three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '108dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  102. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  103. var CullFaceNone = 0;
  104. var CullFaceBack = 1;
  105. var CullFaceFront = 2;
  106. var CullFaceFrontBack = 3;
  107. var FrontFaceDirectionCW = 0;
  108. var FrontFaceDirectionCCW = 1;
  109. var BasicShadowMap = 0;
  110. var PCFShadowMap = 1;
  111. var PCFSoftShadowMap = 2;
  112. var FrontSide = 0;
  113. var BackSide = 1;
  114. var DoubleSide = 2;
  115. var FlatShading = 1;
  116. var SmoothShading = 2;
  117. var NoColors = 0;
  118. var FaceColors = 1;
  119. var VertexColors = 2;
  120. var NoBlending = 0;
  121. var NormalBlending = 1;
  122. var AdditiveBlending = 2;
  123. var SubtractiveBlending = 3;
  124. var MultiplyBlending = 4;
  125. var CustomBlending = 5;
  126. var AddEquation = 100;
  127. var SubtractEquation = 101;
  128. var ReverseSubtractEquation = 102;
  129. var MinEquation = 103;
  130. var MaxEquation = 104;
  131. var ZeroFactor = 200;
  132. var OneFactor = 201;
  133. var SrcColorFactor = 202;
  134. var OneMinusSrcColorFactor = 203;
  135. var SrcAlphaFactor = 204;
  136. var OneMinusSrcAlphaFactor = 205;
  137. var DstAlphaFactor = 206;
  138. var OneMinusDstAlphaFactor = 207;
  139. var DstColorFactor = 208;
  140. var OneMinusDstColorFactor = 209;
  141. var SrcAlphaSaturateFactor = 210;
  142. var NeverDepth = 0;
  143. var AlwaysDepth = 1;
  144. var LessDepth = 2;
  145. var LessEqualDepth = 3;
  146. var EqualDepth = 4;
  147. var GreaterEqualDepth = 5;
  148. var GreaterDepth = 6;
  149. var NotEqualDepth = 7;
  150. var MultiplyOperation = 0;
  151. var MixOperation = 1;
  152. var AddOperation = 2;
  153. var NoToneMapping = 0;
  154. var LinearToneMapping = 1;
  155. var ReinhardToneMapping = 2;
  156. var Uncharted2ToneMapping = 3;
  157. var CineonToneMapping = 4;
  158. var ACESFilmicToneMapping = 5;
  159. var UVMapping = 300;
  160. var CubeReflectionMapping = 301;
  161. var CubeRefractionMapping = 302;
  162. var EquirectangularReflectionMapping = 303;
  163. var EquirectangularRefractionMapping = 304;
  164. var SphericalReflectionMapping = 305;
  165. var CubeUVReflectionMapping = 306;
  166. var CubeUVRefractionMapping = 307;
  167. var RepeatWrapping = 1000;
  168. var ClampToEdgeWrapping = 1001;
  169. var MirroredRepeatWrapping = 1002;
  170. var NearestFilter = 1003;
  171. var NearestMipmapNearestFilter = 1004;
  172. var NearestMipMapNearestFilter = 1004;
  173. var NearestMipmapLinearFilter = 1005;
  174. var NearestMipMapLinearFilter = 1005;
  175. var LinearFilter = 1006;
  176. var LinearMipmapNearestFilter = 1007;
  177. var LinearMipMapNearestFilter = 1007;
  178. var LinearMipmapLinearFilter = 1008;
  179. var LinearMipMapLinearFilter = 1008;
  180. var UnsignedByteType = 1009;
  181. var ByteType = 1010;
  182. var ShortType = 1011;
  183. var UnsignedShortType = 1012;
  184. var IntType = 1013;
  185. var UnsignedIntType = 1014;
  186. var FloatType = 1015;
  187. var HalfFloatType = 1016;
  188. var UnsignedShort4444Type = 1017;
  189. var UnsignedShort5551Type = 1018;
  190. var UnsignedShort565Type = 1019;
  191. var UnsignedInt248Type = 1020;
  192. var AlphaFormat = 1021;
  193. var RGBFormat = 1022;
  194. var RGBAFormat = 1023;
  195. var LuminanceFormat = 1024;
  196. var LuminanceAlphaFormat = 1025;
  197. var RGBEFormat = RGBAFormat;
  198. var DepthFormat = 1026;
  199. var DepthStencilFormat = 1027;
  200. var RedFormat = 1028;
  201. var RGB_S3TC_DXT1_Format = 33776;
  202. var RGBA_S3TC_DXT1_Format = 33777;
  203. var RGBA_S3TC_DXT3_Format = 33778;
  204. var RGBA_S3TC_DXT5_Format = 33779;
  205. var RGB_PVRTC_4BPPV1_Format = 35840;
  206. var RGB_PVRTC_2BPPV1_Format = 35841;
  207. var RGBA_PVRTC_4BPPV1_Format = 35842;
  208. var RGBA_PVRTC_2BPPV1_Format = 35843;
  209. var RGB_ETC1_Format = 36196;
  210. var RGBA_ASTC_4x4_Format = 37808;
  211. var RGBA_ASTC_5x4_Format = 37809;
  212. var RGBA_ASTC_5x5_Format = 37810;
  213. var RGBA_ASTC_6x5_Format = 37811;
  214. var RGBA_ASTC_6x6_Format = 37812;
  215. var RGBA_ASTC_8x5_Format = 37813;
  216. var RGBA_ASTC_8x6_Format = 37814;
  217. var RGBA_ASTC_8x8_Format = 37815;
  218. var RGBA_ASTC_10x5_Format = 37816;
  219. var RGBA_ASTC_10x6_Format = 37817;
  220. var RGBA_ASTC_10x8_Format = 37818;
  221. var RGBA_ASTC_10x10_Format = 37819;
  222. var RGBA_ASTC_12x10_Format = 37820;
  223. var RGBA_ASTC_12x12_Format = 37821;
  224. var LoopOnce = 2200;
  225. var LoopRepeat = 2201;
  226. var LoopPingPong = 2202;
  227. var InterpolateDiscrete = 2300;
  228. var InterpolateLinear = 2301;
  229. var InterpolateSmooth = 2302;
  230. var ZeroCurvatureEnding = 2400;
  231. var ZeroSlopeEnding = 2401;
  232. var WrapAroundEnding = 2402;
  233. var TrianglesDrawMode = 0;
  234. var TriangleStripDrawMode = 1;
  235. var TriangleFanDrawMode = 2;
  236. var LinearEncoding = 3000;
  237. var sRGBEncoding = 3001;
  238. var GammaEncoding = 3007;
  239. var RGBEEncoding = 3002;
  240. var LogLuvEncoding = 3003;
  241. var RGBM7Encoding = 3004;
  242. var RGBM16Encoding = 3005;
  243. var RGBDEncoding = 3006;
  244. var BasicDepthPacking = 3200;
  245. var RGBADepthPacking = 3201;
  246. var TangentSpaceNormalMap = 0;
  247. var ObjectSpaceNormalMap = 1;
  248. var ZeroStencilOp = 0;
  249. var KeepStencilOp = 7680;
  250. var ReplaceStencilOp = 7681;
  251. var IncrementStencilOp = 7682;
  252. var DecrementStencilOp = 7683;
  253. var IncrementWrapStencilOp = 34055;
  254. var DecrementWrapStencilOp = 34056;
  255. var InvertStencilOp = 5386;
  256. var NeverStencilFunc = 512;
  257. var LessStencilFunc = 513;
  258. var EqualStencilFunc = 514;
  259. var LessEqualStencilFunc = 515;
  260. var GreaterStencilFunc = 516;
  261. var NotEqualStencilFunc = 517;
  262. var GreaterEqualStencilFunc = 518;
  263. var AlwaysStencilFunc = 519;
  264. /**
  265. * @author alteredq / http://alteredqualia.com/
  266. * @author mrdoob / http://mrdoob.com/
  267. */
  268. var _lut = [];
  269. for ( var i = 0; i < 256; i ++ ) {
  270. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  271. }
  272. var _Math = {
  273. DEG2RAD: Math.PI / 180,
  274. RAD2DEG: 180 / Math.PI,
  275. generateUUID: function () {
  276. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  277. var d0 = Math.random() * 0xffffffff | 0;
  278. var d1 = Math.random() * 0xffffffff | 0;
  279. var d2 = Math.random() * 0xffffffff | 0;
  280. var d3 = Math.random() * 0xffffffff | 0;
  281. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  282. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  283. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  284. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  285. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  286. return uuid.toUpperCase();
  287. },
  288. clamp: function ( value, min, max ) {
  289. return Math.max( min, Math.min( max, value ) );
  290. },
  291. // compute euclidian modulo of m % n
  292. // https://en.wikipedia.org/wiki/Modulo_operation
  293. euclideanModulo: function ( n, m ) {
  294. return ( ( n % m ) + m ) % m;
  295. },
  296. // Linear mapping from range <a1, a2> to range <b1, b2>
  297. mapLinear: function ( x, a1, a2, b1, b2 ) {
  298. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  299. },
  300. // https://en.wikipedia.org/wiki/Linear_interpolation
  301. lerp: function ( x, y, t ) {
  302. return ( 1 - t ) * x + t * y;
  303. },
  304. // http://en.wikipedia.org/wiki/Smoothstep
  305. smoothstep: function ( x, min, max ) {
  306. if ( x <= min ) return 0;
  307. if ( x >= max ) return 1;
  308. x = ( x - min ) / ( max - min );
  309. return x * x * ( 3 - 2 * x );
  310. },
  311. smootherstep: function ( x, min, max ) {
  312. if ( x <= min ) return 0;
  313. if ( x >= max ) return 1;
  314. x = ( x - min ) / ( max - min );
  315. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  316. },
  317. // Random integer from <low, high> interval
  318. randInt: function ( low, high ) {
  319. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  320. },
  321. // Random float from <low, high> interval
  322. randFloat: function ( low, high ) {
  323. return low + Math.random() * ( high - low );
  324. },
  325. // Random float from <-range/2, range/2> interval
  326. randFloatSpread: function ( range ) {
  327. return range * ( 0.5 - Math.random() );
  328. },
  329. degToRad: function ( degrees ) {
  330. return degrees * _Math.DEG2RAD;
  331. },
  332. radToDeg: function ( radians ) {
  333. return radians * _Math.RAD2DEG;
  334. },
  335. isPowerOfTwo: function ( value ) {
  336. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  337. },
  338. ceilPowerOfTwo: function ( value ) {
  339. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  340. },
  341. floorPowerOfTwo: function ( value ) {
  342. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  343. }
  344. };
  345. /**
  346. * @author mrdoob / http://mrdoob.com/
  347. * @author philogb / http://blog.thejit.org/
  348. * @author egraether / http://egraether.com/
  349. * @author zz85 / http://www.lab4games.net/zz85/blog
  350. */
  351. function Vector2( x, y ) {
  352. this.x = x || 0;
  353. this.y = y || 0;
  354. }
  355. Object.defineProperties( Vector2.prototype, {
  356. "width": {
  357. get: function () {
  358. return this.x;
  359. },
  360. set: function ( value ) {
  361. this.x = value;
  362. }
  363. },
  364. "height": {
  365. get: function () {
  366. return this.y;
  367. },
  368. set: function ( value ) {
  369. this.y = value;
  370. }
  371. }
  372. } );
  373. Object.assign( Vector2.prototype, {
  374. isVector2: true,
  375. set: function ( x, y ) {
  376. this.x = x;
  377. this.y = y;
  378. return this;
  379. },
  380. setScalar: function ( scalar ) {
  381. this.x = scalar;
  382. this.y = scalar;
  383. return this;
  384. },
  385. setX: function ( x ) {
  386. this.x = x;
  387. return this;
  388. },
  389. setY: function ( y ) {
  390. this.y = y;
  391. return this;
  392. },
  393. setComponent: function ( index, value ) {
  394. switch ( index ) {
  395. case 0: this.x = value; break;
  396. case 1: this.y = value; break;
  397. default: throw new Error( 'index is out of range: ' + index );
  398. }
  399. return this;
  400. },
  401. getComponent: function ( index ) {
  402. switch ( index ) {
  403. case 0: return this.x;
  404. case 1: return this.y;
  405. default: throw new Error( 'index is out of range: ' + index );
  406. }
  407. },
  408. clone: function () {
  409. return new this.constructor( this.x, this.y );
  410. },
  411. copy: function ( v ) {
  412. this.x = v.x;
  413. this.y = v.y;
  414. return this;
  415. },
  416. add: function ( v, w ) {
  417. if ( w !== undefined ) {
  418. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  419. return this.addVectors( v, w );
  420. }
  421. this.x += v.x;
  422. this.y += v.y;
  423. return this;
  424. },
  425. addScalar: function ( s ) {
  426. this.x += s;
  427. this.y += s;
  428. return this;
  429. },
  430. addVectors: function ( a, b ) {
  431. this.x = a.x + b.x;
  432. this.y = a.y + b.y;
  433. return this;
  434. },
  435. addScaledVector: function ( v, s ) {
  436. this.x += v.x * s;
  437. this.y += v.y * s;
  438. return this;
  439. },
  440. sub: function ( v, w ) {
  441. if ( w !== undefined ) {
  442. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  443. return this.subVectors( v, w );
  444. }
  445. this.x -= v.x;
  446. this.y -= v.y;
  447. return this;
  448. },
  449. subScalar: function ( s ) {
  450. this.x -= s;
  451. this.y -= s;
  452. return this;
  453. },
  454. subVectors: function ( a, b ) {
  455. this.x = a.x - b.x;
  456. this.y = a.y - b.y;
  457. return this;
  458. },
  459. multiply: function ( v ) {
  460. this.x *= v.x;
  461. this.y *= v.y;
  462. return this;
  463. },
  464. multiplyScalar: function ( scalar ) {
  465. this.x *= scalar;
  466. this.y *= scalar;
  467. return this;
  468. },
  469. divide: function ( v ) {
  470. this.x /= v.x;
  471. this.y /= v.y;
  472. return this;
  473. },
  474. divideScalar: function ( scalar ) {
  475. return this.multiplyScalar( 1 / scalar );
  476. },
  477. applyMatrix3: function ( m ) {
  478. var x = this.x, y = this.y;
  479. var e = m.elements;
  480. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  481. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  482. return this;
  483. },
  484. min: function ( v ) {
  485. this.x = Math.min( this.x, v.x );
  486. this.y = Math.min( this.y, v.y );
  487. return this;
  488. },
  489. max: function ( v ) {
  490. this.x = Math.max( this.x, v.x );
  491. this.y = Math.max( this.y, v.y );
  492. return this;
  493. },
  494. clamp: function ( min, max ) {
  495. // assumes min < max, componentwise
  496. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  497. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  498. return this;
  499. },
  500. clampScalar: function ( minVal, maxVal ) {
  501. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  502. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  503. return this;
  504. },
  505. clampLength: function ( min, max ) {
  506. var length = this.length();
  507. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  508. },
  509. floor: function () {
  510. this.x = Math.floor( this.x );
  511. this.y = Math.floor( this.y );
  512. return this;
  513. },
  514. ceil: function () {
  515. this.x = Math.ceil( this.x );
  516. this.y = Math.ceil( this.y );
  517. return this;
  518. },
  519. round: function () {
  520. this.x = Math.round( this.x );
  521. this.y = Math.round( this.y );
  522. return this;
  523. },
  524. roundToZero: function () {
  525. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  526. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  527. return this;
  528. },
  529. negate: function () {
  530. this.x = - this.x;
  531. this.y = - this.y;
  532. return this;
  533. },
  534. dot: function ( v ) {
  535. return this.x * v.x + this.y * v.y;
  536. },
  537. cross: function ( v ) {
  538. return this.x * v.y - this.y * v.x;
  539. },
  540. lengthSq: function () {
  541. return this.x * this.x + this.y * this.y;
  542. },
  543. length: function () {
  544. return Math.sqrt( this.x * this.x + this.y * this.y );
  545. },
  546. manhattanLength: function () {
  547. return Math.abs( this.x ) + Math.abs( this.y );
  548. },
  549. normalize: function () {
  550. return this.divideScalar( this.length() || 1 );
  551. },
  552. angle: function () {
  553. // computes the angle in radians with respect to the positive x-axis
  554. var angle = Math.atan2( this.y, this.x );
  555. if ( angle < 0 ) angle += 2 * Math.PI;
  556. return angle;
  557. },
  558. distanceTo: function ( v ) {
  559. return Math.sqrt( this.distanceToSquared( v ) );
  560. },
  561. distanceToSquared: function ( v ) {
  562. var dx = this.x - v.x, dy = this.y - v.y;
  563. return dx * dx + dy * dy;
  564. },
  565. manhattanDistanceTo: function ( v ) {
  566. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  567. },
  568. setLength: function ( length ) {
  569. return this.normalize().multiplyScalar( length );
  570. },
  571. lerp: function ( v, alpha ) {
  572. this.x += ( v.x - this.x ) * alpha;
  573. this.y += ( v.y - this.y ) * alpha;
  574. return this;
  575. },
  576. lerpVectors: function ( v1, v2, alpha ) {
  577. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  578. },
  579. equals: function ( v ) {
  580. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  581. },
  582. fromArray: function ( array, offset ) {
  583. if ( offset === undefined ) offset = 0;
  584. this.x = array[ offset ];
  585. this.y = array[ offset + 1 ];
  586. return this;
  587. },
  588. toArray: function ( array, offset ) {
  589. if ( array === undefined ) array = [];
  590. if ( offset === undefined ) offset = 0;
  591. array[ offset ] = this.x;
  592. array[ offset + 1 ] = this.y;
  593. return array;
  594. },
  595. fromBufferAttribute: function ( attribute, index, offset ) {
  596. if ( offset !== undefined ) {
  597. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  598. }
  599. this.x = attribute.getX( index );
  600. this.y = attribute.getY( index );
  601. return this;
  602. },
  603. rotateAround: function ( center, angle ) {
  604. var c = Math.cos( angle ), s = Math.sin( angle );
  605. var x = this.x - center.x;
  606. var y = this.y - center.y;
  607. this.x = x * c - y * s + center.x;
  608. this.y = x * s + y * c + center.y;
  609. return this;
  610. }
  611. } );
  612. /**
  613. * @author mikael emtinger / http://gomo.se/
  614. * @author alteredq / http://alteredqualia.com/
  615. * @author WestLangley / http://github.com/WestLangley
  616. * @author bhouston / http://clara.io
  617. */
  618. function Quaternion( x, y, z, w ) {
  619. this._x = x || 0;
  620. this._y = y || 0;
  621. this._z = z || 0;
  622. this._w = ( w !== undefined ) ? w : 1;
  623. }
  624. Object.assign( Quaternion, {
  625. slerp: function ( qa, qb, qm, t ) {
  626. return qm.copy( qa ).slerp( qb, t );
  627. },
  628. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  629. // fuzz-free, array-based Quaternion SLERP operation
  630. var x0 = src0[ srcOffset0 + 0 ],
  631. y0 = src0[ srcOffset0 + 1 ],
  632. z0 = src0[ srcOffset0 + 2 ],
  633. w0 = src0[ srcOffset0 + 3 ],
  634. x1 = src1[ srcOffset1 + 0 ],
  635. y1 = src1[ srcOffset1 + 1 ],
  636. z1 = src1[ srcOffset1 + 2 ],
  637. w1 = src1[ srcOffset1 + 3 ];
  638. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  639. var s = 1 - t,
  640. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  641. dir = ( cos >= 0 ? 1 : - 1 ),
  642. sqrSin = 1 - cos * cos;
  643. // Skip the Slerp for tiny steps to avoid numeric problems:
  644. if ( sqrSin > Number.EPSILON ) {
  645. var sin = Math.sqrt( sqrSin ),
  646. len = Math.atan2( sin, cos * dir );
  647. s = Math.sin( s * len ) / sin;
  648. t = Math.sin( t * len ) / sin;
  649. }
  650. var tDir = t * dir;
  651. x0 = x0 * s + x1 * tDir;
  652. y0 = y0 * s + y1 * tDir;
  653. z0 = z0 * s + z1 * tDir;
  654. w0 = w0 * s + w1 * tDir;
  655. // Normalize in case we just did a lerp:
  656. if ( s === 1 - t ) {
  657. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  658. x0 *= f;
  659. y0 *= f;
  660. z0 *= f;
  661. w0 *= f;
  662. }
  663. }
  664. dst[ dstOffset ] = x0;
  665. dst[ dstOffset + 1 ] = y0;
  666. dst[ dstOffset + 2 ] = z0;
  667. dst[ dstOffset + 3 ] = w0;
  668. }
  669. } );
  670. Object.defineProperties( Quaternion.prototype, {
  671. x: {
  672. get: function () {
  673. return this._x;
  674. },
  675. set: function ( value ) {
  676. this._x = value;
  677. this._onChangeCallback();
  678. }
  679. },
  680. y: {
  681. get: function () {
  682. return this._y;
  683. },
  684. set: function ( value ) {
  685. this._y = value;
  686. this._onChangeCallback();
  687. }
  688. },
  689. z: {
  690. get: function () {
  691. return this._z;
  692. },
  693. set: function ( value ) {
  694. this._z = value;
  695. this._onChangeCallback();
  696. }
  697. },
  698. w: {
  699. get: function () {
  700. return this._w;
  701. },
  702. set: function ( value ) {
  703. this._w = value;
  704. this._onChangeCallback();
  705. }
  706. }
  707. } );
  708. Object.assign( Quaternion.prototype, {
  709. isQuaternion: true,
  710. set: function ( x, y, z, w ) {
  711. this._x = x;
  712. this._y = y;
  713. this._z = z;
  714. this._w = w;
  715. this._onChangeCallback();
  716. return this;
  717. },
  718. clone: function () {
  719. return new this.constructor( this._x, this._y, this._z, this._w );
  720. },
  721. copy: function ( quaternion ) {
  722. this._x = quaternion.x;
  723. this._y = quaternion.y;
  724. this._z = quaternion.z;
  725. this._w = quaternion.w;
  726. this._onChangeCallback();
  727. return this;
  728. },
  729. setFromEuler: function ( euler, update ) {
  730. if ( ! ( euler && euler.isEuler ) ) {
  731. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  732. }
  733. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  734. // http://www.mathworks.com/matlabcentral/fileexchange/
  735. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  736. // content/SpinCalc.m
  737. var cos = Math.cos;
  738. var sin = Math.sin;
  739. var c1 = cos( x / 2 );
  740. var c2 = cos( y / 2 );
  741. var c3 = cos( z / 2 );
  742. var s1 = sin( x / 2 );
  743. var s2 = sin( y / 2 );
  744. var s3 = sin( z / 2 );
  745. if ( order === 'XYZ' ) {
  746. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  747. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  748. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  749. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  750. } else if ( order === 'YXZ' ) {
  751. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  752. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  753. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  754. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  755. } else if ( order === 'ZXY' ) {
  756. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  757. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  758. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  759. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  760. } else if ( order === 'ZYX' ) {
  761. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  762. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  763. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  764. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  765. } else if ( order === 'YZX' ) {
  766. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  767. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  768. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  769. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  770. } else if ( order === 'XZY' ) {
  771. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  772. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  773. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  774. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  775. }
  776. if ( update !== false ) this._onChangeCallback();
  777. return this;
  778. },
  779. setFromAxisAngle: function ( axis, angle ) {
  780. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  781. // assumes axis is normalized
  782. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  783. this._x = axis.x * s;
  784. this._y = axis.y * s;
  785. this._z = axis.z * s;
  786. this._w = Math.cos( halfAngle );
  787. this._onChangeCallback();
  788. return this;
  789. },
  790. setFromRotationMatrix: function ( m ) {
  791. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  792. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  793. var te = m.elements,
  794. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  795. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  796. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  797. trace = m11 + m22 + m33,
  798. s;
  799. if ( trace > 0 ) {
  800. s = 0.5 / Math.sqrt( trace + 1.0 );
  801. this._w = 0.25 / s;
  802. this._x = ( m32 - m23 ) * s;
  803. this._y = ( m13 - m31 ) * s;
  804. this._z = ( m21 - m12 ) * s;
  805. } else if ( m11 > m22 && m11 > m33 ) {
  806. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  807. this._w = ( m32 - m23 ) / s;
  808. this._x = 0.25 * s;
  809. this._y = ( m12 + m21 ) / s;
  810. this._z = ( m13 + m31 ) / s;
  811. } else if ( m22 > m33 ) {
  812. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  813. this._w = ( m13 - m31 ) / s;
  814. this._x = ( m12 + m21 ) / s;
  815. this._y = 0.25 * s;
  816. this._z = ( m23 + m32 ) / s;
  817. } else {
  818. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  819. this._w = ( m21 - m12 ) / s;
  820. this._x = ( m13 + m31 ) / s;
  821. this._y = ( m23 + m32 ) / s;
  822. this._z = 0.25 * s;
  823. }
  824. this._onChangeCallback();
  825. return this;
  826. },
  827. setFromUnitVectors: function ( vFrom, vTo ) {
  828. // assumes direction vectors vFrom and vTo are normalized
  829. var EPS = 0.000001;
  830. var r = vFrom.dot( vTo ) + 1;
  831. if ( r < EPS ) {
  832. r = 0;
  833. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  834. this._x = - vFrom.y;
  835. this._y = vFrom.x;
  836. this._z = 0;
  837. this._w = r;
  838. } else {
  839. this._x = 0;
  840. this._y = - vFrom.z;
  841. this._z = vFrom.y;
  842. this._w = r;
  843. }
  844. } else {
  845. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  846. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  847. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  848. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  849. this._w = r;
  850. }
  851. return this.normalize();
  852. },
  853. angleTo: function ( q ) {
  854. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  855. },
  856. rotateTowards: function ( q, step ) {
  857. var angle = this.angleTo( q );
  858. if ( angle === 0 ) return this;
  859. var t = Math.min( 1, step / angle );
  860. this.slerp( q, t );
  861. return this;
  862. },
  863. inverse: function () {
  864. // quaternion is assumed to have unit length
  865. return this.conjugate();
  866. },
  867. conjugate: function () {
  868. this._x *= - 1;
  869. this._y *= - 1;
  870. this._z *= - 1;
  871. this._onChangeCallback();
  872. return this;
  873. },
  874. dot: function ( v ) {
  875. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  876. },
  877. lengthSq: function () {
  878. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  879. },
  880. length: function () {
  881. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  882. },
  883. normalize: function () {
  884. var l = this.length();
  885. if ( l === 0 ) {
  886. this._x = 0;
  887. this._y = 0;
  888. this._z = 0;
  889. this._w = 1;
  890. } else {
  891. l = 1 / l;
  892. this._x = this._x * l;
  893. this._y = this._y * l;
  894. this._z = this._z * l;
  895. this._w = this._w * l;
  896. }
  897. this._onChangeCallback();
  898. return this;
  899. },
  900. multiply: function ( q, p ) {
  901. if ( p !== undefined ) {
  902. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  903. return this.multiplyQuaternions( q, p );
  904. }
  905. return this.multiplyQuaternions( this, q );
  906. },
  907. premultiply: function ( q ) {
  908. return this.multiplyQuaternions( q, this );
  909. },
  910. multiplyQuaternions: function ( a, b ) {
  911. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  912. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  913. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  914. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  915. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  916. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  917. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  918. this._onChangeCallback();
  919. return this;
  920. },
  921. slerp: function ( qb, t ) {
  922. if ( t === 0 ) return this;
  923. if ( t === 1 ) return this.copy( qb );
  924. var x = this._x, y = this._y, z = this._z, w = this._w;
  925. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  926. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  927. if ( cosHalfTheta < 0 ) {
  928. this._w = - qb._w;
  929. this._x = - qb._x;
  930. this._y = - qb._y;
  931. this._z = - qb._z;
  932. cosHalfTheta = - cosHalfTheta;
  933. } else {
  934. this.copy( qb );
  935. }
  936. if ( cosHalfTheta >= 1.0 ) {
  937. this._w = w;
  938. this._x = x;
  939. this._y = y;
  940. this._z = z;
  941. return this;
  942. }
  943. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  944. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  945. var s = 1 - t;
  946. this._w = s * w + t * this._w;
  947. this._x = s * x + t * this._x;
  948. this._y = s * y + t * this._y;
  949. this._z = s * z + t * this._z;
  950. this.normalize();
  951. this._onChangeCallback();
  952. return this;
  953. }
  954. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  955. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  956. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  957. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  958. this._w = ( w * ratioA + this._w * ratioB );
  959. this._x = ( x * ratioA + this._x * ratioB );
  960. this._y = ( y * ratioA + this._y * ratioB );
  961. this._z = ( z * ratioA + this._z * ratioB );
  962. this._onChangeCallback();
  963. return this;
  964. },
  965. equals: function ( quaternion ) {
  966. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  967. },
  968. fromArray: function ( array, offset ) {
  969. if ( offset === undefined ) offset = 0;
  970. this._x = array[ offset ];
  971. this._y = array[ offset + 1 ];
  972. this._z = array[ offset + 2 ];
  973. this._w = array[ offset + 3 ];
  974. this._onChangeCallback();
  975. return this;
  976. },
  977. toArray: function ( array, offset ) {
  978. if ( array === undefined ) array = [];
  979. if ( offset === undefined ) offset = 0;
  980. array[ offset ] = this._x;
  981. array[ offset + 1 ] = this._y;
  982. array[ offset + 2 ] = this._z;
  983. array[ offset + 3 ] = this._w;
  984. return array;
  985. },
  986. _onChange: function ( callback ) {
  987. this._onChangeCallback = callback;
  988. return this;
  989. },
  990. _onChangeCallback: function () {}
  991. } );
  992. /**
  993. * @author mrdoob / http://mrdoob.com/
  994. * @author kile / http://kile.stravaganza.org/
  995. * @author philogb / http://blog.thejit.org/
  996. * @author mikael emtinger / http://gomo.se/
  997. * @author egraether / http://egraether.com/
  998. * @author WestLangley / http://github.com/WestLangley
  999. */
  1000. var _vector, _quaternion;
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( _quaternion === undefined ) _quaternion = new Quaternion();
  1132. if ( ! ( euler && euler.isEuler ) ) {
  1133. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1134. }
  1135. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1136. },
  1137. applyAxisAngle: function ( axis, angle ) {
  1138. if ( _quaternion === undefined ) _quaternion = new Quaternion();
  1139. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1140. },
  1141. applyMatrix3: function ( m ) {
  1142. var x = this.x, y = this.y, z = this.z;
  1143. var e = m.elements;
  1144. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1145. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1146. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1147. return this;
  1148. },
  1149. applyMatrix4: function ( m ) {
  1150. var x = this.x, y = this.y, z = this.z;
  1151. var e = m.elements;
  1152. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1153. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1154. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1155. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1156. return this;
  1157. },
  1158. applyQuaternion: function ( q ) {
  1159. var x = this.x, y = this.y, z = this.z;
  1160. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1161. // calculate quat * vector
  1162. var ix = qw * x + qy * z - qz * y;
  1163. var iy = qw * y + qz * x - qx * z;
  1164. var iz = qw * z + qx * y - qy * x;
  1165. var iw = - qx * x - qy * y - qz * z;
  1166. // calculate result * inverse quat
  1167. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1168. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1169. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1170. return this;
  1171. },
  1172. project: function ( camera ) {
  1173. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1174. },
  1175. unproject: function ( camera ) {
  1176. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1177. },
  1178. transformDirection: function ( m ) {
  1179. // input: THREE.Matrix4 affine matrix
  1180. // vector interpreted as a direction
  1181. var x = this.x, y = this.y, z = this.z;
  1182. var e = m.elements;
  1183. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1184. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1185. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1186. return this.normalize();
  1187. },
  1188. divide: function ( v ) {
  1189. this.x /= v.x;
  1190. this.y /= v.y;
  1191. this.z /= v.z;
  1192. return this;
  1193. },
  1194. divideScalar: function ( scalar ) {
  1195. return this.multiplyScalar( 1 / scalar );
  1196. },
  1197. min: function ( v ) {
  1198. this.x = Math.min( this.x, v.x );
  1199. this.y = Math.min( this.y, v.y );
  1200. this.z = Math.min( this.z, v.z );
  1201. return this;
  1202. },
  1203. max: function ( v ) {
  1204. this.x = Math.max( this.x, v.x );
  1205. this.y = Math.max( this.y, v.y );
  1206. this.z = Math.max( this.z, v.z );
  1207. return this;
  1208. },
  1209. clamp: function ( min, max ) {
  1210. // assumes min < max, componentwise
  1211. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1212. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1213. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1214. return this;
  1215. },
  1216. clampScalar: function ( minVal, maxVal ) {
  1217. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1218. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1219. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1220. return this;
  1221. },
  1222. clampLength: function ( min, max ) {
  1223. var length = this.length();
  1224. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1225. },
  1226. floor: function () {
  1227. this.x = Math.floor( this.x );
  1228. this.y = Math.floor( this.y );
  1229. this.z = Math.floor( this.z );
  1230. return this;
  1231. },
  1232. ceil: function () {
  1233. this.x = Math.ceil( this.x );
  1234. this.y = Math.ceil( this.y );
  1235. this.z = Math.ceil( this.z );
  1236. return this;
  1237. },
  1238. round: function () {
  1239. this.x = Math.round( this.x );
  1240. this.y = Math.round( this.y );
  1241. this.z = Math.round( this.z );
  1242. return this;
  1243. },
  1244. roundToZero: function () {
  1245. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1246. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1247. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1248. return this;
  1249. },
  1250. negate: function () {
  1251. this.x = - this.x;
  1252. this.y = - this.y;
  1253. this.z = - this.z;
  1254. return this;
  1255. },
  1256. dot: function ( v ) {
  1257. return this.x * v.x + this.y * v.y + this.z * v.z;
  1258. },
  1259. // TODO lengthSquared?
  1260. lengthSq: function () {
  1261. return this.x * this.x + this.y * this.y + this.z * this.z;
  1262. },
  1263. length: function () {
  1264. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1265. },
  1266. manhattanLength: function () {
  1267. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1268. },
  1269. normalize: function () {
  1270. return this.divideScalar( this.length() || 1 );
  1271. },
  1272. setLength: function ( length ) {
  1273. return this.normalize().multiplyScalar( length );
  1274. },
  1275. lerp: function ( v, alpha ) {
  1276. this.x += ( v.x - this.x ) * alpha;
  1277. this.y += ( v.y - this.y ) * alpha;
  1278. this.z += ( v.z - this.z ) * alpha;
  1279. return this;
  1280. },
  1281. lerpVectors: function ( v1, v2, alpha ) {
  1282. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1283. },
  1284. cross: function ( v, w ) {
  1285. if ( w !== undefined ) {
  1286. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1287. return this.crossVectors( v, w );
  1288. }
  1289. return this.crossVectors( this, v );
  1290. },
  1291. crossVectors: function ( a, b ) {
  1292. var ax = a.x, ay = a.y, az = a.z;
  1293. var bx = b.x, by = b.y, bz = b.z;
  1294. this.x = ay * bz - az * by;
  1295. this.y = az * bx - ax * bz;
  1296. this.z = ax * by - ay * bx;
  1297. return this;
  1298. },
  1299. projectOnVector: function ( vector ) {
  1300. var scalar = vector.dot( this ) / vector.lengthSq();
  1301. return this.copy( vector ).multiplyScalar( scalar );
  1302. },
  1303. projectOnPlane: function ( planeNormal ) {
  1304. if ( _vector === undefined ) _vector = new Vector3();
  1305. _vector.copy( this ).projectOnVector( planeNormal );
  1306. return this.sub( _vector );
  1307. },
  1308. reflect: function ( normal ) {
  1309. if ( _vector === undefined ) _vector = new Vector3();
  1310. // reflect incident vector off plane orthogonal to normal
  1311. // normal is assumed to have unit length
  1312. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1313. },
  1314. angleTo: function ( v ) {
  1315. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1316. // clamp, to handle numerical problems
  1317. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1318. },
  1319. distanceTo: function ( v ) {
  1320. return Math.sqrt( this.distanceToSquared( v ) );
  1321. },
  1322. distanceToSquared: function ( v ) {
  1323. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1324. return dx * dx + dy * dy + dz * dz;
  1325. },
  1326. manhattanDistanceTo: function ( v ) {
  1327. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1328. },
  1329. setFromSpherical: function ( s ) {
  1330. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1331. },
  1332. setFromSphericalCoords: function ( radius, phi, theta ) {
  1333. var sinPhiRadius = Math.sin( phi ) * radius;
  1334. this.x = sinPhiRadius * Math.sin( theta );
  1335. this.y = Math.cos( phi ) * radius;
  1336. this.z = sinPhiRadius * Math.cos( theta );
  1337. return this;
  1338. },
  1339. setFromCylindrical: function ( c ) {
  1340. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1341. },
  1342. setFromCylindricalCoords: function ( radius, theta, y ) {
  1343. this.x = radius * Math.sin( theta );
  1344. this.y = y;
  1345. this.z = radius * Math.cos( theta );
  1346. return this;
  1347. },
  1348. setFromMatrixPosition: function ( m ) {
  1349. var e = m.elements;
  1350. this.x = e[ 12 ];
  1351. this.y = e[ 13 ];
  1352. this.z = e[ 14 ];
  1353. return this;
  1354. },
  1355. setFromMatrixScale: function ( m ) {
  1356. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1357. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1358. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1359. this.x = sx;
  1360. this.y = sy;
  1361. this.z = sz;
  1362. return this;
  1363. },
  1364. setFromMatrixColumn: function ( m, index ) {
  1365. return this.fromArray( m.elements, index * 4 );
  1366. },
  1367. equals: function ( v ) {
  1368. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1369. },
  1370. fromArray: function ( array, offset ) {
  1371. if ( offset === undefined ) offset = 0;
  1372. this.x = array[ offset ];
  1373. this.y = array[ offset + 1 ];
  1374. this.z = array[ offset + 2 ];
  1375. return this;
  1376. },
  1377. toArray: function ( array, offset ) {
  1378. if ( array === undefined ) array = [];
  1379. if ( offset === undefined ) offset = 0;
  1380. array[ offset ] = this.x;
  1381. array[ offset + 1 ] = this.y;
  1382. array[ offset + 2 ] = this.z;
  1383. return array;
  1384. },
  1385. fromBufferAttribute: function ( attribute, index, offset ) {
  1386. if ( offset !== undefined ) {
  1387. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1388. }
  1389. this.x = attribute.getX( index );
  1390. this.y = attribute.getY( index );
  1391. this.z = attribute.getZ( index );
  1392. return this;
  1393. }
  1394. } );
  1395. /**
  1396. * @author alteredq / http://alteredqualia.com/
  1397. * @author WestLangley / http://github.com/WestLangley
  1398. * @author bhouston / http://clara.io
  1399. * @author tschw
  1400. */
  1401. var _vector$1;
  1402. function Matrix3() {
  1403. this.elements = [
  1404. 1, 0, 0,
  1405. 0, 1, 0,
  1406. 0, 0, 1
  1407. ];
  1408. if ( arguments.length > 0 ) {
  1409. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1410. }
  1411. }
  1412. Object.assign( Matrix3.prototype, {
  1413. isMatrix3: true,
  1414. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1415. var te = this.elements;
  1416. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1417. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1418. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1419. return this;
  1420. },
  1421. identity: function () {
  1422. this.set(
  1423. 1, 0, 0,
  1424. 0, 1, 0,
  1425. 0, 0, 1
  1426. );
  1427. return this;
  1428. },
  1429. clone: function () {
  1430. return new this.constructor().fromArray( this.elements );
  1431. },
  1432. copy: function ( m ) {
  1433. var te = this.elements;
  1434. var me = m.elements;
  1435. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1436. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1437. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1438. return this;
  1439. },
  1440. setFromMatrix4: function ( m ) {
  1441. var me = m.elements;
  1442. this.set(
  1443. me[ 0 ], me[ 4 ], me[ 8 ],
  1444. me[ 1 ], me[ 5 ], me[ 9 ],
  1445. me[ 2 ], me[ 6 ], me[ 10 ]
  1446. );
  1447. return this;
  1448. },
  1449. applyToBufferAttribute: function ( attribute ) {
  1450. if ( _vector$1 === undefined ) _vector$1 = new Vector3();
  1451. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1452. _vector$1.x = attribute.getX( i );
  1453. _vector$1.y = attribute.getY( i );
  1454. _vector$1.z = attribute.getZ( i );
  1455. _vector$1.applyMatrix3( this );
  1456. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1457. }
  1458. return attribute;
  1459. },
  1460. multiply: function ( m ) {
  1461. return this.multiplyMatrices( this, m );
  1462. },
  1463. premultiply: function ( m ) {
  1464. return this.multiplyMatrices( m, this );
  1465. },
  1466. multiplyMatrices: function ( a, b ) {
  1467. var ae = a.elements;
  1468. var be = b.elements;
  1469. var te = this.elements;
  1470. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1471. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1472. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1473. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1474. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1475. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1476. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1477. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1478. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1479. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1480. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1481. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1482. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1483. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1484. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1485. return this;
  1486. },
  1487. multiplyScalar: function ( s ) {
  1488. var te = this.elements;
  1489. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1490. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1491. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1492. return this;
  1493. },
  1494. determinant: function () {
  1495. var te = this.elements;
  1496. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1497. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1498. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1499. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1500. },
  1501. getInverse: function ( matrix, throwOnDegenerate ) {
  1502. if ( matrix && matrix.isMatrix4 ) {
  1503. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1504. }
  1505. var me = matrix.elements,
  1506. te = this.elements,
  1507. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1508. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1509. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1510. t11 = n33 * n22 - n32 * n23,
  1511. t12 = n32 * n13 - n33 * n12,
  1512. t13 = n23 * n12 - n22 * n13,
  1513. det = n11 * t11 + n21 * t12 + n31 * t13;
  1514. if ( det === 0 ) {
  1515. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1516. if ( throwOnDegenerate === true ) {
  1517. throw new Error( msg );
  1518. } else {
  1519. console.warn( msg );
  1520. }
  1521. return this.identity();
  1522. }
  1523. var detInv = 1 / det;
  1524. te[ 0 ] = t11 * detInv;
  1525. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1526. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1527. te[ 3 ] = t12 * detInv;
  1528. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1529. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1530. te[ 6 ] = t13 * detInv;
  1531. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1532. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1533. return this;
  1534. },
  1535. transpose: function () {
  1536. var tmp, m = this.elements;
  1537. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1538. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1539. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1540. return this;
  1541. },
  1542. getNormalMatrix: function ( matrix4 ) {
  1543. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1544. },
  1545. transposeIntoArray: function ( r ) {
  1546. var m = this.elements;
  1547. r[ 0 ] = m[ 0 ];
  1548. r[ 1 ] = m[ 3 ];
  1549. r[ 2 ] = m[ 6 ];
  1550. r[ 3 ] = m[ 1 ];
  1551. r[ 4 ] = m[ 4 ];
  1552. r[ 5 ] = m[ 7 ];
  1553. r[ 6 ] = m[ 2 ];
  1554. r[ 7 ] = m[ 5 ];
  1555. r[ 8 ] = m[ 8 ];
  1556. return this;
  1557. },
  1558. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1559. var c = Math.cos( rotation );
  1560. var s = Math.sin( rotation );
  1561. this.set(
  1562. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1563. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1564. 0, 0, 1
  1565. );
  1566. },
  1567. scale: function ( sx, sy ) {
  1568. var te = this.elements;
  1569. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1570. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1571. return this;
  1572. },
  1573. rotate: function ( theta ) {
  1574. var c = Math.cos( theta );
  1575. var s = Math.sin( theta );
  1576. var te = this.elements;
  1577. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1578. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1579. te[ 0 ] = c * a11 + s * a21;
  1580. te[ 3 ] = c * a12 + s * a22;
  1581. te[ 6 ] = c * a13 + s * a23;
  1582. te[ 1 ] = - s * a11 + c * a21;
  1583. te[ 4 ] = - s * a12 + c * a22;
  1584. te[ 7 ] = - s * a13 + c * a23;
  1585. return this;
  1586. },
  1587. translate: function ( tx, ty ) {
  1588. var te = this.elements;
  1589. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1590. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1591. return this;
  1592. },
  1593. equals: function ( matrix ) {
  1594. var te = this.elements;
  1595. var me = matrix.elements;
  1596. for ( var i = 0; i < 9; i ++ ) {
  1597. if ( te[ i ] !== me[ i ] ) return false;
  1598. }
  1599. return true;
  1600. },
  1601. fromArray: function ( array, offset ) {
  1602. if ( offset === undefined ) offset = 0;
  1603. for ( var i = 0; i < 9; i ++ ) {
  1604. this.elements[ i ] = array[ i + offset ];
  1605. }
  1606. return this;
  1607. },
  1608. toArray: function ( array, offset ) {
  1609. if ( array === undefined ) array = [];
  1610. if ( offset === undefined ) offset = 0;
  1611. var te = this.elements;
  1612. array[ offset ] = te[ 0 ];
  1613. array[ offset + 1 ] = te[ 1 ];
  1614. array[ offset + 2 ] = te[ 2 ];
  1615. array[ offset + 3 ] = te[ 3 ];
  1616. array[ offset + 4 ] = te[ 4 ];
  1617. array[ offset + 5 ] = te[ 5 ];
  1618. array[ offset + 6 ] = te[ 6 ];
  1619. array[ offset + 7 ] = te[ 7 ];
  1620. array[ offset + 8 ] = te[ 8 ];
  1621. return array;
  1622. }
  1623. } );
  1624. /**
  1625. * @author mrdoob / http://mrdoob.com/
  1626. * @author alteredq / http://alteredqualia.com/
  1627. * @author szimek / https://github.com/szimek/
  1628. */
  1629. var _canvas;
  1630. var ImageUtils = {
  1631. getDataURL: function ( image ) {
  1632. var canvas;
  1633. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1634. return image.src;
  1635. } else if ( image instanceof HTMLCanvasElement ) {
  1636. canvas = image;
  1637. } else {
  1638. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1639. _canvas.width = image.width;
  1640. _canvas.height = image.height;
  1641. var context = _canvas.getContext( '2d' );
  1642. if ( image instanceof ImageData ) {
  1643. context.putImageData( image, 0, 0 );
  1644. } else {
  1645. context.drawImage( image, 0, 0, image.width, image.height );
  1646. }
  1647. canvas = _canvas;
  1648. }
  1649. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1650. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1651. } else {
  1652. return canvas.toDataURL( 'image/png' );
  1653. }
  1654. }
  1655. };
  1656. /**
  1657. * @author mrdoob / http://mrdoob.com/
  1658. * @author alteredq / http://alteredqualia.com/
  1659. * @author szimek / https://github.com/szimek/
  1660. */
  1661. var textureId = 0;
  1662. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1663. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1664. this.uuid = _Math.generateUUID();
  1665. this.name = '';
  1666. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1667. this.mipmaps = [];
  1668. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1669. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1670. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1671. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1672. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1673. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1674. this.format = format !== undefined ? format : RGBAFormat;
  1675. this.type = type !== undefined ? type : UnsignedByteType;
  1676. this.offset = new Vector2( 0, 0 );
  1677. this.repeat = new Vector2( 1, 1 );
  1678. this.center = new Vector2( 0, 0 );
  1679. this.rotation = 0;
  1680. this.matrixAutoUpdate = true;
  1681. this.matrix = new Matrix3();
  1682. this.generateMipmaps = true;
  1683. this.premultiplyAlpha = false;
  1684. this.flipY = true;
  1685. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1686. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1687. //
  1688. // Also changing the encoding after already used by a Material will not automatically make the Material
  1689. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1690. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1691. this.version = 0;
  1692. this.onUpdate = null;
  1693. }
  1694. Texture.DEFAULT_IMAGE = undefined;
  1695. Texture.DEFAULT_MAPPING = UVMapping;
  1696. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1697. constructor: Texture,
  1698. isTexture: true,
  1699. updateMatrix: function () {
  1700. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1701. },
  1702. clone: function () {
  1703. return new this.constructor().copy( this );
  1704. },
  1705. copy: function ( source ) {
  1706. this.name = source.name;
  1707. this.image = source.image;
  1708. this.mipmaps = source.mipmaps.slice( 0 );
  1709. this.mapping = source.mapping;
  1710. this.wrapS = source.wrapS;
  1711. this.wrapT = source.wrapT;
  1712. this.magFilter = source.magFilter;
  1713. this.minFilter = source.minFilter;
  1714. this.anisotropy = source.anisotropy;
  1715. this.format = source.format;
  1716. this.type = source.type;
  1717. this.offset.copy( source.offset );
  1718. this.repeat.copy( source.repeat );
  1719. this.center.copy( source.center );
  1720. this.rotation = source.rotation;
  1721. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1722. this.matrix.copy( source.matrix );
  1723. this.generateMipmaps = source.generateMipmaps;
  1724. this.premultiplyAlpha = source.premultiplyAlpha;
  1725. this.flipY = source.flipY;
  1726. this.unpackAlignment = source.unpackAlignment;
  1727. this.encoding = source.encoding;
  1728. return this;
  1729. },
  1730. toJSON: function ( meta ) {
  1731. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1732. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1733. return meta.textures[ this.uuid ];
  1734. }
  1735. var output = {
  1736. metadata: {
  1737. version: 4.5,
  1738. type: 'Texture',
  1739. generator: 'Texture.toJSON'
  1740. },
  1741. uuid: this.uuid,
  1742. name: this.name,
  1743. mapping: this.mapping,
  1744. repeat: [ this.repeat.x, this.repeat.y ],
  1745. offset: [ this.offset.x, this.offset.y ],
  1746. center: [ this.center.x, this.center.y ],
  1747. rotation: this.rotation,
  1748. wrap: [ this.wrapS, this.wrapT ],
  1749. format: this.format,
  1750. type: this.type,
  1751. encoding: this.encoding,
  1752. minFilter: this.minFilter,
  1753. magFilter: this.magFilter,
  1754. anisotropy: this.anisotropy,
  1755. flipY: this.flipY,
  1756. premultiplyAlpha: this.premultiplyAlpha,
  1757. unpackAlignment: this.unpackAlignment
  1758. };
  1759. if ( this.image !== undefined ) {
  1760. // TODO: Move to THREE.Image
  1761. var image = this.image;
  1762. if ( image.uuid === undefined ) {
  1763. image.uuid = _Math.generateUUID(); // UGH
  1764. }
  1765. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1766. var url;
  1767. if ( Array.isArray( image ) ) {
  1768. // process array of images e.g. CubeTexture
  1769. url = [];
  1770. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1771. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1772. }
  1773. } else {
  1774. // process single image
  1775. url = ImageUtils.getDataURL( image );
  1776. }
  1777. meta.images[ image.uuid ] = {
  1778. uuid: image.uuid,
  1779. url: url
  1780. };
  1781. }
  1782. output.image = image.uuid;
  1783. }
  1784. if ( ! isRootObject ) {
  1785. meta.textures[ this.uuid ] = output;
  1786. }
  1787. return output;
  1788. },
  1789. dispose: function () {
  1790. this.dispatchEvent( { type: 'dispose' } );
  1791. },
  1792. transformUv: function ( uv ) {
  1793. if ( this.mapping !== UVMapping ) return uv;
  1794. uv.applyMatrix3( this.matrix );
  1795. if ( uv.x < 0 || uv.x > 1 ) {
  1796. switch ( this.wrapS ) {
  1797. case RepeatWrapping:
  1798. uv.x = uv.x - Math.floor( uv.x );
  1799. break;
  1800. case ClampToEdgeWrapping:
  1801. uv.x = uv.x < 0 ? 0 : 1;
  1802. break;
  1803. case MirroredRepeatWrapping:
  1804. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1805. uv.x = Math.ceil( uv.x ) - uv.x;
  1806. } else {
  1807. uv.x = uv.x - Math.floor( uv.x );
  1808. }
  1809. break;
  1810. }
  1811. }
  1812. if ( uv.y < 0 || uv.y > 1 ) {
  1813. switch ( this.wrapT ) {
  1814. case RepeatWrapping:
  1815. uv.y = uv.y - Math.floor( uv.y );
  1816. break;
  1817. case ClampToEdgeWrapping:
  1818. uv.y = uv.y < 0 ? 0 : 1;
  1819. break;
  1820. case MirroredRepeatWrapping:
  1821. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1822. uv.y = Math.ceil( uv.y ) - uv.y;
  1823. } else {
  1824. uv.y = uv.y - Math.floor( uv.y );
  1825. }
  1826. break;
  1827. }
  1828. }
  1829. if ( this.flipY ) {
  1830. uv.y = 1 - uv.y;
  1831. }
  1832. return uv;
  1833. }
  1834. } );
  1835. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1836. set: function ( value ) {
  1837. if ( value === true ) this.version ++;
  1838. }
  1839. } );
  1840. /**
  1841. * @author supereggbert / http://www.paulbrunt.co.uk/
  1842. * @author philogb / http://blog.thejit.org/
  1843. * @author mikael emtinger / http://gomo.se/
  1844. * @author egraether / http://egraether.com/
  1845. * @author WestLangley / http://github.com/WestLangley
  1846. */
  1847. function Vector4( x, y, z, w ) {
  1848. this.x = x || 0;
  1849. this.y = y || 0;
  1850. this.z = z || 0;
  1851. this.w = ( w !== undefined ) ? w : 1;
  1852. }
  1853. Object.defineProperties( Vector4.prototype, {
  1854. "width": {
  1855. get: function () {
  1856. return this.z;
  1857. },
  1858. set: function ( value ) {
  1859. this.z = value;
  1860. }
  1861. },
  1862. "height": {
  1863. get: function () {
  1864. return this.w;
  1865. },
  1866. set: function ( value ) {
  1867. this.w = value;
  1868. }
  1869. }
  1870. } );
  1871. Object.assign( Vector4.prototype, {
  1872. isVector4: true,
  1873. set: function ( x, y, z, w ) {
  1874. this.x = x;
  1875. this.y = y;
  1876. this.z = z;
  1877. this.w = w;
  1878. return this;
  1879. },
  1880. setScalar: function ( scalar ) {
  1881. this.x = scalar;
  1882. this.y = scalar;
  1883. this.z = scalar;
  1884. this.w = scalar;
  1885. return this;
  1886. },
  1887. setX: function ( x ) {
  1888. this.x = x;
  1889. return this;
  1890. },
  1891. setY: function ( y ) {
  1892. this.y = y;
  1893. return this;
  1894. },
  1895. setZ: function ( z ) {
  1896. this.z = z;
  1897. return this;
  1898. },
  1899. setW: function ( w ) {
  1900. this.w = w;
  1901. return this;
  1902. },
  1903. setComponent: function ( index, value ) {
  1904. switch ( index ) {
  1905. case 0: this.x = value; break;
  1906. case 1: this.y = value; break;
  1907. case 2: this.z = value; break;
  1908. case 3: this.w = value; break;
  1909. default: throw new Error( 'index is out of range: ' + index );
  1910. }
  1911. return this;
  1912. },
  1913. getComponent: function ( index ) {
  1914. switch ( index ) {
  1915. case 0: return this.x;
  1916. case 1: return this.y;
  1917. case 2: return this.z;
  1918. case 3: return this.w;
  1919. default: throw new Error( 'index is out of range: ' + index );
  1920. }
  1921. },
  1922. clone: function () {
  1923. return new this.constructor( this.x, this.y, this.z, this.w );
  1924. },
  1925. copy: function ( v ) {
  1926. this.x = v.x;
  1927. this.y = v.y;
  1928. this.z = v.z;
  1929. this.w = ( v.w !== undefined ) ? v.w : 1;
  1930. return this;
  1931. },
  1932. add: function ( v, w ) {
  1933. if ( w !== undefined ) {
  1934. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1935. return this.addVectors( v, w );
  1936. }
  1937. this.x += v.x;
  1938. this.y += v.y;
  1939. this.z += v.z;
  1940. this.w += v.w;
  1941. return this;
  1942. },
  1943. addScalar: function ( s ) {
  1944. this.x += s;
  1945. this.y += s;
  1946. this.z += s;
  1947. this.w += s;
  1948. return this;
  1949. },
  1950. addVectors: function ( a, b ) {
  1951. this.x = a.x + b.x;
  1952. this.y = a.y + b.y;
  1953. this.z = a.z + b.z;
  1954. this.w = a.w + b.w;
  1955. return this;
  1956. },
  1957. addScaledVector: function ( v, s ) {
  1958. this.x += v.x * s;
  1959. this.y += v.y * s;
  1960. this.z += v.z * s;
  1961. this.w += v.w * s;
  1962. return this;
  1963. },
  1964. sub: function ( v, w ) {
  1965. if ( w !== undefined ) {
  1966. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1967. return this.subVectors( v, w );
  1968. }
  1969. this.x -= v.x;
  1970. this.y -= v.y;
  1971. this.z -= v.z;
  1972. this.w -= v.w;
  1973. return this;
  1974. },
  1975. subScalar: function ( s ) {
  1976. this.x -= s;
  1977. this.y -= s;
  1978. this.z -= s;
  1979. this.w -= s;
  1980. return this;
  1981. },
  1982. subVectors: function ( a, b ) {
  1983. this.x = a.x - b.x;
  1984. this.y = a.y - b.y;
  1985. this.z = a.z - b.z;
  1986. this.w = a.w - b.w;
  1987. return this;
  1988. },
  1989. multiplyScalar: function ( scalar ) {
  1990. this.x *= scalar;
  1991. this.y *= scalar;
  1992. this.z *= scalar;
  1993. this.w *= scalar;
  1994. return this;
  1995. },
  1996. applyMatrix4: function ( m ) {
  1997. var x = this.x, y = this.y, z = this.z, w = this.w;
  1998. var e = m.elements;
  1999. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2000. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2001. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2002. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2003. return this;
  2004. },
  2005. divideScalar: function ( scalar ) {
  2006. return this.multiplyScalar( 1 / scalar );
  2007. },
  2008. setAxisAngleFromQuaternion: function ( q ) {
  2009. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2010. // q is assumed to be normalized
  2011. this.w = 2 * Math.acos( q.w );
  2012. var s = Math.sqrt( 1 - q.w * q.w );
  2013. if ( s < 0.0001 ) {
  2014. this.x = 1;
  2015. this.y = 0;
  2016. this.z = 0;
  2017. } else {
  2018. this.x = q.x / s;
  2019. this.y = q.y / s;
  2020. this.z = q.z / s;
  2021. }
  2022. return this;
  2023. },
  2024. setAxisAngleFromRotationMatrix: function ( m ) {
  2025. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2026. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2027. var angle, x, y, z, // variables for result
  2028. epsilon = 0.01, // margin to allow for rounding errors
  2029. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2030. te = m.elements,
  2031. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2032. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2033. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2034. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2035. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2036. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2037. // singularity found
  2038. // first check for identity matrix which must have +1 for all terms
  2039. // in leading diagonal and zero in other terms
  2040. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2041. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2042. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2043. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2044. // this singularity is identity matrix so angle = 0
  2045. this.set( 1, 0, 0, 0 );
  2046. return this; // zero angle, arbitrary axis
  2047. }
  2048. // otherwise this singularity is angle = 180
  2049. angle = Math.PI;
  2050. var xx = ( m11 + 1 ) / 2;
  2051. var yy = ( m22 + 1 ) / 2;
  2052. var zz = ( m33 + 1 ) / 2;
  2053. var xy = ( m12 + m21 ) / 4;
  2054. var xz = ( m13 + m31 ) / 4;
  2055. var yz = ( m23 + m32 ) / 4;
  2056. if ( ( xx > yy ) && ( xx > zz ) ) {
  2057. // m11 is the largest diagonal term
  2058. if ( xx < epsilon ) {
  2059. x = 0;
  2060. y = 0.707106781;
  2061. z = 0.707106781;
  2062. } else {
  2063. x = Math.sqrt( xx );
  2064. y = xy / x;
  2065. z = xz / x;
  2066. }
  2067. } else if ( yy > zz ) {
  2068. // m22 is the largest diagonal term
  2069. if ( yy < epsilon ) {
  2070. x = 0.707106781;
  2071. y = 0;
  2072. z = 0.707106781;
  2073. } else {
  2074. y = Math.sqrt( yy );
  2075. x = xy / y;
  2076. z = yz / y;
  2077. }
  2078. } else {
  2079. // m33 is the largest diagonal term so base result on this
  2080. if ( zz < epsilon ) {
  2081. x = 0.707106781;
  2082. y = 0.707106781;
  2083. z = 0;
  2084. } else {
  2085. z = Math.sqrt( zz );
  2086. x = xz / z;
  2087. y = yz / z;
  2088. }
  2089. }
  2090. this.set( x, y, z, angle );
  2091. return this; // return 180 deg rotation
  2092. }
  2093. // as we have reached here there are no singularities so we can handle normally
  2094. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2095. ( m13 - m31 ) * ( m13 - m31 ) +
  2096. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2097. if ( Math.abs( s ) < 0.001 ) s = 1;
  2098. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2099. // caught by singularity test above, but I've left it in just in case
  2100. this.x = ( m32 - m23 ) / s;
  2101. this.y = ( m13 - m31 ) / s;
  2102. this.z = ( m21 - m12 ) / s;
  2103. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2104. return this;
  2105. },
  2106. min: function ( v ) {
  2107. this.x = Math.min( this.x, v.x );
  2108. this.y = Math.min( this.y, v.y );
  2109. this.z = Math.min( this.z, v.z );
  2110. this.w = Math.min( this.w, v.w );
  2111. return this;
  2112. },
  2113. max: function ( v ) {
  2114. this.x = Math.max( this.x, v.x );
  2115. this.y = Math.max( this.y, v.y );
  2116. this.z = Math.max( this.z, v.z );
  2117. this.w = Math.max( this.w, v.w );
  2118. return this;
  2119. },
  2120. clamp: function ( min, max ) {
  2121. // assumes min < max, componentwise
  2122. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2123. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2124. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2125. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2126. return this;
  2127. },
  2128. clampScalar: function ( minVal, maxVal ) {
  2129. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2130. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2131. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2132. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2133. return this;
  2134. },
  2135. clampLength: function ( min, max ) {
  2136. var length = this.length();
  2137. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2138. },
  2139. floor: function () {
  2140. this.x = Math.floor( this.x );
  2141. this.y = Math.floor( this.y );
  2142. this.z = Math.floor( this.z );
  2143. this.w = Math.floor( this.w );
  2144. return this;
  2145. },
  2146. ceil: function () {
  2147. this.x = Math.ceil( this.x );
  2148. this.y = Math.ceil( this.y );
  2149. this.z = Math.ceil( this.z );
  2150. this.w = Math.ceil( this.w );
  2151. return this;
  2152. },
  2153. round: function () {
  2154. this.x = Math.round( this.x );
  2155. this.y = Math.round( this.y );
  2156. this.z = Math.round( this.z );
  2157. this.w = Math.round( this.w );
  2158. return this;
  2159. },
  2160. roundToZero: function () {
  2161. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2162. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2163. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2164. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2165. return this;
  2166. },
  2167. negate: function () {
  2168. this.x = - this.x;
  2169. this.y = - this.y;
  2170. this.z = - this.z;
  2171. this.w = - this.w;
  2172. return this;
  2173. },
  2174. dot: function ( v ) {
  2175. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2176. },
  2177. lengthSq: function () {
  2178. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2179. },
  2180. length: function () {
  2181. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2182. },
  2183. manhattanLength: function () {
  2184. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2185. },
  2186. normalize: function () {
  2187. return this.divideScalar( this.length() || 1 );
  2188. },
  2189. setLength: function ( length ) {
  2190. return this.normalize().multiplyScalar( length );
  2191. },
  2192. lerp: function ( v, alpha ) {
  2193. this.x += ( v.x - this.x ) * alpha;
  2194. this.y += ( v.y - this.y ) * alpha;
  2195. this.z += ( v.z - this.z ) * alpha;
  2196. this.w += ( v.w - this.w ) * alpha;
  2197. return this;
  2198. },
  2199. lerpVectors: function ( v1, v2, alpha ) {
  2200. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2201. },
  2202. equals: function ( v ) {
  2203. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2204. },
  2205. fromArray: function ( array, offset ) {
  2206. if ( offset === undefined ) offset = 0;
  2207. this.x = array[ offset ];
  2208. this.y = array[ offset + 1 ];
  2209. this.z = array[ offset + 2 ];
  2210. this.w = array[ offset + 3 ];
  2211. return this;
  2212. },
  2213. toArray: function ( array, offset ) {
  2214. if ( array === undefined ) array = [];
  2215. if ( offset === undefined ) offset = 0;
  2216. array[ offset ] = this.x;
  2217. array[ offset + 1 ] = this.y;
  2218. array[ offset + 2 ] = this.z;
  2219. array[ offset + 3 ] = this.w;
  2220. return array;
  2221. },
  2222. fromBufferAttribute: function ( attribute, index, offset ) {
  2223. if ( offset !== undefined ) {
  2224. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2225. }
  2226. this.x = attribute.getX( index );
  2227. this.y = attribute.getY( index );
  2228. this.z = attribute.getZ( index );
  2229. this.w = attribute.getW( index );
  2230. return this;
  2231. }
  2232. } );
  2233. /**
  2234. * @author szimek / https://github.com/szimek/
  2235. * @author alteredq / http://alteredqualia.com/
  2236. * @author Marius Kintel / https://github.com/kintel
  2237. */
  2238. /*
  2239. In options, we can specify:
  2240. * Texture parameters for an auto-generated target texture
  2241. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2242. */
  2243. function WebGLRenderTarget( width, height, options ) {
  2244. this.width = width;
  2245. this.height = height;
  2246. this.scissor = new Vector4( 0, 0, width, height );
  2247. this.scissorTest = false;
  2248. this.viewport = new Vector4( 0, 0, width, height );
  2249. options = options || {};
  2250. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2251. this.texture.image = {};
  2252. this.texture.image.width = width;
  2253. this.texture.image.height = height;
  2254. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2255. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2256. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2257. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2258. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2259. }
  2260. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2261. constructor: WebGLRenderTarget,
  2262. isWebGLRenderTarget: true,
  2263. setSize: function ( width, height ) {
  2264. if ( this.width !== width || this.height !== height ) {
  2265. this.width = width;
  2266. this.height = height;
  2267. this.texture.image.width = width;
  2268. this.texture.image.height = height;
  2269. this.dispose();
  2270. }
  2271. this.viewport.set( 0, 0, width, height );
  2272. this.scissor.set( 0, 0, width, height );
  2273. },
  2274. clone: function () {
  2275. return new this.constructor().copy( this );
  2276. },
  2277. copy: function ( source ) {
  2278. this.width = source.width;
  2279. this.height = source.height;
  2280. this.viewport.copy( source.viewport );
  2281. this.texture = source.texture.clone();
  2282. this.depthBuffer = source.depthBuffer;
  2283. this.stencilBuffer = source.stencilBuffer;
  2284. this.depthTexture = source.depthTexture;
  2285. return this;
  2286. },
  2287. dispose: function () {
  2288. this.dispatchEvent( { type: 'dispose' } );
  2289. }
  2290. } );
  2291. /**
  2292. * @author Mugen87 / https://github.com/Mugen87
  2293. * @author Matt DesLauriers / @mattdesl
  2294. */
  2295. function WebGLMultisampleRenderTarget( width, height, options ) {
  2296. WebGLRenderTarget.call( this, width, height, options );
  2297. this.samples = 4;
  2298. }
  2299. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2300. constructor: WebGLMultisampleRenderTarget,
  2301. isWebGLMultisampleRenderTarget: true,
  2302. copy: function ( source ) {
  2303. WebGLRenderTarget.prototype.copy.call( this, source );
  2304. this.samples = source.samples;
  2305. return this;
  2306. }
  2307. } );
  2308. /**
  2309. * @author mrdoob / http://mrdoob.com/
  2310. * @author supereggbert / http://www.paulbrunt.co.uk/
  2311. * @author philogb / http://blog.thejit.org/
  2312. * @author jordi_ros / http://plattsoft.com
  2313. * @author D1plo1d / http://github.com/D1plo1d
  2314. * @author alteredq / http://alteredqualia.com/
  2315. * @author mikael emtinger / http://gomo.se/
  2316. * @author timknip / http://www.floorplanner.com/
  2317. * @author bhouston / http://clara.io
  2318. * @author WestLangley / http://github.com/WestLangley
  2319. */
  2320. var _v1, _m1;
  2321. var _zero, _one;
  2322. var _x, _y, _z;
  2323. function Matrix4() {
  2324. this.elements = [
  2325. 1, 0, 0, 0,
  2326. 0, 1, 0, 0,
  2327. 0, 0, 1, 0,
  2328. 0, 0, 0, 1
  2329. ];
  2330. if ( arguments.length > 0 ) {
  2331. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2332. }
  2333. }
  2334. Object.assign( Matrix4.prototype, {
  2335. isMatrix4: true,
  2336. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2337. var te = this.elements;
  2338. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2339. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2340. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2341. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2342. return this;
  2343. },
  2344. identity: function () {
  2345. this.set(
  2346. 1, 0, 0, 0,
  2347. 0, 1, 0, 0,
  2348. 0, 0, 1, 0,
  2349. 0, 0, 0, 1
  2350. );
  2351. return this;
  2352. },
  2353. clone: function () {
  2354. return new Matrix4().fromArray( this.elements );
  2355. },
  2356. copy: function ( m ) {
  2357. var te = this.elements;
  2358. var me = m.elements;
  2359. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2360. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2361. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2362. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2363. return this;
  2364. },
  2365. copyPosition: function ( m ) {
  2366. var te = this.elements, me = m.elements;
  2367. te[ 12 ] = me[ 12 ];
  2368. te[ 13 ] = me[ 13 ];
  2369. te[ 14 ] = me[ 14 ];
  2370. return this;
  2371. },
  2372. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2373. xAxis.setFromMatrixColumn( this, 0 );
  2374. yAxis.setFromMatrixColumn( this, 1 );
  2375. zAxis.setFromMatrixColumn( this, 2 );
  2376. return this;
  2377. },
  2378. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2379. this.set(
  2380. xAxis.x, yAxis.x, zAxis.x, 0,
  2381. xAxis.y, yAxis.y, zAxis.y, 0,
  2382. xAxis.z, yAxis.z, zAxis.z, 0,
  2383. 0, 0, 0, 1
  2384. );
  2385. return this;
  2386. },
  2387. extractRotation: function ( m ) {
  2388. if ( _v1 === undefined ) _v1 = new Vector3();
  2389. // this method does not support reflection matrices
  2390. var te = this.elements;
  2391. var me = m.elements;
  2392. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2393. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2394. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2395. te[ 0 ] = me[ 0 ] * scaleX;
  2396. te[ 1 ] = me[ 1 ] * scaleX;
  2397. te[ 2 ] = me[ 2 ] * scaleX;
  2398. te[ 3 ] = 0;
  2399. te[ 4 ] = me[ 4 ] * scaleY;
  2400. te[ 5 ] = me[ 5 ] * scaleY;
  2401. te[ 6 ] = me[ 6 ] * scaleY;
  2402. te[ 7 ] = 0;
  2403. te[ 8 ] = me[ 8 ] * scaleZ;
  2404. te[ 9 ] = me[ 9 ] * scaleZ;
  2405. te[ 10 ] = me[ 10 ] * scaleZ;
  2406. te[ 11 ] = 0;
  2407. te[ 12 ] = 0;
  2408. te[ 13 ] = 0;
  2409. te[ 14 ] = 0;
  2410. te[ 15 ] = 1;
  2411. return this;
  2412. },
  2413. makeRotationFromEuler: function ( euler ) {
  2414. if ( ! ( euler && euler.isEuler ) ) {
  2415. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2416. }
  2417. var te = this.elements;
  2418. var x = euler.x, y = euler.y, z = euler.z;
  2419. var a = Math.cos( x ), b = Math.sin( x );
  2420. var c = Math.cos( y ), d = Math.sin( y );
  2421. var e = Math.cos( z ), f = Math.sin( z );
  2422. if ( euler.order === 'XYZ' ) {
  2423. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2424. te[ 0 ] = c * e;
  2425. te[ 4 ] = - c * f;
  2426. te[ 8 ] = d;
  2427. te[ 1 ] = af + be * d;
  2428. te[ 5 ] = ae - bf * d;
  2429. te[ 9 ] = - b * c;
  2430. te[ 2 ] = bf - ae * d;
  2431. te[ 6 ] = be + af * d;
  2432. te[ 10 ] = a * c;
  2433. } else if ( euler.order === 'YXZ' ) {
  2434. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2435. te[ 0 ] = ce + df * b;
  2436. te[ 4 ] = de * b - cf;
  2437. te[ 8 ] = a * d;
  2438. te[ 1 ] = a * f;
  2439. te[ 5 ] = a * e;
  2440. te[ 9 ] = - b;
  2441. te[ 2 ] = cf * b - de;
  2442. te[ 6 ] = df + ce * b;
  2443. te[ 10 ] = a * c;
  2444. } else if ( euler.order === 'ZXY' ) {
  2445. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2446. te[ 0 ] = ce - df * b;
  2447. te[ 4 ] = - a * f;
  2448. te[ 8 ] = de + cf * b;
  2449. te[ 1 ] = cf + de * b;
  2450. te[ 5 ] = a * e;
  2451. te[ 9 ] = df - ce * b;
  2452. te[ 2 ] = - a * d;
  2453. te[ 6 ] = b;
  2454. te[ 10 ] = a * c;
  2455. } else if ( euler.order === 'ZYX' ) {
  2456. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2457. te[ 0 ] = c * e;
  2458. te[ 4 ] = be * d - af;
  2459. te[ 8 ] = ae * d + bf;
  2460. te[ 1 ] = c * f;
  2461. te[ 5 ] = bf * d + ae;
  2462. te[ 9 ] = af * d - be;
  2463. te[ 2 ] = - d;
  2464. te[ 6 ] = b * c;
  2465. te[ 10 ] = a * c;
  2466. } else if ( euler.order === 'YZX' ) {
  2467. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2468. te[ 0 ] = c * e;
  2469. te[ 4 ] = bd - ac * f;
  2470. te[ 8 ] = bc * f + ad;
  2471. te[ 1 ] = f;
  2472. te[ 5 ] = a * e;
  2473. te[ 9 ] = - b * e;
  2474. te[ 2 ] = - d * e;
  2475. te[ 6 ] = ad * f + bc;
  2476. te[ 10 ] = ac - bd * f;
  2477. } else if ( euler.order === 'XZY' ) {
  2478. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2479. te[ 0 ] = c * e;
  2480. te[ 4 ] = - f;
  2481. te[ 8 ] = d * e;
  2482. te[ 1 ] = ac * f + bd;
  2483. te[ 5 ] = a * e;
  2484. te[ 9 ] = ad * f - bc;
  2485. te[ 2 ] = bc * f - ad;
  2486. te[ 6 ] = b * e;
  2487. te[ 10 ] = bd * f + ac;
  2488. }
  2489. // bottom row
  2490. te[ 3 ] = 0;
  2491. te[ 7 ] = 0;
  2492. te[ 11 ] = 0;
  2493. // last column
  2494. te[ 12 ] = 0;
  2495. te[ 13 ] = 0;
  2496. te[ 14 ] = 0;
  2497. te[ 15 ] = 1;
  2498. return this;
  2499. },
  2500. makeRotationFromQuaternion: function ( q ) {
  2501. if ( _zero === undefined ) {
  2502. _zero = new Vector3( 0, 0, 0 );
  2503. _one = new Vector3( 1, 1, 1 );
  2504. }
  2505. return this.compose( _zero, q, _one );
  2506. },
  2507. lookAt: function ( eye, target, up ) {
  2508. if ( _x === undefined ) {
  2509. _x = new Vector3();
  2510. _y = new Vector3();
  2511. _z = new Vector3();
  2512. }
  2513. var te = this.elements;
  2514. _z.subVectors( eye, target );
  2515. if ( _z.lengthSq() === 0 ) {
  2516. // eye and target are in the same position
  2517. _z.z = 1;
  2518. }
  2519. _z.normalize();
  2520. _x.crossVectors( up, _z );
  2521. if ( _x.lengthSq() === 0 ) {
  2522. // up and z are parallel
  2523. if ( Math.abs( up.z ) === 1 ) {
  2524. _z.x += 0.0001;
  2525. } else {
  2526. _z.z += 0.0001;
  2527. }
  2528. _z.normalize();
  2529. _x.crossVectors( up, _z );
  2530. }
  2531. _x.normalize();
  2532. _y.crossVectors( _z, _x );
  2533. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2534. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2535. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2536. return this;
  2537. },
  2538. multiply: function ( m, n ) {
  2539. if ( n !== undefined ) {
  2540. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2541. return this.multiplyMatrices( m, n );
  2542. }
  2543. return this.multiplyMatrices( this, m );
  2544. },
  2545. premultiply: function ( m ) {
  2546. return this.multiplyMatrices( m, this );
  2547. },
  2548. multiplyMatrices: function ( a, b ) {
  2549. var ae = a.elements;
  2550. var be = b.elements;
  2551. var te = this.elements;
  2552. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2553. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2554. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2555. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2556. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2557. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2558. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2559. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2560. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2561. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2562. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2563. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2564. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2565. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2566. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2567. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2568. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2569. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2570. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2571. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2572. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2573. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2574. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2575. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2576. return this;
  2577. },
  2578. multiplyScalar: function ( s ) {
  2579. var te = this.elements;
  2580. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2581. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2582. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2583. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2584. return this;
  2585. },
  2586. applyToBufferAttribute: function ( attribute ) {
  2587. if ( _v1 === undefined ) _v1 = new Vector3();
  2588. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2589. _v1.x = attribute.getX( i );
  2590. _v1.y = attribute.getY( i );
  2591. _v1.z = attribute.getZ( i );
  2592. _v1.applyMatrix4( this );
  2593. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2594. }
  2595. return attribute;
  2596. },
  2597. determinant: function () {
  2598. var te = this.elements;
  2599. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2600. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2601. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2602. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2603. //TODO: make this more efficient
  2604. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2605. return (
  2606. n41 * (
  2607. + n14 * n23 * n32
  2608. - n13 * n24 * n32
  2609. - n14 * n22 * n33
  2610. + n12 * n24 * n33
  2611. + n13 * n22 * n34
  2612. - n12 * n23 * n34
  2613. ) +
  2614. n42 * (
  2615. + n11 * n23 * n34
  2616. - n11 * n24 * n33
  2617. + n14 * n21 * n33
  2618. - n13 * n21 * n34
  2619. + n13 * n24 * n31
  2620. - n14 * n23 * n31
  2621. ) +
  2622. n43 * (
  2623. + n11 * n24 * n32
  2624. - n11 * n22 * n34
  2625. - n14 * n21 * n32
  2626. + n12 * n21 * n34
  2627. + n14 * n22 * n31
  2628. - n12 * n24 * n31
  2629. ) +
  2630. n44 * (
  2631. - n13 * n22 * n31
  2632. - n11 * n23 * n32
  2633. + n11 * n22 * n33
  2634. + n13 * n21 * n32
  2635. - n12 * n21 * n33
  2636. + n12 * n23 * n31
  2637. )
  2638. );
  2639. },
  2640. transpose: function () {
  2641. var te = this.elements;
  2642. var tmp;
  2643. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2644. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2645. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2646. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2647. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2648. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2649. return this;
  2650. },
  2651. setPosition: function ( x, y, z ) {
  2652. var te = this.elements;
  2653. if ( x.isVector3 ) {
  2654. te[ 12 ] = x.x;
  2655. te[ 13 ] = x.y;
  2656. te[ 14 ] = x.z;
  2657. } else {
  2658. te[ 12 ] = x;
  2659. te[ 13 ] = y;
  2660. te[ 14 ] = z;
  2661. }
  2662. return this;
  2663. },
  2664. getInverse: function ( m, throwOnDegenerate ) {
  2665. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2666. var te = this.elements,
  2667. me = m.elements,
  2668. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2669. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2670. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2671. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2672. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2673. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2674. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2675. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2676. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2677. if ( det === 0 ) {
  2678. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2679. if ( throwOnDegenerate === true ) {
  2680. throw new Error( msg );
  2681. } else {
  2682. console.warn( msg );
  2683. }
  2684. return this.identity();
  2685. }
  2686. var detInv = 1 / det;
  2687. te[ 0 ] = t11 * detInv;
  2688. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2689. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2690. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2691. te[ 4 ] = t12 * detInv;
  2692. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2693. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2694. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2695. te[ 8 ] = t13 * detInv;
  2696. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2697. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2698. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2699. te[ 12 ] = t14 * detInv;
  2700. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2701. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2702. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2703. return this;
  2704. },
  2705. scale: function ( v ) {
  2706. var te = this.elements;
  2707. var x = v.x, y = v.y, z = v.z;
  2708. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2709. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2710. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2711. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2712. return this;
  2713. },
  2714. getMaxScaleOnAxis: function () {
  2715. var te = this.elements;
  2716. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2717. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2718. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2719. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2720. },
  2721. makeTranslation: function ( x, y, z ) {
  2722. this.set(
  2723. 1, 0, 0, x,
  2724. 0, 1, 0, y,
  2725. 0, 0, 1, z,
  2726. 0, 0, 0, 1
  2727. );
  2728. return this;
  2729. },
  2730. makeRotationX: function ( theta ) {
  2731. var c = Math.cos( theta ), s = Math.sin( theta );
  2732. this.set(
  2733. 1, 0, 0, 0,
  2734. 0, c, - s, 0,
  2735. 0, s, c, 0,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationY: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. c, 0, s, 0,
  2744. 0, 1, 0, 0,
  2745. - s, 0, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationZ: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, - s, 0, 0,
  2754. s, c, 0, 0,
  2755. 0, 0, 1, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationAxis: function ( axis, angle ) {
  2761. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2762. var c = Math.cos( angle );
  2763. var s = Math.sin( angle );
  2764. var t = 1 - c;
  2765. var x = axis.x, y = axis.y, z = axis.z;
  2766. var tx = t * x, ty = t * y;
  2767. this.set(
  2768. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2769. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2770. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeScale: function ( x, y, z ) {
  2776. this.set(
  2777. x, 0, 0, 0,
  2778. 0, y, 0, 0,
  2779. 0, 0, z, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. makeShear: function ( x, y, z ) {
  2785. this.set(
  2786. 1, y, z, 0,
  2787. x, 1, z, 0,
  2788. x, y, 1, 0,
  2789. 0, 0, 0, 1
  2790. );
  2791. return this;
  2792. },
  2793. compose: function ( position, quaternion, scale ) {
  2794. var te = this.elements;
  2795. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2796. var x2 = x + x, y2 = y + y, z2 = z + z;
  2797. var xx = x * x2, xy = x * y2, xz = x * z2;
  2798. var yy = y * y2, yz = y * z2, zz = z * z2;
  2799. var wx = w * x2, wy = w * y2, wz = w * z2;
  2800. var sx = scale.x, sy = scale.y, sz = scale.z;
  2801. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2802. te[ 1 ] = ( xy + wz ) * sx;
  2803. te[ 2 ] = ( xz - wy ) * sx;
  2804. te[ 3 ] = 0;
  2805. te[ 4 ] = ( xy - wz ) * sy;
  2806. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2807. te[ 6 ] = ( yz + wx ) * sy;
  2808. te[ 7 ] = 0;
  2809. te[ 8 ] = ( xz + wy ) * sz;
  2810. te[ 9 ] = ( yz - wx ) * sz;
  2811. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2812. te[ 11 ] = 0;
  2813. te[ 12 ] = position.x;
  2814. te[ 13 ] = position.y;
  2815. te[ 14 ] = position.z;
  2816. te[ 15 ] = 1;
  2817. return this;
  2818. },
  2819. decompose: function ( position, quaternion, scale ) {
  2820. if ( _m1 === undefined ) {
  2821. _m1 = new Matrix4();
  2822. _v1 = new Vector3();
  2823. }
  2824. var te = this.elements;
  2825. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2826. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2827. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2828. // if determine is negative, we need to invert one scale
  2829. var det = this.determinant();
  2830. if ( det < 0 ) sx = - sx;
  2831. position.x = te[ 12 ];
  2832. position.y = te[ 13 ];
  2833. position.z = te[ 14 ];
  2834. // scale the rotation part
  2835. _m1.copy( this );
  2836. var invSX = 1 / sx;
  2837. var invSY = 1 / sy;
  2838. var invSZ = 1 / sz;
  2839. _m1.elements[ 0 ] *= invSX;
  2840. _m1.elements[ 1 ] *= invSX;
  2841. _m1.elements[ 2 ] *= invSX;
  2842. _m1.elements[ 4 ] *= invSY;
  2843. _m1.elements[ 5 ] *= invSY;
  2844. _m1.elements[ 6 ] *= invSY;
  2845. _m1.elements[ 8 ] *= invSZ;
  2846. _m1.elements[ 9 ] *= invSZ;
  2847. _m1.elements[ 10 ] *= invSZ;
  2848. quaternion.setFromRotationMatrix( _m1 );
  2849. scale.x = sx;
  2850. scale.y = sy;
  2851. scale.z = sz;
  2852. return this;
  2853. },
  2854. makePerspective: function ( left, right, top, bottom, near, far ) {
  2855. if ( far === undefined ) {
  2856. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2857. }
  2858. var te = this.elements;
  2859. var x = 2 * near / ( right - left );
  2860. var y = 2 * near / ( top - bottom );
  2861. var a = ( right + left ) / ( right - left );
  2862. var b = ( top + bottom ) / ( top - bottom );
  2863. var c = - ( far + near ) / ( far - near );
  2864. var d = - 2 * far * near / ( far - near );
  2865. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2866. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2867. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2868. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2869. return this;
  2870. },
  2871. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2872. var te = this.elements;
  2873. var w = 1.0 / ( right - left );
  2874. var h = 1.0 / ( top - bottom );
  2875. var p = 1.0 / ( far - near );
  2876. var x = ( right + left ) * w;
  2877. var y = ( top + bottom ) * h;
  2878. var z = ( far + near ) * p;
  2879. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2880. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2881. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2882. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2883. return this;
  2884. },
  2885. equals: function ( matrix ) {
  2886. var te = this.elements;
  2887. var me = matrix.elements;
  2888. for ( var i = 0; i < 16; i ++ ) {
  2889. if ( te[ i ] !== me[ i ] ) return false;
  2890. }
  2891. return true;
  2892. },
  2893. fromArray: function ( array, offset ) {
  2894. if ( offset === undefined ) offset = 0;
  2895. for ( var i = 0; i < 16; i ++ ) {
  2896. this.elements[ i ] = array[ i + offset ];
  2897. }
  2898. return this;
  2899. },
  2900. toArray: function ( array, offset ) {
  2901. if ( array === undefined ) array = [];
  2902. if ( offset === undefined ) offset = 0;
  2903. var te = this.elements;
  2904. array[ offset ] = te[ 0 ];
  2905. array[ offset + 1 ] = te[ 1 ];
  2906. array[ offset + 2 ] = te[ 2 ];
  2907. array[ offset + 3 ] = te[ 3 ];
  2908. array[ offset + 4 ] = te[ 4 ];
  2909. array[ offset + 5 ] = te[ 5 ];
  2910. array[ offset + 6 ] = te[ 6 ];
  2911. array[ offset + 7 ] = te[ 7 ];
  2912. array[ offset + 8 ] = te[ 8 ];
  2913. array[ offset + 9 ] = te[ 9 ];
  2914. array[ offset + 10 ] = te[ 10 ];
  2915. array[ offset + 11 ] = te[ 11 ];
  2916. array[ offset + 12 ] = te[ 12 ];
  2917. array[ offset + 13 ] = te[ 13 ];
  2918. array[ offset + 14 ] = te[ 14 ];
  2919. array[ offset + 15 ] = te[ 15 ];
  2920. return array;
  2921. }
  2922. } );
  2923. /**
  2924. * @author mrdoob / http://mrdoob.com/
  2925. * @author WestLangley / http://github.com/WestLangley
  2926. * @author bhouston / http://clara.io
  2927. */
  2928. var _matrix, _quaternion$1;
  2929. function Euler( x, y, z, order ) {
  2930. this._x = x || 0;
  2931. this._y = y || 0;
  2932. this._z = z || 0;
  2933. this._order = order || Euler.DefaultOrder;
  2934. }
  2935. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2936. Euler.DefaultOrder = 'XYZ';
  2937. Object.defineProperties( Euler.prototype, {
  2938. x: {
  2939. get: function () {
  2940. return this._x;
  2941. },
  2942. set: function ( value ) {
  2943. this._x = value;
  2944. this._onChangeCallback();
  2945. }
  2946. },
  2947. y: {
  2948. get: function () {
  2949. return this._y;
  2950. },
  2951. set: function ( value ) {
  2952. this._y = value;
  2953. this._onChangeCallback();
  2954. }
  2955. },
  2956. z: {
  2957. get: function () {
  2958. return this._z;
  2959. },
  2960. set: function ( value ) {
  2961. this._z = value;
  2962. this._onChangeCallback();
  2963. }
  2964. },
  2965. order: {
  2966. get: function () {
  2967. return this._order;
  2968. },
  2969. set: function ( value ) {
  2970. this._order = value;
  2971. this._onChangeCallback();
  2972. }
  2973. }
  2974. } );
  2975. Object.assign( Euler.prototype, {
  2976. isEuler: true,
  2977. set: function ( x, y, z, order ) {
  2978. this._x = x;
  2979. this._y = y;
  2980. this._z = z;
  2981. this._order = order || this._order;
  2982. this._onChangeCallback();
  2983. return this;
  2984. },
  2985. clone: function () {
  2986. return new this.constructor( this._x, this._y, this._z, this._order );
  2987. },
  2988. copy: function ( euler ) {
  2989. this._x = euler._x;
  2990. this._y = euler._y;
  2991. this._z = euler._z;
  2992. this._order = euler._order;
  2993. this._onChangeCallback();
  2994. return this;
  2995. },
  2996. setFromRotationMatrix: function ( m, order, update ) {
  2997. var clamp = _Math.clamp;
  2998. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2999. var te = m.elements;
  3000. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3001. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3002. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3003. order = order || this._order;
  3004. if ( order === 'XYZ' ) {
  3005. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3006. if ( Math.abs( m13 ) < 0.9999999 ) {
  3007. this._x = Math.atan2( - m23, m33 );
  3008. this._z = Math.atan2( - m12, m11 );
  3009. } else {
  3010. this._x = Math.atan2( m32, m22 );
  3011. this._z = 0;
  3012. }
  3013. } else if ( order === 'YXZ' ) {
  3014. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3015. if ( Math.abs( m23 ) < 0.9999999 ) {
  3016. this._y = Math.atan2( m13, m33 );
  3017. this._z = Math.atan2( m21, m22 );
  3018. } else {
  3019. this._y = Math.atan2( - m31, m11 );
  3020. this._z = 0;
  3021. }
  3022. } else if ( order === 'ZXY' ) {
  3023. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3024. if ( Math.abs( m32 ) < 0.9999999 ) {
  3025. this._y = Math.atan2( - m31, m33 );
  3026. this._z = Math.atan2( - m12, m22 );
  3027. } else {
  3028. this._y = 0;
  3029. this._z = Math.atan2( m21, m11 );
  3030. }
  3031. } else if ( order === 'ZYX' ) {
  3032. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3033. if ( Math.abs( m31 ) < 0.9999999 ) {
  3034. this._x = Math.atan2( m32, m33 );
  3035. this._z = Math.atan2( m21, m11 );
  3036. } else {
  3037. this._x = 0;
  3038. this._z = Math.atan2( - m12, m22 );
  3039. }
  3040. } else if ( order === 'YZX' ) {
  3041. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3042. if ( Math.abs( m21 ) < 0.9999999 ) {
  3043. this._x = Math.atan2( - m23, m22 );
  3044. this._y = Math.atan2( - m31, m11 );
  3045. } else {
  3046. this._x = 0;
  3047. this._y = Math.atan2( m13, m33 );
  3048. }
  3049. } else if ( order === 'XZY' ) {
  3050. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3051. if ( Math.abs( m12 ) < 0.9999999 ) {
  3052. this._x = Math.atan2( m32, m22 );
  3053. this._y = Math.atan2( m13, m11 );
  3054. } else {
  3055. this._x = Math.atan2( - m23, m33 );
  3056. this._y = 0;
  3057. }
  3058. } else {
  3059. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3060. }
  3061. this._order = order;
  3062. if ( update !== false ) this._onChangeCallback();
  3063. return this;
  3064. },
  3065. setFromQuaternion: function ( q, order, update ) {
  3066. if ( _matrix === undefined ) _matrix = new Matrix4();
  3067. _matrix.makeRotationFromQuaternion( q );
  3068. return this.setFromRotationMatrix( _matrix, order, update );
  3069. },
  3070. setFromVector3: function ( v, order ) {
  3071. return this.set( v.x, v.y, v.z, order || this._order );
  3072. },
  3073. reorder: function ( newOrder ) {
  3074. // WARNING: this discards revolution information -bhouston
  3075. if ( _quaternion$1 === undefined ) _quaternion$1 = new Quaternion();
  3076. _quaternion$1.setFromEuler( this );
  3077. return this.setFromQuaternion( _quaternion$1, newOrder );
  3078. },
  3079. equals: function ( euler ) {
  3080. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3081. },
  3082. fromArray: function ( array ) {
  3083. this._x = array[ 0 ];
  3084. this._y = array[ 1 ];
  3085. this._z = array[ 2 ];
  3086. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3087. this._onChangeCallback();
  3088. return this;
  3089. },
  3090. toArray: function ( array, offset ) {
  3091. if ( array === undefined ) array = [];
  3092. if ( offset === undefined ) offset = 0;
  3093. array[ offset ] = this._x;
  3094. array[ offset + 1 ] = this._y;
  3095. array[ offset + 2 ] = this._z;
  3096. array[ offset + 3 ] = this._order;
  3097. return array;
  3098. },
  3099. toVector3: function ( optionalResult ) {
  3100. if ( optionalResult ) {
  3101. return optionalResult.set( this._x, this._y, this._z );
  3102. } else {
  3103. return new Vector3( this._x, this._y, this._z );
  3104. }
  3105. },
  3106. _onChange: function ( callback ) {
  3107. this._onChangeCallback = callback;
  3108. return this;
  3109. },
  3110. _onChangeCallback: function () {}
  3111. } );
  3112. /**
  3113. * @author mrdoob / http://mrdoob.com/
  3114. */
  3115. function Layers() {
  3116. this.mask = 1 | 0;
  3117. }
  3118. Object.assign( Layers.prototype, {
  3119. set: function ( channel ) {
  3120. this.mask = 1 << channel | 0;
  3121. },
  3122. enable: function ( channel ) {
  3123. this.mask |= 1 << channel | 0;
  3124. },
  3125. toggle: function ( channel ) {
  3126. this.mask ^= 1 << channel | 0;
  3127. },
  3128. disable: function ( channel ) {
  3129. this.mask &= ~ ( 1 << channel | 0 );
  3130. },
  3131. test: function ( layers ) {
  3132. return ( this.mask & layers.mask ) !== 0;
  3133. }
  3134. } );
  3135. /**
  3136. * @author mrdoob / http://mrdoob.com/
  3137. * @author mikael emtinger / http://gomo.se/
  3138. * @author alteredq / http://alteredqualia.com/
  3139. * @author WestLangley / http://github.com/WestLangley
  3140. * @author elephantatwork / www.elephantatwork.ch
  3141. */
  3142. var object3DId = 0;
  3143. function Object3D() {
  3144. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  3145. this.uuid = _Math.generateUUID();
  3146. this.name = '';
  3147. this.type = 'Object3D';
  3148. this.parent = null;
  3149. this.children = [];
  3150. this.up = Object3D.DefaultUp.clone();
  3151. var position = new Vector3();
  3152. var rotation = new Euler();
  3153. var quaternion = new Quaternion();
  3154. var scale = new Vector3( 1, 1, 1 );
  3155. function onRotationChange() {
  3156. quaternion.setFromEuler( rotation, false );
  3157. }
  3158. function onQuaternionChange() {
  3159. rotation.setFromQuaternion( quaternion, undefined, false );
  3160. }
  3161. rotation._onChange( onRotationChange );
  3162. quaternion._onChange( onQuaternionChange );
  3163. Object.defineProperties( this, {
  3164. position: {
  3165. configurable: true,
  3166. enumerable: true,
  3167. value: position
  3168. },
  3169. rotation: {
  3170. configurable: true,
  3171. enumerable: true,
  3172. value: rotation
  3173. },
  3174. quaternion: {
  3175. configurable: true,
  3176. enumerable: true,
  3177. value: quaternion
  3178. },
  3179. scale: {
  3180. configurable: true,
  3181. enumerable: true,
  3182. value: scale
  3183. },
  3184. modelViewMatrix: {
  3185. value: new Matrix4()
  3186. },
  3187. normalMatrix: {
  3188. value: new Matrix3()
  3189. }
  3190. } );
  3191. this.matrix = new Matrix4();
  3192. this.matrixWorld = new Matrix4();
  3193. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3194. this.matrixWorldNeedsUpdate = false;
  3195. this.layers = new Layers();
  3196. this.visible = true;
  3197. this.castShadow = false;
  3198. this.receiveShadow = false;
  3199. this.frustumCulled = true;
  3200. this.renderOrder = 0;
  3201. this.userData = {};
  3202. }
  3203. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3204. Object3D.DefaultMatrixAutoUpdate = true;
  3205. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3206. constructor: Object3D,
  3207. isObject3D: true,
  3208. onBeforeRender: function () {},
  3209. onAfterRender: function () {},
  3210. applyMatrix: function ( matrix ) {
  3211. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3212. this.matrix.premultiply( matrix );
  3213. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3214. },
  3215. applyQuaternion: function ( q ) {
  3216. this.quaternion.premultiply( q );
  3217. return this;
  3218. },
  3219. setRotationFromAxisAngle: function ( axis, angle ) {
  3220. // assumes axis is normalized
  3221. this.quaternion.setFromAxisAngle( axis, angle );
  3222. },
  3223. setRotationFromEuler: function ( euler ) {
  3224. this.quaternion.setFromEuler( euler, true );
  3225. },
  3226. setRotationFromMatrix: function ( m ) {
  3227. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3228. this.quaternion.setFromRotationMatrix( m );
  3229. },
  3230. setRotationFromQuaternion: function ( q ) {
  3231. // assumes q is normalized
  3232. this.quaternion.copy( q );
  3233. },
  3234. rotateOnAxis: function () {
  3235. // rotate object on axis in object space
  3236. // axis is assumed to be normalized
  3237. var q1 = new Quaternion();
  3238. return function rotateOnAxis( axis, angle ) {
  3239. q1.setFromAxisAngle( axis, angle );
  3240. this.quaternion.multiply( q1 );
  3241. return this;
  3242. };
  3243. }(),
  3244. rotateOnWorldAxis: function () {
  3245. // rotate object on axis in world space
  3246. // axis is assumed to be normalized
  3247. // method assumes no rotated parent
  3248. var q1 = new Quaternion();
  3249. return function rotateOnWorldAxis( axis, angle ) {
  3250. q1.setFromAxisAngle( axis, angle );
  3251. this.quaternion.premultiply( q1 );
  3252. return this;
  3253. };
  3254. }(),
  3255. rotateX: function () {
  3256. var v1 = new Vector3( 1, 0, 0 );
  3257. return function rotateX( angle ) {
  3258. return this.rotateOnAxis( v1, angle );
  3259. };
  3260. }(),
  3261. rotateY: function () {
  3262. var v1 = new Vector3( 0, 1, 0 );
  3263. return function rotateY( angle ) {
  3264. return this.rotateOnAxis( v1, angle );
  3265. };
  3266. }(),
  3267. rotateZ: function () {
  3268. var v1 = new Vector3( 0, 0, 1 );
  3269. return function rotateZ( angle ) {
  3270. return this.rotateOnAxis( v1, angle );
  3271. };
  3272. }(),
  3273. translateOnAxis: function () {
  3274. // translate object by distance along axis in object space
  3275. // axis is assumed to be normalized
  3276. var v1 = new Vector3();
  3277. return function translateOnAxis( axis, distance ) {
  3278. v1.copy( axis ).applyQuaternion( this.quaternion );
  3279. this.position.add( v1.multiplyScalar( distance ) );
  3280. return this;
  3281. };
  3282. }(),
  3283. translateX: function () {
  3284. var v1 = new Vector3( 1, 0, 0 );
  3285. return function translateX( distance ) {
  3286. return this.translateOnAxis( v1, distance );
  3287. };
  3288. }(),
  3289. translateY: function () {
  3290. var v1 = new Vector3( 0, 1, 0 );
  3291. return function translateY( distance ) {
  3292. return this.translateOnAxis( v1, distance );
  3293. };
  3294. }(),
  3295. translateZ: function () {
  3296. var v1 = new Vector3( 0, 0, 1 );
  3297. return function translateZ( distance ) {
  3298. return this.translateOnAxis( v1, distance );
  3299. };
  3300. }(),
  3301. localToWorld: function ( vector ) {
  3302. return vector.applyMatrix4( this.matrixWorld );
  3303. },
  3304. worldToLocal: function () {
  3305. var m1 = new Matrix4();
  3306. return function worldToLocal( vector ) {
  3307. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  3308. };
  3309. }(),
  3310. lookAt: function () {
  3311. // This method does not support objects having non-uniformly-scaled parent(s)
  3312. var q1 = new Quaternion();
  3313. var m1 = new Matrix4();
  3314. var target = new Vector3();
  3315. var position = new Vector3();
  3316. return function lookAt( x, y, z ) {
  3317. if ( x.isVector3 ) {
  3318. target.copy( x );
  3319. } else {
  3320. target.set( x, y, z );
  3321. }
  3322. var parent = this.parent;
  3323. this.updateWorldMatrix( true, false );
  3324. position.setFromMatrixPosition( this.matrixWorld );
  3325. if ( this.isCamera || this.isLight ) {
  3326. m1.lookAt( position, target, this.up );
  3327. } else {
  3328. m1.lookAt( target, position, this.up );
  3329. }
  3330. this.quaternion.setFromRotationMatrix( m1 );
  3331. if ( parent ) {
  3332. m1.extractRotation( parent.matrixWorld );
  3333. q1.setFromRotationMatrix( m1 );
  3334. this.quaternion.premultiply( q1.inverse() );
  3335. }
  3336. };
  3337. }(),
  3338. add: function ( object ) {
  3339. if ( arguments.length > 1 ) {
  3340. for ( var i = 0; i < arguments.length; i ++ ) {
  3341. this.add( arguments[ i ] );
  3342. }
  3343. return this;
  3344. }
  3345. if ( object === this ) {
  3346. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3347. return this;
  3348. }
  3349. if ( ( object && object.isObject3D ) ) {
  3350. if ( object.parent !== null ) {
  3351. object.parent.remove( object );
  3352. }
  3353. object.parent = this;
  3354. this.children.push( object );
  3355. object.dispatchEvent( { type: 'added' } );
  3356. } else {
  3357. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3358. }
  3359. return this;
  3360. },
  3361. remove: function ( object ) {
  3362. if ( arguments.length > 1 ) {
  3363. for ( var i = 0; i < arguments.length; i ++ ) {
  3364. this.remove( arguments[ i ] );
  3365. }
  3366. return this;
  3367. }
  3368. var index = this.children.indexOf( object );
  3369. if ( index !== - 1 ) {
  3370. object.parent = null;
  3371. this.children.splice( index, 1 );
  3372. object.dispatchEvent( { type: 'removed' } );
  3373. }
  3374. return this;
  3375. },
  3376. attach: function () {
  3377. // adds object as a child of this, while maintaining the object's world transform
  3378. var m = new Matrix4();
  3379. return function attach( object ) {
  3380. this.updateWorldMatrix( true, false );
  3381. m.getInverse( this.matrixWorld );
  3382. if ( object.parent !== null ) {
  3383. object.parent.updateWorldMatrix( true, false );
  3384. m.multiply( object.parent.matrixWorld );
  3385. }
  3386. object.applyMatrix( m );
  3387. object.updateWorldMatrix( false, false );
  3388. this.add( object );
  3389. return this;
  3390. };
  3391. }(),
  3392. getObjectById: function ( id ) {
  3393. return this.getObjectByProperty( 'id', id );
  3394. },
  3395. getObjectByName: function ( name ) {
  3396. return this.getObjectByProperty( 'name', name );
  3397. },
  3398. getObjectByProperty: function ( name, value ) {
  3399. if ( this[ name ] === value ) return this;
  3400. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3401. var child = this.children[ i ];
  3402. var object = child.getObjectByProperty( name, value );
  3403. if ( object !== undefined ) {
  3404. return object;
  3405. }
  3406. }
  3407. return undefined;
  3408. },
  3409. getWorldPosition: function ( target ) {
  3410. if ( target === undefined ) {
  3411. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3412. target = new Vector3();
  3413. }
  3414. this.updateMatrixWorld( true );
  3415. return target.setFromMatrixPosition( this.matrixWorld );
  3416. },
  3417. getWorldQuaternion: function () {
  3418. var position = new Vector3();
  3419. var scale = new Vector3();
  3420. return function getWorldQuaternion( target ) {
  3421. if ( target === undefined ) {
  3422. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3423. target = new Quaternion();
  3424. }
  3425. this.updateMatrixWorld( true );
  3426. this.matrixWorld.decompose( position, target, scale );
  3427. return target;
  3428. };
  3429. }(),
  3430. getWorldScale: function () {
  3431. var position = new Vector3();
  3432. var quaternion = new Quaternion();
  3433. return function getWorldScale( target ) {
  3434. if ( target === undefined ) {
  3435. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3436. target = new Vector3();
  3437. }
  3438. this.updateMatrixWorld( true );
  3439. this.matrixWorld.decompose( position, quaternion, target );
  3440. return target;
  3441. };
  3442. }(),
  3443. getWorldDirection: function ( target ) {
  3444. if ( target === undefined ) {
  3445. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3446. target = new Vector3();
  3447. }
  3448. this.updateMatrixWorld( true );
  3449. var e = this.matrixWorld.elements;
  3450. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3451. },
  3452. raycast: function () {},
  3453. traverse: function ( callback ) {
  3454. callback( this );
  3455. var children = this.children;
  3456. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3457. children[ i ].traverse( callback );
  3458. }
  3459. },
  3460. traverseVisible: function ( callback ) {
  3461. if ( this.visible === false ) return;
  3462. callback( this );
  3463. var children = this.children;
  3464. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3465. children[ i ].traverseVisible( callback );
  3466. }
  3467. },
  3468. traverseAncestors: function ( callback ) {
  3469. var parent = this.parent;
  3470. if ( parent !== null ) {
  3471. callback( parent );
  3472. parent.traverseAncestors( callback );
  3473. }
  3474. },
  3475. updateMatrix: function () {
  3476. this.matrix.compose( this.position, this.quaternion, this.scale );
  3477. this.matrixWorldNeedsUpdate = true;
  3478. },
  3479. updateMatrixWorld: function ( force ) {
  3480. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3481. if ( this.matrixWorldNeedsUpdate || force ) {
  3482. if ( this.parent === null ) {
  3483. this.matrixWorld.copy( this.matrix );
  3484. } else {
  3485. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3486. }
  3487. this.matrixWorldNeedsUpdate = false;
  3488. force = true;
  3489. }
  3490. // update children
  3491. var children = this.children;
  3492. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3493. children[ i ].updateMatrixWorld( force );
  3494. }
  3495. },
  3496. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3497. var parent = this.parent;
  3498. if ( updateParents === true && parent !== null ) {
  3499. parent.updateWorldMatrix( true, false );
  3500. }
  3501. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3502. if ( this.parent === null ) {
  3503. this.matrixWorld.copy( this.matrix );
  3504. } else {
  3505. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3506. }
  3507. // update children
  3508. if ( updateChildren === true ) {
  3509. var children = this.children;
  3510. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3511. children[ i ].updateWorldMatrix( false, true );
  3512. }
  3513. }
  3514. },
  3515. toJSON: function ( meta ) {
  3516. // meta is a string when called from JSON.stringify
  3517. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3518. var output = {};
  3519. // meta is a hash used to collect geometries, materials.
  3520. // not providing it implies that this is the root object
  3521. // being serialized.
  3522. if ( isRootObject ) {
  3523. // initialize meta obj
  3524. meta = {
  3525. geometries: {},
  3526. materials: {},
  3527. textures: {},
  3528. images: {},
  3529. shapes: {}
  3530. };
  3531. output.metadata = {
  3532. version: 4.5,
  3533. type: 'Object',
  3534. generator: 'Object3D.toJSON'
  3535. };
  3536. }
  3537. // standard Object3D serialization
  3538. var object = {};
  3539. object.uuid = this.uuid;
  3540. object.type = this.type;
  3541. if ( this.name !== '' ) object.name = this.name;
  3542. if ( this.castShadow === true ) object.castShadow = true;
  3543. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3544. if ( this.visible === false ) object.visible = false;
  3545. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3546. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3547. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3548. object.layers = this.layers.mask;
  3549. object.matrix = this.matrix.toArray();
  3550. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3551. // object specific properties
  3552. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3553. //
  3554. function serialize( library, element ) {
  3555. if ( library[ element.uuid ] === undefined ) {
  3556. library[ element.uuid ] = element.toJSON( meta );
  3557. }
  3558. return element.uuid;
  3559. }
  3560. if ( this.isMesh || this.isLine || this.isPoints ) {
  3561. object.geometry = serialize( meta.geometries, this.geometry );
  3562. var parameters = this.geometry.parameters;
  3563. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3564. var shapes = parameters.shapes;
  3565. if ( Array.isArray( shapes ) ) {
  3566. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3567. var shape = shapes[ i ];
  3568. serialize( meta.shapes, shape );
  3569. }
  3570. } else {
  3571. serialize( meta.shapes, shapes );
  3572. }
  3573. }
  3574. }
  3575. if ( this.material !== undefined ) {
  3576. if ( Array.isArray( this.material ) ) {
  3577. var uuids = [];
  3578. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3579. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3580. }
  3581. object.material = uuids;
  3582. } else {
  3583. object.material = serialize( meta.materials, this.material );
  3584. }
  3585. }
  3586. //
  3587. if ( this.children.length > 0 ) {
  3588. object.children = [];
  3589. for ( var i = 0; i < this.children.length; i ++ ) {
  3590. object.children.push( this.children[ i ].toJSON( meta ).object );
  3591. }
  3592. }
  3593. if ( isRootObject ) {
  3594. var geometries = extractFromCache( meta.geometries );
  3595. var materials = extractFromCache( meta.materials );
  3596. var textures = extractFromCache( meta.textures );
  3597. var images = extractFromCache( meta.images );
  3598. var shapes = extractFromCache( meta.shapes );
  3599. if ( geometries.length > 0 ) output.geometries = geometries;
  3600. if ( materials.length > 0 ) output.materials = materials;
  3601. if ( textures.length > 0 ) output.textures = textures;
  3602. if ( images.length > 0 ) output.images = images;
  3603. if ( shapes.length > 0 ) output.shapes = shapes;
  3604. }
  3605. output.object = object;
  3606. return output;
  3607. // extract data from the cache hash
  3608. // remove metadata on each item
  3609. // and return as array
  3610. function extractFromCache( cache ) {
  3611. var values = [];
  3612. for ( var key in cache ) {
  3613. var data = cache[ key ];
  3614. delete data.metadata;
  3615. values.push( data );
  3616. }
  3617. return values;
  3618. }
  3619. },
  3620. clone: function ( recursive ) {
  3621. return new this.constructor().copy( this, recursive );
  3622. },
  3623. copy: function ( source, recursive ) {
  3624. if ( recursive === undefined ) recursive = true;
  3625. this.name = source.name;
  3626. this.up.copy( source.up );
  3627. this.position.copy( source.position );
  3628. this.quaternion.copy( source.quaternion );
  3629. this.scale.copy( source.scale );
  3630. this.matrix.copy( source.matrix );
  3631. this.matrixWorld.copy( source.matrixWorld );
  3632. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3633. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3634. this.layers.mask = source.layers.mask;
  3635. this.visible = source.visible;
  3636. this.castShadow = source.castShadow;
  3637. this.receiveShadow = source.receiveShadow;
  3638. this.frustumCulled = source.frustumCulled;
  3639. this.renderOrder = source.renderOrder;
  3640. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3641. if ( recursive === true ) {
  3642. for ( var i = 0; i < source.children.length; i ++ ) {
  3643. var child = source.children[ i ];
  3644. this.add( child.clone() );
  3645. }
  3646. }
  3647. return this;
  3648. }
  3649. } );
  3650. /**
  3651. * @author mrdoob / http://mrdoob.com/
  3652. */
  3653. function Scene() {
  3654. Object3D.call( this );
  3655. this.type = 'Scene';
  3656. this.background = null;
  3657. this.fog = null;
  3658. this.overrideMaterial = null;
  3659. this.autoUpdate = true; // checked by the renderer
  3660. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3661. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3662. }
  3663. }
  3664. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3665. constructor: Scene,
  3666. isScene: true,
  3667. copy: function ( source, recursive ) {
  3668. Object3D.prototype.copy.call( this, source, recursive );
  3669. if ( source.background !== null ) this.background = source.background.clone();
  3670. if ( source.fog !== null ) this.fog = source.fog.clone();
  3671. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3672. this.autoUpdate = source.autoUpdate;
  3673. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3674. return this;
  3675. },
  3676. toJSON: function ( meta ) {
  3677. var data = Object3D.prototype.toJSON.call( this, meta );
  3678. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3679. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3680. return data;
  3681. },
  3682. dispose: function () {
  3683. this.dispatchEvent( { type: 'dispose' } );
  3684. }
  3685. } );
  3686. /**
  3687. * @author bhouston / http://clara.io
  3688. * @author WestLangley / http://github.com/WestLangley
  3689. */
  3690. var _points;
  3691. var _vector$2;
  3692. var _v0, _v1$1, _v2;
  3693. var _f0, _f1, _f2;
  3694. var _center;
  3695. var _extents;
  3696. var _triangleNormal;
  3697. function Box3( min, max ) {
  3698. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3699. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3700. }
  3701. Object.assign( Box3.prototype, {
  3702. isBox3: true,
  3703. set: function ( min, max ) {
  3704. this.min.copy( min );
  3705. this.max.copy( max );
  3706. return this;
  3707. },
  3708. setFromArray: function ( array ) {
  3709. var minX = + Infinity;
  3710. var minY = + Infinity;
  3711. var minZ = + Infinity;
  3712. var maxX = - Infinity;
  3713. var maxY = - Infinity;
  3714. var maxZ = - Infinity;
  3715. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3716. var x = array[ i ];
  3717. var y = array[ i + 1 ];
  3718. var z = array[ i + 2 ];
  3719. if ( x < minX ) minX = x;
  3720. if ( y < minY ) minY = y;
  3721. if ( z < minZ ) minZ = z;
  3722. if ( x > maxX ) maxX = x;
  3723. if ( y > maxY ) maxY = y;
  3724. if ( z > maxZ ) maxZ = z;
  3725. }
  3726. this.min.set( minX, minY, minZ );
  3727. this.max.set( maxX, maxY, maxZ );
  3728. return this;
  3729. },
  3730. setFromBufferAttribute: function ( attribute ) {
  3731. var minX = + Infinity;
  3732. var minY = + Infinity;
  3733. var minZ = + Infinity;
  3734. var maxX = - Infinity;
  3735. var maxY = - Infinity;
  3736. var maxZ = - Infinity;
  3737. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3738. var x = attribute.getX( i );
  3739. var y = attribute.getY( i );
  3740. var z = attribute.getZ( i );
  3741. if ( x < minX ) minX = x;
  3742. if ( y < minY ) minY = y;
  3743. if ( z < minZ ) minZ = z;
  3744. if ( x > maxX ) maxX = x;
  3745. if ( y > maxY ) maxY = y;
  3746. if ( z > maxZ ) maxZ = z;
  3747. }
  3748. this.min.set( minX, minY, minZ );
  3749. this.max.set( maxX, maxY, maxZ );
  3750. return this;
  3751. },
  3752. setFromPoints: function ( points ) {
  3753. this.makeEmpty();
  3754. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3755. this.expandByPoint( points[ i ] );
  3756. }
  3757. return this;
  3758. },
  3759. setFromCenterAndSize: function ( center, size ) {
  3760. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3761. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3762. this.min.copy( center ).sub( halfSize );
  3763. this.max.copy( center ).add( halfSize );
  3764. return this;
  3765. },
  3766. setFromObject: function ( object ) {
  3767. this.makeEmpty();
  3768. return this.expandByObject( object );
  3769. },
  3770. clone: function () {
  3771. return new this.constructor().copy( this );
  3772. },
  3773. copy: function ( box ) {
  3774. this.min.copy( box.min );
  3775. this.max.copy( box.max );
  3776. return this;
  3777. },
  3778. makeEmpty: function () {
  3779. this.min.x = this.min.y = this.min.z = + Infinity;
  3780. this.max.x = this.max.y = this.max.z = - Infinity;
  3781. return this;
  3782. },
  3783. isEmpty: function () {
  3784. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3785. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3786. },
  3787. getCenter: function ( target ) {
  3788. if ( target === undefined ) {
  3789. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3790. target = new Vector3();
  3791. }
  3792. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3793. },
  3794. getSize: function ( target ) {
  3795. if ( target === undefined ) {
  3796. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3797. target = new Vector3();
  3798. }
  3799. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3800. },
  3801. expandByPoint: function ( point ) {
  3802. this.min.min( point );
  3803. this.max.max( point );
  3804. return this;
  3805. },
  3806. expandByVector: function ( vector ) {
  3807. this.min.sub( vector );
  3808. this.max.add( vector );
  3809. return this;
  3810. },
  3811. expandByScalar: function ( scalar ) {
  3812. this.min.addScalar( - scalar );
  3813. this.max.addScalar( scalar );
  3814. return this;
  3815. },
  3816. expandByObject: function ( object ) {
  3817. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3818. var i, l;
  3819. // Computes the world-axis-aligned bounding box of an object (including its children),
  3820. // accounting for both the object's, and children's, world transforms
  3821. object.updateWorldMatrix( false, false );
  3822. var geometry = object.geometry;
  3823. if ( geometry !== undefined ) {
  3824. if ( geometry.isGeometry ) {
  3825. var vertices = geometry.vertices;
  3826. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3827. _vector$2.copy( vertices[ i ] );
  3828. _vector$2.applyMatrix4( object.matrixWorld );
  3829. this.expandByPoint( _vector$2 );
  3830. }
  3831. } else if ( geometry.isBufferGeometry ) {
  3832. var attribute = geometry.attributes.position;
  3833. if ( attribute !== undefined ) {
  3834. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3835. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3836. this.expandByPoint( _vector$2 );
  3837. }
  3838. }
  3839. }
  3840. }
  3841. //
  3842. var children = object.children;
  3843. for ( i = 0, l = children.length; i < l; i ++ ) {
  3844. this.expandByObject( children[ i ] );
  3845. }
  3846. return this;
  3847. },
  3848. containsPoint: function ( point ) {
  3849. return point.x < this.min.x || point.x > this.max.x ||
  3850. point.y < this.min.y || point.y > this.max.y ||
  3851. point.z < this.min.z || point.z > this.max.z ? false : true;
  3852. },
  3853. containsBox: function ( box ) {
  3854. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3855. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3856. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3857. },
  3858. getParameter: function ( point, target ) {
  3859. // This can potentially have a divide by zero if the box
  3860. // has a size dimension of 0.
  3861. if ( target === undefined ) {
  3862. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3863. target = new Vector3();
  3864. }
  3865. return target.set(
  3866. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3867. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3868. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3869. );
  3870. },
  3871. intersectsBox: function ( box ) {
  3872. // using 6 splitting planes to rule out intersections.
  3873. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3874. box.max.y < this.min.y || box.min.y > this.max.y ||
  3875. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3876. },
  3877. intersectsSphere: function ( sphere ) {
  3878. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3879. // Find the point on the AABB closest to the sphere center.
  3880. this.clampPoint( sphere.center, _vector$2 );
  3881. // If that point is inside the sphere, the AABB and sphere intersect.
  3882. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3883. },
  3884. intersectsPlane: function ( plane ) {
  3885. // We compute the minimum and maximum dot product values. If those values
  3886. // are on the same side (back or front) of the plane, then there is no intersection.
  3887. var min, max;
  3888. if ( plane.normal.x > 0 ) {
  3889. min = plane.normal.x * this.min.x;
  3890. max = plane.normal.x * this.max.x;
  3891. } else {
  3892. min = plane.normal.x * this.max.x;
  3893. max = plane.normal.x * this.min.x;
  3894. }
  3895. if ( plane.normal.y > 0 ) {
  3896. min += plane.normal.y * this.min.y;
  3897. max += plane.normal.y * this.max.y;
  3898. } else {
  3899. min += plane.normal.y * this.max.y;
  3900. max += plane.normal.y * this.min.y;
  3901. }
  3902. if ( plane.normal.z > 0 ) {
  3903. min += plane.normal.z * this.min.z;
  3904. max += plane.normal.z * this.max.z;
  3905. } else {
  3906. min += plane.normal.z * this.max.z;
  3907. max += plane.normal.z * this.min.z;
  3908. }
  3909. return ( min <= - plane.constant && max >= - plane.constant );
  3910. },
  3911. intersectsTriangle: function ( triangle ) {
  3912. if ( _v0 === undefined ) {
  3913. // triangle centered vertices
  3914. _v0 = new Vector3();
  3915. _v1$1 = new Vector3();
  3916. _v2 = new Vector3();
  3917. // triangle edge vectors
  3918. _f0 = new Vector3();
  3919. _f1 = new Vector3();
  3920. _f2 = new Vector3();
  3921. _center = new Vector3();
  3922. _extents = new Vector3();
  3923. _triangleNormal = new Vector3();
  3924. }
  3925. if ( this.isEmpty() ) {
  3926. return false;
  3927. }
  3928. // compute box center and extents
  3929. this.getCenter( _center );
  3930. _extents.subVectors( this.max, _center );
  3931. // translate triangle to aabb origin
  3932. _v0.subVectors( triangle.a, _center );
  3933. _v1$1.subVectors( triangle.b, _center );
  3934. _v2.subVectors( triangle.c, _center );
  3935. // compute edge vectors for triangle
  3936. _f0.subVectors( _v1$1, _v0 );
  3937. _f1.subVectors( _v2, _v1$1 );
  3938. _f2.subVectors( _v0, _v2 );
  3939. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3940. // 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
  3941. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3942. var axes = [
  3943. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3944. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3945. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3946. ];
  3947. if ( ! satForAxes( axes, _v0, _v1$1, _v2, _extents ) ) {
  3948. return false;
  3949. }
  3950. // test 3 face normals from the aabb
  3951. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3952. if ( ! satForAxes( axes, _v0, _v1$1, _v2, _extents ) ) {
  3953. return false;
  3954. }
  3955. // finally testing the face normal of the triangle
  3956. // use already existing triangle edge vectors here
  3957. _triangleNormal.crossVectors( _f0, _f1 );
  3958. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3959. return satForAxes( axes, _v0, _v1$1, _v2, _extents );
  3960. },
  3961. clampPoint: function ( point, target ) {
  3962. if ( target === undefined ) {
  3963. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3964. target = new Vector3();
  3965. }
  3966. return target.copy( point ).clamp( this.min, this.max );
  3967. },
  3968. distanceToPoint: function ( point ) {
  3969. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3970. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3971. return clampedPoint.sub( point ).length();
  3972. },
  3973. getBoundingSphere: function ( target ) {
  3974. if ( _vector$2 === undefined ) _vector$2 = new Vector3();
  3975. if ( target === undefined ) {
  3976. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3977. //target = new Sphere(); // removed to avoid cyclic dependency
  3978. }
  3979. this.getCenter( target.center );
  3980. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3981. return target;
  3982. },
  3983. intersect: function ( box ) {
  3984. this.min.max( box.min );
  3985. this.max.min( box.max );
  3986. // 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.
  3987. if ( this.isEmpty() ) this.makeEmpty();
  3988. return this;
  3989. },
  3990. union: function ( box ) {
  3991. this.min.min( box.min );
  3992. this.max.max( box.max );
  3993. return this;
  3994. },
  3995. applyMatrix4: function ( matrix ) {
  3996. if ( _points === undefined ) {
  3997. _points = [
  3998. new Vector3(),
  3999. new Vector3(),
  4000. new Vector3(),
  4001. new Vector3(),
  4002. new Vector3(),
  4003. new Vector3(),
  4004. new Vector3(),
  4005. new Vector3()
  4006. ];
  4007. }
  4008. // transform of empty box is an empty box.
  4009. if ( this.isEmpty() ) return this;
  4010. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4011. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4012. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4013. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4014. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4015. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4016. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4017. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4018. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4019. this.setFromPoints( _points );
  4020. return this;
  4021. },
  4022. translate: function ( offset ) {
  4023. this.min.add( offset );
  4024. this.max.add( offset );
  4025. return this;
  4026. },
  4027. equals: function ( box ) {
  4028. return box.min.equals( this.min ) && box.max.equals( this.max );
  4029. }
  4030. } );
  4031. var _testAxis;
  4032. function satForAxes( axes, v0, v1, v2, extents ) {
  4033. if ( _testAxis === undefined ) _testAxis = new Vector3();
  4034. var i, j;
  4035. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4036. _testAxis.fromArray( axes, i );
  4037. // project the aabb onto the seperating axis
  4038. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4039. // project all 3 vertices of the triangle onto the seperating axis
  4040. var p0 = v0.dot( _testAxis );
  4041. var p1 = v1.dot( _testAxis );
  4042. var p2 = v2.dot( _testAxis );
  4043. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4044. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4045. // points of the projected triangle are outside the projected half-length of the aabb
  4046. // the axis is seperating and we can exit
  4047. return false;
  4048. }
  4049. }
  4050. return true;
  4051. }
  4052. /**
  4053. * @author bhouston / http://clara.io
  4054. * @author mrdoob / http://mrdoob.com/
  4055. */
  4056. var _box;
  4057. function Sphere( center, radius ) {
  4058. this.center = ( center !== undefined ) ? center : new Vector3();
  4059. this.radius = ( radius !== undefined ) ? radius : 0;
  4060. }
  4061. Object.assign( Sphere.prototype, {
  4062. set: function ( center, radius ) {
  4063. this.center.copy( center );
  4064. this.radius = radius;
  4065. return this;
  4066. },
  4067. setFromPoints: function ( points, optionalCenter ) {
  4068. if ( _box === undefined ) _box = new Box3();
  4069. var center = this.center;
  4070. if ( optionalCenter !== undefined ) {
  4071. center.copy( optionalCenter );
  4072. } else {
  4073. _box.setFromPoints( points ).getCenter( center );
  4074. }
  4075. var maxRadiusSq = 0;
  4076. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4077. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4078. }
  4079. this.radius = Math.sqrt( maxRadiusSq );
  4080. return this;
  4081. },
  4082. clone: function () {
  4083. return new this.constructor().copy( this );
  4084. },
  4085. copy: function ( sphere ) {
  4086. this.center.copy( sphere.center );
  4087. this.radius = sphere.radius;
  4088. return this;
  4089. },
  4090. empty: function () {
  4091. return ( this.radius <= 0 );
  4092. },
  4093. containsPoint: function ( point ) {
  4094. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4095. },
  4096. distanceToPoint: function ( point ) {
  4097. return ( point.distanceTo( this.center ) - this.radius );
  4098. },
  4099. intersectsSphere: function ( sphere ) {
  4100. var radiusSum = this.radius + sphere.radius;
  4101. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4102. },
  4103. intersectsBox: function ( box ) {
  4104. return box.intersectsSphere( this );
  4105. },
  4106. intersectsPlane: function ( plane ) {
  4107. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4108. },
  4109. clampPoint: function ( point, target ) {
  4110. var deltaLengthSq = this.center.distanceToSquared( point );
  4111. if ( target === undefined ) {
  4112. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4113. target = new Vector3();
  4114. }
  4115. target.copy( point );
  4116. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4117. target.sub( this.center ).normalize();
  4118. target.multiplyScalar( this.radius ).add( this.center );
  4119. }
  4120. return target;
  4121. },
  4122. getBoundingBox: function ( target ) {
  4123. if ( target === undefined ) {
  4124. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4125. target = new Box3();
  4126. }
  4127. target.set( this.center, this.center );
  4128. target.expandByScalar( this.radius );
  4129. return target;
  4130. },
  4131. applyMatrix4: function ( matrix ) {
  4132. this.center.applyMatrix4( matrix );
  4133. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4134. return this;
  4135. },
  4136. translate: function ( offset ) {
  4137. this.center.add( offset );
  4138. return this;
  4139. },
  4140. equals: function ( sphere ) {
  4141. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4142. }
  4143. } );
  4144. /**
  4145. * @author bhouston / http://clara.io
  4146. */
  4147. var _vector$3;
  4148. var _segCenter, _segDir, _diff;
  4149. var _diff, _edge1, _edge2, _normal;
  4150. function Ray( origin, direction ) {
  4151. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4152. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4153. }
  4154. Object.assign( Ray.prototype, {
  4155. set: function ( origin, direction ) {
  4156. this.origin.copy( origin );
  4157. this.direction.copy( direction );
  4158. return this;
  4159. },
  4160. clone: function () {
  4161. return new this.constructor().copy( this );
  4162. },
  4163. copy: function ( ray ) {
  4164. this.origin.copy( ray.origin );
  4165. this.direction.copy( ray.direction );
  4166. return this;
  4167. },
  4168. at: function ( t, target ) {
  4169. if ( target === undefined ) {
  4170. console.warn( 'THREE.Ray: .at() target is now required' );
  4171. target = new Vector3();
  4172. }
  4173. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4174. },
  4175. lookAt: function ( v ) {
  4176. this.direction.copy( v ).sub( this.origin ).normalize();
  4177. return this;
  4178. },
  4179. recast: function ( t ) {
  4180. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4181. this.origin.copy( this.at( t, _vector$3 ) );
  4182. return this;
  4183. },
  4184. closestPointToPoint: function ( point, target ) {
  4185. if ( target === undefined ) {
  4186. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4187. target = new Vector3();
  4188. }
  4189. target.subVectors( point, this.origin );
  4190. var directionDistance = target.dot( this.direction );
  4191. if ( directionDistance < 0 ) {
  4192. return target.copy( this.origin );
  4193. }
  4194. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4195. },
  4196. distanceToPoint: function ( point ) {
  4197. return Math.sqrt( this.distanceSqToPoint( point ) );
  4198. },
  4199. distanceSqToPoint: function ( point ) {
  4200. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4201. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4202. // point behind the ray
  4203. if ( directionDistance < 0 ) {
  4204. return this.origin.distanceToSquared( point );
  4205. }
  4206. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4207. return _vector$3.distanceToSquared( point );
  4208. },
  4209. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4210. if ( _segCenter === undefined ) {
  4211. _segCenter = new Vector3();
  4212. _segDir = new Vector3();
  4213. _diff = new Vector3();
  4214. }
  4215. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4216. // It returns the min distance between the ray and the segment
  4217. // defined by v0 and v1
  4218. // It can also set two optional targets :
  4219. // - The closest point on the ray
  4220. // - The closest point on the segment
  4221. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4222. _segDir.copy( v1 ).sub( v0 ).normalize();
  4223. _diff.copy( this.origin ).sub( _segCenter );
  4224. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4225. var a01 = - this.direction.dot( _segDir );
  4226. var b0 = _diff.dot( this.direction );
  4227. var b1 = - _diff.dot( _segDir );
  4228. var c = _diff.lengthSq();
  4229. var det = Math.abs( 1 - a01 * a01 );
  4230. var s0, s1, sqrDist, extDet;
  4231. if ( det > 0 ) {
  4232. // The ray and segment are not parallel.
  4233. s0 = a01 * b1 - b0;
  4234. s1 = a01 * b0 - b1;
  4235. extDet = segExtent * det;
  4236. if ( s0 >= 0 ) {
  4237. if ( s1 >= - extDet ) {
  4238. if ( s1 <= extDet ) {
  4239. // region 0
  4240. // Minimum at interior points of ray and segment.
  4241. var invDet = 1 / det;
  4242. s0 *= invDet;
  4243. s1 *= invDet;
  4244. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4245. } else {
  4246. // region 1
  4247. s1 = segExtent;
  4248. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4249. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4250. }
  4251. } else {
  4252. // region 5
  4253. s1 = - segExtent;
  4254. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4255. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4256. }
  4257. } else {
  4258. if ( s1 <= - extDet ) {
  4259. // region 4
  4260. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4261. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4262. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4263. } else if ( s1 <= extDet ) {
  4264. // region 3
  4265. s0 = 0;
  4266. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4267. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4268. } else {
  4269. // region 2
  4270. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4271. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4272. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4273. }
  4274. }
  4275. } else {
  4276. // Ray and segment are parallel.
  4277. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4278. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4279. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4280. }
  4281. if ( optionalPointOnRay ) {
  4282. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4283. }
  4284. if ( optionalPointOnSegment ) {
  4285. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4286. }
  4287. return sqrDist;
  4288. },
  4289. intersectSphere: function ( sphere, target ) {
  4290. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4291. _vector$3.subVectors( sphere.center, this.origin );
  4292. var tca = _vector$3.dot( this.direction );
  4293. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4294. var radius2 = sphere.radius * sphere.radius;
  4295. if ( d2 > radius2 ) return null;
  4296. var thc = Math.sqrt( radius2 - d2 );
  4297. // t0 = first intersect point - entrance on front of sphere
  4298. var t0 = tca - thc;
  4299. // t1 = second intersect point - exit point on back of sphere
  4300. var t1 = tca + thc;
  4301. // test to see if both t0 and t1 are behind the ray - if so, return null
  4302. if ( t0 < 0 && t1 < 0 ) return null;
  4303. // test to see if t0 is behind the ray:
  4304. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4305. // in order to always return an intersect point that is in front of the ray.
  4306. if ( t0 < 0 ) return this.at( t1, target );
  4307. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4308. return this.at( t0, target );
  4309. },
  4310. intersectsSphere: function ( sphere ) {
  4311. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4312. },
  4313. distanceToPlane: function ( plane ) {
  4314. var denominator = plane.normal.dot( this.direction );
  4315. if ( denominator === 0 ) {
  4316. // line is coplanar, return origin
  4317. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4318. return 0;
  4319. }
  4320. // Null is preferable to undefined since undefined means.... it is undefined
  4321. return null;
  4322. }
  4323. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4324. // Return if the ray never intersects the plane
  4325. return t >= 0 ? t : null;
  4326. },
  4327. intersectPlane: function ( plane, target ) {
  4328. var t = this.distanceToPlane( plane );
  4329. if ( t === null ) {
  4330. return null;
  4331. }
  4332. return this.at( t, target );
  4333. },
  4334. intersectsPlane: function ( plane ) {
  4335. // check if the ray lies on the plane first
  4336. var distToPoint = plane.distanceToPoint( this.origin );
  4337. if ( distToPoint === 0 ) {
  4338. return true;
  4339. }
  4340. var denominator = plane.normal.dot( this.direction );
  4341. if ( denominator * distToPoint < 0 ) {
  4342. return true;
  4343. }
  4344. // ray origin is behind the plane (and is pointing behind it)
  4345. return false;
  4346. },
  4347. intersectBox: function ( box, target ) {
  4348. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4349. var invdirx = 1 / this.direction.x,
  4350. invdiry = 1 / this.direction.y,
  4351. invdirz = 1 / this.direction.z;
  4352. var origin = this.origin;
  4353. if ( invdirx >= 0 ) {
  4354. tmin = ( box.min.x - origin.x ) * invdirx;
  4355. tmax = ( box.max.x - origin.x ) * invdirx;
  4356. } else {
  4357. tmin = ( box.max.x - origin.x ) * invdirx;
  4358. tmax = ( box.min.x - origin.x ) * invdirx;
  4359. }
  4360. if ( invdiry >= 0 ) {
  4361. tymin = ( box.min.y - origin.y ) * invdiry;
  4362. tymax = ( box.max.y - origin.y ) * invdiry;
  4363. } else {
  4364. tymin = ( box.max.y - origin.y ) * invdiry;
  4365. tymax = ( box.min.y - origin.y ) * invdiry;
  4366. }
  4367. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4368. // These lines also handle the case where tmin or tmax is NaN
  4369. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4370. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4371. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4372. if ( invdirz >= 0 ) {
  4373. tzmin = ( box.min.z - origin.z ) * invdirz;
  4374. tzmax = ( box.max.z - origin.z ) * invdirz;
  4375. } else {
  4376. tzmin = ( box.max.z - origin.z ) * invdirz;
  4377. tzmax = ( box.min.z - origin.z ) * invdirz;
  4378. }
  4379. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4380. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4381. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4382. //return point closest to the ray (positive side)
  4383. if ( tmax < 0 ) return null;
  4384. return this.at( tmin >= 0 ? tmin : tmax, target );
  4385. },
  4386. intersectsBox: function ( box ) {
  4387. if ( _vector$3 === undefined ) _vector$3 = new Vector3();
  4388. return this.intersectBox( box, _vector$3 ) !== null;
  4389. },
  4390. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4391. // Compute the offset origin, edges, and normal.
  4392. if ( _diff === undefined ) {
  4393. _diff = new Vector3();
  4394. _edge1 = new Vector3();
  4395. _edge2 = new Vector3();
  4396. _normal = new Vector3();
  4397. }
  4398. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4399. _edge1.subVectors( b, a );
  4400. _edge2.subVectors( c, a );
  4401. _normal.crossVectors( _edge1, _edge2 );
  4402. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4403. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4404. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4405. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4406. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4407. var DdN = this.direction.dot( _normal );
  4408. var sign;
  4409. if ( DdN > 0 ) {
  4410. if ( backfaceCulling ) return null;
  4411. sign = 1;
  4412. } else if ( DdN < 0 ) {
  4413. sign = - 1;
  4414. DdN = - DdN;
  4415. } else {
  4416. return null;
  4417. }
  4418. _diff.subVectors( this.origin, a );
  4419. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4420. // b1 < 0, no intersection
  4421. if ( DdQxE2 < 0 ) {
  4422. return null;
  4423. }
  4424. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4425. // b2 < 0, no intersection
  4426. if ( DdE1xQ < 0 ) {
  4427. return null;
  4428. }
  4429. // b1+b2 > 1, no intersection
  4430. if ( DdQxE2 + DdE1xQ > DdN ) {
  4431. return null;
  4432. }
  4433. // Line intersects triangle, check if ray does.
  4434. var QdN = - sign * _diff.dot( _normal );
  4435. // t < 0, no intersection
  4436. if ( QdN < 0 ) {
  4437. return null;
  4438. }
  4439. // Ray intersects triangle.
  4440. return this.at( QdN / DdN, target );
  4441. },
  4442. applyMatrix4: function ( matrix4 ) {
  4443. this.origin.applyMatrix4( matrix4 );
  4444. this.direction.transformDirection( matrix4 );
  4445. return this;
  4446. },
  4447. equals: function ( ray ) {
  4448. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4449. }
  4450. } );
  4451. /**
  4452. * @author bhouston / http://clara.io
  4453. * @author mrdoob / http://mrdoob.com/
  4454. */
  4455. var _v0$1, _v1$2, _v2$1, _v3;
  4456. var _vab, _vac, _vbc, _vap, _vbp, _vcp;
  4457. function Triangle( a, b, c ) {
  4458. this.a = ( a !== undefined ) ? a : new Vector3();
  4459. this.b = ( b !== undefined ) ? b : new Vector3();
  4460. this.c = ( c !== undefined ) ? c : new Vector3();
  4461. }
  4462. Object.assign( Triangle, {
  4463. getNormal: function ( a, b, c, target ) {
  4464. if ( _v0$1 === undefined ) _v0$1 = new Vector3();
  4465. if ( target === undefined ) {
  4466. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4467. target = new Vector3();
  4468. }
  4469. target.subVectors( c, b );
  4470. _v0$1.subVectors( a, b );
  4471. target.cross( _v0$1 );
  4472. var targetLengthSq = target.lengthSq();
  4473. if ( targetLengthSq > 0 ) {
  4474. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4475. }
  4476. return target.set( 0, 0, 0 );
  4477. },
  4478. // static/instance method to calculate barycentric coordinates
  4479. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4480. getBarycoord: function ( point, a, b, c, target ) {
  4481. if ( _v2$1 === undefined ) {
  4482. _v0$1 = new Vector3();
  4483. _v1$2 = new Vector3();
  4484. _v2$1 = new Vector3();
  4485. }
  4486. _v0$1.subVectors( c, a );
  4487. _v1$2.subVectors( b, a );
  4488. _v2$1.subVectors( point, a );
  4489. var dot00 = _v0$1.dot( _v0$1 );
  4490. var dot01 = _v0$1.dot( _v1$2 );
  4491. var dot02 = _v0$1.dot( _v2$1 );
  4492. var dot11 = _v1$2.dot( _v1$2 );
  4493. var dot12 = _v1$2.dot( _v2$1 );
  4494. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4495. if ( target === undefined ) {
  4496. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4497. target = new Vector3();
  4498. }
  4499. // collinear or singular triangle
  4500. if ( denom === 0 ) {
  4501. // arbitrary location outside of triangle?
  4502. // not sure if this is the best idea, maybe should be returning undefined
  4503. return target.set( - 2, - 1, - 1 );
  4504. }
  4505. var invDenom = 1 / denom;
  4506. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4507. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4508. // barycentric coordinates must always sum to 1
  4509. return target.set( 1 - u - v, v, u );
  4510. },
  4511. containsPoint: function ( point, a, b, c ) {
  4512. if ( _v3 === undefined ) _v3 = new Vector3();
  4513. Triangle.getBarycoord( point, a, b, c, _v3 );
  4514. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4515. },
  4516. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4517. if ( _v3 === undefined ) _v3 = new Vector3();
  4518. this.getBarycoord( point, p1, p2, p3, _v3 );
  4519. target.set( 0, 0 );
  4520. target.addScaledVector( uv1, _v3.x );
  4521. target.addScaledVector( uv2, _v3.y );
  4522. target.addScaledVector( uv3, _v3.z );
  4523. return target;
  4524. },
  4525. isFrontFacing: function ( a, b, c, direction ) {
  4526. if ( _v1$2 === undefined ) {
  4527. _v0$1 = new Vector3();
  4528. _v1$2 = new Vector3();
  4529. }
  4530. _v0$1.subVectors( c, b );
  4531. _v1$2.subVectors( a, b );
  4532. // strictly front facing
  4533. return ( _v0$1.cross( _v1$2 ).dot( direction ) < 0 ) ? true : false;
  4534. }
  4535. } );
  4536. Object.assign( Triangle.prototype, {
  4537. set: function ( a, b, c ) {
  4538. this.a.copy( a );
  4539. this.b.copy( b );
  4540. this.c.copy( c );
  4541. return this;
  4542. },
  4543. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4544. this.a.copy( points[ i0 ] );
  4545. this.b.copy( points[ i1 ] );
  4546. this.c.copy( points[ i2 ] );
  4547. return this;
  4548. },
  4549. clone: function () {
  4550. return new this.constructor().copy( this );
  4551. },
  4552. copy: function ( triangle ) {
  4553. this.a.copy( triangle.a );
  4554. this.b.copy( triangle.b );
  4555. this.c.copy( triangle.c );
  4556. return this;
  4557. },
  4558. getArea: function () {
  4559. if ( _v1$2 === undefined ) {
  4560. _v0$1 = new Vector3();
  4561. _v1$2 = new Vector3();
  4562. }
  4563. _v0$1.subVectors( this.c, this.b );
  4564. _v1$2.subVectors( this.a, this.b );
  4565. return _v0$1.cross( _v1$2 ).length() * 0.5;
  4566. },
  4567. getMidpoint: function ( target ) {
  4568. if ( target === undefined ) {
  4569. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4570. target = new Vector3();
  4571. }
  4572. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4573. },
  4574. getNormal: function ( target ) {
  4575. return Triangle.getNormal( this.a, this.b, this.c, target );
  4576. },
  4577. getPlane: function ( target ) {
  4578. if ( target === undefined ) {
  4579. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4580. target = new Vector3();
  4581. }
  4582. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4583. },
  4584. getBarycoord: function ( point, target ) {
  4585. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4586. },
  4587. getUV: function ( point, uv1, uv2, uv3, target ) {
  4588. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4589. },
  4590. containsPoint: function ( point ) {
  4591. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4592. },
  4593. isFrontFacing: function ( direction ) {
  4594. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4595. },
  4596. intersectsBox: function ( box ) {
  4597. return box.intersectsTriangle( this );
  4598. },
  4599. closestPointToPoint: function ( p, target ) {
  4600. if ( _vab === undefined ) {
  4601. _vab = new Vector3();
  4602. _vac = new Vector3();
  4603. _vbc = new Vector3();
  4604. _vap = new Vector3();
  4605. _vbp = new Vector3();
  4606. _vcp = new Vector3();
  4607. }
  4608. if ( target === undefined ) {
  4609. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4610. target = new Vector3();
  4611. }
  4612. var a = this.a, b = this.b, c = this.c;
  4613. var v, w;
  4614. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4615. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4616. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4617. // basically, we're distinguishing which of the voronoi regions of the triangle
  4618. // the point lies in with the minimum amount of redundant computation.
  4619. _vab.subVectors( b, a );
  4620. _vac.subVectors( c, a );
  4621. _vap.subVectors( p, a );
  4622. var d1 = _vab.dot( _vap );
  4623. var d2 = _vac.dot( _vap );
  4624. if ( d1 <= 0 && d2 <= 0 ) {
  4625. // vertex region of A; barycentric coords (1, 0, 0)
  4626. return target.copy( a );
  4627. }
  4628. _vbp.subVectors( p, b );
  4629. var d3 = _vab.dot( _vbp );
  4630. var d4 = _vac.dot( _vbp );
  4631. if ( d3 >= 0 && d4 <= d3 ) {
  4632. // vertex region of B; barycentric coords (0, 1, 0)
  4633. return target.copy( b );
  4634. }
  4635. var vc = d1 * d4 - d3 * d2;
  4636. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4637. v = d1 / ( d1 - d3 );
  4638. // edge region of AB; barycentric coords (1-v, v, 0)
  4639. return target.copy( a ).addScaledVector( _vab, v );
  4640. }
  4641. _vcp.subVectors( p, c );
  4642. var d5 = _vab.dot( _vcp );
  4643. var d6 = _vac.dot( _vcp );
  4644. if ( d6 >= 0 && d5 <= d6 ) {
  4645. // vertex region of C; barycentric coords (0, 0, 1)
  4646. return target.copy( c );
  4647. }
  4648. var vb = d5 * d2 - d1 * d6;
  4649. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4650. w = d2 / ( d2 - d6 );
  4651. // edge region of AC; barycentric coords (1-w, 0, w)
  4652. return target.copy( a ).addScaledVector( _vac, w );
  4653. }
  4654. var va = d3 * d6 - d5 * d4;
  4655. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4656. _vbc.subVectors( c, b );
  4657. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4658. // edge region of BC; barycentric coords (0, 1-w, w)
  4659. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4660. }
  4661. // face region
  4662. var denom = 1 / ( va + vb + vc );
  4663. // u = va * denom
  4664. v = vb * denom;
  4665. w = vc * denom;
  4666. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4667. },
  4668. equals: function ( triangle ) {
  4669. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4670. }
  4671. } );
  4672. /**
  4673. * @author mrdoob / http://mrdoob.com/
  4674. */
  4675. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4676. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4677. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4678. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4679. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4680. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4681. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4682. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4683. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4684. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4685. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4686. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4687. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4688. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4689. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4690. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4691. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4692. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4693. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4694. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4695. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4696. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4697. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4698. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4699. var _hslA = { h: 0, s: 0, l: 0 };
  4700. var _hslB = { h: 0, s: 0, l: 0 };
  4701. function Color( r, g, b ) {
  4702. if ( g === undefined && b === undefined ) {
  4703. // r is THREE.Color, hex or string
  4704. return this.set( r );
  4705. }
  4706. return this.setRGB( r, g, b );
  4707. }
  4708. function hue2rgb( p, q, t ) {
  4709. if ( t < 0 ) t += 1;
  4710. if ( t > 1 ) t -= 1;
  4711. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4712. if ( t < 1 / 2 ) return q;
  4713. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4714. return p;
  4715. }
  4716. function SRGBToLinear( c ) {
  4717. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4718. }
  4719. function LinearToSRGB( c ) {
  4720. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4721. }
  4722. Object.assign( Color.prototype, {
  4723. isColor: true,
  4724. r: 1, g: 1, b: 1,
  4725. set: function ( value ) {
  4726. if ( value && value.isColor ) {
  4727. this.copy( value );
  4728. } else if ( typeof value === 'number' ) {
  4729. this.setHex( value );
  4730. } else if ( typeof value === 'string' ) {
  4731. this.setStyle( value );
  4732. }
  4733. return this;
  4734. },
  4735. setScalar: function ( scalar ) {
  4736. this.r = scalar;
  4737. this.g = scalar;
  4738. this.b = scalar;
  4739. return this;
  4740. },
  4741. setHex: function ( hex ) {
  4742. hex = Math.floor( hex );
  4743. this.r = ( hex >> 16 & 255 ) / 255;
  4744. this.g = ( hex >> 8 & 255 ) / 255;
  4745. this.b = ( hex & 255 ) / 255;
  4746. return this;
  4747. },
  4748. setRGB: function ( r, g, b ) {
  4749. this.r = r;
  4750. this.g = g;
  4751. this.b = b;
  4752. return this;
  4753. },
  4754. setHSL: function ( h, s, l ) {
  4755. // h,s,l ranges are in 0.0 - 1.0
  4756. h = _Math.euclideanModulo( h, 1 );
  4757. s = _Math.clamp( s, 0, 1 );
  4758. l = _Math.clamp( l, 0, 1 );
  4759. if ( s === 0 ) {
  4760. this.r = this.g = this.b = l;
  4761. } else {
  4762. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4763. var q = ( 2 * l ) - p;
  4764. this.r = hue2rgb( q, p, h + 1 / 3 );
  4765. this.g = hue2rgb( q, p, h );
  4766. this.b = hue2rgb( q, p, h - 1 / 3 );
  4767. }
  4768. return this;
  4769. },
  4770. setStyle: function ( style ) {
  4771. function handleAlpha( string ) {
  4772. if ( string === undefined ) return;
  4773. if ( parseFloat( string ) < 1 ) {
  4774. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4775. }
  4776. }
  4777. var m;
  4778. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4779. // rgb / hsl
  4780. var color;
  4781. var name = m[ 1 ];
  4782. var components = m[ 2 ];
  4783. switch ( name ) {
  4784. case 'rgb':
  4785. case 'rgba':
  4786. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4787. // rgb(255,0,0) rgba(255,0,0,0.5)
  4788. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4789. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4790. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4791. handleAlpha( color[ 5 ] );
  4792. return this;
  4793. }
  4794. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4795. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4796. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4797. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4798. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4799. handleAlpha( color[ 5 ] );
  4800. return this;
  4801. }
  4802. break;
  4803. case 'hsl':
  4804. case 'hsla':
  4805. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4806. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4807. var h = parseFloat( color[ 1 ] ) / 360;
  4808. var s = parseInt( color[ 2 ], 10 ) / 100;
  4809. var l = parseInt( color[ 3 ], 10 ) / 100;
  4810. handleAlpha( color[ 5 ] );
  4811. return this.setHSL( h, s, l );
  4812. }
  4813. break;
  4814. }
  4815. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4816. // hex color
  4817. var hex = m[ 1 ];
  4818. var size = hex.length;
  4819. if ( size === 3 ) {
  4820. // #ff0
  4821. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4822. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4823. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4824. return this;
  4825. } else if ( size === 6 ) {
  4826. // #ff0000
  4827. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4828. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4829. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4830. return this;
  4831. }
  4832. }
  4833. if ( style && style.length > 0 ) {
  4834. // color keywords
  4835. var hex = _colorKeywords[ style ];
  4836. if ( hex !== undefined ) {
  4837. // red
  4838. this.setHex( hex );
  4839. } else {
  4840. // unknown color
  4841. console.warn( 'THREE.Color: Unknown color ' + style );
  4842. }
  4843. }
  4844. return this;
  4845. },
  4846. clone: function () {
  4847. return new this.constructor( this.r, this.g, this.b );
  4848. },
  4849. copy: function ( color ) {
  4850. this.r = color.r;
  4851. this.g = color.g;
  4852. this.b = color.b;
  4853. return this;
  4854. },
  4855. copyGammaToLinear: function ( color, gammaFactor ) {
  4856. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4857. this.r = Math.pow( color.r, gammaFactor );
  4858. this.g = Math.pow( color.g, gammaFactor );
  4859. this.b = Math.pow( color.b, gammaFactor );
  4860. return this;
  4861. },
  4862. copyLinearToGamma: function ( color, gammaFactor ) {
  4863. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4864. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4865. this.r = Math.pow( color.r, safeInverse );
  4866. this.g = Math.pow( color.g, safeInverse );
  4867. this.b = Math.pow( color.b, safeInverse );
  4868. return this;
  4869. },
  4870. convertGammaToLinear: function ( gammaFactor ) {
  4871. this.copyGammaToLinear( this, gammaFactor );
  4872. return this;
  4873. },
  4874. convertLinearToGamma: function ( gammaFactor ) {
  4875. this.copyLinearToGamma( this, gammaFactor );
  4876. return this;
  4877. },
  4878. copySRGBToLinear: function ( color ) {
  4879. this.r = SRGBToLinear( color.r );
  4880. this.g = SRGBToLinear( color.g );
  4881. this.b = SRGBToLinear( color.b );
  4882. return this;
  4883. },
  4884. copyLinearToSRGB: function ( color ) {
  4885. this.r = LinearToSRGB( color.r );
  4886. this.g = LinearToSRGB( color.g );
  4887. this.b = LinearToSRGB( color.b );
  4888. return this;
  4889. },
  4890. convertSRGBToLinear: function () {
  4891. this.copySRGBToLinear( this );
  4892. return this;
  4893. },
  4894. convertLinearToSRGB: function () {
  4895. this.copyLinearToSRGB( this );
  4896. return this;
  4897. },
  4898. getHex: function () {
  4899. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4900. },
  4901. getHexString: function () {
  4902. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4903. },
  4904. getHSL: function ( target ) {
  4905. // h,s,l ranges are in 0.0 - 1.0
  4906. if ( target === undefined ) {
  4907. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4908. target = { h: 0, s: 0, l: 0 };
  4909. }
  4910. var r = this.r, g = this.g, b = this.b;
  4911. var max = Math.max( r, g, b );
  4912. var min = Math.min( r, g, b );
  4913. var hue, saturation;
  4914. var lightness = ( min + max ) / 2.0;
  4915. if ( min === max ) {
  4916. hue = 0;
  4917. saturation = 0;
  4918. } else {
  4919. var delta = max - min;
  4920. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4921. switch ( max ) {
  4922. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4923. case g: hue = ( b - r ) / delta + 2; break;
  4924. case b: hue = ( r - g ) / delta + 4; break;
  4925. }
  4926. hue /= 6;
  4927. }
  4928. target.h = hue;
  4929. target.s = saturation;
  4930. target.l = lightness;
  4931. return target;
  4932. },
  4933. getStyle: function () {
  4934. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4935. },
  4936. offsetHSL: function ( h, s, l ) {
  4937. this.getHSL( _hslA );
  4938. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4939. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4940. return this;
  4941. },
  4942. add: function ( color ) {
  4943. this.r += color.r;
  4944. this.g += color.g;
  4945. this.b += color.b;
  4946. return this;
  4947. },
  4948. addColors: function ( color1, color2 ) {
  4949. this.r = color1.r + color2.r;
  4950. this.g = color1.g + color2.g;
  4951. this.b = color1.b + color2.b;
  4952. return this;
  4953. },
  4954. addScalar: function ( s ) {
  4955. this.r += s;
  4956. this.g += s;
  4957. this.b += s;
  4958. return this;
  4959. },
  4960. sub: function ( color ) {
  4961. this.r = Math.max( 0, this.r - color.r );
  4962. this.g = Math.max( 0, this.g - color.g );
  4963. this.b = Math.max( 0, this.b - color.b );
  4964. return this;
  4965. },
  4966. multiply: function ( color ) {
  4967. this.r *= color.r;
  4968. this.g *= color.g;
  4969. this.b *= color.b;
  4970. return this;
  4971. },
  4972. multiplyScalar: function ( s ) {
  4973. this.r *= s;
  4974. this.g *= s;
  4975. this.b *= s;
  4976. return this;
  4977. },
  4978. lerp: function ( color, alpha ) {
  4979. this.r += ( color.r - this.r ) * alpha;
  4980. this.g += ( color.g - this.g ) * alpha;
  4981. this.b += ( color.b - this.b ) * alpha;
  4982. return this;
  4983. },
  4984. lerpHSL: function ( color, alpha ) {
  4985. this.getHSL( _hslA );
  4986. color.getHSL( _hslB );
  4987. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4988. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4989. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4990. this.setHSL( h, s, l );
  4991. return this;
  4992. },
  4993. equals: function ( c ) {
  4994. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4995. },
  4996. fromArray: function ( array, offset ) {
  4997. if ( offset === undefined ) offset = 0;
  4998. this.r = array[ offset ];
  4999. this.g = array[ offset + 1 ];
  5000. this.b = array[ offset + 2 ];
  5001. return this;
  5002. },
  5003. toArray: function ( array, offset ) {
  5004. if ( array === undefined ) array = [];
  5005. if ( offset === undefined ) offset = 0;
  5006. array[ offset ] = this.r;
  5007. array[ offset + 1 ] = this.g;
  5008. array[ offset + 2 ] = this.b;
  5009. return array;
  5010. },
  5011. toJSON: function () {
  5012. return this.getHex();
  5013. }
  5014. } );
  5015. /**
  5016. * @author mrdoob / http://mrdoob.com/
  5017. * @author alteredq / http://alteredqualia.com/
  5018. */
  5019. function Face3( a, b, c, normal, color, materialIndex ) {
  5020. this.a = a;
  5021. this.b = b;
  5022. this.c = c;
  5023. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5024. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5025. this.color = ( color && color.isColor ) ? color : new Color();
  5026. this.vertexColors = Array.isArray( color ) ? color : [];
  5027. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5028. }
  5029. Object.assign( Face3.prototype, {
  5030. clone: function () {
  5031. return new this.constructor().copy( this );
  5032. },
  5033. copy: function ( source ) {
  5034. this.a = source.a;
  5035. this.b = source.b;
  5036. this.c = source.c;
  5037. this.normal.copy( source.normal );
  5038. this.color.copy( source.color );
  5039. this.materialIndex = source.materialIndex;
  5040. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5041. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5042. }
  5043. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5044. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5045. }
  5046. return this;
  5047. }
  5048. } );
  5049. /**
  5050. * @author mrdoob / http://mrdoob.com/
  5051. * @author alteredq / http://alteredqualia.com/
  5052. */
  5053. var materialId = 0;
  5054. function Material() {
  5055. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5056. this.uuid = _Math.generateUUID();
  5057. this.name = '';
  5058. this.type = 'Material';
  5059. this.fog = true;
  5060. this.lights = true;
  5061. this.blending = NormalBlending;
  5062. this.side = FrontSide;
  5063. this.flatShading = false;
  5064. this.vertexTangents = false;
  5065. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5066. this.opacity = 1;
  5067. this.transparent = false;
  5068. this.blendSrc = SrcAlphaFactor;
  5069. this.blendDst = OneMinusSrcAlphaFactor;
  5070. this.blendEquation = AddEquation;
  5071. this.blendSrcAlpha = null;
  5072. this.blendDstAlpha = null;
  5073. this.blendEquationAlpha = null;
  5074. this.depthFunc = LessEqualDepth;
  5075. this.depthTest = true;
  5076. this.depthWrite = true;
  5077. this.stencilFunc = AlwaysStencilFunc;
  5078. this.stencilRef = 0;
  5079. this.stencilMask = 0xff;
  5080. this.stencilFail = KeepStencilOp;
  5081. this.stencilZFail = KeepStencilOp;
  5082. this.stencilZPass = KeepStencilOp;
  5083. this.stencilWrite = false;
  5084. this.clippingPlanes = null;
  5085. this.clipIntersection = false;
  5086. this.clipShadows = false;
  5087. this.shadowSide = null;
  5088. this.colorWrite = true;
  5089. this.precision = null; // override the renderer's default precision for this material
  5090. this.polygonOffset = false;
  5091. this.polygonOffsetFactor = 0;
  5092. this.polygonOffsetUnits = 0;
  5093. this.dithering = false;
  5094. this.alphaTest = 0;
  5095. this.premultipliedAlpha = false;
  5096. this.visible = true;
  5097. this.userData = {};
  5098. this.needsUpdate = true;
  5099. }
  5100. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5101. constructor: Material,
  5102. isMaterial: true,
  5103. onBeforeCompile: function () {},
  5104. setValues: function ( values ) {
  5105. if ( values === undefined ) return;
  5106. for ( var key in values ) {
  5107. var newValue = values[ key ];
  5108. if ( newValue === undefined ) {
  5109. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5110. continue;
  5111. }
  5112. // for backward compatability if shading is set in the constructor
  5113. if ( key === 'shading' ) {
  5114. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5115. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5116. continue;
  5117. }
  5118. var currentValue = this[ key ];
  5119. if ( currentValue === undefined ) {
  5120. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5121. continue;
  5122. }
  5123. if ( currentValue && currentValue.isColor ) {
  5124. currentValue.set( newValue );
  5125. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5126. currentValue.copy( newValue );
  5127. } else {
  5128. this[ key ] = newValue;
  5129. }
  5130. }
  5131. },
  5132. toJSON: function ( meta ) {
  5133. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5134. if ( isRoot ) {
  5135. meta = {
  5136. textures: {},
  5137. images: {}
  5138. };
  5139. }
  5140. var data = {
  5141. metadata: {
  5142. version: 4.5,
  5143. type: 'Material',
  5144. generator: 'Material.toJSON'
  5145. }
  5146. };
  5147. // standard Material serialization
  5148. data.uuid = this.uuid;
  5149. data.type = this.type;
  5150. if ( this.name !== '' ) data.name = this.name;
  5151. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5152. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5153. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5154. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5155. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5156. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5157. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5158. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  5159. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  5160. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5161. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5162. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5163. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5164. if ( this.aoMap && this.aoMap.isTexture ) {
  5165. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5166. data.aoMapIntensity = this.aoMapIntensity;
  5167. }
  5168. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5169. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5170. data.bumpScale = this.bumpScale;
  5171. }
  5172. if ( this.normalMap && this.normalMap.isTexture ) {
  5173. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5174. data.normalMapType = this.normalMapType;
  5175. data.normalScale = this.normalScale.toArray();
  5176. }
  5177. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5178. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5179. data.displacementScale = this.displacementScale;
  5180. data.displacementBias = this.displacementBias;
  5181. }
  5182. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5183. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5184. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5185. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5186. if ( this.envMap && this.envMap.isTexture ) {
  5187. data.envMap = this.envMap.toJSON( meta ).uuid;
  5188. data.reflectivity = this.reflectivity; // Scale behind envMap
  5189. data.refractionRatio = this.refractionRatio;
  5190. if ( this.combine !== undefined ) data.combine = this.combine;
  5191. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5192. }
  5193. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5194. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5195. }
  5196. if ( this.size !== undefined ) data.size = this.size;
  5197. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5198. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5199. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5200. if ( this.side !== FrontSide ) data.side = this.side;
  5201. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5202. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5203. if ( this.transparent === true ) data.transparent = this.transparent;
  5204. data.depthFunc = this.depthFunc;
  5205. data.depthTest = this.depthTest;
  5206. data.depthWrite = this.depthWrite;
  5207. data.stencilWrite = this.stencilWrite;
  5208. data.stencilFunc = this.stencilFunc;
  5209. data.stencilRef = this.stencilRef;
  5210. data.stencilMask = this.stencilMask;
  5211. data.stencilFail = this.stencilFail;
  5212. data.stencilZFail = this.stencilZFail;
  5213. data.stencilZPass = this.stencilZPass;
  5214. // rotation (SpriteMaterial)
  5215. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5216. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5217. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5218. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5219. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5220. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5221. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5222. if ( this.scale !== undefined ) data.scale = this.scale;
  5223. if ( this.dithering === true ) data.dithering = true;
  5224. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5225. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5226. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5227. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5228. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5229. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5230. if ( this.morphTargets === true ) data.morphTargets = true;
  5231. if ( this.morphNormals === true ) data.morphNormals = true;
  5232. if ( this.skinning === true ) data.skinning = true;
  5233. if ( this.visible === false ) data.visible = false;
  5234. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5235. // TODO: Copied from Object3D.toJSON
  5236. function extractFromCache( cache ) {
  5237. var values = [];
  5238. for ( var key in cache ) {
  5239. var data = cache[ key ];
  5240. delete data.metadata;
  5241. values.push( data );
  5242. }
  5243. return values;
  5244. }
  5245. if ( isRoot ) {
  5246. var textures = extractFromCache( meta.textures );
  5247. var images = extractFromCache( meta.images );
  5248. if ( textures.length > 0 ) data.textures = textures;
  5249. if ( images.length > 0 ) data.images = images;
  5250. }
  5251. return data;
  5252. },
  5253. clone: function () {
  5254. return new this.constructor().copy( this );
  5255. },
  5256. copy: function ( source ) {
  5257. this.name = source.name;
  5258. this.fog = source.fog;
  5259. this.lights = source.lights;
  5260. this.blending = source.blending;
  5261. this.side = source.side;
  5262. this.flatShading = source.flatShading;
  5263. this.vertexColors = source.vertexColors;
  5264. this.opacity = source.opacity;
  5265. this.transparent = source.transparent;
  5266. this.blendSrc = source.blendSrc;
  5267. this.blendDst = source.blendDst;
  5268. this.blendEquation = source.blendEquation;
  5269. this.blendSrcAlpha = source.blendSrcAlpha;
  5270. this.blendDstAlpha = source.blendDstAlpha;
  5271. this.blendEquationAlpha = source.blendEquationAlpha;
  5272. this.depthFunc = source.depthFunc;
  5273. this.depthTest = source.depthTest;
  5274. this.depthWrite = source.depthWrite;
  5275. this.stencilWrite = source.stencilWrite;
  5276. this.stencilFunc = source.stencilFunc;
  5277. this.stencilRef = source.stencilRef;
  5278. this.stencilMask = source.stencilMask;
  5279. this.stencilFail = source.stencilFail;
  5280. this.stencilZFail = source.stencilZFail;
  5281. this.stencilZPass = source.stencilZPass;
  5282. this.colorWrite = source.colorWrite;
  5283. this.precision = source.precision;
  5284. this.polygonOffset = source.polygonOffset;
  5285. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5286. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5287. this.dithering = source.dithering;
  5288. this.alphaTest = source.alphaTest;
  5289. this.premultipliedAlpha = source.premultipliedAlpha;
  5290. this.visible = source.visible;
  5291. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5292. this.clipShadows = source.clipShadows;
  5293. this.clipIntersection = source.clipIntersection;
  5294. var srcPlanes = source.clippingPlanes,
  5295. dstPlanes = null;
  5296. if ( srcPlanes !== null ) {
  5297. var n = srcPlanes.length;
  5298. dstPlanes = new Array( n );
  5299. for ( var i = 0; i !== n; ++ i )
  5300. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5301. }
  5302. this.clippingPlanes = dstPlanes;
  5303. this.shadowSide = source.shadowSide;
  5304. return this;
  5305. },
  5306. dispose: function () {
  5307. this.dispatchEvent( { type: 'dispose' } );
  5308. }
  5309. } );
  5310. /**
  5311. * @author mrdoob / http://mrdoob.com/
  5312. * @author alteredq / http://alteredqualia.com/
  5313. *
  5314. * parameters = {
  5315. * color: <hex>,
  5316. * opacity: <float>,
  5317. * map: new THREE.Texture( <Image> ),
  5318. *
  5319. * lightMap: new THREE.Texture( <Image> ),
  5320. * lightMapIntensity: <float>
  5321. *
  5322. * aoMap: new THREE.Texture( <Image> ),
  5323. * aoMapIntensity: <float>
  5324. *
  5325. * specularMap: new THREE.Texture( <Image> ),
  5326. *
  5327. * alphaMap: new THREE.Texture( <Image> ),
  5328. *
  5329. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5330. * combine: THREE.Multiply,
  5331. * reflectivity: <float>,
  5332. * refractionRatio: <float>,
  5333. *
  5334. * depthTest: <bool>,
  5335. * depthWrite: <bool>,
  5336. *
  5337. * wireframe: <boolean>,
  5338. * wireframeLinewidth: <float>,
  5339. *
  5340. * skinning: <bool>,
  5341. * morphTargets: <bool>
  5342. * }
  5343. */
  5344. function MeshBasicMaterial( parameters ) {
  5345. Material.call( this );
  5346. this.type = 'MeshBasicMaterial';
  5347. this.color = new Color( 0xffffff ); // emissive
  5348. this.map = null;
  5349. this.lightMap = null;
  5350. this.lightMapIntensity = 1.0;
  5351. this.aoMap = null;
  5352. this.aoMapIntensity = 1.0;
  5353. this.specularMap = null;
  5354. this.alphaMap = null;
  5355. this.envMap = null;
  5356. this.combine = MultiplyOperation;
  5357. this.reflectivity = 1;
  5358. this.refractionRatio = 0.98;
  5359. this.wireframe = false;
  5360. this.wireframeLinewidth = 1;
  5361. this.wireframeLinecap = 'round';
  5362. this.wireframeLinejoin = 'round';
  5363. this.skinning = false;
  5364. this.morphTargets = false;
  5365. this.lights = false;
  5366. this.setValues( parameters );
  5367. }
  5368. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5369. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5370. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5371. MeshBasicMaterial.prototype.copy = function ( source ) {
  5372. Material.prototype.copy.call( this, source );
  5373. this.color.copy( source.color );
  5374. this.map = source.map;
  5375. this.lightMap = source.lightMap;
  5376. this.lightMapIntensity = source.lightMapIntensity;
  5377. this.aoMap = source.aoMap;
  5378. this.aoMapIntensity = source.aoMapIntensity;
  5379. this.specularMap = source.specularMap;
  5380. this.alphaMap = source.alphaMap;
  5381. this.envMap = source.envMap;
  5382. this.combine = source.combine;
  5383. this.reflectivity = source.reflectivity;
  5384. this.refractionRatio = source.refractionRatio;
  5385. this.wireframe = source.wireframe;
  5386. this.wireframeLinewidth = source.wireframeLinewidth;
  5387. this.wireframeLinecap = source.wireframeLinecap;
  5388. this.wireframeLinejoin = source.wireframeLinejoin;
  5389. this.skinning = source.skinning;
  5390. this.morphTargets = source.morphTargets;
  5391. return this;
  5392. };
  5393. /**
  5394. * @author mrdoob / http://mrdoob.com/
  5395. */
  5396. function BufferAttribute( array, itemSize, normalized ) {
  5397. if ( Array.isArray( array ) ) {
  5398. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5399. }
  5400. this.name = '';
  5401. this.array = array;
  5402. this.itemSize = itemSize;
  5403. this.count = array !== undefined ? array.length / itemSize : 0;
  5404. this.normalized = normalized === true;
  5405. this.dynamic = false;
  5406. this.updateRange = { offset: 0, count: - 1 };
  5407. this.version = 0;
  5408. }
  5409. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5410. set: function ( value ) {
  5411. if ( value === true ) this.version ++;
  5412. }
  5413. } );
  5414. Object.assign( BufferAttribute.prototype, {
  5415. isBufferAttribute: true,
  5416. onUploadCallback: function () {},
  5417. setArray: function ( array ) {
  5418. if ( Array.isArray( array ) ) {
  5419. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5420. }
  5421. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5422. this.array = array;
  5423. return this;
  5424. },
  5425. setDynamic: function ( value ) {
  5426. this.dynamic = value;
  5427. return this;
  5428. },
  5429. copy: function ( source ) {
  5430. this.name = source.name;
  5431. this.array = new source.array.constructor( source.array );
  5432. this.itemSize = source.itemSize;
  5433. this.count = source.count;
  5434. this.normalized = source.normalized;
  5435. this.dynamic = source.dynamic;
  5436. return this;
  5437. },
  5438. copyAt: function ( index1, attribute, index2 ) {
  5439. index1 *= this.itemSize;
  5440. index2 *= attribute.itemSize;
  5441. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5442. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5443. }
  5444. return this;
  5445. },
  5446. copyArray: function ( array ) {
  5447. this.array.set( array );
  5448. return this;
  5449. },
  5450. copyColorsArray: function ( colors ) {
  5451. var array = this.array, offset = 0;
  5452. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5453. var color = colors[ i ];
  5454. if ( color === undefined ) {
  5455. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5456. color = new Color();
  5457. }
  5458. array[ offset ++ ] = color.r;
  5459. array[ offset ++ ] = color.g;
  5460. array[ offset ++ ] = color.b;
  5461. }
  5462. return this;
  5463. },
  5464. copyVector2sArray: function ( vectors ) {
  5465. var array = this.array, offset = 0;
  5466. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5467. var vector = vectors[ i ];
  5468. if ( vector === undefined ) {
  5469. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5470. vector = new Vector2();
  5471. }
  5472. array[ offset ++ ] = vector.x;
  5473. array[ offset ++ ] = vector.y;
  5474. }
  5475. return this;
  5476. },
  5477. copyVector3sArray: function ( vectors ) {
  5478. var array = this.array, offset = 0;
  5479. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5480. var vector = vectors[ i ];
  5481. if ( vector === undefined ) {
  5482. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5483. vector = new Vector3();
  5484. }
  5485. array[ offset ++ ] = vector.x;
  5486. array[ offset ++ ] = vector.y;
  5487. array[ offset ++ ] = vector.z;
  5488. }
  5489. return this;
  5490. },
  5491. copyVector4sArray: function ( vectors ) {
  5492. var array = this.array, offset = 0;
  5493. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5494. var vector = vectors[ i ];
  5495. if ( vector === undefined ) {
  5496. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5497. vector = new Vector4();
  5498. }
  5499. array[ offset ++ ] = vector.x;
  5500. array[ offset ++ ] = vector.y;
  5501. array[ offset ++ ] = vector.z;
  5502. array[ offset ++ ] = vector.w;
  5503. }
  5504. return this;
  5505. },
  5506. set: function ( value, offset ) {
  5507. if ( offset === undefined ) offset = 0;
  5508. this.array.set( value, offset );
  5509. return this;
  5510. },
  5511. getX: function ( index ) {
  5512. return this.array[ index * this.itemSize ];
  5513. },
  5514. setX: function ( index, x ) {
  5515. this.array[ index * this.itemSize ] = x;
  5516. return this;
  5517. },
  5518. getY: function ( index ) {
  5519. return this.array[ index * this.itemSize + 1 ];
  5520. },
  5521. setY: function ( index, y ) {
  5522. this.array[ index * this.itemSize + 1 ] = y;
  5523. return this;
  5524. },
  5525. getZ: function ( index ) {
  5526. return this.array[ index * this.itemSize + 2 ];
  5527. },
  5528. setZ: function ( index, z ) {
  5529. this.array[ index * this.itemSize + 2 ] = z;
  5530. return this;
  5531. },
  5532. getW: function ( index ) {
  5533. return this.array[ index * this.itemSize + 3 ];
  5534. },
  5535. setW: function ( index, w ) {
  5536. this.array[ index * this.itemSize + 3 ] = w;
  5537. return this;
  5538. },
  5539. setXY: function ( index, x, y ) {
  5540. index *= this.itemSize;
  5541. this.array[ index + 0 ] = x;
  5542. this.array[ index + 1 ] = y;
  5543. return this;
  5544. },
  5545. setXYZ: function ( index, x, y, z ) {
  5546. index *= this.itemSize;
  5547. this.array[ index + 0 ] = x;
  5548. this.array[ index + 1 ] = y;
  5549. this.array[ index + 2 ] = z;
  5550. return this;
  5551. },
  5552. setXYZW: function ( index, x, y, z, w ) {
  5553. index *= this.itemSize;
  5554. this.array[ index + 0 ] = x;
  5555. this.array[ index + 1 ] = y;
  5556. this.array[ index + 2 ] = z;
  5557. this.array[ index + 3 ] = w;
  5558. return this;
  5559. },
  5560. onUpload: function ( callback ) {
  5561. this.onUploadCallback = callback;
  5562. return this;
  5563. },
  5564. clone: function () {
  5565. return new this.constructor( this.array, this.itemSize ).copy( this );
  5566. },
  5567. toJSON: function () {
  5568. return {
  5569. itemSize: this.itemSize,
  5570. type: this.array.constructor.name,
  5571. array: Array.prototype.slice.call( this.array ),
  5572. normalized: this.normalized
  5573. };
  5574. }
  5575. } );
  5576. //
  5577. function Int8BufferAttribute( array, itemSize, normalized ) {
  5578. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5579. }
  5580. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5581. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5582. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5583. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5584. }
  5585. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5586. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5587. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5588. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5589. }
  5590. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5591. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5592. function Int16BufferAttribute( array, itemSize, normalized ) {
  5593. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5594. }
  5595. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5596. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5597. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5598. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5599. }
  5600. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5601. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5602. function Int32BufferAttribute( array, itemSize, normalized ) {
  5603. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5604. }
  5605. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5606. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5607. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5608. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5609. }
  5610. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5611. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5612. function Float32BufferAttribute( array, itemSize, normalized ) {
  5613. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5614. }
  5615. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5616. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5617. function Float64BufferAttribute( array, itemSize, normalized ) {
  5618. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5619. }
  5620. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5621. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5622. /**
  5623. * @author mrdoob / http://mrdoob.com/
  5624. */
  5625. function DirectGeometry() {
  5626. this.vertices = [];
  5627. this.normals = [];
  5628. this.colors = [];
  5629. this.uvs = [];
  5630. this.uvs2 = [];
  5631. this.groups = [];
  5632. this.morphTargets = {};
  5633. this.skinWeights = [];
  5634. this.skinIndices = [];
  5635. // this.lineDistances = [];
  5636. this.boundingBox = null;
  5637. this.boundingSphere = null;
  5638. // update flags
  5639. this.verticesNeedUpdate = false;
  5640. this.normalsNeedUpdate = false;
  5641. this.colorsNeedUpdate = false;
  5642. this.uvsNeedUpdate = false;
  5643. this.groupsNeedUpdate = false;
  5644. }
  5645. Object.assign( DirectGeometry.prototype, {
  5646. computeGroups: function ( geometry ) {
  5647. var group;
  5648. var groups = [];
  5649. var materialIndex = undefined;
  5650. var faces = geometry.faces;
  5651. for ( var i = 0; i < faces.length; i ++ ) {
  5652. var face = faces[ i ];
  5653. // materials
  5654. if ( face.materialIndex !== materialIndex ) {
  5655. materialIndex = face.materialIndex;
  5656. if ( group !== undefined ) {
  5657. group.count = ( i * 3 ) - group.start;
  5658. groups.push( group );
  5659. }
  5660. group = {
  5661. start: i * 3,
  5662. materialIndex: materialIndex
  5663. };
  5664. }
  5665. }
  5666. if ( group !== undefined ) {
  5667. group.count = ( i * 3 ) - group.start;
  5668. groups.push( group );
  5669. }
  5670. this.groups = groups;
  5671. },
  5672. fromGeometry: function ( geometry ) {
  5673. var faces = geometry.faces;
  5674. var vertices = geometry.vertices;
  5675. var faceVertexUvs = geometry.faceVertexUvs;
  5676. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5677. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5678. // morphs
  5679. var morphTargets = geometry.morphTargets;
  5680. var morphTargetsLength = morphTargets.length;
  5681. var morphTargetsPosition;
  5682. if ( morphTargetsLength > 0 ) {
  5683. morphTargetsPosition = [];
  5684. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5685. morphTargetsPosition[ i ] = {
  5686. name: morphTargets[ i ].name,
  5687. data: []
  5688. };
  5689. }
  5690. this.morphTargets.position = morphTargetsPosition;
  5691. }
  5692. var morphNormals = geometry.morphNormals;
  5693. var morphNormalsLength = morphNormals.length;
  5694. var morphTargetsNormal;
  5695. if ( morphNormalsLength > 0 ) {
  5696. morphTargetsNormal = [];
  5697. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5698. morphTargetsNormal[ i ] = {
  5699. name: morphNormals[ i ].name,
  5700. data: []
  5701. };
  5702. }
  5703. this.morphTargets.normal = morphTargetsNormal;
  5704. }
  5705. // skins
  5706. var skinIndices = geometry.skinIndices;
  5707. var skinWeights = geometry.skinWeights;
  5708. var hasSkinIndices = skinIndices.length === vertices.length;
  5709. var hasSkinWeights = skinWeights.length === vertices.length;
  5710. //
  5711. if ( vertices.length > 0 && faces.length === 0 ) {
  5712. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5713. }
  5714. for ( var i = 0; i < faces.length; i ++ ) {
  5715. var face = faces[ i ];
  5716. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5717. var vertexNormals = face.vertexNormals;
  5718. if ( vertexNormals.length === 3 ) {
  5719. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5720. } else {
  5721. var normal = face.normal;
  5722. this.normals.push( normal, normal, normal );
  5723. }
  5724. var vertexColors = face.vertexColors;
  5725. if ( vertexColors.length === 3 ) {
  5726. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5727. } else {
  5728. var color = face.color;
  5729. this.colors.push( color, color, color );
  5730. }
  5731. if ( hasFaceVertexUv === true ) {
  5732. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5733. if ( vertexUvs !== undefined ) {
  5734. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5735. } else {
  5736. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5737. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5738. }
  5739. }
  5740. if ( hasFaceVertexUv2 === true ) {
  5741. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5742. if ( vertexUvs !== undefined ) {
  5743. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5744. } else {
  5745. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5746. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5747. }
  5748. }
  5749. // morphs
  5750. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5751. var morphTarget = morphTargets[ j ].vertices;
  5752. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5753. }
  5754. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5755. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5756. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5757. }
  5758. // skins
  5759. if ( hasSkinIndices ) {
  5760. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5761. }
  5762. if ( hasSkinWeights ) {
  5763. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5764. }
  5765. }
  5766. this.computeGroups( geometry );
  5767. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5768. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5769. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5770. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5771. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5772. if ( geometry.boundingSphere !== null ) {
  5773. this.boundingSphere = geometry.boundingSphere.clone();
  5774. }
  5775. if ( geometry.boundingBox !== null ) {
  5776. this.boundingBox = geometry.boundingBox.clone();
  5777. }
  5778. return this;
  5779. }
  5780. } );
  5781. /**
  5782. * @author mrdoob / http://mrdoob.com/
  5783. */
  5784. function arrayMax( array ) {
  5785. if ( array.length === 0 ) return - Infinity;
  5786. var max = array[ 0 ];
  5787. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5788. if ( array[ i ] > max ) max = array[ i ];
  5789. }
  5790. return max;
  5791. }
  5792. /**
  5793. * @author alteredq / http://alteredqualia.com/
  5794. * @author mrdoob / http://mrdoob.com/
  5795. */
  5796. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5797. function BufferGeometry() {
  5798. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  5799. this.uuid = _Math.generateUUID();
  5800. this.name = '';
  5801. this.type = 'BufferGeometry';
  5802. this.index = null;
  5803. this.attributes = {};
  5804. this.morphAttributes = {};
  5805. this.groups = [];
  5806. this.boundingBox = null;
  5807. this.boundingSphere = null;
  5808. this.drawRange = { start: 0, count: Infinity };
  5809. this.userData = {};
  5810. }
  5811. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5812. constructor: BufferGeometry,
  5813. isBufferGeometry: true,
  5814. getIndex: function () {
  5815. return this.index;
  5816. },
  5817. setIndex: function ( index ) {
  5818. if ( Array.isArray( index ) ) {
  5819. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5820. } else {
  5821. this.index = index;
  5822. }
  5823. },
  5824. addAttribute: function ( name, attribute ) {
  5825. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5826. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5827. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5828. }
  5829. if ( name === 'index' ) {
  5830. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5831. this.setIndex( attribute );
  5832. return this;
  5833. }
  5834. this.attributes[ name ] = attribute;
  5835. return this;
  5836. },
  5837. getAttribute: function ( name ) {
  5838. return this.attributes[ name ];
  5839. },
  5840. removeAttribute: function ( name ) {
  5841. delete this.attributes[ name ];
  5842. return this;
  5843. },
  5844. addGroup: function ( start, count, materialIndex ) {
  5845. this.groups.push( {
  5846. start: start,
  5847. count: count,
  5848. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5849. } );
  5850. },
  5851. clearGroups: function () {
  5852. this.groups = [];
  5853. },
  5854. setDrawRange: function ( start, count ) {
  5855. this.drawRange.start = start;
  5856. this.drawRange.count = count;
  5857. },
  5858. applyMatrix: function ( matrix ) {
  5859. var position = this.attributes.position;
  5860. if ( position !== undefined ) {
  5861. matrix.applyToBufferAttribute( position );
  5862. position.needsUpdate = true;
  5863. }
  5864. var normal = this.attributes.normal;
  5865. if ( normal !== undefined ) {
  5866. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5867. normalMatrix.applyToBufferAttribute( normal );
  5868. normal.needsUpdate = true;
  5869. }
  5870. var tangent = this.attributes.tangent;
  5871. if ( tangent !== undefined ) {
  5872. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5873. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5874. normalMatrix.applyToBufferAttribute( tangent );
  5875. tangent.needsUpdate = true;
  5876. }
  5877. if ( this.boundingBox !== null ) {
  5878. this.computeBoundingBox();
  5879. }
  5880. if ( this.boundingSphere !== null ) {
  5881. this.computeBoundingSphere();
  5882. }
  5883. return this;
  5884. },
  5885. rotateX: function () {
  5886. // rotate geometry around world x-axis
  5887. var m1 = new Matrix4();
  5888. return function rotateX( angle ) {
  5889. m1.makeRotationX( angle );
  5890. this.applyMatrix( m1 );
  5891. return this;
  5892. };
  5893. }(),
  5894. rotateY: function () {
  5895. // rotate geometry around world y-axis
  5896. var m1 = new Matrix4();
  5897. return function rotateY( angle ) {
  5898. m1.makeRotationY( angle );
  5899. this.applyMatrix( m1 );
  5900. return this;
  5901. };
  5902. }(),
  5903. rotateZ: function () {
  5904. // rotate geometry around world z-axis
  5905. var m1 = new Matrix4();
  5906. return function rotateZ( angle ) {
  5907. m1.makeRotationZ( angle );
  5908. this.applyMatrix( m1 );
  5909. return this;
  5910. };
  5911. }(),
  5912. translate: function () {
  5913. // translate geometry
  5914. var m1 = new Matrix4();
  5915. return function translate( x, y, z ) {
  5916. m1.makeTranslation( x, y, z );
  5917. this.applyMatrix( m1 );
  5918. return this;
  5919. };
  5920. }(),
  5921. scale: function () {
  5922. // scale geometry
  5923. var m1 = new Matrix4();
  5924. return function scale( x, y, z ) {
  5925. m1.makeScale( x, y, z );
  5926. this.applyMatrix( m1 );
  5927. return this;
  5928. };
  5929. }(),
  5930. lookAt: function () {
  5931. var obj = new Object3D();
  5932. return function lookAt( vector ) {
  5933. obj.lookAt( vector );
  5934. obj.updateMatrix();
  5935. this.applyMatrix( obj.matrix );
  5936. };
  5937. }(),
  5938. center: function () {
  5939. var offset = new Vector3();
  5940. return function center() {
  5941. this.computeBoundingBox();
  5942. this.boundingBox.getCenter( offset ).negate();
  5943. this.translate( offset.x, offset.y, offset.z );
  5944. return this;
  5945. };
  5946. }(),
  5947. setFromObject: function ( object ) {
  5948. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5949. var geometry = object.geometry;
  5950. if ( object.isPoints || object.isLine ) {
  5951. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5952. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5953. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5954. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5955. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5956. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5957. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5958. }
  5959. if ( geometry.boundingSphere !== null ) {
  5960. this.boundingSphere = geometry.boundingSphere.clone();
  5961. }
  5962. if ( geometry.boundingBox !== null ) {
  5963. this.boundingBox = geometry.boundingBox.clone();
  5964. }
  5965. } else if ( object.isMesh ) {
  5966. if ( geometry && geometry.isGeometry ) {
  5967. this.fromGeometry( geometry );
  5968. }
  5969. }
  5970. return this;
  5971. },
  5972. setFromPoints: function ( points ) {
  5973. var position = [];
  5974. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5975. var point = points[ i ];
  5976. position.push( point.x, point.y, point.z || 0 );
  5977. }
  5978. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5979. return this;
  5980. },
  5981. updateFromObject: function ( object ) {
  5982. var geometry = object.geometry;
  5983. if ( object.isMesh ) {
  5984. var direct = geometry.__directGeometry;
  5985. if ( geometry.elementsNeedUpdate === true ) {
  5986. direct = undefined;
  5987. geometry.elementsNeedUpdate = false;
  5988. }
  5989. if ( direct === undefined ) {
  5990. return this.fromGeometry( geometry );
  5991. }
  5992. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5993. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5994. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5995. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5996. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5997. geometry.verticesNeedUpdate = false;
  5998. geometry.normalsNeedUpdate = false;
  5999. geometry.colorsNeedUpdate = false;
  6000. geometry.uvsNeedUpdate = false;
  6001. geometry.groupsNeedUpdate = false;
  6002. geometry = direct;
  6003. }
  6004. var attribute;
  6005. if ( geometry.verticesNeedUpdate === true ) {
  6006. attribute = this.attributes.position;
  6007. if ( attribute !== undefined ) {
  6008. attribute.copyVector3sArray( geometry.vertices );
  6009. attribute.needsUpdate = true;
  6010. }
  6011. geometry.verticesNeedUpdate = false;
  6012. }
  6013. if ( geometry.normalsNeedUpdate === true ) {
  6014. attribute = this.attributes.normal;
  6015. if ( attribute !== undefined ) {
  6016. attribute.copyVector3sArray( geometry.normals );
  6017. attribute.needsUpdate = true;
  6018. }
  6019. geometry.normalsNeedUpdate = false;
  6020. }
  6021. if ( geometry.colorsNeedUpdate === true ) {
  6022. attribute = this.attributes.color;
  6023. if ( attribute !== undefined ) {
  6024. attribute.copyColorsArray( geometry.colors );
  6025. attribute.needsUpdate = true;
  6026. }
  6027. geometry.colorsNeedUpdate = false;
  6028. }
  6029. if ( geometry.uvsNeedUpdate ) {
  6030. attribute = this.attributes.uv;
  6031. if ( attribute !== undefined ) {
  6032. attribute.copyVector2sArray( geometry.uvs );
  6033. attribute.needsUpdate = true;
  6034. }
  6035. geometry.uvsNeedUpdate = false;
  6036. }
  6037. if ( geometry.lineDistancesNeedUpdate ) {
  6038. attribute = this.attributes.lineDistance;
  6039. if ( attribute !== undefined ) {
  6040. attribute.copyArray( geometry.lineDistances );
  6041. attribute.needsUpdate = true;
  6042. }
  6043. geometry.lineDistancesNeedUpdate = false;
  6044. }
  6045. if ( geometry.groupsNeedUpdate ) {
  6046. geometry.computeGroups( object.geometry );
  6047. this.groups = geometry.groups;
  6048. geometry.groupsNeedUpdate = false;
  6049. }
  6050. return this;
  6051. },
  6052. fromGeometry: function ( geometry ) {
  6053. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6054. return this.fromDirectGeometry( geometry.__directGeometry );
  6055. },
  6056. fromDirectGeometry: function ( geometry ) {
  6057. var positions = new Float32Array( geometry.vertices.length * 3 );
  6058. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6059. if ( geometry.normals.length > 0 ) {
  6060. var normals = new Float32Array( geometry.normals.length * 3 );
  6061. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6062. }
  6063. if ( geometry.colors.length > 0 ) {
  6064. var colors = new Float32Array( geometry.colors.length * 3 );
  6065. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6066. }
  6067. if ( geometry.uvs.length > 0 ) {
  6068. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6069. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6070. }
  6071. if ( geometry.uvs2.length > 0 ) {
  6072. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6073. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6074. }
  6075. // groups
  6076. this.groups = geometry.groups;
  6077. // morphs
  6078. for ( var name in geometry.morphTargets ) {
  6079. var array = [];
  6080. var morphTargets = geometry.morphTargets[ name ];
  6081. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6082. var morphTarget = morphTargets[ i ];
  6083. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6084. attribute.name = morphTarget.name;
  6085. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6086. }
  6087. this.morphAttributes[ name ] = array;
  6088. }
  6089. // skinning
  6090. if ( geometry.skinIndices.length > 0 ) {
  6091. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6092. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6093. }
  6094. if ( geometry.skinWeights.length > 0 ) {
  6095. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6096. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6097. }
  6098. //
  6099. if ( geometry.boundingSphere !== null ) {
  6100. this.boundingSphere = geometry.boundingSphere.clone();
  6101. }
  6102. if ( geometry.boundingBox !== null ) {
  6103. this.boundingBox = geometry.boundingBox.clone();
  6104. }
  6105. return this;
  6106. },
  6107. computeBoundingBox: function () {
  6108. var box = new Box3();
  6109. return function computeBoundingBox() {
  6110. if ( this.boundingBox === null ) {
  6111. this.boundingBox = new Box3();
  6112. }
  6113. var position = this.attributes.position;
  6114. var morphAttributesPosition = this.morphAttributes.position;
  6115. if ( position !== undefined ) {
  6116. this.boundingBox.setFromBufferAttribute( position );
  6117. // process morph attributes if present
  6118. if ( morphAttributesPosition ) {
  6119. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6120. var morphAttribute = morphAttributesPosition[ i ];
  6121. box.setFromBufferAttribute( morphAttribute );
  6122. this.boundingBox.expandByPoint( box.min );
  6123. this.boundingBox.expandByPoint( box.max );
  6124. }
  6125. }
  6126. } else {
  6127. this.boundingBox.makeEmpty();
  6128. }
  6129. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6130. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6131. }
  6132. };
  6133. }(),
  6134. computeBoundingSphere: function () {
  6135. var box = new Box3();
  6136. var boxMorphTargets = new Box3();
  6137. var vector = new Vector3();
  6138. return function computeBoundingSphere() {
  6139. if ( this.boundingSphere === null ) {
  6140. this.boundingSphere = new Sphere();
  6141. }
  6142. var position = this.attributes.position;
  6143. var morphAttributesPosition = this.morphAttributes.position;
  6144. if ( position ) {
  6145. // first, find the center of the bounding sphere
  6146. var center = this.boundingSphere.center;
  6147. box.setFromBufferAttribute( position );
  6148. // process morph attributes if present
  6149. if ( morphAttributesPosition ) {
  6150. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6151. var morphAttribute = morphAttributesPosition[ i ];
  6152. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6153. box.expandByPoint( boxMorphTargets.min );
  6154. box.expandByPoint( boxMorphTargets.max );
  6155. }
  6156. }
  6157. box.getCenter( center );
  6158. // second, try to find a boundingSphere with a radius smaller than the
  6159. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6160. var maxRadiusSq = 0;
  6161. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6162. vector.fromBufferAttribute( position, i );
  6163. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6164. }
  6165. // process morph attributes if present
  6166. if ( morphAttributesPosition ) {
  6167. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6168. var morphAttribute = morphAttributesPosition[ i ];
  6169. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6170. vector.fromBufferAttribute( morphAttribute, j );
  6171. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6172. }
  6173. }
  6174. }
  6175. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6176. if ( isNaN( this.boundingSphere.radius ) ) {
  6177. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6178. }
  6179. }
  6180. };
  6181. }(),
  6182. computeFaceNormals: function () {
  6183. // backwards compatibility
  6184. },
  6185. computeVertexNormals: function () {
  6186. var index = this.index;
  6187. var attributes = this.attributes;
  6188. if ( attributes.position ) {
  6189. var positions = attributes.position.array;
  6190. if ( attributes.normal === undefined ) {
  6191. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6192. } else {
  6193. // reset existing normals to zero
  6194. var array = attributes.normal.array;
  6195. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6196. array[ i ] = 0;
  6197. }
  6198. }
  6199. var normals = attributes.normal.array;
  6200. var vA, vB, vC;
  6201. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6202. var cb = new Vector3(), ab = new Vector3();
  6203. // indexed elements
  6204. if ( index ) {
  6205. var indices = index.array;
  6206. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6207. vA = indices[ i + 0 ] * 3;
  6208. vB = indices[ i + 1 ] * 3;
  6209. vC = indices[ i + 2 ] * 3;
  6210. pA.fromArray( positions, vA );
  6211. pB.fromArray( positions, vB );
  6212. pC.fromArray( positions, vC );
  6213. cb.subVectors( pC, pB );
  6214. ab.subVectors( pA, pB );
  6215. cb.cross( ab );
  6216. normals[ vA ] += cb.x;
  6217. normals[ vA + 1 ] += cb.y;
  6218. normals[ vA + 2 ] += cb.z;
  6219. normals[ vB ] += cb.x;
  6220. normals[ vB + 1 ] += cb.y;
  6221. normals[ vB + 2 ] += cb.z;
  6222. normals[ vC ] += cb.x;
  6223. normals[ vC + 1 ] += cb.y;
  6224. normals[ vC + 2 ] += cb.z;
  6225. }
  6226. } else {
  6227. // non-indexed elements (unconnected triangle soup)
  6228. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6229. pA.fromArray( positions, i );
  6230. pB.fromArray( positions, i + 3 );
  6231. pC.fromArray( positions, i + 6 );
  6232. cb.subVectors( pC, pB );
  6233. ab.subVectors( pA, pB );
  6234. cb.cross( ab );
  6235. normals[ i ] = cb.x;
  6236. normals[ i + 1 ] = cb.y;
  6237. normals[ i + 2 ] = cb.z;
  6238. normals[ i + 3 ] = cb.x;
  6239. normals[ i + 4 ] = cb.y;
  6240. normals[ i + 5 ] = cb.z;
  6241. normals[ i + 6 ] = cb.x;
  6242. normals[ i + 7 ] = cb.y;
  6243. normals[ i + 8 ] = cb.z;
  6244. }
  6245. }
  6246. this.normalizeNormals();
  6247. attributes.normal.needsUpdate = true;
  6248. }
  6249. },
  6250. merge: function ( geometry, offset ) {
  6251. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6252. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6253. return;
  6254. }
  6255. if ( offset === undefined ) {
  6256. offset = 0;
  6257. console.warn(
  6258. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6259. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6260. );
  6261. }
  6262. var attributes = this.attributes;
  6263. for ( var key in attributes ) {
  6264. if ( geometry.attributes[ key ] === undefined ) continue;
  6265. var attribute1 = attributes[ key ];
  6266. var attributeArray1 = attribute1.array;
  6267. var attribute2 = geometry.attributes[ key ];
  6268. var attributeArray2 = attribute2.array;
  6269. var attributeOffset = attribute2.itemSize * offset;
  6270. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6271. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6272. attributeArray1[ j ] = attributeArray2[ i ];
  6273. }
  6274. }
  6275. return this;
  6276. },
  6277. normalizeNormals: function () {
  6278. var vector = new Vector3();
  6279. return function normalizeNormals() {
  6280. var normals = this.attributes.normal;
  6281. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6282. vector.x = normals.getX( i );
  6283. vector.y = normals.getY( i );
  6284. vector.z = normals.getZ( i );
  6285. vector.normalize();
  6286. normals.setXYZ( i, vector.x, vector.y, vector.z );
  6287. }
  6288. };
  6289. }(),
  6290. toNonIndexed: function () {
  6291. function convertBufferAttribute( attribute, indices ) {
  6292. var array = attribute.array;
  6293. var itemSize = attribute.itemSize;
  6294. var array2 = new array.constructor( indices.length * itemSize );
  6295. var index = 0, index2 = 0;
  6296. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6297. index = indices[ i ] * itemSize;
  6298. for ( var j = 0; j < itemSize; j ++ ) {
  6299. array2[ index2 ++ ] = array[ index ++ ];
  6300. }
  6301. }
  6302. return new BufferAttribute( array2, itemSize );
  6303. }
  6304. //
  6305. if ( this.index === null ) {
  6306. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6307. return this;
  6308. }
  6309. var geometry2 = new BufferGeometry();
  6310. var indices = this.index.array;
  6311. var attributes = this.attributes;
  6312. // attributes
  6313. for ( var name in attributes ) {
  6314. var attribute = attributes[ name ];
  6315. var newAttribute = convertBufferAttribute( attribute, indices );
  6316. geometry2.addAttribute( name, newAttribute );
  6317. }
  6318. // morph attributes
  6319. var morphAttributes = this.morphAttributes;
  6320. for ( name in morphAttributes ) {
  6321. var morphArray = [];
  6322. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6323. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6324. var attribute = morphAttribute[ i ];
  6325. var newAttribute = convertBufferAttribute( attribute, indices );
  6326. morphArray.push( newAttribute );
  6327. }
  6328. geometry2.morphAttributes[ name ] = morphArray;
  6329. }
  6330. // groups
  6331. var groups = this.groups;
  6332. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6333. var group = groups[ i ];
  6334. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6335. }
  6336. return geometry2;
  6337. },
  6338. toJSON: function () {
  6339. var data = {
  6340. metadata: {
  6341. version: 4.5,
  6342. type: 'BufferGeometry',
  6343. generator: 'BufferGeometry.toJSON'
  6344. }
  6345. };
  6346. // standard BufferGeometry serialization
  6347. data.uuid = this.uuid;
  6348. data.type = this.type;
  6349. if ( this.name !== '' ) data.name = this.name;
  6350. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6351. if ( this.parameters !== undefined ) {
  6352. var parameters = this.parameters;
  6353. for ( var key in parameters ) {
  6354. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6355. }
  6356. return data;
  6357. }
  6358. data.data = { attributes: {} };
  6359. var index = this.index;
  6360. if ( index !== null ) {
  6361. data.data.index = {
  6362. type: index.array.constructor.name,
  6363. array: Array.prototype.slice.call( index.array )
  6364. };
  6365. }
  6366. var attributes = this.attributes;
  6367. for ( var key in attributes ) {
  6368. var attribute = attributes[ key ];
  6369. var attributeData = attribute.toJSON();
  6370. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6371. data.data.attributes[ key ] = attributeData;
  6372. }
  6373. var morphAttributes = {};
  6374. var hasMorphAttributes = false;
  6375. for ( var key in this.morphAttributes ) {
  6376. var attributeArray = this.morphAttributes[ key ];
  6377. var array = [];
  6378. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6379. var attribute = attributeArray[ i ];
  6380. var attributeData = attribute.toJSON();
  6381. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6382. array.push( attributeData );
  6383. }
  6384. if ( array.length > 0 ) {
  6385. morphAttributes[ key ] = array;
  6386. hasMorphAttributes = true;
  6387. }
  6388. }
  6389. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6390. var groups = this.groups;
  6391. if ( groups.length > 0 ) {
  6392. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6393. }
  6394. var boundingSphere = this.boundingSphere;
  6395. if ( boundingSphere !== null ) {
  6396. data.data.boundingSphere = {
  6397. center: boundingSphere.center.toArray(),
  6398. radius: boundingSphere.radius
  6399. };
  6400. }
  6401. return data;
  6402. },
  6403. clone: function () {
  6404. /*
  6405. // Handle primitives
  6406. var parameters = this.parameters;
  6407. if ( parameters !== undefined ) {
  6408. var values = [];
  6409. for ( var key in parameters ) {
  6410. values.push( parameters[ key ] );
  6411. }
  6412. var geometry = Object.create( this.constructor.prototype );
  6413. this.constructor.apply( geometry, values );
  6414. return geometry;
  6415. }
  6416. return new this.constructor().copy( this );
  6417. */
  6418. return new BufferGeometry().copy( this );
  6419. },
  6420. copy: function ( source ) {
  6421. var name, i, l;
  6422. // reset
  6423. this.index = null;
  6424. this.attributes = {};
  6425. this.morphAttributes = {};
  6426. this.groups = [];
  6427. this.boundingBox = null;
  6428. this.boundingSphere = null;
  6429. // name
  6430. this.name = source.name;
  6431. // index
  6432. var index = source.index;
  6433. if ( index !== null ) {
  6434. this.setIndex( index.clone() );
  6435. }
  6436. // attributes
  6437. var attributes = source.attributes;
  6438. for ( name in attributes ) {
  6439. var attribute = attributes[ name ];
  6440. this.addAttribute( name, attribute.clone() );
  6441. }
  6442. // morph attributes
  6443. var morphAttributes = source.morphAttributes;
  6444. for ( name in morphAttributes ) {
  6445. var array = [];
  6446. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6447. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6448. array.push( morphAttribute[ i ].clone() );
  6449. }
  6450. this.morphAttributes[ name ] = array;
  6451. }
  6452. // groups
  6453. var groups = source.groups;
  6454. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6455. var group = groups[ i ];
  6456. this.addGroup( group.start, group.count, group.materialIndex );
  6457. }
  6458. // bounding box
  6459. var boundingBox = source.boundingBox;
  6460. if ( boundingBox !== null ) {
  6461. this.boundingBox = boundingBox.clone();
  6462. }
  6463. // bounding sphere
  6464. var boundingSphere = source.boundingSphere;
  6465. if ( boundingSphere !== null ) {
  6466. this.boundingSphere = boundingSphere.clone();
  6467. }
  6468. // draw range
  6469. this.drawRange.start = source.drawRange.start;
  6470. this.drawRange.count = source.drawRange.count;
  6471. // user data
  6472. this.userData = source.userData;
  6473. return this;
  6474. },
  6475. dispose: function () {
  6476. this.dispatchEvent( { type: 'dispose' } );
  6477. }
  6478. } );
  6479. /**
  6480. * @author mrdoob / http://mrdoob.com/
  6481. * @author alteredq / http://alteredqualia.com/
  6482. * @author mikael emtinger / http://gomo.se/
  6483. * @author jonobr1 / http://jonobr1.com/
  6484. */
  6485. var _inverseMatrix, _ray, _sphere;
  6486. var _vA, _vB, _vC;
  6487. var _tempA, _tempB, _tempC;
  6488. var _morphA, _morphB, _morphC;
  6489. var _uvA, _uvB, _uvC;
  6490. var _intersectionPoint, _intersectionPointWorld;
  6491. function Mesh( geometry, material ) {
  6492. Object3D.call( this );
  6493. this.type = 'Mesh';
  6494. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6495. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6496. this.drawMode = TrianglesDrawMode;
  6497. this.updateMorphTargets();
  6498. }
  6499. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6500. constructor: Mesh,
  6501. isMesh: true,
  6502. setDrawMode: function ( value ) {
  6503. this.drawMode = value;
  6504. },
  6505. copy: function ( source ) {
  6506. Object3D.prototype.copy.call( this, source );
  6507. this.drawMode = source.drawMode;
  6508. if ( source.morphTargetInfluences !== undefined ) {
  6509. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6510. }
  6511. if ( source.morphTargetDictionary !== undefined ) {
  6512. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6513. }
  6514. return this;
  6515. },
  6516. updateMorphTargets: function () {
  6517. var geometry = this.geometry;
  6518. var m, ml, name;
  6519. if ( geometry.isBufferGeometry ) {
  6520. var morphAttributes = geometry.morphAttributes;
  6521. var keys = Object.keys( morphAttributes );
  6522. if ( keys.length > 0 ) {
  6523. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6524. if ( morphAttribute !== undefined ) {
  6525. this.morphTargetInfluences = [];
  6526. this.morphTargetDictionary = {};
  6527. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6528. name = morphAttribute[ m ].name || String( m );
  6529. this.morphTargetInfluences.push( 0 );
  6530. this.morphTargetDictionary[ name ] = m;
  6531. }
  6532. }
  6533. }
  6534. } else {
  6535. var morphTargets = geometry.morphTargets;
  6536. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6537. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6538. }
  6539. }
  6540. },
  6541. raycast: function ( raycaster, intersects ) {
  6542. if ( _intersectionPointWorld === undefined ) {
  6543. _inverseMatrix = new Matrix4();
  6544. _ray = new Ray();
  6545. _sphere = new Sphere();
  6546. _vA = new Vector3();
  6547. _vB = new Vector3();
  6548. _vC = new Vector3();
  6549. _tempA = new Vector3();
  6550. _tempB = new Vector3();
  6551. _tempC = new Vector3();
  6552. _morphA = new Vector3();
  6553. _morphB = new Vector3();
  6554. _morphC = new Vector3();
  6555. _uvA = new Vector2();
  6556. _uvB = new Vector2();
  6557. _uvC = new Vector2();
  6558. _intersectionPoint = new Vector3();
  6559. _intersectionPointWorld = new Vector3();
  6560. }
  6561. var geometry = this.geometry;
  6562. var material = this.material;
  6563. var matrixWorld = this.matrixWorld;
  6564. if ( material === undefined ) return;
  6565. // Checking boundingSphere distance to ray
  6566. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6567. _sphere.copy( geometry.boundingSphere );
  6568. _sphere.applyMatrix4( matrixWorld );
  6569. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6570. //
  6571. _inverseMatrix.getInverse( matrixWorld );
  6572. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6573. // Check boundingBox before continuing
  6574. if ( geometry.boundingBox !== null ) {
  6575. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6576. }
  6577. var intersection;
  6578. if ( geometry.isBufferGeometry ) {
  6579. var a, b, c;
  6580. var index = geometry.index;
  6581. var position = geometry.attributes.position;
  6582. var morphPosition = geometry.morphAttributes.position;
  6583. var uv = geometry.attributes.uv;
  6584. var uv2 = geometry.attributes.uv2;
  6585. var groups = geometry.groups;
  6586. var drawRange = geometry.drawRange;
  6587. var i, j, il, jl;
  6588. var group, groupMaterial;
  6589. var start, end;
  6590. if ( index !== null ) {
  6591. // indexed buffer geometry
  6592. if ( Array.isArray( material ) ) {
  6593. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6594. group = groups[ i ];
  6595. groupMaterial = material[ group.materialIndex ];
  6596. start = Math.max( group.start, drawRange.start );
  6597. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6598. for ( j = start, jl = end; j < jl; j += 3 ) {
  6599. a = index.getX( j );
  6600. b = index.getX( j + 1 );
  6601. c = index.getX( j + 2 );
  6602. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6603. if ( intersection ) {
  6604. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6605. intersection.face.materialIndex = group.materialIndex;
  6606. intersects.push( intersection );
  6607. }
  6608. }
  6609. }
  6610. } else {
  6611. start = Math.max( 0, drawRange.start );
  6612. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6613. for ( i = start, il = end; i < il; i += 3 ) {
  6614. a = index.getX( i );
  6615. b = index.getX( i + 1 );
  6616. c = index.getX( i + 2 );
  6617. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6618. if ( intersection ) {
  6619. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6620. intersects.push( intersection );
  6621. }
  6622. }
  6623. }
  6624. } else if ( position !== undefined ) {
  6625. // non-indexed buffer geometry
  6626. if ( Array.isArray( material ) ) {
  6627. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6628. group = groups[ i ];
  6629. groupMaterial = material[ group.materialIndex ];
  6630. start = Math.max( group.start, drawRange.start );
  6631. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6632. for ( j = start, jl = end; j < jl; j += 3 ) {
  6633. a = j;
  6634. b = j + 1;
  6635. c = j + 2;
  6636. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6637. if ( intersection ) {
  6638. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6639. intersection.face.materialIndex = group.materialIndex;
  6640. intersects.push( intersection );
  6641. }
  6642. }
  6643. }
  6644. } else {
  6645. start = Math.max( 0, drawRange.start );
  6646. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6647. for ( i = start, il = end; i < il; i += 3 ) {
  6648. a = i;
  6649. b = i + 1;
  6650. c = i + 2;
  6651. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6652. if ( intersection ) {
  6653. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6654. intersects.push( intersection );
  6655. }
  6656. }
  6657. }
  6658. }
  6659. } else if ( geometry.isGeometry ) {
  6660. var fvA, fvB, fvC;
  6661. var isMultiMaterial = Array.isArray( material );
  6662. var vertices = geometry.vertices;
  6663. var faces = geometry.faces;
  6664. var uvs;
  6665. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6666. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6667. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6668. var face = faces[ f ];
  6669. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6670. if ( faceMaterial === undefined ) continue;
  6671. fvA = vertices[ face.a ];
  6672. fvB = vertices[ face.b ];
  6673. fvC = vertices[ face.c ];
  6674. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6675. if ( intersection ) {
  6676. if ( uvs && uvs[ f ] ) {
  6677. var uvs_f = uvs[ f ];
  6678. _uvA.copy( uvs_f[ 0 ] );
  6679. _uvB.copy( uvs_f[ 1 ] );
  6680. _uvC.copy( uvs_f[ 2 ] );
  6681. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6682. }
  6683. intersection.face = face;
  6684. intersection.faceIndex = f;
  6685. intersects.push( intersection );
  6686. }
  6687. }
  6688. }
  6689. },
  6690. clone: function () {
  6691. return new this.constructor( this.geometry, this.material ).copy( this );
  6692. }
  6693. } );
  6694. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6695. var intersect;
  6696. if ( material.side === BackSide ) {
  6697. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6698. } else {
  6699. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6700. }
  6701. if ( intersect === null ) return null;
  6702. _intersectionPointWorld.copy( point );
  6703. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6704. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6705. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6706. return {
  6707. distance: distance,
  6708. point: _intersectionPointWorld.clone(),
  6709. object: object
  6710. };
  6711. }
  6712. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6713. _vA.fromBufferAttribute( position, a );
  6714. _vB.fromBufferAttribute( position, b );
  6715. _vC.fromBufferAttribute( position, c );
  6716. var morphInfluences = object.morphTargetInfluences;
  6717. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6718. _morphA.set( 0, 0, 0 );
  6719. _morphB.set( 0, 0, 0 );
  6720. _morphC.set( 0, 0, 0 );
  6721. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6722. var influence = morphInfluences[ i ];
  6723. var morphAttribute = morphPosition[ i ];
  6724. if ( influence === 0 ) continue;
  6725. _tempA.fromBufferAttribute( morphAttribute, a );
  6726. _tempB.fromBufferAttribute( morphAttribute, b );
  6727. _tempC.fromBufferAttribute( morphAttribute, c );
  6728. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6729. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6730. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6731. }
  6732. _vA.add( _morphA );
  6733. _vB.add( _morphB );
  6734. _vC.add( _morphC );
  6735. }
  6736. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6737. if ( intersection ) {
  6738. if ( uv ) {
  6739. _uvA.fromBufferAttribute( uv, a );
  6740. _uvB.fromBufferAttribute( uv, b );
  6741. _uvC.fromBufferAttribute( uv, c );
  6742. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6743. }
  6744. if ( uv2 ) {
  6745. _uvA.fromBufferAttribute( uv2, a );
  6746. _uvB.fromBufferAttribute( uv2, b );
  6747. _uvC.fromBufferAttribute( uv2, c );
  6748. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6749. }
  6750. var face = new Face3( a, b, c );
  6751. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6752. intersection.face = face;
  6753. }
  6754. return intersection;
  6755. }
  6756. /**
  6757. * @author mrdoob / http://mrdoob.com/
  6758. * @author kile / http://kile.stravaganza.org/
  6759. * @author alteredq / http://alteredqualia.com/
  6760. * @author mikael emtinger / http://gomo.se/
  6761. * @author zz85 / http://www.lab4games.net/zz85/blog
  6762. * @author bhouston / http://clara.io
  6763. */
  6764. var geometryId = 0; // Geometry uses even numbers as Id
  6765. function Geometry() {
  6766. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  6767. this.uuid = _Math.generateUUID();
  6768. this.name = '';
  6769. this.type = 'Geometry';
  6770. this.vertices = [];
  6771. this.colors = [];
  6772. this.faces = [];
  6773. this.faceVertexUvs = [[]];
  6774. this.morphTargets = [];
  6775. this.morphNormals = [];
  6776. this.skinWeights = [];
  6777. this.skinIndices = [];
  6778. this.lineDistances = [];
  6779. this.boundingBox = null;
  6780. this.boundingSphere = null;
  6781. // update flags
  6782. this.elementsNeedUpdate = false;
  6783. this.verticesNeedUpdate = false;
  6784. this.uvsNeedUpdate = false;
  6785. this.normalsNeedUpdate = false;
  6786. this.colorsNeedUpdate = false;
  6787. this.lineDistancesNeedUpdate = false;
  6788. this.groupsNeedUpdate = false;
  6789. }
  6790. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6791. constructor: Geometry,
  6792. isGeometry: true,
  6793. applyMatrix: function ( matrix ) {
  6794. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6795. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6796. var vertex = this.vertices[ i ];
  6797. vertex.applyMatrix4( matrix );
  6798. }
  6799. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6800. var face = this.faces[ i ];
  6801. face.normal.applyMatrix3( normalMatrix ).normalize();
  6802. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6803. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6804. }
  6805. }
  6806. if ( this.boundingBox !== null ) {
  6807. this.computeBoundingBox();
  6808. }
  6809. if ( this.boundingSphere !== null ) {
  6810. this.computeBoundingSphere();
  6811. }
  6812. this.verticesNeedUpdate = true;
  6813. this.normalsNeedUpdate = true;
  6814. return this;
  6815. },
  6816. rotateX: function () {
  6817. // rotate geometry around world x-axis
  6818. var m1 = new Matrix4();
  6819. return function rotateX( angle ) {
  6820. m1.makeRotationX( angle );
  6821. this.applyMatrix( m1 );
  6822. return this;
  6823. };
  6824. }(),
  6825. rotateY: function () {
  6826. // rotate geometry around world y-axis
  6827. var m1 = new Matrix4();
  6828. return function rotateY( angle ) {
  6829. m1.makeRotationY( angle );
  6830. this.applyMatrix( m1 );
  6831. return this;
  6832. };
  6833. }(),
  6834. rotateZ: function () {
  6835. // rotate geometry around world z-axis
  6836. var m1 = new Matrix4();
  6837. return function rotateZ( angle ) {
  6838. m1.makeRotationZ( angle );
  6839. this.applyMatrix( m1 );
  6840. return this;
  6841. };
  6842. }(),
  6843. translate: function () {
  6844. // translate geometry
  6845. var m1 = new Matrix4();
  6846. return function translate( x, y, z ) {
  6847. m1.makeTranslation( x, y, z );
  6848. this.applyMatrix( m1 );
  6849. return this;
  6850. };
  6851. }(),
  6852. scale: function () {
  6853. // scale geometry
  6854. var m1 = new Matrix4();
  6855. return function scale( x, y, z ) {
  6856. m1.makeScale( x, y, z );
  6857. this.applyMatrix( m1 );
  6858. return this;
  6859. };
  6860. }(),
  6861. lookAt: function () {
  6862. var obj = new Object3D();
  6863. return function lookAt( vector ) {
  6864. obj.lookAt( vector );
  6865. obj.updateMatrix();
  6866. this.applyMatrix( obj.matrix );
  6867. };
  6868. }(),
  6869. fromBufferGeometry: function ( geometry ) {
  6870. var scope = this;
  6871. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6872. var attributes = geometry.attributes;
  6873. var positions = attributes.position.array;
  6874. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6875. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6876. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6877. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6878. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6879. for ( var i = 0; i < positions.length; i += 3 ) {
  6880. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6881. if ( colors !== undefined ) {
  6882. scope.colors.push( new Color().fromArray( colors, i ) );
  6883. }
  6884. }
  6885. function addFace( a, b, c, materialIndex ) {
  6886. var vertexColors = ( colors === undefined ) ? [] : [
  6887. scope.colors[ a ].clone(),
  6888. scope.colors[ b ].clone(),
  6889. scope.colors[ c ].clone() ];
  6890. var vertexNormals = ( normals === undefined ) ? [] : [
  6891. new Vector3().fromArray( normals, a * 3 ),
  6892. new Vector3().fromArray( normals, b * 3 ),
  6893. new Vector3().fromArray( normals, c * 3 )
  6894. ];
  6895. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6896. scope.faces.push( face );
  6897. if ( uvs !== undefined ) {
  6898. scope.faceVertexUvs[ 0 ].push( [
  6899. new Vector2().fromArray( uvs, a * 2 ),
  6900. new Vector2().fromArray( uvs, b * 2 ),
  6901. new Vector2().fromArray( uvs, c * 2 )
  6902. ] );
  6903. }
  6904. if ( uvs2 !== undefined ) {
  6905. scope.faceVertexUvs[ 1 ].push( [
  6906. new Vector2().fromArray( uvs2, a * 2 ),
  6907. new Vector2().fromArray( uvs2, b * 2 ),
  6908. new Vector2().fromArray( uvs2, c * 2 )
  6909. ] );
  6910. }
  6911. }
  6912. var groups = geometry.groups;
  6913. if ( groups.length > 0 ) {
  6914. for ( var i = 0; i < groups.length; i ++ ) {
  6915. var group = groups[ i ];
  6916. var start = group.start;
  6917. var count = group.count;
  6918. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6919. if ( indices !== undefined ) {
  6920. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6921. } else {
  6922. addFace( j, j + 1, j + 2, group.materialIndex );
  6923. }
  6924. }
  6925. }
  6926. } else {
  6927. if ( indices !== undefined ) {
  6928. for ( var i = 0; i < indices.length; i += 3 ) {
  6929. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6930. }
  6931. } else {
  6932. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6933. addFace( i, i + 1, i + 2 );
  6934. }
  6935. }
  6936. }
  6937. this.computeFaceNormals();
  6938. if ( geometry.boundingBox !== null ) {
  6939. this.boundingBox = geometry.boundingBox.clone();
  6940. }
  6941. if ( geometry.boundingSphere !== null ) {
  6942. this.boundingSphere = geometry.boundingSphere.clone();
  6943. }
  6944. return this;
  6945. },
  6946. center: function () {
  6947. var offset = new Vector3();
  6948. return function center() {
  6949. this.computeBoundingBox();
  6950. this.boundingBox.getCenter( offset ).negate();
  6951. this.translate( offset.x, offset.y, offset.z );
  6952. return this;
  6953. };
  6954. }(),
  6955. normalize: function () {
  6956. this.computeBoundingSphere();
  6957. var center = this.boundingSphere.center;
  6958. var radius = this.boundingSphere.radius;
  6959. var s = radius === 0 ? 1 : 1.0 / radius;
  6960. var matrix = new Matrix4();
  6961. matrix.set(
  6962. s, 0, 0, - s * center.x,
  6963. 0, s, 0, - s * center.y,
  6964. 0, 0, s, - s * center.z,
  6965. 0, 0, 0, 1
  6966. );
  6967. this.applyMatrix( matrix );
  6968. return this;
  6969. },
  6970. computeFaceNormals: function () {
  6971. var cb = new Vector3(), ab = new Vector3();
  6972. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6973. var face = this.faces[ f ];
  6974. var vA = this.vertices[ face.a ];
  6975. var vB = this.vertices[ face.b ];
  6976. var vC = this.vertices[ face.c ];
  6977. cb.subVectors( vC, vB );
  6978. ab.subVectors( vA, vB );
  6979. cb.cross( ab );
  6980. cb.normalize();
  6981. face.normal.copy( cb );
  6982. }
  6983. },
  6984. computeVertexNormals: function ( areaWeighted ) {
  6985. if ( areaWeighted === undefined ) areaWeighted = true;
  6986. var v, vl, f, fl, face, vertices;
  6987. vertices = new Array( this.vertices.length );
  6988. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6989. vertices[ v ] = new Vector3();
  6990. }
  6991. if ( areaWeighted ) {
  6992. // vertex normals weighted by triangle areas
  6993. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6994. var vA, vB, vC;
  6995. var cb = new Vector3(), ab = new Vector3();
  6996. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6997. face = this.faces[ f ];
  6998. vA = this.vertices[ face.a ];
  6999. vB = this.vertices[ face.b ];
  7000. vC = this.vertices[ face.c ];
  7001. cb.subVectors( vC, vB );
  7002. ab.subVectors( vA, vB );
  7003. cb.cross( ab );
  7004. vertices[ face.a ].add( cb );
  7005. vertices[ face.b ].add( cb );
  7006. vertices[ face.c ].add( cb );
  7007. }
  7008. } else {
  7009. this.computeFaceNormals();
  7010. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7011. face = this.faces[ f ];
  7012. vertices[ face.a ].add( face.normal );
  7013. vertices[ face.b ].add( face.normal );
  7014. vertices[ face.c ].add( face.normal );
  7015. }
  7016. }
  7017. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7018. vertices[ v ].normalize();
  7019. }
  7020. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7021. face = this.faces[ f ];
  7022. var vertexNormals = face.vertexNormals;
  7023. if ( vertexNormals.length === 3 ) {
  7024. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7025. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7026. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7027. } else {
  7028. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7029. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7030. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7031. }
  7032. }
  7033. if ( this.faces.length > 0 ) {
  7034. this.normalsNeedUpdate = true;
  7035. }
  7036. },
  7037. computeFlatVertexNormals: function () {
  7038. var f, fl, face;
  7039. this.computeFaceNormals();
  7040. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7041. face = this.faces[ f ];
  7042. var vertexNormals = face.vertexNormals;
  7043. if ( vertexNormals.length === 3 ) {
  7044. vertexNormals[ 0 ].copy( face.normal );
  7045. vertexNormals[ 1 ].copy( face.normal );
  7046. vertexNormals[ 2 ].copy( face.normal );
  7047. } else {
  7048. vertexNormals[ 0 ] = face.normal.clone();
  7049. vertexNormals[ 1 ] = face.normal.clone();
  7050. vertexNormals[ 2 ] = face.normal.clone();
  7051. }
  7052. }
  7053. if ( this.faces.length > 0 ) {
  7054. this.normalsNeedUpdate = true;
  7055. }
  7056. },
  7057. computeMorphNormals: function () {
  7058. var i, il, f, fl, face;
  7059. // save original normals
  7060. // - create temp variables on first access
  7061. // otherwise just copy (for faster repeated calls)
  7062. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7063. face = this.faces[ f ];
  7064. if ( ! face.__originalFaceNormal ) {
  7065. face.__originalFaceNormal = face.normal.clone();
  7066. } else {
  7067. face.__originalFaceNormal.copy( face.normal );
  7068. }
  7069. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7070. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7071. if ( ! face.__originalVertexNormals[ i ] ) {
  7072. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7073. } else {
  7074. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7075. }
  7076. }
  7077. }
  7078. // use temp geometry to compute face and vertex normals for each morph
  7079. var tmpGeo = new Geometry();
  7080. tmpGeo.faces = this.faces;
  7081. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7082. // create on first access
  7083. if ( ! this.morphNormals[ i ] ) {
  7084. this.morphNormals[ i ] = {};
  7085. this.morphNormals[ i ].faceNormals = [];
  7086. this.morphNormals[ i ].vertexNormals = [];
  7087. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7088. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7089. var faceNormal, vertexNormals;
  7090. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7091. faceNormal = new Vector3();
  7092. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7093. dstNormalsFace.push( faceNormal );
  7094. dstNormalsVertex.push( vertexNormals );
  7095. }
  7096. }
  7097. var morphNormals = this.morphNormals[ i ];
  7098. // set vertices to morph target
  7099. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7100. // compute morph normals
  7101. tmpGeo.computeFaceNormals();
  7102. tmpGeo.computeVertexNormals();
  7103. // store morph normals
  7104. var faceNormal, vertexNormals;
  7105. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7106. face = this.faces[ f ];
  7107. faceNormal = morphNormals.faceNormals[ f ];
  7108. vertexNormals = morphNormals.vertexNormals[ f ];
  7109. faceNormal.copy( face.normal );
  7110. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7111. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7112. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7113. }
  7114. }
  7115. // restore original normals
  7116. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7117. face = this.faces[ f ];
  7118. face.normal = face.__originalFaceNormal;
  7119. face.vertexNormals = face.__originalVertexNormals;
  7120. }
  7121. },
  7122. computeBoundingBox: function () {
  7123. if ( this.boundingBox === null ) {
  7124. this.boundingBox = new Box3();
  7125. }
  7126. this.boundingBox.setFromPoints( this.vertices );
  7127. },
  7128. computeBoundingSphere: function () {
  7129. if ( this.boundingSphere === null ) {
  7130. this.boundingSphere = new Sphere();
  7131. }
  7132. this.boundingSphere.setFromPoints( this.vertices );
  7133. },
  7134. merge: function ( geometry, matrix, materialIndexOffset ) {
  7135. if ( ! ( geometry && geometry.isGeometry ) ) {
  7136. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7137. return;
  7138. }
  7139. var normalMatrix,
  7140. vertexOffset = this.vertices.length,
  7141. vertices1 = this.vertices,
  7142. vertices2 = geometry.vertices,
  7143. faces1 = this.faces,
  7144. faces2 = geometry.faces,
  7145. colors1 = this.colors,
  7146. colors2 = geometry.colors;
  7147. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7148. if ( matrix !== undefined ) {
  7149. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7150. }
  7151. // vertices
  7152. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7153. var vertex = vertices2[ i ];
  7154. var vertexCopy = vertex.clone();
  7155. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7156. vertices1.push( vertexCopy );
  7157. }
  7158. // colors
  7159. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7160. colors1.push( colors2[ i ].clone() );
  7161. }
  7162. // faces
  7163. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7164. var face = faces2[ i ], faceCopy, normal, color,
  7165. faceVertexNormals = face.vertexNormals,
  7166. faceVertexColors = face.vertexColors;
  7167. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7168. faceCopy.normal.copy( face.normal );
  7169. if ( normalMatrix !== undefined ) {
  7170. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7171. }
  7172. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7173. normal = faceVertexNormals[ j ].clone();
  7174. if ( normalMatrix !== undefined ) {
  7175. normal.applyMatrix3( normalMatrix ).normalize();
  7176. }
  7177. faceCopy.vertexNormals.push( normal );
  7178. }
  7179. faceCopy.color.copy( face.color );
  7180. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7181. color = faceVertexColors[ j ];
  7182. faceCopy.vertexColors.push( color.clone() );
  7183. }
  7184. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7185. faces1.push( faceCopy );
  7186. }
  7187. // uvs
  7188. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7189. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7190. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7191. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7192. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7193. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7194. uvsCopy.push( uvs2[ k ].clone() );
  7195. }
  7196. this.faceVertexUvs[ i ].push( uvsCopy );
  7197. }
  7198. }
  7199. },
  7200. mergeMesh: function ( mesh ) {
  7201. if ( ! ( mesh && mesh.isMesh ) ) {
  7202. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7203. return;
  7204. }
  7205. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7206. this.merge( mesh.geometry, mesh.matrix );
  7207. },
  7208. /*
  7209. * Checks for duplicate vertices with hashmap.
  7210. * Duplicated vertices are removed
  7211. * and faces' vertices are updated.
  7212. */
  7213. mergeVertices: function () {
  7214. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7215. var unique = [], changes = [];
  7216. var v, key;
  7217. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7218. var precision = Math.pow( 10, precisionPoints );
  7219. var i, il, face;
  7220. var indices, j, jl;
  7221. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7222. v = this.vertices[ i ];
  7223. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7224. if ( verticesMap[ key ] === undefined ) {
  7225. verticesMap[ key ] = i;
  7226. unique.push( this.vertices[ i ] );
  7227. changes[ i ] = unique.length - 1;
  7228. } else {
  7229. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7230. changes[ i ] = changes[ verticesMap[ key ] ];
  7231. }
  7232. }
  7233. // if faces are completely degenerate after merging vertices, we
  7234. // have to remove them from the geometry.
  7235. var faceIndicesToRemove = [];
  7236. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7237. face = this.faces[ i ];
  7238. face.a = changes[ face.a ];
  7239. face.b = changes[ face.b ];
  7240. face.c = changes[ face.c ];
  7241. indices = [ face.a, face.b, face.c ];
  7242. // if any duplicate vertices are found in a Face3
  7243. // we have to remove the face as nothing can be saved
  7244. for ( var n = 0; n < 3; n ++ ) {
  7245. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7246. faceIndicesToRemove.push( i );
  7247. break;
  7248. }
  7249. }
  7250. }
  7251. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7252. var idx = faceIndicesToRemove[ i ];
  7253. this.faces.splice( idx, 1 );
  7254. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7255. this.faceVertexUvs[ j ].splice( idx, 1 );
  7256. }
  7257. }
  7258. // Use unique set of vertices
  7259. var diff = this.vertices.length - unique.length;
  7260. this.vertices = unique;
  7261. return diff;
  7262. },
  7263. setFromPoints: function ( points ) {
  7264. this.vertices = [];
  7265. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7266. var point = points[ i ];
  7267. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7268. }
  7269. return this;
  7270. },
  7271. sortFacesByMaterialIndex: function () {
  7272. var faces = this.faces;
  7273. var length = faces.length;
  7274. // tag faces
  7275. for ( var i = 0; i < length; i ++ ) {
  7276. faces[ i ]._id = i;
  7277. }
  7278. // sort faces
  7279. function materialIndexSort( a, b ) {
  7280. return a.materialIndex - b.materialIndex;
  7281. }
  7282. faces.sort( materialIndexSort );
  7283. // sort uvs
  7284. var uvs1 = this.faceVertexUvs[ 0 ];
  7285. var uvs2 = this.faceVertexUvs[ 1 ];
  7286. var newUvs1, newUvs2;
  7287. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7288. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7289. for ( var i = 0; i < length; i ++ ) {
  7290. var id = faces[ i ]._id;
  7291. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7292. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7293. }
  7294. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7295. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7296. },
  7297. toJSON: function () {
  7298. var data = {
  7299. metadata: {
  7300. version: 4.5,
  7301. type: 'Geometry',
  7302. generator: 'Geometry.toJSON'
  7303. }
  7304. };
  7305. // standard Geometry serialization
  7306. data.uuid = this.uuid;
  7307. data.type = this.type;
  7308. if ( this.name !== '' ) data.name = this.name;
  7309. if ( this.parameters !== undefined ) {
  7310. var parameters = this.parameters;
  7311. for ( var key in parameters ) {
  7312. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7313. }
  7314. return data;
  7315. }
  7316. var vertices = [];
  7317. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7318. var vertex = this.vertices[ i ];
  7319. vertices.push( vertex.x, vertex.y, vertex.z );
  7320. }
  7321. var faces = [];
  7322. var normals = [];
  7323. var normalsHash = {};
  7324. var colors = [];
  7325. var colorsHash = {};
  7326. var uvs = [];
  7327. var uvsHash = {};
  7328. for ( var i = 0; i < this.faces.length; i ++ ) {
  7329. var face = this.faces[ i ];
  7330. var hasMaterial = true;
  7331. var hasFaceUv = false; // deprecated
  7332. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7333. var hasFaceNormal = face.normal.length() > 0;
  7334. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7335. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7336. var hasFaceVertexColor = face.vertexColors.length > 0;
  7337. var faceType = 0;
  7338. faceType = setBit( faceType, 0, 0 ); // isQuad
  7339. faceType = setBit( faceType, 1, hasMaterial );
  7340. faceType = setBit( faceType, 2, hasFaceUv );
  7341. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7342. faceType = setBit( faceType, 4, hasFaceNormal );
  7343. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7344. faceType = setBit( faceType, 6, hasFaceColor );
  7345. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7346. faces.push( faceType );
  7347. faces.push( face.a, face.b, face.c );
  7348. faces.push( face.materialIndex );
  7349. if ( hasFaceVertexUv ) {
  7350. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7351. faces.push(
  7352. getUvIndex( faceVertexUvs[ 0 ] ),
  7353. getUvIndex( faceVertexUvs[ 1 ] ),
  7354. getUvIndex( faceVertexUvs[ 2 ] )
  7355. );
  7356. }
  7357. if ( hasFaceNormal ) {
  7358. faces.push( getNormalIndex( face.normal ) );
  7359. }
  7360. if ( hasFaceVertexNormal ) {
  7361. var vertexNormals = face.vertexNormals;
  7362. faces.push(
  7363. getNormalIndex( vertexNormals[ 0 ] ),
  7364. getNormalIndex( vertexNormals[ 1 ] ),
  7365. getNormalIndex( vertexNormals[ 2 ] )
  7366. );
  7367. }
  7368. if ( hasFaceColor ) {
  7369. faces.push( getColorIndex( face.color ) );
  7370. }
  7371. if ( hasFaceVertexColor ) {
  7372. var vertexColors = face.vertexColors;
  7373. faces.push(
  7374. getColorIndex( vertexColors[ 0 ] ),
  7375. getColorIndex( vertexColors[ 1 ] ),
  7376. getColorIndex( vertexColors[ 2 ] )
  7377. );
  7378. }
  7379. }
  7380. function setBit( value, position, enabled ) {
  7381. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7382. }
  7383. function getNormalIndex( normal ) {
  7384. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7385. if ( normalsHash[ hash ] !== undefined ) {
  7386. return normalsHash[ hash ];
  7387. }
  7388. normalsHash[ hash ] = normals.length / 3;
  7389. normals.push( normal.x, normal.y, normal.z );
  7390. return normalsHash[ hash ];
  7391. }
  7392. function getColorIndex( color ) {
  7393. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7394. if ( colorsHash[ hash ] !== undefined ) {
  7395. return colorsHash[ hash ];
  7396. }
  7397. colorsHash[ hash ] = colors.length;
  7398. colors.push( color.getHex() );
  7399. return colorsHash[ hash ];
  7400. }
  7401. function getUvIndex( uv ) {
  7402. var hash = uv.x.toString() + uv.y.toString();
  7403. if ( uvsHash[ hash ] !== undefined ) {
  7404. return uvsHash[ hash ];
  7405. }
  7406. uvsHash[ hash ] = uvs.length / 2;
  7407. uvs.push( uv.x, uv.y );
  7408. return uvsHash[ hash ];
  7409. }
  7410. data.data = {};
  7411. data.data.vertices = vertices;
  7412. data.data.normals = normals;
  7413. if ( colors.length > 0 ) data.data.colors = colors;
  7414. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7415. data.data.faces = faces;
  7416. return data;
  7417. },
  7418. clone: function () {
  7419. /*
  7420. // Handle primitives
  7421. var parameters = this.parameters;
  7422. if ( parameters !== undefined ) {
  7423. var values = [];
  7424. for ( var key in parameters ) {
  7425. values.push( parameters[ key ] );
  7426. }
  7427. var geometry = Object.create( this.constructor.prototype );
  7428. this.constructor.apply( geometry, values );
  7429. return geometry;
  7430. }
  7431. return new this.constructor().copy( this );
  7432. */
  7433. return new Geometry().copy( this );
  7434. },
  7435. copy: function ( source ) {
  7436. var i, il, j, jl, k, kl;
  7437. // reset
  7438. this.vertices = [];
  7439. this.colors = [];
  7440. this.faces = [];
  7441. this.faceVertexUvs = [[]];
  7442. this.morphTargets = [];
  7443. this.morphNormals = [];
  7444. this.skinWeights = [];
  7445. this.skinIndices = [];
  7446. this.lineDistances = [];
  7447. this.boundingBox = null;
  7448. this.boundingSphere = null;
  7449. // name
  7450. this.name = source.name;
  7451. // vertices
  7452. var vertices = source.vertices;
  7453. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7454. this.vertices.push( vertices[ i ].clone() );
  7455. }
  7456. // colors
  7457. var colors = source.colors;
  7458. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7459. this.colors.push( colors[ i ].clone() );
  7460. }
  7461. // faces
  7462. var faces = source.faces;
  7463. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7464. this.faces.push( faces[ i ].clone() );
  7465. }
  7466. // face vertex uvs
  7467. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7468. var faceVertexUvs = source.faceVertexUvs[ i ];
  7469. if ( this.faceVertexUvs[ i ] === undefined ) {
  7470. this.faceVertexUvs[ i ] = [];
  7471. }
  7472. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7473. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7474. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7475. var uv = uvs[ k ];
  7476. uvsCopy.push( uv.clone() );
  7477. }
  7478. this.faceVertexUvs[ i ].push( uvsCopy );
  7479. }
  7480. }
  7481. // morph targets
  7482. var morphTargets = source.morphTargets;
  7483. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7484. var morphTarget = {};
  7485. morphTarget.name = morphTargets[ i ].name;
  7486. // vertices
  7487. if ( morphTargets[ i ].vertices !== undefined ) {
  7488. morphTarget.vertices = [];
  7489. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7490. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7491. }
  7492. }
  7493. // normals
  7494. if ( morphTargets[ i ].normals !== undefined ) {
  7495. morphTarget.normals = [];
  7496. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7497. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7498. }
  7499. }
  7500. this.morphTargets.push( morphTarget );
  7501. }
  7502. // morph normals
  7503. var morphNormals = source.morphNormals;
  7504. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7505. var morphNormal = {};
  7506. // vertex normals
  7507. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7508. morphNormal.vertexNormals = [];
  7509. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7510. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7511. var destVertexNormal = {};
  7512. destVertexNormal.a = srcVertexNormal.a.clone();
  7513. destVertexNormal.b = srcVertexNormal.b.clone();
  7514. destVertexNormal.c = srcVertexNormal.c.clone();
  7515. morphNormal.vertexNormals.push( destVertexNormal );
  7516. }
  7517. }
  7518. // face normals
  7519. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7520. morphNormal.faceNormals = [];
  7521. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7522. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7523. }
  7524. }
  7525. this.morphNormals.push( morphNormal );
  7526. }
  7527. // skin weights
  7528. var skinWeights = source.skinWeights;
  7529. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7530. this.skinWeights.push( skinWeights[ i ].clone() );
  7531. }
  7532. // skin indices
  7533. var skinIndices = source.skinIndices;
  7534. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7535. this.skinIndices.push( skinIndices[ i ].clone() );
  7536. }
  7537. // line distances
  7538. var lineDistances = source.lineDistances;
  7539. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7540. this.lineDistances.push( lineDistances[ i ] );
  7541. }
  7542. // bounding box
  7543. var boundingBox = source.boundingBox;
  7544. if ( boundingBox !== null ) {
  7545. this.boundingBox = boundingBox.clone();
  7546. }
  7547. // bounding sphere
  7548. var boundingSphere = source.boundingSphere;
  7549. if ( boundingSphere !== null ) {
  7550. this.boundingSphere = boundingSphere.clone();
  7551. }
  7552. // update flags
  7553. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7554. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7555. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7556. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7557. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7558. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7559. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7560. return this;
  7561. },
  7562. dispose: function () {
  7563. this.dispatchEvent( { type: 'dispose' } );
  7564. }
  7565. } );
  7566. /**
  7567. * @author mrdoob / http://mrdoob.com/
  7568. * @author Mugen87 / https://github.com/Mugen87
  7569. */
  7570. // BoxGeometry
  7571. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7572. Geometry.call( this );
  7573. this.type = 'BoxGeometry';
  7574. this.parameters = {
  7575. width: width,
  7576. height: height,
  7577. depth: depth,
  7578. widthSegments: widthSegments,
  7579. heightSegments: heightSegments,
  7580. depthSegments: depthSegments
  7581. };
  7582. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7583. this.mergeVertices();
  7584. }
  7585. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7586. BoxGeometry.prototype.constructor = BoxGeometry;
  7587. // BoxBufferGeometry
  7588. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7589. BufferGeometry.call( this );
  7590. this.type = 'BoxBufferGeometry';
  7591. this.parameters = {
  7592. width: width,
  7593. height: height,
  7594. depth: depth,
  7595. widthSegments: widthSegments,
  7596. heightSegments: heightSegments,
  7597. depthSegments: depthSegments
  7598. };
  7599. var scope = this;
  7600. width = width || 1;
  7601. height = height || 1;
  7602. depth = depth || 1;
  7603. // segments
  7604. widthSegments = Math.floor( widthSegments ) || 1;
  7605. heightSegments = Math.floor( heightSegments ) || 1;
  7606. depthSegments = Math.floor( depthSegments ) || 1;
  7607. // buffers
  7608. var indices = [];
  7609. var vertices = [];
  7610. var normals = [];
  7611. var uvs = [];
  7612. // helper variables
  7613. var numberOfVertices = 0;
  7614. var groupStart = 0;
  7615. // build each side of the box geometry
  7616. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7617. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7618. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7619. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7620. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7621. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7622. // build geometry
  7623. this.setIndex( indices );
  7624. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7625. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7626. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7627. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7628. var segmentWidth = width / gridX;
  7629. var segmentHeight = height / gridY;
  7630. var widthHalf = width / 2;
  7631. var heightHalf = height / 2;
  7632. var depthHalf = depth / 2;
  7633. var gridX1 = gridX + 1;
  7634. var gridY1 = gridY + 1;
  7635. var vertexCounter = 0;
  7636. var groupCount = 0;
  7637. var ix, iy;
  7638. var vector = new Vector3();
  7639. // generate vertices, normals and uvs
  7640. for ( iy = 0; iy < gridY1; iy ++ ) {
  7641. var y = iy * segmentHeight - heightHalf;
  7642. for ( ix = 0; ix < gridX1; ix ++ ) {
  7643. var x = ix * segmentWidth - widthHalf;
  7644. // set values to correct vector component
  7645. vector[ u ] = x * udir;
  7646. vector[ v ] = y * vdir;
  7647. vector[ w ] = depthHalf;
  7648. // now apply vector to vertex buffer
  7649. vertices.push( vector.x, vector.y, vector.z );
  7650. // set values to correct vector component
  7651. vector[ u ] = 0;
  7652. vector[ v ] = 0;
  7653. vector[ w ] = depth > 0 ? 1 : - 1;
  7654. // now apply vector to normal buffer
  7655. normals.push( vector.x, vector.y, vector.z );
  7656. // uvs
  7657. uvs.push( ix / gridX );
  7658. uvs.push( 1 - ( iy / gridY ) );
  7659. // counters
  7660. vertexCounter += 1;
  7661. }
  7662. }
  7663. // indices
  7664. // 1. you need three indices to draw a single face
  7665. // 2. a single segment consists of two faces
  7666. // 3. so we need to generate six (2*3) indices per segment
  7667. for ( iy = 0; iy < gridY; iy ++ ) {
  7668. for ( ix = 0; ix < gridX; ix ++ ) {
  7669. var a = numberOfVertices + ix + gridX1 * iy;
  7670. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7671. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7672. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7673. // faces
  7674. indices.push( a, b, d );
  7675. indices.push( b, c, d );
  7676. // increase counter
  7677. groupCount += 6;
  7678. }
  7679. }
  7680. // add a group to the geometry. this will ensure multi material support
  7681. scope.addGroup( groupStart, groupCount, materialIndex );
  7682. // calculate new start value for groups
  7683. groupStart += groupCount;
  7684. // update total number of vertices
  7685. numberOfVertices += vertexCounter;
  7686. }
  7687. }
  7688. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7689. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7690. /**
  7691. * Uniform Utilities
  7692. */
  7693. function cloneUniforms( src ) {
  7694. var dst = {};
  7695. for ( var u in src ) {
  7696. dst[ u ] = {};
  7697. for ( var p in src[ u ] ) {
  7698. var property = src[ u ][ p ];
  7699. if ( property && ( property.isColor ||
  7700. property.isMatrix3 || property.isMatrix4 ||
  7701. property.isVector2 || property.isVector3 || property.isVector4 ||
  7702. property.isTexture ) ) {
  7703. dst[ u ][ p ] = property.clone();
  7704. } else if ( Array.isArray( property ) ) {
  7705. dst[ u ][ p ] = property.slice();
  7706. } else {
  7707. dst[ u ][ p ] = property;
  7708. }
  7709. }
  7710. }
  7711. return dst;
  7712. }
  7713. function mergeUniforms( uniforms ) {
  7714. var merged = {};
  7715. for ( var u = 0; u < uniforms.length; u ++ ) {
  7716. var tmp = cloneUniforms( uniforms[ u ] );
  7717. for ( var p in tmp ) {
  7718. merged[ p ] = tmp[ p ];
  7719. }
  7720. }
  7721. return merged;
  7722. }
  7723. // Legacy
  7724. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7725. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7726. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7727. /**
  7728. * @author alteredq / http://alteredqualia.com/
  7729. *
  7730. * parameters = {
  7731. * defines: { "label" : "value" },
  7732. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7733. *
  7734. * fragmentShader: <string>,
  7735. * vertexShader: <string>,
  7736. *
  7737. * wireframe: <boolean>,
  7738. * wireframeLinewidth: <float>,
  7739. *
  7740. * lights: <bool>,
  7741. *
  7742. * skinning: <bool>,
  7743. * morphTargets: <bool>,
  7744. * morphNormals: <bool>
  7745. * }
  7746. */
  7747. function ShaderMaterial( parameters ) {
  7748. Material.call( this );
  7749. this.type = 'ShaderMaterial';
  7750. this.defines = {};
  7751. this.uniforms = {};
  7752. this.vertexShader = default_vertex;
  7753. this.fragmentShader = default_fragment;
  7754. this.linewidth = 1;
  7755. this.wireframe = false;
  7756. this.wireframeLinewidth = 1;
  7757. this.fog = false; // set to use scene fog
  7758. this.lights = false; // set to use scene lights
  7759. this.clipping = false; // set to use user-defined clipping planes
  7760. this.skinning = false; // set to use skinning attribute streams
  7761. this.morphTargets = false; // set to use morph targets
  7762. this.morphNormals = false; // set to use morph normals
  7763. this.extensions = {
  7764. derivatives: false, // set to use derivatives
  7765. fragDepth: false, // set to use fragment depth values
  7766. drawBuffers: false, // set to use draw buffers
  7767. shaderTextureLOD: false // set to use shader texture LOD
  7768. };
  7769. // When rendered geometry doesn't include these attributes but the material does,
  7770. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7771. this.defaultAttributeValues = {
  7772. 'color': [ 1, 1, 1 ],
  7773. 'uv': [ 0, 0 ],
  7774. 'uv2': [ 0, 0 ]
  7775. };
  7776. this.index0AttributeName = undefined;
  7777. this.uniformsNeedUpdate = false;
  7778. if ( parameters !== undefined ) {
  7779. if ( parameters.attributes !== undefined ) {
  7780. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7781. }
  7782. this.setValues( parameters );
  7783. }
  7784. }
  7785. ShaderMaterial.prototype = Object.create( Material.prototype );
  7786. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7787. ShaderMaterial.prototype.isShaderMaterial = true;
  7788. ShaderMaterial.prototype.copy = function ( source ) {
  7789. Material.prototype.copy.call( this, source );
  7790. this.fragmentShader = source.fragmentShader;
  7791. this.vertexShader = source.vertexShader;
  7792. this.uniforms = cloneUniforms( source.uniforms );
  7793. this.defines = Object.assign( {}, source.defines );
  7794. this.wireframe = source.wireframe;
  7795. this.wireframeLinewidth = source.wireframeLinewidth;
  7796. this.lights = source.lights;
  7797. this.clipping = source.clipping;
  7798. this.skinning = source.skinning;
  7799. this.morphTargets = source.morphTargets;
  7800. this.morphNormals = source.morphNormals;
  7801. this.extensions = source.extensions;
  7802. return this;
  7803. };
  7804. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7805. var data = Material.prototype.toJSON.call( this, meta );
  7806. data.uniforms = {};
  7807. for ( var name in this.uniforms ) {
  7808. var uniform = this.uniforms[ name ];
  7809. var value = uniform.value;
  7810. if ( value && value.isTexture ) {
  7811. data.uniforms[ name ] = {
  7812. type: 't',
  7813. value: value.toJSON( meta ).uuid
  7814. };
  7815. } else if ( value && value.isColor ) {
  7816. data.uniforms[ name ] = {
  7817. type: 'c',
  7818. value: value.getHex()
  7819. };
  7820. } else if ( value && value.isVector2 ) {
  7821. data.uniforms[ name ] = {
  7822. type: 'v2',
  7823. value: value.toArray()
  7824. };
  7825. } else if ( value && value.isVector3 ) {
  7826. data.uniforms[ name ] = {
  7827. type: 'v3',
  7828. value: value.toArray()
  7829. };
  7830. } else if ( value && value.isVector4 ) {
  7831. data.uniforms[ name ] = {
  7832. type: 'v4',
  7833. value: value.toArray()
  7834. };
  7835. } else if ( value && value.isMatrix3 ) {
  7836. data.uniforms[ name ] = {
  7837. type: 'm3',
  7838. value: value.toArray()
  7839. };
  7840. } else if ( value && value.isMatrix4 ) {
  7841. data.uniforms[ name ] = {
  7842. type: 'm4',
  7843. value: value.toArray()
  7844. };
  7845. } else {
  7846. data.uniforms[ name ] = {
  7847. value: value
  7848. };
  7849. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7850. }
  7851. }
  7852. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7853. data.vertexShader = this.vertexShader;
  7854. data.fragmentShader = this.fragmentShader;
  7855. var extensions = {};
  7856. for ( var key in this.extensions ) {
  7857. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7858. }
  7859. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7860. return data;
  7861. };
  7862. /**
  7863. * @author mrdoob / http://mrdoob.com/
  7864. * @author mikael emtinger / http://gomo.se/
  7865. * @author WestLangley / http://github.com/WestLangley
  7866. */
  7867. function Camera() {
  7868. Object3D.call( this );
  7869. this.type = 'Camera';
  7870. this.matrixWorldInverse = new Matrix4();
  7871. this.projectionMatrix = new Matrix4();
  7872. this.projectionMatrixInverse = new Matrix4();
  7873. }
  7874. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7875. constructor: Camera,
  7876. isCamera: true,
  7877. copy: function ( source, recursive ) {
  7878. Object3D.prototype.copy.call( this, source, recursive );
  7879. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7880. this.projectionMatrix.copy( source.projectionMatrix );
  7881. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7882. return this;
  7883. },
  7884. getWorldDirection: function ( target ) {
  7885. if ( target === undefined ) {
  7886. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7887. target = new Vector3();
  7888. }
  7889. this.updateMatrixWorld( true );
  7890. var e = this.matrixWorld.elements;
  7891. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7892. },
  7893. updateMatrixWorld: function ( force ) {
  7894. Object3D.prototype.updateMatrixWorld.call( this, force );
  7895. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7896. },
  7897. clone: function () {
  7898. return new this.constructor().copy( this );
  7899. }
  7900. } );
  7901. /**
  7902. * @author mrdoob / http://mrdoob.com/
  7903. * @author greggman / http://games.greggman.com/
  7904. * @author zz85 / http://www.lab4games.net/zz85/blog
  7905. * @author tschw
  7906. */
  7907. function PerspectiveCamera( fov, aspect, near, far ) {
  7908. Camera.call( this );
  7909. this.type = 'PerspectiveCamera';
  7910. this.fov = fov !== undefined ? fov : 50;
  7911. this.zoom = 1;
  7912. this.near = near !== undefined ? near : 0.1;
  7913. this.far = far !== undefined ? far : 2000;
  7914. this.focus = 10;
  7915. this.aspect = aspect !== undefined ? aspect : 1;
  7916. this.view = null;
  7917. this.filmGauge = 35; // width of the film (default in millimeters)
  7918. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7919. this.updateProjectionMatrix();
  7920. }
  7921. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7922. constructor: PerspectiveCamera,
  7923. isPerspectiveCamera: true,
  7924. copy: function ( source, recursive ) {
  7925. Camera.prototype.copy.call( this, source, recursive );
  7926. this.fov = source.fov;
  7927. this.zoom = source.zoom;
  7928. this.near = source.near;
  7929. this.far = source.far;
  7930. this.focus = source.focus;
  7931. this.aspect = source.aspect;
  7932. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7933. this.filmGauge = source.filmGauge;
  7934. this.filmOffset = source.filmOffset;
  7935. return this;
  7936. },
  7937. /**
  7938. * Sets the FOV by focal length in respect to the current .filmGauge.
  7939. *
  7940. * The default film gauge is 35, so that the focal length can be specified for
  7941. * a 35mm (full frame) camera.
  7942. *
  7943. * Values for focal length and film gauge must have the same unit.
  7944. */
  7945. setFocalLength: function ( focalLength ) {
  7946. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7947. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7948. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7949. this.updateProjectionMatrix();
  7950. },
  7951. /**
  7952. * Calculates the focal length from the current .fov and .filmGauge.
  7953. */
  7954. getFocalLength: function () {
  7955. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7956. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7957. },
  7958. getEffectiveFOV: function () {
  7959. return _Math.RAD2DEG * 2 * Math.atan(
  7960. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7961. },
  7962. getFilmWidth: function () {
  7963. // film not completely covered in portrait format (aspect < 1)
  7964. return this.filmGauge * Math.min( this.aspect, 1 );
  7965. },
  7966. getFilmHeight: function () {
  7967. // film not completely covered in landscape format (aspect > 1)
  7968. return this.filmGauge / Math.max( this.aspect, 1 );
  7969. },
  7970. /**
  7971. * Sets an offset in a larger frustum. This is useful for multi-window or
  7972. * multi-monitor/multi-machine setups.
  7973. *
  7974. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7975. * the monitors are in grid like this
  7976. *
  7977. * +---+---+---+
  7978. * | A | B | C |
  7979. * +---+---+---+
  7980. * | D | E | F |
  7981. * +---+---+---+
  7982. *
  7983. * then for each monitor you would call it like this
  7984. *
  7985. * var w = 1920;
  7986. * var h = 1080;
  7987. * var fullWidth = w * 3;
  7988. * var fullHeight = h * 2;
  7989. *
  7990. * --A--
  7991. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7992. * --B--
  7993. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7994. * --C--
  7995. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7996. * --D--
  7997. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7998. * --E--
  7999. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8000. * --F--
  8001. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8002. *
  8003. * Note there is no reason monitors have to be the same size or in a grid.
  8004. */
  8005. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8006. this.aspect = fullWidth / fullHeight;
  8007. if ( this.view === null ) {
  8008. this.view = {
  8009. enabled: true,
  8010. fullWidth: 1,
  8011. fullHeight: 1,
  8012. offsetX: 0,
  8013. offsetY: 0,
  8014. width: 1,
  8015. height: 1
  8016. };
  8017. }
  8018. this.view.enabled = true;
  8019. this.view.fullWidth = fullWidth;
  8020. this.view.fullHeight = fullHeight;
  8021. this.view.offsetX = x;
  8022. this.view.offsetY = y;
  8023. this.view.width = width;
  8024. this.view.height = height;
  8025. this.updateProjectionMatrix();
  8026. },
  8027. clearViewOffset: function () {
  8028. if ( this.view !== null ) {
  8029. this.view.enabled = false;
  8030. }
  8031. this.updateProjectionMatrix();
  8032. },
  8033. updateProjectionMatrix: function () {
  8034. var near = this.near,
  8035. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8036. height = 2 * top,
  8037. width = this.aspect * height,
  8038. left = - 0.5 * width,
  8039. view = this.view;
  8040. if ( this.view !== null && this.view.enabled ) {
  8041. var fullWidth = view.fullWidth,
  8042. fullHeight = view.fullHeight;
  8043. left += view.offsetX * width / fullWidth;
  8044. top -= view.offsetY * height / fullHeight;
  8045. width *= view.width / fullWidth;
  8046. height *= view.height / fullHeight;
  8047. }
  8048. var skew = this.filmOffset;
  8049. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8050. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8051. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8052. },
  8053. toJSON: function ( meta ) {
  8054. var data = Object3D.prototype.toJSON.call( this, meta );
  8055. data.object.fov = this.fov;
  8056. data.object.zoom = this.zoom;
  8057. data.object.near = this.near;
  8058. data.object.far = this.far;
  8059. data.object.focus = this.focus;
  8060. data.object.aspect = this.aspect;
  8061. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8062. data.object.filmGauge = this.filmGauge;
  8063. data.object.filmOffset = this.filmOffset;
  8064. return data;
  8065. }
  8066. } );
  8067. /**
  8068. * Camera for rendering cube maps
  8069. * - renders scene into axis-aligned cube
  8070. *
  8071. * @author alteredq / http://alteredqualia.com/
  8072. */
  8073. var fov = 90, aspect = 1;
  8074. function CubeCamera( near, far, cubeResolution, options ) {
  8075. Object3D.call( this );
  8076. this.type = 'CubeCamera';
  8077. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8078. cameraPX.up.set( 0, - 1, 0 );
  8079. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8080. this.add( cameraPX );
  8081. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8082. cameraNX.up.set( 0, - 1, 0 );
  8083. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8084. this.add( cameraNX );
  8085. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8086. cameraPY.up.set( 0, 0, 1 );
  8087. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8088. this.add( cameraPY );
  8089. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8090. cameraNY.up.set( 0, 0, - 1 );
  8091. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8092. this.add( cameraNY );
  8093. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8094. cameraPZ.up.set( 0, - 1, 0 );
  8095. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8096. this.add( cameraPZ );
  8097. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8098. cameraNZ.up.set( 0, - 1, 0 );
  8099. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8100. this.add( cameraNZ );
  8101. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8102. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8103. this.renderTarget.texture.name = "CubeCamera";
  8104. this.update = function ( renderer, scene ) {
  8105. if ( this.parent === null ) this.updateMatrixWorld();
  8106. var currentRenderTarget = renderer.getRenderTarget();
  8107. var renderTarget = this.renderTarget;
  8108. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8109. renderTarget.texture.generateMipmaps = false;
  8110. renderer.setRenderTarget( renderTarget, 0 );
  8111. renderer.render( scene, cameraPX );
  8112. renderer.setRenderTarget( renderTarget, 1 );
  8113. renderer.render( scene, cameraNX );
  8114. renderer.setRenderTarget( renderTarget, 2 );
  8115. renderer.render( scene, cameraPY );
  8116. renderer.setRenderTarget( renderTarget, 3 );
  8117. renderer.render( scene, cameraNY );
  8118. renderer.setRenderTarget( renderTarget, 4 );
  8119. renderer.render( scene, cameraPZ );
  8120. renderTarget.texture.generateMipmaps = generateMipmaps;
  8121. renderer.setRenderTarget( renderTarget, 5 );
  8122. renderer.render( scene, cameraNZ );
  8123. renderer.setRenderTarget( currentRenderTarget );
  8124. };
  8125. this.clear = function ( renderer, color, depth, stencil ) {
  8126. var currentRenderTarget = renderer.getRenderTarget();
  8127. var renderTarget = this.renderTarget;
  8128. for ( var i = 0; i < 6; i ++ ) {
  8129. renderer.setRenderTarget( renderTarget, i );
  8130. renderer.clear( color, depth, stencil );
  8131. }
  8132. renderer.setRenderTarget( currentRenderTarget );
  8133. };
  8134. }
  8135. CubeCamera.prototype = Object.create( Object3D.prototype );
  8136. CubeCamera.prototype.constructor = CubeCamera;
  8137. /**
  8138. * @author alteredq / http://alteredqualia.com
  8139. * @author WestLangley / http://github.com/WestLangley
  8140. */
  8141. function WebGLRenderTargetCube( width, height, options ) {
  8142. WebGLRenderTarget.call( this, width, height, options );
  8143. }
  8144. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8145. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8146. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8147. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8148. this.texture.type = texture.type;
  8149. this.texture.format = texture.format;
  8150. this.texture.encoding = texture.encoding;
  8151. var scene = new Scene();
  8152. var shader = {
  8153. uniforms: {
  8154. tEquirect: { value: null },
  8155. },
  8156. vertexShader: [
  8157. "varying vec3 vWorldDirection;",
  8158. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8159. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8160. "}",
  8161. "void main() {",
  8162. " vWorldDirection = transformDirection( position, modelMatrix );",
  8163. " #include <begin_vertex>",
  8164. " #include <project_vertex>",
  8165. "}"
  8166. ].join( '\n' ),
  8167. fragmentShader: [
  8168. "uniform sampler2D tEquirect;",
  8169. "varying vec3 vWorldDirection;",
  8170. "#define RECIPROCAL_PI 0.31830988618",
  8171. "#define RECIPROCAL_PI2 0.15915494",
  8172. "void main() {",
  8173. " vec3 direction = normalize( vWorldDirection );",
  8174. " vec2 sampleUV;",
  8175. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8176. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8177. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8178. "}"
  8179. ].join( '\n' ),
  8180. };
  8181. var material = new ShaderMaterial( {
  8182. type: 'CubemapFromEquirect',
  8183. uniforms: cloneUniforms( shader.uniforms ),
  8184. vertexShader: shader.vertexShader,
  8185. fragmentShader: shader.fragmentShader,
  8186. side: BackSide,
  8187. blending: NoBlending
  8188. } );
  8189. material.uniforms.tEquirect.value = texture;
  8190. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8191. scene.add( mesh );
  8192. var camera = new CubeCamera( 1, 10, 1 );
  8193. camera.renderTarget = this;
  8194. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8195. camera.update( renderer, scene );
  8196. mesh.geometry.dispose();
  8197. mesh.material.dispose();
  8198. return this;
  8199. };
  8200. /**
  8201. * @author alteredq / http://alteredqualia.com/
  8202. */
  8203. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8204. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8205. this.image = { data: data, width: width, height: height };
  8206. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8207. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8208. this.generateMipmaps = false;
  8209. this.flipY = false;
  8210. this.unpackAlignment = 1;
  8211. }
  8212. DataTexture.prototype = Object.create( Texture.prototype );
  8213. DataTexture.prototype.constructor = DataTexture;
  8214. DataTexture.prototype.isDataTexture = true;
  8215. /**
  8216. * @author bhouston / http://clara.io
  8217. */
  8218. var _vector1, _vector2, _normalMatrix;
  8219. function Plane( normal, constant ) {
  8220. // normal is assumed to be normalized
  8221. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8222. this.constant = ( constant !== undefined ) ? constant : 0;
  8223. }
  8224. Object.assign( Plane.prototype, {
  8225. isPlane: true,
  8226. set: function ( normal, constant ) {
  8227. this.normal.copy( normal );
  8228. this.constant = constant;
  8229. return this;
  8230. },
  8231. setComponents: function ( x, y, z, w ) {
  8232. this.normal.set( x, y, z );
  8233. this.constant = w;
  8234. return this;
  8235. },
  8236. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8237. this.normal.copy( normal );
  8238. this.constant = - point.dot( this.normal );
  8239. return this;
  8240. },
  8241. setFromCoplanarPoints: function ( a, b, c ) {
  8242. if ( _vector1 === undefined ) {
  8243. _vector1 = new Vector3();
  8244. _vector2 = new Vector3();
  8245. }
  8246. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8247. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8248. this.setFromNormalAndCoplanarPoint( normal, a );
  8249. return this;
  8250. },
  8251. clone: function () {
  8252. return new this.constructor().copy( this );
  8253. },
  8254. copy: function ( plane ) {
  8255. this.normal.copy( plane.normal );
  8256. this.constant = plane.constant;
  8257. return this;
  8258. },
  8259. normalize: function () {
  8260. // Note: will lead to a divide by zero if the plane is invalid.
  8261. var inverseNormalLength = 1.0 / this.normal.length();
  8262. this.normal.multiplyScalar( inverseNormalLength );
  8263. this.constant *= inverseNormalLength;
  8264. return this;
  8265. },
  8266. negate: function () {
  8267. this.constant *= - 1;
  8268. this.normal.negate();
  8269. return this;
  8270. },
  8271. distanceToPoint: function ( point ) {
  8272. return this.normal.dot( point ) + this.constant;
  8273. },
  8274. distanceToSphere: function ( sphere ) {
  8275. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8276. },
  8277. projectPoint: function ( point, target ) {
  8278. if ( target === undefined ) {
  8279. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8280. target = new Vector3();
  8281. }
  8282. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8283. },
  8284. intersectLine: function ( line, target ) {
  8285. if ( _vector1 === undefined ) _vector1 = new Vector3();
  8286. if ( target === undefined ) {
  8287. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8288. target = new Vector3();
  8289. }
  8290. var direction = line.delta( _vector1 );
  8291. var denominator = this.normal.dot( direction );
  8292. if ( denominator === 0 ) {
  8293. // line is coplanar, return origin
  8294. if ( this.distanceToPoint( line.start ) === 0 ) {
  8295. return target.copy( line.start );
  8296. }
  8297. // Unsure if this is the correct method to handle this case.
  8298. return undefined;
  8299. }
  8300. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8301. if ( t < 0 || t > 1 ) {
  8302. return undefined;
  8303. }
  8304. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8305. },
  8306. intersectsLine: function ( line ) {
  8307. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8308. var startSign = this.distanceToPoint( line.start );
  8309. var endSign = this.distanceToPoint( line.end );
  8310. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8311. },
  8312. intersectsBox: function ( box ) {
  8313. return box.intersectsPlane( this );
  8314. },
  8315. intersectsSphere: function ( sphere ) {
  8316. return sphere.intersectsPlane( this );
  8317. },
  8318. coplanarPoint: function ( target ) {
  8319. if ( target === undefined ) {
  8320. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8321. target = new Vector3();
  8322. }
  8323. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8324. },
  8325. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8326. if ( _normalMatrix === undefined ) {
  8327. _normalMatrix = new Matrix3();
  8328. _vector1 = new Vector3();
  8329. }
  8330. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8331. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8332. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8333. this.constant = - referencePoint.dot( normal );
  8334. return this;
  8335. },
  8336. translate: function ( offset ) {
  8337. this.constant -= offset.dot( this.normal );
  8338. return this;
  8339. },
  8340. equals: function ( plane ) {
  8341. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8342. }
  8343. } );
  8344. /**
  8345. * @author mrdoob / http://mrdoob.com/
  8346. * @author alteredq / http://alteredqualia.com/
  8347. * @author bhouston / http://clara.io
  8348. */
  8349. var _sphere$1;
  8350. var _vector$4;
  8351. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8352. this.planes = [
  8353. ( p0 !== undefined ) ? p0 : new Plane(),
  8354. ( p1 !== undefined ) ? p1 : new Plane(),
  8355. ( p2 !== undefined ) ? p2 : new Plane(),
  8356. ( p3 !== undefined ) ? p3 : new Plane(),
  8357. ( p4 !== undefined ) ? p4 : new Plane(),
  8358. ( p5 !== undefined ) ? p5 : new Plane()
  8359. ];
  8360. }
  8361. Object.assign( Frustum.prototype, {
  8362. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8363. var planes = this.planes;
  8364. planes[ 0 ].copy( p0 );
  8365. planes[ 1 ].copy( p1 );
  8366. planes[ 2 ].copy( p2 );
  8367. planes[ 3 ].copy( p3 );
  8368. planes[ 4 ].copy( p4 );
  8369. planes[ 5 ].copy( p5 );
  8370. return this;
  8371. },
  8372. clone: function () {
  8373. return new this.constructor().copy( this );
  8374. },
  8375. copy: function ( frustum ) {
  8376. var planes = this.planes;
  8377. for ( var i = 0; i < 6; i ++ ) {
  8378. planes[ i ].copy( frustum.planes[ i ] );
  8379. }
  8380. return this;
  8381. },
  8382. setFromMatrix: function ( m ) {
  8383. var planes = this.planes;
  8384. var me = m.elements;
  8385. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8386. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8387. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8388. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8389. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8390. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8391. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8392. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8393. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8394. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8395. return this;
  8396. },
  8397. intersectsObject: function ( object ) {
  8398. if ( _sphere$1 === undefined ) _sphere$1 = new Sphere();
  8399. var geometry = object.geometry;
  8400. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8401. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8402. return this.intersectsSphere( _sphere$1 );
  8403. },
  8404. intersectsSprite: function ( sprite ) {
  8405. if ( _sphere$1 === undefined ) _sphere$1 = new Sphere();
  8406. _sphere$1.center.set( 0, 0, 0 );
  8407. _sphere$1.radius = 0.7071067811865476;
  8408. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8409. return this.intersectsSphere( _sphere$1 );
  8410. },
  8411. intersectsSphere: function ( sphere ) {
  8412. var planes = this.planes;
  8413. var center = sphere.center;
  8414. var negRadius = - sphere.radius;
  8415. for ( var i = 0; i < 6; i ++ ) {
  8416. var distance = planes[ i ].distanceToPoint( center );
  8417. if ( distance < negRadius ) {
  8418. return false;
  8419. }
  8420. }
  8421. return true;
  8422. },
  8423. intersectsBox: function ( box ) {
  8424. if ( _vector$4 === undefined ) _vector$4 = new Vector3();
  8425. var planes = this.planes;
  8426. for ( var i = 0; i < 6; i ++ ) {
  8427. var plane = planes[ i ];
  8428. // corner at max distance
  8429. _vector$4.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8430. _vector$4.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8431. _vector$4.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8432. if ( plane.distanceToPoint( _vector$4 ) < 0 ) {
  8433. return false;
  8434. }
  8435. }
  8436. return true;
  8437. },
  8438. containsPoint: function ( point ) {
  8439. var planes = this.planes;
  8440. for ( var i = 0; i < 6; i ++ ) {
  8441. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8442. return false;
  8443. }
  8444. }
  8445. return true;
  8446. }
  8447. } );
  8448. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8449. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8450. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8451. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8452. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8453. var begin_vertex = "vec3 transformed = vec3( position );";
  8454. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8455. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}";
  8456. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8457. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8458. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8459. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8460. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8461. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8462. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8463. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8464. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8465. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n\tvec3 clearCoatNormal;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
  8466. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8467. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8468. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8469. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8470. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8471. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8472. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8473. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8474. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8475. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8476. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8477. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8478. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8479. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8480. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8481. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  8482. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8483. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8484. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8485. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8486. var lights_pars_begin = "uniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8487. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8488. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8489. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8490. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  8491. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat ccDotNL = saturate( dot( geometry.clearCoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifndef STANDARD\n\t\tfloat ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8492. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tgeometry.clearCoatNormal = clearCoatNormal;\n#else\n\tgeometry.clearCoatNormal = geometryNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  8493. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n radiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearCoatNormal, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  8494. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  8495. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8496. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8497. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8498. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8499. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8500. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8501. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8502. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8503. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8504. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8505. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8506. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8507. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8508. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8509. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8510. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#endif\n#endif\n#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || defined ( USE_CLEARCOAT_NORMALMAP )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8511. var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearCoatNormal = geometryNormal;\n#endif";
  8512. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearCoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearCoatNormalScale * mapN.xy;\n\t\tclearCoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearCoatNormal = perturbNormal2Arb( - vViewPosition, clearCoatNormal, clearCoatNormalScale, clearCoatNormalMap );\n\t#endif\n#endif";
  8513. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearCoatNormalMap;\n\tuniform vec2 clearCoatNormalScale;\n#endif";
  8514. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8515. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8516. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8517. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8518. var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8519. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8520. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8521. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8522. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8523. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8524. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8525. var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  8526. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8527. var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
  8528. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  8529. var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  8530. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8531. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8532. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8533. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  8534. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8535. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8536. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8537. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8538. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8539. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8540. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8541. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  8542. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8543. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  8544. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8545. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8546. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  8547. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  8548. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8549. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  8550. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8551. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8552. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8553. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  8554. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8555. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8556. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8557. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8558. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8559. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8560. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8561. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8562. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8563. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8564. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8565. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8566. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8567. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8568. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8569. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8570. var ShaderChunk = {
  8571. alphamap_fragment: alphamap_fragment,
  8572. alphamap_pars_fragment: alphamap_pars_fragment,
  8573. alphatest_fragment: alphatest_fragment,
  8574. aomap_fragment: aomap_fragment,
  8575. aomap_pars_fragment: aomap_pars_fragment,
  8576. begin_vertex: begin_vertex,
  8577. beginnormal_vertex: beginnormal_vertex,
  8578. bsdfs: bsdfs,
  8579. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8580. clipping_planes_fragment: clipping_planes_fragment,
  8581. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8582. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8583. clipping_planes_vertex: clipping_planes_vertex,
  8584. color_fragment: color_fragment,
  8585. color_pars_fragment: color_pars_fragment,
  8586. color_pars_vertex: color_pars_vertex,
  8587. color_vertex: color_vertex,
  8588. common: common,
  8589. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8590. defaultnormal_vertex: defaultnormal_vertex,
  8591. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8592. displacementmap_vertex: displacementmap_vertex,
  8593. emissivemap_fragment: emissivemap_fragment,
  8594. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8595. encodings_fragment: encodings_fragment,
  8596. encodings_pars_fragment: encodings_pars_fragment,
  8597. envmap_fragment: envmap_fragment,
  8598. envmap_pars_fragment: envmap_pars_fragment,
  8599. envmap_pars_vertex: envmap_pars_vertex,
  8600. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8601. envmap_vertex: envmap_vertex,
  8602. fog_vertex: fog_vertex,
  8603. fog_pars_vertex: fog_pars_vertex,
  8604. fog_fragment: fog_fragment,
  8605. fog_pars_fragment: fog_pars_fragment,
  8606. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8607. lightmap_fragment: lightmap_fragment,
  8608. lightmap_pars_fragment: lightmap_pars_fragment,
  8609. lights_lambert_vertex: lights_lambert_vertex,
  8610. lights_pars_begin: lights_pars_begin,
  8611. lights_phong_fragment: lights_phong_fragment,
  8612. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8613. lights_physical_fragment: lights_physical_fragment,
  8614. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8615. lights_fragment_begin: lights_fragment_begin,
  8616. lights_fragment_maps: lights_fragment_maps,
  8617. lights_fragment_end: lights_fragment_end,
  8618. logdepthbuf_fragment: logdepthbuf_fragment,
  8619. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8620. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8621. logdepthbuf_vertex: logdepthbuf_vertex,
  8622. map_fragment: map_fragment,
  8623. map_pars_fragment: map_pars_fragment,
  8624. map_particle_fragment: map_particle_fragment,
  8625. map_particle_pars_fragment: map_particle_pars_fragment,
  8626. metalnessmap_fragment: metalnessmap_fragment,
  8627. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8628. morphnormal_vertex: morphnormal_vertex,
  8629. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8630. morphtarget_vertex: morphtarget_vertex,
  8631. normal_fragment_begin: normal_fragment_begin,
  8632. normal_fragment_maps: normal_fragment_maps,
  8633. normalmap_pars_fragment: normalmap_pars_fragment,
  8634. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8635. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8636. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8637. packing: packing,
  8638. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8639. project_vertex: project_vertex,
  8640. dithering_fragment: dithering_fragment,
  8641. dithering_pars_fragment: dithering_pars_fragment,
  8642. roughnessmap_fragment: roughnessmap_fragment,
  8643. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8644. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8645. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8646. shadowmap_vertex: shadowmap_vertex,
  8647. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8648. skinbase_vertex: skinbase_vertex,
  8649. skinning_pars_vertex: skinning_pars_vertex,
  8650. skinning_vertex: skinning_vertex,
  8651. skinnormal_vertex: skinnormal_vertex,
  8652. specularmap_fragment: specularmap_fragment,
  8653. specularmap_pars_fragment: specularmap_pars_fragment,
  8654. tonemapping_fragment: tonemapping_fragment,
  8655. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8656. uv_pars_fragment: uv_pars_fragment,
  8657. uv_pars_vertex: uv_pars_vertex,
  8658. uv_vertex: uv_vertex,
  8659. uv2_pars_fragment: uv2_pars_fragment,
  8660. uv2_pars_vertex: uv2_pars_vertex,
  8661. uv2_vertex: uv2_vertex,
  8662. worldpos_vertex: worldpos_vertex,
  8663. background_frag: background_frag,
  8664. background_vert: background_vert,
  8665. cube_frag: cube_frag,
  8666. cube_vert: cube_vert,
  8667. depth_frag: depth_frag,
  8668. depth_vert: depth_vert,
  8669. distanceRGBA_frag: distanceRGBA_frag,
  8670. distanceRGBA_vert: distanceRGBA_vert,
  8671. equirect_frag: equirect_frag,
  8672. equirect_vert: equirect_vert,
  8673. linedashed_frag: linedashed_frag,
  8674. linedashed_vert: linedashed_vert,
  8675. meshbasic_frag: meshbasic_frag,
  8676. meshbasic_vert: meshbasic_vert,
  8677. meshlambert_frag: meshlambert_frag,
  8678. meshlambert_vert: meshlambert_vert,
  8679. meshmatcap_frag: meshmatcap_frag,
  8680. meshmatcap_vert: meshmatcap_vert,
  8681. meshphong_frag: meshphong_frag,
  8682. meshphong_vert: meshphong_vert,
  8683. meshphysical_frag: meshphysical_frag,
  8684. meshphysical_vert: meshphysical_vert,
  8685. normal_frag: normal_frag,
  8686. normal_vert: normal_vert,
  8687. points_frag: points_frag,
  8688. points_vert: points_vert,
  8689. shadow_frag: shadow_frag,
  8690. shadow_vert: shadow_vert,
  8691. sprite_frag: sprite_frag,
  8692. sprite_vert: sprite_vert
  8693. };
  8694. /**
  8695. * Uniforms library for shared webgl shaders
  8696. */
  8697. var UniformsLib = {
  8698. common: {
  8699. diffuse: { value: new Color( 0xeeeeee ) },
  8700. opacity: { value: 1.0 },
  8701. map: { value: null },
  8702. uvTransform: { value: new Matrix3() },
  8703. alphaMap: { value: null },
  8704. },
  8705. specularmap: {
  8706. specularMap: { value: null },
  8707. },
  8708. envmap: {
  8709. envMap: { value: null },
  8710. flipEnvMap: { value: - 1 },
  8711. reflectivity: { value: 1.0 },
  8712. refractionRatio: { value: 0.98 },
  8713. maxMipLevel: { value: 0 }
  8714. },
  8715. aomap: {
  8716. aoMap: { value: null },
  8717. aoMapIntensity: { value: 1 }
  8718. },
  8719. lightmap: {
  8720. lightMap: { value: null },
  8721. lightMapIntensity: { value: 1 }
  8722. },
  8723. emissivemap: {
  8724. emissiveMap: { value: null }
  8725. },
  8726. bumpmap: {
  8727. bumpMap: { value: null },
  8728. bumpScale: { value: 1 }
  8729. },
  8730. normalmap: {
  8731. normalMap: { value: null },
  8732. normalScale: { value: new Vector2( 1, 1 ) }
  8733. },
  8734. displacementmap: {
  8735. displacementMap: { value: null },
  8736. displacementScale: { value: 1 },
  8737. displacementBias: { value: 0 }
  8738. },
  8739. roughnessmap: {
  8740. roughnessMap: { value: null }
  8741. },
  8742. metalnessmap: {
  8743. metalnessMap: { value: null }
  8744. },
  8745. gradientmap: {
  8746. gradientMap: { value: null }
  8747. },
  8748. fog: {
  8749. fogDensity: { value: 0.00025 },
  8750. fogNear: { value: 1 },
  8751. fogFar: { value: 2000 },
  8752. fogColor: { value: new Color( 0xffffff ) }
  8753. },
  8754. lights: {
  8755. ambientLightColor: { value: [] },
  8756. lightProbe: { value: [] },
  8757. directionalLights: { value: [], properties: {
  8758. direction: {},
  8759. color: {},
  8760. shadow: {},
  8761. shadowBias: {},
  8762. shadowRadius: {},
  8763. shadowMapSize: {}
  8764. } },
  8765. directionalShadowMap: { value: [] },
  8766. directionalShadowMatrix: { value: [] },
  8767. spotLights: { value: [], properties: {
  8768. color: {},
  8769. position: {},
  8770. direction: {},
  8771. distance: {},
  8772. coneCos: {},
  8773. penumbraCos: {},
  8774. decay: {},
  8775. shadow: {},
  8776. shadowBias: {},
  8777. shadowRadius: {},
  8778. shadowMapSize: {}
  8779. } },
  8780. spotShadowMap: { value: [] },
  8781. spotShadowMatrix: { value: [] },
  8782. pointLights: { value: [], properties: {
  8783. color: {},
  8784. position: {},
  8785. decay: {},
  8786. distance: {},
  8787. shadow: {},
  8788. shadowBias: {},
  8789. shadowRadius: {},
  8790. shadowMapSize: {},
  8791. shadowCameraNear: {},
  8792. shadowCameraFar: {}
  8793. } },
  8794. pointShadowMap: { value: [] },
  8795. pointShadowMatrix: { value: [] },
  8796. hemisphereLights: { value: [], properties: {
  8797. direction: {},
  8798. skyColor: {},
  8799. groundColor: {}
  8800. } },
  8801. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8802. rectAreaLights: { value: [], properties: {
  8803. color: {},
  8804. position: {},
  8805. width: {},
  8806. height: {}
  8807. } }
  8808. },
  8809. points: {
  8810. diffuse: { value: new Color( 0xeeeeee ) },
  8811. opacity: { value: 1.0 },
  8812. size: { value: 1.0 },
  8813. scale: { value: 1.0 },
  8814. map: { value: null },
  8815. uvTransform: { value: new Matrix3() }
  8816. },
  8817. sprite: {
  8818. diffuse: { value: new Color( 0xeeeeee ) },
  8819. opacity: { value: 1.0 },
  8820. center: { value: new Vector2( 0.5, 0.5 ) },
  8821. rotation: { value: 0.0 },
  8822. map: { value: null },
  8823. uvTransform: { value: new Matrix3() }
  8824. }
  8825. };
  8826. /**
  8827. * @author alteredq / http://alteredqualia.com/
  8828. * @author mrdoob / http://mrdoob.com/
  8829. * @author mikael emtinger / http://gomo.se/
  8830. */
  8831. var ShaderLib = {
  8832. basic: {
  8833. uniforms: mergeUniforms( [
  8834. UniformsLib.common,
  8835. UniformsLib.specularmap,
  8836. UniformsLib.envmap,
  8837. UniformsLib.aomap,
  8838. UniformsLib.lightmap,
  8839. UniformsLib.fog
  8840. ] ),
  8841. vertexShader: ShaderChunk.meshbasic_vert,
  8842. fragmentShader: ShaderChunk.meshbasic_frag
  8843. },
  8844. lambert: {
  8845. uniforms: mergeUniforms( [
  8846. UniformsLib.common,
  8847. UniformsLib.specularmap,
  8848. UniformsLib.envmap,
  8849. UniformsLib.aomap,
  8850. UniformsLib.lightmap,
  8851. UniformsLib.emissivemap,
  8852. UniformsLib.fog,
  8853. UniformsLib.lights,
  8854. {
  8855. emissive: { value: new Color( 0x000000 ) }
  8856. }
  8857. ] ),
  8858. vertexShader: ShaderChunk.meshlambert_vert,
  8859. fragmentShader: ShaderChunk.meshlambert_frag
  8860. },
  8861. phong: {
  8862. uniforms: mergeUniforms( [
  8863. UniformsLib.common,
  8864. UniformsLib.specularmap,
  8865. UniformsLib.envmap,
  8866. UniformsLib.aomap,
  8867. UniformsLib.lightmap,
  8868. UniformsLib.emissivemap,
  8869. UniformsLib.bumpmap,
  8870. UniformsLib.normalmap,
  8871. UniformsLib.displacementmap,
  8872. UniformsLib.gradientmap,
  8873. UniformsLib.fog,
  8874. UniformsLib.lights,
  8875. {
  8876. emissive: { value: new Color( 0x000000 ) },
  8877. specular: { value: new Color( 0x111111 ) },
  8878. shininess: { value: 30 }
  8879. }
  8880. ] ),
  8881. vertexShader: ShaderChunk.meshphong_vert,
  8882. fragmentShader: ShaderChunk.meshphong_frag
  8883. },
  8884. standard: {
  8885. uniforms: mergeUniforms( [
  8886. UniformsLib.common,
  8887. UniformsLib.envmap,
  8888. UniformsLib.aomap,
  8889. UniformsLib.lightmap,
  8890. UniformsLib.emissivemap,
  8891. UniformsLib.bumpmap,
  8892. UniformsLib.normalmap,
  8893. UniformsLib.displacementmap,
  8894. UniformsLib.roughnessmap,
  8895. UniformsLib.metalnessmap,
  8896. UniformsLib.fog,
  8897. UniformsLib.lights,
  8898. {
  8899. emissive: { value: new Color( 0x000000 ) },
  8900. roughness: { value: 0.5 },
  8901. metalness: { value: 0.5 },
  8902. envMapIntensity: { value: 1 } // temporary
  8903. }
  8904. ] ),
  8905. vertexShader: ShaderChunk.meshphysical_vert,
  8906. fragmentShader: ShaderChunk.meshphysical_frag
  8907. },
  8908. matcap: {
  8909. uniforms: mergeUniforms( [
  8910. UniformsLib.common,
  8911. UniformsLib.bumpmap,
  8912. UniformsLib.normalmap,
  8913. UniformsLib.displacementmap,
  8914. UniformsLib.fog,
  8915. {
  8916. matcap: { value: null }
  8917. }
  8918. ] ),
  8919. vertexShader: ShaderChunk.meshmatcap_vert,
  8920. fragmentShader: ShaderChunk.meshmatcap_frag
  8921. },
  8922. points: {
  8923. uniforms: mergeUniforms( [
  8924. UniformsLib.points,
  8925. UniformsLib.fog
  8926. ] ),
  8927. vertexShader: ShaderChunk.points_vert,
  8928. fragmentShader: ShaderChunk.points_frag
  8929. },
  8930. dashed: {
  8931. uniforms: mergeUniforms( [
  8932. UniformsLib.common,
  8933. UniformsLib.fog,
  8934. {
  8935. scale: { value: 1 },
  8936. dashSize: { value: 1 },
  8937. totalSize: { value: 2 }
  8938. }
  8939. ] ),
  8940. vertexShader: ShaderChunk.linedashed_vert,
  8941. fragmentShader: ShaderChunk.linedashed_frag
  8942. },
  8943. depth: {
  8944. uniforms: mergeUniforms( [
  8945. UniformsLib.common,
  8946. UniformsLib.displacementmap
  8947. ] ),
  8948. vertexShader: ShaderChunk.depth_vert,
  8949. fragmentShader: ShaderChunk.depth_frag
  8950. },
  8951. normal: {
  8952. uniforms: mergeUniforms( [
  8953. UniformsLib.common,
  8954. UniformsLib.bumpmap,
  8955. UniformsLib.normalmap,
  8956. UniformsLib.displacementmap,
  8957. {
  8958. opacity: { value: 1.0 }
  8959. }
  8960. ] ),
  8961. vertexShader: ShaderChunk.normal_vert,
  8962. fragmentShader: ShaderChunk.normal_frag
  8963. },
  8964. sprite: {
  8965. uniforms: mergeUniforms( [
  8966. UniformsLib.sprite,
  8967. UniformsLib.fog
  8968. ] ),
  8969. vertexShader: ShaderChunk.sprite_vert,
  8970. fragmentShader: ShaderChunk.sprite_frag
  8971. },
  8972. background: {
  8973. uniforms: {
  8974. uvTransform: { value: new Matrix3() },
  8975. t2D: { value: null },
  8976. },
  8977. vertexShader: ShaderChunk.background_vert,
  8978. fragmentShader: ShaderChunk.background_frag
  8979. },
  8980. /* -------------------------------------------------------------------------
  8981. // Cube map shader
  8982. ------------------------------------------------------------------------- */
  8983. cube: {
  8984. uniforms: {
  8985. tCube: { value: null },
  8986. tFlip: { value: - 1 },
  8987. opacity: { value: 1.0 }
  8988. },
  8989. vertexShader: ShaderChunk.cube_vert,
  8990. fragmentShader: ShaderChunk.cube_frag
  8991. },
  8992. equirect: {
  8993. uniforms: {
  8994. tEquirect: { value: null },
  8995. },
  8996. vertexShader: ShaderChunk.equirect_vert,
  8997. fragmentShader: ShaderChunk.equirect_frag
  8998. },
  8999. distanceRGBA: {
  9000. uniforms: mergeUniforms( [
  9001. UniformsLib.common,
  9002. UniformsLib.displacementmap,
  9003. {
  9004. referencePosition: { value: new Vector3() },
  9005. nearDistance: { value: 1 },
  9006. farDistance: { value: 1000 }
  9007. }
  9008. ] ),
  9009. vertexShader: ShaderChunk.distanceRGBA_vert,
  9010. fragmentShader: ShaderChunk.distanceRGBA_frag
  9011. },
  9012. shadow: {
  9013. uniforms: mergeUniforms( [
  9014. UniformsLib.lights,
  9015. UniformsLib.fog,
  9016. {
  9017. color: { value: new Color( 0x00000 ) },
  9018. opacity: { value: 1.0 }
  9019. },
  9020. ] ),
  9021. vertexShader: ShaderChunk.shadow_vert,
  9022. fragmentShader: ShaderChunk.shadow_frag
  9023. }
  9024. };
  9025. ShaderLib.physical = {
  9026. uniforms: mergeUniforms( [
  9027. ShaderLib.standard.uniforms,
  9028. {
  9029. clearCoat: { value: 0 },
  9030. clearCoatRoughness: { value: 0 },
  9031. clearCoatNormalScale: { value: new Vector2( 1, 1 ) },
  9032. clearCoatNormalMap: { value: null },
  9033. }
  9034. ] ),
  9035. vertexShader: ShaderChunk.meshphysical_vert,
  9036. fragmentShader: ShaderChunk.meshphysical_frag
  9037. };
  9038. /**
  9039. * @author mrdoob / http://mrdoob.com/
  9040. */
  9041. function WebGLAnimation() {
  9042. var context = null;
  9043. var isAnimating = false;
  9044. var animationLoop = null;
  9045. function onAnimationFrame( time, frame ) {
  9046. if ( isAnimating === false ) return;
  9047. animationLoop( time, frame );
  9048. context.requestAnimationFrame( onAnimationFrame );
  9049. }
  9050. return {
  9051. start: function () {
  9052. if ( isAnimating === true ) return;
  9053. if ( animationLoop === null ) return;
  9054. context.requestAnimationFrame( onAnimationFrame );
  9055. isAnimating = true;
  9056. },
  9057. stop: function () {
  9058. isAnimating = false;
  9059. },
  9060. setAnimationLoop: function ( callback ) {
  9061. animationLoop = callback;
  9062. },
  9063. setContext: function ( value ) {
  9064. context = value;
  9065. }
  9066. };
  9067. }
  9068. /**
  9069. * @author mrdoob / http://mrdoob.com/
  9070. */
  9071. function WebGLAttributes( gl ) {
  9072. var buffers = new WeakMap();
  9073. function createBuffer( attribute, bufferType ) {
  9074. var array = attribute.array;
  9075. var usage = attribute.dynamic ? 35048 : 35044;
  9076. var buffer = gl.createBuffer();
  9077. gl.bindBuffer( bufferType, buffer );
  9078. gl.bufferData( bufferType, array, usage );
  9079. attribute.onUploadCallback();
  9080. var type = 5126;
  9081. if ( array instanceof Float32Array ) {
  9082. type = 5126;
  9083. } else if ( array instanceof Float64Array ) {
  9084. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9085. } else if ( array instanceof Uint16Array ) {
  9086. type = 5123;
  9087. } else if ( array instanceof Int16Array ) {
  9088. type = 5122;
  9089. } else if ( array instanceof Uint32Array ) {
  9090. type = 5125;
  9091. } else if ( array instanceof Int32Array ) {
  9092. type = 5124;
  9093. } else if ( array instanceof Int8Array ) {
  9094. type = 5120;
  9095. } else if ( array instanceof Uint8Array ) {
  9096. type = 5121;
  9097. }
  9098. return {
  9099. buffer: buffer,
  9100. type: type,
  9101. bytesPerElement: array.BYTES_PER_ELEMENT,
  9102. version: attribute.version
  9103. };
  9104. }
  9105. function updateBuffer( buffer, attribute, bufferType ) {
  9106. var array = attribute.array;
  9107. var updateRange = attribute.updateRange;
  9108. gl.bindBuffer( bufferType, buffer );
  9109. if ( attribute.dynamic === false ) {
  9110. gl.bufferData( bufferType, array, 35044 );
  9111. } else if ( updateRange.count === - 1 ) {
  9112. // Not using update ranges
  9113. gl.bufferSubData( bufferType, 0, array );
  9114. } else if ( updateRange.count === 0 ) {
  9115. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  9116. } else {
  9117. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9118. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9119. updateRange.count = - 1; // reset range
  9120. }
  9121. }
  9122. //
  9123. function get( attribute ) {
  9124. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9125. return buffers.get( attribute );
  9126. }
  9127. function remove( attribute ) {
  9128. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9129. var data = buffers.get( attribute );
  9130. if ( data ) {
  9131. gl.deleteBuffer( data.buffer );
  9132. buffers.delete( attribute );
  9133. }
  9134. }
  9135. function update( attribute, bufferType ) {
  9136. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9137. var data = buffers.get( attribute );
  9138. if ( data === undefined ) {
  9139. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9140. } else if ( data.version < attribute.version ) {
  9141. updateBuffer( data.buffer, attribute, bufferType );
  9142. data.version = attribute.version;
  9143. }
  9144. }
  9145. return {
  9146. get: get,
  9147. remove: remove,
  9148. update: update
  9149. };
  9150. }
  9151. /**
  9152. * @author mrdoob / http://mrdoob.com/
  9153. * @author Mugen87 / https://github.com/Mugen87
  9154. */
  9155. // PlaneGeometry
  9156. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9157. Geometry.call( this );
  9158. this.type = 'PlaneGeometry';
  9159. this.parameters = {
  9160. width: width,
  9161. height: height,
  9162. widthSegments: widthSegments,
  9163. heightSegments: heightSegments
  9164. };
  9165. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9166. this.mergeVertices();
  9167. }
  9168. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9169. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9170. // PlaneBufferGeometry
  9171. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9172. BufferGeometry.call( this );
  9173. this.type = 'PlaneBufferGeometry';
  9174. this.parameters = {
  9175. width: width,
  9176. height: height,
  9177. widthSegments: widthSegments,
  9178. heightSegments: heightSegments
  9179. };
  9180. width = width || 1;
  9181. height = height || 1;
  9182. var width_half = width / 2;
  9183. var height_half = height / 2;
  9184. var gridX = Math.floor( widthSegments ) || 1;
  9185. var gridY = Math.floor( heightSegments ) || 1;
  9186. var gridX1 = gridX + 1;
  9187. var gridY1 = gridY + 1;
  9188. var segment_width = width / gridX;
  9189. var segment_height = height / gridY;
  9190. var ix, iy;
  9191. // buffers
  9192. var indices = [];
  9193. var vertices = [];
  9194. var normals = [];
  9195. var uvs = [];
  9196. // generate vertices, normals and uvs
  9197. for ( iy = 0; iy < gridY1; iy ++ ) {
  9198. var y = iy * segment_height - height_half;
  9199. for ( ix = 0; ix < gridX1; ix ++ ) {
  9200. var x = ix * segment_width - width_half;
  9201. vertices.push( x, - y, 0 );
  9202. normals.push( 0, 0, 1 );
  9203. uvs.push( ix / gridX );
  9204. uvs.push( 1 - ( iy / gridY ) );
  9205. }
  9206. }
  9207. // indices
  9208. for ( iy = 0; iy < gridY; iy ++ ) {
  9209. for ( ix = 0; ix < gridX; ix ++ ) {
  9210. var a = ix + gridX1 * iy;
  9211. var b = ix + gridX1 * ( iy + 1 );
  9212. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9213. var d = ( ix + 1 ) + gridX1 * iy;
  9214. // faces
  9215. indices.push( a, b, d );
  9216. indices.push( b, c, d );
  9217. }
  9218. }
  9219. // build geometry
  9220. this.setIndex( indices );
  9221. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9222. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9223. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9224. }
  9225. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9226. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9227. /**
  9228. * @author mrdoob / http://mrdoob.com/
  9229. */
  9230. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9231. var clearColor = new Color( 0x000000 );
  9232. var clearAlpha = 0;
  9233. var planeMesh;
  9234. var boxMesh;
  9235. // Store the current background texture and its `version`
  9236. // so we can recompile the material accordingly.
  9237. var currentBackground = null;
  9238. var currentBackgroundVersion = 0;
  9239. function render( renderList, scene, camera, forceClear ) {
  9240. var background = scene.background;
  9241. // Ignore background in AR
  9242. // TODO: Reconsider this.
  9243. var vr = renderer.vr;
  9244. var session = vr.getSession && vr.getSession();
  9245. if ( session && session.environmentBlendMode === 'additive' ) {
  9246. background = null;
  9247. }
  9248. if ( background === null ) {
  9249. setClear( clearColor, clearAlpha );
  9250. currentBackground = null;
  9251. currentBackgroundVersion = 0;
  9252. } else if ( background && background.isColor ) {
  9253. setClear( background, 1 );
  9254. forceClear = true;
  9255. currentBackground = null;
  9256. currentBackgroundVersion = 0;
  9257. }
  9258. if ( renderer.autoClear || forceClear ) {
  9259. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9260. }
  9261. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9262. if ( boxMesh === undefined ) {
  9263. boxMesh = new Mesh(
  9264. new BoxBufferGeometry( 1, 1, 1 ),
  9265. new ShaderMaterial( {
  9266. type: 'BackgroundCubeMaterial',
  9267. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9268. vertexShader: ShaderLib.cube.vertexShader,
  9269. fragmentShader: ShaderLib.cube.fragmentShader,
  9270. side: BackSide,
  9271. depthTest: false,
  9272. depthWrite: false,
  9273. fog: false
  9274. } )
  9275. );
  9276. boxMesh.geometry.removeAttribute( 'normal' );
  9277. boxMesh.geometry.removeAttribute( 'uv' );
  9278. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9279. this.matrixWorld.copyPosition( camera.matrixWorld );
  9280. };
  9281. // enable code injection for non-built-in material
  9282. Object.defineProperty( boxMesh.material, 'map', {
  9283. get: function () {
  9284. return this.uniforms.tCube.value;
  9285. }
  9286. } );
  9287. objects.update( boxMesh );
  9288. }
  9289. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9290. boxMesh.material.uniforms.tCube.value = texture;
  9291. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9292. if ( currentBackground !== background ||
  9293. currentBackgroundVersion !== texture.version ) {
  9294. boxMesh.material.needsUpdate = true;
  9295. currentBackground = background;
  9296. currentBackgroundVersion = texture.version;
  9297. }
  9298. // push to the pre-sorted opaque render list
  9299. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9300. } else if ( background && background.isTexture ) {
  9301. if ( planeMesh === undefined ) {
  9302. planeMesh = new Mesh(
  9303. new PlaneBufferGeometry( 2, 2 ),
  9304. new ShaderMaterial( {
  9305. type: 'BackgroundMaterial',
  9306. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9307. vertexShader: ShaderLib.background.vertexShader,
  9308. fragmentShader: ShaderLib.background.fragmentShader,
  9309. side: FrontSide,
  9310. depthTest: false,
  9311. depthWrite: false,
  9312. fog: false
  9313. } )
  9314. );
  9315. planeMesh.geometry.removeAttribute( 'normal' );
  9316. // enable code injection for non-built-in material
  9317. Object.defineProperty( planeMesh.material, 'map', {
  9318. get: function () {
  9319. return this.uniforms.t2D.value;
  9320. }
  9321. } );
  9322. objects.update( planeMesh );
  9323. }
  9324. planeMesh.material.uniforms.t2D.value = background;
  9325. if ( background.matrixAutoUpdate === true ) {
  9326. background.updateMatrix();
  9327. }
  9328. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9329. if ( currentBackground !== background ||
  9330. currentBackgroundVersion !== background.version ) {
  9331. planeMesh.material.needsUpdate = true;
  9332. currentBackground = background;
  9333. currentBackgroundVersion = background.version;
  9334. }
  9335. // push to the pre-sorted opaque render list
  9336. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9337. }
  9338. }
  9339. function setClear( color, alpha ) {
  9340. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9341. }
  9342. return {
  9343. getClearColor: function () {
  9344. return clearColor;
  9345. },
  9346. setClearColor: function ( color, alpha ) {
  9347. clearColor.set( color );
  9348. clearAlpha = alpha !== undefined ? alpha : 1;
  9349. setClear( clearColor, clearAlpha );
  9350. },
  9351. getClearAlpha: function () {
  9352. return clearAlpha;
  9353. },
  9354. setClearAlpha: function ( alpha ) {
  9355. clearAlpha = alpha;
  9356. setClear( clearColor, clearAlpha );
  9357. },
  9358. render: render
  9359. };
  9360. }
  9361. /**
  9362. * @author mrdoob / http://mrdoob.com/
  9363. */
  9364. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9365. var mode;
  9366. function setMode( value ) {
  9367. mode = value;
  9368. }
  9369. function render( start, count ) {
  9370. gl.drawArrays( mode, start, count );
  9371. info.update( count, mode );
  9372. }
  9373. function renderInstances( geometry, start, count ) {
  9374. var extension;
  9375. if ( capabilities.isWebGL2 ) {
  9376. extension = gl;
  9377. } else {
  9378. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9379. if ( extension === null ) {
  9380. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9381. return;
  9382. }
  9383. }
  9384. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9385. info.update( count, mode, geometry.maxInstancedCount );
  9386. }
  9387. //
  9388. this.setMode = setMode;
  9389. this.render = render;
  9390. this.renderInstances = renderInstances;
  9391. }
  9392. /**
  9393. * @author mrdoob / http://mrdoob.com/
  9394. */
  9395. function WebGLCapabilities( gl, extensions, parameters ) {
  9396. var maxAnisotropy;
  9397. function getMaxAnisotropy() {
  9398. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9399. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9400. if ( extension !== null ) {
  9401. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9402. } else {
  9403. maxAnisotropy = 0;
  9404. }
  9405. return maxAnisotropy;
  9406. }
  9407. function getMaxPrecision( precision ) {
  9408. if ( precision === 'highp' ) {
  9409. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9410. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9411. return 'highp';
  9412. }
  9413. precision = 'mediump';
  9414. }
  9415. if ( precision === 'mediump' ) {
  9416. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9417. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9418. return 'mediump';
  9419. }
  9420. }
  9421. return 'lowp';
  9422. }
  9423. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9424. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9425. var maxPrecision = getMaxPrecision( precision );
  9426. if ( maxPrecision !== precision ) {
  9427. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9428. precision = maxPrecision;
  9429. }
  9430. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9431. var maxTextures = gl.getParameter( 34930 );
  9432. var maxVertexTextures = gl.getParameter( 35660 );
  9433. var maxTextureSize = gl.getParameter( 3379 );
  9434. var maxCubemapSize = gl.getParameter( 34076 );
  9435. var maxAttributes = gl.getParameter( 34921 );
  9436. var maxVertexUniforms = gl.getParameter( 36347 );
  9437. var maxVaryings = gl.getParameter( 36348 );
  9438. var maxFragmentUniforms = gl.getParameter( 36349 );
  9439. var vertexTextures = maxVertexTextures > 0;
  9440. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9441. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9442. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9443. return {
  9444. isWebGL2: isWebGL2,
  9445. getMaxAnisotropy: getMaxAnisotropy,
  9446. getMaxPrecision: getMaxPrecision,
  9447. precision: precision,
  9448. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9449. maxTextures: maxTextures,
  9450. maxVertexTextures: maxVertexTextures,
  9451. maxTextureSize: maxTextureSize,
  9452. maxCubemapSize: maxCubemapSize,
  9453. maxAttributes: maxAttributes,
  9454. maxVertexUniforms: maxVertexUniforms,
  9455. maxVaryings: maxVaryings,
  9456. maxFragmentUniforms: maxFragmentUniforms,
  9457. vertexTextures: vertexTextures,
  9458. floatFragmentTextures: floatFragmentTextures,
  9459. floatVertexTextures: floatVertexTextures,
  9460. maxSamples: maxSamples
  9461. };
  9462. }
  9463. /**
  9464. * @author tschw
  9465. */
  9466. function WebGLClipping() {
  9467. var scope = this,
  9468. globalState = null,
  9469. numGlobalPlanes = 0,
  9470. localClippingEnabled = false,
  9471. renderingShadows = false,
  9472. plane = new Plane(),
  9473. viewNormalMatrix = new Matrix3(),
  9474. uniform = { value: null, needsUpdate: false };
  9475. this.uniform = uniform;
  9476. this.numPlanes = 0;
  9477. this.numIntersection = 0;
  9478. this.init = function ( planes, enableLocalClipping, camera ) {
  9479. var enabled =
  9480. planes.length !== 0 ||
  9481. enableLocalClipping ||
  9482. // enable state of previous frame - the clipping code has to
  9483. // run another frame in order to reset the state:
  9484. numGlobalPlanes !== 0 ||
  9485. localClippingEnabled;
  9486. localClippingEnabled = enableLocalClipping;
  9487. globalState = projectPlanes( planes, camera, 0 );
  9488. numGlobalPlanes = planes.length;
  9489. return enabled;
  9490. };
  9491. this.beginShadows = function () {
  9492. renderingShadows = true;
  9493. projectPlanes( null );
  9494. };
  9495. this.endShadows = function () {
  9496. renderingShadows = false;
  9497. resetGlobalState();
  9498. };
  9499. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9500. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9501. // there's no local clipping
  9502. if ( renderingShadows ) {
  9503. // there's no global clipping
  9504. projectPlanes( null );
  9505. } else {
  9506. resetGlobalState();
  9507. }
  9508. } else {
  9509. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9510. lGlobal = nGlobal * 4,
  9511. dstArray = cache.clippingState || null;
  9512. uniform.value = dstArray; // ensure unique state
  9513. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9514. for ( var i = 0; i !== lGlobal; ++ i ) {
  9515. dstArray[ i ] = globalState[ i ];
  9516. }
  9517. cache.clippingState = dstArray;
  9518. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9519. this.numPlanes += nGlobal;
  9520. }
  9521. };
  9522. function resetGlobalState() {
  9523. if ( uniform.value !== globalState ) {
  9524. uniform.value = globalState;
  9525. uniform.needsUpdate = numGlobalPlanes > 0;
  9526. }
  9527. scope.numPlanes = numGlobalPlanes;
  9528. scope.numIntersection = 0;
  9529. }
  9530. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9531. var nPlanes = planes !== null ? planes.length : 0,
  9532. dstArray = null;
  9533. if ( nPlanes !== 0 ) {
  9534. dstArray = uniform.value;
  9535. if ( skipTransform !== true || dstArray === null ) {
  9536. var flatSize = dstOffset + nPlanes * 4,
  9537. viewMatrix = camera.matrixWorldInverse;
  9538. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9539. if ( dstArray === null || dstArray.length < flatSize ) {
  9540. dstArray = new Float32Array( flatSize );
  9541. }
  9542. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9543. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9544. plane.normal.toArray( dstArray, i4 );
  9545. dstArray[ i4 + 3 ] = plane.constant;
  9546. }
  9547. }
  9548. uniform.value = dstArray;
  9549. uniform.needsUpdate = true;
  9550. }
  9551. scope.numPlanes = nPlanes;
  9552. return dstArray;
  9553. }
  9554. }
  9555. /**
  9556. * @author mrdoob / http://mrdoob.com/
  9557. */
  9558. function WebGLExtensions( gl ) {
  9559. var extensions = {};
  9560. return {
  9561. get: function ( name ) {
  9562. if ( extensions[ name ] !== undefined ) {
  9563. return extensions[ name ];
  9564. }
  9565. var extension;
  9566. switch ( name ) {
  9567. case 'WEBGL_depth_texture':
  9568. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9569. break;
  9570. case 'EXT_texture_filter_anisotropic':
  9571. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9572. break;
  9573. case 'WEBGL_compressed_texture_s3tc':
  9574. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9575. break;
  9576. case 'WEBGL_compressed_texture_pvrtc':
  9577. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9578. break;
  9579. default:
  9580. extension = gl.getExtension( name );
  9581. }
  9582. if ( extension === null ) {
  9583. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9584. }
  9585. extensions[ name ] = extension;
  9586. return extension;
  9587. }
  9588. };
  9589. }
  9590. /**
  9591. * @author mrdoob / http://mrdoob.com/
  9592. */
  9593. function WebGLGeometries( gl, attributes, info ) {
  9594. var geometries = {};
  9595. var wireframeAttributes = {};
  9596. function onGeometryDispose( event ) {
  9597. var geometry = event.target;
  9598. var buffergeometry = geometries[ geometry.id ];
  9599. if ( buffergeometry.index !== null ) {
  9600. attributes.remove( buffergeometry.index );
  9601. }
  9602. for ( var name in buffergeometry.attributes ) {
  9603. attributes.remove( buffergeometry.attributes[ name ] );
  9604. }
  9605. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9606. delete geometries[ geometry.id ];
  9607. var attribute = wireframeAttributes[ buffergeometry.id ];
  9608. if ( attribute ) {
  9609. attributes.remove( attribute );
  9610. delete wireframeAttributes[ buffergeometry.id ];
  9611. }
  9612. //
  9613. info.memory.geometries --;
  9614. }
  9615. function get( object, geometry ) {
  9616. var buffergeometry = geometries[ geometry.id ];
  9617. if ( buffergeometry ) return buffergeometry;
  9618. geometry.addEventListener( 'dispose', onGeometryDispose );
  9619. if ( geometry.isBufferGeometry ) {
  9620. buffergeometry = geometry;
  9621. } else if ( geometry.isGeometry ) {
  9622. if ( geometry._bufferGeometry === undefined ) {
  9623. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9624. }
  9625. buffergeometry = geometry._bufferGeometry;
  9626. }
  9627. geometries[ geometry.id ] = buffergeometry;
  9628. info.memory.geometries ++;
  9629. return buffergeometry;
  9630. }
  9631. function update( geometry ) {
  9632. var index = geometry.index;
  9633. var geometryAttributes = geometry.attributes;
  9634. if ( index !== null ) {
  9635. attributes.update( index, 34963 );
  9636. }
  9637. for ( var name in geometryAttributes ) {
  9638. attributes.update( geometryAttributes[ name ], 34962 );
  9639. }
  9640. // morph targets
  9641. var morphAttributes = geometry.morphAttributes;
  9642. for ( var name in morphAttributes ) {
  9643. var array = morphAttributes[ name ];
  9644. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9645. attributes.update( array[ i ], 34962 );
  9646. }
  9647. }
  9648. }
  9649. function updateWireframeAttribute( geometry ) {
  9650. var indices = [];
  9651. var geometryIndex = geometry.index;
  9652. var geometryPosition = geometry.attributes.position;
  9653. var version = 0;
  9654. if ( geometryIndex !== null ) {
  9655. var array = geometryIndex.array;
  9656. version = geometryIndex.version;
  9657. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9658. var a = array[ i + 0 ];
  9659. var b = array[ i + 1 ];
  9660. var c = array[ i + 2 ];
  9661. indices.push( a, b, b, c, c, a );
  9662. }
  9663. } else {
  9664. var array = geometryPosition.array;
  9665. version = geometryPosition.version;
  9666. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9667. var a = i + 0;
  9668. var b = i + 1;
  9669. var c = i + 2;
  9670. indices.push( a, b, b, c, c, a );
  9671. }
  9672. }
  9673. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9674. attribute.version = version;
  9675. attributes.update( attribute, 34963 );
  9676. //
  9677. var previousAttribute = wireframeAttributes[ geometry.id ];
  9678. if ( previousAttribute ) attributes.remove( previousAttribute );
  9679. //
  9680. wireframeAttributes[ geometry.id ] = attribute;
  9681. }
  9682. function getWireframeAttribute( geometry ) {
  9683. var currentAttribute = wireframeAttributes[ geometry.id ];
  9684. if ( currentAttribute ) {
  9685. var geometryIndex = geometry.index;
  9686. if ( geometryIndex !== null ) {
  9687. // if the attribute is obsolete, create a new one
  9688. if ( currentAttribute.version < geometryIndex.version ) {
  9689. updateWireframeAttribute( geometry );
  9690. }
  9691. }
  9692. } else {
  9693. updateWireframeAttribute( geometry );
  9694. }
  9695. return wireframeAttributes[ geometry.id ];
  9696. }
  9697. return {
  9698. get: get,
  9699. update: update,
  9700. getWireframeAttribute: getWireframeAttribute
  9701. };
  9702. }
  9703. /**
  9704. * @author mrdoob / http://mrdoob.com/
  9705. */
  9706. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9707. var mode;
  9708. function setMode( value ) {
  9709. mode = value;
  9710. }
  9711. var type, bytesPerElement;
  9712. function setIndex( value ) {
  9713. type = value.type;
  9714. bytesPerElement = value.bytesPerElement;
  9715. }
  9716. function render( start, count ) {
  9717. gl.drawElements( mode, count, type, start * bytesPerElement );
  9718. info.update( count, mode );
  9719. }
  9720. function renderInstances( geometry, start, count ) {
  9721. var extension;
  9722. if ( capabilities.isWebGL2 ) {
  9723. extension = gl;
  9724. } else {
  9725. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9726. if ( extension === null ) {
  9727. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9728. return;
  9729. }
  9730. }
  9731. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9732. info.update( count, mode, geometry.maxInstancedCount );
  9733. }
  9734. //
  9735. this.setMode = setMode;
  9736. this.setIndex = setIndex;
  9737. this.render = render;
  9738. this.renderInstances = renderInstances;
  9739. }
  9740. /**
  9741. * @author Mugen87 / https://github.com/Mugen87
  9742. */
  9743. function WebGLInfo( gl ) {
  9744. var memory = {
  9745. geometries: 0,
  9746. textures: 0
  9747. };
  9748. var render = {
  9749. frame: 0,
  9750. calls: 0,
  9751. triangles: 0,
  9752. points: 0,
  9753. lines: 0
  9754. };
  9755. function update( count, mode, instanceCount ) {
  9756. instanceCount = instanceCount || 1;
  9757. render.calls ++;
  9758. switch ( mode ) {
  9759. case 4:
  9760. render.triangles += instanceCount * ( count / 3 );
  9761. break;
  9762. case 5:
  9763. case 6:
  9764. render.triangles += instanceCount * ( count - 2 );
  9765. break;
  9766. case 1:
  9767. render.lines += instanceCount * ( count / 2 );
  9768. break;
  9769. case 3:
  9770. render.lines += instanceCount * ( count - 1 );
  9771. break;
  9772. case 2:
  9773. render.lines += instanceCount * count;
  9774. break;
  9775. case 0:
  9776. render.points += instanceCount * count;
  9777. break;
  9778. default:
  9779. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9780. break;
  9781. }
  9782. }
  9783. function reset() {
  9784. render.frame ++;
  9785. render.calls = 0;
  9786. render.triangles = 0;
  9787. render.points = 0;
  9788. render.lines = 0;
  9789. }
  9790. return {
  9791. memory: memory,
  9792. render: render,
  9793. programs: null,
  9794. autoReset: true,
  9795. reset: reset,
  9796. update: update
  9797. };
  9798. }
  9799. /**
  9800. * @author mrdoob / http://mrdoob.com/
  9801. */
  9802. function absNumericalSort( a, b ) {
  9803. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9804. }
  9805. function WebGLMorphtargets( gl ) {
  9806. var influencesList = {};
  9807. var morphInfluences = new Float32Array( 8 );
  9808. function update( object, geometry, material, program ) {
  9809. var objectInfluences = object.morphTargetInfluences;
  9810. var length = objectInfluences.length;
  9811. var influences = influencesList[ geometry.id ];
  9812. if ( influences === undefined ) {
  9813. // initialise list
  9814. influences = [];
  9815. for ( var i = 0; i < length; i ++ ) {
  9816. influences[ i ] = [ i, 0 ];
  9817. }
  9818. influencesList[ geometry.id ] = influences;
  9819. }
  9820. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9821. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9822. // Remove current morphAttributes
  9823. for ( var i = 0; i < length; i ++ ) {
  9824. var influence = influences[ i ];
  9825. if ( influence[ 1 ] !== 0 ) {
  9826. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9827. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9828. }
  9829. }
  9830. // Collect influences
  9831. for ( var i = 0; i < length; i ++ ) {
  9832. var influence = influences[ i ];
  9833. influence[ 0 ] = i;
  9834. influence[ 1 ] = objectInfluences[ i ];
  9835. }
  9836. influences.sort( absNumericalSort );
  9837. // Add morphAttributes
  9838. for ( var i = 0; i < 8; i ++ ) {
  9839. var influence = influences[ i ];
  9840. if ( influence ) {
  9841. var index = influence[ 0 ];
  9842. var value = influence[ 1 ];
  9843. if ( value ) {
  9844. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9845. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9846. morphInfluences[ i ] = value;
  9847. continue;
  9848. }
  9849. }
  9850. morphInfluences[ i ] = 0;
  9851. }
  9852. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9853. }
  9854. return {
  9855. update: update
  9856. };
  9857. }
  9858. /**
  9859. * @author mrdoob / http://mrdoob.com/
  9860. */
  9861. function WebGLObjects( geometries, info ) {
  9862. var updateList = {};
  9863. function update( object ) {
  9864. var frame = info.render.frame;
  9865. var geometry = object.geometry;
  9866. var buffergeometry = geometries.get( object, geometry );
  9867. // Update once per frame
  9868. if ( updateList[ buffergeometry.id ] !== frame ) {
  9869. if ( geometry.isGeometry ) {
  9870. buffergeometry.updateFromObject( object );
  9871. }
  9872. geometries.update( buffergeometry );
  9873. updateList[ buffergeometry.id ] = frame;
  9874. }
  9875. return buffergeometry;
  9876. }
  9877. function dispose() {
  9878. updateList = {};
  9879. }
  9880. return {
  9881. update: update,
  9882. dispose: dispose
  9883. };
  9884. }
  9885. /**
  9886. * @author mrdoob / http://mrdoob.com/
  9887. */
  9888. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9889. images = images !== undefined ? images : [];
  9890. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9891. format = format !== undefined ? format : RGBFormat;
  9892. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9893. this.flipY = false;
  9894. }
  9895. CubeTexture.prototype = Object.create( Texture.prototype );
  9896. CubeTexture.prototype.constructor = CubeTexture;
  9897. CubeTexture.prototype.isCubeTexture = true;
  9898. Object.defineProperty( CubeTexture.prototype, 'images', {
  9899. get: function () {
  9900. return this.image;
  9901. },
  9902. set: function ( value ) {
  9903. this.image = value;
  9904. }
  9905. } );
  9906. /**
  9907. * @author Takahiro https://github.com/takahirox
  9908. */
  9909. function DataTexture2DArray( data, width, height, depth ) {
  9910. Texture.call( this, null );
  9911. this.image = { data: data, width: width, height: height, depth: depth };
  9912. this.magFilter = NearestFilter;
  9913. this.minFilter = NearestFilter;
  9914. this.wrapR = ClampToEdgeWrapping;
  9915. this.generateMipmaps = false;
  9916. this.flipY = false;
  9917. }
  9918. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9919. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9920. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9921. /**
  9922. * @author Artur Trzesiok
  9923. */
  9924. function DataTexture3D( data, width, height, depth ) {
  9925. // We're going to add .setXXX() methods for setting properties later.
  9926. // Users can still set in DataTexture3D directly.
  9927. //
  9928. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9929. // texture.anisotropy = 16;
  9930. //
  9931. // See #14839
  9932. Texture.call( this, null );
  9933. this.image = { data: data, width: width, height: height, depth: depth };
  9934. this.magFilter = NearestFilter;
  9935. this.minFilter = NearestFilter;
  9936. this.wrapR = ClampToEdgeWrapping;
  9937. this.generateMipmaps = false;
  9938. this.flipY = false;
  9939. }
  9940. DataTexture3D.prototype = Object.create( Texture.prototype );
  9941. DataTexture3D.prototype.constructor = DataTexture3D;
  9942. DataTexture3D.prototype.isDataTexture3D = true;
  9943. /**
  9944. * @author tschw
  9945. * @author Mugen87 / https://github.com/Mugen87
  9946. * @author mrdoob / http://mrdoob.com/
  9947. *
  9948. * Uniforms of a program.
  9949. * Those form a tree structure with a special top-level container for the root,
  9950. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9951. *
  9952. *
  9953. * Properties of inner nodes including the top-level container:
  9954. *
  9955. * .seq - array of nested uniforms
  9956. * .map - nested uniforms by name
  9957. *
  9958. *
  9959. * Methods of all nodes except the top-level container:
  9960. *
  9961. * .setValue( gl, value, [textures] )
  9962. *
  9963. * uploads a uniform value(s)
  9964. * the 'textures' parameter is needed for sampler uniforms
  9965. *
  9966. *
  9967. * Static methods of the top-level container (textures factorizations):
  9968. *
  9969. * .upload( gl, seq, values, textures )
  9970. *
  9971. * sets uniforms in 'seq' to 'values[id].value'
  9972. *
  9973. * .seqWithValue( seq, values ) : filteredSeq
  9974. *
  9975. * filters 'seq' entries with corresponding entry in values
  9976. *
  9977. *
  9978. * Methods of the top-level container (textures factorizations):
  9979. *
  9980. * .setValue( gl, name, value, textures )
  9981. *
  9982. * sets uniform with name 'name' to 'value'
  9983. *
  9984. * .setOptional( gl, obj, prop )
  9985. *
  9986. * like .set for an optional property of the object
  9987. *
  9988. */
  9989. var emptyTexture = new Texture();
  9990. var emptyTexture2dArray = new DataTexture2DArray();
  9991. var emptyTexture3d = new DataTexture3D();
  9992. var emptyCubeTexture = new CubeTexture();
  9993. // --- Utilities ---
  9994. // Array Caches (provide typed arrays for temporary by size)
  9995. var arrayCacheF32 = [];
  9996. var arrayCacheI32 = [];
  9997. // Float32Array caches used for uploading Matrix uniforms
  9998. var mat4array = new Float32Array( 16 );
  9999. var mat3array = new Float32Array( 9 );
  10000. var mat2array = new Float32Array( 4 );
  10001. // Flattening for arrays of vectors and matrices
  10002. function flatten( array, nBlocks, blockSize ) {
  10003. var firstElem = array[ 0 ];
  10004. if ( firstElem <= 0 || firstElem > 0 ) return array;
  10005. // unoptimized: ! isNaN( firstElem )
  10006. // see http://jacksondunstan.com/articles/983
  10007. var n = nBlocks * blockSize,
  10008. r = arrayCacheF32[ n ];
  10009. if ( r === undefined ) {
  10010. r = new Float32Array( n );
  10011. arrayCacheF32[ n ] = r;
  10012. }
  10013. if ( nBlocks !== 0 ) {
  10014. firstElem.toArray( r, 0 );
  10015. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10016. offset += blockSize;
  10017. array[ i ].toArray( r, offset );
  10018. }
  10019. }
  10020. return r;
  10021. }
  10022. function arraysEqual( a, b ) {
  10023. if ( a.length !== b.length ) return false;
  10024. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10025. if ( a[ i ] !== b[ i ] ) return false;
  10026. }
  10027. return true;
  10028. }
  10029. function copyArray( a, b ) {
  10030. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10031. a[ i ] = b[ i ];
  10032. }
  10033. }
  10034. // Texture unit allocation
  10035. function allocTexUnits( textures, n ) {
  10036. var r = arrayCacheI32[ n ];
  10037. if ( r === undefined ) {
  10038. r = new Int32Array( n );
  10039. arrayCacheI32[ n ] = r;
  10040. }
  10041. for ( var i = 0; i !== n; ++ i )
  10042. r[ i ] = textures.allocateTextureUnit();
  10043. return r;
  10044. }
  10045. // --- Setters ---
  10046. // Note: Defining these methods externally, because they come in a bunch
  10047. // and this way their names minify.
  10048. // Single scalar
  10049. function setValueV1f( gl, v ) {
  10050. var cache = this.cache;
  10051. if ( cache[ 0 ] === v ) return;
  10052. gl.uniform1f( this.addr, v );
  10053. cache[ 0 ] = v;
  10054. }
  10055. // Single float vector (from flat array or THREE.VectorN)
  10056. function setValueV2f( gl, v ) {
  10057. var cache = this.cache;
  10058. if ( v.x !== undefined ) {
  10059. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10060. gl.uniform2f( this.addr, v.x, v.y );
  10061. cache[ 0 ] = v.x;
  10062. cache[ 1 ] = v.y;
  10063. }
  10064. } else {
  10065. if ( arraysEqual( cache, v ) ) return;
  10066. gl.uniform2fv( this.addr, v );
  10067. copyArray( cache, v );
  10068. }
  10069. }
  10070. function setValueV3f( gl, v ) {
  10071. var cache = this.cache;
  10072. if ( v.x !== undefined ) {
  10073. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10074. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10075. cache[ 0 ] = v.x;
  10076. cache[ 1 ] = v.y;
  10077. cache[ 2 ] = v.z;
  10078. }
  10079. } else if ( v.r !== undefined ) {
  10080. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10081. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10082. cache[ 0 ] = v.r;
  10083. cache[ 1 ] = v.g;
  10084. cache[ 2 ] = v.b;
  10085. }
  10086. } else {
  10087. if ( arraysEqual( cache, v ) ) return;
  10088. gl.uniform3fv( this.addr, v );
  10089. copyArray( cache, v );
  10090. }
  10091. }
  10092. function setValueV4f( gl, v ) {
  10093. var cache = this.cache;
  10094. if ( v.x !== undefined ) {
  10095. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10096. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10097. cache[ 0 ] = v.x;
  10098. cache[ 1 ] = v.y;
  10099. cache[ 2 ] = v.z;
  10100. cache[ 3 ] = v.w;
  10101. }
  10102. } else {
  10103. if ( arraysEqual( cache, v ) ) return;
  10104. gl.uniform4fv( this.addr, v );
  10105. copyArray( cache, v );
  10106. }
  10107. }
  10108. // Single matrix (from flat array or MatrixN)
  10109. function setValueM2( gl, v ) {
  10110. var cache = this.cache;
  10111. var elements = v.elements;
  10112. if ( elements === undefined ) {
  10113. if ( arraysEqual( cache, v ) ) return;
  10114. gl.uniformMatrix2fv( this.addr, false, v );
  10115. copyArray( cache, v );
  10116. } else {
  10117. if ( arraysEqual( cache, elements ) ) return;
  10118. mat2array.set( elements );
  10119. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10120. copyArray( cache, elements );
  10121. }
  10122. }
  10123. function setValueM3( gl, v ) {
  10124. var cache = this.cache;
  10125. var elements = v.elements;
  10126. if ( elements === undefined ) {
  10127. if ( arraysEqual( cache, v ) ) return;
  10128. gl.uniformMatrix3fv( this.addr, false, v );
  10129. copyArray( cache, v );
  10130. } else {
  10131. if ( arraysEqual( cache, elements ) ) return;
  10132. mat3array.set( elements );
  10133. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10134. copyArray( cache, elements );
  10135. }
  10136. }
  10137. function setValueM4( gl, v ) {
  10138. var cache = this.cache;
  10139. var elements = v.elements;
  10140. if ( elements === undefined ) {
  10141. if ( arraysEqual( cache, v ) ) return;
  10142. gl.uniformMatrix4fv( this.addr, false, v );
  10143. copyArray( cache, v );
  10144. } else {
  10145. if ( arraysEqual( cache, elements ) ) return;
  10146. mat4array.set( elements );
  10147. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10148. copyArray( cache, elements );
  10149. }
  10150. }
  10151. // Single texture (2D / Cube)
  10152. function setValueT1( gl, v, textures ) {
  10153. var cache = this.cache;
  10154. var unit = textures.allocateTextureUnit();
  10155. if ( cache[ 0 ] !== unit ) {
  10156. gl.uniform1i( this.addr, unit );
  10157. cache[ 0 ] = unit;
  10158. }
  10159. textures.safeSetTexture2D( v || emptyTexture, unit );
  10160. }
  10161. function setValueT2DArray1( gl, v, textures ) {
  10162. var cache = this.cache;
  10163. var unit = textures.allocateTextureUnit();
  10164. if ( cache[ 0 ] !== unit ) {
  10165. gl.uniform1i( this.addr, unit );
  10166. cache[ 0 ] = unit;
  10167. }
  10168. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10169. }
  10170. function setValueT3D1( gl, v, textures ) {
  10171. var cache = this.cache;
  10172. var unit = textures.allocateTextureUnit();
  10173. if ( cache[ 0 ] !== unit ) {
  10174. gl.uniform1i( this.addr, unit );
  10175. cache[ 0 ] = unit;
  10176. }
  10177. textures.setTexture3D( v || emptyTexture3d, unit );
  10178. }
  10179. function setValueT6( gl, v, textures ) {
  10180. var cache = this.cache;
  10181. var unit = textures.allocateTextureUnit();
  10182. if ( cache[ 0 ] !== unit ) {
  10183. gl.uniform1i( this.addr, unit );
  10184. cache[ 0 ] = unit;
  10185. }
  10186. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10187. }
  10188. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10189. function setValueV1i( gl, v ) {
  10190. var cache = this.cache;
  10191. if ( cache[ 0 ] === v ) return;
  10192. gl.uniform1i( this.addr, v );
  10193. cache[ 0 ] = v;
  10194. }
  10195. function setValueV2i( gl, v ) {
  10196. var cache = this.cache;
  10197. if ( arraysEqual( cache, v ) ) return;
  10198. gl.uniform2iv( this.addr, v );
  10199. copyArray( cache, v );
  10200. }
  10201. function setValueV3i( gl, v ) {
  10202. var cache = this.cache;
  10203. if ( arraysEqual( cache, v ) ) return;
  10204. gl.uniform3iv( this.addr, v );
  10205. copyArray( cache, v );
  10206. }
  10207. function setValueV4i( gl, v ) {
  10208. var cache = this.cache;
  10209. if ( arraysEqual( cache, v ) ) return;
  10210. gl.uniform4iv( this.addr, v );
  10211. copyArray( cache, v );
  10212. }
  10213. // Helper to pick the right setter for the singular case
  10214. function getSingularSetter( type ) {
  10215. switch ( type ) {
  10216. case 0x1406: return setValueV1f; // FLOAT
  10217. case 0x8b50: return setValueV2f; // _VEC2
  10218. case 0x8b51: return setValueV3f; // _VEC3
  10219. case 0x8b52: return setValueV4f; // _VEC4
  10220. case 0x8b5a: return setValueM2; // _MAT2
  10221. case 0x8b5b: return setValueM3; // _MAT3
  10222. case 0x8b5c: return setValueM4; // _MAT4
  10223. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10224. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10225. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10226. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10227. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10228. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10229. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10230. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10231. }
  10232. }
  10233. // Array of scalars
  10234. function setValueV1fArray( gl, v ) {
  10235. gl.uniform1fv( this.addr, v );
  10236. }
  10237. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10238. function setValueV1iArray( gl, v ) {
  10239. gl.uniform1iv( this.addr, v );
  10240. }
  10241. function setValueV2iArray( gl, v ) {
  10242. gl.uniform2iv( this.addr, v );
  10243. }
  10244. function setValueV3iArray( gl, v ) {
  10245. gl.uniform3iv( this.addr, v );
  10246. }
  10247. function setValueV4iArray( gl, v ) {
  10248. gl.uniform4iv( this.addr, v );
  10249. }
  10250. // Array of vectors (flat or from THREE classes)
  10251. function setValueV2fArray( gl, v ) {
  10252. var data = flatten( v, this.size, 2 );
  10253. gl.uniform2fv( this.addr, data );
  10254. }
  10255. function setValueV3fArray( gl, v ) {
  10256. var data = flatten( v, this.size, 3 );
  10257. gl.uniform3fv( this.addr, data );
  10258. }
  10259. function setValueV4fArray( gl, v ) {
  10260. var data = flatten( v, this.size, 4 );
  10261. gl.uniform4fv( this.addr, data );
  10262. }
  10263. // Array of matrices (flat or from THREE clases)
  10264. function setValueM2Array( gl, v ) {
  10265. var data = flatten( v, this.size, 4 );
  10266. gl.uniformMatrix2fv( this.addr, false, data );
  10267. }
  10268. function setValueM3Array( gl, v ) {
  10269. var data = flatten( v, this.size, 9 );
  10270. gl.uniformMatrix3fv( this.addr, false, data );
  10271. }
  10272. function setValueM4Array( gl, v ) {
  10273. var data = flatten( v, this.size, 16 );
  10274. gl.uniformMatrix4fv( this.addr, false, data );
  10275. }
  10276. // Array of textures (2D / Cube)
  10277. function setValueT1Array( gl, v, textures ) {
  10278. var n = v.length;
  10279. var units = allocTexUnits( textures, n );
  10280. gl.uniform1iv( this.addr, units );
  10281. for ( var i = 0; i !== n; ++ i ) {
  10282. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10283. }
  10284. }
  10285. function setValueT6Array( gl, v, textures ) {
  10286. var n = v.length;
  10287. var units = allocTexUnits( textures, n );
  10288. gl.uniform1iv( this.addr, units );
  10289. for ( var i = 0; i !== n; ++ i ) {
  10290. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10291. }
  10292. }
  10293. // Helper to pick the right setter for a pure (bottom-level) array
  10294. function getPureArraySetter( type ) {
  10295. switch ( type ) {
  10296. case 0x1406: return setValueV1fArray; // FLOAT
  10297. case 0x8b50: return setValueV2fArray; // _VEC2
  10298. case 0x8b51: return setValueV3fArray; // _VEC3
  10299. case 0x8b52: return setValueV4fArray; // _VEC4
  10300. case 0x8b5a: return setValueM2Array; // _MAT2
  10301. case 0x8b5b: return setValueM3Array; // _MAT3
  10302. case 0x8b5c: return setValueM4Array; // _MAT4
  10303. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10304. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10305. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10306. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10307. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10308. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10309. }
  10310. }
  10311. // --- Uniform Classes ---
  10312. function SingleUniform( id, activeInfo, addr ) {
  10313. this.id = id;
  10314. this.addr = addr;
  10315. this.cache = [];
  10316. this.setValue = getSingularSetter( activeInfo.type );
  10317. // this.path = activeInfo.name; // DEBUG
  10318. }
  10319. function PureArrayUniform( id, activeInfo, addr ) {
  10320. this.id = id;
  10321. this.addr = addr;
  10322. this.cache = [];
  10323. this.size = activeInfo.size;
  10324. this.setValue = getPureArraySetter( activeInfo.type );
  10325. // this.path = activeInfo.name; // DEBUG
  10326. }
  10327. PureArrayUniform.prototype.updateCache = function ( data ) {
  10328. var cache = this.cache;
  10329. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10330. this.cache = new Float32Array( data.length );
  10331. }
  10332. copyArray( cache, data );
  10333. };
  10334. function StructuredUniform( id ) {
  10335. this.id = id;
  10336. this.seq = [];
  10337. this.map = {};
  10338. }
  10339. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10340. var seq = this.seq;
  10341. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10342. var u = seq[ i ];
  10343. u.setValue( gl, value[ u.id ], textures );
  10344. }
  10345. };
  10346. // --- Top-level ---
  10347. // Parser - builds up the property tree from the path strings
  10348. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10349. // extracts
  10350. // - the identifier (member name or array index)
  10351. // - followed by an optional right bracket (found when array index)
  10352. // - followed by an optional left bracket or dot (type of subscript)
  10353. //
  10354. // Note: These portions can be read in a non-overlapping fashion and
  10355. // allow straightforward parsing of the hierarchy that WebGL encodes
  10356. // in the uniform names.
  10357. function addUniform( container, uniformObject ) {
  10358. container.seq.push( uniformObject );
  10359. container.map[ uniformObject.id ] = uniformObject;
  10360. }
  10361. function parseUniform( activeInfo, addr, container ) {
  10362. var path = activeInfo.name,
  10363. pathLength = path.length;
  10364. // reset RegExp object, because of the early exit of a previous run
  10365. RePathPart.lastIndex = 0;
  10366. while ( true ) {
  10367. var match = RePathPart.exec( path ),
  10368. matchEnd = RePathPart.lastIndex,
  10369. id = match[ 1 ],
  10370. idIsIndex = match[ 2 ] === ']',
  10371. subscript = match[ 3 ];
  10372. if ( idIsIndex ) id = id | 0; // convert to integer
  10373. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10374. // bare name or "pure" bottom-level array "[0]" suffix
  10375. addUniform( container, subscript === undefined ?
  10376. new SingleUniform( id, activeInfo, addr ) :
  10377. new PureArrayUniform( id, activeInfo, addr ) );
  10378. break;
  10379. } else {
  10380. // step into inner node / create it in case it doesn't exist
  10381. var map = container.map, next = map[ id ];
  10382. if ( next === undefined ) {
  10383. next = new StructuredUniform( id );
  10384. addUniform( container, next );
  10385. }
  10386. container = next;
  10387. }
  10388. }
  10389. }
  10390. // Root Container
  10391. function WebGLUniforms( gl, program ) {
  10392. this.seq = [];
  10393. this.map = {};
  10394. var n = gl.getProgramParameter( program, 35718 );
  10395. for ( var i = 0; i < n; ++ i ) {
  10396. var info = gl.getActiveUniform( program, i ),
  10397. addr = gl.getUniformLocation( program, info.name );
  10398. parseUniform( info, addr, this );
  10399. }
  10400. }
  10401. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10402. var u = this.map[ name ];
  10403. if ( u !== undefined ) u.setValue( gl, value, textures );
  10404. };
  10405. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10406. var v = object[ name ];
  10407. if ( v !== undefined ) this.setValue( gl, name, v );
  10408. };
  10409. // Static interface
  10410. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10411. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10412. var u = seq[ i ],
  10413. v = values[ u.id ];
  10414. if ( v.needsUpdate !== false ) {
  10415. // note: always updating when .needsUpdate is undefined
  10416. u.setValue( gl, v.value, textures );
  10417. }
  10418. }
  10419. };
  10420. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10421. var r = [];
  10422. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10423. var u = seq[ i ];
  10424. if ( u.id in values ) r.push( u );
  10425. }
  10426. return r;
  10427. };
  10428. /**
  10429. * @author mrdoob / http://mrdoob.com/
  10430. */
  10431. function WebGLShader( gl, type, string ) {
  10432. var shader = gl.createShader( type );
  10433. gl.shaderSource( shader, string );
  10434. gl.compileShader( shader );
  10435. return shader;
  10436. }
  10437. /**
  10438. * @author mrdoob / http://mrdoob.com/
  10439. */
  10440. var programIdCount = 0;
  10441. function addLineNumbers( string ) {
  10442. var lines = string.split( '\n' );
  10443. for ( var i = 0; i < lines.length; i ++ ) {
  10444. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10445. }
  10446. return lines.join( '\n' );
  10447. }
  10448. function getEncodingComponents( encoding ) {
  10449. switch ( encoding ) {
  10450. case LinearEncoding:
  10451. return [ 'Linear', '( value )' ];
  10452. case sRGBEncoding:
  10453. return [ 'sRGB', '( value )' ];
  10454. case RGBEEncoding:
  10455. return [ 'RGBE', '( value )' ];
  10456. case RGBM7Encoding:
  10457. return [ 'RGBM', '( value, 7.0 )' ];
  10458. case RGBM16Encoding:
  10459. return [ 'RGBM', '( value, 16.0 )' ];
  10460. case RGBDEncoding:
  10461. return [ 'RGBD', '( value, 256.0 )' ];
  10462. case GammaEncoding:
  10463. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10464. case LogLuvEncoding:
  10465. return [ 'LogLuv', '( value )' ];
  10466. default:
  10467. throw new Error( 'unsupported encoding: ' + encoding );
  10468. }
  10469. }
  10470. function getShaderErrors( gl, shader, type ) {
  10471. var status = gl.getShaderParameter( shader, 35713 );
  10472. var log = gl.getShaderInfoLog( shader ).trim();
  10473. if ( status && log === '' ) return '';
  10474. // --enable-privileged-webgl-extension
  10475. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10476. var source = gl.getShaderSource( shader );
  10477. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10478. }
  10479. function getTexelDecodingFunction( functionName, encoding ) {
  10480. var components = getEncodingComponents( encoding );
  10481. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10482. }
  10483. function getTexelEncodingFunction( functionName, encoding ) {
  10484. var components = getEncodingComponents( encoding );
  10485. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10486. }
  10487. function getToneMappingFunction( functionName, toneMapping ) {
  10488. var toneMappingName;
  10489. switch ( toneMapping ) {
  10490. case LinearToneMapping:
  10491. toneMappingName = 'Linear';
  10492. break;
  10493. case ReinhardToneMapping:
  10494. toneMappingName = 'Reinhard';
  10495. break;
  10496. case Uncharted2ToneMapping:
  10497. toneMappingName = 'Uncharted2';
  10498. break;
  10499. case CineonToneMapping:
  10500. toneMappingName = 'OptimizedCineon';
  10501. break;
  10502. case ACESFilmicToneMapping:
  10503. toneMappingName = 'ACESFilmic';
  10504. break;
  10505. default:
  10506. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10507. }
  10508. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10509. }
  10510. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10511. extensions = extensions || {};
  10512. var chunks = [
  10513. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.clearCoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10514. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10515. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10516. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10517. ];
  10518. return chunks.filter( filterEmptyLine ).join( '\n' );
  10519. }
  10520. function generateDefines( defines ) {
  10521. var chunks = [];
  10522. for ( var name in defines ) {
  10523. var value = defines[ name ];
  10524. if ( value === false ) continue;
  10525. chunks.push( '#define ' + name + ' ' + value );
  10526. }
  10527. return chunks.join( '\n' );
  10528. }
  10529. function fetchAttributeLocations( gl, program ) {
  10530. var attributes = {};
  10531. var n = gl.getProgramParameter( program, 35721 );
  10532. for ( var i = 0; i < n; i ++ ) {
  10533. var info = gl.getActiveAttrib( program, i );
  10534. var name = info.name;
  10535. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10536. attributes[ name ] = gl.getAttribLocation( program, name );
  10537. }
  10538. return attributes;
  10539. }
  10540. function filterEmptyLine( string ) {
  10541. return string !== '';
  10542. }
  10543. function replaceLightNums( string, parameters ) {
  10544. return string
  10545. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10546. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10547. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10548. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10549. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10550. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10551. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10552. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10553. }
  10554. function replaceClippingPlaneNums( string, parameters ) {
  10555. return string
  10556. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10557. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10558. }
  10559. function parseIncludes( string ) {
  10560. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10561. function replace( match, include ) {
  10562. var replace = ShaderChunk[ include ];
  10563. if ( replace === undefined ) {
  10564. throw new Error( 'Can not resolve #include <' + include + '>' );
  10565. }
  10566. return parseIncludes( replace );
  10567. }
  10568. return string.replace( pattern, replace );
  10569. }
  10570. function unrollLoops( string ) {
  10571. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10572. function replace( match, start, end, snippet ) {
  10573. var unroll = '';
  10574. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10575. unroll += snippet
  10576. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10577. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10578. }
  10579. return unroll;
  10580. }
  10581. return string.replace( pattern, replace );
  10582. }
  10583. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10584. var gl = renderer.getContext();
  10585. var defines = material.defines;
  10586. var vertexShader = shader.vertexShader;
  10587. var fragmentShader = shader.fragmentShader;
  10588. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10589. if ( parameters.shadowMapType === PCFShadowMap ) {
  10590. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10591. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10592. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10593. }
  10594. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10595. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10596. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10597. if ( parameters.envMap ) {
  10598. switch ( material.envMap.mapping ) {
  10599. case CubeReflectionMapping:
  10600. case CubeRefractionMapping:
  10601. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10602. break;
  10603. case CubeUVReflectionMapping:
  10604. case CubeUVRefractionMapping:
  10605. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10606. break;
  10607. case EquirectangularReflectionMapping:
  10608. case EquirectangularRefractionMapping:
  10609. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10610. break;
  10611. case SphericalReflectionMapping:
  10612. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10613. break;
  10614. }
  10615. switch ( material.envMap.mapping ) {
  10616. case CubeRefractionMapping:
  10617. case EquirectangularRefractionMapping:
  10618. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10619. break;
  10620. }
  10621. switch ( material.combine ) {
  10622. case MultiplyOperation:
  10623. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10624. break;
  10625. case MixOperation:
  10626. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10627. break;
  10628. case AddOperation:
  10629. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10630. break;
  10631. }
  10632. }
  10633. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10634. // console.log( 'building new program ' );
  10635. //
  10636. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10637. var customDefines = generateDefines( defines );
  10638. //
  10639. var program = gl.createProgram();
  10640. var prefixVertex, prefixFragment;
  10641. if ( material.isRawShaderMaterial ) {
  10642. prefixVertex = [
  10643. customDefines
  10644. ].filter( filterEmptyLine ).join( '\n' );
  10645. if ( prefixVertex.length > 0 ) {
  10646. prefixVertex += '\n';
  10647. }
  10648. prefixFragment = [
  10649. customExtensions,
  10650. customDefines
  10651. ].filter( filterEmptyLine ).join( '\n' );
  10652. if ( prefixFragment.length > 0 ) {
  10653. prefixFragment += '\n';
  10654. }
  10655. } else {
  10656. prefixVertex = [
  10657. 'precision ' + parameters.precision + ' float;',
  10658. 'precision ' + parameters.precision + ' int;',
  10659. '#define SHADER_NAME ' + shader.name,
  10660. customDefines,
  10661. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10662. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10663. '#define MAX_BONES ' + parameters.maxBones,
  10664. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10665. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10666. parameters.map ? '#define USE_MAP' : '',
  10667. parameters.envMap ? '#define USE_ENVMAP' : '',
  10668. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10669. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10670. parameters.aoMap ? '#define USE_AOMAP' : '',
  10671. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10672. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10673. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10674. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10675. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10676. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10677. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10678. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10679. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10680. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10681. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10682. parameters.vertexColors ? '#define USE_COLOR' : '',
  10683. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10684. parameters.skinning ? '#define USE_SKINNING' : '',
  10685. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10686. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10687. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10688. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10689. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10690. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10691. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10692. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10693. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10694. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10695. 'uniform mat4 modelMatrix;',
  10696. 'uniform mat4 modelViewMatrix;',
  10697. 'uniform mat4 projectionMatrix;',
  10698. 'uniform mat4 viewMatrix;',
  10699. 'uniform mat3 normalMatrix;',
  10700. 'uniform vec3 cameraPosition;',
  10701. 'attribute vec3 position;',
  10702. 'attribute vec3 normal;',
  10703. 'attribute vec2 uv;',
  10704. '#ifdef USE_TANGENT',
  10705. ' attribute vec4 tangent;',
  10706. '#endif',
  10707. '#ifdef USE_COLOR',
  10708. ' attribute vec3 color;',
  10709. '#endif',
  10710. '#ifdef USE_MORPHTARGETS',
  10711. ' attribute vec3 morphTarget0;',
  10712. ' attribute vec3 morphTarget1;',
  10713. ' attribute vec3 morphTarget2;',
  10714. ' attribute vec3 morphTarget3;',
  10715. ' #ifdef USE_MORPHNORMALS',
  10716. ' attribute vec3 morphNormal0;',
  10717. ' attribute vec3 morphNormal1;',
  10718. ' attribute vec3 morphNormal2;',
  10719. ' attribute vec3 morphNormal3;',
  10720. ' #else',
  10721. ' attribute vec3 morphTarget4;',
  10722. ' attribute vec3 morphTarget5;',
  10723. ' attribute vec3 morphTarget6;',
  10724. ' attribute vec3 morphTarget7;',
  10725. ' #endif',
  10726. '#endif',
  10727. '#ifdef USE_SKINNING',
  10728. ' attribute vec4 skinIndex;',
  10729. ' attribute vec4 skinWeight;',
  10730. '#endif',
  10731. '\n'
  10732. ].filter( filterEmptyLine ).join( '\n' );
  10733. prefixFragment = [
  10734. customExtensions,
  10735. 'precision ' + parameters.precision + ' float;',
  10736. 'precision ' + parameters.precision + ' int;',
  10737. '#define SHADER_NAME ' + shader.name,
  10738. customDefines,
  10739. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10740. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10741. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10742. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10743. parameters.map ? '#define USE_MAP' : '',
  10744. parameters.matcap ? '#define USE_MATCAP' : '',
  10745. parameters.envMap ? '#define USE_ENVMAP' : '',
  10746. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10747. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10748. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10749. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10750. parameters.aoMap ? '#define USE_AOMAP' : '',
  10751. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10752. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10753. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10754. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10755. parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10756. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10757. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10758. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10759. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10760. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10761. parameters.vertexColors ? '#define USE_COLOR' : '',
  10762. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10763. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10764. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10765. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10766. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10767. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10768. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10769. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10770. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10771. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10772. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10773. 'uniform mat4 viewMatrix;',
  10774. 'uniform vec3 cameraPosition;',
  10775. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10776. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10777. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10778. parameters.dithering ? '#define DITHERING' : '',
  10779. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10780. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10781. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10782. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10783. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10784. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10785. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10786. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10787. '\n'
  10788. ].filter( filterEmptyLine ).join( '\n' );
  10789. }
  10790. vertexShader = parseIncludes( vertexShader );
  10791. vertexShader = replaceLightNums( vertexShader, parameters );
  10792. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10793. fragmentShader = parseIncludes( fragmentShader );
  10794. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10795. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10796. vertexShader = unrollLoops( vertexShader );
  10797. fragmentShader = unrollLoops( fragmentShader );
  10798. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10799. var isGLSL3ShaderMaterial = false;
  10800. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10801. if ( material.isShaderMaterial &&
  10802. vertexShader.match( versionRegex ) !== null &&
  10803. fragmentShader.match( versionRegex ) !== null ) {
  10804. isGLSL3ShaderMaterial = true;
  10805. vertexShader = vertexShader.replace( versionRegex, '' );
  10806. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10807. }
  10808. // GLSL 3.0 conversion
  10809. prefixVertex = [
  10810. '#version 300 es\n',
  10811. '#define attribute in',
  10812. '#define varying out',
  10813. '#define texture2D texture'
  10814. ].join( '\n' ) + '\n' + prefixVertex;
  10815. prefixFragment = [
  10816. '#version 300 es\n',
  10817. '#define varying in',
  10818. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10819. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10820. '#define gl_FragDepthEXT gl_FragDepth',
  10821. '#define texture2D texture',
  10822. '#define textureCube texture',
  10823. '#define texture2DProj textureProj',
  10824. '#define texture2DLodEXT textureLod',
  10825. '#define texture2DProjLodEXT textureProjLod',
  10826. '#define textureCubeLodEXT textureLod',
  10827. '#define texture2DGradEXT textureGrad',
  10828. '#define texture2DProjGradEXT textureProjGrad',
  10829. '#define textureCubeGradEXT textureGrad'
  10830. ].join( '\n' ) + '\n' + prefixFragment;
  10831. }
  10832. var vertexGlsl = prefixVertex + vertexShader;
  10833. var fragmentGlsl = prefixFragment + fragmentShader;
  10834. // console.log( '*VERTEX*', vertexGlsl );
  10835. // console.log( '*FRAGMENT*', fragmentGlsl );
  10836. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10837. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10838. gl.attachShader( program, glVertexShader );
  10839. gl.attachShader( program, glFragmentShader );
  10840. // Force a particular attribute to index 0.
  10841. if ( material.index0AttributeName !== undefined ) {
  10842. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10843. } else if ( parameters.morphTargets === true ) {
  10844. // programs with morphTargets displace position out of attribute 0
  10845. gl.bindAttribLocation( program, 0, 'position' );
  10846. }
  10847. gl.linkProgram( program );
  10848. // check for link errors
  10849. if ( renderer.debug.checkShaderErrors ) {
  10850. var programLog = gl.getProgramInfoLog( program ).trim();
  10851. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10852. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10853. var runnable = true;
  10854. var haveDiagnostics = true;
  10855. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10856. runnable = false;
  10857. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10858. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10859. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10860. } else if ( programLog !== '' ) {
  10861. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10862. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10863. haveDiagnostics = false;
  10864. }
  10865. if ( haveDiagnostics ) {
  10866. this.diagnostics = {
  10867. runnable: runnable,
  10868. material: material,
  10869. programLog: programLog,
  10870. vertexShader: {
  10871. log: vertexLog,
  10872. prefix: prefixVertex
  10873. },
  10874. fragmentShader: {
  10875. log: fragmentLog,
  10876. prefix: prefixFragment
  10877. }
  10878. };
  10879. }
  10880. }
  10881. // clean up
  10882. gl.deleteShader( glVertexShader );
  10883. gl.deleteShader( glFragmentShader );
  10884. // set up caching for uniform locations
  10885. var cachedUniforms;
  10886. this.getUniforms = function () {
  10887. if ( cachedUniforms === undefined ) {
  10888. cachedUniforms = new WebGLUniforms( gl, program );
  10889. }
  10890. return cachedUniforms;
  10891. };
  10892. // set up caching for attribute locations
  10893. var cachedAttributes;
  10894. this.getAttributes = function () {
  10895. if ( cachedAttributes === undefined ) {
  10896. cachedAttributes = fetchAttributeLocations( gl, program );
  10897. }
  10898. return cachedAttributes;
  10899. };
  10900. // free resource
  10901. this.destroy = function () {
  10902. gl.deleteProgram( program );
  10903. this.program = undefined;
  10904. };
  10905. //
  10906. this.name = shader.name;
  10907. this.id = programIdCount ++;
  10908. this.code = code;
  10909. this.usedTimes = 1;
  10910. this.program = program;
  10911. this.vertexShader = glVertexShader;
  10912. this.fragmentShader = glFragmentShader;
  10913. return this;
  10914. }
  10915. /**
  10916. * @author mrdoob / http://mrdoob.com/
  10917. */
  10918. function WebGLPrograms( renderer, extensions, capabilities ) {
  10919. var programs = [];
  10920. var shaderIDs = {
  10921. MeshDepthMaterial: 'depth',
  10922. MeshDistanceMaterial: 'distanceRGBA',
  10923. MeshNormalMaterial: 'normal',
  10924. MeshBasicMaterial: 'basic',
  10925. MeshLambertMaterial: 'lambert',
  10926. MeshPhongMaterial: 'phong',
  10927. MeshToonMaterial: 'phong',
  10928. MeshStandardMaterial: 'physical',
  10929. MeshPhysicalMaterial: 'physical',
  10930. MeshMatcapMaterial: 'matcap',
  10931. LineBasicMaterial: 'basic',
  10932. LineDashedMaterial: 'dashed',
  10933. PointsMaterial: 'points',
  10934. ShadowMaterial: 'shadow',
  10935. SpriteMaterial: 'sprite'
  10936. };
  10937. var parameterNames = [
  10938. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10939. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "clearCoatNormalMap", "displacementMap", "specularMap",
  10940. "roughnessMap", "metalnessMap", "gradientMap",
  10941. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10942. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10943. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10944. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10945. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10946. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10947. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10948. ];
  10949. function allocateBones( object ) {
  10950. var skeleton = object.skeleton;
  10951. var bones = skeleton.bones;
  10952. if ( capabilities.floatVertexTextures ) {
  10953. return 1024;
  10954. } else {
  10955. // default for when object is not specified
  10956. // ( for example when prebuilding shader to be used with multiple objects )
  10957. //
  10958. // - leave some extra space for other uniforms
  10959. // - limit here is ANGLE's 254 max uniform vectors
  10960. // (up to 54 should be safe)
  10961. var nVertexUniforms = capabilities.maxVertexUniforms;
  10962. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10963. var maxBones = Math.min( nVertexMatrices, bones.length );
  10964. if ( maxBones < bones.length ) {
  10965. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10966. return 0;
  10967. }
  10968. return maxBones;
  10969. }
  10970. }
  10971. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10972. var encoding;
  10973. if ( ! map ) {
  10974. encoding = LinearEncoding;
  10975. } else if ( map.isTexture ) {
  10976. encoding = map.encoding;
  10977. } else if ( map.isWebGLRenderTarget ) {
  10978. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10979. encoding = map.texture.encoding;
  10980. }
  10981. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10982. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10983. encoding = GammaEncoding;
  10984. }
  10985. return encoding;
  10986. }
  10987. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10988. var shaderID = shaderIDs[ material.type ];
  10989. // heuristics to create shader parameters according to lights in the scene
  10990. // (not to blow over maxLights budget)
  10991. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10992. var precision = capabilities.precision;
  10993. if ( material.precision !== null ) {
  10994. precision = capabilities.getMaxPrecision( material.precision );
  10995. if ( precision !== material.precision ) {
  10996. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10997. }
  10998. }
  10999. var currentRenderTarget = renderer.getRenderTarget();
  11000. var parameters = {
  11001. shaderID: shaderID,
  11002. precision: precision,
  11003. supportsVertexTextures: capabilities.vertexTextures,
  11004. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11005. map: !! material.map,
  11006. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11007. matcap: !! material.matcap,
  11008. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11009. envMap: !! material.envMap,
  11010. envMapMode: material.envMap && material.envMap.mapping,
  11011. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11012. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11013. lightMap: !! material.lightMap,
  11014. aoMap: !! material.aoMap,
  11015. emissiveMap: !! material.emissiveMap,
  11016. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11017. bumpMap: !! material.bumpMap,
  11018. normalMap: !! material.normalMap,
  11019. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11020. clearCoatNormalMap: !! material.clearCoatNormalMap,
  11021. displacementMap: !! material.displacementMap,
  11022. roughnessMap: !! material.roughnessMap,
  11023. metalnessMap: !! material.metalnessMap,
  11024. specularMap: !! material.specularMap,
  11025. alphaMap: !! material.alphaMap,
  11026. gradientMap: !! material.gradientMap,
  11027. combine: material.combine,
  11028. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11029. vertexColors: material.vertexColors,
  11030. fog: !! fog,
  11031. useFog: material.fog,
  11032. fogExp: ( fog && fog.isFogExp2 ),
  11033. flatShading: material.flatShading,
  11034. sizeAttenuation: material.sizeAttenuation,
  11035. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  11036. skinning: material.skinning && maxBones > 0,
  11037. maxBones: maxBones,
  11038. useVertexTexture: capabilities.floatVertexTextures,
  11039. morphTargets: material.morphTargets,
  11040. morphNormals: material.morphNormals,
  11041. maxMorphTargets: renderer.maxMorphTargets,
  11042. maxMorphNormals: renderer.maxMorphNormals,
  11043. numDirLights: lights.directional.length,
  11044. numPointLights: lights.point.length,
  11045. numSpotLights: lights.spot.length,
  11046. numRectAreaLights: lights.rectArea.length,
  11047. numHemiLights: lights.hemi.length,
  11048. numDirLightShadows: lights.directionalShadowMap.length,
  11049. numPointLightShadows: lights.pointShadowMap.length,
  11050. numSpotLightShadows: lights.spotShadowMap.length,
  11051. numClippingPlanes: nClipPlanes,
  11052. numClipIntersection: nClipIntersection,
  11053. dithering: material.dithering,
  11054. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  11055. shadowMapType: renderer.shadowMap.type,
  11056. toneMapping: renderer.toneMapping,
  11057. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11058. premultipliedAlpha: material.premultipliedAlpha,
  11059. alphaTest: material.alphaTest,
  11060. doubleSided: material.side === DoubleSide,
  11061. flipSided: material.side === BackSide,
  11062. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11063. };
  11064. return parameters;
  11065. };
  11066. this.getProgramCode = function ( material, parameters ) {
  11067. var array = [];
  11068. if ( parameters.shaderID ) {
  11069. array.push( parameters.shaderID );
  11070. } else {
  11071. array.push( material.fragmentShader );
  11072. array.push( material.vertexShader );
  11073. }
  11074. if ( material.defines !== undefined ) {
  11075. for ( var name in material.defines ) {
  11076. array.push( name );
  11077. array.push( material.defines[ name ] );
  11078. }
  11079. }
  11080. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11081. array.push( parameters[ parameterNames[ i ] ] );
  11082. }
  11083. array.push( material.onBeforeCompile.toString() );
  11084. array.push( renderer.gammaOutput );
  11085. array.push( renderer.gammaFactor );
  11086. return array.join();
  11087. };
  11088. this.acquireProgram = function ( material, shader, parameters, code ) {
  11089. var program;
  11090. // Check if code has been already compiled
  11091. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11092. var programInfo = programs[ p ];
  11093. if ( programInfo.code === code ) {
  11094. program = programInfo;
  11095. ++ program.usedTimes;
  11096. break;
  11097. }
  11098. }
  11099. if ( program === undefined ) {
  11100. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11101. programs.push( program );
  11102. }
  11103. return program;
  11104. };
  11105. this.releaseProgram = function ( program ) {
  11106. if ( -- program.usedTimes === 0 ) {
  11107. // Remove from unordered set
  11108. var i = programs.indexOf( program );
  11109. programs[ i ] = programs[ programs.length - 1 ];
  11110. programs.pop();
  11111. // Free WebGL resources
  11112. program.destroy();
  11113. }
  11114. };
  11115. // Exposed for resource monitoring & error feedback via renderer.info:
  11116. this.programs = programs;
  11117. }
  11118. /**
  11119. * @author fordacious / fordacious.github.io
  11120. */
  11121. function WebGLProperties() {
  11122. var properties = new WeakMap();
  11123. function get( object ) {
  11124. var map = properties.get( object );
  11125. if ( map === undefined ) {
  11126. map = {};
  11127. properties.set( object, map );
  11128. }
  11129. return map;
  11130. }
  11131. function remove( object ) {
  11132. properties.delete( object );
  11133. }
  11134. function update( object, key, value ) {
  11135. properties.get( object )[ key ] = value;
  11136. }
  11137. function dispose() {
  11138. properties = new WeakMap();
  11139. }
  11140. return {
  11141. get: get,
  11142. remove: remove,
  11143. update: update,
  11144. dispose: dispose
  11145. };
  11146. }
  11147. /**
  11148. * @author mrdoob / http://mrdoob.com/
  11149. */
  11150. function painterSortStable( a, b ) {
  11151. if ( a.groupOrder !== b.groupOrder ) {
  11152. return a.groupOrder - b.groupOrder;
  11153. } else if ( a.renderOrder !== b.renderOrder ) {
  11154. return a.renderOrder - b.renderOrder;
  11155. } else if ( a.program !== b.program ) {
  11156. return a.program.id - b.program.id;
  11157. } else if ( a.material.id !== b.material.id ) {
  11158. return a.material.id - b.material.id;
  11159. } else if ( a.z !== b.z ) {
  11160. return a.z - b.z;
  11161. } else {
  11162. return a.id - b.id;
  11163. }
  11164. }
  11165. function reversePainterSortStable( a, b ) {
  11166. if ( a.groupOrder !== b.groupOrder ) {
  11167. return a.groupOrder - b.groupOrder;
  11168. } else if ( a.renderOrder !== b.renderOrder ) {
  11169. return a.renderOrder - b.renderOrder;
  11170. } else if ( a.z !== b.z ) {
  11171. return b.z - a.z;
  11172. } else {
  11173. return a.id - b.id;
  11174. }
  11175. }
  11176. function WebGLRenderList() {
  11177. var renderItems = [];
  11178. var renderItemsIndex = 0;
  11179. var opaque = [];
  11180. var transparent = [];
  11181. var defaultProgram = { id: - 1 };
  11182. function init() {
  11183. renderItemsIndex = 0;
  11184. opaque.length = 0;
  11185. transparent.length = 0;
  11186. }
  11187. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11188. var renderItem = renderItems[ renderItemsIndex ];
  11189. if ( renderItem === undefined ) {
  11190. renderItem = {
  11191. id: object.id,
  11192. object: object,
  11193. geometry: geometry,
  11194. material: material,
  11195. program: material.program || defaultProgram,
  11196. groupOrder: groupOrder,
  11197. renderOrder: object.renderOrder,
  11198. z: z,
  11199. group: group
  11200. };
  11201. renderItems[ renderItemsIndex ] = renderItem;
  11202. } else {
  11203. renderItem.id = object.id;
  11204. renderItem.object = object;
  11205. renderItem.geometry = geometry;
  11206. renderItem.material = material;
  11207. renderItem.program = material.program || defaultProgram;
  11208. renderItem.groupOrder = groupOrder;
  11209. renderItem.renderOrder = object.renderOrder;
  11210. renderItem.z = z;
  11211. renderItem.group = group;
  11212. }
  11213. renderItemsIndex ++;
  11214. return renderItem;
  11215. }
  11216. function push( object, geometry, material, groupOrder, z, group ) {
  11217. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11218. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11219. }
  11220. function unshift( object, geometry, material, groupOrder, z, group ) {
  11221. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11222. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11223. }
  11224. function sort() {
  11225. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11226. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11227. }
  11228. return {
  11229. opaque: opaque,
  11230. transparent: transparent,
  11231. init: init,
  11232. push: push,
  11233. unshift: unshift,
  11234. sort: sort
  11235. };
  11236. }
  11237. function WebGLRenderLists() {
  11238. var lists = {};
  11239. function onSceneDispose( event ) {
  11240. var scene = event.target;
  11241. scene.removeEventListener( 'dispose', onSceneDispose );
  11242. delete lists[ scene.id ];
  11243. }
  11244. function get( scene, camera ) {
  11245. var cameras = lists[ scene.id ];
  11246. var list;
  11247. if ( cameras === undefined ) {
  11248. list = new WebGLRenderList();
  11249. lists[ scene.id ] = {};
  11250. lists[ scene.id ][ camera.id ] = list;
  11251. scene.addEventListener( 'dispose', onSceneDispose );
  11252. } else {
  11253. list = cameras[ camera.id ];
  11254. if ( list === undefined ) {
  11255. list = new WebGLRenderList();
  11256. cameras[ camera.id ] = list;
  11257. }
  11258. }
  11259. return list;
  11260. }
  11261. function dispose() {
  11262. lists = {};
  11263. }
  11264. return {
  11265. get: get,
  11266. dispose: dispose
  11267. };
  11268. }
  11269. /**
  11270. * @author mrdoob / http://mrdoob.com/
  11271. */
  11272. function UniformsCache() {
  11273. var lights = {};
  11274. return {
  11275. get: function ( light ) {
  11276. if ( lights[ light.id ] !== undefined ) {
  11277. return lights[ light.id ];
  11278. }
  11279. var uniforms;
  11280. switch ( light.type ) {
  11281. case 'DirectionalLight':
  11282. uniforms = {
  11283. direction: new Vector3(),
  11284. color: new Color(),
  11285. shadow: false,
  11286. shadowBias: 0,
  11287. shadowRadius: 1,
  11288. shadowMapSize: new Vector2()
  11289. };
  11290. break;
  11291. case 'SpotLight':
  11292. uniforms = {
  11293. position: new Vector3(),
  11294. direction: new Vector3(),
  11295. color: new Color(),
  11296. distance: 0,
  11297. coneCos: 0,
  11298. penumbraCos: 0,
  11299. decay: 0,
  11300. shadow: false,
  11301. shadowBias: 0,
  11302. shadowRadius: 1,
  11303. shadowMapSize: new Vector2()
  11304. };
  11305. break;
  11306. case 'PointLight':
  11307. uniforms = {
  11308. position: new Vector3(),
  11309. color: new Color(),
  11310. distance: 0,
  11311. decay: 0,
  11312. shadow: false,
  11313. shadowBias: 0,
  11314. shadowRadius: 1,
  11315. shadowMapSize: new Vector2(),
  11316. shadowCameraNear: 1,
  11317. shadowCameraFar: 1000
  11318. };
  11319. break;
  11320. case 'HemisphereLight':
  11321. uniforms = {
  11322. direction: new Vector3(),
  11323. skyColor: new Color(),
  11324. groundColor: new Color()
  11325. };
  11326. break;
  11327. case 'RectAreaLight':
  11328. uniforms = {
  11329. color: new Color(),
  11330. position: new Vector3(),
  11331. halfWidth: new Vector3(),
  11332. halfHeight: new Vector3()
  11333. // TODO (abelnation): set RectAreaLight shadow uniforms
  11334. };
  11335. break;
  11336. }
  11337. lights[ light.id ] = uniforms;
  11338. return uniforms;
  11339. }
  11340. };
  11341. }
  11342. var nextVersion = 0;
  11343. function shadowCastingLightsFirst( lightA, lightB ) {
  11344. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11345. }
  11346. function WebGLLights() {
  11347. var cache = new UniformsCache();
  11348. var state = {
  11349. version: 0,
  11350. hash: {
  11351. directionalLength: - 1,
  11352. pointLength: - 1,
  11353. spotLength: - 1,
  11354. rectAreaLength: - 1,
  11355. hemiLength: - 1,
  11356. numDirectionalShadows: - 1,
  11357. numPointShadows: - 1,
  11358. numSpotShadows: - 1,
  11359. },
  11360. ambient: [ 0, 0, 0 ],
  11361. probe: [],
  11362. directional: [],
  11363. directionalShadowMap: [],
  11364. directionalShadowMatrix: [],
  11365. spot: [],
  11366. spotShadowMap: [],
  11367. spotShadowMatrix: [],
  11368. rectArea: [],
  11369. point: [],
  11370. pointShadowMap: [],
  11371. pointShadowMatrix: [],
  11372. hemi: [],
  11373. numDirectionalShadows: - 1,
  11374. numPointShadows: - 1,
  11375. numSpotShadows: - 1
  11376. };
  11377. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11378. var vector3 = new Vector3();
  11379. var matrix4 = new Matrix4();
  11380. var matrix42 = new Matrix4();
  11381. function setup( lights, shadows, camera ) {
  11382. var r = 0, g = 0, b = 0;
  11383. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11384. var directionalLength = 0;
  11385. var pointLength = 0;
  11386. var spotLength = 0;
  11387. var rectAreaLength = 0;
  11388. var hemiLength = 0;
  11389. var numDirectionalShadows = 0;
  11390. var numPointShadows = 0;
  11391. var numSpotShadows = 0;
  11392. var viewMatrix = camera.matrixWorldInverse;
  11393. lights.sort( shadowCastingLightsFirst );
  11394. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11395. var light = lights[ i ];
  11396. var color = light.color;
  11397. var intensity = light.intensity;
  11398. var distance = light.distance;
  11399. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11400. if ( light.isAmbientLight ) {
  11401. r += color.r * intensity;
  11402. g += color.g * intensity;
  11403. b += color.b * intensity;
  11404. } else if ( light.isLightProbe ) {
  11405. for ( var j = 0; j < 9; j ++ ) {
  11406. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11407. }
  11408. } else if ( light.isDirectionalLight ) {
  11409. var uniforms = cache.get( light );
  11410. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11411. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11412. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11413. uniforms.direction.sub( vector3 );
  11414. uniforms.direction.transformDirection( viewMatrix );
  11415. uniforms.shadow = light.castShadow;
  11416. if ( light.castShadow ) {
  11417. var shadow = light.shadow;
  11418. uniforms.shadowBias = shadow.bias;
  11419. uniforms.shadowRadius = shadow.radius;
  11420. uniforms.shadowMapSize = shadow.mapSize;
  11421. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11422. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11423. numDirectionalShadows ++;
  11424. }
  11425. state.directional[ directionalLength ] = uniforms;
  11426. directionalLength ++;
  11427. } else if ( light.isSpotLight ) {
  11428. var uniforms = cache.get( light );
  11429. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11430. uniforms.position.applyMatrix4( viewMatrix );
  11431. uniforms.color.copy( color ).multiplyScalar( intensity );
  11432. uniforms.distance = distance;
  11433. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11434. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11435. uniforms.direction.sub( vector3 );
  11436. uniforms.direction.transformDirection( viewMatrix );
  11437. uniforms.coneCos = Math.cos( light.angle );
  11438. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11439. uniforms.decay = light.decay;
  11440. uniforms.shadow = light.castShadow;
  11441. if ( light.castShadow ) {
  11442. var shadow = light.shadow;
  11443. uniforms.shadowBias = shadow.bias;
  11444. uniforms.shadowRadius = shadow.radius;
  11445. uniforms.shadowMapSize = shadow.mapSize;
  11446. state.spotShadowMap[ spotLength ] = shadowMap;
  11447. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11448. numSpotShadows ++;
  11449. }
  11450. state.spot[ spotLength ] = uniforms;
  11451. spotLength ++;
  11452. } else if ( light.isRectAreaLight ) {
  11453. var uniforms = cache.get( light );
  11454. // (a) intensity is the total visible light emitted
  11455. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11456. // (b) intensity is the brightness of the light
  11457. uniforms.color.copy( color ).multiplyScalar( intensity );
  11458. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11459. uniforms.position.applyMatrix4( viewMatrix );
  11460. // extract local rotation of light to derive width/height half vectors
  11461. matrix42.identity();
  11462. matrix4.copy( light.matrixWorld );
  11463. matrix4.premultiply( viewMatrix );
  11464. matrix42.extractRotation( matrix4 );
  11465. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11466. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11467. uniforms.halfWidth.applyMatrix4( matrix42 );
  11468. uniforms.halfHeight.applyMatrix4( matrix42 );
  11469. // TODO (abelnation): RectAreaLight distance?
  11470. // uniforms.distance = distance;
  11471. state.rectArea[ rectAreaLength ] = uniforms;
  11472. rectAreaLength ++;
  11473. } else if ( light.isPointLight ) {
  11474. var uniforms = cache.get( light );
  11475. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11476. uniforms.position.applyMatrix4( viewMatrix );
  11477. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11478. uniforms.distance = light.distance;
  11479. uniforms.decay = light.decay;
  11480. uniforms.shadow = light.castShadow;
  11481. if ( light.castShadow ) {
  11482. var shadow = light.shadow;
  11483. uniforms.shadowBias = shadow.bias;
  11484. uniforms.shadowRadius = shadow.radius;
  11485. uniforms.shadowMapSize = shadow.mapSize;
  11486. uniforms.shadowCameraNear = shadow.camera.near;
  11487. uniforms.shadowCameraFar = shadow.camera.far;
  11488. state.pointShadowMap[ pointLength ] = shadowMap;
  11489. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11490. numPointShadows ++;
  11491. }
  11492. state.point[ pointLength ] = uniforms;
  11493. pointLength ++;
  11494. } else if ( light.isHemisphereLight ) {
  11495. var uniforms = cache.get( light );
  11496. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11497. uniforms.direction.transformDirection( viewMatrix );
  11498. uniforms.direction.normalize();
  11499. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11500. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11501. state.hemi[ hemiLength ] = uniforms;
  11502. hemiLength ++;
  11503. }
  11504. }
  11505. state.ambient[ 0 ] = r;
  11506. state.ambient[ 1 ] = g;
  11507. state.ambient[ 2 ] = b;
  11508. var hash = state.hash;
  11509. if ( hash.directionalLength !== directionalLength ||
  11510. hash.pointLength !== pointLength ||
  11511. hash.spotLength !== spotLength ||
  11512. hash.rectAreaLength !== rectAreaLength ||
  11513. hash.hemiLength !== hemiLength ||
  11514. hash.numDirectionalShadows !== numDirectionalShadows ||
  11515. hash.numPointShadows !== numPointShadows ||
  11516. hash.numSpotShadows !== numSpotShadows ) {
  11517. state.directional.length = directionalLength;
  11518. state.spot.length = spotLength;
  11519. state.rectArea.length = rectAreaLength;
  11520. state.point.length = pointLength;
  11521. state.hemi.length = hemiLength;
  11522. state.directionalShadowMap.length = numDirectionalShadows;
  11523. state.pointShadowMap.length = numPointShadows;
  11524. state.spotShadowMap.length = numSpotShadows;
  11525. state.directionalShadowMatrix.length = numDirectionalShadows;
  11526. state.pointShadowMatrix.length = numPointShadows;
  11527. state.spotShadowMatrix.length = numSpotShadows;
  11528. hash.directionalLength = directionalLength;
  11529. hash.pointLength = pointLength;
  11530. hash.spotLength = spotLength;
  11531. hash.rectAreaLength = rectAreaLength;
  11532. hash.hemiLength = hemiLength;
  11533. hash.numDirectionalShadows = numDirectionalShadows;
  11534. hash.numPointShadows = numPointShadows;
  11535. hash.numSpotShadows = numSpotShadows;
  11536. state.version = nextVersion ++;
  11537. }
  11538. }
  11539. return {
  11540. setup: setup,
  11541. state: state
  11542. };
  11543. }
  11544. /**
  11545. * @author Mugen87 / https://github.com/Mugen87
  11546. */
  11547. function WebGLRenderState() {
  11548. var lights = new WebGLLights();
  11549. var lightsArray = [];
  11550. var shadowsArray = [];
  11551. function init() {
  11552. lightsArray.length = 0;
  11553. shadowsArray.length = 0;
  11554. }
  11555. function pushLight( light ) {
  11556. lightsArray.push( light );
  11557. }
  11558. function pushShadow( shadowLight ) {
  11559. shadowsArray.push( shadowLight );
  11560. }
  11561. function setupLights( camera ) {
  11562. lights.setup( lightsArray, shadowsArray, camera );
  11563. }
  11564. var state = {
  11565. lightsArray: lightsArray,
  11566. shadowsArray: shadowsArray,
  11567. lights: lights
  11568. };
  11569. return {
  11570. init: init,
  11571. state: state,
  11572. setupLights: setupLights,
  11573. pushLight: pushLight,
  11574. pushShadow: pushShadow
  11575. };
  11576. }
  11577. function WebGLRenderStates() {
  11578. var renderStates = {};
  11579. function onSceneDispose( event ) {
  11580. var scene = event.target;
  11581. scene.removeEventListener( 'dispose', onSceneDispose );
  11582. delete renderStates[ scene.id ];
  11583. }
  11584. function get( scene, camera ) {
  11585. var renderState;
  11586. if ( renderStates[ scene.id ] === undefined ) {
  11587. renderState = new WebGLRenderState();
  11588. renderStates[ scene.id ] = {};
  11589. renderStates[ scene.id ][ camera.id ] = renderState;
  11590. scene.addEventListener( 'dispose', onSceneDispose );
  11591. } else {
  11592. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11593. renderState = new WebGLRenderState();
  11594. renderStates[ scene.id ][ camera.id ] = renderState;
  11595. } else {
  11596. renderState = renderStates[ scene.id ][ camera.id ];
  11597. }
  11598. }
  11599. return renderState;
  11600. }
  11601. function dispose() {
  11602. renderStates = {};
  11603. }
  11604. return {
  11605. get: get,
  11606. dispose: dispose
  11607. };
  11608. }
  11609. /**
  11610. * @author mrdoob / http://mrdoob.com/
  11611. * @author alteredq / http://alteredqualia.com/
  11612. * @author bhouston / https://clara.io
  11613. * @author WestLangley / http://github.com/WestLangley
  11614. *
  11615. * parameters = {
  11616. *
  11617. * opacity: <float>,
  11618. *
  11619. * map: new THREE.Texture( <Image> ),
  11620. *
  11621. * alphaMap: new THREE.Texture( <Image> ),
  11622. *
  11623. * displacementMap: new THREE.Texture( <Image> ),
  11624. * displacementScale: <float>,
  11625. * displacementBias: <float>,
  11626. *
  11627. * wireframe: <boolean>,
  11628. * wireframeLinewidth: <float>
  11629. * }
  11630. */
  11631. function MeshDepthMaterial( parameters ) {
  11632. Material.call( this );
  11633. this.type = 'MeshDepthMaterial';
  11634. this.depthPacking = BasicDepthPacking;
  11635. this.skinning = false;
  11636. this.morphTargets = false;
  11637. this.map = null;
  11638. this.alphaMap = null;
  11639. this.displacementMap = null;
  11640. this.displacementScale = 1;
  11641. this.displacementBias = 0;
  11642. this.wireframe = false;
  11643. this.wireframeLinewidth = 1;
  11644. this.fog = false;
  11645. this.lights = false;
  11646. this.setValues( parameters );
  11647. }
  11648. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11649. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11650. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11651. MeshDepthMaterial.prototype.copy = function ( source ) {
  11652. Material.prototype.copy.call( this, source );
  11653. this.depthPacking = source.depthPacking;
  11654. this.skinning = source.skinning;
  11655. this.morphTargets = source.morphTargets;
  11656. this.map = source.map;
  11657. this.alphaMap = source.alphaMap;
  11658. this.displacementMap = source.displacementMap;
  11659. this.displacementScale = source.displacementScale;
  11660. this.displacementBias = source.displacementBias;
  11661. this.wireframe = source.wireframe;
  11662. this.wireframeLinewidth = source.wireframeLinewidth;
  11663. return this;
  11664. };
  11665. /**
  11666. * @author WestLangley / http://github.com/WestLangley
  11667. *
  11668. * parameters = {
  11669. *
  11670. * referencePosition: <float>,
  11671. * nearDistance: <float>,
  11672. * farDistance: <float>,
  11673. *
  11674. * skinning: <bool>,
  11675. * morphTargets: <bool>,
  11676. *
  11677. * map: new THREE.Texture( <Image> ),
  11678. *
  11679. * alphaMap: new THREE.Texture( <Image> ),
  11680. *
  11681. * displacementMap: new THREE.Texture( <Image> ),
  11682. * displacementScale: <float>,
  11683. * displacementBias: <float>
  11684. *
  11685. * }
  11686. */
  11687. function MeshDistanceMaterial( parameters ) {
  11688. Material.call( this );
  11689. this.type = 'MeshDistanceMaterial';
  11690. this.referencePosition = new Vector3();
  11691. this.nearDistance = 1;
  11692. this.farDistance = 1000;
  11693. this.skinning = false;
  11694. this.morphTargets = false;
  11695. this.map = null;
  11696. this.alphaMap = null;
  11697. this.displacementMap = null;
  11698. this.displacementScale = 1;
  11699. this.displacementBias = 0;
  11700. this.fog = false;
  11701. this.lights = false;
  11702. this.setValues( parameters );
  11703. }
  11704. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11705. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11706. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11707. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11708. Material.prototype.copy.call( this, source );
  11709. this.referencePosition.copy( source.referencePosition );
  11710. this.nearDistance = source.nearDistance;
  11711. this.farDistance = source.farDistance;
  11712. this.skinning = source.skinning;
  11713. this.morphTargets = source.morphTargets;
  11714. this.map = source.map;
  11715. this.alphaMap = source.alphaMap;
  11716. this.displacementMap = source.displacementMap;
  11717. this.displacementScale = source.displacementScale;
  11718. this.displacementBias = source.displacementBias;
  11719. return this;
  11720. };
  11721. /**
  11722. * @author alteredq / http://alteredqualia.com/
  11723. * @author mrdoob / http://mrdoob.com/
  11724. */
  11725. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11726. var _frustum = new Frustum(),
  11727. _projScreenMatrix = new Matrix4(),
  11728. _shadowMapSize = new Vector2(),
  11729. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11730. _lookTarget = new Vector3(),
  11731. _lightPositionWorld = new Vector3(),
  11732. _MorphingFlag = 1,
  11733. _SkinningFlag = 2,
  11734. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11735. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11736. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11737. _materialCache = {};
  11738. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11739. var cubeDirections = [
  11740. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11741. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11742. ];
  11743. var cubeUps = [
  11744. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11745. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11746. ];
  11747. var cube2DViewPorts = [
  11748. new Vector4(), new Vector4(), new Vector4(),
  11749. new Vector4(), new Vector4(), new Vector4()
  11750. ];
  11751. // init
  11752. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11753. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11754. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11755. var depthMaterial = new MeshDepthMaterial( {
  11756. depthPacking: RGBADepthPacking,
  11757. morphTargets: useMorphing,
  11758. skinning: useSkinning
  11759. } );
  11760. _depthMaterials[ i ] = depthMaterial;
  11761. //
  11762. var distanceMaterial = new MeshDistanceMaterial( {
  11763. morphTargets: useMorphing,
  11764. skinning: useSkinning
  11765. } );
  11766. _distanceMaterials[ i ] = distanceMaterial;
  11767. }
  11768. //
  11769. var scope = this;
  11770. this.enabled = false;
  11771. this.autoUpdate = true;
  11772. this.needsUpdate = false;
  11773. this.type = PCFShadowMap;
  11774. this.render = function ( lights, scene, camera ) {
  11775. if ( scope.enabled === false ) return;
  11776. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11777. if ( lights.length === 0 ) return;
  11778. var currentRenderTarget = _renderer.getRenderTarget();
  11779. var activeCubeFace = _renderer.getActiveCubeFace();
  11780. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11781. var _state = _renderer.state;
  11782. // Set GL state for depth map.
  11783. _state.setBlending( NoBlending );
  11784. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11785. _state.buffers.depth.setTest( true );
  11786. _state.setScissorTest( false );
  11787. // render depth map
  11788. var faceCount;
  11789. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11790. var light = lights[ i ];
  11791. var shadow = light.shadow;
  11792. var isPointLight = light && light.isPointLight;
  11793. if ( shadow === undefined ) {
  11794. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11795. continue;
  11796. }
  11797. var shadowCamera = shadow.camera;
  11798. _shadowMapSize.copy( shadow.mapSize );
  11799. _shadowMapSize.min( _maxShadowMapSize );
  11800. if ( isPointLight ) {
  11801. var vpWidth = _shadowMapSize.x;
  11802. var vpHeight = _shadowMapSize.y;
  11803. // These viewports map a cube-map onto a 2D texture with the
  11804. // following orientation:
  11805. //
  11806. // xzXZ
  11807. // y Y
  11808. //
  11809. // X - Positive x direction
  11810. // x - Negative x direction
  11811. // Y - Positive y direction
  11812. // y - Negative y direction
  11813. // Z - Positive z direction
  11814. // z - Negative z direction
  11815. // positive X
  11816. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11817. // negative X
  11818. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11819. // positive Z
  11820. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11821. // negative Z
  11822. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11823. // positive Y
  11824. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11825. // negative Y
  11826. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11827. _shadowMapSize.x *= 4.0;
  11828. _shadowMapSize.y *= 2.0;
  11829. }
  11830. if ( shadow.map === null ) {
  11831. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11832. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11833. shadow.map.texture.name = light.name + ".shadowMap";
  11834. shadowCamera.updateProjectionMatrix();
  11835. }
  11836. if ( shadow.isSpotLightShadow ) {
  11837. shadow.update( light );
  11838. }
  11839. var shadowMap = shadow.map;
  11840. var shadowMatrix = shadow.matrix;
  11841. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11842. shadowCamera.position.copy( _lightPositionWorld );
  11843. if ( isPointLight ) {
  11844. faceCount = 6;
  11845. // for point lights we set the shadow matrix to be a translation-only matrix
  11846. // equal to inverse of the light's position
  11847. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11848. } else {
  11849. faceCount = 1;
  11850. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11851. shadowCamera.lookAt( _lookTarget );
  11852. shadowCamera.updateMatrixWorld();
  11853. // compute shadow matrix
  11854. shadowMatrix.set(
  11855. 0.5, 0.0, 0.0, 0.5,
  11856. 0.0, 0.5, 0.0, 0.5,
  11857. 0.0, 0.0, 0.5, 0.5,
  11858. 0.0, 0.0, 0.0, 1.0
  11859. );
  11860. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11861. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11862. }
  11863. _renderer.setRenderTarget( shadowMap );
  11864. _renderer.clear();
  11865. // render shadow map for each cube face (if omni-directional) or
  11866. // run a single pass if not
  11867. for ( var face = 0; face < faceCount; face ++ ) {
  11868. if ( isPointLight ) {
  11869. _lookTarget.copy( shadowCamera.position );
  11870. _lookTarget.add( cubeDirections[ face ] );
  11871. shadowCamera.up.copy( cubeUps[ face ] );
  11872. shadowCamera.lookAt( _lookTarget );
  11873. shadowCamera.updateMatrixWorld();
  11874. var vpDimensions = cube2DViewPorts[ face ];
  11875. _state.viewport( vpDimensions );
  11876. }
  11877. // update camera matrices and frustum
  11878. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11879. _frustum.setFromMatrix( _projScreenMatrix );
  11880. // set object matrices & frustum culling
  11881. renderObject( scene, camera, shadowCamera, isPointLight );
  11882. }
  11883. }
  11884. scope.needsUpdate = false;
  11885. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11886. };
  11887. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11888. var geometry = object.geometry;
  11889. var result = null;
  11890. var materialVariants = _depthMaterials;
  11891. var customMaterial = object.customDepthMaterial;
  11892. if ( isPointLight ) {
  11893. materialVariants = _distanceMaterials;
  11894. customMaterial = object.customDistanceMaterial;
  11895. }
  11896. if ( ! customMaterial ) {
  11897. var useMorphing = false;
  11898. if ( material.morphTargets ) {
  11899. if ( geometry && geometry.isBufferGeometry ) {
  11900. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11901. } else if ( geometry && geometry.isGeometry ) {
  11902. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11903. }
  11904. }
  11905. if ( object.isSkinnedMesh && material.skinning === false ) {
  11906. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11907. }
  11908. var useSkinning = object.isSkinnedMesh && material.skinning;
  11909. var variantIndex = 0;
  11910. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11911. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11912. result = materialVariants[ variantIndex ];
  11913. } else {
  11914. result = customMaterial;
  11915. }
  11916. if ( _renderer.localClippingEnabled &&
  11917. material.clipShadows === true &&
  11918. material.clippingPlanes.length !== 0 ) {
  11919. // in this case we need a unique material instance reflecting the
  11920. // appropriate state
  11921. var keyA = result.uuid, keyB = material.uuid;
  11922. var materialsForVariant = _materialCache[ keyA ];
  11923. if ( materialsForVariant === undefined ) {
  11924. materialsForVariant = {};
  11925. _materialCache[ keyA ] = materialsForVariant;
  11926. }
  11927. var cachedMaterial = materialsForVariant[ keyB ];
  11928. if ( cachedMaterial === undefined ) {
  11929. cachedMaterial = result.clone();
  11930. materialsForVariant[ keyB ] = cachedMaterial;
  11931. }
  11932. result = cachedMaterial;
  11933. }
  11934. result.visible = material.visible;
  11935. result.wireframe = material.wireframe;
  11936. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11937. result.clipShadows = material.clipShadows;
  11938. result.clippingPlanes = material.clippingPlanes;
  11939. result.clipIntersection = material.clipIntersection;
  11940. result.wireframeLinewidth = material.wireframeLinewidth;
  11941. result.linewidth = material.linewidth;
  11942. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11943. result.referencePosition.copy( lightPositionWorld );
  11944. result.nearDistance = shadowCameraNear;
  11945. result.farDistance = shadowCameraFar;
  11946. }
  11947. return result;
  11948. }
  11949. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11950. if ( object.visible === false ) return;
  11951. var visible = object.layers.test( camera.layers );
  11952. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11953. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11954. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11955. var geometry = _objects.update( object );
  11956. var material = object.material;
  11957. if ( Array.isArray( material ) ) {
  11958. var groups = geometry.groups;
  11959. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11960. var group = groups[ k ];
  11961. var groupMaterial = material[ group.materialIndex ];
  11962. if ( groupMaterial && groupMaterial.visible ) {
  11963. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11964. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11965. }
  11966. }
  11967. } else if ( material.visible ) {
  11968. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11969. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11970. }
  11971. }
  11972. }
  11973. var children = object.children;
  11974. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11975. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11976. }
  11977. }
  11978. }
  11979. /**
  11980. * @author mrdoob / http://mrdoob.com/
  11981. */
  11982. function WebGLState( gl, extensions, utils, capabilities ) {
  11983. function ColorBuffer() {
  11984. var locked = false;
  11985. var color = new Vector4();
  11986. var currentColorMask = null;
  11987. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11988. return {
  11989. setMask: function ( colorMask ) {
  11990. if ( currentColorMask !== colorMask && ! locked ) {
  11991. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11992. currentColorMask = colorMask;
  11993. }
  11994. },
  11995. setLocked: function ( lock ) {
  11996. locked = lock;
  11997. },
  11998. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11999. if ( premultipliedAlpha === true ) {
  12000. r *= a; g *= a; b *= a;
  12001. }
  12002. color.set( r, g, b, a );
  12003. if ( currentColorClear.equals( color ) === false ) {
  12004. gl.clearColor( r, g, b, a );
  12005. currentColorClear.copy( color );
  12006. }
  12007. },
  12008. reset: function () {
  12009. locked = false;
  12010. currentColorMask = null;
  12011. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12012. }
  12013. };
  12014. }
  12015. function DepthBuffer() {
  12016. var locked = false;
  12017. var currentDepthMask = null;
  12018. var currentDepthFunc = null;
  12019. var currentDepthClear = null;
  12020. return {
  12021. setTest: function ( depthTest ) {
  12022. if ( depthTest ) {
  12023. enable( 2929 );
  12024. } else {
  12025. disable( 2929 );
  12026. }
  12027. },
  12028. setMask: function ( depthMask ) {
  12029. if ( currentDepthMask !== depthMask && ! locked ) {
  12030. gl.depthMask( depthMask );
  12031. currentDepthMask = depthMask;
  12032. }
  12033. },
  12034. setFunc: function ( depthFunc ) {
  12035. if ( currentDepthFunc !== depthFunc ) {
  12036. if ( depthFunc ) {
  12037. switch ( depthFunc ) {
  12038. case NeverDepth:
  12039. gl.depthFunc( 512 );
  12040. break;
  12041. case AlwaysDepth:
  12042. gl.depthFunc( 519 );
  12043. break;
  12044. case LessDepth:
  12045. gl.depthFunc( 513 );
  12046. break;
  12047. case LessEqualDepth:
  12048. gl.depthFunc( 515 );
  12049. break;
  12050. case EqualDepth:
  12051. gl.depthFunc( 514 );
  12052. break;
  12053. case GreaterEqualDepth:
  12054. gl.depthFunc( 518 );
  12055. break;
  12056. case GreaterDepth:
  12057. gl.depthFunc( 516 );
  12058. break;
  12059. case NotEqualDepth:
  12060. gl.depthFunc( 517 );
  12061. break;
  12062. default:
  12063. gl.depthFunc( 515 );
  12064. }
  12065. } else {
  12066. gl.depthFunc( 515 );
  12067. }
  12068. currentDepthFunc = depthFunc;
  12069. }
  12070. },
  12071. setLocked: function ( lock ) {
  12072. locked = lock;
  12073. },
  12074. setClear: function ( depth ) {
  12075. if ( currentDepthClear !== depth ) {
  12076. gl.clearDepth( depth );
  12077. currentDepthClear = depth;
  12078. }
  12079. },
  12080. reset: function () {
  12081. locked = false;
  12082. currentDepthMask = null;
  12083. currentDepthFunc = null;
  12084. currentDepthClear = null;
  12085. }
  12086. };
  12087. }
  12088. function StencilBuffer() {
  12089. var locked = false;
  12090. var currentStencilMask = null;
  12091. var currentStencilFunc = null;
  12092. var currentStencilRef = null;
  12093. var currentStencilFuncMask = null;
  12094. var currentStencilFail = null;
  12095. var currentStencilZFail = null;
  12096. var currentStencilZPass = null;
  12097. var currentStencilClear = null;
  12098. return {
  12099. setTest: function ( stencilTest ) {
  12100. if ( ! locked ) {
  12101. if ( stencilTest ) {
  12102. enable( 2960 );
  12103. } else {
  12104. disable( 2960 );
  12105. }
  12106. }
  12107. },
  12108. setMask: function ( stencilMask ) {
  12109. if ( currentStencilMask !== stencilMask && ! locked ) {
  12110. gl.stencilMask( stencilMask );
  12111. currentStencilMask = stencilMask;
  12112. }
  12113. },
  12114. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12115. if ( currentStencilFunc !== stencilFunc ||
  12116. currentStencilRef !== stencilRef ||
  12117. currentStencilFuncMask !== stencilMask ) {
  12118. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12119. currentStencilFunc = stencilFunc;
  12120. currentStencilRef = stencilRef;
  12121. currentStencilFuncMask = stencilMask;
  12122. }
  12123. },
  12124. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12125. if ( currentStencilFail !== stencilFail ||
  12126. currentStencilZFail !== stencilZFail ||
  12127. currentStencilZPass !== stencilZPass ) {
  12128. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12129. currentStencilFail = stencilFail;
  12130. currentStencilZFail = stencilZFail;
  12131. currentStencilZPass = stencilZPass;
  12132. }
  12133. },
  12134. setLocked: function ( lock ) {
  12135. locked = lock;
  12136. },
  12137. setClear: function ( stencil ) {
  12138. if ( currentStencilClear !== stencil ) {
  12139. gl.clearStencil( stencil );
  12140. currentStencilClear = stencil;
  12141. }
  12142. },
  12143. reset: function () {
  12144. locked = false;
  12145. currentStencilMask = null;
  12146. currentStencilFunc = null;
  12147. currentStencilRef = null;
  12148. currentStencilFuncMask = null;
  12149. currentStencilFail = null;
  12150. currentStencilZFail = null;
  12151. currentStencilZPass = null;
  12152. currentStencilClear = null;
  12153. }
  12154. };
  12155. }
  12156. //
  12157. var colorBuffer = new ColorBuffer();
  12158. var depthBuffer = new DepthBuffer();
  12159. var stencilBuffer = new StencilBuffer();
  12160. var maxVertexAttributes = gl.getParameter( 34921 );
  12161. var newAttributes = new Uint8Array( maxVertexAttributes );
  12162. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12163. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12164. var enabledCapabilities = {};
  12165. var compressedTextureFormats = null;
  12166. var currentProgram = null;
  12167. var currentBlendingEnabled = null;
  12168. var currentBlending = null;
  12169. var currentBlendEquation = null;
  12170. var currentBlendSrc = null;
  12171. var currentBlendDst = null;
  12172. var currentBlendEquationAlpha = null;
  12173. var currentBlendSrcAlpha = null;
  12174. var currentBlendDstAlpha = null;
  12175. var currentPremultipledAlpha = false;
  12176. var currentFlipSided = null;
  12177. var currentCullFace = null;
  12178. var currentLineWidth = null;
  12179. var currentPolygonOffsetFactor = null;
  12180. var currentPolygonOffsetUnits = null;
  12181. var maxTextures = gl.getParameter( 35661 );
  12182. var lineWidthAvailable = false;
  12183. var version = 0;
  12184. var glVersion = gl.getParameter( 7938 );
  12185. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12186. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12187. lineWidthAvailable = ( version >= 1.0 );
  12188. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12189. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12190. lineWidthAvailable = ( version >= 2.0 );
  12191. }
  12192. var currentTextureSlot = null;
  12193. var currentBoundTextures = {};
  12194. var currentScissor = new Vector4();
  12195. var currentViewport = new Vector4();
  12196. function createTexture( type, target, count ) {
  12197. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12198. var texture = gl.createTexture();
  12199. gl.bindTexture( type, texture );
  12200. gl.texParameteri( type, 10241, 9728 );
  12201. gl.texParameteri( type, 10240, 9728 );
  12202. for ( var i = 0; i < count; i ++ ) {
  12203. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12204. }
  12205. return texture;
  12206. }
  12207. var emptyTextures = {};
  12208. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12209. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12210. // init
  12211. colorBuffer.setClear( 0, 0, 0, 1 );
  12212. depthBuffer.setClear( 1 );
  12213. stencilBuffer.setClear( 0 );
  12214. enable( 2929 );
  12215. depthBuffer.setFunc( LessEqualDepth );
  12216. setFlipSided( false );
  12217. setCullFace( CullFaceBack );
  12218. enable( 2884 );
  12219. setBlending( NoBlending );
  12220. //
  12221. function initAttributes() {
  12222. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12223. newAttributes[ i ] = 0;
  12224. }
  12225. }
  12226. function enableAttribute( attribute ) {
  12227. enableAttributeAndDivisor( attribute, 0 );
  12228. }
  12229. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12230. newAttributes[ attribute ] = 1;
  12231. if ( enabledAttributes[ attribute ] === 0 ) {
  12232. gl.enableVertexAttribArray( attribute );
  12233. enabledAttributes[ attribute ] = 1;
  12234. }
  12235. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12236. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12237. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12238. attributeDivisors[ attribute ] = meshPerAttribute;
  12239. }
  12240. }
  12241. function disableUnusedAttributes() {
  12242. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12243. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12244. gl.disableVertexAttribArray( i );
  12245. enabledAttributes[ i ] = 0;
  12246. }
  12247. }
  12248. }
  12249. function enable( id ) {
  12250. if ( enabledCapabilities[ id ] !== true ) {
  12251. gl.enable( id );
  12252. enabledCapabilities[ id ] = true;
  12253. }
  12254. }
  12255. function disable( id ) {
  12256. if ( enabledCapabilities[ id ] !== false ) {
  12257. gl.disable( id );
  12258. enabledCapabilities[ id ] = false;
  12259. }
  12260. }
  12261. function getCompressedTextureFormats() {
  12262. if ( compressedTextureFormats === null ) {
  12263. compressedTextureFormats = [];
  12264. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12265. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12266. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12267. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12268. var formats = gl.getParameter( 34467 );
  12269. for ( var i = 0; i < formats.length; i ++ ) {
  12270. compressedTextureFormats.push( formats[ i ] );
  12271. }
  12272. }
  12273. }
  12274. return compressedTextureFormats;
  12275. }
  12276. function useProgram( program ) {
  12277. if ( currentProgram !== program ) {
  12278. gl.useProgram( program );
  12279. currentProgram = program;
  12280. return true;
  12281. }
  12282. return false;
  12283. }
  12284. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12285. if ( blending === NoBlending ) {
  12286. if ( currentBlendingEnabled ) {
  12287. disable( 3042 );
  12288. currentBlendingEnabled = false;
  12289. }
  12290. return;
  12291. }
  12292. if ( ! currentBlendingEnabled ) {
  12293. enable( 3042 );
  12294. currentBlendingEnabled = true;
  12295. }
  12296. if ( blending !== CustomBlending ) {
  12297. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12298. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12299. gl.blendEquation( 32774 );
  12300. currentBlendEquation = AddEquation;
  12301. currentBlendEquationAlpha = AddEquation;
  12302. }
  12303. if ( premultipliedAlpha ) {
  12304. switch ( blending ) {
  12305. case NormalBlending:
  12306. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12307. break;
  12308. case AdditiveBlending:
  12309. gl.blendFunc( 1, 1 );
  12310. break;
  12311. case SubtractiveBlending:
  12312. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12313. break;
  12314. case MultiplyBlending:
  12315. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12316. break;
  12317. default:
  12318. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12319. break;
  12320. }
  12321. } else {
  12322. switch ( blending ) {
  12323. case NormalBlending:
  12324. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12325. break;
  12326. case AdditiveBlending:
  12327. gl.blendFunc( 770, 1 );
  12328. break;
  12329. case SubtractiveBlending:
  12330. gl.blendFunc( 0, 769 );
  12331. break;
  12332. case MultiplyBlending:
  12333. gl.blendFunc( 0, 768 );
  12334. break;
  12335. default:
  12336. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12337. break;
  12338. }
  12339. }
  12340. currentBlendSrc = null;
  12341. currentBlendDst = null;
  12342. currentBlendSrcAlpha = null;
  12343. currentBlendDstAlpha = null;
  12344. currentBlending = blending;
  12345. currentPremultipledAlpha = premultipliedAlpha;
  12346. }
  12347. return;
  12348. }
  12349. // custom blending
  12350. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12351. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12352. blendDstAlpha = blendDstAlpha || blendDst;
  12353. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12354. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12355. currentBlendEquation = blendEquation;
  12356. currentBlendEquationAlpha = blendEquationAlpha;
  12357. }
  12358. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12359. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12360. currentBlendSrc = blendSrc;
  12361. currentBlendDst = blendDst;
  12362. currentBlendSrcAlpha = blendSrcAlpha;
  12363. currentBlendDstAlpha = blendDstAlpha;
  12364. }
  12365. currentBlending = blending;
  12366. currentPremultipledAlpha = null;
  12367. }
  12368. function setMaterial( material, frontFaceCW ) {
  12369. material.side === DoubleSide
  12370. ? disable( 2884 )
  12371. : enable( 2884 );
  12372. var flipSided = ( material.side === BackSide );
  12373. if ( frontFaceCW ) flipSided = ! flipSided;
  12374. setFlipSided( flipSided );
  12375. ( material.blending === NormalBlending && material.transparent === false )
  12376. ? setBlending( NoBlending )
  12377. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12378. depthBuffer.setFunc( material.depthFunc );
  12379. depthBuffer.setTest( material.depthTest );
  12380. depthBuffer.setMask( material.depthWrite );
  12381. colorBuffer.setMask( material.colorWrite );
  12382. var stencilWrite = material.stencilWrite;
  12383. stencilBuffer.setTest( stencilWrite );
  12384. if ( stencilWrite ) {
  12385. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12386. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12387. }
  12388. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12389. }
  12390. //
  12391. function setFlipSided( flipSided ) {
  12392. if ( currentFlipSided !== flipSided ) {
  12393. if ( flipSided ) {
  12394. gl.frontFace( 2304 );
  12395. } else {
  12396. gl.frontFace( 2305 );
  12397. }
  12398. currentFlipSided = flipSided;
  12399. }
  12400. }
  12401. function setCullFace( cullFace ) {
  12402. if ( cullFace !== CullFaceNone ) {
  12403. enable( 2884 );
  12404. if ( cullFace !== currentCullFace ) {
  12405. if ( cullFace === CullFaceBack ) {
  12406. gl.cullFace( 1029 );
  12407. } else if ( cullFace === CullFaceFront ) {
  12408. gl.cullFace( 1028 );
  12409. } else {
  12410. gl.cullFace( 1032 );
  12411. }
  12412. }
  12413. } else {
  12414. disable( 2884 );
  12415. }
  12416. currentCullFace = cullFace;
  12417. }
  12418. function setLineWidth( width ) {
  12419. if ( width !== currentLineWidth ) {
  12420. if ( lineWidthAvailable ) gl.lineWidth( width );
  12421. currentLineWidth = width;
  12422. }
  12423. }
  12424. function setPolygonOffset( polygonOffset, factor, units ) {
  12425. if ( polygonOffset ) {
  12426. enable( 32823 );
  12427. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12428. gl.polygonOffset( factor, units );
  12429. currentPolygonOffsetFactor = factor;
  12430. currentPolygonOffsetUnits = units;
  12431. }
  12432. } else {
  12433. disable( 32823 );
  12434. }
  12435. }
  12436. function setScissorTest( scissorTest ) {
  12437. if ( scissorTest ) {
  12438. enable( 3089 );
  12439. } else {
  12440. disable( 3089 );
  12441. }
  12442. }
  12443. // texture
  12444. function activeTexture( webglSlot ) {
  12445. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12446. if ( currentTextureSlot !== webglSlot ) {
  12447. gl.activeTexture( webglSlot );
  12448. currentTextureSlot = webglSlot;
  12449. }
  12450. }
  12451. function bindTexture( webglType, webglTexture ) {
  12452. if ( currentTextureSlot === null ) {
  12453. activeTexture();
  12454. }
  12455. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12456. if ( boundTexture === undefined ) {
  12457. boundTexture = { type: undefined, texture: undefined };
  12458. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12459. }
  12460. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12461. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12462. boundTexture.type = webglType;
  12463. boundTexture.texture = webglTexture;
  12464. }
  12465. }
  12466. function compressedTexImage2D() {
  12467. try {
  12468. gl.compressedTexImage2D.apply( gl, arguments );
  12469. } catch ( error ) {
  12470. console.error( 'THREE.WebGLState:', error );
  12471. }
  12472. }
  12473. function texImage2D() {
  12474. try {
  12475. gl.texImage2D.apply( gl, arguments );
  12476. } catch ( error ) {
  12477. console.error( 'THREE.WebGLState:', error );
  12478. }
  12479. }
  12480. function texImage3D() {
  12481. try {
  12482. gl.texImage3D.apply( gl, arguments );
  12483. } catch ( error ) {
  12484. console.error( 'THREE.WebGLState:', error );
  12485. }
  12486. }
  12487. //
  12488. function scissor( scissor ) {
  12489. if ( currentScissor.equals( scissor ) === false ) {
  12490. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12491. currentScissor.copy( scissor );
  12492. }
  12493. }
  12494. function viewport( viewport ) {
  12495. if ( currentViewport.equals( viewport ) === false ) {
  12496. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12497. currentViewport.copy( viewport );
  12498. }
  12499. }
  12500. //
  12501. function reset() {
  12502. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12503. if ( enabledAttributes[ i ] === 1 ) {
  12504. gl.disableVertexAttribArray( i );
  12505. enabledAttributes[ i ] = 0;
  12506. }
  12507. }
  12508. enabledCapabilities = {};
  12509. compressedTextureFormats = null;
  12510. currentTextureSlot = null;
  12511. currentBoundTextures = {};
  12512. currentProgram = null;
  12513. currentBlending = null;
  12514. currentFlipSided = null;
  12515. currentCullFace = null;
  12516. colorBuffer.reset();
  12517. depthBuffer.reset();
  12518. stencilBuffer.reset();
  12519. }
  12520. return {
  12521. buffers: {
  12522. color: colorBuffer,
  12523. depth: depthBuffer,
  12524. stencil: stencilBuffer
  12525. },
  12526. initAttributes: initAttributes,
  12527. enableAttribute: enableAttribute,
  12528. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12529. disableUnusedAttributes: disableUnusedAttributes,
  12530. enable: enable,
  12531. disable: disable,
  12532. getCompressedTextureFormats: getCompressedTextureFormats,
  12533. useProgram: useProgram,
  12534. setBlending: setBlending,
  12535. setMaterial: setMaterial,
  12536. setFlipSided: setFlipSided,
  12537. setCullFace: setCullFace,
  12538. setLineWidth: setLineWidth,
  12539. setPolygonOffset: setPolygonOffset,
  12540. setScissorTest: setScissorTest,
  12541. activeTexture: activeTexture,
  12542. bindTexture: bindTexture,
  12543. compressedTexImage2D: compressedTexImage2D,
  12544. texImage2D: texImage2D,
  12545. texImage3D: texImage3D,
  12546. scissor: scissor,
  12547. viewport: viewport,
  12548. reset: reset
  12549. };
  12550. }
  12551. /**
  12552. * @author mrdoob / http://mrdoob.com/
  12553. */
  12554. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12555. var _videoTextures = {};
  12556. var _canvas;
  12557. //
  12558. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12559. function createCanvas( width, height ) {
  12560. // Use OffscreenCanvas when available. Specially needed in web workers
  12561. return useOffscreenCanvas ?
  12562. new OffscreenCanvas( width, height ) :
  12563. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12564. }
  12565. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12566. var scale = 1;
  12567. // handle case if texture exceeds max size
  12568. if ( image.width > maxSize || image.height > maxSize ) {
  12569. scale = maxSize / Math.max( image.width, image.height );
  12570. }
  12571. // only perform resize if necessary
  12572. if ( scale < 1 || needsPowerOfTwo === true ) {
  12573. // only perform resize for certain image types
  12574. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12575. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12576. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12577. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12578. var width = floor( scale * image.width );
  12579. var height = floor( scale * image.height );
  12580. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12581. // cube textures can't reuse the same canvas
  12582. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12583. canvas.width = width;
  12584. canvas.height = height;
  12585. var context = canvas.getContext( '2d' );
  12586. context.drawImage( image, 0, 0, width, height );
  12587. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12588. return canvas;
  12589. } else {
  12590. if ( 'data' in image ) {
  12591. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12592. }
  12593. return image;
  12594. }
  12595. }
  12596. return image;
  12597. }
  12598. function isPowerOfTwo( image ) {
  12599. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12600. }
  12601. function textureNeedsPowerOfTwo( texture ) {
  12602. if ( capabilities.isWebGL2 ) return false;
  12603. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12604. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12605. }
  12606. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12607. return texture.generateMipmaps && supportsMips &&
  12608. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12609. }
  12610. function generateMipmap( target, texture, width, height ) {
  12611. _gl.generateMipmap( target );
  12612. var textureProperties = properties.get( texture );
  12613. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12614. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12615. }
  12616. function getInternalFormat( glFormat, glType ) {
  12617. if ( ! capabilities.isWebGL2 ) return glFormat;
  12618. var internalFormat = glFormat;
  12619. if ( glFormat === 6403 ) {
  12620. if ( glType === 5126 ) internalFormat = 33326;
  12621. if ( glType === 5131 ) internalFormat = 33325;
  12622. if ( glType === 5121 ) internalFormat = 33321;
  12623. }
  12624. if ( glFormat === 6407 ) {
  12625. if ( glType === 5126 ) internalFormat = 34837;
  12626. if ( glType === 5131 ) internalFormat = 34843;
  12627. if ( glType === 5121 ) internalFormat = 32849;
  12628. }
  12629. if ( glFormat === 6408 ) {
  12630. if ( glType === 5126 ) internalFormat = 34836;
  12631. if ( glType === 5131 ) internalFormat = 34842;
  12632. if ( glType === 5121 ) internalFormat = 32856;
  12633. }
  12634. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12635. internalFormat === 34842 || internalFormat === 34836 ) {
  12636. extensions.get( 'EXT_color_buffer_float' );
  12637. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12638. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12639. }
  12640. return internalFormat;
  12641. }
  12642. // Fallback filters for non-power-of-2 textures
  12643. function filterFallback( f ) {
  12644. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12645. return 9728;
  12646. }
  12647. return 9729;
  12648. }
  12649. //
  12650. function onTextureDispose( event ) {
  12651. var texture = event.target;
  12652. texture.removeEventListener( 'dispose', onTextureDispose );
  12653. deallocateTexture( texture );
  12654. if ( texture.isVideoTexture ) {
  12655. delete _videoTextures[ texture.id ];
  12656. }
  12657. info.memory.textures --;
  12658. }
  12659. function onRenderTargetDispose( event ) {
  12660. var renderTarget = event.target;
  12661. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12662. deallocateRenderTarget( renderTarget );
  12663. info.memory.textures --;
  12664. }
  12665. //
  12666. function deallocateTexture( texture ) {
  12667. var textureProperties = properties.get( texture );
  12668. if ( textureProperties.__webglInit === undefined ) return;
  12669. _gl.deleteTexture( textureProperties.__webglTexture );
  12670. properties.remove( texture );
  12671. }
  12672. function deallocateRenderTarget( renderTarget ) {
  12673. var renderTargetProperties = properties.get( renderTarget );
  12674. var textureProperties = properties.get( renderTarget.texture );
  12675. if ( ! renderTarget ) return;
  12676. if ( textureProperties.__webglTexture !== undefined ) {
  12677. _gl.deleteTexture( textureProperties.__webglTexture );
  12678. }
  12679. if ( renderTarget.depthTexture ) {
  12680. renderTarget.depthTexture.dispose();
  12681. }
  12682. if ( renderTarget.isWebGLRenderTargetCube ) {
  12683. for ( var i = 0; i < 6; i ++ ) {
  12684. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12685. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12686. }
  12687. } else {
  12688. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12689. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12690. }
  12691. properties.remove( renderTarget.texture );
  12692. properties.remove( renderTarget );
  12693. }
  12694. //
  12695. var textureUnits = 0;
  12696. function resetTextureUnits() {
  12697. textureUnits = 0;
  12698. }
  12699. function allocateTextureUnit() {
  12700. var textureUnit = textureUnits;
  12701. if ( textureUnit >= capabilities.maxTextures ) {
  12702. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12703. }
  12704. textureUnits += 1;
  12705. return textureUnit;
  12706. }
  12707. //
  12708. function setTexture2D( texture, slot ) {
  12709. var textureProperties = properties.get( texture );
  12710. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12711. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12712. var image = texture.image;
  12713. if ( image === undefined ) {
  12714. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12715. } else if ( image.complete === false ) {
  12716. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12717. } else {
  12718. uploadTexture( textureProperties, texture, slot );
  12719. return;
  12720. }
  12721. }
  12722. state.activeTexture( 33984 + slot );
  12723. state.bindTexture( 3553, textureProperties.__webglTexture );
  12724. }
  12725. function setTexture2DArray( texture, slot ) {
  12726. var textureProperties = properties.get( texture );
  12727. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12728. uploadTexture( textureProperties, texture, slot );
  12729. return;
  12730. }
  12731. state.activeTexture( 33984 + slot );
  12732. state.bindTexture( 35866, textureProperties.__webglTexture );
  12733. }
  12734. function setTexture3D( texture, slot ) {
  12735. var textureProperties = properties.get( texture );
  12736. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12737. uploadTexture( textureProperties, texture, slot );
  12738. return;
  12739. }
  12740. state.activeTexture( 33984 + slot );
  12741. state.bindTexture( 32879, textureProperties.__webglTexture );
  12742. }
  12743. function setTextureCube( texture, slot ) {
  12744. var textureProperties = properties.get( texture );
  12745. if ( texture.image.length === 6 ) {
  12746. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12747. initTexture( textureProperties, texture );
  12748. state.activeTexture( 33984 + slot );
  12749. state.bindTexture( 34067, textureProperties.__webglTexture );
  12750. _gl.pixelStorei( 37440, texture.flipY );
  12751. var isCompressed = ( texture && texture.isCompressedTexture );
  12752. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12753. var cubeImage = [];
  12754. for ( var i = 0; i < 6; i ++ ) {
  12755. if ( ! isCompressed && ! isDataTexture ) {
  12756. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12757. } else {
  12758. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12759. }
  12760. }
  12761. var image = cubeImage[ 0 ],
  12762. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12763. glFormat = utils.convert( texture.format ),
  12764. glType = utils.convert( texture.type ),
  12765. glInternalFormat = getInternalFormat( glFormat, glType );
  12766. setTextureParameters( 34067, texture, supportsMips );
  12767. var mipmaps = texture.mipmaps;
  12768. for ( var i = 0; i < 6; i ++ ) {
  12769. if ( ! isCompressed ) {
  12770. if ( isDataTexture ) {
  12771. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12772. for ( var j = 0; j < mipmaps.length; ++ j ) {
  12773. var mipmap = mipmaps[ j ];
  12774. var image = mipmap.image[ i ].image;
  12775. state.texImage2D( 34069 + i, j + 1, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12776. }
  12777. } else {
  12778. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12779. for ( var j = 0; j < mipmaps.length; ++ j ) {
  12780. var mipmap = mipmaps[ j ];
  12781. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12782. }
  12783. }
  12784. } else {
  12785. var mipmaps = cubeImage[ i ].mipmaps;
  12786. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12787. var mipmap = mipmaps[ j ];
  12788. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12789. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12790. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12791. } else {
  12792. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12793. }
  12794. } else {
  12795. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12796. }
  12797. }
  12798. }
  12799. }
  12800. textureProperties.__maxMipLevel = isCompressed ? mipmaps.length - 1 : mipmaps.length;
  12801. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12802. // We assume images for cube map have the same size.
  12803. generateMipmap( 34067, texture, image.width, image.height );
  12804. }
  12805. textureProperties.__version = texture.version;
  12806. if ( texture.onUpdate ) texture.onUpdate( texture );
  12807. } else {
  12808. state.activeTexture( 33984 + slot );
  12809. state.bindTexture( 34067, textureProperties.__webglTexture );
  12810. }
  12811. }
  12812. }
  12813. function setTextureCubeDynamic( texture, slot ) {
  12814. state.activeTexture( 33984 + slot );
  12815. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12816. }
  12817. function setTextureParameters( textureType, texture, supportsMips ) {
  12818. var extension;
  12819. if ( supportsMips ) {
  12820. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12821. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12822. if ( textureType === 32879 || textureType === 35866 ) {
  12823. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12824. }
  12825. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12826. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12827. } else {
  12828. _gl.texParameteri( textureType, 10242, 33071 );
  12829. _gl.texParameteri( textureType, 10243, 33071 );
  12830. if ( textureType === 32879 || textureType === 35866 ) {
  12831. _gl.texParameteri( textureType, 32882, 33071 );
  12832. }
  12833. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12834. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12835. }
  12836. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12837. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12838. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12839. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12840. }
  12841. }
  12842. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12843. if ( extension ) {
  12844. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12845. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12846. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12847. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12848. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12849. }
  12850. }
  12851. }
  12852. function initTexture( textureProperties, texture ) {
  12853. if ( textureProperties.__webglInit === undefined ) {
  12854. textureProperties.__webglInit = true;
  12855. texture.addEventListener( 'dispose', onTextureDispose );
  12856. textureProperties.__webglTexture = _gl.createTexture();
  12857. info.memory.textures ++;
  12858. }
  12859. }
  12860. function uploadTexture( textureProperties, texture, slot ) {
  12861. var textureType = 3553;
  12862. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12863. if ( texture.isDataTexture3D ) textureType = 32879;
  12864. initTexture( textureProperties, texture );
  12865. state.activeTexture( 33984 + slot );
  12866. state.bindTexture( textureType, textureProperties.__webglTexture );
  12867. _gl.pixelStorei( 37440, texture.flipY );
  12868. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12869. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12870. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12871. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12872. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12873. glFormat = utils.convert( texture.format ),
  12874. glType = utils.convert( texture.type ),
  12875. glInternalFormat = getInternalFormat( glFormat, glType );
  12876. setTextureParameters( textureType, texture, supportsMips );
  12877. var mipmap, mipmaps = texture.mipmaps;
  12878. if ( texture.isDepthTexture ) {
  12879. // populate depth texture with dummy data
  12880. glInternalFormat = 6402;
  12881. if ( texture.type === FloatType ) {
  12882. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12883. glInternalFormat = 36012;
  12884. } else if ( capabilities.isWebGL2 ) {
  12885. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12886. glInternalFormat = 33189;
  12887. }
  12888. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12889. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12890. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12891. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12892. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12893. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12894. texture.type = UnsignedShortType;
  12895. glType = utils.convert( texture.type );
  12896. }
  12897. }
  12898. // Depth stencil textures need the DEPTH_STENCIL internal format
  12899. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12900. if ( texture.format === DepthStencilFormat ) {
  12901. glInternalFormat = 34041;
  12902. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12903. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12904. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12905. if ( texture.type !== UnsignedInt248Type ) {
  12906. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12907. texture.type = UnsignedInt248Type;
  12908. glType = utils.convert( texture.type );
  12909. }
  12910. }
  12911. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12912. } else if ( texture.isDataTexture ) {
  12913. // use manually created mipmaps if available
  12914. // if there are no manual mipmaps
  12915. // set 0 level mipmap and then use GL to generate other mipmap levels
  12916. if ( mipmaps.length > 0 && supportsMips ) {
  12917. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12918. mipmap = mipmaps[ i ];
  12919. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12920. }
  12921. texture.generateMipmaps = false;
  12922. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12923. } else {
  12924. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12925. textureProperties.__maxMipLevel = 0;
  12926. }
  12927. } else if ( texture.isCompressedTexture ) {
  12928. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12929. mipmap = mipmaps[ i ];
  12930. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12931. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12932. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12933. } else {
  12934. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12935. }
  12936. } else {
  12937. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12938. }
  12939. }
  12940. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12941. } else if ( texture.isDataTexture2DArray ) {
  12942. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12943. textureProperties.__maxMipLevel = 0;
  12944. } else if ( texture.isDataTexture3D ) {
  12945. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12946. textureProperties.__maxMipLevel = 0;
  12947. } else {
  12948. // regular Texture (image, video, canvas)
  12949. // use manually created mipmaps if available
  12950. // if there are no manual mipmaps
  12951. // set 0 level mipmap and then use GL to generate other mipmap levels
  12952. if ( mipmaps.length > 0 && supportsMips ) {
  12953. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12954. mipmap = mipmaps[ i ];
  12955. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12956. }
  12957. texture.generateMipmaps = false;
  12958. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12959. } else {
  12960. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12961. textureProperties.__maxMipLevel = 0;
  12962. }
  12963. }
  12964. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12965. generateMipmap( 3553, texture, image.width, image.height );
  12966. }
  12967. textureProperties.__version = texture.version;
  12968. if ( texture.onUpdate ) texture.onUpdate( texture );
  12969. }
  12970. // Render targets
  12971. // Setup storage for target texture and bind it to correct framebuffer
  12972. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12973. var glFormat = utils.convert( renderTarget.texture.format );
  12974. var glType = utils.convert( renderTarget.texture.type );
  12975. var glInternalFormat = getInternalFormat( glFormat, glType );
  12976. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12977. _gl.bindFramebuffer( 36160, framebuffer );
  12978. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12979. _gl.bindFramebuffer( 36160, null );
  12980. }
  12981. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12982. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12983. _gl.bindRenderbuffer( 36161, renderbuffer );
  12984. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12985. if ( isMultisample ) {
  12986. var samples = getRenderTargetSamples( renderTarget );
  12987. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12988. } else {
  12989. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12990. }
  12991. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12992. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12993. if ( isMultisample ) {
  12994. var samples = getRenderTargetSamples( renderTarget );
  12995. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12996. } else {
  12997. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12998. }
  12999. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13000. } else {
  13001. var glFormat = utils.convert( renderTarget.texture.format );
  13002. var glType = utils.convert( renderTarget.texture.type );
  13003. var glInternalFormat = getInternalFormat( glFormat, glType );
  13004. if ( isMultisample ) {
  13005. var samples = getRenderTargetSamples( renderTarget );
  13006. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13007. } else {
  13008. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13009. }
  13010. }
  13011. _gl.bindRenderbuffer( 36161, null );
  13012. }
  13013. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13014. function setupDepthTexture( framebuffer, renderTarget ) {
  13015. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13016. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  13017. _gl.bindFramebuffer( 36160, framebuffer );
  13018. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13019. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13020. }
  13021. // upload an empty depth texture with framebuffer size
  13022. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13023. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13024. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13025. renderTarget.depthTexture.image.width = renderTarget.width;
  13026. renderTarget.depthTexture.image.height = renderTarget.height;
  13027. renderTarget.depthTexture.needsUpdate = true;
  13028. }
  13029. setTexture2D( renderTarget.depthTexture, 0 );
  13030. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13031. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13032. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13033. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13034. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13035. } else {
  13036. throw new Error( 'Unknown depthTexture format' );
  13037. }
  13038. }
  13039. // Setup GL resources for a non-texture depth buffer
  13040. function setupDepthRenderbuffer( renderTarget ) {
  13041. var renderTargetProperties = properties.get( renderTarget );
  13042. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13043. if ( renderTarget.depthTexture ) {
  13044. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  13045. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13046. } else {
  13047. if ( isCube ) {
  13048. renderTargetProperties.__webglDepthbuffer = [];
  13049. for ( var i = 0; i < 6; i ++ ) {
  13050. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13051. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13052. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13053. }
  13054. } else {
  13055. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13056. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13057. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13058. }
  13059. }
  13060. _gl.bindFramebuffer( 36160, null );
  13061. }
  13062. // Set up GL resources for the render target
  13063. function setupRenderTarget( renderTarget ) {
  13064. var renderTargetProperties = properties.get( renderTarget );
  13065. var textureProperties = properties.get( renderTarget.texture );
  13066. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13067. textureProperties.__webglTexture = _gl.createTexture();
  13068. info.memory.textures ++;
  13069. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13070. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13071. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13072. // Setup framebuffer
  13073. if ( isCube ) {
  13074. renderTargetProperties.__webglFramebuffer = [];
  13075. for ( var i = 0; i < 6; i ++ ) {
  13076. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13077. }
  13078. } else {
  13079. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13080. if ( isMultisample ) {
  13081. if ( capabilities.isWebGL2 ) {
  13082. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13083. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13084. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13085. var glFormat = utils.convert( renderTarget.texture.format );
  13086. var glType = utils.convert( renderTarget.texture.type );
  13087. var glInternalFormat = getInternalFormat( glFormat, glType );
  13088. var samples = getRenderTargetSamples( renderTarget );
  13089. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13090. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13091. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13092. _gl.bindRenderbuffer( 36161, null );
  13093. if ( renderTarget.depthBuffer ) {
  13094. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13095. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13096. }
  13097. _gl.bindFramebuffer( 36160, null );
  13098. } else {
  13099. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13100. }
  13101. }
  13102. }
  13103. // Setup color buffer
  13104. if ( isCube ) {
  13105. state.bindTexture( 34067, textureProperties.__webglTexture );
  13106. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13107. for ( var i = 0; i < 6; i ++ ) {
  13108. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13109. }
  13110. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13111. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13112. }
  13113. state.bindTexture( 34067, null );
  13114. } else {
  13115. state.bindTexture( 3553, textureProperties.__webglTexture );
  13116. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13117. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13118. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13119. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13120. }
  13121. state.bindTexture( 3553, null );
  13122. }
  13123. // Setup depth and stencil buffers
  13124. if ( renderTarget.depthBuffer ) {
  13125. setupDepthRenderbuffer( renderTarget );
  13126. }
  13127. }
  13128. function updateRenderTargetMipmap( renderTarget ) {
  13129. var texture = renderTarget.texture;
  13130. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13131. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13132. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13133. var webglTexture = properties.get( texture ).__webglTexture;
  13134. state.bindTexture( target, webglTexture );
  13135. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13136. state.bindTexture( target, null );
  13137. }
  13138. }
  13139. function updateMultisampleRenderTarget( renderTarget ) {
  13140. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13141. if ( capabilities.isWebGL2 ) {
  13142. var renderTargetProperties = properties.get( renderTarget );
  13143. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13144. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13145. var width = renderTarget.width;
  13146. var height = renderTarget.height;
  13147. var mask = 16384;
  13148. if ( renderTarget.depthBuffer ) mask |= 256;
  13149. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13150. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13151. } else {
  13152. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13153. }
  13154. }
  13155. }
  13156. function getRenderTargetSamples( renderTarget ) {
  13157. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13158. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13159. }
  13160. function updateVideoTexture( texture ) {
  13161. var id = texture.id;
  13162. var frame = info.render.frame;
  13163. // Check the last frame we updated the VideoTexture
  13164. if ( _videoTextures[ id ] !== frame ) {
  13165. _videoTextures[ id ] = frame;
  13166. texture.update();
  13167. }
  13168. }
  13169. // backwards compatibility
  13170. var warnedTexture2D = false;
  13171. var warnedTextureCube = false;
  13172. function safeSetTexture2D( texture, slot ) {
  13173. if ( texture && texture.isWebGLRenderTarget ) {
  13174. if ( warnedTexture2D === false ) {
  13175. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13176. warnedTexture2D = true;
  13177. }
  13178. texture = texture.texture;
  13179. }
  13180. setTexture2D( texture, slot );
  13181. }
  13182. function safeSetTextureCube( texture, slot ) {
  13183. if ( texture && texture.isWebGLRenderTargetCube ) {
  13184. if ( warnedTextureCube === false ) {
  13185. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13186. warnedTextureCube = true;
  13187. }
  13188. texture = texture.texture;
  13189. }
  13190. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13191. // TODO: unify these code paths
  13192. if ( ( texture && texture.isCubeTexture ) ||
  13193. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13194. // CompressedTexture can have Array in image :/
  13195. // this function alone should take care of cube textures
  13196. setTextureCube( texture, slot );
  13197. } else {
  13198. // assumed: texture property of THREE.WebGLRenderTargetCube
  13199. setTextureCubeDynamic( texture, slot );
  13200. }
  13201. }
  13202. //
  13203. this.allocateTextureUnit = allocateTextureUnit;
  13204. this.resetTextureUnits = resetTextureUnits;
  13205. this.setTexture2D = setTexture2D;
  13206. this.setTexture2DArray = setTexture2DArray;
  13207. this.setTexture3D = setTexture3D;
  13208. this.setTextureCube = setTextureCube;
  13209. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13210. this.setupRenderTarget = setupRenderTarget;
  13211. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13212. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13213. this.safeSetTexture2D = safeSetTexture2D;
  13214. this.safeSetTextureCube = safeSetTextureCube;
  13215. }
  13216. /**
  13217. * @author thespite / http://www.twitter.com/thespite
  13218. */
  13219. function WebGLUtils( gl, extensions, capabilities ) {
  13220. function convert( p ) {
  13221. var extension;
  13222. if ( p === RepeatWrapping ) return 10497;
  13223. if ( p === ClampToEdgeWrapping ) return 33071;
  13224. if ( p === MirroredRepeatWrapping ) return 33648;
  13225. if ( p === NearestFilter ) return 9728;
  13226. if ( p === NearestMipmapNearestFilter ) return 9984;
  13227. if ( p === NearestMipmapLinearFilter ) return 9986;
  13228. if ( p === LinearFilter ) return 9729;
  13229. if ( p === LinearMipmapNearestFilter ) return 9985;
  13230. if ( p === LinearMipmapLinearFilter ) return 9987;
  13231. if ( p === UnsignedByteType ) return 5121;
  13232. if ( p === UnsignedShort4444Type ) return 32819;
  13233. if ( p === UnsignedShort5551Type ) return 32820;
  13234. if ( p === UnsignedShort565Type ) return 33635;
  13235. if ( p === ByteType ) return 5120;
  13236. if ( p === ShortType ) return 5122;
  13237. if ( p === UnsignedShortType ) return 5123;
  13238. if ( p === IntType ) return 5124;
  13239. if ( p === UnsignedIntType ) return 5125;
  13240. if ( p === FloatType ) return 5126;
  13241. if ( p === HalfFloatType ) {
  13242. if ( capabilities.isWebGL2 ) return 5131;
  13243. extension = extensions.get( 'OES_texture_half_float' );
  13244. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13245. }
  13246. if ( p === AlphaFormat ) return 6406;
  13247. if ( p === RGBFormat ) return 6407;
  13248. if ( p === RGBAFormat ) return 6408;
  13249. if ( p === LuminanceFormat ) return 6409;
  13250. if ( p === LuminanceAlphaFormat ) return 6410;
  13251. if ( p === DepthFormat ) return 6402;
  13252. if ( p === DepthStencilFormat ) return 34041;
  13253. if ( p === RedFormat ) return 6403;
  13254. if ( p === AddEquation ) return 32774;
  13255. if ( p === SubtractEquation ) return 32778;
  13256. if ( p === ReverseSubtractEquation ) return 32779;
  13257. if ( p === ZeroFactor ) return 0;
  13258. if ( p === OneFactor ) return 1;
  13259. if ( p === SrcColorFactor ) return 768;
  13260. if ( p === OneMinusSrcColorFactor ) return 769;
  13261. if ( p === SrcAlphaFactor ) return 770;
  13262. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13263. if ( p === DstAlphaFactor ) return 772;
  13264. if ( p === OneMinusDstAlphaFactor ) return 773;
  13265. if ( p === DstColorFactor ) return 774;
  13266. if ( p === OneMinusDstColorFactor ) return 775;
  13267. if ( p === SrcAlphaSaturateFactor ) return 776;
  13268. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13269. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13270. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13271. if ( extension !== null ) {
  13272. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13273. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13274. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13275. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13276. }
  13277. }
  13278. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13279. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13280. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13281. if ( extension !== null ) {
  13282. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13283. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13284. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13285. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13286. }
  13287. }
  13288. if ( p === RGB_ETC1_Format ) {
  13289. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13290. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13291. }
  13292. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13293. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13294. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13295. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13296. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13297. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13298. if ( extension !== null ) {
  13299. return p;
  13300. }
  13301. }
  13302. if ( p === MinEquation || p === MaxEquation ) {
  13303. if ( capabilities.isWebGL2 ) {
  13304. if ( p === MinEquation ) return 32775;
  13305. if ( p === MaxEquation ) return 32776;
  13306. }
  13307. extension = extensions.get( 'EXT_blend_minmax' );
  13308. if ( extension !== null ) {
  13309. if ( p === MinEquation ) return extension.MIN_EXT;
  13310. if ( p === MaxEquation ) return extension.MAX_EXT;
  13311. }
  13312. }
  13313. if ( p === UnsignedInt248Type ) {
  13314. if ( capabilities.isWebGL2 ) return 34042;
  13315. extension = extensions.get( 'WEBGL_depth_texture' );
  13316. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13317. }
  13318. return 0;
  13319. }
  13320. return { convert: convert };
  13321. }
  13322. /**
  13323. * @author mrdoob / http://mrdoob.com/
  13324. */
  13325. function Group() {
  13326. Object3D.call( this );
  13327. this.type = 'Group';
  13328. }
  13329. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13330. constructor: Group,
  13331. isGroup: true
  13332. } );
  13333. /**
  13334. * @author mrdoob / http://mrdoob.com/
  13335. */
  13336. function ArrayCamera( array ) {
  13337. PerspectiveCamera.call( this );
  13338. this.cameras = array || [];
  13339. }
  13340. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13341. constructor: ArrayCamera,
  13342. isArrayCamera: true
  13343. } );
  13344. /**
  13345. * @author jsantell / https://www.jsantell.com/
  13346. * @author mrdoob / http://mrdoob.com/
  13347. */
  13348. var cameraLPos = new Vector3();
  13349. var cameraRPos = new Vector3();
  13350. /**
  13351. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13352. * the cameras' projection and world matrices have already been set.
  13353. * And that near and far planes are identical for both cameras.
  13354. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13355. */
  13356. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13357. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13358. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13359. var ipd = cameraLPos.distanceTo( cameraRPos );
  13360. var projL = cameraL.projectionMatrix.elements;
  13361. var projR = cameraR.projectionMatrix.elements;
  13362. // VR systems will have identical far and near planes, and
  13363. // most likely identical top and bottom frustum extents.
  13364. // Use the left camera for these values.
  13365. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13366. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13367. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13368. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13369. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13370. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13371. var left = near * leftFov;
  13372. var right = near * rightFov;
  13373. // Calculate the new camera's position offset from the
  13374. // left camera. xOffset should be roughly half `ipd`.
  13375. var zOffset = ipd / ( - leftFov + rightFov );
  13376. var xOffset = zOffset * - leftFov;
  13377. // TODO: Better way to apply this offset?
  13378. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13379. camera.translateX( xOffset );
  13380. camera.translateZ( zOffset );
  13381. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13382. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13383. // Find the union of the frustum values of the cameras and scale
  13384. // the values so that the near plane's position does not change in world space,
  13385. // although must now be relative to the new union camera.
  13386. var near2 = near + zOffset;
  13387. var far2 = far + zOffset;
  13388. var left2 = left - xOffset;
  13389. var right2 = right + ( ipd - xOffset );
  13390. var top2 = topFov * far / far2 * near2;
  13391. var bottom2 = bottomFov * far / far2 * near2;
  13392. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13393. }
  13394. /**
  13395. * @author mrdoob / http://mrdoob.com/
  13396. */
  13397. function WebVRManager( renderer ) {
  13398. var renderWidth, renderHeight;
  13399. var scope = this;
  13400. var device = null;
  13401. var frameData = null;
  13402. var poseTarget = null;
  13403. var controllers = [];
  13404. var standingMatrix = new Matrix4();
  13405. var standingMatrixInverse = new Matrix4();
  13406. var framebufferScaleFactor = 1.0;
  13407. var referenceSpaceType = 'local-floor';
  13408. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13409. frameData = new window.VRFrameData();
  13410. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13411. }
  13412. var matrixWorldInverse = new Matrix4();
  13413. var tempQuaternion = new Quaternion();
  13414. var tempPosition = new Vector3();
  13415. var cameraL = new PerspectiveCamera();
  13416. cameraL.viewport = new Vector4();
  13417. cameraL.layers.enable( 1 );
  13418. var cameraR = new PerspectiveCamera();
  13419. cameraR.viewport = new Vector4();
  13420. cameraR.layers.enable( 2 );
  13421. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13422. cameraVR.layers.enable( 1 );
  13423. cameraVR.layers.enable( 2 );
  13424. //
  13425. function isPresenting() {
  13426. return device !== null && device.isPresenting === true;
  13427. }
  13428. var currentSize = new Vector2(), currentPixelRatio;
  13429. function onVRDisplayPresentChange() {
  13430. if ( isPresenting() ) {
  13431. var eyeParameters = device.getEyeParameters( 'left' );
  13432. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13433. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13434. currentPixelRatio = renderer.getPixelRatio();
  13435. renderer.getSize( currentSize );
  13436. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13437. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13438. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13439. animation.start();
  13440. scope.dispatchEvent( { type: 'sessionstart' } );
  13441. } else {
  13442. if ( scope.enabled ) {
  13443. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13444. }
  13445. animation.stop();
  13446. scope.dispatchEvent( { type: 'sessionend' } );
  13447. }
  13448. }
  13449. //
  13450. var triggers = [];
  13451. function findGamepad( id ) {
  13452. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13453. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13454. var gamepad = gamepads[ i ];
  13455. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13456. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13457. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13458. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13459. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13460. if ( j === id ) return gamepad;
  13461. j ++;
  13462. }
  13463. }
  13464. }
  13465. function updateControllers() {
  13466. for ( var i = 0; i < controllers.length; i ++ ) {
  13467. var controller = controllers[ i ];
  13468. var gamepad = findGamepad( i );
  13469. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13470. if ( gamepad.pose === null ) return;
  13471. // Pose
  13472. var pose = gamepad.pose;
  13473. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13474. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13475. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13476. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13477. controller.matrix.premultiply( standingMatrix );
  13478. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13479. controller.matrixWorldNeedsUpdate = true;
  13480. controller.visible = true;
  13481. // Trigger
  13482. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13483. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13484. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13485. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13486. if ( triggers[ i ] === true ) {
  13487. controller.dispatchEvent( { type: 'selectstart' } );
  13488. } else {
  13489. controller.dispatchEvent( { type: 'selectend' } );
  13490. controller.dispatchEvent( { type: 'select' } );
  13491. }
  13492. }
  13493. } else {
  13494. controller.visible = false;
  13495. }
  13496. }
  13497. }
  13498. function updateViewportFromBounds( viewport, bounds ) {
  13499. if ( bounds !== null && bounds.length === 4 ) {
  13500. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13501. }
  13502. }
  13503. //
  13504. this.enabled = false;
  13505. this.getController = function ( id ) {
  13506. var controller = controllers[ id ];
  13507. if ( controller === undefined ) {
  13508. controller = new Group();
  13509. controller.matrixAutoUpdate = false;
  13510. controller.visible = false;
  13511. controllers[ id ] = controller;
  13512. }
  13513. return controller;
  13514. };
  13515. this.getDevice = function () {
  13516. return device;
  13517. };
  13518. this.setDevice = function ( value ) {
  13519. if ( value !== undefined ) device = value;
  13520. animation.setContext( value );
  13521. };
  13522. this.setFramebufferScaleFactor = function ( value ) {
  13523. framebufferScaleFactor = value;
  13524. };
  13525. this.setReferenceSpaceType = function ( value ) {
  13526. referenceSpaceType = value;
  13527. };
  13528. this.setPoseTarget = function ( object ) {
  13529. if ( object !== undefined ) poseTarget = object;
  13530. };
  13531. this.getCamera = function ( camera ) {
  13532. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13533. if ( isPresenting() === false ) {
  13534. camera.position.set( 0, userHeight, 0 );
  13535. camera.rotation.set( 0, 0, 0 );
  13536. return camera;
  13537. }
  13538. device.depthNear = camera.near;
  13539. device.depthFar = camera.far;
  13540. device.getFrameData( frameData );
  13541. //
  13542. if ( referenceSpaceType === 'local-floor' ) {
  13543. var stageParameters = device.stageParameters;
  13544. if ( stageParameters ) {
  13545. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13546. } else {
  13547. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13548. }
  13549. }
  13550. var pose = frameData.pose;
  13551. var poseObject = poseTarget !== null ? poseTarget : camera;
  13552. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13553. poseObject.matrix.copy( standingMatrix );
  13554. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13555. if ( pose.orientation !== null ) {
  13556. tempQuaternion.fromArray( pose.orientation );
  13557. poseObject.quaternion.multiply( tempQuaternion );
  13558. }
  13559. if ( pose.position !== null ) {
  13560. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13561. tempPosition.fromArray( pose.position );
  13562. tempPosition.applyQuaternion( tempQuaternion );
  13563. poseObject.position.add( tempPosition );
  13564. }
  13565. poseObject.updateMatrixWorld();
  13566. //
  13567. cameraL.near = camera.near;
  13568. cameraR.near = camera.near;
  13569. cameraL.far = camera.far;
  13570. cameraR.far = camera.far;
  13571. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13572. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13573. // TODO (mrdoob) Double check this code
  13574. standingMatrixInverse.getInverse( standingMatrix );
  13575. if ( referenceSpaceType === 'local-floor' ) {
  13576. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13577. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13578. }
  13579. var parent = poseObject.parent;
  13580. if ( parent !== null ) {
  13581. matrixWorldInverse.getInverse( parent.matrixWorld );
  13582. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13583. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13584. }
  13585. // envMap and Mirror needs camera.matrixWorld
  13586. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13587. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13588. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13589. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13590. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13591. //
  13592. var layers = device.getLayers();
  13593. if ( layers.length ) {
  13594. var layer = layers[ 0 ];
  13595. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13596. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13597. }
  13598. updateControllers();
  13599. return cameraVR;
  13600. };
  13601. this.getStandingMatrix = function () {
  13602. return standingMatrix;
  13603. };
  13604. this.isPresenting = isPresenting;
  13605. // Animation Loop
  13606. var animation = new WebGLAnimation();
  13607. this.setAnimationLoop = function ( callback ) {
  13608. animation.setAnimationLoop( callback );
  13609. if ( isPresenting() ) animation.start();
  13610. };
  13611. this.submitFrame = function () {
  13612. if ( isPresenting() ) device.submitFrame();
  13613. };
  13614. this.dispose = function () {
  13615. if ( typeof window !== 'undefined' ) {
  13616. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13617. }
  13618. };
  13619. // DEPRECATED
  13620. this.setFrameOfReferenceType = function () {
  13621. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13622. };
  13623. }
  13624. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13625. /**
  13626. * @author mrdoob / http://mrdoob.com/
  13627. */
  13628. function WebXRManager( renderer, gl ) {
  13629. var scope = this;
  13630. var session = null;
  13631. var referenceSpace = null;
  13632. var referenceSpaceType = 'local-floor';
  13633. var pose = null;
  13634. var controllers = [];
  13635. var inputSources = [];
  13636. function isPresenting() {
  13637. return session !== null && referenceSpace !== null;
  13638. }
  13639. //
  13640. var cameraL = new PerspectiveCamera();
  13641. cameraL.layers.enable( 1 );
  13642. cameraL.viewport = new Vector4();
  13643. var cameraR = new PerspectiveCamera();
  13644. cameraR.layers.enable( 2 );
  13645. cameraR.viewport = new Vector4();
  13646. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13647. cameraVR.layers.enable( 1 );
  13648. cameraVR.layers.enable( 2 );
  13649. //
  13650. this.enabled = false;
  13651. this.getController = function ( id ) {
  13652. var controller = controllers[ id ];
  13653. if ( controller === undefined ) {
  13654. controller = new Group();
  13655. controller.matrixAutoUpdate = false;
  13656. controller.visible = false;
  13657. controllers[ id ] = controller;
  13658. }
  13659. return controller;
  13660. };
  13661. //
  13662. function onSessionEvent( event ) {
  13663. for ( var i = 0; i < controllers.length; i ++ ) {
  13664. if ( inputSources[ i ] === event.inputSource ) {
  13665. controllers[ i ].dispatchEvent( { type: event.type } );
  13666. }
  13667. }
  13668. }
  13669. function onSessionEnd() {
  13670. renderer.setFramebuffer( null );
  13671. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13672. animation.stop();
  13673. scope.dispatchEvent( { type: 'sessionend' } );
  13674. }
  13675. function onRequestReferenceSpace( value ) {
  13676. referenceSpace = value;
  13677. animation.setContext( session );
  13678. animation.start();
  13679. scope.dispatchEvent( { type: 'sessionstart' } );
  13680. }
  13681. this.setFramebufferScaleFactor = function ( value ) {
  13682. };
  13683. this.setReferenceSpaceType = function ( value ) {
  13684. referenceSpaceType = value;
  13685. };
  13686. this.getSession = function () {
  13687. return session;
  13688. };
  13689. this.setSession = function ( value ) {
  13690. session = value;
  13691. if ( session !== null ) {
  13692. session.addEventListener( 'select', onSessionEvent );
  13693. session.addEventListener( 'selectstart', onSessionEvent );
  13694. session.addEventListener( 'selectend', onSessionEvent );
  13695. session.addEventListener( 'end', onSessionEnd );
  13696. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13697. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13698. //
  13699. inputSources = session.inputSources;
  13700. session.addEventListener( 'inputsourceschange', function () {
  13701. inputSources = session.inputSources;
  13702. console.log( inputSources );
  13703. for ( var i = 0; i < controllers.length; i ++ ) {
  13704. var controller = controllers[ i ];
  13705. controller.userData.inputSource = inputSources[ i ];
  13706. }
  13707. } );
  13708. }
  13709. };
  13710. function updateCamera( camera, parent ) {
  13711. if ( parent === null ) {
  13712. camera.matrixWorld.copy( camera.matrix );
  13713. } else {
  13714. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13715. }
  13716. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13717. }
  13718. this.getCamera = function ( camera ) {
  13719. if ( isPresenting() ) {
  13720. var parent = camera.parent;
  13721. var cameras = cameraVR.cameras;
  13722. updateCamera( cameraVR, parent );
  13723. for ( var i = 0; i < cameras.length; i ++ ) {
  13724. updateCamera( cameras[ i ], parent );
  13725. }
  13726. // update camera and its children
  13727. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13728. var children = camera.children;
  13729. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13730. children[ i ].updateMatrixWorld( true );
  13731. }
  13732. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13733. return cameraVR;
  13734. }
  13735. return camera;
  13736. };
  13737. this.isPresenting = isPresenting;
  13738. // Animation Loop
  13739. var onAnimationFrameCallback = null;
  13740. function onAnimationFrame( time, frame ) {
  13741. pose = frame.getViewerPose( referenceSpace );
  13742. if ( pose !== null ) {
  13743. var views = pose.views;
  13744. var baseLayer = session.renderState.baseLayer;
  13745. renderer.setFramebuffer( baseLayer.framebuffer );
  13746. for ( var i = 0; i < views.length; i ++ ) {
  13747. var view = views[ i ];
  13748. var viewport = baseLayer.getViewport( view );
  13749. var viewMatrix = view.transform.inverse.matrix;
  13750. var camera = cameraVR.cameras[ i ];
  13751. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13752. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13753. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13754. if ( i === 0 ) {
  13755. cameraVR.matrix.copy( camera.matrix );
  13756. }
  13757. }
  13758. }
  13759. //
  13760. for ( var i = 0; i < controllers.length; i ++ ) {
  13761. var controller = controllers[ i ];
  13762. var inputSource = inputSources[ i ];
  13763. if ( inputSource ) {
  13764. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13765. if ( inputPose !== null ) {
  13766. controller.matrix.fromArray( inputPose.transform.matrix );
  13767. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13768. controller.visible = true;
  13769. continue;
  13770. }
  13771. }
  13772. controller.visible = false;
  13773. }
  13774. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13775. }
  13776. var animation = new WebGLAnimation();
  13777. animation.setAnimationLoop( onAnimationFrame );
  13778. this.setAnimationLoop = function ( callback ) {
  13779. onAnimationFrameCallback = callback;
  13780. };
  13781. this.dispose = function () {};
  13782. // DEPRECATED
  13783. this.getStandingMatrix = function () {
  13784. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13785. return new Matrix4();
  13786. };
  13787. this.getDevice = function () {
  13788. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13789. };
  13790. this.setDevice = function () {
  13791. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13792. };
  13793. this.setFrameOfReferenceType = function () {
  13794. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13795. };
  13796. this.submitFrame = function () {};
  13797. }
  13798. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13799. /**
  13800. * @author supereggbert / http://www.paulbrunt.co.uk/
  13801. * @author mrdoob / http://mrdoob.com/
  13802. * @author alteredq / http://alteredqualia.com/
  13803. * @author szimek / https://github.com/szimek/
  13804. * @author tschw
  13805. */
  13806. function WebGLRenderer( parameters ) {
  13807. parameters = parameters || {};
  13808. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13809. _context = parameters.context !== undefined ? parameters.context : null,
  13810. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13811. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13812. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13813. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13814. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13815. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13816. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13817. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13818. var currentRenderList = null;
  13819. var currentRenderState = null;
  13820. // public properties
  13821. this.domElement = _canvas;
  13822. // Debug configuration container
  13823. this.debug = {
  13824. /**
  13825. * Enables error checking and reporting when shader programs are being compiled
  13826. * @type {boolean}
  13827. */
  13828. checkShaderErrors: true
  13829. };
  13830. // clearing
  13831. this.autoClear = true;
  13832. this.autoClearColor = true;
  13833. this.autoClearDepth = true;
  13834. this.autoClearStencil = true;
  13835. // scene graph
  13836. this.sortObjects = true;
  13837. // user-defined clipping
  13838. this.clippingPlanes = [];
  13839. this.localClippingEnabled = false;
  13840. // physically based shading
  13841. this.gammaFactor = 2.0; // for backwards compatibility
  13842. this.gammaInput = false;
  13843. this.gammaOutput = false;
  13844. // physical lights
  13845. this.physicallyCorrectLights = false;
  13846. // tone mapping
  13847. this.toneMapping = LinearToneMapping;
  13848. this.toneMappingExposure = 1.0;
  13849. this.toneMappingWhitePoint = 1.0;
  13850. // morphs
  13851. this.maxMorphTargets = 8;
  13852. this.maxMorphNormals = 4;
  13853. // internal properties
  13854. var _this = this,
  13855. _isContextLost = false,
  13856. // internal state cache
  13857. _framebuffer = null,
  13858. _currentActiveCubeFace = 0,
  13859. _currentActiveMipmapLevel = 0,
  13860. _currentRenderTarget = null,
  13861. _currentFramebuffer = null,
  13862. _currentMaterialId = - 1,
  13863. // geometry and program caching
  13864. _currentGeometryProgram = {
  13865. geometry: null,
  13866. program: null,
  13867. wireframe: false
  13868. },
  13869. _currentCamera = null,
  13870. _currentArrayCamera = null,
  13871. _currentViewport = new Vector4(),
  13872. _currentScissor = new Vector4(),
  13873. _currentScissorTest = null,
  13874. //
  13875. _width = _canvas.width,
  13876. _height = _canvas.height,
  13877. _pixelRatio = 1,
  13878. _viewport = new Vector4( 0, 0, _width, _height ),
  13879. _scissor = new Vector4( 0, 0, _width, _height ),
  13880. _scissorTest = false,
  13881. // frustum
  13882. _frustum = new Frustum(),
  13883. // clipping
  13884. _clipping = new WebGLClipping(),
  13885. _clippingEnabled = false,
  13886. _localClippingEnabled = false,
  13887. // camera matrices cache
  13888. _projScreenMatrix = new Matrix4(),
  13889. _vector3 = new Vector3();
  13890. function getTargetPixelRatio() {
  13891. return _currentRenderTarget === null ? _pixelRatio : 1;
  13892. }
  13893. // initialize
  13894. var _gl;
  13895. try {
  13896. var contextAttributes = {
  13897. alpha: _alpha,
  13898. depth: _depth,
  13899. stencil: _stencil,
  13900. antialias: _antialias,
  13901. premultipliedAlpha: _premultipliedAlpha,
  13902. preserveDrawingBuffer: _preserveDrawingBuffer,
  13903. powerPreference: _powerPreference,
  13904. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13905. xrCompatible: true
  13906. };
  13907. // event listeners must be registered before WebGL context is created, see #12753
  13908. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13909. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13910. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13911. if ( _gl === null ) {
  13912. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13913. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13914. } else {
  13915. throw new Error( 'Error creating WebGL context.' );
  13916. }
  13917. }
  13918. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13919. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13920. _gl.getShaderPrecisionFormat = function () {
  13921. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13922. };
  13923. }
  13924. } catch ( error ) {
  13925. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13926. throw error;
  13927. }
  13928. var extensions, capabilities, state, info;
  13929. var properties, textures, attributes, geometries, objects;
  13930. var programCache, renderLists, renderStates;
  13931. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13932. var utils;
  13933. function initGLContext() {
  13934. extensions = new WebGLExtensions( _gl );
  13935. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13936. if ( ! capabilities.isWebGL2 ) {
  13937. extensions.get( 'WEBGL_depth_texture' );
  13938. extensions.get( 'OES_texture_float' );
  13939. extensions.get( 'OES_texture_half_float' );
  13940. extensions.get( 'OES_texture_half_float_linear' );
  13941. extensions.get( 'OES_standard_derivatives' );
  13942. extensions.get( 'OES_element_index_uint' );
  13943. extensions.get( 'ANGLE_instanced_arrays' );
  13944. }
  13945. extensions.get( 'OES_texture_float_linear' );
  13946. utils = new WebGLUtils( _gl, extensions, capabilities );
  13947. state = new WebGLState( _gl, extensions, utils, capabilities );
  13948. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13949. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13950. info = new WebGLInfo( _gl );
  13951. properties = new WebGLProperties();
  13952. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13953. attributes = new WebGLAttributes( _gl );
  13954. geometries = new WebGLGeometries( _gl, attributes, info );
  13955. objects = new WebGLObjects( geometries, info );
  13956. morphtargets = new WebGLMorphtargets( _gl );
  13957. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13958. renderLists = new WebGLRenderLists();
  13959. renderStates = new WebGLRenderStates();
  13960. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13961. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13962. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13963. info.programs = programCache.programs;
  13964. _this.capabilities = capabilities;
  13965. _this.extensions = extensions;
  13966. _this.properties = properties;
  13967. _this.renderLists = renderLists;
  13968. _this.state = state;
  13969. _this.info = info;
  13970. }
  13971. initGLContext();
  13972. // vr
  13973. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13974. this.vr = vr;
  13975. // shadow map
  13976. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13977. this.shadowMap = shadowMap;
  13978. // API
  13979. this.getContext = function () {
  13980. return _gl;
  13981. };
  13982. this.getContextAttributes = function () {
  13983. return _gl.getContextAttributes();
  13984. };
  13985. this.forceContextLoss = function () {
  13986. var extension = extensions.get( 'WEBGL_lose_context' );
  13987. if ( extension ) extension.loseContext();
  13988. };
  13989. this.forceContextRestore = function () {
  13990. var extension = extensions.get( 'WEBGL_lose_context' );
  13991. if ( extension ) extension.restoreContext();
  13992. };
  13993. this.getPixelRatio = function () {
  13994. return _pixelRatio;
  13995. };
  13996. this.setPixelRatio = function ( value ) {
  13997. if ( value === undefined ) return;
  13998. _pixelRatio = value;
  13999. this.setSize( _width, _height, false );
  14000. };
  14001. this.getSize = function ( target ) {
  14002. if ( target === undefined ) {
  14003. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14004. target = new Vector2();
  14005. }
  14006. return target.set( _width, _height );
  14007. };
  14008. this.setSize = function ( width, height, updateStyle ) {
  14009. if ( vr.isPresenting() ) {
  14010. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14011. return;
  14012. }
  14013. _width = width;
  14014. _height = height;
  14015. _canvas.width = Math.floor( width * _pixelRatio );
  14016. _canvas.height = Math.floor( height * _pixelRatio );
  14017. if ( updateStyle !== false ) {
  14018. _canvas.style.width = width + 'px';
  14019. _canvas.style.height = height + 'px';
  14020. }
  14021. this.setViewport( 0, 0, width, height );
  14022. };
  14023. this.getDrawingBufferSize = function ( target ) {
  14024. if ( target === undefined ) {
  14025. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14026. target = new Vector2();
  14027. }
  14028. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14029. };
  14030. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14031. _width = width;
  14032. _height = height;
  14033. _pixelRatio = pixelRatio;
  14034. _canvas.width = Math.floor( width * pixelRatio );
  14035. _canvas.height = Math.floor( height * pixelRatio );
  14036. this.setViewport( 0, 0, width, height );
  14037. };
  14038. this.getCurrentViewport = function ( target ) {
  14039. if ( target === undefined ) {
  14040. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14041. target = new Vector4();
  14042. }
  14043. return target.copy( _currentViewport );
  14044. };
  14045. this.getViewport = function ( target ) {
  14046. return target.copy( _viewport );
  14047. };
  14048. this.setViewport = function ( x, y, width, height ) {
  14049. if ( x.isVector4 ) {
  14050. _viewport.set( x.x, x.y, x.z, x.w );
  14051. } else {
  14052. _viewport.set( x, y, width, height );
  14053. }
  14054. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14055. };
  14056. this.getScissor = function ( target ) {
  14057. return target.copy( _scissor );
  14058. };
  14059. this.setScissor = function ( x, y, width, height ) {
  14060. if ( x.isVector4 ) {
  14061. _scissor.set( x.x, x.y, x.z, x.w );
  14062. } else {
  14063. _scissor.set( x, y, width, height );
  14064. }
  14065. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14066. };
  14067. this.getScissorTest = function () {
  14068. return _scissorTest;
  14069. };
  14070. this.setScissorTest = function ( boolean ) {
  14071. state.setScissorTest( _scissorTest = boolean );
  14072. };
  14073. // Clearing
  14074. this.getClearColor = function () {
  14075. return background.getClearColor();
  14076. };
  14077. this.setClearColor = function () {
  14078. background.setClearColor.apply( background, arguments );
  14079. };
  14080. this.getClearAlpha = function () {
  14081. return background.getClearAlpha();
  14082. };
  14083. this.setClearAlpha = function () {
  14084. background.setClearAlpha.apply( background, arguments );
  14085. };
  14086. this.clear = function ( color, depth, stencil ) {
  14087. var bits = 0;
  14088. if ( color === undefined || color ) bits |= 16384;
  14089. if ( depth === undefined || depth ) bits |= 256;
  14090. if ( stencil === undefined || stencil ) bits |= 1024;
  14091. _gl.clear( bits );
  14092. };
  14093. this.clearColor = function () {
  14094. this.clear( true, false, false );
  14095. };
  14096. this.clearDepth = function () {
  14097. this.clear( false, true, false );
  14098. };
  14099. this.clearStencil = function () {
  14100. this.clear( false, false, true );
  14101. };
  14102. //
  14103. this.dispose = function () {
  14104. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14105. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14106. renderLists.dispose();
  14107. renderStates.dispose();
  14108. properties.dispose();
  14109. objects.dispose();
  14110. vr.dispose();
  14111. animation.stop();
  14112. };
  14113. // Events
  14114. function onContextLost( event ) {
  14115. event.preventDefault();
  14116. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14117. _isContextLost = true;
  14118. }
  14119. function onContextRestore( /* event */ ) {
  14120. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14121. _isContextLost = false;
  14122. initGLContext();
  14123. }
  14124. function onMaterialDispose( event ) {
  14125. var material = event.target;
  14126. material.removeEventListener( 'dispose', onMaterialDispose );
  14127. deallocateMaterial( material );
  14128. }
  14129. // Buffer deallocation
  14130. function deallocateMaterial( material ) {
  14131. releaseMaterialProgramReference( material );
  14132. properties.remove( material );
  14133. }
  14134. function releaseMaterialProgramReference( material ) {
  14135. var programInfo = properties.get( material ).program;
  14136. material.program = undefined;
  14137. if ( programInfo !== undefined ) {
  14138. programCache.releaseProgram( programInfo );
  14139. }
  14140. }
  14141. // Buffer rendering
  14142. function renderObjectImmediate( object, program ) {
  14143. object.render( function ( object ) {
  14144. _this.renderBufferImmediate( object, program );
  14145. } );
  14146. }
  14147. this.renderBufferImmediate = function ( object, program ) {
  14148. state.initAttributes();
  14149. var buffers = properties.get( object );
  14150. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14151. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14152. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14153. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14154. var programAttributes = program.getAttributes();
  14155. if ( object.hasPositions ) {
  14156. _gl.bindBuffer( 34962, buffers.position );
  14157. _gl.bufferData( 34962, object.positionArray, 35048 );
  14158. state.enableAttribute( programAttributes.position );
  14159. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14160. }
  14161. if ( object.hasNormals ) {
  14162. _gl.bindBuffer( 34962, buffers.normal );
  14163. _gl.bufferData( 34962, object.normalArray, 35048 );
  14164. state.enableAttribute( programAttributes.normal );
  14165. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14166. }
  14167. if ( object.hasUvs ) {
  14168. _gl.bindBuffer( 34962, buffers.uv );
  14169. _gl.bufferData( 34962, object.uvArray, 35048 );
  14170. state.enableAttribute( programAttributes.uv );
  14171. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14172. }
  14173. if ( object.hasColors ) {
  14174. _gl.bindBuffer( 34962, buffers.color );
  14175. _gl.bufferData( 34962, object.colorArray, 35048 );
  14176. state.enableAttribute( programAttributes.color );
  14177. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14178. }
  14179. state.disableUnusedAttributes();
  14180. _gl.drawArrays( 4, 0, object.count );
  14181. object.count = 0;
  14182. };
  14183. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14184. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14185. state.setMaterial( material, frontFaceCW );
  14186. var program = setProgram( camera, fog, material, object );
  14187. var updateBuffers = false;
  14188. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14189. _currentGeometryProgram.program !== program.id ||
  14190. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14191. _currentGeometryProgram.geometry = geometry.id;
  14192. _currentGeometryProgram.program = program.id;
  14193. _currentGeometryProgram.wireframe = material.wireframe === true;
  14194. updateBuffers = true;
  14195. }
  14196. if ( object.morphTargetInfluences ) {
  14197. morphtargets.update( object, geometry, material, program );
  14198. updateBuffers = true;
  14199. }
  14200. //
  14201. var index = geometry.index;
  14202. var position = geometry.attributes.position;
  14203. var rangeFactor = 1;
  14204. if ( material.wireframe === true ) {
  14205. index = geometries.getWireframeAttribute( geometry );
  14206. rangeFactor = 2;
  14207. }
  14208. var attribute;
  14209. var renderer = bufferRenderer;
  14210. if ( index !== null ) {
  14211. attribute = attributes.get( index );
  14212. renderer = indexedBufferRenderer;
  14213. renderer.setIndex( attribute );
  14214. }
  14215. if ( updateBuffers ) {
  14216. setupVertexAttributes( material, program, geometry );
  14217. if ( index !== null ) {
  14218. _gl.bindBuffer( 34963, attribute.buffer );
  14219. }
  14220. }
  14221. //
  14222. var dataCount = Infinity;
  14223. if ( index !== null ) {
  14224. dataCount = index.count;
  14225. } else if ( position !== undefined ) {
  14226. dataCount = position.count;
  14227. }
  14228. var rangeStart = geometry.drawRange.start * rangeFactor;
  14229. var rangeCount = geometry.drawRange.count * rangeFactor;
  14230. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14231. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14232. var drawStart = Math.max( rangeStart, groupStart );
  14233. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14234. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14235. if ( drawCount === 0 ) return;
  14236. //
  14237. if ( object.isMesh ) {
  14238. if ( material.wireframe === true ) {
  14239. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14240. renderer.setMode( 1 );
  14241. } else {
  14242. switch ( object.drawMode ) {
  14243. case TrianglesDrawMode:
  14244. renderer.setMode( 4 );
  14245. break;
  14246. case TriangleStripDrawMode:
  14247. renderer.setMode( 5 );
  14248. break;
  14249. case TriangleFanDrawMode:
  14250. renderer.setMode( 6 );
  14251. break;
  14252. }
  14253. }
  14254. } else if ( object.isLine ) {
  14255. var lineWidth = material.linewidth;
  14256. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14257. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14258. if ( object.isLineSegments ) {
  14259. renderer.setMode( 1 );
  14260. } else if ( object.isLineLoop ) {
  14261. renderer.setMode( 2 );
  14262. } else {
  14263. renderer.setMode( 3 );
  14264. }
  14265. } else if ( object.isPoints ) {
  14266. renderer.setMode( 0 );
  14267. } else if ( object.isSprite ) {
  14268. renderer.setMode( 4 );
  14269. }
  14270. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14271. if ( geometry.maxInstancedCount > 0 ) {
  14272. renderer.renderInstances( geometry, drawStart, drawCount );
  14273. }
  14274. } else {
  14275. renderer.render( drawStart, drawCount );
  14276. }
  14277. };
  14278. function setupVertexAttributes( material, program, geometry ) {
  14279. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14280. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14281. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14282. return;
  14283. }
  14284. }
  14285. state.initAttributes();
  14286. var geometryAttributes = geometry.attributes;
  14287. var programAttributes = program.getAttributes();
  14288. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14289. for ( var name in programAttributes ) {
  14290. var programAttribute = programAttributes[ name ];
  14291. if ( programAttribute >= 0 ) {
  14292. var geometryAttribute = geometryAttributes[ name ];
  14293. if ( geometryAttribute !== undefined ) {
  14294. var normalized = geometryAttribute.normalized;
  14295. var size = geometryAttribute.itemSize;
  14296. var attribute = attributes.get( geometryAttribute );
  14297. // TODO Attribute may not be available on context restore
  14298. if ( attribute === undefined ) continue;
  14299. var buffer = attribute.buffer;
  14300. var type = attribute.type;
  14301. var bytesPerElement = attribute.bytesPerElement;
  14302. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14303. var data = geometryAttribute.data;
  14304. var stride = data.stride;
  14305. var offset = geometryAttribute.offset;
  14306. if ( data && data.isInstancedInterleavedBuffer ) {
  14307. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14308. if ( geometry.maxInstancedCount === undefined ) {
  14309. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14310. }
  14311. } else {
  14312. state.enableAttribute( programAttribute );
  14313. }
  14314. _gl.bindBuffer( 34962, buffer );
  14315. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14316. } else {
  14317. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14318. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14319. if ( geometry.maxInstancedCount === undefined ) {
  14320. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14321. }
  14322. } else {
  14323. state.enableAttribute( programAttribute );
  14324. }
  14325. _gl.bindBuffer( 34962, buffer );
  14326. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14327. }
  14328. } else if ( materialDefaultAttributeValues !== undefined ) {
  14329. var value = materialDefaultAttributeValues[ name ];
  14330. if ( value !== undefined ) {
  14331. switch ( value.length ) {
  14332. case 2:
  14333. _gl.vertexAttrib2fv( programAttribute, value );
  14334. break;
  14335. case 3:
  14336. _gl.vertexAttrib3fv( programAttribute, value );
  14337. break;
  14338. case 4:
  14339. _gl.vertexAttrib4fv( programAttribute, value );
  14340. break;
  14341. default:
  14342. _gl.vertexAttrib1fv( programAttribute, value );
  14343. }
  14344. }
  14345. }
  14346. }
  14347. }
  14348. state.disableUnusedAttributes();
  14349. }
  14350. // Compile
  14351. this.compile = function ( scene, camera ) {
  14352. currentRenderState = renderStates.get( scene, camera );
  14353. currentRenderState.init();
  14354. scene.traverse( function ( object ) {
  14355. if ( object.isLight ) {
  14356. currentRenderState.pushLight( object );
  14357. if ( object.castShadow ) {
  14358. currentRenderState.pushShadow( object );
  14359. }
  14360. }
  14361. } );
  14362. currentRenderState.setupLights( camera );
  14363. scene.traverse( function ( object ) {
  14364. if ( object.material ) {
  14365. if ( Array.isArray( object.material ) ) {
  14366. for ( var i = 0; i < object.material.length; i ++ ) {
  14367. initMaterial( object.material[ i ], scene.fog, object );
  14368. }
  14369. } else {
  14370. initMaterial( object.material, scene.fog, object );
  14371. }
  14372. }
  14373. } );
  14374. };
  14375. // Animation Loop
  14376. var onAnimationFrameCallback = null;
  14377. function onAnimationFrame( time ) {
  14378. if ( vr.isPresenting() ) return;
  14379. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14380. }
  14381. var animation = new WebGLAnimation();
  14382. animation.setAnimationLoop( onAnimationFrame );
  14383. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14384. this.setAnimationLoop = function ( callback ) {
  14385. onAnimationFrameCallback = callback;
  14386. vr.setAnimationLoop( callback );
  14387. animation.start();
  14388. };
  14389. // Rendering
  14390. this.render = function ( scene, camera ) {
  14391. var renderTarget, forceClear;
  14392. if ( arguments[ 2 ] !== undefined ) {
  14393. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14394. renderTarget = arguments[ 2 ];
  14395. }
  14396. if ( arguments[ 3 ] !== undefined ) {
  14397. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14398. forceClear = arguments[ 3 ];
  14399. }
  14400. if ( ! ( camera && camera.isCamera ) ) {
  14401. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14402. return;
  14403. }
  14404. if ( _isContextLost ) return;
  14405. // reset caching for this frame
  14406. _currentGeometryProgram.geometry = null;
  14407. _currentGeometryProgram.program = null;
  14408. _currentGeometryProgram.wireframe = false;
  14409. _currentMaterialId = - 1;
  14410. _currentCamera = null;
  14411. // update scene graph
  14412. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14413. // update camera matrices and frustum
  14414. if ( camera.parent === null ) camera.updateMatrixWorld();
  14415. if ( vr.enabled ) {
  14416. camera = vr.getCamera( camera );
  14417. }
  14418. //
  14419. currentRenderState = renderStates.get( scene, camera );
  14420. currentRenderState.init();
  14421. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14422. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14423. _frustum.setFromMatrix( _projScreenMatrix );
  14424. _localClippingEnabled = this.localClippingEnabled;
  14425. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14426. currentRenderList = renderLists.get( scene, camera );
  14427. currentRenderList.init();
  14428. projectObject( scene, camera, 0, _this.sortObjects );
  14429. if ( _this.sortObjects === true ) {
  14430. currentRenderList.sort();
  14431. }
  14432. //
  14433. if ( _clippingEnabled ) _clipping.beginShadows();
  14434. var shadowsArray = currentRenderState.state.shadowsArray;
  14435. shadowMap.render( shadowsArray, scene, camera );
  14436. currentRenderState.setupLights( camera );
  14437. if ( _clippingEnabled ) _clipping.endShadows();
  14438. //
  14439. if ( this.info.autoReset ) this.info.reset();
  14440. if ( renderTarget !== undefined ) {
  14441. this.setRenderTarget( renderTarget );
  14442. }
  14443. //
  14444. background.render( currentRenderList, scene, camera, forceClear );
  14445. // render scene
  14446. var opaqueObjects = currentRenderList.opaque;
  14447. var transparentObjects = currentRenderList.transparent;
  14448. if ( scene.overrideMaterial ) {
  14449. var overrideMaterial = scene.overrideMaterial;
  14450. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14451. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14452. } else {
  14453. // opaque pass (front-to-back order)
  14454. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14455. // transparent pass (back-to-front order)
  14456. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14457. }
  14458. //
  14459. scene.onAfterRender( _this, scene, camera );
  14460. //
  14461. if ( _currentRenderTarget !== null ) {
  14462. // Generate mipmap if we're using any kind of mipmap filtering
  14463. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14464. // resolve multisample renderbuffers to a single-sample texture if necessary
  14465. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14466. }
  14467. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14468. state.buffers.depth.setTest( true );
  14469. state.buffers.depth.setMask( true );
  14470. state.buffers.color.setMask( true );
  14471. state.setPolygonOffset( false );
  14472. if ( vr.enabled ) {
  14473. vr.submitFrame();
  14474. }
  14475. // _gl.finish();
  14476. currentRenderList = null;
  14477. currentRenderState = null;
  14478. };
  14479. function projectObject( object, camera, groupOrder, sortObjects ) {
  14480. if ( object.visible === false ) return;
  14481. var visible = object.layers.test( camera.layers );
  14482. if ( visible ) {
  14483. if ( object.isGroup ) {
  14484. groupOrder = object.renderOrder;
  14485. } else if ( object.isLOD ) {
  14486. if ( object.autoUpdate === true ) object.update( camera );
  14487. } else if ( object.isLight ) {
  14488. currentRenderState.pushLight( object );
  14489. if ( object.castShadow ) {
  14490. currentRenderState.pushShadow( object );
  14491. }
  14492. } else if ( object.isSprite ) {
  14493. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14494. if ( sortObjects ) {
  14495. _vector3.setFromMatrixPosition( object.matrixWorld )
  14496. .applyMatrix4( _projScreenMatrix );
  14497. }
  14498. var geometry = objects.update( object );
  14499. var material = object.material;
  14500. if ( material.visible ) {
  14501. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14502. }
  14503. }
  14504. } else if ( object.isImmediateRenderObject ) {
  14505. if ( sortObjects ) {
  14506. _vector3.setFromMatrixPosition( object.matrixWorld )
  14507. .applyMatrix4( _projScreenMatrix );
  14508. }
  14509. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14510. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14511. if ( object.isSkinnedMesh ) {
  14512. object.skeleton.update();
  14513. }
  14514. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14515. if ( sortObjects ) {
  14516. _vector3.setFromMatrixPosition( object.matrixWorld )
  14517. .applyMatrix4( _projScreenMatrix );
  14518. }
  14519. var geometry = objects.update( object );
  14520. var material = object.material;
  14521. if ( Array.isArray( material ) ) {
  14522. var groups = geometry.groups;
  14523. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14524. var group = groups[ i ];
  14525. var groupMaterial = material[ group.materialIndex ];
  14526. if ( groupMaterial && groupMaterial.visible ) {
  14527. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14528. }
  14529. }
  14530. } else if ( material.visible ) {
  14531. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14532. }
  14533. }
  14534. }
  14535. }
  14536. var children = object.children;
  14537. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14538. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14539. }
  14540. }
  14541. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14542. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14543. var renderItem = renderList[ i ];
  14544. var object = renderItem.object;
  14545. var geometry = renderItem.geometry;
  14546. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14547. var group = renderItem.group;
  14548. if ( camera.isArrayCamera ) {
  14549. _currentArrayCamera = camera;
  14550. var cameras = camera.cameras;
  14551. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14552. var camera2 = cameras[ j ];
  14553. if ( object.layers.test( camera2.layers ) ) {
  14554. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14555. currentRenderState.setupLights( camera2 );
  14556. renderObject( object, scene, camera2, geometry, material, group );
  14557. }
  14558. }
  14559. } else {
  14560. _currentArrayCamera = null;
  14561. renderObject( object, scene, camera, geometry, material, group );
  14562. }
  14563. }
  14564. }
  14565. function renderObject( object, scene, camera, geometry, material, group ) {
  14566. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14567. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14568. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14569. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14570. if ( object.isImmediateRenderObject ) {
  14571. state.setMaterial( material );
  14572. var program = setProgram( camera, scene.fog, material, object );
  14573. _currentGeometryProgram.geometry = null;
  14574. _currentGeometryProgram.program = null;
  14575. _currentGeometryProgram.wireframe = false;
  14576. renderObjectImmediate( object, program );
  14577. } else {
  14578. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14579. }
  14580. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14581. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14582. }
  14583. function initMaterial( material, fog, object ) {
  14584. var materialProperties = properties.get( material );
  14585. var lights = currentRenderState.state.lights;
  14586. var shadowsArray = currentRenderState.state.shadowsArray;
  14587. var lightsStateVersion = lights.state.version;
  14588. var parameters = programCache.getParameters(
  14589. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14590. var code = programCache.getProgramCode( material, parameters );
  14591. var program = materialProperties.program;
  14592. var programChange = true;
  14593. if ( program === undefined ) {
  14594. // new material
  14595. material.addEventListener( 'dispose', onMaterialDispose );
  14596. } else if ( program.code !== code ) {
  14597. // changed glsl or parameters
  14598. releaseMaterialProgramReference( material );
  14599. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14600. materialProperties.lightsStateVersion = lightsStateVersion;
  14601. programChange = false;
  14602. } else if ( parameters.shaderID !== undefined ) {
  14603. // same glsl and uniform list
  14604. return;
  14605. } else {
  14606. // only rebuild uniform list
  14607. programChange = false;
  14608. }
  14609. if ( programChange ) {
  14610. if ( parameters.shaderID ) {
  14611. var shader = ShaderLib[ parameters.shaderID ];
  14612. materialProperties.shader = {
  14613. name: material.type,
  14614. uniforms: cloneUniforms( shader.uniforms ),
  14615. vertexShader: shader.vertexShader,
  14616. fragmentShader: shader.fragmentShader
  14617. };
  14618. } else {
  14619. materialProperties.shader = {
  14620. name: material.type,
  14621. uniforms: material.uniforms,
  14622. vertexShader: material.vertexShader,
  14623. fragmentShader: material.fragmentShader
  14624. };
  14625. }
  14626. material.onBeforeCompile( materialProperties.shader, _this );
  14627. // Computing code again as onBeforeCompile may have changed the shaders
  14628. code = programCache.getProgramCode( material, parameters );
  14629. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14630. materialProperties.program = program;
  14631. material.program = program;
  14632. }
  14633. var programAttributes = program.getAttributes();
  14634. if ( material.morphTargets ) {
  14635. material.numSupportedMorphTargets = 0;
  14636. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14637. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14638. material.numSupportedMorphTargets ++;
  14639. }
  14640. }
  14641. }
  14642. if ( material.morphNormals ) {
  14643. material.numSupportedMorphNormals = 0;
  14644. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14645. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14646. material.numSupportedMorphNormals ++;
  14647. }
  14648. }
  14649. }
  14650. var uniforms = materialProperties.shader.uniforms;
  14651. if ( ! material.isShaderMaterial &&
  14652. ! material.isRawShaderMaterial ||
  14653. material.clipping === true ) {
  14654. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14655. materialProperties.numIntersection = _clipping.numIntersection;
  14656. uniforms.clippingPlanes = _clipping.uniform;
  14657. }
  14658. materialProperties.fog = fog;
  14659. // store the light setup it was created for
  14660. materialProperties.lightsStateVersion = lightsStateVersion;
  14661. if ( material.lights ) {
  14662. // wire up the material to this renderer's lighting state
  14663. uniforms.ambientLightColor.value = lights.state.ambient;
  14664. uniforms.lightProbe.value = lights.state.probe;
  14665. uniforms.directionalLights.value = lights.state.directional;
  14666. uniforms.spotLights.value = lights.state.spot;
  14667. uniforms.rectAreaLights.value = lights.state.rectArea;
  14668. uniforms.pointLights.value = lights.state.point;
  14669. uniforms.hemisphereLights.value = lights.state.hemi;
  14670. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14671. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14672. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14673. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14674. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14675. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14676. // TODO (abelnation): add area lights shadow info to uniforms
  14677. }
  14678. var progUniforms = materialProperties.program.getUniforms(),
  14679. uniformsList =
  14680. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14681. materialProperties.uniformsList = uniformsList;
  14682. }
  14683. function setProgram( camera, fog, material, object ) {
  14684. textures.resetTextureUnits();
  14685. var materialProperties = properties.get( material );
  14686. var lights = currentRenderState.state.lights;
  14687. if ( _clippingEnabled ) {
  14688. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14689. var useCache =
  14690. camera === _currentCamera &&
  14691. material.id === _currentMaterialId;
  14692. // we might want to call this function with some ClippingGroup
  14693. // object instead of the material, once it becomes feasible
  14694. // (#8465, #8379)
  14695. _clipping.setState(
  14696. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14697. camera, materialProperties, useCache );
  14698. }
  14699. }
  14700. if ( material.needsUpdate === false ) {
  14701. if ( materialProperties.program === undefined ) {
  14702. material.needsUpdate = true;
  14703. } else if ( material.fog && materialProperties.fog !== fog ) {
  14704. material.needsUpdate = true;
  14705. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14706. material.needsUpdate = true;
  14707. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14708. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14709. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14710. material.needsUpdate = true;
  14711. }
  14712. }
  14713. if ( material.needsUpdate ) {
  14714. initMaterial( material, fog, object );
  14715. material.needsUpdate = false;
  14716. }
  14717. var refreshProgram = false;
  14718. var refreshMaterial = false;
  14719. var refreshLights = false;
  14720. var program = materialProperties.program,
  14721. p_uniforms = program.getUniforms(),
  14722. m_uniforms = materialProperties.shader.uniforms;
  14723. if ( state.useProgram( program.program ) ) {
  14724. refreshProgram = true;
  14725. refreshMaterial = true;
  14726. refreshLights = true;
  14727. }
  14728. if ( material.id !== _currentMaterialId ) {
  14729. _currentMaterialId = material.id;
  14730. refreshMaterial = true;
  14731. }
  14732. if ( refreshProgram || _currentCamera !== camera ) {
  14733. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14734. if ( capabilities.logarithmicDepthBuffer ) {
  14735. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14736. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14737. }
  14738. if ( _currentCamera !== camera ) {
  14739. _currentCamera = camera;
  14740. // lighting uniforms depend on the camera so enforce an update
  14741. // now, in case this material supports lights - or later, when
  14742. // the next material that does gets activated:
  14743. refreshMaterial = true; // set to true on material change
  14744. refreshLights = true; // remains set until update done
  14745. }
  14746. // load material specific uniforms
  14747. // (shader material also gets them for the sake of genericity)
  14748. if ( material.isShaderMaterial ||
  14749. material.isMeshPhongMaterial ||
  14750. material.isMeshStandardMaterial ||
  14751. material.envMap ) {
  14752. var uCamPos = p_uniforms.map.cameraPosition;
  14753. if ( uCamPos !== undefined ) {
  14754. uCamPos.setValue( _gl,
  14755. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14756. }
  14757. }
  14758. if ( material.isMeshPhongMaterial ||
  14759. material.isMeshLambertMaterial ||
  14760. material.isMeshBasicMaterial ||
  14761. material.isMeshStandardMaterial ||
  14762. material.isShaderMaterial ||
  14763. material.skinning ) {
  14764. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14765. }
  14766. }
  14767. // skinning uniforms must be set even if material didn't change
  14768. // auto-setting of texture unit for bone texture must go before other textures
  14769. // not sure why, but otherwise weird things happen
  14770. if ( material.skinning ) {
  14771. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14772. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14773. var skeleton = object.skeleton;
  14774. if ( skeleton ) {
  14775. var bones = skeleton.bones;
  14776. if ( capabilities.floatVertexTextures ) {
  14777. if ( skeleton.boneTexture === undefined ) {
  14778. // layout (1 matrix = 4 pixels)
  14779. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14780. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14781. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14782. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14783. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14784. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14785. size = _Math.ceilPowerOfTwo( size );
  14786. size = Math.max( size, 4 );
  14787. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14788. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14789. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14790. boneTexture.needsUpdate = true;
  14791. skeleton.boneMatrices = boneMatrices;
  14792. skeleton.boneTexture = boneTexture;
  14793. skeleton.boneTextureSize = size;
  14794. }
  14795. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14796. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14797. } else {
  14798. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14799. }
  14800. }
  14801. }
  14802. if ( refreshMaterial ) {
  14803. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14804. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14805. if ( material.lights ) {
  14806. // the current material requires lighting info
  14807. // note: all lighting uniforms are always set correctly
  14808. // they simply reference the renderer's state for their
  14809. // values
  14810. //
  14811. // use the current material's .needsUpdate flags to set
  14812. // the GL state when required
  14813. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14814. }
  14815. // refresh uniforms common to several materials
  14816. if ( fog && material.fog ) {
  14817. refreshUniformsFog( m_uniforms, fog );
  14818. }
  14819. if ( material.isMeshBasicMaterial ) {
  14820. refreshUniformsCommon( m_uniforms, material );
  14821. } else if ( material.isMeshLambertMaterial ) {
  14822. refreshUniformsCommon( m_uniforms, material );
  14823. refreshUniformsLambert( m_uniforms, material );
  14824. } else if ( material.isMeshPhongMaterial ) {
  14825. refreshUniformsCommon( m_uniforms, material );
  14826. if ( material.isMeshToonMaterial ) {
  14827. refreshUniformsToon( m_uniforms, material );
  14828. } else {
  14829. refreshUniformsPhong( m_uniforms, material );
  14830. }
  14831. } else if ( material.isMeshStandardMaterial ) {
  14832. refreshUniformsCommon( m_uniforms, material );
  14833. if ( material.isMeshPhysicalMaterial ) {
  14834. refreshUniformsPhysical( m_uniforms, material );
  14835. } else {
  14836. refreshUniformsStandard( m_uniforms, material );
  14837. }
  14838. } else if ( material.isMeshMatcapMaterial ) {
  14839. refreshUniformsCommon( m_uniforms, material );
  14840. refreshUniformsMatcap( m_uniforms, material );
  14841. } else if ( material.isMeshDepthMaterial ) {
  14842. refreshUniformsCommon( m_uniforms, material );
  14843. refreshUniformsDepth( m_uniforms, material );
  14844. } else if ( material.isMeshDistanceMaterial ) {
  14845. refreshUniformsCommon( m_uniforms, material );
  14846. refreshUniformsDistance( m_uniforms, material );
  14847. } else if ( material.isMeshNormalMaterial ) {
  14848. refreshUniformsCommon( m_uniforms, material );
  14849. refreshUniformsNormal( m_uniforms, material );
  14850. } else if ( material.isLineBasicMaterial ) {
  14851. refreshUniformsLine( m_uniforms, material );
  14852. if ( material.isLineDashedMaterial ) {
  14853. refreshUniformsDash( m_uniforms, material );
  14854. }
  14855. } else if ( material.isPointsMaterial ) {
  14856. refreshUniformsPoints( m_uniforms, material );
  14857. } else if ( material.isSpriteMaterial ) {
  14858. refreshUniformsSprites( m_uniforms, material );
  14859. } else if ( material.isShadowMaterial ) {
  14860. m_uniforms.color.value.copy( material.color );
  14861. m_uniforms.opacity.value = material.opacity;
  14862. }
  14863. // RectAreaLight Texture
  14864. // TODO (mrdoob): Find a nicer implementation
  14865. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14866. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14867. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14868. }
  14869. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14870. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14871. material.uniformsNeedUpdate = false;
  14872. }
  14873. if ( material.isSpriteMaterial ) {
  14874. p_uniforms.setValue( _gl, 'center', object.center );
  14875. }
  14876. // common matrices
  14877. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14878. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14879. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14880. return program;
  14881. }
  14882. // Uniforms (refresh uniforms objects)
  14883. function refreshUniformsCommon( uniforms, material ) {
  14884. uniforms.opacity.value = material.opacity;
  14885. if ( material.color ) {
  14886. uniforms.diffuse.value.copy( material.color );
  14887. }
  14888. if ( material.emissive ) {
  14889. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14890. }
  14891. if ( material.map ) {
  14892. uniforms.map.value = material.map;
  14893. }
  14894. if ( material.alphaMap ) {
  14895. uniforms.alphaMap.value = material.alphaMap;
  14896. }
  14897. if ( material.specularMap ) {
  14898. uniforms.specularMap.value = material.specularMap;
  14899. }
  14900. if ( material.envMap ) {
  14901. uniforms.envMap.value = material.envMap;
  14902. // don't flip CubeTexture envMaps, flip everything else:
  14903. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14904. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14905. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14906. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14907. uniforms.reflectivity.value = material.reflectivity;
  14908. uniforms.refractionRatio.value = material.refractionRatio;
  14909. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14910. }
  14911. if ( material.lightMap ) {
  14912. uniforms.lightMap.value = material.lightMap;
  14913. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14914. }
  14915. if ( material.aoMap ) {
  14916. uniforms.aoMap.value = material.aoMap;
  14917. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14918. }
  14919. // uv repeat and offset setting priorities
  14920. // 1. color map
  14921. // 2. specular map
  14922. // 3. normal map
  14923. // 4. bump map
  14924. // 5. alpha map
  14925. // 6. emissive map
  14926. var uvScaleMap;
  14927. if ( material.map ) {
  14928. uvScaleMap = material.map;
  14929. } else if ( material.specularMap ) {
  14930. uvScaleMap = material.specularMap;
  14931. } else if ( material.displacementMap ) {
  14932. uvScaleMap = material.displacementMap;
  14933. } else if ( material.normalMap ) {
  14934. uvScaleMap = material.normalMap;
  14935. } else if ( material.bumpMap ) {
  14936. uvScaleMap = material.bumpMap;
  14937. } else if ( material.roughnessMap ) {
  14938. uvScaleMap = material.roughnessMap;
  14939. } else if ( material.metalnessMap ) {
  14940. uvScaleMap = material.metalnessMap;
  14941. } else if ( material.alphaMap ) {
  14942. uvScaleMap = material.alphaMap;
  14943. } else if ( material.emissiveMap ) {
  14944. uvScaleMap = material.emissiveMap;
  14945. }
  14946. if ( uvScaleMap !== undefined ) {
  14947. // backwards compatibility
  14948. if ( uvScaleMap.isWebGLRenderTarget ) {
  14949. uvScaleMap = uvScaleMap.texture;
  14950. }
  14951. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14952. uvScaleMap.updateMatrix();
  14953. }
  14954. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14955. }
  14956. }
  14957. function refreshUniformsLine( uniforms, material ) {
  14958. uniforms.diffuse.value.copy( material.color );
  14959. uniforms.opacity.value = material.opacity;
  14960. }
  14961. function refreshUniformsDash( uniforms, material ) {
  14962. uniforms.dashSize.value = material.dashSize;
  14963. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14964. uniforms.scale.value = material.scale;
  14965. }
  14966. function refreshUniformsPoints( uniforms, material ) {
  14967. uniforms.diffuse.value.copy( material.color );
  14968. uniforms.opacity.value = material.opacity;
  14969. uniforms.size.value = material.size * _pixelRatio;
  14970. uniforms.scale.value = _height * 0.5;
  14971. uniforms.map.value = material.map;
  14972. if ( material.map !== null ) {
  14973. if ( material.map.matrixAutoUpdate === true ) {
  14974. material.map.updateMatrix();
  14975. }
  14976. uniforms.uvTransform.value.copy( material.map.matrix );
  14977. }
  14978. }
  14979. function refreshUniformsSprites( uniforms, material ) {
  14980. uniforms.diffuse.value.copy( material.color );
  14981. uniforms.opacity.value = material.opacity;
  14982. uniforms.rotation.value = material.rotation;
  14983. uniforms.map.value = material.map;
  14984. if ( material.map !== null ) {
  14985. if ( material.map.matrixAutoUpdate === true ) {
  14986. material.map.updateMatrix();
  14987. }
  14988. uniforms.uvTransform.value.copy( material.map.matrix );
  14989. }
  14990. }
  14991. function refreshUniformsFog( uniforms, fog ) {
  14992. uniforms.fogColor.value.copy( fog.color );
  14993. if ( fog.isFog ) {
  14994. uniforms.fogNear.value = fog.near;
  14995. uniforms.fogFar.value = fog.far;
  14996. } else if ( fog.isFogExp2 ) {
  14997. uniforms.fogDensity.value = fog.density;
  14998. }
  14999. }
  15000. function refreshUniformsLambert( uniforms, material ) {
  15001. if ( material.emissiveMap ) {
  15002. uniforms.emissiveMap.value = material.emissiveMap;
  15003. }
  15004. }
  15005. function refreshUniformsPhong( uniforms, material ) {
  15006. uniforms.specular.value.copy( material.specular );
  15007. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15008. if ( material.emissiveMap ) {
  15009. uniforms.emissiveMap.value = material.emissiveMap;
  15010. }
  15011. if ( material.bumpMap ) {
  15012. uniforms.bumpMap.value = material.bumpMap;
  15013. uniforms.bumpScale.value = material.bumpScale;
  15014. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15015. }
  15016. if ( material.normalMap ) {
  15017. uniforms.normalMap.value = material.normalMap;
  15018. uniforms.normalScale.value.copy( material.normalScale );
  15019. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15020. }
  15021. if ( material.displacementMap ) {
  15022. uniforms.displacementMap.value = material.displacementMap;
  15023. uniforms.displacementScale.value = material.displacementScale;
  15024. uniforms.displacementBias.value = material.displacementBias;
  15025. }
  15026. }
  15027. function refreshUniformsToon( uniforms, material ) {
  15028. refreshUniformsPhong( uniforms, material );
  15029. if ( material.gradientMap ) {
  15030. uniforms.gradientMap.value = material.gradientMap;
  15031. }
  15032. }
  15033. function refreshUniformsStandard( uniforms, material ) {
  15034. uniforms.roughness.value = material.roughness;
  15035. uniforms.metalness.value = material.metalness;
  15036. if ( material.roughnessMap ) {
  15037. uniforms.roughnessMap.value = material.roughnessMap;
  15038. }
  15039. if ( material.metalnessMap ) {
  15040. uniforms.metalnessMap.value = material.metalnessMap;
  15041. }
  15042. if ( material.emissiveMap ) {
  15043. uniforms.emissiveMap.value = material.emissiveMap;
  15044. }
  15045. if ( material.bumpMap ) {
  15046. uniforms.bumpMap.value = material.bumpMap;
  15047. uniforms.bumpScale.value = material.bumpScale;
  15048. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15049. }
  15050. if ( material.normalMap ) {
  15051. uniforms.normalMap.value = material.normalMap;
  15052. uniforms.normalScale.value.copy( material.normalScale );
  15053. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15054. }
  15055. if ( material.displacementMap ) {
  15056. uniforms.displacementMap.value = material.displacementMap;
  15057. uniforms.displacementScale.value = material.displacementScale;
  15058. uniforms.displacementBias.value = material.displacementBias;
  15059. }
  15060. if ( material.envMap ) {
  15061. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15062. uniforms.envMapIntensity.value = material.envMapIntensity;
  15063. }
  15064. }
  15065. function refreshUniformsPhysical( uniforms, material ) {
  15066. refreshUniformsStandard( uniforms, material );
  15067. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15068. uniforms.clearCoat.value = material.clearCoat;
  15069. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  15070. if ( material.clearCoatNormalMap ) {
  15071. uniforms.clearCoatNormalScale.value.copy( material.clearCoatNormalScale );
  15072. uniforms.clearCoatNormalMap.value = material.clearCoatNormalMap;
  15073. if ( material.side === BackSide ) {
  15074. uniforms.clearCoatNormalScale.value.negate();
  15075. }
  15076. }
  15077. }
  15078. function refreshUniformsMatcap( uniforms, material ) {
  15079. if ( material.matcap ) {
  15080. uniforms.matcap.value = material.matcap;
  15081. }
  15082. if ( material.bumpMap ) {
  15083. uniforms.bumpMap.value = material.bumpMap;
  15084. uniforms.bumpScale.value = material.bumpScale;
  15085. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15086. }
  15087. if ( material.normalMap ) {
  15088. uniforms.normalMap.value = material.normalMap;
  15089. uniforms.normalScale.value.copy( material.normalScale );
  15090. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15091. }
  15092. if ( material.displacementMap ) {
  15093. uniforms.displacementMap.value = material.displacementMap;
  15094. uniforms.displacementScale.value = material.displacementScale;
  15095. uniforms.displacementBias.value = material.displacementBias;
  15096. }
  15097. }
  15098. function refreshUniformsDepth( uniforms, material ) {
  15099. if ( material.displacementMap ) {
  15100. uniforms.displacementMap.value = material.displacementMap;
  15101. uniforms.displacementScale.value = material.displacementScale;
  15102. uniforms.displacementBias.value = material.displacementBias;
  15103. }
  15104. }
  15105. function refreshUniformsDistance( uniforms, material ) {
  15106. if ( material.displacementMap ) {
  15107. uniforms.displacementMap.value = material.displacementMap;
  15108. uniforms.displacementScale.value = material.displacementScale;
  15109. uniforms.displacementBias.value = material.displacementBias;
  15110. }
  15111. uniforms.referencePosition.value.copy( material.referencePosition );
  15112. uniforms.nearDistance.value = material.nearDistance;
  15113. uniforms.farDistance.value = material.farDistance;
  15114. }
  15115. function refreshUniformsNormal( uniforms, material ) {
  15116. if ( material.bumpMap ) {
  15117. uniforms.bumpMap.value = material.bumpMap;
  15118. uniforms.bumpScale.value = material.bumpScale;
  15119. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15120. }
  15121. if ( material.normalMap ) {
  15122. uniforms.normalMap.value = material.normalMap;
  15123. uniforms.normalScale.value.copy( material.normalScale );
  15124. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15125. }
  15126. if ( material.displacementMap ) {
  15127. uniforms.displacementMap.value = material.displacementMap;
  15128. uniforms.displacementScale.value = material.displacementScale;
  15129. uniforms.displacementBias.value = material.displacementBias;
  15130. }
  15131. }
  15132. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15133. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15134. uniforms.ambientLightColor.needsUpdate = value;
  15135. uniforms.lightProbe.needsUpdate = value;
  15136. uniforms.directionalLights.needsUpdate = value;
  15137. uniforms.pointLights.needsUpdate = value;
  15138. uniforms.spotLights.needsUpdate = value;
  15139. uniforms.rectAreaLights.needsUpdate = value;
  15140. uniforms.hemisphereLights.needsUpdate = value;
  15141. }
  15142. //
  15143. this.setFramebuffer = function ( value ) {
  15144. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15145. _framebuffer = value;
  15146. };
  15147. this.getActiveCubeFace = function () {
  15148. return _currentActiveCubeFace;
  15149. };
  15150. this.getActiveMipmapLevel = function () {
  15151. return _currentActiveMipmapLevel;
  15152. };
  15153. this.getRenderTarget = function () {
  15154. return _currentRenderTarget;
  15155. };
  15156. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15157. _currentRenderTarget = renderTarget;
  15158. _currentActiveCubeFace = activeCubeFace;
  15159. _currentActiveMipmapLevel = activeMipmapLevel;
  15160. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15161. textures.setupRenderTarget( renderTarget );
  15162. }
  15163. var framebuffer = _framebuffer;
  15164. var isCube = false;
  15165. if ( renderTarget ) {
  15166. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15167. if ( renderTarget.isWebGLRenderTargetCube ) {
  15168. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15169. isCube = true;
  15170. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15171. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15172. } else {
  15173. framebuffer = __webglFramebuffer;
  15174. }
  15175. _currentViewport.copy( renderTarget.viewport );
  15176. _currentScissor.copy( renderTarget.scissor );
  15177. _currentScissorTest = renderTarget.scissorTest;
  15178. } else {
  15179. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15180. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15181. _currentScissorTest = _scissorTest;
  15182. }
  15183. if ( _currentFramebuffer !== framebuffer ) {
  15184. _gl.bindFramebuffer( 36160, framebuffer );
  15185. _currentFramebuffer = framebuffer;
  15186. }
  15187. state.viewport( _currentViewport );
  15188. state.scissor( _currentScissor );
  15189. state.setScissorTest( _currentScissorTest );
  15190. if ( isCube ) {
  15191. var textureProperties = properties.get( renderTarget.texture );
  15192. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15193. }
  15194. };
  15195. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15196. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15197. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15198. return;
  15199. }
  15200. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15201. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15202. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15203. }
  15204. if ( framebuffer ) {
  15205. var restore = false;
  15206. if ( framebuffer !== _currentFramebuffer ) {
  15207. _gl.bindFramebuffer( 36160, framebuffer );
  15208. restore = true;
  15209. }
  15210. try {
  15211. var texture = renderTarget.texture;
  15212. var textureFormat = texture.format;
  15213. var textureType = texture.type;
  15214. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15215. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15216. return;
  15217. }
  15218. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15219. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15220. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15221. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15222. return;
  15223. }
  15224. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15225. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15226. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15227. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15228. }
  15229. } else {
  15230. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15231. }
  15232. } finally {
  15233. if ( restore ) {
  15234. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15235. }
  15236. }
  15237. }
  15238. };
  15239. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15240. var width = texture.image.width;
  15241. var height = texture.image.height;
  15242. var glFormat = utils.convert( texture.format );
  15243. textures.setTexture2D( texture, 0 );
  15244. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15245. };
  15246. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15247. var width = srcTexture.image.width;
  15248. var height = srcTexture.image.height;
  15249. var glFormat = utils.convert( dstTexture.format );
  15250. var glType = utils.convert( dstTexture.type );
  15251. textures.setTexture2D( dstTexture, 0 );
  15252. if ( srcTexture.isDataTexture ) {
  15253. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15254. } else {
  15255. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15256. }
  15257. };
  15258. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15259. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15260. }
  15261. }
  15262. /**
  15263. * @author mrdoob / http://mrdoob.com/
  15264. * @author alteredq / http://alteredqualia.com/
  15265. */
  15266. function FogExp2( color, density ) {
  15267. this.name = '';
  15268. this.color = new Color( color );
  15269. this.density = ( density !== undefined ) ? density : 0.00025;
  15270. }
  15271. Object.assign( FogExp2.prototype, {
  15272. isFogExp2: true,
  15273. clone: function () {
  15274. return new FogExp2( this.color, this.density );
  15275. },
  15276. toJSON: function ( /* meta */ ) {
  15277. return {
  15278. type: 'FogExp2',
  15279. color: this.color.getHex(),
  15280. density: this.density
  15281. };
  15282. }
  15283. } );
  15284. /**
  15285. * @author mrdoob / http://mrdoob.com/
  15286. * @author alteredq / http://alteredqualia.com/
  15287. */
  15288. function Fog( color, near, far ) {
  15289. this.name = '';
  15290. this.color = new Color( color );
  15291. this.near = ( near !== undefined ) ? near : 1;
  15292. this.far = ( far !== undefined ) ? far : 1000;
  15293. }
  15294. Object.assign( Fog.prototype, {
  15295. isFog: true,
  15296. clone: function () {
  15297. return new Fog( this.color, this.near, this.far );
  15298. },
  15299. toJSON: function ( /* meta */ ) {
  15300. return {
  15301. type: 'Fog',
  15302. color: this.color.getHex(),
  15303. near: this.near,
  15304. far: this.far
  15305. };
  15306. }
  15307. } );
  15308. /**
  15309. * @author benaadams / https://twitter.com/ben_a_adams
  15310. */
  15311. function InterleavedBuffer( array, stride ) {
  15312. this.array = array;
  15313. this.stride = stride;
  15314. this.count = array !== undefined ? array.length / stride : 0;
  15315. this.dynamic = false;
  15316. this.updateRange = { offset: 0, count: - 1 };
  15317. this.version = 0;
  15318. }
  15319. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15320. set: function ( value ) {
  15321. if ( value === true ) this.version ++;
  15322. }
  15323. } );
  15324. Object.assign( InterleavedBuffer.prototype, {
  15325. isInterleavedBuffer: true,
  15326. onUploadCallback: function () {},
  15327. setArray: function ( array ) {
  15328. if ( Array.isArray( array ) ) {
  15329. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15330. }
  15331. this.count = array !== undefined ? array.length / this.stride : 0;
  15332. this.array = array;
  15333. return this;
  15334. },
  15335. setDynamic: function ( value ) {
  15336. this.dynamic = value;
  15337. return this;
  15338. },
  15339. copy: function ( source ) {
  15340. this.array = new source.array.constructor( source.array );
  15341. this.count = source.count;
  15342. this.stride = source.stride;
  15343. this.dynamic = source.dynamic;
  15344. return this;
  15345. },
  15346. copyAt: function ( index1, attribute, index2 ) {
  15347. index1 *= this.stride;
  15348. index2 *= attribute.stride;
  15349. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15350. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15351. }
  15352. return this;
  15353. },
  15354. set: function ( value, offset ) {
  15355. if ( offset === undefined ) offset = 0;
  15356. this.array.set( value, offset );
  15357. return this;
  15358. },
  15359. clone: function () {
  15360. return new this.constructor().copy( this );
  15361. },
  15362. onUpload: function ( callback ) {
  15363. this.onUploadCallback = callback;
  15364. return this;
  15365. }
  15366. } );
  15367. /**
  15368. * @author benaadams / https://twitter.com/ben_a_adams
  15369. */
  15370. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15371. this.data = interleavedBuffer;
  15372. this.itemSize = itemSize;
  15373. this.offset = offset;
  15374. this.normalized = normalized === true;
  15375. }
  15376. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15377. count: {
  15378. get: function () {
  15379. return this.data.count;
  15380. }
  15381. },
  15382. array: {
  15383. get: function () {
  15384. return this.data.array;
  15385. }
  15386. }
  15387. } );
  15388. Object.assign( InterleavedBufferAttribute.prototype, {
  15389. isInterleavedBufferAttribute: true,
  15390. setX: function ( index, x ) {
  15391. this.data.array[ index * this.data.stride + this.offset ] = x;
  15392. return this;
  15393. },
  15394. setY: function ( index, y ) {
  15395. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15396. return this;
  15397. },
  15398. setZ: function ( index, z ) {
  15399. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15400. return this;
  15401. },
  15402. setW: function ( index, w ) {
  15403. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15404. return this;
  15405. },
  15406. getX: function ( index ) {
  15407. return this.data.array[ index * this.data.stride + this.offset ];
  15408. },
  15409. getY: function ( index ) {
  15410. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15411. },
  15412. getZ: function ( index ) {
  15413. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15414. },
  15415. getW: function ( index ) {
  15416. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15417. },
  15418. setXY: function ( index, x, y ) {
  15419. index = index * this.data.stride + this.offset;
  15420. this.data.array[ index + 0 ] = x;
  15421. this.data.array[ index + 1 ] = y;
  15422. return this;
  15423. },
  15424. setXYZ: function ( index, x, y, z ) {
  15425. index = index * this.data.stride + this.offset;
  15426. this.data.array[ index + 0 ] = x;
  15427. this.data.array[ index + 1 ] = y;
  15428. this.data.array[ index + 2 ] = z;
  15429. return this;
  15430. },
  15431. setXYZW: function ( index, x, y, z, w ) {
  15432. index = index * this.data.stride + this.offset;
  15433. this.data.array[ index + 0 ] = x;
  15434. this.data.array[ index + 1 ] = y;
  15435. this.data.array[ index + 2 ] = z;
  15436. this.data.array[ index + 3 ] = w;
  15437. return this;
  15438. }
  15439. } );
  15440. /**
  15441. * @author alteredq / http://alteredqualia.com/
  15442. *
  15443. * parameters = {
  15444. * color: <hex>,
  15445. * map: new THREE.Texture( <Image> ),
  15446. * rotation: <float>,
  15447. * sizeAttenuation: <bool>
  15448. * }
  15449. */
  15450. function SpriteMaterial( parameters ) {
  15451. Material.call( this );
  15452. this.type = 'SpriteMaterial';
  15453. this.color = new Color( 0xffffff );
  15454. this.map = null;
  15455. this.rotation = 0;
  15456. this.sizeAttenuation = true;
  15457. this.lights = false;
  15458. this.transparent = true;
  15459. this.setValues( parameters );
  15460. }
  15461. SpriteMaterial.prototype = Object.create( Material.prototype );
  15462. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15463. SpriteMaterial.prototype.isSpriteMaterial = true;
  15464. SpriteMaterial.prototype.copy = function ( source ) {
  15465. Material.prototype.copy.call( this, source );
  15466. this.color.copy( source.color );
  15467. this.map = source.map;
  15468. this.rotation = source.rotation;
  15469. this.sizeAttenuation = source.sizeAttenuation;
  15470. return this;
  15471. };
  15472. /**
  15473. * @author mikael emtinger / http://gomo.se/
  15474. * @author alteredq / http://alteredqualia.com/
  15475. */
  15476. var _geometry;
  15477. var _intersectPoint, _worldScale, _mvPosition;
  15478. var _alignedPosition, _rotatedPosition, _viewWorldMatrix;
  15479. var _vA$1, _vB$1, _vC$1;
  15480. var _uvA$1, _uvB$1, _uvC$1;
  15481. function Sprite( material ) {
  15482. Object3D.call( this );
  15483. this.type = 'Sprite';
  15484. if ( _geometry === undefined ) {
  15485. _geometry = new BufferGeometry();
  15486. var float32Array = new Float32Array( [
  15487. - 0.5, - 0.5, 0, 0, 0,
  15488. 0.5, - 0.5, 0, 1, 0,
  15489. 0.5, 0.5, 0, 1, 1,
  15490. - 0.5, 0.5, 0, 0, 1
  15491. ] );
  15492. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15493. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15494. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15495. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15496. }
  15497. this.geometry = _geometry;
  15498. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15499. this.center = new Vector2( 0.5, 0.5 );
  15500. }
  15501. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15502. constructor: Sprite,
  15503. isSprite: true,
  15504. raycast: function ( raycaster, intersects ) {
  15505. if ( _uvC$1 === undefined ) {
  15506. _intersectPoint = new Vector3();
  15507. _worldScale = new Vector3();
  15508. _mvPosition = new Vector3();
  15509. _alignedPosition = new Vector2();
  15510. _rotatedPosition = new Vector2();
  15511. _viewWorldMatrix = new Matrix4();
  15512. _vA$1 = new Vector3();
  15513. _vB$1 = new Vector3();
  15514. _vC$1 = new Vector3();
  15515. _uvA$1 = new Vector2();
  15516. _uvB$1 = new Vector2();
  15517. _uvC$1 = new Vector2();
  15518. }
  15519. _worldScale.setFromMatrixScale( this.matrixWorld );
  15520. _viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15521. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15522. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15523. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15524. _worldScale.multiplyScalar( - _mvPosition.z );
  15525. }
  15526. var rotation = this.material.rotation;
  15527. var sin, cos;
  15528. if ( rotation !== 0 ) {
  15529. cos = Math.cos( rotation );
  15530. sin = Math.sin( rotation );
  15531. }
  15532. var center = this.center;
  15533. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15534. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15535. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15536. _uvA$1.set( 0, 0 );
  15537. _uvB$1.set( 1, 0 );
  15538. _uvC$1.set( 1, 1 );
  15539. // check first triangle
  15540. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15541. if ( intersect === null ) {
  15542. // check second triangle
  15543. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15544. _uvB$1.set( 0, 1 );
  15545. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15546. if ( intersect === null ) {
  15547. return;
  15548. }
  15549. }
  15550. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15551. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15552. intersects.push( {
  15553. distance: distance,
  15554. point: _intersectPoint.clone(),
  15555. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15556. face: null,
  15557. object: this
  15558. } );
  15559. },
  15560. clone: function () {
  15561. return new this.constructor( this.material ).copy( this );
  15562. },
  15563. copy: function ( source ) {
  15564. Object3D.prototype.copy.call( this, source );
  15565. if ( source.center !== undefined ) this.center.copy( source.center );
  15566. return this;
  15567. }
  15568. } );
  15569. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15570. // compute position in camera space
  15571. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15572. // to check if rotation is not zero
  15573. if ( sin !== undefined ) {
  15574. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15575. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15576. } else {
  15577. _rotatedPosition.copy( _alignedPosition );
  15578. }
  15579. vertexPosition.copy( mvPosition );
  15580. vertexPosition.x += _rotatedPosition.x;
  15581. vertexPosition.y += _rotatedPosition.y;
  15582. // transform to world space
  15583. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15584. }
  15585. /**
  15586. * @author mikael emtinger / http://gomo.se/
  15587. * @author alteredq / http://alteredqualia.com/
  15588. * @author mrdoob / http://mrdoob.com/
  15589. */
  15590. var _v1$3, _v2$2;
  15591. function LOD() {
  15592. Object3D.call( this );
  15593. this.type = 'LOD';
  15594. Object.defineProperties( this, {
  15595. levels: {
  15596. enumerable: true,
  15597. value: []
  15598. }
  15599. } );
  15600. this.autoUpdate = true;
  15601. }
  15602. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15603. constructor: LOD,
  15604. isLOD: true,
  15605. copy: function ( source ) {
  15606. Object3D.prototype.copy.call( this, source, false );
  15607. var levels = source.levels;
  15608. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15609. var level = levels[ i ];
  15610. this.addLevel( level.object.clone(), level.distance );
  15611. }
  15612. return this;
  15613. },
  15614. addLevel: function ( object, distance ) {
  15615. if ( distance === undefined ) distance = 0;
  15616. distance = Math.abs( distance );
  15617. var levels = this.levels;
  15618. for ( var l = 0; l < levels.length; l ++ ) {
  15619. if ( distance < levels[ l ].distance ) {
  15620. break;
  15621. }
  15622. }
  15623. levels.splice( l, 0, { distance: distance, object: object } );
  15624. this.add( object );
  15625. return this;
  15626. },
  15627. getObjectForDistance: function ( distance ) {
  15628. var levels = this.levels;
  15629. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15630. if ( distance < levels[ i ].distance ) {
  15631. break;
  15632. }
  15633. }
  15634. return levels[ i - 1 ].object;
  15635. },
  15636. raycast: function ( raycaster, intersects ) {
  15637. if ( _v1$3 === undefined ) _v1$3 = new Vector3();
  15638. _v1$3.setFromMatrixPosition( this.matrixWorld );
  15639. var distance = raycaster.ray.origin.distanceTo( _v1$3 );
  15640. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15641. },
  15642. update: function ( camera ) {
  15643. if ( _v2$2 === undefined ) {
  15644. _v1$3 = new Vector3();
  15645. _v2$2 = new Vector3();
  15646. }
  15647. var levels = this.levels;
  15648. if ( levels.length > 1 ) {
  15649. _v1$3.setFromMatrixPosition( camera.matrixWorld );
  15650. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15651. var distance = _v1$3.distanceTo( _v2$2 );
  15652. levels[ 0 ].object.visible = true;
  15653. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15654. if ( distance >= levels[ i ].distance ) {
  15655. levels[ i - 1 ].object.visible = false;
  15656. levels[ i ].object.visible = true;
  15657. } else {
  15658. break;
  15659. }
  15660. }
  15661. for ( ; i < l; i ++ ) {
  15662. levels[ i ].object.visible = false;
  15663. }
  15664. }
  15665. },
  15666. toJSON: function ( meta ) {
  15667. var data = Object3D.prototype.toJSON.call( this, meta );
  15668. data.object.levels = [];
  15669. var levels = this.levels;
  15670. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15671. var level = levels[ i ];
  15672. data.object.levels.push( {
  15673. object: level.object.uuid,
  15674. distance: level.distance
  15675. } );
  15676. }
  15677. return data;
  15678. }
  15679. } );
  15680. /**
  15681. * @author mikael emtinger / http://gomo.se/
  15682. * @author alteredq / http://alteredqualia.com/
  15683. * @author ikerr / http://verold.com
  15684. */
  15685. function SkinnedMesh( geometry, material ) {
  15686. if ( geometry && geometry.isGeometry ) {
  15687. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15688. }
  15689. Mesh.call( this, geometry, material );
  15690. this.type = 'SkinnedMesh';
  15691. this.bindMode = 'attached';
  15692. this.bindMatrix = new Matrix4();
  15693. this.bindMatrixInverse = new Matrix4();
  15694. }
  15695. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15696. constructor: SkinnedMesh,
  15697. isSkinnedMesh: true,
  15698. bind: function ( skeleton, bindMatrix ) {
  15699. this.skeleton = skeleton;
  15700. if ( bindMatrix === undefined ) {
  15701. this.updateMatrixWorld( true );
  15702. this.skeleton.calculateInverses();
  15703. bindMatrix = this.matrixWorld;
  15704. }
  15705. this.bindMatrix.copy( bindMatrix );
  15706. this.bindMatrixInverse.getInverse( bindMatrix );
  15707. },
  15708. pose: function () {
  15709. this.skeleton.pose();
  15710. },
  15711. normalizeSkinWeights: function () {
  15712. var vector = new Vector4();
  15713. var skinWeight = this.geometry.attributes.skinWeight;
  15714. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15715. vector.x = skinWeight.getX( i );
  15716. vector.y = skinWeight.getY( i );
  15717. vector.z = skinWeight.getZ( i );
  15718. vector.w = skinWeight.getW( i );
  15719. var scale = 1.0 / vector.manhattanLength();
  15720. if ( scale !== Infinity ) {
  15721. vector.multiplyScalar( scale );
  15722. } else {
  15723. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15724. }
  15725. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15726. }
  15727. },
  15728. updateMatrixWorld: function ( force ) {
  15729. Mesh.prototype.updateMatrixWorld.call( this, force );
  15730. if ( this.bindMode === 'attached' ) {
  15731. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15732. } else if ( this.bindMode === 'detached' ) {
  15733. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15734. } else {
  15735. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15736. }
  15737. },
  15738. clone: function () {
  15739. return new this.constructor( this.geometry, this.material ).copy( this );
  15740. }
  15741. } );
  15742. /**
  15743. * @author mikael emtinger / http://gomo.se/
  15744. * @author alteredq / http://alteredqualia.com/
  15745. * @author michael guerrero / http://realitymeltdown.com
  15746. * @author ikerr / http://verold.com
  15747. */
  15748. var _offsetMatrix, _identityMatrix;
  15749. function Skeleton( bones, boneInverses ) {
  15750. // copy the bone array
  15751. bones = bones || [];
  15752. this.bones = bones.slice( 0 );
  15753. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15754. // use the supplied bone inverses or calculate the inverses
  15755. if ( boneInverses === undefined ) {
  15756. this.calculateInverses();
  15757. } else {
  15758. if ( this.bones.length === boneInverses.length ) {
  15759. this.boneInverses = boneInverses.slice( 0 );
  15760. } else {
  15761. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15762. this.boneInverses = [];
  15763. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15764. this.boneInverses.push( new Matrix4() );
  15765. }
  15766. }
  15767. }
  15768. }
  15769. Object.assign( Skeleton.prototype, {
  15770. calculateInverses: function () {
  15771. this.boneInverses = [];
  15772. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15773. var inverse = new Matrix4();
  15774. if ( this.bones[ i ] ) {
  15775. inverse.getInverse( this.bones[ i ].matrixWorld );
  15776. }
  15777. this.boneInverses.push( inverse );
  15778. }
  15779. },
  15780. pose: function () {
  15781. var bone, i, il;
  15782. // recover the bind-time world matrices
  15783. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15784. bone = this.bones[ i ];
  15785. if ( bone ) {
  15786. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15787. }
  15788. }
  15789. // compute the local matrices, positions, rotations and scales
  15790. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15791. bone = this.bones[ i ];
  15792. if ( bone ) {
  15793. if ( bone.parent && bone.parent.isBone ) {
  15794. bone.matrix.getInverse( bone.parent.matrixWorld );
  15795. bone.matrix.multiply( bone.matrixWorld );
  15796. } else {
  15797. bone.matrix.copy( bone.matrixWorld );
  15798. }
  15799. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15800. }
  15801. }
  15802. },
  15803. update: function () {
  15804. if ( _identityMatrix === undefined ) {
  15805. _offsetMatrix = new Matrix4();
  15806. _identityMatrix = new Matrix4();
  15807. }
  15808. var bones = this.bones;
  15809. var boneInverses = this.boneInverses;
  15810. var boneMatrices = this.boneMatrices;
  15811. var boneTexture = this.boneTexture;
  15812. // flatten bone matrices to array
  15813. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15814. // compute the offset between the current and the original transform
  15815. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15816. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15817. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15818. }
  15819. if ( boneTexture !== undefined ) {
  15820. boneTexture.needsUpdate = true;
  15821. }
  15822. },
  15823. clone: function () {
  15824. return new Skeleton( this.bones, this.boneInverses );
  15825. },
  15826. getBoneByName: function ( name ) {
  15827. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15828. var bone = this.bones[ i ];
  15829. if ( bone.name === name ) {
  15830. return bone;
  15831. }
  15832. }
  15833. return undefined;
  15834. }
  15835. } );
  15836. /**
  15837. * @author mikael emtinger / http://gomo.se/
  15838. * @author alteredq / http://alteredqualia.com/
  15839. * @author ikerr / http://verold.com
  15840. */
  15841. function Bone() {
  15842. Object3D.call( this );
  15843. this.type = 'Bone';
  15844. }
  15845. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15846. constructor: Bone,
  15847. isBone: true
  15848. } );
  15849. /**
  15850. * @author mrdoob / http://mrdoob.com/
  15851. * @author alteredq / http://alteredqualia.com/
  15852. *
  15853. * parameters = {
  15854. * color: <hex>,
  15855. * opacity: <float>,
  15856. *
  15857. * linewidth: <float>,
  15858. * linecap: "round",
  15859. * linejoin: "round"
  15860. * }
  15861. */
  15862. function LineBasicMaterial( parameters ) {
  15863. Material.call( this );
  15864. this.type = 'LineBasicMaterial';
  15865. this.color = new Color( 0xffffff );
  15866. this.linewidth = 1;
  15867. this.linecap = 'round';
  15868. this.linejoin = 'round';
  15869. this.lights = false;
  15870. this.setValues( parameters );
  15871. }
  15872. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15873. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15874. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15875. LineBasicMaterial.prototype.copy = function ( source ) {
  15876. Material.prototype.copy.call( this, source );
  15877. this.color.copy( source.color );
  15878. this.linewidth = source.linewidth;
  15879. this.linecap = source.linecap;
  15880. this.linejoin = source.linejoin;
  15881. return this;
  15882. };
  15883. /**
  15884. * @author mrdoob / http://mrdoob.com/
  15885. */
  15886. var _start, _end;
  15887. var _inverseMatrix$1, _ray$1, _sphere$2;
  15888. function Line( geometry, material, mode ) {
  15889. if ( mode === 1 ) {
  15890. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15891. }
  15892. Object3D.call( this );
  15893. this.type = 'Line';
  15894. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15895. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15896. }
  15897. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15898. constructor: Line,
  15899. isLine: true,
  15900. computeLineDistances: function () {
  15901. if ( _end === undefined ) {
  15902. _start = new Vector3();
  15903. _end = new Vector3();
  15904. }
  15905. var geometry = this.geometry;
  15906. if ( geometry.isBufferGeometry ) {
  15907. // we assume non-indexed geometry
  15908. if ( geometry.index === null ) {
  15909. var positionAttribute = geometry.attributes.position;
  15910. var lineDistances = [ 0 ];
  15911. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15912. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15913. _end.fromBufferAttribute( positionAttribute, i );
  15914. lineDistances[ i ] = lineDistances[ i - 1 ];
  15915. lineDistances[ i ] += _start.distanceTo( _end );
  15916. }
  15917. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15918. } else {
  15919. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15920. }
  15921. } else if ( geometry.isGeometry ) {
  15922. var vertices = geometry.vertices;
  15923. var lineDistances = geometry.lineDistances;
  15924. lineDistances[ 0 ] = 0;
  15925. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15926. lineDistances[ i ] = lineDistances[ i - 1 ];
  15927. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15928. }
  15929. }
  15930. return this;
  15931. },
  15932. raycast: function ( raycaster, intersects ) {
  15933. if ( _sphere$2 === undefined ) {
  15934. _inverseMatrix$1 = new Matrix4();
  15935. _ray$1 = new Ray();
  15936. _sphere$2 = new Sphere();
  15937. }
  15938. var precision = raycaster.linePrecision;
  15939. var geometry = this.geometry;
  15940. var matrixWorld = this.matrixWorld;
  15941. // Checking boundingSphere distance to ray
  15942. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15943. _sphere$2.copy( geometry.boundingSphere );
  15944. _sphere$2.applyMatrix4( matrixWorld );
  15945. _sphere$2.radius += precision;
  15946. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15947. //
  15948. _inverseMatrix$1.getInverse( matrixWorld );
  15949. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15950. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15951. var localPrecisionSq = localPrecision * localPrecision;
  15952. var vStart = new Vector3();
  15953. var vEnd = new Vector3();
  15954. var interSegment = new Vector3();
  15955. var interRay = new Vector3();
  15956. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15957. if ( geometry.isBufferGeometry ) {
  15958. var index = geometry.index;
  15959. var attributes = geometry.attributes;
  15960. var positions = attributes.position.array;
  15961. if ( index !== null ) {
  15962. var indices = index.array;
  15963. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15964. var a = indices[ i ];
  15965. var b = indices[ i + 1 ];
  15966. vStart.fromArray( positions, a * 3 );
  15967. vEnd.fromArray( positions, b * 3 );
  15968. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15969. if ( distSq > localPrecisionSq ) continue;
  15970. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15971. var distance = raycaster.ray.origin.distanceTo( interRay );
  15972. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15973. intersects.push( {
  15974. distance: distance,
  15975. // What do we want? intersection point on the ray or on the segment??
  15976. // point: raycaster.ray.at( distance ),
  15977. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15978. index: i,
  15979. face: null,
  15980. faceIndex: null,
  15981. object: this
  15982. } );
  15983. }
  15984. } else {
  15985. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15986. vStart.fromArray( positions, 3 * i );
  15987. vEnd.fromArray( positions, 3 * i + 3 );
  15988. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15989. if ( distSq > localPrecisionSq ) continue;
  15990. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15991. var distance = raycaster.ray.origin.distanceTo( interRay );
  15992. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15993. intersects.push( {
  15994. distance: distance,
  15995. // What do we want? intersection point on the ray or on the segment??
  15996. // point: raycaster.ray.at( distance ),
  15997. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15998. index: i,
  15999. face: null,
  16000. faceIndex: null,
  16001. object: this
  16002. } );
  16003. }
  16004. }
  16005. } else if ( geometry.isGeometry ) {
  16006. var vertices = geometry.vertices;
  16007. var nbVertices = vertices.length;
  16008. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16009. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16010. if ( distSq > localPrecisionSq ) continue;
  16011. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16012. var distance = raycaster.ray.origin.distanceTo( interRay );
  16013. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  16014. intersects.push( {
  16015. distance: distance,
  16016. // What do we want? intersection point on the ray or on the segment??
  16017. // point: raycaster.ray.at( distance ),
  16018. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16019. index: i,
  16020. face: null,
  16021. faceIndex: null,
  16022. object: this
  16023. } );
  16024. }
  16025. }
  16026. },
  16027. clone: function () {
  16028. return new this.constructor( this.geometry, this.material ).copy( this );
  16029. }
  16030. } );
  16031. /**
  16032. * @author mrdoob / http://mrdoob.com/
  16033. */
  16034. var _start$1, _end$1;
  16035. function LineSegments( geometry, material ) {
  16036. Line.call( this, geometry, material );
  16037. this.type = 'LineSegments';
  16038. }
  16039. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16040. constructor: LineSegments,
  16041. isLineSegments: true,
  16042. computeLineDistances: function () {
  16043. if ( _end$1 === undefined ) {
  16044. _start$1 = new Vector3();
  16045. _end$1 = new Vector3();
  16046. }
  16047. var geometry = this.geometry;
  16048. if ( geometry.isBufferGeometry ) {
  16049. // we assume non-indexed geometry
  16050. if ( geometry.index === null ) {
  16051. var positionAttribute = geometry.attributes.position;
  16052. var lineDistances = [];
  16053. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16054. _start$1.fromBufferAttribute( positionAttribute, i );
  16055. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16056. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16057. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16058. }
  16059. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16060. } else {
  16061. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16062. }
  16063. } else if ( geometry.isGeometry ) {
  16064. var vertices = geometry.vertices;
  16065. var lineDistances = geometry.lineDistances;
  16066. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16067. _start$1.copy( vertices[ i ] );
  16068. _end$1.copy( vertices[ i + 1 ] );
  16069. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16070. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16071. }
  16072. }
  16073. return this;
  16074. }
  16075. } );
  16076. /**
  16077. * @author mgreter / http://github.com/mgreter
  16078. */
  16079. function LineLoop( geometry, material ) {
  16080. Line.call( this, geometry, material );
  16081. this.type = 'LineLoop';
  16082. }
  16083. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16084. constructor: LineLoop,
  16085. isLineLoop: true,
  16086. } );
  16087. /**
  16088. * @author mrdoob / http://mrdoob.com/
  16089. * @author alteredq / http://alteredqualia.com/
  16090. *
  16091. * parameters = {
  16092. * color: <hex>,
  16093. * opacity: <float>,
  16094. * map: new THREE.Texture( <Image> ),
  16095. *
  16096. * size: <float>,
  16097. * sizeAttenuation: <bool>
  16098. *
  16099. * morphTargets: <bool>
  16100. * }
  16101. */
  16102. function PointsMaterial( parameters ) {
  16103. Material.call( this );
  16104. this.type = 'PointsMaterial';
  16105. this.color = new Color( 0xffffff );
  16106. this.map = null;
  16107. this.size = 1;
  16108. this.sizeAttenuation = true;
  16109. this.morphTargets = false;
  16110. this.lights = false;
  16111. this.setValues( parameters );
  16112. }
  16113. PointsMaterial.prototype = Object.create( Material.prototype );
  16114. PointsMaterial.prototype.constructor = PointsMaterial;
  16115. PointsMaterial.prototype.isPointsMaterial = true;
  16116. PointsMaterial.prototype.copy = function ( source ) {
  16117. Material.prototype.copy.call( this, source );
  16118. this.color.copy( source.color );
  16119. this.map = source.map;
  16120. this.size = source.size;
  16121. this.sizeAttenuation = source.sizeAttenuation;
  16122. this.morphTargets = source.morphTargets;
  16123. return this;
  16124. };
  16125. /**
  16126. * @author alteredq / http://alteredqualia.com/
  16127. */
  16128. var _inverseMatrix$2, _ray$2, _sphere$3;
  16129. function Points( geometry, material ) {
  16130. Object3D.call( this );
  16131. this.type = 'Points';
  16132. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16133. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16134. this.updateMorphTargets();
  16135. }
  16136. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16137. constructor: Points,
  16138. isPoints: true,
  16139. raycast: function ( raycaster, intersects ) {
  16140. if ( _sphere$3 === undefined ) {
  16141. _inverseMatrix$2 = new Matrix4();
  16142. _ray$2 = new Ray();
  16143. _sphere$3 = new Sphere();
  16144. }
  16145. var object = this;
  16146. var geometry = this.geometry;
  16147. var matrixWorld = this.matrixWorld;
  16148. var threshold = raycaster.params.Points.threshold;
  16149. // Checking boundingSphere distance to ray
  16150. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16151. _sphere$3.copy( geometry.boundingSphere );
  16152. _sphere$3.applyMatrix4( matrixWorld );
  16153. _sphere$3.radius += threshold;
  16154. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  16155. //
  16156. _inverseMatrix$2.getInverse( matrixWorld );
  16157. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16158. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16159. var localThresholdSq = localThreshold * localThreshold;
  16160. var position = new Vector3();
  16161. var intersectPoint = new Vector3();
  16162. function testPoint( point, index ) {
  16163. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16164. if ( rayPointDistanceSq < localThresholdSq ) {
  16165. _ray$2.closestPointToPoint( point, intersectPoint );
  16166. intersectPoint.applyMatrix4( matrixWorld );
  16167. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16168. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16169. intersects.push( {
  16170. distance: distance,
  16171. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16172. point: intersectPoint.clone(),
  16173. index: index,
  16174. face: null,
  16175. object: object
  16176. } );
  16177. }
  16178. }
  16179. if ( geometry.isBufferGeometry ) {
  16180. var index = geometry.index;
  16181. var attributes = geometry.attributes;
  16182. var positions = attributes.position.array;
  16183. if ( index !== null ) {
  16184. var indices = index.array;
  16185. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16186. var a = indices[ i ];
  16187. position.fromArray( positions, a * 3 );
  16188. testPoint( position, a );
  16189. }
  16190. } else {
  16191. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16192. position.fromArray( positions, i * 3 );
  16193. testPoint( position, i );
  16194. }
  16195. }
  16196. } else {
  16197. var vertices = geometry.vertices;
  16198. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16199. testPoint( vertices[ i ], i );
  16200. }
  16201. }
  16202. },
  16203. updateMorphTargets: function () {
  16204. var geometry = this.geometry;
  16205. var m, ml, name;
  16206. if ( geometry.isBufferGeometry ) {
  16207. var morphAttributes = geometry.morphAttributes;
  16208. var keys = Object.keys( morphAttributes );
  16209. if ( keys.length > 0 ) {
  16210. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16211. if ( morphAttribute !== undefined ) {
  16212. this.morphTargetInfluences = [];
  16213. this.morphTargetDictionary = {};
  16214. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16215. name = morphAttribute[ m ].name || String( m );
  16216. this.morphTargetInfluences.push( 0 );
  16217. this.morphTargetDictionary[ name ] = m;
  16218. }
  16219. }
  16220. }
  16221. } else {
  16222. var morphTargets = geometry.morphTargets;
  16223. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16224. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16225. }
  16226. }
  16227. },
  16228. clone: function () {
  16229. return new this.constructor( this.geometry, this.material ).copy( this );
  16230. }
  16231. } );
  16232. /**
  16233. * @author mrdoob / http://mrdoob.com/
  16234. */
  16235. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16236. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16237. this.format = format !== undefined ? format : RGBFormat;
  16238. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16239. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16240. this.generateMipmaps = false;
  16241. }
  16242. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16243. constructor: VideoTexture,
  16244. isVideoTexture: true,
  16245. update: function () {
  16246. var video = this.image;
  16247. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16248. this.needsUpdate = true;
  16249. }
  16250. }
  16251. } );
  16252. /**
  16253. * @author alteredq / http://alteredqualia.com/
  16254. */
  16255. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16256. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16257. this.image = { width: width, height: height };
  16258. this.mipmaps = mipmaps;
  16259. // no flipping for cube textures
  16260. // (also flipping doesn't work for compressed textures )
  16261. this.flipY = false;
  16262. // can't generate mipmaps for compressed textures
  16263. // mips must be embedded in DDS files
  16264. this.generateMipmaps = false;
  16265. }
  16266. CompressedTexture.prototype = Object.create( Texture.prototype );
  16267. CompressedTexture.prototype.constructor = CompressedTexture;
  16268. CompressedTexture.prototype.isCompressedTexture = true;
  16269. /**
  16270. * @author mrdoob / http://mrdoob.com/
  16271. */
  16272. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16273. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16274. this.needsUpdate = true;
  16275. }
  16276. CanvasTexture.prototype = Object.create( Texture.prototype );
  16277. CanvasTexture.prototype.constructor = CanvasTexture;
  16278. CanvasTexture.prototype.isCanvasTexture = true;
  16279. /**
  16280. * @author Matt DesLauriers / @mattdesl
  16281. * @author atix / arthursilber.de
  16282. */
  16283. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16284. format = format !== undefined ? format : DepthFormat;
  16285. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16286. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16287. }
  16288. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16289. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16290. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16291. this.image = { width: width, height: height };
  16292. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16293. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16294. this.flipY = false;
  16295. this.generateMipmaps = false;
  16296. }
  16297. DepthTexture.prototype = Object.create( Texture.prototype );
  16298. DepthTexture.prototype.constructor = DepthTexture;
  16299. DepthTexture.prototype.isDepthTexture = true;
  16300. /**
  16301. * @author mrdoob / http://mrdoob.com/
  16302. * @author Mugen87 / https://github.com/Mugen87
  16303. */
  16304. function WireframeGeometry( geometry ) {
  16305. BufferGeometry.call( this );
  16306. this.type = 'WireframeGeometry';
  16307. // buffer
  16308. var vertices = [];
  16309. // helper variables
  16310. var i, j, l, o, ol;
  16311. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16312. var key, keys = [ 'a', 'b', 'c' ];
  16313. var vertex;
  16314. // different logic for Geometry and BufferGeometry
  16315. if ( geometry && geometry.isGeometry ) {
  16316. // create a data structure that contains all edges without duplicates
  16317. var faces = geometry.faces;
  16318. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16319. var face = faces[ i ];
  16320. for ( j = 0; j < 3; j ++ ) {
  16321. edge1 = face[ keys[ j ] ];
  16322. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16323. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16324. edge[ 1 ] = Math.max( edge1, edge2 );
  16325. key = edge[ 0 ] + ',' + edge[ 1 ];
  16326. if ( edges[ key ] === undefined ) {
  16327. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16328. }
  16329. }
  16330. }
  16331. // generate vertices
  16332. for ( key in edges ) {
  16333. e = edges[ key ];
  16334. vertex = geometry.vertices[ e.index1 ];
  16335. vertices.push( vertex.x, vertex.y, vertex.z );
  16336. vertex = geometry.vertices[ e.index2 ];
  16337. vertices.push( vertex.x, vertex.y, vertex.z );
  16338. }
  16339. } else if ( geometry && geometry.isBufferGeometry ) {
  16340. var position, indices, groups;
  16341. var group, start, count;
  16342. var index1, index2;
  16343. vertex = new Vector3();
  16344. if ( geometry.index !== null ) {
  16345. // indexed BufferGeometry
  16346. position = geometry.attributes.position;
  16347. indices = geometry.index;
  16348. groups = geometry.groups;
  16349. if ( groups.length === 0 ) {
  16350. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16351. }
  16352. // create a data structure that contains all eges without duplicates
  16353. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16354. group = groups[ o ];
  16355. start = group.start;
  16356. count = group.count;
  16357. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16358. for ( j = 0; j < 3; j ++ ) {
  16359. edge1 = indices.getX( i + j );
  16360. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16361. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16362. edge[ 1 ] = Math.max( edge1, edge2 );
  16363. key = edge[ 0 ] + ',' + edge[ 1 ];
  16364. if ( edges[ key ] === undefined ) {
  16365. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16366. }
  16367. }
  16368. }
  16369. }
  16370. // generate vertices
  16371. for ( key in edges ) {
  16372. e = edges[ key ];
  16373. vertex.fromBufferAttribute( position, e.index1 );
  16374. vertices.push( vertex.x, vertex.y, vertex.z );
  16375. vertex.fromBufferAttribute( position, e.index2 );
  16376. vertices.push( vertex.x, vertex.y, vertex.z );
  16377. }
  16378. } else {
  16379. // non-indexed BufferGeometry
  16380. position = geometry.attributes.position;
  16381. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16382. for ( j = 0; j < 3; j ++ ) {
  16383. // three edges per triangle, an edge is represented as (index1, index2)
  16384. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16385. index1 = 3 * i + j;
  16386. vertex.fromBufferAttribute( position, index1 );
  16387. vertices.push( vertex.x, vertex.y, vertex.z );
  16388. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16389. vertex.fromBufferAttribute( position, index2 );
  16390. vertices.push( vertex.x, vertex.y, vertex.z );
  16391. }
  16392. }
  16393. }
  16394. }
  16395. // build geometry
  16396. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16397. }
  16398. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16399. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16400. /**
  16401. * @author zz85 / https://github.com/zz85
  16402. * @author Mugen87 / https://github.com/Mugen87
  16403. *
  16404. * Parametric Surfaces Geometry
  16405. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16406. */
  16407. // ParametricGeometry
  16408. function ParametricGeometry( func, slices, stacks ) {
  16409. Geometry.call( this );
  16410. this.type = 'ParametricGeometry';
  16411. this.parameters = {
  16412. func: func,
  16413. slices: slices,
  16414. stacks: stacks
  16415. };
  16416. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16417. this.mergeVertices();
  16418. }
  16419. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16420. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16421. // ParametricBufferGeometry
  16422. function ParametricBufferGeometry( func, slices, stacks ) {
  16423. BufferGeometry.call( this );
  16424. this.type = 'ParametricBufferGeometry';
  16425. this.parameters = {
  16426. func: func,
  16427. slices: slices,
  16428. stacks: stacks
  16429. };
  16430. // buffers
  16431. var indices = [];
  16432. var vertices = [];
  16433. var normals = [];
  16434. var uvs = [];
  16435. var EPS = 0.00001;
  16436. var normal = new Vector3();
  16437. var p0 = new Vector3(), p1 = new Vector3();
  16438. var pu = new Vector3(), pv = new Vector3();
  16439. var i, j;
  16440. if ( func.length < 3 ) {
  16441. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16442. }
  16443. // generate vertices, normals and uvs
  16444. var sliceCount = slices + 1;
  16445. for ( i = 0; i <= stacks; i ++ ) {
  16446. var v = i / stacks;
  16447. for ( j = 0; j <= slices; j ++ ) {
  16448. var u = j / slices;
  16449. // vertex
  16450. func( u, v, p0 );
  16451. vertices.push( p0.x, p0.y, p0.z );
  16452. // normal
  16453. // approximate tangent vectors via finite differences
  16454. if ( u - EPS >= 0 ) {
  16455. func( u - EPS, v, p1 );
  16456. pu.subVectors( p0, p1 );
  16457. } else {
  16458. func( u + EPS, v, p1 );
  16459. pu.subVectors( p1, p0 );
  16460. }
  16461. if ( v - EPS >= 0 ) {
  16462. func( u, v - EPS, p1 );
  16463. pv.subVectors( p0, p1 );
  16464. } else {
  16465. func( u, v + EPS, p1 );
  16466. pv.subVectors( p1, p0 );
  16467. }
  16468. // cross product of tangent vectors returns surface normal
  16469. normal.crossVectors( pu, pv ).normalize();
  16470. normals.push( normal.x, normal.y, normal.z );
  16471. // uv
  16472. uvs.push( u, v );
  16473. }
  16474. }
  16475. // generate indices
  16476. for ( i = 0; i < stacks; i ++ ) {
  16477. for ( j = 0; j < slices; j ++ ) {
  16478. var a = i * sliceCount + j;
  16479. var b = i * sliceCount + j + 1;
  16480. var c = ( i + 1 ) * sliceCount + j + 1;
  16481. var d = ( i + 1 ) * sliceCount + j;
  16482. // faces one and two
  16483. indices.push( a, b, d );
  16484. indices.push( b, c, d );
  16485. }
  16486. }
  16487. // build geometry
  16488. this.setIndex( indices );
  16489. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16490. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16491. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16492. }
  16493. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16494. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16495. /**
  16496. * @author clockworkgeek / https://github.com/clockworkgeek
  16497. * @author timothypratley / https://github.com/timothypratley
  16498. * @author WestLangley / http://github.com/WestLangley
  16499. * @author Mugen87 / https://github.com/Mugen87
  16500. */
  16501. // PolyhedronGeometry
  16502. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16503. Geometry.call( this );
  16504. this.type = 'PolyhedronGeometry';
  16505. this.parameters = {
  16506. vertices: vertices,
  16507. indices: indices,
  16508. radius: radius,
  16509. detail: detail
  16510. };
  16511. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16512. this.mergeVertices();
  16513. }
  16514. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16515. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16516. // PolyhedronBufferGeometry
  16517. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16518. BufferGeometry.call( this );
  16519. this.type = 'PolyhedronBufferGeometry';
  16520. this.parameters = {
  16521. vertices: vertices,
  16522. indices: indices,
  16523. radius: radius,
  16524. detail: detail
  16525. };
  16526. radius = radius || 1;
  16527. detail = detail || 0;
  16528. // default buffer data
  16529. var vertexBuffer = [];
  16530. var uvBuffer = [];
  16531. // the subdivision creates the vertex buffer data
  16532. subdivide( detail );
  16533. // all vertices should lie on a conceptual sphere with a given radius
  16534. applyRadius( radius );
  16535. // finally, create the uv data
  16536. generateUVs();
  16537. // build non-indexed geometry
  16538. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16539. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16540. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16541. if ( detail === 0 ) {
  16542. this.computeVertexNormals(); // flat normals
  16543. } else {
  16544. this.normalizeNormals(); // smooth normals
  16545. }
  16546. // helper functions
  16547. function subdivide( detail ) {
  16548. var a = new Vector3();
  16549. var b = new Vector3();
  16550. var c = new Vector3();
  16551. // iterate over all faces and apply a subdivison with the given detail value
  16552. for ( var i = 0; i < indices.length; i += 3 ) {
  16553. // get the vertices of the face
  16554. getVertexByIndex( indices[ i + 0 ], a );
  16555. getVertexByIndex( indices[ i + 1 ], b );
  16556. getVertexByIndex( indices[ i + 2 ], c );
  16557. // perform subdivision
  16558. subdivideFace( a, b, c, detail );
  16559. }
  16560. }
  16561. function subdivideFace( a, b, c, detail ) {
  16562. var cols = Math.pow( 2, detail );
  16563. // we use this multidimensional array as a data structure for creating the subdivision
  16564. var v = [];
  16565. var i, j;
  16566. // construct all of the vertices for this subdivision
  16567. for ( i = 0; i <= cols; i ++ ) {
  16568. v[ i ] = [];
  16569. var aj = a.clone().lerp( c, i / cols );
  16570. var bj = b.clone().lerp( c, i / cols );
  16571. var rows = cols - i;
  16572. for ( j = 0; j <= rows; j ++ ) {
  16573. if ( j === 0 && i === cols ) {
  16574. v[ i ][ j ] = aj;
  16575. } else {
  16576. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16577. }
  16578. }
  16579. }
  16580. // construct all of the faces
  16581. for ( i = 0; i < cols; i ++ ) {
  16582. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16583. var k = Math.floor( j / 2 );
  16584. if ( j % 2 === 0 ) {
  16585. pushVertex( v[ i ][ k + 1 ] );
  16586. pushVertex( v[ i + 1 ][ k ] );
  16587. pushVertex( v[ i ][ k ] );
  16588. } else {
  16589. pushVertex( v[ i ][ k + 1 ] );
  16590. pushVertex( v[ i + 1 ][ k + 1 ] );
  16591. pushVertex( v[ i + 1 ][ k ] );
  16592. }
  16593. }
  16594. }
  16595. }
  16596. function applyRadius( radius ) {
  16597. var vertex = new Vector3();
  16598. // iterate over the entire buffer and apply the radius to each vertex
  16599. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16600. vertex.x = vertexBuffer[ i + 0 ];
  16601. vertex.y = vertexBuffer[ i + 1 ];
  16602. vertex.z = vertexBuffer[ i + 2 ];
  16603. vertex.normalize().multiplyScalar( radius );
  16604. vertexBuffer[ i + 0 ] = vertex.x;
  16605. vertexBuffer[ i + 1 ] = vertex.y;
  16606. vertexBuffer[ i + 2 ] = vertex.z;
  16607. }
  16608. }
  16609. function generateUVs() {
  16610. var vertex = new Vector3();
  16611. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16612. vertex.x = vertexBuffer[ i + 0 ];
  16613. vertex.y = vertexBuffer[ i + 1 ];
  16614. vertex.z = vertexBuffer[ i + 2 ];
  16615. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16616. var v = inclination( vertex ) / Math.PI + 0.5;
  16617. uvBuffer.push( u, 1 - v );
  16618. }
  16619. correctUVs();
  16620. correctSeam();
  16621. }
  16622. function correctSeam() {
  16623. // handle case when face straddles the seam, see #3269
  16624. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16625. // uv data of a single face
  16626. var x0 = uvBuffer[ i + 0 ];
  16627. var x1 = uvBuffer[ i + 2 ];
  16628. var x2 = uvBuffer[ i + 4 ];
  16629. var max = Math.max( x0, x1, x2 );
  16630. var min = Math.min( x0, x1, x2 );
  16631. // 0.9 is somewhat arbitrary
  16632. if ( max > 0.9 && min < 0.1 ) {
  16633. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16634. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16635. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16636. }
  16637. }
  16638. }
  16639. function pushVertex( vertex ) {
  16640. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16641. }
  16642. function getVertexByIndex( index, vertex ) {
  16643. var stride = index * 3;
  16644. vertex.x = vertices[ stride + 0 ];
  16645. vertex.y = vertices[ stride + 1 ];
  16646. vertex.z = vertices[ stride + 2 ];
  16647. }
  16648. function correctUVs() {
  16649. var a = new Vector3();
  16650. var b = new Vector3();
  16651. var c = new Vector3();
  16652. var centroid = new Vector3();
  16653. var uvA = new Vector2();
  16654. var uvB = new Vector2();
  16655. var uvC = new Vector2();
  16656. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16657. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16658. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16659. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16660. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16661. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16662. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16663. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16664. var azi = azimuth( centroid );
  16665. correctUV( uvA, j + 0, a, azi );
  16666. correctUV( uvB, j + 2, b, azi );
  16667. correctUV( uvC, j + 4, c, azi );
  16668. }
  16669. }
  16670. function correctUV( uv, stride, vector, azimuth ) {
  16671. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16672. uvBuffer[ stride ] = uv.x - 1;
  16673. }
  16674. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16675. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16676. }
  16677. }
  16678. // Angle around the Y axis, counter-clockwise when looking from above.
  16679. function azimuth( vector ) {
  16680. return Math.atan2( vector.z, - vector.x );
  16681. }
  16682. // Angle above the XZ plane.
  16683. function inclination( vector ) {
  16684. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16685. }
  16686. }
  16687. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16688. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16689. /**
  16690. * @author timothypratley / https://github.com/timothypratley
  16691. * @author Mugen87 / https://github.com/Mugen87
  16692. */
  16693. // TetrahedronGeometry
  16694. function TetrahedronGeometry( radius, detail ) {
  16695. Geometry.call( this );
  16696. this.type = 'TetrahedronGeometry';
  16697. this.parameters = {
  16698. radius: radius,
  16699. detail: detail
  16700. };
  16701. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16702. this.mergeVertices();
  16703. }
  16704. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16705. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16706. // TetrahedronBufferGeometry
  16707. function TetrahedronBufferGeometry( radius, detail ) {
  16708. var vertices = [
  16709. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16710. ];
  16711. var indices = [
  16712. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16713. ];
  16714. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16715. this.type = 'TetrahedronBufferGeometry';
  16716. this.parameters = {
  16717. radius: radius,
  16718. detail: detail
  16719. };
  16720. }
  16721. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16722. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16723. /**
  16724. * @author timothypratley / https://github.com/timothypratley
  16725. * @author Mugen87 / https://github.com/Mugen87
  16726. */
  16727. // OctahedronGeometry
  16728. function OctahedronGeometry( radius, detail ) {
  16729. Geometry.call( this );
  16730. this.type = 'OctahedronGeometry';
  16731. this.parameters = {
  16732. radius: radius,
  16733. detail: detail
  16734. };
  16735. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16736. this.mergeVertices();
  16737. }
  16738. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16739. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16740. // OctahedronBufferGeometry
  16741. function OctahedronBufferGeometry( radius, detail ) {
  16742. var vertices = [
  16743. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16744. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16745. ];
  16746. var indices = [
  16747. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16748. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16749. 1, 3, 4, 1, 4, 2
  16750. ];
  16751. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16752. this.type = 'OctahedronBufferGeometry';
  16753. this.parameters = {
  16754. radius: radius,
  16755. detail: detail
  16756. };
  16757. }
  16758. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16759. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16760. /**
  16761. * @author timothypratley / https://github.com/timothypratley
  16762. * @author Mugen87 / https://github.com/Mugen87
  16763. */
  16764. // IcosahedronGeometry
  16765. function IcosahedronGeometry( radius, detail ) {
  16766. Geometry.call( this );
  16767. this.type = 'IcosahedronGeometry';
  16768. this.parameters = {
  16769. radius: radius,
  16770. detail: detail
  16771. };
  16772. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16773. this.mergeVertices();
  16774. }
  16775. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16776. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16777. // IcosahedronBufferGeometry
  16778. function IcosahedronBufferGeometry( radius, detail ) {
  16779. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16780. var vertices = [
  16781. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16782. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16783. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16784. ];
  16785. var indices = [
  16786. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16787. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16788. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16789. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16790. ];
  16791. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16792. this.type = 'IcosahedronBufferGeometry';
  16793. this.parameters = {
  16794. radius: radius,
  16795. detail: detail
  16796. };
  16797. }
  16798. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16799. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16800. /**
  16801. * @author Abe Pazos / https://hamoid.com
  16802. * @author Mugen87 / https://github.com/Mugen87
  16803. */
  16804. // DodecahedronGeometry
  16805. function DodecahedronGeometry( radius, detail ) {
  16806. Geometry.call( this );
  16807. this.type = 'DodecahedronGeometry';
  16808. this.parameters = {
  16809. radius: radius,
  16810. detail: detail
  16811. };
  16812. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16813. this.mergeVertices();
  16814. }
  16815. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16816. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16817. // DodecahedronBufferGeometry
  16818. function DodecahedronBufferGeometry( radius, detail ) {
  16819. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16820. var r = 1 / t;
  16821. var vertices = [
  16822. // (±1, ±1, ±1)
  16823. - 1, - 1, - 1, - 1, - 1, 1,
  16824. - 1, 1, - 1, - 1, 1, 1,
  16825. 1, - 1, - 1, 1, - 1, 1,
  16826. 1, 1, - 1, 1, 1, 1,
  16827. // (0, ±1/φ, ±φ)
  16828. 0, - r, - t, 0, - r, t,
  16829. 0, r, - t, 0, r, t,
  16830. // (±1/φ, ±φ, 0)
  16831. - r, - t, 0, - r, t, 0,
  16832. r, - t, 0, r, t, 0,
  16833. // (±φ, 0, ±1/φ)
  16834. - t, 0, - r, t, 0, - r,
  16835. - t, 0, r, t, 0, r
  16836. ];
  16837. var indices = [
  16838. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16839. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16840. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16841. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16842. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16843. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16844. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16845. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16846. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16847. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16848. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16849. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16850. ];
  16851. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16852. this.type = 'DodecahedronBufferGeometry';
  16853. this.parameters = {
  16854. radius: radius,
  16855. detail: detail
  16856. };
  16857. }
  16858. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16859. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16860. /**
  16861. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16862. * @author WestLangley / https://github.com/WestLangley
  16863. * @author zz85 / https://github.com/zz85
  16864. * @author miningold / https://github.com/miningold
  16865. * @author jonobr1 / https://github.com/jonobr1
  16866. * @author Mugen87 / https://github.com/Mugen87
  16867. *
  16868. */
  16869. // TubeGeometry
  16870. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16871. Geometry.call( this );
  16872. this.type = 'TubeGeometry';
  16873. this.parameters = {
  16874. path: path,
  16875. tubularSegments: tubularSegments,
  16876. radius: radius,
  16877. radialSegments: radialSegments,
  16878. closed: closed
  16879. };
  16880. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16881. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16882. // expose internals
  16883. this.tangents = bufferGeometry.tangents;
  16884. this.normals = bufferGeometry.normals;
  16885. this.binormals = bufferGeometry.binormals;
  16886. // create geometry
  16887. this.fromBufferGeometry( bufferGeometry );
  16888. this.mergeVertices();
  16889. }
  16890. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16891. TubeGeometry.prototype.constructor = TubeGeometry;
  16892. // TubeBufferGeometry
  16893. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16894. BufferGeometry.call( this );
  16895. this.type = 'TubeBufferGeometry';
  16896. this.parameters = {
  16897. path: path,
  16898. tubularSegments: tubularSegments,
  16899. radius: radius,
  16900. radialSegments: radialSegments,
  16901. closed: closed
  16902. };
  16903. tubularSegments = tubularSegments || 64;
  16904. radius = radius || 1;
  16905. radialSegments = radialSegments || 8;
  16906. closed = closed || false;
  16907. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16908. // expose internals
  16909. this.tangents = frames.tangents;
  16910. this.normals = frames.normals;
  16911. this.binormals = frames.binormals;
  16912. // helper variables
  16913. var vertex = new Vector3();
  16914. var normal = new Vector3();
  16915. var uv = new Vector2();
  16916. var P = new Vector3();
  16917. var i, j;
  16918. // buffer
  16919. var vertices = [];
  16920. var normals = [];
  16921. var uvs = [];
  16922. var indices = [];
  16923. // create buffer data
  16924. generateBufferData();
  16925. // build geometry
  16926. this.setIndex( indices );
  16927. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16928. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16929. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16930. // functions
  16931. function generateBufferData() {
  16932. for ( i = 0; i < tubularSegments; i ++ ) {
  16933. generateSegment( i );
  16934. }
  16935. // if the geometry is not closed, generate the last row of vertices and normals
  16936. // at the regular position on the given path
  16937. //
  16938. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16939. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16940. // uvs are generated in a separate function.
  16941. // this makes it easy compute correct values for closed geometries
  16942. generateUVs();
  16943. // finally create faces
  16944. generateIndices();
  16945. }
  16946. function generateSegment( i ) {
  16947. // we use getPointAt to sample evenly distributed points from the given path
  16948. P = path.getPointAt( i / tubularSegments, P );
  16949. // retrieve corresponding normal and binormal
  16950. var N = frames.normals[ i ];
  16951. var B = frames.binormals[ i ];
  16952. // generate normals and vertices for the current segment
  16953. for ( j = 0; j <= radialSegments; j ++ ) {
  16954. var v = j / radialSegments * Math.PI * 2;
  16955. var sin = Math.sin( v );
  16956. var cos = - Math.cos( v );
  16957. // normal
  16958. normal.x = ( cos * N.x + sin * B.x );
  16959. normal.y = ( cos * N.y + sin * B.y );
  16960. normal.z = ( cos * N.z + sin * B.z );
  16961. normal.normalize();
  16962. normals.push( normal.x, normal.y, normal.z );
  16963. // vertex
  16964. vertex.x = P.x + radius * normal.x;
  16965. vertex.y = P.y + radius * normal.y;
  16966. vertex.z = P.z + radius * normal.z;
  16967. vertices.push( vertex.x, vertex.y, vertex.z );
  16968. }
  16969. }
  16970. function generateIndices() {
  16971. for ( j = 1; j <= tubularSegments; j ++ ) {
  16972. for ( i = 1; i <= radialSegments; i ++ ) {
  16973. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16974. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16975. var c = ( radialSegments + 1 ) * j + i;
  16976. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16977. // faces
  16978. indices.push( a, b, d );
  16979. indices.push( b, c, d );
  16980. }
  16981. }
  16982. }
  16983. function generateUVs() {
  16984. for ( i = 0; i <= tubularSegments; i ++ ) {
  16985. for ( j = 0; j <= radialSegments; j ++ ) {
  16986. uv.x = i / tubularSegments;
  16987. uv.y = j / radialSegments;
  16988. uvs.push( uv.x, uv.y );
  16989. }
  16990. }
  16991. }
  16992. }
  16993. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16994. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16995. TubeBufferGeometry.prototype.toJSON = function () {
  16996. var data = BufferGeometry.prototype.toJSON.call( this );
  16997. data.path = this.parameters.path.toJSON();
  16998. return data;
  16999. };
  17000. /**
  17001. * @author oosmoxiecode
  17002. * @author Mugen87 / https://github.com/Mugen87
  17003. *
  17004. * based on http://www.blackpawn.com/texts/pqtorus/
  17005. */
  17006. // TorusKnotGeometry
  17007. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17008. Geometry.call( this );
  17009. this.type = 'TorusKnotGeometry';
  17010. this.parameters = {
  17011. radius: radius,
  17012. tube: tube,
  17013. tubularSegments: tubularSegments,
  17014. radialSegments: radialSegments,
  17015. p: p,
  17016. q: q
  17017. };
  17018. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  17019. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17020. this.mergeVertices();
  17021. }
  17022. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17023. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17024. // TorusKnotBufferGeometry
  17025. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17026. BufferGeometry.call( this );
  17027. this.type = 'TorusKnotBufferGeometry';
  17028. this.parameters = {
  17029. radius: radius,
  17030. tube: tube,
  17031. tubularSegments: tubularSegments,
  17032. radialSegments: radialSegments,
  17033. p: p,
  17034. q: q
  17035. };
  17036. radius = radius || 1;
  17037. tube = tube || 0.4;
  17038. tubularSegments = Math.floor( tubularSegments ) || 64;
  17039. radialSegments = Math.floor( radialSegments ) || 8;
  17040. p = p || 2;
  17041. q = q || 3;
  17042. // buffers
  17043. var indices = [];
  17044. var vertices = [];
  17045. var normals = [];
  17046. var uvs = [];
  17047. // helper variables
  17048. var i, j;
  17049. var vertex = new Vector3();
  17050. var normal = new Vector3();
  17051. var P1 = new Vector3();
  17052. var P2 = new Vector3();
  17053. var B = new Vector3();
  17054. var T = new Vector3();
  17055. var N = new Vector3();
  17056. // generate vertices, normals and uvs
  17057. for ( i = 0; i <= tubularSegments; ++ i ) {
  17058. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17059. var u = i / tubularSegments * p * Math.PI * 2;
  17060. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17061. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17062. calculatePositionOnCurve( u, p, q, radius, P1 );
  17063. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17064. // calculate orthonormal basis
  17065. T.subVectors( P2, P1 );
  17066. N.addVectors( P2, P1 );
  17067. B.crossVectors( T, N );
  17068. N.crossVectors( B, T );
  17069. // normalize B, N. T can be ignored, we don't use it
  17070. B.normalize();
  17071. N.normalize();
  17072. for ( j = 0; j <= radialSegments; ++ j ) {
  17073. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17074. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17075. var v = j / radialSegments * Math.PI * 2;
  17076. var cx = - tube * Math.cos( v );
  17077. var cy = tube * Math.sin( v );
  17078. // now calculate the final vertex position.
  17079. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17080. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17081. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17082. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17083. vertices.push( vertex.x, vertex.y, vertex.z );
  17084. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17085. normal.subVectors( vertex, P1 ).normalize();
  17086. normals.push( normal.x, normal.y, normal.z );
  17087. // uv
  17088. uvs.push( i / tubularSegments );
  17089. uvs.push( j / radialSegments );
  17090. }
  17091. }
  17092. // generate indices
  17093. for ( j = 1; j <= tubularSegments; j ++ ) {
  17094. for ( i = 1; i <= radialSegments; i ++ ) {
  17095. // indices
  17096. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17097. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17098. var c = ( radialSegments + 1 ) * j + i;
  17099. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17100. // faces
  17101. indices.push( a, b, d );
  17102. indices.push( b, c, d );
  17103. }
  17104. }
  17105. // build geometry
  17106. this.setIndex( indices );
  17107. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17108. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17109. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17110. // this function calculates the current position on the torus curve
  17111. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17112. var cu = Math.cos( u );
  17113. var su = Math.sin( u );
  17114. var quOverP = q / p * u;
  17115. var cs = Math.cos( quOverP );
  17116. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17117. position.y = radius * ( 2 + cs ) * su * 0.5;
  17118. position.z = radius * Math.sin( quOverP ) * 0.5;
  17119. }
  17120. }
  17121. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17122. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17123. /**
  17124. * @author oosmoxiecode
  17125. * @author mrdoob / http://mrdoob.com/
  17126. * @author Mugen87 / https://github.com/Mugen87
  17127. */
  17128. // TorusGeometry
  17129. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17130. Geometry.call( this );
  17131. this.type = 'TorusGeometry';
  17132. this.parameters = {
  17133. radius: radius,
  17134. tube: tube,
  17135. radialSegments: radialSegments,
  17136. tubularSegments: tubularSegments,
  17137. arc: arc
  17138. };
  17139. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17140. this.mergeVertices();
  17141. }
  17142. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17143. TorusGeometry.prototype.constructor = TorusGeometry;
  17144. // TorusBufferGeometry
  17145. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17146. BufferGeometry.call( this );
  17147. this.type = 'TorusBufferGeometry';
  17148. this.parameters = {
  17149. radius: radius,
  17150. tube: tube,
  17151. radialSegments: radialSegments,
  17152. tubularSegments: tubularSegments,
  17153. arc: arc
  17154. };
  17155. radius = radius || 1;
  17156. tube = tube || 0.4;
  17157. radialSegments = Math.floor( radialSegments ) || 8;
  17158. tubularSegments = Math.floor( tubularSegments ) || 6;
  17159. arc = arc || Math.PI * 2;
  17160. // buffers
  17161. var indices = [];
  17162. var vertices = [];
  17163. var normals = [];
  17164. var uvs = [];
  17165. // helper variables
  17166. var center = new Vector3();
  17167. var vertex = new Vector3();
  17168. var normal = new Vector3();
  17169. var j, i;
  17170. // generate vertices, normals and uvs
  17171. for ( j = 0; j <= radialSegments; j ++ ) {
  17172. for ( i = 0; i <= tubularSegments; i ++ ) {
  17173. var u = i / tubularSegments * arc;
  17174. var v = j / radialSegments * Math.PI * 2;
  17175. // vertex
  17176. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17177. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17178. vertex.z = tube * Math.sin( v );
  17179. vertices.push( vertex.x, vertex.y, vertex.z );
  17180. // normal
  17181. center.x = radius * Math.cos( u );
  17182. center.y = radius * Math.sin( u );
  17183. normal.subVectors( vertex, center ).normalize();
  17184. normals.push( normal.x, normal.y, normal.z );
  17185. // uv
  17186. uvs.push( i / tubularSegments );
  17187. uvs.push( j / radialSegments );
  17188. }
  17189. }
  17190. // generate indices
  17191. for ( j = 1; j <= radialSegments; j ++ ) {
  17192. for ( i = 1; i <= tubularSegments; i ++ ) {
  17193. // indices
  17194. var a = ( tubularSegments + 1 ) * j + i - 1;
  17195. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17196. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17197. var d = ( tubularSegments + 1 ) * j + i;
  17198. // faces
  17199. indices.push( a, b, d );
  17200. indices.push( b, c, d );
  17201. }
  17202. }
  17203. // build geometry
  17204. this.setIndex( indices );
  17205. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17206. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17207. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17208. }
  17209. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17210. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17211. /**
  17212. * @author Mugen87 / https://github.com/Mugen87
  17213. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17214. */
  17215. var Earcut = {
  17216. triangulate: function ( data, holeIndices, dim ) {
  17217. dim = dim || 2;
  17218. var hasHoles = holeIndices && holeIndices.length,
  17219. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17220. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17221. triangles = [];
  17222. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17223. var minX, minY, maxX, maxY, x, y, invSize;
  17224. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17225. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17226. if ( data.length > 80 * dim ) {
  17227. minX = maxX = data[ 0 ];
  17228. minY = maxY = data[ 1 ];
  17229. for ( var i = dim; i < outerLen; i += dim ) {
  17230. x = data[ i ];
  17231. y = data[ i + 1 ];
  17232. if ( x < minX ) minX = x;
  17233. if ( y < minY ) minY = y;
  17234. if ( x > maxX ) maxX = x;
  17235. if ( y > maxY ) maxY = y;
  17236. }
  17237. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17238. invSize = Math.max( maxX - minX, maxY - minY );
  17239. invSize = invSize !== 0 ? 1 / invSize : 0;
  17240. }
  17241. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17242. return triangles;
  17243. }
  17244. };
  17245. // create a circular doubly linked list from polygon points in the specified winding order
  17246. function linkedList( data, start, end, dim, clockwise ) {
  17247. var i, last;
  17248. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17249. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17250. } else {
  17251. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17252. }
  17253. if ( last && equals( last, last.next ) ) {
  17254. removeNode( last );
  17255. last = last.next;
  17256. }
  17257. return last;
  17258. }
  17259. // eliminate colinear or duplicate points
  17260. function filterPoints( start, end ) {
  17261. if ( ! start ) return start;
  17262. if ( ! end ) end = start;
  17263. var p = start,
  17264. again;
  17265. do {
  17266. again = false;
  17267. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17268. removeNode( p );
  17269. p = end = p.prev;
  17270. if ( p === p.next ) break;
  17271. again = true;
  17272. } else {
  17273. p = p.next;
  17274. }
  17275. } while ( again || p !== end );
  17276. return end;
  17277. }
  17278. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17279. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17280. if ( ! ear ) return;
  17281. // interlink polygon nodes in z-order
  17282. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17283. var stop = ear,
  17284. prev, next;
  17285. // iterate through ears, slicing them one by one
  17286. while ( ear.prev !== ear.next ) {
  17287. prev = ear.prev;
  17288. next = ear.next;
  17289. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17290. // cut off the triangle
  17291. triangles.push( prev.i / dim );
  17292. triangles.push( ear.i / dim );
  17293. triangles.push( next.i / dim );
  17294. removeNode( ear );
  17295. // skipping the next vertex leads to less sliver triangles
  17296. ear = next.next;
  17297. stop = next.next;
  17298. continue;
  17299. }
  17300. ear = next;
  17301. // if we looped through the whole remaining polygon and can't find any more ears
  17302. if ( ear === stop ) {
  17303. // try filtering points and slicing again
  17304. if ( ! pass ) {
  17305. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17306. // if this didn't work, try curing all small self-intersections locally
  17307. } else if ( pass === 1 ) {
  17308. ear = cureLocalIntersections( ear, triangles, dim );
  17309. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17310. // as a last resort, try splitting the remaining polygon into two
  17311. } else if ( pass === 2 ) {
  17312. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17313. }
  17314. break;
  17315. }
  17316. }
  17317. }
  17318. // check whether a polygon node forms a valid ear with adjacent nodes
  17319. function isEar( ear ) {
  17320. var a = ear.prev,
  17321. b = ear,
  17322. c = ear.next;
  17323. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17324. // now make sure we don't have other points inside the potential ear
  17325. var p = ear.next.next;
  17326. while ( p !== ear.prev ) {
  17327. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17328. area( p.prev, p, p.next ) >= 0 ) return false;
  17329. p = p.next;
  17330. }
  17331. return true;
  17332. }
  17333. function isEarHashed( ear, minX, minY, invSize ) {
  17334. var a = ear.prev,
  17335. b = ear,
  17336. c = ear.next;
  17337. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17338. // triangle bbox; min & max are calculated like this for speed
  17339. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17340. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17341. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17342. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17343. // z-order range for the current triangle bbox;
  17344. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17345. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17346. var p = ear.prevZ,
  17347. n = ear.nextZ;
  17348. // look for points inside the triangle in both directions
  17349. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17350. if ( p !== ear.prev && p !== ear.next &&
  17351. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17352. area( p.prev, p, p.next ) >= 0 ) return false;
  17353. p = p.prevZ;
  17354. if ( n !== ear.prev && n !== ear.next &&
  17355. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17356. area( n.prev, n, n.next ) >= 0 ) return false;
  17357. n = n.nextZ;
  17358. }
  17359. // look for remaining points in decreasing z-order
  17360. while ( p && p.z >= minZ ) {
  17361. if ( p !== ear.prev && p !== ear.next &&
  17362. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17363. area( p.prev, p, p.next ) >= 0 ) return false;
  17364. p = p.prevZ;
  17365. }
  17366. // look for remaining points in increasing z-order
  17367. while ( n && n.z <= maxZ ) {
  17368. if ( n !== ear.prev && n !== ear.next &&
  17369. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17370. area( n.prev, n, n.next ) >= 0 ) return false;
  17371. n = n.nextZ;
  17372. }
  17373. return true;
  17374. }
  17375. // go through all polygon nodes and cure small local self-intersections
  17376. function cureLocalIntersections( start, triangles, dim ) {
  17377. var p = start;
  17378. do {
  17379. var a = p.prev,
  17380. b = p.next.next;
  17381. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17382. triangles.push( a.i / dim );
  17383. triangles.push( p.i / dim );
  17384. triangles.push( b.i / dim );
  17385. // remove two nodes involved
  17386. removeNode( p );
  17387. removeNode( p.next );
  17388. p = start = b;
  17389. }
  17390. p = p.next;
  17391. } while ( p !== start );
  17392. return p;
  17393. }
  17394. // try splitting polygon into two and triangulate them independently
  17395. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17396. // look for a valid diagonal that divides the polygon into two
  17397. var a = start;
  17398. do {
  17399. var b = a.next.next;
  17400. while ( b !== a.prev ) {
  17401. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17402. // split the polygon in two by the diagonal
  17403. var c = splitPolygon( a, b );
  17404. // filter colinear points around the cuts
  17405. a = filterPoints( a, a.next );
  17406. c = filterPoints( c, c.next );
  17407. // run earcut on each half
  17408. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17409. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17410. return;
  17411. }
  17412. b = b.next;
  17413. }
  17414. a = a.next;
  17415. } while ( a !== start );
  17416. }
  17417. // link every hole into the outer loop, producing a single-ring polygon without holes
  17418. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17419. var queue = [],
  17420. i, len, start, end, list;
  17421. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17422. start = holeIndices[ i ] * dim;
  17423. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17424. list = linkedList( data, start, end, dim, false );
  17425. if ( list === list.next ) list.steiner = true;
  17426. queue.push( getLeftmost( list ) );
  17427. }
  17428. queue.sort( compareX );
  17429. // process holes from left to right
  17430. for ( i = 0; i < queue.length; i ++ ) {
  17431. eliminateHole( queue[ i ], outerNode );
  17432. outerNode = filterPoints( outerNode, outerNode.next );
  17433. }
  17434. return outerNode;
  17435. }
  17436. function compareX( a, b ) {
  17437. return a.x - b.x;
  17438. }
  17439. // find a bridge between vertices that connects hole with an outer ring and and link it
  17440. function eliminateHole( hole, outerNode ) {
  17441. outerNode = findHoleBridge( hole, outerNode );
  17442. if ( outerNode ) {
  17443. var b = splitPolygon( outerNode, hole );
  17444. filterPoints( b, b.next );
  17445. }
  17446. }
  17447. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17448. function findHoleBridge( hole, outerNode ) {
  17449. var p = outerNode,
  17450. hx = hole.x,
  17451. hy = hole.y,
  17452. qx = - Infinity,
  17453. m;
  17454. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17455. // segment's endpoint with lesser x will be potential connection point
  17456. do {
  17457. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17458. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17459. if ( x <= hx && x > qx ) {
  17460. qx = x;
  17461. if ( x === hx ) {
  17462. if ( hy === p.y ) return p;
  17463. if ( hy === p.next.y ) return p.next;
  17464. }
  17465. m = p.x < p.next.x ? p : p.next;
  17466. }
  17467. }
  17468. p = p.next;
  17469. } while ( p !== outerNode );
  17470. if ( ! m ) return null;
  17471. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17472. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17473. // if there are no points found, we have a valid connection;
  17474. // otherwise choose the point of the minimum angle with the ray as connection point
  17475. var stop = m,
  17476. mx = m.x,
  17477. my = m.y,
  17478. tanMin = Infinity,
  17479. tan;
  17480. p = m.next;
  17481. while ( p !== stop ) {
  17482. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17483. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17484. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17485. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17486. m = p;
  17487. tanMin = tan;
  17488. }
  17489. }
  17490. p = p.next;
  17491. }
  17492. return m;
  17493. }
  17494. // interlink polygon nodes in z-order
  17495. function indexCurve( start, minX, minY, invSize ) {
  17496. var p = start;
  17497. do {
  17498. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17499. p.prevZ = p.prev;
  17500. p.nextZ = p.next;
  17501. p = p.next;
  17502. } while ( p !== start );
  17503. p.prevZ.nextZ = null;
  17504. p.prevZ = null;
  17505. sortLinked( p );
  17506. }
  17507. // Simon Tatham's linked list merge sort algorithm
  17508. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17509. function sortLinked( list ) {
  17510. var i, p, q, e, tail, numMerges, pSize, qSize,
  17511. inSize = 1;
  17512. do {
  17513. p = list;
  17514. list = null;
  17515. tail = null;
  17516. numMerges = 0;
  17517. while ( p ) {
  17518. numMerges ++;
  17519. q = p;
  17520. pSize = 0;
  17521. for ( i = 0; i < inSize; i ++ ) {
  17522. pSize ++;
  17523. q = q.nextZ;
  17524. if ( ! q ) break;
  17525. }
  17526. qSize = inSize;
  17527. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17528. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17529. e = p;
  17530. p = p.nextZ;
  17531. pSize --;
  17532. } else {
  17533. e = q;
  17534. q = q.nextZ;
  17535. qSize --;
  17536. }
  17537. if ( tail ) tail.nextZ = e;
  17538. else list = e;
  17539. e.prevZ = tail;
  17540. tail = e;
  17541. }
  17542. p = q;
  17543. }
  17544. tail.nextZ = null;
  17545. inSize *= 2;
  17546. } while ( numMerges > 1 );
  17547. return list;
  17548. }
  17549. // z-order of a point given coords and inverse of the longer side of data bbox
  17550. function zOrder( x, y, minX, minY, invSize ) {
  17551. // coords are transformed into non-negative 15-bit integer range
  17552. x = 32767 * ( x - minX ) * invSize;
  17553. y = 32767 * ( y - minY ) * invSize;
  17554. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17555. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17556. x = ( x | ( x << 2 ) ) & 0x33333333;
  17557. x = ( x | ( x << 1 ) ) & 0x55555555;
  17558. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17559. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17560. y = ( y | ( y << 2 ) ) & 0x33333333;
  17561. y = ( y | ( y << 1 ) ) & 0x55555555;
  17562. return x | ( y << 1 );
  17563. }
  17564. // find the leftmost node of a polygon ring
  17565. function getLeftmost( start ) {
  17566. var p = start,
  17567. leftmost = start;
  17568. do {
  17569. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17570. p = p.next;
  17571. } while ( p !== start );
  17572. return leftmost;
  17573. }
  17574. // check if a point lies within a convex triangle
  17575. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17576. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17577. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17578. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17579. }
  17580. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17581. function isValidDiagonal( a, b ) {
  17582. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17583. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17584. }
  17585. // signed area of a triangle
  17586. function area( p, q, r ) {
  17587. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17588. }
  17589. // check if two points are equal
  17590. function equals( p1, p2 ) {
  17591. return p1.x === p2.x && p1.y === p2.y;
  17592. }
  17593. // check if two segments intersect
  17594. function intersects( p1, q1, p2, q2 ) {
  17595. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17596. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17597. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17598. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17599. }
  17600. // check if a polygon diagonal intersects any polygon segments
  17601. function intersectsPolygon( a, b ) {
  17602. var p = a;
  17603. do {
  17604. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17605. intersects( p, p.next, a, b ) ) return true;
  17606. p = p.next;
  17607. } while ( p !== a );
  17608. return false;
  17609. }
  17610. // check if a polygon diagonal is locally inside the polygon
  17611. function locallyInside( a, b ) {
  17612. return area( a.prev, a, a.next ) < 0 ?
  17613. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17614. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17615. }
  17616. // check if the middle point of a polygon diagonal is inside the polygon
  17617. function middleInside( a, b ) {
  17618. var p = a,
  17619. inside = false,
  17620. px = ( a.x + b.x ) / 2,
  17621. py = ( a.y + b.y ) / 2;
  17622. do {
  17623. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17624. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17625. inside = ! inside;
  17626. p = p.next;
  17627. } while ( p !== a );
  17628. return inside;
  17629. }
  17630. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17631. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17632. function splitPolygon( a, b ) {
  17633. var a2 = new Node( a.i, a.x, a.y ),
  17634. b2 = new Node( b.i, b.x, b.y ),
  17635. an = a.next,
  17636. bp = b.prev;
  17637. a.next = b;
  17638. b.prev = a;
  17639. a2.next = an;
  17640. an.prev = a2;
  17641. b2.next = a2;
  17642. a2.prev = b2;
  17643. bp.next = b2;
  17644. b2.prev = bp;
  17645. return b2;
  17646. }
  17647. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17648. function insertNode( i, x, y, last ) {
  17649. var p = new Node( i, x, y );
  17650. if ( ! last ) {
  17651. p.prev = p;
  17652. p.next = p;
  17653. } else {
  17654. p.next = last.next;
  17655. p.prev = last;
  17656. last.next.prev = p;
  17657. last.next = p;
  17658. }
  17659. return p;
  17660. }
  17661. function removeNode( p ) {
  17662. p.next.prev = p.prev;
  17663. p.prev.next = p.next;
  17664. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17665. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17666. }
  17667. function Node( i, x, y ) {
  17668. // vertex index in coordinates array
  17669. this.i = i;
  17670. // vertex coordinates
  17671. this.x = x;
  17672. this.y = y;
  17673. // previous and next vertex nodes in a polygon ring
  17674. this.prev = null;
  17675. this.next = null;
  17676. // z-order curve value
  17677. this.z = null;
  17678. // previous and next nodes in z-order
  17679. this.prevZ = null;
  17680. this.nextZ = null;
  17681. // indicates whether this is a steiner point
  17682. this.steiner = false;
  17683. }
  17684. function signedArea( data, start, end, dim ) {
  17685. var sum = 0;
  17686. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17687. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17688. j = i;
  17689. }
  17690. return sum;
  17691. }
  17692. /**
  17693. * @author zz85 / http://www.lab4games.net/zz85/blog
  17694. */
  17695. var ShapeUtils = {
  17696. // calculate area of the contour polygon
  17697. area: function ( contour ) {
  17698. var n = contour.length;
  17699. var a = 0.0;
  17700. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17701. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17702. }
  17703. return a * 0.5;
  17704. },
  17705. isClockWise: function ( pts ) {
  17706. return ShapeUtils.area( pts ) < 0;
  17707. },
  17708. triangulateShape: function ( contour, holes ) {
  17709. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17710. var holeIndices = []; // array of hole indices
  17711. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17712. removeDupEndPts( contour );
  17713. addContour( vertices, contour );
  17714. //
  17715. var holeIndex = contour.length;
  17716. holes.forEach( removeDupEndPts );
  17717. for ( var i = 0; i < holes.length; i ++ ) {
  17718. holeIndices.push( holeIndex );
  17719. holeIndex += holes[ i ].length;
  17720. addContour( vertices, holes[ i ] );
  17721. }
  17722. //
  17723. var triangles = Earcut.triangulate( vertices, holeIndices );
  17724. //
  17725. for ( var i = 0; i < triangles.length; i += 3 ) {
  17726. faces.push( triangles.slice( i, i + 3 ) );
  17727. }
  17728. return faces;
  17729. }
  17730. };
  17731. function removeDupEndPts( points ) {
  17732. var l = points.length;
  17733. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17734. points.pop();
  17735. }
  17736. }
  17737. function addContour( vertices, contour ) {
  17738. for ( var i = 0; i < contour.length; i ++ ) {
  17739. vertices.push( contour[ i ].x );
  17740. vertices.push( contour[ i ].y );
  17741. }
  17742. }
  17743. /**
  17744. * @author zz85 / http://www.lab4games.net/zz85/blog
  17745. *
  17746. * Creates extruded geometry from a path shape.
  17747. *
  17748. * parameters = {
  17749. *
  17750. * curveSegments: <int>, // number of points on the curves
  17751. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17752. * depth: <float>, // Depth to extrude the shape
  17753. *
  17754. * bevelEnabled: <bool>, // turn on bevel
  17755. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17756. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17757. * bevelOffset: <float>, // how far from shape outline does bevel start
  17758. * bevelSegments: <int>, // number of bevel layers
  17759. *
  17760. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17761. *
  17762. * UVGenerator: <Object> // object that provides UV generator functions
  17763. *
  17764. * }
  17765. */
  17766. // ExtrudeGeometry
  17767. function ExtrudeGeometry( shapes, options ) {
  17768. Geometry.call( this );
  17769. this.type = 'ExtrudeGeometry';
  17770. this.parameters = {
  17771. shapes: shapes,
  17772. options: options
  17773. };
  17774. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17775. this.mergeVertices();
  17776. }
  17777. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17778. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17779. ExtrudeGeometry.prototype.toJSON = function () {
  17780. var data = Geometry.prototype.toJSON.call( this );
  17781. var shapes = this.parameters.shapes;
  17782. var options = this.parameters.options;
  17783. return toJSON( shapes, options, data );
  17784. };
  17785. // ExtrudeBufferGeometry
  17786. function ExtrudeBufferGeometry( shapes, options ) {
  17787. BufferGeometry.call( this );
  17788. this.type = 'ExtrudeBufferGeometry';
  17789. this.parameters = {
  17790. shapes: shapes,
  17791. options: options
  17792. };
  17793. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17794. var scope = this;
  17795. var verticesArray = [];
  17796. var uvArray = [];
  17797. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17798. var shape = shapes[ i ];
  17799. addShape( shape );
  17800. }
  17801. // build geometry
  17802. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17803. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17804. this.computeVertexNormals();
  17805. // functions
  17806. function addShape( shape ) {
  17807. var placeholder = [];
  17808. // options
  17809. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17810. var steps = options.steps !== undefined ? options.steps : 1;
  17811. var depth = options.depth !== undefined ? options.depth : 100;
  17812. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17813. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17814. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17815. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17816. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17817. var extrudePath = options.extrudePath;
  17818. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17819. // deprecated options
  17820. if ( options.amount !== undefined ) {
  17821. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17822. depth = options.amount;
  17823. }
  17824. //
  17825. var extrudePts, extrudeByPath = false;
  17826. var splineTube, binormal, normal, position2;
  17827. if ( extrudePath ) {
  17828. extrudePts = extrudePath.getSpacedPoints( steps );
  17829. extrudeByPath = true;
  17830. bevelEnabled = false; // bevels not supported for path extrusion
  17831. // SETUP TNB variables
  17832. // TODO1 - have a .isClosed in spline?
  17833. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17834. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17835. binormal = new Vector3();
  17836. normal = new Vector3();
  17837. position2 = new Vector3();
  17838. }
  17839. // Safeguards if bevels are not enabled
  17840. if ( ! bevelEnabled ) {
  17841. bevelSegments = 0;
  17842. bevelThickness = 0;
  17843. bevelSize = 0;
  17844. bevelOffset = 0;
  17845. }
  17846. // Variables initialization
  17847. var ahole, h, hl; // looping of holes
  17848. var shapePoints = shape.extractPoints( curveSegments );
  17849. var vertices = shapePoints.shape;
  17850. var holes = shapePoints.holes;
  17851. var reverse = ! ShapeUtils.isClockWise( vertices );
  17852. if ( reverse ) {
  17853. vertices = vertices.reverse();
  17854. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17855. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17856. ahole = holes[ h ];
  17857. if ( ShapeUtils.isClockWise( ahole ) ) {
  17858. holes[ h ] = ahole.reverse();
  17859. }
  17860. }
  17861. }
  17862. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17863. /* Vertices */
  17864. var contour = vertices; // vertices has all points but contour has only points of circumference
  17865. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17866. ahole = holes[ h ];
  17867. vertices = vertices.concat( ahole );
  17868. }
  17869. function scalePt2( pt, vec, size ) {
  17870. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17871. return vec.clone().multiplyScalar( size ).add( pt );
  17872. }
  17873. var b, bs, t, z,
  17874. vert, vlen = vertices.length,
  17875. face, flen = faces.length;
  17876. // Find directions for point movement
  17877. function getBevelVec( inPt, inPrev, inNext ) {
  17878. // computes for inPt the corresponding point inPt' on a new contour
  17879. // shifted by 1 unit (length of normalized vector) to the left
  17880. // if we walk along contour clockwise, this new contour is outside the old one
  17881. //
  17882. // inPt' is the intersection of the two lines parallel to the two
  17883. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17884. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17885. // good reading for geometry algorithms (here: line-line intersection)
  17886. // http://geomalgorithms.com/a05-_intersect-1.html
  17887. var v_prev_x = inPt.x - inPrev.x,
  17888. v_prev_y = inPt.y - inPrev.y;
  17889. var v_next_x = inNext.x - inPt.x,
  17890. v_next_y = inNext.y - inPt.y;
  17891. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17892. // check for collinear edges
  17893. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17894. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17895. // not collinear
  17896. // length of vectors for normalizing
  17897. var v_prev_len = Math.sqrt( v_prev_lensq );
  17898. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17899. // shift adjacent points by unit vectors to the left
  17900. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17901. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17902. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17903. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17904. // scaling factor for v_prev to intersection point
  17905. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17906. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17907. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17908. // vector from inPt to intersection point
  17909. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17910. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17911. // Don't normalize!, otherwise sharp corners become ugly
  17912. // but prevent crazy spikes
  17913. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17914. if ( v_trans_lensq <= 2 ) {
  17915. return new Vector2( v_trans_x, v_trans_y );
  17916. } else {
  17917. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17918. }
  17919. } else {
  17920. // handle special case of collinear edges
  17921. var direction_eq = false; // assumes: opposite
  17922. if ( v_prev_x > Number.EPSILON ) {
  17923. if ( v_next_x > Number.EPSILON ) {
  17924. direction_eq = true;
  17925. }
  17926. } else {
  17927. if ( v_prev_x < - Number.EPSILON ) {
  17928. if ( v_next_x < - Number.EPSILON ) {
  17929. direction_eq = true;
  17930. }
  17931. } else {
  17932. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17933. direction_eq = true;
  17934. }
  17935. }
  17936. }
  17937. if ( direction_eq ) {
  17938. // console.log("Warning: lines are a straight sequence");
  17939. v_trans_x = - v_prev_y;
  17940. v_trans_y = v_prev_x;
  17941. shrink_by = Math.sqrt( v_prev_lensq );
  17942. } else {
  17943. // console.log("Warning: lines are a straight spike");
  17944. v_trans_x = v_prev_x;
  17945. v_trans_y = v_prev_y;
  17946. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17947. }
  17948. }
  17949. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17950. }
  17951. var contourMovements = [];
  17952. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17953. if ( j === il ) j = 0;
  17954. if ( k === il ) k = 0;
  17955. // (j)---(i)---(k)
  17956. // console.log('i,j,k', i, j , k)
  17957. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17958. }
  17959. var holesMovements = [],
  17960. oneHoleMovements, verticesMovements = contourMovements.concat();
  17961. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17962. ahole = holes[ h ];
  17963. oneHoleMovements = [];
  17964. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17965. if ( j === il ) j = 0;
  17966. if ( k === il ) k = 0;
  17967. // (j)---(i)---(k)
  17968. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17969. }
  17970. holesMovements.push( oneHoleMovements );
  17971. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17972. }
  17973. // Loop bevelSegments, 1 for the front, 1 for the back
  17974. for ( b = 0; b < bevelSegments; b ++ ) {
  17975. //for ( b = bevelSegments; b > 0; b -- ) {
  17976. t = b / bevelSegments;
  17977. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17978. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17979. // contract shape
  17980. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17981. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17982. v( vert.x, vert.y, - z );
  17983. }
  17984. // expand holes
  17985. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17986. ahole = holes[ h ];
  17987. oneHoleMovements = holesMovements[ h ];
  17988. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17989. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17990. v( vert.x, vert.y, - z );
  17991. }
  17992. }
  17993. }
  17994. bs = bevelSize + bevelOffset;
  17995. // Back facing vertices
  17996. for ( i = 0; i < vlen; i ++ ) {
  17997. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17998. if ( ! extrudeByPath ) {
  17999. v( vert.x, vert.y, 0 );
  18000. } else {
  18001. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18002. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18003. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18004. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18005. v( position2.x, position2.y, position2.z );
  18006. }
  18007. }
  18008. // Add stepped vertices...
  18009. // Including front facing vertices
  18010. var s;
  18011. for ( s = 1; s <= steps; s ++ ) {
  18012. for ( i = 0; i < vlen; i ++ ) {
  18013. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18014. if ( ! extrudeByPath ) {
  18015. v( vert.x, vert.y, depth / steps * s );
  18016. } else {
  18017. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18018. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18019. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18020. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18021. v( position2.x, position2.y, position2.z );
  18022. }
  18023. }
  18024. }
  18025. // Add bevel segments planes
  18026. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18027. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18028. t = b / bevelSegments;
  18029. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18030. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18031. // contract shape
  18032. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18033. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18034. v( vert.x, vert.y, depth + z );
  18035. }
  18036. // expand holes
  18037. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18038. ahole = holes[ h ];
  18039. oneHoleMovements = holesMovements[ h ];
  18040. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18041. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18042. if ( ! extrudeByPath ) {
  18043. v( vert.x, vert.y, depth + z );
  18044. } else {
  18045. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18046. }
  18047. }
  18048. }
  18049. }
  18050. /* Faces */
  18051. // Top and bottom faces
  18052. buildLidFaces();
  18053. // Sides faces
  18054. buildSideFaces();
  18055. ///// Internal functions
  18056. function buildLidFaces() {
  18057. var start = verticesArray.length / 3;
  18058. if ( bevelEnabled ) {
  18059. var layer = 0; // steps + 1
  18060. var offset = vlen * layer;
  18061. // Bottom faces
  18062. for ( i = 0; i < flen; i ++ ) {
  18063. face = faces[ i ];
  18064. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18065. }
  18066. layer = steps + bevelSegments * 2;
  18067. offset = vlen * layer;
  18068. // Top faces
  18069. for ( i = 0; i < flen; i ++ ) {
  18070. face = faces[ i ];
  18071. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18072. }
  18073. } else {
  18074. // Bottom faces
  18075. for ( i = 0; i < flen; i ++ ) {
  18076. face = faces[ i ];
  18077. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18078. }
  18079. // Top faces
  18080. for ( i = 0; i < flen; i ++ ) {
  18081. face = faces[ i ];
  18082. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18083. }
  18084. }
  18085. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18086. }
  18087. // Create faces for the z-sides of the shape
  18088. function buildSideFaces() {
  18089. var start = verticesArray.length / 3;
  18090. var layeroffset = 0;
  18091. sidewalls( contour, layeroffset );
  18092. layeroffset += contour.length;
  18093. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18094. ahole = holes[ h ];
  18095. sidewalls( ahole, layeroffset );
  18096. //, true
  18097. layeroffset += ahole.length;
  18098. }
  18099. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18100. }
  18101. function sidewalls( contour, layeroffset ) {
  18102. var j, k;
  18103. i = contour.length;
  18104. while ( -- i >= 0 ) {
  18105. j = i;
  18106. k = i - 1;
  18107. if ( k < 0 ) k = contour.length - 1;
  18108. //console.log('b', i,j, i-1, k,vertices.length);
  18109. var s = 0,
  18110. sl = steps + bevelSegments * 2;
  18111. for ( s = 0; s < sl; s ++ ) {
  18112. var slen1 = vlen * s;
  18113. var slen2 = vlen * ( s + 1 );
  18114. var a = layeroffset + j + slen1,
  18115. b = layeroffset + k + slen1,
  18116. c = layeroffset + k + slen2,
  18117. d = layeroffset + j + slen2;
  18118. f4( a, b, c, d );
  18119. }
  18120. }
  18121. }
  18122. function v( x, y, z ) {
  18123. placeholder.push( x );
  18124. placeholder.push( y );
  18125. placeholder.push( z );
  18126. }
  18127. function f3( a, b, c ) {
  18128. addVertex( a );
  18129. addVertex( b );
  18130. addVertex( c );
  18131. var nextIndex = verticesArray.length / 3;
  18132. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18133. addUV( uvs[ 0 ] );
  18134. addUV( uvs[ 1 ] );
  18135. addUV( uvs[ 2 ] );
  18136. }
  18137. function f4( a, b, c, d ) {
  18138. addVertex( a );
  18139. addVertex( b );
  18140. addVertex( d );
  18141. addVertex( b );
  18142. addVertex( c );
  18143. addVertex( d );
  18144. var nextIndex = verticesArray.length / 3;
  18145. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18146. addUV( uvs[ 0 ] );
  18147. addUV( uvs[ 1 ] );
  18148. addUV( uvs[ 3 ] );
  18149. addUV( uvs[ 1 ] );
  18150. addUV( uvs[ 2 ] );
  18151. addUV( uvs[ 3 ] );
  18152. }
  18153. function addVertex( index ) {
  18154. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18155. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18156. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18157. }
  18158. function addUV( vector2 ) {
  18159. uvArray.push( vector2.x );
  18160. uvArray.push( vector2.y );
  18161. }
  18162. }
  18163. }
  18164. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18165. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18166. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18167. var data = BufferGeometry.prototype.toJSON.call( this );
  18168. var shapes = this.parameters.shapes;
  18169. var options = this.parameters.options;
  18170. return toJSON( shapes, options, data );
  18171. };
  18172. //
  18173. var WorldUVGenerator = {
  18174. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18175. var a_x = vertices[ indexA * 3 ];
  18176. var a_y = vertices[ indexA * 3 + 1 ];
  18177. var b_x = vertices[ indexB * 3 ];
  18178. var b_y = vertices[ indexB * 3 + 1 ];
  18179. var c_x = vertices[ indexC * 3 ];
  18180. var c_y = vertices[ indexC * 3 + 1 ];
  18181. return [
  18182. new Vector2( a_x, a_y ),
  18183. new Vector2( b_x, b_y ),
  18184. new Vector2( c_x, c_y )
  18185. ];
  18186. },
  18187. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18188. var a_x = vertices[ indexA * 3 ];
  18189. var a_y = vertices[ indexA * 3 + 1 ];
  18190. var a_z = vertices[ indexA * 3 + 2 ];
  18191. var b_x = vertices[ indexB * 3 ];
  18192. var b_y = vertices[ indexB * 3 + 1 ];
  18193. var b_z = vertices[ indexB * 3 + 2 ];
  18194. var c_x = vertices[ indexC * 3 ];
  18195. var c_y = vertices[ indexC * 3 + 1 ];
  18196. var c_z = vertices[ indexC * 3 + 2 ];
  18197. var d_x = vertices[ indexD * 3 ];
  18198. var d_y = vertices[ indexD * 3 + 1 ];
  18199. var d_z = vertices[ indexD * 3 + 2 ];
  18200. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18201. return [
  18202. new Vector2( a_x, 1 - a_z ),
  18203. new Vector2( b_x, 1 - b_z ),
  18204. new Vector2( c_x, 1 - c_z ),
  18205. new Vector2( d_x, 1 - d_z )
  18206. ];
  18207. } else {
  18208. return [
  18209. new Vector2( a_y, 1 - a_z ),
  18210. new Vector2( b_y, 1 - b_z ),
  18211. new Vector2( c_y, 1 - c_z ),
  18212. new Vector2( d_y, 1 - d_z )
  18213. ];
  18214. }
  18215. }
  18216. };
  18217. function toJSON( shapes, options, data ) {
  18218. //
  18219. data.shapes = [];
  18220. if ( Array.isArray( shapes ) ) {
  18221. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18222. var shape = shapes[ i ];
  18223. data.shapes.push( shape.uuid );
  18224. }
  18225. } else {
  18226. data.shapes.push( shapes.uuid );
  18227. }
  18228. //
  18229. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18230. return data;
  18231. }
  18232. /**
  18233. * @author zz85 / http://www.lab4games.net/zz85/blog
  18234. * @author alteredq / http://alteredqualia.com/
  18235. *
  18236. * Text = 3D Text
  18237. *
  18238. * parameters = {
  18239. * font: <THREE.Font>, // font
  18240. *
  18241. * size: <float>, // size of the text
  18242. * height: <float>, // thickness to extrude text
  18243. * curveSegments: <int>, // number of points on the curves
  18244. *
  18245. * bevelEnabled: <bool>, // turn on bevel
  18246. * bevelThickness: <float>, // how deep into text bevel goes
  18247. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18248. * bevelOffset: <float> // how far from text outline does bevel start
  18249. * }
  18250. */
  18251. // TextGeometry
  18252. function TextGeometry( text, parameters ) {
  18253. Geometry.call( this );
  18254. this.type = 'TextGeometry';
  18255. this.parameters = {
  18256. text: text,
  18257. parameters: parameters
  18258. };
  18259. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18260. this.mergeVertices();
  18261. }
  18262. TextGeometry.prototype = Object.create( Geometry.prototype );
  18263. TextGeometry.prototype.constructor = TextGeometry;
  18264. // TextBufferGeometry
  18265. function TextBufferGeometry( text, parameters ) {
  18266. parameters = parameters || {};
  18267. var font = parameters.font;
  18268. if ( ! ( font && font.isFont ) ) {
  18269. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18270. return new Geometry();
  18271. }
  18272. var shapes = font.generateShapes( text, parameters.size );
  18273. // translate parameters to ExtrudeGeometry API
  18274. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18275. // defaults
  18276. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18277. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18278. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18279. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18280. this.type = 'TextBufferGeometry';
  18281. }
  18282. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18283. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18284. /**
  18285. * @author mrdoob / http://mrdoob.com/
  18286. * @author benaadams / https://twitter.com/ben_a_adams
  18287. * @author Mugen87 / https://github.com/Mugen87
  18288. */
  18289. // SphereGeometry
  18290. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18291. Geometry.call( this );
  18292. this.type = 'SphereGeometry';
  18293. this.parameters = {
  18294. radius: radius,
  18295. widthSegments: widthSegments,
  18296. heightSegments: heightSegments,
  18297. phiStart: phiStart,
  18298. phiLength: phiLength,
  18299. thetaStart: thetaStart,
  18300. thetaLength: thetaLength
  18301. };
  18302. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18303. this.mergeVertices();
  18304. }
  18305. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18306. SphereGeometry.prototype.constructor = SphereGeometry;
  18307. // SphereBufferGeometry
  18308. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18309. BufferGeometry.call( this );
  18310. this.type = 'SphereBufferGeometry';
  18311. this.parameters = {
  18312. radius: radius,
  18313. widthSegments: widthSegments,
  18314. heightSegments: heightSegments,
  18315. phiStart: phiStart,
  18316. phiLength: phiLength,
  18317. thetaStart: thetaStart,
  18318. thetaLength: thetaLength
  18319. };
  18320. radius = radius || 1;
  18321. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18322. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18323. phiStart = phiStart !== undefined ? phiStart : 0;
  18324. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18325. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18326. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18327. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18328. var ix, iy;
  18329. var index = 0;
  18330. var grid = [];
  18331. var vertex = new Vector3();
  18332. var normal = new Vector3();
  18333. // buffers
  18334. var indices = [];
  18335. var vertices = [];
  18336. var normals = [];
  18337. var uvs = [];
  18338. // generate vertices, normals and uvs
  18339. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18340. var verticesRow = [];
  18341. var v = iy / heightSegments;
  18342. // special case for the poles
  18343. var uOffset = 0;
  18344. if ( iy == 0 && thetaStart == 0 ) {
  18345. uOffset = 0.5 / widthSegments;
  18346. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18347. uOffset = - 0.5 / widthSegments;
  18348. }
  18349. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18350. var u = ix / widthSegments;
  18351. // vertex
  18352. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18353. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18354. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18355. vertices.push( vertex.x, vertex.y, vertex.z );
  18356. // normal
  18357. normal.copy( vertex ).normalize();
  18358. normals.push( normal.x, normal.y, normal.z );
  18359. // uv
  18360. uvs.push( u + uOffset, 1 - v );
  18361. verticesRow.push( index ++ );
  18362. }
  18363. grid.push( verticesRow );
  18364. }
  18365. // indices
  18366. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18367. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18368. var a = grid[ iy ][ ix + 1 ];
  18369. var b = grid[ iy ][ ix ];
  18370. var c = grid[ iy + 1 ][ ix ];
  18371. var d = grid[ iy + 1 ][ ix + 1 ];
  18372. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18373. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18374. }
  18375. }
  18376. // build geometry
  18377. this.setIndex( indices );
  18378. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18379. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18380. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18381. }
  18382. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18383. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18384. /**
  18385. * @author Kaleb Murphy
  18386. * @author Mugen87 / https://github.com/Mugen87
  18387. */
  18388. // RingGeometry
  18389. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18390. Geometry.call( this );
  18391. this.type = 'RingGeometry';
  18392. this.parameters = {
  18393. innerRadius: innerRadius,
  18394. outerRadius: outerRadius,
  18395. thetaSegments: thetaSegments,
  18396. phiSegments: phiSegments,
  18397. thetaStart: thetaStart,
  18398. thetaLength: thetaLength
  18399. };
  18400. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18401. this.mergeVertices();
  18402. }
  18403. RingGeometry.prototype = Object.create( Geometry.prototype );
  18404. RingGeometry.prototype.constructor = RingGeometry;
  18405. // RingBufferGeometry
  18406. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18407. BufferGeometry.call( this );
  18408. this.type = 'RingBufferGeometry';
  18409. this.parameters = {
  18410. innerRadius: innerRadius,
  18411. outerRadius: outerRadius,
  18412. thetaSegments: thetaSegments,
  18413. phiSegments: phiSegments,
  18414. thetaStart: thetaStart,
  18415. thetaLength: thetaLength
  18416. };
  18417. innerRadius = innerRadius || 0.5;
  18418. outerRadius = outerRadius || 1;
  18419. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18420. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18421. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18422. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18423. // buffers
  18424. var indices = [];
  18425. var vertices = [];
  18426. var normals = [];
  18427. var uvs = [];
  18428. // some helper variables
  18429. var segment;
  18430. var radius = innerRadius;
  18431. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18432. var vertex = new Vector3();
  18433. var uv = new Vector2();
  18434. var j, i;
  18435. // generate vertices, normals and uvs
  18436. for ( j = 0; j <= phiSegments; j ++ ) {
  18437. for ( i = 0; i <= thetaSegments; i ++ ) {
  18438. // values are generate from the inside of the ring to the outside
  18439. segment = thetaStart + i / thetaSegments * thetaLength;
  18440. // vertex
  18441. vertex.x = radius * Math.cos( segment );
  18442. vertex.y = radius * Math.sin( segment );
  18443. vertices.push( vertex.x, vertex.y, vertex.z );
  18444. // normal
  18445. normals.push( 0, 0, 1 );
  18446. // uv
  18447. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18448. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18449. uvs.push( uv.x, uv.y );
  18450. }
  18451. // increase the radius for next row of vertices
  18452. radius += radiusStep;
  18453. }
  18454. // indices
  18455. for ( j = 0; j < phiSegments; j ++ ) {
  18456. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18457. for ( i = 0; i < thetaSegments; i ++ ) {
  18458. segment = i + thetaSegmentLevel;
  18459. var a = segment;
  18460. var b = segment + thetaSegments + 1;
  18461. var c = segment + thetaSegments + 2;
  18462. var d = segment + 1;
  18463. // faces
  18464. indices.push( a, b, d );
  18465. indices.push( b, c, d );
  18466. }
  18467. }
  18468. // build geometry
  18469. this.setIndex( indices );
  18470. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18471. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18472. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18473. }
  18474. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18475. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18476. /**
  18477. * @author zz85 / https://github.com/zz85
  18478. * @author bhouston / http://clara.io
  18479. * @author Mugen87 / https://github.com/Mugen87
  18480. */
  18481. // LatheGeometry
  18482. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18483. Geometry.call( this );
  18484. this.type = 'LatheGeometry';
  18485. this.parameters = {
  18486. points: points,
  18487. segments: segments,
  18488. phiStart: phiStart,
  18489. phiLength: phiLength
  18490. };
  18491. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18492. this.mergeVertices();
  18493. }
  18494. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18495. LatheGeometry.prototype.constructor = LatheGeometry;
  18496. // LatheBufferGeometry
  18497. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18498. BufferGeometry.call( this );
  18499. this.type = 'LatheBufferGeometry';
  18500. this.parameters = {
  18501. points: points,
  18502. segments: segments,
  18503. phiStart: phiStart,
  18504. phiLength: phiLength
  18505. };
  18506. segments = Math.floor( segments ) || 12;
  18507. phiStart = phiStart || 0;
  18508. phiLength = phiLength || Math.PI * 2;
  18509. // clamp phiLength so it's in range of [ 0, 2PI ]
  18510. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18511. // buffers
  18512. var indices = [];
  18513. var vertices = [];
  18514. var uvs = [];
  18515. // helper variables
  18516. var base;
  18517. var inverseSegments = 1.0 / segments;
  18518. var vertex = new Vector3();
  18519. var uv = new Vector2();
  18520. var i, j;
  18521. // generate vertices and uvs
  18522. for ( i = 0; i <= segments; i ++ ) {
  18523. var phi = phiStart + i * inverseSegments * phiLength;
  18524. var sin = Math.sin( phi );
  18525. var cos = Math.cos( phi );
  18526. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18527. // vertex
  18528. vertex.x = points[ j ].x * sin;
  18529. vertex.y = points[ j ].y;
  18530. vertex.z = points[ j ].x * cos;
  18531. vertices.push( vertex.x, vertex.y, vertex.z );
  18532. // uv
  18533. uv.x = i / segments;
  18534. uv.y = j / ( points.length - 1 );
  18535. uvs.push( uv.x, uv.y );
  18536. }
  18537. }
  18538. // indices
  18539. for ( i = 0; i < segments; i ++ ) {
  18540. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18541. base = j + i * points.length;
  18542. var a = base;
  18543. var b = base + points.length;
  18544. var c = base + points.length + 1;
  18545. var d = base + 1;
  18546. // faces
  18547. indices.push( a, b, d );
  18548. indices.push( b, c, d );
  18549. }
  18550. }
  18551. // build geometry
  18552. this.setIndex( indices );
  18553. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18554. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18555. // generate normals
  18556. this.computeVertexNormals();
  18557. // if the geometry is closed, we need to average the normals along the seam.
  18558. // because the corresponding vertices are identical (but still have different UVs).
  18559. if ( phiLength === Math.PI * 2 ) {
  18560. var normals = this.attributes.normal.array;
  18561. var n1 = new Vector3();
  18562. var n2 = new Vector3();
  18563. var n = new Vector3();
  18564. // this is the buffer offset for the last line of vertices
  18565. base = segments * points.length * 3;
  18566. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18567. // select the normal of the vertex in the first line
  18568. n1.x = normals[ j + 0 ];
  18569. n1.y = normals[ j + 1 ];
  18570. n1.z = normals[ j + 2 ];
  18571. // select the normal of the vertex in the last line
  18572. n2.x = normals[ base + j + 0 ];
  18573. n2.y = normals[ base + j + 1 ];
  18574. n2.z = normals[ base + j + 2 ];
  18575. // average normals
  18576. n.addVectors( n1, n2 ).normalize();
  18577. // assign the new values to both normals
  18578. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18579. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18580. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18581. }
  18582. }
  18583. }
  18584. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18585. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18586. /**
  18587. * @author jonobr1 / http://jonobr1.com
  18588. * @author Mugen87 / https://github.com/Mugen87
  18589. */
  18590. // ShapeGeometry
  18591. function ShapeGeometry( shapes, curveSegments ) {
  18592. Geometry.call( this );
  18593. this.type = 'ShapeGeometry';
  18594. if ( typeof curveSegments === 'object' ) {
  18595. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18596. curveSegments = curveSegments.curveSegments;
  18597. }
  18598. this.parameters = {
  18599. shapes: shapes,
  18600. curveSegments: curveSegments
  18601. };
  18602. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18603. this.mergeVertices();
  18604. }
  18605. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18606. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18607. ShapeGeometry.prototype.toJSON = function () {
  18608. var data = Geometry.prototype.toJSON.call( this );
  18609. var shapes = this.parameters.shapes;
  18610. return toJSON$1( shapes, data );
  18611. };
  18612. // ShapeBufferGeometry
  18613. function ShapeBufferGeometry( shapes, curveSegments ) {
  18614. BufferGeometry.call( this );
  18615. this.type = 'ShapeBufferGeometry';
  18616. this.parameters = {
  18617. shapes: shapes,
  18618. curveSegments: curveSegments
  18619. };
  18620. curveSegments = curveSegments || 12;
  18621. // buffers
  18622. var indices = [];
  18623. var vertices = [];
  18624. var normals = [];
  18625. var uvs = [];
  18626. // helper variables
  18627. var groupStart = 0;
  18628. var groupCount = 0;
  18629. // allow single and array values for "shapes" parameter
  18630. if ( Array.isArray( shapes ) === false ) {
  18631. addShape( shapes );
  18632. } else {
  18633. for ( var i = 0; i < shapes.length; i ++ ) {
  18634. addShape( shapes[ i ] );
  18635. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18636. groupStart += groupCount;
  18637. groupCount = 0;
  18638. }
  18639. }
  18640. // build geometry
  18641. this.setIndex( indices );
  18642. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18643. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18644. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18645. // helper functions
  18646. function addShape( shape ) {
  18647. var i, l, shapeHole;
  18648. var indexOffset = vertices.length / 3;
  18649. var points = shape.extractPoints( curveSegments );
  18650. var shapeVertices = points.shape;
  18651. var shapeHoles = points.holes;
  18652. // check direction of vertices
  18653. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18654. shapeVertices = shapeVertices.reverse();
  18655. }
  18656. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18657. shapeHole = shapeHoles[ i ];
  18658. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18659. shapeHoles[ i ] = shapeHole.reverse();
  18660. }
  18661. }
  18662. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18663. // join vertices of inner and outer paths to a single array
  18664. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18665. shapeHole = shapeHoles[ i ];
  18666. shapeVertices = shapeVertices.concat( shapeHole );
  18667. }
  18668. // vertices, normals, uvs
  18669. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18670. var vertex = shapeVertices[ i ];
  18671. vertices.push( vertex.x, vertex.y, 0 );
  18672. normals.push( 0, 0, 1 );
  18673. uvs.push( vertex.x, vertex.y ); // world uvs
  18674. }
  18675. // incides
  18676. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18677. var face = faces[ i ];
  18678. var a = face[ 0 ] + indexOffset;
  18679. var b = face[ 1 ] + indexOffset;
  18680. var c = face[ 2 ] + indexOffset;
  18681. indices.push( a, b, c );
  18682. groupCount += 3;
  18683. }
  18684. }
  18685. }
  18686. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18687. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18688. ShapeBufferGeometry.prototype.toJSON = function () {
  18689. var data = BufferGeometry.prototype.toJSON.call( this );
  18690. var shapes = this.parameters.shapes;
  18691. return toJSON$1( shapes, data );
  18692. };
  18693. //
  18694. function toJSON$1( shapes, data ) {
  18695. data.shapes = [];
  18696. if ( Array.isArray( shapes ) ) {
  18697. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18698. var shape = shapes[ i ];
  18699. data.shapes.push( shape.uuid );
  18700. }
  18701. } else {
  18702. data.shapes.push( shapes.uuid );
  18703. }
  18704. return data;
  18705. }
  18706. /**
  18707. * @author WestLangley / http://github.com/WestLangley
  18708. * @author Mugen87 / https://github.com/Mugen87
  18709. */
  18710. function EdgesGeometry( geometry, thresholdAngle ) {
  18711. BufferGeometry.call( this );
  18712. this.type = 'EdgesGeometry';
  18713. this.parameters = {
  18714. thresholdAngle: thresholdAngle
  18715. };
  18716. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18717. // buffer
  18718. var vertices = [];
  18719. // helper variables
  18720. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18721. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18722. var key, keys = [ 'a', 'b', 'c' ];
  18723. // prepare source geometry
  18724. var geometry2;
  18725. if ( geometry.isBufferGeometry ) {
  18726. geometry2 = new Geometry();
  18727. geometry2.fromBufferGeometry( geometry );
  18728. } else {
  18729. geometry2 = geometry.clone();
  18730. }
  18731. geometry2.mergeVertices();
  18732. geometry2.computeFaceNormals();
  18733. var sourceVertices = geometry2.vertices;
  18734. var faces = geometry2.faces;
  18735. // now create a data structure where each entry represents an edge with its adjoining faces
  18736. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18737. var face = faces[ i ];
  18738. for ( var j = 0; j < 3; j ++ ) {
  18739. edge1 = face[ keys[ j ] ];
  18740. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18741. edge[ 0 ] = Math.min( edge1, edge2 );
  18742. edge[ 1 ] = Math.max( edge1, edge2 );
  18743. key = edge[ 0 ] + ',' + edge[ 1 ];
  18744. if ( edges[ key ] === undefined ) {
  18745. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18746. } else {
  18747. edges[ key ].face2 = i;
  18748. }
  18749. }
  18750. }
  18751. // generate vertices
  18752. for ( key in edges ) {
  18753. var e = edges[ key ];
  18754. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18755. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18756. var vertex = sourceVertices[ e.index1 ];
  18757. vertices.push( vertex.x, vertex.y, vertex.z );
  18758. vertex = sourceVertices[ e.index2 ];
  18759. vertices.push( vertex.x, vertex.y, vertex.z );
  18760. }
  18761. }
  18762. // build geometry
  18763. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18764. }
  18765. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18766. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18767. /**
  18768. * @author mrdoob / http://mrdoob.com/
  18769. * @author Mugen87 / https://github.com/Mugen87
  18770. */
  18771. // CylinderGeometry
  18772. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18773. Geometry.call( this );
  18774. this.type = 'CylinderGeometry';
  18775. this.parameters = {
  18776. radiusTop: radiusTop,
  18777. radiusBottom: radiusBottom,
  18778. height: height,
  18779. radialSegments: radialSegments,
  18780. heightSegments: heightSegments,
  18781. openEnded: openEnded,
  18782. thetaStart: thetaStart,
  18783. thetaLength: thetaLength
  18784. };
  18785. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18786. this.mergeVertices();
  18787. }
  18788. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18789. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18790. // CylinderBufferGeometry
  18791. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18792. BufferGeometry.call( this );
  18793. this.type = 'CylinderBufferGeometry';
  18794. this.parameters = {
  18795. radiusTop: radiusTop,
  18796. radiusBottom: radiusBottom,
  18797. height: height,
  18798. radialSegments: radialSegments,
  18799. heightSegments: heightSegments,
  18800. openEnded: openEnded,
  18801. thetaStart: thetaStart,
  18802. thetaLength: thetaLength
  18803. };
  18804. var scope = this;
  18805. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18806. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18807. height = height || 1;
  18808. radialSegments = Math.floor( radialSegments ) || 8;
  18809. heightSegments = Math.floor( heightSegments ) || 1;
  18810. openEnded = openEnded !== undefined ? openEnded : false;
  18811. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18812. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18813. // buffers
  18814. var indices = [];
  18815. var vertices = [];
  18816. var normals = [];
  18817. var uvs = [];
  18818. // helper variables
  18819. var index = 0;
  18820. var indexArray = [];
  18821. var halfHeight = height / 2;
  18822. var groupStart = 0;
  18823. // generate geometry
  18824. generateTorso();
  18825. if ( openEnded === false ) {
  18826. if ( radiusTop > 0 ) generateCap( true );
  18827. if ( radiusBottom > 0 ) generateCap( false );
  18828. }
  18829. // build geometry
  18830. this.setIndex( indices );
  18831. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18832. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18833. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18834. function generateTorso() {
  18835. var x, y;
  18836. var normal = new Vector3();
  18837. var vertex = new Vector3();
  18838. var groupCount = 0;
  18839. // this will be used to calculate the normal
  18840. var slope = ( radiusBottom - radiusTop ) / height;
  18841. // generate vertices, normals and uvs
  18842. for ( y = 0; y <= heightSegments; y ++ ) {
  18843. var indexRow = [];
  18844. var v = y / heightSegments;
  18845. // calculate the radius of the current row
  18846. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18847. for ( x = 0; x <= radialSegments; x ++ ) {
  18848. var u = x / radialSegments;
  18849. var theta = u * thetaLength + thetaStart;
  18850. var sinTheta = Math.sin( theta );
  18851. var cosTheta = Math.cos( theta );
  18852. // vertex
  18853. vertex.x = radius * sinTheta;
  18854. vertex.y = - v * height + halfHeight;
  18855. vertex.z = radius * cosTheta;
  18856. vertices.push( vertex.x, vertex.y, vertex.z );
  18857. // normal
  18858. normal.set( sinTheta, slope, cosTheta ).normalize();
  18859. normals.push( normal.x, normal.y, normal.z );
  18860. // uv
  18861. uvs.push( u, 1 - v );
  18862. // save index of vertex in respective row
  18863. indexRow.push( index ++ );
  18864. }
  18865. // now save vertices of the row in our index array
  18866. indexArray.push( indexRow );
  18867. }
  18868. // generate indices
  18869. for ( x = 0; x < radialSegments; x ++ ) {
  18870. for ( y = 0; y < heightSegments; y ++ ) {
  18871. // we use the index array to access the correct indices
  18872. var a = indexArray[ y ][ x ];
  18873. var b = indexArray[ y + 1 ][ x ];
  18874. var c = indexArray[ y + 1 ][ x + 1 ];
  18875. var d = indexArray[ y ][ x + 1 ];
  18876. // faces
  18877. indices.push( a, b, d );
  18878. indices.push( b, c, d );
  18879. // update group counter
  18880. groupCount += 6;
  18881. }
  18882. }
  18883. // add a group to the geometry. this will ensure multi material support
  18884. scope.addGroup( groupStart, groupCount, 0 );
  18885. // calculate new start value for groups
  18886. groupStart += groupCount;
  18887. }
  18888. function generateCap( top ) {
  18889. var x, centerIndexStart, centerIndexEnd;
  18890. var uv = new Vector2();
  18891. var vertex = new Vector3();
  18892. var groupCount = 0;
  18893. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18894. var sign = ( top === true ) ? 1 : - 1;
  18895. // save the index of the first center vertex
  18896. centerIndexStart = index;
  18897. // first we generate the center vertex data of the cap.
  18898. // because the geometry needs one set of uvs per face,
  18899. // we must generate a center vertex per face/segment
  18900. for ( x = 1; x <= radialSegments; x ++ ) {
  18901. // vertex
  18902. vertices.push( 0, halfHeight * sign, 0 );
  18903. // normal
  18904. normals.push( 0, sign, 0 );
  18905. // uv
  18906. uvs.push( 0.5, 0.5 );
  18907. // increase index
  18908. index ++;
  18909. }
  18910. // save the index of the last center vertex
  18911. centerIndexEnd = index;
  18912. // now we generate the surrounding vertices, normals and uvs
  18913. for ( x = 0; x <= radialSegments; x ++ ) {
  18914. var u = x / radialSegments;
  18915. var theta = u * thetaLength + thetaStart;
  18916. var cosTheta = Math.cos( theta );
  18917. var sinTheta = Math.sin( theta );
  18918. // vertex
  18919. vertex.x = radius * sinTheta;
  18920. vertex.y = halfHeight * sign;
  18921. vertex.z = radius * cosTheta;
  18922. vertices.push( vertex.x, vertex.y, vertex.z );
  18923. // normal
  18924. normals.push( 0, sign, 0 );
  18925. // uv
  18926. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18927. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18928. uvs.push( uv.x, uv.y );
  18929. // increase index
  18930. index ++;
  18931. }
  18932. // generate indices
  18933. for ( x = 0; x < radialSegments; x ++ ) {
  18934. var c = centerIndexStart + x;
  18935. var i = centerIndexEnd + x;
  18936. if ( top === true ) {
  18937. // face top
  18938. indices.push( i, i + 1, c );
  18939. } else {
  18940. // face bottom
  18941. indices.push( i + 1, i, c );
  18942. }
  18943. groupCount += 3;
  18944. }
  18945. // add a group to the geometry. this will ensure multi material support
  18946. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18947. // calculate new start value for groups
  18948. groupStart += groupCount;
  18949. }
  18950. }
  18951. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18952. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18953. /**
  18954. * @author abelnation / http://github.com/abelnation
  18955. */
  18956. // ConeGeometry
  18957. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18958. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18959. this.type = 'ConeGeometry';
  18960. this.parameters = {
  18961. radius: radius,
  18962. height: height,
  18963. radialSegments: radialSegments,
  18964. heightSegments: heightSegments,
  18965. openEnded: openEnded,
  18966. thetaStart: thetaStart,
  18967. thetaLength: thetaLength
  18968. };
  18969. }
  18970. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18971. ConeGeometry.prototype.constructor = ConeGeometry;
  18972. // ConeBufferGeometry
  18973. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18974. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18975. this.type = 'ConeBufferGeometry';
  18976. this.parameters = {
  18977. radius: radius,
  18978. height: height,
  18979. radialSegments: radialSegments,
  18980. heightSegments: heightSegments,
  18981. openEnded: openEnded,
  18982. thetaStart: thetaStart,
  18983. thetaLength: thetaLength
  18984. };
  18985. }
  18986. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18987. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18988. /**
  18989. * @author benaadams / https://twitter.com/ben_a_adams
  18990. * @author Mugen87 / https://github.com/Mugen87
  18991. * @author hughes
  18992. */
  18993. // CircleGeometry
  18994. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18995. Geometry.call( this );
  18996. this.type = 'CircleGeometry';
  18997. this.parameters = {
  18998. radius: radius,
  18999. segments: segments,
  19000. thetaStart: thetaStart,
  19001. thetaLength: thetaLength
  19002. };
  19003. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19004. this.mergeVertices();
  19005. }
  19006. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19007. CircleGeometry.prototype.constructor = CircleGeometry;
  19008. // CircleBufferGeometry
  19009. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19010. BufferGeometry.call( this );
  19011. this.type = 'CircleBufferGeometry';
  19012. this.parameters = {
  19013. radius: radius,
  19014. segments: segments,
  19015. thetaStart: thetaStart,
  19016. thetaLength: thetaLength
  19017. };
  19018. radius = radius || 1;
  19019. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19020. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19021. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19022. // buffers
  19023. var indices = [];
  19024. var vertices = [];
  19025. var normals = [];
  19026. var uvs = [];
  19027. // helper variables
  19028. var i, s;
  19029. var vertex = new Vector3();
  19030. var uv = new Vector2();
  19031. // center point
  19032. vertices.push( 0, 0, 0 );
  19033. normals.push( 0, 0, 1 );
  19034. uvs.push( 0.5, 0.5 );
  19035. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19036. var segment = thetaStart + s / segments * thetaLength;
  19037. // vertex
  19038. vertex.x = radius * Math.cos( segment );
  19039. vertex.y = radius * Math.sin( segment );
  19040. vertices.push( vertex.x, vertex.y, vertex.z );
  19041. // normal
  19042. normals.push( 0, 0, 1 );
  19043. // uvs
  19044. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19045. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19046. uvs.push( uv.x, uv.y );
  19047. }
  19048. // indices
  19049. for ( i = 1; i <= segments; i ++ ) {
  19050. indices.push( i, i + 1, 0 );
  19051. }
  19052. // build geometry
  19053. this.setIndex( indices );
  19054. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19055. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19056. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19057. }
  19058. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19059. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19060. var Geometries = /*#__PURE__*/Object.freeze({
  19061. WireframeGeometry: WireframeGeometry,
  19062. ParametricGeometry: ParametricGeometry,
  19063. ParametricBufferGeometry: ParametricBufferGeometry,
  19064. TetrahedronGeometry: TetrahedronGeometry,
  19065. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19066. OctahedronGeometry: OctahedronGeometry,
  19067. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19068. IcosahedronGeometry: IcosahedronGeometry,
  19069. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19070. DodecahedronGeometry: DodecahedronGeometry,
  19071. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19072. PolyhedronGeometry: PolyhedronGeometry,
  19073. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19074. TubeGeometry: TubeGeometry,
  19075. TubeBufferGeometry: TubeBufferGeometry,
  19076. TorusKnotGeometry: TorusKnotGeometry,
  19077. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19078. TorusGeometry: TorusGeometry,
  19079. TorusBufferGeometry: TorusBufferGeometry,
  19080. TextGeometry: TextGeometry,
  19081. TextBufferGeometry: TextBufferGeometry,
  19082. SphereGeometry: SphereGeometry,
  19083. SphereBufferGeometry: SphereBufferGeometry,
  19084. RingGeometry: RingGeometry,
  19085. RingBufferGeometry: RingBufferGeometry,
  19086. PlaneGeometry: PlaneGeometry,
  19087. PlaneBufferGeometry: PlaneBufferGeometry,
  19088. LatheGeometry: LatheGeometry,
  19089. LatheBufferGeometry: LatheBufferGeometry,
  19090. ShapeGeometry: ShapeGeometry,
  19091. ShapeBufferGeometry: ShapeBufferGeometry,
  19092. ExtrudeGeometry: ExtrudeGeometry,
  19093. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19094. EdgesGeometry: EdgesGeometry,
  19095. ConeGeometry: ConeGeometry,
  19096. ConeBufferGeometry: ConeBufferGeometry,
  19097. CylinderGeometry: CylinderGeometry,
  19098. CylinderBufferGeometry: CylinderBufferGeometry,
  19099. CircleGeometry: CircleGeometry,
  19100. CircleBufferGeometry: CircleBufferGeometry,
  19101. BoxGeometry: BoxGeometry,
  19102. BoxBufferGeometry: BoxBufferGeometry
  19103. });
  19104. /**
  19105. * @author mrdoob / http://mrdoob.com/
  19106. *
  19107. * parameters = {
  19108. * color: <THREE.Color>
  19109. * }
  19110. */
  19111. function ShadowMaterial( parameters ) {
  19112. Material.call( this );
  19113. this.type = 'ShadowMaterial';
  19114. this.color = new Color( 0x000000 );
  19115. this.transparent = true;
  19116. this.setValues( parameters );
  19117. }
  19118. ShadowMaterial.prototype = Object.create( Material.prototype );
  19119. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19120. ShadowMaterial.prototype.isShadowMaterial = true;
  19121. ShadowMaterial.prototype.copy = function ( source ) {
  19122. Material.prototype.copy.call( this, source );
  19123. this.color.copy( source.color );
  19124. return this;
  19125. };
  19126. /**
  19127. * @author mrdoob / http://mrdoob.com/
  19128. */
  19129. function RawShaderMaterial( parameters ) {
  19130. ShaderMaterial.call( this, parameters );
  19131. this.type = 'RawShaderMaterial';
  19132. }
  19133. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19134. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19135. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19136. /**
  19137. * @author WestLangley / http://github.com/WestLangley
  19138. *
  19139. * parameters = {
  19140. * color: <hex>,
  19141. * roughness: <float>,
  19142. * metalness: <float>,
  19143. * opacity: <float>,
  19144. *
  19145. * map: new THREE.Texture( <Image> ),
  19146. *
  19147. * lightMap: new THREE.Texture( <Image> ),
  19148. * lightMapIntensity: <float>
  19149. *
  19150. * aoMap: new THREE.Texture( <Image> ),
  19151. * aoMapIntensity: <float>
  19152. *
  19153. * emissive: <hex>,
  19154. * emissiveIntensity: <float>
  19155. * emissiveMap: new THREE.Texture( <Image> ),
  19156. *
  19157. * bumpMap: new THREE.Texture( <Image> ),
  19158. * bumpScale: <float>,
  19159. *
  19160. * normalMap: new THREE.Texture( <Image> ),
  19161. * normalMapType: THREE.TangentSpaceNormalMap,
  19162. * normalScale: <Vector2>,
  19163. *
  19164. * displacementMap: new THREE.Texture( <Image> ),
  19165. * displacementScale: <float>,
  19166. * displacementBias: <float>,
  19167. *
  19168. * roughnessMap: new THREE.Texture( <Image> ),
  19169. *
  19170. * metalnessMap: new THREE.Texture( <Image> ),
  19171. *
  19172. * alphaMap: new THREE.Texture( <Image> ),
  19173. *
  19174. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19175. * envMapIntensity: <float>
  19176. *
  19177. * refractionRatio: <float>,
  19178. *
  19179. * wireframe: <boolean>,
  19180. * wireframeLinewidth: <float>,
  19181. *
  19182. * skinning: <bool>,
  19183. * morphTargets: <bool>,
  19184. * morphNormals: <bool>
  19185. * }
  19186. */
  19187. function MeshStandardMaterial( parameters ) {
  19188. Material.call( this );
  19189. this.defines = { 'STANDARD': '' };
  19190. this.type = 'MeshStandardMaterial';
  19191. this.color = new Color( 0xffffff ); // diffuse
  19192. this.roughness = 0.5;
  19193. this.metalness = 0.5;
  19194. this.map = null;
  19195. this.lightMap = null;
  19196. this.lightMapIntensity = 1.0;
  19197. this.aoMap = null;
  19198. this.aoMapIntensity = 1.0;
  19199. this.emissive = new Color( 0x000000 );
  19200. this.emissiveIntensity = 1.0;
  19201. this.emissiveMap = null;
  19202. this.bumpMap = null;
  19203. this.bumpScale = 1;
  19204. this.normalMap = null;
  19205. this.normalMapType = TangentSpaceNormalMap;
  19206. this.normalScale = new Vector2( 1, 1 );
  19207. this.displacementMap = null;
  19208. this.displacementScale = 1;
  19209. this.displacementBias = 0;
  19210. this.roughnessMap = null;
  19211. this.metalnessMap = null;
  19212. this.alphaMap = null;
  19213. this.envMap = null;
  19214. this.envMapIntensity = 1.0;
  19215. this.refractionRatio = 0.98;
  19216. this.wireframe = false;
  19217. this.wireframeLinewidth = 1;
  19218. this.wireframeLinecap = 'round';
  19219. this.wireframeLinejoin = 'round';
  19220. this.skinning = false;
  19221. this.morphTargets = false;
  19222. this.morphNormals = false;
  19223. this.setValues( parameters );
  19224. }
  19225. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19226. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19227. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19228. MeshStandardMaterial.prototype.copy = function ( source ) {
  19229. Material.prototype.copy.call( this, source );
  19230. this.defines = { 'STANDARD': '' };
  19231. this.color.copy( source.color );
  19232. this.roughness = source.roughness;
  19233. this.metalness = source.metalness;
  19234. this.map = source.map;
  19235. this.lightMap = source.lightMap;
  19236. this.lightMapIntensity = source.lightMapIntensity;
  19237. this.aoMap = source.aoMap;
  19238. this.aoMapIntensity = source.aoMapIntensity;
  19239. this.emissive.copy( source.emissive );
  19240. this.emissiveMap = source.emissiveMap;
  19241. this.emissiveIntensity = source.emissiveIntensity;
  19242. this.bumpMap = source.bumpMap;
  19243. this.bumpScale = source.bumpScale;
  19244. this.normalMap = source.normalMap;
  19245. this.normalMapType = source.normalMapType;
  19246. this.normalScale.copy( source.normalScale );
  19247. this.displacementMap = source.displacementMap;
  19248. this.displacementScale = source.displacementScale;
  19249. this.displacementBias = source.displacementBias;
  19250. this.roughnessMap = source.roughnessMap;
  19251. this.metalnessMap = source.metalnessMap;
  19252. this.alphaMap = source.alphaMap;
  19253. this.envMap = source.envMap;
  19254. this.envMapIntensity = source.envMapIntensity;
  19255. this.refractionRatio = source.refractionRatio;
  19256. this.wireframe = source.wireframe;
  19257. this.wireframeLinewidth = source.wireframeLinewidth;
  19258. this.wireframeLinecap = source.wireframeLinecap;
  19259. this.wireframeLinejoin = source.wireframeLinejoin;
  19260. this.skinning = source.skinning;
  19261. this.morphTargets = source.morphTargets;
  19262. this.morphNormals = source.morphNormals;
  19263. return this;
  19264. };
  19265. /**
  19266. * @author WestLangley / http://github.com/WestLangley
  19267. *
  19268. * parameters = {
  19269. * reflectivity: <float>
  19270. * clearCoat: <float>
  19271. * clearCoatRoughness: <float>
  19272. *
  19273. * clearCoatNormalScale: <Vector2>,
  19274. * clearCoatNormalMap: new THREE.Texture( <Image> ),
  19275. * }
  19276. */
  19277. function MeshPhysicalMaterial( parameters ) {
  19278. MeshStandardMaterial.call( this );
  19279. this.defines = { 'PHYSICAL': '' };
  19280. this.type = 'MeshPhysicalMaterial';
  19281. this.reflectivity = 0.5; // maps to F0 = 0.04
  19282. this.clearCoat = 0.0;
  19283. this.clearCoatRoughness = 0.0;
  19284. this.clearCoatNormalScale = new Vector2( 1, 1 );
  19285. this.clearCoatNormalMap = null;
  19286. this.setValues( parameters );
  19287. }
  19288. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19289. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19290. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19291. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19292. MeshStandardMaterial.prototype.copy.call( this, source );
  19293. this.defines = { 'PHYSICAL': '' };
  19294. this.reflectivity = source.reflectivity;
  19295. this.clearCoat = source.clearCoat;
  19296. this.clearCoatRoughness = source.clearCoatRoughness;
  19297. this.clearCoatNormalMap = source.clearCoatNormalMap;
  19298. this.clearCoatNormalScale.copy( source.clearCoatNormalScale );
  19299. return this;
  19300. };
  19301. /**
  19302. * @author mrdoob / http://mrdoob.com/
  19303. * @author alteredq / http://alteredqualia.com/
  19304. *
  19305. * parameters = {
  19306. * color: <hex>,
  19307. * specular: <hex>,
  19308. * shininess: <float>,
  19309. * opacity: <float>,
  19310. *
  19311. * map: new THREE.Texture( <Image> ),
  19312. *
  19313. * lightMap: new THREE.Texture( <Image> ),
  19314. * lightMapIntensity: <float>
  19315. *
  19316. * aoMap: new THREE.Texture( <Image> ),
  19317. * aoMapIntensity: <float>
  19318. *
  19319. * emissive: <hex>,
  19320. * emissiveIntensity: <float>
  19321. * emissiveMap: new THREE.Texture( <Image> ),
  19322. *
  19323. * bumpMap: new THREE.Texture( <Image> ),
  19324. * bumpScale: <float>,
  19325. *
  19326. * normalMap: new THREE.Texture( <Image> ),
  19327. * normalMapType: THREE.TangentSpaceNormalMap,
  19328. * normalScale: <Vector2>,
  19329. *
  19330. * displacementMap: new THREE.Texture( <Image> ),
  19331. * displacementScale: <float>,
  19332. * displacementBias: <float>,
  19333. *
  19334. * specularMap: new THREE.Texture( <Image> ),
  19335. *
  19336. * alphaMap: new THREE.Texture( <Image> ),
  19337. *
  19338. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19339. * combine: THREE.Multiply,
  19340. * reflectivity: <float>,
  19341. * refractionRatio: <float>,
  19342. *
  19343. * wireframe: <boolean>,
  19344. * wireframeLinewidth: <float>,
  19345. *
  19346. * skinning: <bool>,
  19347. * morphTargets: <bool>,
  19348. * morphNormals: <bool>
  19349. * }
  19350. */
  19351. function MeshPhongMaterial( parameters ) {
  19352. Material.call( this );
  19353. this.type = 'MeshPhongMaterial';
  19354. this.color = new Color( 0xffffff ); // diffuse
  19355. this.specular = new Color( 0x111111 );
  19356. this.shininess = 30;
  19357. this.map = null;
  19358. this.lightMap = null;
  19359. this.lightMapIntensity = 1.0;
  19360. this.aoMap = null;
  19361. this.aoMapIntensity = 1.0;
  19362. this.emissive = new Color( 0x000000 );
  19363. this.emissiveIntensity = 1.0;
  19364. this.emissiveMap = null;
  19365. this.bumpMap = null;
  19366. this.bumpScale = 1;
  19367. this.normalMap = null;
  19368. this.normalMapType = TangentSpaceNormalMap;
  19369. this.normalScale = new Vector2( 1, 1 );
  19370. this.displacementMap = null;
  19371. this.displacementScale = 1;
  19372. this.displacementBias = 0;
  19373. this.specularMap = null;
  19374. this.alphaMap = null;
  19375. this.envMap = null;
  19376. this.combine = MultiplyOperation;
  19377. this.reflectivity = 1;
  19378. this.refractionRatio = 0.98;
  19379. this.wireframe = false;
  19380. this.wireframeLinewidth = 1;
  19381. this.wireframeLinecap = 'round';
  19382. this.wireframeLinejoin = 'round';
  19383. this.skinning = false;
  19384. this.morphTargets = false;
  19385. this.morphNormals = false;
  19386. this.setValues( parameters );
  19387. }
  19388. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19389. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19390. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19391. MeshPhongMaterial.prototype.copy = function ( source ) {
  19392. Material.prototype.copy.call( this, source );
  19393. this.color.copy( source.color );
  19394. this.specular.copy( source.specular );
  19395. this.shininess = source.shininess;
  19396. this.map = source.map;
  19397. this.lightMap = source.lightMap;
  19398. this.lightMapIntensity = source.lightMapIntensity;
  19399. this.aoMap = source.aoMap;
  19400. this.aoMapIntensity = source.aoMapIntensity;
  19401. this.emissive.copy( source.emissive );
  19402. this.emissiveMap = source.emissiveMap;
  19403. this.emissiveIntensity = source.emissiveIntensity;
  19404. this.bumpMap = source.bumpMap;
  19405. this.bumpScale = source.bumpScale;
  19406. this.normalMap = source.normalMap;
  19407. this.normalMapType = source.normalMapType;
  19408. this.normalScale.copy( source.normalScale );
  19409. this.displacementMap = source.displacementMap;
  19410. this.displacementScale = source.displacementScale;
  19411. this.displacementBias = source.displacementBias;
  19412. this.specularMap = source.specularMap;
  19413. this.alphaMap = source.alphaMap;
  19414. this.envMap = source.envMap;
  19415. this.combine = source.combine;
  19416. this.reflectivity = source.reflectivity;
  19417. this.refractionRatio = source.refractionRatio;
  19418. this.wireframe = source.wireframe;
  19419. this.wireframeLinewidth = source.wireframeLinewidth;
  19420. this.wireframeLinecap = source.wireframeLinecap;
  19421. this.wireframeLinejoin = source.wireframeLinejoin;
  19422. this.skinning = source.skinning;
  19423. this.morphTargets = source.morphTargets;
  19424. this.morphNormals = source.morphNormals;
  19425. return this;
  19426. };
  19427. /**
  19428. * @author takahirox / http://github.com/takahirox
  19429. *
  19430. * parameters = {
  19431. * gradientMap: new THREE.Texture( <Image> )
  19432. * }
  19433. */
  19434. function MeshToonMaterial( parameters ) {
  19435. MeshPhongMaterial.call( this );
  19436. this.defines = { 'TOON': '' };
  19437. this.type = 'MeshToonMaterial';
  19438. this.gradientMap = null;
  19439. this.setValues( parameters );
  19440. }
  19441. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19442. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19443. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19444. MeshToonMaterial.prototype.copy = function ( source ) {
  19445. MeshPhongMaterial.prototype.copy.call( this, source );
  19446. this.gradientMap = source.gradientMap;
  19447. return this;
  19448. };
  19449. /**
  19450. * @author mrdoob / http://mrdoob.com/
  19451. * @author WestLangley / http://github.com/WestLangley
  19452. *
  19453. * parameters = {
  19454. * opacity: <float>,
  19455. *
  19456. * bumpMap: new THREE.Texture( <Image> ),
  19457. * bumpScale: <float>,
  19458. *
  19459. * normalMap: new THREE.Texture( <Image> ),
  19460. * normalMapType: THREE.TangentSpaceNormalMap,
  19461. * normalScale: <Vector2>,
  19462. *
  19463. * displacementMap: new THREE.Texture( <Image> ),
  19464. * displacementScale: <float>,
  19465. * displacementBias: <float>,
  19466. *
  19467. * wireframe: <boolean>,
  19468. * wireframeLinewidth: <float>
  19469. *
  19470. * skinning: <bool>,
  19471. * morphTargets: <bool>,
  19472. * morphNormals: <bool>
  19473. * }
  19474. */
  19475. function MeshNormalMaterial( parameters ) {
  19476. Material.call( this );
  19477. this.type = 'MeshNormalMaterial';
  19478. this.bumpMap = null;
  19479. this.bumpScale = 1;
  19480. this.normalMap = null;
  19481. this.normalMapType = TangentSpaceNormalMap;
  19482. this.normalScale = new Vector2( 1, 1 );
  19483. this.displacementMap = null;
  19484. this.displacementScale = 1;
  19485. this.displacementBias = 0;
  19486. this.wireframe = false;
  19487. this.wireframeLinewidth = 1;
  19488. this.fog = false;
  19489. this.lights = false;
  19490. this.skinning = false;
  19491. this.morphTargets = false;
  19492. this.morphNormals = false;
  19493. this.setValues( parameters );
  19494. }
  19495. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19496. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19497. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19498. MeshNormalMaterial.prototype.copy = function ( source ) {
  19499. Material.prototype.copy.call( this, source );
  19500. this.bumpMap = source.bumpMap;
  19501. this.bumpScale = source.bumpScale;
  19502. this.normalMap = source.normalMap;
  19503. this.normalMapType = source.normalMapType;
  19504. this.normalScale.copy( source.normalScale );
  19505. this.displacementMap = source.displacementMap;
  19506. this.displacementScale = source.displacementScale;
  19507. this.displacementBias = source.displacementBias;
  19508. this.wireframe = source.wireframe;
  19509. this.wireframeLinewidth = source.wireframeLinewidth;
  19510. this.skinning = source.skinning;
  19511. this.morphTargets = source.morphTargets;
  19512. this.morphNormals = source.morphNormals;
  19513. return this;
  19514. };
  19515. /**
  19516. * @author mrdoob / http://mrdoob.com/
  19517. * @author alteredq / http://alteredqualia.com/
  19518. *
  19519. * parameters = {
  19520. * color: <hex>,
  19521. * opacity: <float>,
  19522. *
  19523. * map: new THREE.Texture( <Image> ),
  19524. *
  19525. * lightMap: new THREE.Texture( <Image> ),
  19526. * lightMapIntensity: <float>
  19527. *
  19528. * aoMap: new THREE.Texture( <Image> ),
  19529. * aoMapIntensity: <float>
  19530. *
  19531. * emissive: <hex>,
  19532. * emissiveIntensity: <float>
  19533. * emissiveMap: new THREE.Texture( <Image> ),
  19534. *
  19535. * specularMap: new THREE.Texture( <Image> ),
  19536. *
  19537. * alphaMap: new THREE.Texture( <Image> ),
  19538. *
  19539. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19540. * combine: THREE.Multiply,
  19541. * reflectivity: <float>,
  19542. * refractionRatio: <float>,
  19543. *
  19544. * wireframe: <boolean>,
  19545. * wireframeLinewidth: <float>,
  19546. *
  19547. * skinning: <bool>,
  19548. * morphTargets: <bool>,
  19549. * morphNormals: <bool>
  19550. * }
  19551. */
  19552. function MeshLambertMaterial( parameters ) {
  19553. Material.call( this );
  19554. this.type = 'MeshLambertMaterial';
  19555. this.color = new Color( 0xffffff ); // diffuse
  19556. this.map = null;
  19557. this.lightMap = null;
  19558. this.lightMapIntensity = 1.0;
  19559. this.aoMap = null;
  19560. this.aoMapIntensity = 1.0;
  19561. this.emissive = new Color( 0x000000 );
  19562. this.emissiveIntensity = 1.0;
  19563. this.emissiveMap = null;
  19564. this.specularMap = null;
  19565. this.alphaMap = null;
  19566. this.envMap = null;
  19567. this.combine = MultiplyOperation;
  19568. this.reflectivity = 1;
  19569. this.refractionRatio = 0.98;
  19570. this.wireframe = false;
  19571. this.wireframeLinewidth = 1;
  19572. this.wireframeLinecap = 'round';
  19573. this.wireframeLinejoin = 'round';
  19574. this.skinning = false;
  19575. this.morphTargets = false;
  19576. this.morphNormals = false;
  19577. this.setValues( parameters );
  19578. }
  19579. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19580. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19581. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19582. MeshLambertMaterial.prototype.copy = function ( source ) {
  19583. Material.prototype.copy.call( this, source );
  19584. this.color.copy( source.color );
  19585. this.map = source.map;
  19586. this.lightMap = source.lightMap;
  19587. this.lightMapIntensity = source.lightMapIntensity;
  19588. this.aoMap = source.aoMap;
  19589. this.aoMapIntensity = source.aoMapIntensity;
  19590. this.emissive.copy( source.emissive );
  19591. this.emissiveMap = source.emissiveMap;
  19592. this.emissiveIntensity = source.emissiveIntensity;
  19593. this.specularMap = source.specularMap;
  19594. this.alphaMap = source.alphaMap;
  19595. this.envMap = source.envMap;
  19596. this.combine = source.combine;
  19597. this.reflectivity = source.reflectivity;
  19598. this.refractionRatio = source.refractionRatio;
  19599. this.wireframe = source.wireframe;
  19600. this.wireframeLinewidth = source.wireframeLinewidth;
  19601. this.wireframeLinecap = source.wireframeLinecap;
  19602. this.wireframeLinejoin = source.wireframeLinejoin;
  19603. this.skinning = source.skinning;
  19604. this.morphTargets = source.morphTargets;
  19605. this.morphNormals = source.morphNormals;
  19606. return this;
  19607. };
  19608. /**
  19609. * @author WestLangley / http://github.com/WestLangley
  19610. *
  19611. * parameters = {
  19612. * color: <hex>,
  19613. * opacity: <float>,
  19614. *
  19615. * matcap: new THREE.Texture( <Image> ),
  19616. *
  19617. * map: new THREE.Texture( <Image> ),
  19618. *
  19619. * bumpMap: new THREE.Texture( <Image> ),
  19620. * bumpScale: <float>,
  19621. *
  19622. * normalMap: new THREE.Texture( <Image> ),
  19623. * normalMapType: THREE.TangentSpaceNormalMap,
  19624. * normalScale: <Vector2>,
  19625. *
  19626. * displacementMap: new THREE.Texture( <Image> ),
  19627. * displacementScale: <float>,
  19628. * displacementBias: <float>,
  19629. *
  19630. * alphaMap: new THREE.Texture( <Image> ),
  19631. *
  19632. * skinning: <bool>,
  19633. * morphTargets: <bool>,
  19634. * morphNormals: <bool>
  19635. * }
  19636. */
  19637. function MeshMatcapMaterial( parameters ) {
  19638. Material.call( this );
  19639. this.defines = { 'MATCAP': '' };
  19640. this.type = 'MeshMatcapMaterial';
  19641. this.color = new Color( 0xffffff ); // diffuse
  19642. this.matcap = null;
  19643. this.map = null;
  19644. this.bumpMap = null;
  19645. this.bumpScale = 1;
  19646. this.normalMap = null;
  19647. this.normalMapType = TangentSpaceNormalMap;
  19648. this.normalScale = new Vector2( 1, 1 );
  19649. this.displacementMap = null;
  19650. this.displacementScale = 1;
  19651. this.displacementBias = 0;
  19652. this.alphaMap = null;
  19653. this.skinning = false;
  19654. this.morphTargets = false;
  19655. this.morphNormals = false;
  19656. this.lights = false;
  19657. this.setValues( parameters );
  19658. }
  19659. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19660. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19661. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19662. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19663. Material.prototype.copy.call( this, source );
  19664. this.defines = { 'MATCAP': '' };
  19665. this.color.copy( source.color );
  19666. this.matcap = source.matcap;
  19667. this.map = source.map;
  19668. this.bumpMap = source.bumpMap;
  19669. this.bumpScale = source.bumpScale;
  19670. this.normalMap = source.normalMap;
  19671. this.normalMapType = source.normalMapType;
  19672. this.normalScale.copy( source.normalScale );
  19673. this.displacementMap = source.displacementMap;
  19674. this.displacementScale = source.displacementScale;
  19675. this.displacementBias = source.displacementBias;
  19676. this.alphaMap = source.alphaMap;
  19677. this.skinning = source.skinning;
  19678. this.morphTargets = source.morphTargets;
  19679. this.morphNormals = source.morphNormals;
  19680. return this;
  19681. };
  19682. /**
  19683. * @author alteredq / http://alteredqualia.com/
  19684. *
  19685. * parameters = {
  19686. * color: <hex>,
  19687. * opacity: <float>,
  19688. *
  19689. * linewidth: <float>,
  19690. *
  19691. * scale: <float>,
  19692. * dashSize: <float>,
  19693. * gapSize: <float>
  19694. * }
  19695. */
  19696. function LineDashedMaterial( parameters ) {
  19697. LineBasicMaterial.call( this );
  19698. this.type = 'LineDashedMaterial';
  19699. this.scale = 1;
  19700. this.dashSize = 3;
  19701. this.gapSize = 1;
  19702. this.setValues( parameters );
  19703. }
  19704. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19705. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19706. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19707. LineDashedMaterial.prototype.copy = function ( source ) {
  19708. LineBasicMaterial.prototype.copy.call( this, source );
  19709. this.scale = source.scale;
  19710. this.dashSize = source.dashSize;
  19711. this.gapSize = source.gapSize;
  19712. return this;
  19713. };
  19714. var Materials = /*#__PURE__*/Object.freeze({
  19715. ShadowMaterial: ShadowMaterial,
  19716. SpriteMaterial: SpriteMaterial,
  19717. RawShaderMaterial: RawShaderMaterial,
  19718. ShaderMaterial: ShaderMaterial,
  19719. PointsMaterial: PointsMaterial,
  19720. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19721. MeshStandardMaterial: MeshStandardMaterial,
  19722. MeshPhongMaterial: MeshPhongMaterial,
  19723. MeshToonMaterial: MeshToonMaterial,
  19724. MeshNormalMaterial: MeshNormalMaterial,
  19725. MeshLambertMaterial: MeshLambertMaterial,
  19726. MeshDepthMaterial: MeshDepthMaterial,
  19727. MeshDistanceMaterial: MeshDistanceMaterial,
  19728. MeshBasicMaterial: MeshBasicMaterial,
  19729. MeshMatcapMaterial: MeshMatcapMaterial,
  19730. LineDashedMaterial: LineDashedMaterial,
  19731. LineBasicMaterial: LineBasicMaterial,
  19732. Material: Material
  19733. });
  19734. /**
  19735. * @author tschw
  19736. * @author Ben Houston / http://clara.io/
  19737. * @author David Sarno / http://lighthaus.us/
  19738. */
  19739. var AnimationUtils = {
  19740. // same as Array.prototype.slice, but also works on typed arrays
  19741. arraySlice: function ( array, from, to ) {
  19742. if ( AnimationUtils.isTypedArray( array ) ) {
  19743. // in ios9 array.subarray(from, undefined) will return empty array
  19744. // but array.subarray(from) or array.subarray(from, len) is correct
  19745. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19746. }
  19747. return array.slice( from, to );
  19748. },
  19749. // converts an array to a specific type
  19750. convertArray: function ( array, type, forceClone ) {
  19751. if ( ! array || // let 'undefined' and 'null' pass
  19752. ! forceClone && array.constructor === type ) return array;
  19753. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19754. return new type( array ); // create typed array
  19755. }
  19756. return Array.prototype.slice.call( array ); // create Array
  19757. },
  19758. isTypedArray: function ( object ) {
  19759. return ArrayBuffer.isView( object ) &&
  19760. ! ( object instanceof DataView );
  19761. },
  19762. // returns an array by which times and values can be sorted
  19763. getKeyframeOrder: function ( times ) {
  19764. function compareTime( i, j ) {
  19765. return times[ i ] - times[ j ];
  19766. }
  19767. var n = times.length;
  19768. var result = new Array( n );
  19769. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19770. result.sort( compareTime );
  19771. return result;
  19772. },
  19773. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19774. sortedArray: function ( values, stride, order ) {
  19775. var nValues = values.length;
  19776. var result = new values.constructor( nValues );
  19777. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19778. var srcOffset = order[ i ] * stride;
  19779. for ( var j = 0; j !== stride; ++ j ) {
  19780. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19781. }
  19782. }
  19783. return result;
  19784. },
  19785. // function for parsing AOS keyframe formats
  19786. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19787. var i = 1, key = jsonKeys[ 0 ];
  19788. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19789. key = jsonKeys[ i ++ ];
  19790. }
  19791. if ( key === undefined ) return; // no data
  19792. var value = key[ valuePropertyName ];
  19793. if ( value === undefined ) return; // no data
  19794. if ( Array.isArray( value ) ) {
  19795. do {
  19796. value = key[ valuePropertyName ];
  19797. if ( value !== undefined ) {
  19798. times.push( key.time );
  19799. values.push.apply( values, value ); // push all elements
  19800. }
  19801. key = jsonKeys[ i ++ ];
  19802. } while ( key !== undefined );
  19803. } else if ( value.toArray !== undefined ) {
  19804. // ...assume THREE.Math-ish
  19805. do {
  19806. value = key[ valuePropertyName ];
  19807. if ( value !== undefined ) {
  19808. times.push( key.time );
  19809. value.toArray( values, values.length );
  19810. }
  19811. key = jsonKeys[ i ++ ];
  19812. } while ( key !== undefined );
  19813. } else {
  19814. // otherwise push as-is
  19815. do {
  19816. value = key[ valuePropertyName ];
  19817. if ( value !== undefined ) {
  19818. times.push( key.time );
  19819. values.push( value );
  19820. }
  19821. key = jsonKeys[ i ++ ];
  19822. } while ( key !== undefined );
  19823. }
  19824. }
  19825. };
  19826. /**
  19827. * Abstract base class of interpolants over parametric samples.
  19828. *
  19829. * The parameter domain is one dimensional, typically the time or a path
  19830. * along a curve defined by the data.
  19831. *
  19832. * The sample values can have any dimensionality and derived classes may
  19833. * apply special interpretations to the data.
  19834. *
  19835. * This class provides the interval seek in a Template Method, deferring
  19836. * the actual interpolation to derived classes.
  19837. *
  19838. * Time complexity is O(1) for linear access crossing at most two points
  19839. * and O(log N) for random access, where N is the number of positions.
  19840. *
  19841. * References:
  19842. *
  19843. * http://www.oodesign.com/template-method-pattern.html
  19844. *
  19845. * @author tschw
  19846. */
  19847. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19848. this.parameterPositions = parameterPositions;
  19849. this._cachedIndex = 0;
  19850. this.resultBuffer = resultBuffer !== undefined ?
  19851. resultBuffer : new sampleValues.constructor( sampleSize );
  19852. this.sampleValues = sampleValues;
  19853. this.valueSize = sampleSize;
  19854. }
  19855. Object.assign( Interpolant.prototype, {
  19856. evaluate: function ( t ) {
  19857. var pp = this.parameterPositions,
  19858. i1 = this._cachedIndex,
  19859. t1 = pp[ i1 ],
  19860. t0 = pp[ i1 - 1 ];
  19861. validate_interval: {
  19862. seek: {
  19863. var right;
  19864. linear_scan: {
  19865. //- See http://jsperf.com/comparison-to-undefined/3
  19866. //- slower code:
  19867. //-
  19868. //- if ( t >= t1 || t1 === undefined ) {
  19869. forward_scan: if ( ! ( t < t1 ) ) {
  19870. for ( var giveUpAt = i1 + 2; ; ) {
  19871. if ( t1 === undefined ) {
  19872. if ( t < t0 ) break forward_scan;
  19873. // after end
  19874. i1 = pp.length;
  19875. this._cachedIndex = i1;
  19876. return this.afterEnd_( i1 - 1, t, t0 );
  19877. }
  19878. if ( i1 === giveUpAt ) break; // this loop
  19879. t0 = t1;
  19880. t1 = pp[ ++ i1 ];
  19881. if ( t < t1 ) {
  19882. // we have arrived at the sought interval
  19883. break seek;
  19884. }
  19885. }
  19886. // prepare binary search on the right side of the index
  19887. right = pp.length;
  19888. break linear_scan;
  19889. }
  19890. //- slower code:
  19891. //- if ( t < t0 || t0 === undefined ) {
  19892. if ( ! ( t >= t0 ) ) {
  19893. // looping?
  19894. var t1global = pp[ 1 ];
  19895. if ( t < t1global ) {
  19896. i1 = 2; // + 1, using the scan for the details
  19897. t0 = t1global;
  19898. }
  19899. // linear reverse scan
  19900. for ( var giveUpAt = i1 - 2; ; ) {
  19901. if ( t0 === undefined ) {
  19902. // before start
  19903. this._cachedIndex = 0;
  19904. return this.beforeStart_( 0, t, t1 );
  19905. }
  19906. if ( i1 === giveUpAt ) break; // this loop
  19907. t1 = t0;
  19908. t0 = pp[ -- i1 - 1 ];
  19909. if ( t >= t0 ) {
  19910. // we have arrived at the sought interval
  19911. break seek;
  19912. }
  19913. }
  19914. // prepare binary search on the left side of the index
  19915. right = i1;
  19916. i1 = 0;
  19917. break linear_scan;
  19918. }
  19919. // the interval is valid
  19920. break validate_interval;
  19921. } // linear scan
  19922. // binary search
  19923. while ( i1 < right ) {
  19924. var mid = ( i1 + right ) >>> 1;
  19925. if ( t < pp[ mid ] ) {
  19926. right = mid;
  19927. } else {
  19928. i1 = mid + 1;
  19929. }
  19930. }
  19931. t1 = pp[ i1 ];
  19932. t0 = pp[ i1 - 1 ];
  19933. // check boundary cases, again
  19934. if ( t0 === undefined ) {
  19935. this._cachedIndex = 0;
  19936. return this.beforeStart_( 0, t, t1 );
  19937. }
  19938. if ( t1 === undefined ) {
  19939. i1 = pp.length;
  19940. this._cachedIndex = i1;
  19941. return this.afterEnd_( i1 - 1, t0, t );
  19942. }
  19943. } // seek
  19944. this._cachedIndex = i1;
  19945. this.intervalChanged_( i1, t0, t1 );
  19946. } // validate_interval
  19947. return this.interpolate_( i1, t0, t, t1 );
  19948. },
  19949. settings: null, // optional, subclass-specific settings structure
  19950. // Note: The indirection allows central control of many interpolants.
  19951. // --- Protected interface
  19952. DefaultSettings_: {},
  19953. getSettings_: function () {
  19954. return this.settings || this.DefaultSettings_;
  19955. },
  19956. copySampleValue_: function ( index ) {
  19957. // copies a sample value to the result buffer
  19958. var result = this.resultBuffer,
  19959. values = this.sampleValues,
  19960. stride = this.valueSize,
  19961. offset = index * stride;
  19962. for ( var i = 0; i !== stride; ++ i ) {
  19963. result[ i ] = values[ offset + i ];
  19964. }
  19965. return result;
  19966. },
  19967. // Template methods for derived classes:
  19968. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19969. throw new Error( 'call to abstract method' );
  19970. // implementations shall return this.resultBuffer
  19971. },
  19972. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19973. // empty
  19974. }
  19975. } );
  19976. //!\ DECLARE ALIAS AFTER assign prototype !
  19977. Object.assign( Interpolant.prototype, {
  19978. //( 0, t, t0 ), returns this.resultBuffer
  19979. beforeStart_: Interpolant.prototype.copySampleValue_,
  19980. //( N-1, tN-1, t ), returns this.resultBuffer
  19981. afterEnd_: Interpolant.prototype.copySampleValue_,
  19982. } );
  19983. /**
  19984. * Fast and simple cubic spline interpolant.
  19985. *
  19986. * It was derived from a Hermitian construction setting the first derivative
  19987. * at each sample position to the linear slope between neighboring positions
  19988. * over their parameter interval.
  19989. *
  19990. * @author tschw
  19991. */
  19992. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19993. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19994. this._weightPrev = - 0;
  19995. this._offsetPrev = - 0;
  19996. this._weightNext = - 0;
  19997. this._offsetNext = - 0;
  19998. }
  19999. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20000. constructor: CubicInterpolant,
  20001. DefaultSettings_: {
  20002. endingStart: ZeroCurvatureEnding,
  20003. endingEnd: ZeroCurvatureEnding
  20004. },
  20005. intervalChanged_: function ( i1, t0, t1 ) {
  20006. var pp = this.parameterPositions,
  20007. iPrev = i1 - 2,
  20008. iNext = i1 + 1,
  20009. tPrev = pp[ iPrev ],
  20010. tNext = pp[ iNext ];
  20011. if ( tPrev === undefined ) {
  20012. switch ( this.getSettings_().endingStart ) {
  20013. case ZeroSlopeEnding:
  20014. // f'(t0) = 0
  20015. iPrev = i1;
  20016. tPrev = 2 * t0 - t1;
  20017. break;
  20018. case WrapAroundEnding:
  20019. // use the other end of the curve
  20020. iPrev = pp.length - 2;
  20021. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20022. break;
  20023. default: // ZeroCurvatureEnding
  20024. // f''(t0) = 0 a.k.a. Natural Spline
  20025. iPrev = i1;
  20026. tPrev = t1;
  20027. }
  20028. }
  20029. if ( tNext === undefined ) {
  20030. switch ( this.getSettings_().endingEnd ) {
  20031. case ZeroSlopeEnding:
  20032. // f'(tN) = 0
  20033. iNext = i1;
  20034. tNext = 2 * t1 - t0;
  20035. break;
  20036. case WrapAroundEnding:
  20037. // use the other end of the curve
  20038. iNext = 1;
  20039. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20040. break;
  20041. default: // ZeroCurvatureEnding
  20042. // f''(tN) = 0, a.k.a. Natural Spline
  20043. iNext = i1 - 1;
  20044. tNext = t0;
  20045. }
  20046. }
  20047. var halfDt = ( t1 - t0 ) * 0.5,
  20048. stride = this.valueSize;
  20049. this._weightPrev = halfDt / ( t0 - tPrev );
  20050. this._weightNext = halfDt / ( tNext - t1 );
  20051. this._offsetPrev = iPrev * stride;
  20052. this._offsetNext = iNext * stride;
  20053. },
  20054. interpolate_: function ( i1, t0, t, t1 ) {
  20055. var result = this.resultBuffer,
  20056. values = this.sampleValues,
  20057. stride = this.valueSize,
  20058. o1 = i1 * stride, o0 = o1 - stride,
  20059. oP = this._offsetPrev, oN = this._offsetNext,
  20060. wP = this._weightPrev, wN = this._weightNext,
  20061. p = ( t - t0 ) / ( t1 - t0 ),
  20062. pp = p * p,
  20063. ppp = pp * p;
  20064. // evaluate polynomials
  20065. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20066. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20067. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20068. var sN = wN * ppp - wN * pp;
  20069. // combine data linearly
  20070. for ( var i = 0; i !== stride; ++ i ) {
  20071. result[ i ] =
  20072. sP * values[ oP + i ] +
  20073. s0 * values[ o0 + i ] +
  20074. s1 * values[ o1 + i ] +
  20075. sN * values[ oN + i ];
  20076. }
  20077. return result;
  20078. }
  20079. } );
  20080. /**
  20081. * @author tschw
  20082. */
  20083. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20084. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20085. }
  20086. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20087. constructor: LinearInterpolant,
  20088. interpolate_: function ( i1, t0, t, t1 ) {
  20089. var result = this.resultBuffer,
  20090. values = this.sampleValues,
  20091. stride = this.valueSize,
  20092. offset1 = i1 * stride,
  20093. offset0 = offset1 - stride,
  20094. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20095. weight0 = 1 - weight1;
  20096. for ( var i = 0; i !== stride; ++ i ) {
  20097. result[ i ] =
  20098. values[ offset0 + i ] * weight0 +
  20099. values[ offset1 + i ] * weight1;
  20100. }
  20101. return result;
  20102. }
  20103. } );
  20104. /**
  20105. *
  20106. * Interpolant that evaluates to the sample value at the position preceeding
  20107. * the parameter.
  20108. *
  20109. * @author tschw
  20110. */
  20111. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20112. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20113. }
  20114. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20115. constructor: DiscreteInterpolant,
  20116. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20117. return this.copySampleValue_( i1 - 1 );
  20118. }
  20119. } );
  20120. /**
  20121. *
  20122. * A timed sequence of keyframes for a specific property.
  20123. *
  20124. *
  20125. * @author Ben Houston / http://clara.io/
  20126. * @author David Sarno / http://lighthaus.us/
  20127. * @author tschw
  20128. */
  20129. function KeyframeTrack( name, times, values, interpolation ) {
  20130. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  20131. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  20132. this.name = name;
  20133. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20134. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20135. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20136. }
  20137. // Static methods
  20138. Object.assign( KeyframeTrack, {
  20139. // Serialization (in static context, because of constructor invocation
  20140. // and automatic invocation of .toJSON):
  20141. toJSON: function ( track ) {
  20142. var trackType = track.constructor;
  20143. var json;
  20144. // derived classes can define a static toJSON method
  20145. if ( trackType.toJSON !== undefined ) {
  20146. json = trackType.toJSON( track );
  20147. } else {
  20148. // by default, we assume the data can be serialized as-is
  20149. json = {
  20150. 'name': track.name,
  20151. 'times': AnimationUtils.convertArray( track.times, Array ),
  20152. 'values': AnimationUtils.convertArray( track.values, Array )
  20153. };
  20154. var interpolation = track.getInterpolation();
  20155. if ( interpolation !== track.DefaultInterpolation ) {
  20156. json.interpolation = interpolation;
  20157. }
  20158. }
  20159. json.type = track.ValueTypeName; // mandatory
  20160. return json;
  20161. }
  20162. } );
  20163. Object.assign( KeyframeTrack.prototype, {
  20164. constructor: KeyframeTrack,
  20165. TimeBufferType: Float32Array,
  20166. ValueBufferType: Float32Array,
  20167. DefaultInterpolation: InterpolateLinear,
  20168. InterpolantFactoryMethodDiscrete: function ( result ) {
  20169. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20170. },
  20171. InterpolantFactoryMethodLinear: function ( result ) {
  20172. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20173. },
  20174. InterpolantFactoryMethodSmooth: function ( result ) {
  20175. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20176. },
  20177. setInterpolation: function ( interpolation ) {
  20178. var factoryMethod;
  20179. switch ( interpolation ) {
  20180. case InterpolateDiscrete:
  20181. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20182. break;
  20183. case InterpolateLinear:
  20184. factoryMethod = this.InterpolantFactoryMethodLinear;
  20185. break;
  20186. case InterpolateSmooth:
  20187. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20188. break;
  20189. }
  20190. if ( factoryMethod === undefined ) {
  20191. var message = "unsupported interpolation for " +
  20192. this.ValueTypeName + " keyframe track named " + this.name;
  20193. if ( this.createInterpolant === undefined ) {
  20194. // fall back to default, unless the default itself is messed up
  20195. if ( interpolation !== this.DefaultInterpolation ) {
  20196. this.setInterpolation( this.DefaultInterpolation );
  20197. } else {
  20198. throw new Error( message ); // fatal, in this case
  20199. }
  20200. }
  20201. console.warn( 'THREE.KeyframeTrack:', message );
  20202. return this;
  20203. }
  20204. this.createInterpolant = factoryMethod;
  20205. return this;
  20206. },
  20207. getInterpolation: function () {
  20208. switch ( this.createInterpolant ) {
  20209. case this.InterpolantFactoryMethodDiscrete:
  20210. return InterpolateDiscrete;
  20211. case this.InterpolantFactoryMethodLinear:
  20212. return InterpolateLinear;
  20213. case this.InterpolantFactoryMethodSmooth:
  20214. return InterpolateSmooth;
  20215. }
  20216. },
  20217. getValueSize: function () {
  20218. return this.values.length / this.times.length;
  20219. },
  20220. // move all keyframes either forwards or backwards in time
  20221. shift: function ( timeOffset ) {
  20222. if ( timeOffset !== 0.0 ) {
  20223. var times = this.times;
  20224. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20225. times[ i ] += timeOffset;
  20226. }
  20227. }
  20228. return this;
  20229. },
  20230. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20231. scale: function ( timeScale ) {
  20232. if ( timeScale !== 1.0 ) {
  20233. var times = this.times;
  20234. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20235. times[ i ] *= timeScale;
  20236. }
  20237. }
  20238. return this;
  20239. },
  20240. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20241. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20242. trim: function ( startTime, endTime ) {
  20243. var times = this.times,
  20244. nKeys = times.length,
  20245. from = 0,
  20246. to = nKeys - 1;
  20247. while ( from !== nKeys && times[ from ] < startTime ) {
  20248. ++ from;
  20249. }
  20250. while ( to !== - 1 && times[ to ] > endTime ) {
  20251. -- to;
  20252. }
  20253. ++ to; // inclusive -> exclusive bound
  20254. if ( from !== 0 || to !== nKeys ) {
  20255. // empty tracks are forbidden, so keep at least one keyframe
  20256. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20257. var stride = this.getValueSize();
  20258. this.times = AnimationUtils.arraySlice( times, from, to );
  20259. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20260. }
  20261. return this;
  20262. },
  20263. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20264. validate: function () {
  20265. var valid = true;
  20266. var valueSize = this.getValueSize();
  20267. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20268. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20269. valid = false;
  20270. }
  20271. var times = this.times,
  20272. values = this.values,
  20273. nKeys = times.length;
  20274. if ( nKeys === 0 ) {
  20275. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20276. valid = false;
  20277. }
  20278. var prevTime = null;
  20279. for ( var i = 0; i !== nKeys; i ++ ) {
  20280. var currTime = times[ i ];
  20281. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20282. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20283. valid = false;
  20284. break;
  20285. }
  20286. if ( prevTime !== null && prevTime > currTime ) {
  20287. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20288. valid = false;
  20289. break;
  20290. }
  20291. prevTime = currTime;
  20292. }
  20293. if ( values !== undefined ) {
  20294. if ( AnimationUtils.isTypedArray( values ) ) {
  20295. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20296. var value = values[ i ];
  20297. if ( isNaN( value ) ) {
  20298. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20299. valid = false;
  20300. break;
  20301. }
  20302. }
  20303. }
  20304. }
  20305. return valid;
  20306. },
  20307. // removes equivalent sequential keys as common in morph target sequences
  20308. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20309. optimize: function () {
  20310. var times = this.times,
  20311. values = this.values,
  20312. stride = this.getValueSize(),
  20313. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20314. writeIndex = 1,
  20315. lastIndex = times.length - 1;
  20316. for ( var i = 1; i < lastIndex; ++ i ) {
  20317. var keep = false;
  20318. var time = times[ i ];
  20319. var timeNext = times[ i + 1 ];
  20320. // remove adjacent keyframes scheduled at the same time
  20321. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20322. if ( ! smoothInterpolation ) {
  20323. // remove unnecessary keyframes same as their neighbors
  20324. var offset = i * stride,
  20325. offsetP = offset - stride,
  20326. offsetN = offset + stride;
  20327. for ( var j = 0; j !== stride; ++ j ) {
  20328. var value = values[ offset + j ];
  20329. if ( value !== values[ offsetP + j ] ||
  20330. value !== values[ offsetN + j ] ) {
  20331. keep = true;
  20332. break;
  20333. }
  20334. }
  20335. } else {
  20336. keep = true;
  20337. }
  20338. }
  20339. // in-place compaction
  20340. if ( keep ) {
  20341. if ( i !== writeIndex ) {
  20342. times[ writeIndex ] = times[ i ];
  20343. var readOffset = i * stride,
  20344. writeOffset = writeIndex * stride;
  20345. for ( var j = 0; j !== stride; ++ j ) {
  20346. values[ writeOffset + j ] = values[ readOffset + j ];
  20347. }
  20348. }
  20349. ++ writeIndex;
  20350. }
  20351. }
  20352. // flush last keyframe (compaction looks ahead)
  20353. if ( lastIndex > 0 ) {
  20354. times[ writeIndex ] = times[ lastIndex ];
  20355. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20356. values[ writeOffset + j ] = values[ readOffset + j ];
  20357. }
  20358. ++ writeIndex;
  20359. }
  20360. if ( writeIndex !== times.length ) {
  20361. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20362. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20363. }
  20364. return this;
  20365. },
  20366. clone: function () {
  20367. var times = AnimationUtils.arraySlice( this.times, 0 );
  20368. var values = AnimationUtils.arraySlice( this.values, 0 );
  20369. var TypedKeyframeTrack = this.constructor;
  20370. var track = new TypedKeyframeTrack( this.name, times, values );
  20371. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20372. track.createInterpolant = this.createInterpolant;
  20373. return track;
  20374. }
  20375. } );
  20376. /**
  20377. *
  20378. * A Track of Boolean keyframe values.
  20379. *
  20380. *
  20381. * @author Ben Houston / http://clara.io/
  20382. * @author David Sarno / http://lighthaus.us/
  20383. * @author tschw
  20384. */
  20385. function BooleanKeyframeTrack( name, times, values ) {
  20386. KeyframeTrack.call( this, name, times, values );
  20387. }
  20388. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20389. constructor: BooleanKeyframeTrack,
  20390. ValueTypeName: 'bool',
  20391. ValueBufferType: Array,
  20392. DefaultInterpolation: InterpolateDiscrete,
  20393. InterpolantFactoryMethodLinear: undefined,
  20394. InterpolantFactoryMethodSmooth: undefined
  20395. // Note: Actually this track could have a optimized / compressed
  20396. // representation of a single value and a custom interpolant that
  20397. // computes "firstValue ^ isOdd( index )".
  20398. } );
  20399. /**
  20400. *
  20401. * A Track of keyframe values that represent color.
  20402. *
  20403. *
  20404. * @author Ben Houston / http://clara.io/
  20405. * @author David Sarno / http://lighthaus.us/
  20406. * @author tschw
  20407. */
  20408. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20409. KeyframeTrack.call( this, name, times, values, interpolation );
  20410. }
  20411. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20412. constructor: ColorKeyframeTrack,
  20413. ValueTypeName: 'color'
  20414. // ValueBufferType is inherited
  20415. // DefaultInterpolation is inherited
  20416. // Note: Very basic implementation and nothing special yet.
  20417. // However, this is the place for color space parameterization.
  20418. } );
  20419. /**
  20420. *
  20421. * A Track of numeric keyframe values.
  20422. *
  20423. * @author Ben Houston / http://clara.io/
  20424. * @author David Sarno / http://lighthaus.us/
  20425. * @author tschw
  20426. */
  20427. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20428. KeyframeTrack.call( this, name, times, values, interpolation );
  20429. }
  20430. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20431. constructor: NumberKeyframeTrack,
  20432. ValueTypeName: 'number'
  20433. // ValueBufferType is inherited
  20434. // DefaultInterpolation is inherited
  20435. } );
  20436. /**
  20437. * Spherical linear unit quaternion interpolant.
  20438. *
  20439. * @author tschw
  20440. */
  20441. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20442. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20443. }
  20444. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20445. constructor: QuaternionLinearInterpolant,
  20446. interpolate_: function ( i1, t0, t, t1 ) {
  20447. var result = this.resultBuffer,
  20448. values = this.sampleValues,
  20449. stride = this.valueSize,
  20450. offset = i1 * stride,
  20451. alpha = ( t - t0 ) / ( t1 - t0 );
  20452. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20453. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20454. }
  20455. return result;
  20456. }
  20457. } );
  20458. /**
  20459. *
  20460. * A Track of quaternion keyframe values.
  20461. *
  20462. * @author Ben Houston / http://clara.io/
  20463. * @author David Sarno / http://lighthaus.us/
  20464. * @author tschw
  20465. */
  20466. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20467. KeyframeTrack.call( this, name, times, values, interpolation );
  20468. }
  20469. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20470. constructor: QuaternionKeyframeTrack,
  20471. ValueTypeName: 'quaternion',
  20472. // ValueBufferType is inherited
  20473. DefaultInterpolation: InterpolateLinear,
  20474. InterpolantFactoryMethodLinear: function ( result ) {
  20475. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20476. },
  20477. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20478. } );
  20479. /**
  20480. *
  20481. * A Track that interpolates Strings
  20482. *
  20483. *
  20484. * @author Ben Houston / http://clara.io/
  20485. * @author David Sarno / http://lighthaus.us/
  20486. * @author tschw
  20487. */
  20488. function StringKeyframeTrack( name, times, values, interpolation ) {
  20489. KeyframeTrack.call( this, name, times, values, interpolation );
  20490. }
  20491. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20492. constructor: StringKeyframeTrack,
  20493. ValueTypeName: 'string',
  20494. ValueBufferType: Array,
  20495. DefaultInterpolation: InterpolateDiscrete,
  20496. InterpolantFactoryMethodLinear: undefined,
  20497. InterpolantFactoryMethodSmooth: undefined
  20498. } );
  20499. /**
  20500. *
  20501. * A Track of vectored keyframe values.
  20502. *
  20503. *
  20504. * @author Ben Houston / http://clara.io/
  20505. * @author David Sarno / http://lighthaus.us/
  20506. * @author tschw
  20507. */
  20508. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20509. KeyframeTrack.call( this, name, times, values, interpolation );
  20510. }
  20511. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20512. constructor: VectorKeyframeTrack,
  20513. ValueTypeName: 'vector'
  20514. // ValueBufferType is inherited
  20515. // DefaultInterpolation is inherited
  20516. } );
  20517. /**
  20518. *
  20519. * Reusable set of Tracks that represent an animation.
  20520. *
  20521. * @author Ben Houston / http://clara.io/
  20522. * @author David Sarno / http://lighthaus.us/
  20523. */
  20524. function AnimationClip( name, duration, tracks ) {
  20525. this.name = name;
  20526. this.tracks = tracks;
  20527. this.duration = ( duration !== undefined ) ? duration : - 1;
  20528. this.uuid = _Math.generateUUID();
  20529. // this means it should figure out its duration by scanning the tracks
  20530. if ( this.duration < 0 ) {
  20531. this.resetDuration();
  20532. }
  20533. }
  20534. function getTrackTypeForValueTypeName( typeName ) {
  20535. switch ( typeName.toLowerCase() ) {
  20536. case 'scalar':
  20537. case 'double':
  20538. case 'float':
  20539. case 'number':
  20540. case 'integer':
  20541. return NumberKeyframeTrack;
  20542. case 'vector':
  20543. case 'vector2':
  20544. case 'vector3':
  20545. case 'vector4':
  20546. return VectorKeyframeTrack;
  20547. case 'color':
  20548. return ColorKeyframeTrack;
  20549. case 'quaternion':
  20550. return QuaternionKeyframeTrack;
  20551. case 'bool':
  20552. case 'boolean':
  20553. return BooleanKeyframeTrack;
  20554. case 'string':
  20555. return StringKeyframeTrack;
  20556. }
  20557. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20558. }
  20559. function parseKeyframeTrack( json ) {
  20560. if ( json.type === undefined ) {
  20561. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20562. }
  20563. var trackType = getTrackTypeForValueTypeName( json.type );
  20564. if ( json.times === undefined ) {
  20565. var times = [], values = [];
  20566. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20567. json.times = times;
  20568. json.values = values;
  20569. }
  20570. // derived classes can define a static parse method
  20571. if ( trackType.parse !== undefined ) {
  20572. return trackType.parse( json );
  20573. } else {
  20574. // by default, we assume a constructor compatible with the base
  20575. return new trackType( json.name, json.times, json.values, json.interpolation );
  20576. }
  20577. }
  20578. Object.assign( AnimationClip, {
  20579. parse: function ( json ) {
  20580. var tracks = [],
  20581. jsonTracks = json.tracks,
  20582. frameTime = 1.0 / ( json.fps || 1.0 );
  20583. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20584. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20585. }
  20586. return new AnimationClip( json.name, json.duration, tracks );
  20587. },
  20588. toJSON: function ( clip ) {
  20589. var tracks = [],
  20590. clipTracks = clip.tracks;
  20591. var json = {
  20592. 'name': clip.name,
  20593. 'duration': clip.duration,
  20594. 'tracks': tracks,
  20595. 'uuid': clip.uuid
  20596. };
  20597. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20598. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20599. }
  20600. return json;
  20601. },
  20602. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20603. var numMorphTargets = morphTargetSequence.length;
  20604. var tracks = [];
  20605. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20606. var times = [];
  20607. var values = [];
  20608. times.push(
  20609. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20610. i,
  20611. ( i + 1 ) % numMorphTargets );
  20612. values.push( 0, 1, 0 );
  20613. var order = AnimationUtils.getKeyframeOrder( times );
  20614. times = AnimationUtils.sortedArray( times, 1, order );
  20615. values = AnimationUtils.sortedArray( values, 1, order );
  20616. // if there is a key at the first frame, duplicate it as the
  20617. // last frame as well for perfect loop.
  20618. if ( ! noLoop && times[ 0 ] === 0 ) {
  20619. times.push( numMorphTargets );
  20620. values.push( values[ 0 ] );
  20621. }
  20622. tracks.push(
  20623. new NumberKeyframeTrack(
  20624. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20625. times, values
  20626. ).scale( 1.0 / fps ) );
  20627. }
  20628. return new AnimationClip( name, - 1, tracks );
  20629. },
  20630. findByName: function ( objectOrClipArray, name ) {
  20631. var clipArray = objectOrClipArray;
  20632. if ( ! Array.isArray( objectOrClipArray ) ) {
  20633. var o = objectOrClipArray;
  20634. clipArray = o.geometry && o.geometry.animations || o.animations;
  20635. }
  20636. for ( var i = 0; i < clipArray.length; i ++ ) {
  20637. if ( clipArray[ i ].name === name ) {
  20638. return clipArray[ i ];
  20639. }
  20640. }
  20641. return null;
  20642. },
  20643. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20644. var animationToMorphTargets = {};
  20645. // tested with https://regex101.com/ on trick sequences
  20646. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20647. var pattern = /^([\w-]*?)([\d]+)$/;
  20648. // sort morph target names into animation groups based
  20649. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20650. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20651. var morphTarget = morphTargets[ i ];
  20652. var parts = morphTarget.name.match( pattern );
  20653. if ( parts && parts.length > 1 ) {
  20654. var name = parts[ 1 ];
  20655. var animationMorphTargets = animationToMorphTargets[ name ];
  20656. if ( ! animationMorphTargets ) {
  20657. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20658. }
  20659. animationMorphTargets.push( morphTarget );
  20660. }
  20661. }
  20662. var clips = [];
  20663. for ( var name in animationToMorphTargets ) {
  20664. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20665. }
  20666. return clips;
  20667. },
  20668. // parse the animation.hierarchy format
  20669. parseAnimation: function ( animation, bones ) {
  20670. if ( ! animation ) {
  20671. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20672. return null;
  20673. }
  20674. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20675. // only return track if there are actually keys.
  20676. if ( animationKeys.length !== 0 ) {
  20677. var times = [];
  20678. var values = [];
  20679. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20680. // empty keys are filtered out, so check again
  20681. if ( times.length !== 0 ) {
  20682. destTracks.push( new trackType( trackName, times, values ) );
  20683. }
  20684. }
  20685. };
  20686. var tracks = [];
  20687. var clipName = animation.name || 'default';
  20688. // automatic length determination in AnimationClip.
  20689. var duration = animation.length || - 1;
  20690. var fps = animation.fps || 30;
  20691. var hierarchyTracks = animation.hierarchy || [];
  20692. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20693. var animationKeys = hierarchyTracks[ h ].keys;
  20694. // skip empty tracks
  20695. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20696. // process morph targets
  20697. if ( animationKeys[ 0 ].morphTargets ) {
  20698. // figure out all morph targets used in this track
  20699. var morphTargetNames = {};
  20700. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20701. if ( animationKeys[ k ].morphTargets ) {
  20702. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20703. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20704. }
  20705. }
  20706. }
  20707. // create a track for each morph target with all zero
  20708. // morphTargetInfluences except for the keys in which
  20709. // the morphTarget is named.
  20710. for ( var morphTargetName in morphTargetNames ) {
  20711. var times = [];
  20712. var values = [];
  20713. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20714. var animationKey = animationKeys[ k ];
  20715. times.push( animationKey.time );
  20716. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20717. }
  20718. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20719. }
  20720. duration = morphTargetNames.length * ( fps || 1.0 );
  20721. } else {
  20722. // ...assume skeletal animation
  20723. var boneName = '.bones[' + bones[ h ].name + ']';
  20724. addNonemptyTrack(
  20725. VectorKeyframeTrack, boneName + '.position',
  20726. animationKeys, 'pos', tracks );
  20727. addNonemptyTrack(
  20728. QuaternionKeyframeTrack, boneName + '.quaternion',
  20729. animationKeys, 'rot', tracks );
  20730. addNonemptyTrack(
  20731. VectorKeyframeTrack, boneName + '.scale',
  20732. animationKeys, 'scl', tracks );
  20733. }
  20734. }
  20735. if ( tracks.length === 0 ) {
  20736. return null;
  20737. }
  20738. var clip = new AnimationClip( clipName, duration, tracks );
  20739. return clip;
  20740. }
  20741. } );
  20742. Object.assign( AnimationClip.prototype, {
  20743. resetDuration: function () {
  20744. var tracks = this.tracks, duration = 0;
  20745. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20746. var track = this.tracks[ i ];
  20747. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20748. }
  20749. this.duration = duration;
  20750. return this;
  20751. },
  20752. trim: function () {
  20753. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20754. this.tracks[ i ].trim( 0, this.duration );
  20755. }
  20756. return this;
  20757. },
  20758. validate: function () {
  20759. var valid = true;
  20760. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20761. valid = valid && this.tracks[ i ].validate();
  20762. }
  20763. return valid;
  20764. },
  20765. optimize: function () {
  20766. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20767. this.tracks[ i ].optimize();
  20768. }
  20769. return this;
  20770. },
  20771. clone: function () {
  20772. var tracks = [];
  20773. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20774. tracks.push( this.tracks[ i ].clone() );
  20775. }
  20776. return new AnimationClip( this.name, this.duration, tracks );
  20777. }
  20778. } );
  20779. /**
  20780. * @author mrdoob / http://mrdoob.com/
  20781. */
  20782. var Cache = {
  20783. enabled: false,
  20784. files: {},
  20785. add: function ( key, file ) {
  20786. if ( this.enabled === false ) return;
  20787. // console.log( 'THREE.Cache', 'Adding key:', key );
  20788. this.files[ key ] = file;
  20789. },
  20790. get: function ( key ) {
  20791. if ( this.enabled === false ) return;
  20792. // console.log( 'THREE.Cache', 'Checking key:', key );
  20793. return this.files[ key ];
  20794. },
  20795. remove: function ( key ) {
  20796. delete this.files[ key ];
  20797. },
  20798. clear: function () {
  20799. this.files = {};
  20800. }
  20801. };
  20802. /**
  20803. * @author mrdoob / http://mrdoob.com/
  20804. */
  20805. function LoadingManager( onLoad, onProgress, onError ) {
  20806. var scope = this;
  20807. var isLoading = false;
  20808. var itemsLoaded = 0;
  20809. var itemsTotal = 0;
  20810. var urlModifier = undefined;
  20811. // Refer to #5689 for the reason why we don't set .onStart
  20812. // in the constructor
  20813. this.onStart = undefined;
  20814. this.onLoad = onLoad;
  20815. this.onProgress = onProgress;
  20816. this.onError = onError;
  20817. this.itemStart = function ( url ) {
  20818. itemsTotal ++;
  20819. if ( isLoading === false ) {
  20820. if ( scope.onStart !== undefined ) {
  20821. scope.onStart( url, itemsLoaded, itemsTotal );
  20822. }
  20823. }
  20824. isLoading = true;
  20825. };
  20826. this.itemEnd = function ( url ) {
  20827. itemsLoaded ++;
  20828. if ( scope.onProgress !== undefined ) {
  20829. scope.onProgress( url, itemsLoaded, itemsTotal );
  20830. }
  20831. if ( itemsLoaded === itemsTotal ) {
  20832. isLoading = false;
  20833. if ( scope.onLoad !== undefined ) {
  20834. scope.onLoad();
  20835. }
  20836. }
  20837. };
  20838. this.itemError = function ( url ) {
  20839. if ( scope.onError !== undefined ) {
  20840. scope.onError( url );
  20841. }
  20842. };
  20843. this.resolveURL = function ( url ) {
  20844. if ( urlModifier ) {
  20845. return urlModifier( url );
  20846. }
  20847. return url;
  20848. };
  20849. this.setURLModifier = function ( transform ) {
  20850. urlModifier = transform;
  20851. return this;
  20852. };
  20853. }
  20854. var DefaultLoadingManager = new LoadingManager();
  20855. /**
  20856. * @author mrdoob / http://mrdoob.com/
  20857. */
  20858. var loading = {};
  20859. function FileLoader( manager ) {
  20860. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20861. }
  20862. Object.assign( FileLoader.prototype, {
  20863. load: function ( url, onLoad, onProgress, onError ) {
  20864. if ( url === undefined ) url = '';
  20865. if ( this.path !== undefined ) url = this.path + url;
  20866. url = this.manager.resolveURL( url );
  20867. var scope = this;
  20868. var cached = Cache.get( url );
  20869. if ( cached !== undefined ) {
  20870. scope.manager.itemStart( url );
  20871. setTimeout( function () {
  20872. if ( onLoad ) onLoad( cached );
  20873. scope.manager.itemEnd( url );
  20874. }, 0 );
  20875. return cached;
  20876. }
  20877. // Check if request is duplicate
  20878. if ( loading[ url ] !== undefined ) {
  20879. loading[ url ].push( {
  20880. onLoad: onLoad,
  20881. onProgress: onProgress,
  20882. onError: onError
  20883. } );
  20884. return;
  20885. }
  20886. // Check for data: URI
  20887. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20888. var dataUriRegexResult = url.match( dataUriRegex );
  20889. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20890. if ( dataUriRegexResult ) {
  20891. var mimeType = dataUriRegexResult[ 1 ];
  20892. var isBase64 = !! dataUriRegexResult[ 2 ];
  20893. var data = dataUriRegexResult[ 3 ];
  20894. data = decodeURIComponent( data );
  20895. if ( isBase64 ) data = atob( data );
  20896. try {
  20897. var response;
  20898. var responseType = ( this.responseType || '' ).toLowerCase();
  20899. switch ( responseType ) {
  20900. case 'arraybuffer':
  20901. case 'blob':
  20902. var view = new Uint8Array( data.length );
  20903. for ( var i = 0; i < data.length; i ++ ) {
  20904. view[ i ] = data.charCodeAt( i );
  20905. }
  20906. if ( responseType === 'blob' ) {
  20907. response = new Blob( [ view.buffer ], { type: mimeType } );
  20908. } else {
  20909. response = view.buffer;
  20910. }
  20911. break;
  20912. case 'document':
  20913. var parser = new DOMParser();
  20914. response = parser.parseFromString( data, mimeType );
  20915. break;
  20916. case 'json':
  20917. response = JSON.parse( data );
  20918. break;
  20919. default: // 'text' or other
  20920. response = data;
  20921. break;
  20922. }
  20923. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20924. setTimeout( function () {
  20925. if ( onLoad ) onLoad( response );
  20926. scope.manager.itemEnd( url );
  20927. }, 0 );
  20928. } catch ( error ) {
  20929. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20930. setTimeout( function () {
  20931. if ( onError ) onError( error );
  20932. scope.manager.itemError( url );
  20933. scope.manager.itemEnd( url );
  20934. }, 0 );
  20935. }
  20936. } else {
  20937. // Initialise array for duplicate requests
  20938. loading[ url ] = [];
  20939. loading[ url ].push( {
  20940. onLoad: onLoad,
  20941. onProgress: onProgress,
  20942. onError: onError
  20943. } );
  20944. var request = new XMLHttpRequest();
  20945. request.open( 'GET', url, true );
  20946. request.addEventListener( 'load', function ( event ) {
  20947. var response = this.response;
  20948. Cache.add( url, response );
  20949. var callbacks = loading[ url ];
  20950. delete loading[ url ];
  20951. if ( this.status === 200 || this.status === 0 ) {
  20952. // Some browsers return HTTP Status 0 when using non-http protocol
  20953. // e.g. 'file://' or 'data://'. Handle as success.
  20954. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20955. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20956. var callback = callbacks[ i ];
  20957. if ( callback.onLoad ) callback.onLoad( response );
  20958. }
  20959. scope.manager.itemEnd( url );
  20960. } else {
  20961. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20962. var callback = callbacks[ i ];
  20963. if ( callback.onError ) callback.onError( event );
  20964. }
  20965. scope.manager.itemError( url );
  20966. scope.manager.itemEnd( url );
  20967. }
  20968. }, false );
  20969. request.addEventListener( 'progress', function ( event ) {
  20970. var callbacks = loading[ url ];
  20971. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20972. var callback = callbacks[ i ];
  20973. if ( callback.onProgress ) callback.onProgress( event );
  20974. }
  20975. }, false );
  20976. request.addEventListener( 'error', function ( event ) {
  20977. var callbacks = loading[ url ];
  20978. delete loading[ url ];
  20979. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20980. var callback = callbacks[ i ];
  20981. if ( callback.onError ) callback.onError( event );
  20982. }
  20983. scope.manager.itemError( url );
  20984. scope.manager.itemEnd( url );
  20985. }, false );
  20986. request.addEventListener( 'abort', function ( event ) {
  20987. var callbacks = loading[ url ];
  20988. delete loading[ url ];
  20989. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20990. var callback = callbacks[ i ];
  20991. if ( callback.onError ) callback.onError( event );
  20992. }
  20993. scope.manager.itemError( url );
  20994. scope.manager.itemEnd( url );
  20995. }, false );
  20996. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20997. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20998. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20999. for ( var header in this.requestHeader ) {
  21000. request.setRequestHeader( header, this.requestHeader[ header ] );
  21001. }
  21002. request.send( null );
  21003. }
  21004. scope.manager.itemStart( url );
  21005. return request;
  21006. },
  21007. setPath: function ( value ) {
  21008. this.path = value;
  21009. return this;
  21010. },
  21011. setResponseType: function ( value ) {
  21012. this.responseType = value;
  21013. return this;
  21014. },
  21015. setWithCredentials: function ( value ) {
  21016. this.withCredentials = value;
  21017. return this;
  21018. },
  21019. setMimeType: function ( value ) {
  21020. this.mimeType = value;
  21021. return this;
  21022. },
  21023. setRequestHeader: function ( value ) {
  21024. this.requestHeader = value;
  21025. return this;
  21026. }
  21027. } );
  21028. /**
  21029. * @author bhouston / http://clara.io/
  21030. */
  21031. function AnimationLoader( manager ) {
  21032. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21033. }
  21034. Object.assign( AnimationLoader.prototype, {
  21035. load: function ( url, onLoad, onProgress, onError ) {
  21036. var scope = this;
  21037. var loader = new FileLoader( scope.manager );
  21038. loader.setPath( scope.path );
  21039. loader.load( url, function ( text ) {
  21040. onLoad( scope.parse( JSON.parse( text ) ) );
  21041. }, onProgress, onError );
  21042. },
  21043. parse: function ( json ) {
  21044. var animations = [];
  21045. for ( var i = 0; i < json.length; i ++ ) {
  21046. var clip = AnimationClip.parse( json[ i ] );
  21047. animations.push( clip );
  21048. }
  21049. return animations;
  21050. },
  21051. setPath: function ( value ) {
  21052. this.path = value;
  21053. return this;
  21054. }
  21055. } );
  21056. /**
  21057. * @author mrdoob / http://mrdoob.com/
  21058. *
  21059. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21060. */
  21061. function CompressedTextureLoader( manager ) {
  21062. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21063. // override in sub classes
  21064. this._parser = null;
  21065. }
  21066. Object.assign( CompressedTextureLoader.prototype, {
  21067. load: function ( url, onLoad, onProgress, onError ) {
  21068. var scope = this;
  21069. var images = [];
  21070. var texture = new CompressedTexture();
  21071. texture.image = images;
  21072. var loader = new FileLoader( this.manager );
  21073. loader.setPath( this.path );
  21074. loader.setResponseType( 'arraybuffer' );
  21075. function loadTexture( i ) {
  21076. loader.load( url[ i ], function ( buffer ) {
  21077. var texDatas = scope._parser( buffer, true );
  21078. images[ i ] = {
  21079. width: texDatas.width,
  21080. height: texDatas.height,
  21081. format: texDatas.format,
  21082. mipmaps: texDatas.mipmaps
  21083. };
  21084. loaded += 1;
  21085. if ( loaded === 6 ) {
  21086. if ( texDatas.mipmapCount === 1 )
  21087. texture.minFilter = LinearFilter;
  21088. texture.format = texDatas.format;
  21089. texture.needsUpdate = true;
  21090. if ( onLoad ) onLoad( texture );
  21091. }
  21092. }, onProgress, onError );
  21093. }
  21094. if ( Array.isArray( url ) ) {
  21095. var loaded = 0;
  21096. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21097. loadTexture( i );
  21098. }
  21099. } else {
  21100. // compressed cubemap texture stored in a single DDS file
  21101. loader.load( url, function ( buffer ) {
  21102. var texDatas = scope._parser( buffer, true );
  21103. if ( texDatas.isCubemap ) {
  21104. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21105. for ( var f = 0; f < faces; f ++ ) {
  21106. images[ f ] = { mipmaps: [] };
  21107. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21108. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21109. images[ f ].format = texDatas.format;
  21110. images[ f ].width = texDatas.width;
  21111. images[ f ].height = texDatas.height;
  21112. }
  21113. }
  21114. } else {
  21115. texture.image.width = texDatas.width;
  21116. texture.image.height = texDatas.height;
  21117. texture.mipmaps = texDatas.mipmaps;
  21118. }
  21119. if ( texDatas.mipmapCount === 1 ) {
  21120. texture.minFilter = LinearFilter;
  21121. }
  21122. texture.format = texDatas.format;
  21123. texture.needsUpdate = true;
  21124. if ( onLoad ) onLoad( texture );
  21125. }, onProgress, onError );
  21126. }
  21127. return texture;
  21128. },
  21129. setPath: function ( value ) {
  21130. this.path = value;
  21131. return this;
  21132. }
  21133. } );
  21134. /**
  21135. * @author Nikos M. / https://github.com/foo123/
  21136. *
  21137. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21138. */
  21139. function DataTextureLoader( manager ) {
  21140. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21141. // override in sub classes
  21142. this._parser = null;
  21143. }
  21144. Object.assign( DataTextureLoader.prototype, {
  21145. load: function ( url, onLoad, onProgress, onError ) {
  21146. var scope = this;
  21147. var texture = new DataTexture();
  21148. var loader = new FileLoader( this.manager );
  21149. loader.setResponseType( 'arraybuffer' );
  21150. loader.setPath( this.path );
  21151. loader.load( url, function ( buffer ) {
  21152. var texData = scope._parser( buffer );
  21153. if ( ! texData ) return;
  21154. if ( texData.image !== undefined ) {
  21155. texture.image = texData.image;
  21156. } else if ( texData.data !== undefined ) {
  21157. texture.image.width = texData.width;
  21158. texture.image.height = texData.height;
  21159. texture.image.data = texData.data;
  21160. }
  21161. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21162. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21163. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21164. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21165. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21166. if ( texData.format !== undefined ) {
  21167. texture.format = texData.format;
  21168. }
  21169. if ( texData.type !== undefined ) {
  21170. texture.type = texData.type;
  21171. }
  21172. if ( texData.mipmaps !== undefined ) {
  21173. texture.mipmaps = texData.mipmaps;
  21174. }
  21175. if ( texData.mipmapCount === 1 ) {
  21176. texture.minFilter = LinearFilter;
  21177. }
  21178. texture.needsUpdate = true;
  21179. if ( onLoad ) onLoad( texture, texData );
  21180. }, onProgress, onError );
  21181. return texture;
  21182. },
  21183. setPath: function ( value ) {
  21184. this.path = value;
  21185. return this;
  21186. }
  21187. } );
  21188. /**
  21189. * @author mrdoob / http://mrdoob.com/
  21190. */
  21191. function ImageLoader( manager ) {
  21192. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21193. }
  21194. Object.assign( ImageLoader.prototype, {
  21195. crossOrigin: 'anonymous',
  21196. load: function ( url, onLoad, onProgress, onError ) {
  21197. if ( url === undefined ) url = '';
  21198. if ( this.path !== undefined ) url = this.path + url;
  21199. url = this.manager.resolveURL( url );
  21200. var scope = this;
  21201. var cached = Cache.get( url );
  21202. if ( cached !== undefined ) {
  21203. scope.manager.itemStart( url );
  21204. setTimeout( function () {
  21205. if ( onLoad ) onLoad( cached );
  21206. scope.manager.itemEnd( url );
  21207. }, 0 );
  21208. return cached;
  21209. }
  21210. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21211. function onImageLoad() {
  21212. image.removeEventListener( 'load', onImageLoad, false );
  21213. image.removeEventListener( 'error', onImageError, false );
  21214. Cache.add( url, this );
  21215. if ( onLoad ) onLoad( this );
  21216. scope.manager.itemEnd( url );
  21217. }
  21218. function onImageError( event ) {
  21219. image.removeEventListener( 'load', onImageLoad, false );
  21220. image.removeEventListener( 'error', onImageError, false );
  21221. if ( onError ) onError( event );
  21222. scope.manager.itemError( url );
  21223. scope.manager.itemEnd( url );
  21224. }
  21225. image.addEventListener( 'load', onImageLoad, false );
  21226. image.addEventListener( 'error', onImageError, false );
  21227. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21228. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21229. }
  21230. scope.manager.itemStart( url );
  21231. image.src = url;
  21232. return image;
  21233. },
  21234. setCrossOrigin: function ( value ) {
  21235. this.crossOrigin = value;
  21236. return this;
  21237. },
  21238. setPath: function ( value ) {
  21239. this.path = value;
  21240. return this;
  21241. }
  21242. } );
  21243. /**
  21244. * @author mrdoob / http://mrdoob.com/
  21245. */
  21246. function CubeTextureLoader( manager ) {
  21247. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21248. }
  21249. Object.assign( CubeTextureLoader.prototype, {
  21250. crossOrigin: 'anonymous',
  21251. load: function ( urls, onLoad, onProgress, onError ) {
  21252. var texture = new CubeTexture();
  21253. var loader = new ImageLoader( this.manager );
  21254. loader.setCrossOrigin( this.crossOrigin );
  21255. loader.setPath( this.path );
  21256. var loaded = 0;
  21257. function loadTexture( i ) {
  21258. loader.load( urls[ i ], function ( image ) {
  21259. texture.images[ i ] = image;
  21260. loaded ++;
  21261. if ( loaded === 6 ) {
  21262. texture.needsUpdate = true;
  21263. if ( onLoad ) onLoad( texture );
  21264. }
  21265. }, undefined, onError );
  21266. }
  21267. for ( var i = 0; i < urls.length; ++ i ) {
  21268. loadTexture( i );
  21269. }
  21270. return texture;
  21271. },
  21272. setCrossOrigin: function ( value ) {
  21273. this.crossOrigin = value;
  21274. return this;
  21275. },
  21276. setPath: function ( value ) {
  21277. this.path = value;
  21278. return this;
  21279. }
  21280. } );
  21281. /**
  21282. * @author mrdoob / http://mrdoob.com/
  21283. */
  21284. function TextureLoader( manager ) {
  21285. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21286. }
  21287. Object.assign( TextureLoader.prototype, {
  21288. crossOrigin: 'anonymous',
  21289. load: function ( url, onLoad, onProgress, onError ) {
  21290. var texture = new Texture();
  21291. var loader = new ImageLoader( this.manager );
  21292. loader.setCrossOrigin( this.crossOrigin );
  21293. loader.setPath( this.path );
  21294. loader.load( url, function ( image ) {
  21295. texture.image = image;
  21296. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21297. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21298. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21299. texture.needsUpdate = true;
  21300. if ( onLoad !== undefined ) {
  21301. onLoad( texture );
  21302. }
  21303. }, onProgress, onError );
  21304. return texture;
  21305. },
  21306. setCrossOrigin: function ( value ) {
  21307. this.crossOrigin = value;
  21308. return this;
  21309. },
  21310. setPath: function ( value ) {
  21311. this.path = value;
  21312. return this;
  21313. }
  21314. } );
  21315. /**
  21316. * @author zz85 / http://www.lab4games.net/zz85/blog
  21317. * Extensible curve object
  21318. *
  21319. * Some common of curve methods:
  21320. * .getPoint( t, optionalTarget ), .getTangent( t )
  21321. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21322. * .getPoints(), .getSpacedPoints()
  21323. * .getLength()
  21324. * .updateArcLengths()
  21325. *
  21326. * This following curves inherit from THREE.Curve:
  21327. *
  21328. * -- 2D curves --
  21329. * THREE.ArcCurve
  21330. * THREE.CubicBezierCurve
  21331. * THREE.EllipseCurve
  21332. * THREE.LineCurve
  21333. * THREE.QuadraticBezierCurve
  21334. * THREE.SplineCurve
  21335. *
  21336. * -- 3D curves --
  21337. * THREE.CatmullRomCurve3
  21338. * THREE.CubicBezierCurve3
  21339. * THREE.LineCurve3
  21340. * THREE.QuadraticBezierCurve3
  21341. *
  21342. * A series of curves can be represented as a THREE.CurvePath.
  21343. *
  21344. **/
  21345. /**************************************************************
  21346. * Abstract Curve base class
  21347. **************************************************************/
  21348. function Curve() {
  21349. this.type = 'Curve';
  21350. this.arcLengthDivisions = 200;
  21351. }
  21352. Object.assign( Curve.prototype, {
  21353. // Virtual base class method to overwrite and implement in subclasses
  21354. // - t [0 .. 1]
  21355. getPoint: function ( /* t, optionalTarget */ ) {
  21356. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21357. return null;
  21358. },
  21359. // Get point at relative position in curve according to arc length
  21360. // - u [0 .. 1]
  21361. getPointAt: function ( u, optionalTarget ) {
  21362. var t = this.getUtoTmapping( u );
  21363. return this.getPoint( t, optionalTarget );
  21364. },
  21365. // Get sequence of points using getPoint( t )
  21366. getPoints: function ( divisions ) {
  21367. if ( divisions === undefined ) divisions = 5;
  21368. var points = [];
  21369. for ( var d = 0; d <= divisions; d ++ ) {
  21370. points.push( this.getPoint( d / divisions ) );
  21371. }
  21372. return points;
  21373. },
  21374. // Get sequence of points using getPointAt( u )
  21375. getSpacedPoints: function ( divisions ) {
  21376. if ( divisions === undefined ) divisions = 5;
  21377. var points = [];
  21378. for ( var d = 0; d <= divisions; d ++ ) {
  21379. points.push( this.getPointAt( d / divisions ) );
  21380. }
  21381. return points;
  21382. },
  21383. // Get total curve arc length
  21384. getLength: function () {
  21385. var lengths = this.getLengths();
  21386. return lengths[ lengths.length - 1 ];
  21387. },
  21388. // Get list of cumulative segment lengths
  21389. getLengths: function ( divisions ) {
  21390. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21391. if ( this.cacheArcLengths &&
  21392. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21393. ! this.needsUpdate ) {
  21394. return this.cacheArcLengths;
  21395. }
  21396. this.needsUpdate = false;
  21397. var cache = [];
  21398. var current, last = this.getPoint( 0 );
  21399. var p, sum = 0;
  21400. cache.push( 0 );
  21401. for ( p = 1; p <= divisions; p ++ ) {
  21402. current = this.getPoint( p / divisions );
  21403. sum += current.distanceTo( last );
  21404. cache.push( sum );
  21405. last = current;
  21406. }
  21407. this.cacheArcLengths = cache;
  21408. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21409. },
  21410. updateArcLengths: function () {
  21411. this.needsUpdate = true;
  21412. this.getLengths();
  21413. },
  21414. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21415. getUtoTmapping: function ( u, distance ) {
  21416. var arcLengths = this.getLengths();
  21417. var i = 0, il = arcLengths.length;
  21418. var targetArcLength; // The targeted u distance value to get
  21419. if ( distance ) {
  21420. targetArcLength = distance;
  21421. } else {
  21422. targetArcLength = u * arcLengths[ il - 1 ];
  21423. }
  21424. // binary search for the index with largest value smaller than target u distance
  21425. var low = 0, high = il - 1, comparison;
  21426. while ( low <= high ) {
  21427. 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
  21428. comparison = arcLengths[ i ] - targetArcLength;
  21429. if ( comparison < 0 ) {
  21430. low = i + 1;
  21431. } else if ( comparison > 0 ) {
  21432. high = i - 1;
  21433. } else {
  21434. high = i;
  21435. break;
  21436. // DONE
  21437. }
  21438. }
  21439. i = high;
  21440. if ( arcLengths[ i ] === targetArcLength ) {
  21441. return i / ( il - 1 );
  21442. }
  21443. // we could get finer grain at lengths, or use simple interpolation between two points
  21444. var lengthBefore = arcLengths[ i ];
  21445. var lengthAfter = arcLengths[ i + 1 ];
  21446. var segmentLength = lengthAfter - lengthBefore;
  21447. // determine where we are between the 'before' and 'after' points
  21448. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21449. // add that fractional amount to t
  21450. var t = ( i + segmentFraction ) / ( il - 1 );
  21451. return t;
  21452. },
  21453. // Returns a unit vector tangent at t
  21454. // In case any sub curve does not implement its tangent derivation,
  21455. // 2 points a small delta apart will be used to find its gradient
  21456. // which seems to give a reasonable approximation
  21457. getTangent: function ( t ) {
  21458. var delta = 0.0001;
  21459. var t1 = t - delta;
  21460. var t2 = t + delta;
  21461. // Capping in case of danger
  21462. if ( t1 < 0 ) t1 = 0;
  21463. if ( t2 > 1 ) t2 = 1;
  21464. var pt1 = this.getPoint( t1 );
  21465. var pt2 = this.getPoint( t2 );
  21466. var vec = pt2.clone().sub( pt1 );
  21467. return vec.normalize();
  21468. },
  21469. getTangentAt: function ( u ) {
  21470. var t = this.getUtoTmapping( u );
  21471. return this.getTangent( t );
  21472. },
  21473. computeFrenetFrames: function ( segments, closed ) {
  21474. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21475. var normal = new Vector3();
  21476. var tangents = [];
  21477. var normals = [];
  21478. var binormals = [];
  21479. var vec = new Vector3();
  21480. var mat = new Matrix4();
  21481. var i, u, theta;
  21482. // compute the tangent vectors for each segment on the curve
  21483. for ( i = 0; i <= segments; i ++ ) {
  21484. u = i / segments;
  21485. tangents[ i ] = this.getTangentAt( u );
  21486. tangents[ i ].normalize();
  21487. }
  21488. // select an initial normal vector perpendicular to the first tangent vector,
  21489. // and in the direction of the minimum tangent xyz component
  21490. normals[ 0 ] = new Vector3();
  21491. binormals[ 0 ] = new Vector3();
  21492. var min = Number.MAX_VALUE;
  21493. var tx = Math.abs( tangents[ 0 ].x );
  21494. var ty = Math.abs( tangents[ 0 ].y );
  21495. var tz = Math.abs( tangents[ 0 ].z );
  21496. if ( tx <= min ) {
  21497. min = tx;
  21498. normal.set( 1, 0, 0 );
  21499. }
  21500. if ( ty <= min ) {
  21501. min = ty;
  21502. normal.set( 0, 1, 0 );
  21503. }
  21504. if ( tz <= min ) {
  21505. normal.set( 0, 0, 1 );
  21506. }
  21507. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21508. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21509. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21510. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21511. for ( i = 1; i <= segments; i ++ ) {
  21512. normals[ i ] = normals[ i - 1 ].clone();
  21513. binormals[ i ] = binormals[ i - 1 ].clone();
  21514. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21515. if ( vec.length() > Number.EPSILON ) {
  21516. vec.normalize();
  21517. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21518. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21519. }
  21520. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21521. }
  21522. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21523. if ( closed === true ) {
  21524. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21525. theta /= segments;
  21526. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21527. theta = - theta;
  21528. }
  21529. for ( i = 1; i <= segments; i ++ ) {
  21530. // twist a little...
  21531. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21532. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21533. }
  21534. }
  21535. return {
  21536. tangents: tangents,
  21537. normals: normals,
  21538. binormals: binormals
  21539. };
  21540. },
  21541. clone: function () {
  21542. return new this.constructor().copy( this );
  21543. },
  21544. copy: function ( source ) {
  21545. this.arcLengthDivisions = source.arcLengthDivisions;
  21546. return this;
  21547. },
  21548. toJSON: function () {
  21549. var data = {
  21550. metadata: {
  21551. version: 4.5,
  21552. type: 'Curve',
  21553. generator: 'Curve.toJSON'
  21554. }
  21555. };
  21556. data.arcLengthDivisions = this.arcLengthDivisions;
  21557. data.type = this.type;
  21558. return data;
  21559. },
  21560. fromJSON: function ( json ) {
  21561. this.arcLengthDivisions = json.arcLengthDivisions;
  21562. return this;
  21563. }
  21564. } );
  21565. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21566. Curve.call( this );
  21567. this.type = 'EllipseCurve';
  21568. this.aX = aX || 0;
  21569. this.aY = aY || 0;
  21570. this.xRadius = xRadius || 1;
  21571. this.yRadius = yRadius || 1;
  21572. this.aStartAngle = aStartAngle || 0;
  21573. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21574. this.aClockwise = aClockwise || false;
  21575. this.aRotation = aRotation || 0;
  21576. }
  21577. EllipseCurve.prototype = Object.create( Curve.prototype );
  21578. EllipseCurve.prototype.constructor = EllipseCurve;
  21579. EllipseCurve.prototype.isEllipseCurve = true;
  21580. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21581. var point = optionalTarget || new Vector2();
  21582. var twoPi = Math.PI * 2;
  21583. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21584. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21585. // ensures that deltaAngle is 0 .. 2 PI
  21586. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21587. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21588. if ( deltaAngle < Number.EPSILON ) {
  21589. if ( samePoints ) {
  21590. deltaAngle = 0;
  21591. } else {
  21592. deltaAngle = twoPi;
  21593. }
  21594. }
  21595. if ( this.aClockwise === true && ! samePoints ) {
  21596. if ( deltaAngle === twoPi ) {
  21597. deltaAngle = - twoPi;
  21598. } else {
  21599. deltaAngle = deltaAngle - twoPi;
  21600. }
  21601. }
  21602. var angle = this.aStartAngle + t * deltaAngle;
  21603. var x = this.aX + this.xRadius * Math.cos( angle );
  21604. var y = this.aY + this.yRadius * Math.sin( angle );
  21605. if ( this.aRotation !== 0 ) {
  21606. var cos = Math.cos( this.aRotation );
  21607. var sin = Math.sin( this.aRotation );
  21608. var tx = x - this.aX;
  21609. var ty = y - this.aY;
  21610. // Rotate the point about the center of the ellipse.
  21611. x = tx * cos - ty * sin + this.aX;
  21612. y = tx * sin + ty * cos + this.aY;
  21613. }
  21614. return point.set( x, y );
  21615. };
  21616. EllipseCurve.prototype.copy = function ( source ) {
  21617. Curve.prototype.copy.call( this, source );
  21618. this.aX = source.aX;
  21619. this.aY = source.aY;
  21620. this.xRadius = source.xRadius;
  21621. this.yRadius = source.yRadius;
  21622. this.aStartAngle = source.aStartAngle;
  21623. this.aEndAngle = source.aEndAngle;
  21624. this.aClockwise = source.aClockwise;
  21625. this.aRotation = source.aRotation;
  21626. return this;
  21627. };
  21628. EllipseCurve.prototype.toJSON = function () {
  21629. var data = Curve.prototype.toJSON.call( this );
  21630. data.aX = this.aX;
  21631. data.aY = this.aY;
  21632. data.xRadius = this.xRadius;
  21633. data.yRadius = this.yRadius;
  21634. data.aStartAngle = this.aStartAngle;
  21635. data.aEndAngle = this.aEndAngle;
  21636. data.aClockwise = this.aClockwise;
  21637. data.aRotation = this.aRotation;
  21638. return data;
  21639. };
  21640. EllipseCurve.prototype.fromJSON = function ( json ) {
  21641. Curve.prototype.fromJSON.call( this, json );
  21642. this.aX = json.aX;
  21643. this.aY = json.aY;
  21644. this.xRadius = json.xRadius;
  21645. this.yRadius = json.yRadius;
  21646. this.aStartAngle = json.aStartAngle;
  21647. this.aEndAngle = json.aEndAngle;
  21648. this.aClockwise = json.aClockwise;
  21649. this.aRotation = json.aRotation;
  21650. return this;
  21651. };
  21652. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21653. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21654. this.type = 'ArcCurve';
  21655. }
  21656. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21657. ArcCurve.prototype.constructor = ArcCurve;
  21658. ArcCurve.prototype.isArcCurve = true;
  21659. /**
  21660. * @author zz85 https://github.com/zz85
  21661. *
  21662. * Centripetal CatmullRom Curve - which is useful for avoiding
  21663. * cusps and self-intersections in non-uniform catmull rom curves.
  21664. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21665. *
  21666. * curve.type accepts centripetal(default), chordal and catmullrom
  21667. * curve.tension is used for catmullrom which defaults to 0.5
  21668. */
  21669. /*
  21670. Based on an optimized c++ solution in
  21671. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21672. - http://ideone.com/NoEbVM
  21673. This CubicPoly class could be used for reusing some variables and calculations,
  21674. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21675. which can be placed in CurveUtils.
  21676. */
  21677. function CubicPoly() {
  21678. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21679. /*
  21680. * Compute coefficients for a cubic polynomial
  21681. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21682. * such that
  21683. * p(0) = x0, p(1) = x1
  21684. * and
  21685. * p'(0) = t0, p'(1) = t1.
  21686. */
  21687. function init( x0, x1, t0, t1 ) {
  21688. c0 = x0;
  21689. c1 = t0;
  21690. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21691. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21692. }
  21693. return {
  21694. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21695. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21696. },
  21697. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21698. // compute tangents when parameterized in [t1,t2]
  21699. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21700. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21701. // rescale tangents for parametrization in [0,1]
  21702. t1 *= dt1;
  21703. t2 *= dt1;
  21704. init( x1, x2, t1, t2 );
  21705. },
  21706. calc: function ( t ) {
  21707. var t2 = t * t;
  21708. var t3 = t2 * t;
  21709. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21710. }
  21711. };
  21712. }
  21713. //
  21714. var tmp = new Vector3();
  21715. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21716. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21717. Curve.call( this );
  21718. this.type = 'CatmullRomCurve3';
  21719. this.points = points || [];
  21720. this.closed = closed || false;
  21721. this.curveType = curveType || 'centripetal';
  21722. this.tension = tension || 0.5;
  21723. }
  21724. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21725. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21726. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21727. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21728. var point = optionalTarget || new Vector3();
  21729. var points = this.points;
  21730. var l = points.length;
  21731. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21732. var intPoint = Math.floor( p );
  21733. var weight = p - intPoint;
  21734. if ( this.closed ) {
  21735. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21736. } else if ( weight === 0 && intPoint === l - 1 ) {
  21737. intPoint = l - 2;
  21738. weight = 1;
  21739. }
  21740. var p0, p1, p2, p3; // 4 points
  21741. if ( this.closed || intPoint > 0 ) {
  21742. p0 = points[ ( intPoint - 1 ) % l ];
  21743. } else {
  21744. // extrapolate first point
  21745. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21746. p0 = tmp;
  21747. }
  21748. p1 = points[ intPoint % l ];
  21749. p2 = points[ ( intPoint + 1 ) % l ];
  21750. if ( this.closed || intPoint + 2 < l ) {
  21751. p3 = points[ ( intPoint + 2 ) % l ];
  21752. } else {
  21753. // extrapolate last point
  21754. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21755. p3 = tmp;
  21756. }
  21757. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21758. // init Centripetal / Chordal Catmull-Rom
  21759. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21760. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21761. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21762. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21763. // safety check for repeated points
  21764. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21765. if ( dt0 < 1e-4 ) dt0 = dt1;
  21766. if ( dt2 < 1e-4 ) dt2 = dt1;
  21767. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21768. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21769. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21770. } else if ( this.curveType === 'catmullrom' ) {
  21771. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21772. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21773. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21774. }
  21775. point.set(
  21776. px.calc( weight ),
  21777. py.calc( weight ),
  21778. pz.calc( weight )
  21779. );
  21780. return point;
  21781. };
  21782. CatmullRomCurve3.prototype.copy = function ( source ) {
  21783. Curve.prototype.copy.call( this, source );
  21784. this.points = [];
  21785. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21786. var point = source.points[ i ];
  21787. this.points.push( point.clone() );
  21788. }
  21789. this.closed = source.closed;
  21790. this.curveType = source.curveType;
  21791. this.tension = source.tension;
  21792. return this;
  21793. };
  21794. CatmullRomCurve3.prototype.toJSON = function () {
  21795. var data = Curve.prototype.toJSON.call( this );
  21796. data.points = [];
  21797. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21798. var point = this.points[ i ];
  21799. data.points.push( point.toArray() );
  21800. }
  21801. data.closed = this.closed;
  21802. data.curveType = this.curveType;
  21803. data.tension = this.tension;
  21804. return data;
  21805. };
  21806. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21807. Curve.prototype.fromJSON.call( this, json );
  21808. this.points = [];
  21809. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21810. var point = json.points[ i ];
  21811. this.points.push( new Vector3().fromArray( point ) );
  21812. }
  21813. this.closed = json.closed;
  21814. this.curveType = json.curveType;
  21815. this.tension = json.tension;
  21816. return this;
  21817. };
  21818. /**
  21819. * @author zz85 / http://www.lab4games.net/zz85/blog
  21820. *
  21821. * Bezier Curves formulas obtained from
  21822. * http://en.wikipedia.org/wiki/Bézier_curve
  21823. */
  21824. function CatmullRom( t, p0, p1, p2, p3 ) {
  21825. var v0 = ( p2 - p0 ) * 0.5;
  21826. var v1 = ( p3 - p1 ) * 0.5;
  21827. var t2 = t * t;
  21828. var t3 = t * t2;
  21829. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21830. }
  21831. //
  21832. function QuadraticBezierP0( t, p ) {
  21833. var k = 1 - t;
  21834. return k * k * p;
  21835. }
  21836. function QuadraticBezierP1( t, p ) {
  21837. return 2 * ( 1 - t ) * t * p;
  21838. }
  21839. function QuadraticBezierP2( t, p ) {
  21840. return t * t * p;
  21841. }
  21842. function QuadraticBezier( t, p0, p1, p2 ) {
  21843. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21844. QuadraticBezierP2( t, p2 );
  21845. }
  21846. //
  21847. function CubicBezierP0( t, p ) {
  21848. var k = 1 - t;
  21849. return k * k * k * p;
  21850. }
  21851. function CubicBezierP1( t, p ) {
  21852. var k = 1 - t;
  21853. return 3 * k * k * t * p;
  21854. }
  21855. function CubicBezierP2( t, p ) {
  21856. return 3 * ( 1 - t ) * t * t * p;
  21857. }
  21858. function CubicBezierP3( t, p ) {
  21859. return t * t * t * p;
  21860. }
  21861. function CubicBezier( t, p0, p1, p2, p3 ) {
  21862. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21863. CubicBezierP3( t, p3 );
  21864. }
  21865. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21866. Curve.call( this );
  21867. this.type = 'CubicBezierCurve';
  21868. this.v0 = v0 || new Vector2();
  21869. this.v1 = v1 || new Vector2();
  21870. this.v2 = v2 || new Vector2();
  21871. this.v3 = v3 || new Vector2();
  21872. }
  21873. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21874. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21875. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21876. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21877. var point = optionalTarget || new Vector2();
  21878. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21879. point.set(
  21880. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21881. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21882. );
  21883. return point;
  21884. };
  21885. CubicBezierCurve.prototype.copy = function ( source ) {
  21886. Curve.prototype.copy.call( this, source );
  21887. this.v0.copy( source.v0 );
  21888. this.v1.copy( source.v1 );
  21889. this.v2.copy( source.v2 );
  21890. this.v3.copy( source.v3 );
  21891. return this;
  21892. };
  21893. CubicBezierCurve.prototype.toJSON = function () {
  21894. var data = Curve.prototype.toJSON.call( this );
  21895. data.v0 = this.v0.toArray();
  21896. data.v1 = this.v1.toArray();
  21897. data.v2 = this.v2.toArray();
  21898. data.v3 = this.v3.toArray();
  21899. return data;
  21900. };
  21901. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21902. Curve.prototype.fromJSON.call( this, json );
  21903. this.v0.fromArray( json.v0 );
  21904. this.v1.fromArray( json.v1 );
  21905. this.v2.fromArray( json.v2 );
  21906. this.v3.fromArray( json.v3 );
  21907. return this;
  21908. };
  21909. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21910. Curve.call( this );
  21911. this.type = 'CubicBezierCurve3';
  21912. this.v0 = v0 || new Vector3();
  21913. this.v1 = v1 || new Vector3();
  21914. this.v2 = v2 || new Vector3();
  21915. this.v3 = v3 || new Vector3();
  21916. }
  21917. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21918. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21919. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21920. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21921. var point = optionalTarget || new Vector3();
  21922. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21923. point.set(
  21924. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21925. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21926. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21927. );
  21928. return point;
  21929. };
  21930. CubicBezierCurve3.prototype.copy = function ( source ) {
  21931. Curve.prototype.copy.call( this, source );
  21932. this.v0.copy( source.v0 );
  21933. this.v1.copy( source.v1 );
  21934. this.v2.copy( source.v2 );
  21935. this.v3.copy( source.v3 );
  21936. return this;
  21937. };
  21938. CubicBezierCurve3.prototype.toJSON = function () {
  21939. var data = Curve.prototype.toJSON.call( this );
  21940. data.v0 = this.v0.toArray();
  21941. data.v1 = this.v1.toArray();
  21942. data.v2 = this.v2.toArray();
  21943. data.v3 = this.v3.toArray();
  21944. return data;
  21945. };
  21946. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21947. Curve.prototype.fromJSON.call( this, json );
  21948. this.v0.fromArray( json.v0 );
  21949. this.v1.fromArray( json.v1 );
  21950. this.v2.fromArray( json.v2 );
  21951. this.v3.fromArray( json.v3 );
  21952. return this;
  21953. };
  21954. function LineCurve( v1, v2 ) {
  21955. Curve.call( this );
  21956. this.type = 'LineCurve';
  21957. this.v1 = v1 || new Vector2();
  21958. this.v2 = v2 || new Vector2();
  21959. }
  21960. LineCurve.prototype = Object.create( Curve.prototype );
  21961. LineCurve.prototype.constructor = LineCurve;
  21962. LineCurve.prototype.isLineCurve = true;
  21963. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21964. var point = optionalTarget || new Vector2();
  21965. if ( t === 1 ) {
  21966. point.copy( this.v2 );
  21967. } else {
  21968. point.copy( this.v2 ).sub( this.v1 );
  21969. point.multiplyScalar( t ).add( this.v1 );
  21970. }
  21971. return point;
  21972. };
  21973. // Line curve is linear, so we can overwrite default getPointAt
  21974. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21975. return this.getPoint( u, optionalTarget );
  21976. };
  21977. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21978. var tangent = this.v2.clone().sub( this.v1 );
  21979. return tangent.normalize();
  21980. };
  21981. LineCurve.prototype.copy = function ( source ) {
  21982. Curve.prototype.copy.call( this, source );
  21983. this.v1.copy( source.v1 );
  21984. this.v2.copy( source.v2 );
  21985. return this;
  21986. };
  21987. LineCurve.prototype.toJSON = function () {
  21988. var data = Curve.prototype.toJSON.call( this );
  21989. data.v1 = this.v1.toArray();
  21990. data.v2 = this.v2.toArray();
  21991. return data;
  21992. };
  21993. LineCurve.prototype.fromJSON = function ( json ) {
  21994. Curve.prototype.fromJSON.call( this, json );
  21995. this.v1.fromArray( json.v1 );
  21996. this.v2.fromArray( json.v2 );
  21997. return this;
  21998. };
  21999. function LineCurve3( v1, v2 ) {
  22000. Curve.call( this );
  22001. this.type = 'LineCurve3';
  22002. this.v1 = v1 || new Vector3();
  22003. this.v2 = v2 || new Vector3();
  22004. }
  22005. LineCurve3.prototype = Object.create( Curve.prototype );
  22006. LineCurve3.prototype.constructor = LineCurve3;
  22007. LineCurve3.prototype.isLineCurve3 = true;
  22008. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22009. var point = optionalTarget || new Vector3();
  22010. if ( t === 1 ) {
  22011. point.copy( this.v2 );
  22012. } else {
  22013. point.copy( this.v2 ).sub( this.v1 );
  22014. point.multiplyScalar( t ).add( this.v1 );
  22015. }
  22016. return point;
  22017. };
  22018. // Line curve is linear, so we can overwrite default getPointAt
  22019. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22020. return this.getPoint( u, optionalTarget );
  22021. };
  22022. LineCurve3.prototype.copy = function ( source ) {
  22023. Curve.prototype.copy.call( this, source );
  22024. this.v1.copy( source.v1 );
  22025. this.v2.copy( source.v2 );
  22026. return this;
  22027. };
  22028. LineCurve3.prototype.toJSON = function () {
  22029. var data = Curve.prototype.toJSON.call( this );
  22030. data.v1 = this.v1.toArray();
  22031. data.v2 = this.v2.toArray();
  22032. return data;
  22033. };
  22034. LineCurve3.prototype.fromJSON = function ( json ) {
  22035. Curve.prototype.fromJSON.call( this, json );
  22036. this.v1.fromArray( json.v1 );
  22037. this.v2.fromArray( json.v2 );
  22038. return this;
  22039. };
  22040. function QuadraticBezierCurve( v0, v1, v2 ) {
  22041. Curve.call( this );
  22042. this.type = 'QuadraticBezierCurve';
  22043. this.v0 = v0 || new Vector2();
  22044. this.v1 = v1 || new Vector2();
  22045. this.v2 = v2 || new Vector2();
  22046. }
  22047. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22048. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22049. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22050. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22051. var point = optionalTarget || new Vector2();
  22052. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22053. point.set(
  22054. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22055. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22056. );
  22057. return point;
  22058. };
  22059. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22060. Curve.prototype.copy.call( this, source );
  22061. this.v0.copy( source.v0 );
  22062. this.v1.copy( source.v1 );
  22063. this.v2.copy( source.v2 );
  22064. return this;
  22065. };
  22066. QuadraticBezierCurve.prototype.toJSON = function () {
  22067. var data = Curve.prototype.toJSON.call( this );
  22068. data.v0 = this.v0.toArray();
  22069. data.v1 = this.v1.toArray();
  22070. data.v2 = this.v2.toArray();
  22071. return data;
  22072. };
  22073. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22074. Curve.prototype.fromJSON.call( this, json );
  22075. this.v0.fromArray( json.v0 );
  22076. this.v1.fromArray( json.v1 );
  22077. this.v2.fromArray( json.v2 );
  22078. return this;
  22079. };
  22080. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22081. Curve.call( this );
  22082. this.type = 'QuadraticBezierCurve3';
  22083. this.v0 = v0 || new Vector3();
  22084. this.v1 = v1 || new Vector3();
  22085. this.v2 = v2 || new Vector3();
  22086. }
  22087. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22088. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22089. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22090. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22091. var point = optionalTarget || new Vector3();
  22092. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22093. point.set(
  22094. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22095. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22096. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22097. );
  22098. return point;
  22099. };
  22100. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22101. Curve.prototype.copy.call( this, source );
  22102. this.v0.copy( source.v0 );
  22103. this.v1.copy( source.v1 );
  22104. this.v2.copy( source.v2 );
  22105. return this;
  22106. };
  22107. QuadraticBezierCurve3.prototype.toJSON = function () {
  22108. var data = Curve.prototype.toJSON.call( this );
  22109. data.v0 = this.v0.toArray();
  22110. data.v1 = this.v1.toArray();
  22111. data.v2 = this.v2.toArray();
  22112. return data;
  22113. };
  22114. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22115. Curve.prototype.fromJSON.call( this, json );
  22116. this.v0.fromArray( json.v0 );
  22117. this.v1.fromArray( json.v1 );
  22118. this.v2.fromArray( json.v2 );
  22119. return this;
  22120. };
  22121. function SplineCurve( points /* array of Vector2 */ ) {
  22122. Curve.call( this );
  22123. this.type = 'SplineCurve';
  22124. this.points = points || [];
  22125. }
  22126. SplineCurve.prototype = Object.create( Curve.prototype );
  22127. SplineCurve.prototype.constructor = SplineCurve;
  22128. SplineCurve.prototype.isSplineCurve = true;
  22129. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22130. var point = optionalTarget || new Vector2();
  22131. var points = this.points;
  22132. var p = ( points.length - 1 ) * t;
  22133. var intPoint = Math.floor( p );
  22134. var weight = p - intPoint;
  22135. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22136. var p1 = points[ intPoint ];
  22137. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22138. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22139. point.set(
  22140. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22141. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22142. );
  22143. return point;
  22144. };
  22145. SplineCurve.prototype.copy = function ( source ) {
  22146. Curve.prototype.copy.call( this, source );
  22147. this.points = [];
  22148. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22149. var point = source.points[ i ];
  22150. this.points.push( point.clone() );
  22151. }
  22152. return this;
  22153. };
  22154. SplineCurve.prototype.toJSON = function () {
  22155. var data = Curve.prototype.toJSON.call( this );
  22156. data.points = [];
  22157. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22158. var point = this.points[ i ];
  22159. data.points.push( point.toArray() );
  22160. }
  22161. return data;
  22162. };
  22163. SplineCurve.prototype.fromJSON = function ( json ) {
  22164. Curve.prototype.fromJSON.call( this, json );
  22165. this.points = [];
  22166. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22167. var point = json.points[ i ];
  22168. this.points.push( new Vector2().fromArray( point ) );
  22169. }
  22170. return this;
  22171. };
  22172. var Curves = /*#__PURE__*/Object.freeze({
  22173. ArcCurve: ArcCurve,
  22174. CatmullRomCurve3: CatmullRomCurve3,
  22175. CubicBezierCurve: CubicBezierCurve,
  22176. CubicBezierCurve3: CubicBezierCurve3,
  22177. EllipseCurve: EllipseCurve,
  22178. LineCurve: LineCurve,
  22179. LineCurve3: LineCurve3,
  22180. QuadraticBezierCurve: QuadraticBezierCurve,
  22181. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22182. SplineCurve: SplineCurve
  22183. });
  22184. /**
  22185. * @author zz85 / http://www.lab4games.net/zz85/blog
  22186. *
  22187. **/
  22188. /**************************************************************
  22189. * Curved Path - a curve path is simply a array of connected
  22190. * curves, but retains the api of a curve
  22191. **************************************************************/
  22192. function CurvePath() {
  22193. Curve.call( this );
  22194. this.type = 'CurvePath';
  22195. this.curves = [];
  22196. this.autoClose = false; // Automatically closes the path
  22197. }
  22198. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22199. constructor: CurvePath,
  22200. add: function ( curve ) {
  22201. this.curves.push( curve );
  22202. },
  22203. closePath: function () {
  22204. // Add a line curve if start and end of lines are not connected
  22205. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22206. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22207. if ( ! startPoint.equals( endPoint ) ) {
  22208. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22209. }
  22210. },
  22211. // To get accurate point with reference to
  22212. // entire path distance at time t,
  22213. // following has to be done:
  22214. // 1. Length of each sub path have to be known
  22215. // 2. Locate and identify type of curve
  22216. // 3. Get t for the curve
  22217. // 4. Return curve.getPointAt(t')
  22218. getPoint: function ( t ) {
  22219. var d = t * this.getLength();
  22220. var curveLengths = this.getCurveLengths();
  22221. var i = 0;
  22222. // To think about boundaries points.
  22223. while ( i < curveLengths.length ) {
  22224. if ( curveLengths[ i ] >= d ) {
  22225. var diff = curveLengths[ i ] - d;
  22226. var curve = this.curves[ i ];
  22227. var segmentLength = curve.getLength();
  22228. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22229. return curve.getPointAt( u );
  22230. }
  22231. i ++;
  22232. }
  22233. return null;
  22234. // loop where sum != 0, sum > d , sum+1 <d
  22235. },
  22236. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22237. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22238. // getPoint() depends on getLength
  22239. getLength: function () {
  22240. var lens = this.getCurveLengths();
  22241. return lens[ lens.length - 1 ];
  22242. },
  22243. // cacheLengths must be recalculated.
  22244. updateArcLengths: function () {
  22245. this.needsUpdate = true;
  22246. this.cacheLengths = null;
  22247. this.getCurveLengths();
  22248. },
  22249. // Compute lengths and cache them
  22250. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22251. getCurveLengths: function () {
  22252. // We use cache values if curves and cache array are same length
  22253. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22254. return this.cacheLengths;
  22255. }
  22256. // Get length of sub-curve
  22257. // Push sums into cached array
  22258. var lengths = [], sums = 0;
  22259. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22260. sums += this.curves[ i ].getLength();
  22261. lengths.push( sums );
  22262. }
  22263. this.cacheLengths = lengths;
  22264. return lengths;
  22265. },
  22266. getSpacedPoints: function ( divisions ) {
  22267. if ( divisions === undefined ) divisions = 40;
  22268. var points = [];
  22269. for ( var i = 0; i <= divisions; i ++ ) {
  22270. points.push( this.getPoint( i / divisions ) );
  22271. }
  22272. if ( this.autoClose ) {
  22273. points.push( points[ 0 ] );
  22274. }
  22275. return points;
  22276. },
  22277. getPoints: function ( divisions ) {
  22278. divisions = divisions || 12;
  22279. var points = [], last;
  22280. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22281. var curve = curves[ i ];
  22282. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22283. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22284. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22285. : divisions;
  22286. var pts = curve.getPoints( resolution );
  22287. for ( var j = 0; j < pts.length; j ++ ) {
  22288. var point = pts[ j ];
  22289. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22290. points.push( point );
  22291. last = point;
  22292. }
  22293. }
  22294. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22295. points.push( points[ 0 ] );
  22296. }
  22297. return points;
  22298. },
  22299. copy: function ( source ) {
  22300. Curve.prototype.copy.call( this, source );
  22301. this.curves = [];
  22302. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22303. var curve = source.curves[ i ];
  22304. this.curves.push( curve.clone() );
  22305. }
  22306. this.autoClose = source.autoClose;
  22307. return this;
  22308. },
  22309. toJSON: function () {
  22310. var data = Curve.prototype.toJSON.call( this );
  22311. data.autoClose = this.autoClose;
  22312. data.curves = [];
  22313. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22314. var curve = this.curves[ i ];
  22315. data.curves.push( curve.toJSON() );
  22316. }
  22317. return data;
  22318. },
  22319. fromJSON: function ( json ) {
  22320. Curve.prototype.fromJSON.call( this, json );
  22321. this.autoClose = json.autoClose;
  22322. this.curves = [];
  22323. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22324. var curve = json.curves[ i ];
  22325. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22326. }
  22327. return this;
  22328. }
  22329. } );
  22330. /**
  22331. * @author zz85 / http://www.lab4games.net/zz85/blog
  22332. * Creates free form 2d path using series of points, lines or curves.
  22333. **/
  22334. function Path( points ) {
  22335. CurvePath.call( this );
  22336. this.type = 'Path';
  22337. this.currentPoint = new Vector2();
  22338. if ( points ) {
  22339. this.setFromPoints( points );
  22340. }
  22341. }
  22342. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22343. constructor: Path,
  22344. setFromPoints: function ( points ) {
  22345. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22346. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22347. this.lineTo( points[ i ].x, points[ i ].y );
  22348. }
  22349. },
  22350. moveTo: function ( x, y ) {
  22351. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22352. },
  22353. lineTo: function ( x, y ) {
  22354. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22355. this.curves.push( curve );
  22356. this.currentPoint.set( x, y );
  22357. },
  22358. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22359. var curve = new QuadraticBezierCurve(
  22360. this.currentPoint.clone(),
  22361. new Vector2( aCPx, aCPy ),
  22362. new Vector2( aX, aY )
  22363. );
  22364. this.curves.push( curve );
  22365. this.currentPoint.set( aX, aY );
  22366. },
  22367. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22368. var curve = new CubicBezierCurve(
  22369. this.currentPoint.clone(),
  22370. new Vector2( aCP1x, aCP1y ),
  22371. new Vector2( aCP2x, aCP2y ),
  22372. new Vector2( aX, aY )
  22373. );
  22374. this.curves.push( curve );
  22375. this.currentPoint.set( aX, aY );
  22376. },
  22377. splineThru: function ( pts /*Array of Vector*/ ) {
  22378. var npts = [ this.currentPoint.clone() ].concat( pts );
  22379. var curve = new SplineCurve( npts );
  22380. this.curves.push( curve );
  22381. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22382. },
  22383. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22384. var x0 = this.currentPoint.x;
  22385. var y0 = this.currentPoint.y;
  22386. this.absarc( aX + x0, aY + y0, aRadius,
  22387. aStartAngle, aEndAngle, aClockwise );
  22388. },
  22389. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22390. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22391. },
  22392. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22393. var x0 = this.currentPoint.x;
  22394. var y0 = this.currentPoint.y;
  22395. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22396. },
  22397. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22398. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22399. if ( this.curves.length > 0 ) {
  22400. // if a previous curve is present, attempt to join
  22401. var firstPoint = curve.getPoint( 0 );
  22402. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22403. this.lineTo( firstPoint.x, firstPoint.y );
  22404. }
  22405. }
  22406. this.curves.push( curve );
  22407. var lastPoint = curve.getPoint( 1 );
  22408. this.currentPoint.copy( lastPoint );
  22409. },
  22410. copy: function ( source ) {
  22411. CurvePath.prototype.copy.call( this, source );
  22412. this.currentPoint.copy( source.currentPoint );
  22413. return this;
  22414. },
  22415. toJSON: function () {
  22416. var data = CurvePath.prototype.toJSON.call( this );
  22417. data.currentPoint = this.currentPoint.toArray();
  22418. return data;
  22419. },
  22420. fromJSON: function ( json ) {
  22421. CurvePath.prototype.fromJSON.call( this, json );
  22422. this.currentPoint.fromArray( json.currentPoint );
  22423. return this;
  22424. }
  22425. } );
  22426. /**
  22427. * @author zz85 / http://www.lab4games.net/zz85/blog
  22428. * Defines a 2d shape plane using paths.
  22429. **/
  22430. // STEP 1 Create a path.
  22431. // STEP 2 Turn path into shape.
  22432. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22433. // STEP 3a - Extract points from each shape, turn to vertices
  22434. // STEP 3b - Triangulate each shape, add faces.
  22435. function Shape( points ) {
  22436. Path.call( this, points );
  22437. this.uuid = _Math.generateUUID();
  22438. this.type = 'Shape';
  22439. this.holes = [];
  22440. }
  22441. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22442. constructor: Shape,
  22443. getPointsHoles: function ( divisions ) {
  22444. var holesPts = [];
  22445. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22446. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22447. }
  22448. return holesPts;
  22449. },
  22450. // get points of shape and holes (keypoints based on segments parameter)
  22451. extractPoints: function ( divisions ) {
  22452. return {
  22453. shape: this.getPoints( divisions ),
  22454. holes: this.getPointsHoles( divisions )
  22455. };
  22456. },
  22457. copy: function ( source ) {
  22458. Path.prototype.copy.call( this, source );
  22459. this.holes = [];
  22460. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22461. var hole = source.holes[ i ];
  22462. this.holes.push( hole.clone() );
  22463. }
  22464. return this;
  22465. },
  22466. toJSON: function () {
  22467. var data = Path.prototype.toJSON.call( this );
  22468. data.uuid = this.uuid;
  22469. data.holes = [];
  22470. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22471. var hole = this.holes[ i ];
  22472. data.holes.push( hole.toJSON() );
  22473. }
  22474. return data;
  22475. },
  22476. fromJSON: function ( json ) {
  22477. Path.prototype.fromJSON.call( this, json );
  22478. this.uuid = json.uuid;
  22479. this.holes = [];
  22480. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22481. var hole = json.holes[ i ];
  22482. this.holes.push( new Path().fromJSON( hole ) );
  22483. }
  22484. return this;
  22485. }
  22486. } );
  22487. /**
  22488. * @author mrdoob / http://mrdoob.com/
  22489. * @author alteredq / http://alteredqualia.com/
  22490. */
  22491. function Light( color, intensity ) {
  22492. Object3D.call( this );
  22493. this.type = 'Light';
  22494. this.color = new Color( color );
  22495. this.intensity = intensity !== undefined ? intensity : 1;
  22496. this.receiveShadow = undefined;
  22497. }
  22498. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22499. constructor: Light,
  22500. isLight: true,
  22501. copy: function ( source ) {
  22502. Object3D.prototype.copy.call( this, source );
  22503. this.color.copy( source.color );
  22504. this.intensity = source.intensity;
  22505. return this;
  22506. },
  22507. toJSON: function ( meta ) {
  22508. var data = Object3D.prototype.toJSON.call( this, meta );
  22509. data.object.color = this.color.getHex();
  22510. data.object.intensity = this.intensity;
  22511. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22512. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22513. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22514. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22515. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22516. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22517. return data;
  22518. }
  22519. } );
  22520. /**
  22521. * @author alteredq / http://alteredqualia.com/
  22522. */
  22523. function HemisphereLight( skyColor, groundColor, intensity ) {
  22524. Light.call( this, skyColor, intensity );
  22525. this.type = 'HemisphereLight';
  22526. this.castShadow = undefined;
  22527. this.position.copy( Object3D.DefaultUp );
  22528. this.updateMatrix();
  22529. this.groundColor = new Color( groundColor );
  22530. }
  22531. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22532. constructor: HemisphereLight,
  22533. isHemisphereLight: true,
  22534. copy: function ( source ) {
  22535. Light.prototype.copy.call( this, source );
  22536. this.groundColor.copy( source.groundColor );
  22537. return this;
  22538. }
  22539. } );
  22540. /**
  22541. * @author mrdoob / http://mrdoob.com/
  22542. */
  22543. function LightShadow( camera ) {
  22544. this.camera = camera;
  22545. this.bias = 0;
  22546. this.radius = 1;
  22547. this.mapSize = new Vector2( 512, 512 );
  22548. this.map = null;
  22549. this.matrix = new Matrix4();
  22550. }
  22551. Object.assign( LightShadow.prototype, {
  22552. copy: function ( source ) {
  22553. this.camera = source.camera.clone();
  22554. this.bias = source.bias;
  22555. this.radius = source.radius;
  22556. this.mapSize.copy( source.mapSize );
  22557. return this;
  22558. },
  22559. clone: function () {
  22560. return new this.constructor().copy( this );
  22561. },
  22562. toJSON: function () {
  22563. var object = {};
  22564. if ( this.bias !== 0 ) object.bias = this.bias;
  22565. if ( this.radius !== 1 ) object.radius = this.radius;
  22566. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22567. object.camera = this.camera.toJSON( false ).object;
  22568. delete object.camera.matrix;
  22569. return object;
  22570. }
  22571. } );
  22572. /**
  22573. * @author mrdoob / http://mrdoob.com/
  22574. */
  22575. function SpotLightShadow() {
  22576. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22577. }
  22578. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22579. constructor: SpotLightShadow,
  22580. isSpotLightShadow: true,
  22581. update: function ( light ) {
  22582. var camera = this.camera;
  22583. var fov = _Math.RAD2DEG * 2 * light.angle;
  22584. var aspect = this.mapSize.width / this.mapSize.height;
  22585. var far = light.distance || camera.far;
  22586. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22587. camera.fov = fov;
  22588. camera.aspect = aspect;
  22589. camera.far = far;
  22590. camera.updateProjectionMatrix();
  22591. }
  22592. }
  22593. } );
  22594. /**
  22595. * @author alteredq / http://alteredqualia.com/
  22596. */
  22597. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22598. Light.call( this, color, intensity );
  22599. this.type = 'SpotLight';
  22600. this.position.copy( Object3D.DefaultUp );
  22601. this.updateMatrix();
  22602. this.target = new Object3D();
  22603. Object.defineProperty( this, 'power', {
  22604. get: function () {
  22605. // intensity = power per solid angle.
  22606. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22607. return this.intensity * Math.PI;
  22608. },
  22609. set: function ( power ) {
  22610. // intensity = power per solid angle.
  22611. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22612. this.intensity = power / Math.PI;
  22613. }
  22614. } );
  22615. this.distance = ( distance !== undefined ) ? distance : 0;
  22616. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22617. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22618. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22619. this.shadow = new SpotLightShadow();
  22620. }
  22621. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22622. constructor: SpotLight,
  22623. isSpotLight: true,
  22624. copy: function ( source ) {
  22625. Light.prototype.copy.call( this, source );
  22626. this.distance = source.distance;
  22627. this.angle = source.angle;
  22628. this.penumbra = source.penumbra;
  22629. this.decay = source.decay;
  22630. this.target = source.target.clone();
  22631. this.shadow = source.shadow.clone();
  22632. return this;
  22633. }
  22634. } );
  22635. /**
  22636. * @author mrdoob / http://mrdoob.com/
  22637. */
  22638. function PointLight( color, intensity, distance, decay ) {
  22639. Light.call( this, color, intensity );
  22640. this.type = 'PointLight';
  22641. Object.defineProperty( this, 'power', {
  22642. get: function () {
  22643. // intensity = power per solid angle.
  22644. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22645. return this.intensity * 4 * Math.PI;
  22646. },
  22647. set: function ( power ) {
  22648. // intensity = power per solid angle.
  22649. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22650. this.intensity = power / ( 4 * Math.PI );
  22651. }
  22652. } );
  22653. this.distance = ( distance !== undefined ) ? distance : 0;
  22654. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22655. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22656. }
  22657. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22658. constructor: PointLight,
  22659. isPointLight: true,
  22660. copy: function ( source ) {
  22661. Light.prototype.copy.call( this, source );
  22662. this.distance = source.distance;
  22663. this.decay = source.decay;
  22664. this.shadow = source.shadow.clone();
  22665. return this;
  22666. }
  22667. } );
  22668. /**
  22669. * @author alteredq / http://alteredqualia.com/
  22670. * @author arose / http://github.com/arose
  22671. */
  22672. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22673. Camera.call( this );
  22674. this.type = 'OrthographicCamera';
  22675. this.zoom = 1;
  22676. this.view = null;
  22677. this.left = ( left !== undefined ) ? left : - 1;
  22678. this.right = ( right !== undefined ) ? right : 1;
  22679. this.top = ( top !== undefined ) ? top : 1;
  22680. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22681. this.near = ( near !== undefined ) ? near : 0.1;
  22682. this.far = ( far !== undefined ) ? far : 2000;
  22683. this.updateProjectionMatrix();
  22684. }
  22685. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22686. constructor: OrthographicCamera,
  22687. isOrthographicCamera: true,
  22688. copy: function ( source, recursive ) {
  22689. Camera.prototype.copy.call( this, source, recursive );
  22690. this.left = source.left;
  22691. this.right = source.right;
  22692. this.top = source.top;
  22693. this.bottom = source.bottom;
  22694. this.near = source.near;
  22695. this.far = source.far;
  22696. this.zoom = source.zoom;
  22697. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22698. return this;
  22699. },
  22700. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22701. if ( this.view === null ) {
  22702. this.view = {
  22703. enabled: true,
  22704. fullWidth: 1,
  22705. fullHeight: 1,
  22706. offsetX: 0,
  22707. offsetY: 0,
  22708. width: 1,
  22709. height: 1
  22710. };
  22711. }
  22712. this.view.enabled = true;
  22713. this.view.fullWidth = fullWidth;
  22714. this.view.fullHeight = fullHeight;
  22715. this.view.offsetX = x;
  22716. this.view.offsetY = y;
  22717. this.view.width = width;
  22718. this.view.height = height;
  22719. this.updateProjectionMatrix();
  22720. },
  22721. clearViewOffset: function () {
  22722. if ( this.view !== null ) {
  22723. this.view.enabled = false;
  22724. }
  22725. this.updateProjectionMatrix();
  22726. },
  22727. updateProjectionMatrix: function () {
  22728. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22729. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22730. var cx = ( this.right + this.left ) / 2;
  22731. var cy = ( this.top + this.bottom ) / 2;
  22732. var left = cx - dx;
  22733. var right = cx + dx;
  22734. var top = cy + dy;
  22735. var bottom = cy - dy;
  22736. if ( this.view !== null && this.view.enabled ) {
  22737. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22738. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22739. var scaleW = ( this.right - this.left ) / this.view.width;
  22740. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22741. left += scaleW * ( this.view.offsetX / zoomW );
  22742. right = left + scaleW * ( this.view.width / zoomW );
  22743. top -= scaleH * ( this.view.offsetY / zoomH );
  22744. bottom = top - scaleH * ( this.view.height / zoomH );
  22745. }
  22746. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22747. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22748. },
  22749. toJSON: function ( meta ) {
  22750. var data = Object3D.prototype.toJSON.call( this, meta );
  22751. data.object.zoom = this.zoom;
  22752. data.object.left = this.left;
  22753. data.object.right = this.right;
  22754. data.object.top = this.top;
  22755. data.object.bottom = this.bottom;
  22756. data.object.near = this.near;
  22757. data.object.far = this.far;
  22758. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22759. return data;
  22760. }
  22761. } );
  22762. /**
  22763. * @author mrdoob / http://mrdoob.com/
  22764. */
  22765. function DirectionalLightShadow( ) {
  22766. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22767. }
  22768. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22769. constructor: DirectionalLightShadow
  22770. } );
  22771. /**
  22772. * @author mrdoob / http://mrdoob.com/
  22773. * @author alteredq / http://alteredqualia.com/
  22774. */
  22775. function DirectionalLight( color, intensity ) {
  22776. Light.call( this, color, intensity );
  22777. this.type = 'DirectionalLight';
  22778. this.position.copy( Object3D.DefaultUp );
  22779. this.updateMatrix();
  22780. this.target = new Object3D();
  22781. this.shadow = new DirectionalLightShadow();
  22782. }
  22783. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22784. constructor: DirectionalLight,
  22785. isDirectionalLight: true,
  22786. copy: function ( source ) {
  22787. Light.prototype.copy.call( this, source );
  22788. this.target = source.target.clone();
  22789. this.shadow = source.shadow.clone();
  22790. return this;
  22791. }
  22792. } );
  22793. /**
  22794. * @author mrdoob / http://mrdoob.com/
  22795. */
  22796. function AmbientLight( color, intensity ) {
  22797. Light.call( this, color, intensity );
  22798. this.type = 'AmbientLight';
  22799. this.castShadow = undefined;
  22800. }
  22801. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22802. constructor: AmbientLight,
  22803. isAmbientLight: true
  22804. } );
  22805. /**
  22806. * @author abelnation / http://github.com/abelnation
  22807. */
  22808. function RectAreaLight( color, intensity, width, height ) {
  22809. Light.call( this, color, intensity );
  22810. this.type = 'RectAreaLight';
  22811. this.width = ( width !== undefined ) ? width : 10;
  22812. this.height = ( height !== undefined ) ? height : 10;
  22813. }
  22814. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22815. constructor: RectAreaLight,
  22816. isRectAreaLight: true,
  22817. copy: function ( source ) {
  22818. Light.prototype.copy.call( this, source );
  22819. this.width = source.width;
  22820. this.height = source.height;
  22821. return this;
  22822. },
  22823. toJSON: function ( meta ) {
  22824. var data = Light.prototype.toJSON.call( this, meta );
  22825. data.object.width = this.width;
  22826. data.object.height = this.height;
  22827. return data;
  22828. }
  22829. } );
  22830. /**
  22831. * @author mrdoob / http://mrdoob.com/
  22832. */
  22833. function MaterialLoader( manager ) {
  22834. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22835. this.textures = {};
  22836. }
  22837. Object.assign( MaterialLoader.prototype, {
  22838. load: function ( url, onLoad, onProgress, onError ) {
  22839. var scope = this;
  22840. var loader = new FileLoader( scope.manager );
  22841. loader.setPath( scope.path );
  22842. loader.load( url, function ( text ) {
  22843. onLoad( scope.parse( JSON.parse( text ) ) );
  22844. }, onProgress, onError );
  22845. },
  22846. parse: function ( json ) {
  22847. var textures = this.textures;
  22848. function getTexture( name ) {
  22849. if ( textures[ name ] === undefined ) {
  22850. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22851. }
  22852. return textures[ name ];
  22853. }
  22854. var material = new Materials[ json.type ]();
  22855. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22856. if ( json.name !== undefined ) material.name = json.name;
  22857. if ( json.color !== undefined ) material.color.setHex( json.color );
  22858. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22859. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22860. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22861. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22862. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22863. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22864. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22865. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22866. if ( json.fog !== undefined ) material.fog = json.fog;
  22867. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22868. if ( json.blending !== undefined ) material.blending = json.blending;
  22869. if ( json.combine !== undefined ) material.combine = json.combine;
  22870. if ( json.side !== undefined ) material.side = json.side;
  22871. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22872. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22873. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22874. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22875. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22876. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22877. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22878. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22879. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22880. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22881. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22882. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22883. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22884. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22885. if ( json.scale !== undefined ) material.scale = json.scale;
  22886. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22887. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22888. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22889. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22890. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22891. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22892. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22893. if ( json.visible !== undefined ) material.visible = json.visible;
  22894. if ( json.userData !== undefined ) material.userData = json.userData;
  22895. // Shader Material
  22896. if ( json.uniforms !== undefined ) {
  22897. for ( var name in json.uniforms ) {
  22898. var uniform = json.uniforms[ name ];
  22899. material.uniforms[ name ] = {};
  22900. switch ( uniform.type ) {
  22901. case 't':
  22902. material.uniforms[ name ].value = getTexture( uniform.value );
  22903. break;
  22904. case 'c':
  22905. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22906. break;
  22907. case 'v2':
  22908. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22909. break;
  22910. case 'v3':
  22911. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22912. break;
  22913. case 'v4':
  22914. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22915. break;
  22916. case 'm3':
  22917. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22918. case 'm4':
  22919. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22920. break;
  22921. default:
  22922. material.uniforms[ name ].value = uniform.value;
  22923. }
  22924. }
  22925. }
  22926. if ( json.defines !== undefined ) material.defines = json.defines;
  22927. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22928. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22929. if ( json.extensions !== undefined ) {
  22930. for ( var key in json.extensions ) {
  22931. material.extensions[ key ] = json.extensions[ key ];
  22932. }
  22933. }
  22934. // Deprecated
  22935. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22936. // for PointsMaterial
  22937. if ( json.size !== undefined ) material.size = json.size;
  22938. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22939. // maps
  22940. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22941. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22942. if ( json.alphaMap !== undefined ) {
  22943. material.alphaMap = getTexture( json.alphaMap );
  22944. material.transparent = true;
  22945. }
  22946. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22947. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22948. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22949. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22950. if ( json.normalScale !== undefined ) {
  22951. var normalScale = json.normalScale;
  22952. if ( Array.isArray( normalScale ) === false ) {
  22953. // Blender exporter used to export a scalar. See #7459
  22954. normalScale = [ normalScale, normalScale ];
  22955. }
  22956. material.normalScale = new Vector2().fromArray( normalScale );
  22957. }
  22958. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22959. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22960. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22961. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22962. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22963. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22964. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22965. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22966. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22967. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22968. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22969. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22970. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22971. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22972. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22973. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22974. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22975. return material;
  22976. },
  22977. setPath: function ( value ) {
  22978. this.path = value;
  22979. return this;
  22980. },
  22981. setTextures: function ( value ) {
  22982. this.textures = value;
  22983. return this;
  22984. }
  22985. } );
  22986. /**
  22987. * @author Don McCurdy / https://www.donmccurdy.com
  22988. */
  22989. var LoaderUtils = {
  22990. decodeText: function ( array ) {
  22991. if ( typeof TextDecoder !== 'undefined' ) {
  22992. return new TextDecoder().decode( array );
  22993. }
  22994. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22995. // throws a "maximum call stack size exceeded" error for large arrays.
  22996. var s = '';
  22997. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22998. // Implicitly assumes little-endian.
  22999. s += String.fromCharCode( array[ i ] );
  23000. }
  23001. try {
  23002. // merges multi-byte utf-8 characters.
  23003. return decodeURIComponent( escape( s ) );
  23004. } catch ( e ) { // see #16358
  23005. return s;
  23006. }
  23007. },
  23008. extractUrlBase: function ( url ) {
  23009. var index = url.lastIndexOf( '/' );
  23010. if ( index === - 1 ) return './';
  23011. return url.substr( 0, index + 1 );
  23012. }
  23013. };
  23014. /**
  23015. * @author benaadams / https://twitter.com/ben_a_adams
  23016. */
  23017. function InstancedBufferGeometry() {
  23018. BufferGeometry.call( this );
  23019. this.type = 'InstancedBufferGeometry';
  23020. this.maxInstancedCount = undefined;
  23021. }
  23022. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23023. constructor: InstancedBufferGeometry,
  23024. isInstancedBufferGeometry: true,
  23025. copy: function ( source ) {
  23026. BufferGeometry.prototype.copy.call( this, source );
  23027. this.maxInstancedCount = source.maxInstancedCount;
  23028. return this;
  23029. },
  23030. clone: function () {
  23031. return new this.constructor().copy( this );
  23032. },
  23033. toJSON: function () {
  23034. var data = BufferGeometry.prototype.toJSON.call( this );
  23035. data.maxInstancedCount = this.maxInstancedCount;
  23036. data.isInstancedBufferGeometry = true;
  23037. return data;
  23038. }
  23039. } );
  23040. /**
  23041. * @author benaadams / https://twitter.com/ben_a_adams
  23042. */
  23043. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23044. if ( typeof ( normalized ) === 'number' ) {
  23045. meshPerAttribute = normalized;
  23046. normalized = false;
  23047. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23048. }
  23049. BufferAttribute.call( this, array, itemSize, normalized );
  23050. this.meshPerAttribute = meshPerAttribute || 1;
  23051. }
  23052. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23053. constructor: InstancedBufferAttribute,
  23054. isInstancedBufferAttribute: true,
  23055. copy: function ( source ) {
  23056. BufferAttribute.prototype.copy.call( this, source );
  23057. this.meshPerAttribute = source.meshPerAttribute;
  23058. return this;
  23059. },
  23060. toJSON: function () {
  23061. var data = BufferAttribute.prototype.toJSON.call( this );
  23062. data.meshPerAttribute = this.meshPerAttribute;
  23063. data.isInstancedBufferAttribute = true;
  23064. return data;
  23065. }
  23066. } );
  23067. /**
  23068. * @author mrdoob / http://mrdoob.com/
  23069. */
  23070. function BufferGeometryLoader( manager ) {
  23071. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23072. }
  23073. Object.assign( BufferGeometryLoader.prototype, {
  23074. load: function ( url, onLoad, onProgress, onError ) {
  23075. var scope = this;
  23076. var loader = new FileLoader( scope.manager );
  23077. loader.setPath( scope.path );
  23078. loader.load( url, function ( text ) {
  23079. onLoad( scope.parse( JSON.parse( text ) ) );
  23080. }, onProgress, onError );
  23081. },
  23082. parse: function ( json ) {
  23083. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23084. var index = json.data.index;
  23085. if ( index !== undefined ) {
  23086. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23087. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23088. }
  23089. var attributes = json.data.attributes;
  23090. for ( var key in attributes ) {
  23091. var attribute = attributes[ key ];
  23092. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23093. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23094. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23095. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23096. geometry.addAttribute( key, bufferAttribute );
  23097. }
  23098. var morphAttributes = json.data.morphAttributes;
  23099. if ( morphAttributes ) {
  23100. for ( var key in morphAttributes ) {
  23101. var attributeArray = morphAttributes[ key ];
  23102. var array = [];
  23103. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23104. var attribute = attributeArray[ i ];
  23105. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23106. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23107. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23108. array.push( bufferAttribute );
  23109. }
  23110. geometry.morphAttributes[ key ] = array;
  23111. }
  23112. }
  23113. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23114. if ( groups !== undefined ) {
  23115. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23116. var group = groups[ i ];
  23117. geometry.addGroup( group.start, group.count, group.materialIndex );
  23118. }
  23119. }
  23120. var boundingSphere = json.data.boundingSphere;
  23121. if ( boundingSphere !== undefined ) {
  23122. var center = new Vector3();
  23123. if ( boundingSphere.center !== undefined ) {
  23124. center.fromArray( boundingSphere.center );
  23125. }
  23126. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23127. }
  23128. if ( json.name ) geometry.name = json.name;
  23129. if ( json.userData ) geometry.userData = json.userData;
  23130. return geometry;
  23131. },
  23132. setPath: function ( value ) {
  23133. this.path = value;
  23134. return this;
  23135. }
  23136. } );
  23137. var TYPED_ARRAYS = {
  23138. Int8Array: Int8Array,
  23139. Uint8Array: Uint8Array,
  23140. // Workaround for IE11 pre KB2929437. See #11440
  23141. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23142. Int16Array: Int16Array,
  23143. Uint16Array: Uint16Array,
  23144. Int32Array: Int32Array,
  23145. Uint32Array: Uint32Array,
  23146. Float32Array: Float32Array,
  23147. Float64Array: Float64Array
  23148. };
  23149. /**
  23150. * @author mrdoob / http://mrdoob.com/
  23151. */
  23152. function ObjectLoader( manager ) {
  23153. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23154. this.resourcePath = '';
  23155. }
  23156. Object.assign( ObjectLoader.prototype, {
  23157. crossOrigin: 'anonymous',
  23158. load: function ( url, onLoad, onProgress, onError ) {
  23159. var scope = this;
  23160. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23161. this.resourcePath = this.resourcePath || path;
  23162. var loader = new FileLoader( scope.manager );
  23163. loader.setPath( this.path );
  23164. loader.load( url, function ( text ) {
  23165. var json = null;
  23166. try {
  23167. json = JSON.parse( text );
  23168. } catch ( error ) {
  23169. if ( onError !== undefined ) onError( error );
  23170. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23171. return;
  23172. }
  23173. var metadata = json.metadata;
  23174. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23175. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23176. return;
  23177. }
  23178. scope.parse( json, onLoad );
  23179. }, onProgress, onError );
  23180. },
  23181. setPath: function ( value ) {
  23182. this.path = value;
  23183. return this;
  23184. },
  23185. setResourcePath: function ( value ) {
  23186. this.resourcePath = value;
  23187. return this;
  23188. },
  23189. setCrossOrigin: function ( value ) {
  23190. this.crossOrigin = value;
  23191. return this;
  23192. },
  23193. parse: function ( json, onLoad ) {
  23194. var shapes = this.parseShape( json.shapes );
  23195. var geometries = this.parseGeometries( json.geometries, shapes );
  23196. var images = this.parseImages( json.images, function () {
  23197. if ( onLoad !== undefined ) onLoad( object );
  23198. } );
  23199. var textures = this.parseTextures( json.textures, images );
  23200. var materials = this.parseMaterials( json.materials, textures );
  23201. var object = this.parseObject( json.object, geometries, materials );
  23202. if ( json.animations ) {
  23203. object.animations = this.parseAnimations( json.animations );
  23204. }
  23205. if ( json.images === undefined || json.images.length === 0 ) {
  23206. if ( onLoad !== undefined ) onLoad( object );
  23207. }
  23208. return object;
  23209. },
  23210. parseShape: function ( json ) {
  23211. var shapes = {};
  23212. if ( json !== undefined ) {
  23213. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23214. var shape = new Shape().fromJSON( json[ i ] );
  23215. shapes[ shape.uuid ] = shape;
  23216. }
  23217. }
  23218. return shapes;
  23219. },
  23220. parseGeometries: function ( json, shapes ) {
  23221. var geometries = {};
  23222. if ( json !== undefined ) {
  23223. var bufferGeometryLoader = new BufferGeometryLoader();
  23224. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23225. var geometry;
  23226. var data = json[ i ];
  23227. switch ( data.type ) {
  23228. case 'PlaneGeometry':
  23229. case 'PlaneBufferGeometry':
  23230. geometry = new Geometries[ data.type ](
  23231. data.width,
  23232. data.height,
  23233. data.widthSegments,
  23234. data.heightSegments
  23235. );
  23236. break;
  23237. case 'BoxGeometry':
  23238. case 'BoxBufferGeometry':
  23239. case 'CubeGeometry': // backwards compatible
  23240. geometry = new Geometries[ data.type ](
  23241. data.width,
  23242. data.height,
  23243. data.depth,
  23244. data.widthSegments,
  23245. data.heightSegments,
  23246. data.depthSegments
  23247. );
  23248. break;
  23249. case 'CircleGeometry':
  23250. case 'CircleBufferGeometry':
  23251. geometry = new Geometries[ data.type ](
  23252. data.radius,
  23253. data.segments,
  23254. data.thetaStart,
  23255. data.thetaLength
  23256. );
  23257. break;
  23258. case 'CylinderGeometry':
  23259. case 'CylinderBufferGeometry':
  23260. geometry = new Geometries[ data.type ](
  23261. data.radiusTop,
  23262. data.radiusBottom,
  23263. data.height,
  23264. data.radialSegments,
  23265. data.heightSegments,
  23266. data.openEnded,
  23267. data.thetaStart,
  23268. data.thetaLength
  23269. );
  23270. break;
  23271. case 'ConeGeometry':
  23272. case 'ConeBufferGeometry':
  23273. geometry = new Geometries[ data.type ](
  23274. data.radius,
  23275. data.height,
  23276. data.radialSegments,
  23277. data.heightSegments,
  23278. data.openEnded,
  23279. data.thetaStart,
  23280. data.thetaLength
  23281. );
  23282. break;
  23283. case 'SphereGeometry':
  23284. case 'SphereBufferGeometry':
  23285. geometry = new Geometries[ data.type ](
  23286. data.radius,
  23287. data.widthSegments,
  23288. data.heightSegments,
  23289. data.phiStart,
  23290. data.phiLength,
  23291. data.thetaStart,
  23292. data.thetaLength
  23293. );
  23294. break;
  23295. case 'DodecahedronGeometry':
  23296. case 'DodecahedronBufferGeometry':
  23297. case 'IcosahedronGeometry':
  23298. case 'IcosahedronBufferGeometry':
  23299. case 'OctahedronGeometry':
  23300. case 'OctahedronBufferGeometry':
  23301. case 'TetrahedronGeometry':
  23302. case 'TetrahedronBufferGeometry':
  23303. geometry = new Geometries[ data.type ](
  23304. data.radius,
  23305. data.detail
  23306. );
  23307. break;
  23308. case 'RingGeometry':
  23309. case 'RingBufferGeometry':
  23310. geometry = new Geometries[ data.type ](
  23311. data.innerRadius,
  23312. data.outerRadius,
  23313. data.thetaSegments,
  23314. data.phiSegments,
  23315. data.thetaStart,
  23316. data.thetaLength
  23317. );
  23318. break;
  23319. case 'TorusGeometry':
  23320. case 'TorusBufferGeometry':
  23321. geometry = new Geometries[ data.type ](
  23322. data.radius,
  23323. data.tube,
  23324. data.radialSegments,
  23325. data.tubularSegments,
  23326. data.arc
  23327. );
  23328. break;
  23329. case 'TorusKnotGeometry':
  23330. case 'TorusKnotBufferGeometry':
  23331. geometry = new Geometries[ data.type ](
  23332. data.radius,
  23333. data.tube,
  23334. data.tubularSegments,
  23335. data.radialSegments,
  23336. data.p,
  23337. data.q
  23338. );
  23339. break;
  23340. case 'TubeGeometry':
  23341. case 'TubeBufferGeometry':
  23342. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23343. // User defined curves or instances of CurvePath will not be deserialized.
  23344. geometry = new Geometries[ data.type ](
  23345. new Curves[ data.path.type ]().fromJSON( data.path ),
  23346. data.tubularSegments,
  23347. data.radius,
  23348. data.radialSegments,
  23349. data.closed
  23350. );
  23351. break;
  23352. case 'LatheGeometry':
  23353. case 'LatheBufferGeometry':
  23354. geometry = new Geometries[ data.type ](
  23355. data.points,
  23356. data.segments,
  23357. data.phiStart,
  23358. data.phiLength
  23359. );
  23360. break;
  23361. case 'PolyhedronGeometry':
  23362. case 'PolyhedronBufferGeometry':
  23363. geometry = new Geometries[ data.type ](
  23364. data.vertices,
  23365. data.indices,
  23366. data.radius,
  23367. data.details
  23368. );
  23369. break;
  23370. case 'ShapeGeometry':
  23371. case 'ShapeBufferGeometry':
  23372. var geometryShapes = [];
  23373. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23374. var shape = shapes[ data.shapes[ j ] ];
  23375. geometryShapes.push( shape );
  23376. }
  23377. geometry = new Geometries[ data.type ](
  23378. geometryShapes,
  23379. data.curveSegments
  23380. );
  23381. break;
  23382. case 'ExtrudeGeometry':
  23383. case 'ExtrudeBufferGeometry':
  23384. var geometryShapes = [];
  23385. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23386. var shape = shapes[ data.shapes[ j ] ];
  23387. geometryShapes.push( shape );
  23388. }
  23389. var extrudePath = data.options.extrudePath;
  23390. if ( extrudePath !== undefined ) {
  23391. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23392. }
  23393. geometry = new Geometries[ data.type ](
  23394. geometryShapes,
  23395. data.options
  23396. );
  23397. break;
  23398. case 'BufferGeometry':
  23399. case 'InstancedBufferGeometry':
  23400. geometry = bufferGeometryLoader.parse( data );
  23401. break;
  23402. case 'Geometry':
  23403. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23404. var geometryLoader = new THREE.LegacyJSONLoader();
  23405. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23406. } else {
  23407. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23408. }
  23409. break;
  23410. default:
  23411. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23412. continue;
  23413. }
  23414. geometry.uuid = data.uuid;
  23415. if ( data.name !== undefined ) geometry.name = data.name;
  23416. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23417. geometries[ data.uuid ] = geometry;
  23418. }
  23419. }
  23420. return geometries;
  23421. },
  23422. parseMaterials: function ( json, textures ) {
  23423. var cache = {}; // MultiMaterial
  23424. var materials = {};
  23425. if ( json !== undefined ) {
  23426. var loader = new MaterialLoader();
  23427. loader.setTextures( textures );
  23428. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23429. var data = json[ i ];
  23430. if ( data.type === 'MultiMaterial' ) {
  23431. // Deprecated
  23432. var array = [];
  23433. for ( var j = 0; j < data.materials.length; j ++ ) {
  23434. var material = data.materials[ j ];
  23435. if ( cache[ material.uuid ] === undefined ) {
  23436. cache[ material.uuid ] = loader.parse( material );
  23437. }
  23438. array.push( cache[ material.uuid ] );
  23439. }
  23440. materials[ data.uuid ] = array;
  23441. } else {
  23442. if ( cache[ data.uuid ] === undefined ) {
  23443. cache[ data.uuid ] = loader.parse( data );
  23444. }
  23445. materials[ data.uuid ] = cache[ data.uuid ];
  23446. }
  23447. }
  23448. }
  23449. return materials;
  23450. },
  23451. parseAnimations: function ( json ) {
  23452. var animations = [];
  23453. for ( var i = 0; i < json.length; i ++ ) {
  23454. var data = json[ i ];
  23455. var clip = AnimationClip.parse( data );
  23456. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23457. animations.push( clip );
  23458. }
  23459. return animations;
  23460. },
  23461. parseImages: function ( json, onLoad ) {
  23462. var scope = this;
  23463. var images = {};
  23464. function loadImage( url ) {
  23465. scope.manager.itemStart( url );
  23466. return loader.load( url, function () {
  23467. scope.manager.itemEnd( url );
  23468. }, undefined, function () {
  23469. scope.manager.itemError( url );
  23470. scope.manager.itemEnd( url );
  23471. } );
  23472. }
  23473. if ( json !== undefined && json.length > 0 ) {
  23474. var manager = new LoadingManager( onLoad );
  23475. var loader = new ImageLoader( manager );
  23476. loader.setCrossOrigin( this.crossOrigin );
  23477. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23478. var image = json[ i ];
  23479. var url = image.url;
  23480. if ( Array.isArray( url ) ) {
  23481. // load array of images e.g CubeTexture
  23482. images[ image.uuid ] = [];
  23483. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23484. var currentUrl = url[ j ];
  23485. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23486. images[ image.uuid ].push( loadImage( path ) );
  23487. }
  23488. } else {
  23489. // load single image
  23490. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23491. images[ image.uuid ] = loadImage( path );
  23492. }
  23493. }
  23494. }
  23495. return images;
  23496. },
  23497. parseTextures: function ( json, images ) {
  23498. function parseConstant( value, type ) {
  23499. if ( typeof value === 'number' ) return value;
  23500. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23501. return type[ value ];
  23502. }
  23503. var textures = {};
  23504. if ( json !== undefined ) {
  23505. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23506. var data = json[ i ];
  23507. if ( data.image === undefined ) {
  23508. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23509. }
  23510. if ( images[ data.image ] === undefined ) {
  23511. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23512. }
  23513. var texture;
  23514. if ( Array.isArray( images[ data.image ] ) ) {
  23515. texture = new CubeTexture( images[ data.image ] );
  23516. } else {
  23517. texture = new Texture( images[ data.image ] );
  23518. }
  23519. texture.needsUpdate = true;
  23520. texture.uuid = data.uuid;
  23521. if ( data.name !== undefined ) texture.name = data.name;
  23522. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23523. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23524. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23525. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23526. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23527. if ( data.wrap !== undefined ) {
  23528. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23529. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23530. }
  23531. if ( data.format !== undefined ) texture.format = data.format;
  23532. if ( data.type !== undefined ) texture.type = data.type;
  23533. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23534. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23535. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23536. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23537. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23538. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23539. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23540. textures[ data.uuid ] = texture;
  23541. }
  23542. }
  23543. return textures;
  23544. },
  23545. parseObject: function ( data, geometries, materials ) {
  23546. var object;
  23547. function getGeometry( name ) {
  23548. if ( geometries[ name ] === undefined ) {
  23549. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23550. }
  23551. return geometries[ name ];
  23552. }
  23553. function getMaterial( name ) {
  23554. if ( name === undefined ) return undefined;
  23555. if ( Array.isArray( name ) ) {
  23556. var array = [];
  23557. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23558. var uuid = name[ i ];
  23559. if ( materials[ uuid ] === undefined ) {
  23560. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23561. }
  23562. array.push( materials[ uuid ] );
  23563. }
  23564. return array;
  23565. }
  23566. if ( materials[ name ] === undefined ) {
  23567. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23568. }
  23569. return materials[ name ];
  23570. }
  23571. switch ( data.type ) {
  23572. case 'Scene':
  23573. object = new Scene();
  23574. if ( data.background !== undefined ) {
  23575. if ( Number.isInteger( data.background ) ) {
  23576. object.background = new Color( data.background );
  23577. }
  23578. }
  23579. if ( data.fog !== undefined ) {
  23580. if ( data.fog.type === 'Fog' ) {
  23581. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23582. } else if ( data.fog.type === 'FogExp2' ) {
  23583. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23584. }
  23585. }
  23586. break;
  23587. case 'PerspectiveCamera':
  23588. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23589. if ( data.focus !== undefined ) object.focus = data.focus;
  23590. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23591. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23592. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23593. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23594. break;
  23595. case 'OrthographicCamera':
  23596. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23597. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23598. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23599. break;
  23600. case 'AmbientLight':
  23601. object = new AmbientLight( data.color, data.intensity );
  23602. break;
  23603. case 'DirectionalLight':
  23604. object = new DirectionalLight( data.color, data.intensity );
  23605. break;
  23606. case 'PointLight':
  23607. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23608. break;
  23609. case 'RectAreaLight':
  23610. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23611. break;
  23612. case 'SpotLight':
  23613. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23614. break;
  23615. case 'HemisphereLight':
  23616. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23617. break;
  23618. case 'SkinnedMesh':
  23619. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23620. case 'Mesh':
  23621. var geometry = getGeometry( data.geometry );
  23622. var material = getMaterial( data.material );
  23623. if ( geometry.bones && geometry.bones.length > 0 ) {
  23624. object = new SkinnedMesh( geometry, material );
  23625. } else {
  23626. object = new Mesh( geometry, material );
  23627. }
  23628. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23629. break;
  23630. case 'LOD':
  23631. object = new LOD();
  23632. break;
  23633. case 'Line':
  23634. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23635. break;
  23636. case 'LineLoop':
  23637. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23638. break;
  23639. case 'LineSegments':
  23640. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23641. break;
  23642. case 'PointCloud':
  23643. case 'Points':
  23644. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23645. break;
  23646. case 'Sprite':
  23647. object = new Sprite( getMaterial( data.material ) );
  23648. break;
  23649. case 'Group':
  23650. object = new Group();
  23651. break;
  23652. default:
  23653. object = new Object3D();
  23654. }
  23655. object.uuid = data.uuid;
  23656. if ( data.name !== undefined ) object.name = data.name;
  23657. if ( data.matrix !== undefined ) {
  23658. object.matrix.fromArray( data.matrix );
  23659. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23660. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23661. } else {
  23662. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23663. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23664. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23665. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23666. }
  23667. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23668. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23669. if ( data.shadow ) {
  23670. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23671. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23672. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23673. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23674. }
  23675. if ( data.visible !== undefined ) object.visible = data.visible;
  23676. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23677. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23678. if ( data.userData !== undefined ) object.userData = data.userData;
  23679. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23680. if ( data.children !== undefined ) {
  23681. var children = data.children;
  23682. for ( var i = 0; i < children.length; i ++ ) {
  23683. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23684. }
  23685. }
  23686. if ( data.type === 'LOD' ) {
  23687. var levels = data.levels;
  23688. for ( var l = 0; l < levels.length; l ++ ) {
  23689. var level = levels[ l ];
  23690. var child = object.getObjectByProperty( 'uuid', level.object );
  23691. if ( child !== undefined ) {
  23692. object.addLevel( child, level.distance );
  23693. }
  23694. }
  23695. }
  23696. return object;
  23697. }
  23698. } );
  23699. var TEXTURE_MAPPING = {
  23700. UVMapping: UVMapping,
  23701. CubeReflectionMapping: CubeReflectionMapping,
  23702. CubeRefractionMapping: CubeRefractionMapping,
  23703. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23704. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23705. SphericalReflectionMapping: SphericalReflectionMapping,
  23706. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23707. CubeUVRefractionMapping: CubeUVRefractionMapping
  23708. };
  23709. var TEXTURE_WRAPPING = {
  23710. RepeatWrapping: RepeatWrapping,
  23711. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23712. MirroredRepeatWrapping: MirroredRepeatWrapping
  23713. };
  23714. var TEXTURE_FILTER = {
  23715. NearestFilter: NearestFilter,
  23716. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23717. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23718. LinearFilter: LinearFilter,
  23719. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23720. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23721. };
  23722. /**
  23723. * @author thespite / http://clicktorelease.com/
  23724. */
  23725. function ImageBitmapLoader( manager ) {
  23726. if ( typeof createImageBitmap === 'undefined' ) {
  23727. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23728. }
  23729. if ( typeof fetch === 'undefined' ) {
  23730. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23731. }
  23732. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23733. this.options = undefined;
  23734. }
  23735. ImageBitmapLoader.prototype = {
  23736. constructor: ImageBitmapLoader,
  23737. setOptions: function setOptions( options ) {
  23738. this.options = options;
  23739. return this;
  23740. },
  23741. load: function ( url, onLoad, onProgress, onError ) {
  23742. if ( url === undefined ) url = '';
  23743. if ( this.path !== undefined ) url = this.path + url;
  23744. url = this.manager.resolveURL( url );
  23745. var scope = this;
  23746. var cached = Cache.get( url );
  23747. if ( cached !== undefined ) {
  23748. scope.manager.itemStart( url );
  23749. setTimeout( function () {
  23750. if ( onLoad ) onLoad( cached );
  23751. scope.manager.itemEnd( url );
  23752. }, 0 );
  23753. return cached;
  23754. }
  23755. fetch( url ).then( function ( res ) {
  23756. return res.blob();
  23757. } ).then( function ( blob ) {
  23758. if ( scope.options === undefined ) {
  23759. // Workaround for FireFox. It causes an error if you pass options.
  23760. return createImageBitmap( blob );
  23761. } else {
  23762. return createImageBitmap( blob, scope.options );
  23763. }
  23764. } ).then( function ( imageBitmap ) {
  23765. Cache.add( url, imageBitmap );
  23766. if ( onLoad ) onLoad( imageBitmap );
  23767. scope.manager.itemEnd( url );
  23768. } ).catch( function ( e ) {
  23769. if ( onError ) onError( e );
  23770. scope.manager.itemError( url );
  23771. scope.manager.itemEnd( url );
  23772. } );
  23773. scope.manager.itemStart( url );
  23774. },
  23775. setCrossOrigin: function ( /* value */ ) {
  23776. return this;
  23777. },
  23778. setPath: function ( value ) {
  23779. this.path = value;
  23780. return this;
  23781. }
  23782. };
  23783. /**
  23784. * @author zz85 / http://www.lab4games.net/zz85/blog
  23785. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23786. **/
  23787. function ShapePath() {
  23788. this.type = 'ShapePath';
  23789. this.color = new Color();
  23790. this.subPaths = [];
  23791. this.currentPath = null;
  23792. }
  23793. Object.assign( ShapePath.prototype, {
  23794. moveTo: function ( x, y ) {
  23795. this.currentPath = new Path();
  23796. this.subPaths.push( this.currentPath );
  23797. this.currentPath.moveTo( x, y );
  23798. },
  23799. lineTo: function ( x, y ) {
  23800. this.currentPath.lineTo( x, y );
  23801. },
  23802. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23803. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23804. },
  23805. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23806. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23807. },
  23808. splineThru: function ( pts ) {
  23809. this.currentPath.splineThru( pts );
  23810. },
  23811. toShapes: function ( isCCW, noHoles ) {
  23812. function toShapesNoHoles( inSubpaths ) {
  23813. var shapes = [];
  23814. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23815. var tmpPath = inSubpaths[ i ];
  23816. var tmpShape = new Shape();
  23817. tmpShape.curves = tmpPath.curves;
  23818. shapes.push( tmpShape );
  23819. }
  23820. return shapes;
  23821. }
  23822. function isPointInsidePolygon( inPt, inPolygon ) {
  23823. var polyLen = inPolygon.length;
  23824. // inPt on polygon contour => immediate success or
  23825. // toggling of inside/outside at every single! intersection point of an edge
  23826. // with the horizontal line through inPt, left of inPt
  23827. // not counting lowerY endpoints of edges and whole edges on that line
  23828. var inside = false;
  23829. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23830. var edgeLowPt = inPolygon[ p ];
  23831. var edgeHighPt = inPolygon[ q ];
  23832. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23833. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23834. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23835. // not parallel
  23836. if ( edgeDy < 0 ) {
  23837. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23838. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23839. }
  23840. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23841. if ( inPt.y === edgeLowPt.y ) {
  23842. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23843. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23844. } else {
  23845. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23846. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23847. if ( perpEdge < 0 ) continue;
  23848. inside = ! inside; // true intersection left of inPt
  23849. }
  23850. } else {
  23851. // parallel or collinear
  23852. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23853. // edge lies on the same horizontal line as inPt
  23854. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23855. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23856. // continue;
  23857. }
  23858. }
  23859. return inside;
  23860. }
  23861. var isClockWise = ShapeUtils.isClockWise;
  23862. var subPaths = this.subPaths;
  23863. if ( subPaths.length === 0 ) return [];
  23864. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23865. var solid, tmpPath, tmpShape, shapes = [];
  23866. if ( subPaths.length === 1 ) {
  23867. tmpPath = subPaths[ 0 ];
  23868. tmpShape = new Shape();
  23869. tmpShape.curves = tmpPath.curves;
  23870. shapes.push( tmpShape );
  23871. return shapes;
  23872. }
  23873. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23874. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23875. // console.log("Holes first", holesFirst);
  23876. var betterShapeHoles = [];
  23877. var newShapes = [];
  23878. var newShapeHoles = [];
  23879. var mainIdx = 0;
  23880. var tmpPoints;
  23881. newShapes[ mainIdx ] = undefined;
  23882. newShapeHoles[ mainIdx ] = [];
  23883. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23884. tmpPath = subPaths[ i ];
  23885. tmpPoints = tmpPath.getPoints();
  23886. solid = isClockWise( tmpPoints );
  23887. solid = isCCW ? ! solid : solid;
  23888. if ( solid ) {
  23889. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23890. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23891. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23892. if ( holesFirst ) mainIdx ++;
  23893. newShapeHoles[ mainIdx ] = [];
  23894. //console.log('cw', i);
  23895. } else {
  23896. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23897. //console.log('ccw', i);
  23898. }
  23899. }
  23900. // only Holes? -> probably all Shapes with wrong orientation
  23901. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23902. if ( newShapes.length > 1 ) {
  23903. var ambiguous = false;
  23904. var toChange = [];
  23905. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23906. betterShapeHoles[ sIdx ] = [];
  23907. }
  23908. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23909. var sho = newShapeHoles[ sIdx ];
  23910. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23911. var ho = sho[ hIdx ];
  23912. var hole_unassigned = true;
  23913. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23914. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23915. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23916. if ( hole_unassigned ) {
  23917. hole_unassigned = false;
  23918. betterShapeHoles[ s2Idx ].push( ho );
  23919. } else {
  23920. ambiguous = true;
  23921. }
  23922. }
  23923. }
  23924. if ( hole_unassigned ) {
  23925. betterShapeHoles[ sIdx ].push( ho );
  23926. }
  23927. }
  23928. }
  23929. // console.log("ambiguous: ", ambiguous);
  23930. if ( toChange.length > 0 ) {
  23931. // console.log("to change: ", toChange);
  23932. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23933. }
  23934. }
  23935. var tmpHoles;
  23936. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23937. tmpShape = newShapes[ i ].s;
  23938. shapes.push( tmpShape );
  23939. tmpHoles = newShapeHoles[ i ];
  23940. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23941. tmpShape.holes.push( tmpHoles[ j ].h );
  23942. }
  23943. }
  23944. //console.log("shape", shapes);
  23945. return shapes;
  23946. }
  23947. } );
  23948. /**
  23949. * @author zz85 / http://www.lab4games.net/zz85/blog
  23950. * @author mrdoob / http://mrdoob.com/
  23951. */
  23952. function Font( data ) {
  23953. this.type = 'Font';
  23954. this.data = data;
  23955. }
  23956. Object.assign( Font.prototype, {
  23957. isFont: true,
  23958. generateShapes: function ( text, size ) {
  23959. if ( size === undefined ) size = 100;
  23960. var shapes = [];
  23961. var paths = createPaths( text, size, this.data );
  23962. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23963. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23964. }
  23965. return shapes;
  23966. }
  23967. } );
  23968. function createPaths( text, size, data ) {
  23969. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23970. var scale = size / data.resolution;
  23971. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23972. var paths = [];
  23973. var offsetX = 0, offsetY = 0;
  23974. for ( var i = 0; i < chars.length; i ++ ) {
  23975. var char = chars[ i ];
  23976. if ( char === '\n' ) {
  23977. offsetX = 0;
  23978. offsetY -= line_height;
  23979. } else {
  23980. var ret = createPath( char, scale, offsetX, offsetY, data );
  23981. offsetX += ret.offsetX;
  23982. paths.push( ret.path );
  23983. }
  23984. }
  23985. return paths;
  23986. }
  23987. function createPath( char, scale, offsetX, offsetY, data ) {
  23988. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23989. if ( ! glyph ) {
  23990. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23991. return;
  23992. }
  23993. var path = new ShapePath();
  23994. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23995. if ( glyph.o ) {
  23996. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23997. for ( var i = 0, l = outline.length; i < l; ) {
  23998. var action = outline[ i ++ ];
  23999. switch ( action ) {
  24000. case 'm': // moveTo
  24001. x = outline[ i ++ ] * scale + offsetX;
  24002. y = outline[ i ++ ] * scale + offsetY;
  24003. path.moveTo( x, y );
  24004. break;
  24005. case 'l': // lineTo
  24006. x = outline[ i ++ ] * scale + offsetX;
  24007. y = outline[ i ++ ] * scale + offsetY;
  24008. path.lineTo( x, y );
  24009. break;
  24010. case 'q': // quadraticCurveTo
  24011. cpx = outline[ i ++ ] * scale + offsetX;
  24012. cpy = outline[ i ++ ] * scale + offsetY;
  24013. cpx1 = outline[ i ++ ] * scale + offsetX;
  24014. cpy1 = outline[ i ++ ] * scale + offsetY;
  24015. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24016. break;
  24017. case 'b': // bezierCurveTo
  24018. cpx = outline[ i ++ ] * scale + offsetX;
  24019. cpy = outline[ i ++ ] * scale + offsetY;
  24020. cpx1 = outline[ i ++ ] * scale + offsetX;
  24021. cpy1 = outline[ i ++ ] * scale + offsetY;
  24022. cpx2 = outline[ i ++ ] * scale + offsetX;
  24023. cpy2 = outline[ i ++ ] * scale + offsetY;
  24024. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24025. break;
  24026. }
  24027. }
  24028. }
  24029. return { offsetX: glyph.ha * scale, path: path };
  24030. }
  24031. /**
  24032. * @author mrdoob / http://mrdoob.com/
  24033. */
  24034. function FontLoader( manager ) {
  24035. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24036. }
  24037. Object.assign( FontLoader.prototype, {
  24038. load: function ( url, onLoad, onProgress, onError ) {
  24039. var scope = this;
  24040. var loader = new FileLoader( this.manager );
  24041. loader.setPath( this.path );
  24042. loader.load( url, function ( text ) {
  24043. var json;
  24044. try {
  24045. json = JSON.parse( text );
  24046. } catch ( e ) {
  24047. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24048. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24049. }
  24050. var font = scope.parse( json );
  24051. if ( onLoad ) onLoad( font );
  24052. }, onProgress, onError );
  24053. },
  24054. parse: function ( json ) {
  24055. return new Font( json );
  24056. },
  24057. setPath: function ( value ) {
  24058. this.path = value;
  24059. return this;
  24060. }
  24061. } );
  24062. /**
  24063. * @author alteredq / http://alteredqualia.com/
  24064. */
  24065. function Loader() {}
  24066. Loader.Handlers = {
  24067. handlers: [],
  24068. add: function ( regex, loader ) {
  24069. this.handlers.push( regex, loader );
  24070. },
  24071. get: function ( file ) {
  24072. var handlers = this.handlers;
  24073. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  24074. var regex = handlers[ i ];
  24075. var loader = handlers[ i + 1 ];
  24076. if ( regex.test( file ) ) {
  24077. return loader;
  24078. }
  24079. }
  24080. return null;
  24081. }
  24082. };
  24083. Object.assign( Loader.prototype, {
  24084. crossOrigin: 'anonymous',
  24085. onLoadStart: function () {},
  24086. onLoadProgress: function () {},
  24087. onLoadComplete: function () {},
  24088. initMaterials: function ( materials, texturePath, crossOrigin ) {
  24089. var array = [];
  24090. for ( var i = 0; i < materials.length; ++ i ) {
  24091. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  24092. }
  24093. return array;
  24094. },
  24095. createMaterial: ( function () {
  24096. var BlendingMode = {
  24097. NoBlending: NoBlending,
  24098. NormalBlending: NormalBlending,
  24099. AdditiveBlending: AdditiveBlending,
  24100. SubtractiveBlending: SubtractiveBlending,
  24101. MultiplyBlending: MultiplyBlending,
  24102. CustomBlending: CustomBlending
  24103. };
  24104. var color = new Color();
  24105. var textureLoader = new TextureLoader();
  24106. var materialLoader = new MaterialLoader();
  24107. return function createMaterial( m, texturePath, crossOrigin ) {
  24108. // convert from old material format
  24109. var textures = {};
  24110. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  24111. var fullPath = texturePath + path;
  24112. var loader = Loader.Handlers.get( fullPath );
  24113. var texture;
  24114. if ( loader !== null ) {
  24115. texture = loader.load( fullPath );
  24116. } else {
  24117. textureLoader.setCrossOrigin( crossOrigin );
  24118. texture = textureLoader.load( fullPath );
  24119. }
  24120. if ( repeat !== undefined ) {
  24121. texture.repeat.fromArray( repeat );
  24122. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  24123. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  24124. }
  24125. if ( offset !== undefined ) {
  24126. texture.offset.fromArray( offset );
  24127. }
  24128. if ( wrap !== undefined ) {
  24129. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  24130. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  24131. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  24132. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  24133. }
  24134. if ( anisotropy !== undefined ) {
  24135. texture.anisotropy = anisotropy;
  24136. }
  24137. var uuid = _Math.generateUUID();
  24138. textures[ uuid ] = texture;
  24139. return uuid;
  24140. }
  24141. //
  24142. var json = {
  24143. uuid: _Math.generateUUID(),
  24144. type: 'MeshLambertMaterial'
  24145. };
  24146. for ( var name in m ) {
  24147. var value = m[ name ];
  24148. switch ( name ) {
  24149. case 'DbgColor':
  24150. case 'DbgIndex':
  24151. case 'opticalDensity':
  24152. case 'illumination':
  24153. break;
  24154. case 'DbgName':
  24155. json.name = value;
  24156. break;
  24157. case 'blending':
  24158. json.blending = BlendingMode[ value ];
  24159. break;
  24160. case 'colorAmbient':
  24161. case 'mapAmbient':
  24162. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  24163. break;
  24164. case 'colorDiffuse':
  24165. json.color = color.fromArray( value ).getHex();
  24166. break;
  24167. case 'colorSpecular':
  24168. json.specular = color.fromArray( value ).getHex();
  24169. break;
  24170. case 'colorEmissive':
  24171. json.emissive = color.fromArray( value ).getHex();
  24172. break;
  24173. case 'specularCoef':
  24174. json.shininess = value;
  24175. break;
  24176. case 'shading':
  24177. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  24178. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  24179. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  24180. break;
  24181. case 'mapDiffuse':
  24182. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  24183. break;
  24184. case 'mapDiffuseRepeat':
  24185. case 'mapDiffuseOffset':
  24186. case 'mapDiffuseWrap':
  24187. case 'mapDiffuseAnisotropy':
  24188. break;
  24189. case 'mapEmissive':
  24190. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  24191. break;
  24192. case 'mapEmissiveRepeat':
  24193. case 'mapEmissiveOffset':
  24194. case 'mapEmissiveWrap':
  24195. case 'mapEmissiveAnisotropy':
  24196. break;
  24197. case 'mapLight':
  24198. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  24199. break;
  24200. case 'mapLightRepeat':
  24201. case 'mapLightOffset':
  24202. case 'mapLightWrap':
  24203. case 'mapLightAnisotropy':
  24204. break;
  24205. case 'mapAO':
  24206. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  24207. break;
  24208. case 'mapAORepeat':
  24209. case 'mapAOOffset':
  24210. case 'mapAOWrap':
  24211. case 'mapAOAnisotropy':
  24212. break;
  24213. case 'mapBump':
  24214. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  24215. break;
  24216. case 'mapBumpScale':
  24217. json.bumpScale = value;
  24218. break;
  24219. case 'mapBumpRepeat':
  24220. case 'mapBumpOffset':
  24221. case 'mapBumpWrap':
  24222. case 'mapBumpAnisotropy':
  24223. break;
  24224. case 'mapNormal':
  24225. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  24226. break;
  24227. case 'mapNormalFactor':
  24228. json.normalScale = value;
  24229. break;
  24230. case 'mapNormalRepeat':
  24231. case 'mapNormalOffset':
  24232. case 'mapNormalWrap':
  24233. case 'mapNormalAnisotropy':
  24234. break;
  24235. case 'mapSpecular':
  24236. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  24237. break;
  24238. case 'mapSpecularRepeat':
  24239. case 'mapSpecularOffset':
  24240. case 'mapSpecularWrap':
  24241. case 'mapSpecularAnisotropy':
  24242. break;
  24243. case 'mapMetalness':
  24244. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  24245. break;
  24246. case 'mapMetalnessRepeat':
  24247. case 'mapMetalnessOffset':
  24248. case 'mapMetalnessWrap':
  24249. case 'mapMetalnessAnisotropy':
  24250. break;
  24251. case 'mapRoughness':
  24252. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  24253. break;
  24254. case 'mapRoughnessRepeat':
  24255. case 'mapRoughnessOffset':
  24256. case 'mapRoughnessWrap':
  24257. case 'mapRoughnessAnisotropy':
  24258. break;
  24259. case 'mapAlpha':
  24260. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  24261. break;
  24262. case 'mapAlphaRepeat':
  24263. case 'mapAlphaOffset':
  24264. case 'mapAlphaWrap':
  24265. case 'mapAlphaAnisotropy':
  24266. break;
  24267. case 'flipSided':
  24268. json.side = BackSide;
  24269. break;
  24270. case 'doubleSided':
  24271. json.side = DoubleSide;
  24272. break;
  24273. case 'transparency':
  24274. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24275. json.opacity = value;
  24276. break;
  24277. case 'depthTest':
  24278. case 'depthWrite':
  24279. case 'colorWrite':
  24280. case 'opacity':
  24281. case 'reflectivity':
  24282. case 'transparent':
  24283. case 'visible':
  24284. case 'wireframe':
  24285. json[ name ] = value;
  24286. break;
  24287. case 'vertexColors':
  24288. if ( value === true ) json.vertexColors = VertexColors;
  24289. if ( value === 'face' ) json.vertexColors = FaceColors;
  24290. break;
  24291. default:
  24292. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24293. break;
  24294. }
  24295. }
  24296. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24297. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24298. if ( json.opacity < 1 ) json.transparent = true;
  24299. materialLoader.setTextures( textures );
  24300. return materialLoader.parse( json );
  24301. };
  24302. } )()
  24303. } );
  24304. /**
  24305. * @author mrdoob / http://mrdoob.com/
  24306. */
  24307. var _context;
  24308. var AudioContext = {
  24309. getContext: function () {
  24310. if ( _context === undefined ) {
  24311. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24312. }
  24313. return _context;
  24314. },
  24315. setContext: function ( value ) {
  24316. _context = value;
  24317. }
  24318. };
  24319. /**
  24320. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24321. */
  24322. function AudioLoader( manager ) {
  24323. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24324. }
  24325. Object.assign( AudioLoader.prototype, {
  24326. load: function ( url, onLoad, onProgress, onError ) {
  24327. var loader = new FileLoader( this.manager );
  24328. loader.setResponseType( 'arraybuffer' );
  24329. loader.setPath( this.path );
  24330. loader.load( url, function ( buffer ) {
  24331. // Create a copy of the buffer. The `decodeAudioData` method
  24332. // detaches the buffer when complete, preventing reuse.
  24333. var bufferCopy = buffer.slice( 0 );
  24334. var context = AudioContext.getContext();
  24335. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24336. onLoad( audioBuffer );
  24337. } );
  24338. }, onProgress, onError );
  24339. },
  24340. setPath: function ( value ) {
  24341. this.path = value;
  24342. return this;
  24343. }
  24344. } );
  24345. /**
  24346. * @author bhouston / http://clara.io
  24347. * @author WestLangley / http://github.com/WestLangley
  24348. *
  24349. * Primary reference:
  24350. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24351. *
  24352. * Secondary reference:
  24353. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24354. */
  24355. // 3-band SH defined by 9 coefficients
  24356. function SphericalHarmonics3() {
  24357. this.coefficients = [];
  24358. for ( var i = 0; i < 9; i ++ ) {
  24359. this.coefficients.push( new Vector3() );
  24360. }
  24361. }
  24362. Object.assign( SphericalHarmonics3.prototype, {
  24363. isSphericalHarmonics3: true,
  24364. set: function ( coefficients ) {
  24365. for ( var i = 0; i < 9; i ++ ) {
  24366. this.coefficients[ i ].copy( coefficients[ i ] );
  24367. }
  24368. return this;
  24369. },
  24370. zero: function () {
  24371. for ( var i = 0; i < 9; i ++ ) {
  24372. this.coefficients[ i ].set( 0, 0, 0 );
  24373. }
  24374. return this;
  24375. },
  24376. // get the radiance in the direction of the normal
  24377. // target is a Vector3
  24378. getAt: function ( normal, target ) {
  24379. // normal is assumed to be unit length
  24380. var x = normal.x, y = normal.y, z = normal.z;
  24381. var coeff = this.coefficients;
  24382. // band 0
  24383. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24384. // band 1
  24385. target.addScale( coeff[ 1 ], 0.488603 * y );
  24386. target.addScale( coeff[ 2 ], 0.488603 * z );
  24387. target.addScale( coeff[ 3 ], 0.488603 * x );
  24388. // band 2
  24389. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24390. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24391. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24392. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24393. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24394. return target;
  24395. },
  24396. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24397. // target is a Vector3
  24398. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24399. getIrradianceAt: function ( normal, target ) {
  24400. // normal is assumed to be unit length
  24401. var x = normal.x, y = normal.y, z = normal.z;
  24402. var coeff = this.coefficients;
  24403. // band 0
  24404. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24405. // band 1
  24406. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24407. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24408. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24409. // band 2
  24410. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24411. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24412. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24413. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24414. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24415. return target;
  24416. },
  24417. add: function ( sh ) {
  24418. for ( var i = 0; i < 9; i ++ ) {
  24419. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24420. }
  24421. return this;
  24422. },
  24423. scale: function ( s ) {
  24424. for ( var i = 0; i < 9; i ++ ) {
  24425. this.coefficients[ i ].multiplyScalar( s );
  24426. }
  24427. return this;
  24428. },
  24429. lerp: function ( sh, alpha ) {
  24430. for ( var i = 0; i < 9; i ++ ) {
  24431. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24432. }
  24433. return this;
  24434. },
  24435. equals: function ( sh ) {
  24436. for ( var i = 0; i < 9; i ++ ) {
  24437. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24438. return false;
  24439. }
  24440. }
  24441. return true;
  24442. },
  24443. copy: function ( sh ) {
  24444. return this.set( sh.coefficients );
  24445. },
  24446. clone: function () {
  24447. return new this.constructor().copy( this );
  24448. },
  24449. fromArray: function ( array ) {
  24450. var coefficients = this.coefficients;
  24451. for ( var i = 0; i < 9; i ++ ) {
  24452. coefficients[ i ].fromArray( array, i * 3 );
  24453. }
  24454. return this;
  24455. },
  24456. toArray: function () {
  24457. var array = [];
  24458. var coefficients = this.coefficients;
  24459. for ( var i = 0; i < 9; i ++ ) {
  24460. coefficients[ i ].toArray( array, i * 3 );
  24461. }
  24462. return array;
  24463. }
  24464. } );
  24465. Object.assign( SphericalHarmonics3, {
  24466. // evaluate the basis functions
  24467. // shBasis is an Array[ 9 ]
  24468. getBasisAt: function ( normal, shBasis ) {
  24469. // normal is assumed to be unit length
  24470. var x = normal.x, y = normal.y, z = normal.z;
  24471. // band 0
  24472. shBasis[ 0 ] = 0.282095;
  24473. // band 1
  24474. shBasis[ 1 ] = 0.488603 * y;
  24475. shBasis[ 2 ] = 0.488603 * z;
  24476. shBasis[ 3 ] = 0.488603 * x;
  24477. // band 2
  24478. shBasis[ 4 ] = 1.092548 * x * y;
  24479. shBasis[ 5 ] = 1.092548 * y * z;
  24480. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24481. shBasis[ 7 ] = 1.092548 * x * z;
  24482. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24483. }
  24484. } );
  24485. /**
  24486. * @author WestLangley / http://github.com/WestLangley
  24487. *
  24488. * A LightProbe is a source of indirect-diffuse light
  24489. */
  24490. function LightProbe( sh, intensity ) {
  24491. Light.call( this, undefined, intensity );
  24492. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24493. }
  24494. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24495. constructor: LightProbe,
  24496. isLightProbe: true,
  24497. copy: function ( source ) {
  24498. Light.prototype.copy.call( this, source );
  24499. this.sh.copy( source.sh );
  24500. this.intensity = source.intensity;
  24501. return this;
  24502. },
  24503. toJSON: function ( meta ) {
  24504. var data = Light.prototype.toJSON.call( this, meta );
  24505. // data.sh = this.sh.toArray(); // todo
  24506. return data;
  24507. }
  24508. } );
  24509. /**
  24510. * @author WestLangley / http://github.com/WestLangley
  24511. */
  24512. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24513. LightProbe.call( this, undefined, intensity );
  24514. var color1 = new Color().set( skyColor );
  24515. var color2 = new Color().set( groundColor );
  24516. var sky = new Vector3( color1.r, color1.g, color1.b );
  24517. var ground = new Vector3( color2.r, color2.g, color2.b );
  24518. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24519. var c0 = Math.sqrt( Math.PI );
  24520. var c1 = c0 * Math.sqrt( 0.75 );
  24521. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24522. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24523. }
  24524. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24525. constructor: HemisphereLightProbe,
  24526. isHemisphereLightProbe: true,
  24527. copy: function ( source ) { // modifying colors not currently supported
  24528. LightProbe.prototype.copy.call( this, source );
  24529. return this;
  24530. },
  24531. toJSON: function ( meta ) {
  24532. var data = LightProbe.prototype.toJSON.call( this, meta );
  24533. // data.sh = this.sh.toArray(); // todo
  24534. return data;
  24535. }
  24536. } );
  24537. /**
  24538. * @author WestLangley / http://github.com/WestLangley
  24539. */
  24540. function AmbientLightProbe( color, intensity ) {
  24541. LightProbe.call( this, undefined, intensity );
  24542. var color1 = new Color().set( color );
  24543. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24544. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24545. }
  24546. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24547. constructor: AmbientLightProbe,
  24548. isAmbientLightProbe: true,
  24549. copy: function ( source ) { // modifying color not currently supported
  24550. LightProbe.prototype.copy.call( this, source );
  24551. return this;
  24552. },
  24553. toJSON: function ( meta ) {
  24554. var data = LightProbe.prototype.toJSON.call( this, meta );
  24555. // data.sh = this.sh.toArray(); // todo
  24556. return data;
  24557. }
  24558. } );
  24559. var _eyeRight, _eyeLeft;
  24560. /**
  24561. * @author mrdoob / http://mrdoob.com/
  24562. */
  24563. function StereoCamera() {
  24564. this.type = 'StereoCamera';
  24565. this.aspect = 1;
  24566. this.eyeSep = 0.064;
  24567. this.cameraL = new PerspectiveCamera();
  24568. this.cameraL.layers.enable( 1 );
  24569. this.cameraL.matrixAutoUpdate = false;
  24570. this.cameraR = new PerspectiveCamera();
  24571. this.cameraR.layers.enable( 2 );
  24572. this.cameraR.matrixAutoUpdate = false;
  24573. this._cache = {
  24574. focus: null,
  24575. fov: null,
  24576. aspect: null,
  24577. near: null,
  24578. far: null,
  24579. zoom: null,
  24580. eyeSep: null
  24581. };
  24582. }
  24583. Object.assign( StereoCamera.prototype, {
  24584. update: function ( camera ) {
  24585. if ( _eyeRight === undefined ) {
  24586. _eyeRight = new Matrix4();
  24587. _eyeLeft = new Matrix4();
  24588. }
  24589. var cache = this._cache;
  24590. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24591. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24592. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24593. if ( needsUpdate ) {
  24594. cache.focus = camera.focus;
  24595. cache.fov = camera.fov;
  24596. cache.aspect = camera.aspect * this.aspect;
  24597. cache.near = camera.near;
  24598. cache.far = camera.far;
  24599. cache.zoom = camera.zoom;
  24600. cache.eyeSep = this.eyeSep;
  24601. // Off-axis stereoscopic effect based on
  24602. // http://paulbourke.net/stereographics/stereorender/
  24603. var projectionMatrix = camera.projectionMatrix.clone();
  24604. var eyeSepHalf = cache.eyeSep / 2;
  24605. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24606. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24607. var xmin, xmax;
  24608. // translate xOffset
  24609. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24610. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24611. // for left eye
  24612. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24613. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24614. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24615. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24616. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24617. // for right eye
  24618. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24619. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24620. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24621. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24622. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24623. }
  24624. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24625. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24626. }
  24627. } );
  24628. /**
  24629. * @author alteredq / http://alteredqualia.com/
  24630. */
  24631. function Clock( autoStart ) {
  24632. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24633. this.startTime = 0;
  24634. this.oldTime = 0;
  24635. this.elapsedTime = 0;
  24636. this.running = false;
  24637. }
  24638. Object.assign( Clock.prototype, {
  24639. start: function () {
  24640. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24641. this.oldTime = this.startTime;
  24642. this.elapsedTime = 0;
  24643. this.running = true;
  24644. },
  24645. stop: function () {
  24646. this.getElapsedTime();
  24647. this.running = false;
  24648. this.autoStart = false;
  24649. },
  24650. getElapsedTime: function () {
  24651. this.getDelta();
  24652. return this.elapsedTime;
  24653. },
  24654. getDelta: function () {
  24655. var diff = 0;
  24656. if ( this.autoStart && ! this.running ) {
  24657. this.start();
  24658. return 0;
  24659. }
  24660. if ( this.running ) {
  24661. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24662. diff = ( newTime - this.oldTime ) / 1000;
  24663. this.oldTime = newTime;
  24664. this.elapsedTime += diff;
  24665. }
  24666. return diff;
  24667. }
  24668. } );
  24669. /**
  24670. * @author mrdoob / http://mrdoob.com/
  24671. */
  24672. var _position, _quaternion$2, _scale;
  24673. var _orientation;
  24674. function AudioListener() {
  24675. Object3D.call( this );
  24676. this.type = 'AudioListener';
  24677. this.context = AudioContext.getContext();
  24678. this.gain = this.context.createGain();
  24679. this.gain.connect( this.context.destination );
  24680. this.filter = null;
  24681. this.timeDelta = 0;
  24682. // private
  24683. this._clock = new Clock();
  24684. }
  24685. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24686. constructor: AudioListener,
  24687. getInput: function () {
  24688. return this.gain;
  24689. },
  24690. removeFilter: function ( ) {
  24691. if ( this.filter !== null ) {
  24692. this.gain.disconnect( this.filter );
  24693. this.filter.disconnect( this.context.destination );
  24694. this.gain.connect( this.context.destination );
  24695. this.filter = null;
  24696. }
  24697. return this;
  24698. },
  24699. getFilter: function () {
  24700. return this.filter;
  24701. },
  24702. setFilter: function ( value ) {
  24703. if ( this.filter !== null ) {
  24704. this.gain.disconnect( this.filter );
  24705. this.filter.disconnect( this.context.destination );
  24706. } else {
  24707. this.gain.disconnect( this.context.destination );
  24708. }
  24709. this.filter = value;
  24710. this.gain.connect( this.filter );
  24711. this.filter.connect( this.context.destination );
  24712. return this;
  24713. },
  24714. getMasterVolume: function () {
  24715. return this.gain.gain.value;
  24716. },
  24717. setMasterVolume: function ( value ) {
  24718. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24719. return this;
  24720. },
  24721. updateMatrixWorld: function ( force ) {
  24722. Object3D.prototype.updateMatrixWorld.call( this, force );
  24723. if ( _position === undefined ) {
  24724. _position = new Vector3();
  24725. _quaternion$2 = new Quaternion();
  24726. _scale = new Vector3();
  24727. _orientation = new Vector3();
  24728. }
  24729. var listener = this.context.listener;
  24730. var up = this.up;
  24731. this.timeDelta = this._clock.getDelta();
  24732. this.matrixWorld.decompose( _position, _quaternion$2, _scale );
  24733. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$2 );
  24734. if ( listener.positionX ) {
  24735. // code path for Chrome (see #14393)
  24736. var endTime = this.context.currentTime + this.timeDelta;
  24737. listener.positionX.linearRampToValueAtTime( _position.x, endTime );
  24738. listener.positionY.linearRampToValueAtTime( _position.y, endTime );
  24739. listener.positionZ.linearRampToValueAtTime( _position.z, endTime );
  24740. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24741. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24742. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24743. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24744. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24745. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24746. } else {
  24747. listener.setPosition( _position.x, _position.y, _position.z );
  24748. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24749. }
  24750. }
  24751. } );
  24752. /**
  24753. * @author mrdoob / http://mrdoob.com/
  24754. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24755. */
  24756. function Audio( listener ) {
  24757. Object3D.call( this );
  24758. this.type = 'Audio';
  24759. this.listener = listener;
  24760. this.context = listener.context;
  24761. this.gain = this.context.createGain();
  24762. this.gain.connect( listener.getInput() );
  24763. this.autoplay = false;
  24764. this.buffer = null;
  24765. this.detune = 0;
  24766. this.loop = false;
  24767. this.startTime = 0;
  24768. this.offset = 0;
  24769. this.playbackRate = 1;
  24770. this.isPlaying = false;
  24771. this.hasPlaybackControl = true;
  24772. this.sourceType = 'empty';
  24773. this.filters = [];
  24774. }
  24775. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24776. constructor: Audio,
  24777. getOutput: function () {
  24778. return this.gain;
  24779. },
  24780. setNodeSource: function ( audioNode ) {
  24781. this.hasPlaybackControl = false;
  24782. this.sourceType = 'audioNode';
  24783. this.source = audioNode;
  24784. this.connect();
  24785. return this;
  24786. },
  24787. setMediaElementSource: function ( mediaElement ) {
  24788. this.hasPlaybackControl = false;
  24789. this.sourceType = 'mediaNode';
  24790. this.source = this.context.createMediaElementSource( mediaElement );
  24791. this.connect();
  24792. return this;
  24793. },
  24794. setBuffer: function ( audioBuffer ) {
  24795. this.buffer = audioBuffer;
  24796. this.sourceType = 'buffer';
  24797. if ( this.autoplay ) this.play();
  24798. return this;
  24799. },
  24800. play: function () {
  24801. if ( this.isPlaying === true ) {
  24802. console.warn( 'THREE.Audio: Audio is already playing.' );
  24803. return;
  24804. }
  24805. if ( this.hasPlaybackControl === false ) {
  24806. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24807. return;
  24808. }
  24809. var source = this.context.createBufferSource();
  24810. source.buffer = this.buffer;
  24811. source.loop = this.loop;
  24812. source.onended = this.onEnded.bind( this );
  24813. this.startTime = this.context.currentTime;
  24814. source.start( this.startTime, this.offset );
  24815. this.isPlaying = true;
  24816. this.source = source;
  24817. this.setDetune( this.detune );
  24818. this.setPlaybackRate( this.playbackRate );
  24819. return this.connect();
  24820. },
  24821. pause: function () {
  24822. if ( this.hasPlaybackControl === false ) {
  24823. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24824. return;
  24825. }
  24826. if ( this.isPlaying === true ) {
  24827. this.source.stop();
  24828. this.source.onended = null;
  24829. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24830. this.isPlaying = false;
  24831. }
  24832. return this;
  24833. },
  24834. stop: function () {
  24835. if ( this.hasPlaybackControl === false ) {
  24836. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24837. return;
  24838. }
  24839. this.source.stop();
  24840. this.source.onended = null;
  24841. this.offset = 0;
  24842. this.isPlaying = false;
  24843. return this;
  24844. },
  24845. connect: function () {
  24846. if ( this.filters.length > 0 ) {
  24847. this.source.connect( this.filters[ 0 ] );
  24848. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24849. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24850. }
  24851. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24852. } else {
  24853. this.source.connect( this.getOutput() );
  24854. }
  24855. return this;
  24856. },
  24857. disconnect: function () {
  24858. if ( this.filters.length > 0 ) {
  24859. this.source.disconnect( this.filters[ 0 ] );
  24860. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24861. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24862. }
  24863. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24864. } else {
  24865. this.source.disconnect( this.getOutput() );
  24866. }
  24867. return this;
  24868. },
  24869. getFilters: function () {
  24870. return this.filters;
  24871. },
  24872. setFilters: function ( value ) {
  24873. if ( ! value ) value = [];
  24874. if ( this.isPlaying === true ) {
  24875. this.disconnect();
  24876. this.filters = value;
  24877. this.connect();
  24878. } else {
  24879. this.filters = value;
  24880. }
  24881. return this;
  24882. },
  24883. setDetune: function ( value ) {
  24884. this.detune = value;
  24885. if ( this.source.detune === undefined ) return; // only set detune when available
  24886. if ( this.isPlaying === true ) {
  24887. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24888. }
  24889. return this;
  24890. },
  24891. getDetune: function () {
  24892. return this.detune;
  24893. },
  24894. getFilter: function () {
  24895. return this.getFilters()[ 0 ];
  24896. },
  24897. setFilter: function ( filter ) {
  24898. return this.setFilters( filter ? [ filter ] : [] );
  24899. },
  24900. setPlaybackRate: function ( value ) {
  24901. if ( this.hasPlaybackControl === false ) {
  24902. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24903. return;
  24904. }
  24905. this.playbackRate = value;
  24906. if ( this.isPlaying === true ) {
  24907. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24908. }
  24909. return this;
  24910. },
  24911. getPlaybackRate: function () {
  24912. return this.playbackRate;
  24913. },
  24914. onEnded: function () {
  24915. this.isPlaying = false;
  24916. },
  24917. getLoop: function () {
  24918. if ( this.hasPlaybackControl === false ) {
  24919. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24920. return false;
  24921. }
  24922. return this.loop;
  24923. },
  24924. setLoop: function ( value ) {
  24925. if ( this.hasPlaybackControl === false ) {
  24926. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24927. return;
  24928. }
  24929. this.loop = value;
  24930. if ( this.isPlaying === true ) {
  24931. this.source.loop = this.loop;
  24932. }
  24933. return this;
  24934. },
  24935. getVolume: function () {
  24936. return this.gain.gain.value;
  24937. },
  24938. setVolume: function ( value ) {
  24939. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24940. return this;
  24941. }
  24942. } );
  24943. /**
  24944. * @author mrdoob / http://mrdoob.com/
  24945. */
  24946. var _position$1, _quaternion$3, _scale$1;
  24947. var _orientation$1;
  24948. function PositionalAudio( listener ) {
  24949. Audio.call( this, listener );
  24950. this.panner = this.context.createPanner();
  24951. this.panner.panningModel = 'HRTF';
  24952. this.panner.connect( this.gain );
  24953. }
  24954. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24955. constructor: PositionalAudio,
  24956. getOutput: function () {
  24957. return this.panner;
  24958. },
  24959. getRefDistance: function () {
  24960. return this.panner.refDistance;
  24961. },
  24962. setRefDistance: function ( value ) {
  24963. this.panner.refDistance = value;
  24964. return this;
  24965. },
  24966. getRolloffFactor: function () {
  24967. return this.panner.rolloffFactor;
  24968. },
  24969. setRolloffFactor: function ( value ) {
  24970. this.panner.rolloffFactor = value;
  24971. return this;
  24972. },
  24973. getDistanceModel: function () {
  24974. return this.panner.distanceModel;
  24975. },
  24976. setDistanceModel: function ( value ) {
  24977. this.panner.distanceModel = value;
  24978. return this;
  24979. },
  24980. getMaxDistance: function () {
  24981. return this.panner.maxDistance;
  24982. },
  24983. setMaxDistance: function ( value ) {
  24984. this.panner.maxDistance = value;
  24985. return this;
  24986. },
  24987. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24988. this.panner.coneInnerAngle = coneInnerAngle;
  24989. this.panner.coneOuterAngle = coneOuterAngle;
  24990. this.panner.coneOuterGain = coneOuterGain;
  24991. return this;
  24992. },
  24993. updateMatrixWorld: function ( force ) {
  24994. Object3D.prototype.updateMatrixWorld.call( this, force );
  24995. if ( _position$1 === undefined ) {
  24996. _position$1 = new Vector3();
  24997. _quaternion$3 = new Quaternion();
  24998. _scale$1 = new Vector3();
  24999. _orientation$1 = new Vector3();
  25000. }
  25001. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  25002. this.matrixWorld.decompose( _position$1, _quaternion$3, _scale$1 );
  25003. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$3 );
  25004. var panner = this.panner;
  25005. if ( panner.positionX ) {
  25006. // code path for Chrome and Firefox (see #14393)
  25007. var endTime = this.context.currentTime + this.listener.timeDelta;
  25008. panner.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  25009. panner.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  25010. panner.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  25011. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25012. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25013. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25014. } else {
  25015. panner.setPosition( _position$1.x, _position$1.y, _position$1.z );
  25016. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25017. }
  25018. }
  25019. } );
  25020. /**
  25021. * @author mrdoob / http://mrdoob.com/
  25022. */
  25023. function AudioAnalyser( audio, fftSize ) {
  25024. this.analyser = audio.context.createAnalyser();
  25025. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25026. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25027. audio.getOutput().connect( this.analyser );
  25028. }
  25029. Object.assign( AudioAnalyser.prototype, {
  25030. getFrequencyData: function () {
  25031. this.analyser.getByteFrequencyData( this.data );
  25032. return this.data;
  25033. },
  25034. getAverageFrequency: function () {
  25035. var value = 0, data = this.getFrequencyData();
  25036. for ( var i = 0; i < data.length; i ++ ) {
  25037. value += data[ i ];
  25038. }
  25039. return value / data.length;
  25040. }
  25041. } );
  25042. /**
  25043. *
  25044. * Buffered scene graph property that allows weighted accumulation.
  25045. *
  25046. *
  25047. * @author Ben Houston / http://clara.io/
  25048. * @author David Sarno / http://lighthaus.us/
  25049. * @author tschw
  25050. */
  25051. function PropertyMixer( binding, typeName, valueSize ) {
  25052. this.binding = binding;
  25053. this.valueSize = valueSize;
  25054. var bufferType = Float64Array,
  25055. mixFunction;
  25056. switch ( typeName ) {
  25057. case 'quaternion':
  25058. mixFunction = this._slerp;
  25059. break;
  25060. case 'string':
  25061. case 'bool':
  25062. bufferType = Array;
  25063. mixFunction = this._select;
  25064. break;
  25065. default:
  25066. mixFunction = this._lerp;
  25067. }
  25068. this.buffer = new bufferType( valueSize * 4 );
  25069. // layout: [ incoming | accu0 | accu1 | orig ]
  25070. //
  25071. // interpolators can use .buffer as their .result
  25072. // the data then goes to 'incoming'
  25073. //
  25074. // 'accu0' and 'accu1' are used frame-interleaved for
  25075. // the cumulative result and are compared to detect
  25076. // changes
  25077. //
  25078. // 'orig' stores the original state of the property
  25079. this._mixBufferRegion = mixFunction;
  25080. this.cumulativeWeight = 0;
  25081. this.useCount = 0;
  25082. this.referenceCount = 0;
  25083. }
  25084. Object.assign( PropertyMixer.prototype, {
  25085. // accumulate data in the 'incoming' region into 'accu<i>'
  25086. accumulate: function ( accuIndex, weight ) {
  25087. // note: happily accumulating nothing when weight = 0, the caller knows
  25088. // the weight and shouldn't have made the call in the first place
  25089. var buffer = this.buffer,
  25090. stride = this.valueSize,
  25091. offset = accuIndex * stride + stride,
  25092. currentWeight = this.cumulativeWeight;
  25093. if ( currentWeight === 0 ) {
  25094. // accuN := incoming * weight
  25095. for ( var i = 0; i !== stride; ++ i ) {
  25096. buffer[ offset + i ] = buffer[ i ];
  25097. }
  25098. currentWeight = weight;
  25099. } else {
  25100. // accuN := accuN + incoming * weight
  25101. currentWeight += weight;
  25102. var mix = weight / currentWeight;
  25103. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25104. }
  25105. this.cumulativeWeight = currentWeight;
  25106. },
  25107. // apply the state of 'accu<i>' to the binding when accus differ
  25108. apply: function ( accuIndex ) {
  25109. var stride = this.valueSize,
  25110. buffer = this.buffer,
  25111. offset = accuIndex * stride + stride,
  25112. weight = this.cumulativeWeight,
  25113. binding = this.binding;
  25114. this.cumulativeWeight = 0;
  25115. if ( weight < 1 ) {
  25116. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25117. var originalValueOffset = stride * 3;
  25118. this._mixBufferRegion(
  25119. buffer, offset, originalValueOffset, 1 - weight, stride );
  25120. }
  25121. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25122. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25123. // value has changed -> update scene graph
  25124. binding.setValue( buffer, offset );
  25125. break;
  25126. }
  25127. }
  25128. },
  25129. // remember the state of the bound property and copy it to both accus
  25130. saveOriginalState: function () {
  25131. var binding = this.binding;
  25132. var buffer = this.buffer,
  25133. stride = this.valueSize,
  25134. originalValueOffset = stride * 3;
  25135. binding.getValue( buffer, originalValueOffset );
  25136. // accu[0..1] := orig -- initially detect changes against the original
  25137. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25138. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25139. }
  25140. this.cumulativeWeight = 0;
  25141. },
  25142. // apply the state previously taken via 'saveOriginalState' to the binding
  25143. restoreOriginalState: function () {
  25144. var originalValueOffset = this.valueSize * 3;
  25145. this.binding.setValue( this.buffer, originalValueOffset );
  25146. },
  25147. // mix functions
  25148. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25149. if ( t >= 0.5 ) {
  25150. for ( var i = 0; i !== stride; ++ i ) {
  25151. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25152. }
  25153. }
  25154. },
  25155. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25156. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25157. },
  25158. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25159. var s = 1 - t;
  25160. for ( var i = 0; i !== stride; ++ i ) {
  25161. var j = dstOffset + i;
  25162. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25163. }
  25164. }
  25165. } );
  25166. /**
  25167. *
  25168. * A reference to a real property in the scene graph.
  25169. *
  25170. *
  25171. * @author Ben Houston / http://clara.io/
  25172. * @author David Sarno / http://lighthaus.us/
  25173. * @author tschw
  25174. */
  25175. // Characters [].:/ are reserved for track binding syntax.
  25176. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25177. function Composite( targetGroup, path, optionalParsedPath ) {
  25178. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25179. this._targetGroup = targetGroup;
  25180. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25181. }
  25182. Object.assign( Composite.prototype, {
  25183. getValue: function ( array, offset ) {
  25184. this.bind(); // bind all binding
  25185. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25186. binding = this._bindings[ firstValidIndex ];
  25187. // and only call .getValue on the first
  25188. if ( binding !== undefined ) binding.getValue( array, offset );
  25189. },
  25190. setValue: function ( array, offset ) {
  25191. var bindings = this._bindings;
  25192. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25193. bindings[ i ].setValue( array, offset );
  25194. }
  25195. },
  25196. bind: function () {
  25197. var bindings = this._bindings;
  25198. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25199. bindings[ i ].bind();
  25200. }
  25201. },
  25202. unbind: function () {
  25203. var bindings = this._bindings;
  25204. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25205. bindings[ i ].unbind();
  25206. }
  25207. }
  25208. } );
  25209. function PropertyBinding( rootNode, path, parsedPath ) {
  25210. this.path = path;
  25211. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25212. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25213. this.rootNode = rootNode;
  25214. }
  25215. Object.assign( PropertyBinding, {
  25216. Composite: Composite,
  25217. create: function ( root, path, parsedPath ) {
  25218. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25219. return new PropertyBinding( root, path, parsedPath );
  25220. } else {
  25221. return new PropertyBinding.Composite( root, path, parsedPath );
  25222. }
  25223. },
  25224. /**
  25225. * Replaces spaces with underscores and removes unsupported characters from
  25226. * node names, to ensure compatibility with parseTrackName().
  25227. *
  25228. * @param {string} name Node name to be sanitized.
  25229. * @return {string}
  25230. */
  25231. sanitizeNodeName: ( function () {
  25232. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  25233. return function sanitizeNodeName( name ) {
  25234. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  25235. };
  25236. }() ),
  25237. parseTrackName: function () {
  25238. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25239. // only latin characters, and the unicode \p{L} is not yet supported. So
  25240. // instead, we exclude reserved characters and match everything else.
  25241. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  25242. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25243. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25244. // be matched to parse the rest of the track name.
  25245. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25246. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25247. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25248. // Object on target node, and accessor. May not contain reserved
  25249. // characters. Accessor may contain any character except closing bracket.
  25250. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25251. // Property and accessor. May not contain reserved characters. Accessor may
  25252. // contain any non-bracket characters.
  25253. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25254. var trackRe = new RegExp( ''
  25255. + '^'
  25256. + directoryRe
  25257. + nodeRe
  25258. + objectRe
  25259. + propertyRe
  25260. + '$'
  25261. );
  25262. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25263. return function parseTrackName( trackName ) {
  25264. var matches = trackRe.exec( trackName );
  25265. if ( ! matches ) {
  25266. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25267. }
  25268. var results = {
  25269. // directoryName: matches[ 1 ], // (tschw) currently unused
  25270. nodeName: matches[ 2 ],
  25271. objectName: matches[ 3 ],
  25272. objectIndex: matches[ 4 ],
  25273. propertyName: matches[ 5 ], // required
  25274. propertyIndex: matches[ 6 ]
  25275. };
  25276. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25277. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25278. var objectName = results.nodeName.substring( lastDot + 1 );
  25279. // Object names must be checked against a whitelist. Otherwise, there
  25280. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25281. // 'bar' could be the objectName, or part of a nodeName (which can
  25282. // include '.' characters).
  25283. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25284. results.nodeName = results.nodeName.substring( 0, lastDot );
  25285. results.objectName = objectName;
  25286. }
  25287. }
  25288. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25289. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25290. }
  25291. return results;
  25292. };
  25293. }(),
  25294. findNode: function ( root, nodeName ) {
  25295. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25296. return root;
  25297. }
  25298. // search into skeleton bones.
  25299. if ( root.skeleton ) {
  25300. var bone = root.skeleton.getBoneByName( nodeName );
  25301. if ( bone !== undefined ) {
  25302. return bone;
  25303. }
  25304. }
  25305. // search into node subtree.
  25306. if ( root.children ) {
  25307. var searchNodeSubtree = function ( children ) {
  25308. for ( var i = 0; i < children.length; i ++ ) {
  25309. var childNode = children[ i ];
  25310. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25311. return childNode;
  25312. }
  25313. var result = searchNodeSubtree( childNode.children );
  25314. if ( result ) return result;
  25315. }
  25316. return null;
  25317. };
  25318. var subTreeNode = searchNodeSubtree( root.children );
  25319. if ( subTreeNode ) {
  25320. return subTreeNode;
  25321. }
  25322. }
  25323. return null;
  25324. }
  25325. } );
  25326. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25327. // these are used to "bind" a nonexistent property
  25328. _getValue_unavailable: function () {},
  25329. _setValue_unavailable: function () {},
  25330. BindingType: {
  25331. Direct: 0,
  25332. EntireArray: 1,
  25333. ArrayElement: 2,
  25334. HasFromToArray: 3
  25335. },
  25336. Versioning: {
  25337. None: 0,
  25338. NeedsUpdate: 1,
  25339. MatrixWorldNeedsUpdate: 2
  25340. },
  25341. GetterByBindingType: [
  25342. function getValue_direct( buffer, offset ) {
  25343. buffer[ offset ] = this.node[ this.propertyName ];
  25344. },
  25345. function getValue_array( buffer, offset ) {
  25346. var source = this.resolvedProperty;
  25347. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25348. buffer[ offset ++ ] = source[ i ];
  25349. }
  25350. },
  25351. function getValue_arrayElement( buffer, offset ) {
  25352. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25353. },
  25354. function getValue_toArray( buffer, offset ) {
  25355. this.resolvedProperty.toArray( buffer, offset );
  25356. }
  25357. ],
  25358. SetterByBindingTypeAndVersioning: [
  25359. [
  25360. // Direct
  25361. function setValue_direct( buffer, offset ) {
  25362. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25363. },
  25364. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25365. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25366. this.targetObject.needsUpdate = true;
  25367. },
  25368. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25369. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25370. this.targetObject.matrixWorldNeedsUpdate = true;
  25371. }
  25372. ], [
  25373. // EntireArray
  25374. function setValue_array( buffer, offset ) {
  25375. var dest = this.resolvedProperty;
  25376. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25377. dest[ i ] = buffer[ offset ++ ];
  25378. }
  25379. },
  25380. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25381. var dest = this.resolvedProperty;
  25382. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25383. dest[ i ] = buffer[ offset ++ ];
  25384. }
  25385. this.targetObject.needsUpdate = true;
  25386. },
  25387. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25388. var dest = this.resolvedProperty;
  25389. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25390. dest[ i ] = buffer[ offset ++ ];
  25391. }
  25392. this.targetObject.matrixWorldNeedsUpdate = true;
  25393. }
  25394. ], [
  25395. // ArrayElement
  25396. function setValue_arrayElement( buffer, offset ) {
  25397. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25398. },
  25399. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25400. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25401. this.targetObject.needsUpdate = true;
  25402. },
  25403. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25404. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25405. this.targetObject.matrixWorldNeedsUpdate = true;
  25406. }
  25407. ], [
  25408. // HasToFromArray
  25409. function setValue_fromArray( buffer, offset ) {
  25410. this.resolvedProperty.fromArray( buffer, offset );
  25411. },
  25412. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25413. this.resolvedProperty.fromArray( buffer, offset );
  25414. this.targetObject.needsUpdate = true;
  25415. },
  25416. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25417. this.resolvedProperty.fromArray( buffer, offset );
  25418. this.targetObject.matrixWorldNeedsUpdate = true;
  25419. }
  25420. ]
  25421. ],
  25422. getValue: function getValue_unbound( targetArray, offset ) {
  25423. this.bind();
  25424. this.getValue( targetArray, offset );
  25425. // Note: This class uses a State pattern on a per-method basis:
  25426. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25427. // prototype version of these methods with one that represents
  25428. // the bound state. When the property is not found, the methods
  25429. // become no-ops.
  25430. },
  25431. setValue: function getValue_unbound( sourceArray, offset ) {
  25432. this.bind();
  25433. this.setValue( sourceArray, offset );
  25434. },
  25435. // create getter / setter pair for a property in the scene graph
  25436. bind: function () {
  25437. var targetObject = this.node,
  25438. parsedPath = this.parsedPath,
  25439. objectName = parsedPath.objectName,
  25440. propertyName = parsedPath.propertyName,
  25441. propertyIndex = parsedPath.propertyIndex;
  25442. if ( ! targetObject ) {
  25443. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25444. this.node = targetObject;
  25445. }
  25446. // set fail state so we can just 'return' on error
  25447. this.getValue = this._getValue_unavailable;
  25448. this.setValue = this._setValue_unavailable;
  25449. // ensure there is a value node
  25450. if ( ! targetObject ) {
  25451. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25452. return;
  25453. }
  25454. if ( objectName ) {
  25455. var objectIndex = parsedPath.objectIndex;
  25456. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25457. switch ( objectName ) {
  25458. case 'materials':
  25459. if ( ! targetObject.material ) {
  25460. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25461. return;
  25462. }
  25463. if ( ! targetObject.material.materials ) {
  25464. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25465. return;
  25466. }
  25467. targetObject = targetObject.material.materials;
  25468. break;
  25469. case 'bones':
  25470. if ( ! targetObject.skeleton ) {
  25471. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25472. return;
  25473. }
  25474. // potential future optimization: skip this if propertyIndex is already an integer
  25475. // and convert the integer string to a true integer.
  25476. targetObject = targetObject.skeleton.bones;
  25477. // support resolving morphTarget names into indices.
  25478. for ( var i = 0; i < targetObject.length; i ++ ) {
  25479. if ( targetObject[ i ].name === objectIndex ) {
  25480. objectIndex = i;
  25481. break;
  25482. }
  25483. }
  25484. break;
  25485. default:
  25486. if ( targetObject[ objectName ] === undefined ) {
  25487. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25488. return;
  25489. }
  25490. targetObject = targetObject[ objectName ];
  25491. }
  25492. if ( objectIndex !== undefined ) {
  25493. if ( targetObject[ objectIndex ] === undefined ) {
  25494. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25495. return;
  25496. }
  25497. targetObject = targetObject[ objectIndex ];
  25498. }
  25499. }
  25500. // resolve property
  25501. var nodeProperty = targetObject[ propertyName ];
  25502. if ( nodeProperty === undefined ) {
  25503. var nodeName = parsedPath.nodeName;
  25504. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25505. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25506. return;
  25507. }
  25508. // determine versioning scheme
  25509. var versioning = this.Versioning.None;
  25510. this.targetObject = targetObject;
  25511. if ( targetObject.needsUpdate !== undefined ) { // material
  25512. versioning = this.Versioning.NeedsUpdate;
  25513. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25514. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25515. }
  25516. // determine how the property gets bound
  25517. var bindingType = this.BindingType.Direct;
  25518. if ( propertyIndex !== undefined ) {
  25519. // access a sub element of the property array (only primitives are supported right now)
  25520. if ( propertyName === "morphTargetInfluences" ) {
  25521. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25522. // support resolving morphTarget names into indices.
  25523. if ( ! targetObject.geometry ) {
  25524. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25525. return;
  25526. }
  25527. if ( targetObject.geometry.isBufferGeometry ) {
  25528. if ( ! targetObject.geometry.morphAttributes ) {
  25529. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25530. return;
  25531. }
  25532. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25533. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25534. propertyIndex = i;
  25535. break;
  25536. }
  25537. }
  25538. } else {
  25539. if ( ! targetObject.geometry.morphTargets ) {
  25540. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25541. return;
  25542. }
  25543. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25544. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25545. propertyIndex = i;
  25546. break;
  25547. }
  25548. }
  25549. }
  25550. }
  25551. bindingType = this.BindingType.ArrayElement;
  25552. this.resolvedProperty = nodeProperty;
  25553. this.propertyIndex = propertyIndex;
  25554. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25555. // must use copy for Object3D.Euler/Quaternion
  25556. bindingType = this.BindingType.HasFromToArray;
  25557. this.resolvedProperty = nodeProperty;
  25558. } else if ( Array.isArray( nodeProperty ) ) {
  25559. bindingType = this.BindingType.EntireArray;
  25560. this.resolvedProperty = nodeProperty;
  25561. } else {
  25562. this.propertyName = propertyName;
  25563. }
  25564. // select getter / setter
  25565. this.getValue = this.GetterByBindingType[ bindingType ];
  25566. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25567. },
  25568. unbind: function () {
  25569. this.node = null;
  25570. // back to the prototype version of getValue / setValue
  25571. // note: avoiding to mutate the shape of 'this' via 'delete'
  25572. this.getValue = this._getValue_unbound;
  25573. this.setValue = this._setValue_unbound;
  25574. }
  25575. } );
  25576. //!\ DECLARE ALIAS AFTER assign prototype !
  25577. Object.assign( PropertyBinding.prototype, {
  25578. // initial state of these methods that calls 'bind'
  25579. _getValue_unbound: PropertyBinding.prototype.getValue,
  25580. _setValue_unbound: PropertyBinding.prototype.setValue,
  25581. } );
  25582. /**
  25583. *
  25584. * A group of objects that receives a shared animation state.
  25585. *
  25586. * Usage:
  25587. *
  25588. * - Add objects you would otherwise pass as 'root' to the
  25589. * constructor or the .clipAction method of AnimationMixer.
  25590. *
  25591. * - Instead pass this object as 'root'.
  25592. *
  25593. * - You can also add and remove objects later when the mixer
  25594. * is running.
  25595. *
  25596. * Note:
  25597. *
  25598. * Objects of this class appear as one object to the mixer,
  25599. * so cache control of the individual objects must be done
  25600. * on the group.
  25601. *
  25602. * Limitation:
  25603. *
  25604. * - The animated properties must be compatible among the
  25605. * all objects in the group.
  25606. *
  25607. * - A single property can either be controlled through a
  25608. * target group or directly, but not both.
  25609. *
  25610. * @author tschw
  25611. */
  25612. function AnimationObjectGroup() {
  25613. this.uuid = _Math.generateUUID();
  25614. // cached objects followed by the active ones
  25615. this._objects = Array.prototype.slice.call( arguments );
  25616. this.nCachedObjects_ = 0; // threshold
  25617. // note: read by PropertyBinding.Composite
  25618. var indices = {};
  25619. this._indicesByUUID = indices; // for bookkeeping
  25620. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25621. indices[ arguments[ i ].uuid ] = i;
  25622. }
  25623. this._paths = []; // inside: string
  25624. this._parsedPaths = []; // inside: { we don't care, here }
  25625. this._bindings = []; // inside: Array< PropertyBinding >
  25626. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25627. var scope = this;
  25628. this.stats = {
  25629. objects: {
  25630. get total() {
  25631. return scope._objects.length;
  25632. },
  25633. get inUse() {
  25634. return this.total - scope.nCachedObjects_;
  25635. }
  25636. },
  25637. get bindingsPerObject() {
  25638. return scope._bindings.length;
  25639. }
  25640. };
  25641. }
  25642. Object.assign( AnimationObjectGroup.prototype, {
  25643. isAnimationObjectGroup: true,
  25644. add: function () {
  25645. var objects = this._objects,
  25646. nObjects = objects.length,
  25647. nCachedObjects = this.nCachedObjects_,
  25648. indicesByUUID = this._indicesByUUID,
  25649. paths = this._paths,
  25650. parsedPaths = this._parsedPaths,
  25651. bindings = this._bindings,
  25652. nBindings = bindings.length,
  25653. knownObject = undefined;
  25654. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25655. var object = arguments[ i ],
  25656. uuid = object.uuid,
  25657. index = indicesByUUID[ uuid ];
  25658. if ( index === undefined ) {
  25659. // unknown object -> add it to the ACTIVE region
  25660. index = nObjects ++;
  25661. indicesByUUID[ uuid ] = index;
  25662. objects.push( object );
  25663. // accounting is done, now do the same for all bindings
  25664. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25665. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25666. }
  25667. } else if ( index < nCachedObjects ) {
  25668. knownObject = objects[ index ];
  25669. // move existing object to the ACTIVE region
  25670. var firstActiveIndex = -- nCachedObjects,
  25671. lastCachedObject = objects[ firstActiveIndex ];
  25672. indicesByUUID[ lastCachedObject.uuid ] = index;
  25673. objects[ index ] = lastCachedObject;
  25674. indicesByUUID[ uuid ] = firstActiveIndex;
  25675. objects[ firstActiveIndex ] = object;
  25676. // accounting is done, now do the same for all bindings
  25677. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25678. var bindingsForPath = bindings[ j ],
  25679. lastCached = bindingsForPath[ firstActiveIndex ],
  25680. binding = bindingsForPath[ index ];
  25681. bindingsForPath[ index ] = lastCached;
  25682. if ( binding === undefined ) {
  25683. // since we do not bother to create new bindings
  25684. // for objects that are cached, the binding may
  25685. // or may not exist
  25686. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25687. }
  25688. bindingsForPath[ firstActiveIndex ] = binding;
  25689. }
  25690. } else if ( objects[ index ] !== knownObject ) {
  25691. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25692. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25693. } // else the object is already where we want it to be
  25694. } // for arguments
  25695. this.nCachedObjects_ = nCachedObjects;
  25696. },
  25697. remove: function () {
  25698. var objects = this._objects,
  25699. nCachedObjects = this.nCachedObjects_,
  25700. indicesByUUID = this._indicesByUUID,
  25701. bindings = this._bindings,
  25702. nBindings = bindings.length;
  25703. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25704. var object = arguments[ i ],
  25705. uuid = object.uuid,
  25706. index = indicesByUUID[ uuid ];
  25707. if ( index !== undefined && index >= nCachedObjects ) {
  25708. // move existing object into the CACHED region
  25709. var lastCachedIndex = nCachedObjects ++,
  25710. firstActiveObject = objects[ lastCachedIndex ];
  25711. indicesByUUID[ firstActiveObject.uuid ] = index;
  25712. objects[ index ] = firstActiveObject;
  25713. indicesByUUID[ uuid ] = lastCachedIndex;
  25714. objects[ lastCachedIndex ] = object;
  25715. // accounting is done, now do the same for all bindings
  25716. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25717. var bindingsForPath = bindings[ j ],
  25718. firstActive = bindingsForPath[ lastCachedIndex ],
  25719. binding = bindingsForPath[ index ];
  25720. bindingsForPath[ index ] = firstActive;
  25721. bindingsForPath[ lastCachedIndex ] = binding;
  25722. }
  25723. }
  25724. } // for arguments
  25725. this.nCachedObjects_ = nCachedObjects;
  25726. },
  25727. // remove & forget
  25728. uncache: function () {
  25729. var objects = this._objects,
  25730. nObjects = objects.length,
  25731. nCachedObjects = this.nCachedObjects_,
  25732. indicesByUUID = this._indicesByUUID,
  25733. bindings = this._bindings,
  25734. nBindings = bindings.length;
  25735. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25736. var object = arguments[ i ],
  25737. uuid = object.uuid,
  25738. index = indicesByUUID[ uuid ];
  25739. if ( index !== undefined ) {
  25740. delete indicesByUUID[ uuid ];
  25741. if ( index < nCachedObjects ) {
  25742. // object is cached, shrink the CACHED region
  25743. var firstActiveIndex = -- nCachedObjects,
  25744. lastCachedObject = objects[ firstActiveIndex ],
  25745. lastIndex = -- nObjects,
  25746. lastObject = objects[ lastIndex ];
  25747. // last cached object takes this object's place
  25748. indicesByUUID[ lastCachedObject.uuid ] = index;
  25749. objects[ index ] = lastCachedObject;
  25750. // last object goes to the activated slot and pop
  25751. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25752. objects[ firstActiveIndex ] = lastObject;
  25753. objects.pop();
  25754. // accounting is done, now do the same for all bindings
  25755. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25756. var bindingsForPath = bindings[ j ],
  25757. lastCached = bindingsForPath[ firstActiveIndex ],
  25758. last = bindingsForPath[ lastIndex ];
  25759. bindingsForPath[ index ] = lastCached;
  25760. bindingsForPath[ firstActiveIndex ] = last;
  25761. bindingsForPath.pop();
  25762. }
  25763. } else {
  25764. // object is active, just swap with the last and pop
  25765. var lastIndex = -- nObjects,
  25766. lastObject = objects[ lastIndex ];
  25767. indicesByUUID[ lastObject.uuid ] = index;
  25768. objects[ index ] = lastObject;
  25769. objects.pop();
  25770. // accounting is done, now do the same for all bindings
  25771. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25772. var bindingsForPath = bindings[ j ];
  25773. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25774. bindingsForPath.pop();
  25775. }
  25776. } // cached or active
  25777. } // if object is known
  25778. } // for arguments
  25779. this.nCachedObjects_ = nCachedObjects;
  25780. },
  25781. // Internal interface used by befriended PropertyBinding.Composite:
  25782. subscribe_: function ( path, parsedPath ) {
  25783. // returns an array of bindings for the given path that is changed
  25784. // according to the contained objects in the group
  25785. var indicesByPath = this._bindingsIndicesByPath,
  25786. index = indicesByPath[ path ],
  25787. bindings = this._bindings;
  25788. if ( index !== undefined ) return bindings[ index ];
  25789. var paths = this._paths,
  25790. parsedPaths = this._parsedPaths,
  25791. objects = this._objects,
  25792. nObjects = objects.length,
  25793. nCachedObjects = this.nCachedObjects_,
  25794. bindingsForPath = new Array( nObjects );
  25795. index = bindings.length;
  25796. indicesByPath[ path ] = index;
  25797. paths.push( path );
  25798. parsedPaths.push( parsedPath );
  25799. bindings.push( bindingsForPath );
  25800. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25801. var object = objects[ i ];
  25802. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25803. }
  25804. return bindingsForPath;
  25805. },
  25806. unsubscribe_: function ( path ) {
  25807. // tells the group to forget about a property path and no longer
  25808. // update the array previously obtained with 'subscribe_'
  25809. var indicesByPath = this._bindingsIndicesByPath,
  25810. index = indicesByPath[ path ];
  25811. if ( index !== undefined ) {
  25812. var paths = this._paths,
  25813. parsedPaths = this._parsedPaths,
  25814. bindings = this._bindings,
  25815. lastBindingsIndex = bindings.length - 1,
  25816. lastBindings = bindings[ lastBindingsIndex ],
  25817. lastBindingsPath = path[ lastBindingsIndex ];
  25818. indicesByPath[ lastBindingsPath ] = index;
  25819. bindings[ index ] = lastBindings;
  25820. bindings.pop();
  25821. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25822. parsedPaths.pop();
  25823. paths[ index ] = paths[ lastBindingsIndex ];
  25824. paths.pop();
  25825. }
  25826. }
  25827. } );
  25828. /**
  25829. *
  25830. * Action provided by AnimationMixer for scheduling clip playback on specific
  25831. * objects.
  25832. *
  25833. * @author Ben Houston / http://clara.io/
  25834. * @author David Sarno / http://lighthaus.us/
  25835. * @author tschw
  25836. *
  25837. */
  25838. function AnimationAction( mixer, clip, localRoot ) {
  25839. this._mixer = mixer;
  25840. this._clip = clip;
  25841. this._localRoot = localRoot || null;
  25842. var tracks = clip.tracks,
  25843. nTracks = tracks.length,
  25844. interpolants = new Array( nTracks );
  25845. var interpolantSettings = {
  25846. endingStart: ZeroCurvatureEnding,
  25847. endingEnd: ZeroCurvatureEnding
  25848. };
  25849. for ( var i = 0; i !== nTracks; ++ i ) {
  25850. var interpolant = tracks[ i ].createInterpolant( null );
  25851. interpolants[ i ] = interpolant;
  25852. interpolant.settings = interpolantSettings;
  25853. }
  25854. this._interpolantSettings = interpolantSettings;
  25855. this._interpolants = interpolants; // bound by the mixer
  25856. // inside: PropertyMixer (managed by the mixer)
  25857. this._propertyBindings = new Array( nTracks );
  25858. this._cacheIndex = null; // for the memory manager
  25859. this._byClipCacheIndex = null; // for the memory manager
  25860. this._timeScaleInterpolant = null;
  25861. this._weightInterpolant = null;
  25862. this.loop = LoopRepeat;
  25863. this._loopCount = - 1;
  25864. // global mixer time when the action is to be started
  25865. // it's set back to 'null' upon start of the action
  25866. this._startTime = null;
  25867. // scaled local time of the action
  25868. // gets clamped or wrapped to 0..clip.duration according to loop
  25869. this.time = 0;
  25870. this.timeScale = 1;
  25871. this._effectiveTimeScale = 1;
  25872. this.weight = 1;
  25873. this._effectiveWeight = 1;
  25874. this.repetitions = Infinity; // no. of repetitions when looping
  25875. this.paused = false; // true -> zero effective time scale
  25876. this.enabled = true; // false -> zero effective weight
  25877. this.clampWhenFinished = false;// keep feeding the last frame?
  25878. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25879. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25880. }
  25881. Object.assign( AnimationAction.prototype, {
  25882. // State & Scheduling
  25883. play: function () {
  25884. this._mixer._activateAction( this );
  25885. return this;
  25886. },
  25887. stop: function () {
  25888. this._mixer._deactivateAction( this );
  25889. return this.reset();
  25890. },
  25891. reset: function () {
  25892. this.paused = false;
  25893. this.enabled = true;
  25894. this.time = 0; // restart clip
  25895. this._loopCount = - 1;// forget previous loops
  25896. this._startTime = null;// forget scheduling
  25897. return this.stopFading().stopWarping();
  25898. },
  25899. isRunning: function () {
  25900. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25901. this._startTime === null && this._mixer._isActiveAction( this );
  25902. },
  25903. // return true when play has been called
  25904. isScheduled: function () {
  25905. return this._mixer._isActiveAction( this );
  25906. },
  25907. startAt: function ( time ) {
  25908. this._startTime = time;
  25909. return this;
  25910. },
  25911. setLoop: function ( mode, repetitions ) {
  25912. this.loop = mode;
  25913. this.repetitions = repetitions;
  25914. return this;
  25915. },
  25916. // Weight
  25917. // set the weight stopping any scheduled fading
  25918. // although .enabled = false yields an effective weight of zero, this
  25919. // method does *not* change .enabled, because it would be confusing
  25920. setEffectiveWeight: function ( weight ) {
  25921. this.weight = weight;
  25922. // note: same logic as when updated at runtime
  25923. this._effectiveWeight = this.enabled ? weight : 0;
  25924. return this.stopFading();
  25925. },
  25926. // return the weight considering fading and .enabled
  25927. getEffectiveWeight: function () {
  25928. return this._effectiveWeight;
  25929. },
  25930. fadeIn: function ( duration ) {
  25931. return this._scheduleFading( duration, 0, 1 );
  25932. },
  25933. fadeOut: function ( duration ) {
  25934. return this._scheduleFading( duration, 1, 0 );
  25935. },
  25936. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25937. fadeOutAction.fadeOut( duration );
  25938. this.fadeIn( duration );
  25939. if ( warp ) {
  25940. var fadeInDuration = this._clip.duration,
  25941. fadeOutDuration = fadeOutAction._clip.duration,
  25942. startEndRatio = fadeOutDuration / fadeInDuration,
  25943. endStartRatio = fadeInDuration / fadeOutDuration;
  25944. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25945. this.warp( endStartRatio, 1.0, duration );
  25946. }
  25947. return this;
  25948. },
  25949. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25950. return fadeInAction.crossFadeFrom( this, duration, warp );
  25951. },
  25952. stopFading: function () {
  25953. var weightInterpolant = this._weightInterpolant;
  25954. if ( weightInterpolant !== null ) {
  25955. this._weightInterpolant = null;
  25956. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25957. }
  25958. return this;
  25959. },
  25960. // Time Scale Control
  25961. // set the time scale stopping any scheduled warping
  25962. // although .paused = true yields an effective time scale of zero, this
  25963. // method does *not* change .paused, because it would be confusing
  25964. setEffectiveTimeScale: function ( timeScale ) {
  25965. this.timeScale = timeScale;
  25966. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25967. return this.stopWarping();
  25968. },
  25969. // return the time scale considering warping and .paused
  25970. getEffectiveTimeScale: function () {
  25971. return this._effectiveTimeScale;
  25972. },
  25973. setDuration: function ( duration ) {
  25974. this.timeScale = this._clip.duration / duration;
  25975. return this.stopWarping();
  25976. },
  25977. syncWith: function ( action ) {
  25978. this.time = action.time;
  25979. this.timeScale = action.timeScale;
  25980. return this.stopWarping();
  25981. },
  25982. halt: function ( duration ) {
  25983. return this.warp( this._effectiveTimeScale, 0, duration );
  25984. },
  25985. warp: function ( startTimeScale, endTimeScale, duration ) {
  25986. var mixer = this._mixer, now = mixer.time,
  25987. interpolant = this._timeScaleInterpolant,
  25988. timeScale = this.timeScale;
  25989. if ( interpolant === null ) {
  25990. interpolant = mixer._lendControlInterpolant();
  25991. this._timeScaleInterpolant = interpolant;
  25992. }
  25993. var times = interpolant.parameterPositions,
  25994. values = interpolant.sampleValues;
  25995. times[ 0 ] = now;
  25996. times[ 1 ] = now + duration;
  25997. values[ 0 ] = startTimeScale / timeScale;
  25998. values[ 1 ] = endTimeScale / timeScale;
  25999. return this;
  26000. },
  26001. stopWarping: function () {
  26002. var timeScaleInterpolant = this._timeScaleInterpolant;
  26003. if ( timeScaleInterpolant !== null ) {
  26004. this._timeScaleInterpolant = null;
  26005. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26006. }
  26007. return this;
  26008. },
  26009. // Object Accessors
  26010. getMixer: function () {
  26011. return this._mixer;
  26012. },
  26013. getClip: function () {
  26014. return this._clip;
  26015. },
  26016. getRoot: function () {
  26017. return this._localRoot || this._mixer._root;
  26018. },
  26019. // Interna
  26020. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26021. // called by the mixer
  26022. if ( ! this.enabled ) {
  26023. // call ._updateWeight() to update ._effectiveWeight
  26024. this._updateWeight( time );
  26025. return;
  26026. }
  26027. var startTime = this._startTime;
  26028. if ( startTime !== null ) {
  26029. // check for scheduled start of action
  26030. var timeRunning = ( time - startTime ) * timeDirection;
  26031. if ( timeRunning < 0 || timeDirection === 0 ) {
  26032. return; // yet to come / don't decide when delta = 0
  26033. }
  26034. // start
  26035. this._startTime = null; // unschedule
  26036. deltaTime = timeDirection * timeRunning;
  26037. }
  26038. // apply time scale and advance time
  26039. deltaTime *= this._updateTimeScale( time );
  26040. var clipTime = this._updateTime( deltaTime );
  26041. // note: _updateTime may disable the action resulting in
  26042. // an effective weight of 0
  26043. var weight = this._updateWeight( time );
  26044. if ( weight > 0 ) {
  26045. var interpolants = this._interpolants;
  26046. var propertyMixers = this._propertyBindings;
  26047. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26048. interpolants[ j ].evaluate( clipTime );
  26049. propertyMixers[ j ].accumulate( accuIndex, weight );
  26050. }
  26051. }
  26052. },
  26053. _updateWeight: function ( time ) {
  26054. var weight = 0;
  26055. if ( this.enabled ) {
  26056. weight = this.weight;
  26057. var interpolant = this._weightInterpolant;
  26058. if ( interpolant !== null ) {
  26059. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26060. weight *= interpolantValue;
  26061. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26062. this.stopFading();
  26063. if ( interpolantValue === 0 ) {
  26064. // faded out, disable
  26065. this.enabled = false;
  26066. }
  26067. }
  26068. }
  26069. }
  26070. this._effectiveWeight = weight;
  26071. return weight;
  26072. },
  26073. _updateTimeScale: function ( time ) {
  26074. var timeScale = 0;
  26075. if ( ! this.paused ) {
  26076. timeScale = this.timeScale;
  26077. var interpolant = this._timeScaleInterpolant;
  26078. if ( interpolant !== null ) {
  26079. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26080. timeScale *= interpolantValue;
  26081. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26082. this.stopWarping();
  26083. if ( timeScale === 0 ) {
  26084. // motion has halted, pause
  26085. this.paused = true;
  26086. } else {
  26087. // warp done - apply final time scale
  26088. this.timeScale = timeScale;
  26089. }
  26090. }
  26091. }
  26092. }
  26093. this._effectiveTimeScale = timeScale;
  26094. return timeScale;
  26095. },
  26096. _updateTime: function ( deltaTime ) {
  26097. var time = this.time + deltaTime;
  26098. var duration = this._clip.duration;
  26099. var loop = this.loop;
  26100. var loopCount = this._loopCount;
  26101. var pingPong = ( loop === LoopPingPong );
  26102. if ( deltaTime === 0 ) {
  26103. if ( loopCount === - 1 ) return time;
  26104. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26105. }
  26106. if ( loop === LoopOnce ) {
  26107. if ( loopCount === - 1 ) {
  26108. // just started
  26109. this._loopCount = 0;
  26110. this._setEndings( true, true, false );
  26111. }
  26112. handle_stop: {
  26113. if ( time >= duration ) {
  26114. time = duration;
  26115. } else if ( time < 0 ) {
  26116. time = 0;
  26117. } else {
  26118. this.time = time;
  26119. break handle_stop;
  26120. }
  26121. if ( this.clampWhenFinished ) this.paused = true;
  26122. else this.enabled = false;
  26123. this.time = time;
  26124. this._mixer.dispatchEvent( {
  26125. type: 'finished', action: this,
  26126. direction: deltaTime < 0 ? - 1 : 1
  26127. } );
  26128. }
  26129. } else { // repetitive Repeat or PingPong
  26130. if ( loopCount === - 1 ) {
  26131. // just started
  26132. if ( deltaTime >= 0 ) {
  26133. loopCount = 0;
  26134. this._setEndings( true, this.repetitions === 0, pingPong );
  26135. } else {
  26136. // when looping in reverse direction, the initial
  26137. // transition through zero counts as a repetition,
  26138. // so leave loopCount at -1
  26139. this._setEndings( this.repetitions === 0, true, pingPong );
  26140. }
  26141. }
  26142. if ( time >= duration || time < 0 ) {
  26143. // wrap around
  26144. var loopDelta = Math.floor( time / duration ); // signed
  26145. time -= duration * loopDelta;
  26146. loopCount += Math.abs( loopDelta );
  26147. var pending = this.repetitions - loopCount;
  26148. if ( pending <= 0 ) {
  26149. // have to stop (switch state, clamp time, fire event)
  26150. if ( this.clampWhenFinished ) this.paused = true;
  26151. else this.enabled = false;
  26152. time = deltaTime > 0 ? duration : 0;
  26153. this.time = time;
  26154. this._mixer.dispatchEvent( {
  26155. type: 'finished', action: this,
  26156. direction: deltaTime > 0 ? 1 : - 1
  26157. } );
  26158. } else {
  26159. // keep running
  26160. if ( pending === 1 ) {
  26161. // entering the last round
  26162. var atStart = deltaTime < 0;
  26163. this._setEndings( atStart, ! atStart, pingPong );
  26164. } else {
  26165. this._setEndings( false, false, pingPong );
  26166. }
  26167. this._loopCount = loopCount;
  26168. this.time = time;
  26169. this._mixer.dispatchEvent( {
  26170. type: 'loop', action: this, loopDelta: loopDelta
  26171. } );
  26172. }
  26173. } else {
  26174. this.time = time;
  26175. }
  26176. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26177. // invert time for the "pong round"
  26178. return duration - time;
  26179. }
  26180. }
  26181. return time;
  26182. },
  26183. _setEndings: function ( atStart, atEnd, pingPong ) {
  26184. var settings = this._interpolantSettings;
  26185. if ( pingPong ) {
  26186. settings.endingStart = ZeroSlopeEnding;
  26187. settings.endingEnd = ZeroSlopeEnding;
  26188. } else {
  26189. // assuming for LoopOnce atStart == atEnd == true
  26190. if ( atStart ) {
  26191. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26192. } else {
  26193. settings.endingStart = WrapAroundEnding;
  26194. }
  26195. if ( atEnd ) {
  26196. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26197. } else {
  26198. settings.endingEnd = WrapAroundEnding;
  26199. }
  26200. }
  26201. },
  26202. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26203. var mixer = this._mixer, now = mixer.time,
  26204. interpolant = this._weightInterpolant;
  26205. if ( interpolant === null ) {
  26206. interpolant = mixer._lendControlInterpolant();
  26207. this._weightInterpolant = interpolant;
  26208. }
  26209. var times = interpolant.parameterPositions,
  26210. values = interpolant.sampleValues;
  26211. times[ 0 ] = now;
  26212. values[ 0 ] = weightNow;
  26213. times[ 1 ] = now + duration;
  26214. values[ 1 ] = weightThen;
  26215. return this;
  26216. }
  26217. } );
  26218. /**
  26219. *
  26220. * Player for AnimationClips.
  26221. *
  26222. *
  26223. * @author Ben Houston / http://clara.io/
  26224. * @author David Sarno / http://lighthaus.us/
  26225. * @author tschw
  26226. */
  26227. function AnimationMixer( root ) {
  26228. this._root = root;
  26229. this._initMemoryManager();
  26230. this._accuIndex = 0;
  26231. this.time = 0;
  26232. this.timeScale = 1.0;
  26233. }
  26234. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26235. constructor: AnimationMixer,
  26236. _bindAction: function ( action, prototypeAction ) {
  26237. var root = action._localRoot || this._root,
  26238. tracks = action._clip.tracks,
  26239. nTracks = tracks.length,
  26240. bindings = action._propertyBindings,
  26241. interpolants = action._interpolants,
  26242. rootUuid = root.uuid,
  26243. bindingsByRoot = this._bindingsByRootAndName,
  26244. bindingsByName = bindingsByRoot[ rootUuid ];
  26245. if ( bindingsByName === undefined ) {
  26246. bindingsByName = {};
  26247. bindingsByRoot[ rootUuid ] = bindingsByName;
  26248. }
  26249. for ( var i = 0; i !== nTracks; ++ i ) {
  26250. var track = tracks[ i ],
  26251. trackName = track.name,
  26252. binding = bindingsByName[ trackName ];
  26253. if ( binding !== undefined ) {
  26254. bindings[ i ] = binding;
  26255. } else {
  26256. binding = bindings[ i ];
  26257. if ( binding !== undefined ) {
  26258. // existing binding, make sure the cache knows
  26259. if ( binding._cacheIndex === null ) {
  26260. ++ binding.referenceCount;
  26261. this._addInactiveBinding( binding, rootUuid, trackName );
  26262. }
  26263. continue;
  26264. }
  26265. var path = prototypeAction && prototypeAction.
  26266. _propertyBindings[ i ].binding.parsedPath;
  26267. binding = new PropertyMixer(
  26268. PropertyBinding.create( root, trackName, path ),
  26269. track.ValueTypeName, track.getValueSize() );
  26270. ++ binding.referenceCount;
  26271. this._addInactiveBinding( binding, rootUuid, trackName );
  26272. bindings[ i ] = binding;
  26273. }
  26274. interpolants[ i ].resultBuffer = binding.buffer;
  26275. }
  26276. },
  26277. _activateAction: function ( action ) {
  26278. if ( ! this._isActiveAction( action ) ) {
  26279. if ( action._cacheIndex === null ) {
  26280. // this action has been forgotten by the cache, but the user
  26281. // appears to be still using it -> rebind
  26282. var rootUuid = ( action._localRoot || this._root ).uuid,
  26283. clipUuid = action._clip.uuid,
  26284. actionsForClip = this._actionsByClip[ clipUuid ];
  26285. this._bindAction( action,
  26286. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26287. this._addInactiveAction( action, clipUuid, rootUuid );
  26288. }
  26289. var bindings = action._propertyBindings;
  26290. // increment reference counts / sort out state
  26291. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26292. var binding = bindings[ i ];
  26293. if ( binding.useCount ++ === 0 ) {
  26294. this._lendBinding( binding );
  26295. binding.saveOriginalState();
  26296. }
  26297. }
  26298. this._lendAction( action );
  26299. }
  26300. },
  26301. _deactivateAction: function ( action ) {
  26302. if ( this._isActiveAction( action ) ) {
  26303. var bindings = action._propertyBindings;
  26304. // decrement reference counts / sort out state
  26305. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26306. var binding = bindings[ i ];
  26307. if ( -- binding.useCount === 0 ) {
  26308. binding.restoreOriginalState();
  26309. this._takeBackBinding( binding );
  26310. }
  26311. }
  26312. this._takeBackAction( action );
  26313. }
  26314. },
  26315. // Memory manager
  26316. _initMemoryManager: function () {
  26317. this._actions = []; // 'nActiveActions' followed by inactive ones
  26318. this._nActiveActions = 0;
  26319. this._actionsByClip = {};
  26320. // inside:
  26321. // {
  26322. // knownActions: Array< AnimationAction > - used as prototypes
  26323. // actionByRoot: AnimationAction - lookup
  26324. // }
  26325. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26326. this._nActiveBindings = 0;
  26327. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26328. this._controlInterpolants = []; // same game as above
  26329. this._nActiveControlInterpolants = 0;
  26330. var scope = this;
  26331. this.stats = {
  26332. actions: {
  26333. get total() {
  26334. return scope._actions.length;
  26335. },
  26336. get inUse() {
  26337. return scope._nActiveActions;
  26338. }
  26339. },
  26340. bindings: {
  26341. get total() {
  26342. return scope._bindings.length;
  26343. },
  26344. get inUse() {
  26345. return scope._nActiveBindings;
  26346. }
  26347. },
  26348. controlInterpolants: {
  26349. get total() {
  26350. return scope._controlInterpolants.length;
  26351. },
  26352. get inUse() {
  26353. return scope._nActiveControlInterpolants;
  26354. }
  26355. }
  26356. };
  26357. },
  26358. // Memory management for AnimationAction objects
  26359. _isActiveAction: function ( action ) {
  26360. var index = action._cacheIndex;
  26361. return index !== null && index < this._nActiveActions;
  26362. },
  26363. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26364. var actions = this._actions,
  26365. actionsByClip = this._actionsByClip,
  26366. actionsForClip = actionsByClip[ clipUuid ];
  26367. if ( actionsForClip === undefined ) {
  26368. actionsForClip = {
  26369. knownActions: [ action ],
  26370. actionByRoot: {}
  26371. };
  26372. action._byClipCacheIndex = 0;
  26373. actionsByClip[ clipUuid ] = actionsForClip;
  26374. } else {
  26375. var knownActions = actionsForClip.knownActions;
  26376. action._byClipCacheIndex = knownActions.length;
  26377. knownActions.push( action );
  26378. }
  26379. action._cacheIndex = actions.length;
  26380. actions.push( action );
  26381. actionsForClip.actionByRoot[ rootUuid ] = action;
  26382. },
  26383. _removeInactiveAction: function ( action ) {
  26384. var actions = this._actions,
  26385. lastInactiveAction = actions[ actions.length - 1 ],
  26386. cacheIndex = action._cacheIndex;
  26387. lastInactiveAction._cacheIndex = cacheIndex;
  26388. actions[ cacheIndex ] = lastInactiveAction;
  26389. actions.pop();
  26390. action._cacheIndex = null;
  26391. var clipUuid = action._clip.uuid,
  26392. actionsByClip = this._actionsByClip,
  26393. actionsForClip = actionsByClip[ clipUuid ],
  26394. knownActionsForClip = actionsForClip.knownActions,
  26395. lastKnownAction =
  26396. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26397. byClipCacheIndex = action._byClipCacheIndex;
  26398. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26399. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26400. knownActionsForClip.pop();
  26401. action._byClipCacheIndex = null;
  26402. var actionByRoot = actionsForClip.actionByRoot,
  26403. rootUuid = ( action._localRoot || this._root ).uuid;
  26404. delete actionByRoot[ rootUuid ];
  26405. if ( knownActionsForClip.length === 0 ) {
  26406. delete actionsByClip[ clipUuid ];
  26407. }
  26408. this._removeInactiveBindingsForAction( action );
  26409. },
  26410. _removeInactiveBindingsForAction: function ( action ) {
  26411. var bindings = action._propertyBindings;
  26412. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26413. var binding = bindings[ i ];
  26414. if ( -- binding.referenceCount === 0 ) {
  26415. this._removeInactiveBinding( binding );
  26416. }
  26417. }
  26418. },
  26419. _lendAction: function ( action ) {
  26420. // [ active actions | inactive actions ]
  26421. // [ active actions >| inactive actions ]
  26422. // s a
  26423. // <-swap->
  26424. // a s
  26425. var actions = this._actions,
  26426. prevIndex = action._cacheIndex,
  26427. lastActiveIndex = this._nActiveActions ++,
  26428. firstInactiveAction = actions[ lastActiveIndex ];
  26429. action._cacheIndex = lastActiveIndex;
  26430. actions[ lastActiveIndex ] = action;
  26431. firstInactiveAction._cacheIndex = prevIndex;
  26432. actions[ prevIndex ] = firstInactiveAction;
  26433. },
  26434. _takeBackAction: function ( action ) {
  26435. // [ active actions | inactive actions ]
  26436. // [ active actions |< inactive actions ]
  26437. // a s
  26438. // <-swap->
  26439. // s a
  26440. var actions = this._actions,
  26441. prevIndex = action._cacheIndex,
  26442. firstInactiveIndex = -- this._nActiveActions,
  26443. lastActiveAction = actions[ firstInactiveIndex ];
  26444. action._cacheIndex = firstInactiveIndex;
  26445. actions[ firstInactiveIndex ] = action;
  26446. lastActiveAction._cacheIndex = prevIndex;
  26447. actions[ prevIndex ] = lastActiveAction;
  26448. },
  26449. // Memory management for PropertyMixer objects
  26450. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26451. var bindingsByRoot = this._bindingsByRootAndName,
  26452. bindingByName = bindingsByRoot[ rootUuid ],
  26453. bindings = this._bindings;
  26454. if ( bindingByName === undefined ) {
  26455. bindingByName = {};
  26456. bindingsByRoot[ rootUuid ] = bindingByName;
  26457. }
  26458. bindingByName[ trackName ] = binding;
  26459. binding._cacheIndex = bindings.length;
  26460. bindings.push( binding );
  26461. },
  26462. _removeInactiveBinding: function ( binding ) {
  26463. var bindings = this._bindings,
  26464. propBinding = binding.binding,
  26465. rootUuid = propBinding.rootNode.uuid,
  26466. trackName = propBinding.path,
  26467. bindingsByRoot = this._bindingsByRootAndName,
  26468. bindingByName = bindingsByRoot[ rootUuid ],
  26469. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26470. cacheIndex = binding._cacheIndex;
  26471. lastInactiveBinding._cacheIndex = cacheIndex;
  26472. bindings[ cacheIndex ] = lastInactiveBinding;
  26473. bindings.pop();
  26474. delete bindingByName[ trackName ];
  26475. if ( Object.keys( bindingByName ).length === 0 ) {
  26476. delete bindingsByRoot[ rootUuid ];
  26477. }
  26478. },
  26479. _lendBinding: function ( binding ) {
  26480. var bindings = this._bindings,
  26481. prevIndex = binding._cacheIndex,
  26482. lastActiveIndex = this._nActiveBindings ++,
  26483. firstInactiveBinding = bindings[ lastActiveIndex ];
  26484. binding._cacheIndex = lastActiveIndex;
  26485. bindings[ lastActiveIndex ] = binding;
  26486. firstInactiveBinding._cacheIndex = prevIndex;
  26487. bindings[ prevIndex ] = firstInactiveBinding;
  26488. },
  26489. _takeBackBinding: function ( binding ) {
  26490. var bindings = this._bindings,
  26491. prevIndex = binding._cacheIndex,
  26492. firstInactiveIndex = -- this._nActiveBindings,
  26493. lastActiveBinding = bindings[ firstInactiveIndex ];
  26494. binding._cacheIndex = firstInactiveIndex;
  26495. bindings[ firstInactiveIndex ] = binding;
  26496. lastActiveBinding._cacheIndex = prevIndex;
  26497. bindings[ prevIndex ] = lastActiveBinding;
  26498. },
  26499. // Memory management of Interpolants for weight and time scale
  26500. _lendControlInterpolant: function () {
  26501. var interpolants = this._controlInterpolants,
  26502. lastActiveIndex = this._nActiveControlInterpolants ++,
  26503. interpolant = interpolants[ lastActiveIndex ];
  26504. if ( interpolant === undefined ) {
  26505. interpolant = new LinearInterpolant(
  26506. new Float32Array( 2 ), new Float32Array( 2 ),
  26507. 1, this._controlInterpolantsResultBuffer );
  26508. interpolant.__cacheIndex = lastActiveIndex;
  26509. interpolants[ lastActiveIndex ] = interpolant;
  26510. }
  26511. return interpolant;
  26512. },
  26513. _takeBackControlInterpolant: function ( interpolant ) {
  26514. var interpolants = this._controlInterpolants,
  26515. prevIndex = interpolant.__cacheIndex,
  26516. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26517. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26518. interpolant.__cacheIndex = firstInactiveIndex;
  26519. interpolants[ firstInactiveIndex ] = interpolant;
  26520. lastActiveInterpolant.__cacheIndex = prevIndex;
  26521. interpolants[ prevIndex ] = lastActiveInterpolant;
  26522. },
  26523. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26524. // return an action for a clip optionally using a custom root target
  26525. // object (this method allocates a lot of dynamic memory in case a
  26526. // previously unknown clip/root combination is specified)
  26527. clipAction: function ( clip, optionalRoot ) {
  26528. var root = optionalRoot || this._root,
  26529. rootUuid = root.uuid,
  26530. clipObject = typeof clip === 'string' ?
  26531. AnimationClip.findByName( root, clip ) : clip,
  26532. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26533. actionsForClip = this._actionsByClip[ clipUuid ],
  26534. prototypeAction = null;
  26535. if ( actionsForClip !== undefined ) {
  26536. var existingAction =
  26537. actionsForClip.actionByRoot[ rootUuid ];
  26538. if ( existingAction !== undefined ) {
  26539. return existingAction;
  26540. }
  26541. // we know the clip, so we don't have to parse all
  26542. // the bindings again but can just copy
  26543. prototypeAction = actionsForClip.knownActions[ 0 ];
  26544. // also, take the clip from the prototype action
  26545. if ( clipObject === null )
  26546. clipObject = prototypeAction._clip;
  26547. }
  26548. // clip must be known when specified via string
  26549. if ( clipObject === null ) return null;
  26550. // allocate all resources required to run it
  26551. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26552. this._bindAction( newAction, prototypeAction );
  26553. // and make the action known to the memory manager
  26554. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26555. return newAction;
  26556. },
  26557. // get an existing action
  26558. existingAction: function ( clip, optionalRoot ) {
  26559. var root = optionalRoot || this._root,
  26560. rootUuid = root.uuid,
  26561. clipObject = typeof clip === 'string' ?
  26562. AnimationClip.findByName( root, clip ) : clip,
  26563. clipUuid = clipObject ? clipObject.uuid : clip,
  26564. actionsForClip = this._actionsByClip[ clipUuid ];
  26565. if ( actionsForClip !== undefined ) {
  26566. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26567. }
  26568. return null;
  26569. },
  26570. // deactivates all previously scheduled actions
  26571. stopAllAction: function () {
  26572. var actions = this._actions,
  26573. nActions = this._nActiveActions,
  26574. bindings = this._bindings,
  26575. nBindings = this._nActiveBindings;
  26576. this._nActiveActions = 0;
  26577. this._nActiveBindings = 0;
  26578. for ( var i = 0; i !== nActions; ++ i ) {
  26579. actions[ i ].reset();
  26580. }
  26581. for ( var i = 0; i !== nBindings; ++ i ) {
  26582. bindings[ i ].useCount = 0;
  26583. }
  26584. return this;
  26585. },
  26586. // advance the time and update apply the animation
  26587. update: function ( deltaTime ) {
  26588. deltaTime *= this.timeScale;
  26589. var actions = this._actions,
  26590. nActions = this._nActiveActions,
  26591. time = this.time += deltaTime,
  26592. timeDirection = Math.sign( deltaTime ),
  26593. accuIndex = this._accuIndex ^= 1;
  26594. // run active actions
  26595. for ( var i = 0; i !== nActions; ++ i ) {
  26596. var action = actions[ i ];
  26597. action._update( time, deltaTime, timeDirection, accuIndex );
  26598. }
  26599. // update scene graph
  26600. var bindings = this._bindings,
  26601. nBindings = this._nActiveBindings;
  26602. for ( var i = 0; i !== nBindings; ++ i ) {
  26603. bindings[ i ].apply( accuIndex );
  26604. }
  26605. return this;
  26606. },
  26607. // return this mixer's root target object
  26608. getRoot: function () {
  26609. return this._root;
  26610. },
  26611. // free all resources specific to a particular clip
  26612. uncacheClip: function ( clip ) {
  26613. var actions = this._actions,
  26614. clipUuid = clip.uuid,
  26615. actionsByClip = this._actionsByClip,
  26616. actionsForClip = actionsByClip[ clipUuid ];
  26617. if ( actionsForClip !== undefined ) {
  26618. // note: just calling _removeInactiveAction would mess up the
  26619. // iteration state and also require updating the state we can
  26620. // just throw away
  26621. var actionsToRemove = actionsForClip.knownActions;
  26622. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26623. var action = actionsToRemove[ i ];
  26624. this._deactivateAction( action );
  26625. var cacheIndex = action._cacheIndex,
  26626. lastInactiveAction = actions[ actions.length - 1 ];
  26627. action._cacheIndex = null;
  26628. action._byClipCacheIndex = null;
  26629. lastInactiveAction._cacheIndex = cacheIndex;
  26630. actions[ cacheIndex ] = lastInactiveAction;
  26631. actions.pop();
  26632. this._removeInactiveBindingsForAction( action );
  26633. }
  26634. delete actionsByClip[ clipUuid ];
  26635. }
  26636. },
  26637. // free all resources specific to a particular root target object
  26638. uncacheRoot: function ( root ) {
  26639. var rootUuid = root.uuid,
  26640. actionsByClip = this._actionsByClip;
  26641. for ( var clipUuid in actionsByClip ) {
  26642. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26643. action = actionByRoot[ rootUuid ];
  26644. if ( action !== undefined ) {
  26645. this._deactivateAction( action );
  26646. this._removeInactiveAction( action );
  26647. }
  26648. }
  26649. var bindingsByRoot = this._bindingsByRootAndName,
  26650. bindingByName = bindingsByRoot[ rootUuid ];
  26651. if ( bindingByName !== undefined ) {
  26652. for ( var trackName in bindingByName ) {
  26653. var binding = bindingByName[ trackName ];
  26654. binding.restoreOriginalState();
  26655. this._removeInactiveBinding( binding );
  26656. }
  26657. }
  26658. },
  26659. // remove a targeted clip from the cache
  26660. uncacheAction: function ( clip, optionalRoot ) {
  26661. var action = this.existingAction( clip, optionalRoot );
  26662. if ( action !== null ) {
  26663. this._deactivateAction( action );
  26664. this._removeInactiveAction( action );
  26665. }
  26666. }
  26667. } );
  26668. /**
  26669. * @author mrdoob / http://mrdoob.com/
  26670. */
  26671. function Uniform( value ) {
  26672. if ( typeof value === 'string' ) {
  26673. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26674. value = arguments[ 1 ];
  26675. }
  26676. this.value = value;
  26677. }
  26678. Uniform.prototype.clone = function () {
  26679. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26680. };
  26681. /**
  26682. * @author benaadams / https://twitter.com/ben_a_adams
  26683. */
  26684. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26685. InterleavedBuffer.call( this, array, stride );
  26686. this.meshPerAttribute = meshPerAttribute || 1;
  26687. }
  26688. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26689. constructor: InstancedInterleavedBuffer,
  26690. isInstancedInterleavedBuffer: true,
  26691. copy: function ( source ) {
  26692. InterleavedBuffer.prototype.copy.call( this, source );
  26693. this.meshPerAttribute = source.meshPerAttribute;
  26694. return this;
  26695. }
  26696. } );
  26697. /**
  26698. * @author mrdoob / http://mrdoob.com/
  26699. * @author bhouston / http://clara.io/
  26700. * @author stephomi / http://stephaneginier.com/
  26701. */
  26702. function Raycaster( origin, direction, near, far ) {
  26703. this.ray = new Ray( origin, direction );
  26704. // direction is assumed to be normalized (for accurate distance calculations)
  26705. this.near = near || 0;
  26706. this.far = far || Infinity;
  26707. this.params = {
  26708. Mesh: {},
  26709. Line: {},
  26710. LOD: {},
  26711. Points: { threshold: 1 },
  26712. Sprite: {}
  26713. };
  26714. Object.defineProperties( this.params, {
  26715. PointCloud: {
  26716. get: function () {
  26717. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26718. return this.Points;
  26719. }
  26720. }
  26721. } );
  26722. }
  26723. function ascSort( a, b ) {
  26724. return a.distance - b.distance;
  26725. }
  26726. function intersectObject( object, raycaster, intersects, recursive ) {
  26727. if ( object.visible === false ) return;
  26728. object.raycast( raycaster, intersects );
  26729. if ( recursive === true ) {
  26730. var children = object.children;
  26731. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26732. intersectObject( children[ i ], raycaster, intersects, true );
  26733. }
  26734. }
  26735. }
  26736. Object.assign( Raycaster.prototype, {
  26737. linePrecision: 1,
  26738. set: function ( origin, direction ) {
  26739. // direction is assumed to be normalized (for accurate distance calculations)
  26740. this.ray.set( origin, direction );
  26741. },
  26742. setFromCamera: function ( coords, camera ) {
  26743. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26744. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26745. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26746. this._camera = camera;
  26747. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26748. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26749. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26750. this._camera = camera;
  26751. } else {
  26752. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26753. }
  26754. },
  26755. intersectObject: function ( object, recursive, optionalTarget ) {
  26756. var intersects = optionalTarget || [];
  26757. intersectObject( object, this, intersects, recursive );
  26758. intersects.sort( ascSort );
  26759. return intersects;
  26760. },
  26761. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26762. var intersects = optionalTarget || [];
  26763. if ( Array.isArray( objects ) === false ) {
  26764. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26765. return intersects;
  26766. }
  26767. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26768. intersectObject( objects[ i ], this, intersects, recursive );
  26769. }
  26770. intersects.sort( ascSort );
  26771. return intersects;
  26772. }
  26773. } );
  26774. /**
  26775. * @author bhouston / http://clara.io
  26776. * @author WestLangley / http://github.com/WestLangley
  26777. *
  26778. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26779. *
  26780. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26781. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26782. */
  26783. function Spherical( radius, phi, theta ) {
  26784. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26785. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26786. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26787. return this;
  26788. }
  26789. Object.assign( Spherical.prototype, {
  26790. set: function ( radius, phi, theta ) {
  26791. this.radius = radius;
  26792. this.phi = phi;
  26793. this.theta = theta;
  26794. return this;
  26795. },
  26796. clone: function () {
  26797. return new this.constructor().copy( this );
  26798. },
  26799. copy: function ( other ) {
  26800. this.radius = other.radius;
  26801. this.phi = other.phi;
  26802. this.theta = other.theta;
  26803. return this;
  26804. },
  26805. // restrict phi to be betwee EPS and PI-EPS
  26806. makeSafe: function () {
  26807. var EPS = 0.000001;
  26808. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26809. return this;
  26810. },
  26811. setFromVector3: function ( v ) {
  26812. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26813. },
  26814. setFromCartesianCoords: function ( x, y, z ) {
  26815. this.radius = Math.sqrt( x * x + y * y + z * z );
  26816. if ( this.radius === 0 ) {
  26817. this.theta = 0;
  26818. this.phi = 0;
  26819. } else {
  26820. this.theta = Math.atan2( x, z );
  26821. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26822. }
  26823. return this;
  26824. }
  26825. } );
  26826. /**
  26827. * @author Mugen87 / https://github.com/Mugen87
  26828. *
  26829. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26830. *
  26831. */
  26832. function Cylindrical( radius, theta, y ) {
  26833. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26834. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26835. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26836. return this;
  26837. }
  26838. Object.assign( Cylindrical.prototype, {
  26839. set: function ( radius, theta, y ) {
  26840. this.radius = radius;
  26841. this.theta = theta;
  26842. this.y = y;
  26843. return this;
  26844. },
  26845. clone: function () {
  26846. return new this.constructor().copy( this );
  26847. },
  26848. copy: function ( other ) {
  26849. this.radius = other.radius;
  26850. this.theta = other.theta;
  26851. this.y = other.y;
  26852. return this;
  26853. },
  26854. setFromVector3: function ( v ) {
  26855. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26856. },
  26857. setFromCartesianCoords: function ( x, y, z ) {
  26858. this.radius = Math.sqrt( x * x + z * z );
  26859. this.theta = Math.atan2( x, z );
  26860. this.y = y;
  26861. return this;
  26862. }
  26863. } );
  26864. /**
  26865. * @author bhouston / http://clara.io
  26866. */
  26867. var _vector$5;
  26868. function Box2( min, max ) {
  26869. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26870. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26871. }
  26872. Object.assign( Box2.prototype, {
  26873. set: function ( min, max ) {
  26874. this.min.copy( min );
  26875. this.max.copy( max );
  26876. return this;
  26877. },
  26878. setFromPoints: function ( points ) {
  26879. this.makeEmpty();
  26880. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26881. this.expandByPoint( points[ i ] );
  26882. }
  26883. return this;
  26884. },
  26885. setFromCenterAndSize: function ( center, size ) {
  26886. if ( _vector$5 === undefined ) _vector$5 = new Vector2();
  26887. var halfSize = _vector$5.copy( size ).multiplyScalar( 0.5 );
  26888. this.min.copy( center ).sub( halfSize );
  26889. this.max.copy( center ).add( halfSize );
  26890. return this;
  26891. },
  26892. clone: function () {
  26893. return new this.constructor().copy( this );
  26894. },
  26895. copy: function ( box ) {
  26896. this.min.copy( box.min );
  26897. this.max.copy( box.max );
  26898. return this;
  26899. },
  26900. makeEmpty: function () {
  26901. this.min.x = this.min.y = + Infinity;
  26902. this.max.x = this.max.y = - Infinity;
  26903. return this;
  26904. },
  26905. isEmpty: function () {
  26906. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26907. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26908. },
  26909. getCenter: function ( target ) {
  26910. if ( target === undefined ) {
  26911. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26912. target = new Vector2();
  26913. }
  26914. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26915. },
  26916. getSize: function ( target ) {
  26917. if ( target === undefined ) {
  26918. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26919. target = new Vector2();
  26920. }
  26921. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26922. },
  26923. expandByPoint: function ( point ) {
  26924. this.min.min( point );
  26925. this.max.max( point );
  26926. return this;
  26927. },
  26928. expandByVector: function ( vector ) {
  26929. this.min.sub( vector );
  26930. this.max.add( vector );
  26931. return this;
  26932. },
  26933. expandByScalar: function ( scalar ) {
  26934. this.min.addScalar( - scalar );
  26935. this.max.addScalar( scalar );
  26936. return this;
  26937. },
  26938. containsPoint: function ( point ) {
  26939. return point.x < this.min.x || point.x > this.max.x ||
  26940. point.y < this.min.y || point.y > this.max.y ? false : true;
  26941. },
  26942. containsBox: function ( box ) {
  26943. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26944. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26945. },
  26946. getParameter: function ( point, target ) {
  26947. // This can potentially have a divide by zero if the box
  26948. // has a size dimension of 0.
  26949. if ( target === undefined ) {
  26950. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26951. target = new Vector2();
  26952. }
  26953. return target.set(
  26954. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26955. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26956. );
  26957. },
  26958. intersectsBox: function ( box ) {
  26959. // using 4 splitting planes to rule out intersections
  26960. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26961. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26962. },
  26963. clampPoint: function ( point, target ) {
  26964. if ( target === undefined ) {
  26965. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26966. target = new Vector2();
  26967. }
  26968. return target.copy( point ).clamp( this.min, this.max );
  26969. },
  26970. distanceToPoint: function ( point ) {
  26971. if ( _vector$5 === undefined ) _vector$5 = new Vector2();
  26972. var clampedPoint = _vector$5.copy( point ).clamp( this.min, this.max );
  26973. return clampedPoint.sub( point ).length();
  26974. },
  26975. intersect: function ( box ) {
  26976. this.min.max( box.min );
  26977. this.max.min( box.max );
  26978. return this;
  26979. },
  26980. union: function ( box ) {
  26981. this.min.min( box.min );
  26982. this.max.max( box.max );
  26983. return this;
  26984. },
  26985. translate: function ( offset ) {
  26986. this.min.add( offset );
  26987. this.max.add( offset );
  26988. return this;
  26989. },
  26990. equals: function ( box ) {
  26991. return box.min.equals( this.min ) && box.max.equals( this.max );
  26992. }
  26993. } );
  26994. /**
  26995. * @author bhouston / http://clara.io
  26996. */
  26997. var _startP, _startEnd;
  26998. function Line3( start, end ) {
  26999. this.start = ( start !== undefined ) ? start : new Vector3();
  27000. this.end = ( end !== undefined ) ? end : new Vector3();
  27001. }
  27002. Object.assign( Line3.prototype, {
  27003. set: function ( start, end ) {
  27004. this.start.copy( start );
  27005. this.end.copy( end );
  27006. return this;
  27007. },
  27008. clone: function () {
  27009. return new this.constructor().copy( this );
  27010. },
  27011. copy: function ( line ) {
  27012. this.start.copy( line.start );
  27013. this.end.copy( line.end );
  27014. return this;
  27015. },
  27016. getCenter: function ( target ) {
  27017. if ( target === undefined ) {
  27018. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27019. target = new Vector3();
  27020. }
  27021. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27022. },
  27023. delta: function ( target ) {
  27024. if ( target === undefined ) {
  27025. console.warn( 'THREE.Line3: .delta() target is now required' );
  27026. target = new Vector3();
  27027. }
  27028. return target.subVectors( this.end, this.start );
  27029. },
  27030. distanceSq: function () {
  27031. return this.start.distanceToSquared( this.end );
  27032. },
  27033. distance: function () {
  27034. return this.start.distanceTo( this.end );
  27035. },
  27036. at: function ( t, target ) {
  27037. if ( target === undefined ) {
  27038. console.warn( 'THREE.Line3: .at() target is now required' );
  27039. target = new Vector3();
  27040. }
  27041. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27042. },
  27043. closestPointToPointParameter: function ( point, clampToLine ) {
  27044. if ( _startP === undefined ) {
  27045. _startP = new Vector3();
  27046. _startEnd = new Vector3();
  27047. }
  27048. _startP.subVectors( point, this.start );
  27049. _startEnd.subVectors( this.end, this.start );
  27050. var startEnd2 = _startEnd.dot( _startEnd );
  27051. var startEnd_startP = _startEnd.dot( _startP );
  27052. var t = startEnd_startP / startEnd2;
  27053. if ( clampToLine ) {
  27054. t = _Math.clamp( t, 0, 1 );
  27055. }
  27056. return t;
  27057. },
  27058. closestPointToPoint: function ( point, clampToLine, target ) {
  27059. var t = this.closestPointToPointParameter( point, clampToLine );
  27060. if ( target === undefined ) {
  27061. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27062. target = new Vector3();
  27063. }
  27064. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27065. },
  27066. applyMatrix4: function ( matrix ) {
  27067. this.start.applyMatrix4( matrix );
  27068. this.end.applyMatrix4( matrix );
  27069. return this;
  27070. },
  27071. equals: function ( line ) {
  27072. return line.start.equals( this.start ) && line.end.equals( this.end );
  27073. }
  27074. } );
  27075. /**
  27076. * @author alteredq / http://alteredqualia.com/
  27077. */
  27078. function ImmediateRenderObject( material ) {
  27079. Object3D.call( this );
  27080. this.material = material;
  27081. this.render = function ( /* renderCallback */ ) {};
  27082. }
  27083. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27084. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27085. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27086. /**
  27087. * @author mrdoob / http://mrdoob.com/
  27088. * @author WestLangley / http://github.com/WestLangley
  27089. */
  27090. var _v1$4, _v2$3, _normalMatrix$1, _keys;
  27091. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27092. this.object = object;
  27093. this.size = ( size !== undefined ) ? size : 1;
  27094. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27095. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27096. //
  27097. var nNormals = 0;
  27098. var objGeometry = this.object.geometry;
  27099. if ( objGeometry && objGeometry.isGeometry ) {
  27100. nNormals = objGeometry.faces.length * 3;
  27101. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27102. nNormals = objGeometry.attributes.normal.count;
  27103. }
  27104. //
  27105. var geometry = new BufferGeometry();
  27106. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27107. geometry.addAttribute( 'position', positions );
  27108. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27109. //
  27110. this.matrixAutoUpdate = false;
  27111. this.update();
  27112. }
  27113. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27114. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27115. VertexNormalsHelper.prototype.update = function () {
  27116. if ( _normalMatrix$1 === undefined ) {
  27117. _v1$4 = new Vector3();
  27118. _v2$3 = new Vector3();
  27119. _normalMatrix$1 = new Matrix3();
  27120. _keys = [ 'a', 'b', 'c' ];
  27121. }
  27122. this.object.updateMatrixWorld( true );
  27123. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27124. var matrixWorld = this.object.matrixWorld;
  27125. var position = this.geometry.attributes.position;
  27126. //
  27127. var objGeometry = this.object.geometry;
  27128. if ( objGeometry && objGeometry.isGeometry ) {
  27129. var vertices = objGeometry.vertices;
  27130. var faces = objGeometry.faces;
  27131. var idx = 0;
  27132. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27133. var face = faces[ i ];
  27134. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27135. var vertex = vertices[ face[ _keys[ j ] ] ];
  27136. var normal = face.vertexNormals[ j ];
  27137. _v1$4.copy( vertex ).applyMatrix4( matrixWorld );
  27138. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$4 );
  27139. position.setXYZ( idx, _v1$4.x, _v1$4.y, _v1$4.z );
  27140. idx = idx + 1;
  27141. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27142. idx = idx + 1;
  27143. }
  27144. }
  27145. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27146. var objPos = objGeometry.attributes.position;
  27147. var objNorm = objGeometry.attributes.normal;
  27148. var idx = 0;
  27149. // for simplicity, ignore index and drawcalls, and render every normal
  27150. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27151. _v1$4.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27152. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27153. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$4 );
  27154. position.setXYZ( idx, _v1$4.x, _v1$4.y, _v1$4.z );
  27155. idx = idx + 1;
  27156. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27157. idx = idx + 1;
  27158. }
  27159. }
  27160. position.needsUpdate = true;
  27161. };
  27162. /**
  27163. * @author alteredq / http://alteredqualia.com/
  27164. * @author mrdoob / http://mrdoob.com/
  27165. * @author WestLangley / http://github.com/WestLangley
  27166. */
  27167. var _vector$6;
  27168. function SpotLightHelper( light, color ) {
  27169. Object3D.call( this );
  27170. this.light = light;
  27171. this.light.updateMatrixWorld();
  27172. this.matrix = light.matrixWorld;
  27173. this.matrixAutoUpdate = false;
  27174. this.color = color;
  27175. var geometry = new BufferGeometry();
  27176. var positions = [
  27177. 0, 0, 0, 0, 0, 1,
  27178. 0, 0, 0, 1, 0, 1,
  27179. 0, 0, 0, - 1, 0, 1,
  27180. 0, 0, 0, 0, 1, 1,
  27181. 0, 0, 0, 0, - 1, 1
  27182. ];
  27183. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27184. var p1 = ( i / l ) * Math.PI * 2;
  27185. var p2 = ( j / l ) * Math.PI * 2;
  27186. positions.push(
  27187. Math.cos( p1 ), Math.sin( p1 ), 1,
  27188. Math.cos( p2 ), Math.sin( p2 ), 1
  27189. );
  27190. }
  27191. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27192. var material = new LineBasicMaterial( { fog: false } );
  27193. this.cone = new LineSegments( geometry, material );
  27194. this.add( this.cone );
  27195. this.update();
  27196. }
  27197. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27198. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27199. SpotLightHelper.prototype.dispose = function () {
  27200. this.cone.geometry.dispose();
  27201. this.cone.material.dispose();
  27202. };
  27203. SpotLightHelper.prototype.update = function () {
  27204. if ( _vector$6 === undefined ) _vector$6 = new Vector3();
  27205. this.light.updateMatrixWorld();
  27206. var coneLength = this.light.distance ? this.light.distance : 1000;
  27207. var coneWidth = coneLength * Math.tan( this.light.angle );
  27208. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27209. _vector$6.setFromMatrixPosition( this.light.target.matrixWorld );
  27210. this.cone.lookAt( _vector$6 );
  27211. if ( this.color !== undefined ) {
  27212. this.cone.material.color.set( this.color );
  27213. } else {
  27214. this.cone.material.color.copy( this.light.color );
  27215. }
  27216. };
  27217. /**
  27218. * @author Sean Griffin / http://twitter.com/sgrif
  27219. * @author Michael Guerrero / http://realitymeltdown.com
  27220. * @author mrdoob / http://mrdoob.com/
  27221. * @author ikerr / http://verold.com
  27222. * @author Mugen87 / https://github.com/Mugen87
  27223. */
  27224. var _vector$7, _boneMatrix, _matrixWorldInv;
  27225. function getBoneList( object ) {
  27226. var boneList = [];
  27227. if ( object && object.isBone ) {
  27228. boneList.push( object );
  27229. }
  27230. for ( var i = 0; i < object.children.length; i ++ ) {
  27231. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27232. }
  27233. return boneList;
  27234. }
  27235. function SkeletonHelper( object ) {
  27236. var bones = getBoneList( object );
  27237. var geometry = new BufferGeometry();
  27238. var vertices = [];
  27239. var colors = [];
  27240. var color1 = new Color( 0, 0, 1 );
  27241. var color2 = new Color( 0, 1, 0 );
  27242. for ( var i = 0; i < bones.length; i ++ ) {
  27243. var bone = bones[ i ];
  27244. if ( bone.parent && bone.parent.isBone ) {
  27245. vertices.push( 0, 0, 0 );
  27246. vertices.push( 0, 0, 0 );
  27247. colors.push( color1.r, color1.g, color1.b );
  27248. colors.push( color2.r, color2.g, color2.b );
  27249. }
  27250. }
  27251. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27252. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27253. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27254. LineSegments.call( this, geometry, material );
  27255. this.root = object;
  27256. this.bones = bones;
  27257. this.matrix = object.matrixWorld;
  27258. this.matrixAutoUpdate = false;
  27259. }
  27260. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27261. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27262. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27263. if ( _matrixWorldInv === undefined ) {
  27264. _vector$7 = new Vector3();
  27265. _boneMatrix = new Matrix4();
  27266. _matrixWorldInv = new Matrix4();
  27267. }
  27268. var bones = this.bones;
  27269. var geometry = this.geometry;
  27270. var position = geometry.getAttribute( 'position' );
  27271. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27272. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27273. var bone = bones[ i ];
  27274. if ( bone.parent && bone.parent.isBone ) {
  27275. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27276. _vector$7.setFromMatrixPosition( _boneMatrix );
  27277. position.setXYZ( j, _vector$7.x, _vector$7.y, _vector$7.z );
  27278. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27279. _vector$7.setFromMatrixPosition( _boneMatrix );
  27280. position.setXYZ( j + 1, _vector$7.x, _vector$7.y, _vector$7.z );
  27281. j += 2;
  27282. }
  27283. }
  27284. geometry.getAttribute( 'position' ).needsUpdate = true;
  27285. Object3D.prototype.updateMatrixWorld.call( this, force );
  27286. };
  27287. /**
  27288. * @author alteredq / http://alteredqualia.com/
  27289. * @author mrdoob / http://mrdoob.com/
  27290. */
  27291. function PointLightHelper( light, sphereSize, color ) {
  27292. this.light = light;
  27293. this.light.updateMatrixWorld();
  27294. this.color = color;
  27295. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27296. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27297. Mesh.call( this, geometry, material );
  27298. this.matrix = this.light.matrixWorld;
  27299. this.matrixAutoUpdate = false;
  27300. this.update();
  27301. /*
  27302. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27303. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27304. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27305. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27306. var d = light.distance;
  27307. if ( d === 0.0 ) {
  27308. this.lightDistance.visible = false;
  27309. } else {
  27310. this.lightDistance.scale.set( d, d, d );
  27311. }
  27312. this.add( this.lightDistance );
  27313. */
  27314. }
  27315. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27316. PointLightHelper.prototype.constructor = PointLightHelper;
  27317. PointLightHelper.prototype.dispose = function () {
  27318. this.geometry.dispose();
  27319. this.material.dispose();
  27320. };
  27321. PointLightHelper.prototype.update = function () {
  27322. if ( this.color !== undefined ) {
  27323. this.material.color.set( this.color );
  27324. } else {
  27325. this.material.color.copy( this.light.color );
  27326. }
  27327. /*
  27328. var d = this.light.distance;
  27329. if ( d === 0.0 ) {
  27330. this.lightDistance.visible = false;
  27331. } else {
  27332. this.lightDistance.visible = true;
  27333. this.lightDistance.scale.set( d, d, d );
  27334. }
  27335. */
  27336. };
  27337. /**
  27338. * @author abelnation / http://github.com/abelnation
  27339. * @author Mugen87 / http://github.com/Mugen87
  27340. * @author WestLangley / http://github.com/WestLangley
  27341. *
  27342. * This helper must be added as a child of the light
  27343. */
  27344. function RectAreaLightHelper( light, color ) {
  27345. this.type = 'RectAreaLightHelper';
  27346. this.light = light;
  27347. this.color = color; // optional hardwired color for the helper
  27348. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27349. var geometry = new BufferGeometry();
  27350. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27351. geometry.computeBoundingSphere();
  27352. var material = new LineBasicMaterial( { fog: false } );
  27353. Line.call( this, geometry, material );
  27354. //
  27355. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27356. var geometry2 = new BufferGeometry();
  27357. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27358. geometry2.computeBoundingSphere();
  27359. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27360. this.update();
  27361. }
  27362. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27363. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27364. RectAreaLightHelper.prototype.update = function () {
  27365. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27366. if ( this.color !== undefined ) {
  27367. this.material.color.set( this.color );
  27368. this.children[ 0 ].material.color.set( this.color );
  27369. } else {
  27370. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27371. // prevent hue shift
  27372. var c = this.material.color;
  27373. var max = Math.max( c.r, c.g, c.b );
  27374. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27375. this.children[ 0 ].material.color.copy( this.material.color );
  27376. }
  27377. };
  27378. RectAreaLightHelper.prototype.dispose = function () {
  27379. this.geometry.dispose();
  27380. this.material.dispose();
  27381. this.children[ 0 ].geometry.dispose();
  27382. this.children[ 0 ].material.dispose();
  27383. };
  27384. /**
  27385. * @author alteredq / http://alteredqualia.com/
  27386. * @author mrdoob / http://mrdoob.com/
  27387. * @author Mugen87 / https://github.com/Mugen87
  27388. */
  27389. var _vector$8, _color1, _color2;
  27390. function HemisphereLightHelper( light, size, color ) {
  27391. Object3D.call( this );
  27392. this.light = light;
  27393. this.light.updateMatrixWorld();
  27394. this.matrix = light.matrixWorld;
  27395. this.matrixAutoUpdate = false;
  27396. this.color = color;
  27397. var geometry = new OctahedronBufferGeometry( size );
  27398. geometry.rotateY( Math.PI * 0.5 );
  27399. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27400. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27401. var position = geometry.getAttribute( 'position' );
  27402. var colors = new Float32Array( position.count * 3 );
  27403. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27404. this.add( new Mesh( geometry, this.material ) );
  27405. this.update();
  27406. }
  27407. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27408. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27409. HemisphereLightHelper.prototype.dispose = function () {
  27410. this.children[ 0 ].geometry.dispose();
  27411. this.children[ 0 ].material.dispose();
  27412. };
  27413. HemisphereLightHelper.prototype.update = function () {
  27414. if ( _color2 === undefined ) {
  27415. _vector$8 = new Vector3();
  27416. _color1 = new Color();
  27417. _color2 = new Color();
  27418. }
  27419. var mesh = this.children[ 0 ];
  27420. if ( this.color !== undefined ) {
  27421. this.material.color.set( this.color );
  27422. } else {
  27423. var colors = mesh.geometry.getAttribute( 'color' );
  27424. _color1.copy( this.light.color );
  27425. _color2.copy( this.light.groundColor );
  27426. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27427. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27428. colors.setXYZ( i, color.r, color.g, color.b );
  27429. }
  27430. colors.needsUpdate = true;
  27431. }
  27432. mesh.lookAt( _vector$8.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27433. };
  27434. /**
  27435. * @author WestLangley / http://github.com/WestLangley
  27436. */
  27437. function LightProbeHelper( lightProbe, size ) {
  27438. this.lightProbe = lightProbe;
  27439. this.size = size;
  27440. var defines = {};
  27441. defines[ 'GAMMA_OUTPUT' ] = "";
  27442. // material
  27443. var material = new ShaderMaterial( {
  27444. defines: defines,
  27445. uniforms: {
  27446. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27447. intensity: { value: this.lightProbe.intensity }
  27448. },
  27449. vertexShader: [
  27450. 'varying vec3 vNormal;',
  27451. 'void main() {',
  27452. ' vNormal = normalize( normalMatrix * normal );',
  27453. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27454. '}',
  27455. ].join( '\n' ),
  27456. fragmentShader: [
  27457. '#define RECIPROCAL_PI 0.318309886',
  27458. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27459. ' // matrix is assumed to be orthogonal',
  27460. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27461. '}',
  27462. 'vec3 linearToOutput( in vec3 a ) {',
  27463. ' #ifdef GAMMA_OUTPUT',
  27464. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27465. ' #else',
  27466. ' return a;',
  27467. ' #endif',
  27468. '}',
  27469. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27470. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27471. ' // normal is assumed to have unit length',
  27472. ' float x = normal.x, y = normal.y, z = normal.z;',
  27473. ' // band 0',
  27474. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27475. ' // band 1',
  27476. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27477. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27478. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27479. ' // band 2',
  27480. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27481. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27482. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27483. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27484. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27485. ' return result;',
  27486. '}',
  27487. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27488. 'uniform float intensity; // light probe intensity',
  27489. 'varying vec3 vNormal;',
  27490. 'void main() {',
  27491. ' vec3 normal = normalize( vNormal );',
  27492. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27493. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27494. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27495. ' outgoingLight = linearToOutput( outgoingLight );',
  27496. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27497. '}'
  27498. ].join( '\n' )
  27499. } );
  27500. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27501. Mesh.call( this, geometry, material );
  27502. this.onBeforeRender();
  27503. }
  27504. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27505. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27506. LightProbeHelper.prototype.dispose = function () {
  27507. this.geometry.dispose();
  27508. this.material.dispose();
  27509. };
  27510. LightProbeHelper.prototype.onBeforeRender = function () {
  27511. this.position.copy( this.lightProbe.position );
  27512. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27513. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27514. };
  27515. /**
  27516. * @author mrdoob / http://mrdoob.com/
  27517. */
  27518. function GridHelper( size, divisions, color1, color2 ) {
  27519. size = size || 10;
  27520. divisions = divisions || 10;
  27521. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27522. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27523. var center = divisions / 2;
  27524. var step = size / divisions;
  27525. var halfSize = size / 2;
  27526. var vertices = [], colors = [];
  27527. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27528. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27529. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27530. var color = i === center ? color1 : color2;
  27531. color.toArray( colors, j ); j += 3;
  27532. color.toArray( colors, j ); j += 3;
  27533. color.toArray( colors, j ); j += 3;
  27534. color.toArray( colors, j ); j += 3;
  27535. }
  27536. var geometry = new BufferGeometry();
  27537. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27538. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27539. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27540. LineSegments.call( this, geometry, material );
  27541. }
  27542. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27543. constructor: GridHelper,
  27544. copy: function ( source ) {
  27545. LineSegments.prototype.copy.call( this, source );
  27546. this.geometry.copy( source.geometry );
  27547. this.material.copy( source.material );
  27548. return this;
  27549. },
  27550. clone: function () {
  27551. return new this.constructor().copy( this );
  27552. }
  27553. } );
  27554. /**
  27555. * @author mrdoob / http://mrdoob.com/
  27556. * @author Mugen87 / http://github.com/Mugen87
  27557. * @author Hectate / http://www.github.com/Hectate
  27558. */
  27559. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27560. radius = radius || 10;
  27561. radials = radials || 16;
  27562. circles = circles || 8;
  27563. divisions = divisions || 64;
  27564. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27565. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27566. var vertices = [];
  27567. var colors = [];
  27568. var x, z;
  27569. var v, i, j, r, color;
  27570. // create the radials
  27571. for ( i = 0; i <= radials; i ++ ) {
  27572. v = ( i / radials ) * ( Math.PI * 2 );
  27573. x = Math.sin( v ) * radius;
  27574. z = Math.cos( v ) * radius;
  27575. vertices.push( 0, 0, 0 );
  27576. vertices.push( x, 0, z );
  27577. color = ( i & 1 ) ? color1 : color2;
  27578. colors.push( color.r, color.g, color.b );
  27579. colors.push( color.r, color.g, color.b );
  27580. }
  27581. // create the circles
  27582. for ( i = 0; i <= circles; i ++ ) {
  27583. color = ( i & 1 ) ? color1 : color2;
  27584. r = radius - ( radius / circles * i );
  27585. for ( j = 0; j < divisions; j ++ ) {
  27586. // first vertex
  27587. v = ( j / divisions ) * ( Math.PI * 2 );
  27588. x = Math.sin( v ) * r;
  27589. z = Math.cos( v ) * r;
  27590. vertices.push( x, 0, z );
  27591. colors.push( color.r, color.g, color.b );
  27592. // second vertex
  27593. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27594. x = Math.sin( v ) * r;
  27595. z = Math.cos( v ) * r;
  27596. vertices.push( x, 0, z );
  27597. colors.push( color.r, color.g, color.b );
  27598. }
  27599. }
  27600. var geometry = new BufferGeometry();
  27601. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27602. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27603. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27604. LineSegments.call( this, geometry, material );
  27605. }
  27606. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27607. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27608. /**
  27609. * @author Mugen87 / http://github.com/Mugen87
  27610. */
  27611. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27612. this.audio = audio;
  27613. this.range = range || 1;
  27614. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27615. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27616. var geometry = new BufferGeometry();
  27617. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27618. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27619. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27620. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27621. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27622. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27623. this.update();
  27624. }
  27625. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27626. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27627. PositionalAudioHelper.prototype.update = function () {
  27628. var audio = this.audio;
  27629. var range = this.range;
  27630. var divisionsInnerAngle = this.divisionsInnerAngle;
  27631. var divisionsOuterAngle = this.divisionsOuterAngle;
  27632. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27633. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27634. var halfConeInnerAngle = coneInnerAngle / 2;
  27635. var halfConeOuterAngle = coneOuterAngle / 2;
  27636. var start = 0;
  27637. var count = 0;
  27638. var i, stride;
  27639. var geometry = this.geometry;
  27640. var positionAttribute = geometry.attributes.position;
  27641. geometry.clearGroups();
  27642. //
  27643. function generateSegment( from, to, divisions, materialIndex ) {
  27644. var step = ( to - from ) / divisions;
  27645. positionAttribute.setXYZ( start, 0, 0, 0 );
  27646. count ++;
  27647. for ( i = from; i < to; i += step ) {
  27648. stride = start + count;
  27649. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27650. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27651. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27652. count += 3;
  27653. }
  27654. geometry.addGroup( start, count, materialIndex );
  27655. start += count;
  27656. count = 0;
  27657. }
  27658. //
  27659. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27660. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27661. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27662. //
  27663. positionAttribute.needsUpdate = true;
  27664. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27665. };
  27666. PositionalAudioHelper.prototype.dispose = function () {
  27667. this.geometry.dispose();
  27668. this.material[ 0 ].dispose();
  27669. this.material[ 1 ].dispose();
  27670. };
  27671. /**
  27672. * @author mrdoob / http://mrdoob.com/
  27673. * @author WestLangley / http://github.com/WestLangley
  27674. */
  27675. var _v1$5, _v2$4, _normalMatrix$2;
  27676. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27677. // FaceNormalsHelper only supports THREE.Geometry
  27678. this.object = object;
  27679. this.size = ( size !== undefined ) ? size : 1;
  27680. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27681. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27682. //
  27683. var nNormals = 0;
  27684. var objGeometry = this.object.geometry;
  27685. if ( objGeometry && objGeometry.isGeometry ) {
  27686. nNormals = objGeometry.faces.length;
  27687. } else {
  27688. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27689. }
  27690. //
  27691. var geometry = new BufferGeometry();
  27692. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27693. geometry.addAttribute( 'position', positions );
  27694. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27695. //
  27696. this.matrixAutoUpdate = false;
  27697. this.update();
  27698. }
  27699. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27700. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27701. FaceNormalsHelper.prototype.update = function () {
  27702. if ( _normalMatrix$2 === undefined ) {
  27703. _v1$5 = new Vector3();
  27704. _v2$4 = new Vector3();
  27705. _normalMatrix$2 = new Matrix3();
  27706. }
  27707. this.object.updateMatrixWorld( true );
  27708. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27709. var matrixWorld = this.object.matrixWorld;
  27710. var position = this.geometry.attributes.position;
  27711. //
  27712. var objGeometry = this.object.geometry;
  27713. var vertices = objGeometry.vertices;
  27714. var faces = objGeometry.faces;
  27715. var idx = 0;
  27716. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27717. var face = faces[ i ];
  27718. var normal = face.normal;
  27719. _v1$5.copy( vertices[ face.a ] )
  27720. .add( vertices[ face.b ] )
  27721. .add( vertices[ face.c ] )
  27722. .divideScalar( 3 )
  27723. .applyMatrix4( matrixWorld );
  27724. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27725. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27726. idx = idx + 1;
  27727. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27728. idx = idx + 1;
  27729. }
  27730. position.needsUpdate = true;
  27731. };
  27732. /**
  27733. * @author alteredq / http://alteredqualia.com/
  27734. * @author mrdoob / http://mrdoob.com/
  27735. * @author WestLangley / http://github.com/WestLangley
  27736. */
  27737. var _v1$6, _v2$5, _v3$1;
  27738. function DirectionalLightHelper( light, size, color ) {
  27739. Object3D.call( this );
  27740. this.light = light;
  27741. this.light.updateMatrixWorld();
  27742. this.matrix = light.matrixWorld;
  27743. this.matrixAutoUpdate = false;
  27744. this.color = color;
  27745. if ( size === undefined ) size = 1;
  27746. var geometry = new BufferGeometry();
  27747. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27748. - size, size, 0,
  27749. size, size, 0,
  27750. size, - size, 0,
  27751. - size, - size, 0,
  27752. - size, size, 0
  27753. ], 3 ) );
  27754. var material = new LineBasicMaterial( { fog: false } );
  27755. this.lightPlane = new Line( geometry, material );
  27756. this.add( this.lightPlane );
  27757. geometry = new BufferGeometry();
  27758. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27759. this.targetLine = new Line( geometry, material );
  27760. this.add( this.targetLine );
  27761. this.update();
  27762. }
  27763. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27764. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27765. DirectionalLightHelper.prototype.dispose = function () {
  27766. this.lightPlane.geometry.dispose();
  27767. this.lightPlane.material.dispose();
  27768. this.targetLine.geometry.dispose();
  27769. this.targetLine.material.dispose();
  27770. };
  27771. DirectionalLightHelper.prototype.update = function () {
  27772. if ( _v3$1 === undefined ) {
  27773. _v1$6 = new Vector3();
  27774. _v2$5 = new Vector3();
  27775. _v3$1 = new Vector3();
  27776. }
  27777. _v1$6.setFromMatrixPosition( this.light.matrixWorld );
  27778. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27779. _v3$1.subVectors( _v2$5, _v1$6 );
  27780. this.lightPlane.lookAt( _v2$5 );
  27781. if ( this.color !== undefined ) {
  27782. this.lightPlane.material.color.set( this.color );
  27783. this.targetLine.material.color.set( this.color );
  27784. } else {
  27785. this.lightPlane.material.color.copy( this.light.color );
  27786. this.targetLine.material.color.copy( this.light.color );
  27787. }
  27788. this.targetLine.lookAt( _v2$5 );
  27789. this.targetLine.scale.z = _v3$1.length();
  27790. };
  27791. /**
  27792. * @author alteredq / http://alteredqualia.com/
  27793. * @author Mugen87 / https://github.com/Mugen87
  27794. *
  27795. * - shows frustum, line of sight and up of the camera
  27796. * - suitable for fast updates
  27797. * - based on frustum visualization in lightgl.js shadowmap example
  27798. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27799. */
  27800. var _vector$9, _camera;
  27801. function CameraHelper( camera ) {
  27802. var geometry = new BufferGeometry();
  27803. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27804. var vertices = [];
  27805. var colors = [];
  27806. var pointMap = {};
  27807. // colors
  27808. var colorFrustum = new Color( 0xffaa00 );
  27809. var colorCone = new Color( 0xff0000 );
  27810. var colorUp = new Color( 0x00aaff );
  27811. var colorTarget = new Color( 0xffffff );
  27812. var colorCross = new Color( 0x333333 );
  27813. // near
  27814. addLine( 'n1', 'n2', colorFrustum );
  27815. addLine( 'n2', 'n4', colorFrustum );
  27816. addLine( 'n4', 'n3', colorFrustum );
  27817. addLine( 'n3', 'n1', colorFrustum );
  27818. // far
  27819. addLine( 'f1', 'f2', colorFrustum );
  27820. addLine( 'f2', 'f4', colorFrustum );
  27821. addLine( 'f4', 'f3', colorFrustum );
  27822. addLine( 'f3', 'f1', colorFrustum );
  27823. // sides
  27824. addLine( 'n1', 'f1', colorFrustum );
  27825. addLine( 'n2', 'f2', colorFrustum );
  27826. addLine( 'n3', 'f3', colorFrustum );
  27827. addLine( 'n4', 'f4', colorFrustum );
  27828. // cone
  27829. addLine( 'p', 'n1', colorCone );
  27830. addLine( 'p', 'n2', colorCone );
  27831. addLine( 'p', 'n3', colorCone );
  27832. addLine( 'p', 'n4', colorCone );
  27833. // up
  27834. addLine( 'u1', 'u2', colorUp );
  27835. addLine( 'u2', 'u3', colorUp );
  27836. addLine( 'u3', 'u1', colorUp );
  27837. // target
  27838. addLine( 'c', 't', colorTarget );
  27839. addLine( 'p', 'c', colorCross );
  27840. // cross
  27841. addLine( 'cn1', 'cn2', colorCross );
  27842. addLine( 'cn3', 'cn4', colorCross );
  27843. addLine( 'cf1', 'cf2', colorCross );
  27844. addLine( 'cf3', 'cf4', colorCross );
  27845. function addLine( a, b, color ) {
  27846. addPoint( a, color );
  27847. addPoint( b, color );
  27848. }
  27849. function addPoint( id, color ) {
  27850. vertices.push( 0, 0, 0 );
  27851. colors.push( color.r, color.g, color.b );
  27852. if ( pointMap[ id ] === undefined ) {
  27853. pointMap[ id ] = [];
  27854. }
  27855. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27856. }
  27857. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27858. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27859. LineSegments.call( this, geometry, material );
  27860. this.camera = camera;
  27861. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27862. this.matrix = camera.matrixWorld;
  27863. this.matrixAutoUpdate = false;
  27864. this.pointMap = pointMap;
  27865. this.update();
  27866. }
  27867. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27868. CameraHelper.prototype.constructor = CameraHelper;
  27869. CameraHelper.prototype.update = function () {
  27870. if ( _camera === undefined ) _camera = new Camera();
  27871. var geometry = this.geometry;
  27872. var pointMap = this.pointMap;
  27873. var w = 1, h = 1;
  27874. // we need just camera projection matrix inverse
  27875. // world matrix must be identity
  27876. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27877. // center / target
  27878. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27879. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27880. // near
  27881. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27882. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27883. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27884. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27885. // far
  27886. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27887. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27888. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27889. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27890. // up
  27891. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27892. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27893. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27894. // cross
  27895. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27896. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27897. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27898. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27899. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27900. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27901. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27902. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27903. geometry.getAttribute( 'position' ).needsUpdate = true;
  27904. };
  27905. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27906. if ( _vector$9 === undefined ) _vector$9 = new Vector3();
  27907. _vector$9.set( x, y, z ).unproject( camera );
  27908. var points = pointMap[ point ];
  27909. if ( points !== undefined ) {
  27910. var position = geometry.getAttribute( 'position' );
  27911. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27912. position.setXYZ( points[ i ], _vector$9.x, _vector$9.y, _vector$9.z );
  27913. }
  27914. }
  27915. }
  27916. /**
  27917. * @author mrdoob / http://mrdoob.com/
  27918. * @author Mugen87 / http://github.com/Mugen87
  27919. */
  27920. var _box$1;
  27921. function BoxHelper( object, color ) {
  27922. this.object = object;
  27923. if ( color === undefined ) color = 0xffff00;
  27924. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27925. var positions = new Float32Array( 8 * 3 );
  27926. var geometry = new BufferGeometry();
  27927. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27928. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27929. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27930. this.matrixAutoUpdate = false;
  27931. this.update();
  27932. }
  27933. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27934. BoxHelper.prototype.constructor = BoxHelper;
  27935. BoxHelper.prototype.update = function ( object ) {
  27936. if ( _box$1 === undefined ) _box$1 = new Box3();
  27937. if ( object !== undefined ) {
  27938. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27939. }
  27940. if ( this.object !== undefined ) {
  27941. _box$1.setFromObject( this.object );
  27942. }
  27943. if ( _box$1.isEmpty() ) return;
  27944. var min = _box$1.min;
  27945. var max = _box$1.max;
  27946. /*
  27947. 5____4
  27948. 1/___0/|
  27949. | 6__|_7
  27950. 2/___3/
  27951. 0: max.x, max.y, max.z
  27952. 1: min.x, max.y, max.z
  27953. 2: min.x, min.y, max.z
  27954. 3: max.x, min.y, max.z
  27955. 4: max.x, max.y, min.z
  27956. 5: min.x, max.y, min.z
  27957. 6: min.x, min.y, min.z
  27958. 7: max.x, min.y, min.z
  27959. */
  27960. var position = this.geometry.attributes.position;
  27961. var array = position.array;
  27962. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27963. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27964. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27965. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27966. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27967. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27968. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27969. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27970. position.needsUpdate = true;
  27971. this.geometry.computeBoundingSphere();
  27972. };
  27973. BoxHelper.prototype.setFromObject = function ( object ) {
  27974. this.object = object;
  27975. this.update();
  27976. return this;
  27977. };
  27978. BoxHelper.prototype.copy = function ( source ) {
  27979. LineSegments.prototype.copy.call( this, source );
  27980. this.object = source.object;
  27981. return this;
  27982. };
  27983. BoxHelper.prototype.clone = function () {
  27984. return new this.constructor().copy( this );
  27985. };
  27986. /**
  27987. * @author WestLangley / http://github.com/WestLangley
  27988. */
  27989. function Box3Helper( box, color ) {
  27990. this.type = 'Box3Helper';
  27991. this.box = box;
  27992. color = color || 0xffff00;
  27993. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27994. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  27995. var geometry = new BufferGeometry();
  27996. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27997. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27998. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27999. this.geometry.computeBoundingSphere();
  28000. }
  28001. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28002. Box3Helper.prototype.constructor = Box3Helper;
  28003. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28004. var box = this.box;
  28005. if ( box.isEmpty() ) return;
  28006. box.getCenter( this.position );
  28007. box.getSize( this.scale );
  28008. this.scale.multiplyScalar( 0.5 );
  28009. Object3D.prototype.updateMatrixWorld.call( this, force );
  28010. };
  28011. /**
  28012. * @author WestLangley / http://github.com/WestLangley
  28013. */
  28014. function PlaneHelper( plane, size, hex ) {
  28015. this.type = 'PlaneHelper';
  28016. this.plane = plane;
  28017. this.size = ( size === undefined ) ? 1 : size;
  28018. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28019. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  28020. var geometry = new BufferGeometry();
  28021. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28022. geometry.computeBoundingSphere();
  28023. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28024. //
  28025. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28026. var geometry2 = new BufferGeometry();
  28027. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28028. geometry2.computeBoundingSphere();
  28029. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28030. }
  28031. PlaneHelper.prototype = Object.create( Line.prototype );
  28032. PlaneHelper.prototype.constructor = PlaneHelper;
  28033. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28034. var scale = - this.plane.constant;
  28035. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  28036. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28037. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28038. this.lookAt( this.plane.normal );
  28039. Object3D.prototype.updateMatrixWorld.call( this, force );
  28040. };
  28041. /**
  28042. * @author WestLangley / http://github.com/WestLangley
  28043. * @author zz85 / http://github.com/zz85
  28044. * @author bhouston / http://clara.io
  28045. *
  28046. * Creates an arrow for visualizing directions
  28047. *
  28048. * Parameters:
  28049. * dir - Vector3
  28050. * origin - Vector3
  28051. * length - Number
  28052. * color - color in hex value
  28053. * headLength - Number
  28054. * headWidth - Number
  28055. */
  28056. var _axis;
  28057. var _lineGeometry, _coneGeometry;
  28058. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28059. // dir is assumed to be normalized
  28060. Object3D.call( this );
  28061. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  28062. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  28063. if ( length === undefined ) length = 1;
  28064. if ( color === undefined ) color = 0xffff00;
  28065. if ( headLength === undefined ) headLength = 0.2 * length;
  28066. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28067. if ( _lineGeometry === undefined ) {
  28068. _lineGeometry = new BufferGeometry();
  28069. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28070. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28071. _coneGeometry.translate( 0, - 0.5, 0 );
  28072. }
  28073. this.position.copy( origin );
  28074. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28075. this.line.matrixAutoUpdate = false;
  28076. this.add( this.line );
  28077. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28078. this.cone.matrixAutoUpdate = false;
  28079. this.add( this.cone );
  28080. this.setDirection( dir );
  28081. this.setLength( length, headLength, headWidth );
  28082. }
  28083. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28084. ArrowHelper.prototype.constructor = ArrowHelper;
  28085. ArrowHelper.prototype.setDirection = function ( dir ) {
  28086. if ( _axis === undefined ) _axis = new Vector3();
  28087. // dir is assumed to be normalized
  28088. if ( dir.y > 0.99999 ) {
  28089. this.quaternion.set( 0, 0, 0, 1 );
  28090. } else if ( dir.y < - 0.99999 ) {
  28091. this.quaternion.set( 1, 0, 0, 0 );
  28092. } else {
  28093. _axis.set( dir.z, 0, - dir.x ).normalize();
  28094. var radians = Math.acos( dir.y );
  28095. this.quaternion.setFromAxisAngle( _axis, radians );
  28096. }
  28097. };
  28098. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28099. if ( headLength === undefined ) headLength = 0.2 * length;
  28100. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28101. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  28102. this.line.updateMatrix();
  28103. this.cone.scale.set( headWidth, headLength, headWidth );
  28104. this.cone.position.y = length;
  28105. this.cone.updateMatrix();
  28106. };
  28107. ArrowHelper.prototype.setColor = function ( color ) {
  28108. this.line.material.color.set( color );
  28109. this.cone.material.color.set( color );
  28110. };
  28111. ArrowHelper.prototype.copy = function ( source ) {
  28112. Object3D.prototype.copy.call( this, source, false );
  28113. this.line.copy( source.line );
  28114. this.cone.copy( source.cone );
  28115. return this;
  28116. };
  28117. ArrowHelper.prototype.clone = function () {
  28118. return new this.constructor().copy( this );
  28119. };
  28120. /**
  28121. * @author sroucheray / http://sroucheray.org/
  28122. * @author mrdoob / http://mrdoob.com/
  28123. */
  28124. function AxesHelper( size ) {
  28125. size = size || 1;
  28126. var vertices = [
  28127. 0, 0, 0, size, 0, 0,
  28128. 0, 0, 0, 0, size, 0,
  28129. 0, 0, 0, 0, 0, size
  28130. ];
  28131. var colors = [
  28132. 1, 0, 0, 1, 0.6, 0,
  28133. 0, 1, 0, 0.6, 1, 0,
  28134. 0, 0, 1, 0, 0.6, 1
  28135. ];
  28136. var geometry = new BufferGeometry();
  28137. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28138. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28139. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28140. LineSegments.call( this, geometry, material );
  28141. }
  28142. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28143. AxesHelper.prototype.constructor = AxesHelper;
  28144. /**
  28145. * @author mrdoob / http://mrdoob.com/
  28146. */
  28147. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28148. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28149. return new Face3( a, b, c, normal, color, materialIndex );
  28150. }
  28151. var LineStrip = 0;
  28152. var LinePieces = 1;
  28153. function MeshFaceMaterial( materials ) {
  28154. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28155. return materials;
  28156. }
  28157. function MultiMaterial( materials ) {
  28158. if ( materials === undefined ) materials = [];
  28159. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28160. materials.isMultiMaterial = true;
  28161. materials.materials = materials;
  28162. materials.clone = function () {
  28163. return materials.slice();
  28164. };
  28165. return materials;
  28166. }
  28167. function PointCloud( geometry, material ) {
  28168. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28169. return new Points( geometry, material );
  28170. }
  28171. function Particle( material ) {
  28172. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28173. return new Sprite( material );
  28174. }
  28175. function ParticleSystem( geometry, material ) {
  28176. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28177. return new Points( geometry, material );
  28178. }
  28179. function PointCloudMaterial( parameters ) {
  28180. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28181. return new PointsMaterial( parameters );
  28182. }
  28183. function ParticleBasicMaterial( parameters ) {
  28184. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28185. return new PointsMaterial( parameters );
  28186. }
  28187. function ParticleSystemMaterial( parameters ) {
  28188. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28189. return new PointsMaterial( parameters );
  28190. }
  28191. function Vertex( x, y, z ) {
  28192. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28193. return new Vector3( x, y, z );
  28194. }
  28195. //
  28196. function DynamicBufferAttribute( array, itemSize ) {
  28197. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28198. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28199. }
  28200. function Int8Attribute( array, itemSize ) {
  28201. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28202. return new Int8BufferAttribute( array, itemSize );
  28203. }
  28204. function Uint8Attribute( array, itemSize ) {
  28205. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28206. return new Uint8BufferAttribute( array, itemSize );
  28207. }
  28208. function Uint8ClampedAttribute( array, itemSize ) {
  28209. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28210. return new Uint8ClampedBufferAttribute( array, itemSize );
  28211. }
  28212. function Int16Attribute( array, itemSize ) {
  28213. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28214. return new Int16BufferAttribute( array, itemSize );
  28215. }
  28216. function Uint16Attribute( array, itemSize ) {
  28217. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28218. return new Uint16BufferAttribute( array, itemSize );
  28219. }
  28220. function Int32Attribute( array, itemSize ) {
  28221. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28222. return new Int32BufferAttribute( array, itemSize );
  28223. }
  28224. function Uint32Attribute( array, itemSize ) {
  28225. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28226. return new Uint32BufferAttribute( array, itemSize );
  28227. }
  28228. function Float32Attribute( array, itemSize ) {
  28229. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28230. return new Float32BufferAttribute( array, itemSize );
  28231. }
  28232. function Float64Attribute( array, itemSize ) {
  28233. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28234. return new Float64BufferAttribute( array, itemSize );
  28235. }
  28236. //
  28237. Curve.create = function ( construct, getPoint ) {
  28238. console.log( 'THREE.Curve.create() has been deprecated' );
  28239. construct.prototype = Object.create( Curve.prototype );
  28240. construct.prototype.constructor = construct;
  28241. construct.prototype.getPoint = getPoint;
  28242. return construct;
  28243. };
  28244. //
  28245. Object.assign( CurvePath.prototype, {
  28246. createPointsGeometry: function ( divisions ) {
  28247. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28248. // generate geometry from path points (for Line or Points objects)
  28249. var pts = this.getPoints( divisions );
  28250. return this.createGeometry( pts );
  28251. },
  28252. createSpacedPointsGeometry: function ( divisions ) {
  28253. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28254. // generate geometry from equidistant sampling along the path
  28255. var pts = this.getSpacedPoints( divisions );
  28256. return this.createGeometry( pts );
  28257. },
  28258. createGeometry: function ( points ) {
  28259. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28260. var geometry = new Geometry();
  28261. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28262. var point = points[ i ];
  28263. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28264. }
  28265. return geometry;
  28266. }
  28267. } );
  28268. //
  28269. Object.assign( Path.prototype, {
  28270. fromPoints: function ( points ) {
  28271. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28272. this.setFromPoints( points );
  28273. }
  28274. } );
  28275. //
  28276. function ClosedSplineCurve3( points ) {
  28277. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28278. CatmullRomCurve3.call( this, points );
  28279. this.type = 'catmullrom';
  28280. this.closed = true;
  28281. }
  28282. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28283. //
  28284. function SplineCurve3( points ) {
  28285. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28286. CatmullRomCurve3.call( this, points );
  28287. this.type = 'catmullrom';
  28288. }
  28289. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28290. //
  28291. function Spline( points ) {
  28292. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28293. CatmullRomCurve3.call( this, points );
  28294. this.type = 'catmullrom';
  28295. }
  28296. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28297. Object.assign( Spline.prototype, {
  28298. initFromArray: function ( /* a */ ) {
  28299. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28300. },
  28301. getControlPointsArray: function ( /* optionalTarget */ ) {
  28302. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28303. },
  28304. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28305. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28306. }
  28307. } );
  28308. //
  28309. function AxisHelper( size ) {
  28310. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28311. return new AxesHelper( size );
  28312. }
  28313. function BoundingBoxHelper( object, color ) {
  28314. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28315. return new BoxHelper( object, color );
  28316. }
  28317. function EdgesHelper( object, hex ) {
  28318. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28319. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28320. }
  28321. GridHelper.prototype.setColors = function () {
  28322. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28323. };
  28324. SkeletonHelper.prototype.update = function () {
  28325. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28326. };
  28327. function WireframeHelper( object, hex ) {
  28328. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28329. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28330. }
  28331. //
  28332. Object.assign( Loader.prototype, {
  28333. extractUrlBase: function ( url ) {
  28334. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28335. return LoaderUtils.extractUrlBase( url );
  28336. }
  28337. } );
  28338. function XHRLoader( manager ) {
  28339. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28340. return new FileLoader( manager );
  28341. }
  28342. function BinaryTextureLoader( manager ) {
  28343. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28344. return new DataTextureLoader( manager );
  28345. }
  28346. Object.assign( ObjectLoader.prototype, {
  28347. setTexturePath: function ( value ) {
  28348. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28349. return this.setResourcePath( value );
  28350. }
  28351. } );
  28352. //
  28353. Object.assign( Box2.prototype, {
  28354. center: function ( optionalTarget ) {
  28355. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28356. return this.getCenter( optionalTarget );
  28357. },
  28358. empty: function () {
  28359. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28360. return this.isEmpty();
  28361. },
  28362. isIntersectionBox: function ( box ) {
  28363. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28364. return this.intersectsBox( box );
  28365. },
  28366. size: function ( optionalTarget ) {
  28367. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28368. return this.getSize( optionalTarget );
  28369. }
  28370. } );
  28371. Object.assign( Box3.prototype, {
  28372. center: function ( optionalTarget ) {
  28373. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28374. return this.getCenter( optionalTarget );
  28375. },
  28376. empty: function () {
  28377. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28378. return this.isEmpty();
  28379. },
  28380. isIntersectionBox: function ( box ) {
  28381. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28382. return this.intersectsBox( box );
  28383. },
  28384. isIntersectionSphere: function ( sphere ) {
  28385. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28386. return this.intersectsSphere( sphere );
  28387. },
  28388. size: function ( optionalTarget ) {
  28389. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28390. return this.getSize( optionalTarget );
  28391. }
  28392. } );
  28393. Line3.prototype.center = function ( optionalTarget ) {
  28394. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28395. return this.getCenter( optionalTarget );
  28396. };
  28397. Object.assign( _Math, {
  28398. random16: function () {
  28399. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28400. return Math.random();
  28401. },
  28402. nearestPowerOfTwo: function ( value ) {
  28403. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28404. return _Math.floorPowerOfTwo( value );
  28405. },
  28406. nextPowerOfTwo: function ( value ) {
  28407. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28408. return _Math.ceilPowerOfTwo( value );
  28409. }
  28410. } );
  28411. Object.assign( Matrix3.prototype, {
  28412. flattenToArrayOffset: function ( array, offset ) {
  28413. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28414. return this.toArray( array, offset );
  28415. },
  28416. multiplyVector3: function ( vector ) {
  28417. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28418. return vector.applyMatrix3( this );
  28419. },
  28420. multiplyVector3Array: function ( /* a */ ) {
  28421. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28422. },
  28423. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28424. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28425. return this.applyToBufferAttribute( buffer );
  28426. },
  28427. applyToVector3Array: function ( /* array, offset, length */ ) {
  28428. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28429. }
  28430. } );
  28431. Object.assign( Matrix4.prototype, {
  28432. extractPosition: function ( m ) {
  28433. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28434. return this.copyPosition( m );
  28435. },
  28436. flattenToArrayOffset: function ( array, offset ) {
  28437. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28438. return this.toArray( array, offset );
  28439. },
  28440. getPosition: function () {
  28441. var v1;
  28442. return function getPosition() {
  28443. if ( v1 === undefined ) v1 = new Vector3();
  28444. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28445. return v1.setFromMatrixColumn( this, 3 );
  28446. };
  28447. }(),
  28448. setRotationFromQuaternion: function ( q ) {
  28449. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28450. return this.makeRotationFromQuaternion( q );
  28451. },
  28452. multiplyToArray: function () {
  28453. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28454. },
  28455. multiplyVector3: function ( vector ) {
  28456. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28457. return vector.applyMatrix4( this );
  28458. },
  28459. multiplyVector4: function ( vector ) {
  28460. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28461. return vector.applyMatrix4( this );
  28462. },
  28463. multiplyVector3Array: function ( /* a */ ) {
  28464. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28465. },
  28466. rotateAxis: function ( v ) {
  28467. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28468. v.transformDirection( this );
  28469. },
  28470. crossVector: function ( vector ) {
  28471. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28472. return vector.applyMatrix4( this );
  28473. },
  28474. translate: function () {
  28475. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28476. },
  28477. rotateX: function () {
  28478. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28479. },
  28480. rotateY: function () {
  28481. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28482. },
  28483. rotateZ: function () {
  28484. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28485. },
  28486. rotateByAxis: function () {
  28487. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28488. },
  28489. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28490. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28491. return this.applyToBufferAttribute( buffer );
  28492. },
  28493. applyToVector3Array: function ( /* array, offset, length */ ) {
  28494. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28495. },
  28496. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28497. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28498. return this.makePerspective( left, right, top, bottom, near, far );
  28499. }
  28500. } );
  28501. Plane.prototype.isIntersectionLine = function ( line ) {
  28502. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28503. return this.intersectsLine( line );
  28504. };
  28505. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28506. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28507. return vector.applyQuaternion( this );
  28508. };
  28509. Object.assign( Ray.prototype, {
  28510. isIntersectionBox: function ( box ) {
  28511. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28512. return this.intersectsBox( box );
  28513. },
  28514. isIntersectionPlane: function ( plane ) {
  28515. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28516. return this.intersectsPlane( plane );
  28517. },
  28518. isIntersectionSphere: function ( sphere ) {
  28519. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28520. return this.intersectsSphere( sphere );
  28521. }
  28522. } );
  28523. Object.assign( Triangle.prototype, {
  28524. area: function () {
  28525. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28526. return this.getArea();
  28527. },
  28528. barycoordFromPoint: function ( point, target ) {
  28529. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28530. return this.getBarycoord( point, target );
  28531. },
  28532. midpoint: function ( target ) {
  28533. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28534. return this.getMidpoint( target );
  28535. },
  28536. normal: function ( target ) {
  28537. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28538. return this.getNormal( target );
  28539. },
  28540. plane: function ( target ) {
  28541. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28542. return this.getPlane( target );
  28543. }
  28544. } );
  28545. Object.assign( Triangle, {
  28546. barycoordFromPoint: function ( point, a, b, c, target ) {
  28547. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28548. return Triangle.getBarycoord( point, a, b, c, target );
  28549. },
  28550. normal: function ( a, b, c, target ) {
  28551. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28552. return Triangle.getNormal( a, b, c, target );
  28553. }
  28554. } );
  28555. Object.assign( Shape.prototype, {
  28556. extractAllPoints: function ( divisions ) {
  28557. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28558. return this.extractPoints( divisions );
  28559. },
  28560. extrude: function ( options ) {
  28561. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28562. return new ExtrudeGeometry( this, options );
  28563. },
  28564. makeGeometry: function ( options ) {
  28565. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28566. return new ShapeGeometry( this, options );
  28567. }
  28568. } );
  28569. Object.assign( Vector2.prototype, {
  28570. fromAttribute: function ( attribute, index, offset ) {
  28571. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28572. return this.fromBufferAttribute( attribute, index, offset );
  28573. },
  28574. distanceToManhattan: function ( v ) {
  28575. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28576. return this.manhattanDistanceTo( v );
  28577. },
  28578. lengthManhattan: function () {
  28579. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28580. return this.manhattanLength();
  28581. }
  28582. } );
  28583. Object.assign( Vector3.prototype, {
  28584. setEulerFromRotationMatrix: function () {
  28585. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28586. },
  28587. setEulerFromQuaternion: function () {
  28588. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28589. },
  28590. getPositionFromMatrix: function ( m ) {
  28591. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28592. return this.setFromMatrixPosition( m );
  28593. },
  28594. getScaleFromMatrix: function ( m ) {
  28595. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28596. return this.setFromMatrixScale( m );
  28597. },
  28598. getColumnFromMatrix: function ( index, matrix ) {
  28599. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28600. return this.setFromMatrixColumn( matrix, index );
  28601. },
  28602. applyProjection: function ( m ) {
  28603. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28604. return this.applyMatrix4( m );
  28605. },
  28606. fromAttribute: function ( attribute, index, offset ) {
  28607. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28608. return this.fromBufferAttribute( attribute, index, offset );
  28609. },
  28610. distanceToManhattan: function ( v ) {
  28611. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28612. return this.manhattanDistanceTo( v );
  28613. },
  28614. lengthManhattan: function () {
  28615. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28616. return this.manhattanLength();
  28617. }
  28618. } );
  28619. Object.assign( Vector4.prototype, {
  28620. fromAttribute: function ( attribute, index, offset ) {
  28621. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28622. return this.fromBufferAttribute( attribute, index, offset );
  28623. },
  28624. lengthManhattan: function () {
  28625. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28626. return this.manhattanLength();
  28627. }
  28628. } );
  28629. //
  28630. Object.assign( Geometry.prototype, {
  28631. computeTangents: function () {
  28632. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28633. },
  28634. computeLineDistances: function () {
  28635. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28636. }
  28637. } );
  28638. Object.assign( Object3D.prototype, {
  28639. getChildByName: function ( name ) {
  28640. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28641. return this.getObjectByName( name );
  28642. },
  28643. renderDepth: function () {
  28644. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28645. },
  28646. translate: function ( distance, axis ) {
  28647. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28648. return this.translateOnAxis( axis, distance );
  28649. },
  28650. getWorldRotation: function () {
  28651. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28652. }
  28653. } );
  28654. Object.defineProperties( Object3D.prototype, {
  28655. eulerOrder: {
  28656. get: function () {
  28657. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28658. return this.rotation.order;
  28659. },
  28660. set: function ( value ) {
  28661. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28662. this.rotation.order = value;
  28663. }
  28664. },
  28665. useQuaternion: {
  28666. get: function () {
  28667. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28668. },
  28669. set: function () {
  28670. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28671. }
  28672. }
  28673. } );
  28674. Object.defineProperties( LOD.prototype, {
  28675. objects: {
  28676. get: function () {
  28677. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28678. return this.levels;
  28679. }
  28680. }
  28681. } );
  28682. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28683. get: function () {
  28684. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28685. },
  28686. set: function () {
  28687. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28688. }
  28689. } );
  28690. SkinnedMesh.prototype.initBones = function () {
  28691. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28692. };
  28693. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28694. get: function () {
  28695. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28696. return this.arcLengthDivisions;
  28697. },
  28698. set: function ( value ) {
  28699. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28700. this.arcLengthDivisions = value;
  28701. }
  28702. } );
  28703. //
  28704. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28705. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28706. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28707. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28708. this.setFocalLength( focalLength );
  28709. };
  28710. //
  28711. Object.defineProperties( Light.prototype, {
  28712. onlyShadow: {
  28713. set: function () {
  28714. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28715. }
  28716. },
  28717. shadowCameraFov: {
  28718. set: function ( value ) {
  28719. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28720. this.shadow.camera.fov = value;
  28721. }
  28722. },
  28723. shadowCameraLeft: {
  28724. set: function ( value ) {
  28725. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28726. this.shadow.camera.left = value;
  28727. }
  28728. },
  28729. shadowCameraRight: {
  28730. set: function ( value ) {
  28731. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28732. this.shadow.camera.right = value;
  28733. }
  28734. },
  28735. shadowCameraTop: {
  28736. set: function ( value ) {
  28737. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28738. this.shadow.camera.top = value;
  28739. }
  28740. },
  28741. shadowCameraBottom: {
  28742. set: function ( value ) {
  28743. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28744. this.shadow.camera.bottom = value;
  28745. }
  28746. },
  28747. shadowCameraNear: {
  28748. set: function ( value ) {
  28749. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28750. this.shadow.camera.near = value;
  28751. }
  28752. },
  28753. shadowCameraFar: {
  28754. set: function ( value ) {
  28755. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28756. this.shadow.camera.far = value;
  28757. }
  28758. },
  28759. shadowCameraVisible: {
  28760. set: function () {
  28761. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28762. }
  28763. },
  28764. shadowBias: {
  28765. set: function ( value ) {
  28766. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28767. this.shadow.bias = value;
  28768. }
  28769. },
  28770. shadowDarkness: {
  28771. set: function () {
  28772. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28773. }
  28774. },
  28775. shadowMapWidth: {
  28776. set: function ( value ) {
  28777. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28778. this.shadow.mapSize.width = value;
  28779. }
  28780. },
  28781. shadowMapHeight: {
  28782. set: function ( value ) {
  28783. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28784. this.shadow.mapSize.height = value;
  28785. }
  28786. }
  28787. } );
  28788. //
  28789. Object.defineProperties( BufferAttribute.prototype, {
  28790. length: {
  28791. get: function () {
  28792. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28793. return this.array.length;
  28794. }
  28795. },
  28796. copyIndicesArray: function ( /* indices */ ) {
  28797. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28798. }
  28799. } );
  28800. Object.assign( BufferGeometry.prototype, {
  28801. addIndex: function ( index ) {
  28802. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28803. this.setIndex( index );
  28804. },
  28805. addDrawCall: function ( start, count, indexOffset ) {
  28806. if ( indexOffset !== undefined ) {
  28807. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28808. }
  28809. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28810. this.addGroup( start, count );
  28811. },
  28812. clearDrawCalls: function () {
  28813. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28814. this.clearGroups();
  28815. },
  28816. computeTangents: function () {
  28817. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28818. },
  28819. computeOffsets: function () {
  28820. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28821. }
  28822. } );
  28823. Object.defineProperties( BufferGeometry.prototype, {
  28824. drawcalls: {
  28825. get: function () {
  28826. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28827. return this.groups;
  28828. }
  28829. },
  28830. offsets: {
  28831. get: function () {
  28832. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28833. return this.groups;
  28834. }
  28835. }
  28836. } );
  28837. //
  28838. Object.assign( ExtrudeBufferGeometry.prototype, {
  28839. getArrays: function () {
  28840. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28841. },
  28842. addShapeList: function () {
  28843. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28844. },
  28845. addShape: function () {
  28846. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28847. }
  28848. } );
  28849. //
  28850. Object.defineProperties( Uniform.prototype, {
  28851. dynamic: {
  28852. set: function () {
  28853. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28854. }
  28855. },
  28856. onUpdate: {
  28857. value: function () {
  28858. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28859. return this;
  28860. }
  28861. }
  28862. } );
  28863. //
  28864. Object.defineProperties( Material.prototype, {
  28865. wrapAround: {
  28866. get: function () {
  28867. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28868. },
  28869. set: function () {
  28870. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28871. }
  28872. },
  28873. overdraw: {
  28874. get: function () {
  28875. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28876. },
  28877. set: function () {
  28878. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28879. }
  28880. },
  28881. wrapRGB: {
  28882. get: function () {
  28883. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28884. return new Color();
  28885. }
  28886. },
  28887. shading: {
  28888. get: function () {
  28889. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28890. },
  28891. set: function ( value ) {
  28892. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28893. this.flatShading = ( value === FlatShading );
  28894. }
  28895. }
  28896. } );
  28897. Object.defineProperties( MeshPhongMaterial.prototype, {
  28898. metal: {
  28899. get: function () {
  28900. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28901. return false;
  28902. },
  28903. set: function () {
  28904. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28905. }
  28906. }
  28907. } );
  28908. Object.defineProperties( ShaderMaterial.prototype, {
  28909. derivatives: {
  28910. get: function () {
  28911. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28912. return this.extensions.derivatives;
  28913. },
  28914. set: function ( value ) {
  28915. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28916. this.extensions.derivatives = value;
  28917. }
  28918. }
  28919. } );
  28920. //
  28921. Object.assign( WebGLRenderer.prototype, {
  28922. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28923. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28924. this.setRenderTarget( renderTarget );
  28925. this.clear( color, depth, stencil );
  28926. },
  28927. animate: function ( callback ) {
  28928. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28929. this.setAnimationLoop( callback );
  28930. },
  28931. getCurrentRenderTarget: function () {
  28932. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28933. return this.getRenderTarget();
  28934. },
  28935. getMaxAnisotropy: function () {
  28936. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28937. return this.capabilities.getMaxAnisotropy();
  28938. },
  28939. getPrecision: function () {
  28940. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28941. return this.capabilities.precision;
  28942. },
  28943. resetGLState: function () {
  28944. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28945. return this.state.reset();
  28946. },
  28947. supportsFloatTextures: function () {
  28948. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28949. return this.extensions.get( 'OES_texture_float' );
  28950. },
  28951. supportsHalfFloatTextures: function () {
  28952. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28953. return this.extensions.get( 'OES_texture_half_float' );
  28954. },
  28955. supportsStandardDerivatives: function () {
  28956. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28957. return this.extensions.get( 'OES_standard_derivatives' );
  28958. },
  28959. supportsCompressedTextureS3TC: function () {
  28960. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28961. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28962. },
  28963. supportsCompressedTexturePVRTC: function () {
  28964. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28965. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28966. },
  28967. supportsBlendMinMax: function () {
  28968. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28969. return this.extensions.get( 'EXT_blend_minmax' );
  28970. },
  28971. supportsVertexTextures: function () {
  28972. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28973. return this.capabilities.vertexTextures;
  28974. },
  28975. supportsInstancedArrays: function () {
  28976. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28977. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28978. },
  28979. enableScissorTest: function ( boolean ) {
  28980. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28981. this.setScissorTest( boolean );
  28982. },
  28983. initMaterial: function () {
  28984. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28985. },
  28986. addPrePlugin: function () {
  28987. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28988. },
  28989. addPostPlugin: function () {
  28990. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28991. },
  28992. updateShadowMap: function () {
  28993. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28994. },
  28995. setFaceCulling: function () {
  28996. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28997. },
  28998. allocTextureUnit: function () {
  28999. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29000. },
  29001. setTexture: function () {
  29002. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29003. },
  29004. setTexture2D: function () {
  29005. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29006. },
  29007. setTextureCube: function () {
  29008. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29009. },
  29010. getActiveMipMapLevel: function () {
  29011. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29012. return this.getActiveMipmapLevel();
  29013. }
  29014. } );
  29015. Object.defineProperties( WebGLRenderer.prototype, {
  29016. shadowMapEnabled: {
  29017. get: function () {
  29018. return this.shadowMap.enabled;
  29019. },
  29020. set: function ( value ) {
  29021. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29022. this.shadowMap.enabled = value;
  29023. }
  29024. },
  29025. shadowMapType: {
  29026. get: function () {
  29027. return this.shadowMap.type;
  29028. },
  29029. set: function ( value ) {
  29030. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29031. this.shadowMap.type = value;
  29032. }
  29033. },
  29034. shadowMapCullFace: {
  29035. get: function () {
  29036. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29037. return undefined;
  29038. },
  29039. set: function ( /* value */ ) {
  29040. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29041. }
  29042. },
  29043. context: {
  29044. get: function () {
  29045. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29046. return this.getContext();
  29047. }
  29048. }
  29049. } );
  29050. Object.defineProperties( WebGLShadowMap.prototype, {
  29051. cullFace: {
  29052. get: function () {
  29053. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29054. return undefined;
  29055. },
  29056. set: function ( /* cullFace */ ) {
  29057. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29058. }
  29059. },
  29060. renderReverseSided: {
  29061. get: function () {
  29062. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29063. return undefined;
  29064. },
  29065. set: function () {
  29066. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29067. }
  29068. },
  29069. renderSingleSided: {
  29070. get: function () {
  29071. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29072. return undefined;
  29073. },
  29074. set: function () {
  29075. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29076. }
  29077. }
  29078. } );
  29079. //
  29080. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29081. activeCubeFace: {
  29082. set: function ( /* value */ ) {
  29083. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29084. }
  29085. },
  29086. activeMipMapLevel: {
  29087. set: function ( /* value */ ) {
  29088. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29089. }
  29090. }
  29091. } );
  29092. //
  29093. Object.defineProperties( WebGLRenderTarget.prototype, {
  29094. wrapS: {
  29095. get: function () {
  29096. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29097. return this.texture.wrapS;
  29098. },
  29099. set: function ( value ) {
  29100. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29101. this.texture.wrapS = value;
  29102. }
  29103. },
  29104. wrapT: {
  29105. get: function () {
  29106. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29107. return this.texture.wrapT;
  29108. },
  29109. set: function ( value ) {
  29110. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29111. this.texture.wrapT = value;
  29112. }
  29113. },
  29114. magFilter: {
  29115. get: function () {
  29116. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29117. return this.texture.magFilter;
  29118. },
  29119. set: function ( value ) {
  29120. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29121. this.texture.magFilter = value;
  29122. }
  29123. },
  29124. minFilter: {
  29125. get: function () {
  29126. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29127. return this.texture.minFilter;
  29128. },
  29129. set: function ( value ) {
  29130. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29131. this.texture.minFilter = value;
  29132. }
  29133. },
  29134. anisotropy: {
  29135. get: function () {
  29136. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29137. return this.texture.anisotropy;
  29138. },
  29139. set: function ( value ) {
  29140. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29141. this.texture.anisotropy = value;
  29142. }
  29143. },
  29144. offset: {
  29145. get: function () {
  29146. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29147. return this.texture.offset;
  29148. },
  29149. set: function ( value ) {
  29150. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29151. this.texture.offset = value;
  29152. }
  29153. },
  29154. repeat: {
  29155. get: function () {
  29156. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29157. return this.texture.repeat;
  29158. },
  29159. set: function ( value ) {
  29160. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29161. this.texture.repeat = value;
  29162. }
  29163. },
  29164. format: {
  29165. get: function () {
  29166. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29167. return this.texture.format;
  29168. },
  29169. set: function ( value ) {
  29170. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29171. this.texture.format = value;
  29172. }
  29173. },
  29174. type: {
  29175. get: function () {
  29176. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29177. return this.texture.type;
  29178. },
  29179. set: function ( value ) {
  29180. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29181. this.texture.type = value;
  29182. }
  29183. },
  29184. generateMipmaps: {
  29185. get: function () {
  29186. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29187. return this.texture.generateMipmaps;
  29188. },
  29189. set: function ( value ) {
  29190. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29191. this.texture.generateMipmaps = value;
  29192. }
  29193. }
  29194. } );
  29195. //
  29196. Object.defineProperties( WebVRManager.prototype, {
  29197. standing: {
  29198. set: function ( /* value */ ) {
  29199. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29200. }
  29201. },
  29202. userHeight: {
  29203. set: function ( /* value */ ) {
  29204. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29205. }
  29206. }
  29207. } );
  29208. //
  29209. Audio.prototype.load = function ( file ) {
  29210. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29211. var scope = this;
  29212. var audioLoader = new AudioLoader();
  29213. audioLoader.load( file, function ( buffer ) {
  29214. scope.setBuffer( buffer );
  29215. } );
  29216. return this;
  29217. };
  29218. AudioAnalyser.prototype.getData = function () {
  29219. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29220. return this.getFrequencyData();
  29221. };
  29222. //
  29223. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29224. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29225. return this.update( renderer, scene );
  29226. };
  29227. //
  29228. var GeometryUtils = {
  29229. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29230. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29231. var matrix;
  29232. if ( geometry2.isMesh ) {
  29233. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29234. matrix = geometry2.matrix;
  29235. geometry2 = geometry2.geometry;
  29236. }
  29237. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29238. },
  29239. center: function ( geometry ) {
  29240. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29241. return geometry.center();
  29242. }
  29243. };
  29244. ImageUtils.crossOrigin = undefined;
  29245. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29246. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29247. var loader = new TextureLoader();
  29248. loader.setCrossOrigin( this.crossOrigin );
  29249. var texture = loader.load( url, onLoad, undefined, onError );
  29250. if ( mapping ) texture.mapping = mapping;
  29251. return texture;
  29252. };
  29253. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29254. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29255. var loader = new CubeTextureLoader();
  29256. loader.setCrossOrigin( this.crossOrigin );
  29257. var texture = loader.load( urls, onLoad, undefined, onError );
  29258. if ( mapping ) texture.mapping = mapping;
  29259. return texture;
  29260. };
  29261. ImageUtils.loadCompressedTexture = function () {
  29262. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29263. };
  29264. ImageUtils.loadCompressedTextureCube = function () {
  29265. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29266. };
  29267. //
  29268. function CanvasRenderer() {
  29269. console.error( 'THREE.CanvasRenderer has been removed' );
  29270. }
  29271. //
  29272. function JSONLoader() {
  29273. console.error( 'THREE.JSONLoader has been removed.' );
  29274. }
  29275. //
  29276. var SceneUtils = {
  29277. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29278. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29279. },
  29280. detach: function ( /* child, parent, scene */ ) {
  29281. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29282. },
  29283. attach: function ( /* child, scene, parent */ ) {
  29284. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29285. }
  29286. };
  29287. //
  29288. function LensFlare() {
  29289. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29290. }
  29291. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29292. exports.AddEquation = AddEquation;
  29293. exports.AddOperation = AddOperation;
  29294. exports.AdditiveBlending = AdditiveBlending;
  29295. exports.AlphaFormat = AlphaFormat;
  29296. exports.AlwaysDepth = AlwaysDepth;
  29297. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29298. exports.AmbientLight = AmbientLight;
  29299. exports.AmbientLightProbe = AmbientLightProbe;
  29300. exports.AnimationClip = AnimationClip;
  29301. exports.AnimationLoader = AnimationLoader;
  29302. exports.AnimationMixer = AnimationMixer;
  29303. exports.AnimationObjectGroup = AnimationObjectGroup;
  29304. exports.AnimationUtils = AnimationUtils;
  29305. exports.ArcCurve = ArcCurve;
  29306. exports.ArrayCamera = ArrayCamera;
  29307. exports.ArrowHelper = ArrowHelper;
  29308. exports.Audio = Audio;
  29309. exports.AudioAnalyser = AudioAnalyser;
  29310. exports.AudioContext = AudioContext;
  29311. exports.AudioListener = AudioListener;
  29312. exports.AudioLoader = AudioLoader;
  29313. exports.AxesHelper = AxesHelper;
  29314. exports.AxisHelper = AxisHelper;
  29315. exports.BackSide = BackSide;
  29316. exports.BasicDepthPacking = BasicDepthPacking;
  29317. exports.BasicShadowMap = BasicShadowMap;
  29318. exports.BinaryTextureLoader = BinaryTextureLoader;
  29319. exports.Bone = Bone;
  29320. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29321. exports.BoundingBoxHelper = BoundingBoxHelper;
  29322. exports.Box2 = Box2;
  29323. exports.Box3 = Box3;
  29324. exports.Box3Helper = Box3Helper;
  29325. exports.BoxBufferGeometry = BoxBufferGeometry;
  29326. exports.BoxGeometry = BoxGeometry;
  29327. exports.BoxHelper = BoxHelper;
  29328. exports.BufferAttribute = BufferAttribute;
  29329. exports.BufferGeometry = BufferGeometry;
  29330. exports.BufferGeometryLoader = BufferGeometryLoader;
  29331. exports.ByteType = ByteType;
  29332. exports.Cache = Cache;
  29333. exports.Camera = Camera;
  29334. exports.CameraHelper = CameraHelper;
  29335. exports.CanvasRenderer = CanvasRenderer;
  29336. exports.CanvasTexture = CanvasTexture;
  29337. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29338. exports.CineonToneMapping = CineonToneMapping;
  29339. exports.CircleBufferGeometry = CircleBufferGeometry;
  29340. exports.CircleGeometry = CircleGeometry;
  29341. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29342. exports.Clock = Clock;
  29343. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29344. exports.Color = Color;
  29345. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29346. exports.CompressedTexture = CompressedTexture;
  29347. exports.CompressedTextureLoader = CompressedTextureLoader;
  29348. exports.ConeBufferGeometry = ConeBufferGeometry;
  29349. exports.ConeGeometry = ConeGeometry;
  29350. exports.CubeCamera = CubeCamera;
  29351. exports.CubeGeometry = BoxGeometry;
  29352. exports.CubeReflectionMapping = CubeReflectionMapping;
  29353. exports.CubeRefractionMapping = CubeRefractionMapping;
  29354. exports.CubeTexture = CubeTexture;
  29355. exports.CubeTextureLoader = CubeTextureLoader;
  29356. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29357. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29358. exports.CubicBezierCurve = CubicBezierCurve;
  29359. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29360. exports.CubicInterpolant = CubicInterpolant;
  29361. exports.CullFaceBack = CullFaceBack;
  29362. exports.CullFaceFront = CullFaceFront;
  29363. exports.CullFaceFrontBack = CullFaceFrontBack;
  29364. exports.CullFaceNone = CullFaceNone;
  29365. exports.Curve = Curve;
  29366. exports.CurvePath = CurvePath;
  29367. exports.CustomBlending = CustomBlending;
  29368. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29369. exports.CylinderGeometry = CylinderGeometry;
  29370. exports.Cylindrical = Cylindrical;
  29371. exports.DataTexture = DataTexture;
  29372. exports.DataTexture2DArray = DataTexture2DArray;
  29373. exports.DataTexture3D = DataTexture3D;
  29374. exports.DataTextureLoader = DataTextureLoader;
  29375. exports.DecrementStencilOp = DecrementStencilOp;
  29376. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29377. exports.DefaultLoadingManager = DefaultLoadingManager;
  29378. exports.DepthFormat = DepthFormat;
  29379. exports.DepthStencilFormat = DepthStencilFormat;
  29380. exports.DepthTexture = DepthTexture;
  29381. exports.DirectionalLight = DirectionalLight;
  29382. exports.DirectionalLightHelper = DirectionalLightHelper;
  29383. exports.DirectionalLightShadow = DirectionalLightShadow;
  29384. exports.DiscreteInterpolant = DiscreteInterpolant;
  29385. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29386. exports.DodecahedronGeometry = DodecahedronGeometry;
  29387. exports.DoubleSide = DoubleSide;
  29388. exports.DstAlphaFactor = DstAlphaFactor;
  29389. exports.DstColorFactor = DstColorFactor;
  29390. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29391. exports.EdgesGeometry = EdgesGeometry;
  29392. exports.EdgesHelper = EdgesHelper;
  29393. exports.EllipseCurve = EllipseCurve;
  29394. exports.EqualDepth = EqualDepth;
  29395. exports.EqualStencilFunc = EqualStencilFunc;
  29396. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29397. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29398. exports.Euler = Euler;
  29399. exports.EventDispatcher = EventDispatcher;
  29400. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29401. exports.ExtrudeGeometry = ExtrudeGeometry;
  29402. exports.Face3 = Face3;
  29403. exports.Face4 = Face4;
  29404. exports.FaceColors = FaceColors;
  29405. exports.FaceNormalsHelper = FaceNormalsHelper;
  29406. exports.FileLoader = FileLoader;
  29407. exports.FlatShading = FlatShading;
  29408. exports.Float32Attribute = Float32Attribute;
  29409. exports.Float32BufferAttribute = Float32BufferAttribute;
  29410. exports.Float64Attribute = Float64Attribute;
  29411. exports.Float64BufferAttribute = Float64BufferAttribute;
  29412. exports.FloatType = FloatType;
  29413. exports.Fog = Fog;
  29414. exports.FogExp2 = FogExp2;
  29415. exports.Font = Font;
  29416. exports.FontLoader = FontLoader;
  29417. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29418. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29419. exports.FrontSide = FrontSide;
  29420. exports.Frustum = Frustum;
  29421. exports.GammaEncoding = GammaEncoding;
  29422. exports.Geometry = Geometry;
  29423. exports.GeometryUtils = GeometryUtils;
  29424. exports.GreaterDepth = GreaterDepth;
  29425. exports.GreaterEqualDepth = GreaterEqualDepth;
  29426. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29427. exports.GreaterStencilFunc = GreaterStencilFunc;
  29428. exports.GridHelper = GridHelper;
  29429. exports.Group = Group;
  29430. exports.HalfFloatType = HalfFloatType;
  29431. exports.HemisphereLight = HemisphereLight;
  29432. exports.HemisphereLightHelper = HemisphereLightHelper;
  29433. exports.HemisphereLightProbe = HemisphereLightProbe;
  29434. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29435. exports.IcosahedronGeometry = IcosahedronGeometry;
  29436. exports.ImageBitmapLoader = ImageBitmapLoader;
  29437. exports.ImageLoader = ImageLoader;
  29438. exports.ImageUtils = ImageUtils;
  29439. exports.ImmediateRenderObject = ImmediateRenderObject;
  29440. exports.IncrementStencilOp = IncrementStencilOp;
  29441. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29442. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29443. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29444. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29445. exports.Int16Attribute = Int16Attribute;
  29446. exports.Int16BufferAttribute = Int16BufferAttribute;
  29447. exports.Int32Attribute = Int32Attribute;
  29448. exports.Int32BufferAttribute = Int32BufferAttribute;
  29449. exports.Int8Attribute = Int8Attribute;
  29450. exports.Int8BufferAttribute = Int8BufferAttribute;
  29451. exports.IntType = IntType;
  29452. exports.InterleavedBuffer = InterleavedBuffer;
  29453. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29454. exports.Interpolant = Interpolant;
  29455. exports.InterpolateDiscrete = InterpolateDiscrete;
  29456. exports.InterpolateLinear = InterpolateLinear;
  29457. exports.InterpolateSmooth = InterpolateSmooth;
  29458. exports.InvertStencilOp = InvertStencilOp;
  29459. exports.JSONLoader = JSONLoader;
  29460. exports.KeepStencilOp = KeepStencilOp;
  29461. exports.KeyframeTrack = KeyframeTrack;
  29462. exports.LOD = LOD;
  29463. exports.LatheBufferGeometry = LatheBufferGeometry;
  29464. exports.LatheGeometry = LatheGeometry;
  29465. exports.Layers = Layers;
  29466. exports.LensFlare = LensFlare;
  29467. exports.LessDepth = LessDepth;
  29468. exports.LessEqualDepth = LessEqualDepth;
  29469. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29470. exports.LessStencilFunc = LessStencilFunc;
  29471. exports.Light = Light;
  29472. exports.LightProbe = LightProbe;
  29473. exports.LightProbeHelper = LightProbeHelper;
  29474. exports.LightShadow = LightShadow;
  29475. exports.Line = Line;
  29476. exports.Line3 = Line3;
  29477. exports.LineBasicMaterial = LineBasicMaterial;
  29478. exports.LineCurve = LineCurve;
  29479. exports.LineCurve3 = LineCurve3;
  29480. exports.LineDashedMaterial = LineDashedMaterial;
  29481. exports.LineLoop = LineLoop;
  29482. exports.LinePieces = LinePieces;
  29483. exports.LineSegments = LineSegments;
  29484. exports.LineStrip = LineStrip;
  29485. exports.LinearEncoding = LinearEncoding;
  29486. exports.LinearFilter = LinearFilter;
  29487. exports.LinearInterpolant = LinearInterpolant;
  29488. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29489. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29490. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29491. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29492. exports.LinearToneMapping = LinearToneMapping;
  29493. exports.Loader = Loader;
  29494. exports.LoaderUtils = LoaderUtils;
  29495. exports.LoadingManager = LoadingManager;
  29496. exports.LogLuvEncoding = LogLuvEncoding;
  29497. exports.LoopOnce = LoopOnce;
  29498. exports.LoopPingPong = LoopPingPong;
  29499. exports.LoopRepeat = LoopRepeat;
  29500. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29501. exports.LuminanceFormat = LuminanceFormat;
  29502. exports.MOUSE = MOUSE;
  29503. exports.Material = Material;
  29504. exports.MaterialLoader = MaterialLoader;
  29505. exports.Math = _Math;
  29506. exports.Matrix3 = Matrix3;
  29507. exports.Matrix4 = Matrix4;
  29508. exports.MaxEquation = MaxEquation;
  29509. exports.Mesh = Mesh;
  29510. exports.MeshBasicMaterial = MeshBasicMaterial;
  29511. exports.MeshDepthMaterial = MeshDepthMaterial;
  29512. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29513. exports.MeshFaceMaterial = MeshFaceMaterial;
  29514. exports.MeshLambertMaterial = MeshLambertMaterial;
  29515. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29516. exports.MeshNormalMaterial = MeshNormalMaterial;
  29517. exports.MeshPhongMaterial = MeshPhongMaterial;
  29518. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29519. exports.MeshStandardMaterial = MeshStandardMaterial;
  29520. exports.MeshToonMaterial = MeshToonMaterial;
  29521. exports.MinEquation = MinEquation;
  29522. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29523. exports.MixOperation = MixOperation;
  29524. exports.MultiMaterial = MultiMaterial;
  29525. exports.MultiplyBlending = MultiplyBlending;
  29526. exports.MultiplyOperation = MultiplyOperation;
  29527. exports.NearestFilter = NearestFilter;
  29528. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29529. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29530. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29531. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29532. exports.NeverDepth = NeverDepth;
  29533. exports.NeverStencilFunc = NeverStencilFunc;
  29534. exports.NoBlending = NoBlending;
  29535. exports.NoColors = NoColors;
  29536. exports.NoToneMapping = NoToneMapping;
  29537. exports.NormalBlending = NormalBlending;
  29538. exports.NotEqualDepth = NotEqualDepth;
  29539. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29540. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29541. exports.Object3D = Object3D;
  29542. exports.ObjectLoader = ObjectLoader;
  29543. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29544. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29545. exports.OctahedronGeometry = OctahedronGeometry;
  29546. exports.OneFactor = OneFactor;
  29547. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29548. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29549. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29550. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29551. exports.OrthographicCamera = OrthographicCamera;
  29552. exports.PCFShadowMap = PCFShadowMap;
  29553. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29554. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29555. exports.ParametricGeometry = ParametricGeometry;
  29556. exports.Particle = Particle;
  29557. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29558. exports.ParticleSystem = ParticleSystem;
  29559. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29560. exports.Path = Path;
  29561. exports.PerspectiveCamera = PerspectiveCamera;
  29562. exports.Plane = Plane;
  29563. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29564. exports.PlaneGeometry = PlaneGeometry;
  29565. exports.PlaneHelper = PlaneHelper;
  29566. exports.PointCloud = PointCloud;
  29567. exports.PointCloudMaterial = PointCloudMaterial;
  29568. exports.PointLight = PointLight;
  29569. exports.PointLightHelper = PointLightHelper;
  29570. exports.Points = Points;
  29571. exports.PointsMaterial = PointsMaterial;
  29572. exports.PolarGridHelper = PolarGridHelper;
  29573. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29574. exports.PolyhedronGeometry = PolyhedronGeometry;
  29575. exports.PositionalAudio = PositionalAudio;
  29576. exports.PositionalAudioHelper = PositionalAudioHelper;
  29577. exports.PropertyBinding = PropertyBinding;
  29578. exports.PropertyMixer = PropertyMixer;
  29579. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29580. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29581. exports.Quaternion = Quaternion;
  29582. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29583. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29584. exports.REVISION = REVISION;
  29585. exports.RGBADepthPacking = RGBADepthPacking;
  29586. exports.RGBAFormat = RGBAFormat;
  29587. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29588. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29589. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29590. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29591. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29592. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29593. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29594. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29595. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29596. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29597. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29598. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29599. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29600. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29601. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29602. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29603. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29604. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29605. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29606. exports.RGBDEncoding = RGBDEncoding;
  29607. exports.RGBEEncoding = RGBEEncoding;
  29608. exports.RGBEFormat = RGBEFormat;
  29609. exports.RGBFormat = RGBFormat;
  29610. exports.RGBM16Encoding = RGBM16Encoding;
  29611. exports.RGBM7Encoding = RGBM7Encoding;
  29612. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29613. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29614. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29615. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29616. exports.RawShaderMaterial = RawShaderMaterial;
  29617. exports.Ray = Ray;
  29618. exports.Raycaster = Raycaster;
  29619. exports.RectAreaLight = RectAreaLight;
  29620. exports.RectAreaLightHelper = RectAreaLightHelper;
  29621. exports.RedFormat = RedFormat;
  29622. exports.ReinhardToneMapping = ReinhardToneMapping;
  29623. exports.RepeatWrapping = RepeatWrapping;
  29624. exports.ReplaceStencilOp = ReplaceStencilOp;
  29625. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29626. exports.RingBufferGeometry = RingBufferGeometry;
  29627. exports.RingGeometry = RingGeometry;
  29628. exports.Scene = Scene;
  29629. exports.SceneUtils = SceneUtils;
  29630. exports.ShaderChunk = ShaderChunk;
  29631. exports.ShaderLib = ShaderLib;
  29632. exports.ShaderMaterial = ShaderMaterial;
  29633. exports.ShadowMaterial = ShadowMaterial;
  29634. exports.Shape = Shape;
  29635. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29636. exports.ShapeGeometry = ShapeGeometry;
  29637. exports.ShapePath = ShapePath;
  29638. exports.ShapeUtils = ShapeUtils;
  29639. exports.ShortType = ShortType;
  29640. exports.Skeleton = Skeleton;
  29641. exports.SkeletonHelper = SkeletonHelper;
  29642. exports.SkinnedMesh = SkinnedMesh;
  29643. exports.SmoothShading = SmoothShading;
  29644. exports.Sphere = Sphere;
  29645. exports.SphereBufferGeometry = SphereBufferGeometry;
  29646. exports.SphereGeometry = SphereGeometry;
  29647. exports.Spherical = Spherical;
  29648. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29649. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29650. exports.Spline = Spline;
  29651. exports.SplineCurve = SplineCurve;
  29652. exports.SplineCurve3 = SplineCurve3;
  29653. exports.SpotLight = SpotLight;
  29654. exports.SpotLightHelper = SpotLightHelper;
  29655. exports.SpotLightShadow = SpotLightShadow;
  29656. exports.Sprite = Sprite;
  29657. exports.SpriteMaterial = SpriteMaterial;
  29658. exports.SrcAlphaFactor = SrcAlphaFactor;
  29659. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29660. exports.SrcColorFactor = SrcColorFactor;
  29661. exports.StereoCamera = StereoCamera;
  29662. exports.StringKeyframeTrack = StringKeyframeTrack;
  29663. exports.SubtractEquation = SubtractEquation;
  29664. exports.SubtractiveBlending = SubtractiveBlending;
  29665. exports.TOUCH = TOUCH;
  29666. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29667. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29668. exports.TetrahedronGeometry = TetrahedronGeometry;
  29669. exports.TextBufferGeometry = TextBufferGeometry;
  29670. exports.TextGeometry = TextGeometry;
  29671. exports.Texture = Texture;
  29672. exports.TextureLoader = TextureLoader;
  29673. exports.TorusBufferGeometry = TorusBufferGeometry;
  29674. exports.TorusGeometry = TorusGeometry;
  29675. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29676. exports.TorusKnotGeometry = TorusKnotGeometry;
  29677. exports.Triangle = Triangle;
  29678. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29679. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29680. exports.TrianglesDrawMode = TrianglesDrawMode;
  29681. exports.TubeBufferGeometry = TubeBufferGeometry;
  29682. exports.TubeGeometry = TubeGeometry;
  29683. exports.UVMapping = UVMapping;
  29684. exports.Uint16Attribute = Uint16Attribute;
  29685. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29686. exports.Uint32Attribute = Uint32Attribute;
  29687. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29688. exports.Uint8Attribute = Uint8Attribute;
  29689. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29690. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29691. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29692. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29693. exports.Uniform = Uniform;
  29694. exports.UniformsLib = UniformsLib;
  29695. exports.UniformsUtils = UniformsUtils;
  29696. exports.UnsignedByteType = UnsignedByteType;
  29697. exports.UnsignedInt248Type = UnsignedInt248Type;
  29698. exports.UnsignedIntType = UnsignedIntType;
  29699. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29700. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29701. exports.UnsignedShort565Type = UnsignedShort565Type;
  29702. exports.UnsignedShortType = UnsignedShortType;
  29703. exports.Vector2 = Vector2;
  29704. exports.Vector3 = Vector3;
  29705. exports.Vector4 = Vector4;
  29706. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29707. exports.Vertex = Vertex;
  29708. exports.VertexColors = VertexColors;
  29709. exports.VertexNormalsHelper = VertexNormalsHelper;
  29710. exports.VideoTexture = VideoTexture;
  29711. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29712. exports.WebGLRenderTarget = WebGLRenderTarget;
  29713. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29714. exports.WebGLRenderer = WebGLRenderer;
  29715. exports.WebGLUtils = WebGLUtils;
  29716. exports.WireframeGeometry = WireframeGeometry;
  29717. exports.WireframeHelper = WireframeHelper;
  29718. exports.WrapAroundEnding = WrapAroundEnding;
  29719. exports.XHRLoader = XHRLoader;
  29720. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29721. exports.ZeroFactor = ZeroFactor;
  29722. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29723. exports.ZeroStencilOp = ZeroStencilOp;
  29724. exports.sRGBEncoding = sRGBEncoding;
  29725. Object.defineProperty(exports, '__esModule', { value: true });
  29726. }));
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