y = vertices[ indexA * 3 + 1 ];
  13115. const b_x = vertices[ indexB * 3 ];
  13116. const b_y = vertices[ indexB * 3 + 1 ];
  13117. const c_x = vertices[ indexC * 3 ];
  13118. const c_y = vertices[ indexC * 3 + 1 ];
  13119. return [
  13120. new Vector2( a_x, a_y ),
  13121. new Vector2( b_x, b_y ),
  13122. new Vector2( c_x, c_y )
  13123. ];
  13124. },
  13125. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  13126. const a_x = vertices[ indexA * 3 ];
  13127. const a_y = vertices[ indexA * 3 + 1 ];
  13128. const a_z = vertices[ indexA * 3 + 2 ];
  13129. const b_x = vertices[ indexB * 3 ];
  13130. const b_y = vertices[ indexB * 3 + 1 ];
  13131. const b_z = vertices[ indexB * 3 + 2 ];
  13132. const c_x = vertices[ indexC * 3 ];
  13133. const c_y = vertices[ indexC * 3 + 1 ];
  13134. const c_z = vertices[ indexC * 3 + 2 ];
  13135. const d_x = vertices[ indexD * 3 ];
  13136. const d_y = vertices[ indexD * 3 + 1 ];
  13137. const d_z = vertices[ indexD * 3 + 2 ];
  13138. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  13139. return [
  13140. new Vector2( a_x, 1 - a_z ),
  13141. new Vector2( b_x, 1 - b_z ),
  13142. new Vector2( c_x, 1 - c_z ),
  13143. new Vector2( d_x, 1 - d_z )
  13144. ];
  13145. } else {
  13146. return [
  13147. new Vector2( a_y, 1 - a_z ),
  13148. new Vector2( b_y, 1 - b_z ),
  13149. new Vector2( c_y, 1 - c_z ),
  13150. new Vector2( d_y, 1 - d_z )
  13151. ];
  13152. }
  13153. }
  13154. };
  13155. function toJSON$1( shapes, options, data ) {
  13156. data.shapes = [];
  13157. if ( Array.isArray( shapes ) ) {
  13158. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13159. const shape = shapes[ i ];
  13160. data.shapes.push( shape.uuid );
  13161. }
  13162. } else {
  13163. data.shapes.push( shapes.uuid );
  13164. }
  13165. data.options = Object.assign( {}, options );
  13166. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  13167. return data;
  13168. }
  13169. class IcosahedronGeometry extends PolyhedronGeometry {
  13170. constructor( radius = 1, detail = 0 ) {
  13171. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  13172. const vertices = [
  13173. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  13174. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  13175. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  13176. ];
  13177. const indices = [
  13178. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  13179. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  13180. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  13181. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  13182. ];
  13183. super( vertices, indices, radius, detail );
  13184. this.type = 'IcosahedronGeometry';
  13185. this.parameters = {
  13186. radius: radius,
  13187. detail: detail
  13188. };
  13189. }
  13190. static fromJSON( data ) {
  13191. return new IcosahedronGeometry( data.radius, data.detail );
  13192. }
  13193. }
  13194. class OctahedronGeometry extends PolyhedronGeometry {
  13195. constructor( radius = 1, detail = 0 ) {
  13196. const vertices = [
  13197. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  13198. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  13199. ];
  13200. const indices = [
  13201. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  13202. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  13203. 1, 3, 4, 1, 4, 2
  13204. ];
  13205. super( vertices, indices, radius, detail );
  13206. this.type = 'OctahedronGeometry';
  13207. this.parameters = {
  13208. radius: radius,
  13209. detail: detail
  13210. };
  13211. }
  13212. static fromJSON( data ) {
  13213. return new OctahedronGeometry( data.radius, data.detail );
  13214. }
  13215. }
  13216. class PlaneGeometry extends BufferGeometry {
  13217. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  13218. super();
  13219. this.type = 'PlaneGeometry';
  13220. this.parameters = {
  13221. width: width,
  13222. height: height,
  13223. widthSegments: widthSegments,
  13224. heightSegments: heightSegments
  13225. };
  13226. const width_half = width / 2;
  13227. const height_half = height / 2;
  13228. const gridX = Math.floor( widthSegments );
  13229. const gridY = Math.floor( heightSegments );
  13230. const gridX1 = gridX + 1;
  13231. const gridY1 = gridY + 1;
  13232. const segment_width = width / gridX;
  13233. const segment_height = height / gridY;
  13234. //
  13235. const indices = [];
  13236. const vertices = [];
  13237. const normals = [];
  13238. const uvs = [];
  13239. for ( let iy = 0; iy < gridY1; iy ++ ) {
  13240. const y = iy * segment_height - height_half;
  13241. for ( let ix = 0; ix < gridX1; ix ++ ) {
  13242. const x = ix * segment_width - width_half;
  13243. vertices.push( x, - y, 0 );
  13244. normals.push( 0, 0, 1 );
  13245. uvs.push( ix / gridX );
  13246. uvs.push( 1 - ( iy / gridY ) );
  13247. }
  13248. }
  13249. for ( let iy = 0; iy < gridY; iy ++ ) {
  13250. for ( let ix = 0; ix < gridX; ix ++ ) {
  13251. const a = ix + gridX1 * iy;
  13252. const b = ix + gridX1 * ( iy + 1 );
  13253. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  13254. const d = ( ix + 1 ) + gridX1 * iy;
  13255. indices.push( a, b, d );
  13256. indices.push( b, c, d );
  13257. }
  13258. }
  13259. this.setIndex( indices );
  13260. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13261. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13262. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13263. }
  13264. copy( source ) {
  13265. super.copy( source );
  13266. this.parameters = Object.assign( {}, source.parameters );
  13267. return this;
  13268. }
  13269. static fromJSON( data ) {
  13270. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  13271. }
  13272. }
  13273. class RingGeometry extends BufferGeometry {
  13274. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  13275. super();
  13276. this.type = 'RingGeometry';
  13277. this.parameters = {
  13278. innerRadius: innerRadius,
  13279. outerRadius: outerRadius,
  13280. thetaSegments: thetaSegments,
  13281. phiSegments: phiSegments,
  13282. thetaStart: thetaStart,
  13283. thetaLength: thetaLength
  13284. };
  13285. thetaSegments = Math.max( 3, thetaSegments );
  13286. phiSegments = Math.max( 1, phiSegments );
  13287. // buffers
  13288. const indices = [];
  13289. const vertices = [];
  13290. const normals = [];
  13291. const uvs = [];
  13292. // some helper variables
  13293. let radius = innerRadius;
  13294. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  13295. const vertex = new Vector3();
  13296. const uv = new Vector2();
  13297. // generate vertices, normals and uvs
  13298. for ( let j = 0; j <= phiSegments; j ++ ) {
  13299. for ( let i = 0; i <= thetaSegments; i ++ ) {
  13300. // values are generate from the inside of the ring to the outside
  13301. const segment = thetaStart + i / thetaSegments * thetaLength;
  13302. // vertex
  13303. vertex.x = radius * Math.cos( segment );
  13304. vertex.y = radius * Math.sin( segment );
  13305. vertices.push( vertex.x, vertex.y, vertex.z );
  13306. // normal
  13307. normals.push( 0, 0, 1 );
  13308. // uv
  13309. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  13310. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  13311. uvs.push( uv.x, uv.y );
  13312. }
  13313. // increase the radius for next row of vertices
  13314. radius += radiusStep;
  13315. }
  13316. // indices
  13317. for ( let j = 0; j < phiSegments; j ++ ) {
  13318. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  13319. for ( let i = 0; i < thetaSegments; i ++ ) {
  13320. const segment = i + thetaSegmentLevel;
  13321. const a = segment;
  13322. const b = segment + thetaSegments + 1;
  13323. const c = segment + thetaSegments + 2;
  13324. const d = segment + 1;
  13325. // faces
  13326. indices.push( a, b, d );
  13327. indices.push( b, c, d );
  13328. }
  13329. }
  13330. // build geometry
  13331. this.setIndex( indices );
  13332. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13333. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13334. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13335. }
  13336. copy( source ) {
  13337. super.copy( source );
  13338. this.parameters = Object.assign( {}, source.parameters );
  13339. return this;
  13340. }
  13341. static fromJSON( data ) {
  13342. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  13343. }
  13344. }
  13345. class ShapeGeometry extends BufferGeometry {
  13346. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
  13347. super();
  13348. this.type = 'ShapeGeometry';
  13349. this.parameters = {
  13350. shapes: shapes,
  13351. curveSegments: curveSegments
  13352. };
  13353. // buffers
  13354. const indices = [];
  13355. const vertices = [];
  13356. const normals = [];
  13357. const uvs = [];
  13358. // helper variables
  13359. let groupStart = 0;
  13360. let groupCount = 0;
  13361. // allow single and array values for "shapes" parameter
  13362. if ( Array.isArray( shapes ) === false ) {
  13363. addShape( shapes );
  13364. } else {
  13365. for ( let i = 0; i < shapes.length; i ++ ) {
  13366. addShape( shapes[ i ] );
  13367. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  13368. groupStart += groupCount;
  13369. groupCount = 0;
  13370. }
  13371. }
  13372. // build geometry
  13373. this.setIndex( indices );
  13374. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13375. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13376. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13377. // helper functions
  13378. function addShape( shape ) {
  13379. const indexOffset = vertices.length / 3;
  13380. const points = shape.extractPoints( curveSegments );
  13381. let shapeVertices = points.shape;
  13382. const shapeHoles = points.holes;
  13383. // check direction of vertices
  13384. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  13385. shapeVertices = shapeVertices.reverse();
  13386. }
  13387. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13388. const shapeHole = shapeHoles[ i ];
  13389. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  13390. shapeHoles[ i ] = shapeHole.reverse();
  13391. }
  13392. }
  13393. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  13394. // join vertices of inner and outer paths to a single array
  13395. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13396. const shapeHole = shapeHoles[ i ];
  13397. shapeVertices = shapeVertices.concat( shapeHole );
  13398. }
  13399. // vertices, normals, uvs
  13400. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  13401. const vertex = shapeVertices[ i ];
  13402. vertices.push( vertex.x, vertex.y, 0 );
  13403. normals.push( 0, 0, 1 );
  13404. uvs.push( vertex.x, vertex.y ); // world uvs
  13405. }
  13406. // indices
  13407. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  13408. const face = faces[ i ];
  13409. const a = face[ 0 ] + indexOffset;
  13410. const b = face[ 1 ] + indexOffset;
  13411. const c = face[ 2 ] + indexOffset;
  13412. indices.push( a, b, c );
  13413. groupCount += 3;
  13414. }
  13415. }
  13416. }
  13417. copy( source ) {
  13418. super.copy( source );
  13419. this.parameters = Object.assign( {}, source.parameters );
  13420. return this;
  13421. }
  13422. toJSON() {
  13423. const data = super.toJSON();
  13424. const shapes = this.parameters.shapes;
  13425. return toJSON( shapes, data );
  13426. }
  13427. static fromJSON( data, shapes ) {
  13428. const geometryShapes = [];
  13429. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  13430. const shape = shapes[ data.shapes[ j ] ];
  13431. geometryShapes.push( shape );
  13432. }
  13433. return new ShapeGeometry( geometryShapes, data.curveSegments );
  13434. }
  13435. }
  13436. function toJSON( shapes, data ) {
  13437. data.shapes = [];
  13438. if ( Array.isArray( shapes ) ) {
  13439. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13440. const shape = shapes[ i ];
  13441. data.shapes.push( shape.uuid );
  13442. }
  13443. } else {
  13444. data.shapes.push( shapes.uuid );
  13445. }
  13446. return data;
  13447. }
  13448. class SphereGeometry extends BufferGeometry {
  13449. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  13450. super();
  13451. this.type = 'SphereGeometry';
  13452. this.parameters = {
  13453. radius: radius,
  13454. widthSegments: widthSegments,
  13455. heightSegments: heightSegments,
  13456. phiStart: phiStart,
  13457. phiLength: phiLength,
  13458. thetaStart: thetaStart,
  13459. thetaLength: thetaLength
  13460. };
  13461. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  13462. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  13463. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  13464. let index = 0;
  13465. const grid = [];
  13466. const vertex = new Vector3();
  13467. const normal = new Vector3();
  13468. // buffers
  13469. const indices = [];
  13470. const vertices = [];
  13471. const normals = [];
  13472. const uvs = [];
  13473. // generate vertices, normals and uvs
  13474. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  13475. const verticesRow = [];
  13476. const v = iy / heightSegments;
  13477. // special case for the poles
  13478. let uOffset = 0;
  13479. if ( iy === 0 && thetaStart === 0 ) {
  13480. uOffset = 0.5 / widthSegments;
  13481. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  13482. uOffset = - 0.5 / widthSegments;
  13483. }
  13484. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  13485. const u = ix / widthSegments;
  13486. // vertex
  13487. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13488. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  13489. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13490. vertices.push( vertex.x, vertex.y, vertex.z );
  13491. // normal
  13492. normal.copy( vertex ).normalize();
  13493. normals.push( normal.x, normal.y, normal.z );
  13494. // uv
  13495. uvs.push( u + uOffset, 1 - v );
  13496. verticesRow.push( index ++ );
  13497. }
  13498. grid.push( verticesRow );
  13499. }
  13500. // indices
  13501. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  13502. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  13503. const a = grid[ iy ][ ix + 1 ];
  13504. const b = grid[ iy ][ ix ];
  13505. const c = grid[ iy + 1 ][ ix ];
  13506. const d = grid[ iy + 1 ][ ix + 1 ];
  13507. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  13508. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  13509. }
  13510. }
  13511. // build geometry
  13512. this.setIndex( indices );
  13513. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13514. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13515. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13516. }
  13517. copy( source ) {
  13518. super.copy( source );
  13519. this.parameters = Object.assign( {}, source.parameters );
  13520. return this;
  13521. }
  13522. static fromJSON( data ) {
  13523. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  13524. }
  13525. }
  13526. class TetrahedronGeometry extends PolyhedronGeometry {
  13527. constructor( radius = 1, detail = 0 ) {
  13528. const vertices = [
  13529. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  13530. ];
  13531. const indices = [
  13532. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  13533. ];
  13534. super( vertices, indices, radius, detail );
  13535. this.type = 'TetrahedronGeometry';
  13536. this.parameters = {
  13537. radius: radius,
  13538. detail: detail
  13539. };
  13540. }
  13541. static fromJSON( data ) {
  13542. return new TetrahedronGeometry( data.radius, data.detail );
  13543. }
  13544. }
  13545. class TorusGeometry extends BufferGeometry {
  13546. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  13547. super();
  13548. this.type = 'TorusGeometry';
  13549. this.parameters = {
  13550. radius: radius,
  13551. tube: tube,
  13552. radialSegments: radialSegments,
  13553. tubularSegments: tubularSegments,
  13554. arc: arc
  13555. };
  13556. radialSegments = Math.floor( radialSegments );
  13557. tubularSegments = Math.floor( tubularSegments );
  13558. // buffers
  13559. const indices = [];
  13560. const vertices = [];
  13561. const normals = [];
  13562. const uvs = [];
  13563. // helper variables
  13564. const center = new Vector3();
  13565. const vertex = new Vector3();
  13566. const normal = new Vector3();
  13567. // generate vertices, normals and uvs
  13568. for ( let j = 0; j <= radialSegments; j ++ ) {
  13569. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13570. const u = i / tubularSegments * arc;
  13571. const v = j / radialSegments * Math.PI * 2;
  13572. // vertex
  13573. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  13574. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  13575. vertex.z = tube * Math.sin( v );
  13576. vertices.push( vertex.x, vertex.y, vertex.z );
  13577. // normal
  13578. center.x = radius * Math.cos( u );
  13579. center.y = radius * Math.sin( u );
  13580. normal.subVectors( vertex, center ).normalize();
  13581. normals.push( normal.x, normal.y, normal.z );
  13582. // uv
  13583. uvs.push( i / tubularSegments );
  13584. uvs.push( j / radialSegments );
  13585. }
  13586. }
  13587. // generate indices
  13588. for ( let j = 1; j <= radialSegments; j ++ ) {
  13589. for ( let i = 1; i <= tubularSegments; i ++ ) {
  13590. // indices
  13591. const a = ( tubularSegments + 1 ) * j + i - 1;
  13592. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  13593. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  13594. const d = ( tubularSegments + 1 ) * j + i;
  13595. // faces
  13596. indices.push( a, b, d );
  13597. indices.push( b, c, d );
  13598. }
  13599. }
  13600. // build geometry
  13601. this.setIndex( indices );
  13602. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13603. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13604. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13605. }
  13606. copy( source ) {
  13607. super.copy( source );
  13608. this.parameters = Object.assign( {}, source.parameters );
  13609. return this;
  13610. }
  13611. static fromJSON( data ) {
  13612. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  13613. }
  13614. }
  13615. class TorusKnotGeometry extends BufferGeometry {
  13616. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  13617. super();
  13618. this.type = 'TorusKnotGeometry';
  13619. this.parameters = {
  13620. radius: radius,
  13621. tube: tube,
  13622. tubularSegments: tubularSegments,
  13623. radialSegments: radialSegments,
  13624. p: p,
  13625. q: q
  13626. };
  13627. tubularSegments = Math.floor( tubularSegments );
  13628. radialSegments = Math.floor( radialSegments );
  13629. // buffers
  13630. const indices = [];
  13631. const vertices = [];
  13632. const normals = [];
  13633. const uvs = [];
  13634. // helper variables
  13635. const vertex = new Vector3();
  13636. const normal = new Vector3();
  13637. const P1 = new Vector3();
  13638. const P2 = new Vector3();
  13639. const B = new Vector3();
  13640. const T = new Vector3();
  13641. const N = new Vector3();
  13642. // generate vertices, normals and uvs
  13643. for ( let i = 0; i <= tubularSegments; ++ i ) {
  13644. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  13645. const u = i / tubularSegments * p * Math.PI * 2;
  13646. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  13647. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  13648. calculatePositionOnCurve( u, p, q, radius, P1 );
  13649. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  13650. // calculate orthonormal basis
  13651. T.subVectors( P2, P1 );
  13652. N.addVectors( P2, P1 );
  13653. B.crossVectors( T, N );
  13654. N.crossVectors( B, T );
  13655. // normalize B, N. T can be ignored, we don't use it
  13656. B.normalize();
  13657. N.normalize();
  13658. for ( let j = 0; j <= radialSegments; ++ j ) {
  13659. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  13660. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  13661. const v = j / radialSegments * Math.PI * 2;
  13662. const cx = - tube * Math.cos( v );
  13663. const cy = tube * Math.sin( v );
  13664. // now calculate the final vertex position.
  13665. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  13666. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  13667. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  13668. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  13669. vertices.push( vertex.x, vertex.y, vertex.z );
  13670. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  13671. normal.subVectors( vertex, P1 ).normalize();
  13672. normals.push( normal.x, normal.y, normal.z );
  13673. // uv
  13674. uvs.push( i / tubularSegments );
  13675. uvs.push( j / radialSegments );
  13676. }
  13677. }
  13678. // generate indices
  13679. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13680. for ( let i = 1; i <= radialSegments; i ++ ) {
  13681. // indices
  13682. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13683. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13684. const c = ( radialSegments + 1 ) * j + i;
  13685. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13686. // faces
  13687. indices.push( a, b, d );
  13688. indices.push( b, c, d );
  13689. }
  13690. }
  13691. // build geometry
  13692. this.setIndex( indices );
  13693. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13694. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13695. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13696. // this function calculates the current position on the torus curve
  13697. function calculatePositionOnCurve( u, p, q, radius, position ) {
  13698. const cu = Math.cos( u );
  13699. const su = Math.sin( u );
  13700. const quOverP = q / p * u;
  13701. const cs = Math.cos( quOverP );
  13702. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  13703. position.y = radius * ( 2 + cs ) * su * 0.5;
  13704. position.z = radius * Math.sin( quOverP ) * 0.5;
  13705. }
  13706. }
  13707. copy( source ) {
  13708. super.copy( source );
  13709. this.parameters = Object.assign( {}, source.parameters );
  13710. return this;
  13711. }
  13712. static fromJSON( data ) {
  13713. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  13714. }
  13715. }
  13716. class TubeGeometry extends BufferGeometry {
  13717. constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
  13718. super();
  13719. this.type = 'TubeGeometry';
  13720. this.parameters = {
  13721. path: path,
  13722. tubularSegments: tubularSegments,
  13723. radius: radius,
  13724. radialSegments: radialSegments,
  13725. closed: closed
  13726. };
  13727. const frames = path.computeFrenetFrames( tubularSegments, closed );
  13728. // expose internals
  13729. this.tangents = frames.tangents;
  13730. this.normals = frames.normals;
  13731. this.binormals = frames.binormals;
  13732. // helper variables
  13733. const vertex = new Vector3();
  13734. const normal = new Vector3();
  13735. const uv = new Vector2();
  13736. let P = new Vector3();
  13737. // buffer
  13738. const vertices = [];
  13739. const normals = [];
  13740. const uvs = [];
  13741. const indices = [];
  13742. // create buffer data
  13743. generateBufferData();
  13744. // build geometry
  13745. this.setIndex( indices );
  13746. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13747. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13748. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13749. // functions
  13750. function generateBufferData() {
  13751. for ( let i = 0; i < tubularSegments; i ++ ) {
  13752. generateSegment( i );
  13753. }
  13754. // if the geometry is not closed, generate the last row of vertices and normals
  13755. // at the regular position on the given path
  13756. //
  13757. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  13758. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  13759. // uvs are generated in a separate function.
  13760. // this makes it easy compute correct values for closed geometries
  13761. generateUVs();
  13762. // finally create faces
  13763. generateIndices();
  13764. }
  13765. function generateSegment( i ) {
  13766. // we use getPointAt to sample evenly distributed points from the given path
  13767. P = path.getPointAt( i / tubularSegments, P );
  13768. // retrieve corresponding normal and binormal
  13769. const N = frames.normals[ i ];
  13770. const B = frames.binormals[ i ];
  13771. // generate normals and vertices for the current segment
  13772. for ( let j = 0; j <= radialSegments; j ++ ) {
  13773. const v = j / radialSegments * Math.PI * 2;
  13774. const sin = Math.sin( v );
  13775. const cos = - Math.cos( v );
  13776. // normal
  13777. normal.x = ( cos * N.x + sin * B.x );
  13778. normal.y = ( cos * N.y + sin * B.y );
  13779. normal.z = ( cos * N.z + sin * B.z );
  13780. normal.normalize();
  13781. normals.push( normal.x, normal.y, normal.z );
  13782. // vertex
  13783. vertex.x = P.x + radius * normal.x;
  13784. vertex.y = P.y + radius * normal.y;
  13785. vertex.z = P.z + radius * normal.z;
  13786. vertices.push( vertex.x, vertex.y, vertex.z );
  13787. }
  13788. }
  13789. function generateIndices() {
  13790. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13791. for ( let i = 1; i <= radialSegments; i ++ ) {
  13792. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13793. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13794. const c = ( radialSegments + 1 ) * j + i;
  13795. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13796. // faces
  13797. indices.push( a, b, d );
  13798. indices.push( b, c, d );
  13799. }
  13800. }
  13801. }
  13802. function generateUVs() {
  13803. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13804. for ( let j = 0; j <= radialSegments; j ++ ) {
  13805. uv.x = i / tubularSegments;
  13806. uv.y = j / radialSegments;
  13807. uvs.push( uv.x, uv.y );
  13808. }
  13809. }
  13810. }
  13811. }
  13812. copy( source ) {
  13813. super.copy( source );
  13814. this.parameters = Object.assign( {}, source.parameters );
  13815. return this;
  13816. }
  13817. toJSON() {
  13818. const data = super.toJSON();
  13819. data.path = this.parameters.path.toJSON();
  13820. return data;
  13821. }
  13822. static fromJSON( data ) {
  13823. // This only works for built-in curves (e.g. CatmullRomCurve3).
  13824. // User defined curves or instances of CurvePath will not be deserialized.
  13825. return new TubeGeometry(
  13826. new Curves[ data.path.type ]().fromJSON( data.path ),
  13827. data.tubularSegments,
  13828. data.radius,
  13829. data.radialSegments,
  13830. data.closed
  13831. );
  13832. }
  13833. }
  13834. class WireframeGeometry extends BufferGeometry {
  13835. constructor( geometry = null ) {
  13836. super();
  13837. this.type = 'WireframeGeometry';
  13838. this.parameters = {
  13839. geometry: geometry
  13840. };
  13841. if ( geometry !== null ) {
  13842. // buffer
  13843. const vertices = [];
  13844. const edges = new Set();
  13845. // helper variables
  13846. const start = new Vector3();
  13847. const end = new Vector3();
  13848. if ( geometry.index !== null ) {
  13849. // indexed BufferGeometry
  13850. const position = geometry.attributes.position;
  13851. const indices = geometry.index;
  13852. let groups = geometry.groups;
  13853. if ( groups.length === 0 ) {
  13854. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  13855. }
  13856. // create a data structure that contains all edges without duplicates
  13857. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  13858. const group = groups[ o ];
  13859. const groupStart = group.start;
  13860. const groupCount = group.count;
  13861. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  13862. for ( let j = 0; j < 3; j ++ ) {
  13863. const index1 = indices.getX( i + j );
  13864. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  13865. start.fromBufferAttribute( position, index1 );
  13866. end.fromBufferAttribute( position, index2 );
  13867. if ( isUniqueEdge( start, end, edges ) === true ) {
  13868. vertices.push( start.x, start.y, start.z );
  13869. vertices.push( end.x, end.y, end.z );
  13870. }
  13871. }
  13872. }
  13873. }
  13874. } else {
  13875. // non-indexed BufferGeometry
  13876. const position = geometry.attributes.position;
  13877. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  13878. for ( let j = 0; j < 3; j ++ ) {
  13879. // three edges per triangle, an edge is represented as (index1, index2)
  13880. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  13881. const index1 = 3 * i + j;
  13882. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  13883. start.fromBufferAttribute( position, index1 );
  13884. end.fromBufferAttribute( position, index2 );
  13885. if ( isUniqueEdge( start, end, edges ) === true ) {
  13886. vertices.push( start.x, start.y, start.z );
  13887. vertices.push( end.x, end.y, end.z );
  13888. }
  13889. }
  13890. }
  13891. }
  13892. // build geometry
  13893. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13894. }
  13895. }
  13896. copy( source ) {
  13897. super.copy( source );
  13898. this.parameters = Object.assign( {}, source.parameters );
  13899. return this;
  13900. }
  13901. }
  13902. function isUniqueEdge( start, end, edges ) {
  13903. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  13904. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  13905. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  13906. return false;
  13907. } else {
  13908. edges.add( hash1 );
  13909. edges.add( hash2 );
  13910. return true;
  13911. }
  13912. }
  13913. var Geometries$1 = /*#__PURE__*/Object.freeze({
  13914. __proto__: null,
  13915. BoxGeometry: BoxGeometry,
  13916. CapsuleGeometry: CapsuleGeometry,
  13917. CircleGeometry: CircleGeometry,
  13918. ConeGeometry: ConeGeometry,
  13919. CylinderGeometry: CylinderGeometry,
  13920. DodecahedronGeometry: DodecahedronGeometry,
  13921. EdgesGeometry: EdgesGeometry,
  13922. ExtrudeGeometry: ExtrudeGeometry,
  13923. IcosahedronGeometry: IcosahedronGeometry,
  13924. LatheGeometry: LatheGeometry,
  13925. OctahedronGeometry: OctahedronGeometry,
  13926. PlaneGeometry: PlaneGeometry,
  13927. PolyhedronGeometry: PolyhedronGeometry,
  13928. RingGeometry: RingGeometry,
  13929. ShapeGeometry: ShapeGeometry,
  13930. SphereGeometry: SphereGeometry,
  13931. TetrahedronGeometry: TetrahedronGeometry,
  13932. TorusGeometry: TorusGeometry,
  13933. TorusKnotGeometry: TorusKnotGeometry,
  13934. TubeGeometry: TubeGeometry,
  13935. WireframeGeometry: WireframeGeometry
  13936. });
  13937. class ShadowMaterial extends Material {
  13938. static get type() {
  13939. return 'ShadowMaterial';
  13940. }
  13941. constructor( parameters ) {
  13942. super();
  13943. this.isShadowMaterial = true;
  13944. this.color = new Color( 0x000000 );
  13945. this.transparent = true;
  13946. this.fog = true;
  13947. this.setValues( parameters );
  13948. }
  13949. copy( source ) {
  13950. super.copy( source );
  13951. this.color.copy( source.color );
  13952. this.fog = source.fog;
  13953. return this;
  13954. }
  13955. }
  13956. class RawShaderMaterial extends ShaderMaterial {
  13957. static get type() {
  13958. return 'RawShaderMaterial';
  13959. }
  13960. constructor( parameters ) {
  13961. super( parameters );
  13962. this.isRawShaderMaterial = true;
  13963. }
  13964. }
  13965. class MeshStandardMaterial extends Material {
  13966. static get type() {
  13967. return 'MeshStandardMaterial';
  13968. }
  13969. constructor( parameters ) {
  13970. super();
  13971. this.isMeshStandardMaterial = true;
  13972. this.defines = { 'STANDARD': '' };
  13973. this.color = new Color( 0xffffff ); // diffuse
  13974. this.roughness = 1.0;
  13975. this.metalness = 0.0;
  13976. this.map = null;
  13977. this.lightMap = null;
  13978. this.lightMapIntensity = 1.0;
  13979. this.aoMap = null;
  13980. this.aoMapIntensity = 1.0;
  13981. this.emissive = new Color( 0x000000 );
  13982. this.emissiveIntensity = 1.0;
  13983. this.emissiveMap = null;
  13984. this.bumpMap = null;
  13985. this.bumpScale = 1;
  13986. this.normalMap = null;
  13987. this.normalMapType = TangentSpaceNormalMap;
  13988. this.normalScale = new Vector2( 1, 1 );
  13989. this.displacementMap = null;
  13990. this.displacementScale = 1;
  13991. this.displacementBias = 0;
  13992. this.roughnessMap = null;
  13993. this.metalnessMap = null;
  13994. this.alphaMap = null;
  13995. this.envMap = null;
  13996. this.envMapRotation = new Euler();
  13997. this.envMapIntensity = 1.0;
  13998. this.wireframe = false;
  13999. this.wireframeLinewidth = 1;
  14000. this.wireframeLinecap = 'round';
  14001. this.wireframeLinejoin = 'round';
  14002. this.flatShading = false;
  14003. this.fog = true;
  14004. this.setValues( parameters );
  14005. }
  14006. copy( source ) {
  14007. super.copy( source );
  14008. this.defines = { 'STANDARD': '' };
  14009. this.color.copy( source.color );
  14010. this.roughness = source.roughness;
  14011. this.metalness = source.metalness;
  14012. this.map = source.map;
  14013. this.lightMap = source.lightMap;
  14014. this.lightMapIntensity = source.lightMapIntensity;
  14015. this.aoMap = source.aoMap;
  14016. this.aoMapIntensity = source.aoMapIntensity;
  14017. this.emissive.copy( source.emissive );
  14018. this.emissiveMap = source.emissiveMap;
  14019. this.emissiveIntensity = source.emissiveIntensity;
  14020. this.bumpMap = source.bumpMap;
  14021. this.bumpScale = source.bumpScale;
  14022. this.normalMap = source.normalMap;
  14023. this.normalMapType = source.normalMapType;
  14024. this.normalScale.copy( source.normalScale );
  14025. this.displacementMap = source.displacementMap;
  14026. this.displacementScale = source.displacementScale;
  14027. this.displacementBias = source.displacementBias;
  14028. this.roughnessMap = source.roughnessMap;
  14029. this.metalnessMap = source.metalnessMap;
  14030. this.alphaMap = source.alphaMap;
  14031. this.envMap = source.envMap;
  14032. this.envMapRotation.copy( source.envMapRotation );
  14033. this.envMapIntensity = source.envMapIntensity;
  14034. this.wireframe = source.wireframe;
  14035. this.wireframeLinewidth = source.wireframeLinewidth;
  14036. this.wireframeLinecap = source.wireframeLinecap;
  14037. this.wireframeLinejoin = source.wireframeLinejoin;
  14038. this.flatShading = source.flatShading;
  14039. this.fog = source.fog;
  14040. return this;
  14041. }
  14042. }
  14043. class MeshPhysicalMaterial extends MeshStandardMaterial {
  14044. static get type() {
  14045. return 'MeshPhysicalMaterial';
  14046. }
  14047. constructor( parameters ) {
  14048. super();
  14049. this.isMeshPhysicalMaterial = true;
  14050. this.defines = {
  14051. 'STANDARD': '',
  14052. 'PHYSICAL': ''
  14053. };
  14054. this.anisotropyRotation = 0;
  14055. this.anisotropyMap = null;
  14056. this.clearcoatMap = null;
  14057. this.clearcoatRoughness = 0.0;
  14058. this.clearcoatRoughnessMap = null;
  14059. this.clearcoatNormalScale = new Vector2( 1, 1 );
  14060. this.clearcoatNormalMap = null;
  14061. this.ior = 1.5;
  14062. Object.defineProperty( this, 'reflectivity', {
  14063. get: function () {
  14064. return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  14065. },
  14066. set: function ( reflectivity ) {
  14067. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  14068. }
  14069. } );
  14070. this.iridescenceMap = null;
  14071. this.iridescenceIOR = 1.3;
  14072. this.iridescenceThicknessRange = [ 100, 400 ];
  14073. this.iridescenceThicknessMap = null;
  14074. this.sheenColor = new Color( 0x000000 );
  14075. this.sheenColorMap = null;
  14076. this.sheenRoughness = 1.0;
  14077. this.sheenRoughnessMap = null;
  14078. this.transmissionMap = null;
  14079. this.thickness = 0;
  14080. this.thicknessMap = null;
  14081. this.attenuationDistance = Infinity;
  14082. this.attenuationColor = new Color( 1, 1, 1 );
  14083. this.specularIntensity = 1.0;
  14084. this.specularIntensityMap = null;
  14085. this.specularColor = new Color( 1, 1, 1 );
  14086. this.specularColorMap = null;
  14087. this._anisotropy = 0;
  14088. this._clearcoat = 0;
  14089. this._dispersion = 0;
  14090. this._iridescence = 0;
  14091. this._sheen = 0.0;
  14092. this._transmission = 0;
  14093. this.setValues( parameters );
  14094. }
  14095. get anisotropy() {
  14096. return this._anisotropy;
  14097. }
  14098. set anisotropy( value ) {
  14099. if ( this._anisotropy > 0 !== value > 0 ) {
  14100. this.version ++;
  14101. }
  14102. this._anisotropy = value;
  14103. }
  14104. get clearcoat() {
  14105. return this._clearcoat;
  14106. }
  14107. set clearcoat( value ) {
  14108. if ( this._clearcoat > 0 !== value > 0 ) {
  14109. this.version ++;
  14110. }
  14111. this._clearcoat = value;
  14112. }
  14113. get iridescence() {
  14114. return this._iridescence;
  14115. }
  14116. set iridescence( value ) {
  14117. if ( this._iridescence > 0 !== value > 0 ) {
  14118. this.version ++;
  14119. }
  14120. this._iridescence = value;
  14121. }
  14122. get dispersion() {
  14123. return this._dispersion;
  14124. }
  14125. set dispersion( value ) {
  14126. if ( this._dispersion > 0 !== value > 0 ) {
  14127. this.version ++;
  14128. }
  14129. this._dispersion = value;
  14130. }
  14131. get sheen() {
  14132. return this._sheen;
  14133. }
  14134. set sheen( value ) {
  14135. if ( this._sheen > 0 !== value > 0 ) {
  14136. this.version ++;
  14137. }
  14138. this._sheen = value;
  14139. }
  14140. get transmission() {
  14141. return this._transmission;
  14142. }
  14143. set transmission( value ) {
  14144. if ( this._transmission > 0 !== value > 0 ) {
  14145. this.version ++;
  14146. }
  14147. this._transmission = value;
  14148. }
  14149. copy( source ) {
  14150. super.copy( source );
  14151. this.defines = {
  14152. 'STANDARD': '',
  14153. 'PHYSICAL': ''
  14154. };
  14155. this.anisotropy = source.anisotropy;
  14156. this.anisotropyRotation = source.anisotropyRotation;
  14157. this.anisotropyMap = source.anisotropyMap;
  14158. this.clearcoat = source.clearcoat;
  14159. this.clearcoatMap = source.clearcoatMap;
  14160. this.clearcoatRoughness = source.clearcoatRoughness;
  14161. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  14162. this.clearcoatNormalMap = source.clearcoatNormalMap;
  14163. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  14164. this.dispersion = source.dispersion;
  14165. this.ior = source.ior;
  14166. this.iridescence = source.iridescence;
  14167. this.iridescenceMap = source.iridescenceMap;
  14168. this.iridescenceIOR = source.iridescenceIOR;
  14169. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  14170. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  14171. this.sheen = source.sheen;
  14172. this.sheenColor.copy( source.sheenColor );
  14173. this.sheenColorMap = source.sheenColorMap;
  14174. this.sheenRoughness = source.sheenRoughness;
  14175. this.sheenRoughnessMap = source.sheenRoughnessMap;
  14176. this.transmission = source.transmission;
  14177. this.transmissionMap = source.transmissionMap;
  14178. this.thickness = source.thickness;
  14179. this.thicknessMap = source.thicknessMap;
  14180. this.attenuationDistance = source.attenuationDistance;
  14181. this.attenuationColor.copy( source.attenuationColor );
  14182. this.specularIntensity = source.specularIntensity;
  14183. this.specularIntensityMap = source.specularIntensityMap;
  14184. this.specularColor.copy( source.specularColor );
  14185. this.specularColorMap = source.specularColorMap;
  14186. return this;
  14187. }
  14188. }
  14189. class MeshPhongMaterial extends Material {
  14190. static get type() {
  14191. return 'MeshPhongMaterial';
  14192. }
  14193. constructor( parameters ) {
  14194. super();
  14195. this.isMeshPhongMaterial = true;
  14196. this.color = new Color( 0xffffff ); // diffuse
  14197. this.specular = new Color( 0x111111 );
  14198. this.shininess = 30;
  14199. this.map = null;
  14200. this.lightMap = null;
  14201. this.lightMapIntensity = 1.0;
  14202. this.aoMap = null;
  14203. this.aoMapIntensity = 1.0;
  14204. this.emissive = new Color( 0x000000 );
  14205. this.emissiveIntensity = 1.0;
  14206. this.emissiveMap = null;
  14207. this.bumpMap = null;
  14208. this.bumpScale = 1;
  14209. this.normalMap = null;
  14210. this.normalMapType = TangentSpaceNormalMap;
  14211. this.normalScale = new Vector2( 1, 1 );
  14212. this.displacementMap = null;
  14213. this.displacementScale = 1;
  14214. this.displacementBias = 0;
  14215. this.specularMap = null;
  14216. this.alphaMap = null;
  14217. this.envMap = null;
  14218. this.envMapRotation = new Euler();
  14219. this.combine = MultiplyOperation;
  14220. this.reflectivity = 1;
  14221. this.refractionRatio = 0.98;
  14222. this.wireframe = false;
  14223. this.wireframeLinewidth = 1;
  14224. this.wireframeLinecap = 'round';
  14225. this.wireframeLinejoin = 'round';
  14226. this.flatShading = false;
  14227. this.fog = true;
  14228. this.setValues( parameters );
  14229. }
  14230. copy( source ) {
  14231. super.copy( source );
  14232. this.color.copy( source.color );
  14233. this.specular.copy( source.specular );
  14234. this.shininess = source.shininess;
  14235. this.map = source.map;
  14236. this.lightMap = source.lightMap;
  14237. this.lightMapIntensity = source.lightMapIntensity;
  14238. this.aoMap = source.aoMap;
  14239. this.aoMapIntensity = source.aoMapIntensity;
  14240. this.emissive.copy( source.emissive );
  14241. this.emissiveMap = source.emissiveMap;
  14242. this.emissiveIntensity = source.emissiveIntensity;
  14243. this.bumpMap = source.bumpMap;
  14244. this.bumpScale = source.bumpScale;
  14245. this.normalMap = source.normalMap;
  14246. this.normalMapType = source.normalMapType;
  14247. this.normalScale.copy( source.normalScale );
  14248. this.displacementMap = source.displacementMap;
  14249. this.displacementScale = source.displacementScale;
  14250. this.displacementBias = source.displacementBias;
  14251. this.specularMap = source.specularMap;
  14252. this.alphaMap = source.alphaMap;
  14253. this.envMap = source.envMap;
  14254. this.envMapRotation.copy( source.envMapRotation );
  14255. this.combine = source.combine;
  14256. this.reflectivity = source.reflectivity;
  14257. this.refractionRatio = source.refractionRatio;
  14258. this.wireframe = source.wireframe;
  14259. this.wireframeLinewidth = source.wireframeLinewidth;
  14260. this.wireframeLinecap = source.wireframeLinecap;
  14261. this.wireframeLinejoin = source.wireframeLinejoin;
  14262. this.flatShading = source.flatShading;
  14263. this.fog = source.fog;
  14264. return this;
  14265. }
  14266. }
  14267. class MeshToonMaterial extends Material {
  14268. static get type() {
  14269. return 'MeshToonMaterial';
  14270. }
  14271. constructor( parameters ) {
  14272. super();
  14273. this.isMeshToonMaterial = true;
  14274. this.defines = { 'TOON': '' };
  14275. this.color = new Color( 0xffffff );
  14276. this.map = null;
  14277. this.gradientMap = null;
  14278. this.lightMap = null;
  14279. this.lightMapIntensity = 1.0;
  14280. this.aoMap = null;
  14281. this.aoMapIntensity = 1.0;
  14282. this.emissive = new Color( 0x000000 );
  14283. this.emissiveIntensity = 1.0;
  14284. this.emissiveMap = null;
  14285. this.bumpMap = null;
  14286. this.bumpScale = 1;
  14287. this.normalMap = null;
  14288. this.normalMapType = TangentSpaceNormalMap;
  14289. this.normalScale = new Vector2( 1, 1 );
  14290. this.displacementMap = null;
  14291. this.displacementScale = 1;
  14292. this.displacementBias = 0;
  14293. this.alphaMap = null;
  14294. this.wireframe = false;
  14295. this.wireframeLinewidth = 1;
  14296. this.wireframeLinecap = 'round';
  14297. this.wireframeLinejoin = 'round';
  14298. this.fog = true;
  14299. this.setValues( parameters );
  14300. }
  14301. copy( source ) {
  14302. super.copy( source );
  14303. this.color.copy( source.color );
  14304. this.map = source.map;
  14305. this.gradientMap = source.gradientMap;
  14306. this.lightMap = source.lightMap;
  14307. this.lightMapIntensity = source.lightMapIntensity;
  14308. this.aoMap = source.aoMap;
  14309. this.aoMapIntensity = source.aoMapIntensity;
  14310. this.emissive.copy( source.emissive );
  14311. this.emissiveMap = source.emissiveMap;
  14312. this.emissiveIntensity = source.emissiveIntensity;
  14313. this.bumpMap = source.bumpMap;
  14314. this.bumpScale = source.bumpScale;
  14315. this.normalMap = source.normalMap;
  14316. this.normalMapType = source.normalMapType;
  14317. this.normalScale.copy( source.normalScale );
  14318. this.displacementMap = source.displacementMap;
  14319. this.displacementScale = source.displacementScale;
  14320. this.displacementBias = source.displacementBias;
  14321. this.alphaMap = source.alphaMap;
  14322. this.wireframe = source.wireframe;
  14323. this.wireframeLinewidth = source.wireframeLinewidth;
  14324. this.wireframeLinecap = source.wireframeLinecap;
  14325. this.wireframeLinejoin = source.wireframeLinejoin;
  14326. this.fog = source.fog;
  14327. return this;
  14328. }
  14329. }
  14330. class MeshNormalMaterial extends Material {
  14331. static get type() {
  14332. return 'MeshNormalMaterial';
  14333. }
  14334. constructor( parameters ) {
  14335. super();
  14336. this.isMeshNormalMaterial = true;
  14337. this.bumpMap = null;
  14338. this.bumpScale = 1;
  14339. this.normalMap = null;
  14340. this.normalMapType = TangentSpaceNormalMap;
  14341. this.normalScale = new Vector2( 1, 1 );
  14342. this.displacementMap = null;
  14343. this.displacementScale = 1;
  14344. this.displacementBias = 0;
  14345. this.wireframe = false;
  14346. this.wireframeLinewidth = 1;
  14347. this.flatShading = false;
  14348. this.setValues( parameters );
  14349. }
  14350. copy( source ) {
  14351. super.copy( source );
  14352. this.bumpMap = source.bumpMap;
  14353. this.bumpScale = source.bumpScale;
  14354. this.normalMap = source.normalMap;
  14355. this.normalMapType = source.normalMapType;
  14356. this.normalScale.copy( source.normalScale );
  14357. this.displacementMap = source.displacementMap;
  14358. this.displacementScale = source.displacementScale;
  14359. this.displacementBias = source.displacementBias;
  14360. this.wireframe = source.wireframe;
  14361. this.wireframeLinewidth = source.wireframeLinewidth;
  14362. this.flatShading = source.flatShading;
  14363. return this;
  14364. }
  14365. }
  14366. class MeshLambertMaterial extends Material {
  14367. static get type() {
  14368. return 'MeshLambertMaterial';
  14369. }
  14370. constructor( parameters ) {
  14371. super();
  14372. this.isMeshLambertMaterial = true;
  14373. this.color = new Color( 0xffffff ); // diffuse
  14374. this.map = null;
  14375. this.lightMap = null;
  14376. this.lightMapIntensity = 1.0;
  14377. this.aoMap = null;
  14378. this.aoMapIntensity = 1.0;
  14379. this.emissive = new Color( 0x000000 );
  14380. this.emissiveIntensity = 1.0;
  14381. this.emissiveMap = null;
  14382. this.bumpMap = null;
  14383. this.bumpScale = 1;
  14384. this.normalMap = null;
  14385. this.normalMapType = TangentSpaceNormalMap;
  14386. this.normalScale = new Vector2( 1, 1 );
  14387. this.displacementMap = null;
  14388. this.displacementScale = 1;
  14389. this.displacementBias = 0;
  14390. this.specularMap = null;
  14391. this.alphaMap = null;
  14392. this.envMap = null;
  14393. this.envMapRotation = new Euler();
  14394. this.combine = MultiplyOperation;
  14395. this.reflectivity = 1;
  14396. this.refractionRatio = 0.98;
  14397. this.wireframe = false;
  14398. this.wireframeLinewidth = 1;
  14399. this.wireframeLinecap = 'round';
  14400. this.wireframeLinejoin = 'round';
  14401. this.flatShading = false;
  14402. this.fog = true;
  14403. this.setValues( parameters );
  14404. }
  14405. copy( source ) {
  14406. super.copy( source );
  14407. this.color.copy( source.color );
  14408. this.map = source.map;
  14409. this.lightMap = source.lightMap;
  14410. this.lightMapIntensity = source.lightMapIntensity;
  14411. this.aoMap = source.aoMap;
  14412. this.aoMapIntensity = source.aoMapIntensity;
  14413. this.emissive.copy( source.emissive );
  14414. this.emissiveMap = source.emissiveMap;
  14415. this.emissiveIntensity = source.emissiveIntensity;
  14416. this.bumpMap = source.bumpMap;
  14417. this.bumpScale = source.bumpScale;
  14418. this.normalMap = source.normalMap;
  14419. this.normalMapType = source.normalMapType;
  14420. this.normalScale.copy( source.normalScale );
  14421. this.displacementMap = source.displacementMap;
  14422. this.displacementScale = source.displacementScale;
  14423. this.displacementBias = source.displacementBias;
  14424. this.specularMap = source.specularMap;
  14425. this.alphaMap = source.alphaMap;
  14426. this.envMap = source.envMap;
  14427. this.envMapRotation.copy( source.envMapRotation );
  14428. this.combine = source.combine;
  14429. this.reflectivity = source.reflectivity;
  14430. this.refractionRatio = source.refractionRatio;
  14431. this.wireframe = source.wireframe;
  14432. this.wireframeLinewidth = source.wireframeLinewidth;
  14433. this.wireframeLinecap = source.wireframeLinecap;
  14434. this.wireframeLinejoin = source.wireframeLinejoin;
  14435. this.flatShading = source.flatShading;
  14436. this.fog = source.fog;
  14437. return this;
  14438. }
  14439. }
  14440. class MeshDepthMaterial extends Material {
  14441. static get type() {
  14442. return 'MeshDepthMaterial';
  14443. }
  14444. constructor( parameters ) {
  14445. super();
  14446. this.isMeshDepthMaterial = true;
  14447. this.depthPacking = BasicDepthPacking;
  14448. this.map = null;
  14449. this.alphaMap = null;
  14450. this.displacementMap = null;
  14451. this.displacementScale = 1;
  14452. this.displacementBias = 0;
  14453. this.wireframe = false;
  14454. this.wireframeLinewidth = 1;
  14455. this.setValues( parameters );
  14456. }
  14457. copy( source ) {
  14458. super.copy( source );
  14459. this.depthPacking = source.depthPacking;
  14460. this.map = source.map;
  14461. this.alphaMap = source.alphaMap;
  14462. this.displacementMap = source.displacementMap;
  14463. this.displacementScale = source.displacementScale;
  14464. this.displacementBias = source.displacementBias;
  14465. this.wireframe = source.wireframe;
  14466. this.wireframeLinewidth = source.wireframeLinewidth;
  14467. return this;
  14468. }
  14469. }
  14470. class MeshDistanceMaterial extends Material {
  14471. static get type() {
  14472. return 'MeshDistanceMaterial';
  14473. }
  14474. constructor( parameters ) {
  14475. super();
  14476. this.isMeshDistanceMaterial = true;
  14477. this.map = null;
  14478. this.alphaMap = null;
  14479. this.displacementMap = null;
  14480. this.displacementScale = 1;
  14481. this.displacementBias = 0;
  14482. this.setValues( parameters );
  14483. }
  14484. copy( source ) {
  14485. super.copy( source );
  14486. this.map = source.map;
  14487. this.alphaMap = source.alphaMap;
  14488. this.displacementMap = source.displacementMap;
  14489. this.displacementScale = source.displacementScale;
  14490. this.displacementBias = source.displacementBias;
  14491. return this;
  14492. }
  14493. }
  14494. class MeshMatcapMaterial extends Material {
  14495. static get type() {
  14496. return 'MeshMatcapMaterial';
  14497. }
  14498. constructor( parameters ) {
  14499. super();
  14500. this.isMeshMatcapMaterial = true;
  14501. this.defines = { 'MATCAP': '' };
  14502. this.color = new Color( 0xffffff ); // diffuse
  14503. this.matcap = null;
  14504. this.map = null;
  14505. this.bumpMap = null;
  14506. this.bumpScale = 1;
  14507. this.normalMap = null;
  14508. this.normalMapType = TangentSpaceNormalMap;
  14509. this.normalScale = new Vector2( 1, 1 );
  14510. this.displacementMap = null;
  14511. this.displacementScale = 1;
  14512. this.displacementBias = 0;
  14513. this.alphaMap = null;
  14514. this.flatShading = false;
  14515. this.fog = true;
  14516. this.setValues( parameters );
  14517. }
  14518. copy( source ) {
  14519. super.copy( source );
  14520. this.defines = { 'MATCAP': '' };
  14521. this.color.copy( source.color );
  14522. this.matcap = source.matcap;
  14523. this.map = source.map;
  14524. this.bumpMap = source.bumpMap;
  14525. this.bumpScale = source.bumpScale;
  14526. this.normalMap = source.normalMap;
  14527. this.normalMapType = source.normalMapType;
  14528. this.normalScale.copy( source.normalScale );
  14529. this.displacementMap = source.displacementMap;
  14530. this.displacementScale = source.displacementScale;
  14531. this.displacementBias = source.displacementBias;
  14532. this.alphaMap = source.alphaMap;
  14533. this.flatShading = source.flatShading;
  14534. this.fog = source.fog;
  14535. return this;
  14536. }
  14537. }
  14538. class LineDashedMaterial extends LineBasicMaterial {
  14539. static get type() {
  14540. return 'LineDashedMaterial';
  14541. }
  14542. constructor( parameters ) {
  14543. super();
  14544. this.isLineDashedMaterial = true;
  14545. this.scale = 1;
  14546. this.dashSize = 3;
  14547. this.gapSize = 1;
  14548. this.setValues( parameters );
  14549. }
  14550. copy( source ) {
  14551. super.copy( source );
  14552. this.scale = source.scale;
  14553. this.dashSize = source.dashSize;
  14554. this.gapSize = source.gapSize;
  14555. return this;
  14556. }
  14557. }
  14558. // converts an array to a specific type
  14559. function convertArray( array, type, forceClone ) {
  14560. if ( ! array || // let 'undefined' and 'null' pass
  14561. ! forceClone && array.constructor === type ) return array;
  14562. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  14563. return new type( array ); // create typed array
  14564. }
  14565. return Array.prototype.slice.call( array ); // create Array
  14566. }
  14567. function isTypedArray( object ) {
  14568. return ArrayBuffer.isView( object ) &&
  14569. ! ( object instanceof DataView );
  14570. }
  14571. // returns an array by which times and values can be sorted
  14572. function getKeyframeOrder( times ) {
  14573. function compareTime( i, j ) {
  14574. return times[ i ] - times[ j ];
  14575. }
  14576. const n = times.length;
  14577. const result = new Array( n );
  14578. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  14579. result.sort( compareTime );
  14580. return result;
  14581. }
  14582. // uses the array previously returned by 'getKeyframeOrder' to sort data
  14583. function sortedArray( values, stride, order ) {
  14584. const nValues = values.length;
  14585. const result = new values.constructor( nValues );
  14586. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  14587. const srcOffset = order[ i ] * stride;
  14588. for ( let j = 0; j !== stride; ++ j ) {
  14589. result[ dstOffset ++ ] = values[ srcOffset + j ];
  14590. }
  14591. }
  14592. return result;
  14593. }
  14594. // function for parsing AOS keyframe formats
  14595. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  14596. let i = 1, key = jsonKeys[ 0 ];
  14597. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  14598. key = jsonKeys[ i ++ ];
  14599. }
  14600. if ( key === undefined ) return; // no data
  14601. let value = key[ valuePropertyName ];
  14602. if ( value === undefined ) return; // no data
  14603. if ( Array.isArray( value ) ) {
  14604. do {
  14605. value = key[ valuePropertyName ];
  14606. if ( value !== undefined ) {
  14607. times.push( key.time );
  14608. values.push.apply( values, value ); // push all elements
  14609. }
  14610. key = jsonKeys[ i ++ ];
  14611. } while ( key !== undefined );
  14612. } else if ( value.toArray !== undefined ) {
  14613. // ...assume THREE.Math-ish
  14614. do {
  14615. value = key[ valuePropertyName ];
  14616. if ( value !== undefined ) {
  14617. times.push( key.time );
  14618. value.toArray( values, values.length );
  14619. }
  14620. key = jsonKeys[ i ++ ];
  14621. } while ( key !== undefined );
  14622. } else {
  14623. // otherwise push as-is
  14624. do {
  14625. value = key[ valuePropertyName ];
  14626. if ( value !== undefined ) {
  14627. times.push( key.time );
  14628. values.push( value );
  14629. }
  14630. key = jsonKeys[ i ++ ];
  14631. } while ( key !== undefined );
  14632. }
  14633. }
  14634. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  14635. const clip = sourceClip.clone();
  14636. clip.name = name;
  14637. const tracks = [];
  14638. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14639. const track = clip.tracks[ i ];
  14640. const valueSize = track.getValueSize();
  14641. const times = [];
  14642. const values = [];
  14643. for ( let j = 0; j < track.times.length; ++ j ) {
  14644. const frame = track.times[ j ] * fps;
  14645. if ( frame < startFrame || frame >= endFrame ) continue;
  14646. times.push( track.times[ j ] );
  14647. for ( let k = 0; k < valueSize; ++ k ) {
  14648. values.push( track.values[ j * valueSize + k ] );
  14649. }
  14650. }
  14651. if ( times.length === 0 ) continue;
  14652. track.times = convertArray( times, track.times.constructor );
  14653. track.values = convertArray( values, track.values.constructor );
  14654. tracks.push( track );
  14655. }
  14656. clip.tracks = tracks;
  14657. // find minimum .times value across all tracks in the trimmed clip
  14658. let minStartTime = Infinity;
  14659. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14660. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  14661. minStartTime = clip.tracks[ i ].times[ 0 ];
  14662. }
  14663. }
  14664. // shift all tracks such that clip begins at t=0
  14665. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14666. clip.tracks[ i ].shift( - 1 * minStartTime );
  14667. }
  14668. clip.resetDuration();
  14669. return clip;
  14670. }
  14671. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  14672. if ( fps <= 0 ) fps = 30;
  14673. const numTracks = referenceClip.tracks.length;
  14674. const referenceTime = referenceFrame / fps;
  14675. // Make each track's values relative to the values at the reference frame
  14676. for ( let i = 0; i < numTracks; ++ i ) {
  14677. const referenceTrack = referenceClip.tracks[ i ];
  14678. const referenceTrackType = referenceTrack.ValueTypeName;
  14679. // Skip this track if it's non-numeric
  14680. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  14681. // Find the track in the target clip whose name and type matches the reference track
  14682. const targetTrack = targetClip.tracks.find( function ( track ) {
  14683. return track.name === referenceTrack.name
  14684. && track.ValueTypeName === referenceTrackType;
  14685. } );
  14686. if ( targetTrack === undefined ) continue;
  14687. let referenceOffset = 0;
  14688. const referenceValueSize = referenceTrack.getValueSize();
  14689. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14690. referenceOffset = referenceValueSize / 3;
  14691. }
  14692. let targetOffset = 0;
  14693. const targetValueSize = targetTrack.getValueSize();
  14694. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14695. targetOffset = targetValueSize / 3;
  14696. }
  14697. const lastIndex = referenceTrack.times.length - 1;
  14698. let referenceValue;
  14699. // Find the value to subtract out of the track
  14700. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  14701. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  14702. const startIndex = referenceOffset;
  14703. const endIndex = referenceValueSize - referenceOffset;
  14704. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14705. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  14706. // Reference frame is after the last keyframe, so just use the last keyframe
  14707. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  14708. const endIndex = startIndex + referenceValueSize - referenceOffset;
  14709. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14710. } else {
  14711. // Interpolate to the reference value
  14712. const interpolant = referenceTrack.createInterpolant();
  14713. const startIndex = referenceOffset;
  14714. const endIndex = referenceValueSize - referenceOffset;
  14715. interpolant.evaluate( referenceTime );
  14716. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  14717. }
  14718. // Conjugate the quaternion
  14719. if ( referenceTrackType === 'quaternion' ) {
  14720. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  14721. referenceQuat.toArray( referenceValue );
  14722. }
  14723. // Subtract the reference value from all of the track values
  14724. const numTimes = targetTrack.times.length;
  14725. for ( let j = 0; j < numTimes; ++ j ) {
  14726. const valueStart = j * targetValueSize + targetOffset;
  14727. if ( referenceTrackType === 'quaternion' ) {
  14728. // Multiply the conjugate for quaternion track types
  14729. Quaternion.multiplyQuaternionsFlat(
  14730. targetTrack.values,
  14731. valueStart,
  14732. referenceValue,
  14733. 0,
  14734. targetTrack.values,
  14735. valueStart
  14736. );
  14737. } else {
  14738. const valueEnd = targetValueSize - targetOffset * 2;
  14739. // Subtract each value for all other numeric track types
  14740. for ( let k = 0; k < valueEnd; ++ k ) {
  14741. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  14742. }
  14743. }
  14744. }
  14745. }
  14746. targetClip.blendMode = AdditiveAnimationBlendMode;
  14747. return targetClip;
  14748. }
  14749. const AnimationUtils = {
  14750. convertArray: convertArray,
  14751. isTypedArray: isTypedArray,
  14752. getKeyframeOrder: getKeyframeOrder,
  14753. sortedArray: sortedArray,
  14754. flattenJSON: flattenJSON,
  14755. subclip: subclip,
  14756. makeClipAdditive: makeClipAdditive
  14757. };
  14758. /**
  14759. * Abstract base class of interpolants over parametric samples.
  14760. *
  14761. * The parameter domain is one dimensional, typically the time or a path
  14762. * along a curve defined by the data.
  14763. *
  14764. * The sample values can have any dimensionality and derived classes may
  14765. * apply special interpretations to the data.
  14766. *
  14767. * This class provides the interval seek in a Template Method, deferring
  14768. * the actual interpolation to derived classes.
  14769. *
  14770. * Time complexity is O(1) for linear access crossing at most two points
  14771. * and O(log N) for random access, where N is the number of positions.
  14772. *
  14773. * References:
  14774. *
  14775. * http://www.oodesign.com/template-method-pattern.html
  14776. *
  14777. */
  14778. class Interpolant {
  14779. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14780. this.parameterPositions = parameterPositions;
  14781. this._cachedIndex = 0;
  14782. this.resultBuffer = resultBuffer !== undefined ?
  14783. resultBuffer : new sampleValues.constructor( sampleSize );
  14784. this.sampleValues = sampleValues;
  14785. this.valueSize = sampleSize;
  14786. this.settings = null;
  14787. this.DefaultSettings_ = {};
  14788. }
  14789. evaluate( t ) {
  14790. const pp = this.parameterPositions;
  14791. let i1 = this._cachedIndex,
  14792. t1 = pp[ i1 ],
  14793. t0 = pp[ i1 - 1 ];
  14794. validate_interval: {
  14795. seek: {
  14796. let right;
  14797. linear_scan: {
  14798. //- See http://jsperf.com/comparison-to-undefined/3
  14799. //- slower code:
  14800. //-
  14801. //- if ( t >= t1 || t1 === undefined ) {
  14802. forward_scan: if ( ! ( t < t1 ) ) {
  14803. for ( let giveUpAt = i1 + 2; ; ) {
  14804. if ( t1 === undefined ) {
  14805. if ( t < t0 ) break forward_scan;
  14806. // after end
  14807. i1 = pp.length;
  14808. this._cachedIndex = i1;
  14809. return this.copySampleValue_( i1 - 1 );
  14810. }
  14811. if ( i1 === giveUpAt ) break; // this loop
  14812. t0 = t1;
  14813. t1 = pp[ ++ i1 ];
  14814. if ( t < t1 ) {
  14815. // we have arrived at the sought interval
  14816. break seek;
  14817. }
  14818. }
  14819. // prepare binary search on the right side of the index
  14820. right = pp.length;
  14821. break linear_scan;
  14822. }
  14823. //- slower code:
  14824. //- if ( t < t0 || t0 === undefined ) {
  14825. if ( ! ( t >= t0 ) ) {
  14826. // looping?
  14827. const t1global = pp[ 1 ];
  14828. if ( t < t1global ) {
  14829. i1 = 2; // + 1, using the scan for the details
  14830. t0 = t1global;
  14831. }
  14832. // linear reverse scan
  14833. for ( let giveUpAt = i1 - 2; ; ) {
  14834. if ( t0 === undefined ) {
  14835. // before start
  14836. this._cachedIndex = 0;
  14837. return this.copySampleValue_( 0 );
  14838. }
  14839. if ( i1 === giveUpAt ) break; // this loop
  14840. t1 = t0;
  14841. t0 = pp[ -- i1 - 1 ];
  14842. if ( t >= t0 ) {
  14843. // we have arrived at the sought interval
  14844. break seek;
  14845. }
  14846. }
  14847. // prepare binary search on the left side of the index
  14848. right = i1;
  14849. i1 = 0;
  14850. break linear_scan;
  14851. }
  14852. // the interval is valid
  14853. break validate_interval;
  14854. } // linear scan
  14855. // binary search
  14856. while ( i1 < right ) {
  14857. const mid = ( i1 + right ) >>> 1;
  14858. if ( t < pp[ mid ] ) {
  14859. right = mid;
  14860. } else {
  14861. i1 = mid + 1;
  14862. }
  14863. }
  14864. t1 = pp[ i1 ];
  14865. t0 = pp[ i1 - 1 ];
  14866. // check boundary cases, again
  14867. if ( t0 === undefined ) {
  14868. this._cachedIndex = 0;
  14869. return this.copySampleValue_( 0 );
  14870. }
  14871. if ( t1 === undefined ) {
  14872. i1 = pp.length;
  14873. this._cachedIndex = i1;
  14874. return this.copySampleValue_( i1 - 1 );
  14875. }
  14876. } // seek
  14877. this._cachedIndex = i1;
  14878. this.intervalChanged_( i1, t0, t1 );
  14879. } // validate_interval
  14880. return this.interpolate_( i1, t0, t, t1 );
  14881. }
  14882. getSettings_() {
  14883. return this.settings || this.DefaultSettings_;
  14884. }
  14885. copySampleValue_( index ) {
  14886. // copies a sample value to the result buffer
  14887. const result = this.resultBuffer,
  14888. values = this.sampleValues,
  14889. stride = this.valueSize,
  14890. offset = index * stride;
  14891. for ( let i = 0; i !== stride; ++ i ) {
  14892. result[ i ] = values[ offset + i ];
  14893. }
  14894. return result;
  14895. }
  14896. // Template methods for derived classes:
  14897. interpolate_( /* i1, t0, t, t1 */ ) {
  14898. throw new Error( 'call to abstract method' );
  14899. // implementations shall return this.resultBuffer
  14900. }
  14901. intervalChanged_( /* i1, t0, t1 */ ) {
  14902. // empty
  14903. }
  14904. }
  14905. /**
  14906. * Fast and simple cubic spline interpolant.
  14907. *
  14908. * It was derived from a Hermitian construction setting the first derivative
  14909. * at each sample position to the linear slope between neighboring positions
  14910. * over their parameter interval.
  14911. */
  14912. class CubicInterpolant extends Interpolant {
  14913. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14914. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14915. this._weightPrev = - 0;
  14916. this._offsetPrev = - 0;
  14917. this._weightNext = - 0;
  14918. this._offsetNext = - 0;
  14919. this.DefaultSettings_ = {
  14920. endingStart: ZeroCurvatureEnding,
  14921. endingEnd: ZeroCurvatureEnding
  14922. };
  14923. }
  14924. intervalChanged_( i1, t0, t1 ) {
  14925. const pp = this.parameterPositions;
  14926. let iPrev = i1 - 2,
  14927. iNext = i1 + 1,
  14928. tPrev = pp[ iPrev ],
  14929. tNext = pp[ iNext ];
  14930. if ( tPrev === undefined ) {
  14931. switch ( this.getSettings_().endingStart ) {
  14932. case ZeroSlopeEnding:
  14933. // f'(t0) = 0
  14934. iPrev = i1;
  14935. tPrev = 2 * t0 - t1;
  14936. break;
  14937. case WrapAroundEnding:
  14938. // use the other end of the curve
  14939. iPrev = pp.length - 2;
  14940. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  14941. break;
  14942. default: // ZeroCurvatureEnding
  14943. // f''(t0) = 0 a.k.a. Natural Spline
  14944. iPrev = i1;
  14945. tPrev = t1;
  14946. }
  14947. }
  14948. if ( tNext === undefined ) {
  14949. switch ( this.getSettings_().endingEnd ) {
  14950. case ZeroSlopeEnding:
  14951. // f'(tN) = 0
  14952. iNext = i1;
  14953. tNext = 2 * t1 - t0;
  14954. break;
  14955. case WrapAroundEnding:
  14956. // use the other end of the curve
  14957. iNext = 1;
  14958. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  14959. break;
  14960. default: // ZeroCurvatureEnding
  14961. // f''(tN) = 0, a.k.a. Natural Spline
  14962. iNext = i1 - 1;
  14963. tNext = t0;
  14964. }
  14965. }
  14966. const halfDt = ( t1 - t0 ) * 0.5,
  14967. stride = this.valueSize;
  14968. this._weightPrev = halfDt / ( t0 - tPrev );
  14969. this._weightNext = halfDt / ( tNext - t1 );
  14970. this._offsetPrev = iPrev * stride;
  14971. this._offsetNext = iNext * stride;
  14972. }
  14973. interpolate_( i1, t0, t, t1 ) {
  14974. const result = this.resultBuffer,
  14975. values = this.sampleValues,
  14976. stride = this.valueSize,
  14977. o1 = i1 * stride, o0 = o1 - stride,
  14978. oP = this._offsetPrev, oN = this._offsetNext,
  14979. wP = this._weightPrev, wN = this._weightNext,
  14980. p = ( t - t0 ) / ( t1 - t0 ),
  14981. pp = p * p,
  14982. ppp = pp * p;
  14983. // evaluate polynomials
  14984. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  14985. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  14986. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  14987. const sN = wN * ppp - wN * pp;
  14988. // combine data linearly
  14989. for ( let i = 0; i !== stride; ++ i ) {
  14990. result[ i ] =
  14991. sP * values[ oP + i ] +
  14992. s0 * values[ o0 + i ] +
  14993. s1 * values[ o1 + i ] +
  14994. sN * values[ oN + i ];
  14995. }
  14996. return result;
  14997. }
  14998. }
  14999. class LinearInterpolant extends Interpolant {
  15000. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15001. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15002. }
  15003. interpolate_( i1, t0, t, t1 ) {
  15004. const result = this.resultBuffer,
  15005. values = this.sampleValues,
  15006. stride = this.valueSize,
  15007. offset1 = i1 * stride,
  15008. offset0 = offset1 - stride,
  15009. weight1 = ( t - t0 ) / ( t1 - t0 ),
  15010. weight0 = 1 - weight1;
  15011. for ( let i = 0; i !== stride; ++ i ) {
  15012. result[ i ] =
  15013. values[ offset0 + i ] * weight0 +
  15014. values[ offset1 + i ] * weight1;
  15015. }
  15016. return result;
  15017. }
  15018. }
  15019. /**
  15020. *
  15021. * Interpolant that evaluates to the sample value at the position preceding
  15022. * the parameter.
  15023. */
  15024. class DiscreteInterpolant extends Interpolant {
  15025. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15026. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15027. }
  15028. interpolate_( i1 /*, t0, t, t1 */ ) {
  15029. return this.copySampleValue_( i1 - 1 );
  15030. }
  15031. }
  15032. class KeyframeTrack {
  15033. constructor( name, times, values, interpolation ) {
  15034. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  15035. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  15036. this.name = name;
  15037. this.times = convertArray( times, this.TimeBufferType );
  15038. this.values = convertArray( values, this.ValueBufferType );
  15039. this.setInterpolation( interpolation || this.DefaultInterpolation );
  15040. }
  15041. // Serialization (in static context, because of constructor invocation
  15042. // and automatic invocation of .toJSON):
  15043. static toJSON( track ) {
  15044. const trackType = track.constructor;
  15045. let json;
  15046. // derived classes can define a static toJSON method
  15047. if ( trackType.toJSON !== this.toJSON ) {
  15048. json = trackType.toJSON( track );
  15049. } else {
  15050. // by default, we assume the data can be serialized as-is
  15051. json = {
  15052. 'name': track.name,
  15053. 'times': convertArray( track.times, Array ),
  15054. 'values': convertArray( track.values, Array )
  15055. };
  15056. const interpolation = track.getInterpolation();
  15057. if ( interpolation !== track.DefaultInterpolation ) {
  15058. json.interpolation = interpolation;
  15059. }
  15060. }
  15061. json.type = track.ValueTypeName; // mandatory
  15062. return json;
  15063. }
  15064. InterpolantFactoryMethodDiscrete( result ) {
  15065. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  15066. }
  15067. InterpolantFactoryMethodLinear( result ) {
  15068. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  15069. }
  15070. InterpolantFactoryMethodSmooth( result ) {
  15071. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  15072. }
  15073. setInterpolation( interpolation ) {
  15074. let factoryMethod;
  15075. switch ( interpolation ) {
  15076. case InterpolateDiscrete:
  15077. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  15078. break;
  15079. case InterpolateLinear:
  15080. factoryMethod = this.InterpolantFactoryMethodLinear;
  15081. break;
  15082. case InterpolateSmooth:
  15083. factoryMethod = this.InterpolantFactoryMethodSmooth;
  15084. break;
  15085. }
  15086. if ( factoryMethod === undefined ) {
  15087. const message = 'unsupported interpolation for ' +
  15088. this.ValueTypeName + ' keyframe track named ' + this.name;
  15089. if ( this.createInterpolant === undefined ) {
  15090. // fall back to default, unless the default itself is messed up
  15091. if ( interpolation !== this.DefaultInterpolation ) {
  15092. this.setInterpolation( this.DefaultInterpolation );
  15093. } else {
  15094. throw new Error( message ); // fatal, in this case
  15095. }
  15096. }
  15097. console.warn( 'THREE.KeyframeTrack:', message );
  15098. return this;
  15099. }
  15100. this.createInterpolant = factoryMethod;
  15101. return this;
  15102. }
  15103. getInterpolation() {
  15104. switch ( this.createInterpolant ) {
  15105. case this.InterpolantFactoryMethodDiscrete:
  15106. return InterpolateDiscrete;
  15107. case this.InterpolantFactoryMethodLinear:
  15108. return InterpolateLinear;
  15109. case this.InterpolantFactoryMethodSmooth:
  15110. return InterpolateSmooth;
  15111. }
  15112. }
  15113. getValueSize() {
  15114. return this.values.length / this.times.length;
  15115. }
  15116. // move all keyframes either forwards or backwards in time
  15117. shift( timeOffset ) {
  15118. if ( timeOffset !== 0.0 ) {
  15119. const times = this.times;
  15120. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  15121. times[ i ] += timeOffset;
  15122. }
  15123. }
  15124. return this;
  15125. }
  15126. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  15127. scale( timeScale ) {
  15128. if ( timeScale !== 1.0 ) {
  15129. const times = this.times;
  15130. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  15131. times[ i ] *= timeScale;
  15132. }
  15133. }
  15134. return this;
  15135. }
  15136. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  15137. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  15138. trim( startTime, endTime ) {
  15139. const times = this.times,
  15140. nKeys = times.length;
  15141. let from = 0,
  15142. to = nKeys - 1;
  15143. while ( from !== nKeys && times[ from ] < startTime ) {
  15144. ++ from;
  15145. }
  15146. while ( to !== - 1 && times[ to ] > endTime ) {
  15147. -- to;
  15148. }
  15149. ++ to; // inclusive -> exclusive bound
  15150. if ( from !== 0 || to !== nKeys ) {
  15151. // empty tracks are forbidden, so keep at least one keyframe
  15152. if ( from >= to ) {
  15153. to = Math.max( to, 1 );
  15154. from = to - 1;
  15155. }
  15156. const stride = this.getValueSize();
  15157. this.times = times.slice( from, to );
  15158. this.values = this.values.slice( from * stride, to * stride );
  15159. }
  15160. return this;
  15161. }
  15162. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  15163. validate() {
  15164. let valid = true;
  15165. const valueSize = this.getValueSize();
  15166. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  15167. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  15168. valid = false;
  15169. }
  15170. const times = this.times,
  15171. values = this.values,
  15172. nKeys = times.length;
  15173. if ( nKeys === 0 ) {
  15174. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  15175. valid = false;
  15176. }
  15177. let prevTime = null;
  15178. for ( let i = 0; i !== nKeys; i ++ ) {
  15179. const currTime = times[ i ];
  15180. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  15181. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  15182. valid = false;
  15183. break;
  15184. }
  15185. if ( prevTime !== null && prevTime > currTime ) {
  15186. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  15187. valid = false;
  15188. break;
  15189. }
  15190. prevTime = currTime;
  15191. }
  15192. if ( values !== undefined ) {
  15193. if ( isTypedArray( values ) ) {
  15194. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  15195. const value = values[ i ];
  15196. if ( isNaN( value ) ) {
  15197. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  15198. valid = false;
  15199. break;
  15200. }
  15201. }
  15202. }
  15203. }
  15204. return valid;
  15205. }
  15206. // removes equivalent sequential keys as common in morph target sequences
  15207. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  15208. optimize() {
  15209. // times or values may be shared with other tracks, so overwriting is unsafe
  15210. const times = this.times.slice(),
  15211. values = this.values.slice(),
  15212. stride = this.getValueSize(),
  15213. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  15214. lastIndex = times.length - 1;
  15215. let writeIndex = 1;
  15216. for ( let i = 1; i < lastIndex; ++ i ) {
  15217. let keep = false;
  15218. const time = times[ i ];
  15219. const timeNext = times[ i + 1 ];
  15220. // remove adjacent keyframes scheduled at the same time
  15221. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  15222. if ( ! smoothInterpolation ) {
  15223. // remove unnecessary keyframes same as their neighbors
  15224. const offset = i * stride,
  15225. offsetP = offset - stride,
  15226. offsetN = offset + stride;
  15227. for ( let j = 0; j !== stride; ++ j ) {
  15228. const value = values[ offset + j ];
  15229. if ( value !== values[ offsetP + j ] ||
  15230. value !== values[ offsetN + j ] ) {
  15231. keep = true;
  15232. break;
  15233. }
  15234. }
  15235. } else {
  15236. keep = true;
  15237. }
  15238. }
  15239. // in-place compaction
  15240. if ( keep ) {
  15241. if ( i !== writeIndex ) {
  15242. times[ writeIndex ] = times[ i ];
  15243. const readOffset = i * stride,
  15244. writeOffset = writeIndex * stride;
  15245. for ( let j = 0; j !== stride; ++ j ) {
  15246. values[ writeOffset + j ] = values[ readOffset + j ];
  15247. }
  15248. }
  15249. ++ writeIndex;
  15250. }
  15251. }
  15252. // flush last keyframe (compaction looks ahead)
  15253. if ( lastIndex > 0 ) {
  15254. times[ writeIndex ] = times[ lastIndex ];
  15255. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  15256. values[ writeOffset + j ] = values[ readOffset + j ];
  15257. }
  15258. ++ writeIndex;
  15259. }
  15260. if ( writeIndex !== times.length ) {
  15261. this.times = times.slice( 0, writeIndex );
  15262. this.values = values.slice( 0, writeIndex * stride );
  15263. } else {
  15264. this.times = times;
  15265. this.values = values;
  15266. }
  15267. return this;
  15268. }
  15269. clone() {
  15270. const times = this.times.slice();
  15271. const values = this.values.slice();
  15272. const TypedKeyframeTrack = this.constructor;
  15273. const track = new TypedKeyframeTrack( this.name, times, values );
  15274. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  15275. track.createInterpolant = this.createInterpolant;
  15276. return track;
  15277. }
  15278. }
  15279. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  15280. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  15281. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  15282. /**
  15283. * A Track of Boolean keyframe values.
  15284. */
  15285. class BooleanKeyframeTrack extends KeyframeTrack {
  15286. // No interpolation parameter because only InterpolateDiscrete is valid.
  15287. constructor( name, times, values ) {
  15288. super( name, times, values );
  15289. }
  15290. }
  15291. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  15292. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  15293. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15294. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15295. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15296. /**
  15297. * A Track of keyframe values that represent color.
  15298. */
  15299. class ColorKeyframeTrack extends KeyframeTrack {}
  15300. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  15301. /**
  15302. * A Track of numeric keyframe values.
  15303. */
  15304. class NumberKeyframeTrack extends KeyframeTrack {}
  15305. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  15306. /**
  15307. * Spherical linear unit quaternion interpolant.
  15308. */
  15309. class QuaternionLinearInterpolant extends Interpolant {
  15310. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15311. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15312. }
  15313. interpolate_( i1, t0, t, t1 ) {
  15314. const result = this.resultBuffer,
  15315. values = this.sampleValues,
  15316. stride = this.valueSize,
  15317. alpha = ( t - t0 ) / ( t1 - t0 );
  15318. let offset = i1 * stride;
  15319. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  15320. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  15321. }
  15322. return result;
  15323. }
  15324. }
  15325. /**
  15326. * A Track of quaternion keyframe values.
  15327. */
  15328. class QuaternionKeyframeTrack extends KeyframeTrack {
  15329. InterpolantFactoryMethodLinear( result ) {
  15330. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  15331. }
  15332. }
  15333. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  15334. // ValueBufferType is inherited
  15335. // DefaultInterpolation is inherited;
  15336. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15337. /**
  15338. * A Track that interpolates Strings
  15339. */
  15340. class StringKeyframeTrack extends KeyframeTrack {
  15341. // No interpolation parameter because only InterpolateDiscrete is valid.
  15342. constructor( name, times, values ) {
  15343. super( name, times, values );
  15344. }
  15345. }
  15346. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  15347. StringKeyframeTrack.prototype.ValueBufferType = Array;
  15348. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15349. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15350. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15351. /**
  15352. * A Track of vectored keyframe values.
  15353. */
  15354. class VectorKeyframeTrack extends KeyframeTrack {}
  15355. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  15356. class AnimationClip {
  15357. constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  15358. this.name = name;
  15359. this.tracks = tracks;
  15360. this.duration = duration;
  15361. this.blendMode = blendMode;
  15362. this.uuid = generateUUID();
  15363. // this means it should figure out its duration by scanning the tracks
  15364. if ( this.duration < 0 ) {
  15365. this.resetDuration();
  15366. }
  15367. }
  15368. static parse( json ) {
  15369. const tracks = [],
  15370. jsonTracks = json.tracks,
  15371. frameTime = 1.0 / ( json.fps || 1.0 );
  15372. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  15373. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  15374. }
  15375. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  15376. clip.uuid = json.uuid;
  15377. return clip;
  15378. }
  15379. static toJSON( clip ) {
  15380. const tracks = [],
  15381. clipTracks = clip.tracks;
  15382. const json = {
  15383. 'name': clip.name,
  15384. 'duration': clip.duration,
  15385. 'tracks': tracks,
  15386. 'uuid': clip.uuid,
  15387. 'blendMode': clip.blendMode
  15388. };
  15389. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  15390. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  15391. }
  15392. return json;
  15393. }
  15394. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  15395. const numMorphTargets = morphTargetSequence.length;
  15396. const tracks = [];
  15397. for ( let i = 0; i < numMorphTargets; i ++ ) {
  15398. let times = [];
  15399. let values = [];
  15400. times.push(
  15401. ( i + numMorphTargets - 1 ) % numMorphTargets,
  15402. i,
  15403. ( i + 1 ) % numMorphTargets );
  15404. values.push( 0, 1, 0 );
  15405. const order = getKeyframeOrder( times );
  15406. times = sortedArray( times, 1, order );
  15407. values = sortedArray( values, 1, order );
  15408. // if there is a key at the first frame, duplicate it as the
  15409. // last frame as well for perfect loop.
  15410. if ( ! noLoop && times[ 0 ] === 0 ) {
  15411. times.push( numMorphTargets );
  15412. values.push( values[ 0 ] );
  15413. }
  15414. tracks.push(
  15415. new NumberKeyframeTrack(
  15416. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  15417. times, values
  15418. ).scale( 1.0 / fps ) );
  15419. }
  15420. return new this( name, - 1, tracks );
  15421. }
  15422. static findByName( objectOrClipArray, name ) {
  15423. let clipArray = objectOrClipArray;
  15424. if ( ! Array.isArray( objectOrClipArray ) ) {
  15425. const o = objectOrClipArray;
  15426. clipArray = o.geometry && o.geometry.animations || o.animations;
  15427. }
  15428. for ( let i = 0; i < clipArray.length; i ++ ) {
  15429. if ( clipArray[ i ].name === name ) {
  15430. return clipArray[ i ];
  15431. }
  15432. }
  15433. return null;
  15434. }
  15435. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  15436. const animationToMorphTargets = {};
  15437. // tested with https://regex101.com/ on trick sequences
  15438. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  15439. const pattern = /^([\w-]*?)([\d]+)$/;
  15440. // sort morph target names into animation groups based
  15441. // patterns like Walk_001, Walk_002, Run_001, Run_002
  15442. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  15443. const morphTarget = morphTargets[ i ];
  15444. const parts = morphTarget.name.match( pattern );
  15445. if ( parts && parts.length > 1 ) {
  15446. const name = parts[ 1 ];
  15447. let animationMorphTargets = animationToMorphTargets[ name ];
  15448. if ( ! animationMorphTargets ) {
  15449. animationToMorphTargets[ name ] = animationMorphTargets = [];
  15450. }
  15451. animationMorphTargets.push( morphTarget );
  15452. }
  15453. }
  15454. const clips = [];
  15455. for ( const name in animationToMorphTargets ) {
  15456. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  15457. }
  15458. return clips;
  15459. }
  15460. // parse the animation.hierarchy format
  15461. static parseAnimation( animation, bones ) {
  15462. if ( ! animation ) {
  15463. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  15464. return null;
  15465. }
  15466. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  15467. // only return track if there are actually keys.
  15468. if ( animationKeys.length !== 0 ) {
  15469. const times = [];
  15470. const values = [];
  15471. flattenJSON( animationKeys, times, values, propertyName );
  15472. // empty keys are filtered out, so check again
  15473. if ( times.length !== 0 ) {
  15474. destTracks.push( new trackType( trackName, times, values ) );
  15475. }
  15476. }
  15477. };
  15478. const tracks = [];
  15479. const clipName = animation.name || 'default';
  15480. const fps = animation.fps || 30;
  15481. const blendMode = animation.blendMode;
  15482. // automatic length determination in AnimationClip.
  15483. let duration = animation.length || - 1;
  15484. const hierarchyTracks = animation.hierarchy || [];
  15485. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  15486. const animationKeys = hierarchyTracks[ h ].keys;
  15487. // skip empty tracks
  15488. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  15489. // process morph targets
  15490. if ( animationKeys[ 0 ].morphTargets ) {
  15491. // figure out all morph targets used in this track
  15492. const morphTargetNames = {};
  15493. let k;
  15494. for ( k = 0; k < animationKeys.length; k ++ ) {
  15495. if ( animationKeys[ k ].morphTargets ) {
  15496. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  15497. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  15498. }
  15499. }
  15500. }
  15501. // create a track for each morph target with all zero
  15502. // morphTargetInfluences except for the keys in which
  15503. // the morphTarget is named.
  15504. for ( const morphTargetName in morphTargetNames ) {
  15505. const times = [];
  15506. const values = [];
  15507. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  15508. const animationKey = animationKeys[ k ];
  15509. times.push( animationKey.time );
  15510. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  15511. }
  15512. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  15513. }
  15514. duration = morphTargetNames.length * fps;
  15515. } else {
  15516. // ...assume skeletal animation
  15517. const boneName = '.bones[' + bones[ h ].name + ']';
  15518. addNonemptyTrack(
  15519. VectorKeyframeTrack, boneName + '.position',
  15520. animationKeys, 'pos', tracks );
  15521. addNonemptyTrack(
  15522. QuaternionKeyframeTrack, boneName + '.quaternion',
  15523. animationKeys, 'rot', tracks );
  15524. addNonemptyTrack(
  15525. VectorKeyframeTrack, boneName + '.scale',
  15526. animationKeys, 'scl', tracks );
  15527. }
  15528. }
  15529. if ( tracks.length === 0 ) {
  15530. return null;
  15531. }
  15532. const clip = new this( clipName, duration, tracks, blendMode );
  15533. return clip;
  15534. }
  15535. resetDuration() {
  15536. const tracks = this.tracks;
  15537. let duration = 0;
  15538. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  15539. const track = this.tracks[ i ];
  15540. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  15541. }
  15542. this.duration = duration;
  15543. return this;
  15544. }
  15545. trim() {
  15546. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15547. this.tracks[ i ].trim( 0, this.duration );
  15548. }
  15549. return this;
  15550. }
  15551. validate() {
  15552. let valid = true;
  15553. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15554. valid = valid && this.tracks[ i ].validate();
  15555. }
  15556. return valid;
  15557. }
  15558. optimize() {
  15559. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15560. this.tracks[ i ].optimize();
  15561. }
  15562. return this;
  15563. }
  15564. clone() {
  15565. const tracks = [];
  15566. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15567. tracks.push( this.tracks[ i ].clone() );
  15568. }
  15569. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  15570. }
  15571. toJSON() {
  15572. return this.constructor.toJSON( this );
  15573. }
  15574. }
  15575. function getTrackTypeForValueTypeName( typeName ) {
  15576. switch ( typeName.toLowerCase() ) {
  15577. case 'scalar':
  15578. case 'double':
  15579. case 'float':
  15580. case 'number':
  15581. case 'integer':
  15582. return NumberKeyframeTrack;
  15583. case 'vector':
  15584. case 'vector2':
  15585. case 'vector3':
  15586. case 'vector4':
  15587. return VectorKeyframeTrack;
  15588. case 'color':
  15589. return ColorKeyframeTrack;
  15590. case 'quaternion':
  15591. return QuaternionKeyframeTrack;
  15592. case 'bool':
  15593. case 'boolean':
  15594. return BooleanKeyframeTrack;
  15595. case 'string':
  15596. return StringKeyframeTrack;
  15597. }
  15598. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  15599. }
  15600. function parseKeyframeTrack( json ) {
  15601. if ( json.type === undefined ) {
  15602. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  15603. }
  15604. const trackType = getTrackTypeForValueTypeName( json.type );
  15605. if ( json.times === undefined ) {
  15606. const times = [], values = [];
  15607. flattenJSON( json.keys, times, values, 'value' );
  15608. json.times = times;
  15609. json.values = values;
  15610. }
  15611. // derived classes can define a static parse method
  15612. if ( trackType.parse !== undefined ) {
  15613. return trackType.parse( json );
  15614. } else {
  15615. // by default, we assume a constructor compatible with the base
  15616. return new trackType( json.name, json.times, json.values, json.interpolation );
  15617. }
  15618. }
  15619. const Cache = {
  15620. enabled: false,
  15621. files: {},
  15622. add: function ( key, file ) {
  15623. if ( this.enabled === false ) return;
  15624. // console.log( 'THREE.Cache', 'Adding key:', key );
  15625. this.files[ key ] = file;
  15626. },
  15627. get: function ( key ) {
  15628. if ( this.enabled === false ) return;
  15629. // console.log( 'THREE.Cache', 'Checking key:', key );
  15630. return this.files[ key ];
  15631. },
  15632. remove: function ( key ) {
  15633. delete this.files[ key ];
  15634. },
  15635. clear: function () {
  15636. this.files = {};
  15637. }
  15638. };
  15639. class LoadingManager {
  15640. constructor( onLoad, onProgress, onError ) {
  15641. const scope = this;
  15642. let isLoading = false;
  15643. let itemsLoaded = 0;
  15644. let itemsTotal = 0;
  15645. let urlModifier = undefined;
  15646. const handlers = [];
  15647. // Refer to #5689 for the reason why we don't set .onStart
  15648. // in the constructor
  15649. this.onStart = undefined;
  15650. this.onLoad = onLoad;
  15651. this.onProgress = onProgress;
  15652. this.onError = onError;
  15653. this.itemStart = function ( url ) {
  15654. itemsTotal ++;
  15655. if ( isLoading === false ) {
  15656. if ( scope.onStart !== undefined ) {
  15657. scope.onStart( url, itemsLoaded, itemsTotal );
  15658. }
  15659. }
  15660. isLoading = true;
  15661. };
  15662. this.itemEnd = function ( url ) {
  15663. itemsLoaded ++;
  15664. if ( scope.onProgress !== undefined ) {
  15665. scope.onProgress( url, itemsLoaded, itemsTotal );
  15666. }
  15667. if ( itemsLoaded === itemsTotal ) {
  15668. isLoading = false;
  15669. if ( scope.onLoad !== undefined ) {
  15670. scope.onLoad();
  15671. }
  15672. }
  15673. };
  15674. this.itemError = function ( url ) {
  15675. if ( scope.onError !== undefined ) {
  15676. scope.onError( url );
  15677. }
  15678. };
  15679. this.resolveURL = function ( url ) {
  15680. if ( urlModifier ) {
  15681. return urlModifier( url );
  15682. }
  15683. return url;
  15684. };
  15685. this.setURLModifier = function ( transform ) {
  15686. urlModifier = transform;
  15687. return this;
  15688. };
  15689. this.addHandler = function ( regex, loader ) {
  15690. handlers.push( regex, loader );
  15691. return this;
  15692. };
  15693. this.removeHandler = function ( regex ) {
  15694. const index = handlers.indexOf( regex );
  15695. if ( index !== - 1 ) {
  15696. handlers.splice( index, 2 );
  15697. }
  15698. return this;
  15699. };
  15700. this.getHandler = function ( file ) {
  15701. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  15702. const regex = handlers[ i ];
  15703. const loader = handlers[ i + 1 ];
  15704. if ( regex.global ) regex.lastIndex = 0; // see #17920
  15705. if ( regex.test( file ) ) {
  15706. return loader;
  15707. }
  15708. }
  15709. return null;
  15710. };
  15711. }
  15712. }
  15713. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  15714. class Loader {
  15715. constructor( manager ) {
  15716. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  15717. this.crossOrigin = 'anonymous';
  15718. this.withCredentials = false;
  15719. this.path = '';
  15720. this.resourcePath = '';
  15721. this.requestHeader = {};
  15722. }
  15723. load( /* url, onLoad, onProgress, onError */ ) {}
  15724. loadAsync( url, onProgress ) {
  15725. const scope = this;
  15726. return new Promise( function ( resolve, reject ) {
  15727. scope.load( url, resolve, onProgress, reject );
  15728. } );
  15729. }
  15730. parse( /* data */ ) {}
  15731. setCrossOrigin( crossOrigin ) {
  15732. this.crossOrigin = crossOrigin;
  15733. return this;
  15734. }
  15735. setWithCredentials( value ) {
  15736. this.withCredentials = value;
  15737. return this;
  15738. }
  15739. setPath( path ) {
  15740. this.path = path;
  15741. return this;
  15742. }
  15743. setResourcePath( resourcePath ) {
  15744. this.resourcePath = resourcePath;
  15745. return this;
  15746. }
  15747. setRequestHeader( requestHeader ) {
  15748. this.requestHeader = requestHeader;
  15749. return this;
  15750. }
  15751. }
  15752. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  15753. const loading = {};
  15754. class HttpError extends Error {
  15755. constructor( message, response ) {
  15756. super( message );
  15757. this.response = response;
  15758. }
  15759. }
  15760. class FileLoader extends Loader {
  15761. constructor( manager ) {
  15762. super( manager );
  15763. }
  15764. load( url, onLoad, onProgress, onError ) {
  15765. if ( url === undefined ) url = '';
  15766. if ( this.path !== undefined ) url = this.path + url;
  15767. url = this.manager.resolveURL( url );
  15768. const cached = Cache.get( url );
  15769. if ( cached !== undefined ) {
  15770. this.manager.itemStart( url );
  15771. setTimeout( () => {
  15772. if ( onLoad ) onLoad( cached );
  15773. this.manager.itemEnd( url );
  15774. }, 0 );
  15775. return cached;
  15776. }
  15777. // Check if request is duplicate
  15778. if ( loading[ url ] !== undefined ) {
  15779. loading[ url ].push( {
  15780. onLoad: onLoad,
  15781. onProgress: onProgress,
  15782. onError: onError
  15783. } );
  15784. return;
  15785. }
  15786. // Initialise array for duplicate requests
  15787. loading[ url ] = [];
  15788. loading[ url ].push( {
  15789. onLoad: onLoad,
  15790. onProgress: onProgress,
  15791. onError: onError,
  15792. } );
  15793. // create request
  15794. const req = new Request( url, {
  15795. headers: new Headers( this.requestHeader ),
  15796. credentials: this.withCredentials ? 'include' : 'same-origin',
  15797. // An abort controller could be added within a future PR
  15798. } );
  15799. // record states ( avoid data race )
  15800. const mimeType = this.mimeType;
  15801. const responseType = this.responseType;
  15802. // start the fetch
  15803. fetch( req )
  15804. .then( response => {
  15805. if ( response.status === 200 || response.status === 0 ) {
  15806. // Some browsers return HTTP Status 0 when using non-http protocol
  15807. // e.g. 'file://' or 'data://'. Handle as success.
  15808. if ( response.status === 0 ) {
  15809. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  15810. }
  15811. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  15812. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  15813. return response;
  15814. }
  15815. const callbacks = loading[ url ];
  15816. const reader = response.body.getReader();
  15817. // Nginx needs X-File-Size check
  15818. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  15819. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  15820. const total = contentLength ? parseInt( contentLength ) : 0;
  15821. const lengthComputable = total !== 0;
  15822. let loaded = 0;
  15823. // periodically read data into the new stream tracking while download progress
  15824. const stream = new ReadableStream( {
  15825. start( controller ) {
  15826. readData();
  15827. function readData() {
  15828. reader.read().then( ( { done, value } ) => {
  15829. if ( done ) {
  15830. controller.close();
  15831. } else {
  15832. loaded += value.byteLength;
  15833. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  15834. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15835. const callback = callbacks[ i ];
  15836. if ( callback.onProgress ) callback.onProgress( event );
  15837. }
  15838. controller.enqueue( value );
  15839. readData();
  15840. }
  15841. }, ( e ) => {
  15842. controller.error( e );
  15843. } );
  15844. }
  15845. }
  15846. } );
  15847. return new Response( stream );
  15848. } else {
  15849. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  15850. }
  15851. } )
  15852. .then( response => {
  15853. switch ( responseType ) {
  15854. case 'arraybuffer':
  15855. return response.arrayBuffer();
  15856. case 'blob':
  15857. return response.blob();
  15858. case 'document':
  15859. return response.text()
  15860. .then( text => {
  15861. const parser = new DOMParser();
  15862. return parser.parseFromString( text, mimeType );
  15863. } );
  15864. case 'json':
  15865. return response.json();
  15866. default:
  15867. if ( mimeType === undefined ) {
  15868. return response.text();
  15869. } else {
  15870. // sniff encoding
  15871. const re = /charset="?([^;"\s]*)"?/i;
  15872. const exec = re.exec( mimeType );
  15873. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  15874. const decoder = new TextDecoder( label );
  15875. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  15876. }
  15877. }
  15878. } )
  15879. .then( data => {
  15880. // Add to cache only on HTTP success, so that we do not cache
  15881. // error response bodies as proper responses to requests.
  15882. Cache.add( url, data );
  15883. const callbacks = loading[ url ];
  15884. delete loading[ url ];
  15885. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15886. const callback = callbacks[ i ];
  15887. if ( callback.onLoad ) callback.onLoad( data );
  15888. }
  15889. } )
  15890. .catch( err => {
  15891. // Abort errors and other errors are handled the same
  15892. const callbacks = loading[ url ];
  15893. if ( callbacks === undefined ) {
  15894. // When onLoad was called and url was deleted in `loading`
  15895. this.manager.itemError( url );
  15896. throw err;
  15897. }
  15898. delete loading[ url ];
  15899. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15900. const callback = callbacks[ i ];
  15901. if ( callback.onError ) callback.onError( err );
  15902. }
  15903. this.manager.itemError( url );
  15904. } )
  15905. .finally( () => {
  15906. this.manager.itemEnd( url );
  15907. } );
  15908. this.manager.itemStart( url );
  15909. }
  15910. setResponseType( value ) {
  15911. this.responseType = value;
  15912. return this;
  15913. }
  15914. setMimeType( value ) {
  15915. this.mimeType = value;
  15916. return this;
  15917. }
  15918. }
  15919. class AnimationLoader extends Loader {
  15920. constructor( manager ) {
  15921. super( manager );
  15922. }
  15923. load( url, onLoad, onProgress, onError ) {
  15924. const scope = this;
  15925. const loader = new FileLoader( this.manager );
  15926. loader.setPath( this.path );
  15927. loader.setRequestHeader( this.requestHeader );
  15928. loader.setWithCredentials( this.withCredentials );
  15929. loader.load( url, function ( text ) {
  15930. try {
  15931. onLoad( scope.parse( JSON.parse( text ) ) );
  15932. } catch ( e ) {
  15933. if ( onError ) {
  15934. onError( e );
  15935. } else {
  15936. console.error( e );
  15937. }
  15938. scope.manager.itemError( url );
  15939. }
  15940. }, onProgress, onError );
  15941. }
  15942. parse( json ) {
  15943. const animations = [];
  15944. for ( let i = 0; i < json.length; i ++ ) {
  15945. const clip = AnimationClip.parse( json[ i ] );
  15946. animations.push( clip );
  15947. }
  15948. return animations;
  15949. }
  15950. }
  15951. /**
  15952. * Abstract Base class to block based textures loader (dds, pvr, ...)
  15953. *
  15954. * Sub classes have to implement the parse() method which will be used in load().
  15955. */
  15956. class CompressedTextureLoader extends Loader {
  15957. constructor( manager ) {
  15958. super( manager );
  15959. }
  15960. load( url, onLoad, onProgress, onError ) {
  15961. const scope = this;
  15962. const images = [];
  15963. const texture = new CompressedTexture();
  15964. const loader = new FileLoader( this.manager );
  15965. loader.setPath( this.path );
  15966. loader.setResponseType( 'arraybuffer' );
  15967. loader.setRequestHeader( this.requestHeader );
  15968. loader.setWithCredentials( scope.withCredentials );
  15969. let loaded = 0;
  15970. function loadTexture( i ) {
  15971. loader.load( url[ i ], function ( buffer ) {
  15972. const texDatas = scope.parse( buffer, true );
  15973. images[ i ] = {
  15974. width: texDatas.width,
  15975. height: texDatas.height,
  15976. format: texDatas.format,
  15977. mipmaps: texDatas.mipmaps
  15978. };
  15979. loaded += 1;
  15980. if ( loaded === 6 ) {
  15981. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  15982. texture.image = images;
  15983. texture.format = texDatas.format;
  15984. texture.needsUpdate = true;
  15985. if ( onLoad ) onLoad( texture );
  15986. }
  15987. }, onProgress, onError );
  15988. }
  15989. if ( Array.isArray( url ) ) {
  15990. for ( let i = 0, il = url.length; i < il; ++ i ) {
  15991. loadTexture( i );
  15992. }
  15993. } else {
  15994. // compressed cubemap texture stored in a single DDS file
  15995. loader.load( url, function ( buffer ) {
  15996. const texDatas = scope.parse( buffer, true );
  15997. if ( texDatas.isCubemap ) {
  15998. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  15999. for ( let f = 0; f < faces; f ++ ) {
  16000. images[ f ] = { mipmaps: [] };
  16001. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  16002. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  16003. images[ f ].format = texDatas.format;
  16004. images[ f ].width = texDatas.width;
  16005. images[ f ].height = texDatas.height;
  16006. }
  16007. }
  16008. texture.image = images;
  16009. } else {
  16010. texture.image.width = texDatas.width;
  16011. texture.image.height = texDatas.height;
  16012. texture.mipmaps = texDatas.mipmaps;
  16013. }
  16014. if ( texDatas.mipmapCount === 1 ) {
  16015. texture.minFilter = LinearFilter;
  16016. }
  16017. texture.format = texDatas.format;
  16018. texture.needsUpdate = true;
  16019. if ( onLoad ) onLoad( texture );
  16020. }, onProgress, onError );
  16021. }
  16022. return texture;
  16023. }
  16024. }
  16025. class ImageLoader extends Loader {
  16026. constructor( manager ) {
  16027. super( manager );
  16028. }
  16029. load( url, onLoad, onProgress, onError ) {
  16030. if ( this.path !== undefined ) url = this.path + url;
  16031. url = this.manager.resolveURL( url );
  16032. const scope = this;
  16033. const cached = Cache.get( url );
  16034. if ( cached !== undefined ) {
  16035. scope.manager.itemStart( url );
  16036. setTimeout( function () {
  16037. if ( onLoad ) onLoad( cached );
  16038. scope.manager.itemEnd( url );
  16039. }, 0 );
  16040. return cached;
  16041. }
  16042. const image = createElementNS( 'img' );
  16043. function onImageLoad() {
  16044. removeEventListeners();
  16045. Cache.add( url, this );
  16046. if ( onLoad ) onLoad( this );
  16047. scope.manager.itemEnd( url );
  16048. }
  16049. function onImageError( event ) {
  16050. removeEventListeners();
  16051. if ( onError ) onError( event );
  16052. scope.manager.itemError( url );
  16053. scope.manager.itemEnd( url );
  16054. }
  16055. function removeEventListeners() {
  16056. image.removeEventListener( 'load', onImageLoad, false );
  16057. image.removeEventListener( 'error', onImageError, false );
  16058. }
  16059. image.addEventListener( 'load', onImageLoad, false );
  16060. image.addEventListener( 'error', onImageError, false );
  16061. if ( url.slice( 0, 5 ) !== 'data:' ) {
  16062. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  16063. }
  16064. scope.manager.itemStart( url );
  16065. image.src = url;
  16066. return image;
  16067. }
  16068. }
  16069. class CubeTextureLoader extends Loader {
  16070. constructor( manager ) {
  16071. super( manager );
  16072. }
  16073. load( urls, onLoad, onProgress, onError ) {
  16074. const texture = new CubeTexture();
  16075. texture.colorSpace = SRGBColorSpace;
  16076. const loader = new ImageLoader( this.manager );
  16077. loader.setCrossOrigin( this.crossOrigin );
  16078. loader.setPath( this.path );
  16079. let loaded = 0;
  16080. function loadTexture( i ) {
  16081. loader.load( urls[ i ], function ( image ) {
  16082. texture.images[ i ] = image;
  16083. loaded ++;
  16084. if ( loaded === 6 ) {
  16085. texture.needsUpdate = true;
  16086. if ( onLoad ) onLoad( texture );
  16087. }
  16088. }, undefined, onError );
  16089. }
  16090. for ( let i = 0; i < urls.length; ++ i ) {
  16091. loadTexture( i );
  16092. }
  16093. return texture;
  16094. }
  16095. }
  16096. /**
  16097. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  16098. *
  16099. * Sub classes have to implement the parse() method which will be used in load().
  16100. */
  16101. class DataTextureLoader extends Loader {
  16102. constructor( manager ) {
  16103. super( manager );
  16104. }
  16105. load( url, onLoad, onProgress, onError ) {
  16106. const scope = this;
  16107. const texture = new DataTexture();
  16108. const loader = new FileLoader( this.manager );
  16109. loader.setResponseType( 'arraybuffer' );
  16110. loader.setRequestHeader( this.requestHeader );
  16111. loader.setPath( this.path );
  16112. loader.setWithCredentials( scope.withCredentials );
  16113. loader.load( url, function ( buffer ) {
  16114. let texData;
  16115. try {
  16116. texData = scope.parse( buffer );
  16117. } catch ( error ) {
  16118. if ( onError !== undefined ) {
  16119. onError( error );
  16120. } else {
  16121. console.error( error );
  16122. return;
  16123. }
  16124. }
  16125. if ( texData.image !== undefined ) {
  16126. texture.image = texData.image;
  16127. } else if ( texData.data !== undefined ) {
  16128. texture.image.width = texData.width;
  16129. texture.image.height = texData.height;
  16130. texture.image.data = texData.data;
  16131. }
  16132. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  16133. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  16134. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  16135. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  16136. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  16137. if ( texData.colorSpace !== undefined ) {
  16138. texture.colorSpace = texData.colorSpace;
  16139. }
  16140. if ( texData.flipY !== undefined ) {
  16141. texture.flipY = texData.flipY;
  16142. }
  16143. if ( texData.format !== undefined ) {
  16144. texture.format = texData.format;
  16145. }
  16146. if ( texData.type !== undefined ) {
  16147. texture.type = texData.type;
  16148. }
  16149. if ( texData.mipmaps !== undefined ) {
  16150. texture.mipmaps = texData.mipmaps;
  16151. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  16152. }
  16153. if ( texData.mipmapCount === 1 ) {
  16154. texture.minFilter = LinearFilter;
  16155. }
  16156. if ( texData.generateMipmaps !== undefined ) {
  16157. texture.generateMipmaps = texData.generateMipmaps;
  16158. }
  16159. texture.needsUpdate = true;
  16160. if ( onLoad ) onLoad( texture, texData );
  16161. }, onProgress, onError );
  16162. return texture;
  16163. }
  16164. }
  16165. class TextureLoader extends Loader {
  16166. constructor( manager ) {
  16167. super( manager );
  16168. }
  16169. load( url, onLoad, onProgress, onError ) {
  16170. const texture = new Texture();
  16171. const loader = new ImageLoader( this.manager );
  16172. loader.setCrossOrigin( this.crossOrigin );
  16173. loader.setPath( this.path );
  16174. loader.load( url, function ( image ) {
  16175. texture.image = image;
  16176. texture.needsUpdate = true;
  16177. if ( onLoad !== undefined ) {
  16178. onLoad( texture );
  16179. }
  16180. }, onProgress, onError );
  16181. return texture;
  16182. }
  16183. }
  16184. class Light extends Object3D {
  16185. constructor( color, intensity = 1 ) {
  16186. super();
  16187. this.isLight = true;
  16188. this.type = 'Light';
  16189. this.color = new Color( color );
  16190. this.intensity = intensity;
  16191. }
  16192. dispose() {
  16193. // Empty here in base class; some subclasses override.
  16194. }
  16195. copy( source, recursive ) {
  16196. super.copy( source, recursive );
  16197. this.color.copy( source.color );
  16198. this.intensity = source.intensity;
  16199. return this;
  16200. }
  16201. toJSON( meta ) {
  16202. const data = super.toJSON( meta );
  16203. data.object.color = this.color.getHex();
  16204. data.object.intensity = this.intensity;
  16205. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  16206. if ( this.distance !== undefined ) data.object.distance = this.distance;
  16207. if ( this.angle !== undefined ) data.object.angle = this.angle;
  16208. if ( this.decay !== undefined ) data.object.decay = this.decay;
  16209. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  16210. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  16211. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  16212. return data;
  16213. }
  16214. }
  16215. class HemisphereLight extends Light {
  16216. constructor( skyColor, groundColor, intensity ) {
  16217. super( skyColor, intensity );
  16218. this.isHemisphereLight = true;
  16219. this.type = 'HemisphereLight';
  16220. this.position.copy( Object3D.DEFAULT_UP );
  16221. this.updateMatrix();
  16222. this.groundColor = new Color( groundColor );
  16223. }
  16224. copy( source, recursive ) {
  16225. super.copy( source, recursive );
  16226. this.groundColor.copy( source.groundColor );
  16227. return this;
  16228. }
  16229. }
  16230. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  16231. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  16232. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  16233. class LightShadow {
  16234. constructor( camera ) {
  16235. this.camera = camera;
  16236. this.intensity = 1;
  16237. this.bias = 0;
  16238. this.normalBias = 0;
  16239. this.radius = 1;
  16240. this.blurSamples = 8;
  16241. this.mapSize = new Vector2( 512, 512 );
  16242. this.map = null;
  16243. this.mapPass = null;
  16244. this.matrix = new Matrix4();
  16245. this.autoUpdate = true;
  16246. this.needsUpdate = false;
  16247. this._frustum = new Frustum();
  16248. this._frameExtents = new Vector2( 1, 1 );
  16249. this._viewportCount = 1;
  16250. this._viewports = [
  16251. new Vector4( 0, 0, 1, 1 )
  16252. ];
  16253. }
  16254. getViewportCount() {
  16255. return this._viewportCount;
  16256. }
  16257. getFrustum() {
  16258. return this._frustum;
  16259. }
  16260. updateMatrices( light ) {
  16261. const shadowCamera = this.camera;
  16262. const shadowMatrix = this.matrix;
  16263. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  16264. shadowCamera.position.copy( _lightPositionWorld$1 );
  16265. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  16266. shadowCamera.lookAt( _lookTarget$1 );
  16267. shadowCamera.updateMatrixWorld();
  16268. _projScreenMatrix$2.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  16269. this._frustum.setFromProjectionMatrix( _projScreenMatrix$2 );
  16270. shadowMatrix.set(
  16271. 0.5, 0.0, 0.0, 0.5,
  16272. 0.0, 0.5, 0.0, 0.5,
  16273. 0.0, 0.0, 0.5, 0.5,
  16274. 0.0, 0.0, 0.0, 1.0
  16275. );
  16276. shadowMatrix.multiply( _projScreenMatrix$2 );
  16277. }
  16278. getViewport( viewportIndex ) {
  16279. return this._viewports[ viewportIndex ];
  16280. }
  16281. getFrameExtents() {
  16282. return this._frameExtents;
  16283. }
  16284. dispose() {
  16285. if ( this.map ) {
  16286. this.map.dispose();
  16287. }
  16288. if ( this.mapPass ) {
  16289. this.mapPass.dispose();
  16290. }
  16291. }
  16292. copy( source ) {
  16293. this.camera = source.camera.clone();
  16294. this.intensity = source.intensity;
  16295. this.bias = source.bias;
  16296. this.radius = source.radius;
  16297. this.mapSize.copy( source.mapSize );
  16298. return this;
  16299. }
  16300. clone() {
  16301. return new this.constructor().copy( this );
  16302. }
  16303. toJSON() {
  16304. const object = {};
  16305. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  16306. if ( this.bias !== 0 ) object.bias = this.bias;
  16307. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  16308. if ( this.radius !== 1 ) object.radius = this.radius;
  16309. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  16310. object.camera = this.camera.toJSON( false ).object;
  16311. delete object.camera.matrix;
  16312. return object;
  16313. }
  16314. }
  16315. class SpotLightShadow extends LightShadow {
  16316. constructor() {
  16317. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  16318. this.isSpotLightShadow = true;
  16319. this.focus = 1;
  16320. }
  16321. updateMatrices( light ) {
  16322. const camera = this.camera;
  16323. const fov = RAD2DEG * 2 * light.angle * this.focus;
  16324. const aspect = this.mapSize.width / this.mapSize.height;
  16325. const far = light.distance || camera.far;
  16326. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  16327. camera.fov = fov;
  16328. camera.aspect = aspect;
  16329. camera.far = far;
  16330. camera.updateProjectionMatrix();
  16331. }
  16332. super.updateMatrices( light );
  16333. }
  16334. copy( source ) {
  16335. super.copy( source );
  16336. this.focus = source.focus;
  16337. return this;
  16338. }
  16339. }
  16340. class SpotLight extends Light {
  16341. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  16342. super( color, intensity );
  16343. this.isSpotLight = true;
  16344. this.type = 'SpotLight';
  16345. this.position.copy( Object3D.DEFAULT_UP );
  16346. this.updateMatrix();
  16347. this.target = new Object3D();
  16348. this.distance = distance;
  16349. this.angle = angle;
  16350. this.penumbra = penumbra;
  16351. this.decay = decay;
  16352. this.map = null;
  16353. this.shadow = new SpotLightShadow();
  16354. }
  16355. get power() {
  16356. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16357. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  16358. return this.intensity * Math.PI;
  16359. }
  16360. set power( power ) {
  16361. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16362. this.intensity = power / Math.PI;
  16363. }
  16364. dispose() {
  16365. this.shadow.dispose();
  16366. }
  16367. copy( source, recursive ) {
  16368. super.copy( source, recursive );
  16369. this.distance = source.distance;
  16370. this.angle = source.angle;
  16371. this.penumbra = source.penumbra;
  16372. this.decay = source.decay;
  16373. this.target = source.target.clone();
  16374. this.shadow = source.shadow.clone();
  16375. return this;
  16376. }
  16377. }
  16378. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  16379. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  16380. const _lookTarget = /*@__PURE__*/ new Vector3();
  16381. class PointLightShadow extends LightShadow {
  16382. constructor() {
  16383. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  16384. this.isPointLightShadow = true;
  16385. this._frameExtents = new Vector2( 4, 2 );
  16386. this._viewportCount = 6;
  16387. this._viewports = [
  16388. // These viewports map a cube-map onto a 2D texture with the
  16389. // following orientation:
  16390. //
  16391. // xzXZ
  16392. // y Y
  16393. //
  16394. // X - Positive x direction
  16395. // x - Negative x direction
  16396. // Y - Positive y direction
  16397. // y - Negative y direction
  16398. // Z - Positive z direction
  16399. // z - Negative z direction
  16400. // positive X
  16401. new Vector4( 2, 1, 1, 1 ),
  16402. // negative X
  16403. new Vector4( 0, 1, 1, 1 ),
  16404. // positive Z
  16405. new Vector4( 3, 1, 1, 1 ),
  16406. // negative Z
  16407. new Vector4( 1, 1, 1, 1 ),
  16408. // positive Y
  16409. new Vector4( 3, 0, 1, 1 ),
  16410. // negative Y
  16411. new Vector4( 1, 0, 1, 1 )
  16412. ];
  16413. this._cubeDirections = [
  16414. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  16415. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  16416. ];
  16417. this._cubeUps = [
  16418. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  16419. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  16420. ];
  16421. }
  16422. updateMatrices( light, viewportIndex = 0 ) {
  16423. const camera = this.camera;
  16424. const shadowMatrix = this.matrix;
  16425. const far = light.distance || camera.far;
  16426. if ( far !== camera.far ) {
  16427. camera.far = far;
  16428. camera.updateProjectionMatrix();
  16429. }
  16430. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  16431. camera.position.copy( _lightPositionWorld );
  16432. _lookTarget.copy( camera.position );
  16433. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  16434. camera.up.copy( this._cubeUps[ viewportIndex ] );
  16435. camera.lookAt( _lookTarget );
  16436. camera.updateMatrixWorld();
  16437. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  16438. _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  16439. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  16440. }
  16441. }
  16442. class PointLight extends Light {
  16443. constructor( color, intensity, distance = 0, decay = 2 ) {
  16444. super( color, intensity );
  16445. this.isPointLight = true;
  16446. this.type = 'PointLight';
  16447. this.distance = distance;
  16448. this.decay = decay;
  16449. this.shadow = new PointLightShadow();
  16450. }
  16451. get power() {
  16452. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16453. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  16454. return this.intensity * 4 * Math.PI;
  16455. }
  16456. set power( power ) {
  16457. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16458. this.intensity = power / ( 4 * Math.PI );
  16459. }
  16460. dispose() {
  16461. this.shadow.dispose();
  16462. }
  16463. copy( source, recursive ) {
  16464. super.copy( source, recursive );
  16465. this.distance = source.distance;
  16466. this.decay = source.decay;
  16467. this.shadow = source.shadow.clone();
  16468. return this;
  16469. }
  16470. }
  16471. class OrthographicCamera extends Camera {
  16472. constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
  16473. super();
  16474. this.isOrthographicCamera = true;
  16475. this.type = 'OrthographicCamera';
  16476. this.zoom = 1;
  16477. this.view = null;
  16478. this.left = left;
  16479. this.right = right;
  16480. this.top = top;
  16481. this.bottom = bottom;
  16482. this.near = near;
  16483. this.far = far;
  16484. this.updateProjectionMatrix();
  16485. }
  16486. copy( source, recursive ) {
  16487. super.copy( source, recursive );
  16488. this.left = source.left;
  16489. this.right = source.right;
  16490. this.top = source.top;
  16491. this.bottom = source.bottom;
  16492. this.near = source.near;
  16493. this.far = source.far;
  16494. this.zoom = source.zoom;
  16495. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16496. return this;
  16497. }
  16498. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16499. if ( this.view === null ) {
  16500. this.view = {
  16501. enabled: true,
  16502. fullWidth: 1,
  16503. fullHeight: 1,
  16504. offsetX: 0,
  16505. offsetY: 0,
  16506. width: 1,
  16507. height: 1
  16508. };
  16509. }
  16510. this.view.enabled = true;
  16511. this.view.fullWidth = fullWidth;
  16512. this.view.fullHeight = fullHeight;
  16513. this.view.offsetX = x;
  16514. this.view.offsetY = y;
  16515. this.view.width = width;
  16516. this.view.height = height;
  16517. this.updateProjectionMatrix();
  16518. }
  16519. clearViewOffset() {
  16520. if ( this.view !== null ) {
  16521. this.view.enabled = false;
  16522. }
  16523. this.updateProjectionMatrix();
  16524. }
  16525. updateProjectionMatrix() {
  16526. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  16527. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  16528. const cx = ( this.right + this.left ) / 2;
  16529. const cy = ( this.top + this.bottom ) / 2;
  16530. let left = cx - dx;
  16531. let right = cx + dx;
  16532. let top = cy + dy;
  16533. let bottom = cy - dy;
  16534. if ( this.view !== null && this.view.enabled ) {
  16535. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  16536. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  16537. left += scaleW * this.view.offsetX;
  16538. right = left + scaleW * this.view.width;
  16539. top -= scaleH * this.view.offsetY;
  16540. bottom = top - scaleH * this.view.height;
  16541. }
  16542. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  16543. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16544. }
  16545. toJSON( meta ) {
  16546. const data = super.toJSON( meta );
  16547. data.object.zoom = this.zoom;
  16548. data.object.left = this.left;
  16549. data.object.right = this.right;
  16550. data.object.top = this.top;
  16551. data.object.bottom = this.bottom;
  16552. data.object.near = this.near;
  16553. data.object.far = this.far;
  16554. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16555. return data;
  16556. }
  16557. }
  16558. class DirectionalLightShadow extends LightShadow {
  16559. constructor() {
  16560. super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  16561. this.isDirectionalLightShadow = true;
  16562. }
  16563. }
  16564. class DirectionalLight extends Light {
  16565. constructor( color, intensity ) {
  16566. super( color, intensity );
  16567. this.isDirectionalLight = true;
  16568. this.type = 'DirectionalLight';
  16569. this.position.copy( Object3D.DEFAULT_UP );
  16570. this.updateMatrix();
  16571. this.target = new Object3D();
  16572. this.shadow = new DirectionalLightShadow();
  16573. }
  16574. dispose() {
  16575. this.shadow.dispose();
  16576. }
  16577. copy( source ) {
  16578. super.copy( source );
  16579. this.target = source.target.clone();
  16580. this.shadow = source.shadow.clone();
  16581. return this;
  16582. }
  16583. }
  16584. class AmbientLight extends Light {
  16585. constructor( color, intensity ) {
  16586. super( color, intensity );
  16587. this.isAmbientLight = true;
  16588. this.type = 'AmbientLight';
  16589. }
  16590. }
  16591. class RectAreaLight extends Light {
  16592. constructor( color, intensity, width = 10, height = 10 ) {
  16593. super( color, intensity );
  16594. this.isRectAreaLight = true;
  16595. this.type = 'RectAreaLight';
  16596. this.width = width;
  16597. this.height = height;
  16598. }
  16599. get power() {
  16600. // compute the light's luminous power (in lumens) from its intensity (in nits)
  16601. return this.intensity * this.width * this.height * Math.PI;
  16602. }
  16603. set power( power ) {
  16604. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  16605. this.intensity = power / ( this.width * this.height * Math.PI );
  16606. }
  16607. copy( source ) {
  16608. super.copy( source );
  16609. this.width = source.width;
  16610. this.height = source.height;
  16611. return this;
  16612. }
  16613. toJSON( meta ) {
  16614. const data = super.toJSON( meta );
  16615. data.object.width = this.width;
  16616. data.object.height = this.height;
  16617. return data;
  16618. }
  16619. }
  16620. /**
  16621. * Primary reference:
  16622. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16623. *
  16624. * Secondary reference:
  16625. * https://www.ppsloan.org/publications/StupidSH36.pdf
  16626. */
  16627. // 3-band SH defined by 9 coefficients
  16628. class SphericalHarmonics3 {
  16629. constructor() {
  16630. this.isSphericalHarmonics3 = true;
  16631. this.coefficients = [];
  16632. for ( let i = 0; i < 9; i ++ ) {
  16633. this.coefficients.push( new Vector3() );
  16634. }
  16635. }
  16636. set( coefficients ) {
  16637. for ( let i = 0; i < 9; i ++ ) {
  16638. this.coefficients[ i ].copy( coefficients[ i ] );
  16639. }
  16640. return this;
  16641. }
  16642. zero() {
  16643. for ( let i = 0; i < 9; i ++ ) {
  16644. this.coefficients[ i ].set( 0, 0, 0 );
  16645. }
  16646. return this;
  16647. }
  16648. // get the radiance in the direction of the normal
  16649. // target is a Vector3
  16650. getAt( normal, target ) {
  16651. // normal is assumed to be unit length
  16652. const x = normal.x, y = normal.y, z = normal.z;
  16653. const coeff = this.coefficients;
  16654. // band 0
  16655. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  16656. // band 1
  16657. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  16658. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  16659. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  16660. // band 2
  16661. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  16662. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  16663. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  16664. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  16665. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  16666. return target;
  16667. }
  16668. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  16669. // target is a Vector3
  16670. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16671. getIrradianceAt( normal, target ) {
  16672. // normal is assumed to be unit length
  16673. const x = normal.x, y = normal.y, z = normal.z;
  16674. const coeff = this.coefficients;
  16675. // band 0
  16676. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  16677. // band 1
  16678. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  16679. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  16680. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  16681. // band 2
  16682. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  16683. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  16684. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  16685. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  16686. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  16687. return target;
  16688. }
  16689. add( sh ) {
  16690. for ( let i = 0; i < 9; i ++ ) {
  16691. this.coefficients[ i ].add( sh.coefficients[ i ] );
  16692. }
  16693. return this;
  16694. }
  16695. addScaledSH( sh, s ) {
  16696. for ( let i = 0; i < 9; i ++ ) {
  16697. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  16698. }
  16699. return this;
  16700. }
  16701. scale( s ) {
  16702. for ( let i = 0; i < 9; i ++ ) {
  16703. this.coefficients[ i ].multiplyScalar( s );
  16704. }
  16705. return this;
  16706. }
  16707. lerp( sh, alpha ) {
  16708. for ( let i = 0; i < 9; i ++ ) {
  16709. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  16710. }
  16711. return this;
  16712. }
  16713. equals( sh ) {
  16714. for ( let i = 0; i < 9; i ++ ) {
  16715. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  16716. return false;
  16717. }
  16718. }
  16719. return true;
  16720. }
  16721. copy( sh ) {
  16722. return this.set( sh.coefficients );
  16723. }
  16724. clone() {
  16725. return new this.constructor().copy( this );
  16726. }
  16727. fromArray( array, offset = 0 ) {
  16728. const coefficients = this.coefficients;
  16729. for ( let i = 0; i < 9; i ++ ) {
  16730. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  16731. }
  16732. return this;
  16733. }
  16734. toArray( array = [], offset = 0 ) {
  16735. const coefficients = this.coefficients;
  16736. for ( let i = 0; i < 9; i ++ ) {
  16737. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  16738. }
  16739. return array;
  16740. }
  16741. // evaluate the basis functions
  16742. // shBasis is an Array[ 9 ]
  16743. static getBasisAt( normal, shBasis ) {
  16744. // normal is assumed to be unit length
  16745. const x = normal.x, y = normal.y, z = normal.z;
  16746. // band 0
  16747. shBasis[ 0 ] = 0.282095;
  16748. // band 1
  16749. shBasis[ 1 ] = 0.488603 * y;
  16750. shBasis[ 2 ] = 0.488603 * z;
  16751. shBasis[ 3 ] = 0.488603 * x;
  16752. // band 2
  16753. shBasis[ 4 ] = 1.092548 * x * y;
  16754. shBasis[ 5 ] = 1.092548 * y * z;
  16755. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  16756. shBasis[ 7 ] = 1.092548 * x * z;
  16757. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  16758. }
  16759. }
  16760. class LightProbe extends Light {
  16761. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  16762. super( undefined, intensity );
  16763. this.isLightProbe = true;
  16764. this.sh = sh;
  16765. }
  16766. copy( source ) {
  16767. super.copy( source );
  16768. this.sh.copy( source.sh );
  16769. return this;
  16770. }
  16771. fromJSON( json ) {
  16772. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  16773. this.sh.fromArray( json.sh );
  16774. return this;
  16775. }
  16776. toJSON( meta ) {
  16777. const data = super.toJSON( meta );
  16778. data.object.sh = this.sh.toArray();
  16779. return data;
  16780. }
  16781. }
  16782. class MaterialLoader extends Loader {
  16783. constructor( manager ) {
  16784. super( manager );
  16785. this.textures = {};
  16786. }
  16787. load( url, onLoad, onProgress, onError ) {
  16788. const scope = this;
  16789. const loader = new FileLoader( scope.manager );
  16790. loader.setPath( scope.path );
  16791. loader.setRequestHeader( scope.requestHeader );
  16792. loader.setWithCredentials( scope.withCredentials );
  16793. loader.load( url, function ( text ) {
  16794. try {
  16795. onLoad( scope.parse( JSON.parse( text ) ) );
  16796. } catch ( e ) {
  16797. if ( onError ) {
  16798. onError( e );
  16799. } else {
  16800. console.error( e );
  16801. }
  16802. scope.manager.itemError( url );
  16803. }
  16804. }, onProgress, onError );
  16805. }
  16806. parse( json ) {
  16807. const textures = this.textures;
  16808. function getTexture( name ) {
  16809. if ( textures[ name ] === undefined ) {
  16810. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  16811. }
  16812. return textures[ name ];
  16813. }
  16814. const material = this.createMaterialFromType( json.type );
  16815. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  16816. if ( json.name !== undefined ) material.name = json.name;
  16817. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  16818. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  16819. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  16820. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  16821. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  16822. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  16823. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  16824. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  16825. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  16826. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  16827. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  16828. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  16829. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  16830. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  16831. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  16832. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  16833. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  16834. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  16835. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  16836. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  16837. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  16838. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  16839. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  16840. if ( json.fog !== undefined ) material.fog = json.fog;
  16841. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  16842. if ( json.blending !== undefined ) material.blending = json.blending;
  16843. if ( json.combine !== undefined ) material.combine = json.combine;
  16844. if ( json.side !== undefined ) material.side = json.side;
  16845. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  16846. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  16847. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  16848. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  16849. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  16850. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  16851. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  16852. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  16853. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  16854. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  16855. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  16856. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  16857. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  16858. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  16859. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  16860. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  16861. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  16862. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  16863. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  16864. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  16865. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  16866. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  16867. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  16868. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  16869. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  16870. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  16871. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  16872. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  16873. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  16874. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  16875. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  16876. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  16877. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  16878. if ( json.scale !== undefined ) material.scale = json.scale;
  16879. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  16880. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  16881. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  16882. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  16883. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  16884. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  16885. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  16886. if ( json.visible !== undefined ) material.visible = json.visible;
  16887. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  16888. if ( json.userData !== undefined ) material.userData = json.userData;
  16889. if ( json.vertexColors !== undefined ) {
  16890. if ( typeof json.vertexColors === 'number' ) {
  16891. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  16892. } else {
  16893. material.vertexColors = json.vertexColors;
  16894. }
  16895. }
  16896. // Shader Material
  16897. if ( json.uniforms !== undefined ) {
  16898. for ( const name in json.uniforms ) {
  16899. const uniform = json.uniforms[ name ];
  16900. material.uniforms[ name ] = {};
  16901. switch ( uniform.type ) {
  16902. case 't':
  16903. material.uniforms[ name ].value = getTexture( uniform.value );
  16904. break;
  16905. case 'c':
  16906. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  16907. break;
  16908. case 'v2':
  16909. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  16910. break;
  16911. case 'v3':
  16912. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  16913. break;
  16914. case 'v4':
  16915. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  16916. break;
  16917. case 'm3':
  16918. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  16919. break;
  16920. case 'm4':
  16921. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  16922. break;
  16923. default:
  16924. material.uniforms[ name ].value = uniform.value;
  16925. }
  16926. }
  16927. }
  16928. if ( json.defines !== undefined ) material.defines = json.defines;
  16929. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  16930. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  16931. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  16932. if ( json.extensions !== undefined ) {
  16933. for ( const key in json.extensions ) {
  16934. material.extensions[ key ] = json.extensions[ key ];
  16935. }
  16936. }
  16937. if ( json.lights !== undefined ) material.lights = json.lights;
  16938. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  16939. // for PointsMaterial
  16940. if ( json.size !== undefined ) material.size = json.size;
  16941. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  16942. // maps
  16943. if ( json.map !== undefined ) material.map = getTexture( json.map );
  16944. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  16945. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  16946. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  16947. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  16948. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  16949. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  16950. if ( json.normalScale !== undefined ) {
  16951. let normalScale = json.normalScale;
  16952. if ( Array.isArray( normalScale ) === false ) {
  16953. // Blender exporter used to export a scalar. See #7459
  16954. normalScale = [ normalScale, normalScale ];
  16955. }
  16956. material.normalScale = new Vector2().fromArray( normalScale );
  16957. }
  16958. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  16959. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  16960. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  16961. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  16962. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  16963. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  16964. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  16965. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  16966. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  16967. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  16968. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  16969. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  16970. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  16971. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  16972. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  16973. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  16974. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  16975. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  16976. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  16977. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  16978. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  16979. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  16980. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  16981. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  16982. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  16983. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  16984. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  16985. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  16986. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  16987. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  16988. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  16989. return material;
  16990. }
  16991. setTextures( value ) {
  16992. this.textures = value;
  16993. return this;
  16994. }
  16995. createMaterialFromType( type ) {
  16996. return MaterialLoader.createMaterialFromType( type );
  16997. }
  16998. static createMaterialFromType( type ) {
  16999. const materialLib = {
  17000. ShadowMaterial,
  17001. SpriteMaterial,
  17002. RawShaderMaterial,
  17003. ShaderMaterial,
  17004. PointsMaterial,
  17005. MeshPhysicalMaterial,
  17006. MeshStandardMaterial,
  17007. MeshPhongMaterial,
  17008. MeshToonMaterial,
  17009. MeshNormalMaterial,
  17010. MeshLambertMaterial,
  17011. MeshDepthMaterial,
  17012. MeshDistanceMaterial,
  17013. MeshBasicMaterial,
  17014. MeshMatcapMaterial,
  17015. LineDashedMaterial,
  17016. LineBasicMaterial,
  17017. Material
  17018. };
  17019. return new materialLib[ type ]();
  17020. }
  17021. }
  17022. class LoaderUtils {
  17023. static decodeText( array ) { // @deprecated, r165
  17024. console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );
  17025. if ( typeof TextDecoder !== 'undefined' ) {
  17026. return new TextDecoder().decode( array );
  17027. }
  17028. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  17029. // throws a "maximum call stack size exceeded" error for large arrays.
  17030. let s = '';
  17031. for ( let i = 0, il = array.length; i < il; i ++ ) {
  17032. // Implicitly assumes little-endian.
  17033. s += String.fromCharCode( array[ i ] );
  17034. }
  17035. try {
  17036. // merges multi-byte utf-8 characters.
  17037. return decodeURIComponent( escape( s ) );
  17038. } catch ( e ) { // see #16358
  17039. return s;
  17040. }
  17041. }
  17042. static extractUrlBase( url ) {
  17043. const index = url.lastIndexOf( '/' );
  17044. if ( index === - 1 ) return './';
  17045. return url.slice( 0, index + 1 );
  17046. }
  17047. static resolveURL( url, path ) {
  17048. // Invalid URL
  17049. if ( typeof url !== 'string' || url === '' ) return '';
  17050. // Host Relative URL
  17051. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  17052. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  17053. }
  17054. // Absolute URL http://,https://,//
  17055. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  17056. // Data URI
  17057. if ( /^data:.*,.*$/i.test( url ) ) return url;
  17058. // Blob URL
  17059. if ( /^blob:.*$/i.test( url ) ) return url;
  17060. // Relative URL
  17061. return path + url;
  17062. }
  17063. }
  17064. class InstancedBufferGeometry extends BufferGeometry {
  17065. constructor() {
  17066. super();
  17067. this.isInstancedBufferGeometry = true;
  17068. this.type = 'InstancedBufferGeometry';
  17069. this.instanceCount = Infinity;
  17070. }
  17071. copy( source ) {
  17072. super.copy( source );
  17073. this.instanceCount = source.instanceCount;
  17074. return this;
  17075. }
  17076. toJSON() {
  17077. const data = super.toJSON();
  17078. data.instanceCount = this.instanceCount;
  17079. data.isInstancedBufferGeometry = true;
  17080. return data;
  17081. }
  17082. }
  17083. class BufferGeometryLoader extends Loader {
  17084. constructor( manager ) {
  17085. super( manager );
  17086. }
  17087. load( url, onLoad, onProgress, onError ) {
  17088. const scope = this;
  17089. const loader = new FileLoader( scope.manager );
  17090. loader.setPath( scope.path );
  17091. loader.setRequestHeader( scope.requestHeader );
  17092. loader.setWithCredentials( scope.withCredentials );
  17093. loader.load( url, function ( text ) {
  17094. try {
  17095. onLoad( scope.parse( JSON.parse( text ) ) );
  17096. } catch ( e ) {
  17097. if ( onError ) {
  17098. onError( e );
  17099. } else {
  17100. console.error( e );
  17101. }
  17102. scope.manager.itemError( url );
  17103. }
  17104. }, onProgress, onError );
  17105. }
  17106. parse( json ) {
  17107. const interleavedBufferMap = {};
  17108. const arrayBufferMap = {};
  17109. function getInterleavedBuffer( json, uuid ) {
  17110. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  17111. const interleavedBuffers = json.interleavedBuffers;
  17112. const interleavedBuffer = interleavedBuffers[ uuid ];
  17113. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  17114. const array = getTypedArray( interleavedBuffer.type, buffer );
  17115. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  17116. ib.uuid = interleavedBuffer.uuid;
  17117. interleavedBufferMap[ uuid ] = ib;
  17118. return ib;
  17119. }
  17120. function getArrayBuffer( json, uuid ) {
  17121. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  17122. const arrayBuffers = json.arrayBuffers;
  17123. const arrayBuffer = arrayBuffers[ uuid ];
  17124. const ab = new Uint32Array( arrayBuffer ).buffer;
  17125. arrayBufferMap[ uuid ] = ab;
  17126. return ab;
  17127. }
  17128. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  17129. const index = json.data.index;
  17130. if ( index !== undefined ) {
  17131. const typedArray = getTypedArray( index.type, index.array );
  17132. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  17133. }
  17134. const attributes = json.data.attributes;
  17135. for ( const key in attributes ) {
  17136. const attribute = attributes[ key ];
  17137. let bufferAttribute;
  17138. if ( attribute.isInterleavedBufferAttribute ) {
  17139. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  17140. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  17141. } else {
  17142. const typedArray = getTypedArray( attribute.type, attribute.array );
  17143. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  17144. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  17145. }
  17146. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  17147. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  17148. geometry.setAttribute( key, bufferAttribute );
  17149. }
  17150. const morphAttributes = json.data.morphAttributes;
  17151. if ( morphAttributes ) {
  17152. for ( const key in morphAttributes ) {
  17153. const attributeArray = morphAttributes[ key ];
  17154. const array = [];
  17155. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  17156. const attribute = attributeArray[ i ];
  17157. let bufferAttribute;
  17158. if ( attribute.isInterleavedBufferAttribute ) {
  17159. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  17160. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  17161. } else {
  17162. const typedArray = getTypedArray( attribute.type, attribute.array );
  17163. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  17164. }
  17165. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  17166. array.push( bufferAttribute );
  17167. }
  17168. geometry.morphAttributes[ key ] = array;
  17169. }
  17170. }
  17171. const morphTargetsRelative = json.data.morphTargetsRelative;
  17172. if ( morphTargetsRelative ) {
  17173. geometry.morphTargetsRelative = true;
  17174. }
  17175. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  17176. if ( groups !== undefined ) {
  17177. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  17178. const group = groups[ i ];
  17179. geometry.addGroup( group.start, group.count, group.materialIndex );
  17180. }
  17181. }
  17182. const boundingSphere = json.data.boundingSphere;
  17183. if ( boundingSphere !== undefined ) {
  17184. const center = new Vector3();
  17185. if ( boundingSphere.center !== undefined ) {
  17186. center.fromArray( boundingSphere.center );
  17187. }
  17188. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  17189. }
  17190. if ( json.name ) geometry.name = json.name;
  17191. if ( json.userData ) geometry.userData = json.userData;
  17192. return geometry;
  17193. }
  17194. }
  17195. class ObjectLoader extends Loader {
  17196. constructor( manager ) {
  17197. super( manager );
  17198. }
  17199. load( url, onLoad, onProgress, onError ) {
  17200. const scope = this;
  17201. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17202. this.resourcePath = this.resourcePath || path;
  17203. const loader = new FileLoader( this.manager );
  17204. loader.setPath( this.path );
  17205. loader.setRequestHeader( this.requestHeader );
  17206. loader.setWithCredentials( this.withCredentials );
  17207. loader.load( url, function ( text ) {
  17208. let json = null;
  17209. try {
  17210. json = JSON.parse( text );
  17211. } catch ( error ) {
  17212. if ( onError !== undefined ) onError( error );
  17213. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  17214. return;
  17215. }
  17216. const metadata = json.metadata;
  17217. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17218. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  17219. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17220. return;
  17221. }
  17222. scope.parse( json, onLoad );
  17223. }, onProgress, onError );
  17224. }
  17225. async loadAsync( url, onProgress ) {
  17226. const scope = this;
  17227. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17228. this.resourcePath = this.resourcePath || path;
  17229. const loader = new FileLoader( this.manager );
  17230. loader.setPath( this.path );
  17231. loader.setRequestHeader( this.requestHeader );
  17232. loader.setWithCredentials( this.withCredentials );
  17233. const text = await loader.loadAsync( url, onProgress );
  17234. const json = JSON.parse( text );
  17235. const metadata = json.metadata;
  17236. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17237. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17238. }
  17239. return await scope.parseAsync( json );
  17240. }
  17241. parse( json, onLoad ) {
  17242. const animations = this.parseAnimations( json.animations );
  17243. const shapes = this.parseShapes( json.shapes );
  17244. const geometries = this.parseGeometries( json.geometries, shapes );
  17245. const images = this.parseImages( json.images, function () {
  17246. if ( onLoad !== undefined ) onLoad( object );
  17247. } );
  17248. const textures = this.parseTextures( json.textures, images );
  17249. const materials = this.parseMaterials( json.materials, textures );
  17250. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17251. const skeletons = this.parseSkeletons( json.skeletons, object );
  17252. this.bindSkeletons( object, skeletons );
  17253. this.bindLightTargets( object );
  17254. //
  17255. if ( onLoad !== undefined ) {
  17256. let hasImages = false;
  17257. for ( const uuid in images ) {
  17258. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  17259. hasImages = true;
  17260. break;
  17261. }
  17262. }
  17263. if ( hasImages === false ) onLoad( object );
  17264. }
  17265. return object;
  17266. }
  17267. async parseAsync( json ) {
  17268. const animations = this.parseAnimations( json.animations );
  17269. const shapes = this.parseShapes( json.shapes );
  17270. const geometries = this.parseGeometries( json.geometries, shapes );
  17271. const images = await this.parseImagesAsync( json.images );
  17272. const textures = this.parseTextures( json.textures, images );
  17273. const materials = this.parseMaterials( json.materials, textures );
  17274. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17275. const skeletons = this.parseSkeletons( json.skeletons, object );
  17276. this.bindSkeletons( object, skeletons );
  17277. this.bindLightTargets( object );
  17278. return object;
  17279. }
  17280. parseShapes( json ) {
  17281. const shapes = {};
  17282. if ( json !== undefined ) {
  17283. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17284. const shape = new Shape().fromJSON( json[ i ] );
  17285. shapes[ shape.uuid ] = shape;
  17286. }
  17287. }
  17288. return shapes;
  17289. }
  17290. parseSkeletons( json, object ) {
  17291. const skeletons = {};
  17292. const bones = {};
  17293. // generate bone lookup table
  17294. object.traverse( function ( child ) {
  17295. if ( child.isBone ) bones[ child.uuid ] = child;
  17296. } );
  17297. // create skeletons
  17298. if ( json !== undefined ) {
  17299. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17300. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  17301. skeletons[ skeleton.uuid ] = skeleton;
  17302. }
  17303. }
  17304. return skeletons;
  17305. }
  17306. parseGeometries( json, shapes ) {
  17307. const geometries = {};
  17308. if ( json !== undefined ) {
  17309. const bufferGeometryLoader = new BufferGeometryLoader();
  17310. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17311. let geometry;
  17312. const data = json[ i ];
  17313. switch ( data.type ) {
  17314. case 'BufferGeometry':
  17315. case 'InstancedBufferGeometry':
  17316. geometry = bufferGeometryLoader.parse( data );
  17317. break;
  17318. default:
  17319. if ( data.type in Geometries$1 ) {
  17320. geometry = Geometries$1[ data.type ].fromJSON( data, shapes );
  17321. } else {
  17322. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  17323. }
  17324. }
  17325. geometry.uuid = data.uuid;
  17326. if ( data.name !== undefined ) geometry.name = data.name;
  17327. if ( data.userData !== undefined ) geometry.userData = data.userData;
  17328. geometries[ data.uuid ] = geometry;
  17329. }
  17330. }
  17331. return geometries;
  17332. }
  17333. parseMaterials( json, textures ) {
  17334. const cache = {}; // MultiMaterial
  17335. const materials = {};
  17336. if ( json !== undefined ) {
  17337. const loader = new MaterialLoader();
  17338. loader.setTextures( textures );
  17339. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17340. const data = json[ i ];
  17341. if ( cache[ data.uuid ] === undefined ) {
  17342. cache[ data.uuid ] = loader.parse( data );
  17343. }
  17344. materials[ data.uuid ] = cache[ data.uuid ];
  17345. }
  17346. }
  17347. return materials;
  17348. }
  17349. parseAnimations( json ) {
  17350. const animations = {};
  17351. if ( json !== undefined ) {
  17352. for ( let i = 0; i < json.length; i ++ ) {
  17353. const data = json[ i ];
  17354. const clip = AnimationClip.parse( data );
  17355. animations[ clip.uuid ] = clip;
  17356. }
  17357. }
  17358. return animations;
  17359. }
  17360. parseImages( json, onLoad ) {
  17361. const scope = this;
  17362. const images = {};
  17363. let loader;
  17364. function loadImage( url ) {
  17365. scope.manager.itemStart( url );
  17366. return loader.load( url, function () {
  17367. scope.manager.itemEnd( url );
  17368. }, undefined, function () {
  17369. scope.manager.itemError( url );
  17370. scope.manager.itemEnd( url );
  17371. } );
  17372. }
  17373. function deserializeImage( image ) {
  17374. if ( typeof image === 'string' ) {
  17375. const url = image;
  17376. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17377. return loadImage( path );
  17378. } else {
  17379. if ( image.data ) {
  17380. return {
  17381. data: getTypedArray( image.type, image.data ),
  17382. width: image.width,
  17383. height: image.height
  17384. };
  17385. } else {
  17386. return null;
  17387. }
  17388. }
  17389. }
  17390. if ( json !== undefined && json.length > 0 ) {
  17391. const manager = new LoadingManager( onLoad );
  17392. loader = new ImageLoader( manager );
  17393. loader.setCrossOrigin( this.crossOrigin );
  17394. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17395. const image = json[ i ];
  17396. const url = image.url;
  17397. if ( Array.isArray( url ) ) {
  17398. // load array of images e.g CubeTexture
  17399. const imageArray = [];
  17400. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17401. const currentUrl = url[ j ];
  17402. const deserializedImage = deserializeImage( currentUrl );
  17403. if ( deserializedImage !== null ) {
  17404. if ( deserializedImage instanceof HTMLImageElement ) {
  17405. imageArray.push( deserializedImage );
  17406. } else {
  17407. // special case: handle array of data textures for cube textures
  17408. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17409. }
  17410. }
  17411. }
  17412. images[ image.uuid ] = new Source( imageArray );
  17413. } else {
  17414. // load single image
  17415. const deserializedImage = deserializeImage( image.url );
  17416. images[ image.uuid ] = new Source( deserializedImage );
  17417. }
  17418. }
  17419. }
  17420. return images;
  17421. }
  17422. async parseImagesAsync( json ) {
  17423. const scope = this;
  17424. const images = {};
  17425. let loader;
  17426. async function deserializeImage( image ) {
  17427. if ( typeof image === 'string' ) {
  17428. const url = image;
  17429. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17430. return await loader.loadAsync( path );
  17431. } else {
  17432. if ( image.data ) {
  17433. return {
  17434. data: getTypedArray( image.type, image.data ),
  17435. width: image.width,
  17436. height: image.height
  17437. };
  17438. } else {
  17439. return null;
  17440. }
  17441. }
  17442. }
  17443. if ( json !== undefined && json.length > 0 ) {
  17444. loader = new ImageLoader( this.manager );
  17445. loader.setCrossOrigin( this.crossOrigin );
  17446. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17447. const image = json[ i ];
  17448. const url = image.url;
  17449. if ( Array.isArray( url ) ) {
  17450. // load array of images e.g CubeTexture
  17451. const imageArray = [];
  17452. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17453. const currentUrl = url[ j ];
  17454. const deserializedImage = await deserializeImage( currentUrl );
  17455. if ( deserializedImage !== null ) {
  17456. if ( deserializedImage instanceof HTMLImageElement ) {
  17457. imageArray.push( deserializedImage );
  17458. } else {
  17459. // special case: handle array of data textures for cube textures
  17460. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17461. }
  17462. }
  17463. }
  17464. images[ image.uuid ] = new Source( imageArray );
  17465. } else {
  17466. // load single image
  17467. const deserializedImage = await deserializeImage( image.url );
  17468. images[ image.uuid ] = new Source( deserializedImage );
  17469. }
  17470. }
  17471. }
  17472. return images;
  17473. }
  17474. parseTextures( json, images ) {
  17475. function parseConstant( value, type ) {
  17476. if ( typeof value === 'number' ) return value;
  17477. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  17478. return type[ value ];
  17479. }
  17480. const textures = {};
  17481. if ( json !== undefined ) {
  17482. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17483. const data = json[ i ];
  17484. if ( data.image === undefined ) {
  17485. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  17486. }
  17487. if ( images[ data.image ] === undefined ) {
  17488. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  17489. }
  17490. const source = images[ data.image ];
  17491. const image = source.data;
  17492. let texture;
  17493. if ( Array.isArray( image ) ) {
  17494. texture = new CubeTexture();
  17495. if ( image.length === 6 ) texture.needsUpdate = true;
  17496. } else {
  17497. if ( image && image.data ) {
  17498. texture = new DataTexture();
  17499. } else {
  17500. texture = new Texture();
  17501. }
  17502. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  17503. }
  17504. texture.source = source;
  17505. texture.uuid = data.uuid;
  17506. if ( data.name !== undefined ) texture.name = data.name;
  17507. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  17508. if ( data.channel !== undefined ) texture.channel = data.channel;
  17509. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  17510. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  17511. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  17512. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  17513. if ( data.wrap !== undefined ) {
  17514. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  17515. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  17516. }
  17517. if ( data.format !== undefined ) texture.format = data.format;
  17518. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  17519. if ( data.type !== undefined ) texture.type = data.type;
  17520. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  17521. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  17522. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  17523. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  17524. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  17525. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  17526. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  17527. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  17528. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  17529. if ( data.userData !== undefined ) texture.userData = data.userData;
  17530. textures[ data.uuid ] = texture;
  17531. }
  17532. }
  17533. return textures;
  17534. }
  17535. parseObject( data, geometries, materials, textures, animations ) {
  17536. let object;
  17537. function getGeometry( name ) {
  17538. if ( geometries[ name ] === undefined ) {
  17539. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  17540. }
  17541. return geometries[ name ];
  17542. }
  17543. function getMaterial( name ) {
  17544. if ( name === undefined ) return undefined;
  17545. if ( Array.isArray( name ) ) {
  17546. const array = [];
  17547. for ( let i = 0, l = name.length; i < l; i ++ ) {
  17548. const uuid = name[ i ];
  17549. if ( materials[ uuid ] === undefined ) {
  17550. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  17551. }
  17552. array.push( materials[ uuid ] );
  17553. }
  17554. return array;
  17555. }
  17556. if ( materials[ name ] === undefined ) {
  17557. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  17558. }
  17559. return materials[ name ];
  17560. }
  17561. function getTexture( uuid ) {
  17562. if ( textures[ uuid ] === undefined ) {
  17563. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  17564. }
  17565. return textures[ uuid ];
  17566. }
  17567. let geometry, material;
  17568. switch ( data.type ) {
  17569. case 'Scene':
  17570. object = new Scene();
  17571. if ( data.background !== undefined ) {
  17572. if ( Number.isInteger( data.background ) ) {
  17573. object.background = new Color( data.background );
  17574. } else {
  17575. object.background = getTexture( data.background );
  17576. }
  17577. }
  17578. if ( data.environment !== undefined ) {
  17579. object.environment = getTexture( data.environment );
  17580. }
  17581. if ( data.fog !== undefined ) {
  17582. if ( data.fog.type === 'Fog' ) {
  17583. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  17584. } else if ( data.fog.type === 'FogExp2' ) {
  17585. object.fog = new FogExp2( data.fog.color, data.fog.density );
  17586. }
  17587. if ( data.fog.name !== '' ) {
  17588. object.fog.name = data.fog.name;
  17589. }
  17590. }
  17591. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  17592. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  17593. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  17594. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  17595. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  17596. break;
  17597. case 'PerspectiveCamera':
  17598. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  17599. if ( data.focus !== undefined ) object.focus = data.focus;
  17600. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17601. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  17602. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  17603. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17604. break;
  17605. case 'OrthographicCamera':
  17606. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  17607. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17608. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17609. break;
  17610. case 'AmbientLight':
  17611. object = new AmbientLight( data.color, data.intensity );
  17612. break;
  17613. case 'DirectionalLight':
  17614. object = new DirectionalLight( data.color, data.intensity );
  17615. object.target = data.target || '';
  17616. break;
  17617. case 'PointLight':
  17618. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  17619. break;
  17620. case 'RectAreaLight':
  17621. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  17622. break;
  17623. case 'SpotLight':
  17624. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  17625. object.target = data.target || '';
  17626. break;
  17627. case 'HemisphereLight':
  17628. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  17629. break;
  17630. case 'LightProbe':
  17631. object = new LightProbe().fromJSON( data );
  17632. break;
  17633. case 'SkinnedMesh':
  17634. geometry = getGeometry( data.geometry );
  17635. material = getMaterial( data.material );
  17636. object = new SkinnedMesh( geometry, material );
  17637. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  17638. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  17639. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  17640. break;
  17641. case 'Mesh':
  17642. geometry = getGeometry( data.geometry );
  17643. material = getMaterial( data.material );
  17644. object = new Mesh( geometry, material );
  17645. break;
  17646. case 'InstancedMesh':
  17647. geometry = getGeometry( data.geometry );
  17648. material = getMaterial( data.material );
  17649. const count = data.count;
  17650. const instanceMatrix = data.instanceMatrix;
  17651. const instanceColor = data.instanceColor;
  17652. object = new InstancedMesh( geometry, material, count );
  17653. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  17654. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  17655. break;
  17656. case 'BatchedMesh':
  17657. geometry = getGeometry( data.geometry );
  17658. material = getMaterial( data.material );
  17659. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  17660. object.geometry = geometry;
  17661. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  17662. object.sortObjects = data.sortObjects;
  17663. object._drawRanges = data.drawRanges;
  17664. object._reservedRanges = data.reservedRanges;
  17665. object._visibility = data.visibility;
  17666. object._active = data.active;
  17667. object._bounds = data.bounds.map( bound => {
  17668. const box = new Box3();
  17669. box.min.fromArray( bound.boxMin );
  17670. box.max.fromArray( bound.boxMax );
  17671. const sphere = new Sphere();
  17672. sphere.radius = bound.sphereRadius;
  17673. sphere.center.fromArray( bound.sphereCenter );
  17674. return {
  17675. boxInitialized: bound.boxInitialized,
  17676. box: box,
  17677. sphereInitialized: bound.sphereInitialized,
  17678. sphere: sphere
  17679. };
  17680. } );
  17681. object._maxInstanceCount = data.maxInstanceCount;
  17682. object._maxVertexCount = data.maxVertexCount;
  17683. object._maxIndexCount = data.maxIndexCount;
  17684. object._geometryInitialized = data.geometryInitialized;
  17685. object._geometryCount = data.geometryCount;
  17686. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  17687. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  17688. break;
  17689. case 'LOD':
  17690. object = new LOD();
  17691. break;
  17692. case 'Line':
  17693. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  17694. break;
  17695. case 'LineLoop':
  17696. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  17697. break;
  17698. case 'LineSegments':
  17699. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  17700. break;
  17701. case 'PointCloud':
  17702. case 'Points':
  17703. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  17704. break;
  17705. case 'Sprite':
  17706. object = new Sprite( getMaterial( data.material ) );
  17707. break;
  17708. case 'Group':
  17709. object = new Group();
  17710. break;
  17711. case 'Bone':
  17712. object = new Bone();
  17713. break;
  17714. default:
  17715. object = new Object3D();
  17716. }
  17717. object.uuid = data.uuid;
  17718. if ( data.name !== undefined ) object.name = data.name;
  17719. if ( data.matrix !== undefined ) {
  17720. object.matrix.fromArray( data.matrix );
  17721. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  17722. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  17723. } else {
  17724. if ( data.position !== undefined ) object.position.fromArray( data.position );
  17725. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  17726. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  17727. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  17728. }
  17729. if ( data.up !== undefined ) object.up.fromArray( data.up );
  17730. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  17731. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  17732. if ( data.shadow ) {
  17733. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  17734. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  17735. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  17736. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  17737. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  17738. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  17739. }
  17740. if ( data.visible !== undefined ) object.visible = data.visible;
  17741. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  17742. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  17743. if ( data.userData !== undefined ) object.userData = data.userData;
  17744. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  17745. if ( data.children !== undefined ) {
  17746. const children = data.children;
  17747. for ( let i = 0; i < children.length; i ++ ) {
  17748. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  17749. }
  17750. }
  17751. if ( data.animations !== undefined ) {
  17752. const objectAnimations = data.animations;
  17753. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  17754. const uuid = objectAnimations[ i ];
  17755. object.animations.push( animations[ uuid ] );
  17756. }
  17757. }
  17758. if ( data.type === 'LOD' ) {
  17759. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  17760. const levels = data.levels;
  17761. for ( let l = 0; l < levels.length; l ++ ) {
  17762. const level = levels[ l ];
  17763. const child = object.getObjectByProperty( 'uuid', level.object );
  17764. if ( child !== undefined ) {
  17765. object.addLevel( child, level.distance, level.hysteresis );
  17766. }
  17767. }
  17768. }
  17769. return object;
  17770. }
  17771. bindSkeletons( object, skeletons ) {
  17772. if ( Object.keys( skeletons ).length === 0 ) return;
  17773. object.traverse( function ( child ) {
  17774. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  17775. const skeleton = skeletons[ child.skeleton ];
  17776. if ( skeleton === undefined ) {
  17777. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  17778. } else {
  17779. child.bind( skeleton, child.bindMatrix );
  17780. }
  17781. }
  17782. } );
  17783. }
  17784. bindLightTargets( object ) {
  17785. object.traverse( function ( child ) {
  17786. if ( child.isDirectionalLight || child.isSpotLight ) {
  17787. const uuid = child.target;
  17788. const target = object.getObjectByProperty( 'uuid', uuid );
  17789. if ( target !== undefined ) {
  17790. child.target = target;
  17791. } else {
  17792. child.target = new Object3D();
  17793. }
  17794. }
  17795. } );
  17796. }
  17797. }
  17798. const TEXTURE_MAPPING = {
  17799. UVMapping: UVMapping,
  17800. CubeReflectionMapping: CubeReflectionMapping,
  17801. CubeRefractionMapping: CubeRefractionMapping,
  17802. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  17803. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  17804. CubeUVReflectionMapping: CubeUVReflectionMapping
  17805. };
  17806. const TEXTURE_WRAPPING = {
  17807. RepeatWrapping: RepeatWrapping,
  17808. ClampToEdgeWrapping: ClampToEdgeWrapping,
  17809. MirroredRepeatWrapping: MirroredRepeatWrapping
  17810. };
  17811. const TEXTURE_FILTER = {
  17812. NearestFilter: NearestFilter,
  17813. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  17814. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  17815. LinearFilter: LinearFilter,
  17816. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  17817. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  17818. };
  17819. class ImageBitmapLoader extends Loader {
  17820. constructor( manager ) {
  17821. super( manager );
  17822. this.isImageBitmapLoader = true;
  17823. if ( typeof createImageBitmap === 'undefined' ) {
  17824. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  17825. }
  17826. if ( typeof fetch === 'undefined' ) {
  17827. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  17828. }
  17829. this.options = { premultiplyAlpha: 'none' };
  17830. }
  17831. setOptions( options ) {
  17832. this.options = options;
  17833. return this;
  17834. }
  17835. load( url, onLoad, onProgress, onError ) {
  17836. if ( url === undefined ) url = '';
  17837. if ( this.path !== undefined ) url = this.path + url;
  17838. url = this.manager.resolveURL( url );
  17839. const scope = this;
  17840. const cached = Cache.get( url );
  17841. if ( cached !== undefined ) {
  17842. scope.manager.itemStart( url );
  17843. // If cached is a promise, wait for it to resolve
  17844. if ( cached.then ) {
  17845. cached.then( imageBitmap => {
  17846. if ( onLoad ) onLoad( imageBitmap );
  17847. scope.manager.itemEnd( url );
  17848. } ).catch( e => {
  17849. if ( onError ) onError( e );
  17850. } );
  17851. return;
  17852. }
  17853. // If cached is not a promise (i.e., it's already an imageBitmap)
  17854. setTimeout( function () {
  17855. if ( onLoad ) onLoad( cached );
  17856. scope.manager.itemEnd( url );
  17857. }, 0 );
  17858. return cached;
  17859. }
  17860. const fetchOptions = {};
  17861. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  17862. fetchOptions.headers = this.requestHeader;
  17863. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  17864. return res.blob();
  17865. } ).then( function ( blob ) {
  17866. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  17867. } ).then( function ( imageBitmap ) {
  17868. Cache.add( url, imageBitmap );
  17869. if ( onLoad ) onLoad( imageBitmap );
  17870. scope.manager.itemEnd( url );
  17871. return imageBitmap;
  17872. } ).catch( function ( e ) {
  17873. if ( onError ) onError( e );
  17874. Cache.remove( url );
  17875. scope.manager.itemError( url );
  17876. scope.manager.itemEnd( url );
  17877. } );
  17878. Cache.add( url, promise );
  17879. scope.manager.itemStart( url );
  17880. }
  17881. }
  17882. let _context;
  17883. class AudioContext {
  17884. static getContext() {
  17885. if ( _context === undefined ) {
  17886. _context = new ( window.AudioContext || window.webkitAudioContext )();
  17887. }
  17888. return _context;
  17889. }
  17890. static setContext( value ) {
  17891. _context = value;
  17892. }
  17893. }
  17894. class AudioLoader extends Loader {
  17895. constructor( manager ) {
  17896. super( manager );
  17897. }
  17898. load( url, onLoad, onProgress, onError ) {
  17899. const scope = this;
  17900. const loader = new FileLoader( this.manager );
  17901. loader.setResponseType( 'arraybuffer' );
  17902. loader.setPath( this.path );
  17903. loader.setRequestHeader( this.requestHeader );
  17904. loader.setWithCredentials( this.withCredentials );
  17905. loader.load( url, function ( buffer ) {
  17906. try {
  17907. // Create a copy of the buffer. The `decodeAudioData` method
  17908. // detaches the buffer when complete, preventing reuse.
  17909. const bufferCopy = buffer.slice( 0 );
  17910. const context = AudioContext.getContext();
  17911. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  17912. onLoad( audioBuffer );
  17913. } ).catch( handleError );
  17914. } catch ( e ) {
  17915. handleError( e );
  17916. }
  17917. }, onProgress, onError );
  17918. function handleError( e ) {
  17919. if ( onError ) {
  17920. onError( e );
  17921. } else {
  17922. console.error( e );
  17923. }
  17924. scope.manager.itemError( url );
  17925. }
  17926. }
  17927. }
  17928. const _eyeRight = /*@__PURE__*/ new Matrix4();
  17929. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  17930. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  17931. class StereoCamera {
  17932. constructor() {
  17933. this.type = 'StereoCamera';
  17934. this.aspect = 1;
  17935. this.eyeSep = 0.064;
  17936. this.cameraL = new PerspectiveCamera();
  17937. this.cameraL.layers.enable( 1 );
  17938. this.cameraL.matrixAutoUpdate = false;
  17939. this.cameraR = new PerspectiveCamera();
  17940. this.cameraR.layers.enable( 2 );
  17941. this.cameraR.matrixAutoUpdate = false;
  17942. this._cache = {
  17943. focus: null,
  17944. fov: null,
  17945. aspect: null,
  17946. near: null,
  17947. far: null,
  17948. zoom: null,
  17949. eyeSep: null
  17950. };
  17951. }
  17952. update( camera ) {
  17953. const cache = this._cache;
  17954. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  17955. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  17956. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  17957. if ( needsUpdate ) {
  17958. cache.focus = camera.focus;
  17959. cache.fov = camera.fov;
  17960. cache.aspect = camera.aspect * this.aspect;
  17961. cache.near = camera.near;
  17962. cache.far = camera.far;
  17963. cache.zoom = camera.zoom;
  17964. cache.eyeSep = this.eyeSep;
  17965. // Off-axis stereoscopic effect based on
  17966. // http://paulbourke.net/stereographics/stereorender/
  17967. _projectionMatrix.copy( camera.projectionMatrix );
  17968. const eyeSepHalf = cache.eyeSep / 2;
  17969. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  17970. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  17971. let xmin, xmax;
  17972. // translate xOffset
  17973. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  17974. _eyeRight.elements[ 12 ] = eyeSepHalf;
  17975. // for left eye
  17976. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  17977. xmax = ymax * cache.aspect + eyeSepOnProjection;
  17978. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17979. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17980. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  17981. // for right eye
  17982. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  17983. xmax = ymax * cache.aspect - eyeSepOnProjection;
  17984. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17985. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17986. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  17987. }
  17988. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  17989. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  17990. }
  17991. }
  17992. class ArrayCamera extends PerspectiveCamera {
  17993. constructor( array = [] ) {
  17994. super();
  17995. this.isArrayCamera = true;
  17996. this.cameras = array;
  17997. }
  17998. }
  17999. class Clock {
  18000. constructor( autoStart = true ) {
  18001. this.autoStart = autoStart;
  18002. this.startTime = 0;
  18003. this.oldTime = 0;
  18004. this.elapsedTime = 0;
  18005. this.running = false;
  18006. }
  18007. start() {
  18008. this.startTime = now();
  18009. this.oldTime = this.startTime;
  18010. this.elapsedTime = 0;
  18011. this.running = true;
  18012. }
  18013. stop() {
  18014. this.getElapsedTime();
  18015. this.running = false;
  18016. this.autoStart = false;
  18017. }
  18018. getElapsedTime() {
  18019. this.getDelta();
  18020. return this.elapsedTime;
  18021. }
  18022. getDelta() {
  18023. let diff = 0;
  18024. if ( this.autoStart && ! this.running ) {
  18025. this.start();
  18026. return 0;
  18027. }
  18028. if ( this.running ) {
  18029. const newTime = now();
  18030. diff = ( newTime - this.oldTime ) / 1000;
  18031. this.oldTime = newTime;
  18032. this.elapsedTime += diff;
  18033. }
  18034. return diff;
  18035. }
  18036. }
  18037. function now() {
  18038. return performance.now();
  18039. }
  18040. const _position$1 = /*@__PURE__*/ new Vector3();
  18041. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  18042. const _scale$1 = /*@__PURE__*/ new Vector3();
  18043. const _orientation$1 = /*@__PURE__*/ new Vector3();
  18044. class AudioListener extends Object3D {
  18045. constructor() {
  18046. super();
  18047. this.type = 'AudioListener';
  18048. this.context = AudioContext.getContext();
  18049. this.gain = this.context.createGain();
  18050. this.gain.connect( this.context.destination );
  18051. this.filter = null;
  18052. this.timeDelta = 0;
  18053. // private
  18054. this._clock = new Clock();
  18055. }
  18056. getInput() {
  18057. return this.gain;
  18058. }
  18059. removeFilter() {
  18060. if ( this.filter !== null ) {
  18061. this.gain.disconnect( this.filter );
  18062. this.filter.disconnect( this.context.destination );
  18063. this.gain.connect( this.context.destination );
  18064. this.filter = null;
  18065. }
  18066. return this;
  18067. }
  18068. getFilter() {
  18069. return this.filter;
  18070. }
  18071. setFilter( value ) {
  18072. if ( this.filter !== null ) {
  18073. this.gain.disconnect( this.filter );
  18074. this.filter.disconnect( this.context.destination );
  18075. } else {
  18076. this.gain.disconnect( this.context.destination );
  18077. }
  18078. this.filter = value;
  18079. this.gain.connect( this.filter );
  18080. this.filter.connect( this.context.destination );
  18081. return this;
  18082. }
  18083. getMasterVolume() {
  18084. return this.gain.gain.value;
  18085. }
  18086. setMasterVolume( value ) {
  18087. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  18088. return this;
  18089. }
  18090. updateMatrixWorld( force ) {
  18091. super.updateMatrixWorld( force );
  18092. const listener = this.context.listener;
  18093. const up = this.up;
  18094. this.timeDelta = this._clock.getDelta();
  18095. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  18096. _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
  18097. if ( listener.positionX ) {
  18098. // code path for Chrome (see #14393)
  18099. const endTime = this.context.currentTime + this.timeDelta;
  18100. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  18101. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  18102. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  18103. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  18104. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  18105. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  18106. listener.upX.linearRampToValueAtTime( up.x, endTime );
  18107. listener.upY.linearRampToValueAtTime( up.y, endTime );
  18108. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  18109. } else {
  18110. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  18111. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  18112. }
  18113. }
  18114. }
  18115. class Audio extends Object3D {
  18116. constructor( listener ) {
  18117. super();
  18118. this.type = 'Audio';
  18119. this.listener = listener;
  18120. this.context = listener.context;
  18121. this.gain = this.context.createGain();
  18122. this.gain.connect( listener.getInput() );
  18123. this.autoplay = false;
  18124. this.buffer = null;
  18125. this.detune = 0;
  18126. this.loop = false;
  18127. this.loopStart = 0;
  18128. this.loopEnd = 0;
  18129. this.offset = 0;
  18130. this.duration = undefined;
  18131. this.playbackRate = 1;
  18132. this.isPlaying = false;
  18133. this.hasPlaybackControl = true;
  18134. this.source = null;
  18135. this.sourceType = 'empty';
  18136. this._startedAt = 0;
  18137. this._progress = 0;
  18138. this._connected = false;
  18139. this.filters = [];
  18140. }
  18141. getOutput() {
  18142. return this.gain;
  18143. }
  18144. setNodeSource( audioNode ) {
  18145. this.hasPlaybackControl = false;
  18146. this.sourceType = 'audioNode';
  18147. this.source = audioNode;
  18148. this.connect();
  18149. return this;
  18150. }
  18151. setMediaElementSource( mediaElement ) {
  18152. this.hasPlaybackControl = false;
  18153. this.sourceType = 'mediaNode';
  18154. this.source = this.context.createMediaElementSource( mediaElement );
  18155. this.connect();
  18156. return this;
  18157. }
  18158. setMediaStreamSource( mediaStream ) {
  18159. this.hasPlaybackControl = false;
  18160. this.sourceType = 'mediaStreamNode';
  18161. this.source = this.context.createMediaStreamSource( mediaStream );
  18162. this.connect();
  18163. return this;
  18164. }
  18165. setBuffer( audioBuffer ) {
  18166. this.buffer = audioBuffer;
  18167. this.sourceType = 'buffer';
  18168. if ( this.autoplay ) this.play();
  18169. return this;
  18170. }
  18171. play( delay = 0 ) {
  18172. if ( this.isPlaying === true ) {
  18173. console.warn( 'THREE.Audio: Audio is already playing.' );
  18174. return;
  18175. }
  18176. if ( this.hasPlaybackControl === false ) {
  18177. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18178. return;
  18179. }
  18180. this._startedAt = this.context.currentTime + delay;
  18181. const source = this.context.createBufferSource();
  18182. source.buffer = this.buffer;
  18183. source.loop = this.loop;
  18184. source.loopStart = this.loopStart;
  18185. source.loopEnd = this.loopEnd;
  18186. source.onended = this.onEnded.bind( this );
  18187. source.start( this._startedAt, this._progress + this.offset, this.duration );
  18188. this.isPlaying = true;
  18189. this.source = source;
  18190. this.setDetune( this.detune );
  18191. this.setPlaybackRate( this.playbackRate );
  18192. return this.connect();
  18193. }
  18194. pause() {
  18195. if ( this.hasPlaybackControl === false ) {
  18196. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18197. return;
  18198. }
  18199. if ( this.isPlaying === true ) {
  18200. // update current progress
  18201. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  18202. if ( this.loop === true ) {
  18203. // ensure _progress does not exceed duration with looped audios
  18204. this._progress = this._progress % ( this.duration || this.buffer.duration );
  18205. }
  18206. this.source.stop();
  18207. this.source.onended = null;
  18208. this.isPlaying = false;
  18209. }
  18210. return this;
  18211. }
  18212. stop( delay = 0 ) {
  18213. if ( this.hasPlaybackControl === false ) {
  18214. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18215. return;
  18216. }
  18217. this._progress = 0;
  18218. if ( this.source !== null ) {
  18219. this.source.stop( this.context.currentTime + delay );
  18220. this.source.onended = null;
  18221. }
  18222. this.isPlaying = false;
  18223. return this;
  18224. }
  18225. connect() {
  18226. if ( this.filters.length > 0 ) {
  18227. this.source.connect( this.filters[ 0 ] );
  18228. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18229. this.filters[ i - 1 ].connect( this.filters[ i ] );
  18230. }
  18231. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  18232. } else {
  18233. this.source.connect( this.getOutput() );
  18234. }
  18235. this._connected = true;
  18236. return this;
  18237. }
  18238. disconnect() {
  18239. if ( this._connected === false ) {
  18240. return;
  18241. }
  18242. if ( this.filters.length > 0 ) {
  18243. this.source.disconnect( this.filters[ 0 ] );
  18244. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18245. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  18246. }
  18247. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  18248. } else {
  18249. this.source.disconnect( this.getOutput() );
  18250. }
  18251. this._connected = false;
  18252. return this;
  18253. }
  18254. getFilters() {
  18255. return this.filters;
  18256. }
  18257. setFilters( value ) {
  18258. if ( ! value ) value = [];
  18259. if ( this._connected === true ) {
  18260. this.disconnect();
  18261. this.filters = value.slice();
  18262. this.connect();
  18263. } else {
  18264. this.filters = value.slice();
  18265. }
  18266. return this;
  18267. }
  18268. setDetune( value ) {
  18269. this.detune = value;
  18270. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  18271. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  18272. }
  18273. return this;
  18274. }
  18275. getDetune() {
  18276. return this.detune;
  18277. }
  18278. getFilter() {
  18279. return this.getFilters()[ 0 ];
  18280. }
  18281. setFilter( filter ) {
  18282. return this.setFilters( filter ? [ filter ] : [] );
  18283. }
  18284. setPlaybackRate( value ) {
  18285. if ( this.hasPlaybackControl === false ) {
  18286. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18287. return;
  18288. }
  18289. this.playbackRate = value;
  18290. if ( this.isPlaying === true ) {
  18291. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  18292. }
  18293. return this;
  18294. }
  18295. getPlaybackRate() {
  18296. return this.playbackRate;
  18297. }
  18298. onEnded() {
  18299. this.isPlaying = false;
  18300. }
  18301. getLoop() {
  18302. if ( this.hasPlaybackControl === false ) {
  18303. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18304. return false;
  18305. }
  18306. return this.loop;
  18307. }
  18308. setLoop( value ) {
  18309. if ( this.hasPlaybackControl === false ) {
  18310. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18311. return;
  18312. }
  18313. this.loop = value;
  18314. if ( this.isPlaying === true ) {
  18315. this.source.loop = this.loop;
  18316. }
  18317. return this;
  18318. }
  18319. setLoopStart( value ) {
  18320. this.loopStart = value;
  18321. return this;
  18322. }
  18323. setLoopEnd( value ) {
  18324. this.loopEnd = value;
  18325. return this;
  18326. }
  18327. getVolume() {
  18328. return this.gain.gain.value;
  18329. }
  18330. setVolume( value ) {
  18331. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  18332. return this;
  18333. }
  18334. }
  18335. const _position = /*@__PURE__*/ new Vector3();
  18336. const _quaternion = /*@__PURE__*/ new Quaternion();
  18337. const _scale = /*@__PURE__*/ new Vector3();
  18338. const _orientation = /*@__PURE__*/ new Vector3();
  18339. class PositionalAudio extends Audio {
  18340. constructor( listener ) {
  18341. super( listener );
  18342. this.panner = this.context.createPanner();
  18343. this.panner.panningModel = 'HRTF';
  18344. this.panner.connect( this.gain );
  18345. }
  18346. connect() {
  18347. super.connect();
  18348. this.panner.connect( this.gain );
  18349. }
  18350. disconnect() {
  18351. super.disconnect();
  18352. this.panner.disconnect( this.gain );
  18353. }
  18354. getOutput() {
  18355. return this.panner;
  18356. }
  18357. getRefDistance() {
  18358. return this.panner.refDistance;
  18359. }
  18360. setRefDistance( value ) {
  18361. this.panner.refDistance = value;
  18362. return this;
  18363. }
  18364. getRolloffFactor() {
  18365. return this.panner.rolloffFactor;
  18366. }
  18367. setRolloffFactor( value ) {
  18368. this.panner.rolloffFactor = value;
  18369. return this;
  18370. }
  18371. getDistanceModel() {
  18372. return this.panner.distanceModel;
  18373. }
  18374. setDistanceModel( value ) {
  18375. this.panner.distanceModel = value;
  18376. return this;
  18377. }
  18378. getMaxDistance() {
  18379. return this.panner.maxDistance;
  18380. }
  18381. setMaxDistance( value ) {
  18382. this.panner.maxDistance = value;
  18383. return this;
  18384. }
  18385. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  18386. this.panner.coneInnerAngle = coneInnerAngle;
  18387. this.panner.coneOuterAngle = coneOuterAngle;
  18388. this.panner.coneOuterGain = coneOuterGain;
  18389. return this;
  18390. }
  18391. updateMatrixWorld( force ) {
  18392. super.updateMatrixWorld( force );
  18393. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  18394. this.matrixWorld.decompose( _position, _quaternion, _scale );
  18395. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  18396. const panner = this.panner;
  18397. if ( panner.positionX ) {
  18398. // code path for Chrome and Firefox (see #14393)
  18399. const endTime = this.context.currentTime + this.listener.timeDelta;
  18400. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  18401. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  18402. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  18403. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  18404. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  18405. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  18406. } else {
  18407. panner.setPosition( _position.x, _position.y, _position.z );
  18408. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  18409. }
  18410. }
  18411. }
  18412. class AudioAnalyser {
  18413. constructor( audio, fftSize = 2048 ) {
  18414. this.analyser = audio.context.createAnalyser();
  18415. this.analyser.fftSize = fftSize;
  18416. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  18417. audio.getOutput().connect( this.analyser );
  18418. }
  18419. getFrequencyData() {
  18420. this.analyser.getByteFrequencyData( this.data );
  18421. return this.data;
  18422. }
  18423. getAverageFrequency() {
  18424. let value = 0;
  18425. const data = this.getFrequencyData();
  18426. for ( let i = 0; i < data.length; i ++ ) {
  18427. value += data[ i ];
  18428. }
  18429. return value / data.length;
  18430. }
  18431. }
  18432. class PropertyMixer {
  18433. constructor( binding, typeName, valueSize ) {
  18434. this.binding = binding;
  18435. this.valueSize = valueSize;
  18436. let mixFunction,
  18437. mixFunctionAdditive,
  18438. setIdentity;
  18439. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  18440. //
  18441. // interpolators can use .buffer as their .result
  18442. // the data then goes to 'incoming'
  18443. //
  18444. // 'accu0' and 'accu1' are used frame-interleaved for
  18445. // the cumulative result and are compared to detect
  18446. // changes
  18447. //
  18448. // 'orig' stores the original state of the property
  18449. //
  18450. // 'add' is used for additive cumulative results
  18451. //
  18452. // 'work' is optional and is only present for quaternion types. It is used
  18453. // to store intermediate quaternion multiplication results
  18454. switch ( typeName ) {
  18455. case 'quaternion':
  18456. mixFunction = this._slerp;
  18457. mixFunctionAdditive = this._slerpAdditive;
  18458. setIdentity = this._setAdditiveIdentityQuaternion;
  18459. this.buffer = new Float64Array( valueSize * 6 );
  18460. this._workIndex = 5;
  18461. break;
  18462. case 'string':
  18463. case 'bool':
  18464. mixFunction = this._select;
  18465. // Use the regular mix function and for additive on these types,
  18466. // additive is not relevant for non-numeric types
  18467. mixFunctionAdditive = this._select;
  18468. setIdentity = this._setAdditiveIdentityOther;
  18469. this.buffer = new Array( valueSize * 5 );
  18470. break;
  18471. default:
  18472. mixFunction = this._lerp;
  18473. mixFunctionAdditive = this._lerpAdditive;
  18474. setIdentity = this._setAdditiveIdentityNumeric;
  18475. this.buffer = new Float64Array( valueSize * 5 );
  18476. }
  18477. this._mixBufferRegion = mixFunction;
  18478. this._mixBufferRegionAdditive = mixFunctionAdditive;
  18479. this._setIdentity = setIdentity;
  18480. this._origIndex = 3;
  18481. this._addIndex = 4;
  18482. this.cumulativeWeight = 0;
  18483. this.cumulativeWeightAdditive = 0;
  18484. this.useCount = 0;
  18485. this.referenceCount = 0;
  18486. }
  18487. // accumulate data in the 'incoming' region into 'accu<i>'
  18488. accumulate( accuIndex, weight ) {
  18489. // note: happily accumulating nothing when weight = 0, the caller knows
  18490. // the weight and shouldn't have made the call in the first place
  18491. const buffer = this.buffer,
  18492. stride = this.valueSize,
  18493. offset = accuIndex * stride + stride;
  18494. let currentWeight = this.cumulativeWeight;
  18495. if ( currentWeight === 0 ) {
  18496. // accuN := incoming * weight
  18497. for ( let i = 0; i !== stride; ++ i ) {
  18498. buffer[ offset + i ] = buffer[ i ];
  18499. }
  18500. currentWeight = weight;
  18501. } else {
  18502. // accuN := accuN + incoming * weight
  18503. currentWeight += weight;
  18504. const mix = weight / currentWeight;
  18505. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  18506. }
  18507. this.cumulativeWeight = currentWeight;
  18508. }
  18509. // accumulate data in the 'incoming' region into 'add'
  18510. accumulateAdditive( weight ) {
  18511. const buffer = this.buffer,
  18512. stride = this.valueSize,
  18513. offset = stride * this._addIndex;
  18514. if ( this.cumulativeWeightAdditive === 0 ) {
  18515. // add = identity
  18516. this._setIdentity();
  18517. }
  18518. // add := add + incoming * weight
  18519. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  18520. this.cumulativeWeightAdditive += weight;
  18521. }
  18522. // apply the state of 'accu<i>' to the binding when accus differ
  18523. apply( accuIndex ) {
  18524. const stride = this.valueSize,
  18525. buffer = this.buffer,
  18526. offset = accuIndex * stride + stride,
  18527. weight = this.cumulativeWeight,
  18528. weightAdditive = this.cumulativeWeightAdditive,
  18529. binding = this.binding;
  18530. this.cumulativeWeight = 0;
  18531. this.cumulativeWeightAdditive = 0;
  18532. if ( weight < 1 ) {
  18533. // accuN := accuN + original * ( 1 - cumulativeWeight )
  18534. const originalValueOffset = stride * this._origIndex;
  18535. this._mixBufferRegion(
  18536. buffer, offset, originalValueOffset, 1 - weight, stride );
  18537. }
  18538. if ( weightAdditive > 0 ) {
  18539. // accuN := accuN + additive accuN
  18540. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  18541. }
  18542. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  18543. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  18544. // value has changed -> update scene graph
  18545. binding.setValue( buffer, offset );
  18546. break;
  18547. }
  18548. }
  18549. }
  18550. // remember the state of the bound property and copy it to both accus
  18551. saveOriginalState() {
  18552. const binding = this.binding;
  18553. const buffer = this.buffer,
  18554. stride = this.valueSize,
  18555. originalValueOffset = stride * this._origIndex;
  18556. binding.getValue( buffer, originalValueOffset );
  18557. // accu[0..1] := orig -- initially detect changes against the original
  18558. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  18559. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  18560. }
  18561. // Add to identity for additive
  18562. this._setIdentity();
  18563. this.cumulativeWeight = 0;
  18564. this.cumulativeWeightAdditive = 0;
  18565. }
  18566. // apply the state previously taken via 'saveOriginalState' to the binding
  18567. restoreOriginalState() {
  18568. const originalValueOffset = this.valueSize * 3;
  18569. this.binding.setValue( this.buffer, originalValueOffset );
  18570. }
  18571. _setAdditiveIdentityNumeric() {
  18572. const startIndex = this._addIndex * this.valueSize;
  18573. const endIndex = startIndex + this.valueSize;
  18574. for ( let i = startIndex; i < endIndex; i ++ ) {
  18575. this.buffer[ i ] = 0;
  18576. }
  18577. }
  18578. _setAdditiveIdentityQuaternion() {
  18579. this._setAdditiveIdentityNumeric();
  18580. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  18581. }
  18582. _setAdditiveIdentityOther() {
  18583. const startIndex = this._origIndex * this.valueSize;
  18584. const targetIndex = this._addIndex * this.valueSize;
  18585. for ( let i = 0; i < this.valueSize; i ++ ) {
  18586. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  18587. }
  18588. }
  18589. // mix functions
  18590. _select( buffer, dstOffset, srcOffset, t, stride ) {
  18591. if ( t >= 0.5 ) {
  18592. for ( let i = 0; i !== stride; ++ i ) {
  18593. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  18594. }
  18595. }
  18596. }
  18597. _slerp( buffer, dstOffset, srcOffset, t ) {
  18598. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  18599. }
  18600. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18601. const workOffset = this._workIndex * stride;
  18602. // Store result in intermediate buffer offset
  18603. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  18604. // Slerp to the intermediate result
  18605. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  18606. }
  18607. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  18608. const s = 1 - t;
  18609. for ( let i = 0; i !== stride; ++ i ) {
  18610. const j = dstOffset + i;
  18611. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  18612. }
  18613. }
  18614. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18615. for ( let i = 0; i !== stride; ++ i ) {
  18616. const j = dstOffset + i;
  18617. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  18618. }
  18619. }
  18620. }
  18621. // Characters [].:/ are reserved for track binding syntax.
  18622. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  18623. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  18624. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  18625. // only latin characters, and the unicode \p{L} is not yet supported. So
  18626. // instead, we exclude reserved characters and match everything else.
  18627. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  18628. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  18629. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  18630. // be matched to parse the rest of the track name.
  18631. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  18632. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  18633. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  18634. // Object on target node, and accessor. May not contain reserved
  18635. // characters. Accessor may contain any character except closing bracket.
  18636. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  18637. // Property and accessor. May not contain reserved characters. Accessor may
  18638. // contain any non-bracket characters.
  18639. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  18640. const _trackRe = new RegExp( ''
  18641. + '^'
  18642. + _directoryRe
  18643. + _nodeRe
  18644. + _objectRe
  18645. + _propertyRe
  18646. + '$'
  18647. );
  18648. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  18649. class Composite {
  18650. constructor( targetGroup, path, optionalParsedPath ) {
  18651. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  18652. this._targetGroup = targetGroup;
  18653. this._bindings = targetGroup.subscribe_( path, parsedPath );
  18654. }
  18655. getValue( array, offset ) {
  18656. this.bind(); // bind all binding
  18657. const firstValidIndex = this._targetGroup.nCachedObjects_,
  18658. binding = this._bindings[ firstValidIndex ];
  18659. // and only call .getValue on the first
  18660. if ( binding !== undefined ) binding.getValue( array, offset );
  18661. }
  18662. setValue( array, offset ) {
  18663. const bindings = this._bindings;
  18664. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18665. bindings[ i ].setValue( array, offset );
  18666. }
  18667. }
  18668. bind() {
  18669. const bindings = this._bindings;
  18670. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18671. bindings[ i ].bind();
  18672. }
  18673. }
  18674. unbind() {
  18675. const bindings = this._bindings;
  18676. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18677. bindings[ i ].unbind();
  18678. }
  18679. }
  18680. }
  18681. // Note: This class uses a State pattern on a per-method basis:
  18682. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  18683. // prototype version of these methods with one that represents
  18684. // the bound state. When the property is not found, the methods
  18685. // become no-ops.
  18686. class PropertyBinding {
  18687. constructor( rootNode, path, parsedPath ) {
  18688. this.path = path;
  18689. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  18690. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  18691. this.rootNode = rootNode;
  18692. // initial state of these methods that calls 'bind'
  18693. this.getValue = this._getValue_unbound;
  18694. this.setValue = this._setValue_unbound;
  18695. }
  18696. static create( root, path, parsedPath ) {
  18697. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  18698. return new PropertyBinding( root, path, parsedPath );
  18699. } else {
  18700. return new PropertyBinding.Composite( root, path, parsedPath );
  18701. }
  18702. }
  18703. /**
  18704. * Replaces spaces with underscores and removes unsupported characters from
  18705. * node names, to ensure compatibility with parseTrackName().
  18706. *
  18707. * @param {string} name Node name to be sanitized.
  18708. * @return {string}
  18709. */
  18710. static sanitizeNodeName( name ) {
  18711. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  18712. }
  18713. static parseTrackName( trackName ) {
  18714. const matches = _trackRe.exec( trackName );
  18715. if ( matches === null ) {
  18716. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  18717. }
  18718. const results = {
  18719. // directoryName: matches[ 1 ], // (tschw) currently unused
  18720. nodeName: matches[ 2 ],
  18721. objectName: matches[ 3 ],
  18722. objectIndex: matches[ 4 ],
  18723. propertyName: matches[ 5 ], // required
  18724. propertyIndex: matches[ 6 ]
  18725. };
  18726. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  18727. if ( lastDot !== undefined && lastDot !== - 1 ) {
  18728. const objectName = results.nodeName.substring( lastDot + 1 );
  18729. // Object names must be checked against an allowlist. Otherwise, there
  18730. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  18731. // 'bar' could be the objectName, or part of a nodeName (which can
  18732. // include '.' characters).
  18733. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  18734. results.nodeName = results.nodeName.substring( 0, lastDot );
  18735. results.objectName = objectName;
  18736. }
  18737. }
  18738. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  18739. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  18740. }
  18741. return results;
  18742. }
  18743. static findNode( root, nodeName ) {
  18744. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  18745. return root;
  18746. }
  18747. // search into skeleton bones.
  18748. if ( root.skeleton ) {
  18749. const bone = root.skeleton.getBoneByName( nodeName );
  18750. if ( bone !== undefined ) {
  18751. return bone;
  18752. }
  18753. }
  18754. // search into node subtree.
  18755. if ( root.children ) {
  18756. const searchNodeSubtree = function ( children ) {
  18757. for ( let i = 0; i < children.length; i ++ ) {
  18758. const childNode = children[ i ];
  18759. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  18760. return childNode;
  18761. }
  18762. const result = searchNodeSubtree( childNode.children );
  18763. if ( result ) return result;
  18764. }
  18765. return null;
  18766. };
  18767. const subTreeNode = searchNodeSubtree( root.children );
  18768. if ( subTreeNode ) {
  18769. return subTreeNode;
  18770. }
  18771. }
  18772. return null;
  18773. }
  18774. // these are used to "bind" a nonexistent property
  18775. _getValue_unavailable() {}
  18776. _setValue_unavailable() {}
  18777. // Getters
  18778. _getValue_direct( buffer, offset ) {
  18779. buffer[ offset ] = this.targetObject[ this.propertyName ];
  18780. }
  18781. _getValue_array( buffer, offset ) {
  18782. const source = this.resolvedProperty;
  18783. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  18784. buffer[ offset ++ ] = source[ i ];
  18785. }
  18786. }
  18787. _getValue_arrayElement( buffer, offset ) {
  18788. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  18789. }
  18790. _getValue_toArray( buffer, offset ) {
  18791. this.resolvedProperty.toArray( buffer, offset );
  18792. }
  18793. // Direct
  18794. _setValue_direct( buffer, offset ) {
  18795. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18796. }
  18797. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  18798. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18799. this.targetObject.needsUpdate = true;
  18800. }
  18801. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18802. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18803. this.targetObject.matrixWorldNeedsUpdate = true;
  18804. }
  18805. // EntireArray
  18806. _setValue_array( buffer, offset ) {
  18807. const dest = this.resolvedProperty;
  18808. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18809. dest[ i ] = buffer[ offset ++ ];
  18810. }
  18811. }
  18812. _setValue_array_setNeedsUpdate( buffer, offset ) {
  18813. const dest = this.resolvedProperty;
  18814. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18815. dest[ i ] = buffer[ offset ++ ];
  18816. }
  18817. this.targetObject.needsUpdate = true;
  18818. }
  18819. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18820. const dest = this.resolvedProperty;
  18821. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18822. dest[ i ] = buffer[ offset ++ ];
  18823. }
  18824. this.targetObject.matrixWorldNeedsUpdate = true;
  18825. }
  18826. // ArrayElement
  18827. _setValue_arrayElement( buffer, offset ) {
  18828. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18829. }
  18830. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  18831. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18832. this.targetObject.needsUpdate = true;
  18833. }
  18834. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18835. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18836. this.targetObject.matrixWorldNeedsUpdate = true;
  18837. }
  18838. // HasToFromArray
  18839. _setValue_fromArray( buffer, offset ) {
  18840. this.resolvedProperty.fromArray( buffer, offset );
  18841. }
  18842. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  18843. this.resolvedProperty.fromArray( buffer, offset );
  18844. this.targetObject.needsUpdate = true;
  18845. }
  18846. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18847. this.resolvedProperty.fromArray( buffer, offset );
  18848. this.targetObject.matrixWorldNeedsUpdate = true;
  18849. }
  18850. _getValue_unbound( targetArray, offset ) {
  18851. this.bind();
  18852. this.getValue( targetArray, offset );
  18853. }
  18854. _setValue_unbound( sourceArray, offset ) {
  18855. this.bind();
  18856. this.setValue( sourceArray, offset );
  18857. }
  18858. // create getter / setter pair for a property in the scene graph
  18859. bind() {
  18860. let targetObject = this.node;
  18861. const parsedPath = this.parsedPath;
  18862. const objectName = parsedPath.objectName;
  18863. const propertyName = parsedPath.propertyName;
  18864. let propertyIndex = parsedPath.propertyIndex;
  18865. if ( ! targetObject ) {
  18866. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  18867. this.node = targetObject;
  18868. }
  18869. // set fail state so we can just 'return' on error
  18870. this.getValue = this._getValue_unavailable;
  18871. this.setValue = this._setValue_unavailable;
  18872. // ensure there is a value node
  18873. if ( ! targetObject ) {
  18874. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  18875. return;
  18876. }
  18877. if ( objectName ) {
  18878. let objectIndex = parsedPath.objectIndex;
  18879. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  18880. switch ( objectName ) {
  18881. case 'materials':
  18882. if ( ! targetObject.material ) {
  18883. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18884. return;
  18885. }
  18886. if ( ! targetObject.material.materials ) {
  18887. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  18888. return;
  18889. }
  18890. targetObject = targetObject.material.materials;
  18891. break;
  18892. case 'bones':
  18893. if ( ! targetObject.skeleton ) {
  18894. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  18895. return;
  18896. }
  18897. // potential future optimization: skip this if propertyIndex is already an integer
  18898. // and convert the integer string to a true integer.
  18899. targetObject = targetObject.skeleton.bones;
  18900. // support resolving morphTarget names into indices.
  18901. for ( let i = 0; i < targetObject.length; i ++ ) {
  18902. if ( targetObject[ i ].name === objectIndex ) {
  18903. objectIndex = i;
  18904. break;
  18905. }
  18906. }
  18907. break;
  18908. case 'map':
  18909. if ( 'map' in targetObject ) {
  18910. targetObject = targetObject.map;
  18911. break;
  18912. }
  18913. if ( ! targetObject.material ) {
  18914. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18915. return;
  18916. }
  18917. if ( ! targetObject.material.map ) {
  18918. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  18919. return;
  18920. }
  18921. targetObject = targetObject.material.map;
  18922. break;
  18923. default:
  18924. if ( targetObject[ objectName ] === undefined ) {
  18925. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  18926. return;
  18927. }
  18928. targetObject = targetObject[ objectName ];
  18929. }
  18930. if ( objectIndex !== undefined ) {
  18931. if ( targetObject[ objectIndex ] === undefined ) {
  18932. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  18933. return;
  18934. }
  18935. targetObject = targetObject[ objectIndex ];
  18936. }
  18937. }
  18938. // resolve property
  18939. const nodeProperty = targetObject[ propertyName ];
  18940. if ( nodeProperty === undefined ) {
  18941. const nodeName = parsedPath.nodeName;
  18942. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  18943. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  18944. return;
  18945. }
  18946. // determine versioning scheme
  18947. let versioning = this.Versioning.None;
  18948. this.targetObject = targetObject;
  18949. if ( targetObject.needsUpdate !== undefined ) { // material
  18950. versioning = this.Versioning.NeedsUpdate;
  18951. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  18952. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  18953. }
  18954. // determine how the property gets bound
  18955. let bindingType = this.BindingType.Direct;
  18956. if ( propertyIndex !== undefined ) {
  18957. // access a sub element of the property array (only primitives are supported right now)
  18958. if ( propertyName === 'morphTargetInfluences' ) {
  18959. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  18960. // support resolving morphTarget names into indices.
  18961. if ( ! targetObject.geometry ) {
  18962. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  18963. return;
  18964. }
  18965. if ( ! targetObject.geometry.morphAttributes ) {
  18966. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  18967. return;
  18968. }
  18969. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  18970. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  18971. }
  18972. }
  18973. bindingType = this.BindingType.ArrayElement;
  18974. this.resolvedProperty = nodeProperty;
  18975. this.propertyIndex = propertyIndex;
  18976. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  18977. // must use copy for Object3D.Euler/Quaternion
  18978. bindingType = this.BindingType.HasFromToArray;
  18979. this.resolvedProperty = nodeProperty;
  18980. } else if ( Array.isArray( nodeProperty ) ) {
  18981. bindingType = this.BindingType.EntireArray;
  18982. this.resolvedProperty = nodeProperty;
  18983. } else {
  18984. this.propertyName = propertyName;
  18985. }
  18986. // select getter / setter
  18987. this.getValue = this.GetterByBindingType[ bindingType ];
  18988. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  18989. }
  18990. unbind() {
  18991. this.node = null;
  18992. // back to the prototype version of getValue / setValue
  18993. // note: avoiding to mutate the shape of 'this' via 'delete'
  18994. this.getValue = this._getValue_unbound;
  18995. this.setValue = this._setValue_unbound;
  18996. }
  18997. }
  18998. PropertyBinding.Composite = Composite;
  18999. PropertyBinding.prototype.BindingType = {
  19000. Direct: 0,
  19001. EntireArray: 1,
  19002. ArrayElement: 2,
  19003. HasFromToArray: 3
  19004. };
  19005. PropertyBinding.prototype.Versioning = {
  19006. None: 0,
  19007. NeedsUpdate: 1,
  19008. MatrixWorldNeedsUpdate: 2
  19009. };
  19010. PropertyBinding.prototype.GetterByBindingType = [
  19011. PropertyBinding.prototype._getValue_direct,
  19012. PropertyBinding.prototype._getValue_array,
  19013. PropertyBinding.prototype._getValue_arrayElement,
  19014. PropertyBinding.prototype._getValue_toArray,
  19015. ];
  19016. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  19017. [
  19018. // Direct
  19019. PropertyBinding.prototype._setValue_direct,
  19020. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  19021. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  19022. ], [
  19023. // EntireArray
  19024. PropertyBinding.prototype._setValue_array,
  19025. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  19026. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  19027. ], [
  19028. // ArrayElement
  19029. PropertyBinding.prototype._setValue_arrayElement,
  19030. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  19031. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  19032. ], [
  19033. // HasToFromArray
  19034. PropertyBinding.prototype._setValue_fromArray,
  19035. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  19036. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  19037. ]
  19038. ];
  19039. /**
  19040. *
  19041. * A group of objects that receives a shared animation state.
  19042. *
  19043. * Usage:
  19044. *
  19045. * - Add objects you would otherwise pass as 'root' to the
  19046. * constructor or the .clipAction method of AnimationMixer.
  19047. *
  19048. * - Instead pass this object as 'root'.
  19049. *
  19050. * - You can also add and remove objects later when the mixer
  19051. * is running.
  19052. *
  19053. * Note:
  19054. *
  19055. * Objects of this class appear as one object to the mixer,
  19056. * so cache control of the individual objects must be done
  19057. * on the group.
  19058. *
  19059. * Limitation:
  19060. *
  19061. * - The animated properties must be compatible among the
  19062. * all objects in the group.
  19063. *
  19064. * - A single property can either be controlled through a
  19065. * target group or directly, but not both.
  19066. */
  19067. class AnimationObjectGroup {
  19068. constructor() {
  19069. this.isAnimationObjectGroup = true;
  19070. this.uuid = generateUUID();
  19071. // cached objects followed by the active ones
  19072. this._objects = Array.prototype.slice.call( arguments );
  19073. this.nCachedObjects_ = 0; // threshold
  19074. // note: read by PropertyBinding.Composite
  19075. const indices = {};
  19076. this._indicesByUUID = indices; // for bookkeeping
  19077. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19078. indices[ arguments[ i ].uuid ] = i;
  19079. }
  19080. this._paths = []; // inside: string
  19081. this._parsedPaths = []; // inside: { we don't care, here }
  19082. this._bindings = []; // inside: Array< PropertyBinding >
  19083. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  19084. const scope = this;
  19085. this.stats = {
  19086. objects: {
  19087. get total() {
  19088. return scope._objects.length;
  19089. },
  19090. get inUse() {
  19091. return this.total - scope.nCachedObjects_;
  19092. }
  19093. },
  19094. get bindingsPerObject() {
  19095. return scope._bindings.length;
  19096. }
  19097. };
  19098. }
  19099. add() {
  19100. const objects = this._objects,
  19101. indicesByUUID = this._indicesByUUID,
  19102. paths = this._paths,
  19103. parsedPaths = this._parsedPaths,
  19104. bindings = this._bindings,
  19105. nBindings = bindings.length;
  19106. let knownObject = undefined,
  19107. nObjects = objects.length,
  19108. nCachedObjects = this.nCachedObjects_;
  19109. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19110. const object = arguments[ i ],
  19111. uuid = object.uuid;
  19112. let index = indicesByUUID[ uuid ];
  19113. if ( index === undefined ) {
  19114. // unknown object -> add it to the ACTIVE region
  19115. index = nObjects ++;
  19116. indicesByUUID[ uuid ] = index;
  19117. objects.push( object );
  19118. // accounting is done, now do the same for all bindings
  19119. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19120. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  19121. }
  19122. } else if ( index < nCachedObjects ) {
  19123. knownObject = objects[ index ];
  19124. // move existing object to the ACTIVE region
  19125. const firstActiveIndex = -- nCachedObjects,
  19126. lastCachedObject = objects[ firstActiveIndex ];
  19127. indicesByUUID[ lastCachedObject.uuid ] = index;
  19128. objects[ index ] = lastCachedObject;
  19129. indicesByUUID[ uuid ] = firstActiveIndex;
  19130. objects[ firstActiveIndex ] = object;
  19131. // accounting is done, now do the same for all bindings
  19132. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19133. const bindingsForPath = bindings[ j ],
  19134. lastCached = bindingsForPath[ firstActiveIndex ];
  19135. let binding = bindingsForPath[ index ];
  19136. bindingsForPath[ index ] = lastCached;
  19137. if ( binding === undefined ) {
  19138. // since we do not bother to create new bindings
  19139. // for objects that are cached, the binding may
  19140. // or may not exist
  19141. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  19142. }
  19143. bindingsForPath[ firstActiveIndex ] = binding;
  19144. }
  19145. } else if ( objects[ index ] !== knownObject ) {
  19146. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  19147. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  19148. } // else the object is already where we want it to be
  19149. } // for arguments
  19150. this.nCachedObjects_ = nCachedObjects;
  19151. }
  19152. remove() {
  19153. const objects = this._objects,
  19154. indicesByUUID = this._indicesByUUID,
  19155. bindings = this._bindings,
  19156. nBindings = bindings.length;
  19157. let nCachedObjects = this.nCachedObjects_;
  19158. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19159. const object = arguments[ i ],
  19160. uuid = object.uuid,
  19161. index = indicesByUUID[ uuid ];
  19162. if ( index !== undefined && index >= nCachedObjects ) {
  19163. // move existing object into the CACHED region
  19164. const lastCachedIndex = nCachedObjects ++,
  19165. firstActiveObject = objects[ lastCachedIndex ];
  19166. indicesByUUID[ firstActiveObject.uuid ] = index;
  19167. objects[ index ] = firstActiveObject;
  19168. indicesByUUID[ uuid ] = lastCachedIndex;
  19169. objects[ lastCachedIndex ] = object;
  19170. // accounting is done, now do the same for all bindings
  19171. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19172. const bindingsForPath = bindings[ j ],
  19173. firstActive = bindingsForPath[ lastCachedIndex ],
  19174. binding = bindingsForPath[ index ];
  19175. bindingsForPath[ index ] = firstActive;
  19176. bindingsForPath[ lastCachedIndex ] = binding;
  19177. }
  19178. }
  19179. } // for arguments
  19180. this.nCachedObjects_ = nCachedObjects;
  19181. }
  19182. // remove & forget
  19183. uncache() {
  19184. const objects = this._objects,
  19185. indicesByUUID = this._indicesByUUID,
  19186. bindings = this._bindings,
  19187. nBindings = bindings.length;
  19188. let nCachedObjects = this.nCachedObjects_,
  19189. nObjects = objects.length;
  19190. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19191. const object = arguments[ i ],
  19192. uuid = object.uuid,
  19193. index = indicesByUUID[ uuid ];
  19194. if ( index !== undefined ) {
  19195. delete indicesByUUID[ uuid ];
  19196. if ( index < nCachedObjects ) {
  19197. // object is cached, shrink the CACHED region
  19198. const firstActiveIndex = -- nCachedObjects,
  19199. lastCachedObject = objects[ firstActiveIndex ],
  19200. lastIndex = -- nObjects,
  19201. lastObject = objects[ lastIndex ];
  19202. // last cached object takes this object's place
  19203. indicesByUUID[ lastCachedObject.uuid ] = index;
  19204. objects[ index ] = lastCachedObject;
  19205. // last object goes to the activated slot and pop
  19206. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  19207. objects[ firstActiveIndex ] = lastObject;
  19208. objects.pop();
  19209. // accounting is done, now do the same for all bindings
  19210. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19211. const bindingsForPath = bindings[ j ],
  19212. lastCached = bindingsForPath[ firstActiveIndex ],
  19213. last = bindingsForPath[ lastIndex ];
  19214. bindingsForPath[ index ] = lastCached;
  19215. bindingsForPath[ firstActiveIndex ] = last;
  19216. bindingsForPath.pop();
  19217. }
  19218. } else {
  19219. // object is active, just swap with the last and pop
  19220. const lastIndex = -- nObjects,
  19221. lastObject = objects[ lastIndex ];
  19222. if ( lastIndex > 0 ) {
  19223. indicesByUUID[ lastObject.uuid ] = index;
  19224. }
  19225. objects[ index ] = lastObject;
  19226. objects.pop();
  19227. // accounting is done, now do the same for all bindings
  19228. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19229. const bindingsForPath = bindings[ j ];
  19230. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  19231. bindingsForPath.pop();
  19232. }
  19233. } // cached or active
  19234. } // if object is known
  19235. } // for arguments
  19236. this.nCachedObjects_ = nCachedObjects;
  19237. }
  19238. // Internal interface used by befriended PropertyBinding.Composite:
  19239. subscribe_( path, parsedPath ) {
  19240. // returns an array of bindings for the given path that is changed
  19241. // according to the contained objects in the group
  19242. const indicesByPath = this._bindingsIndicesByPath;
  19243. let index = indicesByPath[ path ];
  19244. const bindings = this._bindings;
  19245. if ( index !== undefined ) return bindings[ index ];
  19246. const paths = this._paths,
  19247. parsedPaths = this._parsedPaths,
  19248. objects = this._objects,
  19249. nObjects = objects.length,
  19250. nCachedObjects = this.nCachedObjects_,
  19251. bindingsForPath = new Array( nObjects );
  19252. index = bindings.length;
  19253. indicesByPath[ path ] = index;
  19254. paths.push( path );
  19255. parsedPaths.push( parsedPath );
  19256. bindings.push( bindingsForPath );
  19257. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  19258. const object = objects[ i ];
  19259. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  19260. }
  19261. return bindingsForPath;
  19262. }
  19263. unsubscribe_( path ) {
  19264. // tells the group to forget about a property path and no longer
  19265. // update the array previously obtained with 'subscribe_'
  19266. const indicesByPath = this._bindingsIndicesByPath,
  19267. index = indicesByPath[ path ];
  19268. if ( index !== undefined ) {
  19269. const paths = this._paths,
  19270. parsedPaths = this._parsedPaths,
  19271. bindings = this._bindings,
  19272. lastBindingsIndex = bindings.length - 1,
  19273. lastBindings = bindings[ lastBindingsIndex ],
  19274. lastBindingsPath = path[ lastBindingsIndex ];
  19275. indicesByPath[ lastBindingsPath ] = index;
  19276. bindings[ index ] = lastBindings;
  19277. bindings.pop();
  19278. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  19279. parsedPaths.pop();
  19280. paths[ index ] = paths[ lastBindingsIndex ];
  19281. paths.pop();
  19282. }
  19283. }
  19284. }
  19285. class AnimationAction {
  19286. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  19287. this._mixer = mixer;
  19288. this._clip = clip;
  19289. this._localRoot = localRoot;
  19290. this.blendMode = blendMode;
  19291. const tracks = clip.tracks,
  19292. nTracks = tracks.length,
  19293. interpolants = new Array( nTracks );
  19294. const interpolantSettings = {
  19295. endingStart: ZeroCurvatureEnding,
  19296. endingEnd: ZeroCurvatureEnding
  19297. };
  19298. for ( let i = 0; i !== nTracks; ++ i ) {
  19299. const interpolant = tracks[ i ].createInterpolant( null );
  19300. interpolants[ i ] = interpolant;
  19301. interpolant.settings = interpolantSettings;
  19302. }
  19303. this._interpolantSettings = interpolantSettings;
  19304. this._interpolants = interpolants; // bound by the mixer
  19305. // inside: PropertyMixer (managed by the mixer)
  19306. this._propertyBindings = new Array( nTracks );
  19307. this._cacheIndex = null; // for the memory manager
  19308. this._byClipCacheIndex = null; // for the memory manager
  19309. this._timeScaleInterpolant = null;
  19310. this._weightInterpolant = null;
  19311. this.loop = LoopRepeat;
  19312. this._loopCount = - 1;
  19313. // global mixer time when the action is to be started
  19314. // it's set back to 'null' upon start of the action
  19315. this._startTime = null;
  19316. // scaled local time of the action
  19317. // gets clamped or wrapped to 0..clip.duration according to loop
  19318. this.time = 0;
  19319. this.timeScale = 1;
  19320. this._effectiveTimeScale = 1;
  19321. this.weight = 1;
  19322. this._effectiveWeight = 1;
  19323. this.repetitions = Infinity; // no. of repetitions when looping
  19324. this.paused = false; // true -> zero effective time scale
  19325. this.enabled = true; // false -> zero effective weight
  19326. this.clampWhenFinished = false;// keep feeding the last frame?
  19327. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  19328. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  19329. }
  19330. // State & Scheduling
  19331. play() {
  19332. this._mixer._activateAction( this );
  19333. return this;
  19334. }
  19335. stop() {
  19336. this._mixer._deactivateAction( this );
  19337. return this.reset();
  19338. }
  19339. reset() {
  19340. this.paused = false;
  19341. this.enabled = true;
  19342. this.time = 0; // restart clip
  19343. this._loopCount = - 1;// forget previous loops
  19344. this._startTime = null;// forget scheduling
  19345. return this.stopFading().stopWarping();
  19346. }
  19347. isRunning() {
  19348. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  19349. this._startTime === null && this._mixer._isActiveAction( this );
  19350. }
  19351. // return true when play has been called
  19352. isScheduled() {
  19353. return this._mixer._isActiveAction( this );
  19354. }
  19355. startAt( time ) {
  19356. this._startTime = time;
  19357. return this;
  19358. }
  19359. setLoop( mode, repetitions ) {
  19360. this.loop = mode;
  19361. this.repetitions = repetitions;
  19362. return this;
  19363. }
  19364. // Weight
  19365. // set the weight stopping any scheduled fading
  19366. // although .enabled = false yields an effective weight of zero, this
  19367. // method does *not* change .enabled, because it would be confusing
  19368. setEffectiveWeight( weight ) {
  19369. this.weight = weight;
  19370. // note: same logic as when updated at runtime
  19371. this._effectiveWeight = this.enabled ? weight : 0;
  19372. return this.stopFading();
  19373. }
  19374. // return the weight considering fading and .enabled
  19375. getEffectiveWeight() {
  19376. return this._effectiveWeight;
  19377. }
  19378. fadeIn( duration ) {
  19379. return this._scheduleFading( duration, 0, 1 );
  19380. }
  19381. fadeOut( duration ) {
  19382. return this._scheduleFading( duration, 1, 0 );
  19383. }
  19384. crossFadeFrom( fadeOutAction, duration, warp ) {
  19385. fadeOutAction.fadeOut( duration );
  19386. this.fadeIn( duration );
  19387. if ( warp ) {
  19388. const fadeInDuration = this._clip.duration,
  19389. fadeOutDuration = fadeOutAction._clip.duration,
  19390. startEndRatio = fadeOutDuration / fadeInDuration,
  19391. endStartRatio = fadeInDuration / fadeOutDuration;
  19392. fadeOutAction.warp( 1.0, startEndRatio, duration );
  19393. this.warp( endStartRatio, 1.0, duration );
  19394. }
  19395. return this;
  19396. }
  19397. crossFadeTo( fadeInAction, duration, warp ) {
  19398. return fadeInAction.crossFadeFrom( this, duration, warp );
  19399. }
  19400. stopFading() {
  19401. const weightInterpolant = this._weightInterpolant;
  19402. if ( weightInterpolant !== null ) {
  19403. this._weightInterpolant = null;
  19404. this._mixer._takeBackControlInterpolant( weightInterpolant );
  19405. }
  19406. return this;
  19407. }
  19408. // Time Scale Control
  19409. // set the time scale stopping any scheduled warping
  19410. // although .paused = true yields an effective time scale of zero, this
  19411. // method does *not* change .paused, because it would be confusing
  19412. setEffectiveTimeScale( timeScale ) {
  19413. this.timeScale = timeScale;
  19414. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  19415. return this.stopWarping();
  19416. }
  19417. // return the time scale considering warping and .paused
  19418. getEffectiveTimeScale() {
  19419. return this._effectiveTimeScale;
  19420. }
  19421. setDuration( duration ) {
  19422. this.timeScale = this._clip.duration / duration;
  19423. return this.stopWarping();
  19424. }
  19425. syncWith( action ) {
  19426. this.time = action.time;
  19427. this.timeScale = action.timeScale;
  19428. return this.stopWarping();
  19429. }
  19430. halt( duration ) {
  19431. return this.warp( this._effectiveTimeScale, 0, duration );
  19432. }
  19433. warp( startTimeScale, endTimeScale, duration ) {
  19434. const mixer = this._mixer,
  19435. now = mixer.time,
  19436. timeScale = this.timeScale;
  19437. let interpolant = this._timeScaleInterpolant;
  19438. if ( interpolant === null ) {
  19439. interpolant = mixer._lendControlInterpolant();
  19440. this._timeScaleInterpolant = interpolant;
  19441. }
  19442. const times = interpolant.parameterPositions,
  19443. values = interpolant.sampleValues;
  19444. times[ 0 ] = now;
  19445. times[ 1 ] = now + duration;
  19446. values[ 0 ] = startTimeScale / timeScale;
  19447. values[ 1 ] = endTimeScale / timeScale;
  19448. return this;
  19449. }
  19450. stopWarping() {
  19451. const timeScaleInterpolant = this._timeScaleInterpolant;
  19452. if ( timeScaleInterpolant !== null ) {
  19453. this._timeScaleInterpolant = null;
  19454. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  19455. }
  19456. return this;
  19457. }
  19458. // Object Accessors
  19459. getMixer() {
  19460. return this._mixer;
  19461. }
  19462. getClip() {
  19463. return this._clip;
  19464. }
  19465. getRoot() {
  19466. return this._localRoot || this._mixer._root;
  19467. }
  19468. // Interna
  19469. _update( time, deltaTime, timeDirection, accuIndex ) {
  19470. // called by the mixer
  19471. if ( ! this.enabled ) {
  19472. // call ._updateWeight() to update ._effectiveWeight
  19473. this._updateWeight( time );
  19474. return;
  19475. }
  19476. const startTime = this._startTime;
  19477. if ( startTime !== null ) {
  19478. // check for scheduled start of action
  19479. const timeRunning = ( time - startTime ) * timeDirection;
  19480. if ( timeRunning < 0 || timeDirection === 0 ) {
  19481. deltaTime = 0;
  19482. } else {
  19483. this._startTime = null; // unschedule
  19484. deltaTime = timeDirection * timeRunning;
  19485. }
  19486. }
  19487. // apply time scale and advance time
  19488. deltaTime *= this._updateTimeScale( time );
  19489. const clipTime = this._updateTime( deltaTime );
  19490. // note: _updateTime may disable the action resulting in
  19491. // an effective weight of 0
  19492. const weight = this._updateWeight( time );
  19493. if ( weight > 0 ) {
  19494. const interpolants = this._interpolants;
  19495. const propertyMixers = this._propertyBindings;
  19496. switch ( this.blendMode ) {
  19497. case AdditiveAnimationBlendMode:
  19498. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19499. interpolants[ j ].evaluate( clipTime );
  19500. propertyMixers[ j ].accumulateAdditive( weight );
  19501. }
  19502. break;
  19503. case NormalAnimationBlendMode:
  19504. default:
  19505. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19506. interpolants[ j ].evaluate( clipTime );
  19507. propertyMixers[ j ].accumulate( accuIndex, weight );
  19508. }
  19509. }
  19510. }
  19511. }
  19512. _updateWeight( time ) {
  19513. let weight = 0;
  19514. if ( this.enabled ) {
  19515. weight = this.weight;
  19516. const interpolant = this._weightInterpolant;
  19517. if ( interpolant !== null ) {
  19518. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19519. weight *= interpolantValue;
  19520. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19521. this.stopFading();
  19522. if ( interpolantValue === 0 ) {
  19523. // faded out, disable
  19524. this.enabled = false;
  19525. }
  19526. }
  19527. }
  19528. }
  19529. this._effectiveWeight = weight;
  19530. return weight;
  19531. }
  19532. _updateTimeScale( time ) {
  19533. let timeScale = 0;
  19534. if ( ! this.paused ) {
  19535. timeScale = this.timeScale;
  19536. const interpolant = this._timeScaleInterpolant;
  19537. if ( interpolant !== null ) {
  19538. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19539. timeScale *= interpolantValue;
  19540. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19541. this.stopWarping();
  19542. if ( timeScale === 0 ) {
  19543. // motion has halted, pause
  19544. this.paused = true;
  19545. } else {
  19546. // warp done - apply final time scale
  19547. this.timeScale = timeScale;
  19548. }
  19549. }
  19550. }
  19551. }
  19552. this._effectiveTimeScale = timeScale;
  19553. return timeScale;
  19554. }
  19555. _updateTime( deltaTime ) {
  19556. const duration = this._clip.duration;
  19557. const loop = this.loop;
  19558. let time = this.time + deltaTime;
  19559. let loopCount = this._loopCount;
  19560. const pingPong = ( loop === LoopPingPong );
  19561. if ( deltaTime === 0 ) {
  19562. if ( loopCount === - 1 ) return time;
  19563. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  19564. }
  19565. if ( loop === LoopOnce ) {
  19566. if ( loopCount === - 1 ) {
  19567. // just started
  19568. this._loopCount = 0;
  19569. this._setEndings( true, true, false );
  19570. }
  19571. handle_stop: {
  19572. if ( time >= duration ) {
  19573. time = duration;
  19574. } else if ( time < 0 ) {
  19575. time = 0;
  19576. } else {
  19577. this.time = time;
  19578. break handle_stop;
  19579. }
  19580. if ( this.clampWhenFinished ) this.paused = true;
  19581. else this.enabled = false;
  19582. this.time = time;
  19583. this._mixer.dispatchEvent( {
  19584. type: 'finished', action: this,
  19585. direction: deltaTime < 0 ? - 1 : 1
  19586. } );
  19587. }
  19588. } else { // repetitive Repeat or PingPong
  19589. if ( loopCount === - 1 ) {
  19590. // just started
  19591. if ( deltaTime >= 0 ) {
  19592. loopCount = 0;
  19593. this._setEndings( true, this.repetitions === 0, pingPong );
  19594. } else {
  19595. // when looping in reverse direction, the initial
  19596. // transition through zero counts as a repetition,
  19597. // so leave loopCount at -1
  19598. this._setEndings( this.repetitions === 0, true, pingPong );
  19599. }
  19600. }
  19601. if ( time >= duration || time < 0 ) {
  19602. // wrap around
  19603. const loopDelta = Math.floor( time / duration ); // signed
  19604. time -= duration * loopDelta;
  19605. loopCount += Math.abs( loopDelta );
  19606. const pending = this.repetitions - loopCount;
  19607. if ( pending <= 0 ) {
  19608. // have to stop (switch state, clamp time, fire event)
  19609. if ( this.clampWhenFinished ) this.paused = true;
  19610. else this.enabled = false;
  19611. time = deltaTime > 0 ? duration : 0;
  19612. this.time = time;
  19613. this._mixer.dispatchEvent( {
  19614. type: 'finished', action: this,
  19615. direction: deltaTime > 0 ? 1 : - 1
  19616. } );
  19617. } else {
  19618. // keep running
  19619. if ( pending === 1 ) {
  19620. // entering the last round
  19621. const atStart = deltaTime < 0;
  19622. this._setEndings( atStart, ! atStart, pingPong );
  19623. } else {
  19624. this._setEndings( false, false, pingPong );
  19625. }
  19626. this._loopCount = loopCount;
  19627. this.time = time;
  19628. this._mixer.dispatchEvent( {
  19629. type: 'loop', action: this, loopDelta: loopDelta
  19630. } );
  19631. }
  19632. } else {
  19633. this.time = time;
  19634. }
  19635. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  19636. // invert time for the "pong round"
  19637. return duration - time;
  19638. }
  19639. }
  19640. return time;
  19641. }
  19642. _setEndings( atStart, atEnd, pingPong ) {
  19643. const settings = this._interpolantSettings;
  19644. if ( pingPong ) {
  19645. settings.endingStart = ZeroSlopeEnding;
  19646. settings.endingEnd = ZeroSlopeEnding;
  19647. } else {
  19648. // assuming for LoopOnce atStart == atEnd == true
  19649. if ( atStart ) {
  19650. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19651. } else {
  19652. settings.endingStart = WrapAroundEnding;
  19653. }
  19654. if ( atEnd ) {
  19655. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19656. } else {
  19657. settings.endingEnd = WrapAroundEnding;
  19658. }
  19659. }
  19660. }
  19661. _scheduleFading( duration, weightNow, weightThen ) {
  19662. const mixer = this._mixer, now = mixer.time;
  19663. let interpolant = this._weightInterpolant;
  19664. if ( interpolant === null ) {
  19665. interpolant = mixer._lendControlInterpolant();
  19666. this._weightInterpolant = interpolant;
  19667. }
  19668. const times = interpolant.parameterPositions,
  19669. values = interpolant.sampleValues;
  19670. times[ 0 ] = now;
  19671. values[ 0 ] = weightNow;
  19672. times[ 1 ] = now + duration;
  19673. values[ 1 ] = weightThen;
  19674. return this;
  19675. }
  19676. }
  19677. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  19678. class AnimationMixer extends EventDispatcher {
  19679. constructor( root ) {
  19680. super();
  19681. this._root = root;
  19682. this._initMemoryManager();
  19683. this._accuIndex = 0;
  19684. this.time = 0;
  19685. this.timeScale = 1.0;
  19686. }
  19687. _bindAction( action, prototypeAction ) {
  19688. const root = action._localRoot || this._root,
  19689. tracks = action._clip.tracks,
  19690. nTracks = tracks.length,
  19691. bindings = action._propertyBindings,
  19692. interpolants = action._interpolants,
  19693. rootUuid = root.uuid,
  19694. bindingsByRoot = this._bindingsByRootAndName;
  19695. let bindingsByName = bindingsByRoot[ rootUuid ];
  19696. if ( bindingsByName === undefined ) {
  19697. bindingsByName = {};
  19698. bindingsByRoot[ rootUuid ] = bindingsByName;
  19699. }
  19700. for ( let i = 0; i !== nTracks; ++ i ) {
  19701. const track = tracks[ i ],
  19702. trackName = track.name;
  19703. let binding = bindingsByName[ trackName ];
  19704. if ( binding !== undefined ) {
  19705. ++ binding.referenceCount;
  19706. bindings[ i ] = binding;
  19707. } else {
  19708. binding = bindings[ i ];
  19709. if ( binding !== undefined ) {
  19710. // existing binding, make sure the cache knows
  19711. if ( binding._cacheIndex === null ) {
  19712. ++ binding.referenceCount;
  19713. this._addInactiveBinding( binding, rootUuid, trackName );
  19714. }
  19715. continue;
  19716. }
  19717. const path = prototypeAction && prototypeAction.
  19718. _propertyBindings[ i ].binding.parsedPath;
  19719. binding = new PropertyMixer(
  19720. PropertyBinding.create( root, trackName, path ),
  19721. track.ValueTypeName, track.getValueSize() );
  19722. ++ binding.referenceCount;
  19723. this._addInactiveBinding( binding, rootUuid, trackName );
  19724. bindings[ i ] = binding;
  19725. }
  19726. interpolants[ i ].resultBuffer = binding.buffer;
  19727. }
  19728. }
  19729. _activateAction( action ) {
  19730. if ( ! this._isActiveAction( action ) ) {
  19731. if ( action._cacheIndex === null ) {
  19732. // this action has been forgotten by the cache, but the user
  19733. // appears to be still using it -> rebind
  19734. const rootUuid = ( action._localRoot || this._root ).uuid,
  19735. clipUuid = action._clip.uuid,
  19736. actionsForClip = this._actionsByClip[ clipUuid ];
  19737. this._bindAction( action,
  19738. actionsForClip && actionsForClip.knownActions[ 0 ] );
  19739. this._addInactiveAction( action, clipUuid, rootUuid );
  19740. }
  19741. const bindings = action._propertyBindings;
  19742. // increment reference counts / sort out state
  19743. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19744. const binding = bindings[ i ];
  19745. if ( binding.useCount ++ === 0 ) {
  19746. this._lendBinding( binding );
  19747. binding.saveOriginalState();
  19748. }
  19749. }
  19750. this._lendAction( action );
  19751. }
  19752. }
  19753. _deactivateAction( action ) {
  19754. if ( this._isActiveAction( action ) ) {
  19755. const bindings = action._propertyBindings;
  19756. // decrement reference counts / sort out state
  19757. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19758. const binding = bindings[ i ];
  19759. if ( -- binding.useCount === 0 ) {
  19760. binding.restoreOriginalState();
  19761. this._takeBackBinding( binding );
  19762. }
  19763. }
  19764. this._takeBackAction( action );
  19765. }
  19766. }
  19767. // Memory manager
  19768. _initMemoryManager() {
  19769. this._actions = []; // 'nActiveActions' followed by inactive ones
  19770. this._nActiveActions = 0;
  19771. this._actionsByClip = {};
  19772. // inside:
  19773. // {
  19774. // knownActions: Array< AnimationAction > - used as prototypes
  19775. // actionByRoot: AnimationAction - lookup
  19776. // }
  19777. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  19778. this._nActiveBindings = 0;
  19779. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  19780. this._controlInterpolants = []; // same game as above
  19781. this._nActiveControlInterpolants = 0;
  19782. const scope = this;
  19783. this.stats = {
  19784. actions: {
  19785. get total() {
  19786. return scope._actions.length;
  19787. },
  19788. get inUse() {
  19789. return scope._nActiveActions;
  19790. }
  19791. },
  19792. bindings: {
  19793. get total() {
  19794. return scope._bindings.length;
  19795. },
  19796. get inUse() {
  19797. return scope._nActiveBindings;
  19798. }
  19799. },
  19800. controlInterpolants: {
  19801. get total() {
  19802. return scope._controlInterpolants.length;
  19803. },
  19804. get inUse() {
  19805. return scope._nActiveControlInterpolants;
  19806. }
  19807. }
  19808. };
  19809. }
  19810. // Memory management for AnimationAction objects
  19811. _isActiveAction( action ) {
  19812. const index = action._cacheIndex;
  19813. return index !== null && index < this._nActiveActions;
  19814. }
  19815. _addInactiveAction( action, clipUuid, rootUuid ) {
  19816. const actions = this._actions,
  19817. actionsByClip = this._actionsByClip;
  19818. let actionsForClip = actionsByClip[ clipUuid ];
  19819. if ( actionsForClip === undefined ) {
  19820. actionsForClip = {
  19821. knownActions: [ action ],
  19822. actionByRoot: {}
  19823. };
  19824. action._byClipCacheIndex = 0;
  19825. actionsByClip[ clipUuid ] = actionsForClip;
  19826. } else {
  19827. const knownActions = actionsForClip.knownActions;
  19828. action._byClipCacheIndex = knownActions.length;
  19829. knownActions.push( action );
  19830. }
  19831. action._cacheIndex = actions.length;
  19832. actions.push( action );
  19833. actionsForClip.actionByRoot[ rootUuid ] = action;
  19834. }
  19835. _removeInactiveAction( action ) {
  19836. const actions = this._actions,
  19837. lastInactiveAction = actions[ actions.length - 1 ],
  19838. cacheIndex = action._cacheIndex;
  19839. lastInactiveAction._cacheIndex = cacheIndex;
  19840. actions[ cacheIndex ] = lastInactiveAction;
  19841. actions.pop();
  19842. action._cacheIndex = null;
  19843. const clipUuid = action._clip.uuid,
  19844. actionsByClip = this._actionsByClip,
  19845. actionsForClip = actionsByClip[ clipUuid ],
  19846. knownActionsForClip = actionsForClip.knownActions,
  19847. lastKnownAction =
  19848. knownActionsForClip[ knownActionsForClip.length - 1 ],
  19849. byClipCacheIndex = action._byClipCacheIndex;
  19850. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  19851. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  19852. knownActionsForClip.pop();
  19853. action._byClipCacheIndex = null;
  19854. const actionByRoot = actionsForClip.actionByRoot,
  19855. rootUuid = ( action._localRoot || this._root ).uuid;
  19856. delete actionByRoot[ rootUuid ];
  19857. if ( knownActionsForClip.length === 0 ) {
  19858. delete actionsByClip[ clipUuid ];
  19859. }
  19860. this._removeInactiveBindingsForAction( action );
  19861. }
  19862. _removeInactiveBindingsForAction( action ) {
  19863. const bindings = action._propertyBindings;
  19864. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19865. const binding = bindings[ i ];
  19866. if ( -- binding.referenceCount === 0 ) {
  19867. this._removeInactiveBinding( binding );
  19868. }
  19869. }
  19870. }
  19871. _lendAction( action ) {
  19872. // [ active actions | inactive actions ]
  19873. // [ active actions >| inactive actions ]
  19874. // s a
  19875. // <-swap->
  19876. // a s
  19877. const actions = this._actions,
  19878. prevIndex = action._cacheIndex,
  19879. lastActiveIndex = this._nActiveActions ++,
  19880. firstInactiveAction = actions[ lastActiveIndex ];
  19881. action._cacheIndex = lastActiveIndex;
  19882. actions[ lastActiveIndex ] = action;
  19883. firstInactiveAction._cacheIndex = prevIndex;
  19884. actions[ prevIndex ] = firstInactiveAction;
  19885. }
  19886. _takeBackAction( action ) {
  19887. // [ active actions | inactive actions ]
  19888. // [ active actions |< inactive actions ]
  19889. // a s
  19890. // <-swap->
  19891. // s a
  19892. const actions = this._actions,
  19893. prevIndex = action._cacheIndex,
  19894. firstInactiveIndex = -- this._nActiveActions,
  19895. lastActiveAction = actions[ firstInactiveIndex ];
  19896. action._cacheIndex = firstInactiveIndex;
  19897. actions[ firstInactiveIndex ] = action;
  19898. lastActiveAction._cacheIndex = prevIndex;
  19899. actions[ prevIndex ] = lastActiveAction;
  19900. }
  19901. // Memory management for PropertyMixer objects
  19902. _addInactiveBinding( binding, rootUuid, trackName ) {
  19903. const bindingsByRoot = this._bindingsByRootAndName,
  19904. bindings = this._bindings;
  19905. let bindingByName = bindingsByRoot[ rootUuid ];
  19906. if ( bindingByName === undefined ) {
  19907. bindingByName = {};
  19908. bindingsByRoot[ rootUuid ] = bindingByName;
  19909. }
  19910. bindingByName[ trackName ] = binding;
  19911. binding._cacheIndex = bindings.length;
  19912. bindings.push( binding );
  19913. }
  19914. _removeInactiveBinding( binding ) {
  19915. const bindings = this._bindings,
  19916. propBinding = binding.binding,
  19917. rootUuid = propBinding.rootNode.uuid,
  19918. trackName = propBinding.path,
  19919. bindingsByRoot = this._bindingsByRootAndName,
  19920. bindingByName = bindingsByRoot[ rootUuid ],
  19921. lastInactiveBinding = bindings[ bindings.length - 1 ],
  19922. cacheIndex = binding._cacheIndex;
  19923. lastInactiveBinding._cacheIndex = cacheIndex;
  19924. bindings[ cacheIndex ] = lastInactiveBinding;
  19925. bindings.pop();
  19926. delete bindingByName[ trackName ];
  19927. if ( Object.keys( bindingByName ).length === 0 ) {
  19928. delete bindingsByRoot[ rootUuid ];
  19929. }
  19930. }
  19931. _lendBinding( binding ) {
  19932. const bindings = this._bindings,
  19933. prevIndex = binding._cacheIndex,
  19934. lastActiveIndex = this._nActiveBindings ++,
  19935. firstInactiveBinding = bindings[ lastActiveIndex ];
  19936. binding._cacheIndex = lastActiveIndex;
  19937. bindings[ lastActiveIndex ] = binding;
  19938. firstInactiveBinding._cacheIndex = prevIndex;
  19939. bindings[ prevIndex ] = firstInactiveBinding;
  19940. }
  19941. _takeBackBinding( binding ) {
  19942. const bindings = this._bindings,
  19943. prevIndex = binding._cacheIndex,
  19944. firstInactiveIndex = -- this._nActiveBindings,
  19945. lastActiveBinding = bindings[ firstInactiveIndex ];
  19946. binding._cacheIndex = firstInactiveIndex;
  19947. bindings[ firstInactiveIndex ] = binding;
  19948. lastActiveBinding._cacheIndex = prevIndex;
  19949. bindings[ prevIndex ] = lastActiveBinding;
  19950. }
  19951. // Memory management of Interpolants for weight and time scale
  19952. _lendControlInterpolant() {
  19953. const interpolants = this._controlInterpolants,
  19954. lastActiveIndex = this._nActiveControlInterpolants ++;
  19955. let interpolant = interpolants[ lastActiveIndex ];
  19956. if ( interpolant === undefined ) {
  19957. interpolant = new LinearInterpolant(
  19958. new Float32Array( 2 ), new Float32Array( 2 ),
  19959. 1, _controlInterpolantsResultBuffer );
  19960. interpolant.__cacheIndex = lastActiveIndex;
  19961. interpolants[ lastActiveIndex ] = interpolant;
  19962. }
  19963. return interpolant;
  19964. }
  19965. _takeBackControlInterpolant( interpolant ) {
  19966. const interpolants = this._controlInterpolants,
  19967. prevIndex = interpolant.__cacheIndex,
  19968. firstInactiveIndex = -- this._nActiveControlInterpolants,
  19969. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  19970. interpolant.__cacheIndex = firstInactiveIndex;
  19971. interpolants[ firstInactiveIndex ] = interpolant;
  19972. lastActiveInterpolant.__cacheIndex = prevIndex;
  19973. interpolants[ prevIndex ] = lastActiveInterpolant;
  19974. }
  19975. // return an action for a clip optionally using a custom root target
  19976. // object (this method allocates a lot of dynamic memory in case a
  19977. // previously unknown clip/root combination is specified)
  19978. clipAction( clip, optionalRoot, blendMode ) {
  19979. const root = optionalRoot || this._root,
  19980. rootUuid = root.uuid;
  19981. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  19982. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  19983. const actionsForClip = this._actionsByClip[ clipUuid ];
  19984. let prototypeAction = null;
  19985. if ( blendMode === undefined ) {
  19986. if ( clipObject !== null ) {
  19987. blendMode = clipObject.blendMode;
  19988. } else {
  19989. blendMode = NormalAnimationBlendMode;
  19990. }
  19991. }
  19992. if ( actionsForClip !== undefined ) {
  19993. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  19994. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  19995. return existingAction;
  19996. }
  19997. // we know the clip, so we don't have to parse all
  19998. // the bindings again but can just copy
  19999. prototypeAction = actionsForClip.knownActions[ 0 ];
  20000. // also, take the clip from the prototype action
  20001. if ( clipObject === null )
  20002. clipObject = prototypeAction._clip;
  20003. }
  20004. // clip must be known when specified via string
  20005. if ( clipObject === null ) return null;
  20006. // allocate all resources required to run it
  20007. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  20008. this._bindAction( newAction, prototypeAction );
  20009. // and make the action known to the memory manager
  20010. this._addInactiveAction( newAction, clipUuid, rootUuid );
  20011. return newAction;
  20012. }
  20013. // get an existing action
  20014. existingAction( clip, optionalRoot ) {
  20015. const root = optionalRoot || this._root,
  20016. rootUuid = root.uuid,
  20017. clipObject = typeof clip === 'string' ?
  20018. AnimationClip.findByName( root, clip ) : clip,
  20019. clipUuid = clipObject ? clipObject.uuid : clip,
  20020. actionsForClip = this._actionsByClip[ clipUuid ];
  20021. if ( actionsForClip !== undefined ) {
  20022. return actionsForClip.actionByRoot[ rootUuid ] || null;
  20023. }
  20024. return null;
  20025. }
  20026. // deactivates all previously scheduled actions
  20027. stopAllAction() {
  20028. const actions = this._actions,
  20029. nActions = this._nActiveActions;
  20030. for ( let i = nActions - 1; i >= 0; -- i ) {
  20031. actions[ i ].stop();
  20032. }
  20033. return this;
  20034. }
  20035. // advance the time and update apply the animation
  20036. update( deltaTime ) {
  20037. deltaTime *= this.timeScale;
  20038. const actions = this._actions,
  20039. nActions = this._nActiveActions,
  20040. time = this.time += deltaTime,
  20041. timeDirection = Math.sign( deltaTime ),
  20042. accuIndex = this._accuIndex ^= 1;
  20043. // run active actions
  20044. for ( let i = 0; i !== nActions; ++ i ) {
  20045. const action = actions[ i ];
  20046. action._update( time, deltaTime, timeDirection, accuIndex );
  20047. }
  20048. // update scene graph
  20049. const bindings = this._bindings,
  20050. nBindings = this._nActiveBindings;
  20051. for ( let i = 0; i !== nBindings; ++ i ) {
  20052. bindings[ i ].apply( accuIndex );
  20053. }
  20054. return this;
  20055. }
  20056. // Allows you to seek to a specific time in an animation.
  20057. setTime( timeInSeconds ) {
  20058. this.time = 0; // Zero out time attribute for AnimationMixer object;
  20059. for ( let i = 0; i < this._actions.length; i ++ ) {
  20060. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  20061. }
  20062. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  20063. }
  20064. // return this mixer's root target object
  20065. getRoot() {
  20066. return this._root;
  20067. }
  20068. // free all resources specific to a particular clip
  20069. uncacheClip( clip ) {
  20070. const actions = this._actions,
  20071. clipUuid = clip.uuid,
  20072. actionsByClip = this._actionsByClip,
  20073. actionsForClip = actionsByClip[ clipUuid ];
  20074. if ( actionsForClip !== undefined ) {
  20075. // note: just calling _removeInactiveAction would mess up the
  20076. // iteration state and also require updating the state we can
  20077. // just throw away
  20078. const actionsToRemove = actionsForClip.knownActions;
  20079. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  20080. const action = actionsToRemove[ i ];
  20081. this._deactivateAction( action );
  20082. const cacheIndex = action._cacheIndex,
  20083. lastInactiveAction = actions[ actions.length - 1 ];
  20084. action._cacheIndex = null;
  20085. action._byClipCacheIndex = null;
  20086. lastInactiveAction._cacheIndex = cacheIndex;
  20087. actions[ cacheIndex ] = lastInactiveAction;
  20088. actions.pop();
  20089. this._removeInactiveBindingsForAction( action );
  20090. }
  20091. delete actionsByClip[ clipUuid ];
  20092. }
  20093. }
  20094. // free all resources specific to a particular root target object
  20095. uncacheRoot( root ) {
  20096. const rootUuid = root.uuid,
  20097. actionsByClip = this._actionsByClip;
  20098. for ( const clipUuid in actionsByClip ) {
  20099. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  20100. action = actionByRoot[ rootUuid ];
  20101. if ( action !== undefined ) {
  20102. this._deactivateAction( action );
  20103. this._removeInactiveAction( action );
  20104. }
  20105. }
  20106. const bindingsByRoot = this._bindingsByRootAndName,
  20107. bindingByName = bindingsByRoot[ rootUuid ];
  20108. if ( bindingByName !== undefined ) {
  20109. for ( const trackName in bindingByName ) {
  20110. const binding = bindingByName[ trackName ];
  20111. binding.restoreOriginalState();
  20112. this._removeInactiveBinding( binding );
  20113. }
  20114. }
  20115. }
  20116. // remove a targeted clip from the cache
  20117. uncacheAction( clip, optionalRoot ) {
  20118. const action = this.existingAction( clip, optionalRoot );
  20119. if ( action !== null ) {
  20120. this._deactivateAction( action );
  20121. this._removeInactiveAction( action );
  20122. }
  20123. }
  20124. }
  20125. let Uniform$1 = class Uniform {
  20126. constructor( value ) {
  20127. this.value = value;
  20128. }
  20129. clone() {
  20130. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  20131. }
  20132. };
  20133. let _id$8 = 0;
  20134. let UniformsGroup$1 = class UniformsGroup extends EventDispatcher {
  20135. constructor() {
  20136. super();
  20137. this.isUniformsGroup = true;
  20138. Object.defineProperty( this, 'id', { value: _id$8 ++ } );
  20139. this.name = '';
  20140. this.usage = StaticDrawUsage;
  20141. this.uniforms = [];
  20142. }
  20143. add( uniform ) {
  20144. this.uniforms.push( uniform );
  20145. return this;
  20146. }
  20147. remove( uniform ) {
  20148. const index = this.uniforms.indexOf( uniform );
  20149. if ( index !== - 1 ) this.uniforms.splice( index, 1 );
  20150. return this;
  20151. }
  20152. setName( name ) {
  20153. this.name = name;
  20154. return this;
  20155. }
  20156. setUsage( value ) {
  20157. this.usage = value;
  20158. return this;
  20159. }
  20160. dispose() {
  20161. this.dispatchEvent( { type: 'dispose' } );
  20162. return this;
  20163. }
  20164. copy( source ) {
  20165. this.name = source.name;
  20166. this.usage = source.usage;
  20167. const uniformsSource = source.uniforms;
  20168. this.uniforms.length = 0;
  20169. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  20170. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  20171. for ( let j = 0; j < uniforms.length; j ++ ) {
  20172. this.uniforms.push( uniforms[ j ].clone() );
  20173. }
  20174. }
  20175. return this;
  20176. }
  20177. clone() {
  20178. return new this.constructor().copy( this );
  20179. }
  20180. };
  20181. class InstancedInterleavedBuffer extends InterleavedBuffer {
  20182. constructor( array, stride, meshPerAttribute = 1 ) {
  20183. super( array, stride );
  20184. this.isInstancedInterleavedBuffer = true;
  20185. this.meshPerAttribute = meshPerAttribute;
  20186. }
  20187. copy( source ) {
  20188. super.copy( source );
  20189. this.meshPerAttribute = source.meshPerAttribute;
  20190. return this;
  20191. }
  20192. clone( data ) {
  20193. const ib = super.clone( data );
  20194. ib.meshPerAttribute = this.meshPerAttribute;
  20195. return ib;
  20196. }
  20197. toJSON( data ) {
  20198. const json = super.toJSON( data );
  20199. json.isInstancedInterleavedBuffer = true;
  20200. json.meshPerAttribute = this.meshPerAttribute;
  20201. return json;
  20202. }
  20203. }
  20204. class GLBufferAttribute {
  20205. constructor( buffer, type, itemSize, elementSize, count ) {
  20206. this.isGLBufferAttribute = true;
  20207. this.name = '';
  20208. this.buffer = buffer;
  20209. this.type = type;
  20210. this.itemSize = itemSize;
  20211. this.elementSize = elementSize;
  20212. this.count = count;
  20213. this.version = 0;
  20214. }
  20215. set needsUpdate( value ) {
  20216. if ( value === true ) this.version ++;
  20217. }
  20218. setBuffer( buffer ) {
  20219. this.buffer = buffer;
  20220. return this;
  20221. }
  20222. setType( type, elementSize ) {
  20223. this.type = type;
  20224. this.elementSize = elementSize;
  20225. return this;
  20226. }
  20227. setItemSize( itemSize ) {
  20228. this.itemSize = itemSize;
  20229. return this;
  20230. }
  20231. setCount( count ) {
  20232. this.count = count;
  20233. return this;
  20234. }
  20235. }
  20236. const _matrix = /*@__PURE__*/ new Matrix4();
  20237. class Raycaster {
  20238. constructor( origin, direction, near = 0, far = Infinity ) {
  20239. this.ray = new Ray( origin, direction );
  20240. // direction is assumed to be normalized (for accurate distance calculations)
  20241. this.near = near;
  20242. this.far = far;
  20243. this.camera = null;
  20244. this.layers = new Layers();
  20245. this.params = {
  20246. Mesh: {},
  20247. Line: { threshold: 1 },
  20248. LOD: {},
  20249. Points: { threshold: 1 },
  20250. Sprite: {}
  20251. };
  20252. }
  20253. set( origin, direction ) {
  20254. // direction is assumed to be normalized (for accurate distance calculations)
  20255. this.ray.set( origin, direction );
  20256. }
  20257. setFromCamera( coords, camera ) {
  20258. if ( camera.isPerspectiveCamera ) {
  20259. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  20260. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  20261. this.camera = camera;
  20262. } else if ( camera.isOrthographicCamera ) {
  20263. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  20264. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  20265. this.camera = camera;
  20266. } else {
  20267. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  20268. }
  20269. }
  20270. setFromXRController( controller ) {
  20271. _matrix.identity().extractRotation( controller.matrixWorld );
  20272. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  20273. this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
  20274. return this;
  20275. }
  20276. intersectObject( object, recursive = true, intersects = [] ) {
  20277. intersect( object, this, intersects, recursive );
  20278. intersects.sort( ascSort );
  20279. return intersects;
  20280. }
  20281. intersectObjects( objects, recursive = true, intersects = [] ) {
  20282. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  20283. intersect( objects[ i ], this, intersects, recursive );
  20284. }
  20285. intersects.sort( ascSort );
  20286. return intersects;
  20287. }
  20288. }
  20289. function ascSort( a, b ) {
  20290. return a.distance - b.distance;
  20291. }
  20292. function intersect( object, raycaster, intersects, recursive ) {
  20293. let propagate = true;
  20294. if ( object.layers.test( raycaster.layers ) ) {
  20295. const result = object.raycast( raycaster, intersects );
  20296. if ( result === false ) propagate = false;
  20297. }
  20298. if ( propagate === true && recursive === true ) {
  20299. const children = object.children;
  20300. for ( let i = 0, l = children.length; i < l; i ++ ) {
  20301. intersect( children[ i ], raycaster, intersects, true );
  20302. }
  20303. }
  20304. }
  20305. /**
  20306. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  20307. *
  20308. * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
  20309. * theta (the azimuthal angle) is measured from the positive z-axis.
  20310. */
  20311. class Spherical {
  20312. constructor( radius = 1, phi = 0, theta = 0 ) {
  20313. this.radius = radius;
  20314. this.phi = phi; // polar angle
  20315. this.theta = theta; // azimuthal angle
  20316. return this;
  20317. }
  20318. set( radius, phi, theta ) {
  20319. this.radius = radius;
  20320. this.phi = phi;
  20321. this.theta = theta;
  20322. return this;
  20323. }
  20324. copy( other ) {
  20325. this.radius = other.radius;
  20326. this.phi = other.phi;
  20327. this.theta = other.theta;
  20328. return this;
  20329. }
  20330. // restrict phi to be between EPS and PI-EPS
  20331. makeSafe() {
  20332. const EPS = 0.000001;
  20333. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  20334. return this;
  20335. }
  20336. setFromVector3( v ) {
  20337. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20338. }
  20339. setFromCartesianCoords( x, y, z ) {
  20340. this.radius = Math.sqrt( x * x + y * y + z * z );
  20341. if ( this.radius === 0 ) {
  20342. this.theta = 0;
  20343. this.phi = 0;
  20344. } else {
  20345. this.theta = Math.atan2( x, z );
  20346. this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) );
  20347. }
  20348. return this;
  20349. }
  20350. clone() {
  20351. return new this.constructor().copy( this );
  20352. }
  20353. }
  20354. /**
  20355. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  20356. */
  20357. class Cylindrical {
  20358. constructor( radius = 1, theta = 0, y = 0 ) {
  20359. this.radius = radius; // distance from the origin to a point in the x-z plane
  20360. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  20361. this.y = y; // height above the x-z plane
  20362. return this;
  20363. }
  20364. set( radius, theta, y ) {
  20365. this.radius = radius;
  20366. this.theta = theta;
  20367. this.y = y;
  20368. return this;
  20369. }
  20370. copy( other ) {
  20371. this.radius = other.radius;
  20372. this.theta = other.theta;
  20373. this.y = other.y;
  20374. return this;
  20375. }
  20376. setFromVector3( v ) {
  20377. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20378. }
  20379. setFromCartesianCoords( x, y, z ) {
  20380. this.radius = Math.sqrt( x * x + z * z );
  20381. this.theta = Math.atan2( x, z );
  20382. this.y = y;
  20383. return this;
  20384. }
  20385. clone() {
  20386. return new this.constructor().copy( this );
  20387. }
  20388. }
  20389. class Matrix2 {
  20390. constructor( n11, n12, n21, n22 ) {
  20391. Matrix2.prototype.isMatrix2 = true;
  20392. this.elements = [
  20393. 1, 0,
  20394. 0, 1,
  20395. ];
  20396. if ( n11 !== undefined ) {
  20397. this.set( n11, n12, n21, n22 );
  20398. }
  20399. }
  20400. identity() {
  20401. this.set(
  20402. 1, 0,
  20403. 0, 1,
  20404. );
  20405. return this;
  20406. }
  20407. fromArray( array, offset = 0 ) {
  20408. for ( let i = 0; i < 4; i ++ ) {
  20409. this.elements[ i ] = array[ i + offset ];
  20410. }
  20411. return this;
  20412. }
  20413. set( n11, n12, n21, n22 ) {
  20414. const te = this.elements;
  20415. te[ 0 ] = n11; te[ 2 ] = n12;
  20416. te[ 1 ] = n21; te[ 3 ] = n22;
  20417. return this;
  20418. }
  20419. }
  20420. const _vector$4 = /*@__PURE__*/ new Vector2();
  20421. class Box2 {
  20422. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  20423. this.isBox2 = true;
  20424. this.min = min;
  20425. this.max = max;
  20426. }
  20427. set( min, max ) {
  20428. this.min.copy( min );
  20429. this.max.copy( max );
  20430. return this;
  20431. }
  20432. setFromPoints( points ) {
  20433. this.makeEmpty();
  20434. for ( let i = 0, il = points.length; i < il; i ++ ) {
  20435. this.expandByPoint( points[ i ] );
  20436. }
  20437. return this;
  20438. }
  20439. setFromCenterAndSize( center, size ) {
  20440. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  20441. this.min.copy( center ).sub( halfSize );
  20442. this.max.copy( center ).add( halfSize );
  20443. return this;
  20444. }
  20445. clone() {
  20446. return new this.constructor().copy( this );
  20447. }
  20448. copy( box ) {
  20449. this.min.copy( box.min );
  20450. this.max.copy( box.max );
  20451. return this;
  20452. }
  20453. makeEmpty() {
  20454. this.min.x = this.min.y = + Infinity;
  20455. this.max.x = this.max.y = - Infinity;
  20456. return this;
  20457. }
  20458. isEmpty() {
  20459. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  20460. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  20461. }
  20462. getCenter( target ) {
  20463. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  20464. }
  20465. getSize( target ) {
  20466. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  20467. }
  20468. expandByPoint( point ) {
  20469. this.min.min( point );
  20470. this.max.max( point );
  20471. return this;
  20472. }
  20473. expandByVector( vector ) {
  20474. this.min.sub( vector );
  20475. this.max.add( vector );
  20476. return this;
  20477. }
  20478. expandByScalar( scalar ) {
  20479. this.min.addScalar( - scalar );
  20480. this.max.addScalar( scalar );
  20481. return this;
  20482. }
  20483. containsPoint( point ) {
  20484. return point.x >= this.min.x && point.x <= this.max.x &&
  20485. point.y >= this.min.y && point.y <= this.max.y;
  20486. }
  20487. containsBox( box ) {
  20488. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  20489. this.min.y <= box.min.y && box.max.y <= this.max.y;
  20490. }
  20491. getParameter( point, target ) {
  20492. // This can potentially have a divide by zero if the box
  20493. // has a size dimension of 0.
  20494. return target.set(
  20495. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  20496. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  20497. );
  20498. }
  20499. intersectsBox( box ) {
  20500. // using 4 splitting planes to rule out intersections
  20501. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  20502. box.max.y >= this.min.y && box.min.y <= this.max.y;
  20503. }
  20504. clampPoint( point, target ) {
  20505. return target.copy( point ).clamp( this.min, this.max );
  20506. }
  20507. distanceToPoint( point ) {
  20508. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  20509. }
  20510. intersect( box ) {
  20511. this.min.max( box.min );
  20512. this.max.min( box.max );
  20513. if ( this.isEmpty() ) this.makeEmpty();
  20514. return this;
  20515. }
  20516. union( box ) {
  20517. this.min.min( box.min );
  20518. this.max.max( box.max );
  20519. return this;
  20520. }
  20521. translate( offset ) {
  20522. this.min.add( offset );
  20523. this.max.add( offset );
  20524. return this;
  20525. }
  20526. equals( box ) {
  20527. return box.min.equals( this.min ) && box.max.equals( this.max );
  20528. }
  20529. }
  20530. const _startP = /*@__PURE__*/ new Vector3();
  20531. const _startEnd = /*@__PURE__*/ new Vector3();
  20532. class Line3 {
  20533. constructor( start = new Vector3(), end = new Vector3() ) {
  20534. this.start = start;
  20535. this.end = end;
  20536. }
  20537. set( start, end ) {
  20538. this.start.copy( start );
  20539. this.end.copy( end );
  20540. return this;
  20541. }
  20542. copy( line ) {
  20543. this.start.copy( line.start );
  20544. this.end.copy( line.end );
  20545. return this;
  20546. }
  20547. getCenter( target ) {
  20548. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  20549. }
  20550. delta( target ) {
  20551. return target.subVectors( this.end, this.start );
  20552. }
  20553. distanceSq() {
  20554. return this.start.distanceToSquared( this.end );
  20555. }
  20556. distance() {
  20557. return this.start.distanceTo( this.end );
  20558. }
  20559. at( t, target ) {
  20560. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20561. }
  20562. closestPointToPointParameter( point, clampToLine ) {
  20563. _startP.subVectors( point, this.start );
  20564. _startEnd.subVectors( this.end, this.start );
  20565. const startEnd2 = _startEnd.dot( _startEnd );
  20566. const startEnd_startP = _startEnd.dot( _startP );
  20567. let t = startEnd_startP / startEnd2;
  20568. if ( clampToLine ) {
  20569. t = clamp$1( t, 0, 1 );
  20570. }
  20571. return t;
  20572. }
  20573. closestPointToPoint( point, clampToLine, target ) {
  20574. const t = this.closestPointToPointParameter( point, clampToLine );
  20575. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20576. }
  20577. applyMatrix4( matrix ) {
  20578. this.start.applyMatrix4( matrix );
  20579. this.end.applyMatrix4( matrix );
  20580. return this;
  20581. }
  20582. equals( line ) {
  20583. return line.start.equals( this.start ) && line.end.equals( this.end );
  20584. }
  20585. clone() {
  20586. return new this.constructor().copy( this );
  20587. }
  20588. }
  20589. const _vector$3 = /*@__PURE__*/ new Vector3();
  20590. class SpotLightHelper extends Object3D {
  20591. constructor( light, color ) {
  20592. super();
  20593. this.light = light;
  20594. this.matrixAutoUpdate = false;
  20595. this.color = color;
  20596. this.type = 'SpotLightHelper';
  20597. const geometry = new BufferGeometry();
  20598. const positions = [
  20599. 0, 0, 0, 0, 0, 1,
  20600. 0, 0, 0, 1, 0, 1,
  20601. 0, 0, 0, - 1, 0, 1,
  20602. 0, 0, 0, 0, 1, 1,
  20603. 0, 0, 0, 0, - 1, 1
  20604. ];
  20605. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  20606. const p1 = ( i / l ) * Math.PI * 2;
  20607. const p2 = ( j / l ) * Math.PI * 2;
  20608. positions.push(
  20609. Math.cos( p1 ), Math.sin( p1 ), 1,
  20610. Math.cos( p2 ), Math.sin( p2 ), 1
  20611. );
  20612. }
  20613. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  20614. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20615. this.cone = new LineSegments( geometry, material );
  20616. this.add( this.cone );
  20617. this.update();
  20618. }
  20619. dispose() {
  20620. this.cone.geometry.dispose();
  20621. this.cone.material.dispose();
  20622. }
  20623. update() {
  20624. this.light.updateWorldMatrix( true, false );
  20625. this.light.target.updateWorldMatrix( true, false );
  20626. // update the local matrix based on the parent and light target transforms
  20627. if ( this.parent ) {
  20628. this.parent.updateWorldMatrix( true );
  20629. this.matrix
  20630. .copy( this.parent.matrixWorld )
  20631. .invert()
  20632. .multiply( this.light.matrixWorld );
  20633. } else {
  20634. this.matrix.copy( this.light.matrixWorld );
  20635. }
  20636. this.matrixWorld.copy( this.light.matrixWorld );
  20637. const coneLength = this.light.distance ? this.light.distance : 1000;
  20638. const coneWidth = coneLength * Math.tan( this.light.angle );
  20639. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20640. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  20641. this.cone.lookAt( _vector$3 );
  20642. if ( this.color !== undefined ) {
  20643. this.cone.material.color.set( this.color );
  20644. } else {
  20645. this.cone.material.color.copy( this.light.color );
  20646. }
  20647. }
  20648. }
  20649. const _vector$2 = /*@__PURE__*/ new Vector3();
  20650. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  20651. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  20652. class SkeletonHelper extends LineSegments {
  20653. constructor( object ) {
  20654. const bones = getBoneList( object );
  20655. const geometry = new BufferGeometry();
  20656. const vertices = [];
  20657. const colors = [];
  20658. const color1 = new Color( 0, 0, 1 );
  20659. const color2 = new Color( 0, 1, 0 );
  20660. for ( let i = 0; i < bones.length; i ++ ) {
  20661. const bone = bones[ i ];
  20662. if ( bone.parent && bone.parent.isBone ) {
  20663. vertices.push( 0, 0, 0 );
  20664. vertices.push( 0, 0, 0 );
  20665. colors.push( color1.r, color1.g, color1.b );
  20666. colors.push( color2.r, color2.g, color2.b );
  20667. }
  20668. }
  20669. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20670. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20671. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  20672. super( geometry, material );
  20673. this.isSkeletonHelper = true;
  20674. this.type = 'SkeletonHelper';
  20675. this.root = object;
  20676. this.bones = bones;
  20677. this.matrix = object.matrixWorld;
  20678. this.matrixAutoUpdate = false;
  20679. }
  20680. updateMatrixWorld( force ) {
  20681. const bones = this.bones;
  20682. const geometry = this.geometry;
  20683. const position = geometry.getAttribute( 'position' );
  20684. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  20685. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  20686. const bone = bones[ i ];
  20687. if ( bone.parent && bone.parent.isBone ) {
  20688. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  20689. _vector$2.setFromMatrixPosition( _boneMatrix );
  20690. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  20691. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  20692. _vector$2.setFromMatrixPosition( _boneMatrix );
  20693. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  20694. j += 2;
  20695. }
  20696. }
  20697. geometry.getAttribute( 'position' ).needsUpdate = true;
  20698. super.updateMatrixWorld( force );
  20699. }
  20700. dispose() {
  20701. this.geometry.dispose();
  20702. this.material.dispose();
  20703. }
  20704. }
  20705. function getBoneList( object ) {
  20706. const boneList = [];
  20707. if ( object.isBone === true ) {
  20708. boneList.push( object );
  20709. }
  20710. for ( let i = 0; i < object.children.length; i ++ ) {
  20711. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  20712. }
  20713. return boneList;
  20714. }
  20715. class PointLightHelper extends Mesh {
  20716. constructor( light, sphereSize, color ) {
  20717. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  20718. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20719. super( geometry, material );
  20720. this.light = light;
  20721. this.color = color;
  20722. this.type = 'PointLightHelper';
  20723. this.matrix = this.light.matrixWorld;
  20724. this.matrixAutoUpdate = false;
  20725. this.update();
  20726. /*
  20727. // TODO: delete this comment?
  20728. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20729. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20730. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20731. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20732. const d = light.distance;
  20733. if ( d === 0.0 ) {
  20734. this.lightDistance.visible = false;
  20735. } else {
  20736. this.lightDistance.scale.set( d, d, d );
  20737. }
  20738. this.add( this.lightDistance );
  20739. */
  20740. }
  20741. dispose() {
  20742. this.geometry.dispose();
  20743. this.material.dispose();
  20744. }
  20745. update() {
  20746. this.light.updateWorldMatrix( true, false );
  20747. if ( this.color !== undefined ) {
  20748. this.material.color.set( this.color );
  20749. } else {
  20750. this.material.color.copy( this.light.color );
  20751. }
  20752. /*
  20753. const d = this.light.distance;
  20754. if ( d === 0.0 ) {
  20755. this.lightDistance.visible = false;
  20756. } else {
  20757. this.lightDistance.visible = true;
  20758. this.lightDistance.scale.set( d, d, d );
  20759. }
  20760. */
  20761. }
  20762. }
  20763. const _vector$1 = /*@__PURE__*/ new Vector3();
  20764. const _color1 = /*@__PURE__*/ new Color();
  20765. const _color2 = /*@__PURE__*/ new Color();
  20766. class HemisphereLightHelper extends Object3D {
  20767. constructor( light, size, color ) {
  20768. super();
  20769. this.light = light;
  20770. this.matrix = light.matrixWorld;
  20771. this.matrixAutoUpdate = false;
  20772. this.color = color;
  20773. this.type = 'HemisphereLightHelper';
  20774. const geometry = new OctahedronGeometry( size );
  20775. geometry.rotateY( Math.PI * 0.5 );
  20776. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20777. if ( this.color === undefined ) this.material.vertexColors = true;
  20778. const position = geometry.getAttribute( 'position' );
  20779. const colors = new Float32Array( position.count * 3 );
  20780. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  20781. this.add( new Mesh( geometry, this.material ) );
  20782. this.update();
  20783. }
  20784. dispose() {
  20785. this.children[ 0 ].geometry.dispose();
  20786. this.children[ 0 ].material.dispose();
  20787. }
  20788. update() {
  20789. const mesh = this.children[ 0 ];
  20790. if ( this.color !== undefined ) {
  20791. this.material.color.set( this.color );
  20792. } else {
  20793. const colors = mesh.geometry.getAttribute( 'color' );
  20794. _color1.copy( this.light.color );
  20795. _color2.copy( this.light.groundColor );
  20796. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  20797. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  20798. colors.setXYZ( i, color.r, color.g, color.b );
  20799. }
  20800. colors.needsUpdate = true;
  20801. }
  20802. this.light.updateWorldMatrix( true, false );
  20803. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20804. }
  20805. }
  20806. class GridHelper extends LineSegments {
  20807. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  20808. color1 = new Color( color1 );
  20809. color2 = new Color( color2 );
  20810. const center = divisions / 2;
  20811. const step = size / divisions;
  20812. const halfSize = size / 2;
  20813. const vertices = [], colors = [];
  20814. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  20815. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  20816. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  20817. const color = i === center ? color1 : color2;
  20818. color.toArray( colors, j ); j += 3;
  20819. color.toArray( colors, j ); j += 3;
  20820. color.toArray( colors, j ); j += 3;
  20821. color.toArray( colors, j ); j += 3;
  20822. }
  20823. const geometry = new BufferGeometry();
  20824. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20825. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20826. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20827. super( geometry, material );
  20828. this.type = 'GridHelper';
  20829. }
  20830. dispose() {
  20831. this.geometry.dispose();
  20832. this.material.dispose();
  20833. }
  20834. }
  20835. class PolarGridHelper extends LineSegments {
  20836. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  20837. color1 = new Color( color1 );
  20838. color2 = new Color( color2 );
  20839. const vertices = [];
  20840. const colors = [];
  20841. // create the sectors
  20842. if ( sectors > 1 ) {
  20843. for ( let i = 0; i < sectors; i ++ ) {
  20844. const v = ( i / sectors ) * ( Math.PI * 2 );
  20845. const x = Math.sin( v ) * radius;
  20846. const z = Math.cos( v ) * radius;
  20847. vertices.push( 0, 0, 0 );
  20848. vertices.push( x, 0, z );
  20849. const color = ( i & 1 ) ? color1 : color2;
  20850. colors.push( color.r, color.g, color.b );
  20851. colors.push( color.r, color.g, color.b );
  20852. }
  20853. }
  20854. // create the rings
  20855. for ( let i = 0; i < rings; i ++ ) {
  20856. const color = ( i & 1 ) ? color1 : color2;
  20857. const r = radius - ( radius / rings * i );
  20858. for ( let j = 0; j < divisions; j ++ ) {
  20859. // first vertex
  20860. let v = ( j / divisions ) * ( Math.PI * 2 );
  20861. let x = Math.sin( v ) * r;
  20862. let z = Math.cos( v ) * r;
  20863. vertices.push( x, 0, z );
  20864. colors.push( color.r, color.g, color.b );
  20865. // second vertex
  20866. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  20867. x = Math.sin( v ) * r;
  20868. z = Math.cos( v ) * r;
  20869. vertices.push( x, 0, z );
  20870. colors.push( color.r, color.g, color.b );
  20871. }
  20872. }
  20873. const geometry = new BufferGeometry();
  20874. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20875. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20876. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20877. super( geometry, material );
  20878. this.type = 'PolarGridHelper';
  20879. }
  20880. dispose() {
  20881. this.geometry.dispose();
  20882. this.material.dispose();
  20883. }
  20884. }
  20885. const _v1 = /*@__PURE__*/ new Vector3();
  20886. const _v2 = /*@__PURE__*/ new Vector3();
  20887. const _v3 = /*@__PURE__*/ new Vector3();
  20888. class DirectionalLightHelper extends Object3D {
  20889. constructor( light, size, color ) {
  20890. super();
  20891. this.light = light;
  20892. this.matrix = light.matrixWorld;
  20893. this.matrixAutoUpdate = false;
  20894. this.color = color;
  20895. this.type = 'DirectionalLightHelper';
  20896. if ( size === undefined ) size = 1;
  20897. let geometry = new BufferGeometry();
  20898. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  20899. - size, size, 0,
  20900. size, size, 0,
  20901. size, - size, 0,
  20902. - size, - size, 0,
  20903. - size, size, 0
  20904. ], 3 ) );
  20905. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20906. this.lightPlane = new Line( geometry, material );
  20907. this.add( this.lightPlane );
  20908. geometry = new BufferGeometry();
  20909. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  20910. this.targetLine = new Line( geometry, material );
  20911. this.add( this.targetLine );
  20912. this.update();
  20913. }
  20914. dispose() {
  20915. this.lightPlane.geometry.dispose();
  20916. this.lightPlane.material.dispose();
  20917. this.targetLine.geometry.dispose();
  20918. this.targetLine.material.dispose();
  20919. }
  20920. update() {
  20921. this.light.updateWorldMatrix( true, false );
  20922. this.light.target.updateWorldMatrix( true, false );
  20923. _v1.setFromMatrixPosition( this.light.matrixWorld );
  20924. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20925. _v3.subVectors( _v2, _v1 );
  20926. this.lightPlane.lookAt( _v2 );
  20927. if ( this.color !== undefined ) {
  20928. this.lightPlane.material.color.set( this.color );
  20929. this.targetLine.material.color.set( this.color );
  20930. } else {
  20931. this.lightPlane.material.color.copy( this.light.color );
  20932. this.targetLine.material.color.copy( this.light.color );
  20933. }
  20934. this.targetLine.lookAt( _v2 );
  20935. this.targetLine.scale.z = _v3.length();
  20936. }
  20937. }
  20938. const _vector = /*@__PURE__*/ new Vector3();
  20939. const _camera$1 = /*@__PURE__*/ new Camera();
  20940. /**
  20941. * - shows frustum, line of sight and up of the camera
  20942. * - suitable for fast updates
  20943. * - based on frustum visualization in lightgl.js shadowmap example
  20944. * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
  20945. */
  20946. class CameraHelper extends LineSegments {
  20947. constructor( camera ) {
  20948. const geometry = new BufferGeometry();
  20949. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  20950. const vertices = [];
  20951. const colors = [];
  20952. const pointMap = {};
  20953. // near
  20954. addLine( 'n1', 'n2' );
  20955. addLine( 'n2', 'n4' );
  20956. addLine( 'n4', 'n3' );
  20957. addLine( 'n3', 'n1' );
  20958. // far
  20959. addLine( 'f1', 'f2' );
  20960. addLine( 'f2', 'f4' );
  20961. addLine( 'f4', 'f3' );
  20962. addLine( 'f3', 'f1' );
  20963. // sides
  20964. addLine( 'n1', 'f1' );
  20965. addLine( 'n2', 'f2' );
  20966. addLine( 'n3', 'f3' );
  20967. addLine( 'n4', 'f4' );
  20968. // cone
  20969. addLine( 'p', 'n1' );
  20970. addLine( 'p', 'n2' );
  20971. addLine( 'p', 'n3' );
  20972. addLine( 'p', 'n4' );
  20973. // up
  20974. addLine( 'u1', 'u2' );
  20975. addLine( 'u2', 'u3' );
  20976. addLine( 'u3', 'u1' );
  20977. // target
  20978. addLine( 'c', 't' );
  20979. addLine( 'p', 'c' );
  20980. // cross
  20981. addLine( 'cn1', 'cn2' );
  20982. addLine( 'cn3', 'cn4' );
  20983. addLine( 'cf1', 'cf2' );
  20984. addLine( 'cf3', 'cf4' );
  20985. function addLine( a, b ) {
  20986. addPoint( a );
  20987. addPoint( b );
  20988. }
  20989. function addPoint( id ) {
  20990. vertices.push( 0, 0, 0 );
  20991. colors.push( 0, 0, 0 );
  20992. if ( pointMap[ id ] === undefined ) {
  20993. pointMap[ id ] = [];
  20994. }
  20995. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  20996. }
  20997. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20998. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20999. super( geometry, material );
  21000. this.type = 'CameraHelper';
  21001. this.camera = camera;
  21002. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  21003. this.matrix = camera.matrixWorld;
  21004. this.matrixAutoUpdate = false;
  21005. this.pointMap = pointMap;
  21006. this.update();
  21007. // colors
  21008. const colorFrustum = new Color( 0xffaa00 );
  21009. const colorCone = new Color( 0xff0000 );
  21010. const colorUp = new Color( 0x00aaff );
  21011. const colorTarget = new Color( 0xffffff );
  21012. const colorCross = new Color( 0x333333 );
  21013. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  21014. }
  21015. setColors( frustum, cone, up, target, cross ) {
  21016. const geometry = this.geometry;
  21017. const colorAttribute = geometry.getAttribute( 'color' );
  21018. // near
  21019. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  21020. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  21021. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  21022. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  21023. // far
  21024. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  21025. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  21026. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  21027. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  21028. // sides
  21029. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  21030. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  21031. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  21032. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  21033. // cone
  21034. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  21035. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  21036. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  21037. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  21038. // up
  21039. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  21040. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  21041. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  21042. // target
  21043. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  21044. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  21045. // cross
  21046. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  21047. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  21048. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  21049. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  21050. colorAttribute.needsUpdate = true;
  21051. }
  21052. update() {
  21053. const geometry = this.geometry;
  21054. const pointMap = this.pointMap;
  21055. const w = 1, h = 1;
  21056. // we need just camera projection matrix inverse
  21057. // world matrix must be identity
  21058. _camera$1.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  21059. // center / target
  21060. setPoint( 'c', pointMap, geometry, _camera$1, 0, 0, - 1 );
  21061. setPoint( 't', pointMap, geometry, _camera$1, 0, 0, 1 );
  21062. // near
  21063. setPoint( 'n1', pointMap, geometry, _camera$1, - w, - h, - 1 );
  21064. setPoint( 'n2', pointMap, geometry, _camera$1, w, - h, - 1 );
  21065. setPoint( 'n3', pointMap, geometry, _camera$1, - w, h, - 1 );
  21066. setPoint( 'n4', pointMap, geometry, _camera$1, w, h, - 1 );
  21067. // far
  21068. setPoint( 'f1', pointMap, geometry, _camera$1, - w, - h, 1 );
  21069. setPoint( 'f2', pointMap, geometry, _camera$1, w, - h, 1 );
  21070. setPoint( 'f3', pointMap, geometry, _camera$1, - w, h, 1 );
  21071. setPoint( 'f4', pointMap, geometry, _camera$1, w, h, 1 );
  21072. // up
  21073. setPoint( 'u1', pointMap, geometry, _camera$1, w * 0.7, h * 1.1, - 1 );
  21074. setPoint( 'u2', pointMap, geometry, _camera$1, - w * 0.7, h * 1.1, - 1 );
  21075. setPoint( 'u3', pointMap, geometry, _camera$1, 0, h * 2, - 1 );
  21076. // cross
  21077. setPoint( 'cf1', pointMap, geometry, _camera$1, - w, 0, 1 );
  21078. setPoint( 'cf2', pointMap, geometry, _camera$1, w, 0, 1 );
  21079. setPoint( 'cf3', pointMap, geometry, _camera$1, 0, - h, 1 );
  21080. setPoint( 'cf4', pointMap, geometry, _camera$1, 0, h, 1 );
  21081. setPoint( 'cn1', pointMap, geometry, _camera$1, - w, 0, - 1 );
  21082. setPoint( 'cn2', pointMap, geometry, _camera$1, w, 0, - 1 );
  21083. setPoint( 'cn3', pointMap, geometry, _camera$1, 0, - h, - 1 );
  21084. setPoint( 'cn4', pointMap, geometry, _camera$1, 0, h, - 1 );
  21085. geometry.getAttribute( 'position' ).needsUpdate = true;
  21086. }
  21087. dispose() {
  21088. this.geometry.dispose();
  21089. this.material.dispose();
  21090. }
  21091. }
  21092. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  21093. _vector.set( x, y, z ).unproject( camera );
  21094. const points = pointMap[ point ];
  21095. if ( points !== undefined ) {
  21096. const position = geometry.getAttribute( 'position' );
  21097. for ( let i = 0, l = points.length; i < l; i ++ ) {
  21098. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  21099. }
  21100. }
  21101. }
  21102. const _box = /*@__PURE__*/ new Box3();
  21103. class BoxHelper extends LineSegments {
  21104. constructor( object, color = 0xffff00 ) {
  21105. const 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 ] );
  21106. const positions = new Float32Array( 8 * 3 );
  21107. const geometry = new BufferGeometry();
  21108. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  21109. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  21110. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21111. this.object = object;
  21112. this.type = 'BoxHelper';
  21113. this.matrixAutoUpdate = false;
  21114. this.update();
  21115. }
  21116. update( object ) {
  21117. if ( object !== undefined ) {
  21118. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  21119. }
  21120. if ( this.object !== undefined ) {
  21121. _box.setFromObject( this.object );
  21122. }
  21123. if ( _box.isEmpty() ) return;
  21124. const min = _box.min;
  21125. const max = _box.max;
  21126. /*
  21127. 5____4
  21128. 1/___0/|
  21129. | 6__|_7
  21130. 2/___3/
  21131. 0: max.x, max.y, max.z
  21132. 1: min.x, max.y, max.z
  21133. 2: min.x, min.y, max.z
  21134. 3: max.x, min.y, max.z
  21135. 4: max.x, max.y, min.z
  21136. 5: min.x, max.y, min.z
  21137. 6: min.x, min.y, min.z
  21138. 7: max.x, min.y, min.z
  21139. */
  21140. const position = this.geometry.attributes.position;
  21141. const array = position.array;
  21142. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  21143. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  21144. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  21145. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  21146. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  21147. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  21148. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  21149. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  21150. position.needsUpdate = true;
  21151. this.geometry.computeBoundingSphere();
  21152. }
  21153. setFromObject( object ) {
  21154. this.object = object;
  21155. this.update();
  21156. return this;
  21157. }
  21158. copy( source, recursive ) {
  21159. super.copy( source, recursive );
  21160. this.object = source.object;
  21161. return this;
  21162. }
  21163. dispose() {
  21164. this.geometry.dispose();
  21165. this.material.dispose();
  21166. }
  21167. }
  21168. class Box3Helper extends LineSegments {
  21169. constructor( box, color = 0xffff00 ) {
  21170. const 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 ] );
  21171. const 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 ];
  21172. const geometry = new BufferGeometry();
  21173. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  21174. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21175. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21176. this.box = box;
  21177. this.type = 'Box3Helper';
  21178. this.geometry.computeBoundingSphere();
  21179. }
  21180. updateMatrixWorld( force ) {
  21181. const box = this.box;
  21182. if ( box.isEmpty() ) return;
  21183. box.getCenter( this.position );
  21184. box.getSize( this.scale );
  21185. this.scale.multiplyScalar( 0.5 );
  21186. super.updateMatrixWorld( force );
  21187. }
  21188. dispose() {
  21189. this.geometry.dispose();
  21190. this.material.dispose();
  21191. }
  21192. }
  21193. class PlaneHelper extends Line {
  21194. constructor( plane, size = 1, hex = 0xffff00 ) {
  21195. const color = hex;
  21196. const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  21197. const geometry = new BufferGeometry();
  21198. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21199. geometry.computeBoundingSphere();
  21200. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21201. this.type = 'PlaneHelper';
  21202. this.plane = plane;
  21203. this.size = size;
  21204. const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  21205. const geometry2 = new BufferGeometry();
  21206. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  21207. geometry2.computeBoundingSphere();
  21208. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  21209. }
  21210. updateMatrixWorld( force ) {
  21211. this.position.set( 0, 0, 0 );
  21212. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  21213. this.lookAt( this.plane.normal );
  21214. this.translateZ( - this.plane.constant );
  21215. super.updateMatrixWorld( force );
  21216. }
  21217. dispose() {
  21218. this.geometry.dispose();
  21219. this.material.dispose();
  21220. this.children[ 0 ].geometry.dispose();
  21221. this.children[ 0 ].material.dispose();
  21222. }
  21223. }
  21224. const _axis = /*@__PURE__*/ new Vector3();
  21225. let _lineGeometry, _coneGeometry;
  21226. class ArrowHelper extends Object3D {
  21227. // dir is assumed to be normalized
  21228. constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21229. super();
  21230. this.type = 'ArrowHelper';
  21231. if ( _lineGeometry === undefined ) {
  21232. _lineGeometry = new BufferGeometry();
  21233. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  21234. _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
  21235. _coneGeometry.translate( 0, - 0.5, 0 );
  21236. }
  21237. this.position.copy( origin );
  21238. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21239. this.line.matrixAutoUpdate = false;
  21240. this.add( this.line );
  21241. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  21242. this.cone.matrixAutoUpdate = false;
  21243. this.add( this.cone );
  21244. this.setDirection( dir );
  21245. this.setLength( length, headLength, headWidth );
  21246. }
  21247. setDirection( dir ) {
  21248. // dir is assumed to be normalized
  21249. if ( dir.y > 0.99999 ) {
  21250. this.quaternion.set( 0, 0, 0, 1 );
  21251. } else if ( dir.y < - 0.99999 ) {
  21252. this.quaternion.set( 1, 0, 0, 0 );
  21253. } else {
  21254. _axis.set( dir.z, 0, - dir.x ).normalize();
  21255. const radians = Math.acos( dir.y );
  21256. this.quaternion.setFromAxisAngle( _axis, radians );
  21257. }
  21258. }
  21259. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21260. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  21261. this.line.updateMatrix();
  21262. this.cone.scale.set( headWidth, headLength, headWidth );
  21263. this.cone.position.y = length;
  21264. this.cone.updateMatrix();
  21265. }
  21266. setColor( color ) {
  21267. this.line.material.color.set( color );
  21268. this.cone.material.color.set( color );
  21269. }
  21270. copy( source ) {
  21271. super.copy( source, false );
  21272. this.line.copy( source.line );
  21273. this.cone.copy( source.cone );
  21274. return this;
  21275. }
  21276. dispose() {
  21277. this.line.geometry.dispose();
  21278. this.line.material.dispose();
  21279. this.cone.geometry.dispose();
  21280. this.cone.material.dispose();
  21281. }
  21282. }
  21283. class AxesHelper extends LineSegments {
  21284. constructor( size = 1 ) {
  21285. const vertices = [
  21286. 0, 0, 0, size, 0, 0,
  21287. 0, 0, 0, 0, size, 0,
  21288. 0, 0, 0, 0, 0, size
  21289. ];
  21290. const colors = [
  21291. 1, 0, 0, 1, 0.6, 0,
  21292. 0, 1, 0, 0.6, 1, 0,
  21293. 0, 0, 1, 0, 0.6, 1
  21294. ];
  21295. const geometry = new BufferGeometry();
  21296. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21297. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  21298. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  21299. super( geometry, material );
  21300. this.type = 'AxesHelper';
  21301. }
  21302. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  21303. const color = new Color();
  21304. const array = this.geometry.attributes.color.array;
  21305. color.set( xAxisColor );
  21306. color.toArray( array, 0 );
  21307. color.toArray( array, 3 );
  21308. color.set( yAxisColor );
  21309. color.toArray( array, 6 );
  21310. color.toArray( array, 9 );
  21311. color.set( zAxisColor );
  21312. color.toArray( array, 12 );
  21313. color.toArray( array, 15 );
  21314. this.geometry.attributes.color.needsUpdate = true;
  21315. return this;
  21316. }
  21317. dispose() {
  21318. this.geometry.dispose();
  21319. this.material.dispose();
  21320. }
  21321. }
  21322. class ShapePath {
  21323. constructor() {
  21324. this.type = 'ShapePath';
  21325. this.color = new Color();
  21326. this.subPaths = [];
  21327. this.currentPath = null;
  21328. }
  21329. moveTo( x, y ) {
  21330. this.currentPath = new Path();
  21331. this.subPaths.push( this.currentPath );
  21332. this.currentPath.moveTo( x, y );
  21333. return this;
  21334. }
  21335. lineTo( x, y ) {
  21336. this.currentPath.lineTo( x, y );
  21337. return this;
  21338. }
  21339. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  21340. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  21341. return this;
  21342. }
  21343. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21344. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  21345. return this;
  21346. }
  21347. splineThru( pts ) {
  21348. this.currentPath.splineThru( pts );
  21349. return this;
  21350. }
  21351. toShapes( isCCW ) {
  21352. function toShapesNoHoles( inSubpaths ) {
  21353. const shapes = [];
  21354. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  21355. const tmpPath = inSubpaths[ i ];
  21356. const tmpShape = new Shape();
  21357. tmpShape.curves = tmpPath.curves;
  21358. shapes.push( tmpShape );
  21359. }
  21360. return shapes;
  21361. }
  21362. function isPointInsidePolygon( inPt, inPolygon ) {
  21363. const polyLen = inPolygon.length;
  21364. // inPt on polygon contour => immediate success or
  21365. // toggling of inside/outside at every single! intersection point of an edge
  21366. // with the horizontal line through inPt, left of inPt
  21367. // not counting lowerY endpoints of edges and whole edges on that line
  21368. let inside = false;
  21369. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  21370. let edgeLowPt = inPolygon[ p ];
  21371. let edgeHighPt = inPolygon[ q ];
  21372. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  21373. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  21374. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  21375. // not parallel
  21376. if ( edgeDy < 0 ) {
  21377. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  21378. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  21379. }
  21380. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  21381. if ( inPt.y === edgeLowPt.y ) {
  21382. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  21383. // continue; // no intersection or edgeLowPt => doesn't count !!!
  21384. } else {
  21385. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  21386. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  21387. if ( perpEdge < 0 ) continue;
  21388. inside = ! inside; // true intersection left of inPt
  21389. }
  21390. } else {
  21391. // parallel or collinear
  21392. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  21393. // edge lies on the same horizontal line as inPt
  21394. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  21395. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  21396. // continue;
  21397. }
  21398. }
  21399. return inside;
  21400. }
  21401. const isClockWise = ShapeUtils.isClockWise;
  21402. const subPaths = this.subPaths;
  21403. if ( subPaths.length === 0 ) return [];
  21404. let solid, tmpPath, tmpShape;
  21405. const shapes = [];
  21406. if ( subPaths.length === 1 ) {
  21407. tmpPath = subPaths[ 0 ];
  21408. tmpShape = new Shape();
  21409. tmpShape.curves = tmpPath.curves;
  21410. shapes.push( tmpShape );
  21411. return shapes;
  21412. }
  21413. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  21414. holesFirst = isCCW ? ! holesFirst : holesFirst;
  21415. // console.log("Holes first", holesFirst);
  21416. const betterShapeHoles = [];
  21417. const newShapes = [];
  21418. let newShapeHoles = [];
  21419. let mainIdx = 0;
  21420. let tmpPoints;
  21421. newShapes[ mainIdx ] = undefined;
  21422. newShapeHoles[ mainIdx ] = [];
  21423. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  21424. tmpPath = subPaths[ i ];
  21425. tmpPoints = tmpPath.getPoints();
  21426. solid = isClockWise( tmpPoints );
  21427. solid = isCCW ? ! solid : solid;
  21428. if ( solid ) {
  21429. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  21430. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  21431. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  21432. if ( holesFirst ) mainIdx ++;
  21433. newShapeHoles[ mainIdx ] = [];
  21434. //console.log('cw', i);
  21435. } else {
  21436. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  21437. //console.log('ccw', i);
  21438. }
  21439. }
  21440. // only Holes? -> probably all Shapes with wrong orientation
  21441. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  21442. if ( newShapes.length > 1 ) {
  21443. let ambiguous = false;
  21444. let toChange = 0;
  21445. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21446. betterShapeHoles[ sIdx ] = [];
  21447. }
  21448. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21449. const sho = newShapeHoles[ sIdx ];
  21450. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  21451. const ho = sho[ hIdx ];
  21452. let hole_unassigned = true;
  21453. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  21454. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  21455. if ( sIdx !== s2Idx ) toChange ++;
  21456. if ( hole_unassigned ) {
  21457. hole_unassigned = false;
  21458. betterShapeHoles[ s2Idx ].push( ho );
  21459. } else {
  21460. ambiguous = true;
  21461. }
  21462. }
  21463. }
  21464. if ( hole_unassigned ) {
  21465. betterShapeHoles[ sIdx ].push( ho );
  21466. }
  21467. }
  21468. }
  21469. if ( toChange > 0 && ambiguous === false ) {
  21470. newShapeHoles = betterShapeHoles;
  21471. }
  21472. }
  21473. let tmpHoles;
  21474. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  21475. tmpShape = newShapes[ i ].s;
  21476. shapes.push( tmpShape );
  21477. tmpHoles = newShapeHoles[ i ];
  21478. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  21479. tmpShape.holes.push( tmpHoles[ j ].h );
  21480. }
  21481. }
  21482. //console.log("shape", shapes);
  21483. return shapes;
  21484. }
  21485. }
  21486. class Controls extends EventDispatcher {
  21487. constructor( object, domElement = null ) {
  21488. super();
  21489. this.object = object;
  21490. this.domElement = domElement;
  21491. this.enabled = true;
  21492. this.state = - 1;
  21493. this.keys = {};
  21494. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  21495. this.touches = { ONE: null, TWO: null };
  21496. }
  21497. connect() {}
  21498. disconnect() {}
  21499. dispose() {}
  21500. update( /* delta */ ) {}
  21501. }
  21502. class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162
  21503. constructor( width = 1, height = 1, count = 1, options = {} ) {
  21504. console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' );
  21505. super( width, height, { ...options, count } );
  21506. this.isWebGLMultipleRenderTargets = true;
  21507. }
  21508. get texture() {
  21509. return this.textures;
  21510. }
  21511. }
  21512. const refreshUniforms = [
  21513. 'alphaMap',
  21514. 'alphaTest',
  21515. 'anisotropy',
  21516. 'anisotropyMap',
  21517. 'anisotropyRotation',
  21518. 'aoMap',
  21519. 'attenuationColor',
  21520. 'attenuationDistance',
  21521. 'bumpMap',
  21522. 'clearcoat',
  21523. 'clearcoatMap',
  21524. 'clearcoatNormalMap',
  21525. 'clearcoatNormalScale',
  21526. 'clearcoatRoughness',
  21527. 'color',
  21528. 'dispersion',
  21529. 'displacementMap',
  21530. 'emissive',
  21531. 'emissiveMap',
  21532. 'envMap',
  21533. 'gradientMap',
  21534. 'ior',
  21535. 'iridescence',
  21536. 'iridescenceIOR',
  21537. 'iridescenceMap',
  21538. 'iridescenceThicknessMap',
  21539. 'lightMap',
  21540. 'map',
  21541. 'matcap',
  21542. 'metalness',
  21543. 'metalnessMap',
  21544. 'normalMap',
  21545. 'normalScale',
  21546. 'opacity',
  21547. 'roughness',
  21548. 'roughnessMap',
  21549. 'sheen',
  21550. 'sheenColor',
  21551. 'sheenColorMap',
  21552. 'sheenRoughnessMap',
  21553. 'shininess',
  21554. 'specular',
  21555. 'specularColor',
  21556. 'specularColorMap',
  21557. 'specularIntensity',
  21558. 'specularIntensityMap',
  21559. 'specularMap',
  21560. 'thickness',
  21561. 'transmission',
  21562. 'transmissionMap'
  21563. ];
  21564. class NodeMaterialObserver {
  21565. constructor( builder ) {
  21566. this.renderObjects = new WeakMap();
  21567. this.hasNode = this.containsNode( builder );
  21568. this.hasAnimation = builder.object.isSkinnedMesh === true;
  21569. this.refreshUniforms = refreshUniforms;
  21570. this.renderId = 0;
  21571. }
  21572. firstInitialization( renderObject ) {
  21573. const hasInitialized = this.renderObjects.has( renderObject );
  21574. if ( hasInitialized === false ) {
  21575. this.getRenderObjectData( renderObject );
  21576. return true;
  21577. }
  21578. return false;
  21579. }
  21580. getRenderObjectData( renderObject ) {
  21581. let data = this.renderObjects.get( renderObject );
  21582. if ( data === undefined ) {
  21583. data = {
  21584. material: this.getMaterialData( renderObject.material ),
  21585. worldMatrix: renderObject.object.matrixWorld.clone()
  21586. };
  21587. if ( renderObject.object.center ) {
  21588. data.center = renderObject.object.center.clone();
  21589. }
  21590. if ( renderObject.object.morphTargetInfluences ) {
  21591. data.morphTargetInfluences = renderObject.object.morphTargetInfluences.slice();
  21592. }
  21593. if ( renderObject.bundle !== null ) {
  21594. data.version = renderObject.bundle.version;
  21595. }
  21596. this.renderObjects.set( renderObject, data );
  21597. }
  21598. return data;
  21599. }
  21600. containsNode( builder ) {
  21601. const material = builder.material;
  21602. for ( const property in material ) {
  21603. if ( material[ property ] && material[ property ].isNode )
  21604. return true;
  21605. }
  21606. if ( builder.renderer.nodes.modelViewMatrix !== null || builder.renderer.nodes.modelNormalViewMatrix !== null )
  21607. return true;
  21608. return false;
  21609. }
  21610. getMaterialData( material ) {
  21611. const data = {};
  21612. for ( const property of this.refreshUniforms ) {
  21613. const value = material[ property ];
  21614. if ( value === null || value === undefined ) continue;
  21615. if ( typeof value === 'object' && value.clone !== undefined ) {
  21616. if ( value.isTexture === true ) {
  21617. data[ property ] = { id: value.id, version: value.version };
  21618. } else {
  21619. data[ property ] = value.clone();
  21620. }
  21621. } else {
  21622. data[ property ] = value;
  21623. }
  21624. }
  21625. return data;
  21626. }
  21627. equals( renderObject ) {
  21628. const { object, material } = renderObject;
  21629. const renderObjectData = this.getRenderObjectData( renderObject );
  21630. // world matrix
  21631. if ( renderObjectData.worldMatrix.equals( object.matrixWorld ) !== true ) {
  21632. renderObjectData.worldMatrix.copy( object.matrixWorld );
  21633. return false;
  21634. }
  21635. // material
  21636. const materialData = renderObjectData.material;
  21637. for ( const property in materialData ) {
  21638. const value = materialData[ property ];
  21639. const mtlValue = material[ property ];
  21640. if ( value.equals !== undefined ) {
  21641. if ( value.equals( mtlValue ) === false ) {
  21642. value.copy( mtlValue );
  21643. return false;
  21644. }
  21645. } else if ( mtlValue.isTexture === true ) {
  21646. if ( value.id !== mtlValue.id || value.version !== mtlValue.version ) {
  21647. value.id = mtlValue.id;
  21648. value.version = mtlValue.version;
  21649. return false;
  21650. }
  21651. } else if ( value !== mtlValue ) {
  21652. materialData[ property ] = mtlValue;
  21653. return false;
  21654. }
  21655. }
  21656. // morph targets
  21657. if ( renderObjectData.morphTargetInfluences ) {
  21658. let morphChanged = false;
  21659. for ( let i = 0; i < renderObjectData.morphTargetInfluences.length; i ++ ) {
  21660. if ( renderObjectData.morphTargetInfluences[ i ] !== object.morphTargetInfluences[ i ] ) {
  21661. morphChanged = true;
  21662. }
  21663. }
  21664. if ( morphChanged ) return true;
  21665. }
  21666. // center
  21667. if ( renderObjectData.center ) {
  21668. if ( renderObjectData.center.equals( object.center ) === false ) {
  21669. renderObjectData.center.copy( object.center );
  21670. return true;
  21671. }
  21672. }
  21673. // bundle
  21674. if ( renderObject.bundle !== null ) {
  21675. renderObjectData.version = renderObject.bundle.version;
  21676. }
  21677. return true;
  21678. }
  21679. needsRefresh( renderObject, nodeFrame ) {
  21680. if ( this.hasNode || this.hasAnimation || this.firstInitialization( renderObject ) )
  21681. return true;
  21682. const { renderId } = nodeFrame;
  21683. if ( this.renderId !== renderId ) {
  21684. this.renderId = renderId;
  21685. return true;
  21686. }
  21687. const isStatic = renderObject.object.static === true;
  21688. const isBundle = renderObject.bundle !== null && renderObject.bundle.static === true && this.getRenderObjectData( renderObject ).version === renderObject.bundle.version;
  21689. if ( isStatic || isBundle )
  21690. return false;
  21691. const notEqual = this.equals( renderObject ) !== true;
  21692. return notEqual;
  21693. }
  21694. }
  21695. // cyrb53 (c) 2018 bryc (github.com/bryc). License: Public domain. Attribution appreciated.
  21696. // A fast and simple 64-bit (or 53-bit) string hash function with decent collision resistance.
  21697. // Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity.
  21698. // See https://stackoverflow.com/questions/7616461/generate-a-hash-from-string-in-javascript/52171480#52171480
  21699. // https://github.com/bryc/code/blob/master/jshash/experimental/cyrb53.js
  21700. function cyrb53( value, seed = 0 ) {
  21701. let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed;
  21702. if ( value instanceof Array ) {
  21703. for ( let i = 0, val; i < value.length; i ++ ) {
  21704. val = value[ i ];
  21705. h1 = Math.imul( h1 ^ val, 2654435761 );
  21706. h2 = Math.imul( h2 ^ val, 1597334677 );
  21707. }
  21708. } else {
  21709. for ( let i = 0, ch; i < value.length; i ++ ) {
  21710. ch = value.charCodeAt( i );
  21711. h1 = Math.imul( h1 ^ ch, 2654435761 );
  21712. h2 = Math.imul( h2 ^ ch, 1597334677 );
  21713. }
  21714. }
  21715. h1 = Math.imul( h1 ^ ( h1 >>> 16 ), 2246822507 );
  21716. h1 ^= Math.imul( h2 ^ ( h2 >>> 13 ), 3266489909 );
  21717. h2 = Math.imul( h2 ^ ( h2 >>> 16 ), 2246822507 );
  21718. h2 ^= Math.imul( h1 ^ ( h1 >>> 13 ), 3266489909 );
  21719. return 4294967296 * ( 2097151 & h2 ) + ( h1 >>> 0 );
  21720. }
  21721. const hashString = ( str ) => cyrb53( str );
  21722. const hashArray = ( array ) => cyrb53( array );
  21723. const hash$1 = ( ...params ) => cyrb53( params );
  21724. function getCacheKey$1( object, force = false ) {
  21725. const values = [];
  21726. if ( object.isNode === true ) {
  21727. values.push( object.id );
  21728. object = object.getSelf();
  21729. }
  21730. for ( const { property, childNode } of getNodeChildren( object ) ) {
  21731. values.push( values, cyrb53( property.slice( 0, - 4 ) ), childNode.getCacheKey( force ) );
  21732. }
  21733. return cyrb53( values );
  21734. }
  21735. function* getNodeChildren( node, toJSON = false ) {
  21736. for ( const property in node ) {
  21737. // Ignore private properties.
  21738. if ( property.startsWith( '_' ) === true ) continue;
  21739. const object = node[ property ];
  21740. if ( Array.isArray( object ) === true ) {
  21741. for ( let i = 0; i < object.length; i ++ ) {
  21742. const child = object[ i ];
  21743. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21744. yield { property, index: i, childNode: child };
  21745. }
  21746. }
  21747. } else if ( object && object.isNode === true ) {
  21748. yield { property, childNode: object };
  21749. } else if ( typeof object === 'object' ) {
  21750. for ( const subProperty in object ) {
  21751. const child = object[ subProperty ];
  21752. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21753. yield { property, index: subProperty, childNode: child };
  21754. }
  21755. }
  21756. }
  21757. }
  21758. }
  21759. function getValueType( value ) {
  21760. if ( value === undefined || value === null ) return null;
  21761. const typeOf = typeof value;
  21762. if ( value.isNode === true ) {
  21763. return 'node';
  21764. } else if ( typeOf === 'number' ) {
  21765. return 'float';
  21766. } else if ( typeOf === 'boolean' ) {
  21767. return 'bool';
  21768. } else if ( typeOf === 'string' ) {
  21769. return 'string';
  21770. } else if ( typeOf === 'function' ) {
  21771. return 'shader';
  21772. } else if ( value.isVector2 === true ) {
  21773. return 'vec2';
  21774. } else if ( value.isVector3 === true ) {
  21775. return 'vec3';
  21776. } else if ( value.isVector4 === true ) {
  21777. return 'vec4';
  21778. } else if ( value.isMatrix3 === true ) {
  21779. return 'mat3';
  21780. } else if ( value.isMatrix4 === true ) {
  21781. return 'mat4';
  21782. } else if ( value.isColor === true ) {
  21783. return 'color';
  21784. } else if ( value instanceof ArrayBuffer ) {
  21785. return 'ArrayBuffer';
  21786. }
  21787. return null;
  21788. }
  21789. function getValueFromType( type, ...params ) {
  21790. const last4 = type ? type.slice( - 4 ) : undefined;
  21791. if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
  21792. if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  21793. else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  21794. else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
  21795. }
  21796. if ( type === 'color' ) {
  21797. return new Color( ...params );
  21798. } else if ( last4 === 'vec2' ) {
  21799. return new Vector2( ...params );
  21800. } else if ( last4 === 'vec3' ) {
  21801. return new Vector3( ...params );
  21802. } else if ( last4 === 'vec4' ) {
  21803. return new Vector4( ...params );
  21804. } else if ( last4 === 'mat3' ) {
  21805. return new Matrix3( ...params );
  21806. } else if ( last4 === 'mat4' ) {
  21807. return new Matrix4( ...params );
  21808. } else if ( type === 'bool' ) {
  21809. return params[ 0 ] || false;
  21810. } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
  21811. return params[ 0 ] || 0;
  21812. } else if ( type === 'string' ) {
  21813. return params[ 0 ] || '';
  21814. } else if ( type === 'ArrayBuffer' ) {
  21815. return base64ToArrayBuffer( params[ 0 ] );
  21816. }
  21817. return null;
  21818. }
  21819. function arrayBufferToBase64( arrayBuffer ) {
  21820. let chars = '';
  21821. const array = new Uint8Array( arrayBuffer );
  21822. for ( let i = 0; i < array.length; i ++ ) {
  21823. chars += String.fromCharCode( array[ i ] );
  21824. }
  21825. return btoa( chars );
  21826. }
  21827. function base64ToArrayBuffer( base64 ) {
  21828. return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
  21829. }
  21830. var NodeUtils = /*#__PURE__*/Object.freeze({
  21831. __proto__: null,
  21832. arrayBufferToBase64: arrayBufferToBase64,
  21833. base64ToArrayBuffer: base64ToArrayBuffer,
  21834. getCacheKey: getCacheKey$1,
  21835. getNodeChildren: getNodeChildren,
  21836. getValueFromType: getValueFromType,
  21837. getValueType: getValueType,
  21838. hash: hash$1,
  21839. hashArray: hashArray,
  21840. hashString: hashString
  21841. });
  21842. const NodeShaderStage = {
  21843. VERTEX: 'vertex',
  21844. FRAGMENT: 'fragment'
  21845. };
  21846. const NodeUpdateType = {
  21847. NONE: 'none',
  21848. FRAME: 'frame',
  21849. RENDER: 'render',
  21850. OBJECT: 'object'
  21851. };
  21852. const NodeType = {
  21853. BOOLEAN: 'bool',
  21854. INTEGER: 'int',
  21855. FLOAT: 'float',
  21856. VECTOR2: 'vec2',
  21857. VECTOR3: 'vec3',
  21858. VECTOR4: 'vec4',
  21859. MATRIX2: 'mat2',
  21860. MATRIX3: 'mat3',
  21861. MATRIX4: 'mat4'
  21862. };
  21863. const defaultShaderStages = [ 'fragment', 'vertex' ];
  21864. const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  21865. const shaderStages = [ ...defaultShaderStages, 'compute' ];
  21866. const vectorComponents = [ 'x', 'y', 'z', 'w' ];
  21867. let _nodeId = 0;
  21868. class Node extends EventDispatcher {
  21869. static get type() {
  21870. return 'Node';
  21871. }
  21872. constructor( nodeType = null ) {
  21873. super();
  21874. this.nodeType = nodeType;
  21875. this.updateType = NodeUpdateType.NONE;
  21876. this.updateBeforeType = NodeUpdateType.NONE;
  21877. this.updateAfterType = NodeUpdateType.NONE;
  21878. this.uuid = MathUtils.generateUUID();
  21879. this.version = 0;
  21880. this._cacheKey = null;
  21881. this._cacheKeyVersion = 0;
  21882. this.global = false;
  21883. this.isNode = true;
  21884. Object.defineProperty( this, 'id', { value: _nodeId ++ } );
  21885. }
  21886. set needsUpdate( value ) {
  21887. if ( value === true ) {
  21888. this.version ++;
  21889. }
  21890. }
  21891. get type() {
  21892. return this.constructor.type;
  21893. }
  21894. onUpdate( callback, updateType ) {
  21895. this.updateType = updateType;
  21896. this.update = callback.bind( this.getSelf() );
  21897. return this;
  21898. }
  21899. onFrameUpdate( callback ) {
  21900. return this.onUpdate( callback, NodeUpdateType.FRAME );
  21901. }
  21902. onRenderUpdate( callback ) {
  21903. return this.onUpdate( callback, NodeUpdateType.RENDER );
  21904. }
  21905. onObjectUpdate( callback ) {
  21906. return this.onUpdate( callback, NodeUpdateType.OBJECT );
  21907. }
  21908. onReference( callback ) {
  21909. this.updateReference = callback.bind( this.getSelf() );
  21910. return this;
  21911. }
  21912. getSelf() {
  21913. // Returns non-node object.
  21914. return this.self || this;
  21915. }
  21916. updateReference( /*state*/ ) {
  21917. return this;
  21918. }
  21919. isGlobal( /*builder*/ ) {
  21920. return this.global;
  21921. }
  21922. * getChildren() {
  21923. for ( const { childNode } of getNodeChildren( this ) ) {
  21924. yield childNode;
  21925. }
  21926. }
  21927. dispose() {
  21928. this.dispatchEvent( { type: 'dispose' } );
  21929. }
  21930. traverse( callback ) {
  21931. callback( this );
  21932. for ( const childNode of this.getChildren() ) {
  21933. childNode.traverse( callback );
  21934. }
  21935. }
  21936. getCacheKey( force = false ) {
  21937. force = force || this.version !== this._cacheKeyVersion;
  21938. if ( force === true || this._cacheKey === null ) {
  21939. this._cacheKey = getCacheKey$1( this, force );
  21940. this._cacheKeyVersion = this.version;
  21941. }
  21942. return this._cacheKey;
  21943. }
  21944. getScope() {
  21945. return this;
  21946. }
  21947. getHash( /*builder*/ ) {
  21948. return this.uuid;
  21949. }
  21950. getUpdateType() {
  21951. return this.updateType;
  21952. }
  21953. getUpdateBeforeType() {
  21954. return this.updateBeforeType;
  21955. }
  21956. getUpdateAfterType() {
  21957. return this.updateAfterType;
  21958. }
  21959. getElementType( builder ) {
  21960. const type = this.getNodeType( builder );
  21961. const elementType = builder.getElementType( type );
  21962. return elementType;
  21963. }
  21964. getNodeType( builder ) {
  21965. const nodeProperties = builder.getNodeProperties( this );
  21966. if ( nodeProperties.outputNode ) {
  21967. return nodeProperties.outputNode.getNodeType( builder );
  21968. }
  21969. return this.nodeType;
  21970. }
  21971. getShared( builder ) {
  21972. const hash = this.getHash( builder );
  21973. const nodeFromHash = builder.getNodeFromHash( hash );
  21974. return nodeFromHash || this;
  21975. }
  21976. setup( builder ) {
  21977. const nodeProperties = builder.getNodeProperties( this );
  21978. let index = 0;
  21979. for ( const childNode of this.getChildren() ) {
  21980. nodeProperties[ 'node' + index ++ ] = childNode;
  21981. }
  21982. // return a outputNode if exists
  21983. return null;
  21984. }
  21985. analyze( builder ) {
  21986. const usageCount = builder.increaseUsage( this );
  21987. if ( usageCount === 1 ) {
  21988. // node flow children
  21989. const nodeProperties = builder.getNodeProperties( this );
  21990. for ( const childNode of Object.values( nodeProperties ) ) {
  21991. if ( childNode && childNode.isNode === true ) {
  21992. childNode.build( builder );
  21993. }
  21994. }
  21995. }
  21996. }
  21997. generate( builder, output ) {
  21998. const { outputNode } = builder.getNodeProperties( this );
  21999. if ( outputNode && outputNode.isNode === true ) {
  22000. return outputNode.build( builder, output );
  22001. }
  22002. }
  22003. updateBefore( /*frame*/ ) {
  22004. console.warn( 'Abstract function.' );
  22005. }
  22006. updateAfter( /*frame*/ ) {
  22007. console.warn( 'Abstract function.' );
  22008. }
  22009. update( /*frame*/ ) {
  22010. console.warn( 'Abstract function.' );
  22011. }
  22012. build( builder, output = null ) {
  22013. const refNode = this.getShared( builder );
  22014. if ( this !== refNode ) {
  22015. return refNode.build( builder, output );
  22016. }
  22017. builder.addNode( this );
  22018. builder.addChain( this );
  22019. /* Build stages expected results:
  22020. - "setup" -> Node
  22021. - "analyze" -> null
  22022. - "generate" -> String
  22023. */
  22024. let result = null;
  22025. const buildStage = builder.getBuildStage();
  22026. if ( buildStage === 'setup' ) {
  22027. this.updateReference( builder );
  22028. const properties = builder.getNodeProperties( this );
  22029. if ( properties.initialized !== true ) {
  22030. const stackNodesBeforeSetup = builder.stack.nodes.length;
  22031. properties.initialized = true;
  22032. properties.outputNode = this.setup( builder );
  22033. if ( properties.outputNode !== null && builder.stack.nodes.length !== stackNodesBeforeSetup ) ;
  22034. for ( const childNode of Object.values( properties ) ) {
  22035. if ( childNode && childNode.isNode === true ) {
  22036. childNode.build( builder );
  22037. }
  22038. }
  22039. }
  22040. } else if ( buildStage === 'analyze' ) {
  22041. this.analyze( builder );
  22042. } else if ( buildStage === 'generate' ) {
  22043. const isGenerateOnce = this.generate.length === 1;
  22044. if ( isGenerateOnce ) {
  22045. const type = this.getNodeType( builder );
  22046. const nodeData = builder.getDataFromNode( this );
  22047. result = nodeData.snippet;
  22048. if ( result === undefined ) {
  22049. result = this.generate( builder ) || '';
  22050. nodeData.snippet = result;
  22051. } else if ( nodeData.flowCodes !== undefined && builder.context.nodeBlock !== undefined ) {
  22052. builder.addFlowCodeHierarchy( this, builder.context.nodeBlock );
  22053. }
  22054. result = builder.format( result, type, output );
  22055. } else {
  22056. result = this.generate( builder, output ) || '';
  22057. }
  22058. }
  22059. builder.removeChain( this );
  22060. return result;
  22061. }
  22062. getSerializeChildren() {
  22063. return getNodeChildren( this );
  22064. }
  22065. serialize( json ) {
  22066. const nodeChildren = this.getSerializeChildren();
  22067. const inputNodes = {};
  22068. for ( const { property, index, childNode } of nodeChildren ) {
  22069. if ( index !== undefined ) {
  22070. if ( inputNodes[ property ] === undefined ) {
  22071. inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
  22072. }
  22073. inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
  22074. } else {
  22075. inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
  22076. }
  22077. }
  22078. if ( Object.keys( inputNodes ).length > 0 ) {
  22079. json.inputNodes = inputNodes;
  22080. }
  22081. }
  22082. deserialize( json ) {
  22083. if ( json.inputNodes !== undefined ) {
  22084. const nodes = json.meta.nodes;
  22085. for ( const property in json.inputNodes ) {
  22086. if ( Array.isArray( json.inputNodes[ property ] ) ) {
  22087. const inputArray = [];
  22088. for ( const uuid of json.inputNodes[ property ] ) {
  22089. inputArray.push( nodes[ uuid ] );
  22090. }
  22091. this[ property ] = inputArray;
  22092. } else if ( typeof json.inputNodes[ property ] === 'object' ) {
  22093. const inputObject = {};
  22094. for ( const subProperty in json.inputNodes[ property ] ) {
  22095. const uuid = json.inputNodes[ property ][ subProperty ];
  22096. inputObject[ subProperty ] = nodes[ uuid ];
  22097. }
  22098. this[ property ] = inputObject;
  22099. } else {
  22100. const uuid = json.inputNodes[ property ];
  22101. this[ property ] = nodes[ uuid ];
  22102. }
  22103. }
  22104. }
  22105. }
  22106. toJSON( meta ) {
  22107. const { uuid, type } = this;
  22108. const isRoot = ( meta === undefined || typeof meta === 'string' );
  22109. if ( isRoot ) {
  22110. meta = {
  22111. textures: {},
  22112. images: {},
  22113. nodes: {}
  22114. };
  22115. }
  22116. // serialize
  22117. let data = meta.nodes[ uuid ];
  22118. if ( data === undefined ) {
  22119. data = {
  22120. uuid,
  22121. type,
  22122. meta,
  22123. metadata: {
  22124. version: 4.6,
  22125. type: 'Node',
  22126. generator: 'Node.toJSON'
  22127. }
  22128. };
  22129. if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
  22130. this.serialize( data );
  22131. delete data.meta;
  22132. }
  22133. // TODO: Copied from Object3D.toJSON
  22134. function extractFromCache( cache ) {
  22135. const values = [];
  22136. for ( const key in cache ) {
  22137. const data = cache[ key ];
  22138. delete data.metadata;
  22139. values.push( data );
  22140. }
  22141. return values;
  22142. }
  22143. if ( isRoot ) {
  22144. const textures = extractFromCache( meta.textures );
  22145. const images = extractFromCache( meta.images );
  22146. const nodes = extractFromCache( meta.nodes );
  22147. if ( textures.length > 0 ) data.textures = textures;
  22148. if ( images.length > 0 ) data.images = images;
  22149. if ( nodes.length > 0 ) data.nodes = nodes;
  22150. }
  22151. return data;
  22152. }
  22153. }
  22154. class ArrayElementNode extends Node {
  22155. static get type() {
  22156. return 'ArrayElementNode';
  22157. } // @TODO: If extending from TempNode it breaks webgpu_compute
  22158. constructor( node, indexNode ) {
  22159. super();
  22160. this.node = node;
  22161. this.indexNode = indexNode;
  22162. this.isArrayElementNode = true;
  22163. }
  22164. getNodeType( builder ) {
  22165. return this.node.getElementType( builder );
  22166. }
  22167. generate( builder ) {
  22168. const nodeSnippet = this.node.build( builder );
  22169. const indexSnippet = this.indexNode.build( builder, 'uint' );
  22170. return `${nodeSnippet}[ ${indexSnippet} ]`;
  22171. }
  22172. }
  22173. class ConvertNode extends Node {
  22174. static get type() {
  22175. return 'ConvertNode';
  22176. }
  22177. constructor( node, convertTo ) {
  22178. super();
  22179. this.node = node;
  22180. this.convertTo = convertTo;
  22181. }
  22182. getNodeType( builder ) {
  22183. const requestType = this.node.getNodeType( builder );
  22184. let convertTo = null;
  22185. for ( const overloadingType of this.convertTo.split( '|' ) ) {
  22186. if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
  22187. convertTo = overloadingType;
  22188. }
  22189. }
  22190. return convertTo;
  22191. }
  22192. serialize( data ) {
  22193. super.serialize( data );
  22194. data.convertTo = this.convertTo;
  22195. }
  22196. deserialize( data ) {
  22197. super.deserialize( data );
  22198. this.convertTo = data.convertTo;
  22199. }
  22200. generate( builder, output ) {
  22201. const node = this.node;
  22202. const type = this.getNodeType( builder );
  22203. const snippet = node.build( builder, type );
  22204. return builder.format( snippet, type, output );
  22205. }
  22206. }
  22207. class TempNode extends Node {
  22208. static get type() {
  22209. return 'TempNode';
  22210. }
  22211. constructor( type ) {
  22212. super( type );
  22213. this.isTempNode = true;
  22214. }
  22215. hasDependencies( builder ) {
  22216. return builder.getDataFromNode( this ).usageCount > 1;
  22217. }
  22218. build( builder, output ) {
  22219. const buildStage = builder.getBuildStage();
  22220. if ( buildStage === 'generate' ) {
  22221. const type = builder.getVectorType( this.getNodeType( builder, output ) );
  22222. const nodeData = builder.getDataFromNode( this );
  22223. if ( nodeData.propertyName !== undefined ) {
  22224. return builder.format( nodeData.propertyName, type, output );
  22225. } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
  22226. const snippet = super.build( builder, type );
  22227. const nodeVar = builder.getVarFromNode( this, null, type );
  22228. const propertyName = builder.getPropertyName( nodeVar );
  22229. builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
  22230. nodeData.snippet = snippet;
  22231. nodeData.propertyName = propertyName;
  22232. return builder.format( nodeData.propertyName, type, output );
  22233. }
  22234. }
  22235. return super.build( builder, output );
  22236. }
  22237. }
  22238. class JoinNode extends TempNode {
  22239. static get type() {
  22240. return 'JoinNode';
  22241. }
  22242. constructor( nodes = [], nodeType = null ) {
  22243. super( nodeType );
  22244. this.nodes = nodes;
  22245. }
  22246. getNodeType( builder ) {
  22247. if ( this.nodeType !== null ) {
  22248. return builder.getVectorType( this.nodeType );
  22249. }
  22250. return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
  22251. }
  22252. generate( builder, output ) {
  22253. const type = this.getNodeType( builder );
  22254. const nodes = this.nodes;
  22255. const primitiveType = builder.getComponentType( type );
  22256. const snippetValues = [];
  22257. for ( const input of nodes ) {
  22258. let inputSnippet = input.build( builder );
  22259. const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) );
  22260. if ( inputPrimitiveType !== primitiveType ) {
  22261. inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
  22262. }
  22263. snippetValues.push( inputSnippet );
  22264. }
  22265. const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
  22266. return builder.format( snippet, type, output );
  22267. }
  22268. }
  22269. const stringVectorComponents = vectorComponents.join( '' );
  22270. class SplitNode extends Node {
  22271. static get type() {
  22272. return 'SplitNode';
  22273. }
  22274. constructor( node, components = 'x' ) {
  22275. super();
  22276. this.node = node;
  22277. this.components = components;
  22278. this.isSplitNode = true;
  22279. }
  22280. getVectorLength() {
  22281. let vectorLength = this.components.length;
  22282. for ( const c of this.components ) {
  22283. vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
  22284. }
  22285. return vectorLength;
  22286. }
  22287. getComponentType( builder ) {
  22288. return builder.getComponentType( this.node.getNodeType( builder ) );
  22289. }
  22290. getNodeType( builder ) {
  22291. return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
  22292. }
  22293. generate( builder, output ) {
  22294. const node = this.node;
  22295. const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
  22296. let snippet = null;
  22297. if ( nodeTypeLength > 1 ) {
  22298. let type = null;
  22299. const componentsLength = this.getVectorLength();
  22300. if ( componentsLength >= nodeTypeLength ) {
  22301. // needed expand the input node
  22302. type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
  22303. }
  22304. const nodeSnippet = node.build( builder, type );
  22305. if ( this.components.length === nodeTypeLength && this.components === stringVectorComponents.slice( 0, this.components.length ) ) {
  22306. // unnecessary swizzle
  22307. snippet = builder.format( nodeSnippet, type, output );
  22308. } else {
  22309. snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
  22310. }
  22311. } else {
  22312. // ignore .components if .node returns float/integer
  22313. snippet = node.build( builder, output );
  22314. }
  22315. return snippet;
  22316. }
  22317. serialize( data ) {
  22318. super.serialize( data );
  22319. data.components = this.components;
  22320. }
  22321. deserialize( data ) {
  22322. super.deserialize( data );
  22323. this.components = data.components;
  22324. }
  22325. }
  22326. class SetNode extends TempNode {
  22327. static get type() {
  22328. return 'SetNode';
  22329. }
  22330. constructor( sourceNode, components, targetNode ) {
  22331. super();
  22332. this.sourceNode = sourceNode;
  22333. this.components = components;
  22334. this.targetNode = targetNode;
  22335. }
  22336. getNodeType( builder ) {
  22337. return this.sourceNode.getNodeType( builder );
  22338. }
  22339. generate( builder ) {
  22340. const { sourceNode, components, targetNode } = this;
  22341. const sourceType = this.getNodeType( builder );
  22342. const targetType = builder.getTypeFromLength( components.length, targetNode.getNodeType( builder ) );
  22343. const targetSnippet = targetNode.build( builder, targetType );
  22344. const sourceSnippet = sourceNode.build( builder, sourceType );
  22345. const length = builder.getTypeLength( sourceType );
  22346. const snippetValues = [];
  22347. for ( let i = 0; i < length; i ++ ) {
  22348. const component = vectorComponents[ i ];
  22349. if ( component === components[ 0 ] ) {
  22350. snippetValues.push( targetSnippet );
  22351. i += components.length - 1;
  22352. } else {
  22353. snippetValues.push( sourceSnippet + '.' + component );
  22354. }
  22355. }
  22356. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22357. }
  22358. }
  22359. class FlipNode extends TempNode {
  22360. static get type() {
  22361. return 'FlipNode';
  22362. }
  22363. constructor( sourceNode, components ) {
  22364. super();
  22365. this.sourceNode = sourceNode;
  22366. this.components = components;
  22367. }
  22368. getNodeType( builder ) {
  22369. return this.sourceNode.getNodeType( builder );
  22370. }
  22371. generate( builder ) {
  22372. const { components, sourceNode } = this;
  22373. const sourceType = this.getNodeType( builder );
  22374. const sourceSnippet = sourceNode.build( builder );
  22375. const sourceCache = builder.getVarFromNode( this );
  22376. const sourceProperty = builder.getPropertyName( sourceCache );
  22377. builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet, this );
  22378. const length = builder.getTypeLength( sourceType );
  22379. const snippetValues = [];
  22380. let componentIndex = 0;
  22381. for ( let i = 0; i < length; i ++ ) {
  22382. const component = vectorComponents[ i ];
  22383. if ( component === components[ componentIndex ] ) {
  22384. snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
  22385. componentIndex ++;
  22386. } else {
  22387. snippetValues.push( sourceProperty + '.' + component );
  22388. }
  22389. }
  22390. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22391. }
  22392. }
  22393. class InputNode extends Node {
  22394. static get type() {
  22395. return 'InputNode';
  22396. }
  22397. constructor( value, nodeType = null ) {
  22398. super( nodeType );
  22399. this.isInputNode = true;
  22400. this.value = value;
  22401. this.precision = null;
  22402. }
  22403. getNodeType( /*builder*/ ) {
  22404. if ( this.nodeType === null ) {
  22405. return getValueType( this.value );
  22406. }
  22407. return this.nodeType;
  22408. }
  22409. getInputType( builder ) {
  22410. return this.getNodeType( builder );
  22411. }
  22412. setPrecision( precision ) {
  22413. this.precision = precision;
  22414. return this;
  22415. }
  22416. serialize( data ) {
  22417. super.serialize( data );
  22418. data.value = this.value;
  22419. if ( this.value && this.value.toArray ) data.value = this.value.toArray();
  22420. data.valueType = getValueType( this.value );
  22421. data.nodeType = this.nodeType;
  22422. if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
  22423. data.precision = this.precision;
  22424. }
  22425. deserialize( data ) {
  22426. super.deserialize( data );
  22427. this.nodeType = data.nodeType;
  22428. this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
  22429. this.precision = data.precision || null;
  22430. if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
  22431. }
  22432. generate( /*builder, output*/ ) {
  22433. console.warn( 'Abstract function.' );
  22434. }
  22435. }
  22436. class ConstNode extends InputNode {
  22437. static get type() {
  22438. return 'ConstNode';
  22439. }
  22440. constructor( value, nodeType = null ) {
  22441. super( value, nodeType );
  22442. this.isConstNode = true;
  22443. }
  22444. generateConst( builder ) {
  22445. return builder.generateConst( this.getNodeType( builder ), this.value );
  22446. }
  22447. generate( builder, output ) {
  22448. const type = this.getNodeType( builder );
  22449. return builder.format( this.generateConst( builder ), type, output );
  22450. }
  22451. }
  22452. //
  22453. let currentStack = null;
  22454. const NodeElements = new Map();
  22455. function addMethodChaining( name, nodeElement ) {
  22456. if ( NodeElements.has( name ) ) {
  22457. console.warn( `Redefinition of method chaining ${ name }` );
  22458. return;
  22459. }
  22460. if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
  22461. NodeElements.set( name, nodeElement );
  22462. }
  22463. const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  22464. const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
  22465. const shaderNodeHandler = {
  22466. setup( NodeClosure, params ) {
  22467. const inputs = params.shift();
  22468. return NodeClosure( nodeObjects( inputs ), ...params );
  22469. },
  22470. get( node, prop, nodeObj ) {
  22471. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22472. if ( node.isStackNode !== true && prop === 'assign' ) {
  22473. return ( ...params ) => {
  22474. currentStack.assign( nodeObj, ...params );
  22475. return nodeObj;
  22476. };
  22477. } else if ( NodeElements.has( prop ) ) {
  22478. const nodeElement = NodeElements.get( prop );
  22479. return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
  22480. } else if ( prop === 'self' ) {
  22481. return node;
  22482. } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
  22483. const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
  22484. return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
  22485. } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  22486. // accessing properties ( swizzle )
  22487. prop = parseSwizzle( prop );
  22488. return nodeObject( new SplitNode( nodeObj, prop ) );
  22489. } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22490. // set properties ( swizzle ) and sort to xyzw sequence
  22491. prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
  22492. return ( value ) => nodeObject( new SetNode( node, prop, value ) );
  22493. } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22494. // set properties ( swizzle ) and sort to xyzw sequence
  22495. prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
  22496. return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
  22497. } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
  22498. // accessing property
  22499. if ( prop === 'width' ) prop = 'x';
  22500. else if ( prop === 'height' ) prop = 'y';
  22501. else if ( prop === 'depth' ) prop = 'z';
  22502. return nodeObject( new SplitNode( node, prop ) );
  22503. } else if ( /^\d+$/.test( prop ) === true ) {
  22504. // accessing array
  22505. return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
  22506. }
  22507. }
  22508. return Reflect.get( node, prop, nodeObj );
  22509. },
  22510. set( node, prop, value, nodeObj ) {
  22511. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22512. // setting properties
  22513. if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
  22514. nodeObj[ prop ].assign( value );
  22515. return true;
  22516. }
  22517. }
  22518. return Reflect.set( node, prop, value, nodeObj );
  22519. }
  22520. };
  22521. const nodeObjectsCacheMap = new WeakMap();
  22522. const nodeBuilderFunctionsCacheMap = new WeakMap();
  22523. const ShaderNodeObject = function ( obj, altType = null ) {
  22524. const type = getValueType( obj );
  22525. if ( type === 'node' ) {
  22526. let nodeObject = nodeObjectsCacheMap.get( obj );
  22527. if ( nodeObject === undefined ) {
  22528. nodeObject = new Proxy( obj, shaderNodeHandler );
  22529. nodeObjectsCacheMap.set( obj, nodeObject );
  22530. nodeObjectsCacheMap.set( nodeObject, nodeObject );
  22531. }
  22532. return nodeObject;
  22533. } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
  22534. return nodeObject( getConstNode( obj, altType ) );
  22535. } else if ( type === 'shader' ) {
  22536. return Fn( obj );
  22537. }
  22538. return obj;
  22539. };
  22540. const ShaderNodeObjects = function ( objects, altType = null ) {
  22541. for ( const name in objects ) {
  22542. objects[ name ] = nodeObject( objects[ name ], altType );
  22543. }
  22544. return objects;
  22545. };
  22546. const ShaderNodeArray = function ( array, altType = null ) {
  22547. const len = array.length;
  22548. for ( let i = 0; i < len; i ++ ) {
  22549. array[ i ] = nodeObject( array[ i ], altType );
  22550. }
  22551. return array;
  22552. };
  22553. const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
  22554. const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
  22555. if ( scope === null ) {
  22556. return ( ...params ) => {
  22557. return assignNode( new NodeClass( ...nodeArray( params ) ) );
  22558. };
  22559. } else if ( factor !== null ) {
  22560. factor = nodeObject( factor );
  22561. return ( ...params ) => {
  22562. return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
  22563. };
  22564. } else {
  22565. return ( ...params ) => {
  22566. return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
  22567. };
  22568. }
  22569. };
  22570. const ShaderNodeImmutable = function ( NodeClass, ...params ) {
  22571. return nodeObject( new NodeClass( ...nodeArray( params ) ) );
  22572. };
  22573. class ShaderCallNodeInternal extends Node {
  22574. constructor( shaderNode, inputNodes ) {
  22575. super();
  22576. this.shaderNode = shaderNode;
  22577. this.inputNodes = inputNodes;
  22578. }
  22579. getNodeType( builder ) {
  22580. return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
  22581. }
  22582. call( builder ) {
  22583. const { shaderNode, inputNodes } = this;
  22584. const properties = builder.getNodeProperties( shaderNode );
  22585. if ( properties.onceOutput ) return properties.onceOutput;
  22586. //
  22587. let result = null;
  22588. if ( shaderNode.layout ) {
  22589. let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
  22590. if ( functionNodesCacheMap === undefined ) {
  22591. functionNodesCacheMap = new WeakMap();
  22592. nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
  22593. }
  22594. let functionNode = functionNodesCacheMap.get( shaderNode );
  22595. if ( functionNode === undefined ) {
  22596. functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
  22597. functionNodesCacheMap.set( shaderNode, functionNode );
  22598. }
  22599. if ( builder.currentFunctionNode !== null ) {
  22600. builder.currentFunctionNode.includes.push( functionNode );
  22601. }
  22602. result = nodeObject( functionNode.call( inputNodes ) );
  22603. } else {
  22604. const jsFunc = shaderNode.jsFunc;
  22605. const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder ) : jsFunc( builder );
  22606. result = nodeObject( outputNode );
  22607. }
  22608. if ( shaderNode.once ) {
  22609. properties.onceOutput = result;
  22610. }
  22611. return result;
  22612. }
  22613. getOutputNode( builder ) {
  22614. const properties = builder.getNodeProperties( this );
  22615. if ( properties.outputNode === null ) {
  22616. properties.outputNode = this.setupOutput( builder );
  22617. }
  22618. return properties.outputNode;
  22619. }
  22620. setup( builder ) {
  22621. return this.getOutputNode( builder );
  22622. }
  22623. setupOutput( builder ) {
  22624. builder.addStack();
  22625. builder.stack.outputNode = this.call( builder );
  22626. return builder.removeStack();
  22627. }
  22628. generate( builder, output ) {
  22629. const outputNode = this.getOutputNode( builder );
  22630. return outputNode.build( builder, output );
  22631. }
  22632. }
  22633. class ShaderNodeInternal extends Node {
  22634. constructor( jsFunc, nodeType ) {
  22635. super( nodeType );
  22636. this.jsFunc = jsFunc;
  22637. this.layout = null;
  22638. this.global = true;
  22639. this.once = false;
  22640. }
  22641. setLayout( layout ) {
  22642. this.layout = layout;
  22643. return this;
  22644. }
  22645. call( inputs = null ) {
  22646. nodeObjects( inputs );
  22647. return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
  22648. }
  22649. setup() {
  22650. return this.call();
  22651. }
  22652. }
  22653. const bools = [ false, true ];
  22654. const uints = [ 0, 1, 2, 3 ];
  22655. const ints = [ - 1, - 2 ];
  22656. const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
  22657. const boolsCacheMap = new Map();
  22658. for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
  22659. const uintsCacheMap = new Map();
  22660. for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
  22661. const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  22662. for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
  22663. const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  22664. for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  22665. for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
  22666. const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
  22667. const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
  22668. const getConstNode = ( value, type ) => {
  22669. if ( constNodesCacheMap.has( value ) ) {
  22670. return constNodesCacheMap.get( value );
  22671. } else if ( value.isNode === true ) {
  22672. return value;
  22673. } else {
  22674. return new ConstNode( value, type );
  22675. }
  22676. };
  22677. const safeGetNodeType = ( node ) => {
  22678. try {
  22679. return node.getNodeType();
  22680. } catch ( _ ) {
  22681. return undefined;
  22682. }
  22683. };
  22684. const ConvertType = function ( type, cacheMap = null ) {
  22685. return ( ...params ) => {
  22686. if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
  22687. params = [ getValueFromType( type, ...params ) ];
  22688. }
  22689. if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
  22690. return nodeObject( cacheMap.get( params[ 0 ] ) );
  22691. }
  22692. if ( params.length === 1 ) {
  22693. const node = getConstNode( params[ 0 ], type );
  22694. if ( safeGetNodeType( node ) === type ) return nodeObject( node );
  22695. return nodeObject( new ConvertNode( node, type ) );
  22696. }
  22697. const nodes = params.map( param => getConstNode( param ) );
  22698. return nodeObject( new JoinNode( nodes, type ) );
  22699. };
  22700. };
  22701. // exports
  22702. const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
  22703. // utils
  22704. const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
  22705. // shader node base
  22706. function ShaderNode( jsFunc, nodeType ) {
  22707. return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
  22708. }
  22709. const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  22710. const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  22711. const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  22712. const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
  22713. const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
  22714. const Fn = ( jsFunc, nodeType ) => {
  22715. const shaderNode = new ShaderNode( jsFunc, nodeType );
  22716. const fn = ( ...params ) => {
  22717. let inputs;
  22718. nodeObjects( params );
  22719. if ( params[ 0 ] && params[ 0 ].isNode ) {
  22720. inputs = [ ...params ];
  22721. } else {
  22722. inputs = params[ 0 ];
  22723. }
  22724. return shaderNode.call( inputs );
  22725. };
  22726. fn.shaderNode = shaderNode;
  22727. fn.setLayout = ( layout ) => {
  22728. shaderNode.setLayout( layout );
  22729. return fn;
  22730. };
  22731. fn.once = () => {
  22732. shaderNode.once = true;
  22733. return fn;
  22734. };
  22735. return fn;
  22736. };
  22737. const tslFn = ( ...params ) => { // @deprecated, r168
  22738. console.warn( 'TSL.ShaderNode: tslFn() has been renamed to Fn().' );
  22739. return Fn( ...params );
  22740. };
  22741. //
  22742. addMethodChaining( 'toGlobal', ( node ) => {
  22743. node.global = true;
  22744. return node;
  22745. } );
  22746. //
  22747. const setCurrentStack = ( stack ) => {
  22748. currentStack = stack;
  22749. };
  22750. const getCurrentStack = () => currentStack;
  22751. const If = ( ...params ) => currentStack.If( ...params );
  22752. function append( node ) {
  22753. if ( currentStack ) currentStack.add( node );
  22754. return node;
  22755. }
  22756. addMethodChaining( 'append', append );
  22757. // types
  22758. const color = new ConvertType( 'color' );
  22759. const float = new ConvertType( 'float', cacheMaps.float );
  22760. const int = new ConvertType( 'int', cacheMaps.ints );
  22761. const uint = new ConvertType( 'uint', cacheMaps.uint );
  22762. const bool = new ConvertType( 'bool', cacheMaps.bool );
  22763. const vec2 = new ConvertType( 'vec2' );
  22764. const ivec2 = new ConvertType( 'ivec2' );
  22765. const uvec2 = new ConvertType( 'uvec2' );
  22766. const bvec2 = new ConvertType( 'bvec2' );
  22767. const vec3 = new ConvertType( 'vec3' );
  22768. const ivec3 = new ConvertType( 'ivec3' );
  22769. const uvec3 = new ConvertType( 'uvec3' );
  22770. const bvec3 = new ConvertType( 'bvec3' );
  22771. const vec4 = new ConvertType( 'vec4' );
  22772. const ivec4 = new ConvertType( 'ivec4' );
  22773. const uvec4 = new ConvertType( 'uvec4' );
  22774. const bvec4 = new ConvertType( 'bvec4' );
  22775. const mat2 = new ConvertType( 'mat2' );
  22776. const mat3 = new ConvertType( 'mat3' );
  22777. const mat4 = new ConvertType( 'mat4' );
  22778. const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
  22779. const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
  22780. addMethodChaining( 'toColor', color );
  22781. addMethodChaining( 'toFloat', float );
  22782. addMethodChaining( 'toInt', int );
  22783. addMethodChaining( 'toUint', uint );
  22784. addMethodChaining( 'toBool', bool );
  22785. addMethodChaining( 'toVec2', vec2 );
  22786. addMethodChaining( 'toIVec2', ivec2 );
  22787. addMethodChaining( 'toUVec2', uvec2 );
  22788. addMethodChaining( 'toBVec2', bvec2 );
  22789. addMethodChaining( 'toVec3', vec3 );
  22790. addMethodChaining( 'toIVec3', ivec3 );
  22791. addMethodChaining( 'toUVec3', uvec3 );
  22792. addMethodChaining( 'toBVec3', bvec3 );
  22793. addMethodChaining( 'toVec4', vec4 );
  22794. addMethodChaining( 'toIVec4', ivec4 );
  22795. addMethodChaining( 'toUVec4', uvec4 );
  22796. addMethodChaining( 'toBVec4', bvec4 );
  22797. addMethodChaining( 'toMat2', mat2 );
  22798. addMethodChaining( 'toMat3', mat3 );
  22799. addMethodChaining( 'toMat4', mat4 );
  22800. // basic nodes
  22801. const element = /*@__PURE__*/ nodeProxy( ArrayElementNode );
  22802. const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
  22803. const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
  22804. addMethodChaining( 'element', element );
  22805. addMethodChaining( 'convert', convert );
  22806. class UniformGroupNode extends Node {
  22807. static get type() {
  22808. return 'UniformGroupNode';
  22809. }
  22810. constructor( name, shared = false, order = 1 ) {
  22811. super( 'string' );
  22812. this.name = name;
  22813. this.version = 0;
  22814. this.shared = shared;
  22815. this.order = order;
  22816. this.isUniformGroup = true;
  22817. }
  22818. set needsUpdate( value ) {
  22819. if ( value === true ) this.version ++;
  22820. }
  22821. serialize( data ) {
  22822. super.serialize( data );
  22823. data.name = this.name;
  22824. data.version = this.version;
  22825. data.shared = this.shared;
  22826. }
  22827. deserialize( data ) {
  22828. super.deserialize( data );
  22829. this.name = data.name;
  22830. this.version = data.version;
  22831. this.shared = data.shared;
  22832. }
  22833. }
  22834. const uniformGroup = ( name ) => new UniformGroupNode( name );
  22835. const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );
  22836. const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );
  22837. const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );
  22838. const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );
  22839. class UniformNode extends InputNode {
  22840. static get type() {
  22841. return 'UniformNode';
  22842. }
  22843. constructor( value, nodeType = null ) {
  22844. super( value, nodeType );
  22845. this.isUniformNode = true;
  22846. this.name = '';
  22847. this.groupNode = objectGroup;
  22848. }
  22849. label( name ) {
  22850. this.name = name;
  22851. return this;
  22852. }
  22853. setGroup( group ) {
  22854. this.groupNode = group;
  22855. return this;
  22856. }
  22857. getGroup() {
  22858. return this.groupNode;
  22859. }
  22860. getUniformHash( builder ) {
  22861. return this.getHash( builder );
  22862. }
  22863. onUpdate( callback, updateType ) {
  22864. const self = this.getSelf();
  22865. callback = callback.bind( self );
  22866. return super.onUpdate( ( frame ) => {
  22867. const value = callback( frame, self );
  22868. if ( value !== undefined ) {
  22869. this.value = value;
  22870. }
  22871. }, updateType );
  22872. }
  22873. generate( builder, output ) {
  22874. const type = this.getNodeType( builder );
  22875. const hash = this.getUniformHash( builder );
  22876. let sharedNode = builder.getNodeFromHash( hash );
  22877. if ( sharedNode === undefined ) {
  22878. builder.setHashNode( this, hash );
  22879. sharedNode = this;
  22880. }
  22881. const sharedNodeType = sharedNode.getInputType( builder );
  22882. const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
  22883. const propertyName = builder.getPropertyName( nodeUniform );
  22884. if ( builder.context.label !== undefined ) delete builder.context.label;
  22885. return builder.format( propertyName, type, output );
  22886. }
  22887. }
  22888. const uniform = ( arg1, arg2 ) => {
  22889. const nodeType = getConstNodeType( arg2 || arg1 );
  22890. // @TODO: get ConstNode from .traverse() in the future
  22891. const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
  22892. return nodeObject( new UniformNode( value, nodeType ) );
  22893. };
  22894. class PropertyNode extends Node {
  22895. static get type() {
  22896. return 'PropertyNode';
  22897. }
  22898. constructor( nodeType, name = null, varying = false ) {
  22899. super( nodeType );
  22900. this.name = name;
  22901. this.varying = varying;
  22902. this.isPropertyNode = true;
  22903. }
  22904. getHash( builder ) {
  22905. return this.name || super.getHash( builder );
  22906. }
  22907. isGlobal( /*builder*/ ) {
  22908. return true;
  22909. }
  22910. generate( builder ) {
  22911. let nodeVar;
  22912. if ( this.varying === true ) {
  22913. nodeVar = builder.getVaryingFromNode( this, this.name );
  22914. nodeVar.needsInterpolation = true;
  22915. } else {
  22916. nodeVar = builder.getVarFromNode( this, this.name );
  22917. }
  22918. return builder.getPropertyName( nodeVar );
  22919. }
  22920. }
  22921. const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
  22922. const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
  22923. const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
  22924. const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
  22925. const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );
  22926. const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );
  22927. const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
  22928. const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
  22929. const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
  22930. const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
  22931. const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );
  22932. const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
  22933. const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
  22934. const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );
  22935. const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
  22936. const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
  22937. const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
  22938. const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
  22939. const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
  22940. const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );
  22941. const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );
  22942. const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );
  22943. const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );
  22944. const pointWidth = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'pointWidth' );
  22945. const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );
  22946. const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );
  22947. const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );
  22948. const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
  22949. const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
  22950. const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );
  22951. class AssignNode extends TempNode {
  22952. static get type() {
  22953. return 'AssignNode';
  22954. }
  22955. constructor( targetNode, sourceNode ) {
  22956. super();
  22957. this.targetNode = targetNode;
  22958. this.sourceNode = sourceNode;
  22959. }
  22960. hasDependencies() {
  22961. return false;
  22962. }
  22963. getNodeType( builder, output ) {
  22964. return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
  22965. }
  22966. needsSplitAssign( builder ) {
  22967. const { targetNode } = this;
  22968. if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
  22969. const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  22970. const assignDiferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
  22971. return assignDiferentVector;
  22972. }
  22973. return false;
  22974. }
  22975. generate( builder, output ) {
  22976. const { targetNode, sourceNode } = this;
  22977. const needsSplitAssign = this.needsSplitAssign( builder );
  22978. const targetType = targetNode.getNodeType( builder );
  22979. const target = targetNode.context( { assign: true } ).build( builder );
  22980. const source = sourceNode.build( builder, targetType );
  22981. const sourceType = sourceNode.getNodeType( builder );
  22982. const nodeData = builder.getDataFromNode( this );
  22983. //
  22984. let snippet;
  22985. if ( nodeData.initialized === true ) {
  22986. if ( output !== 'void' ) {
  22987. snippet = target;
  22988. }
  22989. } else if ( needsSplitAssign ) {
  22990. const sourceVar = builder.getVarFromNode( this, null, targetType );
  22991. const sourceProperty = builder.getPropertyName( sourceVar );
  22992. builder.addLineFlowCode( `${ sourceProperty } = ${ source }`, this );
  22993. const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
  22994. for ( let i = 0; i < targetNode.components.length; i ++ ) {
  22995. const component = targetNode.components[ i ];
  22996. builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]`, this );
  22997. }
  22998. if ( output !== 'void' ) {
  22999. snippet = target;
  23000. }
  23001. } else {
  23002. snippet = `${ target } = ${ source }`;
  23003. if ( output === 'void' || sourceType === 'void' ) {
  23004. builder.addLineFlowCode( snippet, this );
  23005. if ( output !== 'void' ) {
  23006. snippet = target;
  23007. }
  23008. }
  23009. }
  23010. nodeData.initialized = true;
  23011. return builder.format( snippet, targetType, output );
  23012. }
  23013. }
  23014. const assign = /*@__PURE__*/ nodeProxy( AssignNode );
  23015. addMethodChaining( 'assign', assign );
  23016. class FunctionCallNode extends TempNode {
  23017. static get type() {
  23018. return 'FunctionCallNode';
  23019. }
  23020. constructor( functionNode = null, parameters = {} ) {
  23021. super();
  23022. this.functionNode = functionNode;
  23023. this.parameters = parameters;
  23024. }
  23025. setParameters( parameters ) {
  23026. this.parameters = parameters;
  23027. return this;
  23028. }
  23029. getParameters() {
  23030. return this.parameters;
  23031. }
  23032. getNodeType( builder ) {
  23033. return this.functionNode.getNodeType( builder );
  23034. }
  23035. generate( builder ) {
  23036. const params = [];
  23037. const functionNode = this.functionNode;
  23038. const inputs = functionNode.getInputs( builder );
  23039. const parameters = this.parameters;
  23040. if ( Array.isArray( parameters ) ) {
  23041. for ( let i = 0; i < parameters.length; i ++ ) {
  23042. const inputNode = inputs[ i ];
  23043. const node = parameters[ i ];
  23044. params.push( node.build( builder, inputNode.type ) );
  23045. }
  23046. } else {
  23047. for ( const inputNode of inputs ) {
  23048. const node = parameters[ inputNode.name ];
  23049. if ( node !== undefined ) {
  23050. params.push( node.build( builder, inputNode.type ) );
  23051. } else {
  23052. throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` );
  23053. }
  23054. }
  23055. }
  23056. const functionName = functionNode.build( builder, 'property' );
  23057. return `${functionName}( ${params.join( ', ' )} )`;
  23058. }
  23059. }
  23060. const call = ( func, ...params ) => {
  23061. params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
  23062. return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
  23063. };
  23064. addMethodChaining( 'call', call );
  23065. class OperatorNode extends TempNode {
  23066. static get type() {
  23067. return 'OperatorNode';
  23068. }
  23069. constructor( op, aNode, bNode, ...params ) {
  23070. super();
  23071. if ( params.length > 0 ) {
  23072. let finalOp = new OperatorNode( op, aNode, bNode );
  23073. for ( let i = 0; i < params.length - 1; i ++ ) {
  23074. finalOp = new OperatorNode( op, finalOp, params[ i ] );
  23075. }
  23076. aNode = finalOp;
  23077. bNode = params[ params.length - 1 ];
  23078. }
  23079. this.op = op;
  23080. this.aNode = aNode;
  23081. this.bNode = bNode;
  23082. }
  23083. getNodeType( builder, output ) {
  23084. const op = this.op;
  23085. const aNode = this.aNode;
  23086. const bNode = this.bNode;
  23087. const typeA = aNode.getNodeType( builder );
  23088. const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  23089. if ( typeA === 'void' || typeB === 'void' ) {
  23090. return 'void';
  23091. } else if ( op === '%' ) {
  23092. return typeA;
  23093. } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
  23094. return builder.getIntegerType( typeA );
  23095. } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
  23096. return 'bool';
  23097. } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) {
  23098. const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
  23099. return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
  23100. } else {
  23101. if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
  23102. return typeB;
  23103. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  23104. // matrix x vector
  23105. return builder.getVectorFromMatrix( typeA );
  23106. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  23107. // vector x matrix
  23108. return builder.getVectorFromMatrix( typeB );
  23109. } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
  23110. // anytype x anytype: use the greater length vector
  23111. return typeB;
  23112. }
  23113. return typeA;
  23114. }
  23115. }
  23116. generate( builder, output ) {
  23117. const op = this.op;
  23118. const aNode = this.aNode;
  23119. const bNode = this.bNode;
  23120. const type = this.getNodeType( builder, output );
  23121. let typeA = null;
  23122. let typeB = null;
  23123. if ( type !== 'void' ) {
  23124. typeA = aNode.getNodeType( builder );
  23125. typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  23126. if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
  23127. if ( builder.isVector( typeA ) ) {
  23128. typeB = typeA;
  23129. } else if ( typeA !== typeB ) {
  23130. typeA = typeB = 'float';
  23131. }
  23132. } else if ( op === '>>' || op === '<<' ) {
  23133. typeA = type;
  23134. typeB = builder.changeComponentType( typeB, 'uint' );
  23135. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  23136. // matrix x vector
  23137. typeB = builder.getVectorFromMatrix( typeA );
  23138. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  23139. // vector x matrix
  23140. typeA = builder.getVectorFromMatrix( typeB );
  23141. } else {
  23142. // anytype x anytype
  23143. typeA = typeB = type;
  23144. }
  23145. } else {
  23146. typeA = typeB = type;
  23147. }
  23148. const a = aNode.build( builder, typeA );
  23149. const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
  23150. const outputLength = builder.getTypeLength( output );
  23151. const fnOpSnippet = builder.getFunctionOperator( op );
  23152. if ( output !== 'void' ) {
  23153. if ( op === '<' && outputLength > 1 ) {
  23154. if ( builder.useComparisonMethod ) {
  23155. return builder.format( `${ builder.getMethod( 'lessThan', output ) }( ${ a }, ${ b } )`, type, output );
  23156. } else {
  23157. return builder.format( `( ${ a } < ${ b } )`, type, output );
  23158. }
  23159. } else if ( op === '<=' && outputLength > 1 ) {
  23160. if ( builder.useComparisonMethod ) {
  23161. return builder.format( `${ builder.getMethod( 'lessThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  23162. } else {
  23163. return builder.format( `( ${ a } <= ${ b } )`, type, output );
  23164. }
  23165. } else if ( op === '>' && outputLength > 1 ) {
  23166. if ( builder.useComparisonMethod ) {
  23167. return builder.format( `${ builder.getMethod( 'greaterThan', output ) }( ${ a }, ${ b } )`, type, output );
  23168. } else {
  23169. return builder.format( `( ${ a } > ${ b } )`, type, output );
  23170. }
  23171. } else if ( op === '>=' && outputLength > 1 ) {
  23172. if ( builder.useComparisonMethod ) {
  23173. return builder.format( `${ builder.getMethod( 'greaterThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  23174. } else {
  23175. return builder.format( `( ${ a } >= ${ b } )`, type, output );
  23176. }
  23177. } else if ( op === '!' || op === '~' ) {
  23178. return builder.format( `(${op}${a})`, typeA, output );
  23179. } else if ( fnOpSnippet ) {
  23180. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  23181. } else {
  23182. return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
  23183. }
  23184. } else if ( typeA !== 'void' ) {
  23185. if ( fnOpSnippet ) {
  23186. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  23187. } else {
  23188. return builder.format( `${ a } ${ op } ${ b }`, type, output );
  23189. }
  23190. }
  23191. }
  23192. serialize( data ) {
  23193. super.serialize( data );
  23194. data.op = this.op;
  23195. }
  23196. deserialize( data ) {
  23197. super.deserialize( data );
  23198. this.op = data.op;
  23199. }
  23200. }
  23201. const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
  23202. const sub = /*@__PURE__*/ nodeProxy( OperatorNode, '-' );
  23203. const mul = /*@__PURE__*/ nodeProxy( OperatorNode, '*' );
  23204. const div = /*@__PURE__*/ nodeProxy( OperatorNode, '/' );
  23205. const modInt = /*@__PURE__*/ nodeProxy( OperatorNode, '%' );
  23206. const equal = /*@__PURE__*/ nodeProxy( OperatorNode, '==' );
  23207. const notEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '!=' );
  23208. const lessThan = /*@__PURE__*/ nodeProxy( OperatorNode, '<' );
  23209. const greaterThan = /*@__PURE__*/ nodeProxy( OperatorNode, '>' );
  23210. const lessThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '<=' );
  23211. const greaterThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '>=' );
  23212. const and = /*@__PURE__*/ nodeProxy( OperatorNode, '&&' );
  23213. const or = /*@__PURE__*/ nodeProxy( OperatorNode, '||' );
  23214. const not = /*@__PURE__*/ nodeProxy( OperatorNode, '!' );
  23215. const xor = /*@__PURE__*/ nodeProxy( OperatorNode, '^^' );
  23216. const bitAnd = /*@__PURE__*/ nodeProxy( OperatorNode, '&' );
  23217. const bitNot = /*@__PURE__*/ nodeProxy( OperatorNode, '~' );
  23218. const bitOr = /*@__PURE__*/ nodeProxy( OperatorNode, '|' );
  23219. const bitXor = /*@__PURE__*/ nodeProxy( OperatorNode, '^' );
  23220. const shiftLeft = /*@__PURE__*/ nodeProxy( OperatorNode, '<<' );
  23221. const shiftRight = /*@__PURE__*/ nodeProxy( OperatorNode, '>>' );
  23222. addMethodChaining( 'add', add );
  23223. addMethodChaining( 'sub', sub );
  23224. addMethodChaining( 'mul', mul );
  23225. addMethodChaining( 'div', div );
  23226. addMethodChaining( 'modInt', modInt );
  23227. addMethodChaining( 'equal', equal );
  23228. addMethodChaining( 'notEqual', notEqual );
  23229. addMethodChaining( 'lessThan', lessThan );
  23230. addMethodChaining( 'greaterThan', greaterThan );
  23231. addMethodChaining( 'lessThanEqual', lessThanEqual );
  23232. addMethodChaining( 'greaterThanEqual', greaterThanEqual );
  23233. addMethodChaining( 'and', and );
  23234. addMethodChaining( 'or', or );
  23235. addMethodChaining( 'not', not );
  23236. addMethodChaining( 'xor', xor );
  23237. addMethodChaining( 'bitAnd', bitAnd );
  23238. addMethodChaining( 'bitNot', bitNot );
  23239. addMethodChaining( 'bitOr', bitOr );
  23240. addMethodChaining( 'bitXor', bitXor );
  23241. addMethodChaining( 'shiftLeft', shiftLeft );
  23242. addMethodChaining( 'shiftRight', shiftRight );
  23243. const remainder = ( ...params ) => { // @deprecated, r168
  23244. console.warn( 'TSL.OperatorNode: .remainder() has been renamed to .modInt().' );
  23245. return modInt( ...params );
  23246. };
  23247. addMethodChaining( 'remainder', remainder );
  23248. class MathNode extends TempNode {
  23249. static get type() {
  23250. return 'MathNode';
  23251. }
  23252. constructor( method, aNode, bNode = null, cNode = null ) {
  23253. super();
  23254. this.method = method;
  23255. this.aNode = aNode;
  23256. this.bNode = bNode;
  23257. this.cNode = cNode;
  23258. }
  23259. getInputType( builder ) {
  23260. const aType = this.aNode.getNodeType( builder );
  23261. const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  23262. const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
  23263. const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  23264. const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  23265. const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
  23266. if ( aLen > bLen && aLen > cLen ) {
  23267. return aType;
  23268. } else if ( bLen > cLen ) {
  23269. return bType;
  23270. } else if ( cLen > aLen ) {
  23271. return cType;
  23272. }
  23273. return aType;
  23274. }
  23275. getNodeType( builder ) {
  23276. const method = this.method;
  23277. if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
  23278. return 'float';
  23279. } else if ( method === MathNode.CROSS ) {
  23280. return 'vec3';
  23281. } else if ( method === MathNode.ALL ) {
  23282. return 'bool';
  23283. } else if ( method === MathNode.EQUALS ) {
  23284. return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
  23285. } else if ( method === MathNode.MOD ) {
  23286. return this.aNode.getNodeType( builder );
  23287. } else {
  23288. return this.getInputType( builder );
  23289. }
  23290. }
  23291. generate( builder, output ) {
  23292. const method = this.method;
  23293. const type = this.getNodeType( builder );
  23294. const inputType = this.getInputType( builder );
  23295. const a = this.aNode;
  23296. const b = this.bNode;
  23297. const c = this.cNode;
  23298. const isWebGL = builder.renderer.isWebGLRenderer === true;
  23299. if ( method === MathNode.TRANSFORM_DIRECTION ) {
  23300. // dir can be either a direction vector or a normal vector
  23301. // upper-left 3x3 of matrix is assumed to be orthogonal
  23302. let tA = a;
  23303. let tB = b;
  23304. if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
  23305. tB = vec4( vec3( tB ), 0.0 );
  23306. } else {
  23307. tA = vec4( vec3( tA ), 0.0 );
  23308. }
  23309. const mulNode = mul( tA, tB ).xyz;
  23310. return normalize( mulNode ).build( builder, output );
  23311. } else if ( method === MathNode.NEGATE ) {
  23312. return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
  23313. } else if ( method === MathNode.ONE_MINUS ) {
  23314. return sub( 1.0, a ).build( builder, output );
  23315. } else if ( method === MathNode.RECIPROCAL ) {
  23316. return div( 1.0, a ).build( builder, output );
  23317. } else if ( method === MathNode.DIFFERENCE ) {
  23318. return abs( sub( a, b ) ).build( builder, output );
  23319. } else {
  23320. const params = [];
  23321. if ( method === MathNode.CROSS || method === MathNode.MOD ) {
  23322. params.push(
  23323. a.build( builder, type ),
  23324. b.build( builder, type )
  23325. );
  23326. } else if ( isWebGL && method === MathNode.STEP ) {
  23327. params.push(
  23328. a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  23329. b.build( builder, inputType )
  23330. );
  23331. } else if ( ( isWebGL && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) {
  23332. params.push(
  23333. a.build( builder, inputType ),
  23334. b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  23335. );
  23336. } else if ( method === MathNode.REFRACT ) {
  23337. params.push(
  23338. a.build( builder, inputType ),
  23339. b.build( builder, inputType ),
  23340. c.build( builder, 'float' )
  23341. );
  23342. } else if ( method === MathNode.MIX ) {
  23343. params.push(
  23344. a.build( builder, inputType ),
  23345. b.build( builder, inputType ),
  23346. c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  23347. );
  23348. } else {
  23349. params.push( a.build( builder, inputType ) );
  23350. if ( b !== null ) params.push( b.build( builder, inputType ) );
  23351. if ( c !== null ) params.push( c.build( builder, inputType ) );
  23352. }
  23353. return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
  23354. }
  23355. }
  23356. serialize( data ) {
  23357. super.serialize( data );
  23358. data.method = this.method;
  23359. }
  23360. deserialize( data ) {
  23361. super.deserialize( data );
  23362. this.method = data.method;
  23363. }
  23364. }
  23365. // 1 input
  23366. MathNode.ALL = 'all';
  23367. MathNode.ANY = 'any';
  23368. MathNode.EQUALS = 'equals';
  23369. MathNode.RADIANS = 'radians';
  23370. MathNode.DEGREES = 'degrees';
  23371. MathNode.EXP = 'exp';
  23372. MathNode.EXP2 = 'exp2';
  23373. MathNode.LOG = 'log';
  23374. MathNode.LOG2 = 'log2';
  23375. MathNode.SQRT = 'sqrt';
  23376. MathNode.INVERSE_SQRT = 'inversesqrt';
  23377. MathNode.FLOOR = 'floor';
  23378. MathNode.CEIL = 'ceil';
  23379. MathNode.NORMALIZE = 'normalize';
  23380. MathNode.FRACT = 'fract';
  23381. MathNode.SIN = 'sin';
  23382. MathNode.COS = 'cos';
  23383. MathNode.TAN = 'tan';
  23384. MathNode.ASIN = 'asin';
  23385. MathNode.ACOS = 'acos';
  23386. MathNode.ATAN = 'atan';
  23387. MathNode.ABS = 'abs';
  23388. MathNode.SIGN = 'sign';
  23389. MathNode.LENGTH = 'length';
  23390. MathNode.NEGATE = 'negate';
  23391. MathNode.ONE_MINUS = 'oneMinus';
  23392. MathNode.DFDX = 'dFdx';
  23393. MathNode.DFDY = 'dFdy';
  23394. MathNode.ROUND = 'round';
  23395. MathNode.RECIPROCAL = 'reciprocal';
  23396. MathNode.TRUNC = 'trunc';
  23397. MathNode.FWIDTH = 'fwidth';
  23398. MathNode.BITCAST = 'bitcast';
  23399. MathNode.TRANSPOSE = 'transpose';
  23400. // 2 inputs
  23401. MathNode.ATAN2 = 'atan2';
  23402. MathNode.MIN = 'min';
  23403. MathNode.MAX = 'max';
  23404. MathNode.MOD = 'mod';
  23405. MathNode.STEP = 'step';
  23406. MathNode.REFLECT = 'reflect';
  23407. MathNode.DISTANCE = 'distance';
  23408. MathNode.DIFFERENCE = 'difference';
  23409. MathNode.DOT = 'dot';
  23410. MathNode.CROSS = 'cross';
  23411. MathNode.POW = 'pow';
  23412. MathNode.TRANSFORM_DIRECTION = 'transformDirection';
  23413. // 3 inputs
  23414. MathNode.MIX = 'mix';
  23415. MathNode.CLAMP = 'clamp';
  23416. MathNode.REFRACT = 'refract';
  23417. MathNode.SMOOTHSTEP = 'smoothstep';
  23418. MathNode.FACEFORWARD = 'faceforward';
  23419. const EPSILON = /*@__PURE__*/ float( 1e-6 );
  23420. const INFINITY = /*@__PURE__*/ float( 1e6 );
  23421. const PI = /*@__PURE__*/ float( Math.PI );
  23422. const PI2 = /*@__PURE__*/ float( Math.PI * 2 );
  23423. const all = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ALL );
  23424. const any = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ANY );
  23425. const equals = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EQUALS );
  23426. const radians = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RADIANS );
  23427. const degrees = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DEGREES );
  23428. const exp = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP );
  23429. const exp2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP2 );
  23430. const log = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG );
  23431. const log2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG2 );
  23432. const sqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SQRT );
  23433. const inverseSqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.INVERSE_SQRT );
  23434. const floor = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FLOOR );
  23435. const ceil = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CEIL );
  23436. const normalize = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NORMALIZE );
  23437. const fract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FRACT );
  23438. const sin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIN );
  23439. const cos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.COS );
  23440. const tan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TAN );
  23441. const asin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ASIN );
  23442. const acos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ACOS );
  23443. const atan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN );
  23444. const abs = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ABS );
  23445. const sign = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIGN );
  23446. const length = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LENGTH );
  23447. const negate = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NEGATE );
  23448. const oneMinus = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ONE_MINUS );
  23449. const dFdx = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDX );
  23450. const dFdy = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDY );
  23451. const round = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ROUND );
  23452. const reciprocal = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RECIPROCAL );
  23453. const trunc = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRUNC );
  23454. const fwidth = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FWIDTH );
  23455. const bitcast = /*@__PURE__*/ nodeProxy( MathNode, MathNode.BITCAST );
  23456. const transpose = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSPOSE );
  23457. const atan2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN2 );
  23458. const min$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIN );
  23459. const max$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MAX );
  23460. const mod = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MOD );
  23461. const step = /*@__PURE__*/ nodeProxy( MathNode, MathNode.STEP );
  23462. const reflect = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFLECT );
  23463. const distance = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DISTANCE );
  23464. const difference = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DIFFERENCE );
  23465. const dot = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DOT );
  23466. const cross = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CROSS );
  23467. const pow = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW );
  23468. const pow2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 2 );
  23469. const pow3 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 3 );
  23470. const pow4 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 4 );
  23471. const transformDirection = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION );
  23472. const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
  23473. const lengthSq = ( a ) => dot( a, a );
  23474. const mix = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIX );
  23475. const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
  23476. const saturate = ( value ) => clamp( value );
  23477. const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT );
  23478. const smoothstep = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SMOOTHSTEP );
  23479. const faceForward = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FACEFORWARD );
  23480. const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {
  23481. const a = 12.9898, b = 78.233, c = 43758.5453;
  23482. const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
  23483. return fract( sin( sn ).mul( c ) );
  23484. } );
  23485. const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
  23486. const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
  23487. addMethodChaining( 'all', all );
  23488. addMethodChaining( 'any', any );
  23489. addMethodChaining( 'equals', equals );
  23490. addMethodChaining( 'radians', radians );
  23491. addMethodChaining( 'degrees', degrees );
  23492. addMethodChaining( 'exp', exp );
  23493. addMethodChaining( 'exp2', exp2 );
  23494. addMethodChaining( 'log', log );
  23495. addMethodChaining( 'log2', log2 );
  23496. addMethodChaining( 'sqrt', sqrt );
  23497. addMethodChaining( 'inverseSqrt', inverseSqrt );
  23498. addMethodChaining( 'floor', floor );
  23499. addMethodChaining( 'ceil', ceil );
  23500. addMethodChaining( 'normalize', normalize );
  23501. addMethodChaining( 'fract', fract );
  23502. addMethodChaining( 'sin', sin );
  23503. addMethodChaining( 'cos', cos );
  23504. addMethodChaining( 'tan', tan );
  23505. addMethodChaining( 'asin', asin );
  23506. addMethodChaining( 'acos', acos );
  23507. addMethodChaining( 'atan', atan );
  23508. addMethodChaining( 'abs', abs );
  23509. addMethodChaining( 'sign', sign );
  23510. addMethodChaining( 'length', length );
  23511. addMethodChaining( 'lengthSq', lengthSq );
  23512. addMethodChaining( 'negate', negate );
  23513. addMethodChaining( 'oneMinus', oneMinus );
  23514. addMethodChaining( 'dFdx', dFdx );
  23515. addMethodChaining( 'dFdy', dFdy );
  23516. addMethodChaining( 'round', round );
  23517. addMethodChaining( 'reciprocal', reciprocal );
  23518. addMethodChaining( 'trunc', trunc );
  23519. addMethodChaining( 'fwidth', fwidth );
  23520. addMethodChaining( 'atan2', atan2 );
  23521. addMethodChaining( 'min', min$1 );
  23522. addMethodChaining( 'max', max$1 );
  23523. addMethodChaining( 'mod', mod );
  23524. addMethodChaining( 'step', step );
  23525. addMethodChaining( 'reflect', reflect );
  23526. addMethodChaining( 'distance', distance );
  23527. addMethodChaining( 'dot', dot );
  23528. addMethodChaining( 'cross', cross );
  23529. addMethodChaining( 'pow', pow );
  23530. addMethodChaining( 'pow2', pow2 );
  23531. addMethodChaining( 'pow3', pow3 );
  23532. addMethodChaining( 'pow4', pow4 );
  23533. addMethodChaining( 'transformDirection', transformDirection );
  23534. addMethodChaining( 'mix', mixElement );
  23535. addMethodChaining( 'clamp', clamp );
  23536. addMethodChaining( 'refract', refract );
  23537. addMethodChaining( 'smoothstep', smoothstepElement );
  23538. addMethodChaining( 'faceForward', faceForward );
  23539. addMethodChaining( 'difference', difference );
  23540. addMethodChaining( 'saturate', saturate );
  23541. addMethodChaining( 'cbrt', cbrt );
  23542. addMethodChaining( 'transpose', transpose );
  23543. addMethodChaining( 'rand', rand );
  23544. class ConditionalNode extends Node {
  23545. static get type() {
  23546. return 'ConditionalNode';
  23547. }
  23548. constructor( condNode, ifNode, elseNode = null ) {
  23549. super();
  23550. this.condNode = condNode;
  23551. this.ifNode = ifNode;
  23552. this.elseNode = elseNode;
  23553. }
  23554. getNodeType( builder ) {
  23555. const ifType = this.ifNode.getNodeType( builder );
  23556. if ( this.elseNode !== null ) {
  23557. const elseType = this.elseNode.getNodeType( builder );
  23558. if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
  23559. return elseType;
  23560. }
  23561. }
  23562. return ifType;
  23563. }
  23564. setup( builder ) {
  23565. const condNode = this.condNode.cache();
  23566. const ifNode = this.ifNode.cache();
  23567. const elseNode = this.elseNode ? this.elseNode.cache() : null;
  23568. //
  23569. const currentNodeBlock = builder.context.nodeBlock;
  23570. builder.getDataFromNode( ifNode ).parentNodeBlock = currentNodeBlock;
  23571. if ( elseNode !== null ) builder.getDataFromNode( elseNode ).parentNodeBlock = currentNodeBlock;
  23572. //
  23573. const properties = builder.getNodeProperties( this );
  23574. properties.condNode = condNode;
  23575. properties.ifNode = ifNode.context( { nodeBlock: ifNode } );
  23576. properties.elseNode = elseNode ? elseNode.context( { nodeBlock: elseNode } ) : null;
  23577. }
  23578. generate( builder, output ) {
  23579. const type = this.getNodeType( builder );
  23580. const nodeData = builder.getDataFromNode( this );
  23581. if ( nodeData.nodeProperty !== undefined ) {
  23582. return nodeData.nodeProperty;
  23583. }
  23584. const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
  23585. const needsOutput = output !== 'void';
  23586. const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
  23587. nodeData.nodeProperty = nodeProperty;
  23588. const nodeSnippet = condNode.build( builder, 'bool' );
  23589. builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
  23590. let ifSnippet = ifNode.build( builder, type );
  23591. if ( ifSnippet ) {
  23592. if ( needsOutput ) {
  23593. ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
  23594. } else {
  23595. ifSnippet = 'return ' + ifSnippet + ';';
  23596. }
  23597. }
  23598. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
  23599. if ( elseNode !== null ) {
  23600. builder.addFlowCode( ' else {\n\n' ).addFlowTab();
  23601. let elseSnippet = elseNode.build( builder, type );
  23602. if ( elseSnippet ) {
  23603. if ( needsOutput ) {
  23604. elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
  23605. } else {
  23606. elseSnippet = 'return ' + elseSnippet + ';';
  23607. }
  23608. }
  23609. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
  23610. } else {
  23611. builder.addFlowCode( '\n\n' );
  23612. }
  23613. return builder.format( nodeProperty, type, output );
  23614. }
  23615. }
  23616. const select = /*@__PURE__*/ nodeProxy( ConditionalNode );
  23617. addMethodChaining( 'select', select );
  23618. //
  23619. const cond = ( ...params ) => { // @deprecated, r168
  23620. console.warn( 'TSL.ConditionalNode: cond() has been renamed to select().' );
  23621. return select( ...params );
  23622. };
  23623. addMethodChaining( 'cond', cond );
  23624. class ContextNode extends Node {
  23625. static get type() {
  23626. return 'ContextNode';
  23627. }
  23628. constructor( node, value = {} ) {
  23629. super();
  23630. this.isContextNode = true;
  23631. this.node = node;
  23632. this.value = value;
  23633. }
  23634. getScope() {
  23635. return this.node.getScope();
  23636. }
  23637. getNodeType( builder ) {
  23638. return this.node.getNodeType( builder );
  23639. }
  23640. analyze( builder ) {
  23641. this.node.build( builder );
  23642. }
  23643. setup( builder ) {
  23644. const previousContext = builder.getContext();
  23645. builder.setContext( { ...builder.context, ...this.value } );
  23646. const node = this.node.build( builder );
  23647. builder.setContext( previousContext );
  23648. return node;
  23649. }
  23650. generate( builder, output ) {
  23651. const previousContext = builder.getContext();
  23652. builder.setContext( { ...builder.context, ...this.value } );
  23653. const snippet = this.node.build( builder, output );
  23654. builder.setContext( previousContext );
  23655. return snippet;
  23656. }
  23657. }
  23658. const context = /*@__PURE__*/ nodeProxy( ContextNode );
  23659. const label = ( node, name ) => context( node, { label: name } );
  23660. addMethodChaining( 'context', context );
  23661. addMethodChaining( 'label', label );
  23662. class VarNode extends Node {
  23663. static get type() {
  23664. return 'VarNode';
  23665. }
  23666. constructor( node, name = null ) {
  23667. super();
  23668. this.node = node;
  23669. this.name = name;
  23670. this.global = true;
  23671. this.isVarNode = true;
  23672. }
  23673. getHash( builder ) {
  23674. return this.name || super.getHash( builder );
  23675. }
  23676. getNodeType( builder ) {
  23677. return this.node.getNodeType( builder );
  23678. }
  23679. generate( builder ) {
  23680. const { node, name } = this;
  23681. const nodeVar = builder.getVarFromNode( this, name, builder.getVectorType( this.getNodeType( builder ) ) );
  23682. const propertyName = builder.getPropertyName( nodeVar );
  23683. const snippet = node.build( builder, nodeVar.type );
  23684. builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
  23685. return propertyName;
  23686. }
  23687. }
  23688. const createVar = /*@__PURE__*/ nodeProxy( VarNode );
  23689. addMethodChaining( 'toVar', ( ...params ) => createVar( ...params ).append() );
  23690. // Deprecated
  23691. const temp = ( node ) => { // @deprecated, r170
  23692. console.warn( 'TSL: "temp" is deprecated. Use ".toVar()" instead.' );
  23693. return createVar( node );
  23694. };
  23695. addMethodChaining( 'temp', temp );
  23696. class VaryingNode extends Node {
  23697. static get type() {
  23698. return 'VaryingNode';
  23699. }
  23700. constructor( node, name = null ) {
  23701. super();
  23702. this.node = node;
  23703. this.name = name;
  23704. this.isVaryingNode = true;
  23705. }
  23706. isGlobal() {
  23707. return true;
  23708. }
  23709. getHash( builder ) {
  23710. return this.name || super.getHash( builder );
  23711. }
  23712. getNodeType( builder ) {
  23713. // VaryingNode is auto type
  23714. return this.node.getNodeType( builder );
  23715. }
  23716. setupVarying( builder ) {
  23717. const properties = builder.getNodeProperties( this );
  23718. let varying = properties.varying;
  23719. if ( varying === undefined ) {
  23720. const name = this.name;
  23721. const type = this.getNodeType( builder );
  23722. properties.varying = varying = builder.getVaryingFromNode( this, name, type );
  23723. properties.node = this.node;
  23724. }
  23725. // this property can be used to check if the varying can be optimized for a variable
  23726. varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
  23727. return varying;
  23728. }
  23729. setup( builder ) {
  23730. this.setupVarying( builder );
  23731. }
  23732. analyze( builder ) {
  23733. this.setupVarying( builder );
  23734. return this.node.analyze( builder );
  23735. }
  23736. generate( builder ) {
  23737. const properties = builder.getNodeProperties( this );
  23738. const varying = this.setupVarying( builder );
  23739. if ( properties.propertyName === undefined ) {
  23740. const type = this.getNodeType( builder );
  23741. const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
  23742. // force node run in vertex stage
  23743. builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
  23744. properties.propertyName = propertyName;
  23745. }
  23746. return builder.getPropertyName( varying );
  23747. }
  23748. }
  23749. const varying = /*@__PURE__*/ nodeProxy( VaryingNode );
  23750. addMethodChaining( 'varying', varying );
  23751. const WORKING_COLOR_SPACE = 'WorkingColorSpace';
  23752. const OUTPUT_COLOR_SPACE = 'OutputColorSpace';
  23753. function getColorSpaceName( colorSpace ) {
  23754. let method = null;
  23755. if ( colorSpace === LinearSRGBColorSpace ) {
  23756. method = 'Linear';
  23757. } else if ( colorSpace === SRGBColorSpace ) {
  23758. method = 'sRGB';
  23759. }
  23760. return method;
  23761. }
  23762. function getColorSpaceMethod( source, target ) {
  23763. return getColorSpaceName( source ) + 'To' + getColorSpaceName( target );
  23764. }
  23765. class ColorSpaceNode extends TempNode {
  23766. static get type() {
  23767. return 'ColorSpaceNode';
  23768. }
  23769. constructor( colorNode, source, target ) {
  23770. super( 'vec4' );
  23771. this.colorNode = colorNode;
  23772. this.source = source;
  23773. this.target = target;
  23774. }
  23775. getColorSpace( builder, colorSpace ) {
  23776. if ( colorSpace === WORKING_COLOR_SPACE ) {
  23777. return ColorManagement.workingColorSpace;
  23778. } else if ( colorSpace === OUTPUT_COLOR_SPACE ) {
  23779. return builder.context.outputColorSpace || builder.renderer.outputColorSpace;
  23780. }
  23781. return colorSpace;
  23782. }
  23783. setup( builder ) {
  23784. const { renderer } = builder;
  23785. const { colorNode } = this;
  23786. const source = this.getColorSpace( builder, this.source );
  23787. const target = this.getColorSpace( builder, this.target );
  23788. if ( source === target ) return colorNode;
  23789. const colorSpace = getColorSpaceMethod( source, target );
  23790. let outputNode = null;
  23791. const colorSpaceFn = renderer.nodes.library.getColorSpaceFunction( colorSpace );
  23792. if ( colorSpaceFn !== null ) {
  23793. outputNode = vec4( colorSpaceFn( colorNode.rgb ), colorNode.a );
  23794. } else {
  23795. console.error( 'ColorSpaceNode: Unsupported Color Space configuration.', colorSpace );
  23796. outputNode = colorNode;
  23797. }
  23798. return outputNode;
  23799. }
  23800. }
  23801. const toOutputColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, OUTPUT_COLOR_SPACE ) );
  23802. const toWorkingColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), OUTPUT_COLOR_SPACE, WORKING_COLOR_SPACE ) );
  23803. const workingToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, colorSpace ) );
  23804. const colorSpaceToWorking = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), colorSpace, WORKING_COLOR_SPACE ) );
  23805. addMethodChaining( 'toOutputColorSpace', toOutputColorSpace );
  23806. addMethodChaining( 'toWorkingColorSpace', toWorkingColorSpace );
  23807. addMethodChaining( 'workingToColorSpace', workingToColorSpace );
  23808. addMethodChaining( 'colorSpaceToWorking', colorSpaceToWorking );
  23809. let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {
  23810. static get type() {
  23811. return 'ReferenceElementNode';
  23812. }
  23813. constructor( referenceNode, indexNode ) {
  23814. super( referenceNode, indexNode );
  23815. this.referenceNode = referenceNode;
  23816. this.isReferenceElementNode = true;
  23817. }
  23818. getNodeType() {
  23819. return this.referenceNode.uniformType;
  23820. }
  23821. generate( builder ) {
  23822. const snippet = super.generate( builder );
  23823. const arrayType = this.referenceNode.getNodeType();
  23824. const elementType = this.getNodeType();
  23825. return builder.format( snippet, arrayType, elementType );
  23826. }
  23827. };
  23828. class ReferenceBaseNode extends Node {
  23829. static get type() {
  23830. return 'ReferenceBaseNode';
  23831. }
  23832. constructor( property, uniformType, object = null, count = null ) {
  23833. super();
  23834. this.property = property;
  23835. this.uniformType = uniformType;
  23836. this.object = object;
  23837. this.count = count;
  23838. this.properties = property.split( '.' );
  23839. this.reference = object;
  23840. this.node = null;
  23841. this.group = null;
  23842. this.updateType = NodeUpdateType.OBJECT;
  23843. }
  23844. setGroup( group ) {
  23845. this.group = group;
  23846. return this;
  23847. }
  23848. element( indexNode ) {
  23849. return nodeObject( new ReferenceElementNode$1( this, nodeObject( indexNode ) ) );
  23850. }
  23851. setNodeType( uniformType ) {
  23852. const node = uniform( null, uniformType ).getSelf();
  23853. if ( this.group !== null ) {
  23854. node.setGroup( this.group );
  23855. }
  23856. this.node = node;
  23857. }
  23858. getNodeType( builder ) {
  23859. if ( this.node === null ) {
  23860. this.updateReference( builder );
  23861. this.updateValue();
  23862. }
  23863. return this.node.getNodeType( builder );
  23864. }
  23865. getValueFromReference( object = this.reference ) {
  23866. const { properties } = this;
  23867. let value = object[ properties[ 0 ] ];
  23868. for ( let i = 1; i < properties.length; i ++ ) {
  23869. value = value[ properties[ i ] ];
  23870. }
  23871. return value;
  23872. }
  23873. updateReference( state ) {
  23874. this.reference = this.object !== null ? this.object : state.object;
  23875. return this.reference;
  23876. }
  23877. setup() {
  23878. this.updateValue();
  23879. return this.node;
  23880. }
  23881. update( /*frame*/ ) {
  23882. this.updateValue();
  23883. }
  23884. updateValue() {
  23885. if ( this.node === null ) this.setNodeType( this.uniformType );
  23886. const value = this.getValueFromReference();
  23887. if ( Array.isArray( value ) ) {
  23888. this.node.array = value;
  23889. } else {
  23890. this.node.value = value;
  23891. }
  23892. }
  23893. }
  23894. const reference$1 = ( name, type, object ) => nodeObject( new ReferenceBaseNode( name, type, object ) );
  23895. class RendererReferenceNode extends ReferenceBaseNode {
  23896. static get type() {
  23897. return 'RendererReferenceNode';
  23898. }
  23899. constructor( property, inputType, renderer = null ) {
  23900. super( property, inputType, renderer );
  23901. this.renderer = renderer;
  23902. this.setGroup( renderGroup );
  23903. }
  23904. updateReference( state ) {
  23905. this.reference = this.renderer !== null ? this.renderer : state.renderer;
  23906. return this.reference;
  23907. }
  23908. }
  23909. const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
  23910. class ToneMappingNode extends TempNode {
  23911. static get type() {
  23912. return 'ToneMappingNode';
  23913. }
  23914. constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
  23915. super( 'vec3' );
  23916. this.toneMapping = toneMapping;
  23917. this.exposureNode = exposureNode;
  23918. this.colorNode = colorNode;
  23919. }
  23920. getCacheKey() {
  23921. return hash$1( super.getCacheKey(), this.toneMapping );
  23922. }
  23923. setup( builder ) {
  23924. const colorNode = this.colorNode || builder.context.color;
  23925. const toneMapping = this.toneMapping;
  23926. if ( toneMapping === NoToneMapping ) return colorNode;
  23927. let outputNode = null;
  23928. const toneMappingFn = builder.renderer.nodes.library.getToneMappingFunction( toneMapping );
  23929. if ( toneMappingFn !== null ) {
  23930. outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );
  23931. } else {
  23932. console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
  23933. outputNode = colorNode;
  23934. }
  23935. return outputNode;
  23936. }
  23937. }
  23938. const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
  23939. const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );
  23940. addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
  23941. class BufferAttributeNode extends InputNode {
  23942. static get type() {
  23943. return 'BufferAttributeNode';
  23944. }
  23945. constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
  23946. super( value, bufferType );
  23947. this.isBufferNode = true;
  23948. this.bufferType = bufferType;
  23949. this.bufferStride = bufferStride;
  23950. this.bufferOffset = bufferOffset;
  23951. this.usage = StaticDrawUsage;
  23952. this.instanced = false;
  23953. this.attribute = null;
  23954. this.global = true;
  23955. if ( value && value.isBufferAttribute === true ) {
  23956. this.attribute = value;
  23957. this.usage = value.usage;
  23958. this.instanced = value.isInstancedBufferAttribute;
  23959. }
  23960. }
  23961. getHash( builder ) {
  23962. if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
  23963. let bufferData = builder.globalCache.getData( this.value );
  23964. if ( bufferData === undefined ) {
  23965. bufferData = {
  23966. node: this
  23967. };
  23968. builder.globalCache.setData( this.value, bufferData );
  23969. }
  23970. return bufferData.node.uuid;
  23971. }
  23972. return this.uuid;
  23973. }
  23974. getNodeType( builder ) {
  23975. if ( this.bufferType === null ) {
  23976. this.bufferType = builder.getTypeFromAttribute( this.attribute );
  23977. }
  23978. return this.bufferType;
  23979. }
  23980. setup( builder ) {
  23981. if ( this.attribute !== null ) return;
  23982. const type = this.getNodeType( builder );
  23983. const array = this.value;
  23984. const itemSize = builder.getTypeLength( type );
  23985. const stride = this.bufferStride || itemSize;
  23986. const offset = this.bufferOffset;
  23987. const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
  23988. const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
  23989. buffer.setUsage( this.usage );
  23990. this.attribute = bufferAttribute;
  23991. this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
  23992. }
  23993. generate( builder ) {
  23994. const nodeType = this.getNodeType( builder );
  23995. const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  23996. const propertyName = builder.getPropertyName( nodeAttribute );
  23997. let output = null;
  23998. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  23999. this.name = propertyName;
  24000. output = propertyName;
  24001. } else {
  24002. const nodeVarying = varying( this );
  24003. output = nodeVarying.build( builder, nodeType );
  24004. }
  24005. return output;
  24006. }
  24007. getInputType( /*builder*/ ) {
  24008. return 'bufferAttribute';
  24009. }
  24010. setUsage( value ) {
  24011. this.usage = value;
  24012. if ( this.attribute && this.attribute.isBufferAttribute === true ) {
  24013. this.attribute.usage = value;
  24014. }
  24015. return this;
  24016. }
  24017. setInstanced( value ) {
  24018. this.instanced = value;
  24019. return this;
  24020. }
  24021. }
  24022. const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
  24023. const dynamicBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
  24024. const instancedBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
  24025. const instancedDynamicBufferAttribute = ( array, type, stride, offset ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
  24026. addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
  24027. class ComputeNode extends Node {
  24028. static get type() {
  24029. return 'ComputeNode';
  24030. }
  24031. constructor( computeNode, count, workgroupSize = [ 64 ] ) {
  24032. super( 'void' );
  24033. this.isComputeNode = true;
  24034. this.computeNode = computeNode;
  24035. this.count = count;
  24036. this.workgroupSize = workgroupSize;
  24037. this.dispatchCount = 0;
  24038. this.version = 1;
  24039. this.updateBeforeType = NodeUpdateType.OBJECT;
  24040. this.onInitFunction = null;
  24041. this.updateDispatchCount();
  24042. }
  24043. dispose() {
  24044. this.dispatchEvent( { type: 'dispose' } );
  24045. }
  24046. set needsUpdate( value ) {
  24047. if ( value === true ) this.version ++;
  24048. }
  24049. updateDispatchCount() {
  24050. const { count, workgroupSize } = this;
  24051. let size = workgroupSize[ 0 ];
  24052. for ( let i = 1; i < workgroupSize.length; i ++ )
  24053. size *= workgroupSize[ i ];
  24054. this.dispatchCount = Math.ceil( count / size );
  24055. }
  24056. onInit( callback ) {
  24057. this.onInitFunction = callback;
  24058. return this;
  24059. }
  24060. updateBefore( { renderer } ) {
  24061. renderer.compute( this );
  24062. }
  24063. generate( builder ) {
  24064. const { shaderStage } = builder;
  24065. if ( shaderStage === 'compute' ) {
  24066. const snippet = this.computeNode.build( builder, 'void' );
  24067. if ( snippet !== '' ) {
  24068. builder.addLineFlowCode( snippet, this );
  24069. }
  24070. }
  24071. }
  24072. }
  24073. const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
  24074. addMethodChaining( 'compute', compute );
  24075. class CacheNode extends Node {
  24076. static get type() {
  24077. return 'CacheNode';
  24078. }
  24079. constructor( node, parent = true ) {
  24080. super();
  24081. this.node = node;
  24082. this.parent = parent;
  24083. this.isCacheNode = true;
  24084. }
  24085. getNodeType( builder ) {
  24086. return this.node.getNodeType( builder );
  24087. }
  24088. build( builder, ...params ) {
  24089. const previousCache = builder.getCache();
  24090. const cache = builder.getCacheFromNode( this, this.parent );
  24091. builder.setCache( cache );
  24092. const data = this.node.build( builder, ...params );
  24093. builder.setCache( previousCache );
  24094. return data;
  24095. }
  24096. }
  24097. const cache = ( node, ...params ) => nodeObject( new CacheNode( nodeObject( node ), ...params ) );
  24098. addMethodChaining( 'cache', cache );
  24099. class BypassNode extends Node {
  24100. static get type() {
  24101. return 'BypassNode';
  24102. }
  24103. constructor( returnNode, callNode ) {
  24104. super();
  24105. this.isBypassNode = true;
  24106. this.outputNode = returnNode;
  24107. this.callNode = callNode;
  24108. }
  24109. getNodeType( builder ) {
  24110. return this.outputNode.getNodeType( builder );
  24111. }
  24112. generate( builder ) {
  24113. const snippet = this.callNode.build( builder, 'void' );
  24114. if ( snippet !== '' ) {
  24115. builder.addLineFlowCode( snippet, this );
  24116. }
  24117. return this.outputNode.build( builder );
  24118. }
  24119. }
  24120. const bypass = /*@__PURE__*/ nodeProxy( BypassNode );
  24121. addMethodChaining( 'bypass', bypass );
  24122. class RemapNode extends Node {
  24123. static get type() {
  24124. return 'RemapNode';
  24125. }
  24126. constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
  24127. super();
  24128. this.node = node;
  24129. this.inLowNode = inLowNode;
  24130. this.inHighNode = inHighNode;
  24131. this.outLowNode = outLowNode;
  24132. this.outHighNode = outHighNode;
  24133. this.doClamp = true;
  24134. }
  24135. setup() {
  24136. const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
  24137. let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
  24138. if ( doClamp === true ) t = t.clamp();
  24139. return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
  24140. }
  24141. }
  24142. const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } );
  24143. const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode );
  24144. addMethodChaining( 'remap', remap );
  24145. addMethodChaining( 'remapClamp', remapClamp );
  24146. class ExpressionNode extends Node {
  24147. static get type() {
  24148. return 'ExpressionNode';
  24149. }
  24150. constructor( snippet = '', nodeType = 'void' ) {
  24151. super( nodeType );
  24152. this.snippet = snippet;
  24153. }
  24154. generate( builder, output ) {
  24155. const type = this.getNodeType( builder );
  24156. const snippet = this.snippet;
  24157. if ( type === 'void' ) {
  24158. builder.addLineFlowCode( snippet, this );
  24159. } else {
  24160. return builder.format( `( ${ snippet } )`, type, output );
  24161. }
  24162. }
  24163. }
  24164. const expression = /*@__PURE__*/ nodeProxy( ExpressionNode );
  24165. const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).append();
  24166. const Return = () => expression( 'return' ).append();
  24167. addMethodChaining( 'discard', Discard );
  24168. class RenderOutputNode extends TempNode {
  24169. static get type() {
  24170. return 'RenderOutputNode';
  24171. }
  24172. constructor( colorNode, toneMapping, outputColorSpace ) {
  24173. super( 'vec4' );
  24174. this.colorNode = colorNode;
  24175. this.toneMapping = toneMapping;
  24176. this.outputColorSpace = outputColorSpace;
  24177. this.isRenderOutput = true;
  24178. }
  24179. setup( { context } ) {
  24180. let outputNode = this.colorNode || context.color;
  24181. // tone mapping
  24182. const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
  24183. const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || NoColorSpace;
  24184. if ( toneMapping !== NoToneMapping ) {
  24185. outputNode = outputNode.toneMapping( toneMapping );
  24186. }
  24187. // working to output color space
  24188. if ( outputColorSpace !== NoColorSpace && outputColorSpace !== ColorManagement.workingColorSpace ) {
  24189. outputNode = outputNode.workingToColorSpace( outputColorSpace );
  24190. }
  24191. return outputNode;
  24192. }
  24193. }
  24194. const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
  24195. addMethodChaining( 'renderOutput', renderOutput );
  24196. // Non-PURE exports list, side-effects are required here.
  24197. // TSL Base Syntax
  24198. function addNodeElement( name/*, nodeElement*/ ) {
  24199. console.warn( 'THREE.TSLBase: AddNodeElement has been removed in favor of tree-shaking. Trying add', name );
  24200. }
  24201. class AttributeNode extends Node {
  24202. static get type() {
  24203. return 'AttributeNode';
  24204. }
  24205. constructor( attributeName, nodeType = null ) {
  24206. super( nodeType );
  24207. this.global = true;
  24208. this._attributeName = attributeName;
  24209. }
  24210. getHash( builder ) {
  24211. return this.getAttributeName( builder );
  24212. }
  24213. getNodeType( builder ) {
  24214. let nodeType = this.nodeType;
  24215. if ( nodeType === null ) {
  24216. const attributeName = this.getAttributeName( builder );
  24217. if ( builder.hasGeometryAttribute( attributeName ) ) {
  24218. const attribute = builder.geometry.getAttribute( attributeName );
  24219. nodeType = builder.getTypeFromAttribute( attribute );
  24220. } else {
  24221. nodeType = 'float';
  24222. }
  24223. }
  24224. return nodeType;
  24225. }
  24226. setAttributeName( attributeName ) {
  24227. this._attributeName = attributeName;
  24228. return this;
  24229. }
  24230. getAttributeName( /*builder*/ ) {
  24231. return this._attributeName;
  24232. }
  24233. generate( builder ) {
  24234. const attributeName = this.getAttributeName( builder );
  24235. const nodeType = this.getNodeType( builder );
  24236. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  24237. if ( geometryAttribute === true ) {
  24238. const attribute = builder.geometry.getAttribute( attributeName );
  24239. const attributeType = builder.getTypeFromAttribute( attribute );
  24240. const nodeAttribute = builder.getAttribute( attributeName, attributeType );
  24241. if ( builder.shaderStage === 'vertex' ) {
  24242. return builder.format( nodeAttribute.name, attributeType, nodeType );
  24243. } else {
  24244. const nodeVarying = varying( this );
  24245. return nodeVarying.build( builder, nodeType );
  24246. }
  24247. } else {
  24248. console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
  24249. return builder.generateConst( nodeType );
  24250. }
  24251. }
  24252. serialize( data ) {
  24253. super.serialize( data );
  24254. data.global = this.global;
  24255. data._attributeName = this._attributeName;
  24256. }
  24257. deserialize( data ) {
  24258. super.deserialize( data );
  24259. this.global = data.global;
  24260. this._attributeName = data._attributeName;
  24261. }
  24262. }
  24263. const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );
  24264. const uv = ( index ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
  24265. class TextureSizeNode extends Node {
  24266. static get type() {
  24267. return 'TextureSizeNode';
  24268. }
  24269. constructor( textureNode, levelNode = null ) {
  24270. super( 'uvec2' );
  24271. this.isTextureSizeNode = true;
  24272. this.textureNode = textureNode;
  24273. this.levelNode = levelNode;
  24274. }
  24275. generate( builder, output ) {
  24276. const textureProperty = this.textureNode.build( builder, 'property' );
  24277. const level = this.levelNode === null ? '0' : this.levelNode.build( builder, 'int' );
  24278. return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ level } )`, this.getNodeType( builder ), output );
  24279. }
  24280. }
  24281. const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode );
  24282. class MaxMipLevelNode extends UniformNode {
  24283. static get type() {
  24284. return 'MaxMipLevelNode';
  24285. }
  24286. constructor( textureNode ) {
  24287. super( 0 );
  24288. this._textureNode = textureNode;
  24289. this.updateType = NodeUpdateType.FRAME;
  24290. }
  24291. get textureNode() {
  24292. return this._textureNode;
  24293. }
  24294. get texture() {
  24295. return this._textureNode.value;
  24296. }
  24297. update() {
  24298. const texture = this.texture;
  24299. const images = texture.images;
  24300. const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
  24301. if ( image && image.width !== undefined ) {
  24302. const { width, height } = image;
  24303. this.value = Math.log2( Math.max( width, height ) );
  24304. }
  24305. }
  24306. }
  24307. const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode );
  24308. class TextureNode extends UniformNode {
  24309. static get type() {
  24310. return 'TextureNode';
  24311. }
  24312. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24313. super( value );
  24314. this.isTextureNode = true;
  24315. this.uvNode = uvNode;
  24316. this.levelNode = levelNode;
  24317. this.biasNode = biasNode;
  24318. this.compareNode = null;
  24319. this.depthNode = null;
  24320. this.gradNode = null;
  24321. this.sampler = true;
  24322. this.updateMatrix = false;
  24323. this.updateType = NodeUpdateType.NONE;
  24324. this.referenceNode = null;
  24325. this._value = value;
  24326. this._matrixUniform = null;
  24327. this.setUpdateMatrix( uvNode === null );
  24328. }
  24329. set value( value ) {
  24330. if ( this.referenceNode ) {
  24331. this.referenceNode.value = value;
  24332. } else {
  24333. this._value = value;
  24334. }
  24335. }
  24336. get value() {
  24337. return this.referenceNode ? this.referenceNode.value : this._value;
  24338. }
  24339. getUniformHash( /*builder*/ ) {
  24340. return this.value.uuid;
  24341. }
  24342. getNodeType( /*builder*/ ) {
  24343. if ( this.value.isDepthTexture === true ) return 'float';
  24344. if ( this.value.type === UnsignedIntType ) {
  24345. return 'uvec4';
  24346. } else if ( this.value.type === IntType ) {
  24347. return 'ivec4';
  24348. }
  24349. return 'vec4';
  24350. }
  24351. getInputType( /*builder*/ ) {
  24352. return 'texture';
  24353. }
  24354. getDefaultUV() {
  24355. return uv( this.value.channel );
  24356. }
  24357. updateReference( /*state*/ ) {
  24358. return this.value;
  24359. }
  24360. getTransformedUV( uvNode ) {
  24361. if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
  24362. return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
  24363. }
  24364. setUpdateMatrix( value ) {
  24365. this.updateMatrix = value;
  24366. this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
  24367. return this;
  24368. }
  24369. setupUV( builder, uvNode ) {
  24370. const texture = this.value;
  24371. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  24372. if ( this.sampler ) {
  24373. uvNode = uvNode.flipY();
  24374. } else {
  24375. uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
  24376. }
  24377. }
  24378. return uvNode;
  24379. }
  24380. setup( builder ) {
  24381. const properties = builder.getNodeProperties( this );
  24382. properties.referenceNode = this.referenceNode;
  24383. //
  24384. let uvNode = this.uvNode;
  24385. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  24386. uvNode = builder.context.getUV( this );
  24387. }
  24388. if ( ! uvNode ) uvNode = this.getDefaultUV();
  24389. if ( this.updateMatrix === true ) {
  24390. uvNode = this.getTransformedUV( uvNode );
  24391. }
  24392. uvNode = this.setupUV( builder, uvNode );
  24393. //
  24394. let levelNode = this.levelNode;
  24395. if ( levelNode === null && builder.context.getTextureLevel ) {
  24396. levelNode = builder.context.getTextureLevel( this );
  24397. }
  24398. //
  24399. properties.uvNode = uvNode;
  24400. properties.levelNode = levelNode;
  24401. properties.biasNode = this.biasNode;
  24402. properties.compareNode = this.compareNode;
  24403. properties.gradNode = this.gradNode;
  24404. properties.depthNode = this.depthNode;
  24405. }
  24406. generateUV( builder, uvNode ) {
  24407. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  24408. }
  24409. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  24410. const texture = this.value;
  24411. let snippet;
  24412. if ( levelSnippet ) {
  24413. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  24414. } else if ( biasSnippet ) {
  24415. snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
  24416. } else if ( gradSnippet ) {
  24417. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  24418. } else if ( compareSnippet ) {
  24419. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  24420. } else if ( this.sampler === false ) {
  24421. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  24422. } else {
  24423. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  24424. }
  24425. return snippet;
  24426. }
  24427. generate( builder, output ) {
  24428. const properties = builder.getNodeProperties( this );
  24429. const texture = this.value;
  24430. if ( ! texture || texture.isTexture !== true ) {
  24431. throw new Error( 'TextureNode: Need a three.js texture.' );
  24432. }
  24433. const textureProperty = super.generate( builder, 'property' );
  24434. if ( output === 'sampler' ) {
  24435. return textureProperty + '_sampler';
  24436. } else if ( builder.isReference( output ) ) {
  24437. return textureProperty;
  24438. } else {
  24439. const nodeData = builder.getDataFromNode( this );
  24440. let propertyName = nodeData.propertyName;
  24441. if ( propertyName === undefined ) {
  24442. const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
  24443. const uvSnippet = this.generateUV( builder, uvNode );
  24444. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  24445. const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  24446. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  24447. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  24448. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  24449. const nodeVar = builder.getVarFromNode( this );
  24450. propertyName = builder.getPropertyName( nodeVar );
  24451. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
  24452. builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
  24453. nodeData.snippet = snippet;
  24454. nodeData.propertyName = propertyName;
  24455. }
  24456. let snippet = propertyName;
  24457. const nodeType = this.getNodeType( builder );
  24458. if ( builder.needsToWorkingColorSpace( texture ) ) {
  24459. snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  24460. }
  24461. return builder.format( snippet, nodeType, output );
  24462. }
  24463. }
  24464. setSampler( value ) {
  24465. this.sampler = value;
  24466. return this;
  24467. }
  24468. getSampler() {
  24469. return this.sampler;
  24470. }
  24471. // @TODO: Move to TSL
  24472. uv( uvNode ) {
  24473. const textureNode = this.clone();
  24474. textureNode.uvNode = nodeObject( uvNode );
  24475. textureNode.referenceNode = this.getSelf();
  24476. return nodeObject( textureNode );
  24477. }
  24478. blur( amountNode ) {
  24479. const textureNode = this.clone();
  24480. textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  24481. textureNode.referenceNode = this.getSelf();
  24482. return nodeObject( textureNode );
  24483. }
  24484. level( levelNode ) {
  24485. const textureNode = this.clone();
  24486. textureNode.levelNode = nodeObject( levelNode );
  24487. textureNode.referenceNode = this.getSelf();
  24488. return nodeObject( textureNode );
  24489. }
  24490. size( levelNode ) {
  24491. return textureSize( this, levelNode );
  24492. }
  24493. bias( biasNode ) {
  24494. const textureNode = this.clone();
  24495. textureNode.biasNode = nodeObject( biasNode );
  24496. textureNode.referenceNode = this.getSelf();
  24497. return nodeObject( textureNode );
  24498. }
  24499. compare( compareNode ) {
  24500. const textureNode = this.clone();
  24501. textureNode.compareNode = nodeObject( compareNode );
  24502. textureNode.referenceNode = this.getSelf();
  24503. return nodeObject( textureNode );
  24504. }
  24505. grad( gradNodeX, gradNodeY ) {
  24506. const textureNode = this.clone();
  24507. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  24508. textureNode.referenceNode = this.getSelf();
  24509. return nodeObject( textureNode );
  24510. }
  24511. depth( depthNode ) {
  24512. const textureNode = this.clone();
  24513. textureNode.depthNode = nodeObject( depthNode );
  24514. textureNode.referenceNode = this.getSelf();
  24515. return nodeObject( textureNode );
  24516. }
  24517. // --
  24518. serialize( data ) {
  24519. super.serialize( data );
  24520. data.value = this.value.toJSON( data.meta ).uuid;
  24521. data.sampler = this.sampler;
  24522. data.updateMatrix = this.updateMatrix;
  24523. data.updateType = this.updateType;
  24524. }
  24525. deserialize( data ) {
  24526. super.deserialize( data );
  24527. this.value = data.meta.textures[ data.value ];
  24528. this.sampler = data.sampler;
  24529. this.updateMatrix = data.updateMatrix;
  24530. this.updateType = data.updateType;
  24531. }
  24532. update() {
  24533. const texture = this.value;
  24534. const matrixUniform = this._matrixUniform;
  24535. if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
  24536. if ( texture.matrixAutoUpdate === true ) {
  24537. texture.updateMatrix();
  24538. }
  24539. }
  24540. clone() {
  24541. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  24542. newNode.sampler = this.sampler;
  24543. return newNode;
  24544. }
  24545. }
  24546. const texture = /*@__PURE__*/ nodeProxy( TextureNode );
  24547. const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  24548. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  24549. const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  24550. const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );
  24551. const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );
  24552. const cameraProjectionMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
  24553. const cameraProjectionMatrixInverse = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
  24554. const cameraViewMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
  24555. const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
  24556. const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
  24557. const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
  24558. class Object3DNode extends Node {
  24559. static get type() {
  24560. return 'Object3DNode';
  24561. }
  24562. constructor( scope, object3d = null ) {
  24563. super();
  24564. this.scope = scope;
  24565. this.object3d = object3d;
  24566. this.updateType = NodeUpdateType.OBJECT;
  24567. this._uniformNode = new UniformNode( null );
  24568. }
  24569. getNodeType() {
  24570. const scope = this.scope;
  24571. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24572. return 'mat4';
  24573. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24574. return 'vec3';
  24575. }
  24576. }
  24577. update( frame ) {
  24578. const object = this.object3d;
  24579. const uniformNode = this._uniformNode;
  24580. const scope = this.scope;
  24581. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24582. uniformNode.value = object.matrixWorld;
  24583. } else if ( scope === Object3DNode.POSITION ) {
  24584. uniformNode.value = uniformNode.value || new Vector3();
  24585. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24586. } else if ( scope === Object3DNode.SCALE ) {
  24587. uniformNode.value = uniformNode.value || new Vector3();
  24588. uniformNode.value.setFromMatrixScale( object.matrixWorld );
  24589. } else if ( scope === Object3DNode.DIRECTION ) {
  24590. uniformNode.value = uniformNode.value || new Vector3();
  24591. object.getWorldDirection( uniformNode.value );
  24592. } else if ( scope === Object3DNode.VIEW_POSITION ) {
  24593. const camera = frame.camera;
  24594. uniformNode.value = uniformNode.value || new Vector3();
  24595. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24596. uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
  24597. }
  24598. }
  24599. generate( builder ) {
  24600. const scope = this.scope;
  24601. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24602. this._uniformNode.nodeType = 'mat4';
  24603. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24604. this._uniformNode.nodeType = 'vec3';
  24605. }
  24606. return this._uniformNode.build( builder );
  24607. }
  24608. serialize( data ) {
  24609. super.serialize( data );
  24610. data.scope = this.scope;
  24611. }
  24612. deserialize( data ) {
  24613. super.deserialize( data );
  24614. this.scope = data.scope;
  24615. }
  24616. }
  24617. Object3DNode.WORLD_MATRIX = 'worldMatrix';
  24618. Object3DNode.POSITION = 'position';
  24619. Object3DNode.SCALE = 'scale';
  24620. Object3DNode.VIEW_POSITION = 'viewPosition';
  24621. Object3DNode.DIRECTION = 'direction';
  24622. const objectDirection = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.DIRECTION );
  24623. const objectWorldMatrix = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX );
  24624. const objectPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.POSITION );
  24625. const objectScale = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.SCALE );
  24626. const objectViewPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION );
  24627. class ModelNode extends Object3DNode {
  24628. static get type() {
  24629. return 'ModelNode';
  24630. }
  24631. constructor( scope ) {
  24632. super( scope );
  24633. }
  24634. update( frame ) {
  24635. this.object3d = frame.object;
  24636. super.update( frame );
  24637. }
  24638. }
  24639. const modelDirection = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );
  24640. const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
  24641. const modelPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );
  24642. const modelScale = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );
  24643. const modelViewPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
  24644. const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );
  24645. const modelWorldMatrixInverse = /*@__PURE__*/ uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
  24646. const modelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix ).toVar( 'modelViewMatrix' );
  24647. const highPrecisionModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24648. builder.context.isHighPrecisionModelViewMatrix = true;
  24649. return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {
  24650. return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24651. } );
  24652. } ).once() )().toVar( 'highPrecisionModelViewMatrix' );
  24653. const highPrecisionModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24654. const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
  24655. return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {
  24656. if ( isHighPrecisionModelViewMatrix !== true ) {
  24657. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24658. }
  24659. return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  24660. } );
  24661. } ).once() )().toVar( 'highPrecisionModelNormalMatrix' );
  24662. const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );
  24663. const positionLocal = /*@__PURE__*/ positionGeometry.varying( 'positionLocal' );
  24664. const positionPrevious = /*@__PURE__*/ positionGeometry.varying( 'positionPrevious' );
  24665. const positionWorld = /*@__PURE__*/ modelWorldMatrix.mul( positionLocal ).xyz.varying( 'v_positionWorld' );
  24666. const positionWorldDirection = /*@__PURE__*/ positionLocal.transformDirection( modelWorldMatrix ).varying( 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' );
  24667. const positionView = /*@__PURE__*/ modelViewMatrix.mul( positionLocal ).xyz.varying( 'v_positionView' );
  24668. const positionViewDirection = /*@__PURE__*/ positionView.negate().varying( 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
  24669. class FrontFacingNode extends Node {
  24670. static get type() {
  24671. return 'FrontFacingNode';
  24672. }
  24673. constructor() {
  24674. super( 'bool' );
  24675. this.isFrontFacingNode = true;
  24676. }
  24677. generate( builder ) {
  24678. const { renderer, material } = builder;
  24679. if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
  24680. if ( material.side === BackSide ) {
  24681. return 'false';
  24682. }
  24683. }
  24684. return builder.getFrontFacing();
  24685. }
  24686. }
  24687. const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );
  24688. const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );
  24689. const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );
  24690. const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {
  24691. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  24692. console.warn( 'TSL.NormalNode: Vertex attribute "normal" not found on geometry.' );
  24693. return vec3( 0, 1, 0 );
  24694. }
  24695. return normalGeometry;
  24696. }, 'vec3' ).once() )().toVar( 'normalLocal' );
  24697. const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
  24698. const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24699. let node;
  24700. if ( builder.material.flatShading === true ) {
  24701. node = normalFlat;
  24702. } else {
  24703. node = varying( transformNormalToView( normalLocal ), 'v_normalView' ).normalize();
  24704. }
  24705. return node;
  24706. }, 'vec3' ).once() )().toVar( 'normalView' );
  24707. const normalWorld = /*@__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' );
  24708. const transformedNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24709. return builder.context.setupNormal();
  24710. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedNormalView' );
  24711. const transformedNormalWorld = /*@__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).toVar( 'transformedNormalWorld' );
  24712. const transformedClearcoatNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24713. return builder.context.setupClearcoatNormal();
  24714. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedClearcoatNormalView' );
  24715. const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {
  24716. const m = mat3( matrix );
  24717. const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
  24718. return m.mul( transformedNormal ).xyz;
  24719. } );
  24720. const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {
  24721. const modelNormalViewMatrix = builder.renderer.nodes.modelNormalViewMatrix;
  24722. if ( modelNormalViewMatrix !== null ) {
  24723. return modelNormalViewMatrix.transformDirection( normal );
  24724. }
  24725. //
  24726. const transformedNormal = modelNormalMatrix.mul( normal );
  24727. return cameraViewMatrix.transformDirection( transformedNormal );
  24728. } );
  24729. const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onRenderUpdate( ( { material } ) => material.refractionRatio );
  24730. const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
  24731. const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
  24732. const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24733. const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24734. class CubeTextureNode extends TextureNode {
  24735. static get type() {
  24736. return 'CubeTextureNode';
  24737. }
  24738. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24739. super( value, uvNode, levelNode, biasNode );
  24740. this.isCubeTextureNode = true;
  24741. }
  24742. getInputType( /*builder*/ ) {
  24743. return 'cubeTexture';
  24744. }
  24745. getDefaultUV() {
  24746. const texture = this.value;
  24747. if ( texture.mapping === CubeReflectionMapping ) {
  24748. return reflectVector;
  24749. } else if ( texture.mapping === CubeRefractionMapping ) {
  24750. return refractVector;
  24751. } else {
  24752. console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
  24753. return vec3( 0, 0, 0 );
  24754. }
  24755. }
  24756. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
  24757. setupUV( builder, uvNode ) {
  24758. const texture = this.value;
  24759. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
  24760. return vec3( uvNode.x.negate(), uvNode.yz );
  24761. } else {
  24762. return uvNode;
  24763. }
  24764. }
  24765. generateUV( builder, cubeUV ) {
  24766. return cubeUV.build( builder, 'vec3' );
  24767. }
  24768. }
  24769. const cubeTexture = /*@__PURE__*/ nodeProxy( CubeTextureNode );
  24770. class BufferNode extends UniformNode {
  24771. static get type() {
  24772. return 'BufferNode';
  24773. }
  24774. constructor( value, bufferType, bufferCount = 0 ) {
  24775. super( value, bufferType );
  24776. this.isBufferNode = true;
  24777. this.bufferType = bufferType;
  24778. this.bufferCount = bufferCount;
  24779. }
  24780. getElementType( builder ) {
  24781. return this.getNodeType( builder );
  24782. }
  24783. getInputType( /*builder*/ ) {
  24784. return 'buffer';
  24785. }
  24786. }
  24787. const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
  24788. class UniformArrayElementNode extends ArrayElementNode {
  24789. static get type() {
  24790. return 'UniformArrayElementNode';
  24791. }
  24792. constructor( arrayBuffer, indexNode ) {
  24793. super( arrayBuffer, indexNode );
  24794. this.isArrayBufferElementNode = true;
  24795. }
  24796. generate( builder ) {
  24797. const snippet = super.generate( builder );
  24798. const type = this.getNodeType();
  24799. return builder.format( snippet, 'vec4', type );
  24800. }
  24801. }
  24802. class UniformArrayNode extends BufferNode {
  24803. static get type() {
  24804. return 'UniformArrayNode';
  24805. }
  24806. constructor( value, elementType = null ) {
  24807. super( null, 'vec4' );
  24808. this.array = value;
  24809. this.elementType = elementType;
  24810. this._elementType = null;
  24811. this._elementLength = 0;
  24812. this.updateType = NodeUpdateType.RENDER;
  24813. this.isArrayBufferNode = true;
  24814. }
  24815. getElementType() {
  24816. return this.elementType || this._elementType;
  24817. }
  24818. getElementLength() {
  24819. return this._elementLength;
  24820. }
  24821. update( /*frame*/ ) {
  24822. const { array, value } = this;
  24823. const elementLength = this.getElementLength();
  24824. const elementType = this.getElementType();
  24825. if ( elementLength === 1 ) {
  24826. for ( let i = 0; i < array.length; i ++ ) {
  24827. const index = i * 4;
  24828. value[ index ] = array[ i ];
  24829. }
  24830. } else if ( elementType === 'color' ) {
  24831. for ( let i = 0; i < array.length; i ++ ) {
  24832. const index = i * 4;
  24833. const vector = array[ i ];
  24834. value[ index ] = vector.r;
  24835. value[ index + 1 ] = vector.g;
  24836. value[ index + 2 ] = vector.b || 0;
  24837. //value[ index + 3 ] = vector.a || 0;
  24838. }
  24839. } else {
  24840. for ( let i = 0; i < array.length; i ++ ) {
  24841. const index = i * 4;
  24842. const vector = array[ i ];
  24843. value[ index ] = vector.x;
  24844. value[ index + 1 ] = vector.y;
  24845. value[ index + 2 ] = vector.z || 0;
  24846. value[ index + 3 ] = vector.w || 0;
  24847. }
  24848. }
  24849. }
  24850. setup( builder ) {
  24851. const length = this.array.length;
  24852. this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType;
  24853. this._elementLength = builder.getTypeLength( this._elementType );
  24854. let arrayType = Float32Array;
  24855. if ( this._elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  24856. else if ( this._elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
  24857. this.value = new arrayType( length * 4 );
  24858. this.bufferCount = length;
  24859. this.bufferType = builder.changeComponentType( 'vec4', builder.getComponentType( this._elementType ) );
  24860. return super.setup( builder );
  24861. }
  24862. element( indexNode ) {
  24863. return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
  24864. }
  24865. }
  24866. const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
  24867. //
  24868. const uniforms = ( values, nodeType ) => { // @deprecated, r168
  24869. console.warn( 'TSL.UniformArrayNode: uniforms() has been renamed to uniformArray().' );
  24870. return nodeObject( new UniformArrayNode( values, nodeType ) );
  24871. };
  24872. class ReferenceElementNode extends ArrayElementNode {
  24873. static get type() {
  24874. return 'ReferenceElementNode';
  24875. }
  24876. constructor( referenceNode, indexNode ) {
  24877. super( referenceNode, indexNode );
  24878. this.referenceNode = referenceNode;
  24879. this.isReferenceElementNode = true;
  24880. }
  24881. getNodeType() {
  24882. return this.referenceNode.uniformType;
  24883. }
  24884. generate( builder ) {
  24885. const snippet = super.generate( builder );
  24886. const arrayType = this.referenceNode.getNodeType();
  24887. const elementType = this.getNodeType();
  24888. return builder.format( snippet, arrayType, elementType );
  24889. }
  24890. }
  24891. // TODO: Extends this from ReferenceBaseNode
  24892. class ReferenceNode extends Node {
  24893. static get type() {
  24894. return 'ReferenceNode';
  24895. }
  24896. constructor( property, uniformType, object = null, count = null ) {
  24897. super();
  24898. this.property = property;
  24899. this.uniformType = uniformType;
  24900. this.object = object;
  24901. this.count = count;
  24902. this.properties = property.split( '.' );
  24903. this.reference = object;
  24904. this.node = null;
  24905. this.group = null;
  24906. this.name = null;
  24907. this.updateType = NodeUpdateType.OBJECT;
  24908. }
  24909. element( indexNode ) {
  24910. return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
  24911. }
  24912. setGroup( group ) {
  24913. this.group = group;
  24914. return this;
  24915. }
  24916. label( name ) {
  24917. this.name = name;
  24918. return this;
  24919. }
  24920. setNodeType( uniformType ) {
  24921. let node = null;
  24922. if ( this.count !== null ) {
  24923. node = buffer( null, uniformType, this.count );
  24924. } else if ( Array.isArray( this.getValueFromReference() ) ) {
  24925. node = uniformArray( null, uniformType );
  24926. } else if ( uniformType === 'texture' ) {
  24927. node = texture( null );
  24928. } else if ( uniformType === 'cubeTexture' ) {
  24929. node = cubeTexture( null );
  24930. } else {
  24931. node = uniform( null, uniformType );
  24932. }
  24933. if ( this.group !== null ) {
  24934. node.setGroup( this.group );
  24935. }
  24936. if ( this.name !== null ) node.label( this.name );
  24937. this.node = node.getSelf();
  24938. }
  24939. getNodeType( builder ) {
  24940. if ( this.node === null ) {
  24941. this.updateReference( builder );
  24942. this.updateValue();
  24943. }
  24944. return this.node.getNodeType( builder );
  24945. }
  24946. getValueFromReference( object = this.reference ) {
  24947. const { properties } = this;
  24948. let value = object[ properties[ 0 ] ];
  24949. for ( let i = 1; i < properties.length; i ++ ) {
  24950. value = value[ properties[ i ] ];
  24951. }
  24952. return value;
  24953. }
  24954. updateReference( state ) {
  24955. this.reference = this.object !== null ? this.object : state.object;
  24956. return this.reference;
  24957. }
  24958. setup() {
  24959. this.updateValue();
  24960. return this.node;
  24961. }
  24962. update( /*frame*/ ) {
  24963. this.updateValue();
  24964. }
  24965. updateValue() {
  24966. if ( this.node === null ) this.setNodeType( this.uniformType );
  24967. const value = this.getValueFromReference();
  24968. if ( Array.isArray( value ) ) {
  24969. this.node.array = value;
  24970. } else {
  24971. this.node.value = value;
  24972. }
  24973. }
  24974. }
  24975. const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
  24976. const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
  24977. class MaterialReferenceNode extends ReferenceNode {
  24978. static get type() {
  24979. return 'MaterialReferenceNode';
  24980. }
  24981. constructor( property, inputType, material = null ) {
  24982. super( property, inputType, material );
  24983. this.material = material;
  24984. //this.updateType = NodeUpdateType.RENDER;
  24985. this.isMaterialReferenceNode = true;
  24986. }
  24987. /*setNodeType( node ) {
  24988. super.setNodeType( node );
  24989. this.node.groupNode = renderGroup;
  24990. }*/
  24991. updateReference( state ) {
  24992. this.reference = this.material !== null ? this.material : state.material;
  24993. return this.reference;
  24994. }
  24995. }
  24996. const materialReference = ( name, type, material ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
  24997. const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => {
  24998. if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
  24999. builder.geometry.computeTangents();
  25000. }
  25001. return attribute( 'tangent', 'vec4' );
  25002. } )();
  25003. const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
  25004. const tangentView = /*@__PURE__*/ modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.varying( 'v_tangentView' ).normalize().toVar( 'tangentView' );
  25005. const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).varying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
  25006. const transformedTangentView = /*@__PURE__*/ tangentView.toVar( 'transformedTangentView' );
  25007. const transformedTangentWorld = /*@__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
  25008. const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz;
  25009. const bitangentGeometry = /*@__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
  25010. const bitangentLocal = /*@__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
  25011. const bitangentView = /*@__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
  25012. const bitangentWorld = /*@__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
  25013. const transformedBitangentView = /*@__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' );
  25014. const transformedBitangentWorld = /*@__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
  25015. const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView );
  25016. const parallaxDirection = /*@__PURE__*/ positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
  25017. const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
  25018. const transformedBentNormalView = /*@__PURE__*/ ( () => {
  25019. // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
  25020. let bentNormal = anisotropyB.cross( positionViewDirection );
  25021. bentNormal = bentNormal.cross( anisotropyB ).normalize();
  25022. bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
  25023. return bentNormal;
  25024. } )();
  25025. // Normal Mapping Without Precomputed Tangents
  25026. // http://www.thetenthplanet.de/archives/1180
  25027. const perturbNormal2Arb = /*@__PURE__*/ Fn( ( inputs ) => {
  25028. const { eye_pos, surf_norm, mapN, uv } = inputs;
  25029. const q0 = eye_pos.dFdx();
  25030. const q1 = eye_pos.dFdy();
  25031. const st0 = uv.dFdx();
  25032. const st1 = uv.dFdy();
  25033. const N = surf_norm; // normalized
  25034. const q1perp = q1.cross( N );
  25035. const q0perp = N.cross( q0 );
  25036. const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  25037. const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
  25038. const det = T.dot( T ).max( B.dot( B ) );
  25039. const scale = faceDirection.mul( det.inverseSqrt() );
  25040. return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
  25041. } );
  25042. class NormalMapNode extends TempNode {
  25043. static get type() {
  25044. return 'NormalMapNode';
  25045. }
  25046. constructor( node, scaleNode = null ) {
  25047. super( 'vec3' );
  25048. this.node = node;
  25049. this.scaleNode = scaleNode;
  25050. this.normalMapType = TangentSpaceNormalMap;
  25051. }
  25052. setup( builder ) {
  25053. const { normalMapType, scaleNode } = this;
  25054. let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
  25055. if ( scaleNode !== null ) {
  25056. normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
  25057. }
  25058. let outputNode = null;
  25059. if ( normalMapType === ObjectSpaceNormalMap ) {
  25060. outputNode = transformNormalToView( normalMap );
  25061. } else if ( normalMapType === TangentSpaceNormalMap ) {
  25062. const tangent = builder.hasGeometryAttribute( 'tangent' );
  25063. if ( tangent === true ) {
  25064. outputNode = TBNViewMatrix.mul( normalMap ).normalize();
  25065. } else {
  25066. outputNode = perturbNormal2Arb( {
  25067. eye_pos: positionView,
  25068. surf_norm: normalView,
  25069. mapN: normalMap,
  25070. uv: uv()
  25071. } );
  25072. }
  25073. }
  25074. return outputNode;
  25075. }
  25076. }
  25077. const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode );
  25078. // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  25079. // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
  25080. const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
  25081. // It's used to preserve the same TextureNode instance
  25082. const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
  25083. const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
  25084. return vec2(
  25085. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  25086. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  25087. ).mul( bumpScale );
  25088. } );
  25089. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  25090. const perturbNormalArb = Fn( ( inputs ) => {
  25091. const { surf_pos, surf_norm, dHdxy } = inputs;
  25092. // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  25093. const vSigmaX = surf_pos.dFdx().normalize();
  25094. const vSigmaY = surf_pos.dFdy().normalize();
  25095. const vN = surf_norm; // normalized
  25096. const R1 = vSigmaY.cross( vN );
  25097. const R2 = vN.cross( vSigmaX );
  25098. const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
  25099. const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
  25100. return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
  25101. } );
  25102. class BumpMapNode extends TempNode {
  25103. static get type() {
  25104. return 'BumpMapNode';
  25105. }
  25106. constructor( textureNode, scaleNode = null ) {
  25107. super( 'vec3' );
  25108. this.textureNode = textureNode;
  25109. this.scaleNode = scaleNode;
  25110. }
  25111. setup() {
  25112. const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  25113. const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
  25114. return perturbNormalArb( {
  25115. surf_pos: positionView,
  25116. surf_norm: normalView,
  25117. dHdxy
  25118. } );
  25119. }
  25120. }
  25121. const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode );
  25122. const _propertyCache = new Map();
  25123. class MaterialNode extends Node {
  25124. static get type() {
  25125. return 'MaterialNode';
  25126. }
  25127. constructor( scope ) {
  25128. super();
  25129. this.scope = scope;
  25130. }
  25131. getCache( property, type ) {
  25132. let node = _propertyCache.get( property );
  25133. if ( node === undefined ) {
  25134. node = materialReference( property, type );
  25135. _propertyCache.set( property, node );
  25136. }
  25137. return node;
  25138. }
  25139. getFloat( property ) {
  25140. return this.getCache( property, 'float' );
  25141. }
  25142. getColor( property ) {
  25143. return this.getCache( property, 'color' );
  25144. }
  25145. getTexture( property ) {
  25146. return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
  25147. }
  25148. setup( builder ) {
  25149. const material = builder.context.material;
  25150. const scope = this.scope;
  25151. let node = null;
  25152. if ( scope === MaterialNode.COLOR ) {
  25153. const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
  25154. if ( material.map && material.map.isTexture === true ) {
  25155. node = colorNode.mul( this.getTexture( 'map' ) );
  25156. } else {
  25157. node = colorNode;
  25158. }
  25159. } else if ( scope === MaterialNode.OPACITY ) {
  25160. const opacityNode = this.getFloat( scope );
  25161. if ( material.alphaMap && material.alphaMap.isTexture === true ) {
  25162. node = opacityNode.mul( this.getTexture( 'alpha' ) );
  25163. } else {
  25164. node = opacityNode;
  25165. }
  25166. } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
  25167. if ( material.specularMap && material.specularMap.isTexture === true ) {
  25168. node = this.getTexture( 'specular' ).r;
  25169. } else {
  25170. node = float( 1 );
  25171. }
  25172. } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
  25173. const specularIntensity = this.getFloat( scope );
  25174. if ( material.specularMap ) {
  25175. node = specularIntensity.mul( this.getTexture( scope ).a );
  25176. } else {
  25177. node = specularIntensity;
  25178. }
  25179. } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
  25180. const specularColorNode = this.getColor( scope );
  25181. if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
  25182. node = specularColorNode.mul( this.getTexture( scope ).rgb );
  25183. } else {
  25184. node = specularColorNode;
  25185. }
  25186. } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
  25187. const roughnessNode = this.getFloat( scope );
  25188. if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
  25189. node = roughnessNode.mul( this.getTexture( scope ).g );
  25190. } else {
  25191. node = roughnessNode;
  25192. }
  25193. } else if ( scope === MaterialNode.METALNESS ) {
  25194. const metalnessNode = this.getFloat( scope );
  25195. if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
  25196. node = metalnessNode.mul( this.getTexture( scope ).b );
  25197. } else {
  25198. node = metalnessNode;
  25199. }
  25200. } else if ( scope === MaterialNode.EMISSIVE ) {
  25201. const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  25202. const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
  25203. if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
  25204. node = emissiveNode.mul( this.getTexture( scope ) );
  25205. } else {
  25206. node = emissiveNode;
  25207. }
  25208. } else if ( scope === MaterialNode.NORMAL ) {
  25209. if ( material.normalMap ) {
  25210. node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
  25211. node.normalMapType = material.normalMapType;
  25212. } else if ( material.bumpMap ) {
  25213. node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
  25214. } else {
  25215. node = normalView;
  25216. }
  25217. } else if ( scope === MaterialNode.CLEARCOAT ) {
  25218. const clearcoatNode = this.getFloat( scope );
  25219. if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
  25220. node = clearcoatNode.mul( this.getTexture( scope ).r );
  25221. } else {
  25222. node = clearcoatNode;
  25223. }
  25224. } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
  25225. const clearcoatRoughnessNode = this.getFloat( scope );
  25226. if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
  25227. node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
  25228. } else {
  25229. node = clearcoatRoughnessNode;
  25230. }
  25231. } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
  25232. if ( material.clearcoatNormalMap ) {
  25233. node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );
  25234. } else {
  25235. node = normalView;
  25236. }
  25237. } else if ( scope === MaterialNode.SHEEN ) {
  25238. const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
  25239. if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
  25240. node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
  25241. } else {
  25242. node = sheenNode;
  25243. }
  25244. } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
  25245. const sheenRoughnessNode = this.getFloat( scope );
  25246. if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
  25247. node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
  25248. } else {
  25249. node = sheenRoughnessNode;
  25250. }
  25251. node = node.clamp( 0.07, 1.0 );
  25252. } else if ( scope === MaterialNode.ANISOTROPY ) {
  25253. if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
  25254. const anisotropyPolar = this.getTexture( scope );
  25255. const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
  25256. node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
  25257. } else {
  25258. node = materialAnisotropyVector;
  25259. }
  25260. } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
  25261. const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
  25262. if ( material.iridescenceThicknessMap ) {
  25263. const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
  25264. node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
  25265. } else {
  25266. node = iridescenceThicknessMaximum;
  25267. }
  25268. } else if ( scope === MaterialNode.TRANSMISSION ) {
  25269. const transmissionNode = this.getFloat( scope );
  25270. if ( material.transmissionMap ) {
  25271. node = transmissionNode.mul( this.getTexture( scope ).r );
  25272. } else {
  25273. node = transmissionNode;
  25274. }
  25275. } else if ( scope === MaterialNode.THICKNESS ) {
  25276. const thicknessNode = this.getFloat( scope );
  25277. if ( material.thicknessMap ) {
  25278. node = thicknessNode.mul( this.getTexture( scope ).g );
  25279. } else {
  25280. node = thicknessNode;
  25281. }
  25282. } else if ( scope === MaterialNode.IOR ) {
  25283. node = this.getFloat( scope );
  25284. } else if ( scope === MaterialNode.LIGHT_MAP ) {
  25285. node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
  25286. } else if ( scope === MaterialNode.AO_MAP ) {
  25287. node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
  25288. } else {
  25289. const outputType = this.getNodeType( builder );
  25290. node = this.getCache( scope, outputType );
  25291. }
  25292. return node;
  25293. }
  25294. }
  25295. MaterialNode.ALPHA_TEST = 'alphaTest';
  25296. MaterialNode.COLOR = 'color';
  25297. MaterialNode.OPACITY = 'opacity';
  25298. MaterialNode.SHININESS = 'shininess';
  25299. MaterialNode.SPECULAR = 'specular';
  25300. MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  25301. MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  25302. MaterialNode.SPECULAR_COLOR = 'specularColor';
  25303. MaterialNode.REFLECTIVITY = 'reflectivity';
  25304. MaterialNode.ROUGHNESS = 'roughness';
  25305. MaterialNode.METALNESS = 'metalness';
  25306. MaterialNode.NORMAL = 'normal';
  25307. MaterialNode.CLEARCOAT = 'clearcoat';
  25308. MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  25309. MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  25310. MaterialNode.EMISSIVE = 'emissive';
  25311. MaterialNode.ROTATION = 'rotation';
  25312. MaterialNode.SHEEN = 'sheen';
  25313. MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  25314. MaterialNode.ANISOTROPY = 'anisotropy';
  25315. MaterialNode.IRIDESCENCE = 'iridescence';
  25316. MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  25317. MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  25318. MaterialNode.IOR = 'ior';
  25319. MaterialNode.TRANSMISSION = 'transmission';
  25320. MaterialNode.THICKNESS = 'thickness';
  25321. MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  25322. MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  25323. MaterialNode.LINE_SCALE = 'scale';
  25324. MaterialNode.LINE_DASH_SIZE = 'dashSize';
  25325. MaterialNode.LINE_GAP_SIZE = 'gapSize';
  25326. MaterialNode.LINE_WIDTH = 'linewidth';
  25327. MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  25328. MaterialNode.POINT_WIDTH = 'pointWidth';
  25329. MaterialNode.DISPERSION = 'dispersion';
  25330. MaterialNode.LIGHT_MAP = 'light';
  25331. MaterialNode.AO_MAP = 'ao';
  25332. const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
  25333. const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );
  25334. const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );
  25335. const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
  25336. const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );
  25337. const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
  25338. const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
  25339. const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
  25340. const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
  25341. const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
  25342. const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
  25343. const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );
  25344. const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL ).context( { getUV: null } );
  25345. const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
  25346. const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
  25347. const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ).context( { getUV: null } );
  25348. const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );
  25349. const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );
  25350. const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
  25351. const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
  25352. const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
  25353. const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
  25354. const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
  25355. const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
  25356. const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
  25357. const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );
  25358. const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
  25359. const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
  25360. const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
  25361. const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
  25362. const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
  25363. const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
  25364. const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
  25365. const materialPointWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH );
  25366. const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
  25367. const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
  25368. const materialAOMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
  25369. const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {
  25370. return frame.material;
  25371. } ).onRenderUpdate( function ( { material } ) {
  25372. this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
  25373. } );
  25374. class ModelViewProjectionNode extends TempNode {
  25375. static get type() {
  25376. return 'ModelViewProjectionNode';
  25377. }
  25378. constructor( positionNode = null ) {
  25379. super( 'vec4' );
  25380. this.positionNode = positionNode;
  25381. }
  25382. setup( builder ) {
  25383. if ( builder.shaderStage === 'fragment' ) {
  25384. return varying( builder.context.mvp );
  25385. }
  25386. const position = this.positionNode || positionLocal;
  25387. const viewMatrix = builder.renderer.nodes.modelViewMatrix || modelViewMatrix;
  25388. return cameraProjectionMatrix.mul( viewMatrix ).mul( position );
  25389. }
  25390. }
  25391. const modelViewProjection = /*@__PURE__*/ nodeProxy( ModelViewProjectionNode );
  25392. class IndexNode extends Node {
  25393. static get type() {
  25394. return 'IndexNode';
  25395. }
  25396. constructor( scope ) {
  25397. super( 'uint' );
  25398. this.scope = scope;
  25399. this.isInstanceIndexNode = true;
  25400. }
  25401. generate( builder ) {
  25402. const nodeType = this.getNodeType( builder );
  25403. const scope = this.scope;
  25404. let propertyName;
  25405. if ( scope === IndexNode.VERTEX ) {
  25406. // The index of a vertex within a mesh.
  25407. propertyName = builder.getVertexIndex();
  25408. } else if ( scope === IndexNode.INSTANCE ) {
  25409. // The index of either a mesh instance or an invocation of a compute shader.
  25410. propertyName = builder.getInstanceIndex();
  25411. } else if ( scope === IndexNode.DRAW ) {
  25412. // The index of a draw call.
  25413. propertyName = builder.getDrawIndex();
  25414. } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
  25415. // The index of a compute invocation within the scope of a workgroup load.
  25416. propertyName = builder.getInvocationLocalIndex();
  25417. } else if ( scope === IndexNode.INVOCATION_SUBGROUP ) {
  25418. // The index of a compute invocation within the scope of a subgroup.
  25419. propertyName = builder.getInvocationSubgroupIndex();
  25420. } else if ( scope === IndexNode.SUBGROUP ) {
  25421. // The index of the subgroup the current compute invocation belongs to.
  25422. propertyName = builder.getSubgroupIndex();
  25423. } else {
  25424. throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
  25425. }
  25426. let output;
  25427. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  25428. output = propertyName;
  25429. } else {
  25430. const nodeVarying = varying( this );
  25431. output = nodeVarying.build( builder, nodeType );
  25432. }
  25433. return output;
  25434. }
  25435. }
  25436. IndexNode.VERTEX = 'vertex';
  25437. IndexNode.INSTANCE = 'instance';
  25438. IndexNode.SUBGROUP = 'subgroup';
  25439. IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  25440. IndexNode.INVOCATION_SUBGROUP = 'invocationSubgroup';
  25441. IndexNode.DRAW = 'draw';
  25442. const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );
  25443. const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );
  25444. const subgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.SUBGROUP );
  25445. const invocationSubgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_SUBGROUP );
  25446. const invocationLocalIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
  25447. const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );
  25448. class InstanceNode extends Node {
  25449. static get type() {
  25450. return 'InstanceNode';
  25451. }
  25452. constructor( instanceMesh ) {
  25453. super( 'void' );
  25454. this.instanceMesh = instanceMesh;
  25455. this.instanceMatrixNode = null;
  25456. this.instanceColorNode = null;
  25457. this.updateType = NodeUpdateType.FRAME;
  25458. this.buffer = null;
  25459. this.bufferColor = null;
  25460. }
  25461. setup( builder ) {
  25462. let instanceMatrixNode = this.instanceMatrixNode;
  25463. let instanceColorNode = this.instanceColorNode;
  25464. const instanceMesh = this.instanceMesh;
  25465. if ( instanceMatrixNode === null ) {
  25466. const instanceAttribute = instanceMesh.instanceMatrix;
  25467. // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.
  25468. if ( instanceMesh.count <= 1000 ) {
  25469. instanceMatrixNode = buffer( instanceAttribute.array, 'mat4', Math.max( instanceMesh.count, 1 ) ).element( instanceIndex );
  25470. } else {
  25471. const buffer = new InstancedInterleavedBuffer( instanceAttribute.array, 16, 1 );
  25472. this.buffer = buffer;
  25473. const bufferFn = instanceAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25474. const instanceBuffers = [
  25475. // F.Signature -> bufferAttribute( array, type, stride, offset )
  25476. bufferFn( buffer, 'vec4', 16, 0 ),
  25477. bufferFn( buffer, 'vec4', 16, 4 ),
  25478. bufferFn( buffer, 'vec4', 16, 8 ),
  25479. bufferFn( buffer, 'vec4', 16, 12 )
  25480. ];
  25481. instanceMatrixNode = mat4( ...instanceBuffers );
  25482. }
  25483. this.instanceMatrixNode = instanceMatrixNode;
  25484. }
  25485. const instanceColorAttribute = instanceMesh.instanceColor;
  25486. if ( instanceColorAttribute && instanceColorNode === null ) {
  25487. const buffer = new InstancedBufferAttribute( instanceColorAttribute.array, 3 );
  25488. const bufferFn = instanceColorAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25489. this.bufferColor = buffer;
  25490. instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
  25491. this.instanceColorNode = instanceColorNode;
  25492. }
  25493. // POSITION
  25494. const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  25495. positionLocal.assign( instancePosition );
  25496. // NORMAL
  25497. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25498. const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );
  25499. // ASSIGNS
  25500. normalLocal.assign( instanceNormal );
  25501. }
  25502. // COLOR
  25503. if ( this.instanceColorNode !== null ) {
  25504. varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
  25505. }
  25506. }
  25507. update( /*frame*/ ) {
  25508. if ( this.instanceMesh.instanceMatrix.usage !== DynamicDrawUsage && this.buffer != null && this.instanceMesh.instanceMatrix.version !== this.buffer.version ) {
  25509. this.buffer.version = this.instanceMesh.instanceMatrix.version;
  25510. }
  25511. if ( this.instanceMesh.instanceColor && this.instanceMesh.instanceColor.usage !== DynamicDrawUsage && this.bufferColor != null && this.instanceMesh.instanceColor.version !== this.bufferColor.version ) {
  25512. this.bufferColor.version = this.instanceMesh.instanceColor.version;
  25513. }
  25514. }
  25515. }
  25516. const instance = /*@__PURE__*/ nodeProxy( InstanceNode );
  25517. class BatchNode extends Node {
  25518. static get type() {
  25519. return 'BatchNode';
  25520. }
  25521. constructor( batchMesh ) {
  25522. super( 'void' );
  25523. this.batchMesh = batchMesh;
  25524. this.batchingIdNode = null;
  25525. }
  25526. setup( builder ) {
  25527. // POSITION
  25528. if ( this.batchingIdNode === null ) {
  25529. if ( builder.getDrawIndex() === null ) {
  25530. this.batchingIdNode = instanceIndex;
  25531. } else {
  25532. this.batchingIdNode = drawIndex;
  25533. }
  25534. }
  25535. const getIndirectIndex = Fn( ( [ id ] ) => {
  25536. const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 );
  25537. const x = int( id ).modInt( int( size ) );
  25538. const y = int( id ).div( int( size ) );
  25539. return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
  25540. } ).setLayout( {
  25541. name: 'getIndirectIndex',
  25542. type: 'uint',
  25543. inputs: [
  25544. { name: 'id', type: 'int' }
  25545. ]
  25546. } );
  25547. const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
  25548. const matricesTexture = this.batchMesh._matricesTexture;
  25549. const size = textureSize( textureLoad( matricesTexture ), 0 );
  25550. const j = float( indirectId ).mul( 4 ).toInt().toVar();
  25551. const x = j.modInt( size );
  25552. const y = j.div( int( size ) );
  25553. const batchingMatrix = mat4(
  25554. textureLoad( matricesTexture, ivec2( x, y ) ),
  25555. textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  25556. textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  25557. textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  25558. );
  25559. const colorsTexture = this.batchMesh._colorsTexture;
  25560. if ( colorsTexture !== null ) {
  25561. const getBatchingColor = Fn( ( [ id ] ) => {
  25562. const size = textureSize( textureLoad( colorsTexture ), 0 ).x;
  25563. const j = id;
  25564. const x = j.modInt( size );
  25565. const y = j.div( size );
  25566. return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
  25567. } ).setLayout( {
  25568. name: 'getBatchingColor',
  25569. type: 'vec3',
  25570. inputs: [
  25571. { name: 'id', type: 'int' }
  25572. ]
  25573. } );
  25574. const color = getBatchingColor( indirectId );
  25575. varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
  25576. }
  25577. const bm = mat3( batchingMatrix );
  25578. positionLocal.assign( batchingMatrix.mul( positionLocal ) );
  25579. const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
  25580. const batchingNormal = bm.mul( transformedNormal ).xyz;
  25581. normalLocal.assign( batchingNormal );
  25582. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25583. tangentLocal.mulAssign( bm );
  25584. }
  25585. }
  25586. }
  25587. const batch = /*@__PURE__*/ nodeProxy( BatchNode );
  25588. const _frameId = new WeakMap();
  25589. class SkinningNode extends Node {
  25590. static get type() {
  25591. return 'SkinningNode';
  25592. }
  25593. constructor( skinnedMesh, useReference = false ) {
  25594. super( 'void' );
  25595. this.skinnedMesh = skinnedMesh;
  25596. this.useReference = useReference;
  25597. this.updateType = NodeUpdateType.OBJECT;
  25598. //
  25599. this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
  25600. this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
  25601. let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
  25602. if ( useReference ) {
  25603. bindMatrixNode = reference( 'bindMatrix', 'mat4' );
  25604. bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
  25605. boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25606. } else {
  25607. bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
  25608. bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
  25609. boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
  25610. }
  25611. this.bindMatrixNode = bindMatrixNode;
  25612. this.bindMatrixInverseNode = bindMatrixInverseNode;
  25613. this.boneMatricesNode = boneMatricesNode;
  25614. this.previousBoneMatricesNode = null;
  25615. }
  25616. getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = positionLocal ) {
  25617. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25618. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25619. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25620. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25621. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25622. // POSITION
  25623. const skinVertex = bindMatrixNode.mul( position );
  25624. const skinned = add(
  25625. boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  25626. boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  25627. boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  25628. boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  25629. );
  25630. return bindMatrixInverseNode.mul( skinned ).xyz;
  25631. }
  25632. getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
  25633. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25634. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25635. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25636. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25637. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25638. // NORMAL
  25639. let skinMatrix = add(
  25640. skinWeightNode.x.mul( boneMatX ),
  25641. skinWeightNode.y.mul( boneMatY ),
  25642. skinWeightNode.z.mul( boneMatZ ),
  25643. skinWeightNode.w.mul( boneMatW )
  25644. );
  25645. skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
  25646. return skinMatrix.transformDirection( normal ).xyz;
  25647. }
  25648. getPreviousSkinnedPosition( builder ) {
  25649. const skinnedMesh = builder.object;
  25650. if ( this.previousBoneMatricesNode === null ) {
  25651. skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
  25652. this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25653. }
  25654. return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
  25655. }
  25656. needsPreviousBoneMatrices( builder ) {
  25657. const mrt = builder.renderer.getMRT();
  25658. return mrt && mrt.has( 'velocity' );
  25659. }
  25660. setup( builder ) {
  25661. if ( this.needsPreviousBoneMatrices( builder ) ) {
  25662. positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
  25663. }
  25664. const skinPosition = this.getSkinnedPosition();
  25665. positionLocal.assign( skinPosition );
  25666. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25667. const skinNormal = this.getSkinnedNormal();
  25668. normalLocal.assign( skinNormal );
  25669. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25670. tangentLocal.assign( skinNormal );
  25671. }
  25672. }
  25673. }
  25674. generate( builder, output ) {
  25675. if ( output !== 'void' ) {
  25676. return positionLocal.build( builder, output );
  25677. }
  25678. }
  25679. update( frame ) {
  25680. const object = this.useReference ? frame.object : this.skinnedMesh;
  25681. const skeleton = object.skeleton;
  25682. if ( _frameId.get( skeleton ) === frame.frameId ) return;
  25683. _frameId.set( skeleton, frame.frameId );
  25684. if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
  25685. skeleton.update();
  25686. }
  25687. }
  25688. const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
  25689. const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
  25690. class LoopNode extends Node {
  25691. static get type() {
  25692. return 'LoopNode';
  25693. }
  25694. constructor( params = [] ) {
  25695. super();
  25696. this.params = params;
  25697. }
  25698. getVarName( index ) {
  25699. return String.fromCharCode( 'i'.charCodeAt() + index );
  25700. }
  25701. getProperties( builder ) {
  25702. const properties = builder.getNodeProperties( this );
  25703. if ( properties.stackNode !== undefined ) return properties;
  25704. //
  25705. const inputs = {};
  25706. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25707. const param = this.params[ i ];
  25708. const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  25709. const type = ( param.isNode !== true && param.type ) || 'int';
  25710. inputs[ name ] = expression( name, type );
  25711. }
  25712. const stack = builder.addStack(); // TODO: cache() it
  25713. properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder );
  25714. properties.stackNode = stack;
  25715. builder.removeStack();
  25716. return properties;
  25717. }
  25718. getNodeType( builder ) {
  25719. const { returnsNode } = this.getProperties( builder );
  25720. return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
  25721. }
  25722. setup( builder ) {
  25723. // setup properties
  25724. this.getProperties( builder );
  25725. }
  25726. generate( builder ) {
  25727. const properties = this.getProperties( builder );
  25728. const params = this.params;
  25729. const stackNode = properties.stackNode;
  25730. for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
  25731. const param = params[ i ];
  25732. let start = null, end = null, name = null, type = null, condition = null, update = null;
  25733. if ( param.isNode ) {
  25734. type = 'int';
  25735. name = this.getVarName( i );
  25736. start = '0';
  25737. end = param.build( builder, type );
  25738. condition = '<';
  25739. } else {
  25740. type = param.type || 'int';
  25741. name = param.name || this.getVarName( i );
  25742. start = param.start;
  25743. end = param.end;
  25744. condition = param.condition;
  25745. update = param.update;
  25746. if ( typeof start === 'number' ) start = start.toString();
  25747. else if ( start && start.isNode ) start = start.build( builder, type );
  25748. if ( typeof end === 'number' ) end = end.toString();
  25749. else if ( end && end.isNode ) end = end.build( builder, type );
  25750. if ( start !== undefined && end === undefined ) {
  25751. start = start + ' - 1';
  25752. end = '0';
  25753. condition = '>=';
  25754. } else if ( end !== undefined && start === undefined ) {
  25755. start = '0';
  25756. condition = '<';
  25757. }
  25758. if ( condition === undefined ) {
  25759. if ( Number( start ) > Number( end ) ) {
  25760. condition = '>=';
  25761. } else {
  25762. condition = '<';
  25763. }
  25764. }
  25765. }
  25766. const internalParam = { start, end, condition };
  25767. //
  25768. const startSnippet = internalParam.start;
  25769. const endSnippet = internalParam.end;
  25770. let declarationSnippet = '';
  25771. let conditionalSnippet = '';
  25772. let updateSnippet = '';
  25773. if ( ! update ) {
  25774. if ( type === 'int' || type === 'uint' ) {
  25775. if ( condition.includes( '<' ) ) update = '++';
  25776. else update = '--';
  25777. } else {
  25778. if ( condition.includes( '<' ) ) update = '+= 1.';
  25779. else update = '-= 1.';
  25780. }
  25781. }
  25782. declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet;
  25783. conditionalSnippet += name + ' ' + condition + ' ' + endSnippet;
  25784. updateSnippet += name + ' ' + update;
  25785. const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
  25786. builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab();
  25787. }
  25788. const stackSnippet = stackNode.build( builder, 'void' );
  25789. const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
  25790. builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
  25791. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25792. builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
  25793. }
  25794. builder.addFlowTab();
  25795. return returnsSnippet;
  25796. }
  25797. }
  25798. const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append();
  25799. const Continue = () => expression( 'continue' ).append();
  25800. const Break = () => expression( 'break' ).append();
  25801. //
  25802. const loop = ( ...params ) => { // @deprecated, r168
  25803. console.warn( 'TSL.LoopNode: loop() has been renamed to Loop().' );
  25804. return Loop( ...params );
  25805. };
  25806. const _morphTextures = /*@__PURE__*/ new WeakMap();
  25807. const _morphVec4 = /*@__PURE__*/ new Vector4();
  25808. const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
  25809. const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
  25810. const y = texelIndex.div( width );
  25811. const x = texelIndex.sub( y.mul( width ) );
  25812. const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
  25813. return bufferAttrib.mul( influence );
  25814. } );
  25815. function getEntry( geometry ) {
  25816. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25817. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  25818. const hasMorphColors = geometry.morphAttributes.color !== undefined;
  25819. // instead of using attributes, the WebGL 2 code path encodes morph targets
  25820. // into an array of data textures. Each layer represents a single morph target.
  25821. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25822. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25823. let entry = _morphTextures.get( geometry );
  25824. if ( entry === undefined || entry.count !== morphTargetsCount ) {
  25825. if ( entry !== undefined ) entry.texture.dispose();
  25826. const morphTargets = geometry.morphAttributes.position || [];
  25827. const morphNormals = geometry.morphAttributes.normal || [];
  25828. const morphColors = geometry.morphAttributes.color || [];
  25829. let vertexDataCount = 0;
  25830. if ( hasMorphPosition === true ) vertexDataCount = 1;
  25831. if ( hasMorphNormals === true ) vertexDataCount = 2;
  25832. if ( hasMorphColors === true ) vertexDataCount = 3;
  25833. let width = geometry.attributes.position.count * vertexDataCount;
  25834. let height = 1;
  25835. const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
  25836. if ( width > maxTextureSize ) {
  25837. height = Math.ceil( width / maxTextureSize );
  25838. width = maxTextureSize;
  25839. }
  25840. const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
  25841. const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  25842. bufferTexture.type = FloatType;
  25843. bufferTexture.needsUpdate = true;
  25844. // fill buffer
  25845. const vertexDataStride = vertexDataCount * 4;
  25846. for ( let i = 0; i < morphTargetsCount; i ++ ) {
  25847. const morphTarget = morphTargets[ i ];
  25848. const morphNormal = morphNormals[ i ];
  25849. const morphColor = morphColors[ i ];
  25850. const offset = width * height * 4 * i;
  25851. for ( let j = 0; j < morphTarget.count; j ++ ) {
  25852. const stride = j * vertexDataStride;
  25853. if ( hasMorphPosition === true ) {
  25854. _morphVec4.fromBufferAttribute( morphTarget, j );
  25855. buffer[ offset + stride + 0 ] = _morphVec4.x;
  25856. buffer[ offset + stride + 1 ] = _morphVec4.y;
  25857. buffer[ offset + stride + 2 ] = _morphVec4.z;
  25858. buffer[ offset + stride + 3 ] = 0;
  25859. }
  25860. if ( hasMorphNormals === true ) {
  25861. _morphVec4.fromBufferAttribute( morphNormal, j );
  25862. buffer[ offset + stride + 4 ] = _morphVec4.x;
  25863. buffer[ offset + stride + 5 ] = _morphVec4.y;
  25864. buffer[ offset + stride + 6 ] = _morphVec4.z;
  25865. buffer[ offset + stride + 7 ] = 0;
  25866. }
  25867. if ( hasMorphColors === true ) {
  25868. _morphVec4.fromBufferAttribute( morphColor, j );
  25869. buffer[ offset + stride + 8 ] = _morphVec4.x;
  25870. buffer[ offset + stride + 9 ] = _morphVec4.y;
  25871. buffer[ offset + stride + 10 ] = _morphVec4.z;
  25872. buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
  25873. }
  25874. }
  25875. }
  25876. entry = {
  25877. count: morphTargetsCount,
  25878. texture: bufferTexture,
  25879. stride: vertexDataCount,
  25880. size: new Vector2( width, height )
  25881. };
  25882. _morphTextures.set( geometry, entry );
  25883. function disposeTexture() {
  25884. bufferTexture.dispose();
  25885. _morphTextures.delete( geometry );
  25886. geometry.removeEventListener( 'dispose', disposeTexture );
  25887. }
  25888. geometry.addEventListener( 'dispose', disposeTexture );
  25889. }
  25890. return entry;
  25891. }
  25892. class MorphNode extends Node {
  25893. static get type() {
  25894. return 'MorphNode';
  25895. }
  25896. constructor( mesh ) {
  25897. super( 'void' );
  25898. this.mesh = mesh;
  25899. this.morphBaseInfluence = uniform( 1 );
  25900. this.updateType = NodeUpdateType.OBJECT;
  25901. }
  25902. setup( builder ) {
  25903. const { geometry } = builder;
  25904. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25905. const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
  25906. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25907. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25908. // nodes
  25909. const { texture: bufferMap, stride, size } = getEntry( geometry );
  25910. if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  25911. if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
  25912. const width = int( size.width );
  25913. Loop( morphTargetsCount, ( { i } ) => {
  25914. const influence = float( 0 ).toVar();
  25915. if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
  25916. influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
  25917. } else {
  25918. influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
  25919. }
  25920. if ( hasMorphPosition === true ) {
  25921. positionLocal.addAssign( getMorph( {
  25922. bufferMap,
  25923. influence,
  25924. stride,
  25925. width,
  25926. depth: i,
  25927. offset: int( 0 )
  25928. } ) );
  25929. }
  25930. if ( hasMorphNormals === true ) {
  25931. normalLocal.addAssign( getMorph( {
  25932. bufferMap,
  25933. influence,
  25934. stride,
  25935. width,
  25936. depth: i,
  25937. offset: int( 1 )
  25938. } ) );
  25939. }
  25940. } );
  25941. }
  25942. update() {
  25943. const morphBaseInfluence = this.morphBaseInfluence;
  25944. if ( this.mesh.geometry.morphTargetsRelative ) {
  25945. morphBaseInfluence.value = 1;
  25946. } else {
  25947. morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
  25948. }
  25949. }
  25950. }
  25951. const morphReference = /*@__PURE__*/ nodeProxy( MorphNode );
  25952. const sortLights = ( lights ) => {
  25953. return lights.sort( ( a, b ) => a.id - b.id );
  25954. };
  25955. const getLightNodeById = ( id, lightNodes ) => {
  25956. for ( const lightNode of lightNodes ) {
  25957. if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
  25958. return lightNode;
  25959. }
  25960. }
  25961. return null;
  25962. };
  25963. const _lightsNodeRef = /*@__PURE__*/ new WeakMap();
  25964. class LightsNode extends Node {
  25965. static get type() {
  25966. return 'LightsNode';
  25967. }
  25968. constructor( lights = [] ) {
  25969. super( 'vec3' );
  25970. this.totalDiffuseNode = vec3().toVar( 'totalDiffuse' );
  25971. this.totalSpecularNode = vec3().toVar( 'totalSpecular' );
  25972. this.outgoingLightNode = vec3().toVar( 'outgoingLight' );
  25973. this._lights = lights;
  25974. this._lightNodes = null;
  25975. this._lightNodesHash = null;
  25976. this.global = true;
  25977. }
  25978. getHash( builder ) {
  25979. if ( this._lightNodesHash === null ) {
  25980. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  25981. const hash = [];
  25982. for ( const lightNode of this._lightNodes ) {
  25983. hash.push( lightNode.getHash() );
  25984. }
  25985. this._lightNodesHash = 'lights-' + hash.join( ',' );
  25986. }
  25987. return this._lightNodesHash;
  25988. }
  25989. analyze( builder ) {
  25990. const properties = builder.getDataFromNode( this );
  25991. for ( const node of properties.nodes ) {
  25992. node.build( builder );
  25993. }
  25994. }
  25995. setupLightsNode( builder ) {
  25996. const lightNodes = [];
  25997. const previousLightNodes = this._lightNodes;
  25998. const lights = sortLights( this._lights );
  25999. const nodeLibrary = builder.renderer.nodes.library;
  26000. for ( const light of lights ) {
  26001. if ( light.isNode ) {
  26002. lightNodes.push( nodeObject( light ) );
  26003. } else {
  26004. let lightNode = null;
  26005. if ( previousLightNodes !== null ) {
  26006. lightNode = getLightNodeById( light.id, previousLightNodes ); // resuse existing light node
  26007. }
  26008. if ( lightNode === null ) {
  26009. const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );
  26010. if ( lightNodeClass === null ) {
  26011. console.warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
  26012. continue;
  26013. }
  26014. let lightNode = null;
  26015. if ( ! _lightsNodeRef.has( light ) ) {
  26016. lightNode = new lightNodeClass( light );
  26017. _lightsNodeRef.set( light, lightNode );
  26018. } else {
  26019. lightNode = _lightsNodeRef.get( light );
  26020. }
  26021. lightNodes.push( lightNode );
  26022. }
  26023. }
  26024. }
  26025. this._lightNodes = lightNodes;
  26026. }
  26027. setup( builder ) {
  26028. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  26029. const context = builder.context;
  26030. const lightingModel = context.lightingModel;
  26031. let outgoingLightNode = this.outgoingLightNode;
  26032. if ( lightingModel ) {
  26033. const { _lightNodes, totalDiffuseNode, totalSpecularNode } = this;
  26034. context.outgoingLight = outgoingLightNode;
  26035. const stack = builder.addStack();
  26036. //
  26037. const properties = builder.getDataFromNode( this );
  26038. properties.nodes = stack.nodes;
  26039. //
  26040. lightingModel.start( context, stack, builder );
  26041. // lights
  26042. for ( const lightNode of _lightNodes ) {
  26043. lightNode.build( builder );
  26044. }
  26045. //
  26046. lightingModel.indirect( context, stack, builder );
  26047. //
  26048. const { backdrop, backdropAlpha } = context;
  26049. const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
  26050. let totalDiffuse = directDiffuse.add( indirectDiffuse );
  26051. if ( backdrop !== null ) {
  26052. if ( backdropAlpha !== null ) {
  26053. totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
  26054. } else {
  26055. totalDiffuse = vec3( backdrop );
  26056. }
  26057. context.material.transparent = true;
  26058. }
  26059. totalDiffuseNode.assign( totalDiffuse );
  26060. totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
  26061. outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
  26062. //
  26063. lightingModel.finish( context, stack, builder );
  26064. //
  26065. outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
  26066. }
  26067. return outgoingLightNode;
  26068. }
  26069. setLights( lights ) {
  26070. this._lights = lights;
  26071. this._lightNodes = null;
  26072. this._lightNodesHash = null;
  26073. return this;
  26074. }
  26075. getLights() {
  26076. return this._lights;
  26077. }
  26078. }
  26079. const lights = /*@__PURE__*/ nodeProxy( LightsNode );
  26080. class LightingNode extends Node {
  26081. static get type() {
  26082. return 'LightingNode';
  26083. }
  26084. constructor() {
  26085. super( 'vec3' );
  26086. this.isLightingNode = true;
  26087. }
  26088. generate( /*builder*/ ) {
  26089. console.warn( 'Abstract function.' );
  26090. }
  26091. }
  26092. class AONode extends LightingNode {
  26093. static get type() {
  26094. return 'AONode';
  26095. }
  26096. constructor( aoNode = null ) {
  26097. super();
  26098. this.aoNode = aoNode;
  26099. }
  26100. setup( builder ) {
  26101. builder.context.ambientOcclusion.mulAssign( this.aoNode );
  26102. }
  26103. }
  26104. class LightingContextNode extends ContextNode {
  26105. static get type() {
  26106. return 'LightingContextNode';
  26107. }
  26108. constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
  26109. super( node );
  26110. this.lightingModel = lightingModel;
  26111. this.backdropNode = backdropNode;
  26112. this.backdropAlphaNode = backdropAlphaNode;
  26113. this._value = null;
  26114. }
  26115. getContext() {
  26116. const { backdropNode, backdropAlphaNode } = this;
  26117. const directDiffuse = vec3().toVar( 'directDiffuse' ),
  26118. directSpecular = vec3().toVar( 'directSpecular' ),
  26119. indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
  26120. indirectSpecular = vec3().toVar( 'indirectSpecular' );
  26121. const reflectedLight = {
  26122. directDiffuse,
  26123. directSpecular,
  26124. indirectDiffuse,
  26125. indirectSpecular
  26126. };
  26127. const context = {
  26128. radiance: vec3().toVar( 'radiance' ),
  26129. irradiance: vec3().toVar( 'irradiance' ),
  26130. iblIrradiance: vec3().toVar( 'iblIrradiance' ),
  26131. ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
  26132. reflectedLight,
  26133. backdrop: backdropNode,
  26134. backdropAlpha: backdropAlphaNode
  26135. };
  26136. return context;
  26137. }
  26138. setup( builder ) {
  26139. this.value = this._value || ( this._value = this.getContext() );
  26140. this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
  26141. return super.setup( builder );
  26142. }
  26143. }
  26144. const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );
  26145. class IrradianceNode extends LightingNode {
  26146. static get type() {
  26147. return 'IrradianceNode';
  26148. }
  26149. constructor( node ) {
  26150. super();
  26151. this.node = node;
  26152. }
  26153. setup( builder ) {
  26154. builder.context.irradiance.addAssign( this.node );
  26155. }
  26156. }
  26157. let screenSizeVec, viewportVec;
  26158. class ScreenNode extends Node {
  26159. static get type() {
  26160. return 'ScreenNode';
  26161. }
  26162. constructor( scope ) {
  26163. super();
  26164. this.scope = scope;
  26165. this.isViewportNode = true;
  26166. }
  26167. getNodeType() {
  26168. if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
  26169. else return 'vec2';
  26170. }
  26171. getUpdateType() {
  26172. let updateType = NodeUpdateType.NONE;
  26173. if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT ) {
  26174. updateType = NodeUpdateType.RENDER;
  26175. }
  26176. this.updateType = updateType;
  26177. return updateType;
  26178. }
  26179. update( { renderer } ) {
  26180. const renderTarget = renderer.getRenderTarget();
  26181. if ( this.scope === ScreenNode.VIEWPORT ) {
  26182. if ( renderTarget !== null ) {
  26183. viewportVec.copy( renderTarget.viewport );
  26184. } else {
  26185. renderer.getViewport( viewportVec );
  26186. viewportVec.multiplyScalar( renderer.getPixelRatio() );
  26187. }
  26188. } else {
  26189. if ( renderTarget !== null ) {
  26190. screenSizeVec.width = renderTarget.width;
  26191. screenSizeVec.height = renderTarget.height;
  26192. } else {
  26193. renderer.getDrawingBufferSize( screenSizeVec );
  26194. }
  26195. }
  26196. }
  26197. setup( /*builder*/ ) {
  26198. const scope = this.scope;
  26199. let output = null;
  26200. if ( scope === ScreenNode.SIZE ) {
  26201. output = uniform( screenSizeVec || ( screenSizeVec = new Vector2() ) );
  26202. } else if ( scope === ScreenNode.VIEWPORT ) {
  26203. output = uniform( viewportVec || ( viewportVec = new Vector4() ) );
  26204. } else {
  26205. output = vec2( screenCoordinate.div( screenSize ) );
  26206. }
  26207. return output;
  26208. }
  26209. generate( builder ) {
  26210. if ( this.scope === ScreenNode.COORDINATE ) {
  26211. let coord = builder.getFragCoord();
  26212. if ( builder.isFlipY() ) {
  26213. // follow webgpu standards
  26214. const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );
  26215. coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;
  26216. }
  26217. return coord;
  26218. }
  26219. return super.generate( builder );
  26220. }
  26221. }
  26222. ScreenNode.COORDINATE = 'coordinate';
  26223. ScreenNode.VIEWPORT = 'viewport';
  26224. ScreenNode.SIZE = 'size';
  26225. ScreenNode.UV = 'uv';
  26226. // Screen
  26227. const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );
  26228. const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );
  26229. const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );
  26230. // Viewport
  26231. const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );
  26232. const viewportSize = viewport.zw;
  26233. const viewportCoordinate = /*@__PURE__*/ screenCoordinate.sub( viewport.xy );
  26234. const viewportUV = /*@__PURE__*/ viewportCoordinate.div( viewportSize );
  26235. // Deprecated
  26236. const viewportResolution = /*@__PURE__*/ ( Fn( () => { // @deprecated, r169
  26237. console.warn( 'TSL.ViewportNode: "viewportResolution" is deprecated. Use "screenSize" instead.' );
  26238. return screenSize;
  26239. }, 'vec2' ).once() )();
  26240. const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26241. console.warn( 'TSL.ViewportNode: "viewportTopLeft" is deprecated. Use "screenUV" instead.' );
  26242. return screenUV;
  26243. }, 'vec2' ).once() )();
  26244. const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26245. console.warn( 'TSL.ViewportNode: "viewportBottomLeft" is deprecated. Use "screenUV.flipY()" instead.' );
  26246. return screenUV.flipY();
  26247. }, 'vec2' ).once() )();
  26248. const _size$4 = /*@__PURE__*/ new Vector2();
  26249. class ViewportTextureNode extends TextureNode {
  26250. static get type() {
  26251. return 'ViewportTextureNode';
  26252. }
  26253. constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
  26254. if ( framebufferTexture === null ) {
  26255. framebufferTexture = new FramebufferTexture();
  26256. framebufferTexture.minFilter = LinearMipmapLinearFilter;
  26257. }
  26258. super( framebufferTexture, uvNode, levelNode );
  26259. this.generateMipmaps = false;
  26260. this.isOutputTextureNode = true;
  26261. this.updateBeforeType = NodeUpdateType.FRAME;
  26262. }
  26263. updateBefore( frame ) {
  26264. const renderer = frame.renderer;
  26265. renderer.getDrawingBufferSize( _size$4 );
  26266. //
  26267. const framebufferTexture = this.value;
  26268. if ( framebufferTexture.image.width !== _size$4.width || framebufferTexture.image.height !== _size$4.height ) {
  26269. framebufferTexture.image.width = _size$4.width;
  26270. framebufferTexture.image.height = _size$4.height;
  26271. framebufferTexture.needsUpdate = true;
  26272. }
  26273. //
  26274. const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  26275. framebufferTexture.generateMipmaps = this.generateMipmaps;
  26276. renderer.copyFramebufferToTexture( framebufferTexture );
  26277. framebufferTexture.generateMipmaps = currentGenerateMipmaps;
  26278. }
  26279. clone() {
  26280. const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  26281. viewportTextureNode.generateMipmaps = this.generateMipmaps;
  26282. return viewportTextureNode;
  26283. }
  26284. }
  26285. const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode );
  26286. const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );
  26287. let sharedDepthbuffer = null;
  26288. class ViewportDepthTextureNode extends ViewportTextureNode {
  26289. static get type() {
  26290. return 'ViewportDepthTextureNode';
  26291. }
  26292. constructor( uvNode = screenUV, levelNode = null ) {
  26293. if ( sharedDepthbuffer === null ) {
  26294. sharedDepthbuffer = new DepthTexture();
  26295. }
  26296. super( uvNode, levelNode, sharedDepthbuffer );
  26297. }
  26298. }
  26299. const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode );
  26300. class ViewportDepthNode extends Node {
  26301. static get type() {
  26302. return 'ViewportDepthNode';
  26303. }
  26304. constructor( scope, valueNode = null ) {
  26305. super( 'float' );
  26306. this.scope = scope;
  26307. this.valueNode = valueNode;
  26308. this.isViewportDepthNode = true;
  26309. }
  26310. generate( builder ) {
  26311. const { scope } = this;
  26312. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26313. return builder.getFragDepth();
  26314. }
  26315. return super.generate( builder );
  26316. }
  26317. setup( { camera } ) {
  26318. const { scope } = this;
  26319. const value = this.valueNode;
  26320. let node = null;
  26321. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26322. if ( value !== null ) {
  26323. node = depthBase().assign( value );
  26324. }
  26325. } else if ( scope === ViewportDepthNode.DEPTH ) {
  26326. if ( camera.isPerspectiveCamera ) {
  26327. node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
  26328. } else {
  26329. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26330. }
  26331. } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
  26332. if ( value !== null ) {
  26333. if ( camera.isPerspectiveCamera ) {
  26334. const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
  26335. node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  26336. } else {
  26337. node = value;
  26338. }
  26339. } else {
  26340. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26341. }
  26342. }
  26343. return node;
  26344. }
  26345. }
  26346. ViewportDepthNode.DEPTH_BASE = 'depthBase';
  26347. ViewportDepthNode.DEPTH = 'depth';
  26348. ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
  26349. // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
  26350. // -near maps to 0; -far maps to 1
  26351. const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
  26352. // maps orthographic depth in [ 0, 1 ] to viewZ
  26353. const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
  26354. // NOTE: https://twitter.com/gonnavis/status/1377183786949959682
  26355. // -near maps to 0; -far maps to 1
  26356. const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
  26357. // maps perspective depth in [ 0, 1 ] to viewZ
  26358. const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
  26359. const perspectiveDepthToLogarithmicDepth = ( perspectiveW, near, far ) => {
  26360. // The final logarithmic depth formula used here is adapted from one described in an article
  26361. // by Thatcher Ulrich (see http://tulrich.com/geekstuff/log_depth_buffer.txt), which was an
  26362. // improvement upon an earlier formula one described in an
  26363. // Outerra article (https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html).
  26364. // The Outerra article ignored the camera near plane (it always assumed it was 0) and instead
  26365. // opted for a "C-constant" for resolution adjustment of objects near the camera.
  26366. // Outerra states this about their own formula: "Notice that the 'C' variant doesn’t use a near
  26367. // plane distance, it has it set at 0." (quote from https://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html)
  26368. // It was debated here whether Outerra's "C-constant" version or Ulrich's "near plane" version should
  26369. // be used, and ultimately Ulrich's "near plane" version was chosen for simplicity, since no "C-constant"
  26370. // needs to be worried about.
  26371. // Outerra eventually made another improvement to their original "C-constant" formula, but it still
  26372. // does not incorporate the camera near plane (for this version,
  26373. // see https://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html).
  26374. near = near.max( 1e-6 ); // <-- clamp so we don't divide by 0
  26375. const numerator = log2( perspectiveW.div( near ) );
  26376. const denominator = log2( far.div( near ) );
  26377. // The only modification we make to Ulrich's formula is
  26378. // adding 1 to the final depth value and dividing by 2.
  26379. return numerator.div( denominator ).add( 1 ).div( 2 );
  26380. };
  26381. const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
  26382. const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
  26383. const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH );
  26384. const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() );
  26385. depth.assign = ( value ) => depthBase( value );
  26386. class ClippingNode extends Node {
  26387. static get type() {
  26388. return 'ClippingNode';
  26389. }
  26390. constructor( scope = ClippingNode.DEFAULT ) {
  26391. super();
  26392. this.scope = scope;
  26393. }
  26394. setup( builder ) {
  26395. super.setup( builder );
  26396. const clippingContext = builder.clippingContext;
  26397. const { localClipIntersection, localClippingCount, globalClippingCount } = clippingContext;
  26398. const numClippingPlanes = globalClippingCount + localClippingCount;
  26399. const numUnionClippingPlanes = localClipIntersection ? numClippingPlanes - localClippingCount : numClippingPlanes;
  26400. if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
  26401. return this.setupAlphaToCoverage( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26402. } else {
  26403. return this.setupDefault( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26404. }
  26405. }
  26406. setupAlphaToCoverage( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26407. return Fn( () => {
  26408. const clippingPlanes = uniformArray( planes );
  26409. const distanceToPlane = property( 'float', 'distanceToPlane' );
  26410. const distanceGradient = property( 'float', 'distanceToGradient' );
  26411. const clipOpacity = property( 'float', 'clipOpacity' );
  26412. clipOpacity.assign( 1 );
  26413. let plane;
  26414. Loop( numUnionClippingPlanes, ( { i } ) => {
  26415. plane = clippingPlanes.element( i );
  26416. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26417. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26418. clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
  26419. clipOpacity.equal( 0.0 ).discard();
  26420. } );
  26421. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26422. const unionClipOpacity = property( 'float', 'unionclipOpacity' );
  26423. unionClipOpacity.assign( 1 );
  26424. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26425. plane = clippingPlanes.element( i );
  26426. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26427. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26428. unionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
  26429. } );
  26430. clipOpacity.mulAssign( unionClipOpacity.oneMinus() );
  26431. }
  26432. diffuseColor.a.mulAssign( clipOpacity );
  26433. diffuseColor.a.equal( 0.0 ).discard();
  26434. } )();
  26435. }
  26436. setupDefault( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26437. return Fn( () => {
  26438. const clippingPlanes = uniformArray( planes );
  26439. let plane;
  26440. Loop( numUnionClippingPlanes, ( { i } ) => {
  26441. plane = clippingPlanes.element( i );
  26442. positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
  26443. } );
  26444. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26445. const clipped = property( 'bool', 'clipped' );
  26446. clipped.assign( true );
  26447. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26448. plane = clippingPlanes.element( i );
  26449. clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
  26450. } );
  26451. clipped.discard();
  26452. }
  26453. } )();
  26454. }
  26455. }
  26456. ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  26457. ClippingNode.DEFAULT = 'default';
  26458. const clipping = () => nodeObject( new ClippingNode() );
  26459. const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
  26460. class NodeMaterial extends Material {
  26461. static get type() {
  26462. return 'NodeMaterial';
  26463. }
  26464. constructor() {
  26465. super();
  26466. this.isNodeMaterial = true;
  26467. this.type = this.constructor.type;
  26468. this.forceSinglePass = false;
  26469. this.fog = true;
  26470. this.lights = false;
  26471. this.lightsNode = null;
  26472. this.envNode = null;
  26473. this.aoNode = null;
  26474. this.colorNode = null;
  26475. this.normalNode = null;
  26476. this.opacityNode = null;
  26477. this.backdropNode = null;
  26478. this.backdropAlphaNode = null;
  26479. this.alphaTestNode = null;
  26480. this.positionNode = null;
  26481. this.geometryNode = null;
  26482. this.depthNode = null;
  26483. this.shadowNode = null;
  26484. this.shadowPositionNode = null;
  26485. this.outputNode = null;
  26486. this.mrtNode = null;
  26487. this.fragmentNode = null;
  26488. this.vertexNode = null;
  26489. }
  26490. customProgramCacheKey() {
  26491. return this.type + getCacheKey$1( this );
  26492. }
  26493. build( builder ) {
  26494. this.setup( builder );
  26495. }
  26496. setupObserver( builder ) {
  26497. return new NodeMaterialObserver( builder );
  26498. }
  26499. setup( builder ) {
  26500. builder.context.setupNormal = () => this.setupNormal( builder );
  26501. // < VERTEX STAGE >
  26502. builder.addStack();
  26503. builder.stack.outputNode = this.vertexNode || this.setupPosition( builder );
  26504. if ( this.geometryNode !== null ) {
  26505. builder.stack.outputNode = builder.stack.outputNode.bypass( this.geometryNode );
  26506. }
  26507. builder.addFlow( 'vertex', builder.removeStack() );
  26508. // < FRAGMENT STAGE >
  26509. builder.addStack();
  26510. let resultNode;
  26511. const clippingNode = this.setupClipping( builder );
  26512. if ( this.depthWrite === true ) this.setupDepth( builder );
  26513. if ( this.fragmentNode === null ) {
  26514. this.setupDiffuseColor( builder );
  26515. this.setupVariants( builder );
  26516. const outgoingLightNode = this.setupLighting( builder );
  26517. if ( clippingNode !== null ) builder.stack.add( clippingNode );
  26518. // force unsigned floats - useful for RenderTargets
  26519. const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
  26520. resultNode = this.setupOutput( builder, basicOutput );
  26521. // OUTPUT NODE
  26522. output.assign( resultNode );
  26523. //
  26524. if ( this.outputNode !== null ) resultNode = this.outputNode;
  26525. // MRT
  26526. const renderTarget = builder.renderer.getRenderTarget();
  26527. if ( renderTarget !== null ) {
  26528. const mrt = builder.renderer.getMRT();
  26529. const materialMRT = this.mrtNode;
  26530. if ( mrt !== null ) {
  26531. resultNode = mrt;
  26532. if ( materialMRT !== null ) {
  26533. resultNode = mrt.merge( materialMRT );
  26534. }
  26535. } else if ( materialMRT !== null ) {
  26536. resultNode = materialMRT;
  26537. }
  26538. }
  26539. } else {
  26540. let fragmentNode = this.fragmentNode;
  26541. if ( fragmentNode.isOutputStructNode !== true ) {
  26542. fragmentNode = vec4( fragmentNode );
  26543. }
  26544. resultNode = this.setupOutput( builder, fragmentNode );
  26545. }
  26546. builder.stack.outputNode = resultNode;
  26547. builder.addFlow( 'fragment', builder.removeStack() );
  26548. // < MONITOR >
  26549. builder.monitor = this.setupObserver( builder );
  26550. }
  26551. setupClipping( builder ) {
  26552. if ( builder.clippingContext === null ) return null;
  26553. const { globalClippingCount, localClippingCount } = builder.clippingContext;
  26554. let result = null;
  26555. if ( globalClippingCount || localClippingCount ) {
  26556. const samples = builder.renderer.samples;
  26557. if ( this.alphaToCoverage && samples > 1 ) {
  26558. // to be added to flow when the color/alpha value has been determined
  26559. result = clippingAlpha();
  26560. } else {
  26561. builder.stack.add( clipping() );
  26562. }
  26563. }
  26564. return result;
  26565. }
  26566. setupDepth( builder ) {
  26567. const { renderer, camera } = builder;
  26568. // Depth
  26569. let depthNode = this.depthNode;
  26570. if ( depthNode === null ) {
  26571. const mrt = renderer.getMRT();
  26572. if ( mrt && mrt.has( 'depth' ) ) {
  26573. depthNode = mrt.get( 'depth' );
  26574. } else if ( renderer.logarithmicDepthBuffer === true ) {
  26575. if ( camera.isPerspectiveCamera ) {
  26576. // Note: normally we could use "float( camera.near )" and "float( camera.far )" for the near/far arguments, but
  26577. // there is currently a bug with TSL/Three Shading Language whereby a "float()" expression using a huge value
  26578. // in scientific notation like "float( 1e27 )" will output "1e+27.0" to the shader code, which is causing problems.
  26579. // Since it's possible that camera.near/camera.far values may be using huge values like this (such as the logarithmic
  26580. // depth buffer examples on threejs.org), we must use the cameraNear/cameraFar nodes for now.
  26581. // TODO: can the float() node be fixed to allow for expressions like "float( 1e27 )"?
  26582. depthNode = perspectiveDepthToLogarithmicDepth( modelViewProjection().w, cameraNear, cameraFar );
  26583. } else {
  26584. depthNode = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26585. }
  26586. }
  26587. }
  26588. if ( depthNode !== null ) {
  26589. depth.assign( depthNode ).append();
  26590. }
  26591. }
  26592. setupPosition( builder ) {
  26593. const { object } = builder;
  26594. const geometry = object.geometry;
  26595. builder.addStack();
  26596. // Vertex
  26597. if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
  26598. morphReference( object ).append();
  26599. }
  26600. if ( object.isSkinnedMesh === true ) {
  26601. skinningReference( object ).append();
  26602. }
  26603. if ( this.displacementMap ) {
  26604. const displacementMap = materialReference( 'displacementMap', 'texture' );
  26605. const displacementScale = materialReference( 'displacementScale', 'float' );
  26606. const displacementBias = materialReference( 'displacementBias', 'float' );
  26607. positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
  26608. }
  26609. if ( object.isBatchedMesh ) {
  26610. batch( object ).append();
  26611. }
  26612. if ( ( object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
  26613. instance( object ).append();
  26614. }
  26615. if ( this.positionNode !== null ) {
  26616. positionLocal.assign( this.positionNode );
  26617. }
  26618. const mvp = modelViewProjection();
  26619. builder.context.vertex = builder.removeStack();
  26620. builder.context.mvp = mvp;
  26621. return mvp;
  26622. }
  26623. setupDiffuseColor( { object, geometry } ) {
  26624. let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
  26625. // VERTEX COLORS
  26626. if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
  26627. colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
  26628. }
  26629. // Instanced colors
  26630. if ( object.instanceColor ) {
  26631. const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
  26632. colorNode = instanceColor.mul( colorNode );
  26633. }
  26634. if ( object.isBatchedMesh && object._colorsTexture ) {
  26635. const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
  26636. colorNode = batchColor.mul( colorNode );
  26637. }
  26638. // COLOR
  26639. diffuseColor.assign( colorNode );
  26640. // OPACITY
  26641. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26642. diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
  26643. // ALPHA TEST
  26644. if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
  26645. const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
  26646. diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
  26647. }
  26648. if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
  26649. diffuseColor.a.assign( 1.0 );
  26650. }
  26651. }
  26652. setupVariants( /*builder*/ ) {
  26653. // Interface function.
  26654. }
  26655. setupOutgoingLight() {
  26656. return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
  26657. }
  26658. setupNormal() {
  26659. return this.normalNode ? vec3( this.normalNode ) : materialNormal;
  26660. }
  26661. setupEnvironment( /*builder*/ ) {
  26662. let node = null;
  26663. if ( this.envNode ) {
  26664. node = this.envNode;
  26665. } else if ( this.envMap ) {
  26666. node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
  26667. }
  26668. return node;
  26669. }
  26670. setupLightMap( builder ) {
  26671. let node = null;
  26672. if ( builder.material.lightMap ) {
  26673. node = new IrradianceNode( materialLightMap );
  26674. }
  26675. return node;
  26676. }
  26677. setupLights( builder ) {
  26678. const materialLightsNode = [];
  26679. //
  26680. const envNode = this.setupEnvironment( builder );
  26681. if ( envNode && envNode.isLightingNode ) {
  26682. materialLightsNode.push( envNode );
  26683. }
  26684. const lightMapNode = this.setupLightMap( builder );
  26685. if ( lightMapNode && lightMapNode.isLightingNode ) {
  26686. materialLightsNode.push( lightMapNode );
  26687. }
  26688. if ( this.aoNode !== null || builder.material.aoMap ) {
  26689. const aoNode = this.aoNode !== null ? this.aoNode : materialAOMap;
  26690. materialLightsNode.push( new AONode( aoNode ) );
  26691. }
  26692. let lightsN = this.lightsNode || builder.lightsNode;
  26693. if ( materialLightsNode.length > 0 ) {
  26694. lightsN = lights( [ ...lightsN.getLights(), ...materialLightsNode ] );
  26695. }
  26696. return lightsN;
  26697. }
  26698. setupLightingModel( /*builder*/ ) {
  26699. // Interface function.
  26700. }
  26701. setupLighting( builder ) {
  26702. const { material } = builder;
  26703. const { backdropNode, backdropAlphaNode, emissiveNode } = this;
  26704. // OUTGOING LIGHT
  26705. const lights = this.lights === true || this.lightsNode !== null;
  26706. const lightsNode = lights ? this.setupLights( builder ) : null;
  26707. let outgoingLightNode = this.setupOutgoingLight( builder );
  26708. if ( lightsNode && lightsNode.getScope().getLights().length > 0 ) {
  26709. const lightingModel = this.setupLightingModel( builder );
  26710. outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
  26711. } else if ( backdropNode !== null ) {
  26712. outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
  26713. }
  26714. // EMISSIVE
  26715. if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
  26716. emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
  26717. outgoingLightNode = outgoingLightNode.add( emissive );
  26718. }
  26719. return outgoingLightNode;
  26720. }
  26721. setupOutput( builder, outputNode ) {
  26722. // FOG
  26723. if ( this.fog === true ) {
  26724. const fogNode = builder.fogNode;
  26725. if ( fogNode ) outputNode = vec4( fogNode.mix( outputNode.rgb, fogNode.colorNode ), outputNode.a );
  26726. }
  26727. return outputNode;
  26728. }
  26729. setDefaultValues( material ) {
  26730. // This approach is to reuse the native refreshUniforms*
  26731. // and turn available the use of features like transmission and environment in core
  26732. for ( const property in material ) {
  26733. const value = material[ property ];
  26734. if ( this[ property ] === undefined ) {
  26735. this[ property ] = value;
  26736. if ( value && value.clone ) this[ property ] = value.clone();
  26737. }
  26738. }
  26739. const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
  26740. for ( const key in descriptors ) {
  26741. if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  26742. descriptors[ key ].get !== undefined ) {
  26743. Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
  26744. }
  26745. }
  26746. }
  26747. toJSON( meta ) {
  26748. const isRoot = ( meta === undefined || typeof meta === 'string' );
  26749. if ( isRoot ) {
  26750. meta = {
  26751. textures: {},
  26752. images: {},
  26753. nodes: {}
  26754. };
  26755. }
  26756. const data = Material.prototype.toJSON.call( this, meta );
  26757. const nodeChildren = getNodeChildren( this );
  26758. data.inputNodes = {};
  26759. for ( const { property, childNode } of nodeChildren ) {
  26760. data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
  26761. }
  26762. // TODO: Copied from Object3D.toJSON
  26763. function extractFromCache( cache ) {
  26764. const values = [];
  26765. for ( const key in cache ) {
  26766. const data = cache[ key ];
  26767. delete data.metadata;
  26768. values.push( data );
  26769. }
  26770. return values;
  26771. }
  26772. if ( isRoot ) {
  26773. const textures = extractFromCache( meta.textures );
  26774. const images = extractFromCache( meta.images );
  26775. const nodes = extractFromCache( meta.nodes );
  26776. if ( textures.length > 0 ) data.textures = textures;
  26777. if ( images.length > 0 ) data.images = images;
  26778. if ( nodes.length > 0 ) data.nodes = nodes;
  26779. }
  26780. return data;
  26781. }
  26782. copy( source ) {
  26783. this.lightsNode = source.lightsNode;
  26784. this.envNode = source.envNode;
  26785. this.colorNode = source.colorNode;
  26786. this.normalNode = source.normalNode;
  26787. this.opacityNode = source.opacityNode;
  26788. this.backdropNode = source.backdropNode;
  26789. this.backdropAlphaNode = source.backdropAlphaNode;
  26790. this.alphaTestNode = source.alphaTestNode;
  26791. this.positionNode = source.positionNode;
  26792. this.geometryNode = source.geometryNode;
  26793. this.depthNode = source.depthNode;
  26794. this.shadowNode = source.shadowNode;
  26795. this.shadowPositionNode = source.shadowPositionNode;
  26796. this.outputNode = source.outputNode;
  26797. this.mrtNode = source.mrtNode;
  26798. this.fragmentNode = source.fragmentNode;
  26799. this.vertexNode = source.vertexNode;
  26800. return super.copy( source );
  26801. }
  26802. }
  26803. const _defaultValues$e = /*@__PURE__*/ new PointsMaterial();
  26804. class InstancedPointsNodeMaterial extends NodeMaterial {
  26805. static get type() {
  26806. return 'InstancedPointsNodeMaterial';
  26807. }
  26808. constructor( params = {} ) {
  26809. super();
  26810. this.lights = false;
  26811. this.useAlphaToCoverage = true;
  26812. this.useColor = params.vertexColors;
  26813. this.pointWidth = 1;
  26814. this.pointColorNode = null;
  26815. this.pointWidthNode = null;
  26816. this.setDefaultValues( _defaultValues$e );
  26817. this.setValues( params );
  26818. }
  26819. setup( builder ) {
  26820. this.setupShaders( builder );
  26821. super.setup( builder );
  26822. }
  26823. setupShaders( { renderer } ) {
  26824. const useAlphaToCoverage = this.alphaToCoverage;
  26825. const useColor = this.useColor;
  26826. this.vertexNode = Fn( () => {
  26827. const instancePosition = attribute( 'instancePosition' ).xyz;
  26828. // camera space
  26829. const mvPos = vec4( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
  26830. const aspect = viewport.z.div( viewport.w );
  26831. // clip space
  26832. const clipPos = cameraProjectionMatrix.mul( mvPos );
  26833. // offset in ndc space
  26834. const offset = positionGeometry.xy.toVar();
  26835. offset.mulAssign( this.pointWidthNode ? this.pointWidthNode : materialPointWidth );
  26836. offset.assign( offset.div( viewport.z ) );
  26837. offset.y.assign( offset.y.mul( aspect ) );
  26838. // back to clip space
  26839. offset.assign( offset.mul( clipPos.w ) );
  26840. //clipPos.xy += offset;
  26841. clipPos.addAssign( vec4( offset, 0, 0 ) );
  26842. return clipPos;
  26843. } )();
  26844. this.fragmentNode = Fn( () => {
  26845. const alpha = float( 1 ).toVar();
  26846. const len2 = lengthSq( uv().mul( 2 ).sub( 1 ) );
  26847. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  26848. const dlen = float( len2.fwidth() ).toVar();
  26849. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  26850. } else {
  26851. len2.greaterThan( 1.0 ).discard();
  26852. }
  26853. let pointColorNode;
  26854. if ( this.pointColorNode ) {
  26855. pointColorNode = this.pointColorNode;
  26856. } else {
  26857. if ( useColor ) {
  26858. const instanceColor = attribute( 'instanceColor' );
  26859. pointColorNode = instanceColor.mul( materialColor );
  26860. } else {
  26861. pointColorNode = materialColor;
  26862. }
  26863. }
  26864. alpha.mulAssign( materialOpacity );
  26865. return vec4( pointColorNode, alpha );
  26866. } )();
  26867. }
  26868. get alphaToCoverage() {
  26869. return this.useAlphaToCoverage;
  26870. }
  26871. set alphaToCoverage( value ) {
  26872. if ( this.useAlphaToCoverage !== value ) {
  26873. this.useAlphaToCoverage = value;
  26874. this.needsUpdate = true;
  26875. }
  26876. }
  26877. }
  26878. const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
  26879. class LineBasicNodeMaterial extends NodeMaterial {
  26880. static get type() {
  26881. return 'LineBasicNodeMaterial';
  26882. }
  26883. constructor( parameters ) {
  26884. super();
  26885. this.isLineBasicNodeMaterial = true;
  26886. this.lights = false;
  26887. this.setDefaultValues( _defaultValues$d );
  26888. this.setValues( parameters );
  26889. }
  26890. }
  26891. const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
  26892. class LineDashedNodeMaterial extends NodeMaterial {
  26893. static get type() {
  26894. return 'LineDashedNodeMaterial';
  26895. }
  26896. constructor( parameters ) {
  26897. super();
  26898. this.isLineDashedNodeMaterial = true;
  26899. this.lights = false;
  26900. this.setDefaultValues( _defaultValues$c );
  26901. this.offsetNode = null;
  26902. this.dashScaleNode = null;
  26903. this.dashSizeNode = null;
  26904. this.gapSizeNode = null;
  26905. this.setValues( parameters );
  26906. }
  26907. setupVariants() {
  26908. const offsetNode = this.offsetNode;
  26909. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  26910. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  26911. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  26912. dashSize.assign( dashSizeNode );
  26913. gapSize.assign( gapSizeNode );
  26914. const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  26915. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  26916. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
  26917. }
  26918. }
  26919. const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
  26920. class Line2NodeMaterial extends NodeMaterial {
  26921. static get type() {
  26922. return 'Line2NodeMaterial';
  26923. }
  26924. constructor( params = {} ) {
  26925. super();
  26926. this.lights = false;
  26927. this.setDefaultValues( _defaultValues$b );
  26928. this.useAlphaToCoverage = true;
  26929. this.useColor = params.vertexColors;
  26930. this.useDash = params.dashed;
  26931. this.useWorldUnits = false;
  26932. this.dashOffset = 0;
  26933. this.lineWidth = 1;
  26934. this.lineColorNode = null;
  26935. this.offsetNode = null;
  26936. this.dashScaleNode = null;
  26937. this.dashSizeNode = null;
  26938. this.gapSizeNode = null;
  26939. this.setValues( params );
  26940. }
  26941. setup( builder ) {
  26942. this.setupShaders( builder );
  26943. super.setup( builder );
  26944. }
  26945. setupShaders( { renderer } ) {
  26946. const useAlphaToCoverage = this.alphaToCoverage;
  26947. const useColor = this.useColor;
  26948. const useDash = this.dashed;
  26949. const useWorldUnits = this.worldUnits;
  26950. const trimSegment = Fn( ( { start, end } ) => {
  26951. const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
  26952. const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
  26953. const nearEstimate = b.mul( - 0.5 ).div( a );
  26954. const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
  26955. return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
  26956. } ).setLayout( {
  26957. name: 'trimSegment',
  26958. type: 'vec4',
  26959. inputs: [
  26960. { name: 'start', type: 'vec4' },
  26961. { name: 'end', type: 'vec4' }
  26962. ]
  26963. } );
  26964. this.vertexNode = Fn( () => {
  26965. const instanceStart = attribute( 'instanceStart' );
  26966. const instanceEnd = attribute( 'instanceEnd' );
  26967. // camera space
  26968. const start = vec4( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ).toVar( 'start' );
  26969. const end = vec4( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ).toVar( 'end' );
  26970. if ( useWorldUnits ) {
  26971. varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
  26972. varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
  26973. }
  26974. const aspect = viewport.z.div( viewport.w );
  26975. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  26976. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  26977. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  26978. // perhaps there is a more elegant solution -- WestLangley
  26979. const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
  26980. If( perspective, () => {
  26981. If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
  26982. end.assign( trimSegment( { start: start, end: end } ) );
  26983. } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
  26984. start.assign( trimSegment( { start: end, end: start } ) );
  26985. } );
  26986. } );
  26987. // clip space
  26988. const clipStart = cameraProjectionMatrix.mul( start );
  26989. const clipEnd = cameraProjectionMatrix.mul( end );
  26990. // ndc space
  26991. const ndcStart = clipStart.xyz.div( clipStart.w );
  26992. const ndcEnd = clipEnd.xyz.div( clipEnd.w );
  26993. // direction
  26994. const dir = ndcEnd.xy.sub( ndcStart.xy ).toVar();
  26995. // account for clip-space aspect ratio
  26996. dir.x.assign( dir.x.mul( aspect ) );
  26997. dir.assign( dir.normalize() );
  26998. const clip = vec4().toVar();
  26999. if ( useWorldUnits ) {
  27000. // get the offset direction as perpendicular to the view vector
  27001. const worldDir = end.xyz.sub( start.xyz ).normalize();
  27002. const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
  27003. const worldUp = worldDir.cross( tmpFwd ).normalize();
  27004. const worldFwd = worldDir.cross( worldUp );
  27005. const worldPos = varyingProperty( 'vec4', 'worldPos' );
  27006. worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
  27007. // height offset
  27008. const hw = materialLineWidth.mul( 0.5 );
  27009. worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
  27010. // don't extend the line if we're rendering dashes because we
  27011. // won't be rendering the endcaps
  27012. if ( ! useDash ) {
  27013. // cap extension
  27014. worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
  27015. // add width to the box
  27016. worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
  27017. // endcaps
  27018. If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
  27019. worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
  27020. } );
  27021. }
  27022. // project the worldpos
  27023. clip.assign( cameraProjectionMatrix.mul( worldPos ) );
  27024. // shift the depth of the projected points so the line
  27025. // segments overlap neatly
  27026. const clipPose = vec3().toVar();
  27027. clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
  27028. clip.z.assign( clipPose.z.mul( clip.w ) );
  27029. } else {
  27030. const offset = vec2( dir.y, dir.x.negate() ).toVar( 'offset' );
  27031. // undo aspect ratio adjustment
  27032. dir.x.assign( dir.x.div( aspect ) );
  27033. offset.x.assign( offset.x.div( aspect ) );
  27034. // sign flip
  27035. offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
  27036. // endcaps
  27037. If( positionGeometry.y.lessThan( 0.0 ), () => {
  27038. offset.assign( offset.sub( dir ) );
  27039. } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
  27040. offset.assign( offset.add( dir ) );
  27041. } );
  27042. // adjust for linewidth
  27043. offset.assign( offset.mul( materialLineWidth ) );
  27044. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  27045. offset.assign( offset.div( viewport.w ) );
  27046. // select end
  27047. clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
  27048. // back to clip space
  27049. offset.assign( offset.mul( clip.w ) );
  27050. clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
  27051. }
  27052. return clip;
  27053. } )();
  27054. const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
  27055. const p13 = p1.sub( p3 );
  27056. const p43 = p4.sub( p3 );
  27057. const p21 = p2.sub( p1 );
  27058. const d1343 = p13.dot( p43 );
  27059. const d4321 = p43.dot( p21 );
  27060. const d1321 = p13.dot( p21 );
  27061. const d4343 = p43.dot( p43 );
  27062. const d2121 = p21.dot( p21 );
  27063. const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
  27064. const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
  27065. const mua = numer.div( denom ).clamp();
  27066. const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
  27067. return vec2( mua, mub );
  27068. } );
  27069. this.fragmentNode = Fn( () => {
  27070. const vUv = uv();
  27071. if ( useDash ) {
  27072. const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
  27073. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  27074. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  27075. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  27076. dashSize.assign( dashSizeNode );
  27077. gapSize.assign( gapSizeNode );
  27078. const instanceDistanceStart = attribute( 'instanceDistanceStart' );
  27079. const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
  27080. const lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
  27081. const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
  27082. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  27083. vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
  27084. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
  27085. }
  27086. const alpha = float( 1 ).toVar( 'alpha' );
  27087. if ( useWorldUnits ) {
  27088. const worldStart = varyingProperty( 'vec3', 'worldStart' );
  27089. const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
  27090. // Find the closest points on the view ray and the line segment
  27091. const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
  27092. const lineDir = worldEnd.sub( worldStart );
  27093. const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
  27094. const p1 = worldStart.add( lineDir.mul( params.x ) );
  27095. const p2 = rayEnd.mul( params.y );
  27096. const delta = p1.sub( p2 );
  27097. const len = delta.length();
  27098. const norm = len.div( materialLineWidth );
  27099. if ( ! useDash ) {
  27100. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  27101. const dnorm = norm.fwidth();
  27102. alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
  27103. } else {
  27104. norm.greaterThan( 0.5 ).discard();
  27105. }
  27106. }
  27107. } else {
  27108. // round endcaps
  27109. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  27110. const a = vUv.x;
  27111. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  27112. const len2 = a.mul( a ).add( b.mul( b ) );
  27113. const dlen = float( len2.fwidth() ).toVar( 'dlen' );
  27114. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  27115. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  27116. } );
  27117. } else {
  27118. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  27119. const a = vUv.x;
  27120. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  27121. const len2 = a.mul( a ).add( b.mul( b ) );
  27122. len2.greaterThan( 1.0 ).discard();
  27123. } );
  27124. }
  27125. }
  27126. let lineColorNode;
  27127. if ( this.lineColorNode ) {
  27128. lineColorNode = this.lineColorNode;
  27129. } else {
  27130. if ( useColor ) {
  27131. const instanceColorStart = attribute( 'instanceColorStart' );
  27132. const instanceColorEnd = attribute( 'instanceColorEnd' );
  27133. const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
  27134. lineColorNode = instanceColor.mul( materialColor );
  27135. } else {
  27136. lineColorNode = materialColor;
  27137. }
  27138. }
  27139. return vec4( lineColorNode, alpha );
  27140. } )();
  27141. }
  27142. get worldUnits() {
  27143. return this.useWorldUnits;
  27144. }
  27145. set worldUnits( value ) {
  27146. if ( this.useWorldUnits !== value ) {
  27147. this.useWorldUnits = value;
  27148. this.needsUpdate = true;
  27149. }
  27150. }
  27151. get dashed() {
  27152. return this.useDash;
  27153. }
  27154. set dashed( value ) {
  27155. if ( this.useDash !== value ) {
  27156. this.useDash = value;
  27157. this.needsUpdate = true;
  27158. }
  27159. }
  27160. get alphaToCoverage() {
  27161. return this.useAlphaToCoverage;
  27162. }
  27163. set alphaToCoverage( value ) {
  27164. if ( this.useAlphaToCoverage !== value ) {
  27165. this.useAlphaToCoverage = value;
  27166. this.needsUpdate = true;
  27167. }
  27168. }
  27169. }
  27170. const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
  27171. const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
  27172. const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
  27173. class MeshNormalNodeMaterial extends NodeMaterial {
  27174. static get type() {
  27175. return 'MeshNormalNodeMaterial';
  27176. }
  27177. constructor( parameters ) {
  27178. super();
  27179. this.lights = false;
  27180. this.isMeshNormalNodeMaterial = true;
  27181. this.setDefaultValues( _defaultValues$a );
  27182. this.setValues( parameters );
  27183. }
  27184. setupDiffuseColor() {
  27185. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  27186. diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) );
  27187. }
  27188. }
  27189. class EquirectUVNode extends TempNode {
  27190. static get type() {
  27191. return 'EquirectUVNode';
  27192. }
  27193. constructor( dirNode = positionWorldDirection ) {
  27194. super( 'vec2' );
  27195. this.dirNode = dirNode;
  27196. }
  27197. setup() {
  27198. const dir = this.dirNode;
  27199. const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  27200. const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
  27201. return vec2( u, v );
  27202. }
  27203. }
  27204. const equirectUV = /*@__PURE__*/ nodeProxy( EquirectUVNode );
  27205. // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
  27206. class CubeRenderTarget extends WebGLCubeRenderTarget {
  27207. constructor( size = 1, options = {} ) {
  27208. super( size, options );
  27209. this.isCubeRenderTarget = true;
  27210. }
  27211. fromEquirectangularTexture( renderer, texture$1 ) {
  27212. const currentMinFilter = texture$1.minFilter;
  27213. const currentGenerateMipmaps = texture$1.generateMipmaps;
  27214. texture$1.generateMipmaps = true;
  27215. this.texture.type = texture$1.type;
  27216. this.texture.colorSpace = texture$1.colorSpace;
  27217. this.texture.generateMipmaps = texture$1.generateMipmaps;
  27218. this.texture.minFilter = texture$1.minFilter;
  27219. this.texture.magFilter = texture$1.magFilter;
  27220. const geometry = new BoxGeometry( 5, 5, 5 );
  27221. const uvNode = equirectUV( positionWorldDirection );
  27222. const material = new NodeMaterial();
  27223. material.colorNode = texture( texture$1, uvNode, 0 );
  27224. material.side = BackSide;
  27225. material.blending = NoBlending;
  27226. const mesh = new Mesh( geometry, material );
  27227. const scene = new Scene();
  27228. scene.add( mesh );
  27229. // Avoid blurred poles
  27230. if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
  27231. const camera = new CubeCamera( 1, 10, this );
  27232. const currentMRT = renderer.getMRT();
  27233. renderer.setMRT( null );
  27234. camera.update( renderer, scene );
  27235. renderer.setMRT( currentMRT );
  27236. texture$1.minFilter = currentMinFilter;
  27237. texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
  27238. mesh.geometry.dispose();
  27239. mesh.material.dispose();
  27240. return this;
  27241. }
  27242. }
  27243. const _cache$1 = new WeakMap();
  27244. class CubeMapNode extends TempNode {
  27245. static get type() {
  27246. return 'CubeMapNode';
  27247. }
  27248. constructor( envNode ) {
  27249. super( 'vec3' );
  27250. this.envNode = envNode;
  27251. this._cubeTexture = null;
  27252. this._cubeTextureNode = cubeTexture();
  27253. const defaultTexture = new CubeTexture();
  27254. defaultTexture.isRenderTargetTexture = true;
  27255. this._defaultTexture = defaultTexture;
  27256. this.updateBeforeType = NodeUpdateType.RENDER;
  27257. }
  27258. updateBefore( frame ) {
  27259. const { renderer, material } = frame;
  27260. const envNode = this.envNode;
  27261. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  27262. const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  27263. if ( texture && texture.isTexture ) {
  27264. const mapping = texture.mapping;
  27265. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  27266. // check for converted cubemap map
  27267. if ( _cache$1.has( texture ) ) {
  27268. const cubeMap = _cache$1.get( texture );
  27269. mapTextureMapping( cubeMap, texture.mapping );
  27270. this._cubeTexture = cubeMap;
  27271. } else {
  27272. // create cube map from equirectangular map
  27273. const image = texture.image;
  27274. if ( isEquirectangularMapReady$1( image ) ) {
  27275. const renderTarget = new CubeRenderTarget( image.height );
  27276. renderTarget.fromEquirectangularTexture( renderer, texture );
  27277. mapTextureMapping( renderTarget.texture, texture.mapping );
  27278. this._cubeTexture = renderTarget.texture;
  27279. _cache$1.set( texture, renderTarget.texture );
  27280. texture.addEventListener( 'dispose', onTextureDispose );
  27281. } else {
  27282. // default cube texture as fallback when equirectangular texture is not yet loaded
  27283. this._cubeTexture = this._defaultTexture;
  27284. }
  27285. }
  27286. //
  27287. this._cubeTextureNode.value = this._cubeTexture;
  27288. } else {
  27289. // envNode already refers to a cube map
  27290. this._cubeTextureNode = this.envNode;
  27291. }
  27292. }
  27293. }
  27294. }
  27295. setup( builder ) {
  27296. this.updateBefore( builder );
  27297. return this._cubeTextureNode;
  27298. }
  27299. }
  27300. function isEquirectangularMapReady$1( image ) {
  27301. if ( image === null || image === undefined ) return false;
  27302. return image.height > 0;
  27303. }
  27304. function onTextureDispose( event ) {
  27305. const texture = event.target;
  27306. texture.removeEventListener( 'dispose', onTextureDispose );
  27307. const renderTarget = _cache$1.get( texture );
  27308. if ( renderTarget !== undefined ) {
  27309. _cache$1.delete( texture );
  27310. renderTarget.dispose();
  27311. }
  27312. }
  27313. function mapTextureMapping( texture, mapping ) {
  27314. if ( mapping === EquirectangularReflectionMapping ) {
  27315. texture.mapping = CubeReflectionMapping;
  27316. } else if ( mapping === EquirectangularRefractionMapping ) {
  27317. texture.mapping = CubeRefractionMapping;
  27318. }
  27319. }
  27320. const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode );
  27321. class BasicEnvironmentNode extends LightingNode {
  27322. static get type() {
  27323. return 'BasicEnvironmentNode';
  27324. }
  27325. constructor( envNode = null ) {
  27326. super();
  27327. this.envNode = envNode;
  27328. }
  27329. setup( builder ) {
  27330. // environment property is used in the finish() method of BasicLightingModel
  27331. builder.context.environment = cubeMapNode( this.envNode );
  27332. }
  27333. }
  27334. class BasicLightMapNode extends LightingNode {
  27335. static get type() {
  27336. return 'BasicLightMapNode';
  27337. }
  27338. constructor( lightMapNode = null ) {
  27339. super();
  27340. this.lightMapNode = lightMapNode;
  27341. }
  27342. setup( builder ) {
  27343. // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
  27344. const RECIPROCAL_PI = float( 1 / Math.PI );
  27345. builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
  27346. }
  27347. }
  27348. class LightingModel {
  27349. start( /*input, stack, builder*/ ) { }
  27350. finish( /*input, stack, builder*/ ) { }
  27351. direct( /*input, stack, builder*/ ) { }
  27352. directRectArea( /*input, stack, builder*/ ) {}
  27353. indirect( /*input, stack, builder*/ ) { }
  27354. ambientOcclusion( /*input, stack, builder*/ ) { }
  27355. }
  27356. class BasicLightingModel extends LightingModel {
  27357. constructor() {
  27358. super();
  27359. }
  27360. indirect( context, stack, builder ) {
  27361. const ambientOcclusion = context.ambientOcclusion;
  27362. const reflectedLight = context.reflectedLight;
  27363. const irradianceLightMap = builder.context.irradianceLightMap;
  27364. reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
  27365. // accumulation (baked indirect lighting only)
  27366. if ( irradianceLightMap ) {
  27367. reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
  27368. } else {
  27369. reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
  27370. }
  27371. // modulation
  27372. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27373. reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
  27374. }
  27375. finish( context, stack, builder ) {
  27376. const material = builder.material;
  27377. const outgoingLight = context.outgoingLight;
  27378. const envNode = builder.context.environment;
  27379. if ( envNode ) {
  27380. switch ( material.combine ) {
  27381. case MultiplyOperation:
  27382. outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  27383. break;
  27384. case MixOperation:
  27385. outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  27386. break;
  27387. case AddOperation:
  27388. outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  27389. break;
  27390. default:
  27391. console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
  27392. break;
  27393. }
  27394. }
  27395. }
  27396. }
  27397. const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
  27398. class MeshBasicNodeMaterial extends NodeMaterial {
  27399. static get type() {
  27400. return 'MeshBasicNodeMaterial';
  27401. }
  27402. constructor( parameters ) {
  27403. super();
  27404. this.isMeshBasicNodeMaterial = true;
  27405. this.lights = true;
  27406. this.setDefaultValues( _defaultValues$9 );
  27407. this.setValues( parameters );
  27408. }
  27409. setupNormal() {
  27410. return normalView; // see #28839
  27411. }
  27412. setupEnvironment( builder ) {
  27413. const envNode = super.setupEnvironment( builder );
  27414. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27415. }
  27416. setupLightMap( builder ) {
  27417. let node = null;
  27418. if ( builder.material.lightMap ) {
  27419. node = new BasicLightMapNode( materialLightMap );
  27420. }
  27421. return node;
  27422. }
  27423. setupOutgoingLight() {
  27424. return diffuseColor.rgb;
  27425. }
  27426. setupLightingModel() {
  27427. return new BasicLightingModel();
  27428. }
  27429. }
  27430. const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
  27431. // Original approximation by Christophe Schlick '94
  27432. // float fresnel = pow( 1.0 - dotVH, 5.0 );
  27433. // Optimized variant (presented by Epic at SIGGRAPH '13)
  27434. // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  27435. const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
  27436. return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
  27437. } ); // validated
  27438. const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {
  27439. return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
  27440. } ); // validated
  27441. const G_BlinnPhong_Implicit = () => float( 0.25 );
  27442. const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {
  27443. return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
  27444. } );
  27445. const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  27446. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27447. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  27448. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  27449. const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  27450. const G = G_BlinnPhong_Implicit();
  27451. const D = D_BlinnPhong( { dotNH } );
  27452. return F.mul( G ).mul( D );
  27453. } );
  27454. class PhongLightingModel extends BasicLightingModel {
  27455. constructor( specular = true ) {
  27456. super();
  27457. this.specular = specular;
  27458. }
  27459. direct( { lightDirection, lightColor, reflectedLight } ) {
  27460. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27461. const irradiance = dotNL.mul( lightColor );
  27462. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  27463. if ( this.specular === true ) {
  27464. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
  27465. }
  27466. }
  27467. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  27468. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  27469. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27470. }
  27471. }
  27472. const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
  27473. class MeshLambertNodeMaterial extends NodeMaterial {
  27474. static get type() {
  27475. return 'MeshLambertNodeMaterial';
  27476. }
  27477. constructor( parameters ) {
  27478. super();
  27479. this.isMeshLambertNodeMaterial = true;
  27480. this.lights = true;
  27481. this.setDefaultValues( _defaultValues$8 );
  27482. this.setValues( parameters );
  27483. }
  27484. setupEnvironment( builder ) {
  27485. const envNode = super.setupEnvironment( builder );
  27486. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27487. }
  27488. setupLightingModel( /*builder*/ ) {
  27489. return new PhongLightingModel( false ); // ( specular ) -> force lambert
  27490. }
  27491. }
  27492. const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
  27493. class MeshPhongNodeMaterial extends NodeMaterial {
  27494. static get type() {
  27495. return 'MeshPhongNodeMaterial';
  27496. }
  27497. constructor( parameters ) {
  27498. super();
  27499. this.isMeshPhongNodeMaterial = true;
  27500. this.lights = true;
  27501. this.shininessNode = null;
  27502. this.specularNode = null;
  27503. this.setDefaultValues( _defaultValues$7 );
  27504. this.setValues( parameters );
  27505. }
  27506. setupEnvironment( builder ) {
  27507. const envNode = super.setupEnvironment( builder );
  27508. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27509. }
  27510. setupLightingModel( /*builder*/ ) {
  27511. return new PhongLightingModel();
  27512. }
  27513. setupVariants() {
  27514. // SHININESS
  27515. const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
  27516. shininess.assign( shininessNode );
  27517. // SPECULAR COLOR
  27518. const specularNode = this.specularNode || materialSpecular;
  27519. specularColor.assign( specularNode );
  27520. }
  27521. copy( source ) {
  27522. this.shininessNode = source.shininessNode;
  27523. this.specularNode = source.specularNode;
  27524. return super.copy( source );
  27525. }
  27526. }
  27527. const getGeometryRoughness = /*@__PURE__*/ Fn( () => {
  27528. const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
  27529. const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
  27530. return geometryRoughness;
  27531. } );
  27532. const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {
  27533. const { roughness } = inputs;
  27534. const geometryRoughness = getGeometryRoughness();
  27535. let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  27536. roughnessFactor = roughnessFactor.add( geometryRoughness );
  27537. roughnessFactor = roughnessFactor.min( 1.0 );
  27538. return roughnessFactor;
  27539. } );
  27540. // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  27541. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  27542. const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {
  27543. const a2 = alpha.pow2();
  27544. const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  27545. const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
  27546. return div( 0.5, gv.add( gl ).max( EPSILON ) );
  27547. } ).setLayout( {
  27548. name: 'V_GGX_SmithCorrelated',
  27549. type: 'float',
  27550. inputs: [
  27551. { name: 'alpha', type: 'float' },
  27552. { name: 'dotNL', type: 'float' },
  27553. { name: 'dotNV', type: 'float' }
  27554. ]
  27555. } ); // validated
  27556. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27557. const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
  27558. const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  27559. const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  27560. const v = div( 0.5, gv.add( gl ) );
  27561. return v.saturate();
  27562. } ).setLayout( {
  27563. name: 'V_GGX_SmithCorrelated_Anisotropic',
  27564. type: 'float',
  27565. inputs: [
  27566. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27567. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27568. { name: 'dotTV', type: 'float', qualifier: 'in' },
  27569. { name: 'dotBV', type: 'float', qualifier: 'in' },
  27570. { name: 'dotTL', type: 'float', qualifier: 'in' },
  27571. { name: 'dotBL', type: 'float', qualifier: 'in' },
  27572. { name: 'dotNV', type: 'float', qualifier: 'in' },
  27573. { name: 'dotNL', type: 'float', qualifier: 'in' }
  27574. ]
  27575. } );
  27576. // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  27577. // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  27578. // alpha is "roughness squared" in Disney’s reparameterization
  27579. const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {
  27580. const a2 = alpha.pow2();
  27581. const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
  27582. return a2.div( denom.pow2() ).mul( 1 / Math.PI );
  27583. } ).setLayout( {
  27584. name: 'D_GGX',
  27585. type: 'float',
  27586. inputs: [
  27587. { name: 'alpha', type: 'float' },
  27588. { name: 'dotNH', type: 'float' }
  27589. ]
  27590. } ); // validated
  27591. const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );
  27592. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27593. const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
  27594. const a2 = alphaT.mul( alphaB );
  27595. const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  27596. const v2 = v.dot( v );
  27597. const w2 = a2.div( v2 );
  27598. return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
  27599. } ).setLayout( {
  27600. name: 'D_GGX_Anisotropic',
  27601. type: 'float',
  27602. inputs: [
  27603. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27604. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27605. { name: 'dotNH', type: 'float', qualifier: 'in' },
  27606. { name: 'dotTH', type: 'float', qualifier: 'in' },
  27607. { name: 'dotBH', type: 'float', qualifier: 'in' }
  27608. ]
  27609. } );
  27610. // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  27611. const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
  27612. const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
  27613. const normalView = inputs.normalView || transformedNormalView;
  27614. const alpha = roughness.pow2(); // UE4's roughness
  27615. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27616. const dotNL = normalView.dot( lightDirection ).clamp();
  27617. const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27618. const dotNH = normalView.dot( halfDir ).clamp();
  27619. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  27620. let F = F_Schlick( { f0, f90, dotVH } );
  27621. let V, D;
  27622. if ( defined( USE_IRIDESCENCE ) ) {
  27623. F = iridescence.mix( F, f );
  27624. }
  27625. if ( defined( USE_ANISOTROPY ) ) {
  27626. const dotTL = anisotropyT.dot( lightDirection );
  27627. const dotTV = anisotropyT.dot( positionViewDirection );
  27628. const dotTH = anisotropyT.dot( halfDir );
  27629. const dotBL = anisotropyB.dot( lightDirection );
  27630. const dotBV = anisotropyB.dot( positionViewDirection );
  27631. const dotBH = anisotropyB.dot( halfDir );
  27632. V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  27633. D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
  27634. } else {
  27635. V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  27636. D = D_GGX( { alpha, dotNH } );
  27637. }
  27638. return F.mul( V ).mul( D );
  27639. } ); // validated
  27640. // Analytical approximation of the DFG LUT, one half of the
  27641. // split-sum approximation used in indirect specular lighting.
  27642. // via 'environmentBRDF' from "Physically Based Shading on Mobile"
  27643. // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
  27644. const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
  27645. const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
  27646. const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
  27647. const r = roughness.mul( c0 ).add( c1 );
  27648. const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
  27649. const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
  27650. return fab;
  27651. } ).setLayout( {
  27652. name: 'DFGApprox',
  27653. type: 'vec2',
  27654. inputs: [
  27655. { name: 'roughness', type: 'float' },
  27656. { name: 'dotNV', type: 'vec3' }
  27657. ]
  27658. } );
  27659. const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {
  27660. const { dotNV, specularColor, specularF90, roughness } = inputs;
  27661. const fab = DFGApprox( { dotNV, roughness } );
  27662. return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  27663. } );
  27664. const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {
  27665. const x = dotVH.oneMinus().saturate();
  27666. const x2 = x.mul( x );
  27667. const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
  27668. return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
  27669. } ).setLayout( {
  27670. name: 'Schlick_to_F0',
  27671. type: 'vec3',
  27672. inputs: [
  27673. { name: 'f', type: 'vec3' },
  27674. { name: 'f90', type: 'float' },
  27675. { name: 'dotVH', type: 'float' }
  27676. ]
  27677. } );
  27678. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27679. const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {
  27680. const alpha = roughness.pow2();
  27681. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  27682. const invAlpha = float( 1.0 ).div( alpha );
  27683. const cos2h = dotNH.pow2();
  27684. const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
  27685. return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
  27686. } ).setLayout( {
  27687. name: 'D_Charlie',
  27688. type: 'float',
  27689. inputs: [
  27690. { name: 'roughness', type: 'float' },
  27691. { name: 'dotNH', type: 'float' }
  27692. ]
  27693. } );
  27694. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27695. const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {
  27696. // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  27697. return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
  27698. } ).setLayout( {
  27699. name: 'V_Neubelt',
  27700. type: 'float',
  27701. inputs: [
  27702. { name: 'dotNV', type: 'float' },
  27703. { name: 'dotNL', type: 'float' }
  27704. ]
  27705. } );
  27706. const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  27707. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27708. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27709. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
  27710. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  27711. const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  27712. const V = V_Neubelt( { dotNV, dotNL } );
  27713. return sheen.mul( D ).mul( V );
  27714. } );
  27715. // Rect Area Light
  27716. // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  27717. // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  27718. // code: https://github.com/selfshadow/ltc_code/
  27719. const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {
  27720. const LUT_SIZE = 64.0;
  27721. const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  27722. const LUT_BIAS = 0.5 / LUT_SIZE;
  27723. const dotNV = N.dot( V ).saturate();
  27724. // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  27725. const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
  27726. uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
  27727. return uv;
  27728. } ).setLayout( {
  27729. name: 'LTC_Uv',
  27730. type: 'vec2',
  27731. inputs: [
  27732. { name: 'N', type: 'vec3' },
  27733. { name: 'V', type: 'vec3' },
  27734. { name: 'roughness', type: 'float' }
  27735. ]
  27736. } );
  27737. const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {
  27738. // Real-Time Area Lighting: a Journey from Research to Production (p.102)
  27739. // An approximation of the form factor of a horizon-clipped rectangle.
  27740. const l = f.length();
  27741. return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
  27742. } ).setLayout( {
  27743. name: 'LTC_ClippedSphereFormFactor',
  27744. type: 'float',
  27745. inputs: [
  27746. { name: 'f', type: 'vec3' }
  27747. ]
  27748. } );
  27749. const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {
  27750. const x = v1.dot( v2 );
  27751. const y = x.abs().toVar();
  27752. // rational polynomial approximation to theta / sin( theta ) / 2PI
  27753. const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  27754. const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  27755. const v = a.div( b );
  27756. const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
  27757. return v1.cross( v2 ).mul( theta_sintheta );
  27758. } ).setLayout( {
  27759. name: 'LTC_EdgeVectorFormFactor',
  27760. type: 'vec3',
  27761. inputs: [
  27762. { name: 'v1', type: 'vec3' },
  27763. { name: 'v2', type: 'vec3' }
  27764. ]
  27765. } );
  27766. const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
  27767. // bail if point is on back side of plane of light
  27768. // assumes ccw winding order of light vertices
  27769. const v1 = p1.sub( p0 ).toVar();
  27770. const v2 = p3.sub( p0 ).toVar();
  27771. const lightNormal = v1.cross( v2 );
  27772. const result = vec3().toVar();
  27773. If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
  27774. // construct orthonormal basis around N
  27775. const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  27776. const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
  27777. // compute transform
  27778. const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
  27779. // transform rect
  27780. // & project rect onto sphere
  27781. const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  27782. const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  27783. const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  27784. const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
  27785. // calculate vector form factor
  27786. const vectorFormFactor = vec3( 0 ).toVar();
  27787. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  27788. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  27789. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  27790. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
  27791. // adjust for horizon clipping
  27792. result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
  27793. } );
  27794. return result;
  27795. } ).setLayout( {
  27796. name: 'LTC_Evaluate',
  27797. type: 'vec3',
  27798. inputs: [
  27799. { name: 'N', type: 'vec3' },
  27800. { name: 'V', type: 'vec3' },
  27801. { name: 'P', type: 'vec3' },
  27802. { name: 'mInv', type: 'mat3' },
  27803. { name: 'p0', type: 'vec3' },
  27804. { name: 'p1', type: 'vec3' },
  27805. { name: 'p2', type: 'vec3' },
  27806. { name: 'p3', type: 'vec3' }
  27807. ]
  27808. } );
  27809. // Mipped Bicubic Texture Filtering by N8
  27810. // https://www.shadertoy.com/view/Dl2SDW
  27811. const bC = 1.0 / 6.0;
  27812. const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
  27813. const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
  27814. const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
  27815. const w3 = ( a ) => mul( bC, pow( a, 3 ) );
  27816. const g0 = ( a ) => w0( a ).add( w1( a ) );
  27817. const g1 = ( a ) => w2( a ).add( w3( a ) );
  27818. // h0 and h1 are the two offset functions
  27819. const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
  27820. const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
  27821. const bicubic = ( textureNode, texelSize, lod ) => {
  27822. const uv = textureNode.uvNode;
  27823. const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
  27824. const iuv = floor( uvScaled );
  27825. const fuv = fract( uvScaled );
  27826. const g0x = g0( fuv.x );
  27827. const g1x = g1( fuv.x );
  27828. const h0x = h0( fuv.x );
  27829. const h1x = h1( fuv.x );
  27830. const h0y = h0( fuv.y );
  27831. const h1y = h1( fuv.y );
  27832. const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27833. const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27834. const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27835. const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27836. const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) );
  27837. const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) );
  27838. return a.add( b );
  27839. };
  27840. const textureBicubic = /*@__PURE__*/ Fn( ( [ textureNode, lodNode = float( 3 ) ] ) => {
  27841. const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  27842. const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  27843. const fLodSizeInv = div( 1.0, fLodSize );
  27844. const cLodSizeInv = div( 1.0, cLodSize );
  27845. const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  27846. const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
  27847. return fract( lodNode ).mix( fSample, cSample );
  27848. } );
  27849. //
  27850. // Transmission
  27851. //
  27852. const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  27853. // Direction of refracted light.
  27854. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  27855. // Compute rotation-independant scaling of the model matrix.
  27856. const modelScale = vec3(
  27857. length( modelMatrix[ 0 ].xyz ),
  27858. length( modelMatrix[ 1 ].xyz ),
  27859. length( modelMatrix[ 2 ].xyz )
  27860. );
  27861. // The thickness is specified in local space.
  27862. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  27863. } ).setLayout( {
  27864. name: 'getVolumeTransmissionRay',
  27865. type: 'vec3',
  27866. inputs: [
  27867. { name: 'n', type: 'vec3' },
  27868. { name: 'v', type: 'vec3' },
  27869. { name: 'thickness', type: 'float' },
  27870. { name: 'ior', type: 'float' },
  27871. { name: 'modelMatrix', type: 'mat4' }
  27872. ]
  27873. } );
  27874. const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {
  27875. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  27876. // an IOR of 1.5 results in the default amount of microfacet refraction.
  27877. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  27878. } ).setLayout( {
  27879. name: 'applyIorToRoughness',
  27880. type: 'float',
  27881. inputs: [
  27882. { name: 'roughness', type: 'float' },
  27883. { name: 'ior', type: 'float' }
  27884. ]
  27885. } );
  27886. const singleViewportMipTexture = /*@__PURE__*/ viewportMipTexture();
  27887. const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ] ) => {
  27888. const transmissionSample = singleViewportMipTexture.uv( fragCoord );
  27889. //const transmissionSample = viewportMipTexture( fragCoord );
  27890. const lod = log2( float( screenSize.x ) ).mul( applyIorToRoughness( roughness, ior ) );
  27891. return textureBicubic( transmissionSample, lod );
  27892. } );
  27893. const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  27894. If( attenuationDistance.notEqual( 0 ), () => {
  27895. // Compute light attenuation using Beer's law.
  27896. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  27897. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  27898. return transmittance;
  27899. } );
  27900. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  27901. return vec3( 1.0 );
  27902. } ).setLayout( {
  27903. name: 'volumeAttenuation',
  27904. type: 'vec3',
  27905. inputs: [
  27906. { name: 'transmissionDistance', type: 'float' },
  27907. { name: 'attenuationColor', type: 'vec3' },
  27908. { name: 'attenuationDistance', type: 'float' }
  27909. ]
  27910. } );
  27911. const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  27912. let transmittedLight, transmittance;
  27913. if ( dispersion ) {
  27914. transmittedLight = vec4().toVar();
  27915. transmittance = vec3().toVar();
  27916. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  27917. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  27918. Loop( { start: 0, end: 3 }, ( { i } ) => {
  27919. const ior = iors.element( i );
  27920. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27921. const refractedRayExit = position.add( transmissionRay );
  27922. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27923. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27924. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27925. refractionCoords.addAssign( 1.0 );
  27926. refractionCoords.divAssign( 2.0 );
  27927. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27928. // Sample framebuffer to get pixel the refracted ray hits.
  27929. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  27930. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  27931. transmittedLight.a.addAssign( transmissionSample.a );
  27932. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  27933. } );
  27934. transmittedLight.a.divAssign( 3.0 );
  27935. } else {
  27936. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27937. const refractedRayExit = position.add( transmissionRay );
  27938. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27939. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27940. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27941. refractionCoords.addAssign( 1.0 );
  27942. refractionCoords.divAssign( 2.0 );
  27943. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27944. // Sample framebuffer to get pixel the refracted ray hits.
  27945. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  27946. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  27947. }
  27948. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  27949. const dotNV = n.dot( v ).clamp();
  27950. // Get the specular component.
  27951. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  27952. dotNV,
  27953. specularColor,
  27954. specularF90,
  27955. roughness
  27956. } ) );
  27957. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  27958. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  27959. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  27960. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  27961. } );
  27962. //
  27963. // Iridescence
  27964. //
  27965. // XYZ to linear-sRGB color space
  27966. const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
  27967. 3.2404542, - 0.9692660, 0.0556434,
  27968. - 1.5371385, 1.8760108, - 0.2040259,
  27969. - 0.4985314, 0.0415560, 1.0572252
  27970. );
  27971. // Assume air interface for top
  27972. // Note: We don't handle the case fresnel0 == 1
  27973. const Fresnel0ToIor = ( fresnel0 ) => {
  27974. const sqrtF0 = fresnel0.sqrt();
  27975. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  27976. };
  27977. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  27978. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  27979. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  27980. };
  27981. // Fresnel equations for dielectric/dielectric interfaces.
  27982. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  27983. // Evaluation XYZ sensitivity curves in Fourier space
  27984. const evalSensitivity = ( OPD, shift ) => {
  27985. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  27986. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  27987. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  27988. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  27989. const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
  27990. let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  27991. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  27992. const rgb = XYZ_TO_REC709.mul( xyz );
  27993. return rgb;
  27994. };
  27995. const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  27996. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  27997. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  27998. // Evaluate the cosTheta on the base layer (Snell law)
  27999. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) );
  28000. // Handle TIR:
  28001. const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq );
  28002. /*if ( cosTheta2Sq < 0.0 ) {
  28003. return vec3( 1.0 );
  28004. }*/
  28005. const cosTheta2 = cosTheta2Sq.sqrt();
  28006. // First interface
  28007. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  28008. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  28009. //const R21 = R12;
  28010. const T121 = R12.oneMinus();
  28011. const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  28012. const phi21 = float( Math.PI ).sub( phi12 );
  28013. // Second interface
  28014. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  28015. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  28016. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  28017. const phi23 = vec3(
  28018. baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  28019. baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  28020. baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  28021. );
  28022. // Phase shift
  28023. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  28024. const phi = vec3( phi21 ).add( phi23 );
  28025. // Compound terms
  28026. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  28027. const r123 = R123.sqrt();
  28028. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  28029. // Reflectance term for m = 0 (DC term amplitude)
  28030. const C0 = R12.add( Rs );
  28031. let I = C0;
  28032. // Reflectance term for m > 0 (pairs of diracs)
  28033. let Cm = Rs.sub( T121 );
  28034. for ( let m = 1; m <= 2; ++ m ) {
  28035. Cm = Cm.mul( r123 );
  28036. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  28037. I = I.add( Cm.mul( Sm ) );
  28038. }
  28039. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  28040. return I.max( vec3( 0.0 ) );
  28041. } ).setLayout( {
  28042. name: 'evalIridescence',
  28043. type: 'vec3',
  28044. inputs: [
  28045. { name: 'outsideIOR', type: 'float' },
  28046. { name: 'eta2', type: 'float' },
  28047. { name: 'cosTheta1', type: 'float' },
  28048. { name: 'thinFilmThickness', type: 'float' },
  28049. { name: 'baseF0', type: 'vec3' }
  28050. ]
  28051. } );
  28052. //
  28053. // Sheen
  28054. //
  28055. // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
  28056. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  28057. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  28058. const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
  28059. const dotNV = normal.dot( viewDir ).saturate();
  28060. const r2 = roughness.pow2();
  28061. const a = select(
  28062. roughness.lessThan( 0.25 ),
  28063. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  28064. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  28065. );
  28066. const b = select(
  28067. roughness.lessThan( 0.25 ),
  28068. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  28069. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  28070. );
  28071. const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  28072. return DG.mul( 1.0 / Math.PI ).saturate();
  28073. } );
  28074. const clearcoatF0 = vec3( 0.04 );
  28075. const clearcoatF90 = float( 1 );
  28076. //
  28077. class PhysicalLightingModel extends LightingModel {
  28078. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  28079. super();
  28080. this.clearcoat = clearcoat;
  28081. this.sheen = sheen;
  28082. this.iridescence = iridescence;
  28083. this.anisotropy = anisotropy;
  28084. this.transmission = transmission;
  28085. this.dispersion = dispersion;
  28086. this.clearcoatRadiance = null;
  28087. this.clearcoatSpecularDirect = null;
  28088. this.clearcoatSpecularIndirect = null;
  28089. this.sheenSpecularDirect = null;
  28090. this.sheenSpecularIndirect = null;
  28091. this.iridescenceFresnel = null;
  28092. this.iridescenceF0 = null;
  28093. }
  28094. start( context ) {
  28095. if ( this.clearcoat === true ) {
  28096. this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
  28097. this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
  28098. this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );
  28099. }
  28100. if ( this.sheen === true ) {
  28101. this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
  28102. this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );
  28103. }
  28104. if ( this.iridescence === true ) {
  28105. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  28106. this.iridescenceFresnel = evalIridescence( {
  28107. outsideIOR: float( 1.0 ),
  28108. eta2: iridescenceIOR,
  28109. cosTheta1: dotNVi,
  28110. thinFilmThickness: iridescenceThickness,
  28111. baseF0: specularColor
  28112. } );
  28113. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  28114. }
  28115. if ( this.transmission === true ) {
  28116. const position = positionWorld;
  28117. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  28118. const n = transformedNormalWorld;
  28119. context.backdrop = getIBLVolumeRefraction(
  28120. n,
  28121. v,
  28122. roughness,
  28123. diffuseColor,
  28124. specularColor,
  28125. specularF90, // specularF90
  28126. position, // positionWorld
  28127. modelWorldMatrix, // modelMatrix
  28128. cameraViewMatrix, // viewMatrix
  28129. cameraProjectionMatrix, // projMatrix
  28130. ior,
  28131. thickness,
  28132. attenuationColor,
  28133. attenuationDistance,
  28134. this.dispersion ? dispersion : null
  28135. );
  28136. context.backdropAlpha = transmission;
  28137. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  28138. }
  28139. }
  28140. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  28141. // Approximates multiscattering in order to preserve energy.
  28142. // http://www.jcgt.org/published/0008/01/03/
  28143. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  28144. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  28145. const fab = DFGApprox( { roughness, dotNV } );
  28146. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  28147. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  28148. const Ess = fab.x.add( fab.y );
  28149. const Ems = Ess.oneMinus();
  28150. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  28151. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  28152. singleScatter.addAssign( FssEss );
  28153. multiScatter.addAssign( Fms.mul( Ems ) );
  28154. }
  28155. direct( { lightDirection, lightColor, reflectedLight } ) {
  28156. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  28157. const irradiance = dotNL.mul( lightColor );
  28158. if ( this.sheen === true ) {
  28159. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  28160. }
  28161. if ( this.clearcoat === true ) {
  28162. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  28163. const ccIrradiance = dotNLcc.mul( lightColor );
  28164. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  28165. }
  28166. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  28167. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
  28168. }
  28169. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  28170. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  28171. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  28172. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  28173. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  28174. const N = transformedNormalView;
  28175. const V = positionViewDirection;
  28176. const P = positionView.toVar();
  28177. const uv = LTC_Uv( { N, V, roughness } );
  28178. const t1 = ltc_1.uv( uv ).toVar();
  28179. const t2 = ltc_2.uv( uv ).toVar();
  28180. const mInv = mat3(
  28181. vec3( t1.x, 0, t1.y ),
  28182. vec3( 0, 1, 0 ),
  28183. vec3( t1.z, 0, t1.w )
  28184. ).toVar();
  28185. // LTC Fresnel Approximation by Stephen Hill
  28186. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  28187. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  28188. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  28189. reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
  28190. }
  28191. indirect( context, stack, builder ) {
  28192. this.indirectDiffuse( context, stack, builder );
  28193. this.indirectSpecular( context, stack, builder );
  28194. this.ambientOcclusion( context, stack, builder );
  28195. }
  28196. indirectDiffuse( { irradiance, reflectedLight } ) {
  28197. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  28198. }
  28199. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  28200. if ( this.sheen === true ) {
  28201. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  28202. sheen,
  28203. IBLSheenBRDF( {
  28204. normal: transformedNormalView,
  28205. viewDir: positionViewDirection,
  28206. roughness: sheenRoughness
  28207. } )
  28208. ) );
  28209. }
  28210. if ( this.clearcoat === true ) {
  28211. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  28212. const clearcoatEnv = EnvironmentBRDF( {
  28213. dotNV: dotNVcc,
  28214. specularColor: clearcoatF0,
  28215. specularF90: clearcoatF90,
  28216. roughness: clearcoatRoughness
  28217. } );
  28218. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  28219. }
  28220. // Both indirect specular and indirect diffuse light accumulate here
  28221. const singleScattering = vec3().toVar( 'singleScattering' );
  28222. const multiScattering = vec3().toVar( 'multiScattering' );
  28223. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  28224. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  28225. const totalScattering = singleScattering.add( multiScattering );
  28226. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  28227. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  28228. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  28229. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  28230. }
  28231. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  28232. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  28233. const aoNV = dotNV.add( ambientOcclusion );
  28234. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  28235. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  28236. if ( this.clearcoat === true ) {
  28237. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  28238. }
  28239. if ( this.sheen === true ) {
  28240. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  28241. }
  28242. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  28243. reflectedLight.indirectSpecular.mulAssign( aoNode );
  28244. }
  28245. finish( context ) {
  28246. const { outgoingLight } = context;
  28247. if ( this.clearcoat === true ) {
  28248. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  28249. const Fcc = F_Schlick( {
  28250. dotVH: dotNVcc,
  28251. f0: clearcoatF0,
  28252. f90: clearcoatF90
  28253. } );
  28254. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  28255. outgoingLight.assign( clearcoatLight );
  28256. }
  28257. if ( this.sheen === true ) {
  28258. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  28259. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  28260. outgoingLight.assign( sheenLight );
  28261. }
  28262. }
  28263. }
  28264. // These defines must match with PMREMGenerator
  28265. const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
  28266. const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 );
  28267. const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
  28268. const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 );
  28269. const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
  28270. const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
  28271. const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
  28272. const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
  28273. const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
  28274. const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );
  28275. const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
  28276. const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
  28277. // These shader functions convert between the UV coordinates of a single face of
  28278. // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  28279. // sampling a textureCube (not generally normalized ).
  28280. const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
  28281. const absDirection = vec3( abs( direction ) ).toVar();
  28282. const face = float( - 1.0 ).toVar();
  28283. If( absDirection.x.greaterThan( absDirection.z ), () => {
  28284. If( absDirection.x.greaterThan( absDirection.y ), () => {
  28285. face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
  28286. } ).Else( () => {
  28287. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  28288. } );
  28289. } ).Else( () => {
  28290. If( absDirection.z.greaterThan( absDirection.y ), () => {
  28291. face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
  28292. } ).Else( () => {
  28293. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  28294. } );
  28295. } );
  28296. return face;
  28297. } ).setLayout( {
  28298. name: 'getFace',
  28299. type: 'float',
  28300. inputs: [
  28301. { name: 'direction', type: 'vec3' }
  28302. ]
  28303. } );
  28304. // RH coordinate system; PMREM face-indexing convention
  28305. const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {
  28306. const uv = vec2().toVar();
  28307. If( face.equal( 0.0 ), () => {
  28308. uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
  28309. } ).ElseIf( face.equal( 1.0 ), () => {
  28310. uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
  28311. } ).ElseIf( face.equal( 2.0 ), () => {
  28312. uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
  28313. } ).ElseIf( face.equal( 3.0 ), () => {
  28314. uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
  28315. } ).ElseIf( face.equal( 4.0 ), () => {
  28316. uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
  28317. } ).Else( () => {
  28318. uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
  28319. } );
  28320. return mul( 0.5, uv.add( 1.0 ) );
  28321. } ).setLayout( {
  28322. name: 'getUV',
  28323. type: 'vec2',
  28324. inputs: [
  28325. { name: 'direction', type: 'vec3' },
  28326. { name: 'face', type: 'float' }
  28327. ]
  28328. } );
  28329. const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
  28330. const mip = float( 0.0 ).toVar();
  28331. If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
  28332. mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
  28333. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
  28334. mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
  28335. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
  28336. mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
  28337. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
  28338. mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
  28339. } ).Else( () => {
  28340. mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
  28341. } );
  28342. return mip;
  28343. } ).setLayout( {
  28344. name: 'roughnessToMip',
  28345. type: 'float',
  28346. inputs: [
  28347. { name: 'roughness', type: 'float' }
  28348. ]
  28349. } );
  28350. // RH coordinate system; PMREM face-indexing convention
  28351. const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
  28352. const uv = uv_immutable.toVar();
  28353. uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  28354. const direction = vec3( uv, 1.0 ).toVar();
  28355. If( face.equal( 0.0 ), () => {
  28356. direction.assign( direction.zyx ); // ( 1, v, u ) pos x
  28357. } ).ElseIf( face.equal( 1.0 ), () => {
  28358. direction.assign( direction.xzy );
  28359. direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
  28360. } ).ElseIf( face.equal( 2.0 ), () => {
  28361. direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
  28362. } ).ElseIf( face.equal( 3.0 ), () => {
  28363. direction.assign( direction.zyx );
  28364. direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
  28365. } ).ElseIf( face.equal( 4.0 ), () => {
  28366. direction.assign( direction.xzy );
  28367. direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
  28368. } ).ElseIf( face.equal( 5.0 ), () => {
  28369. direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
  28370. } );
  28371. return direction;
  28372. } ).setLayout( {
  28373. name: 'getDirection',
  28374. type: 'vec3',
  28375. inputs: [
  28376. { name: 'uv', type: 'vec2' },
  28377. { name: 'face', type: 'float' }
  28378. ]
  28379. } );
  28380. //
  28381. const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  28382. const roughness = float( roughness_immutable );
  28383. const sampleDir = vec3( sampleDir_immutable );
  28384. const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  28385. const mipF = fract( mip );
  28386. const mipInt = floor( mip );
  28387. const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  28388. If( mipF.notEqual( 0.0 ), () => {
  28389. const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  28390. color0.assign( mix( color0, color1, mipF ) );
  28391. } );
  28392. return color0;
  28393. } );
  28394. const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  28395. const mipInt = float( mipInt_immutable ).toVar();
  28396. const direction = vec3( direction_immutable );
  28397. const face = float( getFace( direction ) ).toVar();
  28398. const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  28399. mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  28400. const faceSize = float( exp2( mipInt ) ).toVar();
  28401. const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
  28402. If( face.greaterThan( 2.0 ), () => {
  28403. uv.y.addAssign( faceSize );
  28404. face.subAssign( 3.0 );
  28405. } );
  28406. uv.x.addAssign( face.mul( faceSize ) );
  28407. uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  28408. uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  28409. uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  28410. uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
  28411. return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
  28412. } );
  28413. const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  28414. const cosTheta = cos( theta );
  28415. // Rodrigues' axis-angle rotation
  28416. const sampleDirection = outputDirection.mul( cosTheta )
  28417. .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  28418. .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
  28419. return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
  28420. } );
  28421. const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  28422. const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
  28423. If( all( axis.equals( vec3( 0.0 ) ) ), () => {
  28424. axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
  28425. } );
  28426. axis.assign( normalize( axis ) );
  28427. const gl_FragColor = vec3().toVar();
  28428. gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28429. Loop( { start: int( 1 ), end: n }, ( { i } ) => {
  28430. If( i.greaterThanEqual( samples ), () => {
  28431. Break();
  28432. } );
  28433. const theta = float( dTheta.mul( float( i ) ) ).toVar();
  28434. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28435. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28436. } );
  28437. return vec4( gl_FragColor, 1 );
  28438. } );
  28439. let _generator = null;
  28440. const _cache = new WeakMap();
  28441. function _generateCubeUVSize( imageHeight ) {
  28442. const maxMip = Math.log2( imageHeight ) - 2;
  28443. const texelHeight = 1.0 / imageHeight;
  28444. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  28445. return { texelWidth, texelHeight, maxMip };
  28446. }
  28447. function _getPMREMFromTexture( texture ) {
  28448. let cacheTexture = _cache.get( texture );
  28449. const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
  28450. if ( pmremVersion !== texture.pmremVersion ) {
  28451. const image = texture.image;
  28452. if ( texture.isCubeTexture ) {
  28453. if ( isCubeMapReady( image ) ) {
  28454. cacheTexture = _generator.fromCubemap( texture, cacheTexture );
  28455. } else {
  28456. return null;
  28457. }
  28458. } else {
  28459. if ( isEquirectangularMapReady( image ) ) {
  28460. cacheTexture = _generator.fromEquirectangular( texture, cacheTexture );
  28461. } else {
  28462. return null;
  28463. }
  28464. }
  28465. cacheTexture.pmremVersion = texture.pmremVersion;
  28466. _cache.set( texture, cacheTexture );
  28467. }
  28468. return cacheTexture.texture;
  28469. }
  28470. class PMREMNode extends TempNode {
  28471. static get type() {
  28472. return 'PMREMNode';
  28473. }
  28474. constructor( value, uvNode = null, levelNode = null ) {
  28475. super( 'vec3' );
  28476. this._value = value;
  28477. this._pmrem = null;
  28478. this.uvNode = uvNode;
  28479. this.levelNode = levelNode;
  28480. this._generator = null;
  28481. const defaultTexture = new Texture();
  28482. defaultTexture.isRenderTargetTexture = true;
  28483. this._texture = texture( defaultTexture );
  28484. this._width = uniform( 0 );
  28485. this._height = uniform( 0 );
  28486. this._maxMip = uniform( 0 );
  28487. this.updateBeforeType = NodeUpdateType.RENDER;
  28488. }
  28489. set value( value ) {
  28490. this._value = value;
  28491. this._pmrem = null;
  28492. }
  28493. get value() {
  28494. return this._value;
  28495. }
  28496. updateFromTexture( texture ) {
  28497. const cubeUVSize = _generateCubeUVSize( texture.image.height );
  28498. this._texture.value = texture;
  28499. this._width.value = cubeUVSize.texelWidth;
  28500. this._height.value = cubeUVSize.texelHeight;
  28501. this._maxMip.value = cubeUVSize.maxMip;
  28502. }
  28503. updateBefore() {
  28504. let pmrem = this._pmrem;
  28505. const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
  28506. const texture = this._value;
  28507. if ( pmremVersion !== texture.pmremVersion ) {
  28508. if ( texture.isPMREMTexture === true ) {
  28509. pmrem = texture;
  28510. } else {
  28511. pmrem = _getPMREMFromTexture( texture );
  28512. }
  28513. if ( pmrem !== null ) {
  28514. this._pmrem = pmrem;
  28515. this.updateFromTexture( pmrem );
  28516. }
  28517. }
  28518. }
  28519. setup( builder ) {
  28520. if ( _generator === null ) {
  28521. _generator = builder.createPMREMGenerator();
  28522. }
  28523. //
  28524. this.updateBefore( builder );
  28525. //
  28526. let uvNode = this.uvNode;
  28527. if ( uvNode === null && builder.context.getUV ) {
  28528. uvNode = builder.context.getUV( this );
  28529. }
  28530. //
  28531. const texture = this.value;
  28532. if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) {
  28533. uvNode = vec3( uvNode.x.negate(), uvNode.yz );
  28534. }
  28535. //
  28536. let levelNode = this.levelNode;
  28537. if ( levelNode === null && builder.context.getTextureLevel ) {
  28538. levelNode = builder.context.getTextureLevel( this );
  28539. }
  28540. //
  28541. return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
  28542. }
  28543. }
  28544. function isCubeMapReady( image ) {
  28545. if ( image === null || image === undefined ) return false;
  28546. let count = 0;
  28547. const length = 6;
  28548. for ( let i = 0; i < length; i ++ ) {
  28549. if ( image[ i ] !== undefined ) count ++;
  28550. }
  28551. return count === length;
  28552. }
  28553. function isEquirectangularMapReady( image ) {
  28554. if ( image === null || image === undefined ) return false;
  28555. return image.height > 0;
  28556. }
  28557. const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode );
  28558. const _envNodeCache = new WeakMap();
  28559. class EnvironmentNode extends LightingNode {
  28560. static get type() {
  28561. return 'EnvironmentNode';
  28562. }
  28563. constructor( envNode = null ) {
  28564. super();
  28565. this.envNode = envNode;
  28566. }
  28567. setup( builder ) {
  28568. const { material } = builder;
  28569. let envNode = this.envNode;
  28570. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  28571. const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  28572. let cacheEnvNode = _envNodeCache.get( value );
  28573. if ( cacheEnvNode === undefined ) {
  28574. cacheEnvNode = pmremTexture( value );
  28575. _envNodeCache.set( value, cacheEnvNode );
  28576. }
  28577. envNode = cacheEnvNode;
  28578. }
  28579. //
  28580. const envMap = material.envMap;
  28581. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  28582. const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  28583. const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
  28584. const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
  28585. const irradiance = envNode.context( createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  28586. const isolateRadiance = cache( radiance );
  28587. const isolateIrradiance = cache( irradiance );
  28588. //
  28589. builder.context.radiance.addAssign( isolateRadiance );
  28590. builder.context.iblIrradiance.addAssign( isolateIrradiance );
  28591. //
  28592. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  28593. if ( clearcoatRadiance ) {
  28594. const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  28595. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  28596. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  28597. }
  28598. }
  28599. }
  28600. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  28601. let reflectVec = null;
  28602. return {
  28603. getUV: () => {
  28604. if ( reflectVec === null ) {
  28605. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  28606. // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  28607. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  28608. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  28609. }
  28610. return reflectVec;
  28611. },
  28612. getTextureLevel: () => {
  28613. return roughnessNode;
  28614. }
  28615. };
  28616. };
  28617. const createIrradianceContext = ( normalWorldNode ) => {
  28618. return {
  28619. getUV: () => {
  28620. return normalWorldNode;
  28621. },
  28622. getTextureLevel: () => {
  28623. return float( 1.0 );
  28624. }
  28625. };
  28626. };
  28627. const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
  28628. class MeshStandardNodeMaterial extends NodeMaterial {
  28629. static get type() {
  28630. return 'MeshStandardNodeMaterial';
  28631. }
  28632. constructor( parameters ) {
  28633. super();
  28634. this.isMeshStandardNodeMaterial = true;
  28635. this.lights = true;
  28636. this.emissiveNode = null;
  28637. this.metalnessNode = null;
  28638. this.roughnessNode = null;
  28639. this.setDefaultValues( _defaultValues$6 );
  28640. this.setValues( parameters );
  28641. }
  28642. setupEnvironment( builder ) {
  28643. let envNode = super.setupEnvironment( builder );
  28644. if ( envNode === null && builder.environmentNode ) {
  28645. envNode = builder.environmentNode;
  28646. }
  28647. return envNode ? new EnvironmentNode( envNode ) : null;
  28648. }
  28649. setupLightingModel( /*builder*/ ) {
  28650. return new PhysicalLightingModel();
  28651. }
  28652. setupSpecular() {
  28653. const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
  28654. specularColor.assign( specularColorNode );
  28655. specularF90.assign( 1.0 );
  28656. }
  28657. setupVariants() {
  28658. // METALNESS
  28659. const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  28660. metalness.assign( metalnessNode );
  28661. // ROUGHNESS
  28662. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  28663. roughnessNode = getRoughness( { roughness: roughnessNode } );
  28664. roughness.assign( roughnessNode );
  28665. // SPECULAR COLOR
  28666. this.setupSpecular();
  28667. // DIFFUSE COLOR
  28668. diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
  28669. }
  28670. copy( source ) {
  28671. this.emissiveNode = source.emissiveNode;
  28672. this.metalnessNode = source.metalnessNode;
  28673. this.roughnessNode = source.roughnessNode;
  28674. return super.copy( source );
  28675. }
  28676. }
  28677. const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
  28678. class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
  28679. static get type() {
  28680. return 'MeshPhysicalNodeMaterial';
  28681. }
  28682. constructor( parameters ) {
  28683. super();
  28684. this.isMeshPhysicalNodeMaterial = true;
  28685. this.clearcoatNode = null;
  28686. this.clearcoatRoughnessNode = null;
  28687. this.clearcoatNormalNode = null;
  28688. this.sheenNode = null;
  28689. this.sheenRoughnessNode = null;
  28690. this.iridescenceNode = null;
  28691. this.iridescenceIORNode = null;
  28692. this.iridescenceThicknessNode = null;
  28693. this.specularIntensityNode = null;
  28694. this.specularColorNode = null;
  28695. this.iorNode = null;
  28696. this.transmissionNode = null;
  28697. this.thicknessNode = null;
  28698. this.attenuationDistanceNode = null;
  28699. this.attenuationColorNode = null;
  28700. this.dispersionNode = null;
  28701. this.anisotropyNode = null;
  28702. this.setDefaultValues( _defaultValues$5 );
  28703. this.setValues( parameters );
  28704. }
  28705. get useClearcoat() {
  28706. return this.clearcoat > 0 || this.clearcoatNode !== null;
  28707. }
  28708. get useIridescence() {
  28709. return this.iridescence > 0 || this.iridescenceNode !== null;
  28710. }
  28711. get useSheen() {
  28712. return this.sheen > 0 || this.sheenNode !== null;
  28713. }
  28714. get useAnisotropy() {
  28715. return this.anisotropy > 0 || this.anisotropyNode !== null;
  28716. }
  28717. get useTransmission() {
  28718. return this.transmission > 0 || this.transmissionNode !== null;
  28719. }
  28720. get useDispersion() {
  28721. return this.dispersion > 0 || this.dispersionNode !== null;
  28722. }
  28723. setupSpecular() {
  28724. const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
  28725. ior.assign( iorNode );
  28726. specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
  28727. specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
  28728. }
  28729. setupLightingModel( /*builder*/ ) {
  28730. return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
  28731. }
  28732. setupVariants( builder ) {
  28733. super.setupVariants( builder );
  28734. // CLEARCOAT
  28735. if ( this.useClearcoat ) {
  28736. const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  28737. const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
  28738. clearcoat.assign( clearcoatNode );
  28739. clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
  28740. }
  28741. // SHEEN
  28742. if ( this.useSheen ) {
  28743. const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  28744. const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
  28745. sheen.assign( sheenNode );
  28746. sheenRoughness.assign( sheenRoughnessNode );
  28747. }
  28748. // IRIDESCENCE
  28749. if ( this.useIridescence ) {
  28750. const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  28751. const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  28752. const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
  28753. iridescence.assign( iridescenceNode );
  28754. iridescenceIOR.assign( iridescenceIORNode );
  28755. iridescenceThickness.assign( iridescenceThicknessNode );
  28756. }
  28757. // ANISOTROPY
  28758. if ( this.useAnisotropy ) {
  28759. const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
  28760. anisotropy.assign( anisotropyV.length() );
  28761. If( anisotropy.equal( 0.0 ), () => {
  28762. anisotropyV.assign( vec2( 1.0, 0.0 ) );
  28763. } ).Else( () => {
  28764. anisotropyV.divAssign( vec2( anisotropy ) );
  28765. anisotropy.assign( anisotropy.saturate() );
  28766. } );
  28767. // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  28768. alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
  28769. anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  28770. anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
  28771. }
  28772. // TRANSMISSION
  28773. if ( this.useTransmission ) {
  28774. const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  28775. const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  28776. const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  28777. const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
  28778. transmission.assign( transmissionNode );
  28779. thickness.assign( thicknessNode );
  28780. attenuationDistance.assign( attenuationDistanceNode );
  28781. attenuationColor.assign( attenuationColorNode );
  28782. if ( this.useDispersion ) {
  28783. const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
  28784. dispersion.assign( dispersionNode );
  28785. }
  28786. }
  28787. }
  28788. setupClearcoatNormal() {
  28789. return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
  28790. }
  28791. setup( builder ) {
  28792. builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
  28793. super.setup( builder );
  28794. }
  28795. copy( source ) {
  28796. this.clearcoatNode = source.clearcoatNode;
  28797. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  28798. this.clearcoatNormalNode = source.clearcoatNormalNode;
  28799. this.sheenNode = source.sheenNode;
  28800. this.sheenRoughnessNode = source.sheenRoughnessNode;
  28801. this.iridescenceNode = source.iridescenceNode;
  28802. this.iridescenceIORNode = source.iridescenceIORNode;
  28803. this.iridescenceThicknessNode = source.iridescenceThicknessNode;
  28804. this.specularIntensityNode = source.specularIntensityNode;
  28805. this.specularColorNode = source.specularColorNode;
  28806. this.transmissionNode = source.transmissionNode;
  28807. this.thicknessNode = source.thicknessNode;
  28808. this.attenuationDistanceNode = source.attenuationDistanceNode;
  28809. this.attenuationColorNode = source.attenuationColorNode;
  28810. this.dispersionNode = source.dispersionNode;
  28811. this.anisotropyNode = source.anisotropyNode;
  28812. return super.copy( source );
  28813. }
  28814. }
  28815. class SSSLightingModel extends PhysicalLightingModel {
  28816. constructor( useClearcoat, useSheen, useIridescence, useSSS ) {
  28817. super( useClearcoat, useSheen, useIridescence );
  28818. this.useSSS = useSSS;
  28819. }
  28820. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28821. if ( this.useSSS === true ) {
  28822. const material = builder.material;
  28823. const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
  28824. const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
  28825. const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
  28826. const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
  28827. reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
  28828. }
  28829. super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder );
  28830. }
  28831. }
  28832. class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
  28833. static get type() {
  28834. return 'MeshSSSNodeMaterial';
  28835. }
  28836. constructor( parameters ) {
  28837. super( parameters );
  28838. this.thicknessColorNode = null;
  28839. this.thicknessDistortionNode = float( 0.1 );
  28840. this.thicknessAmbientNode = float( 0.0 );
  28841. this.thicknessAttenuationNode = float( .1 );
  28842. this.thicknessPowerNode = float( 2.0 );
  28843. this.thicknessScaleNode = float( 10.0 );
  28844. }
  28845. get useSSS() {
  28846. return this.thicknessColorNode !== null;
  28847. }
  28848. setupLightingModel( /*builder*/ ) {
  28849. return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useSSS );
  28850. }
  28851. copy( source ) {
  28852. this.thicknessColorNode = source.thicknessColorNode;
  28853. this.thicknessDistortionNode = source.thicknessDistortionNode;
  28854. this.thicknessAmbientNode = source.thicknessAmbientNode;
  28855. this.thicknessAttenuationNode = source.thicknessAttenuationNode;
  28856. this.thicknessPowerNode = source.thicknessPowerNode;
  28857. this.thicknessScaleNode = source.thicknessScaleNode;
  28858. return super.copy( source );
  28859. }
  28860. }
  28861. const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {
  28862. // dotNL will be from -1.0 to 1.0
  28863. const dotNL = normal.dot( lightDirection );
  28864. const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
  28865. if ( builder.material.gradientMap ) {
  28866. const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
  28867. return vec3( gradientMap.r );
  28868. } else {
  28869. const fw = coord.fwidth().mul( 0.5 );
  28870. return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
  28871. }
  28872. } );
  28873. class ToonLightingModel extends LightingModel {
  28874. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28875. const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
  28876. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  28877. }
  28878. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  28879. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  28880. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  28881. }
  28882. }
  28883. const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
  28884. class MeshToonNodeMaterial extends NodeMaterial {
  28885. static get type() {
  28886. return 'MeshToonNodeMaterial';
  28887. }
  28888. constructor( parameters ) {
  28889. super();
  28890. this.isMeshToonNodeMaterial = true;
  28891. this.lights = true;
  28892. this.setDefaultValues( _defaultValues$4 );
  28893. this.setValues( parameters );
  28894. }
  28895. setupLightingModel( /*builder*/ ) {
  28896. return new ToonLightingModel();
  28897. }
  28898. }
  28899. class MatcapUVNode extends TempNode {
  28900. static get type() {
  28901. return 'MatcapUVNode';
  28902. }
  28903. constructor() {
  28904. super( 'vec2' );
  28905. }
  28906. setup() {
  28907. const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  28908. const y = positionViewDirection.cross( x );
  28909. return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
  28910. }
  28911. }
  28912. const matcapUV = /*@__PURE__*/ nodeImmutable( MatcapUVNode );
  28913. const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
  28914. class MeshMatcapNodeMaterial extends NodeMaterial {
  28915. static get type() {
  28916. return 'MeshMatcapNodeMaterial';
  28917. }
  28918. constructor( parameters ) {
  28919. super();
  28920. this.lights = false;
  28921. this.isMeshMatcapNodeMaterial = true;
  28922. this.setDefaultValues( _defaultValues$3 );
  28923. this.setValues( parameters );
  28924. }
  28925. setupVariants( builder ) {
  28926. const uv = matcapUV;
  28927. let matcapColor;
  28928. if ( builder.material.matcap ) {
  28929. matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
  28930. } else {
  28931. matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
  28932. }
  28933. diffuseColor.rgb.mulAssign( matcapColor.rgb );
  28934. }
  28935. }
  28936. const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial();
  28937. class PointsNodeMaterial extends NodeMaterial {
  28938. static get type() {
  28939. return 'PointsNodeMaterial';
  28940. }
  28941. constructor( parameters ) {
  28942. super();
  28943. this.isPointsNodeMaterial = true;
  28944. this.lights = false;
  28945. this.transparent = true;
  28946. this.sizeNode = null;
  28947. this.setDefaultValues( _defaultValues$2 );
  28948. this.setValues( parameters );
  28949. }
  28950. copy( source ) {
  28951. this.sizeNode = source.sizeNode;
  28952. return super.copy( source );
  28953. }
  28954. }
  28955. class RotateNode extends TempNode {
  28956. static get type() {
  28957. return 'RotateNode';
  28958. }
  28959. constructor( positionNode, rotationNode ) {
  28960. super();
  28961. this.positionNode = positionNode;
  28962. this.rotationNode = rotationNode;
  28963. }
  28964. getNodeType( builder ) {
  28965. return this.positionNode.getNodeType( builder );
  28966. }
  28967. setup( builder ) {
  28968. const { rotationNode, positionNode } = this;
  28969. const nodeType = this.getNodeType( builder );
  28970. if ( nodeType === 'vec2' ) {
  28971. const cosAngle = rotationNode.cos();
  28972. const sinAngle = rotationNode.sin();
  28973. const rotationMatrix = mat2(
  28974. cosAngle, sinAngle,
  28975. sinAngle.negate(), cosAngle
  28976. );
  28977. return rotationMatrix.mul( positionNode );
  28978. } else {
  28979. const rotation = rotationNode;
  28980. const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28981. const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28982. const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28983. return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
  28984. }
  28985. }
  28986. }
  28987. const rotate = /*@__PURE__*/ nodeProxy( RotateNode );
  28988. const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial();
  28989. class SpriteNodeMaterial extends NodeMaterial {
  28990. static get type() {
  28991. return 'SpriteNodeMaterial';
  28992. }
  28993. constructor( parameters ) {
  28994. super();
  28995. this.isSpriteNodeMaterial = true;
  28996. this.lights = false;
  28997. this._useSizeAttenuation = true;
  28998. this.positionNode = null;
  28999. this.rotationNode = null;
  29000. this.scaleNode = null;
  29001. this.setDefaultValues( _defaultValues$1 );
  29002. this.setValues( parameters );
  29003. }
  29004. setupPosition( { object, camera, context } ) {
  29005. const sizeAttenuation = this.sizeAttenuation;
  29006. // < VERTEX STAGE >
  29007. const { positionNode, rotationNode, scaleNode } = this;
  29008. const vertex = positionLocal;
  29009. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  29010. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  29011. if ( scaleNode !== null ) {
  29012. scale = scale.mul( scaleNode );
  29013. }
  29014. if ( ! sizeAttenuation ) {
  29015. if ( camera.isPerspectiveCamera ) {
  29016. scale = scale.mul( mvPosition.z.negate() );
  29017. } else {
  29018. const orthoScale = float( 2.0 ).div( cameraProjectionMatrix.element( 1 ).element( 1 ) );
  29019. scale = scale.mul( orthoScale.mul( 2 ) );
  29020. }
  29021. }
  29022. let alignedPosition = vertex.xy;
  29023. if ( object.center && object.center.isVector2 === true ) {
  29024. const center = reference$1( 'center', 'vec2' );
  29025. alignedPosition = alignedPosition.sub( center.sub( 0.5 ) );
  29026. }
  29027. alignedPosition = alignedPosition.mul( scale );
  29028. const rotation = float( rotationNode || materialRotation );
  29029. const rotatedPosition = rotate( alignedPosition, rotation );
  29030. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  29031. positionView.assign( mvPosition );
  29032. positionLocal.assign( rotatedPosition );
  29033. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  29034. context.vertex = vertex;
  29035. return modelViewProjection;
  29036. }
  29037. copy( source ) {
  29038. this.positionNode = source.positionNode;
  29039. this.rotationNode = source.rotationNode;
  29040. this.scaleNode = source.scaleNode;
  29041. return super.copy( source );
  29042. }
  29043. get sizeAttenuation() {
  29044. return this._useSizeAttenuation;
  29045. }
  29046. set sizeAttenuation( value ) {
  29047. if ( this._useSizeAttenuation !== value ) {
  29048. this._useSizeAttenuation = value;
  29049. this.needsUpdate = true;
  29050. }
  29051. }
  29052. }
  29053. class ShadowMaskModel extends LightingModel {
  29054. constructor() {
  29055. super();
  29056. this.shadowNode = float( 1 ).toVar( 'shadowMask' );
  29057. }
  29058. direct( { shadowMask } ) {
  29059. this.shadowNode.mulAssign( shadowMask );
  29060. }
  29061. finish( context ) {
  29062. diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
  29063. context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
  29064. }
  29065. }
  29066. const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
  29067. class ShadowNodeMaterial extends NodeMaterial {
  29068. static get type() {
  29069. return 'ShadowNodeMaterial';
  29070. }
  29071. constructor( parameters ) {
  29072. super();
  29073. this.isShadowNodeMaterial = true;
  29074. this.lights = true;
  29075. this.setDefaultValues( _defaultValues );
  29076. this.setValues( parameters );
  29077. }
  29078. setupLightingModel( /*builder*/ ) {
  29079. return new ShadowMaskModel();
  29080. }
  29081. }
  29082. const normal = Fn( ( { texture, uv } ) => {
  29083. const epsilon = 0.0001;
  29084. const ret = vec3().toVar();
  29085. If( uv.x.lessThan( epsilon ), () => {
  29086. ret.assign( vec3( 1, 0, 0 ) );
  29087. } ).ElseIf( uv.y.lessThan( epsilon ), () => {
  29088. ret.assign( vec3( 0, 1, 0 ) );
  29089. } ).ElseIf( uv.z.lessThan( epsilon ), () => {
  29090. ret.assign( vec3( 0, 0, 1 ) );
  29091. } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
  29092. ret.assign( vec3( - 1, 0, 0 ) );
  29093. } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
  29094. ret.assign( vec3( 0, - 1, 0 ) );
  29095. } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
  29096. ret.assign( vec3( 0, 0, - 1 ) );
  29097. } ).Else( () => {
  29098. const step = 0.01;
  29099. const x = texture.uv( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  29100. const y = texture.uv( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  29101. const z = texture.uv( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
  29102. ret.assign( vec3( x, y, z ) );
  29103. } );
  29104. return ret.normalize();
  29105. } );
  29106. class Texture3DNode extends TextureNode {
  29107. static get type() {
  29108. return 'Texture3DNode';
  29109. }
  29110. constructor( value, uvNode = null, levelNode = null ) {
  29111. super( value, uvNode, levelNode );
  29112. this.isTexture3DNode = true;
  29113. }
  29114. getInputType( /*builder*/ ) {
  29115. return 'texture3D';
  29116. }
  29117. getDefaultUV() {
  29118. return vec3( 0.5, 0.5, 0.5 );
  29119. }
  29120. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode
  29121. setupUV( builder, uvNode ) {
  29122. return uvNode;
  29123. }
  29124. generateUV( builder, uvNode ) {
  29125. return uvNode.build( builder, 'vec3' );
  29126. }
  29127. normal( uvNode ) {
  29128. return normal( { texture: this, uv: uvNode } );
  29129. }
  29130. }
  29131. const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode );
  29132. class VolumeNodeMaterial extends NodeMaterial {
  29133. static get type() {
  29134. return 'VolumeNodeMaterial';
  29135. }
  29136. constructor( params = {} ) {
  29137. super();
  29138. this.lights = false;
  29139. this.isVolumeNodeMaterial = true;
  29140. this.testNode = null;
  29141. this.setValues( params );
  29142. }
  29143. setup( builder ) {
  29144. const map = texture3D( this.map, null, 0 );
  29145. const hitBox = Fn( ( { orig, dir } ) => {
  29146. const box_min = vec3( - 0.5 );
  29147. const box_max = vec3( 0.5 );
  29148. const inv_dir = dir.reciprocal();
  29149. const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
  29150. const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
  29151. const tmin = min$1( tmin_tmp, tmax_tmp );
  29152. const tmax = max$1( tmin_tmp, tmax_tmp );
  29153. const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) );
  29154. const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) );
  29155. return vec2( t0, t1 );
  29156. } );
  29157. this.fragmentNode = Fn( () => {
  29158. const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
  29159. const vDirection = varying( positionGeometry.sub( vOrigin ) );
  29160. const rayDir = vDirection.normalize();
  29161. const bounds = vec2( hitBox( { orig: vOrigin, dir: rayDir } ) ).toVar();
  29162. bounds.x.greaterThan( bounds.y ).discard();
  29163. bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) );
  29164. const p = vec3( vOrigin.add( bounds.x.mul( rayDir ) ) ).toVar();
  29165. const inc = vec3( rayDir.abs().reciprocal() ).toVar();
  29166. const delta = float( min$1( inc.x, min$1( inc.y, inc.z ) ) ).toVar( 'delta' ); // used 'delta' name in loop
  29167. delta.divAssign( materialReference( 'steps', 'float' ) );
  29168. const ac = vec4( materialReference( 'base', 'color' ), 0.0 ).toVar();
  29169. Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
  29170. const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r );
  29171. if ( this.testNode !== null ) {
  29172. this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
  29173. } else {
  29174. // default to show surface of mesh
  29175. ac.a.assign( 1 );
  29176. Break();
  29177. }
  29178. p.addAssign( rayDir.mul( delta ) );
  29179. } );
  29180. ac.a.equal( 0 ).discard();
  29181. return vec4( ac );
  29182. } )();
  29183. super.setup( builder );
  29184. }
  29185. }
  29186. class Animation {
  29187. constructor( nodes, info ) {
  29188. this.nodes = nodes;
  29189. this.info = info;
  29190. this.animationLoop = null;
  29191. this.requestId = null;
  29192. this._init();
  29193. }
  29194. _init() {
  29195. const update = ( time, frame ) => {
  29196. this.requestId = self.requestAnimationFrame( update );
  29197. if ( this.info.autoReset === true ) this.info.reset();
  29198. this.nodes.nodeFrame.update();
  29199. this.info.frame = this.nodes.nodeFrame.frameId;
  29200. if ( this.animationLoop !== null ) this.animationLoop( time, frame );
  29201. };
  29202. update();
  29203. }
  29204. dispose() {
  29205. self.cancelAnimationFrame( this.requestId );
  29206. this.requestId = null;
  29207. }
  29208. setAnimationLoop( callback ) {
  29209. this.animationLoop = callback;
  29210. }
  29211. }
  29212. class ChainMap {
  29213. constructor() {
  29214. this.weakMap = new WeakMap();
  29215. }
  29216. get( keys ) {
  29217. let map = this.weakMap;
  29218. for ( let i = 0; i < keys.length; i ++ ) {
  29219. map = map.get( keys[ i ] );
  29220. if ( map === undefined ) return undefined;
  29221. }
  29222. return map.get( keys[ keys.length - 1 ] );
  29223. }
  29224. set( keys, value ) {
  29225. let map = this.weakMap;
  29226. for ( let i = 0; i < keys.length; i ++ ) {
  29227. const key = keys[ i ];
  29228. if ( map.has( key ) === false ) map.set( key, new WeakMap() );
  29229. map = map.get( key );
  29230. }
  29231. return map.set( keys[ keys.length - 1 ], value );
  29232. }
  29233. delete( keys ) {
  29234. let map = this.weakMap;
  29235. for ( let i = 0; i < keys.length; i ++ ) {
  29236. map = map.get( keys[ i ] );
  29237. if ( map === undefined ) return false;
  29238. }
  29239. return map.delete( keys[ keys.length - 1 ] );
  29240. }
  29241. }
  29242. const _plane = /*@__PURE__*/ new Plane();
  29243. class ClippingContext {
  29244. constructor() {
  29245. this.version = 0;
  29246. this.globalClippingCount = 0;
  29247. this.localClippingCount = 0;
  29248. this.localClippingEnabled = false;
  29249. this.localClipIntersection = false;
  29250. this.planes = [];
  29251. this.parentVersion = 0;
  29252. this.viewNormalMatrix = new Matrix3();
  29253. this.cacheKey = 0;
  29254. }
  29255. projectPlanes( source, offset ) {
  29256. const l = source.length;
  29257. const planes = this.planes;
  29258. for ( let i = 0; i < l; i ++ ) {
  29259. _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
  29260. const v = planes[ offset + i ];
  29261. const normal = _plane.normal;
  29262. v.x = - normal.x;
  29263. v.y = - normal.y;
  29264. v.z = - normal.z;
  29265. v.w = _plane.constant;
  29266. }
  29267. }
  29268. updateGlobal( renderer, camera ) {
  29269. const rendererClippingPlanes = renderer.clippingPlanes;
  29270. this.viewMatrix = camera.matrixWorldInverse;
  29271. this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
  29272. let update = false;
  29273. if ( Array.isArray( rendererClippingPlanes ) && rendererClippingPlanes.length !== 0 ) {
  29274. const l = rendererClippingPlanes.length;
  29275. if ( l !== this.globalClippingCount ) {
  29276. const planes = [];
  29277. for ( let i = 0; i < l; i ++ ) {
  29278. planes.push( new Vector4() );
  29279. }
  29280. this.globalClippingCount = l;
  29281. this.planes = planes;
  29282. update = true;
  29283. }
  29284. this.projectPlanes( rendererClippingPlanes, 0 );
  29285. } else if ( this.globalClippingCount !== 0 ) {
  29286. this.globalClippingCount = 0;
  29287. this.planes = [];
  29288. update = true;
  29289. }
  29290. if ( renderer.localClippingEnabled !== this.localClippingEnabled ) {
  29291. this.localClippingEnabled = renderer.localClippingEnabled;
  29292. update = true;
  29293. }
  29294. if ( update ) {
  29295. this.version ++;
  29296. this.cacheKey = hash$1( this.globalClippingCount, this.localClippingEnabled === true ? 1 : 0 );
  29297. }
  29298. }
  29299. update( parent, material ) {
  29300. let update = false;
  29301. if ( this !== parent && parent.version !== this.parentVersion ) {
  29302. this.globalClippingCount = material.isShadowNodeMaterial ? 0 : parent.globalClippingCount;
  29303. this.localClippingEnabled = parent.localClippingEnabled;
  29304. this.planes = Array.from( parent.planes );
  29305. this.parentVersion = parent.version;
  29306. this.viewMatrix = parent.viewMatrix;
  29307. this.viewNormalMatrix = parent.viewNormalMatrix;
  29308. update = true;
  29309. }
  29310. if ( this.localClippingEnabled ) {
  29311. const localClippingPlanes = material.clippingPlanes;
  29312. if ( ( Array.isArray( localClippingPlanes ) && localClippingPlanes.length !== 0 ) ) {
  29313. const l = localClippingPlanes.length;
  29314. const planes = this.planes;
  29315. const offset = this.globalClippingCount;
  29316. if ( update || l !== this.localClippingCount ) {
  29317. planes.length = offset + l;
  29318. for ( let i = 0; i < l; i ++ ) {
  29319. planes[ offset + i ] = new Vector4();
  29320. }
  29321. this.localClippingCount = l;
  29322. update = true;
  29323. }
  29324. this.projectPlanes( localClippingPlanes, offset );
  29325. } else if ( this.localClippingCount !== 0 ) {
  29326. this.localClippingCount = 0;
  29327. update = true;
  29328. }
  29329. if ( this.localClipIntersection !== material.clipIntersection ) {
  29330. this.localClipIntersection = material.clipIntersection;
  29331. update = true;
  29332. }
  29333. }
  29334. if ( update ) {
  29335. this.version += parent.version;
  29336. this.cacheKey = hash$1( parent.cacheKey, this.localClippingCount, this.localClipIntersection === true ? 1 : 0 );
  29337. }
  29338. }
  29339. }
  29340. let _id$7 = 0;
  29341. function getKeys( obj ) {
  29342. const keys = Object.keys( obj );
  29343. let proto = Object.getPrototypeOf( obj );
  29344. while ( proto ) {
  29345. const descriptors = Object.getOwnPropertyDescriptors( proto );
  29346. for ( const key in descriptors ) {
  29347. if ( descriptors[ key ] !== undefined ) {
  29348. const descriptor = descriptors[ key ];
  29349. if ( descriptor && typeof descriptor.get === 'function' ) {
  29350. keys.push( key );
  29351. }
  29352. }
  29353. }
  29354. proto = Object.getPrototypeOf( proto );
  29355. }
  29356. return keys;
  29357. }
  29358. class RenderObject {
  29359. constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) {
  29360. this._nodes = nodes;
  29361. this._geometries = geometries;
  29362. this.id = _id$7 ++;
  29363. this.renderer = renderer;
  29364. this.object = object;
  29365. this.material = material;
  29366. this.scene = scene;
  29367. this.camera = camera;
  29368. this.lightsNode = lightsNode;
  29369. this.context = renderContext;
  29370. this.geometry = object.geometry;
  29371. this.version = material.version;
  29372. this.drawRange = null;
  29373. this.attributes = null;
  29374. this.pipeline = null;
  29375. this.vertexBuffers = null;
  29376. this.drawParams = null;
  29377. this.bundle = null;
  29378. this.updateClipping( renderContext.clippingContext );
  29379. this.clippingContextVersion = this.clippingContext.version;
  29380. this.initialNodesCacheKey = this.getDynamicCacheKey();
  29381. this.initialCacheKey = this.getCacheKey();
  29382. this._nodeBuilderState = null;
  29383. this._bindings = null;
  29384. this._monitor = null;
  29385. this.onDispose = null;
  29386. this.isRenderObject = true;
  29387. this.onMaterialDispose = () => {
  29388. this.dispose();
  29389. };
  29390. this.material.addEventListener( 'dispose', this.onMaterialDispose );
  29391. }
  29392. updateClipping( parent ) {
  29393. const material = this.material;
  29394. let clippingContext = this.clippingContext;
  29395. if ( Array.isArray( material.clippingPlanes ) ) {
  29396. if ( clippingContext === parent || ! clippingContext ) {
  29397. clippingContext = new ClippingContext();
  29398. this.clippingContext = clippingContext;
  29399. }
  29400. clippingContext.update( parent, material );
  29401. } else if ( this.clippingContext !== parent ) {
  29402. this.clippingContext = parent;
  29403. }
  29404. }
  29405. get clippingNeedsUpdate() {
  29406. if ( this.clippingContext.version === this.clippingContextVersion ) return false;
  29407. this.clippingContextVersion = this.clippingContext.version;
  29408. return true;
  29409. }
  29410. getNodeBuilderState() {
  29411. return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
  29412. }
  29413. getMonitor() {
  29414. return this._monitor || ( this._monitor = this.getNodeBuilderState().monitor );
  29415. }
  29416. getBindings() {
  29417. return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
  29418. }
  29419. getIndex() {
  29420. return this._geometries.getIndex( this );
  29421. }
  29422. getChainArray() {
  29423. return [ this.object, this.material, this.context, this.lightsNode ];
  29424. }
  29425. getAttributes() {
  29426. if ( this.attributes !== null ) return this.attributes;
  29427. const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  29428. const geometry = this.geometry;
  29429. const attributes = [];
  29430. const vertexBuffers = new Set();
  29431. for ( const nodeAttribute of nodeAttributes ) {
  29432. const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
  29433. if ( attribute === undefined ) continue;
  29434. attributes.push( attribute );
  29435. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  29436. vertexBuffers.add( bufferAttribute );
  29437. }
  29438. this.attributes = attributes;
  29439. this.vertexBuffers = Array.from( vertexBuffers.values() );
  29440. return attributes;
  29441. }
  29442. getVertexBuffers() {
  29443. if ( this.vertexBuffers === null ) this.getAttributes();
  29444. return this.vertexBuffers;
  29445. }
  29446. getDrawParameters() {
  29447. const { object, material, geometry, group, drawRange } = this;
  29448. const drawParams = this.drawParams || ( this.drawParams = {
  29449. vertexCount: 0,
  29450. firstVertex: 0,
  29451. instanceCount: 0,
  29452. firstInstance: 0
  29453. } );
  29454. const index = this.getIndex();
  29455. const hasIndex = ( index !== null );
  29456. const instanceCount = geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  29457. if ( instanceCount === 0 ) return null;
  29458. drawParams.instanceCount = instanceCount;
  29459. if ( object.isBatchedMesh === true ) return drawParams;
  29460. let rangeFactor = 1;
  29461. if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {
  29462. rangeFactor = 2;
  29463. }
  29464. let firstVertex = drawRange.start * rangeFactor;
  29465. let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;
  29466. if ( group !== null ) {
  29467. firstVertex = Math.max( firstVertex, group.start * rangeFactor );
  29468. lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );
  29469. }
  29470. const itemCount = hasIndex === true ? index.count : geometry.attributes.position.count;
  29471. firstVertex = Math.max( firstVertex, 0 );
  29472. lastVertex = Math.min( lastVertex, itemCount );
  29473. const count = lastVertex - firstVertex;
  29474. if ( count < 0 || count === Infinity ) return null;
  29475. drawParams.vertexCount = count;
  29476. drawParams.firstVertex = firstVertex;
  29477. return drawParams;
  29478. }
  29479. getGeometryCacheKey() {
  29480. const { geometry } = this;
  29481. let cacheKey = '';
  29482. for ( const name of Object.keys( geometry.attributes ).sort() ) {
  29483. const attribute = geometry.attributes[ name ];
  29484. cacheKey += name + ',';
  29485. if ( attribute.data ) cacheKey += attribute.data.stride + ',';
  29486. if ( attribute.offset ) cacheKey += attribute.offset + ',';
  29487. if ( attribute.itemSize ) cacheKey += attribute.itemSize + ',';
  29488. if ( attribute.normalized ) cacheKey += 'n,';
  29489. }
  29490. if ( geometry.index ) {
  29491. cacheKey += 'index,';
  29492. }
  29493. return cacheKey;
  29494. }
  29495. getMaterialCacheKey() {
  29496. const { object, material } = this;
  29497. let cacheKey = material.customProgramCacheKey();
  29498. for ( const property of getKeys( material ) ) {
  29499. if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
  29500. const value = material[ property ];
  29501. let valueKey;
  29502. if ( value !== null ) {
  29503. // some material values require a formatting
  29504. const type = typeof value;
  29505. if ( type === 'number' ) {
  29506. valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
  29507. } else if ( type === 'object' ) {
  29508. valueKey = '{';
  29509. if ( value.isTexture ) {
  29510. valueKey += value.mapping;
  29511. }
  29512. valueKey += '}';
  29513. } else {
  29514. valueKey = String( value );
  29515. }
  29516. } else {
  29517. valueKey = String( value );
  29518. }
  29519. cacheKey += /*property + ':' +*/ valueKey + ',';
  29520. }
  29521. cacheKey += this.clippingContext.cacheKey + ',';
  29522. if ( object.geometry ) {
  29523. cacheKey += this.getGeometryCacheKey();
  29524. }
  29525. if ( object.skeleton ) {
  29526. cacheKey += object.skeleton.bones.length + ',';
  29527. }
  29528. if ( object.morphTargetInfluences ) {
  29529. cacheKey += object.morphTargetInfluences.length + ',';
  29530. }
  29531. if ( object.isBatchedMesh ) {
  29532. cacheKey += object._matricesTexture.uuid + ',';
  29533. if ( object._colorsTexture !== null ) {
  29534. cacheKey += object._colorsTexture.uuid + ',';
  29535. }
  29536. }
  29537. if ( object.count > 1 ) {
  29538. // TODO: https://github.com/mrdoob/three.js/pull/29066#issuecomment-2269400850
  29539. cacheKey += object.uuid + ',';
  29540. }
  29541. return hashString( cacheKey );
  29542. }
  29543. get needsUpdate() {
  29544. return /*this.object.static !== true &&*/ ( this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate );
  29545. }
  29546. getDynamicCacheKey() {
  29547. // Environment Nodes Cache Key
  29548. let cacheKey = this._nodes.getCacheKey( this.scene, this.lightsNode );
  29549. if ( this.object.receiveShadow ) {
  29550. cacheKey += 1;
  29551. }
  29552. return cacheKey;
  29553. }
  29554. getCacheKey() {
  29555. return this.getMaterialCacheKey() + this.getDynamicCacheKey();
  29556. }
  29557. dispose() {
  29558. this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  29559. this.onDispose();
  29560. }
  29561. }
  29562. const chainArray = [];
  29563. class RenderObjects {
  29564. constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
  29565. this.renderer = renderer;
  29566. this.nodes = nodes;
  29567. this.geometries = geometries;
  29568. this.pipelines = pipelines;
  29569. this.bindings = bindings;
  29570. this.info = info;
  29571. this.chainMaps = {};
  29572. }
  29573. get( object, material, scene, camera, lightsNode, renderContext, passId ) {
  29574. const chainMap = this.getChainMap( passId );
  29575. // reuse chainArray
  29576. chainArray[ 0 ] = object;
  29577. chainArray[ 1 ] = material;
  29578. chainArray[ 2 ] = renderContext;
  29579. chainArray[ 3 ] = lightsNode;
  29580. let renderObject = chainMap.get( chainArray );
  29581. if ( renderObject === undefined ) {
  29582. renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, passId );
  29583. chainMap.set( chainArray, renderObject );
  29584. } else {
  29585. renderObject.updateClipping( renderContext.clippingContext );
  29586. if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
  29587. if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
  29588. renderObject.dispose();
  29589. renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, passId );
  29590. } else {
  29591. renderObject.version = material.version;
  29592. }
  29593. }
  29594. }
  29595. return renderObject;
  29596. }
  29597. getChainMap( passId = 'default' ) {
  29598. return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
  29599. }
  29600. dispose() {
  29601. this.chainMaps = {};
  29602. }
  29603. createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, passId ) {
  29604. const chainMap = this.getChainMap( passId );
  29605. const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext );
  29606. renderObject.onDispose = () => {
  29607. this.pipelines.delete( renderObject );
  29608. this.bindings.delete( renderObject );
  29609. this.nodes.delete( renderObject );
  29610. chainMap.delete( renderObject.getChainArray() );
  29611. };
  29612. return renderObject;
  29613. }
  29614. }
  29615. class DataMap {
  29616. constructor() {
  29617. this.data = new WeakMap();
  29618. }
  29619. get( object ) {
  29620. let map = this.data.get( object );
  29621. if ( map === undefined ) {
  29622. map = {};
  29623. this.data.set( object, map );
  29624. }
  29625. return map;
  29626. }
  29627. delete( object ) {
  29628. let map;
  29629. if ( this.data.has( object ) ) {
  29630. map = this.data.get( object );
  29631. this.data.delete( object );
  29632. }
  29633. return map;
  29634. }
  29635. has( object ) {
  29636. return this.data.has( object );
  29637. }
  29638. dispose() {
  29639. this.data = new WeakMap();
  29640. }
  29641. }
  29642. const AttributeType = {
  29643. VERTEX: 1,
  29644. INDEX: 2,
  29645. STORAGE: 4
  29646. };
  29647. // size of a chunk in bytes (STD140 layout)
  29648. const GPU_CHUNK_BYTES = 16;
  29649. // @TODO: Move to src/constants.js
  29650. const BlendColorFactor = 211;
  29651. const OneMinusBlendColorFactor = 212;
  29652. class Attributes extends DataMap {
  29653. constructor( backend ) {
  29654. super();
  29655. this.backend = backend;
  29656. }
  29657. delete( attribute ) {
  29658. const attributeData = super.delete( attribute );
  29659. if ( attributeData !== undefined ) {
  29660. this.backend.destroyAttribute( attribute );
  29661. }
  29662. return attributeData;
  29663. }
  29664. update( attribute, type ) {
  29665. const data = this.get( attribute );
  29666. if ( data.version === undefined ) {
  29667. if ( type === AttributeType.VERTEX ) {
  29668. this.backend.createAttribute( attribute );
  29669. } else if ( type === AttributeType.INDEX ) {
  29670. this.backend.createIndexAttribute( attribute );
  29671. } else if ( type === AttributeType.STORAGE ) {
  29672. this.backend.createStorageAttribute( attribute );
  29673. }
  29674. data.version = this._getBufferAttribute( attribute ).version;
  29675. } else {
  29676. const bufferAttribute = this._getBufferAttribute( attribute );
  29677. if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
  29678. this.backend.updateAttribute( attribute );
  29679. data.version = bufferAttribute.version;
  29680. }
  29681. }
  29682. }
  29683. _getBufferAttribute( attribute ) {
  29684. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  29685. return attribute;
  29686. }
  29687. }
  29688. function arrayNeedsUint32( array ) {
  29689. // assumes larger values usually on last
  29690. for ( let i = array.length - 1; i >= 0; -- i ) {
  29691. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  29692. }
  29693. return false;
  29694. }
  29695. function getWireframeVersion( geometry ) {
  29696. return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
  29697. }
  29698. function getWireframeIndex( geometry ) {
  29699. const indices = [];
  29700. const geometryIndex = geometry.index;
  29701. const geometryPosition = geometry.attributes.position;
  29702. if ( geometryIndex !== null ) {
  29703. const array = geometryIndex.array;
  29704. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  29705. const a = array[ i + 0 ];
  29706. const b = array[ i + 1 ];
  29707. const c = array[ i + 2 ];
  29708. indices.push( a, b, b, c, c, a );
  29709. }
  29710. } else {
  29711. const array = geometryPosition.array;
  29712. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  29713. const a = i + 0;
  29714. const b = i + 1;
  29715. const c = i + 2;
  29716. indices.push( a, b, b, c, c, a );
  29717. }
  29718. }
  29719. const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  29720. attribute.version = getWireframeVersion( geometry );
  29721. return attribute;
  29722. }
  29723. class Geometries extends DataMap {
  29724. constructor( attributes, info ) {
  29725. super();
  29726. this.attributes = attributes;
  29727. this.info = info;
  29728. this.wireframes = new WeakMap();
  29729. this.attributeCall = new WeakMap();
  29730. }
  29731. has( renderObject ) {
  29732. const geometry = renderObject.geometry;
  29733. return super.has( geometry ) && this.get( geometry ).initialized === true;
  29734. }
  29735. updateForRender( renderObject ) {
  29736. if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
  29737. this.updateAttributes( renderObject );
  29738. }
  29739. initGeometry( renderObject ) {
  29740. const geometry = renderObject.geometry;
  29741. const geometryData = this.get( geometry );
  29742. geometryData.initialized = true;
  29743. this.info.memory.geometries ++;
  29744. const onDispose = () => {
  29745. this.info.memory.geometries --;
  29746. const index = geometry.index;
  29747. const geometryAttributes = renderObject.getAttributes();
  29748. if ( index !== null ) {
  29749. this.attributes.delete( index );
  29750. }
  29751. for ( const geometryAttribute of geometryAttributes ) {
  29752. this.attributes.delete( geometryAttribute );
  29753. }
  29754. const wireframeAttribute = this.wireframes.get( geometry );
  29755. if ( wireframeAttribute !== undefined ) {
  29756. this.attributes.delete( wireframeAttribute );
  29757. }
  29758. geometry.removeEventListener( 'dispose', onDispose );
  29759. };
  29760. geometry.addEventListener( 'dispose', onDispose );
  29761. }
  29762. updateAttributes( renderObject ) {
  29763. const attributes = renderObject.getAttributes();
  29764. for ( const attribute of attributes ) {
  29765. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  29766. this.updateAttribute( attribute, AttributeType.STORAGE );
  29767. } else {
  29768. this.updateAttribute( attribute, AttributeType.VERTEX );
  29769. }
  29770. }
  29771. const index = this.getIndex( renderObject );
  29772. if ( index !== null ) {
  29773. this.updateAttribute( index, AttributeType.INDEX );
  29774. }
  29775. }
  29776. updateAttribute( attribute, type ) {
  29777. const callId = this.info.render.calls;
  29778. if ( ! attribute.isInterleavedBufferAttribute ) {
  29779. if ( this.attributeCall.get( attribute ) !== callId ) {
  29780. this.attributes.update( attribute, type );
  29781. this.attributeCall.set( attribute, callId );
  29782. }
  29783. } else {
  29784. if ( this.attributeCall.get( attribute ) === undefined ) {
  29785. this.attributes.update( attribute, type );
  29786. this.attributeCall.set( attribute, callId );
  29787. } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
  29788. this.attributes.update( attribute, type );
  29789. this.attributeCall.set( attribute.data, callId );
  29790. this.attributeCall.set( attribute, callId );
  29791. }
  29792. }
  29793. }
  29794. getIndex( renderObject ) {
  29795. const { geometry, material } = renderObject;
  29796. let index = geometry.index;
  29797. if ( material.wireframe === true ) {
  29798. const wireframes = this.wireframes;
  29799. let wireframeAttribute = wireframes.get( geometry );
  29800. if ( wireframeAttribute === undefined ) {
  29801. wireframeAttribute = getWireframeIndex( geometry );
  29802. wireframes.set( geometry, wireframeAttribute );
  29803. } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
  29804. this.attributes.delete( wireframeAttribute );
  29805. wireframeAttribute = getWireframeIndex( geometry );
  29806. wireframes.set( geometry, wireframeAttribute );
  29807. }
  29808. index = wireframeAttribute;
  29809. }
  29810. return index;
  29811. }
  29812. }
  29813. class Info {
  29814. constructor() {
  29815. this.autoReset = true;
  29816. this.frame = 0;
  29817. this.calls = 0;
  29818. this.render = {
  29819. calls: 0,
  29820. frameCalls: 0,
  29821. drawCalls: 0,
  29822. triangles: 0,
  29823. points: 0,
  29824. lines: 0,
  29825. timestamp: 0,
  29826. previousFrameCalls: 0,
  29827. timestampCalls: 0
  29828. };
  29829. this.compute = {
  29830. calls: 0,
  29831. frameCalls: 0,
  29832. timestamp: 0,
  29833. previousFrameCalls: 0,
  29834. timestampCalls: 0
  29835. };
  29836. this.memory = {
  29837. geometries: 0,
  29838. textures: 0
  29839. };
  29840. }
  29841. update( object, count, instanceCount ) {
  29842. this.render.drawCalls ++;
  29843. if ( object.isMesh || object.isSprite ) {
  29844. this.render.triangles += instanceCount * ( count / 3 );
  29845. } else if ( object.isPoints ) {
  29846. this.render.points += instanceCount * count;
  29847. } else if ( object.isLineSegments ) {
  29848. this.render.lines += instanceCount * ( count / 2 );
  29849. } else if ( object.isLine ) {
  29850. this.render.lines += instanceCount * ( count - 1 );
  29851. } else {
  29852. console.error( 'THREE.WebGPUInfo: Unknown object type.' );
  29853. }
  29854. }
  29855. updateTimestamp( type, time ) {
  29856. if ( this[ type ].timestampCalls === 0 ) {
  29857. this[ type ].timestamp = 0;
  29858. }
  29859. this[ type ].timestamp += time;
  29860. this[ type ].timestampCalls ++;
  29861. if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) {
  29862. this[ type ].timestampCalls = 0;
  29863. }
  29864. }
  29865. reset() {
  29866. const previousRenderFrameCalls = this.render.frameCalls;
  29867. this.render.previousFrameCalls = previousRenderFrameCalls;
  29868. const previousComputeFrameCalls = this.compute.frameCalls;
  29869. this.compute.previousFrameCalls = previousComputeFrameCalls;
  29870. this.render.drawCalls = 0;
  29871. this.render.frameCalls = 0;
  29872. this.compute.frameCalls = 0;
  29873. this.render.triangles = 0;
  29874. this.render.points = 0;
  29875. this.render.lines = 0;
  29876. }
  29877. dispose() {
  29878. this.reset();
  29879. this.calls = 0;
  29880. this.render.calls = 0;
  29881. this.compute.calls = 0;
  29882. this.render.timestamp = 0;
  29883. this.compute.timestamp = 0;
  29884. this.memory.geometries = 0;
  29885. this.memory.textures = 0;
  29886. }
  29887. }
  29888. class Pipeline {
  29889. constructor( cacheKey ) {
  29890. this.cacheKey = cacheKey;
  29891. this.usedTimes = 0;
  29892. }
  29893. }
  29894. class RenderPipeline extends Pipeline {
  29895. constructor( cacheKey, vertexProgram, fragmentProgram ) {
  29896. super( cacheKey );
  29897. this.vertexProgram = vertexProgram;
  29898. this.fragmentProgram = fragmentProgram;
  29899. }
  29900. }
  29901. class ComputePipeline extends Pipeline {
  29902. constructor( cacheKey, computeProgram ) {
  29903. super( cacheKey );
  29904. this.computeProgram = computeProgram;
  29905. this.isComputePipeline = true;
  29906. }
  29907. }
  29908. let _id$6 = 0;
  29909. class ProgrammableStage {
  29910. constructor( code, type, transforms = null, attributes = null ) {
  29911. this.id = _id$6 ++;
  29912. this.code = code;
  29913. this.stage = type;
  29914. this.transforms = transforms;
  29915. this.attributes = attributes;
  29916. this.usedTimes = 0;
  29917. }
  29918. }
  29919. class Pipelines extends DataMap {
  29920. constructor( backend, nodes ) {
  29921. super();
  29922. this.backend = backend;
  29923. this.nodes = nodes;
  29924. this.bindings = null; // set by the bindings
  29925. this.caches = new Map();
  29926. this.programs = {
  29927. vertex: new Map(),
  29928. fragment: new Map(),
  29929. compute: new Map()
  29930. };
  29931. }
  29932. getForCompute( computeNode, bindings ) {
  29933. const { backend } = this;
  29934. const data = this.get( computeNode );
  29935. if ( this._needsComputeUpdate( computeNode ) ) {
  29936. const previousPipeline = data.pipeline;
  29937. if ( previousPipeline ) {
  29938. previousPipeline.usedTimes --;
  29939. previousPipeline.computeProgram.usedTimes --;
  29940. }
  29941. // get shader
  29942. const nodeBuilderState = this.nodes.getForCompute( computeNode );
  29943. // programmable stage
  29944. let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
  29945. if ( stageCompute === undefined ) {
  29946. if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
  29947. stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  29948. this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
  29949. backend.createProgram( stageCompute );
  29950. }
  29951. // determine compute pipeline
  29952. const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
  29953. let pipeline = this.caches.get( cacheKey );
  29954. if ( pipeline === undefined ) {
  29955. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29956. pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
  29957. }
  29958. // keep track of all used times
  29959. pipeline.usedTimes ++;
  29960. stageCompute.usedTimes ++;
  29961. //
  29962. data.version = computeNode.version;
  29963. data.pipeline = pipeline;
  29964. }
  29965. return data.pipeline;
  29966. }
  29967. getForRender( renderObject, promises = null ) {
  29968. const { backend } = this;
  29969. const data = this.get( renderObject );
  29970. if ( this._needsRenderUpdate( renderObject ) ) {
  29971. const previousPipeline = data.pipeline;
  29972. if ( previousPipeline ) {
  29973. previousPipeline.usedTimes --;
  29974. previousPipeline.vertexProgram.usedTimes --;
  29975. previousPipeline.fragmentProgram.usedTimes --;
  29976. }
  29977. // get shader
  29978. const nodeBuilderState = renderObject.getNodeBuilderState();
  29979. // programmable stages
  29980. let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
  29981. if ( stageVertex === undefined ) {
  29982. if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
  29983. stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex' );
  29984. this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
  29985. backend.createProgram( stageVertex );
  29986. }
  29987. let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
  29988. if ( stageFragment === undefined ) {
  29989. if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
  29990. stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment' );
  29991. this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
  29992. backend.createProgram( stageFragment );
  29993. }
  29994. // determine render pipeline
  29995. const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  29996. let pipeline = this.caches.get( cacheKey );
  29997. if ( pipeline === undefined ) {
  29998. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29999. pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
  30000. } else {
  30001. renderObject.pipeline = pipeline;
  30002. }
  30003. // keep track of all used times
  30004. pipeline.usedTimes ++;
  30005. stageVertex.usedTimes ++;
  30006. stageFragment.usedTimes ++;
  30007. //
  30008. data.pipeline = pipeline;
  30009. }
  30010. return data.pipeline;
  30011. }
  30012. delete( object ) {
  30013. const pipeline = this.get( object ).pipeline;
  30014. if ( pipeline ) {
  30015. // pipeline
  30016. pipeline.usedTimes --;
  30017. if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
  30018. // programs
  30019. if ( pipeline.isComputePipeline ) {
  30020. pipeline.computeProgram.usedTimes --;
  30021. if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
  30022. } else {
  30023. pipeline.fragmentProgram.usedTimes --;
  30024. pipeline.vertexProgram.usedTimes --;
  30025. if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  30026. if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
  30027. }
  30028. }
  30029. return super.delete( object );
  30030. }
  30031. dispose() {
  30032. super.dispose();
  30033. this.caches = new Map();
  30034. this.programs = {
  30035. vertex: new Map(),
  30036. fragment: new Map(),
  30037. compute: new Map()
  30038. };
  30039. }
  30040. updateForRender( renderObject ) {
  30041. this.getForRender( renderObject );
  30042. }
  30043. _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
  30044. // check for existing pipeline
  30045. cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
  30046. let pipeline = this.caches.get( cacheKey );
  30047. if ( pipeline === undefined ) {
  30048. pipeline = new ComputePipeline( cacheKey, stageCompute );
  30049. this.caches.set( cacheKey, pipeline );
  30050. this.backend.createComputePipeline( pipeline, bindings );
  30051. }
  30052. return pipeline;
  30053. }
  30054. _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
  30055. // check for existing pipeline
  30056. cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  30057. let pipeline = this.caches.get( cacheKey );
  30058. if ( pipeline === undefined ) {
  30059. pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
  30060. this.caches.set( cacheKey, pipeline );
  30061. renderObject.pipeline = pipeline;
  30062. this.backend.createRenderPipeline( renderObject, promises );
  30063. }
  30064. return pipeline;
  30065. }
  30066. _getComputeCacheKey( computeNode, stageCompute ) {
  30067. return computeNode.id + ',' + stageCompute.id;
  30068. }
  30069. _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
  30070. return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
  30071. }
  30072. _releasePipeline( pipeline ) {
  30073. this.caches.delete( pipeline.cacheKey );
  30074. }
  30075. _releaseProgram( program ) {
  30076. const code = program.code;
  30077. const stage = program.stage;
  30078. this.programs[ stage ].delete( code );
  30079. }
  30080. _needsComputeUpdate( computeNode ) {
  30081. const data = this.get( computeNode );
  30082. return data.pipeline === undefined || data.version !== computeNode.version;
  30083. }
  30084. _needsRenderUpdate( renderObject ) {
  30085. const data = this.get( renderObject );
  30086. return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
  30087. }
  30088. }
  30089. class Bindings extends DataMap {
  30090. constructor( backend, nodes, textures, attributes, pipelines, info ) {
  30091. super();
  30092. this.backend = backend;
  30093. this.textures = textures;
  30094. this.pipelines = pipelines;
  30095. this.attributes = attributes;
  30096. this.nodes = nodes;
  30097. this.info = info;
  30098. this.pipelines.bindings = this; // assign bindings to pipelines
  30099. }
  30100. getForRender( renderObject ) {
  30101. const bindings = renderObject.getBindings();
  30102. for ( const bindGroup of bindings ) {
  30103. const groupData = this.get( bindGroup );
  30104. if ( groupData.bindGroup === undefined ) {
  30105. // each object defines an array of bindings (ubos, textures, samplers etc.)
  30106. this._init( bindGroup );
  30107. this.backend.createBindings( bindGroup, bindings );
  30108. groupData.bindGroup = bindGroup;
  30109. }
  30110. }
  30111. return bindings;
  30112. }
  30113. getForCompute( computeNode ) {
  30114. const bindings = this.nodes.getForCompute( computeNode ).bindings;
  30115. for ( const bindGroup of bindings ) {
  30116. const groupData = this.get( bindGroup );
  30117. if ( groupData.bindGroup === undefined ) {
  30118. this._init( bindGroup );
  30119. this.backend.createBindings( bindGroup, bindings );
  30120. groupData.bindGroup = bindGroup;
  30121. }
  30122. }
  30123. return bindings;
  30124. }
  30125. updateForCompute( computeNode ) {
  30126. this._updateBindings( this.getForCompute( computeNode ) );
  30127. }
  30128. updateForRender( renderObject ) {
  30129. this._updateBindings( this.getForRender( renderObject ) );
  30130. }
  30131. _updateBindings( bindings ) {
  30132. for ( const bindGroup of bindings ) {
  30133. this._update( bindGroup, bindings );
  30134. }
  30135. }
  30136. _init( bindGroup ) {
  30137. for ( const binding of bindGroup.bindings ) {
  30138. if ( binding.isSampledTexture ) {
  30139. this.textures.updateTexture( binding.texture );
  30140. } else if ( binding.isStorageBuffer ) {
  30141. const attribute = binding.attribute;
  30142. this.attributes.update( attribute, AttributeType.STORAGE );
  30143. }
  30144. }
  30145. }
  30146. _update( bindGroup, bindings ) {
  30147. const { backend } = this;
  30148. let needsBindingsUpdate = false;
  30149. // iterate over all bindings and check if buffer updates or a new binding group is required
  30150. for ( const binding of bindGroup.bindings ) {
  30151. if ( binding.isNodeUniformsGroup ) {
  30152. const updated = this.nodes.updateGroup( binding );
  30153. if ( ! updated ) continue;
  30154. }
  30155. if ( binding.isUniformBuffer ) {
  30156. const updated = binding.update();
  30157. if ( updated ) {
  30158. backend.updateBinding( binding );
  30159. }
  30160. } else if ( binding.isSampler ) {
  30161. binding.update();
  30162. } else if ( binding.isSampledTexture ) {
  30163. if ( binding.needsBindingsUpdate( this.textures.get( binding.texture ).generation ) ) needsBindingsUpdate = true;
  30164. const updated = binding.update();
  30165. const texture = binding.texture;
  30166. if ( updated ) {
  30167. this.textures.updateTexture( texture );
  30168. }
  30169. const textureData = backend.get( texture );
  30170. if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
  30171. // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
  30172. console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
  30173. this.textures.updateTexture( texture );
  30174. needsBindingsUpdate = true;
  30175. }
  30176. if ( texture.isStorageTexture === true ) {
  30177. const textureData = this.get( texture );
  30178. if ( binding.store === true ) {
  30179. textureData.needsMipmap = true;
  30180. } else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
  30181. this.backend.generateMipmaps( texture );
  30182. textureData.needsMipmap = false;
  30183. }
  30184. }
  30185. }
  30186. }
  30187. if ( needsBindingsUpdate === true ) {
  30188. this.backend.updateBindings( bindGroup, bindings );
  30189. }
  30190. }
  30191. }
  30192. class NodeAttribute {
  30193. constructor( name, type, node = null ) {
  30194. this.isNodeAttribute = true;
  30195. this.name = name;
  30196. this.type = type;
  30197. this.node = node;
  30198. }
  30199. }
  30200. class NodeUniform {
  30201. constructor( name, type, node ) {
  30202. this.isNodeUniform = true;
  30203. this.name = name;
  30204. this.type = type;
  30205. this.node = node.getSelf();
  30206. }
  30207. get value() {
  30208. return this.node.value;
  30209. }
  30210. set value( val ) {
  30211. this.node.value = val;
  30212. }
  30213. get id() {
  30214. return this.node.id;
  30215. }
  30216. get groupNode() {
  30217. return this.node.groupNode;
  30218. }
  30219. }
  30220. class NodeVar {
  30221. constructor( name, type ) {
  30222. this.isNodeVar = true;
  30223. this.name = name;
  30224. this.type = type;
  30225. }
  30226. }
  30227. class NodeVarying extends NodeVar {
  30228. constructor( name, type ) {
  30229. super( name, type );
  30230. this.needsInterpolation = false;
  30231. this.isNodeVarying = true;
  30232. }
  30233. }
  30234. class NodeCode {
  30235. constructor( name, type, code = '' ) {
  30236. this.name = name;
  30237. this.type = type;
  30238. this.code = code;
  30239. Object.defineProperty( this, 'isNodeCode', { value: true } );
  30240. }
  30241. }
  30242. let id$1 = 0;
  30243. class NodeCache {
  30244. constructor( parent = null ) {
  30245. this.id = id$1 ++;
  30246. this.nodesData = new WeakMap();
  30247. this.parent = parent;
  30248. }
  30249. getData( node ) {
  30250. let data = this.nodesData.get( node );
  30251. if ( data === undefined && this.parent !== null ) {
  30252. data = this.parent.getData( node );
  30253. }
  30254. return data;
  30255. }
  30256. setData( node, data ) {
  30257. this.nodesData.set( node, data );
  30258. }
  30259. }
  30260. class ParameterNode extends PropertyNode {
  30261. static get type() {
  30262. return 'ParameterNode';
  30263. }
  30264. constructor( nodeType, name = null ) {
  30265. super( nodeType, name );
  30266. this.isParameterNode = true;
  30267. }
  30268. getHash() {
  30269. return this.uuid;
  30270. }
  30271. generate() {
  30272. return this.name;
  30273. }
  30274. }
  30275. const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
  30276. class CodeNode extends Node {
  30277. static get type() {
  30278. return 'CodeNode';
  30279. }
  30280. constructor( code = '', includes = [], language = '' ) {
  30281. super( 'code' );
  30282. this.isCodeNode = true;
  30283. this.code = code;
  30284. this.language = language;
  30285. this.includes = includes;
  30286. }
  30287. isGlobal() {
  30288. return true;
  30289. }
  30290. setIncludes( includes ) {
  30291. this.includes = includes;
  30292. return this;
  30293. }
  30294. getIncludes( /*builder*/ ) {
  30295. return this.includes;
  30296. }
  30297. generate( builder ) {
  30298. const includes = this.getIncludes( builder );
  30299. for ( const include of includes ) {
  30300. include.build( builder );
  30301. }
  30302. const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  30303. nodeCode.code = this.code;
  30304. return nodeCode.code;
  30305. }
  30306. serialize( data ) {
  30307. super.serialize( data );
  30308. data.code = this.code;
  30309. data.language = this.language;
  30310. }
  30311. deserialize( data ) {
  30312. super.deserialize( data );
  30313. this.code = data.code;
  30314. this.language = data.language;
  30315. }
  30316. }
  30317. const code = /*@__PURE__*/ nodeProxy( CodeNode );
  30318. const js = ( src, includes ) => code( src, includes, 'js' );
  30319. const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  30320. const glsl = ( src, includes ) => code( src, includes, 'glsl' );
  30321. class FunctionNode extends CodeNode {
  30322. static get type() {
  30323. return 'FunctionNode';
  30324. }
  30325. constructor( code = '', includes = [], language = '' ) {
  30326. super( code, includes, language );
  30327. }
  30328. getNodeType( builder ) {
  30329. return this.getNodeFunction( builder ).type;
  30330. }
  30331. getInputs( builder ) {
  30332. return this.getNodeFunction( builder ).inputs;
  30333. }
  30334. getNodeFunction( builder ) {
  30335. const nodeData = builder.getDataFromNode( this );
  30336. let nodeFunction = nodeData.nodeFunction;
  30337. if ( nodeFunction === undefined ) {
  30338. nodeFunction = builder.parser.parseFunction( this.code );
  30339. nodeData.nodeFunction = nodeFunction;
  30340. }
  30341. return nodeFunction;
  30342. }
  30343. generate( builder, output ) {
  30344. super.generate( builder );
  30345. const nodeFunction = this.getNodeFunction( builder );
  30346. const name = nodeFunction.name;
  30347. const type = nodeFunction.type;
  30348. const nodeCode = builder.getCodeFromNode( this, type );
  30349. if ( name !== '' ) {
  30350. // use a custom property name
  30351. nodeCode.name = name;
  30352. }
  30353. const propertyName = builder.getPropertyName( nodeCode );
  30354. const code = this.getNodeFunction( builder ).getCode( propertyName );
  30355. nodeCode.code = code + '\n';
  30356. if ( output === 'property' ) {
  30357. return propertyName;
  30358. } else {
  30359. return builder.format( `${ propertyName }()`, type, output );
  30360. }
  30361. }
  30362. }
  30363. const nativeFn = ( code, includes = [], language = '' ) => {
  30364. for ( let i = 0; i < includes.length; i ++ ) {
  30365. const include = includes[ i ];
  30366. // TSL Function: glslFn, wgslFn
  30367. if ( typeof include === 'function' ) {
  30368. includes[ i ] = include.functionNode;
  30369. }
  30370. }
  30371. const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
  30372. const fn = ( ...params ) => functionNode.call( ...params );
  30373. fn.functionNode = functionNode;
  30374. return fn;
  30375. };
  30376. const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
  30377. const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
  30378. class Uniform {
  30379. constructor( name, value ) {
  30380. this.name = name;
  30381. this.value = value;
  30382. this.boundary = 0; // used to build the uniform buffer according to the STD140 layout
  30383. this.itemSize = 0;
  30384. this.offset = 0; // this property is set by WebGPUUniformsGroup and marks the start position in the uniform buffer
  30385. }
  30386. setValue( value ) {
  30387. this.value = value;
  30388. }
  30389. getValue() {
  30390. return this.value;
  30391. }
  30392. }
  30393. class NumberUniform extends Uniform {
  30394. constructor( name, value = 0 ) {
  30395. super( name, value );
  30396. this.isNumberUniform = true;
  30397. this.boundary = 4;
  30398. this.itemSize = 1;
  30399. }
  30400. }
  30401. class Vector2Uniform extends Uniform {
  30402. constructor( name, value = new Vector2() ) {
  30403. super( name, value );
  30404. this.isVector2Uniform = true;
  30405. this.boundary = 8;
  30406. this.itemSize = 2;
  30407. }
  30408. }
  30409. class Vector3Uniform extends Uniform {
  30410. constructor( name, value = new Vector3() ) {
  30411. super( name, value );
  30412. this.isVector3Uniform = true;
  30413. this.boundary = 16;
  30414. this.itemSize = 3;
  30415. }
  30416. }
  30417. class Vector4Uniform extends Uniform {
  30418. constructor( name, value = new Vector4() ) {
  30419. super( name, value );
  30420. this.isVector4Uniform = true;
  30421. this.boundary = 16;
  30422. this.itemSize = 4;
  30423. }
  30424. }
  30425. class ColorUniform extends Uniform {
  30426. constructor( name, value = new Color() ) {
  30427. super( name, value );
  30428. this.isColorUniform = true;
  30429. this.boundary = 16;
  30430. this.itemSize = 3;
  30431. }
  30432. }
  30433. class Matrix3Uniform extends Uniform {
  30434. constructor( name, value = new Matrix3() ) {
  30435. super( name, value );
  30436. this.isMatrix3Uniform = true;
  30437. this.boundary = 48;
  30438. this.itemSize = 12;
  30439. }
  30440. }
  30441. class Matrix4Uniform extends Uniform {
  30442. constructor( name, value = new Matrix4() ) {
  30443. super( name, value );
  30444. this.isMatrix4Uniform = true;
  30445. this.boundary = 64;
  30446. this.itemSize = 16;
  30447. }
  30448. }
  30449. class NumberNodeUniform extends NumberUniform {
  30450. constructor( nodeUniform ) {
  30451. super( nodeUniform.name, nodeUniform.value );
  30452. this.nodeUniform = nodeUniform;
  30453. }
  30454. getValue() {
  30455. return this.nodeUniform.value;
  30456. }
  30457. }
  30458. class Vector2NodeUniform extends Vector2Uniform {
  30459. constructor( nodeUniform ) {
  30460. super( nodeUniform.name, nodeUniform.value );
  30461. this.nodeUniform = nodeUniform;
  30462. }
  30463. getValue() {
  30464. return this.nodeUniform.value;
  30465. }
  30466. }
  30467. class Vector3NodeUniform extends Vector3Uniform {
  30468. constructor( nodeUniform ) {
  30469. super( nodeUniform.name, nodeUniform.value );
  30470. this.nodeUniform = nodeUniform;
  30471. }
  30472. getValue() {
  30473. return this.nodeUniform.value;
  30474. }
  30475. }
  30476. class Vector4NodeUniform extends Vector4Uniform {
  30477. constructor( nodeUniform ) {
  30478. super( nodeUniform.name, nodeUniform.value );
  30479. this.nodeUniform = nodeUniform;
  30480. }
  30481. getValue() {
  30482. return this.nodeUniform.value;
  30483. }
  30484. }
  30485. class ColorNodeUniform extends ColorUniform {
  30486. constructor( nodeUniform ) {
  30487. super( nodeUniform.name, nodeUniform.value );
  30488. this.nodeUniform = nodeUniform;
  30489. }
  30490. getValue() {
  30491. return this.nodeUniform.value;
  30492. }
  30493. }
  30494. class Matrix3NodeUniform extends Matrix3Uniform {
  30495. constructor( nodeUniform ) {
  30496. super( nodeUniform.name, nodeUniform.value );
  30497. this.nodeUniform = nodeUniform;
  30498. }
  30499. getValue() {
  30500. return this.nodeUniform.value;
  30501. }
  30502. }
  30503. class Matrix4NodeUniform extends Matrix4Uniform {
  30504. constructor( nodeUniform ) {
  30505. super( nodeUniform.name, nodeUniform.value );
  30506. this.nodeUniform = nodeUniform;
  30507. }
  30508. getValue() {
  30509. return this.nodeUniform.value;
  30510. }
  30511. }
  30512. class StackNode extends Node {
  30513. static get type() {
  30514. return 'StackNode';
  30515. }
  30516. constructor( parent = null ) {
  30517. super();
  30518. this.nodes = [];
  30519. this.outputNode = null;
  30520. this.parent = parent;
  30521. this._currentCond = null;
  30522. this.isStackNode = true;
  30523. }
  30524. getNodeType( builder ) {
  30525. return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
  30526. }
  30527. add( node ) {
  30528. this.nodes.push( node );
  30529. return this;
  30530. }
  30531. If( boolNode, method ) {
  30532. const methodNode = new ShaderNode( method );
  30533. this._currentCond = select( boolNode, methodNode );
  30534. return this.add( this._currentCond );
  30535. }
  30536. ElseIf( boolNode, method ) {
  30537. const methodNode = new ShaderNode( method );
  30538. const ifNode = select( boolNode, methodNode );
  30539. this._currentCond.elseNode = ifNode;
  30540. this._currentCond = ifNode;
  30541. return this;
  30542. }
  30543. Else( method ) {
  30544. this._currentCond.elseNode = new ShaderNode( method );
  30545. return this;
  30546. }
  30547. build( builder, ...params ) {
  30548. const previousStack = getCurrentStack();
  30549. setCurrentStack( this );
  30550. for ( const node of this.nodes ) {
  30551. node.build( builder, 'void' );
  30552. }
  30553. setCurrentStack( previousStack );
  30554. return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
  30555. }
  30556. //
  30557. else( ...params ) { // @deprecated, r168
  30558. console.warn( 'TSL.StackNode: .else() has been renamed to .Else().' );
  30559. return this.Else( ...params );
  30560. }
  30561. elseif( ...params ) { // @deprecated, r168
  30562. console.warn( 'TSL.StackNode: .elseif() has been renamed to .ElseIf().' );
  30563. return this.ElseIf( ...params );
  30564. }
  30565. }
  30566. const stack = /*@__PURE__*/ nodeProxy( StackNode );
  30567. const LOD_MIN = 4;
  30568. // The standard deviations (radians) associated with the extra mips. These are
  30569. // chosen to approximate a Trowbridge-Reitz distribution function times the
  30570. // geometric shadowing function. These sigma values squared must match the
  30571. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  30572. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  30573. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  30574. // samples and exit early, but not recompile the shader.
  30575. const MAX_SAMPLES = 20;
  30576. const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  30577. const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  30578. const _clearColor$1 = /*@__PURE__*/ new Color();
  30579. let _oldTarget = null;
  30580. let _oldActiveCubeFace = 0;
  30581. let _oldActiveMipmapLevel = 0;
  30582. // Golden Ratio
  30583. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  30584. const INV_PHI = 1 / PHI;
  30585. // Vertices of a dodecahedron (except the opposites, which represent the
  30586. // same axis), used as axis directions evenly spread on a sphere.
  30587. const _axisDirections = [
  30588. /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
  30589. /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  30590. /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  30591. /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  30592. /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  30593. /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  30594. /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  30595. /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  30596. /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  30597. /*@__PURE__*/ new Vector3( 1, 1, 1 )
  30598. ];
  30599. //
  30600. // WebGPU Face indices
  30601. const _faceLib = [
  30602. 3, 1, 5,
  30603. 0, 4, 2
  30604. ];
  30605. const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
  30606. const outputDirection = vec3( direction.x, direction.y.negate(), direction.z );
  30607. /**
  30608. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  30609. * (PMREM) from a cubeMap environment texture. This allows different levels of
  30610. * blur to be quickly accessed based on material roughness. It is packed into a
  30611. * special CubeUV format that allows us to perform custom interpolation so that
  30612. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  30613. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  30614. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  30615. * higher roughness levels. In this way we maintain resolution to smoothly
  30616. * interpolate diffuse lighting while limiting sampling computation.
  30617. *
  30618. * Paper: Fast, Accurate Image-Based Lighting
  30619. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  30620. */
  30621. class PMREMGenerator {
  30622. constructor( renderer ) {
  30623. this._renderer = renderer;
  30624. this._pingPongRenderTarget = null;
  30625. this._lodMax = 0;
  30626. this._cubeSize = 0;
  30627. this._lodPlanes = [];
  30628. this._sizeLods = [];
  30629. this._sigmas = [];
  30630. this._lodMeshes = [];
  30631. this._blurMaterial = null;
  30632. this._cubemapMaterial = null;
  30633. this._equirectMaterial = null;
  30634. this._backgroundBox = null;
  30635. }
  30636. /**
  30637. * Generates a PMREM from a supplied Scene, which can be faster than using an
  30638. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  30639. * in radians to be applied to the scene before PMREM generation. Optional near
  30640. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  30641. * is placed at the origin).
  30642. */
  30643. fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
  30644. _oldTarget = this._renderer.getRenderTarget();
  30645. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30646. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30647. this._setSize( 256 );
  30648. const cubeUVRenderTarget = this._allocateTargets();
  30649. cubeUVRenderTarget.depthBuffer = true;
  30650. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  30651. if ( sigma > 0 ) {
  30652. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  30653. }
  30654. this._applyPMREM( cubeUVRenderTarget );
  30655. this._cleanup( cubeUVRenderTarget );
  30656. return cubeUVRenderTarget;
  30657. }
  30658. /**
  30659. * Generates a PMREM from an equirectangular texture, which can be either LDR
  30660. * or HDR. The ideal input image size is 1k (1024 x 512),
  30661. * as this matches best with the 256 x 256 cubemap output.
  30662. */
  30663. fromEquirectangular( equirectangular, renderTarget = null ) {
  30664. return this._fromTexture( equirectangular, renderTarget );
  30665. }
  30666. /**
  30667. * Generates a PMREM from an cubemap texture, which can be either LDR
  30668. * or HDR. The ideal input cube size is 256 x 256,
  30669. * as this matches best with the 256 x 256 cubemap output.
  30670. */
  30671. fromCubemap( cubemap, renderTarget = null ) {
  30672. return this._fromTexture( cubemap, renderTarget );
  30673. }
  30674. /**
  30675. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  30676. * your texture's network fetch for increased concurrency.
  30677. */
  30678. async compileCubemapShader() {
  30679. if ( this._cubemapMaterial === null ) {
  30680. this._cubemapMaterial = _getCubemapMaterial();
  30681. await this._compileMaterial( this._cubemapMaterial );
  30682. }
  30683. }
  30684. /**
  30685. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  30686. * your texture's network fetch for increased concurrency.
  30687. */
  30688. async compileEquirectangularShader() {
  30689. if ( this._equirectMaterial === null ) {
  30690. this._equirectMaterial = _getEquirectMaterial();
  30691. await this._compileMaterial( this._equirectMaterial );
  30692. }
  30693. }
  30694. /**
  30695. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  30696. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  30697. * one of them will cause any others to also become unusable.
  30698. */
  30699. dispose() {
  30700. this._dispose();
  30701. if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  30702. if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  30703. if ( this._backgroundBox !== null ) {
  30704. this._backgroundBox.geometry.dispose();
  30705. this._backgroundBox.material.dispose();
  30706. }
  30707. }
  30708. // private interface
  30709. _setSize( cubeSize ) {
  30710. this._lodMax = Math.floor( Math.log2( cubeSize ) );
  30711. this._cubeSize = Math.pow( 2, this._lodMax );
  30712. }
  30713. _dispose() {
  30714. if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  30715. if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
  30716. for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
  30717. this._lodPlanes[ i ].dispose();
  30718. }
  30719. }
  30720. _cleanup( outputTarget ) {
  30721. this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  30722. outputTarget.scissorTest = false;
  30723. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  30724. }
  30725. _fromTexture( texture, renderTarget ) {
  30726. if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
  30727. this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
  30728. } else { // Equirectangular
  30729. this._setSize( texture.image.width / 4 );
  30730. }
  30731. _oldTarget = this._renderer.getRenderTarget();
  30732. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30733. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30734. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  30735. this._textureToCubeUV( texture, cubeUVRenderTarget );
  30736. this._applyPMREM( cubeUVRenderTarget );
  30737. this._cleanup( cubeUVRenderTarget );
  30738. return cubeUVRenderTarget;
  30739. }
  30740. _allocateTargets() {
  30741. const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  30742. const height = 4 * this._cubeSize;
  30743. const params = {
  30744. magFilter: LinearFilter,
  30745. minFilter: LinearFilter,
  30746. generateMipmaps: false,
  30747. type: HalfFloatType,
  30748. format: RGBAFormat,
  30749. colorSpace: LinearSRGBColorSpace,
  30750. //depthBuffer: false
  30751. };
  30752. const cubeUVRenderTarget = _createRenderTarget( width, height, params );
  30753. if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
  30754. if ( this._pingPongRenderTarget !== null ) {
  30755. this._dispose();
  30756. }
  30757. this._pingPongRenderTarget = _createRenderTarget( width, height, params );
  30758. const { _lodMax } = this;
  30759. ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
  30760. this._blurMaterial = _getBlurShader( _lodMax, width, height );
  30761. }
  30762. return cubeUVRenderTarget;
  30763. }
  30764. async _compileMaterial( material ) {
  30765. const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
  30766. await this._renderer.compile( tmpMesh, _flatCamera );
  30767. }
  30768. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  30769. const cubeCamera = _cubeCamera;
  30770. cubeCamera.near = near;
  30771. cubeCamera.far = far;
  30772. // px, py, pz, nx, ny, nz
  30773. const upSign = [ - 1, 1, - 1, - 1, - 1, - 1 ];
  30774. const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  30775. const renderer = this._renderer;
  30776. const originalAutoClear = renderer.autoClear;
  30777. renderer.getClearColor( _clearColor$1 );
  30778. renderer.autoClear = false;
  30779. let backgroundBox = this._backgroundBox;
  30780. if ( backgroundBox === null ) {
  30781. const backgroundMaterial = new MeshBasicMaterial( {
  30782. name: 'PMREM.Background',
  30783. side: BackSide,
  30784. depthWrite: false,
  30785. depthTest: false
  30786. } );
  30787. backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
  30788. }
  30789. let useSolidColor = false;
  30790. const background = scene.background;
  30791. if ( background ) {
  30792. if ( background.isColor ) {
  30793. backgroundBox.material.color.copy( background );
  30794. scene.background = null;
  30795. useSolidColor = true;
  30796. }
  30797. } else {
  30798. backgroundBox.material.color.copy( _clearColor$1 );
  30799. useSolidColor = true;
  30800. }
  30801. renderer.setRenderTarget( cubeUVRenderTarget );
  30802. renderer.clear();
  30803. if ( useSolidColor ) {
  30804. renderer.render( backgroundBox, cubeCamera );
  30805. }
  30806. for ( let i = 0; i < 6; i ++ ) {
  30807. const col = i % 3;
  30808. if ( col === 0 ) {
  30809. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30810. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  30811. } else if ( col === 1 ) {
  30812. cubeCamera.up.set( 0, 0, upSign[ i ] );
  30813. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  30814. } else {
  30815. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30816. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  30817. }
  30818. const size = this._cubeSize;
  30819. _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
  30820. renderer.render( scene, cubeCamera );
  30821. }
  30822. renderer.autoClear = originalAutoClear;
  30823. scene.background = background;
  30824. }
  30825. _textureToCubeUV( texture, cubeUVRenderTarget ) {
  30826. const renderer = this._renderer;
  30827. const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
  30828. if ( isCubeTexture ) {
  30829. if ( this._cubemapMaterial === null ) {
  30830. this._cubemapMaterial = _getCubemapMaterial( texture );
  30831. }
  30832. } else {
  30833. if ( this._equirectMaterial === null ) {
  30834. this._equirectMaterial = _getEquirectMaterial( texture );
  30835. }
  30836. }
  30837. const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  30838. material.fragmentNode.value = texture;
  30839. const mesh = this._lodMeshes[ 0 ];
  30840. mesh.material = material;
  30841. const size = this._cubeSize;
  30842. _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
  30843. renderer.setRenderTarget( cubeUVRenderTarget );
  30844. renderer.render( mesh, _flatCamera );
  30845. }
  30846. _applyPMREM( cubeUVRenderTarget ) {
  30847. const renderer = this._renderer;
  30848. const autoClear = renderer.autoClear;
  30849. renderer.autoClear = false;
  30850. const n = this._lodPlanes.length;
  30851. for ( let i = 1; i < n; i ++ ) {
  30852. const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
  30853. const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
  30854. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  30855. }
  30856. renderer.autoClear = autoClear;
  30857. }
  30858. /**
  30859. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  30860. * vertically and horizontally, but this breaks down on a cube. Here we apply
  30861. * the blur latitudinally (around the poles), and then longitudinally (towards
  30862. * the poles) to approximate the orthogonally-separable blur. It is least
  30863. * accurate at the poles, but still does a decent job.
  30864. */
  30865. _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  30866. const pingPongRenderTarget = this._pingPongRenderTarget;
  30867. this._halfBlur(
  30868. cubeUVRenderTarget,
  30869. pingPongRenderTarget,
  30870. lodIn,
  30871. lodOut,
  30872. sigma,
  30873. 'latitudinal',
  30874. poleAxis );
  30875. this._halfBlur(
  30876. pingPongRenderTarget,
  30877. cubeUVRenderTarget,
  30878. lodOut,
  30879. lodOut,
  30880. sigma,
  30881. 'longitudinal',
  30882. poleAxis );
  30883. }
  30884. _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  30885. const renderer = this._renderer;
  30886. const blurMaterial = this._blurMaterial;
  30887. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  30888. console.error( 'blur direction must be either latitudinal or longitudinal!' );
  30889. }
  30890. // Number of standard deviations at which to cut off the discrete approximation.
  30891. const STANDARD_DEVIATIONS = 3;
  30892. const blurMesh = this._lodMeshes[ lodOut ];
  30893. blurMesh.material = blurMaterial;
  30894. const blurUniforms = blurMaterial.uniforms;
  30895. const pixels = this._sizeLods[ lodIn ] - 1;
  30896. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  30897. const sigmaPixels = sigmaRadians / radiansPerPixel;
  30898. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  30899. if ( samples > MAX_SAMPLES ) {
  30900. console.warn( `sigmaRadians, ${
  30901. sigmaRadians}, is too large and will clip, as it requested ${
  30902. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  30903. }
  30904. const weights = [];
  30905. let sum = 0;
  30906. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  30907. const x = i / sigmaPixels;
  30908. const weight = Math.exp( - x * x / 2 );
  30909. weights.push( weight );
  30910. if ( i === 0 ) {
  30911. sum += weight;
  30912. } else if ( i < samples ) {
  30913. sum += 2 * weight;
  30914. }
  30915. }
  30916. for ( let i = 0; i < weights.length; i ++ ) {
  30917. weights[ i ] = weights[ i ] / sum;
  30918. }
  30919. targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
  30920. blurUniforms.envMap.value = targetIn.texture;
  30921. blurUniforms.samples.value = samples;
  30922. blurUniforms.weights.array = weights;
  30923. blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
  30924. if ( poleAxis ) {
  30925. blurUniforms.poleAxis.value = poleAxis;
  30926. }
  30927. const { _lodMax } = this;
  30928. blurUniforms.dTheta.value = radiansPerPixel;
  30929. blurUniforms.mipInt.value = _lodMax - lodIn;
  30930. const outputSize = this._sizeLods[ lodOut ];
  30931. const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  30932. const y = 4 * ( this._cubeSize - outputSize );
  30933. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  30934. renderer.setRenderTarget( targetOut );
  30935. renderer.render( blurMesh, _flatCamera );
  30936. }
  30937. }
  30938. function _createPlanes( lodMax ) {
  30939. const lodPlanes = [];
  30940. const sizeLods = [];
  30941. const sigmas = [];
  30942. const lodMeshes = [];
  30943. let lod = lodMax;
  30944. const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  30945. for ( let i = 0; i < totalLods; i ++ ) {
  30946. const sizeLod = Math.pow( 2, lod );
  30947. sizeLods.push( sizeLod );
  30948. let sigma = 1.0 / sizeLod;
  30949. if ( i > lodMax - LOD_MIN ) {
  30950. sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
  30951. } else if ( i === 0 ) {
  30952. sigma = 0;
  30953. }
  30954. sigmas.push( sigma );
  30955. const texelSize = 1.0 / ( sizeLod - 2 );
  30956. const min = - texelSize;
  30957. const max = 1 + texelSize;
  30958. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  30959. const cubeFaces = 6;
  30960. const vertices = 6;
  30961. const positionSize = 3;
  30962. const uvSize = 2;
  30963. const faceIndexSize = 1;
  30964. const position = new Float32Array( positionSize * vertices * cubeFaces );
  30965. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  30966. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  30967. for ( let face = 0; face < cubeFaces; face ++ ) {
  30968. const x = ( face % 3 ) * 2 / 3 - 1;
  30969. const y = face > 2 ? 0 : - 1;
  30970. const coordinates = [
  30971. x, y, 0,
  30972. x + 2 / 3, y, 0,
  30973. x + 2 / 3, y + 1, 0,
  30974. x, y, 0,
  30975. x + 2 / 3, y + 1, 0,
  30976. x, y + 1, 0
  30977. ];
  30978. const faceIdx = _faceLib[ face ];
  30979. position.set( coordinates, positionSize * vertices * faceIdx );
  30980. uv.set( uv1, uvSize * vertices * faceIdx );
  30981. const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  30982. faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
  30983. }
  30984. const planes = new BufferGeometry();
  30985. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  30986. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  30987. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  30988. lodPlanes.push( planes );
  30989. lodMeshes.push( new Mesh( planes, null ) );
  30990. if ( lod > LOD_MIN ) {
  30991. lod --;
  30992. }
  30993. }
  30994. return { lodPlanes, sizeLods, sigmas, lodMeshes };
  30995. }
  30996. function _createRenderTarget( width, height, params ) {
  30997. const cubeUVRenderTarget = new RenderTarget( width, height, params );
  30998. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  30999. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  31000. cubeUVRenderTarget.texture.isPMREMTexture = true;
  31001. cubeUVRenderTarget.scissorTest = true;
  31002. return cubeUVRenderTarget;
  31003. }
  31004. function _setViewport( target, x, y, width, height ) {
  31005. target.viewport.set( x, y, width, height );
  31006. target.scissor.set( x, y, width, height );
  31007. }
  31008. function _getMaterial( type ) {
  31009. const material = new NodeMaterial();
  31010. material.depthTest = false;
  31011. material.depthWrite = false;
  31012. material.blending = NoBlending;
  31013. material.name = `PMREM_${ type }`;
  31014. return material;
  31015. }
  31016. function _getBlurShader( lodMax, width, height ) {
  31017. const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  31018. const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  31019. const dTheta = uniform( 0 );
  31020. const n = float( MAX_SAMPLES );
  31021. const latitudinal = uniform( 0 ); // false, bool
  31022. const samples = uniform( 1 ); // int
  31023. const envMap = texture( null );
  31024. const mipInt = uniform( 0 ); // int
  31025. const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  31026. const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  31027. const CUBEUV_MAX_MIP = float( lodMax );
  31028. const materialUniforms = {
  31029. n,
  31030. latitudinal,
  31031. weights,
  31032. poleAxis,
  31033. outputDirection,
  31034. dTheta,
  31035. samples,
  31036. envMap,
  31037. mipInt,
  31038. CUBEUV_TEXEL_WIDTH,
  31039. CUBEUV_TEXEL_HEIGHT,
  31040. CUBEUV_MAX_MIP
  31041. };
  31042. const material = _getMaterial( 'blur' );
  31043. material.uniforms = materialUniforms; // TODO: Move to outside of the material
  31044. material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
  31045. return material;
  31046. }
  31047. function _getCubemapMaterial( envTexture ) {
  31048. const material = _getMaterial( 'cubemap' );
  31049. material.fragmentNode = cubeTexture( envTexture, outputDirection );
  31050. return material;
  31051. }
  31052. function _getEquirectMaterial( envTexture ) {
  31053. const material = _getMaterial( 'equirect' );
  31054. material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 );
  31055. return material;
  31056. }
  31057. let _id$5 = 0;
  31058. class BindGroup {
  31059. constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
  31060. this.name = name;
  31061. this.bindings = bindings;
  31062. this.index = index;
  31063. this.bindingsReference = bindingsReference;
  31064. this.id = _id$5 ++;
  31065. }
  31066. }
  31067. const rendererCache = new WeakMap();
  31068. const typeFromLength = new Map( [
  31069. [ 2, 'vec2' ],
  31070. [ 3, 'vec3' ],
  31071. [ 4, 'vec4' ],
  31072. [ 9, 'mat3' ],
  31073. [ 16, 'mat4' ]
  31074. ] );
  31075. const typeFromArray = new Map( [
  31076. [ Int8Array, 'int' ],
  31077. [ Int16Array, 'int' ],
  31078. [ Int32Array, 'int' ],
  31079. [ Uint8Array, 'uint' ],
  31080. [ Uint16Array, 'uint' ],
  31081. [ Uint32Array, 'uint' ],
  31082. [ Float32Array, 'float' ]
  31083. ] );
  31084. const toFloat = ( value ) => {
  31085. value = Number( value );
  31086. return value + ( value % 1 ? '' : '.0' );
  31087. };
  31088. class NodeBuilder {
  31089. constructor( object, renderer, parser ) {
  31090. this.object = object;
  31091. this.material = ( object && object.material ) || null;
  31092. this.geometry = ( object && object.geometry ) || null;
  31093. this.renderer = renderer;
  31094. this.parser = parser;
  31095. this.scene = null;
  31096. this.camera = null;
  31097. this.nodes = [];
  31098. this.updateNodes = [];
  31099. this.updateBeforeNodes = [];
  31100. this.updateAfterNodes = [];
  31101. this.hashNodes = {};
  31102. this.monitor = null;
  31103. this.lightsNode = null;
  31104. this.environmentNode = null;
  31105. this.fogNode = null;
  31106. this.clippingContext = null;
  31107. this.vertexShader = null;
  31108. this.fragmentShader = null;
  31109. this.computeShader = null;
  31110. this.flowNodes = { vertex: [], fragment: [], compute: [] };
  31111. this.flowCode = { vertex: '', fragment: '', compute: '' };
  31112. this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
  31113. this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
  31114. this.bindings = { vertex: {}, fragment: {}, compute: {} };
  31115. this.bindingsIndexes = {};
  31116. this.bindGroups = null;
  31117. this.attributes = [];
  31118. this.bufferAttributes = [];
  31119. this.varyings = [];
  31120. this.codes = {};
  31121. this.vars = {};
  31122. this.flow = { code: '' };
  31123. this.chaining = [];
  31124. this.stack = stack();
  31125. this.stacks = [];
  31126. this.tab = '\t';
  31127. this.currentFunctionNode = null;
  31128. this.context = {
  31129. material: this.material
  31130. };
  31131. this.cache = new NodeCache();
  31132. this.globalCache = this.cache;
  31133. this.flowsData = new WeakMap();
  31134. this.shaderStage = null;
  31135. this.buildStage = null;
  31136. this.useComparisonMethod = false;
  31137. }
  31138. getBindGroupsCache() {
  31139. let bindGroupsCache = rendererCache.get( this.renderer );
  31140. if ( bindGroupsCache === undefined ) {
  31141. bindGroupsCache = new ChainMap();
  31142. rendererCache.set( this.renderer, bindGroupsCache );
  31143. }
  31144. return bindGroupsCache;
  31145. }
  31146. createRenderTarget( width, height, options ) {
  31147. return new RenderTarget( width, height, options );
  31148. }
  31149. createCubeRenderTarget( size, options ) {
  31150. return new CubeRenderTarget( size, options );
  31151. }
  31152. createPMREMGenerator() {
  31153. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  31154. return new PMREMGenerator( this.renderer );
  31155. }
  31156. includes( node ) {
  31157. return this.nodes.includes( node );
  31158. }
  31159. _getBindGroup( groupName, bindings ) {
  31160. const bindGroupsCache = this.getBindGroupsCache();
  31161. //
  31162. const bindingsArray = [];
  31163. let sharedGroup = true;
  31164. for ( const binding of bindings ) {
  31165. bindingsArray.push( binding );
  31166. sharedGroup = sharedGroup && binding.groupNode.shared !== true;
  31167. }
  31168. //
  31169. let bindGroup;
  31170. if ( sharedGroup ) {
  31171. bindGroup = bindGroupsCache.get( bindingsArray );
  31172. if ( bindGroup === undefined ) {
  31173. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  31174. bindGroupsCache.set( bindingsArray, bindGroup );
  31175. }
  31176. } else {
  31177. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  31178. }
  31179. return bindGroup;
  31180. }
  31181. getBindGroupArray( groupName, shaderStage ) {
  31182. const bindings = this.bindings[ shaderStage ];
  31183. let bindGroup = bindings[ groupName ];
  31184. if ( bindGroup === undefined ) {
  31185. if ( this.bindingsIndexes[ groupName ] === undefined ) {
  31186. this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
  31187. }
  31188. bindings[ groupName ] = bindGroup = [];
  31189. }
  31190. return bindGroup;
  31191. }
  31192. getBindings() {
  31193. let bindingsGroups = this.bindGroups;
  31194. if ( bindingsGroups === null ) {
  31195. const groups = {};
  31196. const bindings = this.bindings;
  31197. for ( const shaderStage of shaderStages ) {
  31198. for ( const groupName in bindings[ shaderStage ] ) {
  31199. const uniforms = bindings[ shaderStage ][ groupName ];
  31200. const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
  31201. groupUniforms.push( ...uniforms );
  31202. }
  31203. }
  31204. bindingsGroups = [];
  31205. for ( const groupName in groups ) {
  31206. const group = groups[ groupName ];
  31207. const bindingsGroup = this._getBindGroup( groupName, group );
  31208. bindingsGroups.push( bindingsGroup );
  31209. }
  31210. this.bindGroups = bindingsGroups;
  31211. }
  31212. return bindingsGroups;
  31213. }
  31214. sortBindingGroups() {
  31215. const bindingsGroups = this.getBindings();
  31216. bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );
  31217. for ( let i = 0; i < bindingsGroups.length; i ++ ) {
  31218. const bindingGroup = bindingsGroups[ i ];
  31219. this.bindingsIndexes[ bindingGroup.name ].group = i;
  31220. bindingGroup.index = i;
  31221. }
  31222. }
  31223. setHashNode( node, hash ) {
  31224. this.hashNodes[ hash ] = node;
  31225. }
  31226. addNode( node ) {
  31227. if ( this.nodes.includes( node ) === false ) {
  31228. this.nodes.push( node );
  31229. this.setHashNode( node, node.getHash( this ) );
  31230. }
  31231. }
  31232. buildUpdateNodes() {
  31233. for ( const node of this.nodes ) {
  31234. const updateType = node.getUpdateType();
  31235. const updateBeforeType = node.getUpdateBeforeType();
  31236. const updateAfterType = node.getUpdateAfterType();
  31237. if ( updateType !== NodeUpdateType.NONE ) {
  31238. this.updateNodes.push( node.getSelf() );
  31239. }
  31240. if ( updateBeforeType !== NodeUpdateType.NONE ) {
  31241. this.updateBeforeNodes.push( node.getSelf() );
  31242. }
  31243. if ( updateAfterType !== NodeUpdateType.NONE ) {
  31244. this.updateAfterNodes.push( node.getSelf() );
  31245. }
  31246. }
  31247. }
  31248. get currentNode() {
  31249. return this.chaining[ this.chaining.length - 1 ];
  31250. }
  31251. isFilteredTexture( texture ) {
  31252. return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  31253. texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
  31254. }
  31255. addChain( node ) {
  31256. /*
  31257. if ( this.chaining.indexOf( node ) !== - 1 ) {
  31258. console.warn( 'Recursive node: ', node );
  31259. }
  31260. */
  31261. this.chaining.push( node );
  31262. }
  31263. removeChain( node ) {
  31264. const lastChain = this.chaining.pop();
  31265. if ( lastChain !== node ) {
  31266. throw new Error( 'NodeBuilder: Invalid node chaining!' );
  31267. }
  31268. }
  31269. getMethod( method ) {
  31270. return method;
  31271. }
  31272. getNodeFromHash( hash ) {
  31273. return this.hashNodes[ hash ];
  31274. }
  31275. addFlow( shaderStage, node ) {
  31276. this.flowNodes[ shaderStage ].push( node );
  31277. return node;
  31278. }
  31279. setContext( context ) {
  31280. this.context = context;
  31281. }
  31282. getContext() {
  31283. return this.context;
  31284. }
  31285. getSharedContext() {
  31286. ({ ...this.context });
  31287. return this.context;
  31288. }
  31289. setCache( cache ) {
  31290. this.cache = cache;
  31291. }
  31292. getCache() {
  31293. return this.cache;
  31294. }
  31295. getCacheFromNode( node, parent = true ) {
  31296. const data = this.getDataFromNode( node );
  31297. if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
  31298. return data.cache;
  31299. }
  31300. isAvailable( /*name*/ ) {
  31301. return false;
  31302. }
  31303. getVertexIndex() {
  31304. console.warn( 'Abstract function.' );
  31305. }
  31306. getInstanceIndex() {
  31307. console.warn( 'Abstract function.' );
  31308. }
  31309. getDrawIndex() {
  31310. console.warn( 'Abstract function.' );
  31311. }
  31312. getFrontFacing() {
  31313. console.warn( 'Abstract function.' );
  31314. }
  31315. getFragCoord() {
  31316. console.warn( 'Abstract function.' );
  31317. }
  31318. isFlipY() {
  31319. return false;
  31320. }
  31321. increaseUsage( node ) {
  31322. const nodeData = this.getDataFromNode( node );
  31323. nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
  31324. return nodeData.usageCount;
  31325. }
  31326. generateTexture( /* texture, textureProperty, uvSnippet */ ) {
  31327. console.warn( 'Abstract function.' );
  31328. }
  31329. generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
  31330. console.warn( 'Abstract function.' );
  31331. }
  31332. generateConst( type, value = null ) {
  31333. if ( value === null ) {
  31334. if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  31335. else if ( type === 'bool' ) value = false;
  31336. else if ( type === 'color' ) value = new Color();
  31337. else if ( type === 'vec2' ) value = new Vector2();
  31338. else if ( type === 'vec3' ) value = new Vector3();
  31339. else if ( type === 'vec4' ) value = new Vector4();
  31340. }
  31341. if ( type === 'float' ) return toFloat( value );
  31342. if ( type === 'int' ) return `${ Math.round( value ) }`;
  31343. if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  31344. if ( type === 'bool' ) return value ? 'true' : 'false';
  31345. if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
  31346. const typeLength = this.getTypeLength( type );
  31347. const componentType = this.getComponentType( type );
  31348. const generateConst = value => this.generateConst( componentType, value );
  31349. if ( typeLength === 2 ) {
  31350. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
  31351. } else if ( typeLength === 3 ) {
  31352. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
  31353. } else if ( typeLength === 4 ) {
  31354. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
  31355. } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
  31356. return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
  31357. } else if ( typeLength > 4 ) {
  31358. return `${ this.getType( type ) }()`;
  31359. }
  31360. throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
  31361. }
  31362. getType( type ) {
  31363. if ( type === 'color' ) return 'vec3';
  31364. return type;
  31365. }
  31366. hasGeometryAttribute( name ) {
  31367. return this.geometry && this.geometry.getAttribute( name ) !== undefined;
  31368. }
  31369. getAttribute( name, type ) {
  31370. const attributes = this.attributes;
  31371. // find attribute
  31372. for ( const attribute of attributes ) {
  31373. if ( attribute.name === name ) {
  31374. return attribute;
  31375. }
  31376. }
  31377. // create a new if no exist
  31378. const attribute = new NodeAttribute( name, type );
  31379. attributes.push( attribute );
  31380. return attribute;
  31381. }
  31382. getPropertyName( node/*, shaderStage*/ ) {
  31383. return node.name;
  31384. }
  31385. isVector( type ) {
  31386. return /vec\d/.test( type );
  31387. }
  31388. isMatrix( type ) {
  31389. return /mat\d/.test( type );
  31390. }
  31391. isReference( type ) {
  31392. return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
  31393. }
  31394. needsToWorkingColorSpace( /*texture*/ ) {
  31395. return false;
  31396. }
  31397. getComponentTypeFromTexture( texture ) {
  31398. const type = texture.type;
  31399. if ( texture.isDataTexture ) {
  31400. if ( type === IntType ) return 'int';
  31401. if ( type === UnsignedIntType ) return 'uint';
  31402. }
  31403. return 'float';
  31404. }
  31405. getElementType( type ) {
  31406. if ( type === 'mat2' ) return 'vec2';
  31407. if ( type === 'mat3' ) return 'vec3';
  31408. if ( type === 'mat4' ) return 'vec4';
  31409. return this.getComponentType( type );
  31410. }
  31411. getComponentType( type ) {
  31412. type = this.getVectorType( type );
  31413. if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
  31414. const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
  31415. if ( componentType === null ) return null;
  31416. if ( componentType[ 1 ] === 'b' ) return 'bool';
  31417. if ( componentType[ 1 ] === 'i' ) return 'int';
  31418. if ( componentType[ 1 ] === 'u' ) return 'uint';
  31419. return 'float';
  31420. }
  31421. getVectorType( type ) {
  31422. if ( type === 'color' ) return 'vec3';
  31423. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
  31424. return type;
  31425. }
  31426. getTypeFromLength( length, componentType = 'float' ) {
  31427. if ( length === 1 ) return componentType;
  31428. const baseType = typeFromLength.get( length );
  31429. const prefix = componentType === 'float' ? '' : componentType[ 0 ];
  31430. return prefix + baseType;
  31431. }
  31432. getTypeFromArray( array ) {
  31433. return typeFromArray.get( array.constructor );
  31434. }
  31435. getTypeFromAttribute( attribute ) {
  31436. let dataAttribute = attribute;
  31437. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  31438. const array = dataAttribute.array;
  31439. const itemSize = attribute.itemSize;
  31440. const normalized = attribute.normalized;
  31441. let arrayType;
  31442. if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
  31443. arrayType = this.getTypeFromArray( array );
  31444. }
  31445. return this.getTypeFromLength( itemSize, arrayType );
  31446. }
  31447. getTypeLength( type ) {
  31448. const vecType = this.getVectorType( type );
  31449. const vecNum = /vec([2-4])/.exec( vecType );
  31450. if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  31451. if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  31452. if ( /mat2/.test( type ) === true ) return 4;
  31453. if ( /mat3/.test( type ) === true ) return 9;
  31454. if ( /mat4/.test( type ) === true ) return 16;
  31455. return 0;
  31456. }
  31457. getVectorFromMatrix( type ) {
  31458. return type.replace( 'mat', 'vec' );
  31459. }
  31460. changeComponentType( type, newComponentType ) {
  31461. return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
  31462. }
  31463. getIntegerType( type ) {
  31464. const componentType = this.getComponentType( type );
  31465. if ( componentType === 'int' || componentType === 'uint' ) return type;
  31466. return this.changeComponentType( type, 'int' );
  31467. }
  31468. addStack() {
  31469. this.stack = stack( this.stack );
  31470. this.stacks.push( getCurrentStack() || this.stack );
  31471. setCurrentStack( this.stack );
  31472. return this.stack;
  31473. }
  31474. removeStack() {
  31475. const lastStack = this.stack;
  31476. this.stack = lastStack.parent;
  31477. setCurrentStack( this.stacks.pop() );
  31478. return lastStack;
  31479. }
  31480. getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
  31481. cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
  31482. let nodeData = cache.getData( node );
  31483. if ( nodeData === undefined ) {
  31484. nodeData = {};
  31485. cache.setData( node, nodeData );
  31486. }
  31487. if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
  31488. return nodeData[ shaderStage ];
  31489. }
  31490. getNodeProperties( node, shaderStage = 'any' ) {
  31491. const nodeData = this.getDataFromNode( node, shaderStage );
  31492. return nodeData.properties || ( nodeData.properties = { outputNode: null } );
  31493. }
  31494. getBufferAttributeFromNode( node, type ) {
  31495. const nodeData = this.getDataFromNode( node );
  31496. let bufferAttribute = nodeData.bufferAttribute;
  31497. if ( bufferAttribute === undefined ) {
  31498. const index = this.uniforms.index ++;
  31499. bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
  31500. this.bufferAttributes.push( bufferAttribute );
  31501. nodeData.bufferAttribute = bufferAttribute;
  31502. }
  31503. return bufferAttribute;
  31504. }
  31505. getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
  31506. const nodeData = this.getDataFromNode( node, shaderStage );
  31507. if ( nodeData.structType === undefined ) {
  31508. const index = this.structs.index ++;
  31509. node.name = `StructType${ index }`;
  31510. this.structs[ shaderStage ].push( node );
  31511. nodeData.structType = node;
  31512. }
  31513. return node;
  31514. }
  31515. getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
  31516. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  31517. let nodeUniform = nodeData.uniform;
  31518. if ( nodeUniform === undefined ) {
  31519. const index = this.uniforms.index ++;
  31520. nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
  31521. this.uniforms[ shaderStage ].push( nodeUniform );
  31522. nodeData.uniform = nodeUniform;
  31523. }
  31524. return nodeUniform;
  31525. }
  31526. getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
  31527. const nodeData = this.getDataFromNode( node, shaderStage );
  31528. let nodeVar = nodeData.variable;
  31529. if ( nodeVar === undefined ) {
  31530. const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  31531. if ( name === null ) name = 'nodeVar' + vars.length;
  31532. nodeVar = new NodeVar( name, type );
  31533. vars.push( nodeVar );
  31534. nodeData.variable = nodeVar;
  31535. }
  31536. return nodeVar;
  31537. }
  31538. getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
  31539. const nodeData = this.getDataFromNode( node, 'any' );
  31540. let nodeVarying = nodeData.varying;
  31541. if ( nodeVarying === undefined ) {
  31542. const varyings = this.varyings;
  31543. const index = varyings.length;
  31544. if ( name === null ) name = 'nodeVarying' + index;
  31545. nodeVarying = new NodeVarying( name, type );
  31546. varyings.push( nodeVarying );
  31547. nodeData.varying = nodeVarying;
  31548. }
  31549. return nodeVarying;
  31550. }
  31551. getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
  31552. const nodeData = this.getDataFromNode( node );
  31553. let nodeCode = nodeData.code;
  31554. if ( nodeCode === undefined ) {
  31555. const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  31556. const index = codes.length;
  31557. nodeCode = new NodeCode( 'nodeCode' + index, type );
  31558. codes.push( nodeCode );
  31559. nodeData.code = nodeCode;
  31560. }
  31561. return nodeCode;
  31562. }
  31563. addFlowCodeHierarchy( node, nodeBlock ) {
  31564. const { flowCodes, flowCodeBlock } = this.getDataFromNode( node );
  31565. let needsFlowCode = true;
  31566. let nodeBlockHierarchy = nodeBlock;
  31567. while ( nodeBlockHierarchy ) {
  31568. if ( flowCodeBlock.get( nodeBlockHierarchy ) === true ) {
  31569. needsFlowCode = false;
  31570. break;
  31571. }
  31572. nodeBlockHierarchy = this.getDataFromNode( nodeBlockHierarchy ).parentNodeBlock;
  31573. }
  31574. if ( needsFlowCode ) {
  31575. for ( const flowCode of flowCodes ) {
  31576. this.addLineFlowCode( flowCode );
  31577. }
  31578. }
  31579. }
  31580. addLineFlowCodeBlock( node, code, nodeBlock ) {
  31581. const nodeData = this.getDataFromNode( node );
  31582. const flowCodes = nodeData.flowCodes || ( nodeData.flowCodes = [] );
  31583. const codeBlock = nodeData.flowCodeBlock || ( nodeData.flowCodeBlock = new WeakMap() );
  31584. flowCodes.push( code );
  31585. codeBlock.set( nodeBlock, true );
  31586. }
  31587. addLineFlowCode( code, node = null ) {
  31588. if ( code === '' ) return this;
  31589. if ( node !== null && this.context.nodeBlock ) {
  31590. this.addLineFlowCodeBlock( node, code, this.context.nodeBlock );
  31591. }
  31592. code = this.tab + code;
  31593. if ( ! /;\s*$/.test( code ) ) {
  31594. code = code + ';\n';
  31595. }
  31596. this.flow.code += code;
  31597. return this;
  31598. }
  31599. addFlowCode( code ) {
  31600. this.flow.code += code;
  31601. return this;
  31602. }
  31603. addFlowTab() {
  31604. this.tab += '\t';
  31605. return this;
  31606. }
  31607. removeFlowTab() {
  31608. this.tab = this.tab.slice( 0, - 1 );
  31609. return this;
  31610. }
  31611. getFlowData( node/*, shaderStage*/ ) {
  31612. return this.flowsData.get( node );
  31613. }
  31614. flowNode( node ) {
  31615. const output = node.getNodeType( this );
  31616. const flowData = this.flowChildNode( node, output );
  31617. this.flowsData.set( node, flowData );
  31618. return flowData;
  31619. }
  31620. buildFunctionNode( shaderNode ) {
  31621. const fn = new FunctionNode();
  31622. const previous = this.currentFunctionNode;
  31623. this.currentFunctionNode = fn;
  31624. fn.code = this.buildFunctionCode( shaderNode );
  31625. this.currentFunctionNode = previous;
  31626. return fn;
  31627. }
  31628. flowShaderNode( shaderNode ) {
  31629. const layout = shaderNode.layout;
  31630. const inputs = {
  31631. [ Symbol.iterator ]() {
  31632. let index = 0;
  31633. const values = Object.values( this );
  31634. return {
  31635. next: () => ( {
  31636. value: values[ index ],
  31637. done: index ++ >= values.length
  31638. } )
  31639. };
  31640. }
  31641. };
  31642. for ( const input of layout.inputs ) {
  31643. inputs[ input.name ] = new ParameterNode( input.type, input.name );
  31644. }
  31645. //
  31646. shaderNode.layout = null;
  31647. const callNode = shaderNode.call( inputs );
  31648. const flowData = this.flowStagesNode( callNode, layout.type );
  31649. shaderNode.layout = layout;
  31650. return flowData;
  31651. }
  31652. flowStagesNode( node, output = null ) {
  31653. const previousFlow = this.flow;
  31654. const previousVars = this.vars;
  31655. const previousCache = this.cache;
  31656. const previousBuildStage = this.buildStage;
  31657. const previousStack = this.stack;
  31658. const flow = {
  31659. code: ''
  31660. };
  31661. this.flow = flow;
  31662. this.vars = {};
  31663. this.cache = new NodeCache();
  31664. this.stack = stack();
  31665. for ( const buildStage of defaultBuildStages ) {
  31666. this.setBuildStage( buildStage );
  31667. flow.result = node.build( this, output );
  31668. }
  31669. flow.vars = this.getVars( this.shaderStage );
  31670. this.flow = previousFlow;
  31671. this.vars = previousVars;
  31672. this.cache = previousCache;
  31673. this.stack = previousStack;
  31674. this.setBuildStage( previousBuildStage );
  31675. return flow;
  31676. }
  31677. getFunctionOperator() {
  31678. return null;
  31679. }
  31680. flowChildNode( node, output = null ) {
  31681. const previousFlow = this.flow;
  31682. const flow = {
  31683. code: ''
  31684. };
  31685. this.flow = flow;
  31686. flow.result = node.build( this, output );
  31687. this.flow = previousFlow;
  31688. return flow;
  31689. }
  31690. flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
  31691. const previousShaderStage = this.shaderStage;
  31692. this.setShaderStage( shaderStage );
  31693. const flowData = this.flowChildNode( node, output );
  31694. if ( propertyName !== null ) {
  31695. flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
  31696. }
  31697. this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
  31698. this.setShaderStage( previousShaderStage );
  31699. return flowData;
  31700. }
  31701. getAttributesArray() {
  31702. return this.attributes.concat( this.bufferAttributes );
  31703. }
  31704. getAttributes( /*shaderStage*/ ) {
  31705. console.warn( 'Abstract function.' );
  31706. }
  31707. getVaryings( /*shaderStage*/ ) {
  31708. console.warn( 'Abstract function.' );
  31709. }
  31710. getVar( type, name ) {
  31711. return `${ this.getType( type ) } ${ name }`;
  31712. }
  31713. getVars( shaderStage ) {
  31714. let snippet = '';
  31715. const vars = this.vars[ shaderStage ];
  31716. if ( vars !== undefined ) {
  31717. for ( const variable of vars ) {
  31718. snippet += `${ this.getVar( variable.type, variable.name ) }; `;
  31719. }
  31720. }
  31721. return snippet;
  31722. }
  31723. getUniforms( /*shaderStage*/ ) {
  31724. console.warn( 'Abstract function.' );
  31725. }
  31726. getCodes( shaderStage ) {
  31727. const codes = this.codes[ shaderStage ];
  31728. let code = '';
  31729. if ( codes !== undefined ) {
  31730. for ( const nodeCode of codes ) {
  31731. code += nodeCode.code + '\n';
  31732. }
  31733. }
  31734. return code;
  31735. }
  31736. getHash() {
  31737. return this.vertexShader + this.fragmentShader + this.computeShader;
  31738. }
  31739. setShaderStage( shaderStage ) {
  31740. this.shaderStage = shaderStage;
  31741. }
  31742. getShaderStage() {
  31743. return this.shaderStage;
  31744. }
  31745. setBuildStage( buildStage ) {
  31746. this.buildStage = buildStage;
  31747. }
  31748. getBuildStage() {
  31749. return this.buildStage;
  31750. }
  31751. buildCode() {
  31752. console.warn( 'Abstract function.' );
  31753. }
  31754. build() {
  31755. const { object, material, renderer } = this;
  31756. if ( material !== null ) {
  31757. let nodeMaterial = renderer.nodes.library.fromMaterial( material );
  31758. if ( nodeMaterial === null ) {
  31759. console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
  31760. nodeMaterial = new NodeMaterial();
  31761. }
  31762. nodeMaterial.build( this );
  31763. } else {
  31764. this.addFlow( 'compute', object );
  31765. }
  31766. // setup() -> stage 1: create possible new nodes and returns an output reference node
  31767. // analyze() -> stage 2: analyze nodes to possible optimization and validation
  31768. // generate() -> stage 3: generate shader
  31769. for ( const buildStage of defaultBuildStages ) {
  31770. this.setBuildStage( buildStage );
  31771. if ( this.context.vertex && this.context.vertex.isNode ) {
  31772. this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
  31773. }
  31774. for ( const shaderStage of shaderStages ) {
  31775. this.setShaderStage( shaderStage );
  31776. const flowNodes = this.flowNodes[ shaderStage ];
  31777. for ( const node of flowNodes ) {
  31778. if ( buildStage === 'generate' ) {
  31779. this.flowNode( node );
  31780. } else {
  31781. node.build( this );
  31782. }
  31783. }
  31784. }
  31785. }
  31786. this.setBuildStage( null );
  31787. this.setShaderStage( null );
  31788. // stage 4: build code for a specific output
  31789. this.buildCode();
  31790. this.buildUpdateNodes();
  31791. return this;
  31792. }
  31793. getNodeUniform( uniformNode, type ) {
  31794. if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
  31795. if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
  31796. if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
  31797. if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
  31798. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  31799. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  31800. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  31801. throw new Error( `Uniform "${type}" not declared.` );
  31802. }
  31803. createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168
  31804. throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` );
  31805. }
  31806. format( snippet, fromType, toType ) {
  31807. fromType = this.getVectorType( fromType );
  31808. toType = this.getVectorType( toType );
  31809. if ( fromType === toType || toType === null || this.isReference( toType ) ) {
  31810. return snippet;
  31811. }
  31812. const fromTypeLength = this.getTypeLength( fromType );
  31813. const toTypeLength = this.getTypeLength( toType );
  31814. if ( fromTypeLength === 16 && toTypeLength === 9 ) {
  31815. return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`;
  31816. }
  31817. if ( fromTypeLength === 9 && toTypeLength === 4 ) {
  31818. return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`;
  31819. }
  31820. if ( fromTypeLength > 4 ) { // fromType is matrix-like
  31821. // @TODO: ignore for now
  31822. return snippet;
  31823. }
  31824. if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
  31825. // @TODO: ignore for now
  31826. return snippet;
  31827. }
  31828. if ( fromTypeLength === toTypeLength ) {
  31829. return `${ this.getType( toType ) }( ${ snippet } )`;
  31830. }
  31831. if ( fromTypeLength > toTypeLength ) {
  31832. return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
  31833. }
  31834. if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
  31835. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
  31836. }
  31837. if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
  31838. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
  31839. }
  31840. if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
  31841. // convert a number value to vector type, e.g:
  31842. // vec3( 1u ) -> vec3( float( 1u ) )
  31843. snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
  31844. }
  31845. return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
  31846. }
  31847. getSignature() {
  31848. return `// Three.js r${ REVISION } - Node System\n`;
  31849. }
  31850. }
  31851. class NodeFrame {
  31852. constructor() {
  31853. this.time = 0;
  31854. this.deltaTime = 0;
  31855. this.frameId = 0;
  31856. this.renderId = 0;
  31857. this.startTime = null;
  31858. this.updateMap = new WeakMap();
  31859. this.updateBeforeMap = new WeakMap();
  31860. this.updateAfterMap = new WeakMap();
  31861. this.renderer = null;
  31862. this.material = null;
  31863. this.camera = null;
  31864. this.object = null;
  31865. this.scene = null;
  31866. }
  31867. _getMaps( referenceMap, nodeRef ) {
  31868. let maps = referenceMap.get( nodeRef );
  31869. if ( maps === undefined ) {
  31870. maps = {
  31871. renderMap: new WeakMap(),
  31872. frameMap: new WeakMap()
  31873. };
  31874. referenceMap.set( nodeRef, maps );
  31875. }
  31876. return maps;
  31877. }
  31878. updateBeforeNode( node ) {
  31879. const updateType = node.getUpdateBeforeType();
  31880. const reference = node.updateReference( this );
  31881. if ( updateType === NodeUpdateType.FRAME ) {
  31882. const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
  31883. if ( frameMap.get( reference ) !== this.frameId ) {
  31884. if ( node.updateBefore( this ) !== false ) {
  31885. frameMap.set( reference, this.frameId );
  31886. }
  31887. }
  31888. } else if ( updateType === NodeUpdateType.RENDER ) {
  31889. const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
  31890. if ( renderMap.get( reference ) !== this.renderId ) {
  31891. if ( node.updateBefore( this ) !== false ) {
  31892. renderMap.set( reference, this.renderId );
  31893. }
  31894. }
  31895. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31896. node.updateBefore( this );
  31897. }
  31898. }
  31899. updateAfterNode( node ) {
  31900. const updateType = node.getUpdateAfterType();
  31901. const reference = node.updateReference( this );
  31902. if ( updateType === NodeUpdateType.FRAME ) {
  31903. const { frameMap } = this._getMaps( this.updateAfterMap, reference );
  31904. if ( frameMap.get( reference ) !== this.frameId ) {
  31905. if ( node.updateAfter( this ) !== false ) {
  31906. frameMap.set( reference, this.frameId );
  31907. }
  31908. }
  31909. } else if ( updateType === NodeUpdateType.RENDER ) {
  31910. const { renderMap } = this._getMaps( this.updateAfterMap, reference );
  31911. if ( renderMap.get( reference ) !== this.renderId ) {
  31912. if ( node.updateAfter( this ) !== false ) {
  31913. renderMap.set( reference, this.renderId );
  31914. }
  31915. }
  31916. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31917. node.updateAfter( this );
  31918. }
  31919. }
  31920. updateNode( node ) {
  31921. const updateType = node.getUpdateType();
  31922. const reference = node.updateReference( this );
  31923. if ( updateType === NodeUpdateType.FRAME ) {
  31924. const { frameMap } = this._getMaps( this.updateMap, reference );
  31925. if ( frameMap.get( reference ) !== this.frameId ) {
  31926. if ( node.update( this ) !== false ) {
  31927. frameMap.set( reference, this.frameId );
  31928. }
  31929. }
  31930. } else if ( updateType === NodeUpdateType.RENDER ) {
  31931. const { renderMap } = this._getMaps( this.updateMap, reference );
  31932. if ( renderMap.get( reference ) !== this.renderId ) {
  31933. if ( node.update( this ) !== false ) {
  31934. renderMap.set( reference, this.renderId );
  31935. }
  31936. }
  31937. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31938. node.update( this );
  31939. }
  31940. }
  31941. update() {
  31942. this.frameId ++;
  31943. if ( this.lastTime === undefined ) this.lastTime = performance.now();
  31944. this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
  31945. this.lastTime = performance.now();
  31946. this.time += this.deltaTime;
  31947. }
  31948. }
  31949. class NodeFunctionInput {
  31950. constructor( type, name, count = null, qualifier = '', isConst = false ) {
  31951. this.type = type;
  31952. this.name = name;
  31953. this.count = count;
  31954. this.qualifier = qualifier;
  31955. this.isConst = isConst;
  31956. }
  31957. }
  31958. NodeFunctionInput.isNodeFunctionInput = true;
  31959. class StructTypeNode extends Node {
  31960. static get type() {
  31961. return 'StructTypeNode';
  31962. }
  31963. constructor( types ) {
  31964. super();
  31965. this.types = types;
  31966. this.isStructTypeNode = true;
  31967. }
  31968. getMemberTypes() {
  31969. return this.types;
  31970. }
  31971. }
  31972. class OutputStructNode extends Node {
  31973. static get type() {
  31974. return 'OutputStructNode';
  31975. }
  31976. constructor( ...members ) {
  31977. super();
  31978. this.members = members;
  31979. this.isOutputStructNode = true;
  31980. }
  31981. setup( builder ) {
  31982. super.setup( builder );
  31983. const members = this.members;
  31984. const types = [];
  31985. for ( let i = 0; i < members.length; i ++ ) {
  31986. types.push( members[ i ].getNodeType( builder ) );
  31987. }
  31988. this.nodeType = builder.getStructTypeFromNode( new StructTypeNode( types ) ).name;
  31989. }
  31990. generate( builder, output ) {
  31991. const propertyName = builder.getOutputStructName();
  31992. const members = this.members;
  31993. const structPrefix = propertyName !== '' ? propertyName + '.' : '';
  31994. for ( let i = 0; i < members.length; i ++ ) {
  31995. const snippet = members[ i ].build( builder, output );
  31996. builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
  31997. }
  31998. return propertyName;
  31999. }
  32000. }
  32001. const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
  32002. function getTextureIndex( textures, name ) {
  32003. for ( let i = 0; i < textures.length; i ++ ) {
  32004. if ( textures[ i ].name === name ) {
  32005. return i;
  32006. }
  32007. }
  32008. return - 1;
  32009. }
  32010. class MRTNode extends OutputStructNode {
  32011. static get type() {
  32012. return 'MRTNode';
  32013. }
  32014. constructor( outputNodes ) {
  32015. super();
  32016. this.outputNodes = outputNodes;
  32017. this.isMRTNode = true;
  32018. }
  32019. has( name ) {
  32020. return this.outputNodes[ name ] !== undefined;
  32021. }
  32022. get( name ) {
  32023. return this.outputNodes[ name ];
  32024. }
  32025. merge( mrtNode ) {
  32026. const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
  32027. return mrt( outputs );
  32028. }
  32029. setup( builder ) {
  32030. const outputNodes = this.outputNodes;
  32031. const mrt = builder.renderer.getRenderTarget();
  32032. const members = [];
  32033. const textures = mrt.textures;
  32034. for ( const name in outputNodes ) {
  32035. const index = getTextureIndex( textures, name );
  32036. members[ index ] = vec4( outputNodes[ name ] );
  32037. }
  32038. this.members = members;
  32039. return super.setup( builder );
  32040. }
  32041. }
  32042. const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
  32043. class FunctionOverloadingNode extends Node {
  32044. static get type() {
  32045. return 'FunctionOverloadingNode';
  32046. }
  32047. constructor( functionNodes = [], ...parametersNodes ) {
  32048. super();
  32049. this.functionNodes = functionNodes;
  32050. this.parametersNodes = parametersNodes;
  32051. this._candidateFnCall = null;
  32052. this.global = true;
  32053. }
  32054. getNodeType() {
  32055. return this.functionNodes[ 0 ].shaderNode.layout.type;
  32056. }
  32057. setup( builder ) {
  32058. const params = this.parametersNodes;
  32059. let candidateFnCall = this._candidateFnCall;
  32060. if ( candidateFnCall === null ) {
  32061. let candidateFn = null;
  32062. let candidateScore = - 1;
  32063. for ( const functionNode of this.functionNodes ) {
  32064. const shaderNode = functionNode.shaderNode;
  32065. const layout = shaderNode.layout;
  32066. if ( layout === null ) {
  32067. throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
  32068. }
  32069. const inputs = layout.inputs;
  32070. if ( params.length === inputs.length ) {
  32071. let score = 0;
  32072. for ( let i = 0; i < params.length; i ++ ) {
  32073. const param = params[ i ];
  32074. const input = inputs[ i ];
  32075. if ( param.getNodeType( builder ) === input.type ) {
  32076. score ++;
  32077. } else {
  32078. score = 0;
  32079. }
  32080. }
  32081. if ( score > candidateScore ) {
  32082. candidateFn = functionNode;
  32083. candidateScore = score;
  32084. }
  32085. }
  32086. }
  32087. this._candidateFnCall = candidateFnCall = candidateFn( ...params );
  32088. }
  32089. return candidateFnCall;
  32090. }
  32091. }
  32092. const overloadingBaseFn = /*@__PURE__*/ nodeProxy( FunctionOverloadingNode );
  32093. const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
  32094. class TimerNode extends UniformNode {
  32095. static get type() {
  32096. return 'TimerNode';
  32097. }
  32098. constructor( scope = TimerNode.LOCAL, scale = 1, value = 0 ) {
  32099. super( value );
  32100. this.scope = scope;
  32101. this.scale = scale;
  32102. this.updateType = NodeUpdateType.FRAME;
  32103. }
  32104. /*
  32105. @TODO:
  32106. getNodeType( builder ) {
  32107. const scope = this.scope;
  32108. if ( scope === TimerNode.FRAME ) {
  32109. return 'uint';
  32110. }
  32111. return 'float';
  32112. }
  32113. */
  32114. update( frame ) {
  32115. const scope = this.scope;
  32116. const scale = this.scale;
  32117. if ( scope === TimerNode.LOCAL ) {
  32118. this.value += frame.deltaTime * scale;
  32119. } else if ( scope === TimerNode.DELTA ) {
  32120. this.value = frame.deltaTime * scale;
  32121. } else if ( scope === TimerNode.FRAME ) {
  32122. this.value = frame.frameId;
  32123. } else {
  32124. // global
  32125. this.value = frame.time * scale;
  32126. }
  32127. }
  32128. serialize( data ) {
  32129. super.serialize( data );
  32130. data.scope = this.scope;
  32131. data.scale = this.scale;
  32132. }
  32133. deserialize( data ) {
  32134. super.deserialize( data );
  32135. this.scope = data.scope;
  32136. this.scale = data.scale;
  32137. }
  32138. }
  32139. TimerNode.LOCAL = 'local';
  32140. TimerNode.GLOBAL = 'global';
  32141. TimerNode.DELTA = 'delta';
  32142. TimerNode.FRAME = 'frame';
  32143. // @TODO: add support to use node in timeScale
  32144. const timerLocal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.LOCAL, timeScale, value ) );
  32145. const timerGlobal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.GLOBAL, timeScale, value ) );
  32146. const timerDelta = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.DELTA, timeScale, value ) );
  32147. const frameId = /*@__PURE__*/ nodeImmutable( TimerNode, TimerNode.FRAME ).toUint();
  32148. class OscNode extends Node {
  32149. static get type() {
  32150. return 'OscNode';
  32151. }
  32152. constructor( method = OscNode.SINE, timeNode = timerLocal() ) {
  32153. super();
  32154. this.method = method;
  32155. this.timeNode = timeNode;
  32156. }
  32157. getNodeType( builder ) {
  32158. return this.timeNode.getNodeType( builder );
  32159. }
  32160. setup() {
  32161. const method = this.method;
  32162. const timeNode = nodeObject( this.timeNode );
  32163. let outputNode = null;
  32164. if ( method === OscNode.SINE ) {
  32165. outputNode = timeNode.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
  32166. } else if ( method === OscNode.SQUARE ) {
  32167. outputNode = timeNode.fract().round();
  32168. } else if ( method === OscNode.TRIANGLE ) {
  32169. outputNode = timeNode.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
  32170. } else if ( method === OscNode.SAWTOOTH ) {
  32171. outputNode = timeNode.fract();
  32172. }
  32173. return outputNode;
  32174. }
  32175. serialize( data ) {
  32176. super.serialize( data );
  32177. data.method = this.method;
  32178. }
  32179. deserialize( data ) {
  32180. super.deserialize( data );
  32181. this.method = data.method;
  32182. }
  32183. }
  32184. OscNode.SINE = 'sine';
  32185. OscNode.SQUARE = 'square';
  32186. OscNode.TRIANGLE = 'triangle';
  32187. OscNode.SAWTOOTH = 'sawtooth';
  32188. const oscSine = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SINE );
  32189. const oscSquare = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SQUARE );
  32190. const oscTriangle = /*@__PURE__*/ nodeProxy( OscNode, OscNode.TRIANGLE );
  32191. const oscSawtooth = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SAWTOOTH );
  32192. class SpriteSheetUVNode extends Node {
  32193. static get type() {
  32194. return 'SpriteSheetUVNode';
  32195. }
  32196. constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
  32197. super( 'vec2' );
  32198. this.countNode = countNode;
  32199. this.uvNode = uvNode;
  32200. this.frameNode = frameNode;
  32201. }
  32202. setup() {
  32203. const { frameNode, uvNode, countNode } = this;
  32204. const { width, height } = countNode;
  32205. const frameNum = frameNode.mod( width.mul( height ) ).floor();
  32206. const column = frameNum.mod( width );
  32207. const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
  32208. const scale = countNode.reciprocal();
  32209. const uvFrameOffset = vec2( column, row );
  32210. return uvNode.add( uvFrameOffset ).mul( scale );
  32211. }
  32212. }
  32213. const spritesheetUV = /*@__PURE__*/ nodeProxy( SpriteSheetUVNode );
  32214. class StorageArrayElementNode extends ArrayElementNode {
  32215. static get type() {
  32216. return 'StorageArrayElementNode';
  32217. }
  32218. constructor( storageBufferNode, indexNode ) {
  32219. super( storageBufferNode, indexNode );
  32220. this.isStorageArrayElementNode = true;
  32221. }
  32222. set storageBufferNode( value ) {
  32223. this.node = value;
  32224. }
  32225. get storageBufferNode() {
  32226. return this.node;
  32227. }
  32228. setup( builder ) {
  32229. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  32230. if ( this.node.bufferObject === true ) {
  32231. builder.setupPBO( this.node );
  32232. }
  32233. }
  32234. return super.setup( builder );
  32235. }
  32236. generate( builder, output ) {
  32237. let snippet;
  32238. const isAssignContext = builder.context.assign;
  32239. //
  32240. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  32241. if ( this.node.bufferObject === true && isAssignContext !== true ) {
  32242. snippet = builder.generatePBO( this );
  32243. } else {
  32244. snippet = this.node.build( builder );
  32245. }
  32246. } else {
  32247. snippet = super.generate( builder );
  32248. }
  32249. if ( isAssignContext !== true ) {
  32250. const type = this.getNodeType( builder );
  32251. snippet = builder.format( snippet, type, output );
  32252. }
  32253. return snippet;
  32254. }
  32255. }
  32256. const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode );
  32257. class TriplanarTexturesNode extends Node {
  32258. static get type() {
  32259. return 'TriplanarTexturesNode';
  32260. }
  32261. constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
  32262. super( 'vec4' );
  32263. this.textureXNode = textureXNode;
  32264. this.textureYNode = textureYNode;
  32265. this.textureZNode = textureZNode;
  32266. this.scaleNode = scaleNode;
  32267. this.positionNode = positionNode;
  32268. this.normalNode = normalNode;
  32269. }
  32270. setup() {
  32271. const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
  32272. // Ref: https://github.com/keijiro/StandardTriplanar
  32273. // Blending factor of triplanar mapping
  32274. let bf = normalNode.abs().normalize();
  32275. bf = bf.div( bf.dot( vec3( 1.0 ) ) );
  32276. // Triplanar mapping
  32277. const tx = positionNode.yz.mul( scaleNode );
  32278. const ty = positionNode.zx.mul( scaleNode );
  32279. const tz = positionNode.xy.mul( scaleNode );
  32280. // Base color
  32281. const textureX = textureXNode.value;
  32282. const textureY = textureYNode !== null ? textureYNode.value : textureX;
  32283. const textureZ = textureZNode !== null ? textureZNode.value : textureX;
  32284. const cx = texture( textureX, tx ).mul( bf.x );
  32285. const cy = texture( textureY, ty ).mul( bf.y );
  32286. const cz = texture( textureZ, tz ).mul( bf.z );
  32287. return add( cx, cy, cz );
  32288. }
  32289. }
  32290. const triplanarTextures = /*@__PURE__*/ nodeProxy( TriplanarTexturesNode );
  32291. const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
  32292. const _reflectorPlane = new Plane();
  32293. const _normal = new Vector3();
  32294. const _reflectorWorldPosition = new Vector3();
  32295. const _cameraWorldPosition = new Vector3();
  32296. const _rotationMatrix = new Matrix4();
  32297. const _lookAtPosition = new Vector3( 0, 0, - 1 );
  32298. const clipPlane = new Vector4();
  32299. const _view = new Vector3();
  32300. const _target = new Vector3();
  32301. const _q = new Vector4();
  32302. const _size$3 = new Vector2();
  32303. const _defaultRT = new RenderTarget();
  32304. const _defaultUV = screenUV.flipX();
  32305. let _inReflector = false;
  32306. class ReflectorNode extends TextureNode {
  32307. static get type() {
  32308. return 'ReflectorNode';
  32309. }
  32310. constructor( parameters = {} ) {
  32311. super( _defaultRT.texture, _defaultUV );
  32312. const {
  32313. target = new Object3D(),
  32314. resolution = 1,
  32315. generateMipmaps = false,
  32316. bounces = true
  32317. } = parameters;
  32318. //
  32319. this.target = target;
  32320. this.resolution = resolution;
  32321. this.generateMipmaps = generateMipmaps;
  32322. this.bounces = bounces;
  32323. this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
  32324. this.virtualCameras = new WeakMap();
  32325. this.renderTargets = new WeakMap();
  32326. }
  32327. _updateResolution( renderTarget, renderer ) {
  32328. const resolution = this.resolution;
  32329. renderer.getDrawingBufferSize( _size$3 );
  32330. renderTarget.setSize( Math.round( _size$3.width * resolution ), Math.round( _size$3.height * resolution ) );
  32331. }
  32332. setup( builder ) {
  32333. this._updateResolution( _defaultRT, builder.renderer );
  32334. return super.setup( builder );
  32335. }
  32336. getTextureNode() {
  32337. return this.textureNode;
  32338. }
  32339. getVirtualCamera( camera ) {
  32340. let virtualCamera = this.virtualCameras.get( camera );
  32341. if ( virtualCamera === undefined ) {
  32342. virtualCamera = camera.clone();
  32343. this.virtualCameras.set( camera, virtualCamera );
  32344. }
  32345. return virtualCamera;
  32346. }
  32347. getRenderTarget( camera ) {
  32348. let renderTarget = this.renderTargets.get( camera );
  32349. if ( renderTarget === undefined ) {
  32350. renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
  32351. if ( this.generateMipmaps === true ) {
  32352. renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  32353. renderTarget.texture.generateMipmaps = true;
  32354. }
  32355. this.renderTargets.set( camera, renderTarget );
  32356. }
  32357. return renderTarget;
  32358. }
  32359. updateBefore( frame ) {
  32360. if ( this.bounces === false && _inReflector ) return false;
  32361. _inReflector = true;
  32362. const { scene, camera, renderer, material } = frame;
  32363. const { target } = this;
  32364. const virtualCamera = this.getVirtualCamera( camera );
  32365. const renderTarget = this.getRenderTarget( virtualCamera );
  32366. renderer.getDrawingBufferSize( _size$3 );
  32367. this._updateResolution( renderTarget, renderer );
  32368. //
  32369. _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
  32370. _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  32371. _rotationMatrix.extractRotation( target.matrixWorld );
  32372. _normal.set( 0, 0, 1 );
  32373. _normal.applyMatrix4( _rotationMatrix );
  32374. _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
  32375. // Avoid rendering when reflector is facing away
  32376. if ( _view.dot( _normal ) > 0 ) return;
  32377. _view.reflect( _normal ).negate();
  32378. _view.add( _reflectorWorldPosition );
  32379. _rotationMatrix.extractRotation( camera.matrixWorld );
  32380. _lookAtPosition.set( 0, 0, - 1 );
  32381. _lookAtPosition.applyMatrix4( _rotationMatrix );
  32382. _lookAtPosition.add( _cameraWorldPosition );
  32383. _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
  32384. _target.reflect( _normal ).negate();
  32385. _target.add( _reflectorWorldPosition );
  32386. //
  32387. virtualCamera.coordinateSystem = camera.coordinateSystem;
  32388. virtualCamera.position.copy( _view );
  32389. virtualCamera.up.set( 0, 1, 0 );
  32390. virtualCamera.up.applyMatrix4( _rotationMatrix );
  32391. virtualCamera.up.reflect( _normal );
  32392. virtualCamera.lookAt( _target );
  32393. virtualCamera.near = camera.near;
  32394. virtualCamera.far = camera.far;
  32395. virtualCamera.updateMatrixWorld();
  32396. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  32397. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  32398. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  32399. _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
  32400. _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  32401. clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
  32402. const projectionMatrix = virtualCamera.projectionMatrix;
  32403. _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  32404. _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  32405. _q.z = - 1.0;
  32406. _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  32407. // Calculate the scaled plane vector
  32408. clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
  32409. const clipBias = 0;
  32410. // Replacing the third row of the projection matrix
  32411. projectionMatrix.elements[ 2 ] = clipPlane.x;
  32412. projectionMatrix.elements[ 6 ] = clipPlane.y;
  32413. projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias;
  32414. projectionMatrix.elements[ 14 ] = clipPlane.w;
  32415. //
  32416. this.value = renderTarget.texture;
  32417. material.visible = false;
  32418. const currentRenderTarget = renderer.getRenderTarget();
  32419. const currentMRT = renderer.getMRT();
  32420. renderer.setMRT( null );
  32421. renderer.setRenderTarget( renderTarget );
  32422. renderer.render( scene, virtualCamera );
  32423. renderer.setMRT( currentMRT );
  32424. renderer.setRenderTarget( currentRenderTarget );
  32425. material.visible = true;
  32426. _inReflector = false;
  32427. }
  32428. }
  32429. const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
  32430. // Helper for passes that need to fill the viewport with a single quad.
  32431. const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  32432. // https://github.com/mrdoob/three.js/pull/21358
  32433. class QuadGeometry extends BufferGeometry {
  32434. constructor( flipY = false ) {
  32435. super();
  32436. const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
  32437. this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  32438. this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
  32439. }
  32440. }
  32441. const _geometry = /*@__PURE__*/ new QuadGeometry();
  32442. class QuadMesh extends Mesh {
  32443. constructor( material = null ) {
  32444. super( _geometry, material );
  32445. this.camera = _camera;
  32446. this.isQuadMesh = true;
  32447. }
  32448. renderAsync( renderer ) {
  32449. return renderer.renderAsync( this, _camera );
  32450. }
  32451. render( renderer ) {
  32452. renderer.render( this, _camera );
  32453. }
  32454. }
  32455. const _size$2 = /*@__PURE__*/ new Vector2();
  32456. class RTTNode extends TextureNode {
  32457. static get type() {
  32458. return 'RTTNode';
  32459. }
  32460. constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
  32461. const renderTarget = new RenderTarget( width, height, options );
  32462. super( renderTarget.texture, uv() );
  32463. this.node = node;
  32464. this.width = width;
  32465. this.height = height;
  32466. this.renderTarget = renderTarget;
  32467. this.textureNeedsUpdate = true;
  32468. this.autoUpdate = true;
  32469. this.updateMap = new WeakMap();
  32470. this._rttNode = null;
  32471. this._quadMesh = new QuadMesh( new NodeMaterial() );
  32472. this.updateBeforeType = NodeUpdateType.RENDER;
  32473. }
  32474. get autoSize() {
  32475. return this.width === null;
  32476. }
  32477. setup( builder ) {
  32478. this._rttNode = this.node.context( builder.getSharedContext() );
  32479. this._quadMesh.material.name = 'RTT';
  32480. this._quadMesh.material.needsUpdate = true;
  32481. return super.setup( builder );
  32482. }
  32483. setSize( width, height ) {
  32484. this.width = width;
  32485. this.height = height;
  32486. const effectiveWidth = width * this.pixelRatio;
  32487. const effectiveHeight = height * this.pixelRatio;
  32488. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  32489. this.textureNeedsUpdate = true;
  32490. }
  32491. setPixelRatio( pixelRatio ) {
  32492. this.pixelRatio = pixelRatio;
  32493. this.setSize( this.width, this.height );
  32494. }
  32495. updateBefore( { renderer } ) {
  32496. if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
  32497. this.textureNeedsUpdate = false;
  32498. //
  32499. if ( this.autoSize === true ) {
  32500. this.pixelRatio = renderer.getPixelRatio();
  32501. const size = renderer.getSize( _size$2 );
  32502. this.setSize( size.width, size.height );
  32503. }
  32504. //
  32505. this._quadMesh.material.fragmentNode = this._rttNode;
  32506. //
  32507. const currentRenderTarget = renderer.getRenderTarget();
  32508. renderer.setRenderTarget( this.renderTarget );
  32509. this._quadMesh.render( renderer );
  32510. renderer.setRenderTarget( currentRenderTarget );
  32511. }
  32512. clone() {
  32513. const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
  32514. newNode.sampler = this.sampler;
  32515. newNode.referenceNode = this;
  32516. return newNode;
  32517. }
  32518. }
  32519. const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
  32520. const convertToTexture = ( node, ...params ) => node.isTextureNode ? node : rtt( node, ...params );
  32521. class VertexColorNode extends AttributeNode {
  32522. static get type() {
  32523. return 'VertexColorNode';
  32524. }
  32525. constructor( index = 0 ) {
  32526. super( null, 'vec4' );
  32527. this.isVertexColorNode = true;
  32528. this.index = index;
  32529. }
  32530. getAttributeName( /*builder*/ ) {
  32531. const index = this.index;
  32532. return 'color' + ( index > 0 ? index : '' );
  32533. }
  32534. generate( builder ) {
  32535. const attributeName = this.getAttributeName( builder );
  32536. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  32537. let result;
  32538. if ( geometryAttribute === true ) {
  32539. result = super.generate( builder );
  32540. } else {
  32541. // Vertex color fallback should be white
  32542. result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
  32543. }
  32544. return result;
  32545. }
  32546. serialize( data ) {
  32547. super.serialize( data );
  32548. data.index = this.index;
  32549. }
  32550. deserialize( data ) {
  32551. super.deserialize( data );
  32552. this.index = data.index;
  32553. }
  32554. }
  32555. const vertexColor = ( ...params ) => nodeObject( new VertexColorNode( ...params ) );
  32556. class PointUVNode extends Node {
  32557. static get type() {
  32558. return 'PointUVNode';
  32559. }
  32560. constructor() {
  32561. super( 'vec2' );
  32562. this.isPointUVNode = true;
  32563. }
  32564. generate( /*builder*/ ) {
  32565. return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
  32566. }
  32567. }
  32568. const pointUV = /*@__PURE__*/ nodeImmutable( PointUVNode );
  32569. class SceneNode extends Node {
  32570. static get type() {
  32571. return 'SceneNode';
  32572. }
  32573. constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
  32574. super();
  32575. this.scope = scope;
  32576. this.scene = scene;
  32577. }
  32578. setup( builder ) {
  32579. const scope = this.scope;
  32580. const scene = this.scene !== null ? this.scene : builder.scene;
  32581. let output;
  32582. if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
  32583. output = reference( 'backgroundBlurriness', 'float', scene );
  32584. } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
  32585. output = reference( 'backgroundIntensity', 'float', scene );
  32586. } else {
  32587. console.error( 'THREE.SceneNode: Unknown scope:', scope );
  32588. }
  32589. return output;
  32590. }
  32591. }
  32592. SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
  32593. SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
  32594. const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
  32595. const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
  32596. const GPUPrimitiveTopology = {
  32597. PointList: 'point-list',
  32598. LineList: 'line-list',
  32599. LineStrip: 'line-strip',
  32600. TriangleList: 'triangle-list',
  32601. TriangleStrip: 'triangle-strip',
  32602. };
  32603. const GPUCompareFunction = {
  32604. Never: 'never',
  32605. Less: 'less',
  32606. Equal: 'equal',
  32607. LessEqual: 'less-equal',
  32608. Greater: 'greater',
  32609. NotEqual: 'not-equal',
  32610. GreaterEqual: 'greater-equal',
  32611. Always: 'always'
  32612. };
  32613. const GPUStoreOp = {
  32614. Store: 'store',
  32615. Discard: 'discard'
  32616. };
  32617. const GPULoadOp = {
  32618. Load: 'load',
  32619. Clear: 'clear'
  32620. };
  32621. const GPUFrontFace = {
  32622. CCW: 'ccw',
  32623. CW: 'cw'
  32624. };
  32625. const GPUCullMode = {
  32626. None: 'none',
  32627. Front: 'front',
  32628. Back: 'back'
  32629. };
  32630. const GPUIndexFormat = {
  32631. Uint16: 'uint16',
  32632. Uint32: 'uint32'
  32633. };
  32634. const GPUTextureFormat = {
  32635. // 8-bit formats
  32636. R8Unorm: 'r8unorm',
  32637. R8Snorm: 'r8snorm',
  32638. R8Uint: 'r8uint',
  32639. R8Sint: 'r8sint',
  32640. // 16-bit formats
  32641. R16Uint: 'r16uint',
  32642. R16Sint: 'r16sint',
  32643. R16Float: 'r16float',
  32644. RG8Unorm: 'rg8unorm',
  32645. RG8Snorm: 'rg8snorm',
  32646. RG8Uint: 'rg8uint',
  32647. RG8Sint: 'rg8sint',
  32648. // 32-bit formats
  32649. R32Uint: 'r32uint',
  32650. R32Sint: 'r32sint',
  32651. R32Float: 'r32float',
  32652. RG16Uint: 'rg16uint',
  32653. RG16Sint: 'rg16sint',
  32654. RG16Float: 'rg16float',
  32655. RGBA8Unorm: 'rgba8unorm',
  32656. RGBA8UnormSRGB: 'rgba8unorm-srgb',
  32657. RGBA8Snorm: 'rgba8snorm',
  32658. RGBA8Uint: 'rgba8uint',
  32659. RGBA8Sint: 'rgba8sint',
  32660. BGRA8Unorm: 'bgra8unorm',
  32661. BGRA8UnormSRGB: 'bgra8unorm-srgb',
  32662. // Packed 32-bit formats
  32663. RGB9E5UFloat: 'rgb9e5ufloat',
  32664. RGB10A2Unorm: 'rgb10a2unorm',
  32665. RG11B10uFloat: 'rgb10a2unorm',
  32666. // 64-bit formats
  32667. RG32Uint: 'rg32uint',
  32668. RG32Sint: 'rg32sint',
  32669. RG32Float: 'rg32float',
  32670. RGBA16Uint: 'rgba16uint',
  32671. RGBA16Sint: 'rgba16sint',
  32672. RGBA16Float: 'rgba16float',
  32673. // 128-bit formats
  32674. RGBA32Uint: 'rgba32uint',
  32675. RGBA32Sint: 'rgba32sint',
  32676. RGBA32Float: 'rgba32float',
  32677. // Depth and stencil formats
  32678. Stencil8: 'stencil8',
  32679. Depth16Unorm: 'depth16unorm',
  32680. Depth24Plus: 'depth24plus',
  32681. Depth24PlusStencil8: 'depth24plus-stencil8',
  32682. Depth32Float: 'depth32float',
  32683. // 'depth32float-stencil8' extension
  32684. Depth32FloatStencil8: 'depth32float-stencil8',
  32685. // BC compressed formats usable if 'texture-compression-bc' is both
  32686. // supported by the device/user agent and enabled in requestDevice.
  32687. BC1RGBAUnorm: 'bc1-rgba-unorm',
  32688. BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  32689. BC2RGBAUnorm: 'bc2-rgba-unorm',
  32690. BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  32691. BC3RGBAUnorm: 'bc3-rgba-unorm',
  32692. BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  32693. BC4RUnorm: 'bc4-r-unorm',
  32694. BC4RSnorm: 'bc4-r-snorm',
  32695. BC5RGUnorm: 'bc5-rg-unorm',
  32696. BC5RGSnorm: 'bc5-rg-snorm',
  32697. BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  32698. BC6HRGBFloat: 'bc6h-rgb-float',
  32699. BC7RGBAUnorm: 'bc7-rgba-unorm',
  32700. BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
  32701. // ETC2 compressed formats usable if 'texture-compression-etc2' is both
  32702. // supported by the device/user agent and enabled in requestDevice.
  32703. ETC2RGB8Unorm: 'etc2-rgb8unorm',
  32704. ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  32705. ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  32706. ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  32707. ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  32708. ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  32709. EACR11Unorm: 'eac-r11unorm',
  32710. EACR11Snorm: 'eac-r11snorm',
  32711. EACRG11Unorm: 'eac-rg11unorm',
  32712. EACRG11Snorm: 'eac-rg11snorm',
  32713. // ASTC compressed formats usable if 'texture-compression-astc' is both
  32714. // supported by the device/user agent and enabled in requestDevice.
  32715. ASTC4x4Unorm: 'astc-4x4-unorm',
  32716. ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  32717. ASTC5x4Unorm: 'astc-5x4-unorm',
  32718. ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  32719. ASTC5x5Unorm: 'astc-5x5-unorm',
  32720. ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  32721. ASTC6x5Unorm: 'astc-6x5-unorm',
  32722. ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  32723. ASTC6x6Unorm: 'astc-6x6-unorm',
  32724. ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  32725. ASTC8x5Unorm: 'astc-8x5-unorm',
  32726. ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  32727. ASTC8x6Unorm: 'astc-8x6-unorm',
  32728. ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  32729. ASTC8x8Unorm: 'astc-8x8-unorm',
  32730. ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  32731. ASTC10x5Unorm: 'astc-10x5-unorm',
  32732. ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  32733. ASTC10x6Unorm: 'astc-10x6-unorm',
  32734. ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  32735. ASTC10x8Unorm: 'astc-10x8-unorm',
  32736. ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  32737. ASTC10x10Unorm: 'astc-10x10-unorm',
  32738. ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  32739. ASTC12x10Unorm: 'astc-12x10-unorm',
  32740. ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  32741. ASTC12x12Unorm: 'astc-12x12-unorm',
  32742. ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
  32743. };
  32744. const GPUAddressMode = {
  32745. ClampToEdge: 'clamp-to-edge',
  32746. Repeat: 'repeat',
  32747. MirrorRepeat: 'mirror-repeat'
  32748. };
  32749. const GPUFilterMode = {
  32750. Linear: 'linear',
  32751. Nearest: 'nearest'
  32752. };
  32753. const GPUBlendFactor = {
  32754. Zero: 'zero',
  32755. One: 'one',
  32756. Src: 'src',
  32757. OneMinusSrc: 'one-minus-src',
  32758. SrcAlpha: 'src-alpha',
  32759. OneMinusSrcAlpha: 'one-minus-src-alpha',
  32760. Dst: 'dst',
  32761. OneMinusDstColor: 'one-minus-dst',
  32762. DstAlpha: 'dst-alpha',
  32763. OneMinusDstAlpha: 'one-minus-dst-alpha',
  32764. SrcAlphaSaturated: 'src-alpha-saturated',
  32765. Constant: 'constant',
  32766. OneMinusConstant: 'one-minus-constant'
  32767. };
  32768. const GPUBlendOperation = {
  32769. Add: 'add',
  32770. Subtract: 'subtract',
  32771. ReverseSubtract: 'reverse-subtract',
  32772. Min: 'min',
  32773. Max: 'max'
  32774. };
  32775. const GPUColorWriteFlags = {
  32776. None: 0,
  32777. Red: 0x1,
  32778. Green: 0x2,
  32779. Blue: 0x4,
  32780. Alpha: 0x8,
  32781. All: 0xF
  32782. };
  32783. const GPUStencilOperation = {
  32784. Keep: 'keep',
  32785. Zero: 'zero',
  32786. Replace: 'replace',
  32787. Invert: 'invert',
  32788. IncrementClamp: 'increment-clamp',
  32789. DecrementClamp: 'decrement-clamp',
  32790. IncrementWrap: 'increment-wrap',
  32791. DecrementWrap: 'decrement-wrap'
  32792. };
  32793. const GPUBufferBindingType = {
  32794. Uniform: 'uniform',
  32795. Storage: 'storage',
  32796. ReadOnlyStorage: 'read-only-storage'
  32797. };
  32798. const GPUStorageTextureAccess = {
  32799. WriteOnly: 'write-only',
  32800. ReadOnly: 'read-only',
  32801. ReadWrite: 'read-write',
  32802. };
  32803. const GPUTextureSampleType = {
  32804. Float: 'float',
  32805. UnfilterableFloat: 'unfilterable-float',
  32806. Depth: 'depth',
  32807. SInt: 'sint',
  32808. UInt: 'uint'
  32809. };
  32810. const GPUTextureDimension = {
  32811. OneD: '1d',
  32812. TwoD: '2d',
  32813. ThreeD: '3d'
  32814. };
  32815. const GPUTextureViewDimension = {
  32816. OneD: '1d',
  32817. TwoD: '2d',
  32818. TwoDArray: '2d-array',
  32819. Cube: 'cube',
  32820. CubeArray: 'cube-array',
  32821. ThreeD: '3d'
  32822. };
  32823. const GPUTextureAspect = {
  32824. All: 'all',
  32825. StencilOnly: 'stencil-only',
  32826. DepthOnly: 'depth-only'
  32827. };
  32828. const GPUInputStepMode = {
  32829. Vertex: 'vertex',
  32830. Instance: 'instance'
  32831. };
  32832. const GPUFeatureName = {
  32833. DepthClipControl: 'depth-clip-control',
  32834. Depth32FloatStencil8: 'depth32float-stencil8',
  32835. TextureCompressionBC: 'texture-compression-bc',
  32836. TextureCompressionETC2: 'texture-compression-etc2',
  32837. TextureCompressionASTC: 'texture-compression-astc',
  32838. TimestampQuery: 'timestamp-query',
  32839. IndirectFirstInstance: 'indirect-first-instance',
  32840. ShaderF16: 'shader-f16',
  32841. RG11B10UFloat: 'rg11b10ufloat-renderable',
  32842. BGRA8UNormStorage: 'bgra8unorm-storage',
  32843. Float32Filterable: 'float32-filterable',
  32844. ClipDistances: 'clip-distances',
  32845. DualSourceBlending: 'dual-source-blending',
  32846. Subgroups: 'subgroups'
  32847. };
  32848. class StorageBufferNode extends BufferNode {
  32849. static get type() {
  32850. return 'StorageBufferNode';
  32851. }
  32852. constructor( value, bufferType, bufferCount = 0 ) {
  32853. super( value, bufferType, bufferCount );
  32854. this.isStorageBufferNode = true;
  32855. this.access = GPUBufferBindingType.Storage;
  32856. this.isAtomic = false;
  32857. this.bufferObject = false;
  32858. this.bufferCount = bufferCount;
  32859. this._attribute = null;
  32860. this._varying = null;
  32861. this.global = true;
  32862. if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
  32863. // TOOD: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
  32864. if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  32865. else value.isStorageBufferAttribute = true;
  32866. }
  32867. }
  32868. getHash( builder ) {
  32869. if ( this.bufferCount === 0 ) {
  32870. let bufferData = builder.globalCache.getData( this.value );
  32871. if ( bufferData === undefined ) {
  32872. bufferData = {
  32873. node: this
  32874. };
  32875. builder.globalCache.setData( this.value, bufferData );
  32876. }
  32877. return bufferData.node.uuid;
  32878. }
  32879. return this.uuid;
  32880. }
  32881. getInputType( /*builder*/ ) {
  32882. return 'storageBuffer';
  32883. }
  32884. element( indexNode ) {
  32885. return storageElement( this, indexNode );
  32886. }
  32887. setBufferObject( value ) {
  32888. this.bufferObject = value;
  32889. return this;
  32890. }
  32891. setAccess( value ) {
  32892. this.access = value;
  32893. return this;
  32894. }
  32895. toReadOnly() {
  32896. return this.setAccess( GPUBufferBindingType.ReadOnlyStorage );
  32897. }
  32898. setAtomic( value ) {
  32899. this.isAtomic = value;
  32900. return this;
  32901. }
  32902. toAtomic() {
  32903. return this.setAtomic( true );
  32904. }
  32905. generate( builder ) {
  32906. if ( builder.isAvailable( 'storageBuffer' ) ) {
  32907. return super.generate( builder );
  32908. }
  32909. const nodeType = this.getNodeType( builder );
  32910. if ( this._attribute === null ) {
  32911. this._attribute = bufferAttribute( this.value );
  32912. this._varying = varying( this._attribute );
  32913. }
  32914. const output = this._varying.build( builder, nodeType );
  32915. builder.registerTransform( output, this._attribute );
  32916. return output;
  32917. }
  32918. }
  32919. // Read-Write Storage
  32920. const storage = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ) );
  32921. const storageObject = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ).setBufferObject( true ) );
  32922. class StorageTextureNode extends TextureNode {
  32923. static get type() {
  32924. return 'StorageTextureNode';
  32925. }
  32926. constructor( value, uvNode, storeNode = null ) {
  32927. super( value, uvNode );
  32928. this.storeNode = storeNode;
  32929. this.isStorageTextureNode = true;
  32930. this.access = GPUStorageTextureAccess.WriteOnly;
  32931. }
  32932. getInputType( /*builder*/ ) {
  32933. return 'storageTexture';
  32934. }
  32935. setup( builder ) {
  32936. super.setup( builder );
  32937. const properties = builder.getNodeProperties( this );
  32938. properties.storeNode = this.storeNode;
  32939. }
  32940. setAccess( value ) {
  32941. this.access = value;
  32942. return this;
  32943. }
  32944. generate( builder, output ) {
  32945. let snippet;
  32946. if ( this.storeNode !== null ) {
  32947. snippet = this.generateStore( builder );
  32948. } else {
  32949. snippet = super.generate( builder, output );
  32950. }
  32951. return snippet;
  32952. }
  32953. toReadOnly() {
  32954. return this.setAccess( GPUStorageTextureAccess.ReadOnly );
  32955. }
  32956. toWriteOnly() {
  32957. return this.setAccess( GPUStorageTextureAccess.WriteOnly );
  32958. }
  32959. generateStore( builder ) {
  32960. const properties = builder.getNodeProperties( this );
  32961. const { uvNode, storeNode } = properties;
  32962. const textureProperty = super.generate( builder, 'property' );
  32963. const uvSnippet = uvNode.build( builder, 'uvec2' );
  32964. const storeSnippet = storeNode.build( builder, 'vec4' );
  32965. const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
  32966. builder.addLineFlowCode( snippet, this );
  32967. }
  32968. }
  32969. const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode );
  32970. const textureStore = ( value, uvNode, storeNode ) => {
  32971. const node = storageTexture( value, uvNode, storeNode );
  32972. if ( storeNode !== null ) node.append();
  32973. return node;
  32974. };
  32975. class UserDataNode extends ReferenceNode {
  32976. static get type() {
  32977. return 'UserDataNode';
  32978. }
  32979. constructor( property, inputType, userData = null ) {
  32980. super( property, inputType, userData );
  32981. this.userData = userData;
  32982. }
  32983. updateReference( state ) {
  32984. this.reference = this.userData !== null ? this.userData : state.object.userData;
  32985. return this.reference;
  32986. }
  32987. }
  32988. const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
  32989. class PosterizeNode extends TempNode {
  32990. static get type() {
  32991. return 'PosterizeNode';
  32992. }
  32993. constructor( sourceNode, stepsNode ) {
  32994. super();
  32995. this.sourceNode = sourceNode;
  32996. this.stepsNode = stepsNode;
  32997. }
  32998. setup() {
  32999. const { sourceNode, stepsNode } = this;
  33000. return sourceNode.mul( stepsNode ).floor().div( stepsNode );
  33001. }
  33002. }
  33003. const posterize = /*@__PURE__*/ nodeProxy( PosterizeNode );
  33004. let _sharedFramebuffer = null;
  33005. class ViewportSharedTextureNode extends ViewportTextureNode {
  33006. static get type() {
  33007. return 'ViewportSharedTextureNode';
  33008. }
  33009. constructor( uvNode = screenUV, levelNode = null ) {
  33010. if ( _sharedFramebuffer === null ) {
  33011. _sharedFramebuffer = new FramebufferTexture();
  33012. }
  33013. super( uvNode, levelNode, _sharedFramebuffer );
  33014. }
  33015. updateReference() {
  33016. return this;
  33017. }
  33018. }
  33019. const viewportSharedTexture = /*@__PURE__*/ nodeProxy( ViewportSharedTextureNode );
  33020. const _size$1 = /*@__PURE__*/ new Vector2();
  33021. class PassTextureNode extends TextureNode {
  33022. static get type() {
  33023. return 'PassTextureNode';
  33024. }
  33025. constructor( passNode, texture ) {
  33026. super( texture );
  33027. this.passNode = passNode;
  33028. this.setUpdateMatrix( false );
  33029. }
  33030. setup( builder ) {
  33031. if ( builder.object.isQuadMesh ) this.passNode.build( builder );
  33032. return super.setup( builder );
  33033. }
  33034. clone() {
  33035. return new this.constructor( this.passNode, this.value );
  33036. }
  33037. }
  33038. class PassMultipleTextureNode extends PassTextureNode {
  33039. static get type() {
  33040. return 'PassMultipleTextureNode';
  33041. }
  33042. constructor( passNode, textureName, previousTexture = false ) {
  33043. super( passNode, null );
  33044. this.textureName = textureName;
  33045. this.previousTexture = previousTexture;
  33046. }
  33047. updateTexture() {
  33048. this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
  33049. }
  33050. setup( builder ) {
  33051. this.updateTexture();
  33052. return super.setup( builder );
  33053. }
  33054. clone() {
  33055. return new this.constructor( this.passNode, this.textureName, this.previousTexture );
  33056. }
  33057. }
  33058. class PassNode extends TempNode {
  33059. static get type() {
  33060. return 'PassNode';
  33061. }
  33062. constructor( scope, scene, camera, options = {} ) {
  33063. super( 'vec4' );
  33064. this.scope = scope;
  33065. this.scene = scene;
  33066. this.camera = camera;
  33067. this.options = options;
  33068. this._pixelRatio = 1;
  33069. this._width = 1;
  33070. this._height = 1;
  33071. const depthTexture = new DepthTexture();
  33072. depthTexture.isRenderTargetTexture = true;
  33073. //depthTexture.type = FloatType;
  33074. depthTexture.name = 'depth';
  33075. const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  33076. renderTarget.texture.name = 'output';
  33077. renderTarget.depthTexture = depthTexture;
  33078. this.renderTarget = renderTarget;
  33079. this.updateBeforeType = NodeUpdateType.FRAME;
  33080. this._textures = {
  33081. output: renderTarget.texture,
  33082. depth: depthTexture
  33083. };
  33084. this._textureNodes = {};
  33085. this._linearDepthNodes = {};
  33086. this._viewZNodes = {};
  33087. this._previousTextures = {};
  33088. this._previousTextureNodes = {};
  33089. this._cameraNear = uniform( 0 );
  33090. this._cameraFar = uniform( 0 );
  33091. this._mrt = null;
  33092. this.isPassNode = true;
  33093. }
  33094. setMRT( mrt ) {
  33095. this._mrt = mrt;
  33096. return this;
  33097. }
  33098. getMRT() {
  33099. return this._mrt;
  33100. }
  33101. isGlobal() {
  33102. return true;
  33103. }
  33104. getTexture( name ) {
  33105. let texture = this._textures[ name ];
  33106. if ( texture === undefined ) {
  33107. const refTexture = this.renderTarget.texture;
  33108. texture = refTexture.clone();
  33109. texture.isRenderTargetTexture = true;
  33110. texture.name = name;
  33111. this._textures[ name ] = texture;
  33112. this.renderTarget.textures.push( texture );
  33113. }
  33114. return texture;
  33115. }
  33116. getPreviousTexture( name ) {
  33117. let texture = this._previousTextures[ name ];
  33118. if ( texture === undefined ) {
  33119. texture = this.getTexture( name ).clone();
  33120. texture.isRenderTargetTexture = true;
  33121. this._previousTextures[ name ] = texture;
  33122. }
  33123. return texture;
  33124. }
  33125. toggleTexture( name ) {
  33126. const prevTexture = this._previousTextures[ name ];
  33127. if ( prevTexture !== undefined ) {
  33128. const texture = this._textures[ name ];
  33129. const index = this.renderTarget.textures.indexOf( texture );
  33130. this.renderTarget.textures[ index ] = prevTexture;
  33131. this._textures[ name ] = prevTexture;
  33132. this._previousTextures[ name ] = texture;
  33133. this._textureNodes[ name ].updateTexture();
  33134. this._previousTextureNodes[ name ].updateTexture();
  33135. }
  33136. }
  33137. getTextureNode( name = 'output' ) {
  33138. let textureNode = this._textureNodes[ name ];
  33139. if ( textureNode === undefined ) {
  33140. this._textureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
  33141. this._textureNodes[ name ].updateTexture();
  33142. }
  33143. return textureNode;
  33144. }
  33145. getPreviousTextureNode( name = 'output' ) {
  33146. let textureNode = this._previousTextureNodes[ name ];
  33147. if ( textureNode === undefined ) {
  33148. if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
  33149. this._previousTextureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
  33150. this._previousTextureNodes[ name ].updateTexture();
  33151. }
  33152. return textureNode;
  33153. }
  33154. getViewZNode( name = 'depth' ) {
  33155. let viewZNode = this._viewZNodes[ name ];
  33156. if ( viewZNode === undefined ) {
  33157. const cameraNear = this._cameraNear;
  33158. const cameraFar = this._cameraFar;
  33159. this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
  33160. }
  33161. return viewZNode;
  33162. }
  33163. getLinearDepthNode( name = 'depth' ) {
  33164. let linearDepthNode = this._linearDepthNodes[ name ];
  33165. if ( linearDepthNode === undefined ) {
  33166. const cameraNear = this._cameraNear;
  33167. const cameraFar = this._cameraFar;
  33168. const viewZNode = this.getViewZNode( name );
  33169. // TODO: just if ( builder.camera.isPerspectiveCamera )
  33170. this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
  33171. }
  33172. return linearDepthNode;
  33173. }
  33174. setup( { renderer } ) {
  33175. this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
  33176. // Disable MSAA for WebGL backend for now
  33177. if ( renderer.backend.isWebGLBackend === true ) {
  33178. this.renderTarget.samples = 0;
  33179. }
  33180. this.renderTarget.depthTexture.isMultisampleRenderTargetTexture = this.renderTarget.samples > 1;
  33181. return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
  33182. }
  33183. updateBefore( frame ) {
  33184. const { renderer } = frame;
  33185. const { scene, camera } = this;
  33186. this._pixelRatio = renderer.getPixelRatio();
  33187. const size = renderer.getSize( _size$1 );
  33188. this.setSize( size.width, size.height );
  33189. const currentRenderTarget = renderer.getRenderTarget();
  33190. const currentMRT = renderer.getMRT();
  33191. this._cameraNear.value = camera.near;
  33192. this._cameraFar.value = camera.far;
  33193. for ( const name in this._previousTextures ) {
  33194. this.toggleTexture( name );
  33195. }
  33196. renderer.setRenderTarget( this.renderTarget );
  33197. renderer.setMRT( this._mrt );
  33198. renderer.render( scene, camera );
  33199. renderer.setRenderTarget( currentRenderTarget );
  33200. renderer.setMRT( currentMRT );
  33201. }
  33202. setSize( width, height ) {
  33203. this._width = width;
  33204. this._height = height;
  33205. const effectiveWidth = this._width * this._pixelRatio;
  33206. const effectiveHeight = this._height * this._pixelRatio;
  33207. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  33208. }
  33209. setPixelRatio( pixelRatio ) {
  33210. this._pixelRatio = pixelRatio;
  33211. this.setSize( this._width, this._height );
  33212. }
  33213. dispose() {
  33214. this.renderTarget.dispose();
  33215. }
  33216. }
  33217. PassNode.COLOR = 'color';
  33218. PassNode.DEPTH = 'depth';
  33219. const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
  33220. const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
  33221. const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) );
  33222. class ToonOutlinePassNode extends PassNode {
  33223. static get type() {
  33224. return 'ToonOutlinePassNode';
  33225. }
  33226. constructor( scene, camera, colorNode, thicknessNode, alphaNode ) {
  33227. super( PassNode.COLOR, scene, camera );
  33228. this.colorNode = colorNode;
  33229. this.thicknessNode = thicknessNode;
  33230. this.alphaNode = alphaNode;
  33231. this._materialCache = new WeakMap();
  33232. }
  33233. updateBefore( frame ) {
  33234. const { renderer } = frame;
  33235. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  33236. renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode ) => {
  33237. // only render outline for supported materials
  33238. if ( material.isMeshToonMaterial || material.isMeshToonNodeMaterial ) {
  33239. if ( material.wireframe === false ) {
  33240. const outlineMaterial = this._getOutlineMaterial( material );
  33241. renderer.renderObject( object, scene, camera, geometry, outlineMaterial, group, lightsNode );
  33242. }
  33243. }
  33244. // default
  33245. renderer.renderObject( object, scene, camera, geometry, material, group, lightsNode );
  33246. } );
  33247. super.updateBefore( frame );
  33248. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  33249. }
  33250. _createMaterial() {
  33251. const material = new NodeMaterial();
  33252. material.isMeshToonOutlineMaterial = true;
  33253. material.name = 'Toon_Outline';
  33254. material.side = BackSide;
  33255. // vertex node
  33256. const outlineNormal = normalLocal.negate();
  33257. const mvp = cameraProjectionMatrix.mul( modelViewMatrix );
  33258. const ratio = float( 1.0 ); // TODO: support outline thickness ratio for each vertex
  33259. const pos = mvp.mul( vec4( positionLocal, 1.0 ) );
  33260. const pos2 = mvp.mul( vec4( positionLocal.add( outlineNormal ), 1.0 ) );
  33261. const norm = normalize( pos.sub( pos2 ) ); // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  33262. material.vertexNode = pos.add( norm.mul( this.thicknessNode ).mul( pos.w ).mul( ratio ) );
  33263. // color node
  33264. material.colorNode = vec4( this.colorNode, this.alphaNode );
  33265. return material;
  33266. }
  33267. _getOutlineMaterial( originalMaterial ) {
  33268. let outlineMaterial = this._materialCache.get( originalMaterial );
  33269. if ( outlineMaterial === undefined ) {
  33270. outlineMaterial = this._createMaterial();
  33271. this._materialCache.set( originalMaterial, outlineMaterial );
  33272. }
  33273. return outlineMaterial;
  33274. }
  33275. }
  33276. const toonOutlinePass = ( scene, camera, color = new Color( 0, 0, 0 ), thickness = 0.003, alpha = 1 ) => nodeObject( new ToonOutlinePassNode( scene, camera, nodeObject( color ), nodeObject( thickness ), nodeObject( alpha ) ) );
  33277. class ScriptableValueNode extends Node {
  33278. static get type() {
  33279. return 'ScriptableValueNode';
  33280. }
  33281. constructor( value = null ) {
  33282. super();
  33283. this._value = value;
  33284. this._cache = null;
  33285. this.inputType = null;
  33286. this.outpuType = null;
  33287. this.events = new EventDispatcher();
  33288. this.isScriptableValueNode = true;
  33289. }
  33290. get isScriptableOutputNode() {
  33291. return this.outputType !== null;
  33292. }
  33293. set value( val ) {
  33294. if ( this._value === val ) return;
  33295. if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
  33296. URL.revokeObjectURL( this._cache );
  33297. this._cache = null;
  33298. }
  33299. this._value = val;
  33300. this.events.dispatchEvent( { type: 'change' } );
  33301. this.refresh();
  33302. }
  33303. get value() {
  33304. return this._value;
  33305. }
  33306. refresh() {
  33307. this.events.dispatchEvent( { type: 'refresh' } );
  33308. }
  33309. getValue() {
  33310. const value = this.value;
  33311. if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
  33312. this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
  33313. } else if ( value && value.value !== null && value.value !== undefined && (
  33314. ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
  33315. ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
  33316. ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
  33317. ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
  33318. ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
  33319. ( this.inputType === 'Color' && value.value.isColor ) ||
  33320. ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
  33321. ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
  33322. ) ) {
  33323. return value.value;
  33324. }
  33325. return this._cache || value;
  33326. }
  33327. getNodeType( builder ) {
  33328. return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
  33329. }
  33330. setup() {
  33331. return this.value && this.value.isNode ? this.value : float();
  33332. }
  33333. serialize( data ) {
  33334. super.serialize( data );
  33335. if ( this.value !== null ) {
  33336. if ( this.inputType === 'ArrayBuffer' ) {
  33337. data.value = arrayBufferToBase64( this.value );
  33338. } else {
  33339. data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
  33340. }
  33341. } else {
  33342. data.value = null;
  33343. }
  33344. data.inputType = this.inputType;
  33345. data.outputType = this.outputType;
  33346. }
  33347. deserialize( data ) {
  33348. super.deserialize( data );
  33349. let value = null;
  33350. if ( data.value !== null ) {
  33351. if ( data.inputType === 'ArrayBuffer' ) {
  33352. value = base64ToArrayBuffer( data.value );
  33353. } else if ( data.inputType === 'Texture' ) {
  33354. value = data.meta.textures[ data.value ];
  33355. } else {
  33356. value = data.meta.nodes[ data.value ] || null;
  33357. }
  33358. }
  33359. this.value = value;
  33360. this.inputType = data.inputType;
  33361. this.outputType = data.outputType;
  33362. }
  33363. }
  33364. const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode );
  33365. class Resources extends Map {
  33366. get( key, callback = null, ...params ) {
  33367. if ( this.has( key ) ) return super.get( key );
  33368. if ( callback !== null ) {
  33369. const value = callback( ...params );
  33370. this.set( key, value );
  33371. return value;
  33372. }
  33373. }
  33374. }
  33375. class Parameters {
  33376. constructor( scriptableNode ) {
  33377. this.scriptableNode = scriptableNode;
  33378. }
  33379. get parameters() {
  33380. return this.scriptableNode.parameters;
  33381. }
  33382. get layout() {
  33383. return this.scriptableNode.getLayout();
  33384. }
  33385. getInputLayout( id ) {
  33386. return this.scriptableNode.getInputLayout( id );
  33387. }
  33388. get( name ) {
  33389. const param = this.parameters[ name ];
  33390. const value = param ? param.getValue() : null;
  33391. return value;
  33392. }
  33393. }
  33394. const global = new Resources();
  33395. class ScriptableNode extends Node {
  33396. static get type() {
  33397. return 'ScriptableNode';
  33398. }
  33399. constructor( codeNode = null, parameters = {} ) {
  33400. super();
  33401. this.codeNode = codeNode;
  33402. this.parameters = parameters;
  33403. this._local = new Resources();
  33404. this._output = scriptableValue();
  33405. this._outputs = {};
  33406. this._source = this.source;
  33407. this._method = null;
  33408. this._object = null;
  33409. this._value = null;
  33410. this._needsOutputUpdate = true;
  33411. this.onRefresh = this.onRefresh.bind( this );
  33412. this.isScriptableNode = true;
  33413. }
  33414. get source() {
  33415. return this.codeNode ? this.codeNode.code : '';
  33416. }
  33417. setLocal( name, value ) {
  33418. return this._local.set( name, value );
  33419. }
  33420. getLocal( name ) {
  33421. return this._local.get( name );
  33422. }
  33423. onRefresh() {
  33424. this._refresh();
  33425. }
  33426. getInputLayout( id ) {
  33427. for ( const element of this.getLayout() ) {
  33428. if ( element.inputType && ( element.id === id || element.name === id ) ) {
  33429. return element;
  33430. }
  33431. }
  33432. }
  33433. getOutputLayout( id ) {
  33434. for ( const element of this.getLayout() ) {
  33435. if ( element.outputType && ( element.id === id || element.name === id ) ) {
  33436. return element;
  33437. }
  33438. }
  33439. }
  33440. setOutput( name, value ) {
  33441. const outputs = this._outputs;
  33442. if ( outputs[ name ] === undefined ) {
  33443. outputs[ name ] = scriptableValue( value );
  33444. } else {
  33445. outputs[ name ].value = value;
  33446. }
  33447. return this;
  33448. }
  33449. getOutput( name ) {
  33450. return this._outputs[ name ];
  33451. }
  33452. getParameter( name ) {
  33453. return this.parameters[ name ];
  33454. }
  33455. setParameter( name, value ) {
  33456. const parameters = this.parameters;
  33457. if ( value && value.isScriptableNode ) {
  33458. this.deleteParameter( name );
  33459. parameters[ name ] = value;
  33460. parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
  33461. } else if ( value && value.isScriptableValueNode ) {
  33462. this.deleteParameter( name );
  33463. parameters[ name ] = value;
  33464. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  33465. } else if ( parameters[ name ] === undefined ) {
  33466. parameters[ name ] = scriptableValue( value );
  33467. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  33468. } else {
  33469. parameters[ name ].value = value;
  33470. }
  33471. return this;
  33472. }
  33473. getValue() {
  33474. return this.getDefaultOutput().getValue();
  33475. }
  33476. deleteParameter( name ) {
  33477. let valueNode = this.parameters[ name ];
  33478. if ( valueNode ) {
  33479. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  33480. valueNode.events.removeEventListener( 'refresh', this.onRefresh );
  33481. }
  33482. return this;
  33483. }
  33484. clearParameters() {
  33485. for ( const name of Object.keys( this.parameters ) ) {
  33486. this.deleteParameter( name );
  33487. }
  33488. this.needsUpdate = true;
  33489. return this;
  33490. }
  33491. call( name, ...params ) {
  33492. const object = this.getObject();
  33493. const method = object[ name ];
  33494. if ( typeof method === 'function' ) {
  33495. return method( ...params );
  33496. }
  33497. }
  33498. async callAsync( name, ...params ) {
  33499. const object = this.getObject();
  33500. const method = object[ name ];
  33501. if ( typeof method === 'function' ) {
  33502. return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
  33503. }
  33504. }
  33505. getNodeType( builder ) {
  33506. return this.getDefaultOutputNode().getNodeType( builder );
  33507. }
  33508. refresh( output = null ) {
  33509. if ( output !== null ) {
  33510. this.getOutput( output ).refresh();
  33511. } else {
  33512. this._refresh();
  33513. }
  33514. }
  33515. getObject() {
  33516. if ( this.needsUpdate ) this.dispose();
  33517. if ( this._object !== null ) return this._object;
  33518. //
  33519. const refresh = () => this.refresh();
  33520. const setOutput = ( id, value ) => this.setOutput( id, value );
  33521. const parameters = new Parameters( this );
  33522. const THREE = global.get( 'THREE' );
  33523. const TSL = global.get( 'TSL' );
  33524. const method = this.getMethod( this.codeNode );
  33525. const params = [ parameters, this._local, global, refresh, setOutput, THREE, TSL ];
  33526. this._object = method( ...params );
  33527. const layout = this._object.layout;
  33528. if ( layout ) {
  33529. if ( layout.cache === false ) {
  33530. this._local.clear();
  33531. }
  33532. // default output
  33533. this._output.outputType = layout.outputType || null;
  33534. if ( Array.isArray( layout.elements ) ) {
  33535. for ( const element of layout.elements ) {
  33536. const id = element.id || element.name;
  33537. if ( element.inputType ) {
  33538. if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
  33539. this.getParameter( id ).inputType = element.inputType;
  33540. }
  33541. if ( element.outputType ) {
  33542. if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
  33543. this.getOutput( id ).outputType = element.outputType;
  33544. }
  33545. }
  33546. }
  33547. }
  33548. return this._object;
  33549. }
  33550. deserialize( data ) {
  33551. super.deserialize( data );
  33552. for ( const name in this.parameters ) {
  33553. let valueNode = this.parameters[ name ];
  33554. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  33555. valueNode.events.addEventListener( 'refresh', this.onRefresh );
  33556. }
  33557. }
  33558. getLayout() {
  33559. return this.getObject().layout;
  33560. }
  33561. getDefaultOutputNode() {
  33562. const output = this.getDefaultOutput().value;
  33563. if ( output && output.isNode ) {
  33564. return output;
  33565. }
  33566. return float();
  33567. }
  33568. getDefaultOutput() {
  33569. return this._exec()._output;
  33570. }
  33571. getMethod() {
  33572. if ( this.needsUpdate ) this.dispose();
  33573. if ( this._method !== null ) return this._method;
  33574. //
  33575. const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
  33576. const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
  33577. const properties = interfaceProps.join( ', ' );
  33578. const declarations = 'var ' + properties + '; var output = {};\n';
  33579. const returns = '\nreturn { ...output, ' + properties + ' };';
  33580. const code = declarations + this.codeNode.code + returns;
  33581. //
  33582. this._method = new Function( ...parametersProps, code );
  33583. return this._method;
  33584. }
  33585. dispose() {
  33586. if ( this._method === null ) return;
  33587. if ( this._object && typeof this._object.dispose === 'function' ) {
  33588. this._object.dispose();
  33589. }
  33590. this._method = null;
  33591. this._object = null;
  33592. this._source = null;
  33593. this._value = null;
  33594. this._needsOutputUpdate = true;
  33595. this._output.value = null;
  33596. this._outputs = {};
  33597. }
  33598. setup() {
  33599. return this.getDefaultOutputNode();
  33600. }
  33601. getCacheKey( force ) {
  33602. const values = [ hashString( this.source ), this.getDefaultOutputNode().getCacheKey( force ) ];
  33603. for ( const param in this.parameters ) {
  33604. values.push( this.parameters[ param ].getCacheKey( force ) );
  33605. }
  33606. return hashArray( values );
  33607. }
  33608. set needsUpdate( value ) {
  33609. if ( value === true ) this.dispose();
  33610. }
  33611. get needsUpdate() {
  33612. return this.source !== this._source;
  33613. }
  33614. _exec() {
  33615. if ( this.codeNode === null ) return this;
  33616. if ( this._needsOutputUpdate === true ) {
  33617. this._value = this.call( 'main' );
  33618. this._needsOutputUpdate = false;
  33619. }
  33620. this._output.value = this._value;
  33621. return this;
  33622. }
  33623. _refresh() {
  33624. this.needsUpdate = true;
  33625. this._exec();
  33626. this._output.refresh();
  33627. }
  33628. }
  33629. const scriptable = /*@__PURE__*/ nodeProxy( ScriptableNode );
  33630. class FogNode extends Node {
  33631. static get type() {
  33632. return 'FogNode';
  33633. }
  33634. constructor( colorNode, factorNode ) {
  33635. super( 'float' );
  33636. this.isFogNode = true;
  33637. this.colorNode = colorNode;
  33638. this.factorNode = factorNode;
  33639. }
  33640. getViewZNode( builder ) {
  33641. let viewZ;
  33642. const getViewZ = builder.context.getViewZ;
  33643. if ( getViewZ !== undefined ) {
  33644. viewZ = getViewZ( this );
  33645. }
  33646. return ( viewZ || positionView.z ).negate();
  33647. }
  33648. setup() {
  33649. return this.factorNode;
  33650. }
  33651. }
  33652. const fog = /*@__PURE__*/ nodeProxy( FogNode );
  33653. class FogRangeNode extends FogNode {
  33654. static get type() {
  33655. return 'FogRangeNode';
  33656. }
  33657. constructor( colorNode, nearNode, farNode ) {
  33658. super( colorNode );
  33659. this.isFogRangeNode = true;
  33660. this.nearNode = nearNode;
  33661. this.farNode = farNode;
  33662. }
  33663. setup( builder ) {
  33664. const viewZ = this.getViewZNode( builder );
  33665. return smoothstep( this.nearNode, this.farNode, viewZ );
  33666. }
  33667. }
  33668. const rangeFog = /*@__PURE__*/ nodeProxy( FogRangeNode );
  33669. class FogExp2Node extends FogNode {
  33670. static get type() {
  33671. return 'FogExp2Node';
  33672. }
  33673. constructor( colorNode, densityNode ) {
  33674. super( colorNode );
  33675. this.isFogExp2Node = true;
  33676. this.densityNode = densityNode;
  33677. }
  33678. setup( builder ) {
  33679. const viewZ = this.getViewZNode( builder );
  33680. const density = this.densityNode;
  33681. return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
  33682. }
  33683. }
  33684. const densityFog = /*@__PURE__*/ nodeProxy( FogExp2Node );
  33685. let min = null;
  33686. let max = null;
  33687. class RangeNode extends Node {
  33688. static get type() {
  33689. return 'RangeNode';
  33690. }
  33691. constructor( minNode = float(), maxNode = float() ) {
  33692. super();
  33693. this.minNode = minNode;
  33694. this.maxNode = maxNode;
  33695. }
  33696. getVectorLength( builder ) {
  33697. const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
  33698. const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
  33699. return minLength > maxLength ? minLength : maxLength;
  33700. }
  33701. getNodeType( builder ) {
  33702. return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
  33703. }
  33704. setup( builder ) {
  33705. const object = builder.object;
  33706. let output = null;
  33707. if ( object.count > 1 ) {
  33708. const minValue = this.minNode.value;
  33709. const maxValue = this.maxNode.value;
  33710. const minLength = builder.getTypeLength( getValueType( minValue ) );
  33711. const maxLength = builder.getTypeLength( getValueType( maxValue ) );
  33712. min = min || new Vector4();
  33713. max = max || new Vector4();
  33714. min.setScalar( 0 );
  33715. max.setScalar( 0 );
  33716. if ( minLength === 1 ) min.setScalar( minValue );
  33717. else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b );
  33718. else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
  33719. if ( maxLength === 1 ) max.setScalar( maxValue );
  33720. else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b );
  33721. else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
  33722. const stride = 4;
  33723. const length = stride * object.count;
  33724. const array = new Float32Array( length );
  33725. for ( let i = 0; i < length; i ++ ) {
  33726. const index = i % stride;
  33727. const minElementValue = min.getComponent( index );
  33728. const maxElementValue = max.getComponent( index );
  33729. array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
  33730. }
  33731. const nodeType = this.getNodeType( builder );
  33732. if ( object.count <= 4096 ) {
  33733. output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
  33734. } else {
  33735. // TODO: Improve anonymous buffer attribute creation removing this part
  33736. const bufferAttribute = new InstancedBufferAttribute( array, 4 );
  33737. builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
  33738. output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
  33739. }
  33740. } else {
  33741. output = float( 0 );
  33742. }
  33743. return output;
  33744. }
  33745. }
  33746. const range = /*@__PURE__*/ nodeProxy( RangeNode );
  33747. const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
  33748. return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
  33749. } );
  33750. const PCFShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  33751. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  33752. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  33753. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  33754. const texelSize = vec2( 1 ).div( mapSize );
  33755. const dx0 = texelSize.x.negate().mul( radius );
  33756. const dy0 = texelSize.y.negate().mul( radius );
  33757. const dx1 = texelSize.x.mul( radius );
  33758. const dy1 = texelSize.y.mul( radius );
  33759. const dx2 = dx0.div( 2 );
  33760. const dy2 = dy0.div( 2 );
  33761. const dx3 = dx1.div( 2 );
  33762. const dy3 = dy1.div( 2 );
  33763. return add(
  33764. depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
  33765. depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
  33766. depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
  33767. depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
  33768. depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
  33769. depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
  33770. depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
  33771. depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
  33772. depthCompare( shadowCoord.xy, shadowCoord.z ),
  33773. depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
  33774. depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
  33775. depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
  33776. depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
  33777. depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
  33778. depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
  33779. depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
  33780. depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
  33781. ).mul( 1 / 17 );
  33782. } );
  33783. const PCFSoftShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  33784. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  33785. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  33786. const texelSize = vec2( 1 ).div( mapSize );
  33787. const dx = texelSize.x;
  33788. const dy = texelSize.y;
  33789. const uv = shadowCoord.xy;
  33790. const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  33791. uv.subAssign( f.mul( texelSize ) );
  33792. return add(
  33793. depthCompare( uv, shadowCoord.z ),
  33794. depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  33795. depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  33796. depthCompare( uv.add( texelSize ), shadowCoord.z ),
  33797. mix(
  33798. depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  33799. depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  33800. f.x
  33801. ),
  33802. mix(
  33803. depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  33804. depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  33805. f.x
  33806. ),
  33807. mix(
  33808. depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  33809. depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  33810. f.y
  33811. ),
  33812. mix(
  33813. depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  33814. depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  33815. f.y
  33816. ),
  33817. mix(
  33818. mix(
  33819. depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  33820. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  33821. f.x
  33822. ),
  33823. mix(
  33824. depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  33825. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  33826. f.x
  33827. ),
  33828. f.y
  33829. )
  33830. ).mul( 1 / 9 );
  33831. } );
  33832. // VSM
  33833. const VSMShadowMapNode = Fn( ( { depthTexture, shadowCoord } ) => {
  33834. const occlusion = float( 1 ).toVar();
  33835. const distribution = texture( depthTexture ).uv( shadowCoord.xy ).rg;
  33836. const hardShadow = step( shadowCoord.z, distribution.x );
  33837. If( hardShadow.notEqual( float( 1.0 ) ), () => {
  33838. const distance = shadowCoord.z.sub( distribution.x );
  33839. const variance = max$1( 0, distribution.y.mul( distribution.y ) );
  33840. let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
  33841. softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
  33842. occlusion.assign( clamp( max$1( hardShadow, softnessProbability ) ) );
  33843. } );
  33844. return occlusion;
  33845. } );
  33846. const VSMPassVertical = Fn( ( { samples, radius, size, shadowPass } ) => {
  33847. const mean = float( 0 ).toVar();
  33848. const squaredMean = float( 0 ).toVar();
  33849. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  33850. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  33851. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  33852. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  33853. const depth = shadowPass.uv( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
  33854. mean.addAssign( depth );
  33855. squaredMean.addAssign( depth.mul( depth ) );
  33856. } );
  33857. mean.divAssign( samples );
  33858. squaredMean.divAssign( samples );
  33859. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  33860. return vec2( mean, std_dev );
  33861. } );
  33862. const VSMPassHorizontal = Fn( ( { samples, radius, size, shadowPass } ) => {
  33863. const mean = float( 0 ).toVar();
  33864. const squaredMean = float( 0 ).toVar();
  33865. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  33866. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  33867. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  33868. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  33869. const distribution = shadowPass.uv( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
  33870. mean.addAssign( distribution.x );
  33871. squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
  33872. } );
  33873. mean.divAssign( samples );
  33874. squaredMean.divAssign( samples );
  33875. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  33876. return vec2( mean, std_dev );
  33877. } );
  33878. const _shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, VSMShadowMapNode ];
  33879. //
  33880. let _overrideMaterial = null;
  33881. const _quadMesh$1 = /*@__PURE__*/ new QuadMesh();
  33882. class AnalyticLightNode extends LightingNode {
  33883. static get type() {
  33884. return 'AnalyticLightNode';
  33885. }
  33886. constructor( light = null ) {
  33887. super();
  33888. this.updateType = NodeUpdateType.FRAME;
  33889. this.light = light;
  33890. this.color = new Color();
  33891. this.colorNode = uniform( this.color ).setGroup( renderGroup );
  33892. this.baseColorNode = null;
  33893. this.shadowMap = null;
  33894. this.shadowNode = null;
  33895. this.shadowColorNode = null;
  33896. this.vsmShadowMapVertical = null;
  33897. this.vsmShadowMapHorizontal = null;
  33898. this.vsmMaterialVertical = null;
  33899. this.vsmMaterialHorizontal = null;
  33900. this.isAnalyticLightNode = true;
  33901. }
  33902. getCacheKey() {
  33903. return hash$1( super.getCacheKey(), this.light.id, this.light.castShadow ? 1 : 0 );
  33904. }
  33905. getHash() {
  33906. return this.light.uuid;
  33907. }
  33908. setupShadow( builder ) {
  33909. const { object, renderer } = builder;
  33910. if ( renderer.shadowMap.enabled === false ) return;
  33911. let shadowColorNode = this.shadowColorNode;
  33912. if ( shadowColorNode === null ) {
  33913. if ( _overrideMaterial === null ) {
  33914. _overrideMaterial = new NodeMaterial();
  33915. _overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
  33916. _overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
  33917. _overrideMaterial.name = 'ShadowMaterial';
  33918. }
  33919. const shadowMapType = renderer.shadowMap.type;
  33920. const shadow = this.light.shadow;
  33921. const depthTexture = new DepthTexture();
  33922. depthTexture.compareFunction = LessCompare;
  33923. const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  33924. shadowMap.depthTexture = depthTexture;
  33925. shadow.camera.updateProjectionMatrix();
  33926. // VSM
  33927. if ( shadowMapType === VSMShadowMap ) {
  33928. depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
  33929. this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  33930. this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  33931. const shadowPassVertical = texture( depthTexture );
  33932. const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
  33933. const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
  33934. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  33935. const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  33936. let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
  33937. material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
  33938. material.name = 'VSMVertical';
  33939. material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
  33940. material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
  33941. material.name = 'VSMHorizontal';
  33942. }
  33943. //
  33944. const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
  33945. const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
  33946. const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
  33947. const position = object.material.shadowPositionNode || positionWorld;
  33948. let shadowCoord = uniform( shadow.matrix ).setGroup( renderGroup ).mul( position.add( normalWorld.mul( normalBias ) ) );
  33949. let coordZ;
  33950. if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
  33951. shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
  33952. coordZ = shadowCoord.z;
  33953. if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  33954. coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
  33955. }
  33956. } else {
  33957. const w = shadowCoord.w;
  33958. shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
  33959. // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
  33960. // updated to use the shadow camera. So, we have to declare our own "local" ones here.
  33961. // TODO: Can we fix cameraNear/cameraFar in src/nodes/accessors/Camera.js so we don't have to declare local ones here?
  33962. const cameraNearLocal = uniform( 'float' ).onRenderUpdate( () => shadow.camera.near );
  33963. const cameraFarLocal = uniform( 'float' ).onRenderUpdate( () => shadow.camera.far );
  33964. coordZ = perspectiveDepthToLogarithmicDepth( w, cameraNearLocal, cameraFarLocal );
  33965. }
  33966. shadowCoord = vec3(
  33967. shadowCoord.x,
  33968. shadowCoord.y.oneMinus(), // follow webgpu standards
  33969. coordZ.add( bias )
  33970. );
  33971. const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  33972. .and( shadowCoord.x.lessThanEqual( 1 ) )
  33973. .and( shadowCoord.y.greaterThanEqual( 0 ) )
  33974. .and( shadowCoord.y.lessThanEqual( 1 ) )
  33975. .and( shadowCoord.z.lessThanEqual( 1 ) );
  33976. //
  33977. const filterFn = shadow.filterNode || _shadowFilterLib[ renderer.shadowMap.type ] || null;
  33978. if ( filterFn === null ) {
  33979. throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
  33980. }
  33981. const shadowColor = texture( shadowMap.texture, shadowCoord );
  33982. const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
  33983. this.shadowMap = shadowMap;
  33984. this.light.shadow.map = shadowMap;
  33985. this.shadowNode = shadowNode;
  33986. this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
  33987. this.baseColorNode = this.colorNode;
  33988. }
  33989. //
  33990. this.colorNode = shadowColorNode;
  33991. this.updateBeforeType = NodeUpdateType.RENDER;
  33992. }
  33993. setup( builder ) {
  33994. this.colorNode = this.baseColorNode || this.colorNode;
  33995. if ( this.light.castShadow ) {
  33996. if ( builder.object.receiveShadow ) {
  33997. this.setupShadow( builder );
  33998. }
  33999. } else if ( this.shadowNode !== null ) {
  34000. this.disposeShadow();
  34001. }
  34002. }
  34003. updateShadow( frame ) {
  34004. const { shadowMap, light } = this;
  34005. const { renderer, scene, camera } = frame;
  34006. const shadowType = renderer.shadowMap.type;
  34007. const depthVersion = shadowMap.depthTexture.version;
  34008. this._depthVersionCached = depthVersion;
  34009. const currentOverrideMaterial = scene.overrideMaterial;
  34010. scene.overrideMaterial = _overrideMaterial;
  34011. shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  34012. light.shadow.updateMatrices( light );
  34013. light.shadow.camera.layers.mask = camera.layers.mask;
  34014. const currentRenderTarget = renderer.getRenderTarget();
  34015. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  34016. renderer.setRenderObjectFunction( ( object, ...params ) => {
  34017. if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
  34018. renderer.renderObject( object, ...params );
  34019. }
  34020. } );
  34021. renderer.setRenderTarget( shadowMap );
  34022. renderer.render( scene, light.shadow.camera );
  34023. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  34024. // vsm blur pass
  34025. if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
  34026. this.vsmPass( frame, light );
  34027. }
  34028. renderer.setRenderTarget( currentRenderTarget );
  34029. scene.overrideMaterial = currentOverrideMaterial;
  34030. }
  34031. vsmPass( frame, light ) {
  34032. const { renderer } = frame;
  34033. this.vsmShadowMapVertical.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  34034. this.vsmShadowMapHorizontal.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  34035. renderer.setRenderTarget( this.vsmShadowMapVertical );
  34036. _quadMesh$1.material = this.vsmMaterialVertical;
  34037. _quadMesh$1.render( renderer );
  34038. renderer.setRenderTarget( this.vsmShadowMapHorizontal );
  34039. _quadMesh$1.material = this.vsmMaterialHorizontal;
  34040. _quadMesh$1.render( renderer );
  34041. }
  34042. disposeShadow() {
  34043. this.shadowMap.dispose();
  34044. this.shadowMap = null;
  34045. if ( this.vsmShadowMapVertical !== null ) {
  34046. this.vsmShadowMapVertical.dispose();
  34047. this.vsmShadowMapVertical = null;
  34048. this.vsmMaterialVertical.dispose();
  34049. this.vsmMaterialVertical = null;
  34050. }
  34051. if ( this.vsmShadowMapHorizontal !== null ) {
  34052. this.vsmShadowMapHorizontal.dispose();
  34053. this.vsmShadowMapHorizontal = null;
  34054. this.vsmMaterialHorizontal.dispose();
  34055. this.vsmMaterialHorizontal = null;
  34056. }
  34057. this.shadowNode = null;
  34058. this.shadowColorNode = null;
  34059. this.baseColorNode = null;
  34060. this.updateBeforeType = NodeUpdateType.NONE;
  34061. }
  34062. updateBefore( frame ) {
  34063. const shadow = this.light.shadow;
  34064. const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
  34065. if ( needsUpdate ) {
  34066. this.updateShadow( frame );
  34067. if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
  34068. shadow.needsUpdate = false;
  34069. }
  34070. }
  34071. }
  34072. update( /*frame*/ ) {
  34073. const { light } = this;
  34074. this.color.copy( light.color ).multiplyScalar( light.intensity );
  34075. }
  34076. }
  34077. const getDistanceAttenuation = /*@__PURE__*/ Fn( ( inputs ) => {
  34078. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  34079. // based upon Frostbite 3 Moving to Physically-based Rendering
  34080. // page 32, equation 26: E[window1]
  34081. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  34082. const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
  34083. return cutoffDistance.greaterThan( 0 ).select(
  34084. distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  34085. distanceFalloff
  34086. );
  34087. } ); // validated
  34088. let uniformsLib;
  34089. function getLightData( light ) {
  34090. uniformsLib = uniformsLib || new WeakMap();
  34091. let uniforms = uniformsLib.get( light );
  34092. if ( uniforms === undefined ) uniformsLib.set( light, uniforms = {} );
  34093. return uniforms;
  34094. }
  34095. function lightPosition( light ) {
  34096. const data = getLightData( light );
  34097. return data.position || ( data.position = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.matrixWorld ) ) );
  34098. }
  34099. function lightTargetPosition( light ) {
  34100. const data = getLightData( light );
  34101. return data.targetPosition || ( data.targetPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.target.matrixWorld ) ) );
  34102. }
  34103. function lightViewPosition( light ) {
  34104. const data = getLightData( light );
  34105. return data.viewPosition || ( data.viewPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => {
  34106. self.value = self.value || new Vector3();
  34107. self.value.setFromMatrixPosition( light.matrixWorld );
  34108. self.value.applyMatrix4( camera.matrixWorldInverse );
  34109. } ) );
  34110. }
  34111. const lightTargetDirection = ( light ) => cameraViewMatrix.transformDirection( lightPosition( light ).sub( lightTargetPosition( light ) ) );
  34112. const hash = /*@__PURE__*/ Fn( ( [ seed ] ) => {
  34113. // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
  34114. const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
  34115. const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
  34116. const result = word.shiftRight( 22 ).bitXor( word );
  34117. return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
  34118. } );
  34119. // remapping functions https://iquilezles.org/articles/functions/
  34120. const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
  34121. const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) );
  34122. const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
  34123. const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
  34124. // https://github.com/cabbibo/glsl-tri-noise-3d
  34125. const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
  34126. return x.fract().sub( .5 ).abs();
  34127. } ).setLayout( {
  34128. name: 'tri',
  34129. type: 'float',
  34130. inputs: [
  34131. { name: 'x', type: 'float' }
  34132. ]
  34133. } );
  34134. const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
  34135. return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
  34136. } ).setLayout( {
  34137. name: 'tri3',
  34138. type: 'vec3',
  34139. inputs: [
  34140. { name: 'p', type: 'vec3' }
  34141. ]
  34142. } );
  34143. const triNoise3D = /*@__PURE__*/ Fn( ( [ p_immutable, spd, time ] ) => {
  34144. const p = vec3( p_immutable ).toVar();
  34145. const z = float( 1.4 ).toVar();
  34146. const rz = float( 0.0 ).toVar();
  34147. const bp = vec3( p ).toVar();
  34148. Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
  34149. const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
  34150. p.addAssign( dg.add( time.mul( float( 0.1 ).mul( spd ) ) ) );
  34151. bp.mulAssign( 1.8 );
  34152. z.mulAssign( 1.5 );
  34153. p.mulAssign( 1.2 );
  34154. const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
  34155. rz.addAssign( t.div( z ) );
  34156. bp.addAssign( 0.14 );
  34157. } );
  34158. return rz;
  34159. } ).setLayout( {
  34160. name: 'triNoise3D',
  34161. type: 'float',
  34162. inputs: [
  34163. { name: 'p', type: 'vec3' },
  34164. { name: 'spd', type: 'float' },
  34165. { name: 'time', type: 'float' }
  34166. ]
  34167. } );
  34168. const rotateUV = /*@__PURE__*/ Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
  34169. return rotate( uv.sub( center ), rotation ).add( center );
  34170. } );
  34171. const spherizeUV = /*@__PURE__*/ Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
  34172. const delta = uv.sub( center );
  34173. const delta2 = delta.dot( delta );
  34174. const delta4 = delta2.mul( delta2 );
  34175. const deltaOffset = delta4.mul( strength );
  34176. return uv.add( delta.mul( deltaOffset ) );
  34177. } );
  34178. const billboarding = /*@__PURE__*/ Fn( ( { position = null, horizontal = true, vertical = false } ) => {
  34179. let worldMatrix;
  34180. if ( position !== null ) {
  34181. worldMatrix = modelWorldMatrix.toVar();
  34182. worldMatrix[ 3 ][ 0 ] = position.x;
  34183. worldMatrix[ 3 ][ 1 ] = position.y;
  34184. worldMatrix[ 3 ][ 2 ] = position.z;
  34185. } else {
  34186. worldMatrix = modelWorldMatrix;
  34187. }
  34188. const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
  34189. if ( defined( horizontal ) ) {
  34190. modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
  34191. modelViewMatrix[ 0 ][ 1 ] = 0;
  34192. modelViewMatrix[ 0 ][ 2 ] = 0;
  34193. }
  34194. if ( defined( vertical ) ) {
  34195. modelViewMatrix[ 1 ][ 0 ] = 0;
  34196. modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
  34197. modelViewMatrix[ 1 ][ 2 ] = 0;
  34198. }
  34199. modelViewMatrix[ 2 ][ 0 ] = 0;
  34200. modelViewMatrix[ 2 ][ 1 ] = 0;
  34201. modelViewMatrix[ 2 ][ 2 ] = 1;
  34202. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  34203. } );
  34204. const viewportSafeUV = /*@__PURE__*/ Fn( ( [ uv = null ] ) => {
  34205. const depth = linearDepth();
  34206. const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
  34207. const finalUV = depthDiff.lessThan( 0 ).select( screenUV, uv );
  34208. return finalUV;
  34209. } );
  34210. const _objectData = new WeakMap();
  34211. class VelocityNode extends TempNode {
  34212. static get type() {
  34213. return 'VelocityNode';
  34214. }
  34215. constructor() {
  34216. super( 'vec2' );
  34217. this.updateType = NodeUpdateType.OBJECT;
  34218. this.updateAfterType = NodeUpdateType.OBJECT;
  34219. this.previousModelWorldMatrix = uniform( new Matrix4() );
  34220. this.previousProjectionMatrix = uniform( new Matrix4() ).setGroup( renderGroup );
  34221. this.previousCameraViewMatrix = uniform( new Matrix4() );
  34222. }
  34223. update( { frameId, camera, object } ) {
  34224. const previousModelMatrix = getPreviousMatrix( object );
  34225. this.previousModelWorldMatrix.value.copy( previousModelMatrix );
  34226. //
  34227. const cameraData = getData( camera );
  34228. if ( cameraData.frameId !== frameId ) {
  34229. cameraData.frameId = frameId;
  34230. if ( cameraData.previousProjectionMatrix === undefined ) {
  34231. cameraData.previousProjectionMatrix = new Matrix4();
  34232. cameraData.previousCameraViewMatrix = new Matrix4();
  34233. cameraData.currentProjectionMatrix = new Matrix4();
  34234. cameraData.currentCameraViewMatrix = new Matrix4();
  34235. cameraData.previousProjectionMatrix.copy( camera.projectionMatrix );
  34236. cameraData.previousCameraViewMatrix.copy( camera.matrixWorldInverse );
  34237. } else {
  34238. cameraData.previousProjectionMatrix.copy( cameraData.currentProjectionMatrix );
  34239. cameraData.previousCameraViewMatrix.copy( cameraData.currentCameraViewMatrix );
  34240. }
  34241. cameraData.currentProjectionMatrix.copy( camera.projectionMatrix );
  34242. cameraData.currentCameraViewMatrix.copy( camera.matrixWorldInverse );
  34243. this.previousProjectionMatrix.value.copy( cameraData.previousProjectionMatrix );
  34244. this.previousCameraViewMatrix.value.copy( cameraData.previousCameraViewMatrix );
  34245. }
  34246. }
  34247. updateAfter( { object } ) {
  34248. getPreviousMatrix( object ).copy( object.matrixWorld );
  34249. }
  34250. setup( /*builder*/ ) {
  34251. const previousModelViewMatrix = this.previousCameraViewMatrix.mul( this.previousModelWorldMatrix );
  34252. const clipPositionCurrent = cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  34253. const clipPositionPrevious = this.previousProjectionMatrix.mul( previousModelViewMatrix ).mul( positionPrevious );
  34254. const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
  34255. const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
  34256. const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
  34257. return velocity;
  34258. }
  34259. }
  34260. function getData( object ) {
  34261. let objectData = _objectData.get( object );
  34262. if ( objectData === undefined ) {
  34263. objectData = {};
  34264. _objectData.set( object, objectData );
  34265. }
  34266. return objectData;
  34267. }
  34268. function getPreviousMatrix( object, index = 0 ) {
  34269. const objectData = getData( object );
  34270. let matrix = objectData[ index ];
  34271. if ( matrix === undefined ) {
  34272. objectData[ index ] = matrix = new Matrix4();
  34273. }
  34274. return matrix;
  34275. }
  34276. const velocity = /*@__PURE__*/ nodeImmutable( VelocityNode );
  34277. const burn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  34278. return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
  34279. } ).setLayout( {
  34280. name: 'burnBlend',
  34281. type: 'vec3',
  34282. inputs: [
  34283. { name: 'base', type: 'vec3' },
  34284. { name: 'blend', type: 'vec3' }
  34285. ]
  34286. } );
  34287. const dodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  34288. return min$1( base.div( blend.oneMinus() ), 1.0 );
  34289. } ).setLayout( {
  34290. name: 'dodgeBlend',
  34291. type: 'vec3',
  34292. inputs: [
  34293. { name: 'base', type: 'vec3' },
  34294. { name: 'blend', type: 'vec3' }
  34295. ]
  34296. } );
  34297. const screen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  34298. return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
  34299. } ).setLayout( {
  34300. name: 'screenBlend',
  34301. type: 'vec3',
  34302. inputs: [
  34303. { name: 'base', type: 'vec3' },
  34304. { name: 'blend', type: 'vec3' }
  34305. ]
  34306. } );
  34307. const overlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  34308. return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
  34309. } ).setLayout( {
  34310. name: 'overlayBlend',
  34311. type: 'vec3',
  34312. inputs: [
  34313. { name: 'base', type: 'vec3' },
  34314. { name: 'blend', type: 'vec3' }
  34315. ]
  34316. } );
  34317. const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => {
  34318. return luminance( color.rgb );
  34319. } );
  34320. const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  34321. return adjustment.mix( luminance( color.rgb ), color.rgb );
  34322. } );
  34323. const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  34324. const average = add( color.r, color.g, color.b ).div( 3.0 );
  34325. const mx = color.r.max( color.g.max( color.b ) );
  34326. const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
  34327. return mix( color.rgb, mx, amt );
  34328. } );
  34329. const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  34330. const k = vec3( 0.57735, 0.57735, 0.57735 );
  34331. const cosAngle = adjustment.cos();
  34332. return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
  34333. } );
  34334. const luminance = (
  34335. color,
  34336. luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3() ) )
  34337. ) => dot( color, luminanceCoefficients );
  34338. const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );
  34339. /**
  34340. * Color Decision List (CDL) v1.2
  34341. *
  34342. * Compact representation of color grading information, defined by slope, offset, power, and
  34343. * saturation. The CDL should be typically be given input in a log space (such as LogC, ACEScc,
  34344. * or AgX Log), and will return output in the same space. Output may require clamping >=0.
  34345. *
  34346. * @param {vec4} color Input (-Infinity < input < +Infinity)
  34347. * @param {number | vec3} slope Slope (0 ≤ slope < +Infinity)
  34348. * @param {number | vec3} offset Offset (-Infinity < offset < +Infinity; typically -1 < offset < 1)
  34349. * @param {number | vec3} power Power (0 < power < +Infinity)
  34350. * @param {number} saturation Saturation (0 ≤ saturation < +Infinity; typically 0 ≤ saturation < 4)
  34351. * @param {vec3} luminanceCoefficients Luminance coefficients for saturation term, typically Rec. 709
  34352. * @return Output, -Infinity < output < +Infinity
  34353. *
  34354. * References:
  34355. * - ASC CDL v1.2
  34356. * - https://blender.stackexchange.com/a/55239/43930
  34357. * - https://docs.acescentral.com/specifications/acescc/
  34358. */
  34359. const cdl = /*@__PURE__*/ Fn( ( [
  34360. color,
  34361. slope = vec3( 1 ),
  34362. offset = vec3( 0 ),
  34363. power = vec3( 1 ),
  34364. saturation = float( 1 ),
  34365. // ASC CDL v1.2 explicitly requires Rec. 709 luminance coefficients.
  34366. luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3(), LinearSRGBColorSpace ) )
  34367. ] ) => {
  34368. // NOTE: The ASC CDL v1.2 defines a [0, 1] clamp on the slope+offset term, and another on the
  34369. // saturation term. Per the ACEScc specification and Filament, limits may be omitted to support
  34370. // values outside [0, 1], requiring a workaround for negative values in the power expression.
  34371. const luma = color.rgb.dot( vec3( luminanceCoefficients ) );
  34372. const v = max$1( color.rgb.mul( slope ).add( offset ), 0.0 ).toVar();
  34373. const pv = v.pow( power ).toVar();
  34374. If( v.r.greaterThan( 0.0 ), () => { v.r.assign( pv.r ); } ); // eslint-disable-line
  34375. If( v.g.greaterThan( 0.0 ), () => { v.g.assign( pv.g ); } ); // eslint-disable-line
  34376. If( v.b.greaterThan( 0.0 ), () => { v.b.assign( pv.b ); } ); // eslint-disable-line
  34377. v.assign( luma.add( v.sub( luma ).mul( saturation ) ) );
  34378. return vec4( v.rgb, color.a );
  34379. } );
  34380. const sRGBToLinearSRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  34381. const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  34382. const b = color.mul( 0.0773993808 );
  34383. const factor = color.lessThanEqual( 0.04045 );
  34384. const rgbResult = mix( a, b, factor );
  34385. return rgbResult;
  34386. } ).setLayout( {
  34387. name: 'sRGBToLinearSRGB',
  34388. type: 'vec3',
  34389. inputs: [
  34390. { name: 'color', type: 'vec3' }
  34391. ]
  34392. } );
  34393. const linearSRGBTosRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  34394. const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  34395. const b = color.mul( 12.92 );
  34396. const factor = color.lessThanEqual( 0.0031308 );
  34397. const rgbResult = mix( a, b, factor );
  34398. return rgbResult;
  34399. } ).setLayout( {
  34400. name: 'linearSRGBTosRGB',
  34401. type: 'vec3',
  34402. inputs: [
  34403. { name: 'color', type: 'vec3' }
  34404. ]
  34405. } );
  34406. // exposure only
  34407. const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34408. return color.mul( exposure ).clamp();
  34409. } ).setLayout( {
  34410. name: 'linearToneMapping',
  34411. type: 'vec3',
  34412. inputs: [
  34413. { name: 'color', type: 'vec3' },
  34414. { name: 'exposure', type: 'float' }
  34415. ]
  34416. } );
  34417. // source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
  34418. const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34419. color = color.mul( exposure );
  34420. return color.div( color.add( 1.0 ) ).clamp();
  34421. } ).setLayout( {
  34422. name: 'reinhardToneMapping',
  34423. type: 'vec3',
  34424. inputs: [
  34425. { name: 'color', type: 'vec3' },
  34426. { name: 'exposure', type: 'float' }
  34427. ]
  34428. } );
  34429. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  34430. const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34431. // filmic operator by Jim Hejl and Richard Burgess-Dawson
  34432. color = color.mul( exposure );
  34433. color = color.sub( 0.004 ).max( 0.0 );
  34434. const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  34435. const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
  34436. return a.div( b ).pow( 2.2 );
  34437. } ).setLayout( {
  34438. name: 'cineonToneMapping',
  34439. type: 'vec3',
  34440. inputs: [
  34441. { name: 'color', type: 'vec3' },
  34442. { name: 'exposure', type: 'float' }
  34443. ]
  34444. } );
  34445. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  34446. const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {
  34447. const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  34448. const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
  34449. return a.div( b );
  34450. } );
  34451. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  34452. const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34453. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  34454. const ACESInputMat = mat3(
  34455. 0.59719, 0.35458, 0.04823,
  34456. 0.07600, 0.90834, 0.01566,
  34457. 0.02840, 0.13383, 0.83777
  34458. );
  34459. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  34460. const ACESOutputMat = mat3(
  34461. 1.60475, - 0.53108, - 0.07367,
  34462. - 0.10208, 1.10813, - 0.00605,
  34463. - 0.00327, - 0.07276, 1.07602
  34464. );
  34465. color = color.mul( exposure ).div( 0.6 );
  34466. color = ACESInputMat.mul( color );
  34467. // Apply RRT and ODT
  34468. color = RRTAndODTFit( color );
  34469. color = ACESOutputMat.mul( color );
  34470. // Clamp to [0, 1]
  34471. return color.clamp();
  34472. } ).setLayout( {
  34473. name: 'acesFilmicToneMapping',
  34474. type: 'vec3',
  34475. inputs: [
  34476. { name: 'color', type: 'vec3' },
  34477. { name: 'exposure', type: 'float' }
  34478. ]
  34479. } );
  34480. const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) );
  34481. const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
  34482. const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  34483. const x = vec3( x_immutable ).toVar();
  34484. const x2 = vec3( x.mul( x ) ).toVar();
  34485. const x4 = vec3( x2.mul( x2 ) ).toVar();
  34486. return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );
  34487. } );
  34488. const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34489. const colortone = vec3( color ).toVar();
  34490. const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  34491. const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
  34492. const AgxMinEv = float( - 12.47393 );
  34493. const AgxMaxEv = float( 4.026069 );
  34494. colortone.mulAssign( exposure );
  34495. colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  34496. colortone.assign( AgXInsetMatrix.mul( colortone ) );
  34497. colortone.assign( max$1( colortone, 1e-10 ) );
  34498. colortone.assign( log2( colortone ) );
  34499. colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  34500. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  34501. colortone.assign( agxDefaultContrastApprox( colortone ) );
  34502. colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  34503. colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  34504. colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  34505. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  34506. return colortone;
  34507. } ).setLayout( {
  34508. name: 'agxToneMapping',
  34509. type: 'vec3',
  34510. inputs: [
  34511. { name: 'color', type: 'vec3' },
  34512. { name: 'exposure', type: 'float' }
  34513. ]
  34514. } );
  34515. // https://modelviewer.dev/examples/tone-mapping
  34516. const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  34517. const StartCompression = float( 0.8 - 0.04 );
  34518. const Desaturation = float( 0.15 );
  34519. color = color.mul( exposure );
  34520. const x = min$1( color.r, min$1( color.g, color.b ) );
  34521. const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
  34522. color.subAssign( offset );
  34523. const peak = max$1( color.r, max$1( color.g, color.b ) );
  34524. If( peak.lessThan( StartCompression ), () => {
  34525. return color;
  34526. } );
  34527. const d = sub( 1, StartCompression );
  34528. const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  34529. color.mulAssign( newPeak.div( peak ) );
  34530. const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
  34531. return mix( color, vec3( newPeak ), g );
  34532. } ).setLayout( {
  34533. name: 'neutralToneMapping',
  34534. type: 'vec3',
  34535. inputs: [
  34536. { name: 'color', type: 'vec3' },
  34537. { name: 'exposure', type: 'float' }
  34538. ]
  34539. } );
  34540. class ComputeBuiltinNode extends Node {
  34541. static get type() {
  34542. return 'ComputeBuiltinNode';
  34543. }
  34544. constructor( builtinName, nodeType ) {
  34545. super( nodeType );
  34546. this._builtinName = builtinName;
  34547. }
  34548. getHash( builder ) {
  34549. return this.getBuiltinName( builder );
  34550. }
  34551. getNodeType( /*builder*/ ) {
  34552. return this.nodeType;
  34553. }
  34554. setBuiltinName( builtinName ) {
  34555. this._builtinName = builtinName;
  34556. return this;
  34557. }
  34558. getBuiltinName( /*builder*/ ) {
  34559. return this._builtinName;
  34560. }
  34561. hasBuiltin( builder ) {
  34562. builder.hasBuiltin( this._builtinName );
  34563. }
  34564. generate( builder, output ) {
  34565. const builtinName = this.getBuiltinName( builder );
  34566. const nodeType = this.getNodeType( builder );
  34567. if ( builder.shaderStage === 'compute' ) {
  34568. return builder.format( builtinName, nodeType, output );
  34569. } else {
  34570. console.warn( `ComputeBuiltinNode: Compute built-in value ${builtinName} can not be accessed in the ${builder.shaderStage} stage` );
  34571. return builder.generateConst( nodeType );
  34572. }
  34573. }
  34574. serialize( data ) {
  34575. super.serialize( data );
  34576. data.global = this.global;
  34577. data._builtinName = this._builtinName;
  34578. }
  34579. deserialize( data ) {
  34580. super.deserialize( data );
  34581. this.global = data.global;
  34582. this._builtinName = data._builtinName;
  34583. }
  34584. }
  34585. const computeBuiltin = ( name, nodeType ) => nodeObject( new ComputeBuiltinNode( name, nodeType ) );
  34586. const numWorkgroups = /*@__PURE__*/ computeBuiltin( 'numWorkgroups', 'uvec3' );
  34587. const workgroupId = /*@__PURE__*/ computeBuiltin( 'workgroupId', 'uvec3' );
  34588. const localId = /*@__PURE__*/ computeBuiltin( 'localId', 'uvec3' );
  34589. const subgroupSize = /*@__PURE__*/ computeBuiltin( 'subgroupSize', 'uint' );
  34590. class BarrierNode extends Node {
  34591. constructor( scope ) {
  34592. super();
  34593. this.scope = scope;
  34594. }
  34595. generate( builder ) {
  34596. const { scope } = this;
  34597. const { renderer } = builder;
  34598. if ( renderer.backend.isWebGLBackend === true ) {
  34599. builder.addFlowCode( `\t// ${scope}Barrier \n` );
  34600. } else {
  34601. builder.addLineFlowCode( `${scope}Barrier()`, this );
  34602. }
  34603. }
  34604. }
  34605. const barrier = nodeProxy( BarrierNode );
  34606. const workgroupBarrier = () => barrier( 'workgroup' ).append();
  34607. const storageBarrier = () => barrier( 'storage' ).append();
  34608. const textureBarrier = () => barrier( 'texture' ).append();
  34609. class WorkgroupInfoElementNode extends ArrayElementNode {
  34610. constructor( workgroupInfoNode, indexNode ) {
  34611. super( workgroupInfoNode, indexNode );
  34612. this.isWorkgroupInfoElementNode = true;
  34613. }
  34614. generate( builder, output ) {
  34615. let snippet;
  34616. const isAssignContext = builder.context.assign;
  34617. snippet = super.generate( builder );
  34618. if ( isAssignContext !== true ) {
  34619. const type = this.getNodeType( builder );
  34620. snippet = builder.format( snippet, type, output );
  34621. }
  34622. // TODO: Possibly activate clip distance index on index access rather than from clipping context
  34623. return snippet;
  34624. }
  34625. }
  34626. class WorkgroupInfoNode extends Node {
  34627. constructor( scope, bufferType, bufferCount = 0 ) {
  34628. super( bufferType );
  34629. this.bufferType = bufferType;
  34630. this.bufferCount = bufferCount;
  34631. this.isWorkgroupInfoNode = true;
  34632. this.scope = scope;
  34633. }
  34634. label( name ) {
  34635. this.name = name;
  34636. return this;
  34637. }
  34638. getHash() {
  34639. return this.uuid;
  34640. }
  34641. setScope( scope ) {
  34642. this.scope = scope;
  34643. return this;
  34644. }
  34645. getInputType( /*builder*/ ) {
  34646. return `${this.scope}Array`;
  34647. }
  34648. element( indexNode ) {
  34649. return nodeObject( new WorkgroupInfoElementNode( this, indexNode ) );
  34650. }
  34651. generate( builder ) {
  34652. return builder.getScopedArray( this.name || `${this.scope}Array_${this.id}`, this.scope.toLowerCase(), this.bufferType, this.bufferCount );
  34653. }
  34654. }
  34655. const workgroupArray = ( type, count ) => nodeObject( new WorkgroupInfoNode( 'Workgroup', type, count ) );
  34656. class AtomicFunctionNode extends TempNode {
  34657. static get type() {
  34658. return 'AtomicFunctionNode';
  34659. }
  34660. constructor( method, pointerNode, valueNode, storeNode = null ) {
  34661. super( 'uint' );
  34662. this.method = method;
  34663. this.pointerNode = pointerNode;
  34664. this.valueNode = valueNode;
  34665. this.storeNode = storeNode;
  34666. }
  34667. getInputType( builder ) {
  34668. return this.pointerNode.getNodeType( builder );
  34669. }
  34670. getNodeType( builder ) {
  34671. return this.getInputType( builder );
  34672. }
  34673. generate( builder ) {
  34674. const method = this.method;
  34675. const type = this.getNodeType( builder );
  34676. const inputType = this.getInputType( builder );
  34677. const a = this.pointerNode;
  34678. const b = this.valueNode;
  34679. const params = [];
  34680. params.push( `&${ a.build( builder, inputType ) }` );
  34681. params.push( b.build( builder, inputType ) );
  34682. const methodSnippet = `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`;
  34683. if ( this.storeNode !== null ) {
  34684. const varSnippet = this.storeNode.build( builder, inputType );
  34685. builder.addLineFlowCode( `${varSnippet} = ${methodSnippet}`, this );
  34686. } else {
  34687. builder.addLineFlowCode( methodSnippet, this );
  34688. }
  34689. }
  34690. }
  34691. AtomicFunctionNode.ATOMIC_LOAD = 'atomicLoad';
  34692. AtomicFunctionNode.ATOMIC_STORE = 'atomicStore';
  34693. AtomicFunctionNode.ATOMIC_ADD = 'atomicAdd';
  34694. AtomicFunctionNode.ATOMIC_SUB = 'atomicSub';
  34695. AtomicFunctionNode.ATOMIC_MAX = 'atomicMax';
  34696. AtomicFunctionNode.ATOMIC_MIN = 'atomicMin';
  34697. AtomicFunctionNode.ATOMIC_AND = 'atomicAnd';
  34698. AtomicFunctionNode.ATOMIC_OR = 'atomicOr';
  34699. AtomicFunctionNode.ATOMIC_XOR = 'atomicXor';
  34700. const atomicNode = nodeProxy( AtomicFunctionNode );
  34701. const atomicFunc = ( method, pointerNode, valueNode, storeNode ) => {
  34702. const node = atomicNode( method, pointerNode, valueNode, storeNode );
  34703. node.append();
  34704. return node;
  34705. };
  34706. const atomicStore = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_STORE, pointerNode, valueNode, storeNode );
  34707. const atomicAdd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_ADD, pointerNode, valueNode, storeNode );
  34708. const atomicSub = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_SUB, pointerNode, valueNode, storeNode );
  34709. const atomicMax = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MAX, pointerNode, valueNode, storeNode );
  34710. const atomicMin = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MIN, pointerNode, valueNode, storeNode );
  34711. const atomicAnd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_AND, pointerNode, valueNode, storeNode );
  34712. const atomicOr = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_OR, pointerNode, valueNode, storeNode );
  34713. const atomicXor = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_XOR, pointerNode, valueNode, storeNode );
  34714. const checker = /*@__PURE__*/ Fn( ( [ coord = uv() ] ) => {
  34715. const uv = coord.mul( 2.0 );
  34716. const cx = uv.x.floor();
  34717. const cy = uv.y.floor();
  34718. const result = cx.add( cy ).mod( 2.0 );
  34719. return result.sign();
  34720. } );
  34721. // Three.js Transpiler
  34722. // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
  34723. const mx_select = /*@__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
  34724. const f = float( f_immutable ).toVar();
  34725. const t = float( t_immutable ).toVar();
  34726. const b = bool( b_immutable ).toVar();
  34727. return select( b, t, f );
  34728. } ).setLayout( {
  34729. name: 'mx_select',
  34730. type: 'float',
  34731. inputs: [
  34732. { name: 'b', type: 'bool' },
  34733. { name: 't', type: 'float' },
  34734. { name: 'f', type: 'float' }
  34735. ]
  34736. } );
  34737. const mx_negate_if = /*@__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
  34738. const b = bool( b_immutable ).toVar();
  34739. const val = float( val_immutable ).toVar();
  34740. return select( b, val.negate(), val );
  34741. } ).setLayout( {
  34742. name: 'mx_negate_if',
  34743. type: 'float',
  34744. inputs: [
  34745. { name: 'val', type: 'float' },
  34746. { name: 'b', type: 'bool' }
  34747. ]
  34748. } );
  34749. const mx_floor = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  34750. const x = float( x_immutable ).toVar();
  34751. return int( floor( x ) );
  34752. } ).setLayout( {
  34753. name: 'mx_floor',
  34754. type: 'int',
  34755. inputs: [
  34756. { name: 'x', type: 'float' }
  34757. ]
  34758. } );
  34759. const mx_floorfrac = /*@__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
  34760. const x = float( x_immutable ).toVar();
  34761. i.assign( mx_floor( x ) );
  34762. return x.sub( float( i ) );
  34763. } );
  34764. const mx_bilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  34765. const t = float( t_immutable ).toVar();
  34766. const s = float( s_immutable ).toVar();
  34767. const v3 = float( v3_immutable ).toVar();
  34768. const v2 = float( v2_immutable ).toVar();
  34769. const v1 = float( v1_immutable ).toVar();
  34770. const v0 = float( v0_immutable ).toVar();
  34771. const s1 = float( sub( 1.0, s ) ).toVar();
  34772. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  34773. } ).setLayout( {
  34774. name: 'mx_bilerp_0',
  34775. type: 'float',
  34776. inputs: [
  34777. { name: 'v0', type: 'float' },
  34778. { name: 'v1', type: 'float' },
  34779. { name: 'v2', type: 'float' },
  34780. { name: 'v3', type: 'float' },
  34781. { name: 's', type: 'float' },
  34782. { name: 't', type: 'float' }
  34783. ]
  34784. } );
  34785. const mx_bilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  34786. const t = float( t_immutable ).toVar();
  34787. const s = float( s_immutable ).toVar();
  34788. const v3 = vec3( v3_immutable ).toVar();
  34789. const v2 = vec3( v2_immutable ).toVar();
  34790. const v1 = vec3( v1_immutable ).toVar();
  34791. const v0 = vec3( v0_immutable ).toVar();
  34792. const s1 = float( sub( 1.0, s ) ).toVar();
  34793. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  34794. } ).setLayout( {
  34795. name: 'mx_bilerp_1',
  34796. type: 'vec3',
  34797. inputs: [
  34798. { name: 'v0', type: 'vec3' },
  34799. { name: 'v1', type: 'vec3' },
  34800. { name: 'v2', type: 'vec3' },
  34801. { name: 'v3', type: 'vec3' },
  34802. { name: 's', type: 'float' },
  34803. { name: 't', type: 'float' }
  34804. ]
  34805. } );
  34806. const mx_bilerp = /*@__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
  34807. const mx_trilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  34808. const r = float( r_immutable ).toVar();
  34809. const t = float( t_immutable ).toVar();
  34810. const s = float( s_immutable ).toVar();
  34811. const v7 = float( v7_immutable ).toVar();
  34812. const v6 = float( v6_immutable ).toVar();
  34813. const v5 = float( v5_immutable ).toVar();
  34814. const v4 = float( v4_immutable ).toVar();
  34815. const v3 = float( v3_immutable ).toVar();
  34816. const v2 = float( v2_immutable ).toVar();
  34817. const v1 = float( v1_immutable ).toVar();
  34818. const v0 = float( v0_immutable ).toVar();
  34819. const s1 = float( sub( 1.0, s ) ).toVar();
  34820. const t1 = float( sub( 1.0, t ) ).toVar();
  34821. const r1 = float( sub( 1.0, r ) ).toVar();
  34822. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  34823. } ).setLayout( {
  34824. name: 'mx_trilerp_0',
  34825. type: 'float',
  34826. inputs: [
  34827. { name: 'v0', type: 'float' },
  34828. { name: 'v1', type: 'float' },
  34829. { name: 'v2', type: 'float' },
  34830. { name: 'v3', type: 'float' },
  34831. { name: 'v4', type: 'float' },
  34832. { name: 'v5', type: 'float' },
  34833. { name: 'v6', type: 'float' },
  34834. { name: 'v7', type: 'float' },
  34835. { name: 's', type: 'float' },
  34836. { name: 't', type: 'float' },
  34837. { name: 'r', type: 'float' }
  34838. ]
  34839. } );
  34840. const mx_trilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  34841. const r = float( r_immutable ).toVar();
  34842. const t = float( t_immutable ).toVar();
  34843. const s = float( s_immutable ).toVar();
  34844. const v7 = vec3( v7_immutable ).toVar();
  34845. const v6 = vec3( v6_immutable ).toVar();
  34846. const v5 = vec3( v5_immutable ).toVar();
  34847. const v4 = vec3( v4_immutable ).toVar();
  34848. const v3 = vec3( v3_immutable ).toVar();
  34849. const v2 = vec3( v2_immutable ).toVar();
  34850. const v1 = vec3( v1_immutable ).toVar();
  34851. const v0 = vec3( v0_immutable ).toVar();
  34852. const s1 = float( sub( 1.0, s ) ).toVar();
  34853. const t1 = float( sub( 1.0, t ) ).toVar();
  34854. const r1 = float( sub( 1.0, r ) ).toVar();
  34855. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  34856. } ).setLayout( {
  34857. name: 'mx_trilerp_1',
  34858. type: 'vec3',
  34859. inputs: [
  34860. { name: 'v0', type: 'vec3' },
  34861. { name: 'v1', type: 'vec3' },
  34862. { name: 'v2', type: 'vec3' },
  34863. { name: 'v3', type: 'vec3' },
  34864. { name: 'v4', type: 'vec3' },
  34865. { name: 'v5', type: 'vec3' },
  34866. { name: 'v6', type: 'vec3' },
  34867. { name: 'v7', type: 'vec3' },
  34868. { name: 's', type: 'float' },
  34869. { name: 't', type: 'float' },
  34870. { name: 'r', type: 'float' }
  34871. ]
  34872. } );
  34873. const mx_trilerp = /*@__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
  34874. const mx_gradient_float_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  34875. const y = float( y_immutable ).toVar();
  34876. const x = float( x_immutable ).toVar();
  34877. const hash = uint( hash_immutable ).toVar();
  34878. const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
  34879. const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
  34880. const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
  34881. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  34882. } ).setLayout( {
  34883. name: 'mx_gradient_float_0',
  34884. type: 'float',
  34885. inputs: [
  34886. { name: 'hash', type: 'uint' },
  34887. { name: 'x', type: 'float' },
  34888. { name: 'y', type: 'float' }
  34889. ]
  34890. } );
  34891. const mx_gradient_float_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  34892. const z = float( z_immutable ).toVar();
  34893. const y = float( y_immutable ).toVar();
  34894. const x = float( x_immutable ).toVar();
  34895. const hash = uint( hash_immutable ).toVar();
  34896. const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
  34897. const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
  34898. const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
  34899. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  34900. } ).setLayout( {
  34901. name: 'mx_gradient_float_1',
  34902. type: 'float',
  34903. inputs: [
  34904. { name: 'hash', type: 'uint' },
  34905. { name: 'x', type: 'float' },
  34906. { name: 'y', type: 'float' },
  34907. { name: 'z', type: 'float' }
  34908. ]
  34909. } );
  34910. const mx_gradient_float = /*@__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
  34911. const mx_gradient_vec3_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  34912. const y = float( y_immutable ).toVar();
  34913. const x = float( x_immutable ).toVar();
  34914. const hash = uvec3( hash_immutable ).toVar();
  34915. return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
  34916. } ).setLayout( {
  34917. name: 'mx_gradient_vec3_0',
  34918. type: 'vec3',
  34919. inputs: [
  34920. { name: 'hash', type: 'uvec3' },
  34921. { name: 'x', type: 'float' },
  34922. { name: 'y', type: 'float' }
  34923. ]
  34924. } );
  34925. const mx_gradient_vec3_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  34926. const z = float( z_immutable ).toVar();
  34927. const y = float( y_immutable ).toVar();
  34928. const x = float( x_immutable ).toVar();
  34929. const hash = uvec3( hash_immutable ).toVar();
  34930. return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) );
  34931. } ).setLayout( {
  34932. name: 'mx_gradient_vec3_1',
  34933. type: 'vec3',
  34934. inputs: [
  34935. { name: 'hash', type: 'uvec3' },
  34936. { name: 'x', type: 'float' },
  34937. { name: 'y', type: 'float' },
  34938. { name: 'z', type: 'float' }
  34939. ]
  34940. } );
  34941. const mx_gradient_vec3 = /*@__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
  34942. const mx_gradient_scale2d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  34943. const v = float( v_immutable ).toVar();
  34944. return mul( 0.6616, v );
  34945. } ).setLayout( {
  34946. name: 'mx_gradient_scale2d_0',
  34947. type: 'float',
  34948. inputs: [
  34949. { name: 'v', type: 'float' }
  34950. ]
  34951. } );
  34952. const mx_gradient_scale3d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  34953. const v = float( v_immutable ).toVar();
  34954. return mul( 0.9820, v );
  34955. } ).setLayout( {
  34956. name: 'mx_gradient_scale3d_0',
  34957. type: 'float',
  34958. inputs: [
  34959. { name: 'v', type: 'float' }
  34960. ]
  34961. } );
  34962. const mx_gradient_scale2d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  34963. const v = vec3( v_immutable ).toVar();
  34964. return mul( 0.6616, v );
  34965. } ).setLayout( {
  34966. name: 'mx_gradient_scale2d_1',
  34967. type: 'vec3',
  34968. inputs: [
  34969. { name: 'v', type: 'vec3' }
  34970. ]
  34971. } );
  34972. const mx_gradient_scale2d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
  34973. const mx_gradient_scale3d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  34974. const v = vec3( v_immutable ).toVar();
  34975. return mul( 0.9820, v );
  34976. } ).setLayout( {
  34977. name: 'mx_gradient_scale3d_1',
  34978. type: 'vec3',
  34979. inputs: [
  34980. { name: 'v', type: 'vec3' }
  34981. ]
  34982. } );
  34983. const mx_gradient_scale3d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
  34984. const mx_rotl32 = /*@__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
  34985. const k = int( k_immutable ).toVar();
  34986. const x = uint( x_immutable ).toVar();
  34987. return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
  34988. } ).setLayout( {
  34989. name: 'mx_rotl32',
  34990. type: 'uint',
  34991. inputs: [
  34992. { name: 'x', type: 'uint' },
  34993. { name: 'k', type: 'int' }
  34994. ]
  34995. } );
  34996. const mx_bjmix = /*@__PURE__*/ Fn( ( [ a, b, c ] ) => {
  34997. a.subAssign( c );
  34998. a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
  34999. c.addAssign( b );
  35000. b.subAssign( a );
  35001. b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
  35002. a.addAssign( c );
  35003. c.subAssign( b );
  35004. c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
  35005. b.addAssign( a );
  35006. a.subAssign( c );
  35007. a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
  35008. c.addAssign( b );
  35009. b.subAssign( a );
  35010. b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
  35011. a.addAssign( c );
  35012. c.subAssign( b );
  35013. c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
  35014. b.addAssign( a );
  35015. } );
  35016. const mx_bjfinal = /*@__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
  35017. const c = uint( c_immutable ).toVar();
  35018. const b = uint( b_immutable ).toVar();
  35019. const a = uint( a_immutable ).toVar();
  35020. c.bitXorAssign( b );
  35021. c.subAssign( mx_rotl32( b, int( 14 ) ) );
  35022. a.bitXorAssign( c );
  35023. a.subAssign( mx_rotl32( c, int( 11 ) ) );
  35024. b.bitXorAssign( a );
  35025. b.subAssign( mx_rotl32( a, int( 25 ) ) );
  35026. c.bitXorAssign( b );
  35027. c.subAssign( mx_rotl32( b, int( 16 ) ) );
  35028. a.bitXorAssign( c );
  35029. a.subAssign( mx_rotl32( c, int( 4 ) ) );
  35030. b.bitXorAssign( a );
  35031. b.subAssign( mx_rotl32( a, int( 14 ) ) );
  35032. c.bitXorAssign( b );
  35033. c.subAssign( mx_rotl32( b, int( 24 ) ) );
  35034. return c;
  35035. } ).setLayout( {
  35036. name: 'mx_bjfinal',
  35037. type: 'uint',
  35038. inputs: [
  35039. { name: 'a', type: 'uint' },
  35040. { name: 'b', type: 'uint' },
  35041. { name: 'c', type: 'uint' }
  35042. ]
  35043. } );
  35044. const mx_bits_to_01 = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {
  35045. const bits = uint( bits_immutable ).toVar();
  35046. return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
  35047. } ).setLayout( {
  35048. name: 'mx_bits_to_01',
  35049. type: 'float',
  35050. inputs: [
  35051. { name: 'bits', type: 'uint' }
  35052. ]
  35053. } );
  35054. const mx_fade = /*@__PURE__*/ Fn( ( [ t_immutable ] ) => {
  35055. const t = float( t_immutable ).toVar();
  35056. return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
  35057. } ).setLayout( {
  35058. name: 'mx_fade',
  35059. type: 'float',
  35060. inputs: [
  35061. { name: 't', type: 'float' }
  35062. ]
  35063. } );
  35064. const mx_hash_int_0 = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  35065. const x = int( x_immutable ).toVar();
  35066. const len = uint( uint( 1 ) ).toVar();
  35067. const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
  35068. return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
  35069. } ).setLayout( {
  35070. name: 'mx_hash_int_0',
  35071. type: 'uint',
  35072. inputs: [
  35073. { name: 'x', type: 'int' }
  35074. ]
  35075. } );
  35076. const mx_hash_int_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  35077. const y = int( y_immutable ).toVar();
  35078. const x = int( x_immutable ).toVar();
  35079. const len = uint( uint( 2 ) ).toVar();
  35080. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35081. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35082. a.addAssign( uint( x ) );
  35083. b.addAssign( uint( y ) );
  35084. return mx_bjfinal( a, b, c );
  35085. } ).setLayout( {
  35086. name: 'mx_hash_int_1',
  35087. type: 'uint',
  35088. inputs: [
  35089. { name: 'x', type: 'int' },
  35090. { name: 'y', type: 'int' }
  35091. ]
  35092. } );
  35093. const mx_hash_int_2 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  35094. const z = int( z_immutable ).toVar();
  35095. const y = int( y_immutable ).toVar();
  35096. const x = int( x_immutable ).toVar();
  35097. const len = uint( uint( 3 ) ).toVar();
  35098. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35099. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35100. a.addAssign( uint( x ) );
  35101. b.addAssign( uint( y ) );
  35102. c.addAssign( uint( z ) );
  35103. return mx_bjfinal( a, b, c );
  35104. } ).setLayout( {
  35105. name: 'mx_hash_int_2',
  35106. type: 'uint',
  35107. inputs: [
  35108. { name: 'x', type: 'int' },
  35109. { name: 'y', type: 'int' },
  35110. { name: 'z', type: 'int' }
  35111. ]
  35112. } );
  35113. const mx_hash_int_3 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
  35114. const xx = int( xx_immutable ).toVar();
  35115. const z = int( z_immutable ).toVar();
  35116. const y = int( y_immutable ).toVar();
  35117. const x = int( x_immutable ).toVar();
  35118. const len = uint( uint( 4 ) ).toVar();
  35119. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35120. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35121. a.addAssign( uint( x ) );
  35122. b.addAssign( uint( y ) );
  35123. c.addAssign( uint( z ) );
  35124. mx_bjmix( a, b, c );
  35125. a.addAssign( uint( xx ) );
  35126. return mx_bjfinal( a, b, c );
  35127. } ).setLayout( {
  35128. name: 'mx_hash_int_3',
  35129. type: 'uint',
  35130. inputs: [
  35131. { name: 'x', type: 'int' },
  35132. { name: 'y', type: 'int' },
  35133. { name: 'z', type: 'int' },
  35134. { name: 'xx', type: 'int' }
  35135. ]
  35136. } );
  35137. const mx_hash_int_4 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
  35138. const yy = int( yy_immutable ).toVar();
  35139. const xx = int( xx_immutable ).toVar();
  35140. const z = int( z_immutable ).toVar();
  35141. const y = int( y_immutable ).toVar();
  35142. const x = int( x_immutable ).toVar();
  35143. const len = uint( uint( 5 ) ).toVar();
  35144. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  35145. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  35146. a.addAssign( uint( x ) );
  35147. b.addAssign( uint( y ) );
  35148. c.addAssign( uint( z ) );
  35149. mx_bjmix( a, b, c );
  35150. a.addAssign( uint( xx ) );
  35151. b.addAssign( uint( yy ) );
  35152. return mx_bjfinal( a, b, c );
  35153. } ).setLayout( {
  35154. name: 'mx_hash_int_4',
  35155. type: 'uint',
  35156. inputs: [
  35157. { name: 'x', type: 'int' },
  35158. { name: 'y', type: 'int' },
  35159. { name: 'z', type: 'int' },
  35160. { name: 'xx', type: 'int' },
  35161. { name: 'yy', type: 'int' }
  35162. ]
  35163. } );
  35164. const mx_hash_int = /*@__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] );
  35165. const mx_hash_vec3_0 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  35166. const y = int( y_immutable ).toVar();
  35167. const x = int( x_immutable ).toVar();
  35168. const h = uint( mx_hash_int( x, y ) ).toVar();
  35169. const result = uvec3().toVar();
  35170. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  35171. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  35172. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  35173. return result;
  35174. } ).setLayout( {
  35175. name: 'mx_hash_vec3_0',
  35176. type: 'uvec3',
  35177. inputs: [
  35178. { name: 'x', type: 'int' },
  35179. { name: 'y', type: 'int' }
  35180. ]
  35181. } );
  35182. const mx_hash_vec3_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  35183. const z = int( z_immutable ).toVar();
  35184. const y = int( y_immutable ).toVar();
  35185. const x = int( x_immutable ).toVar();
  35186. const h = uint( mx_hash_int( x, y, z ) ).toVar();
  35187. const result = uvec3().toVar();
  35188. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  35189. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  35190. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  35191. return result;
  35192. } ).setLayout( {
  35193. name: 'mx_hash_vec3_1',
  35194. type: 'uvec3',
  35195. inputs: [
  35196. { name: 'x', type: 'int' },
  35197. { name: 'y', type: 'int' },
  35198. { name: 'z', type: 'int' }
  35199. ]
  35200. } );
  35201. const mx_hash_vec3 = /*@__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
  35202. const mx_perlin_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35203. const p = vec2( p_immutable ).toVar();
  35204. const X = int().toVar(), Y = int().toVar();
  35205. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  35206. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  35207. const u = float( mx_fade( fx ) ).toVar();
  35208. const v = float( mx_fade( fy ) ).toVar();
  35209. const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  35210. return mx_gradient_scale2d( result );
  35211. } ).setLayout( {
  35212. name: 'mx_perlin_noise_float_0',
  35213. type: 'float',
  35214. inputs: [
  35215. { name: 'p', type: 'vec2' }
  35216. ]
  35217. } );
  35218. const mx_perlin_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35219. const p = vec3( p_immutable ).toVar();
  35220. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  35221. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  35222. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  35223. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  35224. const u = float( mx_fade( fx ) ).toVar();
  35225. const v = float( mx_fade( fy ) ).toVar();
  35226. const w = float( mx_fade( fz ) ).toVar();
  35227. const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  35228. return mx_gradient_scale3d( result );
  35229. } ).setLayout( {
  35230. name: 'mx_perlin_noise_float_1',
  35231. type: 'float',
  35232. inputs: [
  35233. { name: 'p', type: 'vec3' }
  35234. ]
  35235. } );
  35236. const mx_perlin_noise_float = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
  35237. const mx_perlin_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35238. const p = vec2( p_immutable ).toVar();
  35239. const X = int().toVar(), Y = int().toVar();
  35240. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  35241. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  35242. const u = float( mx_fade( fx ) ).toVar();
  35243. const v = float( mx_fade( fy ) ).toVar();
  35244. const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  35245. return mx_gradient_scale2d( result );
  35246. } ).setLayout( {
  35247. name: 'mx_perlin_noise_vec3_0',
  35248. type: 'vec3',
  35249. inputs: [
  35250. { name: 'p', type: 'vec2' }
  35251. ]
  35252. } );
  35253. const mx_perlin_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35254. const p = vec3( p_immutable ).toVar();
  35255. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  35256. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  35257. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  35258. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  35259. const u = float( mx_fade( fx ) ).toVar();
  35260. const v = float( mx_fade( fy ) ).toVar();
  35261. const w = float( mx_fade( fz ) ).toVar();
  35262. const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  35263. return mx_gradient_scale3d( result );
  35264. } ).setLayout( {
  35265. name: 'mx_perlin_noise_vec3_1',
  35266. type: 'vec3',
  35267. inputs: [
  35268. { name: 'p', type: 'vec3' }
  35269. ]
  35270. } );
  35271. const mx_perlin_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
  35272. const mx_cell_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35273. const p = float( p_immutable ).toVar();
  35274. const ix = int( mx_floor( p ) ).toVar();
  35275. return mx_bits_to_01( mx_hash_int( ix ) );
  35276. } ).setLayout( {
  35277. name: 'mx_cell_noise_float_0',
  35278. type: 'float',
  35279. inputs: [
  35280. { name: 'p', type: 'float' }
  35281. ]
  35282. } );
  35283. const mx_cell_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35284. const p = vec2( p_immutable ).toVar();
  35285. const ix = int( mx_floor( p.x ) ).toVar();
  35286. const iy = int( mx_floor( p.y ) ).toVar();
  35287. return mx_bits_to_01( mx_hash_int( ix, iy ) );
  35288. } ).setLayout( {
  35289. name: 'mx_cell_noise_float_1',
  35290. type: 'float',
  35291. inputs: [
  35292. { name: 'p', type: 'vec2' }
  35293. ]
  35294. } );
  35295. const mx_cell_noise_float_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35296. const p = vec3( p_immutable ).toVar();
  35297. const ix = int( mx_floor( p.x ) ).toVar();
  35298. const iy = int( mx_floor( p.y ) ).toVar();
  35299. const iz = int( mx_floor( p.z ) ).toVar();
  35300. return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
  35301. } ).setLayout( {
  35302. name: 'mx_cell_noise_float_2',
  35303. type: 'float',
  35304. inputs: [
  35305. { name: 'p', type: 'vec3' }
  35306. ]
  35307. } );
  35308. const mx_cell_noise_float_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35309. const p = vec4( p_immutable ).toVar();
  35310. const ix = int( mx_floor( p.x ) ).toVar();
  35311. const iy = int( mx_floor( p.y ) ).toVar();
  35312. const iz = int( mx_floor( p.z ) ).toVar();
  35313. const iw = int( mx_floor( p.w ) ).toVar();
  35314. return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
  35315. } ).setLayout( {
  35316. name: 'mx_cell_noise_float_3',
  35317. type: 'float',
  35318. inputs: [
  35319. { name: 'p', type: 'vec4' }
  35320. ]
  35321. } );
  35322. const mx_cell_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] );
  35323. const mx_cell_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35324. const p = float( p_immutable ).toVar();
  35325. const ix = int( mx_floor( p ) ).toVar();
  35326. return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) );
  35327. } ).setLayout( {
  35328. name: 'mx_cell_noise_vec3_0',
  35329. type: 'vec3',
  35330. inputs: [
  35331. { name: 'p', type: 'float' }
  35332. ]
  35333. } );
  35334. const mx_cell_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35335. const p = vec2( p_immutable ).toVar();
  35336. const ix = int( mx_floor( p.x ) ).toVar();
  35337. const iy = int( mx_floor( p.y ) ).toVar();
  35338. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) );
  35339. } ).setLayout( {
  35340. name: 'mx_cell_noise_vec3_1',
  35341. type: 'vec3',
  35342. inputs: [
  35343. { name: 'p', type: 'vec2' }
  35344. ]
  35345. } );
  35346. const mx_cell_noise_vec3_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35347. const p = vec3( p_immutable ).toVar();
  35348. const ix = int( mx_floor( p.x ) ).toVar();
  35349. const iy = int( mx_floor( p.y ) ).toVar();
  35350. const iz = int( mx_floor( p.z ) ).toVar();
  35351. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) );
  35352. } ).setLayout( {
  35353. name: 'mx_cell_noise_vec3_2',
  35354. type: 'vec3',
  35355. inputs: [
  35356. { name: 'p', type: 'vec3' }
  35357. ]
  35358. } );
  35359. const mx_cell_noise_vec3_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  35360. const p = vec4( p_immutable ).toVar();
  35361. const ix = int( mx_floor( p.x ) ).toVar();
  35362. const iy = int( mx_floor( p.y ) ).toVar();
  35363. const iz = int( mx_floor( p.z ) ).toVar();
  35364. const iw = int( mx_floor( p.w ) ).toVar();
  35365. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) );
  35366. } ).setLayout( {
  35367. name: 'mx_cell_noise_vec3_3',
  35368. type: 'vec3',
  35369. inputs: [
  35370. { name: 'p', type: 'vec4' }
  35371. ]
  35372. } );
  35373. const mx_cell_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] );
  35374. const mx_fractal_noise_float$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  35375. const diminish = float( diminish_immutable ).toVar();
  35376. const lacunarity = float( lacunarity_immutable ).toVar();
  35377. const octaves = int( octaves_immutable ).toVar();
  35378. const p = vec3( p_immutable ).toVar();
  35379. const result = float( 0.0 ).toVar();
  35380. const amplitude = float( 1.0 ).toVar();
  35381. Loop( octaves, () => {
  35382. result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
  35383. amplitude.mulAssign( diminish );
  35384. p.mulAssign( lacunarity );
  35385. } );
  35386. return result;
  35387. } ).setLayout( {
  35388. name: 'mx_fractal_noise_float',
  35389. type: 'float',
  35390. inputs: [
  35391. { name: 'p', type: 'vec3' },
  35392. { name: 'octaves', type: 'int' },
  35393. { name: 'lacunarity', type: 'float' },
  35394. { name: 'diminish', type: 'float' }
  35395. ]
  35396. } );
  35397. const mx_fractal_noise_vec3$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  35398. const diminish = float( diminish_immutable ).toVar();
  35399. const lacunarity = float( lacunarity_immutable ).toVar();
  35400. const octaves = int( octaves_immutable ).toVar();
  35401. const p = vec3( p_immutable ).toVar();
  35402. const result = vec3( 0.0 ).toVar();
  35403. const amplitude = float( 1.0 ).toVar();
  35404. Loop( octaves, () => {
  35405. result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
  35406. amplitude.mulAssign( diminish );
  35407. p.mulAssign( lacunarity );
  35408. } );
  35409. return result;
  35410. } ).setLayout( {
  35411. name: 'mx_fractal_noise_vec3',
  35412. type: 'vec3',
  35413. inputs: [
  35414. { name: 'p', type: 'vec3' },
  35415. { name: 'octaves', type: 'int' },
  35416. { name: 'lacunarity', type: 'float' },
  35417. { name: 'diminish', type: 'float' }
  35418. ]
  35419. } );
  35420. const mx_fractal_noise_vec2$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  35421. const diminish = float( diminish_immutable ).toVar();
  35422. const lacunarity = float( lacunarity_immutable ).toVar();
  35423. const octaves = int( octaves_immutable ).toVar();
  35424. const p = vec3( p_immutable ).toVar();
  35425. return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) );
  35426. } ).setLayout( {
  35427. name: 'mx_fractal_noise_vec2',
  35428. type: 'vec2',
  35429. inputs: [
  35430. { name: 'p', type: 'vec3' },
  35431. { name: 'octaves', type: 'int' },
  35432. { name: 'lacunarity', type: 'float' },
  35433. { name: 'diminish', type: 'float' }
  35434. ]
  35435. } );
  35436. const mx_fractal_noise_vec4$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  35437. const diminish = float( diminish_immutable ).toVar();
  35438. const lacunarity = float( lacunarity_immutable ).toVar();
  35439. const octaves = int( octaves_immutable ).toVar();
  35440. const p = vec3( p_immutable ).toVar();
  35441. const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
  35442. const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
  35443. return vec4( c, f );
  35444. } ).setLayout( {
  35445. name: 'mx_fractal_noise_vec4',
  35446. type: 'vec4',
  35447. inputs: [
  35448. { name: 'p', type: 'vec3' },
  35449. { name: 'octaves', type: 'int' },
  35450. { name: 'lacunarity', type: 'float' },
  35451. { name: 'diminish', type: 'float' }
  35452. ]
  35453. } );
  35454. const mx_worley_distance_0 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
  35455. const metric = int( metric_immutable ).toVar();
  35456. const jitter = float( jitter_immutable ).toVar();
  35457. const yoff = int( yoff_immutable ).toVar();
  35458. const xoff = int( xoff_immutable ).toVar();
  35459. const y = int( y_immutable ).toVar();
  35460. const x = int( x_immutable ).toVar();
  35461. const p = vec2( p_immutable ).toVar();
  35462. const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
  35463. const off = vec2( tmp.x, tmp.y ).toVar();
  35464. off.subAssign( 0.5 );
  35465. off.mulAssign( jitter );
  35466. off.addAssign( 0.5 );
  35467. const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
  35468. const diff = vec2( cellpos.sub( p ) ).toVar();
  35469. If( metric.equal( int( 2 ) ), () => {
  35470. return abs( diff.x ).add( abs( diff.y ) );
  35471. } );
  35472. If( metric.equal( int( 3 ) ), () => {
  35473. return max$1( abs( diff.x ), abs( diff.y ) );
  35474. } );
  35475. return dot( diff, diff );
  35476. } ).setLayout( {
  35477. name: 'mx_worley_distance_0',
  35478. type: 'float',
  35479. inputs: [
  35480. { name: 'p', type: 'vec2' },
  35481. { name: 'x', type: 'int' },
  35482. { name: 'y', type: 'int' },
  35483. { name: 'xoff', type: 'int' },
  35484. { name: 'yoff', type: 'int' },
  35485. { name: 'jitter', type: 'float' },
  35486. { name: 'metric', type: 'int' }
  35487. ]
  35488. } );
  35489. const mx_worley_distance_1 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => {
  35490. const metric = int( metric_immutable ).toVar();
  35491. const jitter = float( jitter_immutable ).toVar();
  35492. const zoff = int( zoff_immutable ).toVar();
  35493. const yoff = int( yoff_immutable ).toVar();
  35494. const xoff = int( xoff_immutable ).toVar();
  35495. const z = int( z_immutable ).toVar();
  35496. const y = int( y_immutable ).toVar();
  35497. const x = int( x_immutable ).toVar();
  35498. const p = vec3( p_immutable ).toVar();
  35499. const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
  35500. off.subAssign( 0.5 );
  35501. off.mulAssign( jitter );
  35502. off.addAssign( 0.5 );
  35503. const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
  35504. const diff = vec3( cellpos.sub( p ) ).toVar();
  35505. If( metric.equal( int( 2 ) ), () => {
  35506. return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
  35507. } );
  35508. If( metric.equal( int( 3 ) ), () => {
  35509. return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
  35510. } );
  35511. return dot( diff, diff );
  35512. } ).setLayout( {
  35513. name: 'mx_worley_distance_1',
  35514. type: 'float',
  35515. inputs: [
  35516. { name: 'p', type: 'vec3' },
  35517. { name: 'x', type: 'int' },
  35518. { name: 'y', type: 'int' },
  35519. { name: 'z', type: 'int' },
  35520. { name: 'xoff', type: 'int' },
  35521. { name: 'yoff', type: 'int' },
  35522. { name: 'zoff', type: 'int' },
  35523. { name: 'jitter', type: 'float' },
  35524. { name: 'metric', type: 'int' }
  35525. ]
  35526. } );
  35527. const mx_worley_distance = /*@__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
  35528. const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35529. const metric = int( metric_immutable ).toVar();
  35530. const jitter = float( jitter_immutable ).toVar();
  35531. const p = vec2( p_immutable ).toVar();
  35532. const X = int().toVar(), Y = int().toVar();
  35533. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  35534. const sqdist = float( 1e6 ).toVar();
  35535. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35536. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35537. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  35538. sqdist.assign( min$1( sqdist, dist ) );
  35539. } );
  35540. } );
  35541. If( metric.equal( int( 0 ) ), () => {
  35542. sqdist.assign( sqrt( sqdist ) );
  35543. } );
  35544. return sqdist;
  35545. } ).setLayout( {
  35546. name: 'mx_worley_noise_float_0',
  35547. type: 'float',
  35548. inputs: [
  35549. { name: 'p', type: 'vec2' },
  35550. { name: 'jitter', type: 'float' },
  35551. { name: 'metric', type: 'int' }
  35552. ]
  35553. } );
  35554. const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35555. const metric = int( metric_immutable ).toVar();
  35556. const jitter = float( jitter_immutable ).toVar();
  35557. const p = vec2( p_immutable ).toVar();
  35558. const X = int().toVar(), Y = int().toVar();
  35559. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  35560. const sqdist = vec2( 1e6, 1e6 ).toVar();
  35561. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35562. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35563. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  35564. If( dist.lessThan( sqdist.x ), () => {
  35565. sqdist.y.assign( sqdist.x );
  35566. sqdist.x.assign( dist );
  35567. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  35568. sqdist.y.assign( dist );
  35569. } );
  35570. } );
  35571. } );
  35572. If( metric.equal( int( 0 ) ), () => {
  35573. sqdist.assign( sqrt( sqdist ) );
  35574. } );
  35575. return sqdist;
  35576. } ).setLayout( {
  35577. name: 'mx_worley_noise_vec2_0',
  35578. type: 'vec2',
  35579. inputs: [
  35580. { name: 'p', type: 'vec2' },
  35581. { name: 'jitter', type: 'float' },
  35582. { name: 'metric', type: 'int' }
  35583. ]
  35584. } );
  35585. const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35586. const metric = int( metric_immutable ).toVar();
  35587. const jitter = float( jitter_immutable ).toVar();
  35588. const p = vec2( p_immutable ).toVar();
  35589. const X = int().toVar(), Y = int().toVar();
  35590. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  35591. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  35592. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35593. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35594. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  35595. If( dist.lessThan( sqdist.x ), () => {
  35596. sqdist.z.assign( sqdist.y );
  35597. sqdist.y.assign( sqdist.x );
  35598. sqdist.x.assign( dist );
  35599. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  35600. sqdist.z.assign( sqdist.y );
  35601. sqdist.y.assign( dist );
  35602. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  35603. sqdist.z.assign( dist );
  35604. } );
  35605. } );
  35606. } );
  35607. If( metric.equal( int( 0 ) ), () => {
  35608. sqdist.assign( sqrt( sqdist ) );
  35609. } );
  35610. return sqdist;
  35611. } ).setLayout( {
  35612. name: 'mx_worley_noise_vec3_0',
  35613. type: 'vec3',
  35614. inputs: [
  35615. { name: 'p', type: 'vec2' },
  35616. { name: 'jitter', type: 'float' },
  35617. { name: 'metric', type: 'int' }
  35618. ]
  35619. } );
  35620. const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35621. const metric = int( metric_immutable ).toVar();
  35622. const jitter = float( jitter_immutable ).toVar();
  35623. const p = vec3( p_immutable ).toVar();
  35624. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  35625. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  35626. const sqdist = float( 1e6 ).toVar();
  35627. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35628. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35629. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  35630. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  35631. sqdist.assign( min$1( sqdist, dist ) );
  35632. } );
  35633. } );
  35634. } );
  35635. If( metric.equal( int( 0 ) ), () => {
  35636. sqdist.assign( sqrt( sqdist ) );
  35637. } );
  35638. return sqdist;
  35639. } ).setLayout( {
  35640. name: 'mx_worley_noise_float_1',
  35641. type: 'float',
  35642. inputs: [
  35643. { name: 'p', type: 'vec3' },
  35644. { name: 'jitter', type: 'float' },
  35645. { name: 'metric', type: 'int' }
  35646. ]
  35647. } );
  35648. const mx_worley_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
  35649. const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35650. const metric = int( metric_immutable ).toVar();
  35651. const jitter = float( jitter_immutable ).toVar();
  35652. const p = vec3( p_immutable ).toVar();
  35653. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  35654. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  35655. const sqdist = vec2( 1e6, 1e6 ).toVar();
  35656. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35657. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35658. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  35659. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  35660. If( dist.lessThan( sqdist.x ), () => {
  35661. sqdist.y.assign( sqdist.x );
  35662. sqdist.x.assign( dist );
  35663. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  35664. sqdist.y.assign( dist );
  35665. } );
  35666. } );
  35667. } );
  35668. } );
  35669. If( metric.equal( int( 0 ) ), () => {
  35670. sqdist.assign( sqrt( sqdist ) );
  35671. } );
  35672. return sqdist;
  35673. } ).setLayout( {
  35674. name: 'mx_worley_noise_vec2_1',
  35675. type: 'vec2',
  35676. inputs: [
  35677. { name: 'p', type: 'vec3' },
  35678. { name: 'jitter', type: 'float' },
  35679. { name: 'metric', type: 'int' }
  35680. ]
  35681. } );
  35682. const mx_worley_noise_vec2$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
  35683. const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  35684. const metric = int( metric_immutable ).toVar();
  35685. const jitter = float( jitter_immutable ).toVar();
  35686. const p = vec3( p_immutable ).toVar();
  35687. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  35688. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  35689. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  35690. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  35691. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  35692. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  35693. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  35694. If( dist.lessThan( sqdist.x ), () => {
  35695. sqdist.z.assign( sqdist.y );
  35696. sqdist.y.assign( sqdist.x );
  35697. sqdist.x.assign( dist );
  35698. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  35699. sqdist.z.assign( sqdist.y );
  35700. sqdist.y.assign( dist );
  35701. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  35702. sqdist.z.assign( dist );
  35703. } );
  35704. } );
  35705. } );
  35706. } );
  35707. If( metric.equal( int( 0 ) ), () => {
  35708. sqdist.assign( sqrt( sqdist ) );
  35709. } );
  35710. return sqdist;
  35711. } ).setLayout( {
  35712. name: 'mx_worley_noise_vec3_1',
  35713. type: 'vec3',
  35714. inputs: [
  35715. { name: 'p', type: 'vec3' },
  35716. { name: 'jitter', type: 'float' },
  35717. { name: 'metric', type: 'int' }
  35718. ]
  35719. } );
  35720. const mx_worley_noise_vec3$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
  35721. // Three.js Transpiler
  35722. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
  35723. const mx_hsvtorgb = /*@__PURE__*/ Fn( ( [ hsv ] ) => {
  35724. const s = hsv.y;
  35725. const v = hsv.z;
  35726. const result = vec3().toVar();
  35727. If( s.lessThan( 0.0001 ), () => {
  35728. result.assign( vec3( v, v, v ) );
  35729. } ).Else( () => {
  35730. let h = hsv.x;
  35731. h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
  35732. const hi = int( trunc( h ) );
  35733. const f = h.sub( float( hi ) );
  35734. const p = v.mul( s.oneMinus() );
  35735. const q = v.mul( s.mul( f ).oneMinus() );
  35736. const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
  35737. If( hi.equal( int( 0 ) ), () => {
  35738. result.assign( vec3( v, t, p ) );
  35739. } ).ElseIf( hi.equal( int( 1 ) ), () => {
  35740. result.assign( vec3( q, v, p ) );
  35741. } ).ElseIf( hi.equal( int( 2 ) ), () => {
  35742. result.assign( vec3( p, v, t ) );
  35743. } ).ElseIf( hi.equal( int( 3 ) ), () => {
  35744. result.assign( vec3( p, q, v ) );
  35745. } ).ElseIf( hi.equal( int( 4 ) ), () => {
  35746. result.assign( vec3( t, p, v ) );
  35747. } ).Else( () => {
  35748. result.assign( vec3( v, p, q ) );
  35749. } );
  35750. } );
  35751. return result;
  35752. } ).setLayout( {
  35753. name: 'mx_hsvtorgb',
  35754. type: 'vec3',
  35755. inputs: [
  35756. { name: 'hsv', type: 'vec3' }
  35757. ]
  35758. } );
  35759. const mx_rgbtohsv = /*@__PURE__*/ Fn( ( [ c_immutable ] ) => {
  35760. const c = vec3( c_immutable ).toVar();
  35761. const r = float( c.x ).toVar();
  35762. const g = float( c.y ).toVar();
  35763. const b = float( c.z ).toVar();
  35764. const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
  35765. const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
  35766. const delta = float( maxcomp.sub( mincomp ) ).toVar();
  35767. const h = float().toVar(), s = float().toVar(), v = float().toVar();
  35768. v.assign( maxcomp );
  35769. If( maxcomp.greaterThan( 0.0 ), () => {
  35770. s.assign( delta.div( maxcomp ) );
  35771. } ).Else( () => {
  35772. s.assign( 0.0 );
  35773. } );
  35774. If( s.lessThanEqual( 0.0 ), () => {
  35775. h.assign( 0.0 );
  35776. } ).Else( () => {
  35777. If( r.greaterThanEqual( maxcomp ), () => {
  35778. h.assign( g.sub( b ).div( delta ) );
  35779. } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
  35780. h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
  35781. } ).Else( () => {
  35782. h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
  35783. } );
  35784. h.mulAssign( 1.0 / 6.0 );
  35785. If( h.lessThan( 0.0 ), () => {
  35786. h.addAssign( 1.0 );
  35787. } );
  35788. } );
  35789. return vec3( h, s, v );
  35790. } ).setLayout( {
  35791. name: 'mx_rgbtohsv',
  35792. type: 'vec3',
  35793. inputs: [
  35794. { name: 'c', type: 'vec3' }
  35795. ]
  35796. } );
  35797. // Three.js Transpiler
  35798. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
  35799. const mx_srgb_texture_to_lin_rec709 = /*@__PURE__*/ Fn( ( [ color_immutable ] ) => {
  35800. const color = vec3( color_immutable ).toVar();
  35801. const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
  35802. const linSeg = vec3( color.div( 12.92 ) ).toVar();
  35803. const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
  35804. return mix( linSeg, powSeg, isAbove );
  35805. } ).setLayout( {
  35806. name: 'mx_srgb_texture_to_lin_rec709',
  35807. type: 'vec3',
  35808. inputs: [
  35809. { name: 'color', type: 'vec3' }
  35810. ]
  35811. } );
  35812. const mx_aastep = ( threshold, value ) => {
  35813. threshold = float( threshold );
  35814. value = float( value );
  35815. const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
  35816. return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
  35817. };
  35818. const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
  35819. const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
  35820. const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
  35821. const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
  35822. const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
  35823. const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
  35824. const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
  35825. const mx_safepower = ( in1, in2 = 1 ) => {
  35826. in1 = float( in1 );
  35827. return in1.abs().pow( in2 ).mul( in1.sign() );
  35828. };
  35829. const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
  35830. const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  35831. //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  35832. const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  35833. const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
  35834. texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
  35835. const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
  35836. return noise_vec4.mul( amplitude ).add( pivot );
  35837. };
  35838. const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  35839. const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  35840. const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  35841. const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
  35842. const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  35843. const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  35844. const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  35845. const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  35846. const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {
  35847. // normal is assumed to have unit length
  35848. const x = normal.x, y = normal.y, z = normal.z;
  35849. // band 0
  35850. let result = shCoefficients.element( 0 ).mul( 0.886227 );
  35851. // band 1
  35852. result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  35853. result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  35854. result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
  35855. // band 2
  35856. result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  35857. result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  35858. result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  35859. result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  35860. result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
  35861. return result;
  35862. } );
  35863. class PointLightNode extends AnalyticLightNode {
  35864. static get type() {
  35865. return 'PointLightNode';
  35866. }
  35867. constructor( light = null ) {
  35868. super( light );
  35869. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  35870. this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
  35871. }
  35872. update( frame ) {
  35873. const { light } = this;
  35874. super.update( frame );
  35875. this.cutoffDistanceNode.value = light.distance;
  35876. this.decayExponentNode.value = light.decay;
  35877. }
  35878. setup( builder ) {
  35879. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  35880. const lightingModel = builder.context.lightingModel;
  35881. const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  35882. const lightDirection = lVector.normalize();
  35883. const lightDistance = lVector.length();
  35884. const lightAttenuation = getDistanceAttenuation( {
  35885. lightDistance,
  35886. cutoffDistance: cutoffDistanceNode,
  35887. decayExponent: decayExponentNode
  35888. } );
  35889. const lightColor = colorNode.mul( lightAttenuation );
  35890. const reflectedLight = builder.context.reflectedLight;
  35891. lightingModel.direct( {
  35892. lightDirection,
  35893. lightColor,
  35894. reflectedLight
  35895. }, builder.stack, builder );
  35896. }
  35897. }
  35898. class DirectionalLightNode extends AnalyticLightNode {
  35899. static get type() {
  35900. return 'DirectionalLightNode';
  35901. }
  35902. constructor( light = null ) {
  35903. super( light );
  35904. }
  35905. setup( builder ) {
  35906. super.setup( builder );
  35907. const lightingModel = builder.context.lightingModel;
  35908. const lightColor = this.colorNode;
  35909. const lightDirection = lightTargetDirection( this.light );
  35910. const reflectedLight = builder.context.reflectedLight;
  35911. lightingModel.direct( {
  35912. lightDirection,
  35913. lightColor,
  35914. reflectedLight
  35915. }, builder.stack, builder );
  35916. }
  35917. }
  35918. const _matrix41 = /*@__PURE__*/ new Matrix4();
  35919. const _matrix42 = /*@__PURE__*/ new Matrix4();
  35920. let ltcLib = null;
  35921. class RectAreaLightNode extends AnalyticLightNode {
  35922. static get type() {
  35923. return 'RectAreaLightNode';
  35924. }
  35925. constructor( light = null ) {
  35926. super( light );
  35927. this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );
  35928. this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );
  35929. }
  35930. update( frame ) {
  35931. super.update( frame );
  35932. const { light } = this;
  35933. const viewMatrix = frame.camera.matrixWorldInverse;
  35934. _matrix42.identity();
  35935. _matrix41.copy( light.matrixWorld );
  35936. _matrix41.premultiply( viewMatrix );
  35937. _matrix42.extractRotation( _matrix41 );
  35938. this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  35939. this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
  35940. this.halfWidth.value.applyMatrix4( _matrix42 );
  35941. this.halfHeight.value.applyMatrix4( _matrix42 );
  35942. }
  35943. setup( builder ) {
  35944. super.setup( builder );
  35945. let ltc_1, ltc_2;
  35946. if ( builder.isAvailable( 'float32Filterable' ) ) {
  35947. ltc_1 = texture( ltcLib.LTC_FLOAT_1 );
  35948. ltc_2 = texture( ltcLib.LTC_FLOAT_2 );
  35949. } else {
  35950. ltc_1 = texture( ltcLib.LTC_HALF_1 );
  35951. ltc_2 = texture( ltcLib.LTC_HALF_2 );
  35952. }
  35953. const { colorNode, light } = this;
  35954. const lightingModel = builder.context.lightingModel;
  35955. const lightPosition = lightViewPosition( light );
  35956. const reflectedLight = builder.context.reflectedLight;
  35957. lightingModel.directRectArea( {
  35958. lightColor: colorNode,
  35959. lightPosition,
  35960. halfWidth: this.halfWidth,
  35961. halfHeight: this.halfHeight,
  35962. reflectedLight,
  35963. ltc_1,
  35964. ltc_2
  35965. }, builder.stack, builder );
  35966. }
  35967. static setLTC( ltc ) {
  35968. ltcLib = ltc;
  35969. }
  35970. }
  35971. class SpotLightNode extends AnalyticLightNode {
  35972. static get type() {
  35973. return 'SpotLightNode';
  35974. }
  35975. constructor( light = null ) {
  35976. super( light );
  35977. this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
  35978. this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
  35979. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  35980. this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
  35981. }
  35982. update( frame ) {
  35983. super.update( frame );
  35984. const { light } = this;
  35985. this.coneCosNode.value = Math.cos( light.angle );
  35986. this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
  35987. this.cutoffDistanceNode.value = light.distance;
  35988. this.decayExponentNode.value = light.decay;
  35989. }
  35990. getSpotAttenuation( angleCosine ) {
  35991. const { coneCosNode, penumbraCosNode } = this;
  35992. return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
  35993. }
  35994. setup( builder ) {
  35995. super.setup( builder );
  35996. const lightingModel = builder.context.lightingModel;
  35997. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  35998. const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  35999. const lightDirection = lVector.normalize();
  36000. const angleCos = lightDirection.dot( lightTargetDirection( light ) );
  36001. const spotAttenuation = this.getSpotAttenuation( angleCos );
  36002. const lightDistance = lVector.length();
  36003. const lightAttenuation = getDistanceAttenuation( {
  36004. lightDistance,
  36005. cutoffDistance: cutoffDistanceNode,
  36006. decayExponent: decayExponentNode
  36007. } );
  36008. const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
  36009. const reflectedLight = builder.context.reflectedLight;
  36010. lightingModel.direct( {
  36011. lightDirection,
  36012. lightColor,
  36013. reflectedLight
  36014. }, builder.stack, builder );
  36015. }
  36016. }
  36017. class IESSpotLightNode extends SpotLightNode {
  36018. static get type() {
  36019. return 'IESSpotLightNode';
  36020. }
  36021. getSpotAttenuation( angleCosine ) {
  36022. const iesMap = this.light.iesMap;
  36023. let spotAttenuation = null;
  36024. if ( iesMap && iesMap.isTexture === true ) {
  36025. const angle = angleCosine.acos().mul( 1.0 / Math.PI );
  36026. spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
  36027. } else {
  36028. spotAttenuation = super.getSpotAttenuation( angleCosine );
  36029. }
  36030. return spotAttenuation;
  36031. }
  36032. }
  36033. class AmbientLightNode extends AnalyticLightNode {
  36034. static get type() {
  36035. return 'AmbientLightNode';
  36036. }
  36037. constructor( light = null ) {
  36038. super( light );
  36039. }
  36040. setup( { context } ) {
  36041. context.irradiance.addAssign( this.colorNode );
  36042. }
  36043. }
  36044. class HemisphereLightNode extends AnalyticLightNode {
  36045. static get type() {
  36046. return 'HemisphereLightNode';
  36047. }
  36048. constructor( light = null ) {
  36049. super( light );
  36050. this.lightPositionNode = lightPosition( light );
  36051. this.lightDirectionNode = this.lightPositionNode.normalize();
  36052. this.groundColorNode = uniform( new Color() ).setGroup( renderGroup );
  36053. }
  36054. update( frame ) {
  36055. const { light } = this;
  36056. super.update( frame );
  36057. this.lightPositionNode.object3d = light;
  36058. this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
  36059. }
  36060. setup( builder ) {
  36061. const { colorNode, groundColorNode, lightDirectionNode } = this;
  36062. const dotNL = normalView.dot( lightDirectionNode );
  36063. const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
  36064. const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
  36065. builder.context.irradiance.addAssign( irradiance );
  36066. }
  36067. }
  36068. class LightProbeNode extends AnalyticLightNode {
  36069. static get type() {
  36070. return 'LightProbeNode';
  36071. }
  36072. constructor( light = null ) {
  36073. super( light );
  36074. const array = [];
  36075. for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
  36076. this.lightProbe = uniformArray( array );
  36077. }
  36078. update( frame ) {
  36079. const { light } = this;
  36080. super.update( frame );
  36081. //
  36082. for ( let i = 0; i < 9; i ++ ) {
  36083. this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
  36084. }
  36085. }
  36086. setup( builder ) {
  36087. const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );
  36088. builder.context.irradiance.addAssign( irradiance );
  36089. }
  36090. }
  36091. class NodeParser {
  36092. parseFunction( /*source*/ ) {
  36093. console.warn( 'Abstract function.' );
  36094. }
  36095. }
  36096. class NodeFunction {
  36097. constructor( type, inputs, name = '', precision = '' ) {
  36098. this.type = type;
  36099. this.inputs = inputs;
  36100. this.name = name;
  36101. this.precision = precision;
  36102. }
  36103. getCode( /*name = this.name*/ ) {
  36104. console.warn( 'Abstract function.' );
  36105. }
  36106. }
  36107. NodeFunction.isNodeFunction = true;
  36108. const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  36109. const propertiesRegexp$1 = /[a-z_0-9]+/ig;
  36110. const pragmaMain = '#pragma main';
  36111. const parse$1 = ( source ) => {
  36112. source = source.trim();
  36113. const pragmaMainIndex = source.indexOf( pragmaMain );
  36114. const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
  36115. const declaration = mainCode.match( declarationRegexp$1 );
  36116. if ( declaration !== null && declaration.length === 5 ) {
  36117. // tokenizer
  36118. const inputsCode = declaration[ 4 ];
  36119. const propsMatches = [];
  36120. let nameMatch = null;
  36121. while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
  36122. propsMatches.push( nameMatch );
  36123. }
  36124. // parser
  36125. const inputs = [];
  36126. let i = 0;
  36127. while ( i < propsMatches.length ) {
  36128. const isConst = propsMatches[ i ][ 0 ] === 'const';
  36129. if ( isConst === true ) {
  36130. i ++;
  36131. }
  36132. let qualifier = propsMatches[ i ][ 0 ];
  36133. if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
  36134. i ++;
  36135. } else {
  36136. qualifier = '';
  36137. }
  36138. const type = propsMatches[ i ++ ][ 0 ];
  36139. let count = Number.parseInt( propsMatches[ i ][ 0 ] );
  36140. if ( Number.isNaN( count ) === false ) i ++;
  36141. else count = null;
  36142. const name = propsMatches[ i ++ ][ 0 ];
  36143. inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
  36144. }
  36145. //
  36146. const blockCode = mainCode.substring( declaration[ 0 ].length );
  36147. const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  36148. const type = declaration[ 2 ];
  36149. const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  36150. const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
  36151. return {
  36152. type,
  36153. inputs,
  36154. name,
  36155. precision,
  36156. inputsCode,
  36157. blockCode,
  36158. headerCode
  36159. };
  36160. } else {
  36161. throw new Error( 'FunctionNode: Function is not a GLSL code.' );
  36162. }
  36163. };
  36164. class GLSLNodeFunction extends NodeFunction {
  36165. constructor( source ) {
  36166. const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
  36167. super( type, inputs, name, precision );
  36168. this.inputsCode = inputsCode;
  36169. this.blockCode = blockCode;
  36170. this.headerCode = headerCode;
  36171. }
  36172. getCode( name = this.name ) {
  36173. let code;
  36174. const blockCode = this.blockCode;
  36175. if ( blockCode !== '' ) {
  36176. const { type, inputsCode, headerCode, precision } = this;
  36177. let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
  36178. if ( precision !== '' ) {
  36179. declarationCode = `${ precision } ${ declarationCode }`;
  36180. }
  36181. code = headerCode + declarationCode + blockCode;
  36182. } else {
  36183. // interface function
  36184. code = '';
  36185. }
  36186. return code;
  36187. }
  36188. }
  36189. class GLSLNodeParser extends NodeParser {
  36190. parseFunction( source ) {
  36191. return new GLSLNodeFunction( source );
  36192. }
  36193. }
  36194. function painterSortStable( a, b ) {
  36195. if ( a.groupOrder !== b.groupOrder ) {
  36196. return a.groupOrder - b.groupOrder;
  36197. } else if ( a.renderOrder !== b.renderOrder ) {
  36198. return a.renderOrder - b.renderOrder;
  36199. } else if ( a.material.id !== b.material.id ) {
  36200. return a.material.id - b.material.id;
  36201. } else if ( a.z !== b.z ) {
  36202. return a.z - b.z;
  36203. } else {
  36204. return a.id - b.id;
  36205. }
  36206. }
  36207. function reversePainterSortStable( a, b ) {
  36208. if ( a.groupOrder !== b.groupOrder ) {
  36209. return a.groupOrder - b.groupOrder;
  36210. } else if ( a.renderOrder !== b.renderOrder ) {
  36211. return a.renderOrder - b.renderOrder;
  36212. } else if ( a.z !== b.z ) {
  36213. return b.z - a.z;
  36214. } else {
  36215. return a.id - b.id;
  36216. }
  36217. }
  36218. class RenderList {
  36219. constructor() {
  36220. this.renderItems = [];
  36221. this.renderItemsIndex = 0;
  36222. this.opaque = [];
  36223. this.transparent = [];
  36224. this.bundles = [];
  36225. this.lightsNode = new LightsNode( [] );
  36226. this.lightsArray = [];
  36227. this.occlusionQueryCount = 0;
  36228. }
  36229. begin() {
  36230. this.renderItemsIndex = 0;
  36231. this.opaque.length = 0;
  36232. this.transparent.length = 0;
  36233. this.bundles.length = 0;
  36234. this.lightsArray.length = 0;
  36235. this.occlusionQueryCount = 0;
  36236. return this;
  36237. }
  36238. getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  36239. let renderItem = this.renderItems[ this.renderItemsIndex ];
  36240. if ( renderItem === undefined ) {
  36241. renderItem = {
  36242. id: object.id,
  36243. object: object,
  36244. geometry: geometry,
  36245. material: material,
  36246. groupOrder: groupOrder,
  36247. renderOrder: object.renderOrder,
  36248. z: z,
  36249. group: group
  36250. };
  36251. this.renderItems[ this.renderItemsIndex ] = renderItem;
  36252. } else {
  36253. renderItem.id = object.id;
  36254. renderItem.object = object;
  36255. renderItem.geometry = geometry;
  36256. renderItem.material = material;
  36257. renderItem.groupOrder = groupOrder;
  36258. renderItem.renderOrder = object.renderOrder;
  36259. renderItem.z = z;
  36260. renderItem.group = group;
  36261. }
  36262. this.renderItemsIndex ++;
  36263. return renderItem;
  36264. }
  36265. push( object, geometry, material, groupOrder, z, group ) {
  36266. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  36267. if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
  36268. ( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem );
  36269. }
  36270. unshift( object, geometry, material, groupOrder, z, group ) {
  36271. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  36272. ( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem );
  36273. }
  36274. pushBundle( group ) {
  36275. this.bundles.push( group );
  36276. }
  36277. pushLight( light ) {
  36278. this.lightsArray.push( light );
  36279. }
  36280. getLightsNode() {
  36281. return this.lightsNode.fromLights( this.lightsArray );
  36282. }
  36283. sort( customOpaqueSort, customTransparentSort ) {
  36284. if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  36285. if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
  36286. }
  36287. finish() {
  36288. // update lights
  36289. this.lightsNode.setLights( this.lightsArray );
  36290. // Clear references from inactive renderItems in the list
  36291. for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
  36292. const renderItem = this.renderItems[ i ];
  36293. if ( renderItem.id === null ) break;
  36294. renderItem.id = null;
  36295. renderItem.object = null;
  36296. renderItem.geometry = null;
  36297. renderItem.material = null;
  36298. renderItem.groupOrder = null;
  36299. renderItem.renderOrder = null;
  36300. renderItem.z = null;
  36301. renderItem.group = null;
  36302. }
  36303. }
  36304. }
  36305. class RenderLists {
  36306. constructor() {
  36307. this.lists = new ChainMap();
  36308. }
  36309. get( scene, camera ) {
  36310. const lists = this.lists;
  36311. const keys = [ scene, camera ];
  36312. let list = lists.get( keys );
  36313. if ( list === undefined ) {
  36314. list = new RenderList();
  36315. lists.set( keys, list );
  36316. }
  36317. return list;
  36318. }
  36319. dispose() {
  36320. this.lists = new ChainMap();
  36321. }
  36322. }
  36323. let id = 0;
  36324. class RenderContext {
  36325. constructor() {
  36326. this.id = id ++;
  36327. this.color = true;
  36328. this.clearColor = true;
  36329. this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
  36330. this.depth = true;
  36331. this.clearDepth = true;
  36332. this.clearDepthValue = 1;
  36333. this.stencil = false;
  36334. this.clearStencil = true;
  36335. this.clearStencilValue = 1;
  36336. this.viewport = false;
  36337. this.viewportValue = new Vector4();
  36338. this.scissor = false;
  36339. this.scissorValue = new Vector4();
  36340. this.textures = null;
  36341. this.depthTexture = null;
  36342. this.activeCubeFace = 0;
  36343. this.sampleCount = 1;
  36344. this.width = 0;
  36345. this.height = 0;
  36346. this.isRenderContext = true;
  36347. }
  36348. getCacheKey() {
  36349. return getCacheKey( this );
  36350. }
  36351. }
  36352. function getCacheKey( renderContext ) {
  36353. const { textures, activeCubeFace } = renderContext;
  36354. const values = [ activeCubeFace ];
  36355. for ( const texture of textures ) {
  36356. values.push( texture.id );
  36357. }
  36358. return hashArray( values );
  36359. }
  36360. class RenderContexts {
  36361. constructor() {
  36362. this.chainMaps = {};
  36363. }
  36364. get( scene, camera, renderTarget = null ) {
  36365. const chainKey = [ scene, camera ];
  36366. let attachmentState;
  36367. if ( renderTarget === null ) {
  36368. attachmentState = 'default';
  36369. } else {
  36370. const format = renderTarget.texture.format;
  36371. const count = renderTarget.textures.length;
  36372. attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
  36373. }
  36374. const chainMap = this.getChainMap( attachmentState );
  36375. let renderState = chainMap.get( chainKey );
  36376. if ( renderState === undefined ) {
  36377. renderState = new RenderContext();
  36378. chainMap.set( chainKey, renderState );
  36379. }
  36380. if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  36381. return renderState;
  36382. }
  36383. getChainMap( attachmentState ) {
  36384. return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
  36385. }
  36386. dispose() {
  36387. this.chainMaps = {};
  36388. }
  36389. }
  36390. const _size = /*@__PURE__*/ new Vector3();
  36391. class Textures extends DataMap {
  36392. constructor( renderer, backend, info ) {
  36393. super();
  36394. this.renderer = renderer;
  36395. this.backend = backend;
  36396. this.info = info;
  36397. }
  36398. updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
  36399. const renderTargetData = this.get( renderTarget );
  36400. const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  36401. const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
  36402. const textures = renderTarget.textures;
  36403. const size = this.getSize( textures[ 0 ] );
  36404. const mipWidth = size.width >> activeMipmapLevel;
  36405. const mipHeight = size.height >> activeMipmapLevel;
  36406. let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  36407. const useDepthTexture = renderTarget.depthBuffer === true || renderTarget.stencilBuffer === true;
  36408. let textureNeedsUpdate = false;
  36409. if ( depthTexture === undefined && useDepthTexture ) {
  36410. depthTexture = new DepthTexture();
  36411. depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  36412. depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  36413. depthTexture.image.width = mipWidth;
  36414. depthTexture.image.height = mipHeight;
  36415. depthTextureMips[ activeMipmapLevel ] = depthTexture;
  36416. }
  36417. if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
  36418. textureNeedsUpdate = true;
  36419. if ( depthTexture ) {
  36420. depthTexture.needsUpdate = true;
  36421. depthTexture.image.width = mipWidth;
  36422. depthTexture.image.height = mipHeight;
  36423. }
  36424. }
  36425. renderTargetData.width = size.width;
  36426. renderTargetData.height = size.height;
  36427. renderTargetData.textures = textures;
  36428. renderTargetData.depthTexture = depthTexture || null;
  36429. renderTargetData.depth = renderTarget.depthBuffer;
  36430. renderTargetData.stencil = renderTarget.stencilBuffer;
  36431. renderTargetData.renderTarget = renderTarget;
  36432. if ( renderTargetData.sampleCount !== sampleCount ) {
  36433. textureNeedsUpdate = true;
  36434. if ( depthTexture ) {
  36435. depthTexture.needsUpdate = true;
  36436. }
  36437. renderTargetData.sampleCount = sampleCount;
  36438. }
  36439. //
  36440. const options = { sampleCount };
  36441. for ( let i = 0; i < textures.length; i ++ ) {
  36442. const texture = textures[ i ];
  36443. if ( textureNeedsUpdate ) texture.needsUpdate = true;
  36444. this.updateTexture( texture, options );
  36445. }
  36446. if ( depthTexture ) {
  36447. this.updateTexture( depthTexture, options );
  36448. }
  36449. // dispose handler
  36450. if ( renderTargetData.initialized !== true ) {
  36451. renderTargetData.initialized = true;
  36452. // dispose
  36453. const onDispose = () => {
  36454. renderTarget.removeEventListener( 'dispose', onDispose );
  36455. for ( let i = 0; i < textures.length; i ++ ) {
  36456. this._destroyTexture( textures[ i ] );
  36457. }
  36458. if ( depthTexture ) {
  36459. this._destroyTexture( depthTexture );
  36460. }
  36461. this.delete( renderTarget );
  36462. };
  36463. renderTarget.addEventListener( 'dispose', onDispose );
  36464. }
  36465. }
  36466. updateTexture( texture, options = {} ) {
  36467. const textureData = this.get( texture );
  36468. if ( textureData.initialized === true && textureData.version === texture.version ) return;
  36469. const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  36470. const backend = this.backend;
  36471. if ( isRenderTarget && textureData.initialized === true ) {
  36472. // it's an update
  36473. backend.destroySampler( texture );
  36474. backend.destroyTexture( texture );
  36475. }
  36476. //
  36477. if ( texture.isFramebufferTexture ) {
  36478. const renderer = this.renderer;
  36479. const renderTarget = renderer.getRenderTarget();
  36480. if ( renderTarget ) {
  36481. texture.type = renderTarget.texture.type;
  36482. } else {
  36483. texture.type = UnsignedByteType;
  36484. }
  36485. }
  36486. //
  36487. const { width, height, depth } = this.getSize( texture );
  36488. options.width = width;
  36489. options.height = height;
  36490. options.depth = depth;
  36491. options.needsMipmaps = this.needsMipmaps( texture );
  36492. options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
  36493. //
  36494. if ( isRenderTarget || texture.isStorageTexture === true ) {
  36495. backend.createSampler( texture );
  36496. backend.createTexture( texture, options );
  36497. textureData.generation = texture.version;
  36498. } else {
  36499. const needsCreate = textureData.initialized !== true;
  36500. if ( needsCreate ) backend.createSampler( texture );
  36501. if ( texture.version > 0 ) {
  36502. const image = texture.image;
  36503. if ( image === undefined ) {
  36504. console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
  36505. } else if ( image.complete === false ) {
  36506. console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
  36507. } else {
  36508. if ( texture.images ) {
  36509. const images = [];
  36510. for ( const image of texture.images ) {
  36511. images.push( image );
  36512. }
  36513. options.images = images;
  36514. } else {
  36515. options.image = image;
  36516. }
  36517. if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
  36518. backend.createTexture( texture, options );
  36519. textureData.isDefaultTexture = false;
  36520. textureData.generation = texture.version;
  36521. }
  36522. if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
  36523. if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
  36524. }
  36525. } else {
  36526. // async update
  36527. backend.createDefaultTexture( texture );
  36528. textureData.isDefaultTexture = true;
  36529. textureData.generation = texture.version;
  36530. }
  36531. }
  36532. // dispose handler
  36533. if ( textureData.initialized !== true ) {
  36534. textureData.initialized = true;
  36535. textureData.generation = texture.version;
  36536. //
  36537. this.info.memory.textures ++;
  36538. // dispose
  36539. const onDispose = () => {
  36540. texture.removeEventListener( 'dispose', onDispose );
  36541. this._destroyTexture( texture );
  36542. this.info.memory.textures --;
  36543. };
  36544. texture.addEventListener( 'dispose', onDispose );
  36545. }
  36546. //
  36547. textureData.version = texture.version;
  36548. }
  36549. getSize( texture, target = _size ) {
  36550. let image = texture.images ? texture.images[ 0 ] : texture.image;
  36551. if ( image ) {
  36552. if ( image.image !== undefined ) image = image.image;
  36553. target.width = image.width;
  36554. target.height = image.height;
  36555. target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
  36556. } else {
  36557. target.width = target.height = target.depth = 1;
  36558. }
  36559. return target;
  36560. }
  36561. getMipLevels( texture, width, height ) {
  36562. let mipLevelCount;
  36563. if ( texture.isCompressedTexture ) {
  36564. mipLevelCount = texture.mipmaps.length;
  36565. } else {
  36566. mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
  36567. }
  36568. return mipLevelCount;
  36569. }
  36570. needsMipmaps( texture ) {
  36571. if ( this.isEnvironmentTexture( texture ) ) return true;
  36572. return ( texture.isCompressedTexture === true ) || ( ( texture.minFilter !== NearestFilter ) && ( texture.minFilter !== LinearFilter ) );
  36573. }
  36574. isEnvironmentTexture( texture ) {
  36575. const mapping = texture.mapping;
  36576. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  36577. }
  36578. _destroyTexture( texture ) {
  36579. this.backend.destroySampler( texture );
  36580. this.backend.destroyTexture( texture );
  36581. this.delete( texture );
  36582. }
  36583. }
  36584. class Color4 extends Color {
  36585. constructor( r, g, b, a = 1 ) {
  36586. super( r, g, b );
  36587. this.a = a;
  36588. }
  36589. set( r, g, b, a = 1 ) {
  36590. this.a = a;
  36591. return super.set( r, g, b );
  36592. }
  36593. copy( color ) {
  36594. if ( color.a !== undefined ) this.a = color.a;
  36595. return super.copy( color );
  36596. }
  36597. clone() {
  36598. return new this.constructor( this.r, this.g, this.b, this.a );
  36599. }
  36600. }
  36601. const _clearColor = /*@__PURE__*/ new Color4();
  36602. class Background extends DataMap {
  36603. constructor( renderer, nodes ) {
  36604. super();
  36605. this.renderer = renderer;
  36606. this.nodes = nodes;
  36607. }
  36608. update( scene, renderList, renderContext ) {
  36609. const renderer = this.renderer;
  36610. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  36611. let forceClear = false;
  36612. if ( background === null ) {
  36613. // no background settings, use clear color configuration from the renderer
  36614. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  36615. _clearColor.a = renderer._clearColor.a;
  36616. } else if ( background.isColor === true ) {
  36617. // background is an opaque color
  36618. background.getRGB( _clearColor, LinearSRGBColorSpace );
  36619. _clearColor.a = 1;
  36620. forceClear = true;
  36621. } else if ( background.isNode === true ) {
  36622. const sceneData = this.get( scene );
  36623. const backgroundNode = background;
  36624. _clearColor.copy( renderer._clearColor );
  36625. let backgroundMesh = sceneData.backgroundMesh;
  36626. if ( backgroundMesh === undefined ) {
  36627. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  36628. // @TODO: Add Texture2D support using node context
  36629. getUV: () => normalWorld,
  36630. getTextureLevel: () => backgroundBlurriness
  36631. } );
  36632. let viewProj = modelViewProjection();
  36633. viewProj = viewProj.setZ( viewProj.w );
  36634. const nodeMaterial = new NodeMaterial();
  36635. nodeMaterial.name = 'Background.material';
  36636. nodeMaterial.side = BackSide;
  36637. nodeMaterial.depthTest = false;
  36638. nodeMaterial.depthWrite = false;
  36639. nodeMaterial.fog = false;
  36640. nodeMaterial.lights = false;
  36641. nodeMaterial.vertexNode = viewProj;
  36642. nodeMaterial.colorNode = backgroundMeshNode;
  36643. sceneData.backgroundMeshNode = backgroundMeshNode;
  36644. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  36645. backgroundMesh.frustumCulled = false;
  36646. backgroundMesh.name = 'Background.mesh';
  36647. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  36648. this.matrixWorld.copyPosition( camera.matrixWorld );
  36649. };
  36650. }
  36651. const backgroundCacheKey = backgroundNode.getCacheKey();
  36652. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  36653. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  36654. sceneData.backgroundMeshNode.needsUpdate = true;
  36655. backgroundMesh.material.needsUpdate = true;
  36656. sceneData.backgroundCacheKey = backgroundCacheKey;
  36657. }
  36658. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
  36659. } else {
  36660. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  36661. }
  36662. //
  36663. if ( renderer.autoClear === true || forceClear === true ) {
  36664. const clearColorValue = renderContext.clearColorValue;
  36665. clearColorValue.r = _clearColor.r;
  36666. clearColorValue.g = _clearColor.g;
  36667. clearColorValue.b = _clearColor.b;
  36668. clearColorValue.a = _clearColor.a;
  36669. // premultiply alpha
  36670. if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) {
  36671. clearColorValue.r *= clearColorValue.a;
  36672. clearColorValue.g *= clearColorValue.a;
  36673. clearColorValue.b *= clearColorValue.a;
  36674. }
  36675. //
  36676. renderContext.depthClearValue = renderer._clearDepth;
  36677. renderContext.stencilClearValue = renderer._clearStencil;
  36678. renderContext.clearColor = renderer.autoClearColor === true;
  36679. renderContext.clearDepth = renderer.autoClearDepth === true;
  36680. renderContext.clearStencil = renderer.autoClearStencil === true;
  36681. } else {
  36682. renderContext.clearColor = false;
  36683. renderContext.clearDepth = false;
  36684. renderContext.clearStencil = false;
  36685. }
  36686. }
  36687. }
  36688. class NodeBuilderState {
  36689. constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, monitor, transforms = [] ) {
  36690. this.vertexShader = vertexShader;
  36691. this.fragmentShader = fragmentShader;
  36692. this.computeShader = computeShader;
  36693. this.transforms = transforms;
  36694. this.nodeAttributes = nodeAttributes;
  36695. this.bindings = bindings;
  36696. this.updateNodes = updateNodes;
  36697. this.updateBeforeNodes = updateBeforeNodes;
  36698. this.updateAfterNodes = updateAfterNodes;
  36699. this.monitor = monitor;
  36700. this.usedTimes = 0;
  36701. }
  36702. createBindings() {
  36703. const bindings = [];
  36704. for ( const instanceGroup of this.bindings ) {
  36705. const shared = instanceGroup.bindings[ 0 ].groupNode.shared;
  36706. if ( shared !== true ) {
  36707. const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
  36708. bindings.push( bindingsGroup );
  36709. for ( const instanceBinding of instanceGroup.bindings ) {
  36710. bindingsGroup.bindings.push( instanceBinding.clone() );
  36711. }
  36712. } else {
  36713. bindings.push( instanceGroup );
  36714. }
  36715. }
  36716. return bindings;
  36717. }
  36718. }
  36719. const outputNodeMap = new WeakMap();
  36720. class Nodes extends DataMap {
  36721. constructor( renderer, backend ) {
  36722. super();
  36723. this.renderer = renderer;
  36724. this.backend = backend;
  36725. this.nodeFrame = new NodeFrame();
  36726. this.nodeBuilderCache = new Map();
  36727. this.callHashCache = new ChainMap();
  36728. this.groupsData = new ChainMap();
  36729. }
  36730. updateGroup( nodeUniformsGroup ) {
  36731. const groupNode = nodeUniformsGroup.groupNode;
  36732. const name = groupNode.name;
  36733. // objectGroup is every updated
  36734. if ( name === objectGroup.name ) return true;
  36735. // renderGroup is updated once per render/compute call
  36736. if ( name === renderGroup.name ) {
  36737. const uniformsGroupData = this.get( nodeUniformsGroup );
  36738. const renderId = this.nodeFrame.renderId;
  36739. if ( uniformsGroupData.renderId !== renderId ) {
  36740. uniformsGroupData.renderId = renderId;
  36741. return true;
  36742. }
  36743. return false;
  36744. }
  36745. // frameGroup is updated once per frame
  36746. if ( name === frameGroup.name ) {
  36747. const uniformsGroupData = this.get( nodeUniformsGroup );
  36748. const frameId = this.nodeFrame.frameId;
  36749. if ( uniformsGroupData.frameId !== frameId ) {
  36750. uniformsGroupData.frameId = frameId;
  36751. return true;
  36752. }
  36753. return false;
  36754. }
  36755. // other groups are updated just when groupNode.needsUpdate is true
  36756. const groupChain = [ groupNode, nodeUniformsGroup ];
  36757. let groupData = this.groupsData.get( groupChain );
  36758. if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} );
  36759. if ( groupData.version !== groupNode.version ) {
  36760. groupData.version = groupNode.version;
  36761. return true;
  36762. }
  36763. return false;
  36764. }
  36765. getForRenderCacheKey( renderObject ) {
  36766. return renderObject.initialCacheKey;
  36767. }
  36768. getForRender( renderObject ) {
  36769. const renderObjectData = this.get( renderObject );
  36770. let nodeBuilderState = renderObjectData.nodeBuilderState;
  36771. if ( nodeBuilderState === undefined ) {
  36772. const { nodeBuilderCache } = this;
  36773. const cacheKey = this.getForRenderCacheKey( renderObject );
  36774. nodeBuilderState = nodeBuilderCache.get( cacheKey );
  36775. if ( nodeBuilderState === undefined ) {
  36776. const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  36777. nodeBuilder.scene = renderObject.scene;
  36778. nodeBuilder.material = renderObject.material;
  36779. nodeBuilder.camera = renderObject.camera;
  36780. nodeBuilder.context.material = renderObject.material;
  36781. nodeBuilder.lightsNode = renderObject.lightsNode;
  36782. nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  36783. nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  36784. nodeBuilder.clippingContext = renderObject.clippingContext;
  36785. nodeBuilder.build();
  36786. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  36787. nodeBuilderCache.set( cacheKey, nodeBuilderState );
  36788. }
  36789. nodeBuilderState.usedTimes ++;
  36790. renderObjectData.nodeBuilderState = nodeBuilderState;
  36791. }
  36792. return nodeBuilderState;
  36793. }
  36794. delete( object ) {
  36795. if ( object.isRenderObject ) {
  36796. const nodeBuilderState = this.get( object ).nodeBuilderState;
  36797. nodeBuilderState.usedTimes --;
  36798. if ( nodeBuilderState.usedTimes === 0 ) {
  36799. this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
  36800. }
  36801. }
  36802. return super.delete( object );
  36803. }
  36804. getForCompute( computeNode ) {
  36805. const computeData = this.get( computeNode );
  36806. let nodeBuilderState = computeData.nodeBuilderState;
  36807. if ( nodeBuilderState === undefined ) {
  36808. const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  36809. nodeBuilder.build();
  36810. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  36811. computeData.nodeBuilderState = nodeBuilderState;
  36812. }
  36813. return nodeBuilderState;
  36814. }
  36815. _createNodeBuilderState( nodeBuilder ) {
  36816. return new NodeBuilderState(
  36817. nodeBuilder.vertexShader,
  36818. nodeBuilder.fragmentShader,
  36819. nodeBuilder.computeShader,
  36820. nodeBuilder.getAttributesArray(),
  36821. nodeBuilder.getBindings(),
  36822. nodeBuilder.updateNodes,
  36823. nodeBuilder.updateBeforeNodes,
  36824. nodeBuilder.updateAfterNodes,
  36825. nodeBuilder.monitor,
  36826. nodeBuilder.transforms
  36827. );
  36828. }
  36829. getEnvironmentNode( scene ) {
  36830. return scene.environmentNode || this.get( scene ).environmentNode || null;
  36831. }
  36832. getBackgroundNode( scene ) {
  36833. return scene.backgroundNode || this.get( scene ).backgroundNode || null;
  36834. }
  36835. getFogNode( scene ) {
  36836. return scene.fogNode || this.get( scene ).fogNode || null;
  36837. }
  36838. getCacheKey( scene, lightsNode ) {
  36839. const chain = [ scene, lightsNode ];
  36840. const callId = this.renderer.info.calls;
  36841. let cacheKeyData = this.callHashCache.get( chain );
  36842. if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) {
  36843. const environmentNode = this.getEnvironmentNode( scene );
  36844. const fogNode = this.getFogNode( scene );
  36845. const values = [];
  36846. if ( lightsNode ) values.push( lightsNode.getCacheKey( true ) );
  36847. if ( environmentNode ) values.push( environmentNode.getCacheKey() );
  36848. if ( fogNode ) values.push( fogNode.getCacheKey() );
  36849. values.push( this.renderer.shadowMap.enabled ? 1 : 0 );
  36850. cacheKeyData = {
  36851. callId,
  36852. cacheKey: hashArray( values )
  36853. };
  36854. this.callHashCache.set( chain, cacheKeyData );
  36855. }
  36856. return cacheKeyData.cacheKey;
  36857. }
  36858. updateScene( scene ) {
  36859. this.updateEnvironment( scene );
  36860. this.updateFog( scene );
  36861. this.updateBackground( scene );
  36862. }
  36863. get isToneMappingState() {
  36864. return this.renderer.getRenderTarget() ? false : true;
  36865. }
  36866. updateBackground( scene ) {
  36867. const sceneData = this.get( scene );
  36868. const background = scene.background;
  36869. if ( background ) {
  36870. const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
  36871. if ( sceneData.background !== background || forceUpdate ) {
  36872. let backgroundNode = null;
  36873. if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
  36874. if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
  36875. backgroundNode = pmremTexture( background, normalWorld );
  36876. } else {
  36877. let envMap;
  36878. if ( background.isCubeTexture === true ) {
  36879. envMap = cubeTexture( background );
  36880. } else {
  36881. envMap = texture( background );
  36882. }
  36883. backgroundNode = cubeMapNode( envMap );
  36884. }
  36885. } else if ( background.isTexture === true ) {
  36886. backgroundNode = texture( background, screenUV.flipY() ).setUpdateMatrix( true );
  36887. } else if ( background.isColor !== true ) {
  36888. console.error( 'WebGPUNodes: Unsupported background configuration.', background );
  36889. }
  36890. sceneData.backgroundNode = backgroundNode;
  36891. sceneData.background = background;
  36892. sceneData.backgroundBlurriness = scene.backgroundBlurriness;
  36893. }
  36894. } else if ( sceneData.backgroundNode ) {
  36895. delete sceneData.backgroundNode;
  36896. delete sceneData.background;
  36897. }
  36898. }
  36899. updateFog( scene ) {
  36900. const sceneData = this.get( scene );
  36901. const fog = scene.fog;
  36902. if ( fog ) {
  36903. if ( sceneData.fog !== fog ) {
  36904. let fogNode = null;
  36905. if ( fog.isFogExp2 ) {
  36906. const color = reference( 'color', 'color', fog ).setGroup( renderGroup );
  36907. const density = reference( 'density', 'float', fog ).setGroup( renderGroup );
  36908. fogNode = densityFog( color, density );
  36909. } else if ( fog.isFog ) {
  36910. const color = reference( 'color', 'color', fog ).setGroup( renderGroup );
  36911. const near = reference( 'near', 'float', fog ).setGroup( renderGroup );
  36912. const far = reference( 'far', 'float', fog ).setGroup( renderGroup );
  36913. fogNode = rangeFog( color, near, far );
  36914. } else {
  36915. console.error( 'WebGPUNodes: Unsupported fog configuration.', fog );
  36916. }
  36917. sceneData.fogNode = fogNode;
  36918. sceneData.fog = fog;
  36919. }
  36920. } else {
  36921. delete sceneData.fogNode;
  36922. delete sceneData.fog;
  36923. }
  36924. }
  36925. updateEnvironment( scene ) {
  36926. const sceneData = this.get( scene );
  36927. const environment = scene.environment;
  36928. if ( environment ) {
  36929. if ( sceneData.environment !== environment ) {
  36930. let environmentNode = null;
  36931. if ( environment.isCubeTexture === true ) {
  36932. environmentNode = cubeTexture( environment );
  36933. } else if ( environment.isTexture === true ) {
  36934. environmentNode = texture( environment );
  36935. } else {
  36936. console.error( 'Nodes: Unsupported environment configuration.', environment );
  36937. }
  36938. sceneData.environmentNode = environmentNode;
  36939. sceneData.environment = environment;
  36940. }
  36941. } else if ( sceneData.environmentNode ) {
  36942. delete sceneData.environmentNode;
  36943. delete sceneData.environment;
  36944. }
  36945. }
  36946. getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
  36947. const nodeFrame = this.nodeFrame;
  36948. nodeFrame.renderer = renderer;
  36949. nodeFrame.scene = scene;
  36950. nodeFrame.object = object;
  36951. nodeFrame.camera = camera;
  36952. nodeFrame.material = material;
  36953. return nodeFrame;
  36954. }
  36955. getNodeFrameForRender( renderObject ) {
  36956. return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
  36957. }
  36958. getOutputCacheKey() {
  36959. const renderer = this.renderer;
  36960. return renderer.toneMapping + ',' + renderer.currentColorSpace;
  36961. }
  36962. hasOutputChange( outputTarget ) {
  36963. const cacheKey = outputNodeMap.get( outputTarget );
  36964. return cacheKey !== this.getOutputCacheKey();
  36965. }
  36966. getOutputNode( outputTexture ) {
  36967. const renderer = this.renderer;
  36968. const cacheKey = this.getOutputCacheKey();
  36969. const output = texture( outputTexture, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
  36970. outputNodeMap.set( outputTexture, cacheKey );
  36971. return output;
  36972. }
  36973. updateBefore( renderObject ) {
  36974. const nodeBuilder = renderObject.getNodeBuilderState();
  36975. for ( const node of nodeBuilder.updateBeforeNodes ) {
  36976. // update frame state for each node
  36977. this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
  36978. }
  36979. }
  36980. updateAfter( renderObject ) {
  36981. const nodeBuilder = renderObject.getNodeBuilderState();
  36982. for ( const node of nodeBuilder.updateAfterNodes ) {
  36983. // update frame state for each node
  36984. this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
  36985. }
  36986. }
  36987. updateForCompute( computeNode ) {
  36988. const nodeFrame = this.getNodeFrame();
  36989. const nodeBuilder = this.getForCompute( computeNode );
  36990. for ( const node of nodeBuilder.updateNodes ) {
  36991. nodeFrame.updateNode( node );
  36992. }
  36993. }
  36994. updateForRender( renderObject ) {
  36995. const nodeFrame = this.getNodeFrameForRender( renderObject );
  36996. const nodeBuilder = renderObject.getNodeBuilderState();
  36997. for ( const node of nodeBuilder.updateNodes ) {
  36998. nodeFrame.updateNode( node );
  36999. }
  37000. }
  37001. needsRefresh( renderObject ) {
  37002. const nodeFrame = this.getNodeFrameForRender( renderObject );
  37003. const monitor = renderObject.getMonitor();
  37004. return monitor.needsRefresh( renderObject, nodeFrame );
  37005. }
  37006. dispose() {
  37007. super.dispose();
  37008. this.nodeFrame = new NodeFrame();
  37009. this.nodeBuilderCache = new Map();
  37010. }
  37011. }
  37012. class RenderBundle {
  37013. constructor( scene, camera ) {
  37014. this.scene = scene;
  37015. this.camera = camera;
  37016. }
  37017. clone() {
  37018. return Object.assign( new this.constructor(), this );
  37019. }
  37020. }
  37021. class RenderBundles {
  37022. constructor() {
  37023. this.lists = new ChainMap();
  37024. }
  37025. get( scene, camera ) {
  37026. const lists = this.lists;
  37027. const keys = [ scene, camera ];
  37028. let list = lists.get( keys );
  37029. if ( list === undefined ) {
  37030. list = new RenderBundle( scene, camera );
  37031. lists.set( keys, list );
  37032. }
  37033. return list;
  37034. }
  37035. dispose() {
  37036. this.lists = new ChainMap();
  37037. }
  37038. }
  37039. class NodeLibrary {
  37040. constructor() {
  37041. this.lightNodes = new WeakMap();
  37042. this.materialNodes = new Map();
  37043. this.toneMappingNodes = new Map();
  37044. this.colorSpaceNodes = new Map();
  37045. }
  37046. fromMaterial( material ) {
  37047. if ( material.isNodeMaterial ) return material;
  37048. let nodeMaterial = null;
  37049. const nodeMaterialClass = this.getMaterialNodeClass( material.type );
  37050. if ( nodeMaterialClass !== null ) {
  37051. nodeMaterial = new nodeMaterialClass();
  37052. for ( const key in material ) {
  37053. nodeMaterial[ key ] = material[ key ];
  37054. }
  37055. }
  37056. return nodeMaterial;
  37057. }
  37058. addColorSpace( colorSpaceNode, colorSpace ) {
  37059. this.addType( colorSpaceNode, colorSpace, this.colorSpaceNodes );
  37060. }
  37061. getColorSpaceFunction( colorSpace ) {
  37062. return this.colorSpaceNodes.get( colorSpace ) || null;
  37063. }
  37064. addToneMapping( toneMappingNode, toneMapping ) {
  37065. this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );
  37066. }
  37067. getToneMappingFunction( toneMapping ) {
  37068. return this.toneMappingNodes.get( toneMapping ) || null;
  37069. }
  37070. getMaterialNodeClass( materialType ) {
  37071. return this.materialNodes.get( materialType ) || null;
  37072. }
  37073. addMaterial( materialNodeClass, materialClass ) {
  37074. this.addType( materialNodeClass, materialClass.type, this.materialNodes );
  37075. }
  37076. getLightNodeClass( light ) {
  37077. return this.lightNodes.get( light ) || null;
  37078. }
  37079. addLight( lightNodeClass, lightClass ) {
  37080. this.addClass( lightNodeClass, lightClass, this.lightNodes );
  37081. }
  37082. addType( nodeClass, type, library ) {
  37083. if ( library.has( type ) ) {
  37084. console.warn( `Redefinition of node ${ type }` );
  37085. return;
  37086. }
  37087. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  37088. if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );
  37089. library.set( type, nodeClass );
  37090. }
  37091. addClass( nodeClass, baseClass, library ) {
  37092. if ( library.has( baseClass ) ) {
  37093. console.warn( `Redefinition of node ${ baseClass.name }` );
  37094. return;
  37095. }
  37096. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  37097. if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );
  37098. library.set( baseClass, nodeClass );
  37099. }
  37100. }
  37101. const _scene = /*@__PURE__*/ new Scene();
  37102. const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  37103. const _screen = /*@__PURE__*/ new Vector4();
  37104. const _frustum = /*@__PURE__*/ new Frustum();
  37105. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  37106. const _vector4 = /*@__PURE__*/ new Vector4();
  37107. class Renderer {
  37108. constructor( backend, parameters = {} ) {
  37109. this.isRenderer = true;
  37110. //
  37111. const {
  37112. logarithmicDepthBuffer = false,
  37113. alpha = true,
  37114. depth = true,
  37115. stencil = false,
  37116. antialias = false,
  37117. samples = 0,
  37118. getFallback = null
  37119. } = parameters;
  37120. // public
  37121. this.domElement = backend.getDomElement();
  37122. this.backend = backend;
  37123. this.samples = samples || ( antialias === true ) ? 4 : 0;
  37124. this.autoClear = true;
  37125. this.autoClearColor = true;
  37126. this.autoClearDepth = true;
  37127. this.autoClearStencil = true;
  37128. this.alpha = alpha;
  37129. this.logarithmicDepthBuffer = logarithmicDepthBuffer;
  37130. this.outputColorSpace = SRGBColorSpace;
  37131. this.toneMapping = NoToneMapping;
  37132. this.toneMappingExposure = 1.0;
  37133. this.sortObjects = true;
  37134. this.depth = depth;
  37135. this.stencil = stencil;
  37136. this.clippingPlanes = [];
  37137. this.info = new Info();
  37138. this.nodes = {
  37139. library: new NodeLibrary(),
  37140. modelViewMatrix: null,
  37141. modelNormalViewMatrix: null
  37142. };
  37143. // internals
  37144. this._getFallback = getFallback;
  37145. this._pixelRatio = 1;
  37146. this._width = this.domElement.width;
  37147. this._height = this.domElement.height;
  37148. this._viewport = new Vector4( 0, 0, this._width, this._height );
  37149. this._scissor = new Vector4( 0, 0, this._width, this._height );
  37150. this._scissorTest = false;
  37151. this._attributes = null;
  37152. this._geometries = null;
  37153. this._nodes = null;
  37154. this._animation = null;
  37155. this._bindings = null;
  37156. this._objects = null;
  37157. this._pipelines = null;
  37158. this._bundles = null;
  37159. this._renderLists = null;
  37160. this._renderContexts = null;
  37161. this._textures = null;
  37162. this._background = null;
  37163. this._quad = new QuadMesh( new NodeMaterial() );
  37164. this._quad.material.type = 'Renderer_output';
  37165. this._currentRenderContext = null;
  37166. this._opaqueSort = null;
  37167. this._transparentSort = null;
  37168. this._frameBufferTarget = null;
  37169. const alphaClear = this.alpha === true ? 0 : 1;
  37170. this._clearColor = new Color4( 0, 0, 0, alphaClear );
  37171. this._clearDepth = 1;
  37172. this._clearStencil = 0;
  37173. this._renderTarget = null;
  37174. this._activeCubeFace = 0;
  37175. this._activeMipmapLevel = 0;
  37176. this._mrt = null;
  37177. this._renderObjectFunction = null;
  37178. this._currentRenderObjectFunction = null;
  37179. this._currentRenderBundle = null;
  37180. this._handleObjectFunction = this._renderObjectDirect;
  37181. this._initialized = false;
  37182. this._initPromise = null;
  37183. this._compilationPromises = null;
  37184. this.transparent = true;
  37185. this.opaque = true;
  37186. this.shadowMap = {
  37187. enabled: false,
  37188. type: PCFShadowMap$1
  37189. };
  37190. this.xr = {
  37191. enabled: false
  37192. };
  37193. this.debug = {
  37194. checkShaderErrors: true,
  37195. onShaderError: null,
  37196. getShaderAsync: async ( scene, camera, object ) => {
  37197. await this.compileAsync( scene, camera );
  37198. const renderList = this._renderLists.get( scene, camera );
  37199. const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
  37200. const material = scene.overrideMaterial || object.material;
  37201. const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext );
  37202. const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
  37203. return { fragmentShader, vertexShader };
  37204. }
  37205. };
  37206. }
  37207. async init() {
  37208. if ( this._initialized ) {
  37209. throw new Error( 'Renderer: Backend has already been initialized.' );
  37210. }
  37211. if ( this._initPromise !== null ) {
  37212. return this._initPromise;
  37213. }
  37214. this._initPromise = new Promise( async ( resolve, reject ) => {
  37215. let backend = this.backend;
  37216. try {
  37217. await backend.init( this );
  37218. } catch ( error ) {
  37219. if ( this._getFallback !== null ) {
  37220. // try the fallback
  37221. try {
  37222. this.backend = backend = this._getFallback( error );
  37223. await backend.init( this );
  37224. } catch ( error ) {
  37225. reject( error );
  37226. return;
  37227. }
  37228. } else {
  37229. reject( error );
  37230. return;
  37231. }
  37232. }
  37233. this._nodes = new Nodes( this, backend );
  37234. this._animation = new Animation( this._nodes, this.info );
  37235. this._attributes = new Attributes( backend );
  37236. this._background = new Background( this, this._nodes );
  37237. this._geometries = new Geometries( this._attributes, this.info );
  37238. this._textures = new Textures( this, backend, this.info );
  37239. this._pipelines = new Pipelines( backend, this._nodes );
  37240. this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  37241. this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  37242. this._renderLists = new RenderLists();
  37243. this._bundles = new RenderBundles();
  37244. this._renderContexts = new RenderContexts();
  37245. //
  37246. this._initialized = true;
  37247. resolve();
  37248. } );
  37249. return this._initPromise;
  37250. }
  37251. get coordinateSystem() {
  37252. return this.backend.coordinateSystem;
  37253. }
  37254. async compileAsync( scene, camera, targetScene = null ) {
  37255. if ( this._initialized === false ) await this.init();
  37256. // preserve render tree
  37257. const nodeFrame = this._nodes.nodeFrame;
  37258. const previousRenderId = nodeFrame.renderId;
  37259. const previousRenderContext = this._currentRenderContext;
  37260. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  37261. const previousCompilationPromises = this._compilationPromises;
  37262. //
  37263. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  37264. if ( targetScene === null ) targetScene = scene;
  37265. const renderTarget = this._renderTarget;
  37266. const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
  37267. const activeMipmapLevel = this._activeMipmapLevel;
  37268. const compilationPromises = [];
  37269. this._currentRenderContext = renderContext;
  37270. this._currentRenderObjectFunction = this.renderObject;
  37271. this._handleObjectFunction = this._createObjectPipeline;
  37272. this._compilationPromises = compilationPromises;
  37273. nodeFrame.renderId ++;
  37274. //
  37275. nodeFrame.update();
  37276. //
  37277. renderContext.depth = this.depth;
  37278. renderContext.stencil = this.stencil;
  37279. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  37280. renderContext.clippingContext.updateGlobal( this, camera );
  37281. //
  37282. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  37283. //
  37284. const renderList = this._renderLists.get( scene, camera );
  37285. renderList.begin();
  37286. this._projectObject( scene, camera, 0, renderList );
  37287. // include lights from target scene
  37288. if ( targetScene !== scene ) {
  37289. targetScene.traverseVisible( function ( object ) {
  37290. if ( object.isLight && object.layers.test( camera.layers ) ) {
  37291. renderList.pushLight( object );
  37292. }
  37293. } );
  37294. }
  37295. renderList.finish();
  37296. //
  37297. if ( renderTarget !== null ) {
  37298. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  37299. const renderTargetData = this._textures.get( renderTarget );
  37300. renderContext.textures = renderTargetData.textures;
  37301. renderContext.depthTexture = renderTargetData.depthTexture;
  37302. } else {
  37303. renderContext.textures = null;
  37304. renderContext.depthTexture = null;
  37305. }
  37306. //
  37307. this._nodes.updateScene( sceneRef );
  37308. //
  37309. this._background.update( sceneRef, renderList, renderContext );
  37310. // process render lists
  37311. const opaqueObjects = renderList.opaque;
  37312. const transparentObjects = renderList.transparent;
  37313. const lightsNode = renderList.lightsNode;
  37314. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37315. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  37316. // restore render tree
  37317. nodeFrame.renderId = previousRenderId;
  37318. this._currentRenderContext = previousRenderContext;
  37319. this._currentRenderObjectFunction = previousRenderObjectFunction;
  37320. this._compilationPromises = previousCompilationPromises;
  37321. this._handleObjectFunction = this._renderObjectDirect;
  37322. // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
  37323. await Promise.all( compilationPromises );
  37324. }
  37325. async renderAsync( scene, camera ) {
  37326. if ( this._initialized === false ) await this.init();
  37327. const renderContext = this._renderScene( scene, camera );
  37328. await this.backend.resolveTimestampAsync( renderContext, 'render' );
  37329. }
  37330. setMRT( mrt ) {
  37331. this._mrt = mrt;
  37332. return this;
  37333. }
  37334. getMRT() {
  37335. return this._mrt;
  37336. }
  37337. _renderBundle( bundle, sceneRef, lightsNode ) {
  37338. const { bundleGroup, camera, renderList } = bundle;
  37339. const renderContext = this._currentRenderContext;
  37340. //
  37341. const renderBundle = this._bundles.get( bundleGroup, camera );
  37342. const renderBundleData = this.backend.get( renderBundle );
  37343. if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
  37344. //
  37345. const needsUpdate = bundleGroup.version !== renderBundleData.version;
  37346. const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
  37347. renderBundleData.renderContexts.add( renderContext );
  37348. if ( renderBundleNeedsUpdate ) {
  37349. this.backend.beginBundle( renderContext );
  37350. if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
  37351. renderBundleData.renderObjects = [];
  37352. }
  37353. this._currentRenderBundle = renderBundle;
  37354. const opaqueObjects = renderList.opaque;
  37355. if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37356. this._currentRenderBundle = null;
  37357. //
  37358. this.backend.finishBundle( renderContext, renderBundle );
  37359. renderBundleData.version = bundleGroup.version;
  37360. } else {
  37361. const { renderObjects } = renderBundleData;
  37362. for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
  37363. const renderObject = renderObjects[ i ];
  37364. if ( this._nodes.needsRefresh( renderObject ) ) {
  37365. this._nodes.updateBefore( renderObject );
  37366. this._nodes.updateForRender( renderObject );
  37367. this._bindings.updateForRender( renderObject );
  37368. this._nodes.updateAfter( renderObject );
  37369. }
  37370. }
  37371. }
  37372. this.backend.addBundle( renderContext, renderBundle );
  37373. }
  37374. render( scene, camera ) {
  37375. if ( this._initialized === false ) {
  37376. console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
  37377. return this.renderAsync( scene, camera );
  37378. }
  37379. this._renderScene( scene, camera );
  37380. }
  37381. _getFrameBufferTarget() {
  37382. const { currentToneMapping, currentColorSpace } = this;
  37383. const useToneMapping = currentToneMapping !== NoToneMapping;
  37384. const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
  37385. if ( useToneMapping === false && useColorSpace === false ) return null;
  37386. const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  37387. const { depth, stencil } = this;
  37388. let frameBufferTarget = this._frameBufferTarget;
  37389. if ( frameBufferTarget === null ) {
  37390. frameBufferTarget = new RenderTarget( width, height, {
  37391. depthBuffer: depth,
  37392. stencilBuffer: stencil,
  37393. type: HalfFloatType, // FloatType
  37394. format: RGBAFormat,
  37395. colorSpace: LinearSRGBColorSpace,
  37396. generateMipmaps: false,
  37397. minFilter: LinearFilter,
  37398. magFilter: LinearFilter,
  37399. samples: this.samples
  37400. } );
  37401. frameBufferTarget.isPostProcessingRenderTarget = true;
  37402. this._frameBufferTarget = frameBufferTarget;
  37403. }
  37404. frameBufferTarget.depthBuffer = depth;
  37405. frameBufferTarget.stencilBuffer = stencil;
  37406. frameBufferTarget.setSize( width, height );
  37407. frameBufferTarget.viewport.copy( this._viewport );
  37408. frameBufferTarget.scissor.copy( this._scissor );
  37409. frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
  37410. frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
  37411. frameBufferTarget.scissorTest = this._scissorTest;
  37412. return frameBufferTarget;
  37413. }
  37414. _renderScene( scene, camera, useFrameBufferTarget = true ) {
  37415. const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
  37416. // preserve render tree
  37417. const nodeFrame = this._nodes.nodeFrame;
  37418. const previousRenderId = nodeFrame.renderId;
  37419. const previousRenderContext = this._currentRenderContext;
  37420. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  37421. //
  37422. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  37423. const outputRenderTarget = this._renderTarget;
  37424. const activeCubeFace = this._activeCubeFace;
  37425. const activeMipmapLevel = this._activeMipmapLevel;
  37426. //
  37427. let renderTarget;
  37428. if ( frameBufferTarget !== null ) {
  37429. renderTarget = frameBufferTarget;
  37430. this.setRenderTarget( renderTarget );
  37431. } else {
  37432. renderTarget = outputRenderTarget;
  37433. }
  37434. //
  37435. const renderContext = this._renderContexts.get( scene, camera, renderTarget );
  37436. this._currentRenderContext = renderContext;
  37437. this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  37438. //
  37439. this.info.calls ++;
  37440. this.info.render.calls ++;
  37441. this.info.render.frameCalls ++;
  37442. nodeFrame.renderId = this.info.calls;
  37443. //
  37444. const coordinateSystem = this.coordinateSystem;
  37445. if ( camera.coordinateSystem !== coordinateSystem ) {
  37446. camera.coordinateSystem = coordinateSystem;
  37447. camera.updateProjectionMatrix();
  37448. }
  37449. //
  37450. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  37451. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  37452. //
  37453. let viewport = this._viewport;
  37454. let scissor = this._scissor;
  37455. let pixelRatio = this._pixelRatio;
  37456. if ( renderTarget !== null ) {
  37457. viewport = renderTarget.viewport;
  37458. scissor = renderTarget.scissor;
  37459. pixelRatio = 1;
  37460. }
  37461. this.getDrawingBufferSize( _drawingBufferSize );
  37462. _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
  37463. const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  37464. const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
  37465. renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  37466. renderContext.viewportValue.width >>= activeMipmapLevel;
  37467. renderContext.viewportValue.height >>= activeMipmapLevel;
  37468. renderContext.viewportValue.minDepth = minDepth;
  37469. renderContext.viewportValue.maxDepth = maxDepth;
  37470. renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
  37471. renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  37472. renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  37473. renderContext.scissorValue.width >>= activeMipmapLevel;
  37474. renderContext.scissorValue.height >>= activeMipmapLevel;
  37475. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  37476. renderContext.clippingContext.updateGlobal( this, camera );
  37477. //
  37478. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  37479. //
  37480. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  37481. _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
  37482. const renderList = this._renderLists.get( scene, camera );
  37483. renderList.begin();
  37484. this._projectObject( scene, camera, 0, renderList );
  37485. renderList.finish();
  37486. if ( this.sortObjects === true ) {
  37487. renderList.sort( this._opaqueSort, this._transparentSort );
  37488. }
  37489. //
  37490. if ( renderTarget !== null ) {
  37491. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  37492. const renderTargetData = this._textures.get( renderTarget );
  37493. renderContext.textures = renderTargetData.textures;
  37494. renderContext.depthTexture = renderTargetData.depthTexture;
  37495. renderContext.width = renderTargetData.width;
  37496. renderContext.height = renderTargetData.height;
  37497. renderContext.renderTarget = renderTarget;
  37498. renderContext.depth = renderTarget.depthBuffer;
  37499. renderContext.stencil = renderTarget.stencilBuffer;
  37500. } else {
  37501. renderContext.textures = null;
  37502. renderContext.depthTexture = null;
  37503. renderContext.width = this.domElement.width;
  37504. renderContext.height = this.domElement.height;
  37505. renderContext.depth = this.depth;
  37506. renderContext.stencil = this.stencil;
  37507. }
  37508. renderContext.width >>= activeMipmapLevel;
  37509. renderContext.height >>= activeMipmapLevel;
  37510. renderContext.activeCubeFace = activeCubeFace;
  37511. renderContext.activeMipmapLevel = activeMipmapLevel;
  37512. renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
  37513. //
  37514. this._nodes.updateScene( sceneRef );
  37515. //
  37516. this._background.update( sceneRef, renderList, renderContext );
  37517. //
  37518. this.backend.beginRender( renderContext );
  37519. // process render lists
  37520. const {
  37521. bundles,
  37522. lightsNode,
  37523. transparent: transparentObjects,
  37524. opaque: opaqueObjects
  37525. } = renderList;
  37526. if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  37527. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  37528. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  37529. // finish render pass
  37530. this.backend.finishRender( renderContext );
  37531. // restore render tree
  37532. nodeFrame.renderId = previousRenderId;
  37533. this._currentRenderContext = previousRenderContext;
  37534. this._currentRenderObjectFunction = previousRenderObjectFunction;
  37535. //
  37536. if ( frameBufferTarget !== null ) {
  37537. this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
  37538. const quad = this._quad;
  37539. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  37540. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  37541. quad.material.needsUpdate = true;
  37542. }
  37543. this._renderScene( quad, quad.camera, false );
  37544. }
  37545. //
  37546. sceneRef.onAfterRender( this, scene, camera, renderTarget );
  37547. //
  37548. return renderContext;
  37549. }
  37550. getMaxAnisotropy() {
  37551. return this.backend.getMaxAnisotropy();
  37552. }
  37553. getActiveCubeFace() {
  37554. return this._activeCubeFace;
  37555. }
  37556. getActiveMipmapLevel() {
  37557. return this._activeMipmapLevel;
  37558. }
  37559. async setAnimationLoop( callback ) {
  37560. if ( this._initialized === false ) await this.init();
  37561. this._animation.setAnimationLoop( callback );
  37562. }
  37563. async getArrayBufferAsync( attribute ) {
  37564. return await this.backend.getArrayBufferAsync( attribute );
  37565. }
  37566. getContext() {
  37567. return this.backend.getContext();
  37568. }
  37569. getPixelRatio() {
  37570. return this._pixelRatio;
  37571. }
  37572. getDrawingBufferSize( target ) {
  37573. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  37574. }
  37575. getSize( target ) {
  37576. return target.set( this._width, this._height );
  37577. }
  37578. setPixelRatio( value = 1 ) {
  37579. this._pixelRatio = value;
  37580. this.setSize( this._width, this._height, false );
  37581. }
  37582. setDrawingBufferSize( width, height, pixelRatio ) {
  37583. this._width = width;
  37584. this._height = height;
  37585. this._pixelRatio = pixelRatio;
  37586. this.domElement.width = Math.floor( width * pixelRatio );
  37587. this.domElement.height = Math.floor( height * pixelRatio );
  37588. this.setViewport( 0, 0, width, height );
  37589. if ( this._initialized ) this.backend.updateSize();
  37590. }
  37591. setSize( width, height, updateStyle = true ) {
  37592. this._width = width;
  37593. this._height = height;
  37594. this.domElement.width = Math.floor( width * this._pixelRatio );
  37595. this.domElement.height = Math.floor( height * this._pixelRatio );
  37596. if ( updateStyle === true ) {
  37597. this.domElement.style.width = width + 'px';
  37598. this.domElement.style.height = height + 'px';
  37599. }
  37600. this.setViewport( 0, 0, width, height );
  37601. if ( this._initialized ) this.backend.updateSize();
  37602. }
  37603. setOpaqueSort( method ) {
  37604. this._opaqueSort = method;
  37605. }
  37606. setTransparentSort( method ) {
  37607. this._transparentSort = method;
  37608. }
  37609. getScissor( target ) {
  37610. const scissor = this._scissor;
  37611. target.x = scissor.x;
  37612. target.y = scissor.y;
  37613. target.width = scissor.width;
  37614. target.height = scissor.height;
  37615. return target;
  37616. }
  37617. setScissor( x, y, width, height ) {
  37618. const scissor = this._scissor;
  37619. if ( x.isVector4 ) {
  37620. scissor.copy( x );
  37621. } else {
  37622. scissor.set( x, y, width, height );
  37623. }
  37624. }
  37625. getScissorTest() {
  37626. return this._scissorTest;
  37627. }
  37628. setScissorTest( boolean ) {
  37629. this._scissorTest = boolean;
  37630. this.backend.setScissorTest( boolean );
  37631. }
  37632. getViewport( target ) {
  37633. return target.copy( this._viewport );
  37634. }
  37635. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  37636. const viewport = this._viewport;
  37637. if ( x.isVector4 ) {
  37638. viewport.copy( x );
  37639. } else {
  37640. viewport.set( x, y, width, height );
  37641. }
  37642. viewport.minDepth = minDepth;
  37643. viewport.maxDepth = maxDepth;
  37644. }
  37645. getClearColor( target ) {
  37646. return target.copy( this._clearColor );
  37647. }
  37648. setClearColor( color, alpha = 1 ) {
  37649. this._clearColor.set( color );
  37650. this._clearColor.a = alpha;
  37651. }
  37652. getClearAlpha() {
  37653. return this._clearColor.a;
  37654. }
  37655. setClearAlpha( alpha ) {
  37656. this._clearColor.a = alpha;
  37657. }
  37658. getClearDepth() {
  37659. return this._clearDepth;
  37660. }
  37661. setClearDepth( depth ) {
  37662. this._clearDepth = depth;
  37663. }
  37664. getClearStencil() {
  37665. return this._clearStencil;
  37666. }
  37667. setClearStencil( stencil ) {
  37668. this._clearStencil = stencil;
  37669. }
  37670. isOccluded( object ) {
  37671. const renderContext = this._currentRenderContext;
  37672. return renderContext && this.backend.isOccluded( renderContext, object );
  37673. }
  37674. clear( color = true, depth = true, stencil = true ) {
  37675. if ( this._initialized === false ) {
  37676. console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
  37677. return this.clearAsync( color, depth, stencil );
  37678. }
  37679. const renderTarget = this._renderTarget || this._getFrameBufferTarget();
  37680. let renderTargetData = null;
  37681. if ( renderTarget !== null ) {
  37682. this._textures.updateRenderTarget( renderTarget );
  37683. renderTargetData = this._textures.get( renderTarget );
  37684. }
  37685. this.backend.clear( color, depth, stencil, renderTargetData );
  37686. if ( renderTarget !== null && this._renderTarget === null ) {
  37687. // If a color space transform or tone mapping is required,
  37688. // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
  37689. const quad = this._quad;
  37690. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  37691. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  37692. quad.material.needsUpdate = true;
  37693. }
  37694. this._renderScene( quad, quad.camera, false );
  37695. }
  37696. }
  37697. clearColor() {
  37698. return this.clear( true, false, false );
  37699. }
  37700. clearDepth() {
  37701. return this.clear( false, true, false );
  37702. }
  37703. clearStencil() {
  37704. return this.clear( false, false, true );
  37705. }
  37706. async clearAsync( color = true, depth = true, stencil = true ) {
  37707. if ( this._initialized === false ) await this.init();
  37708. this.clear( color, depth, stencil );
  37709. }
  37710. clearColorAsync() {
  37711. return this.clearAsync( true, false, false );
  37712. }
  37713. clearDepthAsync() {
  37714. return this.clearAsync( false, true, false );
  37715. }
  37716. clearStencilAsync() {
  37717. return this.clearAsync( false, false, true );
  37718. }
  37719. get currentToneMapping() {
  37720. return this._renderTarget !== null ? NoToneMapping : this.toneMapping;
  37721. }
  37722. get currentColorSpace() {
  37723. return this._renderTarget !== null ? LinearSRGBColorSpace : this.outputColorSpace;
  37724. }
  37725. dispose() {
  37726. this.info.dispose();
  37727. this._animation.dispose();
  37728. this._objects.dispose();
  37729. this._pipelines.dispose();
  37730. this._nodes.dispose();
  37731. this._bindings.dispose();
  37732. this._renderLists.dispose();
  37733. this._renderContexts.dispose();
  37734. this._textures.dispose();
  37735. this.setRenderTarget( null );
  37736. this.setAnimationLoop( null );
  37737. }
  37738. setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  37739. this._renderTarget = renderTarget;
  37740. this._activeCubeFace = activeCubeFace;
  37741. this._activeMipmapLevel = activeMipmapLevel;
  37742. }
  37743. getRenderTarget() {
  37744. return this._renderTarget;
  37745. }
  37746. setRenderObjectFunction( renderObjectFunction ) {
  37747. this._renderObjectFunction = renderObjectFunction;
  37748. }
  37749. getRenderObjectFunction() {
  37750. return this._renderObjectFunction;
  37751. }
  37752. compute( computeNodes ) {
  37753. if ( this._initialized === false ) {
  37754. console.warn( 'THREE.Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
  37755. return this.computeAsync( computeNodes );
  37756. }
  37757. //
  37758. const nodeFrame = this._nodes.nodeFrame;
  37759. const previousRenderId = nodeFrame.renderId;
  37760. //
  37761. this.info.calls ++;
  37762. this.info.compute.calls ++;
  37763. this.info.compute.frameCalls ++;
  37764. nodeFrame.renderId = this.info.calls;
  37765. //
  37766. const backend = this.backend;
  37767. const pipelines = this._pipelines;
  37768. const bindings = this._bindings;
  37769. const nodes = this._nodes;
  37770. const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
  37771. if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
  37772. throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
  37773. }
  37774. backend.beginCompute( computeNodes );
  37775. for ( const computeNode of computeList ) {
  37776. // onInit
  37777. if ( pipelines.has( computeNode ) === false ) {
  37778. const dispose = () => {
  37779. computeNode.removeEventListener( 'dispose', dispose );
  37780. pipelines.delete( computeNode );
  37781. bindings.delete( computeNode );
  37782. nodes.delete( computeNode );
  37783. };
  37784. computeNode.addEventListener( 'dispose', dispose );
  37785. //
  37786. const onInitFn = computeNode.onInitFunction;
  37787. if ( onInitFn !== null ) {
  37788. onInitFn.call( computeNode, { renderer: this } );
  37789. }
  37790. }
  37791. nodes.updateForCompute( computeNode );
  37792. bindings.updateForCompute( computeNode );
  37793. const computeBindings = bindings.getForCompute( computeNode );
  37794. const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
  37795. backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
  37796. }
  37797. backend.finishCompute( computeNodes );
  37798. //
  37799. nodeFrame.renderId = previousRenderId;
  37800. }
  37801. async computeAsync( computeNodes ) {
  37802. if ( this._initialized === false ) await this.init();
  37803. this.compute( computeNodes );
  37804. await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
  37805. }
  37806. async hasFeatureAsync( name ) {
  37807. if ( this._initialized === false ) await this.init();
  37808. return this.backend.hasFeature( name );
  37809. }
  37810. hasFeature( name ) {
  37811. if ( this._initialized === false ) {
  37812. console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
  37813. return false;
  37814. }
  37815. return this.backend.hasFeature( name );
  37816. }
  37817. copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
  37818. const renderContext = this._currentRenderContext;
  37819. this._textures.updateTexture( framebufferTexture );
  37820. rectangle = rectangle === null ? _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height ) : rectangle;
  37821. this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
  37822. }
  37823. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  37824. this._textures.updateTexture( srcTexture );
  37825. this._textures.updateTexture( dstTexture );
  37826. this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  37827. }
  37828. readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0, faceIndex = 0 ) {
  37829. return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height, faceIndex );
  37830. }
  37831. _projectObject( object, camera, groupOrder, renderList ) {
  37832. if ( object.visible === false ) return;
  37833. const visible = object.layers.test( camera.layers );
  37834. if ( visible ) {
  37835. if ( object.isGroup ) {
  37836. groupOrder = object.renderOrder;
  37837. } else if ( object.isLOD ) {
  37838. if ( object.autoUpdate === true ) object.update( camera );
  37839. } else if ( object.isLight ) {
  37840. renderList.pushLight( object );
  37841. } else if ( object.isSprite ) {
  37842. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  37843. if ( this.sortObjects === true ) {
  37844. _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  37845. }
  37846. const { geometry, material } = object;
  37847. if ( material.visible ) {
  37848. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  37849. }
  37850. }
  37851. } else if ( object.isLineLoop ) {
  37852. console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  37853. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  37854. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  37855. const { geometry, material } = object;
  37856. if ( this.sortObjects === true ) {
  37857. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  37858. _vector4
  37859. .copy( geometry.boundingSphere.center )
  37860. .applyMatrix4( object.matrixWorld )
  37861. .applyMatrix4( _projScreenMatrix );
  37862. }
  37863. if ( Array.isArray( material ) ) {
  37864. const groups = geometry.groups;
  37865. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  37866. const group = groups[ i ];
  37867. const groupMaterial = material[ group.materialIndex ];
  37868. if ( groupMaterial && groupMaterial.visible ) {
  37869. renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
  37870. }
  37871. }
  37872. } else if ( material.visible ) {
  37873. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  37874. }
  37875. }
  37876. }
  37877. }
  37878. if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
  37879. const baseRenderList = renderList;
  37880. // replace render list
  37881. renderList = this._renderLists.get( object, camera );
  37882. renderList.begin();
  37883. baseRenderList.pushBundle( {
  37884. bundleGroup: object,
  37885. camera,
  37886. renderList,
  37887. } );
  37888. renderList.finish();
  37889. }
  37890. const children = object.children;
  37891. for ( let i = 0, l = children.length; i < l; i ++ ) {
  37892. this._projectObject( children[ i ], camera, groupOrder, renderList );
  37893. }
  37894. }
  37895. _renderBundles( bundles, sceneRef, lightsNode ) {
  37896. for ( const bundle of bundles ) {
  37897. this._renderBundle( bundle, sceneRef, lightsNode );
  37898. }
  37899. }
  37900. _renderObjects( renderList, camera, scene, lightsNode ) {
  37901. // process renderable objects
  37902. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  37903. const renderItem = renderList[ i ];
  37904. // @TODO: Add support for multiple materials per object. This will require to extract
  37905. // the material from the renderItem object and pass it with its group data to renderObject().
  37906. const { object, geometry, material, group } = renderItem;
  37907. if ( camera.isArrayCamera ) {
  37908. const cameras = camera.cameras;
  37909. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  37910. const camera2 = cameras[ j ];
  37911. if ( object.layers.test( camera2.layers ) ) {
  37912. const vp = camera2.viewport;
  37913. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  37914. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  37915. const viewportValue = this._currentRenderContext.viewportValue;
  37916. viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
  37917. viewportValue.minDepth = minDepth;
  37918. viewportValue.maxDepth = maxDepth;
  37919. this.backend.updateViewport( this._currentRenderContext );
  37920. this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
  37921. }
  37922. }
  37923. } else {
  37924. this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
  37925. }
  37926. }
  37927. }
  37928. renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
  37929. let overridePositionNode;
  37930. let overrideFragmentNode;
  37931. let overrideDepthNode;
  37932. //
  37933. object.onBeforeRender( this, scene, camera, geometry, material, group );
  37934. //
  37935. if ( scene.overrideMaterial !== null ) {
  37936. const overrideMaterial = scene.overrideMaterial;
  37937. if ( material.positionNode && material.positionNode.isNode ) {
  37938. overridePositionNode = overrideMaterial.positionNode;
  37939. overrideMaterial.positionNode = material.positionNode;
  37940. }
  37941. if ( overrideMaterial.isShadowNodeMaterial ) {
  37942. overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
  37943. if ( material.depthNode && material.depthNode.isNode ) {
  37944. overrideDepthNode = overrideMaterial.depthNode;
  37945. overrideMaterial.depthNode = material.depthNode;
  37946. }
  37947. if ( material.shadowNode && material.shadowNode.isNode ) {
  37948. overrideFragmentNode = overrideMaterial.fragmentNode;
  37949. overrideMaterial.fragmentNode = material.shadowNode;
  37950. }
  37951. if ( this.localClippingEnabled ) {
  37952. if ( material.clipShadows ) {
  37953. if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
  37954. overrideMaterial.clippingPlanes = material.clippingPlanes;
  37955. overrideMaterial.needsUpdate = true;
  37956. }
  37957. if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
  37958. overrideMaterial.clipIntersection = material.clipIntersection;
  37959. }
  37960. } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
  37961. overrideMaterial.clippingPlanes = null;
  37962. overrideMaterial.needsUpdate = true;
  37963. }
  37964. }
  37965. }
  37966. material = overrideMaterial;
  37967. }
  37968. //
  37969. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  37970. material.side = BackSide;
  37971. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
  37972. material.side = FrontSide;
  37973. this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
  37974. material.side = DoubleSide;
  37975. } else {
  37976. this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
  37977. }
  37978. //
  37979. if ( overridePositionNode !== undefined ) {
  37980. scene.overrideMaterial.positionNode = overridePositionNode;
  37981. }
  37982. if ( overrideDepthNode !== undefined ) {
  37983. scene.overrideMaterial.depthNode = overrideDepthNode;
  37984. }
  37985. if ( overrideFragmentNode !== undefined ) {
  37986. scene.overrideMaterial.fragmentNode = overrideFragmentNode;
  37987. }
  37988. //
  37989. object.onAfterRender( this, scene, camera, geometry, material, group );
  37990. }
  37991. _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
  37992. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  37993. renderObject.drawRange = object.geometry.drawRange;
  37994. renderObject.group = group;
  37995. //
  37996. const needsRefresh = this._nodes.needsRefresh( renderObject );
  37997. if ( needsRefresh ) {
  37998. this._nodes.updateBefore( renderObject );
  37999. this._geometries.updateForRender( renderObject );
  38000. this._nodes.updateForRender( renderObject );
  38001. this._bindings.updateForRender( renderObject );
  38002. }
  38003. this._pipelines.updateForRender( renderObject );
  38004. //
  38005. if ( this._currentRenderBundle !== null ) {
  38006. const renderBundleData = this.backend.get( this._currentRenderBundle );
  38007. renderBundleData.renderObjects.push( renderObject );
  38008. renderObject.bundle = this._currentRenderBundle.scene;
  38009. }
  38010. this.backend.draw( renderObject, this.info );
  38011. if ( needsRefresh ) this._nodes.updateAfter( renderObject );
  38012. }
  38013. _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
  38014. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  38015. //
  38016. this._nodes.updateBefore( renderObject );
  38017. this._geometries.updateForRender( renderObject );
  38018. this._nodes.updateForRender( renderObject );
  38019. this._bindings.updateForRender( renderObject );
  38020. this._pipelines.getForRender( renderObject, this._compilationPromises );
  38021. this._nodes.updateAfter( renderObject );
  38022. }
  38023. get compile() {
  38024. return this.compileAsync;
  38025. }
  38026. }
  38027. class Binding {
  38028. constructor( name = '' ) {
  38029. this.name = name;
  38030. this.visibility = 0;
  38031. }
  38032. setVisibility( visibility ) {
  38033. this.visibility |= visibility;
  38034. }
  38035. clone() {
  38036. return Object.assign( new this.constructor(), this );
  38037. }
  38038. }
  38039. function getFloatLength( floatLength ) {
  38040. // ensure chunk size alignment (STD140 layout)
  38041. return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
  38042. }
  38043. class Buffer extends Binding {
  38044. constructor( name, buffer = null ) {
  38045. super( name );
  38046. this.isBuffer = true;
  38047. this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
  38048. this._buffer = buffer;
  38049. }
  38050. get byteLength() {
  38051. return getFloatLength( this._buffer.byteLength );
  38052. }
  38053. get buffer() {
  38054. return this._buffer;
  38055. }
  38056. update() {
  38057. return true;
  38058. }
  38059. }
  38060. class UniformBuffer extends Buffer {
  38061. constructor( name, buffer = null ) {
  38062. super( name, buffer );
  38063. this.isUniformBuffer = true;
  38064. }
  38065. }
  38066. let _id$4 = 0;
  38067. class NodeUniformBuffer extends UniformBuffer {
  38068. constructor( nodeUniform, groupNode ) {
  38069. super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
  38070. this.nodeUniform = nodeUniform;
  38071. this.groupNode = groupNode;
  38072. }
  38073. get buffer() {
  38074. return this.nodeUniform.value;
  38075. }
  38076. }
  38077. class UniformsGroup extends UniformBuffer {
  38078. constructor( name ) {
  38079. super( name );
  38080. this.isUniformsGroup = true;
  38081. this._values = null;
  38082. // the order of uniforms in this array must match the order of uniforms in the shader
  38083. this.uniforms = [];
  38084. }
  38085. addUniform( uniform ) {
  38086. this.uniforms.push( uniform );
  38087. return this;
  38088. }
  38089. removeUniform( uniform ) {
  38090. const index = this.uniforms.indexOf( uniform );
  38091. if ( index !== - 1 ) {
  38092. this.uniforms.splice( index, 1 );
  38093. }
  38094. return this;
  38095. }
  38096. get values() {
  38097. if ( this._values === null ) {
  38098. this._values = Array.from( this.buffer );
  38099. }
  38100. return this._values;
  38101. }
  38102. get buffer() {
  38103. let buffer = this._buffer;
  38104. if ( buffer === null ) {
  38105. const byteLength = this.byteLength;
  38106. buffer = new Float32Array( new ArrayBuffer( byteLength ) );
  38107. this._buffer = buffer;
  38108. }
  38109. return buffer;
  38110. }
  38111. get byteLength() {
  38112. let offset = 0; // global buffer offset in bytes
  38113. for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
  38114. const uniform = this.uniforms[ i ];
  38115. const { boundary, itemSize } = uniform;
  38116. // offset within a single chunk in bytes
  38117. const chunkOffset = offset % GPU_CHUNK_BYTES;
  38118. const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
  38119. // conformance tests
  38120. if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
  38121. // check for chunk overflow
  38122. offset += ( GPU_CHUNK_BYTES - chunkOffset );
  38123. } else if ( chunkOffset % boundary !== 0 ) {
  38124. // check for correct alignment
  38125. offset += ( chunkOffset % boundary );
  38126. }
  38127. uniform.offset = ( offset / this.bytesPerElement );
  38128. offset += ( itemSize * this.bytesPerElement );
  38129. }
  38130. return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
  38131. }
  38132. update() {
  38133. let updated = false;
  38134. for ( const uniform of this.uniforms ) {
  38135. if ( this.updateByType( uniform ) === true ) {
  38136. updated = true;
  38137. }
  38138. }
  38139. return updated;
  38140. }
  38141. updateByType( uniform ) {
  38142. if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  38143. if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  38144. if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  38145. if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  38146. if ( uniform.isColorUniform ) return this.updateColor( uniform );
  38147. if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  38148. if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
  38149. console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
  38150. }
  38151. updateNumber( uniform ) {
  38152. let updated = false;
  38153. const a = this.values;
  38154. const v = uniform.getValue();
  38155. const offset = uniform.offset;
  38156. if ( a[ offset ] !== v ) {
  38157. const b = this.buffer;
  38158. b[ offset ] = a[ offset ] = v;
  38159. updated = true;
  38160. }
  38161. return updated;
  38162. }
  38163. updateVector2( uniform ) {
  38164. let updated = false;
  38165. const a = this.values;
  38166. const v = uniform.getValue();
  38167. const offset = uniform.offset;
  38168. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
  38169. const b = this.buffer;
  38170. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38171. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38172. updated = true;
  38173. }
  38174. return updated;
  38175. }
  38176. updateVector3( uniform ) {
  38177. let updated = false;
  38178. const a = this.values;
  38179. const v = uniform.getValue();
  38180. const offset = uniform.offset;
  38181. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
  38182. const b = this.buffer;
  38183. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38184. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38185. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  38186. updated = true;
  38187. }
  38188. return updated;
  38189. }
  38190. updateVector4( uniform ) {
  38191. let updated = false;
  38192. const a = this.values;
  38193. const v = uniform.getValue();
  38194. const offset = uniform.offset;
  38195. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
  38196. const b = this.buffer;
  38197. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  38198. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  38199. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  38200. b[ offset + 3 ] = a[ offset + 3 ] = v.w;
  38201. updated = true;
  38202. }
  38203. return updated;
  38204. }
  38205. updateColor( uniform ) {
  38206. let updated = false;
  38207. const a = this.values;
  38208. const c = uniform.getValue();
  38209. const offset = uniform.offset;
  38210. if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
  38211. const b = this.buffer;
  38212. b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  38213. b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  38214. b[ offset + 2 ] = a[ offset + 2 ] = c.b;
  38215. updated = true;
  38216. }
  38217. return updated;
  38218. }
  38219. updateMatrix3( uniform ) {
  38220. let updated = false;
  38221. const a = this.values;
  38222. const e = uniform.getValue().elements;
  38223. const offset = uniform.offset;
  38224. if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  38225. a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  38226. a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
  38227. const b = this.buffer;
  38228. b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  38229. b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  38230. b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  38231. b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  38232. b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  38233. b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  38234. b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  38235. b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  38236. b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
  38237. updated = true;
  38238. }
  38239. return updated;
  38240. }
  38241. updateMatrix4( uniform ) {
  38242. let updated = false;
  38243. const a = this.values;
  38244. const e = uniform.getValue().elements;
  38245. const offset = uniform.offset;
  38246. if ( arraysEqual( a, e, offset ) === false ) {
  38247. const b = this.buffer;
  38248. b.set( e, offset );
  38249. setArray( a, e, offset );
  38250. updated = true;
  38251. }
  38252. return updated;
  38253. }
  38254. }
  38255. function setArray( a, b, offset ) {
  38256. for ( let i = 0, l = b.length; i < l; i ++ ) {
  38257. a[ offset + i ] = b[ i ];
  38258. }
  38259. }
  38260. function arraysEqual( a, b, offset ) {
  38261. for ( let i = 0, l = b.length; i < l; i ++ ) {
  38262. if ( a[ offset + i ] !== b[ i ] ) return false;
  38263. }
  38264. return true;
  38265. }
  38266. let _id$3 = 0;
  38267. class NodeUniformsGroup extends UniformsGroup {
  38268. constructor( name, groupNode ) {
  38269. super( name );
  38270. this.id = _id$3 ++;
  38271. this.groupNode = groupNode;
  38272. this.isNodeUniformsGroup = true;
  38273. }
  38274. getNodes() {
  38275. const nodes = [];
  38276. for ( const uniform of this.uniforms ) {
  38277. const node = uniform.nodeUniform.node;
  38278. if ( ! node ) throw new Error( 'NodeUniformsGroup: Uniform has no node.' );
  38279. nodes.push( node );
  38280. }
  38281. return nodes;
  38282. }
  38283. }
  38284. let _id$2 = 0;
  38285. class SampledTexture extends Binding {
  38286. constructor( name, texture ) {
  38287. super( name );
  38288. this.id = _id$2 ++;
  38289. this.texture = texture;
  38290. this.version = texture ? texture.version : 0;
  38291. this.store = false;
  38292. this.generation = null;
  38293. this.isSampledTexture = true;
  38294. }
  38295. needsBindingsUpdate( generation ) {
  38296. const { texture } = this;
  38297. if ( generation !== this.generation ) {
  38298. this.generation = generation;
  38299. return true;
  38300. }
  38301. return texture.isVideoTexture;
  38302. }
  38303. update() {
  38304. const { texture, version } = this;
  38305. if ( version !== texture.version ) {
  38306. this.version = texture.version;
  38307. return true;
  38308. }
  38309. return false;
  38310. }
  38311. }
  38312. class NodeSampledTexture extends SampledTexture {
  38313. constructor( name, textureNode, groupNode, access = null ) {
  38314. super( name, textureNode ? textureNode.value : null );
  38315. this.textureNode = textureNode;
  38316. this.groupNode = groupNode;
  38317. this.access = access;
  38318. }
  38319. needsBindingsUpdate( generation ) {
  38320. return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
  38321. }
  38322. update() {
  38323. const { textureNode } = this;
  38324. if ( this.texture !== textureNode.value ) {
  38325. this.texture = textureNode.value;
  38326. return true;
  38327. }
  38328. return super.update();
  38329. }
  38330. }
  38331. class NodeSampledCubeTexture extends NodeSampledTexture {
  38332. constructor( name, textureNode, groupNode, access ) {
  38333. super( name, textureNode, groupNode, access );
  38334. this.isSampledCubeTexture = true;
  38335. }
  38336. }
  38337. class NodeSampledTexture3D extends NodeSampledTexture {
  38338. constructor( name, textureNode, groupNode, access ) {
  38339. super( name, textureNode, groupNode, access );
  38340. this.isSampledTexture3D = true;
  38341. }
  38342. }
  38343. const glslMethods = {
  38344. atan2: 'atan',
  38345. textureDimensions: 'textureSize',
  38346. equals: 'equal'
  38347. };
  38348. const precisionLib = {
  38349. low: 'lowp',
  38350. medium: 'mediump',
  38351. high: 'highp'
  38352. };
  38353. const supports$1 = {
  38354. swizzleAssign: true,
  38355. storageBuffer: false
  38356. };
  38357. const defaultPrecisions = `
  38358. precision highp float;
  38359. precision highp int;
  38360. precision highp sampler2D;
  38361. precision highp sampler3D;
  38362. precision highp samplerCube;
  38363. precision highp sampler2DArray;
  38364. precision highp usampler2D;
  38365. precision highp usampler3D;
  38366. precision highp usamplerCube;
  38367. precision highp usampler2DArray;
  38368. precision highp isampler2D;
  38369. precision highp isampler3D;
  38370. precision highp isamplerCube;
  38371. precision highp isampler2DArray;
  38372. precision lowp sampler2DShadow;
  38373. `;
  38374. class GLSLNodeBuilder extends NodeBuilder {
  38375. constructor( object, renderer ) {
  38376. super( object, renderer, new GLSLNodeParser() );
  38377. this.uniformGroups = {};
  38378. this.transforms = [];
  38379. this.extensions = {};
  38380. this.useComparisonMethod = true;
  38381. }
  38382. needsColorSpaceToLinearSRGB( texture ) {
  38383. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  38384. }
  38385. getMethod( method ) {
  38386. return glslMethods[ method ] || method;
  38387. }
  38388. getOutputStructName() {
  38389. return '';
  38390. }
  38391. buildFunctionCode( shaderNode ) {
  38392. const layout = shaderNode.layout;
  38393. const flowData = this.flowShaderNode( shaderNode );
  38394. const parameters = [];
  38395. for ( const input of layout.inputs ) {
  38396. parameters.push( this.getType( input.type ) + ' ' + input.name );
  38397. }
  38398. //
  38399. const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
  38400. ${ flowData.vars }
  38401. ${ flowData.code }
  38402. return ${ flowData.result };
  38403. }`;
  38404. //
  38405. return code;
  38406. }
  38407. setupPBO( storageBufferNode ) {
  38408. const attribute = storageBufferNode.value;
  38409. if ( attribute.pbo === undefined ) {
  38410. const originalArray = attribute.array;
  38411. const numElements = attribute.count * attribute.itemSize;
  38412. const { itemSize } = attribute;
  38413. const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
  38414. let format = isInteger ? RedIntegerFormat : RedFormat;
  38415. if ( itemSize === 2 ) {
  38416. format = isInteger ? RGIntegerFormat : RGFormat;
  38417. } else if ( itemSize === 3 ) {
  38418. format = isInteger ? RGBIntegerFormat : RGBFormat;
  38419. } else if ( itemSize === 4 ) {
  38420. format = isInteger ? RGBAIntegerFormat : RGBAFormat;
  38421. }
  38422. const typeMap = {
  38423. Float32Array: FloatType,
  38424. Uint8Array: UnsignedByteType,
  38425. Uint16Array: UnsignedShortType,
  38426. Uint32Array: UnsignedIntType,
  38427. Int8Array: ByteType,
  38428. Int16Array: ShortType,
  38429. Int32Array: IntType,
  38430. Uint8ClampedArray: UnsignedByteType,
  38431. };
  38432. const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  38433. let height = Math.ceil( ( numElements / itemSize ) / width );
  38434. if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
  38435. const newSize = width * height * itemSize;
  38436. const newArray = new originalArray.constructor( newSize );
  38437. newArray.set( originalArray, 0 );
  38438. attribute.array = newArray;
  38439. const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  38440. pboTexture.needsUpdate = true;
  38441. pboTexture.isPBOTexture = true;
  38442. const pbo = new TextureNode( pboTexture, null, null );
  38443. pbo.setPrecision( 'high' );
  38444. attribute.pboNode = pbo;
  38445. attribute.pbo = pbo.value;
  38446. this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  38447. }
  38448. }
  38449. getPropertyName( node, shaderStage = this.shaderStage ) {
  38450. if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
  38451. return shaderStage.charAt( 0 ) + '_' + node.name;
  38452. }
  38453. return super.getPropertyName( node, shaderStage );
  38454. }
  38455. generatePBO( storageArrayElementNode ) {
  38456. const { node, indexNode } = storageArrayElementNode;
  38457. const attribute = node.value;
  38458. if ( this.renderer.backend.has( attribute ) ) {
  38459. const attributeData = this.renderer.backend.get( attribute );
  38460. attributeData.pbo = attribute.pbo;
  38461. }
  38462. const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  38463. const textureName = this.getPropertyName( nodeUniform );
  38464. this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
  38465. const indexSnippet = indexNode.build( this, 'uint' );
  38466. const elementNodeData = this.getDataFromNode( storageArrayElementNode );
  38467. let propertyName = elementNodeData.propertyName;
  38468. if ( propertyName === undefined ) {
  38469. // property element
  38470. const nodeVar = this.getVarFromNode( storageArrayElementNode );
  38471. propertyName = this.getPropertyName( nodeVar );
  38472. // property size
  38473. const bufferNodeData = this.getDataFromNode( node );
  38474. let propertySizeName = bufferNodeData.propertySizeName;
  38475. if ( propertySizeName === undefined ) {
  38476. propertySizeName = propertyName + 'Size';
  38477. this.getVarFromNode( node, propertySizeName, 'uint' );
  38478. this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )`, storageArrayElementNode );
  38479. bufferNodeData.propertySizeName = propertySizeName;
  38480. }
  38481. //
  38482. const { itemSize } = attribute;
  38483. const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  38484. const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
  38485. const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
  38486. //
  38487. let prefix = 'vec4';
  38488. if ( attribute.pbo.type === UnsignedIntType ) {
  38489. prefix = 'uvec4';
  38490. } else if ( attribute.pbo.type === IntType ) {
  38491. prefix = 'ivec4';
  38492. }
  38493. this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}`, storageArrayElementNode );
  38494. elementNodeData.propertyName = propertyName;
  38495. }
  38496. return propertyName;
  38497. }
  38498. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
  38499. if ( depthSnippet ) {
  38500. return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
  38501. } else {
  38502. return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  38503. }
  38504. }
  38505. generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
  38506. if ( texture.isDepthTexture ) {
  38507. return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
  38508. } else {
  38509. if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
  38510. return `texture( ${ textureProperty }, ${ uvSnippet } )`;
  38511. }
  38512. }
  38513. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
  38514. return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
  38515. }
  38516. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
  38517. return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
  38518. }
  38519. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
  38520. return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  38521. }
  38522. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  38523. if ( shaderStage === 'fragment' ) {
  38524. return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
  38525. } else {
  38526. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  38527. }
  38528. }
  38529. getVars( shaderStage ) {
  38530. const snippets = [];
  38531. const vars = this.vars[ shaderStage ];
  38532. if ( vars !== undefined ) {
  38533. for ( const variable of vars ) {
  38534. snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
  38535. }
  38536. }
  38537. return snippets.join( '\n\t' );
  38538. }
  38539. getUniforms( shaderStage ) {
  38540. const uniforms = this.uniforms[ shaderStage ];
  38541. const bindingSnippets = [];
  38542. const uniformGroups = {};
  38543. for ( const uniform of uniforms ) {
  38544. let snippet = null;
  38545. let group = false;
  38546. if ( uniform.type === 'texture' ) {
  38547. const texture = uniform.node.value;
  38548. let typePrefix = '';
  38549. if ( texture.isDataTexture === true ) {
  38550. if ( texture.type === UnsignedIntType ) {
  38551. typePrefix = 'u';
  38552. } else if ( texture.type === IntType ) {
  38553. typePrefix = 'i';
  38554. }
  38555. }
  38556. if ( texture.compareFunction ) {
  38557. snippet = `sampler2DShadow ${ uniform.name };`;
  38558. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  38559. snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
  38560. } else {
  38561. snippet = `${typePrefix}sampler2D ${ uniform.name };`;
  38562. }
  38563. } else if ( uniform.type === 'cubeTexture' ) {
  38564. snippet = `samplerCube ${ uniform.name };`;
  38565. } else if ( uniform.type === 'texture3D' ) {
  38566. snippet = `sampler3D ${ uniform.name };`;
  38567. } else if ( uniform.type === 'buffer' ) {
  38568. const bufferNode = uniform.node;
  38569. const bufferType = this.getType( bufferNode.bufferType );
  38570. const bufferCount = bufferNode.bufferCount;
  38571. const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  38572. snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
  38573. } else {
  38574. const vectorType = this.getVectorType( uniform.type );
  38575. snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
  38576. group = true;
  38577. }
  38578. const precision = uniform.node.precision;
  38579. if ( precision !== null ) {
  38580. snippet = precisionLib[ precision ] + ' ' + snippet;
  38581. }
  38582. if ( group ) {
  38583. snippet = '\t' + snippet;
  38584. const groupName = uniform.groupNode.name;
  38585. const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
  38586. groupSnippets.push( snippet );
  38587. } else {
  38588. snippet = 'uniform ' + snippet;
  38589. bindingSnippets.push( snippet );
  38590. }
  38591. }
  38592. let output = '';
  38593. for ( const name in uniformGroups ) {
  38594. const groupSnippets = uniformGroups[ name ];
  38595. output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
  38596. }
  38597. output += bindingSnippets.join( '\n' );
  38598. return output;
  38599. }
  38600. getTypeFromAttribute( attribute ) {
  38601. let nodeType = super.getTypeFromAttribute( attribute );
  38602. if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
  38603. let dataAttribute = attribute;
  38604. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  38605. const array = dataAttribute.array;
  38606. if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
  38607. nodeType = nodeType.slice( 1 );
  38608. }
  38609. }
  38610. return nodeType;
  38611. }
  38612. getAttributes( shaderStage ) {
  38613. let snippet = '';
  38614. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  38615. const attributes = this.getAttributesArray();
  38616. let location = 0;
  38617. for ( const attribute of attributes ) {
  38618. snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
  38619. }
  38620. }
  38621. return snippet;
  38622. }
  38623. getStructMembers( struct ) {
  38624. const snippets = [];
  38625. const members = struct.getMemberTypes();
  38626. for ( let i = 0; i < members.length; i ++ ) {
  38627. const member = members[ i ];
  38628. snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
  38629. }
  38630. return snippets.join( '\n' );
  38631. }
  38632. getStructs( shaderStage ) {
  38633. const snippets = [];
  38634. const structs = this.structs[ shaderStage ];
  38635. if ( structs.length === 0 ) {
  38636. return 'layout( location = 0 ) out vec4 fragColor;\n';
  38637. }
  38638. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  38639. const struct = structs[ index ];
  38640. let snippet = '\n';
  38641. snippet += this.getStructMembers( struct );
  38642. snippet += '\n';
  38643. snippets.push( snippet );
  38644. }
  38645. return snippets.join( '\n\n' );
  38646. }
  38647. getVaryings( shaderStage ) {
  38648. let snippet = '';
  38649. const varyings = this.varyings;
  38650. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  38651. for ( const varying of varyings ) {
  38652. if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
  38653. const type = varying.type;
  38654. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  38655. snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
  38656. }
  38657. } else if ( shaderStage === 'fragment' ) {
  38658. for ( const varying of varyings ) {
  38659. if ( varying.needsInterpolation ) {
  38660. const type = varying.type;
  38661. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  38662. snippet += `${flat}in ${type} ${varying.name};\n`;
  38663. }
  38664. }
  38665. }
  38666. return snippet;
  38667. }
  38668. getVertexIndex() {
  38669. return 'uint( gl_VertexID )';
  38670. }
  38671. getInstanceIndex() {
  38672. return 'uint( gl_InstanceID )';
  38673. }
  38674. getInvocationLocalIndex() {
  38675. const workgroupSize = this.object.workgroupSize;
  38676. const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
  38677. return `uint( gl_InstanceID ) % ${size}u`;
  38678. }
  38679. getDrawIndex() {
  38680. const extensions = this.renderer.backend.extensions;
  38681. if ( extensions.has( 'WEBGL_multi_draw' ) ) {
  38682. return 'uint( gl_DrawID )';
  38683. }
  38684. return null;
  38685. }
  38686. getFrontFacing() {
  38687. return 'gl_FrontFacing';
  38688. }
  38689. getFragCoord() {
  38690. return 'gl_FragCoord.xy';
  38691. }
  38692. getFragDepth() {
  38693. return 'gl_FragDepth';
  38694. }
  38695. enableExtension( name, behavior, shaderStage = this.shaderStage ) {
  38696. const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
  38697. if ( map.has( name ) === false ) {
  38698. map.set( name, {
  38699. name,
  38700. behavior
  38701. } );
  38702. }
  38703. }
  38704. getExtensions( shaderStage ) {
  38705. const snippets = [];
  38706. if ( shaderStage === 'vertex' ) {
  38707. const ext = this.renderer.backend.extensions;
  38708. const isBatchedMesh = this.object.isBatchedMesh;
  38709. if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
  38710. this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
  38711. }
  38712. }
  38713. const extensions = this.extensions[ shaderStage ];
  38714. if ( extensions !== undefined ) {
  38715. for ( const { name, behavior } of extensions.values() ) {
  38716. snippets.push( `#extension ${name} : ${behavior}` );
  38717. }
  38718. }
  38719. return snippets.join( '\n' );
  38720. }
  38721. isAvailable( name ) {
  38722. let result = supports$1[ name ];
  38723. if ( result === undefined ) {
  38724. if ( name === 'float32Filterable' ) {
  38725. const extensions = this.renderer.backend.extensions;
  38726. if ( extensions.has( 'OES_texture_float_linear' ) ) {
  38727. extensions.get( 'OES_texture_float_linear' );
  38728. result = true;
  38729. } else {
  38730. result = false;
  38731. }
  38732. }
  38733. supports$1[ name ] = result;
  38734. }
  38735. return result;
  38736. }
  38737. isFlipY() {
  38738. return true;
  38739. }
  38740. registerTransform( varyingName, attributeNode ) {
  38741. this.transforms.push( { varyingName, attributeNode } );
  38742. }
  38743. getTransforms( /* shaderStage */ ) {
  38744. const transforms = this.transforms;
  38745. let snippet = '';
  38746. for ( let i = 0; i < transforms.length; i ++ ) {
  38747. const transform = transforms[ i ];
  38748. const attributeName = this.getPropertyName( transform.attributeNode );
  38749. snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
  38750. }
  38751. return snippet;
  38752. }
  38753. _getGLSLUniformStruct( name, vars ) {
  38754. return `
  38755. layout( std140 ) uniform ${name} {
  38756. ${vars}
  38757. };`;
  38758. }
  38759. _getGLSLVertexCode( shaderData ) {
  38760. return `#version 300 es
  38761. ${ this.getSignature() }
  38762. // extensions
  38763. ${shaderData.extensions}
  38764. // precision
  38765. ${ defaultPrecisions }
  38766. // uniforms
  38767. ${shaderData.uniforms}
  38768. // varyings
  38769. ${shaderData.varyings}
  38770. // attributes
  38771. ${shaderData.attributes}
  38772. // codes
  38773. ${shaderData.codes}
  38774. void main() {
  38775. // vars
  38776. ${shaderData.vars}
  38777. // transforms
  38778. ${shaderData.transforms}
  38779. // flow
  38780. ${shaderData.flow}
  38781. gl_PointSize = 1.0;
  38782. }
  38783. `;
  38784. }
  38785. _getGLSLFragmentCode( shaderData ) {
  38786. return `#version 300 es
  38787. ${ this.getSignature() }
  38788. // precision
  38789. ${ defaultPrecisions }
  38790. // uniforms
  38791. ${shaderData.uniforms}
  38792. // varyings
  38793. ${shaderData.varyings}
  38794. // codes
  38795. ${shaderData.codes}
  38796. ${shaderData.structs}
  38797. void main() {
  38798. // vars
  38799. ${shaderData.vars}
  38800. // flow
  38801. ${shaderData.flow}
  38802. }
  38803. `;
  38804. }
  38805. buildCode() {
  38806. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  38807. this.sortBindingGroups();
  38808. for ( const shaderStage in shadersData ) {
  38809. let flow = '// code\n\n';
  38810. flow += this.flowCode[ shaderStage ];
  38811. const flowNodes = this.flowNodes[ shaderStage ];
  38812. const mainNode = flowNodes[ flowNodes.length - 1 ];
  38813. for ( const node of flowNodes ) {
  38814. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  38815. const slotName = node.name;
  38816. if ( slotName ) {
  38817. if ( flow.length > 0 ) flow += '\n';
  38818. flow += `\t// flow -> ${ slotName }\n\t`;
  38819. }
  38820. flow += `${ flowSlotData.code }\n\t`;
  38821. if ( node === mainNode && shaderStage !== 'compute' ) {
  38822. flow += '// result\n\t';
  38823. if ( shaderStage === 'vertex' ) {
  38824. flow += 'gl_Position = ';
  38825. flow += `${ flowSlotData.result };`;
  38826. } else if ( shaderStage === 'fragment' ) {
  38827. if ( ! node.outputNode.isOutputStructNode ) {
  38828. flow += 'fragColor = ';
  38829. flow += `${ flowSlotData.result };`;
  38830. }
  38831. }
  38832. }
  38833. }
  38834. const stageData = shadersData[ shaderStage ];
  38835. stageData.extensions = this.getExtensions( shaderStage );
  38836. stageData.uniforms = this.getUniforms( shaderStage );
  38837. stageData.attributes = this.getAttributes( shaderStage );
  38838. stageData.varyings = this.getVaryings( shaderStage );
  38839. stageData.vars = this.getVars( shaderStage );
  38840. stageData.structs = this.getStructs( shaderStage );
  38841. stageData.codes = this.getCodes( shaderStage );
  38842. stageData.transforms = this.getTransforms( shaderStage );
  38843. stageData.flow = flow;
  38844. }
  38845. if ( this.material !== null ) {
  38846. this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  38847. this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
  38848. } else {
  38849. this.computeShader = this._getGLSLVertexCode( shadersData.compute );
  38850. }
  38851. }
  38852. getUniformFromNode( node, type, shaderStage, name = null ) {
  38853. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  38854. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  38855. let uniformGPU = nodeData.uniformGPU;
  38856. if ( uniformGPU === undefined ) {
  38857. const group = node.groupNode;
  38858. const groupName = group.name;
  38859. const bindings = this.getBindGroupArray( groupName, shaderStage );
  38860. if ( type === 'texture' ) {
  38861. uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  38862. bindings.push( uniformGPU );
  38863. } else if ( type === 'cubeTexture' ) {
  38864. uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  38865. bindings.push( uniformGPU );
  38866. } else if ( type === 'texture3D' ) {
  38867. uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  38868. bindings.push( uniformGPU );
  38869. } else if ( type === 'buffer' ) {
  38870. node.name = `NodeBuffer_${ node.id }`;
  38871. uniformNode.name = `buffer${ node.id }`;
  38872. const buffer = new NodeUniformBuffer( node, group );
  38873. buffer.name = node.name;
  38874. bindings.push( buffer );
  38875. uniformGPU = buffer;
  38876. } else {
  38877. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  38878. let uniformsGroup = uniformsStage[ groupName ];
  38879. if ( uniformsGroup === undefined ) {
  38880. uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
  38881. //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  38882. uniformsStage[ groupName ] = uniformsGroup;
  38883. bindings.push( uniformsGroup );
  38884. }
  38885. uniformGPU = this.getNodeUniform( uniformNode, type );
  38886. uniformsGroup.addUniform( uniformGPU );
  38887. }
  38888. nodeData.uniformGPU = uniformGPU;
  38889. }
  38890. return uniformNode;
  38891. }
  38892. }
  38893. let vector2 = null;
  38894. let vector4 = null;
  38895. let color4 = null;
  38896. class Backend {
  38897. constructor( parameters = {} ) {
  38898. this.parameters = Object.assign( {}, parameters );
  38899. this.data = new WeakMap();
  38900. this.renderer = null;
  38901. this.domElement = null;
  38902. }
  38903. async init( renderer ) {
  38904. this.renderer = renderer;
  38905. }
  38906. // render context
  38907. begin( /*renderContext*/ ) { }
  38908. finish( /*renderContext*/ ) { }
  38909. // render object
  38910. draw( /*renderObject, info*/ ) { }
  38911. // program
  38912. createProgram( /*program*/ ) { }
  38913. destroyProgram( /*program*/ ) { }
  38914. // bindings
  38915. createBindings( /*bingGroup, bindings*/ ) { }
  38916. updateBindings( /*bingGroup, bindings*/ ) { }
  38917. // pipeline
  38918. createRenderPipeline( /*renderObject*/ ) { }
  38919. createComputePipeline( /*computeNode, pipeline*/ ) { }
  38920. destroyPipeline( /*pipeline*/ ) { }
  38921. // cache key
  38922. needsRenderUpdate( /*renderObject*/ ) { } // return Boolean ( fast test )
  38923. getRenderCacheKey( /*renderObject*/ ) { } // return String
  38924. // node builder
  38925. createNodeBuilder( /*renderObject*/ ) { } // return NodeBuilder (ADD IT)
  38926. // textures
  38927. createSampler( /*texture*/ ) { }
  38928. createDefaultTexture( /*texture*/ ) { }
  38929. createTexture( /*texture*/ ) { }
  38930. copyTextureToBuffer( /*texture, x, y, width, height*/ ) {}
  38931. // attributes
  38932. createAttribute( /*attribute*/ ) { }
  38933. createIndexAttribute( /*attribute*/ ) { }
  38934. updateAttribute( /*attribute*/ ) { }
  38935. destroyAttribute( /*attribute*/ ) { }
  38936. // canvas
  38937. getContext() { }
  38938. updateSize() { }
  38939. // utils
  38940. resolveTimestampAsync( /*renderContext, type*/ ) { }
  38941. hasFeatureAsync( /*name*/ ) { } // return Boolean
  38942. hasFeature( /*name*/ ) { } // return Boolean
  38943. getInstanceCount( renderObject ) {
  38944. const { object, geometry } = renderObject;
  38945. return geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  38946. }
  38947. getDrawingBufferSize() {
  38948. vector2 = vector2 || new Vector2();
  38949. return this.renderer.getDrawingBufferSize( vector2 );
  38950. }
  38951. getScissor() {
  38952. vector4 = vector4 || new Vector4();
  38953. return this.renderer.getScissor( vector4 );
  38954. }
  38955. setScissorTest( /*boolean*/ ) { }
  38956. getClearColor() {
  38957. const renderer = this.renderer;
  38958. color4 = color4 || new Color4();
  38959. renderer.getClearColor( color4 );
  38960. color4.getRGB( color4, this.renderer.currentColorSpace );
  38961. return color4;
  38962. }
  38963. getDomElement() {
  38964. let domElement = this.domElement;
  38965. if ( domElement === null ) {
  38966. domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
  38967. // OffscreenCanvas does not have setAttribute, see #22811
  38968. if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
  38969. this.domElement = domElement;
  38970. }
  38971. return domElement;
  38972. }
  38973. // resource properties
  38974. set( object, value ) {
  38975. this.data.set( object, value );
  38976. }
  38977. get( object ) {
  38978. let map = this.data.get( object );
  38979. if ( map === undefined ) {
  38980. map = {};
  38981. this.data.set( object, map );
  38982. }
  38983. return map;
  38984. }
  38985. has( object ) {
  38986. return this.data.has( object );
  38987. }
  38988. delete( object ) {
  38989. this.data.delete( object );
  38990. }
  38991. }
  38992. let _id$1 = 0;
  38993. class DualAttributeData {
  38994. constructor( attributeData, dualBuffer ) {
  38995. this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  38996. this.type = attributeData.type;
  38997. this.bufferType = attributeData.bufferType;
  38998. this.pbo = attributeData.pbo;
  38999. this.byteLength = attributeData.byteLength;
  39000. this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  39001. this.version = attributeData.version;
  39002. this.isInteger = attributeData.isInteger;
  39003. this.activeBufferIndex = 0;
  39004. this.baseId = attributeData.id;
  39005. }
  39006. get id() {
  39007. return `${ this.baseId }|${ this.activeBufferIndex }`;
  39008. }
  39009. get bufferGPU() {
  39010. return this.buffers[ this.activeBufferIndex ];
  39011. }
  39012. get transformBuffer() {
  39013. return this.buffers[ this.activeBufferIndex ^ 1 ];
  39014. }
  39015. switchBuffers() {
  39016. this.activeBufferIndex ^= 1;
  39017. }
  39018. }
  39019. class WebGLAttributeUtils {
  39020. constructor( backend ) {
  39021. this.backend = backend;
  39022. }
  39023. createAttribute( attribute, bufferType ) {
  39024. const backend = this.backend;
  39025. const { gl } = backend;
  39026. const array = attribute.array;
  39027. const usage = attribute.usage || gl.STATIC_DRAW;
  39028. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39029. const bufferData = backend.get( bufferAttribute );
  39030. let bufferGPU = bufferData.bufferGPU;
  39031. if ( bufferGPU === undefined ) {
  39032. bufferGPU = this._createBuffer( gl, bufferType, array, usage );
  39033. bufferData.bufferGPU = bufferGPU;
  39034. bufferData.bufferType = bufferType;
  39035. bufferData.version = bufferAttribute.version;
  39036. }
  39037. //attribute.onUploadCallback();
  39038. let type;
  39039. if ( array instanceof Float32Array ) {
  39040. type = gl.FLOAT;
  39041. } else if ( array instanceof Uint16Array ) {
  39042. if ( attribute.isFloat16BufferAttribute ) {
  39043. type = gl.HALF_FLOAT;
  39044. } else {
  39045. type = gl.UNSIGNED_SHORT;
  39046. }
  39047. } else if ( array instanceof Int16Array ) {
  39048. type = gl.SHORT;
  39049. } else if ( array instanceof Uint32Array ) {
  39050. type = gl.UNSIGNED_INT;
  39051. } else if ( array instanceof Int32Array ) {
  39052. type = gl.INT;
  39053. } else if ( array instanceof Int8Array ) {
  39054. type = gl.BYTE;
  39055. } else if ( array instanceof Uint8Array ) {
  39056. type = gl.UNSIGNED_BYTE;
  39057. } else if ( array instanceof Uint8ClampedArray ) {
  39058. type = gl.UNSIGNED_BYTE;
  39059. } else {
  39060. throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
  39061. }
  39062. let attributeData = {
  39063. bufferGPU,
  39064. bufferType,
  39065. type,
  39066. byteLength: array.byteLength,
  39067. bytesPerElement: array.BYTES_PER_ELEMENT,
  39068. version: attribute.version,
  39069. pbo: attribute.pbo,
  39070. isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  39071. id: _id$1 ++
  39072. };
  39073. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  39074. // create buffer for tranform feedback use
  39075. const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  39076. attributeData = new DualAttributeData( attributeData, bufferGPUDual );
  39077. }
  39078. backend.set( attribute, attributeData );
  39079. }
  39080. updateAttribute( attribute ) {
  39081. const backend = this.backend;
  39082. const { gl } = backend;
  39083. const array = attribute.array;
  39084. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39085. const bufferData = backend.get( bufferAttribute );
  39086. const bufferType = bufferData.bufferType;
  39087. const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
  39088. gl.bindBuffer( bufferType, bufferData.bufferGPU );
  39089. if ( updateRanges.length === 0 ) {
  39090. // Not using update ranges
  39091. gl.bufferSubData( bufferType, 0, array );
  39092. } else {
  39093. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  39094. const range = updateRanges[ i ];
  39095. gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  39096. array, range.start, range.count );
  39097. }
  39098. bufferAttribute.clearUpdateRanges();
  39099. }
  39100. gl.bindBuffer( bufferType, null );
  39101. bufferData.version = bufferAttribute.version;
  39102. }
  39103. destroyAttribute( attribute ) {
  39104. const backend = this.backend;
  39105. const { gl } = backend;
  39106. if ( attribute.isInterleavedBufferAttribute ) {
  39107. backend.delete( attribute.data );
  39108. }
  39109. const attributeData = backend.get( attribute );
  39110. gl.deleteBuffer( attributeData.bufferGPU );
  39111. backend.delete( attribute );
  39112. }
  39113. async getArrayBufferAsync( attribute ) {
  39114. const backend = this.backend;
  39115. const { gl } = backend;
  39116. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39117. const { bufferGPU } = backend.get( bufferAttribute );
  39118. const array = attribute.array;
  39119. const byteLength = array.byteLength;
  39120. gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
  39121. const writeBuffer = gl.createBuffer();
  39122. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  39123. gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
  39124. gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
  39125. await backend.utils._clientWaitAsync();
  39126. const dstBuffer = new attribute.array.constructor( array.length );
  39127. // Ensure the buffer is bound before reading
  39128. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  39129. gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
  39130. gl.deleteBuffer( writeBuffer );
  39131. gl.bindBuffer( gl.COPY_READ_BUFFER, null );
  39132. gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );
  39133. return dstBuffer.buffer;
  39134. }
  39135. _createBuffer( gl, bufferType, array, usage ) {
  39136. const bufferGPU = gl.createBuffer();
  39137. gl.bindBuffer( bufferType, bufferGPU );
  39138. gl.bufferData( bufferType, array, usage );
  39139. gl.bindBuffer( bufferType, null );
  39140. return bufferGPU;
  39141. }
  39142. }
  39143. let initialized$1 = false, equationToGL, factorToGL;
  39144. class WebGLState {
  39145. constructor( backend ) {
  39146. this.backend = backend;
  39147. this.gl = this.backend.gl;
  39148. this.enabled = {};
  39149. this.currentFlipSided = null;
  39150. this.currentCullFace = null;
  39151. this.currentProgram = null;
  39152. this.currentBlendingEnabled = false;
  39153. this.currentBlending = null;
  39154. this.currentBlendSrc = null;
  39155. this.currentBlendDst = null;
  39156. this.currentBlendSrcAlpha = null;
  39157. this.currentBlendDstAlpha = null;
  39158. this.currentPremultipledAlpha = null;
  39159. this.currentPolygonOffsetFactor = null;
  39160. this.currentPolygonOffsetUnits = null;
  39161. this.currentColorMask = null;
  39162. this.currentDepthFunc = null;
  39163. this.currentDepthMask = null;
  39164. this.currentStencilFunc = null;
  39165. this.currentStencilRef = null;
  39166. this.currentStencilFuncMask = null;
  39167. this.currentStencilFail = null;
  39168. this.currentStencilZFail = null;
  39169. this.currentStencilZPass = null;
  39170. this.currentStencilMask = null;
  39171. this.currentLineWidth = null;
  39172. this.currentBoundFramebuffers = {};
  39173. this.currentDrawbuffers = new WeakMap();
  39174. this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  39175. this.currentTextureSlot = null;
  39176. this.currentBoundTextures = {};
  39177. this.currentBoundBufferBases = {};
  39178. if ( initialized$1 === false ) {
  39179. this._init( this.gl );
  39180. initialized$1 = true;
  39181. }
  39182. }
  39183. _init( gl ) {
  39184. // Store only WebGL constants here.
  39185. equationToGL = {
  39186. [ AddEquation ]: gl.FUNC_ADD,
  39187. [ SubtractEquation ]: gl.FUNC_SUBTRACT,
  39188. [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  39189. };
  39190. factorToGL = {
  39191. [ ZeroFactor ]: gl.ZERO,
  39192. [ OneFactor ]: gl.ONE,
  39193. [ SrcColorFactor ]: gl.SRC_COLOR,
  39194. [ SrcAlphaFactor ]: gl.SRC_ALPHA,
  39195. [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  39196. [ DstColorFactor ]: gl.DST_COLOR,
  39197. [ DstAlphaFactor ]: gl.DST_ALPHA,
  39198. [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  39199. [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  39200. [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  39201. [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  39202. };
  39203. }
  39204. enable( id ) {
  39205. const { enabled } = this;
  39206. if ( enabled[ id ] !== true ) {
  39207. this.gl.enable( id );
  39208. enabled[ id ] = true;
  39209. }
  39210. }
  39211. disable( id ) {
  39212. const { enabled } = this;
  39213. if ( enabled[ id ] !== false ) {
  39214. this.gl.disable( id );
  39215. enabled[ id ] = false;
  39216. }
  39217. }
  39218. setFlipSided( flipSided ) {
  39219. if ( this.currentFlipSided !== flipSided ) {
  39220. const { gl } = this;
  39221. if ( flipSided ) {
  39222. gl.frontFace( gl.CW );
  39223. } else {
  39224. gl.frontFace( gl.CCW );
  39225. }
  39226. this.currentFlipSided = flipSided;
  39227. }
  39228. }
  39229. setCullFace( cullFace ) {
  39230. const { gl } = this;
  39231. if ( cullFace !== CullFaceNone ) {
  39232. this.enable( gl.CULL_FACE );
  39233. if ( cullFace !== this.currentCullFace ) {
  39234. if ( cullFace === CullFaceBack ) {
  39235. gl.cullFace( gl.BACK );
  39236. } else if ( cullFace === CullFaceFront ) {
  39237. gl.cullFace( gl.FRONT );
  39238. } else {
  39239. gl.cullFace( gl.FRONT_AND_BACK );
  39240. }
  39241. }
  39242. } else {
  39243. this.disable( gl.CULL_FACE );
  39244. }
  39245. this.currentCullFace = cullFace;
  39246. }
  39247. setLineWidth( width ) {
  39248. const { currentLineWidth, gl } = this;
  39249. if ( width !== currentLineWidth ) {
  39250. gl.lineWidth( width );
  39251. this.currentLineWidth = width;
  39252. }
  39253. }
  39254. setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  39255. const { gl } = this;
  39256. if ( blending === NoBlending ) {
  39257. if ( this.currentBlendingEnabled === true ) {
  39258. this.disable( gl.BLEND );
  39259. this.currentBlendingEnabled = false;
  39260. }
  39261. return;
  39262. }
  39263. if ( this.currentBlendingEnabled === false ) {
  39264. this.enable( gl.BLEND );
  39265. this.currentBlendingEnabled = true;
  39266. }
  39267. if ( blending !== CustomBlending ) {
  39268. if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
  39269. if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
  39270. gl.blendEquation( gl.FUNC_ADD );
  39271. this.currentBlendEquation = AddEquation;
  39272. this.currentBlendEquationAlpha = AddEquation;
  39273. }
  39274. if ( premultipliedAlpha ) {
  39275. switch ( blending ) {
  39276. case NormalBlending:
  39277. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  39278. break;
  39279. case AdditiveBlending:
  39280. gl.blendFunc( gl.ONE, gl.ONE );
  39281. break;
  39282. case SubtractiveBlending:
  39283. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  39284. break;
  39285. case MultiplyBlending:
  39286. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  39287. break;
  39288. default:
  39289. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  39290. break;
  39291. }
  39292. } else {
  39293. switch ( blending ) {
  39294. case NormalBlending:
  39295. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  39296. break;
  39297. case AdditiveBlending:
  39298. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  39299. break;
  39300. case SubtractiveBlending:
  39301. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  39302. break;
  39303. case MultiplyBlending:
  39304. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  39305. break;
  39306. default:
  39307. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  39308. break;
  39309. }
  39310. }
  39311. this.currentBlendSrc = null;
  39312. this.currentBlendDst = null;
  39313. this.currentBlendSrcAlpha = null;
  39314. this.currentBlendDstAlpha = null;
  39315. this.currentBlending = blending;
  39316. this.currentPremultipledAlpha = premultipliedAlpha;
  39317. }
  39318. return;
  39319. }
  39320. // custom blending
  39321. blendEquationAlpha = blendEquationAlpha || blendEquation;
  39322. blendSrcAlpha = blendSrcAlpha || blendSrc;
  39323. blendDstAlpha = blendDstAlpha || blendDst;
  39324. if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
  39325. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  39326. this.currentBlendEquation = blendEquation;
  39327. this.currentBlendEquationAlpha = blendEquationAlpha;
  39328. }
  39329. if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
  39330. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  39331. this.currentBlendSrc = blendSrc;
  39332. this.currentBlendDst = blendDst;
  39333. this.currentBlendSrcAlpha = blendSrcAlpha;
  39334. this.currentBlendDstAlpha = blendDstAlpha;
  39335. }
  39336. this.currentBlending = blending;
  39337. this.currentPremultipledAlpha = false;
  39338. }
  39339. setColorMask( colorMask ) {
  39340. if ( this.currentColorMask !== colorMask ) {
  39341. this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  39342. this.currentColorMask = colorMask;
  39343. }
  39344. }
  39345. setDepthTest( depthTest ) {
  39346. const { gl } = this;
  39347. if ( depthTest ) {
  39348. this.enable( gl.DEPTH_TEST );
  39349. } else {
  39350. this.disable( gl.DEPTH_TEST );
  39351. }
  39352. }
  39353. setDepthMask( depthMask ) {
  39354. if ( this.currentDepthMask !== depthMask ) {
  39355. this.gl.depthMask( depthMask );
  39356. this.currentDepthMask = depthMask;
  39357. }
  39358. }
  39359. setDepthFunc( depthFunc ) {
  39360. if ( this.currentDepthFunc !== depthFunc ) {
  39361. const { gl } = this;
  39362. switch ( depthFunc ) {
  39363. case NeverDepth:
  39364. gl.depthFunc( gl.NEVER );
  39365. break;
  39366. case AlwaysDepth:
  39367. gl.depthFunc( gl.ALWAYS );
  39368. break;
  39369. case LessDepth:
  39370. gl.depthFunc( gl.LESS );
  39371. break;
  39372. case LessEqualDepth:
  39373. gl.depthFunc( gl.LEQUAL );
  39374. break;
  39375. case EqualDepth:
  39376. gl.depthFunc( gl.EQUAL );
  39377. break;
  39378. case GreaterEqualDepth:
  39379. gl.depthFunc( gl.GEQUAL );
  39380. break;
  39381. case GreaterDepth:
  39382. gl.depthFunc( gl.GREATER );
  39383. break;
  39384. case NotEqualDepth:
  39385. gl.depthFunc( gl.NOTEQUAL );
  39386. break;
  39387. default:
  39388. gl.depthFunc( gl.LEQUAL );
  39389. }
  39390. this.currentDepthFunc = depthFunc;
  39391. }
  39392. }
  39393. setStencilTest( stencilTest ) {
  39394. const { gl } = this;
  39395. if ( stencilTest ) {
  39396. this.enable( gl.STENCIL_TEST );
  39397. } else {
  39398. this.disable( gl.STENCIL_TEST );
  39399. }
  39400. }
  39401. setStencilMask( stencilMask ) {
  39402. if ( this.currentStencilMask !== stencilMask ) {
  39403. this.gl.stencilMask( stencilMask );
  39404. this.currentStencilMask = stencilMask;
  39405. }
  39406. }
  39407. setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  39408. if ( this.currentStencilFunc !== stencilFunc ||
  39409. this.currentStencilRef !== stencilRef ||
  39410. this.currentStencilFuncMask !== stencilMask ) {
  39411. this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  39412. this.currentStencilFunc = stencilFunc;
  39413. this.currentStencilRef = stencilRef;
  39414. this.currentStencilFuncMask = stencilMask;
  39415. }
  39416. }
  39417. setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  39418. if ( this.currentStencilFail !== stencilFail ||
  39419. this.currentStencilZFail !== stencilZFail ||
  39420. this.currentStencilZPass !== stencilZPass ) {
  39421. this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  39422. this.currentStencilFail = stencilFail;
  39423. this.currentStencilZFail = stencilZFail;
  39424. this.currentStencilZPass = stencilZPass;
  39425. }
  39426. }
  39427. setMaterial( material, frontFaceCW ) {
  39428. const { gl } = this;
  39429. material.side === DoubleSide
  39430. ? this.disable( gl.CULL_FACE )
  39431. : this.enable( gl.CULL_FACE );
  39432. let flipSided = ( material.side === BackSide );
  39433. if ( frontFaceCW ) flipSided = ! flipSided;
  39434. this.setFlipSided( flipSided );
  39435. ( material.blending === NormalBlending && material.transparent === false )
  39436. ? this.setBlending( NoBlending )
  39437. : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  39438. this.setDepthFunc( material.depthFunc );
  39439. this.setDepthTest( material.depthTest );
  39440. this.setDepthMask( material.depthWrite );
  39441. this.setColorMask( material.colorWrite );
  39442. const stencilWrite = material.stencilWrite;
  39443. this.setStencilTest( stencilWrite );
  39444. if ( stencilWrite ) {
  39445. this.setStencilMask( material.stencilWriteMask );
  39446. this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  39447. this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  39448. }
  39449. this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  39450. material.alphaToCoverage === true && this.backend.renderer.samples > 1
  39451. ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  39452. : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
  39453. }
  39454. setPolygonOffset( polygonOffset, factor, units ) {
  39455. const { gl } = this;
  39456. if ( polygonOffset ) {
  39457. this.enable( gl.POLYGON_OFFSET_FILL );
  39458. if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
  39459. gl.polygonOffset( factor, units );
  39460. this.currentPolygonOffsetFactor = factor;
  39461. this.currentPolygonOffsetUnits = units;
  39462. }
  39463. } else {
  39464. this.disable( gl.POLYGON_OFFSET_FILL );
  39465. }
  39466. }
  39467. useProgram( program ) {
  39468. if ( this.currentProgram !== program ) {
  39469. this.gl.useProgram( program );
  39470. this.currentProgram = program;
  39471. return true;
  39472. }
  39473. return false;
  39474. }
  39475. // framebuffer
  39476. bindFramebuffer( target, framebuffer ) {
  39477. const { gl, currentBoundFramebuffers } = this;
  39478. if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
  39479. gl.bindFramebuffer( target, framebuffer );
  39480. currentBoundFramebuffers[ target ] = framebuffer;
  39481. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  39482. if ( target === gl.DRAW_FRAMEBUFFER ) {
  39483. currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
  39484. }
  39485. if ( target === gl.FRAMEBUFFER ) {
  39486. currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
  39487. }
  39488. return true;
  39489. }
  39490. return false;
  39491. }
  39492. drawBuffers( renderContext, framebuffer ) {
  39493. const { gl } = this;
  39494. let drawBuffers = [];
  39495. let needsUpdate = false;
  39496. if ( renderContext.textures !== null ) {
  39497. drawBuffers = this.currentDrawbuffers.get( framebuffer );
  39498. if ( drawBuffers === undefined ) {
  39499. drawBuffers = [];
  39500. this.currentDrawbuffers.set( framebuffer, drawBuffers );
  39501. }
  39502. const textures = renderContext.textures;
  39503. if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
  39504. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  39505. drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
  39506. }
  39507. drawBuffers.length = textures.length;
  39508. needsUpdate = true;
  39509. }
  39510. } else {
  39511. if ( drawBuffers[ 0 ] !== gl.BACK ) {
  39512. drawBuffers[ 0 ] = gl.BACK;
  39513. needsUpdate = true;
  39514. }
  39515. }
  39516. if ( needsUpdate ) {
  39517. gl.drawBuffers( drawBuffers );
  39518. }
  39519. }
  39520. // texture
  39521. activeTexture( webglSlot ) {
  39522. const { gl, currentTextureSlot, maxTextures } = this;
  39523. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  39524. if ( currentTextureSlot !== webglSlot ) {
  39525. gl.activeTexture( webglSlot );
  39526. this.currentTextureSlot = webglSlot;
  39527. }
  39528. }
  39529. bindTexture( webglType, webglTexture, webglSlot ) {
  39530. const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
  39531. if ( webglSlot === undefined ) {
  39532. if ( currentTextureSlot === null ) {
  39533. webglSlot = gl.TEXTURE0 + maxTextures - 1;
  39534. } else {
  39535. webglSlot = currentTextureSlot;
  39536. }
  39537. }
  39538. let boundTexture = currentBoundTextures[ webglSlot ];
  39539. if ( boundTexture === undefined ) {
  39540. boundTexture = { type: undefined, texture: undefined };
  39541. currentBoundTextures[ webglSlot ] = boundTexture;
  39542. }
  39543. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  39544. if ( currentTextureSlot !== webglSlot ) {
  39545. gl.activeTexture( webglSlot );
  39546. this.currentTextureSlot = webglSlot;
  39547. }
  39548. gl.bindTexture( webglType, webglTexture );
  39549. boundTexture.type = webglType;
  39550. boundTexture.texture = webglTexture;
  39551. }
  39552. }
  39553. bindBufferBase( target, index, buffer ) {
  39554. const { gl } = this;
  39555. const key = `${target}-${index}`;
  39556. if ( this.currentBoundBufferBases[ key ] !== buffer ) {
  39557. gl.bindBufferBase( target, index, buffer );
  39558. this.currentBoundBufferBases[ key ] = buffer;
  39559. return true;
  39560. }
  39561. return false;
  39562. }
  39563. unbindTexture() {
  39564. const { gl, currentTextureSlot, currentBoundTextures } = this;
  39565. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  39566. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  39567. gl.bindTexture( boundTexture.type, null );
  39568. boundTexture.type = undefined;
  39569. boundTexture.texture = undefined;
  39570. }
  39571. }
  39572. }
  39573. class WebGLUtils {
  39574. constructor( backend ) {
  39575. this.backend = backend;
  39576. this.gl = this.backend.gl;
  39577. this.extensions = backend.extensions;
  39578. }
  39579. convert( p, colorSpace = NoColorSpace ) {
  39580. const { gl, extensions } = this;
  39581. let extension;
  39582. if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  39583. if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  39584. if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  39585. if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  39586. if ( p === ByteType ) return gl.BYTE;
  39587. if ( p === ShortType ) return gl.SHORT;
  39588. if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  39589. if ( p === IntType ) return gl.INT;
  39590. if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  39591. if ( p === FloatType ) return gl.FLOAT;
  39592. if ( p === HalfFloatType ) {
  39593. return gl.HALF_FLOAT;
  39594. }
  39595. if ( p === AlphaFormat ) return gl.ALPHA;
  39596. if ( p === RGBFormat ) return gl.RGB;
  39597. if ( p === RGBAFormat ) return gl.RGBA;
  39598. if ( p === LuminanceFormat ) return gl.LUMINANCE;
  39599. if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  39600. if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  39601. if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
  39602. // WebGL2 formats.
  39603. if ( p === RedFormat ) return gl.RED;
  39604. if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  39605. if ( p === RGFormat ) return gl.RG;
  39606. if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  39607. if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
  39608. // S3TC
  39609. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  39610. if ( colorSpace === SRGBColorSpace ) {
  39611. extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
  39612. if ( extension !== null ) {
  39613. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  39614. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  39615. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  39616. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  39617. } else {
  39618. return null;
  39619. }
  39620. } else {
  39621. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  39622. if ( extension !== null ) {
  39623. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  39624. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  39625. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  39626. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  39627. } else {
  39628. return null;
  39629. }
  39630. }
  39631. }
  39632. // PVRTC
  39633. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  39634. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  39635. if ( extension !== null ) {
  39636. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  39637. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  39638. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  39639. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  39640. } else {
  39641. return null;
  39642. }
  39643. }
  39644. // ETC
  39645. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  39646. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  39647. if ( extension !== null ) {
  39648. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  39649. if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  39650. } else {
  39651. return null;
  39652. }
  39653. }
  39654. // ASTC
  39655. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  39656. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  39657. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  39658. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  39659. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  39660. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  39661. if ( extension !== null ) {
  39662. if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  39663. if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  39664. if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  39665. if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  39666. if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  39667. if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  39668. if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  39669. if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  39670. if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  39671. if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  39672. if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  39673. if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  39674. if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  39675. if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
  39676. } else {
  39677. return null;
  39678. }
  39679. }
  39680. // BPTC
  39681. if ( p === RGBA_BPTC_Format ) {
  39682. extension = extensions.get( 'EXT_texture_compression_bptc' );
  39683. if ( extension !== null ) {
  39684. if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  39685. } else {
  39686. return null;
  39687. }
  39688. }
  39689. // RGTC
  39690. if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
  39691. extension = extensions.get( 'EXT_texture_compression_rgtc' );
  39692. if ( extension !== null ) {
  39693. if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  39694. if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  39695. if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  39696. if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
  39697. } else {
  39698. return null;
  39699. }
  39700. }
  39701. //
  39702. if ( p === UnsignedInt248Type ) {
  39703. return gl.UNSIGNED_INT_24_8;
  39704. }
  39705. // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
  39706. return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
  39707. }
  39708. _clientWaitAsync() {
  39709. const { gl } = this;
  39710. const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
  39711. gl.flush();
  39712. return new Promise( ( resolve, reject ) => {
  39713. function test() {
  39714. const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
  39715. if ( res === gl.WAIT_FAILED ) {
  39716. gl.deleteSync( sync );
  39717. reject();
  39718. return;
  39719. }
  39720. if ( res === gl.TIMEOUT_EXPIRED ) {
  39721. requestAnimationFrame( test );
  39722. return;
  39723. }
  39724. gl.deleteSync( sync );
  39725. resolve();
  39726. }
  39727. test();
  39728. } );
  39729. }
  39730. }
  39731. let initialized = false, wrappingToGL, filterToGL, compareToGL;
  39732. class WebGLTextureUtils {
  39733. constructor( backend ) {
  39734. this.backend = backend;
  39735. this.gl = backend.gl;
  39736. this.extensions = backend.extensions;
  39737. this.defaultTextures = {};
  39738. if ( initialized === false ) {
  39739. this._init( this.gl );
  39740. initialized = true;
  39741. }
  39742. }
  39743. _init( gl ) {
  39744. // Store only WebGL constants here.
  39745. wrappingToGL = {
  39746. [ RepeatWrapping ]: gl.REPEAT,
  39747. [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  39748. [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  39749. };
  39750. filterToGL = {
  39751. [ NearestFilter ]: gl.NEAREST,
  39752. [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  39753. [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
  39754. [ LinearFilter ]: gl.LINEAR,
  39755. [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  39756. [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  39757. };
  39758. compareToGL = {
  39759. [ NeverCompare ]: gl.NEVER,
  39760. [ AlwaysCompare ]: gl.ALWAYS,
  39761. [ LessCompare ]: gl.LESS,
  39762. [ LessEqualCompare ]: gl.LEQUAL,
  39763. [ EqualCompare ]: gl.EQUAL,
  39764. [ GreaterEqualCompare ]: gl.GEQUAL,
  39765. [ GreaterCompare ]: gl.GREATER,
  39766. [ NotEqualCompare ]: gl.NOTEQUAL
  39767. };
  39768. }
  39769. filterFallback( f ) {
  39770. const { gl } = this;
  39771. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  39772. return gl.NEAREST;
  39773. }
  39774. return gl.LINEAR;
  39775. }
  39776. getGLTextureType( texture ) {
  39777. const { gl } = this;
  39778. let glTextureType;
  39779. if ( texture.isCubeTexture === true ) {
  39780. glTextureType = gl.TEXTURE_CUBE_MAP;
  39781. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  39782. glTextureType = gl.TEXTURE_2D_ARRAY;
  39783. } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
  39784. glTextureType = gl.TEXTURE_3D;
  39785. } else {
  39786. glTextureType = gl.TEXTURE_2D;
  39787. }
  39788. return glTextureType;
  39789. }
  39790. getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
  39791. const { gl, extensions } = this;
  39792. if ( internalFormatName !== null ) {
  39793. if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
  39794. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  39795. }
  39796. let internalFormat = glFormat;
  39797. if ( glFormat === gl.RED ) {
  39798. if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  39799. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  39800. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  39801. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  39802. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  39803. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  39804. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  39805. if ( glType === gl.INT ) internalFormat = gl.R32I;
  39806. }
  39807. if ( glFormat === gl.RED_INTEGER ) {
  39808. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  39809. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  39810. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  39811. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  39812. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  39813. if ( glType === gl.INT ) internalFormat = gl.R32I;
  39814. }
  39815. if ( glFormat === gl.RG ) {
  39816. if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  39817. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  39818. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  39819. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  39820. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  39821. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  39822. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  39823. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  39824. }
  39825. if ( glFormat === gl.RG_INTEGER ) {
  39826. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  39827. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  39828. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  39829. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  39830. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  39831. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  39832. }
  39833. if ( glFormat === gl.RGB ) {
  39834. if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  39835. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  39836. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  39837. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  39838. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  39839. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  39840. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  39841. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  39842. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
  39843. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  39844. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  39845. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  39846. if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  39847. }
  39848. if ( glFormat === gl.RGB_INTEGER ) {
  39849. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  39850. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  39851. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  39852. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  39853. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  39854. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  39855. }
  39856. if ( glFormat === gl.RGBA ) {
  39857. if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  39858. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  39859. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  39860. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  39861. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  39862. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  39863. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  39864. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  39865. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  39866. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  39867. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  39868. }
  39869. if ( glFormat === gl.RGBA_INTEGER ) {
  39870. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  39871. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  39872. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  39873. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  39874. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  39875. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  39876. }
  39877. if ( glFormat === gl.DEPTH_COMPONENT ) {
  39878. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8;
  39879. if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
  39880. }
  39881. if ( glFormat === gl.DEPTH_STENCIL ) {
  39882. if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
  39883. }
  39884. if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  39885. internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  39886. internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
  39887. extensions.get( 'EXT_color_buffer_float' );
  39888. }
  39889. return internalFormat;
  39890. }
  39891. setTextureParameters( textureType, texture ) {
  39892. const { gl, extensions, backend } = this;
  39893. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  39894. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  39895. gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  39896. gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
  39897. gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  39898. gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  39899. if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
  39900. gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  39901. }
  39902. gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  39903. const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
  39904. // follow WebGPU backend mapping for texture filtering
  39905. const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
  39906. gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
  39907. if ( texture.compareFunction ) {
  39908. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  39909. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
  39910. }
  39911. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  39912. if ( texture.magFilter === NearestFilter ) return;
  39913. if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  39914. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  39915. if ( texture.anisotropy > 1 ) {
  39916. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  39917. gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
  39918. }
  39919. }
  39920. }
  39921. createDefaultTexture( texture ) {
  39922. const { gl, backend, defaultTextures } = this;
  39923. const glTextureType = this.getGLTextureType( texture );
  39924. let textureGPU = defaultTextures[ glTextureType ];
  39925. if ( textureGPU === undefined ) {
  39926. textureGPU = gl.createTexture();
  39927. backend.state.bindTexture( glTextureType, textureGPU );
  39928. gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  39929. gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  39930. // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  39931. defaultTextures[ glTextureType ] = textureGPU;
  39932. }
  39933. backend.set( texture, {
  39934. textureGPU,
  39935. glTextureType,
  39936. isDefault: true
  39937. } );
  39938. }
  39939. createTexture( texture, options ) {
  39940. const { gl, backend } = this;
  39941. const { levels, width, height, depth } = options;
  39942. const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  39943. const glType = backend.utils.convert( texture.type );
  39944. const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
  39945. const textureGPU = gl.createTexture();
  39946. const glTextureType = this.getGLTextureType( texture );
  39947. backend.state.bindTexture( glTextureType, textureGPU );
  39948. this.setTextureParameters( glTextureType, texture );
  39949. if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  39950. gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
  39951. } else if ( texture.isData3DTexture ) {
  39952. gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
  39953. } else if ( ! texture.isVideoTexture ) {
  39954. gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
  39955. }
  39956. backend.set( texture, {
  39957. textureGPU,
  39958. glTextureType,
  39959. glFormat,
  39960. glType,
  39961. glInternalFormat
  39962. } );
  39963. }
  39964. copyBufferToTexture( buffer, texture ) {
  39965. const { gl, backend } = this;
  39966. const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
  39967. const { width, height } = texture.source.data;
  39968. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
  39969. backend.state.bindTexture( glTextureType, textureGPU );
  39970. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  39971. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  39972. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
  39973. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
  39974. backend.state.unbindTexture();
  39975. // debug
  39976. // const framebuffer = gl.createFramebuffer();
  39977. // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  39978. // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
  39979. // const readout = new Float32Array( width * height * 4 );
  39980. // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  39981. // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
  39982. // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  39983. // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  39984. // console.log( readout );
  39985. }
  39986. updateTexture( texture, options ) {
  39987. const { gl } = this;
  39988. const { width, height } = options;
  39989. const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
  39990. if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  39991. return;
  39992. const getImage = ( source ) => {
  39993. if ( source.isDataTexture ) {
  39994. return source.image.data;
  39995. } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) {
  39996. return source;
  39997. }
  39998. return source.data;
  39999. };
  40000. this.backend.state.bindTexture( glTextureType, textureGPU );
  40001. this.setTextureParameters( glTextureType, texture );
  40002. if ( texture.isCompressedTexture ) {
  40003. const mipmaps = texture.mipmaps;
  40004. const image = options.image;
  40005. for ( let i = 0; i < mipmaps.length; i ++ ) {
  40006. const mipmap = mipmaps[ i ];
  40007. if ( texture.isCompressedArrayTexture ) {
  40008. if ( texture.format !== gl.RGBA ) {
  40009. if ( glFormat !== null ) {
  40010. gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );
  40011. } else {
  40012. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  40013. }
  40014. } else {
  40015. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
  40016. }
  40017. } else {
  40018. if ( glFormat !== null ) {
  40019. gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
  40020. } else {
  40021. console.warn( 'Unsupported compressed texture format' );
  40022. }
  40023. }
  40024. }
  40025. } else if ( texture.isCubeTexture ) {
  40026. const images = options.images;
  40027. for ( let i = 0; i < 6; i ++ ) {
  40028. const image = getImage( images[ i ] );
  40029. gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
  40030. }
  40031. } else if ( texture.isDataArrayTexture ) {
  40032. const image = options.image;
  40033. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40034. } else if ( texture.isData3DTexture ) {
  40035. const image = options.image;
  40036. gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40037. } else if ( texture.isVideoTexture ) {
  40038. texture.update();
  40039. gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
  40040. } else {
  40041. const image = getImage( options.image );
  40042. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
  40043. }
  40044. }
  40045. generateMipmaps( texture ) {
  40046. const { gl, backend } = this;
  40047. const { textureGPU, glTextureType } = backend.get( texture );
  40048. backend.state.bindTexture( glTextureType, textureGPU );
  40049. gl.generateMipmap( glTextureType );
  40050. }
  40051. deallocateRenderBuffers( renderTarget ) {
  40052. const { gl, backend } = this;
  40053. // remove framebuffer reference
  40054. if ( renderTarget ) {
  40055. const renderContextData = backend.get( renderTarget );
  40056. renderContextData.renderBufferStorageSetup = undefined;
  40057. if ( renderContextData.framebuffers ) {
  40058. for ( const cacheKey in renderContextData.framebuffers ) {
  40059. gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
  40060. }
  40061. delete renderContextData.framebuffers;
  40062. }
  40063. if ( renderContextData.depthRenderbuffer ) {
  40064. gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  40065. delete renderContextData.depthRenderbuffer;
  40066. }
  40067. if ( renderContextData.stencilRenderbuffer ) {
  40068. gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  40069. delete renderContextData.stencilRenderbuffer;
  40070. }
  40071. if ( renderContextData.msaaFrameBuffer ) {
  40072. gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  40073. delete renderContextData.msaaFrameBuffer;
  40074. }
  40075. if ( renderContextData.msaaRenderbuffers ) {
  40076. for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
  40077. gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
  40078. }
  40079. delete renderContextData.msaaRenderbuffers;
  40080. }
  40081. }
  40082. }
  40083. destroyTexture( texture ) {
  40084. const { gl, backend } = this;
  40085. const { textureGPU, renderTarget } = backend.get( texture );
  40086. this.deallocateRenderBuffers( renderTarget );
  40087. gl.deleteTexture( textureGPU );
  40088. backend.delete( texture );
  40089. }
  40090. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  40091. const { gl, backend } = this;
  40092. const { state } = this.backend;
  40093. const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
  40094. let width, height, minX, minY;
  40095. let dstX, dstY;
  40096. if ( srcRegion !== null ) {
  40097. width = srcRegion.max.x - srcRegion.min.x;
  40098. height = srcRegion.max.y - srcRegion.min.y;
  40099. minX = srcRegion.min.x;
  40100. minY = srcRegion.min.y;
  40101. } else {
  40102. width = srcTexture.image.width;
  40103. height = srcTexture.image.height;
  40104. minX = 0;
  40105. minY = 0;
  40106. }
  40107. if ( dstPosition !== null ) {
  40108. dstX = dstPosition.x;
  40109. dstY = dstPosition.y;
  40110. } else {
  40111. dstX = 0;
  40112. dstY = 0;
  40113. }
  40114. state.bindTexture( glTextureType, dstTextureGPU );
  40115. // As another texture upload may have changed pixelStorei
  40116. // parameters, make sure they are correct for the dstTexture
  40117. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40118. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  40119. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  40120. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40121. const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  40122. const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  40123. const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  40124. const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  40125. const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
  40126. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  40127. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  40128. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  40129. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  40130. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  40131. if ( srcTexture.isDataTexture ) {
  40132. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
  40133. } else {
  40134. if ( srcTexture.isCompressedTexture ) {
  40135. gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
  40136. } else {
  40137. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
  40138. }
  40139. }
  40140. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  40141. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  40142. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  40143. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  40144. gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
  40145. // Generate mipmaps only when copying level 0
  40146. if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
  40147. state.unbindTexture();
  40148. }
  40149. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  40150. const { gl } = this;
  40151. const { state } = this.backend;
  40152. const { textureGPU } = this.backend.get( texture );
  40153. const { x, y, z: width, w: height } = rectangle;
  40154. const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
  40155. const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.gerDrawingBufferSize().y;
  40156. if ( requireDrawFrameBuffer ) {
  40157. const partial = ( x !== 0 || y !== 0 );
  40158. let mask;
  40159. let attachment;
  40160. if ( texture.isDepthTexture === true ) {
  40161. mask = gl.DEPTH_BUFFER_BIT;
  40162. attachment = gl.DEPTH_ATTACHMENT;
  40163. if ( renderContext.stencil ) {
  40164. mask |= gl.STENCIL_BUFFER_BIT;
  40165. }
  40166. } else {
  40167. mask = gl.COLOR_BUFFER_BIT;
  40168. attachment = gl.COLOR_ATTACHMENT0;
  40169. }
  40170. if ( partial ) {
  40171. const renderTargetContextData = this.backend.get( renderContext.renderTarget );
  40172. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  40173. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  40174. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  40175. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  40176. const flippedY = srcHeight - y - height;
  40177. gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );
  40178. state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  40179. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  40180. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );
  40181. state.unbindTexture();
  40182. } else {
  40183. const fb = gl.createFramebuffer();
  40184. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  40185. gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  40186. gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
  40187. gl.deleteFramebuffer( fb );
  40188. }
  40189. } else {
  40190. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  40191. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );
  40192. state.unbindTexture();
  40193. }
  40194. if ( texture.generateMipmaps ) this.generateMipmaps( texture );
  40195. this.backend._setFramebuffer( renderContext );
  40196. }
  40197. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  40198. setupRenderBufferStorage( renderbuffer, renderContext ) {
  40199. const { gl } = this;
  40200. const renderTarget = renderContext.renderTarget;
  40201. const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
  40202. gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  40203. if ( depthBuffer && ! stencilBuffer ) {
  40204. let glInternalFormat = gl.DEPTH_COMPONENT24;
  40205. if ( samples > 0 ) {
  40206. if ( depthTexture && depthTexture.isDepthTexture ) {
  40207. if ( depthTexture.type === gl.FLOAT ) {
  40208. glInternalFormat = gl.DEPTH_COMPONENT32F;
  40209. }
  40210. }
  40211. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
  40212. } else {
  40213. gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
  40214. }
  40215. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  40216. } else if ( depthBuffer && stencilBuffer ) {
  40217. if ( samples > 0 ) {
  40218. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
  40219. } else {
  40220. gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
  40221. }
  40222. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  40223. }
  40224. }
  40225. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  40226. const { backend, gl } = this;
  40227. const { textureGPU, glFormat, glType } = this.backend.get( texture );
  40228. const fb = gl.createFramebuffer();
  40229. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  40230. const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
  40231. gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
  40232. const typedArrayType = this._getTypedArrayType( glType );
  40233. const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
  40234. const elementCount = width * height;
  40235. const byteLength = elementCount * bytesPerTexel;
  40236. const buffer = gl.createBuffer();
  40237. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  40238. gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  40239. gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  40240. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  40241. await backend.utils._clientWaitAsync();
  40242. const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
  40243. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  40244. gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  40245. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  40246. gl.deleteFramebuffer( fb );
  40247. return dstBuffer;
  40248. }
  40249. _getTypedArrayType( glType ) {
  40250. const { gl } = this;
  40251. if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
  40252. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  40253. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  40254. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  40255. if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  40256. if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
  40257. if ( glType === gl.HALF_FLOAT ) return Uint16Array;
  40258. if ( glType === gl.FLOAT ) return Float32Array;
  40259. throw new Error( `Unsupported WebGL type: ${glType}` );
  40260. }
  40261. _getBytesPerTexel( glType, glFormat ) {
  40262. const { gl } = this;
  40263. let bytesPerComponent = 0;
  40264. if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
  40265. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
  40266. glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
  40267. glType === gl.UNSIGNED_SHORT_5_6_5 ||
  40268. glType === gl.UNSIGNED_SHORT ||
  40269. glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
  40270. if ( glType === gl.UNSIGNED_INT ||
  40271. glType === gl.FLOAT ) bytesPerComponent = 4;
  40272. if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
  40273. if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
  40274. if ( glFormat === gl.ALPHA ) return bytesPerComponent;
  40275. }
  40276. }
  40277. class WebGLExtensions {
  40278. constructor( backend ) {
  40279. this.backend = backend;
  40280. this.gl = this.backend.gl;
  40281. this.availableExtensions = this.gl.getSupportedExtensions();
  40282. this.extensions = {};
  40283. }
  40284. get( name ) {
  40285. let extension = this.extensions[ name ];
  40286. if ( extension === undefined ) {
  40287. extension = this.gl.getExtension( name );
  40288. this.extensions[ name ] = extension;
  40289. }
  40290. return extension;
  40291. }
  40292. has( name ) {
  40293. return this.availableExtensions.includes( name );
  40294. }
  40295. }
  40296. class WebGLCapabilities {
  40297. constructor( backend ) {
  40298. this.backend = backend;
  40299. this.maxAnisotropy = null;
  40300. }
  40301. getMaxAnisotropy() {
  40302. if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
  40303. const gl = this.backend.gl;
  40304. const extensions = this.backend.extensions;
  40305. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  40306. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  40307. this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  40308. } else {
  40309. this.maxAnisotropy = 0;
  40310. }
  40311. return this.maxAnisotropy;
  40312. }
  40313. }
  40314. const GLFeatureName = {
  40315. 'WEBGL_multi_draw': 'WEBGL_multi_draw',
  40316. 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  40317. 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  40318. 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  40319. 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  40320. 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  40321. 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
  40322. 'EXT_texture_compression_bptc': 'texture-compression-bptc',
  40323. 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  40324. };
  40325. class WebGLBufferRenderer {
  40326. constructor( backend ) {
  40327. this.gl = backend.gl;
  40328. this.extensions = backend.extensions;
  40329. this.info = backend.renderer.info;
  40330. this.mode = null;
  40331. this.index = 0;
  40332. this.type = null;
  40333. this.object = null;
  40334. }
  40335. render( start, count ) {
  40336. const { gl, mode, object, type, info, index } = this;
  40337. if ( index !== 0 ) {
  40338. gl.drawElements( mode, count, type, start );
  40339. } else {
  40340. gl.drawArrays( mode, start, count );
  40341. }
  40342. info.update( object, count, mode, 1 );
  40343. }
  40344. renderInstances( start, count, primcount ) {
  40345. const { gl, mode, type, index, object, info } = this;
  40346. if ( primcount === 0 ) return;
  40347. if ( index !== 0 ) {
  40348. gl.drawElementsInstanced( mode, count, type, start, primcount );
  40349. } else {
  40350. gl.drawArraysInstanced( mode, start, count, primcount );
  40351. }
  40352. info.update( object, count, mode, primcount );
  40353. }
  40354. renderMultiDraw( starts, counts, drawCount ) {
  40355. const { extensions, mode, object, info } = this;
  40356. if ( drawCount === 0 ) return;
  40357. const extension = extensions.get( 'WEBGL_multi_draw' );
  40358. if ( extension === null ) {
  40359. for ( let i = 0; i < drawCount; i ++ ) {
  40360. this.render( starts[ i ], counts[ i ] );
  40361. }
  40362. } else {
  40363. if ( this.index !== 0 ) {
  40364. extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
  40365. } else {
  40366. extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
  40367. }
  40368. let elementCount = 0;
  40369. for ( let i = 0; i < drawCount; i ++ ) {
  40370. elementCount += counts[ i ];
  40371. }
  40372. info.update( object, elementCount, mode, 1 );
  40373. }
  40374. }
  40375. renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
  40376. const { extensions, mode, object, info } = this;
  40377. if ( drawCount === 0 ) return;
  40378. const extension = extensions.get( 'WEBGL_multi_draw' );
  40379. if ( extension === null ) {
  40380. for ( let i = 0; i < drawCount; i ++ ) {
  40381. this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
  40382. }
  40383. } else {
  40384. if ( this.index !== 0 ) {
  40385. extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
  40386. } else {
  40387. extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
  40388. }
  40389. let elementCount = 0;
  40390. for ( let i = 0; i < drawCount; i ++ ) {
  40391. elementCount += counts[ i ] * primcount[ i ];
  40392. }
  40393. info.update( object, elementCount, mode, 1 );
  40394. }
  40395. }
  40396. //
  40397. }
  40398. //
  40399. class WebGLBackend extends Backend {
  40400. constructor( parameters = {} ) {
  40401. super( parameters );
  40402. this.isWebGLBackend = true;
  40403. }
  40404. init( renderer ) {
  40405. super.init( renderer );
  40406. //
  40407. const parameters = this.parameters;
  40408. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  40409. this.gl = glContext;
  40410. this.extensions = new WebGLExtensions( this );
  40411. this.capabilities = new WebGLCapabilities( this );
  40412. this.attributeUtils = new WebGLAttributeUtils( this );
  40413. this.textureUtils = new WebGLTextureUtils( this );
  40414. this.bufferRenderer = new WebGLBufferRenderer( this );
  40415. this.state = new WebGLState( this );
  40416. this.utils = new WebGLUtils( this );
  40417. this.vaoCache = {};
  40418. this.transformFeedbackCache = {};
  40419. this.discard = false;
  40420. this.trackTimestamp = ( parameters.trackTimestamp === true );
  40421. this.extensions.get( 'EXT_color_buffer_float' );
  40422. this.extensions.get( 'WEBGL_clip_cull_distance' );
  40423. this.extensions.get( 'OES_texture_float_linear' );
  40424. this.extensions.get( 'EXT_color_buffer_half_float' );
  40425. this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  40426. this.extensions.get( 'WEBGL_render_shared_exponent' );
  40427. this.extensions.get( 'WEBGL_multi_draw' );
  40428. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  40429. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  40430. this._currentContext = null;
  40431. }
  40432. get coordinateSystem() {
  40433. return WebGLCoordinateSystem;
  40434. }
  40435. async getArrayBufferAsync( attribute ) {
  40436. return await this.attributeUtils.getArrayBufferAsync( attribute );
  40437. }
  40438. initTimestampQuery( renderContext ) {
  40439. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40440. const renderContextData = this.get( renderContext );
  40441. if ( this.queryRunning ) {
  40442. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  40443. renderContextData.queryQueue.push( renderContext );
  40444. return;
  40445. }
  40446. if ( renderContextData.activeQuery ) {
  40447. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  40448. renderContextData.activeQuery = null;
  40449. }
  40450. renderContextData.activeQuery = this.gl.createQuery();
  40451. if ( renderContextData.activeQuery !== null ) {
  40452. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  40453. this.queryRunning = true;
  40454. }
  40455. }
  40456. // timestamp utils
  40457. prepareTimestampBuffer( renderContext ) {
  40458. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40459. const renderContextData = this.get( renderContext );
  40460. if ( renderContextData.activeQuery ) {
  40461. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  40462. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  40463. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  40464. renderContextData.activeQuery = null;
  40465. this.queryRunning = false;
  40466. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  40467. const nextRenderContext = renderContextData.queryQueue.shift();
  40468. this.initTimestampQuery( nextRenderContext );
  40469. }
  40470. }
  40471. }
  40472. async resolveTimestampAsync( renderContext, type = 'render' ) {
  40473. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  40474. const renderContextData = this.get( renderContext );
  40475. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  40476. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  40477. const queryInfo = renderContextData.gpuQueries[ i ];
  40478. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  40479. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  40480. if ( available && ! disjoint ) {
  40481. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  40482. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  40483. this.gl.deleteQuery( queryInfo.query );
  40484. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  40485. i --;
  40486. this.renderer.info.updateTimestamp( type, duration );
  40487. }
  40488. }
  40489. }
  40490. getContext() {
  40491. return this.gl;
  40492. }
  40493. beginRender( renderContext ) {
  40494. const { gl } = this;
  40495. const renderContextData = this.get( renderContext );
  40496. //
  40497. //
  40498. this.initTimestampQuery( renderContext );
  40499. renderContextData.previousContext = this._currentContext;
  40500. this._currentContext = renderContext;
  40501. this._setFramebuffer( renderContext );
  40502. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  40503. //
  40504. if ( renderContext.viewport ) {
  40505. this.updateViewport( renderContext );
  40506. } else {
  40507. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  40508. }
  40509. if ( renderContext.scissor ) {
  40510. const { x, y, width, height } = renderContext.scissorValue;
  40511. gl.scissor( x, renderContext.height - height - y, width, height );
  40512. }
  40513. const occlusionQueryCount = renderContext.occlusionQueryCount;
  40514. if ( occlusionQueryCount > 0 ) {
  40515. // Get a reference to the array of objects with queries. The renderContextData property
  40516. // can be changed by another render pass before the async reading of all previous queries complete
  40517. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  40518. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  40519. renderContextData.lastOcclusionObject = null;
  40520. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  40521. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  40522. renderContextData.occlusionQueryIndex = 0;
  40523. }
  40524. }
  40525. finishRender( renderContext ) {
  40526. const { gl, state } = this;
  40527. const renderContextData = this.get( renderContext );
  40528. const previousContext = renderContextData.previousContext;
  40529. const occlusionQueryCount = renderContext.occlusionQueryCount;
  40530. if ( occlusionQueryCount > 0 ) {
  40531. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  40532. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  40533. }
  40534. this.resolveOccludedAsync( renderContext );
  40535. }
  40536. const textures = renderContext.textures;
  40537. if ( textures !== null ) {
  40538. for ( let i = 0; i < textures.length; i ++ ) {
  40539. const texture = textures[ i ];
  40540. if ( texture.generateMipmaps ) {
  40541. this.generateMipmaps( texture );
  40542. }
  40543. }
  40544. }
  40545. this._currentContext = previousContext;
  40546. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  40547. const renderTargetContextData = this.get( renderContext.renderTarget );
  40548. const { samples } = renderContext.renderTarget;
  40549. if ( samples > 0 ) {
  40550. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  40551. const mask = gl.COLOR_BUFFER_BIT;
  40552. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  40553. const textures = renderContext.textures;
  40554. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  40555. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  40556. for ( let i = 0; i < textures.length; i ++ ) {
  40557. // TODO Add support for MRT
  40558. if ( renderContext.scissor ) {
  40559. const { x, y, width, height } = renderContext.scissorValue;
  40560. const viewY = renderContext.height - height - y;
  40561. gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
  40562. gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, viewY, width, height );
  40563. } else {
  40564. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  40565. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  40566. }
  40567. }
  40568. }
  40569. }
  40570. if ( previousContext !== null ) {
  40571. this._setFramebuffer( previousContext );
  40572. if ( previousContext.viewport ) {
  40573. this.updateViewport( previousContext );
  40574. } else {
  40575. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  40576. }
  40577. }
  40578. this.prepareTimestampBuffer( renderContext );
  40579. }
  40580. resolveOccludedAsync( renderContext ) {
  40581. const renderContextData = this.get( renderContext );
  40582. // handle occlusion query results
  40583. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  40584. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  40585. const occluded = new WeakSet();
  40586. const { gl } = this;
  40587. renderContextData.currentOcclusionQueryObjects = null;
  40588. renderContextData.currentOcclusionQueries = null;
  40589. const check = () => {
  40590. let completed = 0;
  40591. // check all queries and requeue as appropriate
  40592. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  40593. const query = currentOcclusionQueries[ i ];
  40594. if ( query === null ) continue;
  40595. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  40596. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  40597. currentOcclusionQueries[ i ] = null;
  40598. gl.deleteQuery( query );
  40599. completed ++;
  40600. }
  40601. }
  40602. if ( completed < currentOcclusionQueries.length ) {
  40603. requestAnimationFrame( check );
  40604. } else {
  40605. renderContextData.occluded = occluded;
  40606. }
  40607. };
  40608. check();
  40609. }
  40610. }
  40611. isOccluded( renderContext, object ) {
  40612. const renderContextData = this.get( renderContext );
  40613. return renderContextData.occluded && renderContextData.occluded.has( object );
  40614. }
  40615. updateViewport( renderContext ) {
  40616. const gl = this.gl;
  40617. const { x, y, width, height } = renderContext.viewportValue;
  40618. gl.viewport( x, renderContext.height - height - y, width, height );
  40619. }
  40620. setScissorTest( boolean ) {
  40621. const gl = this.gl;
  40622. if ( boolean ) {
  40623. gl.enable( gl.SCISSOR_TEST );
  40624. } else {
  40625. gl.disable( gl.SCISSOR_TEST );
  40626. }
  40627. }
  40628. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  40629. const { gl } = this;
  40630. if ( descriptor === null ) {
  40631. const clearColor = this.getClearColor();
  40632. // premultiply alpha
  40633. clearColor.r *= clearColor.a;
  40634. clearColor.g *= clearColor.a;
  40635. clearColor.b *= clearColor.a;
  40636. descriptor = {
  40637. textures: null,
  40638. clearColorValue: clearColor
  40639. };
  40640. }
  40641. //
  40642. let clear = 0;
  40643. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  40644. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  40645. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  40646. if ( clear !== 0 ) {
  40647. let clearColor;
  40648. if ( descriptor.clearColorValue ) {
  40649. clearColor = descriptor.clearColorValue;
  40650. } else {
  40651. clearColor = this.getClearColor();
  40652. // premultiply alpha
  40653. clearColor.r *= clearColor.a;
  40654. clearColor.g *= clearColor.a;
  40655. clearColor.b *= clearColor.a;
  40656. }
  40657. if ( depth ) this.state.setDepthMask( true );
  40658. if ( descriptor.textures === null ) {
  40659. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  40660. gl.clear( clear );
  40661. } else {
  40662. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  40663. if ( color ) {
  40664. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  40665. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  40666. }
  40667. }
  40668. if ( depth && stencil ) {
  40669. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  40670. } else if ( depth ) {
  40671. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  40672. } else if ( stencil ) {
  40673. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  40674. }
  40675. }
  40676. }
  40677. }
  40678. beginCompute( computeGroup ) {
  40679. const { state, gl } = this;
  40680. state.bindFramebuffer( gl.FRAMEBUFFER, null );
  40681. this.initTimestampQuery( computeGroup );
  40682. }
  40683. compute( computeGroup, computeNode, bindings, pipeline ) {
  40684. const { state, gl } = this;
  40685. if ( ! this.discard ) {
  40686. // required here to handle async behaviour of render.compute()
  40687. gl.enable( gl.RASTERIZER_DISCARD );
  40688. this.discard = true;
  40689. }
  40690. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  40691. const vaoKey = this._getVaoKey( null, attributes );
  40692. const vaoGPU = this.vaoCache[ vaoKey ];
  40693. if ( vaoGPU === undefined ) {
  40694. this._createVao( null, attributes );
  40695. } else {
  40696. gl.bindVertexArray( vaoGPU );
  40697. }
  40698. state.useProgram( programGPU );
  40699. this._bindUniforms( bindings );
  40700. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  40701. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  40702. gl.beginTransformFeedback( gl.POINTS );
  40703. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  40704. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  40705. } else {
  40706. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  40707. }
  40708. gl.endTransformFeedback();
  40709. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  40710. // switch active buffers
  40711. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  40712. const dualAttributeData = transformBuffers[ i ];
  40713. if ( dualAttributeData.pbo ) {
  40714. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  40715. }
  40716. dualAttributeData.switchBuffers();
  40717. }
  40718. }
  40719. finishCompute( computeGroup ) {
  40720. const gl = this.gl;
  40721. this.discard = false;
  40722. gl.disable( gl.RASTERIZER_DISCARD );
  40723. this.prepareTimestampBuffer( computeGroup );
  40724. if ( this._currentContext ) {
  40725. this._setFramebuffer( this._currentContext );
  40726. }
  40727. }
  40728. draw( renderObject/*, info*/ ) {
  40729. const { object, pipeline, material, context } = renderObject;
  40730. const { programGPU } = this.get( pipeline );
  40731. const { gl, state } = this;
  40732. const contextData = this.get( context );
  40733. const drawParms = renderObject.getDrawParameters();
  40734. if ( drawParms === null ) return;
  40735. //
  40736. this._bindUniforms( renderObject.getBindings() );
  40737. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  40738. state.setMaterial( material, frontFaceCW );
  40739. state.useProgram( programGPU );
  40740. //
  40741. let vaoGPU = renderObject.staticVao;
  40742. if ( vaoGPU === undefined ) {
  40743. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  40744. vaoGPU = this.vaoCache[ vaoKey ];
  40745. if ( vaoGPU === undefined ) {
  40746. let staticVao;
  40747. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  40748. if ( staticVao ) renderObject.staticVao = vaoGPU;
  40749. }
  40750. }
  40751. gl.bindVertexArray( vaoGPU );
  40752. //
  40753. const index = renderObject.getIndex();
  40754. //
  40755. const lastObject = contextData.lastOcclusionObject;
  40756. if ( lastObject !== object && lastObject !== undefined ) {
  40757. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  40758. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  40759. contextData.occlusionQueryIndex ++;
  40760. }
  40761. if ( object.occlusionTest === true ) {
  40762. const query = gl.createQuery();
  40763. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  40764. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  40765. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  40766. }
  40767. contextData.lastOcclusionObject = object;
  40768. }
  40769. //
  40770. const renderer = this.bufferRenderer;
  40771. if ( object.isPoints ) renderer.mode = gl.POINTS;
  40772. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  40773. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  40774. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  40775. else {
  40776. if ( material.wireframe === true ) {
  40777. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  40778. renderer.mode = gl.LINES;
  40779. } else {
  40780. renderer.mode = gl.TRIANGLES;
  40781. }
  40782. }
  40783. //
  40784. const { vertexCount, instanceCount } = drawParms;
  40785. let { firstVertex } = drawParms;
  40786. renderer.object = object;
  40787. if ( index !== null ) {
  40788. firstVertex *= index.array.BYTES_PER_ELEMENT;
  40789. const indexData = this.get( index );
  40790. renderer.index = index.count;
  40791. renderer.type = indexData.type;
  40792. } else {
  40793. renderer.index = 0;
  40794. }
  40795. if ( object.isBatchedMesh ) {
  40796. if ( object._multiDrawInstances !== null ) {
  40797. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  40798. } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
  40799. warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
  40800. } else {
  40801. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  40802. }
  40803. } else if ( instanceCount > 1 ) {
  40804. renderer.renderInstances( firstVertex, vertexCount, instanceCount );
  40805. } else {
  40806. renderer.render( firstVertex, vertexCount );
  40807. }
  40808. //
  40809. gl.bindVertexArray( null );
  40810. }
  40811. needsRenderUpdate( /*renderObject*/ ) {
  40812. return false;
  40813. }
  40814. getRenderCacheKey( /*renderObject*/ ) {
  40815. return '';
  40816. }
  40817. // textures
  40818. createDefaultTexture( texture ) {
  40819. this.textureUtils.createDefaultTexture( texture );
  40820. }
  40821. createTexture( texture, options ) {
  40822. this.textureUtils.createTexture( texture, options );
  40823. }
  40824. updateTexture( texture, options ) {
  40825. this.textureUtils.updateTexture( texture, options );
  40826. }
  40827. generateMipmaps( texture ) {
  40828. this.textureUtils.generateMipmaps( texture );
  40829. }
  40830. destroyTexture( texture ) {
  40831. this.textureUtils.destroyTexture( texture );
  40832. }
  40833. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  40834. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  40835. }
  40836. createSampler( /*texture*/ ) {
  40837. //console.warn( 'Abstract class.' );
  40838. }
  40839. destroySampler() {}
  40840. // node builder
  40841. createNodeBuilder( object, renderer ) {
  40842. return new GLSLNodeBuilder( object, renderer );
  40843. }
  40844. // program
  40845. createProgram( program ) {
  40846. const gl = this.gl;
  40847. const { stage, code } = program;
  40848. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  40849. gl.shaderSource( shader, code );
  40850. gl.compileShader( shader );
  40851. this.set( program, {
  40852. shaderGPU: shader
  40853. } );
  40854. }
  40855. destroyProgram( /*program*/ ) {
  40856. console.warn( 'Abstract class.' );
  40857. }
  40858. createRenderPipeline( renderObject, promises ) {
  40859. const gl = this.gl;
  40860. const pipeline = renderObject.pipeline;
  40861. // Program
  40862. const { fragmentProgram, vertexProgram } = pipeline;
  40863. const programGPU = gl.createProgram();
  40864. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  40865. const vertexShader = this.get( vertexProgram ).shaderGPU;
  40866. gl.attachShader( programGPU, fragmentShader );
  40867. gl.attachShader( programGPU, vertexShader );
  40868. gl.linkProgram( programGPU );
  40869. this.set( pipeline, {
  40870. programGPU,
  40871. fragmentShader,
  40872. vertexShader
  40873. } );
  40874. if ( promises !== null && this.parallel ) {
  40875. const p = new Promise( ( resolve /*, reject*/ ) => {
  40876. const parallel = this.parallel;
  40877. const checkStatus = () => {
  40878. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  40879. this._completeCompile( renderObject, pipeline );
  40880. resolve();
  40881. } else {
  40882. requestAnimationFrame( checkStatus );
  40883. }
  40884. };
  40885. checkStatus();
  40886. } );
  40887. promises.push( p );
  40888. return;
  40889. }
  40890. this._completeCompile( renderObject, pipeline );
  40891. }
  40892. _handleSource( string, errorLine ) {
  40893. const lines = string.split( '\n' );
  40894. const lines2 = [];
  40895. const from = Math.max( errorLine - 6, 0 );
  40896. const to = Math.min( errorLine + 6, lines.length );
  40897. for ( let i = from; i < to; i ++ ) {
  40898. const line = i + 1;
  40899. lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
  40900. }
  40901. return lines2.join( '\n' );
  40902. }
  40903. _getShaderErrors( gl, shader, type ) {
  40904. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  40905. const errors = gl.getShaderInfoLog( shader ).trim();
  40906. if ( status && errors === '' ) return '';
  40907. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  40908. if ( errorMatches ) {
  40909. const errorLine = parseInt( errorMatches[ 1 ] );
  40910. return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
  40911. } else {
  40912. return errors;
  40913. }
  40914. }
  40915. _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
  40916. if ( this.renderer.debug.checkShaderErrors ) {
  40917. const gl = this.gl;
  40918. const programLog = gl.getProgramInfoLog( programGPU ).trim();
  40919. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  40920. if ( typeof this.renderer.debug.onShaderError === 'function' ) {
  40921. this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
  40922. } else {
  40923. // default error reporting
  40924. const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  40925. const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
  40926. console.error(
  40927. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  40928. 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  40929. 'Program Info Log: ' + programLog + '\n' +
  40930. vertexErrors + '\n' +
  40931. fragmentErrors
  40932. );
  40933. }
  40934. } else if ( programLog !== '' ) {
  40935. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  40936. }
  40937. }
  40938. }
  40939. _completeCompile( renderObject, pipeline ) {
  40940. const { state, gl } = this;
  40941. const pipelineData = this.get( pipeline );
  40942. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  40943. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  40944. this._logProgramError( programGPU, fragmentShader, vertexShader );
  40945. }
  40946. state.useProgram( programGPU );
  40947. // Bindings
  40948. const bindings = renderObject.getBindings();
  40949. this._setupBindings( bindings, programGPU );
  40950. //
  40951. this.set( pipeline, {
  40952. programGPU
  40953. } );
  40954. }
  40955. createComputePipeline( computePipeline, bindings ) {
  40956. const { state, gl } = this;
  40957. // Program
  40958. const fragmentProgram = {
  40959. stage: 'fragment',
  40960. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  40961. };
  40962. this.createProgram( fragmentProgram );
  40963. const { computeProgram } = computePipeline;
  40964. const programGPU = gl.createProgram();
  40965. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  40966. const vertexShader = this.get( computeProgram ).shaderGPU;
  40967. const transforms = computeProgram.transforms;
  40968. const transformVaryingNames = [];
  40969. const transformAttributeNodes = [];
  40970. for ( let i = 0; i < transforms.length; i ++ ) {
  40971. const transform = transforms[ i ];
  40972. transformVaryingNames.push( transform.varyingName );
  40973. transformAttributeNodes.push( transform.attributeNode );
  40974. }
  40975. gl.attachShader( programGPU, fragmentShader );
  40976. gl.attachShader( programGPU, vertexShader );
  40977. gl.transformFeedbackVaryings(
  40978. programGPU,
  40979. transformVaryingNames,
  40980. gl.SEPARATE_ATTRIBS
  40981. );
  40982. gl.linkProgram( programGPU );
  40983. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  40984. this._logProgramError( programGPU, fragmentShader, vertexShader );
  40985. }
  40986. state.useProgram( programGPU );
  40987. // Bindings
  40988. this.createBindings( null, bindings );
  40989. this._setupBindings( bindings, programGPU );
  40990. const attributeNodes = computeProgram.attributes;
  40991. const attributes = [];
  40992. const transformBuffers = [];
  40993. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  40994. const attribute = attributeNodes[ i ].node.attribute;
  40995. attributes.push( attribute );
  40996. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  40997. }
  40998. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  40999. const attribute = transformAttributeNodes[ i ].attribute;
  41000. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41001. const attributeData = this.get( attribute );
  41002. transformBuffers.push( attributeData );
  41003. }
  41004. //
  41005. this.set( computePipeline, {
  41006. programGPU,
  41007. transformBuffers,
  41008. attributes
  41009. } );
  41010. }
  41011. createBindings( bindGroup, bindings ) {
  41012. this.updateBindings( bindGroup, bindings );
  41013. }
  41014. updateBindings( bindGroup, bindings ) {
  41015. if ( ! bindGroup ) return;
  41016. const { gl } = this;
  41017. const bindingsData = this.get( bindings );
  41018. const bindGroupData = this.get( bindGroup );
  41019. if ( bindingsData.textureIndex === undefined ) bindingsData.textureIndex = 0;
  41020. if ( bindGroupData.textureIndex === undefined ) {
  41021. bindGroupData.textureIndex = bindingsData.textureIndex;
  41022. } else {
  41023. // reset textureIndex to match previous mappimgs when rebuilt
  41024. bindingsData.textureIndex = bindGroupData.textureIndex;
  41025. }
  41026. let i = 0;
  41027. for ( const binding of bindGroup.bindings ) {
  41028. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41029. const data = binding.buffer;
  41030. const bufferGPU = gl.createBuffer();
  41031. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41032. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41033. this.set( binding, {
  41034. index: bindGroup.index * 2 + i ++,
  41035. bufferGPU
  41036. } );
  41037. } else if ( binding.isSampledTexture ) {
  41038. const { textureGPU, glTextureType } = this.get( binding.texture );
  41039. this.set( binding, {
  41040. index: bindingsData.textureIndex ++,
  41041. textureGPU,
  41042. glTextureType
  41043. } );
  41044. }
  41045. }
  41046. }
  41047. updateBinding( binding ) {
  41048. const gl = this.gl;
  41049. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41050. const bindingData = this.get( binding );
  41051. const bufferGPU = bindingData.bufferGPU;
  41052. const data = binding.buffer;
  41053. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41054. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41055. }
  41056. }
  41057. // attributes
  41058. createIndexAttribute( attribute ) {
  41059. const gl = this.gl;
  41060. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  41061. }
  41062. createAttribute( attribute ) {
  41063. if ( this.has( attribute ) ) return;
  41064. const gl = this.gl;
  41065. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41066. }
  41067. createStorageAttribute( attribute ) {
  41068. if ( this.has( attribute ) ) return;
  41069. const gl = this.gl;
  41070. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41071. }
  41072. updateAttribute( attribute ) {
  41073. this.attributeUtils.updateAttribute( attribute );
  41074. }
  41075. destroyAttribute( attribute ) {
  41076. this.attributeUtils.destroyAttribute( attribute );
  41077. }
  41078. updateSize() {
  41079. //console.warn( 'Abstract class.' );
  41080. }
  41081. hasFeature( name ) {
  41082. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  41083. const extensions = this.extensions;
  41084. for ( let i = 0; i < keysMatching.length; i ++ ) {
  41085. if ( extensions.has( keysMatching[ i ] ) ) return true;
  41086. }
  41087. return false;
  41088. }
  41089. getMaxAnisotropy() {
  41090. return this.capabilities.getMaxAnisotropy();
  41091. }
  41092. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  41093. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  41094. }
  41095. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  41096. this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
  41097. }
  41098. _setFramebuffer( descriptor ) {
  41099. const { gl, state } = this;
  41100. let currentFrameBuffer = null;
  41101. if ( descriptor.textures !== null ) {
  41102. const renderTarget = descriptor.renderTarget;
  41103. const renderTargetContextData = this.get( renderTarget );
  41104. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  41105. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  41106. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  41107. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  41108. const cacheKey = getCacheKey( descriptor );
  41109. let fb;
  41110. if ( isCube ) {
  41111. renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
  41112. fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
  41113. } else {
  41114. renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
  41115. fb = renderTargetContextData.framebuffers[ cacheKey ];
  41116. }
  41117. if ( fb === undefined ) {
  41118. fb = gl.createFramebuffer();
  41119. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  41120. const textures = descriptor.textures;
  41121. if ( isCube ) {
  41122. renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
  41123. const { textureGPU } = this.get( textures[ 0 ] );
  41124. const cubeFace = this.renderer._activeCubeFace;
  41125. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  41126. } else {
  41127. renderTargetContextData.framebuffers[ cacheKey ] = fb;
  41128. for ( let i = 0; i < textures.length; i ++ ) {
  41129. const texture = textures[ i ];
  41130. const textureData = this.get( texture );
  41131. textureData.renderTarget = descriptor.renderTarget;
  41132. const attachment = gl.COLOR_ATTACHMENT0 + i;
  41133. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41134. }
  41135. state.drawBuffers( descriptor, fb );
  41136. }
  41137. if ( descriptor.depthTexture !== null ) {
  41138. const textureData = this.get( descriptor.depthTexture );
  41139. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41140. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41141. }
  41142. }
  41143. if ( samples > 0 ) {
  41144. if ( msaaFb === undefined ) {
  41145. const invalidationArray = [];
  41146. msaaFb = gl.createFramebuffer();
  41147. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  41148. const msaaRenderbuffers = [];
  41149. const textures = descriptor.textures;
  41150. for ( let i = 0; i < textures.length; i ++ ) {
  41151. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  41152. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41153. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  41154. if ( depthBuffer ) {
  41155. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41156. invalidationArray.push( depthStyle );
  41157. }
  41158. const texture = descriptor.textures[ i ];
  41159. const textureData = this.get( texture );
  41160. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  41161. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41162. }
  41163. renderTargetContextData.msaaFrameBuffer = msaaFb;
  41164. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  41165. if ( depthRenderbuffer === undefined ) {
  41166. depthRenderbuffer = gl.createRenderbuffer();
  41167. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor );
  41168. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  41169. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41170. invalidationArray.push( depthStyle );
  41171. }
  41172. renderTargetContextData.invalidationArray = invalidationArray;
  41173. }
  41174. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41175. } else {
  41176. currentFrameBuffer = fb;
  41177. }
  41178. }
  41179. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  41180. }
  41181. _getVaoKey( index, attributes ) {
  41182. let key = [];
  41183. if ( index !== null ) {
  41184. const indexData = this.get( index );
  41185. key += ':' + indexData.id;
  41186. }
  41187. for ( let i = 0; i < attributes.length; i ++ ) {
  41188. const attributeData = this.get( attributes[ i ] );
  41189. key += ':' + attributeData.id;
  41190. }
  41191. return key;
  41192. }
  41193. _createVao( index, attributes ) {
  41194. const { gl } = this;
  41195. const vaoGPU = gl.createVertexArray();
  41196. let key = '';
  41197. let staticVao = true;
  41198. gl.bindVertexArray( vaoGPU );
  41199. if ( index !== null ) {
  41200. const indexData = this.get( index );
  41201. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  41202. key += ':' + indexData.id;
  41203. }
  41204. for ( let i = 0; i < attributes.length; i ++ ) {
  41205. const attribute = attributes[ i ];
  41206. const attributeData = this.get( attribute );
  41207. key += ':' + attributeData.id;
  41208. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  41209. gl.enableVertexAttribArray( i );
  41210. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  41211. let stride, offset;
  41212. if ( attribute.isInterleavedBufferAttribute === true ) {
  41213. stride = attribute.data.stride * attributeData.bytesPerElement;
  41214. offset = attribute.offset * attributeData.bytesPerElement;
  41215. } else {
  41216. stride = 0;
  41217. offset = 0;
  41218. }
  41219. if ( attributeData.isInteger ) {
  41220. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  41221. } else {
  41222. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  41223. }
  41224. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  41225. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  41226. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  41227. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  41228. }
  41229. }
  41230. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  41231. this.vaoCache[ key ] = vaoGPU;
  41232. return { vaoGPU, staticVao };
  41233. }
  41234. _getTransformFeedback( transformBuffers ) {
  41235. let key = '';
  41236. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41237. key += ':' + transformBuffers[ i ].id;
  41238. }
  41239. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  41240. if ( transformFeedbackGPU !== undefined ) {
  41241. return transformFeedbackGPU;
  41242. }
  41243. const { gl } = this;
  41244. transformFeedbackGPU = gl.createTransformFeedback();
  41245. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  41246. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41247. const attributeData = transformBuffers[ i ];
  41248. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  41249. }
  41250. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  41251. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  41252. return transformFeedbackGPU;
  41253. }
  41254. _setupBindings( bindings, programGPU ) {
  41255. const gl = this.gl;
  41256. for ( const bindGroup of bindings ) {
  41257. for ( const binding of bindGroup.bindings ) {
  41258. const bindingData = this.get( binding );
  41259. const index = bindingData.index;
  41260. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41261. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  41262. gl.uniformBlockBinding( programGPU, location, index );
  41263. } else if ( binding.isSampledTexture ) {
  41264. const location = gl.getUniformLocation( programGPU, binding.name );
  41265. gl.uniform1i( location, index );
  41266. }
  41267. }
  41268. }
  41269. }
  41270. _bindUniforms( bindings ) {
  41271. const { gl, state } = this;
  41272. for ( const bindGroup of bindings ) {
  41273. for ( const binding of bindGroup.bindings ) {
  41274. const bindingData = this.get( binding );
  41275. const index = bindingData.index;
  41276. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41277. // TODO USE bindBufferRange to group multiple uniform buffers
  41278. state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  41279. } else if ( binding.isSampledTexture ) {
  41280. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  41281. }
  41282. }
  41283. }
  41284. }
  41285. }
  41286. class Sampler extends Binding {
  41287. constructor( name, texture ) {
  41288. super( name );
  41289. this.texture = texture;
  41290. this.version = texture ? texture.version : 0;
  41291. this.isSampler = true;
  41292. }
  41293. }
  41294. class NodeSampler extends Sampler {
  41295. constructor( name, textureNode, groupNode ) {
  41296. super( name, textureNode ? textureNode.value : null );
  41297. this.textureNode = textureNode;
  41298. this.groupNode = groupNode;
  41299. }
  41300. update() {
  41301. this.texture = this.textureNode.value;
  41302. }
  41303. }
  41304. class StorageBuffer extends Buffer {
  41305. constructor( name, attribute ) {
  41306. super( name, attribute ? attribute.array : null );
  41307. this.attribute = attribute;
  41308. this.isStorageBuffer = true;
  41309. }
  41310. }
  41311. let _id = 0;
  41312. class NodeStorageBuffer extends StorageBuffer {
  41313. constructor( nodeUniform, groupNode ) {
  41314. super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
  41315. this.nodeUniform = nodeUniform;
  41316. this.access = nodeUniform ? nodeUniform.access : GPUBufferBindingType.Storage;
  41317. this.groupNode = groupNode;
  41318. }
  41319. get buffer() {
  41320. return this.nodeUniform.value;
  41321. }
  41322. }
  41323. class WebGPUTexturePassUtils extends DataMap {
  41324. constructor( device ) {
  41325. super();
  41326. this.device = device;
  41327. const mipmapVertexSource = `
  41328. struct VarysStruct {
  41329. @builtin( position ) Position: vec4<f32>,
  41330. @location( 0 ) vTex : vec2<f32>
  41331. };
  41332. @vertex
  41333. fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
  41334. var Varys : VarysStruct;
  41335. var pos = array< vec2<f32>, 4 >(
  41336. vec2<f32>( -1.0, 1.0 ),
  41337. vec2<f32>( 1.0, 1.0 ),
  41338. vec2<f32>( -1.0, -1.0 ),
  41339. vec2<f32>( 1.0, -1.0 )
  41340. );
  41341. var tex = array< vec2<f32>, 4 >(
  41342. vec2<f32>( 0.0, 0.0 ),
  41343. vec2<f32>( 1.0, 0.0 ),
  41344. vec2<f32>( 0.0, 1.0 ),
  41345. vec2<f32>( 1.0, 1.0 )
  41346. );
  41347. Varys.vTex = tex[ vertexIndex ];
  41348. Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
  41349. return Varys;
  41350. }
  41351. `;
  41352. const mipmapFragmentSource = `
  41353. @group( 0 ) @binding( 0 )
  41354. var imgSampler : sampler;
  41355. @group( 0 ) @binding( 1 )
  41356. var img : texture_2d<f32>;
  41357. @fragment
  41358. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  41359. return textureSample( img, imgSampler, vTex );
  41360. }
  41361. `;
  41362. const flipYFragmentSource = `
  41363. @group( 0 ) @binding( 0 )
  41364. var imgSampler : sampler;
  41365. @group( 0 ) @binding( 1 )
  41366. var img : texture_2d<f32>;
  41367. @fragment
  41368. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  41369. return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
  41370. }
  41371. `;
  41372. this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
  41373. this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
  41374. // We'll need a new pipeline for every texture format used.
  41375. this.transferPipelines = {};
  41376. this.flipYPipelines = {};
  41377. this.mipmapVertexShaderModule = device.createShaderModule( {
  41378. label: 'mipmapVertex',
  41379. code: mipmapVertexSource
  41380. } );
  41381. this.mipmapFragmentShaderModule = device.createShaderModule( {
  41382. label: 'mipmapFragment',
  41383. code: mipmapFragmentSource
  41384. } );
  41385. this.flipYFragmentShaderModule = device.createShaderModule( {
  41386. label: 'flipYFragment',
  41387. code: flipYFragmentSource
  41388. } );
  41389. }
  41390. getTransferPipeline( format ) {
  41391. let pipeline = this.transferPipelines[ format ];
  41392. if ( pipeline === undefined ) {
  41393. pipeline = this.device.createRenderPipeline( {
  41394. label: `mipmap-${ format }`,
  41395. vertex: {
  41396. module: this.mipmapVertexShaderModule,
  41397. entryPoint: 'main'
  41398. },
  41399. fragment: {
  41400. module: this.mipmapFragmentShaderModule,
  41401. entryPoint: 'main',
  41402. targets: [ { format } ]
  41403. },
  41404. primitive: {
  41405. topology: GPUPrimitiveTopology.TriangleStrip,
  41406. stripIndexFormat: GPUIndexFormat.Uint32
  41407. },
  41408. layout: 'auto'
  41409. } );
  41410. this.transferPipelines[ format ] = pipeline;
  41411. }
  41412. return pipeline;
  41413. }
  41414. getFlipYPipeline( format ) {
  41415. let pipeline = this.flipYPipelines[ format ];
  41416. if ( pipeline === undefined ) {
  41417. pipeline = this.device.createRenderPipeline( {
  41418. label: `flipY-${ format }`,
  41419. vertex: {
  41420. module: this.mipmapVertexShaderModule,
  41421. entryPoint: 'main'
  41422. },
  41423. fragment: {
  41424. module: this.flipYFragmentShaderModule,
  41425. entryPoint: 'main',
  41426. targets: [ { format } ]
  41427. },
  41428. primitive: {
  41429. topology: GPUPrimitiveTopology.TriangleStrip,
  41430. stripIndexFormat: GPUIndexFormat.Uint32
  41431. },
  41432. layout: 'auto'
  41433. } );
  41434. this.flipYPipelines[ format ] = pipeline;
  41435. }
  41436. return pipeline;
  41437. }
  41438. flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41439. const format = textureGPUDescriptor.format;
  41440. const { width, height } = textureGPUDescriptor.size;
  41441. const transferPipeline = this.getTransferPipeline( format );
  41442. const flipYPipeline = this.getFlipYPipeline( format );
  41443. const tempTexture = this.device.createTexture( {
  41444. size: { width, height, depthOrArrayLayers: 1 },
  41445. format,
  41446. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  41447. } );
  41448. const srcView = textureGPU.createView( {
  41449. baseMipLevel: 0,
  41450. mipLevelCount: 1,
  41451. dimension: GPUTextureViewDimension.TwoD,
  41452. baseArrayLayer
  41453. } );
  41454. const dstView = tempTexture.createView( {
  41455. baseMipLevel: 0,
  41456. mipLevelCount: 1,
  41457. dimension: GPUTextureViewDimension.TwoD,
  41458. baseArrayLayer: 0
  41459. } );
  41460. const commandEncoder = this.device.createCommandEncoder( {} );
  41461. const pass = ( pipeline, sourceView, destinationView ) => {
  41462. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41463. const bindGroup = this.device.createBindGroup( {
  41464. layout: bindGroupLayout,
  41465. entries: [ {
  41466. binding: 0,
  41467. resource: this.flipYSampler
  41468. }, {
  41469. binding: 1,
  41470. resource: sourceView
  41471. } ]
  41472. } );
  41473. const passEncoder = commandEncoder.beginRenderPass( {
  41474. colorAttachments: [ {
  41475. view: destinationView,
  41476. loadOp: GPULoadOp.Clear,
  41477. storeOp: GPUStoreOp.Store,
  41478. clearValue: [ 0, 0, 0, 0 ]
  41479. } ]
  41480. } );
  41481. passEncoder.setPipeline( pipeline );
  41482. passEncoder.setBindGroup( 0, bindGroup );
  41483. passEncoder.draw( 4, 1, 0, 0 );
  41484. passEncoder.end();
  41485. };
  41486. pass( transferPipeline, srcView, dstView );
  41487. pass( flipYPipeline, dstView, srcView );
  41488. this.device.queue.submit( [ commandEncoder.finish() ] );
  41489. tempTexture.destroy();
  41490. }
  41491. generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41492. const textureData = this.get( textureGPU );
  41493. if ( textureData.useCount === undefined ) {
  41494. textureData.useCount = 0;
  41495. textureData.layers = [];
  41496. }
  41497. const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
  41498. const commandEncoder = this.device.createCommandEncoder( {} );
  41499. this._mipmapRunBundles( commandEncoder, passes );
  41500. this.device.queue.submit( [ commandEncoder.finish() ] );
  41501. if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
  41502. textureData.useCount ++;
  41503. }
  41504. _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
  41505. const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
  41506. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41507. let srcView = textureGPU.createView( {
  41508. baseMipLevel: 0,
  41509. mipLevelCount: 1,
  41510. dimension: GPUTextureViewDimension.TwoD,
  41511. baseArrayLayer
  41512. } );
  41513. const passes = [];
  41514. for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
  41515. const bindGroup = this.device.createBindGroup( {
  41516. layout: bindGroupLayout,
  41517. entries: [ {
  41518. binding: 0,
  41519. resource: this.mipmapSampler
  41520. }, {
  41521. binding: 1,
  41522. resource: srcView
  41523. } ]
  41524. } );
  41525. const dstView = textureGPU.createView( {
  41526. baseMipLevel: i,
  41527. mipLevelCount: 1,
  41528. dimension: GPUTextureViewDimension.TwoD,
  41529. baseArrayLayer
  41530. } );
  41531. const passDescriptor = {
  41532. colorAttachments: [ {
  41533. view: dstView,
  41534. loadOp: GPULoadOp.Clear,
  41535. storeOp: GPUStoreOp.Store,
  41536. clearValue: [ 0, 0, 0, 0 ]
  41537. } ]
  41538. };
  41539. const passEncoder = this.device.createRenderBundleEncoder( {
  41540. colorFormats: [ textureGPUDescriptor.format ]
  41541. } );
  41542. passEncoder.setPipeline( pipeline );
  41543. passEncoder.setBindGroup( 0, bindGroup );
  41544. passEncoder.draw( 4, 1, 0, 0 );
  41545. passes.push( {
  41546. renderBundles: [ passEncoder.finish() ],
  41547. passDescriptor
  41548. } );
  41549. srcView = dstView;
  41550. }
  41551. return passes;
  41552. }
  41553. _mipmapRunBundles( commandEncoder, passes ) {
  41554. const levels = passes.length;
  41555. for ( let i = 0; i < levels; i ++ ) {
  41556. const pass = passes[ i ];
  41557. const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
  41558. passEncoder.executeBundles( pass.renderBundles );
  41559. passEncoder.end();
  41560. }
  41561. }
  41562. }
  41563. const _compareToWebGPU = {
  41564. [ NeverCompare ]: 'never',
  41565. [ LessCompare ]: 'less',
  41566. [ EqualCompare ]: 'equal',
  41567. [ LessEqualCompare ]: 'less-equal',
  41568. [ GreaterCompare ]: 'greater',
  41569. [ GreaterEqualCompare ]: 'greater-equal',
  41570. [ AlwaysCompare ]: 'always',
  41571. [ NotEqualCompare ]: 'not-equal'
  41572. };
  41573. const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
  41574. class WebGPUTextureUtils {
  41575. constructor( backend ) {
  41576. this.backend = backend;
  41577. this._passUtils = null;
  41578. this.defaultTexture = {};
  41579. this.defaultCubeTexture = {};
  41580. this.defaultVideoFrame = null;
  41581. this.colorBuffer = null;
  41582. this.depthTexture = new DepthTexture();
  41583. this.depthTexture.name = 'depthBuffer';
  41584. }
  41585. createSampler( texture ) {
  41586. const backend = this.backend;
  41587. const device = backend.device;
  41588. const textureGPU = backend.get( texture );
  41589. const samplerDescriptorGPU = {
  41590. addressModeU: this._convertAddressMode( texture.wrapS ),
  41591. addressModeV: this._convertAddressMode( texture.wrapT ),
  41592. addressModeW: this._convertAddressMode( texture.wrapR ),
  41593. magFilter: this._convertFilterMode( texture.magFilter ),
  41594. minFilter: this._convertFilterMode( texture.minFilter ),
  41595. mipmapFilter: this._convertFilterMode( texture.minFilter ),
  41596. maxAnisotropy: texture.anisotropy
  41597. };
  41598. if ( texture.isDepthTexture && texture.compareFunction !== null ) {
  41599. samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
  41600. }
  41601. textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
  41602. }
  41603. createDefaultTexture( texture ) {
  41604. let textureGPU;
  41605. const format = getFormat( texture );
  41606. if ( texture.isCubeTexture ) {
  41607. textureGPU = this._getDefaultCubeTextureGPU( format );
  41608. } else if ( texture.isVideoTexture ) {
  41609. this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
  41610. } else {
  41611. textureGPU = this._getDefaultTextureGPU( format );
  41612. }
  41613. this.backend.get( texture ).texture = textureGPU;
  41614. }
  41615. createTexture( texture, options = {} ) {
  41616. const backend = this.backend;
  41617. const textureData = backend.get( texture );
  41618. if ( textureData.initialized ) {
  41619. throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
  41620. }
  41621. if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  41622. if ( options.levels === undefined ) options.levels = 1;
  41623. if ( options.depth === undefined ) options.depth = 1;
  41624. const { width, height, depth, levels } = options;
  41625. const dimension = this._getDimension( texture );
  41626. const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
  41627. textureData.format = format;
  41628. let sampleCount = options.sampleCount !== undefined ? options.sampleCount : 1;
  41629. sampleCount = backend.utils.getSampleCount( sampleCount );
  41630. const primarySampleCount = texture.isRenderTargetTexture && ! texture.isMultisampleRenderTargetTexture ? 1 : sampleCount;
  41631. let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
  41632. if ( texture.isStorageTexture === true ) {
  41633. usage |= GPUTextureUsage.STORAGE_BINDING;
  41634. }
  41635. if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
  41636. usage |= GPUTextureUsage.RENDER_ATTACHMENT;
  41637. }
  41638. const textureDescriptorGPU = {
  41639. label: texture.name,
  41640. size: {
  41641. width: width,
  41642. height: height,
  41643. depthOrArrayLayers: depth,
  41644. },
  41645. mipLevelCount: levels,
  41646. sampleCount: primarySampleCount,
  41647. dimension: dimension,
  41648. format: format,
  41649. usage: usage
  41650. };
  41651. // texture creation
  41652. if ( texture.isVideoTexture ) {
  41653. const video = texture.source.data;
  41654. const videoFrame = new VideoFrame( video );
  41655. textureDescriptorGPU.size.width = videoFrame.displayWidth;
  41656. textureDescriptorGPU.size.height = videoFrame.displayHeight;
  41657. videoFrame.close();
  41658. textureData.externalTexture = video;
  41659. } else {
  41660. if ( format === undefined ) {
  41661. console.warn( 'WebGPURenderer: Texture format not supported.' );
  41662. return this.createDefaultTexture( texture );
  41663. }
  41664. textureData.texture = backend.device.createTexture( textureDescriptorGPU );
  41665. }
  41666. if ( texture.isRenderTargetTexture && sampleCount > 1 && ! texture.isMultisampleRenderTargetTexture ) {
  41667. const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
  41668. msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  41669. msaaTextureDescriptorGPU.sampleCount = sampleCount;
  41670. textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
  41671. }
  41672. textureData.initialized = true;
  41673. textureData.textureDescriptorGPU = textureDescriptorGPU;
  41674. }
  41675. destroyTexture( texture ) {
  41676. const backend = this.backend;
  41677. const textureData = backend.get( texture );
  41678. textureData.texture.destroy();
  41679. if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
  41680. backend.delete( texture );
  41681. }
  41682. destroySampler( texture ) {
  41683. const backend = this.backend;
  41684. const textureData = backend.get( texture );
  41685. delete textureData.sampler;
  41686. }
  41687. generateMipmaps( texture ) {
  41688. const textureData = this.backend.get( texture );
  41689. if ( texture.isCubeTexture ) {
  41690. for ( let i = 0; i < 6; i ++ ) {
  41691. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  41692. }
  41693. } else {
  41694. const depth = texture.image.depth || 1;
  41695. for ( let i = 0; i < depth; i ++ ) {
  41696. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  41697. }
  41698. }
  41699. }
  41700. getColorBuffer() {
  41701. if ( this.colorBuffer ) this.colorBuffer.destroy();
  41702. const backend = this.backend;
  41703. const { width, height } = backend.getDrawingBufferSize();
  41704. this.colorBuffer = backend.device.createTexture( {
  41705. label: 'colorBuffer',
  41706. size: {
  41707. width: width,
  41708. height: height,
  41709. depthOrArrayLayers: 1
  41710. },
  41711. sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
  41712. format: backend.utils.getPreferredCanvasFormat(),
  41713. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  41714. } );
  41715. return this.colorBuffer;
  41716. }
  41717. getDepthBuffer( depth = true, stencil = false ) {
  41718. const backend = this.backend;
  41719. const { width, height } = backend.getDrawingBufferSize();
  41720. const depthTexture = this.depthTexture;
  41721. const depthTextureGPU = backend.get( depthTexture ).texture;
  41722. let format, type;
  41723. if ( stencil ) {
  41724. format = DepthStencilFormat;
  41725. type = UnsignedInt248Type;
  41726. } else if ( depth ) {
  41727. format = DepthFormat;
  41728. type = UnsignedIntType;
  41729. }
  41730. if ( depthTextureGPU !== undefined ) {
  41731. if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
  41732. return depthTextureGPU;
  41733. }
  41734. this.destroyTexture( depthTexture );
  41735. }
  41736. depthTexture.name = 'depthBuffer';
  41737. depthTexture.format = format;
  41738. depthTexture.type = type;
  41739. depthTexture.image.width = width;
  41740. depthTexture.image.height = height;
  41741. this.createTexture( depthTexture, { sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), width, height } );
  41742. return backend.get( depthTexture ).texture;
  41743. }
  41744. updateTexture( texture, options ) {
  41745. const textureData = this.backend.get( texture );
  41746. const { textureDescriptorGPU } = textureData;
  41747. if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  41748. return;
  41749. // transfer texture data
  41750. if ( texture.isDataTexture ) {
  41751. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  41752. } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  41753. for ( let i = 0; i < options.image.depth; i ++ ) {
  41754. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
  41755. }
  41756. } else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
  41757. this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
  41758. } else if ( texture.isCubeTexture ) {
  41759. this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
  41760. } else if ( texture.isVideoTexture ) {
  41761. const video = texture.source.data;
  41762. textureData.externalTexture = video;
  41763. } else {
  41764. this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  41765. }
  41766. //
  41767. textureData.version = texture.version;
  41768. if ( texture.onUpdate ) texture.onUpdate( texture );
  41769. }
  41770. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  41771. const device = this.backend.device;
  41772. const textureData = this.backend.get( texture );
  41773. const textureGPU = textureData.texture;
  41774. const format = textureData.textureDescriptorGPU.format;
  41775. const bytesPerTexel = this._getBytesPerTexel( format );
  41776. let bytesPerRow = width * bytesPerTexel;
  41777. bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
  41778. const readBuffer = device.createBuffer(
  41779. {
  41780. size: width * height * bytesPerTexel,
  41781. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  41782. }
  41783. );
  41784. const encoder = device.createCommandEncoder();
  41785. encoder.copyTextureToBuffer(
  41786. {
  41787. texture: textureGPU,
  41788. origin: { x, y, z: faceIndex },
  41789. },
  41790. {
  41791. buffer: readBuffer,
  41792. bytesPerRow: bytesPerRow
  41793. },
  41794. {
  41795. width: width,
  41796. height: height
  41797. }
  41798. );
  41799. const typedArrayType = this._getTypedArrayType( format );
  41800. device.queue.submit( [ encoder.finish() ] );
  41801. await readBuffer.mapAsync( GPUMapMode.READ );
  41802. const buffer = readBuffer.getMappedRange();
  41803. return new typedArrayType( buffer );
  41804. }
  41805. _isEnvironmentTexture( texture ) {
  41806. const mapping = texture.mapping;
  41807. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  41808. }
  41809. _getDefaultTextureGPU( format ) {
  41810. let defaultTexture = this.defaultTexture[ format ];
  41811. if ( defaultTexture === undefined ) {
  41812. const texture = new Texture();
  41813. texture.minFilter = NearestFilter;
  41814. texture.magFilter = NearestFilter;
  41815. this.createTexture( texture, { width: 1, height: 1, format } );
  41816. this.defaultTexture[ format ] = defaultTexture = texture;
  41817. }
  41818. return this.backend.get( defaultTexture ).texture;
  41819. }
  41820. _getDefaultCubeTextureGPU( format ) {
  41821. let defaultCubeTexture = this.defaultTexture[ format ];
  41822. if ( defaultCubeTexture === undefined ) {
  41823. const texture = new CubeTexture();
  41824. texture.minFilter = NearestFilter;
  41825. texture.magFilter = NearestFilter;
  41826. this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
  41827. this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
  41828. }
  41829. return this.backend.get( defaultCubeTexture ).texture;
  41830. }
  41831. _getDefaultVideoFrame() {
  41832. let defaultVideoFrame = this.defaultVideoFrame;
  41833. if ( defaultVideoFrame === null ) {
  41834. const init = {
  41835. timestamp: 0,
  41836. codedWidth: 1,
  41837. codedHeight: 1,
  41838. format: 'RGBA',
  41839. };
  41840. this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
  41841. }
  41842. return defaultVideoFrame;
  41843. }
  41844. _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
  41845. for ( let i = 0; i < 6; i ++ ) {
  41846. const image = images[ i ];
  41847. const flipIndex = flipY === true ? _flipMap[ i ] : i;
  41848. if ( image.isDataTexture ) {
  41849. this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  41850. } else {
  41851. this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  41852. }
  41853. }
  41854. }
  41855. _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
  41856. const device = this.backend.device;
  41857. device.queue.copyExternalImageToTexture(
  41858. {
  41859. source: image
  41860. }, {
  41861. texture: textureGPU,
  41862. mipLevel: 0,
  41863. origin: { x: 0, y: 0, z: originDepth }
  41864. }, {
  41865. width: image.width,
  41866. height: image.height,
  41867. depthOrArrayLayers: 1
  41868. }
  41869. );
  41870. if ( flipY === true ) {
  41871. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  41872. }
  41873. }
  41874. _getPassUtils() {
  41875. let passUtils = this._passUtils;
  41876. if ( passUtils === null ) {
  41877. this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
  41878. }
  41879. return passUtils;
  41880. }
  41881. _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
  41882. this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
  41883. }
  41884. _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
  41885. this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
  41886. }
  41887. _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
  41888. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  41889. // @TODO: Consider to support valid buffer layouts with other formats like RGB
  41890. const device = this.backend.device;
  41891. const data = image.data;
  41892. const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  41893. const bytesPerRow = image.width * bytesPerTexel;
  41894. device.queue.writeTexture(
  41895. {
  41896. texture: textureGPU,
  41897. mipLevel: 0,
  41898. origin: { x: 0, y: 0, z: originDepth }
  41899. },
  41900. data,
  41901. {
  41902. offset: image.width * image.height * bytesPerTexel * depth,
  41903. bytesPerRow
  41904. },
  41905. {
  41906. width: image.width,
  41907. height: image.height,
  41908. depthOrArrayLayers: 1
  41909. } );
  41910. if ( flipY === true ) {
  41911. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  41912. }
  41913. }
  41914. _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
  41915. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  41916. const device = this.backend.device;
  41917. const blockData = this._getBlockData( textureDescriptorGPU.format );
  41918. const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
  41919. for ( let i = 0; i < mipmaps.length; i ++ ) {
  41920. const mipmap = mipmaps[ i ];
  41921. const width = mipmap.width;
  41922. const height = mipmap.height;
  41923. const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
  41924. const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  41925. const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
  41926. for ( let j = 0; j < depth; j ++ ) {
  41927. device.queue.writeTexture(
  41928. {
  41929. texture: textureGPU,
  41930. mipLevel: i,
  41931. origin: { x: 0, y: 0, z: j }
  41932. },
  41933. mipmap.data,
  41934. {
  41935. offset: j * bytesPerImage,
  41936. bytesPerRow,
  41937. rowsPerImage: Math.ceil( height / blockData.height )
  41938. },
  41939. {
  41940. width: Math.ceil( width / blockData.width ) * blockData.width,
  41941. height: Math.ceil( height / blockData.height ) * blockData.height,
  41942. depthOrArrayLayers: 1
  41943. }
  41944. );
  41945. }
  41946. }
  41947. }
  41948. _getBlockData( format ) {
  41949. // this method is only relevant for compressed texture formats
  41950. if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  41951. if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  41952. if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  41953. if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  41954. if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  41955. if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  41956. if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
  41957. if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  41958. if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  41959. if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  41960. if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  41961. if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  41962. if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  41963. if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
  41964. if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  41965. if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  41966. if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  41967. if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  41968. if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  41969. if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  41970. if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  41971. if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  41972. if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  41973. if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  41974. if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  41975. if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  41976. if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  41977. if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
  41978. }
  41979. _convertAddressMode( value ) {
  41980. let addressMode = GPUAddressMode.ClampToEdge;
  41981. if ( value === RepeatWrapping ) {
  41982. addressMode = GPUAddressMode.Repeat;
  41983. } else if ( value === MirroredRepeatWrapping ) {
  41984. addressMode = GPUAddressMode.MirrorRepeat;
  41985. }
  41986. return addressMode;
  41987. }
  41988. _convertFilterMode( value ) {
  41989. let filterMode = GPUFilterMode.Linear;
  41990. if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
  41991. filterMode = GPUFilterMode.Nearest;
  41992. }
  41993. return filterMode;
  41994. }
  41995. _getBytesPerTexel( format ) {
  41996. // 8-bit formats
  41997. if ( format === GPUTextureFormat.R8Unorm ||
  41998. format === GPUTextureFormat.R8Snorm ||
  41999. format === GPUTextureFormat.R8Uint ||
  42000. format === GPUTextureFormat.R8Sint ) return 1;
  42001. // 16-bit formats
  42002. if ( format === GPUTextureFormat.R16Uint ||
  42003. format === GPUTextureFormat.R16Sint ||
  42004. format === GPUTextureFormat.R16Float ||
  42005. format === GPUTextureFormat.RG8Unorm ||
  42006. format === GPUTextureFormat.RG8Snorm ||
  42007. format === GPUTextureFormat.RG8Uint ||
  42008. format === GPUTextureFormat.RG8Sint ) return 2;
  42009. // 32-bit formats
  42010. if ( format === GPUTextureFormat.R32Uint ||
  42011. format === GPUTextureFormat.R32Sint ||
  42012. format === GPUTextureFormat.R32Float ||
  42013. format === GPUTextureFormat.RG16Uint ||
  42014. format === GPUTextureFormat.RG16Sint ||
  42015. format === GPUTextureFormat.RG16Float ||
  42016. format === GPUTextureFormat.RGBA8Unorm ||
  42017. format === GPUTextureFormat.RGBA8UnormSRGB ||
  42018. format === GPUTextureFormat.RGBA8Snorm ||
  42019. format === GPUTextureFormat.RGBA8Uint ||
  42020. format === GPUTextureFormat.RGBA8Sint ||
  42021. format === GPUTextureFormat.BGRA8Unorm ||
  42022. format === GPUTextureFormat.BGRA8UnormSRGB ||
  42023. // Packed 32-bit formats
  42024. format === GPUTextureFormat.RGB9E5UFloat ||
  42025. format === GPUTextureFormat.RGB10A2Unorm ||
  42026. format === GPUTextureFormat.RG11B10UFloat ||
  42027. format === GPUTextureFormat.Depth32Float ||
  42028. format === GPUTextureFormat.Depth24Plus ||
  42029. format === GPUTextureFormat.Depth24PlusStencil8 ||
  42030. format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
  42031. // 64-bit formats
  42032. if ( format === GPUTextureFormat.RG32Uint ||
  42033. format === GPUTextureFormat.RG32Sint ||
  42034. format === GPUTextureFormat.RG32Float ||
  42035. format === GPUTextureFormat.RGBA16Uint ||
  42036. format === GPUTextureFormat.RGBA16Sint ||
  42037. format === GPUTextureFormat.RGBA16Float ) return 8;
  42038. // 128-bit formats
  42039. if ( format === GPUTextureFormat.RGBA32Uint ||
  42040. format === GPUTextureFormat.RGBA32Sint ||
  42041. format === GPUTextureFormat.RGBA32Float ) return 16;
  42042. }
  42043. _getTypedArrayType( format ) {
  42044. if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  42045. if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  42046. if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  42047. if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  42048. if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  42049. if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  42050. if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  42051. if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  42052. if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  42053. if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  42054. if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
  42055. if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
  42056. if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  42057. if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  42058. if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  42059. if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  42060. if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  42061. if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  42062. if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
  42063. if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
  42064. if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
  42065. if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  42066. if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  42067. if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  42068. if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  42069. if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  42070. if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  42071. if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  42072. if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  42073. if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
  42074. if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
  42075. if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  42076. if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  42077. if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  42078. if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
  42079. if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  42080. if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  42081. if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  42082. if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
  42083. }
  42084. _getDimension( texture ) {
  42085. let dimension;
  42086. if ( texture.isData3DTexture ) {
  42087. dimension = GPUTextureDimension.ThreeD;
  42088. } else {
  42089. dimension = GPUTextureDimension.TwoD;
  42090. }
  42091. return dimension;
  42092. }
  42093. }
  42094. function getFormat( texture, device = null ) {
  42095. const format = texture.format;
  42096. const type = texture.type;
  42097. const colorSpace = texture.colorSpace;
  42098. let formatGPU;
  42099. if ( texture.isFramebufferTexture === true && texture.type === UnsignedByteType ) {
  42100. formatGPU = GPUTextureFormat.BGRA8Unorm;
  42101. } else if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
  42102. switch ( format ) {
  42103. case RGBA_S3TC_DXT1_Format:
  42104. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  42105. break;
  42106. case RGBA_S3TC_DXT3_Format:
  42107. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  42108. break;
  42109. case RGBA_S3TC_DXT5_Format:
  42110. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  42111. break;
  42112. case RGB_ETC2_Format:
  42113. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  42114. break;
  42115. case RGBA_ETC2_EAC_Format:
  42116. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  42117. break;
  42118. case RGBA_ASTC_4x4_Format:
  42119. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  42120. break;
  42121. case RGBA_ASTC_5x4_Format:
  42122. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  42123. break;
  42124. case RGBA_ASTC_5x5_Format:
  42125. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  42126. break;
  42127. case RGBA_ASTC_6x5_Format:
  42128. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  42129. break;
  42130. case RGBA_ASTC_6x6_Format:
  42131. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  42132. break;
  42133. case RGBA_ASTC_8x5_Format:
  42134. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  42135. break;
  42136. case RGBA_ASTC_8x6_Format:
  42137. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  42138. break;
  42139. case RGBA_ASTC_8x8_Format:
  42140. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  42141. break;
  42142. case RGBA_ASTC_10x5_Format:
  42143. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  42144. break;
  42145. case RGBA_ASTC_10x6_Format:
  42146. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  42147. break;
  42148. case RGBA_ASTC_10x8_Format:
  42149. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  42150. break;
  42151. case RGBA_ASTC_10x10_Format:
  42152. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  42153. break;
  42154. case RGBA_ASTC_12x10_Format:
  42155. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  42156. break;
  42157. case RGBA_ASTC_12x12_Format:
  42158. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  42159. break;
  42160. default:
  42161. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42162. }
  42163. } else {
  42164. switch ( format ) {
  42165. case RGBAFormat:
  42166. switch ( type ) {
  42167. case ByteType:
  42168. formatGPU = GPUTextureFormat.RGBA8Snorm;
  42169. break;
  42170. case ShortType:
  42171. formatGPU = GPUTextureFormat.RGBA16Sint;
  42172. break;
  42173. case UnsignedShortType:
  42174. formatGPU = GPUTextureFormat.RGBA16Uint;
  42175. break;
  42176. case UnsignedIntType:
  42177. formatGPU = GPUTextureFormat.RGBA32Uint;
  42178. break;
  42179. case IntType:
  42180. formatGPU = GPUTextureFormat.RGBA32Sint;
  42181. break;
  42182. case UnsignedByteType:
  42183. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  42184. break;
  42185. case HalfFloatType:
  42186. formatGPU = GPUTextureFormat.RGBA16Float;
  42187. break;
  42188. case FloatType:
  42189. formatGPU = GPUTextureFormat.RGBA32Float;
  42190. break;
  42191. default:
  42192. console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
  42193. }
  42194. break;
  42195. case RGBFormat:
  42196. switch ( type ) {
  42197. case UnsignedInt5999Type:
  42198. formatGPU = GPUTextureFormat.RGB9E5UFloat;
  42199. break;
  42200. default:
  42201. console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
  42202. }
  42203. break;
  42204. case RedFormat:
  42205. switch ( type ) {
  42206. case ByteType:
  42207. formatGPU = GPUTextureFormat.R8Snorm;
  42208. break;
  42209. case ShortType:
  42210. formatGPU = GPUTextureFormat.R16Sint;
  42211. break;
  42212. case UnsignedShortType:
  42213. formatGPU = GPUTextureFormat.R16Uint;
  42214. break;
  42215. case UnsignedIntType:
  42216. formatGPU = GPUTextureFormat.R32Uint;
  42217. break;
  42218. case IntType:
  42219. formatGPU = GPUTextureFormat.R32Sint;
  42220. break;
  42221. case UnsignedByteType:
  42222. formatGPU = GPUTextureFormat.R8Unorm;
  42223. break;
  42224. case HalfFloatType:
  42225. formatGPU = GPUTextureFormat.R16Float;
  42226. break;
  42227. case FloatType:
  42228. formatGPU = GPUTextureFormat.R32Float;
  42229. break;
  42230. default:
  42231. console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
  42232. }
  42233. break;
  42234. case RGFormat:
  42235. switch ( type ) {
  42236. case ByteType:
  42237. formatGPU = GPUTextureFormat.RG8Snorm;
  42238. break;
  42239. case ShortType:
  42240. formatGPU = GPUTextureFormat.RG16Sint;
  42241. break;
  42242. case UnsignedShortType:
  42243. formatGPU = GPUTextureFormat.RG16Uint;
  42244. break;
  42245. case UnsignedIntType:
  42246. formatGPU = GPUTextureFormat.RG32Uint;
  42247. break;
  42248. case IntType:
  42249. formatGPU = GPUTextureFormat.RG32Sint;
  42250. break;
  42251. case UnsignedByteType:
  42252. formatGPU = GPUTextureFormat.RG8Unorm;
  42253. break;
  42254. case HalfFloatType:
  42255. formatGPU = GPUTextureFormat.RG16Float;
  42256. break;
  42257. case FloatType:
  42258. formatGPU = GPUTextureFormat.RG32Float;
  42259. break;
  42260. default:
  42261. console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
  42262. }
  42263. break;
  42264. case DepthFormat:
  42265. switch ( type ) {
  42266. case UnsignedShortType:
  42267. formatGPU = GPUTextureFormat.Depth16Unorm;
  42268. break;
  42269. case UnsignedIntType:
  42270. formatGPU = GPUTextureFormat.Depth24Plus;
  42271. break;
  42272. case FloatType:
  42273. formatGPU = GPUTextureFormat.Depth32Float;
  42274. break;
  42275. default:
  42276. console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
  42277. }
  42278. break;
  42279. case DepthStencilFormat:
  42280. switch ( type ) {
  42281. case UnsignedInt248Type:
  42282. formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  42283. break;
  42284. case FloatType:
  42285. if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
  42286. console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
  42287. }
  42288. formatGPU = GPUTextureFormat.Depth32FloatStencil8;
  42289. break;
  42290. default:
  42291. console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
  42292. }
  42293. break;
  42294. case RedIntegerFormat:
  42295. switch ( type ) {
  42296. case IntType:
  42297. formatGPU = GPUTextureFormat.R32Sint;
  42298. break;
  42299. case UnsignedIntType:
  42300. formatGPU = GPUTextureFormat.R32Uint;
  42301. break;
  42302. default:
  42303. console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
  42304. }
  42305. break;
  42306. case RGIntegerFormat:
  42307. switch ( type ) {
  42308. case IntType:
  42309. formatGPU = GPUTextureFormat.RG32Sint;
  42310. break;
  42311. case UnsignedIntType:
  42312. formatGPU = GPUTextureFormat.RG32Uint;
  42313. break;
  42314. default:
  42315. console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
  42316. }
  42317. break;
  42318. case RGBAIntegerFormat:
  42319. switch ( type ) {
  42320. case IntType:
  42321. formatGPU = GPUTextureFormat.RGBA32Sint;
  42322. break;
  42323. case UnsignedIntType:
  42324. formatGPU = GPUTextureFormat.RGBA32Uint;
  42325. break;
  42326. default:
  42327. console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
  42328. }
  42329. break;
  42330. default:
  42331. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42332. }
  42333. }
  42334. return formatGPU;
  42335. }
  42336. const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  42337. const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
  42338. const wgslTypeLib$1 = {
  42339. 'f32': 'float',
  42340. 'i32': 'int',
  42341. 'u32': 'uint',
  42342. 'bool': 'bool',
  42343. 'vec2<f32>': 'vec2',
  42344. 'vec2<i32>': 'ivec2',
  42345. 'vec2<u32>': 'uvec2',
  42346. 'vec2<bool>': 'bvec2',
  42347. 'vec2f': 'vec2',
  42348. 'vec2i': 'ivec2',
  42349. 'vec2u': 'uvec2',
  42350. 'vec2b': 'bvec2',
  42351. 'vec3<f32>': 'vec3',
  42352. 'vec3<i32>': 'ivec3',
  42353. 'vec3<u32>': 'uvec3',
  42354. 'vec3<bool>': 'bvec3',
  42355. 'vec3f': 'vec3',
  42356. 'vec3i': 'ivec3',
  42357. 'vec3u': 'uvec3',
  42358. 'vec3b': 'bvec3',
  42359. 'vec4<f32>': 'vec4',
  42360. 'vec4<i32>': 'ivec4',
  42361. 'vec4<u32>': 'uvec4',
  42362. 'vec4<bool>': 'bvec4',
  42363. 'vec4f': 'vec4',
  42364. 'vec4i': 'ivec4',
  42365. 'vec4u': 'uvec4',
  42366. 'vec4b': 'bvec4',
  42367. 'mat2x2<f32>': 'mat2',
  42368. 'mat2x2f': 'mat2',
  42369. 'mat3x3<f32>': 'mat3',
  42370. 'mat3x3f': 'mat3',
  42371. 'mat4x4<f32>': 'mat4',
  42372. 'mat4x4f': 'mat4',
  42373. 'sampler': 'sampler',
  42374. 'texture_1d': 'texture',
  42375. 'texture_2d': 'texture',
  42376. 'texture_2d_array': 'texture',
  42377. 'texture_multisampled_2d': 'cubeTexture',
  42378. 'texture_depth_2d': 'depthTexture',
  42379. 'texture_3d': 'texture3D',
  42380. 'texture_cube': 'cubeTexture',
  42381. 'texture_cube_array': 'cubeTexture',
  42382. 'texture_storage_1d': 'storageTexture',
  42383. 'texture_storage_2d': 'storageTexture',
  42384. 'texture_storage_2d_array': 'storageTexture',
  42385. 'texture_storage_3d': 'storageTexture'
  42386. };
  42387. const parse = ( source ) => {
  42388. source = source.trim();
  42389. const declaration = source.match( declarationRegexp );
  42390. if ( declaration !== null && declaration.length === 4 ) {
  42391. const inputsCode = declaration[ 2 ];
  42392. const propsMatches = [];
  42393. let match = null;
  42394. while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
  42395. propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
  42396. }
  42397. // Process matches to correctly pair names and types
  42398. const inputs = [];
  42399. for ( let i = 0; i < propsMatches.length; i ++ ) {
  42400. const { name, type } = propsMatches[ i ];
  42401. let resolvedType = type;
  42402. if ( resolvedType.startsWith( 'texture' ) ) {
  42403. resolvedType = type.split( '<' )[ 0 ];
  42404. }
  42405. resolvedType = wgslTypeLib$1[ resolvedType ] || resolvedType;
  42406. inputs.push( new NodeFunctionInput( resolvedType, name ) );
  42407. }
  42408. const blockCode = source.substring( declaration[ 0 ].length );
  42409. const outputType = declaration[ 3 ] || 'void';
  42410. const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  42411. const type = wgslTypeLib$1[ outputType ] || outputType;
  42412. return {
  42413. type,
  42414. inputs,
  42415. name,
  42416. inputsCode,
  42417. blockCode,
  42418. outputType
  42419. };
  42420. } else {
  42421. throw new Error( 'FunctionNode: Function is not a WGSL code.' );
  42422. }
  42423. };
  42424. class WGSLNodeFunction extends NodeFunction {
  42425. constructor( source ) {
  42426. const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
  42427. super( type, inputs, name );
  42428. this.inputsCode = inputsCode;
  42429. this.blockCode = blockCode;
  42430. this.outputType = outputType;
  42431. }
  42432. getCode( name = this.name ) {
  42433. const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
  42434. return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
  42435. }
  42436. }
  42437. class WGSLNodeParser extends NodeParser {
  42438. parseFunction( source ) {
  42439. return new WGSLNodeFunction( source );
  42440. }
  42441. }
  42442. // GPUShaderStage is not defined in browsers not supporting WebGPU
  42443. const GPUShaderStage = self.GPUShaderStage;
  42444. const gpuShaderStageLib = {
  42445. 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
  42446. 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
  42447. 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
  42448. };
  42449. const supports = {
  42450. instance: true,
  42451. swizzleAssign: false,
  42452. storageBuffer: true
  42453. };
  42454. const wgslFnOpLib = {
  42455. '^^': 'tsl_xor'
  42456. };
  42457. const wgslTypeLib = {
  42458. float: 'f32',
  42459. int: 'i32',
  42460. uint: 'u32',
  42461. bool: 'bool',
  42462. color: 'vec3<f32>',
  42463. vec2: 'vec2<f32>',
  42464. ivec2: 'vec2<i32>',
  42465. uvec2: 'vec2<u32>',
  42466. bvec2: 'vec2<bool>',
  42467. vec3: 'vec3<f32>',
  42468. ivec3: 'vec3<i32>',
  42469. uvec3: 'vec3<u32>',
  42470. bvec3: 'vec3<bool>',
  42471. vec4: 'vec4<f32>',
  42472. ivec4: 'vec4<i32>',
  42473. uvec4: 'vec4<u32>',
  42474. bvec4: 'vec4<bool>',
  42475. mat2: 'mat2x2<f32>',
  42476. imat2: 'mat2x2<i32>',
  42477. umat2: 'mat2x2<u32>',
  42478. bmat2: 'mat2x2<bool>',
  42479. mat3: 'mat3x3<f32>',
  42480. imat3: 'mat3x3<i32>',
  42481. umat3: 'mat3x3<u32>',
  42482. bmat3: 'mat3x3<bool>',
  42483. mat4: 'mat4x4<f32>',
  42484. imat4: 'mat4x4<i32>',
  42485. umat4: 'mat4x4<u32>',
  42486. bmat4: 'mat4x4<bool>'
  42487. };
  42488. const wgslPolyfill = {
  42489. tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  42490. mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  42491. mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  42492. mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  42493. mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  42494. equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  42495. equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
  42496. equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
  42497. equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
  42498. repeatWrapping: new CodeNode( `
  42499. fn tsl_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
  42500. let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
  42501. return ( ( uvScaled % dimension ) + dimension ) % dimension;
  42502. }
  42503. ` ),
  42504. biquadraticTexture: new CodeNode( `
  42505. fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, level : i32 ) -> vec4f {
  42506. let iRes = vec2i( textureDimensions( map, level ) );
  42507. let res = vec2f( iRes );
  42508. let uvScaled = coord * res;
  42509. let uvWrapping = ( ( uvScaled % res ) + res ) % res;
  42510. // https://www.shadertoy.com/view/WtyXRy
  42511. let uv = uvWrapping - 0.5;
  42512. let iuv = floor( uv );
  42513. let f = fract( uv );
  42514. let rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ) % iRes, level );
  42515. let rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ) % iRes, level );
  42516. let rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ) % iRes, level );
  42517. let rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ) % iRes, level );
  42518. return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
  42519. }
  42520. ` )
  42521. };
  42522. const wgslMethods = {
  42523. dFdx: 'dpdx',
  42524. dFdy: '- dpdy',
  42525. mod_float: 'tsl_mod_float',
  42526. mod_vec2: 'tsl_mod_vec2',
  42527. mod_vec3: 'tsl_mod_vec3',
  42528. mod_vec4: 'tsl_mod_vec4',
  42529. equals_bool: 'tsl_equals_bool',
  42530. equals_bvec2: 'tsl_equals_bvec2',
  42531. equals_bvec3: 'tsl_equals_bvec3',
  42532. equals_bvec4: 'tsl_equals_bvec4',
  42533. inversesqrt: 'inverseSqrt',
  42534. bitcast: 'bitcast<f32>'
  42535. };
  42536. // WebGPU issue: does not support pow() with negative base on Windows
  42537. if ( /Windows/g.test( navigator.userAgent ) ) {
  42538. wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' );
  42539. wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] );
  42540. wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] );
  42541. wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] );
  42542. wgslMethods.pow_float = 'tsl_pow_float';
  42543. wgslMethods.pow_vec2 = 'tsl_pow_vec2';
  42544. wgslMethods.pow_vec3 = 'tsl_pow_vec3';
  42545. wgslMethods.pow_vec4 = 'tsl_pow_vec4';
  42546. }
  42547. //
  42548. let diagnostics = '';
  42549. if ( /Firefox|Deno/g.test( navigator.userAgent ) !== true ) {
  42550. diagnostics += 'diagnostic( off, derivative_uniformity );\n';
  42551. }
  42552. //
  42553. class WGSLNodeBuilder extends NodeBuilder {
  42554. constructor( object, renderer ) {
  42555. super( object, renderer, new WGSLNodeParser() );
  42556. this.uniformGroups = {};
  42557. this.builtins = {};
  42558. this.directives = {};
  42559. this.scopedArrays = new Map();
  42560. }
  42561. needsToWorkingColorSpace( texture ) {
  42562. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  42563. }
  42564. _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42565. if ( shaderStage === 'fragment' ) {
  42566. if ( depthSnippet ) {
  42567. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
  42568. } else {
  42569. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
  42570. }
  42571. } else if ( this.isFilteredTexture( texture ) ) {
  42572. return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
  42573. } else {
  42574. return this.generateTextureLod( texture, textureProperty, uvSnippet, '0' );
  42575. }
  42576. }
  42577. _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  42578. if ( shaderStage === 'fragment' ) {
  42579. return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
  42580. } else {
  42581. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  42582. }
  42583. }
  42584. _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42585. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
  42586. return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
  42587. } else if ( this.isFilteredTexture( texture ) ) {
  42588. return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
  42589. } else {
  42590. return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
  42591. }
  42592. }
  42593. generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  42594. this._include( 'biquadraticTexture' );
  42595. return `tsl_biquadraticTexture( ${ textureProperty }, ${ uvSnippet }, i32( ${ levelSnippet } ) )`;
  42596. }
  42597. generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  42598. this._include( 'repeatWrapping' );
  42599. const dimension = texture.isMultisampleRenderTargetTexture === true ? `textureDimensions( ${ textureProperty } )` : `textureDimensions( ${ textureProperty }, 0 )`;
  42600. return `textureLoad( ${ textureProperty }, tsl_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
  42601. }
  42602. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
  42603. if ( depthSnippet ) {
  42604. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
  42605. } else {
  42606. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  42607. }
  42608. }
  42609. generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
  42610. return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
  42611. }
  42612. isUnfilterable( texture ) {
  42613. return this.getComponentTypeFromTexture( texture ) !== 'float' || ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || texture.isMultisampleRenderTargetTexture === true;
  42614. }
  42615. generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42616. let snippet = null;
  42617. if ( texture.isVideoTexture === true ) {
  42618. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42619. } else if ( this.isUnfilterable( texture ) ) {
  42620. snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
  42621. } else {
  42622. snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
  42623. }
  42624. return snippet;
  42625. }
  42626. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42627. if ( shaderStage === 'fragment' ) {
  42628. // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
  42629. return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  42630. } else {
  42631. console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
  42632. }
  42633. }
  42634. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42635. if ( shaderStage === 'fragment' ) {
  42636. return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
  42637. } else {
  42638. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  42639. }
  42640. }
  42641. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42642. let snippet = null;
  42643. if ( texture.isVideoTexture === true ) {
  42644. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42645. } else {
  42646. snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
  42647. }
  42648. return snippet;
  42649. }
  42650. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42651. if ( shaderStage === 'fragment' ) {
  42652. return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
  42653. } else {
  42654. console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
  42655. }
  42656. }
  42657. getPropertyName( node, shaderStage = this.shaderStage ) {
  42658. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  42659. if ( shaderStage === 'vertex' ) {
  42660. return `varyings.${ node.name }`;
  42661. }
  42662. } else if ( node.isNodeUniform === true ) {
  42663. const name = node.name;
  42664. const type = node.type;
  42665. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  42666. return name;
  42667. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  42668. return `NodeBuffer_${ node.id }.${name}`;
  42669. } else {
  42670. return node.groupNode.name + '.' + name;
  42671. }
  42672. }
  42673. return super.getPropertyName( node );
  42674. }
  42675. getOutputStructName() {
  42676. return 'output';
  42677. }
  42678. _getUniformGroupCount( shaderStage ) {
  42679. return Object.keys( this.uniforms[ shaderStage ] ).length;
  42680. }
  42681. getFunctionOperator( op ) {
  42682. const fnOp = wgslFnOpLib[ op ];
  42683. if ( fnOp !== undefined ) {
  42684. this._include( fnOp );
  42685. return fnOp;
  42686. }
  42687. return null;
  42688. }
  42689. getStorageAccess( node ) {
  42690. if ( node.isStorageTextureNode ) {
  42691. switch ( node.access ) {
  42692. case GPUStorageTextureAccess.ReadOnly:
  42693. return 'read';
  42694. case GPUStorageTextureAccess.WriteOnly:
  42695. return 'write';
  42696. default:
  42697. return 'read_write';
  42698. }
  42699. } else {
  42700. switch ( node.access ) {
  42701. case GPUBufferBindingType.Storage:
  42702. return 'read_write';
  42703. case GPUBufferBindingType.ReadOnlyStorage:
  42704. return 'read';
  42705. default:
  42706. return 'write';
  42707. }
  42708. }
  42709. }
  42710. getUniformFromNode( node, type, shaderStage, name = null ) {
  42711. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  42712. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  42713. if ( nodeData.uniformGPU === undefined ) {
  42714. let uniformGPU;
  42715. const group = node.groupNode;
  42716. const groupName = group.name;
  42717. const bindings = this.getBindGroupArray( groupName, shaderStage );
  42718. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  42719. let texture = null;
  42720. if ( type === 'texture' || type === 'storageTexture' ) {
  42721. texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  42722. } else if ( type === 'cubeTexture' ) {
  42723. texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  42724. } else if ( type === 'texture3D' ) {
  42725. texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  42726. }
  42727. texture.store = node.isStorageTextureNode === true;
  42728. texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
  42729. if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
  42730. const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group );
  42731. sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
  42732. bindings.push( sampler, texture );
  42733. uniformGPU = [ sampler, texture ];
  42734. } else {
  42735. bindings.push( texture );
  42736. uniformGPU = [ texture ];
  42737. }
  42738. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  42739. const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
  42740. const buffer = new bufferClass( node, group );
  42741. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  42742. bindings.push( buffer );
  42743. uniformGPU = buffer;
  42744. } else {
  42745. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  42746. let uniformsGroup = uniformsStage[ groupName ];
  42747. if ( uniformsGroup === undefined ) {
  42748. uniformsGroup = new NodeUniformsGroup( groupName, group );
  42749. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  42750. uniformsStage[ groupName ] = uniformsGroup;
  42751. bindings.push( uniformsGroup );
  42752. }
  42753. uniformGPU = this.getNodeUniform( uniformNode, type );
  42754. uniformsGroup.addUniform( uniformGPU );
  42755. }
  42756. nodeData.uniformGPU = uniformGPU;
  42757. }
  42758. return uniformNode;
  42759. }
  42760. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  42761. const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
  42762. if ( map.has( name ) === false ) {
  42763. map.set( name, {
  42764. name,
  42765. property,
  42766. type
  42767. } );
  42768. }
  42769. return property;
  42770. }
  42771. hasBuiltin( name, shaderStage = this.shaderStage ) {
  42772. return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) );
  42773. }
  42774. getVertexIndex() {
  42775. if ( this.shaderStage === 'vertex' ) {
  42776. return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
  42777. }
  42778. return 'vertexIndex';
  42779. }
  42780. buildFunctionCode( shaderNode ) {
  42781. const layout = shaderNode.layout;
  42782. const flowData = this.flowShaderNode( shaderNode );
  42783. const parameters = [];
  42784. for ( const input of layout.inputs ) {
  42785. parameters.push( input.name + ' : ' + this.getType( input.type ) );
  42786. }
  42787. //
  42788. let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
  42789. ${ flowData.vars }
  42790. ${ flowData.code }
  42791. `;
  42792. if ( flowData.result ) {
  42793. code += `\treturn ${ flowData.result };\n`;
  42794. }
  42795. code += '\n}\n';
  42796. //
  42797. return code;
  42798. }
  42799. getInstanceIndex() {
  42800. if ( this.shaderStage === 'vertex' ) {
  42801. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  42802. }
  42803. return 'instanceIndex';
  42804. }
  42805. getInvocationLocalIndex() {
  42806. return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
  42807. }
  42808. getSubgroupSize() {
  42809. this.enableSubGroups();
  42810. return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  42811. }
  42812. getInvocationSubgroupIndex() {
  42813. this.enableSubGroups();
  42814. return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' );
  42815. }
  42816. getSubgroupIndex() {
  42817. this.enableSubGroups();
  42818. return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' );
  42819. }
  42820. getDrawIndex() {
  42821. return null;
  42822. }
  42823. getFrontFacing() {
  42824. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  42825. }
  42826. getFragCoord() {
  42827. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
  42828. }
  42829. getFragDepth() {
  42830. return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
  42831. }
  42832. isFlipY() {
  42833. return false;
  42834. }
  42835. enableDirective( name, shaderStage = this.shaderStage ) {
  42836. const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  42837. stage.add( name );
  42838. }
  42839. getDirectives( shaderStage ) {
  42840. const snippets = [];
  42841. const directives = this.directives[ shaderStage ];
  42842. if ( directives !== undefined ) {
  42843. for ( const directive of directives ) {
  42844. snippets.push( `enable ${directive};` );
  42845. }
  42846. }
  42847. return snippets.join( '\n' );
  42848. }
  42849. enableSubGroups() {
  42850. this.enableDirective( 'subgroups' );
  42851. }
  42852. enableSubgroupsF16() {
  42853. this.enableDirective( 'subgroups-f16' );
  42854. }
  42855. enableClipDistances() {
  42856. this.enableDirective( 'clip_distances' );
  42857. }
  42858. enableShaderF16() {
  42859. this.enableDirective( 'f16' );
  42860. }
  42861. enableDualSourceBlending() {
  42862. this.enableDirective( 'dual_source_blending' );
  42863. }
  42864. getBuiltins( shaderStage ) {
  42865. const snippets = [];
  42866. const builtins = this.builtins[ shaderStage ];
  42867. if ( builtins !== undefined ) {
  42868. for ( const { name, property, type } of builtins.values() ) {
  42869. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  42870. }
  42871. }
  42872. return snippets.join( ',\n\t' );
  42873. }
  42874. getScopedArray( name, scope, bufferType, bufferCount ) {
  42875. if ( this.scopedArrays.has( name ) === false ) {
  42876. this.scopedArrays.set( name, {
  42877. name,
  42878. scope,
  42879. bufferType,
  42880. bufferCount
  42881. } );
  42882. }
  42883. return name;
  42884. }
  42885. getScopedArrays( shaderStage ) {
  42886. if ( shaderStage !== 'compute' ) {
  42887. return;
  42888. }
  42889. const snippets = [];
  42890. for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) {
  42891. const type = this.getType( bufferType );
  42892. snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` );
  42893. }
  42894. return snippets.join( '\n' );
  42895. }
  42896. getAttributes( shaderStage ) {
  42897. const snippets = [];
  42898. if ( shaderStage === 'compute' ) {
  42899. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  42900. this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  42901. this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  42902. this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
  42903. if ( this.renderer.hasFeature( 'subgroups' ) ) {
  42904. this.enableDirective( 'subgroups', shaderStage );
  42905. this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  42906. }
  42907. }
  42908. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  42909. const builtins = this.getBuiltins( 'attribute' );
  42910. if ( builtins ) snippets.push( builtins );
  42911. const attributes = this.getAttributesArray();
  42912. for ( let index = 0, length = attributes.length; index < length; index ++ ) {
  42913. const attribute = attributes[ index ];
  42914. const name = attribute.name;
  42915. const type = this.getType( attribute.type );
  42916. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  42917. }
  42918. }
  42919. return snippets.join( ',\n\t' );
  42920. }
  42921. getStructMembers( struct ) {
  42922. const snippets = [];
  42923. const members = struct.getMemberTypes();
  42924. for ( let i = 0; i < members.length; i ++ ) {
  42925. const member = members[ i ];
  42926. snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
  42927. }
  42928. const builtins = this.getBuiltins( 'output' );
  42929. if ( builtins ) snippets.push( '\t' + builtins );
  42930. return snippets.join( ',\n' );
  42931. }
  42932. getStructs( shaderStage ) {
  42933. const snippets = [];
  42934. const structs = this.structs[ shaderStage ];
  42935. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  42936. const struct = structs[ index ];
  42937. const name = struct.name;
  42938. let snippet = `\struct ${ name } {\n`;
  42939. snippet += this.getStructMembers( struct );
  42940. snippet += '\n}';
  42941. snippets.push( snippet );
  42942. snippets.push( `\nvar<private> output : ${ name };\n\n` );
  42943. }
  42944. return snippets.join( '\n\n' );
  42945. }
  42946. getVar( type, name ) {
  42947. return `var ${ name } : ${ this.getType( type ) }`;
  42948. }
  42949. getVars( shaderStage ) {
  42950. const snippets = [];
  42951. const vars = this.vars[ shaderStage ];
  42952. if ( vars !== undefined ) {
  42953. for ( const variable of vars ) {
  42954. snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
  42955. }
  42956. }
  42957. return `\n${ snippets.join( '\n' ) }\n`;
  42958. }
  42959. getVaryings( shaderStage ) {
  42960. const snippets = [];
  42961. if ( shaderStage === 'vertex' ) {
  42962. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  42963. }
  42964. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  42965. const varyings = this.varyings;
  42966. const vars = this.vars[ shaderStage ];
  42967. for ( let index = 0; index < varyings.length; index ++ ) {
  42968. const varying = varyings[ index ];
  42969. if ( varying.needsInterpolation ) {
  42970. let attributesSnippet = `@location( ${index} )`;
  42971. if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
  42972. attributesSnippet += ' @interpolate( flat )';
  42973. }
  42974. snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
  42975. } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
  42976. vars.push( varying );
  42977. }
  42978. }
  42979. }
  42980. const builtins = this.getBuiltins( shaderStage );
  42981. if ( builtins ) snippets.push( builtins );
  42982. const code = snippets.join( ',\n\t' );
  42983. return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
  42984. }
  42985. getUniforms( shaderStage ) {
  42986. const uniforms = this.uniforms[ shaderStage ];
  42987. const bindingSnippets = [];
  42988. const bufferSnippets = [];
  42989. const structSnippets = [];
  42990. const uniformGroups = {};
  42991. for ( const uniform of uniforms ) {
  42992. const groupName = uniform.groupNode.name;
  42993. const uniformIndexes = this.bindingsIndexes[ groupName ];
  42994. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
  42995. const texture = uniform.node.value;
  42996. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
  42997. if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
  42998. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
  42999. } else {
  43000. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
  43001. }
  43002. }
  43003. let textureType;
  43004. let multisampled = '';
  43005. if ( texture.isMultisampleRenderTargetTexture === true ) {
  43006. multisampled = '_multisampled';
  43007. }
  43008. if ( texture.isCubeTexture === true ) {
  43009. textureType = 'texture_cube<f32>';
  43010. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  43011. textureType = 'texture_2d_array<f32>';
  43012. } else if ( texture.isDepthTexture === true ) {
  43013. textureType = `texture_depth${multisampled}_2d`;
  43014. } else if ( texture.isVideoTexture === true ) {
  43015. textureType = 'texture_external';
  43016. } else if ( texture.isData3DTexture === true ) {
  43017. textureType = 'texture_3d<f32>';
  43018. } else if ( uniform.node.isStorageTextureNode === true ) {
  43019. const format = getFormat( texture );
  43020. const access = this.getStorageAccess( uniform.node );
  43021. textureType = `texture_storage_2d<${ format }, ${ access }>`;
  43022. } else {
  43023. const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
  43024. textureType = `texture${multisampled}_2d<${ componentPrefix }32>`;
  43025. }
  43026. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
  43027. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  43028. const bufferNode = uniform.node;
  43029. const bufferType = this.getType( bufferNode.bufferType );
  43030. const bufferCount = bufferNode.bufferCount;
  43031. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  43032. const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${bufferType}>` : `${bufferType}`;
  43033. const bufferSnippet = `\t${ uniform.name } : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >\n`;
  43034. const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode ) }` : 'uniform';
  43035. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
  43036. } else {
  43037. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  43038. const groupName = uniform.groupNode.name;
  43039. const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
  43040. index: uniformIndexes.binding ++,
  43041. id: uniformIndexes.group,
  43042. snippets: []
  43043. } );
  43044. group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
  43045. }
  43046. }
  43047. for ( const name in uniformGroups ) {
  43048. const group = uniformGroups[ name ];
  43049. structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
  43050. }
  43051. let code = bindingSnippets.join( '\n' );
  43052. code += bufferSnippets.join( '\n' );
  43053. code += structSnippets.join( '\n' );
  43054. return code;
  43055. }
  43056. buildCode() {
  43057. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  43058. this.sortBindingGroups();
  43059. for ( const shaderStage in shadersData ) {
  43060. const stageData = shadersData[ shaderStage ];
  43061. stageData.uniforms = this.getUniforms( shaderStage );
  43062. stageData.attributes = this.getAttributes( shaderStage );
  43063. stageData.varyings = this.getVaryings( shaderStage );
  43064. stageData.structs = this.getStructs( shaderStage );
  43065. stageData.vars = this.getVars( shaderStage );
  43066. stageData.codes = this.getCodes( shaderStage );
  43067. stageData.directives = this.getDirectives( shaderStage );
  43068. stageData.scopedArrays = this.getScopedArrays( shaderStage );
  43069. //
  43070. let flow = '// code\n\n';
  43071. flow += this.flowCode[ shaderStage ];
  43072. const flowNodes = this.flowNodes[ shaderStage ];
  43073. const mainNode = flowNodes[ flowNodes.length - 1 ];
  43074. const outputNode = mainNode.outputNode;
  43075. const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
  43076. for ( const node of flowNodes ) {
  43077. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  43078. const slotName = node.name;
  43079. if ( slotName ) {
  43080. if ( flow.length > 0 ) flow += '\n';
  43081. flow += `\t// flow -> ${ slotName }\n\t`;
  43082. }
  43083. flow += `${ flowSlotData.code }\n\t`;
  43084. if ( node === mainNode && shaderStage !== 'compute' ) {
  43085. flow += '// result\n\n\t';
  43086. if ( shaderStage === 'vertex' ) {
  43087. flow += `varyings.Vertex = ${ flowSlotData.result };`;
  43088. } else if ( shaderStage === 'fragment' ) {
  43089. if ( isOutputStruct ) {
  43090. stageData.returnType = outputNode.nodeType;
  43091. flow += `return ${ flowSlotData.result };`;
  43092. } else {
  43093. let structSnippet = '\t@location(0) color: vec4<f32>';
  43094. const builtins = this.getBuiltins( 'output' );
  43095. if ( builtins ) structSnippet += ',\n\t' + builtins;
  43096. stageData.returnType = 'OutputStruct';
  43097. stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  43098. stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
  43099. flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
  43100. }
  43101. }
  43102. }
  43103. }
  43104. stageData.flow = flow;
  43105. }
  43106. if ( this.material !== null ) {
  43107. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  43108. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  43109. } else {
  43110. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  43111. }
  43112. }
  43113. getMethod( method, output = null ) {
  43114. let wgslMethod;
  43115. if ( output !== null ) {
  43116. wgslMethod = this._getWGSLMethod( method + '_' + output );
  43117. }
  43118. if ( wgslMethod === undefined ) {
  43119. wgslMethod = this._getWGSLMethod( method );
  43120. }
  43121. return wgslMethod || method;
  43122. }
  43123. getType( type ) {
  43124. return wgslTypeLib[ type ] || type;
  43125. }
  43126. isAvailable( name ) {
  43127. let result = supports[ name ];
  43128. if ( result === undefined ) {
  43129. if ( name === 'float32Filterable' ) {
  43130. result = this.renderer.hasFeature( 'float32-filterable' );
  43131. }
  43132. supports[ name ] = result;
  43133. }
  43134. return result;
  43135. }
  43136. _getWGSLMethod( method ) {
  43137. if ( wgslPolyfill[ method ] !== undefined ) {
  43138. this._include( method );
  43139. }
  43140. return wgslMethods[ method ];
  43141. }
  43142. _include( name ) {
  43143. const codeNode = wgslPolyfill[ name ];
  43144. codeNode.build( this );
  43145. if ( this.currentFunctionNode !== null ) {
  43146. this.currentFunctionNode.includes.push( codeNode );
  43147. }
  43148. return codeNode;
  43149. }
  43150. _getWGSLVertexCode( shaderData ) {
  43151. return `${ this.getSignature() }
  43152. // directives
  43153. ${shaderData.directives}
  43154. // uniforms
  43155. ${shaderData.uniforms}
  43156. // varyings
  43157. ${shaderData.varyings}
  43158. var<private> varyings : VaryingsStruct;
  43159. // codes
  43160. ${shaderData.codes}
  43161. @vertex
  43162. fn main( ${shaderData.attributes} ) -> VaryingsStruct {
  43163. // vars
  43164. ${shaderData.vars}
  43165. // flow
  43166. ${shaderData.flow}
  43167. return varyings;
  43168. }
  43169. `;
  43170. }
  43171. _getWGSLFragmentCode( shaderData ) {
  43172. return `${ this.getSignature() }
  43173. // global
  43174. ${ diagnostics }
  43175. // uniforms
  43176. ${shaderData.uniforms}
  43177. // structs
  43178. ${shaderData.structs}
  43179. // codes
  43180. ${shaderData.codes}
  43181. @fragment
  43182. fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
  43183. // vars
  43184. ${shaderData.vars}
  43185. // flow
  43186. ${shaderData.flow}
  43187. }
  43188. `;
  43189. }
  43190. _getWGSLComputeCode( shaderData, workgroupSize ) {
  43191. return `${ this.getSignature() }
  43192. // directives
  43193. ${shaderData.directives}
  43194. // system
  43195. var<private> instanceIndex : u32;
  43196. // locals
  43197. ${shaderData.scopedArrays}
  43198. // uniforms
  43199. ${shaderData.uniforms}
  43200. // codes
  43201. ${shaderData.codes}
  43202. @compute @workgroup_size( ${workgroupSize} )
  43203. fn main( ${shaderData.attributes} ) {
  43204. // system
  43205. instanceIndex = id.x + id.y * numWorkgroups.x * u32(${workgroupSize}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
  43206. // vars
  43207. ${shaderData.vars}
  43208. // flow
  43209. ${shaderData.flow}
  43210. }
  43211. `;
  43212. }
  43213. _getWGSLStruct( name, vars ) {
  43214. return `
  43215. struct ${name} {
  43216. ${vars}
  43217. };`;
  43218. }
  43219. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  43220. const structName = name + 'Struct';
  43221. const structSnippet = this._getWGSLStruct( structName, vars );
  43222. return `${structSnippet}
  43223. @binding( ${binding} ) @group( ${group} )
  43224. var<${access}> ${name} : ${structName};`;
  43225. }
  43226. }
  43227. class WebGPUUtils {
  43228. constructor( backend ) {
  43229. this.backend = backend;
  43230. }
  43231. getCurrentDepthStencilFormat( renderContext ) {
  43232. let format;
  43233. if ( renderContext.depthTexture !== null ) {
  43234. format = this.getTextureFormatGPU( renderContext.depthTexture );
  43235. } else if ( renderContext.depth && renderContext.stencil ) {
  43236. format = GPUTextureFormat.Depth24PlusStencil8;
  43237. } else if ( renderContext.depth ) {
  43238. format = GPUTextureFormat.Depth24Plus;
  43239. }
  43240. return format;
  43241. }
  43242. getTextureFormatGPU( texture ) {
  43243. return this.backend.get( texture ).format;
  43244. }
  43245. getCurrentColorFormat( renderContext ) {
  43246. let format;
  43247. if ( renderContext.textures !== null ) {
  43248. format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
  43249. } else {
  43250. format = this.getPreferredCanvasFormat(); // default context format
  43251. }
  43252. return format;
  43253. }
  43254. getCurrentColorSpace( renderContext ) {
  43255. if ( renderContext.textures !== null ) {
  43256. return renderContext.textures[ 0 ].colorSpace;
  43257. }
  43258. return this.backend.renderer.outputColorSpace;
  43259. }
  43260. getPrimitiveTopology( object, material ) {
  43261. if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  43262. else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  43263. else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  43264. else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
  43265. }
  43266. getSampleCount( sampleCount ) {
  43267. let count = 1;
  43268. if ( sampleCount > 1 ) {
  43269. // WebGPU only supports power-of-two sample counts and 2 is not a valid value
  43270. count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
  43271. if ( count === 2 ) {
  43272. count = 4;
  43273. }
  43274. }
  43275. return count;
  43276. }
  43277. getSampleCountRenderContext( renderContext ) {
  43278. if ( renderContext.textures !== null ) {
  43279. return this.getSampleCount( renderContext.sampleCount );
  43280. }
  43281. return this.getSampleCount( this.backend.renderer.samples );
  43282. }
  43283. getPreferredCanvasFormat() {
  43284. // TODO: Remove this check when Quest 34.5 is out
  43285. // https://github.com/mrdoob/three.js/pull/29221/files#r1731833949
  43286. if ( navigator.userAgent.includes( 'Quest' ) ) {
  43287. return GPUTextureFormat.BGRA8Unorm;
  43288. } else {
  43289. return navigator.gpu.getPreferredCanvasFormat();
  43290. }
  43291. }
  43292. }
  43293. const typedArraysToVertexFormatPrefix = new Map( [
  43294. [ Int8Array, [ 'sint8', 'snorm8' ]],
  43295. [ Uint8Array, [ 'uint8', 'unorm8' ]],
  43296. [ Int16Array, [ 'sint16', 'snorm16' ]],
  43297. [ Uint16Array, [ 'uint16', 'unorm16' ]],
  43298. [ Int32Array, [ 'sint32', 'snorm32' ]],
  43299. [ Uint32Array, [ 'uint32', 'unorm32' ]],
  43300. [ Float32Array, [ 'float32', ]],
  43301. ] );
  43302. const typedAttributeToVertexFormatPrefix = new Map( [
  43303. [ Float16BufferAttribute, [ 'float16', ]],
  43304. ] );
  43305. const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  43306. [ Int32Array, 'sint32' ],
  43307. [ Int16Array, 'sint32' ], // patch for INT16
  43308. [ Uint32Array, 'uint32' ],
  43309. [ Uint16Array, 'uint32' ], // patch for UINT16
  43310. [ Float32Array, 'float32' ]
  43311. ] );
  43312. class WebGPUAttributeUtils {
  43313. constructor( backend ) {
  43314. this.backend = backend;
  43315. }
  43316. createAttribute( attribute, usage ) {
  43317. const bufferAttribute = this._getBufferAttribute( attribute );
  43318. const backend = this.backend;
  43319. const bufferData = backend.get( bufferAttribute );
  43320. let buffer = bufferData.buffer;
  43321. if ( buffer === undefined ) {
  43322. const device = backend.device;
  43323. let array = bufferAttribute.array;
  43324. // patch for INT16 and UINT16
  43325. if ( attribute.normalized === false && ( array.constructor === Int16Array || array.constructor === Uint16Array ) ) {
  43326. const tempArray = new Uint32Array( array.length );
  43327. for ( let i = 0; i < array.length; i ++ ) {
  43328. tempArray[ i ] = array[ i ];
  43329. }
  43330. array = tempArray;
  43331. }
  43332. bufferAttribute.array = array;
  43333. if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
  43334. array = new array.constructor( bufferAttribute.count * 4 );
  43335. for ( let i = 0; i < bufferAttribute.count; i ++ ) {
  43336. array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
  43337. }
  43338. // Update BufferAttribute
  43339. bufferAttribute.itemSize = 4;
  43340. bufferAttribute.array = array;
  43341. }
  43342. const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
  43343. buffer = device.createBuffer( {
  43344. label: bufferAttribute.name,
  43345. size: size,
  43346. usage: usage,
  43347. mappedAtCreation: true
  43348. } );
  43349. new array.constructor( buffer.getMappedRange() ).set( array );
  43350. buffer.unmap();
  43351. bufferData.buffer = buffer;
  43352. }
  43353. }
  43354. updateAttribute( attribute ) {
  43355. const bufferAttribute = this._getBufferAttribute( attribute );
  43356. const backend = this.backend;
  43357. const device = backend.device;
  43358. const buffer = backend.get( bufferAttribute ).buffer;
  43359. const array = bufferAttribute.array;
  43360. const updateRanges = bufferAttribute.updateRanges;
  43361. if ( updateRanges.length === 0 ) {
  43362. // Not using update ranges
  43363. device.queue.writeBuffer(
  43364. buffer,
  43365. 0,
  43366. array,
  43367. 0
  43368. );
  43369. } else {
  43370. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  43371. const range = updateRanges[ i ];
  43372. device.queue.writeBuffer(
  43373. buffer,
  43374. 0,
  43375. array,
  43376. range.start * array.BYTES_PER_ELEMENT,
  43377. range.count * array.BYTES_PER_ELEMENT
  43378. );
  43379. }
  43380. bufferAttribute.clearUpdateRanges();
  43381. }
  43382. }
  43383. createShaderVertexBuffers( renderObject ) {
  43384. const attributes = renderObject.getAttributes();
  43385. const vertexBuffers = new Map();
  43386. for ( let slot = 0; slot < attributes.length; slot ++ ) {
  43387. const geometryAttribute = attributes[ slot ];
  43388. const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  43389. const bufferAttribute = this._getBufferAttribute( geometryAttribute );
  43390. let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
  43391. if ( vertexBufferLayout === undefined ) {
  43392. let arrayStride, stepMode;
  43393. if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
  43394. arrayStride = geometryAttribute.data.stride * bytesPerElement;
  43395. stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  43396. } else {
  43397. arrayStride = geometryAttribute.itemSize * bytesPerElement;
  43398. stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  43399. }
  43400. // patch for INT16 and UINT16
  43401. if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
  43402. arrayStride = 4;
  43403. }
  43404. vertexBufferLayout = {
  43405. arrayStride,
  43406. attributes: [],
  43407. stepMode
  43408. };
  43409. vertexBuffers.set( bufferAttribute, vertexBufferLayout );
  43410. }
  43411. const format = this._getVertexFormat( geometryAttribute );
  43412. const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
  43413. vertexBufferLayout.attributes.push( {
  43414. shaderLocation: slot,
  43415. offset,
  43416. format
  43417. } );
  43418. }
  43419. return Array.from( vertexBuffers.values() );
  43420. }
  43421. destroyAttribute( attribute ) {
  43422. const backend = this.backend;
  43423. const data = backend.get( this._getBufferAttribute( attribute ) );
  43424. data.buffer.destroy();
  43425. backend.delete( attribute );
  43426. }
  43427. async getArrayBufferAsync( attribute ) {
  43428. const backend = this.backend;
  43429. const device = backend.device;
  43430. const data = backend.get( this._getBufferAttribute( attribute ) );
  43431. const bufferGPU = data.buffer;
  43432. const size = bufferGPU.size;
  43433. const readBufferGPU = device.createBuffer( {
  43434. label: attribute.name,
  43435. size,
  43436. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  43437. } );
  43438. const cmdEncoder = device.createCommandEncoder( {} );
  43439. cmdEncoder.copyBufferToBuffer(
  43440. bufferGPU,
  43441. 0,
  43442. readBufferGPU,
  43443. 0,
  43444. size
  43445. );
  43446. readBufferGPU.unmap();
  43447. const gpuCommands = cmdEncoder.finish();
  43448. device.queue.submit( [ gpuCommands ] );
  43449. await readBufferGPU.mapAsync( GPUMapMode.READ );
  43450. const arrayBuffer = readBufferGPU.getMappedRange();
  43451. return arrayBuffer;
  43452. }
  43453. _getVertexFormat( geometryAttribute ) {
  43454. const { itemSize, normalized } = geometryAttribute;
  43455. const ArrayType = geometryAttribute.array.constructor;
  43456. const AttributeType = geometryAttribute.constructor;
  43457. let format;
  43458. if ( itemSize == 1 ) {
  43459. format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
  43460. } else {
  43461. const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  43462. const prefix = prefixOptions[ normalized ? 1 : 0 ];
  43463. if ( prefix ) {
  43464. const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  43465. const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  43466. const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
  43467. if ( paddedItemSize % 1 ) {
  43468. throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
  43469. }
  43470. format = `${prefix}x${paddedItemSize}`;
  43471. }
  43472. }
  43473. if ( ! format ) {
  43474. console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
  43475. }
  43476. return format;
  43477. }
  43478. _getBufferAttribute( attribute ) {
  43479. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  43480. return attribute;
  43481. }
  43482. }
  43483. class WebGPUBindingUtils {
  43484. constructor( backend ) {
  43485. this.backend = backend;
  43486. this.bindGroupLayoutCache = new WeakMap();
  43487. }
  43488. createBindingsLayout( bindGroup ) {
  43489. const backend = this.backend;
  43490. const device = backend.device;
  43491. const entries = [];
  43492. let index = 0;
  43493. for ( const binding of bindGroup.bindings ) {
  43494. const bindingGPU = {
  43495. binding: index ++,
  43496. visibility: binding.visibility
  43497. };
  43498. if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
  43499. const buffer = {}; // GPUBufferBindingLayout
  43500. if ( binding.isStorageBuffer ) {
  43501. buffer.type = binding.access;
  43502. }
  43503. bindingGPU.buffer = buffer;
  43504. } else if ( binding.isSampler ) {
  43505. const sampler = {}; // GPUSamplerBindingLayout
  43506. if ( binding.texture.isDepthTexture ) {
  43507. if ( binding.texture.compareFunction !== null ) {
  43508. sampler.type = 'comparison';
  43509. }
  43510. }
  43511. bindingGPU.sampler = sampler;
  43512. } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
  43513. bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
  43514. } else if ( binding.isSampledTexture && binding.store ) {
  43515. const format = this.backend.get( binding.texture ).texture.format;
  43516. const access = binding.access;
  43517. bindingGPU.storageTexture = { format, access }; // GPUStorageTextureBindingLayout
  43518. } else if ( binding.isSampledTexture ) {
  43519. const texture = {}; // GPUTextureBindingLayout
  43520. if ( binding.texture.isMultisampleRenderTargetTexture === true ) {
  43521. texture.multisampled = true;
  43522. }
  43523. if ( binding.texture.isDepthTexture ) {
  43524. texture.sampleType = GPUTextureSampleType.Depth;
  43525. } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
  43526. const type = binding.texture.type;
  43527. if ( type === IntType ) {
  43528. texture.sampleType = GPUTextureSampleType.SInt;
  43529. } else if ( type === UnsignedIntType ) {
  43530. texture.sampleType = GPUTextureSampleType.UInt;
  43531. } else if ( type === FloatType ) {
  43532. if ( this.backend.hasFeature( 'float32-filterable' ) ) {
  43533. texture.sampleType = GPUTextureSampleType.Float;
  43534. } else {
  43535. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  43536. }
  43537. }
  43538. }
  43539. if ( binding.isSampledCubeTexture ) {
  43540. texture.viewDimension = GPUTextureViewDimension.Cube;
  43541. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  43542. texture.viewDimension = GPUTextureViewDimension.TwoDArray;
  43543. } else if ( binding.isSampledTexture3D ) {
  43544. texture.viewDimension = GPUTextureViewDimension.ThreeD;
  43545. }
  43546. bindingGPU.texture = texture;
  43547. } else {
  43548. console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
  43549. }
  43550. entries.push( bindingGPU );
  43551. }
  43552. return device.createBindGroupLayout( { entries } );
  43553. }
  43554. createBindings( bindGroup ) {
  43555. const { backend, bindGroupLayoutCache } = this;
  43556. const bindingsData = backend.get( bindGroup );
  43557. // setup (static) binding layout and (dynamic) binding group
  43558. let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
  43559. if ( bindLayoutGPU === undefined ) {
  43560. bindLayoutGPU = this.createBindingsLayout( bindGroup );
  43561. bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
  43562. }
  43563. const bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
  43564. bindingsData.layout = bindLayoutGPU;
  43565. bindingsData.group = bindGroupGPU;
  43566. }
  43567. updateBinding( binding ) {
  43568. const backend = this.backend;
  43569. const device = backend.device;
  43570. const buffer = binding.buffer;
  43571. const bufferGPU = backend.get( binding ).buffer;
  43572. device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  43573. }
  43574. createBindGroup( bindGroup, layoutGPU ) {
  43575. const backend = this.backend;
  43576. const device = backend.device;
  43577. let bindingPoint = 0;
  43578. const entriesGPU = [];
  43579. for ( const binding of bindGroup.bindings ) {
  43580. if ( binding.isUniformBuffer ) {
  43581. const bindingData = backend.get( binding );
  43582. if ( bindingData.buffer === undefined ) {
  43583. const byteLength = binding.byteLength;
  43584. const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  43585. const bufferGPU = device.createBuffer( {
  43586. label: 'bindingBuffer_' + binding.name,
  43587. size: byteLength,
  43588. usage: usage
  43589. } );
  43590. bindingData.buffer = bufferGPU;
  43591. }
  43592. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  43593. } else if ( binding.isStorageBuffer ) {
  43594. const bindingData = backend.get( binding );
  43595. if ( bindingData.buffer === undefined ) {
  43596. const attribute = binding.attribute;
  43597. //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
  43598. //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
  43599. bindingData.buffer = backend.get( attribute ).buffer;
  43600. }
  43601. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  43602. } else if ( binding.isSampler ) {
  43603. const textureGPU = backend.get( binding.texture );
  43604. entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
  43605. } else if ( binding.isSampledTexture ) {
  43606. const textureData = backend.get( binding.texture );
  43607. let resourceGPU;
  43608. if ( textureData.externalTexture !== undefined ) {
  43609. resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
  43610. } else {
  43611. const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
  43612. const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`;
  43613. resourceGPU = textureData[ propertyName ];
  43614. if ( resourceGPU === undefined ) {
  43615. const aspectGPU = GPUTextureAspect.All;
  43616. let dimensionViewGPU;
  43617. if ( binding.isSampledCubeTexture ) {
  43618. dimensionViewGPU = GPUTextureViewDimension.Cube;
  43619. } else if ( binding.isSampledTexture3D ) {
  43620. dimensionViewGPU = GPUTextureViewDimension.ThreeD;
  43621. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  43622. dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
  43623. } else {
  43624. dimensionViewGPU = GPUTextureViewDimension.TwoD;
  43625. }
  43626. resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } );
  43627. }
  43628. }
  43629. entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
  43630. }
  43631. bindingPoint ++;
  43632. }
  43633. return device.createBindGroup( {
  43634. label: 'bindGroup_' + bindGroup.name,
  43635. layout: layoutGPU,
  43636. entries: entriesGPU
  43637. } );
  43638. }
  43639. }
  43640. class WebGPUPipelineUtils {
  43641. constructor( backend ) {
  43642. this.backend = backend;
  43643. }
  43644. _getSampleCount( renderObjectContext ) {
  43645. return this.backend.utils.getSampleCountRenderContext( renderObjectContext );
  43646. }
  43647. createRenderPipeline( renderObject, promises ) {
  43648. const { object, material, geometry, pipeline } = renderObject;
  43649. const { vertexProgram, fragmentProgram } = pipeline;
  43650. const backend = this.backend;
  43651. const device = backend.device;
  43652. const utils = backend.utils;
  43653. const pipelineData = backend.get( pipeline );
  43654. // bind group layouts
  43655. const bindGroupLayouts = [];
  43656. for ( const bindGroup of renderObject.getBindings() ) {
  43657. const bindingsData = backend.get( bindGroup );
  43658. bindGroupLayouts.push( bindingsData.layout );
  43659. }
  43660. // vertex buffers
  43661. const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
  43662. // blending
  43663. let blending;
  43664. if ( material.transparent === true && material.blending !== NoBlending ) {
  43665. blending = this._getBlending( material );
  43666. }
  43667. // stencil
  43668. let stencilFront = {};
  43669. if ( material.stencilWrite === true ) {
  43670. stencilFront = {
  43671. compare: this._getStencilCompare( material ),
  43672. failOp: this._getStencilOperation( material.stencilFail ),
  43673. depthFailOp: this._getStencilOperation( material.stencilZFail ),
  43674. passOp: this._getStencilOperation( material.stencilZPass )
  43675. };
  43676. }
  43677. const colorWriteMask = this._getColorWriteMask( material );
  43678. const targets = [];
  43679. if ( renderObject.context.textures !== null ) {
  43680. const textures = renderObject.context.textures;
  43681. for ( let i = 0; i < textures.length; i ++ ) {
  43682. const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
  43683. targets.push( {
  43684. format: colorFormat,
  43685. blend: blending,
  43686. writeMask: colorWriteMask
  43687. } );
  43688. }
  43689. } else {
  43690. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  43691. targets.push( {
  43692. format: colorFormat,
  43693. blend: blending,
  43694. writeMask: colorWriteMask
  43695. } );
  43696. }
  43697. const vertexModule = backend.get( vertexProgram ).module;
  43698. const fragmentModule = backend.get( fragmentProgram ).module;
  43699. const primitiveState = this._getPrimitiveState( object, geometry, material );
  43700. const depthCompare = this._getDepthCompare( material );
  43701. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  43702. const sampleCount = this._getSampleCount( renderObject.context );
  43703. const pipelineDescriptor = {
  43704. label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  43705. vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  43706. fragment: Object.assign( {}, fragmentModule, { targets } ),
  43707. primitive: primitiveState,
  43708. multisample: {
  43709. count: sampleCount,
  43710. alphaToCoverageEnabled: material.alphaToCoverage && sampleCount > 1
  43711. },
  43712. layout: device.createPipelineLayout( {
  43713. bindGroupLayouts
  43714. } )
  43715. };
  43716. const depthStencil = {};
  43717. const renderDepth = renderObject.context.depth;
  43718. const renderStencil = renderObject.context.stencil;
  43719. if ( renderDepth === true || renderStencil === true ) {
  43720. if ( renderDepth === true ) {
  43721. depthStencil.format = depthStencilFormat;
  43722. depthStencil.depthWriteEnabled = material.depthWrite;
  43723. depthStencil.depthCompare = depthCompare;
  43724. }
  43725. if ( renderStencil === true ) {
  43726. depthStencil.stencilFront = stencilFront;
  43727. depthStencil.stencilBack = {}; // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
  43728. depthStencil.stencilReadMask = material.stencilFuncMask;
  43729. depthStencil.stencilWriteMask = material.stencilWriteMask;
  43730. }
  43731. pipelineDescriptor.depthStencil = depthStencil;
  43732. }
  43733. if ( promises === null ) {
  43734. pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
  43735. } else {
  43736. const p = new Promise( ( resolve /*, reject*/ ) => {
  43737. device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
  43738. pipelineData.pipeline = pipeline;
  43739. resolve();
  43740. } );
  43741. } );
  43742. promises.push( p );
  43743. }
  43744. }
  43745. createBundleEncoder( renderContext ) {
  43746. const backend = this.backend;
  43747. const { utils, device } = backend;
  43748. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  43749. const colorFormat = utils.getCurrentColorFormat( renderContext );
  43750. const sampleCount = this._getSampleCount( renderContext );
  43751. const descriptor = {
  43752. label: 'renderBundleEncoder',
  43753. colorFormats: [ colorFormat ],
  43754. depthStencilFormat,
  43755. sampleCount
  43756. };
  43757. return device.createRenderBundleEncoder( descriptor );
  43758. }
  43759. createComputePipeline( pipeline, bindings ) {
  43760. const backend = this.backend;
  43761. const device = backend.device;
  43762. const computeProgram = backend.get( pipeline.computeProgram ).module;
  43763. const pipelineGPU = backend.get( pipeline );
  43764. // bind group layouts
  43765. const bindGroupLayouts = [];
  43766. for ( const bindingsGroup of bindings ) {
  43767. const bindingsData = backend.get( bindingsGroup );
  43768. bindGroupLayouts.push( bindingsData.layout );
  43769. }
  43770. pipelineGPU.pipeline = device.createComputePipeline( {
  43771. compute: computeProgram,
  43772. layout: device.createPipelineLayout( {
  43773. bindGroupLayouts
  43774. } )
  43775. } );
  43776. }
  43777. _getBlending( material ) {
  43778. let color, alpha;
  43779. const blending = material.blending;
  43780. const blendSrc = material.blendSrc;
  43781. const blendDst = material.blendDst;
  43782. const blendEquation = material.blendEquation;
  43783. if ( blending === CustomBlending ) {
  43784. const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
  43785. const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
  43786. const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
  43787. color = {
  43788. srcFactor: this._getBlendFactor( blendSrc ),
  43789. dstFactor: this._getBlendFactor( blendDst ),
  43790. operation: this._getBlendOperation( blendEquation )
  43791. };
  43792. alpha = {
  43793. srcFactor: this._getBlendFactor( blendSrcAlpha ),
  43794. dstFactor: this._getBlendFactor( blendDstAlpha ),
  43795. operation: this._getBlendOperation( blendEquationAlpha )
  43796. };
  43797. } else {
  43798. const premultipliedAlpha = material.premultipliedAlpha;
  43799. const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
  43800. color = {
  43801. srcFactor: srcRGB,
  43802. dstFactor: dstRGB,
  43803. operation: GPUBlendOperation.Add
  43804. };
  43805. alpha = {
  43806. srcFactor: srcAlpha,
  43807. dstFactor: dstAlpha,
  43808. operation: GPUBlendOperation.Add
  43809. };
  43810. };
  43811. if ( premultipliedAlpha ) {
  43812. switch ( blending ) {
  43813. case NormalBlending:
  43814. setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  43815. break;
  43816. case AdditiveBlending:
  43817. setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  43818. break;
  43819. case SubtractiveBlending:
  43820. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  43821. break;
  43822. case MultiplyBlending:
  43823. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
  43824. break;
  43825. }
  43826. } else {
  43827. switch ( blending ) {
  43828. case NormalBlending:
  43829. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  43830. break;
  43831. case AdditiveBlending:
  43832. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
  43833. break;
  43834. case SubtractiveBlending:
  43835. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  43836. break;
  43837. case MultiplyBlending:
  43838. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
  43839. break;
  43840. }
  43841. }
  43842. }
  43843. if ( color !== undefined && alpha !== undefined ) {
  43844. return { color, alpha };
  43845. } else {
  43846. console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
  43847. }
  43848. }
  43849. _getBlendFactor( blend ) {
  43850. let blendFactor;
  43851. switch ( blend ) {
  43852. case ZeroFactor:
  43853. blendFactor = GPUBlendFactor.Zero;
  43854. break;
  43855. case OneFactor:
  43856. blendFactor = GPUBlendFactor.One;
  43857. break;
  43858. case SrcColorFactor:
  43859. blendFactor = GPUBlendFactor.Src;
  43860. break;
  43861. case OneMinusSrcColorFactor:
  43862. blendFactor = GPUBlendFactor.OneMinusSrc;
  43863. break;
  43864. case SrcAlphaFactor:
  43865. blendFactor = GPUBlendFactor.SrcAlpha;
  43866. break;
  43867. case OneMinusSrcAlphaFactor:
  43868. blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  43869. break;
  43870. case DstColorFactor:
  43871. blendFactor = GPUBlendFactor.Dst;
  43872. break;
  43873. case OneMinusDstColorFactor:
  43874. blendFactor = GPUBlendFactor.OneMinusDstColor;
  43875. break;
  43876. case DstAlphaFactor:
  43877. blendFactor = GPUBlendFactor.DstAlpha;
  43878. break;
  43879. case OneMinusDstAlphaFactor:
  43880. blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  43881. break;
  43882. case SrcAlphaSaturateFactor:
  43883. blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  43884. break;
  43885. case BlendColorFactor:
  43886. blendFactor = GPUBlendFactor.Constant;
  43887. break;
  43888. case OneMinusBlendColorFactor:
  43889. blendFactor = GPUBlendFactor.OneMinusConstant;
  43890. break;
  43891. default:
  43892. console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
  43893. }
  43894. return blendFactor;
  43895. }
  43896. _getStencilCompare( material ) {
  43897. let stencilCompare;
  43898. const stencilFunc = material.stencilFunc;
  43899. switch ( stencilFunc ) {
  43900. case NeverStencilFunc:
  43901. stencilCompare = GPUCompareFunction.Never;
  43902. break;
  43903. case AlwaysStencilFunc:
  43904. stencilCompare = GPUCompareFunction.Always;
  43905. break;
  43906. case LessStencilFunc:
  43907. stencilCompare = GPUCompareFunction.Less;
  43908. break;
  43909. case LessEqualStencilFunc:
  43910. stencilCompare = GPUCompareFunction.LessEqual;
  43911. break;
  43912. case EqualStencilFunc:
  43913. stencilCompare = GPUCompareFunction.Equal;
  43914. break;
  43915. case GreaterEqualStencilFunc:
  43916. stencilCompare = GPUCompareFunction.GreaterEqual;
  43917. break;
  43918. case GreaterStencilFunc:
  43919. stencilCompare = GPUCompareFunction.Greater;
  43920. break;
  43921. case NotEqualStencilFunc:
  43922. stencilCompare = GPUCompareFunction.NotEqual;
  43923. break;
  43924. default:
  43925. console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
  43926. }
  43927. return stencilCompare;
  43928. }
  43929. _getStencilOperation( op ) {
  43930. let stencilOperation;
  43931. switch ( op ) {
  43932. case KeepStencilOp:
  43933. stencilOperation = GPUStencilOperation.Keep;
  43934. break;
  43935. case ZeroStencilOp:
  43936. stencilOperation = GPUStencilOperation.Zero;
  43937. break;
  43938. case ReplaceStencilOp:
  43939. stencilOperation = GPUStencilOperation.Replace;
  43940. break;
  43941. case InvertStencilOp:
  43942. stencilOperation = GPUStencilOperation.Invert;
  43943. break;
  43944. case IncrementStencilOp:
  43945. stencilOperation = GPUStencilOperation.IncrementClamp;
  43946. break;
  43947. case DecrementStencilOp:
  43948. stencilOperation = GPUStencilOperation.DecrementClamp;
  43949. break;
  43950. case IncrementWrapStencilOp:
  43951. stencilOperation = GPUStencilOperation.IncrementWrap;
  43952. break;
  43953. case DecrementWrapStencilOp:
  43954. stencilOperation = GPUStencilOperation.DecrementWrap;
  43955. break;
  43956. default:
  43957. console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
  43958. }
  43959. return stencilOperation;
  43960. }
  43961. _getBlendOperation( blendEquation ) {
  43962. let blendOperation;
  43963. switch ( blendEquation ) {
  43964. case AddEquation:
  43965. blendOperation = GPUBlendOperation.Add;
  43966. break;
  43967. case SubtractEquation:
  43968. blendOperation = GPUBlendOperation.Subtract;
  43969. break;
  43970. case ReverseSubtractEquation:
  43971. blendOperation = GPUBlendOperation.ReverseSubtract;
  43972. break;
  43973. case MinEquation:
  43974. blendOperation = GPUBlendOperation.Min;
  43975. break;
  43976. case MaxEquation:
  43977. blendOperation = GPUBlendOperation.Max;
  43978. break;
  43979. default:
  43980. console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
  43981. }
  43982. return blendOperation;
  43983. }
  43984. _getPrimitiveState( object, geometry, material ) {
  43985. const descriptor = {};
  43986. const utils = this.backend.utils;
  43987. descriptor.topology = utils.getPrimitiveTopology( object, material );
  43988. if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
  43989. descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  43990. }
  43991. switch ( material.side ) {
  43992. case FrontSide:
  43993. descriptor.frontFace = GPUFrontFace.CCW;
  43994. descriptor.cullMode = GPUCullMode.Back;
  43995. break;
  43996. case BackSide:
  43997. descriptor.frontFace = GPUFrontFace.CCW;
  43998. descriptor.cullMode = GPUCullMode.Front;
  43999. break;
  44000. case DoubleSide:
  44001. descriptor.frontFace = GPUFrontFace.CCW;
  44002. descriptor.cullMode = GPUCullMode.None;
  44003. break;
  44004. default:
  44005. console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
  44006. break;
  44007. }
  44008. return descriptor;
  44009. }
  44010. _getColorWriteMask( material ) {
  44011. return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
  44012. }
  44013. _getDepthCompare( material ) {
  44014. let depthCompare;
  44015. if ( material.depthTest === false ) {
  44016. depthCompare = GPUCompareFunction.Always;
  44017. } else {
  44018. const depthFunc = material.depthFunc;
  44019. switch ( depthFunc ) {
  44020. case NeverDepth:
  44021. depthCompare = GPUCompareFunction.Never;
  44022. break;
  44023. case AlwaysDepth:
  44024. depthCompare = GPUCompareFunction.Always;
  44025. break;
  44026. case LessDepth:
  44027. depthCompare = GPUCompareFunction.Less;
  44028. break;
  44029. case LessEqualDepth:
  44030. depthCompare = GPUCompareFunction.LessEqual;
  44031. break;
  44032. case EqualDepth:
  44033. depthCompare = GPUCompareFunction.Equal;
  44034. break;
  44035. case GreaterEqualDepth:
  44036. depthCompare = GPUCompareFunction.GreaterEqual;
  44037. break;
  44038. case GreaterDepth:
  44039. depthCompare = GPUCompareFunction.Greater;
  44040. break;
  44041. case NotEqualDepth:
  44042. depthCompare = GPUCompareFunction.NotEqual;
  44043. break;
  44044. default:
  44045. console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
  44046. }
  44047. }
  44048. return depthCompare;
  44049. }
  44050. }
  44051. /*// debugger tools
  44052. import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  44053. //*/
  44054. //
  44055. class WebGPUBackend extends Backend {
  44056. constructor( parameters = {} ) {
  44057. super( parameters );
  44058. this.isWebGPUBackend = true;
  44059. // some parameters require default values other than "undefined"
  44060. this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
  44061. this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  44062. this.trackTimestamp = ( parameters.trackTimestamp === true );
  44063. this.device = null;
  44064. this.context = null;
  44065. this.colorBuffer = null;
  44066. this.defaultRenderPassdescriptor = null;
  44067. this.utils = new WebGPUUtils( this );
  44068. this.attributeUtils = new WebGPUAttributeUtils( this );
  44069. this.bindingUtils = new WebGPUBindingUtils( this );
  44070. this.pipelineUtils = new WebGPUPipelineUtils( this );
  44071. this.textureUtils = new WebGPUTextureUtils( this );
  44072. this.occludedResolveCache = new Map();
  44073. }
  44074. async init( renderer ) {
  44075. await super.init( renderer );
  44076. //
  44077. const parameters = this.parameters;
  44078. // create the device if it is not passed with parameters
  44079. let device;
  44080. if ( parameters.device === undefined ) {
  44081. const adapterOptions = {
  44082. powerPreference: parameters.powerPreference
  44083. };
  44084. const adapter = await navigator.gpu.requestAdapter( adapterOptions );
  44085. if ( adapter === null ) {
  44086. throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
  44087. }
  44088. // feature support
  44089. const features = Object.values( GPUFeatureName );
  44090. const supportedFeatures = [];
  44091. for ( const name of features ) {
  44092. if ( adapter.features.has( name ) ) {
  44093. supportedFeatures.push( name );
  44094. }
  44095. }
  44096. const deviceDescriptor = {
  44097. requiredFeatures: supportedFeatures,
  44098. requiredLimits: parameters.requiredLimits
  44099. };
  44100. device = await adapter.requestDevice( deviceDescriptor );
  44101. } else {
  44102. device = parameters.device;
  44103. }
  44104. const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
  44105. this.device = device;
  44106. this.context = context;
  44107. const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
  44108. this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
  44109. this.context.configure( {
  44110. device: this.device,
  44111. format: this.utils.getPreferredCanvasFormat(),
  44112. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  44113. alphaMode: alphaMode
  44114. } );
  44115. this.updateSize();
  44116. }
  44117. get coordinateSystem() {
  44118. return WebGPUCoordinateSystem;
  44119. }
  44120. async getArrayBufferAsync( attribute ) {
  44121. return await this.attributeUtils.getArrayBufferAsync( attribute );
  44122. }
  44123. getContext() {
  44124. return this.context;
  44125. }
  44126. _getDefaultRenderPassDescriptor() {
  44127. let descriptor = this.defaultRenderPassdescriptor;
  44128. if ( descriptor === null ) {
  44129. const renderer = this.renderer;
  44130. descriptor = {
  44131. colorAttachments: [ {
  44132. view: null
  44133. } ],
  44134. };
  44135. if ( this.renderer.depth === true || this.renderer.stencil === true ) {
  44136. descriptor.depthStencilAttachment = {
  44137. view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  44138. };
  44139. }
  44140. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44141. if ( this.renderer.samples > 0 ) {
  44142. colorAttachment.view = this.colorBuffer.createView();
  44143. } else {
  44144. colorAttachment.resolveTarget = undefined;
  44145. }
  44146. this.defaultRenderPassdescriptor = descriptor;
  44147. }
  44148. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44149. if ( this.renderer.samples > 0 ) {
  44150. colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
  44151. } else {
  44152. colorAttachment.view = this.context.getCurrentTexture().createView();
  44153. }
  44154. return descriptor;
  44155. }
  44156. _getRenderPassDescriptor( renderContext ) {
  44157. const renderTarget = renderContext.renderTarget;
  44158. const renderTargetData = this.get( renderTarget );
  44159. let descriptors = renderTargetData.descriptors;
  44160. if ( descriptors === undefined ||
  44161. renderTargetData.width !== renderTarget.width ||
  44162. renderTargetData.height !== renderTarget.height ||
  44163. renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel ||
  44164. renderTargetData.samples !== renderTarget.samples
  44165. ) {
  44166. descriptors = {};
  44167. renderTargetData.descriptors = descriptors;
  44168. // dispose
  44169. const onDispose = () => {
  44170. renderTarget.removeEventListener( 'dispose', onDispose );
  44171. this.delete( renderTarget );
  44172. };
  44173. renderTarget.addEventListener( 'dispose', onDispose );
  44174. }
  44175. const cacheKey = renderContext.getCacheKey();
  44176. let descriptor = descriptors[ cacheKey ];
  44177. if ( descriptor === undefined ) {
  44178. const textures = renderContext.textures;
  44179. const colorAttachments = [];
  44180. for ( let i = 0; i < textures.length; i ++ ) {
  44181. const textureData = this.get( textures[ i ] );
  44182. const textureView = textureData.texture.createView( {
  44183. baseMipLevel: renderContext.activeMipmapLevel,
  44184. mipLevelCount: 1,
  44185. baseArrayLayer: renderContext.activeCubeFace,
  44186. dimension: GPUTextureViewDimension.TwoD
  44187. } );
  44188. let view, resolveTarget;
  44189. if ( textureData.msaaTexture !== undefined ) {
  44190. view = textureData.msaaTexture.createView();
  44191. resolveTarget = textureView;
  44192. } else {
  44193. view = textureView;
  44194. resolveTarget = undefined;
  44195. }
  44196. colorAttachments.push( {
  44197. view,
  44198. resolveTarget,
  44199. loadOp: GPULoadOp.Load,
  44200. storeOp: GPUStoreOp.Store
  44201. } );
  44202. }
  44203. descriptor = {
  44204. colorAttachments,
  44205. };
  44206. if ( renderContext.depth ) {
  44207. const depthTextureData = this.get( renderContext.depthTexture );
  44208. const depthStencilAttachment = {
  44209. view: depthTextureData.texture.createView()
  44210. };
  44211. descriptor.depthStencilAttachment = depthStencilAttachment;
  44212. }
  44213. descriptors[ cacheKey ] = descriptor;
  44214. renderTargetData.width = renderTarget.width;
  44215. renderTargetData.height = renderTarget.height;
  44216. renderTargetData.samples = renderTarget.samples;
  44217. renderTargetData.activeMipmapLevel = renderTarget.activeMipmapLevel;
  44218. }
  44219. return descriptor;
  44220. }
  44221. beginRender( renderContext ) {
  44222. const renderContextData = this.get( renderContext );
  44223. const device = this.device;
  44224. const occlusionQueryCount = renderContext.occlusionQueryCount;
  44225. let occlusionQuerySet;
  44226. if ( occlusionQueryCount > 0 ) {
  44227. if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  44228. if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
  44229. // Get a reference to the array of objects with queries. The renderContextData property
  44230. // can be changed by another render pass before the buffer.mapAsyc() completes.
  44231. renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  44232. renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  44233. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  44234. //
  44235. occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount } );
  44236. renderContextData.occlusionQuerySet = occlusionQuerySet;
  44237. renderContextData.occlusionQueryIndex = 0;
  44238. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  44239. renderContextData.lastOcclusionObject = null;
  44240. }
  44241. let descriptor;
  44242. if ( renderContext.textures === null ) {
  44243. descriptor = this._getDefaultRenderPassDescriptor();
  44244. } else {
  44245. descriptor = this._getRenderPassDescriptor( renderContext );
  44246. }
  44247. this.initTimestampQuery( renderContext, descriptor );
  44248. descriptor.occlusionQuerySet = occlusionQuerySet;
  44249. const depthStencilAttachment = descriptor.depthStencilAttachment;
  44250. if ( renderContext.textures !== null ) {
  44251. const colorAttachments = descriptor.colorAttachments;
  44252. for ( let i = 0; i < colorAttachments.length; i ++ ) {
  44253. const colorAttachment = colorAttachments[ i ];
  44254. if ( renderContext.clearColor ) {
  44255. colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  44256. colorAttachment.loadOp = GPULoadOp.Clear;
  44257. colorAttachment.storeOp = GPUStoreOp.Store;
  44258. } else {
  44259. colorAttachment.loadOp = GPULoadOp.Load;
  44260. colorAttachment.storeOp = GPUStoreOp.Store;
  44261. }
  44262. }
  44263. } else {
  44264. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44265. if ( renderContext.clearColor ) {
  44266. colorAttachment.clearValue = renderContext.clearColorValue;
  44267. colorAttachment.loadOp = GPULoadOp.Clear;
  44268. colorAttachment.storeOp = GPUStoreOp.Store;
  44269. } else {
  44270. colorAttachment.loadOp = GPULoadOp.Load;
  44271. colorAttachment.storeOp = GPUStoreOp.Store;
  44272. }
  44273. }
  44274. //
  44275. if ( renderContext.depth ) {
  44276. if ( renderContext.clearDepth ) {
  44277. depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  44278. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  44279. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44280. } else {
  44281. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  44282. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44283. }
  44284. }
  44285. if ( renderContext.stencil ) {
  44286. if ( renderContext.clearStencil ) {
  44287. depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  44288. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  44289. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44290. } else {
  44291. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  44292. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44293. }
  44294. }
  44295. //
  44296. const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
  44297. const currentPass = encoder.beginRenderPass( descriptor );
  44298. //
  44299. renderContextData.descriptor = descriptor;
  44300. renderContextData.encoder = encoder;
  44301. renderContextData.currentPass = currentPass;
  44302. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  44303. renderContextData.renderBundles = [];
  44304. //
  44305. if ( renderContext.viewport ) {
  44306. this.updateViewport( renderContext );
  44307. }
  44308. if ( renderContext.scissor ) {
  44309. const { x, y, width, height } = renderContext.scissorValue;
  44310. currentPass.setScissorRect( x, y, width, height );
  44311. }
  44312. }
  44313. finishRender( renderContext ) {
  44314. const renderContextData = this.get( renderContext );
  44315. const occlusionQueryCount = renderContext.occlusionQueryCount;
  44316. if ( renderContextData.renderBundles.length > 0 ) {
  44317. renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
  44318. }
  44319. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  44320. renderContextData.currentPass.endOcclusionQuery();
  44321. }
  44322. renderContextData.currentPass.end();
  44323. if ( occlusionQueryCount > 0 ) {
  44324. const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
  44325. //
  44326. let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
  44327. if ( queryResolveBuffer === undefined ) {
  44328. queryResolveBuffer = this.device.createBuffer(
  44329. {
  44330. size: bufferSize,
  44331. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  44332. }
  44333. );
  44334. this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
  44335. }
  44336. //
  44337. const readBuffer = this.device.createBuffer(
  44338. {
  44339. size: bufferSize,
  44340. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  44341. }
  44342. );
  44343. // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  44344. renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  44345. renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
  44346. renderContextData.occlusionQueryBuffer = readBuffer;
  44347. //
  44348. this.resolveOccludedAsync( renderContext );
  44349. }
  44350. this.prepareTimestampBuffer( renderContext, renderContextData.encoder );
  44351. this.device.queue.submit( [ renderContextData.encoder.finish() ] );
  44352. //
  44353. if ( renderContext.textures !== null ) {
  44354. const textures = renderContext.textures;
  44355. for ( let i = 0; i < textures.length; i ++ ) {
  44356. const texture = textures[ i ];
  44357. if ( texture.generateMipmaps === true ) {
  44358. this.textureUtils.generateMipmaps( texture );
  44359. }
  44360. }
  44361. }
  44362. }
  44363. isOccluded( renderContext, object ) {
  44364. const renderContextData = this.get( renderContext );
  44365. return renderContextData.occluded && renderContextData.occluded.has( object );
  44366. }
  44367. async resolveOccludedAsync( renderContext ) {
  44368. const renderContextData = this.get( renderContext );
  44369. // handle occlusion query results
  44370. const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
  44371. if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
  44372. const occluded = new WeakSet();
  44373. renderContextData.currentOcclusionQueryObjects = null;
  44374. renderContextData.currentOcclusionQueryBuffer = null;
  44375. await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
  44376. const buffer = currentOcclusionQueryBuffer.getMappedRange();
  44377. const results = new BigUint64Array( buffer );
  44378. for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
  44379. if ( results[ i ] !== BigInt( 0 ) ) {
  44380. occluded.add( currentOcclusionQueryObjects[ i ] );
  44381. }
  44382. }
  44383. currentOcclusionQueryBuffer.destroy();
  44384. renderContextData.occluded = occluded;
  44385. }
  44386. }
  44387. updateViewport( renderContext ) {
  44388. const { currentPass } = this.get( renderContext );
  44389. const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  44390. currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
  44391. }
  44392. clear( color, depth, stencil, renderTargetData = null ) {
  44393. const device = this.device;
  44394. const renderer = this.renderer;
  44395. let colorAttachments = [];
  44396. let depthStencilAttachment;
  44397. let clearValue;
  44398. let supportsDepth;
  44399. let supportsStencil;
  44400. if ( color ) {
  44401. const clearColor = this.getClearColor();
  44402. if ( this.renderer.alpha === true ) {
  44403. // premultiply alpha
  44404. const a = clearColor.a;
  44405. clearValue = { r: clearColor.r * a, g: clearColor.g * a, b: clearColor.b * a, a: a };
  44406. } else {
  44407. clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
  44408. }
  44409. }
  44410. if ( renderTargetData === null ) {
  44411. supportsDepth = renderer.depth;
  44412. supportsStencil = renderer.stencil;
  44413. const descriptor = this._getDefaultRenderPassDescriptor();
  44414. if ( color ) {
  44415. colorAttachments = descriptor.colorAttachments;
  44416. const colorAttachment = colorAttachments[ 0 ];
  44417. colorAttachment.clearValue = clearValue;
  44418. colorAttachment.loadOp = GPULoadOp.Clear;
  44419. colorAttachment.storeOp = GPUStoreOp.Store;
  44420. }
  44421. if ( supportsDepth || supportsStencil ) {
  44422. depthStencilAttachment = descriptor.depthStencilAttachment;
  44423. }
  44424. } else {
  44425. supportsDepth = renderTargetData.depth;
  44426. supportsStencil = renderTargetData.stencil;
  44427. if ( color ) {
  44428. for ( const texture of renderTargetData.textures ) {
  44429. const textureData = this.get( texture );
  44430. const textureView = textureData.texture.createView();
  44431. let view, resolveTarget;
  44432. if ( textureData.msaaTexture !== undefined ) {
  44433. view = textureData.msaaTexture.createView();
  44434. resolveTarget = textureView;
  44435. } else {
  44436. view = textureView;
  44437. resolveTarget = undefined;
  44438. }
  44439. colorAttachments.push( {
  44440. view,
  44441. resolveTarget,
  44442. clearValue,
  44443. loadOp: GPULoadOp.Clear,
  44444. storeOp: GPUStoreOp.Store
  44445. } );
  44446. }
  44447. }
  44448. if ( supportsDepth || supportsStencil ) {
  44449. const depthTextureData = this.get( renderTargetData.depthTexture );
  44450. depthStencilAttachment = {
  44451. view: depthTextureData.texture.createView()
  44452. };
  44453. }
  44454. }
  44455. //
  44456. if ( supportsDepth ) {
  44457. if ( depth ) {
  44458. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  44459. depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  44460. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44461. } else {
  44462. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  44463. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  44464. }
  44465. }
  44466. //
  44467. if ( supportsStencil ) {
  44468. if ( stencil ) {
  44469. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  44470. depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  44471. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44472. } else {
  44473. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  44474. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  44475. }
  44476. }
  44477. //
  44478. const encoder = device.createCommandEncoder( {} );
  44479. const currentPass = encoder.beginRenderPass( {
  44480. colorAttachments,
  44481. depthStencilAttachment
  44482. } );
  44483. currentPass.end();
  44484. device.queue.submit( [ encoder.finish() ] );
  44485. }
  44486. // compute
  44487. beginCompute( computeGroup ) {
  44488. const groupGPU = this.get( computeGroup );
  44489. const descriptor = {};
  44490. this.initTimestampQuery( computeGroup, descriptor );
  44491. groupGPU.cmdEncoderGPU = this.device.createCommandEncoder();
  44492. groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
  44493. }
  44494. compute( computeGroup, computeNode, bindings, pipeline ) {
  44495. const { passEncoderGPU } = this.get( computeGroup );
  44496. // pipeline
  44497. const pipelineGPU = this.get( pipeline ).pipeline;
  44498. passEncoderGPU.setPipeline( pipelineGPU );
  44499. // bind groups
  44500. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  44501. const bindGroup = bindings[ i ];
  44502. const bindingsData = this.get( bindGroup );
  44503. passEncoderGPU.setBindGroup( i, bindingsData.group );
  44504. }
  44505. const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
  44506. const computeNodeData = this.get( computeNode );
  44507. if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
  44508. const { dispatchSize } = computeNodeData;
  44509. if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
  44510. dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
  44511. dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
  44512. } else {
  44513. dispatchSize.x = computeNode.dispatchCount;
  44514. }
  44515. passEncoderGPU.dispatchWorkgroups(
  44516. dispatchSize.x,
  44517. dispatchSize.y,
  44518. dispatchSize.z
  44519. );
  44520. }
  44521. finishCompute( computeGroup ) {
  44522. const groupData = this.get( computeGroup );
  44523. groupData.passEncoderGPU.end();
  44524. this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU );
  44525. this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
  44526. }
  44527. // render object
  44528. draw( renderObject, info ) {
  44529. const { object, context, pipeline } = renderObject;
  44530. const bindings = renderObject.getBindings();
  44531. const renderContextData = this.get( context );
  44532. const pipelineGPU = this.get( pipeline ).pipeline;
  44533. const currentSets = renderContextData.currentSets;
  44534. const passEncoderGPU = renderContextData.currentPass;
  44535. const drawParms = renderObject.getDrawParameters();
  44536. if ( drawParms === null ) return;
  44537. // pipeline
  44538. if ( currentSets.pipeline !== pipelineGPU ) {
  44539. passEncoderGPU.setPipeline( pipelineGPU );
  44540. currentSets.pipeline = pipelineGPU;
  44541. }
  44542. // bind groups
  44543. const currentBindingGroups = currentSets.bindingGroups;
  44544. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  44545. const bindGroup = bindings[ i ];
  44546. const bindingsData = this.get( bindGroup );
  44547. if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
  44548. passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  44549. currentBindingGroups[ bindGroup.index ] = bindGroup.id;
  44550. }
  44551. }
  44552. // attributes
  44553. const index = renderObject.getIndex();
  44554. const hasIndex = ( index !== null );
  44555. // index
  44556. if ( hasIndex === true ) {
  44557. if ( currentSets.index !== index ) {
  44558. const buffer = this.get( index ).buffer;
  44559. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  44560. passEncoderGPU.setIndexBuffer( buffer, indexFormat );
  44561. currentSets.index = index;
  44562. }
  44563. }
  44564. // vertex buffers
  44565. const vertexBuffers = renderObject.getVertexBuffers();
  44566. for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
  44567. const vertexBuffer = vertexBuffers[ i ];
  44568. if ( currentSets.attributes[ i ] !== vertexBuffer ) {
  44569. const buffer = this.get( vertexBuffer ).buffer;
  44570. passEncoderGPU.setVertexBuffer( i, buffer );
  44571. currentSets.attributes[ i ] = vertexBuffer;
  44572. }
  44573. }
  44574. // occlusion queries - handle multiple consecutive draw calls for an object
  44575. if ( renderContextData.occlusionQuerySet !== undefined ) {
  44576. const lastObject = renderContextData.lastOcclusionObject;
  44577. if ( lastObject !== object ) {
  44578. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  44579. passEncoderGPU.endOcclusionQuery();
  44580. renderContextData.occlusionQueryIndex ++;
  44581. }
  44582. if ( object.occlusionTest === true ) {
  44583. passEncoderGPU.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
  44584. renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
  44585. }
  44586. renderContextData.lastOcclusionObject = object;
  44587. }
  44588. }
  44589. // draw
  44590. if ( object.isBatchedMesh === true ) {
  44591. const starts = object._multiDrawStarts;
  44592. const counts = object._multiDrawCounts;
  44593. const drawCount = object._multiDrawCount;
  44594. const drawInstances = object._multiDrawInstances;
  44595. const bytesPerElement = hasIndex ? index.array.BYTES_PER_ELEMENT : 1;
  44596. for ( let i = 0; i < drawCount; i ++ ) {
  44597. const count = drawInstances ? drawInstances[ i ] : 1;
  44598. const firstInstance = count > 1 ? 0 : i;
  44599. passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / bytesPerElement, 0, firstInstance );
  44600. }
  44601. } else if ( hasIndex === true ) {
  44602. const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParms;
  44603. passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
  44604. info.update( object, indexCount, instanceCount );
  44605. } else {
  44606. const { vertexCount, instanceCount, firstVertex } = drawParms;
  44607. passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
  44608. info.update( object, vertexCount, instanceCount );
  44609. }
  44610. }
  44611. // cache key
  44612. needsRenderUpdate( renderObject ) {
  44613. const data = this.get( renderObject );
  44614. const { object, material } = renderObject;
  44615. const utils = this.utils;
  44616. const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  44617. const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  44618. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44619. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44620. const primitiveTopology = utils.getPrimitiveTopology( object, material );
  44621. let needsUpdate = false;
  44622. if ( data.material !== material || data.materialVersion !== material.version ||
  44623. data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  44624. data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  44625. data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  44626. data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  44627. data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  44628. data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  44629. data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  44630. data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  44631. data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  44632. data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  44633. data.primitiveTopology !== primitiveTopology ||
  44634. data.clippingContextCacheKey !== renderObject.clippingContext.cacheKey
  44635. ) {
  44636. data.material = material; data.materialVersion = material.version;
  44637. data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  44638. data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  44639. data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  44640. data.colorWrite = material.colorWrite;
  44641. data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  44642. data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  44643. data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  44644. data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  44645. data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  44646. data.sampleCount = sampleCount;
  44647. data.colorSpace = colorSpace;
  44648. data.colorFormat = colorFormat;
  44649. data.depthStencilFormat = depthStencilFormat;
  44650. data.primitiveTopology = primitiveTopology;
  44651. data.clippingContextCacheKey = renderObject.clippingContext.cacheKey;
  44652. needsUpdate = true;
  44653. }
  44654. return needsUpdate;
  44655. }
  44656. getRenderCacheKey( renderObject ) {
  44657. const { object, material } = renderObject;
  44658. const utils = this.utils;
  44659. const renderContext = renderObject.context;
  44660. return [
  44661. material.transparent, material.blending, material.premultipliedAlpha,
  44662. material.blendSrc, material.blendDst, material.blendEquation,
  44663. material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  44664. material.colorWrite,
  44665. material.depthWrite, material.depthTest, material.depthFunc,
  44666. material.stencilWrite, material.stencilFunc,
  44667. material.stencilFail, material.stencilZFail, material.stencilZPass,
  44668. material.stencilFuncMask, material.stencilWriteMask,
  44669. material.side,
  44670. utils.getSampleCountRenderContext( renderContext ),
  44671. utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  44672. utils.getPrimitiveTopology( object, material ),
  44673. renderObject.clippingContext.cacheKey
  44674. ].join();
  44675. }
  44676. // textures
  44677. createSampler( texture ) {
  44678. this.textureUtils.createSampler( texture );
  44679. }
  44680. destroySampler( texture ) {
  44681. this.textureUtils.destroySampler( texture );
  44682. }
  44683. createDefaultTexture( texture ) {
  44684. this.textureUtils.createDefaultTexture( texture );
  44685. }
  44686. createTexture( texture, options ) {
  44687. this.textureUtils.createTexture( texture, options );
  44688. }
  44689. updateTexture( texture, options ) {
  44690. this.textureUtils.updateTexture( texture, options );
  44691. }
  44692. generateMipmaps( texture ) {
  44693. this.textureUtils.generateMipmaps( texture );
  44694. }
  44695. destroyTexture( texture ) {
  44696. this.textureUtils.destroyTexture( texture );
  44697. }
  44698. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  44699. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  44700. }
  44701. initTimestampQuery( renderContext, descriptor ) {
  44702. if ( ! this.trackTimestamp ) return;
  44703. const renderContextData = this.get( renderContext );
  44704. if ( ! renderContextData.timeStampQuerySet ) {
  44705. // Create a GPUQuerySet which holds 2 timestamp query results: one for the
  44706. // beginning and one for the end of compute pass execution.
  44707. const timeStampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2 } );
  44708. const timestampWrites = {
  44709. querySet: timeStampQuerySet,
  44710. beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins.
  44711. endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends.
  44712. };
  44713. Object.assign( descriptor, {
  44714. timestampWrites,
  44715. } );
  44716. renderContextData.timeStampQuerySet = timeStampQuerySet;
  44717. }
  44718. }
  44719. // timestamp utils
  44720. prepareTimestampBuffer( renderContext, encoder ) {
  44721. if ( ! this.trackTimestamp ) return;
  44722. const renderContextData = this.get( renderContext );
  44723. const size = 2 * BigInt64Array.BYTES_PER_ELEMENT;
  44724. if ( renderContextData.currentTimestampQueryBuffers === undefined ) {
  44725. renderContextData.currentTimestampQueryBuffers = {
  44726. resolveBuffer: this.device.createBuffer( {
  44727. label: 'timestamp resolve buffer',
  44728. size: size,
  44729. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
  44730. } ),
  44731. resultBuffer: this.device.createBuffer( {
  44732. label: 'timestamp result buffer',
  44733. size: size,
  44734. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
  44735. } ),
  44736. isMappingPending: false,
  44737. };
  44738. }
  44739. const { resolveBuffer, resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  44740. if ( isMappingPending === true ) return;
  44741. encoder.resolveQuerySet( renderContextData.timeStampQuerySet, 0, 2, resolveBuffer, 0 );
  44742. encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size );
  44743. }
  44744. async resolveTimestampAsync( renderContext, type = 'render' ) {
  44745. if ( ! this.trackTimestamp ) return;
  44746. const renderContextData = this.get( renderContext );
  44747. if ( renderContextData.currentTimestampQueryBuffers === undefined ) return;
  44748. const { resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  44749. if ( isMappingPending === true ) return;
  44750. renderContextData.currentTimestampQueryBuffers.isMappingPending = true;
  44751. resultBuffer.mapAsync( GPUMapMode.READ ).then( () => {
  44752. const times = new BigUint64Array( resultBuffer.getMappedRange() );
  44753. const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000;
  44754. this.renderer.info.updateTimestamp( type, duration );
  44755. resultBuffer.unmap();
  44756. renderContextData.currentTimestampQueryBuffers.isMappingPending = false;
  44757. } );
  44758. }
  44759. // node builder
  44760. createNodeBuilder( object, renderer ) {
  44761. return new WGSLNodeBuilder( object, renderer );
  44762. }
  44763. // program
  44764. createProgram( program ) {
  44765. const programGPU = this.get( program );
  44766. programGPU.module = {
  44767. module: this.device.createShaderModule( { code: program.code, label: program.stage } ),
  44768. entryPoint: 'main'
  44769. };
  44770. }
  44771. destroyProgram( program ) {
  44772. this.delete( program );
  44773. }
  44774. // pipelines
  44775. createRenderPipeline( renderObject, promises ) {
  44776. this.pipelineUtils.createRenderPipeline( renderObject, promises );
  44777. }
  44778. createComputePipeline( computePipeline, bindings ) {
  44779. this.pipelineUtils.createComputePipeline( computePipeline, bindings );
  44780. }
  44781. beginBundle( renderContext ) {
  44782. const renderContextData = this.get( renderContext );
  44783. renderContextData._currentPass = renderContextData.currentPass;
  44784. renderContextData._currentSets = renderContextData.currentSets;
  44785. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  44786. renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
  44787. }
  44788. finishBundle( renderContext, bundle ) {
  44789. const renderContextData = this.get( renderContext );
  44790. const bundleEncoder = renderContextData.currentPass;
  44791. const bundleGPU = bundleEncoder.finish();
  44792. this.get( bundle ).bundleGPU = bundleGPU;
  44793. // restore render pass state
  44794. renderContextData.currentSets = renderContextData._currentSets;
  44795. renderContextData.currentPass = renderContextData._currentPass;
  44796. }
  44797. addBundle( renderContext, bundle ) {
  44798. const renderContextData = this.get( renderContext );
  44799. renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
  44800. }
  44801. // bindings
  44802. createBindings( bindGroup ) {
  44803. this.bindingUtils.createBindings( bindGroup );
  44804. }
  44805. updateBindings( bindGroup ) {
  44806. this.bindingUtils.createBindings( bindGroup );
  44807. }
  44808. updateBinding( binding ) {
  44809. this.bindingUtils.updateBinding( binding );
  44810. }
  44811. // attributes
  44812. createIndexAttribute( attribute ) {
  44813. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  44814. }
  44815. createAttribute( attribute ) {
  44816. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  44817. }
  44818. createStorageAttribute( attribute ) {
  44819. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  44820. }
  44821. updateAttribute( attribute ) {
  44822. this.attributeUtils.updateAttribute( attribute );
  44823. }
  44824. destroyAttribute( attribute ) {
  44825. this.attributeUtils.destroyAttribute( attribute );
  44826. }
  44827. // canvas
  44828. updateSize() {
  44829. this.colorBuffer = this.textureUtils.getColorBuffer();
  44830. this.defaultRenderPassdescriptor = null;
  44831. }
  44832. // utils public
  44833. getMaxAnisotropy() {
  44834. return 16;
  44835. }
  44836. hasFeature( name ) {
  44837. return this.device.features.has( name );
  44838. }
  44839. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  44840. let dstX = 0;
  44841. let dstY = 0;
  44842. let dstLayer = 0;
  44843. let srcX = 0;
  44844. let srcY = 0;
  44845. let srcLayer = 0;
  44846. let srcWidth = srcTexture.image.width;
  44847. let srcHeight = srcTexture.image.height;
  44848. if ( srcRegion !== null ) {
  44849. srcX = srcRegion.x;
  44850. srcY = srcRegion.y;
  44851. srcLayer = srcRegion.z || 0;
  44852. srcWidth = srcRegion.width;
  44853. srcHeight = srcRegion.height;
  44854. }
  44855. if ( dstPosition !== null ) {
  44856. dstX = dstPosition.x;
  44857. dstY = dstPosition.y;
  44858. dstLayer = dstPosition.z || 0;
  44859. }
  44860. const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
  44861. const sourceGPU = this.get( srcTexture ).texture;
  44862. const destinationGPU = this.get( dstTexture ).texture;
  44863. encoder.copyTextureToTexture(
  44864. {
  44865. texture: sourceGPU,
  44866. mipLevel: level,
  44867. origin: { x: srcX, y: srcY, z: srcLayer }
  44868. },
  44869. {
  44870. texture: destinationGPU,
  44871. mipLevel: level,
  44872. origin: { x: dstX, y: dstY, z: dstLayer }
  44873. },
  44874. [
  44875. srcWidth,
  44876. srcHeight,
  44877. 1
  44878. ]
  44879. );
  44880. this.device.queue.submit( [ encoder.finish() ] );
  44881. }
  44882. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  44883. const renderContextData = this.get( renderContext );
  44884. const { encoder, descriptor } = renderContextData;
  44885. let sourceGPU = null;
  44886. if ( renderContext.renderTarget ) {
  44887. if ( texture.isDepthTexture ) {
  44888. sourceGPU = this.get( renderContext.depthTexture ).texture;
  44889. } else {
  44890. sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
  44891. }
  44892. } else {
  44893. if ( texture.isDepthTexture ) {
  44894. sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
  44895. } else {
  44896. sourceGPU = this.context.getCurrentTexture();
  44897. }
  44898. }
  44899. const destinationGPU = this.get( texture ).texture;
  44900. if ( sourceGPU.format !== destinationGPU.format ) {
  44901. console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
  44902. return;
  44903. }
  44904. renderContextData.currentPass.end();
  44905. encoder.copyTextureToTexture(
  44906. {
  44907. texture: sourceGPU,
  44908. origin: { x: rectangle.x, y: rectangle.y, z: 0 }
  44909. },
  44910. {
  44911. texture: destinationGPU
  44912. },
  44913. [
  44914. rectangle.z,
  44915. rectangle.w
  44916. ]
  44917. );
  44918. if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
  44919. for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
  44920. descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
  44921. }
  44922. if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  44923. if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  44924. renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  44925. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  44926. }
  44927. }
  44928. class IESSpotLight extends SpotLight {
  44929. constructor( color, intensity, distance, angle, penumbra, decay ) {
  44930. super( color, intensity, distance, angle, penumbra, decay );
  44931. this.iesMap = null;
  44932. }
  44933. copy( source, recursive ) {
  44934. super.copy( source, recursive );
  44935. this.iesMap = source.iesMap;
  44936. return this;
  44937. }
  44938. }
  44939. class BasicNodeLibrary extends NodeLibrary {
  44940. constructor() {
  44941. super();
  44942. this.addLight( PointLightNode, PointLight );
  44943. this.addLight( DirectionalLightNode, DirectionalLight );
  44944. this.addLight( RectAreaLightNode, RectAreaLight );
  44945. this.addLight( SpotLightNode, SpotLight );
  44946. this.addLight( AmbientLightNode, AmbientLight );
  44947. this.addLight( HemisphereLightNode, HemisphereLight );
  44948. this.addLight( LightProbeNode, LightProbe );
  44949. this.addLight( IESSpotLightNode, IESSpotLight );
  44950. this.addToneMapping( linearToneMapping, LinearToneMapping );
  44951. this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
  44952. this.addToneMapping( cineonToneMapping, CineonToneMapping );
  44953. this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
  44954. this.addToneMapping( agxToneMapping, AgXToneMapping );
  44955. this.addToneMapping( neutralToneMapping, NeutralToneMapping );
  44956. this.addColorSpace( linearSRGBTosRGB, getColorSpaceMethod( LinearSRGBColorSpace, SRGBColorSpace ) );
  44957. this.addColorSpace( sRGBToLinearSRGB, getColorSpaceMethod( SRGBColorSpace, LinearSRGBColorSpace ) );
  44958. }
  44959. }
  44960. class WebGPURenderer extends Renderer {
  44961. constructor( parameters = {} ) {
  44962. let BackendClass;
  44963. if ( parameters.forceWebGL ) {
  44964. BackendClass = WebGLBackend;
  44965. } else {
  44966. BackendClass = WebGPUBackend;
  44967. parameters.getFallback = () => {
  44968. console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
  44969. return new WebGLBackend( parameters );
  44970. };
  44971. }
  44972. const backend = new BackendClass( parameters );
  44973. super( backend, parameters );
  44974. this.nodes.library = new BasicNodeLibrary();
  44975. this.isWebGPURenderer = true;
  44976. }
  44977. }
  44978. const _material = /*@__PURE__*/ new NodeMaterial();
  44979. const _quadMesh = /*@__PURE__*/ new QuadMesh( _material );
  44980. class PostProcessing {
  44981. constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
  44982. this.renderer = renderer;
  44983. this.outputNode = outputNode;
  44984. this.outputColorTransform = true;
  44985. this.needsUpdate = true;
  44986. _material.name = 'PostProcessing';
  44987. }
  44988. render() {
  44989. this.update();
  44990. const renderer = this.renderer;
  44991. const toneMapping = renderer.toneMapping;
  44992. const outputColorSpace = renderer.outputColorSpace;
  44993. renderer.toneMapping = NoToneMapping;
  44994. renderer.outputColorSpace = LinearSRGBColorSpace;
  44995. //
  44996. _quadMesh.render( renderer );
  44997. //
  44998. renderer.toneMapping = toneMapping;
  44999. renderer.outputColorSpace = outputColorSpace;
  45000. }
  45001. update() {
  45002. if ( this.needsUpdate === true ) {
  45003. const renderer = this.renderer;
  45004. const toneMapping = renderer.toneMapping;
  45005. const outputColorSpace = renderer.outputColorSpace;
  45006. _quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
  45007. _quadMesh.material.needsUpdate = true;
  45008. this.needsUpdate = false;
  45009. }
  45010. }
  45011. async renderAsync() {
  45012. this.update();
  45013. const renderer = this.renderer;
  45014. const toneMapping = renderer.toneMapping;
  45015. const outputColorSpace = renderer.outputColorSpace;
  45016. renderer.toneMapping = NoToneMapping;
  45017. renderer.outputColorSpace = LinearSRGBColorSpace;
  45018. //
  45019. await _quadMesh.renderAsync( renderer );
  45020. //
  45021. renderer.toneMapping = toneMapping;
  45022. renderer.outputColorSpace = outputColorSpace;
  45023. }
  45024. }
  45025. class StorageTexture extends Texture {
  45026. constructor( width = 1, height = 1 ) {
  45027. super();
  45028. this.image = { width, height };
  45029. this.magFilter = LinearFilter;
  45030. this.minFilter = LinearFilter;
  45031. this.isStorageTexture = true;
  45032. }
  45033. }
  45034. class StorageBufferAttribute extends BufferAttribute {
  45035. constructor( array, itemSize, typeClass = Float32Array ) {
  45036. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45037. super( array, itemSize );
  45038. this.isStorageBufferAttribute = true;
  45039. }
  45040. }
  45041. class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
  45042. constructor( array, itemSize, typeClass = Float32Array ) {
  45043. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45044. super( array, itemSize );
  45045. this.isStorageInstancedBufferAttribute = true;
  45046. }
  45047. }
  45048. class NodeLoader extends Loader {
  45049. constructor( manager ) {
  45050. super( manager );
  45051. this.textures = {};
  45052. this.nodes = {};
  45053. }
  45054. load( url, onLoad, onProgress, onError ) {
  45055. const loader = new FileLoader( this.manager );
  45056. loader.setPath( this.path );
  45057. loader.setRequestHeader( this.requestHeader );
  45058. loader.setWithCredentials( this.withCredentials );
  45059. loader.load( url, ( text ) => {
  45060. try {
  45061. onLoad( this.parse( JSON.parse( text ) ) );
  45062. } catch ( e ) {
  45063. if ( onError ) {
  45064. onError( e );
  45065. } else {
  45066. console.error( e );
  45067. }
  45068. this.manager.itemError( url );
  45069. }
  45070. }, onProgress, onError );
  45071. }
  45072. parseNodes( json ) {
  45073. const nodes = {};
  45074. if ( json !== undefined ) {
  45075. for ( const nodeJSON of json ) {
  45076. const { uuid, type } = nodeJSON;
  45077. nodes[ uuid ] = this.createNodeFromType( type );
  45078. nodes[ uuid ].uuid = uuid;
  45079. }
  45080. const meta = { nodes, textures: this.textures };
  45081. for ( const nodeJSON of json ) {
  45082. nodeJSON.meta = meta;
  45083. const node = nodes[ nodeJSON.uuid ];
  45084. node.deserialize( nodeJSON );
  45085. delete nodeJSON.meta;
  45086. }
  45087. }
  45088. return nodes;
  45089. }
  45090. parse( json ) {
  45091. const node = this.createNodeFromType( json.type );
  45092. node.uuid = json.uuid;
  45093. const nodes = this.parseNodes( json.nodes );
  45094. const meta = { nodes, textures: this.textures };
  45095. json.meta = meta;
  45096. node.deserialize( json );
  45097. delete json.meta;
  45098. return node;
  45099. }
  45100. setTextures( value ) {
  45101. this.textures = value;
  45102. return this;
  45103. }
  45104. setNodes( value ) {
  45105. this.nodes = value;
  45106. return this;
  45107. }
  45108. createNodeFromType( type ) {
  45109. if ( this.nodes[ type ] === undefined ) {
  45110. console.error( 'THREE.NodeLoader: Node type not found:', type );
  45111. return float();
  45112. }
  45113. return nodeObject( new this.nodes[ type ]() );
  45114. }
  45115. }
  45116. class NodeMaterialLoader extends MaterialLoader {
  45117. constructor( manager ) {
  45118. super( manager );
  45119. this.nodes = {};
  45120. this.nodeMaterials = {};
  45121. }
  45122. parse( json ) {
  45123. const material = super.parse( json );
  45124. const nodes = this.nodes;
  45125. const inputNodes = json.inputNodes;
  45126. for ( const property in inputNodes ) {
  45127. const uuid = inputNodes[ property ];
  45128. material[ property ] = nodes[ uuid ];
  45129. }
  45130. return material;
  45131. }
  45132. setNodes( value ) {
  45133. this.nodes = value;
  45134. return this;
  45135. }
  45136. setNodeMaterials( value ) {
  45137. this.nodeMaterials = value;
  45138. return this;
  45139. }
  45140. createMaterialFromType( type ) {
  45141. const materialClass = this.nodeMaterials[ type ];
  45142. if ( materialClass !== undefined ) {
  45143. return new materialClass();
  45144. }
  45145. return super.createMaterialFromType( type );
  45146. }
  45147. }
  45148. class NodeObjectLoader extends ObjectLoader {
  45149. constructor( manager ) {
  45150. super( manager );
  45151. this.nodes = {};
  45152. this.nodeMaterials = {};
  45153. this._nodesJSON = null;
  45154. }
  45155. setNodes( value ) {
  45156. this.nodes = value;
  45157. return this;
  45158. }
  45159. setNodeMaterials( value ) {
  45160. this.nodeMaterials = value;
  45161. return this;
  45162. }
  45163. parse( json, onLoad ) {
  45164. this._nodesJSON = json.nodes;
  45165. const data = super.parse( json, onLoad );
  45166. this._nodesJSON = null; // dispose
  45167. return data;
  45168. }
  45169. parseNodes( json, textures ) {
  45170. if ( json !== undefined ) {
  45171. const loader = new NodeLoader();
  45172. loader.setNodes( this.nodes );
  45173. loader.setTextures( textures );
  45174. return loader.parseNodes( json );
  45175. }
  45176. return {};
  45177. }
  45178. parseMaterials( json, textures ) {
  45179. const materials = {};
  45180. if ( json !== undefined ) {
  45181. const nodes = this.parseNodes( this._nodesJSON, textures );
  45182. const loader = new NodeMaterialLoader();
  45183. loader.setTextures( textures );
  45184. loader.setNodes( nodes );
  45185. loader.setNodeMaterials( this.nodeMaterials );
  45186. for ( let i = 0, l = json.length; i < l; i ++ ) {
  45187. const data = json[ i ];
  45188. materials[ data.uuid ] = loader.parse( data );
  45189. }
  45190. }
  45191. return materials;
  45192. }
  45193. }
  45194. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  45195. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  45196. revision: REVISION,
  45197. } } ) );
  45198. }
  45199. if ( typeof window !== 'undefined' ) {
  45200. if ( window.__THREE__ ) {
  45201. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  45202. } else {
  45203. window.__THREE__ = REVISION;
  45204. }
  45205. }
  45206. export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnalyticLightNode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrayElementNode, ArrowHelper, AssignNode, AttachedBindMode, AttributeNode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BRDF_GGX, BRDF_Lambert, BackSide, BasicDepthPacking, BasicEnvironmentNode, BasicShadowMap$1 as BasicShadowMap, BatchNode, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, Break, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferGeometryLoader, BufferNode, BumpMapNode, BypassNode, ByteType, Cache, CacheNode, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, CodeNode, Color, ColorKeyframeTrack, ColorManagement, ColorSpaceNode, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ComputeNode, ConeGeometry, ConstNode, ConstantAlphaFactor, ConstantColorFactor, ContextNode, Continue, Controls, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeTextureNode, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, DFGApprox, D_GGX, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DirectionalLightNode, Discard, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EPSILON, EdgesGeometry, EllipseCurve, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, ExtrudeGeometry, F_Schlick, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fn, Fog, FogExp2, FogExp2Node, FogNode, FogRangeNode, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLBufferAttribute, GLSL1, GLSL3, GLSLNodeParser, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightNode, IESSpotLight, IESSpotLightNode, INFINITY, IcosahedronGeometry, If, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, InstanceNode, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, InstancedPointsNodeMaterial, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightProbeNode, LightingContextNode, LightingModel, LightingNode, LightsNode, Line, Line2NodeMaterial, Line3, LineBasicMaterial, LineBasicNodeMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineDashedNodeMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, Loop, LoopNode, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, ModelViewProjectionNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeMaterialObserver, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalAnimationBlendMode, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, OscNode, OutputStructNode, PCFShadowMap$1 as PCFShadowMap, PCFSoftShadowMap$1 as PCFSoftShadowMap, PI, PI2, PMREMGenerator, PMREMNode, ParameterNode, PassNode, Path, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, PointLightNode, PointUVNode, Points, PointsMaterial, PointsNodeMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PostProcessing, PosterizeNode, PropertyBinding, PropertyMixer, PropertyNode, QuadMesh, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RendererReferenceNode, RepeatWrapping, ReplaceStencilOp, Return, ReverseSubtractEquation, RingGeometry, RotateNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, SceneNode, Schlick_to_F0, ScreenNode, ScriptableNode, ScriptableValueNode, SetNode, ShaderMaterial, ShaderNode, ShadowMaterial, ShadowNodeMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SkinningNode, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SplitNode, SpotLight, SpotLightHelper, SpotLightNode, Sprite, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TBNViewMatrix, TOUCH, TangentSpaceNormalMap, TempNode, TetrahedronGeometry, Texture, Texture3DNode, TextureLoader, TextureNode, TextureSizeNode, TimerNode, ToneMappingNode, ToonOutlinePassNode, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TriplanarTexturesNode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform$1 as Uniform, UniformArrayNode, UniformGroupNode, UniformNode, UniformsGroup$1 as UniformsGroup, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, V_GGX_SmithCorrelated, VarNode, VaryingNode, Vector2, Vector3, Vector4, VectorKeyframeTrack, VertexColorNode, VideoTexture, ViewportDepthNode, ViewportDepthTextureNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, abs, acesFilmicToneMapping, acos, add, addMethodChaining, addNodeElement, agxToneMapping, all, alphaT, and, anisotropy, anisotropyB, anisotropyT, any, append, arrayBuffer, asin, assign, atan, atan2, atomicAdd, atomicAnd, atomicFunc, atomicMax, atomicMin, atomicOr, atomicStore, atomicSub, atomicXor, attenuationColor, attenuationDistance, attribute, backgroundBlurriness, backgroundIntensity, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, blur, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, cdl, ceil, checker, cineonToneMapping, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToWorking, colorToDirection, compute, cond, context, convert, convertToTexture, cos, createCanvasElement, cross, cubeTexture, dFdx, dFdy, dashSize, defaultBuildStages, defaultShaderStages, defined, degrees, densityFog, depth, depthPass, difference, diffuseColor, directionToColor, dispersion, distance, div, dodge, dot, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, gain, gapSize, getColorSpaceMethod, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getRoughness, getShIrradianceAt, getTextureIndex, global, glsl, glslFn, grayscale, greaterThan, greaterThanEqual, hash, highPrecisionModelNormalViewMatrix, highPrecisionModelViewMatrix, hue, instance, instanceIndex, instancedBufferAttribute, instancedDynamicBufferAttribute, int, inverseSqrt, invocationLocalIndex, invocationSubgroupIndex, ior, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightPosition, lightTargetDirection, lightTargetPosition, lightViewPosition, lightingContext, lights, linearDepth, linearSRGBTosRGB, linearToneMapping, localId, log, log2, loop, luminance, mat2, mat3, mat4, matcapUV, materialAOMap, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialAttenuationColor, materialAttenuationDistance, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIOR, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointWidth, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularColor, materialSpecularIntensity, materialSpecularStrength, materialThickness, materialTransmission, max$1 as max, maxMipLevel, metalness, min$1 as min, mix, mixElement, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, negate, neutralToneMapping, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, notEqual, numWorkgroups, objectDirection, objectGroup, objectPosition, objectScale, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToLogarithmicDepth, perspectiveDepthToViewZ, pmremTexture, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, property, radians, rand, range, rangeFog, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, reinhardToneMapping, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rotate, rotateUV, roughness, round, rtt, sRGBToLinearSRGB, sampler, saturate, saturation, screen, screenCoordinate, screenSize, screenUV, scriptable, scriptableValue, select, setCurrentStack, shaderStages, sharedUniformGroup, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, skinningReference, smoothstep, smoothstepElement, specularColor, specularF90, spherizeUV, split, spritesheetUV, sqrt, stack, step, storage, storageBarrier, storageObject, storageTexture, string, sub, subgroupIndex, subgroupSize, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBarrier, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, thickness, threshold, timerDelta, timerGlobal, timerLocal, toOutputColorSpace, toWorkingColorSpace, toneMapping, toneMappingExposure, toonOutlinePass, transformDirection, transformNormal, transformNormalToView, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transmission, transpose, tri, tri3, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, uniform, uniformArray, uniformGroup, uniforms, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportSize, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, workgroupArray, workgroupBarrier, workgroupId, workingToColorSpace, xor };
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