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. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '110dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. var StaticDrawUsage = 35044;
  220. var DynamicDrawUsage = 35048;
  221. var StreamDrawUsage = 35040;
  222. var StaticReadUsage = 35045;
  223. var DynamicReadUsage = 35049;
  224. var StreamReadUsage = 35041;
  225. var StaticCopyUsage = 35046;
  226. var DynamicCopyUsage = 35050;
  227. var StreamCopyUsage = 35042;
  228. /**
  229. * https://github.com/mrdoob/eventdispatcher.js/
  230. */
  231. function EventDispatcher() {}
  232. Object.assign( EventDispatcher.prototype, {
  233. addEventListener: function ( type, listener ) {
  234. if ( this._listeners === undefined ) { this._listeners = {}; }
  235. var listeners = this._listeners;
  236. if ( listeners[ type ] === undefined ) {
  237. listeners[ type ] = [];
  238. }
  239. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  240. listeners[ type ].push( listener );
  241. }
  242. },
  243. hasEventListener: function ( type, listener ) {
  244. if ( this._listeners === undefined ) { return false; }
  245. var listeners = this._listeners;
  246. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  247. },
  248. removeEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return; }
  250. var listeners = this._listeners;
  251. var listenerArray = listeners[ type ];
  252. if ( listenerArray !== undefined ) {
  253. var index = listenerArray.indexOf( listener );
  254. if ( index !== - 1 ) {
  255. listenerArray.splice( index, 1 );
  256. }
  257. }
  258. },
  259. dispatchEvent: function ( event ) {
  260. if ( this._listeners === undefined ) { return; }
  261. var listeners = this._listeners;
  262. var listenerArray = listeners[ event.type ];
  263. if ( listenerArray !== undefined ) {
  264. event.target = this;
  265. var array = listenerArray.slice( 0 );
  266. for ( var i = 0, l = array.length; i < l; i ++ ) {
  267. array[ i ].call( this, event );
  268. }
  269. }
  270. }
  271. } );
  272. /**
  273. * @author alteredq / http://alteredqualia.com/
  274. * @author mrdoob / http://mrdoob.com/
  275. */
  276. var _lut = [];
  277. for ( var i = 0; i < 256; i ++ ) {
  278. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  279. }
  280. var _Math = {
  281. DEG2RAD: Math.PI / 180,
  282. RAD2DEG: 180 / Math.PI,
  283. generateUUID: function () {
  284. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  285. var d0 = Math.random() * 0xffffffff | 0;
  286. var d1 = Math.random() * 0xffffffff | 0;
  287. var d2 = Math.random() * 0xffffffff | 0;
  288. var d3 = Math.random() * 0xffffffff | 0;
  289. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  290. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  291. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  292. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  293. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  294. return uuid.toUpperCase();
  295. },
  296. clamp: function ( value, min, max ) {
  297. return Math.max( min, Math.min( max, value ) );
  298. },
  299. // compute euclidian modulo of m % n
  300. // https://en.wikipedia.org/wiki/Modulo_operation
  301. euclideanModulo: function ( n, m ) {
  302. return ( ( n % m ) + m ) % m;
  303. },
  304. // Linear mapping from range <a1, a2> to range <b1, b2>
  305. mapLinear: function ( x, a1, a2, b1, b2 ) {
  306. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  307. },
  308. // https://en.wikipedia.org/wiki/Linear_interpolation
  309. lerp: function ( x, y, t ) {
  310. return ( 1 - t ) * x + t * y;
  311. },
  312. // http://en.wikipedia.org/wiki/Smoothstep
  313. smoothstep: function ( x, min, max ) {
  314. if ( x <= min ) { return 0; }
  315. if ( x >= max ) { return 1; }
  316. x = ( x - min ) / ( max - min );
  317. return x * x * ( 3 - 2 * x );
  318. },
  319. smootherstep: function ( x, min, max ) {
  320. if ( x <= min ) { return 0; }
  321. if ( x >= max ) { return 1; }
  322. x = ( x - min ) / ( max - min );
  323. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  324. },
  325. // Random integer from <low, high> interval
  326. randInt: function ( low, high ) {
  327. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  328. },
  329. // Random float from <low, high> interval
  330. randFloat: function ( low, high ) {
  331. return low + Math.random() * ( high - low );
  332. },
  333. // Random float from <-range/2, range/2> interval
  334. randFloatSpread: function ( range ) {
  335. return range * ( 0.5 - Math.random() );
  336. },
  337. degToRad: function ( degrees ) {
  338. return degrees * _Math.DEG2RAD;
  339. },
  340. radToDeg: function ( radians ) {
  341. return radians * _Math.RAD2DEG;
  342. },
  343. isPowerOfTwo: function ( value ) {
  344. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  345. },
  346. ceilPowerOfTwo: function ( value ) {
  347. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  348. },
  349. floorPowerOfTwo: function ( value ) {
  350. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  351. }
  352. };
  353. /**
  354. * @author mrdoob / http://mrdoob.com/
  355. * @author philogb / http://blog.thejit.org/
  356. * @author egraether / http://egraether.com/
  357. * @author zz85 / http://www.lab4games.net/zz85/blog
  358. */
  359. function Vector2( x, y ) {
  360. this.x = x || 0;
  361. this.y = y || 0;
  362. }
  363. Object.defineProperties( Vector2.prototype, {
  364. "width": {
  365. get: function () {
  366. return this.x;
  367. },
  368. set: function ( value ) {
  369. this.x = value;
  370. }
  371. },
  372. "height": {
  373. get: function () {
  374. return this.y;
  375. },
  376. set: function ( value ) {
  377. this.y = value;
  378. }
  379. }
  380. } );
  381. Object.assign( Vector2.prototype, {
  382. isVector2: true,
  383. set: function ( x, y ) {
  384. this.x = x;
  385. this.y = y;
  386. return this;
  387. },
  388. setScalar: function ( scalar ) {
  389. this.x = scalar;
  390. this.y = scalar;
  391. return this;
  392. },
  393. setX: function ( x ) {
  394. this.x = x;
  395. return this;
  396. },
  397. setY: function ( y ) {
  398. this.y = y;
  399. return this;
  400. },
  401. setComponent: function ( index, value ) {
  402. switch ( index ) {
  403. case 0: this.x = value; break;
  404. case 1: this.y = value; break;
  405. default: throw new Error( 'index is out of range: ' + index );
  406. }
  407. return this;
  408. },
  409. getComponent: function ( index ) {
  410. switch ( index ) {
  411. case 0: return this.x;
  412. case 1: return this.y;
  413. default: throw new Error( 'index is out of range: ' + index );
  414. }
  415. },
  416. clone: function () {
  417. return new this.constructor( this.x, this.y );
  418. },
  419. copy: function ( v ) {
  420. this.x = v.x;
  421. this.y = v.y;
  422. return this;
  423. },
  424. add: function ( v, w ) {
  425. if ( w !== undefined ) {
  426. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  427. return this.addVectors( v, w );
  428. }
  429. this.x += v.x;
  430. this.y += v.y;
  431. return this;
  432. },
  433. addScalar: function ( s ) {
  434. this.x += s;
  435. this.y += s;
  436. return this;
  437. },
  438. addVectors: function ( a, b ) {
  439. this.x = a.x + b.x;
  440. this.y = a.y + b.y;
  441. return this;
  442. },
  443. addScaledVector: function ( v, s ) {
  444. this.x += v.x * s;
  445. this.y += v.y * s;
  446. return this;
  447. },
  448. sub: function ( v, w ) {
  449. if ( w !== undefined ) {
  450. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  451. return this.subVectors( v, w );
  452. }
  453. this.x -= v.x;
  454. this.y -= v.y;
  455. return this;
  456. },
  457. subScalar: function ( s ) {
  458. this.x -= s;
  459. this.y -= s;
  460. return this;
  461. },
  462. subVectors: function ( a, b ) {
  463. this.x = a.x - b.x;
  464. this.y = a.y - b.y;
  465. return this;
  466. },
  467. multiply: function ( v ) {
  468. this.x *= v.x;
  469. this.y *= v.y;
  470. return this;
  471. },
  472. multiplyScalar: function ( scalar ) {
  473. this.x *= scalar;
  474. this.y *= scalar;
  475. return this;
  476. },
  477. divide: function ( v ) {
  478. this.x /= v.x;
  479. this.y /= v.y;
  480. return this;
  481. },
  482. divideScalar: function ( scalar ) {
  483. return this.multiplyScalar( 1 / scalar );
  484. },
  485. applyMatrix3: function ( m ) {
  486. var x = this.x, y = this.y;
  487. var e = m.elements;
  488. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  489. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  490. return this;
  491. },
  492. min: function ( v ) {
  493. this.x = Math.min( this.x, v.x );
  494. this.y = Math.min( this.y, v.y );
  495. return this;
  496. },
  497. max: function ( v ) {
  498. this.x = Math.max( this.x, v.x );
  499. this.y = Math.max( this.y, v.y );
  500. return this;
  501. },
  502. clamp: function ( min, max ) {
  503. // assumes min < max, componentwise
  504. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  505. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  506. return this;
  507. },
  508. clampScalar: function ( minVal, maxVal ) {
  509. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  510. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  511. return this;
  512. },
  513. clampLength: function ( min, max ) {
  514. var length = this.length();
  515. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  516. },
  517. floor: function () {
  518. this.x = Math.floor( this.x );
  519. this.y = Math.floor( this.y );
  520. return this;
  521. },
  522. ceil: function () {
  523. this.x = Math.ceil( this.x );
  524. this.y = Math.ceil( this.y );
  525. return this;
  526. },
  527. round: function () {
  528. this.x = Math.round( this.x );
  529. this.y = Math.round( this.y );
  530. return this;
  531. },
  532. roundToZero: function () {
  533. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  534. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  535. return this;
  536. },
  537. negate: function () {
  538. this.x = - this.x;
  539. this.y = - this.y;
  540. return this;
  541. },
  542. dot: function ( v ) {
  543. return this.x * v.x + this.y * v.y;
  544. },
  545. cross: function ( v ) {
  546. return this.x * v.y - this.y * v.x;
  547. },
  548. lengthSq: function () {
  549. return this.x * this.x + this.y * this.y;
  550. },
  551. length: function () {
  552. return Math.sqrt( this.x * this.x + this.y * this.y );
  553. },
  554. manhattanLength: function () {
  555. return Math.abs( this.x ) + Math.abs( this.y );
  556. },
  557. normalize: function () {
  558. return this.divideScalar( this.length() || 1 );
  559. },
  560. angle: function () {
  561. // computes the angle in radians with respect to the positive x-axis
  562. var angle = Math.atan2( this.y, this.x );
  563. if ( angle < 0 ) { angle += 2 * Math.PI; }
  564. return angle;
  565. },
  566. distanceTo: function ( v ) {
  567. return Math.sqrt( this.distanceToSquared( v ) );
  568. },
  569. distanceToSquared: function ( v ) {
  570. var dx = this.x - v.x, dy = this.y - v.y;
  571. return dx * dx + dy * dy;
  572. },
  573. manhattanDistanceTo: function ( v ) {
  574. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  575. },
  576. setLength: function ( length ) {
  577. return this.normalize().multiplyScalar( length );
  578. },
  579. lerp: function ( v, alpha ) {
  580. this.x += ( v.x - this.x ) * alpha;
  581. this.y += ( v.y - this.y ) * alpha;
  582. return this;
  583. },
  584. lerpVectors: function ( v1, v2, alpha ) {
  585. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  586. },
  587. equals: function ( v ) {
  588. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  589. },
  590. fromArray: function ( array, offset ) {
  591. if ( offset === undefined ) { offset = 0; }
  592. this.x = array[ offset ];
  593. this.y = array[ offset + 1 ];
  594. return this;
  595. },
  596. toArray: function ( array, offset ) {
  597. if ( array === undefined ) { array = []; }
  598. if ( offset === undefined ) { offset = 0; }
  599. array[ offset ] = this.x;
  600. array[ offset + 1 ] = this.y;
  601. return array;
  602. },
  603. fromBufferAttribute: function ( attribute, index, offset ) {
  604. if ( offset !== undefined ) {
  605. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  606. }
  607. this.x = attribute.getX( index );
  608. this.y = attribute.getY( index );
  609. return this;
  610. },
  611. rotateAround: function ( center, angle ) {
  612. var c = Math.cos( angle ), s = Math.sin( angle );
  613. var x = this.x - center.x;
  614. var y = this.y - center.y;
  615. this.x = x * c - y * s + center.x;
  616. this.y = x * s + y * c + center.y;
  617. return this;
  618. }
  619. } );
  620. /**
  621. * @author mikael emtinger / http://gomo.se/
  622. * @author alteredq / http://alteredqualia.com/
  623. * @author WestLangley / http://github.com/WestLangley
  624. * @author bhouston / http://clara.io
  625. */
  626. function Quaternion( x, y, z, w ) {
  627. this._x = x || 0;
  628. this._y = y || 0;
  629. this._z = z || 0;
  630. this._w = ( w !== undefined ) ? w : 1;
  631. }
  632. Object.assign( Quaternion, {
  633. slerp: function ( qa, qb, qm, t ) {
  634. return qm.copy( qa ).slerp( qb, t );
  635. },
  636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  637. // fuzz-free, array-based Quaternion SLERP operation
  638. var x0 = src0[ srcOffset0 + 0 ],
  639. y0 = src0[ srcOffset0 + 1 ],
  640. z0 = src0[ srcOffset0 + 2 ],
  641. w0 = src0[ srcOffset0 + 3 ],
  642. x1 = src1[ srcOffset1 + 0 ],
  643. y1 = src1[ srcOffset1 + 1 ],
  644. z1 = src1[ srcOffset1 + 2 ],
  645. w1 = src1[ srcOffset1 + 3 ];
  646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  647. var s = 1 - t,
  648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  649. dir = ( cos >= 0 ? 1 : - 1 ),
  650. sqrSin = 1 - cos * cos;
  651. // Skip the Slerp for tiny steps to avoid numeric problems:
  652. if ( sqrSin > Number.EPSILON ) {
  653. var sin = Math.sqrt( sqrSin ),
  654. len = Math.atan2( sin, cos * dir );
  655. s = Math.sin( s * len ) / sin;
  656. t = Math.sin( t * len ) / sin;
  657. }
  658. var tDir = t * dir;
  659. x0 = x0 * s + x1 * tDir;
  660. y0 = y0 * s + y1 * tDir;
  661. z0 = z0 * s + z1 * tDir;
  662. w0 = w0 * s + w1 * tDir;
  663. // Normalize in case we just did a lerp:
  664. if ( s === 1 - t ) {
  665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  666. x0 *= f;
  667. y0 *= f;
  668. z0 *= f;
  669. w0 *= f;
  670. }
  671. }
  672. dst[ dstOffset ] = x0;
  673. dst[ dstOffset + 1 ] = y0;
  674. dst[ dstOffset + 2 ] = z0;
  675. dst[ dstOffset + 3 ] = w0;
  676. }
  677. } );
  678. Object.defineProperties( Quaternion.prototype, {
  679. x: {
  680. get: function () {
  681. return this._x;
  682. },
  683. set: function ( value ) {
  684. this._x = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. y: {
  689. get: function () {
  690. return this._y;
  691. },
  692. set: function ( value ) {
  693. this._y = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. z: {
  698. get: function () {
  699. return this._z;
  700. },
  701. set: function ( value ) {
  702. this._z = value;
  703. this._onChangeCallback();
  704. }
  705. },
  706. w: {
  707. get: function () {
  708. return this._w;
  709. },
  710. set: function ( value ) {
  711. this._w = value;
  712. this._onChangeCallback();
  713. }
  714. }
  715. } );
  716. Object.assign( Quaternion.prototype, {
  717. isQuaternion: true,
  718. set: function ( x, y, z, w ) {
  719. this._x = x;
  720. this._y = y;
  721. this._z = z;
  722. this._w = w;
  723. this._onChangeCallback();
  724. return this;
  725. },
  726. clone: function () {
  727. return new this.constructor( this._x, this._y, this._z, this._w );
  728. },
  729. copy: function ( quaternion ) {
  730. this._x = quaternion.x;
  731. this._y = quaternion.y;
  732. this._z = quaternion.z;
  733. this._w = quaternion.w;
  734. this._onChangeCallback();
  735. return this;
  736. },
  737. setFromEuler: function ( euler, update ) {
  738. if ( ! ( euler && euler.isEuler ) ) {
  739. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  740. }
  741. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  742. // http://www.mathworks.com/matlabcentral/fileexchange/
  743. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  744. // content/SpinCalc.m
  745. var cos = Math.cos;
  746. var sin = Math.sin;
  747. var c1 = cos( x / 2 );
  748. var c2 = cos( y / 2 );
  749. var c3 = cos( z / 2 );
  750. var s1 = sin( x / 2 );
  751. var s2 = sin( y / 2 );
  752. var s3 = sin( z / 2 );
  753. if ( order === 'XYZ' ) {
  754. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'YXZ' ) {
  759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'ZXY' ) {
  764. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'ZYX' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. } else if ( order === 'YZX' ) {
  774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  778. } else if ( order === 'XZY' ) {
  779. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  780. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  781. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  782. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  783. }
  784. if ( update !== false ) { this._onChangeCallback(); }
  785. return this;
  786. },
  787. setFromAxisAngle: function ( axis, angle ) {
  788. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  789. // assumes axis is normalized
  790. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  791. this._x = axis.x * s;
  792. this._y = axis.y * s;
  793. this._z = axis.z * s;
  794. this._w = Math.cos( halfAngle );
  795. this._onChangeCallback();
  796. return this;
  797. },
  798. setFromRotationMatrix: function ( m ) {
  799. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  800. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  801. var te = m.elements,
  802. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  803. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  804. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  805. trace = m11 + m22 + m33,
  806. s;
  807. if ( trace > 0 ) {
  808. s = 0.5 / Math.sqrt( trace + 1.0 );
  809. this._w = 0.25 / s;
  810. this._x = ( m32 - m23 ) * s;
  811. this._y = ( m13 - m31 ) * s;
  812. this._z = ( m21 - m12 ) * s;
  813. } else if ( m11 > m22 && m11 > m33 ) {
  814. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  815. this._w = ( m32 - m23 ) / s;
  816. this._x = 0.25 * s;
  817. this._y = ( m12 + m21 ) / s;
  818. this._z = ( m13 + m31 ) / s;
  819. } else if ( m22 > m33 ) {
  820. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  821. this._w = ( m13 - m31 ) / s;
  822. this._x = ( m12 + m21 ) / s;
  823. this._y = 0.25 * s;
  824. this._z = ( m23 + m32 ) / s;
  825. } else {
  826. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  827. this._w = ( m21 - m12 ) / s;
  828. this._x = ( m13 + m31 ) / s;
  829. this._y = ( m23 + m32 ) / s;
  830. this._z = 0.25 * s;
  831. }
  832. this._onChangeCallback();
  833. return this;
  834. },
  835. setFromUnitVectors: function ( vFrom, vTo ) {
  836. // assumes direction vectors vFrom and vTo are normalized
  837. var EPS = 0.000001;
  838. var r = vFrom.dot( vTo ) + 1;
  839. if ( r < EPS ) {
  840. r = 0;
  841. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  842. this._x = - vFrom.y;
  843. this._y = vFrom.x;
  844. this._z = 0;
  845. this._w = r;
  846. } else {
  847. this._x = 0;
  848. this._y = - vFrom.z;
  849. this._z = vFrom.y;
  850. this._w = r;
  851. }
  852. } else {
  853. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  854. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  855. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  856. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  857. this._w = r;
  858. }
  859. return this.normalize();
  860. },
  861. angleTo: function ( q ) {
  862. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  863. },
  864. rotateTowards: function ( q, step ) {
  865. var angle = this.angleTo( q );
  866. if ( angle === 0 ) { return this; }
  867. var t = Math.min( 1, step / angle );
  868. this.slerp( q, t );
  869. return this;
  870. },
  871. inverse: function () {
  872. // quaternion is assumed to have unit length
  873. return this.conjugate();
  874. },
  875. conjugate: function () {
  876. this._x *= - 1;
  877. this._y *= - 1;
  878. this._z *= - 1;
  879. this._onChangeCallback();
  880. return this;
  881. },
  882. dot: function ( v ) {
  883. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  884. },
  885. lengthSq: function () {
  886. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  887. },
  888. length: function () {
  889. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  890. },
  891. normalize: function () {
  892. var l = this.length();
  893. if ( l === 0 ) {
  894. this._x = 0;
  895. this._y = 0;
  896. this._z = 0;
  897. this._w = 1;
  898. } else {
  899. l = 1 / l;
  900. this._x = this._x * l;
  901. this._y = this._y * l;
  902. this._z = this._z * l;
  903. this._w = this._w * l;
  904. }
  905. this._onChangeCallback();
  906. return this;
  907. },
  908. multiply: function ( q, p ) {
  909. if ( p !== undefined ) {
  910. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  911. return this.multiplyQuaternions( q, p );
  912. }
  913. return this.multiplyQuaternions( this, q );
  914. },
  915. premultiply: function ( q ) {
  916. return this.multiplyQuaternions( q, this );
  917. },
  918. multiplyQuaternions: function ( a, b ) {
  919. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  920. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  921. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  922. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  923. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  924. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  925. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  926. this._onChangeCallback();
  927. return this;
  928. },
  929. slerp: function ( qb, t ) {
  930. if ( t === 0 ) { return this; }
  931. if ( t === 1 ) { return this.copy( qb ); }
  932. var x = this._x, y = this._y, z = this._z, w = this._w;
  933. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  934. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  935. if ( cosHalfTheta < 0 ) {
  936. this._w = - qb._w;
  937. this._x = - qb._x;
  938. this._y = - qb._y;
  939. this._z = - qb._z;
  940. cosHalfTheta = - cosHalfTheta;
  941. } else {
  942. this.copy( qb );
  943. }
  944. if ( cosHalfTheta >= 1.0 ) {
  945. this._w = w;
  946. this._x = x;
  947. this._y = y;
  948. this._z = z;
  949. return this;
  950. }
  951. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  952. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  953. var s = 1 - t;
  954. this._w = s * w + t * this._w;
  955. this._x = s * x + t * this._x;
  956. this._y = s * y + t * this._y;
  957. this._z = s * z + t * this._z;
  958. this.normalize();
  959. this._onChangeCallback();
  960. return this;
  961. }
  962. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  963. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  964. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  965. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  966. this._w = ( w * ratioA + this._w * ratioB );
  967. this._x = ( x * ratioA + this._x * ratioB );
  968. this._y = ( y * ratioA + this._y * ratioB );
  969. this._z = ( z * ratioA + this._z * ratioB );
  970. this._onChangeCallback();
  971. return this;
  972. },
  973. equals: function ( quaternion ) {
  974. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  975. },
  976. fromArray: function ( array, offset ) {
  977. if ( offset === undefined ) { offset = 0; }
  978. this._x = array[ offset ];
  979. this._y = array[ offset + 1 ];
  980. this._z = array[ offset + 2 ];
  981. this._w = array[ offset + 3 ];
  982. this._onChangeCallback();
  983. return this;
  984. },
  985. toArray: function ( array, offset ) {
  986. if ( array === undefined ) { array = []; }
  987. if ( offset === undefined ) { offset = 0; }
  988. array[ offset ] = this._x;
  989. array[ offset + 1 ] = this._y;
  990. array[ offset + 2 ] = this._z;
  991. array[ offset + 3 ] = this._w;
  992. return array;
  993. },
  994. _onChange: function ( callback ) {
  995. this._onChangeCallback = callback;
  996. return this;
  997. },
  998. _onChangeCallback: function () {}
  999. } );
  1000. /**
  1001. * @author mrdoob / http://mrdoob.com/
  1002. * @author kile / http://kile.stravaganza.org/
  1003. * @author philogb / http://blog.thejit.org/
  1004. * @author mikael emtinger / http://gomo.se/
  1005. * @author egraether / http://egraether.com/
  1006. * @author WestLangley / http://github.com/WestLangley
  1007. */
  1008. var _vector = new Vector3();
  1009. var _quaternion = new Quaternion();
  1010. function Vector3( x, y, z ) {
  1011. this.x = x || 0;
  1012. this.y = y || 0;
  1013. this.z = z || 0;
  1014. }
  1015. Object.assign( Vector3.prototype, {
  1016. isVector3: true,
  1017. set: function ( x, y, z ) {
  1018. this.x = x;
  1019. this.y = y;
  1020. this.z = z;
  1021. return this;
  1022. },
  1023. setScalar: function ( scalar ) {
  1024. this.x = scalar;
  1025. this.y = scalar;
  1026. this.z = scalar;
  1027. return this;
  1028. },
  1029. setX: function ( x ) {
  1030. this.x = x;
  1031. return this;
  1032. },
  1033. setY: function ( y ) {
  1034. this.y = y;
  1035. return this;
  1036. },
  1037. setZ: function ( z ) {
  1038. this.z = z;
  1039. return this;
  1040. },
  1041. setComponent: function ( index, value ) {
  1042. switch ( index ) {
  1043. case 0: this.x = value; break;
  1044. case 1: this.y = value; break;
  1045. case 2: this.z = value; break;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. return this;
  1049. },
  1050. getComponent: function ( index ) {
  1051. switch ( index ) {
  1052. case 0: return this.x;
  1053. case 1: return this.y;
  1054. case 2: return this.z;
  1055. default: throw new Error( 'index is out of range: ' + index );
  1056. }
  1057. },
  1058. clone: function () {
  1059. return new this.constructor( this.x, this.y, this.z );
  1060. },
  1061. copy: function ( v ) {
  1062. this.x = v.x;
  1063. this.y = v.y;
  1064. this.z = v.z;
  1065. return this;
  1066. },
  1067. add: function ( v, w ) {
  1068. if ( w !== undefined ) {
  1069. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1070. return this.addVectors( v, w );
  1071. }
  1072. this.x += v.x;
  1073. this.y += v.y;
  1074. this.z += v.z;
  1075. return this;
  1076. },
  1077. addScalar: function ( s ) {
  1078. this.x += s;
  1079. this.y += s;
  1080. this.z += s;
  1081. return this;
  1082. },
  1083. addVectors: function ( a, b ) {
  1084. this.x = a.x + b.x;
  1085. this.y = a.y + b.y;
  1086. this.z = a.z + b.z;
  1087. return this;
  1088. },
  1089. addScaledVector: function ( v, s ) {
  1090. this.x += v.x * s;
  1091. this.y += v.y * s;
  1092. this.z += v.z * s;
  1093. return this;
  1094. },
  1095. sub: function ( v, w ) {
  1096. if ( w !== undefined ) {
  1097. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1098. return this.subVectors( v, w );
  1099. }
  1100. this.x -= v.x;
  1101. this.y -= v.y;
  1102. this.z -= v.z;
  1103. return this;
  1104. },
  1105. subScalar: function ( s ) {
  1106. this.x -= s;
  1107. this.y -= s;
  1108. this.z -= s;
  1109. return this;
  1110. },
  1111. subVectors: function ( a, b ) {
  1112. this.x = a.x - b.x;
  1113. this.y = a.y - b.y;
  1114. this.z = a.z - b.z;
  1115. return this;
  1116. },
  1117. multiply: function ( v, w ) {
  1118. if ( w !== undefined ) {
  1119. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1120. return this.multiplyVectors( v, w );
  1121. }
  1122. this.x *= v.x;
  1123. this.y *= v.y;
  1124. this.z *= v.z;
  1125. return this;
  1126. },
  1127. multiplyScalar: function ( scalar ) {
  1128. this.x *= scalar;
  1129. this.y *= scalar;
  1130. this.z *= scalar;
  1131. return this;
  1132. },
  1133. multiplyVectors: function ( a, b ) {
  1134. this.x = a.x * b.x;
  1135. this.y = a.y * b.y;
  1136. this.z = a.z * b.z;
  1137. return this;
  1138. },
  1139. applyEuler: function ( euler ) {
  1140. if ( ! ( euler && euler.isEuler ) ) {
  1141. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1142. }
  1143. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1144. },
  1145. applyAxisAngle: function ( axis, angle ) {
  1146. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1147. },
  1148. applyMatrix3: function ( m ) {
  1149. var x = this.x, y = this.y, z = this.z;
  1150. var e = m.elements;
  1151. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1152. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1153. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1154. return this;
  1155. },
  1156. applyMatrix4: function ( m ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var e = m.elements;
  1159. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1160. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1161. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1162. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1163. return this;
  1164. },
  1165. applyQuaternion: function ( q ) {
  1166. var x = this.x, y = this.y, z = this.z;
  1167. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1168. // calculate quat * vector
  1169. var ix = qw * x + qy * z - qz * y;
  1170. var iy = qw * y + qz * x - qx * z;
  1171. var iz = qw * z + qx * y - qy * x;
  1172. var iw = - qx * x - qy * y - qz * z;
  1173. // calculate result * inverse quat
  1174. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1175. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1176. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1177. return this;
  1178. },
  1179. project: function ( camera ) {
  1180. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1181. },
  1182. unproject: function ( camera ) {
  1183. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1184. },
  1185. transformDirection: function ( m ) {
  1186. // input: THREE.Matrix4 affine matrix
  1187. // vector interpreted as a direction
  1188. var x = this.x, y = this.y, z = this.z;
  1189. var e = m.elements;
  1190. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1191. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1192. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1193. return this.normalize();
  1194. },
  1195. divide: function ( v ) {
  1196. this.x /= v.x;
  1197. this.y /= v.y;
  1198. this.z /= v.z;
  1199. return this;
  1200. },
  1201. divideScalar: function ( scalar ) {
  1202. return this.multiplyScalar( 1 / scalar );
  1203. },
  1204. min: function ( v ) {
  1205. this.x = Math.min( this.x, v.x );
  1206. this.y = Math.min( this.y, v.y );
  1207. this.z = Math.min( this.z, v.z );
  1208. return this;
  1209. },
  1210. max: function ( v ) {
  1211. this.x = Math.max( this.x, v.x );
  1212. this.y = Math.max( this.y, v.y );
  1213. this.z = Math.max( this.z, v.z );
  1214. return this;
  1215. },
  1216. clamp: function ( min, max ) {
  1217. // assumes min < max, componentwise
  1218. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1219. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1220. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1221. return this;
  1222. },
  1223. clampScalar: function ( minVal, maxVal ) {
  1224. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1225. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1226. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1227. return this;
  1228. },
  1229. clampLength: function ( min, max ) {
  1230. var length = this.length();
  1231. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1232. },
  1233. floor: function () {
  1234. this.x = Math.floor( this.x );
  1235. this.y = Math.floor( this.y );
  1236. this.z = Math.floor( this.z );
  1237. return this;
  1238. },
  1239. ceil: function () {
  1240. this.x = Math.ceil( this.x );
  1241. this.y = Math.ceil( this.y );
  1242. this.z = Math.ceil( this.z );
  1243. return this;
  1244. },
  1245. round: function () {
  1246. this.x = Math.round( this.x );
  1247. this.y = Math.round( this.y );
  1248. this.z = Math.round( this.z );
  1249. return this;
  1250. },
  1251. roundToZero: function () {
  1252. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1253. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1254. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1255. return this;
  1256. },
  1257. negate: function () {
  1258. this.x = - this.x;
  1259. this.y = - this.y;
  1260. this.z = - this.z;
  1261. return this;
  1262. },
  1263. dot: function ( v ) {
  1264. return this.x * v.x + this.y * v.y + this.z * v.z;
  1265. },
  1266. // TODO lengthSquared?
  1267. lengthSq: function () {
  1268. return this.x * this.x + this.y * this.y + this.z * this.z;
  1269. },
  1270. length: function () {
  1271. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1272. },
  1273. manhattanLength: function () {
  1274. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1275. },
  1276. normalize: function () {
  1277. return this.divideScalar( this.length() || 1 );
  1278. },
  1279. setLength: function ( length ) {
  1280. return this.normalize().multiplyScalar( length );
  1281. },
  1282. lerp: function ( v, alpha ) {
  1283. this.x += ( v.x - this.x ) * alpha;
  1284. this.y += ( v.y - this.y ) * alpha;
  1285. this.z += ( v.z - this.z ) * alpha;
  1286. return this;
  1287. },
  1288. lerpVectors: function ( v1, v2, alpha ) {
  1289. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1290. },
  1291. cross: function ( v, w ) {
  1292. if ( w !== undefined ) {
  1293. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1294. return this.crossVectors( v, w );
  1295. }
  1296. return this.crossVectors( this, v );
  1297. },
  1298. crossVectors: function ( a, b ) {
  1299. var ax = a.x, ay = a.y, az = a.z;
  1300. var bx = b.x, by = b.y, bz = b.z;
  1301. this.x = ay * bz - az * by;
  1302. this.y = az * bx - ax * bz;
  1303. this.z = ax * by - ay * bx;
  1304. return this;
  1305. },
  1306. projectOnVector: function ( v ) {
  1307. // v cannot be the zero v
  1308. var scalar = v.dot( this ) / v.lengthSq();
  1309. return this.copy( v ).multiplyScalar( scalar );
  1310. },
  1311. projectOnPlane: function ( planeNormal ) {
  1312. _vector.copy( this ).projectOnVector( planeNormal );
  1313. return this.sub( _vector );
  1314. },
  1315. reflect: function ( normal ) {
  1316. // reflect incident vector off plane orthogonal to normal
  1317. // normal is assumed to have unit length
  1318. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1319. },
  1320. angleTo: function ( v ) {
  1321. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1322. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1323. var theta = this.dot( v ) / denominator;
  1324. // clamp, to handle numerical problems
  1325. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1326. },
  1327. distanceTo: function ( v ) {
  1328. return Math.sqrt( this.distanceToSquared( v ) );
  1329. },
  1330. distanceToSquared: function ( v ) {
  1331. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1332. return dx * dx + dy * dy + dz * dz;
  1333. },
  1334. manhattanDistanceTo: function ( v ) {
  1335. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1336. },
  1337. setFromSpherical: function ( s ) {
  1338. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1339. },
  1340. setFromSphericalCoords: function ( radius, phi, theta ) {
  1341. var sinPhiRadius = Math.sin( phi ) * radius;
  1342. this.x = sinPhiRadius * Math.sin( theta );
  1343. this.y = Math.cos( phi ) * radius;
  1344. this.z = sinPhiRadius * Math.cos( theta );
  1345. return this;
  1346. },
  1347. setFromCylindrical: function ( c ) {
  1348. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1349. },
  1350. setFromCylindricalCoords: function ( radius, theta, y ) {
  1351. this.x = radius * Math.sin( theta );
  1352. this.y = y;
  1353. this.z = radius * Math.cos( theta );
  1354. return this;
  1355. },
  1356. setFromMatrixPosition: function ( m ) {
  1357. var e = m.elements;
  1358. this.x = e[ 12 ];
  1359. this.y = e[ 13 ];
  1360. this.z = e[ 14 ];
  1361. return this;
  1362. },
  1363. setFromMatrixScale: function ( m ) {
  1364. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1365. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1366. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1367. this.x = sx;
  1368. this.y = sy;
  1369. this.z = sz;
  1370. return this;
  1371. },
  1372. setFromMatrixColumn: function ( m, index ) {
  1373. return this.fromArray( m.elements, index * 4 );
  1374. },
  1375. equals: function ( v ) {
  1376. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1377. },
  1378. fromArray: function ( array, offset ) {
  1379. if ( offset === undefined ) { offset = 0; }
  1380. this.x = array[ offset ];
  1381. this.y = array[ offset + 1 ];
  1382. this.z = array[ offset + 2 ];
  1383. return this;
  1384. },
  1385. toArray: function ( array, offset ) {
  1386. if ( array === undefined ) { array = []; }
  1387. if ( offset === undefined ) { offset = 0; }
  1388. array[ offset ] = this.x;
  1389. array[ offset + 1 ] = this.y;
  1390. array[ offset + 2 ] = this.z;
  1391. return array;
  1392. },
  1393. fromBufferAttribute: function ( attribute, index, offset ) {
  1394. if ( offset !== undefined ) {
  1395. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1396. }
  1397. this.x = attribute.getX( index );
  1398. this.y = attribute.getY( index );
  1399. this.z = attribute.getZ( index );
  1400. return this;
  1401. }
  1402. } );
  1403. /**
  1404. * @author alteredq / http://alteredqualia.com/
  1405. * @author WestLangley / http://github.com/WestLangley
  1406. * @author bhouston / http://clara.io
  1407. * @author tschw
  1408. */
  1409. var _vector$1 = new Vector3();
  1410. function Matrix3() {
  1411. this.elements = [
  1412. 1, 0, 0,
  1413. 0, 1, 0,
  1414. 0, 0, 1
  1415. ];
  1416. if ( arguments.length > 0 ) {
  1417. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1418. }
  1419. }
  1420. Object.assign( Matrix3.prototype, {
  1421. isMatrix3: true,
  1422. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1423. var te = this.elements;
  1424. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1425. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1426. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1427. return this;
  1428. },
  1429. identity: function () {
  1430. this.set(
  1431. 1, 0, 0,
  1432. 0, 1, 0,
  1433. 0, 0, 1
  1434. );
  1435. return this;
  1436. },
  1437. clone: function () {
  1438. return new this.constructor().fromArray( this.elements );
  1439. },
  1440. copy: function ( m ) {
  1441. var te = this.elements;
  1442. var me = m.elements;
  1443. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1444. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1445. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1446. return this;
  1447. },
  1448. setFromMatrix4: function ( m ) {
  1449. var me = m.elements;
  1450. this.set(
  1451. me[ 0 ], me[ 4 ], me[ 8 ],
  1452. me[ 1 ], me[ 5 ], me[ 9 ],
  1453. me[ 2 ], me[ 6 ], me[ 10 ]
  1454. );
  1455. return this;
  1456. },
  1457. applyToBufferAttribute: function ( attribute ) {
  1458. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1459. _vector$1.x = attribute.getX( i );
  1460. _vector$1.y = attribute.getY( i );
  1461. _vector$1.z = attribute.getZ( i );
  1462. _vector$1.applyMatrix3( this );
  1463. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1464. }
  1465. return attribute;
  1466. },
  1467. multiply: function ( m ) {
  1468. return this.multiplyMatrices( this, m );
  1469. },
  1470. premultiply: function ( m ) {
  1471. return this.multiplyMatrices( m, this );
  1472. },
  1473. multiplyMatrices: function ( a, b ) {
  1474. var ae = a.elements;
  1475. var be = b.elements;
  1476. var te = this.elements;
  1477. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1478. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1479. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1480. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1481. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1482. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1483. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1484. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1485. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1486. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1487. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1488. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1489. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1490. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1491. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1492. return this;
  1493. },
  1494. multiplyScalar: function ( s ) {
  1495. var te = this.elements;
  1496. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1497. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1498. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1499. return this;
  1500. },
  1501. determinant: function () {
  1502. var te = this.elements;
  1503. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1504. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1505. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1506. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1507. },
  1508. getInverse: function ( matrix, throwOnDegenerate ) {
  1509. if ( matrix && matrix.isMatrix4 ) {
  1510. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1511. }
  1512. var me = matrix.elements,
  1513. te = this.elements,
  1514. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1515. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1516. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1517. t11 = n33 * n22 - n32 * n23,
  1518. t12 = n32 * n13 - n33 * n12,
  1519. t13 = n23 * n12 - n22 * n13,
  1520. det = n11 * t11 + n21 * t12 + n31 * t13;
  1521. if ( det === 0 ) {
  1522. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1523. if ( throwOnDegenerate === true ) {
  1524. throw new Error( msg );
  1525. } else {
  1526. console.warn( msg );
  1527. }
  1528. return this.identity();
  1529. }
  1530. var detInv = 1 / det;
  1531. te[ 0 ] = t11 * detInv;
  1532. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1533. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1534. te[ 3 ] = t12 * detInv;
  1535. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1536. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1537. te[ 6 ] = t13 * detInv;
  1538. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1539. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1540. return this;
  1541. },
  1542. transpose: function () {
  1543. var tmp, m = this.elements;
  1544. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1545. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1546. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1547. return this;
  1548. },
  1549. getNormalMatrix: function ( matrix4 ) {
  1550. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1551. },
  1552. transposeIntoArray: function ( r ) {
  1553. var m = this.elements;
  1554. r[ 0 ] = m[ 0 ];
  1555. r[ 1 ] = m[ 3 ];
  1556. r[ 2 ] = m[ 6 ];
  1557. r[ 3 ] = m[ 1 ];
  1558. r[ 4 ] = m[ 4 ];
  1559. r[ 5 ] = m[ 7 ];
  1560. r[ 6 ] = m[ 2 ];
  1561. r[ 7 ] = m[ 5 ];
  1562. r[ 8 ] = m[ 8 ];
  1563. return this;
  1564. },
  1565. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1566. var c = Math.cos( rotation );
  1567. var s = Math.sin( rotation );
  1568. this.set(
  1569. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1570. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1571. 0, 0, 1
  1572. );
  1573. },
  1574. scale: function ( sx, sy ) {
  1575. var te = this.elements;
  1576. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1577. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1578. return this;
  1579. },
  1580. rotate: function ( theta ) {
  1581. var c = Math.cos( theta );
  1582. var s = Math.sin( theta );
  1583. var te = this.elements;
  1584. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1585. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1586. te[ 0 ] = c * a11 + s * a21;
  1587. te[ 3 ] = c * a12 + s * a22;
  1588. te[ 6 ] = c * a13 + s * a23;
  1589. te[ 1 ] = - s * a11 + c * a21;
  1590. te[ 4 ] = - s * a12 + c * a22;
  1591. te[ 7 ] = - s * a13 + c * a23;
  1592. return this;
  1593. },
  1594. translate: function ( tx, ty ) {
  1595. var te = this.elements;
  1596. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1597. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1598. return this;
  1599. },
  1600. equals: function ( matrix ) {
  1601. var te = this.elements;
  1602. var me = matrix.elements;
  1603. for ( var i = 0; i < 9; i ++ ) {
  1604. if ( te[ i ] !== me[ i ] ) { return false; }
  1605. }
  1606. return true;
  1607. },
  1608. fromArray: function ( array, offset ) {
  1609. if ( offset === undefined ) { offset = 0; }
  1610. for ( var i = 0; i < 9; i ++ ) {
  1611. this.elements[ i ] = array[ i + offset ];
  1612. }
  1613. return this;
  1614. },
  1615. toArray: function ( array, offset ) {
  1616. if ( array === undefined ) { array = []; }
  1617. if ( offset === undefined ) { offset = 0; }
  1618. var te = this.elements;
  1619. array[ offset ] = te[ 0 ];
  1620. array[ offset + 1 ] = te[ 1 ];
  1621. array[ offset + 2 ] = te[ 2 ];
  1622. array[ offset + 3 ] = te[ 3 ];
  1623. array[ offset + 4 ] = te[ 4 ];
  1624. array[ offset + 5 ] = te[ 5 ];
  1625. array[ offset + 6 ] = te[ 6 ];
  1626. array[ offset + 7 ] = te[ 7 ];
  1627. array[ offset + 8 ] = te[ 8 ];
  1628. return array;
  1629. }
  1630. } );
  1631. /**
  1632. * @author mrdoob / http://mrdoob.com/
  1633. * @author alteredq / http://alteredqualia.com/
  1634. * @author szimek / https://github.com/szimek/
  1635. */
  1636. var _canvas;
  1637. var ImageUtils = {
  1638. getDataURL: function ( image ) {
  1639. var canvas;
  1640. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1641. return image.src;
  1642. } else if ( image instanceof HTMLCanvasElement ) {
  1643. canvas = image;
  1644. } else {
  1645. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1646. _canvas.width = image.width;
  1647. _canvas.height = image.height;
  1648. var context = _canvas.getContext( '2d' );
  1649. if ( image instanceof ImageData ) {
  1650. context.putImageData( image, 0, 0 );
  1651. } else {
  1652. context.drawImage( image, 0, 0, image.width, image.height );
  1653. }
  1654. canvas = _canvas;
  1655. }
  1656. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1657. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1658. } else {
  1659. return canvas.toDataURL( 'image/png' );
  1660. }
  1661. }
  1662. };
  1663. /**
  1664. * @author mrdoob / http://mrdoob.com/
  1665. * @author alteredq / http://alteredqualia.com/
  1666. * @author szimek / https://github.com/szimek/
  1667. */
  1668. var textureId = 0;
  1669. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1670. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1671. this.uuid = _Math.generateUUID();
  1672. this.name = '';
  1673. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1674. this.mipmaps = [];
  1675. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1676. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1677. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1678. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1679. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1680. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1681. this.format = format !== undefined ? format : RGBAFormat;
  1682. this.type = type !== undefined ? type : UnsignedByteType;
  1683. this.offset = new Vector2( 0, 0 );
  1684. this.repeat = new Vector2( 1, 1 );
  1685. this.center = new Vector2( 0, 0 );
  1686. this.rotation = 0;
  1687. this.matrixAutoUpdate = true;
  1688. this.matrix = new Matrix3();
  1689. this.generateMipmaps = true;
  1690. this.premultiplyAlpha = false;
  1691. this.flipY = true;
  1692. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1693. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1694. //
  1695. // Also changing the encoding after already used by a Material will not automatically make the Material
  1696. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1697. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1698. this.version = 0;
  1699. this.onUpdate = null;
  1700. }
  1701. Texture.DEFAULT_IMAGE = undefined;
  1702. Texture.DEFAULT_MAPPING = UVMapping;
  1703. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1704. constructor: Texture,
  1705. isTexture: true,
  1706. updateMatrix: function () {
  1707. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1708. },
  1709. clone: function () {
  1710. return new this.constructor().copy( this );
  1711. },
  1712. copy: function ( source ) {
  1713. this.name = source.name;
  1714. this.image = source.image;
  1715. this.mipmaps = source.mipmaps.slice( 0 );
  1716. this.mapping = source.mapping;
  1717. this.wrapS = source.wrapS;
  1718. this.wrapT = source.wrapT;
  1719. this.magFilter = source.magFilter;
  1720. this.minFilter = source.minFilter;
  1721. this.anisotropy = source.anisotropy;
  1722. this.format = source.format;
  1723. this.type = source.type;
  1724. this.offset.copy( source.offset );
  1725. this.repeat.copy( source.repeat );
  1726. this.center.copy( source.center );
  1727. this.rotation = source.rotation;
  1728. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1729. this.matrix.copy( source.matrix );
  1730. this.generateMipmaps = source.generateMipmaps;
  1731. this.premultiplyAlpha = source.premultiplyAlpha;
  1732. this.flipY = source.flipY;
  1733. this.unpackAlignment = source.unpackAlignment;
  1734. this.encoding = source.encoding;
  1735. return this;
  1736. },
  1737. toJSON: function ( meta ) {
  1738. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1739. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1740. return meta.textures[ this.uuid ];
  1741. }
  1742. var output = {
  1743. metadata: {
  1744. version: 4.5,
  1745. type: 'Texture',
  1746. generator: 'Texture.toJSON'
  1747. },
  1748. uuid: this.uuid,
  1749. name: this.name,
  1750. mapping: this.mapping,
  1751. repeat: [ this.repeat.x, this.repeat.y ],
  1752. offset: [ this.offset.x, this.offset.y ],
  1753. center: [ this.center.x, this.center.y ],
  1754. rotation: this.rotation,
  1755. wrap: [ this.wrapS, this.wrapT ],
  1756. format: this.format,
  1757. type: this.type,
  1758. encoding: this.encoding,
  1759. minFilter: this.minFilter,
  1760. magFilter: this.magFilter,
  1761. anisotropy: this.anisotropy,
  1762. flipY: this.flipY,
  1763. premultiplyAlpha: this.premultiplyAlpha,
  1764. unpackAlignment: this.unpackAlignment
  1765. };
  1766. if ( this.image !== undefined ) {
  1767. // TODO: Move to THREE.Image
  1768. var image = this.image;
  1769. if ( image.uuid === undefined ) {
  1770. image.uuid = _Math.generateUUID(); // UGH
  1771. }
  1772. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1773. var url;
  1774. if ( Array.isArray( image ) ) {
  1775. // process array of images e.g. CubeTexture
  1776. url = [];
  1777. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1778. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1779. }
  1780. } else {
  1781. // process single image
  1782. url = ImageUtils.getDataURL( image );
  1783. }
  1784. meta.images[ image.uuid ] = {
  1785. uuid: image.uuid,
  1786. url: url
  1787. };
  1788. }
  1789. output.image = image.uuid;
  1790. }
  1791. if ( ! isRootObject ) {
  1792. meta.textures[ this.uuid ] = output;
  1793. }
  1794. return output;
  1795. },
  1796. dispose: function () {
  1797. this.dispatchEvent( { type: 'dispose' } );
  1798. },
  1799. transformUv: function ( uv ) {
  1800. if ( this.mapping !== UVMapping ) { return uv; }
  1801. uv.applyMatrix3( this.matrix );
  1802. if ( uv.x < 0 || uv.x > 1 ) {
  1803. switch ( this.wrapS ) {
  1804. case RepeatWrapping:
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. break;
  1807. case ClampToEdgeWrapping:
  1808. uv.x = uv.x < 0 ? 0 : 1;
  1809. break;
  1810. case MirroredRepeatWrapping:
  1811. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1812. uv.x = Math.ceil( uv.x ) - uv.x;
  1813. } else {
  1814. uv.x = uv.x - Math.floor( uv.x );
  1815. }
  1816. break;
  1817. }
  1818. }
  1819. if ( uv.y < 0 || uv.y > 1 ) {
  1820. switch ( this.wrapT ) {
  1821. case RepeatWrapping:
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. break;
  1824. case ClampToEdgeWrapping:
  1825. uv.y = uv.y < 0 ? 0 : 1;
  1826. break;
  1827. case MirroredRepeatWrapping:
  1828. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1829. uv.y = Math.ceil( uv.y ) - uv.y;
  1830. } else {
  1831. uv.y = uv.y - Math.floor( uv.y );
  1832. }
  1833. break;
  1834. }
  1835. }
  1836. if ( this.flipY ) {
  1837. uv.y = 1 - uv.y;
  1838. }
  1839. return uv;
  1840. }
  1841. } );
  1842. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1843. set: function ( value ) {
  1844. if ( value === true ) { this.version ++; }
  1845. }
  1846. } );
  1847. /**
  1848. * @author supereggbert / http://www.paulbrunt.co.uk/
  1849. * @author philogb / http://blog.thejit.org/
  1850. * @author mikael emtinger / http://gomo.se/
  1851. * @author egraether / http://egraether.com/
  1852. * @author WestLangley / http://github.com/WestLangley
  1853. */
  1854. function Vector4( x, y, z, w ) {
  1855. this.x = x || 0;
  1856. this.y = y || 0;
  1857. this.z = z || 0;
  1858. this.w = ( w !== undefined ) ? w : 1;
  1859. }
  1860. Object.defineProperties( Vector4.prototype, {
  1861. "width": {
  1862. get: function () {
  1863. return this.z;
  1864. },
  1865. set: function ( value ) {
  1866. this.z = value;
  1867. }
  1868. },
  1869. "height": {
  1870. get: function () {
  1871. return this.w;
  1872. },
  1873. set: function ( value ) {
  1874. this.w = value;
  1875. }
  1876. }
  1877. } );
  1878. Object.assign( Vector4.prototype, {
  1879. isVector4: true,
  1880. set: function ( x, y, z, w ) {
  1881. this.x = x;
  1882. this.y = y;
  1883. this.z = z;
  1884. this.w = w;
  1885. return this;
  1886. },
  1887. setScalar: function ( scalar ) {
  1888. this.x = scalar;
  1889. this.y = scalar;
  1890. this.z = scalar;
  1891. this.w = scalar;
  1892. return this;
  1893. },
  1894. setX: function ( x ) {
  1895. this.x = x;
  1896. return this;
  1897. },
  1898. setY: function ( y ) {
  1899. this.y = y;
  1900. return this;
  1901. },
  1902. setZ: function ( z ) {
  1903. this.z = z;
  1904. return this;
  1905. },
  1906. setW: function ( w ) {
  1907. this.w = w;
  1908. return this;
  1909. },
  1910. setComponent: function ( index, value ) {
  1911. switch ( index ) {
  1912. case 0: this.x = value; break;
  1913. case 1: this.y = value; break;
  1914. case 2: this.z = value; break;
  1915. case 3: this.w = value; break;
  1916. default: throw new Error( 'index is out of range: ' + index );
  1917. }
  1918. return this;
  1919. },
  1920. getComponent: function ( index ) {
  1921. switch ( index ) {
  1922. case 0: return this.x;
  1923. case 1: return this.y;
  1924. case 2: return this.z;
  1925. case 3: return this.w;
  1926. default: throw new Error( 'index is out of range: ' + index );
  1927. }
  1928. },
  1929. clone: function () {
  1930. return new this.constructor( this.x, this.y, this.z, this.w );
  1931. },
  1932. copy: function ( v ) {
  1933. this.x = v.x;
  1934. this.y = v.y;
  1935. this.z = v.z;
  1936. this.w = ( v.w !== undefined ) ? v.w : 1;
  1937. return this;
  1938. },
  1939. add: function ( v, w ) {
  1940. if ( w !== undefined ) {
  1941. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1942. return this.addVectors( v, w );
  1943. }
  1944. this.x += v.x;
  1945. this.y += v.y;
  1946. this.z += v.z;
  1947. this.w += v.w;
  1948. return this;
  1949. },
  1950. addScalar: function ( s ) {
  1951. this.x += s;
  1952. this.y += s;
  1953. this.z += s;
  1954. this.w += s;
  1955. return this;
  1956. },
  1957. addVectors: function ( a, b ) {
  1958. this.x = a.x + b.x;
  1959. this.y = a.y + b.y;
  1960. this.z = a.z + b.z;
  1961. this.w = a.w + b.w;
  1962. return this;
  1963. },
  1964. addScaledVector: function ( v, s ) {
  1965. this.x += v.x * s;
  1966. this.y += v.y * s;
  1967. this.z += v.z * s;
  1968. this.w += v.w * s;
  1969. return this;
  1970. },
  1971. sub: function ( v, w ) {
  1972. if ( w !== undefined ) {
  1973. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1974. return this.subVectors( v, w );
  1975. }
  1976. this.x -= v.x;
  1977. this.y -= v.y;
  1978. this.z -= v.z;
  1979. this.w -= v.w;
  1980. return this;
  1981. },
  1982. subScalar: function ( s ) {
  1983. this.x -= s;
  1984. this.y -= s;
  1985. this.z -= s;
  1986. this.w -= s;
  1987. return this;
  1988. },
  1989. subVectors: function ( a, b ) {
  1990. this.x = a.x - b.x;
  1991. this.y = a.y - b.y;
  1992. this.z = a.z - b.z;
  1993. this.w = a.w - b.w;
  1994. return this;
  1995. },
  1996. multiplyScalar: function ( scalar ) {
  1997. this.x *= scalar;
  1998. this.y *= scalar;
  1999. this.z *= scalar;
  2000. this.w *= scalar;
  2001. return this;
  2002. },
  2003. applyMatrix4: function ( m ) {
  2004. var x = this.x, y = this.y, z = this.z, w = this.w;
  2005. var e = m.elements;
  2006. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2007. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2008. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2009. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2010. return this;
  2011. },
  2012. divideScalar: function ( scalar ) {
  2013. return this.multiplyScalar( 1 / scalar );
  2014. },
  2015. setAxisAngleFromQuaternion: function ( q ) {
  2016. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2017. // q is assumed to be normalized
  2018. this.w = 2 * Math.acos( q.w );
  2019. var s = Math.sqrt( 1 - q.w * q.w );
  2020. if ( s < 0.0001 ) {
  2021. this.x = 1;
  2022. this.y = 0;
  2023. this.z = 0;
  2024. } else {
  2025. this.x = q.x / s;
  2026. this.y = q.y / s;
  2027. this.z = q.z / s;
  2028. }
  2029. return this;
  2030. },
  2031. setAxisAngleFromRotationMatrix: function ( m ) {
  2032. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2033. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2034. var angle, x, y, z, // variables for result
  2035. epsilon = 0.01, // margin to allow for rounding errors
  2036. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2037. te = m.elements,
  2038. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2039. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2040. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2041. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2042. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2043. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2044. // singularity found
  2045. // first check for identity matrix which must have +1 for all terms
  2046. // in leading diagonal and zero in other terms
  2047. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2048. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2049. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2050. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2051. // this singularity is identity matrix so angle = 0
  2052. this.set( 1, 0, 0, 0 );
  2053. return this; // zero angle, arbitrary axis
  2054. }
  2055. // otherwise this singularity is angle = 180
  2056. angle = Math.PI;
  2057. var xx = ( m11 + 1 ) / 2;
  2058. var yy = ( m22 + 1 ) / 2;
  2059. var zz = ( m33 + 1 ) / 2;
  2060. var xy = ( m12 + m21 ) / 4;
  2061. var xz = ( m13 + m31 ) / 4;
  2062. var yz = ( m23 + m32 ) / 4;
  2063. if ( ( xx > yy ) && ( xx > zz ) ) {
  2064. // m11 is the largest diagonal term
  2065. if ( xx < epsilon ) {
  2066. x = 0;
  2067. y = 0.707106781;
  2068. z = 0.707106781;
  2069. } else {
  2070. x = Math.sqrt( xx );
  2071. y = xy / x;
  2072. z = xz / x;
  2073. }
  2074. } else if ( yy > zz ) {
  2075. // m22 is the largest diagonal term
  2076. if ( yy < epsilon ) {
  2077. x = 0.707106781;
  2078. y = 0;
  2079. z = 0.707106781;
  2080. } else {
  2081. y = Math.sqrt( yy );
  2082. x = xy / y;
  2083. z = yz / y;
  2084. }
  2085. } else {
  2086. // m33 is the largest diagonal term so base result on this
  2087. if ( zz < epsilon ) {
  2088. x = 0.707106781;
  2089. y = 0.707106781;
  2090. z = 0;
  2091. } else {
  2092. z = Math.sqrt( zz );
  2093. x = xz / z;
  2094. y = yz / z;
  2095. }
  2096. }
  2097. this.set( x, y, z, angle );
  2098. return this; // return 180 deg rotation
  2099. }
  2100. // as we have reached here there are no singularities so we can handle normally
  2101. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2102. ( m13 - m31 ) * ( m13 - m31 ) +
  2103. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2104. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2105. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2106. // caught by singularity test above, but I've left it in just in case
  2107. this.x = ( m32 - m23 ) / s;
  2108. this.y = ( m13 - m31 ) / s;
  2109. this.z = ( m21 - m12 ) / s;
  2110. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2111. return this;
  2112. },
  2113. min: function ( v ) {
  2114. this.x = Math.min( this.x, v.x );
  2115. this.y = Math.min( this.y, v.y );
  2116. this.z = Math.min( this.z, v.z );
  2117. this.w = Math.min( this.w, v.w );
  2118. return this;
  2119. },
  2120. max: function ( v ) {
  2121. this.x = Math.max( this.x, v.x );
  2122. this.y = Math.max( this.y, v.y );
  2123. this.z = Math.max( this.z, v.z );
  2124. this.w = Math.max( this.w, v.w );
  2125. return this;
  2126. },
  2127. clamp: function ( min, max ) {
  2128. // assumes min < max, componentwise
  2129. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2130. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2131. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2132. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2133. return this;
  2134. },
  2135. clampScalar: function ( minVal, maxVal ) {
  2136. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2137. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2138. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2139. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2140. return this;
  2141. },
  2142. clampLength: function ( min, max ) {
  2143. var length = this.length();
  2144. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2145. },
  2146. floor: function () {
  2147. this.x = Math.floor( this.x );
  2148. this.y = Math.floor( this.y );
  2149. this.z = Math.floor( this.z );
  2150. this.w = Math.floor( this.w );
  2151. return this;
  2152. },
  2153. ceil: function () {
  2154. this.x = Math.ceil( this.x );
  2155. this.y = Math.ceil( this.y );
  2156. this.z = Math.ceil( this.z );
  2157. this.w = Math.ceil( this.w );
  2158. return this;
  2159. },
  2160. round: function () {
  2161. this.x = Math.round( this.x );
  2162. this.y = Math.round( this.y );
  2163. this.z = Math.round( this.z );
  2164. this.w = Math.round( this.w );
  2165. return this;
  2166. },
  2167. roundToZero: function () {
  2168. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2169. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2170. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2171. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2172. return this;
  2173. },
  2174. negate: function () {
  2175. this.x = - this.x;
  2176. this.y = - this.y;
  2177. this.z = - this.z;
  2178. this.w = - this.w;
  2179. return this;
  2180. },
  2181. dot: function ( v ) {
  2182. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2183. },
  2184. lengthSq: function () {
  2185. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2186. },
  2187. length: function () {
  2188. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2189. },
  2190. manhattanLength: function () {
  2191. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2192. },
  2193. normalize: function () {
  2194. return this.divideScalar( this.length() || 1 );
  2195. },
  2196. setLength: function ( length ) {
  2197. return this.normalize().multiplyScalar( length );
  2198. },
  2199. lerp: function ( v, alpha ) {
  2200. this.x += ( v.x - this.x ) * alpha;
  2201. this.y += ( v.y - this.y ) * alpha;
  2202. this.z += ( v.z - this.z ) * alpha;
  2203. this.w += ( v.w - this.w ) * alpha;
  2204. return this;
  2205. },
  2206. lerpVectors: function ( v1, v2, alpha ) {
  2207. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2208. },
  2209. equals: function ( v ) {
  2210. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2211. },
  2212. fromArray: function ( array, offset ) {
  2213. if ( offset === undefined ) { offset = 0; }
  2214. this.x = array[ offset ];
  2215. this.y = array[ offset + 1 ];
  2216. this.z = array[ offset + 2 ];
  2217. this.w = array[ offset + 3 ];
  2218. return this;
  2219. },
  2220. toArray: function ( array, offset ) {
  2221. if ( array === undefined ) { array = []; }
  2222. if ( offset === undefined ) { offset = 0; }
  2223. array[ offset ] = this.x;
  2224. array[ offset + 1 ] = this.y;
  2225. array[ offset + 2 ] = this.z;
  2226. array[ offset + 3 ] = this.w;
  2227. return array;
  2228. },
  2229. fromBufferAttribute: function ( attribute, index, offset ) {
  2230. if ( offset !== undefined ) {
  2231. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2232. }
  2233. this.x = attribute.getX( index );
  2234. this.y = attribute.getY( index );
  2235. this.z = attribute.getZ( index );
  2236. this.w = attribute.getW( index );
  2237. return this;
  2238. }
  2239. } );
  2240. /**
  2241. * @author szimek / https://github.com/szimek/
  2242. * @author alteredq / http://alteredqualia.com/
  2243. * @author Marius Kintel / https://github.com/kintel
  2244. */
  2245. /*
  2246. In options, we can specify:
  2247. * Texture parameters for an auto-generated target texture
  2248. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2249. */
  2250. function WebGLRenderTarget( width, height, options ) {
  2251. this.width = width;
  2252. this.height = height;
  2253. this.scissor = new Vector4( 0, 0, width, height );
  2254. this.scissorTest = false;
  2255. this.viewport = new Vector4( 0, 0, width, height );
  2256. options = options || {};
  2257. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2258. this.texture.image = {};
  2259. this.texture.image.width = width;
  2260. this.texture.image.height = height;
  2261. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2262. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2263. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2264. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2265. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2266. }
  2267. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2268. constructor: WebGLRenderTarget,
  2269. isWebGLRenderTarget: true,
  2270. setSize: function ( width, height ) {
  2271. if ( this.width !== width || this.height !== height ) {
  2272. this.width = width;
  2273. this.height = height;
  2274. this.texture.image.width = width;
  2275. this.texture.image.height = height;
  2276. this.dispose();
  2277. }
  2278. this.viewport.set( 0, 0, width, height );
  2279. this.scissor.set( 0, 0, width, height );
  2280. },
  2281. clone: function () {
  2282. return new this.constructor().copy( this );
  2283. },
  2284. copy: function ( source ) {
  2285. this.width = source.width;
  2286. this.height = source.height;
  2287. this.viewport.copy( source.viewport );
  2288. this.texture = source.texture.clone();
  2289. this.depthBuffer = source.depthBuffer;
  2290. this.stencilBuffer = source.stencilBuffer;
  2291. this.depthTexture = source.depthTexture;
  2292. return this;
  2293. },
  2294. dispose: function () {
  2295. this.dispatchEvent( { type: 'dispose' } );
  2296. }
  2297. } );
  2298. /**
  2299. * @author Mugen87 / https://github.com/Mugen87
  2300. * @author Matt DesLauriers / @mattdesl
  2301. */
  2302. function WebGLMultisampleRenderTarget( width, height, options ) {
  2303. WebGLRenderTarget.call( this, width, height, options );
  2304. this.samples = 4;
  2305. }
  2306. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2307. constructor: WebGLMultisampleRenderTarget,
  2308. isWebGLMultisampleRenderTarget: true,
  2309. copy: function ( source ) {
  2310. WebGLRenderTarget.prototype.copy.call( this, source );
  2311. this.samples = source.samples;
  2312. return this;
  2313. }
  2314. } );
  2315. var _v1 = new Vector3();
  2316. var _m1 = new Matrix4();
  2317. var _zero = new Vector3( 0, 0, 0 );
  2318. var _one = new Vector3( 1, 1, 1 );
  2319. var _x = new Vector3();
  2320. var _y = new Vector3();
  2321. var _z = new Vector3();
  2322. /**
  2323. * @author mrdoob / http://mrdoob.com/
  2324. * @author supereggbert / http://www.paulbrunt.co.uk/
  2325. * @author philogb / http://blog.thejit.org/
  2326. * @author jordi_ros / http://plattsoft.com
  2327. * @author D1plo1d / http://github.com/D1plo1d
  2328. * @author alteredq / http://alteredqualia.com/
  2329. * @author mikael emtinger / http://gomo.se/
  2330. * @author timknip / http://www.floorplanner.com/
  2331. * @author bhouston / http://clara.io
  2332. * @author WestLangley / http://github.com/WestLangley
  2333. */
  2334. function Matrix4() {
  2335. this.elements = [
  2336. 1, 0, 0, 0,
  2337. 0, 1, 0, 0,
  2338. 0, 0, 1, 0,
  2339. 0, 0, 0, 1
  2340. ];
  2341. if ( arguments.length > 0 ) {
  2342. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2343. }
  2344. }
  2345. Object.assign( Matrix4.prototype, {
  2346. isMatrix4: true,
  2347. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2348. var te = this.elements;
  2349. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2350. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2351. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2352. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2353. return this;
  2354. },
  2355. identity: function () {
  2356. this.set(
  2357. 1, 0, 0, 0,
  2358. 0, 1, 0, 0,
  2359. 0, 0, 1, 0,
  2360. 0, 0, 0, 1
  2361. );
  2362. return this;
  2363. },
  2364. clone: function () {
  2365. return new Matrix4().fromArray( this.elements );
  2366. },
  2367. copy: function ( m ) {
  2368. var te = this.elements;
  2369. var me = m.elements;
  2370. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2371. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2372. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2373. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2374. return this;
  2375. },
  2376. copyPosition: function ( m ) {
  2377. var te = this.elements, me = m.elements;
  2378. te[ 12 ] = me[ 12 ];
  2379. te[ 13 ] = me[ 13 ];
  2380. te[ 14 ] = me[ 14 ];
  2381. return this;
  2382. },
  2383. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2384. xAxis.setFromMatrixColumn( this, 0 );
  2385. yAxis.setFromMatrixColumn( this, 1 );
  2386. zAxis.setFromMatrixColumn( this, 2 );
  2387. return this;
  2388. },
  2389. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2390. this.set(
  2391. xAxis.x, yAxis.x, zAxis.x, 0,
  2392. xAxis.y, yAxis.y, zAxis.y, 0,
  2393. xAxis.z, yAxis.z, zAxis.z, 0,
  2394. 0, 0, 0, 1
  2395. );
  2396. return this;
  2397. },
  2398. extractRotation: function ( m ) {
  2399. // this method does not support reflection matrices
  2400. var te = this.elements;
  2401. var me = m.elements;
  2402. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2403. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2404. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2405. te[ 0 ] = me[ 0 ] * scaleX;
  2406. te[ 1 ] = me[ 1 ] * scaleX;
  2407. te[ 2 ] = me[ 2 ] * scaleX;
  2408. te[ 3 ] = 0;
  2409. te[ 4 ] = me[ 4 ] * scaleY;
  2410. te[ 5 ] = me[ 5 ] * scaleY;
  2411. te[ 6 ] = me[ 6 ] * scaleY;
  2412. te[ 7 ] = 0;
  2413. te[ 8 ] = me[ 8 ] * scaleZ;
  2414. te[ 9 ] = me[ 9 ] * scaleZ;
  2415. te[ 10 ] = me[ 10 ] * scaleZ;
  2416. te[ 11 ] = 0;
  2417. te[ 12 ] = 0;
  2418. te[ 13 ] = 0;
  2419. te[ 14 ] = 0;
  2420. te[ 15 ] = 1;
  2421. return this;
  2422. },
  2423. makeRotationFromEuler: function ( euler ) {
  2424. if ( ! ( euler && euler.isEuler ) ) {
  2425. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2426. }
  2427. var te = this.elements;
  2428. var x = euler.x, y = euler.y, z = euler.z;
  2429. var a = Math.cos( x ), b = Math.sin( x );
  2430. var c = Math.cos( y ), d = Math.sin( y );
  2431. var e = Math.cos( z ), f = Math.sin( z );
  2432. if ( euler.order === 'XYZ' ) {
  2433. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2434. te[ 0 ] = c * e;
  2435. te[ 4 ] = - c * f;
  2436. te[ 8 ] = d;
  2437. te[ 1 ] = af + be * d;
  2438. te[ 5 ] = ae - bf * d;
  2439. te[ 9 ] = - b * c;
  2440. te[ 2 ] = bf - ae * d;
  2441. te[ 6 ] = be + af * d;
  2442. te[ 10 ] = a * c;
  2443. } else if ( euler.order === 'YXZ' ) {
  2444. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2445. te[ 0 ] = ce + df * b;
  2446. te[ 4 ] = de * b - cf;
  2447. te[ 8 ] = a * d;
  2448. te[ 1 ] = a * f;
  2449. te[ 5 ] = a * e;
  2450. te[ 9 ] = - b;
  2451. te[ 2 ] = cf * b - de;
  2452. te[ 6 ] = df + ce * b;
  2453. te[ 10 ] = a * c;
  2454. } else if ( euler.order === 'ZXY' ) {
  2455. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2456. te[ 0 ] = ce - df * b;
  2457. te[ 4 ] = - a * f;
  2458. te[ 8 ] = de + cf * b;
  2459. te[ 1 ] = cf + de * b;
  2460. te[ 5 ] = a * e;
  2461. te[ 9 ] = df - ce * b;
  2462. te[ 2 ] = - a * d;
  2463. te[ 6 ] = b;
  2464. te[ 10 ] = a * c;
  2465. } else if ( euler.order === 'ZYX' ) {
  2466. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2467. te[ 0 ] = c * e;
  2468. te[ 4 ] = be * d - af;
  2469. te[ 8 ] = ae * d + bf;
  2470. te[ 1 ] = c * f;
  2471. te[ 5 ] = bf * d + ae;
  2472. te[ 9 ] = af * d - be;
  2473. te[ 2 ] = - d;
  2474. te[ 6 ] = b * c;
  2475. te[ 10 ] = a * c;
  2476. } else if ( euler.order === 'YZX' ) {
  2477. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2478. te[ 0 ] = c * e;
  2479. te[ 4 ] = bd - ac * f;
  2480. te[ 8 ] = bc * f + ad;
  2481. te[ 1 ] = f;
  2482. te[ 5 ] = a * e;
  2483. te[ 9 ] = - b * e;
  2484. te[ 2 ] = - d * e;
  2485. te[ 6 ] = ad * f + bc;
  2486. te[ 10 ] = ac - bd * f;
  2487. } else if ( euler.order === 'XZY' ) {
  2488. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2489. te[ 0 ] = c * e;
  2490. te[ 4 ] = - f;
  2491. te[ 8 ] = d * e;
  2492. te[ 1 ] = ac * f + bd;
  2493. te[ 5 ] = a * e;
  2494. te[ 9 ] = ad * f - bc;
  2495. te[ 2 ] = bc * f - ad;
  2496. te[ 6 ] = b * e;
  2497. te[ 10 ] = bd * f + ac;
  2498. }
  2499. // bottom row
  2500. te[ 3 ] = 0;
  2501. te[ 7 ] = 0;
  2502. te[ 11 ] = 0;
  2503. // last column
  2504. te[ 12 ] = 0;
  2505. te[ 13 ] = 0;
  2506. te[ 14 ] = 0;
  2507. te[ 15 ] = 1;
  2508. return this;
  2509. },
  2510. makeRotationFromQuaternion: function ( q ) {
  2511. return this.compose( _zero, q, _one );
  2512. },
  2513. lookAt: function ( eye, target, up ) {
  2514. var te = this.elements;
  2515. _z.subVectors( eye, target );
  2516. if ( _z.lengthSq() === 0 ) {
  2517. // eye and target are in the same position
  2518. _z.z = 1;
  2519. }
  2520. _z.normalize();
  2521. _x.crossVectors( up, _z );
  2522. if ( _x.lengthSq() === 0 ) {
  2523. // up and z are parallel
  2524. if ( Math.abs( up.z ) === 1 ) {
  2525. _z.x += 0.0001;
  2526. } else {
  2527. _z.z += 0.0001;
  2528. }
  2529. _z.normalize();
  2530. _x.crossVectors( up, _z );
  2531. }
  2532. _x.normalize();
  2533. _y.crossVectors( _z, _x );
  2534. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2535. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2536. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2537. return this;
  2538. },
  2539. multiply: function ( m, n ) {
  2540. if ( n !== undefined ) {
  2541. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2542. return this.multiplyMatrices( m, n );
  2543. }
  2544. return this.multiplyMatrices( this, m );
  2545. },
  2546. premultiply: function ( m ) {
  2547. return this.multiplyMatrices( m, this );
  2548. },
  2549. multiplyMatrices: function ( a, b ) {
  2550. var ae = a.elements;
  2551. var be = b.elements;
  2552. var te = this.elements;
  2553. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2554. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2555. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2556. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2557. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2558. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2559. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2560. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2561. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2562. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2563. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2564. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2565. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2566. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2567. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2568. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2569. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2570. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2571. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2572. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2573. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2574. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2575. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2576. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2577. return this;
  2578. },
  2579. multiplyScalar: function ( s ) {
  2580. var te = this.elements;
  2581. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2582. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2583. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2584. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2585. return this;
  2586. },
  2587. applyToBufferAttribute: function ( attribute ) {
  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. var te = this.elements;
  2821. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2822. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2823. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2824. // if determine is negative, we need to invert one scale
  2825. var det = this.determinant();
  2826. if ( det < 0 ) { sx = - sx; }
  2827. position.x = te[ 12 ];
  2828. position.y = te[ 13 ];
  2829. position.z = te[ 14 ];
  2830. // scale the rotation part
  2831. _m1.copy( this );
  2832. var invSX = 1 / sx;
  2833. var invSY = 1 / sy;
  2834. var invSZ = 1 / sz;
  2835. _m1.elements[ 0 ] *= invSX;
  2836. _m1.elements[ 1 ] *= invSX;
  2837. _m1.elements[ 2 ] *= invSX;
  2838. _m1.elements[ 4 ] *= invSY;
  2839. _m1.elements[ 5 ] *= invSY;
  2840. _m1.elements[ 6 ] *= invSY;
  2841. _m1.elements[ 8 ] *= invSZ;
  2842. _m1.elements[ 9 ] *= invSZ;
  2843. _m1.elements[ 10 ] *= invSZ;
  2844. quaternion.setFromRotationMatrix( _m1 );
  2845. scale.x = sx;
  2846. scale.y = sy;
  2847. scale.z = sz;
  2848. return this;
  2849. },
  2850. makePerspective: function ( left, right, top, bottom, near, far ) {
  2851. if ( far === undefined ) {
  2852. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2853. }
  2854. var te = this.elements;
  2855. var x = 2 * near / ( right - left );
  2856. var y = 2 * near / ( top - bottom );
  2857. var a = ( right + left ) / ( right - left );
  2858. var b = ( top + bottom ) / ( top - bottom );
  2859. var c = - ( far + near ) / ( far - near );
  2860. var d = - 2 * far * near / ( far - near );
  2861. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2862. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2863. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2864. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2865. return this;
  2866. },
  2867. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2868. var te = this.elements;
  2869. var w = 1.0 / ( right - left );
  2870. var h = 1.0 / ( top - bottom );
  2871. var p = 1.0 / ( far - near );
  2872. var x = ( right + left ) * w;
  2873. var y = ( top + bottom ) * h;
  2874. var z = ( far + near ) * p;
  2875. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2876. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2877. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2878. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2879. return this;
  2880. },
  2881. equals: function ( matrix ) {
  2882. var te = this.elements;
  2883. var me = matrix.elements;
  2884. for ( var i = 0; i < 16; i ++ ) {
  2885. if ( te[ i ] !== me[ i ] ) { return false; }
  2886. }
  2887. return true;
  2888. },
  2889. fromArray: function ( array, offset ) {
  2890. if ( offset === undefined ) { offset = 0; }
  2891. for ( var i = 0; i < 16; i ++ ) {
  2892. this.elements[ i ] = array[ i + offset ];
  2893. }
  2894. return this;
  2895. },
  2896. toArray: function ( array, offset ) {
  2897. if ( array === undefined ) { array = []; }
  2898. if ( offset === undefined ) { offset = 0; }
  2899. var te = this.elements;
  2900. array[ offset ] = te[ 0 ];
  2901. array[ offset + 1 ] = te[ 1 ];
  2902. array[ offset + 2 ] = te[ 2 ];
  2903. array[ offset + 3 ] = te[ 3 ];
  2904. array[ offset + 4 ] = te[ 4 ];
  2905. array[ offset + 5 ] = te[ 5 ];
  2906. array[ offset + 6 ] = te[ 6 ];
  2907. array[ offset + 7 ] = te[ 7 ];
  2908. array[ offset + 8 ] = te[ 8 ];
  2909. array[ offset + 9 ] = te[ 9 ];
  2910. array[ offset + 10 ] = te[ 10 ];
  2911. array[ offset + 11 ] = te[ 11 ];
  2912. array[ offset + 12 ] = te[ 12 ];
  2913. array[ offset + 13 ] = te[ 13 ];
  2914. array[ offset + 14 ] = te[ 14 ];
  2915. array[ offset + 15 ] = te[ 15 ];
  2916. return array;
  2917. }
  2918. } );
  2919. /**
  2920. * @author mrdoob / http://mrdoob.com/
  2921. * @author WestLangley / http://github.com/WestLangley
  2922. * @author bhouston / http://clara.io
  2923. */
  2924. var _matrix = new Matrix4();
  2925. var _quaternion$1 = new Quaternion();
  2926. function Euler( x, y, z, order ) {
  2927. this._x = x || 0;
  2928. this._y = y || 0;
  2929. this._z = z || 0;
  2930. this._order = order || Euler.DefaultOrder;
  2931. }
  2932. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2933. Euler.DefaultOrder = 'XYZ';
  2934. Object.defineProperties( Euler.prototype, {
  2935. x: {
  2936. get: function () {
  2937. return this._x;
  2938. },
  2939. set: function ( value ) {
  2940. this._x = value;
  2941. this._onChangeCallback();
  2942. }
  2943. },
  2944. y: {
  2945. get: function () {
  2946. return this._y;
  2947. },
  2948. set: function ( value ) {
  2949. this._y = value;
  2950. this._onChangeCallback();
  2951. }
  2952. },
  2953. z: {
  2954. get: function () {
  2955. return this._z;
  2956. },
  2957. set: function ( value ) {
  2958. this._z = value;
  2959. this._onChangeCallback();
  2960. }
  2961. },
  2962. order: {
  2963. get: function () {
  2964. return this._order;
  2965. },
  2966. set: function ( value ) {
  2967. this._order = value;
  2968. this._onChangeCallback();
  2969. }
  2970. }
  2971. } );
  2972. Object.assign( Euler.prototype, {
  2973. isEuler: true,
  2974. set: function ( x, y, z, order ) {
  2975. this._x = x;
  2976. this._y = y;
  2977. this._z = z;
  2978. this._order = order || this._order;
  2979. this._onChangeCallback();
  2980. return this;
  2981. },
  2982. clone: function () {
  2983. return new this.constructor( this._x, this._y, this._z, this._order );
  2984. },
  2985. copy: function ( euler ) {
  2986. this._x = euler._x;
  2987. this._y = euler._y;
  2988. this._z = euler._z;
  2989. this._order = euler._order;
  2990. this._onChangeCallback();
  2991. return this;
  2992. },
  2993. setFromRotationMatrix: function ( m, order, update ) {
  2994. var clamp = _Math.clamp;
  2995. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2996. var te = m.elements;
  2997. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2998. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2999. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3000. order = order || this._order;
  3001. if ( order === 'XYZ' ) {
  3002. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3003. if ( Math.abs( m13 ) < 0.9999999 ) {
  3004. this._x = Math.atan2( - m23, m33 );
  3005. this._z = Math.atan2( - m12, m11 );
  3006. } else {
  3007. this._x = Math.atan2( m32, m22 );
  3008. this._z = 0;
  3009. }
  3010. } else if ( order === 'YXZ' ) {
  3011. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3012. if ( Math.abs( m23 ) < 0.9999999 ) {
  3013. this._y = Math.atan2( m13, m33 );
  3014. this._z = Math.atan2( m21, m22 );
  3015. } else {
  3016. this._y = Math.atan2( - m31, m11 );
  3017. this._z = 0;
  3018. }
  3019. } else if ( order === 'ZXY' ) {
  3020. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3021. if ( Math.abs( m32 ) < 0.9999999 ) {
  3022. this._y = Math.atan2( - m31, m33 );
  3023. this._z = Math.atan2( - m12, m22 );
  3024. } else {
  3025. this._y = 0;
  3026. this._z = Math.atan2( m21, m11 );
  3027. }
  3028. } else if ( order === 'ZYX' ) {
  3029. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3030. if ( Math.abs( m31 ) < 0.9999999 ) {
  3031. this._x = Math.atan2( m32, m33 );
  3032. this._z = Math.atan2( m21, m11 );
  3033. } else {
  3034. this._x = 0;
  3035. this._z = Math.atan2( - m12, m22 );
  3036. }
  3037. } else if ( order === 'YZX' ) {
  3038. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3039. if ( Math.abs( m21 ) < 0.9999999 ) {
  3040. this._x = Math.atan2( - m23, m22 );
  3041. this._y = Math.atan2( - m31, m11 );
  3042. } else {
  3043. this._x = 0;
  3044. this._y = Math.atan2( m13, m33 );
  3045. }
  3046. } else if ( order === 'XZY' ) {
  3047. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3048. if ( Math.abs( m12 ) < 0.9999999 ) {
  3049. this._x = Math.atan2( m32, m22 );
  3050. this._y = Math.atan2( m13, m11 );
  3051. } else {
  3052. this._x = Math.atan2( - m23, m33 );
  3053. this._y = 0;
  3054. }
  3055. } else {
  3056. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3057. }
  3058. this._order = order;
  3059. if ( update !== false ) { this._onChangeCallback(); }
  3060. return this;
  3061. },
  3062. setFromQuaternion: function ( q, order, update ) {
  3063. _matrix.makeRotationFromQuaternion( q );
  3064. return this.setFromRotationMatrix( _matrix, order, update );
  3065. },
  3066. setFromVector3: function ( v, order ) {
  3067. return this.set( v.x, v.y, v.z, order || this._order );
  3068. },
  3069. reorder: function ( newOrder ) {
  3070. // WARNING: this discards revolution information -bhouston
  3071. _quaternion$1.setFromEuler( this );
  3072. return this.setFromQuaternion( _quaternion$1, newOrder );
  3073. },
  3074. equals: function ( euler ) {
  3075. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3076. },
  3077. fromArray: function ( array ) {
  3078. this._x = array[ 0 ];
  3079. this._y = array[ 1 ];
  3080. this._z = array[ 2 ];
  3081. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3082. this._onChangeCallback();
  3083. return this;
  3084. },
  3085. toArray: function ( array, offset ) {
  3086. if ( array === undefined ) { array = []; }
  3087. if ( offset === undefined ) { offset = 0; }
  3088. array[ offset ] = this._x;
  3089. array[ offset + 1 ] = this._y;
  3090. array[ offset + 2 ] = this._z;
  3091. array[ offset + 3 ] = this._order;
  3092. return array;
  3093. },
  3094. toVector3: function ( optionalResult ) {
  3095. if ( optionalResult ) {
  3096. return optionalResult.set( this._x, this._y, this._z );
  3097. } else {
  3098. return new Vector3( this._x, this._y, this._z );
  3099. }
  3100. },
  3101. _onChange: function ( callback ) {
  3102. this._onChangeCallback = callback;
  3103. return this;
  3104. },
  3105. _onChangeCallback: function () {}
  3106. } );
  3107. /**
  3108. * @author mrdoob / http://mrdoob.com/
  3109. */
  3110. function Layers() {
  3111. this.mask = 1 | 0;
  3112. }
  3113. Object.assign( Layers.prototype, {
  3114. set: function ( channel ) {
  3115. this.mask = 1 << channel | 0;
  3116. },
  3117. enable: function ( channel ) {
  3118. this.mask |= 1 << channel | 0;
  3119. },
  3120. enableAll: function () {
  3121. this.mask = 0xffffffff | 0;
  3122. },
  3123. toggle: function ( channel ) {
  3124. this.mask ^= 1 << channel | 0;
  3125. },
  3126. disable: function ( channel ) {
  3127. this.mask &= ~ ( 1 << channel | 0 );
  3128. },
  3129. disableAll: function () {
  3130. this.mask = 0;
  3131. },
  3132. test: function ( layers ) {
  3133. return ( this.mask & layers.mask ) !== 0;
  3134. }
  3135. } );
  3136. var _object3DId = 0;
  3137. var _v1$1 = new Vector3();
  3138. var _q1 = new Quaternion();
  3139. var _m1$1 = new Matrix4();
  3140. var _target = new Vector3();
  3141. var _position = new Vector3();
  3142. var _scale = new Vector3();
  3143. var _quaternion$2 = new Quaternion();
  3144. var _xAxis = new Vector3( 1, 0, 0 );
  3145. var _yAxis = new Vector3( 0, 1, 0 );
  3146. var _zAxis = new Vector3( 0, 0, 1 );
  3147. var _addedEvent = { type: 'added' };
  3148. var _removedEvent = { type: 'removed' };
  3149. /**
  3150. * @author mrdoob / http://mrdoob.com/
  3151. * @author mikael emtinger / http://gomo.se/
  3152. * @author alteredq / http://alteredqualia.com/
  3153. * @author WestLangley / http://github.com/WestLangley
  3154. * @author elephantatwork / www.elephantatwork.ch
  3155. */
  3156. function Object3D() {
  3157. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3158. this.uuid = _Math.generateUUID();
  3159. this.name = '';
  3160. this.type = 'Object3D';
  3161. this.parent = null;
  3162. this.children = [];
  3163. this.up = Object3D.DefaultUp.clone();
  3164. var position = new Vector3();
  3165. var rotation = new Euler();
  3166. var quaternion = new Quaternion();
  3167. var scale = new Vector3( 1, 1, 1 );
  3168. function onRotationChange() {
  3169. quaternion.setFromEuler( rotation, false );
  3170. }
  3171. function onQuaternionChange() {
  3172. rotation.setFromQuaternion( quaternion, undefined, false );
  3173. }
  3174. rotation._onChange( onRotationChange );
  3175. quaternion._onChange( onQuaternionChange );
  3176. Object.defineProperties( this, {
  3177. position: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: position
  3181. },
  3182. rotation: {
  3183. configurable: true,
  3184. enumerable: true,
  3185. value: rotation
  3186. },
  3187. quaternion: {
  3188. configurable: true,
  3189. enumerable: true,
  3190. value: quaternion
  3191. },
  3192. scale: {
  3193. configurable: true,
  3194. enumerable: true,
  3195. value: scale
  3196. },
  3197. modelViewMatrix: {
  3198. value: new Matrix4()
  3199. },
  3200. normalMatrix: {
  3201. value: new Matrix3()
  3202. }
  3203. } );
  3204. this.matrix = new Matrix4();
  3205. this.matrixWorld = new Matrix4();
  3206. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3207. this.matrixWorldNeedsUpdate = false;
  3208. this.layers = new Layers();
  3209. this.visible = true;
  3210. this.castShadow = false;
  3211. this.receiveShadow = false;
  3212. this.frustumCulled = true;
  3213. this.renderOrder = 0;
  3214. this.userData = {};
  3215. }
  3216. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3217. Object3D.DefaultMatrixAutoUpdate = true;
  3218. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3219. constructor: Object3D,
  3220. isObject3D: true,
  3221. onBeforeRender: function () {},
  3222. onAfterRender: function () {},
  3223. applyMatrix: function ( matrix ) {
  3224. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3225. this.matrix.premultiply( matrix );
  3226. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3227. },
  3228. applyQuaternion: function ( q ) {
  3229. this.quaternion.premultiply( q );
  3230. return this;
  3231. },
  3232. setRotationFromAxisAngle: function ( axis, angle ) {
  3233. // assumes axis is normalized
  3234. this.quaternion.setFromAxisAngle( axis, angle );
  3235. },
  3236. setRotationFromEuler: function ( euler ) {
  3237. this.quaternion.setFromEuler( euler, true );
  3238. },
  3239. setRotationFromMatrix: function ( m ) {
  3240. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3241. this.quaternion.setFromRotationMatrix( m );
  3242. },
  3243. setRotationFromQuaternion: function ( q ) {
  3244. // assumes q is normalized
  3245. this.quaternion.copy( q );
  3246. },
  3247. rotateOnAxis: function ( axis, angle ) {
  3248. // rotate object on axis in object space
  3249. // axis is assumed to be normalized
  3250. _q1.setFromAxisAngle( axis, angle );
  3251. this.quaternion.multiply( _q1 );
  3252. return this;
  3253. },
  3254. rotateOnWorldAxis: function ( axis, angle ) {
  3255. // rotate object on axis in world space
  3256. // axis is assumed to be normalized
  3257. // method assumes no rotated parent
  3258. _q1.setFromAxisAngle( axis, angle );
  3259. this.quaternion.premultiply( _q1 );
  3260. return this;
  3261. },
  3262. rotateX: function ( angle ) {
  3263. return this.rotateOnAxis( _xAxis, angle );
  3264. },
  3265. rotateY: function ( angle ) {
  3266. return this.rotateOnAxis( _yAxis, angle );
  3267. },
  3268. rotateZ: function ( angle ) {
  3269. return this.rotateOnAxis( _zAxis, angle );
  3270. },
  3271. translateOnAxis: function ( axis, distance ) {
  3272. // translate object by distance along axis in object space
  3273. // axis is assumed to be normalized
  3274. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3275. this.position.add( _v1$1.multiplyScalar( distance ) );
  3276. return this;
  3277. },
  3278. translateX: function ( distance ) {
  3279. return this.translateOnAxis( _xAxis, distance );
  3280. },
  3281. translateY: function ( distance ) {
  3282. return this.translateOnAxis( _yAxis, distance );
  3283. },
  3284. translateZ: function ( distance ) {
  3285. return this.translateOnAxis( _zAxis, distance );
  3286. },
  3287. localToWorld: function ( vector ) {
  3288. return vector.applyMatrix4( this.matrixWorld );
  3289. },
  3290. worldToLocal: function ( vector ) {
  3291. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3292. },
  3293. lookAt: function ( x, y, z ) {
  3294. // This method does not support objects having non-uniformly-scaled parent(s)
  3295. if ( x.isVector3 ) {
  3296. _target.copy( x );
  3297. } else {
  3298. _target.set( x, y, z );
  3299. }
  3300. var parent = this.parent;
  3301. this.updateWorldMatrix( true, false );
  3302. _position.setFromMatrixPosition( this.matrixWorld );
  3303. if ( this.isCamera || this.isLight ) {
  3304. _m1$1.lookAt( _position, _target, this.up );
  3305. } else {
  3306. _m1$1.lookAt( _target, _position, this.up );
  3307. }
  3308. this.quaternion.setFromRotationMatrix( _m1$1 );
  3309. if ( parent ) {
  3310. _m1$1.extractRotation( parent.matrixWorld );
  3311. _q1.setFromRotationMatrix( _m1$1 );
  3312. this.quaternion.premultiply( _q1.inverse() );
  3313. }
  3314. },
  3315. add: function ( object ) {
  3316. if ( arguments.length > 1 ) {
  3317. for ( var i = 0; i < arguments.length; i ++ ) {
  3318. this.add( arguments[ i ] );
  3319. }
  3320. return this;
  3321. }
  3322. if ( object === this ) {
  3323. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3324. return this;
  3325. }
  3326. if ( ( object && object.isObject3D ) ) {
  3327. if ( object.parent !== null ) {
  3328. object.parent.remove( object );
  3329. }
  3330. object.parent = this;
  3331. this.children.push( object );
  3332. object.dispatchEvent( _addedEvent );
  3333. } else {
  3334. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3335. }
  3336. return this;
  3337. },
  3338. remove: function ( object ) {
  3339. if ( arguments.length > 1 ) {
  3340. for ( var i = 0; i < arguments.length; i ++ ) {
  3341. this.remove( arguments[ i ] );
  3342. }
  3343. return this;
  3344. }
  3345. var index = this.children.indexOf( object );
  3346. if ( index !== - 1 ) {
  3347. object.parent = null;
  3348. this.children.splice( index, 1 );
  3349. object.dispatchEvent( _removedEvent );
  3350. }
  3351. return this;
  3352. },
  3353. attach: function ( object ) {
  3354. // adds object as a child of this, while maintaining the object's world transform
  3355. this.updateWorldMatrix( true, false );
  3356. _m1$1.getInverse( this.matrixWorld );
  3357. if ( object.parent !== null ) {
  3358. object.parent.updateWorldMatrix( true, false );
  3359. _m1$1.multiply( object.parent.matrixWorld );
  3360. }
  3361. object.applyMatrix( _m1$1 );
  3362. object.updateWorldMatrix( false, false );
  3363. this.add( object );
  3364. return this;
  3365. },
  3366. getObjectById: function ( id ) {
  3367. return this.getObjectByProperty( 'id', id );
  3368. },
  3369. getObjectByName: function ( name ) {
  3370. return this.getObjectByProperty( 'name', name );
  3371. },
  3372. getObjectByProperty: function ( name, value ) {
  3373. if ( this[ name ] === value ) { return this; }
  3374. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3375. var child = this.children[ i ];
  3376. var object = child.getObjectByProperty( name, value );
  3377. if ( object !== undefined ) {
  3378. return object;
  3379. }
  3380. }
  3381. return undefined;
  3382. },
  3383. getWorldPosition: function ( target ) {
  3384. if ( target === undefined ) {
  3385. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3386. target = new Vector3();
  3387. }
  3388. this.updateMatrixWorld( true );
  3389. return target.setFromMatrixPosition( this.matrixWorld );
  3390. },
  3391. getWorldQuaternion: function ( target ) {
  3392. if ( target === undefined ) {
  3393. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3394. target = new Quaternion();
  3395. }
  3396. this.updateMatrixWorld( true );
  3397. this.matrixWorld.decompose( _position, target, _scale );
  3398. return target;
  3399. },
  3400. getWorldScale: function ( target ) {
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3403. target = new Vector3();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3407. return target;
  3408. },
  3409. getWorldDirection: function ( target ) {
  3410. if ( target === undefined ) {
  3411. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3412. target = new Vector3();
  3413. }
  3414. this.updateMatrixWorld( true );
  3415. var e = this.matrixWorld.elements;
  3416. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3417. },
  3418. raycast: function () {},
  3419. traverse: function ( callback ) {
  3420. callback( this );
  3421. var children = this.children;
  3422. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3423. children[ i ].traverse( callback );
  3424. }
  3425. },
  3426. traverseVisible: function ( callback ) {
  3427. if ( this.visible === false ) { return; }
  3428. callback( this );
  3429. var children = this.children;
  3430. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3431. children[ i ].traverseVisible( callback );
  3432. }
  3433. },
  3434. traverseAncestors: function ( callback ) {
  3435. var parent = this.parent;
  3436. if ( parent !== null ) {
  3437. callback( parent );
  3438. parent.traverseAncestors( callback );
  3439. }
  3440. },
  3441. updateMatrix: function () {
  3442. this.matrix.compose( this.position, this.quaternion, this.scale );
  3443. this.matrixWorldNeedsUpdate = true;
  3444. },
  3445. updateMatrixWorld: function ( force ) {
  3446. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3447. if ( this.matrixWorldNeedsUpdate || force ) {
  3448. if ( this.parent === null ) {
  3449. this.matrixWorld.copy( this.matrix );
  3450. } else {
  3451. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3452. }
  3453. this.matrixWorldNeedsUpdate = false;
  3454. force = true;
  3455. }
  3456. // update children
  3457. var children = this.children;
  3458. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3459. children[ i ].updateMatrixWorld( force );
  3460. }
  3461. },
  3462. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3463. var parent = this.parent;
  3464. if ( updateParents === true && parent !== null ) {
  3465. parent.updateWorldMatrix( true, false );
  3466. }
  3467. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3468. if ( this.parent === null ) {
  3469. this.matrixWorld.copy( this.matrix );
  3470. } else {
  3471. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3472. }
  3473. // update children
  3474. if ( updateChildren === true ) {
  3475. var children = this.children;
  3476. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3477. children[ i ].updateWorldMatrix( false, true );
  3478. }
  3479. }
  3480. },
  3481. toJSON: function ( meta ) {
  3482. // meta is a string when called from JSON.stringify
  3483. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3484. var output = {};
  3485. // meta is a hash used to collect geometries, materials.
  3486. // not providing it implies that this is the root object
  3487. // being serialized.
  3488. if ( isRootObject ) {
  3489. // initialize meta obj
  3490. meta = {
  3491. geometries: {},
  3492. materials: {},
  3493. textures: {},
  3494. images: {},
  3495. shapes: {}
  3496. };
  3497. output.metadata = {
  3498. version: 4.5,
  3499. type: 'Object',
  3500. generator: 'Object3D.toJSON'
  3501. };
  3502. }
  3503. // standard Object3D serialization
  3504. var object = {};
  3505. object.uuid = this.uuid;
  3506. object.type = this.type;
  3507. if ( this.name !== '' ) { object.name = this.name; }
  3508. if ( this.castShadow === true ) { object.castShadow = true; }
  3509. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3510. if ( this.visible === false ) { object.visible = false; }
  3511. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3512. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3513. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3514. object.layers = this.layers.mask;
  3515. object.matrix = this.matrix.toArray();
  3516. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3517. // object specific properties
  3518. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3519. //
  3520. function serialize( library, element ) {
  3521. if ( library[ element.uuid ] === undefined ) {
  3522. library[ element.uuid ] = element.toJSON( meta );
  3523. }
  3524. return element.uuid;
  3525. }
  3526. if ( this.isMesh || this.isLine || this.isPoints ) {
  3527. object.geometry = serialize( meta.geometries, this.geometry );
  3528. var parameters = this.geometry.parameters;
  3529. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3530. var shapes = parameters.shapes;
  3531. if ( Array.isArray( shapes ) ) {
  3532. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3533. var shape = shapes[ i ];
  3534. serialize( meta.shapes, shape );
  3535. }
  3536. } else {
  3537. serialize( meta.shapes, shapes );
  3538. }
  3539. }
  3540. }
  3541. if ( this.material !== undefined ) {
  3542. if ( Array.isArray( this.material ) ) {
  3543. var uuids = [];
  3544. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3545. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3546. }
  3547. object.material = uuids;
  3548. } else {
  3549. object.material = serialize( meta.materials, this.material );
  3550. }
  3551. }
  3552. //
  3553. if ( this.children.length > 0 ) {
  3554. object.children = [];
  3555. for ( var i = 0; i < this.children.length; i ++ ) {
  3556. object.children.push( this.children[ i ].toJSON( meta ).object );
  3557. }
  3558. }
  3559. if ( isRootObject ) {
  3560. var geometries = extractFromCache( meta.geometries );
  3561. var materials = extractFromCache( meta.materials );
  3562. var textures = extractFromCache( meta.textures );
  3563. var images = extractFromCache( meta.images );
  3564. var shapes = extractFromCache( meta.shapes );
  3565. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3566. if ( materials.length > 0 ) { output.materials = materials; }
  3567. if ( textures.length > 0 ) { output.textures = textures; }
  3568. if ( images.length > 0 ) { output.images = images; }
  3569. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3570. }
  3571. output.object = object;
  3572. return output;
  3573. // extract data from the cache hash
  3574. // remove metadata on each item
  3575. // and return as array
  3576. function extractFromCache( cache ) {
  3577. var values = [];
  3578. for ( var key in cache ) {
  3579. var data = cache[ key ];
  3580. delete data.metadata;
  3581. values.push( data );
  3582. }
  3583. return values;
  3584. }
  3585. },
  3586. clone: function ( recursive ) {
  3587. return new this.constructor().copy( this, recursive );
  3588. },
  3589. copy: function ( source, recursive ) {
  3590. if ( recursive === undefined ) { recursive = true; }
  3591. this.name = source.name;
  3592. this.up.copy( source.up );
  3593. this.position.copy( source.position );
  3594. this.quaternion.copy( source.quaternion );
  3595. this.scale.copy( source.scale );
  3596. this.matrix.copy( source.matrix );
  3597. this.matrixWorld.copy( source.matrixWorld );
  3598. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3599. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3600. this.layers.mask = source.layers.mask;
  3601. this.visible = source.visible;
  3602. this.castShadow = source.castShadow;
  3603. this.receiveShadow = source.receiveShadow;
  3604. this.frustumCulled = source.frustumCulled;
  3605. this.renderOrder = source.renderOrder;
  3606. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3607. if ( recursive === true ) {
  3608. for ( var i = 0; i < source.children.length; i ++ ) {
  3609. var child = source.children[ i ];
  3610. this.add( child.clone() );
  3611. }
  3612. }
  3613. return this;
  3614. }
  3615. } );
  3616. /**
  3617. * @author mrdoob / http://mrdoob.com/
  3618. */
  3619. function Scene() {
  3620. Object3D.call( this );
  3621. this.type = 'Scene';
  3622. this.background = null;
  3623. this.fog = null;
  3624. this.overrideMaterial = null;
  3625. this.autoUpdate = true; // checked by the renderer
  3626. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3627. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3628. }
  3629. }
  3630. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3631. constructor: Scene,
  3632. isScene: true,
  3633. copy: function ( source, recursive ) {
  3634. Object3D.prototype.copy.call( this, source, recursive );
  3635. if ( source.background !== null ) { this.background = source.background.clone(); }
  3636. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3637. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3638. this.autoUpdate = source.autoUpdate;
  3639. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3640. return this;
  3641. },
  3642. toJSON: function ( meta ) {
  3643. var data = Object3D.prototype.toJSON.call( this, meta );
  3644. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3645. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3646. return data;
  3647. },
  3648. dispose: function () {
  3649. this.dispatchEvent( { type: 'dispose' } );
  3650. }
  3651. } );
  3652. var _points = [
  3653. new Vector3(),
  3654. new Vector3(),
  3655. new Vector3(),
  3656. new Vector3(),
  3657. new Vector3(),
  3658. new Vector3(),
  3659. new Vector3(),
  3660. new Vector3()
  3661. ];
  3662. var _vector$2 = new Vector3();
  3663. // triangle centered vertices
  3664. var _v0 = new Vector3();
  3665. var _v1$2 = new Vector3();
  3666. var _v2 = new Vector3();
  3667. // triangle edge vectors
  3668. var _f0 = new Vector3();
  3669. var _f1 = new Vector3();
  3670. var _f2 = new Vector3();
  3671. var _center = new Vector3();
  3672. var _extents = new Vector3();
  3673. var _triangleNormal = new Vector3();
  3674. var _testAxis = new Vector3();
  3675. /**
  3676. * @author bhouston / http://clara.io
  3677. * @author WestLangley / http://github.com/WestLangley
  3678. */
  3679. function Box3( min, max ) {
  3680. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3681. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3682. }
  3683. Object.assign( Box3.prototype, {
  3684. isBox3: true,
  3685. set: function ( min, max ) {
  3686. this.min.copy( min );
  3687. this.max.copy( max );
  3688. return this;
  3689. },
  3690. setFromArray: function ( array ) {
  3691. var minX = + Infinity;
  3692. var minY = + Infinity;
  3693. var minZ = + Infinity;
  3694. var maxX = - Infinity;
  3695. var maxY = - Infinity;
  3696. var maxZ = - Infinity;
  3697. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3698. var x = array[ i ];
  3699. var y = array[ i + 1 ];
  3700. var z = array[ i + 2 ];
  3701. if ( x < minX ) { minX = x; }
  3702. if ( y < minY ) { minY = y; }
  3703. if ( z < minZ ) { minZ = z; }
  3704. if ( x > maxX ) { maxX = x; }
  3705. if ( y > maxY ) { maxY = y; }
  3706. if ( z > maxZ ) { maxZ = z; }
  3707. }
  3708. this.min.set( minX, minY, minZ );
  3709. this.max.set( maxX, maxY, maxZ );
  3710. return this;
  3711. },
  3712. setFromBufferAttribute: function ( attribute ) {
  3713. var minX = + Infinity;
  3714. var minY = + Infinity;
  3715. var minZ = + Infinity;
  3716. var maxX = - Infinity;
  3717. var maxY = - Infinity;
  3718. var maxZ = - Infinity;
  3719. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3720. var x = attribute.getX( i );
  3721. var y = attribute.getY( i );
  3722. var z = attribute.getZ( i );
  3723. if ( x < minX ) { minX = x; }
  3724. if ( y < minY ) { minY = y; }
  3725. if ( z < minZ ) { minZ = z; }
  3726. if ( x > maxX ) { maxX = x; }
  3727. if ( y > maxY ) { maxY = y; }
  3728. if ( z > maxZ ) { maxZ = z; }
  3729. }
  3730. this.min.set( minX, minY, minZ );
  3731. this.max.set( maxX, maxY, maxZ );
  3732. return this;
  3733. },
  3734. setFromPoints: function ( points ) {
  3735. this.makeEmpty();
  3736. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3737. this.expandByPoint( points[ i ] );
  3738. }
  3739. return this;
  3740. },
  3741. setFromCenterAndSize: function ( center, size ) {
  3742. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3743. this.min.copy( center ).sub( halfSize );
  3744. this.max.copy( center ).add( halfSize );
  3745. return this;
  3746. },
  3747. setFromObject: function ( object ) {
  3748. this.makeEmpty();
  3749. return this.expandByObject( object );
  3750. },
  3751. clone: function () {
  3752. return new this.constructor().copy( this );
  3753. },
  3754. copy: function ( box ) {
  3755. this.min.copy( box.min );
  3756. this.max.copy( box.max );
  3757. return this;
  3758. },
  3759. makeEmpty: function () {
  3760. this.min.x = this.min.y = this.min.z = + Infinity;
  3761. this.max.x = this.max.y = this.max.z = - Infinity;
  3762. return this;
  3763. },
  3764. isEmpty: function () {
  3765. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3766. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3767. },
  3768. getCenter: function ( target ) {
  3769. if ( target === undefined ) {
  3770. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3771. target = new Vector3();
  3772. }
  3773. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3774. },
  3775. getSize: function ( target ) {
  3776. if ( target === undefined ) {
  3777. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3778. target = new Vector3();
  3779. }
  3780. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3781. },
  3782. expandByPoint: function ( point ) {
  3783. this.min.min( point );
  3784. this.max.max( point );
  3785. return this;
  3786. },
  3787. expandByVector: function ( vector ) {
  3788. this.min.sub( vector );
  3789. this.max.add( vector );
  3790. return this;
  3791. },
  3792. expandByScalar: function ( scalar ) {
  3793. this.min.addScalar( - scalar );
  3794. this.max.addScalar( scalar );
  3795. return this;
  3796. },
  3797. expandByObject: function ( object ) {
  3798. var i, l;
  3799. // Computes the world-axis-aligned bounding box of an object (including its children),
  3800. // accounting for both the object's, and children's, world transforms
  3801. object.updateWorldMatrix( false, false );
  3802. var geometry = object.geometry;
  3803. if ( geometry !== undefined ) {
  3804. if ( geometry.isGeometry ) {
  3805. var vertices = geometry.vertices;
  3806. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3807. _vector$2.copy( vertices[ i ] );
  3808. _vector$2.applyMatrix4( object.matrixWorld );
  3809. this.expandByPoint( _vector$2 );
  3810. }
  3811. } else if ( geometry.isBufferGeometry ) {
  3812. var attribute = geometry.attributes.position;
  3813. if ( attribute !== undefined ) {
  3814. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3815. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3816. this.expandByPoint( _vector$2 );
  3817. }
  3818. }
  3819. }
  3820. }
  3821. //
  3822. var children = object.children;
  3823. for ( i = 0, l = children.length; i < l; i ++ ) {
  3824. this.expandByObject( children[ i ] );
  3825. }
  3826. return this;
  3827. },
  3828. containsPoint: function ( point ) {
  3829. return point.x < this.min.x || point.x > this.max.x ||
  3830. point.y < this.min.y || point.y > this.max.y ||
  3831. point.z < this.min.z || point.z > this.max.z ? false : true;
  3832. },
  3833. containsBox: function ( box ) {
  3834. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3835. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3836. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3837. },
  3838. getParameter: function ( point, target ) {
  3839. // This can potentially have a divide by zero if the box
  3840. // has a size dimension of 0.
  3841. if ( target === undefined ) {
  3842. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3843. target = new Vector3();
  3844. }
  3845. return target.set(
  3846. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3847. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3848. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3849. );
  3850. },
  3851. intersectsBox: function ( box ) {
  3852. // using 6 splitting planes to rule out intersections.
  3853. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3854. box.max.y < this.min.y || box.min.y > this.max.y ||
  3855. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3856. },
  3857. intersectsSphere: function ( sphere ) {
  3858. // Find the point on the AABB closest to the sphere center.
  3859. this.clampPoint( sphere.center, _vector$2 );
  3860. // If that point is inside the sphere, the AABB and sphere intersect.
  3861. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3862. },
  3863. intersectsPlane: function ( plane ) {
  3864. // We compute the minimum and maximum dot product values. If those values
  3865. // are on the same side (back or front) of the plane, then there is no intersection.
  3866. var min, max;
  3867. if ( plane.normal.x > 0 ) {
  3868. min = plane.normal.x * this.min.x;
  3869. max = plane.normal.x * this.max.x;
  3870. } else {
  3871. min = plane.normal.x * this.max.x;
  3872. max = plane.normal.x * this.min.x;
  3873. }
  3874. if ( plane.normal.y > 0 ) {
  3875. min += plane.normal.y * this.min.y;
  3876. max += plane.normal.y * this.max.y;
  3877. } else {
  3878. min += plane.normal.y * this.max.y;
  3879. max += plane.normal.y * this.min.y;
  3880. }
  3881. if ( plane.normal.z > 0 ) {
  3882. min += plane.normal.z * this.min.z;
  3883. max += plane.normal.z * this.max.z;
  3884. } else {
  3885. min += plane.normal.z * this.max.z;
  3886. max += plane.normal.z * this.min.z;
  3887. }
  3888. return ( min <= - plane.constant && max >= - plane.constant );
  3889. },
  3890. intersectsTriangle: function ( triangle ) {
  3891. if ( this.isEmpty() ) {
  3892. return false;
  3893. }
  3894. // compute box center and extents
  3895. this.getCenter( _center );
  3896. _extents.subVectors( this.max, _center );
  3897. // translate triangle to aabb origin
  3898. _v0.subVectors( triangle.a, _center );
  3899. _v1$2.subVectors( triangle.b, _center );
  3900. _v2.subVectors( triangle.c, _center );
  3901. // compute edge vectors for triangle
  3902. _f0.subVectors( _v1$2, _v0 );
  3903. _f1.subVectors( _v2, _v1$2 );
  3904. _f2.subVectors( _v0, _v2 );
  3905. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3906. // 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
  3907. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3908. var axes = [
  3909. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3910. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3911. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3912. ];
  3913. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3914. return false;
  3915. }
  3916. // test 3 face normals from the aabb
  3917. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3918. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3919. return false;
  3920. }
  3921. // finally testing the face normal of the triangle
  3922. // use already existing triangle edge vectors here
  3923. _triangleNormal.crossVectors( _f0, _f1 );
  3924. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3925. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3926. },
  3927. clampPoint: function ( point, target ) {
  3928. if ( target === undefined ) {
  3929. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3930. target = new Vector3();
  3931. }
  3932. return target.copy( point ).clamp( this.min, this.max );
  3933. },
  3934. distanceToPoint: function ( point ) {
  3935. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3936. return clampedPoint.sub( point ).length();
  3937. },
  3938. getBoundingSphere: function ( target ) {
  3939. if ( target === undefined ) {
  3940. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3941. //target = new Sphere(); // removed to avoid cyclic dependency
  3942. }
  3943. this.getCenter( target.center );
  3944. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3945. return target;
  3946. },
  3947. intersect: function ( box ) {
  3948. this.min.max( box.min );
  3949. this.max.min( box.max );
  3950. // 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.
  3951. if ( this.isEmpty() ) { this.makeEmpty(); }
  3952. return this;
  3953. },
  3954. union: function ( box ) {
  3955. this.min.min( box.min );
  3956. this.max.max( box.max );
  3957. return this;
  3958. },
  3959. applyMatrix4: function ( matrix ) {
  3960. // transform of empty box is an empty box.
  3961. if ( this.isEmpty() ) { return this; }
  3962. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3963. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3964. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3965. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3966. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3967. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3968. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3969. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3970. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3971. this.setFromPoints( _points );
  3972. return this;
  3973. },
  3974. translate: function ( offset ) {
  3975. this.min.add( offset );
  3976. this.max.add( offset );
  3977. return this;
  3978. },
  3979. equals: function ( box ) {
  3980. return box.min.equals( this.min ) && box.max.equals( this.max );
  3981. }
  3982. } );
  3983. function satForAxes( axes, v0, v1, v2, extents ) {
  3984. var i, j;
  3985. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3986. _testAxis.fromArray( axes, i );
  3987. // project the aabb onto the seperating axis
  3988. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3989. // project all 3 vertices of the triangle onto the seperating axis
  3990. var p0 = v0.dot( _testAxis );
  3991. var p1 = v1.dot( _testAxis );
  3992. var p2 = v2.dot( _testAxis );
  3993. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3994. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3995. // points of the projected triangle are outside the projected half-length of the aabb
  3996. // the axis is seperating and we can exit
  3997. return false;
  3998. }
  3999. }
  4000. return true;
  4001. }
  4002. var _box = new Box3();
  4003. /**
  4004. * @author bhouston / http://clara.io
  4005. * @author mrdoob / http://mrdoob.com/
  4006. */
  4007. function Sphere( center, radius ) {
  4008. this.center = ( center !== undefined ) ? center : new Vector3();
  4009. this.radius = ( radius !== undefined ) ? radius : 0;
  4010. }
  4011. Object.assign( Sphere.prototype, {
  4012. set: function ( center, radius ) {
  4013. this.center.copy( center );
  4014. this.radius = radius;
  4015. return this;
  4016. },
  4017. setFromPoints: function ( points, optionalCenter ) {
  4018. var center = this.center;
  4019. if ( optionalCenter !== undefined ) {
  4020. center.copy( optionalCenter );
  4021. } else {
  4022. _box.setFromPoints( points ).getCenter( center );
  4023. }
  4024. var maxRadiusSq = 0;
  4025. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4026. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4027. }
  4028. this.radius = Math.sqrt( maxRadiusSq );
  4029. return this;
  4030. },
  4031. clone: function () {
  4032. return new this.constructor().copy( this );
  4033. },
  4034. copy: function ( sphere ) {
  4035. this.center.copy( sphere.center );
  4036. this.radius = sphere.radius;
  4037. return this;
  4038. },
  4039. empty: function () {
  4040. return ( this.radius <= 0 );
  4041. },
  4042. containsPoint: function ( point ) {
  4043. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4044. },
  4045. distanceToPoint: function ( point ) {
  4046. return ( point.distanceTo( this.center ) - this.radius );
  4047. },
  4048. intersectsSphere: function ( sphere ) {
  4049. var radiusSum = this.radius + sphere.radius;
  4050. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4051. },
  4052. intersectsBox: function ( box ) {
  4053. return box.intersectsSphere( this );
  4054. },
  4055. intersectsPlane: function ( plane ) {
  4056. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4057. },
  4058. clampPoint: function ( point, target ) {
  4059. var deltaLengthSq = this.center.distanceToSquared( point );
  4060. if ( target === undefined ) {
  4061. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4062. target = new Vector3();
  4063. }
  4064. target.copy( point );
  4065. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4066. target.sub( this.center ).normalize();
  4067. target.multiplyScalar( this.radius ).add( this.center );
  4068. }
  4069. return target;
  4070. },
  4071. getBoundingBox: function ( target ) {
  4072. if ( target === undefined ) {
  4073. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4074. target = new Box3();
  4075. }
  4076. target.set( this.center, this.center );
  4077. target.expandByScalar( this.radius );
  4078. return target;
  4079. },
  4080. applyMatrix4: function ( matrix ) {
  4081. this.center.applyMatrix4( matrix );
  4082. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4083. return this;
  4084. },
  4085. translate: function ( offset ) {
  4086. this.center.add( offset );
  4087. return this;
  4088. },
  4089. equals: function ( sphere ) {
  4090. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4091. }
  4092. } );
  4093. var _vector$3 = new Vector3();
  4094. var _segCenter = new Vector3();
  4095. var _segDir = new Vector3();
  4096. var _diff = new Vector3();
  4097. var _edge1 = new Vector3();
  4098. var _edge2 = new Vector3();
  4099. var _normal = new Vector3();
  4100. /**
  4101. * @author bhouston / http://clara.io
  4102. */
  4103. function Ray( origin, direction ) {
  4104. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4105. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4106. }
  4107. Object.assign( Ray.prototype, {
  4108. set: function ( origin, direction ) {
  4109. this.origin.copy( origin );
  4110. this.direction.copy( direction );
  4111. return this;
  4112. },
  4113. clone: function () {
  4114. return new this.constructor().copy( this );
  4115. },
  4116. copy: function ( ray ) {
  4117. this.origin.copy( ray.origin );
  4118. this.direction.copy( ray.direction );
  4119. return this;
  4120. },
  4121. at: function ( t, target ) {
  4122. if ( target === undefined ) {
  4123. console.warn( 'THREE.Ray: .at() target is now required' );
  4124. target = new Vector3();
  4125. }
  4126. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4127. },
  4128. lookAt: function ( v ) {
  4129. this.direction.copy( v ).sub( this.origin ).normalize();
  4130. return this;
  4131. },
  4132. recast: function ( t ) {
  4133. this.origin.copy( this.at( t, _vector$3 ) );
  4134. return this;
  4135. },
  4136. closestPointToPoint: function ( point, target ) {
  4137. if ( target === undefined ) {
  4138. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4139. target = new Vector3();
  4140. }
  4141. target.subVectors( point, this.origin );
  4142. var directionDistance = target.dot( this.direction );
  4143. if ( directionDistance < 0 ) {
  4144. return target.copy( this.origin );
  4145. }
  4146. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4147. },
  4148. distanceToPoint: function ( point ) {
  4149. return Math.sqrt( this.distanceSqToPoint( point ) );
  4150. },
  4151. distanceSqToPoint: function ( point ) {
  4152. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4153. // point behind the ray
  4154. if ( directionDistance < 0 ) {
  4155. return this.origin.distanceToSquared( point );
  4156. }
  4157. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4158. return _vector$3.distanceToSquared( point );
  4159. },
  4160. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4161. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4162. // It returns the min distance between the ray and the segment
  4163. // defined by v0 and v1
  4164. // It can also set two optional targets :
  4165. // - The closest point on the ray
  4166. // - The closest point on the segment
  4167. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4168. _segDir.copy( v1 ).sub( v0 ).normalize();
  4169. _diff.copy( this.origin ).sub( _segCenter );
  4170. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4171. var a01 = - this.direction.dot( _segDir );
  4172. var b0 = _diff.dot( this.direction );
  4173. var b1 = - _diff.dot( _segDir );
  4174. var c = _diff.lengthSq();
  4175. var det = Math.abs( 1 - a01 * a01 );
  4176. var s0, s1, sqrDist, extDet;
  4177. if ( det > 0 ) {
  4178. // The ray and segment are not parallel.
  4179. s0 = a01 * b1 - b0;
  4180. s1 = a01 * b0 - b1;
  4181. extDet = segExtent * det;
  4182. if ( s0 >= 0 ) {
  4183. if ( s1 >= - extDet ) {
  4184. if ( s1 <= extDet ) {
  4185. // region 0
  4186. // Minimum at interior points of ray and segment.
  4187. var invDet = 1 / det;
  4188. s0 *= invDet;
  4189. s1 *= invDet;
  4190. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4191. } else {
  4192. // region 1
  4193. s1 = segExtent;
  4194. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4195. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4196. }
  4197. } else {
  4198. // region 5
  4199. s1 = - segExtent;
  4200. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4202. }
  4203. } else {
  4204. if ( s1 <= - extDet ) {
  4205. // region 4
  4206. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4207. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. } else if ( s1 <= extDet ) {
  4210. // region 3
  4211. s0 = 0;
  4212. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4213. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4214. } else {
  4215. // region 2
  4216. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4217. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4218. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4219. }
  4220. }
  4221. } else {
  4222. // Ray and segment are parallel.
  4223. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4224. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4225. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4226. }
  4227. if ( optionalPointOnRay ) {
  4228. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4229. }
  4230. if ( optionalPointOnSegment ) {
  4231. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4232. }
  4233. return sqrDist;
  4234. },
  4235. intersectSphere: function ( sphere, target ) {
  4236. _vector$3.subVectors( sphere.center, this.origin );
  4237. var tca = _vector$3.dot( this.direction );
  4238. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4239. var radius2 = sphere.radius * sphere.radius;
  4240. if ( d2 > radius2 ) { return null; }
  4241. var thc = Math.sqrt( radius2 - d2 );
  4242. // t0 = first intersect point - entrance on front of sphere
  4243. var t0 = tca - thc;
  4244. // t1 = second intersect point - exit point on back of sphere
  4245. var t1 = tca + thc;
  4246. // test to see if both t0 and t1 are behind the ray - if so, return null
  4247. if ( t0 < 0 && t1 < 0 ) { return null; }
  4248. // test to see if t0 is behind the ray:
  4249. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4250. // in order to always return an intersect point that is in front of the ray.
  4251. if ( t0 < 0 ) { return this.at( t1, target ); }
  4252. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4253. return this.at( t0, target );
  4254. },
  4255. intersectsSphere: function ( sphere ) {
  4256. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4257. },
  4258. distanceToPlane: function ( plane ) {
  4259. var denominator = plane.normal.dot( this.direction );
  4260. if ( denominator === 0 ) {
  4261. // line is coplanar, return origin
  4262. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4263. return 0;
  4264. }
  4265. // Null is preferable to undefined since undefined means.... it is undefined
  4266. return null;
  4267. }
  4268. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4269. // Return if the ray never intersects the plane
  4270. return t >= 0 ? t : null;
  4271. },
  4272. intersectPlane: function ( plane, target ) {
  4273. var t = this.distanceToPlane( plane );
  4274. if ( t === null ) {
  4275. return null;
  4276. }
  4277. return this.at( t, target );
  4278. },
  4279. intersectsPlane: function ( plane ) {
  4280. // check if the ray lies on the plane first
  4281. var distToPoint = plane.distanceToPoint( this.origin );
  4282. if ( distToPoint === 0 ) {
  4283. return true;
  4284. }
  4285. var denominator = plane.normal.dot( this.direction );
  4286. if ( denominator * distToPoint < 0 ) {
  4287. return true;
  4288. }
  4289. // ray origin is behind the plane (and is pointing behind it)
  4290. return false;
  4291. },
  4292. intersectBox: function ( box, target ) {
  4293. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4294. var invdirx = 1 / this.direction.x,
  4295. invdiry = 1 / this.direction.y,
  4296. invdirz = 1 / this.direction.z;
  4297. var origin = this.origin;
  4298. if ( invdirx >= 0 ) {
  4299. tmin = ( box.min.x - origin.x ) * invdirx;
  4300. tmax = ( box.max.x - origin.x ) * invdirx;
  4301. } else {
  4302. tmin = ( box.max.x - origin.x ) * invdirx;
  4303. tmax = ( box.min.x - origin.x ) * invdirx;
  4304. }
  4305. if ( invdiry >= 0 ) {
  4306. tymin = ( box.min.y - origin.y ) * invdiry;
  4307. tymax = ( box.max.y - origin.y ) * invdiry;
  4308. } else {
  4309. tymin = ( box.max.y - origin.y ) * invdiry;
  4310. tymax = ( box.min.y - origin.y ) * invdiry;
  4311. }
  4312. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4313. // These lines also handle the case where tmin or tmax is NaN
  4314. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4315. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4316. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4317. if ( invdirz >= 0 ) {
  4318. tzmin = ( box.min.z - origin.z ) * invdirz;
  4319. tzmax = ( box.max.z - origin.z ) * invdirz;
  4320. } else {
  4321. tzmin = ( box.max.z - origin.z ) * invdirz;
  4322. tzmax = ( box.min.z - origin.z ) * invdirz;
  4323. }
  4324. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4325. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4326. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4327. //return point closest to the ray (positive side)
  4328. if ( tmax < 0 ) { return null; }
  4329. return this.at( tmin >= 0 ? tmin : tmax, target );
  4330. },
  4331. intersectsBox: function ( box ) {
  4332. return this.intersectBox( box, _vector$3 ) !== null;
  4333. },
  4334. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4335. // Compute the offset origin, edges, and normal.
  4336. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4337. _edge1.subVectors( b, a );
  4338. _edge2.subVectors( c, a );
  4339. _normal.crossVectors( _edge1, _edge2 );
  4340. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4341. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4342. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4343. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4344. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4345. var DdN = this.direction.dot( _normal );
  4346. var sign;
  4347. if ( DdN > 0 ) {
  4348. if ( backfaceCulling ) { return null; }
  4349. sign = 1;
  4350. } else if ( DdN < 0 ) {
  4351. sign = - 1;
  4352. DdN = - DdN;
  4353. } else {
  4354. return null;
  4355. }
  4356. _diff.subVectors( this.origin, a );
  4357. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4358. // b1 < 0, no intersection
  4359. if ( DdQxE2 < 0 ) {
  4360. return null;
  4361. }
  4362. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4363. // b2 < 0, no intersection
  4364. if ( DdE1xQ < 0 ) {
  4365. return null;
  4366. }
  4367. // b1+b2 > 1, no intersection
  4368. if ( DdQxE2 + DdE1xQ > DdN ) {
  4369. return null;
  4370. }
  4371. // Line intersects triangle, check if ray does.
  4372. var QdN = - sign * _diff.dot( _normal );
  4373. // t < 0, no intersection
  4374. if ( QdN < 0 ) {
  4375. return null;
  4376. }
  4377. // Ray intersects triangle.
  4378. return this.at( QdN / DdN, target );
  4379. },
  4380. applyMatrix4: function ( matrix4 ) {
  4381. this.origin.applyMatrix4( matrix4 );
  4382. this.direction.transformDirection( matrix4 );
  4383. return this;
  4384. },
  4385. equals: function ( ray ) {
  4386. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4387. }
  4388. } );
  4389. /**
  4390. * @author bhouston / http://clara.io
  4391. * @author mrdoob / http://mrdoob.com/
  4392. */
  4393. var _v0$1 = new Vector3();
  4394. var _v1$3 = new Vector3();
  4395. var _v2$1 = new Vector3();
  4396. var _v3 = new Vector3();
  4397. var _vab = new Vector3();
  4398. var _vac = new Vector3();
  4399. var _vbc = new Vector3();
  4400. var _vap = new Vector3();
  4401. var _vbp = new Vector3();
  4402. var _vcp = new Vector3();
  4403. function Triangle( a, b, c ) {
  4404. this.a = ( a !== undefined ) ? a : new Vector3();
  4405. this.b = ( b !== undefined ) ? b : new Vector3();
  4406. this.c = ( c !== undefined ) ? c : new Vector3();
  4407. }
  4408. Object.assign( Triangle, {
  4409. getNormal: function ( a, b, c, target ) {
  4410. if ( target === undefined ) {
  4411. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4412. target = new Vector3();
  4413. }
  4414. target.subVectors( c, b );
  4415. _v0$1.subVectors( a, b );
  4416. target.cross( _v0$1 );
  4417. var targetLengthSq = target.lengthSq();
  4418. if ( targetLengthSq > 0 ) {
  4419. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4420. }
  4421. return target.set( 0, 0, 0 );
  4422. },
  4423. // static/instance method to calculate barycentric coordinates
  4424. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4425. getBarycoord: function ( point, a, b, c, target ) {
  4426. _v0$1.subVectors( c, a );
  4427. _v1$3.subVectors( b, a );
  4428. _v2$1.subVectors( point, a );
  4429. var dot00 = _v0$1.dot( _v0$1 );
  4430. var dot01 = _v0$1.dot( _v1$3 );
  4431. var dot02 = _v0$1.dot( _v2$1 );
  4432. var dot11 = _v1$3.dot( _v1$3 );
  4433. var dot12 = _v1$3.dot( _v2$1 );
  4434. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4435. if ( target === undefined ) {
  4436. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4437. target = new Vector3();
  4438. }
  4439. // collinear or singular triangle
  4440. if ( denom === 0 ) {
  4441. // arbitrary location outside of triangle?
  4442. // not sure if this is the best idea, maybe should be returning undefined
  4443. return target.set( - 2, - 1, - 1 );
  4444. }
  4445. var invDenom = 1 / denom;
  4446. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4447. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4448. // barycentric coordinates must always sum to 1
  4449. return target.set( 1 - u - v, v, u );
  4450. },
  4451. containsPoint: function ( point, a, b, c ) {
  4452. Triangle.getBarycoord( point, a, b, c, _v3 );
  4453. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4454. },
  4455. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4456. this.getBarycoord( point, p1, p2, p3, _v3 );
  4457. target.set( 0, 0 );
  4458. target.addScaledVector( uv1, _v3.x );
  4459. target.addScaledVector( uv2, _v3.y );
  4460. target.addScaledVector( uv3, _v3.z );
  4461. return target;
  4462. },
  4463. isFrontFacing: function ( a, b, c, direction ) {
  4464. _v0$1.subVectors( c, b );
  4465. _v1$3.subVectors( a, b );
  4466. // strictly front facing
  4467. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4468. }
  4469. } );
  4470. Object.assign( Triangle.prototype, {
  4471. set: function ( a, b, c ) {
  4472. this.a.copy( a );
  4473. this.b.copy( b );
  4474. this.c.copy( c );
  4475. return this;
  4476. },
  4477. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4478. this.a.copy( points[ i0 ] );
  4479. this.b.copy( points[ i1 ] );
  4480. this.c.copy( points[ i2 ] );
  4481. return this;
  4482. },
  4483. clone: function () {
  4484. return new this.constructor().copy( this );
  4485. },
  4486. copy: function ( triangle ) {
  4487. this.a.copy( triangle.a );
  4488. this.b.copy( triangle.b );
  4489. this.c.copy( triangle.c );
  4490. return this;
  4491. },
  4492. getArea: function () {
  4493. _v0$1.subVectors( this.c, this.b );
  4494. _v1$3.subVectors( this.a, this.b );
  4495. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4496. },
  4497. getMidpoint: function ( target ) {
  4498. if ( target === undefined ) {
  4499. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4500. target = new Vector3();
  4501. }
  4502. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4503. },
  4504. getNormal: function ( target ) {
  4505. return Triangle.getNormal( this.a, this.b, this.c, target );
  4506. },
  4507. getPlane: function ( target ) {
  4508. if ( target === undefined ) {
  4509. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4510. target = new Vector3();
  4511. }
  4512. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4513. },
  4514. getBarycoord: function ( point, target ) {
  4515. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4516. },
  4517. getUV: function ( point, uv1, uv2, uv3, target ) {
  4518. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4519. },
  4520. containsPoint: function ( point ) {
  4521. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4522. },
  4523. isFrontFacing: function ( direction ) {
  4524. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4525. },
  4526. intersectsBox: function ( box ) {
  4527. return box.intersectsTriangle( this );
  4528. },
  4529. closestPointToPoint: function ( p, target ) {
  4530. if ( target === undefined ) {
  4531. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4532. target = new Vector3();
  4533. }
  4534. var a = this.a, b = this.b, c = this.c;
  4535. var v, w;
  4536. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4537. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4538. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4539. // basically, we're distinguishing which of the voronoi regions of the triangle
  4540. // the point lies in with the minimum amount of redundant computation.
  4541. _vab.subVectors( b, a );
  4542. _vac.subVectors( c, a );
  4543. _vap.subVectors( p, a );
  4544. var d1 = _vab.dot( _vap );
  4545. var d2 = _vac.dot( _vap );
  4546. if ( d1 <= 0 && d2 <= 0 ) {
  4547. // vertex region of A; barycentric coords (1, 0, 0)
  4548. return target.copy( a );
  4549. }
  4550. _vbp.subVectors( p, b );
  4551. var d3 = _vab.dot( _vbp );
  4552. var d4 = _vac.dot( _vbp );
  4553. if ( d3 >= 0 && d4 <= d3 ) {
  4554. // vertex region of B; barycentric coords (0, 1, 0)
  4555. return target.copy( b );
  4556. }
  4557. var vc = d1 * d4 - d3 * d2;
  4558. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4559. v = d1 / ( d1 - d3 );
  4560. // edge region of AB; barycentric coords (1-v, v, 0)
  4561. return target.copy( a ).addScaledVector( _vab, v );
  4562. }
  4563. _vcp.subVectors( p, c );
  4564. var d5 = _vab.dot( _vcp );
  4565. var d6 = _vac.dot( _vcp );
  4566. if ( d6 >= 0 && d5 <= d6 ) {
  4567. // vertex region of C; barycentric coords (0, 0, 1)
  4568. return target.copy( c );
  4569. }
  4570. var vb = d5 * d2 - d1 * d6;
  4571. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4572. w = d2 / ( d2 - d6 );
  4573. // edge region of AC; barycentric coords (1-w, 0, w)
  4574. return target.copy( a ).addScaledVector( _vac, w );
  4575. }
  4576. var va = d3 * d6 - d5 * d4;
  4577. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4578. _vbc.subVectors( c, b );
  4579. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4580. // edge region of BC; barycentric coords (0, 1-w, w)
  4581. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4582. }
  4583. // face region
  4584. var denom = 1 / ( va + vb + vc );
  4585. // u = va * denom
  4586. v = vb * denom;
  4587. w = vc * denom;
  4588. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4589. },
  4590. equals: function ( triangle ) {
  4591. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4592. }
  4593. } );
  4594. /**
  4595. * @author mrdoob / http://mrdoob.com/
  4596. */
  4597. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4598. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4599. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4600. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4601. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4602. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4603. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4604. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4605. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4606. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4607. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4608. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4609. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4610. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4611. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4612. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4613. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4614. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4615. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4616. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4617. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4618. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4619. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4620. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4621. var _hslA = { h: 0, s: 0, l: 0 };
  4622. var _hslB = { h: 0, s: 0, l: 0 };
  4623. function Color( r, g, b ) {
  4624. if ( g === undefined && b === undefined ) {
  4625. // r is THREE.Color, hex or string
  4626. return this.set( r );
  4627. }
  4628. return this.setRGB( r, g, b );
  4629. }
  4630. function hue2rgb( p, q, t ) {
  4631. if ( t < 0 ) { t += 1; }
  4632. if ( t > 1 ) { t -= 1; }
  4633. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4634. if ( t < 1 / 2 ) { return q; }
  4635. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4636. return p;
  4637. }
  4638. function SRGBToLinear( c ) {
  4639. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4640. }
  4641. function LinearToSRGB( c ) {
  4642. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4643. }
  4644. Object.assign( Color.prototype, {
  4645. isColor: true,
  4646. r: 1, g: 1, b: 1,
  4647. set: function ( value ) {
  4648. if ( value && value.isColor ) {
  4649. this.copy( value );
  4650. } else if ( typeof value === 'number' ) {
  4651. this.setHex( value );
  4652. } else if ( typeof value === 'string' ) {
  4653. this.setStyle( value );
  4654. }
  4655. return this;
  4656. },
  4657. setScalar: function ( scalar ) {
  4658. this.r = scalar;
  4659. this.g = scalar;
  4660. this.b = scalar;
  4661. return this;
  4662. },
  4663. setHex: function ( hex ) {
  4664. hex = Math.floor( hex );
  4665. this.r = ( hex >> 16 & 255 ) / 255;
  4666. this.g = ( hex >> 8 & 255 ) / 255;
  4667. this.b = ( hex & 255 ) / 255;
  4668. return this;
  4669. },
  4670. setRGB: function ( r, g, b ) {
  4671. this.r = r;
  4672. this.g = g;
  4673. this.b = b;
  4674. return this;
  4675. },
  4676. setHSL: function ( h, s, l ) {
  4677. // h,s,l ranges are in 0.0 - 1.0
  4678. h = _Math.euclideanModulo( h, 1 );
  4679. s = _Math.clamp( s, 0, 1 );
  4680. l = _Math.clamp( l, 0, 1 );
  4681. if ( s === 0 ) {
  4682. this.r = this.g = this.b = l;
  4683. } else {
  4684. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4685. var q = ( 2 * l ) - p;
  4686. this.r = hue2rgb( q, p, h + 1 / 3 );
  4687. this.g = hue2rgb( q, p, h );
  4688. this.b = hue2rgb( q, p, h - 1 / 3 );
  4689. }
  4690. return this;
  4691. },
  4692. setStyle: function ( style ) {
  4693. function handleAlpha( string ) {
  4694. if ( string === undefined ) { return; }
  4695. if ( parseFloat( string ) < 1 ) {
  4696. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4697. }
  4698. }
  4699. var m;
  4700. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4701. // rgb / hsl
  4702. var color;
  4703. var name = m[ 1 ];
  4704. var components = m[ 2 ];
  4705. switch ( name ) {
  4706. case 'rgb':
  4707. case 'rgba':
  4708. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4709. // rgb(255,0,0) rgba(255,0,0,0.5)
  4710. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4711. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4712. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4713. handleAlpha( color[ 5 ] );
  4714. return this;
  4715. }
  4716. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4717. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4718. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4719. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4720. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4721. handleAlpha( color[ 5 ] );
  4722. return this;
  4723. }
  4724. break;
  4725. case 'hsl':
  4726. case 'hsla':
  4727. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4728. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4729. var h = parseFloat( color[ 1 ] ) / 360;
  4730. var s = parseInt( color[ 2 ], 10 ) / 100;
  4731. var l = parseInt( color[ 3 ], 10 ) / 100;
  4732. handleAlpha( color[ 5 ] );
  4733. return this.setHSL( h, s, l );
  4734. }
  4735. break;
  4736. }
  4737. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4738. // hex color
  4739. var hex = m[ 1 ];
  4740. var size = hex.length;
  4741. if ( size === 3 ) {
  4742. // #ff0
  4743. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4744. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4745. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4746. return this;
  4747. } else if ( size === 6 ) {
  4748. // #ff0000
  4749. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4750. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4751. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4752. return this;
  4753. }
  4754. }
  4755. if ( style && style.length > 0 ) {
  4756. return this.setColorName( style );
  4757. }
  4758. return this;
  4759. },
  4760. setColorName: function ( style ) {
  4761. // color keywords
  4762. var hex = _colorKeywords[ style ];
  4763. if ( hex !== undefined ) {
  4764. // red
  4765. this.setHex( hex );
  4766. } else {
  4767. // unknown color
  4768. console.warn( 'THREE.Color: Unknown color ' + style );
  4769. }
  4770. return this;
  4771. },
  4772. clone: function () {
  4773. return new this.constructor( this.r, this.g, this.b );
  4774. },
  4775. copy: function ( color ) {
  4776. this.r = color.r;
  4777. this.g = color.g;
  4778. this.b = color.b;
  4779. return this;
  4780. },
  4781. copyGammaToLinear: function ( color, gammaFactor ) {
  4782. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4783. this.r = Math.pow( color.r, gammaFactor );
  4784. this.g = Math.pow( color.g, gammaFactor );
  4785. this.b = Math.pow( color.b, gammaFactor );
  4786. return this;
  4787. },
  4788. copyLinearToGamma: function ( color, gammaFactor ) {
  4789. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4790. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4791. this.r = Math.pow( color.r, safeInverse );
  4792. this.g = Math.pow( color.g, safeInverse );
  4793. this.b = Math.pow( color.b, safeInverse );
  4794. return this;
  4795. },
  4796. convertGammaToLinear: function ( gammaFactor ) {
  4797. this.copyGammaToLinear( this, gammaFactor );
  4798. return this;
  4799. },
  4800. convertLinearToGamma: function ( gammaFactor ) {
  4801. this.copyLinearToGamma( this, gammaFactor );
  4802. return this;
  4803. },
  4804. copySRGBToLinear: function ( color ) {
  4805. this.r = SRGBToLinear( color.r );
  4806. this.g = SRGBToLinear( color.g );
  4807. this.b = SRGBToLinear( color.b );
  4808. return this;
  4809. },
  4810. copyLinearToSRGB: function ( color ) {
  4811. this.r = LinearToSRGB( color.r );
  4812. this.g = LinearToSRGB( color.g );
  4813. this.b = LinearToSRGB( color.b );
  4814. return this;
  4815. },
  4816. convertSRGBToLinear: function () {
  4817. this.copySRGBToLinear( this );
  4818. return this;
  4819. },
  4820. convertLinearToSRGB: function () {
  4821. this.copyLinearToSRGB( this );
  4822. return this;
  4823. },
  4824. getHex: function () {
  4825. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4826. },
  4827. getHexString: function () {
  4828. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4829. },
  4830. getHSL: function ( target ) {
  4831. // h,s,l ranges are in 0.0 - 1.0
  4832. if ( target === undefined ) {
  4833. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4834. target = { h: 0, s: 0, l: 0 };
  4835. }
  4836. var r = this.r, g = this.g, b = this.b;
  4837. var max = Math.max( r, g, b );
  4838. var min = Math.min( r, g, b );
  4839. var hue, saturation;
  4840. var lightness = ( min + max ) / 2.0;
  4841. if ( min === max ) {
  4842. hue = 0;
  4843. saturation = 0;
  4844. } else {
  4845. var delta = max - min;
  4846. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4847. switch ( max ) {
  4848. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4849. case g: hue = ( b - r ) / delta + 2; break;
  4850. case b: hue = ( r - g ) / delta + 4; break;
  4851. }
  4852. hue /= 6;
  4853. }
  4854. target.h = hue;
  4855. target.s = saturation;
  4856. target.l = lightness;
  4857. return target;
  4858. },
  4859. getStyle: function () {
  4860. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4861. },
  4862. offsetHSL: function ( h, s, l ) {
  4863. this.getHSL( _hslA );
  4864. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4865. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4866. return this;
  4867. },
  4868. add: function ( color ) {
  4869. this.r += color.r;
  4870. this.g += color.g;
  4871. this.b += color.b;
  4872. return this;
  4873. },
  4874. addColors: function ( color1, color2 ) {
  4875. this.r = color1.r + color2.r;
  4876. this.g = color1.g + color2.g;
  4877. this.b = color1.b + color2.b;
  4878. return this;
  4879. },
  4880. addScalar: function ( s ) {
  4881. this.r += s;
  4882. this.g += s;
  4883. this.b += s;
  4884. return this;
  4885. },
  4886. sub: function ( color ) {
  4887. this.r = Math.max( 0, this.r - color.r );
  4888. this.g = Math.max( 0, this.g - color.g );
  4889. this.b = Math.max( 0, this.b - color.b );
  4890. return this;
  4891. },
  4892. multiply: function ( color ) {
  4893. this.r *= color.r;
  4894. this.g *= color.g;
  4895. this.b *= color.b;
  4896. return this;
  4897. },
  4898. multiplyScalar: function ( s ) {
  4899. this.r *= s;
  4900. this.g *= s;
  4901. this.b *= s;
  4902. return this;
  4903. },
  4904. lerp: function ( color, alpha ) {
  4905. this.r += ( color.r - this.r ) * alpha;
  4906. this.g += ( color.g - this.g ) * alpha;
  4907. this.b += ( color.b - this.b ) * alpha;
  4908. return this;
  4909. },
  4910. lerpHSL: function ( color, alpha ) {
  4911. this.getHSL( _hslA );
  4912. color.getHSL( _hslB );
  4913. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4914. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4915. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4916. this.setHSL( h, s, l );
  4917. return this;
  4918. },
  4919. equals: function ( c ) {
  4920. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4921. },
  4922. fromArray: function ( array, offset ) {
  4923. if ( offset === undefined ) { offset = 0; }
  4924. this.r = array[ offset ];
  4925. this.g = array[ offset + 1 ];
  4926. this.b = array[ offset + 2 ];
  4927. return this;
  4928. },
  4929. toArray: function ( array, offset ) {
  4930. if ( array === undefined ) { array = []; }
  4931. if ( offset === undefined ) { offset = 0; }
  4932. array[ offset ] = this.r;
  4933. array[ offset + 1 ] = this.g;
  4934. array[ offset + 2 ] = this.b;
  4935. return array;
  4936. },
  4937. toJSON: function () {
  4938. return this.getHex();
  4939. }
  4940. } );
  4941. Color.NAMES = _colorKeywords;
  4942. /**
  4943. * @author mrdoob / http://mrdoob.com/
  4944. * @author alteredq / http://alteredqualia.com/
  4945. */
  4946. function Face3( a, b, c, normal, color, materialIndex ) {
  4947. this.a = a;
  4948. this.b = b;
  4949. this.c = c;
  4950. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4951. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4952. this.color = ( color && color.isColor ) ? color : new Color();
  4953. this.vertexColors = Array.isArray( color ) ? color : [];
  4954. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4955. }
  4956. Object.assign( Face3.prototype, {
  4957. clone: function () {
  4958. return new this.constructor().copy( this );
  4959. },
  4960. copy: function ( source ) {
  4961. this.a = source.a;
  4962. this.b = source.b;
  4963. this.c = source.c;
  4964. this.normal.copy( source.normal );
  4965. this.color.copy( source.color );
  4966. this.materialIndex = source.materialIndex;
  4967. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4968. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4969. }
  4970. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4971. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4972. }
  4973. return this;
  4974. }
  4975. } );
  4976. /**
  4977. * @author mrdoob / http://mrdoob.com/
  4978. * @author alteredq / http://alteredqualia.com/
  4979. */
  4980. var materialId = 0;
  4981. function Material() {
  4982. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4983. this.uuid = _Math.generateUUID();
  4984. this.name = '';
  4985. this.type = 'Material';
  4986. this.fog = true;
  4987. this.blending = NormalBlending;
  4988. this.side = FrontSide;
  4989. this.flatShading = false;
  4990. this.vertexTangents = false;
  4991. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4992. this.opacity = 1;
  4993. this.transparent = false;
  4994. this.blendSrc = SrcAlphaFactor;
  4995. this.blendDst = OneMinusSrcAlphaFactor;
  4996. this.blendEquation = AddEquation;
  4997. this.blendSrcAlpha = null;
  4998. this.blendDstAlpha = null;
  4999. this.blendEquationAlpha = null;
  5000. this.depthFunc = LessEqualDepth;
  5001. this.depthTest = true;
  5002. this.depthWrite = true;
  5003. this.stencilWriteMask = 0xff;
  5004. this.stencilFunc = AlwaysStencilFunc;
  5005. this.stencilRef = 0;
  5006. this.stencilFuncMask = 0xff;
  5007. this.stencilFail = KeepStencilOp;
  5008. this.stencilZFail = KeepStencilOp;
  5009. this.stencilZPass = KeepStencilOp;
  5010. this.stencilWrite = false;
  5011. this.clippingPlanes = null;
  5012. this.clipIntersection = false;
  5013. this.clipShadows = false;
  5014. this.shadowSide = null;
  5015. this.colorWrite = true;
  5016. this.precision = null; // override the renderer's default precision for this material
  5017. this.polygonOffset = false;
  5018. this.polygonOffsetFactor = 0;
  5019. this.polygonOffsetUnits = 0;
  5020. this.dithering = false;
  5021. this.alphaTest = 0;
  5022. this.premultipliedAlpha = false;
  5023. this.visible = true;
  5024. this.toneMapped = true;
  5025. this.userData = {};
  5026. this.needsUpdate = true;
  5027. }
  5028. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5029. constructor: Material,
  5030. isMaterial: true,
  5031. onBeforeCompile: function () {},
  5032. setValues: function ( values ) {
  5033. if ( values === undefined ) { return; }
  5034. for ( var key in values ) {
  5035. var newValue = values[ key ];
  5036. if ( newValue === undefined ) {
  5037. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5038. continue;
  5039. }
  5040. // for backward compatability if shading is set in the constructor
  5041. if ( key === 'shading' ) {
  5042. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5043. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5044. continue;
  5045. }
  5046. var currentValue = this[ key ];
  5047. if ( currentValue === undefined ) {
  5048. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5049. continue;
  5050. }
  5051. if ( currentValue && currentValue.isColor ) {
  5052. currentValue.set( newValue );
  5053. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5054. currentValue.copy( newValue );
  5055. } else {
  5056. this[ key ] = newValue;
  5057. }
  5058. }
  5059. },
  5060. toJSON: function ( meta ) {
  5061. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5062. if ( isRoot ) {
  5063. meta = {
  5064. textures: {},
  5065. images: {}
  5066. };
  5067. }
  5068. var data = {
  5069. metadata: {
  5070. version: 4.5,
  5071. type: 'Material',
  5072. generator: 'Material.toJSON'
  5073. }
  5074. };
  5075. // standard Material serialization
  5076. data.uuid = this.uuid;
  5077. data.type = this.type;
  5078. if ( this.name !== '' ) { data.name = this.name; }
  5079. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5080. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5081. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5082. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5083. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5084. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5085. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5086. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5087. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5088. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5089. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5090. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5091. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5092. }
  5093. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5094. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5095. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5096. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5097. if ( this.aoMap && this.aoMap.isTexture ) {
  5098. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5099. data.aoMapIntensity = this.aoMapIntensity;
  5100. }
  5101. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5102. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5103. data.bumpScale = this.bumpScale;
  5104. }
  5105. if ( this.normalMap && this.normalMap.isTexture ) {
  5106. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5107. data.normalMapType = this.normalMapType;
  5108. data.normalScale = this.normalScale.toArray();
  5109. }
  5110. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5111. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5112. data.displacementScale = this.displacementScale;
  5113. data.displacementBias = this.displacementBias;
  5114. }
  5115. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5116. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5117. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5118. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5119. if ( this.envMap && this.envMap.isTexture ) {
  5120. data.envMap = this.envMap.toJSON( meta ).uuid;
  5121. data.reflectivity = this.reflectivity; // Scale behind envMap
  5122. data.refractionRatio = this.refractionRatio;
  5123. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5124. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5125. }
  5126. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5127. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5128. }
  5129. if ( this.size !== undefined ) { data.size = this.size; }
  5130. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5131. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5132. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5133. if ( this.side !== FrontSide ) { data.side = this.side; }
  5134. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5135. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5136. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5137. data.depthFunc = this.depthFunc;
  5138. data.depthTest = this.depthTest;
  5139. data.depthWrite = this.depthWrite;
  5140. data.stencilWrite = this.stencilWrite;
  5141. data.stencilWriteMask = this.stencilWriteMask;
  5142. data.stencilFunc = this.stencilFunc;
  5143. data.stencilRef = this.stencilRef;
  5144. data.stencilFuncMask = this.stencilFuncMask;
  5145. data.stencilFail = this.stencilFail;
  5146. data.stencilZFail = this.stencilZFail;
  5147. data.stencilZPass = this.stencilZPass;
  5148. // rotation (SpriteMaterial)
  5149. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5150. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5151. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5152. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5153. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5154. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5155. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5156. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5157. if ( this.dithering === true ) { data.dithering = true; }
  5158. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5159. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5160. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5161. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5162. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5163. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5164. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5165. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5166. if ( this.skinning === true ) { data.skinning = true; }
  5167. if ( this.visible === false ) { data.visible = false; }
  5168. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5169. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5170. // TODO: Copied from Object3D.toJSON
  5171. function extractFromCache( cache ) {
  5172. var values = [];
  5173. for ( var key in cache ) {
  5174. var data = cache[ key ];
  5175. delete data.metadata;
  5176. values.push( data );
  5177. }
  5178. return values;
  5179. }
  5180. if ( isRoot ) {
  5181. var textures = extractFromCache( meta.textures );
  5182. var images = extractFromCache( meta.images );
  5183. if ( textures.length > 0 ) { data.textures = textures; }
  5184. if ( images.length > 0 ) { data.images = images; }
  5185. }
  5186. return data;
  5187. },
  5188. clone: function () {
  5189. return new this.constructor().copy( this );
  5190. },
  5191. copy: function ( source ) {
  5192. this.name = source.name;
  5193. this.fog = source.fog;
  5194. this.blending = source.blending;
  5195. this.side = source.side;
  5196. this.flatShading = source.flatShading;
  5197. this.vertexColors = source.vertexColors;
  5198. this.opacity = source.opacity;
  5199. this.transparent = source.transparent;
  5200. this.blendSrc = source.blendSrc;
  5201. this.blendDst = source.blendDst;
  5202. this.blendEquation = source.blendEquation;
  5203. this.blendSrcAlpha = source.blendSrcAlpha;
  5204. this.blendDstAlpha = source.blendDstAlpha;
  5205. this.blendEquationAlpha = source.blendEquationAlpha;
  5206. this.depthFunc = source.depthFunc;
  5207. this.depthTest = source.depthTest;
  5208. this.depthWrite = source.depthWrite;
  5209. this.stencilWrite = source.stencilWrite;
  5210. this.stencilWriteMask = source.stencilWriteMask;
  5211. this.stencilFunc = source.stencilFunc;
  5212. this.stencilRef = source.stencilRef;
  5213. this.stencilFuncMask = source.stencilFuncMask;
  5214. this.stencilFail = source.stencilFail;
  5215. this.stencilZFail = source.stencilZFail;
  5216. this.stencilZPass = source.stencilZPass;
  5217. this.colorWrite = source.colorWrite;
  5218. this.precision = source.precision;
  5219. this.polygonOffset = source.polygonOffset;
  5220. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5221. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5222. this.dithering = source.dithering;
  5223. this.alphaTest = source.alphaTest;
  5224. this.premultipliedAlpha = source.premultipliedAlpha;
  5225. this.visible = source.visible;
  5226. this.toneMapped = source.toneMapped;
  5227. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5228. this.clipShadows = source.clipShadows;
  5229. this.clipIntersection = source.clipIntersection;
  5230. var srcPlanes = source.clippingPlanes,
  5231. dstPlanes = null;
  5232. if ( srcPlanes !== null ) {
  5233. var n = srcPlanes.length;
  5234. dstPlanes = new Array( n );
  5235. for ( var i = 0; i !== n; ++ i )
  5236. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5237. }
  5238. this.clippingPlanes = dstPlanes;
  5239. this.shadowSide = source.shadowSide;
  5240. return this;
  5241. },
  5242. dispose: function () {
  5243. this.dispatchEvent( { type: 'dispose' } );
  5244. }
  5245. } );
  5246. /**
  5247. * @author mrdoob / http://mrdoob.com/
  5248. * @author alteredq / http://alteredqualia.com/
  5249. *
  5250. * parameters = {
  5251. * color: <hex>,
  5252. * opacity: <float>,
  5253. * map: new THREE.Texture( <Image> ),
  5254. *
  5255. * lightMap: new THREE.Texture( <Image> ),
  5256. * lightMapIntensity: <float>
  5257. *
  5258. * aoMap: new THREE.Texture( <Image> ),
  5259. * aoMapIntensity: <float>
  5260. *
  5261. * specularMap: new THREE.Texture( <Image> ),
  5262. *
  5263. * alphaMap: new THREE.Texture( <Image> ),
  5264. *
  5265. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5266. * combine: THREE.Multiply,
  5267. * reflectivity: <float>,
  5268. * refractionRatio: <float>,
  5269. *
  5270. * depthTest: <bool>,
  5271. * depthWrite: <bool>,
  5272. *
  5273. * wireframe: <boolean>,
  5274. * wireframeLinewidth: <float>,
  5275. *
  5276. * skinning: <bool>,
  5277. * morphTargets: <bool>
  5278. * }
  5279. */
  5280. function MeshBasicMaterial( parameters ) {
  5281. Material.call( this );
  5282. this.type = 'MeshBasicMaterial';
  5283. this.color = new Color( 0xffffff ); // emissive
  5284. this.map = null;
  5285. this.lightMap = null;
  5286. this.lightMapIntensity = 1.0;
  5287. this.aoMap = null;
  5288. this.aoMapIntensity = 1.0;
  5289. this.specularMap = null;
  5290. this.alphaMap = null;
  5291. this.envMap = null;
  5292. this.combine = MultiplyOperation;
  5293. this.reflectivity = 1;
  5294. this.refractionRatio = 0.98;
  5295. this.wireframe = false;
  5296. this.wireframeLinewidth = 1;
  5297. this.wireframeLinecap = 'round';
  5298. this.wireframeLinejoin = 'round';
  5299. this.skinning = false;
  5300. this.morphTargets = false;
  5301. this.setValues( parameters );
  5302. }
  5303. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5304. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5305. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5306. MeshBasicMaterial.prototype.copy = function ( source ) {
  5307. Material.prototype.copy.call( this, source );
  5308. this.color.copy( source.color );
  5309. this.map = source.map;
  5310. this.lightMap = source.lightMap;
  5311. this.lightMapIntensity = source.lightMapIntensity;
  5312. this.aoMap = source.aoMap;
  5313. this.aoMapIntensity = source.aoMapIntensity;
  5314. this.specularMap = source.specularMap;
  5315. this.alphaMap = source.alphaMap;
  5316. this.envMap = source.envMap;
  5317. this.combine = source.combine;
  5318. this.reflectivity = source.reflectivity;
  5319. this.refractionRatio = source.refractionRatio;
  5320. this.wireframe = source.wireframe;
  5321. this.wireframeLinewidth = source.wireframeLinewidth;
  5322. this.wireframeLinecap = source.wireframeLinecap;
  5323. this.wireframeLinejoin = source.wireframeLinejoin;
  5324. this.skinning = source.skinning;
  5325. this.morphTargets = source.morphTargets;
  5326. return this;
  5327. };
  5328. /**
  5329. * @author mrdoob / http://mrdoob.com/
  5330. */
  5331. function BufferAttribute( array, itemSize, normalized ) {
  5332. if ( Array.isArray( array ) ) {
  5333. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5334. }
  5335. this.name = '';
  5336. this.array = array;
  5337. this.itemSize = itemSize;
  5338. this.count = array !== undefined ? array.length / itemSize : 0;
  5339. this.normalized = normalized === true;
  5340. this.usage = StaticDrawUsage;
  5341. this.updateRange = { offset: 0, count: - 1 };
  5342. this.version = 0;
  5343. }
  5344. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5345. set: function ( value ) {
  5346. if ( value === true ) { this.version ++; }
  5347. }
  5348. } );
  5349. Object.assign( BufferAttribute.prototype, {
  5350. isBufferAttribute: true,
  5351. onUploadCallback: function () {},
  5352. setUsage: function ( value ) {
  5353. this.usage = value;
  5354. return this;
  5355. },
  5356. copy: function ( source ) {
  5357. this.name = source.name;
  5358. this.array = new source.array.constructor( source.array );
  5359. this.itemSize = source.itemSize;
  5360. this.count = source.count;
  5361. this.normalized = source.normalized;
  5362. this.usage = source.usage;
  5363. return this;
  5364. },
  5365. copyAt: function ( index1, attribute, index2 ) {
  5366. index1 *= this.itemSize;
  5367. index2 *= attribute.itemSize;
  5368. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5369. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5370. }
  5371. return this;
  5372. },
  5373. copyArray: function ( array ) {
  5374. this.array.set( array );
  5375. return this;
  5376. },
  5377. copyColorsArray: function ( colors ) {
  5378. var array = this.array, offset = 0;
  5379. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5380. var color = colors[ i ];
  5381. if ( color === undefined ) {
  5382. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5383. color = new Color();
  5384. }
  5385. array[ offset ++ ] = color.r;
  5386. array[ offset ++ ] = color.g;
  5387. array[ offset ++ ] = color.b;
  5388. }
  5389. return this;
  5390. },
  5391. copyVector2sArray: function ( vectors ) {
  5392. var array = this.array, offset = 0;
  5393. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5394. var vector = vectors[ i ];
  5395. if ( vector === undefined ) {
  5396. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5397. vector = new Vector2();
  5398. }
  5399. array[ offset ++ ] = vector.x;
  5400. array[ offset ++ ] = vector.y;
  5401. }
  5402. return this;
  5403. },
  5404. copyVector3sArray: function ( vectors ) {
  5405. var array = this.array, offset = 0;
  5406. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5407. var vector = vectors[ i ];
  5408. if ( vector === undefined ) {
  5409. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5410. vector = new Vector3();
  5411. }
  5412. array[ offset ++ ] = vector.x;
  5413. array[ offset ++ ] = vector.y;
  5414. array[ offset ++ ] = vector.z;
  5415. }
  5416. return this;
  5417. },
  5418. copyVector4sArray: function ( vectors ) {
  5419. var array = this.array, offset = 0;
  5420. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5421. var vector = vectors[ i ];
  5422. if ( vector === undefined ) {
  5423. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5424. vector = new Vector4();
  5425. }
  5426. array[ offset ++ ] = vector.x;
  5427. array[ offset ++ ] = vector.y;
  5428. array[ offset ++ ] = vector.z;
  5429. array[ offset ++ ] = vector.w;
  5430. }
  5431. return this;
  5432. },
  5433. set: function ( value, offset ) {
  5434. if ( offset === undefined ) { offset = 0; }
  5435. this.array.set( value, offset );
  5436. return this;
  5437. },
  5438. getX: function ( index ) {
  5439. return this.array[ index * this.itemSize ];
  5440. },
  5441. setX: function ( index, x ) {
  5442. this.array[ index * this.itemSize ] = x;
  5443. return this;
  5444. },
  5445. getY: function ( index ) {
  5446. return this.array[ index * this.itemSize + 1 ];
  5447. },
  5448. setY: function ( index, y ) {
  5449. this.array[ index * this.itemSize + 1 ] = y;
  5450. return this;
  5451. },
  5452. getZ: function ( index ) {
  5453. return this.array[ index * this.itemSize + 2 ];
  5454. },
  5455. setZ: function ( index, z ) {
  5456. this.array[ index * this.itemSize + 2 ] = z;
  5457. return this;
  5458. },
  5459. getW: function ( index ) {
  5460. return this.array[ index * this.itemSize + 3 ];
  5461. },
  5462. setW: function ( index, w ) {
  5463. this.array[ index * this.itemSize + 3 ] = w;
  5464. return this;
  5465. },
  5466. setXY: function ( index, x, y ) {
  5467. index *= this.itemSize;
  5468. this.array[ index + 0 ] = x;
  5469. this.array[ index + 1 ] = y;
  5470. return this;
  5471. },
  5472. setXYZ: function ( index, x, y, z ) {
  5473. index *= this.itemSize;
  5474. this.array[ index + 0 ] = x;
  5475. this.array[ index + 1 ] = y;
  5476. this.array[ index + 2 ] = z;
  5477. return this;
  5478. },
  5479. setXYZW: function ( index, x, y, z, w ) {
  5480. index *= this.itemSize;
  5481. this.array[ index + 0 ] = x;
  5482. this.array[ index + 1 ] = y;
  5483. this.array[ index + 2 ] = z;
  5484. this.array[ index + 3 ] = w;
  5485. return this;
  5486. },
  5487. onUpload: function ( callback ) {
  5488. this.onUploadCallback = callback;
  5489. return this;
  5490. },
  5491. clone: function () {
  5492. return new this.constructor( this.array, this.itemSize ).copy( this );
  5493. },
  5494. toJSON: function () {
  5495. return {
  5496. itemSize: this.itemSize,
  5497. type: this.array.constructor.name,
  5498. array: Array.prototype.slice.call( this.array ),
  5499. normalized: this.normalized
  5500. };
  5501. }
  5502. } );
  5503. //
  5504. function Int8BufferAttribute( array, itemSize, normalized ) {
  5505. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5506. }
  5507. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5508. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5509. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5510. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5511. }
  5512. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5513. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5514. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5515. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5516. }
  5517. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5518. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5519. function Int16BufferAttribute( array, itemSize, normalized ) {
  5520. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5521. }
  5522. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5523. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5524. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5525. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5526. }
  5527. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5528. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5529. function Int32BufferAttribute( array, itemSize, normalized ) {
  5530. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5531. }
  5532. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5533. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5534. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5535. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5536. }
  5537. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5538. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5539. function Float32BufferAttribute( array, itemSize, normalized ) {
  5540. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5541. }
  5542. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5543. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5544. function Float64BufferAttribute( array, itemSize, normalized ) {
  5545. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5546. }
  5547. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5548. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5549. /**
  5550. * @author mrdoob / http://mrdoob.com/
  5551. */
  5552. function DirectGeometry() {
  5553. this.vertices = [];
  5554. this.normals = [];
  5555. this.colors = [];
  5556. this.uvs = [];
  5557. this.uvs2 = [];
  5558. this.groups = [];
  5559. this.morphTargets = {};
  5560. this.skinWeights = [];
  5561. this.skinIndices = [];
  5562. // this.lineDistances = [];
  5563. this.boundingBox = null;
  5564. this.boundingSphere = null;
  5565. // update flags
  5566. this.verticesNeedUpdate = false;
  5567. this.normalsNeedUpdate = false;
  5568. this.colorsNeedUpdate = false;
  5569. this.uvsNeedUpdate = false;
  5570. this.groupsNeedUpdate = false;
  5571. }
  5572. Object.assign( DirectGeometry.prototype, {
  5573. computeGroups: function ( geometry ) {
  5574. var group;
  5575. var groups = [];
  5576. var materialIndex = undefined;
  5577. var faces = geometry.faces;
  5578. for ( var i = 0; i < faces.length; i ++ ) {
  5579. var face = faces[ i ];
  5580. // materials
  5581. if ( face.materialIndex !== materialIndex ) {
  5582. materialIndex = face.materialIndex;
  5583. if ( group !== undefined ) {
  5584. group.count = ( i * 3 ) - group.start;
  5585. groups.push( group );
  5586. }
  5587. group = {
  5588. start: i * 3,
  5589. materialIndex: materialIndex
  5590. };
  5591. }
  5592. }
  5593. if ( group !== undefined ) {
  5594. group.count = ( i * 3 ) - group.start;
  5595. groups.push( group );
  5596. }
  5597. this.groups = groups;
  5598. },
  5599. fromGeometry: function ( geometry ) {
  5600. var faces = geometry.faces;
  5601. var vertices = geometry.vertices;
  5602. var faceVertexUvs = geometry.faceVertexUvs;
  5603. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5604. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5605. // morphs
  5606. var morphTargets = geometry.morphTargets;
  5607. var morphTargetsLength = morphTargets.length;
  5608. var morphTargetsPosition;
  5609. if ( morphTargetsLength > 0 ) {
  5610. morphTargetsPosition = [];
  5611. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5612. morphTargetsPosition[ i ] = {
  5613. name: morphTargets[ i ].name,
  5614. data: []
  5615. };
  5616. }
  5617. this.morphTargets.position = morphTargetsPosition;
  5618. }
  5619. var morphNormals = geometry.morphNormals;
  5620. var morphNormalsLength = morphNormals.length;
  5621. var morphTargetsNormal;
  5622. if ( morphNormalsLength > 0 ) {
  5623. morphTargetsNormal = [];
  5624. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5625. morphTargetsNormal[ i ] = {
  5626. name: morphNormals[ i ].name,
  5627. data: []
  5628. };
  5629. }
  5630. this.morphTargets.normal = morphTargetsNormal;
  5631. }
  5632. // skins
  5633. var skinIndices = geometry.skinIndices;
  5634. var skinWeights = geometry.skinWeights;
  5635. var hasSkinIndices = skinIndices.length === vertices.length;
  5636. var hasSkinWeights = skinWeights.length === vertices.length;
  5637. //
  5638. if ( vertices.length > 0 && faces.length === 0 ) {
  5639. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5640. }
  5641. for ( var i = 0; i < faces.length; i ++ ) {
  5642. var face = faces[ i ];
  5643. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5644. var vertexNormals = face.vertexNormals;
  5645. if ( vertexNormals.length === 3 ) {
  5646. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5647. } else {
  5648. var normal = face.normal;
  5649. this.normals.push( normal, normal, normal );
  5650. }
  5651. var vertexColors = face.vertexColors;
  5652. if ( vertexColors.length === 3 ) {
  5653. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5654. } else {
  5655. var color = face.color;
  5656. this.colors.push( color, color, color );
  5657. }
  5658. if ( hasFaceVertexUv === true ) {
  5659. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5660. if ( vertexUvs !== undefined ) {
  5661. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5662. } else {
  5663. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5664. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5665. }
  5666. }
  5667. if ( hasFaceVertexUv2 === true ) {
  5668. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5669. if ( vertexUvs !== undefined ) {
  5670. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5671. } else {
  5672. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5673. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5674. }
  5675. }
  5676. // morphs
  5677. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5678. var morphTarget = morphTargets[ j ].vertices;
  5679. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5680. }
  5681. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5682. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5683. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5684. }
  5685. // skins
  5686. if ( hasSkinIndices ) {
  5687. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5688. }
  5689. if ( hasSkinWeights ) {
  5690. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5691. }
  5692. }
  5693. this.computeGroups( geometry );
  5694. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5695. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5696. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5697. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5698. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5699. if ( geometry.boundingSphere !== null ) {
  5700. this.boundingSphere = geometry.boundingSphere.clone();
  5701. }
  5702. if ( geometry.boundingBox !== null ) {
  5703. this.boundingBox = geometry.boundingBox.clone();
  5704. }
  5705. return this;
  5706. }
  5707. } );
  5708. /**
  5709. * @author mrdoob / http://mrdoob.com/
  5710. */
  5711. function arrayMax( array ) {
  5712. if ( array.length === 0 ) { return - Infinity; }
  5713. var max = array[ 0 ];
  5714. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5715. if ( array[ i ] > max ) { max = array[ i ]; }
  5716. }
  5717. return max;
  5718. }
  5719. /**
  5720. * @author alteredq / http://alteredqualia.com/
  5721. * @author mrdoob / http://mrdoob.com/
  5722. */
  5723. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5724. var _m1$2 = new Matrix4();
  5725. var _obj = new Object3D();
  5726. var _offset = new Vector3();
  5727. var _box$1 = new Box3();
  5728. var _boxMorphTargets = new Box3();
  5729. var _vector$4 = new Vector3();
  5730. function BufferGeometry() {
  5731. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5732. this.uuid = _Math.generateUUID();
  5733. this.name = '';
  5734. this.type = 'BufferGeometry';
  5735. this.index = null;
  5736. this.attributes = {};
  5737. this.morphAttributes = {};
  5738. this.groups = [];
  5739. this.boundingBox = null;
  5740. this.boundingSphere = null;
  5741. this.drawRange = { start: 0, count: Infinity };
  5742. this.userData = {};
  5743. }
  5744. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5745. constructor: BufferGeometry,
  5746. isBufferGeometry: true,
  5747. getIndex: function () {
  5748. return this.index;
  5749. },
  5750. setIndex: function ( index ) {
  5751. if ( Array.isArray( index ) ) {
  5752. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5753. } else {
  5754. this.index = index;
  5755. }
  5756. },
  5757. addAttribute: function ( name, attribute ) {
  5758. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5759. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5760. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5761. }
  5762. if ( name === 'index' ) {
  5763. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5764. this.setIndex( attribute );
  5765. return this;
  5766. }
  5767. return this.setAttribute( name, attribute );
  5768. },
  5769. getAttribute: function ( name ) {
  5770. return this.attributes[ name ];
  5771. },
  5772. setAttribute: function ( name, attribute ) {
  5773. this.attributes[ name ] = attribute;
  5774. return this;
  5775. },
  5776. removeAttribute: function ( name ) {
  5777. delete this.attributes[ name ];
  5778. return this;
  5779. },
  5780. addGroup: function ( start, count, materialIndex ) {
  5781. this.groups.push( {
  5782. start: start,
  5783. count: count,
  5784. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5785. } );
  5786. },
  5787. clearGroups: function () {
  5788. this.groups = [];
  5789. },
  5790. setDrawRange: function ( start, count ) {
  5791. this.drawRange.start = start;
  5792. this.drawRange.count = count;
  5793. },
  5794. applyMatrix: function ( matrix ) {
  5795. var position = this.attributes.position;
  5796. if ( position !== undefined ) {
  5797. matrix.applyToBufferAttribute( position );
  5798. position.needsUpdate = true;
  5799. }
  5800. var normal = this.attributes.normal;
  5801. if ( normal !== undefined ) {
  5802. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5803. normalMatrix.applyToBufferAttribute( normal );
  5804. normal.needsUpdate = true;
  5805. }
  5806. var tangent = this.attributes.tangent;
  5807. if ( tangent !== undefined ) {
  5808. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5809. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5810. normalMatrix.applyToBufferAttribute( tangent );
  5811. tangent.needsUpdate = true;
  5812. }
  5813. if ( this.boundingBox !== null ) {
  5814. this.computeBoundingBox();
  5815. }
  5816. if ( this.boundingSphere !== null ) {
  5817. this.computeBoundingSphere();
  5818. }
  5819. return this;
  5820. },
  5821. rotateX: function ( angle ) {
  5822. // rotate geometry around world x-axis
  5823. _m1$2.makeRotationX( angle );
  5824. this.applyMatrix( _m1$2 );
  5825. return this;
  5826. },
  5827. rotateY: function ( angle ) {
  5828. // rotate geometry around world y-axis
  5829. _m1$2.makeRotationY( angle );
  5830. this.applyMatrix( _m1$2 );
  5831. return this;
  5832. },
  5833. rotateZ: function ( angle ) {
  5834. // rotate geometry around world z-axis
  5835. _m1$2.makeRotationZ( angle );
  5836. this.applyMatrix( _m1$2 );
  5837. return this;
  5838. },
  5839. translate: function ( x, y, z ) {
  5840. // translate geometry
  5841. _m1$2.makeTranslation( x, y, z );
  5842. this.applyMatrix( _m1$2 );
  5843. return this;
  5844. },
  5845. scale: function ( x, y, z ) {
  5846. // scale geometry
  5847. _m1$2.makeScale( x, y, z );
  5848. this.applyMatrix( _m1$2 );
  5849. return this;
  5850. },
  5851. lookAt: function ( vector ) {
  5852. _obj.lookAt( vector );
  5853. _obj.updateMatrix();
  5854. this.applyMatrix( _obj.matrix );
  5855. return this;
  5856. },
  5857. center: function () {
  5858. this.computeBoundingBox();
  5859. this.boundingBox.getCenter( _offset ).negate();
  5860. this.translate( _offset.x, _offset.y, _offset.z );
  5861. return this;
  5862. },
  5863. setFromObject: function ( object ) {
  5864. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5865. var geometry = object.geometry;
  5866. if ( object.isPoints || object.isLine ) {
  5867. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5868. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5869. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5870. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5871. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5872. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5873. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5874. }
  5875. if ( geometry.boundingSphere !== null ) {
  5876. this.boundingSphere = geometry.boundingSphere.clone();
  5877. }
  5878. if ( geometry.boundingBox !== null ) {
  5879. this.boundingBox = geometry.boundingBox.clone();
  5880. }
  5881. } else if ( object.isMesh ) {
  5882. if ( geometry && geometry.isGeometry ) {
  5883. this.fromGeometry( geometry );
  5884. }
  5885. }
  5886. return this;
  5887. },
  5888. setFromPoints: function ( points ) {
  5889. var position = [];
  5890. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5891. var point = points[ i ];
  5892. position.push( point.x, point.y, point.z || 0 );
  5893. }
  5894. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5895. return this;
  5896. },
  5897. updateFromObject: function ( object ) {
  5898. var geometry = object.geometry;
  5899. if ( object.isMesh ) {
  5900. var direct = geometry.__directGeometry;
  5901. if ( geometry.elementsNeedUpdate === true ) {
  5902. direct = undefined;
  5903. geometry.elementsNeedUpdate = false;
  5904. }
  5905. if ( direct === undefined ) {
  5906. return this.fromGeometry( geometry );
  5907. }
  5908. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5909. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5910. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5911. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5912. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5913. geometry.verticesNeedUpdate = false;
  5914. geometry.normalsNeedUpdate = false;
  5915. geometry.colorsNeedUpdate = false;
  5916. geometry.uvsNeedUpdate = false;
  5917. geometry.groupsNeedUpdate = false;
  5918. geometry = direct;
  5919. }
  5920. var attribute;
  5921. if ( geometry.verticesNeedUpdate === true ) {
  5922. attribute = this.attributes.position;
  5923. if ( attribute !== undefined ) {
  5924. attribute.copyVector3sArray( geometry.vertices );
  5925. attribute.needsUpdate = true;
  5926. }
  5927. geometry.verticesNeedUpdate = false;
  5928. }
  5929. if ( geometry.normalsNeedUpdate === true ) {
  5930. attribute = this.attributes.normal;
  5931. if ( attribute !== undefined ) {
  5932. attribute.copyVector3sArray( geometry.normals );
  5933. attribute.needsUpdate = true;
  5934. }
  5935. geometry.normalsNeedUpdate = false;
  5936. }
  5937. if ( geometry.colorsNeedUpdate === true ) {
  5938. attribute = this.attributes.color;
  5939. if ( attribute !== undefined ) {
  5940. attribute.copyColorsArray( geometry.colors );
  5941. attribute.needsUpdate = true;
  5942. }
  5943. geometry.colorsNeedUpdate = false;
  5944. }
  5945. if ( geometry.uvsNeedUpdate ) {
  5946. attribute = this.attributes.uv;
  5947. if ( attribute !== undefined ) {
  5948. attribute.copyVector2sArray( geometry.uvs );
  5949. attribute.needsUpdate = true;
  5950. }
  5951. geometry.uvsNeedUpdate = false;
  5952. }
  5953. if ( geometry.lineDistancesNeedUpdate ) {
  5954. attribute = this.attributes.lineDistance;
  5955. if ( attribute !== undefined ) {
  5956. attribute.copyArray( geometry.lineDistances );
  5957. attribute.needsUpdate = true;
  5958. }
  5959. geometry.lineDistancesNeedUpdate = false;
  5960. }
  5961. if ( geometry.groupsNeedUpdate ) {
  5962. geometry.computeGroups( object.geometry );
  5963. this.groups = geometry.groups;
  5964. geometry.groupsNeedUpdate = false;
  5965. }
  5966. return this;
  5967. },
  5968. fromGeometry: function ( geometry ) {
  5969. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5970. return this.fromDirectGeometry( geometry.__directGeometry );
  5971. },
  5972. fromDirectGeometry: function ( geometry ) {
  5973. var positions = new Float32Array( geometry.vertices.length * 3 );
  5974. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5975. if ( geometry.normals.length > 0 ) {
  5976. var normals = new Float32Array( geometry.normals.length * 3 );
  5977. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5978. }
  5979. if ( geometry.colors.length > 0 ) {
  5980. var colors = new Float32Array( geometry.colors.length * 3 );
  5981. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5982. }
  5983. if ( geometry.uvs.length > 0 ) {
  5984. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5985. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5986. }
  5987. if ( geometry.uvs2.length > 0 ) {
  5988. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5989. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5990. }
  5991. // groups
  5992. this.groups = geometry.groups;
  5993. // morphs
  5994. for ( var name in geometry.morphTargets ) {
  5995. var array = [];
  5996. var morphTargets = geometry.morphTargets[ name ];
  5997. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5998. var morphTarget = morphTargets[ i ];
  5999. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6000. attribute.name = morphTarget.name;
  6001. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6002. }
  6003. this.morphAttributes[ name ] = array;
  6004. }
  6005. // skinning
  6006. if ( geometry.skinIndices.length > 0 ) {
  6007. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6008. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6009. }
  6010. if ( geometry.skinWeights.length > 0 ) {
  6011. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6012. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6013. }
  6014. //
  6015. if ( geometry.boundingSphere !== null ) {
  6016. this.boundingSphere = geometry.boundingSphere.clone();
  6017. }
  6018. if ( geometry.boundingBox !== null ) {
  6019. this.boundingBox = geometry.boundingBox.clone();
  6020. }
  6021. return this;
  6022. },
  6023. computeBoundingBox: function () {
  6024. if ( this.boundingBox === null ) {
  6025. this.boundingBox = new Box3();
  6026. }
  6027. var position = this.attributes.position;
  6028. var morphAttributesPosition = this.morphAttributes.position;
  6029. if ( position !== undefined ) {
  6030. this.boundingBox.setFromBufferAttribute( position );
  6031. // process morph attributes if present
  6032. if ( morphAttributesPosition ) {
  6033. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6034. var morphAttribute = morphAttributesPosition[ i ];
  6035. _box$1.setFromBufferAttribute( morphAttribute );
  6036. this.boundingBox.expandByPoint( _box$1.min );
  6037. this.boundingBox.expandByPoint( _box$1.max );
  6038. }
  6039. }
  6040. } else {
  6041. this.boundingBox.makeEmpty();
  6042. }
  6043. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6044. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6045. }
  6046. },
  6047. computeBoundingSphere: function () {
  6048. if ( this.boundingSphere === null ) {
  6049. this.boundingSphere = new Sphere();
  6050. }
  6051. var position = this.attributes.position;
  6052. var morphAttributesPosition = this.morphAttributes.position;
  6053. if ( position ) {
  6054. // first, find the center of the bounding sphere
  6055. var center = this.boundingSphere.center;
  6056. _box$1.setFromBufferAttribute( position );
  6057. // process morph attributes if present
  6058. if ( morphAttributesPosition ) {
  6059. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6060. var morphAttribute = morphAttributesPosition[ i ];
  6061. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6062. _box$1.expandByPoint( _boxMorphTargets.min );
  6063. _box$1.expandByPoint( _boxMorphTargets.max );
  6064. }
  6065. }
  6066. _box$1.getCenter( center );
  6067. // second, try to find a boundingSphere with a radius smaller than the
  6068. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6069. var maxRadiusSq = 0;
  6070. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6071. _vector$4.fromBufferAttribute( position, i );
  6072. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6073. }
  6074. // process morph attributes if present
  6075. if ( morphAttributesPosition ) {
  6076. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6077. var morphAttribute = morphAttributesPosition[ i ];
  6078. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6079. _vector$4.fromBufferAttribute( morphAttribute, j );
  6080. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6081. }
  6082. }
  6083. }
  6084. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6085. if ( isNaN( this.boundingSphere.radius ) ) {
  6086. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6087. }
  6088. }
  6089. },
  6090. computeFaceNormals: function () {
  6091. // backwards compatibility
  6092. },
  6093. computeVertexNormals: function () {
  6094. var index = this.index;
  6095. var attributes = this.attributes;
  6096. if ( attributes.position ) {
  6097. var positions = attributes.position.array;
  6098. if ( attributes.normal === undefined ) {
  6099. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6100. } else {
  6101. // reset existing normals to zero
  6102. var array = attributes.normal.array;
  6103. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6104. array[ i ] = 0;
  6105. }
  6106. }
  6107. var normals = attributes.normal.array;
  6108. var vA, vB, vC;
  6109. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6110. var cb = new Vector3(), ab = new Vector3();
  6111. // indexed elements
  6112. if ( index ) {
  6113. var indices = index.array;
  6114. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6115. vA = indices[ i + 0 ] * 3;
  6116. vB = indices[ i + 1 ] * 3;
  6117. vC = indices[ i + 2 ] * 3;
  6118. pA.fromArray( positions, vA );
  6119. pB.fromArray( positions, vB );
  6120. pC.fromArray( positions, vC );
  6121. cb.subVectors( pC, pB );
  6122. ab.subVectors( pA, pB );
  6123. cb.cross( ab );
  6124. normals[ vA ] += cb.x;
  6125. normals[ vA + 1 ] += cb.y;
  6126. normals[ vA + 2 ] += cb.z;
  6127. normals[ vB ] += cb.x;
  6128. normals[ vB + 1 ] += cb.y;
  6129. normals[ vB + 2 ] += cb.z;
  6130. normals[ vC ] += cb.x;
  6131. normals[ vC + 1 ] += cb.y;
  6132. normals[ vC + 2 ] += cb.z;
  6133. }
  6134. } else {
  6135. // non-indexed elements (unconnected triangle soup)
  6136. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6137. pA.fromArray( positions, i );
  6138. pB.fromArray( positions, i + 3 );
  6139. pC.fromArray( positions, i + 6 );
  6140. cb.subVectors( pC, pB );
  6141. ab.subVectors( pA, pB );
  6142. cb.cross( ab );
  6143. normals[ i ] = cb.x;
  6144. normals[ i + 1 ] = cb.y;
  6145. normals[ i + 2 ] = cb.z;
  6146. normals[ i + 3 ] = cb.x;
  6147. normals[ i + 4 ] = cb.y;
  6148. normals[ i + 5 ] = cb.z;
  6149. normals[ i + 6 ] = cb.x;
  6150. normals[ i + 7 ] = cb.y;
  6151. normals[ i + 8 ] = cb.z;
  6152. }
  6153. }
  6154. this.normalizeNormals();
  6155. attributes.normal.needsUpdate = true;
  6156. }
  6157. },
  6158. merge: function ( geometry, offset ) {
  6159. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6160. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6161. return;
  6162. }
  6163. if ( offset === undefined ) {
  6164. offset = 0;
  6165. console.warn(
  6166. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6167. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6168. );
  6169. }
  6170. var attributes = this.attributes;
  6171. for ( var key in attributes ) {
  6172. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6173. var attribute1 = attributes[ key ];
  6174. var attributeArray1 = attribute1.array;
  6175. var attribute2 = geometry.attributes[ key ];
  6176. var attributeArray2 = attribute2.array;
  6177. var attributeOffset = attribute2.itemSize * offset;
  6178. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6179. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6180. attributeArray1[ j ] = attributeArray2[ i ];
  6181. }
  6182. }
  6183. return this;
  6184. },
  6185. normalizeNormals: function () {
  6186. var normals = this.attributes.normal;
  6187. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6188. _vector$4.x = normals.getX( i );
  6189. _vector$4.y = normals.getY( i );
  6190. _vector$4.z = normals.getZ( i );
  6191. _vector$4.normalize();
  6192. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6193. }
  6194. },
  6195. toNonIndexed: function () {
  6196. function convertBufferAttribute( attribute, indices ) {
  6197. var array = attribute.array;
  6198. var itemSize = attribute.itemSize;
  6199. var array2 = new array.constructor( indices.length * itemSize );
  6200. var index = 0, index2 = 0;
  6201. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6202. index = indices[ i ] * itemSize;
  6203. for ( var j = 0; j < itemSize; j ++ ) {
  6204. array2[ index2 ++ ] = array[ index ++ ];
  6205. }
  6206. }
  6207. return new BufferAttribute( array2, itemSize );
  6208. }
  6209. //
  6210. if ( this.index === null ) {
  6211. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6212. return this;
  6213. }
  6214. var geometry2 = new BufferGeometry();
  6215. var indices = this.index.array;
  6216. var attributes = this.attributes;
  6217. // attributes
  6218. for ( var name in attributes ) {
  6219. var attribute = attributes[ name ];
  6220. var newAttribute = convertBufferAttribute( attribute, indices );
  6221. geometry2.addAttribute( name, newAttribute );
  6222. }
  6223. // morph attributes
  6224. var morphAttributes = this.morphAttributes;
  6225. for ( name in morphAttributes ) {
  6226. var morphArray = [];
  6227. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6228. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6229. var attribute = morphAttribute[ i ];
  6230. var newAttribute = convertBufferAttribute( attribute, indices );
  6231. morphArray.push( newAttribute );
  6232. }
  6233. geometry2.morphAttributes[ name ] = morphArray;
  6234. }
  6235. // groups
  6236. var groups = this.groups;
  6237. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6238. var group = groups[ i ];
  6239. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6240. }
  6241. return geometry2;
  6242. },
  6243. toJSON: function () {
  6244. var data = {
  6245. metadata: {
  6246. version: 4.5,
  6247. type: 'BufferGeometry',
  6248. generator: 'BufferGeometry.toJSON'
  6249. }
  6250. };
  6251. // standard BufferGeometry serialization
  6252. data.uuid = this.uuid;
  6253. data.type = this.type;
  6254. if ( this.name !== '' ) { data.name = this.name; }
  6255. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6256. if ( this.parameters !== undefined ) {
  6257. var parameters = this.parameters;
  6258. for ( var key in parameters ) {
  6259. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6260. }
  6261. return data;
  6262. }
  6263. data.data = { attributes: {} };
  6264. var index = this.index;
  6265. if ( index !== null ) {
  6266. data.data.index = {
  6267. type: index.array.constructor.name,
  6268. array: Array.prototype.slice.call( index.array )
  6269. };
  6270. }
  6271. var attributes = this.attributes;
  6272. for ( var key in attributes ) {
  6273. var attribute = attributes[ key ];
  6274. var attributeData = attribute.toJSON();
  6275. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6276. data.data.attributes[ key ] = attributeData;
  6277. }
  6278. var morphAttributes = {};
  6279. var hasMorphAttributes = false;
  6280. for ( var key in this.morphAttributes ) {
  6281. var attributeArray = this.morphAttributes[ key ];
  6282. var array = [];
  6283. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6284. var attribute = attributeArray[ i ];
  6285. var attributeData = attribute.toJSON();
  6286. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6287. array.push( attributeData );
  6288. }
  6289. if ( array.length > 0 ) {
  6290. morphAttributes[ key ] = array;
  6291. hasMorphAttributes = true;
  6292. }
  6293. }
  6294. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6295. var groups = this.groups;
  6296. if ( groups.length > 0 ) {
  6297. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6298. }
  6299. var boundingSphere = this.boundingSphere;
  6300. if ( boundingSphere !== null ) {
  6301. data.data.boundingSphere = {
  6302. center: boundingSphere.center.toArray(),
  6303. radius: boundingSphere.radius
  6304. };
  6305. }
  6306. return data;
  6307. },
  6308. clone: function () {
  6309. /*
  6310. // Handle primitives
  6311. var parameters = this.parameters;
  6312. if ( parameters !== undefined ) {
  6313. var values = [];
  6314. for ( var key in parameters ) {
  6315. values.push( parameters[ key ] );
  6316. }
  6317. var geometry = Object.create( this.constructor.prototype );
  6318. this.constructor.apply( geometry, values );
  6319. return geometry;
  6320. }
  6321. return new this.constructor().copy( this );
  6322. */
  6323. return new BufferGeometry().copy( this );
  6324. },
  6325. copy: function ( source ) {
  6326. var name, i, l;
  6327. // reset
  6328. this.index = null;
  6329. this.attributes = {};
  6330. this.morphAttributes = {};
  6331. this.groups = [];
  6332. this.boundingBox = null;
  6333. this.boundingSphere = null;
  6334. // name
  6335. this.name = source.name;
  6336. // index
  6337. var index = source.index;
  6338. if ( index !== null ) {
  6339. this.setIndex( index.clone() );
  6340. }
  6341. // attributes
  6342. var attributes = source.attributes;
  6343. for ( name in attributes ) {
  6344. var attribute = attributes[ name ];
  6345. this.addAttribute( name, attribute.clone() );
  6346. }
  6347. // morph attributes
  6348. var morphAttributes = source.morphAttributes;
  6349. for ( name in morphAttributes ) {
  6350. var array = [];
  6351. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6352. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6353. array.push( morphAttribute[ i ].clone() );
  6354. }
  6355. this.morphAttributes[ name ] = array;
  6356. }
  6357. // groups
  6358. var groups = source.groups;
  6359. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6360. var group = groups[ i ];
  6361. this.addGroup( group.start, group.count, group.materialIndex );
  6362. }
  6363. // bounding box
  6364. var boundingBox = source.boundingBox;
  6365. if ( boundingBox !== null ) {
  6366. this.boundingBox = boundingBox.clone();
  6367. }
  6368. // bounding sphere
  6369. var boundingSphere = source.boundingSphere;
  6370. if ( boundingSphere !== null ) {
  6371. this.boundingSphere = boundingSphere.clone();
  6372. }
  6373. // draw range
  6374. this.drawRange.start = source.drawRange.start;
  6375. this.drawRange.count = source.drawRange.count;
  6376. // user data
  6377. this.userData = source.userData;
  6378. return this;
  6379. },
  6380. dispose: function () {
  6381. this.dispatchEvent( { type: 'dispose' } );
  6382. }
  6383. } );
  6384. /**
  6385. * @author mrdoob / http://mrdoob.com/
  6386. * @author alteredq / http://alteredqualia.com/
  6387. * @author mikael emtinger / http://gomo.se/
  6388. * @author jonobr1 / http://jonobr1.com/
  6389. */
  6390. var _inverseMatrix = new Matrix4();
  6391. var _ray = new Ray();
  6392. var _sphere = new Sphere();
  6393. var _vA = new Vector3();
  6394. var _vB = new Vector3();
  6395. var _vC = new Vector3();
  6396. var _tempA = new Vector3();
  6397. var _tempB = new Vector3();
  6398. var _tempC = new Vector3();
  6399. var _morphA = new Vector3();
  6400. var _morphB = new Vector3();
  6401. var _morphC = new Vector3();
  6402. var _uvA = new Vector2();
  6403. var _uvB = new Vector2();
  6404. var _uvC = new Vector2();
  6405. var _intersectionPoint = new Vector3();
  6406. var _intersectionPointWorld = new Vector3();
  6407. function Mesh( geometry, material ) {
  6408. Object3D.call( this );
  6409. this.type = 'Mesh';
  6410. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6411. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6412. this.drawMode = TrianglesDrawMode;
  6413. this.updateMorphTargets();
  6414. }
  6415. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6416. constructor: Mesh,
  6417. isMesh: true,
  6418. setDrawMode: function ( value ) {
  6419. this.drawMode = value;
  6420. },
  6421. copy: function ( source ) {
  6422. Object3D.prototype.copy.call( this, source );
  6423. this.drawMode = source.drawMode;
  6424. if ( source.morphTargetInfluences !== undefined ) {
  6425. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6426. }
  6427. if ( source.morphTargetDictionary !== undefined ) {
  6428. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6429. }
  6430. return this;
  6431. },
  6432. updateMorphTargets: function () {
  6433. var geometry = this.geometry;
  6434. var m, ml, name;
  6435. if ( geometry.isBufferGeometry ) {
  6436. var morphAttributes = geometry.morphAttributes;
  6437. var keys = Object.keys( morphAttributes );
  6438. if ( keys.length > 0 ) {
  6439. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6440. if ( morphAttribute !== undefined ) {
  6441. this.morphTargetInfluences = [];
  6442. this.morphTargetDictionary = {};
  6443. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6444. name = morphAttribute[ m ].name || String( m );
  6445. this.morphTargetInfluences.push( 0 );
  6446. this.morphTargetDictionary[ name ] = m;
  6447. }
  6448. }
  6449. }
  6450. } else {
  6451. var morphTargets = geometry.morphTargets;
  6452. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6453. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6454. }
  6455. }
  6456. },
  6457. raycast: function ( raycaster, intersects ) {
  6458. var geometry = this.geometry;
  6459. var material = this.material;
  6460. var matrixWorld = this.matrixWorld;
  6461. if ( material === undefined ) { return; }
  6462. // Checking boundingSphere distance to ray
  6463. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6464. _sphere.copy( geometry.boundingSphere );
  6465. _sphere.applyMatrix4( matrixWorld );
  6466. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6467. //
  6468. _inverseMatrix.getInverse( matrixWorld );
  6469. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6470. // Check boundingBox before continuing
  6471. if ( geometry.boundingBox !== null ) {
  6472. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6473. }
  6474. var intersection;
  6475. if ( geometry.isBufferGeometry ) {
  6476. var a, b, c;
  6477. var index = geometry.index;
  6478. var position = geometry.attributes.position;
  6479. var morphPosition = geometry.morphAttributes.position;
  6480. var uv = geometry.attributes.uv;
  6481. var uv2 = geometry.attributes.uv2;
  6482. var groups = geometry.groups;
  6483. var drawRange = geometry.drawRange;
  6484. var i, j, il, jl;
  6485. var group, groupMaterial;
  6486. var start, end;
  6487. if ( index !== null ) {
  6488. // indexed buffer geometry
  6489. if ( Array.isArray( material ) ) {
  6490. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6491. group = groups[ i ];
  6492. groupMaterial = material[ group.materialIndex ];
  6493. start = Math.max( group.start, drawRange.start );
  6494. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6495. for ( j = start, jl = end; j < jl; j += 3 ) {
  6496. a = index.getX( j );
  6497. b = index.getX( j + 1 );
  6498. c = index.getX( j + 2 );
  6499. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6500. if ( intersection ) {
  6501. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6502. intersection.face.materialIndex = group.materialIndex;
  6503. intersects.push( intersection );
  6504. }
  6505. }
  6506. }
  6507. } else {
  6508. start = Math.max( 0, drawRange.start );
  6509. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6510. for ( i = start, il = end; i < il; i += 3 ) {
  6511. a = index.getX( i );
  6512. b = index.getX( i + 1 );
  6513. c = index.getX( i + 2 );
  6514. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6515. if ( intersection ) {
  6516. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6517. intersects.push( intersection );
  6518. }
  6519. }
  6520. }
  6521. } else if ( position !== undefined ) {
  6522. // non-indexed buffer geometry
  6523. if ( Array.isArray( material ) ) {
  6524. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6525. group = groups[ i ];
  6526. groupMaterial = material[ group.materialIndex ];
  6527. start = Math.max( group.start, drawRange.start );
  6528. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6529. for ( j = start, jl = end; j < jl; j += 3 ) {
  6530. a = j;
  6531. b = j + 1;
  6532. c = j + 2;
  6533. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6534. if ( intersection ) {
  6535. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6536. intersection.face.materialIndex = group.materialIndex;
  6537. intersects.push( intersection );
  6538. }
  6539. }
  6540. }
  6541. } else {
  6542. start = Math.max( 0, drawRange.start );
  6543. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6544. for ( i = start, il = end; i < il; i += 3 ) {
  6545. a = i;
  6546. b = i + 1;
  6547. c = i + 2;
  6548. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6549. if ( intersection ) {
  6550. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6551. intersects.push( intersection );
  6552. }
  6553. }
  6554. }
  6555. }
  6556. } else if ( geometry.isGeometry ) {
  6557. var fvA, fvB, fvC;
  6558. var isMultiMaterial = Array.isArray( material );
  6559. var vertices = geometry.vertices;
  6560. var faces = geometry.faces;
  6561. var uvs;
  6562. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6563. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6564. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6565. var face = faces[ f ];
  6566. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6567. if ( faceMaterial === undefined ) { continue; }
  6568. fvA = vertices[ face.a ];
  6569. fvB = vertices[ face.b ];
  6570. fvC = vertices[ face.c ];
  6571. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6572. if ( intersection ) {
  6573. if ( uvs && uvs[ f ] ) {
  6574. var uvs_f = uvs[ f ];
  6575. _uvA.copy( uvs_f[ 0 ] );
  6576. _uvB.copy( uvs_f[ 1 ] );
  6577. _uvC.copy( uvs_f[ 2 ] );
  6578. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6579. }
  6580. intersection.face = face;
  6581. intersection.faceIndex = f;
  6582. intersects.push( intersection );
  6583. }
  6584. }
  6585. }
  6586. },
  6587. clone: function () {
  6588. return new this.constructor( this.geometry, this.material ).copy( this );
  6589. }
  6590. } );
  6591. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6592. var intersect;
  6593. if ( material.side === BackSide ) {
  6594. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6595. } else {
  6596. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6597. }
  6598. if ( intersect === null ) { return null; }
  6599. _intersectionPointWorld.copy( point );
  6600. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6601. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6602. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6603. return {
  6604. distance: distance,
  6605. point: _intersectionPointWorld.clone(),
  6606. object: object
  6607. };
  6608. }
  6609. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6610. _vA.fromBufferAttribute( position, a );
  6611. _vB.fromBufferAttribute( position, b );
  6612. _vC.fromBufferAttribute( position, c );
  6613. var morphInfluences = object.morphTargetInfluences;
  6614. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6615. _morphA.set( 0, 0, 0 );
  6616. _morphB.set( 0, 0, 0 );
  6617. _morphC.set( 0, 0, 0 );
  6618. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6619. var influence = morphInfluences[ i ];
  6620. var morphAttribute = morphPosition[ i ];
  6621. if ( influence === 0 ) { continue; }
  6622. _tempA.fromBufferAttribute( morphAttribute, a );
  6623. _tempB.fromBufferAttribute( morphAttribute, b );
  6624. _tempC.fromBufferAttribute( morphAttribute, c );
  6625. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6626. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6627. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6628. }
  6629. _vA.add( _morphA );
  6630. _vB.add( _morphB );
  6631. _vC.add( _morphC );
  6632. }
  6633. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6634. if ( intersection ) {
  6635. if ( uv ) {
  6636. _uvA.fromBufferAttribute( uv, a );
  6637. _uvB.fromBufferAttribute( uv, b );
  6638. _uvC.fromBufferAttribute( uv, c );
  6639. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6640. }
  6641. if ( uv2 ) {
  6642. _uvA.fromBufferAttribute( uv2, a );
  6643. _uvB.fromBufferAttribute( uv2, b );
  6644. _uvC.fromBufferAttribute( uv2, c );
  6645. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6646. }
  6647. var face = new Face3( a, b, c );
  6648. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6649. intersection.face = face;
  6650. }
  6651. return intersection;
  6652. }
  6653. /**
  6654. * @author mrdoob / http://mrdoob.com/
  6655. * @author kile / http://kile.stravaganza.org/
  6656. * @author alteredq / http://alteredqualia.com/
  6657. * @author mikael emtinger / http://gomo.se/
  6658. * @author zz85 / http://www.lab4games.net/zz85/blog
  6659. * @author bhouston / http://clara.io
  6660. */
  6661. var _geometryId = 0; // Geometry uses even numbers as Id
  6662. var _m1$3 = new Matrix4();
  6663. var _obj$1 = new Object3D();
  6664. var _offset$1 = new Vector3();
  6665. function Geometry() {
  6666. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6667. this.uuid = _Math.generateUUID();
  6668. this.name = '';
  6669. this.type = 'Geometry';
  6670. this.vertices = [];
  6671. this.colors = [];
  6672. this.faces = [];
  6673. this.faceVertexUvs = [[]];
  6674. this.morphTargets = [];
  6675. this.morphNormals = [];
  6676. this.skinWeights = [];
  6677. this.skinIndices = [];
  6678. this.lineDistances = [];
  6679. this.boundingBox = null;
  6680. this.boundingSphere = null;
  6681. // update flags
  6682. this.elementsNeedUpdate = false;
  6683. this.verticesNeedUpdate = false;
  6684. this.uvsNeedUpdate = false;
  6685. this.normalsNeedUpdate = false;
  6686. this.colorsNeedUpdate = false;
  6687. this.lineDistancesNeedUpdate = false;
  6688. this.groupsNeedUpdate = false;
  6689. }
  6690. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6691. constructor: Geometry,
  6692. isGeometry: true,
  6693. applyMatrix: function ( matrix ) {
  6694. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6695. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6696. var vertex = this.vertices[ i ];
  6697. vertex.applyMatrix4( matrix );
  6698. }
  6699. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6700. var face = this.faces[ i ];
  6701. face.normal.applyMatrix3( normalMatrix ).normalize();
  6702. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6703. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6704. }
  6705. }
  6706. if ( this.boundingBox !== null ) {
  6707. this.computeBoundingBox();
  6708. }
  6709. if ( this.boundingSphere !== null ) {
  6710. this.computeBoundingSphere();
  6711. }
  6712. this.verticesNeedUpdate = true;
  6713. this.normalsNeedUpdate = true;
  6714. return this;
  6715. },
  6716. rotateX: function ( angle ) {
  6717. // rotate geometry around world x-axis
  6718. _m1$3.makeRotationX( angle );
  6719. this.applyMatrix( _m1$3 );
  6720. return this;
  6721. },
  6722. rotateY: function ( angle ) {
  6723. // rotate geometry around world y-axis
  6724. _m1$3.makeRotationY( angle );
  6725. this.applyMatrix( _m1$3 );
  6726. return this;
  6727. },
  6728. rotateZ: function ( angle ) {
  6729. // rotate geometry around world z-axis
  6730. _m1$3.makeRotationZ( angle );
  6731. this.applyMatrix( _m1$3 );
  6732. return this;
  6733. },
  6734. translate: function ( x, y, z ) {
  6735. // translate geometry
  6736. _m1$3.makeTranslation( x, y, z );
  6737. this.applyMatrix( _m1$3 );
  6738. return this;
  6739. },
  6740. scale: function ( x, y, z ) {
  6741. // scale geometry
  6742. _m1$3.makeScale( x, y, z );
  6743. this.applyMatrix( _m1$3 );
  6744. return this;
  6745. },
  6746. lookAt: function ( vector ) {
  6747. _obj$1.lookAt( vector );
  6748. _obj$1.updateMatrix();
  6749. this.applyMatrix( _obj$1.matrix );
  6750. return this;
  6751. },
  6752. fromBufferGeometry: function ( geometry ) {
  6753. var scope = this;
  6754. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6755. var attributes = geometry.attributes;
  6756. if ( attributes.position === undefined ) {
  6757. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6758. return this;
  6759. }
  6760. var positions = attributes.position.array;
  6761. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6762. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6763. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6764. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6765. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6766. for ( var i = 0; i < positions.length; i += 3 ) {
  6767. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6768. if ( colors !== undefined ) {
  6769. scope.colors.push( new Color().fromArray( colors, i ) );
  6770. }
  6771. }
  6772. function addFace( a, b, c, materialIndex ) {
  6773. var vertexColors = ( colors === undefined ) ? [] : [
  6774. scope.colors[ a ].clone(),
  6775. scope.colors[ b ].clone(),
  6776. scope.colors[ c ].clone() ];
  6777. var vertexNormals = ( normals === undefined ) ? [] : [
  6778. new Vector3().fromArray( normals, a * 3 ),
  6779. new Vector3().fromArray( normals, b * 3 ),
  6780. new Vector3().fromArray( normals, c * 3 )
  6781. ];
  6782. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6783. scope.faces.push( face );
  6784. if ( uvs !== undefined ) {
  6785. scope.faceVertexUvs[ 0 ].push( [
  6786. new Vector2().fromArray( uvs, a * 2 ),
  6787. new Vector2().fromArray( uvs, b * 2 ),
  6788. new Vector2().fromArray( uvs, c * 2 )
  6789. ] );
  6790. }
  6791. if ( uvs2 !== undefined ) {
  6792. scope.faceVertexUvs[ 1 ].push( [
  6793. new Vector2().fromArray( uvs2, a * 2 ),
  6794. new Vector2().fromArray( uvs2, b * 2 ),
  6795. new Vector2().fromArray( uvs2, c * 2 )
  6796. ] );
  6797. }
  6798. }
  6799. var groups = geometry.groups;
  6800. if ( groups.length > 0 ) {
  6801. for ( var i = 0; i < groups.length; i ++ ) {
  6802. var group = groups[ i ];
  6803. var start = group.start;
  6804. var count = group.count;
  6805. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6806. if ( indices !== undefined ) {
  6807. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6808. } else {
  6809. addFace( j, j + 1, j + 2, group.materialIndex );
  6810. }
  6811. }
  6812. }
  6813. } else {
  6814. if ( indices !== undefined ) {
  6815. for ( var i = 0; i < indices.length; i += 3 ) {
  6816. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6817. }
  6818. } else {
  6819. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6820. addFace( i, i + 1, i + 2 );
  6821. }
  6822. }
  6823. }
  6824. this.computeFaceNormals();
  6825. if ( geometry.boundingBox !== null ) {
  6826. this.boundingBox = geometry.boundingBox.clone();
  6827. }
  6828. if ( geometry.boundingSphere !== null ) {
  6829. this.boundingSphere = geometry.boundingSphere.clone();
  6830. }
  6831. return this;
  6832. },
  6833. center: function () {
  6834. this.computeBoundingBox();
  6835. this.boundingBox.getCenter( _offset$1 ).negate();
  6836. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6837. return this;
  6838. },
  6839. normalize: function () {
  6840. this.computeBoundingSphere();
  6841. var center = this.boundingSphere.center;
  6842. var radius = this.boundingSphere.radius;
  6843. var s = radius === 0 ? 1 : 1.0 / radius;
  6844. var matrix = new Matrix4();
  6845. matrix.set(
  6846. s, 0, 0, - s * center.x,
  6847. 0, s, 0, - s * center.y,
  6848. 0, 0, s, - s * center.z,
  6849. 0, 0, 0, 1
  6850. );
  6851. this.applyMatrix( matrix );
  6852. return this;
  6853. },
  6854. computeFaceNormals: function () {
  6855. var cb = new Vector3(), ab = new Vector3();
  6856. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6857. var face = this.faces[ f ];
  6858. var vA = this.vertices[ face.a ];
  6859. var vB = this.vertices[ face.b ];
  6860. var vC = this.vertices[ face.c ];
  6861. cb.subVectors( vC, vB );
  6862. ab.subVectors( vA, vB );
  6863. cb.cross( ab );
  6864. cb.normalize();
  6865. face.normal.copy( cb );
  6866. }
  6867. },
  6868. computeVertexNormals: function ( areaWeighted ) {
  6869. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6870. var v, vl, f, fl, face, vertices;
  6871. vertices = new Array( this.vertices.length );
  6872. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6873. vertices[ v ] = new Vector3();
  6874. }
  6875. if ( areaWeighted ) {
  6876. // vertex normals weighted by triangle areas
  6877. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6878. var vA, vB, vC;
  6879. var cb = new Vector3(), ab = new Vector3();
  6880. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6881. face = this.faces[ f ];
  6882. vA = this.vertices[ face.a ];
  6883. vB = this.vertices[ face.b ];
  6884. vC = this.vertices[ face.c ];
  6885. cb.subVectors( vC, vB );
  6886. ab.subVectors( vA, vB );
  6887. cb.cross( ab );
  6888. vertices[ face.a ].add( cb );
  6889. vertices[ face.b ].add( cb );
  6890. vertices[ face.c ].add( cb );
  6891. }
  6892. } else {
  6893. this.computeFaceNormals();
  6894. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6895. face = this.faces[ f ];
  6896. vertices[ face.a ].add( face.normal );
  6897. vertices[ face.b ].add( face.normal );
  6898. vertices[ face.c ].add( face.normal );
  6899. }
  6900. }
  6901. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6902. vertices[ v ].normalize();
  6903. }
  6904. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6905. face = this.faces[ f ];
  6906. var vertexNormals = face.vertexNormals;
  6907. if ( vertexNormals.length === 3 ) {
  6908. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6909. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6910. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6911. } else {
  6912. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6913. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6914. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6915. }
  6916. }
  6917. if ( this.faces.length > 0 ) {
  6918. this.normalsNeedUpdate = true;
  6919. }
  6920. },
  6921. computeFlatVertexNormals: function () {
  6922. var f, fl, face;
  6923. this.computeFaceNormals();
  6924. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6925. face = this.faces[ f ];
  6926. var vertexNormals = face.vertexNormals;
  6927. if ( vertexNormals.length === 3 ) {
  6928. vertexNormals[ 0 ].copy( face.normal );
  6929. vertexNormals[ 1 ].copy( face.normal );
  6930. vertexNormals[ 2 ].copy( face.normal );
  6931. } else {
  6932. vertexNormals[ 0 ] = face.normal.clone();
  6933. vertexNormals[ 1 ] = face.normal.clone();
  6934. vertexNormals[ 2 ] = face.normal.clone();
  6935. }
  6936. }
  6937. if ( this.faces.length > 0 ) {
  6938. this.normalsNeedUpdate = true;
  6939. }
  6940. },
  6941. computeMorphNormals: function () {
  6942. var i, il, f, fl, face;
  6943. // save original normals
  6944. // - create temp variables on first access
  6945. // otherwise just copy (for faster repeated calls)
  6946. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6947. face = this.faces[ f ];
  6948. if ( ! face.__originalFaceNormal ) {
  6949. face.__originalFaceNormal = face.normal.clone();
  6950. } else {
  6951. face.__originalFaceNormal.copy( face.normal );
  6952. }
  6953. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6954. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6955. if ( ! face.__originalVertexNormals[ i ] ) {
  6956. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6957. } else {
  6958. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6959. }
  6960. }
  6961. }
  6962. // use temp geometry to compute face and vertex normals for each morph
  6963. var tmpGeo = new Geometry();
  6964. tmpGeo.faces = this.faces;
  6965. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6966. // create on first access
  6967. if ( ! this.morphNormals[ i ] ) {
  6968. this.morphNormals[ i ] = {};
  6969. this.morphNormals[ i ].faceNormals = [];
  6970. this.morphNormals[ i ].vertexNormals = [];
  6971. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6972. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6973. var faceNormal, vertexNormals;
  6974. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6975. faceNormal = new Vector3();
  6976. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6977. dstNormalsFace.push( faceNormal );
  6978. dstNormalsVertex.push( vertexNormals );
  6979. }
  6980. }
  6981. var morphNormals = this.morphNormals[ i ];
  6982. // set vertices to morph target
  6983. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6984. // compute morph normals
  6985. tmpGeo.computeFaceNormals();
  6986. tmpGeo.computeVertexNormals();
  6987. // store morph normals
  6988. var faceNormal, vertexNormals;
  6989. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6990. face = this.faces[ f ];
  6991. faceNormal = morphNormals.faceNormals[ f ];
  6992. vertexNormals = morphNormals.vertexNormals[ f ];
  6993. faceNormal.copy( face.normal );
  6994. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6995. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6996. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6997. }
  6998. }
  6999. // restore original normals
  7000. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7001. face = this.faces[ f ];
  7002. face.normal = face.__originalFaceNormal;
  7003. face.vertexNormals = face.__originalVertexNormals;
  7004. }
  7005. },
  7006. computeBoundingBox: function () {
  7007. if ( this.boundingBox === null ) {
  7008. this.boundingBox = new Box3();
  7009. }
  7010. this.boundingBox.setFromPoints( this.vertices );
  7011. },
  7012. computeBoundingSphere: function () {
  7013. if ( this.boundingSphere === null ) {
  7014. this.boundingSphere = new Sphere();
  7015. }
  7016. this.boundingSphere.setFromPoints( this.vertices );
  7017. },
  7018. merge: function ( geometry, matrix, materialIndexOffset ) {
  7019. if ( ! ( geometry && geometry.isGeometry ) ) {
  7020. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7021. return;
  7022. }
  7023. var normalMatrix,
  7024. vertexOffset = this.vertices.length,
  7025. vertices1 = this.vertices,
  7026. vertices2 = geometry.vertices,
  7027. faces1 = this.faces,
  7028. faces2 = geometry.faces,
  7029. colors1 = this.colors,
  7030. colors2 = geometry.colors;
  7031. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7032. if ( matrix !== undefined ) {
  7033. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7034. }
  7035. // vertices
  7036. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7037. var vertex = vertices2[ i ];
  7038. var vertexCopy = vertex.clone();
  7039. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7040. vertices1.push( vertexCopy );
  7041. }
  7042. // colors
  7043. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7044. colors1.push( colors2[ i ].clone() );
  7045. }
  7046. // faces
  7047. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7048. var face = faces2[ i ], faceCopy, normal, color,
  7049. faceVertexNormals = face.vertexNormals,
  7050. faceVertexColors = face.vertexColors;
  7051. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7052. faceCopy.normal.copy( face.normal );
  7053. if ( normalMatrix !== undefined ) {
  7054. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7055. }
  7056. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7057. normal = faceVertexNormals[ j ].clone();
  7058. if ( normalMatrix !== undefined ) {
  7059. normal.applyMatrix3( normalMatrix ).normalize();
  7060. }
  7061. faceCopy.vertexNormals.push( normal );
  7062. }
  7063. faceCopy.color.copy( face.color );
  7064. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7065. color = faceVertexColors[ j ];
  7066. faceCopy.vertexColors.push( color.clone() );
  7067. }
  7068. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7069. faces1.push( faceCopy );
  7070. }
  7071. // uvs
  7072. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7073. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7074. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7075. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7076. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7077. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7078. uvsCopy.push( uvs2[ k ].clone() );
  7079. }
  7080. this.faceVertexUvs[ i ].push( uvsCopy );
  7081. }
  7082. }
  7083. },
  7084. mergeMesh: function ( mesh ) {
  7085. if ( ! ( mesh && mesh.isMesh ) ) {
  7086. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7087. return;
  7088. }
  7089. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7090. this.merge( mesh.geometry, mesh.matrix );
  7091. },
  7092. /*
  7093. * Checks for duplicate vertices with hashmap.
  7094. * Duplicated vertices are removed
  7095. * and faces' vertices are updated.
  7096. */
  7097. mergeVertices: function () {
  7098. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7099. var unique = [], changes = [];
  7100. var v, key;
  7101. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7102. var precision = Math.pow( 10, precisionPoints );
  7103. var i, il, face;
  7104. var indices, j, jl;
  7105. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7106. v = this.vertices[ i ];
  7107. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7108. if ( verticesMap[ key ] === undefined ) {
  7109. verticesMap[ key ] = i;
  7110. unique.push( this.vertices[ i ] );
  7111. changes[ i ] = unique.length - 1;
  7112. } else {
  7113. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7114. changes[ i ] = changes[ verticesMap[ key ] ];
  7115. }
  7116. }
  7117. // if faces are completely degenerate after merging vertices, we
  7118. // have to remove them from the geometry.
  7119. var faceIndicesToRemove = [];
  7120. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7121. face = this.faces[ i ];
  7122. face.a = changes[ face.a ];
  7123. face.b = changes[ face.b ];
  7124. face.c = changes[ face.c ];
  7125. indices = [ face.a, face.b, face.c ];
  7126. // if any duplicate vertices are found in a Face3
  7127. // we have to remove the face as nothing can be saved
  7128. for ( var n = 0; n < 3; n ++ ) {
  7129. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7130. faceIndicesToRemove.push( i );
  7131. break;
  7132. }
  7133. }
  7134. }
  7135. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7136. var idx = faceIndicesToRemove[ i ];
  7137. this.faces.splice( idx, 1 );
  7138. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7139. this.faceVertexUvs[ j ].splice( idx, 1 );
  7140. }
  7141. }
  7142. // Use unique set of vertices
  7143. var diff = this.vertices.length - unique.length;
  7144. this.vertices = unique;
  7145. return diff;
  7146. },
  7147. setFromPoints: function ( points ) {
  7148. this.vertices = [];
  7149. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7150. var point = points[ i ];
  7151. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7152. }
  7153. return this;
  7154. },
  7155. sortFacesByMaterialIndex: function () {
  7156. var faces = this.faces;
  7157. var length = faces.length;
  7158. // tag faces
  7159. for ( var i = 0; i < length; i ++ ) {
  7160. faces[ i ]._id = i;
  7161. }
  7162. // sort faces
  7163. function materialIndexSort( a, b ) {
  7164. return a.materialIndex - b.materialIndex;
  7165. }
  7166. faces.sort( materialIndexSort );
  7167. // sort uvs
  7168. var uvs1 = this.faceVertexUvs[ 0 ];
  7169. var uvs2 = this.faceVertexUvs[ 1 ];
  7170. var newUvs1, newUvs2;
  7171. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7172. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7173. for ( var i = 0; i < length; i ++ ) {
  7174. var id = faces[ i ]._id;
  7175. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7176. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7177. }
  7178. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7179. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7180. },
  7181. toJSON: function () {
  7182. var data = {
  7183. metadata: {
  7184. version: 4.5,
  7185. type: 'Geometry',
  7186. generator: 'Geometry.toJSON'
  7187. }
  7188. };
  7189. // standard Geometry serialization
  7190. data.uuid = this.uuid;
  7191. data.type = this.type;
  7192. if ( this.name !== '' ) { data.name = this.name; }
  7193. if ( this.parameters !== undefined ) {
  7194. var parameters = this.parameters;
  7195. for ( var key in parameters ) {
  7196. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7197. }
  7198. return data;
  7199. }
  7200. var vertices = [];
  7201. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7202. var vertex = this.vertices[ i ];
  7203. vertices.push( vertex.x, vertex.y, vertex.z );
  7204. }
  7205. var faces = [];
  7206. var normals = [];
  7207. var normalsHash = {};
  7208. var colors = [];
  7209. var colorsHash = {};
  7210. var uvs = [];
  7211. var uvsHash = {};
  7212. for ( var i = 0; i < this.faces.length; i ++ ) {
  7213. var face = this.faces[ i ];
  7214. var hasMaterial = true;
  7215. var hasFaceUv = false; // deprecated
  7216. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7217. var hasFaceNormal = face.normal.length() > 0;
  7218. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7219. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7220. var hasFaceVertexColor = face.vertexColors.length > 0;
  7221. var faceType = 0;
  7222. faceType = setBit( faceType, 0, 0 ); // isQuad
  7223. faceType = setBit( faceType, 1, hasMaterial );
  7224. faceType = setBit( faceType, 2, hasFaceUv );
  7225. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7226. faceType = setBit( faceType, 4, hasFaceNormal );
  7227. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7228. faceType = setBit( faceType, 6, hasFaceColor );
  7229. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7230. faces.push( faceType );
  7231. faces.push( face.a, face.b, face.c );
  7232. faces.push( face.materialIndex );
  7233. if ( hasFaceVertexUv ) {
  7234. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7235. faces.push(
  7236. getUvIndex( faceVertexUvs[ 0 ] ),
  7237. getUvIndex( faceVertexUvs[ 1 ] ),
  7238. getUvIndex( faceVertexUvs[ 2 ] )
  7239. );
  7240. }
  7241. if ( hasFaceNormal ) {
  7242. faces.push( getNormalIndex( face.normal ) );
  7243. }
  7244. if ( hasFaceVertexNormal ) {
  7245. var vertexNormals = face.vertexNormals;
  7246. faces.push(
  7247. getNormalIndex( vertexNormals[ 0 ] ),
  7248. getNormalIndex( vertexNormals[ 1 ] ),
  7249. getNormalIndex( vertexNormals[ 2 ] )
  7250. );
  7251. }
  7252. if ( hasFaceColor ) {
  7253. faces.push( getColorIndex( face.color ) );
  7254. }
  7255. if ( hasFaceVertexColor ) {
  7256. var vertexColors = face.vertexColors;
  7257. faces.push(
  7258. getColorIndex( vertexColors[ 0 ] ),
  7259. getColorIndex( vertexColors[ 1 ] ),
  7260. getColorIndex( vertexColors[ 2 ] )
  7261. );
  7262. }
  7263. }
  7264. function setBit( value, position, enabled ) {
  7265. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7266. }
  7267. function getNormalIndex( normal ) {
  7268. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7269. if ( normalsHash[ hash ] !== undefined ) {
  7270. return normalsHash[ hash ];
  7271. }
  7272. normalsHash[ hash ] = normals.length / 3;
  7273. normals.push( normal.x, normal.y, normal.z );
  7274. return normalsHash[ hash ];
  7275. }
  7276. function getColorIndex( color ) {
  7277. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7278. if ( colorsHash[ hash ] !== undefined ) {
  7279. return colorsHash[ hash ];
  7280. }
  7281. colorsHash[ hash ] = colors.length;
  7282. colors.push( color.getHex() );
  7283. return colorsHash[ hash ];
  7284. }
  7285. function getUvIndex( uv ) {
  7286. var hash = uv.x.toString() + uv.y.toString();
  7287. if ( uvsHash[ hash ] !== undefined ) {
  7288. return uvsHash[ hash ];
  7289. }
  7290. uvsHash[ hash ] = uvs.length / 2;
  7291. uvs.push( uv.x, uv.y );
  7292. return uvsHash[ hash ];
  7293. }
  7294. data.data = {};
  7295. data.data.vertices = vertices;
  7296. data.data.normals = normals;
  7297. if ( colors.length > 0 ) { data.data.colors = colors; }
  7298. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7299. data.data.faces = faces;
  7300. return data;
  7301. },
  7302. clone: function () {
  7303. /*
  7304. // Handle primitives
  7305. var parameters = this.parameters;
  7306. if ( parameters !== undefined ) {
  7307. var values = [];
  7308. for ( var key in parameters ) {
  7309. values.push( parameters[ key ] );
  7310. }
  7311. var geometry = Object.create( this.constructor.prototype );
  7312. this.constructor.apply( geometry, values );
  7313. return geometry;
  7314. }
  7315. return new this.constructor().copy( this );
  7316. */
  7317. return new Geometry().copy( this );
  7318. },
  7319. copy: function ( source ) {
  7320. var i, il, j, jl, k, kl;
  7321. // reset
  7322. this.vertices = [];
  7323. this.colors = [];
  7324. this.faces = [];
  7325. this.faceVertexUvs = [[]];
  7326. this.morphTargets = [];
  7327. this.morphNormals = [];
  7328. this.skinWeights = [];
  7329. this.skinIndices = [];
  7330. this.lineDistances = [];
  7331. this.boundingBox = null;
  7332. this.boundingSphere = null;
  7333. // name
  7334. this.name = source.name;
  7335. // vertices
  7336. var vertices = source.vertices;
  7337. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7338. this.vertices.push( vertices[ i ].clone() );
  7339. }
  7340. // colors
  7341. var colors = source.colors;
  7342. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7343. this.colors.push( colors[ i ].clone() );
  7344. }
  7345. // faces
  7346. var faces = source.faces;
  7347. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7348. this.faces.push( faces[ i ].clone() );
  7349. }
  7350. // face vertex uvs
  7351. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7352. var faceVertexUvs = source.faceVertexUvs[ i ];
  7353. if ( this.faceVertexUvs[ i ] === undefined ) {
  7354. this.faceVertexUvs[ i ] = [];
  7355. }
  7356. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7357. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7358. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7359. var uv = uvs[ k ];
  7360. uvsCopy.push( uv.clone() );
  7361. }
  7362. this.faceVertexUvs[ i ].push( uvsCopy );
  7363. }
  7364. }
  7365. // morph targets
  7366. var morphTargets = source.morphTargets;
  7367. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7368. var morphTarget = {};
  7369. morphTarget.name = morphTargets[ i ].name;
  7370. // vertices
  7371. if ( morphTargets[ i ].vertices !== undefined ) {
  7372. morphTarget.vertices = [];
  7373. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7374. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7375. }
  7376. }
  7377. // normals
  7378. if ( morphTargets[ i ].normals !== undefined ) {
  7379. morphTarget.normals = [];
  7380. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7381. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7382. }
  7383. }
  7384. this.morphTargets.push( morphTarget );
  7385. }
  7386. // morph normals
  7387. var morphNormals = source.morphNormals;
  7388. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7389. var morphNormal = {};
  7390. // vertex normals
  7391. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7392. morphNormal.vertexNormals = [];
  7393. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7394. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7395. var destVertexNormal = {};
  7396. destVertexNormal.a = srcVertexNormal.a.clone();
  7397. destVertexNormal.b = srcVertexNormal.b.clone();
  7398. destVertexNormal.c = srcVertexNormal.c.clone();
  7399. morphNormal.vertexNormals.push( destVertexNormal );
  7400. }
  7401. }
  7402. // face normals
  7403. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7404. morphNormal.faceNormals = [];
  7405. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7406. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7407. }
  7408. }
  7409. this.morphNormals.push( morphNormal );
  7410. }
  7411. // skin weights
  7412. var skinWeights = source.skinWeights;
  7413. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7414. this.skinWeights.push( skinWeights[ i ].clone() );
  7415. }
  7416. // skin indices
  7417. var skinIndices = source.skinIndices;
  7418. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7419. this.skinIndices.push( skinIndices[ i ].clone() );
  7420. }
  7421. // line distances
  7422. var lineDistances = source.lineDistances;
  7423. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7424. this.lineDistances.push( lineDistances[ i ] );
  7425. }
  7426. // bounding box
  7427. var boundingBox = source.boundingBox;
  7428. if ( boundingBox !== null ) {
  7429. this.boundingBox = boundingBox.clone();
  7430. }
  7431. // bounding sphere
  7432. var boundingSphere = source.boundingSphere;
  7433. if ( boundingSphere !== null ) {
  7434. this.boundingSphere = boundingSphere.clone();
  7435. }
  7436. // update flags
  7437. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7438. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7439. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7440. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7441. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7442. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7443. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7444. return this;
  7445. },
  7446. dispose: function () {
  7447. this.dispatchEvent( { type: 'dispose' } );
  7448. }
  7449. } );
  7450. /**
  7451. * @author mrdoob / http://mrdoob.com/
  7452. * @author Mugen87 / https://github.com/Mugen87
  7453. */
  7454. // BoxGeometry
  7455. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7456. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7457. Geometry.call(this);
  7458. this.type = 'BoxGeometry';
  7459. this.parameters = {
  7460. width: width,
  7461. height: height,
  7462. depth: depth,
  7463. widthSegments: widthSegments,
  7464. heightSegments: heightSegments,
  7465. depthSegments: depthSegments
  7466. };
  7467. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7468. this.mergeVertices();
  7469. }
  7470. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7471. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7472. BoxGeometry.prototype.constructor = BoxGeometry;
  7473. return BoxGeometry;
  7474. }(Geometry));
  7475. // BoxBufferGeometry
  7476. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7477. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7478. BufferGeometry.call(this);
  7479. this.type = 'BoxBufferGeometry';
  7480. this.parameters = {
  7481. width: width,
  7482. height: height,
  7483. depth: depth,
  7484. widthSegments: widthSegments,
  7485. heightSegments: heightSegments,
  7486. depthSegments: depthSegments
  7487. };
  7488. var scope = this;
  7489. width = width || 1;
  7490. height = height || 1;
  7491. depth = depth || 1;
  7492. // segments
  7493. widthSegments = Math.floor( widthSegments ) || 1;
  7494. heightSegments = Math.floor( heightSegments ) || 1;
  7495. depthSegments = Math.floor( depthSegments ) || 1;
  7496. // buffers
  7497. var indices = [];
  7498. var vertices = [];
  7499. var normals = [];
  7500. var uvs = [];
  7501. // helper variables
  7502. var numberOfVertices = 0;
  7503. var groupStart = 0;
  7504. // build each side of the box geometry
  7505. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7506. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7507. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7508. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7509. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7510. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7511. // build geometry
  7512. this.setIndex( indices );
  7513. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7514. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7515. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7516. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7517. var segmentWidth = width / gridX;
  7518. var segmentHeight = height / gridY;
  7519. var widthHalf = width / 2;
  7520. var heightHalf = height / 2;
  7521. var depthHalf = depth / 2;
  7522. var gridX1 = gridX + 1;
  7523. var gridY1 = gridY + 1;
  7524. var vertexCounter = 0;
  7525. var groupCount = 0;
  7526. var ix, iy;
  7527. var vector = new Vector3();
  7528. // generate vertices, normals and uvs
  7529. for ( iy = 0; iy < gridY1; iy ++ ) {
  7530. var y = iy * segmentHeight - heightHalf;
  7531. for ( ix = 0; ix < gridX1; ix ++ ) {
  7532. var x = ix * segmentWidth - widthHalf;
  7533. // set values to correct vector component
  7534. vector[ u ] = x * udir;
  7535. vector[ v ] = y * vdir;
  7536. vector[ w ] = depthHalf;
  7537. // now apply vector to vertex buffer
  7538. vertices.push( vector.x, vector.y, vector.z );
  7539. // set values to correct vector component
  7540. vector[ u ] = 0;
  7541. vector[ v ] = 0;
  7542. vector[ w ] = depth > 0 ? 1 : - 1;
  7543. // now apply vector to normal buffer
  7544. normals.push( vector.x, vector.y, vector.z );
  7545. // uvs
  7546. uvs.push( ix / gridX );
  7547. uvs.push( 1 - ( iy / gridY ) );
  7548. // counters
  7549. vertexCounter += 1;
  7550. }
  7551. }
  7552. // indices
  7553. // 1. you need three indices to draw a single face
  7554. // 2. a single segment consists of two faces
  7555. // 3. so we need to generate six (2*3) indices per segment
  7556. for ( iy = 0; iy < gridY; iy ++ ) {
  7557. for ( ix = 0; ix < gridX; ix ++ ) {
  7558. var a = numberOfVertices + ix + gridX1 * iy;
  7559. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7560. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7561. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7562. // faces
  7563. indices.push( a, b, d );
  7564. indices.push( b, c, d );
  7565. // increase counter
  7566. groupCount += 6;
  7567. }
  7568. }
  7569. // add a group to the geometry. this will ensure multi material support
  7570. scope.addGroup( groupStart, groupCount, materialIndex );
  7571. // calculate new start value for groups
  7572. groupStart += groupCount;
  7573. // update total number of vertices
  7574. numberOfVertices += vertexCounter;
  7575. }
  7576. }
  7577. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7578. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7579. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7580. return BoxBufferGeometry;
  7581. }(BufferGeometry));
  7582. /**
  7583. * Uniform Utilities
  7584. */
  7585. function cloneUniforms( src ) {
  7586. var dst = {};
  7587. for ( var u in src ) {
  7588. dst[ u ] = {};
  7589. for ( var p in src[ u ] ) {
  7590. var property = src[ u ][ p ];
  7591. if ( property && ( property.isColor ||
  7592. property.isMatrix3 || property.isMatrix4 ||
  7593. property.isVector2 || property.isVector3 || property.isVector4 ||
  7594. property.isTexture ) ) {
  7595. dst[ u ][ p ] = property.clone();
  7596. } else if ( Array.isArray( property ) ) {
  7597. dst[ u ][ p ] = property.slice();
  7598. } else {
  7599. dst[ u ][ p ] = property;
  7600. }
  7601. }
  7602. }
  7603. return dst;
  7604. }
  7605. function mergeUniforms( uniforms ) {
  7606. var merged = {};
  7607. for ( var u = 0; u < uniforms.length; u ++ ) {
  7608. var tmp = cloneUniforms( uniforms[ u ] );
  7609. for ( var p in tmp ) {
  7610. merged[ p ] = tmp[ p ];
  7611. }
  7612. }
  7613. return merged;
  7614. }
  7615. // Legacy
  7616. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7617. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7618. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7619. /**
  7620. * @author alteredq / http://alteredqualia.com/
  7621. *
  7622. * parameters = {
  7623. * defines: { "label" : "value" },
  7624. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7625. *
  7626. * fragmentShader: <string>,
  7627. * vertexShader: <string>,
  7628. *
  7629. * wireframe: <boolean>,
  7630. * wireframeLinewidth: <float>,
  7631. *
  7632. * lights: <bool>,
  7633. *
  7634. * skinning: <bool>,
  7635. * morphTargets: <bool>,
  7636. * morphNormals: <bool>
  7637. * }
  7638. */
  7639. function ShaderMaterial( parameters ) {
  7640. Material.call( this );
  7641. this.type = 'ShaderMaterial';
  7642. this.defines = {};
  7643. this.uniforms = {};
  7644. this.vertexShader = default_vertex;
  7645. this.fragmentShader = default_fragment;
  7646. this.linewidth = 1;
  7647. this.wireframe = false;
  7648. this.wireframeLinewidth = 1;
  7649. this.fog = false; // set to use scene fog
  7650. this.lights = false; // set to use scene lights
  7651. this.clipping = false; // set to use user-defined clipping planes
  7652. this.skinning = false; // set to use skinning attribute streams
  7653. this.morphTargets = false; // set to use morph targets
  7654. this.morphNormals = false; // set to use morph normals
  7655. this.extensions = {
  7656. derivatives: false, // set to use derivatives
  7657. fragDepth: false, // set to use fragment depth values
  7658. drawBuffers: false, // set to use draw buffers
  7659. shaderTextureLOD: false // set to use shader texture LOD
  7660. };
  7661. // When rendered geometry doesn't include these attributes but the material does,
  7662. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7663. this.defaultAttributeValues = {
  7664. 'color': [ 1, 1, 1 ],
  7665. 'uv': [ 0, 0 ],
  7666. 'uv2': [ 0, 0 ]
  7667. };
  7668. this.index0AttributeName = undefined;
  7669. this.uniformsNeedUpdate = false;
  7670. if ( parameters !== undefined ) {
  7671. if ( parameters.attributes !== undefined ) {
  7672. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7673. }
  7674. this.setValues( parameters );
  7675. }
  7676. }
  7677. ShaderMaterial.prototype = Object.create( Material.prototype );
  7678. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7679. ShaderMaterial.prototype.isShaderMaterial = true;
  7680. ShaderMaterial.prototype.copy = function ( source ) {
  7681. Material.prototype.copy.call( this, source );
  7682. this.fragmentShader = source.fragmentShader;
  7683. this.vertexShader = source.vertexShader;
  7684. this.uniforms = cloneUniforms( source.uniforms );
  7685. this.defines = Object.assign( {}, source.defines );
  7686. this.wireframe = source.wireframe;
  7687. this.wireframeLinewidth = source.wireframeLinewidth;
  7688. this.lights = source.lights;
  7689. this.clipping = source.clipping;
  7690. this.skinning = source.skinning;
  7691. this.morphTargets = source.morphTargets;
  7692. this.morphNormals = source.morphNormals;
  7693. this.extensions = source.extensions;
  7694. return this;
  7695. };
  7696. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7697. var data = Material.prototype.toJSON.call( this, meta );
  7698. data.uniforms = {};
  7699. for ( var name in this.uniforms ) {
  7700. var uniform = this.uniforms[ name ];
  7701. var value = uniform.value;
  7702. if ( value && value.isTexture ) {
  7703. data.uniforms[ name ] = {
  7704. type: 't',
  7705. value: value.toJSON( meta ).uuid
  7706. };
  7707. } else if ( value && value.isColor ) {
  7708. data.uniforms[ name ] = {
  7709. type: 'c',
  7710. value: value.getHex()
  7711. };
  7712. } else if ( value && value.isVector2 ) {
  7713. data.uniforms[ name ] = {
  7714. type: 'v2',
  7715. value: value.toArray()
  7716. };
  7717. } else if ( value && value.isVector3 ) {
  7718. data.uniforms[ name ] = {
  7719. type: 'v3',
  7720. value: value.toArray()
  7721. };
  7722. } else if ( value && value.isVector4 ) {
  7723. data.uniforms[ name ] = {
  7724. type: 'v4',
  7725. value: value.toArray()
  7726. };
  7727. } else if ( value && value.isMatrix3 ) {
  7728. data.uniforms[ name ] = {
  7729. type: 'm3',
  7730. value: value.toArray()
  7731. };
  7732. } else if ( value && value.isMatrix4 ) {
  7733. data.uniforms[ name ] = {
  7734. type: 'm4',
  7735. value: value.toArray()
  7736. };
  7737. } else {
  7738. data.uniforms[ name ] = {
  7739. value: value
  7740. };
  7741. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7742. }
  7743. }
  7744. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7745. data.vertexShader = this.vertexShader;
  7746. data.fragmentShader = this.fragmentShader;
  7747. var extensions = {};
  7748. for ( var key in this.extensions ) {
  7749. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7750. }
  7751. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7752. return data;
  7753. };
  7754. /**
  7755. * @author mrdoob / http://mrdoob.com/
  7756. * @author mikael emtinger / http://gomo.se/
  7757. * @author WestLangley / http://github.com/WestLangley
  7758. */
  7759. function Camera() {
  7760. Object3D.call( this );
  7761. this.type = 'Camera';
  7762. this.matrixWorldInverse = new Matrix4();
  7763. this.projectionMatrix = new Matrix4();
  7764. this.projectionMatrixInverse = new Matrix4();
  7765. }
  7766. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7767. constructor: Camera,
  7768. isCamera: true,
  7769. copy: function ( source, recursive ) {
  7770. Object3D.prototype.copy.call( this, source, recursive );
  7771. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7772. this.projectionMatrix.copy( source.projectionMatrix );
  7773. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7774. return this;
  7775. },
  7776. getWorldDirection: function ( target ) {
  7777. if ( target === undefined ) {
  7778. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7779. target = new Vector3();
  7780. }
  7781. this.updateMatrixWorld( true );
  7782. var e = this.matrixWorld.elements;
  7783. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7784. },
  7785. updateMatrixWorld: function ( force ) {
  7786. Object3D.prototype.updateMatrixWorld.call( this, force );
  7787. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7788. },
  7789. clone: function () {
  7790. return new this.constructor().copy( this );
  7791. }
  7792. } );
  7793. /**
  7794. * @author mrdoob / http://mrdoob.com/
  7795. * @author greggman / http://games.greggman.com/
  7796. * @author zz85 / http://www.lab4games.net/zz85/blog
  7797. * @author tschw
  7798. */
  7799. function PerspectiveCamera( fov, aspect, near, far ) {
  7800. Camera.call( this );
  7801. this.type = 'PerspectiveCamera';
  7802. this.fov = fov !== undefined ? fov : 50;
  7803. this.zoom = 1;
  7804. this.near = near !== undefined ? near : 0.1;
  7805. this.far = far !== undefined ? far : 2000;
  7806. this.focus = 10;
  7807. this.aspect = aspect !== undefined ? aspect : 1;
  7808. this.view = null;
  7809. this.filmGauge = 35; // width of the film (default in millimeters)
  7810. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7811. this.updateProjectionMatrix();
  7812. }
  7813. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7814. constructor: PerspectiveCamera,
  7815. isPerspectiveCamera: true,
  7816. copy: function ( source, recursive ) {
  7817. Camera.prototype.copy.call( this, source, recursive );
  7818. this.fov = source.fov;
  7819. this.zoom = source.zoom;
  7820. this.near = source.near;
  7821. this.far = source.far;
  7822. this.focus = source.focus;
  7823. this.aspect = source.aspect;
  7824. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7825. this.filmGauge = source.filmGauge;
  7826. this.filmOffset = source.filmOffset;
  7827. return this;
  7828. },
  7829. /**
  7830. * Sets the FOV by focal length in respect to the current .filmGauge.
  7831. *
  7832. * The default film gauge is 35, so that the focal length can be specified for
  7833. * a 35mm (full frame) camera.
  7834. *
  7835. * Values for focal length and film gauge must have the same unit.
  7836. */
  7837. setFocalLength: function ( focalLength ) {
  7838. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7839. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7840. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7841. this.updateProjectionMatrix();
  7842. },
  7843. /**
  7844. * Calculates the focal length from the current .fov and .filmGauge.
  7845. */
  7846. getFocalLength: function () {
  7847. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7848. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7849. },
  7850. getEffectiveFOV: function () {
  7851. return _Math.RAD2DEG * 2 * Math.atan(
  7852. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7853. },
  7854. getFilmWidth: function () {
  7855. // film not completely covered in portrait format (aspect < 1)
  7856. return this.filmGauge * Math.min( this.aspect, 1 );
  7857. },
  7858. getFilmHeight: function () {
  7859. // film not completely covered in landscape format (aspect > 1)
  7860. return this.filmGauge / Math.max( this.aspect, 1 );
  7861. },
  7862. /**
  7863. * Sets an offset in a larger frustum. This is useful for multi-window or
  7864. * multi-monitor/multi-machine setups.
  7865. *
  7866. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7867. * the monitors are in grid like this
  7868. *
  7869. * +---+---+---+
  7870. * | A | B | C |
  7871. * +---+---+---+
  7872. * | D | E | F |
  7873. * +---+---+---+
  7874. *
  7875. * then for each monitor you would call it like this
  7876. *
  7877. * var w = 1920;
  7878. * var h = 1080;
  7879. * var fullWidth = w * 3;
  7880. * var fullHeight = h * 2;
  7881. *
  7882. * --A--
  7883. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7884. * --B--
  7885. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7886. * --C--
  7887. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7888. * --D--
  7889. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7890. * --E--
  7891. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7892. * --F--
  7893. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7894. *
  7895. * Note there is no reason monitors have to be the same size or in a grid.
  7896. */
  7897. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7898. this.aspect = fullWidth / fullHeight;
  7899. if ( this.view === null ) {
  7900. this.view = {
  7901. enabled: true,
  7902. fullWidth: 1,
  7903. fullHeight: 1,
  7904. offsetX: 0,
  7905. offsetY: 0,
  7906. width: 1,
  7907. height: 1
  7908. };
  7909. }
  7910. this.view.enabled = true;
  7911. this.view.fullWidth = fullWidth;
  7912. this.view.fullHeight = fullHeight;
  7913. this.view.offsetX = x;
  7914. this.view.offsetY = y;
  7915. this.view.width = width;
  7916. this.view.height = height;
  7917. this.updateProjectionMatrix();
  7918. },
  7919. clearViewOffset: function () {
  7920. if ( this.view !== null ) {
  7921. this.view.enabled = false;
  7922. }
  7923. this.updateProjectionMatrix();
  7924. },
  7925. updateProjectionMatrix: function () {
  7926. var near = this.near,
  7927. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7928. height = 2 * top,
  7929. width = this.aspect * height,
  7930. left = - 0.5 * width,
  7931. view = this.view;
  7932. if ( this.view !== null && this.view.enabled ) {
  7933. var fullWidth = view.fullWidth,
  7934. fullHeight = view.fullHeight;
  7935. left += view.offsetX * width / fullWidth;
  7936. top -= view.offsetY * height / fullHeight;
  7937. width *= view.width / fullWidth;
  7938. height *= view.height / fullHeight;
  7939. }
  7940. var skew = this.filmOffset;
  7941. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7942. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7943. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7944. },
  7945. toJSON: function ( meta ) {
  7946. var data = Object3D.prototype.toJSON.call( this, meta );
  7947. data.object.fov = this.fov;
  7948. data.object.zoom = this.zoom;
  7949. data.object.near = this.near;
  7950. data.object.far = this.far;
  7951. data.object.focus = this.focus;
  7952. data.object.aspect = this.aspect;
  7953. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7954. data.object.filmGauge = this.filmGauge;
  7955. data.object.filmOffset = this.filmOffset;
  7956. return data;
  7957. }
  7958. } );
  7959. /**
  7960. * Camera for rendering cube maps
  7961. * - renders scene into axis-aligned cube
  7962. *
  7963. * @author alteredq / http://alteredqualia.com/
  7964. */
  7965. var fov = 90, aspect = 1;
  7966. function CubeCamera( near, far, cubeResolution, options ) {
  7967. Object3D.call( this );
  7968. this.type = 'CubeCamera';
  7969. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7970. cameraPX.up.set( 0, - 1, 0 );
  7971. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7972. this.add( cameraPX );
  7973. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7974. cameraNX.up.set( 0, - 1, 0 );
  7975. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7976. this.add( cameraNX );
  7977. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7978. cameraPY.up.set( 0, 0, 1 );
  7979. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7980. this.add( cameraPY );
  7981. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7982. cameraNY.up.set( 0, 0, - 1 );
  7983. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7984. this.add( cameraNY );
  7985. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7986. cameraPZ.up.set( 0, - 1, 0 );
  7987. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7988. this.add( cameraPZ );
  7989. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7990. cameraNZ.up.set( 0, - 1, 0 );
  7991. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7992. this.add( cameraNZ );
  7993. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7994. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7995. this.renderTarget.texture.name = "CubeCamera";
  7996. this.update = function ( renderer, scene ) {
  7997. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7998. var currentRenderTarget = renderer.getRenderTarget();
  7999. var renderTarget = this.renderTarget;
  8000. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8001. renderTarget.texture.generateMipmaps = false;
  8002. renderer.setRenderTarget( renderTarget, 0 );
  8003. renderer.render( scene, cameraPX );
  8004. renderer.setRenderTarget( renderTarget, 1 );
  8005. renderer.render( scene, cameraNX );
  8006. renderer.setRenderTarget( renderTarget, 2 );
  8007. renderer.render( scene, cameraPY );
  8008. renderer.setRenderTarget( renderTarget, 3 );
  8009. renderer.render( scene, cameraNY );
  8010. renderer.setRenderTarget( renderTarget, 4 );
  8011. renderer.render( scene, cameraPZ );
  8012. renderTarget.texture.generateMipmaps = generateMipmaps;
  8013. renderer.setRenderTarget( renderTarget, 5 );
  8014. renderer.render( scene, cameraNZ );
  8015. renderer.setRenderTarget( currentRenderTarget );
  8016. };
  8017. this.clear = function ( renderer, color, depth, stencil ) {
  8018. var currentRenderTarget = renderer.getRenderTarget();
  8019. var renderTarget = this.renderTarget;
  8020. for ( var i = 0; i < 6; i ++ ) {
  8021. renderer.setRenderTarget( renderTarget, i );
  8022. renderer.clear( color, depth, stencil );
  8023. }
  8024. renderer.setRenderTarget( currentRenderTarget );
  8025. };
  8026. }
  8027. CubeCamera.prototype = Object.create( Object3D.prototype );
  8028. CubeCamera.prototype.constructor = CubeCamera;
  8029. /**
  8030. * @author alteredq / http://alteredqualia.com
  8031. * @author WestLangley / http://github.com/WestLangley
  8032. */
  8033. function WebGLRenderTargetCube( width, height, options ) {
  8034. WebGLRenderTarget.call( this, width, height, options );
  8035. }
  8036. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8037. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8038. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8039. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8040. this.texture.type = texture.type;
  8041. this.texture.format = texture.format;
  8042. this.texture.encoding = texture.encoding;
  8043. var scene = new Scene();
  8044. var shader = {
  8045. uniforms: {
  8046. tEquirect: { value: null },
  8047. },
  8048. vertexShader: [
  8049. "varying vec3 vWorldDirection;",
  8050. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8051. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8052. "}",
  8053. "void main() {",
  8054. " vWorldDirection = transformDirection( position, modelMatrix );",
  8055. " #include <begin_vertex>",
  8056. " #include <project_vertex>",
  8057. "}"
  8058. ].join( '\n' ),
  8059. fragmentShader: [
  8060. "uniform sampler2D tEquirect;",
  8061. "varying vec3 vWorldDirection;",
  8062. "#define RECIPROCAL_PI 0.31830988618",
  8063. "#define RECIPROCAL_PI2 0.15915494",
  8064. "void main() {",
  8065. " vec3 direction = normalize( vWorldDirection );",
  8066. " vec2 sampleUV;",
  8067. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8068. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8069. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8070. "}"
  8071. ].join( '\n' ),
  8072. };
  8073. var material = new ShaderMaterial( {
  8074. type: 'CubemapFromEquirect',
  8075. uniforms: cloneUniforms( shader.uniforms ),
  8076. vertexShader: shader.vertexShader,
  8077. fragmentShader: shader.fragmentShader,
  8078. side: BackSide,
  8079. blending: NoBlending
  8080. } );
  8081. material.uniforms.tEquirect.value = texture;
  8082. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8083. scene.add( mesh );
  8084. var camera = new CubeCamera( 1, 10, 1 );
  8085. camera.renderTarget = this;
  8086. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8087. camera.update( renderer, scene );
  8088. mesh.geometry.dispose();
  8089. mesh.material.dispose();
  8090. return this;
  8091. };
  8092. /**
  8093. * @author alteredq / http://alteredqualia.com/
  8094. */
  8095. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8096. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8097. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8098. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8099. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8100. this.generateMipmaps = false;
  8101. this.flipY = false;
  8102. this.unpackAlignment = 1;
  8103. this.needsUpdate = true;
  8104. }
  8105. DataTexture.prototype = Object.create( Texture.prototype );
  8106. DataTexture.prototype.constructor = DataTexture;
  8107. DataTexture.prototype.isDataTexture = true;
  8108. /**
  8109. * @author bhouston / http://clara.io
  8110. */
  8111. var _vector1 = new Vector3();
  8112. var _vector2 = new Vector3();
  8113. var _normalMatrix = new Matrix3();
  8114. function Plane( normal, constant ) {
  8115. // normal is assumed to be normalized
  8116. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8117. this.constant = ( constant !== undefined ) ? constant : 0;
  8118. }
  8119. Object.assign( Plane.prototype, {
  8120. isPlane: true,
  8121. set: function ( normal, constant ) {
  8122. this.normal.copy( normal );
  8123. this.constant = constant;
  8124. return this;
  8125. },
  8126. setComponents: function ( x, y, z, w ) {
  8127. this.normal.set( x, y, z );
  8128. this.constant = w;
  8129. return this;
  8130. },
  8131. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8132. this.normal.copy( normal );
  8133. this.constant = - point.dot( this.normal );
  8134. return this;
  8135. },
  8136. setFromCoplanarPoints: function ( a, b, c ) {
  8137. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8138. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8139. this.setFromNormalAndCoplanarPoint( normal, a );
  8140. return this;
  8141. },
  8142. clone: function () {
  8143. return new this.constructor().copy( this );
  8144. },
  8145. copy: function ( plane ) {
  8146. this.normal.copy( plane.normal );
  8147. this.constant = plane.constant;
  8148. return this;
  8149. },
  8150. normalize: function () {
  8151. // Note: will lead to a divide by zero if the plane is invalid.
  8152. var inverseNormalLength = 1.0 / this.normal.length();
  8153. this.normal.multiplyScalar( inverseNormalLength );
  8154. this.constant *= inverseNormalLength;
  8155. return this;
  8156. },
  8157. negate: function () {
  8158. this.constant *= - 1;
  8159. this.normal.negate();
  8160. return this;
  8161. },
  8162. distanceToPoint: function ( point ) {
  8163. return this.normal.dot( point ) + this.constant;
  8164. },
  8165. distanceToSphere: function ( sphere ) {
  8166. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8167. },
  8168. projectPoint: function ( point, target ) {
  8169. if ( target === undefined ) {
  8170. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8171. target = new Vector3();
  8172. }
  8173. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8174. },
  8175. intersectLine: function ( line, target ) {
  8176. if ( target === undefined ) {
  8177. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8178. target = new Vector3();
  8179. }
  8180. var direction = line.delta( _vector1 );
  8181. var denominator = this.normal.dot( direction );
  8182. if ( denominator === 0 ) {
  8183. // line is coplanar, return origin
  8184. if ( this.distanceToPoint( line.start ) === 0 ) {
  8185. return target.copy( line.start );
  8186. }
  8187. // Unsure if this is the correct method to handle this case.
  8188. return undefined;
  8189. }
  8190. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8191. if ( t < 0 || t > 1 ) {
  8192. return undefined;
  8193. }
  8194. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8195. },
  8196. intersectsLine: function ( line ) {
  8197. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8198. var startSign = this.distanceToPoint( line.start );
  8199. var endSign = this.distanceToPoint( line.end );
  8200. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8201. },
  8202. intersectsBox: function ( box ) {
  8203. return box.intersectsPlane( this );
  8204. },
  8205. intersectsSphere: function ( sphere ) {
  8206. return sphere.intersectsPlane( this );
  8207. },
  8208. coplanarPoint: function ( target ) {
  8209. if ( target === undefined ) {
  8210. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8211. target = new Vector3();
  8212. }
  8213. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8214. },
  8215. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8216. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8217. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8218. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8219. this.constant = - referencePoint.dot( normal );
  8220. return this;
  8221. },
  8222. translate: function ( offset ) {
  8223. this.constant -= offset.dot( this.normal );
  8224. return this;
  8225. },
  8226. equals: function ( plane ) {
  8227. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8228. }
  8229. } );
  8230. /**
  8231. * @author mrdoob / http://mrdoob.com/
  8232. * @author alteredq / http://alteredqualia.com/
  8233. * @author bhouston / http://clara.io
  8234. */
  8235. var _sphere$1 = new Sphere();
  8236. var _vector$5 = new Vector3();
  8237. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8238. this.planes = [
  8239. ( p0 !== undefined ) ? p0 : new Plane(),
  8240. ( p1 !== undefined ) ? p1 : new Plane(),
  8241. ( p2 !== undefined ) ? p2 : new Plane(),
  8242. ( p3 !== undefined ) ? p3 : new Plane(),
  8243. ( p4 !== undefined ) ? p4 : new Plane(),
  8244. ( p5 !== undefined ) ? p5 : new Plane()
  8245. ];
  8246. }
  8247. Object.assign( Frustum.prototype, {
  8248. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8249. var planes = this.planes;
  8250. planes[ 0 ].copy( p0 );
  8251. planes[ 1 ].copy( p1 );
  8252. planes[ 2 ].copy( p2 );
  8253. planes[ 3 ].copy( p3 );
  8254. planes[ 4 ].copy( p4 );
  8255. planes[ 5 ].copy( p5 );
  8256. return this;
  8257. },
  8258. clone: function () {
  8259. return new this.constructor().copy( this );
  8260. },
  8261. copy: function ( frustum ) {
  8262. var planes = this.planes;
  8263. for ( var i = 0; i < 6; i ++ ) {
  8264. planes[ i ].copy( frustum.planes[ i ] );
  8265. }
  8266. return this;
  8267. },
  8268. setFromMatrix: function ( m ) {
  8269. var planes = this.planes;
  8270. var me = m.elements;
  8271. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8272. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8273. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8274. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8275. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8276. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8277. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8278. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8279. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8280. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8281. return this;
  8282. },
  8283. intersectsObject: function ( object ) {
  8284. var geometry = object.geometry;
  8285. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8286. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8287. return this.intersectsSphere( _sphere$1 );
  8288. },
  8289. intersectsSprite: function ( sprite ) {
  8290. _sphere$1.center.set( 0, 0, 0 );
  8291. _sphere$1.radius = 0.7071067811865476;
  8292. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8293. return this.intersectsSphere( _sphere$1 );
  8294. },
  8295. intersectsSphere: function ( sphere ) {
  8296. var planes = this.planes;
  8297. var center = sphere.center;
  8298. var negRadius = - sphere.radius;
  8299. for ( var i = 0; i < 6; i ++ ) {
  8300. var distance = planes[ i ].distanceToPoint( center );
  8301. if ( distance < negRadius ) {
  8302. return false;
  8303. }
  8304. }
  8305. return true;
  8306. },
  8307. intersectsBox: function ( box ) {
  8308. var planes = this.planes;
  8309. for ( var i = 0; i < 6; i ++ ) {
  8310. var plane = planes[ i ];
  8311. // corner at max distance
  8312. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8313. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8314. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8315. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8316. return false;
  8317. }
  8318. }
  8319. return true;
  8320. },
  8321. containsPoint: function ( point ) {
  8322. var planes = this.planes;
  8323. for ( var i = 0; i < 6; i ++ ) {
  8324. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8325. return false;
  8326. }
  8327. }
  8328. return true;
  8329. }
  8330. } );
  8331. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8332. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8333. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8334. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8335. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8336. var begin_vertex = "vec3 transformed = vec3( position );";
  8337. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8338. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8339. 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";
  8340. 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";
  8341. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8342. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8343. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8344. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8345. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8346. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8347. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8348. 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#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8349. 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";
  8350. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\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";
  8351. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8352. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8353. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8354. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8355. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8356. 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}";
  8357. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8358. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8359. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8360. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8361. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8362. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8363. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8364. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8365. 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";
  8366. 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";
  8367. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8368. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8369. 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";
  8370. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\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";
  8371. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\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";
  8372. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8373. 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)";
  8374. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8375. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8376. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#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( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? 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( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? 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( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? 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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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";
  8377. 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( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8378. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8379. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8380. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8381. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8382. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8383. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8384. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8385. 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";
  8386. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8387. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8388. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8389. 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";
  8390. 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";
  8391. 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";
  8392. 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;";
  8393. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8394. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, 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\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\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";
  8395. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8396. 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";
  8397. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8398. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8399. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8400. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8401. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8402. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8403. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8404. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8405. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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 ) + 0.5 ) * texelSize;\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#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8406. 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";
  8407. 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";
  8408. 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 *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? 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 *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? 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 *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? 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}";
  8409. 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";
  8410. 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";
  8411. 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";
  8412. 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";
  8413. 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";
  8414. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8415. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8416. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8417. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8418. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8419. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8420. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8421. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8422. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8423. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8424. 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}";
  8425. 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}";
  8426. 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}";
  8427. 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}";
  8428. 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}";
  8429. 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}";
  8430. 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}";
  8431. 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}";
  8432. 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}";
  8433. 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}";
  8434. 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}";
  8435. 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}";
  8436. 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_common_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}";
  8437. 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}";
  8438. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8439. 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}";
  8440. 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}";
  8441. 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}";
  8442. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8443. 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}";
  8444. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8445. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8446. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8447. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8448. 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}";
  8449. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8450. 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}";
  8451. 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}";
  8452. 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}";
  8453. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8454. var ShaderChunk = {
  8455. alphamap_fragment: alphamap_fragment,
  8456. alphamap_pars_fragment: alphamap_pars_fragment,
  8457. alphatest_fragment: alphatest_fragment,
  8458. aomap_fragment: aomap_fragment,
  8459. aomap_pars_fragment: aomap_pars_fragment,
  8460. begin_vertex: begin_vertex,
  8461. beginnormal_vertex: beginnormal_vertex,
  8462. bsdfs: bsdfs,
  8463. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8464. clipping_planes_fragment: clipping_planes_fragment,
  8465. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8466. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8467. clipping_planes_vertex: clipping_planes_vertex,
  8468. color_fragment: color_fragment,
  8469. color_pars_fragment: color_pars_fragment,
  8470. color_pars_vertex: color_pars_vertex,
  8471. color_vertex: color_vertex,
  8472. common: common,
  8473. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8474. defaultnormal_vertex: defaultnormal_vertex,
  8475. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8476. displacementmap_vertex: displacementmap_vertex,
  8477. emissivemap_fragment: emissivemap_fragment,
  8478. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8479. encodings_fragment: encodings_fragment,
  8480. encodings_pars_fragment: encodings_pars_fragment,
  8481. envmap_fragment: envmap_fragment,
  8482. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8483. envmap_pars_fragment: envmap_pars_fragment,
  8484. envmap_pars_vertex: envmap_pars_vertex,
  8485. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8486. envmap_vertex: envmap_vertex,
  8487. fog_vertex: fog_vertex,
  8488. fog_pars_vertex: fog_pars_vertex,
  8489. fog_fragment: fog_fragment,
  8490. fog_pars_fragment: fog_pars_fragment,
  8491. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8492. lightmap_fragment: lightmap_fragment,
  8493. lightmap_pars_fragment: lightmap_pars_fragment,
  8494. lights_lambert_vertex: lights_lambert_vertex,
  8495. lights_pars_begin: lights_pars_begin,
  8496. lights_phong_fragment: lights_phong_fragment,
  8497. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8498. lights_physical_fragment: lights_physical_fragment,
  8499. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8500. lights_fragment_begin: lights_fragment_begin,
  8501. lights_fragment_maps: lights_fragment_maps,
  8502. lights_fragment_end: lights_fragment_end,
  8503. logdepthbuf_fragment: logdepthbuf_fragment,
  8504. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8505. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8506. logdepthbuf_vertex: logdepthbuf_vertex,
  8507. map_fragment: map_fragment,
  8508. map_pars_fragment: map_pars_fragment,
  8509. map_particle_fragment: map_particle_fragment,
  8510. map_particle_pars_fragment: map_particle_pars_fragment,
  8511. metalnessmap_fragment: metalnessmap_fragment,
  8512. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8513. morphnormal_vertex: morphnormal_vertex,
  8514. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8515. morphtarget_vertex: morphtarget_vertex,
  8516. normal_fragment_begin: normal_fragment_begin,
  8517. normal_fragment_maps: normal_fragment_maps,
  8518. normalmap_pars_fragment: normalmap_pars_fragment,
  8519. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8520. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8521. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8522. packing: packing,
  8523. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8524. project_vertex: project_vertex,
  8525. dithering_fragment: dithering_fragment,
  8526. dithering_pars_fragment: dithering_pars_fragment,
  8527. roughnessmap_fragment: roughnessmap_fragment,
  8528. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8529. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8530. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8531. shadowmap_vertex: shadowmap_vertex,
  8532. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8533. skinbase_vertex: skinbase_vertex,
  8534. skinning_pars_vertex: skinning_pars_vertex,
  8535. skinning_vertex: skinning_vertex,
  8536. skinnormal_vertex: skinnormal_vertex,
  8537. specularmap_fragment: specularmap_fragment,
  8538. specularmap_pars_fragment: specularmap_pars_fragment,
  8539. tonemapping_fragment: tonemapping_fragment,
  8540. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8541. uv_pars_fragment: uv_pars_fragment,
  8542. uv_pars_vertex: uv_pars_vertex,
  8543. uv_vertex: uv_vertex,
  8544. uv2_pars_fragment: uv2_pars_fragment,
  8545. uv2_pars_vertex: uv2_pars_vertex,
  8546. uv2_vertex: uv2_vertex,
  8547. worldpos_vertex: worldpos_vertex,
  8548. background_frag: background_frag,
  8549. background_vert: background_vert,
  8550. cube_frag: cube_frag,
  8551. cube_vert: cube_vert,
  8552. depth_frag: depth_frag,
  8553. depth_vert: depth_vert,
  8554. distanceRGBA_frag: distanceRGBA_frag,
  8555. distanceRGBA_vert: distanceRGBA_vert,
  8556. equirect_frag: equirect_frag,
  8557. equirect_vert: equirect_vert,
  8558. linedashed_frag: linedashed_frag,
  8559. linedashed_vert: linedashed_vert,
  8560. meshbasic_frag: meshbasic_frag,
  8561. meshbasic_vert: meshbasic_vert,
  8562. meshlambert_frag: meshlambert_frag,
  8563. meshlambert_vert: meshlambert_vert,
  8564. meshmatcap_frag: meshmatcap_frag,
  8565. meshmatcap_vert: meshmatcap_vert,
  8566. meshphong_frag: meshphong_frag,
  8567. meshphong_vert: meshphong_vert,
  8568. meshphysical_frag: meshphysical_frag,
  8569. meshphysical_vert: meshphysical_vert,
  8570. normal_frag: normal_frag,
  8571. normal_vert: normal_vert,
  8572. points_frag: points_frag,
  8573. points_vert: points_vert,
  8574. shadow_frag: shadow_frag,
  8575. shadow_vert: shadow_vert,
  8576. sprite_frag: sprite_frag,
  8577. sprite_vert: sprite_vert
  8578. };
  8579. /**
  8580. * Uniforms library for shared webgl shaders
  8581. */
  8582. var UniformsLib = {
  8583. common: {
  8584. diffuse: { value: new Color( 0xeeeeee ) },
  8585. opacity: { value: 1.0 },
  8586. map: { value: null },
  8587. uvTransform: { value: new Matrix3() },
  8588. alphaMap: { value: null },
  8589. },
  8590. specularmap: {
  8591. specularMap: { value: null },
  8592. },
  8593. envmap: {
  8594. envMap: { value: null },
  8595. flipEnvMap: { value: - 1 },
  8596. reflectivity: { value: 1.0 },
  8597. refractionRatio: { value: 0.98 },
  8598. maxMipLevel: { value: 0 }
  8599. },
  8600. aomap: {
  8601. aoMap: { value: null },
  8602. aoMapIntensity: { value: 1 }
  8603. },
  8604. lightmap: {
  8605. lightMap: { value: null },
  8606. lightMapIntensity: { value: 1 }
  8607. },
  8608. emissivemap: {
  8609. emissiveMap: { value: null }
  8610. },
  8611. bumpmap: {
  8612. bumpMap: { value: null },
  8613. bumpScale: { value: 1 }
  8614. },
  8615. normalmap: {
  8616. normalMap: { value: null },
  8617. normalScale: { value: new Vector2( 1, 1 ) }
  8618. },
  8619. displacementmap: {
  8620. displacementMap: { value: null },
  8621. displacementScale: { value: 1 },
  8622. displacementBias: { value: 0 }
  8623. },
  8624. roughnessmap: {
  8625. roughnessMap: { value: null }
  8626. },
  8627. metalnessmap: {
  8628. metalnessMap: { value: null }
  8629. },
  8630. gradientmap: {
  8631. gradientMap: { value: null }
  8632. },
  8633. fog: {
  8634. fogDensity: { value: 0.00025 },
  8635. fogNear: { value: 1 },
  8636. fogFar: { value: 2000 },
  8637. fogColor: { value: new Color( 0xffffff ) }
  8638. },
  8639. lights: {
  8640. ambientLightColor: { value: [] },
  8641. lightProbe: { value: [] },
  8642. directionalLights: { value: [], properties: {
  8643. direction: {},
  8644. color: {},
  8645. shadow: {},
  8646. shadowBias: {},
  8647. shadowRadius: {},
  8648. shadowMapSize: {}
  8649. } },
  8650. directionalShadowMap: { value: [] },
  8651. directionalShadowMatrix: { value: [] },
  8652. spotLights: { value: [], properties: {
  8653. color: {},
  8654. position: {},
  8655. direction: {},
  8656. distance: {},
  8657. coneCos: {},
  8658. penumbraCos: {},
  8659. decay: {},
  8660. shadow: {},
  8661. shadowBias: {},
  8662. shadowRadius: {},
  8663. shadowMapSize: {}
  8664. } },
  8665. spotShadowMap: { value: [] },
  8666. spotShadowMatrix: { value: [] },
  8667. pointLights: { value: [], properties: {
  8668. color: {},
  8669. position: {},
  8670. decay: {},
  8671. distance: {},
  8672. shadow: {},
  8673. shadowBias: {},
  8674. shadowRadius: {},
  8675. shadowMapSize: {},
  8676. shadowCameraNear: {},
  8677. shadowCameraFar: {}
  8678. } },
  8679. pointShadowMap: { value: [] },
  8680. pointShadowMatrix: { value: [] },
  8681. hemisphereLights: { value: [], properties: {
  8682. direction: {},
  8683. skyColor: {},
  8684. groundColor: {}
  8685. } },
  8686. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8687. rectAreaLights: { value: [], properties: {
  8688. color: {},
  8689. position: {},
  8690. width: {},
  8691. height: {}
  8692. } }
  8693. },
  8694. points: {
  8695. diffuse: { value: new Color( 0xeeeeee ) },
  8696. opacity: { value: 1.0 },
  8697. size: { value: 1.0 },
  8698. scale: { value: 1.0 },
  8699. map: { value: null },
  8700. uvTransform: { value: new Matrix3() }
  8701. },
  8702. sprite: {
  8703. diffuse: { value: new Color( 0xeeeeee ) },
  8704. opacity: { value: 1.0 },
  8705. center: { value: new Vector2( 0.5, 0.5 ) },
  8706. rotation: { value: 0.0 },
  8707. map: { value: null },
  8708. uvTransform: { value: new Matrix3() }
  8709. }
  8710. };
  8711. /**
  8712. * @author alteredq / http://alteredqualia.com/
  8713. * @author mrdoob / http://mrdoob.com/
  8714. * @author mikael emtinger / http://gomo.se/
  8715. */
  8716. var ShaderLib = {
  8717. basic: {
  8718. uniforms: mergeUniforms( [
  8719. UniformsLib.common,
  8720. UniformsLib.specularmap,
  8721. UniformsLib.envmap,
  8722. UniformsLib.aomap,
  8723. UniformsLib.lightmap,
  8724. UniformsLib.fog
  8725. ] ),
  8726. vertexShader: ShaderChunk.meshbasic_vert,
  8727. fragmentShader: ShaderChunk.meshbasic_frag
  8728. },
  8729. lambert: {
  8730. uniforms: mergeUniforms( [
  8731. UniformsLib.common,
  8732. UniformsLib.specularmap,
  8733. UniformsLib.envmap,
  8734. UniformsLib.aomap,
  8735. UniformsLib.lightmap,
  8736. UniformsLib.emissivemap,
  8737. UniformsLib.fog,
  8738. UniformsLib.lights,
  8739. {
  8740. emissive: { value: new Color( 0x000000 ) }
  8741. }
  8742. ] ),
  8743. vertexShader: ShaderChunk.meshlambert_vert,
  8744. fragmentShader: ShaderChunk.meshlambert_frag
  8745. },
  8746. phong: {
  8747. uniforms: mergeUniforms( [
  8748. UniformsLib.common,
  8749. UniformsLib.specularmap,
  8750. UniformsLib.envmap,
  8751. UniformsLib.aomap,
  8752. UniformsLib.lightmap,
  8753. UniformsLib.emissivemap,
  8754. UniformsLib.bumpmap,
  8755. UniformsLib.normalmap,
  8756. UniformsLib.displacementmap,
  8757. UniformsLib.gradientmap,
  8758. UniformsLib.fog,
  8759. UniformsLib.lights,
  8760. {
  8761. emissive: { value: new Color( 0x000000 ) },
  8762. specular: { value: new Color( 0x111111 ) },
  8763. shininess: { value: 30 }
  8764. }
  8765. ] ),
  8766. vertexShader: ShaderChunk.meshphong_vert,
  8767. fragmentShader: ShaderChunk.meshphong_frag
  8768. },
  8769. standard: {
  8770. uniforms: mergeUniforms( [
  8771. UniformsLib.common,
  8772. UniformsLib.envmap,
  8773. UniformsLib.aomap,
  8774. UniformsLib.lightmap,
  8775. UniformsLib.emissivemap,
  8776. UniformsLib.bumpmap,
  8777. UniformsLib.normalmap,
  8778. UniformsLib.displacementmap,
  8779. UniformsLib.roughnessmap,
  8780. UniformsLib.metalnessmap,
  8781. UniformsLib.fog,
  8782. UniformsLib.lights,
  8783. {
  8784. emissive: { value: new Color( 0x000000 ) },
  8785. roughness: { value: 0.5 },
  8786. metalness: { value: 0.5 },
  8787. envMapIntensity: { value: 1 } // temporary
  8788. }
  8789. ] ),
  8790. vertexShader: ShaderChunk.meshphysical_vert,
  8791. fragmentShader: ShaderChunk.meshphysical_frag
  8792. },
  8793. matcap: {
  8794. uniforms: mergeUniforms( [
  8795. UniformsLib.common,
  8796. UniformsLib.bumpmap,
  8797. UniformsLib.normalmap,
  8798. UniformsLib.displacementmap,
  8799. UniformsLib.fog,
  8800. {
  8801. matcap: { value: null }
  8802. }
  8803. ] ),
  8804. vertexShader: ShaderChunk.meshmatcap_vert,
  8805. fragmentShader: ShaderChunk.meshmatcap_frag
  8806. },
  8807. points: {
  8808. uniforms: mergeUniforms( [
  8809. UniformsLib.points,
  8810. UniformsLib.fog
  8811. ] ),
  8812. vertexShader: ShaderChunk.points_vert,
  8813. fragmentShader: ShaderChunk.points_frag
  8814. },
  8815. dashed: {
  8816. uniforms: mergeUniforms( [
  8817. UniformsLib.common,
  8818. UniformsLib.fog,
  8819. {
  8820. scale: { value: 1 },
  8821. dashSize: { value: 1 },
  8822. totalSize: { value: 2 }
  8823. }
  8824. ] ),
  8825. vertexShader: ShaderChunk.linedashed_vert,
  8826. fragmentShader: ShaderChunk.linedashed_frag
  8827. },
  8828. depth: {
  8829. uniforms: mergeUniforms( [
  8830. UniformsLib.common,
  8831. UniformsLib.displacementmap
  8832. ] ),
  8833. vertexShader: ShaderChunk.depth_vert,
  8834. fragmentShader: ShaderChunk.depth_frag
  8835. },
  8836. normal: {
  8837. uniforms: mergeUniforms( [
  8838. UniformsLib.common,
  8839. UniformsLib.bumpmap,
  8840. UniformsLib.normalmap,
  8841. UniformsLib.displacementmap,
  8842. {
  8843. opacity: { value: 1.0 }
  8844. }
  8845. ] ),
  8846. vertexShader: ShaderChunk.normal_vert,
  8847. fragmentShader: ShaderChunk.normal_frag
  8848. },
  8849. sprite: {
  8850. uniforms: mergeUniforms( [
  8851. UniformsLib.sprite,
  8852. UniformsLib.fog
  8853. ] ),
  8854. vertexShader: ShaderChunk.sprite_vert,
  8855. fragmentShader: ShaderChunk.sprite_frag
  8856. },
  8857. background: {
  8858. uniforms: {
  8859. uvTransform: { value: new Matrix3() },
  8860. t2D: { value: null },
  8861. },
  8862. vertexShader: ShaderChunk.background_vert,
  8863. fragmentShader: ShaderChunk.background_frag
  8864. },
  8865. /* -------------------------------------------------------------------------
  8866. // Cube map shader
  8867. ------------------------------------------------------------------------- */
  8868. cube: {
  8869. uniforms: {
  8870. tCube: { value: null },
  8871. tFlip: { value: - 1 },
  8872. opacity: { value: 1.0 }
  8873. },
  8874. vertexShader: ShaderChunk.cube_vert,
  8875. fragmentShader: ShaderChunk.cube_frag
  8876. },
  8877. equirect: {
  8878. uniforms: {
  8879. tEquirect: { value: null },
  8880. },
  8881. vertexShader: ShaderChunk.equirect_vert,
  8882. fragmentShader: ShaderChunk.equirect_frag
  8883. },
  8884. distanceRGBA: {
  8885. uniforms: mergeUniforms( [
  8886. UniformsLib.common,
  8887. UniformsLib.displacementmap,
  8888. {
  8889. referencePosition: { value: new Vector3() },
  8890. nearDistance: { value: 1 },
  8891. farDistance: { value: 1000 }
  8892. }
  8893. ] ),
  8894. vertexShader: ShaderChunk.distanceRGBA_vert,
  8895. fragmentShader: ShaderChunk.distanceRGBA_frag
  8896. },
  8897. shadow: {
  8898. uniforms: mergeUniforms( [
  8899. UniformsLib.lights,
  8900. UniformsLib.fog,
  8901. {
  8902. color: { value: new Color( 0x00000 ) },
  8903. opacity: { value: 1.0 }
  8904. } ] ),
  8905. vertexShader: ShaderChunk.shadow_vert,
  8906. fragmentShader: ShaderChunk.shadow_frag
  8907. }
  8908. };
  8909. ShaderLib.physical = {
  8910. uniforms: mergeUniforms( [
  8911. ShaderLib.standard.uniforms,
  8912. {
  8913. transparency: { value: 0 },
  8914. clearcoat: { value: 0 },
  8915. clearcoatRoughness: { value: 0 },
  8916. sheen: { value: new Color( 0x000000 ) },
  8917. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8918. clearcoatNormalMap: { value: null },
  8919. }
  8920. ] ),
  8921. vertexShader: ShaderChunk.meshphysical_vert,
  8922. fragmentShader: ShaderChunk.meshphysical_frag
  8923. };
  8924. /**
  8925. * @author mrdoob / http://mrdoob.com/
  8926. */
  8927. function WebGLAnimation() {
  8928. var context = null;
  8929. var isAnimating = false;
  8930. var animationLoop = null;
  8931. function onAnimationFrame( time, frame ) {
  8932. if ( isAnimating === false ) { return; }
  8933. animationLoop( time, frame );
  8934. context.requestAnimationFrame( onAnimationFrame );
  8935. }
  8936. return {
  8937. start: function () {
  8938. if ( isAnimating === true ) { return; }
  8939. if ( animationLoop === null ) { return; }
  8940. context.requestAnimationFrame( onAnimationFrame );
  8941. isAnimating = true;
  8942. },
  8943. stop: function () {
  8944. isAnimating = false;
  8945. },
  8946. setAnimationLoop: function ( callback ) {
  8947. animationLoop = callback;
  8948. },
  8949. setContext: function ( value ) {
  8950. context = value;
  8951. }
  8952. };
  8953. }
  8954. /**
  8955. * @author mrdoob / http://mrdoob.com/
  8956. */
  8957. function WebGLAttributes( gl ) {
  8958. var buffers = new WeakMap();
  8959. function createBuffer( attribute, bufferType ) {
  8960. var array = attribute.array;
  8961. var usage = attribute.usage;
  8962. var buffer = gl.createBuffer();
  8963. gl.bindBuffer( bufferType, buffer );
  8964. gl.bufferData( bufferType, array, usage );
  8965. attribute.onUploadCallback();
  8966. var type = 5126;
  8967. if ( array instanceof Float32Array ) {
  8968. type = 5126;
  8969. } else if ( array instanceof Float64Array ) {
  8970. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8971. } else if ( array instanceof Uint16Array ) {
  8972. type = 5123;
  8973. } else if ( array instanceof Int16Array ) {
  8974. type = 5122;
  8975. } else if ( array instanceof Uint32Array ) {
  8976. type = 5125;
  8977. } else if ( array instanceof Int32Array ) {
  8978. type = 5124;
  8979. } else if ( array instanceof Int8Array ) {
  8980. type = 5120;
  8981. } else if ( array instanceof Uint8Array ) {
  8982. type = 5121;
  8983. }
  8984. return {
  8985. buffer: buffer,
  8986. type: type,
  8987. bytesPerElement: array.BYTES_PER_ELEMENT,
  8988. version: attribute.version
  8989. };
  8990. }
  8991. function updateBuffer( buffer, attribute, bufferType ) {
  8992. var array = attribute.array;
  8993. var updateRange = attribute.updateRange;
  8994. gl.bindBuffer( bufferType, buffer );
  8995. if ( updateRange.count === - 1 ) {
  8996. // Not using update ranges
  8997. gl.bufferSubData( bufferType, 0, array );
  8998. } else {
  8999. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9000. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9001. updateRange.count = - 1; // reset range
  9002. }
  9003. }
  9004. //
  9005. function get( attribute ) {
  9006. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9007. return buffers.get( attribute );
  9008. }
  9009. function remove( attribute ) {
  9010. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9011. var data = buffers.get( attribute );
  9012. if ( data ) {
  9013. gl.deleteBuffer( data.buffer );
  9014. buffers.delete( attribute );
  9015. }
  9016. }
  9017. function update( attribute, bufferType ) {
  9018. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9019. var data = buffers.get( attribute );
  9020. if ( data === undefined ) {
  9021. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9022. } else if ( data.version < attribute.version ) {
  9023. updateBuffer( data.buffer, attribute, bufferType );
  9024. data.version = attribute.version;
  9025. }
  9026. }
  9027. return {
  9028. get: get,
  9029. remove: remove,
  9030. update: update
  9031. };
  9032. }
  9033. /**
  9034. * @author mrdoob / http://mrdoob.com/
  9035. * @author Mugen87 / https://github.com/Mugen87
  9036. */
  9037. // PlaneGeometry
  9038. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9039. Geometry.call( this );
  9040. this.type = 'PlaneGeometry';
  9041. this.parameters = {
  9042. width: width,
  9043. height: height,
  9044. widthSegments: widthSegments,
  9045. heightSegments: heightSegments
  9046. };
  9047. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9048. this.mergeVertices();
  9049. }
  9050. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9051. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9052. // PlaneBufferGeometry
  9053. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9054. BufferGeometry.call( this );
  9055. this.type = 'PlaneBufferGeometry';
  9056. this.parameters = {
  9057. width: width,
  9058. height: height,
  9059. widthSegments: widthSegments,
  9060. heightSegments: heightSegments
  9061. };
  9062. width = width || 1;
  9063. height = height || 1;
  9064. var width_half = width / 2;
  9065. var height_half = height / 2;
  9066. var gridX = Math.floor( widthSegments ) || 1;
  9067. var gridY = Math.floor( heightSegments ) || 1;
  9068. var gridX1 = gridX + 1;
  9069. var gridY1 = gridY + 1;
  9070. var segment_width = width / gridX;
  9071. var segment_height = height / gridY;
  9072. var ix, iy;
  9073. // buffers
  9074. var indices = [];
  9075. var vertices = [];
  9076. var normals = [];
  9077. var uvs = [];
  9078. // generate vertices, normals and uvs
  9079. for ( iy = 0; iy < gridY1; iy ++ ) {
  9080. var y = iy * segment_height - height_half;
  9081. for ( ix = 0; ix < gridX1; ix ++ ) {
  9082. var x = ix * segment_width - width_half;
  9083. vertices.push( x, - y, 0 );
  9084. normals.push( 0, 0, 1 );
  9085. uvs.push( ix / gridX );
  9086. uvs.push( 1 - ( iy / gridY ) );
  9087. }
  9088. }
  9089. // indices
  9090. for ( iy = 0; iy < gridY; iy ++ ) {
  9091. for ( ix = 0; ix < gridX; ix ++ ) {
  9092. var a = ix + gridX1 * iy;
  9093. var b = ix + gridX1 * ( iy + 1 );
  9094. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9095. var d = ( ix + 1 ) + gridX1 * iy;
  9096. // faces
  9097. indices.push( a, b, d );
  9098. indices.push( b, c, d );
  9099. }
  9100. }
  9101. // build geometry
  9102. this.setIndex( indices );
  9103. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9104. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9105. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9106. }
  9107. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9108. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9109. /**
  9110. * @author mrdoob / http://mrdoob.com/
  9111. */
  9112. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9113. var clearColor = new Color( 0x000000 );
  9114. var clearAlpha = 0;
  9115. var planeMesh;
  9116. var boxMesh;
  9117. // Store the current background texture and its `version`
  9118. // so we can recompile the material accordingly.
  9119. var currentBackground = null;
  9120. var currentBackgroundVersion = 0;
  9121. function render( renderList, scene, camera, forceClear ) {
  9122. var background = scene.background;
  9123. // Ignore background in AR
  9124. // TODO: Reconsider this.
  9125. var vr = renderer.vr;
  9126. var session = vr.getSession && vr.getSession();
  9127. if ( session && session.environmentBlendMode === 'additive' ) {
  9128. background = null;
  9129. }
  9130. if ( background === null ) {
  9131. setClear( clearColor, clearAlpha );
  9132. currentBackground = null;
  9133. currentBackgroundVersion = 0;
  9134. } else if ( background && background.isColor ) {
  9135. setClear( background, 1 );
  9136. forceClear = true;
  9137. currentBackground = null;
  9138. currentBackgroundVersion = 0;
  9139. }
  9140. if ( renderer.autoClear || forceClear ) {
  9141. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9142. }
  9143. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9144. if ( boxMesh === undefined ) {
  9145. boxMesh = new Mesh(
  9146. new BoxBufferGeometry( 1, 1, 1 ),
  9147. new ShaderMaterial( {
  9148. type: 'BackgroundCubeMaterial',
  9149. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9150. vertexShader: ShaderLib.cube.vertexShader,
  9151. fragmentShader: ShaderLib.cube.fragmentShader,
  9152. side: BackSide,
  9153. depthTest: false,
  9154. depthWrite: false,
  9155. fog: false
  9156. } )
  9157. );
  9158. boxMesh.geometry.removeAttribute( 'normal' );
  9159. boxMesh.geometry.removeAttribute( 'uv' );
  9160. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9161. this.matrixWorld.copyPosition( camera.matrixWorld );
  9162. };
  9163. // enable code injection for non-built-in material
  9164. Object.defineProperty( boxMesh.material, 'map', {
  9165. get: function () {
  9166. return this.uniforms.tCube.value;
  9167. }
  9168. } );
  9169. objects.update( boxMesh );
  9170. }
  9171. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9172. boxMesh.material.uniforms.tCube.value = texture;
  9173. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9174. if ( currentBackground !== background ||
  9175. currentBackgroundVersion !== texture.version ) {
  9176. boxMesh.material.needsUpdate = true;
  9177. currentBackground = background;
  9178. currentBackgroundVersion = texture.version;
  9179. }
  9180. // push to the pre-sorted opaque render list
  9181. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9182. } else if ( background && background.isTexture ) {
  9183. if ( planeMesh === undefined ) {
  9184. planeMesh = new Mesh(
  9185. new PlaneBufferGeometry( 2, 2 ),
  9186. new ShaderMaterial( {
  9187. type: 'BackgroundMaterial',
  9188. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9189. vertexShader: ShaderLib.background.vertexShader,
  9190. fragmentShader: ShaderLib.background.fragmentShader,
  9191. side: FrontSide,
  9192. depthTest: false,
  9193. depthWrite: false,
  9194. fog: false
  9195. } )
  9196. );
  9197. planeMesh.geometry.removeAttribute( 'normal' );
  9198. // enable code injection for non-built-in material
  9199. Object.defineProperty( planeMesh.material, 'map', {
  9200. get: function () {
  9201. return this.uniforms.t2D.value;
  9202. }
  9203. } );
  9204. objects.update( planeMesh );
  9205. }
  9206. planeMesh.material.uniforms.t2D.value = background;
  9207. if ( background.matrixAutoUpdate === true ) {
  9208. background.updateMatrix();
  9209. }
  9210. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9211. if ( currentBackground !== background ||
  9212. currentBackgroundVersion !== background.version ) {
  9213. planeMesh.material.needsUpdate = true;
  9214. currentBackground = background;
  9215. currentBackgroundVersion = background.version;
  9216. }
  9217. // push to the pre-sorted opaque render list
  9218. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9219. }
  9220. }
  9221. function setClear( color, alpha ) {
  9222. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9223. }
  9224. return {
  9225. getClearColor: function () {
  9226. return clearColor;
  9227. },
  9228. setClearColor: function ( color, alpha ) {
  9229. clearColor.set( color );
  9230. clearAlpha = alpha !== undefined ? alpha : 1;
  9231. setClear( clearColor, clearAlpha );
  9232. },
  9233. getClearAlpha: function () {
  9234. return clearAlpha;
  9235. },
  9236. setClearAlpha: function ( alpha ) {
  9237. clearAlpha = alpha;
  9238. setClear( clearColor, clearAlpha );
  9239. },
  9240. render: render
  9241. };
  9242. }
  9243. /**
  9244. * @author mrdoob / http://mrdoob.com/
  9245. */
  9246. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9247. var isWebGL2 = capabilities.isWebGL2;
  9248. var mode;
  9249. function setMode( value ) {
  9250. mode = value;
  9251. }
  9252. function render( start, count ) {
  9253. gl.drawArrays( mode, start, count );
  9254. info.update( count, mode );
  9255. }
  9256. function renderInstances( geometry, start, count, primcount ) {
  9257. if ( primcount === 0 ) { return; }
  9258. var extension, methodName;
  9259. if ( isWebGL2 ) {
  9260. extension = gl;
  9261. methodName = 'drawArraysInstanced';
  9262. } else {
  9263. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9264. methodName = 'drawArraysInstancedANGLE';
  9265. if ( extension === null ) {
  9266. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9267. return;
  9268. }
  9269. }
  9270. extension[ methodName ]( mode, start, count, primcount );
  9271. info.update( count, mode, primcount );
  9272. }
  9273. //
  9274. this.setMode = setMode;
  9275. this.render = render;
  9276. this.renderInstances = renderInstances;
  9277. }
  9278. /**
  9279. * @author mrdoob / http://mrdoob.com/
  9280. */
  9281. function WebGLCapabilities( gl, extensions, parameters ) {
  9282. var maxAnisotropy;
  9283. function getMaxAnisotropy() {
  9284. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9285. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9286. if ( extension !== null ) {
  9287. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9288. } else {
  9289. maxAnisotropy = 0;
  9290. }
  9291. return maxAnisotropy;
  9292. }
  9293. function getMaxPrecision( precision ) {
  9294. if ( precision === 'highp' ) {
  9295. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9296. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9297. return 'highp';
  9298. }
  9299. precision = 'mediump';
  9300. }
  9301. if ( precision === 'mediump' ) {
  9302. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9303. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9304. return 'mediump';
  9305. }
  9306. }
  9307. return 'lowp';
  9308. }
  9309. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9310. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9311. var maxPrecision = getMaxPrecision( precision );
  9312. if ( maxPrecision !== precision ) {
  9313. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9314. precision = maxPrecision;
  9315. }
  9316. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9317. var maxTextures = gl.getParameter( 34930 );
  9318. var maxVertexTextures = gl.getParameter( 35660 );
  9319. var maxTextureSize = gl.getParameter( 3379 );
  9320. var maxCubemapSize = gl.getParameter( 34076 );
  9321. var maxAttributes = gl.getParameter( 34921 );
  9322. var maxVertexUniforms = gl.getParameter( 36347 );
  9323. var maxVaryings = gl.getParameter( 36348 );
  9324. var maxFragmentUniforms = gl.getParameter( 36349 );
  9325. var vertexTextures = maxVertexTextures > 0;
  9326. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9327. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9328. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9329. return {
  9330. isWebGL2: isWebGL2,
  9331. getMaxAnisotropy: getMaxAnisotropy,
  9332. getMaxPrecision: getMaxPrecision,
  9333. precision: precision,
  9334. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9335. maxTextures: maxTextures,
  9336. maxVertexTextures: maxVertexTextures,
  9337. maxTextureSize: maxTextureSize,
  9338. maxCubemapSize: maxCubemapSize,
  9339. maxAttributes: maxAttributes,
  9340. maxVertexUniforms: maxVertexUniforms,
  9341. maxVaryings: maxVaryings,
  9342. maxFragmentUniforms: maxFragmentUniforms,
  9343. vertexTextures: vertexTextures,
  9344. floatFragmentTextures: floatFragmentTextures,
  9345. floatVertexTextures: floatVertexTextures,
  9346. maxSamples: maxSamples
  9347. };
  9348. }
  9349. /**
  9350. * @author tschw
  9351. */
  9352. function WebGLClipping() {
  9353. var scope = this,
  9354. globalState = null,
  9355. numGlobalPlanes = 0,
  9356. localClippingEnabled = false,
  9357. renderingShadows = false,
  9358. plane = new Plane(),
  9359. viewNormalMatrix = new Matrix3(),
  9360. uniform = { value: null, needsUpdate: false };
  9361. this.uniform = uniform;
  9362. this.numPlanes = 0;
  9363. this.numIntersection = 0;
  9364. this.init = function ( planes, enableLocalClipping, camera ) {
  9365. var enabled =
  9366. planes.length !== 0 ||
  9367. enableLocalClipping ||
  9368. // enable state of previous frame - the clipping code has to
  9369. // run another frame in order to reset the state:
  9370. numGlobalPlanes !== 0 ||
  9371. localClippingEnabled;
  9372. localClippingEnabled = enableLocalClipping;
  9373. globalState = projectPlanes( planes, camera, 0 );
  9374. numGlobalPlanes = planes.length;
  9375. return enabled;
  9376. };
  9377. this.beginShadows = function () {
  9378. renderingShadows = true;
  9379. projectPlanes( null );
  9380. };
  9381. this.endShadows = function () {
  9382. renderingShadows = false;
  9383. resetGlobalState();
  9384. };
  9385. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9386. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9387. // there's no local clipping
  9388. if ( renderingShadows ) {
  9389. // there's no global clipping
  9390. projectPlanes( null );
  9391. } else {
  9392. resetGlobalState();
  9393. }
  9394. } else {
  9395. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9396. lGlobal = nGlobal * 4,
  9397. dstArray = cache.clippingState || null;
  9398. uniform.value = dstArray; // ensure unique state
  9399. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9400. for ( var i = 0; i !== lGlobal; ++ i ) {
  9401. dstArray[ i ] = globalState[ i ];
  9402. }
  9403. cache.clippingState = dstArray;
  9404. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9405. this.numPlanes += nGlobal;
  9406. }
  9407. };
  9408. function resetGlobalState() {
  9409. if ( uniform.value !== globalState ) {
  9410. uniform.value = globalState;
  9411. uniform.needsUpdate = numGlobalPlanes > 0;
  9412. }
  9413. scope.numPlanes = numGlobalPlanes;
  9414. scope.numIntersection = 0;
  9415. }
  9416. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9417. var nPlanes = planes !== null ? planes.length : 0,
  9418. dstArray = null;
  9419. if ( nPlanes !== 0 ) {
  9420. dstArray = uniform.value;
  9421. if ( skipTransform !== true || dstArray === null ) {
  9422. var flatSize = dstOffset + nPlanes * 4,
  9423. viewMatrix = camera.matrixWorldInverse;
  9424. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9425. if ( dstArray === null || dstArray.length < flatSize ) {
  9426. dstArray = new Float32Array( flatSize );
  9427. }
  9428. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9429. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9430. plane.normal.toArray( dstArray, i4 );
  9431. dstArray[ i4 + 3 ] = plane.constant;
  9432. }
  9433. }
  9434. uniform.value = dstArray;
  9435. uniform.needsUpdate = true;
  9436. }
  9437. scope.numPlanes = nPlanes;
  9438. return dstArray;
  9439. }
  9440. }
  9441. /**
  9442. * @author mrdoob / http://mrdoob.com/
  9443. */
  9444. function WebGLExtensions( gl ) {
  9445. var extensions = {};
  9446. return {
  9447. get: function ( name ) {
  9448. if ( extensions[ name ] !== undefined ) {
  9449. return extensions[ name ];
  9450. }
  9451. var extension;
  9452. switch ( name ) {
  9453. case 'WEBGL_depth_texture':
  9454. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9455. break;
  9456. case 'EXT_texture_filter_anisotropic':
  9457. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9458. break;
  9459. case 'WEBGL_compressed_texture_s3tc':
  9460. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9461. break;
  9462. case 'WEBGL_compressed_texture_pvrtc':
  9463. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9464. break;
  9465. default:
  9466. extension = gl.getExtension( name );
  9467. }
  9468. if ( extension === null ) {
  9469. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9470. }
  9471. extensions[ name ] = extension;
  9472. return extension;
  9473. }
  9474. };
  9475. }
  9476. /**
  9477. * @author mrdoob / http://mrdoob.com/
  9478. */
  9479. function WebGLGeometries( gl, attributes, info ) {
  9480. var geometries = new WeakMap();
  9481. var wireframeAttributes = new WeakMap();
  9482. function onGeometryDispose( event ) {
  9483. var geometry = event.target;
  9484. var buffergeometry = geometries.get( geometry );
  9485. if ( buffergeometry.index !== null ) {
  9486. attributes.remove( buffergeometry.index );
  9487. }
  9488. for ( var name in buffergeometry.attributes ) {
  9489. attributes.remove( buffergeometry.attributes[ name ] );
  9490. }
  9491. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9492. geometries.delete( geometry );
  9493. var attribute = wireframeAttributes.get( buffergeometry );
  9494. if ( attribute ) {
  9495. attributes.remove( attribute );
  9496. wireframeAttributes.delete( buffergeometry );
  9497. }
  9498. //
  9499. info.memory.geometries --;
  9500. }
  9501. function get( object, geometry ) {
  9502. var buffergeometry = geometries.get( geometry );
  9503. if ( buffergeometry ) { return buffergeometry; }
  9504. geometry.addEventListener( 'dispose', onGeometryDispose );
  9505. if ( geometry.isBufferGeometry ) {
  9506. buffergeometry = geometry;
  9507. } else if ( geometry.isGeometry ) {
  9508. if ( geometry._bufferGeometry === undefined ) {
  9509. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9510. }
  9511. buffergeometry = geometry._bufferGeometry;
  9512. }
  9513. geometries.set( geometry, buffergeometry );
  9514. info.memory.geometries ++;
  9515. return buffergeometry;
  9516. }
  9517. function update( geometry ) {
  9518. var index = geometry.index;
  9519. var geometryAttributes = geometry.attributes;
  9520. if ( index !== null ) {
  9521. attributes.update( index, 34963 );
  9522. }
  9523. for ( var name in geometryAttributes ) {
  9524. attributes.update( geometryAttributes[ name ], 34962 );
  9525. }
  9526. // morph targets
  9527. var morphAttributes = geometry.morphAttributes;
  9528. for ( var name in morphAttributes ) {
  9529. var array = morphAttributes[ name ];
  9530. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9531. attributes.update( array[ i ], 34962 );
  9532. }
  9533. }
  9534. }
  9535. function updateWireframeAttribute( geometry ) {
  9536. var indices = [];
  9537. var geometryIndex = geometry.index;
  9538. var geometryPosition = geometry.attributes.position;
  9539. var version = 0;
  9540. if ( geometryIndex !== null ) {
  9541. var array = geometryIndex.array;
  9542. version = geometryIndex.version;
  9543. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9544. var a = array[ i + 0 ];
  9545. var b = array[ i + 1 ];
  9546. var c = array[ i + 2 ];
  9547. indices.push( a, b, b, c, c, a );
  9548. }
  9549. } else {
  9550. var array = geometryPosition.array;
  9551. version = geometryPosition.version;
  9552. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9553. var a = i + 0;
  9554. var b = i + 1;
  9555. var c = i + 2;
  9556. indices.push( a, b, b, c, c, a );
  9557. }
  9558. }
  9559. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9560. attribute.version = version;
  9561. attributes.update( attribute, 34963 );
  9562. //
  9563. var previousAttribute = wireframeAttributes.get( geometry );
  9564. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9565. //
  9566. wireframeAttributes.set( geometry, attribute );
  9567. }
  9568. function getWireframeAttribute( geometry ) {
  9569. var currentAttribute = wireframeAttributes.get( geometry );
  9570. if ( currentAttribute ) {
  9571. var geometryIndex = geometry.index;
  9572. if ( geometryIndex !== null ) {
  9573. // if the attribute is obsolete, create a new one
  9574. if ( currentAttribute.version < geometryIndex.version ) {
  9575. updateWireframeAttribute( geometry );
  9576. }
  9577. }
  9578. } else {
  9579. updateWireframeAttribute( geometry );
  9580. }
  9581. return wireframeAttributes.get( geometry );
  9582. }
  9583. return {
  9584. get: get,
  9585. update: update,
  9586. getWireframeAttribute: getWireframeAttribute
  9587. };
  9588. }
  9589. /**
  9590. * @author mrdoob / http://mrdoob.com/
  9591. */
  9592. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9593. var isWebGL2 = capabilities.isWebGL2;
  9594. var mode;
  9595. function setMode( value ) {
  9596. mode = value;
  9597. }
  9598. var type, bytesPerElement;
  9599. function setIndex( value ) {
  9600. type = value.type;
  9601. bytesPerElement = value.bytesPerElement;
  9602. }
  9603. function render( start, count ) {
  9604. gl.drawElements( mode, count, type, start * bytesPerElement );
  9605. info.update( count, mode );
  9606. }
  9607. function renderInstances( geometry, start, count, primcount ) {
  9608. if ( primcount === 0 ) { return; }
  9609. var extension, methodName;
  9610. if ( isWebGL2 ) {
  9611. extension = gl;
  9612. methodName = 'drawElementsInstanced';
  9613. } else {
  9614. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9615. methodName = 'drawElementsInstancedANGLE';
  9616. if ( extension === null ) {
  9617. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9618. return;
  9619. }
  9620. }
  9621. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9622. info.update( count, mode, primcount );
  9623. }
  9624. //
  9625. this.setMode = setMode;
  9626. this.setIndex = setIndex;
  9627. this.render = render;
  9628. this.renderInstances = renderInstances;
  9629. }
  9630. /**
  9631. * @author Mugen87 / https://github.com/Mugen87
  9632. */
  9633. function WebGLInfo( gl ) {
  9634. var memory = {
  9635. geometries: 0,
  9636. textures: 0
  9637. };
  9638. var render = {
  9639. frame: 0,
  9640. calls: 0,
  9641. triangles: 0,
  9642. points: 0,
  9643. lines: 0
  9644. };
  9645. function update( count, mode, instanceCount ) {
  9646. instanceCount = instanceCount || 1;
  9647. render.calls ++;
  9648. switch ( mode ) {
  9649. case 4:
  9650. render.triangles += instanceCount * ( count / 3 );
  9651. break;
  9652. case 5:
  9653. case 6:
  9654. render.triangles += instanceCount * ( count - 2 );
  9655. break;
  9656. case 1:
  9657. render.lines += instanceCount * ( count / 2 );
  9658. break;
  9659. case 3:
  9660. render.lines += instanceCount * ( count - 1 );
  9661. break;
  9662. case 2:
  9663. render.lines += instanceCount * count;
  9664. break;
  9665. case 0:
  9666. render.points += instanceCount * count;
  9667. break;
  9668. default:
  9669. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9670. break;
  9671. }
  9672. }
  9673. function reset() {
  9674. render.frame ++;
  9675. render.calls = 0;
  9676. render.triangles = 0;
  9677. render.points = 0;
  9678. render.lines = 0;
  9679. }
  9680. return {
  9681. memory: memory,
  9682. render: render,
  9683. programs: null,
  9684. autoReset: true,
  9685. reset: reset,
  9686. update: update
  9687. };
  9688. }
  9689. /**
  9690. * @author mrdoob / http://mrdoob.com/
  9691. */
  9692. function absNumericalSort( a, b ) {
  9693. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9694. }
  9695. function WebGLMorphtargets( gl ) {
  9696. var influencesList = {};
  9697. var morphInfluences = new Float32Array( 8 );
  9698. function update( object, geometry, material, program ) {
  9699. var objectInfluences = object.morphTargetInfluences;
  9700. var length = objectInfluences.length;
  9701. var influences = influencesList[ geometry.id ];
  9702. if ( influences === undefined ) {
  9703. // initialise list
  9704. influences = [];
  9705. for ( var i = 0; i < length; i ++ ) {
  9706. influences[ i ] = [ i, 0 ];
  9707. }
  9708. influencesList[ geometry.id ] = influences;
  9709. }
  9710. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9711. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9712. // Remove current morphAttributes
  9713. for ( var i = 0; i < length; i ++ ) {
  9714. var influence = influences[ i ];
  9715. if ( influence[ 1 ] !== 0 ) {
  9716. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9717. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9718. }
  9719. }
  9720. // Collect influences
  9721. for ( var i = 0; i < length; i ++ ) {
  9722. var influence = influences[ i ];
  9723. influence[ 0 ] = i;
  9724. influence[ 1 ] = objectInfluences[ i ];
  9725. }
  9726. influences.sort( absNumericalSort );
  9727. // Add morphAttributes
  9728. for ( var i = 0; i < 8; i ++ ) {
  9729. var influence = influences[ i ];
  9730. if ( influence ) {
  9731. var index = influence[ 0 ];
  9732. var value = influence[ 1 ];
  9733. if ( value ) {
  9734. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9735. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9736. morphInfluences[ i ] = value;
  9737. continue;
  9738. }
  9739. }
  9740. morphInfluences[ i ] = 0;
  9741. }
  9742. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9743. }
  9744. return {
  9745. update: update
  9746. };
  9747. }
  9748. /**
  9749. * @author mrdoob / http://mrdoob.com/
  9750. */
  9751. function WebGLObjects( gl, geometries, attributes, info ) {
  9752. var updateList = {};
  9753. function update( object ) {
  9754. var frame = info.render.frame;
  9755. var geometry = object.geometry;
  9756. var buffergeometry = geometries.get( object, geometry );
  9757. // Update once per frame
  9758. if ( updateList[ buffergeometry.id ] !== frame ) {
  9759. if ( geometry.isGeometry ) {
  9760. buffergeometry.updateFromObject( object );
  9761. }
  9762. geometries.update( buffergeometry );
  9763. updateList[ buffergeometry.id ] = frame;
  9764. }
  9765. if ( object.isInstancedMesh ) {
  9766. attributes.update( object.instanceMatrix, 34962 );
  9767. }
  9768. return buffergeometry;
  9769. }
  9770. function dispose() {
  9771. updateList = {};
  9772. }
  9773. return {
  9774. update: update,
  9775. dispose: dispose
  9776. };
  9777. }
  9778. /**
  9779. * @author mrdoob / http://mrdoob.com/
  9780. */
  9781. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9782. images = images !== undefined ? images : [];
  9783. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9784. format = format !== undefined ? format : RGBFormat;
  9785. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9786. this.flipY = false;
  9787. }
  9788. CubeTexture.prototype = Object.create( Texture.prototype );
  9789. CubeTexture.prototype.constructor = CubeTexture;
  9790. CubeTexture.prototype.isCubeTexture = true;
  9791. Object.defineProperty( CubeTexture.prototype, 'images', {
  9792. get: function () {
  9793. return this.image;
  9794. },
  9795. set: function ( value ) {
  9796. this.image = value;
  9797. }
  9798. } );
  9799. /**
  9800. * @author Takahiro https://github.com/takahirox
  9801. */
  9802. function DataTexture2DArray( data, width, height, depth ) {
  9803. Texture.call( this, null );
  9804. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9805. this.magFilter = NearestFilter;
  9806. this.minFilter = NearestFilter;
  9807. this.wrapR = ClampToEdgeWrapping;
  9808. this.generateMipmaps = false;
  9809. this.flipY = false;
  9810. this.needsUpdate = true;
  9811. }
  9812. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9813. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9814. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9815. /**
  9816. * @author Artur Trzesiok
  9817. */
  9818. function DataTexture3D( data, width, height, depth ) {
  9819. // We're going to add .setXXX() methods for setting properties later.
  9820. // Users can still set in DataTexture3D directly.
  9821. //
  9822. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9823. // texture.anisotropy = 16;
  9824. //
  9825. // See #14839
  9826. Texture.call( this, null );
  9827. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9828. this.magFilter = NearestFilter;
  9829. this.minFilter = NearestFilter;
  9830. this.wrapR = ClampToEdgeWrapping;
  9831. this.generateMipmaps = false;
  9832. this.flipY = false;
  9833. this.needsUpdate = true;
  9834. }
  9835. DataTexture3D.prototype = Object.create( Texture.prototype );
  9836. DataTexture3D.prototype.constructor = DataTexture3D;
  9837. DataTexture3D.prototype.isDataTexture3D = true;
  9838. /**
  9839. * @author tschw
  9840. * @author Mugen87 / https://github.com/Mugen87
  9841. * @author mrdoob / http://mrdoob.com/
  9842. *
  9843. * Uniforms of a program.
  9844. * Those form a tree structure with a special top-level container for the root,
  9845. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9846. *
  9847. *
  9848. * Properties of inner nodes including the top-level container:
  9849. *
  9850. * .seq - array of nested uniforms
  9851. * .map - nested uniforms by name
  9852. *
  9853. *
  9854. * Methods of all nodes except the top-level container:
  9855. *
  9856. * .setValue( gl, value, [textures] )
  9857. *
  9858. * uploads a uniform value(s)
  9859. * the 'textures' parameter is needed for sampler uniforms
  9860. *
  9861. *
  9862. * Static methods of the top-level container (textures factorizations):
  9863. *
  9864. * .upload( gl, seq, values, textures )
  9865. *
  9866. * sets uniforms in 'seq' to 'values[id].value'
  9867. *
  9868. * .seqWithValue( seq, values ) : filteredSeq
  9869. *
  9870. * filters 'seq' entries with corresponding entry in values
  9871. *
  9872. *
  9873. * Methods of the top-level container (textures factorizations):
  9874. *
  9875. * .setValue( gl, name, value, textures )
  9876. *
  9877. * sets uniform with name 'name' to 'value'
  9878. *
  9879. * .setOptional( gl, obj, prop )
  9880. *
  9881. * like .set for an optional property of the object
  9882. *
  9883. */
  9884. var emptyTexture = new Texture();
  9885. var emptyTexture2dArray = new DataTexture2DArray();
  9886. var emptyTexture3d = new DataTexture3D();
  9887. var emptyCubeTexture = new CubeTexture();
  9888. // --- Utilities ---
  9889. // Array Caches (provide typed arrays for temporary by size)
  9890. var arrayCacheF32 = [];
  9891. var arrayCacheI32 = [];
  9892. // Float32Array caches used for uploading Matrix uniforms
  9893. var mat4array = new Float32Array( 16 );
  9894. var mat3array = new Float32Array( 9 );
  9895. var mat2array = new Float32Array( 4 );
  9896. // Flattening for arrays of vectors and matrices
  9897. function flatten( array, nBlocks, blockSize ) {
  9898. var firstElem = array[ 0 ];
  9899. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9900. // unoptimized: ! isNaN( firstElem )
  9901. // see http://jacksondunstan.com/articles/983
  9902. var n = nBlocks * blockSize,
  9903. r = arrayCacheF32[ n ];
  9904. if ( r === undefined ) {
  9905. r = new Float32Array( n );
  9906. arrayCacheF32[ n ] = r;
  9907. }
  9908. if ( nBlocks !== 0 ) {
  9909. firstElem.toArray( r, 0 );
  9910. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9911. offset += blockSize;
  9912. array[ i ].toArray( r, offset );
  9913. }
  9914. }
  9915. return r;
  9916. }
  9917. function arraysEqual( a, b ) {
  9918. if ( a.length !== b.length ) { return false; }
  9919. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9920. if ( a[ i ] !== b[ i ] ) { return false; }
  9921. }
  9922. return true;
  9923. }
  9924. function copyArray( a, b ) {
  9925. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9926. a[ i ] = b[ i ];
  9927. }
  9928. }
  9929. // Texture unit allocation
  9930. function allocTexUnits( textures, n ) {
  9931. var r = arrayCacheI32[ n ];
  9932. if ( r === undefined ) {
  9933. r = new Int32Array( n );
  9934. arrayCacheI32[ n ] = r;
  9935. }
  9936. for ( var i = 0; i !== n; ++ i )
  9937. { r[ i ] = textures.allocateTextureUnit(); }
  9938. return r;
  9939. }
  9940. // --- Setters ---
  9941. // Note: Defining these methods externally, because they come in a bunch
  9942. // and this way their names minify.
  9943. // Single scalar
  9944. function setValueV1f( gl, v ) {
  9945. var cache = this.cache;
  9946. if ( cache[ 0 ] === v ) { return; }
  9947. gl.uniform1f( this.addr, v );
  9948. cache[ 0 ] = v;
  9949. }
  9950. // Single float vector (from flat array or THREE.VectorN)
  9951. function setValueV2f( gl, v ) {
  9952. var cache = this.cache;
  9953. if ( v.x !== undefined ) {
  9954. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9955. gl.uniform2f( this.addr, v.x, v.y );
  9956. cache[ 0 ] = v.x;
  9957. cache[ 1 ] = v.y;
  9958. }
  9959. } else {
  9960. if ( arraysEqual( cache, v ) ) { return; }
  9961. gl.uniform2fv( this.addr, v );
  9962. copyArray( cache, v );
  9963. }
  9964. }
  9965. function setValueV3f( gl, v ) {
  9966. var cache = this.cache;
  9967. if ( v.x !== undefined ) {
  9968. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9969. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9970. cache[ 0 ] = v.x;
  9971. cache[ 1 ] = v.y;
  9972. cache[ 2 ] = v.z;
  9973. }
  9974. } else if ( v.r !== undefined ) {
  9975. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9976. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9977. cache[ 0 ] = v.r;
  9978. cache[ 1 ] = v.g;
  9979. cache[ 2 ] = v.b;
  9980. }
  9981. } else {
  9982. if ( arraysEqual( cache, v ) ) { return; }
  9983. gl.uniform3fv( this.addr, v );
  9984. copyArray( cache, v );
  9985. }
  9986. }
  9987. function setValueV4f( gl, v ) {
  9988. var cache = this.cache;
  9989. if ( v.x !== undefined ) {
  9990. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9991. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9992. cache[ 0 ] = v.x;
  9993. cache[ 1 ] = v.y;
  9994. cache[ 2 ] = v.z;
  9995. cache[ 3 ] = v.w;
  9996. }
  9997. } else {
  9998. if ( arraysEqual( cache, v ) ) { return; }
  9999. gl.uniform4fv( this.addr, v );
  10000. copyArray( cache, v );
  10001. }
  10002. }
  10003. // Single matrix (from flat array or MatrixN)
  10004. function setValueM2( gl, v ) {
  10005. var cache = this.cache;
  10006. var elements = v.elements;
  10007. if ( elements === undefined ) {
  10008. if ( arraysEqual( cache, v ) ) { return; }
  10009. gl.uniformMatrix2fv( this.addr, false, v );
  10010. copyArray( cache, v );
  10011. } else {
  10012. if ( arraysEqual( cache, elements ) ) { return; }
  10013. mat2array.set( elements );
  10014. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10015. copyArray( cache, elements );
  10016. }
  10017. }
  10018. function setValueM3( gl, v ) {
  10019. var cache = this.cache;
  10020. var elements = v.elements;
  10021. if ( elements === undefined ) {
  10022. if ( arraysEqual( cache, v ) ) { return; }
  10023. gl.uniformMatrix3fv( this.addr, false, v );
  10024. copyArray( cache, v );
  10025. } else {
  10026. if ( arraysEqual( cache, elements ) ) { return; }
  10027. mat3array.set( elements );
  10028. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10029. copyArray( cache, elements );
  10030. }
  10031. }
  10032. function setValueM4( gl, v ) {
  10033. var cache = this.cache;
  10034. var elements = v.elements;
  10035. if ( elements === undefined ) {
  10036. if ( arraysEqual( cache, v ) ) { return; }
  10037. gl.uniformMatrix4fv( this.addr, false, v );
  10038. copyArray( cache, v );
  10039. } else {
  10040. if ( arraysEqual( cache, elements ) ) { return; }
  10041. mat4array.set( elements );
  10042. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10043. copyArray( cache, elements );
  10044. }
  10045. }
  10046. // Single texture (2D / Cube)
  10047. function setValueT1( gl, v, textures ) {
  10048. var cache = this.cache;
  10049. var unit = textures.allocateTextureUnit();
  10050. if ( cache[ 0 ] !== unit ) {
  10051. gl.uniform1i( this.addr, unit );
  10052. cache[ 0 ] = unit;
  10053. }
  10054. textures.safeSetTexture2D( v || emptyTexture, unit );
  10055. }
  10056. function setValueT2DArray1( gl, v, textures ) {
  10057. var cache = this.cache;
  10058. var unit = textures.allocateTextureUnit();
  10059. if ( cache[ 0 ] !== unit ) {
  10060. gl.uniform1i( this.addr, unit );
  10061. cache[ 0 ] = unit;
  10062. }
  10063. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10064. }
  10065. function setValueT3D1( gl, v, textures ) {
  10066. var cache = this.cache;
  10067. var unit = textures.allocateTextureUnit();
  10068. if ( cache[ 0 ] !== unit ) {
  10069. gl.uniform1i( this.addr, unit );
  10070. cache[ 0 ] = unit;
  10071. }
  10072. textures.setTexture3D( v || emptyTexture3d, unit );
  10073. }
  10074. function setValueT6( gl, v, textures ) {
  10075. var cache = this.cache;
  10076. var unit = textures.allocateTextureUnit();
  10077. if ( cache[ 0 ] !== unit ) {
  10078. gl.uniform1i( this.addr, unit );
  10079. cache[ 0 ] = unit;
  10080. }
  10081. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10082. }
  10083. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10084. function setValueV1i( gl, v ) {
  10085. var cache = this.cache;
  10086. if ( cache[ 0 ] === v ) { return; }
  10087. gl.uniform1i( this.addr, v );
  10088. cache[ 0 ] = v;
  10089. }
  10090. function setValueV2i( gl, v ) {
  10091. var cache = this.cache;
  10092. if ( arraysEqual( cache, v ) ) { return; }
  10093. gl.uniform2iv( this.addr, v );
  10094. copyArray( cache, v );
  10095. }
  10096. function setValueV3i( gl, v ) {
  10097. var cache = this.cache;
  10098. if ( arraysEqual( cache, v ) ) { return; }
  10099. gl.uniform3iv( this.addr, v );
  10100. copyArray( cache, v );
  10101. }
  10102. function setValueV4i( gl, v ) {
  10103. var cache = this.cache;
  10104. if ( arraysEqual( cache, v ) ) { return; }
  10105. gl.uniform4iv( this.addr, v );
  10106. copyArray( cache, v );
  10107. }
  10108. // Helper to pick the right setter for the singular case
  10109. function getSingularSetter( type ) {
  10110. switch ( type ) {
  10111. case 0x1406: return setValueV1f; // FLOAT
  10112. case 0x8b50: return setValueV2f; // _VEC2
  10113. case 0x8b51: return setValueV3f; // _VEC3
  10114. case 0x8b52: return setValueV4f; // _VEC4
  10115. case 0x8b5a: return setValueM2; // _MAT2
  10116. case 0x8b5b: return setValueM3; // _MAT3
  10117. case 0x8b5c: return setValueM4; // _MAT4
  10118. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10119. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10120. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10121. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10122. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10123. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10124. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10125. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10126. }
  10127. }
  10128. // Array of scalars
  10129. function setValueV1fArray( gl, v ) {
  10130. gl.uniform1fv( this.addr, v );
  10131. }
  10132. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10133. function setValueV1iArray( gl, v ) {
  10134. gl.uniform1iv( this.addr, v );
  10135. }
  10136. function setValueV2iArray( gl, v ) {
  10137. gl.uniform2iv( this.addr, v );
  10138. }
  10139. function setValueV3iArray( gl, v ) {
  10140. gl.uniform3iv( this.addr, v );
  10141. }
  10142. function setValueV4iArray( gl, v ) {
  10143. gl.uniform4iv( this.addr, v );
  10144. }
  10145. // Array of vectors (flat or from THREE classes)
  10146. function setValueV2fArray( gl, v ) {
  10147. var data = flatten( v, this.size, 2 );
  10148. gl.uniform2fv( this.addr, data );
  10149. }
  10150. function setValueV3fArray( gl, v ) {
  10151. var data = flatten( v, this.size, 3 );
  10152. gl.uniform3fv( this.addr, data );
  10153. }
  10154. function setValueV4fArray( gl, v ) {
  10155. var data = flatten( v, this.size, 4 );
  10156. gl.uniform4fv( this.addr, data );
  10157. }
  10158. // Array of matrices (flat or from THREE clases)
  10159. function setValueM2Array( gl, v ) {
  10160. var data = flatten( v, this.size, 4 );
  10161. gl.uniformMatrix2fv( this.addr, false, data );
  10162. }
  10163. function setValueM3Array( gl, v ) {
  10164. var data = flatten( v, this.size, 9 );
  10165. gl.uniformMatrix3fv( this.addr, false, data );
  10166. }
  10167. function setValueM4Array( gl, v ) {
  10168. var data = flatten( v, this.size, 16 );
  10169. gl.uniformMatrix4fv( this.addr, false, data );
  10170. }
  10171. // Array of textures (2D / Cube)
  10172. function setValueT1Array( gl, v, textures ) {
  10173. var n = v.length;
  10174. var units = allocTexUnits( textures, n );
  10175. gl.uniform1iv( this.addr, units );
  10176. for ( var i = 0; i !== n; ++ i ) {
  10177. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10178. }
  10179. }
  10180. function setValueT6Array( gl, v, textures ) {
  10181. var n = v.length;
  10182. var units = allocTexUnits( textures, n );
  10183. gl.uniform1iv( this.addr, units );
  10184. for ( var i = 0; i !== n; ++ i ) {
  10185. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10186. }
  10187. }
  10188. // Helper to pick the right setter for a pure (bottom-level) array
  10189. function getPureArraySetter( type ) {
  10190. switch ( type ) {
  10191. case 0x1406: return setValueV1fArray; // FLOAT
  10192. case 0x8b50: return setValueV2fArray; // _VEC2
  10193. case 0x8b51: return setValueV3fArray; // _VEC3
  10194. case 0x8b52: return setValueV4fArray; // _VEC4
  10195. case 0x8b5a: return setValueM2Array; // _MAT2
  10196. case 0x8b5b: return setValueM3Array; // _MAT3
  10197. case 0x8b5c: return setValueM4Array; // _MAT4
  10198. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10199. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10200. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10201. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10202. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10203. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10204. }
  10205. }
  10206. // --- Uniform Classes ---
  10207. function SingleUniform( id, activeInfo, addr ) {
  10208. this.id = id;
  10209. this.addr = addr;
  10210. this.cache = [];
  10211. this.setValue = getSingularSetter( activeInfo.type );
  10212. // this.path = activeInfo.name; // DEBUG
  10213. }
  10214. function PureArrayUniform( id, activeInfo, addr ) {
  10215. this.id = id;
  10216. this.addr = addr;
  10217. this.cache = [];
  10218. this.size = activeInfo.size;
  10219. this.setValue = getPureArraySetter( activeInfo.type );
  10220. // this.path = activeInfo.name; // DEBUG
  10221. }
  10222. PureArrayUniform.prototype.updateCache = function ( data ) {
  10223. var cache = this.cache;
  10224. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10225. this.cache = new Float32Array( data.length );
  10226. }
  10227. copyArray( cache, data );
  10228. };
  10229. function StructuredUniform( id ) {
  10230. this.id = id;
  10231. this.seq = [];
  10232. this.map = {};
  10233. }
  10234. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10235. var seq = this.seq;
  10236. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10237. var u = seq[ i ];
  10238. u.setValue( gl, value[ u.id ], textures );
  10239. }
  10240. };
  10241. // --- Top-level ---
  10242. // Parser - builds up the property tree from the path strings
  10243. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10244. // extracts
  10245. // - the identifier (member name or array index)
  10246. // - followed by an optional right bracket (found when array index)
  10247. // - followed by an optional left bracket or dot (type of subscript)
  10248. //
  10249. // Note: These portions can be read in a non-overlapping fashion and
  10250. // allow straightforward parsing of the hierarchy that WebGL encodes
  10251. // in the uniform names.
  10252. function addUniform( container, uniformObject ) {
  10253. container.seq.push( uniformObject );
  10254. container.map[ uniformObject.id ] = uniformObject;
  10255. }
  10256. function parseUniform( activeInfo, addr, container ) {
  10257. var path = activeInfo.name,
  10258. pathLength = path.length;
  10259. // reset RegExp object, because of the early exit of a previous run
  10260. RePathPart.lastIndex = 0;
  10261. while ( true ) {
  10262. var match = RePathPart.exec( path ),
  10263. matchEnd = RePathPart.lastIndex,
  10264. id = match[ 1 ],
  10265. idIsIndex = match[ 2 ] === ']',
  10266. subscript = match[ 3 ];
  10267. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10268. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10269. // bare name or "pure" bottom-level array "[0]" suffix
  10270. addUniform( container, subscript === undefined ?
  10271. new SingleUniform( id, activeInfo, addr ) :
  10272. new PureArrayUniform( id, activeInfo, addr ) );
  10273. break;
  10274. } else {
  10275. // step into inner node / create it in case it doesn't exist
  10276. var map = container.map, next = map[ id ];
  10277. if ( next === undefined ) {
  10278. next = new StructuredUniform( id );
  10279. addUniform( container, next );
  10280. }
  10281. container = next;
  10282. }
  10283. }
  10284. }
  10285. // Root Container
  10286. function WebGLUniforms( gl, program ) {
  10287. this.seq = [];
  10288. this.map = {};
  10289. var n = gl.getProgramParameter( program, 35718 );
  10290. for ( var i = 0; i < n; ++ i ) {
  10291. var info = gl.getActiveUniform( program, i ),
  10292. addr = gl.getUniformLocation( program, info.name );
  10293. parseUniform( info, addr, this );
  10294. }
  10295. }
  10296. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10297. var u = this.map[ name ];
  10298. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10299. };
  10300. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10301. var v = object[ name ];
  10302. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10303. };
  10304. // Static interface
  10305. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10306. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10307. var u = seq[ i ],
  10308. v = values[ u.id ];
  10309. if ( v.needsUpdate !== false ) {
  10310. // note: always updating when .needsUpdate is undefined
  10311. u.setValue( gl, v.value, textures );
  10312. }
  10313. }
  10314. };
  10315. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10316. var r = [];
  10317. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10318. var u = seq[ i ];
  10319. if ( u.id in values ) { r.push( u ); }
  10320. }
  10321. return r;
  10322. };
  10323. /**
  10324. * @author mrdoob / http://mrdoob.com/
  10325. */
  10326. function WebGLShader( gl, type, string ) {
  10327. var shader = gl.createShader( type );
  10328. gl.shaderSource( shader, string );
  10329. gl.compileShader( shader );
  10330. return shader;
  10331. }
  10332. /**
  10333. * @author mrdoob / http://mrdoob.com/
  10334. */
  10335. var programIdCount = 0;
  10336. function addLineNumbers( string ) {
  10337. var lines = string.split( '\n' );
  10338. for ( var i = 0; i < lines.length; i ++ ) {
  10339. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10340. }
  10341. return lines.join( '\n' );
  10342. }
  10343. function getEncodingComponents( encoding ) {
  10344. switch ( encoding ) {
  10345. case LinearEncoding:
  10346. return [ 'Linear', '( value )' ];
  10347. case sRGBEncoding:
  10348. return [ 'sRGB', '( value )' ];
  10349. case RGBEEncoding:
  10350. return [ 'RGBE', '( value )' ];
  10351. case RGBM7Encoding:
  10352. return [ 'RGBM', '( value, 7.0 )' ];
  10353. case RGBM16Encoding:
  10354. return [ 'RGBM', '( value, 16.0 )' ];
  10355. case RGBDEncoding:
  10356. return [ 'RGBD', '( value, 256.0 )' ];
  10357. case GammaEncoding:
  10358. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10359. case LogLuvEncoding:
  10360. return [ 'LogLuv', '( value )' ];
  10361. default:
  10362. throw new Error( 'unsupported encoding: ' + encoding );
  10363. }
  10364. }
  10365. function getShaderErrors( gl, shader, type ) {
  10366. var status = gl.getShaderParameter( shader, 35713 );
  10367. var log = gl.getShaderInfoLog( shader ).trim();
  10368. if ( status && log === '' ) { return ''; }
  10369. // --enable-privileged-webgl-extension
  10370. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10371. var source = gl.getShaderSource( shader );
  10372. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10373. }
  10374. function getTexelDecodingFunction( functionName, encoding ) {
  10375. var components = getEncodingComponents( encoding );
  10376. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10377. }
  10378. function getTexelEncodingFunction( functionName, encoding ) {
  10379. var components = getEncodingComponents( encoding );
  10380. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10381. }
  10382. function getToneMappingFunction( functionName, toneMapping ) {
  10383. var toneMappingName;
  10384. switch ( toneMapping ) {
  10385. case LinearToneMapping:
  10386. toneMappingName = 'Linear';
  10387. break;
  10388. case ReinhardToneMapping:
  10389. toneMappingName = 'Reinhard';
  10390. break;
  10391. case Uncharted2ToneMapping:
  10392. toneMappingName = 'Uncharted2';
  10393. break;
  10394. case CineonToneMapping:
  10395. toneMappingName = 'OptimizedCineon';
  10396. break;
  10397. case ACESFilmicToneMapping:
  10398. toneMappingName = 'ACESFilmic';
  10399. break;
  10400. default:
  10401. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10402. }
  10403. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10404. }
  10405. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10406. extensions = extensions || {};
  10407. var chunks = [
  10408. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10409. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10410. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10411. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10412. ];
  10413. return chunks.filter( filterEmptyLine ).join( '\n' );
  10414. }
  10415. function generateDefines( defines ) {
  10416. var chunks = [];
  10417. for ( var name in defines ) {
  10418. var value = defines[ name ];
  10419. if ( value === false ) { continue; }
  10420. chunks.push( '#define ' + name + ' ' + value );
  10421. }
  10422. return chunks.join( '\n' );
  10423. }
  10424. function fetchAttributeLocations( gl, program ) {
  10425. var attributes = {};
  10426. var n = gl.getProgramParameter( program, 35721 );
  10427. for ( var i = 0; i < n; i ++ ) {
  10428. var info = gl.getActiveAttrib( program, i );
  10429. var name = info.name;
  10430. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10431. attributes[ name ] = gl.getAttribLocation( program, name );
  10432. }
  10433. return attributes;
  10434. }
  10435. function filterEmptyLine( string ) {
  10436. return string !== '';
  10437. }
  10438. function replaceLightNums( string, parameters ) {
  10439. return string
  10440. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10441. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10442. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10443. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10444. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10445. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10446. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10447. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10448. }
  10449. function replaceClippingPlaneNums( string, parameters ) {
  10450. return string
  10451. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10452. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10453. }
  10454. // Resolve Includes
  10455. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10456. function resolveIncludes( string ) {
  10457. return string.replace( includePattern, includeReplacer );
  10458. }
  10459. function includeReplacer( match, include ) {
  10460. var string = ShaderChunk[ include ];
  10461. if ( string === undefined ) {
  10462. throw new Error( 'Can not resolve #include <' + include + '>' );
  10463. }
  10464. return resolveIncludes( string );
  10465. }
  10466. // Unroll Loops
  10467. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10468. function unrollLoops( string ) {
  10469. return string.replace( loopPattern, loopReplacer );
  10470. }
  10471. function loopReplacer( match, start, end, snippet ) {
  10472. var string = '';
  10473. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10474. string += snippet
  10475. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10476. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10477. }
  10478. return string;
  10479. }
  10480. //
  10481. function generatePrecision( parameters ) {
  10482. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10483. if ( parameters.precision === "highp" ) {
  10484. precisionstring += "\n#define HIGH_PRECISION";
  10485. } else if ( parameters.precision === "mediump" ) {
  10486. precisionstring += "\n#define MEDIUM_PRECISION";
  10487. } else if ( parameters.precision === "lowp" ) {
  10488. precisionstring += "\n#define LOW_PRECISION";
  10489. }
  10490. return precisionstring;
  10491. }
  10492. function generateShadowMapTypeDefine( parameters ) {
  10493. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10494. if ( parameters.shadowMapType === PCFShadowMap ) {
  10495. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10496. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10497. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10498. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10499. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10500. }
  10501. return shadowMapTypeDefine;
  10502. }
  10503. function generateEnvMapTypeDefine( parameters ) {
  10504. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10505. if ( parameters.envMap ) {
  10506. switch ( parameters.envMapMode ) {
  10507. case CubeReflectionMapping:
  10508. case CubeRefractionMapping:
  10509. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10510. break;
  10511. case CubeUVReflectionMapping:
  10512. case CubeUVRefractionMapping:
  10513. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10514. break;
  10515. case EquirectangularReflectionMapping:
  10516. case EquirectangularRefractionMapping:
  10517. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10518. break;
  10519. case SphericalReflectionMapping:
  10520. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10521. break;
  10522. }
  10523. }
  10524. return envMapTypeDefine;
  10525. }
  10526. function generateEnvMapModeDefine( parameters ) {
  10527. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10528. if ( parameters.envMap ) {
  10529. switch ( parameters.envMapMode ) {
  10530. case CubeRefractionMapping:
  10531. case EquirectangularRefractionMapping:
  10532. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10533. break;
  10534. }
  10535. }
  10536. return envMapModeDefine;
  10537. }
  10538. function generateEnvMapBlendingDefine( parameters ) {
  10539. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10540. if ( parameters.envMap ) {
  10541. switch ( parameters.combine ) {
  10542. case MultiplyOperation:
  10543. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10544. break;
  10545. case MixOperation:
  10546. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10547. break;
  10548. case AddOperation:
  10549. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10550. break;
  10551. }
  10552. }
  10553. return envMapBlendingDefine;
  10554. }
  10555. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  10556. var gl = renderer.getContext();
  10557. var defines = material.defines;
  10558. var vertexShader = shader.vertexShader;
  10559. var fragmentShader = shader.fragmentShader;
  10560. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10561. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10562. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10563. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10564. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10565. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10566. var customDefines = generateDefines( defines );
  10567. var program = gl.createProgram();
  10568. var prefixVertex, prefixFragment;
  10569. var numMultiviewViews = parameters.numMultiviewViews;
  10570. if ( material.isRawShaderMaterial ) {
  10571. prefixVertex = [
  10572. customDefines
  10573. ].filter( filterEmptyLine ).join( '\n' );
  10574. if ( prefixVertex.length > 0 ) {
  10575. prefixVertex += '\n';
  10576. }
  10577. prefixFragment = [
  10578. customExtensions,
  10579. customDefines
  10580. ].filter( filterEmptyLine ).join( '\n' );
  10581. if ( prefixFragment.length > 0 ) {
  10582. prefixFragment += '\n';
  10583. }
  10584. } else {
  10585. prefixVertex = [
  10586. generatePrecision( parameters ),
  10587. '#define SHADER_NAME ' + shader.name,
  10588. customDefines,
  10589. parameters.instancing ? '#define USE_INSTANCING' : '',
  10590. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10591. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10592. '#define MAX_BONES ' + parameters.maxBones,
  10593. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10594. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10595. parameters.map ? '#define USE_MAP' : '',
  10596. parameters.envMap ? '#define USE_ENVMAP' : '',
  10597. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10598. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10599. parameters.aoMap ? '#define USE_AOMAP' : '',
  10600. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10601. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10602. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10603. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10604. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10605. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10606. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10607. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10608. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10609. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10610. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10611. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10612. parameters.vertexColors ? '#define USE_COLOR' : '',
  10613. parameters.vertexUvs ? '#define USE_UV' : '',
  10614. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10615. parameters.skinning ? '#define USE_SKINNING' : '',
  10616. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10617. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10618. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10619. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10620. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10621. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10622. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10623. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10624. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10625. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10626. 'uniform mat4 modelMatrix;',
  10627. 'uniform mat4 modelViewMatrix;',
  10628. 'uniform mat4 projectionMatrix;',
  10629. 'uniform mat4 viewMatrix;',
  10630. 'uniform mat3 normalMatrix;',
  10631. 'uniform vec3 cameraPosition;',
  10632. '#ifdef USE_INSTANCING',
  10633. ' attribute mat4 instanceMatrix;',
  10634. '#endif',
  10635. 'attribute vec3 position;',
  10636. 'attribute vec3 normal;',
  10637. 'attribute vec2 uv;',
  10638. '#ifdef USE_TANGENT',
  10639. ' attribute vec4 tangent;',
  10640. '#endif',
  10641. '#ifdef USE_COLOR',
  10642. ' attribute vec3 color;',
  10643. '#endif',
  10644. '#ifdef USE_MORPHTARGETS',
  10645. ' attribute vec3 morphTarget0;',
  10646. ' attribute vec3 morphTarget1;',
  10647. ' attribute vec3 morphTarget2;',
  10648. ' attribute vec3 morphTarget3;',
  10649. ' #ifdef USE_MORPHNORMALS',
  10650. ' attribute vec3 morphNormal0;',
  10651. ' attribute vec3 morphNormal1;',
  10652. ' attribute vec3 morphNormal2;',
  10653. ' attribute vec3 morphNormal3;',
  10654. ' #else',
  10655. ' attribute vec3 morphTarget4;',
  10656. ' attribute vec3 morphTarget5;',
  10657. ' attribute vec3 morphTarget6;',
  10658. ' attribute vec3 morphTarget7;',
  10659. ' #endif',
  10660. '#endif',
  10661. '#ifdef USE_SKINNING',
  10662. ' attribute vec4 skinIndex;',
  10663. ' attribute vec4 skinWeight;',
  10664. '#endif',
  10665. '\n'
  10666. ].filter( filterEmptyLine ).join( '\n' );
  10667. prefixFragment = [
  10668. customExtensions,
  10669. generatePrecision( parameters ),
  10670. '#define SHADER_NAME ' + shader.name,
  10671. customDefines,
  10672. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10673. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10674. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10675. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10676. parameters.map ? '#define USE_MAP' : '',
  10677. parameters.matcap ? '#define USE_MATCAP' : '',
  10678. parameters.envMap ? '#define USE_ENVMAP' : '',
  10679. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10680. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10681. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10682. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10683. parameters.aoMap ? '#define USE_AOMAP' : '',
  10684. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10685. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10686. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10687. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10688. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10689. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10690. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10691. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10692. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10693. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10694. parameters.sheen ? '#define USE_SHEEN' : '',
  10695. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10696. parameters.vertexColors ? '#define USE_COLOR' : '',
  10697. parameters.vertexUvs ? '#define USE_UV' : '',
  10698. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10699. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10700. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10701. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10702. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10703. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10704. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10705. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10706. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10707. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10708. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10709. 'uniform mat4 viewMatrix;',
  10710. 'uniform vec3 cameraPosition;',
  10711. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10712. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10713. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10714. parameters.dithering ? '#define DITHERING' : '',
  10715. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10716. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10717. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10718. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10719. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10720. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10721. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10722. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10723. '\n'
  10724. ].filter( filterEmptyLine ).join( '\n' );
  10725. }
  10726. vertexShader = resolveIncludes( vertexShader );
  10727. vertexShader = replaceLightNums( vertexShader, parameters );
  10728. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10729. fragmentShader = resolveIncludes( fragmentShader );
  10730. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10731. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10732. vertexShader = unrollLoops( vertexShader );
  10733. fragmentShader = unrollLoops( fragmentShader );
  10734. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10735. var isGLSL3ShaderMaterial = false;
  10736. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10737. if ( material.isShaderMaterial &&
  10738. vertexShader.match( versionRegex ) !== null &&
  10739. fragmentShader.match( versionRegex ) !== null ) {
  10740. isGLSL3ShaderMaterial = true;
  10741. vertexShader = vertexShader.replace( versionRegex, '' );
  10742. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10743. }
  10744. // GLSL 3.0 conversion
  10745. prefixVertex = [
  10746. '#version 300 es\n',
  10747. '#define attribute in',
  10748. '#define varying out',
  10749. '#define texture2D texture'
  10750. ].join( '\n' ) + '\n' + prefixVertex;
  10751. prefixFragment = [
  10752. '#version 300 es\n',
  10753. '#define varying in',
  10754. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10755. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10756. '#define gl_FragDepthEXT gl_FragDepth',
  10757. '#define texture2D texture',
  10758. '#define textureCube texture',
  10759. '#define texture2DProj textureProj',
  10760. '#define texture2DLodEXT textureLod',
  10761. '#define texture2DProjLodEXT textureProjLod',
  10762. '#define textureCubeLodEXT textureLod',
  10763. '#define texture2DGradEXT textureGrad',
  10764. '#define texture2DProjGradEXT textureProjGrad',
  10765. '#define textureCubeGradEXT textureGrad'
  10766. ].join( '\n' ) + '\n' + prefixFragment;
  10767. // Multiview
  10768. if ( numMultiviewViews > 0 ) {
  10769. prefixVertex = prefixVertex.replace(
  10770. '#version 300 es\n',
  10771. [
  10772. '#version 300 es\n',
  10773. '#extension GL_OVR_multiview2 : require',
  10774. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10775. '#define VIEW_ID gl_ViewID_OVR'
  10776. ].join( '\n' )
  10777. );
  10778. prefixVertex = prefixVertex.replace(
  10779. [
  10780. 'uniform mat4 modelViewMatrix;',
  10781. 'uniform mat4 projectionMatrix;',
  10782. 'uniform mat4 viewMatrix;',
  10783. 'uniform mat3 normalMatrix;'
  10784. ].join( '\n' ),
  10785. [
  10786. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10787. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10788. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10789. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10790. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10791. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10792. '#define viewMatrix viewMatrices[VIEW_ID]',
  10793. '#define normalMatrix normalMatrices[VIEW_ID]'
  10794. ].join( '\n' )
  10795. );
  10796. prefixFragment = prefixFragment.replace(
  10797. '#version 300 es\n',
  10798. [
  10799. '#version 300 es\n',
  10800. '#extension GL_OVR_multiview2 : require',
  10801. '#define VIEW_ID gl_ViewID_OVR'
  10802. ].join( '\n' )
  10803. );
  10804. prefixFragment = prefixFragment.replace(
  10805. 'uniform mat4 viewMatrix;',
  10806. [
  10807. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10808. '#define viewMatrix viewMatrices[VIEW_ID]'
  10809. ].join( '\n' )
  10810. );
  10811. }
  10812. }
  10813. var vertexGlsl = prefixVertex + vertexShader;
  10814. var fragmentGlsl = prefixFragment + fragmentShader;
  10815. // console.log( '*VERTEX*', vertexGlsl );
  10816. // console.log( '*FRAGMENT*', fragmentGlsl );
  10817. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10818. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10819. gl.attachShader( program, glVertexShader );
  10820. gl.attachShader( program, glFragmentShader );
  10821. // Force a particular attribute to index 0.
  10822. if ( material.index0AttributeName !== undefined ) {
  10823. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10824. } else if ( parameters.morphTargets === true ) {
  10825. // programs with morphTargets displace position out of attribute 0
  10826. gl.bindAttribLocation( program, 0, 'position' );
  10827. }
  10828. gl.linkProgram( program );
  10829. // check for link errors
  10830. if ( renderer.debug.checkShaderErrors ) {
  10831. var programLog = gl.getProgramInfoLog( program ).trim();
  10832. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10833. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10834. var runnable = true;
  10835. var haveDiagnostics = true;
  10836. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10837. runnable = false;
  10838. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10839. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10840. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10841. } else if ( programLog !== '' ) {
  10842. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10843. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10844. haveDiagnostics = false;
  10845. }
  10846. if ( haveDiagnostics ) {
  10847. this.diagnostics = {
  10848. runnable: runnable,
  10849. material: material,
  10850. programLog: programLog,
  10851. vertexShader: {
  10852. log: vertexLog,
  10853. prefix: prefixVertex
  10854. },
  10855. fragmentShader: {
  10856. log: fragmentLog,
  10857. prefix: prefixFragment
  10858. }
  10859. };
  10860. }
  10861. }
  10862. // clean up
  10863. gl.deleteShader( glVertexShader );
  10864. gl.deleteShader( glFragmentShader );
  10865. // set up caching for uniform locations
  10866. var cachedUniforms;
  10867. this.getUniforms = function () {
  10868. if ( cachedUniforms === undefined ) {
  10869. cachedUniforms = new WebGLUniforms( gl, program );
  10870. }
  10871. return cachedUniforms;
  10872. };
  10873. // set up caching for attribute locations
  10874. var cachedAttributes;
  10875. this.getAttributes = function () {
  10876. if ( cachedAttributes === undefined ) {
  10877. cachedAttributes = fetchAttributeLocations( gl, program );
  10878. }
  10879. return cachedAttributes;
  10880. };
  10881. // free resource
  10882. this.destroy = function () {
  10883. gl.deleteProgram( program );
  10884. this.program = undefined;
  10885. };
  10886. //
  10887. this.name = shader.name;
  10888. this.id = programIdCount ++;
  10889. this.code = code;
  10890. this.usedTimes = 1;
  10891. this.program = program;
  10892. this.vertexShader = glVertexShader;
  10893. this.fragmentShader = glFragmentShader;
  10894. this.numMultiviewViews = numMultiviewViews;
  10895. return this;
  10896. }
  10897. /**
  10898. * @author mrdoob / http://mrdoob.com/
  10899. */
  10900. function WebGLPrograms( renderer, extensions, capabilities ) {
  10901. var programs = [];
  10902. var isWebGL2 = capabilities.isWebGL2;
  10903. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10904. var floatVertexTextures = capabilities.floatVertexTextures;
  10905. var precision = capabilities.precision;
  10906. var maxVertexUniforms = capabilities.maxVertexUniforms;
  10907. var vertexTextures = capabilities.vertexTextures;
  10908. var shaderIDs = {
  10909. MeshDepthMaterial: 'depth',
  10910. MeshDistanceMaterial: 'distanceRGBA',
  10911. MeshNormalMaterial: 'normal',
  10912. MeshBasicMaterial: 'basic',
  10913. MeshLambertMaterial: 'lambert',
  10914. MeshPhongMaterial: 'phong',
  10915. MeshToonMaterial: 'phong',
  10916. MeshStandardMaterial: 'physical',
  10917. MeshPhysicalMaterial: 'physical',
  10918. MeshMatcapMaterial: 'matcap',
  10919. LineBasicMaterial: 'basic',
  10920. LineDashedMaterial: 'dashed',
  10921. PointsMaterial: 'points',
  10922. ShadowMaterial: 'shadow',
  10923. SpriteMaterial: 'sprite'
  10924. };
  10925. var parameterNames = [
  10926. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  10927. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  10928. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10929. "roughnessMap", "metalnessMap", "gradientMap",
  10930. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "fog", "useFog", "fogExp2",
  10931. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10932. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10933. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10934. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10935. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  10936. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10937. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10938. "sheen"
  10939. ];
  10940. function allocateBones( object ) {
  10941. var skeleton = object.skeleton;
  10942. var bones = skeleton.bones;
  10943. if ( floatVertexTextures ) {
  10944. return 1024;
  10945. } else {
  10946. // default for when object is not specified
  10947. // ( for example when prebuilding shader to be used with multiple objects )
  10948. //
  10949. // - leave some extra space for other uniforms
  10950. // - limit here is ANGLE's 254 max uniform vectors
  10951. // (up to 54 should be safe)
  10952. var nVertexUniforms = maxVertexUniforms;
  10953. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10954. var maxBones = Math.min( nVertexMatrices, bones.length );
  10955. if ( maxBones < bones.length ) {
  10956. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10957. return 0;
  10958. }
  10959. return maxBones;
  10960. }
  10961. }
  10962. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10963. var encoding;
  10964. if ( ! map ) {
  10965. encoding = LinearEncoding;
  10966. } else if ( map.isTexture ) {
  10967. encoding = map.encoding;
  10968. } else if ( map.isWebGLRenderTarget ) {
  10969. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10970. encoding = map.texture.encoding;
  10971. }
  10972. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10973. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10974. encoding = GammaEncoding;
  10975. }
  10976. return encoding;
  10977. }
  10978. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10979. var shaderID = shaderIDs[ material.type ];
  10980. // heuristics to create shader parameters according to lights in the scene
  10981. // (not to blow over maxLights budget)
  10982. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10983. if ( material.precision !== null ) {
  10984. precision = capabilities.getMaxPrecision( material.precision );
  10985. if ( precision !== material.precision ) {
  10986. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10987. }
  10988. }
  10989. var currentRenderTarget = renderer.getRenderTarget();
  10990. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  10991. var parameters = {
  10992. isWebGL2: isWebGL2,
  10993. shaderID: shaderID,
  10994. precision: precision,
  10995. instancing: object.isInstancedMesh === true,
  10996. supportsVertexTextures: vertexTextures,
  10997. numMultiviewViews: numMultiviewViews,
  10998. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10999. map: !! material.map,
  11000. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11001. matcap: !! material.matcap,
  11002. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11003. envMap: !! material.envMap,
  11004. envMapMode: material.envMap && material.envMap.mapping,
  11005. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11006. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11007. lightMap: !! material.lightMap,
  11008. aoMap: !! material.aoMap,
  11009. emissiveMap: !! material.emissiveMap,
  11010. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11011. bumpMap: !! material.bumpMap,
  11012. normalMap: !! material.normalMap,
  11013. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11014. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11015. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11016. displacementMap: !! material.displacementMap,
  11017. roughnessMap: !! material.roughnessMap,
  11018. metalnessMap: !! material.metalnessMap,
  11019. specularMap: !! material.specularMap,
  11020. alphaMap: !! material.alphaMap,
  11021. gradientMap: !! material.gradientMap,
  11022. sheen: !! material.sheen,
  11023. combine: material.combine,
  11024. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11025. vertexColors: material.vertexColors,
  11026. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  11027. fog: !! fog,
  11028. useFog: material.fog,
  11029. fogExp2: ( fog && fog.isFogExp2 ),
  11030. flatShading: material.flatShading,
  11031. sizeAttenuation: material.sizeAttenuation,
  11032. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11033. skinning: material.skinning && maxBones > 0,
  11034. maxBones: maxBones,
  11035. useVertexTexture: floatVertexTextures,
  11036. morphTargets: material.morphTargets,
  11037. morphNormals: material.morphNormals,
  11038. maxMorphTargets: renderer.maxMorphTargets,
  11039. maxMorphNormals: renderer.maxMorphNormals,
  11040. numDirLights: lights.directional.length,
  11041. numPointLights: lights.point.length,
  11042. numSpotLights: lights.spot.length,
  11043. numRectAreaLights: lights.rectArea.length,
  11044. numHemiLights: lights.hemi.length,
  11045. numDirLightShadows: lights.directionalShadowMap.length,
  11046. numPointLightShadows: lights.pointShadowMap.length,
  11047. numSpotLightShadows: lights.spotShadowMap.length,
  11048. numClippingPlanes: nClipPlanes,
  11049. numClipIntersection: nClipIntersection,
  11050. dithering: material.dithering,
  11051. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11052. shadowMapType: renderer.shadowMap.type,
  11053. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11054. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11055. premultipliedAlpha: material.premultipliedAlpha,
  11056. alphaTest: material.alphaTest,
  11057. doubleSided: material.side === DoubleSide,
  11058. flipSided: material.side === BackSide,
  11059. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11060. };
  11061. return parameters;
  11062. };
  11063. this.getProgramCode = function ( material, parameters ) {
  11064. var array = [];
  11065. if ( parameters.shaderID ) {
  11066. array.push( parameters.shaderID );
  11067. } else {
  11068. array.push( material.fragmentShader );
  11069. array.push( material.vertexShader );
  11070. }
  11071. if ( material.defines !== undefined ) {
  11072. for ( var name in material.defines ) {
  11073. array.push( name );
  11074. array.push( material.defines[ name ] );
  11075. }
  11076. }
  11077. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11078. array.push( parameters[ parameterNames[ i ] ] );
  11079. }
  11080. array.push( material.onBeforeCompile.toString() );
  11081. array.push( renderer.gammaOutput );
  11082. array.push( renderer.gammaFactor );
  11083. return array.join();
  11084. };
  11085. this.acquireProgram = function ( material, shader, parameters, code ) {
  11086. var program;
  11087. // Check if code has been already compiled
  11088. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11089. var programInfo = programs[ p ];
  11090. if ( programInfo.code === code ) {
  11091. program = programInfo;
  11092. ++ program.usedTimes;
  11093. break;
  11094. }
  11095. }
  11096. if ( program === undefined ) {
  11097. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11098. programs.push( program );
  11099. }
  11100. return program;
  11101. };
  11102. this.releaseProgram = function ( program ) {
  11103. if ( -- program.usedTimes === 0 ) {
  11104. // Remove from unordered set
  11105. var i = programs.indexOf( program );
  11106. programs[ i ] = programs[ programs.length - 1 ];
  11107. programs.pop();
  11108. // Free WebGL resources
  11109. program.destroy();
  11110. }
  11111. };
  11112. // Exposed for resource monitoring & error feedback via renderer.info:
  11113. this.programs = programs;
  11114. }
  11115. /**
  11116. * @author fordacious / fordacious.github.io
  11117. */
  11118. function WebGLProperties() {
  11119. var properties = new WeakMap();
  11120. function get( object ) {
  11121. var map = properties.get( object );
  11122. if ( map === undefined ) {
  11123. map = {};
  11124. properties.set( object, map );
  11125. }
  11126. return map;
  11127. }
  11128. function remove( object ) {
  11129. properties.delete( object );
  11130. }
  11131. function update( object, key, value ) {
  11132. properties.get( object )[ key ] = value;
  11133. }
  11134. function dispose() {
  11135. properties = new WeakMap();
  11136. }
  11137. return {
  11138. get: get,
  11139. remove: remove,
  11140. update: update,
  11141. dispose: dispose
  11142. };
  11143. }
  11144. /**
  11145. * @author mrdoob / http://mrdoob.com/
  11146. */
  11147. function painterSortStable( a, b ) {
  11148. if ( a.groupOrder !== b.groupOrder ) {
  11149. return a.groupOrder - b.groupOrder;
  11150. } else if ( a.renderOrder !== b.renderOrder ) {
  11151. return a.renderOrder - b.renderOrder;
  11152. } else if ( a.program !== b.program ) {
  11153. return a.program.id - b.program.id;
  11154. } else if ( a.material.id !== b.material.id ) {
  11155. return a.material.id - b.material.id;
  11156. } else if ( a.z !== b.z ) {
  11157. return a.z - b.z;
  11158. } else {
  11159. return a.id - b.id;
  11160. }
  11161. }
  11162. function reversePainterSortStable( a, b ) {
  11163. if ( a.groupOrder !== b.groupOrder ) {
  11164. return a.groupOrder - b.groupOrder;
  11165. } else if ( a.renderOrder !== b.renderOrder ) {
  11166. return a.renderOrder - b.renderOrder;
  11167. } else if ( a.z !== b.z ) {
  11168. return b.z - a.z;
  11169. } else {
  11170. return a.id - b.id;
  11171. }
  11172. }
  11173. function WebGLRenderList() {
  11174. var renderItems = [];
  11175. var renderItemsIndex = 0;
  11176. var opaque = [];
  11177. var transparent = [];
  11178. var defaultProgram = { id: - 1 };
  11179. function init() {
  11180. renderItemsIndex = 0;
  11181. opaque.length = 0;
  11182. transparent.length = 0;
  11183. }
  11184. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11185. var renderItem = renderItems[ renderItemsIndex ];
  11186. if ( renderItem === undefined ) {
  11187. renderItem = {
  11188. id: object.id,
  11189. object: object,
  11190. geometry: geometry,
  11191. material: material,
  11192. program: material.program || defaultProgram,
  11193. groupOrder: groupOrder,
  11194. renderOrder: object.renderOrder,
  11195. z: z,
  11196. group: group
  11197. };
  11198. renderItems[ renderItemsIndex ] = renderItem;
  11199. } else {
  11200. renderItem.id = object.id;
  11201. renderItem.object = object;
  11202. renderItem.geometry = geometry;
  11203. renderItem.material = material;
  11204. renderItem.program = material.program || defaultProgram;
  11205. renderItem.groupOrder = groupOrder;
  11206. renderItem.renderOrder = object.renderOrder;
  11207. renderItem.z = z;
  11208. renderItem.group = group;
  11209. }
  11210. renderItemsIndex ++;
  11211. return renderItem;
  11212. }
  11213. function push( object, geometry, material, groupOrder, z, group ) {
  11214. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11215. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11216. }
  11217. function unshift( object, geometry, material, groupOrder, z, group ) {
  11218. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11219. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11220. }
  11221. function sort() {
  11222. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11223. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11224. }
  11225. return {
  11226. opaque: opaque,
  11227. transparent: transparent,
  11228. init: init,
  11229. push: push,
  11230. unshift: unshift,
  11231. sort: sort
  11232. };
  11233. }
  11234. function WebGLRenderLists() {
  11235. var lists = new WeakMap();
  11236. function onSceneDispose( event ) {
  11237. var scene = event.target;
  11238. scene.removeEventListener( 'dispose', onSceneDispose );
  11239. lists.delete( scene );
  11240. }
  11241. function get( scene, camera ) {
  11242. var cameras = lists.get( scene );
  11243. var list;
  11244. if ( cameras === undefined ) {
  11245. list = new WebGLRenderList();
  11246. lists.set( scene, new WeakMap() );
  11247. lists.get( scene ).set( camera, list );
  11248. scene.addEventListener( 'dispose', onSceneDispose );
  11249. } else {
  11250. list = cameras.get( camera );
  11251. if ( list === undefined ) {
  11252. list = new WebGLRenderList();
  11253. cameras.set( camera, list );
  11254. }
  11255. }
  11256. return list;
  11257. }
  11258. function dispose() {
  11259. lists = new WeakMap();
  11260. }
  11261. return {
  11262. get: get,
  11263. dispose: dispose
  11264. };
  11265. }
  11266. /**
  11267. * @author mrdoob / http://mrdoob.com/
  11268. */
  11269. function UniformsCache() {
  11270. var lights = {};
  11271. return {
  11272. get: function ( light ) {
  11273. if ( lights[ light.id ] !== undefined ) {
  11274. return lights[ light.id ];
  11275. }
  11276. var uniforms;
  11277. switch ( light.type ) {
  11278. case 'DirectionalLight':
  11279. uniforms = {
  11280. direction: new Vector3(),
  11281. color: new Color(),
  11282. shadow: false,
  11283. shadowBias: 0,
  11284. shadowRadius: 1,
  11285. shadowMapSize: new Vector2()
  11286. };
  11287. break;
  11288. case 'SpotLight':
  11289. uniforms = {
  11290. position: new Vector3(),
  11291. direction: new Vector3(),
  11292. color: new Color(),
  11293. distance: 0,
  11294. coneCos: 0,
  11295. penumbraCos: 0,
  11296. decay: 0,
  11297. shadow: false,
  11298. shadowBias: 0,
  11299. shadowRadius: 1,
  11300. shadowMapSize: new Vector2()
  11301. };
  11302. break;
  11303. case 'PointLight':
  11304. uniforms = {
  11305. position: new Vector3(),
  11306. color: new Color(),
  11307. distance: 0,
  11308. decay: 0,
  11309. shadow: false,
  11310. shadowBias: 0,
  11311. shadowRadius: 1,
  11312. shadowMapSize: new Vector2(),
  11313. shadowCameraNear: 1,
  11314. shadowCameraFar: 1000
  11315. };
  11316. break;
  11317. case 'HemisphereLight':
  11318. uniforms = {
  11319. direction: new Vector3(),
  11320. skyColor: new Color(),
  11321. groundColor: new Color()
  11322. };
  11323. break;
  11324. case 'RectAreaLight':
  11325. uniforms = {
  11326. color: new Color(),
  11327. position: new Vector3(),
  11328. halfWidth: new Vector3(),
  11329. halfHeight: new Vector3()
  11330. // TODO (abelnation): set RectAreaLight shadow uniforms
  11331. };
  11332. break;
  11333. }
  11334. lights[ light.id ] = uniforms;
  11335. return uniforms;
  11336. }
  11337. };
  11338. }
  11339. var nextVersion = 0;
  11340. function shadowCastingLightsFirst( lightA, lightB ) {
  11341. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11342. }
  11343. function WebGLLights() {
  11344. var cache = new UniformsCache();
  11345. var state = {
  11346. version: 0,
  11347. hash: {
  11348. directionalLength: - 1,
  11349. pointLength: - 1,
  11350. spotLength: - 1,
  11351. rectAreaLength: - 1,
  11352. hemiLength: - 1,
  11353. numDirectionalShadows: - 1,
  11354. numPointShadows: - 1,
  11355. numSpotShadows: - 1,
  11356. },
  11357. ambient: [ 0, 0, 0 ],
  11358. probe: [],
  11359. directional: [],
  11360. directionalShadowMap: [],
  11361. directionalShadowMatrix: [],
  11362. spot: [],
  11363. spotShadowMap: [],
  11364. spotShadowMatrix: [],
  11365. rectArea: [],
  11366. point: [],
  11367. pointShadowMap: [],
  11368. pointShadowMatrix: [],
  11369. hemi: [],
  11370. numDirectionalShadows: - 1,
  11371. numPointShadows: - 1,
  11372. numSpotShadows: - 1
  11373. };
  11374. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11375. var vector3 = new Vector3();
  11376. var matrix4 = new Matrix4();
  11377. var matrix42 = new Matrix4();
  11378. function setup( lights, shadows, camera ) {
  11379. var r = 0, g = 0, b = 0;
  11380. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11381. var directionalLength = 0;
  11382. var pointLength = 0;
  11383. var spotLength = 0;
  11384. var rectAreaLength = 0;
  11385. var hemiLength = 0;
  11386. var numDirectionalShadows = 0;
  11387. var numPointShadows = 0;
  11388. var numSpotShadows = 0;
  11389. var viewMatrix = camera.matrixWorldInverse;
  11390. lights.sort( shadowCastingLightsFirst );
  11391. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11392. var light = lights[ i ];
  11393. var color = light.color;
  11394. var intensity = light.intensity;
  11395. var distance = light.distance;
  11396. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11397. if ( light.isAmbientLight ) {
  11398. r += color.r * intensity;
  11399. g += color.g * intensity;
  11400. b += color.b * intensity;
  11401. } else if ( light.isLightProbe ) {
  11402. for ( var j = 0; j < 9; j ++ ) {
  11403. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11404. }
  11405. } else if ( light.isDirectionalLight ) {
  11406. var uniforms = cache.get( light );
  11407. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11408. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11409. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11410. uniforms.direction.sub( vector3 );
  11411. uniforms.direction.transformDirection( viewMatrix );
  11412. uniforms.shadow = light.castShadow;
  11413. if ( light.castShadow ) {
  11414. var shadow = light.shadow;
  11415. uniforms.shadowBias = shadow.bias;
  11416. uniforms.shadowRadius = shadow.radius;
  11417. uniforms.shadowMapSize = shadow.mapSize;
  11418. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11419. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11420. numDirectionalShadows ++;
  11421. }
  11422. state.directional[ directionalLength ] = uniforms;
  11423. directionalLength ++;
  11424. } else if ( light.isSpotLight ) {
  11425. var uniforms = cache.get( light );
  11426. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11427. uniforms.position.applyMatrix4( viewMatrix );
  11428. uniforms.color.copy( color ).multiplyScalar( intensity );
  11429. uniforms.distance = distance;
  11430. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11431. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11432. uniforms.direction.sub( vector3 );
  11433. uniforms.direction.transformDirection( viewMatrix );
  11434. uniforms.coneCos = Math.cos( light.angle );
  11435. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11436. uniforms.decay = light.decay;
  11437. uniforms.shadow = light.castShadow;
  11438. if ( light.castShadow ) {
  11439. var shadow = light.shadow;
  11440. uniforms.shadowBias = shadow.bias;
  11441. uniforms.shadowRadius = shadow.radius;
  11442. uniforms.shadowMapSize = shadow.mapSize;
  11443. state.spotShadowMap[ spotLength ] = shadowMap;
  11444. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11445. numSpotShadows ++;
  11446. }
  11447. state.spot[ spotLength ] = uniforms;
  11448. spotLength ++;
  11449. } else if ( light.isRectAreaLight ) {
  11450. var uniforms = cache.get( light );
  11451. // (a) intensity is the total visible light emitted
  11452. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11453. // (b) intensity is the brightness of the light
  11454. uniforms.color.copy( color ).multiplyScalar( intensity );
  11455. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11456. uniforms.position.applyMatrix4( viewMatrix );
  11457. // extract local rotation of light to derive width/height half vectors
  11458. matrix42.identity();
  11459. matrix4.copy( light.matrixWorld );
  11460. matrix4.premultiply( viewMatrix );
  11461. matrix42.extractRotation( matrix4 );
  11462. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11463. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11464. uniforms.halfWidth.applyMatrix4( matrix42 );
  11465. uniforms.halfHeight.applyMatrix4( matrix42 );
  11466. // TODO (abelnation): RectAreaLight distance?
  11467. // uniforms.distance = distance;
  11468. state.rectArea[ rectAreaLength ] = uniforms;
  11469. rectAreaLength ++;
  11470. } else if ( light.isPointLight ) {
  11471. var uniforms = cache.get( light );
  11472. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11473. uniforms.position.applyMatrix4( viewMatrix );
  11474. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11475. uniforms.distance = light.distance;
  11476. uniforms.decay = light.decay;
  11477. uniforms.shadow = light.castShadow;
  11478. if ( light.castShadow ) {
  11479. var shadow = light.shadow;
  11480. uniforms.shadowBias = shadow.bias;
  11481. uniforms.shadowRadius = shadow.radius;
  11482. uniforms.shadowMapSize = shadow.mapSize;
  11483. uniforms.shadowCameraNear = shadow.camera.near;
  11484. uniforms.shadowCameraFar = shadow.camera.far;
  11485. state.pointShadowMap[ pointLength ] = shadowMap;
  11486. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11487. numPointShadows ++;
  11488. }
  11489. state.point[ pointLength ] = uniforms;
  11490. pointLength ++;
  11491. } else if ( light.isHemisphereLight ) {
  11492. var uniforms = cache.get( light );
  11493. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11494. uniforms.direction.transformDirection( viewMatrix );
  11495. uniforms.direction.normalize();
  11496. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11497. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11498. state.hemi[ hemiLength ] = uniforms;
  11499. hemiLength ++;
  11500. }
  11501. }
  11502. state.ambient[ 0 ] = r;
  11503. state.ambient[ 1 ] = g;
  11504. state.ambient[ 2 ] = b;
  11505. var hash = state.hash;
  11506. if ( hash.directionalLength !== directionalLength ||
  11507. hash.pointLength !== pointLength ||
  11508. hash.spotLength !== spotLength ||
  11509. hash.rectAreaLength !== rectAreaLength ||
  11510. hash.hemiLength !== hemiLength ||
  11511. hash.numDirectionalShadows !== numDirectionalShadows ||
  11512. hash.numPointShadows !== numPointShadows ||
  11513. hash.numSpotShadows !== numSpotShadows ) {
  11514. state.directional.length = directionalLength;
  11515. state.spot.length = spotLength;
  11516. state.rectArea.length = rectAreaLength;
  11517. state.point.length = pointLength;
  11518. state.hemi.length = hemiLength;
  11519. state.directionalShadowMap.length = numDirectionalShadows;
  11520. state.pointShadowMap.length = numPointShadows;
  11521. state.spotShadowMap.length = numSpotShadows;
  11522. state.directionalShadowMatrix.length = numDirectionalShadows;
  11523. state.pointShadowMatrix.length = numPointShadows;
  11524. state.spotShadowMatrix.length = numSpotShadows;
  11525. hash.directionalLength = directionalLength;
  11526. hash.pointLength = pointLength;
  11527. hash.spotLength = spotLength;
  11528. hash.rectAreaLength = rectAreaLength;
  11529. hash.hemiLength = hemiLength;
  11530. hash.numDirectionalShadows = numDirectionalShadows;
  11531. hash.numPointShadows = numPointShadows;
  11532. hash.numSpotShadows = numSpotShadows;
  11533. state.version = nextVersion ++;
  11534. }
  11535. }
  11536. return {
  11537. setup: setup,
  11538. state: state
  11539. };
  11540. }
  11541. /**
  11542. * @author Mugen87 / https://github.com/Mugen87
  11543. */
  11544. function WebGLRenderState() {
  11545. var lights = new WebGLLights();
  11546. var lightsArray = [];
  11547. var shadowsArray = [];
  11548. function init() {
  11549. lightsArray.length = 0;
  11550. shadowsArray.length = 0;
  11551. }
  11552. function pushLight( light ) {
  11553. lightsArray.push( light );
  11554. }
  11555. function pushShadow( shadowLight ) {
  11556. shadowsArray.push( shadowLight );
  11557. }
  11558. function setupLights( camera ) {
  11559. lights.setup( lightsArray, shadowsArray, camera );
  11560. }
  11561. var state = {
  11562. lightsArray: lightsArray,
  11563. shadowsArray: shadowsArray,
  11564. lights: lights
  11565. };
  11566. return {
  11567. init: init,
  11568. state: state,
  11569. setupLights: setupLights,
  11570. pushLight: pushLight,
  11571. pushShadow: pushShadow
  11572. };
  11573. }
  11574. function WebGLRenderStates() {
  11575. var renderStates = new WeakMap();
  11576. function onSceneDispose( event ) {
  11577. var scene = event.target;
  11578. scene.removeEventListener( 'dispose', onSceneDispose );
  11579. renderStates.delete( scene );
  11580. }
  11581. function get( scene, camera ) {
  11582. var renderState;
  11583. if ( renderStates.has( scene ) === false ) {
  11584. renderState = new WebGLRenderState();
  11585. renderStates.set( scene, new WeakMap() );
  11586. renderStates.get( scene ).set( camera, renderState );
  11587. scene.addEventListener( 'dispose', onSceneDispose );
  11588. } else {
  11589. if ( renderStates.get( scene ).has( camera ) === false ) {
  11590. renderState = new WebGLRenderState();
  11591. renderStates.get( scene ).set( camera, renderState );
  11592. } else {
  11593. renderState = renderStates.get( scene ).get( camera );
  11594. }
  11595. }
  11596. return renderState;
  11597. }
  11598. function dispose() {
  11599. renderStates = new WeakMap();
  11600. }
  11601. return {
  11602. get: get,
  11603. dispose: dispose
  11604. };
  11605. }
  11606. /**
  11607. * @author mrdoob / http://mrdoob.com/
  11608. * @author alteredq / http://alteredqualia.com/
  11609. * @author bhouston / https://clara.io
  11610. * @author WestLangley / http://github.com/WestLangley
  11611. *
  11612. * parameters = {
  11613. *
  11614. * opacity: <float>,
  11615. *
  11616. * map: new THREE.Texture( <Image> ),
  11617. *
  11618. * alphaMap: new THREE.Texture( <Image> ),
  11619. *
  11620. * displacementMap: new THREE.Texture( <Image> ),
  11621. * displacementScale: <float>,
  11622. * displacementBias: <float>,
  11623. *
  11624. * wireframe: <boolean>,
  11625. * wireframeLinewidth: <float>
  11626. * }
  11627. */
  11628. function MeshDepthMaterial( parameters ) {
  11629. Material.call( this );
  11630. this.type = 'MeshDepthMaterial';
  11631. this.depthPacking = BasicDepthPacking;
  11632. this.skinning = false;
  11633. this.morphTargets = false;
  11634. this.map = null;
  11635. this.alphaMap = null;
  11636. this.displacementMap = null;
  11637. this.displacementScale = 1;
  11638. this.displacementBias = 0;
  11639. this.wireframe = false;
  11640. this.wireframeLinewidth = 1;
  11641. this.fog = false;
  11642. this.setValues( parameters );
  11643. }
  11644. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11645. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11646. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11647. MeshDepthMaterial.prototype.copy = function ( source ) {
  11648. Material.prototype.copy.call( this, source );
  11649. this.depthPacking = source.depthPacking;
  11650. this.skinning = source.skinning;
  11651. this.morphTargets = source.morphTargets;
  11652. this.map = source.map;
  11653. this.alphaMap = source.alphaMap;
  11654. this.displacementMap = source.displacementMap;
  11655. this.displacementScale = source.displacementScale;
  11656. this.displacementBias = source.displacementBias;
  11657. this.wireframe = source.wireframe;
  11658. this.wireframeLinewidth = source.wireframeLinewidth;
  11659. return this;
  11660. };
  11661. /**
  11662. * @author WestLangley / http://github.com/WestLangley
  11663. *
  11664. * parameters = {
  11665. *
  11666. * referencePosition: <float>,
  11667. * nearDistance: <float>,
  11668. * farDistance: <float>,
  11669. *
  11670. * skinning: <bool>,
  11671. * morphTargets: <bool>,
  11672. *
  11673. * map: new THREE.Texture( <Image> ),
  11674. *
  11675. * alphaMap: new THREE.Texture( <Image> ),
  11676. *
  11677. * displacementMap: new THREE.Texture( <Image> ),
  11678. * displacementScale: <float>,
  11679. * displacementBias: <float>
  11680. *
  11681. * }
  11682. */
  11683. function MeshDistanceMaterial( parameters ) {
  11684. Material.call( this );
  11685. this.type = 'MeshDistanceMaterial';
  11686. this.referencePosition = new Vector3();
  11687. this.nearDistance = 1;
  11688. this.farDistance = 1000;
  11689. this.skinning = false;
  11690. this.morphTargets = false;
  11691. this.map = null;
  11692. this.alphaMap = null;
  11693. this.displacementMap = null;
  11694. this.displacementScale = 1;
  11695. this.displacementBias = 0;
  11696. this.fog = false;
  11697. this.setValues( parameters );
  11698. }
  11699. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11700. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11701. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11702. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11703. Material.prototype.copy.call( this, source );
  11704. this.referencePosition.copy( source.referencePosition );
  11705. this.nearDistance = source.nearDistance;
  11706. this.farDistance = source.farDistance;
  11707. this.skinning = source.skinning;
  11708. this.morphTargets = source.morphTargets;
  11709. this.map = source.map;
  11710. this.alphaMap = source.alphaMap;
  11711. this.displacementMap = source.displacementMap;
  11712. this.displacementScale = source.displacementScale;
  11713. this.displacementBias = source.displacementBias;
  11714. return this;
  11715. };
  11716. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11717. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11718. /**
  11719. * @author alteredq / http://alteredqualia.com/
  11720. * @author mrdoob / http://mrdoob.com/
  11721. */
  11722. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11723. var _frustum = new Frustum(),
  11724. _shadowMapSize = new Vector2(),
  11725. _viewportSize = new Vector2(),
  11726. _viewport = new Vector4(),
  11727. _MorphingFlag = 1,
  11728. _SkinningFlag = 2,
  11729. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11730. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11731. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11732. _materialCache = {};
  11733. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11734. var shadowMaterialVertical = new ShaderMaterial( {
  11735. defines: {
  11736. SAMPLE_RATE: 2.0 / 8.0,
  11737. HALF_SAMPLE_RATE: 1.0 / 8.0
  11738. },
  11739. uniforms: {
  11740. shadow_pass: { value: null },
  11741. resolution: { value: new Vector2() },
  11742. radius: { value: 4.0 }
  11743. },
  11744. vertexShader: vsm_vert,
  11745. fragmentShader: vsm_frag
  11746. } );
  11747. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11748. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11749. var fullScreenTri = new BufferGeometry();
  11750. fullScreenTri.addAttribute(
  11751. "position",
  11752. new BufferAttribute(
  11753. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11754. 3
  11755. )
  11756. );
  11757. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11758. // init
  11759. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11760. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11761. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11762. var depthMaterial = new MeshDepthMaterial( {
  11763. depthPacking: RGBADepthPacking,
  11764. morphTargets: useMorphing,
  11765. skinning: useSkinning
  11766. } );
  11767. _depthMaterials[ i ] = depthMaterial;
  11768. var distanceMaterial = new MeshDistanceMaterial( {
  11769. morphTargets: useMorphing,
  11770. skinning: useSkinning
  11771. } );
  11772. _distanceMaterials[ i ] = distanceMaterial;
  11773. }
  11774. var scope = this;
  11775. this.enabled = false;
  11776. this.autoUpdate = true;
  11777. this.needsUpdate = false;
  11778. this.type = PCFShadowMap;
  11779. this.render = function ( lights, scene, camera ) {
  11780. if ( scope.enabled === false ) { return; }
  11781. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11782. if ( lights.length === 0 ) { return; }
  11783. var currentRenderTarget = _renderer.getRenderTarget();
  11784. var activeCubeFace = _renderer.getActiveCubeFace();
  11785. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11786. var _state = _renderer.state;
  11787. // Set GL state for depth map.
  11788. _state.setBlending( NoBlending );
  11789. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11790. _state.buffers.depth.setTest( true );
  11791. _state.setScissorTest( false );
  11792. // render depth map
  11793. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11794. var light = lights[ i ];
  11795. var shadow = light.shadow;
  11796. if ( shadow === undefined ) {
  11797. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11798. continue;
  11799. }
  11800. _shadowMapSize.copy( shadow.mapSize );
  11801. var shadowFrameExtents = shadow.getFrameExtents();
  11802. _shadowMapSize.multiply( shadowFrameExtents );
  11803. _viewportSize.copy( shadow.mapSize );
  11804. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11805. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11806. if ( _shadowMapSize.x > maxTextureSize ) {
  11807. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11808. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11809. shadow.mapSize.x = _viewportSize.x;
  11810. }
  11811. if ( _shadowMapSize.y > maxTextureSize ) {
  11812. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11813. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11814. shadow.mapSize.y = _viewportSize.y;
  11815. }
  11816. }
  11817. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11818. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11819. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11820. shadow.map.texture.name = light.name + ".shadowMap";
  11821. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11822. shadow.camera.updateProjectionMatrix();
  11823. }
  11824. if ( shadow.map === null ) {
  11825. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11826. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11827. shadow.map.texture.name = light.name + ".shadowMap";
  11828. shadow.camera.updateProjectionMatrix();
  11829. }
  11830. _renderer.setRenderTarget( shadow.map );
  11831. _renderer.clear();
  11832. var viewportCount = shadow.getViewportCount();
  11833. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11834. var viewport = shadow.getViewport( vp );
  11835. _viewport.set(
  11836. _viewportSize.x * viewport.x,
  11837. _viewportSize.y * viewport.y,
  11838. _viewportSize.x * viewport.z,
  11839. _viewportSize.y * viewport.w
  11840. );
  11841. _state.viewport( _viewport );
  11842. shadow.updateMatrices( light, camera, vp );
  11843. _frustum = shadow.getFrustum();
  11844. renderObject( scene, camera, shadow.camera, light, this.type );
  11845. }
  11846. // do blur pass for VSM
  11847. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11848. VSMPass( shadow, camera );
  11849. }
  11850. }
  11851. scope.needsUpdate = false;
  11852. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11853. };
  11854. function VSMPass( shadow, camera ) {
  11855. var geometry = _objects.update( fullScreenMesh );
  11856. // vertical pass
  11857. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11858. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11859. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11860. _renderer.setRenderTarget( shadow.mapPass );
  11861. _renderer.clear();
  11862. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11863. // horizonal pass
  11864. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11865. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11866. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11867. _renderer.setRenderTarget( shadow.map );
  11868. _renderer.clear();
  11869. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11870. }
  11871. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11872. var geometry = object.geometry;
  11873. var result = null;
  11874. var materialVariants = _depthMaterials;
  11875. var customMaterial = object.customDepthMaterial;
  11876. if ( light.isPointLight ) {
  11877. materialVariants = _distanceMaterials;
  11878. customMaterial = object.customDistanceMaterial;
  11879. }
  11880. if ( ! customMaterial ) {
  11881. var useMorphing = false;
  11882. if ( material.morphTargets ) {
  11883. if ( geometry && geometry.isBufferGeometry ) {
  11884. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11885. } else if ( geometry && geometry.isGeometry ) {
  11886. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11887. }
  11888. }
  11889. if ( object.isSkinnedMesh && material.skinning === false ) {
  11890. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11891. }
  11892. var useSkinning = object.isSkinnedMesh && material.skinning;
  11893. var variantIndex = 0;
  11894. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11895. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11896. result = materialVariants[ variantIndex ];
  11897. } else {
  11898. result = customMaterial;
  11899. }
  11900. if ( _renderer.localClippingEnabled &&
  11901. material.clipShadows === true &&
  11902. material.clippingPlanes.length !== 0 ) {
  11903. // in this case we need a unique material instance reflecting the
  11904. // appropriate state
  11905. var keyA = result.uuid, keyB = material.uuid;
  11906. var materialsForVariant = _materialCache[ keyA ];
  11907. if ( materialsForVariant === undefined ) {
  11908. materialsForVariant = {};
  11909. _materialCache[ keyA ] = materialsForVariant;
  11910. }
  11911. var cachedMaterial = materialsForVariant[ keyB ];
  11912. if ( cachedMaterial === undefined ) {
  11913. cachedMaterial = result.clone();
  11914. materialsForVariant[ keyB ] = cachedMaterial;
  11915. }
  11916. result = cachedMaterial;
  11917. }
  11918. result.visible = material.visible;
  11919. result.wireframe = material.wireframe;
  11920. if ( type === VSMShadowMap ) {
  11921. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11922. } else {
  11923. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11924. }
  11925. result.clipShadows = material.clipShadows;
  11926. result.clippingPlanes = material.clippingPlanes;
  11927. result.clipIntersection = material.clipIntersection;
  11928. result.wireframeLinewidth = material.wireframeLinewidth;
  11929. result.linewidth = material.linewidth;
  11930. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11931. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11932. result.nearDistance = shadowCameraNear;
  11933. result.farDistance = shadowCameraFar;
  11934. }
  11935. return result;
  11936. }
  11937. function renderObject( object, camera, shadowCamera, light, type ) {
  11938. if ( object.visible === false ) { return; }
  11939. var visible = object.layers.test( camera.layers );
  11940. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11941. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11942. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11943. var geometry = _objects.update( object );
  11944. var material = object.material;
  11945. if ( Array.isArray( material ) ) {
  11946. var groups = geometry.groups;
  11947. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11948. var group = groups[ k ];
  11949. var groupMaterial = material[ group.materialIndex ];
  11950. if ( groupMaterial && groupMaterial.visible ) {
  11951. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11952. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11953. }
  11954. }
  11955. } else if ( material.visible ) {
  11956. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11957. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11958. }
  11959. }
  11960. }
  11961. var children = object.children;
  11962. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11963. renderObject( children[ i ], camera, shadowCamera, light, type );
  11964. }
  11965. }
  11966. }
  11967. /**
  11968. * @author mrdoob / http://mrdoob.com/
  11969. */
  11970. function WebGLState( gl, extensions, utils, capabilities ) {
  11971. var isWebGL2 = capabilities.isWebGL2;
  11972. function ColorBuffer() {
  11973. var locked = false;
  11974. var color = new Vector4();
  11975. var currentColorMask = null;
  11976. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11977. return {
  11978. setMask: function ( colorMask ) {
  11979. if ( currentColorMask !== colorMask && ! locked ) {
  11980. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11981. currentColorMask = colorMask;
  11982. }
  11983. },
  11984. setLocked: function ( lock ) {
  11985. locked = lock;
  11986. },
  11987. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11988. if ( premultipliedAlpha === true ) {
  11989. r *= a; g *= a; b *= a;
  11990. }
  11991. color.set( r, g, b, a );
  11992. if ( currentColorClear.equals( color ) === false ) {
  11993. gl.clearColor( r, g, b, a );
  11994. currentColorClear.copy( color );
  11995. }
  11996. },
  11997. reset: function () {
  11998. locked = false;
  11999. currentColorMask = null;
  12000. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12001. }
  12002. };
  12003. }
  12004. function DepthBuffer() {
  12005. var locked = false;
  12006. var currentDepthMask = null;
  12007. var currentDepthFunc = null;
  12008. var currentDepthClear = null;
  12009. return {
  12010. setTest: function ( depthTest ) {
  12011. if ( depthTest ) {
  12012. enable( 2929 );
  12013. } else {
  12014. disable( 2929 );
  12015. }
  12016. },
  12017. setMask: function ( depthMask ) {
  12018. if ( currentDepthMask !== depthMask && ! locked ) {
  12019. gl.depthMask( depthMask );
  12020. currentDepthMask = depthMask;
  12021. }
  12022. },
  12023. setFunc: function ( depthFunc ) {
  12024. if ( currentDepthFunc !== depthFunc ) {
  12025. if ( depthFunc ) {
  12026. switch ( depthFunc ) {
  12027. case NeverDepth:
  12028. gl.depthFunc( 512 );
  12029. break;
  12030. case AlwaysDepth:
  12031. gl.depthFunc( 519 );
  12032. break;
  12033. case LessDepth:
  12034. gl.depthFunc( 513 );
  12035. break;
  12036. case LessEqualDepth:
  12037. gl.depthFunc( 515 );
  12038. break;
  12039. case EqualDepth:
  12040. gl.depthFunc( 514 );
  12041. break;
  12042. case GreaterEqualDepth:
  12043. gl.depthFunc( 518 );
  12044. break;
  12045. case GreaterDepth:
  12046. gl.depthFunc( 516 );
  12047. break;
  12048. case NotEqualDepth:
  12049. gl.depthFunc( 517 );
  12050. break;
  12051. default:
  12052. gl.depthFunc( 515 );
  12053. }
  12054. } else {
  12055. gl.depthFunc( 515 );
  12056. }
  12057. currentDepthFunc = depthFunc;
  12058. }
  12059. },
  12060. setLocked: function ( lock ) {
  12061. locked = lock;
  12062. },
  12063. setClear: function ( depth ) {
  12064. if ( currentDepthClear !== depth ) {
  12065. gl.clearDepth( depth );
  12066. currentDepthClear = depth;
  12067. }
  12068. },
  12069. reset: function () {
  12070. locked = false;
  12071. currentDepthMask = null;
  12072. currentDepthFunc = null;
  12073. currentDepthClear = null;
  12074. }
  12075. };
  12076. }
  12077. function StencilBuffer() {
  12078. var locked = false;
  12079. var currentStencilMask = null;
  12080. var currentStencilFunc = null;
  12081. var currentStencilRef = null;
  12082. var currentStencilFuncMask = null;
  12083. var currentStencilFail = null;
  12084. var currentStencilZFail = null;
  12085. var currentStencilZPass = null;
  12086. var currentStencilClear = null;
  12087. return {
  12088. setTest: function ( stencilTest ) {
  12089. if ( ! locked ) {
  12090. if ( stencilTest ) {
  12091. enable( 2960 );
  12092. } else {
  12093. disable( 2960 );
  12094. }
  12095. }
  12096. },
  12097. setMask: function ( stencilMask ) {
  12098. if ( currentStencilMask !== stencilMask && ! locked ) {
  12099. gl.stencilMask( stencilMask );
  12100. currentStencilMask = stencilMask;
  12101. }
  12102. },
  12103. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12104. if ( currentStencilFunc !== stencilFunc ||
  12105. currentStencilRef !== stencilRef ||
  12106. currentStencilFuncMask !== stencilMask ) {
  12107. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12108. currentStencilFunc = stencilFunc;
  12109. currentStencilRef = stencilRef;
  12110. currentStencilFuncMask = stencilMask;
  12111. }
  12112. },
  12113. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12114. if ( currentStencilFail !== stencilFail ||
  12115. currentStencilZFail !== stencilZFail ||
  12116. currentStencilZPass !== stencilZPass ) {
  12117. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12118. currentStencilFail = stencilFail;
  12119. currentStencilZFail = stencilZFail;
  12120. currentStencilZPass = stencilZPass;
  12121. }
  12122. },
  12123. setLocked: function ( lock ) {
  12124. locked = lock;
  12125. },
  12126. setClear: function ( stencil ) {
  12127. if ( currentStencilClear !== stencil ) {
  12128. gl.clearStencil( stencil );
  12129. currentStencilClear = stencil;
  12130. }
  12131. },
  12132. reset: function () {
  12133. locked = false;
  12134. currentStencilMask = null;
  12135. currentStencilFunc = null;
  12136. currentStencilRef = null;
  12137. currentStencilFuncMask = null;
  12138. currentStencilFail = null;
  12139. currentStencilZFail = null;
  12140. currentStencilZPass = null;
  12141. currentStencilClear = null;
  12142. }
  12143. };
  12144. }
  12145. //
  12146. var colorBuffer = new ColorBuffer();
  12147. var depthBuffer = new DepthBuffer();
  12148. var stencilBuffer = new StencilBuffer();
  12149. var maxVertexAttributes = gl.getParameter( 34921 );
  12150. var newAttributes = new Uint8Array( maxVertexAttributes );
  12151. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12152. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12153. var enabledCapabilities = {};
  12154. var compressedTextureFormats = null;
  12155. var currentProgram = null;
  12156. var currentBlendingEnabled = null;
  12157. var currentBlending = null;
  12158. var currentBlendEquation = null;
  12159. var currentBlendSrc = null;
  12160. var currentBlendDst = null;
  12161. var currentBlendEquationAlpha = null;
  12162. var currentBlendSrcAlpha = null;
  12163. var currentBlendDstAlpha = null;
  12164. var currentPremultipledAlpha = false;
  12165. var currentFlipSided = null;
  12166. var currentCullFace = null;
  12167. var currentLineWidth = null;
  12168. var currentPolygonOffsetFactor = null;
  12169. var currentPolygonOffsetUnits = null;
  12170. var maxTextures = gl.getParameter( 35661 );
  12171. var lineWidthAvailable = false;
  12172. var version = 0;
  12173. var glVersion = gl.getParameter( 7938 );
  12174. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12175. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12176. lineWidthAvailable = ( version >= 1.0 );
  12177. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12178. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12179. lineWidthAvailable = ( version >= 2.0 );
  12180. }
  12181. var currentTextureSlot = null;
  12182. var currentBoundTextures = {};
  12183. var currentScissor = new Vector4();
  12184. var currentViewport = new Vector4();
  12185. function createTexture( type, target, count ) {
  12186. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12187. var texture = gl.createTexture();
  12188. gl.bindTexture( type, texture );
  12189. gl.texParameteri( type, 10241, 9728 );
  12190. gl.texParameteri( type, 10240, 9728 );
  12191. for ( var i = 0; i < count; i ++ ) {
  12192. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12193. }
  12194. return texture;
  12195. }
  12196. var emptyTextures = {};
  12197. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12198. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12199. // init
  12200. colorBuffer.setClear( 0, 0, 0, 1 );
  12201. depthBuffer.setClear( 1 );
  12202. stencilBuffer.setClear( 0 );
  12203. enable( 2929 );
  12204. depthBuffer.setFunc( LessEqualDepth );
  12205. setFlipSided( false );
  12206. setCullFace( CullFaceBack );
  12207. enable( 2884 );
  12208. setBlending( NoBlending );
  12209. //
  12210. function initAttributes() {
  12211. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12212. newAttributes[ i ] = 0;
  12213. }
  12214. }
  12215. function enableAttribute( attribute ) {
  12216. enableAttributeAndDivisor( attribute, 0 );
  12217. }
  12218. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12219. newAttributes[ attribute ] = 1;
  12220. if ( enabledAttributes[ attribute ] === 0 ) {
  12221. gl.enableVertexAttribArray( attribute );
  12222. enabledAttributes[ attribute ] = 1;
  12223. }
  12224. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12225. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12226. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12227. attributeDivisors[ attribute ] = meshPerAttribute;
  12228. }
  12229. }
  12230. function disableUnusedAttributes() {
  12231. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12232. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12233. gl.disableVertexAttribArray( i );
  12234. enabledAttributes[ i ] = 0;
  12235. }
  12236. }
  12237. }
  12238. function enable( id ) {
  12239. if ( enabledCapabilities[ id ] !== true ) {
  12240. gl.enable( id );
  12241. enabledCapabilities[ id ] = true;
  12242. }
  12243. }
  12244. function disable( id ) {
  12245. if ( enabledCapabilities[ id ] !== false ) {
  12246. gl.disable( id );
  12247. enabledCapabilities[ id ] = false;
  12248. }
  12249. }
  12250. function getCompressedTextureFormats() {
  12251. if ( compressedTextureFormats === null ) {
  12252. compressedTextureFormats = [];
  12253. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12254. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12255. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12256. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12257. var formats = gl.getParameter( 34467 );
  12258. for ( var i = 0; i < formats.length; i ++ ) {
  12259. compressedTextureFormats.push( formats[ i ] );
  12260. }
  12261. }
  12262. }
  12263. return compressedTextureFormats;
  12264. }
  12265. function useProgram( program ) {
  12266. if ( currentProgram !== program ) {
  12267. gl.useProgram( program );
  12268. currentProgram = program;
  12269. return true;
  12270. }
  12271. return false;
  12272. }
  12273. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12274. if ( blending === NoBlending ) {
  12275. if ( currentBlendingEnabled ) {
  12276. disable( 3042 );
  12277. currentBlendingEnabled = false;
  12278. }
  12279. return;
  12280. }
  12281. if ( ! currentBlendingEnabled ) {
  12282. enable( 3042 );
  12283. currentBlendingEnabled = true;
  12284. }
  12285. if ( blending !== CustomBlending ) {
  12286. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12287. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12288. gl.blendEquation( 32774 );
  12289. currentBlendEquation = AddEquation;
  12290. currentBlendEquationAlpha = AddEquation;
  12291. }
  12292. if ( premultipliedAlpha ) {
  12293. switch ( blending ) {
  12294. case NormalBlending:
  12295. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12296. break;
  12297. case AdditiveBlending:
  12298. gl.blendFunc( 1, 1 );
  12299. break;
  12300. case SubtractiveBlending:
  12301. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12302. break;
  12303. case MultiplyBlending:
  12304. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12305. break;
  12306. default:
  12307. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12308. break;
  12309. }
  12310. } else {
  12311. switch ( blending ) {
  12312. case NormalBlending:
  12313. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12314. break;
  12315. case AdditiveBlending:
  12316. gl.blendFunc( 770, 1 );
  12317. break;
  12318. case SubtractiveBlending:
  12319. gl.blendFunc( 0, 769 );
  12320. break;
  12321. case MultiplyBlending:
  12322. gl.blendFunc( 0, 768 );
  12323. break;
  12324. default:
  12325. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12326. break;
  12327. }
  12328. }
  12329. currentBlendSrc = null;
  12330. currentBlendDst = null;
  12331. currentBlendSrcAlpha = null;
  12332. currentBlendDstAlpha = null;
  12333. currentBlending = blending;
  12334. currentPremultipledAlpha = premultipliedAlpha;
  12335. }
  12336. return;
  12337. }
  12338. // custom blending
  12339. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12340. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12341. blendDstAlpha = blendDstAlpha || blendDst;
  12342. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12343. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12344. currentBlendEquation = blendEquation;
  12345. currentBlendEquationAlpha = blendEquationAlpha;
  12346. }
  12347. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12348. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12349. currentBlendSrc = blendSrc;
  12350. currentBlendDst = blendDst;
  12351. currentBlendSrcAlpha = blendSrcAlpha;
  12352. currentBlendDstAlpha = blendDstAlpha;
  12353. }
  12354. currentBlending = blending;
  12355. currentPremultipledAlpha = null;
  12356. }
  12357. function setMaterial( material, frontFaceCW ) {
  12358. material.side === DoubleSide
  12359. ? disable( 2884 )
  12360. : enable( 2884 );
  12361. var flipSided = ( material.side === BackSide );
  12362. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12363. setFlipSided( flipSided );
  12364. ( material.blending === NormalBlending && material.transparent === false )
  12365. ? setBlending( NoBlending )
  12366. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12367. depthBuffer.setFunc( material.depthFunc );
  12368. depthBuffer.setTest( material.depthTest );
  12369. depthBuffer.setMask( material.depthWrite );
  12370. colorBuffer.setMask( material.colorWrite );
  12371. var stencilWrite = material.stencilWrite;
  12372. stencilBuffer.setTest( stencilWrite );
  12373. if ( stencilWrite ) {
  12374. stencilBuffer.setMask( material.stencilWriteMask );
  12375. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12376. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12377. }
  12378. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12379. }
  12380. //
  12381. function setFlipSided( flipSided ) {
  12382. if ( currentFlipSided !== flipSided ) {
  12383. if ( flipSided ) {
  12384. gl.frontFace( 2304 );
  12385. } else {
  12386. gl.frontFace( 2305 );
  12387. }
  12388. currentFlipSided = flipSided;
  12389. }
  12390. }
  12391. function setCullFace( cullFace ) {
  12392. if ( cullFace !== CullFaceNone ) {
  12393. enable( 2884 );
  12394. if ( cullFace !== currentCullFace ) {
  12395. if ( cullFace === CullFaceBack ) {
  12396. gl.cullFace( 1029 );
  12397. } else if ( cullFace === CullFaceFront ) {
  12398. gl.cullFace( 1028 );
  12399. } else {
  12400. gl.cullFace( 1032 );
  12401. }
  12402. }
  12403. } else {
  12404. disable( 2884 );
  12405. }
  12406. currentCullFace = cullFace;
  12407. }
  12408. function setLineWidth( width ) {
  12409. if ( width !== currentLineWidth ) {
  12410. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12411. currentLineWidth = width;
  12412. }
  12413. }
  12414. function setPolygonOffset( polygonOffset, factor, units ) {
  12415. if ( polygonOffset ) {
  12416. enable( 32823 );
  12417. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12418. gl.polygonOffset( factor, units );
  12419. currentPolygonOffsetFactor = factor;
  12420. currentPolygonOffsetUnits = units;
  12421. }
  12422. } else {
  12423. disable( 32823 );
  12424. }
  12425. }
  12426. function setScissorTest( scissorTest ) {
  12427. if ( scissorTest ) {
  12428. enable( 3089 );
  12429. } else {
  12430. disable( 3089 );
  12431. }
  12432. }
  12433. // texture
  12434. function activeTexture( webglSlot ) {
  12435. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12436. if ( currentTextureSlot !== webglSlot ) {
  12437. gl.activeTexture( webglSlot );
  12438. currentTextureSlot = webglSlot;
  12439. }
  12440. }
  12441. function bindTexture( webglType, webglTexture ) {
  12442. if ( currentTextureSlot === null ) {
  12443. activeTexture();
  12444. }
  12445. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12446. if ( boundTexture === undefined ) {
  12447. boundTexture = { type: undefined, texture: undefined };
  12448. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12449. }
  12450. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12451. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12452. boundTexture.type = webglType;
  12453. boundTexture.texture = webglTexture;
  12454. }
  12455. }
  12456. function compressedTexImage2D() {
  12457. try {
  12458. gl.compressedTexImage2D.apply( gl, arguments );
  12459. } catch ( error ) {
  12460. console.error( 'THREE.WebGLState:', error );
  12461. }
  12462. }
  12463. function texImage2D() {
  12464. try {
  12465. gl.texImage2D.apply( gl, arguments );
  12466. } catch ( error ) {
  12467. console.error( 'THREE.WebGLState:', error );
  12468. }
  12469. }
  12470. function texImage3D() {
  12471. try {
  12472. gl.texImage3D.apply( gl, arguments );
  12473. } catch ( error ) {
  12474. console.error( 'THREE.WebGLState:', error );
  12475. }
  12476. }
  12477. //
  12478. function scissor( scissor ) {
  12479. if ( currentScissor.equals( scissor ) === false ) {
  12480. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12481. currentScissor.copy( scissor );
  12482. }
  12483. }
  12484. function viewport( viewport ) {
  12485. if ( currentViewport.equals( viewport ) === false ) {
  12486. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12487. currentViewport.copy( viewport );
  12488. }
  12489. }
  12490. //
  12491. function reset() {
  12492. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12493. if ( enabledAttributes[ i ] === 1 ) {
  12494. gl.disableVertexAttribArray( i );
  12495. enabledAttributes[ i ] = 0;
  12496. }
  12497. }
  12498. enabledCapabilities = {};
  12499. compressedTextureFormats = null;
  12500. currentTextureSlot = null;
  12501. currentBoundTextures = {};
  12502. currentProgram = null;
  12503. currentBlending = null;
  12504. currentFlipSided = null;
  12505. currentCullFace = null;
  12506. colorBuffer.reset();
  12507. depthBuffer.reset();
  12508. stencilBuffer.reset();
  12509. }
  12510. return {
  12511. buffers: {
  12512. color: colorBuffer,
  12513. depth: depthBuffer,
  12514. stencil: stencilBuffer
  12515. },
  12516. initAttributes: initAttributes,
  12517. enableAttribute: enableAttribute,
  12518. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12519. disableUnusedAttributes: disableUnusedAttributes,
  12520. enable: enable,
  12521. disable: disable,
  12522. getCompressedTextureFormats: getCompressedTextureFormats,
  12523. useProgram: useProgram,
  12524. setBlending: setBlending,
  12525. setMaterial: setMaterial,
  12526. setFlipSided: setFlipSided,
  12527. setCullFace: setCullFace,
  12528. setLineWidth: setLineWidth,
  12529. setPolygonOffset: setPolygonOffset,
  12530. setScissorTest: setScissorTest,
  12531. activeTexture: activeTexture,
  12532. bindTexture: bindTexture,
  12533. compressedTexImage2D: compressedTexImage2D,
  12534. texImage2D: texImage2D,
  12535. texImage3D: texImage3D,
  12536. scissor: scissor,
  12537. viewport: viewport,
  12538. reset: reset
  12539. };
  12540. }
  12541. /**
  12542. * @author mrdoob / http://mrdoob.com/
  12543. */
  12544. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12545. var isWebGL2 = capabilities.isWebGL2;
  12546. var maxTextures = capabilities.maxTextures;
  12547. var maxCubemapSize = capabilities.maxCubemapSize;
  12548. var maxTextureSize = capabilities.maxTextureSize;
  12549. var maxSamples = capabilities.maxSamples;
  12550. var _videoTextures = new WeakMap();
  12551. var _canvas;
  12552. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12553. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12554. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12555. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12556. function createCanvas( width, height ) {
  12557. // Use OffscreenCanvas when available. Specially needed in web workers
  12558. return useOffscreenCanvas ?
  12559. new OffscreenCanvas( width, height ) :
  12560. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12561. }
  12562. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12563. var scale = 1;
  12564. // handle case if texture exceeds max size
  12565. if ( image.width > maxSize || image.height > maxSize ) {
  12566. scale = maxSize / Math.max( image.width, image.height );
  12567. }
  12568. // only perform resize if necessary
  12569. if ( scale < 1 || needsPowerOfTwo === true ) {
  12570. // only perform resize for certain image types
  12571. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12572. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12573. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12574. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12575. var width = floor( scale * image.width );
  12576. var height = floor( scale * image.height );
  12577. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12578. // cube textures can't reuse the same canvas
  12579. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12580. canvas.width = width;
  12581. canvas.height = height;
  12582. var context = canvas.getContext( '2d' );
  12583. context.drawImage( image, 0, 0, width, height );
  12584. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12585. return canvas;
  12586. } else {
  12587. if ( 'data' in image ) {
  12588. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12589. }
  12590. return image;
  12591. }
  12592. }
  12593. return image;
  12594. }
  12595. function isPowerOfTwo( image ) {
  12596. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12597. }
  12598. function textureNeedsPowerOfTwo( texture ) {
  12599. if ( isWebGL2 ) { return false; }
  12600. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12601. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12602. }
  12603. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12604. return texture.generateMipmaps && supportsMips &&
  12605. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12606. }
  12607. function generateMipmap( target, texture, width, height ) {
  12608. _gl.generateMipmap( target );
  12609. var textureProperties = properties.get( texture );
  12610. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12611. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12612. }
  12613. function getInternalFormat( glFormat, glType ) {
  12614. if ( isWebGL2 === false ) { return glFormat; }
  12615. var internalFormat = glFormat;
  12616. if ( glFormat === 6403 ) {
  12617. if ( glType === 5126 ) { internalFormat = 33326; }
  12618. if ( glType === 5131 ) { internalFormat = 33325; }
  12619. if ( glType === 5121 ) { internalFormat = 33321; }
  12620. }
  12621. if ( glFormat === 6407 ) {
  12622. if ( glType === 5126 ) { internalFormat = 34837; }
  12623. if ( glType === 5131 ) { internalFormat = 34843; }
  12624. if ( glType === 5121 ) { internalFormat = 32849; }
  12625. }
  12626. if ( glFormat === 6408 ) {
  12627. if ( glType === 5126 ) { internalFormat = 34836; }
  12628. if ( glType === 5131 ) { internalFormat = 34842; }
  12629. if ( glType === 5121 ) { internalFormat = 32856; }
  12630. }
  12631. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12632. internalFormat === 34842 || internalFormat === 34836 ) {
  12633. extensions.get( 'EXT_color_buffer_float' );
  12634. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12635. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12636. }
  12637. return internalFormat;
  12638. }
  12639. // Fallback filters for non-power-of-2 textures
  12640. function filterFallback( f ) {
  12641. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12642. return 9728;
  12643. }
  12644. return 9729;
  12645. }
  12646. //
  12647. function onTextureDispose( event ) {
  12648. var texture = event.target;
  12649. texture.removeEventListener( 'dispose', onTextureDispose );
  12650. deallocateTexture( texture );
  12651. if ( texture.isVideoTexture ) {
  12652. _videoTextures.delete( texture );
  12653. }
  12654. info.memory.textures --;
  12655. }
  12656. function onRenderTargetDispose( event ) {
  12657. var renderTarget = event.target;
  12658. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12659. deallocateRenderTarget( renderTarget );
  12660. info.memory.textures --;
  12661. }
  12662. //
  12663. function deallocateTexture( texture ) {
  12664. var textureProperties = properties.get( texture );
  12665. if ( textureProperties.__webglInit === undefined ) { return; }
  12666. _gl.deleteTexture( textureProperties.__webglTexture );
  12667. properties.remove( texture );
  12668. }
  12669. function deallocateRenderTarget( renderTarget ) {
  12670. var renderTargetProperties = properties.get( renderTarget );
  12671. var textureProperties = properties.get( renderTarget.texture );
  12672. if ( ! renderTarget ) { return; }
  12673. if ( textureProperties.__webglTexture !== undefined ) {
  12674. _gl.deleteTexture( textureProperties.__webglTexture );
  12675. }
  12676. if ( renderTarget.depthTexture ) {
  12677. renderTarget.depthTexture.dispose();
  12678. }
  12679. if ( renderTarget.isWebGLRenderTargetCube ) {
  12680. for ( var i = 0; i < 6; i ++ ) {
  12681. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12682. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12683. }
  12684. } else {
  12685. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12686. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12687. }
  12688. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12689. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12690. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12691. info.memory.textures -= 2;
  12692. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12693. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12694. }
  12695. }
  12696. properties.remove( renderTarget.texture );
  12697. properties.remove( renderTarget );
  12698. }
  12699. //
  12700. var textureUnits = 0;
  12701. function resetTextureUnits() {
  12702. textureUnits = 0;
  12703. }
  12704. function allocateTextureUnit() {
  12705. var textureUnit = textureUnits;
  12706. if ( textureUnit >= maxTextures ) {
  12707. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12708. }
  12709. textureUnits += 1;
  12710. return textureUnit;
  12711. }
  12712. //
  12713. function setTexture2D( texture, slot ) {
  12714. var textureProperties = properties.get( texture );
  12715. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12716. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12717. var image = texture.image;
  12718. if ( image === undefined ) {
  12719. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12720. } else if ( image.complete === false ) {
  12721. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12722. } else {
  12723. uploadTexture( textureProperties, texture, slot );
  12724. return;
  12725. }
  12726. }
  12727. state.activeTexture( 33984 + slot );
  12728. state.bindTexture( 3553, textureProperties.__webglTexture );
  12729. }
  12730. function setTexture2DArray( texture, slot ) {
  12731. var textureProperties = properties.get( texture );
  12732. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12733. uploadTexture( textureProperties, texture, slot );
  12734. return;
  12735. }
  12736. state.activeTexture( 33984 + slot );
  12737. state.bindTexture( 35866, textureProperties.__webglTexture );
  12738. }
  12739. function setTexture3D( texture, slot ) {
  12740. var textureProperties = properties.get( texture );
  12741. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12742. uploadTexture( textureProperties, texture, slot );
  12743. return;
  12744. }
  12745. state.activeTexture( 33984 + slot );
  12746. state.bindTexture( 32879, textureProperties.__webglTexture );
  12747. }
  12748. function setTextureCube( texture, slot ) {
  12749. if ( texture.image.length !== 6 ) { return; }
  12750. var textureProperties = properties.get( texture );
  12751. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12752. initTexture( textureProperties, texture );
  12753. state.activeTexture( 33984 + slot );
  12754. state.bindTexture( 34067, textureProperties.__webglTexture );
  12755. _gl.pixelStorei( 37440, texture.flipY );
  12756. var isCompressed = ( texture && texture.isCompressedTexture );
  12757. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12758. var cubeImage = [];
  12759. for ( var i = 0; i < 6; i ++ ) {
  12760. if ( ! isCompressed && ! isDataTexture ) {
  12761. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12762. } else {
  12763. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12764. }
  12765. }
  12766. var image = cubeImage[ 0 ],
  12767. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12768. glFormat = utils.convert( texture.format ),
  12769. glType = utils.convert( texture.type ),
  12770. glInternalFormat = getInternalFormat( glFormat, glType );
  12771. setTextureParameters( 34067, texture, supportsMips );
  12772. var mipmaps;
  12773. if ( isCompressed ) {
  12774. for ( var i = 0; i < 6; i ++ ) {
  12775. mipmaps = cubeImage[ i ].mipmaps;
  12776. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12777. var mipmap = mipmaps[ j ];
  12778. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12779. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12780. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12781. } else {
  12782. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12783. }
  12784. } else {
  12785. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12786. }
  12787. }
  12788. }
  12789. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12790. } else {
  12791. mipmaps = texture.mipmaps;
  12792. for ( var i = 0; i < 6; i ++ ) {
  12793. if ( isDataTexture ) {
  12794. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12795. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12796. var mipmap = mipmaps[ j ];
  12797. var mipmapImage = mipmap.image[ i ].image;
  12798. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12799. }
  12800. } else {
  12801. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12802. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12803. var mipmap = mipmaps[ j ];
  12804. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12805. }
  12806. }
  12807. }
  12808. textureProperties.__maxMipLevel = mipmaps.length;
  12809. }
  12810. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12811. // We assume images for cube map have the same size.
  12812. generateMipmap( 34067, texture, image.width, image.height );
  12813. }
  12814. textureProperties.__version = texture.version;
  12815. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12816. } else {
  12817. state.activeTexture( 33984 + slot );
  12818. state.bindTexture( 34067, textureProperties.__webglTexture );
  12819. }
  12820. }
  12821. function setTextureCubeDynamic( texture, slot ) {
  12822. state.activeTexture( 33984 + slot );
  12823. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12824. }
  12825. function setTextureParameters( textureType, texture, supportsMips ) {
  12826. var extension;
  12827. if ( supportsMips ) {
  12828. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12829. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12830. if ( textureType === 32879 || textureType === 35866 ) {
  12831. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12832. }
  12833. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12834. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12835. } else {
  12836. _gl.texParameteri( textureType, 10242, 33071 );
  12837. _gl.texParameteri( textureType, 10243, 33071 );
  12838. if ( textureType === 32879 || textureType === 35866 ) {
  12839. _gl.texParameteri( textureType, 32882, 33071 );
  12840. }
  12841. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12842. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12843. }
  12844. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12845. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12846. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12847. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12848. }
  12849. }
  12850. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12851. if ( extension ) {
  12852. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12853. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12854. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12855. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12856. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12857. }
  12858. }
  12859. }
  12860. function initTexture( textureProperties, texture ) {
  12861. if ( textureProperties.__webglInit === undefined ) {
  12862. textureProperties.__webglInit = true;
  12863. texture.addEventListener( 'dispose', onTextureDispose );
  12864. textureProperties.__webglTexture = _gl.createTexture();
  12865. info.memory.textures ++;
  12866. }
  12867. }
  12868. function uploadTexture( textureProperties, texture, slot ) {
  12869. var textureType = 3553;
  12870. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12871. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12872. initTexture( textureProperties, texture );
  12873. state.activeTexture( 33984 + slot );
  12874. state.bindTexture( textureType, textureProperties.__webglTexture );
  12875. _gl.pixelStorei( 37440, texture.flipY );
  12876. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12877. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12878. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12879. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  12880. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12881. glFormat = utils.convert( texture.format ),
  12882. glType = utils.convert( texture.type ),
  12883. glInternalFormat = getInternalFormat( glFormat, glType );
  12884. setTextureParameters( textureType, texture, supportsMips );
  12885. var mipmap, mipmaps = texture.mipmaps;
  12886. if ( texture.isDepthTexture ) {
  12887. // populate depth texture with dummy data
  12888. glInternalFormat = 6402;
  12889. if ( texture.type === FloatType ) {
  12890. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12891. glInternalFormat = 36012;
  12892. } else if ( isWebGL2 ) {
  12893. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12894. glInternalFormat = 33189;
  12895. }
  12896. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12897. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12898. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12899. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12900. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12901. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12902. texture.type = UnsignedShortType;
  12903. glType = utils.convert( texture.type );
  12904. }
  12905. }
  12906. // Depth stencil textures need the DEPTH_STENCIL internal format
  12907. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12908. if ( texture.format === DepthStencilFormat ) {
  12909. glInternalFormat = 34041;
  12910. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12911. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12912. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12913. if ( texture.type !== UnsignedInt248Type ) {
  12914. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12915. texture.type = UnsignedInt248Type;
  12916. glType = utils.convert( texture.type );
  12917. }
  12918. }
  12919. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12920. } else if ( texture.isDataTexture ) {
  12921. // use manually created mipmaps if available
  12922. // if there are no manual mipmaps
  12923. // set 0 level mipmap and then use GL to generate other mipmap levels
  12924. if ( mipmaps.length > 0 && supportsMips ) {
  12925. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12926. mipmap = mipmaps[ i ];
  12927. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12928. }
  12929. texture.generateMipmaps = false;
  12930. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12931. } else {
  12932. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12933. textureProperties.__maxMipLevel = 0;
  12934. }
  12935. } else if ( texture.isCompressedTexture ) {
  12936. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12937. mipmap = mipmaps[ i ];
  12938. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12939. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12940. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12941. } else {
  12942. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12943. }
  12944. } else {
  12945. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12946. }
  12947. }
  12948. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12949. } else if ( texture.isDataTexture2DArray ) {
  12950. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12951. textureProperties.__maxMipLevel = 0;
  12952. } else if ( texture.isDataTexture3D ) {
  12953. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12954. textureProperties.__maxMipLevel = 0;
  12955. } else {
  12956. // regular Texture (image, video, canvas)
  12957. // use manually created mipmaps if available
  12958. // if there are no manual mipmaps
  12959. // set 0 level mipmap and then use GL to generate other mipmap levels
  12960. if ( mipmaps.length > 0 && supportsMips ) {
  12961. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12962. mipmap = mipmaps[ i ];
  12963. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12964. }
  12965. texture.generateMipmaps = false;
  12966. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12967. } else {
  12968. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12969. textureProperties.__maxMipLevel = 0;
  12970. }
  12971. }
  12972. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12973. generateMipmap( 3553, texture, image.width, image.height );
  12974. }
  12975. textureProperties.__version = texture.version;
  12976. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12977. }
  12978. // Render targets
  12979. // Setup storage for target texture and bind it to correct framebuffer
  12980. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12981. var glFormat = utils.convert( renderTarget.texture.format );
  12982. var glType = utils.convert( renderTarget.texture.type );
  12983. var glInternalFormat = getInternalFormat( glFormat, glType );
  12984. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12985. _gl.bindFramebuffer( 36160, framebuffer );
  12986. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12987. _gl.bindFramebuffer( 36160, null );
  12988. }
  12989. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12990. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12991. _gl.bindRenderbuffer( 36161, renderbuffer );
  12992. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12993. if ( isMultisample ) {
  12994. var samples = getRenderTargetSamples( renderTarget );
  12995. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12996. } else {
  12997. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12998. }
  12999. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13000. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13001. if ( isMultisample ) {
  13002. var samples = getRenderTargetSamples( renderTarget );
  13003. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13004. } else {
  13005. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13006. }
  13007. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13008. } else {
  13009. var glFormat = utils.convert( renderTarget.texture.format );
  13010. var glType = utils.convert( renderTarget.texture.type );
  13011. var glInternalFormat = getInternalFormat( glFormat, glType );
  13012. if ( isMultisample ) {
  13013. var samples = getRenderTargetSamples( renderTarget );
  13014. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13015. } else {
  13016. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13017. }
  13018. }
  13019. _gl.bindRenderbuffer( 36161, null );
  13020. }
  13021. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13022. function setupDepthTexture( framebuffer, renderTarget ) {
  13023. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13024. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13025. _gl.bindFramebuffer( 36160, framebuffer );
  13026. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13027. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13028. }
  13029. // upload an empty depth texture with framebuffer size
  13030. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13031. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13032. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13033. renderTarget.depthTexture.image.width = renderTarget.width;
  13034. renderTarget.depthTexture.image.height = renderTarget.height;
  13035. renderTarget.depthTexture.needsUpdate = true;
  13036. }
  13037. setTexture2D( renderTarget.depthTexture, 0 );
  13038. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13039. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13040. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13041. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13042. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13043. } else {
  13044. throw new Error( 'Unknown depthTexture format' );
  13045. }
  13046. }
  13047. // Setup GL resources for a non-texture depth buffer
  13048. function setupDepthRenderbuffer( renderTarget ) {
  13049. var renderTargetProperties = properties.get( renderTarget );
  13050. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13051. if ( renderTarget.depthTexture ) {
  13052. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13053. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13054. } else {
  13055. if ( isCube ) {
  13056. renderTargetProperties.__webglDepthbuffer = [];
  13057. for ( var i = 0; i < 6; i ++ ) {
  13058. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13059. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13060. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13061. }
  13062. } else {
  13063. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13064. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13065. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13066. }
  13067. }
  13068. _gl.bindFramebuffer( 36160, null );
  13069. }
  13070. // Set up GL resources for the render target
  13071. function setupRenderTarget( renderTarget ) {
  13072. var renderTargetProperties = properties.get( renderTarget );
  13073. var textureProperties = properties.get( renderTarget.texture );
  13074. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13075. textureProperties.__webglTexture = _gl.createTexture();
  13076. info.memory.textures ++;
  13077. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13078. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13079. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13080. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13081. // Setup framebuffer
  13082. if ( isCube ) {
  13083. renderTargetProperties.__webglFramebuffer = [];
  13084. for ( var i = 0; i < 6; i ++ ) {
  13085. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13086. }
  13087. } else {
  13088. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13089. if ( isMultisample ) {
  13090. if ( isWebGL2 ) {
  13091. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13092. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13093. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13094. var glFormat = utils.convert( renderTarget.texture.format );
  13095. var glType = utils.convert( renderTarget.texture.type );
  13096. var glInternalFormat = getInternalFormat( glFormat, glType );
  13097. var samples = getRenderTargetSamples( renderTarget );
  13098. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13099. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13100. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13101. _gl.bindRenderbuffer( 36161, null );
  13102. if ( renderTarget.depthBuffer ) {
  13103. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13104. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13105. }
  13106. _gl.bindFramebuffer( 36160, null );
  13107. } else {
  13108. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13109. }
  13110. } else if ( isMultiview ) {
  13111. var width = renderTarget.width;
  13112. var height = renderTarget.height;
  13113. var numViews = renderTarget.numViews;
  13114. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13115. var ext = extensions.get( 'OVR_multiview2' );
  13116. info.memory.textures += 2;
  13117. var colorTexture = _gl.createTexture();
  13118. _gl.bindTexture( 35866, colorTexture );
  13119. _gl.texParameteri( 35866, 10240, 9728 );
  13120. _gl.texParameteri( 35866, 10241, 9728 );
  13121. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13122. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13123. var depthStencilTexture = _gl.createTexture();
  13124. _gl.bindTexture( 35866, depthStencilTexture );
  13125. _gl.texParameteri( 35866, 10240, 9728 );
  13126. _gl.texParameteri( 35866, 10241, 9728 );
  13127. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13128. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13129. var viewFramebuffers = new Array( numViews );
  13130. for ( var i = 0; i < numViews; ++ i ) {
  13131. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13132. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13133. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13134. }
  13135. renderTargetProperties.__webglColorTexture = colorTexture;
  13136. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13137. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13138. _gl.bindFramebuffer( 36160, null );
  13139. _gl.bindTexture( 35866, null );
  13140. }
  13141. }
  13142. // Setup color buffer
  13143. if ( isCube ) {
  13144. state.bindTexture( 34067, textureProperties.__webglTexture );
  13145. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13146. for ( var i = 0; i < 6; i ++ ) {
  13147. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13148. }
  13149. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13150. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13151. }
  13152. state.bindTexture( 34067, null );
  13153. } else if ( ! isMultiview ) {
  13154. state.bindTexture( 3553, textureProperties.__webglTexture );
  13155. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13156. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13157. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13158. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13159. }
  13160. state.bindTexture( 3553, null );
  13161. }
  13162. // Setup depth and stencil buffers
  13163. if ( renderTarget.depthBuffer ) {
  13164. setupDepthRenderbuffer( renderTarget );
  13165. }
  13166. }
  13167. function updateRenderTargetMipmap( renderTarget ) {
  13168. var texture = renderTarget.texture;
  13169. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13170. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13171. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13172. var webglTexture = properties.get( texture ).__webglTexture;
  13173. state.bindTexture( target, webglTexture );
  13174. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13175. state.bindTexture( target, null );
  13176. }
  13177. }
  13178. function updateMultisampleRenderTarget( renderTarget ) {
  13179. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13180. if ( isWebGL2 ) {
  13181. var renderTargetProperties = properties.get( renderTarget );
  13182. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13183. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13184. var width = renderTarget.width;
  13185. var height = renderTarget.height;
  13186. var mask = 16384;
  13187. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13188. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13189. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13190. } else {
  13191. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13192. }
  13193. }
  13194. }
  13195. function getRenderTargetSamples( renderTarget ) {
  13196. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13197. Math.min( maxSamples, renderTarget.samples ) : 0;
  13198. }
  13199. function updateVideoTexture( texture ) {
  13200. var frame = info.render.frame;
  13201. // Check the last frame we updated the VideoTexture
  13202. if ( _videoTextures.get( texture ) !== frame ) {
  13203. _videoTextures.set( texture, frame );
  13204. texture.update();
  13205. }
  13206. }
  13207. // backwards compatibility
  13208. var warnedTexture2D = false;
  13209. var warnedTextureCube = false;
  13210. function safeSetTexture2D( texture, slot ) {
  13211. if ( texture && texture.isWebGLRenderTarget ) {
  13212. if ( warnedTexture2D === false ) {
  13213. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13214. warnedTexture2D = true;
  13215. }
  13216. texture = texture.texture;
  13217. }
  13218. setTexture2D( texture, slot );
  13219. }
  13220. function safeSetTextureCube( texture, slot ) {
  13221. if ( texture && texture.isWebGLRenderTargetCube ) {
  13222. if ( warnedTextureCube === false ) {
  13223. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13224. warnedTextureCube = true;
  13225. }
  13226. texture = texture.texture;
  13227. }
  13228. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13229. // TODO: unify these code paths
  13230. if ( ( texture && texture.isCubeTexture ) ||
  13231. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13232. // CompressedTexture can have Array in image :/
  13233. // this function alone should take care of cube textures
  13234. setTextureCube( texture, slot );
  13235. } else {
  13236. // assumed: texture property of THREE.WebGLRenderTargetCube
  13237. setTextureCubeDynamic( texture, slot );
  13238. }
  13239. }
  13240. //
  13241. this.allocateTextureUnit = allocateTextureUnit;
  13242. this.resetTextureUnits = resetTextureUnits;
  13243. this.setTexture2D = setTexture2D;
  13244. this.setTexture2DArray = setTexture2DArray;
  13245. this.setTexture3D = setTexture3D;
  13246. this.setTextureCube = setTextureCube;
  13247. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13248. this.setupRenderTarget = setupRenderTarget;
  13249. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13250. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13251. this.safeSetTexture2D = safeSetTexture2D;
  13252. this.safeSetTextureCube = safeSetTextureCube;
  13253. }
  13254. /**
  13255. * @author thespite / http://www.twitter.com/thespite
  13256. */
  13257. function WebGLUtils( gl, extensions, capabilities ) {
  13258. var isWebGL2 = capabilities.isWebGL2;
  13259. function convert( p ) {
  13260. var extension;
  13261. if ( p === RepeatWrapping ) { return 10497; }
  13262. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13263. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13264. if ( p === NearestFilter ) { return 9728; }
  13265. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13266. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13267. if ( p === LinearFilter ) { return 9729; }
  13268. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13269. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13270. if ( p === UnsignedByteType ) { return 5121; }
  13271. if ( p === UnsignedShort4444Type ) { return 32819; }
  13272. if ( p === UnsignedShort5551Type ) { return 32820; }
  13273. if ( p === UnsignedShort565Type ) { return 33635; }
  13274. if ( p === ByteType ) { return 5120; }
  13275. if ( p === ShortType ) { return 5122; }
  13276. if ( p === UnsignedShortType ) { return 5123; }
  13277. if ( p === IntType ) { return 5124; }
  13278. if ( p === UnsignedIntType ) { return 5125; }
  13279. if ( p === FloatType ) { return 5126; }
  13280. if ( p === HalfFloatType ) {
  13281. if ( isWebGL2 ) { return 5131; }
  13282. extension = extensions.get( 'OES_texture_half_float' );
  13283. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13284. }
  13285. if ( p === AlphaFormat ) { return 6406; }
  13286. if ( p === RGBFormat ) { return 6407; }
  13287. if ( p === RGBAFormat ) { return 6408; }
  13288. if ( p === LuminanceFormat ) { return 6409; }
  13289. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13290. if ( p === DepthFormat ) { return 6402; }
  13291. if ( p === DepthStencilFormat ) { return 34041; }
  13292. if ( p === RedFormat ) { return 6403; }
  13293. if ( p === AddEquation ) { return 32774; }
  13294. if ( p === SubtractEquation ) { return 32778; }
  13295. if ( p === ReverseSubtractEquation ) { return 32779; }
  13296. if ( p === ZeroFactor ) { return 0; }
  13297. if ( p === OneFactor ) { return 1; }
  13298. if ( p === SrcColorFactor ) { return 768; }
  13299. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13300. if ( p === SrcAlphaFactor ) { return 770; }
  13301. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13302. if ( p === DstAlphaFactor ) { return 772; }
  13303. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13304. if ( p === DstColorFactor ) { return 774; }
  13305. if ( p === OneMinusDstColorFactor ) { return 775; }
  13306. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13307. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13308. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13309. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13310. if ( extension !== null ) {
  13311. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13312. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13313. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13314. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13315. }
  13316. }
  13317. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13318. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13319. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13320. if ( extension !== null ) {
  13321. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13322. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13323. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13324. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13325. }
  13326. }
  13327. if ( p === RGB_ETC1_Format ) {
  13328. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13329. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13330. }
  13331. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13332. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13333. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13334. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13335. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13336. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13337. if ( extension !== null ) {
  13338. return p;
  13339. }
  13340. }
  13341. if ( p === MinEquation || p === MaxEquation ) {
  13342. if ( isWebGL2 ) {
  13343. if ( p === MinEquation ) { return 32775; }
  13344. if ( p === MaxEquation ) { return 32776; }
  13345. }
  13346. extension = extensions.get( 'EXT_blend_minmax' );
  13347. if ( extension !== null ) {
  13348. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13349. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13350. }
  13351. }
  13352. if ( p === UnsignedInt248Type ) {
  13353. if ( isWebGL2 ) { return 34042; }
  13354. extension = extensions.get( 'WEBGL_depth_texture' );
  13355. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13356. }
  13357. return 0;
  13358. }
  13359. return { convert: convert };
  13360. }
  13361. /**
  13362. * @author fernandojsg / http://fernandojsg.com
  13363. * @author Takahiro https://github.com/takahirox
  13364. */
  13365. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13366. WebGLRenderTarget.call( this, width, height, options );
  13367. this.depthBuffer = false;
  13368. this.stencilBuffer = false;
  13369. this.numViews = numViews;
  13370. }
  13371. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13372. constructor: WebGLMultiviewRenderTarget,
  13373. isWebGLMultiviewRenderTarget: true,
  13374. copy: function ( source ) {
  13375. WebGLRenderTarget.prototype.copy.call( this, source );
  13376. this.numViews = source.numViews;
  13377. return this;
  13378. },
  13379. setNumViews: function ( numViews ) {
  13380. if ( this.numViews !== numViews ) {
  13381. this.numViews = numViews;
  13382. this.dispose();
  13383. }
  13384. return this;
  13385. }
  13386. } );
  13387. /**
  13388. * @author fernandojsg / http://fernandojsg.com
  13389. * @author Takahiro https://github.com/takahirox
  13390. */
  13391. function WebGLMultiview( renderer, gl ) {
  13392. var DEFAULT_NUMVIEWS = 2;
  13393. var extensions = renderer.extensions;
  13394. var properties = renderer.properties;
  13395. var renderTarget, currentRenderTarget;
  13396. var mat3, mat4, cameraArray, renderSize;
  13397. var available;
  13398. var maxNumViews = 0;
  13399. //
  13400. function isAvailable() {
  13401. if ( available === undefined ) {
  13402. var extension = extensions.get( 'OVR_multiview2' );
  13403. available = extension !== null && gl.getContextAttributes().antialias === false;
  13404. if ( available ) {
  13405. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13406. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13407. renderSize = new Vector2();
  13408. mat4 = [];
  13409. mat3 = [];
  13410. cameraArray = [];
  13411. for ( var i = 0; i < maxNumViews; i ++ ) {
  13412. mat4[ i ] = new Matrix4();
  13413. mat3[ i ] = new Matrix3();
  13414. }
  13415. }
  13416. }
  13417. return available;
  13418. }
  13419. function getCameraArray( camera ) {
  13420. if ( camera.isArrayCamera ) { return camera.cameras; }
  13421. cameraArray[ 0 ] = camera;
  13422. return cameraArray;
  13423. }
  13424. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13425. var cameras = getCameraArray( camera );
  13426. for ( var i = 0; i < cameras.length; i ++ ) {
  13427. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13428. }
  13429. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13430. }
  13431. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13432. var cameras = getCameraArray( camera );
  13433. for ( var i = 0; i < cameras.length; i ++ ) {
  13434. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13435. }
  13436. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13437. }
  13438. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13439. var cameras = getCameraArray( camera );
  13440. for ( var i = 0; i < cameras.length; i ++ ) {
  13441. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13442. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13443. }
  13444. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13445. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13446. }
  13447. function isMultiviewCompatible( camera ) {
  13448. if ( camera.isArrayCamera === undefined ) { return true; }
  13449. var cameras = camera.cameras;
  13450. if ( cameras.length > maxNumViews ) { return false; }
  13451. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13452. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13453. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13454. }
  13455. return true;
  13456. }
  13457. function resizeRenderTarget( camera ) {
  13458. if ( currentRenderTarget ) {
  13459. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13460. } else {
  13461. renderer.getDrawingBufferSize( renderSize );
  13462. }
  13463. if ( camera.isArrayCamera ) {
  13464. var viewport = camera.cameras[ 0 ].viewport;
  13465. renderTarget.setSize( viewport.z, viewport.w );
  13466. renderTarget.setNumViews( camera.cameras.length );
  13467. } else {
  13468. renderTarget.setSize( renderSize.x, renderSize.y );
  13469. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13470. }
  13471. }
  13472. function attachCamera( camera ) {
  13473. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13474. currentRenderTarget = renderer.getRenderTarget();
  13475. resizeRenderTarget( camera );
  13476. renderer.setRenderTarget( renderTarget );
  13477. }
  13478. function detachCamera( camera ) {
  13479. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13480. renderer.setRenderTarget( currentRenderTarget );
  13481. flush( camera );
  13482. }
  13483. function flush( camera ) {
  13484. var srcRenderTarget = renderTarget;
  13485. var numViews = srcRenderTarget.numViews;
  13486. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13487. var viewWidth = srcRenderTarget.width;
  13488. var viewHeight = srcRenderTarget.height;
  13489. if ( camera.isArrayCamera ) {
  13490. for ( var i = 0; i < numViews; i ++ ) {
  13491. var viewport = camera.cameras[ i ].viewport;
  13492. var x1 = viewport.x;
  13493. var y1 = viewport.y;
  13494. var x2 = x1 + viewport.z;
  13495. var y2 = y1 + viewport.w;
  13496. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13497. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13498. }
  13499. } else {
  13500. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13501. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13502. }
  13503. }
  13504. this.isAvailable = isAvailable;
  13505. this.attachCamera = attachCamera;
  13506. this.detachCamera = detachCamera;
  13507. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13508. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13509. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13510. }
  13511. /**
  13512. * @author mrdoob / http://mrdoob.com/
  13513. */
  13514. function Group() {
  13515. Object3D.call( this );
  13516. this.type = 'Group';
  13517. }
  13518. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13519. constructor: Group,
  13520. isGroup: true
  13521. } );
  13522. /**
  13523. * @author mrdoob / http://mrdoob.com/
  13524. */
  13525. function ArrayCamera( array ) {
  13526. PerspectiveCamera.call( this );
  13527. this.cameras = array || [];
  13528. }
  13529. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13530. constructor: ArrayCamera,
  13531. isArrayCamera: true
  13532. } );
  13533. /**
  13534. * @author jsantell / https://www.jsantell.com/
  13535. * @author mrdoob / http://mrdoob.com/
  13536. */
  13537. var cameraLPos = new Vector3();
  13538. var cameraRPos = new Vector3();
  13539. /**
  13540. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13541. * the cameras' projection and world matrices have already been set.
  13542. * And that near and far planes are identical for both cameras.
  13543. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13544. */
  13545. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13546. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13547. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13548. var ipd = cameraLPos.distanceTo( cameraRPos );
  13549. var projL = cameraL.projectionMatrix.elements;
  13550. var projR = cameraR.projectionMatrix.elements;
  13551. // VR systems will have identical far and near planes, and
  13552. // most likely identical top and bottom frustum extents.
  13553. // Use the left camera for these values.
  13554. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13555. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13556. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13557. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13558. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13559. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13560. var left = near * leftFov;
  13561. var right = near * rightFov;
  13562. // Calculate the new camera's position offset from the
  13563. // left camera. xOffset should be roughly half `ipd`.
  13564. var zOffset = ipd / ( - leftFov + rightFov );
  13565. var xOffset = zOffset * - leftFov;
  13566. // TODO: Better way to apply this offset?
  13567. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13568. camera.translateX( xOffset );
  13569. camera.translateZ( zOffset );
  13570. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13571. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13572. // Find the union of the frustum values of the cameras and scale
  13573. // the values so that the near plane's position does not change in world space,
  13574. // although must now be relative to the new union camera.
  13575. var near2 = near + zOffset;
  13576. var far2 = far + zOffset;
  13577. var left2 = left - xOffset;
  13578. var right2 = right + ( ipd - xOffset );
  13579. var top2 = topFov * far / far2 * near2;
  13580. var bottom2 = bottomFov * far / far2 * near2;
  13581. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13582. }
  13583. /**
  13584. * @author mrdoob / http://mrdoob.com/
  13585. */
  13586. function WebVRManager( renderer ) {
  13587. var renderWidth, renderHeight;
  13588. var scope = this;
  13589. var device = null;
  13590. var frameData = null;
  13591. var poseTarget = null;
  13592. var controllers = [];
  13593. var standingMatrix = new Matrix4();
  13594. var standingMatrixInverse = new Matrix4();
  13595. var framebufferScaleFactor = 1.0;
  13596. var referenceSpaceType = 'local-floor';
  13597. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13598. frameData = new window.VRFrameData();
  13599. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13600. }
  13601. var matrixWorldInverse = new Matrix4();
  13602. var tempQuaternion = new Quaternion();
  13603. var tempPosition = new Vector3();
  13604. var cameraL = new PerspectiveCamera();
  13605. cameraL.viewport = new Vector4();
  13606. cameraL.layers.enable( 1 );
  13607. var cameraR = new PerspectiveCamera();
  13608. cameraR.viewport = new Vector4();
  13609. cameraR.layers.enable( 2 );
  13610. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13611. cameraVR.layers.enable( 1 );
  13612. cameraVR.layers.enable( 2 );
  13613. //
  13614. function isPresenting() {
  13615. return device !== null && device.isPresenting === true;
  13616. }
  13617. var currentSize = new Vector2(), currentPixelRatio;
  13618. function onVRDisplayPresentChange() {
  13619. if ( isPresenting() ) {
  13620. var eyeParameters = device.getEyeParameters( 'left' );
  13621. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13622. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13623. currentPixelRatio = renderer.getPixelRatio();
  13624. renderer.getSize( currentSize );
  13625. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13626. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13627. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13628. animation.start();
  13629. scope.dispatchEvent( { type: 'sessionstart' } );
  13630. } else {
  13631. if ( scope.enabled ) {
  13632. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13633. }
  13634. animation.stop();
  13635. scope.dispatchEvent( { type: 'sessionend' } );
  13636. }
  13637. }
  13638. //
  13639. var triggers = [];
  13640. function findGamepad( id ) {
  13641. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13642. for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
  13643. var gamepad = gamepads[ i ];
  13644. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13645. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13646. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13647. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13648. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13649. var hand = gamepad.hand;
  13650. if ( id === 0 && ( hand === '' || hand === 'right' ) ) { return gamepad; }
  13651. if ( id === 1 && ( hand === 'left' ) ) { return gamepad; }
  13652. }
  13653. }
  13654. }
  13655. function updateControllers() {
  13656. for ( var i = 0; i < controllers.length; i ++ ) {
  13657. var controller = controllers[ i ];
  13658. var gamepad = findGamepad( i );
  13659. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13660. if ( gamepad.pose === null ) { return; }
  13661. // Pose
  13662. var pose = gamepad.pose;
  13663. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13664. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13665. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13666. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13667. controller.matrix.premultiply( standingMatrix );
  13668. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13669. controller.matrixWorldNeedsUpdate = true;
  13670. controller.visible = true;
  13671. // Trigger
  13672. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13673. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13674. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13675. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13676. if ( triggers[ i ] === true ) {
  13677. controller.dispatchEvent( { type: 'selectstart' } );
  13678. } else {
  13679. controller.dispatchEvent( { type: 'selectend' } );
  13680. controller.dispatchEvent( { type: 'select' } );
  13681. }
  13682. }
  13683. } else {
  13684. controller.visible = false;
  13685. }
  13686. }
  13687. }
  13688. function updateViewportFromBounds( viewport, bounds ) {
  13689. if ( bounds !== null && bounds.length === 4 ) {
  13690. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13691. }
  13692. }
  13693. //
  13694. this.enabled = false;
  13695. this.getController = function ( id ) {
  13696. var controller = controllers[ id ];
  13697. if ( controller === undefined ) {
  13698. controller = new Group();
  13699. controller.matrixAutoUpdate = false;
  13700. controller.visible = false;
  13701. controllers[ id ] = controller;
  13702. }
  13703. return controller;
  13704. };
  13705. this.getDevice = function () {
  13706. return device;
  13707. };
  13708. this.setDevice = function ( value ) {
  13709. if ( value !== undefined ) { device = value; }
  13710. animation.setContext( value );
  13711. };
  13712. this.setFramebufferScaleFactor = function ( value ) {
  13713. framebufferScaleFactor = value;
  13714. };
  13715. this.setReferenceSpaceType = function ( value ) {
  13716. referenceSpaceType = value;
  13717. };
  13718. this.setPoseTarget = function ( object ) {
  13719. if ( object !== undefined ) { poseTarget = object; }
  13720. };
  13721. this.getCamera = function ( camera ) {
  13722. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13723. if ( isPresenting() === false ) {
  13724. camera.position.set( 0, userHeight, 0 );
  13725. camera.rotation.set( 0, 0, 0 );
  13726. return camera;
  13727. }
  13728. device.depthNear = camera.near;
  13729. device.depthFar = camera.far;
  13730. device.getFrameData( frameData );
  13731. //
  13732. if ( referenceSpaceType === 'local-floor' ) {
  13733. var stageParameters = device.stageParameters;
  13734. if ( stageParameters ) {
  13735. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13736. } else {
  13737. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13738. }
  13739. }
  13740. var pose = frameData.pose;
  13741. var poseObject = poseTarget !== null ? poseTarget : camera;
  13742. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13743. poseObject.matrix.copy( standingMatrix );
  13744. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13745. if ( pose.orientation !== null ) {
  13746. tempQuaternion.fromArray( pose.orientation );
  13747. poseObject.quaternion.multiply( tempQuaternion );
  13748. }
  13749. if ( pose.position !== null ) {
  13750. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13751. tempPosition.fromArray( pose.position );
  13752. tempPosition.applyQuaternion( tempQuaternion );
  13753. poseObject.position.add( tempPosition );
  13754. }
  13755. poseObject.updateMatrixWorld();
  13756. //
  13757. cameraL.near = camera.near;
  13758. cameraR.near = camera.near;
  13759. cameraL.far = camera.far;
  13760. cameraR.far = camera.far;
  13761. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13762. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13763. // TODO (mrdoob) Double check this code
  13764. standingMatrixInverse.getInverse( standingMatrix );
  13765. if ( referenceSpaceType === 'local-floor' ) {
  13766. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13767. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13768. }
  13769. var parent = poseObject.parent;
  13770. if ( parent !== null ) {
  13771. matrixWorldInverse.getInverse( parent.matrixWorld );
  13772. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13773. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13774. }
  13775. // envMap and Mirror needs camera.matrixWorld
  13776. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13777. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13778. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13779. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13780. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13781. //
  13782. var layers = device.getLayers();
  13783. if ( layers.length ) {
  13784. var layer = layers[ 0 ];
  13785. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13786. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13787. }
  13788. updateControllers();
  13789. return cameraVR;
  13790. };
  13791. this.getStandingMatrix = function () {
  13792. return standingMatrix;
  13793. };
  13794. this.isPresenting = isPresenting;
  13795. // Animation Loop
  13796. var animation = new WebGLAnimation();
  13797. this.setAnimationLoop = function ( callback ) {
  13798. animation.setAnimationLoop( callback );
  13799. if ( isPresenting() ) { animation.start(); }
  13800. };
  13801. this.submitFrame = function () {
  13802. if ( isPresenting() ) { device.submitFrame(); }
  13803. };
  13804. this.dispose = function () {
  13805. if ( typeof window !== 'undefined' ) {
  13806. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13807. }
  13808. };
  13809. // DEPRECATED
  13810. this.setFrameOfReferenceType = function () {
  13811. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13812. };
  13813. }
  13814. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13815. /**
  13816. * @author mrdoob / http://mrdoob.com/
  13817. */
  13818. function WebXRManager( renderer, gl ) {
  13819. var scope = this;
  13820. var session = null;
  13821. // var framebufferScaleFactor = 1.0;
  13822. var referenceSpace = null;
  13823. var referenceSpaceType = 'local-floor';
  13824. var pose = null;
  13825. var controllers = [];
  13826. var sortedInputSources = [];
  13827. function isPresenting() {
  13828. return session !== null && referenceSpace !== null;
  13829. }
  13830. //
  13831. var cameraL = new PerspectiveCamera();
  13832. cameraL.layers.enable( 1 );
  13833. cameraL.viewport = new Vector4();
  13834. var cameraR = new PerspectiveCamera();
  13835. cameraR.layers.enable( 2 );
  13836. cameraR.viewport = new Vector4();
  13837. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13838. cameraVR.layers.enable( 1 );
  13839. cameraVR.layers.enable( 2 );
  13840. //
  13841. this.enabled = false;
  13842. this.getController = function ( id ) {
  13843. var controller = controllers[ id ];
  13844. if ( controller === undefined ) {
  13845. controller = new Group();
  13846. controller.matrixAutoUpdate = false;
  13847. controller.visible = false;
  13848. controllers[ id ] = controller;
  13849. }
  13850. return controller;
  13851. };
  13852. //
  13853. function onSessionEvent( event ) {
  13854. for ( var i = 0; i < controllers.length; i ++ ) {
  13855. if ( sortedInputSources[ i ] === event.inputSource ) {
  13856. controllers[ i ].dispatchEvent( { type: event.type } );
  13857. }
  13858. }
  13859. }
  13860. function onSessionEnd() {
  13861. renderer.setFramebuffer( null );
  13862. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13863. animation.stop();
  13864. scope.dispatchEvent( { type: 'sessionend' } );
  13865. }
  13866. function onRequestReferenceSpace( value ) {
  13867. referenceSpace = value;
  13868. animation.setContext( session );
  13869. animation.start();
  13870. scope.dispatchEvent( { type: 'sessionstart' } );
  13871. }
  13872. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13873. // framebufferScaleFactor = value;
  13874. };
  13875. this.setReferenceSpaceType = function ( value ) {
  13876. referenceSpaceType = value;
  13877. };
  13878. this.getSession = function () {
  13879. return session;
  13880. };
  13881. this.setSession = function ( value ) {
  13882. session = value;
  13883. if ( session !== null ) {
  13884. session.addEventListener( 'select', onSessionEvent );
  13885. session.addEventListener( 'selectstart', onSessionEvent );
  13886. session.addEventListener( 'selectend', onSessionEvent );
  13887. session.addEventListener( 'end', onSessionEnd );
  13888. // eslint-disable-next-line no-undef
  13889. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13890. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13891. //
  13892. session.addEventListener( 'inputsourceschange', updateInputSources );
  13893. updateInputSources();
  13894. }
  13895. };
  13896. function updateInputSources() {
  13897. for ( var i = 0; i < controllers.length; i ++ ) {
  13898. sortedInputSources[ i ] = findInputSource( i );
  13899. }
  13900. }
  13901. function findInputSource( id ) {
  13902. var inputSources = session.inputSources;
  13903. for ( var i = 0; i < inputSources.length; i ++ ) {
  13904. var inputSource = inputSources[ i ];
  13905. var handedness = inputSource.handedness;
  13906. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  13907. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  13908. }
  13909. }
  13910. //
  13911. function updateCamera( camera, parent ) {
  13912. if ( parent === null ) {
  13913. camera.matrixWorld.copy( camera.matrix );
  13914. } else {
  13915. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13916. }
  13917. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13918. }
  13919. this.getCamera = function ( camera ) {
  13920. if ( isPresenting() ) {
  13921. var parent = camera.parent;
  13922. var cameras = cameraVR.cameras;
  13923. updateCamera( cameraVR, parent );
  13924. for ( var i = 0; i < cameras.length; i ++ ) {
  13925. updateCamera( cameras[ i ], parent );
  13926. }
  13927. // update camera and its children
  13928. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13929. var children = camera.children;
  13930. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13931. children[ i ].updateMatrixWorld( true );
  13932. }
  13933. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13934. return cameraVR;
  13935. }
  13936. return camera;
  13937. };
  13938. this.isPresenting = isPresenting;
  13939. // Animation Loop
  13940. var onAnimationFrameCallback = null;
  13941. function onAnimationFrame( time, frame ) {
  13942. pose = frame.getViewerPose( referenceSpace );
  13943. if ( pose !== null ) {
  13944. var views = pose.views;
  13945. var baseLayer = session.renderState.baseLayer;
  13946. renderer.setFramebuffer( baseLayer.framebuffer );
  13947. for ( var i = 0; i < views.length; i ++ ) {
  13948. var view = views[ i ];
  13949. var viewport = baseLayer.getViewport( view );
  13950. var viewMatrix = view.transform.inverse.matrix;
  13951. var camera = cameraVR.cameras[ i ];
  13952. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13953. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13954. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13955. if ( i === 0 ) {
  13956. cameraVR.matrix.copy( camera.matrix );
  13957. }
  13958. }
  13959. }
  13960. //
  13961. for ( var i = 0; i < controllers.length; i ++ ) {
  13962. var controller = controllers[ i ];
  13963. var inputSource = sortedInputSources[ i ];
  13964. if ( inputSource ) {
  13965. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13966. if ( inputPose !== null ) {
  13967. controller.matrix.fromArray( inputPose.transform.matrix );
  13968. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13969. controller.visible = true;
  13970. continue;
  13971. }
  13972. }
  13973. controller.visible = false;
  13974. }
  13975. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13976. }
  13977. var animation = new WebGLAnimation();
  13978. animation.setAnimationLoop( onAnimationFrame );
  13979. this.setAnimationLoop = function ( callback ) {
  13980. onAnimationFrameCallback = callback;
  13981. };
  13982. this.dispose = function () {};
  13983. // DEPRECATED
  13984. this.getStandingMatrix = function () {
  13985. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13986. return new Matrix4();
  13987. };
  13988. this.getDevice = function () {
  13989. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13990. };
  13991. this.setDevice = function () {
  13992. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13993. };
  13994. this.setFrameOfReferenceType = function () {
  13995. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13996. };
  13997. this.submitFrame = function () {};
  13998. }
  13999. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14000. /**
  14001. * @author supereggbert / http://www.paulbrunt.co.uk/
  14002. * @author mrdoob / http://mrdoob.com/
  14003. * @author alteredq / http://alteredqualia.com/
  14004. * @author szimek / https://github.com/szimek/
  14005. * @author tschw
  14006. */
  14007. function WebGLRenderer( parameters ) {
  14008. parameters = parameters || {};
  14009. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14010. _context = parameters.context !== undefined ? parameters.context : null,
  14011. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14012. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14013. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14014. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14015. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14016. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14017. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14018. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14019. var currentRenderList = null;
  14020. var currentRenderState = null;
  14021. // public properties
  14022. this.domElement = _canvas;
  14023. // Debug configuration container
  14024. this.debug = {
  14025. /**
  14026. * Enables error checking and reporting when shader programs are being compiled
  14027. * @type {boolean}
  14028. */
  14029. checkShaderErrors: true
  14030. };
  14031. // clearing
  14032. this.autoClear = true;
  14033. this.autoClearColor = true;
  14034. this.autoClearDepth = true;
  14035. this.autoClearStencil = true;
  14036. // scene graph
  14037. this.sortObjects = true;
  14038. // user-defined clipping
  14039. this.clippingPlanes = [];
  14040. this.localClippingEnabled = false;
  14041. // physically based shading
  14042. this.gammaFactor = 2.0; // for backwards compatibility
  14043. this.gammaInput = false;
  14044. this.gammaOutput = false;
  14045. // physical lights
  14046. this.physicallyCorrectLights = false;
  14047. // tone mapping
  14048. this.toneMapping = LinearToneMapping;
  14049. this.toneMappingExposure = 1.0;
  14050. this.toneMappingWhitePoint = 1.0;
  14051. // morphs
  14052. this.maxMorphTargets = 8;
  14053. this.maxMorphNormals = 4;
  14054. // internal properties
  14055. var _this = this,
  14056. _isContextLost = false,
  14057. // internal state cache
  14058. _framebuffer = null,
  14059. _currentActiveCubeFace = 0,
  14060. _currentActiveMipmapLevel = 0,
  14061. _currentRenderTarget = null,
  14062. _currentFramebuffer = null,
  14063. _currentMaterialId = - 1,
  14064. // geometry and program caching
  14065. _currentGeometryProgram = {
  14066. geometry: null,
  14067. program: null,
  14068. wireframe: false
  14069. },
  14070. _currentCamera = null,
  14071. _currentArrayCamera = null,
  14072. _currentViewport = new Vector4(),
  14073. _currentScissor = new Vector4(),
  14074. _currentScissorTest = null,
  14075. //
  14076. _width = _canvas.width,
  14077. _height = _canvas.height,
  14078. _pixelRatio = 1,
  14079. _viewport = new Vector4( 0, 0, _width, _height ),
  14080. _scissor = new Vector4( 0, 0, _width, _height ),
  14081. _scissorTest = false,
  14082. // frustum
  14083. _frustum = new Frustum(),
  14084. // clipping
  14085. _clipping = new WebGLClipping(),
  14086. _clippingEnabled = false,
  14087. _localClippingEnabled = false,
  14088. // camera matrices cache
  14089. _projScreenMatrix = new Matrix4(),
  14090. _vector3 = new Vector3();
  14091. function getTargetPixelRatio() {
  14092. return _currentRenderTarget === null ? _pixelRatio : 1;
  14093. }
  14094. // initialize
  14095. var _gl;
  14096. try {
  14097. var contextAttributes = {
  14098. alpha: _alpha,
  14099. depth: _depth,
  14100. stencil: _stencil,
  14101. antialias: _antialias,
  14102. premultipliedAlpha: _premultipliedAlpha,
  14103. preserveDrawingBuffer: _preserveDrawingBuffer,
  14104. powerPreference: _powerPreference,
  14105. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14106. xrCompatible: true
  14107. };
  14108. // event listeners must be registered before WebGL context is created, see #12753
  14109. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14110. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14111. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14112. if ( _gl === null ) {
  14113. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14114. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14115. } else {
  14116. throw new Error( 'Error creating WebGL context.' );
  14117. }
  14118. }
  14119. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14120. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14121. _gl.getShaderPrecisionFormat = function () {
  14122. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14123. };
  14124. }
  14125. } catch ( error ) {
  14126. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14127. throw error;
  14128. }
  14129. var extensions, capabilities, state, info;
  14130. var properties, textures, attributes, geometries, objects;
  14131. var programCache, renderLists, renderStates;
  14132. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14133. var utils;
  14134. function initGLContext() {
  14135. extensions = new WebGLExtensions( _gl );
  14136. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14137. if ( capabilities.isWebGL2 === false ) {
  14138. extensions.get( 'WEBGL_depth_texture' );
  14139. extensions.get( 'OES_texture_float' );
  14140. extensions.get( 'OES_texture_half_float' );
  14141. extensions.get( 'OES_texture_half_float_linear' );
  14142. extensions.get( 'OES_standard_derivatives' );
  14143. extensions.get( 'OES_element_index_uint' );
  14144. extensions.get( 'ANGLE_instanced_arrays' );
  14145. }
  14146. extensions.get( 'OES_texture_float_linear' );
  14147. utils = new WebGLUtils( _gl, extensions, capabilities );
  14148. state = new WebGLState( _gl, extensions, utils, capabilities );
  14149. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14150. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14151. info = new WebGLInfo( _gl );
  14152. properties = new WebGLProperties();
  14153. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14154. attributes = new WebGLAttributes( _gl );
  14155. geometries = new WebGLGeometries( _gl, attributes, info );
  14156. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14157. morphtargets = new WebGLMorphtargets( _gl );
  14158. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14159. renderLists = new WebGLRenderLists();
  14160. renderStates = new WebGLRenderStates();
  14161. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14162. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14163. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14164. info.programs = programCache.programs;
  14165. _this.capabilities = capabilities;
  14166. _this.extensions = extensions;
  14167. _this.properties = properties;
  14168. _this.renderLists = renderLists;
  14169. _this.state = state;
  14170. _this.info = info;
  14171. }
  14172. initGLContext();
  14173. // vr
  14174. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14175. this.vr = vr;
  14176. // Multiview
  14177. var multiview = new WebGLMultiview( _this, _gl );
  14178. // shadow map
  14179. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14180. this.shadowMap = shadowMap;
  14181. // API
  14182. this.getContext = function () {
  14183. return _gl;
  14184. };
  14185. this.getContextAttributes = function () {
  14186. return _gl.getContextAttributes();
  14187. };
  14188. this.forceContextLoss = function () {
  14189. var extension = extensions.get( 'WEBGL_lose_context' );
  14190. if ( extension ) { extension.loseContext(); }
  14191. };
  14192. this.forceContextRestore = function () {
  14193. var extension = extensions.get( 'WEBGL_lose_context' );
  14194. if ( extension ) { extension.restoreContext(); }
  14195. };
  14196. this.getPixelRatio = function () {
  14197. return _pixelRatio;
  14198. };
  14199. this.setPixelRatio = function ( value ) {
  14200. if ( value === undefined ) { return; }
  14201. _pixelRatio = value;
  14202. this.setSize( _width, _height, false );
  14203. };
  14204. this.getSize = function ( target ) {
  14205. if ( target === undefined ) {
  14206. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14207. target = new Vector2();
  14208. }
  14209. return target.set( _width, _height );
  14210. };
  14211. this.setSize = function ( width, height, updateStyle ) {
  14212. if ( vr.isPresenting() ) {
  14213. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14214. return;
  14215. }
  14216. _width = width;
  14217. _height = height;
  14218. _canvas.width = Math.floor( width * _pixelRatio );
  14219. _canvas.height = Math.floor( height * _pixelRatio );
  14220. if ( updateStyle !== false ) {
  14221. _canvas.style.width = width + 'px';
  14222. _canvas.style.height = height + 'px';
  14223. }
  14224. this.setViewport( 0, 0, width, height );
  14225. };
  14226. this.getDrawingBufferSize = function ( target ) {
  14227. if ( target === undefined ) {
  14228. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14229. target = new Vector2();
  14230. }
  14231. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14232. };
  14233. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14234. _width = width;
  14235. _height = height;
  14236. _pixelRatio = pixelRatio;
  14237. _canvas.width = Math.floor( width * pixelRatio );
  14238. _canvas.height = Math.floor( height * pixelRatio );
  14239. this.setViewport( 0, 0, width, height );
  14240. };
  14241. this.getCurrentViewport = function ( target ) {
  14242. if ( target === undefined ) {
  14243. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14244. target = new Vector4();
  14245. }
  14246. return target.copy( _currentViewport );
  14247. };
  14248. this.getViewport = function ( target ) {
  14249. return target.copy( _viewport );
  14250. };
  14251. this.setViewport = function ( x, y, width, height ) {
  14252. if ( x.isVector4 ) {
  14253. _viewport.set( x.x, x.y, x.z, x.w );
  14254. } else {
  14255. _viewport.set( x, y, width, height );
  14256. }
  14257. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14258. };
  14259. this.getScissor = function ( target ) {
  14260. return target.copy( _scissor );
  14261. };
  14262. this.setScissor = function ( x, y, width, height ) {
  14263. if ( x.isVector4 ) {
  14264. _scissor.set( x.x, x.y, x.z, x.w );
  14265. } else {
  14266. _scissor.set( x, y, width, height );
  14267. }
  14268. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14269. };
  14270. this.getScissorTest = function () {
  14271. return _scissorTest;
  14272. };
  14273. this.setScissorTest = function ( boolean ) {
  14274. state.setScissorTest( _scissorTest = boolean );
  14275. };
  14276. // Clearing
  14277. this.getClearColor = function () {
  14278. return background.getClearColor();
  14279. };
  14280. this.setClearColor = function () {
  14281. background.setClearColor.apply( background, arguments );
  14282. };
  14283. this.getClearAlpha = function () {
  14284. return background.getClearAlpha();
  14285. };
  14286. this.setClearAlpha = function () {
  14287. background.setClearAlpha.apply( background, arguments );
  14288. };
  14289. this.clear = function ( color, depth, stencil ) {
  14290. var bits = 0;
  14291. if ( color === undefined || color ) { bits |= 16384; }
  14292. if ( depth === undefined || depth ) { bits |= 256; }
  14293. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14294. _gl.clear( bits );
  14295. };
  14296. this.clearColor = function () {
  14297. this.clear( true, false, false );
  14298. };
  14299. this.clearDepth = function () {
  14300. this.clear( false, true, false );
  14301. };
  14302. this.clearStencil = function () {
  14303. this.clear( false, false, true );
  14304. };
  14305. //
  14306. this.dispose = function () {
  14307. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14308. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14309. renderLists.dispose();
  14310. renderStates.dispose();
  14311. properties.dispose();
  14312. objects.dispose();
  14313. vr.dispose();
  14314. animation.stop();
  14315. };
  14316. // Events
  14317. function onContextLost( event ) {
  14318. event.preventDefault();
  14319. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14320. _isContextLost = true;
  14321. }
  14322. function onContextRestore( /* event */ ) {
  14323. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14324. _isContextLost = false;
  14325. initGLContext();
  14326. }
  14327. function onMaterialDispose( event ) {
  14328. var material = event.target;
  14329. material.removeEventListener( 'dispose', onMaterialDispose );
  14330. deallocateMaterial( material );
  14331. }
  14332. // Buffer deallocation
  14333. function deallocateMaterial( material ) {
  14334. releaseMaterialProgramReference( material );
  14335. properties.remove( material );
  14336. }
  14337. function releaseMaterialProgramReference( material ) {
  14338. var programInfo = properties.get( material ).program;
  14339. material.program = undefined;
  14340. if ( programInfo !== undefined ) {
  14341. programCache.releaseProgram( programInfo );
  14342. }
  14343. }
  14344. // Buffer rendering
  14345. function renderObjectImmediate( object, program ) {
  14346. object.render( function ( object ) {
  14347. _this.renderBufferImmediate( object, program );
  14348. } );
  14349. }
  14350. this.renderBufferImmediate = function ( object, program ) {
  14351. state.initAttributes();
  14352. var buffers = properties.get( object );
  14353. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14354. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14355. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14356. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14357. var programAttributes = program.getAttributes();
  14358. if ( object.hasPositions ) {
  14359. _gl.bindBuffer( 34962, buffers.position );
  14360. _gl.bufferData( 34962, object.positionArray, 35048 );
  14361. state.enableAttribute( programAttributes.position );
  14362. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14363. }
  14364. if ( object.hasNormals ) {
  14365. _gl.bindBuffer( 34962, buffers.normal );
  14366. _gl.bufferData( 34962, object.normalArray, 35048 );
  14367. state.enableAttribute( programAttributes.normal );
  14368. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14369. }
  14370. if ( object.hasUvs ) {
  14371. _gl.bindBuffer( 34962, buffers.uv );
  14372. _gl.bufferData( 34962, object.uvArray, 35048 );
  14373. state.enableAttribute( programAttributes.uv );
  14374. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14375. }
  14376. if ( object.hasColors ) {
  14377. _gl.bindBuffer( 34962, buffers.color );
  14378. _gl.bufferData( 34962, object.colorArray, 35048 );
  14379. state.enableAttribute( programAttributes.color );
  14380. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14381. }
  14382. state.disableUnusedAttributes();
  14383. _gl.drawArrays( 4, 0, object.count );
  14384. object.count = 0;
  14385. };
  14386. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14387. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14388. state.setMaterial( material, frontFaceCW );
  14389. var program = setProgram( camera, fog, material, object );
  14390. var updateBuffers = false;
  14391. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14392. _currentGeometryProgram.program !== program.id ||
  14393. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14394. _currentGeometryProgram.geometry = geometry.id;
  14395. _currentGeometryProgram.program = program.id;
  14396. _currentGeometryProgram.wireframe = material.wireframe === true;
  14397. updateBuffers = true;
  14398. }
  14399. if ( object.morphTargetInfluences ) {
  14400. morphtargets.update( object, geometry, material, program );
  14401. updateBuffers = true;
  14402. }
  14403. //
  14404. var index = geometry.index;
  14405. var position = geometry.attributes.position;
  14406. var rangeFactor = 1;
  14407. if ( material.wireframe === true ) {
  14408. index = geometries.getWireframeAttribute( geometry );
  14409. rangeFactor = 2;
  14410. }
  14411. var attribute;
  14412. var renderer = bufferRenderer;
  14413. if ( index !== null ) {
  14414. attribute = attributes.get( index );
  14415. renderer = indexedBufferRenderer;
  14416. renderer.setIndex( attribute );
  14417. }
  14418. if ( updateBuffers ) {
  14419. setupVertexAttributes( object, geometry, material, program );
  14420. if ( index !== null ) {
  14421. _gl.bindBuffer( 34963, attribute.buffer );
  14422. }
  14423. }
  14424. //
  14425. var dataCount = Infinity;
  14426. if ( index !== null ) {
  14427. dataCount = index.count;
  14428. } else if ( position !== undefined ) {
  14429. dataCount = position.count;
  14430. }
  14431. var rangeStart = geometry.drawRange.start * rangeFactor;
  14432. var rangeCount = geometry.drawRange.count * rangeFactor;
  14433. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14434. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14435. var drawStart = Math.max( rangeStart, groupStart );
  14436. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14437. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14438. if ( drawCount === 0 ) { return; }
  14439. //
  14440. if ( object.isMesh ) {
  14441. if ( material.wireframe === true ) {
  14442. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14443. renderer.setMode( 1 );
  14444. } else {
  14445. switch ( object.drawMode ) {
  14446. case TrianglesDrawMode:
  14447. renderer.setMode( 4 );
  14448. break;
  14449. case TriangleStripDrawMode:
  14450. renderer.setMode( 5 );
  14451. break;
  14452. case TriangleFanDrawMode:
  14453. renderer.setMode( 6 );
  14454. break;
  14455. }
  14456. }
  14457. } else if ( object.isLine ) {
  14458. var lineWidth = material.linewidth;
  14459. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14460. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14461. if ( object.isLineSegments ) {
  14462. renderer.setMode( 1 );
  14463. } else if ( object.isLineLoop ) {
  14464. renderer.setMode( 2 );
  14465. } else {
  14466. renderer.setMode( 3 );
  14467. }
  14468. } else if ( object.isPoints ) {
  14469. renderer.setMode( 0 );
  14470. } else if ( object.isSprite ) {
  14471. renderer.setMode( 4 );
  14472. }
  14473. if ( object.isInstancedMesh ) {
  14474. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14475. } else if ( geometry.isInstancedBufferGeometry ) {
  14476. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14477. } else {
  14478. renderer.render( drawStart, drawCount );
  14479. }
  14480. };
  14481. function setupVertexAttributes( object, geometry, material, program ) {
  14482. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14483. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14484. }
  14485. state.initAttributes();
  14486. var geometryAttributes = geometry.attributes;
  14487. var programAttributes = program.getAttributes();
  14488. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14489. for ( var name in programAttributes ) {
  14490. var programAttribute = programAttributes[ name ];
  14491. if ( programAttribute >= 0 ) {
  14492. var geometryAttribute = geometryAttributes[ name ];
  14493. if ( geometryAttribute !== undefined ) {
  14494. var normalized = geometryAttribute.normalized;
  14495. var size = geometryAttribute.itemSize;
  14496. var attribute = attributes.get( geometryAttribute );
  14497. // TODO Attribute may not be available on context restore
  14498. if ( attribute === undefined ) { continue; }
  14499. var buffer = attribute.buffer;
  14500. var type = attribute.type;
  14501. var bytesPerElement = attribute.bytesPerElement;
  14502. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14503. var data = geometryAttribute.data;
  14504. var stride = data.stride;
  14505. var offset = geometryAttribute.offset;
  14506. if ( data && data.isInstancedInterleavedBuffer ) {
  14507. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14508. if ( geometry.maxInstancedCount === undefined ) {
  14509. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14510. }
  14511. } else {
  14512. state.enableAttribute( programAttribute );
  14513. }
  14514. _gl.bindBuffer( 34962, buffer );
  14515. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14516. } else {
  14517. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14518. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14519. if ( geometry.maxInstancedCount === undefined ) {
  14520. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14521. }
  14522. } else {
  14523. state.enableAttribute( programAttribute );
  14524. }
  14525. _gl.bindBuffer( 34962, buffer );
  14526. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14527. }
  14528. } else if ( name === 'instanceMatrix' ) {
  14529. var attribute = attributes.get( object.instanceMatrix );
  14530. // TODO Attribute may not be available on context restore
  14531. if ( attribute === undefined ) { continue; }
  14532. var buffer = attribute.buffer;
  14533. var type = attribute.type;
  14534. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14535. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14536. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14537. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14538. _gl.bindBuffer( 34962, buffer );
  14539. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14540. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14541. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14542. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14543. } else if ( materialDefaultAttributeValues !== undefined ) {
  14544. var value = materialDefaultAttributeValues[ name ];
  14545. if ( value !== undefined ) {
  14546. switch ( value.length ) {
  14547. case 2:
  14548. _gl.vertexAttrib2fv( programAttribute, value );
  14549. break;
  14550. case 3:
  14551. _gl.vertexAttrib3fv( programAttribute, value );
  14552. break;
  14553. case 4:
  14554. _gl.vertexAttrib4fv( programAttribute, value );
  14555. break;
  14556. default:
  14557. _gl.vertexAttrib1fv( programAttribute, value );
  14558. }
  14559. }
  14560. }
  14561. }
  14562. }
  14563. state.disableUnusedAttributes();
  14564. }
  14565. // Compile
  14566. this.compile = function ( scene, camera ) {
  14567. currentRenderState = renderStates.get( scene, camera );
  14568. currentRenderState.init();
  14569. scene.traverse( function ( object ) {
  14570. if ( object.isLight ) {
  14571. currentRenderState.pushLight( object );
  14572. if ( object.castShadow ) {
  14573. currentRenderState.pushShadow( object );
  14574. }
  14575. }
  14576. } );
  14577. currentRenderState.setupLights( camera );
  14578. scene.traverse( function ( object ) {
  14579. if ( object.material ) {
  14580. if ( Array.isArray( object.material ) ) {
  14581. for ( var i = 0; i < object.material.length; i ++ ) {
  14582. initMaterial( object.material[ i ], scene.fog, object );
  14583. }
  14584. } else {
  14585. initMaterial( object.material, scene.fog, object );
  14586. }
  14587. }
  14588. } );
  14589. };
  14590. // Animation Loop
  14591. var onAnimationFrameCallback = null;
  14592. function onAnimationFrame( time ) {
  14593. if ( vr.isPresenting() ) { return; }
  14594. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14595. }
  14596. var animation = new WebGLAnimation();
  14597. animation.setAnimationLoop( onAnimationFrame );
  14598. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14599. this.setAnimationLoop = function ( callback ) {
  14600. onAnimationFrameCallback = callback;
  14601. vr.setAnimationLoop( callback );
  14602. animation.start();
  14603. };
  14604. // Rendering
  14605. this.render = function ( scene, camera ) {
  14606. var renderTarget, forceClear;
  14607. if ( arguments[ 2 ] !== undefined ) {
  14608. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14609. renderTarget = arguments[ 2 ];
  14610. }
  14611. if ( arguments[ 3 ] !== undefined ) {
  14612. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14613. forceClear = arguments[ 3 ];
  14614. }
  14615. if ( ! ( camera && camera.isCamera ) ) {
  14616. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14617. return;
  14618. }
  14619. if ( _isContextLost ) { return; }
  14620. // reset caching for this frame
  14621. _currentGeometryProgram.geometry = null;
  14622. _currentGeometryProgram.program = null;
  14623. _currentGeometryProgram.wireframe = false;
  14624. _currentMaterialId = - 1;
  14625. _currentCamera = null;
  14626. // update scene graph
  14627. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14628. // update camera matrices and frustum
  14629. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14630. if ( vr.enabled ) {
  14631. camera = vr.getCamera( camera );
  14632. }
  14633. //
  14634. currentRenderState = renderStates.get( scene, camera );
  14635. currentRenderState.init();
  14636. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14637. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14638. _frustum.setFromMatrix( _projScreenMatrix );
  14639. _localClippingEnabled = this.localClippingEnabled;
  14640. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14641. currentRenderList = renderLists.get( scene, camera );
  14642. currentRenderList.init();
  14643. projectObject( scene, camera, 0, _this.sortObjects );
  14644. if ( _this.sortObjects === true ) {
  14645. currentRenderList.sort();
  14646. }
  14647. //
  14648. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14649. var shadowsArray = currentRenderState.state.shadowsArray;
  14650. shadowMap.render( shadowsArray, scene, camera );
  14651. currentRenderState.setupLights( camera );
  14652. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14653. //
  14654. if ( this.info.autoReset ) { this.info.reset(); }
  14655. if ( renderTarget !== undefined ) {
  14656. this.setRenderTarget( renderTarget );
  14657. }
  14658. if ( vr.enabled && multiview.isAvailable() ) {
  14659. multiview.attachCamera( camera );
  14660. }
  14661. //
  14662. background.render( currentRenderList, scene, camera, forceClear );
  14663. // render scene
  14664. var opaqueObjects = currentRenderList.opaque;
  14665. var transparentObjects = currentRenderList.transparent;
  14666. if ( scene.overrideMaterial ) {
  14667. var overrideMaterial = scene.overrideMaterial;
  14668. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14669. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14670. } else {
  14671. // opaque pass (front-to-back order)
  14672. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14673. // transparent pass (back-to-front order)
  14674. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14675. }
  14676. //
  14677. scene.onAfterRender( _this, scene, camera );
  14678. //
  14679. if ( _currentRenderTarget !== null ) {
  14680. // Generate mipmap if we're using any kind of mipmap filtering
  14681. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14682. // resolve multisample renderbuffers to a single-sample texture if necessary
  14683. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14684. }
  14685. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14686. state.buffers.depth.setTest( true );
  14687. state.buffers.depth.setMask( true );
  14688. state.buffers.color.setMask( true );
  14689. state.setPolygonOffset( false );
  14690. if ( vr.enabled ) {
  14691. if ( multiview.isAvailable() ) {
  14692. multiview.detachCamera( camera );
  14693. }
  14694. vr.submitFrame();
  14695. }
  14696. // _gl.finish();
  14697. currentRenderList = null;
  14698. currentRenderState = null;
  14699. };
  14700. function projectObject( object, camera, groupOrder, sortObjects ) {
  14701. if ( object.visible === false ) { return; }
  14702. var visible = object.layers.test( camera.layers );
  14703. if ( visible ) {
  14704. if ( object.isGroup ) {
  14705. groupOrder = object.renderOrder;
  14706. } else if ( object.isLOD ) {
  14707. if ( object.autoUpdate === true ) { object.update( camera ); }
  14708. } else if ( object.isLight ) {
  14709. currentRenderState.pushLight( object );
  14710. if ( object.castShadow ) {
  14711. currentRenderState.pushShadow( object );
  14712. }
  14713. } else if ( object.isSprite ) {
  14714. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14715. if ( sortObjects ) {
  14716. _vector3.setFromMatrixPosition( object.matrixWorld )
  14717. .applyMatrix4( _projScreenMatrix );
  14718. }
  14719. var geometry = objects.update( object );
  14720. var material = object.material;
  14721. if ( material.visible ) {
  14722. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14723. }
  14724. }
  14725. } else if ( object.isImmediateRenderObject ) {
  14726. if ( sortObjects ) {
  14727. _vector3.setFromMatrixPosition( object.matrixWorld )
  14728. .applyMatrix4( _projScreenMatrix );
  14729. }
  14730. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14731. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14732. if ( object.isSkinnedMesh ) {
  14733. // update skeleton only once in a frame
  14734. if ( object.skeleton.frame !== info.render.frame ) {
  14735. object.skeleton.update();
  14736. object.skeleton.frame = info.render.frame;
  14737. }
  14738. }
  14739. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14740. if ( sortObjects ) {
  14741. _vector3.setFromMatrixPosition( object.matrixWorld )
  14742. .applyMatrix4( _projScreenMatrix );
  14743. }
  14744. var geometry = objects.update( object );
  14745. var material = object.material;
  14746. if ( Array.isArray( material ) ) {
  14747. var groups = geometry.groups;
  14748. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14749. var group = groups[ i ];
  14750. var groupMaterial = material[ group.materialIndex ];
  14751. if ( groupMaterial && groupMaterial.visible ) {
  14752. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14753. }
  14754. }
  14755. } else if ( material.visible ) {
  14756. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14757. }
  14758. }
  14759. }
  14760. }
  14761. var children = object.children;
  14762. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14763. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14764. }
  14765. }
  14766. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14767. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14768. var renderItem = renderList[ i ];
  14769. var object = renderItem.object;
  14770. var geometry = renderItem.geometry;
  14771. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14772. var group = renderItem.group;
  14773. if ( camera.isArrayCamera ) {
  14774. _currentArrayCamera = camera;
  14775. if ( vr.enabled && multiview.isAvailable() ) {
  14776. renderObject( object, scene, camera, geometry, material, group );
  14777. } else {
  14778. var cameras = camera.cameras;
  14779. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14780. var camera2 = cameras[ j ];
  14781. if ( object.layers.test( camera2.layers ) ) {
  14782. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14783. currentRenderState.setupLights( camera2 );
  14784. renderObject( object, scene, camera2, geometry, material, group );
  14785. }
  14786. }
  14787. }
  14788. } else {
  14789. _currentArrayCamera = null;
  14790. renderObject( object, scene, camera, geometry, material, group );
  14791. }
  14792. }
  14793. }
  14794. function renderObject( object, scene, camera, geometry, material, group ) {
  14795. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14796. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14797. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14798. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14799. if ( object.isImmediateRenderObject ) {
  14800. state.setMaterial( material );
  14801. var program = setProgram( camera, scene.fog, material, object );
  14802. _currentGeometryProgram.geometry = null;
  14803. _currentGeometryProgram.program = null;
  14804. _currentGeometryProgram.wireframe = false;
  14805. renderObjectImmediate( object, program );
  14806. } else {
  14807. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14808. }
  14809. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14810. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14811. }
  14812. function initMaterial( material, fog, object ) {
  14813. var materialProperties = properties.get( material );
  14814. var lights = currentRenderState.state.lights;
  14815. var shadowsArray = currentRenderState.state.shadowsArray;
  14816. var lightsStateVersion = lights.state.version;
  14817. var parameters = programCache.getParameters(
  14818. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14819. var code = programCache.getProgramCode( material, parameters );
  14820. var program = materialProperties.program;
  14821. var programChange = true;
  14822. if ( program === undefined ) {
  14823. // new material
  14824. material.addEventListener( 'dispose', onMaterialDispose );
  14825. } else if ( program.code !== code ) {
  14826. // changed glsl or parameters
  14827. releaseMaterialProgramReference( material );
  14828. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14829. materialProperties.lightsStateVersion = lightsStateVersion;
  14830. programChange = false;
  14831. } else if ( parameters.shaderID !== undefined ) {
  14832. // same glsl and uniform list
  14833. return;
  14834. } else {
  14835. // only rebuild uniform list
  14836. programChange = false;
  14837. }
  14838. if ( programChange ) {
  14839. if ( parameters.shaderID ) {
  14840. var shader = ShaderLib[ parameters.shaderID ];
  14841. materialProperties.shader = {
  14842. name: material.type,
  14843. uniforms: cloneUniforms( shader.uniforms ),
  14844. vertexShader: shader.vertexShader,
  14845. fragmentShader: shader.fragmentShader
  14846. };
  14847. } else {
  14848. materialProperties.shader = {
  14849. name: material.type,
  14850. uniforms: material.uniforms,
  14851. vertexShader: material.vertexShader,
  14852. fragmentShader: material.fragmentShader
  14853. };
  14854. }
  14855. material.onBeforeCompile( materialProperties.shader, _this );
  14856. // Computing code again as onBeforeCompile may have changed the shaders
  14857. code = programCache.getProgramCode( material, parameters );
  14858. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14859. materialProperties.program = program;
  14860. material.program = program;
  14861. }
  14862. var programAttributes = program.getAttributes();
  14863. if ( material.morphTargets ) {
  14864. material.numSupportedMorphTargets = 0;
  14865. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14866. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14867. material.numSupportedMorphTargets ++;
  14868. }
  14869. }
  14870. }
  14871. if ( material.morphNormals ) {
  14872. material.numSupportedMorphNormals = 0;
  14873. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14874. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14875. material.numSupportedMorphNormals ++;
  14876. }
  14877. }
  14878. }
  14879. var uniforms = materialProperties.shader.uniforms;
  14880. if ( ! material.isShaderMaterial &&
  14881. ! material.isRawShaderMaterial ||
  14882. material.clipping === true ) {
  14883. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14884. materialProperties.numIntersection = _clipping.numIntersection;
  14885. uniforms.clippingPlanes = _clipping.uniform;
  14886. }
  14887. materialProperties.fog = fog;
  14888. // store the light setup it was created for
  14889. materialProperties.needsLights = materialNeedsLights( material );
  14890. materialProperties.lightsStateVersion = lightsStateVersion;
  14891. if ( materialProperties.needsLights ) {
  14892. // wire up the material to this renderer's lighting state
  14893. uniforms.ambientLightColor.value = lights.state.ambient;
  14894. uniforms.lightProbe.value = lights.state.probe;
  14895. uniforms.directionalLights.value = lights.state.directional;
  14896. uniforms.spotLights.value = lights.state.spot;
  14897. uniforms.rectAreaLights.value = lights.state.rectArea;
  14898. uniforms.pointLights.value = lights.state.point;
  14899. uniforms.hemisphereLights.value = lights.state.hemi;
  14900. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14901. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14902. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14903. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14904. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14905. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14906. // TODO (abelnation): add area lights shadow info to uniforms
  14907. }
  14908. var progUniforms = materialProperties.program.getUniforms(),
  14909. uniformsList =
  14910. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14911. materialProperties.uniformsList = uniformsList;
  14912. }
  14913. function setProgram( camera, fog, material, object ) {
  14914. textures.resetTextureUnits();
  14915. var materialProperties = properties.get( material );
  14916. var lights = currentRenderState.state.lights;
  14917. if ( _clippingEnabled ) {
  14918. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14919. var useCache =
  14920. camera === _currentCamera &&
  14921. material.id === _currentMaterialId;
  14922. // we might want to call this function with some ClippingGroup
  14923. // object instead of the material, once it becomes feasible
  14924. // (#8465, #8379)
  14925. _clipping.setState(
  14926. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14927. camera, materialProperties, useCache );
  14928. }
  14929. }
  14930. if ( material.needsUpdate === false ) {
  14931. if ( materialProperties.program === undefined ) {
  14932. material.needsUpdate = true;
  14933. } else if ( material.fog && materialProperties.fog !== fog ) {
  14934. material.needsUpdate = true;
  14935. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14936. material.needsUpdate = true;
  14937. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14938. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14939. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14940. material.needsUpdate = true;
  14941. }
  14942. }
  14943. if ( material.needsUpdate ) {
  14944. initMaterial( material, fog, object );
  14945. material.needsUpdate = false;
  14946. }
  14947. var refreshProgram = false;
  14948. var refreshMaterial = false;
  14949. var refreshLights = false;
  14950. var program = materialProperties.program,
  14951. p_uniforms = program.getUniforms(),
  14952. m_uniforms = materialProperties.shader.uniforms;
  14953. if ( state.useProgram( program.program ) ) {
  14954. refreshProgram = true;
  14955. refreshMaterial = true;
  14956. refreshLights = true;
  14957. }
  14958. if ( material.id !== _currentMaterialId ) {
  14959. _currentMaterialId = material.id;
  14960. refreshMaterial = true;
  14961. }
  14962. if ( refreshProgram || _currentCamera !== camera ) {
  14963. if ( program.numMultiviewViews > 0 ) {
  14964. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14965. } else {
  14966. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14967. }
  14968. if ( capabilities.logarithmicDepthBuffer ) {
  14969. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14970. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14971. }
  14972. if ( _currentCamera !== camera ) {
  14973. _currentCamera = camera;
  14974. // lighting uniforms depend on the camera so enforce an update
  14975. // now, in case this material supports lights - or later, when
  14976. // the next material that does gets activated:
  14977. refreshMaterial = true; // set to true on material change
  14978. refreshLights = true; // remains set until update done
  14979. }
  14980. // load material specific uniforms
  14981. // (shader material also gets them for the sake of genericity)
  14982. if ( material.isShaderMaterial ||
  14983. material.isMeshPhongMaterial ||
  14984. material.isMeshStandardMaterial ||
  14985. material.envMap ) {
  14986. var uCamPos = p_uniforms.map.cameraPosition;
  14987. if ( uCamPos !== undefined ) {
  14988. uCamPos.setValue( _gl,
  14989. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14990. }
  14991. }
  14992. if ( material.isMeshPhongMaterial ||
  14993. material.isMeshLambertMaterial ||
  14994. material.isMeshBasicMaterial ||
  14995. material.isMeshStandardMaterial ||
  14996. material.isShaderMaterial ||
  14997. material.skinning ) {
  14998. if ( program.numMultiviewViews > 0 ) {
  14999. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15000. } else {
  15001. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15002. }
  15003. }
  15004. }
  15005. // skinning uniforms must be set even if material didn't change
  15006. // auto-setting of texture unit for bone texture must go before other textures
  15007. // not sure why, but otherwise weird things happen
  15008. if ( material.skinning ) {
  15009. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15010. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15011. var skeleton = object.skeleton;
  15012. if ( skeleton ) {
  15013. var bones = skeleton.bones;
  15014. if ( capabilities.floatVertexTextures ) {
  15015. if ( skeleton.boneTexture === undefined ) {
  15016. // layout (1 matrix = 4 pixels)
  15017. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15018. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15019. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15020. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15021. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15022. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15023. size = _Math.ceilPowerOfTwo( size );
  15024. size = Math.max( size, 4 );
  15025. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15026. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15027. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15028. skeleton.boneMatrices = boneMatrices;
  15029. skeleton.boneTexture = boneTexture;
  15030. skeleton.boneTextureSize = size;
  15031. }
  15032. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15033. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15034. } else {
  15035. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15036. }
  15037. }
  15038. }
  15039. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15040. materialProperties.receiveShadow = object.receiveShadow;
  15041. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15042. }
  15043. if ( refreshMaterial ) {
  15044. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15045. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15046. if ( materialProperties.needsLights ) {
  15047. // the current material requires lighting info
  15048. // note: all lighting uniforms are always set correctly
  15049. // they simply reference the renderer's state for their
  15050. // values
  15051. //
  15052. // use the current material's .needsUpdate flags to set
  15053. // the GL state when required
  15054. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15055. }
  15056. // refresh uniforms common to several materials
  15057. if ( fog && material.fog ) {
  15058. refreshUniformsFog( m_uniforms, fog );
  15059. }
  15060. if ( material.isMeshBasicMaterial ) {
  15061. refreshUniformsCommon( m_uniforms, material );
  15062. } else if ( material.isMeshLambertMaterial ) {
  15063. refreshUniformsCommon( m_uniforms, material );
  15064. refreshUniformsLambert( m_uniforms, material );
  15065. } else if ( material.isMeshPhongMaterial ) {
  15066. refreshUniformsCommon( m_uniforms, material );
  15067. if ( material.isMeshToonMaterial ) {
  15068. refreshUniformsToon( m_uniforms, material );
  15069. } else {
  15070. refreshUniformsPhong( m_uniforms, material );
  15071. }
  15072. } else if ( material.isMeshStandardMaterial ) {
  15073. refreshUniformsCommon( m_uniforms, material );
  15074. if ( material.isMeshPhysicalMaterial ) {
  15075. refreshUniformsPhysical( m_uniforms, material );
  15076. } else {
  15077. refreshUniformsStandard( m_uniforms, material );
  15078. }
  15079. } else if ( material.isMeshMatcapMaterial ) {
  15080. refreshUniformsCommon( m_uniforms, material );
  15081. refreshUniformsMatcap( m_uniforms, material );
  15082. } else if ( material.isMeshDepthMaterial ) {
  15083. refreshUniformsCommon( m_uniforms, material );
  15084. refreshUniformsDepth( m_uniforms, material );
  15085. } else if ( material.isMeshDistanceMaterial ) {
  15086. refreshUniformsCommon( m_uniforms, material );
  15087. refreshUniformsDistance( m_uniforms, material );
  15088. } else if ( material.isMeshNormalMaterial ) {
  15089. refreshUniformsCommon( m_uniforms, material );
  15090. refreshUniformsNormal( m_uniforms, material );
  15091. } else if ( material.isLineBasicMaterial ) {
  15092. refreshUniformsLine( m_uniforms, material );
  15093. if ( material.isLineDashedMaterial ) {
  15094. refreshUniformsDash( m_uniforms, material );
  15095. }
  15096. } else if ( material.isPointsMaterial ) {
  15097. refreshUniformsPoints( m_uniforms, material );
  15098. } else if ( material.isSpriteMaterial ) {
  15099. refreshUniformsSprites( m_uniforms, material );
  15100. } else if ( material.isShadowMaterial ) {
  15101. m_uniforms.color.value.copy( material.color );
  15102. m_uniforms.opacity.value = material.opacity;
  15103. }
  15104. // RectAreaLight Texture
  15105. // TODO (mrdoob): Find a nicer implementation
  15106. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15107. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15108. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15109. if ( material.isShaderMaterial ) {
  15110. material.uniformsNeedUpdate = false; // #15581
  15111. }
  15112. }
  15113. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15114. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15115. material.uniformsNeedUpdate = false;
  15116. }
  15117. if ( material.isSpriteMaterial ) {
  15118. p_uniforms.setValue( _gl, 'center', object.center );
  15119. }
  15120. // common matrices
  15121. if ( program.numMultiviewViews > 0 ) {
  15122. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15123. } else {
  15124. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15125. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15126. }
  15127. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15128. return program;
  15129. }
  15130. // Uniforms (refresh uniforms objects)
  15131. function refreshUniformsCommon( uniforms, material ) {
  15132. uniforms.opacity.value = material.opacity;
  15133. if ( material.color ) {
  15134. uniforms.diffuse.value.copy( material.color );
  15135. }
  15136. if ( material.emissive ) {
  15137. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15138. }
  15139. if ( material.map ) {
  15140. uniforms.map.value = material.map;
  15141. }
  15142. if ( material.alphaMap ) {
  15143. uniforms.alphaMap.value = material.alphaMap;
  15144. }
  15145. if ( material.specularMap ) {
  15146. uniforms.specularMap.value = material.specularMap;
  15147. }
  15148. if ( material.envMap ) {
  15149. uniforms.envMap.value = material.envMap;
  15150. // don't flip CubeTexture envMaps, flip everything else:
  15151. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15152. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15153. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15154. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15155. uniforms.reflectivity.value = material.reflectivity;
  15156. uniforms.refractionRatio.value = material.refractionRatio;
  15157. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15158. }
  15159. if ( material.lightMap ) {
  15160. uniforms.lightMap.value = material.lightMap;
  15161. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15162. }
  15163. if ( material.aoMap ) {
  15164. uniforms.aoMap.value = material.aoMap;
  15165. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15166. }
  15167. // uv repeat and offset setting priorities
  15168. // 1. color map
  15169. // 2. specular map
  15170. // 3. normal map
  15171. // 4. bump map
  15172. // 5. alpha map
  15173. // 6. emissive map
  15174. var uvScaleMap;
  15175. if ( material.map ) {
  15176. uvScaleMap = material.map;
  15177. } else if ( material.specularMap ) {
  15178. uvScaleMap = material.specularMap;
  15179. } else if ( material.displacementMap ) {
  15180. uvScaleMap = material.displacementMap;
  15181. } else if ( material.normalMap ) {
  15182. uvScaleMap = material.normalMap;
  15183. } else if ( material.bumpMap ) {
  15184. uvScaleMap = material.bumpMap;
  15185. } else if ( material.roughnessMap ) {
  15186. uvScaleMap = material.roughnessMap;
  15187. } else if ( material.metalnessMap ) {
  15188. uvScaleMap = material.metalnessMap;
  15189. } else if ( material.alphaMap ) {
  15190. uvScaleMap = material.alphaMap;
  15191. } else if ( material.emissiveMap ) {
  15192. uvScaleMap = material.emissiveMap;
  15193. }
  15194. if ( uvScaleMap !== undefined ) {
  15195. // backwards compatibility
  15196. if ( uvScaleMap.isWebGLRenderTarget ) {
  15197. uvScaleMap = uvScaleMap.texture;
  15198. }
  15199. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15200. uvScaleMap.updateMatrix();
  15201. }
  15202. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15203. }
  15204. }
  15205. function refreshUniformsLine( uniforms, material ) {
  15206. uniforms.diffuse.value.copy( material.color );
  15207. uniforms.opacity.value = material.opacity;
  15208. }
  15209. function refreshUniformsDash( uniforms, material ) {
  15210. uniforms.dashSize.value = material.dashSize;
  15211. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15212. uniforms.scale.value = material.scale;
  15213. }
  15214. function refreshUniformsPoints( uniforms, material ) {
  15215. uniforms.diffuse.value.copy( material.color );
  15216. uniforms.opacity.value = material.opacity;
  15217. uniforms.size.value = material.size * _pixelRatio;
  15218. uniforms.scale.value = _height * 0.5;
  15219. uniforms.map.value = material.map;
  15220. if ( material.map !== null ) {
  15221. if ( material.map.matrixAutoUpdate === true ) {
  15222. material.map.updateMatrix();
  15223. }
  15224. uniforms.uvTransform.value.copy( material.map.matrix );
  15225. }
  15226. }
  15227. function refreshUniformsSprites( uniforms, material ) {
  15228. uniforms.diffuse.value.copy( material.color );
  15229. uniforms.opacity.value = material.opacity;
  15230. uniforms.rotation.value = material.rotation;
  15231. uniforms.map.value = material.map;
  15232. if ( material.map !== null ) {
  15233. if ( material.map.matrixAutoUpdate === true ) {
  15234. material.map.updateMatrix();
  15235. }
  15236. uniforms.uvTransform.value.copy( material.map.matrix );
  15237. }
  15238. }
  15239. function refreshUniformsFog( uniforms, fog ) {
  15240. uniforms.fogColor.value.copy( fog.color );
  15241. if ( fog.isFog ) {
  15242. uniforms.fogNear.value = fog.near;
  15243. uniforms.fogFar.value = fog.far;
  15244. } else if ( fog.isFogExp2 ) {
  15245. uniforms.fogDensity.value = fog.density;
  15246. }
  15247. }
  15248. function refreshUniformsLambert( uniforms, material ) {
  15249. if ( material.emissiveMap ) {
  15250. uniforms.emissiveMap.value = material.emissiveMap;
  15251. }
  15252. }
  15253. function refreshUniformsPhong( uniforms, material ) {
  15254. uniforms.specular.value.copy( material.specular );
  15255. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15256. if ( material.emissiveMap ) {
  15257. uniforms.emissiveMap.value = material.emissiveMap;
  15258. }
  15259. if ( material.bumpMap ) {
  15260. uniforms.bumpMap.value = material.bumpMap;
  15261. uniforms.bumpScale.value = material.bumpScale;
  15262. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15263. }
  15264. if ( material.normalMap ) {
  15265. uniforms.normalMap.value = material.normalMap;
  15266. uniforms.normalScale.value.copy( material.normalScale );
  15267. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15268. }
  15269. if ( material.displacementMap ) {
  15270. uniforms.displacementMap.value = material.displacementMap;
  15271. uniforms.displacementScale.value = material.displacementScale;
  15272. uniforms.displacementBias.value = material.displacementBias;
  15273. }
  15274. }
  15275. function refreshUniformsToon( uniforms, material ) {
  15276. refreshUniformsPhong( uniforms, material );
  15277. if ( material.gradientMap ) {
  15278. uniforms.gradientMap.value = material.gradientMap;
  15279. }
  15280. }
  15281. function refreshUniformsStandard( uniforms, material ) {
  15282. uniforms.roughness.value = material.roughness;
  15283. uniforms.metalness.value = material.metalness;
  15284. if ( material.roughnessMap ) {
  15285. uniforms.roughnessMap.value = material.roughnessMap;
  15286. }
  15287. if ( material.metalnessMap ) {
  15288. uniforms.metalnessMap.value = material.metalnessMap;
  15289. }
  15290. if ( material.emissiveMap ) {
  15291. uniforms.emissiveMap.value = material.emissiveMap;
  15292. }
  15293. if ( material.bumpMap ) {
  15294. uniforms.bumpMap.value = material.bumpMap;
  15295. uniforms.bumpScale.value = material.bumpScale;
  15296. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15297. }
  15298. if ( material.normalMap ) {
  15299. uniforms.normalMap.value = material.normalMap;
  15300. uniforms.normalScale.value.copy( material.normalScale );
  15301. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15302. }
  15303. if ( material.displacementMap ) {
  15304. uniforms.displacementMap.value = material.displacementMap;
  15305. uniforms.displacementScale.value = material.displacementScale;
  15306. uniforms.displacementBias.value = material.displacementBias;
  15307. }
  15308. if ( material.envMap ) {
  15309. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15310. uniforms.envMapIntensity.value = material.envMapIntensity;
  15311. }
  15312. }
  15313. function refreshUniformsPhysical( uniforms, material ) {
  15314. refreshUniformsStandard( uniforms, material );
  15315. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15316. uniforms.clearcoat.value = material.clearcoat;
  15317. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15318. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15319. if ( material.clearcoatNormalMap ) {
  15320. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15321. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15322. if ( material.side === BackSide ) {
  15323. uniforms.clearcoatNormalScale.value.negate();
  15324. }
  15325. }
  15326. uniforms.transparency.value = material.transparency;
  15327. }
  15328. function refreshUniformsMatcap( uniforms, material ) {
  15329. if ( material.matcap ) {
  15330. uniforms.matcap.value = material.matcap;
  15331. }
  15332. if ( material.bumpMap ) {
  15333. uniforms.bumpMap.value = material.bumpMap;
  15334. uniforms.bumpScale.value = material.bumpScale;
  15335. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15336. }
  15337. if ( material.normalMap ) {
  15338. uniforms.normalMap.value = material.normalMap;
  15339. uniforms.normalScale.value.copy( material.normalScale );
  15340. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15341. }
  15342. if ( material.displacementMap ) {
  15343. uniforms.displacementMap.value = material.displacementMap;
  15344. uniforms.displacementScale.value = material.displacementScale;
  15345. uniforms.displacementBias.value = material.displacementBias;
  15346. }
  15347. }
  15348. function refreshUniformsDepth( uniforms, material ) {
  15349. if ( material.displacementMap ) {
  15350. uniforms.displacementMap.value = material.displacementMap;
  15351. uniforms.displacementScale.value = material.displacementScale;
  15352. uniforms.displacementBias.value = material.displacementBias;
  15353. }
  15354. }
  15355. function refreshUniformsDistance( uniforms, material ) {
  15356. if ( material.displacementMap ) {
  15357. uniforms.displacementMap.value = material.displacementMap;
  15358. uniforms.displacementScale.value = material.displacementScale;
  15359. uniforms.displacementBias.value = material.displacementBias;
  15360. }
  15361. uniforms.referencePosition.value.copy( material.referencePosition );
  15362. uniforms.nearDistance.value = material.nearDistance;
  15363. uniforms.farDistance.value = material.farDistance;
  15364. }
  15365. function refreshUniformsNormal( uniforms, material ) {
  15366. if ( material.bumpMap ) {
  15367. uniforms.bumpMap.value = material.bumpMap;
  15368. uniforms.bumpScale.value = material.bumpScale;
  15369. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15370. }
  15371. if ( material.normalMap ) {
  15372. uniforms.normalMap.value = material.normalMap;
  15373. uniforms.normalScale.value.copy( material.normalScale );
  15374. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15375. }
  15376. if ( material.displacementMap ) {
  15377. uniforms.displacementMap.value = material.displacementMap;
  15378. uniforms.displacementScale.value = material.displacementScale;
  15379. uniforms.displacementBias.value = material.displacementBias;
  15380. }
  15381. }
  15382. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15383. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15384. uniforms.ambientLightColor.needsUpdate = value;
  15385. uniforms.lightProbe.needsUpdate = value;
  15386. uniforms.directionalLights.needsUpdate = value;
  15387. uniforms.pointLights.needsUpdate = value;
  15388. uniforms.spotLights.needsUpdate = value;
  15389. uniforms.rectAreaLights.needsUpdate = value;
  15390. uniforms.hemisphereLights.needsUpdate = value;
  15391. }
  15392. function materialNeedsLights( material ) {
  15393. return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
  15394. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15395. ( material.isShaderMaterial && material.lights === true );
  15396. }
  15397. //
  15398. this.setFramebuffer = function ( value ) {
  15399. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15400. _framebuffer = value;
  15401. };
  15402. this.getActiveCubeFace = function () {
  15403. return _currentActiveCubeFace;
  15404. };
  15405. this.getActiveMipmapLevel = function () {
  15406. return _currentActiveMipmapLevel;
  15407. };
  15408. this.getRenderTarget = function () {
  15409. return _currentRenderTarget;
  15410. };
  15411. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15412. _currentRenderTarget = renderTarget;
  15413. _currentActiveCubeFace = activeCubeFace;
  15414. _currentActiveMipmapLevel = activeMipmapLevel;
  15415. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15416. textures.setupRenderTarget( renderTarget );
  15417. }
  15418. var framebuffer = _framebuffer;
  15419. var isCube = false;
  15420. if ( renderTarget ) {
  15421. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15422. if ( renderTarget.isWebGLRenderTargetCube ) {
  15423. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15424. isCube = true;
  15425. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15426. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15427. } else {
  15428. framebuffer = __webglFramebuffer;
  15429. }
  15430. _currentViewport.copy( renderTarget.viewport );
  15431. _currentScissor.copy( renderTarget.scissor );
  15432. _currentScissorTest = renderTarget.scissorTest;
  15433. } else {
  15434. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15435. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15436. _currentScissorTest = _scissorTest;
  15437. }
  15438. if ( _currentFramebuffer !== framebuffer ) {
  15439. _gl.bindFramebuffer( 36160, framebuffer );
  15440. _currentFramebuffer = framebuffer;
  15441. }
  15442. state.viewport( _currentViewport );
  15443. state.scissor( _currentScissor );
  15444. state.setScissorTest( _currentScissorTest );
  15445. if ( isCube ) {
  15446. var textureProperties = properties.get( renderTarget.texture );
  15447. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15448. }
  15449. };
  15450. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15451. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15452. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15453. return;
  15454. }
  15455. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15456. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15457. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15458. }
  15459. if ( framebuffer ) {
  15460. var restore = false;
  15461. if ( framebuffer !== _currentFramebuffer ) {
  15462. _gl.bindFramebuffer( 36160, framebuffer );
  15463. restore = true;
  15464. }
  15465. try {
  15466. var texture = renderTarget.texture;
  15467. var textureFormat = texture.format;
  15468. var textureType = texture.type;
  15469. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15470. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15471. return;
  15472. }
  15473. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15474. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15475. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15476. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15477. return;
  15478. }
  15479. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15480. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15481. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15482. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15483. }
  15484. } else {
  15485. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15486. }
  15487. } finally {
  15488. if ( restore ) {
  15489. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15490. }
  15491. }
  15492. }
  15493. };
  15494. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15495. var width = texture.image.width;
  15496. var height = texture.image.height;
  15497. var glFormat = utils.convert( texture.format );
  15498. textures.setTexture2D( texture, 0 );
  15499. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15500. };
  15501. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15502. var width = srcTexture.image.width;
  15503. var height = srcTexture.image.height;
  15504. var glFormat = utils.convert( dstTexture.format );
  15505. var glType = utils.convert( dstTexture.type );
  15506. textures.setTexture2D( dstTexture, 0 );
  15507. if ( srcTexture.isDataTexture ) {
  15508. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15509. } else {
  15510. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15511. }
  15512. };
  15513. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15514. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15515. }
  15516. }
  15517. /**
  15518. * @author mrdoob / http://mrdoob.com/
  15519. * @author alteredq / http://alteredqualia.com/
  15520. */
  15521. function FogExp2( color, density ) {
  15522. this.name = '';
  15523. this.color = new Color( color );
  15524. this.density = ( density !== undefined ) ? density : 0.00025;
  15525. }
  15526. Object.assign( FogExp2.prototype, {
  15527. isFogExp2: true,
  15528. clone: function () {
  15529. return new FogExp2( this.color, this.density );
  15530. },
  15531. toJSON: function ( /* meta */ ) {
  15532. return {
  15533. type: 'FogExp2',
  15534. color: this.color.getHex(),
  15535. density: this.density
  15536. };
  15537. }
  15538. } );
  15539. /**
  15540. * @author mrdoob / http://mrdoob.com/
  15541. * @author alteredq / http://alteredqualia.com/
  15542. */
  15543. function Fog( color, near, far ) {
  15544. this.name = '';
  15545. this.color = new Color( color );
  15546. this.near = ( near !== undefined ) ? near : 1;
  15547. this.far = ( far !== undefined ) ? far : 1000;
  15548. }
  15549. Object.assign( Fog.prototype, {
  15550. isFog: true,
  15551. clone: function () {
  15552. return new Fog( this.color, this.near, this.far );
  15553. },
  15554. toJSON: function ( /* meta */ ) {
  15555. return {
  15556. type: 'Fog',
  15557. color: this.color.getHex(),
  15558. near: this.near,
  15559. far: this.far
  15560. };
  15561. }
  15562. } );
  15563. /**
  15564. * @author benaadams / https://twitter.com/ben_a_adams
  15565. */
  15566. function InterleavedBuffer( array, stride ) {
  15567. this.array = array;
  15568. this.stride = stride;
  15569. this.count = array !== undefined ? array.length / stride : 0;
  15570. this.usage = StaticDrawUsage;
  15571. this.updateRange = { offset: 0, count: - 1 };
  15572. this.version = 0;
  15573. }
  15574. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15575. set: function ( value ) {
  15576. if ( value === true ) { this.version ++; }
  15577. }
  15578. } );
  15579. Object.assign( InterleavedBuffer.prototype, {
  15580. isInterleavedBuffer: true,
  15581. onUploadCallback: function () {},
  15582. setUsage: function ( value ) {
  15583. this.usage = value;
  15584. return this;
  15585. },
  15586. copy: function ( source ) {
  15587. this.array = new source.array.constructor( source.array );
  15588. this.count = source.count;
  15589. this.stride = source.stride;
  15590. this.usage = source.usage;
  15591. return this;
  15592. },
  15593. copyAt: function ( index1, attribute, index2 ) {
  15594. index1 *= this.stride;
  15595. index2 *= attribute.stride;
  15596. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15597. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15598. }
  15599. return this;
  15600. },
  15601. set: function ( value, offset ) {
  15602. if ( offset === undefined ) { offset = 0; }
  15603. this.array.set( value, offset );
  15604. return this;
  15605. },
  15606. clone: function () {
  15607. return new this.constructor().copy( this );
  15608. },
  15609. onUpload: function ( callback ) {
  15610. this.onUploadCallback = callback;
  15611. return this;
  15612. }
  15613. } );
  15614. /**
  15615. * @author benaadams / https://twitter.com/ben_a_adams
  15616. */
  15617. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15618. this.data = interleavedBuffer;
  15619. this.itemSize = itemSize;
  15620. this.offset = offset;
  15621. this.normalized = normalized === true;
  15622. }
  15623. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15624. count: {
  15625. get: function () {
  15626. return this.data.count;
  15627. }
  15628. },
  15629. array: {
  15630. get: function () {
  15631. return this.data.array;
  15632. }
  15633. }
  15634. } );
  15635. Object.assign( InterleavedBufferAttribute.prototype, {
  15636. isInterleavedBufferAttribute: true,
  15637. setX: function ( index, x ) {
  15638. this.data.array[ index * this.data.stride + this.offset ] = x;
  15639. return this;
  15640. },
  15641. setY: function ( index, y ) {
  15642. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15643. return this;
  15644. },
  15645. setZ: function ( index, z ) {
  15646. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15647. return this;
  15648. },
  15649. setW: function ( index, w ) {
  15650. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15651. return this;
  15652. },
  15653. getX: function ( index ) {
  15654. return this.data.array[ index * this.data.stride + this.offset ];
  15655. },
  15656. getY: function ( index ) {
  15657. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15658. },
  15659. getZ: function ( index ) {
  15660. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15661. },
  15662. getW: function ( index ) {
  15663. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15664. },
  15665. setXY: function ( index, x, y ) {
  15666. index = index * this.data.stride + this.offset;
  15667. this.data.array[ index + 0 ] = x;
  15668. this.data.array[ index + 1 ] = y;
  15669. return this;
  15670. },
  15671. setXYZ: function ( index, x, y, z ) {
  15672. index = index * this.data.stride + this.offset;
  15673. this.data.array[ index + 0 ] = x;
  15674. this.data.array[ index + 1 ] = y;
  15675. this.data.array[ index + 2 ] = z;
  15676. return this;
  15677. },
  15678. setXYZW: function ( index, x, y, z, w ) {
  15679. index = index * this.data.stride + this.offset;
  15680. this.data.array[ index + 0 ] = x;
  15681. this.data.array[ index + 1 ] = y;
  15682. this.data.array[ index + 2 ] = z;
  15683. this.data.array[ index + 3 ] = w;
  15684. return this;
  15685. }
  15686. } );
  15687. /**
  15688. * @author alteredq / http://alteredqualia.com/
  15689. *
  15690. * parameters = {
  15691. * color: <hex>,
  15692. * map: new THREE.Texture( <Image> ),
  15693. * rotation: <float>,
  15694. * sizeAttenuation: <bool>
  15695. * }
  15696. */
  15697. function SpriteMaterial( parameters ) {
  15698. Material.call( this );
  15699. this.type = 'SpriteMaterial';
  15700. this.color = new Color( 0xffffff );
  15701. this.map = null;
  15702. this.rotation = 0;
  15703. this.sizeAttenuation = true;
  15704. this.transparent = true;
  15705. this.setValues( parameters );
  15706. }
  15707. SpriteMaterial.prototype = Object.create( Material.prototype );
  15708. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15709. SpriteMaterial.prototype.isSpriteMaterial = true;
  15710. SpriteMaterial.prototype.copy = function ( source ) {
  15711. Material.prototype.copy.call( this, source );
  15712. this.color.copy( source.color );
  15713. this.map = source.map;
  15714. this.rotation = source.rotation;
  15715. this.sizeAttenuation = source.sizeAttenuation;
  15716. return this;
  15717. };
  15718. /**
  15719. * @author mikael emtinger / http://gomo.se/
  15720. * @author alteredq / http://alteredqualia.com/
  15721. */
  15722. var _geometry;
  15723. var _intersectPoint = new Vector3();
  15724. var _worldScale = new Vector3();
  15725. var _mvPosition = new Vector3();
  15726. var _alignedPosition = new Vector2();
  15727. var _rotatedPosition = new Vector2();
  15728. var _viewWorldMatrix = new Matrix4();
  15729. var _vA$1 = new Vector3();
  15730. var _vB$1 = new Vector3();
  15731. var _vC$1 = new Vector3();
  15732. var _uvA$1 = new Vector2();
  15733. var _uvB$1 = new Vector2();
  15734. var _uvC$1 = new Vector2();
  15735. function Sprite( material ) {
  15736. Object3D.call( this );
  15737. this.type = 'Sprite';
  15738. if ( _geometry === undefined ) {
  15739. _geometry = new BufferGeometry();
  15740. var float32Array = new Float32Array( [
  15741. - 0.5, - 0.5, 0, 0, 0,
  15742. 0.5, - 0.5, 0, 1, 0,
  15743. 0.5, 0.5, 0, 1, 1,
  15744. - 0.5, 0.5, 0, 0, 1
  15745. ] );
  15746. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15747. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15748. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15749. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15750. }
  15751. this.geometry = _geometry;
  15752. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15753. this.center = new Vector2( 0.5, 0.5 );
  15754. }
  15755. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15756. constructor: Sprite,
  15757. isSprite: true,
  15758. raycast: function ( raycaster, intersects ) {
  15759. if ( raycaster.camera === null ) {
  15760. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15761. }
  15762. _worldScale.setFromMatrixScale( this.matrixWorld );
  15763. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15764. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15765. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15766. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15767. _worldScale.multiplyScalar( - _mvPosition.z );
  15768. }
  15769. var rotation = this.material.rotation;
  15770. var sin, cos;
  15771. if ( rotation !== 0 ) {
  15772. cos = Math.cos( rotation );
  15773. sin = Math.sin( rotation );
  15774. }
  15775. var center = this.center;
  15776. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15777. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15778. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15779. _uvA$1.set( 0, 0 );
  15780. _uvB$1.set( 1, 0 );
  15781. _uvC$1.set( 1, 1 );
  15782. // check first triangle
  15783. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15784. if ( intersect === null ) {
  15785. // check second triangle
  15786. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15787. _uvB$1.set( 0, 1 );
  15788. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15789. if ( intersect === null ) {
  15790. return;
  15791. }
  15792. }
  15793. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15794. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15795. intersects.push( {
  15796. distance: distance,
  15797. point: _intersectPoint.clone(),
  15798. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15799. face: null,
  15800. object: this
  15801. } );
  15802. },
  15803. clone: function () {
  15804. return new this.constructor( this.material ).copy( this );
  15805. },
  15806. copy: function ( source ) {
  15807. Object3D.prototype.copy.call( this, source );
  15808. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15809. return this;
  15810. }
  15811. } );
  15812. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15813. // compute position in camera space
  15814. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15815. // to check if rotation is not zero
  15816. if ( sin !== undefined ) {
  15817. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15818. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15819. } else {
  15820. _rotatedPosition.copy( _alignedPosition );
  15821. }
  15822. vertexPosition.copy( mvPosition );
  15823. vertexPosition.x += _rotatedPosition.x;
  15824. vertexPosition.y += _rotatedPosition.y;
  15825. // transform to world space
  15826. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15827. }
  15828. /**
  15829. * @author mikael emtinger / http://gomo.se/
  15830. * @author alteredq / http://alteredqualia.com/
  15831. * @author mrdoob / http://mrdoob.com/
  15832. */
  15833. var _v1$4 = new Vector3();
  15834. var _v2$2 = new Vector3();
  15835. function LOD() {
  15836. Object3D.call( this );
  15837. this.type = 'LOD';
  15838. Object.defineProperties( this, {
  15839. levels: {
  15840. enumerable: true,
  15841. value: []
  15842. }
  15843. } );
  15844. this.autoUpdate = true;
  15845. }
  15846. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15847. constructor: LOD,
  15848. isLOD: true,
  15849. copy: function ( source ) {
  15850. Object3D.prototype.copy.call( this, source, false );
  15851. var levels = source.levels;
  15852. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15853. var level = levels[ i ];
  15854. this.addLevel( level.object.clone(), level.distance );
  15855. }
  15856. return this;
  15857. },
  15858. addLevel: function ( object, distance ) {
  15859. if ( distance === undefined ) { distance = 0; }
  15860. distance = Math.abs( distance );
  15861. var levels = this.levels;
  15862. for ( var l = 0; l < levels.length; l ++ ) {
  15863. if ( distance < levels[ l ].distance ) {
  15864. break;
  15865. }
  15866. }
  15867. levels.splice( l, 0, { distance: distance, object: object } );
  15868. this.add( object );
  15869. return this;
  15870. },
  15871. getObjectForDistance: function ( distance ) {
  15872. var levels = this.levels;
  15873. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15874. if ( distance < levels[ i ].distance ) {
  15875. break;
  15876. }
  15877. }
  15878. return levels[ i - 1 ].object;
  15879. },
  15880. raycast: function ( raycaster, intersects ) {
  15881. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15882. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15883. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15884. },
  15885. update: function ( camera ) {
  15886. var levels = this.levels;
  15887. if ( levels.length > 1 ) {
  15888. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15889. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15890. var distance = _v1$4.distanceTo( _v2$2 );
  15891. levels[ 0 ].object.visible = true;
  15892. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15893. if ( distance >= levels[ i ].distance ) {
  15894. levels[ i - 1 ].object.visible = false;
  15895. levels[ i ].object.visible = true;
  15896. } else {
  15897. break;
  15898. }
  15899. }
  15900. for ( ; i < l; i ++ ) {
  15901. levels[ i ].object.visible = false;
  15902. }
  15903. }
  15904. },
  15905. toJSON: function ( meta ) {
  15906. var data = Object3D.prototype.toJSON.call( this, meta );
  15907. data.object.levels = [];
  15908. var levels = this.levels;
  15909. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15910. var level = levels[ i ];
  15911. data.object.levels.push( {
  15912. object: level.object.uuid,
  15913. distance: level.distance
  15914. } );
  15915. }
  15916. return data;
  15917. }
  15918. } );
  15919. /**
  15920. * @author mikael emtinger / http://gomo.se/
  15921. * @author alteredq / http://alteredqualia.com/
  15922. * @author ikerr / http://verold.com
  15923. */
  15924. function SkinnedMesh( geometry, material ) {
  15925. if ( geometry && geometry.isGeometry ) {
  15926. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15927. }
  15928. Mesh.call( this, geometry, material );
  15929. this.type = 'SkinnedMesh';
  15930. this.bindMode = 'attached';
  15931. this.bindMatrix = new Matrix4();
  15932. this.bindMatrixInverse = new Matrix4();
  15933. }
  15934. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15935. constructor: SkinnedMesh,
  15936. isSkinnedMesh: true,
  15937. bind: function ( skeleton, bindMatrix ) {
  15938. this.skeleton = skeleton;
  15939. if ( bindMatrix === undefined ) {
  15940. this.updateMatrixWorld( true );
  15941. this.skeleton.calculateInverses();
  15942. bindMatrix = this.matrixWorld;
  15943. }
  15944. this.bindMatrix.copy( bindMatrix );
  15945. this.bindMatrixInverse.getInverse( bindMatrix );
  15946. },
  15947. pose: function () {
  15948. this.skeleton.pose();
  15949. },
  15950. normalizeSkinWeights: function () {
  15951. var vector = new Vector4();
  15952. var skinWeight = this.geometry.attributes.skinWeight;
  15953. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15954. vector.x = skinWeight.getX( i );
  15955. vector.y = skinWeight.getY( i );
  15956. vector.z = skinWeight.getZ( i );
  15957. vector.w = skinWeight.getW( i );
  15958. var scale = 1.0 / vector.manhattanLength();
  15959. if ( scale !== Infinity ) {
  15960. vector.multiplyScalar( scale );
  15961. } else {
  15962. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15963. }
  15964. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15965. }
  15966. },
  15967. updateMatrixWorld: function ( force ) {
  15968. Mesh.prototype.updateMatrixWorld.call( this, force );
  15969. if ( this.bindMode === 'attached' ) {
  15970. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15971. } else if ( this.bindMode === 'detached' ) {
  15972. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15973. } else {
  15974. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15975. }
  15976. },
  15977. clone: function () {
  15978. return new this.constructor( this.geometry, this.material ).copy( this );
  15979. }
  15980. } );
  15981. /**
  15982. * @author mikael emtinger / http://gomo.se/
  15983. * @author alteredq / http://alteredqualia.com/
  15984. * @author michael guerrero / http://realitymeltdown.com
  15985. * @author ikerr / http://verold.com
  15986. */
  15987. var _offsetMatrix = new Matrix4();
  15988. var _identityMatrix = new Matrix4();
  15989. function Skeleton( bones, boneInverses ) {
  15990. // copy the bone array
  15991. bones = bones || [];
  15992. this.bones = bones.slice( 0 );
  15993. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15994. this.frame = - 1;
  15995. // use the supplied bone inverses or calculate the inverses
  15996. if ( boneInverses === undefined ) {
  15997. this.calculateInverses();
  15998. } else {
  15999. if ( this.bones.length === boneInverses.length ) {
  16000. this.boneInverses = boneInverses.slice( 0 );
  16001. } else {
  16002. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16003. this.boneInverses = [];
  16004. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16005. this.boneInverses.push( new Matrix4() );
  16006. }
  16007. }
  16008. }
  16009. }
  16010. Object.assign( Skeleton.prototype, {
  16011. calculateInverses: function () {
  16012. this.boneInverses = [];
  16013. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16014. var inverse = new Matrix4();
  16015. if ( this.bones[ i ] ) {
  16016. inverse.getInverse( this.bones[ i ].matrixWorld );
  16017. }
  16018. this.boneInverses.push( inverse );
  16019. }
  16020. },
  16021. pose: function () {
  16022. var bone, i, il;
  16023. // recover the bind-time world matrices
  16024. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16025. bone = this.bones[ i ];
  16026. if ( bone ) {
  16027. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16028. }
  16029. }
  16030. // compute the local matrices, positions, rotations and scales
  16031. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16032. bone = this.bones[ i ];
  16033. if ( bone ) {
  16034. if ( bone.parent && bone.parent.isBone ) {
  16035. bone.matrix.getInverse( bone.parent.matrixWorld );
  16036. bone.matrix.multiply( bone.matrixWorld );
  16037. } else {
  16038. bone.matrix.copy( bone.matrixWorld );
  16039. }
  16040. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16041. }
  16042. }
  16043. },
  16044. update: function () {
  16045. var bones = this.bones;
  16046. var boneInverses = this.boneInverses;
  16047. var boneMatrices = this.boneMatrices;
  16048. var boneTexture = this.boneTexture;
  16049. // flatten bone matrices to array
  16050. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16051. // compute the offset between the current and the original transform
  16052. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16053. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16054. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16055. }
  16056. if ( boneTexture !== undefined ) {
  16057. boneTexture.needsUpdate = true;
  16058. }
  16059. },
  16060. clone: function () {
  16061. return new Skeleton( this.bones, this.boneInverses );
  16062. },
  16063. getBoneByName: function ( name ) {
  16064. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16065. var bone = this.bones[ i ];
  16066. if ( bone.name === name ) {
  16067. return bone;
  16068. }
  16069. }
  16070. return undefined;
  16071. }
  16072. } );
  16073. /**
  16074. * @author mikael emtinger / http://gomo.se/
  16075. * @author alteredq / http://alteredqualia.com/
  16076. * @author ikerr / http://verold.com
  16077. */
  16078. function Bone() {
  16079. Object3D.call( this );
  16080. this.type = 'Bone';
  16081. }
  16082. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16083. constructor: Bone,
  16084. isBone: true
  16085. } );
  16086. /**
  16087. * @author mrdoob / http://mrdoob.com/
  16088. */
  16089. function InstancedMesh( geometry, material, count ) {
  16090. Mesh.call( this, geometry, material );
  16091. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16092. this.count = count;
  16093. }
  16094. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16095. constructor: InstancedMesh,
  16096. isInstancedMesh: true,
  16097. raycast: function () {},
  16098. setMatrixAt: function ( index, matrix ) {
  16099. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16100. },
  16101. updateMorphTargets: function () {}
  16102. } );
  16103. /**
  16104. * @author mrdoob / http://mrdoob.com/
  16105. * @author alteredq / http://alteredqualia.com/
  16106. *
  16107. * parameters = {
  16108. * color: <hex>,
  16109. * opacity: <float>,
  16110. *
  16111. * linewidth: <float>,
  16112. * linecap: "round",
  16113. * linejoin: "round"
  16114. * }
  16115. */
  16116. function LineBasicMaterial( parameters ) {
  16117. Material.call( this );
  16118. this.type = 'LineBasicMaterial';
  16119. this.color = new Color( 0xffffff );
  16120. this.linewidth = 1;
  16121. this.linecap = 'round';
  16122. this.linejoin = 'round';
  16123. this.setValues( parameters );
  16124. }
  16125. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16126. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16127. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16128. LineBasicMaterial.prototype.copy = function ( source ) {
  16129. Material.prototype.copy.call( this, source );
  16130. this.color.copy( source.color );
  16131. this.linewidth = source.linewidth;
  16132. this.linecap = source.linecap;
  16133. this.linejoin = source.linejoin;
  16134. return this;
  16135. };
  16136. /**
  16137. * @author mrdoob / http://mrdoob.com/
  16138. */
  16139. var _start = new Vector3();
  16140. var _end = new Vector3();
  16141. var _inverseMatrix$1 = new Matrix4();
  16142. var _ray$1 = new Ray();
  16143. var _sphere$2 = new Sphere();
  16144. function Line( geometry, material, mode ) {
  16145. if ( mode === 1 ) {
  16146. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16147. }
  16148. Object3D.call( this );
  16149. this.type = 'Line';
  16150. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16151. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16152. }
  16153. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16154. constructor: Line,
  16155. isLine: true,
  16156. computeLineDistances: function () {
  16157. var geometry = this.geometry;
  16158. if ( geometry.isBufferGeometry ) {
  16159. // we assume non-indexed geometry
  16160. if ( geometry.index === null ) {
  16161. var positionAttribute = geometry.attributes.position;
  16162. var lineDistances = [ 0 ];
  16163. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16164. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16165. _end.fromBufferAttribute( positionAttribute, i );
  16166. lineDistances[ i ] = lineDistances[ i - 1 ];
  16167. lineDistances[ i ] += _start.distanceTo( _end );
  16168. }
  16169. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16170. } else {
  16171. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16172. }
  16173. } else if ( geometry.isGeometry ) {
  16174. var vertices = geometry.vertices;
  16175. var lineDistances = geometry.lineDistances;
  16176. lineDistances[ 0 ] = 0;
  16177. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16178. lineDistances[ i ] = lineDistances[ i - 1 ];
  16179. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16180. }
  16181. }
  16182. return this;
  16183. },
  16184. raycast: function ( raycaster, intersects ) {
  16185. var precision = raycaster.linePrecision;
  16186. var geometry = this.geometry;
  16187. var matrixWorld = this.matrixWorld;
  16188. // Checking boundingSphere distance to ray
  16189. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16190. _sphere$2.copy( geometry.boundingSphere );
  16191. _sphere$2.applyMatrix4( matrixWorld );
  16192. _sphere$2.radius += precision;
  16193. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16194. //
  16195. _inverseMatrix$1.getInverse( matrixWorld );
  16196. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16197. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16198. var localPrecisionSq = localPrecision * localPrecision;
  16199. var vStart = new Vector3();
  16200. var vEnd = new Vector3();
  16201. var interSegment = new Vector3();
  16202. var interRay = new Vector3();
  16203. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16204. if ( geometry.isBufferGeometry ) {
  16205. var index = geometry.index;
  16206. var attributes = geometry.attributes;
  16207. var positions = attributes.position.array;
  16208. if ( index !== null ) {
  16209. var indices = index.array;
  16210. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16211. var a = indices[ i ];
  16212. var b = indices[ i + 1 ];
  16213. vStart.fromArray( positions, a * 3 );
  16214. vEnd.fromArray( positions, b * 3 );
  16215. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16216. if ( distSq > localPrecisionSq ) { continue; }
  16217. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16218. var distance = raycaster.ray.origin.distanceTo( interRay );
  16219. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16220. intersects.push( {
  16221. distance: distance,
  16222. // What do we want? intersection point on the ray or on the segment??
  16223. // point: raycaster.ray.at( distance ),
  16224. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16225. index: i,
  16226. face: null,
  16227. faceIndex: null,
  16228. object: this
  16229. } );
  16230. }
  16231. } else {
  16232. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16233. vStart.fromArray( positions, 3 * i );
  16234. vEnd.fromArray( positions, 3 * i + 3 );
  16235. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16236. if ( distSq > localPrecisionSq ) { continue; }
  16237. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16238. var distance = raycaster.ray.origin.distanceTo( interRay );
  16239. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16240. intersects.push( {
  16241. distance: distance,
  16242. // What do we want? intersection point on the ray or on the segment??
  16243. // point: raycaster.ray.at( distance ),
  16244. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16245. index: i,
  16246. face: null,
  16247. faceIndex: null,
  16248. object: this
  16249. } );
  16250. }
  16251. }
  16252. } else if ( geometry.isGeometry ) {
  16253. var vertices = geometry.vertices;
  16254. var nbVertices = vertices.length;
  16255. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16256. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16257. if ( distSq > localPrecisionSq ) { continue; }
  16258. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16259. var distance = raycaster.ray.origin.distanceTo( interRay );
  16260. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16261. intersects.push( {
  16262. distance: distance,
  16263. // What do we want? intersection point on the ray or on the segment??
  16264. // point: raycaster.ray.at( distance ),
  16265. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16266. index: i,
  16267. face: null,
  16268. faceIndex: null,
  16269. object: this
  16270. } );
  16271. }
  16272. }
  16273. },
  16274. clone: function () {
  16275. return new this.constructor( this.geometry, this.material ).copy( this );
  16276. }
  16277. } );
  16278. /**
  16279. * @author mrdoob / http://mrdoob.com/
  16280. */
  16281. var _start$1 = new Vector3();
  16282. var _end$1 = new Vector3();
  16283. function LineSegments( geometry, material ) {
  16284. Line.call( this, geometry, material );
  16285. this.type = 'LineSegments';
  16286. }
  16287. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16288. constructor: LineSegments,
  16289. isLineSegments: true,
  16290. computeLineDistances: function () {
  16291. var geometry = this.geometry;
  16292. if ( geometry.isBufferGeometry ) {
  16293. // we assume non-indexed geometry
  16294. if ( geometry.index === null ) {
  16295. var positionAttribute = geometry.attributes.position;
  16296. var lineDistances = [];
  16297. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16298. _start$1.fromBufferAttribute( positionAttribute, i );
  16299. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16300. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16301. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16302. }
  16303. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16304. } else {
  16305. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16306. }
  16307. } else if ( geometry.isGeometry ) {
  16308. var vertices = geometry.vertices;
  16309. var lineDistances = geometry.lineDistances;
  16310. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16311. _start$1.copy( vertices[ i ] );
  16312. _end$1.copy( vertices[ i + 1 ] );
  16313. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16314. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16315. }
  16316. }
  16317. return this;
  16318. }
  16319. } );
  16320. /**
  16321. * @author mgreter / http://github.com/mgreter
  16322. */
  16323. function LineLoop( geometry, material ) {
  16324. Line.call( this, geometry, material );
  16325. this.type = 'LineLoop';
  16326. }
  16327. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16328. constructor: LineLoop,
  16329. isLineLoop: true,
  16330. } );
  16331. /**
  16332. * @author mrdoob / http://mrdoob.com/
  16333. * @author alteredq / http://alteredqualia.com/
  16334. *
  16335. * parameters = {
  16336. * color: <hex>,
  16337. * opacity: <float>,
  16338. * map: new THREE.Texture( <Image> ),
  16339. *
  16340. * size: <float>,
  16341. * sizeAttenuation: <bool>
  16342. *
  16343. * morphTargets: <bool>
  16344. * }
  16345. */
  16346. function PointsMaterial( parameters ) {
  16347. Material.call( this );
  16348. this.type = 'PointsMaterial';
  16349. this.color = new Color( 0xffffff );
  16350. this.map = null;
  16351. this.size = 1;
  16352. this.sizeAttenuation = true;
  16353. this.morphTargets = false;
  16354. this.setValues( parameters );
  16355. }
  16356. PointsMaterial.prototype = Object.create( Material.prototype );
  16357. PointsMaterial.prototype.constructor = PointsMaterial;
  16358. PointsMaterial.prototype.isPointsMaterial = true;
  16359. PointsMaterial.prototype.copy = function ( source ) {
  16360. Material.prototype.copy.call( this, source );
  16361. this.color.copy( source.color );
  16362. this.map = source.map;
  16363. this.size = source.size;
  16364. this.sizeAttenuation = source.sizeAttenuation;
  16365. this.morphTargets = source.morphTargets;
  16366. return this;
  16367. };
  16368. /**
  16369. * @author alteredq / http://alteredqualia.com/
  16370. */
  16371. var _inverseMatrix$2 = new Matrix4();
  16372. var _ray$2 = new Ray();
  16373. var _sphere$3 = new Sphere();
  16374. var _position$1 = new Vector3();
  16375. function Points( geometry, material ) {
  16376. Object3D.call( this );
  16377. this.type = 'Points';
  16378. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16379. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16380. this.updateMorphTargets();
  16381. }
  16382. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16383. constructor: Points,
  16384. isPoints: true,
  16385. raycast: function ( raycaster, intersects ) {
  16386. var geometry = this.geometry;
  16387. var matrixWorld = this.matrixWorld;
  16388. var threshold = raycaster.params.Points.threshold;
  16389. // Checking boundingSphere distance to ray
  16390. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16391. _sphere$3.copy( geometry.boundingSphere );
  16392. _sphere$3.applyMatrix4( matrixWorld );
  16393. _sphere$3.radius += threshold;
  16394. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16395. //
  16396. _inverseMatrix$2.getInverse( matrixWorld );
  16397. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16398. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16399. var localThresholdSq = localThreshold * localThreshold;
  16400. if ( geometry.isBufferGeometry ) {
  16401. var index = geometry.index;
  16402. var attributes = geometry.attributes;
  16403. var positions = attributes.position.array;
  16404. if ( index !== null ) {
  16405. var indices = index.array;
  16406. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16407. var a = indices[ i ];
  16408. _position$1.fromArray( positions, a * 3 );
  16409. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16410. }
  16411. } else {
  16412. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16413. _position$1.fromArray( positions, i * 3 );
  16414. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16415. }
  16416. }
  16417. } else {
  16418. var vertices = geometry.vertices;
  16419. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16420. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16421. }
  16422. }
  16423. },
  16424. updateMorphTargets: function () {
  16425. var geometry = this.geometry;
  16426. var m, ml, name;
  16427. if ( geometry.isBufferGeometry ) {
  16428. var morphAttributes = geometry.morphAttributes;
  16429. var keys = Object.keys( morphAttributes );
  16430. if ( keys.length > 0 ) {
  16431. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16432. if ( morphAttribute !== undefined ) {
  16433. this.morphTargetInfluences = [];
  16434. this.morphTargetDictionary = {};
  16435. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16436. name = morphAttribute[ m ].name || String( m );
  16437. this.morphTargetInfluences.push( 0 );
  16438. this.morphTargetDictionary[ name ] = m;
  16439. }
  16440. }
  16441. }
  16442. } else {
  16443. var morphTargets = geometry.morphTargets;
  16444. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16445. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16446. }
  16447. }
  16448. },
  16449. clone: function () {
  16450. return new this.constructor( this.geometry, this.material ).copy( this );
  16451. }
  16452. } );
  16453. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16454. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16455. if ( rayPointDistanceSq < localThresholdSq ) {
  16456. var intersectPoint = new Vector3();
  16457. _ray$2.closestPointToPoint( point, intersectPoint );
  16458. intersectPoint.applyMatrix4( matrixWorld );
  16459. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16460. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16461. intersects.push( {
  16462. distance: distance,
  16463. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16464. point: intersectPoint,
  16465. index: index,
  16466. face: null,
  16467. object: object
  16468. } );
  16469. }
  16470. }
  16471. /**
  16472. * @author mrdoob / http://mrdoob.com/
  16473. */
  16474. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16475. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16476. this.format = format !== undefined ? format : RGBFormat;
  16477. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16478. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16479. this.generateMipmaps = false;
  16480. }
  16481. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16482. constructor: VideoTexture,
  16483. isVideoTexture: true,
  16484. update: function () {
  16485. var video = this.image;
  16486. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16487. this.needsUpdate = true;
  16488. }
  16489. }
  16490. } );
  16491. /**
  16492. * @author alteredq / http://alteredqualia.com/
  16493. */
  16494. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16495. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16496. this.image = { width: width, height: height };
  16497. this.mipmaps = mipmaps;
  16498. // no flipping for cube textures
  16499. // (also flipping doesn't work for compressed textures )
  16500. this.flipY = false;
  16501. // can't generate mipmaps for compressed textures
  16502. // mips must be embedded in DDS files
  16503. this.generateMipmaps = false;
  16504. }
  16505. CompressedTexture.prototype = Object.create( Texture.prototype );
  16506. CompressedTexture.prototype.constructor = CompressedTexture;
  16507. CompressedTexture.prototype.isCompressedTexture = true;
  16508. /**
  16509. * @author mrdoob / http://mrdoob.com/
  16510. */
  16511. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16512. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16513. this.needsUpdate = true;
  16514. }
  16515. CanvasTexture.prototype = Object.create( Texture.prototype );
  16516. CanvasTexture.prototype.constructor = CanvasTexture;
  16517. CanvasTexture.prototype.isCanvasTexture = true;
  16518. /**
  16519. * @author Matt DesLauriers / @mattdesl
  16520. * @author atix / arthursilber.de
  16521. */
  16522. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16523. format = format !== undefined ? format : DepthFormat;
  16524. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16525. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16526. }
  16527. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16528. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16529. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16530. this.image = { width: width, height: height };
  16531. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16532. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16533. this.flipY = false;
  16534. this.generateMipmaps = false;
  16535. }
  16536. DepthTexture.prototype = Object.create( Texture.prototype );
  16537. DepthTexture.prototype.constructor = DepthTexture;
  16538. DepthTexture.prototype.isDepthTexture = true;
  16539. /**
  16540. * @author mrdoob / http://mrdoob.com/
  16541. * @author Mugen87 / https://github.com/Mugen87
  16542. */
  16543. function WireframeGeometry( geometry ) {
  16544. BufferGeometry.call( this );
  16545. this.type = 'WireframeGeometry';
  16546. // buffer
  16547. var vertices = [];
  16548. // helper variables
  16549. var i, j, l, o, ol;
  16550. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16551. var key, keys = [ 'a', 'b', 'c' ];
  16552. var vertex;
  16553. // different logic for Geometry and BufferGeometry
  16554. if ( geometry && geometry.isGeometry ) {
  16555. // create a data structure that contains all edges without duplicates
  16556. var faces = geometry.faces;
  16557. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16558. var face = faces[ i ];
  16559. for ( j = 0; j < 3; j ++ ) {
  16560. edge1 = face[ keys[ j ] ];
  16561. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16562. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16563. edge[ 1 ] = Math.max( edge1, edge2 );
  16564. key = edge[ 0 ] + ',' + edge[ 1 ];
  16565. if ( edges[ key ] === undefined ) {
  16566. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16567. }
  16568. }
  16569. }
  16570. // generate vertices
  16571. for ( key in edges ) {
  16572. e = edges[ key ];
  16573. vertex = geometry.vertices[ e.index1 ];
  16574. vertices.push( vertex.x, vertex.y, vertex.z );
  16575. vertex = geometry.vertices[ e.index2 ];
  16576. vertices.push( vertex.x, vertex.y, vertex.z );
  16577. }
  16578. } else if ( geometry && geometry.isBufferGeometry ) {
  16579. var position, indices, groups;
  16580. var group, start, count;
  16581. var index1, index2;
  16582. vertex = new Vector3();
  16583. if ( geometry.index !== null ) {
  16584. // indexed BufferGeometry
  16585. position = geometry.attributes.position;
  16586. indices = geometry.index;
  16587. groups = geometry.groups;
  16588. if ( groups.length === 0 ) {
  16589. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16590. }
  16591. // create a data structure that contains all eges without duplicates
  16592. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16593. group = groups[ o ];
  16594. start = group.start;
  16595. count = group.count;
  16596. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16597. for ( j = 0; j < 3; j ++ ) {
  16598. edge1 = indices.getX( i + j );
  16599. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16600. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16601. edge[ 1 ] = Math.max( edge1, edge2 );
  16602. key = edge[ 0 ] + ',' + edge[ 1 ];
  16603. if ( edges[ key ] === undefined ) {
  16604. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16605. }
  16606. }
  16607. }
  16608. }
  16609. // generate vertices
  16610. for ( key in edges ) {
  16611. e = edges[ key ];
  16612. vertex.fromBufferAttribute( position, e.index1 );
  16613. vertices.push( vertex.x, vertex.y, vertex.z );
  16614. vertex.fromBufferAttribute( position, e.index2 );
  16615. vertices.push( vertex.x, vertex.y, vertex.z );
  16616. }
  16617. } else {
  16618. // non-indexed BufferGeometry
  16619. position = geometry.attributes.position;
  16620. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16621. for ( j = 0; j < 3; j ++ ) {
  16622. // three edges per triangle, an edge is represented as (index1, index2)
  16623. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16624. index1 = 3 * i + j;
  16625. vertex.fromBufferAttribute( position, index1 );
  16626. vertices.push( vertex.x, vertex.y, vertex.z );
  16627. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16628. vertex.fromBufferAttribute( position, index2 );
  16629. vertices.push( vertex.x, vertex.y, vertex.z );
  16630. }
  16631. }
  16632. }
  16633. }
  16634. // build geometry
  16635. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16636. }
  16637. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16638. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16639. /**
  16640. * @author zz85 / https://github.com/zz85
  16641. * @author Mugen87 / https://github.com/Mugen87
  16642. *
  16643. * Parametric Surfaces Geometry
  16644. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16645. */
  16646. // ParametricGeometry
  16647. function ParametricGeometry( func, slices, stacks ) {
  16648. Geometry.call( this );
  16649. this.type = 'ParametricGeometry';
  16650. this.parameters = {
  16651. func: func,
  16652. slices: slices,
  16653. stacks: stacks
  16654. };
  16655. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16656. this.mergeVertices();
  16657. }
  16658. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16659. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16660. // ParametricBufferGeometry
  16661. function ParametricBufferGeometry( func, slices, stacks ) {
  16662. BufferGeometry.call( this );
  16663. this.type = 'ParametricBufferGeometry';
  16664. this.parameters = {
  16665. func: func,
  16666. slices: slices,
  16667. stacks: stacks
  16668. };
  16669. // buffers
  16670. var indices = [];
  16671. var vertices = [];
  16672. var normals = [];
  16673. var uvs = [];
  16674. var EPS = 0.00001;
  16675. var normal = new Vector3();
  16676. var p0 = new Vector3(), p1 = new Vector3();
  16677. var pu = new Vector3(), pv = new Vector3();
  16678. var i, j;
  16679. if ( func.length < 3 ) {
  16680. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16681. }
  16682. // generate vertices, normals and uvs
  16683. var sliceCount = slices + 1;
  16684. for ( i = 0; i <= stacks; i ++ ) {
  16685. var v = i / stacks;
  16686. for ( j = 0; j <= slices; j ++ ) {
  16687. var u = j / slices;
  16688. // vertex
  16689. func( u, v, p0 );
  16690. vertices.push( p0.x, p0.y, p0.z );
  16691. // normal
  16692. // approximate tangent vectors via finite differences
  16693. if ( u - EPS >= 0 ) {
  16694. func( u - EPS, v, p1 );
  16695. pu.subVectors( p0, p1 );
  16696. } else {
  16697. func( u + EPS, v, p1 );
  16698. pu.subVectors( p1, p0 );
  16699. }
  16700. if ( v - EPS >= 0 ) {
  16701. func( u, v - EPS, p1 );
  16702. pv.subVectors( p0, p1 );
  16703. } else {
  16704. func( u, v + EPS, p1 );
  16705. pv.subVectors( p1, p0 );
  16706. }
  16707. // cross product of tangent vectors returns surface normal
  16708. normal.crossVectors( pu, pv ).normalize();
  16709. normals.push( normal.x, normal.y, normal.z );
  16710. // uv
  16711. uvs.push( u, v );
  16712. }
  16713. }
  16714. // generate indices
  16715. for ( i = 0; i < stacks; i ++ ) {
  16716. for ( j = 0; j < slices; j ++ ) {
  16717. var a = i * sliceCount + j;
  16718. var b = i * sliceCount + j + 1;
  16719. var c = ( i + 1 ) * sliceCount + j + 1;
  16720. var d = ( i + 1 ) * sliceCount + j;
  16721. // faces one and two
  16722. indices.push( a, b, d );
  16723. indices.push( b, c, d );
  16724. }
  16725. }
  16726. // build geometry
  16727. this.setIndex( indices );
  16728. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16729. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16730. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16731. }
  16732. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16733. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16734. /**
  16735. * @author clockworkgeek / https://github.com/clockworkgeek
  16736. * @author timothypratley / https://github.com/timothypratley
  16737. * @author WestLangley / http://github.com/WestLangley
  16738. * @author Mugen87 / https://github.com/Mugen87
  16739. */
  16740. // PolyhedronGeometry
  16741. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16742. Geometry.call( this );
  16743. this.type = 'PolyhedronGeometry';
  16744. this.parameters = {
  16745. vertices: vertices,
  16746. indices: indices,
  16747. radius: radius,
  16748. detail: detail
  16749. };
  16750. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16751. this.mergeVertices();
  16752. }
  16753. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16754. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16755. // PolyhedronBufferGeometry
  16756. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16757. BufferGeometry.call( this );
  16758. this.type = 'PolyhedronBufferGeometry';
  16759. this.parameters = {
  16760. vertices: vertices,
  16761. indices: indices,
  16762. radius: radius,
  16763. detail: detail
  16764. };
  16765. radius = radius || 1;
  16766. detail = detail || 0;
  16767. // default buffer data
  16768. var vertexBuffer = [];
  16769. var uvBuffer = [];
  16770. // the subdivision creates the vertex buffer data
  16771. subdivide( detail );
  16772. // all vertices should lie on a conceptual sphere with a given radius
  16773. applyRadius( radius );
  16774. // finally, create the uv data
  16775. generateUVs();
  16776. // build non-indexed geometry
  16777. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16778. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16779. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16780. if ( detail === 0 ) {
  16781. this.computeVertexNormals(); // flat normals
  16782. } else {
  16783. this.normalizeNormals(); // smooth normals
  16784. }
  16785. // helper functions
  16786. function subdivide( detail ) {
  16787. var a = new Vector3();
  16788. var b = new Vector3();
  16789. var c = new Vector3();
  16790. // iterate over all faces and apply a subdivison with the given detail value
  16791. for ( var i = 0; i < indices.length; i += 3 ) {
  16792. // get the vertices of the face
  16793. getVertexByIndex( indices[ i + 0 ], a );
  16794. getVertexByIndex( indices[ i + 1 ], b );
  16795. getVertexByIndex( indices[ i + 2 ], c );
  16796. // perform subdivision
  16797. subdivideFace( a, b, c, detail );
  16798. }
  16799. }
  16800. function subdivideFace( a, b, c, detail ) {
  16801. var cols = Math.pow( 2, detail );
  16802. // we use this multidimensional array as a data structure for creating the subdivision
  16803. var v = [];
  16804. var i, j;
  16805. // construct all of the vertices for this subdivision
  16806. for ( i = 0; i <= cols; i ++ ) {
  16807. v[ i ] = [];
  16808. var aj = a.clone().lerp( c, i / cols );
  16809. var bj = b.clone().lerp( c, i / cols );
  16810. var rows = cols - i;
  16811. for ( j = 0; j <= rows; j ++ ) {
  16812. if ( j === 0 && i === cols ) {
  16813. v[ i ][ j ] = aj;
  16814. } else {
  16815. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16816. }
  16817. }
  16818. }
  16819. // construct all of the faces
  16820. for ( i = 0; i < cols; i ++ ) {
  16821. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16822. var k = Math.floor( j / 2 );
  16823. if ( j % 2 === 0 ) {
  16824. pushVertex( v[ i ][ k + 1 ] );
  16825. pushVertex( v[ i + 1 ][ k ] );
  16826. pushVertex( v[ i ][ k ] );
  16827. } else {
  16828. pushVertex( v[ i ][ k + 1 ] );
  16829. pushVertex( v[ i + 1 ][ k + 1 ] );
  16830. pushVertex( v[ i + 1 ][ k ] );
  16831. }
  16832. }
  16833. }
  16834. }
  16835. function applyRadius( radius ) {
  16836. var vertex = new Vector3();
  16837. // iterate over the entire buffer and apply the radius to each vertex
  16838. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16839. vertex.x = vertexBuffer[ i + 0 ];
  16840. vertex.y = vertexBuffer[ i + 1 ];
  16841. vertex.z = vertexBuffer[ i + 2 ];
  16842. vertex.normalize().multiplyScalar( radius );
  16843. vertexBuffer[ i + 0 ] = vertex.x;
  16844. vertexBuffer[ i + 1 ] = vertex.y;
  16845. vertexBuffer[ i + 2 ] = vertex.z;
  16846. }
  16847. }
  16848. function generateUVs() {
  16849. var vertex = new Vector3();
  16850. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16851. vertex.x = vertexBuffer[ i + 0 ];
  16852. vertex.y = vertexBuffer[ i + 1 ];
  16853. vertex.z = vertexBuffer[ i + 2 ];
  16854. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16855. var v = inclination( vertex ) / Math.PI + 0.5;
  16856. uvBuffer.push( u, 1 - v );
  16857. }
  16858. correctUVs();
  16859. correctSeam();
  16860. }
  16861. function correctSeam() {
  16862. // handle case when face straddles the seam, see #3269
  16863. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16864. // uv data of a single face
  16865. var x0 = uvBuffer[ i + 0 ];
  16866. var x1 = uvBuffer[ i + 2 ];
  16867. var x2 = uvBuffer[ i + 4 ];
  16868. var max = Math.max( x0, x1, x2 );
  16869. var min = Math.min( x0, x1, x2 );
  16870. // 0.9 is somewhat arbitrary
  16871. if ( max > 0.9 && min < 0.1 ) {
  16872. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16873. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16874. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16875. }
  16876. }
  16877. }
  16878. function pushVertex( vertex ) {
  16879. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16880. }
  16881. function getVertexByIndex( index, vertex ) {
  16882. var stride = index * 3;
  16883. vertex.x = vertices[ stride + 0 ];
  16884. vertex.y = vertices[ stride + 1 ];
  16885. vertex.z = vertices[ stride + 2 ];
  16886. }
  16887. function correctUVs() {
  16888. var a = new Vector3();
  16889. var b = new Vector3();
  16890. var c = new Vector3();
  16891. var centroid = new Vector3();
  16892. var uvA = new Vector2();
  16893. var uvB = new Vector2();
  16894. var uvC = new Vector2();
  16895. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16896. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16897. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16898. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16899. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16900. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16901. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16902. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16903. var azi = azimuth( centroid );
  16904. correctUV( uvA, j + 0, a, azi );
  16905. correctUV( uvB, j + 2, b, azi );
  16906. correctUV( uvC, j + 4, c, azi );
  16907. }
  16908. }
  16909. function correctUV( uv, stride, vector, azimuth ) {
  16910. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16911. uvBuffer[ stride ] = uv.x - 1;
  16912. }
  16913. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16914. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16915. }
  16916. }
  16917. // Angle around the Y axis, counter-clockwise when looking from above.
  16918. function azimuth( vector ) {
  16919. return Math.atan2( vector.z, - vector.x );
  16920. }
  16921. // Angle above the XZ plane.
  16922. function inclination( vector ) {
  16923. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16924. }
  16925. }
  16926. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16927. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16928. /**
  16929. * @author timothypratley / https://github.com/timothypratley
  16930. * @author Mugen87 / https://github.com/Mugen87
  16931. */
  16932. // TetrahedronGeometry
  16933. function TetrahedronGeometry( radius, detail ) {
  16934. Geometry.call( this );
  16935. this.type = 'TetrahedronGeometry';
  16936. this.parameters = {
  16937. radius: radius,
  16938. detail: detail
  16939. };
  16940. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16941. this.mergeVertices();
  16942. }
  16943. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16944. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16945. // TetrahedronBufferGeometry
  16946. function TetrahedronBufferGeometry( radius, detail ) {
  16947. var vertices = [
  16948. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16949. ];
  16950. var indices = [
  16951. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16952. ];
  16953. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16954. this.type = 'TetrahedronBufferGeometry';
  16955. this.parameters = {
  16956. radius: radius,
  16957. detail: detail
  16958. };
  16959. }
  16960. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16961. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16962. /**
  16963. * @author timothypratley / https://github.com/timothypratley
  16964. * @author Mugen87 / https://github.com/Mugen87
  16965. */
  16966. // OctahedronGeometry
  16967. function OctahedronGeometry( radius, detail ) {
  16968. Geometry.call( this );
  16969. this.type = 'OctahedronGeometry';
  16970. this.parameters = {
  16971. radius: radius,
  16972. detail: detail
  16973. };
  16974. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16975. this.mergeVertices();
  16976. }
  16977. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16978. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16979. // OctahedronBufferGeometry
  16980. function OctahedronBufferGeometry( radius, detail ) {
  16981. var vertices = [
  16982. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16983. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16984. ];
  16985. var indices = [
  16986. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16987. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16988. 1, 3, 4, 1, 4, 2
  16989. ];
  16990. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16991. this.type = 'OctahedronBufferGeometry';
  16992. this.parameters = {
  16993. radius: radius,
  16994. detail: detail
  16995. };
  16996. }
  16997. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16998. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16999. /**
  17000. * @author timothypratley / https://github.com/timothypratley
  17001. * @author Mugen87 / https://github.com/Mugen87
  17002. */
  17003. // IcosahedronGeometry
  17004. function IcosahedronGeometry( radius, detail ) {
  17005. Geometry.call( this );
  17006. this.type = 'IcosahedronGeometry';
  17007. this.parameters = {
  17008. radius: radius,
  17009. detail: detail
  17010. };
  17011. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17012. this.mergeVertices();
  17013. }
  17014. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17015. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17016. // IcosahedronBufferGeometry
  17017. function IcosahedronBufferGeometry( radius, detail ) {
  17018. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17019. var vertices = [
  17020. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17021. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17022. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17023. ];
  17024. var indices = [
  17025. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17026. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17027. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17028. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17029. ];
  17030. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17031. this.type = 'IcosahedronBufferGeometry';
  17032. this.parameters = {
  17033. radius: radius,
  17034. detail: detail
  17035. };
  17036. }
  17037. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17038. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17039. /**
  17040. * @author Abe Pazos / https://hamoid.com
  17041. * @author Mugen87 / https://github.com/Mugen87
  17042. */
  17043. // DodecahedronGeometry
  17044. function DodecahedronGeometry( radius, detail ) {
  17045. Geometry.call( this );
  17046. this.type = 'DodecahedronGeometry';
  17047. this.parameters = {
  17048. radius: radius,
  17049. detail: detail
  17050. };
  17051. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17052. this.mergeVertices();
  17053. }
  17054. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17055. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17056. // DodecahedronBufferGeometry
  17057. function DodecahedronBufferGeometry( radius, detail ) {
  17058. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17059. var r = 1 / t;
  17060. var vertices = [
  17061. // (±1, ±1, ±1)
  17062. - 1, - 1, - 1, - 1, - 1, 1,
  17063. - 1, 1, - 1, - 1, 1, 1,
  17064. 1, - 1, - 1, 1, - 1, 1,
  17065. 1, 1, - 1, 1, 1, 1,
  17066. // (0, ±1/φ, ±φ)
  17067. 0, - r, - t, 0, - r, t,
  17068. 0, r, - t, 0, r, t,
  17069. // (±1/φ, ±φ, 0)
  17070. - r, - t, 0, - r, t, 0,
  17071. r, - t, 0, r, t, 0,
  17072. // (±φ, 0, ±1/φ)
  17073. - t, 0, - r, t, 0, - r,
  17074. - t, 0, r, t, 0, r
  17075. ];
  17076. var indices = [
  17077. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17078. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17079. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17080. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17081. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17082. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17083. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17084. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17085. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17086. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17087. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17088. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17089. ];
  17090. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17091. this.type = 'DodecahedronBufferGeometry';
  17092. this.parameters = {
  17093. radius: radius,
  17094. detail: detail
  17095. };
  17096. }
  17097. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17098. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17099. /**
  17100. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17101. * @author WestLangley / https://github.com/WestLangley
  17102. * @author zz85 / https://github.com/zz85
  17103. * @author miningold / https://github.com/miningold
  17104. * @author jonobr1 / https://github.com/jonobr1
  17105. * @author Mugen87 / https://github.com/Mugen87
  17106. *
  17107. */
  17108. // TubeGeometry
  17109. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17110. Geometry.call( this );
  17111. this.type = 'TubeGeometry';
  17112. this.parameters = {
  17113. path: path,
  17114. tubularSegments: tubularSegments,
  17115. radius: radius,
  17116. radialSegments: radialSegments,
  17117. closed: closed
  17118. };
  17119. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17120. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17121. // expose internals
  17122. this.tangents = bufferGeometry.tangents;
  17123. this.normals = bufferGeometry.normals;
  17124. this.binormals = bufferGeometry.binormals;
  17125. // create geometry
  17126. this.fromBufferGeometry( bufferGeometry );
  17127. this.mergeVertices();
  17128. }
  17129. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17130. TubeGeometry.prototype.constructor = TubeGeometry;
  17131. // TubeBufferGeometry
  17132. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17133. BufferGeometry.call( this );
  17134. this.type = 'TubeBufferGeometry';
  17135. this.parameters = {
  17136. path: path,
  17137. tubularSegments: tubularSegments,
  17138. radius: radius,
  17139. radialSegments: radialSegments,
  17140. closed: closed
  17141. };
  17142. tubularSegments = tubularSegments || 64;
  17143. radius = radius || 1;
  17144. radialSegments = radialSegments || 8;
  17145. closed = closed || false;
  17146. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17147. // expose internals
  17148. this.tangents = frames.tangents;
  17149. this.normals = frames.normals;
  17150. this.binormals = frames.binormals;
  17151. // helper variables
  17152. var vertex = new Vector3();
  17153. var normal = new Vector3();
  17154. var uv = new Vector2();
  17155. var P = new Vector3();
  17156. var i, j;
  17157. // buffer
  17158. var vertices = [];
  17159. var normals = [];
  17160. var uvs = [];
  17161. var indices = [];
  17162. // create buffer data
  17163. generateBufferData();
  17164. // build geometry
  17165. this.setIndex( indices );
  17166. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17167. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17168. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17169. // functions
  17170. function generateBufferData() {
  17171. for ( i = 0; i < tubularSegments; i ++ ) {
  17172. generateSegment( i );
  17173. }
  17174. // if the geometry is not closed, generate the last row of vertices and normals
  17175. // at the regular position on the given path
  17176. //
  17177. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17178. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17179. // uvs are generated in a separate function.
  17180. // this makes it easy compute correct values for closed geometries
  17181. generateUVs();
  17182. // finally create faces
  17183. generateIndices();
  17184. }
  17185. function generateSegment( i ) {
  17186. // we use getPointAt to sample evenly distributed points from the given path
  17187. P = path.getPointAt( i / tubularSegments, P );
  17188. // retrieve corresponding normal and binormal
  17189. var N = frames.normals[ i ];
  17190. var B = frames.binormals[ i ];
  17191. // generate normals and vertices for the current segment
  17192. for ( j = 0; j <= radialSegments; j ++ ) {
  17193. var v = j / radialSegments * Math.PI * 2;
  17194. var sin = Math.sin( v );
  17195. var cos = - Math.cos( v );
  17196. // normal
  17197. normal.x = ( cos * N.x + sin * B.x );
  17198. normal.y = ( cos * N.y + sin * B.y );
  17199. normal.z = ( cos * N.z + sin * B.z );
  17200. normal.normalize();
  17201. normals.push( normal.x, normal.y, normal.z );
  17202. // vertex
  17203. vertex.x = P.x + radius * normal.x;
  17204. vertex.y = P.y + radius * normal.y;
  17205. vertex.z = P.z + radius * normal.z;
  17206. vertices.push( vertex.x, vertex.y, vertex.z );
  17207. }
  17208. }
  17209. function generateIndices() {
  17210. for ( j = 1; j <= tubularSegments; j ++ ) {
  17211. for ( i = 1; i <= radialSegments; i ++ ) {
  17212. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17213. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17214. var c = ( radialSegments + 1 ) * j + i;
  17215. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17216. // faces
  17217. indices.push( a, b, d );
  17218. indices.push( b, c, d );
  17219. }
  17220. }
  17221. }
  17222. function generateUVs() {
  17223. for ( i = 0; i <= tubularSegments; i ++ ) {
  17224. for ( j = 0; j <= radialSegments; j ++ ) {
  17225. uv.x = i / tubularSegments;
  17226. uv.y = j / radialSegments;
  17227. uvs.push( uv.x, uv.y );
  17228. }
  17229. }
  17230. }
  17231. }
  17232. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17233. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17234. TubeBufferGeometry.prototype.toJSON = function () {
  17235. var data = BufferGeometry.prototype.toJSON.call( this );
  17236. data.path = this.parameters.path.toJSON();
  17237. return data;
  17238. };
  17239. /**
  17240. * @author oosmoxiecode
  17241. * @author Mugen87 / https://github.com/Mugen87
  17242. *
  17243. * based on http://www.blackpawn.com/texts/pqtorus/
  17244. */
  17245. // TorusKnotGeometry
  17246. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17247. Geometry.call( this );
  17248. this.type = 'TorusKnotGeometry';
  17249. this.parameters = {
  17250. radius: radius,
  17251. tube: tube,
  17252. tubularSegments: tubularSegments,
  17253. radialSegments: radialSegments,
  17254. p: p,
  17255. q: q
  17256. };
  17257. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17258. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17259. this.mergeVertices();
  17260. }
  17261. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17262. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17263. // TorusKnotBufferGeometry
  17264. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17265. BufferGeometry.call( this );
  17266. this.type = 'TorusKnotBufferGeometry';
  17267. this.parameters = {
  17268. radius: radius,
  17269. tube: tube,
  17270. tubularSegments: tubularSegments,
  17271. radialSegments: radialSegments,
  17272. p: p,
  17273. q: q
  17274. };
  17275. radius = radius || 1;
  17276. tube = tube || 0.4;
  17277. tubularSegments = Math.floor( tubularSegments ) || 64;
  17278. radialSegments = Math.floor( radialSegments ) || 8;
  17279. p = p || 2;
  17280. q = q || 3;
  17281. // buffers
  17282. var indices = [];
  17283. var vertices = [];
  17284. var normals = [];
  17285. var uvs = [];
  17286. // helper variables
  17287. var i, j;
  17288. var vertex = new Vector3();
  17289. var normal = new Vector3();
  17290. var P1 = new Vector3();
  17291. var P2 = new Vector3();
  17292. var B = new Vector3();
  17293. var T = new Vector3();
  17294. var N = new Vector3();
  17295. // generate vertices, normals and uvs
  17296. for ( i = 0; i <= tubularSegments; ++ i ) {
  17297. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17298. var u = i / tubularSegments * p * Math.PI * 2;
  17299. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17300. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17301. calculatePositionOnCurve( u, p, q, radius, P1 );
  17302. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17303. // calculate orthonormal basis
  17304. T.subVectors( P2, P1 );
  17305. N.addVectors( P2, P1 );
  17306. B.crossVectors( T, N );
  17307. N.crossVectors( B, T );
  17308. // normalize B, N. T can be ignored, we don't use it
  17309. B.normalize();
  17310. N.normalize();
  17311. for ( j = 0; j <= radialSegments; ++ j ) {
  17312. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17313. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17314. var v = j / radialSegments * Math.PI * 2;
  17315. var cx = - tube * Math.cos( v );
  17316. var cy = tube * Math.sin( v );
  17317. // now calculate the final vertex position.
  17318. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17319. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17320. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17321. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17322. vertices.push( vertex.x, vertex.y, vertex.z );
  17323. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17324. normal.subVectors( vertex, P1 ).normalize();
  17325. normals.push( normal.x, normal.y, normal.z );
  17326. // uv
  17327. uvs.push( i / tubularSegments );
  17328. uvs.push( j / radialSegments );
  17329. }
  17330. }
  17331. // generate indices
  17332. for ( j = 1; j <= tubularSegments; j ++ ) {
  17333. for ( i = 1; i <= radialSegments; i ++ ) {
  17334. // indices
  17335. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17336. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17337. var c = ( radialSegments + 1 ) * j + i;
  17338. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17339. // faces
  17340. indices.push( a, b, d );
  17341. indices.push( b, c, d );
  17342. }
  17343. }
  17344. // build geometry
  17345. this.setIndex( indices );
  17346. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17347. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17348. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17349. // this function calculates the current position on the torus curve
  17350. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17351. var cu = Math.cos( u );
  17352. var su = Math.sin( u );
  17353. var quOverP = q / p * u;
  17354. var cs = Math.cos( quOverP );
  17355. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17356. position.y = radius * ( 2 + cs ) * su * 0.5;
  17357. position.z = radius * Math.sin( quOverP ) * 0.5;
  17358. }
  17359. }
  17360. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17361. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17362. /**
  17363. * @author oosmoxiecode
  17364. * @author mrdoob / http://mrdoob.com/
  17365. * @author Mugen87 / https://github.com/Mugen87
  17366. */
  17367. // TorusGeometry
  17368. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17369. Geometry.call( this );
  17370. this.type = 'TorusGeometry';
  17371. this.parameters = {
  17372. radius: radius,
  17373. tube: tube,
  17374. radialSegments: radialSegments,
  17375. tubularSegments: tubularSegments,
  17376. arc: arc
  17377. };
  17378. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17379. this.mergeVertices();
  17380. }
  17381. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17382. TorusGeometry.prototype.constructor = TorusGeometry;
  17383. // TorusBufferGeometry
  17384. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17385. BufferGeometry.call( this );
  17386. this.type = 'TorusBufferGeometry';
  17387. this.parameters = {
  17388. radius: radius,
  17389. tube: tube,
  17390. radialSegments: radialSegments,
  17391. tubularSegments: tubularSegments,
  17392. arc: arc
  17393. };
  17394. radius = radius || 1;
  17395. tube = tube || 0.4;
  17396. radialSegments = Math.floor( radialSegments ) || 8;
  17397. tubularSegments = Math.floor( tubularSegments ) || 6;
  17398. arc = arc || Math.PI * 2;
  17399. // buffers
  17400. var indices = [];
  17401. var vertices = [];
  17402. var normals = [];
  17403. var uvs = [];
  17404. // helper variables
  17405. var center = new Vector3();
  17406. var vertex = new Vector3();
  17407. var normal = new Vector3();
  17408. var j, i;
  17409. // generate vertices, normals and uvs
  17410. for ( j = 0; j <= radialSegments; j ++ ) {
  17411. for ( i = 0; i <= tubularSegments; i ++ ) {
  17412. var u = i / tubularSegments * arc;
  17413. var v = j / radialSegments * Math.PI * 2;
  17414. // vertex
  17415. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17416. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17417. vertex.z = tube * Math.sin( v );
  17418. vertices.push( vertex.x, vertex.y, vertex.z );
  17419. // normal
  17420. center.x = radius * Math.cos( u );
  17421. center.y = radius * Math.sin( u );
  17422. normal.subVectors( vertex, center ).normalize();
  17423. normals.push( normal.x, normal.y, normal.z );
  17424. // uv
  17425. uvs.push( i / tubularSegments );
  17426. uvs.push( j / radialSegments );
  17427. }
  17428. }
  17429. // generate indices
  17430. for ( j = 1; j <= radialSegments; j ++ ) {
  17431. for ( i = 1; i <= tubularSegments; i ++ ) {
  17432. // indices
  17433. var a = ( tubularSegments + 1 ) * j + i - 1;
  17434. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17435. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17436. var d = ( tubularSegments + 1 ) * j + i;
  17437. // faces
  17438. indices.push( a, b, d );
  17439. indices.push( b, c, d );
  17440. }
  17441. }
  17442. // build geometry
  17443. this.setIndex( indices );
  17444. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17445. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17446. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17447. }
  17448. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17449. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17450. /**
  17451. * @author Mugen87 / https://github.com/Mugen87
  17452. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17453. */
  17454. var Earcut = {
  17455. triangulate: function ( data, holeIndices, dim ) {
  17456. dim = dim || 2;
  17457. var hasHoles = holeIndices && holeIndices.length,
  17458. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17459. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17460. triangles = [];
  17461. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17462. var minX, minY, maxX, maxY, x, y, invSize;
  17463. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17464. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17465. if ( data.length > 80 * dim ) {
  17466. minX = maxX = data[ 0 ];
  17467. minY = maxY = data[ 1 ];
  17468. for ( var i = dim; i < outerLen; i += dim ) {
  17469. x = data[ i ];
  17470. y = data[ i + 1 ];
  17471. if ( x < minX ) { minX = x; }
  17472. if ( y < minY ) { minY = y; }
  17473. if ( x > maxX ) { maxX = x; }
  17474. if ( y > maxY ) { maxY = y; }
  17475. }
  17476. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17477. invSize = Math.max( maxX - minX, maxY - minY );
  17478. invSize = invSize !== 0 ? 1 / invSize : 0;
  17479. }
  17480. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17481. return triangles;
  17482. }
  17483. };
  17484. // create a circular doubly linked list from polygon points in the specified winding order
  17485. function linkedList( data, start, end, dim, clockwise ) {
  17486. var i, last;
  17487. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17488. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17489. } else {
  17490. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17491. }
  17492. if ( last && equals( last, last.next ) ) {
  17493. removeNode( last );
  17494. last = last.next;
  17495. }
  17496. return last;
  17497. }
  17498. // eliminate colinear or duplicate points
  17499. function filterPoints( start, end ) {
  17500. if ( ! start ) { return start; }
  17501. if ( ! end ) { end = start; }
  17502. var p = start,
  17503. again;
  17504. do {
  17505. again = false;
  17506. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17507. removeNode( p );
  17508. p = end = p.prev;
  17509. if ( p === p.next ) { break; }
  17510. again = true;
  17511. } else {
  17512. p = p.next;
  17513. }
  17514. } while ( again || p !== end );
  17515. return end;
  17516. }
  17517. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17518. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17519. if ( ! ear ) { return; }
  17520. // interlink polygon nodes in z-order
  17521. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17522. var stop = ear,
  17523. prev, next;
  17524. // iterate through ears, slicing them one by one
  17525. while ( ear.prev !== ear.next ) {
  17526. prev = ear.prev;
  17527. next = ear.next;
  17528. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17529. // cut off the triangle
  17530. triangles.push( prev.i / dim );
  17531. triangles.push( ear.i / dim );
  17532. triangles.push( next.i / dim );
  17533. removeNode( ear );
  17534. // skipping the next vertex leads to less sliver triangles
  17535. ear = next.next;
  17536. stop = next.next;
  17537. continue;
  17538. }
  17539. ear = next;
  17540. // if we looped through the whole remaining polygon and can't find any more ears
  17541. if ( ear === stop ) {
  17542. // try filtering points and slicing again
  17543. if ( ! pass ) {
  17544. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17545. // if this didn't work, try curing all small self-intersections locally
  17546. } else if ( pass === 1 ) {
  17547. ear = cureLocalIntersections( ear, triangles, dim );
  17548. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17549. // as a last resort, try splitting the remaining polygon into two
  17550. } else if ( pass === 2 ) {
  17551. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17552. }
  17553. break;
  17554. }
  17555. }
  17556. }
  17557. // check whether a polygon node forms a valid ear with adjacent nodes
  17558. function isEar( ear ) {
  17559. var a = ear.prev,
  17560. b = ear,
  17561. c = ear.next;
  17562. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17563. // now make sure we don't have other points inside the potential ear
  17564. var p = ear.next.next;
  17565. while ( p !== ear.prev ) {
  17566. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17567. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17568. p = p.next;
  17569. }
  17570. return true;
  17571. }
  17572. function isEarHashed( ear, minX, minY, invSize ) {
  17573. var a = ear.prev,
  17574. b = ear,
  17575. c = ear.next;
  17576. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17577. // triangle bbox; min & max are calculated like this for speed
  17578. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17579. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17580. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17581. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17582. // z-order range for the current triangle bbox;
  17583. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17584. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17585. var p = ear.prevZ,
  17586. n = ear.nextZ;
  17587. // look for points inside the triangle in both directions
  17588. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17589. if ( p !== ear.prev && p !== ear.next &&
  17590. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17591. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17592. p = p.prevZ;
  17593. if ( n !== ear.prev && n !== ear.next &&
  17594. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17595. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17596. n = n.nextZ;
  17597. }
  17598. // look for remaining points in decreasing z-order
  17599. while ( p && p.z >= minZ ) {
  17600. if ( p !== ear.prev && p !== ear.next &&
  17601. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17602. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17603. p = p.prevZ;
  17604. }
  17605. // look for remaining points in increasing z-order
  17606. while ( n && n.z <= maxZ ) {
  17607. if ( n !== ear.prev && n !== ear.next &&
  17608. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17609. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17610. n = n.nextZ;
  17611. }
  17612. return true;
  17613. }
  17614. // go through all polygon nodes and cure small local self-intersections
  17615. function cureLocalIntersections( start, triangles, dim ) {
  17616. var p = start;
  17617. do {
  17618. var a = p.prev,
  17619. b = p.next.next;
  17620. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17621. triangles.push( a.i / dim );
  17622. triangles.push( p.i / dim );
  17623. triangles.push( b.i / dim );
  17624. // remove two nodes involved
  17625. removeNode( p );
  17626. removeNode( p.next );
  17627. p = start = b;
  17628. }
  17629. p = p.next;
  17630. } while ( p !== start );
  17631. return p;
  17632. }
  17633. // try splitting polygon into two and triangulate them independently
  17634. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17635. // look for a valid diagonal that divides the polygon into two
  17636. var a = start;
  17637. do {
  17638. var b = a.next.next;
  17639. while ( b !== a.prev ) {
  17640. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17641. // split the polygon in two by the diagonal
  17642. var c = splitPolygon( a, b );
  17643. // filter colinear points around the cuts
  17644. a = filterPoints( a, a.next );
  17645. c = filterPoints( c, c.next );
  17646. // run earcut on each half
  17647. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17648. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17649. return;
  17650. }
  17651. b = b.next;
  17652. }
  17653. a = a.next;
  17654. } while ( a !== start );
  17655. }
  17656. // link every hole into the outer loop, producing a single-ring polygon without holes
  17657. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17658. var queue = [],
  17659. i, len, start, end, list;
  17660. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17661. start = holeIndices[ i ] * dim;
  17662. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17663. list = linkedList( data, start, end, dim, false );
  17664. if ( list === list.next ) { list.steiner = true; }
  17665. queue.push( getLeftmost( list ) );
  17666. }
  17667. queue.sort( compareX );
  17668. // process holes from left to right
  17669. for ( i = 0; i < queue.length; i ++ ) {
  17670. eliminateHole( queue[ i ], outerNode );
  17671. outerNode = filterPoints( outerNode, outerNode.next );
  17672. }
  17673. return outerNode;
  17674. }
  17675. function compareX( a, b ) {
  17676. return a.x - b.x;
  17677. }
  17678. // find a bridge between vertices that connects hole with an outer ring and and link it
  17679. function eliminateHole( hole, outerNode ) {
  17680. outerNode = findHoleBridge( hole, outerNode );
  17681. if ( outerNode ) {
  17682. var b = splitPolygon( outerNode, hole );
  17683. filterPoints( b, b.next );
  17684. }
  17685. }
  17686. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17687. function findHoleBridge( hole, outerNode ) {
  17688. var p = outerNode,
  17689. hx = hole.x,
  17690. hy = hole.y,
  17691. qx = - Infinity,
  17692. m;
  17693. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17694. // segment's endpoint with lesser x will be potential connection point
  17695. do {
  17696. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17697. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17698. if ( x <= hx && x > qx ) {
  17699. qx = x;
  17700. if ( x === hx ) {
  17701. if ( hy === p.y ) { return p; }
  17702. if ( hy === p.next.y ) { return p.next; }
  17703. }
  17704. m = p.x < p.next.x ? p : p.next;
  17705. }
  17706. }
  17707. p = p.next;
  17708. } while ( p !== outerNode );
  17709. if ( ! m ) { return null; }
  17710. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17711. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17712. // if there are no points found, we have a valid connection;
  17713. // otherwise choose the point of the minimum angle with the ray as connection point
  17714. var stop = m,
  17715. mx = m.x,
  17716. my = m.y,
  17717. tanMin = Infinity,
  17718. tan;
  17719. p = m.next;
  17720. while ( p !== stop ) {
  17721. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17722. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17723. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17724. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17725. m = p;
  17726. tanMin = tan;
  17727. }
  17728. }
  17729. p = p.next;
  17730. }
  17731. return m;
  17732. }
  17733. // interlink polygon nodes in z-order
  17734. function indexCurve( start, minX, minY, invSize ) {
  17735. var p = start;
  17736. do {
  17737. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17738. p.prevZ = p.prev;
  17739. p.nextZ = p.next;
  17740. p = p.next;
  17741. } while ( p !== start );
  17742. p.prevZ.nextZ = null;
  17743. p.prevZ = null;
  17744. sortLinked( p );
  17745. }
  17746. // Simon Tatham's linked list merge sort algorithm
  17747. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17748. function sortLinked( list ) {
  17749. var i, p, q, e, tail, numMerges, pSize, qSize,
  17750. inSize = 1;
  17751. do {
  17752. p = list;
  17753. list = null;
  17754. tail = null;
  17755. numMerges = 0;
  17756. while ( p ) {
  17757. numMerges ++;
  17758. q = p;
  17759. pSize = 0;
  17760. for ( i = 0; i < inSize; i ++ ) {
  17761. pSize ++;
  17762. q = q.nextZ;
  17763. if ( ! q ) { break; }
  17764. }
  17765. qSize = inSize;
  17766. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17767. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17768. e = p;
  17769. p = p.nextZ;
  17770. pSize --;
  17771. } else {
  17772. e = q;
  17773. q = q.nextZ;
  17774. qSize --;
  17775. }
  17776. if ( tail ) { tail.nextZ = e; }
  17777. else { list = e; }
  17778. e.prevZ = tail;
  17779. tail = e;
  17780. }
  17781. p = q;
  17782. }
  17783. tail.nextZ = null;
  17784. inSize *= 2;
  17785. } while ( numMerges > 1 );
  17786. return list;
  17787. }
  17788. // z-order of a point given coords and inverse of the longer side of data bbox
  17789. function zOrder( x, y, minX, minY, invSize ) {
  17790. // coords are transformed into non-negative 15-bit integer range
  17791. x = 32767 * ( x - minX ) * invSize;
  17792. y = 32767 * ( y - minY ) * invSize;
  17793. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17794. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17795. x = ( x | ( x << 2 ) ) & 0x33333333;
  17796. x = ( x | ( x << 1 ) ) & 0x55555555;
  17797. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17798. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17799. y = ( y | ( y << 2 ) ) & 0x33333333;
  17800. y = ( y | ( y << 1 ) ) & 0x55555555;
  17801. return x | ( y << 1 );
  17802. }
  17803. // find the leftmost node of a polygon ring
  17804. function getLeftmost( start ) {
  17805. var p = start,
  17806. leftmost = start;
  17807. do {
  17808. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17809. p = p.next;
  17810. } while ( p !== start );
  17811. return leftmost;
  17812. }
  17813. // check if a point lies within a convex triangle
  17814. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17815. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17816. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17817. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17818. }
  17819. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17820. function isValidDiagonal( a, b ) {
  17821. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17822. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17823. }
  17824. // signed area of a triangle
  17825. function area( p, q, r ) {
  17826. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17827. }
  17828. // check if two points are equal
  17829. function equals( p1, p2 ) {
  17830. return p1.x === p2.x && p1.y === p2.y;
  17831. }
  17832. // check if two segments intersect
  17833. function intersects( p1, q1, p2, q2 ) {
  17834. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17835. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17836. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17837. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17838. }
  17839. // check if a polygon diagonal intersects any polygon segments
  17840. function intersectsPolygon( a, b ) {
  17841. var p = a;
  17842. do {
  17843. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17844. intersects( p, p.next, a, b ) ) { return true; }
  17845. p = p.next;
  17846. } while ( p !== a );
  17847. return false;
  17848. }
  17849. // check if a polygon diagonal is locally inside the polygon
  17850. function locallyInside( a, b ) {
  17851. return area( a.prev, a, a.next ) < 0 ?
  17852. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17853. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17854. }
  17855. // check if the middle point of a polygon diagonal is inside the polygon
  17856. function middleInside( a, b ) {
  17857. var p = a,
  17858. inside = false,
  17859. px = ( a.x + b.x ) / 2,
  17860. py = ( a.y + b.y ) / 2;
  17861. do {
  17862. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17863. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17864. { inside = ! inside; }
  17865. p = p.next;
  17866. } while ( p !== a );
  17867. return inside;
  17868. }
  17869. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17870. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17871. function splitPolygon( a, b ) {
  17872. var a2 = new Node( a.i, a.x, a.y ),
  17873. b2 = new Node( b.i, b.x, b.y ),
  17874. an = a.next,
  17875. bp = b.prev;
  17876. a.next = b;
  17877. b.prev = a;
  17878. a2.next = an;
  17879. an.prev = a2;
  17880. b2.next = a2;
  17881. a2.prev = b2;
  17882. bp.next = b2;
  17883. b2.prev = bp;
  17884. return b2;
  17885. }
  17886. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17887. function insertNode( i, x, y, last ) {
  17888. var p = new Node( i, x, y );
  17889. if ( ! last ) {
  17890. p.prev = p;
  17891. p.next = p;
  17892. } else {
  17893. p.next = last.next;
  17894. p.prev = last;
  17895. last.next.prev = p;
  17896. last.next = p;
  17897. }
  17898. return p;
  17899. }
  17900. function removeNode( p ) {
  17901. p.next.prev = p.prev;
  17902. p.prev.next = p.next;
  17903. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17904. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17905. }
  17906. function Node( i, x, y ) {
  17907. // vertex index in coordinates array
  17908. this.i = i;
  17909. // vertex coordinates
  17910. this.x = x;
  17911. this.y = y;
  17912. // previous and next vertex nodes in a polygon ring
  17913. this.prev = null;
  17914. this.next = null;
  17915. // z-order curve value
  17916. this.z = null;
  17917. // previous and next nodes in z-order
  17918. this.prevZ = null;
  17919. this.nextZ = null;
  17920. // indicates whether this is a steiner point
  17921. this.steiner = false;
  17922. }
  17923. function signedArea( data, start, end, dim ) {
  17924. var sum = 0;
  17925. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17926. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17927. j = i;
  17928. }
  17929. return sum;
  17930. }
  17931. /**
  17932. * @author zz85 / http://www.lab4games.net/zz85/blog
  17933. */
  17934. var ShapeUtils = {
  17935. // calculate area of the contour polygon
  17936. area: function ( contour ) {
  17937. var n = contour.length;
  17938. var a = 0.0;
  17939. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17940. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17941. }
  17942. return a * 0.5;
  17943. },
  17944. isClockWise: function ( pts ) {
  17945. return ShapeUtils.area( pts ) < 0;
  17946. },
  17947. triangulateShape: function ( contour, holes ) {
  17948. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17949. var holeIndices = []; // array of hole indices
  17950. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17951. removeDupEndPts( contour );
  17952. addContour( vertices, contour );
  17953. //
  17954. var holeIndex = contour.length;
  17955. holes.forEach( removeDupEndPts );
  17956. for ( var i = 0; i < holes.length; i ++ ) {
  17957. holeIndices.push( holeIndex );
  17958. holeIndex += holes[ i ].length;
  17959. addContour( vertices, holes[ i ] );
  17960. }
  17961. //
  17962. var triangles = Earcut.triangulate( vertices, holeIndices );
  17963. //
  17964. for ( var i = 0; i < triangles.length; i += 3 ) {
  17965. faces.push( triangles.slice( i, i + 3 ) );
  17966. }
  17967. return faces;
  17968. }
  17969. };
  17970. function removeDupEndPts( points ) {
  17971. var l = points.length;
  17972. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17973. points.pop();
  17974. }
  17975. }
  17976. function addContour( vertices, contour ) {
  17977. for ( var i = 0; i < contour.length; i ++ ) {
  17978. vertices.push( contour[ i ].x );
  17979. vertices.push( contour[ i ].y );
  17980. }
  17981. }
  17982. /**
  17983. * @author zz85 / http://www.lab4games.net/zz85/blog
  17984. *
  17985. * Creates extruded geometry from a path shape.
  17986. *
  17987. * parameters = {
  17988. *
  17989. * curveSegments: <int>, // number of points on the curves
  17990. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17991. * depth: <float>, // Depth to extrude the shape
  17992. *
  17993. * bevelEnabled: <bool>, // turn on bevel
  17994. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17995. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17996. * bevelOffset: <float>, // how far from shape outline does bevel start
  17997. * bevelSegments: <int>, // number of bevel layers
  17998. *
  17999. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18000. *
  18001. * UVGenerator: <Object> // object that provides UV generator functions
  18002. *
  18003. * }
  18004. */
  18005. // ExtrudeGeometry
  18006. function ExtrudeGeometry( shapes, options ) {
  18007. Geometry.call( this );
  18008. this.type = 'ExtrudeGeometry';
  18009. this.parameters = {
  18010. shapes: shapes,
  18011. options: options
  18012. };
  18013. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18014. this.mergeVertices();
  18015. }
  18016. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18017. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18018. ExtrudeGeometry.prototype.toJSON = function () {
  18019. var data = Geometry.prototype.toJSON.call( this );
  18020. var shapes = this.parameters.shapes;
  18021. var options = this.parameters.options;
  18022. return toJSON( shapes, options, data );
  18023. };
  18024. // ExtrudeBufferGeometry
  18025. function ExtrudeBufferGeometry( shapes, options ) {
  18026. BufferGeometry.call( this );
  18027. this.type = 'ExtrudeBufferGeometry';
  18028. this.parameters = {
  18029. shapes: shapes,
  18030. options: options
  18031. };
  18032. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18033. var scope = this;
  18034. var verticesArray = [];
  18035. var uvArray = [];
  18036. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18037. var shape = shapes[ i ];
  18038. addShape( shape );
  18039. }
  18040. // build geometry
  18041. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18042. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18043. this.computeVertexNormals();
  18044. // functions
  18045. function addShape( shape ) {
  18046. var placeholder = [];
  18047. // options
  18048. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18049. var steps = options.steps !== undefined ? options.steps : 1;
  18050. var depth = options.depth !== undefined ? options.depth : 100;
  18051. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18052. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18053. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18054. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18055. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18056. var extrudePath = options.extrudePath;
  18057. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18058. // deprecated options
  18059. if ( options.amount !== undefined ) {
  18060. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18061. depth = options.amount;
  18062. }
  18063. //
  18064. var extrudePts, extrudeByPath = false;
  18065. var splineTube, binormal, normal, position2;
  18066. if ( extrudePath ) {
  18067. extrudePts = extrudePath.getSpacedPoints( steps );
  18068. extrudeByPath = true;
  18069. bevelEnabled = false; // bevels not supported for path extrusion
  18070. // SETUP TNB variables
  18071. // TODO1 - have a .isClosed in spline?
  18072. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18073. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18074. binormal = new Vector3();
  18075. normal = new Vector3();
  18076. position2 = new Vector3();
  18077. }
  18078. // Safeguards if bevels are not enabled
  18079. if ( ! bevelEnabled ) {
  18080. bevelSegments = 0;
  18081. bevelThickness = 0;
  18082. bevelSize = 0;
  18083. bevelOffset = 0;
  18084. }
  18085. // Variables initialization
  18086. var ahole, h, hl; // looping of holes
  18087. var shapePoints = shape.extractPoints( curveSegments );
  18088. var vertices = shapePoints.shape;
  18089. var holes = shapePoints.holes;
  18090. var reverse = ! ShapeUtils.isClockWise( vertices );
  18091. if ( reverse ) {
  18092. vertices = vertices.reverse();
  18093. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18094. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18095. ahole = holes[ h ];
  18096. if ( ShapeUtils.isClockWise( ahole ) ) {
  18097. holes[ h ] = ahole.reverse();
  18098. }
  18099. }
  18100. }
  18101. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18102. /* Vertices */
  18103. var contour = vertices; // vertices has all points but contour has only points of circumference
  18104. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18105. ahole = holes[ h ];
  18106. vertices = vertices.concat( ahole );
  18107. }
  18108. function scalePt2( pt, vec, size ) {
  18109. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18110. return vec.clone().multiplyScalar( size ).add( pt );
  18111. }
  18112. var b, bs, t, z,
  18113. vert, vlen = vertices.length,
  18114. face, flen = faces.length;
  18115. // Find directions for point movement
  18116. function getBevelVec( inPt, inPrev, inNext ) {
  18117. // computes for inPt the corresponding point inPt' on a new contour
  18118. // shifted by 1 unit (length of normalized vector) to the left
  18119. // if we walk along contour clockwise, this new contour is outside the old one
  18120. //
  18121. // inPt' is the intersection of the two lines parallel to the two
  18122. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18123. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18124. // good reading for geometry algorithms (here: line-line intersection)
  18125. // http://geomalgorithms.com/a05-_intersect-1.html
  18126. var v_prev_x = inPt.x - inPrev.x,
  18127. v_prev_y = inPt.y - inPrev.y;
  18128. var v_next_x = inNext.x - inPt.x,
  18129. v_next_y = inNext.y - inPt.y;
  18130. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18131. // check for collinear edges
  18132. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18133. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18134. // not collinear
  18135. // length of vectors for normalizing
  18136. var v_prev_len = Math.sqrt( v_prev_lensq );
  18137. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18138. // shift adjacent points by unit vectors to the left
  18139. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18140. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18141. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18142. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18143. // scaling factor for v_prev to intersection point
  18144. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18145. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18146. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18147. // vector from inPt to intersection point
  18148. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18149. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18150. // Don't normalize!, otherwise sharp corners become ugly
  18151. // but prevent crazy spikes
  18152. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18153. if ( v_trans_lensq <= 2 ) {
  18154. return new Vector2( v_trans_x, v_trans_y );
  18155. } else {
  18156. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18157. }
  18158. } else {
  18159. // handle special case of collinear edges
  18160. var direction_eq = false; // assumes: opposite
  18161. if ( v_prev_x > Number.EPSILON ) {
  18162. if ( v_next_x > Number.EPSILON ) {
  18163. direction_eq = true;
  18164. }
  18165. } else {
  18166. if ( v_prev_x < - Number.EPSILON ) {
  18167. if ( v_next_x < - Number.EPSILON ) {
  18168. direction_eq = true;
  18169. }
  18170. } else {
  18171. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18172. direction_eq = true;
  18173. }
  18174. }
  18175. }
  18176. if ( direction_eq ) {
  18177. // console.log("Warning: lines are a straight sequence");
  18178. v_trans_x = - v_prev_y;
  18179. v_trans_y = v_prev_x;
  18180. shrink_by = Math.sqrt( v_prev_lensq );
  18181. } else {
  18182. // console.log("Warning: lines are a straight spike");
  18183. v_trans_x = v_prev_x;
  18184. v_trans_y = v_prev_y;
  18185. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18186. }
  18187. }
  18188. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18189. }
  18190. var contourMovements = [];
  18191. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18192. if ( j === il ) { j = 0; }
  18193. if ( k === il ) { k = 0; }
  18194. // (j)---(i)---(k)
  18195. // console.log('i,j,k', i, j , k)
  18196. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18197. }
  18198. var holesMovements = [],
  18199. oneHoleMovements, verticesMovements = contourMovements.concat();
  18200. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18201. ahole = holes[ h ];
  18202. oneHoleMovements = [];
  18203. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18204. if ( j === il ) { j = 0; }
  18205. if ( k === il ) { k = 0; }
  18206. // (j)---(i)---(k)
  18207. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18208. }
  18209. holesMovements.push( oneHoleMovements );
  18210. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18211. }
  18212. // Loop bevelSegments, 1 for the front, 1 for the back
  18213. for ( b = 0; b < bevelSegments; b ++ ) {
  18214. //for ( b = bevelSegments; b > 0; b -- ) {
  18215. t = b / bevelSegments;
  18216. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18217. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18218. // contract shape
  18219. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18220. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18221. v( vert.x, vert.y, - z );
  18222. }
  18223. // expand holes
  18224. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18225. ahole = holes[ h ];
  18226. oneHoleMovements = holesMovements[ h ];
  18227. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18228. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18229. v( vert.x, vert.y, - z );
  18230. }
  18231. }
  18232. }
  18233. bs = bevelSize + bevelOffset;
  18234. // Back facing vertices
  18235. for ( i = 0; i < vlen; i ++ ) {
  18236. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18237. if ( ! extrudeByPath ) {
  18238. v( vert.x, vert.y, 0 );
  18239. } else {
  18240. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18241. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18242. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18243. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18244. v( position2.x, position2.y, position2.z );
  18245. }
  18246. }
  18247. // Add stepped vertices...
  18248. // Including front facing vertices
  18249. var s;
  18250. for ( s = 1; s <= steps; s ++ ) {
  18251. for ( i = 0; i < vlen; i ++ ) {
  18252. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18253. if ( ! extrudeByPath ) {
  18254. v( vert.x, vert.y, depth / steps * s );
  18255. } else {
  18256. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18257. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18258. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18259. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18260. v( position2.x, position2.y, position2.z );
  18261. }
  18262. }
  18263. }
  18264. // Add bevel segments planes
  18265. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18266. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18267. t = b / bevelSegments;
  18268. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18269. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18270. // contract shape
  18271. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18272. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18273. v( vert.x, vert.y, depth + z );
  18274. }
  18275. // expand holes
  18276. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18277. ahole = holes[ h ];
  18278. oneHoleMovements = holesMovements[ h ];
  18279. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18280. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18281. if ( ! extrudeByPath ) {
  18282. v( vert.x, vert.y, depth + z );
  18283. } else {
  18284. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18285. }
  18286. }
  18287. }
  18288. }
  18289. /* Faces */
  18290. // Top and bottom faces
  18291. buildLidFaces();
  18292. // Sides faces
  18293. buildSideFaces();
  18294. ///// Internal functions
  18295. function buildLidFaces() {
  18296. var start = verticesArray.length / 3;
  18297. if ( bevelEnabled ) {
  18298. var layer = 0; // steps + 1
  18299. var offset = vlen * layer;
  18300. // Bottom faces
  18301. for ( i = 0; i < flen; i ++ ) {
  18302. face = faces[ i ];
  18303. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18304. }
  18305. layer = steps + bevelSegments * 2;
  18306. offset = vlen * layer;
  18307. // Top faces
  18308. for ( i = 0; i < flen; i ++ ) {
  18309. face = faces[ i ];
  18310. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18311. }
  18312. } else {
  18313. // Bottom faces
  18314. for ( i = 0; i < flen; i ++ ) {
  18315. face = faces[ i ];
  18316. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18317. }
  18318. // Top faces
  18319. for ( i = 0; i < flen; i ++ ) {
  18320. face = faces[ i ];
  18321. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18322. }
  18323. }
  18324. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18325. }
  18326. // Create faces for the z-sides of the shape
  18327. function buildSideFaces() {
  18328. var start = verticesArray.length / 3;
  18329. var layeroffset = 0;
  18330. sidewalls( contour, layeroffset );
  18331. layeroffset += contour.length;
  18332. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18333. ahole = holes[ h ];
  18334. sidewalls( ahole, layeroffset );
  18335. //, true
  18336. layeroffset += ahole.length;
  18337. }
  18338. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18339. }
  18340. function sidewalls( contour, layeroffset ) {
  18341. var j, k;
  18342. i = contour.length;
  18343. while ( -- i >= 0 ) {
  18344. j = i;
  18345. k = i - 1;
  18346. if ( k < 0 ) { k = contour.length - 1; }
  18347. //console.log('b', i,j, i-1, k,vertices.length);
  18348. var s = 0,
  18349. sl = steps + bevelSegments * 2;
  18350. for ( s = 0; s < sl; s ++ ) {
  18351. var slen1 = vlen * s;
  18352. var slen2 = vlen * ( s + 1 );
  18353. var a = layeroffset + j + slen1,
  18354. b = layeroffset + k + slen1,
  18355. c = layeroffset + k + slen2,
  18356. d = layeroffset + j + slen2;
  18357. f4( a, b, c, d );
  18358. }
  18359. }
  18360. }
  18361. function v( x, y, z ) {
  18362. placeholder.push( x );
  18363. placeholder.push( y );
  18364. placeholder.push( z );
  18365. }
  18366. function f3( a, b, c ) {
  18367. addVertex( a );
  18368. addVertex( b );
  18369. addVertex( c );
  18370. var nextIndex = verticesArray.length / 3;
  18371. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18372. addUV( uvs[ 0 ] );
  18373. addUV( uvs[ 1 ] );
  18374. addUV( uvs[ 2 ] );
  18375. }
  18376. function f4( a, b, c, d ) {
  18377. addVertex( a );
  18378. addVertex( b );
  18379. addVertex( d );
  18380. addVertex( b );
  18381. addVertex( c );
  18382. addVertex( d );
  18383. var nextIndex = verticesArray.length / 3;
  18384. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18385. addUV( uvs[ 0 ] );
  18386. addUV( uvs[ 1 ] );
  18387. addUV( uvs[ 3 ] );
  18388. addUV( uvs[ 1 ] );
  18389. addUV( uvs[ 2 ] );
  18390. addUV( uvs[ 3 ] );
  18391. }
  18392. function addVertex( index ) {
  18393. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18394. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18395. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18396. }
  18397. function addUV( vector2 ) {
  18398. uvArray.push( vector2.x );
  18399. uvArray.push( vector2.y );
  18400. }
  18401. }
  18402. }
  18403. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18404. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18405. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18406. var data = BufferGeometry.prototype.toJSON.call( this );
  18407. var shapes = this.parameters.shapes;
  18408. var options = this.parameters.options;
  18409. return toJSON( shapes, options, data );
  18410. };
  18411. //
  18412. var WorldUVGenerator = {
  18413. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18414. var a_x = vertices[ indexA * 3 ];
  18415. var a_y = vertices[ indexA * 3 + 1 ];
  18416. var b_x = vertices[ indexB * 3 ];
  18417. var b_y = vertices[ indexB * 3 + 1 ];
  18418. var c_x = vertices[ indexC * 3 ];
  18419. var c_y = vertices[ indexC * 3 + 1 ];
  18420. return [
  18421. new Vector2( a_x, a_y ),
  18422. new Vector2( b_x, b_y ),
  18423. new Vector2( c_x, c_y )
  18424. ];
  18425. },
  18426. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18427. var a_x = vertices[ indexA * 3 ];
  18428. var a_y = vertices[ indexA * 3 + 1 ];
  18429. var a_z = vertices[ indexA * 3 + 2 ];
  18430. var b_x = vertices[ indexB * 3 ];
  18431. var b_y = vertices[ indexB * 3 + 1 ];
  18432. var b_z = vertices[ indexB * 3 + 2 ];
  18433. var c_x = vertices[ indexC * 3 ];
  18434. var c_y = vertices[ indexC * 3 + 1 ];
  18435. var c_z = vertices[ indexC * 3 + 2 ];
  18436. var d_x = vertices[ indexD * 3 ];
  18437. var d_y = vertices[ indexD * 3 + 1 ];
  18438. var d_z = vertices[ indexD * 3 + 2 ];
  18439. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18440. return [
  18441. new Vector2( a_x, 1 - a_z ),
  18442. new Vector2( b_x, 1 - b_z ),
  18443. new Vector2( c_x, 1 - c_z ),
  18444. new Vector2( d_x, 1 - d_z )
  18445. ];
  18446. } else {
  18447. return [
  18448. new Vector2( a_y, 1 - a_z ),
  18449. new Vector2( b_y, 1 - b_z ),
  18450. new Vector2( c_y, 1 - c_z ),
  18451. new Vector2( d_y, 1 - d_z )
  18452. ];
  18453. }
  18454. }
  18455. };
  18456. function toJSON( shapes, options, data ) {
  18457. //
  18458. data.shapes = [];
  18459. if ( Array.isArray( shapes ) ) {
  18460. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18461. var shape = shapes[ i ];
  18462. data.shapes.push( shape.uuid );
  18463. }
  18464. } else {
  18465. data.shapes.push( shapes.uuid );
  18466. }
  18467. //
  18468. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18469. return data;
  18470. }
  18471. /**
  18472. * @author zz85 / http://www.lab4games.net/zz85/blog
  18473. * @author alteredq / http://alteredqualia.com/
  18474. *
  18475. * Text = 3D Text
  18476. *
  18477. * parameters = {
  18478. * font: <THREE.Font>, // font
  18479. *
  18480. * size: <float>, // size of the text
  18481. * height: <float>, // thickness to extrude text
  18482. * curveSegments: <int>, // number of points on the curves
  18483. *
  18484. * bevelEnabled: <bool>, // turn on bevel
  18485. * bevelThickness: <float>, // how deep into text bevel goes
  18486. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18487. * bevelOffset: <float> // how far from text outline does bevel start
  18488. * }
  18489. */
  18490. // TextGeometry
  18491. function TextGeometry( text, parameters ) {
  18492. Geometry.call( this );
  18493. this.type = 'TextGeometry';
  18494. this.parameters = {
  18495. text: text,
  18496. parameters: parameters
  18497. };
  18498. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18499. this.mergeVertices();
  18500. }
  18501. TextGeometry.prototype = Object.create( Geometry.prototype );
  18502. TextGeometry.prototype.constructor = TextGeometry;
  18503. // TextBufferGeometry
  18504. function TextBufferGeometry( text, parameters ) {
  18505. parameters = parameters || {};
  18506. var font = parameters.font;
  18507. if ( ! ( font && font.isFont ) ) {
  18508. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18509. return new Geometry();
  18510. }
  18511. var shapes = font.generateShapes( text, parameters.size );
  18512. // translate parameters to ExtrudeGeometry API
  18513. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18514. // defaults
  18515. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18516. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18517. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18518. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18519. this.type = 'TextBufferGeometry';
  18520. }
  18521. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18522. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18523. /**
  18524. * @author mrdoob / http://mrdoob.com/
  18525. * @author benaadams / https://twitter.com/ben_a_adams
  18526. * @author Mugen87 / https://github.com/Mugen87
  18527. */
  18528. // SphereGeometry
  18529. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18530. Geometry.call( this );
  18531. this.type = 'SphereGeometry';
  18532. this.parameters = {
  18533. radius: radius,
  18534. widthSegments: widthSegments,
  18535. heightSegments: heightSegments,
  18536. phiStart: phiStart,
  18537. phiLength: phiLength,
  18538. thetaStart: thetaStart,
  18539. thetaLength: thetaLength
  18540. };
  18541. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18542. this.mergeVertices();
  18543. }
  18544. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18545. SphereGeometry.prototype.constructor = SphereGeometry;
  18546. // SphereBufferGeometry
  18547. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18548. BufferGeometry.call( this );
  18549. this.type = 'SphereBufferGeometry';
  18550. this.parameters = {
  18551. radius: radius,
  18552. widthSegments: widthSegments,
  18553. heightSegments: heightSegments,
  18554. phiStart: phiStart,
  18555. phiLength: phiLength,
  18556. thetaStart: thetaStart,
  18557. thetaLength: thetaLength
  18558. };
  18559. radius = radius || 1;
  18560. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18561. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18562. phiStart = phiStart !== undefined ? phiStart : 0;
  18563. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18564. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18565. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18566. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18567. var ix, iy;
  18568. var index = 0;
  18569. var grid = [];
  18570. var vertex = new Vector3();
  18571. var normal = new Vector3();
  18572. // buffers
  18573. var indices = [];
  18574. var vertices = [];
  18575. var normals = [];
  18576. var uvs = [];
  18577. // generate vertices, normals and uvs
  18578. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18579. var verticesRow = [];
  18580. var v = iy / heightSegments;
  18581. // special case for the poles
  18582. var uOffset = 0;
  18583. if ( iy == 0 && thetaStart == 0 ) {
  18584. uOffset = 0.5 / widthSegments;
  18585. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18586. uOffset = - 0.5 / widthSegments;
  18587. }
  18588. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18589. var u = ix / widthSegments;
  18590. // vertex
  18591. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18592. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18593. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18594. vertices.push( vertex.x, vertex.y, vertex.z );
  18595. // normal
  18596. normal.copy( vertex ).normalize();
  18597. normals.push( normal.x, normal.y, normal.z );
  18598. // uv
  18599. uvs.push( u + uOffset, 1 - v );
  18600. verticesRow.push( index ++ );
  18601. }
  18602. grid.push( verticesRow );
  18603. }
  18604. // indices
  18605. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18606. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18607. var a = grid[ iy ][ ix + 1 ];
  18608. var b = grid[ iy ][ ix ];
  18609. var c = grid[ iy + 1 ][ ix ];
  18610. var d = grid[ iy + 1 ][ ix + 1 ];
  18611. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18612. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18613. }
  18614. }
  18615. // build geometry
  18616. this.setIndex( indices );
  18617. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18618. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18619. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18620. }
  18621. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18622. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18623. /**
  18624. * @author Kaleb Murphy
  18625. * @author Mugen87 / https://github.com/Mugen87
  18626. */
  18627. // RingGeometry
  18628. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18629. Geometry.call( this );
  18630. this.type = 'RingGeometry';
  18631. this.parameters = {
  18632. innerRadius: innerRadius,
  18633. outerRadius: outerRadius,
  18634. thetaSegments: thetaSegments,
  18635. phiSegments: phiSegments,
  18636. thetaStart: thetaStart,
  18637. thetaLength: thetaLength
  18638. };
  18639. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18640. this.mergeVertices();
  18641. }
  18642. RingGeometry.prototype = Object.create( Geometry.prototype );
  18643. RingGeometry.prototype.constructor = RingGeometry;
  18644. // RingBufferGeometry
  18645. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18646. BufferGeometry.call( this );
  18647. this.type = 'RingBufferGeometry';
  18648. this.parameters = {
  18649. innerRadius: innerRadius,
  18650. outerRadius: outerRadius,
  18651. thetaSegments: thetaSegments,
  18652. phiSegments: phiSegments,
  18653. thetaStart: thetaStart,
  18654. thetaLength: thetaLength
  18655. };
  18656. innerRadius = innerRadius || 0.5;
  18657. outerRadius = outerRadius || 1;
  18658. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18659. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18660. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18661. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18662. // buffers
  18663. var indices = [];
  18664. var vertices = [];
  18665. var normals = [];
  18666. var uvs = [];
  18667. // some helper variables
  18668. var segment;
  18669. var radius = innerRadius;
  18670. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18671. var vertex = new Vector3();
  18672. var uv = new Vector2();
  18673. var j, i;
  18674. // generate vertices, normals and uvs
  18675. for ( j = 0; j <= phiSegments; j ++ ) {
  18676. for ( i = 0; i <= thetaSegments; i ++ ) {
  18677. // values are generate from the inside of the ring to the outside
  18678. segment = thetaStart + i / thetaSegments * thetaLength;
  18679. // vertex
  18680. vertex.x = radius * Math.cos( segment );
  18681. vertex.y = radius * Math.sin( segment );
  18682. vertices.push( vertex.x, vertex.y, vertex.z );
  18683. // normal
  18684. normals.push( 0, 0, 1 );
  18685. // uv
  18686. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18687. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18688. uvs.push( uv.x, uv.y );
  18689. }
  18690. // increase the radius for next row of vertices
  18691. radius += radiusStep;
  18692. }
  18693. // indices
  18694. for ( j = 0; j < phiSegments; j ++ ) {
  18695. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18696. for ( i = 0; i < thetaSegments; i ++ ) {
  18697. segment = i + thetaSegmentLevel;
  18698. var a = segment;
  18699. var b = segment + thetaSegments + 1;
  18700. var c = segment + thetaSegments + 2;
  18701. var d = segment + 1;
  18702. // faces
  18703. indices.push( a, b, d );
  18704. indices.push( b, c, d );
  18705. }
  18706. }
  18707. // build geometry
  18708. this.setIndex( indices );
  18709. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18710. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18711. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18712. }
  18713. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18714. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18715. /**
  18716. * @author zz85 / https://github.com/zz85
  18717. * @author bhouston / http://clara.io
  18718. * @author Mugen87 / https://github.com/Mugen87
  18719. */
  18720. // LatheGeometry
  18721. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18722. Geometry.call( this );
  18723. this.type = 'LatheGeometry';
  18724. this.parameters = {
  18725. points: points,
  18726. segments: segments,
  18727. phiStart: phiStart,
  18728. phiLength: phiLength
  18729. };
  18730. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18731. this.mergeVertices();
  18732. }
  18733. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18734. LatheGeometry.prototype.constructor = LatheGeometry;
  18735. // LatheBufferGeometry
  18736. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18737. BufferGeometry.call( this );
  18738. this.type = 'LatheBufferGeometry';
  18739. this.parameters = {
  18740. points: points,
  18741. segments: segments,
  18742. phiStart: phiStart,
  18743. phiLength: phiLength
  18744. };
  18745. segments = Math.floor( segments ) || 12;
  18746. phiStart = phiStart || 0;
  18747. phiLength = phiLength || Math.PI * 2;
  18748. // clamp phiLength so it's in range of [ 0, 2PI ]
  18749. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18750. // buffers
  18751. var indices = [];
  18752. var vertices = [];
  18753. var uvs = [];
  18754. // helper variables
  18755. var base;
  18756. var inverseSegments = 1.0 / segments;
  18757. var vertex = new Vector3();
  18758. var uv = new Vector2();
  18759. var i, j;
  18760. // generate vertices and uvs
  18761. for ( i = 0; i <= segments; i ++ ) {
  18762. var phi = phiStart + i * inverseSegments * phiLength;
  18763. var sin = Math.sin( phi );
  18764. var cos = Math.cos( phi );
  18765. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18766. // vertex
  18767. vertex.x = points[ j ].x * sin;
  18768. vertex.y = points[ j ].y;
  18769. vertex.z = points[ j ].x * cos;
  18770. vertices.push( vertex.x, vertex.y, vertex.z );
  18771. // uv
  18772. uv.x = i / segments;
  18773. uv.y = j / ( points.length - 1 );
  18774. uvs.push( uv.x, uv.y );
  18775. }
  18776. }
  18777. // indices
  18778. for ( i = 0; i < segments; i ++ ) {
  18779. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18780. base = j + i * points.length;
  18781. var a = base;
  18782. var b = base + points.length;
  18783. var c = base + points.length + 1;
  18784. var d = base + 1;
  18785. // faces
  18786. indices.push( a, b, d );
  18787. indices.push( b, c, d );
  18788. }
  18789. }
  18790. // build geometry
  18791. this.setIndex( indices );
  18792. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18793. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18794. // generate normals
  18795. this.computeVertexNormals();
  18796. // if the geometry is closed, we need to average the normals along the seam.
  18797. // because the corresponding vertices are identical (but still have different UVs).
  18798. if ( phiLength === Math.PI * 2 ) {
  18799. var normals = this.attributes.normal.array;
  18800. var n1 = new Vector3();
  18801. var n2 = new Vector3();
  18802. var n = new Vector3();
  18803. // this is the buffer offset for the last line of vertices
  18804. base = segments * points.length * 3;
  18805. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18806. // select the normal of the vertex in the first line
  18807. n1.x = normals[ j + 0 ];
  18808. n1.y = normals[ j + 1 ];
  18809. n1.z = normals[ j + 2 ];
  18810. // select the normal of the vertex in the last line
  18811. n2.x = normals[ base + j + 0 ];
  18812. n2.y = normals[ base + j + 1 ];
  18813. n2.z = normals[ base + j + 2 ];
  18814. // average normals
  18815. n.addVectors( n1, n2 ).normalize();
  18816. // assign the new values to both normals
  18817. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18818. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18819. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18820. }
  18821. }
  18822. }
  18823. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18824. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18825. /**
  18826. * @author jonobr1 / http://jonobr1.com
  18827. * @author Mugen87 / https://github.com/Mugen87
  18828. */
  18829. // ShapeGeometry
  18830. function ShapeGeometry( shapes, curveSegments ) {
  18831. Geometry.call( this );
  18832. this.type = 'ShapeGeometry';
  18833. if ( typeof curveSegments === 'object' ) {
  18834. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18835. curveSegments = curveSegments.curveSegments;
  18836. }
  18837. this.parameters = {
  18838. shapes: shapes,
  18839. curveSegments: curveSegments
  18840. };
  18841. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18842. this.mergeVertices();
  18843. }
  18844. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18845. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18846. ShapeGeometry.prototype.toJSON = function () {
  18847. var data = Geometry.prototype.toJSON.call( this );
  18848. var shapes = this.parameters.shapes;
  18849. return toJSON$1( shapes, data );
  18850. };
  18851. // ShapeBufferGeometry
  18852. function ShapeBufferGeometry( shapes, curveSegments ) {
  18853. BufferGeometry.call( this );
  18854. this.type = 'ShapeBufferGeometry';
  18855. this.parameters = {
  18856. shapes: shapes,
  18857. curveSegments: curveSegments
  18858. };
  18859. curveSegments = curveSegments || 12;
  18860. // buffers
  18861. var indices = [];
  18862. var vertices = [];
  18863. var normals = [];
  18864. var uvs = [];
  18865. // helper variables
  18866. var groupStart = 0;
  18867. var groupCount = 0;
  18868. // allow single and array values for "shapes" parameter
  18869. if ( Array.isArray( shapes ) === false ) {
  18870. addShape( shapes );
  18871. } else {
  18872. for ( var i = 0; i < shapes.length; i ++ ) {
  18873. addShape( shapes[ i ] );
  18874. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18875. groupStart += groupCount;
  18876. groupCount = 0;
  18877. }
  18878. }
  18879. // build geometry
  18880. this.setIndex( indices );
  18881. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18882. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18883. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18884. // helper functions
  18885. function addShape( shape ) {
  18886. var i, l, shapeHole;
  18887. var indexOffset = vertices.length / 3;
  18888. var points = shape.extractPoints( curveSegments );
  18889. var shapeVertices = points.shape;
  18890. var shapeHoles = points.holes;
  18891. // check direction of vertices
  18892. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18893. shapeVertices = shapeVertices.reverse();
  18894. }
  18895. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18896. shapeHole = shapeHoles[ i ];
  18897. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18898. shapeHoles[ i ] = shapeHole.reverse();
  18899. }
  18900. }
  18901. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18902. // join vertices of inner and outer paths to a single array
  18903. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18904. shapeHole = shapeHoles[ i ];
  18905. shapeVertices = shapeVertices.concat( shapeHole );
  18906. }
  18907. // vertices, normals, uvs
  18908. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18909. var vertex = shapeVertices[ i ];
  18910. vertices.push( vertex.x, vertex.y, 0 );
  18911. normals.push( 0, 0, 1 );
  18912. uvs.push( vertex.x, vertex.y ); // world uvs
  18913. }
  18914. // incides
  18915. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18916. var face = faces[ i ];
  18917. var a = face[ 0 ] + indexOffset;
  18918. var b = face[ 1 ] + indexOffset;
  18919. var c = face[ 2 ] + indexOffset;
  18920. indices.push( a, b, c );
  18921. groupCount += 3;
  18922. }
  18923. }
  18924. }
  18925. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18926. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18927. ShapeBufferGeometry.prototype.toJSON = function () {
  18928. var data = BufferGeometry.prototype.toJSON.call( this );
  18929. var shapes = this.parameters.shapes;
  18930. return toJSON$1( shapes, data );
  18931. };
  18932. //
  18933. function toJSON$1( shapes, data ) {
  18934. data.shapes = [];
  18935. if ( Array.isArray( shapes ) ) {
  18936. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18937. var shape = shapes[ i ];
  18938. data.shapes.push( shape.uuid );
  18939. }
  18940. } else {
  18941. data.shapes.push( shapes.uuid );
  18942. }
  18943. return data;
  18944. }
  18945. /**
  18946. * @author WestLangley / http://github.com/WestLangley
  18947. * @author Mugen87 / https://github.com/Mugen87
  18948. */
  18949. function EdgesGeometry( geometry, thresholdAngle ) {
  18950. BufferGeometry.call( this );
  18951. this.type = 'EdgesGeometry';
  18952. this.parameters = {
  18953. thresholdAngle: thresholdAngle
  18954. };
  18955. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18956. // buffer
  18957. var vertices = [];
  18958. // helper variables
  18959. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18960. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18961. var key, keys = [ 'a', 'b', 'c' ];
  18962. // prepare source geometry
  18963. var geometry2;
  18964. if ( geometry.isBufferGeometry ) {
  18965. geometry2 = new Geometry();
  18966. geometry2.fromBufferGeometry( geometry );
  18967. } else {
  18968. geometry2 = geometry.clone();
  18969. }
  18970. geometry2.mergeVertices();
  18971. geometry2.computeFaceNormals();
  18972. var sourceVertices = geometry2.vertices;
  18973. var faces = geometry2.faces;
  18974. // now create a data structure where each entry represents an edge with its adjoining faces
  18975. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18976. var face = faces[ i ];
  18977. for ( var j = 0; j < 3; j ++ ) {
  18978. edge1 = face[ keys[ j ] ];
  18979. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18980. edge[ 0 ] = Math.min( edge1, edge2 );
  18981. edge[ 1 ] = Math.max( edge1, edge2 );
  18982. key = edge[ 0 ] + ',' + edge[ 1 ];
  18983. if ( edges[ key ] === undefined ) {
  18984. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18985. } else {
  18986. edges[ key ].face2 = i;
  18987. }
  18988. }
  18989. }
  18990. // generate vertices
  18991. for ( key in edges ) {
  18992. var e = edges[ key ];
  18993. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18994. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18995. var vertex = sourceVertices[ e.index1 ];
  18996. vertices.push( vertex.x, vertex.y, vertex.z );
  18997. vertex = sourceVertices[ e.index2 ];
  18998. vertices.push( vertex.x, vertex.y, vertex.z );
  18999. }
  19000. }
  19001. // build geometry
  19002. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19003. }
  19004. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19005. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19006. /**
  19007. * @author mrdoob / http://mrdoob.com/
  19008. * @author Mugen87 / https://github.com/Mugen87
  19009. */
  19010. // CylinderGeometry
  19011. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19012. Geometry.call( this );
  19013. this.type = 'CylinderGeometry';
  19014. this.parameters = {
  19015. radiusTop: radiusTop,
  19016. radiusBottom: radiusBottom,
  19017. height: height,
  19018. radialSegments: radialSegments,
  19019. heightSegments: heightSegments,
  19020. openEnded: openEnded,
  19021. thetaStart: thetaStart,
  19022. thetaLength: thetaLength
  19023. };
  19024. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19025. this.mergeVertices();
  19026. }
  19027. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19028. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19029. // CylinderBufferGeometry
  19030. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19031. BufferGeometry.call( this );
  19032. this.type = 'CylinderBufferGeometry';
  19033. this.parameters = {
  19034. radiusTop: radiusTop,
  19035. radiusBottom: radiusBottom,
  19036. height: height,
  19037. radialSegments: radialSegments,
  19038. heightSegments: heightSegments,
  19039. openEnded: openEnded,
  19040. thetaStart: thetaStart,
  19041. thetaLength: thetaLength
  19042. };
  19043. var scope = this;
  19044. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19045. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19046. height = height || 1;
  19047. radialSegments = Math.floor( radialSegments ) || 8;
  19048. heightSegments = Math.floor( heightSegments ) || 1;
  19049. openEnded = openEnded !== undefined ? openEnded : false;
  19050. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19051. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19052. // buffers
  19053. var indices = [];
  19054. var vertices = [];
  19055. var normals = [];
  19056. var uvs = [];
  19057. // helper variables
  19058. var index = 0;
  19059. var indexArray = [];
  19060. var halfHeight = height / 2;
  19061. var groupStart = 0;
  19062. // generate geometry
  19063. generateTorso();
  19064. if ( openEnded === false ) {
  19065. if ( radiusTop > 0 ) { generateCap( true ); }
  19066. if ( radiusBottom > 0 ) { generateCap( false ); }
  19067. }
  19068. // build geometry
  19069. this.setIndex( indices );
  19070. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19071. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19072. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19073. function generateTorso() {
  19074. var x, y;
  19075. var normal = new Vector3();
  19076. var vertex = new Vector3();
  19077. var groupCount = 0;
  19078. // this will be used to calculate the normal
  19079. var slope = ( radiusBottom - radiusTop ) / height;
  19080. // generate vertices, normals and uvs
  19081. for ( y = 0; y <= heightSegments; y ++ ) {
  19082. var indexRow = [];
  19083. var v = y / heightSegments;
  19084. // calculate the radius of the current row
  19085. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19086. for ( x = 0; x <= radialSegments; x ++ ) {
  19087. var u = x / radialSegments;
  19088. var theta = u * thetaLength + thetaStart;
  19089. var sinTheta = Math.sin( theta );
  19090. var cosTheta = Math.cos( theta );
  19091. // vertex
  19092. vertex.x = radius * sinTheta;
  19093. vertex.y = - v * height + halfHeight;
  19094. vertex.z = radius * cosTheta;
  19095. vertices.push( vertex.x, vertex.y, vertex.z );
  19096. // normal
  19097. normal.set( sinTheta, slope, cosTheta ).normalize();
  19098. normals.push( normal.x, normal.y, normal.z );
  19099. // uv
  19100. uvs.push( u, 1 - v );
  19101. // save index of vertex in respective row
  19102. indexRow.push( index ++ );
  19103. }
  19104. // now save vertices of the row in our index array
  19105. indexArray.push( indexRow );
  19106. }
  19107. // generate indices
  19108. for ( x = 0; x < radialSegments; x ++ ) {
  19109. for ( y = 0; y < heightSegments; y ++ ) {
  19110. // we use the index array to access the correct indices
  19111. var a = indexArray[ y ][ x ];
  19112. var b = indexArray[ y + 1 ][ x ];
  19113. var c = indexArray[ y + 1 ][ x + 1 ];
  19114. var d = indexArray[ y ][ x + 1 ];
  19115. // faces
  19116. indices.push( a, b, d );
  19117. indices.push( b, c, d );
  19118. // update group counter
  19119. groupCount += 6;
  19120. }
  19121. }
  19122. // add a group to the geometry. this will ensure multi material support
  19123. scope.addGroup( groupStart, groupCount, 0 );
  19124. // calculate new start value for groups
  19125. groupStart += groupCount;
  19126. }
  19127. function generateCap( top ) {
  19128. var x, centerIndexStart, centerIndexEnd;
  19129. var uv = new Vector2();
  19130. var vertex = new Vector3();
  19131. var groupCount = 0;
  19132. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19133. var sign = ( top === true ) ? 1 : - 1;
  19134. // save the index of the first center vertex
  19135. centerIndexStart = index;
  19136. // first we generate the center vertex data of the cap.
  19137. // because the geometry needs one set of uvs per face,
  19138. // we must generate a center vertex per face/segment
  19139. for ( x = 1; x <= radialSegments; x ++ ) {
  19140. // vertex
  19141. vertices.push( 0, halfHeight * sign, 0 );
  19142. // normal
  19143. normals.push( 0, sign, 0 );
  19144. // uv
  19145. uvs.push( 0.5, 0.5 );
  19146. // increase index
  19147. index ++;
  19148. }
  19149. // save the index of the last center vertex
  19150. centerIndexEnd = index;
  19151. // now we generate the surrounding vertices, normals and uvs
  19152. for ( x = 0; x <= radialSegments; x ++ ) {
  19153. var u = x / radialSegments;
  19154. var theta = u * thetaLength + thetaStart;
  19155. var cosTheta = Math.cos( theta );
  19156. var sinTheta = Math.sin( theta );
  19157. // vertex
  19158. vertex.x = radius * sinTheta;
  19159. vertex.y = halfHeight * sign;
  19160. vertex.z = radius * cosTheta;
  19161. vertices.push( vertex.x, vertex.y, vertex.z );
  19162. // normal
  19163. normals.push( 0, sign, 0 );
  19164. // uv
  19165. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19166. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19167. uvs.push( uv.x, uv.y );
  19168. // increase index
  19169. index ++;
  19170. }
  19171. // generate indices
  19172. for ( x = 0; x < radialSegments; x ++ ) {
  19173. var c = centerIndexStart + x;
  19174. var i = centerIndexEnd + x;
  19175. if ( top === true ) {
  19176. // face top
  19177. indices.push( i, i + 1, c );
  19178. } else {
  19179. // face bottom
  19180. indices.push( i + 1, i, c );
  19181. }
  19182. groupCount += 3;
  19183. }
  19184. // add a group to the geometry. this will ensure multi material support
  19185. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19186. // calculate new start value for groups
  19187. groupStart += groupCount;
  19188. }
  19189. }
  19190. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19191. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19192. /**
  19193. * @author abelnation / http://github.com/abelnation
  19194. */
  19195. // ConeGeometry
  19196. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19197. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19198. this.type = 'ConeGeometry';
  19199. this.parameters = {
  19200. radius: radius,
  19201. height: height,
  19202. radialSegments: radialSegments,
  19203. heightSegments: heightSegments,
  19204. openEnded: openEnded,
  19205. thetaStart: thetaStart,
  19206. thetaLength: thetaLength
  19207. };
  19208. }
  19209. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19210. ConeGeometry.prototype.constructor = ConeGeometry;
  19211. // ConeBufferGeometry
  19212. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19213. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19214. this.type = 'ConeBufferGeometry';
  19215. this.parameters = {
  19216. radius: radius,
  19217. height: height,
  19218. radialSegments: radialSegments,
  19219. heightSegments: heightSegments,
  19220. openEnded: openEnded,
  19221. thetaStart: thetaStart,
  19222. thetaLength: thetaLength
  19223. };
  19224. }
  19225. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19226. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19227. /**
  19228. * @author benaadams / https://twitter.com/ben_a_adams
  19229. * @author Mugen87 / https://github.com/Mugen87
  19230. * @author hughes
  19231. */
  19232. // CircleGeometry
  19233. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19234. Geometry.call( this );
  19235. this.type = 'CircleGeometry';
  19236. this.parameters = {
  19237. radius: radius,
  19238. segments: segments,
  19239. thetaStart: thetaStart,
  19240. thetaLength: thetaLength
  19241. };
  19242. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19243. this.mergeVertices();
  19244. }
  19245. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19246. CircleGeometry.prototype.constructor = CircleGeometry;
  19247. // CircleBufferGeometry
  19248. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19249. BufferGeometry.call( this );
  19250. this.type = 'CircleBufferGeometry';
  19251. this.parameters = {
  19252. radius: radius,
  19253. segments: segments,
  19254. thetaStart: thetaStart,
  19255. thetaLength: thetaLength
  19256. };
  19257. radius = radius || 1;
  19258. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19259. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19260. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19261. // buffers
  19262. var indices = [];
  19263. var vertices = [];
  19264. var normals = [];
  19265. var uvs = [];
  19266. // helper variables
  19267. var i, s;
  19268. var vertex = new Vector3();
  19269. var uv = new Vector2();
  19270. // center point
  19271. vertices.push( 0, 0, 0 );
  19272. normals.push( 0, 0, 1 );
  19273. uvs.push( 0.5, 0.5 );
  19274. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19275. var segment = thetaStart + s / segments * thetaLength;
  19276. // vertex
  19277. vertex.x = radius * Math.cos( segment );
  19278. vertex.y = radius * Math.sin( segment );
  19279. vertices.push( vertex.x, vertex.y, vertex.z );
  19280. // normal
  19281. normals.push( 0, 0, 1 );
  19282. // uvs
  19283. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19284. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19285. uvs.push( uv.x, uv.y );
  19286. }
  19287. // indices
  19288. for ( i = 1; i <= segments; i ++ ) {
  19289. indices.push( i, i + 1, 0 );
  19290. }
  19291. // build geometry
  19292. this.setIndex( indices );
  19293. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19294. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19295. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19296. }
  19297. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19298. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19299. var Geometries = /*#__PURE__*/Object.freeze({
  19300. WireframeGeometry: WireframeGeometry,
  19301. ParametricGeometry: ParametricGeometry,
  19302. ParametricBufferGeometry: ParametricBufferGeometry,
  19303. TetrahedronGeometry: TetrahedronGeometry,
  19304. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19305. OctahedronGeometry: OctahedronGeometry,
  19306. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19307. IcosahedronGeometry: IcosahedronGeometry,
  19308. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19309. DodecahedronGeometry: DodecahedronGeometry,
  19310. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19311. PolyhedronGeometry: PolyhedronGeometry,
  19312. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19313. TubeGeometry: TubeGeometry,
  19314. TubeBufferGeometry: TubeBufferGeometry,
  19315. TorusKnotGeometry: TorusKnotGeometry,
  19316. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19317. TorusGeometry: TorusGeometry,
  19318. TorusBufferGeometry: TorusBufferGeometry,
  19319. TextGeometry: TextGeometry,
  19320. TextBufferGeometry: TextBufferGeometry,
  19321. SphereGeometry: SphereGeometry,
  19322. SphereBufferGeometry: SphereBufferGeometry,
  19323. RingGeometry: RingGeometry,
  19324. RingBufferGeometry: RingBufferGeometry,
  19325. PlaneGeometry: PlaneGeometry,
  19326. PlaneBufferGeometry: PlaneBufferGeometry,
  19327. LatheGeometry: LatheGeometry,
  19328. LatheBufferGeometry: LatheBufferGeometry,
  19329. ShapeGeometry: ShapeGeometry,
  19330. ShapeBufferGeometry: ShapeBufferGeometry,
  19331. ExtrudeGeometry: ExtrudeGeometry,
  19332. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19333. EdgesGeometry: EdgesGeometry,
  19334. ConeGeometry: ConeGeometry,
  19335. ConeBufferGeometry: ConeBufferGeometry,
  19336. CylinderGeometry: CylinderGeometry,
  19337. CylinderBufferGeometry: CylinderBufferGeometry,
  19338. CircleGeometry: CircleGeometry,
  19339. CircleBufferGeometry: CircleBufferGeometry,
  19340. BoxGeometry: BoxGeometry,
  19341. BoxBufferGeometry: BoxBufferGeometry
  19342. });
  19343. /**
  19344. * @author mrdoob / http://mrdoob.com/
  19345. *
  19346. * parameters = {
  19347. * color: <THREE.Color>
  19348. * }
  19349. */
  19350. function ShadowMaterial( parameters ) {
  19351. Material.call( this );
  19352. this.type = 'ShadowMaterial';
  19353. this.color = new Color( 0x000000 );
  19354. this.transparent = true;
  19355. this.setValues( parameters );
  19356. }
  19357. ShadowMaterial.prototype = Object.create( Material.prototype );
  19358. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19359. ShadowMaterial.prototype.isShadowMaterial = true;
  19360. ShadowMaterial.prototype.copy = function ( source ) {
  19361. Material.prototype.copy.call( this, source );
  19362. this.color.copy( source.color );
  19363. return this;
  19364. };
  19365. /**
  19366. * @author mrdoob / http://mrdoob.com/
  19367. */
  19368. function RawShaderMaterial( parameters ) {
  19369. ShaderMaterial.call( this, parameters );
  19370. this.type = 'RawShaderMaterial';
  19371. }
  19372. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19373. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19374. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19375. /**
  19376. * @author WestLangley / http://github.com/WestLangley
  19377. *
  19378. * parameters = {
  19379. * color: <hex>,
  19380. * roughness: <float>,
  19381. * metalness: <float>,
  19382. * opacity: <float>,
  19383. *
  19384. * map: new THREE.Texture( <Image> ),
  19385. *
  19386. * lightMap: new THREE.Texture( <Image> ),
  19387. * lightMapIntensity: <float>
  19388. *
  19389. * aoMap: new THREE.Texture( <Image> ),
  19390. * aoMapIntensity: <float>
  19391. *
  19392. * emissive: <hex>,
  19393. * emissiveIntensity: <float>
  19394. * emissiveMap: new THREE.Texture( <Image> ),
  19395. *
  19396. * bumpMap: new THREE.Texture( <Image> ),
  19397. * bumpScale: <float>,
  19398. *
  19399. * normalMap: new THREE.Texture( <Image> ),
  19400. * normalMapType: THREE.TangentSpaceNormalMap,
  19401. * normalScale: <Vector2>,
  19402. *
  19403. * displacementMap: new THREE.Texture( <Image> ),
  19404. * displacementScale: <float>,
  19405. * displacementBias: <float>,
  19406. *
  19407. * roughnessMap: new THREE.Texture( <Image> ),
  19408. *
  19409. * metalnessMap: new THREE.Texture( <Image> ),
  19410. *
  19411. * alphaMap: new THREE.Texture( <Image> ),
  19412. *
  19413. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19414. * envMapIntensity: <float>
  19415. *
  19416. * refractionRatio: <float>,
  19417. *
  19418. * wireframe: <boolean>,
  19419. * wireframeLinewidth: <float>,
  19420. *
  19421. * skinning: <bool>,
  19422. * morphTargets: <bool>,
  19423. * morphNormals: <bool>
  19424. * }
  19425. */
  19426. function MeshStandardMaterial( parameters ) {
  19427. Material.call( this );
  19428. this.defines = { 'STANDARD': '' };
  19429. this.type = 'MeshStandardMaterial';
  19430. this.color = new Color( 0xffffff ); // diffuse
  19431. this.roughness = 0.5;
  19432. this.metalness = 0.5;
  19433. this.map = null;
  19434. this.lightMap = null;
  19435. this.lightMapIntensity = 1.0;
  19436. this.aoMap = null;
  19437. this.aoMapIntensity = 1.0;
  19438. this.emissive = new Color( 0x000000 );
  19439. this.emissiveIntensity = 1.0;
  19440. this.emissiveMap = null;
  19441. this.bumpMap = null;
  19442. this.bumpScale = 1;
  19443. this.normalMap = null;
  19444. this.normalMapType = TangentSpaceNormalMap;
  19445. this.normalScale = new Vector2( 1, 1 );
  19446. this.displacementMap = null;
  19447. this.displacementScale = 1;
  19448. this.displacementBias = 0;
  19449. this.roughnessMap = null;
  19450. this.metalnessMap = null;
  19451. this.alphaMap = null;
  19452. this.envMap = null;
  19453. this.envMapIntensity = 1.0;
  19454. this.refractionRatio = 0.98;
  19455. this.wireframe = false;
  19456. this.wireframeLinewidth = 1;
  19457. this.wireframeLinecap = 'round';
  19458. this.wireframeLinejoin = 'round';
  19459. this.skinning = false;
  19460. this.morphTargets = false;
  19461. this.morphNormals = false;
  19462. this.setValues( parameters );
  19463. }
  19464. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19465. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19466. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19467. MeshStandardMaterial.prototype.copy = function ( source ) {
  19468. Material.prototype.copy.call( this, source );
  19469. this.defines = { 'STANDARD': '' };
  19470. this.color.copy( source.color );
  19471. this.roughness = source.roughness;
  19472. this.metalness = source.metalness;
  19473. this.map = source.map;
  19474. this.lightMap = source.lightMap;
  19475. this.lightMapIntensity = source.lightMapIntensity;
  19476. this.aoMap = source.aoMap;
  19477. this.aoMapIntensity = source.aoMapIntensity;
  19478. this.emissive.copy( source.emissive );
  19479. this.emissiveMap = source.emissiveMap;
  19480. this.emissiveIntensity = source.emissiveIntensity;
  19481. this.bumpMap = source.bumpMap;
  19482. this.bumpScale = source.bumpScale;
  19483. this.normalMap = source.normalMap;
  19484. this.normalMapType = source.normalMapType;
  19485. this.normalScale.copy( source.normalScale );
  19486. this.displacementMap = source.displacementMap;
  19487. this.displacementScale = source.displacementScale;
  19488. this.displacementBias = source.displacementBias;
  19489. this.roughnessMap = source.roughnessMap;
  19490. this.metalnessMap = source.metalnessMap;
  19491. this.alphaMap = source.alphaMap;
  19492. this.envMap = source.envMap;
  19493. this.envMapIntensity = source.envMapIntensity;
  19494. this.refractionRatio = source.refractionRatio;
  19495. this.wireframe = source.wireframe;
  19496. this.wireframeLinewidth = source.wireframeLinewidth;
  19497. this.wireframeLinecap = source.wireframeLinecap;
  19498. this.wireframeLinejoin = source.wireframeLinejoin;
  19499. this.skinning = source.skinning;
  19500. this.morphTargets = source.morphTargets;
  19501. this.morphNormals = source.morphNormals;
  19502. return this;
  19503. };
  19504. /**
  19505. * @author WestLangley / http://github.com/WestLangley
  19506. *
  19507. * parameters = {
  19508. * reflectivity: <float>
  19509. * clearcoat: <float>
  19510. * clearcoatRoughness: <float>
  19511. *
  19512. * sheen: <Color>
  19513. *
  19514. * clearcoatNormalScale: <Vector2>,
  19515. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19516. * }
  19517. */
  19518. function MeshPhysicalMaterial( parameters ) {
  19519. MeshStandardMaterial.call( this );
  19520. this.defines = {
  19521. 'STANDARD': '',
  19522. 'PHYSICAL': ''
  19523. };
  19524. this.type = 'MeshPhysicalMaterial';
  19525. this.reflectivity = 0.5; // maps to F0 = 0.04
  19526. this.clearcoat = 0.0;
  19527. this.clearcoatRoughness = 0.0;
  19528. this.sheen = null; // null will disable sheen bsdf
  19529. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19530. this.clearcoatNormalMap = null;
  19531. this.transparency = 0.0;
  19532. this.setValues( parameters );
  19533. }
  19534. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19535. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19536. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19537. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19538. MeshStandardMaterial.prototype.copy.call( this, source );
  19539. this.defines = {
  19540. 'STANDARD': '',
  19541. 'PHYSICAL': ''
  19542. };
  19543. this.reflectivity = source.reflectivity;
  19544. this.clearcoat = source.clearcoat;
  19545. this.clearcoatRoughness = source.clearcoatRoughness;
  19546. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19547. else { this.sheen = null; }
  19548. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19549. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19550. this.transparency = source.transparency;
  19551. return this;
  19552. };
  19553. /**
  19554. * @author mrdoob / http://mrdoob.com/
  19555. * @author alteredq / http://alteredqualia.com/
  19556. *
  19557. * parameters = {
  19558. * color: <hex>,
  19559. * specular: <hex>,
  19560. * shininess: <float>,
  19561. * opacity: <float>,
  19562. *
  19563. * map: new THREE.Texture( <Image> ),
  19564. *
  19565. * lightMap: new THREE.Texture( <Image> ),
  19566. * lightMapIntensity: <float>
  19567. *
  19568. * aoMap: new THREE.Texture( <Image> ),
  19569. * aoMapIntensity: <float>
  19570. *
  19571. * emissive: <hex>,
  19572. * emissiveIntensity: <float>
  19573. * emissiveMap: new THREE.Texture( <Image> ),
  19574. *
  19575. * bumpMap: new THREE.Texture( <Image> ),
  19576. * bumpScale: <float>,
  19577. *
  19578. * normalMap: new THREE.Texture( <Image> ),
  19579. * normalMapType: THREE.TangentSpaceNormalMap,
  19580. * normalScale: <Vector2>,
  19581. *
  19582. * displacementMap: new THREE.Texture( <Image> ),
  19583. * displacementScale: <float>,
  19584. * displacementBias: <float>,
  19585. *
  19586. * specularMap: new THREE.Texture( <Image> ),
  19587. *
  19588. * alphaMap: new THREE.Texture( <Image> ),
  19589. *
  19590. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19591. * combine: THREE.Multiply,
  19592. * reflectivity: <float>,
  19593. * refractionRatio: <float>,
  19594. *
  19595. * wireframe: <boolean>,
  19596. * wireframeLinewidth: <float>,
  19597. *
  19598. * skinning: <bool>,
  19599. * morphTargets: <bool>,
  19600. * morphNormals: <bool>
  19601. * }
  19602. */
  19603. function MeshPhongMaterial( parameters ) {
  19604. Material.call( this );
  19605. this.type = 'MeshPhongMaterial';
  19606. this.color = new Color( 0xffffff ); // diffuse
  19607. this.specular = new Color( 0x111111 );
  19608. this.shininess = 30;
  19609. this.map = null;
  19610. this.lightMap = null;
  19611. this.lightMapIntensity = 1.0;
  19612. this.aoMap = null;
  19613. this.aoMapIntensity = 1.0;
  19614. this.emissive = new Color( 0x000000 );
  19615. this.emissiveIntensity = 1.0;
  19616. this.emissiveMap = null;
  19617. this.bumpMap = null;
  19618. this.bumpScale = 1;
  19619. this.normalMap = null;
  19620. this.normalMapType = TangentSpaceNormalMap;
  19621. this.normalScale = new Vector2( 1, 1 );
  19622. this.displacementMap = null;
  19623. this.displacementScale = 1;
  19624. this.displacementBias = 0;
  19625. this.specularMap = null;
  19626. this.alphaMap = null;
  19627. this.envMap = null;
  19628. this.combine = MultiplyOperation;
  19629. this.reflectivity = 1;
  19630. this.refractionRatio = 0.98;
  19631. this.wireframe = false;
  19632. this.wireframeLinewidth = 1;
  19633. this.wireframeLinecap = 'round';
  19634. this.wireframeLinejoin = 'round';
  19635. this.skinning = false;
  19636. this.morphTargets = false;
  19637. this.morphNormals = false;
  19638. this.setValues( parameters );
  19639. }
  19640. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19641. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19642. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19643. MeshPhongMaterial.prototype.copy = function ( source ) {
  19644. Material.prototype.copy.call( this, source );
  19645. this.color.copy( source.color );
  19646. this.specular.copy( source.specular );
  19647. this.shininess = source.shininess;
  19648. this.map = source.map;
  19649. this.lightMap = source.lightMap;
  19650. this.lightMapIntensity = source.lightMapIntensity;
  19651. this.aoMap = source.aoMap;
  19652. this.aoMapIntensity = source.aoMapIntensity;
  19653. this.emissive.copy( source.emissive );
  19654. this.emissiveMap = source.emissiveMap;
  19655. this.emissiveIntensity = source.emissiveIntensity;
  19656. this.bumpMap = source.bumpMap;
  19657. this.bumpScale = source.bumpScale;
  19658. this.normalMap = source.normalMap;
  19659. this.normalMapType = source.normalMapType;
  19660. this.normalScale.copy( source.normalScale );
  19661. this.displacementMap = source.displacementMap;
  19662. this.displacementScale = source.displacementScale;
  19663. this.displacementBias = source.displacementBias;
  19664. this.specularMap = source.specularMap;
  19665. this.alphaMap = source.alphaMap;
  19666. this.envMap = source.envMap;
  19667. this.combine = source.combine;
  19668. this.reflectivity = source.reflectivity;
  19669. this.refractionRatio = source.refractionRatio;
  19670. this.wireframe = source.wireframe;
  19671. this.wireframeLinewidth = source.wireframeLinewidth;
  19672. this.wireframeLinecap = source.wireframeLinecap;
  19673. this.wireframeLinejoin = source.wireframeLinejoin;
  19674. this.skinning = source.skinning;
  19675. this.morphTargets = source.morphTargets;
  19676. this.morphNormals = source.morphNormals;
  19677. return this;
  19678. };
  19679. /**
  19680. * @author takahirox / http://github.com/takahirox
  19681. *
  19682. * parameters = {
  19683. * gradientMap: new THREE.Texture( <Image> )
  19684. * }
  19685. */
  19686. function MeshToonMaterial( parameters ) {
  19687. MeshPhongMaterial.call( this );
  19688. this.defines = { 'TOON': '' };
  19689. this.type = 'MeshToonMaterial';
  19690. this.gradientMap = null;
  19691. this.setValues( parameters );
  19692. }
  19693. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19694. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19695. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19696. MeshToonMaterial.prototype.copy = function ( source ) {
  19697. MeshPhongMaterial.prototype.copy.call( this, source );
  19698. this.gradientMap = source.gradientMap;
  19699. return this;
  19700. };
  19701. /**
  19702. * @author mrdoob / http://mrdoob.com/
  19703. * @author WestLangley / http://github.com/WestLangley
  19704. *
  19705. * parameters = {
  19706. * opacity: <float>,
  19707. *
  19708. * bumpMap: new THREE.Texture( <Image> ),
  19709. * bumpScale: <float>,
  19710. *
  19711. * normalMap: new THREE.Texture( <Image> ),
  19712. * normalMapType: THREE.TangentSpaceNormalMap,
  19713. * normalScale: <Vector2>,
  19714. *
  19715. * displacementMap: new THREE.Texture( <Image> ),
  19716. * displacementScale: <float>,
  19717. * displacementBias: <float>,
  19718. *
  19719. * wireframe: <boolean>,
  19720. * wireframeLinewidth: <float>
  19721. *
  19722. * skinning: <bool>,
  19723. * morphTargets: <bool>,
  19724. * morphNormals: <bool>
  19725. * }
  19726. */
  19727. function MeshNormalMaterial( parameters ) {
  19728. Material.call( this );
  19729. this.type = 'MeshNormalMaterial';
  19730. this.bumpMap = null;
  19731. this.bumpScale = 1;
  19732. this.normalMap = null;
  19733. this.normalMapType = TangentSpaceNormalMap;
  19734. this.normalScale = new Vector2( 1, 1 );
  19735. this.displacementMap = null;
  19736. this.displacementScale = 1;
  19737. this.displacementBias = 0;
  19738. this.wireframe = false;
  19739. this.wireframeLinewidth = 1;
  19740. this.fog = false;
  19741. this.skinning = false;
  19742. this.morphTargets = false;
  19743. this.morphNormals = false;
  19744. this.setValues( parameters );
  19745. }
  19746. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19747. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19748. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19749. MeshNormalMaterial.prototype.copy = function ( source ) {
  19750. Material.prototype.copy.call( this, source );
  19751. this.bumpMap = source.bumpMap;
  19752. this.bumpScale = source.bumpScale;
  19753. this.normalMap = source.normalMap;
  19754. this.normalMapType = source.normalMapType;
  19755. this.normalScale.copy( source.normalScale );
  19756. this.displacementMap = source.displacementMap;
  19757. this.displacementScale = source.displacementScale;
  19758. this.displacementBias = source.displacementBias;
  19759. this.wireframe = source.wireframe;
  19760. this.wireframeLinewidth = source.wireframeLinewidth;
  19761. this.skinning = source.skinning;
  19762. this.morphTargets = source.morphTargets;
  19763. this.morphNormals = source.morphNormals;
  19764. return this;
  19765. };
  19766. /**
  19767. * @author mrdoob / http://mrdoob.com/
  19768. * @author alteredq / http://alteredqualia.com/
  19769. *
  19770. * parameters = {
  19771. * color: <hex>,
  19772. * opacity: <float>,
  19773. *
  19774. * map: new THREE.Texture( <Image> ),
  19775. *
  19776. * lightMap: new THREE.Texture( <Image> ),
  19777. * lightMapIntensity: <float>
  19778. *
  19779. * aoMap: new THREE.Texture( <Image> ),
  19780. * aoMapIntensity: <float>
  19781. *
  19782. * emissive: <hex>,
  19783. * emissiveIntensity: <float>
  19784. * emissiveMap: new THREE.Texture( <Image> ),
  19785. *
  19786. * specularMap: new THREE.Texture( <Image> ),
  19787. *
  19788. * alphaMap: new THREE.Texture( <Image> ),
  19789. *
  19790. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19791. * combine: THREE.Multiply,
  19792. * reflectivity: <float>,
  19793. * refractionRatio: <float>,
  19794. *
  19795. * wireframe: <boolean>,
  19796. * wireframeLinewidth: <float>,
  19797. *
  19798. * skinning: <bool>,
  19799. * morphTargets: <bool>,
  19800. * morphNormals: <bool>
  19801. * }
  19802. */
  19803. function MeshLambertMaterial( parameters ) {
  19804. Material.call( this );
  19805. this.type = 'MeshLambertMaterial';
  19806. this.color = new Color( 0xffffff ); // diffuse
  19807. this.map = null;
  19808. this.lightMap = null;
  19809. this.lightMapIntensity = 1.0;
  19810. this.aoMap = null;
  19811. this.aoMapIntensity = 1.0;
  19812. this.emissive = new Color( 0x000000 );
  19813. this.emissiveIntensity = 1.0;
  19814. this.emissiveMap = null;
  19815. this.specularMap = null;
  19816. this.alphaMap = null;
  19817. this.envMap = null;
  19818. this.combine = MultiplyOperation;
  19819. this.reflectivity = 1;
  19820. this.refractionRatio = 0.98;
  19821. this.wireframe = false;
  19822. this.wireframeLinewidth = 1;
  19823. this.wireframeLinecap = 'round';
  19824. this.wireframeLinejoin = 'round';
  19825. this.skinning = false;
  19826. this.morphTargets = false;
  19827. this.morphNormals = false;
  19828. this.setValues( parameters );
  19829. }
  19830. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19831. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19832. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19833. MeshLambertMaterial.prototype.copy = function ( source ) {
  19834. Material.prototype.copy.call( this, source );
  19835. this.color.copy( source.color );
  19836. this.map = source.map;
  19837. this.lightMap = source.lightMap;
  19838. this.lightMapIntensity = source.lightMapIntensity;
  19839. this.aoMap = source.aoMap;
  19840. this.aoMapIntensity = source.aoMapIntensity;
  19841. this.emissive.copy( source.emissive );
  19842. this.emissiveMap = source.emissiveMap;
  19843. this.emissiveIntensity = source.emissiveIntensity;
  19844. this.specularMap = source.specularMap;
  19845. this.alphaMap = source.alphaMap;
  19846. this.envMap = source.envMap;
  19847. this.combine = source.combine;
  19848. this.reflectivity = source.reflectivity;
  19849. this.refractionRatio = source.refractionRatio;
  19850. this.wireframe = source.wireframe;
  19851. this.wireframeLinewidth = source.wireframeLinewidth;
  19852. this.wireframeLinecap = source.wireframeLinecap;
  19853. this.wireframeLinejoin = source.wireframeLinejoin;
  19854. this.skinning = source.skinning;
  19855. this.morphTargets = source.morphTargets;
  19856. this.morphNormals = source.morphNormals;
  19857. return this;
  19858. };
  19859. /**
  19860. * @author WestLangley / http://github.com/WestLangley
  19861. *
  19862. * parameters = {
  19863. * color: <hex>,
  19864. * opacity: <float>,
  19865. *
  19866. * matcap: new THREE.Texture( <Image> ),
  19867. *
  19868. * map: new THREE.Texture( <Image> ),
  19869. *
  19870. * bumpMap: new THREE.Texture( <Image> ),
  19871. * bumpScale: <float>,
  19872. *
  19873. * normalMap: new THREE.Texture( <Image> ),
  19874. * normalMapType: THREE.TangentSpaceNormalMap,
  19875. * normalScale: <Vector2>,
  19876. *
  19877. * displacementMap: new THREE.Texture( <Image> ),
  19878. * displacementScale: <float>,
  19879. * displacementBias: <float>,
  19880. *
  19881. * alphaMap: new THREE.Texture( <Image> ),
  19882. *
  19883. * skinning: <bool>,
  19884. * morphTargets: <bool>,
  19885. * morphNormals: <bool>
  19886. * }
  19887. */
  19888. function MeshMatcapMaterial( parameters ) {
  19889. Material.call( this );
  19890. this.defines = { 'MATCAP': '' };
  19891. this.type = 'MeshMatcapMaterial';
  19892. this.color = new Color( 0xffffff ); // diffuse
  19893. this.matcap = null;
  19894. this.map = null;
  19895. this.bumpMap = null;
  19896. this.bumpScale = 1;
  19897. this.normalMap = null;
  19898. this.normalMapType = TangentSpaceNormalMap;
  19899. this.normalScale = new Vector2( 1, 1 );
  19900. this.displacementMap = null;
  19901. this.displacementScale = 1;
  19902. this.displacementBias = 0;
  19903. this.alphaMap = null;
  19904. this.skinning = false;
  19905. this.morphTargets = false;
  19906. this.morphNormals = false;
  19907. this.setValues( parameters );
  19908. }
  19909. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19910. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19911. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19912. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19913. Material.prototype.copy.call( this, source );
  19914. this.defines = { 'MATCAP': '' };
  19915. this.color.copy( source.color );
  19916. this.matcap = source.matcap;
  19917. this.map = source.map;
  19918. this.bumpMap = source.bumpMap;
  19919. this.bumpScale = source.bumpScale;
  19920. this.normalMap = source.normalMap;
  19921. this.normalMapType = source.normalMapType;
  19922. this.normalScale.copy( source.normalScale );
  19923. this.displacementMap = source.displacementMap;
  19924. this.displacementScale = source.displacementScale;
  19925. this.displacementBias = source.displacementBias;
  19926. this.alphaMap = source.alphaMap;
  19927. this.skinning = source.skinning;
  19928. this.morphTargets = source.morphTargets;
  19929. this.morphNormals = source.morphNormals;
  19930. return this;
  19931. };
  19932. /**
  19933. * @author alteredq / http://alteredqualia.com/
  19934. *
  19935. * parameters = {
  19936. * color: <hex>,
  19937. * opacity: <float>,
  19938. *
  19939. * linewidth: <float>,
  19940. *
  19941. * scale: <float>,
  19942. * dashSize: <float>,
  19943. * gapSize: <float>
  19944. * }
  19945. */
  19946. function LineDashedMaterial( parameters ) {
  19947. LineBasicMaterial.call( this );
  19948. this.type = 'LineDashedMaterial';
  19949. this.scale = 1;
  19950. this.dashSize = 3;
  19951. this.gapSize = 1;
  19952. this.setValues( parameters );
  19953. }
  19954. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19955. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19956. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19957. LineDashedMaterial.prototype.copy = function ( source ) {
  19958. LineBasicMaterial.prototype.copy.call( this, source );
  19959. this.scale = source.scale;
  19960. this.dashSize = source.dashSize;
  19961. this.gapSize = source.gapSize;
  19962. return this;
  19963. };
  19964. var Materials = /*#__PURE__*/Object.freeze({
  19965. ShadowMaterial: ShadowMaterial,
  19966. SpriteMaterial: SpriteMaterial,
  19967. RawShaderMaterial: RawShaderMaterial,
  19968. ShaderMaterial: ShaderMaterial,
  19969. PointsMaterial: PointsMaterial,
  19970. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19971. MeshStandardMaterial: MeshStandardMaterial,
  19972. MeshPhongMaterial: MeshPhongMaterial,
  19973. MeshToonMaterial: MeshToonMaterial,
  19974. MeshNormalMaterial: MeshNormalMaterial,
  19975. MeshLambertMaterial: MeshLambertMaterial,
  19976. MeshDepthMaterial: MeshDepthMaterial,
  19977. MeshDistanceMaterial: MeshDistanceMaterial,
  19978. MeshBasicMaterial: MeshBasicMaterial,
  19979. MeshMatcapMaterial: MeshMatcapMaterial,
  19980. LineDashedMaterial: LineDashedMaterial,
  19981. LineBasicMaterial: LineBasicMaterial,
  19982. Material: Material
  19983. });
  19984. /**
  19985. * @author tschw
  19986. * @author Ben Houston / http://clara.io/
  19987. * @author David Sarno / http://lighthaus.us/
  19988. */
  19989. var AnimationUtils = {
  19990. // same as Array.prototype.slice, but also works on typed arrays
  19991. arraySlice: function ( array, from, to ) {
  19992. if ( AnimationUtils.isTypedArray( array ) ) {
  19993. // in ios9 array.subarray(from, undefined) will return empty array
  19994. // but array.subarray(from) or array.subarray(from, len) is correct
  19995. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19996. }
  19997. return array.slice( from, to );
  19998. },
  19999. // converts an array to a specific type
  20000. convertArray: function ( array, type, forceClone ) {
  20001. if ( ! array || // let 'undefined' and 'null' pass
  20002. ! forceClone && array.constructor === type ) { return array; }
  20003. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20004. return new type( array ); // create typed array
  20005. }
  20006. return Array.prototype.slice.call( array ); // create Array
  20007. },
  20008. isTypedArray: function ( object ) {
  20009. return ArrayBuffer.isView( object ) &&
  20010. ! ( object instanceof DataView );
  20011. },
  20012. // returns an array by which times and values can be sorted
  20013. getKeyframeOrder: function ( times ) {
  20014. function compareTime( i, j ) {
  20015. return times[ i ] - times[ j ];
  20016. }
  20017. var n = times.length;
  20018. var result = new Array( n );
  20019. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20020. result.sort( compareTime );
  20021. return result;
  20022. },
  20023. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20024. sortedArray: function ( values, stride, order ) {
  20025. var nValues = values.length;
  20026. var result = new values.constructor( nValues );
  20027. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20028. var srcOffset = order[ i ] * stride;
  20029. for ( var j = 0; j !== stride; ++ j ) {
  20030. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20031. }
  20032. }
  20033. return result;
  20034. },
  20035. // function for parsing AOS keyframe formats
  20036. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20037. var i = 1, key = jsonKeys[ 0 ];
  20038. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20039. key = jsonKeys[ i ++ ];
  20040. }
  20041. if ( key === undefined ) { return; } // no data
  20042. var value = key[ valuePropertyName ];
  20043. if ( value === undefined ) { return; } // no data
  20044. if ( Array.isArray( value ) ) {
  20045. do {
  20046. value = key[ valuePropertyName ];
  20047. if ( value !== undefined ) {
  20048. times.push( key.time );
  20049. values.push.apply( values, value ); // push all elements
  20050. }
  20051. key = jsonKeys[ i ++ ];
  20052. } while ( key !== undefined );
  20053. } else if ( value.toArray !== undefined ) {
  20054. // ...assume THREE.Math-ish
  20055. do {
  20056. value = key[ valuePropertyName ];
  20057. if ( value !== undefined ) {
  20058. times.push( key.time );
  20059. value.toArray( values, values.length );
  20060. }
  20061. key = jsonKeys[ i ++ ];
  20062. } while ( key !== undefined );
  20063. } else {
  20064. // otherwise push as-is
  20065. do {
  20066. value = key[ valuePropertyName ];
  20067. if ( value !== undefined ) {
  20068. times.push( key.time );
  20069. values.push( value );
  20070. }
  20071. key = jsonKeys[ i ++ ];
  20072. } while ( key !== undefined );
  20073. }
  20074. }
  20075. };
  20076. /**
  20077. * Abstract base class of interpolants over parametric samples.
  20078. *
  20079. * The parameter domain is one dimensional, typically the time or a path
  20080. * along a curve defined by the data.
  20081. *
  20082. * The sample values can have any dimensionality and derived classes may
  20083. * apply special interpretations to the data.
  20084. *
  20085. * This class provides the interval seek in a Template Method, deferring
  20086. * the actual interpolation to derived classes.
  20087. *
  20088. * Time complexity is O(1) for linear access crossing at most two points
  20089. * and O(log N) for random access, where N is the number of positions.
  20090. *
  20091. * References:
  20092. *
  20093. * http://www.oodesign.com/template-method-pattern.html
  20094. *
  20095. * @author tschw
  20096. */
  20097. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20098. this.parameterPositions = parameterPositions;
  20099. this._cachedIndex = 0;
  20100. this.resultBuffer = resultBuffer !== undefined ?
  20101. resultBuffer : new sampleValues.constructor( sampleSize );
  20102. this.sampleValues = sampleValues;
  20103. this.valueSize = sampleSize;
  20104. }
  20105. Object.assign( Interpolant.prototype, {
  20106. evaluate: function ( t ) {
  20107. var pp = this.parameterPositions,
  20108. i1 = this._cachedIndex,
  20109. t1 = pp[ i1 ],
  20110. t0 = pp[ i1 - 1 ];
  20111. validate_interval: {
  20112. seek: {
  20113. var right;
  20114. linear_scan: {
  20115. //- See http://jsperf.com/comparison-to-undefined/3
  20116. //- slower code:
  20117. //-
  20118. //- if ( t >= t1 || t1 === undefined ) {
  20119. forward_scan: if ( ! ( t < t1 ) ) {
  20120. for ( var giveUpAt = i1 + 2; ; ) {
  20121. if ( t1 === undefined ) {
  20122. if ( t < t0 ) { break forward_scan; }
  20123. // after end
  20124. i1 = pp.length;
  20125. this._cachedIndex = i1;
  20126. return this.afterEnd_( i1 - 1, t, t0 );
  20127. }
  20128. if ( i1 === giveUpAt ) { break; } // this loop
  20129. t0 = t1;
  20130. t1 = pp[ ++ i1 ];
  20131. if ( t < t1 ) {
  20132. // we have arrived at the sought interval
  20133. break seek;
  20134. }
  20135. }
  20136. // prepare binary search on the right side of the index
  20137. right = pp.length;
  20138. break linear_scan;
  20139. }
  20140. //- slower code:
  20141. //- if ( t < t0 || t0 === undefined ) {
  20142. if ( ! ( t >= t0 ) ) {
  20143. // looping?
  20144. var t1global = pp[ 1 ];
  20145. if ( t < t1global ) {
  20146. i1 = 2; // + 1, using the scan for the details
  20147. t0 = t1global;
  20148. }
  20149. // linear reverse scan
  20150. for ( var giveUpAt = i1 - 2; ; ) {
  20151. if ( t0 === undefined ) {
  20152. // before start
  20153. this._cachedIndex = 0;
  20154. return this.beforeStart_( 0, t, t1 );
  20155. }
  20156. if ( i1 === giveUpAt ) { break; } // this loop
  20157. t1 = t0;
  20158. t0 = pp[ -- i1 - 1 ];
  20159. if ( t >= t0 ) {
  20160. // we have arrived at the sought interval
  20161. break seek;
  20162. }
  20163. }
  20164. // prepare binary search on the left side of the index
  20165. right = i1;
  20166. i1 = 0;
  20167. break linear_scan;
  20168. }
  20169. // the interval is valid
  20170. break validate_interval;
  20171. } // linear scan
  20172. // binary search
  20173. while ( i1 < right ) {
  20174. var mid = ( i1 + right ) >>> 1;
  20175. if ( t < pp[ mid ] ) {
  20176. right = mid;
  20177. } else {
  20178. i1 = mid + 1;
  20179. }
  20180. }
  20181. t1 = pp[ i1 ];
  20182. t0 = pp[ i1 - 1 ];
  20183. // check boundary cases, again
  20184. if ( t0 === undefined ) {
  20185. this._cachedIndex = 0;
  20186. return this.beforeStart_( 0, t, t1 );
  20187. }
  20188. if ( t1 === undefined ) {
  20189. i1 = pp.length;
  20190. this._cachedIndex = i1;
  20191. return this.afterEnd_( i1 - 1, t0, t );
  20192. }
  20193. } // seek
  20194. this._cachedIndex = i1;
  20195. this.intervalChanged_( i1, t0, t1 );
  20196. } // validate_interval
  20197. return this.interpolate_( i1, t0, t, t1 );
  20198. },
  20199. settings: null, // optional, subclass-specific settings structure
  20200. // Note: The indirection allows central control of many interpolants.
  20201. // --- Protected interface
  20202. DefaultSettings_: {},
  20203. getSettings_: function () {
  20204. return this.settings || this.DefaultSettings_;
  20205. },
  20206. copySampleValue_: function ( index ) {
  20207. // copies a sample value to the result buffer
  20208. var result = this.resultBuffer,
  20209. values = this.sampleValues,
  20210. stride = this.valueSize,
  20211. offset = index * stride;
  20212. for ( var i = 0; i !== stride; ++ i ) {
  20213. result[ i ] = values[ offset + i ];
  20214. }
  20215. return result;
  20216. },
  20217. // Template methods for derived classes:
  20218. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20219. throw new Error( 'call to abstract method' );
  20220. // implementations shall return this.resultBuffer
  20221. },
  20222. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20223. // empty
  20224. }
  20225. } );
  20226. //!\ DECLARE ALIAS AFTER assign prototype !
  20227. Object.assign( Interpolant.prototype, {
  20228. //( 0, t, t0 ), returns this.resultBuffer
  20229. beforeStart_: Interpolant.prototype.copySampleValue_,
  20230. //( N-1, tN-1, t ), returns this.resultBuffer
  20231. afterEnd_: Interpolant.prototype.copySampleValue_,
  20232. } );
  20233. /**
  20234. * Fast and simple cubic spline interpolant.
  20235. *
  20236. * It was derived from a Hermitian construction setting the first derivative
  20237. * at each sample position to the linear slope between neighboring positions
  20238. * over their parameter interval.
  20239. *
  20240. * @author tschw
  20241. */
  20242. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20243. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20244. this._weightPrev = - 0;
  20245. this._offsetPrev = - 0;
  20246. this._weightNext = - 0;
  20247. this._offsetNext = - 0;
  20248. }
  20249. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20250. constructor: CubicInterpolant,
  20251. DefaultSettings_: {
  20252. endingStart: ZeroCurvatureEnding,
  20253. endingEnd: ZeroCurvatureEnding
  20254. },
  20255. intervalChanged_: function ( i1, t0, t1 ) {
  20256. var pp = this.parameterPositions,
  20257. iPrev = i1 - 2,
  20258. iNext = i1 + 1,
  20259. tPrev = pp[ iPrev ],
  20260. tNext = pp[ iNext ];
  20261. if ( tPrev === undefined ) {
  20262. switch ( this.getSettings_().endingStart ) {
  20263. case ZeroSlopeEnding:
  20264. // f'(t0) = 0
  20265. iPrev = i1;
  20266. tPrev = 2 * t0 - t1;
  20267. break;
  20268. case WrapAroundEnding:
  20269. // use the other end of the curve
  20270. iPrev = pp.length - 2;
  20271. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20272. break;
  20273. default: // ZeroCurvatureEnding
  20274. // f''(t0) = 0 a.k.a. Natural Spline
  20275. iPrev = i1;
  20276. tPrev = t1;
  20277. }
  20278. }
  20279. if ( tNext === undefined ) {
  20280. switch ( this.getSettings_().endingEnd ) {
  20281. case ZeroSlopeEnding:
  20282. // f'(tN) = 0
  20283. iNext = i1;
  20284. tNext = 2 * t1 - t0;
  20285. break;
  20286. case WrapAroundEnding:
  20287. // use the other end of the curve
  20288. iNext = 1;
  20289. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20290. break;
  20291. default: // ZeroCurvatureEnding
  20292. // f''(tN) = 0, a.k.a. Natural Spline
  20293. iNext = i1 - 1;
  20294. tNext = t0;
  20295. }
  20296. }
  20297. var halfDt = ( t1 - t0 ) * 0.5,
  20298. stride = this.valueSize;
  20299. this._weightPrev = halfDt / ( t0 - tPrev );
  20300. this._weightNext = halfDt / ( tNext - t1 );
  20301. this._offsetPrev = iPrev * stride;
  20302. this._offsetNext = iNext * stride;
  20303. },
  20304. interpolate_: function ( i1, t0, t, t1 ) {
  20305. var result = this.resultBuffer,
  20306. values = this.sampleValues,
  20307. stride = this.valueSize,
  20308. o1 = i1 * stride, o0 = o1 - stride,
  20309. oP = this._offsetPrev, oN = this._offsetNext,
  20310. wP = this._weightPrev, wN = this._weightNext,
  20311. p = ( t - t0 ) / ( t1 - t0 ),
  20312. pp = p * p,
  20313. ppp = pp * p;
  20314. // evaluate polynomials
  20315. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20316. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20317. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20318. var sN = wN * ppp - wN * pp;
  20319. // combine data linearly
  20320. for ( var i = 0; i !== stride; ++ i ) {
  20321. result[ i ] =
  20322. sP * values[ oP + i ] +
  20323. s0 * values[ o0 + i ] +
  20324. s1 * values[ o1 + i ] +
  20325. sN * values[ oN + i ];
  20326. }
  20327. return result;
  20328. }
  20329. } );
  20330. /**
  20331. * @author tschw
  20332. */
  20333. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20334. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20335. }
  20336. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20337. constructor: LinearInterpolant,
  20338. interpolate_: function ( i1, t0, t, t1 ) {
  20339. var result = this.resultBuffer,
  20340. values = this.sampleValues,
  20341. stride = this.valueSize,
  20342. offset1 = i1 * stride,
  20343. offset0 = offset1 - stride,
  20344. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20345. weight0 = 1 - weight1;
  20346. for ( var i = 0; i !== stride; ++ i ) {
  20347. result[ i ] =
  20348. values[ offset0 + i ] * weight0 +
  20349. values[ offset1 + i ] * weight1;
  20350. }
  20351. return result;
  20352. }
  20353. } );
  20354. /**
  20355. *
  20356. * Interpolant that evaluates to the sample value at the position preceeding
  20357. * the parameter.
  20358. *
  20359. * @author tschw
  20360. */
  20361. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20362. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20363. }
  20364. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20365. constructor: DiscreteInterpolant,
  20366. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20367. return this.copySampleValue_( i1 - 1 );
  20368. }
  20369. } );
  20370. /**
  20371. *
  20372. * A timed sequence of keyframes for a specific property.
  20373. *
  20374. *
  20375. * @author Ben Houston / http://clara.io/
  20376. * @author David Sarno / http://lighthaus.us/
  20377. * @author tschw
  20378. */
  20379. function KeyframeTrack( name, times, values, interpolation ) {
  20380. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20381. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20382. this.name = name;
  20383. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20384. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20385. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20386. }
  20387. // Static methods
  20388. Object.assign( KeyframeTrack, {
  20389. // Serialization (in static context, because of constructor invocation
  20390. // and automatic invocation of .toJSON):
  20391. toJSON: function ( track ) {
  20392. var trackType = track.constructor;
  20393. var json;
  20394. // derived classes can define a static toJSON method
  20395. if ( trackType.toJSON !== undefined ) {
  20396. json = trackType.toJSON( track );
  20397. } else {
  20398. // by default, we assume the data can be serialized as-is
  20399. json = {
  20400. 'name': track.name,
  20401. 'times': AnimationUtils.convertArray( track.times, Array ),
  20402. 'values': AnimationUtils.convertArray( track.values, Array )
  20403. };
  20404. var interpolation = track.getInterpolation();
  20405. if ( interpolation !== track.DefaultInterpolation ) {
  20406. json.interpolation = interpolation;
  20407. }
  20408. }
  20409. json.type = track.ValueTypeName; // mandatory
  20410. return json;
  20411. }
  20412. } );
  20413. Object.assign( KeyframeTrack.prototype, {
  20414. constructor: KeyframeTrack,
  20415. TimeBufferType: Float32Array,
  20416. ValueBufferType: Float32Array,
  20417. DefaultInterpolation: InterpolateLinear,
  20418. InterpolantFactoryMethodDiscrete: function ( result ) {
  20419. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20420. },
  20421. InterpolantFactoryMethodLinear: function ( result ) {
  20422. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20423. },
  20424. InterpolantFactoryMethodSmooth: function ( result ) {
  20425. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20426. },
  20427. setInterpolation: function ( interpolation ) {
  20428. var factoryMethod;
  20429. switch ( interpolation ) {
  20430. case InterpolateDiscrete:
  20431. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20432. break;
  20433. case InterpolateLinear:
  20434. factoryMethod = this.InterpolantFactoryMethodLinear;
  20435. break;
  20436. case InterpolateSmooth:
  20437. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20438. break;
  20439. }
  20440. if ( factoryMethod === undefined ) {
  20441. var message = "unsupported interpolation for " +
  20442. this.ValueTypeName + " keyframe track named " + this.name;
  20443. if ( this.createInterpolant === undefined ) {
  20444. // fall back to default, unless the default itself is messed up
  20445. if ( interpolation !== this.DefaultInterpolation ) {
  20446. this.setInterpolation( this.DefaultInterpolation );
  20447. } else {
  20448. throw new Error( message ); // fatal, in this case
  20449. }
  20450. }
  20451. console.warn( 'THREE.KeyframeTrack:', message );
  20452. return this;
  20453. }
  20454. this.createInterpolant = factoryMethod;
  20455. return this;
  20456. },
  20457. getInterpolation: function () {
  20458. switch ( this.createInterpolant ) {
  20459. case this.InterpolantFactoryMethodDiscrete:
  20460. return InterpolateDiscrete;
  20461. case this.InterpolantFactoryMethodLinear:
  20462. return InterpolateLinear;
  20463. case this.InterpolantFactoryMethodSmooth:
  20464. return InterpolateSmooth;
  20465. }
  20466. },
  20467. getValueSize: function () {
  20468. return this.values.length / this.times.length;
  20469. },
  20470. // move all keyframes either forwards or backwards in time
  20471. shift: function ( timeOffset ) {
  20472. if ( timeOffset !== 0.0 ) {
  20473. var times = this.times;
  20474. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20475. times[ i ] += timeOffset;
  20476. }
  20477. }
  20478. return this;
  20479. },
  20480. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20481. scale: function ( timeScale ) {
  20482. if ( timeScale !== 1.0 ) {
  20483. var times = this.times;
  20484. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20485. times[ i ] *= timeScale;
  20486. }
  20487. }
  20488. return this;
  20489. },
  20490. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20491. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20492. trim: function ( startTime, endTime ) {
  20493. var times = this.times,
  20494. nKeys = times.length,
  20495. from = 0,
  20496. to = nKeys - 1;
  20497. while ( from !== nKeys && times[ from ] < startTime ) {
  20498. ++ from;
  20499. }
  20500. while ( to !== - 1 && times[ to ] > endTime ) {
  20501. -- to;
  20502. }
  20503. ++ to; // inclusive -> exclusive bound
  20504. if ( from !== 0 || to !== nKeys ) {
  20505. // empty tracks are forbidden, so keep at least one keyframe
  20506. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20507. var stride = this.getValueSize();
  20508. this.times = AnimationUtils.arraySlice( times, from, to );
  20509. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20510. }
  20511. return this;
  20512. },
  20513. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20514. validate: function () {
  20515. var valid = true;
  20516. var valueSize = this.getValueSize();
  20517. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20518. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20519. valid = false;
  20520. }
  20521. var times = this.times,
  20522. values = this.values,
  20523. nKeys = times.length;
  20524. if ( nKeys === 0 ) {
  20525. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20526. valid = false;
  20527. }
  20528. var prevTime = null;
  20529. for ( var i = 0; i !== nKeys; i ++ ) {
  20530. var currTime = times[ i ];
  20531. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20532. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20533. valid = false;
  20534. break;
  20535. }
  20536. if ( prevTime !== null && prevTime > currTime ) {
  20537. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20538. valid = false;
  20539. break;
  20540. }
  20541. prevTime = currTime;
  20542. }
  20543. if ( values !== undefined ) {
  20544. if ( AnimationUtils.isTypedArray( values ) ) {
  20545. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20546. var value = values[ i ];
  20547. if ( isNaN( value ) ) {
  20548. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20549. valid = false;
  20550. break;
  20551. }
  20552. }
  20553. }
  20554. }
  20555. return valid;
  20556. },
  20557. // removes equivalent sequential keys as common in morph target sequences
  20558. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20559. optimize: function () {
  20560. var times = this.times,
  20561. values = this.values,
  20562. stride = this.getValueSize(),
  20563. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20564. writeIndex = 1,
  20565. lastIndex = times.length - 1;
  20566. for ( var i = 1; i < lastIndex; ++ i ) {
  20567. var keep = false;
  20568. var time = times[ i ];
  20569. var timeNext = times[ i + 1 ];
  20570. // remove adjacent keyframes scheduled at the same time
  20571. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20572. if ( ! smoothInterpolation ) {
  20573. // remove unnecessary keyframes same as their neighbors
  20574. var offset = i * stride,
  20575. offsetP = offset - stride,
  20576. offsetN = offset + stride;
  20577. for ( var j = 0; j !== stride; ++ j ) {
  20578. var value = values[ offset + j ];
  20579. if ( value !== values[ offsetP + j ] ||
  20580. value !== values[ offsetN + j ] ) {
  20581. keep = true;
  20582. break;
  20583. }
  20584. }
  20585. } else {
  20586. keep = true;
  20587. }
  20588. }
  20589. // in-place compaction
  20590. if ( keep ) {
  20591. if ( i !== writeIndex ) {
  20592. times[ writeIndex ] = times[ i ];
  20593. var readOffset = i * stride,
  20594. writeOffset = writeIndex * stride;
  20595. for ( var j = 0; j !== stride; ++ j ) {
  20596. values[ writeOffset + j ] = values[ readOffset + j ];
  20597. }
  20598. }
  20599. ++ writeIndex;
  20600. }
  20601. }
  20602. // flush last keyframe (compaction looks ahead)
  20603. if ( lastIndex > 0 ) {
  20604. times[ writeIndex ] = times[ lastIndex ];
  20605. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20606. values[ writeOffset + j ] = values[ readOffset + j ];
  20607. }
  20608. ++ writeIndex;
  20609. }
  20610. if ( writeIndex !== times.length ) {
  20611. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20612. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20613. }
  20614. return this;
  20615. },
  20616. clone: function () {
  20617. var times = AnimationUtils.arraySlice( this.times, 0 );
  20618. var values = AnimationUtils.arraySlice( this.values, 0 );
  20619. var TypedKeyframeTrack = this.constructor;
  20620. var track = new TypedKeyframeTrack( this.name, times, values );
  20621. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20622. track.createInterpolant = this.createInterpolant;
  20623. return track;
  20624. }
  20625. } );
  20626. /**
  20627. *
  20628. * A Track of Boolean keyframe values.
  20629. *
  20630. *
  20631. * @author Ben Houston / http://clara.io/
  20632. * @author David Sarno / http://lighthaus.us/
  20633. * @author tschw
  20634. */
  20635. function BooleanKeyframeTrack( name, times, values ) {
  20636. KeyframeTrack.call( this, name, times, values );
  20637. }
  20638. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20639. constructor: BooleanKeyframeTrack,
  20640. ValueTypeName: 'bool',
  20641. ValueBufferType: Array,
  20642. DefaultInterpolation: InterpolateDiscrete,
  20643. InterpolantFactoryMethodLinear: undefined,
  20644. InterpolantFactoryMethodSmooth: undefined
  20645. // Note: Actually this track could have a optimized / compressed
  20646. // representation of a single value and a custom interpolant that
  20647. // computes "firstValue ^ isOdd( index )".
  20648. } );
  20649. /**
  20650. *
  20651. * A Track of keyframe values that represent color.
  20652. *
  20653. *
  20654. * @author Ben Houston / http://clara.io/
  20655. * @author David Sarno / http://lighthaus.us/
  20656. * @author tschw
  20657. */
  20658. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20659. KeyframeTrack.call( this, name, times, values, interpolation );
  20660. }
  20661. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20662. constructor: ColorKeyframeTrack,
  20663. ValueTypeName: 'color'
  20664. // ValueBufferType is inherited
  20665. // DefaultInterpolation is inherited
  20666. // Note: Very basic implementation and nothing special yet.
  20667. // However, this is the place for color space parameterization.
  20668. } );
  20669. /**
  20670. *
  20671. * A Track of numeric keyframe values.
  20672. *
  20673. * @author Ben Houston / http://clara.io/
  20674. * @author David Sarno / http://lighthaus.us/
  20675. * @author tschw
  20676. */
  20677. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20678. KeyframeTrack.call( this, name, times, values, interpolation );
  20679. }
  20680. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20681. constructor: NumberKeyframeTrack,
  20682. ValueTypeName: 'number'
  20683. // ValueBufferType is inherited
  20684. // DefaultInterpolation is inherited
  20685. } );
  20686. /**
  20687. * Spherical linear unit quaternion interpolant.
  20688. *
  20689. * @author tschw
  20690. */
  20691. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20692. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20693. }
  20694. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20695. constructor: QuaternionLinearInterpolant,
  20696. interpolate_: function ( i1, t0, t, t1 ) {
  20697. var result = this.resultBuffer,
  20698. values = this.sampleValues,
  20699. stride = this.valueSize,
  20700. offset = i1 * stride,
  20701. alpha = ( t - t0 ) / ( t1 - t0 );
  20702. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20703. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20704. }
  20705. return result;
  20706. }
  20707. } );
  20708. /**
  20709. *
  20710. * A Track of quaternion keyframe values.
  20711. *
  20712. * @author Ben Houston / http://clara.io/
  20713. * @author David Sarno / http://lighthaus.us/
  20714. * @author tschw
  20715. */
  20716. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20717. KeyframeTrack.call( this, name, times, values, interpolation );
  20718. }
  20719. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20720. constructor: QuaternionKeyframeTrack,
  20721. ValueTypeName: 'quaternion',
  20722. // ValueBufferType is inherited
  20723. DefaultInterpolation: InterpolateLinear,
  20724. InterpolantFactoryMethodLinear: function ( result ) {
  20725. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20726. },
  20727. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20728. } );
  20729. /**
  20730. *
  20731. * A Track that interpolates Strings
  20732. *
  20733. *
  20734. * @author Ben Houston / http://clara.io/
  20735. * @author David Sarno / http://lighthaus.us/
  20736. * @author tschw
  20737. */
  20738. function StringKeyframeTrack( name, times, values, interpolation ) {
  20739. KeyframeTrack.call( this, name, times, values, interpolation );
  20740. }
  20741. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20742. constructor: StringKeyframeTrack,
  20743. ValueTypeName: 'string',
  20744. ValueBufferType: Array,
  20745. DefaultInterpolation: InterpolateDiscrete,
  20746. InterpolantFactoryMethodLinear: undefined,
  20747. InterpolantFactoryMethodSmooth: undefined
  20748. } );
  20749. /**
  20750. *
  20751. * A Track of vectored keyframe values.
  20752. *
  20753. *
  20754. * @author Ben Houston / http://clara.io/
  20755. * @author David Sarno / http://lighthaus.us/
  20756. * @author tschw
  20757. */
  20758. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20759. KeyframeTrack.call( this, name, times, values, interpolation );
  20760. }
  20761. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20762. constructor: VectorKeyframeTrack,
  20763. ValueTypeName: 'vector'
  20764. // ValueBufferType is inherited
  20765. // DefaultInterpolation is inherited
  20766. } );
  20767. /**
  20768. *
  20769. * Reusable set of Tracks that represent an animation.
  20770. *
  20771. * @author Ben Houston / http://clara.io/
  20772. * @author David Sarno / http://lighthaus.us/
  20773. */
  20774. function AnimationClip( name, duration, tracks ) {
  20775. this.name = name;
  20776. this.tracks = tracks;
  20777. this.duration = ( duration !== undefined ) ? duration : - 1;
  20778. this.uuid = _Math.generateUUID();
  20779. // this means it should figure out its duration by scanning the tracks
  20780. if ( this.duration < 0 ) {
  20781. this.resetDuration();
  20782. }
  20783. }
  20784. function getTrackTypeForValueTypeName( typeName ) {
  20785. switch ( typeName.toLowerCase() ) {
  20786. case 'scalar':
  20787. case 'double':
  20788. case 'float':
  20789. case 'number':
  20790. case 'integer':
  20791. return NumberKeyframeTrack;
  20792. case 'vector':
  20793. case 'vector2':
  20794. case 'vector3':
  20795. case 'vector4':
  20796. return VectorKeyframeTrack;
  20797. case 'color':
  20798. return ColorKeyframeTrack;
  20799. case 'quaternion':
  20800. return QuaternionKeyframeTrack;
  20801. case 'bool':
  20802. case 'boolean':
  20803. return BooleanKeyframeTrack;
  20804. case 'string':
  20805. return StringKeyframeTrack;
  20806. }
  20807. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20808. }
  20809. function parseKeyframeTrack( json ) {
  20810. if ( json.type === undefined ) {
  20811. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20812. }
  20813. var trackType = getTrackTypeForValueTypeName( json.type );
  20814. if ( json.times === undefined ) {
  20815. var times = [], values = [];
  20816. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20817. json.times = times;
  20818. json.values = values;
  20819. }
  20820. // derived classes can define a static parse method
  20821. if ( trackType.parse !== undefined ) {
  20822. return trackType.parse( json );
  20823. } else {
  20824. // by default, we assume a constructor compatible with the base
  20825. return new trackType( json.name, json.times, json.values, json.interpolation );
  20826. }
  20827. }
  20828. Object.assign( AnimationClip, {
  20829. parse: function ( json ) {
  20830. var tracks = [],
  20831. jsonTracks = json.tracks,
  20832. frameTime = 1.0 / ( json.fps || 1.0 );
  20833. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20834. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20835. }
  20836. return new AnimationClip( json.name, json.duration, tracks );
  20837. },
  20838. toJSON: function ( clip ) {
  20839. var tracks = [],
  20840. clipTracks = clip.tracks;
  20841. var json = {
  20842. 'name': clip.name,
  20843. 'duration': clip.duration,
  20844. 'tracks': tracks,
  20845. 'uuid': clip.uuid
  20846. };
  20847. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20848. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20849. }
  20850. return json;
  20851. },
  20852. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20853. var numMorphTargets = morphTargetSequence.length;
  20854. var tracks = [];
  20855. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20856. var times = [];
  20857. var values = [];
  20858. times.push(
  20859. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20860. i,
  20861. ( i + 1 ) % numMorphTargets );
  20862. values.push( 0, 1, 0 );
  20863. var order = AnimationUtils.getKeyframeOrder( times );
  20864. times = AnimationUtils.sortedArray( times, 1, order );
  20865. values = AnimationUtils.sortedArray( values, 1, order );
  20866. // if there is a key at the first frame, duplicate it as the
  20867. // last frame as well for perfect loop.
  20868. if ( ! noLoop && times[ 0 ] === 0 ) {
  20869. times.push( numMorphTargets );
  20870. values.push( values[ 0 ] );
  20871. }
  20872. tracks.push(
  20873. new NumberKeyframeTrack(
  20874. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20875. times, values
  20876. ).scale( 1.0 / fps ) );
  20877. }
  20878. return new AnimationClip( name, - 1, tracks );
  20879. },
  20880. findByName: function ( objectOrClipArray, name ) {
  20881. var clipArray = objectOrClipArray;
  20882. if ( ! Array.isArray( objectOrClipArray ) ) {
  20883. var o = objectOrClipArray;
  20884. clipArray = o.geometry && o.geometry.animations || o.animations;
  20885. }
  20886. for ( var i = 0; i < clipArray.length; i ++ ) {
  20887. if ( clipArray[ i ].name === name ) {
  20888. return clipArray[ i ];
  20889. }
  20890. }
  20891. return null;
  20892. },
  20893. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20894. var animationToMorphTargets = {};
  20895. // tested with https://regex101.com/ on trick sequences
  20896. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20897. var pattern = /^([\w-]*?)([\d]+)$/;
  20898. // sort morph target names into animation groups based
  20899. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20900. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20901. var morphTarget = morphTargets[ i ];
  20902. var parts = morphTarget.name.match( pattern );
  20903. if ( parts && parts.length > 1 ) {
  20904. var name = parts[ 1 ];
  20905. var animationMorphTargets = animationToMorphTargets[ name ];
  20906. if ( ! animationMorphTargets ) {
  20907. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20908. }
  20909. animationMorphTargets.push( morphTarget );
  20910. }
  20911. }
  20912. var clips = [];
  20913. for ( var name in animationToMorphTargets ) {
  20914. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20915. }
  20916. return clips;
  20917. },
  20918. // parse the animation.hierarchy format
  20919. parseAnimation: function ( animation, bones ) {
  20920. if ( ! animation ) {
  20921. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20922. return null;
  20923. }
  20924. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20925. // only return track if there are actually keys.
  20926. if ( animationKeys.length !== 0 ) {
  20927. var times = [];
  20928. var values = [];
  20929. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20930. // empty keys are filtered out, so check again
  20931. if ( times.length !== 0 ) {
  20932. destTracks.push( new trackType( trackName, times, values ) );
  20933. }
  20934. }
  20935. };
  20936. var tracks = [];
  20937. var clipName = animation.name || 'default';
  20938. // automatic length determination in AnimationClip.
  20939. var duration = animation.length || - 1;
  20940. var fps = animation.fps || 30;
  20941. var hierarchyTracks = animation.hierarchy || [];
  20942. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20943. var animationKeys = hierarchyTracks[ h ].keys;
  20944. // skip empty tracks
  20945. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20946. // process morph targets
  20947. if ( animationKeys[ 0 ].morphTargets ) {
  20948. // figure out all morph targets used in this track
  20949. var morphTargetNames = {};
  20950. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20951. if ( animationKeys[ k ].morphTargets ) {
  20952. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20953. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20954. }
  20955. }
  20956. }
  20957. // create a track for each morph target with all zero
  20958. // morphTargetInfluences except for the keys in which
  20959. // the morphTarget is named.
  20960. for ( var morphTargetName in morphTargetNames ) {
  20961. var times = [];
  20962. var values = [];
  20963. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20964. var animationKey = animationKeys[ k ];
  20965. times.push( animationKey.time );
  20966. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20967. }
  20968. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20969. }
  20970. duration = morphTargetNames.length * ( fps || 1.0 );
  20971. } else {
  20972. // ...assume skeletal animation
  20973. var boneName = '.bones[' + bones[ h ].name + ']';
  20974. addNonemptyTrack(
  20975. VectorKeyframeTrack, boneName + '.position',
  20976. animationKeys, 'pos', tracks );
  20977. addNonemptyTrack(
  20978. QuaternionKeyframeTrack, boneName + '.quaternion',
  20979. animationKeys, 'rot', tracks );
  20980. addNonemptyTrack(
  20981. VectorKeyframeTrack, boneName + '.scale',
  20982. animationKeys, 'scl', tracks );
  20983. }
  20984. }
  20985. if ( tracks.length === 0 ) {
  20986. return null;
  20987. }
  20988. var clip = new AnimationClip( clipName, duration, tracks );
  20989. return clip;
  20990. }
  20991. } );
  20992. Object.assign( AnimationClip.prototype, {
  20993. resetDuration: function () {
  20994. var tracks = this.tracks, duration = 0;
  20995. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20996. var track = this.tracks[ i ];
  20997. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20998. }
  20999. this.duration = duration;
  21000. return this;
  21001. },
  21002. trim: function () {
  21003. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21004. this.tracks[ i ].trim( 0, this.duration );
  21005. }
  21006. return this;
  21007. },
  21008. validate: function () {
  21009. var valid = true;
  21010. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21011. valid = valid && this.tracks[ i ].validate();
  21012. }
  21013. return valid;
  21014. },
  21015. optimize: function () {
  21016. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21017. this.tracks[ i ].optimize();
  21018. }
  21019. return this;
  21020. },
  21021. clone: function () {
  21022. var tracks = [];
  21023. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21024. tracks.push( this.tracks[ i ].clone() );
  21025. }
  21026. return new AnimationClip( this.name, this.duration, tracks );
  21027. }
  21028. } );
  21029. /**
  21030. * @author mrdoob / http://mrdoob.com/
  21031. */
  21032. var Cache = {
  21033. enabled: false,
  21034. files: {},
  21035. add: function ( key, file ) {
  21036. if ( this.enabled === false ) { return; }
  21037. // console.log( 'THREE.Cache', 'Adding key:', key );
  21038. this.files[ key ] = file;
  21039. },
  21040. get: function ( key ) {
  21041. if ( this.enabled === false ) { return; }
  21042. // console.log( 'THREE.Cache', 'Checking key:', key );
  21043. return this.files[ key ];
  21044. },
  21045. remove: function ( key ) {
  21046. delete this.files[ key ];
  21047. },
  21048. clear: function () {
  21049. this.files = {};
  21050. }
  21051. };
  21052. /**
  21053. * @author mrdoob / http://mrdoob.com/
  21054. */
  21055. function LoadingManager( onLoad, onProgress, onError ) {
  21056. var scope = this;
  21057. var isLoading = false;
  21058. var itemsLoaded = 0;
  21059. var itemsTotal = 0;
  21060. var urlModifier = undefined;
  21061. var handlers = [];
  21062. // Refer to #5689 for the reason why we don't set .onStart
  21063. // in the constructor
  21064. this.onStart = undefined;
  21065. this.onLoad = onLoad;
  21066. this.onProgress = onProgress;
  21067. this.onError = onError;
  21068. this.itemStart = function ( url ) {
  21069. itemsTotal ++;
  21070. if ( isLoading === false ) {
  21071. if ( scope.onStart !== undefined ) {
  21072. scope.onStart( url, itemsLoaded, itemsTotal );
  21073. }
  21074. }
  21075. isLoading = true;
  21076. };
  21077. this.itemEnd = function ( url ) {
  21078. itemsLoaded ++;
  21079. if ( scope.onProgress !== undefined ) {
  21080. scope.onProgress( url, itemsLoaded, itemsTotal );
  21081. }
  21082. if ( itemsLoaded === itemsTotal ) {
  21083. isLoading = false;
  21084. if ( scope.onLoad !== undefined ) {
  21085. scope.onLoad();
  21086. }
  21087. }
  21088. };
  21089. this.itemError = function ( url ) {
  21090. if ( scope.onError !== undefined ) {
  21091. scope.onError( url );
  21092. }
  21093. };
  21094. this.resolveURL = function ( url ) {
  21095. if ( urlModifier ) {
  21096. return urlModifier( url );
  21097. }
  21098. return url;
  21099. };
  21100. this.setURLModifier = function ( transform ) {
  21101. urlModifier = transform;
  21102. return this;
  21103. };
  21104. this.addHandler = function ( regex, loader ) {
  21105. handlers.push( regex, loader );
  21106. return this;
  21107. };
  21108. this.removeHandler = function ( regex ) {
  21109. var index = handlers.indexOf( regex );
  21110. if ( index !== - 1 ) {
  21111. handlers.splice( index, 2 );
  21112. }
  21113. return this;
  21114. };
  21115. this.getHandler = function ( file ) {
  21116. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21117. var regex = handlers[ i ];
  21118. var loader = handlers[ i + 1 ];
  21119. if ( regex.test( file ) ) {
  21120. return loader;
  21121. }
  21122. }
  21123. return null;
  21124. };
  21125. }
  21126. var DefaultLoadingManager = new LoadingManager();
  21127. /**
  21128. * @author alteredq / http://alteredqualia.com/
  21129. */
  21130. function Loader( manager ) {
  21131. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21132. this.crossOrigin = 'anonymous';
  21133. this.path = '';
  21134. this.resourcePath = '';
  21135. }
  21136. Object.assign( Loader.prototype, {
  21137. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21138. parse: function ( /* data */ ) {},
  21139. setCrossOrigin: function ( crossOrigin ) {
  21140. this.crossOrigin = crossOrigin;
  21141. return this;
  21142. },
  21143. setPath: function ( path ) {
  21144. this.path = path;
  21145. return this;
  21146. },
  21147. setResourcePath: function ( resourcePath ) {
  21148. this.resourcePath = resourcePath;
  21149. return this;
  21150. }
  21151. } );
  21152. /**
  21153. * @author mrdoob / http://mrdoob.com/
  21154. */
  21155. var loading = {};
  21156. function FileLoader( manager ) {
  21157. Loader.call( this, manager );
  21158. }
  21159. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21160. constructor: FileLoader,
  21161. load: function ( url, onLoad, onProgress, onError ) {
  21162. if ( url === undefined ) { url = ''; }
  21163. if ( this.path !== undefined ) { url = this.path + url; }
  21164. url = this.manager.resolveURL( url );
  21165. var scope = this;
  21166. var cached = Cache.get( url );
  21167. if ( cached !== undefined ) {
  21168. scope.manager.itemStart( url );
  21169. setTimeout( function () {
  21170. if ( onLoad ) { onLoad( cached ); }
  21171. scope.manager.itemEnd( url );
  21172. }, 0 );
  21173. return cached;
  21174. }
  21175. // Check if request is duplicate
  21176. if ( loading[ url ] !== undefined ) {
  21177. loading[ url ].push( {
  21178. onLoad: onLoad,
  21179. onProgress: onProgress,
  21180. onError: onError
  21181. } );
  21182. return;
  21183. }
  21184. // Check for data: URI
  21185. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21186. var dataUriRegexResult = url.match( dataUriRegex );
  21187. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21188. if ( dataUriRegexResult ) {
  21189. var mimeType = dataUriRegexResult[ 1 ];
  21190. var isBase64 = !! dataUriRegexResult[ 2 ];
  21191. var data = dataUriRegexResult[ 3 ];
  21192. data = decodeURIComponent( data );
  21193. if ( isBase64 ) { data = atob( data ); }
  21194. try {
  21195. var response;
  21196. var responseType = ( this.responseType || '' ).toLowerCase();
  21197. switch ( responseType ) {
  21198. case 'arraybuffer':
  21199. case 'blob':
  21200. var view = new Uint8Array( data.length );
  21201. for ( var i = 0; i < data.length; i ++ ) {
  21202. view[ i ] = data.charCodeAt( i );
  21203. }
  21204. if ( responseType === 'blob' ) {
  21205. response = new Blob( [ view.buffer ], { type: mimeType } );
  21206. } else {
  21207. response = view.buffer;
  21208. }
  21209. break;
  21210. case 'document':
  21211. var parser = new DOMParser();
  21212. response = parser.parseFromString( data, mimeType );
  21213. break;
  21214. case 'json':
  21215. response = JSON.parse( data );
  21216. break;
  21217. default: // 'text' or other
  21218. response = data;
  21219. break;
  21220. }
  21221. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21222. setTimeout( function () {
  21223. if ( onLoad ) { onLoad( response ); }
  21224. scope.manager.itemEnd( url );
  21225. }, 0 );
  21226. } catch ( error ) {
  21227. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21228. setTimeout( function () {
  21229. if ( onError ) { onError( error ); }
  21230. scope.manager.itemError( url );
  21231. scope.manager.itemEnd( url );
  21232. }, 0 );
  21233. }
  21234. } else {
  21235. // Initialise array for duplicate requests
  21236. loading[ url ] = [];
  21237. loading[ url ].push( {
  21238. onLoad: onLoad,
  21239. onProgress: onProgress,
  21240. onError: onError
  21241. } );
  21242. var request = new XMLHttpRequest();
  21243. request.open( 'GET', url, true );
  21244. request.addEventListener( 'load', function ( event ) {
  21245. var response = this.response;
  21246. var callbacks = loading[ url ];
  21247. delete loading[ url ];
  21248. if ( this.status === 200 || this.status === 0 ) {
  21249. // Some browsers return HTTP Status 0 when using non-http protocol
  21250. // e.g. 'file://' or 'data://'. Handle as success.
  21251. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21252. // Add to cache only on HTTP success, so that we do not cache
  21253. // error response bodies as proper responses to requests.
  21254. Cache.add( url, response );
  21255. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21256. var callback = callbacks[ i ];
  21257. if ( callback.onLoad ) { callback.onLoad( response ); }
  21258. }
  21259. scope.manager.itemEnd( url );
  21260. } else {
  21261. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21262. var callback = callbacks[ i ];
  21263. if ( callback.onError ) { callback.onError( event ); }
  21264. }
  21265. scope.manager.itemError( url );
  21266. scope.manager.itemEnd( url );
  21267. }
  21268. }, false );
  21269. request.addEventListener( 'progress', function ( event ) {
  21270. var callbacks = loading[ url ];
  21271. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21272. var callback = callbacks[ i ];
  21273. if ( callback.onProgress ) { callback.onProgress( event ); }
  21274. }
  21275. }, false );
  21276. request.addEventListener( 'error', function ( event ) {
  21277. var callbacks = loading[ url ];
  21278. delete loading[ url ];
  21279. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21280. var callback = callbacks[ i ];
  21281. if ( callback.onError ) { callback.onError( event ); }
  21282. }
  21283. scope.manager.itemError( url );
  21284. scope.manager.itemEnd( url );
  21285. }, false );
  21286. request.addEventListener( 'abort', function ( event ) {
  21287. var callbacks = loading[ url ];
  21288. delete loading[ url ];
  21289. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21290. var callback = callbacks[ i ];
  21291. if ( callback.onError ) { callback.onError( event ); }
  21292. }
  21293. scope.manager.itemError( url );
  21294. scope.manager.itemEnd( url );
  21295. }, false );
  21296. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21297. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21298. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21299. for ( var header in this.requestHeader ) {
  21300. request.setRequestHeader( header, this.requestHeader[ header ] );
  21301. }
  21302. request.send( null );
  21303. }
  21304. scope.manager.itemStart( url );
  21305. return request;
  21306. },
  21307. setResponseType: function ( value ) {
  21308. this.responseType = value;
  21309. return this;
  21310. },
  21311. setWithCredentials: function ( value ) {
  21312. this.withCredentials = value;
  21313. return this;
  21314. },
  21315. setMimeType: function ( value ) {
  21316. this.mimeType = value;
  21317. return this;
  21318. },
  21319. setRequestHeader: function ( value ) {
  21320. this.requestHeader = value;
  21321. return this;
  21322. }
  21323. } );
  21324. /**
  21325. * @author bhouston / http://clara.io/
  21326. */
  21327. function AnimationLoader( manager ) {
  21328. Loader.call( this, manager );
  21329. }
  21330. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21331. constructor: AnimationLoader,
  21332. load: function ( url, onLoad, onProgress, onError ) {
  21333. var scope = this;
  21334. var loader = new FileLoader( scope.manager );
  21335. loader.setPath( scope.path );
  21336. loader.load( url, function ( text ) {
  21337. onLoad( scope.parse( JSON.parse( text ) ) );
  21338. }, onProgress, onError );
  21339. },
  21340. parse: function ( json ) {
  21341. var animations = [];
  21342. for ( var i = 0; i < json.length; i ++ ) {
  21343. var clip = AnimationClip.parse( json[ i ] );
  21344. animations.push( clip );
  21345. }
  21346. return animations;
  21347. }
  21348. } );
  21349. /**
  21350. * @author mrdoob / http://mrdoob.com/
  21351. *
  21352. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21353. *
  21354. * Sub classes have to implement the parse() method which will be used in load().
  21355. */
  21356. function CompressedTextureLoader( manager ) {
  21357. Loader.call( this, manager );
  21358. }
  21359. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21360. constructor: CompressedTextureLoader,
  21361. load: function ( url, onLoad, onProgress, onError ) {
  21362. var scope = this;
  21363. var images = [];
  21364. var texture = new CompressedTexture();
  21365. texture.image = images;
  21366. var loader = new FileLoader( this.manager );
  21367. loader.setPath( this.path );
  21368. loader.setResponseType( 'arraybuffer' );
  21369. function loadTexture( i ) {
  21370. loader.load( url[ i ], function ( buffer ) {
  21371. var texDatas = scope.parse( buffer, true );
  21372. images[ i ] = {
  21373. width: texDatas.width,
  21374. height: texDatas.height,
  21375. format: texDatas.format,
  21376. mipmaps: texDatas.mipmaps
  21377. };
  21378. loaded += 1;
  21379. if ( loaded === 6 ) {
  21380. if ( texDatas.mipmapCount === 1 )
  21381. { texture.minFilter = LinearFilter; }
  21382. texture.format = texDatas.format;
  21383. texture.needsUpdate = true;
  21384. if ( onLoad ) { onLoad( texture ); }
  21385. }
  21386. }, onProgress, onError );
  21387. }
  21388. if ( Array.isArray( url ) ) {
  21389. var loaded = 0;
  21390. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21391. loadTexture( i );
  21392. }
  21393. } else {
  21394. // compressed cubemap texture stored in a single DDS file
  21395. loader.load( url, function ( buffer ) {
  21396. var texDatas = scope.parse( buffer, true );
  21397. if ( texDatas.isCubemap ) {
  21398. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21399. for ( var f = 0; f < faces; f ++ ) {
  21400. images[ f ] = { mipmaps: [] };
  21401. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21402. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21403. images[ f ].format = texDatas.format;
  21404. images[ f ].width = texDatas.width;
  21405. images[ f ].height = texDatas.height;
  21406. }
  21407. }
  21408. } else {
  21409. texture.image.width = texDatas.width;
  21410. texture.image.height = texDatas.height;
  21411. texture.mipmaps = texDatas.mipmaps;
  21412. }
  21413. if ( texDatas.mipmapCount === 1 ) {
  21414. texture.minFilter = LinearFilter;
  21415. }
  21416. texture.format = texDatas.format;
  21417. texture.needsUpdate = true;
  21418. if ( onLoad ) { onLoad( texture ); }
  21419. }, onProgress, onError );
  21420. }
  21421. return texture;
  21422. }
  21423. } );
  21424. /**
  21425. * @author Nikos M. / https://github.com/foo123/
  21426. *
  21427. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21428. *
  21429. * Sub classes have to implement the parse() method which will be used in load().
  21430. */
  21431. function DataTextureLoader( manager ) {
  21432. Loader.call( this, manager );
  21433. }
  21434. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21435. constructor: DataTextureLoader,
  21436. load: function ( url, onLoad, onProgress, onError ) {
  21437. var scope = this;
  21438. var texture = new DataTexture();
  21439. var loader = new FileLoader( this.manager );
  21440. loader.setResponseType( 'arraybuffer' );
  21441. loader.setPath( this.path );
  21442. loader.load( url, function ( buffer ) {
  21443. var texData = scope.parse( buffer );
  21444. if ( ! texData ) { return; }
  21445. if ( texData.image !== undefined ) {
  21446. texture.image = texData.image;
  21447. } else if ( texData.data !== undefined ) {
  21448. texture.image.width = texData.width;
  21449. texture.image.height = texData.height;
  21450. texture.image.data = texData.data;
  21451. }
  21452. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21453. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21454. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21455. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21456. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21457. if ( texData.format !== undefined ) {
  21458. texture.format = texData.format;
  21459. }
  21460. if ( texData.type !== undefined ) {
  21461. texture.type = texData.type;
  21462. }
  21463. if ( texData.mipmaps !== undefined ) {
  21464. texture.mipmaps = texData.mipmaps;
  21465. }
  21466. if ( texData.mipmapCount === 1 ) {
  21467. texture.minFilter = LinearFilter;
  21468. }
  21469. texture.needsUpdate = true;
  21470. if ( onLoad ) { onLoad( texture, texData ); }
  21471. }, onProgress, onError );
  21472. return texture;
  21473. }
  21474. } );
  21475. /**
  21476. * @author mrdoob / http://mrdoob.com/
  21477. */
  21478. function ImageLoader( manager ) {
  21479. Loader.call( this, manager );
  21480. }
  21481. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21482. constructor: ImageLoader,
  21483. load: function ( url, onLoad, onProgress, onError ) {
  21484. if ( this.path !== undefined ) { url = this.path + url; }
  21485. url = this.manager.resolveURL( url );
  21486. var scope = this;
  21487. var cached = Cache.get( url );
  21488. if ( cached !== undefined ) {
  21489. scope.manager.itemStart( url );
  21490. setTimeout( function () {
  21491. if ( onLoad ) { onLoad( cached ); }
  21492. scope.manager.itemEnd( url );
  21493. }, 0 );
  21494. return cached;
  21495. }
  21496. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21497. function onImageLoad() {
  21498. image.removeEventListener( 'load', onImageLoad, false );
  21499. image.removeEventListener( 'error', onImageError, false );
  21500. Cache.add( url, this );
  21501. if ( onLoad ) { onLoad( this ); }
  21502. scope.manager.itemEnd( url );
  21503. }
  21504. function onImageError( event ) {
  21505. image.removeEventListener( 'load', onImageLoad, false );
  21506. image.removeEventListener( 'error', onImageError, false );
  21507. if ( onError ) { onError( event ); }
  21508. scope.manager.itemError( url );
  21509. scope.manager.itemEnd( url );
  21510. }
  21511. image.addEventListener( 'load', onImageLoad, false );
  21512. image.addEventListener( 'error', onImageError, false );
  21513. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21514. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21515. }
  21516. scope.manager.itemStart( url );
  21517. image.src = url;
  21518. return image;
  21519. }
  21520. } );
  21521. /**
  21522. * @author mrdoob / http://mrdoob.com/
  21523. */
  21524. function CubeTextureLoader( manager ) {
  21525. Loader.call( this, manager );
  21526. }
  21527. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21528. constructor: CubeTextureLoader,
  21529. load: function ( urls, onLoad, onProgress, onError ) {
  21530. var texture = new CubeTexture();
  21531. var loader = new ImageLoader( this.manager );
  21532. loader.setCrossOrigin( this.crossOrigin );
  21533. loader.setPath( this.path );
  21534. var loaded = 0;
  21535. function loadTexture( i ) {
  21536. loader.load( urls[ i ], function ( image ) {
  21537. texture.images[ i ] = image;
  21538. loaded ++;
  21539. if ( loaded === 6 ) {
  21540. texture.needsUpdate = true;
  21541. if ( onLoad ) { onLoad( texture ); }
  21542. }
  21543. }, undefined, onError );
  21544. }
  21545. for ( var i = 0; i < urls.length; ++ i ) {
  21546. loadTexture( i );
  21547. }
  21548. return texture;
  21549. }
  21550. } );
  21551. /**
  21552. * @author mrdoob / http://mrdoob.com/
  21553. */
  21554. function TextureLoader( manager ) {
  21555. Loader.call( this, manager );
  21556. }
  21557. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21558. constructor: TextureLoader,
  21559. load: function ( url, onLoad, onProgress, onError ) {
  21560. var texture = new Texture();
  21561. var loader = new ImageLoader( this.manager );
  21562. loader.setCrossOrigin( this.crossOrigin );
  21563. loader.setPath( this.path );
  21564. loader.load( url, function ( image ) {
  21565. texture.image = image;
  21566. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21567. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21568. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21569. texture.needsUpdate = true;
  21570. if ( onLoad !== undefined ) {
  21571. onLoad( texture );
  21572. }
  21573. }, onProgress, onError );
  21574. return texture;
  21575. }
  21576. } );
  21577. /**
  21578. * @author zz85 / http://www.lab4games.net/zz85/blog
  21579. * Extensible curve object
  21580. *
  21581. * Some common of curve methods:
  21582. * .getPoint( t, optionalTarget ), .getTangent( t )
  21583. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21584. * .getPoints(), .getSpacedPoints()
  21585. * .getLength()
  21586. * .updateArcLengths()
  21587. *
  21588. * This following curves inherit from THREE.Curve:
  21589. *
  21590. * -- 2D curves --
  21591. * THREE.ArcCurve
  21592. * THREE.CubicBezierCurve
  21593. * THREE.EllipseCurve
  21594. * THREE.LineCurve
  21595. * THREE.QuadraticBezierCurve
  21596. * THREE.SplineCurve
  21597. *
  21598. * -- 3D curves --
  21599. * THREE.CatmullRomCurve3
  21600. * THREE.CubicBezierCurve3
  21601. * THREE.LineCurve3
  21602. * THREE.QuadraticBezierCurve3
  21603. *
  21604. * A series of curves can be represented as a THREE.CurvePath.
  21605. *
  21606. **/
  21607. /**************************************************************
  21608. * Abstract Curve base class
  21609. **************************************************************/
  21610. function Curve() {
  21611. this.type = 'Curve';
  21612. this.arcLengthDivisions = 200;
  21613. }
  21614. Object.assign( Curve.prototype, {
  21615. // Virtual base class method to overwrite and implement in subclasses
  21616. // - t [0 .. 1]
  21617. getPoint: function ( /* t, optionalTarget */ ) {
  21618. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21619. return null;
  21620. },
  21621. // Get point at relative position in curve according to arc length
  21622. // - u [0 .. 1]
  21623. getPointAt: function ( u, optionalTarget ) {
  21624. var t = this.getUtoTmapping( u );
  21625. return this.getPoint( t, optionalTarget );
  21626. },
  21627. // Get sequence of points using getPoint( t )
  21628. getPoints: function ( divisions ) {
  21629. if ( divisions === undefined ) { divisions = 5; }
  21630. var points = [];
  21631. for ( var d = 0; d <= divisions; d ++ ) {
  21632. points.push( this.getPoint( d / divisions ) );
  21633. }
  21634. return points;
  21635. },
  21636. // Get sequence of points using getPointAt( u )
  21637. getSpacedPoints: function ( divisions ) {
  21638. if ( divisions === undefined ) { divisions = 5; }
  21639. var points = [];
  21640. for ( var d = 0; d <= divisions; d ++ ) {
  21641. points.push( this.getPointAt( d / divisions ) );
  21642. }
  21643. return points;
  21644. },
  21645. // Get total curve arc length
  21646. getLength: function () {
  21647. var lengths = this.getLengths();
  21648. return lengths[ lengths.length - 1 ];
  21649. },
  21650. // Get list of cumulative segment lengths
  21651. getLengths: function ( divisions ) {
  21652. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21653. if ( this.cacheArcLengths &&
  21654. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21655. ! this.needsUpdate ) {
  21656. return this.cacheArcLengths;
  21657. }
  21658. this.needsUpdate = false;
  21659. var cache = [];
  21660. var current, last = this.getPoint( 0 );
  21661. var p, sum = 0;
  21662. cache.push( 0 );
  21663. for ( p = 1; p <= divisions; p ++ ) {
  21664. current = this.getPoint( p / divisions );
  21665. sum += current.distanceTo( last );
  21666. cache.push( sum );
  21667. last = current;
  21668. }
  21669. this.cacheArcLengths = cache;
  21670. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21671. },
  21672. updateArcLengths: function () {
  21673. this.needsUpdate = true;
  21674. this.getLengths();
  21675. },
  21676. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21677. getUtoTmapping: function ( u, distance ) {
  21678. var arcLengths = this.getLengths();
  21679. var i = 0, il = arcLengths.length;
  21680. var targetArcLength; // The targeted u distance value to get
  21681. if ( distance ) {
  21682. targetArcLength = distance;
  21683. } else {
  21684. targetArcLength = u * arcLengths[ il - 1 ];
  21685. }
  21686. // binary search for the index with largest value smaller than target u distance
  21687. var low = 0, high = il - 1, comparison;
  21688. while ( low <= high ) {
  21689. 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
  21690. comparison = arcLengths[ i ] - targetArcLength;
  21691. if ( comparison < 0 ) {
  21692. low = i + 1;
  21693. } else if ( comparison > 0 ) {
  21694. high = i - 1;
  21695. } else {
  21696. high = i;
  21697. break;
  21698. // DONE
  21699. }
  21700. }
  21701. i = high;
  21702. if ( arcLengths[ i ] === targetArcLength ) {
  21703. return i / ( il - 1 );
  21704. }
  21705. // we could get finer grain at lengths, or use simple interpolation between two points
  21706. var lengthBefore = arcLengths[ i ];
  21707. var lengthAfter = arcLengths[ i + 1 ];
  21708. var segmentLength = lengthAfter - lengthBefore;
  21709. // determine where we are between the 'before' and 'after' points
  21710. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21711. // add that fractional amount to t
  21712. var t = ( i + segmentFraction ) / ( il - 1 );
  21713. return t;
  21714. },
  21715. // Returns a unit vector tangent at t
  21716. // In case any sub curve does not implement its tangent derivation,
  21717. // 2 points a small delta apart will be used to find its gradient
  21718. // which seems to give a reasonable approximation
  21719. getTangent: function ( t ) {
  21720. var delta = 0.0001;
  21721. var t1 = t - delta;
  21722. var t2 = t + delta;
  21723. // Capping in case of danger
  21724. if ( t1 < 0 ) { t1 = 0; }
  21725. if ( t2 > 1 ) { t2 = 1; }
  21726. var pt1 = this.getPoint( t1 );
  21727. var pt2 = this.getPoint( t2 );
  21728. var vec = pt2.clone().sub( pt1 );
  21729. return vec.normalize();
  21730. },
  21731. getTangentAt: function ( u ) {
  21732. var t = this.getUtoTmapping( u );
  21733. return this.getTangent( t );
  21734. },
  21735. computeFrenetFrames: function ( segments, closed ) {
  21736. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21737. var normal = new Vector3();
  21738. var tangents = [];
  21739. var normals = [];
  21740. var binormals = [];
  21741. var vec = new Vector3();
  21742. var mat = new Matrix4();
  21743. var i, u, theta;
  21744. // compute the tangent vectors for each segment on the curve
  21745. for ( i = 0; i <= segments; i ++ ) {
  21746. u = i / segments;
  21747. tangents[ i ] = this.getTangentAt( u );
  21748. tangents[ i ].normalize();
  21749. }
  21750. // select an initial normal vector perpendicular to the first tangent vector,
  21751. // and in the direction of the minimum tangent xyz component
  21752. normals[ 0 ] = new Vector3();
  21753. binormals[ 0 ] = new Vector3();
  21754. var min = Number.MAX_VALUE;
  21755. var tx = Math.abs( tangents[ 0 ].x );
  21756. var ty = Math.abs( tangents[ 0 ].y );
  21757. var tz = Math.abs( tangents[ 0 ].z );
  21758. if ( tx <= min ) {
  21759. min = tx;
  21760. normal.set( 1, 0, 0 );
  21761. }
  21762. if ( ty <= min ) {
  21763. min = ty;
  21764. normal.set( 0, 1, 0 );
  21765. }
  21766. if ( tz <= min ) {
  21767. normal.set( 0, 0, 1 );
  21768. }
  21769. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21770. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21771. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21772. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21773. for ( i = 1; i <= segments; i ++ ) {
  21774. normals[ i ] = normals[ i - 1 ].clone();
  21775. binormals[ i ] = binormals[ i - 1 ].clone();
  21776. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21777. if ( vec.length() > Number.EPSILON ) {
  21778. vec.normalize();
  21779. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21780. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21781. }
  21782. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21783. }
  21784. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21785. if ( closed === true ) {
  21786. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21787. theta /= segments;
  21788. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21789. theta = - theta;
  21790. }
  21791. for ( i = 1; i <= segments; i ++ ) {
  21792. // twist a little...
  21793. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21794. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21795. }
  21796. }
  21797. return {
  21798. tangents: tangents,
  21799. normals: normals,
  21800. binormals: binormals
  21801. };
  21802. },
  21803. clone: function () {
  21804. return new this.constructor().copy( this );
  21805. },
  21806. copy: function ( source ) {
  21807. this.arcLengthDivisions = source.arcLengthDivisions;
  21808. return this;
  21809. },
  21810. toJSON: function () {
  21811. var data = {
  21812. metadata: {
  21813. version: 4.5,
  21814. type: 'Curve',
  21815. generator: 'Curve.toJSON'
  21816. }
  21817. };
  21818. data.arcLengthDivisions = this.arcLengthDivisions;
  21819. data.type = this.type;
  21820. return data;
  21821. },
  21822. fromJSON: function ( json ) {
  21823. this.arcLengthDivisions = json.arcLengthDivisions;
  21824. return this;
  21825. }
  21826. } );
  21827. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21828. Curve.call( this );
  21829. this.type = 'EllipseCurve';
  21830. this.aX = aX || 0;
  21831. this.aY = aY || 0;
  21832. this.xRadius = xRadius || 1;
  21833. this.yRadius = yRadius || 1;
  21834. this.aStartAngle = aStartAngle || 0;
  21835. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21836. this.aClockwise = aClockwise || false;
  21837. this.aRotation = aRotation || 0;
  21838. }
  21839. EllipseCurve.prototype = Object.create( Curve.prototype );
  21840. EllipseCurve.prototype.constructor = EllipseCurve;
  21841. EllipseCurve.prototype.isEllipseCurve = true;
  21842. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21843. var point = optionalTarget || new Vector2();
  21844. var twoPi = Math.PI * 2;
  21845. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21846. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21847. // ensures that deltaAngle is 0 .. 2 PI
  21848. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21849. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21850. if ( deltaAngle < Number.EPSILON ) {
  21851. if ( samePoints ) {
  21852. deltaAngle = 0;
  21853. } else {
  21854. deltaAngle = twoPi;
  21855. }
  21856. }
  21857. if ( this.aClockwise === true && ! samePoints ) {
  21858. if ( deltaAngle === twoPi ) {
  21859. deltaAngle = - twoPi;
  21860. } else {
  21861. deltaAngle = deltaAngle - twoPi;
  21862. }
  21863. }
  21864. var angle = this.aStartAngle + t * deltaAngle;
  21865. var x = this.aX + this.xRadius * Math.cos( angle );
  21866. var y = this.aY + this.yRadius * Math.sin( angle );
  21867. if ( this.aRotation !== 0 ) {
  21868. var cos = Math.cos( this.aRotation );
  21869. var sin = Math.sin( this.aRotation );
  21870. var tx = x - this.aX;
  21871. var ty = y - this.aY;
  21872. // Rotate the point about the center of the ellipse.
  21873. x = tx * cos - ty * sin + this.aX;
  21874. y = tx * sin + ty * cos + this.aY;
  21875. }
  21876. return point.set( x, y );
  21877. };
  21878. EllipseCurve.prototype.copy = function ( source ) {
  21879. Curve.prototype.copy.call( this, source );
  21880. this.aX = source.aX;
  21881. this.aY = source.aY;
  21882. this.xRadius = source.xRadius;
  21883. this.yRadius = source.yRadius;
  21884. this.aStartAngle = source.aStartAngle;
  21885. this.aEndAngle = source.aEndAngle;
  21886. this.aClockwise = source.aClockwise;
  21887. this.aRotation = source.aRotation;
  21888. return this;
  21889. };
  21890. EllipseCurve.prototype.toJSON = function () {
  21891. var data = Curve.prototype.toJSON.call( this );
  21892. data.aX = this.aX;
  21893. data.aY = this.aY;
  21894. data.xRadius = this.xRadius;
  21895. data.yRadius = this.yRadius;
  21896. data.aStartAngle = this.aStartAngle;
  21897. data.aEndAngle = this.aEndAngle;
  21898. data.aClockwise = this.aClockwise;
  21899. data.aRotation = this.aRotation;
  21900. return data;
  21901. };
  21902. EllipseCurve.prototype.fromJSON = function ( json ) {
  21903. Curve.prototype.fromJSON.call( this, json );
  21904. this.aX = json.aX;
  21905. this.aY = json.aY;
  21906. this.xRadius = json.xRadius;
  21907. this.yRadius = json.yRadius;
  21908. this.aStartAngle = json.aStartAngle;
  21909. this.aEndAngle = json.aEndAngle;
  21910. this.aClockwise = json.aClockwise;
  21911. this.aRotation = json.aRotation;
  21912. return this;
  21913. };
  21914. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21915. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21916. this.type = 'ArcCurve';
  21917. }
  21918. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21919. ArcCurve.prototype.constructor = ArcCurve;
  21920. ArcCurve.prototype.isArcCurve = true;
  21921. /**
  21922. * @author zz85 https://github.com/zz85
  21923. *
  21924. * Centripetal CatmullRom Curve - which is useful for avoiding
  21925. * cusps and self-intersections in non-uniform catmull rom curves.
  21926. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21927. *
  21928. * curve.type accepts centripetal(default), chordal and catmullrom
  21929. * curve.tension is used for catmullrom which defaults to 0.5
  21930. */
  21931. /*
  21932. Based on an optimized c++ solution in
  21933. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21934. - http://ideone.com/NoEbVM
  21935. This CubicPoly class could be used for reusing some variables and calculations,
  21936. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21937. which can be placed in CurveUtils.
  21938. */
  21939. function CubicPoly() {
  21940. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21941. /*
  21942. * Compute coefficients for a cubic polynomial
  21943. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21944. * such that
  21945. * p(0) = x0, p(1) = x1
  21946. * and
  21947. * p'(0) = t0, p'(1) = t1.
  21948. */
  21949. function init( x0, x1, t0, t1 ) {
  21950. c0 = x0;
  21951. c1 = t0;
  21952. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21953. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21954. }
  21955. return {
  21956. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21957. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21958. },
  21959. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21960. // compute tangents when parameterized in [t1,t2]
  21961. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21962. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21963. // rescale tangents for parametrization in [0,1]
  21964. t1 *= dt1;
  21965. t2 *= dt1;
  21966. init( x1, x2, t1, t2 );
  21967. },
  21968. calc: function ( t ) {
  21969. var t2 = t * t;
  21970. var t3 = t2 * t;
  21971. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21972. }
  21973. };
  21974. }
  21975. //
  21976. var tmp = new Vector3();
  21977. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21978. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21979. Curve.call( this );
  21980. this.type = 'CatmullRomCurve3';
  21981. this.points = points || [];
  21982. this.closed = closed || false;
  21983. this.curveType = curveType || 'centripetal';
  21984. this.tension = tension || 0.5;
  21985. }
  21986. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21987. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21988. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21989. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21990. var point = optionalTarget || new Vector3();
  21991. var points = this.points;
  21992. var l = points.length;
  21993. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21994. var intPoint = Math.floor( p );
  21995. var weight = p - intPoint;
  21996. if ( this.closed ) {
  21997. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21998. } else if ( weight === 0 && intPoint === l - 1 ) {
  21999. intPoint = l - 2;
  22000. weight = 1;
  22001. }
  22002. var p0, p1, p2, p3; // 4 points
  22003. if ( this.closed || intPoint > 0 ) {
  22004. p0 = points[ ( intPoint - 1 ) % l ];
  22005. } else {
  22006. // extrapolate first point
  22007. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22008. p0 = tmp;
  22009. }
  22010. p1 = points[ intPoint % l ];
  22011. p2 = points[ ( intPoint + 1 ) % l ];
  22012. if ( this.closed || intPoint + 2 < l ) {
  22013. p3 = points[ ( intPoint + 2 ) % l ];
  22014. } else {
  22015. // extrapolate last point
  22016. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22017. p3 = tmp;
  22018. }
  22019. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22020. // init Centripetal / Chordal Catmull-Rom
  22021. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22022. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22023. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22024. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22025. // safety check for repeated points
  22026. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22027. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22028. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22029. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22030. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22031. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22032. } else if ( this.curveType === 'catmullrom' ) {
  22033. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22034. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22035. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22036. }
  22037. point.set(
  22038. px.calc( weight ),
  22039. py.calc( weight ),
  22040. pz.calc( weight )
  22041. );
  22042. return point;
  22043. };
  22044. CatmullRomCurve3.prototype.copy = function ( source ) {
  22045. Curve.prototype.copy.call( this, source );
  22046. this.points = [];
  22047. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22048. var point = source.points[ i ];
  22049. this.points.push( point.clone() );
  22050. }
  22051. this.closed = source.closed;
  22052. this.curveType = source.curveType;
  22053. this.tension = source.tension;
  22054. return this;
  22055. };
  22056. CatmullRomCurve3.prototype.toJSON = function () {
  22057. var data = Curve.prototype.toJSON.call( this );
  22058. data.points = [];
  22059. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22060. var point = this.points[ i ];
  22061. data.points.push( point.toArray() );
  22062. }
  22063. data.closed = this.closed;
  22064. data.curveType = this.curveType;
  22065. data.tension = this.tension;
  22066. return data;
  22067. };
  22068. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22069. Curve.prototype.fromJSON.call( this, json );
  22070. this.points = [];
  22071. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22072. var point = json.points[ i ];
  22073. this.points.push( new Vector3().fromArray( point ) );
  22074. }
  22075. this.closed = json.closed;
  22076. this.curveType = json.curveType;
  22077. this.tension = json.tension;
  22078. return this;
  22079. };
  22080. /**
  22081. * @author zz85 / http://www.lab4games.net/zz85/blog
  22082. *
  22083. * Bezier Curves formulas obtained from
  22084. * http://en.wikipedia.org/wiki/Bézier_curve
  22085. */
  22086. function CatmullRom( t, p0, p1, p2, p3 ) {
  22087. var v0 = ( p2 - p0 ) * 0.5;
  22088. var v1 = ( p3 - p1 ) * 0.5;
  22089. var t2 = t * t;
  22090. var t3 = t * t2;
  22091. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22092. }
  22093. //
  22094. function QuadraticBezierP0( t, p ) {
  22095. var k = 1 - t;
  22096. return k * k * p;
  22097. }
  22098. function QuadraticBezierP1( t, p ) {
  22099. return 2 * ( 1 - t ) * t * p;
  22100. }
  22101. function QuadraticBezierP2( t, p ) {
  22102. return t * t * p;
  22103. }
  22104. function QuadraticBezier( t, p0, p1, p2 ) {
  22105. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22106. QuadraticBezierP2( t, p2 );
  22107. }
  22108. //
  22109. function CubicBezierP0( t, p ) {
  22110. var k = 1 - t;
  22111. return k * k * k * p;
  22112. }
  22113. function CubicBezierP1( t, p ) {
  22114. var k = 1 - t;
  22115. return 3 * k * k * t * p;
  22116. }
  22117. function CubicBezierP2( t, p ) {
  22118. return 3 * ( 1 - t ) * t * t * p;
  22119. }
  22120. function CubicBezierP3( t, p ) {
  22121. return t * t * t * p;
  22122. }
  22123. function CubicBezier( t, p0, p1, p2, p3 ) {
  22124. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22125. CubicBezierP3( t, p3 );
  22126. }
  22127. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22128. Curve.call( this );
  22129. this.type = 'CubicBezierCurve';
  22130. this.v0 = v0 || new Vector2();
  22131. this.v1 = v1 || new Vector2();
  22132. this.v2 = v2 || new Vector2();
  22133. this.v3 = v3 || new Vector2();
  22134. }
  22135. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22136. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22137. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22138. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22139. var point = optionalTarget || new Vector2();
  22140. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22141. point.set(
  22142. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22143. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22144. );
  22145. return point;
  22146. };
  22147. CubicBezierCurve.prototype.copy = function ( source ) {
  22148. Curve.prototype.copy.call( this, source );
  22149. this.v0.copy( source.v0 );
  22150. this.v1.copy( source.v1 );
  22151. this.v2.copy( source.v2 );
  22152. this.v3.copy( source.v3 );
  22153. return this;
  22154. };
  22155. CubicBezierCurve.prototype.toJSON = function () {
  22156. var data = Curve.prototype.toJSON.call( this );
  22157. data.v0 = this.v0.toArray();
  22158. data.v1 = this.v1.toArray();
  22159. data.v2 = this.v2.toArray();
  22160. data.v3 = this.v3.toArray();
  22161. return data;
  22162. };
  22163. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22164. Curve.prototype.fromJSON.call( this, json );
  22165. this.v0.fromArray( json.v0 );
  22166. this.v1.fromArray( json.v1 );
  22167. this.v2.fromArray( json.v2 );
  22168. this.v3.fromArray( json.v3 );
  22169. return this;
  22170. };
  22171. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22172. Curve.call( this );
  22173. this.type = 'CubicBezierCurve3';
  22174. this.v0 = v0 || new Vector3();
  22175. this.v1 = v1 || new Vector3();
  22176. this.v2 = v2 || new Vector3();
  22177. this.v3 = v3 || new Vector3();
  22178. }
  22179. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22180. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22181. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22182. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22183. var point = optionalTarget || new Vector3();
  22184. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22185. point.set(
  22186. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22187. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22188. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22189. );
  22190. return point;
  22191. };
  22192. CubicBezierCurve3.prototype.copy = function ( source ) {
  22193. Curve.prototype.copy.call( this, source );
  22194. this.v0.copy( source.v0 );
  22195. this.v1.copy( source.v1 );
  22196. this.v2.copy( source.v2 );
  22197. this.v3.copy( source.v3 );
  22198. return this;
  22199. };
  22200. CubicBezierCurve3.prototype.toJSON = function () {
  22201. var data = Curve.prototype.toJSON.call( this );
  22202. data.v0 = this.v0.toArray();
  22203. data.v1 = this.v1.toArray();
  22204. data.v2 = this.v2.toArray();
  22205. data.v3 = this.v3.toArray();
  22206. return data;
  22207. };
  22208. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22209. Curve.prototype.fromJSON.call( this, json );
  22210. this.v0.fromArray( json.v0 );
  22211. this.v1.fromArray( json.v1 );
  22212. this.v2.fromArray( json.v2 );
  22213. this.v3.fromArray( json.v3 );
  22214. return this;
  22215. };
  22216. function LineCurve( v1, v2 ) {
  22217. Curve.call( this );
  22218. this.type = 'LineCurve';
  22219. this.v1 = v1 || new Vector2();
  22220. this.v2 = v2 || new Vector2();
  22221. }
  22222. LineCurve.prototype = Object.create( Curve.prototype );
  22223. LineCurve.prototype.constructor = LineCurve;
  22224. LineCurve.prototype.isLineCurve = true;
  22225. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22226. var point = optionalTarget || new Vector2();
  22227. if ( t === 1 ) {
  22228. point.copy( this.v2 );
  22229. } else {
  22230. point.copy( this.v2 ).sub( this.v1 );
  22231. point.multiplyScalar( t ).add( this.v1 );
  22232. }
  22233. return point;
  22234. };
  22235. // Line curve is linear, so we can overwrite default getPointAt
  22236. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22237. return this.getPoint( u, optionalTarget );
  22238. };
  22239. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22240. var tangent = this.v2.clone().sub( this.v1 );
  22241. return tangent.normalize();
  22242. };
  22243. LineCurve.prototype.copy = function ( source ) {
  22244. Curve.prototype.copy.call( this, source );
  22245. this.v1.copy( source.v1 );
  22246. this.v2.copy( source.v2 );
  22247. return this;
  22248. };
  22249. LineCurve.prototype.toJSON = function () {
  22250. var data = Curve.prototype.toJSON.call( this );
  22251. data.v1 = this.v1.toArray();
  22252. data.v2 = this.v2.toArray();
  22253. return data;
  22254. };
  22255. LineCurve.prototype.fromJSON = function ( json ) {
  22256. Curve.prototype.fromJSON.call( this, json );
  22257. this.v1.fromArray( json.v1 );
  22258. this.v2.fromArray( json.v2 );
  22259. return this;
  22260. };
  22261. function LineCurve3( v1, v2 ) {
  22262. Curve.call( this );
  22263. this.type = 'LineCurve3';
  22264. this.v1 = v1 || new Vector3();
  22265. this.v2 = v2 || new Vector3();
  22266. }
  22267. LineCurve3.prototype = Object.create( Curve.prototype );
  22268. LineCurve3.prototype.constructor = LineCurve3;
  22269. LineCurve3.prototype.isLineCurve3 = true;
  22270. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22271. var point = optionalTarget || new Vector3();
  22272. if ( t === 1 ) {
  22273. point.copy( this.v2 );
  22274. } else {
  22275. point.copy( this.v2 ).sub( this.v1 );
  22276. point.multiplyScalar( t ).add( this.v1 );
  22277. }
  22278. return point;
  22279. };
  22280. // Line curve is linear, so we can overwrite default getPointAt
  22281. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22282. return this.getPoint( u, optionalTarget );
  22283. };
  22284. LineCurve3.prototype.copy = function ( source ) {
  22285. Curve.prototype.copy.call( this, source );
  22286. this.v1.copy( source.v1 );
  22287. this.v2.copy( source.v2 );
  22288. return this;
  22289. };
  22290. LineCurve3.prototype.toJSON = function () {
  22291. var data = Curve.prototype.toJSON.call( this );
  22292. data.v1 = this.v1.toArray();
  22293. data.v2 = this.v2.toArray();
  22294. return data;
  22295. };
  22296. LineCurve3.prototype.fromJSON = function ( json ) {
  22297. Curve.prototype.fromJSON.call( this, json );
  22298. this.v1.fromArray( json.v1 );
  22299. this.v2.fromArray( json.v2 );
  22300. return this;
  22301. };
  22302. function QuadraticBezierCurve( v0, v1, v2 ) {
  22303. Curve.call( this );
  22304. this.type = 'QuadraticBezierCurve';
  22305. this.v0 = v0 || new Vector2();
  22306. this.v1 = v1 || new Vector2();
  22307. this.v2 = v2 || new Vector2();
  22308. }
  22309. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22310. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22311. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22312. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22313. var point = optionalTarget || new Vector2();
  22314. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22315. point.set(
  22316. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22317. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22318. );
  22319. return point;
  22320. };
  22321. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22322. Curve.prototype.copy.call( this, source );
  22323. this.v0.copy( source.v0 );
  22324. this.v1.copy( source.v1 );
  22325. this.v2.copy( source.v2 );
  22326. return this;
  22327. };
  22328. QuadraticBezierCurve.prototype.toJSON = function () {
  22329. var data = Curve.prototype.toJSON.call( this );
  22330. data.v0 = this.v0.toArray();
  22331. data.v1 = this.v1.toArray();
  22332. data.v2 = this.v2.toArray();
  22333. return data;
  22334. };
  22335. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22336. Curve.prototype.fromJSON.call( this, json );
  22337. this.v0.fromArray( json.v0 );
  22338. this.v1.fromArray( json.v1 );
  22339. this.v2.fromArray( json.v2 );
  22340. return this;
  22341. };
  22342. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22343. Curve.call( this );
  22344. this.type = 'QuadraticBezierCurve3';
  22345. this.v0 = v0 || new Vector3();
  22346. this.v1 = v1 || new Vector3();
  22347. this.v2 = v2 || new Vector3();
  22348. }
  22349. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22350. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22351. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22352. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22353. var point = optionalTarget || new Vector3();
  22354. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22355. point.set(
  22356. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22357. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22358. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22359. );
  22360. return point;
  22361. };
  22362. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22363. Curve.prototype.copy.call( this, source );
  22364. this.v0.copy( source.v0 );
  22365. this.v1.copy( source.v1 );
  22366. this.v2.copy( source.v2 );
  22367. return this;
  22368. };
  22369. QuadraticBezierCurve3.prototype.toJSON = function () {
  22370. var data = Curve.prototype.toJSON.call( this );
  22371. data.v0 = this.v0.toArray();
  22372. data.v1 = this.v1.toArray();
  22373. data.v2 = this.v2.toArray();
  22374. return data;
  22375. };
  22376. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22377. Curve.prototype.fromJSON.call( this, json );
  22378. this.v0.fromArray( json.v0 );
  22379. this.v1.fromArray( json.v1 );
  22380. this.v2.fromArray( json.v2 );
  22381. return this;
  22382. };
  22383. function SplineCurve( points /* array of Vector2 */ ) {
  22384. Curve.call( this );
  22385. this.type = 'SplineCurve';
  22386. this.points = points || [];
  22387. }
  22388. SplineCurve.prototype = Object.create( Curve.prototype );
  22389. SplineCurve.prototype.constructor = SplineCurve;
  22390. SplineCurve.prototype.isSplineCurve = true;
  22391. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22392. var point = optionalTarget || new Vector2();
  22393. var points = this.points;
  22394. var p = ( points.length - 1 ) * t;
  22395. var intPoint = Math.floor( p );
  22396. var weight = p - intPoint;
  22397. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22398. var p1 = points[ intPoint ];
  22399. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22400. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22401. point.set(
  22402. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22403. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22404. );
  22405. return point;
  22406. };
  22407. SplineCurve.prototype.copy = function ( source ) {
  22408. Curve.prototype.copy.call( this, source );
  22409. this.points = [];
  22410. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22411. var point = source.points[ i ];
  22412. this.points.push( point.clone() );
  22413. }
  22414. return this;
  22415. };
  22416. SplineCurve.prototype.toJSON = function () {
  22417. var data = Curve.prototype.toJSON.call( this );
  22418. data.points = [];
  22419. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22420. var point = this.points[ i ];
  22421. data.points.push( point.toArray() );
  22422. }
  22423. return data;
  22424. };
  22425. SplineCurve.prototype.fromJSON = function ( json ) {
  22426. Curve.prototype.fromJSON.call( this, json );
  22427. this.points = [];
  22428. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22429. var point = json.points[ i ];
  22430. this.points.push( new Vector2().fromArray( point ) );
  22431. }
  22432. return this;
  22433. };
  22434. var Curves = /*#__PURE__*/Object.freeze({
  22435. ArcCurve: ArcCurve,
  22436. CatmullRomCurve3: CatmullRomCurve3,
  22437. CubicBezierCurve: CubicBezierCurve,
  22438. CubicBezierCurve3: CubicBezierCurve3,
  22439. EllipseCurve: EllipseCurve,
  22440. LineCurve: LineCurve,
  22441. LineCurve3: LineCurve3,
  22442. QuadraticBezierCurve: QuadraticBezierCurve,
  22443. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22444. SplineCurve: SplineCurve
  22445. });
  22446. /**
  22447. * @author zz85 / http://www.lab4games.net/zz85/blog
  22448. *
  22449. **/
  22450. /**************************************************************
  22451. * Curved Path - a curve path is simply a array of connected
  22452. * curves, but retains the api of a curve
  22453. **************************************************************/
  22454. function CurvePath() {
  22455. Curve.call( this );
  22456. this.type = 'CurvePath';
  22457. this.curves = [];
  22458. this.autoClose = false; // Automatically closes the path
  22459. }
  22460. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22461. constructor: CurvePath,
  22462. add: function ( curve ) {
  22463. this.curves.push( curve );
  22464. },
  22465. closePath: function () {
  22466. // Add a line curve if start and end of lines are not connected
  22467. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22468. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22469. if ( ! startPoint.equals( endPoint ) ) {
  22470. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22471. }
  22472. },
  22473. // To get accurate point with reference to
  22474. // entire path distance at time t,
  22475. // following has to be done:
  22476. // 1. Length of each sub path have to be known
  22477. // 2. Locate and identify type of curve
  22478. // 3. Get t for the curve
  22479. // 4. Return curve.getPointAt(t')
  22480. getPoint: function ( t ) {
  22481. var d = t * this.getLength();
  22482. var curveLengths = this.getCurveLengths();
  22483. var i = 0;
  22484. // To think about boundaries points.
  22485. while ( i < curveLengths.length ) {
  22486. if ( curveLengths[ i ] >= d ) {
  22487. var diff = curveLengths[ i ] - d;
  22488. var curve = this.curves[ i ];
  22489. var segmentLength = curve.getLength();
  22490. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22491. return curve.getPointAt( u );
  22492. }
  22493. i ++;
  22494. }
  22495. return null;
  22496. // loop where sum != 0, sum > d , sum+1 <d
  22497. },
  22498. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22499. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22500. // getPoint() depends on getLength
  22501. getLength: function () {
  22502. var lens = this.getCurveLengths();
  22503. return lens[ lens.length - 1 ];
  22504. },
  22505. // cacheLengths must be recalculated.
  22506. updateArcLengths: function () {
  22507. this.needsUpdate = true;
  22508. this.cacheLengths = null;
  22509. this.getCurveLengths();
  22510. },
  22511. // Compute lengths and cache them
  22512. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22513. getCurveLengths: function () {
  22514. // We use cache values if curves and cache array are same length
  22515. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22516. return this.cacheLengths;
  22517. }
  22518. // Get length of sub-curve
  22519. // Push sums into cached array
  22520. var lengths = [], sums = 0;
  22521. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22522. sums += this.curves[ i ].getLength();
  22523. lengths.push( sums );
  22524. }
  22525. this.cacheLengths = lengths;
  22526. return lengths;
  22527. },
  22528. getSpacedPoints: function ( divisions ) {
  22529. if ( divisions === undefined ) { divisions = 40; }
  22530. var points = [];
  22531. for ( var i = 0; i <= divisions; i ++ ) {
  22532. points.push( this.getPoint( i / divisions ) );
  22533. }
  22534. if ( this.autoClose ) {
  22535. points.push( points[ 0 ] );
  22536. }
  22537. return points;
  22538. },
  22539. getPoints: function ( divisions ) {
  22540. divisions = divisions || 12;
  22541. var points = [], last;
  22542. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22543. var curve = curves[ i ];
  22544. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22545. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22546. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22547. : divisions;
  22548. var pts = curve.getPoints( resolution );
  22549. for ( var j = 0; j < pts.length; j ++ ) {
  22550. var point = pts[ j ];
  22551. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22552. points.push( point );
  22553. last = point;
  22554. }
  22555. }
  22556. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22557. points.push( points[ 0 ] );
  22558. }
  22559. return points;
  22560. },
  22561. copy: function ( source ) {
  22562. Curve.prototype.copy.call( this, source );
  22563. this.curves = [];
  22564. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22565. var curve = source.curves[ i ];
  22566. this.curves.push( curve.clone() );
  22567. }
  22568. this.autoClose = source.autoClose;
  22569. return this;
  22570. },
  22571. toJSON: function () {
  22572. var data = Curve.prototype.toJSON.call( this );
  22573. data.autoClose = this.autoClose;
  22574. data.curves = [];
  22575. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22576. var curve = this.curves[ i ];
  22577. data.curves.push( curve.toJSON() );
  22578. }
  22579. return data;
  22580. },
  22581. fromJSON: function ( json ) {
  22582. Curve.prototype.fromJSON.call( this, json );
  22583. this.autoClose = json.autoClose;
  22584. this.curves = [];
  22585. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22586. var curve = json.curves[ i ];
  22587. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22588. }
  22589. return this;
  22590. }
  22591. } );
  22592. /**
  22593. * @author zz85 / http://www.lab4games.net/zz85/blog
  22594. * Creates free form 2d path using series of points, lines or curves.
  22595. **/
  22596. function Path( points ) {
  22597. CurvePath.call( this );
  22598. this.type = 'Path';
  22599. this.currentPoint = new Vector2();
  22600. if ( points ) {
  22601. this.setFromPoints( points );
  22602. }
  22603. }
  22604. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22605. constructor: Path,
  22606. setFromPoints: function ( points ) {
  22607. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22608. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22609. this.lineTo( points[ i ].x, points[ i ].y );
  22610. }
  22611. },
  22612. moveTo: function ( x, y ) {
  22613. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22614. },
  22615. lineTo: function ( x, y ) {
  22616. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22617. this.curves.push( curve );
  22618. this.currentPoint.set( x, y );
  22619. },
  22620. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22621. var curve = new QuadraticBezierCurve(
  22622. this.currentPoint.clone(),
  22623. new Vector2( aCPx, aCPy ),
  22624. new Vector2( aX, aY )
  22625. );
  22626. this.curves.push( curve );
  22627. this.currentPoint.set( aX, aY );
  22628. },
  22629. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22630. var curve = new CubicBezierCurve(
  22631. this.currentPoint.clone(),
  22632. new Vector2( aCP1x, aCP1y ),
  22633. new Vector2( aCP2x, aCP2y ),
  22634. new Vector2( aX, aY )
  22635. );
  22636. this.curves.push( curve );
  22637. this.currentPoint.set( aX, aY );
  22638. },
  22639. splineThru: function ( pts /*Array of Vector*/ ) {
  22640. var npts = [ this.currentPoint.clone() ].concat( pts );
  22641. var curve = new SplineCurve( npts );
  22642. this.curves.push( curve );
  22643. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22644. },
  22645. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22646. var x0 = this.currentPoint.x;
  22647. var y0 = this.currentPoint.y;
  22648. this.absarc( aX + x0, aY + y0, aRadius,
  22649. aStartAngle, aEndAngle, aClockwise );
  22650. },
  22651. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22652. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22653. },
  22654. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22655. var x0 = this.currentPoint.x;
  22656. var y0 = this.currentPoint.y;
  22657. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22658. },
  22659. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22660. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22661. if ( this.curves.length > 0 ) {
  22662. // if a previous curve is present, attempt to join
  22663. var firstPoint = curve.getPoint( 0 );
  22664. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22665. this.lineTo( firstPoint.x, firstPoint.y );
  22666. }
  22667. }
  22668. this.curves.push( curve );
  22669. var lastPoint = curve.getPoint( 1 );
  22670. this.currentPoint.copy( lastPoint );
  22671. },
  22672. copy: function ( source ) {
  22673. CurvePath.prototype.copy.call( this, source );
  22674. this.currentPoint.copy( source.currentPoint );
  22675. return this;
  22676. },
  22677. toJSON: function () {
  22678. var data = CurvePath.prototype.toJSON.call( this );
  22679. data.currentPoint = this.currentPoint.toArray();
  22680. return data;
  22681. },
  22682. fromJSON: function ( json ) {
  22683. CurvePath.prototype.fromJSON.call( this, json );
  22684. this.currentPoint.fromArray( json.currentPoint );
  22685. return this;
  22686. }
  22687. } );
  22688. /**
  22689. * @author zz85 / http://www.lab4games.net/zz85/blog
  22690. * Defines a 2d shape plane using paths.
  22691. **/
  22692. // STEP 1 Create a path.
  22693. // STEP 2 Turn path into shape.
  22694. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22695. // STEP 3a - Extract points from each shape, turn to vertices
  22696. // STEP 3b - Triangulate each shape, add faces.
  22697. function Shape( points ) {
  22698. Path.call( this, points );
  22699. this.uuid = _Math.generateUUID();
  22700. this.type = 'Shape';
  22701. this.holes = [];
  22702. }
  22703. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22704. constructor: Shape,
  22705. getPointsHoles: function ( divisions ) {
  22706. var holesPts = [];
  22707. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22708. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22709. }
  22710. return holesPts;
  22711. },
  22712. // get points of shape and holes (keypoints based on segments parameter)
  22713. extractPoints: function ( divisions ) {
  22714. return {
  22715. shape: this.getPoints( divisions ),
  22716. holes: this.getPointsHoles( divisions )
  22717. };
  22718. },
  22719. copy: function ( source ) {
  22720. Path.prototype.copy.call( this, source );
  22721. this.holes = [];
  22722. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22723. var hole = source.holes[ i ];
  22724. this.holes.push( hole.clone() );
  22725. }
  22726. return this;
  22727. },
  22728. toJSON: function () {
  22729. var data = Path.prototype.toJSON.call( this );
  22730. data.uuid = this.uuid;
  22731. data.holes = [];
  22732. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22733. var hole = this.holes[ i ];
  22734. data.holes.push( hole.toJSON() );
  22735. }
  22736. return data;
  22737. },
  22738. fromJSON: function ( json ) {
  22739. Path.prototype.fromJSON.call( this, json );
  22740. this.uuid = json.uuid;
  22741. this.holes = [];
  22742. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22743. var hole = json.holes[ i ];
  22744. this.holes.push( new Path().fromJSON( hole ) );
  22745. }
  22746. return this;
  22747. }
  22748. } );
  22749. /**
  22750. * @author mrdoob / http://mrdoob.com/
  22751. * @author alteredq / http://alteredqualia.com/
  22752. */
  22753. function Light( color, intensity ) {
  22754. Object3D.call( this );
  22755. this.type = 'Light';
  22756. this.color = new Color( color );
  22757. this.intensity = intensity !== undefined ? intensity : 1;
  22758. this.receiveShadow = undefined;
  22759. }
  22760. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22761. constructor: Light,
  22762. isLight: true,
  22763. copy: function ( source ) {
  22764. Object3D.prototype.copy.call( this, source );
  22765. this.color.copy( source.color );
  22766. this.intensity = source.intensity;
  22767. return this;
  22768. },
  22769. toJSON: function ( meta ) {
  22770. var data = Object3D.prototype.toJSON.call( this, meta );
  22771. data.object.color = this.color.getHex();
  22772. data.object.intensity = this.intensity;
  22773. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22774. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22775. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22776. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22777. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22778. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22779. return data;
  22780. }
  22781. } );
  22782. /**
  22783. * @author alteredq / http://alteredqualia.com/
  22784. */
  22785. function HemisphereLight( skyColor, groundColor, intensity ) {
  22786. Light.call( this, skyColor, intensity );
  22787. this.type = 'HemisphereLight';
  22788. this.castShadow = undefined;
  22789. this.position.copy( Object3D.DefaultUp );
  22790. this.updateMatrix();
  22791. this.groundColor = new Color( groundColor );
  22792. }
  22793. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22794. constructor: HemisphereLight,
  22795. isHemisphereLight: true,
  22796. copy: function ( source ) {
  22797. Light.prototype.copy.call( this, source );
  22798. this.groundColor.copy( source.groundColor );
  22799. return this;
  22800. }
  22801. } );
  22802. /**
  22803. * @author mrdoob / http://mrdoob.com/
  22804. */
  22805. function LightShadow( camera ) {
  22806. this.camera = camera;
  22807. this.bias = 0;
  22808. this.radius = 1;
  22809. this.mapSize = new Vector2( 512, 512 );
  22810. this.map = null;
  22811. this.mapPass = null;
  22812. this.matrix = new Matrix4();
  22813. this._frustum = new Frustum();
  22814. this._frameExtents = new Vector2( 1, 1 );
  22815. this._viewportCount = 1;
  22816. this._viewports = [
  22817. new Vector4( 0, 0, 1, 1 )
  22818. ];
  22819. }
  22820. Object.assign( LightShadow.prototype, {
  22821. _projScreenMatrix: new Matrix4(),
  22822. _lightPositionWorld: new Vector3(),
  22823. _lookTarget: new Vector3(),
  22824. getViewportCount: function () {
  22825. return this._viewportCount;
  22826. },
  22827. getFrustum: function () {
  22828. return this._frustum;
  22829. },
  22830. updateMatrices: function ( light ) {
  22831. var shadowCamera = this.camera,
  22832. shadowMatrix = this.matrix,
  22833. projScreenMatrix = this._projScreenMatrix,
  22834. lookTarget = this._lookTarget,
  22835. lightPositionWorld = this._lightPositionWorld;
  22836. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22837. shadowCamera.position.copy( lightPositionWorld );
  22838. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22839. shadowCamera.lookAt( lookTarget );
  22840. shadowCamera.updateMatrixWorld();
  22841. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22842. this._frustum.setFromMatrix( projScreenMatrix );
  22843. shadowMatrix.set(
  22844. 0.5, 0.0, 0.0, 0.5,
  22845. 0.0, 0.5, 0.0, 0.5,
  22846. 0.0, 0.0, 0.5, 0.5,
  22847. 0.0, 0.0, 0.0, 1.0
  22848. );
  22849. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22850. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22851. },
  22852. getViewport: function ( viewportIndex ) {
  22853. return this._viewports[ viewportIndex ];
  22854. },
  22855. getFrameExtents: function () {
  22856. return this._frameExtents;
  22857. },
  22858. copy: function ( source ) {
  22859. this.camera = source.camera.clone();
  22860. this.bias = source.bias;
  22861. this.radius = source.radius;
  22862. this.mapSize.copy( source.mapSize );
  22863. return this;
  22864. },
  22865. clone: function () {
  22866. return new this.constructor().copy( this );
  22867. },
  22868. toJSON: function () {
  22869. var object = {};
  22870. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22871. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22872. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22873. object.camera = this.camera.toJSON( false ).object;
  22874. delete object.camera.matrix;
  22875. return object;
  22876. }
  22877. } );
  22878. /**
  22879. * @author mrdoob / http://mrdoob.com/
  22880. */
  22881. function SpotLightShadow() {
  22882. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22883. }
  22884. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22885. constructor: SpotLightShadow,
  22886. isSpotLightShadow: true,
  22887. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22888. var camera = this.camera;
  22889. var fov = _Math.RAD2DEG * 2 * light.angle;
  22890. var aspect = this.mapSize.width / this.mapSize.height;
  22891. var far = light.distance || camera.far;
  22892. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22893. camera.fov = fov;
  22894. camera.aspect = aspect;
  22895. camera.far = far;
  22896. camera.updateProjectionMatrix();
  22897. }
  22898. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22899. }
  22900. } );
  22901. /**
  22902. * @author alteredq / http://alteredqualia.com/
  22903. */
  22904. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22905. Light.call( this, color, intensity );
  22906. this.type = 'SpotLight';
  22907. this.position.copy( Object3D.DefaultUp );
  22908. this.updateMatrix();
  22909. this.target = new Object3D();
  22910. Object.defineProperty( this, 'power', {
  22911. get: function () {
  22912. // intensity = power per solid angle.
  22913. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22914. return this.intensity * Math.PI;
  22915. },
  22916. set: function ( power ) {
  22917. // intensity = power per solid angle.
  22918. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22919. this.intensity = power / Math.PI;
  22920. }
  22921. } );
  22922. this.distance = ( distance !== undefined ) ? distance : 0;
  22923. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22924. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22925. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22926. this.shadow = new SpotLightShadow();
  22927. }
  22928. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22929. constructor: SpotLight,
  22930. isSpotLight: true,
  22931. copy: function ( source ) {
  22932. Light.prototype.copy.call( this, source );
  22933. this.distance = source.distance;
  22934. this.angle = source.angle;
  22935. this.penumbra = source.penumbra;
  22936. this.decay = source.decay;
  22937. this.target = source.target.clone();
  22938. this.shadow = source.shadow.clone();
  22939. return this;
  22940. }
  22941. } );
  22942. function PointLightShadow() {
  22943. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22944. this._frameExtents = new Vector2( 4, 2 );
  22945. this._viewportCount = 6;
  22946. this._viewports = [
  22947. // These viewports map a cube-map onto a 2D texture with the
  22948. // following orientation:
  22949. //
  22950. // xzXZ
  22951. // y Y
  22952. //
  22953. // X - Positive x direction
  22954. // x - Negative x direction
  22955. // Y - Positive y direction
  22956. // y - Negative y direction
  22957. // Z - Positive z direction
  22958. // z - Negative z direction
  22959. // positive X
  22960. new Vector4( 2, 1, 1, 1 ),
  22961. // negative X
  22962. new Vector4( 0, 1, 1, 1 ),
  22963. // positive Z
  22964. new Vector4( 3, 1, 1, 1 ),
  22965. // negative Z
  22966. new Vector4( 1, 1, 1, 1 ),
  22967. // positive Y
  22968. new Vector4( 3, 0, 1, 1 ),
  22969. // negative Y
  22970. new Vector4( 1, 0, 1, 1 )
  22971. ];
  22972. this._cubeDirections = [
  22973. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22974. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22975. ];
  22976. this._cubeUps = [
  22977. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22978. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22979. ];
  22980. }
  22981. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22982. constructor: PointLightShadow,
  22983. isPointLightShadow: true,
  22984. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22985. var camera = this.camera,
  22986. shadowMatrix = this.matrix,
  22987. lightPositionWorld = this._lightPositionWorld,
  22988. lookTarget = this._lookTarget,
  22989. projScreenMatrix = this._projScreenMatrix;
  22990. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22991. camera.position.copy( lightPositionWorld );
  22992. lookTarget.copy( camera.position );
  22993. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22994. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22995. camera.lookAt( lookTarget );
  22996. camera.updateMatrixWorld();
  22997. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22998. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22999. this._frustum.setFromMatrix( projScreenMatrix );
  23000. }
  23001. } );
  23002. /**
  23003. * @author mrdoob / http://mrdoob.com/
  23004. */
  23005. function PointLight( color, intensity, distance, decay ) {
  23006. Light.call( this, color, intensity );
  23007. this.type = 'PointLight';
  23008. Object.defineProperty( this, 'power', {
  23009. get: function () {
  23010. // intensity = power per solid angle.
  23011. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23012. return this.intensity * 4 * Math.PI;
  23013. },
  23014. set: function ( power ) {
  23015. // intensity = power per solid angle.
  23016. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23017. this.intensity = power / ( 4 * Math.PI );
  23018. }
  23019. } );
  23020. this.distance = ( distance !== undefined ) ? distance : 0;
  23021. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23022. this.shadow = new PointLightShadow();
  23023. }
  23024. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23025. constructor: PointLight,
  23026. isPointLight: true,
  23027. copy: function ( source ) {
  23028. Light.prototype.copy.call( this, source );
  23029. this.distance = source.distance;
  23030. this.decay = source.decay;
  23031. this.shadow = source.shadow.clone();
  23032. return this;
  23033. }
  23034. } );
  23035. /**
  23036. * @author alteredq / http://alteredqualia.com/
  23037. * @author arose / http://github.com/arose
  23038. */
  23039. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23040. Camera.call( this );
  23041. this.type = 'OrthographicCamera';
  23042. this.zoom = 1;
  23043. this.view = null;
  23044. this.left = ( left !== undefined ) ? left : - 1;
  23045. this.right = ( right !== undefined ) ? right : 1;
  23046. this.top = ( top !== undefined ) ? top : 1;
  23047. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23048. this.near = ( near !== undefined ) ? near : 0.1;
  23049. this.far = ( far !== undefined ) ? far : 2000;
  23050. this.updateProjectionMatrix();
  23051. }
  23052. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23053. constructor: OrthographicCamera,
  23054. isOrthographicCamera: true,
  23055. copy: function ( source, recursive ) {
  23056. Camera.prototype.copy.call( this, source, recursive );
  23057. this.left = source.left;
  23058. this.right = source.right;
  23059. this.top = source.top;
  23060. this.bottom = source.bottom;
  23061. this.near = source.near;
  23062. this.far = source.far;
  23063. this.zoom = source.zoom;
  23064. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23065. return this;
  23066. },
  23067. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23068. if ( this.view === null ) {
  23069. this.view = {
  23070. enabled: true,
  23071. fullWidth: 1,
  23072. fullHeight: 1,
  23073. offsetX: 0,
  23074. offsetY: 0,
  23075. width: 1,
  23076. height: 1
  23077. };
  23078. }
  23079. this.view.enabled = true;
  23080. this.view.fullWidth = fullWidth;
  23081. this.view.fullHeight = fullHeight;
  23082. this.view.offsetX = x;
  23083. this.view.offsetY = y;
  23084. this.view.width = width;
  23085. this.view.height = height;
  23086. this.updateProjectionMatrix();
  23087. },
  23088. clearViewOffset: function () {
  23089. if ( this.view !== null ) {
  23090. this.view.enabled = false;
  23091. }
  23092. this.updateProjectionMatrix();
  23093. },
  23094. updateProjectionMatrix: function () {
  23095. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23096. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23097. var cx = ( this.right + this.left ) / 2;
  23098. var cy = ( this.top + this.bottom ) / 2;
  23099. var left = cx - dx;
  23100. var right = cx + dx;
  23101. var top = cy + dy;
  23102. var bottom = cy - dy;
  23103. if ( this.view !== null && this.view.enabled ) {
  23104. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23105. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23106. var scaleW = ( this.right - this.left ) / this.view.width;
  23107. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23108. left += scaleW * ( this.view.offsetX / zoomW );
  23109. right = left + scaleW * ( this.view.width / zoomW );
  23110. top -= scaleH * ( this.view.offsetY / zoomH );
  23111. bottom = top - scaleH * ( this.view.height / zoomH );
  23112. }
  23113. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23114. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23115. },
  23116. toJSON: function ( meta ) {
  23117. var data = Object3D.prototype.toJSON.call( this, meta );
  23118. data.object.zoom = this.zoom;
  23119. data.object.left = this.left;
  23120. data.object.right = this.right;
  23121. data.object.top = this.top;
  23122. data.object.bottom = this.bottom;
  23123. data.object.near = this.near;
  23124. data.object.far = this.far;
  23125. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23126. return data;
  23127. }
  23128. } );
  23129. /**
  23130. * @author mrdoob / http://mrdoob.com/
  23131. */
  23132. function DirectionalLightShadow() {
  23133. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23134. }
  23135. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23136. constructor: DirectionalLightShadow,
  23137. isDirectionalLightShadow: true,
  23138. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23139. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23140. }
  23141. } );
  23142. /**
  23143. * @author mrdoob / http://mrdoob.com/
  23144. * @author alteredq / http://alteredqualia.com/
  23145. */
  23146. function DirectionalLight( color, intensity ) {
  23147. Light.call( this, color, intensity );
  23148. this.type = 'DirectionalLight';
  23149. this.position.copy( Object3D.DefaultUp );
  23150. this.updateMatrix();
  23151. this.target = new Object3D();
  23152. this.shadow = new DirectionalLightShadow();
  23153. }
  23154. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23155. constructor: DirectionalLight,
  23156. isDirectionalLight: true,
  23157. copy: function ( source ) {
  23158. Light.prototype.copy.call( this, source );
  23159. this.target = source.target.clone();
  23160. this.shadow = source.shadow.clone();
  23161. return this;
  23162. }
  23163. } );
  23164. /**
  23165. * @author mrdoob / http://mrdoob.com/
  23166. */
  23167. function AmbientLight( color, intensity ) {
  23168. Light.call( this, color, intensity );
  23169. this.type = 'AmbientLight';
  23170. this.castShadow = undefined;
  23171. }
  23172. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23173. constructor: AmbientLight,
  23174. isAmbientLight: true
  23175. } );
  23176. /**
  23177. * @author abelnation / http://github.com/abelnation
  23178. */
  23179. function RectAreaLight( color, intensity, width, height ) {
  23180. Light.call( this, color, intensity );
  23181. this.type = 'RectAreaLight';
  23182. this.width = ( width !== undefined ) ? width : 10;
  23183. this.height = ( height !== undefined ) ? height : 10;
  23184. }
  23185. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23186. constructor: RectAreaLight,
  23187. isRectAreaLight: true,
  23188. copy: function ( source ) {
  23189. Light.prototype.copy.call( this, source );
  23190. this.width = source.width;
  23191. this.height = source.height;
  23192. return this;
  23193. },
  23194. toJSON: function ( meta ) {
  23195. var data = Light.prototype.toJSON.call( this, meta );
  23196. data.object.width = this.width;
  23197. data.object.height = this.height;
  23198. return data;
  23199. }
  23200. } );
  23201. /**
  23202. * @author mrdoob / http://mrdoob.com/
  23203. */
  23204. function MaterialLoader( manager ) {
  23205. Loader.call( this, manager );
  23206. this.textures = {};
  23207. }
  23208. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23209. constructor: MaterialLoader,
  23210. load: function ( url, onLoad, onProgress, onError ) {
  23211. var scope = this;
  23212. var loader = new FileLoader( scope.manager );
  23213. loader.setPath( scope.path );
  23214. loader.load( url, function ( text ) {
  23215. onLoad( scope.parse( JSON.parse( text ) ) );
  23216. }, onProgress, onError );
  23217. },
  23218. parse: function ( json ) {
  23219. var textures = this.textures;
  23220. function getTexture( name ) {
  23221. if ( textures[ name ] === undefined ) {
  23222. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23223. }
  23224. return textures[ name ];
  23225. }
  23226. var material = new Materials[ json.type ]();
  23227. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23228. if ( json.name !== undefined ) { material.name = json.name; }
  23229. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23230. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23231. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23232. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23233. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23234. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23235. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23236. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23237. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23238. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23239. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23240. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23241. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23242. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23243. if ( json.side !== undefined ) { material.side = json.side; }
  23244. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23245. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23246. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23247. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23248. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23249. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23250. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23251. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23252. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23253. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23254. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23255. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23256. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23257. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23258. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23259. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23260. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23261. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23262. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23263. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23264. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23265. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23266. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23267. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23268. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23269. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23270. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23271. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23272. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23273. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23274. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23275. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23276. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23277. // Shader Material
  23278. if ( json.uniforms !== undefined ) {
  23279. for ( var name in json.uniforms ) {
  23280. var uniform = json.uniforms[ name ];
  23281. material.uniforms[ name ] = {};
  23282. switch ( uniform.type ) {
  23283. case 't':
  23284. material.uniforms[ name ].value = getTexture( uniform.value );
  23285. break;
  23286. case 'c':
  23287. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23288. break;
  23289. case 'v2':
  23290. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23291. break;
  23292. case 'v3':
  23293. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23294. break;
  23295. case 'v4':
  23296. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23297. break;
  23298. case 'm3':
  23299. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23300. case 'm4':
  23301. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23302. break;
  23303. default:
  23304. material.uniforms[ name ].value = uniform.value;
  23305. }
  23306. }
  23307. }
  23308. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23309. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23310. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23311. if ( json.extensions !== undefined ) {
  23312. for ( var key in json.extensions ) {
  23313. material.extensions[ key ] = json.extensions[ key ];
  23314. }
  23315. }
  23316. // Deprecated
  23317. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23318. // for PointsMaterial
  23319. if ( json.size !== undefined ) { material.size = json.size; }
  23320. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23321. // maps
  23322. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23323. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23324. if ( json.alphaMap !== undefined ) {
  23325. material.alphaMap = getTexture( json.alphaMap );
  23326. material.transparent = true;
  23327. }
  23328. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23329. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23330. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23331. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23332. if ( json.normalScale !== undefined ) {
  23333. var normalScale = json.normalScale;
  23334. if ( Array.isArray( normalScale ) === false ) {
  23335. // Blender exporter used to export a scalar. See #7459
  23336. normalScale = [ normalScale, normalScale ];
  23337. }
  23338. material.normalScale = new Vector2().fromArray( normalScale );
  23339. }
  23340. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23341. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23342. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23343. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23344. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23345. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23346. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23347. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23348. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23349. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23350. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23351. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23352. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23353. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23354. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23355. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23356. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23357. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23358. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23359. return material;
  23360. },
  23361. setTextures: function ( value ) {
  23362. this.textures = value;
  23363. return this;
  23364. }
  23365. } );
  23366. /**
  23367. * @author Don McCurdy / https://www.donmccurdy.com
  23368. */
  23369. var LoaderUtils = {
  23370. decodeText: function ( array ) {
  23371. if ( typeof TextDecoder !== 'undefined' ) {
  23372. return new TextDecoder().decode( array );
  23373. }
  23374. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23375. // throws a "maximum call stack size exceeded" error for large arrays.
  23376. var s = '';
  23377. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23378. // Implicitly assumes little-endian.
  23379. s += String.fromCharCode( array[ i ] );
  23380. }
  23381. try {
  23382. // merges multi-byte utf-8 characters.
  23383. return decodeURIComponent( escape( s ) );
  23384. } catch ( e ) { // see #16358
  23385. return s;
  23386. }
  23387. },
  23388. extractUrlBase: function ( url ) {
  23389. var index = url.lastIndexOf( '/' );
  23390. if ( index === - 1 ) { return './'; }
  23391. return url.substr( 0, index + 1 );
  23392. }
  23393. };
  23394. /**
  23395. * @author benaadams / https://twitter.com/ben_a_adams
  23396. */
  23397. function InstancedBufferGeometry() {
  23398. BufferGeometry.call( this );
  23399. this.type = 'InstancedBufferGeometry';
  23400. this.maxInstancedCount = undefined;
  23401. }
  23402. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23403. constructor: InstancedBufferGeometry,
  23404. isInstancedBufferGeometry: true,
  23405. copy: function ( source ) {
  23406. BufferGeometry.prototype.copy.call( this, source );
  23407. this.maxInstancedCount = source.maxInstancedCount;
  23408. return this;
  23409. },
  23410. clone: function () {
  23411. return new this.constructor().copy( this );
  23412. },
  23413. toJSON: function () {
  23414. var data = BufferGeometry.prototype.toJSON.call( this );
  23415. data.maxInstancedCount = this.maxInstancedCount;
  23416. data.isInstancedBufferGeometry = true;
  23417. return data;
  23418. }
  23419. } );
  23420. /**
  23421. * @author benaadams / https://twitter.com/ben_a_adams
  23422. */
  23423. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23424. if ( typeof ( normalized ) === 'number' ) {
  23425. meshPerAttribute = normalized;
  23426. normalized = false;
  23427. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23428. }
  23429. BufferAttribute.call( this, array, itemSize, normalized );
  23430. this.meshPerAttribute = meshPerAttribute || 1;
  23431. }
  23432. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23433. constructor: InstancedBufferAttribute,
  23434. isInstancedBufferAttribute: true,
  23435. copy: function ( source ) {
  23436. BufferAttribute.prototype.copy.call( this, source );
  23437. this.meshPerAttribute = source.meshPerAttribute;
  23438. return this;
  23439. },
  23440. toJSON: function () {
  23441. var data = BufferAttribute.prototype.toJSON.call( this );
  23442. data.meshPerAttribute = this.meshPerAttribute;
  23443. data.isInstancedBufferAttribute = true;
  23444. return data;
  23445. }
  23446. } );
  23447. /**
  23448. * @author mrdoob / http://mrdoob.com/
  23449. */
  23450. function BufferGeometryLoader( manager ) {
  23451. Loader.call( this, manager );
  23452. }
  23453. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23454. constructor: BufferGeometryLoader,
  23455. load: function ( url, onLoad, onProgress, onError ) {
  23456. var scope = this;
  23457. var loader = new FileLoader( scope.manager );
  23458. loader.setPath( scope.path );
  23459. loader.load( url, function ( text ) {
  23460. onLoad( scope.parse( JSON.parse( text ) ) );
  23461. }, onProgress, onError );
  23462. },
  23463. parse: function ( json ) {
  23464. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23465. var index = json.data.index;
  23466. if ( index !== undefined ) {
  23467. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23468. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23469. }
  23470. var attributes = json.data.attributes;
  23471. for ( var key in attributes ) {
  23472. var attribute = attributes[ key ];
  23473. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23474. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23475. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23476. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23477. geometry.addAttribute( key, bufferAttribute );
  23478. }
  23479. var morphAttributes = json.data.morphAttributes;
  23480. if ( morphAttributes ) {
  23481. for ( var key in morphAttributes ) {
  23482. var attributeArray = morphAttributes[ key ];
  23483. var array = [];
  23484. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23485. var attribute = attributeArray[ i ];
  23486. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23487. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23488. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23489. array.push( bufferAttribute );
  23490. }
  23491. geometry.morphAttributes[ key ] = array;
  23492. }
  23493. }
  23494. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23495. if ( groups !== undefined ) {
  23496. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23497. var group = groups[ i ];
  23498. geometry.addGroup( group.start, group.count, group.materialIndex );
  23499. }
  23500. }
  23501. var boundingSphere = json.data.boundingSphere;
  23502. if ( boundingSphere !== undefined ) {
  23503. var center = new Vector3();
  23504. if ( boundingSphere.center !== undefined ) {
  23505. center.fromArray( boundingSphere.center );
  23506. }
  23507. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23508. }
  23509. if ( json.name ) { geometry.name = json.name; }
  23510. if ( json.userData ) { geometry.userData = json.userData; }
  23511. return geometry;
  23512. }
  23513. } );
  23514. var TYPED_ARRAYS = {
  23515. Int8Array: Int8Array,
  23516. Uint8Array: Uint8Array,
  23517. // Workaround for IE11 pre KB2929437. See #11440
  23518. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23519. Int16Array: Int16Array,
  23520. Uint16Array: Uint16Array,
  23521. Int32Array: Int32Array,
  23522. Uint32Array: Uint32Array,
  23523. Float32Array: Float32Array,
  23524. Float64Array: Float64Array
  23525. };
  23526. /**
  23527. * @author mrdoob / http://mrdoob.com/
  23528. */
  23529. function ObjectLoader( manager ) {
  23530. Loader.call( this, manager );
  23531. }
  23532. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23533. constructor: ObjectLoader,
  23534. load: function ( url, onLoad, onProgress, onError ) {
  23535. var scope = this;
  23536. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23537. this.resourcePath = this.resourcePath || path;
  23538. var loader = new FileLoader( scope.manager );
  23539. loader.setPath( this.path );
  23540. loader.load( url, function ( text ) {
  23541. var json = null;
  23542. try {
  23543. json = JSON.parse( text );
  23544. } catch ( error ) {
  23545. if ( onError !== undefined ) { onError( error ); }
  23546. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23547. return;
  23548. }
  23549. var metadata = json.metadata;
  23550. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23551. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23552. return;
  23553. }
  23554. scope.parse( json, onLoad );
  23555. }, onProgress, onError );
  23556. },
  23557. parse: function ( json, onLoad ) {
  23558. var shapes = this.parseShape( json.shapes );
  23559. var geometries = this.parseGeometries( json.geometries, shapes );
  23560. var images = this.parseImages( json.images, function () {
  23561. if ( onLoad !== undefined ) { onLoad( object ); }
  23562. } );
  23563. var textures = this.parseTextures( json.textures, images );
  23564. var materials = this.parseMaterials( json.materials, textures );
  23565. var object = this.parseObject( json.object, geometries, materials );
  23566. if ( json.animations ) {
  23567. object.animations = this.parseAnimations( json.animations );
  23568. }
  23569. if ( json.images === undefined || json.images.length === 0 ) {
  23570. if ( onLoad !== undefined ) { onLoad( object ); }
  23571. }
  23572. return object;
  23573. },
  23574. parseShape: function ( json ) {
  23575. var shapes = {};
  23576. if ( json !== undefined ) {
  23577. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23578. var shape = new Shape().fromJSON( json[ i ] );
  23579. shapes[ shape.uuid ] = shape;
  23580. }
  23581. }
  23582. return shapes;
  23583. },
  23584. parseGeometries: function ( json, shapes ) {
  23585. var geometries = {};
  23586. if ( json !== undefined ) {
  23587. var bufferGeometryLoader = new BufferGeometryLoader();
  23588. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23589. var geometry;
  23590. var data = json[ i ];
  23591. switch ( data.type ) {
  23592. case 'PlaneGeometry':
  23593. case 'PlaneBufferGeometry':
  23594. geometry = new Geometries[ data.type ](
  23595. data.width,
  23596. data.height,
  23597. data.widthSegments,
  23598. data.heightSegments
  23599. );
  23600. break;
  23601. case 'BoxGeometry':
  23602. case 'BoxBufferGeometry':
  23603. case 'CubeGeometry': // backwards compatible
  23604. geometry = new Geometries[ data.type ](
  23605. data.width,
  23606. data.height,
  23607. data.depth,
  23608. data.widthSegments,
  23609. data.heightSegments,
  23610. data.depthSegments
  23611. );
  23612. break;
  23613. case 'CircleGeometry':
  23614. case 'CircleBufferGeometry':
  23615. geometry = new Geometries[ data.type ](
  23616. data.radius,
  23617. data.segments,
  23618. data.thetaStart,
  23619. data.thetaLength
  23620. );
  23621. break;
  23622. case 'CylinderGeometry':
  23623. case 'CylinderBufferGeometry':
  23624. geometry = new Geometries[ data.type ](
  23625. data.radiusTop,
  23626. data.radiusBottom,
  23627. data.height,
  23628. data.radialSegments,
  23629. data.heightSegments,
  23630. data.openEnded,
  23631. data.thetaStart,
  23632. data.thetaLength
  23633. );
  23634. break;
  23635. case 'ConeGeometry':
  23636. case 'ConeBufferGeometry':
  23637. geometry = new Geometries[ data.type ](
  23638. data.radius,
  23639. data.height,
  23640. data.radialSegments,
  23641. data.heightSegments,
  23642. data.openEnded,
  23643. data.thetaStart,
  23644. data.thetaLength
  23645. );
  23646. break;
  23647. case 'SphereGeometry':
  23648. case 'SphereBufferGeometry':
  23649. geometry = new Geometries[ data.type ](
  23650. data.radius,
  23651. data.widthSegments,
  23652. data.heightSegments,
  23653. data.phiStart,
  23654. data.phiLength,
  23655. data.thetaStart,
  23656. data.thetaLength
  23657. );
  23658. break;
  23659. case 'DodecahedronGeometry':
  23660. case 'DodecahedronBufferGeometry':
  23661. case 'IcosahedronGeometry':
  23662. case 'IcosahedronBufferGeometry':
  23663. case 'OctahedronGeometry':
  23664. case 'OctahedronBufferGeometry':
  23665. case 'TetrahedronGeometry':
  23666. case 'TetrahedronBufferGeometry':
  23667. geometry = new Geometries[ data.type ](
  23668. data.radius,
  23669. data.detail
  23670. );
  23671. break;
  23672. case 'RingGeometry':
  23673. case 'RingBufferGeometry':
  23674. geometry = new Geometries[ data.type ](
  23675. data.innerRadius,
  23676. data.outerRadius,
  23677. data.thetaSegments,
  23678. data.phiSegments,
  23679. data.thetaStart,
  23680. data.thetaLength
  23681. );
  23682. break;
  23683. case 'TorusGeometry':
  23684. case 'TorusBufferGeometry':
  23685. geometry = new Geometries[ data.type ](
  23686. data.radius,
  23687. data.tube,
  23688. data.radialSegments,
  23689. data.tubularSegments,
  23690. data.arc
  23691. );
  23692. break;
  23693. case 'TorusKnotGeometry':
  23694. case 'TorusKnotBufferGeometry':
  23695. geometry = new Geometries[ data.type ](
  23696. data.radius,
  23697. data.tube,
  23698. data.tubularSegments,
  23699. data.radialSegments,
  23700. data.p,
  23701. data.q
  23702. );
  23703. break;
  23704. case 'TubeGeometry':
  23705. case 'TubeBufferGeometry':
  23706. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23707. // User defined curves or instances of CurvePath will not be deserialized.
  23708. geometry = new Geometries[ data.type ](
  23709. new Curves[ data.path.type ]().fromJSON( data.path ),
  23710. data.tubularSegments,
  23711. data.radius,
  23712. data.radialSegments,
  23713. data.closed
  23714. );
  23715. break;
  23716. case 'LatheGeometry':
  23717. case 'LatheBufferGeometry':
  23718. geometry = new Geometries[ data.type ](
  23719. data.points,
  23720. data.segments,
  23721. data.phiStart,
  23722. data.phiLength
  23723. );
  23724. break;
  23725. case 'PolyhedronGeometry':
  23726. case 'PolyhedronBufferGeometry':
  23727. geometry = new Geometries[ data.type ](
  23728. data.vertices,
  23729. data.indices,
  23730. data.radius,
  23731. data.details
  23732. );
  23733. break;
  23734. case 'ShapeGeometry':
  23735. case 'ShapeBufferGeometry':
  23736. var geometryShapes = [];
  23737. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23738. var shape = shapes[ data.shapes[ j ] ];
  23739. geometryShapes.push( shape );
  23740. }
  23741. geometry = new Geometries[ data.type ](
  23742. geometryShapes,
  23743. data.curveSegments
  23744. );
  23745. break;
  23746. case 'ExtrudeGeometry':
  23747. case 'ExtrudeBufferGeometry':
  23748. var geometryShapes = [];
  23749. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23750. var shape = shapes[ data.shapes[ j ] ];
  23751. geometryShapes.push( shape );
  23752. }
  23753. var extrudePath = data.options.extrudePath;
  23754. if ( extrudePath !== undefined ) {
  23755. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23756. }
  23757. geometry = new Geometries[ data.type ](
  23758. geometryShapes,
  23759. data.options
  23760. );
  23761. break;
  23762. case 'BufferGeometry':
  23763. case 'InstancedBufferGeometry':
  23764. geometry = bufferGeometryLoader.parse( data );
  23765. break;
  23766. case 'Geometry':
  23767. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23768. var geometryLoader = new THREE.LegacyJSONLoader();
  23769. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23770. } else {
  23771. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23772. }
  23773. break;
  23774. default:
  23775. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23776. continue;
  23777. }
  23778. geometry.uuid = data.uuid;
  23779. if ( data.name !== undefined ) { geometry.name = data.name; }
  23780. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23781. geometries[ data.uuid ] = geometry;
  23782. }
  23783. }
  23784. return geometries;
  23785. },
  23786. parseMaterials: function ( json, textures ) {
  23787. var cache = {}; // MultiMaterial
  23788. var materials = {};
  23789. if ( json !== undefined ) {
  23790. var loader = new MaterialLoader();
  23791. loader.setTextures( textures );
  23792. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23793. var data = json[ i ];
  23794. if ( data.type === 'MultiMaterial' ) {
  23795. // Deprecated
  23796. var array = [];
  23797. for ( var j = 0; j < data.materials.length; j ++ ) {
  23798. var material = data.materials[ j ];
  23799. if ( cache[ material.uuid ] === undefined ) {
  23800. cache[ material.uuid ] = loader.parse( material );
  23801. }
  23802. array.push( cache[ material.uuid ] );
  23803. }
  23804. materials[ data.uuid ] = array;
  23805. } else {
  23806. if ( cache[ data.uuid ] === undefined ) {
  23807. cache[ data.uuid ] = loader.parse( data );
  23808. }
  23809. materials[ data.uuid ] = cache[ data.uuid ];
  23810. }
  23811. }
  23812. }
  23813. return materials;
  23814. },
  23815. parseAnimations: function ( json ) {
  23816. var animations = [];
  23817. for ( var i = 0; i < json.length; i ++ ) {
  23818. var data = json[ i ];
  23819. var clip = AnimationClip.parse( data );
  23820. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23821. animations.push( clip );
  23822. }
  23823. return animations;
  23824. },
  23825. parseImages: function ( json, onLoad ) {
  23826. var scope = this;
  23827. var images = {};
  23828. function loadImage( url ) {
  23829. scope.manager.itemStart( url );
  23830. return loader.load( url, function () {
  23831. scope.manager.itemEnd( url );
  23832. }, undefined, function () {
  23833. scope.manager.itemError( url );
  23834. scope.manager.itemEnd( url );
  23835. } );
  23836. }
  23837. if ( json !== undefined && json.length > 0 ) {
  23838. var manager = new LoadingManager( onLoad );
  23839. var loader = new ImageLoader( manager );
  23840. loader.setCrossOrigin( this.crossOrigin );
  23841. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23842. var image = json[ i ];
  23843. var url = image.url;
  23844. if ( Array.isArray( url ) ) {
  23845. // load array of images e.g CubeTexture
  23846. images[ image.uuid ] = [];
  23847. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23848. var currentUrl = url[ j ];
  23849. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23850. images[ image.uuid ].push( loadImage( path ) );
  23851. }
  23852. } else {
  23853. // load single image
  23854. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23855. images[ image.uuid ] = loadImage( path );
  23856. }
  23857. }
  23858. }
  23859. return images;
  23860. },
  23861. parseTextures: function ( json, images ) {
  23862. function parseConstant( value, type ) {
  23863. if ( typeof value === 'number' ) { return value; }
  23864. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23865. return type[ value ];
  23866. }
  23867. var textures = {};
  23868. if ( json !== undefined ) {
  23869. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23870. var data = json[ i ];
  23871. if ( data.image === undefined ) {
  23872. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23873. }
  23874. if ( images[ data.image ] === undefined ) {
  23875. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23876. }
  23877. var texture;
  23878. if ( Array.isArray( images[ data.image ] ) ) {
  23879. texture = new CubeTexture( images[ data.image ] );
  23880. } else {
  23881. texture = new Texture( images[ data.image ] );
  23882. }
  23883. texture.needsUpdate = true;
  23884. texture.uuid = data.uuid;
  23885. if ( data.name !== undefined ) { texture.name = data.name; }
  23886. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23887. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23888. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23889. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23890. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23891. if ( data.wrap !== undefined ) {
  23892. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23893. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23894. }
  23895. if ( data.format !== undefined ) { texture.format = data.format; }
  23896. if ( data.type !== undefined ) { texture.type = data.type; }
  23897. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23898. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23899. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23900. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23901. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23902. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23903. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23904. textures[ data.uuid ] = texture;
  23905. }
  23906. }
  23907. return textures;
  23908. },
  23909. parseObject: function ( data, geometries, materials ) {
  23910. var object;
  23911. function getGeometry( name ) {
  23912. if ( geometries[ name ] === undefined ) {
  23913. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23914. }
  23915. return geometries[ name ];
  23916. }
  23917. function getMaterial( name ) {
  23918. if ( name === undefined ) { return undefined; }
  23919. if ( Array.isArray( name ) ) {
  23920. var array = [];
  23921. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23922. var uuid = name[ i ];
  23923. if ( materials[ uuid ] === undefined ) {
  23924. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23925. }
  23926. array.push( materials[ uuid ] );
  23927. }
  23928. return array;
  23929. }
  23930. if ( materials[ name ] === undefined ) {
  23931. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23932. }
  23933. return materials[ name ];
  23934. }
  23935. switch ( data.type ) {
  23936. case 'Scene':
  23937. object = new Scene();
  23938. if ( data.background !== undefined ) {
  23939. if ( Number.isInteger( data.background ) ) {
  23940. object.background = new Color( data.background );
  23941. }
  23942. }
  23943. if ( data.fog !== undefined ) {
  23944. if ( data.fog.type === 'Fog' ) {
  23945. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23946. } else if ( data.fog.type === 'FogExp2' ) {
  23947. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23948. }
  23949. }
  23950. break;
  23951. case 'PerspectiveCamera':
  23952. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23953. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23954. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23955. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23956. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23957. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23958. break;
  23959. case 'OrthographicCamera':
  23960. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23961. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23962. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23963. break;
  23964. case 'AmbientLight':
  23965. object = new AmbientLight( data.color, data.intensity );
  23966. break;
  23967. case 'DirectionalLight':
  23968. object = new DirectionalLight( data.color, data.intensity );
  23969. break;
  23970. case 'PointLight':
  23971. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23972. break;
  23973. case 'RectAreaLight':
  23974. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23975. break;
  23976. case 'SpotLight':
  23977. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23978. break;
  23979. case 'HemisphereLight':
  23980. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23981. break;
  23982. case 'SkinnedMesh':
  23983. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23984. case 'Mesh':
  23985. var geometry = getGeometry( data.geometry );
  23986. var material = getMaterial( data.material );
  23987. if ( geometry.bones && geometry.bones.length > 0 ) {
  23988. object = new SkinnedMesh( geometry, material );
  23989. } else {
  23990. object = new Mesh( geometry, material );
  23991. }
  23992. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23993. break;
  23994. case 'LOD':
  23995. object = new LOD();
  23996. break;
  23997. case 'Line':
  23998. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23999. break;
  24000. case 'LineLoop':
  24001. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24002. break;
  24003. case 'LineSegments':
  24004. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24005. break;
  24006. case 'PointCloud':
  24007. case 'Points':
  24008. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24009. break;
  24010. case 'Sprite':
  24011. object = new Sprite( getMaterial( data.material ) );
  24012. break;
  24013. case 'Group':
  24014. object = new Group();
  24015. break;
  24016. default:
  24017. object = new Object3D();
  24018. }
  24019. object.uuid = data.uuid;
  24020. if ( data.name !== undefined ) { object.name = data.name; }
  24021. if ( data.matrix !== undefined ) {
  24022. object.matrix.fromArray( data.matrix );
  24023. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24024. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24025. } else {
  24026. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24027. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24028. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24029. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24030. }
  24031. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24032. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24033. if ( data.shadow ) {
  24034. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24035. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24036. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24037. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24038. }
  24039. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24040. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24041. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24042. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24043. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24044. if ( data.children !== undefined ) {
  24045. var children = data.children;
  24046. for ( var i = 0; i < children.length; i ++ ) {
  24047. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24048. }
  24049. }
  24050. if ( data.type === 'LOD' ) {
  24051. var levels = data.levels;
  24052. for ( var l = 0; l < levels.length; l ++ ) {
  24053. var level = levels[ l ];
  24054. var child = object.getObjectByProperty( 'uuid', level.object );
  24055. if ( child !== undefined ) {
  24056. object.addLevel( child, level.distance );
  24057. }
  24058. }
  24059. }
  24060. return object;
  24061. }
  24062. } );
  24063. var TEXTURE_MAPPING = {
  24064. UVMapping: UVMapping,
  24065. CubeReflectionMapping: CubeReflectionMapping,
  24066. CubeRefractionMapping: CubeRefractionMapping,
  24067. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24068. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24069. SphericalReflectionMapping: SphericalReflectionMapping,
  24070. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24071. CubeUVRefractionMapping: CubeUVRefractionMapping
  24072. };
  24073. var TEXTURE_WRAPPING = {
  24074. RepeatWrapping: RepeatWrapping,
  24075. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24076. MirroredRepeatWrapping: MirroredRepeatWrapping
  24077. };
  24078. var TEXTURE_FILTER = {
  24079. NearestFilter: NearestFilter,
  24080. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24081. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24082. LinearFilter: LinearFilter,
  24083. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24084. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24085. };
  24086. /**
  24087. * @author thespite / http://clicktorelease.com/
  24088. */
  24089. function ImageBitmapLoader( manager ) {
  24090. if ( typeof createImageBitmap === 'undefined' ) {
  24091. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24092. }
  24093. if ( typeof fetch === 'undefined' ) {
  24094. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24095. }
  24096. Loader.call( this, manager );
  24097. this.options = undefined;
  24098. }
  24099. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24100. constructor: ImageBitmapLoader,
  24101. setOptions: function setOptions( options ) {
  24102. this.options = options;
  24103. return this;
  24104. },
  24105. load: function ( url, onLoad, onProgress, onError ) {
  24106. if ( url === undefined ) { url = ''; }
  24107. if ( this.path !== undefined ) { url = this.path + url; }
  24108. url = this.manager.resolveURL( url );
  24109. var scope = this;
  24110. var cached = Cache.get( url );
  24111. if ( cached !== undefined ) {
  24112. scope.manager.itemStart( url );
  24113. setTimeout( function () {
  24114. if ( onLoad ) { onLoad( cached ); }
  24115. scope.manager.itemEnd( url );
  24116. }, 0 );
  24117. return cached;
  24118. }
  24119. fetch( url ).then( function ( res ) {
  24120. return res.blob();
  24121. } ).then( function ( blob ) {
  24122. if ( scope.options === undefined ) {
  24123. // Workaround for FireFox. It causes an error if you pass options.
  24124. return createImageBitmap( blob );
  24125. } else {
  24126. return createImageBitmap( blob, scope.options );
  24127. }
  24128. } ).then( function ( imageBitmap ) {
  24129. Cache.add( url, imageBitmap );
  24130. if ( onLoad ) { onLoad( imageBitmap ); }
  24131. scope.manager.itemEnd( url );
  24132. } ).catch( function ( e ) {
  24133. if ( onError ) { onError( e ); }
  24134. scope.manager.itemError( url );
  24135. scope.manager.itemEnd( url );
  24136. } );
  24137. scope.manager.itemStart( url );
  24138. }
  24139. } );
  24140. /**
  24141. * @author zz85 / http://www.lab4games.net/zz85/blog
  24142. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24143. **/
  24144. function ShapePath() {
  24145. this.type = 'ShapePath';
  24146. this.color = new Color();
  24147. this.subPaths = [];
  24148. this.currentPath = null;
  24149. }
  24150. Object.assign( ShapePath.prototype, {
  24151. moveTo: function ( x, y ) {
  24152. this.currentPath = new Path();
  24153. this.subPaths.push( this.currentPath );
  24154. this.currentPath.moveTo( x, y );
  24155. },
  24156. lineTo: function ( x, y ) {
  24157. this.currentPath.lineTo( x, y );
  24158. },
  24159. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24160. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24161. },
  24162. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24163. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24164. },
  24165. splineThru: function ( pts ) {
  24166. this.currentPath.splineThru( pts );
  24167. },
  24168. toShapes: function ( isCCW, noHoles ) {
  24169. function toShapesNoHoles( inSubpaths ) {
  24170. var shapes = [];
  24171. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24172. var tmpPath = inSubpaths[ i ];
  24173. var tmpShape = new Shape();
  24174. tmpShape.curves = tmpPath.curves;
  24175. shapes.push( tmpShape );
  24176. }
  24177. return shapes;
  24178. }
  24179. function isPointInsidePolygon( inPt, inPolygon ) {
  24180. var polyLen = inPolygon.length;
  24181. // inPt on polygon contour => immediate success or
  24182. // toggling of inside/outside at every single! intersection point of an edge
  24183. // with the horizontal line through inPt, left of inPt
  24184. // not counting lowerY endpoints of edges and whole edges on that line
  24185. var inside = false;
  24186. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24187. var edgeLowPt = inPolygon[ p ];
  24188. var edgeHighPt = inPolygon[ q ];
  24189. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24190. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24191. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24192. // not parallel
  24193. if ( edgeDy < 0 ) {
  24194. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24195. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24196. }
  24197. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24198. if ( inPt.y === edgeLowPt.y ) {
  24199. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24200. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24201. } else {
  24202. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24203. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24204. if ( perpEdge < 0 ) { continue; }
  24205. inside = ! inside; // true intersection left of inPt
  24206. }
  24207. } else {
  24208. // parallel or collinear
  24209. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24210. // edge lies on the same horizontal line as inPt
  24211. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24212. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24213. // continue;
  24214. }
  24215. }
  24216. return inside;
  24217. }
  24218. var isClockWise = ShapeUtils.isClockWise;
  24219. var subPaths = this.subPaths;
  24220. if ( subPaths.length === 0 ) { return []; }
  24221. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24222. var solid, tmpPath, tmpShape, shapes = [];
  24223. if ( subPaths.length === 1 ) {
  24224. tmpPath = subPaths[ 0 ];
  24225. tmpShape = new Shape();
  24226. tmpShape.curves = tmpPath.curves;
  24227. shapes.push( tmpShape );
  24228. return shapes;
  24229. }
  24230. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24231. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24232. // console.log("Holes first", holesFirst);
  24233. var betterShapeHoles = [];
  24234. var newShapes = [];
  24235. var newShapeHoles = [];
  24236. var mainIdx = 0;
  24237. var tmpPoints;
  24238. newShapes[ mainIdx ] = undefined;
  24239. newShapeHoles[ mainIdx ] = [];
  24240. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24241. tmpPath = subPaths[ i ];
  24242. tmpPoints = tmpPath.getPoints();
  24243. solid = isClockWise( tmpPoints );
  24244. solid = isCCW ? ! solid : solid;
  24245. if ( solid ) {
  24246. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24247. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24248. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24249. if ( holesFirst ) { mainIdx ++; }
  24250. newShapeHoles[ mainIdx ] = [];
  24251. //console.log('cw', i);
  24252. } else {
  24253. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24254. //console.log('ccw', i);
  24255. }
  24256. }
  24257. // only Holes? -> probably all Shapes with wrong orientation
  24258. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24259. if ( newShapes.length > 1 ) {
  24260. var ambiguous = false;
  24261. var toChange = [];
  24262. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24263. betterShapeHoles[ sIdx ] = [];
  24264. }
  24265. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24266. var sho = newShapeHoles[ sIdx ];
  24267. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24268. var ho = sho[ hIdx ];
  24269. var hole_unassigned = true;
  24270. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24271. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24272. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24273. if ( hole_unassigned ) {
  24274. hole_unassigned = false;
  24275. betterShapeHoles[ s2Idx ].push( ho );
  24276. } else {
  24277. ambiguous = true;
  24278. }
  24279. }
  24280. }
  24281. if ( hole_unassigned ) {
  24282. betterShapeHoles[ sIdx ].push( ho );
  24283. }
  24284. }
  24285. }
  24286. // console.log("ambiguous: ", ambiguous);
  24287. if ( toChange.length > 0 ) {
  24288. // console.log("to change: ", toChange);
  24289. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24290. }
  24291. }
  24292. var tmpHoles;
  24293. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24294. tmpShape = newShapes[ i ].s;
  24295. shapes.push( tmpShape );
  24296. tmpHoles = newShapeHoles[ i ];
  24297. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24298. tmpShape.holes.push( tmpHoles[ j ].h );
  24299. }
  24300. }
  24301. //console.log("shape", shapes);
  24302. return shapes;
  24303. }
  24304. } );
  24305. /**
  24306. * @author zz85 / http://www.lab4games.net/zz85/blog
  24307. * @author mrdoob / http://mrdoob.com/
  24308. */
  24309. function Font( data ) {
  24310. this.type = 'Font';
  24311. this.data = data;
  24312. }
  24313. Object.assign( Font.prototype, {
  24314. isFont: true,
  24315. generateShapes: function ( text, size ) {
  24316. if ( size === undefined ) { size = 100; }
  24317. var shapes = [];
  24318. var paths = createPaths( text, size, this.data );
  24319. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24320. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24321. }
  24322. return shapes;
  24323. }
  24324. } );
  24325. function createPaths( text, size, data ) {
  24326. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24327. var scale = size / data.resolution;
  24328. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24329. var paths = [];
  24330. var offsetX = 0, offsetY = 0;
  24331. for ( var i = 0; i < chars.length; i ++ ) {
  24332. var char = chars[ i ];
  24333. if ( char === '\n' ) {
  24334. offsetX = 0;
  24335. offsetY -= line_height;
  24336. } else {
  24337. var ret = createPath( char, scale, offsetX, offsetY, data );
  24338. offsetX += ret.offsetX;
  24339. paths.push( ret.path );
  24340. }
  24341. }
  24342. return paths;
  24343. }
  24344. function createPath( char, scale, offsetX, offsetY, data ) {
  24345. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24346. if ( ! glyph ) {
  24347. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24348. return;
  24349. }
  24350. var path = new ShapePath();
  24351. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24352. if ( glyph.o ) {
  24353. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24354. for ( var i = 0, l = outline.length; i < l; ) {
  24355. var action = outline[ i ++ ];
  24356. switch ( action ) {
  24357. case 'm': // moveTo
  24358. x = outline[ i ++ ] * scale + offsetX;
  24359. y = outline[ i ++ ] * scale + offsetY;
  24360. path.moveTo( x, y );
  24361. break;
  24362. case 'l': // lineTo
  24363. x = outline[ i ++ ] * scale + offsetX;
  24364. y = outline[ i ++ ] * scale + offsetY;
  24365. path.lineTo( x, y );
  24366. break;
  24367. case 'q': // quadraticCurveTo
  24368. cpx = outline[ i ++ ] * scale + offsetX;
  24369. cpy = outline[ i ++ ] * scale + offsetY;
  24370. cpx1 = outline[ i ++ ] * scale + offsetX;
  24371. cpy1 = outline[ i ++ ] * scale + offsetY;
  24372. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24373. break;
  24374. case 'b': // bezierCurveTo
  24375. cpx = outline[ i ++ ] * scale + offsetX;
  24376. cpy = outline[ i ++ ] * scale + offsetY;
  24377. cpx1 = outline[ i ++ ] * scale + offsetX;
  24378. cpy1 = outline[ i ++ ] * scale + offsetY;
  24379. cpx2 = outline[ i ++ ] * scale + offsetX;
  24380. cpy2 = outline[ i ++ ] * scale + offsetY;
  24381. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24382. break;
  24383. }
  24384. }
  24385. }
  24386. return { offsetX: glyph.ha * scale, path: path };
  24387. }
  24388. /**
  24389. * @author mrdoob / http://mrdoob.com/
  24390. */
  24391. function FontLoader( manager ) {
  24392. Loader.call( this, manager );
  24393. }
  24394. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24395. constructor: FontLoader,
  24396. load: function ( url, onLoad, onProgress, onError ) {
  24397. var scope = this;
  24398. var loader = new FileLoader( this.manager );
  24399. loader.setPath( this.path );
  24400. loader.load( url, function ( text ) {
  24401. var json;
  24402. try {
  24403. json = JSON.parse( text );
  24404. } catch ( e ) {
  24405. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24406. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24407. }
  24408. var font = scope.parse( json );
  24409. if ( onLoad ) { onLoad( font ); }
  24410. }, onProgress, onError );
  24411. },
  24412. parse: function ( json ) {
  24413. return new Font( json );
  24414. }
  24415. } );
  24416. /**
  24417. * @author mrdoob / http://mrdoob.com/
  24418. */
  24419. var _context;
  24420. var AudioContext = {
  24421. getContext: function () {
  24422. if ( _context === undefined ) {
  24423. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24424. }
  24425. return _context;
  24426. },
  24427. setContext: function ( value ) {
  24428. _context = value;
  24429. }
  24430. };
  24431. /**
  24432. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24433. */
  24434. function AudioLoader( manager ) {
  24435. Loader.call( this, manager );
  24436. }
  24437. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24438. constructor: AudioLoader,
  24439. load: function ( url, onLoad, onProgress, onError ) {
  24440. var loader = new FileLoader( this.manager );
  24441. loader.setResponseType( 'arraybuffer' );
  24442. loader.setPath( this.path );
  24443. loader.load( url, function ( buffer ) {
  24444. // Create a copy of the buffer. The `decodeAudioData` method
  24445. // detaches the buffer when complete, preventing reuse.
  24446. var bufferCopy = buffer.slice( 0 );
  24447. var context = AudioContext.getContext();
  24448. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24449. onLoad( audioBuffer );
  24450. } );
  24451. }, onProgress, onError );
  24452. }
  24453. } );
  24454. /**
  24455. * @author bhouston / http://clara.io
  24456. * @author WestLangley / http://github.com/WestLangley
  24457. *
  24458. * Primary reference:
  24459. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24460. *
  24461. * Secondary reference:
  24462. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24463. */
  24464. // 3-band SH defined by 9 coefficients
  24465. function SphericalHarmonics3() {
  24466. this.coefficients = [];
  24467. for ( var i = 0; i < 9; i ++ ) {
  24468. this.coefficients.push( new Vector3() );
  24469. }
  24470. }
  24471. Object.assign( SphericalHarmonics3.prototype, {
  24472. isSphericalHarmonics3: true,
  24473. set: function ( coefficients ) {
  24474. for ( var i = 0; i < 9; i ++ ) {
  24475. this.coefficients[ i ].copy( coefficients[ i ] );
  24476. }
  24477. return this;
  24478. },
  24479. zero: function () {
  24480. for ( var i = 0; i < 9; i ++ ) {
  24481. this.coefficients[ i ].set( 0, 0, 0 );
  24482. }
  24483. return this;
  24484. },
  24485. // get the radiance in the direction of the normal
  24486. // target is a Vector3
  24487. getAt: function ( normal, target ) {
  24488. // normal is assumed to be unit length
  24489. var x = normal.x, y = normal.y, z = normal.z;
  24490. var coeff = this.coefficients;
  24491. // band 0
  24492. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24493. // band 1
  24494. target.addScale( coeff[ 1 ], 0.488603 * y );
  24495. target.addScale( coeff[ 2 ], 0.488603 * z );
  24496. target.addScale( coeff[ 3 ], 0.488603 * x );
  24497. // band 2
  24498. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24499. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24500. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24501. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24502. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24503. return target;
  24504. },
  24505. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24506. // target is a Vector3
  24507. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24508. getIrradianceAt: function ( normal, target ) {
  24509. // normal is assumed to be unit length
  24510. var x = normal.x, y = normal.y, z = normal.z;
  24511. var coeff = this.coefficients;
  24512. // band 0
  24513. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24514. // band 1
  24515. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24516. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24517. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24518. // band 2
  24519. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24520. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24521. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24522. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24523. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24524. return target;
  24525. },
  24526. add: function ( sh ) {
  24527. for ( var i = 0; i < 9; i ++ ) {
  24528. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24529. }
  24530. return this;
  24531. },
  24532. scale: function ( s ) {
  24533. for ( var i = 0; i < 9; i ++ ) {
  24534. this.coefficients[ i ].multiplyScalar( s );
  24535. }
  24536. return this;
  24537. },
  24538. lerp: function ( sh, alpha ) {
  24539. for ( var i = 0; i < 9; i ++ ) {
  24540. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24541. }
  24542. return this;
  24543. },
  24544. equals: function ( sh ) {
  24545. for ( var i = 0; i < 9; i ++ ) {
  24546. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24547. return false;
  24548. }
  24549. }
  24550. return true;
  24551. },
  24552. copy: function ( sh ) {
  24553. return this.set( sh.coefficients );
  24554. },
  24555. clone: function () {
  24556. return new this.constructor().copy( this );
  24557. },
  24558. fromArray: function ( array, offset ) {
  24559. if ( offset === undefined ) { offset = 0; }
  24560. var coefficients = this.coefficients;
  24561. for ( var i = 0; i < 9; i ++ ) {
  24562. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24563. }
  24564. return this;
  24565. },
  24566. toArray: function ( array, offset ) {
  24567. if ( array === undefined ) { array = []; }
  24568. if ( offset === undefined ) { offset = 0; }
  24569. var coefficients = this.coefficients;
  24570. for ( var i = 0; i < 9; i ++ ) {
  24571. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24572. }
  24573. return array;
  24574. }
  24575. } );
  24576. Object.assign( SphericalHarmonics3, {
  24577. // evaluate the basis functions
  24578. // shBasis is an Array[ 9 ]
  24579. getBasisAt: function ( normal, shBasis ) {
  24580. // normal is assumed to be unit length
  24581. var x = normal.x, y = normal.y, z = normal.z;
  24582. // band 0
  24583. shBasis[ 0 ] = 0.282095;
  24584. // band 1
  24585. shBasis[ 1 ] = 0.488603 * y;
  24586. shBasis[ 2 ] = 0.488603 * z;
  24587. shBasis[ 3 ] = 0.488603 * x;
  24588. // band 2
  24589. shBasis[ 4 ] = 1.092548 * x * y;
  24590. shBasis[ 5 ] = 1.092548 * y * z;
  24591. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24592. shBasis[ 7 ] = 1.092548 * x * z;
  24593. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24594. }
  24595. } );
  24596. /**
  24597. * @author WestLangley / http://github.com/WestLangley
  24598. *
  24599. * A LightProbe is a source of indirect-diffuse light
  24600. */
  24601. function LightProbe( sh, intensity ) {
  24602. Light.call( this, undefined, intensity );
  24603. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24604. }
  24605. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24606. constructor: LightProbe,
  24607. isLightProbe: true,
  24608. copy: function ( source ) {
  24609. Light.prototype.copy.call( this, source );
  24610. this.sh.copy( source.sh );
  24611. this.intensity = source.intensity;
  24612. return this;
  24613. },
  24614. toJSON: function ( meta ) {
  24615. var data = Light.prototype.toJSON.call( this, meta );
  24616. // data.sh = this.sh.toArray(); // todo
  24617. return data;
  24618. }
  24619. } );
  24620. /**
  24621. * @author WestLangley / http://github.com/WestLangley
  24622. */
  24623. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24624. LightProbe.call( this, undefined, intensity );
  24625. var color1 = new Color().set( skyColor );
  24626. var color2 = new Color().set( groundColor );
  24627. var sky = new Vector3( color1.r, color1.g, color1.b );
  24628. var ground = new Vector3( color2.r, color2.g, color2.b );
  24629. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24630. var c0 = Math.sqrt( Math.PI );
  24631. var c1 = c0 * Math.sqrt( 0.75 );
  24632. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24633. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24634. }
  24635. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24636. constructor: HemisphereLightProbe,
  24637. isHemisphereLightProbe: true,
  24638. copy: function ( source ) { // modifying colors not currently supported
  24639. LightProbe.prototype.copy.call( this, source );
  24640. return this;
  24641. },
  24642. toJSON: function ( meta ) {
  24643. var data = LightProbe.prototype.toJSON.call( this, meta );
  24644. // data.sh = this.sh.toArray(); // todo
  24645. return data;
  24646. }
  24647. } );
  24648. /**
  24649. * @author WestLangley / http://github.com/WestLangley
  24650. */
  24651. function AmbientLightProbe( color, intensity ) {
  24652. LightProbe.call( this, undefined, intensity );
  24653. var color1 = new Color().set( color );
  24654. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24655. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24656. }
  24657. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24658. constructor: AmbientLightProbe,
  24659. isAmbientLightProbe: true,
  24660. copy: function ( source ) { // modifying color not currently supported
  24661. LightProbe.prototype.copy.call( this, source );
  24662. return this;
  24663. },
  24664. toJSON: function ( meta ) {
  24665. var data = LightProbe.prototype.toJSON.call( this, meta );
  24666. // data.sh = this.sh.toArray(); // todo
  24667. return data;
  24668. }
  24669. } );
  24670. var _eyeRight = new Matrix4();
  24671. var _eyeLeft = new Matrix4();
  24672. /**
  24673. * @author mrdoob / http://mrdoob.com/
  24674. */
  24675. function StereoCamera() {
  24676. this.type = 'StereoCamera';
  24677. this.aspect = 1;
  24678. this.eyeSep = 0.064;
  24679. this.cameraL = new PerspectiveCamera();
  24680. this.cameraL.layers.enable( 1 );
  24681. this.cameraL.matrixAutoUpdate = false;
  24682. this.cameraR = new PerspectiveCamera();
  24683. this.cameraR.layers.enable( 2 );
  24684. this.cameraR.matrixAutoUpdate = false;
  24685. this._cache = {
  24686. focus: null,
  24687. fov: null,
  24688. aspect: null,
  24689. near: null,
  24690. far: null,
  24691. zoom: null,
  24692. eyeSep: null
  24693. };
  24694. }
  24695. Object.assign( StereoCamera.prototype, {
  24696. update: function ( camera ) {
  24697. var cache = this._cache;
  24698. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24699. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24700. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24701. if ( needsUpdate ) {
  24702. cache.focus = camera.focus;
  24703. cache.fov = camera.fov;
  24704. cache.aspect = camera.aspect * this.aspect;
  24705. cache.near = camera.near;
  24706. cache.far = camera.far;
  24707. cache.zoom = camera.zoom;
  24708. cache.eyeSep = this.eyeSep;
  24709. // Off-axis stereoscopic effect based on
  24710. // http://paulbourke.net/stereographics/stereorender/
  24711. var projectionMatrix = camera.projectionMatrix.clone();
  24712. var eyeSepHalf = cache.eyeSep / 2;
  24713. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24714. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24715. var xmin, xmax;
  24716. // translate xOffset
  24717. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24718. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24719. // for left eye
  24720. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24721. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24722. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24723. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24724. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24725. // for right eye
  24726. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24727. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24728. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24729. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24730. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24731. }
  24732. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24733. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24734. }
  24735. } );
  24736. /**
  24737. * @author alteredq / http://alteredqualia.com/
  24738. */
  24739. function Clock( autoStart ) {
  24740. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24741. this.startTime = 0;
  24742. this.oldTime = 0;
  24743. this.elapsedTime = 0;
  24744. this.running = false;
  24745. }
  24746. Object.assign( Clock.prototype, {
  24747. start: function () {
  24748. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24749. this.oldTime = this.startTime;
  24750. this.elapsedTime = 0;
  24751. this.running = true;
  24752. },
  24753. stop: function () {
  24754. this.getElapsedTime();
  24755. this.running = false;
  24756. this.autoStart = false;
  24757. },
  24758. getElapsedTime: function () {
  24759. this.getDelta();
  24760. return this.elapsedTime;
  24761. },
  24762. getDelta: function () {
  24763. var diff = 0;
  24764. if ( this.autoStart && ! this.running ) {
  24765. this.start();
  24766. return 0;
  24767. }
  24768. if ( this.running ) {
  24769. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24770. diff = ( newTime - this.oldTime ) / 1000;
  24771. this.oldTime = newTime;
  24772. this.elapsedTime += diff;
  24773. }
  24774. return diff;
  24775. }
  24776. } );
  24777. /**
  24778. * @author mrdoob / http://mrdoob.com/
  24779. */
  24780. var _position$2 = new Vector3();
  24781. var _quaternion$3 = new Quaternion();
  24782. var _scale$1 = new Vector3();
  24783. var _orientation = new Vector3();
  24784. function AudioListener() {
  24785. Object3D.call( this );
  24786. this.type = 'AudioListener';
  24787. this.context = AudioContext.getContext();
  24788. this.gain = this.context.createGain();
  24789. this.gain.connect( this.context.destination );
  24790. this.filter = null;
  24791. this.timeDelta = 0;
  24792. // private
  24793. this._clock = new Clock();
  24794. }
  24795. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24796. constructor: AudioListener,
  24797. getInput: function () {
  24798. return this.gain;
  24799. },
  24800. removeFilter: function ( ) {
  24801. if ( this.filter !== null ) {
  24802. this.gain.disconnect( this.filter );
  24803. this.filter.disconnect( this.context.destination );
  24804. this.gain.connect( this.context.destination );
  24805. this.filter = null;
  24806. }
  24807. return this;
  24808. },
  24809. getFilter: function () {
  24810. return this.filter;
  24811. },
  24812. setFilter: function ( value ) {
  24813. if ( this.filter !== null ) {
  24814. this.gain.disconnect( this.filter );
  24815. this.filter.disconnect( this.context.destination );
  24816. } else {
  24817. this.gain.disconnect( this.context.destination );
  24818. }
  24819. this.filter = value;
  24820. this.gain.connect( this.filter );
  24821. this.filter.connect( this.context.destination );
  24822. return this;
  24823. },
  24824. getMasterVolume: function () {
  24825. return this.gain.gain.value;
  24826. },
  24827. setMasterVolume: function ( value ) {
  24828. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24829. return this;
  24830. },
  24831. updateMatrixWorld: function ( force ) {
  24832. Object3D.prototype.updateMatrixWorld.call( this, force );
  24833. var listener = this.context.listener;
  24834. var up = this.up;
  24835. this.timeDelta = this._clock.getDelta();
  24836. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24837. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24838. if ( listener.positionX ) {
  24839. // code path for Chrome (see #14393)
  24840. var endTime = this.context.currentTime + this.timeDelta;
  24841. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24842. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24843. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24844. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24845. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24846. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24847. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24848. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24849. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24850. } else {
  24851. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24852. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24853. }
  24854. }
  24855. } );
  24856. /**
  24857. * @author mrdoob / http://mrdoob.com/
  24858. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24859. */
  24860. function Audio( listener ) {
  24861. Object3D.call( this );
  24862. this.type = 'Audio';
  24863. this.listener = listener;
  24864. this.context = listener.context;
  24865. this.gain = this.context.createGain();
  24866. this.gain.connect( listener.getInput() );
  24867. this.autoplay = false;
  24868. this.buffer = null;
  24869. this.detune = 0;
  24870. this.loop = false;
  24871. this.loopStart = 0;
  24872. this.loopEnd = 0;
  24873. this.startTime = 0;
  24874. this.offset = 0;
  24875. this.duration = undefined;
  24876. this.playbackRate = 1;
  24877. this.isPlaying = false;
  24878. this.hasPlaybackControl = true;
  24879. this.sourceType = 'empty';
  24880. this.filters = [];
  24881. }
  24882. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24883. constructor: Audio,
  24884. getOutput: function () {
  24885. return this.gain;
  24886. },
  24887. setNodeSource: function ( audioNode ) {
  24888. this.hasPlaybackControl = false;
  24889. this.sourceType = 'audioNode';
  24890. this.source = audioNode;
  24891. this.connect();
  24892. return this;
  24893. },
  24894. setMediaElementSource: function ( mediaElement ) {
  24895. this.hasPlaybackControl = false;
  24896. this.sourceType = 'mediaNode';
  24897. this.source = this.context.createMediaElementSource( mediaElement );
  24898. this.connect();
  24899. return this;
  24900. },
  24901. setMediaStreamSource: function ( mediaStream ) {
  24902. this.hasPlaybackControl = false;
  24903. this.sourceType = 'mediaStreamNode';
  24904. this.source = this.context.createMediaStreamSource( mediaStream );
  24905. this.connect();
  24906. return this;
  24907. },
  24908. setBuffer: function ( audioBuffer ) {
  24909. this.buffer = audioBuffer;
  24910. this.sourceType = 'buffer';
  24911. if ( this.autoplay ) { this.play(); }
  24912. return this;
  24913. },
  24914. play: function () {
  24915. if ( this.isPlaying === true ) {
  24916. console.warn( 'THREE.Audio: Audio is already playing.' );
  24917. return;
  24918. }
  24919. if ( this.hasPlaybackControl === false ) {
  24920. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24921. return;
  24922. }
  24923. var source = this.context.createBufferSource();
  24924. source.buffer = this.buffer;
  24925. source.loop = this.loop;
  24926. source.loopStart = this.loopStart;
  24927. source.loopEnd = this.loopEnd;
  24928. source.onended = this.onEnded.bind( this );
  24929. this.startTime = this.context.currentTime;
  24930. source.start( this.startTime, this.offset, this.duration );
  24931. this.isPlaying = true;
  24932. this.source = source;
  24933. this.setDetune( this.detune );
  24934. this.setPlaybackRate( this.playbackRate );
  24935. return this.connect();
  24936. },
  24937. pause: function () {
  24938. if ( this.hasPlaybackControl === false ) {
  24939. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24940. return;
  24941. }
  24942. if ( this.isPlaying === true ) {
  24943. this.source.stop();
  24944. this.source.onended = null;
  24945. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24946. this.isPlaying = false;
  24947. }
  24948. return this;
  24949. },
  24950. stop: function () {
  24951. if ( this.hasPlaybackControl === false ) {
  24952. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24953. return;
  24954. }
  24955. this.source.stop();
  24956. this.source.onended = null;
  24957. this.offset = 0;
  24958. this.isPlaying = false;
  24959. return this;
  24960. },
  24961. connect: function () {
  24962. if ( this.filters.length > 0 ) {
  24963. this.source.connect( this.filters[ 0 ] );
  24964. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24965. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24966. }
  24967. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24968. } else {
  24969. this.source.connect( this.getOutput() );
  24970. }
  24971. return this;
  24972. },
  24973. disconnect: function () {
  24974. if ( this.filters.length > 0 ) {
  24975. this.source.disconnect( this.filters[ 0 ] );
  24976. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24977. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24978. }
  24979. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24980. } else {
  24981. this.source.disconnect( this.getOutput() );
  24982. }
  24983. return this;
  24984. },
  24985. getFilters: function () {
  24986. return this.filters;
  24987. },
  24988. setFilters: function ( value ) {
  24989. if ( ! value ) { value = []; }
  24990. if ( this.isPlaying === true ) {
  24991. this.disconnect();
  24992. this.filters = value;
  24993. this.connect();
  24994. } else {
  24995. this.filters = value;
  24996. }
  24997. return this;
  24998. },
  24999. setDetune: function ( value ) {
  25000. this.detune = value;
  25001. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25002. if ( this.isPlaying === true ) {
  25003. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25004. }
  25005. return this;
  25006. },
  25007. getDetune: function () {
  25008. return this.detune;
  25009. },
  25010. getFilter: function () {
  25011. return this.getFilters()[ 0 ];
  25012. },
  25013. setFilter: function ( filter ) {
  25014. return this.setFilters( filter ? [ filter ] : [] );
  25015. },
  25016. setPlaybackRate: function ( value ) {
  25017. if ( this.hasPlaybackControl === false ) {
  25018. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25019. return;
  25020. }
  25021. this.playbackRate = value;
  25022. if ( this.isPlaying === true ) {
  25023. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25024. }
  25025. return this;
  25026. },
  25027. getPlaybackRate: function () {
  25028. return this.playbackRate;
  25029. },
  25030. onEnded: function () {
  25031. this.isPlaying = false;
  25032. },
  25033. getLoop: function () {
  25034. if ( this.hasPlaybackControl === false ) {
  25035. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25036. return false;
  25037. }
  25038. return this.loop;
  25039. },
  25040. setLoop: function ( value ) {
  25041. if ( this.hasPlaybackControl === false ) {
  25042. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25043. return;
  25044. }
  25045. this.loop = value;
  25046. if ( this.isPlaying === true ) {
  25047. this.source.loop = this.loop;
  25048. }
  25049. return this;
  25050. },
  25051. setLoopStart: function ( value ) {
  25052. this.loopStart = value;
  25053. return this;
  25054. },
  25055. setLoopEnd: function ( value ) {
  25056. this.loopEnd = value;
  25057. return this;
  25058. },
  25059. getVolume: function () {
  25060. return this.gain.gain.value;
  25061. },
  25062. setVolume: function ( value ) {
  25063. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25064. return this;
  25065. }
  25066. } );
  25067. /**
  25068. * @author mrdoob / http://mrdoob.com/
  25069. */
  25070. var _position$3 = new Vector3();
  25071. var _quaternion$4 = new Quaternion();
  25072. var _scale$2 = new Vector3();
  25073. var _orientation$1 = new Vector3();
  25074. function PositionalAudio( listener ) {
  25075. Audio.call( this, listener );
  25076. this.panner = this.context.createPanner();
  25077. this.panner.panningModel = 'HRTF';
  25078. this.panner.connect( this.gain );
  25079. }
  25080. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25081. constructor: PositionalAudio,
  25082. getOutput: function () {
  25083. return this.panner;
  25084. },
  25085. getRefDistance: function () {
  25086. return this.panner.refDistance;
  25087. },
  25088. setRefDistance: function ( value ) {
  25089. this.panner.refDistance = value;
  25090. return this;
  25091. },
  25092. getRolloffFactor: function () {
  25093. return this.panner.rolloffFactor;
  25094. },
  25095. setRolloffFactor: function ( value ) {
  25096. this.panner.rolloffFactor = value;
  25097. return this;
  25098. },
  25099. getDistanceModel: function () {
  25100. return this.panner.distanceModel;
  25101. },
  25102. setDistanceModel: function ( value ) {
  25103. this.panner.distanceModel = value;
  25104. return this;
  25105. },
  25106. getMaxDistance: function () {
  25107. return this.panner.maxDistance;
  25108. },
  25109. setMaxDistance: function ( value ) {
  25110. this.panner.maxDistance = value;
  25111. return this;
  25112. },
  25113. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25114. this.panner.coneInnerAngle = coneInnerAngle;
  25115. this.panner.coneOuterAngle = coneOuterAngle;
  25116. this.panner.coneOuterGain = coneOuterGain;
  25117. return this;
  25118. },
  25119. updateMatrixWorld: function ( force ) {
  25120. Object3D.prototype.updateMatrixWorld.call( this, force );
  25121. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25122. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25123. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25124. var panner = this.panner;
  25125. if ( panner.positionX ) {
  25126. // code path for Chrome and Firefox (see #14393)
  25127. var endTime = this.context.currentTime + this.listener.timeDelta;
  25128. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25129. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25130. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25131. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25132. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25133. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25134. } else {
  25135. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25136. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25137. }
  25138. }
  25139. } );
  25140. /**
  25141. * @author mrdoob / http://mrdoob.com/
  25142. */
  25143. function AudioAnalyser( audio, fftSize ) {
  25144. this.analyser = audio.context.createAnalyser();
  25145. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25146. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25147. audio.getOutput().connect( this.analyser );
  25148. }
  25149. Object.assign( AudioAnalyser.prototype, {
  25150. getFrequencyData: function () {
  25151. this.analyser.getByteFrequencyData( this.data );
  25152. return this.data;
  25153. },
  25154. getAverageFrequency: function () {
  25155. var value = 0, data = this.getFrequencyData();
  25156. for ( var i = 0; i < data.length; i ++ ) {
  25157. value += data[ i ];
  25158. }
  25159. return value / data.length;
  25160. }
  25161. } );
  25162. /**
  25163. *
  25164. * Buffered scene graph property that allows weighted accumulation.
  25165. *
  25166. *
  25167. * @author Ben Houston / http://clara.io/
  25168. * @author David Sarno / http://lighthaus.us/
  25169. * @author tschw
  25170. */
  25171. function PropertyMixer( binding, typeName, valueSize ) {
  25172. this.binding = binding;
  25173. this.valueSize = valueSize;
  25174. var bufferType = Float64Array,
  25175. mixFunction;
  25176. switch ( typeName ) {
  25177. case 'quaternion':
  25178. mixFunction = this._slerp;
  25179. break;
  25180. case 'string':
  25181. case 'bool':
  25182. bufferType = Array;
  25183. mixFunction = this._select;
  25184. break;
  25185. default:
  25186. mixFunction = this._lerp;
  25187. }
  25188. this.buffer = new bufferType( valueSize * 4 );
  25189. // layout: [ incoming | accu0 | accu1 | orig ]
  25190. //
  25191. // interpolators can use .buffer as their .result
  25192. // the data then goes to 'incoming'
  25193. //
  25194. // 'accu0' and 'accu1' are used frame-interleaved for
  25195. // the cumulative result and are compared to detect
  25196. // changes
  25197. //
  25198. // 'orig' stores the original state of the property
  25199. this._mixBufferRegion = mixFunction;
  25200. this.cumulativeWeight = 0;
  25201. this.useCount = 0;
  25202. this.referenceCount = 0;
  25203. }
  25204. Object.assign( PropertyMixer.prototype, {
  25205. // accumulate data in the 'incoming' region into 'accu<i>'
  25206. accumulate: function ( accuIndex, weight ) {
  25207. // note: happily accumulating nothing when weight = 0, the caller knows
  25208. // the weight and shouldn't have made the call in the first place
  25209. var buffer = this.buffer,
  25210. stride = this.valueSize,
  25211. offset = accuIndex * stride + stride,
  25212. currentWeight = this.cumulativeWeight;
  25213. if ( currentWeight === 0 ) {
  25214. // accuN := incoming * weight
  25215. for ( var i = 0; i !== stride; ++ i ) {
  25216. buffer[ offset + i ] = buffer[ i ];
  25217. }
  25218. currentWeight = weight;
  25219. } else {
  25220. // accuN := accuN + incoming * weight
  25221. currentWeight += weight;
  25222. var mix = weight / currentWeight;
  25223. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25224. }
  25225. this.cumulativeWeight = currentWeight;
  25226. },
  25227. // apply the state of 'accu<i>' to the binding when accus differ
  25228. apply: function ( accuIndex ) {
  25229. var stride = this.valueSize,
  25230. buffer = this.buffer,
  25231. offset = accuIndex * stride + stride,
  25232. weight = this.cumulativeWeight,
  25233. binding = this.binding;
  25234. this.cumulativeWeight = 0;
  25235. if ( weight < 1 ) {
  25236. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25237. var originalValueOffset = stride * 3;
  25238. this._mixBufferRegion(
  25239. buffer, offset, originalValueOffset, 1 - weight, stride );
  25240. }
  25241. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25242. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25243. // value has changed -> update scene graph
  25244. binding.setValue( buffer, offset );
  25245. break;
  25246. }
  25247. }
  25248. },
  25249. // remember the state of the bound property and copy it to both accus
  25250. saveOriginalState: function () {
  25251. var binding = this.binding;
  25252. var buffer = this.buffer,
  25253. stride = this.valueSize,
  25254. originalValueOffset = stride * 3;
  25255. binding.getValue( buffer, originalValueOffset );
  25256. // accu[0..1] := orig -- initially detect changes against the original
  25257. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25258. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25259. }
  25260. this.cumulativeWeight = 0;
  25261. },
  25262. // apply the state previously taken via 'saveOriginalState' to the binding
  25263. restoreOriginalState: function () {
  25264. var originalValueOffset = this.valueSize * 3;
  25265. this.binding.setValue( this.buffer, originalValueOffset );
  25266. },
  25267. // mix functions
  25268. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25269. if ( t >= 0.5 ) {
  25270. for ( var i = 0; i !== stride; ++ i ) {
  25271. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25272. }
  25273. }
  25274. },
  25275. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25276. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25277. },
  25278. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25279. var s = 1 - t;
  25280. for ( var i = 0; i !== stride; ++ i ) {
  25281. var j = dstOffset + i;
  25282. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25283. }
  25284. }
  25285. } );
  25286. /**
  25287. *
  25288. * A reference to a real property in the scene graph.
  25289. *
  25290. *
  25291. * @author Ben Houston / http://clara.io/
  25292. * @author David Sarno / http://lighthaus.us/
  25293. * @author tschw
  25294. */
  25295. // Characters [].:/ are reserved for track binding syntax.
  25296. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25297. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25298. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25299. // only latin characters, and the unicode \p{L} is not yet supported. So
  25300. // instead, we exclude reserved characters and match everything else.
  25301. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25302. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25303. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25304. // be matched to parse the rest of the track name.
  25305. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25306. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25307. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25308. // Object on target node, and accessor. May not contain reserved
  25309. // characters. Accessor may contain any character except closing bracket.
  25310. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25311. // Property and accessor. May not contain reserved characters. Accessor may
  25312. // contain any non-bracket characters.
  25313. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25314. var _trackRe = new RegExp( ''
  25315. + '^'
  25316. + _directoryRe
  25317. + _nodeRe
  25318. + _objectRe
  25319. + _propertyRe
  25320. + '$'
  25321. );
  25322. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25323. function Composite( targetGroup, path, optionalParsedPath ) {
  25324. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25325. this._targetGroup = targetGroup;
  25326. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25327. }
  25328. Object.assign( Composite.prototype, {
  25329. getValue: function ( array, offset ) {
  25330. this.bind(); // bind all binding
  25331. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25332. binding = this._bindings[ firstValidIndex ];
  25333. // and only call .getValue on the first
  25334. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25335. },
  25336. setValue: function ( array, offset ) {
  25337. var bindings = this._bindings;
  25338. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25339. bindings[ i ].setValue( array, offset );
  25340. }
  25341. },
  25342. bind: function () {
  25343. var bindings = this._bindings;
  25344. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25345. bindings[ i ].bind();
  25346. }
  25347. },
  25348. unbind: function () {
  25349. var bindings = this._bindings;
  25350. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25351. bindings[ i ].unbind();
  25352. }
  25353. }
  25354. } );
  25355. function PropertyBinding( rootNode, path, parsedPath ) {
  25356. this.path = path;
  25357. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25358. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25359. this.rootNode = rootNode;
  25360. }
  25361. Object.assign( PropertyBinding, {
  25362. Composite: Composite,
  25363. create: function ( root, path, parsedPath ) {
  25364. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25365. return new PropertyBinding( root, path, parsedPath );
  25366. } else {
  25367. return new PropertyBinding.Composite( root, path, parsedPath );
  25368. }
  25369. },
  25370. /**
  25371. * Replaces spaces with underscores and removes unsupported characters from
  25372. * node names, to ensure compatibility with parseTrackName().
  25373. *
  25374. * @param {string} name Node name to be sanitized.
  25375. * @return {string}
  25376. */
  25377. sanitizeNodeName: function ( name ) {
  25378. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25379. },
  25380. parseTrackName: function ( trackName ) {
  25381. var matches = _trackRe.exec( trackName );
  25382. if ( ! matches ) {
  25383. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25384. }
  25385. var results = {
  25386. // directoryName: matches[ 1 ], // (tschw) currently unused
  25387. nodeName: matches[ 2 ],
  25388. objectName: matches[ 3 ],
  25389. objectIndex: matches[ 4 ],
  25390. propertyName: matches[ 5 ], // required
  25391. propertyIndex: matches[ 6 ]
  25392. };
  25393. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25394. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25395. var objectName = results.nodeName.substring( lastDot + 1 );
  25396. // Object names must be checked against a whitelist. Otherwise, there
  25397. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25398. // 'bar' could be the objectName, or part of a nodeName (which can
  25399. // include '.' characters).
  25400. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25401. results.nodeName = results.nodeName.substring( 0, lastDot );
  25402. results.objectName = objectName;
  25403. }
  25404. }
  25405. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25406. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25407. }
  25408. return results;
  25409. },
  25410. findNode: function ( root, nodeName ) {
  25411. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25412. return root;
  25413. }
  25414. // search into skeleton bones.
  25415. if ( root.skeleton ) {
  25416. var bone = root.skeleton.getBoneByName( nodeName );
  25417. if ( bone !== undefined ) {
  25418. return bone;
  25419. }
  25420. }
  25421. // search into node subtree.
  25422. if ( root.children ) {
  25423. var searchNodeSubtree = function ( children ) {
  25424. for ( var i = 0; i < children.length; i ++ ) {
  25425. var childNode = children[ i ];
  25426. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25427. return childNode;
  25428. }
  25429. var result = searchNodeSubtree( childNode.children );
  25430. if ( result ) { return result; }
  25431. }
  25432. return null;
  25433. };
  25434. var subTreeNode = searchNodeSubtree( root.children );
  25435. if ( subTreeNode ) {
  25436. return subTreeNode;
  25437. }
  25438. }
  25439. return null;
  25440. }
  25441. } );
  25442. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25443. // these are used to "bind" a nonexistent property
  25444. _getValue_unavailable: function () {},
  25445. _setValue_unavailable: function () {},
  25446. BindingType: {
  25447. Direct: 0,
  25448. EntireArray: 1,
  25449. ArrayElement: 2,
  25450. HasFromToArray: 3
  25451. },
  25452. Versioning: {
  25453. None: 0,
  25454. NeedsUpdate: 1,
  25455. MatrixWorldNeedsUpdate: 2
  25456. },
  25457. GetterByBindingType: [
  25458. function getValue_direct( buffer, offset ) {
  25459. buffer[ offset ] = this.node[ this.propertyName ];
  25460. },
  25461. function getValue_array( buffer, offset ) {
  25462. var source = this.resolvedProperty;
  25463. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25464. buffer[ offset ++ ] = source[ i ];
  25465. }
  25466. },
  25467. function getValue_arrayElement( buffer, offset ) {
  25468. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25469. },
  25470. function getValue_toArray( buffer, offset ) {
  25471. this.resolvedProperty.toArray( buffer, offset );
  25472. }
  25473. ],
  25474. SetterByBindingTypeAndVersioning: [
  25475. [
  25476. // Direct
  25477. function setValue_direct( buffer, offset ) {
  25478. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25479. },
  25480. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25481. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25482. this.targetObject.needsUpdate = true;
  25483. },
  25484. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25485. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25486. this.targetObject.matrixWorldNeedsUpdate = true;
  25487. }
  25488. ], [
  25489. // EntireArray
  25490. function setValue_array( buffer, offset ) {
  25491. var dest = this.resolvedProperty;
  25492. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25493. dest[ i ] = buffer[ offset ++ ];
  25494. }
  25495. },
  25496. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25497. var dest = this.resolvedProperty;
  25498. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25499. dest[ i ] = buffer[ offset ++ ];
  25500. }
  25501. this.targetObject.needsUpdate = true;
  25502. },
  25503. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25504. var dest = this.resolvedProperty;
  25505. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25506. dest[ i ] = buffer[ offset ++ ];
  25507. }
  25508. this.targetObject.matrixWorldNeedsUpdate = true;
  25509. }
  25510. ], [
  25511. // ArrayElement
  25512. function setValue_arrayElement( buffer, offset ) {
  25513. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25514. },
  25515. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25516. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25517. this.targetObject.needsUpdate = true;
  25518. },
  25519. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25520. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25521. this.targetObject.matrixWorldNeedsUpdate = true;
  25522. }
  25523. ], [
  25524. // HasToFromArray
  25525. function setValue_fromArray( buffer, offset ) {
  25526. this.resolvedProperty.fromArray( buffer, offset );
  25527. },
  25528. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25529. this.resolvedProperty.fromArray( buffer, offset );
  25530. this.targetObject.needsUpdate = true;
  25531. },
  25532. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25533. this.resolvedProperty.fromArray( buffer, offset );
  25534. this.targetObject.matrixWorldNeedsUpdate = true;
  25535. }
  25536. ]
  25537. ],
  25538. getValue: function getValue_unbound( targetArray, offset ) {
  25539. this.bind();
  25540. this.getValue( targetArray, offset );
  25541. // Note: This class uses a State pattern on a per-method basis:
  25542. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25543. // prototype version of these methods with one that represents
  25544. // the bound state. When the property is not found, the methods
  25545. // become no-ops.
  25546. },
  25547. setValue: function getValue_unbound( sourceArray, offset ) {
  25548. this.bind();
  25549. this.setValue( sourceArray, offset );
  25550. },
  25551. // create getter / setter pair for a property in the scene graph
  25552. bind: function () {
  25553. var targetObject = this.node,
  25554. parsedPath = this.parsedPath,
  25555. objectName = parsedPath.objectName,
  25556. propertyName = parsedPath.propertyName,
  25557. propertyIndex = parsedPath.propertyIndex;
  25558. if ( ! targetObject ) {
  25559. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25560. this.node = targetObject;
  25561. }
  25562. // set fail state so we can just 'return' on error
  25563. this.getValue = this._getValue_unavailable;
  25564. this.setValue = this._setValue_unavailable;
  25565. // ensure there is a value node
  25566. if ( ! targetObject ) {
  25567. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25568. return;
  25569. }
  25570. if ( objectName ) {
  25571. var objectIndex = parsedPath.objectIndex;
  25572. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25573. switch ( objectName ) {
  25574. case 'materials':
  25575. if ( ! targetObject.material ) {
  25576. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25577. return;
  25578. }
  25579. if ( ! targetObject.material.materials ) {
  25580. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25581. return;
  25582. }
  25583. targetObject = targetObject.material.materials;
  25584. break;
  25585. case 'bones':
  25586. if ( ! targetObject.skeleton ) {
  25587. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25588. return;
  25589. }
  25590. // potential future optimization: skip this if propertyIndex is already an integer
  25591. // and convert the integer string to a true integer.
  25592. targetObject = targetObject.skeleton.bones;
  25593. // support resolving morphTarget names into indices.
  25594. for ( var i = 0; i < targetObject.length; i ++ ) {
  25595. if ( targetObject[ i ].name === objectIndex ) {
  25596. objectIndex = i;
  25597. break;
  25598. }
  25599. }
  25600. break;
  25601. default:
  25602. if ( targetObject[ objectName ] === undefined ) {
  25603. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25604. return;
  25605. }
  25606. targetObject = targetObject[ objectName ];
  25607. }
  25608. if ( objectIndex !== undefined ) {
  25609. if ( targetObject[ objectIndex ] === undefined ) {
  25610. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25611. return;
  25612. }
  25613. targetObject = targetObject[ objectIndex ];
  25614. }
  25615. }
  25616. // resolve property
  25617. var nodeProperty = targetObject[ propertyName ];
  25618. if ( nodeProperty === undefined ) {
  25619. var nodeName = parsedPath.nodeName;
  25620. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25621. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25622. return;
  25623. }
  25624. // determine versioning scheme
  25625. var versioning = this.Versioning.None;
  25626. this.targetObject = targetObject;
  25627. if ( targetObject.needsUpdate !== undefined ) { // material
  25628. versioning = this.Versioning.NeedsUpdate;
  25629. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25630. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25631. }
  25632. // determine how the property gets bound
  25633. var bindingType = this.BindingType.Direct;
  25634. if ( propertyIndex !== undefined ) {
  25635. // access a sub element of the property array (only primitives are supported right now)
  25636. if ( propertyName === "morphTargetInfluences" ) {
  25637. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25638. // support resolving morphTarget names into indices.
  25639. if ( ! targetObject.geometry ) {
  25640. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25641. return;
  25642. }
  25643. if ( targetObject.geometry.isBufferGeometry ) {
  25644. if ( ! targetObject.geometry.morphAttributes ) {
  25645. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25646. return;
  25647. }
  25648. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25649. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25650. propertyIndex = i;
  25651. break;
  25652. }
  25653. }
  25654. } else {
  25655. if ( ! targetObject.geometry.morphTargets ) {
  25656. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25657. return;
  25658. }
  25659. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25660. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25661. propertyIndex = i;
  25662. break;
  25663. }
  25664. }
  25665. }
  25666. }
  25667. bindingType = this.BindingType.ArrayElement;
  25668. this.resolvedProperty = nodeProperty;
  25669. this.propertyIndex = propertyIndex;
  25670. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25671. // must use copy for Object3D.Euler/Quaternion
  25672. bindingType = this.BindingType.HasFromToArray;
  25673. this.resolvedProperty = nodeProperty;
  25674. } else if ( Array.isArray( nodeProperty ) ) {
  25675. bindingType = this.BindingType.EntireArray;
  25676. this.resolvedProperty = nodeProperty;
  25677. } else {
  25678. this.propertyName = propertyName;
  25679. }
  25680. // select getter / setter
  25681. this.getValue = this.GetterByBindingType[ bindingType ];
  25682. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25683. },
  25684. unbind: function () {
  25685. this.node = null;
  25686. // back to the prototype version of getValue / setValue
  25687. // note: avoiding to mutate the shape of 'this' via 'delete'
  25688. this.getValue = this._getValue_unbound;
  25689. this.setValue = this._setValue_unbound;
  25690. }
  25691. } );
  25692. //!\ DECLARE ALIAS AFTER assign prototype !
  25693. Object.assign( PropertyBinding.prototype, {
  25694. // initial state of these methods that calls 'bind'
  25695. _getValue_unbound: PropertyBinding.prototype.getValue,
  25696. _setValue_unbound: PropertyBinding.prototype.setValue,
  25697. } );
  25698. /**
  25699. *
  25700. * A group of objects that receives a shared animation state.
  25701. *
  25702. * Usage:
  25703. *
  25704. * - Add objects you would otherwise pass as 'root' to the
  25705. * constructor or the .clipAction method of AnimationMixer.
  25706. *
  25707. * - Instead pass this object as 'root'.
  25708. *
  25709. * - You can also add and remove objects later when the mixer
  25710. * is running.
  25711. *
  25712. * Note:
  25713. *
  25714. * Objects of this class appear as one object to the mixer,
  25715. * so cache control of the individual objects must be done
  25716. * on the group.
  25717. *
  25718. * Limitation:
  25719. *
  25720. * - The animated properties must be compatible among the
  25721. * all objects in the group.
  25722. *
  25723. * - A single property can either be controlled through a
  25724. * target group or directly, but not both.
  25725. *
  25726. * @author tschw
  25727. */
  25728. function AnimationObjectGroup() {
  25729. this.uuid = _Math.generateUUID();
  25730. // cached objects followed by the active ones
  25731. this._objects = Array.prototype.slice.call( arguments );
  25732. this.nCachedObjects_ = 0; // threshold
  25733. // note: read by PropertyBinding.Composite
  25734. var indices = {};
  25735. this._indicesByUUID = indices; // for bookkeeping
  25736. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25737. indices[ arguments[ i ].uuid ] = i;
  25738. }
  25739. this._paths = []; // inside: string
  25740. this._parsedPaths = []; // inside: { we don't care, here }
  25741. this._bindings = []; // inside: Array< PropertyBinding >
  25742. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25743. var scope = this;
  25744. this.stats = {
  25745. objects: {
  25746. get total() {
  25747. return scope._objects.length;
  25748. },
  25749. get inUse() {
  25750. return this.total - scope.nCachedObjects_;
  25751. }
  25752. },
  25753. get bindingsPerObject() {
  25754. return scope._bindings.length;
  25755. }
  25756. };
  25757. }
  25758. Object.assign( AnimationObjectGroup.prototype, {
  25759. isAnimationObjectGroup: true,
  25760. add: function () {
  25761. var objects = this._objects,
  25762. nObjects = objects.length,
  25763. nCachedObjects = this.nCachedObjects_,
  25764. indicesByUUID = this._indicesByUUID,
  25765. paths = this._paths,
  25766. parsedPaths = this._parsedPaths,
  25767. bindings = this._bindings,
  25768. nBindings = bindings.length,
  25769. knownObject = undefined;
  25770. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25771. var object = arguments[ i ],
  25772. uuid = object.uuid,
  25773. index = indicesByUUID[ uuid ];
  25774. if ( index === undefined ) {
  25775. // unknown object -> add it to the ACTIVE region
  25776. index = nObjects ++;
  25777. indicesByUUID[ uuid ] = index;
  25778. objects.push( object );
  25779. // accounting is done, now do the same for all bindings
  25780. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25781. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25782. }
  25783. } else if ( index < nCachedObjects ) {
  25784. knownObject = objects[ index ];
  25785. // move existing object to the ACTIVE region
  25786. var firstActiveIndex = -- nCachedObjects,
  25787. lastCachedObject = objects[ firstActiveIndex ];
  25788. indicesByUUID[ lastCachedObject.uuid ] = index;
  25789. objects[ index ] = lastCachedObject;
  25790. indicesByUUID[ uuid ] = firstActiveIndex;
  25791. objects[ firstActiveIndex ] = object;
  25792. // accounting is done, now do the same for all bindings
  25793. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25794. var bindingsForPath = bindings[ j ],
  25795. lastCached = bindingsForPath[ firstActiveIndex ],
  25796. binding = bindingsForPath[ index ];
  25797. bindingsForPath[ index ] = lastCached;
  25798. if ( binding === undefined ) {
  25799. // since we do not bother to create new bindings
  25800. // for objects that are cached, the binding may
  25801. // or may not exist
  25802. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25803. }
  25804. bindingsForPath[ firstActiveIndex ] = binding;
  25805. }
  25806. } else if ( objects[ index ] !== knownObject ) {
  25807. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25808. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25809. } // else the object is already where we want it to be
  25810. } // for arguments
  25811. this.nCachedObjects_ = nCachedObjects;
  25812. },
  25813. remove: function () {
  25814. var objects = this._objects,
  25815. nCachedObjects = this.nCachedObjects_,
  25816. indicesByUUID = this._indicesByUUID,
  25817. bindings = this._bindings,
  25818. nBindings = bindings.length;
  25819. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25820. var object = arguments[ i ],
  25821. uuid = object.uuid,
  25822. index = indicesByUUID[ uuid ];
  25823. if ( index !== undefined && index >= nCachedObjects ) {
  25824. // move existing object into the CACHED region
  25825. var lastCachedIndex = nCachedObjects ++,
  25826. firstActiveObject = objects[ lastCachedIndex ];
  25827. indicesByUUID[ firstActiveObject.uuid ] = index;
  25828. objects[ index ] = firstActiveObject;
  25829. indicesByUUID[ uuid ] = lastCachedIndex;
  25830. objects[ lastCachedIndex ] = object;
  25831. // accounting is done, now do the same for all bindings
  25832. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25833. var bindingsForPath = bindings[ j ],
  25834. firstActive = bindingsForPath[ lastCachedIndex ],
  25835. binding = bindingsForPath[ index ];
  25836. bindingsForPath[ index ] = firstActive;
  25837. bindingsForPath[ lastCachedIndex ] = binding;
  25838. }
  25839. }
  25840. } // for arguments
  25841. this.nCachedObjects_ = nCachedObjects;
  25842. },
  25843. // remove & forget
  25844. uncache: function () {
  25845. var objects = this._objects,
  25846. nObjects = objects.length,
  25847. nCachedObjects = this.nCachedObjects_,
  25848. indicesByUUID = this._indicesByUUID,
  25849. bindings = this._bindings,
  25850. nBindings = bindings.length;
  25851. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25852. var object = arguments[ i ],
  25853. uuid = object.uuid,
  25854. index = indicesByUUID[ uuid ];
  25855. if ( index !== undefined ) {
  25856. delete indicesByUUID[ uuid ];
  25857. if ( index < nCachedObjects ) {
  25858. // object is cached, shrink the CACHED region
  25859. var firstActiveIndex = -- nCachedObjects,
  25860. lastCachedObject = objects[ firstActiveIndex ],
  25861. lastIndex = -- nObjects,
  25862. lastObject = objects[ lastIndex ];
  25863. // last cached object takes this object's place
  25864. indicesByUUID[ lastCachedObject.uuid ] = index;
  25865. objects[ index ] = lastCachedObject;
  25866. // last object goes to the activated slot and pop
  25867. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25868. objects[ firstActiveIndex ] = lastObject;
  25869. objects.pop();
  25870. // accounting is done, now do the same for all bindings
  25871. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25872. var bindingsForPath = bindings[ j ],
  25873. lastCached = bindingsForPath[ firstActiveIndex ],
  25874. last = bindingsForPath[ lastIndex ];
  25875. bindingsForPath[ index ] = lastCached;
  25876. bindingsForPath[ firstActiveIndex ] = last;
  25877. bindingsForPath.pop();
  25878. }
  25879. } else {
  25880. // object is active, just swap with the last and pop
  25881. var lastIndex = -- nObjects,
  25882. lastObject = objects[ lastIndex ];
  25883. indicesByUUID[ lastObject.uuid ] = index;
  25884. objects[ index ] = lastObject;
  25885. objects.pop();
  25886. // accounting is done, now do the same for all bindings
  25887. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25888. var bindingsForPath = bindings[ j ];
  25889. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25890. bindingsForPath.pop();
  25891. }
  25892. } // cached or active
  25893. } // if object is known
  25894. } // for arguments
  25895. this.nCachedObjects_ = nCachedObjects;
  25896. },
  25897. // Internal interface used by befriended PropertyBinding.Composite:
  25898. subscribe_: function ( path, parsedPath ) {
  25899. // returns an array of bindings for the given path that is changed
  25900. // according to the contained objects in the group
  25901. var indicesByPath = this._bindingsIndicesByPath,
  25902. index = indicesByPath[ path ],
  25903. bindings = this._bindings;
  25904. if ( index !== undefined ) { return bindings[ index ]; }
  25905. var paths = this._paths,
  25906. parsedPaths = this._parsedPaths,
  25907. objects = this._objects,
  25908. nObjects = objects.length,
  25909. nCachedObjects = this.nCachedObjects_,
  25910. bindingsForPath = new Array( nObjects );
  25911. index = bindings.length;
  25912. indicesByPath[ path ] = index;
  25913. paths.push( path );
  25914. parsedPaths.push( parsedPath );
  25915. bindings.push( bindingsForPath );
  25916. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25917. var object = objects[ i ];
  25918. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25919. }
  25920. return bindingsForPath;
  25921. },
  25922. unsubscribe_: function ( path ) {
  25923. // tells the group to forget about a property path and no longer
  25924. // update the array previously obtained with 'subscribe_'
  25925. var indicesByPath = this._bindingsIndicesByPath,
  25926. index = indicesByPath[ path ];
  25927. if ( index !== undefined ) {
  25928. var paths = this._paths,
  25929. parsedPaths = this._parsedPaths,
  25930. bindings = this._bindings,
  25931. lastBindingsIndex = bindings.length - 1,
  25932. lastBindings = bindings[ lastBindingsIndex ],
  25933. lastBindingsPath = path[ lastBindingsIndex ];
  25934. indicesByPath[ lastBindingsPath ] = index;
  25935. bindings[ index ] = lastBindings;
  25936. bindings.pop();
  25937. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25938. parsedPaths.pop();
  25939. paths[ index ] = paths[ lastBindingsIndex ];
  25940. paths.pop();
  25941. }
  25942. }
  25943. } );
  25944. /**
  25945. *
  25946. * Action provided by AnimationMixer for scheduling clip playback on specific
  25947. * objects.
  25948. *
  25949. * @author Ben Houston / http://clara.io/
  25950. * @author David Sarno / http://lighthaus.us/
  25951. * @author tschw
  25952. *
  25953. */
  25954. function AnimationAction( mixer, clip, localRoot ) {
  25955. this._mixer = mixer;
  25956. this._clip = clip;
  25957. this._localRoot = localRoot || null;
  25958. var tracks = clip.tracks,
  25959. nTracks = tracks.length,
  25960. interpolants = new Array( nTracks );
  25961. var interpolantSettings = {
  25962. endingStart: ZeroCurvatureEnding,
  25963. endingEnd: ZeroCurvatureEnding
  25964. };
  25965. for ( var i = 0; i !== nTracks; ++ i ) {
  25966. var interpolant = tracks[ i ].createInterpolant( null );
  25967. interpolants[ i ] = interpolant;
  25968. interpolant.settings = interpolantSettings;
  25969. }
  25970. this._interpolantSettings = interpolantSettings;
  25971. this._interpolants = interpolants; // bound by the mixer
  25972. // inside: PropertyMixer (managed by the mixer)
  25973. this._propertyBindings = new Array( nTracks );
  25974. this._cacheIndex = null; // for the memory manager
  25975. this._byClipCacheIndex = null; // for the memory manager
  25976. this._timeScaleInterpolant = null;
  25977. this._weightInterpolant = null;
  25978. this.loop = LoopRepeat;
  25979. this._loopCount = - 1;
  25980. // global mixer time when the action is to be started
  25981. // it's set back to 'null' upon start of the action
  25982. this._startTime = null;
  25983. // scaled local time of the action
  25984. // gets clamped or wrapped to 0..clip.duration according to loop
  25985. this.time = 0;
  25986. this.timeScale = 1;
  25987. this._effectiveTimeScale = 1;
  25988. this.weight = 1;
  25989. this._effectiveWeight = 1;
  25990. this.repetitions = Infinity; // no. of repetitions when looping
  25991. this.paused = false; // true -> zero effective time scale
  25992. this.enabled = true; // false -> zero effective weight
  25993. this.clampWhenFinished = false;// keep feeding the last frame?
  25994. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25995. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25996. }
  25997. Object.assign( AnimationAction.prototype, {
  25998. // State & Scheduling
  25999. play: function () {
  26000. this._mixer._activateAction( this );
  26001. return this;
  26002. },
  26003. stop: function () {
  26004. this._mixer._deactivateAction( this );
  26005. return this.reset();
  26006. },
  26007. reset: function () {
  26008. this.paused = false;
  26009. this.enabled = true;
  26010. this.time = 0; // restart clip
  26011. this._loopCount = - 1;// forget previous loops
  26012. this._startTime = null;// forget scheduling
  26013. return this.stopFading().stopWarping();
  26014. },
  26015. isRunning: function () {
  26016. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26017. this._startTime === null && this._mixer._isActiveAction( this );
  26018. },
  26019. // return true when play has been called
  26020. isScheduled: function () {
  26021. return this._mixer._isActiveAction( this );
  26022. },
  26023. startAt: function ( time ) {
  26024. this._startTime = time;
  26025. return this;
  26026. },
  26027. setLoop: function ( mode, repetitions ) {
  26028. this.loop = mode;
  26029. this.repetitions = repetitions;
  26030. return this;
  26031. },
  26032. // Weight
  26033. // set the weight stopping any scheduled fading
  26034. // although .enabled = false yields an effective weight of zero, this
  26035. // method does *not* change .enabled, because it would be confusing
  26036. setEffectiveWeight: function ( weight ) {
  26037. this.weight = weight;
  26038. // note: same logic as when updated at runtime
  26039. this._effectiveWeight = this.enabled ? weight : 0;
  26040. return this.stopFading();
  26041. },
  26042. // return the weight considering fading and .enabled
  26043. getEffectiveWeight: function () {
  26044. return this._effectiveWeight;
  26045. },
  26046. fadeIn: function ( duration ) {
  26047. return this._scheduleFading( duration, 0, 1 );
  26048. },
  26049. fadeOut: function ( duration ) {
  26050. return this._scheduleFading( duration, 1, 0 );
  26051. },
  26052. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26053. fadeOutAction.fadeOut( duration );
  26054. this.fadeIn( duration );
  26055. if ( warp ) {
  26056. var fadeInDuration = this._clip.duration,
  26057. fadeOutDuration = fadeOutAction._clip.duration,
  26058. startEndRatio = fadeOutDuration / fadeInDuration,
  26059. endStartRatio = fadeInDuration / fadeOutDuration;
  26060. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26061. this.warp( endStartRatio, 1.0, duration );
  26062. }
  26063. return this;
  26064. },
  26065. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26066. return fadeInAction.crossFadeFrom( this, duration, warp );
  26067. },
  26068. stopFading: function () {
  26069. var weightInterpolant = this._weightInterpolant;
  26070. if ( weightInterpolant !== null ) {
  26071. this._weightInterpolant = null;
  26072. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26073. }
  26074. return this;
  26075. },
  26076. // Time Scale Control
  26077. // set the time scale stopping any scheduled warping
  26078. // although .paused = true yields an effective time scale of zero, this
  26079. // method does *not* change .paused, because it would be confusing
  26080. setEffectiveTimeScale: function ( timeScale ) {
  26081. this.timeScale = timeScale;
  26082. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26083. return this.stopWarping();
  26084. },
  26085. // return the time scale considering warping and .paused
  26086. getEffectiveTimeScale: function () {
  26087. return this._effectiveTimeScale;
  26088. },
  26089. setDuration: function ( duration ) {
  26090. this.timeScale = this._clip.duration / duration;
  26091. return this.stopWarping();
  26092. },
  26093. syncWith: function ( action ) {
  26094. this.time = action.time;
  26095. this.timeScale = action.timeScale;
  26096. return this.stopWarping();
  26097. },
  26098. halt: function ( duration ) {
  26099. return this.warp( this._effectiveTimeScale, 0, duration );
  26100. },
  26101. warp: function ( startTimeScale, endTimeScale, duration ) {
  26102. var mixer = this._mixer, now = mixer.time,
  26103. interpolant = this._timeScaleInterpolant,
  26104. timeScale = this.timeScale;
  26105. if ( interpolant === null ) {
  26106. interpolant = mixer._lendControlInterpolant();
  26107. this._timeScaleInterpolant = interpolant;
  26108. }
  26109. var times = interpolant.parameterPositions,
  26110. values = interpolant.sampleValues;
  26111. times[ 0 ] = now;
  26112. times[ 1 ] = now + duration;
  26113. values[ 0 ] = startTimeScale / timeScale;
  26114. values[ 1 ] = endTimeScale / timeScale;
  26115. return this;
  26116. },
  26117. stopWarping: function () {
  26118. var timeScaleInterpolant = this._timeScaleInterpolant;
  26119. if ( timeScaleInterpolant !== null ) {
  26120. this._timeScaleInterpolant = null;
  26121. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26122. }
  26123. return this;
  26124. },
  26125. // Object Accessors
  26126. getMixer: function () {
  26127. return this._mixer;
  26128. },
  26129. getClip: function () {
  26130. return this._clip;
  26131. },
  26132. getRoot: function () {
  26133. return this._localRoot || this._mixer._root;
  26134. },
  26135. // Interna
  26136. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26137. // called by the mixer
  26138. if ( ! this.enabled ) {
  26139. // call ._updateWeight() to update ._effectiveWeight
  26140. this._updateWeight( time );
  26141. return;
  26142. }
  26143. var startTime = this._startTime;
  26144. if ( startTime !== null ) {
  26145. // check for scheduled start of action
  26146. var timeRunning = ( time - startTime ) * timeDirection;
  26147. if ( timeRunning < 0 || timeDirection === 0 ) {
  26148. return; // yet to come / don't decide when delta = 0
  26149. }
  26150. // start
  26151. this._startTime = null; // unschedule
  26152. deltaTime = timeDirection * timeRunning;
  26153. }
  26154. // apply time scale and advance time
  26155. deltaTime *= this._updateTimeScale( time );
  26156. var clipTime = this._updateTime( deltaTime );
  26157. // note: _updateTime may disable the action resulting in
  26158. // an effective weight of 0
  26159. var weight = this._updateWeight( time );
  26160. if ( weight > 0 ) {
  26161. var interpolants = this._interpolants;
  26162. var propertyMixers = this._propertyBindings;
  26163. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26164. interpolants[ j ].evaluate( clipTime );
  26165. propertyMixers[ j ].accumulate( accuIndex, weight );
  26166. }
  26167. }
  26168. },
  26169. _updateWeight: function ( time ) {
  26170. var weight = 0;
  26171. if ( this.enabled ) {
  26172. weight = this.weight;
  26173. var interpolant = this._weightInterpolant;
  26174. if ( interpolant !== null ) {
  26175. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26176. weight *= interpolantValue;
  26177. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26178. this.stopFading();
  26179. if ( interpolantValue === 0 ) {
  26180. // faded out, disable
  26181. this.enabled = false;
  26182. }
  26183. }
  26184. }
  26185. }
  26186. this._effectiveWeight = weight;
  26187. return weight;
  26188. },
  26189. _updateTimeScale: function ( time ) {
  26190. var timeScale = 0;
  26191. if ( ! this.paused ) {
  26192. timeScale = this.timeScale;
  26193. var interpolant = this._timeScaleInterpolant;
  26194. if ( interpolant !== null ) {
  26195. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26196. timeScale *= interpolantValue;
  26197. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26198. this.stopWarping();
  26199. if ( timeScale === 0 ) {
  26200. // motion has halted, pause
  26201. this.paused = true;
  26202. } else {
  26203. // warp done - apply final time scale
  26204. this.timeScale = timeScale;
  26205. }
  26206. }
  26207. }
  26208. }
  26209. this._effectiveTimeScale = timeScale;
  26210. return timeScale;
  26211. },
  26212. _updateTime: function ( deltaTime ) {
  26213. var time = this.time + deltaTime;
  26214. var duration = this._clip.duration;
  26215. var loop = this.loop;
  26216. var loopCount = this._loopCount;
  26217. var pingPong = ( loop === LoopPingPong );
  26218. if ( deltaTime === 0 ) {
  26219. if ( loopCount === - 1 ) { return time; }
  26220. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26221. }
  26222. if ( loop === LoopOnce ) {
  26223. if ( loopCount === - 1 ) {
  26224. // just started
  26225. this._loopCount = 0;
  26226. this._setEndings( true, true, false );
  26227. }
  26228. handle_stop: {
  26229. if ( time >= duration ) {
  26230. time = duration;
  26231. } else if ( time < 0 ) {
  26232. time = 0;
  26233. } else {
  26234. this.time = time;
  26235. break handle_stop;
  26236. }
  26237. if ( this.clampWhenFinished ) { this.paused = true; }
  26238. else { this.enabled = false; }
  26239. this.time = time;
  26240. this._mixer.dispatchEvent( {
  26241. type: 'finished', action: this,
  26242. direction: deltaTime < 0 ? - 1 : 1
  26243. } );
  26244. }
  26245. } else { // repetitive Repeat or PingPong
  26246. if ( loopCount === - 1 ) {
  26247. // just started
  26248. if ( deltaTime >= 0 ) {
  26249. loopCount = 0;
  26250. this._setEndings( true, this.repetitions === 0, pingPong );
  26251. } else {
  26252. // when looping in reverse direction, the initial
  26253. // transition through zero counts as a repetition,
  26254. // so leave loopCount at -1
  26255. this._setEndings( this.repetitions === 0, true, pingPong );
  26256. }
  26257. }
  26258. if ( time >= duration || time < 0 ) {
  26259. // wrap around
  26260. var loopDelta = Math.floor( time / duration ); // signed
  26261. time -= duration * loopDelta;
  26262. loopCount += Math.abs( loopDelta );
  26263. var pending = this.repetitions - loopCount;
  26264. if ( pending <= 0 ) {
  26265. // have to stop (switch state, clamp time, fire event)
  26266. if ( this.clampWhenFinished ) { this.paused = true; }
  26267. else { this.enabled = false; }
  26268. time = deltaTime > 0 ? duration : 0;
  26269. this.time = time;
  26270. this._mixer.dispatchEvent( {
  26271. type: 'finished', action: this,
  26272. direction: deltaTime > 0 ? 1 : - 1
  26273. } );
  26274. } else {
  26275. // keep running
  26276. if ( pending === 1 ) {
  26277. // entering the last round
  26278. var atStart = deltaTime < 0;
  26279. this._setEndings( atStart, ! atStart, pingPong );
  26280. } else {
  26281. this._setEndings( false, false, pingPong );
  26282. }
  26283. this._loopCount = loopCount;
  26284. this.time = time;
  26285. this._mixer.dispatchEvent( {
  26286. type: 'loop', action: this, loopDelta: loopDelta
  26287. } );
  26288. }
  26289. } else {
  26290. this.time = time;
  26291. }
  26292. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26293. // invert time for the "pong round"
  26294. return duration - time;
  26295. }
  26296. }
  26297. return time;
  26298. },
  26299. _setEndings: function ( atStart, atEnd, pingPong ) {
  26300. var settings = this._interpolantSettings;
  26301. if ( pingPong ) {
  26302. settings.endingStart = ZeroSlopeEnding;
  26303. settings.endingEnd = ZeroSlopeEnding;
  26304. } else {
  26305. // assuming for LoopOnce atStart == atEnd == true
  26306. if ( atStart ) {
  26307. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26308. } else {
  26309. settings.endingStart = WrapAroundEnding;
  26310. }
  26311. if ( atEnd ) {
  26312. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26313. } else {
  26314. settings.endingEnd = WrapAroundEnding;
  26315. }
  26316. }
  26317. },
  26318. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26319. var mixer = this._mixer, now = mixer.time,
  26320. interpolant = this._weightInterpolant;
  26321. if ( interpolant === null ) {
  26322. interpolant = mixer._lendControlInterpolant();
  26323. this._weightInterpolant = interpolant;
  26324. }
  26325. var times = interpolant.parameterPositions,
  26326. values = interpolant.sampleValues;
  26327. times[ 0 ] = now;
  26328. values[ 0 ] = weightNow;
  26329. times[ 1 ] = now + duration;
  26330. values[ 1 ] = weightThen;
  26331. return this;
  26332. }
  26333. } );
  26334. /**
  26335. *
  26336. * Player for AnimationClips.
  26337. *
  26338. *
  26339. * @author Ben Houston / http://clara.io/
  26340. * @author David Sarno / http://lighthaus.us/
  26341. * @author tschw
  26342. */
  26343. function AnimationMixer( root ) {
  26344. this._root = root;
  26345. this._initMemoryManager();
  26346. this._accuIndex = 0;
  26347. this.time = 0;
  26348. this.timeScale = 1.0;
  26349. }
  26350. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26351. constructor: AnimationMixer,
  26352. _bindAction: function ( action, prototypeAction ) {
  26353. var root = action._localRoot || this._root,
  26354. tracks = action._clip.tracks,
  26355. nTracks = tracks.length,
  26356. bindings = action._propertyBindings,
  26357. interpolants = action._interpolants,
  26358. rootUuid = root.uuid,
  26359. bindingsByRoot = this._bindingsByRootAndName,
  26360. bindingsByName = bindingsByRoot[ rootUuid ];
  26361. if ( bindingsByName === undefined ) {
  26362. bindingsByName = {};
  26363. bindingsByRoot[ rootUuid ] = bindingsByName;
  26364. }
  26365. for ( var i = 0; i !== nTracks; ++ i ) {
  26366. var track = tracks[ i ],
  26367. trackName = track.name,
  26368. binding = bindingsByName[ trackName ];
  26369. if ( binding !== undefined ) {
  26370. bindings[ i ] = binding;
  26371. } else {
  26372. binding = bindings[ i ];
  26373. if ( binding !== undefined ) {
  26374. // existing binding, make sure the cache knows
  26375. if ( binding._cacheIndex === null ) {
  26376. ++ binding.referenceCount;
  26377. this._addInactiveBinding( binding, rootUuid, trackName );
  26378. }
  26379. continue;
  26380. }
  26381. var path = prototypeAction && prototypeAction.
  26382. _propertyBindings[ i ].binding.parsedPath;
  26383. binding = new PropertyMixer(
  26384. PropertyBinding.create( root, trackName, path ),
  26385. track.ValueTypeName, track.getValueSize() );
  26386. ++ binding.referenceCount;
  26387. this._addInactiveBinding( binding, rootUuid, trackName );
  26388. bindings[ i ] = binding;
  26389. }
  26390. interpolants[ i ].resultBuffer = binding.buffer;
  26391. }
  26392. },
  26393. _activateAction: function ( action ) {
  26394. if ( ! this._isActiveAction( action ) ) {
  26395. if ( action._cacheIndex === null ) {
  26396. // this action has been forgotten by the cache, but the user
  26397. // appears to be still using it -> rebind
  26398. var rootUuid = ( action._localRoot || this._root ).uuid,
  26399. clipUuid = action._clip.uuid,
  26400. actionsForClip = this._actionsByClip[ clipUuid ];
  26401. this._bindAction( action,
  26402. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26403. this._addInactiveAction( action, clipUuid, rootUuid );
  26404. }
  26405. var bindings = action._propertyBindings;
  26406. // increment reference counts / sort out state
  26407. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26408. var binding = bindings[ i ];
  26409. if ( binding.useCount ++ === 0 ) {
  26410. this._lendBinding( binding );
  26411. binding.saveOriginalState();
  26412. }
  26413. }
  26414. this._lendAction( action );
  26415. }
  26416. },
  26417. _deactivateAction: function ( action ) {
  26418. if ( this._isActiveAction( action ) ) {
  26419. var bindings = action._propertyBindings;
  26420. // decrement reference counts / sort out state
  26421. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26422. var binding = bindings[ i ];
  26423. if ( -- binding.useCount === 0 ) {
  26424. binding.restoreOriginalState();
  26425. this._takeBackBinding( binding );
  26426. }
  26427. }
  26428. this._takeBackAction( action );
  26429. }
  26430. },
  26431. // Memory manager
  26432. _initMemoryManager: function () {
  26433. this._actions = []; // 'nActiveActions' followed by inactive ones
  26434. this._nActiveActions = 0;
  26435. this._actionsByClip = {};
  26436. // inside:
  26437. // {
  26438. // knownActions: Array< AnimationAction > - used as prototypes
  26439. // actionByRoot: AnimationAction - lookup
  26440. // }
  26441. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26442. this._nActiveBindings = 0;
  26443. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26444. this._controlInterpolants = []; // same game as above
  26445. this._nActiveControlInterpolants = 0;
  26446. var scope = this;
  26447. this.stats = {
  26448. actions: {
  26449. get total() {
  26450. return scope._actions.length;
  26451. },
  26452. get inUse() {
  26453. return scope._nActiveActions;
  26454. }
  26455. },
  26456. bindings: {
  26457. get total() {
  26458. return scope._bindings.length;
  26459. },
  26460. get inUse() {
  26461. return scope._nActiveBindings;
  26462. }
  26463. },
  26464. controlInterpolants: {
  26465. get total() {
  26466. return scope._controlInterpolants.length;
  26467. },
  26468. get inUse() {
  26469. return scope._nActiveControlInterpolants;
  26470. }
  26471. }
  26472. };
  26473. },
  26474. // Memory management for AnimationAction objects
  26475. _isActiveAction: function ( action ) {
  26476. var index = action._cacheIndex;
  26477. return index !== null && index < this._nActiveActions;
  26478. },
  26479. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26480. var actions = this._actions,
  26481. actionsByClip = this._actionsByClip,
  26482. actionsForClip = actionsByClip[ clipUuid ];
  26483. if ( actionsForClip === undefined ) {
  26484. actionsForClip = {
  26485. knownActions: [ action ],
  26486. actionByRoot: {}
  26487. };
  26488. action._byClipCacheIndex = 0;
  26489. actionsByClip[ clipUuid ] = actionsForClip;
  26490. } else {
  26491. var knownActions = actionsForClip.knownActions;
  26492. action._byClipCacheIndex = knownActions.length;
  26493. knownActions.push( action );
  26494. }
  26495. action._cacheIndex = actions.length;
  26496. actions.push( action );
  26497. actionsForClip.actionByRoot[ rootUuid ] = action;
  26498. },
  26499. _removeInactiveAction: function ( action ) {
  26500. var actions = this._actions,
  26501. lastInactiveAction = actions[ actions.length - 1 ],
  26502. cacheIndex = action._cacheIndex;
  26503. lastInactiveAction._cacheIndex = cacheIndex;
  26504. actions[ cacheIndex ] = lastInactiveAction;
  26505. actions.pop();
  26506. action._cacheIndex = null;
  26507. var clipUuid = action._clip.uuid,
  26508. actionsByClip = this._actionsByClip,
  26509. actionsForClip = actionsByClip[ clipUuid ],
  26510. knownActionsForClip = actionsForClip.knownActions,
  26511. lastKnownAction =
  26512. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26513. byClipCacheIndex = action._byClipCacheIndex;
  26514. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26515. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26516. knownActionsForClip.pop();
  26517. action._byClipCacheIndex = null;
  26518. var actionByRoot = actionsForClip.actionByRoot,
  26519. rootUuid = ( action._localRoot || this._root ).uuid;
  26520. delete actionByRoot[ rootUuid ];
  26521. if ( knownActionsForClip.length === 0 ) {
  26522. delete actionsByClip[ clipUuid ];
  26523. }
  26524. this._removeInactiveBindingsForAction( action );
  26525. },
  26526. _removeInactiveBindingsForAction: function ( action ) {
  26527. var bindings = action._propertyBindings;
  26528. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26529. var binding = bindings[ i ];
  26530. if ( -- binding.referenceCount === 0 ) {
  26531. this._removeInactiveBinding( binding );
  26532. }
  26533. }
  26534. },
  26535. _lendAction: function ( action ) {
  26536. // [ active actions | inactive actions ]
  26537. // [ active actions >| inactive actions ]
  26538. // s a
  26539. // <-swap->
  26540. // a s
  26541. var actions = this._actions,
  26542. prevIndex = action._cacheIndex,
  26543. lastActiveIndex = this._nActiveActions ++,
  26544. firstInactiveAction = actions[ lastActiveIndex ];
  26545. action._cacheIndex = lastActiveIndex;
  26546. actions[ lastActiveIndex ] = action;
  26547. firstInactiveAction._cacheIndex = prevIndex;
  26548. actions[ prevIndex ] = firstInactiveAction;
  26549. },
  26550. _takeBackAction: function ( action ) {
  26551. // [ active actions | inactive actions ]
  26552. // [ active actions |< inactive actions ]
  26553. // a s
  26554. // <-swap->
  26555. // s a
  26556. var actions = this._actions,
  26557. prevIndex = action._cacheIndex,
  26558. firstInactiveIndex = -- this._nActiveActions,
  26559. lastActiveAction = actions[ firstInactiveIndex ];
  26560. action._cacheIndex = firstInactiveIndex;
  26561. actions[ firstInactiveIndex ] = action;
  26562. lastActiveAction._cacheIndex = prevIndex;
  26563. actions[ prevIndex ] = lastActiveAction;
  26564. },
  26565. // Memory management for PropertyMixer objects
  26566. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26567. var bindingsByRoot = this._bindingsByRootAndName,
  26568. bindingByName = bindingsByRoot[ rootUuid ],
  26569. bindings = this._bindings;
  26570. if ( bindingByName === undefined ) {
  26571. bindingByName = {};
  26572. bindingsByRoot[ rootUuid ] = bindingByName;
  26573. }
  26574. bindingByName[ trackName ] = binding;
  26575. binding._cacheIndex = bindings.length;
  26576. bindings.push( binding );
  26577. },
  26578. _removeInactiveBinding: function ( binding ) {
  26579. var bindings = this._bindings,
  26580. propBinding = binding.binding,
  26581. rootUuid = propBinding.rootNode.uuid,
  26582. trackName = propBinding.path,
  26583. bindingsByRoot = this._bindingsByRootAndName,
  26584. bindingByName = bindingsByRoot[ rootUuid ],
  26585. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26586. cacheIndex = binding._cacheIndex;
  26587. lastInactiveBinding._cacheIndex = cacheIndex;
  26588. bindings[ cacheIndex ] = lastInactiveBinding;
  26589. bindings.pop();
  26590. delete bindingByName[ trackName ];
  26591. if ( Object.keys( bindingByName ).length === 0 ) {
  26592. delete bindingsByRoot[ rootUuid ];
  26593. }
  26594. },
  26595. _lendBinding: function ( binding ) {
  26596. var bindings = this._bindings,
  26597. prevIndex = binding._cacheIndex,
  26598. lastActiveIndex = this._nActiveBindings ++,
  26599. firstInactiveBinding = bindings[ lastActiveIndex ];
  26600. binding._cacheIndex = lastActiveIndex;
  26601. bindings[ lastActiveIndex ] = binding;
  26602. firstInactiveBinding._cacheIndex = prevIndex;
  26603. bindings[ prevIndex ] = firstInactiveBinding;
  26604. },
  26605. _takeBackBinding: function ( binding ) {
  26606. var bindings = this._bindings,
  26607. prevIndex = binding._cacheIndex,
  26608. firstInactiveIndex = -- this._nActiveBindings,
  26609. lastActiveBinding = bindings[ firstInactiveIndex ];
  26610. binding._cacheIndex = firstInactiveIndex;
  26611. bindings[ firstInactiveIndex ] = binding;
  26612. lastActiveBinding._cacheIndex = prevIndex;
  26613. bindings[ prevIndex ] = lastActiveBinding;
  26614. },
  26615. // Memory management of Interpolants for weight and time scale
  26616. _lendControlInterpolant: function () {
  26617. var interpolants = this._controlInterpolants,
  26618. lastActiveIndex = this._nActiveControlInterpolants ++,
  26619. interpolant = interpolants[ lastActiveIndex ];
  26620. if ( interpolant === undefined ) {
  26621. interpolant = new LinearInterpolant(
  26622. new Float32Array( 2 ), new Float32Array( 2 ),
  26623. 1, this._controlInterpolantsResultBuffer );
  26624. interpolant.__cacheIndex = lastActiveIndex;
  26625. interpolants[ lastActiveIndex ] = interpolant;
  26626. }
  26627. return interpolant;
  26628. },
  26629. _takeBackControlInterpolant: function ( interpolant ) {
  26630. var interpolants = this._controlInterpolants,
  26631. prevIndex = interpolant.__cacheIndex,
  26632. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26633. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26634. interpolant.__cacheIndex = firstInactiveIndex;
  26635. interpolants[ firstInactiveIndex ] = interpolant;
  26636. lastActiveInterpolant.__cacheIndex = prevIndex;
  26637. interpolants[ prevIndex ] = lastActiveInterpolant;
  26638. },
  26639. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26640. // return an action for a clip optionally using a custom root target
  26641. // object (this method allocates a lot of dynamic memory in case a
  26642. // previously unknown clip/root combination is specified)
  26643. clipAction: function ( clip, optionalRoot ) {
  26644. var root = optionalRoot || this._root,
  26645. rootUuid = root.uuid,
  26646. clipObject = typeof clip === 'string' ?
  26647. AnimationClip.findByName( root, clip ) : clip,
  26648. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26649. actionsForClip = this._actionsByClip[ clipUuid ],
  26650. prototypeAction = null;
  26651. if ( actionsForClip !== undefined ) {
  26652. var existingAction =
  26653. actionsForClip.actionByRoot[ rootUuid ];
  26654. if ( existingAction !== undefined ) {
  26655. return existingAction;
  26656. }
  26657. // we know the clip, so we don't have to parse all
  26658. // the bindings again but can just copy
  26659. prototypeAction = actionsForClip.knownActions[ 0 ];
  26660. // also, take the clip from the prototype action
  26661. if ( clipObject === null )
  26662. { clipObject = prototypeAction._clip; }
  26663. }
  26664. // clip must be known when specified via string
  26665. if ( clipObject === null ) { return null; }
  26666. // allocate all resources required to run it
  26667. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26668. this._bindAction( newAction, prototypeAction );
  26669. // and make the action known to the memory manager
  26670. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26671. return newAction;
  26672. },
  26673. // get an existing action
  26674. existingAction: function ( clip, optionalRoot ) {
  26675. var root = optionalRoot || this._root,
  26676. rootUuid = root.uuid,
  26677. clipObject = typeof clip === 'string' ?
  26678. AnimationClip.findByName( root, clip ) : clip,
  26679. clipUuid = clipObject ? clipObject.uuid : clip,
  26680. actionsForClip = this._actionsByClip[ clipUuid ];
  26681. if ( actionsForClip !== undefined ) {
  26682. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26683. }
  26684. return null;
  26685. },
  26686. // deactivates all previously scheduled actions
  26687. stopAllAction: function () {
  26688. var actions = this._actions,
  26689. nActions = this._nActiveActions,
  26690. bindings = this._bindings,
  26691. nBindings = this._nActiveBindings;
  26692. this._nActiveActions = 0;
  26693. this._nActiveBindings = 0;
  26694. for ( var i = 0; i !== nActions; ++ i ) {
  26695. actions[ i ].reset();
  26696. }
  26697. for ( var i = 0; i !== nBindings; ++ i ) {
  26698. bindings[ i ].useCount = 0;
  26699. }
  26700. return this;
  26701. },
  26702. // advance the time and update apply the animation
  26703. update: function ( deltaTime ) {
  26704. deltaTime *= this.timeScale;
  26705. var actions = this._actions,
  26706. nActions = this._nActiveActions,
  26707. time = this.time += deltaTime,
  26708. timeDirection = Math.sign( deltaTime ),
  26709. accuIndex = this._accuIndex ^= 1;
  26710. // run active actions
  26711. for ( var i = 0; i !== nActions; ++ i ) {
  26712. var action = actions[ i ];
  26713. action._update( time, deltaTime, timeDirection, accuIndex );
  26714. }
  26715. // update scene graph
  26716. var bindings = this._bindings,
  26717. nBindings = this._nActiveBindings;
  26718. for ( var i = 0; i !== nBindings; ++ i ) {
  26719. bindings[ i ].apply( accuIndex );
  26720. }
  26721. return this;
  26722. },
  26723. // Allows you to seek to a specific time in an animation.
  26724. setTime: function ( timeInSeconds ) {
  26725. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26726. for ( var i = 0; i < this._actions.length; i ++ ) {
  26727. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26728. }
  26729. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26730. },
  26731. // return this mixer's root target object
  26732. getRoot: function () {
  26733. return this._root;
  26734. },
  26735. // free all resources specific to a particular clip
  26736. uncacheClip: function ( clip ) {
  26737. var actions = this._actions,
  26738. clipUuid = clip.uuid,
  26739. actionsByClip = this._actionsByClip,
  26740. actionsForClip = actionsByClip[ clipUuid ];
  26741. if ( actionsForClip !== undefined ) {
  26742. // note: just calling _removeInactiveAction would mess up the
  26743. // iteration state and also require updating the state we can
  26744. // just throw away
  26745. var actionsToRemove = actionsForClip.knownActions;
  26746. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26747. var action = actionsToRemove[ i ];
  26748. this._deactivateAction( action );
  26749. var cacheIndex = action._cacheIndex,
  26750. lastInactiveAction = actions[ actions.length - 1 ];
  26751. action._cacheIndex = null;
  26752. action._byClipCacheIndex = null;
  26753. lastInactiveAction._cacheIndex = cacheIndex;
  26754. actions[ cacheIndex ] = lastInactiveAction;
  26755. actions.pop();
  26756. this._removeInactiveBindingsForAction( action );
  26757. }
  26758. delete actionsByClip[ clipUuid ];
  26759. }
  26760. },
  26761. // free all resources specific to a particular root target object
  26762. uncacheRoot: function ( root ) {
  26763. var rootUuid = root.uuid,
  26764. actionsByClip = this._actionsByClip;
  26765. for ( var clipUuid in actionsByClip ) {
  26766. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26767. action = actionByRoot[ rootUuid ];
  26768. if ( action !== undefined ) {
  26769. this._deactivateAction( action );
  26770. this._removeInactiveAction( action );
  26771. }
  26772. }
  26773. var bindingsByRoot = this._bindingsByRootAndName,
  26774. bindingByName = bindingsByRoot[ rootUuid ];
  26775. if ( bindingByName !== undefined ) {
  26776. for ( var trackName in bindingByName ) {
  26777. var binding = bindingByName[ trackName ];
  26778. binding.restoreOriginalState();
  26779. this._removeInactiveBinding( binding );
  26780. }
  26781. }
  26782. },
  26783. // remove a targeted clip from the cache
  26784. uncacheAction: function ( clip, optionalRoot ) {
  26785. var action = this.existingAction( clip, optionalRoot );
  26786. if ( action !== null ) {
  26787. this._deactivateAction( action );
  26788. this._removeInactiveAction( action );
  26789. }
  26790. }
  26791. } );
  26792. /**
  26793. * @author mrdoob / http://mrdoob.com/
  26794. */
  26795. function Uniform( value ) {
  26796. if ( typeof value === 'string' ) {
  26797. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26798. value = arguments[ 1 ];
  26799. }
  26800. this.value = value;
  26801. }
  26802. Uniform.prototype.clone = function () {
  26803. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26804. };
  26805. /**
  26806. * @author benaadams / https://twitter.com/ben_a_adams
  26807. */
  26808. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26809. InterleavedBuffer.call( this, array, stride );
  26810. this.meshPerAttribute = meshPerAttribute || 1;
  26811. }
  26812. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26813. constructor: InstancedInterleavedBuffer,
  26814. isInstancedInterleavedBuffer: true,
  26815. copy: function ( source ) {
  26816. InterleavedBuffer.prototype.copy.call( this, source );
  26817. this.meshPerAttribute = source.meshPerAttribute;
  26818. return this;
  26819. }
  26820. } );
  26821. /**
  26822. * @author mrdoob / http://mrdoob.com/
  26823. * @author bhouston / http://clara.io/
  26824. * @author stephomi / http://stephaneginier.com/
  26825. */
  26826. function Raycaster( origin, direction, near, far ) {
  26827. this.ray = new Ray( origin, direction );
  26828. // direction is assumed to be normalized (for accurate distance calculations)
  26829. this.near = near || 0;
  26830. this.far = far || Infinity;
  26831. this.camera = null;
  26832. this.params = {
  26833. Mesh: {},
  26834. Line: {},
  26835. LOD: {},
  26836. Points: { threshold: 1 },
  26837. Sprite: {}
  26838. };
  26839. Object.defineProperties( this.params, {
  26840. PointCloud: {
  26841. get: function () {
  26842. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26843. return this.Points;
  26844. }
  26845. }
  26846. } );
  26847. }
  26848. function ascSort( a, b ) {
  26849. return a.distance - b.distance;
  26850. }
  26851. function intersectObject( object, raycaster, intersects, recursive ) {
  26852. if ( object.visible === false ) { return; }
  26853. object.raycast( raycaster, intersects );
  26854. if ( recursive === true ) {
  26855. var children = object.children;
  26856. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26857. intersectObject( children[ i ], raycaster, intersects, true );
  26858. }
  26859. }
  26860. }
  26861. Object.assign( Raycaster.prototype, {
  26862. linePrecision: 1,
  26863. set: function ( origin, direction ) {
  26864. // direction is assumed to be normalized (for accurate distance calculations)
  26865. this.ray.set( origin, direction );
  26866. },
  26867. setFromCamera: function ( coords, camera ) {
  26868. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26869. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26870. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26871. this.camera = camera;
  26872. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26873. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26874. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26875. this.camera = camera;
  26876. } else {
  26877. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26878. }
  26879. },
  26880. intersectObject: function ( object, recursive, optionalTarget ) {
  26881. var intersects = optionalTarget || [];
  26882. intersectObject( object, this, intersects, recursive );
  26883. intersects.sort( ascSort );
  26884. return intersects;
  26885. },
  26886. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26887. var intersects = optionalTarget || [];
  26888. if ( Array.isArray( objects ) === false ) {
  26889. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26890. return intersects;
  26891. }
  26892. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26893. intersectObject( objects[ i ], this, intersects, recursive );
  26894. }
  26895. intersects.sort( ascSort );
  26896. return intersects;
  26897. }
  26898. } );
  26899. /**
  26900. * @author bhouston / http://clara.io
  26901. * @author WestLangley / http://github.com/WestLangley
  26902. *
  26903. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26904. *
  26905. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26906. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26907. */
  26908. function Spherical( radius, phi, theta ) {
  26909. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26910. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26911. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26912. return this;
  26913. }
  26914. Object.assign( Spherical.prototype, {
  26915. set: function ( radius, phi, theta ) {
  26916. this.radius = radius;
  26917. this.phi = phi;
  26918. this.theta = theta;
  26919. return this;
  26920. },
  26921. clone: function () {
  26922. return new this.constructor().copy( this );
  26923. },
  26924. copy: function ( other ) {
  26925. this.radius = other.radius;
  26926. this.phi = other.phi;
  26927. this.theta = other.theta;
  26928. return this;
  26929. },
  26930. // restrict phi to be betwee EPS and PI-EPS
  26931. makeSafe: function () {
  26932. var EPS = 0.000001;
  26933. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26934. return this;
  26935. },
  26936. setFromVector3: function ( v ) {
  26937. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26938. },
  26939. setFromCartesianCoords: function ( x, y, z ) {
  26940. this.radius = Math.sqrt( x * x + y * y + z * z );
  26941. if ( this.radius === 0 ) {
  26942. this.theta = 0;
  26943. this.phi = 0;
  26944. } else {
  26945. this.theta = Math.atan2( x, z );
  26946. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26947. }
  26948. return this;
  26949. }
  26950. } );
  26951. /**
  26952. * @author Mugen87 / https://github.com/Mugen87
  26953. *
  26954. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26955. *
  26956. */
  26957. function Cylindrical( radius, theta, y ) {
  26958. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26959. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26960. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26961. return this;
  26962. }
  26963. Object.assign( Cylindrical.prototype, {
  26964. set: function ( radius, theta, y ) {
  26965. this.radius = radius;
  26966. this.theta = theta;
  26967. this.y = y;
  26968. return this;
  26969. },
  26970. clone: function () {
  26971. return new this.constructor().copy( this );
  26972. },
  26973. copy: function ( other ) {
  26974. this.radius = other.radius;
  26975. this.theta = other.theta;
  26976. this.y = other.y;
  26977. return this;
  26978. },
  26979. setFromVector3: function ( v ) {
  26980. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26981. },
  26982. setFromCartesianCoords: function ( x, y, z ) {
  26983. this.radius = Math.sqrt( x * x + z * z );
  26984. this.theta = Math.atan2( x, z );
  26985. this.y = y;
  26986. return this;
  26987. }
  26988. } );
  26989. /**
  26990. * @author bhouston / http://clara.io
  26991. */
  26992. var _vector$6 = new Vector2();
  26993. function Box2( min, max ) {
  26994. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26995. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26996. }
  26997. Object.assign( Box2.prototype, {
  26998. set: function ( min, max ) {
  26999. this.min.copy( min );
  27000. this.max.copy( max );
  27001. return this;
  27002. },
  27003. setFromPoints: function ( points ) {
  27004. this.makeEmpty();
  27005. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27006. this.expandByPoint( points[ i ] );
  27007. }
  27008. return this;
  27009. },
  27010. setFromCenterAndSize: function ( center, size ) {
  27011. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  27012. this.min.copy( center ).sub( halfSize );
  27013. this.max.copy( center ).add( halfSize );
  27014. return this;
  27015. },
  27016. clone: function () {
  27017. return new this.constructor().copy( this );
  27018. },
  27019. copy: function ( box ) {
  27020. this.min.copy( box.min );
  27021. this.max.copy( box.max );
  27022. return this;
  27023. },
  27024. makeEmpty: function () {
  27025. this.min.x = this.min.y = + Infinity;
  27026. this.max.x = this.max.y = - Infinity;
  27027. return this;
  27028. },
  27029. isEmpty: function () {
  27030. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27031. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27032. },
  27033. getCenter: function ( target ) {
  27034. if ( target === undefined ) {
  27035. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27036. target = new Vector2();
  27037. }
  27038. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27039. },
  27040. getSize: function ( target ) {
  27041. if ( target === undefined ) {
  27042. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27043. target = new Vector2();
  27044. }
  27045. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27046. },
  27047. expandByPoint: function ( point ) {
  27048. this.min.min( point );
  27049. this.max.max( point );
  27050. return this;
  27051. },
  27052. expandByVector: function ( vector ) {
  27053. this.min.sub( vector );
  27054. this.max.add( vector );
  27055. return this;
  27056. },
  27057. expandByScalar: function ( scalar ) {
  27058. this.min.addScalar( - scalar );
  27059. this.max.addScalar( scalar );
  27060. return this;
  27061. },
  27062. containsPoint: function ( point ) {
  27063. return point.x < this.min.x || point.x > this.max.x ||
  27064. point.y < this.min.y || point.y > this.max.y ? false : true;
  27065. },
  27066. containsBox: function ( box ) {
  27067. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27068. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27069. },
  27070. getParameter: function ( point, target ) {
  27071. // This can potentially have a divide by zero if the box
  27072. // has a size dimension of 0.
  27073. if ( target === undefined ) {
  27074. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27075. target = new Vector2();
  27076. }
  27077. return target.set(
  27078. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27079. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27080. );
  27081. },
  27082. intersectsBox: function ( box ) {
  27083. // using 4 splitting planes to rule out intersections
  27084. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27085. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27086. },
  27087. clampPoint: function ( point, target ) {
  27088. if ( target === undefined ) {
  27089. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27090. target = new Vector2();
  27091. }
  27092. return target.copy( point ).clamp( this.min, this.max );
  27093. },
  27094. distanceToPoint: function ( point ) {
  27095. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27096. return clampedPoint.sub( point ).length();
  27097. },
  27098. intersect: function ( box ) {
  27099. this.min.max( box.min );
  27100. this.max.min( box.max );
  27101. return this;
  27102. },
  27103. union: function ( box ) {
  27104. this.min.min( box.min );
  27105. this.max.max( box.max );
  27106. return this;
  27107. },
  27108. translate: function ( offset ) {
  27109. this.min.add( offset );
  27110. this.max.add( offset );
  27111. return this;
  27112. },
  27113. equals: function ( box ) {
  27114. return box.min.equals( this.min ) && box.max.equals( this.max );
  27115. }
  27116. } );
  27117. /**
  27118. * @author bhouston / http://clara.io
  27119. */
  27120. var _startP = new Vector3();
  27121. var _startEnd = new Vector3();
  27122. function Line3( start, end ) {
  27123. this.start = ( start !== undefined ) ? start : new Vector3();
  27124. this.end = ( end !== undefined ) ? end : new Vector3();
  27125. }
  27126. Object.assign( Line3.prototype, {
  27127. set: function ( start, end ) {
  27128. this.start.copy( start );
  27129. this.end.copy( end );
  27130. return this;
  27131. },
  27132. clone: function () {
  27133. return new this.constructor().copy( this );
  27134. },
  27135. copy: function ( line ) {
  27136. this.start.copy( line.start );
  27137. this.end.copy( line.end );
  27138. return this;
  27139. },
  27140. getCenter: function ( target ) {
  27141. if ( target === undefined ) {
  27142. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27143. target = new Vector3();
  27144. }
  27145. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27146. },
  27147. delta: function ( target ) {
  27148. if ( target === undefined ) {
  27149. console.warn( 'THREE.Line3: .delta() target is now required' );
  27150. target = new Vector3();
  27151. }
  27152. return target.subVectors( this.end, this.start );
  27153. },
  27154. distanceSq: function () {
  27155. return this.start.distanceToSquared( this.end );
  27156. },
  27157. distance: function () {
  27158. return this.start.distanceTo( this.end );
  27159. },
  27160. at: function ( t, target ) {
  27161. if ( target === undefined ) {
  27162. console.warn( 'THREE.Line3: .at() target is now required' );
  27163. target = new Vector3();
  27164. }
  27165. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27166. },
  27167. closestPointToPointParameter: function ( point, clampToLine ) {
  27168. _startP.subVectors( point, this.start );
  27169. _startEnd.subVectors( this.end, this.start );
  27170. var startEnd2 = _startEnd.dot( _startEnd );
  27171. var startEnd_startP = _startEnd.dot( _startP );
  27172. var t = startEnd_startP / startEnd2;
  27173. if ( clampToLine ) {
  27174. t = _Math.clamp( t, 0, 1 );
  27175. }
  27176. return t;
  27177. },
  27178. closestPointToPoint: function ( point, clampToLine, target ) {
  27179. var t = this.closestPointToPointParameter( point, clampToLine );
  27180. if ( target === undefined ) {
  27181. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27182. target = new Vector3();
  27183. }
  27184. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27185. },
  27186. applyMatrix4: function ( matrix ) {
  27187. this.start.applyMatrix4( matrix );
  27188. this.end.applyMatrix4( matrix );
  27189. return this;
  27190. },
  27191. equals: function ( line ) {
  27192. return line.start.equals( this.start ) && line.end.equals( this.end );
  27193. }
  27194. } );
  27195. /**
  27196. * @author alteredq / http://alteredqualia.com/
  27197. */
  27198. function ImmediateRenderObject( material ) {
  27199. Object3D.call( this );
  27200. this.material = material;
  27201. this.render = function ( /* renderCallback */ ) {};
  27202. }
  27203. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27204. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27205. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27206. /**
  27207. * @author mrdoob / http://mrdoob.com/
  27208. * @author WestLangley / http://github.com/WestLangley
  27209. */
  27210. var _v1$5 = new Vector3();
  27211. var _v2$3 = new Vector3();
  27212. var _normalMatrix$1 = new Matrix3();
  27213. var _keys = [ 'a', 'b', 'c' ];
  27214. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27215. this.object = object;
  27216. this.size = ( size !== undefined ) ? size : 1;
  27217. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27218. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27219. //
  27220. var nNormals = 0;
  27221. var objGeometry = this.object.geometry;
  27222. if ( objGeometry && objGeometry.isGeometry ) {
  27223. nNormals = objGeometry.faces.length * 3;
  27224. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27225. nNormals = objGeometry.attributes.normal.count;
  27226. }
  27227. //
  27228. var geometry = new BufferGeometry();
  27229. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27230. geometry.addAttribute( 'position', positions );
  27231. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27232. //
  27233. this.matrixAutoUpdate = false;
  27234. this.update();
  27235. }
  27236. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27237. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27238. VertexNormalsHelper.prototype.update = function () {
  27239. this.object.updateMatrixWorld( true );
  27240. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27241. var matrixWorld = this.object.matrixWorld;
  27242. var position = this.geometry.attributes.position;
  27243. //
  27244. var objGeometry = this.object.geometry;
  27245. if ( objGeometry && objGeometry.isGeometry ) {
  27246. var vertices = objGeometry.vertices;
  27247. var faces = objGeometry.faces;
  27248. var idx = 0;
  27249. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27250. var face = faces[ i ];
  27251. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27252. var vertex = vertices[ face[ _keys[ j ] ] ];
  27253. var normal = face.vertexNormals[ j ];
  27254. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27255. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27256. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27257. idx = idx + 1;
  27258. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27259. idx = idx + 1;
  27260. }
  27261. }
  27262. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27263. var objPos = objGeometry.attributes.position;
  27264. var objNorm = objGeometry.attributes.normal;
  27265. var idx = 0;
  27266. // for simplicity, ignore index and drawcalls, and render every normal
  27267. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27268. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27269. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27270. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27271. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27272. idx = idx + 1;
  27273. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27274. idx = idx + 1;
  27275. }
  27276. }
  27277. position.needsUpdate = true;
  27278. };
  27279. /**
  27280. * @author alteredq / http://alteredqualia.com/
  27281. * @author mrdoob / http://mrdoob.com/
  27282. * @author WestLangley / http://github.com/WestLangley
  27283. */
  27284. var _vector$7 = new Vector3();
  27285. function SpotLightHelper( light, color ) {
  27286. Object3D.call( this );
  27287. this.light = light;
  27288. this.light.updateMatrixWorld();
  27289. this.matrix = light.matrixWorld;
  27290. this.matrixAutoUpdate = false;
  27291. this.color = color;
  27292. var geometry = new BufferGeometry();
  27293. var positions = [
  27294. 0, 0, 0, 0, 0, 1,
  27295. 0, 0, 0, 1, 0, 1,
  27296. 0, 0, 0, - 1, 0, 1,
  27297. 0, 0, 0, 0, 1, 1,
  27298. 0, 0, 0, 0, - 1, 1
  27299. ];
  27300. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27301. var p1 = ( i / l ) * Math.PI * 2;
  27302. var p2 = ( j / l ) * Math.PI * 2;
  27303. positions.push(
  27304. Math.cos( p1 ), Math.sin( p1 ), 1,
  27305. Math.cos( p2 ), Math.sin( p2 ), 1
  27306. );
  27307. }
  27308. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27309. var material = new LineBasicMaterial( { fog: false } );
  27310. this.cone = new LineSegments( geometry, material );
  27311. this.add( this.cone );
  27312. this.update();
  27313. }
  27314. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27315. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27316. SpotLightHelper.prototype.dispose = function () {
  27317. this.cone.geometry.dispose();
  27318. this.cone.material.dispose();
  27319. };
  27320. SpotLightHelper.prototype.update = function () {
  27321. this.light.updateMatrixWorld();
  27322. var coneLength = this.light.distance ? this.light.distance : 1000;
  27323. var coneWidth = coneLength * Math.tan( this.light.angle );
  27324. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27325. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27326. this.cone.lookAt( _vector$7 );
  27327. if ( this.color !== undefined ) {
  27328. this.cone.material.color.set( this.color );
  27329. } else {
  27330. this.cone.material.color.copy( this.light.color );
  27331. }
  27332. };
  27333. /**
  27334. * @author Sean Griffin / http://twitter.com/sgrif
  27335. * @author Michael Guerrero / http://realitymeltdown.com
  27336. * @author mrdoob / http://mrdoob.com/
  27337. * @author ikerr / http://verold.com
  27338. * @author Mugen87 / https://github.com/Mugen87
  27339. */
  27340. var _vector$8 = new Vector3();
  27341. var _boneMatrix = new Matrix4();
  27342. var _matrixWorldInv = new Matrix4();
  27343. function getBoneList( object ) {
  27344. var boneList = [];
  27345. if ( object && object.isBone ) {
  27346. boneList.push( object );
  27347. }
  27348. for ( var i = 0; i < object.children.length; i ++ ) {
  27349. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27350. }
  27351. return boneList;
  27352. }
  27353. function SkeletonHelper( object ) {
  27354. var bones = getBoneList( object );
  27355. var geometry = new BufferGeometry();
  27356. var vertices = [];
  27357. var colors = [];
  27358. var color1 = new Color( 0, 0, 1 );
  27359. var color2 = new Color( 0, 1, 0 );
  27360. for ( var i = 0; i < bones.length; i ++ ) {
  27361. var bone = bones[ i ];
  27362. if ( bone.parent && bone.parent.isBone ) {
  27363. vertices.push( 0, 0, 0 );
  27364. vertices.push( 0, 0, 0 );
  27365. colors.push( color1.r, color1.g, color1.b );
  27366. colors.push( color2.r, color2.g, color2.b );
  27367. }
  27368. }
  27369. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27370. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27371. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27372. LineSegments.call( this, geometry, material );
  27373. this.root = object;
  27374. this.bones = bones;
  27375. this.matrix = object.matrixWorld;
  27376. this.matrixAutoUpdate = false;
  27377. }
  27378. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27379. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27380. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27381. var bones = this.bones;
  27382. var geometry = this.geometry;
  27383. var position = geometry.getAttribute( 'position' );
  27384. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27385. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27386. var bone = bones[ i ];
  27387. if ( bone.parent && bone.parent.isBone ) {
  27388. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27389. _vector$8.setFromMatrixPosition( _boneMatrix );
  27390. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27391. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27392. _vector$8.setFromMatrixPosition( _boneMatrix );
  27393. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27394. j += 2;
  27395. }
  27396. }
  27397. geometry.getAttribute( 'position' ).needsUpdate = true;
  27398. Object3D.prototype.updateMatrixWorld.call( this, force );
  27399. };
  27400. /**
  27401. * @author alteredq / http://alteredqualia.com/
  27402. * @author mrdoob / http://mrdoob.com/
  27403. */
  27404. function PointLightHelper( light, sphereSize, color ) {
  27405. this.light = light;
  27406. this.light.updateMatrixWorld();
  27407. this.color = color;
  27408. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27409. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27410. Mesh.call( this, geometry, material );
  27411. this.matrix = this.light.matrixWorld;
  27412. this.matrixAutoUpdate = false;
  27413. this.update();
  27414. /*
  27415. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27416. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27417. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27418. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27419. var d = light.distance;
  27420. if ( d === 0.0 ) {
  27421. this.lightDistance.visible = false;
  27422. } else {
  27423. this.lightDistance.scale.set( d, d, d );
  27424. }
  27425. this.add( this.lightDistance );
  27426. */
  27427. }
  27428. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27429. PointLightHelper.prototype.constructor = PointLightHelper;
  27430. PointLightHelper.prototype.dispose = function () {
  27431. this.geometry.dispose();
  27432. this.material.dispose();
  27433. };
  27434. PointLightHelper.prototype.update = function () {
  27435. if ( this.color !== undefined ) {
  27436. this.material.color.set( this.color );
  27437. } else {
  27438. this.material.color.copy( this.light.color );
  27439. }
  27440. /*
  27441. var d = this.light.distance;
  27442. if ( d === 0.0 ) {
  27443. this.lightDistance.visible = false;
  27444. } else {
  27445. this.lightDistance.visible = true;
  27446. this.lightDistance.scale.set( d, d, d );
  27447. }
  27448. */
  27449. };
  27450. /**
  27451. * @author abelnation / http://github.com/abelnation
  27452. * @author Mugen87 / http://github.com/Mugen87
  27453. * @author WestLangley / http://github.com/WestLangley
  27454. *
  27455. * This helper must be added as a child of the light
  27456. */
  27457. function RectAreaLightHelper( light, color ) {
  27458. this.type = 'RectAreaLightHelper';
  27459. this.light = light;
  27460. this.color = color; // optional hardwired color for the helper
  27461. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27462. var geometry = new BufferGeometry();
  27463. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27464. geometry.computeBoundingSphere();
  27465. var material = new LineBasicMaterial( { fog: false } );
  27466. Line.call( this, geometry, material );
  27467. //
  27468. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27469. var geometry2 = new BufferGeometry();
  27470. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27471. geometry2.computeBoundingSphere();
  27472. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27473. this.update();
  27474. }
  27475. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27476. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27477. RectAreaLightHelper.prototype.update = function () {
  27478. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27479. if ( this.color !== undefined ) {
  27480. this.material.color.set( this.color );
  27481. this.children[ 0 ].material.color.set( this.color );
  27482. } else {
  27483. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27484. // prevent hue shift
  27485. var c = this.material.color;
  27486. var max = Math.max( c.r, c.g, c.b );
  27487. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27488. this.children[ 0 ].material.color.copy( this.material.color );
  27489. }
  27490. };
  27491. RectAreaLightHelper.prototype.dispose = function () {
  27492. this.geometry.dispose();
  27493. this.material.dispose();
  27494. this.children[ 0 ].geometry.dispose();
  27495. this.children[ 0 ].material.dispose();
  27496. };
  27497. /**
  27498. * @author alteredq / http://alteredqualia.com/
  27499. * @author mrdoob / http://mrdoob.com/
  27500. * @author Mugen87 / https://github.com/Mugen87
  27501. */
  27502. var _vector$9 = new Vector3();
  27503. var _color1 = new Color();
  27504. var _color2 = new Color();
  27505. function HemisphereLightHelper( light, size, color ) {
  27506. Object3D.call( this );
  27507. this.light = light;
  27508. this.light.updateMatrixWorld();
  27509. this.matrix = light.matrixWorld;
  27510. this.matrixAutoUpdate = false;
  27511. this.color = color;
  27512. var geometry = new OctahedronBufferGeometry( size );
  27513. geometry.rotateY( Math.PI * 0.5 );
  27514. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27515. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27516. var position = geometry.getAttribute( 'position' );
  27517. var colors = new Float32Array( position.count * 3 );
  27518. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27519. this.add( new Mesh( geometry, this.material ) );
  27520. this.update();
  27521. }
  27522. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27523. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27524. HemisphereLightHelper.prototype.dispose = function () {
  27525. this.children[ 0 ].geometry.dispose();
  27526. this.children[ 0 ].material.dispose();
  27527. };
  27528. HemisphereLightHelper.prototype.update = function () {
  27529. var mesh = this.children[ 0 ];
  27530. if ( this.color !== undefined ) {
  27531. this.material.color.set( this.color );
  27532. } else {
  27533. var colors = mesh.geometry.getAttribute( 'color' );
  27534. _color1.copy( this.light.color );
  27535. _color2.copy( this.light.groundColor );
  27536. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27537. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27538. colors.setXYZ( i, color.r, color.g, color.b );
  27539. }
  27540. colors.needsUpdate = true;
  27541. }
  27542. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27543. };
  27544. /**
  27545. * @author WestLangley / http://github.com/WestLangley
  27546. */
  27547. function LightProbeHelper( lightProbe, size ) {
  27548. this.lightProbe = lightProbe;
  27549. this.size = size;
  27550. var defines = {};
  27551. defines[ 'GAMMA_OUTPUT' ] = "";
  27552. // material
  27553. var material = new ShaderMaterial( {
  27554. defines: defines,
  27555. uniforms: {
  27556. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27557. intensity: { value: this.lightProbe.intensity }
  27558. },
  27559. vertexShader: [
  27560. 'varying vec3 vNormal;',
  27561. 'void main() {',
  27562. ' vNormal = normalize( normalMatrix * normal );',
  27563. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27564. '}' ].join( '\n' ),
  27565. fragmentShader: [
  27566. '#define RECIPROCAL_PI 0.318309886',
  27567. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27568. ' // matrix is assumed to be orthogonal',
  27569. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27570. '}',
  27571. 'vec3 linearToOutput( in vec3 a ) {',
  27572. ' #ifdef GAMMA_OUTPUT',
  27573. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27574. ' #else',
  27575. ' return a;',
  27576. ' #endif',
  27577. '}',
  27578. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27579. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27580. ' // normal is assumed to have unit length',
  27581. ' float x = normal.x, y = normal.y, z = normal.z;',
  27582. ' // band 0',
  27583. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27584. ' // band 1',
  27585. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27586. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27587. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27588. ' // band 2',
  27589. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27590. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27591. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27592. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27593. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27594. ' return result;',
  27595. '}',
  27596. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27597. 'uniform float intensity; // light probe intensity',
  27598. 'varying vec3 vNormal;',
  27599. 'void main() {',
  27600. ' vec3 normal = normalize( vNormal );',
  27601. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27602. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27603. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27604. ' outgoingLight = linearToOutput( outgoingLight );',
  27605. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27606. '}'
  27607. ].join( '\n' )
  27608. } );
  27609. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27610. Mesh.call( this, geometry, material );
  27611. this.onBeforeRender();
  27612. }
  27613. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27614. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27615. LightProbeHelper.prototype.dispose = function () {
  27616. this.geometry.dispose();
  27617. this.material.dispose();
  27618. };
  27619. LightProbeHelper.prototype.onBeforeRender = function () {
  27620. this.position.copy( this.lightProbe.position );
  27621. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27622. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27623. };
  27624. /**
  27625. * @author mrdoob / http://mrdoob.com/
  27626. */
  27627. function GridHelper( size, divisions, color1, color2 ) {
  27628. size = size || 10;
  27629. divisions = divisions || 10;
  27630. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27631. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27632. var center = divisions / 2;
  27633. var step = size / divisions;
  27634. var halfSize = size / 2;
  27635. var vertices = [], colors = [];
  27636. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27637. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27638. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27639. var color = i === center ? color1 : color2;
  27640. color.toArray( colors, j ); j += 3;
  27641. color.toArray( colors, j ); j += 3;
  27642. color.toArray( colors, j ); j += 3;
  27643. color.toArray( colors, j ); j += 3;
  27644. }
  27645. var geometry = new BufferGeometry();
  27646. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27647. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27648. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27649. LineSegments.call( this, geometry, material );
  27650. }
  27651. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27652. constructor: GridHelper,
  27653. copy: function ( source ) {
  27654. LineSegments.prototype.copy.call( this, source );
  27655. this.geometry.copy( source.geometry );
  27656. this.material.copy( source.material );
  27657. return this;
  27658. },
  27659. clone: function () {
  27660. return new this.constructor().copy( this );
  27661. }
  27662. } );
  27663. /**
  27664. * @author mrdoob / http://mrdoob.com/
  27665. * @author Mugen87 / http://github.com/Mugen87
  27666. * @author Hectate / http://www.github.com/Hectate
  27667. */
  27668. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27669. radius = radius || 10;
  27670. radials = radials || 16;
  27671. circles = circles || 8;
  27672. divisions = divisions || 64;
  27673. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27674. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27675. var vertices = [];
  27676. var colors = [];
  27677. var x, z;
  27678. var v, i, j, r, color;
  27679. // create the radials
  27680. for ( i = 0; i <= radials; i ++ ) {
  27681. v = ( i / radials ) * ( Math.PI * 2 );
  27682. x = Math.sin( v ) * radius;
  27683. z = Math.cos( v ) * radius;
  27684. vertices.push( 0, 0, 0 );
  27685. vertices.push( x, 0, z );
  27686. color = ( i & 1 ) ? color1 : color2;
  27687. colors.push( color.r, color.g, color.b );
  27688. colors.push( color.r, color.g, color.b );
  27689. }
  27690. // create the circles
  27691. for ( i = 0; i <= circles; i ++ ) {
  27692. color = ( i & 1 ) ? color1 : color2;
  27693. r = radius - ( radius / circles * i );
  27694. for ( j = 0; j < divisions; j ++ ) {
  27695. // first vertex
  27696. v = ( j / divisions ) * ( Math.PI * 2 );
  27697. x = Math.sin( v ) * r;
  27698. z = Math.cos( v ) * r;
  27699. vertices.push( x, 0, z );
  27700. colors.push( color.r, color.g, color.b );
  27701. // second vertex
  27702. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27703. x = Math.sin( v ) * r;
  27704. z = Math.cos( v ) * r;
  27705. vertices.push( x, 0, z );
  27706. colors.push( color.r, color.g, color.b );
  27707. }
  27708. }
  27709. var geometry = new BufferGeometry();
  27710. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27711. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27712. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27713. LineSegments.call( this, geometry, material );
  27714. }
  27715. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27716. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27717. /**
  27718. * @author Mugen87 / http://github.com/Mugen87
  27719. */
  27720. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27721. this.audio = audio;
  27722. this.range = range || 1;
  27723. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27724. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27725. var geometry = new BufferGeometry();
  27726. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27727. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27728. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27729. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27730. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27731. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27732. this.update();
  27733. }
  27734. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27735. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27736. PositionalAudioHelper.prototype.update = function () {
  27737. var audio = this.audio;
  27738. var range = this.range;
  27739. var divisionsInnerAngle = this.divisionsInnerAngle;
  27740. var divisionsOuterAngle = this.divisionsOuterAngle;
  27741. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27742. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27743. var halfConeInnerAngle = coneInnerAngle / 2;
  27744. var halfConeOuterAngle = coneOuterAngle / 2;
  27745. var start = 0;
  27746. var count = 0;
  27747. var i, stride;
  27748. var geometry = this.geometry;
  27749. var positionAttribute = geometry.attributes.position;
  27750. geometry.clearGroups();
  27751. //
  27752. function generateSegment( from, to, divisions, materialIndex ) {
  27753. var step = ( to - from ) / divisions;
  27754. positionAttribute.setXYZ( start, 0, 0, 0 );
  27755. count ++;
  27756. for ( i = from; i < to; i += step ) {
  27757. stride = start + count;
  27758. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27759. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27760. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27761. count += 3;
  27762. }
  27763. geometry.addGroup( start, count, materialIndex );
  27764. start += count;
  27765. count = 0;
  27766. }
  27767. //
  27768. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27769. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27770. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27771. //
  27772. positionAttribute.needsUpdate = true;
  27773. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27774. };
  27775. PositionalAudioHelper.prototype.dispose = function () {
  27776. this.geometry.dispose();
  27777. this.material[ 0 ].dispose();
  27778. this.material[ 1 ].dispose();
  27779. };
  27780. /**
  27781. * @author mrdoob / http://mrdoob.com/
  27782. * @author WestLangley / http://github.com/WestLangley
  27783. */
  27784. var _v1$6 = new Vector3();
  27785. var _v2$4 = new Vector3();
  27786. var _normalMatrix$2 = new Matrix3();
  27787. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27788. // FaceNormalsHelper only supports THREE.Geometry
  27789. this.object = object;
  27790. this.size = ( size !== undefined ) ? size : 1;
  27791. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27792. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27793. //
  27794. var nNormals = 0;
  27795. var objGeometry = this.object.geometry;
  27796. if ( objGeometry && objGeometry.isGeometry ) {
  27797. nNormals = objGeometry.faces.length;
  27798. } else {
  27799. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27800. }
  27801. //
  27802. var geometry = new BufferGeometry();
  27803. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27804. geometry.addAttribute( 'position', positions );
  27805. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27806. //
  27807. this.matrixAutoUpdate = false;
  27808. this.update();
  27809. }
  27810. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27811. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27812. FaceNormalsHelper.prototype.update = function () {
  27813. this.object.updateMatrixWorld( true );
  27814. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27815. var matrixWorld = this.object.matrixWorld;
  27816. var position = this.geometry.attributes.position;
  27817. //
  27818. var objGeometry = this.object.geometry;
  27819. var vertices = objGeometry.vertices;
  27820. var faces = objGeometry.faces;
  27821. var idx = 0;
  27822. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27823. var face = faces[ i ];
  27824. var normal = face.normal;
  27825. _v1$6.copy( vertices[ face.a ] )
  27826. .add( vertices[ face.b ] )
  27827. .add( vertices[ face.c ] )
  27828. .divideScalar( 3 )
  27829. .applyMatrix4( matrixWorld );
  27830. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27831. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27832. idx = idx + 1;
  27833. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27834. idx = idx + 1;
  27835. }
  27836. position.needsUpdate = true;
  27837. };
  27838. /**
  27839. * @author alteredq / http://alteredqualia.com/
  27840. * @author mrdoob / http://mrdoob.com/
  27841. * @author WestLangley / http://github.com/WestLangley
  27842. */
  27843. var _v1$7 = new Vector3();
  27844. var _v2$5 = new Vector3();
  27845. var _v3$1 = new Vector3();
  27846. function DirectionalLightHelper( light, size, color ) {
  27847. Object3D.call( this );
  27848. this.light = light;
  27849. this.light.updateMatrixWorld();
  27850. this.matrix = light.matrixWorld;
  27851. this.matrixAutoUpdate = false;
  27852. this.color = color;
  27853. if ( size === undefined ) { size = 1; }
  27854. var geometry = new BufferGeometry();
  27855. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27856. - size, size, 0,
  27857. size, size, 0,
  27858. size, - size, 0,
  27859. - size, - size, 0,
  27860. - size, size, 0
  27861. ], 3 ) );
  27862. var material = new LineBasicMaterial( { fog: false } );
  27863. this.lightPlane = new Line( geometry, material );
  27864. this.add( this.lightPlane );
  27865. geometry = new BufferGeometry();
  27866. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27867. this.targetLine = new Line( geometry, material );
  27868. this.add( this.targetLine );
  27869. this.update();
  27870. }
  27871. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27872. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27873. DirectionalLightHelper.prototype.dispose = function () {
  27874. this.lightPlane.geometry.dispose();
  27875. this.lightPlane.material.dispose();
  27876. this.targetLine.geometry.dispose();
  27877. this.targetLine.material.dispose();
  27878. };
  27879. DirectionalLightHelper.prototype.update = function () {
  27880. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27881. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27882. _v3$1.subVectors( _v2$5, _v1$7 );
  27883. this.lightPlane.lookAt( _v2$5 );
  27884. if ( this.color !== undefined ) {
  27885. this.lightPlane.material.color.set( this.color );
  27886. this.targetLine.material.color.set( this.color );
  27887. } else {
  27888. this.lightPlane.material.color.copy( this.light.color );
  27889. this.targetLine.material.color.copy( this.light.color );
  27890. }
  27891. this.targetLine.lookAt( _v2$5 );
  27892. this.targetLine.scale.z = _v3$1.length();
  27893. };
  27894. /**
  27895. * @author alteredq / http://alteredqualia.com/
  27896. * @author Mugen87 / https://github.com/Mugen87
  27897. *
  27898. * - shows frustum, line of sight and up of the camera
  27899. * - suitable for fast updates
  27900. * - based on frustum visualization in lightgl.js shadowmap example
  27901. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27902. */
  27903. var _vector$a = new Vector3();
  27904. var _camera = new Camera();
  27905. function CameraHelper( camera ) {
  27906. var geometry = new BufferGeometry();
  27907. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27908. var vertices = [];
  27909. var colors = [];
  27910. var pointMap = {};
  27911. // colors
  27912. var colorFrustum = new Color( 0xffaa00 );
  27913. var colorCone = new Color( 0xff0000 );
  27914. var colorUp = new Color( 0x00aaff );
  27915. var colorTarget = new Color( 0xffffff );
  27916. var colorCross = new Color( 0x333333 );
  27917. // near
  27918. addLine( 'n1', 'n2', colorFrustum );
  27919. addLine( 'n2', 'n4', colorFrustum );
  27920. addLine( 'n4', 'n3', colorFrustum );
  27921. addLine( 'n3', 'n1', colorFrustum );
  27922. // far
  27923. addLine( 'f1', 'f2', colorFrustum );
  27924. addLine( 'f2', 'f4', colorFrustum );
  27925. addLine( 'f4', 'f3', colorFrustum );
  27926. addLine( 'f3', 'f1', colorFrustum );
  27927. // sides
  27928. addLine( 'n1', 'f1', colorFrustum );
  27929. addLine( 'n2', 'f2', colorFrustum );
  27930. addLine( 'n3', 'f3', colorFrustum );
  27931. addLine( 'n4', 'f4', colorFrustum );
  27932. // cone
  27933. addLine( 'p', 'n1', colorCone );
  27934. addLine( 'p', 'n2', colorCone );
  27935. addLine( 'p', 'n3', colorCone );
  27936. addLine( 'p', 'n4', colorCone );
  27937. // up
  27938. addLine( 'u1', 'u2', colorUp );
  27939. addLine( 'u2', 'u3', colorUp );
  27940. addLine( 'u3', 'u1', colorUp );
  27941. // target
  27942. addLine( 'c', 't', colorTarget );
  27943. addLine( 'p', 'c', colorCross );
  27944. // cross
  27945. addLine( 'cn1', 'cn2', colorCross );
  27946. addLine( 'cn3', 'cn4', colorCross );
  27947. addLine( 'cf1', 'cf2', colorCross );
  27948. addLine( 'cf3', 'cf4', colorCross );
  27949. function addLine( a, b, color ) {
  27950. addPoint( a, color );
  27951. addPoint( b, color );
  27952. }
  27953. function addPoint( id, color ) {
  27954. vertices.push( 0, 0, 0 );
  27955. colors.push( color.r, color.g, color.b );
  27956. if ( pointMap[ id ] === undefined ) {
  27957. pointMap[ id ] = [];
  27958. }
  27959. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27960. }
  27961. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27962. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27963. LineSegments.call( this, geometry, material );
  27964. this.camera = camera;
  27965. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27966. this.matrix = camera.matrixWorld;
  27967. this.matrixAutoUpdate = false;
  27968. this.pointMap = pointMap;
  27969. this.update();
  27970. }
  27971. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27972. CameraHelper.prototype.constructor = CameraHelper;
  27973. CameraHelper.prototype.update = function () {
  27974. var geometry = this.geometry;
  27975. var pointMap = this.pointMap;
  27976. var w = 1, h = 1;
  27977. // we need just camera projection matrix inverse
  27978. // world matrix must be identity
  27979. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27980. // center / target
  27981. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27982. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27983. // near
  27984. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27985. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27986. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27987. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27988. // far
  27989. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27990. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27991. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27992. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27993. // up
  27994. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27995. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27996. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27997. // cross
  27998. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27999. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28000. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28001. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28002. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28003. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28004. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28005. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28006. geometry.getAttribute( 'position' ).needsUpdate = true;
  28007. };
  28008. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28009. _vector$a.set( x, y, z ).unproject( camera );
  28010. var points = pointMap[ point ];
  28011. if ( points !== undefined ) {
  28012. var position = geometry.getAttribute( 'position' );
  28013. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28014. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  28015. }
  28016. }
  28017. }
  28018. /**
  28019. * @author mrdoob / http://mrdoob.com/
  28020. * @author Mugen87 / http://github.com/Mugen87
  28021. */
  28022. var _box$2 = new Box3();
  28023. function BoxHelper( object, color ) {
  28024. this.object = object;
  28025. if ( color === undefined ) { color = 0xffff00; }
  28026. 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 ] );
  28027. var positions = new Float32Array( 8 * 3 );
  28028. var geometry = new BufferGeometry();
  28029. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28030. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28031. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28032. this.matrixAutoUpdate = false;
  28033. this.update();
  28034. }
  28035. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28036. BoxHelper.prototype.constructor = BoxHelper;
  28037. BoxHelper.prototype.update = function ( object ) {
  28038. if ( object !== undefined ) {
  28039. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28040. }
  28041. if ( this.object !== undefined ) {
  28042. _box$2.setFromObject( this.object );
  28043. }
  28044. if ( _box$2.isEmpty() ) { return; }
  28045. var min = _box$2.min;
  28046. var max = _box$2.max;
  28047. /*
  28048. 5____4
  28049. 1/___0/|
  28050. | 6__|_7
  28051. 2/___3/
  28052. 0: max.x, max.y, max.z
  28053. 1: min.x, max.y, max.z
  28054. 2: min.x, min.y, max.z
  28055. 3: max.x, min.y, max.z
  28056. 4: max.x, max.y, min.z
  28057. 5: min.x, max.y, min.z
  28058. 6: min.x, min.y, min.z
  28059. 7: max.x, min.y, min.z
  28060. */
  28061. var position = this.geometry.attributes.position;
  28062. var array = position.array;
  28063. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28064. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28065. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28066. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28067. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28068. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28069. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28070. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28071. position.needsUpdate = true;
  28072. this.geometry.computeBoundingSphere();
  28073. };
  28074. BoxHelper.prototype.setFromObject = function ( object ) {
  28075. this.object = object;
  28076. this.update();
  28077. return this;
  28078. };
  28079. BoxHelper.prototype.copy = function ( source ) {
  28080. LineSegments.prototype.copy.call( this, source );
  28081. this.object = source.object;
  28082. return this;
  28083. };
  28084. BoxHelper.prototype.clone = function () {
  28085. return new this.constructor().copy( this );
  28086. };
  28087. /**
  28088. * @author WestLangley / http://github.com/WestLangley
  28089. */
  28090. function Box3Helper( box, color ) {
  28091. this.type = 'Box3Helper';
  28092. this.box = box;
  28093. color = color || 0xffff00;
  28094. 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 ] );
  28095. 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 ];
  28096. var geometry = new BufferGeometry();
  28097. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28098. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28099. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28100. this.geometry.computeBoundingSphere();
  28101. }
  28102. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28103. Box3Helper.prototype.constructor = Box3Helper;
  28104. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28105. var box = this.box;
  28106. if ( box.isEmpty() ) { return; }
  28107. box.getCenter( this.position );
  28108. box.getSize( this.scale );
  28109. this.scale.multiplyScalar( 0.5 );
  28110. Object3D.prototype.updateMatrixWorld.call( this, force );
  28111. };
  28112. /**
  28113. * @author WestLangley / http://github.com/WestLangley
  28114. */
  28115. function PlaneHelper( plane, size, hex ) {
  28116. this.type = 'PlaneHelper';
  28117. this.plane = plane;
  28118. this.size = ( size === undefined ) ? 1 : size;
  28119. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28120. 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 ];
  28121. var geometry = new BufferGeometry();
  28122. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28123. geometry.computeBoundingSphere();
  28124. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28125. //
  28126. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28127. var geometry2 = new BufferGeometry();
  28128. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28129. geometry2.computeBoundingSphere();
  28130. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28131. }
  28132. PlaneHelper.prototype = Object.create( Line.prototype );
  28133. PlaneHelper.prototype.constructor = PlaneHelper;
  28134. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28135. var scale = - this.plane.constant;
  28136. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28137. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28138. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28139. this.lookAt( this.plane.normal );
  28140. Object3D.prototype.updateMatrixWorld.call( this, force );
  28141. };
  28142. /**
  28143. * @author WestLangley / http://github.com/WestLangley
  28144. * @author zz85 / http://github.com/zz85
  28145. * @author bhouston / http://clara.io
  28146. *
  28147. * Creates an arrow for visualizing directions
  28148. *
  28149. * Parameters:
  28150. * dir - Vector3
  28151. * origin - Vector3
  28152. * length - Number
  28153. * color - color in hex value
  28154. * headLength - Number
  28155. * headWidth - Number
  28156. */
  28157. var _axis = new Vector3();
  28158. var _lineGeometry, _coneGeometry;
  28159. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28160. // dir is assumed to be normalized
  28161. Object3D.call( this );
  28162. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28163. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28164. if ( length === undefined ) { length = 1; }
  28165. if ( color === undefined ) { color = 0xffff00; }
  28166. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28167. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28168. if ( _lineGeometry === undefined ) {
  28169. _lineGeometry = new BufferGeometry();
  28170. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28171. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28172. _coneGeometry.translate( 0, - 0.5, 0 );
  28173. }
  28174. this.position.copy( origin );
  28175. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28176. this.line.matrixAutoUpdate = false;
  28177. this.add( this.line );
  28178. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28179. this.cone.matrixAutoUpdate = false;
  28180. this.add( this.cone );
  28181. this.setDirection( dir );
  28182. this.setLength( length, headLength, headWidth );
  28183. }
  28184. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28185. ArrowHelper.prototype.constructor = ArrowHelper;
  28186. ArrowHelper.prototype.setDirection = function ( dir ) {
  28187. // dir is assumed to be normalized
  28188. if ( dir.y > 0.99999 ) {
  28189. this.quaternion.set( 0, 0, 0, 1 );
  28190. } else if ( dir.y < - 0.99999 ) {
  28191. this.quaternion.set( 1, 0, 0, 0 );
  28192. } else {
  28193. _axis.set( dir.z, 0, - dir.x ).normalize();
  28194. var radians = Math.acos( dir.y );
  28195. this.quaternion.setFromAxisAngle( _axis, radians );
  28196. }
  28197. };
  28198. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28199. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28200. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28201. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28202. this.line.updateMatrix();
  28203. this.cone.scale.set( headWidth, headLength, headWidth );
  28204. this.cone.position.y = length;
  28205. this.cone.updateMatrix();
  28206. };
  28207. ArrowHelper.prototype.setColor = function ( color ) {
  28208. this.line.material.color.set( color );
  28209. this.cone.material.color.set( color );
  28210. };
  28211. ArrowHelper.prototype.copy = function ( source ) {
  28212. Object3D.prototype.copy.call( this, source, false );
  28213. this.line.copy( source.line );
  28214. this.cone.copy( source.cone );
  28215. return this;
  28216. };
  28217. ArrowHelper.prototype.clone = function () {
  28218. return new this.constructor().copy( this );
  28219. };
  28220. /**
  28221. * @author sroucheray / http://sroucheray.org/
  28222. * @author mrdoob / http://mrdoob.com/
  28223. */
  28224. function AxesHelper( size ) {
  28225. size = size || 1;
  28226. var vertices = [
  28227. 0, 0, 0, size, 0, 0,
  28228. 0, 0, 0, 0, size, 0,
  28229. 0, 0, 0, 0, 0, size
  28230. ];
  28231. var colors = [
  28232. 1, 0, 0, 1, 0.6, 0,
  28233. 0, 1, 0, 0.6, 1, 0,
  28234. 0, 0, 1, 0, 0.6, 1
  28235. ];
  28236. var geometry = new BufferGeometry();
  28237. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28238. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28239. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28240. LineSegments.call( this, geometry, material );
  28241. }
  28242. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28243. AxesHelper.prototype.constructor = AxesHelper;
  28244. /**
  28245. * @author mrdoob / http://mrdoob.com/
  28246. */
  28247. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28248. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28249. return new Face3( a, b, c, normal, color, materialIndex );
  28250. }
  28251. var LineStrip = 0;
  28252. var LinePieces = 1;
  28253. function MeshFaceMaterial( materials ) {
  28254. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28255. return materials;
  28256. }
  28257. function MultiMaterial( materials ) {
  28258. if ( materials === undefined ) { materials = []; }
  28259. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28260. materials.isMultiMaterial = true;
  28261. materials.materials = materials;
  28262. materials.clone = function () {
  28263. return materials.slice();
  28264. };
  28265. return materials;
  28266. }
  28267. function PointCloud( geometry, material ) {
  28268. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28269. return new Points( geometry, material );
  28270. }
  28271. function Particle( material ) {
  28272. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28273. return new Sprite( material );
  28274. }
  28275. function ParticleSystem( geometry, material ) {
  28276. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28277. return new Points( geometry, material );
  28278. }
  28279. function PointCloudMaterial( parameters ) {
  28280. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28281. return new PointsMaterial( parameters );
  28282. }
  28283. function ParticleBasicMaterial( parameters ) {
  28284. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28285. return new PointsMaterial( parameters );
  28286. }
  28287. function ParticleSystemMaterial( parameters ) {
  28288. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28289. return new PointsMaterial( parameters );
  28290. }
  28291. function Vertex( x, y, z ) {
  28292. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28293. return new Vector3( x, y, z );
  28294. }
  28295. //
  28296. function DynamicBufferAttribute( array, itemSize ) {
  28297. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28298. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28299. }
  28300. function Int8Attribute( array, itemSize ) {
  28301. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28302. return new Int8BufferAttribute( array, itemSize );
  28303. }
  28304. function Uint8Attribute( array, itemSize ) {
  28305. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28306. return new Uint8BufferAttribute( array, itemSize );
  28307. }
  28308. function Uint8ClampedAttribute( array, itemSize ) {
  28309. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28310. return new Uint8ClampedBufferAttribute( array, itemSize );
  28311. }
  28312. function Int16Attribute( array, itemSize ) {
  28313. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28314. return new Int16BufferAttribute( array, itemSize );
  28315. }
  28316. function Uint16Attribute( array, itemSize ) {
  28317. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28318. return new Uint16BufferAttribute( array, itemSize );
  28319. }
  28320. function Int32Attribute( array, itemSize ) {
  28321. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28322. return new Int32BufferAttribute( array, itemSize );
  28323. }
  28324. function Uint32Attribute( array, itemSize ) {
  28325. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28326. return new Uint32BufferAttribute( array, itemSize );
  28327. }
  28328. function Float32Attribute( array, itemSize ) {
  28329. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28330. return new Float32BufferAttribute( array, itemSize );
  28331. }
  28332. function Float64Attribute( array, itemSize ) {
  28333. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28334. return new Float64BufferAttribute( array, itemSize );
  28335. }
  28336. //
  28337. Curve.create = function ( construct, getPoint ) {
  28338. console.log( 'THREE.Curve.create() has been deprecated' );
  28339. construct.prototype = Object.create( Curve.prototype );
  28340. construct.prototype.constructor = construct;
  28341. construct.prototype.getPoint = getPoint;
  28342. return construct;
  28343. };
  28344. //
  28345. Object.assign( CurvePath.prototype, {
  28346. createPointsGeometry: function ( divisions ) {
  28347. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28348. // generate geometry from path points (for Line or Points objects)
  28349. var pts = this.getPoints( divisions );
  28350. return this.createGeometry( pts );
  28351. },
  28352. createSpacedPointsGeometry: function ( divisions ) {
  28353. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28354. // generate geometry from equidistant sampling along the path
  28355. var pts = this.getSpacedPoints( divisions );
  28356. return this.createGeometry( pts );
  28357. },
  28358. createGeometry: function ( points ) {
  28359. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28360. var geometry = new Geometry();
  28361. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28362. var point = points[ i ];
  28363. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28364. }
  28365. return geometry;
  28366. }
  28367. } );
  28368. //
  28369. Object.assign( Path.prototype, {
  28370. fromPoints: function ( points ) {
  28371. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28372. this.setFromPoints( points );
  28373. }
  28374. } );
  28375. //
  28376. function ClosedSplineCurve3( points ) {
  28377. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28378. CatmullRomCurve3.call( this, points );
  28379. this.type = 'catmullrom';
  28380. this.closed = true;
  28381. }
  28382. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28383. //
  28384. function SplineCurve3( points ) {
  28385. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28386. CatmullRomCurve3.call( this, points );
  28387. this.type = 'catmullrom';
  28388. }
  28389. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28390. //
  28391. function Spline( points ) {
  28392. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28393. CatmullRomCurve3.call( this, points );
  28394. this.type = 'catmullrom';
  28395. }
  28396. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28397. Object.assign( Spline.prototype, {
  28398. initFromArray: function ( /* a */ ) {
  28399. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28400. },
  28401. getControlPointsArray: function ( /* optionalTarget */ ) {
  28402. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28403. },
  28404. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28405. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28406. }
  28407. } );
  28408. //
  28409. function AxisHelper( size ) {
  28410. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28411. return new AxesHelper( size );
  28412. }
  28413. function BoundingBoxHelper( object, color ) {
  28414. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28415. return new BoxHelper( object, color );
  28416. }
  28417. function EdgesHelper( object, hex ) {
  28418. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28419. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28420. }
  28421. GridHelper.prototype.setColors = function () {
  28422. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28423. };
  28424. SkeletonHelper.prototype.update = function () {
  28425. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28426. };
  28427. function WireframeHelper( object, hex ) {
  28428. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28429. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28430. }
  28431. //
  28432. Object.assign( Loader.prototype, {
  28433. extractUrlBase: function ( url ) {
  28434. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28435. return LoaderUtils.extractUrlBase( url );
  28436. }
  28437. } );
  28438. Loader.Handlers = {
  28439. add: function ( /* regex, loader */ ) {
  28440. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28441. },
  28442. get: function ( /* file */ ) {
  28443. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28444. }
  28445. };
  28446. function XHRLoader( manager ) {
  28447. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28448. return new FileLoader( manager );
  28449. }
  28450. function BinaryTextureLoader( manager ) {
  28451. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28452. return new DataTextureLoader( manager );
  28453. }
  28454. Object.assign( ObjectLoader.prototype, {
  28455. setTexturePath: function ( value ) {
  28456. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28457. return this.setResourcePath( value );
  28458. }
  28459. } );
  28460. //
  28461. Object.assign( Box2.prototype, {
  28462. center: function ( optionalTarget ) {
  28463. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28464. return this.getCenter( optionalTarget );
  28465. },
  28466. empty: function () {
  28467. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28468. return this.isEmpty();
  28469. },
  28470. isIntersectionBox: function ( box ) {
  28471. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28472. return this.intersectsBox( box );
  28473. },
  28474. size: function ( optionalTarget ) {
  28475. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28476. return this.getSize( optionalTarget );
  28477. }
  28478. } );
  28479. Object.assign( Box3.prototype, {
  28480. center: function ( optionalTarget ) {
  28481. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28482. return this.getCenter( optionalTarget );
  28483. },
  28484. empty: function () {
  28485. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28486. return this.isEmpty();
  28487. },
  28488. isIntersectionBox: function ( box ) {
  28489. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28490. return this.intersectsBox( box );
  28491. },
  28492. isIntersectionSphere: function ( sphere ) {
  28493. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28494. return this.intersectsSphere( sphere );
  28495. },
  28496. size: function ( optionalTarget ) {
  28497. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28498. return this.getSize( optionalTarget );
  28499. }
  28500. } );
  28501. Line3.prototype.center = function ( optionalTarget ) {
  28502. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28503. return this.getCenter( optionalTarget );
  28504. };
  28505. Object.assign( _Math, {
  28506. random16: function () {
  28507. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28508. return Math.random();
  28509. },
  28510. nearestPowerOfTwo: function ( value ) {
  28511. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28512. return _Math.floorPowerOfTwo( value );
  28513. },
  28514. nextPowerOfTwo: function ( value ) {
  28515. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28516. return _Math.ceilPowerOfTwo( value );
  28517. }
  28518. } );
  28519. Object.assign( Matrix3.prototype, {
  28520. flattenToArrayOffset: function ( array, offset ) {
  28521. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28522. return this.toArray( array, offset );
  28523. },
  28524. multiplyVector3: function ( vector ) {
  28525. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28526. return vector.applyMatrix3( this );
  28527. },
  28528. multiplyVector3Array: function ( /* a */ ) {
  28529. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28530. },
  28531. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28532. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28533. return this.applyToBufferAttribute( buffer );
  28534. },
  28535. applyToVector3Array: function ( /* array, offset, length */ ) {
  28536. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28537. }
  28538. } );
  28539. Object.assign( Matrix4.prototype, {
  28540. extractPosition: function ( m ) {
  28541. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28542. return this.copyPosition( m );
  28543. },
  28544. flattenToArrayOffset: function ( array, offset ) {
  28545. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28546. return this.toArray( array, offset );
  28547. },
  28548. getPosition: function () {
  28549. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28550. return new Vector3().setFromMatrixColumn( this, 3 );
  28551. },
  28552. setRotationFromQuaternion: function ( q ) {
  28553. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28554. return this.makeRotationFromQuaternion( q );
  28555. },
  28556. multiplyToArray: function () {
  28557. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28558. },
  28559. multiplyVector3: function ( vector ) {
  28560. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28561. return vector.applyMatrix4( this );
  28562. },
  28563. multiplyVector4: function ( vector ) {
  28564. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28565. return vector.applyMatrix4( this );
  28566. },
  28567. multiplyVector3Array: function ( /* a */ ) {
  28568. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28569. },
  28570. rotateAxis: function ( v ) {
  28571. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28572. v.transformDirection( this );
  28573. },
  28574. crossVector: function ( vector ) {
  28575. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28576. return vector.applyMatrix4( this );
  28577. },
  28578. translate: function () {
  28579. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28580. },
  28581. rotateX: function () {
  28582. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28583. },
  28584. rotateY: function () {
  28585. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28586. },
  28587. rotateZ: function () {
  28588. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28589. },
  28590. rotateByAxis: function () {
  28591. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28592. },
  28593. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28594. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28595. return this.applyToBufferAttribute( buffer );
  28596. },
  28597. applyToVector3Array: function ( /* array, offset, length */ ) {
  28598. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28599. },
  28600. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28601. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28602. return this.makePerspective( left, right, top, bottom, near, far );
  28603. }
  28604. } );
  28605. Plane.prototype.isIntersectionLine = function ( line ) {
  28606. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28607. return this.intersectsLine( line );
  28608. };
  28609. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28610. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28611. return vector.applyQuaternion( this );
  28612. };
  28613. Object.assign( Ray.prototype, {
  28614. isIntersectionBox: function ( box ) {
  28615. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28616. return this.intersectsBox( box );
  28617. },
  28618. isIntersectionPlane: function ( plane ) {
  28619. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28620. return this.intersectsPlane( plane );
  28621. },
  28622. isIntersectionSphere: function ( sphere ) {
  28623. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28624. return this.intersectsSphere( sphere );
  28625. }
  28626. } );
  28627. Object.assign( Triangle.prototype, {
  28628. area: function () {
  28629. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28630. return this.getArea();
  28631. },
  28632. barycoordFromPoint: function ( point, target ) {
  28633. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28634. return this.getBarycoord( point, target );
  28635. },
  28636. midpoint: function ( target ) {
  28637. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28638. return this.getMidpoint( target );
  28639. },
  28640. normal: function ( target ) {
  28641. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28642. return this.getNormal( target );
  28643. },
  28644. plane: function ( target ) {
  28645. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28646. return this.getPlane( target );
  28647. }
  28648. } );
  28649. Object.assign( Triangle, {
  28650. barycoordFromPoint: function ( point, a, b, c, target ) {
  28651. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28652. return Triangle.getBarycoord( point, a, b, c, target );
  28653. },
  28654. normal: function ( a, b, c, target ) {
  28655. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28656. return Triangle.getNormal( a, b, c, target );
  28657. }
  28658. } );
  28659. Object.assign( Shape.prototype, {
  28660. extractAllPoints: function ( divisions ) {
  28661. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28662. return this.extractPoints( divisions );
  28663. },
  28664. extrude: function ( options ) {
  28665. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28666. return new ExtrudeGeometry( this, options );
  28667. },
  28668. makeGeometry: function ( options ) {
  28669. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28670. return new ShapeGeometry( this, options );
  28671. }
  28672. } );
  28673. Object.assign( Vector2.prototype, {
  28674. fromAttribute: function ( attribute, index, offset ) {
  28675. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28676. return this.fromBufferAttribute( attribute, index, offset );
  28677. },
  28678. distanceToManhattan: function ( v ) {
  28679. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28680. return this.manhattanDistanceTo( v );
  28681. },
  28682. lengthManhattan: function () {
  28683. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28684. return this.manhattanLength();
  28685. }
  28686. } );
  28687. Object.assign( Vector3.prototype, {
  28688. setEulerFromRotationMatrix: function () {
  28689. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28690. },
  28691. setEulerFromQuaternion: function () {
  28692. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28693. },
  28694. getPositionFromMatrix: function ( m ) {
  28695. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28696. return this.setFromMatrixPosition( m );
  28697. },
  28698. getScaleFromMatrix: function ( m ) {
  28699. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28700. return this.setFromMatrixScale( m );
  28701. },
  28702. getColumnFromMatrix: function ( index, matrix ) {
  28703. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28704. return this.setFromMatrixColumn( matrix, index );
  28705. },
  28706. applyProjection: function ( m ) {
  28707. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28708. return this.applyMatrix4( m );
  28709. },
  28710. fromAttribute: function ( attribute, index, offset ) {
  28711. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28712. return this.fromBufferAttribute( attribute, index, offset );
  28713. },
  28714. distanceToManhattan: function ( v ) {
  28715. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28716. return this.manhattanDistanceTo( v );
  28717. },
  28718. lengthManhattan: function () {
  28719. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28720. return this.manhattanLength();
  28721. }
  28722. } );
  28723. Object.assign( Vector4.prototype, {
  28724. fromAttribute: function ( attribute, index, offset ) {
  28725. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28726. return this.fromBufferAttribute( attribute, index, offset );
  28727. },
  28728. lengthManhattan: function () {
  28729. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28730. return this.manhattanLength();
  28731. }
  28732. } );
  28733. //
  28734. Object.assign( Geometry.prototype, {
  28735. computeTangents: function () {
  28736. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28737. },
  28738. computeLineDistances: function () {
  28739. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28740. }
  28741. } );
  28742. Object.assign( Object3D.prototype, {
  28743. getChildByName: function ( name ) {
  28744. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28745. return this.getObjectByName( name );
  28746. },
  28747. renderDepth: function () {
  28748. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28749. },
  28750. translate: function ( distance, axis ) {
  28751. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28752. return this.translateOnAxis( axis, distance );
  28753. },
  28754. getWorldRotation: function () {
  28755. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28756. }
  28757. } );
  28758. Object.defineProperties( Object3D.prototype, {
  28759. eulerOrder: {
  28760. get: function () {
  28761. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28762. return this.rotation.order;
  28763. },
  28764. set: function ( value ) {
  28765. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28766. this.rotation.order = value;
  28767. }
  28768. },
  28769. useQuaternion: {
  28770. get: function () {
  28771. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28772. },
  28773. set: function () {
  28774. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28775. }
  28776. }
  28777. } );
  28778. Object.defineProperties( LOD.prototype, {
  28779. objects: {
  28780. get: function () {
  28781. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28782. return this.levels;
  28783. }
  28784. }
  28785. } );
  28786. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28787. get: function () {
  28788. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28789. },
  28790. set: function () {
  28791. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28792. }
  28793. } );
  28794. SkinnedMesh.prototype.initBones = function () {
  28795. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28796. };
  28797. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28798. get: function () {
  28799. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28800. return this.arcLengthDivisions;
  28801. },
  28802. set: function ( value ) {
  28803. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28804. this.arcLengthDivisions = value;
  28805. }
  28806. } );
  28807. //
  28808. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28809. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28810. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28811. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28812. this.setFocalLength( focalLength );
  28813. };
  28814. //
  28815. Object.defineProperties( Light.prototype, {
  28816. onlyShadow: {
  28817. set: function () {
  28818. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28819. }
  28820. },
  28821. shadowCameraFov: {
  28822. set: function ( value ) {
  28823. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28824. this.shadow.camera.fov = value;
  28825. }
  28826. },
  28827. shadowCameraLeft: {
  28828. set: function ( value ) {
  28829. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28830. this.shadow.camera.left = value;
  28831. }
  28832. },
  28833. shadowCameraRight: {
  28834. set: function ( value ) {
  28835. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28836. this.shadow.camera.right = value;
  28837. }
  28838. },
  28839. shadowCameraTop: {
  28840. set: function ( value ) {
  28841. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28842. this.shadow.camera.top = value;
  28843. }
  28844. },
  28845. shadowCameraBottom: {
  28846. set: function ( value ) {
  28847. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28848. this.shadow.camera.bottom = value;
  28849. }
  28850. },
  28851. shadowCameraNear: {
  28852. set: function ( value ) {
  28853. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28854. this.shadow.camera.near = value;
  28855. }
  28856. },
  28857. shadowCameraFar: {
  28858. set: function ( value ) {
  28859. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28860. this.shadow.camera.far = value;
  28861. }
  28862. },
  28863. shadowCameraVisible: {
  28864. set: function () {
  28865. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28866. }
  28867. },
  28868. shadowBias: {
  28869. set: function ( value ) {
  28870. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28871. this.shadow.bias = value;
  28872. }
  28873. },
  28874. shadowDarkness: {
  28875. set: function () {
  28876. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28877. }
  28878. },
  28879. shadowMapWidth: {
  28880. set: function ( value ) {
  28881. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28882. this.shadow.mapSize.width = value;
  28883. }
  28884. },
  28885. shadowMapHeight: {
  28886. set: function ( value ) {
  28887. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28888. this.shadow.mapSize.height = value;
  28889. }
  28890. }
  28891. } );
  28892. //
  28893. Object.defineProperties( BufferAttribute.prototype, {
  28894. length: {
  28895. get: function () {
  28896. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28897. return this.array.length;
  28898. }
  28899. },
  28900. dynamic: {
  28901. get: function () {
  28902. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  28903. return this.usage === DynamicDrawUsage;
  28904. },
  28905. set: function ( value ) {
  28906. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  28907. this.setUsage( value );
  28908. }
  28909. }
  28910. } );
  28911. Object.assign( BufferAttribute.prototype, {
  28912. setDynamic: function ( value ) {
  28913. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  28914. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  28915. return this;
  28916. },
  28917. copyIndicesArray: function ( /* indices */ ) {
  28918. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28919. },
  28920. setArray: function ( /* array */ ) {
  28921. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28922. }
  28923. } );
  28924. Object.assign( BufferGeometry.prototype, {
  28925. addIndex: function ( index ) {
  28926. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28927. this.setIndex( index );
  28928. },
  28929. addDrawCall: function ( start, count, indexOffset ) {
  28930. if ( indexOffset !== undefined ) {
  28931. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28932. }
  28933. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28934. this.addGroup( start, count );
  28935. },
  28936. clearDrawCalls: function () {
  28937. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28938. this.clearGroups();
  28939. },
  28940. computeTangents: function () {
  28941. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28942. },
  28943. computeOffsets: function () {
  28944. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28945. }
  28946. } );
  28947. Object.defineProperties( BufferGeometry.prototype, {
  28948. drawcalls: {
  28949. get: function () {
  28950. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28951. return this.groups;
  28952. }
  28953. },
  28954. offsets: {
  28955. get: function () {
  28956. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28957. return this.groups;
  28958. }
  28959. }
  28960. } );
  28961. Object.defineProperties( InterleavedBuffer.prototype, {
  28962. dynamic: {
  28963. get: function () {
  28964. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  28965. return this.usage === DynamicDrawUsage;
  28966. },
  28967. set: function ( value ) {
  28968. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  28969. this.setUsage( value );
  28970. }
  28971. }
  28972. } );
  28973. Object.assign( InterleavedBuffer.prototype, {
  28974. setDynamic: function ( value ) {
  28975. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  28976. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  28977. return this;
  28978. },
  28979. setArray: function ( /* array */ ) {
  28980. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28981. }
  28982. } );
  28983. //
  28984. Object.assign( ExtrudeBufferGeometry.prototype, {
  28985. getArrays: function () {
  28986. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28987. },
  28988. addShapeList: function () {
  28989. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28990. },
  28991. addShape: function () {
  28992. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28993. }
  28994. } );
  28995. //
  28996. Object.defineProperties( Uniform.prototype, {
  28997. dynamic: {
  28998. set: function () {
  28999. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29000. }
  29001. },
  29002. onUpdate: {
  29003. value: function () {
  29004. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29005. return this;
  29006. }
  29007. }
  29008. } );
  29009. //
  29010. Object.defineProperties( Material.prototype, {
  29011. wrapAround: {
  29012. get: function () {
  29013. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29014. },
  29015. set: function () {
  29016. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29017. }
  29018. },
  29019. overdraw: {
  29020. get: function () {
  29021. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29022. },
  29023. set: function () {
  29024. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29025. }
  29026. },
  29027. wrapRGB: {
  29028. get: function () {
  29029. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29030. return new Color();
  29031. }
  29032. },
  29033. shading: {
  29034. get: function () {
  29035. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29036. },
  29037. set: function ( value ) {
  29038. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29039. this.flatShading = ( value === FlatShading );
  29040. }
  29041. },
  29042. stencilMask: {
  29043. get: function () {
  29044. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29045. return this.stencilFuncMask;
  29046. },
  29047. set: function ( value ) {
  29048. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29049. this.stencilFuncMask = value;
  29050. }
  29051. }
  29052. } );
  29053. Object.defineProperties( MeshPhongMaterial.prototype, {
  29054. metal: {
  29055. get: function () {
  29056. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29057. return false;
  29058. },
  29059. set: function () {
  29060. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29061. }
  29062. }
  29063. } );
  29064. Object.defineProperties( ShaderMaterial.prototype, {
  29065. derivatives: {
  29066. get: function () {
  29067. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29068. return this.extensions.derivatives;
  29069. },
  29070. set: function ( value ) {
  29071. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29072. this.extensions.derivatives = value;
  29073. }
  29074. }
  29075. } );
  29076. //
  29077. Object.assign( WebGLRenderer.prototype, {
  29078. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29079. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29080. this.setRenderTarget( renderTarget );
  29081. this.clear( color, depth, stencil );
  29082. },
  29083. animate: function ( callback ) {
  29084. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29085. this.setAnimationLoop( callback );
  29086. },
  29087. getCurrentRenderTarget: function () {
  29088. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29089. return this.getRenderTarget();
  29090. },
  29091. getMaxAnisotropy: function () {
  29092. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29093. return this.capabilities.getMaxAnisotropy();
  29094. },
  29095. getPrecision: function () {
  29096. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29097. return this.capabilities.precision;
  29098. },
  29099. resetGLState: function () {
  29100. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29101. return this.state.reset();
  29102. },
  29103. supportsFloatTextures: function () {
  29104. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29105. return this.extensions.get( 'OES_texture_float' );
  29106. },
  29107. supportsHalfFloatTextures: function () {
  29108. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29109. return this.extensions.get( 'OES_texture_half_float' );
  29110. },
  29111. supportsStandardDerivatives: function () {
  29112. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29113. return this.extensions.get( 'OES_standard_derivatives' );
  29114. },
  29115. supportsCompressedTextureS3TC: function () {
  29116. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29117. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29118. },
  29119. supportsCompressedTexturePVRTC: function () {
  29120. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29121. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29122. },
  29123. supportsBlendMinMax: function () {
  29124. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29125. return this.extensions.get( 'EXT_blend_minmax' );
  29126. },
  29127. supportsVertexTextures: function () {
  29128. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29129. return this.capabilities.vertexTextures;
  29130. },
  29131. supportsInstancedArrays: function () {
  29132. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29133. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29134. },
  29135. enableScissorTest: function ( boolean ) {
  29136. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29137. this.setScissorTest( boolean );
  29138. },
  29139. initMaterial: function () {
  29140. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29141. },
  29142. addPrePlugin: function () {
  29143. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29144. },
  29145. addPostPlugin: function () {
  29146. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29147. },
  29148. updateShadowMap: function () {
  29149. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29150. },
  29151. setFaceCulling: function () {
  29152. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29153. },
  29154. allocTextureUnit: function () {
  29155. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29156. },
  29157. setTexture: function () {
  29158. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29159. },
  29160. setTexture2D: function () {
  29161. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29162. },
  29163. setTextureCube: function () {
  29164. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29165. },
  29166. getActiveMipMapLevel: function () {
  29167. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29168. return this.getActiveMipmapLevel();
  29169. }
  29170. } );
  29171. Object.defineProperties( WebGLRenderer.prototype, {
  29172. shadowMapEnabled: {
  29173. get: function () {
  29174. return this.shadowMap.enabled;
  29175. },
  29176. set: function ( value ) {
  29177. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29178. this.shadowMap.enabled = value;
  29179. }
  29180. },
  29181. shadowMapType: {
  29182. get: function () {
  29183. return this.shadowMap.type;
  29184. },
  29185. set: function ( value ) {
  29186. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29187. this.shadowMap.type = value;
  29188. }
  29189. },
  29190. shadowMapCullFace: {
  29191. get: function () {
  29192. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29193. return undefined;
  29194. },
  29195. set: function ( /* value */ ) {
  29196. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29197. }
  29198. },
  29199. context: {
  29200. get: function () {
  29201. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29202. return this.getContext();
  29203. }
  29204. }
  29205. } );
  29206. Object.defineProperties( WebGLShadowMap.prototype, {
  29207. cullFace: {
  29208. get: function () {
  29209. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29210. return undefined;
  29211. },
  29212. set: function ( /* cullFace */ ) {
  29213. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29214. }
  29215. },
  29216. renderReverseSided: {
  29217. get: function () {
  29218. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29219. return undefined;
  29220. },
  29221. set: function () {
  29222. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29223. }
  29224. },
  29225. renderSingleSided: {
  29226. get: function () {
  29227. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29228. return undefined;
  29229. },
  29230. set: function () {
  29231. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29232. }
  29233. }
  29234. } );
  29235. //
  29236. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29237. activeCubeFace: {
  29238. set: function ( /* value */ ) {
  29239. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29240. }
  29241. },
  29242. activeMipMapLevel: {
  29243. set: function ( /* value */ ) {
  29244. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29245. }
  29246. }
  29247. } );
  29248. //
  29249. Object.defineProperties( WebGLRenderTarget.prototype, {
  29250. wrapS: {
  29251. get: function () {
  29252. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29253. return this.texture.wrapS;
  29254. },
  29255. set: function ( value ) {
  29256. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29257. this.texture.wrapS = value;
  29258. }
  29259. },
  29260. wrapT: {
  29261. get: function () {
  29262. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29263. return this.texture.wrapT;
  29264. },
  29265. set: function ( value ) {
  29266. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29267. this.texture.wrapT = value;
  29268. }
  29269. },
  29270. magFilter: {
  29271. get: function () {
  29272. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29273. return this.texture.magFilter;
  29274. },
  29275. set: function ( value ) {
  29276. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29277. this.texture.magFilter = value;
  29278. }
  29279. },
  29280. minFilter: {
  29281. get: function () {
  29282. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29283. return this.texture.minFilter;
  29284. },
  29285. set: function ( value ) {
  29286. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29287. this.texture.minFilter = value;
  29288. }
  29289. },
  29290. anisotropy: {
  29291. get: function () {
  29292. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29293. return this.texture.anisotropy;
  29294. },
  29295. set: function ( value ) {
  29296. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29297. this.texture.anisotropy = value;
  29298. }
  29299. },
  29300. offset: {
  29301. get: function () {
  29302. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29303. return this.texture.offset;
  29304. },
  29305. set: function ( value ) {
  29306. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29307. this.texture.offset = value;
  29308. }
  29309. },
  29310. repeat: {
  29311. get: function () {
  29312. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29313. return this.texture.repeat;
  29314. },
  29315. set: function ( value ) {
  29316. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29317. this.texture.repeat = value;
  29318. }
  29319. },
  29320. format: {
  29321. get: function () {
  29322. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29323. return this.texture.format;
  29324. },
  29325. set: function ( value ) {
  29326. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29327. this.texture.format = value;
  29328. }
  29329. },
  29330. type: {
  29331. get: function () {
  29332. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29333. return this.texture.type;
  29334. },
  29335. set: function ( value ) {
  29336. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29337. this.texture.type = value;
  29338. }
  29339. },
  29340. generateMipmaps: {
  29341. get: function () {
  29342. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29343. return this.texture.generateMipmaps;
  29344. },
  29345. set: function ( value ) {
  29346. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29347. this.texture.generateMipmaps = value;
  29348. }
  29349. }
  29350. } );
  29351. //
  29352. Object.defineProperties( WebVRManager.prototype, {
  29353. standing: {
  29354. set: function ( /* value */ ) {
  29355. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29356. }
  29357. },
  29358. userHeight: {
  29359. set: function ( /* value */ ) {
  29360. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29361. }
  29362. }
  29363. } );
  29364. //
  29365. Audio.prototype.load = function ( file ) {
  29366. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29367. var scope = this;
  29368. var audioLoader = new AudioLoader();
  29369. audioLoader.load( file, function ( buffer ) {
  29370. scope.setBuffer( buffer );
  29371. } );
  29372. return this;
  29373. };
  29374. AudioAnalyser.prototype.getData = function () {
  29375. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29376. return this.getFrequencyData();
  29377. };
  29378. //
  29379. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29380. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29381. return this.update( renderer, scene );
  29382. };
  29383. //
  29384. var GeometryUtils = {
  29385. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29386. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29387. var matrix;
  29388. if ( geometry2.isMesh ) {
  29389. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29390. matrix = geometry2.matrix;
  29391. geometry2 = geometry2.geometry;
  29392. }
  29393. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29394. },
  29395. center: function ( geometry ) {
  29396. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29397. return geometry.center();
  29398. }
  29399. };
  29400. ImageUtils.crossOrigin = undefined;
  29401. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29402. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29403. var loader = new TextureLoader();
  29404. loader.setCrossOrigin( this.crossOrigin );
  29405. var texture = loader.load( url, onLoad, undefined, onError );
  29406. if ( mapping ) { texture.mapping = mapping; }
  29407. return texture;
  29408. };
  29409. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29410. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29411. var loader = new CubeTextureLoader();
  29412. loader.setCrossOrigin( this.crossOrigin );
  29413. var texture = loader.load( urls, onLoad, undefined, onError );
  29414. if ( mapping ) { texture.mapping = mapping; }
  29415. return texture;
  29416. };
  29417. ImageUtils.loadCompressedTexture = function () {
  29418. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29419. };
  29420. ImageUtils.loadCompressedTextureCube = function () {
  29421. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29422. };
  29423. //
  29424. function CanvasRenderer() {
  29425. console.error( 'THREE.CanvasRenderer has been removed' );
  29426. }
  29427. //
  29428. function JSONLoader() {
  29429. console.error( 'THREE.JSONLoader has been removed.' );
  29430. }
  29431. //
  29432. var SceneUtils = {
  29433. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29434. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29435. },
  29436. detach: function ( /* child, parent, scene */ ) {
  29437. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29438. },
  29439. attach: function ( /* child, scene, parent */ ) {
  29440. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29441. }
  29442. };
  29443. //
  29444. function LensFlare() {
  29445. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29446. }
  29447. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29448. /* eslint-disable no-undef */
  29449. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29450. revision: REVISION,
  29451. } } ) );
  29452. /* eslint-enable no-undef */
  29453. }
  29454. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29455. exports.AddEquation = AddEquation;
  29456. exports.AddOperation = AddOperation;
  29457. exports.AdditiveBlending = AdditiveBlending;
  29458. exports.AlphaFormat = AlphaFormat;
  29459. exports.AlwaysDepth = AlwaysDepth;
  29460. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29461. exports.AmbientLight = AmbientLight;
  29462. exports.AmbientLightProbe = AmbientLightProbe;
  29463. exports.AnimationClip = AnimationClip;
  29464. exports.AnimationLoader = AnimationLoader;
  29465. exports.AnimationMixer = AnimationMixer;
  29466. exports.AnimationObjectGroup = AnimationObjectGroup;
  29467. exports.AnimationUtils = AnimationUtils;
  29468. exports.ArcCurve = ArcCurve;
  29469. exports.ArrayCamera = ArrayCamera;
  29470. exports.ArrowHelper = ArrowHelper;
  29471. exports.Audio = Audio;
  29472. exports.AudioAnalyser = AudioAnalyser;
  29473. exports.AudioContext = AudioContext;
  29474. exports.AudioListener = AudioListener;
  29475. exports.AudioLoader = AudioLoader;
  29476. exports.AxesHelper = AxesHelper;
  29477. exports.AxisHelper = AxisHelper;
  29478. exports.BackSide = BackSide;
  29479. exports.BasicDepthPacking = BasicDepthPacking;
  29480. exports.BasicShadowMap = BasicShadowMap;
  29481. exports.BinaryTextureLoader = BinaryTextureLoader;
  29482. exports.Bone = Bone;
  29483. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29484. exports.BoundingBoxHelper = BoundingBoxHelper;
  29485. exports.Box2 = Box2;
  29486. exports.Box3 = Box3;
  29487. exports.Box3Helper = Box3Helper;
  29488. exports.BoxBufferGeometry = BoxBufferGeometry;
  29489. exports.BoxGeometry = BoxGeometry;
  29490. exports.BoxHelper = BoxHelper;
  29491. exports.BufferAttribute = BufferAttribute;
  29492. exports.BufferGeometry = BufferGeometry;
  29493. exports.BufferGeometryLoader = BufferGeometryLoader;
  29494. exports.ByteType = ByteType;
  29495. exports.Cache = Cache;
  29496. exports.Camera = Camera;
  29497. exports.CameraHelper = CameraHelper;
  29498. exports.CanvasRenderer = CanvasRenderer;
  29499. exports.CanvasTexture = CanvasTexture;
  29500. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29501. exports.CineonToneMapping = CineonToneMapping;
  29502. exports.CircleBufferGeometry = CircleBufferGeometry;
  29503. exports.CircleGeometry = CircleGeometry;
  29504. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29505. exports.Clock = Clock;
  29506. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29507. exports.Color = Color;
  29508. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29509. exports.CompressedTexture = CompressedTexture;
  29510. exports.CompressedTextureLoader = CompressedTextureLoader;
  29511. exports.ConeBufferGeometry = ConeBufferGeometry;
  29512. exports.ConeGeometry = ConeGeometry;
  29513. exports.CubeCamera = CubeCamera;
  29514. exports.CubeGeometry = BoxGeometry;
  29515. exports.CubeReflectionMapping = CubeReflectionMapping;
  29516. exports.CubeRefractionMapping = CubeRefractionMapping;
  29517. exports.CubeTexture = CubeTexture;
  29518. exports.CubeTextureLoader = CubeTextureLoader;
  29519. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29520. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29521. exports.CubicBezierCurve = CubicBezierCurve;
  29522. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29523. exports.CubicInterpolant = CubicInterpolant;
  29524. exports.CullFaceBack = CullFaceBack;
  29525. exports.CullFaceFront = CullFaceFront;
  29526. exports.CullFaceFrontBack = CullFaceFrontBack;
  29527. exports.CullFaceNone = CullFaceNone;
  29528. exports.Curve = Curve;
  29529. exports.CurvePath = CurvePath;
  29530. exports.CustomBlending = CustomBlending;
  29531. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29532. exports.CylinderGeometry = CylinderGeometry;
  29533. exports.Cylindrical = Cylindrical;
  29534. exports.DataTexture = DataTexture;
  29535. exports.DataTexture2DArray = DataTexture2DArray;
  29536. exports.DataTexture3D = DataTexture3D;
  29537. exports.DataTextureLoader = DataTextureLoader;
  29538. exports.DecrementStencilOp = DecrementStencilOp;
  29539. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29540. exports.DefaultLoadingManager = DefaultLoadingManager;
  29541. exports.DepthFormat = DepthFormat;
  29542. exports.DepthStencilFormat = DepthStencilFormat;
  29543. exports.DepthTexture = DepthTexture;
  29544. exports.DirectionalLight = DirectionalLight;
  29545. exports.DirectionalLightHelper = DirectionalLightHelper;
  29546. exports.DirectionalLightShadow = DirectionalLightShadow;
  29547. exports.DiscreteInterpolant = DiscreteInterpolant;
  29548. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29549. exports.DodecahedronGeometry = DodecahedronGeometry;
  29550. exports.DoubleSide = DoubleSide;
  29551. exports.DstAlphaFactor = DstAlphaFactor;
  29552. exports.DstColorFactor = DstColorFactor;
  29553. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29554. exports.DynamicCopyUsage = DynamicCopyUsage;
  29555. exports.DynamicDrawUsage = DynamicDrawUsage;
  29556. exports.DynamicReadUsage = DynamicReadUsage;
  29557. exports.EdgesGeometry = EdgesGeometry;
  29558. exports.EdgesHelper = EdgesHelper;
  29559. exports.EllipseCurve = EllipseCurve;
  29560. exports.EqualDepth = EqualDepth;
  29561. exports.EqualStencilFunc = EqualStencilFunc;
  29562. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29563. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29564. exports.Euler = Euler;
  29565. exports.EventDispatcher = EventDispatcher;
  29566. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29567. exports.ExtrudeGeometry = ExtrudeGeometry;
  29568. exports.Face3 = Face3;
  29569. exports.Face4 = Face4;
  29570. exports.FaceColors = FaceColors;
  29571. exports.FaceNormalsHelper = FaceNormalsHelper;
  29572. exports.FileLoader = FileLoader;
  29573. exports.FlatShading = FlatShading;
  29574. exports.Float32Attribute = Float32Attribute;
  29575. exports.Float32BufferAttribute = Float32BufferAttribute;
  29576. exports.Float64Attribute = Float64Attribute;
  29577. exports.Float64BufferAttribute = Float64BufferAttribute;
  29578. exports.FloatType = FloatType;
  29579. exports.Fog = Fog;
  29580. exports.FogExp2 = FogExp2;
  29581. exports.Font = Font;
  29582. exports.FontLoader = FontLoader;
  29583. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29584. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29585. exports.FrontSide = FrontSide;
  29586. exports.Frustum = Frustum;
  29587. exports.GammaEncoding = GammaEncoding;
  29588. exports.Geometry = Geometry;
  29589. exports.GeometryUtils = GeometryUtils;
  29590. exports.GreaterDepth = GreaterDepth;
  29591. exports.GreaterEqualDepth = GreaterEqualDepth;
  29592. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29593. exports.GreaterStencilFunc = GreaterStencilFunc;
  29594. exports.GridHelper = GridHelper;
  29595. exports.Group = Group;
  29596. exports.HalfFloatType = HalfFloatType;
  29597. exports.HemisphereLight = HemisphereLight;
  29598. exports.HemisphereLightHelper = HemisphereLightHelper;
  29599. exports.HemisphereLightProbe = HemisphereLightProbe;
  29600. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29601. exports.IcosahedronGeometry = IcosahedronGeometry;
  29602. exports.ImageBitmapLoader = ImageBitmapLoader;
  29603. exports.ImageLoader = ImageLoader;
  29604. exports.ImageUtils = ImageUtils;
  29605. exports.ImmediateRenderObject = ImmediateRenderObject;
  29606. exports.IncrementStencilOp = IncrementStencilOp;
  29607. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29608. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29609. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29610. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29611. exports.InstancedMesh = InstancedMesh;
  29612. exports.Int16Attribute = Int16Attribute;
  29613. exports.Int16BufferAttribute = Int16BufferAttribute;
  29614. exports.Int32Attribute = Int32Attribute;
  29615. exports.Int32BufferAttribute = Int32BufferAttribute;
  29616. exports.Int8Attribute = Int8Attribute;
  29617. exports.Int8BufferAttribute = Int8BufferAttribute;
  29618. exports.IntType = IntType;
  29619. exports.InterleavedBuffer = InterleavedBuffer;
  29620. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29621. exports.Interpolant = Interpolant;
  29622. exports.InterpolateDiscrete = InterpolateDiscrete;
  29623. exports.InterpolateLinear = InterpolateLinear;
  29624. exports.InterpolateSmooth = InterpolateSmooth;
  29625. exports.InvertStencilOp = InvertStencilOp;
  29626. exports.JSONLoader = JSONLoader;
  29627. exports.KeepStencilOp = KeepStencilOp;
  29628. exports.KeyframeTrack = KeyframeTrack;
  29629. exports.LOD = LOD;
  29630. exports.LatheBufferGeometry = LatheBufferGeometry;
  29631. exports.LatheGeometry = LatheGeometry;
  29632. exports.Layers = Layers;
  29633. exports.LensFlare = LensFlare;
  29634. exports.LessDepth = LessDepth;
  29635. exports.LessEqualDepth = LessEqualDepth;
  29636. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29637. exports.LessStencilFunc = LessStencilFunc;
  29638. exports.Light = Light;
  29639. exports.LightProbe = LightProbe;
  29640. exports.LightProbeHelper = LightProbeHelper;
  29641. exports.LightShadow = LightShadow;
  29642. exports.Line = Line;
  29643. exports.Line3 = Line3;
  29644. exports.LineBasicMaterial = LineBasicMaterial;
  29645. exports.LineCurve = LineCurve;
  29646. exports.LineCurve3 = LineCurve3;
  29647. exports.LineDashedMaterial = LineDashedMaterial;
  29648. exports.LineLoop = LineLoop;
  29649. exports.LinePieces = LinePieces;
  29650. exports.LineSegments = LineSegments;
  29651. exports.LineStrip = LineStrip;
  29652. exports.LinearEncoding = LinearEncoding;
  29653. exports.LinearFilter = LinearFilter;
  29654. exports.LinearInterpolant = LinearInterpolant;
  29655. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29656. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29657. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29658. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29659. exports.LinearToneMapping = LinearToneMapping;
  29660. exports.Loader = Loader;
  29661. exports.LoaderUtils = LoaderUtils;
  29662. exports.LoadingManager = LoadingManager;
  29663. exports.LogLuvEncoding = LogLuvEncoding;
  29664. exports.LoopOnce = LoopOnce;
  29665. exports.LoopPingPong = LoopPingPong;
  29666. exports.LoopRepeat = LoopRepeat;
  29667. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29668. exports.LuminanceFormat = LuminanceFormat;
  29669. exports.MOUSE = MOUSE;
  29670. exports.Material = Material;
  29671. exports.MaterialLoader = MaterialLoader;
  29672. exports.Math = _Math;
  29673. exports.Matrix3 = Matrix3;
  29674. exports.Matrix4 = Matrix4;
  29675. exports.MaxEquation = MaxEquation;
  29676. exports.Mesh = Mesh;
  29677. exports.MeshBasicMaterial = MeshBasicMaterial;
  29678. exports.MeshDepthMaterial = MeshDepthMaterial;
  29679. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29680. exports.MeshFaceMaterial = MeshFaceMaterial;
  29681. exports.MeshLambertMaterial = MeshLambertMaterial;
  29682. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29683. exports.MeshNormalMaterial = MeshNormalMaterial;
  29684. exports.MeshPhongMaterial = MeshPhongMaterial;
  29685. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29686. exports.MeshStandardMaterial = MeshStandardMaterial;
  29687. exports.MeshToonMaterial = MeshToonMaterial;
  29688. exports.MinEquation = MinEquation;
  29689. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29690. exports.MixOperation = MixOperation;
  29691. exports.MultiMaterial = MultiMaterial;
  29692. exports.MultiplyBlending = MultiplyBlending;
  29693. exports.MultiplyOperation = MultiplyOperation;
  29694. exports.NearestFilter = NearestFilter;
  29695. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29696. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29697. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29698. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29699. exports.NeverDepth = NeverDepth;
  29700. exports.NeverStencilFunc = NeverStencilFunc;
  29701. exports.NoBlending = NoBlending;
  29702. exports.NoColors = NoColors;
  29703. exports.NoToneMapping = NoToneMapping;
  29704. exports.NormalBlending = NormalBlending;
  29705. exports.NotEqualDepth = NotEqualDepth;
  29706. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29707. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29708. exports.Object3D = Object3D;
  29709. exports.ObjectLoader = ObjectLoader;
  29710. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29711. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29712. exports.OctahedronGeometry = OctahedronGeometry;
  29713. exports.OneFactor = OneFactor;
  29714. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29715. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29716. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29717. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29718. exports.OrthographicCamera = OrthographicCamera;
  29719. exports.PCFShadowMap = PCFShadowMap;
  29720. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29721. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29722. exports.ParametricGeometry = ParametricGeometry;
  29723. exports.Particle = Particle;
  29724. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29725. exports.ParticleSystem = ParticleSystem;
  29726. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29727. exports.Path = Path;
  29728. exports.PerspectiveCamera = PerspectiveCamera;
  29729. exports.Plane = Plane;
  29730. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29731. exports.PlaneGeometry = PlaneGeometry;
  29732. exports.PlaneHelper = PlaneHelper;
  29733. exports.PointCloud = PointCloud;
  29734. exports.PointCloudMaterial = PointCloudMaterial;
  29735. exports.PointLight = PointLight;
  29736. exports.PointLightHelper = PointLightHelper;
  29737. exports.Points = Points;
  29738. exports.PointsMaterial = PointsMaterial;
  29739. exports.PolarGridHelper = PolarGridHelper;
  29740. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29741. exports.PolyhedronGeometry = PolyhedronGeometry;
  29742. exports.PositionalAudio = PositionalAudio;
  29743. exports.PositionalAudioHelper = PositionalAudioHelper;
  29744. exports.PropertyBinding = PropertyBinding;
  29745. exports.PropertyMixer = PropertyMixer;
  29746. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29747. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29748. exports.Quaternion = Quaternion;
  29749. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29750. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29751. exports.REVISION = REVISION;
  29752. exports.RGBADepthPacking = RGBADepthPacking;
  29753. exports.RGBAFormat = RGBAFormat;
  29754. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29755. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29756. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29757. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29758. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29759. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29760. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29761. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29762. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29763. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29764. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29765. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29766. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29767. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29768. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29769. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29770. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29771. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29772. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29773. exports.RGBDEncoding = RGBDEncoding;
  29774. exports.RGBEEncoding = RGBEEncoding;
  29775. exports.RGBEFormat = RGBEFormat;
  29776. exports.RGBFormat = RGBFormat;
  29777. exports.RGBM16Encoding = RGBM16Encoding;
  29778. exports.RGBM7Encoding = RGBM7Encoding;
  29779. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29780. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29781. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29782. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29783. exports.RawShaderMaterial = RawShaderMaterial;
  29784. exports.Ray = Ray;
  29785. exports.Raycaster = Raycaster;
  29786. exports.RectAreaLight = RectAreaLight;
  29787. exports.RectAreaLightHelper = RectAreaLightHelper;
  29788. exports.RedFormat = RedFormat;
  29789. exports.ReinhardToneMapping = ReinhardToneMapping;
  29790. exports.RepeatWrapping = RepeatWrapping;
  29791. exports.ReplaceStencilOp = ReplaceStencilOp;
  29792. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29793. exports.RingBufferGeometry = RingBufferGeometry;
  29794. exports.RingGeometry = RingGeometry;
  29795. exports.Scene = Scene;
  29796. exports.SceneUtils = SceneUtils;
  29797. exports.ShaderChunk = ShaderChunk;
  29798. exports.ShaderLib = ShaderLib;
  29799. exports.ShaderMaterial = ShaderMaterial;
  29800. exports.ShadowMaterial = ShadowMaterial;
  29801. exports.Shape = Shape;
  29802. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29803. exports.ShapeGeometry = ShapeGeometry;
  29804. exports.ShapePath = ShapePath;
  29805. exports.ShapeUtils = ShapeUtils;
  29806. exports.ShortType = ShortType;
  29807. exports.Skeleton = Skeleton;
  29808. exports.SkeletonHelper = SkeletonHelper;
  29809. exports.SkinnedMesh = SkinnedMesh;
  29810. exports.SmoothShading = SmoothShading;
  29811. exports.Sphere = Sphere;
  29812. exports.SphereBufferGeometry = SphereBufferGeometry;
  29813. exports.SphereGeometry = SphereGeometry;
  29814. exports.Spherical = Spherical;
  29815. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29816. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29817. exports.Spline = Spline;
  29818. exports.SplineCurve = SplineCurve;
  29819. exports.SplineCurve3 = SplineCurve3;
  29820. exports.SpotLight = SpotLight;
  29821. exports.SpotLightHelper = SpotLightHelper;
  29822. exports.SpotLightShadow = SpotLightShadow;
  29823. exports.Sprite = Sprite;
  29824. exports.SpriteMaterial = SpriteMaterial;
  29825. exports.SrcAlphaFactor = SrcAlphaFactor;
  29826. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29827. exports.SrcColorFactor = SrcColorFactor;
  29828. exports.StaticCopyUsage = StaticCopyUsage;
  29829. exports.StaticDrawUsage = StaticDrawUsage;
  29830. exports.StaticReadUsage = StaticReadUsage;
  29831. exports.StereoCamera = StereoCamera;
  29832. exports.StreamCopyUsage = StreamCopyUsage;
  29833. exports.StreamDrawUsage = StreamDrawUsage;
  29834. exports.StreamReadUsage = StreamReadUsage;
  29835. exports.StringKeyframeTrack = StringKeyframeTrack;
  29836. exports.SubtractEquation = SubtractEquation;
  29837. exports.SubtractiveBlending = SubtractiveBlending;
  29838. exports.TOUCH = TOUCH;
  29839. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29840. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29841. exports.TetrahedronGeometry = TetrahedronGeometry;
  29842. exports.TextBufferGeometry = TextBufferGeometry;
  29843. exports.TextGeometry = TextGeometry;
  29844. exports.Texture = Texture;
  29845. exports.TextureLoader = TextureLoader;
  29846. exports.TorusBufferGeometry = TorusBufferGeometry;
  29847. exports.TorusGeometry = TorusGeometry;
  29848. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29849. exports.TorusKnotGeometry = TorusKnotGeometry;
  29850. exports.Triangle = Triangle;
  29851. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29852. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29853. exports.TrianglesDrawMode = TrianglesDrawMode;
  29854. exports.TubeBufferGeometry = TubeBufferGeometry;
  29855. exports.TubeGeometry = TubeGeometry;
  29856. exports.UVMapping = UVMapping;
  29857. exports.Uint16Attribute = Uint16Attribute;
  29858. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29859. exports.Uint32Attribute = Uint32Attribute;
  29860. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29861. exports.Uint8Attribute = Uint8Attribute;
  29862. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29863. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29864. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29865. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29866. exports.Uniform = Uniform;
  29867. exports.UniformsLib = UniformsLib;
  29868. exports.UniformsUtils = UniformsUtils;
  29869. exports.UnsignedByteType = UnsignedByteType;
  29870. exports.UnsignedInt248Type = UnsignedInt248Type;
  29871. exports.UnsignedIntType = UnsignedIntType;
  29872. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29873. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29874. exports.UnsignedShort565Type = UnsignedShort565Type;
  29875. exports.UnsignedShortType = UnsignedShortType;
  29876. exports.VSMShadowMap = VSMShadowMap;
  29877. exports.Vector2 = Vector2;
  29878. exports.Vector3 = Vector3;
  29879. exports.Vector4 = Vector4;
  29880. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29881. exports.Vertex = Vertex;
  29882. exports.VertexColors = VertexColors;
  29883. exports.VertexNormalsHelper = VertexNormalsHelper;
  29884. exports.VideoTexture = VideoTexture;
  29885. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29886. exports.WebGLRenderTarget = WebGLRenderTarget;
  29887. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29888. exports.WebGLRenderer = WebGLRenderer;
  29889. exports.WebGLUtils = WebGLUtils;
  29890. exports.WireframeGeometry = WireframeGeometry;
  29891. exports.WireframeHelper = WireframeHelper;
  29892. exports.WrapAroundEnding = WrapAroundEnding;
  29893. exports.XHRLoader = XHRLoader;
  29894. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29895. exports.ZeroFactor = ZeroFactor;
  29896. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29897. exports.ZeroStencilOp = ZeroStencilOp;
  29898. exports.sRGBEncoding = sRGBEncoding;
  29899. Object.defineProperty(exports, '__esModule', { value: true });
  29900. }));
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