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 = '111dev';
  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. applyNormalMatrix: function ( m ) {
  1157. return this.applyMatrix3( m ).normalize();
  1158. },
  1159. applyMatrix4: function ( m ) {
  1160. var x = this.x, y = this.y, z = this.z;
  1161. var e = m.elements;
  1162. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1163. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1164. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1165. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1166. return this;
  1167. },
  1168. applyQuaternion: function ( q ) {
  1169. var x = this.x, y = this.y, z = this.z;
  1170. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1171. // calculate quat * vector
  1172. var ix = qw * x + qy * z - qz * y;
  1173. var iy = qw * y + qz * x - qx * z;
  1174. var iz = qw * z + qx * y - qy * x;
  1175. var iw = - qx * x - qy * y - qz * z;
  1176. // calculate result * inverse quat
  1177. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1178. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1179. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1180. return this;
  1181. },
  1182. project: function ( camera ) {
  1183. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1184. },
  1185. unproject: function ( camera ) {
  1186. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1187. },
  1188. transformDirection: function ( m ) {
  1189. // input: THREE.Matrix4 affine matrix
  1190. // vector interpreted as a direction
  1191. var x = this.x, y = this.y, z = this.z;
  1192. var e = m.elements;
  1193. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1194. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1195. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1196. return this.normalize();
  1197. },
  1198. divide: function ( v ) {
  1199. this.x /= v.x;
  1200. this.y /= v.y;
  1201. this.z /= v.z;
  1202. return this;
  1203. },
  1204. divideScalar: function ( scalar ) {
  1205. return this.multiplyScalar( 1 / scalar );
  1206. },
  1207. min: function ( v ) {
  1208. this.x = Math.min( this.x, v.x );
  1209. this.y = Math.min( this.y, v.y );
  1210. this.z = Math.min( this.z, v.z );
  1211. return this;
  1212. },
  1213. max: function ( v ) {
  1214. this.x = Math.max( this.x, v.x );
  1215. this.y = Math.max( this.y, v.y );
  1216. this.z = Math.max( this.z, v.z );
  1217. return this;
  1218. },
  1219. clamp: function ( min, max ) {
  1220. // assumes min < max, componentwise
  1221. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1222. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1223. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1224. return this;
  1225. },
  1226. clampScalar: function ( minVal, maxVal ) {
  1227. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1228. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1229. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1230. return this;
  1231. },
  1232. clampLength: function ( min, max ) {
  1233. var length = this.length();
  1234. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1235. },
  1236. floor: function () {
  1237. this.x = Math.floor( this.x );
  1238. this.y = Math.floor( this.y );
  1239. this.z = Math.floor( this.z );
  1240. return this;
  1241. },
  1242. ceil: function () {
  1243. this.x = Math.ceil( this.x );
  1244. this.y = Math.ceil( this.y );
  1245. this.z = Math.ceil( this.z );
  1246. return this;
  1247. },
  1248. round: function () {
  1249. this.x = Math.round( this.x );
  1250. this.y = Math.round( this.y );
  1251. this.z = Math.round( this.z );
  1252. return this;
  1253. },
  1254. roundToZero: function () {
  1255. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1256. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1257. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1258. return this;
  1259. },
  1260. negate: function () {
  1261. this.x = - this.x;
  1262. this.y = - this.y;
  1263. this.z = - this.z;
  1264. return this;
  1265. },
  1266. dot: function ( v ) {
  1267. return this.x * v.x + this.y * v.y + this.z * v.z;
  1268. },
  1269. // TODO lengthSquared?
  1270. lengthSq: function () {
  1271. return this.x * this.x + this.y * this.y + this.z * this.z;
  1272. },
  1273. length: function () {
  1274. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1275. },
  1276. manhattanLength: function () {
  1277. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1278. },
  1279. normalize: function () {
  1280. return this.divideScalar( this.length() || 1 );
  1281. },
  1282. setLength: function ( length ) {
  1283. return this.normalize().multiplyScalar( length );
  1284. },
  1285. lerp: function ( v, alpha ) {
  1286. this.x += ( v.x - this.x ) * alpha;
  1287. this.y += ( v.y - this.y ) * alpha;
  1288. this.z += ( v.z - this.z ) * alpha;
  1289. return this;
  1290. },
  1291. lerpVectors: function ( v1, v2, alpha ) {
  1292. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1293. },
  1294. cross: function ( v, w ) {
  1295. if ( w !== undefined ) {
  1296. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1297. return this.crossVectors( v, w );
  1298. }
  1299. return this.crossVectors( this, v );
  1300. },
  1301. crossVectors: function ( a, b ) {
  1302. var ax = a.x, ay = a.y, az = a.z;
  1303. var bx = b.x, by = b.y, bz = b.z;
  1304. this.x = ay * bz - az * by;
  1305. this.y = az * bx - ax * bz;
  1306. this.z = ax * by - ay * bx;
  1307. return this;
  1308. },
  1309. projectOnVector: function ( v ) {
  1310. // v cannot be the zero v
  1311. var scalar = v.dot( this ) / v.lengthSq();
  1312. return this.copy( v ).multiplyScalar( scalar );
  1313. },
  1314. projectOnPlane: function ( planeNormal ) {
  1315. _vector.copy( this ).projectOnVector( planeNormal );
  1316. return this.sub( _vector );
  1317. },
  1318. reflect: function ( normal ) {
  1319. // reflect incident vector off plane orthogonal to normal
  1320. // normal is assumed to have unit length
  1321. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1322. },
  1323. angleTo: function ( v ) {
  1324. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1325. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1326. var theta = this.dot( v ) / denominator;
  1327. // clamp, to handle numerical problems
  1328. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1329. },
  1330. distanceTo: function ( v ) {
  1331. return Math.sqrt( this.distanceToSquared( v ) );
  1332. },
  1333. distanceToSquared: function ( v ) {
  1334. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1335. return dx * dx + dy * dy + dz * dz;
  1336. },
  1337. manhattanDistanceTo: function ( v ) {
  1338. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1339. },
  1340. setFromSpherical: function ( s ) {
  1341. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1342. },
  1343. setFromSphericalCoords: function ( radius, phi, theta ) {
  1344. var sinPhiRadius = Math.sin( phi ) * radius;
  1345. this.x = sinPhiRadius * Math.sin( theta );
  1346. this.y = Math.cos( phi ) * radius;
  1347. this.z = sinPhiRadius * Math.cos( theta );
  1348. return this;
  1349. },
  1350. setFromCylindrical: function ( c ) {
  1351. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1352. },
  1353. setFromCylindricalCoords: function ( radius, theta, y ) {
  1354. this.x = radius * Math.sin( theta );
  1355. this.y = y;
  1356. this.z = radius * Math.cos( theta );
  1357. return this;
  1358. },
  1359. setFromMatrixPosition: function ( m ) {
  1360. var e = m.elements;
  1361. this.x = e[ 12 ];
  1362. this.y = e[ 13 ];
  1363. this.z = e[ 14 ];
  1364. return this;
  1365. },
  1366. setFromMatrixScale: function ( m ) {
  1367. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1368. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1369. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1370. this.x = sx;
  1371. this.y = sy;
  1372. this.z = sz;
  1373. return this;
  1374. },
  1375. setFromMatrixColumn: function ( m, index ) {
  1376. return this.fromArray( m.elements, index * 4 );
  1377. },
  1378. equals: function ( v ) {
  1379. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1380. },
  1381. fromArray: function ( array, offset ) {
  1382. if ( offset === undefined ) { offset = 0; }
  1383. this.x = array[ offset ];
  1384. this.y = array[ offset + 1 ];
  1385. this.z = array[ offset + 2 ];
  1386. return this;
  1387. },
  1388. toArray: function ( array, offset ) {
  1389. if ( array === undefined ) { array = []; }
  1390. if ( offset === undefined ) { offset = 0; }
  1391. array[ offset ] = this.x;
  1392. array[ offset + 1 ] = this.y;
  1393. array[ offset + 2 ] = this.z;
  1394. return array;
  1395. },
  1396. fromBufferAttribute: function ( attribute, index, offset ) {
  1397. if ( offset !== undefined ) {
  1398. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1399. }
  1400. this.x = attribute.getX( index );
  1401. this.y = attribute.getY( index );
  1402. this.z = attribute.getZ( index );
  1403. return this;
  1404. }
  1405. } );
  1406. /**
  1407. * @author alteredq / http://alteredqualia.com/
  1408. * @author WestLangley / http://github.com/WestLangley
  1409. * @author bhouston / http://clara.io
  1410. * @author tschw
  1411. */
  1412. var _vector$1 = new Vector3();
  1413. function Matrix3() {
  1414. this.elements = [
  1415. 1, 0, 0,
  1416. 0, 1, 0,
  1417. 0, 0, 1
  1418. ];
  1419. if ( arguments.length > 0 ) {
  1420. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1421. }
  1422. }
  1423. Object.assign( Matrix3.prototype, {
  1424. isMatrix3: true,
  1425. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1426. var te = this.elements;
  1427. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1428. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1429. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1430. return this;
  1431. },
  1432. identity: function () {
  1433. this.set(
  1434. 1, 0, 0,
  1435. 0, 1, 0,
  1436. 0, 0, 1
  1437. );
  1438. return this;
  1439. },
  1440. clone: function () {
  1441. return new this.constructor().fromArray( this.elements );
  1442. },
  1443. copy: function ( m ) {
  1444. var te = this.elements;
  1445. var me = m.elements;
  1446. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1447. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1448. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1449. return this;
  1450. },
  1451. setFromMatrix4: function ( m ) {
  1452. var me = m.elements;
  1453. this.set(
  1454. me[ 0 ], me[ 4 ], me[ 8 ],
  1455. me[ 1 ], me[ 5 ], me[ 9 ],
  1456. me[ 2 ], me[ 6 ], me[ 10 ]
  1457. );
  1458. return this;
  1459. },
  1460. applyToBufferAttribute: function ( attribute ) {
  1461. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1462. _vector$1.x = attribute.getX( i );
  1463. _vector$1.y = attribute.getY( i );
  1464. _vector$1.z = attribute.getZ( i );
  1465. _vector$1.applyMatrix3( this );
  1466. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1467. }
  1468. return attribute;
  1469. },
  1470. multiply: function ( m ) {
  1471. return this.multiplyMatrices( this, m );
  1472. },
  1473. premultiply: function ( m ) {
  1474. return this.multiplyMatrices( m, this );
  1475. },
  1476. multiplyMatrices: function ( a, b ) {
  1477. var ae = a.elements;
  1478. var be = b.elements;
  1479. var te = this.elements;
  1480. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1481. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1482. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1483. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1484. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1485. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1486. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1487. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1488. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1489. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1490. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1491. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1492. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1493. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1494. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1495. return this;
  1496. },
  1497. multiplyScalar: function ( s ) {
  1498. var te = this.elements;
  1499. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1500. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1501. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1502. return this;
  1503. },
  1504. determinant: function () {
  1505. var te = this.elements;
  1506. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1507. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1508. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1509. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1510. },
  1511. getInverse: function ( matrix, throwOnDegenerate ) {
  1512. if ( matrix && matrix.isMatrix4 ) {
  1513. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1514. }
  1515. var me = matrix.elements,
  1516. te = this.elements,
  1517. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1518. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1519. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1520. t11 = n33 * n22 - n32 * n23,
  1521. t12 = n32 * n13 - n33 * n12,
  1522. t13 = n23 * n12 - n22 * n13,
  1523. det = n11 * t11 + n21 * t12 + n31 * t13;
  1524. if ( det === 0 ) {
  1525. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1526. if ( throwOnDegenerate === true ) {
  1527. throw new Error( msg );
  1528. } else {
  1529. console.warn( msg );
  1530. }
  1531. return this.identity();
  1532. }
  1533. var detInv = 1 / det;
  1534. te[ 0 ] = t11 * detInv;
  1535. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1536. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1537. te[ 3 ] = t12 * detInv;
  1538. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1539. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1540. te[ 6 ] = t13 * detInv;
  1541. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1542. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1543. return this;
  1544. },
  1545. transpose: function () {
  1546. var tmp, m = this.elements;
  1547. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1548. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1549. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1550. return this;
  1551. },
  1552. getNormalMatrix: function ( matrix4 ) {
  1553. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1554. },
  1555. transposeIntoArray: function ( r ) {
  1556. var m = this.elements;
  1557. r[ 0 ] = m[ 0 ];
  1558. r[ 1 ] = m[ 3 ];
  1559. r[ 2 ] = m[ 6 ];
  1560. r[ 3 ] = m[ 1 ];
  1561. r[ 4 ] = m[ 4 ];
  1562. r[ 5 ] = m[ 7 ];
  1563. r[ 6 ] = m[ 2 ];
  1564. r[ 7 ] = m[ 5 ];
  1565. r[ 8 ] = m[ 8 ];
  1566. return this;
  1567. },
  1568. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1569. var c = Math.cos( rotation );
  1570. var s = Math.sin( rotation );
  1571. this.set(
  1572. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1573. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1574. 0, 0, 1
  1575. );
  1576. },
  1577. scale: function ( sx, sy ) {
  1578. var te = this.elements;
  1579. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1580. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1581. return this;
  1582. },
  1583. rotate: function ( theta ) {
  1584. var c = Math.cos( theta );
  1585. var s = Math.sin( theta );
  1586. var te = this.elements;
  1587. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1588. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1589. te[ 0 ] = c * a11 + s * a21;
  1590. te[ 3 ] = c * a12 + s * a22;
  1591. te[ 6 ] = c * a13 + s * a23;
  1592. te[ 1 ] = - s * a11 + c * a21;
  1593. te[ 4 ] = - s * a12 + c * a22;
  1594. te[ 7 ] = - s * a13 + c * a23;
  1595. return this;
  1596. },
  1597. translate: function ( tx, ty ) {
  1598. var te = this.elements;
  1599. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1600. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1601. return this;
  1602. },
  1603. equals: function ( matrix ) {
  1604. var te = this.elements;
  1605. var me = matrix.elements;
  1606. for ( var i = 0; i < 9; i ++ ) {
  1607. if ( te[ i ] !== me[ i ] ) { return false; }
  1608. }
  1609. return true;
  1610. },
  1611. fromArray: function ( array, offset ) {
  1612. if ( offset === undefined ) { offset = 0; }
  1613. for ( var i = 0; i < 9; i ++ ) {
  1614. this.elements[ i ] = array[ i + offset ];
  1615. }
  1616. return this;
  1617. },
  1618. toArray: function ( array, offset ) {
  1619. if ( array === undefined ) { array = []; }
  1620. if ( offset === undefined ) { offset = 0; }
  1621. var te = this.elements;
  1622. array[ offset ] = te[ 0 ];
  1623. array[ offset + 1 ] = te[ 1 ];
  1624. array[ offset + 2 ] = te[ 2 ];
  1625. array[ offset + 3 ] = te[ 3 ];
  1626. array[ offset + 4 ] = te[ 4 ];
  1627. array[ offset + 5 ] = te[ 5 ];
  1628. array[ offset + 6 ] = te[ 6 ];
  1629. array[ offset + 7 ] = te[ 7 ];
  1630. array[ offset + 8 ] = te[ 8 ];
  1631. return array;
  1632. }
  1633. } );
  1634. /**
  1635. * @author mrdoob / http://mrdoob.com/
  1636. * @author alteredq / http://alteredqualia.com/
  1637. * @author szimek / https://github.com/szimek/
  1638. */
  1639. var _canvas;
  1640. var ImageUtils = {
  1641. getDataURL: function ( image ) {
  1642. var canvas;
  1643. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1644. return image.src;
  1645. } else if ( image instanceof HTMLCanvasElement ) {
  1646. canvas = image;
  1647. } else {
  1648. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1649. _canvas.width = image.width;
  1650. _canvas.height = image.height;
  1651. var context = _canvas.getContext( '2d' );
  1652. if ( image instanceof ImageData ) {
  1653. context.putImageData( image, 0, 0 );
  1654. } else {
  1655. context.drawImage( image, 0, 0, image.width, image.height );
  1656. }
  1657. canvas = _canvas;
  1658. }
  1659. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1660. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1661. } else {
  1662. return canvas.toDataURL( 'image/png' );
  1663. }
  1664. }
  1665. };
  1666. /**
  1667. * @author mrdoob / http://mrdoob.com/
  1668. * @author alteredq / http://alteredqualia.com/
  1669. * @author szimek / https://github.com/szimek/
  1670. */
  1671. var textureId = 0;
  1672. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1673. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1674. this.uuid = _Math.generateUUID();
  1675. this.name = '';
  1676. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1677. this.mipmaps = [];
  1678. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1679. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1680. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1681. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1682. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1683. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1684. this.format = format !== undefined ? format : RGBAFormat;
  1685. this.type = type !== undefined ? type : UnsignedByteType;
  1686. this.offset = new Vector2( 0, 0 );
  1687. this.repeat = new Vector2( 1, 1 );
  1688. this.center = new Vector2( 0, 0 );
  1689. this.rotation = 0;
  1690. this.matrixAutoUpdate = true;
  1691. this.matrix = new Matrix3();
  1692. this.generateMipmaps = true;
  1693. this.premultiplyAlpha = false;
  1694. this.flipY = true;
  1695. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1696. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1697. //
  1698. // Also changing the encoding after already used by a Material will not automatically make the Material
  1699. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1700. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1701. this.version = 0;
  1702. this.onUpdate = null;
  1703. }
  1704. Texture.DEFAULT_IMAGE = undefined;
  1705. Texture.DEFAULT_MAPPING = UVMapping;
  1706. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1707. constructor: Texture,
  1708. isTexture: true,
  1709. updateMatrix: function () {
  1710. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1711. },
  1712. clone: function () {
  1713. return new this.constructor().copy( this );
  1714. },
  1715. copy: function ( source ) {
  1716. this.name = source.name;
  1717. this.image = source.image;
  1718. this.mipmaps = source.mipmaps.slice( 0 );
  1719. this.mapping = source.mapping;
  1720. this.wrapS = source.wrapS;
  1721. this.wrapT = source.wrapT;
  1722. this.magFilter = source.magFilter;
  1723. this.minFilter = source.minFilter;
  1724. this.anisotropy = source.anisotropy;
  1725. this.format = source.format;
  1726. this.type = source.type;
  1727. this.offset.copy( source.offset );
  1728. this.repeat.copy( source.repeat );
  1729. this.center.copy( source.center );
  1730. this.rotation = source.rotation;
  1731. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1732. this.matrix.copy( source.matrix );
  1733. this.generateMipmaps = source.generateMipmaps;
  1734. this.premultiplyAlpha = source.premultiplyAlpha;
  1735. this.flipY = source.flipY;
  1736. this.unpackAlignment = source.unpackAlignment;
  1737. this.encoding = source.encoding;
  1738. return this;
  1739. },
  1740. toJSON: function ( meta ) {
  1741. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1742. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1743. return meta.textures[ this.uuid ];
  1744. }
  1745. var output = {
  1746. metadata: {
  1747. version: 4.5,
  1748. type: 'Texture',
  1749. generator: 'Texture.toJSON'
  1750. },
  1751. uuid: this.uuid,
  1752. name: this.name,
  1753. mapping: this.mapping,
  1754. repeat: [ this.repeat.x, this.repeat.y ],
  1755. offset: [ this.offset.x, this.offset.y ],
  1756. center: [ this.center.x, this.center.y ],
  1757. rotation: this.rotation,
  1758. wrap: [ this.wrapS, this.wrapT ],
  1759. format: this.format,
  1760. type: this.type,
  1761. encoding: this.encoding,
  1762. minFilter: this.minFilter,
  1763. magFilter: this.magFilter,
  1764. anisotropy: this.anisotropy,
  1765. flipY: this.flipY,
  1766. premultiplyAlpha: this.premultiplyAlpha,
  1767. unpackAlignment: this.unpackAlignment
  1768. };
  1769. if ( this.image !== undefined ) {
  1770. // TODO: Move to THREE.Image
  1771. var image = this.image;
  1772. if ( image.uuid === undefined ) {
  1773. image.uuid = _Math.generateUUID(); // UGH
  1774. }
  1775. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1776. var url;
  1777. if ( Array.isArray( image ) ) {
  1778. // process array of images e.g. CubeTexture
  1779. url = [];
  1780. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1781. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1782. }
  1783. } else {
  1784. // process single image
  1785. url = ImageUtils.getDataURL( image );
  1786. }
  1787. meta.images[ image.uuid ] = {
  1788. uuid: image.uuid,
  1789. url: url
  1790. };
  1791. }
  1792. output.image = image.uuid;
  1793. }
  1794. if ( ! isRootObject ) {
  1795. meta.textures[ this.uuid ] = output;
  1796. }
  1797. return output;
  1798. },
  1799. dispose: function () {
  1800. this.dispatchEvent( { type: 'dispose' } );
  1801. },
  1802. transformUv: function ( uv ) {
  1803. if ( this.mapping !== UVMapping ) { return uv; }
  1804. uv.applyMatrix3( this.matrix );
  1805. if ( uv.x < 0 || uv.x > 1 ) {
  1806. switch ( this.wrapS ) {
  1807. case RepeatWrapping:
  1808. uv.x = uv.x - Math.floor( uv.x );
  1809. break;
  1810. case ClampToEdgeWrapping:
  1811. uv.x = uv.x < 0 ? 0 : 1;
  1812. break;
  1813. case MirroredRepeatWrapping:
  1814. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1815. uv.x = Math.ceil( uv.x ) - uv.x;
  1816. } else {
  1817. uv.x = uv.x - Math.floor( uv.x );
  1818. }
  1819. break;
  1820. }
  1821. }
  1822. if ( uv.y < 0 || uv.y > 1 ) {
  1823. switch ( this.wrapT ) {
  1824. case RepeatWrapping:
  1825. uv.y = uv.y - Math.floor( uv.y );
  1826. break;
  1827. case ClampToEdgeWrapping:
  1828. uv.y = uv.y < 0 ? 0 : 1;
  1829. break;
  1830. case MirroredRepeatWrapping:
  1831. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1832. uv.y = Math.ceil( uv.y ) - uv.y;
  1833. } else {
  1834. uv.y = uv.y - Math.floor( uv.y );
  1835. }
  1836. break;
  1837. }
  1838. }
  1839. if ( this.flipY ) {
  1840. uv.y = 1 - uv.y;
  1841. }
  1842. return uv;
  1843. }
  1844. } );
  1845. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1846. set: function ( value ) {
  1847. if ( value === true ) { this.version ++; }
  1848. }
  1849. } );
  1850. /**
  1851. * @author supereggbert / http://www.paulbrunt.co.uk/
  1852. * @author philogb / http://blog.thejit.org/
  1853. * @author mikael emtinger / http://gomo.se/
  1854. * @author egraether / http://egraether.com/
  1855. * @author WestLangley / http://github.com/WestLangley
  1856. */
  1857. function Vector4( x, y, z, w ) {
  1858. this.x = x || 0;
  1859. this.y = y || 0;
  1860. this.z = z || 0;
  1861. this.w = ( w !== undefined ) ? w : 1;
  1862. }
  1863. Object.defineProperties( Vector4.prototype, {
  1864. "width": {
  1865. get: function () {
  1866. return this.z;
  1867. },
  1868. set: function ( value ) {
  1869. this.z = value;
  1870. }
  1871. },
  1872. "height": {
  1873. get: function () {
  1874. return this.w;
  1875. },
  1876. set: function ( value ) {
  1877. this.w = value;
  1878. }
  1879. }
  1880. } );
  1881. Object.assign( Vector4.prototype, {
  1882. isVector4: true,
  1883. set: function ( x, y, z, w ) {
  1884. this.x = x;
  1885. this.y = y;
  1886. this.z = z;
  1887. this.w = w;
  1888. return this;
  1889. },
  1890. setScalar: function ( scalar ) {
  1891. this.x = scalar;
  1892. this.y = scalar;
  1893. this.z = scalar;
  1894. this.w = scalar;
  1895. return this;
  1896. },
  1897. setX: function ( x ) {
  1898. this.x = x;
  1899. return this;
  1900. },
  1901. setY: function ( y ) {
  1902. this.y = y;
  1903. return this;
  1904. },
  1905. setZ: function ( z ) {
  1906. this.z = z;
  1907. return this;
  1908. },
  1909. setW: function ( w ) {
  1910. this.w = w;
  1911. return this;
  1912. },
  1913. setComponent: function ( index, value ) {
  1914. switch ( index ) {
  1915. case 0: this.x = value; break;
  1916. case 1: this.y = value; break;
  1917. case 2: this.z = value; break;
  1918. case 3: this.w = value; break;
  1919. default: throw new Error( 'index is out of range: ' + index );
  1920. }
  1921. return this;
  1922. },
  1923. getComponent: function ( index ) {
  1924. switch ( index ) {
  1925. case 0: return this.x;
  1926. case 1: return this.y;
  1927. case 2: return this.z;
  1928. case 3: return this.w;
  1929. default: throw new Error( 'index is out of range: ' + index );
  1930. }
  1931. },
  1932. clone: function () {
  1933. return new this.constructor( this.x, this.y, this.z, this.w );
  1934. },
  1935. copy: function ( v ) {
  1936. this.x = v.x;
  1937. this.y = v.y;
  1938. this.z = v.z;
  1939. this.w = ( v.w !== undefined ) ? v.w : 1;
  1940. return this;
  1941. },
  1942. add: function ( v, w ) {
  1943. if ( w !== undefined ) {
  1944. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1945. return this.addVectors( v, w );
  1946. }
  1947. this.x += v.x;
  1948. this.y += v.y;
  1949. this.z += v.z;
  1950. this.w += v.w;
  1951. return this;
  1952. },
  1953. addScalar: function ( s ) {
  1954. this.x += s;
  1955. this.y += s;
  1956. this.z += s;
  1957. this.w += s;
  1958. return this;
  1959. },
  1960. addVectors: function ( a, b ) {
  1961. this.x = a.x + b.x;
  1962. this.y = a.y + b.y;
  1963. this.z = a.z + b.z;
  1964. this.w = a.w + b.w;
  1965. return this;
  1966. },
  1967. addScaledVector: function ( v, s ) {
  1968. this.x += v.x * s;
  1969. this.y += v.y * s;
  1970. this.z += v.z * s;
  1971. this.w += v.w * s;
  1972. return this;
  1973. },
  1974. sub: function ( v, w ) {
  1975. if ( w !== undefined ) {
  1976. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1977. return this.subVectors( v, w );
  1978. }
  1979. this.x -= v.x;
  1980. this.y -= v.y;
  1981. this.z -= v.z;
  1982. this.w -= v.w;
  1983. return this;
  1984. },
  1985. subScalar: function ( s ) {
  1986. this.x -= s;
  1987. this.y -= s;
  1988. this.z -= s;
  1989. this.w -= s;
  1990. return this;
  1991. },
  1992. subVectors: function ( a, b ) {
  1993. this.x = a.x - b.x;
  1994. this.y = a.y - b.y;
  1995. this.z = a.z - b.z;
  1996. this.w = a.w - b.w;
  1997. return this;
  1998. },
  1999. multiplyScalar: function ( scalar ) {
  2000. this.x *= scalar;
  2001. this.y *= scalar;
  2002. this.z *= scalar;
  2003. this.w *= scalar;
  2004. return this;
  2005. },
  2006. applyMatrix4: function ( m ) {
  2007. var x = this.x, y = this.y, z = this.z, w = this.w;
  2008. var e = m.elements;
  2009. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2010. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2011. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2012. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2013. return this;
  2014. },
  2015. divideScalar: function ( scalar ) {
  2016. return this.multiplyScalar( 1 / scalar );
  2017. },
  2018. setAxisAngleFromQuaternion: function ( q ) {
  2019. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2020. // q is assumed to be normalized
  2021. this.w = 2 * Math.acos( q.w );
  2022. var s = Math.sqrt( 1 - q.w * q.w );
  2023. if ( s < 0.0001 ) {
  2024. this.x = 1;
  2025. this.y = 0;
  2026. this.z = 0;
  2027. } else {
  2028. this.x = q.x / s;
  2029. this.y = q.y / s;
  2030. this.z = q.z / s;
  2031. }
  2032. return this;
  2033. },
  2034. setAxisAngleFromRotationMatrix: function ( m ) {
  2035. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2036. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2037. var angle, x, y, z, // variables for result
  2038. epsilon = 0.01, // margin to allow for rounding errors
  2039. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2040. te = m.elements,
  2041. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2042. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2043. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2044. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2045. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2046. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2047. // singularity found
  2048. // first check for identity matrix which must have +1 for all terms
  2049. // in leading diagonal and zero in other terms
  2050. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2051. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2052. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2053. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2054. // this singularity is identity matrix so angle = 0
  2055. this.set( 1, 0, 0, 0 );
  2056. return this; // zero angle, arbitrary axis
  2057. }
  2058. // otherwise this singularity is angle = 180
  2059. angle = Math.PI;
  2060. var xx = ( m11 + 1 ) / 2;
  2061. var yy = ( m22 + 1 ) / 2;
  2062. var zz = ( m33 + 1 ) / 2;
  2063. var xy = ( m12 + m21 ) / 4;
  2064. var xz = ( m13 + m31 ) / 4;
  2065. var yz = ( m23 + m32 ) / 4;
  2066. if ( ( xx > yy ) && ( xx > zz ) ) {
  2067. // m11 is the largest diagonal term
  2068. if ( xx < epsilon ) {
  2069. x = 0;
  2070. y = 0.707106781;
  2071. z = 0.707106781;
  2072. } else {
  2073. x = Math.sqrt( xx );
  2074. y = xy / x;
  2075. z = xz / x;
  2076. }
  2077. } else if ( yy > zz ) {
  2078. // m22 is the largest diagonal term
  2079. if ( yy < epsilon ) {
  2080. x = 0.707106781;
  2081. y = 0;
  2082. z = 0.707106781;
  2083. } else {
  2084. y = Math.sqrt( yy );
  2085. x = xy / y;
  2086. z = yz / y;
  2087. }
  2088. } else {
  2089. // m33 is the largest diagonal term so base result on this
  2090. if ( zz < epsilon ) {
  2091. x = 0.707106781;
  2092. y = 0.707106781;
  2093. z = 0;
  2094. } else {
  2095. z = Math.sqrt( zz );
  2096. x = xz / z;
  2097. y = yz / z;
  2098. }
  2099. }
  2100. this.set( x, y, z, angle );
  2101. return this; // return 180 deg rotation
  2102. }
  2103. // as we have reached here there are no singularities so we can handle normally
  2104. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2105. ( m13 - m31 ) * ( m13 - m31 ) +
  2106. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2107. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2108. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2109. // caught by singularity test above, but I've left it in just in case
  2110. this.x = ( m32 - m23 ) / s;
  2111. this.y = ( m13 - m31 ) / s;
  2112. this.z = ( m21 - m12 ) / s;
  2113. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2114. return this;
  2115. },
  2116. min: function ( v ) {
  2117. this.x = Math.min( this.x, v.x );
  2118. this.y = Math.min( this.y, v.y );
  2119. this.z = Math.min( this.z, v.z );
  2120. this.w = Math.min( this.w, v.w );
  2121. return this;
  2122. },
  2123. max: function ( v ) {
  2124. this.x = Math.max( this.x, v.x );
  2125. this.y = Math.max( this.y, v.y );
  2126. this.z = Math.max( this.z, v.z );
  2127. this.w = Math.max( this.w, v.w );
  2128. return this;
  2129. },
  2130. clamp: function ( min, max ) {
  2131. // assumes min < max, componentwise
  2132. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2133. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2134. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2135. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2136. return this;
  2137. },
  2138. clampScalar: function ( minVal, maxVal ) {
  2139. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2140. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2141. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2142. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2143. return this;
  2144. },
  2145. clampLength: function ( min, max ) {
  2146. var length = this.length();
  2147. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2148. },
  2149. floor: function () {
  2150. this.x = Math.floor( this.x );
  2151. this.y = Math.floor( this.y );
  2152. this.z = Math.floor( this.z );
  2153. this.w = Math.floor( this.w );
  2154. return this;
  2155. },
  2156. ceil: function () {
  2157. this.x = Math.ceil( this.x );
  2158. this.y = Math.ceil( this.y );
  2159. this.z = Math.ceil( this.z );
  2160. this.w = Math.ceil( this.w );
  2161. return this;
  2162. },
  2163. round: function () {
  2164. this.x = Math.round( this.x );
  2165. this.y = Math.round( this.y );
  2166. this.z = Math.round( this.z );
  2167. this.w = Math.round( this.w );
  2168. return this;
  2169. },
  2170. roundToZero: function () {
  2171. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2172. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2173. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2174. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2175. return this;
  2176. },
  2177. negate: function () {
  2178. this.x = - this.x;
  2179. this.y = - this.y;
  2180. this.z = - this.z;
  2181. this.w = - this.w;
  2182. return this;
  2183. },
  2184. dot: function ( v ) {
  2185. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2186. },
  2187. lengthSq: function () {
  2188. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2189. },
  2190. length: function () {
  2191. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2192. },
  2193. manhattanLength: function () {
  2194. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2195. },
  2196. normalize: function () {
  2197. return this.divideScalar( this.length() || 1 );
  2198. },
  2199. setLength: function ( length ) {
  2200. return this.normalize().multiplyScalar( length );
  2201. },
  2202. lerp: function ( v, alpha ) {
  2203. this.x += ( v.x - this.x ) * alpha;
  2204. this.y += ( v.y - this.y ) * alpha;
  2205. this.z += ( v.z - this.z ) * alpha;
  2206. this.w += ( v.w - this.w ) * alpha;
  2207. return this;
  2208. },
  2209. lerpVectors: function ( v1, v2, alpha ) {
  2210. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2211. },
  2212. equals: function ( v ) {
  2213. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2214. },
  2215. fromArray: function ( array, offset ) {
  2216. if ( offset === undefined ) { offset = 0; }
  2217. this.x = array[ offset ];
  2218. this.y = array[ offset + 1 ];
  2219. this.z = array[ offset + 2 ];
  2220. this.w = array[ offset + 3 ];
  2221. return this;
  2222. },
  2223. toArray: function ( array, offset ) {
  2224. if ( array === undefined ) { array = []; }
  2225. if ( offset === undefined ) { offset = 0; }
  2226. array[ offset ] = this.x;
  2227. array[ offset + 1 ] = this.y;
  2228. array[ offset + 2 ] = this.z;
  2229. array[ offset + 3 ] = this.w;
  2230. return array;
  2231. },
  2232. fromBufferAttribute: function ( attribute, index, offset ) {
  2233. if ( offset !== undefined ) {
  2234. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2235. }
  2236. this.x = attribute.getX( index );
  2237. this.y = attribute.getY( index );
  2238. this.z = attribute.getZ( index );
  2239. this.w = attribute.getW( index );
  2240. return this;
  2241. }
  2242. } );
  2243. /**
  2244. * @author szimek / https://github.com/szimek/
  2245. * @author alteredq / http://alteredqualia.com/
  2246. * @author Marius Kintel / https://github.com/kintel
  2247. */
  2248. /*
  2249. In options, we can specify:
  2250. * Texture parameters for an auto-generated target texture
  2251. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2252. */
  2253. function WebGLRenderTarget( width, height, options ) {
  2254. this.width = width;
  2255. this.height = height;
  2256. this.scissor = new Vector4( 0, 0, width, height );
  2257. this.scissorTest = false;
  2258. this.viewport = new Vector4( 0, 0, width, height );
  2259. options = options || {};
  2260. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2261. this.texture.image = {};
  2262. this.texture.image.width = width;
  2263. this.texture.image.height = height;
  2264. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2265. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2266. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2267. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2268. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2269. }
  2270. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2271. constructor: WebGLRenderTarget,
  2272. isWebGLRenderTarget: true,
  2273. setSize: function ( width, height ) {
  2274. if ( this.width !== width || this.height !== height ) {
  2275. this.width = width;
  2276. this.height = height;
  2277. this.texture.image.width = width;
  2278. this.texture.image.height = height;
  2279. this.dispose();
  2280. }
  2281. this.viewport.set( 0, 0, width, height );
  2282. this.scissor.set( 0, 0, width, height );
  2283. },
  2284. clone: function () {
  2285. return new this.constructor().copy( this );
  2286. },
  2287. copy: function ( source ) {
  2288. this.width = source.width;
  2289. this.height = source.height;
  2290. this.viewport.copy( source.viewport );
  2291. this.texture = source.texture.clone();
  2292. this.depthBuffer = source.depthBuffer;
  2293. this.stencilBuffer = source.stencilBuffer;
  2294. this.depthTexture = source.depthTexture;
  2295. return this;
  2296. },
  2297. dispose: function () {
  2298. this.dispatchEvent( { type: 'dispose' } );
  2299. }
  2300. } );
  2301. /**
  2302. * @author Mugen87 / https://github.com/Mugen87
  2303. * @author Matt DesLauriers / @mattdesl
  2304. */
  2305. function WebGLMultisampleRenderTarget( width, height, options ) {
  2306. WebGLRenderTarget.call( this, width, height, options );
  2307. this.samples = 4;
  2308. }
  2309. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2310. constructor: WebGLMultisampleRenderTarget,
  2311. isWebGLMultisampleRenderTarget: true,
  2312. copy: function ( source ) {
  2313. WebGLRenderTarget.prototype.copy.call( this, source );
  2314. this.samples = source.samples;
  2315. return this;
  2316. }
  2317. } );
  2318. var _v1 = new Vector3();
  2319. var _m1 = new Matrix4();
  2320. var _zero = new Vector3( 0, 0, 0 );
  2321. var _one = new Vector3( 1, 1, 1 );
  2322. var _x = new Vector3();
  2323. var _y = new Vector3();
  2324. var _z = new Vector3();
  2325. /**
  2326. * @author mrdoob / http://mrdoob.com/
  2327. * @author supereggbert / http://www.paulbrunt.co.uk/
  2328. * @author philogb / http://blog.thejit.org/
  2329. * @author jordi_ros / http://plattsoft.com
  2330. * @author D1plo1d / http://github.com/D1plo1d
  2331. * @author alteredq / http://alteredqualia.com/
  2332. * @author mikael emtinger / http://gomo.se/
  2333. * @author timknip / http://www.floorplanner.com/
  2334. * @author bhouston / http://clara.io
  2335. * @author WestLangley / http://github.com/WestLangley
  2336. */
  2337. function Matrix4() {
  2338. this.elements = [
  2339. 1, 0, 0, 0,
  2340. 0, 1, 0, 0,
  2341. 0, 0, 1, 0,
  2342. 0, 0, 0, 1
  2343. ];
  2344. if ( arguments.length > 0 ) {
  2345. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2346. }
  2347. }
  2348. Object.assign( Matrix4.prototype, {
  2349. isMatrix4: true,
  2350. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2351. var te = this.elements;
  2352. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2353. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2354. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2355. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2356. return this;
  2357. },
  2358. identity: function () {
  2359. this.set(
  2360. 1, 0, 0, 0,
  2361. 0, 1, 0, 0,
  2362. 0, 0, 1, 0,
  2363. 0, 0, 0, 1
  2364. );
  2365. return this;
  2366. },
  2367. clone: function () {
  2368. return new Matrix4().fromArray( this.elements );
  2369. },
  2370. copy: function ( m ) {
  2371. var te = this.elements;
  2372. var me = m.elements;
  2373. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2374. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2375. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2376. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2377. return this;
  2378. },
  2379. copyPosition: function ( m ) {
  2380. var te = this.elements, me = m.elements;
  2381. te[ 12 ] = me[ 12 ];
  2382. te[ 13 ] = me[ 13 ];
  2383. te[ 14 ] = me[ 14 ];
  2384. return this;
  2385. },
  2386. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2387. xAxis.setFromMatrixColumn( this, 0 );
  2388. yAxis.setFromMatrixColumn( this, 1 );
  2389. zAxis.setFromMatrixColumn( this, 2 );
  2390. return this;
  2391. },
  2392. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2393. this.set(
  2394. xAxis.x, yAxis.x, zAxis.x, 0,
  2395. xAxis.y, yAxis.y, zAxis.y, 0,
  2396. xAxis.z, yAxis.z, zAxis.z, 0,
  2397. 0, 0, 0, 1
  2398. );
  2399. return this;
  2400. },
  2401. extractRotation: function ( m ) {
  2402. // this method does not support reflection matrices
  2403. var te = this.elements;
  2404. var me = m.elements;
  2405. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2406. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2407. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2408. te[ 0 ] = me[ 0 ] * scaleX;
  2409. te[ 1 ] = me[ 1 ] * scaleX;
  2410. te[ 2 ] = me[ 2 ] * scaleX;
  2411. te[ 3 ] = 0;
  2412. te[ 4 ] = me[ 4 ] * scaleY;
  2413. te[ 5 ] = me[ 5 ] * scaleY;
  2414. te[ 6 ] = me[ 6 ] * scaleY;
  2415. te[ 7 ] = 0;
  2416. te[ 8 ] = me[ 8 ] * scaleZ;
  2417. te[ 9 ] = me[ 9 ] * scaleZ;
  2418. te[ 10 ] = me[ 10 ] * scaleZ;
  2419. te[ 11 ] = 0;
  2420. te[ 12 ] = 0;
  2421. te[ 13 ] = 0;
  2422. te[ 14 ] = 0;
  2423. te[ 15 ] = 1;
  2424. return this;
  2425. },
  2426. makeRotationFromEuler: function ( euler ) {
  2427. if ( ! ( euler && euler.isEuler ) ) {
  2428. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2429. }
  2430. var te = this.elements;
  2431. var x = euler.x, y = euler.y, z = euler.z;
  2432. var a = Math.cos( x ), b = Math.sin( x );
  2433. var c = Math.cos( y ), d = Math.sin( y );
  2434. var e = Math.cos( z ), f = Math.sin( z );
  2435. if ( euler.order === 'XYZ' ) {
  2436. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2437. te[ 0 ] = c * e;
  2438. te[ 4 ] = - c * f;
  2439. te[ 8 ] = d;
  2440. te[ 1 ] = af + be * d;
  2441. te[ 5 ] = ae - bf * d;
  2442. te[ 9 ] = - b * c;
  2443. te[ 2 ] = bf - ae * d;
  2444. te[ 6 ] = be + af * d;
  2445. te[ 10 ] = a * c;
  2446. } else if ( euler.order === 'YXZ' ) {
  2447. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2448. te[ 0 ] = ce + df * b;
  2449. te[ 4 ] = de * b - cf;
  2450. te[ 8 ] = a * d;
  2451. te[ 1 ] = a * f;
  2452. te[ 5 ] = a * e;
  2453. te[ 9 ] = - b;
  2454. te[ 2 ] = cf * b - de;
  2455. te[ 6 ] = df + ce * b;
  2456. te[ 10 ] = a * c;
  2457. } else if ( euler.order === 'ZXY' ) {
  2458. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2459. te[ 0 ] = ce - df * b;
  2460. te[ 4 ] = - a * f;
  2461. te[ 8 ] = de + cf * b;
  2462. te[ 1 ] = cf + de * b;
  2463. te[ 5 ] = a * e;
  2464. te[ 9 ] = df - ce * b;
  2465. te[ 2 ] = - a * d;
  2466. te[ 6 ] = b;
  2467. te[ 10 ] = a * c;
  2468. } else if ( euler.order === 'ZYX' ) {
  2469. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2470. te[ 0 ] = c * e;
  2471. te[ 4 ] = be * d - af;
  2472. te[ 8 ] = ae * d + bf;
  2473. te[ 1 ] = c * f;
  2474. te[ 5 ] = bf * d + ae;
  2475. te[ 9 ] = af * d - be;
  2476. te[ 2 ] = - d;
  2477. te[ 6 ] = b * c;
  2478. te[ 10 ] = a * c;
  2479. } else if ( euler.order === 'YZX' ) {
  2480. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2481. te[ 0 ] = c * e;
  2482. te[ 4 ] = bd - ac * f;
  2483. te[ 8 ] = bc * f + ad;
  2484. te[ 1 ] = f;
  2485. te[ 5 ] = a * e;
  2486. te[ 9 ] = - b * e;
  2487. te[ 2 ] = - d * e;
  2488. te[ 6 ] = ad * f + bc;
  2489. te[ 10 ] = ac - bd * f;
  2490. } else if ( euler.order === 'XZY' ) {
  2491. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2492. te[ 0 ] = c * e;
  2493. te[ 4 ] = - f;
  2494. te[ 8 ] = d * e;
  2495. te[ 1 ] = ac * f + bd;
  2496. te[ 5 ] = a * e;
  2497. te[ 9 ] = ad * f - bc;
  2498. te[ 2 ] = bc * f - ad;
  2499. te[ 6 ] = b * e;
  2500. te[ 10 ] = bd * f + ac;
  2501. }
  2502. // bottom row
  2503. te[ 3 ] = 0;
  2504. te[ 7 ] = 0;
  2505. te[ 11 ] = 0;
  2506. // last column
  2507. te[ 12 ] = 0;
  2508. te[ 13 ] = 0;
  2509. te[ 14 ] = 0;
  2510. te[ 15 ] = 1;
  2511. return this;
  2512. },
  2513. makeRotationFromQuaternion: function ( q ) {
  2514. return this.compose( _zero, q, _one );
  2515. },
  2516. lookAt: function ( eye, target, up ) {
  2517. var te = this.elements;
  2518. _z.subVectors( eye, target );
  2519. if ( _z.lengthSq() === 0 ) {
  2520. // eye and target are in the same position
  2521. _z.z = 1;
  2522. }
  2523. _z.normalize();
  2524. _x.crossVectors( up, _z );
  2525. if ( _x.lengthSq() === 0 ) {
  2526. // up and z are parallel
  2527. if ( Math.abs( up.z ) === 1 ) {
  2528. _z.x += 0.0001;
  2529. } else {
  2530. _z.z += 0.0001;
  2531. }
  2532. _z.normalize();
  2533. _x.crossVectors( up, _z );
  2534. }
  2535. _x.normalize();
  2536. _y.crossVectors( _z, _x );
  2537. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2538. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2539. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2540. return this;
  2541. },
  2542. multiply: function ( m, n ) {
  2543. if ( n !== undefined ) {
  2544. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2545. return this.multiplyMatrices( m, n );
  2546. }
  2547. return this.multiplyMatrices( this, m );
  2548. },
  2549. premultiply: function ( m ) {
  2550. return this.multiplyMatrices( m, this );
  2551. },
  2552. multiplyMatrices: function ( a, b ) {
  2553. var ae = a.elements;
  2554. var be = b.elements;
  2555. var te = this.elements;
  2556. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2557. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2558. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2559. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2560. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2561. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2562. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2563. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2564. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2565. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2566. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2567. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2568. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2569. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2570. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2571. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2572. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2573. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2574. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2575. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2576. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2577. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2578. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2579. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2580. return this;
  2581. },
  2582. multiplyScalar: function ( s ) {
  2583. var te = this.elements;
  2584. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2585. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2586. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2587. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2588. return this;
  2589. },
  2590. applyToBufferAttribute: function ( attribute ) {
  2591. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2592. _v1.x = attribute.getX( i );
  2593. _v1.y = attribute.getY( i );
  2594. _v1.z = attribute.getZ( i );
  2595. _v1.applyMatrix4( this );
  2596. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2597. }
  2598. return attribute;
  2599. },
  2600. determinant: function () {
  2601. var te = this.elements;
  2602. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2603. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2604. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2605. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2606. //TODO: make this more efficient
  2607. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2608. return (
  2609. n41 * (
  2610. + n14 * n23 * n32
  2611. - n13 * n24 * n32
  2612. - n14 * n22 * n33
  2613. + n12 * n24 * n33
  2614. + n13 * n22 * n34
  2615. - n12 * n23 * n34
  2616. ) +
  2617. n42 * (
  2618. + n11 * n23 * n34
  2619. - n11 * n24 * n33
  2620. + n14 * n21 * n33
  2621. - n13 * n21 * n34
  2622. + n13 * n24 * n31
  2623. - n14 * n23 * n31
  2624. ) +
  2625. n43 * (
  2626. + n11 * n24 * n32
  2627. - n11 * n22 * n34
  2628. - n14 * n21 * n32
  2629. + n12 * n21 * n34
  2630. + n14 * n22 * n31
  2631. - n12 * n24 * n31
  2632. ) +
  2633. n44 * (
  2634. - n13 * n22 * n31
  2635. - n11 * n23 * n32
  2636. + n11 * n22 * n33
  2637. + n13 * n21 * n32
  2638. - n12 * n21 * n33
  2639. + n12 * n23 * n31
  2640. )
  2641. );
  2642. },
  2643. transpose: function () {
  2644. var te = this.elements;
  2645. var tmp;
  2646. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2647. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2648. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2649. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2650. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2651. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2652. return this;
  2653. },
  2654. setPosition: function ( x, y, z ) {
  2655. var te = this.elements;
  2656. if ( x.isVector3 ) {
  2657. te[ 12 ] = x.x;
  2658. te[ 13 ] = x.y;
  2659. te[ 14 ] = x.z;
  2660. } else {
  2661. te[ 12 ] = x;
  2662. te[ 13 ] = y;
  2663. te[ 14 ] = z;
  2664. }
  2665. return this;
  2666. },
  2667. getInverse: function ( m, throwOnDegenerate ) {
  2668. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2669. var te = this.elements,
  2670. me = m.elements,
  2671. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2672. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2673. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2674. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2675. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2676. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2677. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2678. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2679. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2680. if ( det === 0 ) {
  2681. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2682. if ( throwOnDegenerate === true ) {
  2683. throw new Error( msg );
  2684. } else {
  2685. console.warn( msg );
  2686. }
  2687. return this.identity();
  2688. }
  2689. var detInv = 1 / det;
  2690. te[ 0 ] = t11 * detInv;
  2691. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2692. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2693. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2694. te[ 4 ] = t12 * detInv;
  2695. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2696. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2697. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2698. te[ 8 ] = t13 * detInv;
  2699. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2700. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2701. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2702. te[ 12 ] = t14 * detInv;
  2703. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2704. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2705. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2706. return this;
  2707. },
  2708. scale: function ( v ) {
  2709. var te = this.elements;
  2710. var x = v.x, y = v.y, z = v.z;
  2711. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2712. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2713. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2714. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2715. return this;
  2716. },
  2717. getMaxScaleOnAxis: function () {
  2718. var te = this.elements;
  2719. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2720. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2721. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2722. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2723. },
  2724. makeTranslation: function ( x, y, z ) {
  2725. this.set(
  2726. 1, 0, 0, x,
  2727. 0, 1, 0, y,
  2728. 0, 0, 1, z,
  2729. 0, 0, 0, 1
  2730. );
  2731. return this;
  2732. },
  2733. makeRotationX: function ( theta ) {
  2734. var c = Math.cos( theta ), s = Math.sin( theta );
  2735. this.set(
  2736. 1, 0, 0, 0,
  2737. 0, c, - s, 0,
  2738. 0, s, c, 0,
  2739. 0, 0, 0, 1
  2740. );
  2741. return this;
  2742. },
  2743. makeRotationY: function ( theta ) {
  2744. var c = Math.cos( theta ), s = Math.sin( theta );
  2745. this.set(
  2746. c, 0, s, 0,
  2747. 0, 1, 0, 0,
  2748. - s, 0, c, 0,
  2749. 0, 0, 0, 1
  2750. );
  2751. return this;
  2752. },
  2753. makeRotationZ: function ( theta ) {
  2754. var c = Math.cos( theta ), s = Math.sin( theta );
  2755. this.set(
  2756. c, - s, 0, 0,
  2757. s, c, 0, 0,
  2758. 0, 0, 1, 0,
  2759. 0, 0, 0, 1
  2760. );
  2761. return this;
  2762. },
  2763. makeRotationAxis: function ( axis, angle ) {
  2764. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2765. var c = Math.cos( angle );
  2766. var s = Math.sin( angle );
  2767. var t = 1 - c;
  2768. var x = axis.x, y = axis.y, z = axis.z;
  2769. var tx = t * x, ty = t * y;
  2770. this.set(
  2771. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2772. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2773. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2774. 0, 0, 0, 1
  2775. );
  2776. return this;
  2777. },
  2778. makeScale: function ( x, y, z ) {
  2779. this.set(
  2780. x, 0, 0, 0,
  2781. 0, y, 0, 0,
  2782. 0, 0, z, 0,
  2783. 0, 0, 0, 1
  2784. );
  2785. return this;
  2786. },
  2787. makeShear: function ( x, y, z ) {
  2788. this.set(
  2789. 1, y, z, 0,
  2790. x, 1, z, 0,
  2791. x, y, 1, 0,
  2792. 0, 0, 0, 1
  2793. );
  2794. return this;
  2795. },
  2796. compose: function ( position, quaternion, scale ) {
  2797. var te = this.elements;
  2798. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2799. var x2 = x + x, y2 = y + y, z2 = z + z;
  2800. var xx = x * x2, xy = x * y2, xz = x * z2;
  2801. var yy = y * y2, yz = y * z2, zz = z * z2;
  2802. var wx = w * x2, wy = w * y2, wz = w * z2;
  2803. var sx = scale.x, sy = scale.y, sz = scale.z;
  2804. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2805. te[ 1 ] = ( xy + wz ) * sx;
  2806. te[ 2 ] = ( xz - wy ) * sx;
  2807. te[ 3 ] = 0;
  2808. te[ 4 ] = ( xy - wz ) * sy;
  2809. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2810. te[ 6 ] = ( yz + wx ) * sy;
  2811. te[ 7 ] = 0;
  2812. te[ 8 ] = ( xz + wy ) * sz;
  2813. te[ 9 ] = ( yz - wx ) * sz;
  2814. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2815. te[ 11 ] = 0;
  2816. te[ 12 ] = position.x;
  2817. te[ 13 ] = position.y;
  2818. te[ 14 ] = position.z;
  2819. te[ 15 ] = 1;
  2820. return this;
  2821. },
  2822. decompose: function ( position, quaternion, scale ) {
  2823. var te = this.elements;
  2824. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2825. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2826. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2827. // if determine is negative, we need to invert one scale
  2828. var det = this.determinant();
  2829. if ( det < 0 ) { sx = - sx; }
  2830. position.x = te[ 12 ];
  2831. position.y = te[ 13 ];
  2832. position.z = te[ 14 ];
  2833. // scale the rotation part
  2834. _m1.copy( this );
  2835. var invSX = 1 / sx;
  2836. var invSY = 1 / sy;
  2837. var invSZ = 1 / sz;
  2838. _m1.elements[ 0 ] *= invSX;
  2839. _m1.elements[ 1 ] *= invSX;
  2840. _m1.elements[ 2 ] *= invSX;
  2841. _m1.elements[ 4 ] *= invSY;
  2842. _m1.elements[ 5 ] *= invSY;
  2843. _m1.elements[ 6 ] *= invSY;
  2844. _m1.elements[ 8 ] *= invSZ;
  2845. _m1.elements[ 9 ] *= invSZ;
  2846. _m1.elements[ 10 ] *= invSZ;
  2847. quaternion.setFromRotationMatrix( _m1 );
  2848. scale.x = sx;
  2849. scale.y = sy;
  2850. scale.z = sz;
  2851. return this;
  2852. },
  2853. makePerspective: function ( left, right, top, bottom, near, far ) {
  2854. if ( far === undefined ) {
  2855. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2856. }
  2857. var te = this.elements;
  2858. var x = 2 * near / ( right - left );
  2859. var y = 2 * near / ( top - bottom );
  2860. var a = ( right + left ) / ( right - left );
  2861. var b = ( top + bottom ) / ( top - bottom );
  2862. var c = - ( far + near ) / ( far - near );
  2863. var d = - 2 * far * near / ( far - near );
  2864. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2865. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2866. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2867. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2868. return this;
  2869. },
  2870. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2871. var te = this.elements;
  2872. var w = 1.0 / ( right - left );
  2873. var h = 1.0 / ( top - bottom );
  2874. var p = 1.0 / ( far - near );
  2875. var x = ( right + left ) * w;
  2876. var y = ( top + bottom ) * h;
  2877. var z = ( far + near ) * p;
  2878. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2879. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2880. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2881. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2882. return this;
  2883. },
  2884. equals: function ( matrix ) {
  2885. var te = this.elements;
  2886. var me = matrix.elements;
  2887. for ( var i = 0; i < 16; i ++ ) {
  2888. if ( te[ i ] !== me[ i ] ) { return false; }
  2889. }
  2890. return true;
  2891. },
  2892. fromArray: function ( array, offset ) {
  2893. if ( offset === undefined ) { offset = 0; }
  2894. for ( var i = 0; i < 16; i ++ ) {
  2895. this.elements[ i ] = array[ i + offset ];
  2896. }
  2897. return this;
  2898. },
  2899. toArray: function ( array, offset ) {
  2900. if ( array === undefined ) { array = []; }
  2901. if ( offset === undefined ) { offset = 0; }
  2902. var te = this.elements;
  2903. array[ offset ] = te[ 0 ];
  2904. array[ offset + 1 ] = te[ 1 ];
  2905. array[ offset + 2 ] = te[ 2 ];
  2906. array[ offset + 3 ] = te[ 3 ];
  2907. array[ offset + 4 ] = te[ 4 ];
  2908. array[ offset + 5 ] = te[ 5 ];
  2909. array[ offset + 6 ] = te[ 6 ];
  2910. array[ offset + 7 ] = te[ 7 ];
  2911. array[ offset + 8 ] = te[ 8 ];
  2912. array[ offset + 9 ] = te[ 9 ];
  2913. array[ offset + 10 ] = te[ 10 ];
  2914. array[ offset + 11 ] = te[ 11 ];
  2915. array[ offset + 12 ] = te[ 12 ];
  2916. array[ offset + 13 ] = te[ 13 ];
  2917. array[ offset + 14 ] = te[ 14 ];
  2918. array[ offset + 15 ] = te[ 15 ];
  2919. return array;
  2920. }
  2921. } );
  2922. /**
  2923. * @author mrdoob / http://mrdoob.com/
  2924. * @author WestLangley / http://github.com/WestLangley
  2925. * @author bhouston / http://clara.io
  2926. */
  2927. var _matrix = new Matrix4();
  2928. var _quaternion$1 = new Quaternion();
  2929. function Euler( x, y, z, order ) {
  2930. this._x = x || 0;
  2931. this._y = y || 0;
  2932. this._z = z || 0;
  2933. this._order = order || Euler.DefaultOrder;
  2934. }
  2935. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2936. Euler.DefaultOrder = 'XYZ';
  2937. Object.defineProperties( Euler.prototype, {
  2938. x: {
  2939. get: function () {
  2940. return this._x;
  2941. },
  2942. set: function ( value ) {
  2943. this._x = value;
  2944. this._onChangeCallback();
  2945. }
  2946. },
  2947. y: {
  2948. get: function () {
  2949. return this._y;
  2950. },
  2951. set: function ( value ) {
  2952. this._y = value;
  2953. this._onChangeCallback();
  2954. }
  2955. },
  2956. z: {
  2957. get: function () {
  2958. return this._z;
  2959. },
  2960. set: function ( value ) {
  2961. this._z = value;
  2962. this._onChangeCallback();
  2963. }
  2964. },
  2965. order: {
  2966. get: function () {
  2967. return this._order;
  2968. },
  2969. set: function ( value ) {
  2970. this._order = value;
  2971. this._onChangeCallback();
  2972. }
  2973. }
  2974. } );
  2975. Object.assign( Euler.prototype, {
  2976. isEuler: true,
  2977. set: function ( x, y, z, order ) {
  2978. this._x = x;
  2979. this._y = y;
  2980. this._z = z;
  2981. this._order = order || this._order;
  2982. this._onChangeCallback();
  2983. return this;
  2984. },
  2985. clone: function () {
  2986. return new this.constructor( this._x, this._y, this._z, this._order );
  2987. },
  2988. copy: function ( euler ) {
  2989. this._x = euler._x;
  2990. this._y = euler._y;
  2991. this._z = euler._z;
  2992. this._order = euler._order;
  2993. this._onChangeCallback();
  2994. return this;
  2995. },
  2996. setFromRotationMatrix: function ( m, order, update ) {
  2997. var clamp = _Math.clamp;
  2998. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2999. var te = m.elements;
  3000. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3001. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3002. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3003. order = order || this._order;
  3004. if ( order === 'XYZ' ) {
  3005. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3006. if ( Math.abs( m13 ) < 0.9999999 ) {
  3007. this._x = Math.atan2( - m23, m33 );
  3008. this._z = Math.atan2( - m12, m11 );
  3009. } else {
  3010. this._x = Math.atan2( m32, m22 );
  3011. this._z = 0;
  3012. }
  3013. } else if ( order === 'YXZ' ) {
  3014. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3015. if ( Math.abs( m23 ) < 0.9999999 ) {
  3016. this._y = Math.atan2( m13, m33 );
  3017. this._z = Math.atan2( m21, m22 );
  3018. } else {
  3019. this._y = Math.atan2( - m31, m11 );
  3020. this._z = 0;
  3021. }
  3022. } else if ( order === 'ZXY' ) {
  3023. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3024. if ( Math.abs( m32 ) < 0.9999999 ) {
  3025. this._y = Math.atan2( - m31, m33 );
  3026. this._z = Math.atan2( - m12, m22 );
  3027. } else {
  3028. this._y = 0;
  3029. this._z = Math.atan2( m21, m11 );
  3030. }
  3031. } else if ( order === 'ZYX' ) {
  3032. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3033. if ( Math.abs( m31 ) < 0.9999999 ) {
  3034. this._x = Math.atan2( m32, m33 );
  3035. this._z = Math.atan2( m21, m11 );
  3036. } else {
  3037. this._x = 0;
  3038. this._z = Math.atan2( - m12, m22 );
  3039. }
  3040. } else if ( order === 'YZX' ) {
  3041. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3042. if ( Math.abs( m21 ) < 0.9999999 ) {
  3043. this._x = Math.atan2( - m23, m22 );
  3044. this._y = Math.atan2( - m31, m11 );
  3045. } else {
  3046. this._x = 0;
  3047. this._y = Math.atan2( m13, m33 );
  3048. }
  3049. } else if ( order === 'XZY' ) {
  3050. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3051. if ( Math.abs( m12 ) < 0.9999999 ) {
  3052. this._x = Math.atan2( m32, m22 );
  3053. this._y = Math.atan2( m13, m11 );
  3054. } else {
  3055. this._x = Math.atan2( - m23, m33 );
  3056. this._y = 0;
  3057. }
  3058. } else {
  3059. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3060. }
  3061. this._order = order;
  3062. if ( update !== false ) { this._onChangeCallback(); }
  3063. return this;
  3064. },
  3065. setFromQuaternion: function ( q, order, update ) {
  3066. _matrix.makeRotationFromQuaternion( q );
  3067. return this.setFromRotationMatrix( _matrix, order, update );
  3068. },
  3069. setFromVector3: function ( v, order ) {
  3070. return this.set( v.x, v.y, v.z, order || this._order );
  3071. },
  3072. reorder: function ( newOrder ) {
  3073. // WARNING: this discards revolution information -bhouston
  3074. _quaternion$1.setFromEuler( this );
  3075. return this.setFromQuaternion( _quaternion$1, newOrder );
  3076. },
  3077. equals: function ( euler ) {
  3078. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3079. },
  3080. fromArray: function ( array ) {
  3081. this._x = array[ 0 ];
  3082. this._y = array[ 1 ];
  3083. this._z = array[ 2 ];
  3084. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3085. this._onChangeCallback();
  3086. return this;
  3087. },
  3088. toArray: function ( array, offset ) {
  3089. if ( array === undefined ) { array = []; }
  3090. if ( offset === undefined ) { offset = 0; }
  3091. array[ offset ] = this._x;
  3092. array[ offset + 1 ] = this._y;
  3093. array[ offset + 2 ] = this._z;
  3094. array[ offset + 3 ] = this._order;
  3095. return array;
  3096. },
  3097. toVector3: function ( optionalResult ) {
  3098. if ( optionalResult ) {
  3099. return optionalResult.set( this._x, this._y, this._z );
  3100. } else {
  3101. return new Vector3( this._x, this._y, this._z );
  3102. }
  3103. },
  3104. _onChange: function ( callback ) {
  3105. this._onChangeCallback = callback;
  3106. return this;
  3107. },
  3108. _onChangeCallback: function () {}
  3109. } );
  3110. /**
  3111. * @author mrdoob / http://mrdoob.com/
  3112. */
  3113. function Layers() {
  3114. this.mask = 1 | 0;
  3115. }
  3116. Object.assign( Layers.prototype, {
  3117. set: function ( channel ) {
  3118. this.mask = 1 << channel | 0;
  3119. },
  3120. enable: function ( channel ) {
  3121. this.mask |= 1 << channel | 0;
  3122. },
  3123. enableAll: function () {
  3124. this.mask = 0xffffffff | 0;
  3125. },
  3126. toggle: function ( channel ) {
  3127. this.mask ^= 1 << channel | 0;
  3128. },
  3129. disable: function ( channel ) {
  3130. this.mask &= ~ ( 1 << channel | 0 );
  3131. },
  3132. disableAll: function () {
  3133. this.mask = 0;
  3134. },
  3135. test: function ( layers ) {
  3136. return ( this.mask & layers.mask ) !== 0;
  3137. }
  3138. } );
  3139. var _object3DId = 0;
  3140. var _v1$1 = new Vector3();
  3141. var _q1 = new Quaternion();
  3142. var _m1$1 = new Matrix4();
  3143. var _target = new Vector3();
  3144. var _position = new Vector3();
  3145. var _scale = new Vector3();
  3146. var _quaternion$2 = new Quaternion();
  3147. var _xAxis = new Vector3( 1, 0, 0 );
  3148. var _yAxis = new Vector3( 0, 1, 0 );
  3149. var _zAxis = new Vector3( 0, 0, 1 );
  3150. var _addedEvent = { type: 'added' };
  3151. var _removedEvent = { type: 'removed' };
  3152. /**
  3153. * @author mrdoob / http://mrdoob.com/
  3154. * @author mikael emtinger / http://gomo.se/
  3155. * @author alteredq / http://alteredqualia.com/
  3156. * @author WestLangley / http://github.com/WestLangley
  3157. * @author elephantatwork / www.elephantatwork.ch
  3158. */
  3159. function Object3D() {
  3160. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3161. this.uuid = _Math.generateUUID();
  3162. this.name = '';
  3163. this.type = 'Object3D';
  3164. this.parent = null;
  3165. this.children = [];
  3166. this.up = Object3D.DefaultUp.clone();
  3167. var position = new Vector3();
  3168. var rotation = new Euler();
  3169. var quaternion = new Quaternion();
  3170. var scale = new Vector3( 1, 1, 1 );
  3171. function onRotationChange() {
  3172. quaternion.setFromEuler( rotation, false );
  3173. }
  3174. function onQuaternionChange() {
  3175. rotation.setFromQuaternion( quaternion, undefined, false );
  3176. }
  3177. rotation._onChange( onRotationChange );
  3178. quaternion._onChange( onQuaternionChange );
  3179. Object.defineProperties( this, {
  3180. position: {
  3181. configurable: true,
  3182. enumerable: true,
  3183. value: position
  3184. },
  3185. rotation: {
  3186. configurable: true,
  3187. enumerable: true,
  3188. value: rotation
  3189. },
  3190. quaternion: {
  3191. configurable: true,
  3192. enumerable: true,
  3193. value: quaternion
  3194. },
  3195. scale: {
  3196. configurable: true,
  3197. enumerable: true,
  3198. value: scale
  3199. },
  3200. modelViewMatrix: {
  3201. value: new Matrix4()
  3202. },
  3203. normalMatrix: {
  3204. value: new Matrix3()
  3205. }
  3206. } );
  3207. this.matrix = new Matrix4();
  3208. this.matrixWorld = new Matrix4();
  3209. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3210. this.matrixWorldNeedsUpdate = false;
  3211. this.layers = new Layers();
  3212. this.visible = true;
  3213. this.castShadow = false;
  3214. this.receiveShadow = false;
  3215. this.frustumCulled = true;
  3216. this.renderOrder = 0;
  3217. this.userData = {};
  3218. }
  3219. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3220. Object3D.DefaultMatrixAutoUpdate = true;
  3221. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3222. constructor: Object3D,
  3223. isObject3D: true,
  3224. onBeforeRender: function () {},
  3225. onAfterRender: function () {},
  3226. applyMatrix: function ( matrix ) {
  3227. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3228. this.matrix.premultiply( matrix );
  3229. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3230. },
  3231. applyQuaternion: function ( q ) {
  3232. this.quaternion.premultiply( q );
  3233. return this;
  3234. },
  3235. setRotationFromAxisAngle: function ( axis, angle ) {
  3236. // assumes axis is normalized
  3237. this.quaternion.setFromAxisAngle( axis, angle );
  3238. },
  3239. setRotationFromEuler: function ( euler ) {
  3240. this.quaternion.setFromEuler( euler, true );
  3241. },
  3242. setRotationFromMatrix: function ( m ) {
  3243. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3244. this.quaternion.setFromRotationMatrix( m );
  3245. },
  3246. setRotationFromQuaternion: function ( q ) {
  3247. // assumes q is normalized
  3248. this.quaternion.copy( q );
  3249. },
  3250. rotateOnAxis: function ( axis, angle ) {
  3251. // rotate object on axis in object space
  3252. // axis is assumed to be normalized
  3253. _q1.setFromAxisAngle( axis, angle );
  3254. this.quaternion.multiply( _q1 );
  3255. return this;
  3256. },
  3257. rotateOnWorldAxis: function ( axis, angle ) {
  3258. // rotate object on axis in world space
  3259. // axis is assumed to be normalized
  3260. // method assumes no rotated parent
  3261. _q1.setFromAxisAngle( axis, angle );
  3262. this.quaternion.premultiply( _q1 );
  3263. return this;
  3264. },
  3265. rotateX: function ( angle ) {
  3266. return this.rotateOnAxis( _xAxis, angle );
  3267. },
  3268. rotateY: function ( angle ) {
  3269. return this.rotateOnAxis( _yAxis, angle );
  3270. },
  3271. rotateZ: function ( angle ) {
  3272. return this.rotateOnAxis( _zAxis, angle );
  3273. },
  3274. translateOnAxis: function ( axis, distance ) {
  3275. // translate object by distance along axis in object space
  3276. // axis is assumed to be normalized
  3277. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3278. this.position.add( _v1$1.multiplyScalar( distance ) );
  3279. return this;
  3280. },
  3281. translateX: function ( distance ) {
  3282. return this.translateOnAxis( _xAxis, distance );
  3283. },
  3284. translateY: function ( distance ) {
  3285. return this.translateOnAxis( _yAxis, distance );
  3286. },
  3287. translateZ: function ( distance ) {
  3288. return this.translateOnAxis( _zAxis, distance );
  3289. },
  3290. localToWorld: function ( vector ) {
  3291. return vector.applyMatrix4( this.matrixWorld );
  3292. },
  3293. worldToLocal: function ( vector ) {
  3294. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3295. },
  3296. lookAt: function ( x, y, z ) {
  3297. // This method does not support objects having non-uniformly-scaled parent(s)
  3298. if ( x.isVector3 ) {
  3299. _target.copy( x );
  3300. } else {
  3301. _target.set( x, y, z );
  3302. }
  3303. var parent = this.parent;
  3304. this.updateWorldMatrix( true, false );
  3305. _position.setFromMatrixPosition( this.matrixWorld );
  3306. if ( this.isCamera || this.isLight ) {
  3307. _m1$1.lookAt( _position, _target, this.up );
  3308. } else {
  3309. _m1$1.lookAt( _target, _position, this.up );
  3310. }
  3311. this.quaternion.setFromRotationMatrix( _m1$1 );
  3312. if ( parent ) {
  3313. _m1$1.extractRotation( parent.matrixWorld );
  3314. _q1.setFromRotationMatrix( _m1$1 );
  3315. this.quaternion.premultiply( _q1.inverse() );
  3316. }
  3317. },
  3318. add: function ( object ) {
  3319. if ( arguments.length > 1 ) {
  3320. for ( var i = 0; i < arguments.length; i ++ ) {
  3321. this.add( arguments[ i ] );
  3322. }
  3323. return this;
  3324. }
  3325. if ( object === this ) {
  3326. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3327. return this;
  3328. }
  3329. if ( ( object && object.isObject3D ) ) {
  3330. if ( object.parent !== null ) {
  3331. object.parent.remove( object );
  3332. }
  3333. object.parent = this;
  3334. this.children.push( object );
  3335. object.dispatchEvent( _addedEvent );
  3336. } else {
  3337. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3338. }
  3339. return this;
  3340. },
  3341. remove: function ( object ) {
  3342. if ( arguments.length > 1 ) {
  3343. for ( var i = 0; i < arguments.length; i ++ ) {
  3344. this.remove( arguments[ i ] );
  3345. }
  3346. return this;
  3347. }
  3348. var index = this.children.indexOf( object );
  3349. if ( index !== - 1 ) {
  3350. object.parent = null;
  3351. this.children.splice( index, 1 );
  3352. object.dispatchEvent( _removedEvent );
  3353. }
  3354. return this;
  3355. },
  3356. attach: function ( object ) {
  3357. // adds object as a child of this, while maintaining the object's world transform
  3358. this.updateWorldMatrix( true, false );
  3359. _m1$1.getInverse( this.matrixWorld );
  3360. if ( object.parent !== null ) {
  3361. object.parent.updateWorldMatrix( true, false );
  3362. _m1$1.multiply( object.parent.matrixWorld );
  3363. }
  3364. object.applyMatrix( _m1$1 );
  3365. object.updateWorldMatrix( false, false );
  3366. this.add( object );
  3367. return this;
  3368. },
  3369. getObjectById: function ( id ) {
  3370. return this.getObjectByProperty( 'id', id );
  3371. },
  3372. getObjectByName: function ( name ) {
  3373. return this.getObjectByProperty( 'name', name );
  3374. },
  3375. getObjectByProperty: function ( name, value ) {
  3376. if ( this[ name ] === value ) { return this; }
  3377. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3378. var child = this.children[ i ];
  3379. var object = child.getObjectByProperty( name, value );
  3380. if ( object !== undefined ) {
  3381. return object;
  3382. }
  3383. }
  3384. return undefined;
  3385. },
  3386. getWorldPosition: function ( target ) {
  3387. if ( target === undefined ) {
  3388. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3389. target = new Vector3();
  3390. }
  3391. this.updateMatrixWorld( true );
  3392. return target.setFromMatrixPosition( this.matrixWorld );
  3393. },
  3394. getWorldQuaternion: function ( target ) {
  3395. if ( target === undefined ) {
  3396. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3397. target = new Quaternion();
  3398. }
  3399. this.updateMatrixWorld( true );
  3400. this.matrixWorld.decompose( _position, target, _scale );
  3401. return target;
  3402. },
  3403. getWorldScale: function ( target ) {
  3404. if ( target === undefined ) {
  3405. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3406. target = new Vector3();
  3407. }
  3408. this.updateMatrixWorld( true );
  3409. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3410. return target;
  3411. },
  3412. getWorldDirection: function ( target ) {
  3413. if ( target === undefined ) {
  3414. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3415. target = new Vector3();
  3416. }
  3417. this.updateMatrixWorld( true );
  3418. var e = this.matrixWorld.elements;
  3419. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3420. },
  3421. raycast: function () {},
  3422. traverse: function ( callback ) {
  3423. callback( this );
  3424. var children = this.children;
  3425. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3426. children[ i ].traverse( callback );
  3427. }
  3428. },
  3429. traverseVisible: function ( callback ) {
  3430. if ( this.visible === false ) { return; }
  3431. callback( this );
  3432. var children = this.children;
  3433. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3434. children[ i ].traverseVisible( callback );
  3435. }
  3436. },
  3437. traverseAncestors: function ( callback ) {
  3438. var parent = this.parent;
  3439. if ( parent !== null ) {
  3440. callback( parent );
  3441. parent.traverseAncestors( callback );
  3442. }
  3443. },
  3444. updateMatrix: function () {
  3445. this.matrix.compose( this.position, this.quaternion, this.scale );
  3446. this.matrixWorldNeedsUpdate = true;
  3447. },
  3448. updateMatrixWorld: function ( force ) {
  3449. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3450. if ( this.matrixWorldNeedsUpdate || force ) {
  3451. if ( this.parent === null ) {
  3452. this.matrixWorld.copy( this.matrix );
  3453. } else {
  3454. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3455. }
  3456. this.matrixWorldNeedsUpdate = false;
  3457. force = true;
  3458. }
  3459. // update children
  3460. var children = this.children;
  3461. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3462. children[ i ].updateMatrixWorld( force );
  3463. }
  3464. },
  3465. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3466. var parent = this.parent;
  3467. if ( updateParents === true && parent !== null ) {
  3468. parent.updateWorldMatrix( true, false );
  3469. }
  3470. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3471. if ( this.parent === null ) {
  3472. this.matrixWorld.copy( this.matrix );
  3473. } else {
  3474. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3475. }
  3476. // update children
  3477. if ( updateChildren === true ) {
  3478. var children = this.children;
  3479. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3480. children[ i ].updateWorldMatrix( false, true );
  3481. }
  3482. }
  3483. },
  3484. toJSON: function ( meta ) {
  3485. // meta is a string when called from JSON.stringify
  3486. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3487. var output = {};
  3488. // meta is a hash used to collect geometries, materials.
  3489. // not providing it implies that this is the root object
  3490. // being serialized.
  3491. if ( isRootObject ) {
  3492. // initialize meta obj
  3493. meta = {
  3494. geometries: {},
  3495. materials: {},
  3496. textures: {},
  3497. images: {},
  3498. shapes: {}
  3499. };
  3500. output.metadata = {
  3501. version: 4.5,
  3502. type: 'Object',
  3503. generator: 'Object3D.toJSON'
  3504. };
  3505. }
  3506. // standard Object3D serialization
  3507. var object = {};
  3508. object.uuid = this.uuid;
  3509. object.type = this.type;
  3510. if ( this.name !== '' ) { object.name = this.name; }
  3511. if ( this.castShadow === true ) { object.castShadow = true; }
  3512. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3513. if ( this.visible === false ) { object.visible = false; }
  3514. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3515. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3516. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3517. object.layers = this.layers.mask;
  3518. object.matrix = this.matrix.toArray();
  3519. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3520. // object specific properties
  3521. if ( this.isInstancedMesh ) {
  3522. object.type = 'InstancedMesh';
  3523. object.count = this.count;
  3524. object.instanceMatrix = this.instanceMatrix.toJSON();
  3525. }
  3526. //
  3527. function serialize( library, element ) {
  3528. if ( library[ element.uuid ] === undefined ) {
  3529. library[ element.uuid ] = element.toJSON( meta );
  3530. }
  3531. return element.uuid;
  3532. }
  3533. if ( this.isMesh || this.isLine || this.isPoints ) {
  3534. object.geometry = serialize( meta.geometries, this.geometry );
  3535. var parameters = this.geometry.parameters;
  3536. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3537. var shapes = parameters.shapes;
  3538. if ( Array.isArray( shapes ) ) {
  3539. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3540. var shape = shapes[ i ];
  3541. serialize( meta.shapes, shape );
  3542. }
  3543. } else {
  3544. serialize( meta.shapes, shapes );
  3545. }
  3546. }
  3547. }
  3548. if ( this.material !== undefined ) {
  3549. if ( Array.isArray( this.material ) ) {
  3550. var uuids = [];
  3551. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3552. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3553. }
  3554. object.material = uuids;
  3555. } else {
  3556. object.material = serialize( meta.materials, this.material );
  3557. }
  3558. }
  3559. //
  3560. if ( this.children.length > 0 ) {
  3561. object.children = [];
  3562. for ( var i = 0; i < this.children.length; i ++ ) {
  3563. object.children.push( this.children[ i ].toJSON( meta ).object );
  3564. }
  3565. }
  3566. if ( isRootObject ) {
  3567. var geometries = extractFromCache( meta.geometries );
  3568. var materials = extractFromCache( meta.materials );
  3569. var textures = extractFromCache( meta.textures );
  3570. var images = extractFromCache( meta.images );
  3571. var shapes = extractFromCache( meta.shapes );
  3572. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3573. if ( materials.length > 0 ) { output.materials = materials; }
  3574. if ( textures.length > 0 ) { output.textures = textures; }
  3575. if ( images.length > 0 ) { output.images = images; }
  3576. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3577. }
  3578. output.object = object;
  3579. return output;
  3580. // extract data from the cache hash
  3581. // remove metadata on each item
  3582. // and return as array
  3583. function extractFromCache( cache ) {
  3584. var values = [];
  3585. for ( var key in cache ) {
  3586. var data = cache[ key ];
  3587. delete data.metadata;
  3588. values.push( data );
  3589. }
  3590. return values;
  3591. }
  3592. },
  3593. clone: function ( recursive ) {
  3594. return new this.constructor().copy( this, recursive );
  3595. },
  3596. copy: function ( source, recursive ) {
  3597. if ( recursive === undefined ) { recursive = true; }
  3598. this.name = source.name;
  3599. this.up.copy( source.up );
  3600. this.position.copy( source.position );
  3601. this.quaternion.copy( source.quaternion );
  3602. this.scale.copy( source.scale );
  3603. this.matrix.copy( source.matrix );
  3604. this.matrixWorld.copy( source.matrixWorld );
  3605. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3606. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3607. this.layers.mask = source.layers.mask;
  3608. this.visible = source.visible;
  3609. this.castShadow = source.castShadow;
  3610. this.receiveShadow = source.receiveShadow;
  3611. this.frustumCulled = source.frustumCulled;
  3612. this.renderOrder = source.renderOrder;
  3613. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3614. if ( recursive === true ) {
  3615. for ( var i = 0; i < source.children.length; i ++ ) {
  3616. var child = source.children[ i ];
  3617. this.add( child.clone() );
  3618. }
  3619. }
  3620. return this;
  3621. }
  3622. } );
  3623. /**
  3624. * @author mrdoob / http://mrdoob.com/
  3625. */
  3626. function Scene() {
  3627. Object3D.call( this );
  3628. this.type = 'Scene';
  3629. this.background = null;
  3630. this.fog = null;
  3631. this.overrideMaterial = null;
  3632. this.autoUpdate = true; // checked by the renderer
  3633. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3634. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3635. }
  3636. }
  3637. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3638. constructor: Scene,
  3639. isScene: true,
  3640. copy: function ( source, recursive ) {
  3641. Object3D.prototype.copy.call( this, source, recursive );
  3642. if ( source.background !== null ) { this.background = source.background.clone(); }
  3643. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3644. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3645. this.autoUpdate = source.autoUpdate;
  3646. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3647. return this;
  3648. },
  3649. toJSON: function ( meta ) {
  3650. var data = Object3D.prototype.toJSON.call( this, meta );
  3651. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3652. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3653. return data;
  3654. },
  3655. dispose: function () {
  3656. this.dispatchEvent( { type: 'dispose' } );
  3657. }
  3658. } );
  3659. var _points = [
  3660. new Vector3(),
  3661. new Vector3(),
  3662. new Vector3(),
  3663. new Vector3(),
  3664. new Vector3(),
  3665. new Vector3(),
  3666. new Vector3(),
  3667. new Vector3()
  3668. ];
  3669. var _vector$2 = new Vector3();
  3670. var _box = new Box3();
  3671. // triangle centered vertices
  3672. var _v0 = new Vector3();
  3673. var _v1$2 = new Vector3();
  3674. var _v2 = new Vector3();
  3675. // triangle edge vectors
  3676. var _f0 = new Vector3();
  3677. var _f1 = new Vector3();
  3678. var _f2 = new Vector3();
  3679. var _center = new Vector3();
  3680. var _extents = new Vector3();
  3681. var _triangleNormal = new Vector3();
  3682. var _testAxis = new Vector3();
  3683. /**
  3684. * @author bhouston / http://clara.io
  3685. * @author WestLangley / http://github.com/WestLangley
  3686. */
  3687. function Box3( min, max ) {
  3688. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3689. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3690. }
  3691. Object.assign( Box3.prototype, {
  3692. isBox3: true,
  3693. set: function ( min, max ) {
  3694. this.min.copy( min );
  3695. this.max.copy( max );
  3696. return this;
  3697. },
  3698. setFromArray: function ( array ) {
  3699. var minX = + Infinity;
  3700. var minY = + Infinity;
  3701. var minZ = + Infinity;
  3702. var maxX = - Infinity;
  3703. var maxY = - Infinity;
  3704. var maxZ = - Infinity;
  3705. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3706. var x = array[ i ];
  3707. var y = array[ i + 1 ];
  3708. var z = array[ i + 2 ];
  3709. if ( x < minX ) { minX = x; }
  3710. if ( y < minY ) { minY = y; }
  3711. if ( z < minZ ) { minZ = z; }
  3712. if ( x > maxX ) { maxX = x; }
  3713. if ( y > maxY ) { maxY = y; }
  3714. if ( z > maxZ ) { maxZ = z; }
  3715. }
  3716. this.min.set( minX, minY, minZ );
  3717. this.max.set( maxX, maxY, maxZ );
  3718. return this;
  3719. },
  3720. setFromBufferAttribute: function ( attribute ) {
  3721. var minX = + Infinity;
  3722. var minY = + Infinity;
  3723. var minZ = + Infinity;
  3724. var maxX = - Infinity;
  3725. var maxY = - Infinity;
  3726. var maxZ = - Infinity;
  3727. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3728. var x = attribute.getX( i );
  3729. var y = attribute.getY( i );
  3730. var z = attribute.getZ( i );
  3731. if ( x < minX ) { minX = x; }
  3732. if ( y < minY ) { minY = y; }
  3733. if ( z < minZ ) { minZ = z; }
  3734. if ( x > maxX ) { maxX = x; }
  3735. if ( y > maxY ) { maxY = y; }
  3736. if ( z > maxZ ) { maxZ = z; }
  3737. }
  3738. this.min.set( minX, minY, minZ );
  3739. this.max.set( maxX, maxY, maxZ );
  3740. return this;
  3741. },
  3742. setFromPoints: function ( points ) {
  3743. this.makeEmpty();
  3744. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3745. this.expandByPoint( points[ i ] );
  3746. }
  3747. return this;
  3748. },
  3749. setFromCenterAndSize: function ( center, size ) {
  3750. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3751. this.min.copy( center ).sub( halfSize );
  3752. this.max.copy( center ).add( halfSize );
  3753. return this;
  3754. },
  3755. setFromObject: function ( object ) {
  3756. this.makeEmpty();
  3757. return this.expandByObject( object );
  3758. },
  3759. clone: function () {
  3760. return new this.constructor().copy( this );
  3761. },
  3762. copy: function ( box ) {
  3763. this.min.copy( box.min );
  3764. this.max.copy( box.max );
  3765. return this;
  3766. },
  3767. makeEmpty: function () {
  3768. this.min.x = this.min.y = this.min.z = + Infinity;
  3769. this.max.x = this.max.y = this.max.z = - Infinity;
  3770. return this;
  3771. },
  3772. isEmpty: function () {
  3773. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3774. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3775. },
  3776. getCenter: function ( target ) {
  3777. if ( target === undefined ) {
  3778. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3779. target = new Vector3();
  3780. }
  3781. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3782. },
  3783. getSize: function ( target ) {
  3784. if ( target === undefined ) {
  3785. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3786. target = new Vector3();
  3787. }
  3788. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3789. },
  3790. expandByPoint: function ( point ) {
  3791. this.min.min( point );
  3792. this.max.max( point );
  3793. return this;
  3794. },
  3795. expandByVector: function ( vector ) {
  3796. this.min.sub( vector );
  3797. this.max.add( vector );
  3798. return this;
  3799. },
  3800. expandByScalar: function ( scalar ) {
  3801. this.min.addScalar( - scalar );
  3802. this.max.addScalar( scalar );
  3803. return this;
  3804. },
  3805. expandByObject: function ( object ) {
  3806. // Computes the world-axis-aligned bounding box of an object (including its children),
  3807. // accounting for both the object's, and children's, world transforms
  3808. object.updateWorldMatrix( false, false );
  3809. var geometry = object.geometry;
  3810. if ( geometry !== undefined ) {
  3811. if ( geometry.boundingBox === null ) {
  3812. geometry.computeBoundingBox();
  3813. }
  3814. _box.copy( geometry.boundingBox );
  3815. _box.applyMatrix4( object.matrixWorld );
  3816. this.expandByPoint( _box.min );
  3817. this.expandByPoint( _box.max );
  3818. }
  3819. var children = object.children;
  3820. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3821. this.expandByObject( children[ i ] );
  3822. }
  3823. return this;
  3824. },
  3825. containsPoint: function ( point ) {
  3826. return point.x < this.min.x || point.x > this.max.x ||
  3827. point.y < this.min.y || point.y > this.max.y ||
  3828. point.z < this.min.z || point.z > this.max.z ? false : true;
  3829. },
  3830. containsBox: function ( box ) {
  3831. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3832. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3833. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3834. },
  3835. getParameter: function ( point, target ) {
  3836. // This can potentially have a divide by zero if the box
  3837. // has a size dimension of 0.
  3838. if ( target === undefined ) {
  3839. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3840. target = new Vector3();
  3841. }
  3842. return target.set(
  3843. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3844. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3845. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3846. );
  3847. },
  3848. intersectsBox: function ( box ) {
  3849. // using 6 splitting planes to rule out intersections.
  3850. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3851. box.max.y < this.min.y || box.min.y > this.max.y ||
  3852. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3853. },
  3854. intersectsSphere: function ( sphere ) {
  3855. // Find the point on the AABB closest to the sphere center.
  3856. this.clampPoint( sphere.center, _vector$2 );
  3857. // If that point is inside the sphere, the AABB and sphere intersect.
  3858. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3859. },
  3860. intersectsPlane: function ( plane ) {
  3861. // We compute the minimum and maximum dot product values. If those values
  3862. // are on the same side (back or front) of the plane, then there is no intersection.
  3863. var min, max;
  3864. if ( plane.normal.x > 0 ) {
  3865. min = plane.normal.x * this.min.x;
  3866. max = plane.normal.x * this.max.x;
  3867. } else {
  3868. min = plane.normal.x * this.max.x;
  3869. max = plane.normal.x * this.min.x;
  3870. }
  3871. if ( plane.normal.y > 0 ) {
  3872. min += plane.normal.y * this.min.y;
  3873. max += plane.normal.y * this.max.y;
  3874. } else {
  3875. min += plane.normal.y * this.max.y;
  3876. max += plane.normal.y * this.min.y;
  3877. }
  3878. if ( plane.normal.z > 0 ) {
  3879. min += plane.normal.z * this.min.z;
  3880. max += plane.normal.z * this.max.z;
  3881. } else {
  3882. min += plane.normal.z * this.max.z;
  3883. max += plane.normal.z * this.min.z;
  3884. }
  3885. return ( min <= - plane.constant && max >= - plane.constant );
  3886. },
  3887. intersectsTriangle: function ( triangle ) {
  3888. if ( this.isEmpty() ) {
  3889. return false;
  3890. }
  3891. // compute box center and extents
  3892. this.getCenter( _center );
  3893. _extents.subVectors( this.max, _center );
  3894. // translate triangle to aabb origin
  3895. _v0.subVectors( triangle.a, _center );
  3896. _v1$2.subVectors( triangle.b, _center );
  3897. _v2.subVectors( triangle.c, _center );
  3898. // compute edge vectors for triangle
  3899. _f0.subVectors( _v1$2, _v0 );
  3900. _f1.subVectors( _v2, _v1$2 );
  3901. _f2.subVectors( _v0, _v2 );
  3902. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3903. // 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
  3904. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3905. var axes = [
  3906. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3907. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3908. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3909. ];
  3910. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3911. return false;
  3912. }
  3913. // test 3 face normals from the aabb
  3914. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3915. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3916. return false;
  3917. }
  3918. // finally testing the face normal of the triangle
  3919. // use already existing triangle edge vectors here
  3920. _triangleNormal.crossVectors( _f0, _f1 );
  3921. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3922. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3923. },
  3924. clampPoint: function ( point, target ) {
  3925. if ( target === undefined ) {
  3926. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3927. target = new Vector3();
  3928. }
  3929. return target.copy( point ).clamp( this.min, this.max );
  3930. },
  3931. distanceToPoint: function ( point ) {
  3932. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3933. return clampedPoint.sub( point ).length();
  3934. },
  3935. getBoundingSphere: function ( target ) {
  3936. if ( target === undefined ) {
  3937. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3938. //target = new Sphere(); // removed to avoid cyclic dependency
  3939. }
  3940. this.getCenter( target.center );
  3941. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3942. return target;
  3943. },
  3944. intersect: function ( box ) {
  3945. this.min.max( box.min );
  3946. this.max.min( box.max );
  3947. // 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.
  3948. if ( this.isEmpty() ) { this.makeEmpty(); }
  3949. return this;
  3950. },
  3951. union: function ( box ) {
  3952. this.min.min( box.min );
  3953. this.max.max( box.max );
  3954. return this;
  3955. },
  3956. applyMatrix4: function ( matrix ) {
  3957. // transform of empty box is an empty box.
  3958. if ( this.isEmpty() ) { return this; }
  3959. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3960. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3961. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3962. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3963. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3964. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3965. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3966. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3967. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3968. this.setFromPoints( _points );
  3969. return this;
  3970. },
  3971. translate: function ( offset ) {
  3972. this.min.add( offset );
  3973. this.max.add( offset );
  3974. return this;
  3975. },
  3976. equals: function ( box ) {
  3977. return box.min.equals( this.min ) && box.max.equals( this.max );
  3978. }
  3979. } );
  3980. function satForAxes( axes, v0, v1, v2, extents ) {
  3981. var i, j;
  3982. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3983. _testAxis.fromArray( axes, i );
  3984. // project the aabb onto the seperating axis
  3985. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3986. // project all 3 vertices of the triangle onto the seperating axis
  3987. var p0 = v0.dot( _testAxis );
  3988. var p1 = v1.dot( _testAxis );
  3989. var p2 = v2.dot( _testAxis );
  3990. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3991. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3992. // points of the projected triangle are outside the projected half-length of the aabb
  3993. // the axis is seperating and we can exit
  3994. return false;
  3995. }
  3996. }
  3997. return true;
  3998. }
  3999. var _box$1 = new Box3();
  4000. /**
  4001. * @author bhouston / http://clara.io
  4002. * @author mrdoob / http://mrdoob.com/
  4003. */
  4004. function Sphere( center, radius ) {
  4005. this.center = ( center !== undefined ) ? center : new Vector3();
  4006. this.radius = ( radius !== undefined ) ? radius : 0;
  4007. }
  4008. Object.assign( Sphere.prototype, {
  4009. set: function ( center, radius ) {
  4010. this.center.copy( center );
  4011. this.radius = radius;
  4012. return this;
  4013. },
  4014. setFromPoints: function ( points, optionalCenter ) {
  4015. var center = this.center;
  4016. if ( optionalCenter !== undefined ) {
  4017. center.copy( optionalCenter );
  4018. } else {
  4019. _box$1.setFromPoints( points ).getCenter( center );
  4020. }
  4021. var maxRadiusSq = 0;
  4022. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4023. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4024. }
  4025. this.radius = Math.sqrt( maxRadiusSq );
  4026. return this;
  4027. },
  4028. clone: function () {
  4029. return new this.constructor().copy( this );
  4030. },
  4031. copy: function ( sphere ) {
  4032. this.center.copy( sphere.center );
  4033. this.radius = sphere.radius;
  4034. return this;
  4035. },
  4036. empty: function () {
  4037. return ( this.radius <= 0 );
  4038. },
  4039. containsPoint: function ( point ) {
  4040. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4041. },
  4042. distanceToPoint: function ( point ) {
  4043. return ( point.distanceTo( this.center ) - this.radius );
  4044. },
  4045. intersectsSphere: function ( sphere ) {
  4046. var radiusSum = this.radius + sphere.radius;
  4047. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4048. },
  4049. intersectsBox: function ( box ) {
  4050. return box.intersectsSphere( this );
  4051. },
  4052. intersectsPlane: function ( plane ) {
  4053. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4054. },
  4055. clampPoint: function ( point, target ) {
  4056. var deltaLengthSq = this.center.distanceToSquared( point );
  4057. if ( target === undefined ) {
  4058. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4059. target = new Vector3();
  4060. }
  4061. target.copy( point );
  4062. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4063. target.sub( this.center ).normalize();
  4064. target.multiplyScalar( this.radius ).add( this.center );
  4065. }
  4066. return target;
  4067. },
  4068. getBoundingBox: function ( target ) {
  4069. if ( target === undefined ) {
  4070. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4071. target = new Box3();
  4072. }
  4073. target.set( this.center, this.center );
  4074. target.expandByScalar( this.radius );
  4075. return target;
  4076. },
  4077. applyMatrix4: function ( matrix ) {
  4078. this.center.applyMatrix4( matrix );
  4079. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4080. return this;
  4081. },
  4082. translate: function ( offset ) {
  4083. this.center.add( offset );
  4084. return this;
  4085. },
  4086. equals: function ( sphere ) {
  4087. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4088. }
  4089. } );
  4090. var _vector$3 = new Vector3();
  4091. var _segCenter = new Vector3();
  4092. var _segDir = new Vector3();
  4093. var _diff = new Vector3();
  4094. var _edge1 = new Vector3();
  4095. var _edge2 = new Vector3();
  4096. var _normal = new Vector3();
  4097. /**
  4098. * @author bhouston / http://clara.io
  4099. */
  4100. function Ray( origin, direction ) {
  4101. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4102. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4103. }
  4104. Object.assign( Ray.prototype, {
  4105. set: function ( origin, direction ) {
  4106. this.origin.copy( origin );
  4107. this.direction.copy( direction );
  4108. return this;
  4109. },
  4110. clone: function () {
  4111. return new this.constructor().copy( this );
  4112. },
  4113. copy: function ( ray ) {
  4114. this.origin.copy( ray.origin );
  4115. this.direction.copy( ray.direction );
  4116. return this;
  4117. },
  4118. at: function ( t, target ) {
  4119. if ( target === undefined ) {
  4120. console.warn( 'THREE.Ray: .at() target is now required' );
  4121. target = new Vector3();
  4122. }
  4123. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4124. },
  4125. lookAt: function ( v ) {
  4126. this.direction.copy( v ).sub( this.origin ).normalize();
  4127. return this;
  4128. },
  4129. recast: function ( t ) {
  4130. this.origin.copy( this.at( t, _vector$3 ) );
  4131. return this;
  4132. },
  4133. closestPointToPoint: function ( point, target ) {
  4134. if ( target === undefined ) {
  4135. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4136. target = new Vector3();
  4137. }
  4138. target.subVectors( point, this.origin );
  4139. var directionDistance = target.dot( this.direction );
  4140. if ( directionDistance < 0 ) {
  4141. return target.copy( this.origin );
  4142. }
  4143. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4144. },
  4145. distanceToPoint: function ( point ) {
  4146. return Math.sqrt( this.distanceSqToPoint( point ) );
  4147. },
  4148. distanceSqToPoint: function ( point ) {
  4149. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4150. // point behind the ray
  4151. if ( directionDistance < 0 ) {
  4152. return this.origin.distanceToSquared( point );
  4153. }
  4154. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4155. return _vector$3.distanceToSquared( point );
  4156. },
  4157. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4158. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4159. // It returns the min distance between the ray and the segment
  4160. // defined by v0 and v1
  4161. // It can also set two optional targets :
  4162. // - The closest point on the ray
  4163. // - The closest point on the segment
  4164. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4165. _segDir.copy( v1 ).sub( v0 ).normalize();
  4166. _diff.copy( this.origin ).sub( _segCenter );
  4167. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4168. var a01 = - this.direction.dot( _segDir );
  4169. var b0 = _diff.dot( this.direction );
  4170. var b1 = - _diff.dot( _segDir );
  4171. var c = _diff.lengthSq();
  4172. var det = Math.abs( 1 - a01 * a01 );
  4173. var s0, s1, sqrDist, extDet;
  4174. if ( det > 0 ) {
  4175. // The ray and segment are not parallel.
  4176. s0 = a01 * b1 - b0;
  4177. s1 = a01 * b0 - b1;
  4178. extDet = segExtent * det;
  4179. if ( s0 >= 0 ) {
  4180. if ( s1 >= - extDet ) {
  4181. if ( s1 <= extDet ) {
  4182. // region 0
  4183. // Minimum at interior points of ray and segment.
  4184. var invDet = 1 / det;
  4185. s0 *= invDet;
  4186. s1 *= invDet;
  4187. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4188. } else {
  4189. // region 1
  4190. s1 = segExtent;
  4191. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4192. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4193. }
  4194. } else {
  4195. // region 5
  4196. s1 = - segExtent;
  4197. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4198. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4199. }
  4200. } else {
  4201. if ( s1 <= - extDet ) {
  4202. // region 4
  4203. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4204. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4205. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4206. } else if ( s1 <= extDet ) {
  4207. // region 3
  4208. s0 = 0;
  4209. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4210. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4211. } else {
  4212. // region 2
  4213. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4214. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4215. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4216. }
  4217. }
  4218. } else {
  4219. // Ray and segment are parallel.
  4220. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4221. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4223. }
  4224. if ( optionalPointOnRay ) {
  4225. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4226. }
  4227. if ( optionalPointOnSegment ) {
  4228. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4229. }
  4230. return sqrDist;
  4231. },
  4232. intersectSphere: function ( sphere, target ) {
  4233. _vector$3.subVectors( sphere.center, this.origin );
  4234. var tca = _vector$3.dot( this.direction );
  4235. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4236. var radius2 = sphere.radius * sphere.radius;
  4237. if ( d2 > radius2 ) { return null; }
  4238. var thc = Math.sqrt( radius2 - d2 );
  4239. // t0 = first intersect point - entrance on front of sphere
  4240. var t0 = tca - thc;
  4241. // t1 = second intersect point - exit point on back of sphere
  4242. var t1 = tca + thc;
  4243. // test to see if both t0 and t1 are behind the ray - if so, return null
  4244. if ( t0 < 0 && t1 < 0 ) { return null; }
  4245. // test to see if t0 is behind the ray:
  4246. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4247. // in order to always return an intersect point that is in front of the ray.
  4248. if ( t0 < 0 ) { return this.at( t1, target ); }
  4249. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4250. return this.at( t0, target );
  4251. },
  4252. intersectsSphere: function ( sphere ) {
  4253. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4254. },
  4255. distanceToPlane: function ( plane ) {
  4256. var denominator = plane.normal.dot( this.direction );
  4257. if ( denominator === 0 ) {
  4258. // line is coplanar, return origin
  4259. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4260. return 0;
  4261. }
  4262. // Null is preferable to undefined since undefined means.... it is undefined
  4263. return null;
  4264. }
  4265. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4266. // Return if the ray never intersects the plane
  4267. return t >= 0 ? t : null;
  4268. },
  4269. intersectPlane: function ( plane, target ) {
  4270. var t = this.distanceToPlane( plane );
  4271. if ( t === null ) {
  4272. return null;
  4273. }
  4274. return this.at( t, target );
  4275. },
  4276. intersectsPlane: function ( plane ) {
  4277. // check if the ray lies on the plane first
  4278. var distToPoint = plane.distanceToPoint( this.origin );
  4279. if ( distToPoint === 0 ) {
  4280. return true;
  4281. }
  4282. var denominator = plane.normal.dot( this.direction );
  4283. if ( denominator * distToPoint < 0 ) {
  4284. return true;
  4285. }
  4286. // ray origin is behind the plane (and is pointing behind it)
  4287. return false;
  4288. },
  4289. intersectBox: function ( box, target ) {
  4290. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4291. var invdirx = 1 / this.direction.x,
  4292. invdiry = 1 / this.direction.y,
  4293. invdirz = 1 / this.direction.z;
  4294. var origin = this.origin;
  4295. if ( invdirx >= 0 ) {
  4296. tmin = ( box.min.x - origin.x ) * invdirx;
  4297. tmax = ( box.max.x - origin.x ) * invdirx;
  4298. } else {
  4299. tmin = ( box.max.x - origin.x ) * invdirx;
  4300. tmax = ( box.min.x - origin.x ) * invdirx;
  4301. }
  4302. if ( invdiry >= 0 ) {
  4303. tymin = ( box.min.y - origin.y ) * invdiry;
  4304. tymax = ( box.max.y - origin.y ) * invdiry;
  4305. } else {
  4306. tymin = ( box.max.y - origin.y ) * invdiry;
  4307. tymax = ( box.min.y - origin.y ) * invdiry;
  4308. }
  4309. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4310. // These lines also handle the case where tmin or tmax is NaN
  4311. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4312. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4313. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4314. if ( invdirz >= 0 ) {
  4315. tzmin = ( box.min.z - origin.z ) * invdirz;
  4316. tzmax = ( box.max.z - origin.z ) * invdirz;
  4317. } else {
  4318. tzmin = ( box.max.z - origin.z ) * invdirz;
  4319. tzmax = ( box.min.z - origin.z ) * invdirz;
  4320. }
  4321. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4322. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4323. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4324. //return point closest to the ray (positive side)
  4325. if ( tmax < 0 ) { return null; }
  4326. return this.at( tmin >= 0 ? tmin : tmax, target );
  4327. },
  4328. intersectsBox: function ( box ) {
  4329. return this.intersectBox( box, _vector$3 ) !== null;
  4330. },
  4331. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4332. // Compute the offset origin, edges, and normal.
  4333. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4334. _edge1.subVectors( b, a );
  4335. _edge2.subVectors( c, a );
  4336. _normal.crossVectors( _edge1, _edge2 );
  4337. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4338. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4339. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4340. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4341. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4342. var DdN = this.direction.dot( _normal );
  4343. var sign;
  4344. if ( DdN > 0 ) {
  4345. if ( backfaceCulling ) { return null; }
  4346. sign = 1;
  4347. } else if ( DdN < 0 ) {
  4348. sign = - 1;
  4349. DdN = - DdN;
  4350. } else {
  4351. return null;
  4352. }
  4353. _diff.subVectors( this.origin, a );
  4354. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4355. // b1 < 0, no intersection
  4356. if ( DdQxE2 < 0 ) {
  4357. return null;
  4358. }
  4359. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4360. // b2 < 0, no intersection
  4361. if ( DdE1xQ < 0 ) {
  4362. return null;
  4363. }
  4364. // b1+b2 > 1, no intersection
  4365. if ( DdQxE2 + DdE1xQ > DdN ) {
  4366. return null;
  4367. }
  4368. // Line intersects triangle, check if ray does.
  4369. var QdN = - sign * _diff.dot( _normal );
  4370. // t < 0, no intersection
  4371. if ( QdN < 0 ) {
  4372. return null;
  4373. }
  4374. // Ray intersects triangle.
  4375. return this.at( QdN / DdN, target );
  4376. },
  4377. applyMatrix4: function ( matrix4 ) {
  4378. this.origin.applyMatrix4( matrix4 );
  4379. this.direction.transformDirection( matrix4 );
  4380. return this;
  4381. },
  4382. equals: function ( ray ) {
  4383. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4384. }
  4385. } );
  4386. /**
  4387. * @author bhouston / http://clara.io
  4388. */
  4389. var _vector1 = new Vector3();
  4390. var _vector2 = new Vector3();
  4391. var _normalMatrix = new Matrix3();
  4392. function Plane( normal, constant ) {
  4393. // normal is assumed to be normalized
  4394. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4395. this.constant = ( constant !== undefined ) ? constant : 0;
  4396. }
  4397. Object.assign( Plane.prototype, {
  4398. isPlane: true,
  4399. set: function ( normal, constant ) {
  4400. this.normal.copy( normal );
  4401. this.constant = constant;
  4402. return this;
  4403. },
  4404. setComponents: function ( x, y, z, w ) {
  4405. this.normal.set( x, y, z );
  4406. this.constant = w;
  4407. return this;
  4408. },
  4409. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4410. this.normal.copy( normal );
  4411. this.constant = - point.dot( this.normal );
  4412. return this;
  4413. },
  4414. setFromCoplanarPoints: function ( a, b, c ) {
  4415. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4416. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4417. this.setFromNormalAndCoplanarPoint( normal, a );
  4418. return this;
  4419. },
  4420. clone: function () {
  4421. return new this.constructor().copy( this );
  4422. },
  4423. copy: function ( plane ) {
  4424. this.normal.copy( plane.normal );
  4425. this.constant = plane.constant;
  4426. return this;
  4427. },
  4428. normalize: function () {
  4429. // Note: will lead to a divide by zero if the plane is invalid.
  4430. var inverseNormalLength = 1.0 / this.normal.length();
  4431. this.normal.multiplyScalar( inverseNormalLength );
  4432. this.constant *= inverseNormalLength;
  4433. return this;
  4434. },
  4435. negate: function () {
  4436. this.constant *= - 1;
  4437. this.normal.negate();
  4438. return this;
  4439. },
  4440. distanceToPoint: function ( point ) {
  4441. return this.normal.dot( point ) + this.constant;
  4442. },
  4443. distanceToSphere: function ( sphere ) {
  4444. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4445. },
  4446. projectPoint: function ( point, target ) {
  4447. if ( target === undefined ) {
  4448. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4449. target = new Vector3();
  4450. }
  4451. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4452. },
  4453. intersectLine: function ( line, target ) {
  4454. if ( target === undefined ) {
  4455. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4456. target = new Vector3();
  4457. }
  4458. var direction = line.delta( _vector1 );
  4459. var denominator = this.normal.dot( direction );
  4460. if ( denominator === 0 ) {
  4461. // line is coplanar, return origin
  4462. if ( this.distanceToPoint( line.start ) === 0 ) {
  4463. return target.copy( line.start );
  4464. }
  4465. // Unsure if this is the correct method to handle this case.
  4466. return undefined;
  4467. }
  4468. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4469. if ( t < 0 || t > 1 ) {
  4470. return undefined;
  4471. }
  4472. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4473. },
  4474. intersectsLine: function ( line ) {
  4475. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4476. var startSign = this.distanceToPoint( line.start );
  4477. var endSign = this.distanceToPoint( line.end );
  4478. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4479. },
  4480. intersectsBox: function ( box ) {
  4481. return box.intersectsPlane( this );
  4482. },
  4483. intersectsSphere: function ( sphere ) {
  4484. return sphere.intersectsPlane( this );
  4485. },
  4486. coplanarPoint: function ( target ) {
  4487. if ( target === undefined ) {
  4488. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4489. target = new Vector3();
  4490. }
  4491. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4492. },
  4493. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4494. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4495. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4496. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4497. this.constant = - referencePoint.dot( normal );
  4498. return this;
  4499. },
  4500. translate: function ( offset ) {
  4501. this.constant -= offset.dot( this.normal );
  4502. return this;
  4503. },
  4504. equals: function ( plane ) {
  4505. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4506. }
  4507. } );
  4508. /**
  4509. * @author bhouston / http://clara.io
  4510. * @author mrdoob / http://mrdoob.com/
  4511. */
  4512. var _v0$1 = new Vector3();
  4513. var _v1$3 = new Vector3();
  4514. var _v2$1 = new Vector3();
  4515. var _v3 = new Vector3();
  4516. var _vab = new Vector3();
  4517. var _vac = new Vector3();
  4518. var _vbc = new Vector3();
  4519. var _vap = new Vector3();
  4520. var _vbp = new Vector3();
  4521. var _vcp = new Vector3();
  4522. function Triangle( a, b, c ) {
  4523. this.a = ( a !== undefined ) ? a : new Vector3();
  4524. this.b = ( b !== undefined ) ? b : new Vector3();
  4525. this.c = ( c !== undefined ) ? c : new Vector3();
  4526. }
  4527. Object.assign( Triangle, {
  4528. getNormal: function ( a, b, c, target ) {
  4529. if ( target === undefined ) {
  4530. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4531. target = new Vector3();
  4532. }
  4533. target.subVectors( c, b );
  4534. _v0$1.subVectors( a, b );
  4535. target.cross( _v0$1 );
  4536. var targetLengthSq = target.lengthSq();
  4537. if ( targetLengthSq > 0 ) {
  4538. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4539. }
  4540. return target.set( 0, 0, 0 );
  4541. },
  4542. // static/instance method to calculate barycentric coordinates
  4543. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4544. getBarycoord: function ( point, a, b, c, target ) {
  4545. _v0$1.subVectors( c, a );
  4546. _v1$3.subVectors( b, a );
  4547. _v2$1.subVectors( point, a );
  4548. var dot00 = _v0$1.dot( _v0$1 );
  4549. var dot01 = _v0$1.dot( _v1$3 );
  4550. var dot02 = _v0$1.dot( _v2$1 );
  4551. var dot11 = _v1$3.dot( _v1$3 );
  4552. var dot12 = _v1$3.dot( _v2$1 );
  4553. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4554. if ( target === undefined ) {
  4555. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4556. target = new Vector3();
  4557. }
  4558. // collinear or singular triangle
  4559. if ( denom === 0 ) {
  4560. // arbitrary location outside of triangle?
  4561. // not sure if this is the best idea, maybe should be returning undefined
  4562. return target.set( - 2, - 1, - 1 );
  4563. }
  4564. var invDenom = 1 / denom;
  4565. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4566. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4567. // barycentric coordinates must always sum to 1
  4568. return target.set( 1 - u - v, v, u );
  4569. },
  4570. containsPoint: function ( point, a, b, c ) {
  4571. Triangle.getBarycoord( point, a, b, c, _v3 );
  4572. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4573. },
  4574. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4575. this.getBarycoord( point, p1, p2, p3, _v3 );
  4576. target.set( 0, 0 );
  4577. target.addScaledVector( uv1, _v3.x );
  4578. target.addScaledVector( uv2, _v3.y );
  4579. target.addScaledVector( uv3, _v3.z );
  4580. return target;
  4581. },
  4582. isFrontFacing: function ( a, b, c, direction ) {
  4583. _v0$1.subVectors( c, b );
  4584. _v1$3.subVectors( a, b );
  4585. // strictly front facing
  4586. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4587. }
  4588. } );
  4589. Object.assign( Triangle.prototype, {
  4590. set: function ( a, b, c ) {
  4591. this.a.copy( a );
  4592. this.b.copy( b );
  4593. this.c.copy( c );
  4594. return this;
  4595. },
  4596. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4597. this.a.copy( points[ i0 ] );
  4598. this.b.copy( points[ i1 ] );
  4599. this.c.copy( points[ i2 ] );
  4600. return this;
  4601. },
  4602. clone: function () {
  4603. return new this.constructor().copy( this );
  4604. },
  4605. copy: function ( triangle ) {
  4606. this.a.copy( triangle.a );
  4607. this.b.copy( triangle.b );
  4608. this.c.copy( triangle.c );
  4609. return this;
  4610. },
  4611. getArea: function () {
  4612. _v0$1.subVectors( this.c, this.b );
  4613. _v1$3.subVectors( this.a, this.b );
  4614. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4615. },
  4616. getMidpoint: function ( target ) {
  4617. if ( target === undefined ) {
  4618. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4619. target = new Vector3();
  4620. }
  4621. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4622. },
  4623. getNormal: function ( target ) {
  4624. return Triangle.getNormal( this.a, this.b, this.c, target );
  4625. },
  4626. getPlane: function ( target ) {
  4627. if ( target === undefined ) {
  4628. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4629. target = new Plane();
  4630. }
  4631. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4632. },
  4633. getBarycoord: function ( point, target ) {
  4634. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4635. },
  4636. getUV: function ( point, uv1, uv2, uv3, target ) {
  4637. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4638. },
  4639. containsPoint: function ( point ) {
  4640. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4641. },
  4642. isFrontFacing: function ( direction ) {
  4643. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4644. },
  4645. intersectsBox: function ( box ) {
  4646. return box.intersectsTriangle( this );
  4647. },
  4648. closestPointToPoint: function ( p, target ) {
  4649. if ( target === undefined ) {
  4650. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4651. target = new Vector3();
  4652. }
  4653. var a = this.a, b = this.b, c = this.c;
  4654. var v, w;
  4655. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4656. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4657. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4658. // basically, we're distinguishing which of the voronoi regions of the triangle
  4659. // the point lies in with the minimum amount of redundant computation.
  4660. _vab.subVectors( b, a );
  4661. _vac.subVectors( c, a );
  4662. _vap.subVectors( p, a );
  4663. var d1 = _vab.dot( _vap );
  4664. var d2 = _vac.dot( _vap );
  4665. if ( d1 <= 0 && d2 <= 0 ) {
  4666. // vertex region of A; barycentric coords (1, 0, 0)
  4667. return target.copy( a );
  4668. }
  4669. _vbp.subVectors( p, b );
  4670. var d3 = _vab.dot( _vbp );
  4671. var d4 = _vac.dot( _vbp );
  4672. if ( d3 >= 0 && d4 <= d3 ) {
  4673. // vertex region of B; barycentric coords (0, 1, 0)
  4674. return target.copy( b );
  4675. }
  4676. var vc = d1 * d4 - d3 * d2;
  4677. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4678. v = d1 / ( d1 - d3 );
  4679. // edge region of AB; barycentric coords (1-v, v, 0)
  4680. return target.copy( a ).addScaledVector( _vab, v );
  4681. }
  4682. _vcp.subVectors( p, c );
  4683. var d5 = _vab.dot( _vcp );
  4684. var d6 = _vac.dot( _vcp );
  4685. if ( d6 >= 0 && d5 <= d6 ) {
  4686. // vertex region of C; barycentric coords (0, 0, 1)
  4687. return target.copy( c );
  4688. }
  4689. var vb = d5 * d2 - d1 * d6;
  4690. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4691. w = d2 / ( d2 - d6 );
  4692. // edge region of AC; barycentric coords (1-w, 0, w)
  4693. return target.copy( a ).addScaledVector( _vac, w );
  4694. }
  4695. var va = d3 * d6 - d5 * d4;
  4696. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4697. _vbc.subVectors( c, b );
  4698. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4699. // edge region of BC; barycentric coords (0, 1-w, w)
  4700. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4701. }
  4702. // face region
  4703. var denom = 1 / ( va + vb + vc );
  4704. // u = va * denom
  4705. v = vb * denom;
  4706. w = vc * denom;
  4707. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4708. },
  4709. equals: function ( triangle ) {
  4710. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4711. }
  4712. } );
  4713. /**
  4714. * @author mrdoob / http://mrdoob.com/
  4715. */
  4716. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4717. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4718. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4719. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4720. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4721. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4722. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4723. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4724. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4725. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4726. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4727. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4728. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4729. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4730. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4731. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4732. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4733. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4734. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4735. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4736. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4737. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4738. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4739. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4740. var _hslA = { h: 0, s: 0, l: 0 };
  4741. var _hslB = { h: 0, s: 0, l: 0 };
  4742. function Color( r, g, b ) {
  4743. if ( g === undefined && b === undefined ) {
  4744. // r is THREE.Color, hex or string
  4745. return this.set( r );
  4746. }
  4747. return this.setRGB( r, g, b );
  4748. }
  4749. function hue2rgb( p, q, t ) {
  4750. if ( t < 0 ) { t += 1; }
  4751. if ( t > 1 ) { t -= 1; }
  4752. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4753. if ( t < 1 / 2 ) { return q; }
  4754. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4755. return p;
  4756. }
  4757. function SRGBToLinear( c ) {
  4758. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4759. }
  4760. function LinearToSRGB( c ) {
  4761. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4762. }
  4763. Object.assign( Color.prototype, {
  4764. isColor: true,
  4765. r: 1, g: 1, b: 1,
  4766. set: function ( value ) {
  4767. if ( value && value.isColor ) {
  4768. this.copy( value );
  4769. } else if ( typeof value === 'number' ) {
  4770. this.setHex( value );
  4771. } else if ( typeof value === 'string' ) {
  4772. this.setStyle( value );
  4773. }
  4774. return this;
  4775. },
  4776. setScalar: function ( scalar ) {
  4777. this.r = scalar;
  4778. this.g = scalar;
  4779. this.b = scalar;
  4780. return this;
  4781. },
  4782. setHex: function ( hex ) {
  4783. hex = Math.floor( hex );
  4784. this.r = ( hex >> 16 & 255 ) / 255;
  4785. this.g = ( hex >> 8 & 255 ) / 255;
  4786. this.b = ( hex & 255 ) / 255;
  4787. return this;
  4788. },
  4789. setRGB: function ( r, g, b ) {
  4790. this.r = r;
  4791. this.g = g;
  4792. this.b = b;
  4793. return this;
  4794. },
  4795. setHSL: function ( h, s, l ) {
  4796. // h,s,l ranges are in 0.0 - 1.0
  4797. h = _Math.euclideanModulo( h, 1 );
  4798. s = _Math.clamp( s, 0, 1 );
  4799. l = _Math.clamp( l, 0, 1 );
  4800. if ( s === 0 ) {
  4801. this.r = this.g = this.b = l;
  4802. } else {
  4803. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4804. var q = ( 2 * l ) - p;
  4805. this.r = hue2rgb( q, p, h + 1 / 3 );
  4806. this.g = hue2rgb( q, p, h );
  4807. this.b = hue2rgb( q, p, h - 1 / 3 );
  4808. }
  4809. return this;
  4810. },
  4811. setStyle: function ( style ) {
  4812. function handleAlpha( string ) {
  4813. if ( string === undefined ) { return; }
  4814. if ( parseFloat( string ) < 1 ) {
  4815. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4816. }
  4817. }
  4818. var m;
  4819. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4820. // rgb / hsl
  4821. var color;
  4822. var name = m[ 1 ];
  4823. var components = m[ 2 ];
  4824. switch ( name ) {
  4825. case 'rgb':
  4826. case 'rgba':
  4827. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4828. // rgb(255,0,0) rgba(255,0,0,0.5)
  4829. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4830. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4831. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4832. handleAlpha( color[ 5 ] );
  4833. return this;
  4834. }
  4835. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4836. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4837. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4838. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4839. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4840. handleAlpha( color[ 5 ] );
  4841. return this;
  4842. }
  4843. break;
  4844. case 'hsl':
  4845. case 'hsla':
  4846. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4847. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4848. var h = parseFloat( color[ 1 ] ) / 360;
  4849. var s = parseInt( color[ 2 ], 10 ) / 100;
  4850. var l = parseInt( color[ 3 ], 10 ) / 100;
  4851. handleAlpha( color[ 5 ] );
  4852. return this.setHSL( h, s, l );
  4853. }
  4854. break;
  4855. }
  4856. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4857. // hex color
  4858. var hex = m[ 1 ];
  4859. var size = hex.length;
  4860. if ( size === 3 ) {
  4861. // #ff0
  4862. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4863. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4864. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4865. return this;
  4866. } else if ( size === 6 ) {
  4867. // #ff0000
  4868. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4869. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4870. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4871. return this;
  4872. }
  4873. }
  4874. if ( style && style.length > 0 ) {
  4875. return this.setColorName( style );
  4876. }
  4877. return this;
  4878. },
  4879. setColorName: function ( style ) {
  4880. // color keywords
  4881. var hex = _colorKeywords[ style ];
  4882. if ( hex !== undefined ) {
  4883. // red
  4884. this.setHex( hex );
  4885. } else {
  4886. // unknown color
  4887. console.warn( 'THREE.Color: Unknown color ' + style );
  4888. }
  4889. return this;
  4890. },
  4891. clone: function () {
  4892. return new this.constructor( this.r, this.g, this.b );
  4893. },
  4894. copy: function ( color ) {
  4895. this.r = color.r;
  4896. this.g = color.g;
  4897. this.b = color.b;
  4898. return this;
  4899. },
  4900. copyGammaToLinear: function ( color, gammaFactor ) {
  4901. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4902. this.r = Math.pow( color.r, gammaFactor );
  4903. this.g = Math.pow( color.g, gammaFactor );
  4904. this.b = Math.pow( color.b, gammaFactor );
  4905. return this;
  4906. },
  4907. copyLinearToGamma: function ( color, gammaFactor ) {
  4908. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4909. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4910. this.r = Math.pow( color.r, safeInverse );
  4911. this.g = Math.pow( color.g, safeInverse );
  4912. this.b = Math.pow( color.b, safeInverse );
  4913. return this;
  4914. },
  4915. convertGammaToLinear: function ( gammaFactor ) {
  4916. this.copyGammaToLinear( this, gammaFactor );
  4917. return this;
  4918. },
  4919. convertLinearToGamma: function ( gammaFactor ) {
  4920. this.copyLinearToGamma( this, gammaFactor );
  4921. return this;
  4922. },
  4923. copySRGBToLinear: function ( color ) {
  4924. this.r = SRGBToLinear( color.r );
  4925. this.g = SRGBToLinear( color.g );
  4926. this.b = SRGBToLinear( color.b );
  4927. return this;
  4928. },
  4929. copyLinearToSRGB: function ( color ) {
  4930. this.r = LinearToSRGB( color.r );
  4931. this.g = LinearToSRGB( color.g );
  4932. this.b = LinearToSRGB( color.b );
  4933. return this;
  4934. },
  4935. convertSRGBToLinear: function () {
  4936. this.copySRGBToLinear( this );
  4937. return this;
  4938. },
  4939. convertLinearToSRGB: function () {
  4940. this.copyLinearToSRGB( this );
  4941. return this;
  4942. },
  4943. getHex: function () {
  4944. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4945. },
  4946. getHexString: function () {
  4947. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4948. },
  4949. getHSL: function ( target ) {
  4950. // h,s,l ranges are in 0.0 - 1.0
  4951. if ( target === undefined ) {
  4952. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4953. target = { h: 0, s: 0, l: 0 };
  4954. }
  4955. var r = this.r, g = this.g, b = this.b;
  4956. var max = Math.max( r, g, b );
  4957. var min = Math.min( r, g, b );
  4958. var hue, saturation;
  4959. var lightness = ( min + max ) / 2.0;
  4960. if ( min === max ) {
  4961. hue = 0;
  4962. saturation = 0;
  4963. } else {
  4964. var delta = max - min;
  4965. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4966. switch ( max ) {
  4967. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4968. case g: hue = ( b - r ) / delta + 2; break;
  4969. case b: hue = ( r - g ) / delta + 4; break;
  4970. }
  4971. hue /= 6;
  4972. }
  4973. target.h = hue;
  4974. target.s = saturation;
  4975. target.l = lightness;
  4976. return target;
  4977. },
  4978. getStyle: function () {
  4979. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4980. },
  4981. offsetHSL: function ( h, s, l ) {
  4982. this.getHSL( _hslA );
  4983. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4984. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4985. return this;
  4986. },
  4987. add: function ( color ) {
  4988. this.r += color.r;
  4989. this.g += color.g;
  4990. this.b += color.b;
  4991. return this;
  4992. },
  4993. addColors: function ( color1, color2 ) {
  4994. this.r = color1.r + color2.r;
  4995. this.g = color1.g + color2.g;
  4996. this.b = color1.b + color2.b;
  4997. return this;
  4998. },
  4999. addScalar: function ( s ) {
  5000. this.r += s;
  5001. this.g += s;
  5002. this.b += s;
  5003. return this;
  5004. },
  5005. sub: function ( color ) {
  5006. this.r = Math.max( 0, this.r - color.r );
  5007. this.g = Math.max( 0, this.g - color.g );
  5008. this.b = Math.max( 0, this.b - color.b );
  5009. return this;
  5010. },
  5011. multiply: function ( color ) {
  5012. this.r *= color.r;
  5013. this.g *= color.g;
  5014. this.b *= color.b;
  5015. return this;
  5016. },
  5017. multiplyScalar: function ( s ) {
  5018. this.r *= s;
  5019. this.g *= s;
  5020. this.b *= s;
  5021. return this;
  5022. },
  5023. lerp: function ( color, alpha ) {
  5024. this.r += ( color.r - this.r ) * alpha;
  5025. this.g += ( color.g - this.g ) * alpha;
  5026. this.b += ( color.b - this.b ) * alpha;
  5027. return this;
  5028. },
  5029. lerpHSL: function ( color, alpha ) {
  5030. this.getHSL( _hslA );
  5031. color.getHSL( _hslB );
  5032. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  5033. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  5034. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  5035. this.setHSL( h, s, l );
  5036. return this;
  5037. },
  5038. equals: function ( c ) {
  5039. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5040. },
  5041. fromArray: function ( array, offset ) {
  5042. if ( offset === undefined ) { offset = 0; }
  5043. this.r = array[ offset ];
  5044. this.g = array[ offset + 1 ];
  5045. this.b = array[ offset + 2 ];
  5046. return this;
  5047. },
  5048. toArray: function ( array, offset ) {
  5049. if ( array === undefined ) { array = []; }
  5050. if ( offset === undefined ) { offset = 0; }
  5051. array[ offset ] = this.r;
  5052. array[ offset + 1 ] = this.g;
  5053. array[ offset + 2 ] = this.b;
  5054. return array;
  5055. },
  5056. toJSON: function () {
  5057. return this.getHex();
  5058. }
  5059. } );
  5060. Color.NAMES = _colorKeywords;
  5061. /**
  5062. * @author mrdoob / http://mrdoob.com/
  5063. * @author alteredq / http://alteredqualia.com/
  5064. */
  5065. function Face3( a, b, c, normal, color, materialIndex ) {
  5066. this.a = a;
  5067. this.b = b;
  5068. this.c = c;
  5069. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5070. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5071. this.color = ( color && color.isColor ) ? color : new Color();
  5072. this.vertexColors = Array.isArray( color ) ? color : [];
  5073. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5074. }
  5075. Object.assign( Face3.prototype, {
  5076. clone: function () {
  5077. return new this.constructor().copy( this );
  5078. },
  5079. copy: function ( source ) {
  5080. this.a = source.a;
  5081. this.b = source.b;
  5082. this.c = source.c;
  5083. this.normal.copy( source.normal );
  5084. this.color.copy( source.color );
  5085. this.materialIndex = source.materialIndex;
  5086. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5087. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5088. }
  5089. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5090. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5091. }
  5092. return this;
  5093. }
  5094. } );
  5095. /**
  5096. * @author mrdoob / http://mrdoob.com/
  5097. * @author alteredq / http://alteredqualia.com/
  5098. */
  5099. var materialId = 0;
  5100. function Material() {
  5101. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5102. this.uuid = _Math.generateUUID();
  5103. this.name = '';
  5104. this.type = 'Material';
  5105. this.fog = true;
  5106. this.blending = NormalBlending;
  5107. this.side = FrontSide;
  5108. this.flatShading = false;
  5109. this.vertexTangents = false;
  5110. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5111. this.opacity = 1;
  5112. this.transparent = false;
  5113. this.blendSrc = SrcAlphaFactor;
  5114. this.blendDst = OneMinusSrcAlphaFactor;
  5115. this.blendEquation = AddEquation;
  5116. this.blendSrcAlpha = null;
  5117. this.blendDstAlpha = null;
  5118. this.blendEquationAlpha = null;
  5119. this.depthFunc = LessEqualDepth;
  5120. this.depthTest = true;
  5121. this.depthWrite = true;
  5122. this.stencilWriteMask = 0xff;
  5123. this.stencilFunc = AlwaysStencilFunc;
  5124. this.stencilRef = 0;
  5125. this.stencilFuncMask = 0xff;
  5126. this.stencilFail = KeepStencilOp;
  5127. this.stencilZFail = KeepStencilOp;
  5128. this.stencilZPass = KeepStencilOp;
  5129. this.stencilWrite = false;
  5130. this.clippingPlanes = null;
  5131. this.clipIntersection = false;
  5132. this.clipShadows = false;
  5133. this.shadowSide = null;
  5134. this.colorWrite = true;
  5135. this.precision = null; // override the renderer's default precision for this material
  5136. this.polygonOffset = false;
  5137. this.polygonOffsetFactor = 0;
  5138. this.polygonOffsetUnits = 0;
  5139. this.dithering = false;
  5140. this.alphaTest = 0;
  5141. this.premultipliedAlpha = false;
  5142. this.visible = true;
  5143. this.toneMapped = true;
  5144. this.userData = {};
  5145. this.version = 0;
  5146. }
  5147. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5148. constructor: Material,
  5149. isMaterial: true,
  5150. onBeforeCompile: function () {},
  5151. setValues: function ( values ) {
  5152. if ( values === undefined ) { return; }
  5153. for ( var key in values ) {
  5154. var newValue = values[ key ];
  5155. if ( newValue === undefined ) {
  5156. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5157. continue;
  5158. }
  5159. // for backward compatability if shading is set in the constructor
  5160. if ( key === 'shading' ) {
  5161. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5162. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5163. continue;
  5164. }
  5165. var currentValue = this[ key ];
  5166. if ( currentValue === undefined ) {
  5167. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5168. continue;
  5169. }
  5170. if ( currentValue && currentValue.isColor ) {
  5171. currentValue.set( newValue );
  5172. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5173. currentValue.copy( newValue );
  5174. } else {
  5175. this[ key ] = newValue;
  5176. }
  5177. }
  5178. },
  5179. toJSON: function ( meta ) {
  5180. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5181. if ( isRoot ) {
  5182. meta = {
  5183. textures: {},
  5184. images: {}
  5185. };
  5186. }
  5187. var data = {
  5188. metadata: {
  5189. version: 4.5,
  5190. type: 'Material',
  5191. generator: 'Material.toJSON'
  5192. }
  5193. };
  5194. // standard Material serialization
  5195. data.uuid = this.uuid;
  5196. data.type = this.type;
  5197. if ( this.name !== '' ) { data.name = this.name; }
  5198. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5199. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5200. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5201. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5202. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5203. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5204. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5205. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5206. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5207. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5208. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5209. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5210. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5211. }
  5212. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5213. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5214. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5215. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5216. if ( this.aoMap && this.aoMap.isTexture ) {
  5217. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5218. data.aoMapIntensity = this.aoMapIntensity;
  5219. }
  5220. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5221. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5222. data.bumpScale = this.bumpScale;
  5223. }
  5224. if ( this.normalMap && this.normalMap.isTexture ) {
  5225. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5226. data.normalMapType = this.normalMapType;
  5227. data.normalScale = this.normalScale.toArray();
  5228. }
  5229. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5230. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5231. data.displacementScale = this.displacementScale;
  5232. data.displacementBias = this.displacementBias;
  5233. }
  5234. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5235. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5236. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5237. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5238. if ( this.envMap && this.envMap.isTexture ) {
  5239. data.envMap = this.envMap.toJSON( meta ).uuid;
  5240. data.reflectivity = this.reflectivity; // Scale behind envMap
  5241. data.refractionRatio = this.refractionRatio;
  5242. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5243. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5244. }
  5245. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5246. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5247. }
  5248. if ( this.size !== undefined ) { data.size = this.size; }
  5249. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5250. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5251. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5252. if ( this.side !== FrontSide ) { data.side = this.side; }
  5253. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5254. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5255. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5256. data.depthFunc = this.depthFunc;
  5257. data.depthTest = this.depthTest;
  5258. data.depthWrite = this.depthWrite;
  5259. data.stencilWrite = this.stencilWrite;
  5260. data.stencilWriteMask = this.stencilWriteMask;
  5261. data.stencilFunc = this.stencilFunc;
  5262. data.stencilRef = this.stencilRef;
  5263. data.stencilFuncMask = this.stencilFuncMask;
  5264. data.stencilFail = this.stencilFail;
  5265. data.stencilZFail = this.stencilZFail;
  5266. data.stencilZPass = this.stencilZPass;
  5267. // rotation (SpriteMaterial)
  5268. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5269. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5270. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5271. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5272. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5273. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5274. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5275. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5276. if ( this.dithering === true ) { data.dithering = true; }
  5277. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5278. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5279. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5280. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5281. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5282. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5283. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5284. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5285. if ( this.skinning === true ) { data.skinning = true; }
  5286. if ( this.visible === false ) { data.visible = false; }
  5287. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5288. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5289. // TODO: Copied from Object3D.toJSON
  5290. function extractFromCache( cache ) {
  5291. var values = [];
  5292. for ( var key in cache ) {
  5293. var data = cache[ key ];
  5294. delete data.metadata;
  5295. values.push( data );
  5296. }
  5297. return values;
  5298. }
  5299. if ( isRoot ) {
  5300. var textures = extractFromCache( meta.textures );
  5301. var images = extractFromCache( meta.images );
  5302. if ( textures.length > 0 ) { data.textures = textures; }
  5303. if ( images.length > 0 ) { data.images = images; }
  5304. }
  5305. return data;
  5306. },
  5307. clone: function () {
  5308. return new this.constructor().copy( this );
  5309. },
  5310. copy: function ( source ) {
  5311. this.name = source.name;
  5312. this.fog = source.fog;
  5313. this.blending = source.blending;
  5314. this.side = source.side;
  5315. this.flatShading = source.flatShading;
  5316. this.vertexTangents = source.vertexTangents;
  5317. this.vertexColors = source.vertexColors;
  5318. this.opacity = source.opacity;
  5319. this.transparent = source.transparent;
  5320. this.blendSrc = source.blendSrc;
  5321. this.blendDst = source.blendDst;
  5322. this.blendEquation = source.blendEquation;
  5323. this.blendSrcAlpha = source.blendSrcAlpha;
  5324. this.blendDstAlpha = source.blendDstAlpha;
  5325. this.blendEquationAlpha = source.blendEquationAlpha;
  5326. this.depthFunc = source.depthFunc;
  5327. this.depthTest = source.depthTest;
  5328. this.depthWrite = source.depthWrite;
  5329. this.stencilWriteMask = source.stencilWriteMask;
  5330. this.stencilFunc = source.stencilFunc;
  5331. this.stencilRef = source.stencilRef;
  5332. this.stencilFuncMask = source.stencilFuncMask;
  5333. this.stencilFail = source.stencilFail;
  5334. this.stencilZFail = source.stencilZFail;
  5335. this.stencilZPass = source.stencilZPass;
  5336. this.stencilWrite = source.stencilWrite;
  5337. var srcPlanes = source.clippingPlanes,
  5338. dstPlanes = null;
  5339. if ( srcPlanes !== null ) {
  5340. var n = srcPlanes.length;
  5341. dstPlanes = new Array( n );
  5342. for ( var i = 0; i !== n; ++ i )
  5343. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5344. }
  5345. this.clippingPlanes = dstPlanes;
  5346. this.clipIntersection = source.clipIntersection;
  5347. this.clipShadows = source.clipShadows;
  5348. this.shadowSide = source.shadowSide;
  5349. this.colorWrite = source.colorWrite;
  5350. this.precision = source.precision;
  5351. this.polygonOffset = source.polygonOffset;
  5352. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5353. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5354. this.dithering = source.dithering;
  5355. this.alphaTest = source.alphaTest;
  5356. this.premultipliedAlpha = source.premultipliedAlpha;
  5357. this.visible = source.visible;
  5358. this.toneMapped = source.toneMapped;
  5359. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5360. return this;
  5361. },
  5362. dispose: function () {
  5363. this.dispatchEvent( { type: 'dispose' } );
  5364. }
  5365. } );
  5366. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5367. set: function ( value ) {
  5368. if ( value === true ) { this.version ++; }
  5369. }
  5370. } );
  5371. /**
  5372. * @author mrdoob / http://mrdoob.com/
  5373. * @author alteredq / http://alteredqualia.com/
  5374. *
  5375. * parameters = {
  5376. * color: <hex>,
  5377. * opacity: <float>,
  5378. * map: new THREE.Texture( <Image> ),
  5379. *
  5380. * lightMap: new THREE.Texture( <Image> ),
  5381. * lightMapIntensity: <float>
  5382. *
  5383. * aoMap: new THREE.Texture( <Image> ),
  5384. * aoMapIntensity: <float>
  5385. *
  5386. * specularMap: new THREE.Texture( <Image> ),
  5387. *
  5388. * alphaMap: new THREE.Texture( <Image> ),
  5389. *
  5390. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5391. * combine: THREE.Multiply,
  5392. * reflectivity: <float>,
  5393. * refractionRatio: <float>,
  5394. *
  5395. * depthTest: <bool>,
  5396. * depthWrite: <bool>,
  5397. *
  5398. * wireframe: <boolean>,
  5399. * wireframeLinewidth: <float>,
  5400. *
  5401. * skinning: <bool>,
  5402. * morphTargets: <bool>
  5403. * }
  5404. */
  5405. function MeshBasicMaterial( parameters ) {
  5406. Material.call( this );
  5407. this.type = 'MeshBasicMaterial';
  5408. this.color = new Color( 0xffffff ); // emissive
  5409. this.map = null;
  5410. this.lightMap = null;
  5411. this.lightMapIntensity = 1.0;
  5412. this.aoMap = null;
  5413. this.aoMapIntensity = 1.0;
  5414. this.specularMap = null;
  5415. this.alphaMap = null;
  5416. this.envMap = null;
  5417. this.combine = MultiplyOperation;
  5418. this.reflectivity = 1;
  5419. this.refractionRatio = 0.98;
  5420. this.wireframe = false;
  5421. this.wireframeLinewidth = 1;
  5422. this.wireframeLinecap = 'round';
  5423. this.wireframeLinejoin = 'round';
  5424. this.skinning = false;
  5425. this.morphTargets = false;
  5426. this.setValues( parameters );
  5427. }
  5428. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5429. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5430. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5431. MeshBasicMaterial.prototype.copy = function ( source ) {
  5432. Material.prototype.copy.call( this, source );
  5433. this.color.copy( source.color );
  5434. this.map = source.map;
  5435. this.lightMap = source.lightMap;
  5436. this.lightMapIntensity = source.lightMapIntensity;
  5437. this.aoMap = source.aoMap;
  5438. this.aoMapIntensity = source.aoMapIntensity;
  5439. this.specularMap = source.specularMap;
  5440. this.alphaMap = source.alphaMap;
  5441. this.envMap = source.envMap;
  5442. this.combine = source.combine;
  5443. this.reflectivity = source.reflectivity;
  5444. this.refractionRatio = source.refractionRatio;
  5445. this.wireframe = source.wireframe;
  5446. this.wireframeLinewidth = source.wireframeLinewidth;
  5447. this.wireframeLinecap = source.wireframeLinecap;
  5448. this.wireframeLinejoin = source.wireframeLinejoin;
  5449. this.skinning = source.skinning;
  5450. this.morphTargets = source.morphTargets;
  5451. return this;
  5452. };
  5453. /**
  5454. * @author mrdoob / http://mrdoob.com/
  5455. */
  5456. var _vector$4 = new Vector3();
  5457. function BufferAttribute( array, itemSize, normalized ) {
  5458. if ( Array.isArray( array ) ) {
  5459. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5460. }
  5461. this.name = '';
  5462. this.array = array;
  5463. this.itemSize = itemSize;
  5464. this.count = array !== undefined ? array.length / itemSize : 0;
  5465. this.normalized = normalized === true;
  5466. this.usage = StaticDrawUsage;
  5467. this.updateRange = { offset: 0, count: - 1 };
  5468. this.version = 0;
  5469. }
  5470. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5471. set: function ( value ) {
  5472. if ( value === true ) { this.version ++; }
  5473. }
  5474. } );
  5475. Object.assign( BufferAttribute.prototype, {
  5476. isBufferAttribute: true,
  5477. onUploadCallback: function () {},
  5478. setUsage: function ( value ) {
  5479. this.usage = value;
  5480. return this;
  5481. },
  5482. copy: function ( source ) {
  5483. this.name = source.name;
  5484. this.array = new source.array.constructor( source.array );
  5485. this.itemSize = source.itemSize;
  5486. this.count = source.count;
  5487. this.normalized = source.normalized;
  5488. this.usage = source.usage;
  5489. return this;
  5490. },
  5491. copyAt: function ( index1, attribute, index2 ) {
  5492. index1 *= this.itemSize;
  5493. index2 *= attribute.itemSize;
  5494. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5495. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5496. }
  5497. return this;
  5498. },
  5499. copyArray: function ( array ) {
  5500. this.array.set( array );
  5501. return this;
  5502. },
  5503. copyColorsArray: function ( colors ) {
  5504. var array = this.array, offset = 0;
  5505. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5506. var color = colors[ i ];
  5507. if ( color === undefined ) {
  5508. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5509. color = new Color();
  5510. }
  5511. array[ offset ++ ] = color.r;
  5512. array[ offset ++ ] = color.g;
  5513. array[ offset ++ ] = color.b;
  5514. }
  5515. return this;
  5516. },
  5517. copyVector2sArray: function ( vectors ) {
  5518. var array = this.array, offset = 0;
  5519. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5520. var vector = vectors[ i ];
  5521. if ( vector === undefined ) {
  5522. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5523. vector = new Vector2();
  5524. }
  5525. array[ offset ++ ] = vector.x;
  5526. array[ offset ++ ] = vector.y;
  5527. }
  5528. return this;
  5529. },
  5530. copyVector3sArray: function ( vectors ) {
  5531. var array = this.array, offset = 0;
  5532. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5533. var vector = vectors[ i ];
  5534. if ( vector === undefined ) {
  5535. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5536. vector = new Vector3();
  5537. }
  5538. array[ offset ++ ] = vector.x;
  5539. array[ offset ++ ] = vector.y;
  5540. array[ offset ++ ] = vector.z;
  5541. }
  5542. return this;
  5543. },
  5544. copyVector4sArray: function ( vectors ) {
  5545. var array = this.array, offset = 0;
  5546. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5547. var vector = vectors[ i ];
  5548. if ( vector === undefined ) {
  5549. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5550. vector = new Vector4();
  5551. }
  5552. array[ offset ++ ] = vector.x;
  5553. array[ offset ++ ] = vector.y;
  5554. array[ offset ++ ] = vector.z;
  5555. array[ offset ++ ] = vector.w;
  5556. }
  5557. return this;
  5558. },
  5559. applyMatrix3: function ( m ) {
  5560. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5561. _vector$4.x = this.getX( i );
  5562. _vector$4.y = this.getY( i );
  5563. _vector$4.z = this.getZ( i );
  5564. _vector$4.applyMatrix3( m );
  5565. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5566. }
  5567. return this;
  5568. },
  5569. applyMatrix4: function ( m ) {
  5570. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5571. _vector$4.x = this.getX( i );
  5572. _vector$4.y = this.getY( i );
  5573. _vector$4.z = this.getZ( i );
  5574. _vector$4.applyMatrix4( m );
  5575. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5576. }
  5577. return this;
  5578. },
  5579. applyNormalMatrix: function ( m ) {
  5580. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5581. _vector$4.x = this.getX( i );
  5582. _vector$4.y = this.getY( i );
  5583. _vector$4.z = this.getZ( i );
  5584. _vector$4.applyNormalMatrix( m );
  5585. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5586. }
  5587. return this;
  5588. },
  5589. transformDirection: function ( m ) {
  5590. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5591. _vector$4.x = this.getX( i );
  5592. _vector$4.y = this.getY( i );
  5593. _vector$4.z = this.getZ( i );
  5594. _vector$4.transformDirection( m );
  5595. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5596. }
  5597. return this;
  5598. },
  5599. set: function ( value, offset ) {
  5600. if ( offset === undefined ) { offset = 0; }
  5601. this.array.set( value, offset );
  5602. return this;
  5603. },
  5604. getX: function ( index ) {
  5605. return this.array[ index * this.itemSize ];
  5606. },
  5607. setX: function ( index, x ) {
  5608. this.array[ index * this.itemSize ] = x;
  5609. return this;
  5610. },
  5611. getY: function ( index ) {
  5612. return this.array[ index * this.itemSize + 1 ];
  5613. },
  5614. setY: function ( index, y ) {
  5615. this.array[ index * this.itemSize + 1 ] = y;
  5616. return this;
  5617. },
  5618. getZ: function ( index ) {
  5619. return this.array[ index * this.itemSize + 2 ];
  5620. },
  5621. setZ: function ( index, z ) {
  5622. this.array[ index * this.itemSize + 2 ] = z;
  5623. return this;
  5624. },
  5625. getW: function ( index ) {
  5626. return this.array[ index * this.itemSize + 3 ];
  5627. },
  5628. setW: function ( index, w ) {
  5629. this.array[ index * this.itemSize + 3 ] = w;
  5630. return this;
  5631. },
  5632. setXY: function ( index, x, y ) {
  5633. index *= this.itemSize;
  5634. this.array[ index + 0 ] = x;
  5635. this.array[ index + 1 ] = y;
  5636. return this;
  5637. },
  5638. setXYZ: function ( index, x, y, z ) {
  5639. index *= this.itemSize;
  5640. this.array[ index + 0 ] = x;
  5641. this.array[ index + 1 ] = y;
  5642. this.array[ index + 2 ] = z;
  5643. return this;
  5644. },
  5645. setXYZW: function ( index, x, y, z, w ) {
  5646. index *= this.itemSize;
  5647. this.array[ index + 0 ] = x;
  5648. this.array[ index + 1 ] = y;
  5649. this.array[ index + 2 ] = z;
  5650. this.array[ index + 3 ] = w;
  5651. return this;
  5652. },
  5653. onUpload: function ( callback ) {
  5654. this.onUploadCallback = callback;
  5655. return this;
  5656. },
  5657. clone: function () {
  5658. return new this.constructor( this.array, this.itemSize ).copy( this );
  5659. },
  5660. toJSON: function () {
  5661. return {
  5662. itemSize: this.itemSize,
  5663. type: this.array.constructor.name,
  5664. array: Array.prototype.slice.call( this.array ),
  5665. normalized: this.normalized
  5666. };
  5667. }
  5668. } );
  5669. //
  5670. function Int8BufferAttribute( array, itemSize, normalized ) {
  5671. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5672. }
  5673. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5674. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5675. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5676. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5677. }
  5678. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5679. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5680. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5681. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5682. }
  5683. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5684. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5685. function Int16BufferAttribute( array, itemSize, normalized ) {
  5686. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5687. }
  5688. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5689. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5690. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5691. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5692. }
  5693. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5694. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5695. function Int32BufferAttribute( array, itemSize, normalized ) {
  5696. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5697. }
  5698. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5699. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5700. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5701. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5702. }
  5703. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5704. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5705. function Float32BufferAttribute( array, itemSize, normalized ) {
  5706. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5707. }
  5708. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5709. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5710. function Float64BufferAttribute( array, itemSize, normalized ) {
  5711. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5712. }
  5713. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5714. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5715. /**
  5716. * @author mrdoob / http://mrdoob.com/
  5717. */
  5718. function DirectGeometry() {
  5719. this.vertices = [];
  5720. this.normals = [];
  5721. this.colors = [];
  5722. this.uvs = [];
  5723. this.uvs2 = [];
  5724. this.groups = [];
  5725. this.morphTargets = {};
  5726. this.skinWeights = [];
  5727. this.skinIndices = [];
  5728. // this.lineDistances = [];
  5729. this.boundingBox = null;
  5730. this.boundingSphere = null;
  5731. // update flags
  5732. this.verticesNeedUpdate = false;
  5733. this.normalsNeedUpdate = false;
  5734. this.colorsNeedUpdate = false;
  5735. this.uvsNeedUpdate = false;
  5736. this.groupsNeedUpdate = false;
  5737. }
  5738. Object.assign( DirectGeometry.prototype, {
  5739. computeGroups: function ( geometry ) {
  5740. var group;
  5741. var groups = [];
  5742. var materialIndex = undefined;
  5743. var faces = geometry.faces;
  5744. for ( var i = 0; i < faces.length; i ++ ) {
  5745. var face = faces[ i ];
  5746. // materials
  5747. if ( face.materialIndex !== materialIndex ) {
  5748. materialIndex = face.materialIndex;
  5749. if ( group !== undefined ) {
  5750. group.count = ( i * 3 ) - group.start;
  5751. groups.push( group );
  5752. }
  5753. group = {
  5754. start: i * 3,
  5755. materialIndex: materialIndex
  5756. };
  5757. }
  5758. }
  5759. if ( group !== undefined ) {
  5760. group.count = ( i * 3 ) - group.start;
  5761. groups.push( group );
  5762. }
  5763. this.groups = groups;
  5764. },
  5765. fromGeometry: function ( geometry ) {
  5766. var faces = geometry.faces;
  5767. var vertices = geometry.vertices;
  5768. var faceVertexUvs = geometry.faceVertexUvs;
  5769. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5770. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5771. // morphs
  5772. var morphTargets = geometry.morphTargets;
  5773. var morphTargetsLength = morphTargets.length;
  5774. var morphTargetsPosition;
  5775. if ( morphTargetsLength > 0 ) {
  5776. morphTargetsPosition = [];
  5777. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5778. morphTargetsPosition[ i ] = {
  5779. name: morphTargets[ i ].name,
  5780. data: []
  5781. };
  5782. }
  5783. this.morphTargets.position = morphTargetsPosition;
  5784. }
  5785. var morphNormals = geometry.morphNormals;
  5786. var morphNormalsLength = morphNormals.length;
  5787. var morphTargetsNormal;
  5788. if ( morphNormalsLength > 0 ) {
  5789. morphTargetsNormal = [];
  5790. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5791. morphTargetsNormal[ i ] = {
  5792. name: morphNormals[ i ].name,
  5793. data: []
  5794. };
  5795. }
  5796. this.morphTargets.normal = morphTargetsNormal;
  5797. }
  5798. // skins
  5799. var skinIndices = geometry.skinIndices;
  5800. var skinWeights = geometry.skinWeights;
  5801. var hasSkinIndices = skinIndices.length === vertices.length;
  5802. var hasSkinWeights = skinWeights.length === vertices.length;
  5803. //
  5804. if ( vertices.length > 0 && faces.length === 0 ) {
  5805. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5806. }
  5807. for ( var i = 0; i < faces.length; i ++ ) {
  5808. var face = faces[ i ];
  5809. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5810. var vertexNormals = face.vertexNormals;
  5811. if ( vertexNormals.length === 3 ) {
  5812. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5813. } else {
  5814. var normal = face.normal;
  5815. this.normals.push( normal, normal, normal );
  5816. }
  5817. var vertexColors = face.vertexColors;
  5818. if ( vertexColors.length === 3 ) {
  5819. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5820. } else {
  5821. var color = face.color;
  5822. this.colors.push( color, color, color );
  5823. }
  5824. if ( hasFaceVertexUv === true ) {
  5825. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5826. if ( vertexUvs !== undefined ) {
  5827. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5828. } else {
  5829. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5830. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5831. }
  5832. }
  5833. if ( hasFaceVertexUv2 === true ) {
  5834. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5835. if ( vertexUvs !== undefined ) {
  5836. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5837. } else {
  5838. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5839. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5840. }
  5841. }
  5842. // morphs
  5843. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5844. var morphTarget = morphTargets[ j ].vertices;
  5845. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5846. }
  5847. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5848. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5849. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5850. }
  5851. // skins
  5852. if ( hasSkinIndices ) {
  5853. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5854. }
  5855. if ( hasSkinWeights ) {
  5856. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5857. }
  5858. }
  5859. this.computeGroups( geometry );
  5860. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5861. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5862. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5863. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5864. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5865. if ( geometry.boundingSphere !== null ) {
  5866. this.boundingSphere = geometry.boundingSphere.clone();
  5867. }
  5868. if ( geometry.boundingBox !== null ) {
  5869. this.boundingBox = geometry.boundingBox.clone();
  5870. }
  5871. return this;
  5872. }
  5873. } );
  5874. /**
  5875. * @author mrdoob / http://mrdoob.com/
  5876. */
  5877. function arrayMax( array ) {
  5878. if ( array.length === 0 ) { return - Infinity; }
  5879. var max = array[ 0 ];
  5880. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5881. if ( array[ i ] > max ) { max = array[ i ]; }
  5882. }
  5883. return max;
  5884. }
  5885. /**
  5886. * @author alteredq / http://alteredqualia.com/
  5887. * @author mrdoob / http://mrdoob.com/
  5888. */
  5889. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5890. var _m1$2 = new Matrix4();
  5891. var _obj = new Object3D();
  5892. var _offset = new Vector3();
  5893. var _box$2 = new Box3();
  5894. var _boxMorphTargets = new Box3();
  5895. var _vector$5 = new Vector3();
  5896. function BufferGeometry() {
  5897. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5898. this.uuid = _Math.generateUUID();
  5899. this.name = '';
  5900. this.type = 'BufferGeometry';
  5901. this.index = null;
  5902. this.attributes = {};
  5903. this.morphAttributes = {};
  5904. this.morphTargetsRelative = false;
  5905. this.groups = [];
  5906. this.boundingBox = null;
  5907. this.boundingSphere = null;
  5908. this.drawRange = { start: 0, count: Infinity };
  5909. this.userData = {};
  5910. }
  5911. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5912. constructor: BufferGeometry,
  5913. isBufferGeometry: true,
  5914. getIndex: function () {
  5915. return this.index;
  5916. },
  5917. setIndex: function ( index ) {
  5918. if ( Array.isArray( index ) ) {
  5919. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5920. } else {
  5921. this.index = index;
  5922. }
  5923. },
  5924. getAttribute: function ( name ) {
  5925. return this.attributes[ name ];
  5926. },
  5927. setAttribute: function ( name, attribute ) {
  5928. this.attributes[ name ] = attribute;
  5929. return this;
  5930. },
  5931. deleteAttribute: function ( name ) {
  5932. delete this.attributes[ name ];
  5933. return this;
  5934. },
  5935. addGroup: function ( start, count, materialIndex ) {
  5936. this.groups.push( {
  5937. start: start,
  5938. count: count,
  5939. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5940. } );
  5941. },
  5942. clearGroups: function () {
  5943. this.groups = [];
  5944. },
  5945. setDrawRange: function ( start, count ) {
  5946. this.drawRange.start = start;
  5947. this.drawRange.count = count;
  5948. },
  5949. applyMatrix: function ( matrix ) {
  5950. var position = this.attributes.position;
  5951. if ( position !== undefined ) {
  5952. matrix.applyToBufferAttribute( position );
  5953. position.needsUpdate = true;
  5954. }
  5955. var normal = this.attributes.normal;
  5956. if ( normal !== undefined ) {
  5957. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5958. normal.applyNormalMatrix( normalMatrix );
  5959. normal.needsUpdate = true;
  5960. }
  5961. var tangent = this.attributes.tangent;
  5962. if ( tangent !== undefined ) {
  5963. tangent.transformDirection( matrix );
  5964. tangent.needsUpdate = true;
  5965. }
  5966. if ( this.boundingBox !== null ) {
  5967. this.computeBoundingBox();
  5968. }
  5969. if ( this.boundingSphere !== null ) {
  5970. this.computeBoundingSphere();
  5971. }
  5972. return this;
  5973. },
  5974. rotateX: function ( angle ) {
  5975. // rotate geometry around world x-axis
  5976. _m1$2.makeRotationX( angle );
  5977. this.applyMatrix( _m1$2 );
  5978. return this;
  5979. },
  5980. rotateY: function ( angle ) {
  5981. // rotate geometry around world y-axis
  5982. _m1$2.makeRotationY( angle );
  5983. this.applyMatrix( _m1$2 );
  5984. return this;
  5985. },
  5986. rotateZ: function ( angle ) {
  5987. // rotate geometry around world z-axis
  5988. _m1$2.makeRotationZ( angle );
  5989. this.applyMatrix( _m1$2 );
  5990. return this;
  5991. },
  5992. translate: function ( x, y, z ) {
  5993. // translate geometry
  5994. _m1$2.makeTranslation( x, y, z );
  5995. this.applyMatrix( _m1$2 );
  5996. return this;
  5997. },
  5998. scale: function ( x, y, z ) {
  5999. // scale geometry
  6000. _m1$2.makeScale( x, y, z );
  6001. this.applyMatrix( _m1$2 );
  6002. return this;
  6003. },
  6004. lookAt: function ( vector ) {
  6005. _obj.lookAt( vector );
  6006. _obj.updateMatrix();
  6007. this.applyMatrix( _obj.matrix );
  6008. return this;
  6009. },
  6010. center: function () {
  6011. this.computeBoundingBox();
  6012. this.boundingBox.getCenter( _offset ).negate();
  6013. this.translate( _offset.x, _offset.y, _offset.z );
  6014. return this;
  6015. },
  6016. setFromObject: function ( object ) {
  6017. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6018. var geometry = object.geometry;
  6019. if ( object.isPoints || object.isLine ) {
  6020. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6021. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6022. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6023. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6024. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6025. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6026. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6027. }
  6028. if ( geometry.boundingSphere !== null ) {
  6029. this.boundingSphere = geometry.boundingSphere.clone();
  6030. }
  6031. if ( geometry.boundingBox !== null ) {
  6032. this.boundingBox = geometry.boundingBox.clone();
  6033. }
  6034. } else if ( object.isMesh ) {
  6035. if ( geometry && geometry.isGeometry ) {
  6036. this.fromGeometry( geometry );
  6037. }
  6038. }
  6039. return this;
  6040. },
  6041. setFromPoints: function ( points ) {
  6042. var position = [];
  6043. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6044. var point = points[ i ];
  6045. position.push( point.x, point.y, point.z || 0 );
  6046. }
  6047. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6048. return this;
  6049. },
  6050. updateFromObject: function ( object ) {
  6051. var geometry = object.geometry;
  6052. if ( object.isMesh ) {
  6053. var direct = geometry.__directGeometry;
  6054. if ( geometry.elementsNeedUpdate === true ) {
  6055. direct = undefined;
  6056. geometry.elementsNeedUpdate = false;
  6057. }
  6058. if ( direct === undefined ) {
  6059. return this.fromGeometry( geometry );
  6060. }
  6061. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6062. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6063. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6064. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6065. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6066. geometry.verticesNeedUpdate = false;
  6067. geometry.normalsNeedUpdate = false;
  6068. geometry.colorsNeedUpdate = false;
  6069. geometry.uvsNeedUpdate = false;
  6070. geometry.groupsNeedUpdate = false;
  6071. geometry = direct;
  6072. }
  6073. var attribute;
  6074. if ( geometry.verticesNeedUpdate === true ) {
  6075. attribute = this.attributes.position;
  6076. if ( attribute !== undefined ) {
  6077. attribute.copyVector3sArray( geometry.vertices );
  6078. attribute.needsUpdate = true;
  6079. }
  6080. geometry.verticesNeedUpdate = false;
  6081. }
  6082. if ( geometry.normalsNeedUpdate === true ) {
  6083. attribute = this.attributes.normal;
  6084. if ( attribute !== undefined ) {
  6085. attribute.copyVector3sArray( geometry.normals );
  6086. attribute.needsUpdate = true;
  6087. }
  6088. geometry.normalsNeedUpdate = false;
  6089. }
  6090. if ( geometry.colorsNeedUpdate === true ) {
  6091. attribute = this.attributes.color;
  6092. if ( attribute !== undefined ) {
  6093. attribute.copyColorsArray( geometry.colors );
  6094. attribute.needsUpdate = true;
  6095. }
  6096. geometry.colorsNeedUpdate = false;
  6097. }
  6098. if ( geometry.uvsNeedUpdate ) {
  6099. attribute = this.attributes.uv;
  6100. if ( attribute !== undefined ) {
  6101. attribute.copyVector2sArray( geometry.uvs );
  6102. attribute.needsUpdate = true;
  6103. }
  6104. geometry.uvsNeedUpdate = false;
  6105. }
  6106. if ( geometry.lineDistancesNeedUpdate ) {
  6107. attribute = this.attributes.lineDistance;
  6108. if ( attribute !== undefined ) {
  6109. attribute.copyArray( geometry.lineDistances );
  6110. attribute.needsUpdate = true;
  6111. }
  6112. geometry.lineDistancesNeedUpdate = false;
  6113. }
  6114. if ( geometry.groupsNeedUpdate ) {
  6115. geometry.computeGroups( object.geometry );
  6116. this.groups = geometry.groups;
  6117. geometry.groupsNeedUpdate = false;
  6118. }
  6119. return this;
  6120. },
  6121. fromGeometry: function ( geometry ) {
  6122. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6123. return this.fromDirectGeometry( geometry.__directGeometry );
  6124. },
  6125. fromDirectGeometry: function ( geometry ) {
  6126. var positions = new Float32Array( geometry.vertices.length * 3 );
  6127. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6128. if ( geometry.normals.length > 0 ) {
  6129. var normals = new Float32Array( geometry.normals.length * 3 );
  6130. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6131. }
  6132. if ( geometry.colors.length > 0 ) {
  6133. var colors = new Float32Array( geometry.colors.length * 3 );
  6134. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6135. }
  6136. if ( geometry.uvs.length > 0 ) {
  6137. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6138. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6139. }
  6140. if ( geometry.uvs2.length > 0 ) {
  6141. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6142. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6143. }
  6144. // groups
  6145. this.groups = geometry.groups;
  6146. // morphs
  6147. for ( var name in geometry.morphTargets ) {
  6148. var array = [];
  6149. var morphTargets = geometry.morphTargets[ name ];
  6150. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6151. var morphTarget = morphTargets[ i ];
  6152. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6153. attribute.name = morphTarget.name;
  6154. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6155. }
  6156. this.morphAttributes[ name ] = array;
  6157. }
  6158. // skinning
  6159. if ( geometry.skinIndices.length > 0 ) {
  6160. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6161. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6162. }
  6163. if ( geometry.skinWeights.length > 0 ) {
  6164. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6165. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6166. }
  6167. //
  6168. if ( geometry.boundingSphere !== null ) {
  6169. this.boundingSphere = geometry.boundingSphere.clone();
  6170. }
  6171. if ( geometry.boundingBox !== null ) {
  6172. this.boundingBox = geometry.boundingBox.clone();
  6173. }
  6174. return this;
  6175. },
  6176. computeBoundingBox: function () {
  6177. if ( this.boundingBox === null ) {
  6178. this.boundingBox = new Box3();
  6179. }
  6180. var position = this.attributes.position;
  6181. var morphAttributesPosition = this.morphAttributes.position;
  6182. if ( position !== undefined ) {
  6183. this.boundingBox.setFromBufferAttribute( position );
  6184. // process morph attributes if present
  6185. if ( morphAttributesPosition ) {
  6186. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6187. var morphAttribute = morphAttributesPosition[ i ];
  6188. _box$2.setFromBufferAttribute( morphAttribute );
  6189. if ( this.morphTargetsRelative ) {
  6190. _vector$5.addVectors( this.boundingBox.min, _box$2.min );
  6191. this.boundingBox.expandByPoint( _vector$5 );
  6192. _vector$5.addVectors( this.boundingBox.max, _box$2.max );
  6193. this.boundingBox.expandByPoint( _vector$5 );
  6194. } else {
  6195. this.boundingBox.expandByPoint( _box$2.min );
  6196. this.boundingBox.expandByPoint( _box$2.max );
  6197. }
  6198. }
  6199. }
  6200. } else {
  6201. this.boundingBox.makeEmpty();
  6202. }
  6203. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6204. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6205. }
  6206. },
  6207. computeBoundingSphere: function () {
  6208. if ( this.boundingSphere === null ) {
  6209. this.boundingSphere = new Sphere();
  6210. }
  6211. var position = this.attributes.position;
  6212. var morphAttributesPosition = this.morphAttributes.position;
  6213. if ( position ) {
  6214. // first, find the center of the bounding sphere
  6215. var center = this.boundingSphere.center;
  6216. _box$2.setFromBufferAttribute( position );
  6217. // process morph attributes if present
  6218. if ( morphAttributesPosition ) {
  6219. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6220. var morphAttribute = morphAttributesPosition[ i ];
  6221. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6222. if ( this.morphTargetsRelative ) {
  6223. _vector$5.addVectors( _box$2.min, _boxMorphTargets.min );
  6224. _box$2.expandByPoint( _vector$5 );
  6225. _vector$5.addVectors( _box$2.max, _boxMorphTargets.max );
  6226. _box$2.expandByPoint( _vector$5 );
  6227. } else {
  6228. _box$2.expandByPoint( _boxMorphTargets.min );
  6229. _box$2.expandByPoint( _boxMorphTargets.max );
  6230. }
  6231. }
  6232. }
  6233. _box$2.getCenter( center );
  6234. // second, try to find a boundingSphere with a radius smaller than the
  6235. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6236. var maxRadiusSq = 0;
  6237. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6238. _vector$5.fromBufferAttribute( position, i );
  6239. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6240. }
  6241. // process morph attributes if present
  6242. if ( morphAttributesPosition ) {
  6243. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6244. var morphAttribute = morphAttributesPosition[ i ];
  6245. var morphTargetsRelative = this.morphTargetsRelative;
  6246. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6247. _vector$5.fromBufferAttribute( morphAttribute, j );
  6248. if ( morphTargetsRelative ) {
  6249. _offset.fromBufferAttribute( position, j );
  6250. _vector$5.add( _offset );
  6251. }
  6252. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6253. }
  6254. }
  6255. }
  6256. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6257. if ( isNaN( this.boundingSphere.radius ) ) {
  6258. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6259. }
  6260. }
  6261. },
  6262. computeFaceNormals: function () {
  6263. // backwards compatibility
  6264. },
  6265. computeVertexNormals: function () {
  6266. var index = this.index;
  6267. var attributes = this.attributes;
  6268. if ( attributes.position ) {
  6269. var positions = attributes.position.array;
  6270. if ( attributes.normal === undefined ) {
  6271. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6272. } else {
  6273. // reset existing normals to zero
  6274. var array = attributes.normal.array;
  6275. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6276. array[ i ] = 0;
  6277. }
  6278. }
  6279. var normals = attributes.normal.array;
  6280. var vA, vB, vC;
  6281. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6282. var cb = new Vector3(), ab = new Vector3();
  6283. // indexed elements
  6284. if ( index ) {
  6285. var indices = index.array;
  6286. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6287. vA = indices[ i + 0 ] * 3;
  6288. vB = indices[ i + 1 ] * 3;
  6289. vC = indices[ i + 2 ] * 3;
  6290. pA.fromArray( positions, vA );
  6291. pB.fromArray( positions, vB );
  6292. pC.fromArray( positions, vC );
  6293. cb.subVectors( pC, pB );
  6294. ab.subVectors( pA, pB );
  6295. cb.cross( ab );
  6296. normals[ vA ] += cb.x;
  6297. normals[ vA + 1 ] += cb.y;
  6298. normals[ vA + 2 ] += cb.z;
  6299. normals[ vB ] += cb.x;
  6300. normals[ vB + 1 ] += cb.y;
  6301. normals[ vB + 2 ] += cb.z;
  6302. normals[ vC ] += cb.x;
  6303. normals[ vC + 1 ] += cb.y;
  6304. normals[ vC + 2 ] += cb.z;
  6305. }
  6306. } else {
  6307. // non-indexed elements (unconnected triangle soup)
  6308. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6309. pA.fromArray( positions, i );
  6310. pB.fromArray( positions, i + 3 );
  6311. pC.fromArray( positions, i + 6 );
  6312. cb.subVectors( pC, pB );
  6313. ab.subVectors( pA, pB );
  6314. cb.cross( ab );
  6315. normals[ i ] = cb.x;
  6316. normals[ i + 1 ] = cb.y;
  6317. normals[ i + 2 ] = cb.z;
  6318. normals[ i + 3 ] = cb.x;
  6319. normals[ i + 4 ] = cb.y;
  6320. normals[ i + 5 ] = cb.z;
  6321. normals[ i + 6 ] = cb.x;
  6322. normals[ i + 7 ] = cb.y;
  6323. normals[ i + 8 ] = cb.z;
  6324. }
  6325. }
  6326. this.normalizeNormals();
  6327. attributes.normal.needsUpdate = true;
  6328. }
  6329. },
  6330. merge: function ( geometry, offset ) {
  6331. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6332. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6333. return;
  6334. }
  6335. if ( offset === undefined ) {
  6336. offset = 0;
  6337. console.warn(
  6338. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6339. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6340. );
  6341. }
  6342. var attributes = this.attributes;
  6343. for ( var key in attributes ) {
  6344. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6345. var attribute1 = attributes[ key ];
  6346. var attributeArray1 = attribute1.array;
  6347. var attribute2 = geometry.attributes[ key ];
  6348. var attributeArray2 = attribute2.array;
  6349. var attributeOffset = attribute2.itemSize * offset;
  6350. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6351. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6352. attributeArray1[ j ] = attributeArray2[ i ];
  6353. }
  6354. }
  6355. return this;
  6356. },
  6357. normalizeNormals: function () {
  6358. var normals = this.attributes.normal;
  6359. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6360. _vector$5.x = normals.getX( i );
  6361. _vector$5.y = normals.getY( i );
  6362. _vector$5.z = normals.getZ( i );
  6363. _vector$5.normalize();
  6364. normals.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z );
  6365. }
  6366. },
  6367. toNonIndexed: function () {
  6368. function convertBufferAttribute( attribute, indices ) {
  6369. var array = attribute.array;
  6370. var itemSize = attribute.itemSize;
  6371. var array2 = new array.constructor( indices.length * itemSize );
  6372. var index = 0, index2 = 0;
  6373. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6374. index = indices[ i ] * itemSize;
  6375. for ( var j = 0; j < itemSize; j ++ ) {
  6376. array2[ index2 ++ ] = array[ index ++ ];
  6377. }
  6378. }
  6379. return new BufferAttribute( array2, itemSize );
  6380. }
  6381. //
  6382. if ( this.index === null ) {
  6383. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6384. return this;
  6385. }
  6386. var geometry2 = new BufferGeometry();
  6387. var indices = this.index.array;
  6388. var attributes = this.attributes;
  6389. // attributes
  6390. for ( var name in attributes ) {
  6391. var attribute = attributes[ name ];
  6392. var newAttribute = convertBufferAttribute( attribute, indices );
  6393. geometry2.setAttribute( name, newAttribute );
  6394. }
  6395. // morph attributes
  6396. var morphAttributes = this.morphAttributes;
  6397. for ( name in morphAttributes ) {
  6398. var morphArray = [];
  6399. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6400. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6401. var attribute = morphAttribute[ i ];
  6402. var newAttribute = convertBufferAttribute( attribute, indices );
  6403. morphArray.push( newAttribute );
  6404. }
  6405. geometry2.morphAttributes[ name ] = morphArray;
  6406. }
  6407. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6408. // groups
  6409. var groups = this.groups;
  6410. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6411. var group = groups[ i ];
  6412. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6413. }
  6414. return geometry2;
  6415. },
  6416. toJSON: function () {
  6417. var data = {
  6418. metadata: {
  6419. version: 4.5,
  6420. type: 'BufferGeometry',
  6421. generator: 'BufferGeometry.toJSON'
  6422. }
  6423. };
  6424. // standard BufferGeometry serialization
  6425. data.uuid = this.uuid;
  6426. data.type = this.type;
  6427. if ( this.name !== '' ) { data.name = this.name; }
  6428. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6429. if ( this.parameters !== undefined ) {
  6430. var parameters = this.parameters;
  6431. for ( var key in parameters ) {
  6432. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6433. }
  6434. return data;
  6435. }
  6436. data.data = { attributes: {} };
  6437. var index = this.index;
  6438. if ( index !== null ) {
  6439. data.data.index = {
  6440. type: index.array.constructor.name,
  6441. array: Array.prototype.slice.call( index.array )
  6442. };
  6443. }
  6444. var attributes = this.attributes;
  6445. for ( var key in attributes ) {
  6446. var attribute = attributes[ key ];
  6447. var attributeData = attribute.toJSON();
  6448. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6449. data.data.attributes[ key ] = attributeData;
  6450. }
  6451. var morphAttributes = {};
  6452. var hasMorphAttributes = false;
  6453. for ( var key in this.morphAttributes ) {
  6454. var attributeArray = this.morphAttributes[ key ];
  6455. var array = [];
  6456. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6457. var attribute = attributeArray[ i ];
  6458. var attributeData = attribute.toJSON();
  6459. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6460. array.push( attributeData );
  6461. }
  6462. if ( array.length > 0 ) {
  6463. morphAttributes[ key ] = array;
  6464. hasMorphAttributes = true;
  6465. }
  6466. }
  6467. if ( hasMorphAttributes ) {
  6468. data.data.morphAttributes = morphAttributes;
  6469. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6470. }
  6471. var groups = this.groups;
  6472. if ( groups.length > 0 ) {
  6473. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6474. }
  6475. var boundingSphere = this.boundingSphere;
  6476. if ( boundingSphere !== null ) {
  6477. data.data.boundingSphere = {
  6478. center: boundingSphere.center.toArray(),
  6479. radius: boundingSphere.radius
  6480. };
  6481. }
  6482. return data;
  6483. },
  6484. clone: function () {
  6485. /*
  6486. // Handle primitives
  6487. var parameters = this.parameters;
  6488. if ( parameters !== undefined ) {
  6489. var values = [];
  6490. for ( var key in parameters ) {
  6491. values.push( parameters[ key ] );
  6492. }
  6493. var geometry = Object.create( this.constructor.prototype );
  6494. this.constructor.apply( geometry, values );
  6495. return geometry;
  6496. }
  6497. return new this.constructor().copy( this );
  6498. */
  6499. return new BufferGeometry().copy( this );
  6500. },
  6501. copy: function ( source ) {
  6502. var name, i, l;
  6503. // reset
  6504. this.index = null;
  6505. this.attributes = {};
  6506. this.morphAttributes = {};
  6507. this.groups = [];
  6508. this.boundingBox = null;
  6509. this.boundingSphere = null;
  6510. // name
  6511. this.name = source.name;
  6512. // index
  6513. var index = source.index;
  6514. if ( index !== null ) {
  6515. this.setIndex( index.clone() );
  6516. }
  6517. // attributes
  6518. var attributes = source.attributes;
  6519. for ( name in attributes ) {
  6520. var attribute = attributes[ name ];
  6521. this.setAttribute( name, attribute.clone() );
  6522. }
  6523. // morph attributes
  6524. var morphAttributes = source.morphAttributes;
  6525. for ( name in morphAttributes ) {
  6526. var array = [];
  6527. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6528. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6529. array.push( morphAttribute[ i ].clone() );
  6530. }
  6531. this.morphAttributes[ name ] = array;
  6532. }
  6533. this.morphTargetsRelative = source.morphTargetsRelative;
  6534. // groups
  6535. var groups = source.groups;
  6536. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6537. var group = groups[ i ];
  6538. this.addGroup( group.start, group.count, group.materialIndex );
  6539. }
  6540. // bounding box
  6541. var boundingBox = source.boundingBox;
  6542. if ( boundingBox !== null ) {
  6543. this.boundingBox = boundingBox.clone();
  6544. }
  6545. // bounding sphere
  6546. var boundingSphere = source.boundingSphere;
  6547. if ( boundingSphere !== null ) {
  6548. this.boundingSphere = boundingSphere.clone();
  6549. }
  6550. // draw range
  6551. this.drawRange.start = source.drawRange.start;
  6552. this.drawRange.count = source.drawRange.count;
  6553. // user data
  6554. this.userData = source.userData;
  6555. return this;
  6556. },
  6557. dispose: function () {
  6558. this.dispatchEvent( { type: 'dispose' } );
  6559. }
  6560. } );
  6561. /**
  6562. * @author mrdoob / http://mrdoob.com/
  6563. * @author alteredq / http://alteredqualia.com/
  6564. * @author mikael emtinger / http://gomo.se/
  6565. * @author jonobr1 / http://jonobr1.com/
  6566. */
  6567. var _inverseMatrix = new Matrix4();
  6568. var _ray = new Ray();
  6569. var _sphere = new Sphere();
  6570. var _vA = new Vector3();
  6571. var _vB = new Vector3();
  6572. var _vC = new Vector3();
  6573. var _tempA = new Vector3();
  6574. var _tempB = new Vector3();
  6575. var _tempC = new Vector3();
  6576. var _morphA = new Vector3();
  6577. var _morphB = new Vector3();
  6578. var _morphC = new Vector3();
  6579. var _uvA = new Vector2();
  6580. var _uvB = new Vector2();
  6581. var _uvC = new Vector2();
  6582. var _intersectionPoint = new Vector3();
  6583. var _intersectionPointWorld = new Vector3();
  6584. function Mesh( geometry, material ) {
  6585. Object3D.call( this );
  6586. this.type = 'Mesh';
  6587. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6588. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6589. this.updateMorphTargets();
  6590. }
  6591. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6592. constructor: Mesh,
  6593. isMesh: true,
  6594. copy: function ( source ) {
  6595. Object3D.prototype.copy.call( this, source );
  6596. if ( source.morphTargetInfluences !== undefined ) {
  6597. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6598. }
  6599. if ( source.morphTargetDictionary !== undefined ) {
  6600. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6601. }
  6602. return this;
  6603. },
  6604. updateMorphTargets: function () {
  6605. var geometry = this.geometry;
  6606. var m, ml, name;
  6607. if ( geometry.isBufferGeometry ) {
  6608. var morphAttributes = geometry.morphAttributes;
  6609. var keys = Object.keys( morphAttributes );
  6610. if ( keys.length > 0 ) {
  6611. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6612. if ( morphAttribute !== undefined ) {
  6613. this.morphTargetInfluences = [];
  6614. this.morphTargetDictionary = {};
  6615. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6616. name = morphAttribute[ m ].name || String( m );
  6617. this.morphTargetInfluences.push( 0 );
  6618. this.morphTargetDictionary[ name ] = m;
  6619. }
  6620. }
  6621. }
  6622. } else {
  6623. var morphTargets = geometry.morphTargets;
  6624. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6625. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6626. }
  6627. }
  6628. },
  6629. raycast: function ( raycaster, intersects ) {
  6630. var geometry = this.geometry;
  6631. var material = this.material;
  6632. var matrixWorld = this.matrixWorld;
  6633. if ( material === undefined ) { return; }
  6634. // Checking boundingSphere distance to ray
  6635. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6636. _sphere.copy( geometry.boundingSphere );
  6637. _sphere.applyMatrix4( matrixWorld );
  6638. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6639. //
  6640. _inverseMatrix.getInverse( matrixWorld );
  6641. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6642. // Check boundingBox before continuing
  6643. if ( geometry.boundingBox !== null ) {
  6644. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6645. }
  6646. var intersection;
  6647. if ( geometry.isBufferGeometry ) {
  6648. var a, b, c;
  6649. var index = geometry.index;
  6650. var position = geometry.attributes.position;
  6651. var morphPosition = geometry.morphAttributes.position;
  6652. var morphTargetsRelative = geometry.morphTargetsRelative;
  6653. var uv = geometry.attributes.uv;
  6654. var uv2 = geometry.attributes.uv2;
  6655. var groups = geometry.groups;
  6656. var drawRange = geometry.drawRange;
  6657. var i, j, il, jl;
  6658. var group, groupMaterial;
  6659. var start, end;
  6660. if ( index !== null ) {
  6661. // indexed buffer geometry
  6662. if ( Array.isArray( material ) ) {
  6663. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6664. group = groups[ i ];
  6665. groupMaterial = material[ group.materialIndex ];
  6666. start = Math.max( group.start, drawRange.start );
  6667. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6668. for ( j = start, jl = end; j < jl; j += 3 ) {
  6669. a = index.getX( j );
  6670. b = index.getX( j + 1 );
  6671. c = index.getX( j + 2 );
  6672. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6673. if ( intersection ) {
  6674. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6675. intersection.face.materialIndex = group.materialIndex;
  6676. intersects.push( intersection );
  6677. }
  6678. }
  6679. }
  6680. } else {
  6681. start = Math.max( 0, drawRange.start );
  6682. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6683. for ( i = start, il = end; i < il; i += 3 ) {
  6684. a = index.getX( i );
  6685. b = index.getX( i + 1 );
  6686. c = index.getX( i + 2 );
  6687. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6688. if ( intersection ) {
  6689. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6690. intersects.push( intersection );
  6691. }
  6692. }
  6693. }
  6694. } else if ( position !== undefined ) {
  6695. // non-indexed buffer geometry
  6696. if ( Array.isArray( material ) ) {
  6697. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6698. group = groups[ i ];
  6699. groupMaterial = material[ group.materialIndex ];
  6700. start = Math.max( group.start, drawRange.start );
  6701. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6702. for ( j = start, jl = end; j < jl; j += 3 ) {
  6703. a = j;
  6704. b = j + 1;
  6705. c = j + 2;
  6706. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6707. if ( intersection ) {
  6708. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6709. intersection.face.materialIndex = group.materialIndex;
  6710. intersects.push( intersection );
  6711. }
  6712. }
  6713. }
  6714. } else {
  6715. start = Math.max( 0, drawRange.start );
  6716. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6717. for ( i = start, il = end; i < il; i += 3 ) {
  6718. a = i;
  6719. b = i + 1;
  6720. c = i + 2;
  6721. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6722. if ( intersection ) {
  6723. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6724. intersects.push( intersection );
  6725. }
  6726. }
  6727. }
  6728. }
  6729. } else if ( geometry.isGeometry ) {
  6730. var fvA, fvB, fvC;
  6731. var isMultiMaterial = Array.isArray( material );
  6732. var vertices = geometry.vertices;
  6733. var faces = geometry.faces;
  6734. var uvs;
  6735. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6736. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6737. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6738. var face = faces[ f ];
  6739. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6740. if ( faceMaterial === undefined ) { continue; }
  6741. fvA = vertices[ face.a ];
  6742. fvB = vertices[ face.b ];
  6743. fvC = vertices[ face.c ];
  6744. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6745. if ( intersection ) {
  6746. if ( uvs && uvs[ f ] ) {
  6747. var uvs_f = uvs[ f ];
  6748. _uvA.copy( uvs_f[ 0 ] );
  6749. _uvB.copy( uvs_f[ 1 ] );
  6750. _uvC.copy( uvs_f[ 2 ] );
  6751. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6752. }
  6753. intersection.face = face;
  6754. intersection.faceIndex = f;
  6755. intersects.push( intersection );
  6756. }
  6757. }
  6758. }
  6759. },
  6760. clone: function () {
  6761. return new this.constructor( this.geometry, this.material ).copy( this );
  6762. }
  6763. } );
  6764. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6765. var intersect;
  6766. if ( material.side === BackSide ) {
  6767. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6768. } else {
  6769. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6770. }
  6771. if ( intersect === null ) { return null; }
  6772. _intersectionPointWorld.copy( point );
  6773. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6774. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6775. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6776. return {
  6777. distance: distance,
  6778. point: _intersectionPointWorld.clone(),
  6779. object: object
  6780. };
  6781. }
  6782. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6783. _vA.fromBufferAttribute( position, a );
  6784. _vB.fromBufferAttribute( position, b );
  6785. _vC.fromBufferAttribute( position, c );
  6786. var morphInfluences = object.morphTargetInfluences;
  6787. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6788. _morphA.set( 0, 0, 0 );
  6789. _morphB.set( 0, 0, 0 );
  6790. _morphC.set( 0, 0, 0 );
  6791. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6792. var influence = morphInfluences[ i ];
  6793. var morphAttribute = morphPosition[ i ];
  6794. if ( influence === 0 ) { continue; }
  6795. _tempA.fromBufferAttribute( morphAttribute, a );
  6796. _tempB.fromBufferAttribute( morphAttribute, b );
  6797. _tempC.fromBufferAttribute( morphAttribute, c );
  6798. if ( morphTargetsRelative ) {
  6799. _morphA.addScaledVector( _tempA, influence );
  6800. _morphB.addScaledVector( _tempB, influence );
  6801. _morphC.addScaledVector( _tempC, influence );
  6802. } else {
  6803. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6804. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6805. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6806. }
  6807. }
  6808. _vA.add( _morphA );
  6809. _vB.add( _morphB );
  6810. _vC.add( _morphC );
  6811. }
  6812. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6813. if ( intersection ) {
  6814. if ( uv ) {
  6815. _uvA.fromBufferAttribute( uv, a );
  6816. _uvB.fromBufferAttribute( uv, b );
  6817. _uvC.fromBufferAttribute( uv, c );
  6818. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6819. }
  6820. if ( uv2 ) {
  6821. _uvA.fromBufferAttribute( uv2, a );
  6822. _uvB.fromBufferAttribute( uv2, b );
  6823. _uvC.fromBufferAttribute( uv2, c );
  6824. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6825. }
  6826. var face = new Face3( a, b, c );
  6827. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6828. intersection.face = face;
  6829. }
  6830. return intersection;
  6831. }
  6832. /**
  6833. * @author mrdoob / http://mrdoob.com/
  6834. * @author kile / http://kile.stravaganza.org/
  6835. * @author alteredq / http://alteredqualia.com/
  6836. * @author mikael emtinger / http://gomo.se/
  6837. * @author zz85 / http://www.lab4games.net/zz85/blog
  6838. * @author bhouston / http://clara.io
  6839. */
  6840. var _geometryId = 0; // Geometry uses even numbers as Id
  6841. var _m1$3 = new Matrix4();
  6842. var _obj$1 = new Object3D();
  6843. var _offset$1 = new Vector3();
  6844. function Geometry() {
  6845. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6846. this.uuid = _Math.generateUUID();
  6847. this.name = '';
  6848. this.type = 'Geometry';
  6849. this.vertices = [];
  6850. this.colors = [];
  6851. this.faces = [];
  6852. this.faceVertexUvs = [[]];
  6853. this.morphTargets = [];
  6854. this.morphNormals = [];
  6855. this.skinWeights = [];
  6856. this.skinIndices = [];
  6857. this.lineDistances = [];
  6858. this.boundingBox = null;
  6859. this.boundingSphere = null;
  6860. // update flags
  6861. this.elementsNeedUpdate = false;
  6862. this.verticesNeedUpdate = false;
  6863. this.uvsNeedUpdate = false;
  6864. this.normalsNeedUpdate = false;
  6865. this.colorsNeedUpdate = false;
  6866. this.lineDistancesNeedUpdate = false;
  6867. this.groupsNeedUpdate = false;
  6868. }
  6869. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6870. constructor: Geometry,
  6871. isGeometry: true,
  6872. applyMatrix: function ( matrix ) {
  6873. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6874. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6875. var vertex = this.vertices[ i ];
  6876. vertex.applyMatrix4( matrix );
  6877. }
  6878. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6879. var face = this.faces[ i ];
  6880. face.normal.applyMatrix3( normalMatrix ).normalize();
  6881. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6882. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6883. }
  6884. }
  6885. if ( this.boundingBox !== null ) {
  6886. this.computeBoundingBox();
  6887. }
  6888. if ( this.boundingSphere !== null ) {
  6889. this.computeBoundingSphere();
  6890. }
  6891. this.verticesNeedUpdate = true;
  6892. this.normalsNeedUpdate = true;
  6893. return this;
  6894. },
  6895. rotateX: function ( angle ) {
  6896. // rotate geometry around world x-axis
  6897. _m1$3.makeRotationX( angle );
  6898. this.applyMatrix( _m1$3 );
  6899. return this;
  6900. },
  6901. rotateY: function ( angle ) {
  6902. // rotate geometry around world y-axis
  6903. _m1$3.makeRotationY( angle );
  6904. this.applyMatrix( _m1$3 );
  6905. return this;
  6906. },
  6907. rotateZ: function ( angle ) {
  6908. // rotate geometry around world z-axis
  6909. _m1$3.makeRotationZ( angle );
  6910. this.applyMatrix( _m1$3 );
  6911. return this;
  6912. },
  6913. translate: function ( x, y, z ) {
  6914. // translate geometry
  6915. _m1$3.makeTranslation( x, y, z );
  6916. this.applyMatrix( _m1$3 );
  6917. return this;
  6918. },
  6919. scale: function ( x, y, z ) {
  6920. // scale geometry
  6921. _m1$3.makeScale( x, y, z );
  6922. this.applyMatrix( _m1$3 );
  6923. return this;
  6924. },
  6925. lookAt: function ( vector ) {
  6926. _obj$1.lookAt( vector );
  6927. _obj$1.updateMatrix();
  6928. this.applyMatrix( _obj$1.matrix );
  6929. return this;
  6930. },
  6931. fromBufferGeometry: function ( geometry ) {
  6932. var scope = this;
  6933. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6934. var attributes = geometry.attributes;
  6935. if ( attributes.position === undefined ) {
  6936. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6937. return this;
  6938. }
  6939. var positions = attributes.position.array;
  6940. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6941. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6942. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6943. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6944. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6945. for ( var i = 0; i < positions.length; i += 3 ) {
  6946. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6947. if ( colors !== undefined ) {
  6948. scope.colors.push( new Color().fromArray( colors, i ) );
  6949. }
  6950. }
  6951. function addFace( a, b, c, materialIndex ) {
  6952. var vertexColors = ( colors === undefined ) ? [] : [
  6953. scope.colors[ a ].clone(),
  6954. scope.colors[ b ].clone(),
  6955. scope.colors[ c ].clone() ];
  6956. var vertexNormals = ( normals === undefined ) ? [] : [
  6957. new Vector3().fromArray( normals, a * 3 ),
  6958. new Vector3().fromArray( normals, b * 3 ),
  6959. new Vector3().fromArray( normals, c * 3 )
  6960. ];
  6961. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6962. scope.faces.push( face );
  6963. if ( uvs !== undefined ) {
  6964. scope.faceVertexUvs[ 0 ].push( [
  6965. new Vector2().fromArray( uvs, a * 2 ),
  6966. new Vector2().fromArray( uvs, b * 2 ),
  6967. new Vector2().fromArray( uvs, c * 2 )
  6968. ] );
  6969. }
  6970. if ( uvs2 !== undefined ) {
  6971. scope.faceVertexUvs[ 1 ].push( [
  6972. new Vector2().fromArray( uvs2, a * 2 ),
  6973. new Vector2().fromArray( uvs2, b * 2 ),
  6974. new Vector2().fromArray( uvs2, c * 2 )
  6975. ] );
  6976. }
  6977. }
  6978. var groups = geometry.groups;
  6979. if ( groups.length > 0 ) {
  6980. for ( var i = 0; i < groups.length; i ++ ) {
  6981. var group = groups[ i ];
  6982. var start = group.start;
  6983. var count = group.count;
  6984. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6985. if ( indices !== undefined ) {
  6986. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6987. } else {
  6988. addFace( j, j + 1, j + 2, group.materialIndex );
  6989. }
  6990. }
  6991. }
  6992. } else {
  6993. if ( indices !== undefined ) {
  6994. for ( var i = 0; i < indices.length; i += 3 ) {
  6995. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6996. }
  6997. } else {
  6998. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6999. addFace( i, i + 1, i + 2 );
  7000. }
  7001. }
  7002. }
  7003. this.computeFaceNormals();
  7004. if ( geometry.boundingBox !== null ) {
  7005. this.boundingBox = geometry.boundingBox.clone();
  7006. }
  7007. if ( geometry.boundingSphere !== null ) {
  7008. this.boundingSphere = geometry.boundingSphere.clone();
  7009. }
  7010. return this;
  7011. },
  7012. center: function () {
  7013. this.computeBoundingBox();
  7014. this.boundingBox.getCenter( _offset$1 ).negate();
  7015. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7016. return this;
  7017. },
  7018. normalize: function () {
  7019. this.computeBoundingSphere();
  7020. var center = this.boundingSphere.center;
  7021. var radius = this.boundingSphere.radius;
  7022. var s = radius === 0 ? 1 : 1.0 / radius;
  7023. var matrix = new Matrix4();
  7024. matrix.set(
  7025. s, 0, 0, - s * center.x,
  7026. 0, s, 0, - s * center.y,
  7027. 0, 0, s, - s * center.z,
  7028. 0, 0, 0, 1
  7029. );
  7030. this.applyMatrix( matrix );
  7031. return this;
  7032. },
  7033. computeFaceNormals: function () {
  7034. var cb = new Vector3(), ab = new Vector3();
  7035. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7036. var face = this.faces[ f ];
  7037. var vA = this.vertices[ face.a ];
  7038. var vB = this.vertices[ face.b ];
  7039. var vC = this.vertices[ face.c ];
  7040. cb.subVectors( vC, vB );
  7041. ab.subVectors( vA, vB );
  7042. cb.cross( ab );
  7043. cb.normalize();
  7044. face.normal.copy( cb );
  7045. }
  7046. },
  7047. computeVertexNormals: function ( areaWeighted ) {
  7048. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7049. var v, vl, f, fl, face, vertices;
  7050. vertices = new Array( this.vertices.length );
  7051. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7052. vertices[ v ] = new Vector3();
  7053. }
  7054. if ( areaWeighted ) {
  7055. // vertex normals weighted by triangle areas
  7056. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7057. var vA, vB, vC;
  7058. var cb = new Vector3(), ab = new Vector3();
  7059. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7060. face = this.faces[ f ];
  7061. vA = this.vertices[ face.a ];
  7062. vB = this.vertices[ face.b ];
  7063. vC = this.vertices[ face.c ];
  7064. cb.subVectors( vC, vB );
  7065. ab.subVectors( vA, vB );
  7066. cb.cross( ab );
  7067. vertices[ face.a ].add( cb );
  7068. vertices[ face.b ].add( cb );
  7069. vertices[ face.c ].add( cb );
  7070. }
  7071. } else {
  7072. this.computeFaceNormals();
  7073. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7074. face = this.faces[ f ];
  7075. vertices[ face.a ].add( face.normal );
  7076. vertices[ face.b ].add( face.normal );
  7077. vertices[ face.c ].add( face.normal );
  7078. }
  7079. }
  7080. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7081. vertices[ v ].normalize();
  7082. }
  7083. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7084. face = this.faces[ f ];
  7085. var vertexNormals = face.vertexNormals;
  7086. if ( vertexNormals.length === 3 ) {
  7087. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7088. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7089. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7090. } else {
  7091. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7092. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7093. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7094. }
  7095. }
  7096. if ( this.faces.length > 0 ) {
  7097. this.normalsNeedUpdate = true;
  7098. }
  7099. },
  7100. computeFlatVertexNormals: function () {
  7101. var f, fl, face;
  7102. this.computeFaceNormals();
  7103. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7104. face = this.faces[ f ];
  7105. var vertexNormals = face.vertexNormals;
  7106. if ( vertexNormals.length === 3 ) {
  7107. vertexNormals[ 0 ].copy( face.normal );
  7108. vertexNormals[ 1 ].copy( face.normal );
  7109. vertexNormals[ 2 ].copy( face.normal );
  7110. } else {
  7111. vertexNormals[ 0 ] = face.normal.clone();
  7112. vertexNormals[ 1 ] = face.normal.clone();
  7113. vertexNormals[ 2 ] = face.normal.clone();
  7114. }
  7115. }
  7116. if ( this.faces.length > 0 ) {
  7117. this.normalsNeedUpdate = true;
  7118. }
  7119. },
  7120. computeMorphNormals: function () {
  7121. var i, il, f, fl, face;
  7122. // save original normals
  7123. // - create temp variables on first access
  7124. // otherwise just copy (for faster repeated calls)
  7125. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7126. face = this.faces[ f ];
  7127. if ( ! face.__originalFaceNormal ) {
  7128. face.__originalFaceNormal = face.normal.clone();
  7129. } else {
  7130. face.__originalFaceNormal.copy( face.normal );
  7131. }
  7132. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7133. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7134. if ( ! face.__originalVertexNormals[ i ] ) {
  7135. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7136. } else {
  7137. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7138. }
  7139. }
  7140. }
  7141. // use temp geometry to compute face and vertex normals for each morph
  7142. var tmpGeo = new Geometry();
  7143. tmpGeo.faces = this.faces;
  7144. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7145. // create on first access
  7146. if ( ! this.morphNormals[ i ] ) {
  7147. this.morphNormals[ i ] = {};
  7148. this.morphNormals[ i ].faceNormals = [];
  7149. this.morphNormals[ i ].vertexNormals = [];
  7150. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7151. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7152. var faceNormal, vertexNormals;
  7153. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7154. faceNormal = new Vector3();
  7155. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7156. dstNormalsFace.push( faceNormal );
  7157. dstNormalsVertex.push( vertexNormals );
  7158. }
  7159. }
  7160. var morphNormals = this.morphNormals[ i ];
  7161. // set vertices to morph target
  7162. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7163. // compute morph normals
  7164. tmpGeo.computeFaceNormals();
  7165. tmpGeo.computeVertexNormals();
  7166. // store morph normals
  7167. var faceNormal, vertexNormals;
  7168. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7169. face = this.faces[ f ];
  7170. faceNormal = morphNormals.faceNormals[ f ];
  7171. vertexNormals = morphNormals.vertexNormals[ f ];
  7172. faceNormal.copy( face.normal );
  7173. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7174. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7175. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7176. }
  7177. }
  7178. // restore original normals
  7179. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7180. face = this.faces[ f ];
  7181. face.normal = face.__originalFaceNormal;
  7182. face.vertexNormals = face.__originalVertexNormals;
  7183. }
  7184. },
  7185. computeBoundingBox: function () {
  7186. if ( this.boundingBox === null ) {
  7187. this.boundingBox = new Box3();
  7188. }
  7189. this.boundingBox.setFromPoints( this.vertices );
  7190. },
  7191. computeBoundingSphere: function () {
  7192. if ( this.boundingSphere === null ) {
  7193. this.boundingSphere = new Sphere();
  7194. }
  7195. this.boundingSphere.setFromPoints( this.vertices );
  7196. },
  7197. merge: function ( geometry, matrix, materialIndexOffset ) {
  7198. if ( ! ( geometry && geometry.isGeometry ) ) {
  7199. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7200. return;
  7201. }
  7202. var normalMatrix,
  7203. vertexOffset = this.vertices.length,
  7204. vertices1 = this.vertices,
  7205. vertices2 = geometry.vertices,
  7206. faces1 = this.faces,
  7207. faces2 = geometry.faces,
  7208. colors1 = this.colors,
  7209. colors2 = geometry.colors;
  7210. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7211. if ( matrix !== undefined ) {
  7212. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7213. }
  7214. // vertices
  7215. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7216. var vertex = vertices2[ i ];
  7217. var vertexCopy = vertex.clone();
  7218. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7219. vertices1.push( vertexCopy );
  7220. }
  7221. // colors
  7222. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7223. colors1.push( colors2[ i ].clone() );
  7224. }
  7225. // faces
  7226. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7227. var face = faces2[ i ], faceCopy, normal, color,
  7228. faceVertexNormals = face.vertexNormals,
  7229. faceVertexColors = face.vertexColors;
  7230. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7231. faceCopy.normal.copy( face.normal );
  7232. if ( normalMatrix !== undefined ) {
  7233. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7234. }
  7235. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7236. normal = faceVertexNormals[ j ].clone();
  7237. if ( normalMatrix !== undefined ) {
  7238. normal.applyMatrix3( normalMatrix ).normalize();
  7239. }
  7240. faceCopy.vertexNormals.push( normal );
  7241. }
  7242. faceCopy.color.copy( face.color );
  7243. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7244. color = faceVertexColors[ j ];
  7245. faceCopy.vertexColors.push( color.clone() );
  7246. }
  7247. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7248. faces1.push( faceCopy );
  7249. }
  7250. // uvs
  7251. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7252. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7253. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7254. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7255. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7256. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7257. uvsCopy.push( uvs2[ k ].clone() );
  7258. }
  7259. this.faceVertexUvs[ i ].push( uvsCopy );
  7260. }
  7261. }
  7262. },
  7263. mergeMesh: function ( mesh ) {
  7264. if ( ! ( mesh && mesh.isMesh ) ) {
  7265. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7266. return;
  7267. }
  7268. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7269. this.merge( mesh.geometry, mesh.matrix );
  7270. },
  7271. /*
  7272. * Checks for duplicate vertices with hashmap.
  7273. * Duplicated vertices are removed
  7274. * and faces' vertices are updated.
  7275. */
  7276. mergeVertices: function () {
  7277. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7278. var unique = [], changes = [];
  7279. var v, key;
  7280. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7281. var precision = Math.pow( 10, precisionPoints );
  7282. var i, il, face;
  7283. var indices, j, jl;
  7284. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7285. v = this.vertices[ i ];
  7286. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7287. if ( verticesMap[ key ] === undefined ) {
  7288. verticesMap[ key ] = i;
  7289. unique.push( this.vertices[ i ] );
  7290. changes[ i ] = unique.length - 1;
  7291. } else {
  7292. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7293. changes[ i ] = changes[ verticesMap[ key ] ];
  7294. }
  7295. }
  7296. // if faces are completely degenerate after merging vertices, we
  7297. // have to remove them from the geometry.
  7298. var faceIndicesToRemove = [];
  7299. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7300. face = this.faces[ i ];
  7301. face.a = changes[ face.a ];
  7302. face.b = changes[ face.b ];
  7303. face.c = changes[ face.c ];
  7304. indices = [ face.a, face.b, face.c ];
  7305. // if any duplicate vertices are found in a Face3
  7306. // we have to remove the face as nothing can be saved
  7307. for ( var n = 0; n < 3; n ++ ) {
  7308. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7309. faceIndicesToRemove.push( i );
  7310. break;
  7311. }
  7312. }
  7313. }
  7314. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7315. var idx = faceIndicesToRemove[ i ];
  7316. this.faces.splice( idx, 1 );
  7317. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7318. this.faceVertexUvs[ j ].splice( idx, 1 );
  7319. }
  7320. }
  7321. // Use unique set of vertices
  7322. var diff = this.vertices.length - unique.length;
  7323. this.vertices = unique;
  7324. return diff;
  7325. },
  7326. setFromPoints: function ( points ) {
  7327. this.vertices = [];
  7328. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7329. var point = points[ i ];
  7330. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7331. }
  7332. return this;
  7333. },
  7334. sortFacesByMaterialIndex: function () {
  7335. var faces = this.faces;
  7336. var length = faces.length;
  7337. // tag faces
  7338. for ( var i = 0; i < length; i ++ ) {
  7339. faces[ i ]._id = i;
  7340. }
  7341. // sort faces
  7342. function materialIndexSort( a, b ) {
  7343. return a.materialIndex - b.materialIndex;
  7344. }
  7345. faces.sort( materialIndexSort );
  7346. // sort uvs
  7347. var uvs1 = this.faceVertexUvs[ 0 ];
  7348. var uvs2 = this.faceVertexUvs[ 1 ];
  7349. var newUvs1, newUvs2;
  7350. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7351. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7352. for ( var i = 0; i < length; i ++ ) {
  7353. var id = faces[ i ]._id;
  7354. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7355. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7356. }
  7357. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7358. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7359. },
  7360. toJSON: function () {
  7361. var data = {
  7362. metadata: {
  7363. version: 4.5,
  7364. type: 'Geometry',
  7365. generator: 'Geometry.toJSON'
  7366. }
  7367. };
  7368. // standard Geometry serialization
  7369. data.uuid = this.uuid;
  7370. data.type = this.type;
  7371. if ( this.name !== '' ) { data.name = this.name; }
  7372. if ( this.parameters !== undefined ) {
  7373. var parameters = this.parameters;
  7374. for ( var key in parameters ) {
  7375. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7376. }
  7377. return data;
  7378. }
  7379. var vertices = [];
  7380. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7381. var vertex = this.vertices[ i ];
  7382. vertices.push( vertex.x, vertex.y, vertex.z );
  7383. }
  7384. var faces = [];
  7385. var normals = [];
  7386. var normalsHash = {};
  7387. var colors = [];
  7388. var colorsHash = {};
  7389. var uvs = [];
  7390. var uvsHash = {};
  7391. for ( var i = 0; i < this.faces.length; i ++ ) {
  7392. var face = this.faces[ i ];
  7393. var hasMaterial = true;
  7394. var hasFaceUv = false; // deprecated
  7395. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7396. var hasFaceNormal = face.normal.length() > 0;
  7397. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7398. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7399. var hasFaceVertexColor = face.vertexColors.length > 0;
  7400. var faceType = 0;
  7401. faceType = setBit( faceType, 0, 0 ); // isQuad
  7402. faceType = setBit( faceType, 1, hasMaterial );
  7403. faceType = setBit( faceType, 2, hasFaceUv );
  7404. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7405. faceType = setBit( faceType, 4, hasFaceNormal );
  7406. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7407. faceType = setBit( faceType, 6, hasFaceColor );
  7408. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7409. faces.push( faceType );
  7410. faces.push( face.a, face.b, face.c );
  7411. faces.push( face.materialIndex );
  7412. if ( hasFaceVertexUv ) {
  7413. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7414. faces.push(
  7415. getUvIndex( faceVertexUvs[ 0 ] ),
  7416. getUvIndex( faceVertexUvs[ 1 ] ),
  7417. getUvIndex( faceVertexUvs[ 2 ] )
  7418. );
  7419. }
  7420. if ( hasFaceNormal ) {
  7421. faces.push( getNormalIndex( face.normal ) );
  7422. }
  7423. if ( hasFaceVertexNormal ) {
  7424. var vertexNormals = face.vertexNormals;
  7425. faces.push(
  7426. getNormalIndex( vertexNormals[ 0 ] ),
  7427. getNormalIndex( vertexNormals[ 1 ] ),
  7428. getNormalIndex( vertexNormals[ 2 ] )
  7429. );
  7430. }
  7431. if ( hasFaceColor ) {
  7432. faces.push( getColorIndex( face.color ) );
  7433. }
  7434. if ( hasFaceVertexColor ) {
  7435. var vertexColors = face.vertexColors;
  7436. faces.push(
  7437. getColorIndex( vertexColors[ 0 ] ),
  7438. getColorIndex( vertexColors[ 1 ] ),
  7439. getColorIndex( vertexColors[ 2 ] )
  7440. );
  7441. }
  7442. }
  7443. function setBit( value, position, enabled ) {
  7444. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7445. }
  7446. function getNormalIndex( normal ) {
  7447. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7448. if ( normalsHash[ hash ] !== undefined ) {
  7449. return normalsHash[ hash ];
  7450. }
  7451. normalsHash[ hash ] = normals.length / 3;
  7452. normals.push( normal.x, normal.y, normal.z );
  7453. return normalsHash[ hash ];
  7454. }
  7455. function getColorIndex( color ) {
  7456. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7457. if ( colorsHash[ hash ] !== undefined ) {
  7458. return colorsHash[ hash ];
  7459. }
  7460. colorsHash[ hash ] = colors.length;
  7461. colors.push( color.getHex() );
  7462. return colorsHash[ hash ];
  7463. }
  7464. function getUvIndex( uv ) {
  7465. var hash = uv.x.toString() + uv.y.toString();
  7466. if ( uvsHash[ hash ] !== undefined ) {
  7467. return uvsHash[ hash ];
  7468. }
  7469. uvsHash[ hash ] = uvs.length / 2;
  7470. uvs.push( uv.x, uv.y );
  7471. return uvsHash[ hash ];
  7472. }
  7473. data.data = {};
  7474. data.data.vertices = vertices;
  7475. data.data.normals = normals;
  7476. if ( colors.length > 0 ) { data.data.colors = colors; }
  7477. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7478. data.data.faces = faces;
  7479. return data;
  7480. },
  7481. clone: function () {
  7482. /*
  7483. // Handle primitives
  7484. var parameters = this.parameters;
  7485. if ( parameters !== undefined ) {
  7486. var values = [];
  7487. for ( var key in parameters ) {
  7488. values.push( parameters[ key ] );
  7489. }
  7490. var geometry = Object.create( this.constructor.prototype );
  7491. this.constructor.apply( geometry, values );
  7492. return geometry;
  7493. }
  7494. return new this.constructor().copy( this );
  7495. */
  7496. return new Geometry().copy( this );
  7497. },
  7498. copy: function ( source ) {
  7499. var i, il, j, jl, k, kl;
  7500. // reset
  7501. this.vertices = [];
  7502. this.colors = [];
  7503. this.faces = [];
  7504. this.faceVertexUvs = [[]];
  7505. this.morphTargets = [];
  7506. this.morphNormals = [];
  7507. this.skinWeights = [];
  7508. this.skinIndices = [];
  7509. this.lineDistances = [];
  7510. this.boundingBox = null;
  7511. this.boundingSphere = null;
  7512. // name
  7513. this.name = source.name;
  7514. // vertices
  7515. var vertices = source.vertices;
  7516. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7517. this.vertices.push( vertices[ i ].clone() );
  7518. }
  7519. // colors
  7520. var colors = source.colors;
  7521. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7522. this.colors.push( colors[ i ].clone() );
  7523. }
  7524. // faces
  7525. var faces = source.faces;
  7526. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7527. this.faces.push( faces[ i ].clone() );
  7528. }
  7529. // face vertex uvs
  7530. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7531. var faceVertexUvs = source.faceVertexUvs[ i ];
  7532. if ( this.faceVertexUvs[ i ] === undefined ) {
  7533. this.faceVertexUvs[ i ] = [];
  7534. }
  7535. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7536. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7537. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7538. var uv = uvs[ k ];
  7539. uvsCopy.push( uv.clone() );
  7540. }
  7541. this.faceVertexUvs[ i ].push( uvsCopy );
  7542. }
  7543. }
  7544. // morph targets
  7545. var morphTargets = source.morphTargets;
  7546. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7547. var morphTarget = {};
  7548. morphTarget.name = morphTargets[ i ].name;
  7549. // vertices
  7550. if ( morphTargets[ i ].vertices !== undefined ) {
  7551. morphTarget.vertices = [];
  7552. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7553. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7554. }
  7555. }
  7556. // normals
  7557. if ( morphTargets[ i ].normals !== undefined ) {
  7558. morphTarget.normals = [];
  7559. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7560. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7561. }
  7562. }
  7563. this.morphTargets.push( morphTarget );
  7564. }
  7565. // morph normals
  7566. var morphNormals = source.morphNormals;
  7567. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7568. var morphNormal = {};
  7569. // vertex normals
  7570. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7571. morphNormal.vertexNormals = [];
  7572. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7573. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7574. var destVertexNormal = {};
  7575. destVertexNormal.a = srcVertexNormal.a.clone();
  7576. destVertexNormal.b = srcVertexNormal.b.clone();
  7577. destVertexNormal.c = srcVertexNormal.c.clone();
  7578. morphNormal.vertexNormals.push( destVertexNormal );
  7579. }
  7580. }
  7581. // face normals
  7582. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7583. morphNormal.faceNormals = [];
  7584. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7585. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7586. }
  7587. }
  7588. this.morphNormals.push( morphNormal );
  7589. }
  7590. // skin weights
  7591. var skinWeights = source.skinWeights;
  7592. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7593. this.skinWeights.push( skinWeights[ i ].clone() );
  7594. }
  7595. // skin indices
  7596. var skinIndices = source.skinIndices;
  7597. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7598. this.skinIndices.push( skinIndices[ i ].clone() );
  7599. }
  7600. // line distances
  7601. var lineDistances = source.lineDistances;
  7602. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7603. this.lineDistances.push( lineDistances[ i ] );
  7604. }
  7605. // bounding box
  7606. var boundingBox = source.boundingBox;
  7607. if ( boundingBox !== null ) {
  7608. this.boundingBox = boundingBox.clone();
  7609. }
  7610. // bounding sphere
  7611. var boundingSphere = source.boundingSphere;
  7612. if ( boundingSphere !== null ) {
  7613. this.boundingSphere = boundingSphere.clone();
  7614. }
  7615. // update flags
  7616. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7617. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7618. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7619. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7620. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7621. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7622. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7623. return this;
  7624. },
  7625. dispose: function () {
  7626. this.dispatchEvent( { type: 'dispose' } );
  7627. }
  7628. } );
  7629. /**
  7630. * @author mrdoob / http://mrdoob.com/
  7631. * @author Mugen87 / https://github.com/Mugen87
  7632. */
  7633. // BoxGeometry
  7634. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7635. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7636. Geometry.call(this);
  7637. this.type = 'BoxGeometry';
  7638. this.parameters = {
  7639. width: width,
  7640. height: height,
  7641. depth: depth,
  7642. widthSegments: widthSegments,
  7643. heightSegments: heightSegments,
  7644. depthSegments: depthSegments
  7645. };
  7646. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7647. this.mergeVertices();
  7648. }
  7649. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7650. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7651. BoxGeometry.prototype.constructor = BoxGeometry;
  7652. return BoxGeometry;
  7653. }(Geometry));
  7654. // BoxBufferGeometry
  7655. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7656. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7657. BufferGeometry.call(this);
  7658. this.type = 'BoxBufferGeometry';
  7659. this.parameters = {
  7660. width: width,
  7661. height: height,
  7662. depth: depth,
  7663. widthSegments: widthSegments,
  7664. heightSegments: heightSegments,
  7665. depthSegments: depthSegments
  7666. };
  7667. var scope = this;
  7668. width = width || 1;
  7669. height = height || 1;
  7670. depth = depth || 1;
  7671. // segments
  7672. widthSegments = Math.floor( widthSegments ) || 1;
  7673. heightSegments = Math.floor( heightSegments ) || 1;
  7674. depthSegments = Math.floor( depthSegments ) || 1;
  7675. // buffers
  7676. var indices = [];
  7677. var vertices = [];
  7678. var normals = [];
  7679. var uvs = [];
  7680. // helper variables
  7681. var numberOfVertices = 0;
  7682. var groupStart = 0;
  7683. // build each side of the box geometry
  7684. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7685. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7686. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7687. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7688. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7689. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7690. // build geometry
  7691. this.setIndex( indices );
  7692. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7693. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7694. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7695. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7696. var segmentWidth = width / gridX;
  7697. var segmentHeight = height / gridY;
  7698. var widthHalf = width / 2;
  7699. var heightHalf = height / 2;
  7700. var depthHalf = depth / 2;
  7701. var gridX1 = gridX + 1;
  7702. var gridY1 = gridY + 1;
  7703. var vertexCounter = 0;
  7704. var groupCount = 0;
  7705. var ix, iy;
  7706. var vector = new Vector3();
  7707. // generate vertices, normals and uvs
  7708. for ( iy = 0; iy < gridY1; iy ++ ) {
  7709. var y = iy * segmentHeight - heightHalf;
  7710. for ( ix = 0; ix < gridX1; ix ++ ) {
  7711. var x = ix * segmentWidth - widthHalf;
  7712. // set values to correct vector component
  7713. vector[ u ] = x * udir;
  7714. vector[ v ] = y * vdir;
  7715. vector[ w ] = depthHalf;
  7716. // now apply vector to vertex buffer
  7717. vertices.push( vector.x, vector.y, vector.z );
  7718. // set values to correct vector component
  7719. vector[ u ] = 0;
  7720. vector[ v ] = 0;
  7721. vector[ w ] = depth > 0 ? 1 : - 1;
  7722. // now apply vector to normal buffer
  7723. normals.push( vector.x, vector.y, vector.z );
  7724. // uvs
  7725. uvs.push( ix / gridX );
  7726. uvs.push( 1 - ( iy / gridY ) );
  7727. // counters
  7728. vertexCounter += 1;
  7729. }
  7730. }
  7731. // indices
  7732. // 1. you need three indices to draw a single face
  7733. // 2. a single segment consists of two faces
  7734. // 3. so we need to generate six (2*3) indices per segment
  7735. for ( iy = 0; iy < gridY; iy ++ ) {
  7736. for ( ix = 0; ix < gridX; ix ++ ) {
  7737. var a = numberOfVertices + ix + gridX1 * iy;
  7738. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7739. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7740. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7741. // faces
  7742. indices.push( a, b, d );
  7743. indices.push( b, c, d );
  7744. // increase counter
  7745. groupCount += 6;
  7746. }
  7747. }
  7748. // add a group to the geometry. this will ensure multi material support
  7749. scope.addGroup( groupStart, groupCount, materialIndex );
  7750. // calculate new start value for groups
  7751. groupStart += groupCount;
  7752. // update total number of vertices
  7753. numberOfVertices += vertexCounter;
  7754. }
  7755. }
  7756. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7757. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7758. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7759. return BoxBufferGeometry;
  7760. }(BufferGeometry));
  7761. /**
  7762. * Uniform Utilities
  7763. */
  7764. function cloneUniforms( src ) {
  7765. var dst = {};
  7766. for ( var u in src ) {
  7767. dst[ u ] = {};
  7768. for ( var p in src[ u ] ) {
  7769. var property = src[ u ][ p ];
  7770. if ( property && ( property.isColor ||
  7771. property.isMatrix3 || property.isMatrix4 ||
  7772. property.isVector2 || property.isVector3 || property.isVector4 ||
  7773. property.isTexture ) ) {
  7774. dst[ u ][ p ] = property.clone();
  7775. } else if ( Array.isArray( property ) ) {
  7776. dst[ u ][ p ] = property.slice();
  7777. } else {
  7778. dst[ u ][ p ] = property;
  7779. }
  7780. }
  7781. }
  7782. return dst;
  7783. }
  7784. function mergeUniforms( uniforms ) {
  7785. var merged = {};
  7786. for ( var u = 0; u < uniforms.length; u ++ ) {
  7787. var tmp = cloneUniforms( uniforms[ u ] );
  7788. for ( var p in tmp ) {
  7789. merged[ p ] = tmp[ p ];
  7790. }
  7791. }
  7792. return merged;
  7793. }
  7794. // Legacy
  7795. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7796. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7797. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7798. /**
  7799. * @author alteredq / http://alteredqualia.com/
  7800. *
  7801. * parameters = {
  7802. * defines: { "label" : "value" },
  7803. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7804. *
  7805. * fragmentShader: <string>,
  7806. * vertexShader: <string>,
  7807. *
  7808. * wireframe: <boolean>,
  7809. * wireframeLinewidth: <float>,
  7810. *
  7811. * lights: <bool>,
  7812. *
  7813. * skinning: <bool>,
  7814. * morphTargets: <bool>,
  7815. * morphNormals: <bool>
  7816. * }
  7817. */
  7818. function ShaderMaterial( parameters ) {
  7819. Material.call( this );
  7820. this.type = 'ShaderMaterial';
  7821. this.defines = {};
  7822. this.uniforms = {};
  7823. this.vertexShader = default_vertex;
  7824. this.fragmentShader = default_fragment;
  7825. this.linewidth = 1;
  7826. this.wireframe = false;
  7827. this.wireframeLinewidth = 1;
  7828. this.fog = false; // set to use scene fog
  7829. this.lights = false; // set to use scene lights
  7830. this.clipping = false; // set to use user-defined clipping planes
  7831. this.skinning = false; // set to use skinning attribute streams
  7832. this.morphTargets = false; // set to use morph targets
  7833. this.morphNormals = false; // set to use morph normals
  7834. this.extensions = {
  7835. derivatives: false, // set to use derivatives
  7836. fragDepth: false, // set to use fragment depth values
  7837. drawBuffers: false, // set to use draw buffers
  7838. shaderTextureLOD: false // set to use shader texture LOD
  7839. };
  7840. // When rendered geometry doesn't include these attributes but the material does,
  7841. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7842. this.defaultAttributeValues = {
  7843. 'color': [ 1, 1, 1 ],
  7844. 'uv': [ 0, 0 ],
  7845. 'uv2': [ 0, 0 ]
  7846. };
  7847. this.index0AttributeName = undefined;
  7848. this.uniformsNeedUpdate = false;
  7849. if ( parameters !== undefined ) {
  7850. if ( parameters.attributes !== undefined ) {
  7851. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7852. }
  7853. this.setValues( parameters );
  7854. }
  7855. }
  7856. ShaderMaterial.prototype = Object.create( Material.prototype );
  7857. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7858. ShaderMaterial.prototype.isShaderMaterial = true;
  7859. ShaderMaterial.prototype.copy = function ( source ) {
  7860. Material.prototype.copy.call( this, source );
  7861. this.fragmentShader = source.fragmentShader;
  7862. this.vertexShader = source.vertexShader;
  7863. this.uniforms = cloneUniforms( source.uniforms );
  7864. this.defines = Object.assign( {}, source.defines );
  7865. this.wireframe = source.wireframe;
  7866. this.wireframeLinewidth = source.wireframeLinewidth;
  7867. this.lights = source.lights;
  7868. this.clipping = source.clipping;
  7869. this.skinning = source.skinning;
  7870. this.morphTargets = source.morphTargets;
  7871. this.morphNormals = source.morphNormals;
  7872. this.extensions = source.extensions;
  7873. return this;
  7874. };
  7875. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7876. var data = Material.prototype.toJSON.call( this, meta );
  7877. data.uniforms = {};
  7878. for ( var name in this.uniforms ) {
  7879. var uniform = this.uniforms[ name ];
  7880. var value = uniform.value;
  7881. if ( value && value.isTexture ) {
  7882. data.uniforms[ name ] = {
  7883. type: 't',
  7884. value: value.toJSON( meta ).uuid
  7885. };
  7886. } else if ( value && value.isColor ) {
  7887. data.uniforms[ name ] = {
  7888. type: 'c',
  7889. value: value.getHex()
  7890. };
  7891. } else if ( value && value.isVector2 ) {
  7892. data.uniforms[ name ] = {
  7893. type: 'v2',
  7894. value: value.toArray()
  7895. };
  7896. } else if ( value && value.isVector3 ) {
  7897. data.uniforms[ name ] = {
  7898. type: 'v3',
  7899. value: value.toArray()
  7900. };
  7901. } else if ( value && value.isVector4 ) {
  7902. data.uniforms[ name ] = {
  7903. type: 'v4',
  7904. value: value.toArray()
  7905. };
  7906. } else if ( value && value.isMatrix3 ) {
  7907. data.uniforms[ name ] = {
  7908. type: 'm3',
  7909. value: value.toArray()
  7910. };
  7911. } else if ( value && value.isMatrix4 ) {
  7912. data.uniforms[ name ] = {
  7913. type: 'm4',
  7914. value: value.toArray()
  7915. };
  7916. } else {
  7917. data.uniforms[ name ] = {
  7918. value: value
  7919. };
  7920. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7921. }
  7922. }
  7923. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7924. data.vertexShader = this.vertexShader;
  7925. data.fragmentShader = this.fragmentShader;
  7926. var extensions = {};
  7927. for ( var key in this.extensions ) {
  7928. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7929. }
  7930. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7931. return data;
  7932. };
  7933. /**
  7934. * @author mrdoob / http://mrdoob.com/
  7935. * @author mikael emtinger / http://gomo.se/
  7936. * @author WestLangley / http://github.com/WestLangley
  7937. */
  7938. function Camera() {
  7939. Object3D.call( this );
  7940. this.type = 'Camera';
  7941. this.matrixWorldInverse = new Matrix4();
  7942. this.projectionMatrix = new Matrix4();
  7943. this.projectionMatrixInverse = new Matrix4();
  7944. }
  7945. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7946. constructor: Camera,
  7947. isCamera: true,
  7948. copy: function ( source, recursive ) {
  7949. Object3D.prototype.copy.call( this, source, recursive );
  7950. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7951. this.projectionMatrix.copy( source.projectionMatrix );
  7952. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7953. return this;
  7954. },
  7955. getWorldDirection: function ( target ) {
  7956. if ( target === undefined ) {
  7957. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7958. target = new Vector3();
  7959. }
  7960. this.updateMatrixWorld( true );
  7961. var e = this.matrixWorld.elements;
  7962. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7963. },
  7964. updateMatrixWorld: function ( force ) {
  7965. Object3D.prototype.updateMatrixWorld.call( this, force );
  7966. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7967. },
  7968. clone: function () {
  7969. return new this.constructor().copy( this );
  7970. }
  7971. } );
  7972. /**
  7973. * @author mrdoob / http://mrdoob.com/
  7974. * @author greggman / http://games.greggman.com/
  7975. * @author zz85 / http://www.lab4games.net/zz85/blog
  7976. * @author tschw
  7977. */
  7978. function PerspectiveCamera( fov, aspect, near, far ) {
  7979. Camera.call( this );
  7980. this.type = 'PerspectiveCamera';
  7981. this.fov = fov !== undefined ? fov : 50;
  7982. this.zoom = 1;
  7983. this.near = near !== undefined ? near : 0.1;
  7984. this.far = far !== undefined ? far : 2000;
  7985. this.focus = 10;
  7986. this.aspect = aspect !== undefined ? aspect : 1;
  7987. this.view = null;
  7988. this.filmGauge = 35; // width of the film (default in millimeters)
  7989. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7990. this.updateProjectionMatrix();
  7991. }
  7992. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7993. constructor: PerspectiveCamera,
  7994. isPerspectiveCamera: true,
  7995. copy: function ( source, recursive ) {
  7996. Camera.prototype.copy.call( this, source, recursive );
  7997. this.fov = source.fov;
  7998. this.zoom = source.zoom;
  7999. this.near = source.near;
  8000. this.far = source.far;
  8001. this.focus = source.focus;
  8002. this.aspect = source.aspect;
  8003. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8004. this.filmGauge = source.filmGauge;
  8005. this.filmOffset = source.filmOffset;
  8006. return this;
  8007. },
  8008. /**
  8009. * Sets the FOV by focal length in respect to the current .filmGauge.
  8010. *
  8011. * The default film gauge is 35, so that the focal length can be specified for
  8012. * a 35mm (full frame) camera.
  8013. *
  8014. * Values for focal length and film gauge must have the same unit.
  8015. */
  8016. setFocalLength: function ( focalLength ) {
  8017. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8018. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8019. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8020. this.updateProjectionMatrix();
  8021. },
  8022. /**
  8023. * Calculates the focal length from the current .fov and .filmGauge.
  8024. */
  8025. getFocalLength: function () {
  8026. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  8027. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8028. },
  8029. getEffectiveFOV: function () {
  8030. return _Math.RAD2DEG * 2 * Math.atan(
  8031. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8032. },
  8033. getFilmWidth: function () {
  8034. // film not completely covered in portrait format (aspect < 1)
  8035. return this.filmGauge * Math.min( this.aspect, 1 );
  8036. },
  8037. getFilmHeight: function () {
  8038. // film not completely covered in landscape format (aspect > 1)
  8039. return this.filmGauge / Math.max( this.aspect, 1 );
  8040. },
  8041. /**
  8042. * Sets an offset in a larger frustum. This is useful for multi-window or
  8043. * multi-monitor/multi-machine setups.
  8044. *
  8045. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8046. * the monitors are in grid like this
  8047. *
  8048. * +---+---+---+
  8049. * | A | B | C |
  8050. * +---+---+---+
  8051. * | D | E | F |
  8052. * +---+---+---+
  8053. *
  8054. * then for each monitor you would call it like this
  8055. *
  8056. * var w = 1920;
  8057. * var h = 1080;
  8058. * var fullWidth = w * 3;
  8059. * var fullHeight = h * 2;
  8060. *
  8061. * --A--
  8062. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8063. * --B--
  8064. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8065. * --C--
  8066. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8067. * --D--
  8068. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8069. * --E--
  8070. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8071. * --F--
  8072. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8073. *
  8074. * Note there is no reason monitors have to be the same size or in a grid.
  8075. */
  8076. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8077. this.aspect = fullWidth / fullHeight;
  8078. if ( this.view === null ) {
  8079. this.view = {
  8080. enabled: true,
  8081. fullWidth: 1,
  8082. fullHeight: 1,
  8083. offsetX: 0,
  8084. offsetY: 0,
  8085. width: 1,
  8086. height: 1
  8087. };
  8088. }
  8089. this.view.enabled = true;
  8090. this.view.fullWidth = fullWidth;
  8091. this.view.fullHeight = fullHeight;
  8092. this.view.offsetX = x;
  8093. this.view.offsetY = y;
  8094. this.view.width = width;
  8095. this.view.height = height;
  8096. this.updateProjectionMatrix();
  8097. },
  8098. clearViewOffset: function () {
  8099. if ( this.view !== null ) {
  8100. this.view.enabled = false;
  8101. }
  8102. this.updateProjectionMatrix();
  8103. },
  8104. updateProjectionMatrix: function () {
  8105. var near = this.near,
  8106. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8107. height = 2 * top,
  8108. width = this.aspect * height,
  8109. left = - 0.5 * width,
  8110. view = this.view;
  8111. if ( this.view !== null && this.view.enabled ) {
  8112. var fullWidth = view.fullWidth,
  8113. fullHeight = view.fullHeight;
  8114. left += view.offsetX * width / fullWidth;
  8115. top -= view.offsetY * height / fullHeight;
  8116. width *= view.width / fullWidth;
  8117. height *= view.height / fullHeight;
  8118. }
  8119. var skew = this.filmOffset;
  8120. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8121. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8122. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8123. },
  8124. toJSON: function ( meta ) {
  8125. var data = Object3D.prototype.toJSON.call( this, meta );
  8126. data.object.fov = this.fov;
  8127. data.object.zoom = this.zoom;
  8128. data.object.near = this.near;
  8129. data.object.far = this.far;
  8130. data.object.focus = this.focus;
  8131. data.object.aspect = this.aspect;
  8132. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8133. data.object.filmGauge = this.filmGauge;
  8134. data.object.filmOffset = this.filmOffset;
  8135. return data;
  8136. }
  8137. } );
  8138. /**
  8139. * Camera for rendering cube maps
  8140. * - renders scene into axis-aligned cube
  8141. *
  8142. * @author alteredq / http://alteredqualia.com/
  8143. */
  8144. var fov = 90, aspect = 1;
  8145. function CubeCamera( near, far, cubeResolution, options ) {
  8146. Object3D.call( this );
  8147. this.type = 'CubeCamera';
  8148. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8149. cameraPX.up.set( 0, - 1, 0 );
  8150. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8151. this.add( cameraPX );
  8152. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8153. cameraNX.up.set( 0, - 1, 0 );
  8154. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8155. this.add( cameraNX );
  8156. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8157. cameraPY.up.set( 0, 0, 1 );
  8158. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8159. this.add( cameraPY );
  8160. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8161. cameraNY.up.set( 0, 0, - 1 );
  8162. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8163. this.add( cameraNY );
  8164. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8165. cameraPZ.up.set( 0, - 1, 0 );
  8166. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8167. this.add( cameraPZ );
  8168. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8169. cameraNZ.up.set( 0, - 1, 0 );
  8170. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8171. this.add( cameraNZ );
  8172. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8173. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8174. this.renderTarget.texture.name = "CubeCamera";
  8175. this.update = function ( renderer, scene ) {
  8176. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8177. var currentRenderTarget = renderer.getRenderTarget();
  8178. var renderTarget = this.renderTarget;
  8179. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8180. renderTarget.texture.generateMipmaps = false;
  8181. renderer.setRenderTarget( renderTarget, 0 );
  8182. renderer.render( scene, cameraPX );
  8183. renderer.setRenderTarget( renderTarget, 1 );
  8184. renderer.render( scene, cameraNX );
  8185. renderer.setRenderTarget( renderTarget, 2 );
  8186. renderer.render( scene, cameraPY );
  8187. renderer.setRenderTarget( renderTarget, 3 );
  8188. renderer.render( scene, cameraNY );
  8189. renderer.setRenderTarget( renderTarget, 4 );
  8190. renderer.render( scene, cameraPZ );
  8191. renderTarget.texture.generateMipmaps = generateMipmaps;
  8192. renderer.setRenderTarget( renderTarget, 5 );
  8193. renderer.render( scene, cameraNZ );
  8194. renderer.setRenderTarget( currentRenderTarget );
  8195. };
  8196. this.clear = function ( renderer, color, depth, stencil ) {
  8197. var currentRenderTarget = renderer.getRenderTarget();
  8198. var renderTarget = this.renderTarget;
  8199. for ( var i = 0; i < 6; i ++ ) {
  8200. renderer.setRenderTarget( renderTarget, i );
  8201. renderer.clear( color, depth, stencil );
  8202. }
  8203. renderer.setRenderTarget( currentRenderTarget );
  8204. };
  8205. }
  8206. CubeCamera.prototype = Object.create( Object3D.prototype );
  8207. CubeCamera.prototype.constructor = CubeCamera;
  8208. /**
  8209. * @author alteredq / http://alteredqualia.com
  8210. * @author WestLangley / http://github.com/WestLangley
  8211. */
  8212. function WebGLRenderTargetCube( width, height, options ) {
  8213. WebGLRenderTarget.call( this, width, height, options );
  8214. }
  8215. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8216. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8217. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8218. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8219. this.texture.type = texture.type;
  8220. this.texture.format = texture.format;
  8221. this.texture.encoding = texture.encoding;
  8222. var scene = new Scene();
  8223. var shader = {
  8224. uniforms: {
  8225. tEquirect: { value: null },
  8226. },
  8227. vertexShader: [
  8228. "varying vec3 vWorldDirection;",
  8229. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8230. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8231. "}",
  8232. "void main() {",
  8233. " vWorldDirection = transformDirection( position, modelMatrix );",
  8234. " #include <begin_vertex>",
  8235. " #include <project_vertex>",
  8236. "}"
  8237. ].join( '\n' ),
  8238. fragmentShader: [
  8239. "uniform sampler2D tEquirect;",
  8240. "varying vec3 vWorldDirection;",
  8241. "#define RECIPROCAL_PI 0.31830988618",
  8242. "#define RECIPROCAL_PI2 0.15915494",
  8243. "void main() {",
  8244. " vec3 direction = normalize( vWorldDirection );",
  8245. " vec2 sampleUV;",
  8246. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8247. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8248. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8249. "}"
  8250. ].join( '\n' ),
  8251. };
  8252. var material = new ShaderMaterial( {
  8253. type: 'CubemapFromEquirect',
  8254. uniforms: cloneUniforms( shader.uniforms ),
  8255. vertexShader: shader.vertexShader,
  8256. fragmentShader: shader.fragmentShader,
  8257. side: BackSide,
  8258. blending: NoBlending
  8259. } );
  8260. material.uniforms.tEquirect.value = texture;
  8261. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8262. scene.add( mesh );
  8263. var camera = new CubeCamera( 1, 10, 1 );
  8264. camera.renderTarget = this;
  8265. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8266. camera.update( renderer, scene );
  8267. mesh.geometry.dispose();
  8268. mesh.material.dispose();
  8269. return this;
  8270. };
  8271. /**
  8272. * @author alteredq / http://alteredqualia.com/
  8273. */
  8274. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8275. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8276. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8277. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8278. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8279. this.generateMipmaps = false;
  8280. this.flipY = false;
  8281. this.unpackAlignment = 1;
  8282. this.needsUpdate = true;
  8283. }
  8284. DataTexture.prototype = Object.create( Texture.prototype );
  8285. DataTexture.prototype.constructor = DataTexture;
  8286. DataTexture.prototype.isDataTexture = true;
  8287. /**
  8288. * @author mrdoob / http://mrdoob.com/
  8289. * @author alteredq / http://alteredqualia.com/
  8290. * @author bhouston / http://clara.io
  8291. */
  8292. var _sphere$1 = new Sphere();
  8293. var _vector$6 = new Vector3();
  8294. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8295. this.planes = [
  8296. ( p0 !== undefined ) ? p0 : new Plane(),
  8297. ( p1 !== undefined ) ? p1 : new Plane(),
  8298. ( p2 !== undefined ) ? p2 : new Plane(),
  8299. ( p3 !== undefined ) ? p3 : new Plane(),
  8300. ( p4 !== undefined ) ? p4 : new Plane(),
  8301. ( p5 !== undefined ) ? p5 : new Plane()
  8302. ];
  8303. }
  8304. Object.assign( Frustum.prototype, {
  8305. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8306. var planes = this.planes;
  8307. planes[ 0 ].copy( p0 );
  8308. planes[ 1 ].copy( p1 );
  8309. planes[ 2 ].copy( p2 );
  8310. planes[ 3 ].copy( p3 );
  8311. planes[ 4 ].copy( p4 );
  8312. planes[ 5 ].copy( p5 );
  8313. return this;
  8314. },
  8315. clone: function () {
  8316. return new this.constructor().copy( this );
  8317. },
  8318. copy: function ( frustum ) {
  8319. var planes = this.planes;
  8320. for ( var i = 0; i < 6; i ++ ) {
  8321. planes[ i ].copy( frustum.planes[ i ] );
  8322. }
  8323. return this;
  8324. },
  8325. setFromMatrix: function ( m ) {
  8326. var planes = this.planes;
  8327. var me = m.elements;
  8328. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8329. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8330. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8331. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8332. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8333. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8334. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8335. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8336. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8337. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8338. return this;
  8339. },
  8340. intersectsObject: function ( object ) {
  8341. var geometry = object.geometry;
  8342. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8343. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8344. return this.intersectsSphere( _sphere$1 );
  8345. },
  8346. intersectsSprite: function ( sprite ) {
  8347. _sphere$1.center.set( 0, 0, 0 );
  8348. _sphere$1.radius = 0.7071067811865476;
  8349. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8350. return this.intersectsSphere( _sphere$1 );
  8351. },
  8352. intersectsSphere: function ( sphere ) {
  8353. var planes = this.planes;
  8354. var center = sphere.center;
  8355. var negRadius = - sphere.radius;
  8356. for ( var i = 0; i < 6; i ++ ) {
  8357. var distance = planes[ i ].distanceToPoint( center );
  8358. if ( distance < negRadius ) {
  8359. return false;
  8360. }
  8361. }
  8362. return true;
  8363. },
  8364. intersectsBox: function ( box ) {
  8365. var planes = this.planes;
  8366. for ( var i = 0; i < 6; i ++ ) {
  8367. var plane = planes[ i ];
  8368. // corner at max distance
  8369. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8370. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8371. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8372. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  8373. return false;
  8374. }
  8375. }
  8376. return true;
  8377. },
  8378. containsPoint: function ( point ) {
  8379. var planes = this.planes;
  8380. for ( var i = 0; i < 6; i ++ ) {
  8381. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8382. return false;
  8383. }
  8384. }
  8385. return true;
  8386. }
  8387. } );
  8388. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8389. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8390. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8391. 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";
  8392. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8393. var begin_vertex = "vec3 transformed = vec3( position );";
  8394. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8395. 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";
  8396. 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";
  8397. 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";
  8398. 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";
  8399. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8400. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8401. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8402. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8403. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8404. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8405. 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}";
  8406. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToVariance(float roughness) {\n float variance = 0.0;\n if (roughness >= r1) {\n variance = (r0 - roughness) * (v1 - v0) / (r0 - r1) + v0;\n } else if (roughness >= r4) {\n variance = (r1 - roughness) * (v4 - v1) / (r1 - r4) + v1;\n } else if (roughness >= r5) {\n variance = (r4 - roughness) * (v5 - v4) / (r4 - r5) + v4;\n } else {\n float roughness2 = roughness * roughness;\n variance = 1.79 * roughness2 * roughness2;\n }\n return variance;\n}\nfloat varianceToRoughness(float variance) {\n float roughness = 0.0;\n if (variance >= v1) {\n roughness = (v0 - variance) * (r1 - r0) / (v0 - v1) + r0;\n } else if (variance >= v4) {\n roughness = (v1 - variance) * (r4 - r1) / (v1 - v4) + r1;\n } else if (variance >= v5) {\n roughness = (v4 - variance) * (r5 - r4) / (v4 - v5) + r4;\n } else {\n roughness = pow(0.559 * variance, 0.25); }\n return roughness;\n}\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8407. 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 = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8408. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8409. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8410. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8411. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8412. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8413. 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}";
  8414. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), 0.0 );\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\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8415. 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";
  8416. 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";
  8417. 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";
  8418. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8419. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8420. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8421. 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";
  8422. 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";
  8423. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8424. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8425. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8426. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\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";
  8427. 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";
  8428. 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";
  8429. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8430. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8431. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8432. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8433. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8434. 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}";
  8435. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#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";
  8436. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8437. 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";
  8438. 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";
  8439. 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";
  8440. 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";
  8441. 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";
  8442. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8443. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8444. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8445. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8446. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8447. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8448. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8449. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8450. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8451. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8452. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8453. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8454. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8455. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8456. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8457. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpack2HalfToRGBA( 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}";
  8458. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8459. 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;";
  8460. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8461. 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";
  8462. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8463. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8464. 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 unpack2HalfToRGBA( 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";
  8465. 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";
  8466. 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";
  8467. 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}";
  8468. 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";
  8469. 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";
  8470. 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";
  8471. 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";
  8472. 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";
  8473. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8474. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8475. 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}";
  8476. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8477. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8478. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8479. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8480. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8481. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8482. 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";
  8483. 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}";
  8484. 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}";
  8485. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8486. 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}";
  8487. 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}";
  8488. 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}";
  8489. 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}";
  8490. 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}";
  8491. 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}";
  8492. 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}";
  8493. 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}";
  8494. 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}";
  8495. 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 <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8496. 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}";
  8497. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\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}";
  8498. 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}";
  8499. 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}";
  8500. 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}";
  8501. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8502. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8503. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8504. 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}";
  8505. 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}";
  8506. 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}";
  8507. 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}";
  8508. 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}";
  8509. 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}";
  8510. 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}";
  8511. 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}";
  8512. 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}";
  8513. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8514. 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}";
  8515. var ShaderChunk = {
  8516. alphamap_fragment: alphamap_fragment,
  8517. alphamap_pars_fragment: alphamap_pars_fragment,
  8518. alphatest_fragment: alphatest_fragment,
  8519. aomap_fragment: aomap_fragment,
  8520. aomap_pars_fragment: aomap_pars_fragment,
  8521. begin_vertex: begin_vertex,
  8522. beginnormal_vertex: beginnormal_vertex,
  8523. bsdfs: bsdfs,
  8524. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8525. clipping_planes_fragment: clipping_planes_fragment,
  8526. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8527. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8528. clipping_planes_vertex: clipping_planes_vertex,
  8529. color_fragment: color_fragment,
  8530. color_pars_fragment: color_pars_fragment,
  8531. color_pars_vertex: color_pars_vertex,
  8532. color_vertex: color_vertex,
  8533. common: common,
  8534. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8535. defaultnormal_vertex: defaultnormal_vertex,
  8536. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8537. displacementmap_vertex: displacementmap_vertex,
  8538. emissivemap_fragment: emissivemap_fragment,
  8539. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8540. encodings_fragment: encodings_fragment,
  8541. encodings_pars_fragment: encodings_pars_fragment,
  8542. envmap_fragment: envmap_fragment,
  8543. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8544. envmap_pars_fragment: envmap_pars_fragment,
  8545. envmap_pars_vertex: envmap_pars_vertex,
  8546. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8547. envmap_vertex: envmap_vertex,
  8548. fog_vertex: fog_vertex,
  8549. fog_pars_vertex: fog_pars_vertex,
  8550. fog_fragment: fog_fragment,
  8551. fog_pars_fragment: fog_pars_fragment,
  8552. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8553. lightmap_fragment: lightmap_fragment,
  8554. lightmap_pars_fragment: lightmap_pars_fragment,
  8555. lights_lambert_vertex: lights_lambert_vertex,
  8556. lights_pars_begin: lights_pars_begin,
  8557. lights_toon_fragment: lights_toon_fragment,
  8558. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8559. lights_phong_fragment: lights_phong_fragment,
  8560. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8561. lights_physical_fragment: lights_physical_fragment,
  8562. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8563. lights_fragment_begin: lights_fragment_begin,
  8564. lights_fragment_maps: lights_fragment_maps,
  8565. lights_fragment_end: lights_fragment_end,
  8566. logdepthbuf_fragment: logdepthbuf_fragment,
  8567. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8568. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8569. logdepthbuf_vertex: logdepthbuf_vertex,
  8570. map_fragment: map_fragment,
  8571. map_pars_fragment: map_pars_fragment,
  8572. map_particle_fragment: map_particle_fragment,
  8573. map_particle_pars_fragment: map_particle_pars_fragment,
  8574. metalnessmap_fragment: metalnessmap_fragment,
  8575. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8576. morphnormal_vertex: morphnormal_vertex,
  8577. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8578. morphtarget_vertex: morphtarget_vertex,
  8579. normal_fragment_begin: normal_fragment_begin,
  8580. normal_fragment_maps: normal_fragment_maps,
  8581. normalmap_pars_fragment: normalmap_pars_fragment,
  8582. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8583. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8584. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8585. packing: packing,
  8586. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8587. project_vertex: project_vertex,
  8588. dithering_fragment: dithering_fragment,
  8589. dithering_pars_fragment: dithering_pars_fragment,
  8590. roughnessmap_fragment: roughnessmap_fragment,
  8591. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8592. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8593. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8594. shadowmap_vertex: shadowmap_vertex,
  8595. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8596. skinbase_vertex: skinbase_vertex,
  8597. skinning_pars_vertex: skinning_pars_vertex,
  8598. skinning_vertex: skinning_vertex,
  8599. skinnormal_vertex: skinnormal_vertex,
  8600. specularmap_fragment: specularmap_fragment,
  8601. specularmap_pars_fragment: specularmap_pars_fragment,
  8602. tonemapping_fragment: tonemapping_fragment,
  8603. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8604. uv_pars_fragment: uv_pars_fragment,
  8605. uv_pars_vertex: uv_pars_vertex,
  8606. uv_vertex: uv_vertex,
  8607. uv2_pars_fragment: uv2_pars_fragment,
  8608. uv2_pars_vertex: uv2_pars_vertex,
  8609. uv2_vertex: uv2_vertex,
  8610. worldpos_vertex: worldpos_vertex,
  8611. background_frag: background_frag,
  8612. background_vert: background_vert,
  8613. cube_frag: cube_frag,
  8614. cube_vert: cube_vert,
  8615. depth_frag: depth_frag,
  8616. depth_vert: depth_vert,
  8617. distanceRGBA_frag: distanceRGBA_frag,
  8618. distanceRGBA_vert: distanceRGBA_vert,
  8619. equirect_frag: equirect_frag,
  8620. equirect_vert: equirect_vert,
  8621. linedashed_frag: linedashed_frag,
  8622. linedashed_vert: linedashed_vert,
  8623. meshbasic_frag: meshbasic_frag,
  8624. meshbasic_vert: meshbasic_vert,
  8625. meshlambert_frag: meshlambert_frag,
  8626. meshlambert_vert: meshlambert_vert,
  8627. meshmatcap_frag: meshmatcap_frag,
  8628. meshmatcap_vert: meshmatcap_vert,
  8629. meshtoon_frag: meshtoon_frag,
  8630. meshtoon_vert: meshtoon_vert,
  8631. meshphong_frag: meshphong_frag,
  8632. meshphong_vert: meshphong_vert,
  8633. meshphysical_frag: meshphysical_frag,
  8634. meshphysical_vert: meshphysical_vert,
  8635. normal_frag: normal_frag,
  8636. normal_vert: normal_vert,
  8637. points_frag: points_frag,
  8638. points_vert: points_vert,
  8639. shadow_frag: shadow_frag,
  8640. shadow_vert: shadow_vert,
  8641. sprite_frag: sprite_frag,
  8642. sprite_vert: sprite_vert
  8643. };
  8644. /**
  8645. * Uniforms library for shared webgl shaders
  8646. */
  8647. var UniformsLib = {
  8648. common: {
  8649. diffuse: { value: new Color( 0xeeeeee ) },
  8650. opacity: { value: 1.0 },
  8651. map: { value: null },
  8652. uvTransform: { value: new Matrix3() },
  8653. uv2Transform: { value: new Matrix3() },
  8654. alphaMap: { value: null },
  8655. },
  8656. specularmap: {
  8657. specularMap: { value: null },
  8658. },
  8659. envmap: {
  8660. envMap: { value: null },
  8661. flipEnvMap: { value: - 1 },
  8662. reflectivity: { value: 1.0 },
  8663. refractionRatio: { value: 0.98 },
  8664. maxMipLevel: { value: 0 }
  8665. },
  8666. aomap: {
  8667. aoMap: { value: null },
  8668. aoMapIntensity: { value: 1 }
  8669. },
  8670. lightmap: {
  8671. lightMap: { value: null },
  8672. lightMapIntensity: { value: 1 }
  8673. },
  8674. emissivemap: {
  8675. emissiveMap: { value: null }
  8676. },
  8677. bumpmap: {
  8678. bumpMap: { value: null },
  8679. bumpScale: { value: 1 }
  8680. },
  8681. normalmap: {
  8682. normalMap: { value: null },
  8683. normalScale: { value: new Vector2( 1, 1 ) }
  8684. },
  8685. displacementmap: {
  8686. displacementMap: { value: null },
  8687. displacementScale: { value: 1 },
  8688. displacementBias: { value: 0 }
  8689. },
  8690. roughnessmap: {
  8691. roughnessMap: { value: null }
  8692. },
  8693. metalnessmap: {
  8694. metalnessMap: { value: null }
  8695. },
  8696. gradientmap: {
  8697. gradientMap: { value: null }
  8698. },
  8699. fog: {
  8700. fogDensity: { value: 0.00025 },
  8701. fogNear: { value: 1 },
  8702. fogFar: { value: 2000 },
  8703. fogColor: { value: new Color( 0xffffff ) }
  8704. },
  8705. lights: {
  8706. ambientLightColor: { value: [] },
  8707. lightProbe: { value: [] },
  8708. directionalLights: { value: [], properties: {
  8709. direction: {},
  8710. color: {},
  8711. shadow: {},
  8712. shadowBias: {},
  8713. shadowRadius: {},
  8714. shadowMapSize: {}
  8715. } },
  8716. directionalShadowMap: { value: [] },
  8717. directionalShadowMatrix: { value: [] },
  8718. spotLights: { value: [], properties: {
  8719. color: {},
  8720. position: {},
  8721. direction: {},
  8722. distance: {},
  8723. coneCos: {},
  8724. penumbraCos: {},
  8725. decay: {},
  8726. shadow: {},
  8727. shadowBias: {},
  8728. shadowRadius: {},
  8729. shadowMapSize: {}
  8730. } },
  8731. spotShadowMap: { value: [] },
  8732. spotShadowMatrix: { value: [] },
  8733. pointLights: { value: [], properties: {
  8734. color: {},
  8735. position: {},
  8736. decay: {},
  8737. distance: {},
  8738. shadow: {},
  8739. shadowBias: {},
  8740. shadowRadius: {},
  8741. shadowMapSize: {},
  8742. shadowCameraNear: {},
  8743. shadowCameraFar: {}
  8744. } },
  8745. pointShadowMap: { value: [] },
  8746. pointShadowMatrix: { value: [] },
  8747. hemisphereLights: { value: [], properties: {
  8748. direction: {},
  8749. skyColor: {},
  8750. groundColor: {}
  8751. } },
  8752. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8753. rectAreaLights: { value: [], properties: {
  8754. color: {},
  8755. position: {},
  8756. width: {},
  8757. height: {}
  8758. } }
  8759. },
  8760. points: {
  8761. diffuse: { value: new Color( 0xeeeeee ) },
  8762. opacity: { value: 1.0 },
  8763. size: { value: 1.0 },
  8764. scale: { value: 1.0 },
  8765. map: { value: null },
  8766. alphaMap: { value: null },
  8767. uvTransform: { value: new Matrix3() }
  8768. },
  8769. sprite: {
  8770. diffuse: { value: new Color( 0xeeeeee ) },
  8771. opacity: { value: 1.0 },
  8772. center: { value: new Vector2( 0.5, 0.5 ) },
  8773. rotation: { value: 0.0 },
  8774. map: { value: null },
  8775. alphaMap: { value: null },
  8776. uvTransform: { value: new Matrix3() }
  8777. }
  8778. };
  8779. /**
  8780. * @author alteredq / http://alteredqualia.com/
  8781. * @author mrdoob / http://mrdoob.com/
  8782. * @author mikael emtinger / http://gomo.se/
  8783. */
  8784. var ShaderLib = {
  8785. basic: {
  8786. uniforms: mergeUniforms( [
  8787. UniformsLib.common,
  8788. UniformsLib.specularmap,
  8789. UniformsLib.envmap,
  8790. UniformsLib.aomap,
  8791. UniformsLib.lightmap,
  8792. UniformsLib.fog
  8793. ] ),
  8794. vertexShader: ShaderChunk.meshbasic_vert,
  8795. fragmentShader: ShaderChunk.meshbasic_frag
  8796. },
  8797. lambert: {
  8798. uniforms: mergeUniforms( [
  8799. UniformsLib.common,
  8800. UniformsLib.specularmap,
  8801. UniformsLib.envmap,
  8802. UniformsLib.aomap,
  8803. UniformsLib.lightmap,
  8804. UniformsLib.emissivemap,
  8805. UniformsLib.fog,
  8806. UniformsLib.lights,
  8807. {
  8808. emissive: { value: new Color( 0x000000 ) }
  8809. }
  8810. ] ),
  8811. vertexShader: ShaderChunk.meshlambert_vert,
  8812. fragmentShader: ShaderChunk.meshlambert_frag
  8813. },
  8814. phong: {
  8815. uniforms: mergeUniforms( [
  8816. UniformsLib.common,
  8817. UniformsLib.specularmap,
  8818. UniformsLib.envmap,
  8819. UniformsLib.aomap,
  8820. UniformsLib.lightmap,
  8821. UniformsLib.emissivemap,
  8822. UniformsLib.bumpmap,
  8823. UniformsLib.normalmap,
  8824. UniformsLib.displacementmap,
  8825. UniformsLib.fog,
  8826. UniformsLib.lights,
  8827. {
  8828. emissive: { value: new Color( 0x000000 ) },
  8829. specular: { value: new Color( 0x111111 ) },
  8830. shininess: { value: 30 }
  8831. }
  8832. ] ),
  8833. vertexShader: ShaderChunk.meshphong_vert,
  8834. fragmentShader: ShaderChunk.meshphong_frag
  8835. },
  8836. standard: {
  8837. uniforms: mergeUniforms( [
  8838. UniformsLib.common,
  8839. UniformsLib.envmap,
  8840. UniformsLib.aomap,
  8841. UniformsLib.lightmap,
  8842. UniformsLib.emissivemap,
  8843. UniformsLib.bumpmap,
  8844. UniformsLib.normalmap,
  8845. UniformsLib.displacementmap,
  8846. UniformsLib.roughnessmap,
  8847. UniformsLib.metalnessmap,
  8848. UniformsLib.fog,
  8849. UniformsLib.lights,
  8850. {
  8851. emissive: { value: new Color( 0x000000 ) },
  8852. roughness: { value: 0.5 },
  8853. metalness: { value: 0.5 },
  8854. envMapIntensity: { value: 1 } // temporary
  8855. }
  8856. ] ),
  8857. vertexShader: ShaderChunk.meshphysical_vert,
  8858. fragmentShader: ShaderChunk.meshphysical_frag
  8859. },
  8860. toon: {
  8861. uniforms: mergeUniforms( [
  8862. UniformsLib.common,
  8863. UniformsLib.specularmap,
  8864. UniformsLib.aomap,
  8865. UniformsLib.lightmap,
  8866. UniformsLib.emissivemap,
  8867. UniformsLib.bumpmap,
  8868. UniformsLib.normalmap,
  8869. UniformsLib.displacementmap,
  8870. UniformsLib.gradientmap,
  8871. UniformsLib.fog,
  8872. UniformsLib.lights,
  8873. {
  8874. emissive: { value: new Color( 0x000000 ) },
  8875. specular: { value: new Color( 0x111111 ) },
  8876. shininess: { value: 30 }
  8877. }
  8878. ] ),
  8879. vertexShader: ShaderChunk.meshtoon_vert,
  8880. fragmentShader: ShaderChunk.meshtoon_frag
  8881. },
  8882. matcap: {
  8883. uniforms: mergeUniforms( [
  8884. UniformsLib.common,
  8885. UniformsLib.bumpmap,
  8886. UniformsLib.normalmap,
  8887. UniformsLib.displacementmap,
  8888. UniformsLib.fog,
  8889. {
  8890. matcap: { value: null }
  8891. }
  8892. ] ),
  8893. vertexShader: ShaderChunk.meshmatcap_vert,
  8894. fragmentShader: ShaderChunk.meshmatcap_frag
  8895. },
  8896. points: {
  8897. uniforms: mergeUniforms( [
  8898. UniformsLib.points,
  8899. UniformsLib.fog
  8900. ] ),
  8901. vertexShader: ShaderChunk.points_vert,
  8902. fragmentShader: ShaderChunk.points_frag
  8903. },
  8904. dashed: {
  8905. uniforms: mergeUniforms( [
  8906. UniformsLib.common,
  8907. UniformsLib.fog,
  8908. {
  8909. scale: { value: 1 },
  8910. dashSize: { value: 1 },
  8911. totalSize: { value: 2 }
  8912. }
  8913. ] ),
  8914. vertexShader: ShaderChunk.linedashed_vert,
  8915. fragmentShader: ShaderChunk.linedashed_frag
  8916. },
  8917. depth: {
  8918. uniforms: mergeUniforms( [
  8919. UniformsLib.common,
  8920. UniformsLib.displacementmap
  8921. ] ),
  8922. vertexShader: ShaderChunk.depth_vert,
  8923. fragmentShader: ShaderChunk.depth_frag
  8924. },
  8925. normal: {
  8926. uniforms: mergeUniforms( [
  8927. UniformsLib.common,
  8928. UniformsLib.bumpmap,
  8929. UniformsLib.normalmap,
  8930. UniformsLib.displacementmap,
  8931. {
  8932. opacity: { value: 1.0 }
  8933. }
  8934. ] ),
  8935. vertexShader: ShaderChunk.normal_vert,
  8936. fragmentShader: ShaderChunk.normal_frag
  8937. },
  8938. sprite: {
  8939. uniforms: mergeUniforms( [
  8940. UniformsLib.sprite,
  8941. UniformsLib.fog
  8942. ] ),
  8943. vertexShader: ShaderChunk.sprite_vert,
  8944. fragmentShader: ShaderChunk.sprite_frag
  8945. },
  8946. background: {
  8947. uniforms: {
  8948. uvTransform: { value: new Matrix3() },
  8949. t2D: { value: null },
  8950. },
  8951. vertexShader: ShaderChunk.background_vert,
  8952. fragmentShader: ShaderChunk.background_frag
  8953. },
  8954. /* -------------------------------------------------------------------------
  8955. // Cube map shader
  8956. ------------------------------------------------------------------------- */
  8957. cube: {
  8958. uniforms: mergeUniforms( [
  8959. UniformsLib.envmap,
  8960. {
  8961. opacity: { value: 1.0 }
  8962. }
  8963. ] ),
  8964. vertexShader: ShaderChunk.cube_vert,
  8965. fragmentShader: ShaderChunk.cube_frag
  8966. },
  8967. equirect: {
  8968. uniforms: {
  8969. tEquirect: { value: null },
  8970. },
  8971. vertexShader: ShaderChunk.equirect_vert,
  8972. fragmentShader: ShaderChunk.equirect_frag
  8973. },
  8974. distanceRGBA: {
  8975. uniforms: mergeUniforms( [
  8976. UniformsLib.common,
  8977. UniformsLib.displacementmap,
  8978. {
  8979. referencePosition: { value: new Vector3() },
  8980. nearDistance: { value: 1 },
  8981. farDistance: { value: 1000 }
  8982. }
  8983. ] ),
  8984. vertexShader: ShaderChunk.distanceRGBA_vert,
  8985. fragmentShader: ShaderChunk.distanceRGBA_frag
  8986. },
  8987. shadow: {
  8988. uniforms: mergeUniforms( [
  8989. UniformsLib.lights,
  8990. UniformsLib.fog,
  8991. {
  8992. color: { value: new Color( 0x00000 ) },
  8993. opacity: { value: 1.0 }
  8994. } ] ),
  8995. vertexShader: ShaderChunk.shadow_vert,
  8996. fragmentShader: ShaderChunk.shadow_frag
  8997. }
  8998. };
  8999. ShaderLib.physical = {
  9000. uniforms: mergeUniforms( [
  9001. ShaderLib.standard.uniforms,
  9002. {
  9003. transparency: { value: 0 },
  9004. clearcoat: { value: 0 },
  9005. clearcoatRoughness: { value: 0 },
  9006. sheen: { value: new Color( 0x000000 ) },
  9007. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9008. clearcoatNormalMap: { value: null },
  9009. }
  9010. ] ),
  9011. vertexShader: ShaderChunk.meshphysical_vert,
  9012. fragmentShader: ShaderChunk.meshphysical_frag
  9013. };
  9014. /**
  9015. * @author mrdoob / http://mrdoob.com/
  9016. */
  9017. function WebGLAnimation() {
  9018. var context = null;
  9019. var isAnimating = false;
  9020. var animationLoop = null;
  9021. function onAnimationFrame( time, frame ) {
  9022. if ( isAnimating === false ) { return; }
  9023. animationLoop( time, frame );
  9024. context.requestAnimationFrame( onAnimationFrame );
  9025. }
  9026. return {
  9027. start: function () {
  9028. if ( isAnimating === true ) { return; }
  9029. if ( animationLoop === null ) { return; }
  9030. context.requestAnimationFrame( onAnimationFrame );
  9031. isAnimating = true;
  9032. },
  9033. stop: function () {
  9034. isAnimating = false;
  9035. },
  9036. setAnimationLoop: function ( callback ) {
  9037. animationLoop = callback;
  9038. },
  9039. setContext: function ( value ) {
  9040. context = value;
  9041. }
  9042. };
  9043. }
  9044. /**
  9045. * @author mrdoob / http://mrdoob.com/
  9046. */
  9047. function WebGLAttributes( gl ) {
  9048. var buffers = new WeakMap();
  9049. function createBuffer( attribute, bufferType ) {
  9050. var array = attribute.array;
  9051. var usage = attribute.usage;
  9052. var buffer = gl.createBuffer();
  9053. gl.bindBuffer( bufferType, buffer );
  9054. gl.bufferData( bufferType, array, usage );
  9055. attribute.onUploadCallback();
  9056. var type = 5126;
  9057. if ( array instanceof Float32Array ) {
  9058. type = 5126;
  9059. } else if ( array instanceof Float64Array ) {
  9060. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9061. } else if ( array instanceof Uint16Array ) {
  9062. type = 5123;
  9063. } else if ( array instanceof Int16Array ) {
  9064. type = 5122;
  9065. } else if ( array instanceof Uint32Array ) {
  9066. type = 5125;
  9067. } else if ( array instanceof Int32Array ) {
  9068. type = 5124;
  9069. } else if ( array instanceof Int8Array ) {
  9070. type = 5120;
  9071. } else if ( array instanceof Uint8Array ) {
  9072. type = 5121;
  9073. }
  9074. return {
  9075. buffer: buffer,
  9076. type: type,
  9077. bytesPerElement: array.BYTES_PER_ELEMENT,
  9078. version: attribute.version
  9079. };
  9080. }
  9081. function updateBuffer( buffer, attribute, bufferType ) {
  9082. var array = attribute.array;
  9083. var updateRange = attribute.updateRange;
  9084. gl.bindBuffer( bufferType, buffer );
  9085. if ( updateRange.count === - 1 ) {
  9086. // Not using update ranges
  9087. gl.bufferSubData( bufferType, 0, array );
  9088. } else {
  9089. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9090. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9091. updateRange.count = - 1; // reset range
  9092. }
  9093. }
  9094. //
  9095. function get( attribute ) {
  9096. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9097. return buffers.get( attribute );
  9098. }
  9099. function remove( attribute ) {
  9100. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9101. var data = buffers.get( attribute );
  9102. if ( data ) {
  9103. gl.deleteBuffer( data.buffer );
  9104. buffers.delete( attribute );
  9105. }
  9106. }
  9107. function update( attribute, bufferType ) {
  9108. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9109. var data = buffers.get( attribute );
  9110. if ( data === undefined ) {
  9111. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9112. } else if ( data.version < attribute.version ) {
  9113. updateBuffer( data.buffer, attribute, bufferType );
  9114. data.version = attribute.version;
  9115. }
  9116. }
  9117. return {
  9118. get: get,
  9119. remove: remove,
  9120. update: update
  9121. };
  9122. }
  9123. /**
  9124. * @author mrdoob / http://mrdoob.com/
  9125. * @author Mugen87 / https://github.com/Mugen87
  9126. */
  9127. // PlaneGeometry
  9128. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9129. Geometry.call( this );
  9130. this.type = 'PlaneGeometry';
  9131. this.parameters = {
  9132. width: width,
  9133. height: height,
  9134. widthSegments: widthSegments,
  9135. heightSegments: heightSegments
  9136. };
  9137. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9138. this.mergeVertices();
  9139. }
  9140. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9141. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9142. // PlaneBufferGeometry
  9143. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9144. BufferGeometry.call( this );
  9145. this.type = 'PlaneBufferGeometry';
  9146. this.parameters = {
  9147. width: width,
  9148. height: height,
  9149. widthSegments: widthSegments,
  9150. heightSegments: heightSegments
  9151. };
  9152. width = width || 1;
  9153. height = height || 1;
  9154. var width_half = width / 2;
  9155. var height_half = height / 2;
  9156. var gridX = Math.floor( widthSegments ) || 1;
  9157. var gridY = Math.floor( heightSegments ) || 1;
  9158. var gridX1 = gridX + 1;
  9159. var gridY1 = gridY + 1;
  9160. var segment_width = width / gridX;
  9161. var segment_height = height / gridY;
  9162. var ix, iy;
  9163. // buffers
  9164. var indices = [];
  9165. var vertices = [];
  9166. var normals = [];
  9167. var uvs = [];
  9168. // generate vertices, normals and uvs
  9169. for ( iy = 0; iy < gridY1; iy ++ ) {
  9170. var y = iy * segment_height - height_half;
  9171. for ( ix = 0; ix < gridX1; ix ++ ) {
  9172. var x = ix * segment_width - width_half;
  9173. vertices.push( x, - y, 0 );
  9174. normals.push( 0, 0, 1 );
  9175. uvs.push( ix / gridX );
  9176. uvs.push( 1 - ( iy / gridY ) );
  9177. }
  9178. }
  9179. // indices
  9180. for ( iy = 0; iy < gridY; iy ++ ) {
  9181. for ( ix = 0; ix < gridX; ix ++ ) {
  9182. var a = ix + gridX1 * iy;
  9183. var b = ix + gridX1 * ( iy + 1 );
  9184. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9185. var d = ( ix + 1 ) + gridX1 * iy;
  9186. // faces
  9187. indices.push( a, b, d );
  9188. indices.push( b, c, d );
  9189. }
  9190. }
  9191. // build geometry
  9192. this.setIndex( indices );
  9193. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9194. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9195. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9196. }
  9197. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9198. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9199. /**
  9200. * @author mrdoob / http://mrdoob.com/
  9201. */
  9202. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9203. var clearColor = new Color( 0x000000 );
  9204. var clearAlpha = 0;
  9205. var planeMesh;
  9206. var boxMesh;
  9207. // Store the current background texture and its `version`
  9208. // so we can recompile the material accordingly.
  9209. var currentBackground = null;
  9210. var currentBackgroundVersion = 0;
  9211. function render( renderList, scene, camera, forceClear ) {
  9212. var background = scene.background;
  9213. // Ignore background in AR
  9214. // TODO: Reconsider this.
  9215. var xr = renderer.xr;
  9216. var session = xr.getSession && xr.getSession();
  9217. if ( session && session.environmentBlendMode === 'additive' ) {
  9218. background = null;
  9219. }
  9220. if ( background === null ) {
  9221. setClear( clearColor, clearAlpha );
  9222. currentBackground = null;
  9223. currentBackgroundVersion = 0;
  9224. } else if ( background && background.isColor ) {
  9225. setClear( background, 1 );
  9226. forceClear = true;
  9227. currentBackground = null;
  9228. currentBackgroundVersion = 0;
  9229. }
  9230. if ( renderer.autoClear || forceClear ) {
  9231. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9232. }
  9233. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube || background.mapping === CubeUVReflectionMapping ) ) {
  9234. if ( boxMesh === undefined ) {
  9235. boxMesh = new Mesh(
  9236. new BoxBufferGeometry( 1, 1, 1 ),
  9237. new ShaderMaterial( {
  9238. type: 'BackgroundCubeMaterial',
  9239. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9240. vertexShader: ShaderLib.cube.vertexShader,
  9241. fragmentShader: ShaderLib.cube.fragmentShader,
  9242. side: BackSide,
  9243. depthTest: false,
  9244. depthWrite: false,
  9245. fog: false
  9246. } )
  9247. );
  9248. boxMesh.geometry.deleteAttribute( 'normal' );
  9249. boxMesh.geometry.deleteAttribute( 'uv' );
  9250. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9251. this.matrixWorld.copyPosition( camera.matrixWorld );
  9252. };
  9253. // enable code injection for non-built-in material
  9254. Object.defineProperty( boxMesh.material, 'map', {
  9255. get: function () {
  9256. return this.envMap.value;
  9257. }
  9258. } );
  9259. objects.update( boxMesh );
  9260. }
  9261. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9262. boxMesh.material.envMap = texture;
  9263. if ( currentBackground !== background ||
  9264. currentBackgroundVersion !== texture.version ) {
  9265. boxMesh.material.needsUpdate = true;
  9266. currentBackground = background;
  9267. currentBackgroundVersion = texture.version;
  9268. }
  9269. // push to the pre-sorted opaque render list
  9270. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9271. } else if ( background && background.isTexture ) {
  9272. if ( planeMesh === undefined ) {
  9273. planeMesh = new Mesh(
  9274. new PlaneBufferGeometry( 2, 2 ),
  9275. new ShaderMaterial( {
  9276. type: 'BackgroundMaterial',
  9277. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9278. vertexShader: ShaderLib.background.vertexShader,
  9279. fragmentShader: ShaderLib.background.fragmentShader,
  9280. side: FrontSide,
  9281. depthTest: false,
  9282. depthWrite: false,
  9283. fog: false
  9284. } )
  9285. );
  9286. planeMesh.geometry.deleteAttribute( 'normal' );
  9287. // enable code injection for non-built-in material
  9288. Object.defineProperty( planeMesh.material, 'map', {
  9289. get: function () {
  9290. return this.uniforms.t2D.value;
  9291. }
  9292. } );
  9293. objects.update( planeMesh );
  9294. }
  9295. planeMesh.material.uniforms.t2D.value = background;
  9296. if ( background.matrixAutoUpdate === true ) {
  9297. background.updateMatrix();
  9298. }
  9299. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9300. if ( currentBackground !== background ||
  9301. currentBackgroundVersion !== background.version ) {
  9302. planeMesh.material.needsUpdate = true;
  9303. currentBackground = background;
  9304. currentBackgroundVersion = background.version;
  9305. }
  9306. // push to the pre-sorted opaque render list
  9307. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9308. }
  9309. }
  9310. function setClear( color, alpha ) {
  9311. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9312. }
  9313. return {
  9314. getClearColor: function () {
  9315. return clearColor;
  9316. },
  9317. setClearColor: function ( color, alpha ) {
  9318. clearColor.set( color );
  9319. clearAlpha = alpha !== undefined ? alpha : 1;
  9320. setClear( clearColor, clearAlpha );
  9321. },
  9322. getClearAlpha: function () {
  9323. return clearAlpha;
  9324. },
  9325. setClearAlpha: function ( alpha ) {
  9326. clearAlpha = alpha;
  9327. setClear( clearColor, clearAlpha );
  9328. },
  9329. render: render
  9330. };
  9331. }
  9332. /**
  9333. * @author mrdoob / http://mrdoob.com/
  9334. */
  9335. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9336. var isWebGL2 = capabilities.isWebGL2;
  9337. var mode;
  9338. function setMode( value ) {
  9339. mode = value;
  9340. }
  9341. function render( start, count ) {
  9342. gl.drawArrays( mode, start, count );
  9343. info.update( count, mode );
  9344. }
  9345. function renderInstances( geometry, start, count, primcount ) {
  9346. if ( primcount === 0 ) { return; }
  9347. var extension, methodName;
  9348. if ( isWebGL2 ) {
  9349. extension = gl;
  9350. methodName = 'drawArraysInstanced';
  9351. } else {
  9352. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9353. methodName = 'drawArraysInstancedANGLE';
  9354. if ( extension === null ) {
  9355. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9356. return;
  9357. }
  9358. }
  9359. extension[ methodName ]( mode, start, count, primcount );
  9360. info.update( count, mode, primcount );
  9361. }
  9362. //
  9363. this.setMode = setMode;
  9364. this.render = render;
  9365. this.renderInstances = renderInstances;
  9366. }
  9367. /**
  9368. * @author mrdoob / http://mrdoob.com/
  9369. */
  9370. function WebGLCapabilities( gl, extensions, parameters ) {
  9371. var maxAnisotropy;
  9372. function getMaxAnisotropy() {
  9373. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9374. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9375. if ( extension !== null ) {
  9376. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9377. } else {
  9378. maxAnisotropy = 0;
  9379. }
  9380. return maxAnisotropy;
  9381. }
  9382. function getMaxPrecision( precision ) {
  9383. if ( precision === 'highp' ) {
  9384. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9385. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9386. return 'highp';
  9387. }
  9388. precision = 'mediump';
  9389. }
  9390. if ( precision === 'mediump' ) {
  9391. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9392. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9393. return 'mediump';
  9394. }
  9395. }
  9396. return 'lowp';
  9397. }
  9398. /* eslint-disable no-undef */
  9399. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9400. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9401. /* eslint-enable no-undef */
  9402. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9403. var maxPrecision = getMaxPrecision( precision );
  9404. if ( maxPrecision !== precision ) {
  9405. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9406. precision = maxPrecision;
  9407. }
  9408. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9409. var maxTextures = gl.getParameter( 34930 );
  9410. var maxVertexTextures = gl.getParameter( 35660 );
  9411. var maxTextureSize = gl.getParameter( 3379 );
  9412. var maxCubemapSize = gl.getParameter( 34076 );
  9413. var maxAttributes = gl.getParameter( 34921 );
  9414. var maxVertexUniforms = gl.getParameter( 36347 );
  9415. var maxVaryings = gl.getParameter( 36348 );
  9416. var maxFragmentUniforms = gl.getParameter( 36349 );
  9417. var vertexTextures = maxVertexTextures > 0;
  9418. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9419. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9420. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9421. return {
  9422. isWebGL2: isWebGL2,
  9423. getMaxAnisotropy: getMaxAnisotropy,
  9424. getMaxPrecision: getMaxPrecision,
  9425. precision: precision,
  9426. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9427. maxTextures: maxTextures,
  9428. maxVertexTextures: maxVertexTextures,
  9429. maxTextureSize: maxTextureSize,
  9430. maxCubemapSize: maxCubemapSize,
  9431. maxAttributes: maxAttributes,
  9432. maxVertexUniforms: maxVertexUniforms,
  9433. maxVaryings: maxVaryings,
  9434. maxFragmentUniforms: maxFragmentUniforms,
  9435. vertexTextures: vertexTextures,
  9436. floatFragmentTextures: floatFragmentTextures,
  9437. floatVertexTextures: floatVertexTextures,
  9438. maxSamples: maxSamples
  9439. };
  9440. }
  9441. /**
  9442. * @author tschw
  9443. */
  9444. function WebGLClipping() {
  9445. var scope = this,
  9446. globalState = null,
  9447. numGlobalPlanes = 0,
  9448. localClippingEnabled = false,
  9449. renderingShadows = false,
  9450. plane = new Plane(),
  9451. viewNormalMatrix = new Matrix3(),
  9452. uniform = { value: null, needsUpdate: false };
  9453. this.uniform = uniform;
  9454. this.numPlanes = 0;
  9455. this.numIntersection = 0;
  9456. this.init = function ( planes, enableLocalClipping, camera ) {
  9457. var enabled =
  9458. planes.length !== 0 ||
  9459. enableLocalClipping ||
  9460. // enable state of previous frame - the clipping code has to
  9461. // run another frame in order to reset the state:
  9462. numGlobalPlanes !== 0 ||
  9463. localClippingEnabled;
  9464. localClippingEnabled = enableLocalClipping;
  9465. globalState = projectPlanes( planes, camera, 0 );
  9466. numGlobalPlanes = planes.length;
  9467. return enabled;
  9468. };
  9469. this.beginShadows = function () {
  9470. renderingShadows = true;
  9471. projectPlanes( null );
  9472. };
  9473. this.endShadows = function () {
  9474. renderingShadows = false;
  9475. resetGlobalState();
  9476. };
  9477. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9478. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9479. // there's no local clipping
  9480. if ( renderingShadows ) {
  9481. // there's no global clipping
  9482. projectPlanes( null );
  9483. } else {
  9484. resetGlobalState();
  9485. }
  9486. } else {
  9487. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9488. lGlobal = nGlobal * 4,
  9489. dstArray = cache.clippingState || null;
  9490. uniform.value = dstArray; // ensure unique state
  9491. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9492. for ( var i = 0; i !== lGlobal; ++ i ) {
  9493. dstArray[ i ] = globalState[ i ];
  9494. }
  9495. cache.clippingState = dstArray;
  9496. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9497. this.numPlanes += nGlobal;
  9498. }
  9499. };
  9500. function resetGlobalState() {
  9501. if ( uniform.value !== globalState ) {
  9502. uniform.value = globalState;
  9503. uniform.needsUpdate = numGlobalPlanes > 0;
  9504. }
  9505. scope.numPlanes = numGlobalPlanes;
  9506. scope.numIntersection = 0;
  9507. }
  9508. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9509. var nPlanes = planes !== null ? planes.length : 0,
  9510. dstArray = null;
  9511. if ( nPlanes !== 0 ) {
  9512. dstArray = uniform.value;
  9513. if ( skipTransform !== true || dstArray === null ) {
  9514. var flatSize = dstOffset + nPlanes * 4,
  9515. viewMatrix = camera.matrixWorldInverse;
  9516. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9517. if ( dstArray === null || dstArray.length < flatSize ) {
  9518. dstArray = new Float32Array( flatSize );
  9519. }
  9520. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9521. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9522. plane.normal.toArray( dstArray, i4 );
  9523. dstArray[ i4 + 3 ] = plane.constant;
  9524. }
  9525. }
  9526. uniform.value = dstArray;
  9527. uniform.needsUpdate = true;
  9528. }
  9529. scope.numPlanes = nPlanes;
  9530. return dstArray;
  9531. }
  9532. }
  9533. /**
  9534. * @author mrdoob / http://mrdoob.com/
  9535. */
  9536. function WebGLExtensions( gl ) {
  9537. var extensions = {};
  9538. return {
  9539. get: function ( name ) {
  9540. if ( extensions[ name ] !== undefined ) {
  9541. return extensions[ name ];
  9542. }
  9543. var extension;
  9544. switch ( name ) {
  9545. case 'WEBGL_depth_texture':
  9546. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9547. break;
  9548. case 'EXT_texture_filter_anisotropic':
  9549. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9550. break;
  9551. case 'WEBGL_compressed_texture_s3tc':
  9552. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9553. break;
  9554. case 'WEBGL_compressed_texture_pvrtc':
  9555. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9556. break;
  9557. default:
  9558. extension = gl.getExtension( name );
  9559. }
  9560. if ( extension === null ) {
  9561. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9562. }
  9563. extensions[ name ] = extension;
  9564. return extension;
  9565. }
  9566. };
  9567. }
  9568. /**
  9569. * @author mrdoob / http://mrdoob.com/
  9570. */
  9571. function WebGLGeometries( gl, attributes, info ) {
  9572. var geometries = new WeakMap();
  9573. var wireframeAttributes = new WeakMap();
  9574. function onGeometryDispose( event ) {
  9575. var geometry = event.target;
  9576. var buffergeometry = geometries.get( geometry );
  9577. if ( buffergeometry.index !== null ) {
  9578. attributes.remove( buffergeometry.index );
  9579. }
  9580. for ( var name in buffergeometry.attributes ) {
  9581. attributes.remove( buffergeometry.attributes[ name ] );
  9582. }
  9583. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9584. geometries.delete( geometry );
  9585. var attribute = wireframeAttributes.get( buffergeometry );
  9586. if ( attribute ) {
  9587. attributes.remove( attribute );
  9588. wireframeAttributes.delete( buffergeometry );
  9589. }
  9590. //
  9591. info.memory.geometries --;
  9592. }
  9593. function get( object, geometry ) {
  9594. var buffergeometry = geometries.get( geometry );
  9595. if ( buffergeometry ) { return buffergeometry; }
  9596. geometry.addEventListener( 'dispose', onGeometryDispose );
  9597. if ( geometry.isBufferGeometry ) {
  9598. buffergeometry = geometry;
  9599. } else if ( geometry.isGeometry ) {
  9600. if ( geometry._bufferGeometry === undefined ) {
  9601. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9602. }
  9603. buffergeometry = geometry._bufferGeometry;
  9604. }
  9605. geometries.set( geometry, buffergeometry );
  9606. info.memory.geometries ++;
  9607. return buffergeometry;
  9608. }
  9609. function update( geometry ) {
  9610. var index = geometry.index;
  9611. var geometryAttributes = geometry.attributes;
  9612. if ( index !== null ) {
  9613. attributes.update( index, 34963 );
  9614. }
  9615. for ( var name in geometryAttributes ) {
  9616. attributes.update( geometryAttributes[ name ], 34962 );
  9617. }
  9618. // morph targets
  9619. var morphAttributes = geometry.morphAttributes;
  9620. for ( var name in morphAttributes ) {
  9621. var array = morphAttributes[ name ];
  9622. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9623. attributes.update( array[ i ], 34962 );
  9624. }
  9625. }
  9626. }
  9627. function updateWireframeAttribute( geometry ) {
  9628. var indices = [];
  9629. var geometryIndex = geometry.index;
  9630. var geometryPosition = geometry.attributes.position;
  9631. var version = 0;
  9632. if ( geometryIndex !== null ) {
  9633. var array = geometryIndex.array;
  9634. version = geometryIndex.version;
  9635. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9636. var a = array[ i + 0 ];
  9637. var b = array[ i + 1 ];
  9638. var c = array[ i + 2 ];
  9639. indices.push( a, b, b, c, c, a );
  9640. }
  9641. } else {
  9642. var array = geometryPosition.array;
  9643. version = geometryPosition.version;
  9644. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9645. var a = i + 0;
  9646. var b = i + 1;
  9647. var c = i + 2;
  9648. indices.push( a, b, b, c, c, a );
  9649. }
  9650. }
  9651. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9652. attribute.version = version;
  9653. attributes.update( attribute, 34963 );
  9654. //
  9655. var previousAttribute = wireframeAttributes.get( geometry );
  9656. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9657. //
  9658. wireframeAttributes.set( geometry, attribute );
  9659. }
  9660. function getWireframeAttribute( geometry ) {
  9661. var currentAttribute = wireframeAttributes.get( geometry );
  9662. if ( currentAttribute ) {
  9663. var geometryIndex = geometry.index;
  9664. if ( geometryIndex !== null ) {
  9665. // if the attribute is obsolete, create a new one
  9666. if ( currentAttribute.version < geometryIndex.version ) {
  9667. updateWireframeAttribute( geometry );
  9668. }
  9669. }
  9670. } else {
  9671. updateWireframeAttribute( geometry );
  9672. }
  9673. return wireframeAttributes.get( geometry );
  9674. }
  9675. return {
  9676. get: get,
  9677. update: update,
  9678. getWireframeAttribute: getWireframeAttribute
  9679. };
  9680. }
  9681. /**
  9682. * @author mrdoob / http://mrdoob.com/
  9683. */
  9684. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9685. var isWebGL2 = capabilities.isWebGL2;
  9686. var mode;
  9687. function setMode( value ) {
  9688. mode = value;
  9689. }
  9690. var type, bytesPerElement;
  9691. function setIndex( value ) {
  9692. type = value.type;
  9693. bytesPerElement = value.bytesPerElement;
  9694. }
  9695. function render( start, count ) {
  9696. gl.drawElements( mode, count, type, start * bytesPerElement );
  9697. info.update( count, mode );
  9698. }
  9699. function renderInstances( geometry, start, count, primcount ) {
  9700. if ( primcount === 0 ) { return; }
  9701. var extension, methodName;
  9702. if ( isWebGL2 ) {
  9703. extension = gl;
  9704. methodName = 'drawElementsInstanced';
  9705. } else {
  9706. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9707. methodName = 'drawElementsInstancedANGLE';
  9708. if ( extension === null ) {
  9709. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9710. return;
  9711. }
  9712. }
  9713. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9714. info.update( count, mode, primcount );
  9715. }
  9716. //
  9717. this.setMode = setMode;
  9718. this.setIndex = setIndex;
  9719. this.render = render;
  9720. this.renderInstances = renderInstances;
  9721. }
  9722. /**
  9723. * @author Mugen87 / https://github.com/Mugen87
  9724. */
  9725. function WebGLInfo( gl ) {
  9726. var memory = {
  9727. geometries: 0,
  9728. textures: 0
  9729. };
  9730. var render = {
  9731. frame: 0,
  9732. calls: 0,
  9733. triangles: 0,
  9734. points: 0,
  9735. lines: 0
  9736. };
  9737. function update( count, mode, instanceCount ) {
  9738. instanceCount = instanceCount || 1;
  9739. render.calls ++;
  9740. switch ( mode ) {
  9741. case 4:
  9742. render.triangles += instanceCount * ( count / 3 );
  9743. break;
  9744. case 1:
  9745. render.lines += instanceCount * ( count / 2 );
  9746. break;
  9747. case 3:
  9748. render.lines += instanceCount * ( count - 1 );
  9749. break;
  9750. case 2:
  9751. render.lines += instanceCount * count;
  9752. break;
  9753. case 0:
  9754. render.points += instanceCount * count;
  9755. break;
  9756. default:
  9757. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9758. break;
  9759. }
  9760. }
  9761. function reset() {
  9762. render.frame ++;
  9763. render.calls = 0;
  9764. render.triangles = 0;
  9765. render.points = 0;
  9766. render.lines = 0;
  9767. }
  9768. return {
  9769. memory: memory,
  9770. render: render,
  9771. programs: null,
  9772. autoReset: true,
  9773. reset: reset,
  9774. update: update
  9775. };
  9776. }
  9777. /**
  9778. * @author mrdoob / http://mrdoob.com/
  9779. */
  9780. function absNumericalSort( a, b ) {
  9781. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9782. }
  9783. function WebGLMorphtargets( gl ) {
  9784. var influencesList = {};
  9785. var morphInfluences = new Float32Array( 8 );
  9786. function update( object, geometry, material, program ) {
  9787. var objectInfluences = object.morphTargetInfluences;
  9788. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9789. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9790. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9791. var influences = influencesList[ geometry.id ];
  9792. if ( influences === undefined ) {
  9793. // initialise list
  9794. influences = [];
  9795. for ( var i = 0; i < length; i ++ ) {
  9796. influences[ i ] = [ i, 0 ];
  9797. }
  9798. influencesList[ geometry.id ] = influences;
  9799. }
  9800. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9801. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9802. // Remove current morphAttributes
  9803. for ( var i = 0; i < length; i ++ ) {
  9804. var influence = influences[ i ];
  9805. if ( influence[ 1 ] !== 0 ) {
  9806. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9807. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9808. }
  9809. }
  9810. // Collect influences
  9811. for ( var i = 0; i < length; i ++ ) {
  9812. var influence = influences[ i ];
  9813. influence[ 0 ] = i;
  9814. influence[ 1 ] = objectInfluences[ i ];
  9815. }
  9816. influences.sort( absNumericalSort );
  9817. // Add morphAttributes
  9818. var morphInfluencesSum = 0;
  9819. for ( var i = 0; i < 8; i ++ ) {
  9820. var influence = influences[ i ];
  9821. if ( influence ) {
  9822. var index = influence[ 0 ];
  9823. var value = influence[ 1 ];
  9824. if ( value ) {
  9825. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9826. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9827. morphInfluences[ i ] = value;
  9828. morphInfluencesSum += value;
  9829. continue;
  9830. }
  9831. }
  9832. morphInfluences[ i ] = 0;
  9833. }
  9834. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9835. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9836. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9837. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9838. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9839. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9840. }
  9841. return {
  9842. update: update
  9843. };
  9844. }
  9845. /**
  9846. * @author mrdoob / http://mrdoob.com/
  9847. */
  9848. function WebGLObjects( gl, geometries, attributes, info ) {
  9849. var updateList = {};
  9850. function update( object ) {
  9851. var frame = info.render.frame;
  9852. var geometry = object.geometry;
  9853. var buffergeometry = geometries.get( object, geometry );
  9854. // Update once per frame
  9855. if ( updateList[ buffergeometry.id ] !== frame ) {
  9856. if ( geometry.isGeometry ) {
  9857. buffergeometry.updateFromObject( object );
  9858. }
  9859. geometries.update( buffergeometry );
  9860. updateList[ buffergeometry.id ] = frame;
  9861. }
  9862. if ( object.isInstancedMesh ) {
  9863. attributes.update( object.instanceMatrix, 34962 );
  9864. }
  9865. return buffergeometry;
  9866. }
  9867. function dispose() {
  9868. updateList = {};
  9869. }
  9870. return {
  9871. update: update,
  9872. dispose: dispose
  9873. };
  9874. }
  9875. /**
  9876. * @author mrdoob / http://mrdoob.com/
  9877. */
  9878. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9879. images = images !== undefined ? images : [];
  9880. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9881. format = format !== undefined ? format : RGBFormat;
  9882. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9883. this.flipY = false;
  9884. }
  9885. CubeTexture.prototype = Object.create( Texture.prototype );
  9886. CubeTexture.prototype.constructor = CubeTexture;
  9887. CubeTexture.prototype.isCubeTexture = true;
  9888. Object.defineProperty( CubeTexture.prototype, 'images', {
  9889. get: function () {
  9890. return this.image;
  9891. },
  9892. set: function ( value ) {
  9893. this.image = value;
  9894. }
  9895. } );
  9896. /**
  9897. * @author Takahiro https://github.com/takahirox
  9898. */
  9899. function DataTexture2DArray( data, width, height, depth ) {
  9900. Texture.call( this, null );
  9901. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9902. this.magFilter = NearestFilter;
  9903. this.minFilter = NearestFilter;
  9904. this.wrapR = ClampToEdgeWrapping;
  9905. this.generateMipmaps = false;
  9906. this.flipY = false;
  9907. this.needsUpdate = true;
  9908. }
  9909. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9910. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9911. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9912. /**
  9913. * @author Artur Trzesiok
  9914. */
  9915. function DataTexture3D( data, width, height, depth ) {
  9916. // We're going to add .setXXX() methods for setting properties later.
  9917. // Users can still set in DataTexture3D directly.
  9918. //
  9919. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9920. // texture.anisotropy = 16;
  9921. //
  9922. // See #14839
  9923. Texture.call( this, null );
  9924. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9925. this.magFilter = NearestFilter;
  9926. this.minFilter = NearestFilter;
  9927. this.wrapR = ClampToEdgeWrapping;
  9928. this.generateMipmaps = false;
  9929. this.flipY = false;
  9930. this.needsUpdate = true;
  9931. }
  9932. DataTexture3D.prototype = Object.create( Texture.prototype );
  9933. DataTexture3D.prototype.constructor = DataTexture3D;
  9934. DataTexture3D.prototype.isDataTexture3D = true;
  9935. /**
  9936. * @author tschw
  9937. * @author Mugen87 / https://github.com/Mugen87
  9938. * @author mrdoob / http://mrdoob.com/
  9939. *
  9940. * Uniforms of a program.
  9941. * Those form a tree structure with a special top-level container for the root,
  9942. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9943. *
  9944. *
  9945. * Properties of inner nodes including the top-level container:
  9946. *
  9947. * .seq - array of nested uniforms
  9948. * .map - nested uniforms by name
  9949. *
  9950. *
  9951. * Methods of all nodes except the top-level container:
  9952. *
  9953. * .setValue( gl, value, [textures] )
  9954. *
  9955. * uploads a uniform value(s)
  9956. * the 'textures' parameter is needed for sampler uniforms
  9957. *
  9958. *
  9959. * Static methods of the top-level container (textures factorizations):
  9960. *
  9961. * .upload( gl, seq, values, textures )
  9962. *
  9963. * sets uniforms in 'seq' to 'values[id].value'
  9964. *
  9965. * .seqWithValue( seq, values ) : filteredSeq
  9966. *
  9967. * filters 'seq' entries with corresponding entry in values
  9968. *
  9969. *
  9970. * Methods of the top-level container (textures factorizations):
  9971. *
  9972. * .setValue( gl, name, value, textures )
  9973. *
  9974. * sets uniform with name 'name' to 'value'
  9975. *
  9976. * .setOptional( gl, obj, prop )
  9977. *
  9978. * like .set for an optional property of the object
  9979. *
  9980. */
  9981. var emptyTexture = new Texture();
  9982. var emptyTexture2dArray = new DataTexture2DArray();
  9983. var emptyTexture3d = new DataTexture3D();
  9984. var emptyCubeTexture = new CubeTexture();
  9985. // --- Utilities ---
  9986. // Array Caches (provide typed arrays for temporary by size)
  9987. var arrayCacheF32 = [];
  9988. var arrayCacheI32 = [];
  9989. // Float32Array caches used for uploading Matrix uniforms
  9990. var mat4array = new Float32Array( 16 );
  9991. var mat3array = new Float32Array( 9 );
  9992. var mat2array = new Float32Array( 4 );
  9993. // Flattening for arrays of vectors and matrices
  9994. function flatten( array, nBlocks, blockSize ) {
  9995. var firstElem = array[ 0 ];
  9996. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9997. // unoptimized: ! isNaN( firstElem )
  9998. // see http://jacksondunstan.com/articles/983
  9999. var n = nBlocks * blockSize,
  10000. r = arrayCacheF32[ n ];
  10001. if ( r === undefined ) {
  10002. r = new Float32Array( n );
  10003. arrayCacheF32[ n ] = r;
  10004. }
  10005. if ( nBlocks !== 0 ) {
  10006. firstElem.toArray( r, 0 );
  10007. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10008. offset += blockSize;
  10009. array[ i ].toArray( r, offset );
  10010. }
  10011. }
  10012. return r;
  10013. }
  10014. function arraysEqual( a, b ) {
  10015. if ( a.length !== b.length ) { return false; }
  10016. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10017. if ( a[ i ] !== b[ i ] ) { return false; }
  10018. }
  10019. return true;
  10020. }
  10021. function copyArray( a, b ) {
  10022. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10023. a[ i ] = b[ i ];
  10024. }
  10025. }
  10026. // Texture unit allocation
  10027. function allocTexUnits( textures, n ) {
  10028. var r = arrayCacheI32[ n ];
  10029. if ( r === undefined ) {
  10030. r = new Int32Array( n );
  10031. arrayCacheI32[ n ] = r;
  10032. }
  10033. for ( var i = 0; i !== n; ++ i )
  10034. { r[ i ] = textures.allocateTextureUnit(); }
  10035. return r;
  10036. }
  10037. // --- Setters ---
  10038. // Note: Defining these methods externally, because they come in a bunch
  10039. // and this way their names minify.
  10040. // Single scalar
  10041. function setValueV1f( gl, v ) {
  10042. var cache = this.cache;
  10043. if ( cache[ 0 ] === v ) { return; }
  10044. gl.uniform1f( this.addr, v );
  10045. cache[ 0 ] = v;
  10046. }
  10047. // Single float vector (from flat array or THREE.VectorN)
  10048. function setValueV2f( gl, v ) {
  10049. var cache = this.cache;
  10050. if ( v.x !== undefined ) {
  10051. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10052. gl.uniform2f( this.addr, v.x, v.y );
  10053. cache[ 0 ] = v.x;
  10054. cache[ 1 ] = v.y;
  10055. }
  10056. } else {
  10057. if ( arraysEqual( cache, v ) ) { return; }
  10058. gl.uniform2fv( this.addr, v );
  10059. copyArray( cache, v );
  10060. }
  10061. }
  10062. function setValueV3f( gl, v ) {
  10063. var cache = this.cache;
  10064. if ( v.x !== undefined ) {
  10065. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10066. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10067. cache[ 0 ] = v.x;
  10068. cache[ 1 ] = v.y;
  10069. cache[ 2 ] = v.z;
  10070. }
  10071. } else if ( v.r !== undefined ) {
  10072. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10073. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10074. cache[ 0 ] = v.r;
  10075. cache[ 1 ] = v.g;
  10076. cache[ 2 ] = v.b;
  10077. }
  10078. } else {
  10079. if ( arraysEqual( cache, v ) ) { return; }
  10080. gl.uniform3fv( this.addr, v );
  10081. copyArray( cache, v );
  10082. }
  10083. }
  10084. function setValueV4f( gl, v ) {
  10085. var cache = this.cache;
  10086. if ( v.x !== undefined ) {
  10087. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10088. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10089. cache[ 0 ] = v.x;
  10090. cache[ 1 ] = v.y;
  10091. cache[ 2 ] = v.z;
  10092. cache[ 3 ] = v.w;
  10093. }
  10094. } else {
  10095. if ( arraysEqual( cache, v ) ) { return; }
  10096. gl.uniform4fv( this.addr, v );
  10097. copyArray( cache, v );
  10098. }
  10099. }
  10100. // Single matrix (from flat array or MatrixN)
  10101. function setValueM2( gl, v ) {
  10102. var cache = this.cache;
  10103. var elements = v.elements;
  10104. if ( elements === undefined ) {
  10105. if ( arraysEqual( cache, v ) ) { return; }
  10106. gl.uniformMatrix2fv( this.addr, false, v );
  10107. copyArray( cache, v );
  10108. } else {
  10109. if ( arraysEqual( cache, elements ) ) { return; }
  10110. mat2array.set( elements );
  10111. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10112. copyArray( cache, elements );
  10113. }
  10114. }
  10115. function setValueM3( gl, v ) {
  10116. var cache = this.cache;
  10117. var elements = v.elements;
  10118. if ( elements === undefined ) {
  10119. if ( arraysEqual( cache, v ) ) { return; }
  10120. gl.uniformMatrix3fv( this.addr, false, v );
  10121. copyArray( cache, v );
  10122. } else {
  10123. if ( arraysEqual( cache, elements ) ) { return; }
  10124. mat3array.set( elements );
  10125. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10126. copyArray( cache, elements );
  10127. }
  10128. }
  10129. function setValueM4( gl, v ) {
  10130. var cache = this.cache;
  10131. var elements = v.elements;
  10132. if ( elements === undefined ) {
  10133. if ( arraysEqual( cache, v ) ) { return; }
  10134. gl.uniformMatrix4fv( this.addr, false, v );
  10135. copyArray( cache, v );
  10136. } else {
  10137. if ( arraysEqual( cache, elements ) ) { return; }
  10138. mat4array.set( elements );
  10139. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10140. copyArray( cache, elements );
  10141. }
  10142. }
  10143. // Single texture (2D / Cube)
  10144. function setValueT1( gl, v, textures ) {
  10145. var cache = this.cache;
  10146. var unit = textures.allocateTextureUnit();
  10147. if ( cache[ 0 ] !== unit ) {
  10148. gl.uniform1i( this.addr, unit );
  10149. cache[ 0 ] = unit;
  10150. }
  10151. textures.safeSetTexture2D( v || emptyTexture, unit );
  10152. }
  10153. function setValueT2DArray1( gl, v, textures ) {
  10154. var cache = this.cache;
  10155. var unit = textures.allocateTextureUnit();
  10156. if ( cache[ 0 ] !== unit ) {
  10157. gl.uniform1i( this.addr, unit );
  10158. cache[ 0 ] = unit;
  10159. }
  10160. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10161. }
  10162. function setValueT3D1( gl, v, textures ) {
  10163. var cache = this.cache;
  10164. var unit = textures.allocateTextureUnit();
  10165. if ( cache[ 0 ] !== unit ) {
  10166. gl.uniform1i( this.addr, unit );
  10167. cache[ 0 ] = unit;
  10168. }
  10169. textures.setTexture3D( v || emptyTexture3d, unit );
  10170. }
  10171. function setValueT6( gl, v, textures ) {
  10172. var cache = this.cache;
  10173. var unit = textures.allocateTextureUnit();
  10174. if ( cache[ 0 ] !== unit ) {
  10175. gl.uniform1i( this.addr, unit );
  10176. cache[ 0 ] = unit;
  10177. }
  10178. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10179. }
  10180. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10181. function setValueV1i( gl, v ) {
  10182. var cache = this.cache;
  10183. if ( cache[ 0 ] === v ) { return; }
  10184. gl.uniform1i( this.addr, v );
  10185. cache[ 0 ] = v;
  10186. }
  10187. function setValueV2i( gl, v ) {
  10188. var cache = this.cache;
  10189. if ( arraysEqual( cache, v ) ) { return; }
  10190. gl.uniform2iv( this.addr, v );
  10191. copyArray( cache, v );
  10192. }
  10193. function setValueV3i( gl, v ) {
  10194. var cache = this.cache;
  10195. if ( arraysEqual( cache, v ) ) { return; }
  10196. gl.uniform3iv( this.addr, v );
  10197. copyArray( cache, v );
  10198. }
  10199. function setValueV4i( gl, v ) {
  10200. var cache = this.cache;
  10201. if ( arraysEqual( cache, v ) ) { return; }
  10202. gl.uniform4iv( this.addr, v );
  10203. copyArray( cache, v );
  10204. }
  10205. // Helper to pick the right setter for the singular case
  10206. function getSingularSetter( type ) {
  10207. switch ( type ) {
  10208. case 0x1406: return setValueV1f; // FLOAT
  10209. case 0x8b50: return setValueV2f; // _VEC2
  10210. case 0x8b51: return setValueV3f; // _VEC3
  10211. case 0x8b52: return setValueV4f; // _VEC4
  10212. case 0x8b5a: return setValueM2; // _MAT2
  10213. case 0x8b5b: return setValueM3; // _MAT3
  10214. case 0x8b5c: return setValueM4; // _MAT4
  10215. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10216. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10217. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10218. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10219. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10220. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10221. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10222. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10223. }
  10224. }
  10225. // Array of scalars
  10226. function setValueV1fArray( gl, v ) {
  10227. gl.uniform1fv( this.addr, v );
  10228. }
  10229. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10230. function setValueV1iArray( gl, v ) {
  10231. gl.uniform1iv( this.addr, v );
  10232. }
  10233. function setValueV2iArray( gl, v ) {
  10234. gl.uniform2iv( this.addr, v );
  10235. }
  10236. function setValueV3iArray( gl, v ) {
  10237. gl.uniform3iv( this.addr, v );
  10238. }
  10239. function setValueV4iArray( gl, v ) {
  10240. gl.uniform4iv( this.addr, v );
  10241. }
  10242. // Array of vectors (flat or from THREE classes)
  10243. function setValueV2fArray( gl, v ) {
  10244. var data = flatten( v, this.size, 2 );
  10245. gl.uniform2fv( this.addr, data );
  10246. }
  10247. function setValueV3fArray( gl, v ) {
  10248. var data = flatten( v, this.size, 3 );
  10249. gl.uniform3fv( this.addr, data );
  10250. }
  10251. function setValueV4fArray( gl, v ) {
  10252. var data = flatten( v, this.size, 4 );
  10253. gl.uniform4fv( this.addr, data );
  10254. }
  10255. // Array of matrices (flat or from THREE clases)
  10256. function setValueM2Array( gl, v ) {
  10257. var data = flatten( v, this.size, 4 );
  10258. gl.uniformMatrix2fv( this.addr, false, data );
  10259. }
  10260. function setValueM3Array( gl, v ) {
  10261. var data = flatten( v, this.size, 9 );
  10262. gl.uniformMatrix3fv( this.addr, false, data );
  10263. }
  10264. function setValueM4Array( gl, v ) {
  10265. var data = flatten( v, this.size, 16 );
  10266. gl.uniformMatrix4fv( this.addr, false, data );
  10267. }
  10268. // Array of textures (2D / Cube)
  10269. function setValueT1Array( gl, v, textures ) {
  10270. var n = v.length;
  10271. var units = allocTexUnits( textures, n );
  10272. gl.uniform1iv( this.addr, units );
  10273. for ( var i = 0; i !== n; ++ i ) {
  10274. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10275. }
  10276. }
  10277. function setValueT6Array( gl, v, textures ) {
  10278. var n = v.length;
  10279. var units = allocTexUnits( textures, n );
  10280. gl.uniform1iv( this.addr, units );
  10281. for ( var i = 0; i !== n; ++ i ) {
  10282. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10283. }
  10284. }
  10285. // Helper to pick the right setter for a pure (bottom-level) array
  10286. function getPureArraySetter( type ) {
  10287. switch ( type ) {
  10288. case 0x1406: return setValueV1fArray; // FLOAT
  10289. case 0x8b50: return setValueV2fArray; // _VEC2
  10290. case 0x8b51: return setValueV3fArray; // _VEC3
  10291. case 0x8b52: return setValueV4fArray; // _VEC4
  10292. case 0x8b5a: return setValueM2Array; // _MAT2
  10293. case 0x8b5b: return setValueM3Array; // _MAT3
  10294. case 0x8b5c: return setValueM4Array; // _MAT4
  10295. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10296. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10297. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10298. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10299. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10300. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10301. }
  10302. }
  10303. // --- Uniform Classes ---
  10304. function SingleUniform( id, activeInfo, addr ) {
  10305. this.id = id;
  10306. this.addr = addr;
  10307. this.cache = [];
  10308. this.setValue = getSingularSetter( activeInfo.type );
  10309. // this.path = activeInfo.name; // DEBUG
  10310. }
  10311. function PureArrayUniform( id, activeInfo, addr ) {
  10312. this.id = id;
  10313. this.addr = addr;
  10314. this.cache = [];
  10315. this.size = activeInfo.size;
  10316. this.setValue = getPureArraySetter( activeInfo.type );
  10317. // this.path = activeInfo.name; // DEBUG
  10318. }
  10319. PureArrayUniform.prototype.updateCache = function ( data ) {
  10320. var cache = this.cache;
  10321. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10322. this.cache = new Float32Array( data.length );
  10323. }
  10324. copyArray( cache, data );
  10325. };
  10326. function StructuredUniform( id ) {
  10327. this.id = id;
  10328. this.seq = [];
  10329. this.map = {};
  10330. }
  10331. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10332. var seq = this.seq;
  10333. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10334. var u = seq[ i ];
  10335. u.setValue( gl, value[ u.id ], textures );
  10336. }
  10337. };
  10338. // --- Top-level ---
  10339. // Parser - builds up the property tree from the path strings
  10340. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10341. // extracts
  10342. // - the identifier (member name or array index)
  10343. // - followed by an optional right bracket (found when array index)
  10344. // - followed by an optional left bracket or dot (type of subscript)
  10345. //
  10346. // Note: These portions can be read in a non-overlapping fashion and
  10347. // allow straightforward parsing of the hierarchy that WebGL encodes
  10348. // in the uniform names.
  10349. function addUniform( container, uniformObject ) {
  10350. container.seq.push( uniformObject );
  10351. container.map[ uniformObject.id ] = uniformObject;
  10352. }
  10353. function parseUniform( activeInfo, addr, container ) {
  10354. var path = activeInfo.name,
  10355. pathLength = path.length;
  10356. // reset RegExp object, because of the early exit of a previous run
  10357. RePathPart.lastIndex = 0;
  10358. while ( true ) {
  10359. var match = RePathPart.exec( path ),
  10360. matchEnd = RePathPart.lastIndex,
  10361. id = match[ 1 ],
  10362. idIsIndex = match[ 2 ] === ']',
  10363. subscript = match[ 3 ];
  10364. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10365. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10366. // bare name or "pure" bottom-level array "[0]" suffix
  10367. addUniform( container, subscript === undefined ?
  10368. new SingleUniform( id, activeInfo, addr ) :
  10369. new PureArrayUniform( id, activeInfo, addr ) );
  10370. break;
  10371. } else {
  10372. // step into inner node / create it in case it doesn't exist
  10373. var map = container.map, next = map[ id ];
  10374. if ( next === undefined ) {
  10375. next = new StructuredUniform( id );
  10376. addUniform( container, next );
  10377. }
  10378. container = next;
  10379. }
  10380. }
  10381. }
  10382. // Root Container
  10383. function WebGLUniforms( gl, program ) {
  10384. this.seq = [];
  10385. this.map = {};
  10386. var n = gl.getProgramParameter( program, 35718 );
  10387. for ( var i = 0; i < n; ++ i ) {
  10388. var info = gl.getActiveUniform( program, i ),
  10389. addr = gl.getUniformLocation( program, info.name );
  10390. parseUniform( info, addr, this );
  10391. }
  10392. }
  10393. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10394. var u = this.map[ name ];
  10395. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10396. };
  10397. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10398. var v = object[ name ];
  10399. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10400. };
  10401. // Static interface
  10402. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10403. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10404. var u = seq[ i ],
  10405. v = values[ u.id ];
  10406. if ( v.needsUpdate !== false ) {
  10407. // note: always updating when .needsUpdate is undefined
  10408. u.setValue( gl, v.value, textures );
  10409. }
  10410. }
  10411. };
  10412. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10413. var r = [];
  10414. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10415. var u = seq[ i ];
  10416. if ( u.id in values ) { r.push( u ); }
  10417. }
  10418. return r;
  10419. };
  10420. /**
  10421. * @author mrdoob / http://mrdoob.com/
  10422. */
  10423. function WebGLShader( gl, type, string ) {
  10424. var shader = gl.createShader( type );
  10425. gl.shaderSource( shader, string );
  10426. gl.compileShader( shader );
  10427. return shader;
  10428. }
  10429. /**
  10430. * @author mrdoob / http://mrdoob.com/
  10431. */
  10432. var programIdCount = 0;
  10433. function addLineNumbers( string ) {
  10434. var lines = string.split( '\n' );
  10435. for ( var i = 0; i < lines.length; i ++ ) {
  10436. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10437. }
  10438. return lines.join( '\n' );
  10439. }
  10440. function getEncodingComponents( encoding ) {
  10441. switch ( encoding ) {
  10442. case LinearEncoding:
  10443. return [ 'Linear', '( value )' ];
  10444. case sRGBEncoding:
  10445. return [ 'sRGB', '( value )' ];
  10446. case RGBEEncoding:
  10447. return [ 'RGBE', '( value )' ];
  10448. case RGBM7Encoding:
  10449. return [ 'RGBM', '( value, 7.0 )' ];
  10450. case RGBM16Encoding:
  10451. return [ 'RGBM', '( value, 16.0 )' ];
  10452. case RGBDEncoding:
  10453. return [ 'RGBD', '( value, 256.0 )' ];
  10454. case GammaEncoding:
  10455. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10456. case LogLuvEncoding:
  10457. return [ 'LogLuv', '( value )' ];
  10458. default:
  10459. throw new Error( 'unsupported encoding: ' + encoding );
  10460. }
  10461. }
  10462. function getShaderErrors( gl, shader, type ) {
  10463. var status = gl.getShaderParameter( shader, 35713 );
  10464. var log = gl.getShaderInfoLog( shader ).trim();
  10465. if ( status && log === '' ) { return ''; }
  10466. // --enable-privileged-webgl-extension
  10467. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10468. var source = gl.getShaderSource( shader );
  10469. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10470. }
  10471. function getTexelDecodingFunction( functionName, encoding ) {
  10472. var components = getEncodingComponents( encoding );
  10473. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10474. }
  10475. function getTexelEncodingFunction( functionName, encoding ) {
  10476. var components = getEncodingComponents( encoding );
  10477. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10478. }
  10479. function getToneMappingFunction( functionName, toneMapping ) {
  10480. var toneMappingName;
  10481. switch ( toneMapping ) {
  10482. case LinearToneMapping:
  10483. toneMappingName = 'Linear';
  10484. break;
  10485. case ReinhardToneMapping:
  10486. toneMappingName = 'Reinhard';
  10487. break;
  10488. case Uncharted2ToneMapping:
  10489. toneMappingName = 'Uncharted2';
  10490. break;
  10491. case CineonToneMapping:
  10492. toneMappingName = 'OptimizedCineon';
  10493. break;
  10494. case ACESFilmicToneMapping:
  10495. toneMappingName = 'ACESFilmic';
  10496. break;
  10497. default:
  10498. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10499. }
  10500. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10501. }
  10502. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10503. extensions = extensions || {};
  10504. var chunks = [
  10505. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10506. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10507. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10508. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10509. ];
  10510. return chunks.filter( filterEmptyLine ).join( '\n' );
  10511. }
  10512. function generateDefines( defines ) {
  10513. var chunks = [];
  10514. for ( var name in defines ) {
  10515. var value = defines[ name ];
  10516. if ( value === false ) { continue; }
  10517. chunks.push( '#define ' + name + ' ' + value );
  10518. }
  10519. return chunks.join( '\n' );
  10520. }
  10521. function fetchAttributeLocations( gl, program ) {
  10522. var attributes = {};
  10523. var n = gl.getProgramParameter( program, 35721 );
  10524. for ( var i = 0; i < n; i ++ ) {
  10525. var info = gl.getActiveAttrib( program, i );
  10526. var name = info.name;
  10527. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10528. attributes[ name ] = gl.getAttribLocation( program, name );
  10529. }
  10530. return attributes;
  10531. }
  10532. function filterEmptyLine( string ) {
  10533. return string !== '';
  10534. }
  10535. function replaceLightNums( string, parameters ) {
  10536. return string
  10537. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10538. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10539. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10540. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10541. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10542. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10543. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10544. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10545. }
  10546. function replaceClippingPlaneNums( string, parameters ) {
  10547. return string
  10548. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10549. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10550. }
  10551. // Resolve Includes
  10552. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10553. function resolveIncludes( string ) {
  10554. return string.replace( includePattern, includeReplacer );
  10555. }
  10556. function includeReplacer( match, include ) {
  10557. var string = ShaderChunk[ include ];
  10558. if ( string === undefined ) {
  10559. throw new Error( 'Can not resolve #include <' + include + '>' );
  10560. }
  10561. return resolveIncludes( string );
  10562. }
  10563. // Unroll Loops
  10564. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10565. function unrollLoops( string ) {
  10566. return string.replace( loopPattern, loopReplacer );
  10567. }
  10568. function loopReplacer( match, start, end, snippet ) {
  10569. var string = '';
  10570. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10571. string += snippet
  10572. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10573. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10574. }
  10575. return string;
  10576. }
  10577. //
  10578. function generatePrecision( parameters ) {
  10579. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10580. if ( parameters.precision === "highp" ) {
  10581. precisionstring += "\n#define HIGH_PRECISION";
  10582. } else if ( parameters.precision === "mediump" ) {
  10583. precisionstring += "\n#define MEDIUM_PRECISION";
  10584. } else if ( parameters.precision === "lowp" ) {
  10585. precisionstring += "\n#define LOW_PRECISION";
  10586. }
  10587. return precisionstring;
  10588. }
  10589. function generateShadowMapTypeDefine( parameters ) {
  10590. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10591. if ( parameters.shadowMapType === PCFShadowMap ) {
  10592. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10593. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10594. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10595. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10596. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10597. }
  10598. return shadowMapTypeDefine;
  10599. }
  10600. function generateEnvMapTypeDefine( parameters ) {
  10601. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10602. if ( parameters.envMap ) {
  10603. switch ( parameters.envMapMode ) {
  10604. case CubeReflectionMapping:
  10605. case CubeRefractionMapping:
  10606. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10607. break;
  10608. case CubeUVReflectionMapping:
  10609. case CubeUVRefractionMapping:
  10610. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10611. break;
  10612. case EquirectangularReflectionMapping:
  10613. case EquirectangularRefractionMapping:
  10614. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10615. break;
  10616. case SphericalReflectionMapping:
  10617. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10618. break;
  10619. }
  10620. }
  10621. return envMapTypeDefine;
  10622. }
  10623. function generateEnvMapModeDefine( parameters ) {
  10624. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10625. if ( parameters.envMap ) {
  10626. switch ( parameters.envMapMode ) {
  10627. case CubeRefractionMapping:
  10628. case EquirectangularRefractionMapping:
  10629. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10630. break;
  10631. }
  10632. }
  10633. return envMapModeDefine;
  10634. }
  10635. function generateEnvMapBlendingDefine( parameters ) {
  10636. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10637. if ( parameters.envMap ) {
  10638. switch ( parameters.combine ) {
  10639. case MultiplyOperation:
  10640. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10641. break;
  10642. case MixOperation:
  10643. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10644. break;
  10645. case AddOperation:
  10646. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10647. break;
  10648. }
  10649. }
  10650. return envMapBlendingDefine;
  10651. }
  10652. function WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters ) {
  10653. var gl = renderer.getContext();
  10654. var defines = material.defines;
  10655. var vertexShader = shader.vertexShader;
  10656. var fragmentShader = shader.fragmentShader;
  10657. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10658. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10659. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10660. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10661. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10662. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10663. var customDefines = generateDefines( defines );
  10664. var program = gl.createProgram();
  10665. var prefixVertex, prefixFragment;
  10666. var numMultiviewViews = parameters.numMultiviewViews;
  10667. if ( material.isRawShaderMaterial ) {
  10668. prefixVertex = [
  10669. customDefines
  10670. ].filter( filterEmptyLine ).join( '\n' );
  10671. if ( prefixVertex.length > 0 ) {
  10672. prefixVertex += '\n';
  10673. }
  10674. prefixFragment = [
  10675. customExtensions,
  10676. customDefines
  10677. ].filter( filterEmptyLine ).join( '\n' );
  10678. if ( prefixFragment.length > 0 ) {
  10679. prefixFragment += '\n';
  10680. }
  10681. } else {
  10682. prefixVertex = [
  10683. generatePrecision( parameters ),
  10684. '#define SHADER_NAME ' + shader.name,
  10685. customDefines,
  10686. parameters.instancing ? '#define USE_INSTANCING' : '',
  10687. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10688. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10689. '#define MAX_BONES ' + parameters.maxBones,
  10690. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10691. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10692. parameters.map ? '#define USE_MAP' : '',
  10693. parameters.envMap ? '#define USE_ENVMAP' : '',
  10694. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10695. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10696. parameters.aoMap ? '#define USE_AOMAP' : '',
  10697. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10698. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10699. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10700. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10701. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10702. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10703. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10704. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10705. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10706. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10707. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10708. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10709. parameters.vertexColors ? '#define USE_COLOR' : '',
  10710. parameters.vertexUvs ? '#define USE_UV' : '',
  10711. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10712. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10713. parameters.skinning ? '#define USE_SKINNING' : '',
  10714. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10715. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10716. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10717. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10718. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10719. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10720. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10721. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10722. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10723. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10724. 'uniform mat4 modelMatrix;',
  10725. 'uniform mat4 modelViewMatrix;',
  10726. 'uniform mat4 projectionMatrix;',
  10727. 'uniform mat4 viewMatrix;',
  10728. 'uniform mat3 normalMatrix;',
  10729. 'uniform vec3 cameraPosition;',
  10730. 'uniform bool isOrthographic;',
  10731. '#ifdef USE_INSTANCING',
  10732. ' attribute mat4 instanceMatrix;',
  10733. '#endif',
  10734. 'attribute vec3 position;',
  10735. 'attribute vec3 normal;',
  10736. 'attribute vec2 uv;',
  10737. '#ifdef USE_TANGENT',
  10738. ' attribute vec4 tangent;',
  10739. '#endif',
  10740. '#ifdef USE_COLOR',
  10741. ' attribute vec3 color;',
  10742. '#endif',
  10743. '#ifdef USE_MORPHTARGETS',
  10744. ' attribute vec3 morphTarget0;',
  10745. ' attribute vec3 morphTarget1;',
  10746. ' attribute vec3 morphTarget2;',
  10747. ' attribute vec3 morphTarget3;',
  10748. ' #ifdef USE_MORPHNORMALS',
  10749. ' attribute vec3 morphNormal0;',
  10750. ' attribute vec3 morphNormal1;',
  10751. ' attribute vec3 morphNormal2;',
  10752. ' attribute vec3 morphNormal3;',
  10753. ' #else',
  10754. ' attribute vec3 morphTarget4;',
  10755. ' attribute vec3 morphTarget5;',
  10756. ' attribute vec3 morphTarget6;',
  10757. ' attribute vec3 morphTarget7;',
  10758. ' #endif',
  10759. '#endif',
  10760. '#ifdef USE_SKINNING',
  10761. ' attribute vec4 skinIndex;',
  10762. ' attribute vec4 skinWeight;',
  10763. '#endif',
  10764. '\n'
  10765. ].filter( filterEmptyLine ).join( '\n' );
  10766. prefixFragment = [
  10767. customExtensions,
  10768. generatePrecision( parameters ),
  10769. '#define SHADER_NAME ' + shader.name,
  10770. customDefines,
  10771. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10772. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10773. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10774. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10775. parameters.map ? '#define USE_MAP' : '',
  10776. parameters.matcap ? '#define USE_MATCAP' : '',
  10777. parameters.envMap ? '#define USE_ENVMAP' : '',
  10778. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10779. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10780. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10781. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10782. parameters.aoMap ? '#define USE_AOMAP' : '',
  10783. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10784. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10785. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10786. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10787. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10788. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10789. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10790. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10791. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10792. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10793. parameters.sheen ? '#define USE_SHEEN' : '',
  10794. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10795. parameters.vertexColors ? '#define USE_COLOR' : '',
  10796. parameters.vertexUvs ? '#define USE_UV' : '',
  10797. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10798. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10799. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10800. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10801. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10802. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10803. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10804. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10805. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10806. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10807. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10808. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10809. 'uniform mat4 viewMatrix;',
  10810. 'uniform vec3 cameraPosition;',
  10811. 'uniform bool isOrthographic;',
  10812. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10813. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10814. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10815. parameters.dithering ? '#define DITHERING' : '',
  10816. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10817. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10818. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10819. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10820. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10821. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10822. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10823. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10824. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10825. '\n'
  10826. ].filter( filterEmptyLine ).join( '\n' );
  10827. }
  10828. vertexShader = resolveIncludes( vertexShader );
  10829. vertexShader = replaceLightNums( vertexShader, parameters );
  10830. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10831. fragmentShader = resolveIncludes( fragmentShader );
  10832. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10833. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10834. vertexShader = unrollLoops( vertexShader );
  10835. fragmentShader = unrollLoops( fragmentShader );
  10836. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10837. var isGLSL3ShaderMaterial = false;
  10838. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10839. if ( material.isShaderMaterial &&
  10840. vertexShader.match( versionRegex ) !== null &&
  10841. fragmentShader.match( versionRegex ) !== null ) {
  10842. isGLSL3ShaderMaterial = true;
  10843. vertexShader = vertexShader.replace( versionRegex, '' );
  10844. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10845. }
  10846. // GLSL 3.0 conversion
  10847. prefixVertex = [
  10848. '#version 300 es\n',
  10849. '#define attribute in',
  10850. '#define varying out',
  10851. '#define texture2D texture'
  10852. ].join( '\n' ) + '\n' + prefixVertex;
  10853. prefixFragment = [
  10854. '#version 300 es\n',
  10855. '#define varying in',
  10856. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10857. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10858. '#define gl_FragDepthEXT gl_FragDepth',
  10859. '#define texture2D texture',
  10860. '#define textureCube texture',
  10861. '#define texture2DProj textureProj',
  10862. '#define texture2DLodEXT textureLod',
  10863. '#define texture2DProjLodEXT textureProjLod',
  10864. '#define textureCubeLodEXT textureLod',
  10865. '#define texture2DGradEXT textureGrad',
  10866. '#define texture2DProjGradEXT textureProjGrad',
  10867. '#define textureCubeGradEXT textureGrad'
  10868. ].join( '\n' ) + '\n' + prefixFragment;
  10869. // Multiview
  10870. if ( numMultiviewViews > 0 ) {
  10871. prefixVertex = prefixVertex.replace(
  10872. '#version 300 es\n',
  10873. [
  10874. '#version 300 es\n',
  10875. '#extension GL_OVR_multiview2 : require',
  10876. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10877. '#define VIEW_ID gl_ViewID_OVR'
  10878. ].join( '\n' )
  10879. );
  10880. prefixVertex = prefixVertex.replace(
  10881. [
  10882. 'uniform mat4 modelViewMatrix;',
  10883. 'uniform mat4 projectionMatrix;',
  10884. 'uniform mat4 viewMatrix;',
  10885. 'uniform mat3 normalMatrix;'
  10886. ].join( '\n' ),
  10887. [
  10888. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10889. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10890. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10891. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10892. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10893. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10894. '#define viewMatrix viewMatrices[VIEW_ID]',
  10895. '#define normalMatrix normalMatrices[VIEW_ID]'
  10896. ].join( '\n' )
  10897. );
  10898. prefixFragment = prefixFragment.replace(
  10899. '#version 300 es\n',
  10900. [
  10901. '#version 300 es\n',
  10902. '#extension GL_OVR_multiview2 : require',
  10903. '#define VIEW_ID gl_ViewID_OVR'
  10904. ].join( '\n' )
  10905. );
  10906. prefixFragment = prefixFragment.replace(
  10907. 'uniform mat4 viewMatrix;',
  10908. [
  10909. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10910. '#define viewMatrix viewMatrices[VIEW_ID]'
  10911. ].join( '\n' )
  10912. );
  10913. }
  10914. }
  10915. var vertexGlsl = prefixVertex + vertexShader;
  10916. var fragmentGlsl = prefixFragment + fragmentShader;
  10917. // console.log( '*VERTEX*', vertexGlsl );
  10918. // console.log( '*FRAGMENT*', fragmentGlsl );
  10919. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10920. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10921. gl.attachShader( program, glVertexShader );
  10922. gl.attachShader( program, glFragmentShader );
  10923. // Force a particular attribute to index 0.
  10924. if ( material.index0AttributeName !== undefined ) {
  10925. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10926. } else if ( parameters.morphTargets === true ) {
  10927. // programs with morphTargets displace position out of attribute 0
  10928. gl.bindAttribLocation( program, 0, 'position' );
  10929. }
  10930. gl.linkProgram( program );
  10931. // check for link errors
  10932. if ( renderer.debug.checkShaderErrors ) {
  10933. var programLog = gl.getProgramInfoLog( program ).trim();
  10934. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10935. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10936. var runnable = true;
  10937. var haveDiagnostics = true;
  10938. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10939. runnable = false;
  10940. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10941. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10942. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10943. } else if ( programLog !== '' ) {
  10944. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10945. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10946. haveDiagnostics = false;
  10947. }
  10948. if ( haveDiagnostics ) {
  10949. this.diagnostics = {
  10950. runnable: runnable,
  10951. material: material,
  10952. programLog: programLog,
  10953. vertexShader: {
  10954. log: vertexLog,
  10955. prefix: prefixVertex
  10956. },
  10957. fragmentShader: {
  10958. log: fragmentLog,
  10959. prefix: prefixFragment
  10960. }
  10961. };
  10962. }
  10963. }
  10964. // clean up
  10965. gl.deleteShader( glVertexShader );
  10966. gl.deleteShader( glFragmentShader );
  10967. // set up caching for uniform locations
  10968. var cachedUniforms;
  10969. this.getUniforms = function () {
  10970. if ( cachedUniforms === undefined ) {
  10971. cachedUniforms = new WebGLUniforms( gl, program );
  10972. }
  10973. return cachedUniforms;
  10974. };
  10975. // set up caching for attribute locations
  10976. var cachedAttributes;
  10977. this.getAttributes = function () {
  10978. if ( cachedAttributes === undefined ) {
  10979. cachedAttributes = fetchAttributeLocations( gl, program );
  10980. }
  10981. return cachedAttributes;
  10982. };
  10983. // free resource
  10984. this.destroy = function () {
  10985. gl.deleteProgram( program );
  10986. this.program = undefined;
  10987. };
  10988. //
  10989. this.name = shader.name;
  10990. this.id = programIdCount ++;
  10991. this.cacheKey = cacheKey;
  10992. this.usedTimes = 1;
  10993. this.program = program;
  10994. this.vertexShader = glVertexShader;
  10995. this.fragmentShader = glFragmentShader;
  10996. this.numMultiviewViews = numMultiviewViews;
  10997. return this;
  10998. }
  10999. /**
  11000. * @author mrdoob / http://mrdoob.com/
  11001. */
  11002. function WebGLPrograms( renderer, extensions, capabilities ) {
  11003. var programs = [];
  11004. var isWebGL2 = capabilities.isWebGL2;
  11005. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11006. var floatVertexTextures = capabilities.floatVertexTextures;
  11007. var precision = capabilities.precision;
  11008. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11009. var vertexTextures = capabilities.vertexTextures;
  11010. var shaderIDs = {
  11011. MeshDepthMaterial: 'depth',
  11012. MeshDistanceMaterial: 'distanceRGBA',
  11013. MeshNormalMaterial: 'normal',
  11014. MeshBasicMaterial: 'basic',
  11015. MeshLambertMaterial: 'lambert',
  11016. MeshPhongMaterial: 'phong',
  11017. MeshToonMaterial: 'toon',
  11018. MeshStandardMaterial: 'physical',
  11019. MeshPhysicalMaterial: 'physical',
  11020. MeshMatcapMaterial: 'matcap',
  11021. LineBasicMaterial: 'basic',
  11022. LineDashedMaterial: 'dashed',
  11023. PointsMaterial: 'points',
  11024. ShadowMaterial: 'shadow',
  11025. SpriteMaterial: 'sprite'
  11026. };
  11027. var parameterNames = [
  11028. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11029. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11030. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11031. "roughnessMap", "metalnessMap", "gradientMap",
  11032. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11033. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11034. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11035. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11036. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11037. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11038. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11039. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11040. "sheen"
  11041. ];
  11042. function allocateBones( object ) {
  11043. var skeleton = object.skeleton;
  11044. var bones = skeleton.bones;
  11045. if ( floatVertexTextures ) {
  11046. return 1024;
  11047. } else {
  11048. // default for when object is not specified
  11049. // ( for example when prebuilding shader to be used with multiple objects )
  11050. //
  11051. // - leave some extra space for other uniforms
  11052. // - limit here is ANGLE's 254 max uniform vectors
  11053. // (up to 54 should be safe)
  11054. var nVertexUniforms = maxVertexUniforms;
  11055. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11056. var maxBones = Math.min( nVertexMatrices, bones.length );
  11057. if ( maxBones < bones.length ) {
  11058. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11059. return 0;
  11060. }
  11061. return maxBones;
  11062. }
  11063. }
  11064. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  11065. var encoding;
  11066. if ( ! map ) {
  11067. encoding = LinearEncoding;
  11068. } else if ( map.isTexture ) {
  11069. encoding = map.encoding;
  11070. } else if ( map.isWebGLRenderTarget ) {
  11071. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11072. encoding = map.texture.encoding;
  11073. }
  11074. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  11075. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  11076. encoding = GammaEncoding;
  11077. }
  11078. return encoding;
  11079. }
  11080. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  11081. var shaderID = shaderIDs[ material.type ];
  11082. // heuristics to create shader parameters according to lights in the scene
  11083. // (not to blow over maxLights budget)
  11084. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11085. if ( material.precision !== null ) {
  11086. precision = capabilities.getMaxPrecision( material.precision );
  11087. if ( precision !== material.precision ) {
  11088. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11089. }
  11090. }
  11091. var currentRenderTarget = renderer.getRenderTarget();
  11092. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11093. var parameters = {
  11094. isWebGL2: isWebGL2,
  11095. shaderID: shaderID,
  11096. precision: precision,
  11097. instancing: object.isInstancedMesh === true,
  11098. supportsVertexTextures: vertexTextures,
  11099. numMultiviewViews: numMultiviewViews,
  11100. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11101. map: !! material.map,
  11102. mapEncoding: getTextureEncodingFromMap( material.map ),
  11103. matcap: !! material.matcap,
  11104. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11105. envMap: !! material.envMap,
  11106. envMapMode: material.envMap && material.envMap.mapping,
  11107. envMapEncoding: getTextureEncodingFromMap( material.envMap ),
  11108. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11109. lightMap: !! material.lightMap,
  11110. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11111. aoMap: !! material.aoMap,
  11112. emissiveMap: !! material.emissiveMap,
  11113. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11114. bumpMap: !! material.bumpMap,
  11115. normalMap: !! material.normalMap,
  11116. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11117. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11118. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11119. displacementMap: !! material.displacementMap,
  11120. roughnessMap: !! material.roughnessMap,
  11121. metalnessMap: !! material.metalnessMap,
  11122. specularMap: !! material.specularMap,
  11123. alphaMap: !! material.alphaMap,
  11124. gradientMap: !! material.gradientMap,
  11125. sheen: !! material.sheen,
  11126. combine: material.combine,
  11127. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11128. vertexColors: material.vertexColors,
  11129. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11130. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11131. fog: !! fog,
  11132. useFog: material.fog,
  11133. fogExp2: ( fog && fog.isFogExp2 ),
  11134. flatShading: material.flatShading,
  11135. sizeAttenuation: material.sizeAttenuation,
  11136. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11137. skinning: material.skinning && maxBones > 0,
  11138. maxBones: maxBones,
  11139. useVertexTexture: floatVertexTextures,
  11140. morphTargets: material.morphTargets,
  11141. morphNormals: material.morphNormals,
  11142. maxMorphTargets: renderer.maxMorphTargets,
  11143. maxMorphNormals: renderer.maxMorphNormals,
  11144. numDirLights: lights.directional.length,
  11145. numPointLights: lights.point.length,
  11146. numSpotLights: lights.spot.length,
  11147. numRectAreaLights: lights.rectArea.length,
  11148. numHemiLights: lights.hemi.length,
  11149. numDirLightShadows: lights.directionalShadowMap.length,
  11150. numPointLightShadows: lights.pointShadowMap.length,
  11151. numSpotLightShadows: lights.spotShadowMap.length,
  11152. numClippingPlanes: nClipPlanes,
  11153. numClipIntersection: nClipIntersection,
  11154. dithering: material.dithering,
  11155. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11156. shadowMapType: renderer.shadowMap.type,
  11157. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11158. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11159. premultipliedAlpha: material.premultipliedAlpha,
  11160. alphaTest: material.alphaTest,
  11161. doubleSided: material.side === DoubleSide,
  11162. flipSided: material.side === BackSide,
  11163. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11164. };
  11165. return parameters;
  11166. };
  11167. this.getProgramCacheKey = function ( material, parameters ) {
  11168. var array = [];
  11169. if ( parameters.shaderID ) {
  11170. array.push( parameters.shaderID );
  11171. } else {
  11172. array.push( material.fragmentShader );
  11173. array.push( material.vertexShader );
  11174. }
  11175. if ( material.defines !== undefined ) {
  11176. for ( var name in material.defines ) {
  11177. array.push( name );
  11178. array.push( material.defines[ name ] );
  11179. }
  11180. }
  11181. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11182. array.push( parameters[ parameterNames[ i ] ] );
  11183. }
  11184. array.push( material.onBeforeCompile.toString() );
  11185. array.push( renderer.gammaOutput );
  11186. array.push( renderer.gammaFactor );
  11187. return array.join();
  11188. };
  11189. this.acquireProgram = function ( material, shader, parameters, cacheKey ) {
  11190. var program;
  11191. // Check if code has been already compiled
  11192. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11193. var preexistingProgram = programs[ p ];
  11194. if ( preexistingProgram.cacheKey === cacheKey ) {
  11195. program = preexistingProgram;
  11196. ++ program.usedTimes;
  11197. break;
  11198. }
  11199. }
  11200. if ( program === undefined ) {
  11201. program = new WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters );
  11202. programs.push( program );
  11203. }
  11204. return program;
  11205. };
  11206. this.releaseProgram = function ( program ) {
  11207. if ( -- program.usedTimes === 0 ) {
  11208. // Remove from unordered set
  11209. var i = programs.indexOf( program );
  11210. programs[ i ] = programs[ programs.length - 1 ];
  11211. programs.pop();
  11212. // Free WebGL resources
  11213. program.destroy();
  11214. }
  11215. };
  11216. // Exposed for resource monitoring & error feedback via renderer.info:
  11217. this.programs = programs;
  11218. }
  11219. /**
  11220. * @author fordacious / fordacious.github.io
  11221. */
  11222. function WebGLProperties() {
  11223. var properties = new WeakMap();
  11224. function get( object ) {
  11225. var map = properties.get( object );
  11226. if ( map === undefined ) {
  11227. map = {};
  11228. properties.set( object, map );
  11229. }
  11230. return map;
  11231. }
  11232. function remove( object ) {
  11233. properties.delete( object );
  11234. }
  11235. function update( object, key, value ) {
  11236. properties.get( object )[ key ] = value;
  11237. }
  11238. function dispose() {
  11239. properties = new WeakMap();
  11240. }
  11241. return {
  11242. get: get,
  11243. remove: remove,
  11244. update: update,
  11245. dispose: dispose
  11246. };
  11247. }
  11248. /**
  11249. * @author mrdoob / http://mrdoob.com/
  11250. */
  11251. function painterSortStable( a, b ) {
  11252. if ( a.groupOrder !== b.groupOrder ) {
  11253. return a.groupOrder - b.groupOrder;
  11254. } else if ( a.renderOrder !== b.renderOrder ) {
  11255. return a.renderOrder - b.renderOrder;
  11256. } else if ( a.program !== b.program ) {
  11257. return a.program.id - b.program.id;
  11258. } else if ( a.material.id !== b.material.id ) {
  11259. return a.material.id - b.material.id;
  11260. } else if ( a.z !== b.z ) {
  11261. return a.z - b.z;
  11262. } else {
  11263. return a.id - b.id;
  11264. }
  11265. }
  11266. function reversePainterSortStable( a, b ) {
  11267. if ( a.groupOrder !== b.groupOrder ) {
  11268. return a.groupOrder - b.groupOrder;
  11269. } else if ( a.renderOrder !== b.renderOrder ) {
  11270. return a.renderOrder - b.renderOrder;
  11271. } else if ( a.z !== b.z ) {
  11272. return b.z - a.z;
  11273. } else {
  11274. return a.id - b.id;
  11275. }
  11276. }
  11277. function WebGLRenderList() {
  11278. var renderItems = [];
  11279. var renderItemsIndex = 0;
  11280. var opaque = [];
  11281. var transparent = [];
  11282. var defaultProgram = { id: - 1 };
  11283. function init() {
  11284. renderItemsIndex = 0;
  11285. opaque.length = 0;
  11286. transparent.length = 0;
  11287. }
  11288. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11289. var renderItem = renderItems[ renderItemsIndex ];
  11290. if ( renderItem === undefined ) {
  11291. renderItem = {
  11292. id: object.id,
  11293. object: object,
  11294. geometry: geometry,
  11295. material: material,
  11296. program: material.program || defaultProgram,
  11297. groupOrder: groupOrder,
  11298. renderOrder: object.renderOrder,
  11299. z: z,
  11300. group: group
  11301. };
  11302. renderItems[ renderItemsIndex ] = renderItem;
  11303. } else {
  11304. renderItem.id = object.id;
  11305. renderItem.object = object;
  11306. renderItem.geometry = geometry;
  11307. renderItem.material = material;
  11308. renderItem.program = material.program || defaultProgram;
  11309. renderItem.groupOrder = groupOrder;
  11310. renderItem.renderOrder = object.renderOrder;
  11311. renderItem.z = z;
  11312. renderItem.group = group;
  11313. }
  11314. renderItemsIndex ++;
  11315. return renderItem;
  11316. }
  11317. function push( object, geometry, material, groupOrder, z, group ) {
  11318. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11319. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11320. }
  11321. function unshift( object, geometry, material, groupOrder, z, group ) {
  11322. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11323. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11324. }
  11325. function sort() {
  11326. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11327. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11328. }
  11329. return {
  11330. opaque: opaque,
  11331. transparent: transparent,
  11332. init: init,
  11333. push: push,
  11334. unshift: unshift,
  11335. sort: sort
  11336. };
  11337. }
  11338. function WebGLRenderLists() {
  11339. var lists = new WeakMap();
  11340. function onSceneDispose( event ) {
  11341. var scene = event.target;
  11342. scene.removeEventListener( 'dispose', onSceneDispose );
  11343. lists.delete( scene );
  11344. }
  11345. function get( scene, camera ) {
  11346. var cameras = lists.get( scene );
  11347. var list;
  11348. if ( cameras === undefined ) {
  11349. list = new WebGLRenderList();
  11350. lists.set( scene, new WeakMap() );
  11351. lists.get( scene ).set( camera, list );
  11352. scene.addEventListener( 'dispose', onSceneDispose );
  11353. } else {
  11354. list = cameras.get( camera );
  11355. if ( list === undefined ) {
  11356. list = new WebGLRenderList();
  11357. cameras.set( camera, list );
  11358. }
  11359. }
  11360. return list;
  11361. }
  11362. function dispose() {
  11363. lists = new WeakMap();
  11364. }
  11365. return {
  11366. get: get,
  11367. dispose: dispose
  11368. };
  11369. }
  11370. /**
  11371. * @author mrdoob / http://mrdoob.com/
  11372. */
  11373. function UniformsCache() {
  11374. var lights = {};
  11375. return {
  11376. get: function ( light ) {
  11377. if ( lights[ light.id ] !== undefined ) {
  11378. return lights[ light.id ];
  11379. }
  11380. var uniforms;
  11381. switch ( light.type ) {
  11382. case 'DirectionalLight':
  11383. uniforms = {
  11384. direction: new Vector3(),
  11385. color: new Color(),
  11386. shadow: false,
  11387. shadowBias: 0,
  11388. shadowRadius: 1,
  11389. shadowMapSize: new Vector2()
  11390. };
  11391. break;
  11392. case 'SpotLight':
  11393. uniforms = {
  11394. position: new Vector3(),
  11395. direction: new Vector3(),
  11396. color: new Color(),
  11397. distance: 0,
  11398. coneCos: 0,
  11399. penumbraCos: 0,
  11400. decay: 0,
  11401. shadow: false,
  11402. shadowBias: 0,
  11403. shadowRadius: 1,
  11404. shadowMapSize: new Vector2()
  11405. };
  11406. break;
  11407. case 'PointLight':
  11408. uniforms = {
  11409. position: new Vector3(),
  11410. color: new Color(),
  11411. distance: 0,
  11412. decay: 0,
  11413. shadow: false,
  11414. shadowBias: 0,
  11415. shadowRadius: 1,
  11416. shadowMapSize: new Vector2(),
  11417. shadowCameraNear: 1,
  11418. shadowCameraFar: 1000
  11419. };
  11420. break;
  11421. case 'HemisphereLight':
  11422. uniforms = {
  11423. direction: new Vector3(),
  11424. skyColor: new Color(),
  11425. groundColor: new Color()
  11426. };
  11427. break;
  11428. case 'RectAreaLight':
  11429. uniforms = {
  11430. color: new Color(),
  11431. position: new Vector3(),
  11432. halfWidth: new Vector3(),
  11433. halfHeight: new Vector3()
  11434. // TODO (abelnation): set RectAreaLight shadow uniforms
  11435. };
  11436. break;
  11437. }
  11438. lights[ light.id ] = uniforms;
  11439. return uniforms;
  11440. }
  11441. };
  11442. }
  11443. var nextVersion = 0;
  11444. function shadowCastingLightsFirst( lightA, lightB ) {
  11445. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11446. }
  11447. function WebGLLights() {
  11448. var cache = new UniformsCache();
  11449. var state = {
  11450. version: 0,
  11451. hash: {
  11452. directionalLength: - 1,
  11453. pointLength: - 1,
  11454. spotLength: - 1,
  11455. rectAreaLength: - 1,
  11456. hemiLength: - 1,
  11457. numDirectionalShadows: - 1,
  11458. numPointShadows: - 1,
  11459. numSpotShadows: - 1,
  11460. },
  11461. ambient: [ 0, 0, 0 ],
  11462. probe: [],
  11463. directional: [],
  11464. directionalShadowMap: [],
  11465. directionalShadowMatrix: [],
  11466. spot: [],
  11467. spotShadowMap: [],
  11468. spotShadowMatrix: [],
  11469. rectArea: [],
  11470. point: [],
  11471. pointShadowMap: [],
  11472. pointShadowMatrix: [],
  11473. hemi: [],
  11474. numDirectionalShadows: - 1,
  11475. numPointShadows: - 1,
  11476. numSpotShadows: - 1
  11477. };
  11478. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11479. var vector3 = new Vector3();
  11480. var matrix4 = new Matrix4();
  11481. var matrix42 = new Matrix4();
  11482. function setup( lights, shadows, camera ) {
  11483. var r = 0, g = 0, b = 0;
  11484. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11485. var directionalLength = 0;
  11486. var pointLength = 0;
  11487. var spotLength = 0;
  11488. var rectAreaLength = 0;
  11489. var hemiLength = 0;
  11490. var numDirectionalShadows = 0;
  11491. var numPointShadows = 0;
  11492. var numSpotShadows = 0;
  11493. var viewMatrix = camera.matrixWorldInverse;
  11494. lights.sort( shadowCastingLightsFirst );
  11495. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11496. var light = lights[ i ];
  11497. var color = light.color;
  11498. var intensity = light.intensity;
  11499. var distance = light.distance;
  11500. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11501. if ( light.isAmbientLight ) {
  11502. r += color.r * intensity;
  11503. g += color.g * intensity;
  11504. b += color.b * intensity;
  11505. } else if ( light.isLightProbe ) {
  11506. for ( var j = 0; j < 9; j ++ ) {
  11507. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11508. }
  11509. } else if ( light.isDirectionalLight ) {
  11510. var uniforms = cache.get( light );
  11511. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11512. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11513. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11514. uniforms.direction.sub( vector3 );
  11515. uniforms.direction.transformDirection( viewMatrix );
  11516. uniforms.shadow = light.castShadow;
  11517. if ( light.castShadow ) {
  11518. var shadow = light.shadow;
  11519. uniforms.shadowBias = shadow.bias;
  11520. uniforms.shadowRadius = shadow.radius;
  11521. uniforms.shadowMapSize = shadow.mapSize;
  11522. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11523. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11524. numDirectionalShadows ++;
  11525. }
  11526. state.directional[ directionalLength ] = uniforms;
  11527. directionalLength ++;
  11528. } else if ( light.isSpotLight ) {
  11529. var uniforms = cache.get( light );
  11530. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11531. uniforms.position.applyMatrix4( viewMatrix );
  11532. uniforms.color.copy( color ).multiplyScalar( intensity );
  11533. uniforms.distance = distance;
  11534. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11535. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11536. uniforms.direction.sub( vector3 );
  11537. uniforms.direction.transformDirection( viewMatrix );
  11538. uniforms.coneCos = Math.cos( light.angle );
  11539. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11540. uniforms.decay = light.decay;
  11541. uniforms.shadow = light.castShadow;
  11542. if ( light.castShadow ) {
  11543. var shadow = light.shadow;
  11544. uniforms.shadowBias = shadow.bias;
  11545. uniforms.shadowRadius = shadow.radius;
  11546. uniforms.shadowMapSize = shadow.mapSize;
  11547. state.spotShadowMap[ spotLength ] = shadowMap;
  11548. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11549. numSpotShadows ++;
  11550. }
  11551. state.spot[ spotLength ] = uniforms;
  11552. spotLength ++;
  11553. } else if ( light.isRectAreaLight ) {
  11554. var uniforms = cache.get( light );
  11555. // (a) intensity is the total visible light emitted
  11556. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11557. // (b) intensity is the brightness of the light
  11558. uniforms.color.copy( color ).multiplyScalar( intensity );
  11559. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11560. uniforms.position.applyMatrix4( viewMatrix );
  11561. // extract local rotation of light to derive width/height half vectors
  11562. matrix42.identity();
  11563. matrix4.copy( light.matrixWorld );
  11564. matrix4.premultiply( viewMatrix );
  11565. matrix42.extractRotation( matrix4 );
  11566. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11567. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11568. uniforms.halfWidth.applyMatrix4( matrix42 );
  11569. uniforms.halfHeight.applyMatrix4( matrix42 );
  11570. // TODO (abelnation): RectAreaLight distance?
  11571. // uniforms.distance = distance;
  11572. state.rectArea[ rectAreaLength ] = uniforms;
  11573. rectAreaLength ++;
  11574. } else if ( light.isPointLight ) {
  11575. var uniforms = cache.get( light );
  11576. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11577. uniforms.position.applyMatrix4( viewMatrix );
  11578. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11579. uniforms.distance = light.distance;
  11580. uniforms.decay = light.decay;
  11581. uniforms.shadow = light.castShadow;
  11582. if ( light.castShadow ) {
  11583. var shadow = light.shadow;
  11584. uniforms.shadowBias = shadow.bias;
  11585. uniforms.shadowRadius = shadow.radius;
  11586. uniforms.shadowMapSize = shadow.mapSize;
  11587. uniforms.shadowCameraNear = shadow.camera.near;
  11588. uniforms.shadowCameraFar = shadow.camera.far;
  11589. state.pointShadowMap[ pointLength ] = shadowMap;
  11590. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11591. numPointShadows ++;
  11592. }
  11593. state.point[ pointLength ] = uniforms;
  11594. pointLength ++;
  11595. } else if ( light.isHemisphereLight ) {
  11596. var uniforms = cache.get( light );
  11597. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11598. uniforms.direction.transformDirection( viewMatrix );
  11599. uniforms.direction.normalize();
  11600. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11601. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11602. state.hemi[ hemiLength ] = uniforms;
  11603. hemiLength ++;
  11604. }
  11605. }
  11606. state.ambient[ 0 ] = r;
  11607. state.ambient[ 1 ] = g;
  11608. state.ambient[ 2 ] = b;
  11609. var hash = state.hash;
  11610. if ( hash.directionalLength !== directionalLength ||
  11611. hash.pointLength !== pointLength ||
  11612. hash.spotLength !== spotLength ||
  11613. hash.rectAreaLength !== rectAreaLength ||
  11614. hash.hemiLength !== hemiLength ||
  11615. hash.numDirectionalShadows !== numDirectionalShadows ||
  11616. hash.numPointShadows !== numPointShadows ||
  11617. hash.numSpotShadows !== numSpotShadows ) {
  11618. state.directional.length = directionalLength;
  11619. state.spot.length = spotLength;
  11620. state.rectArea.length = rectAreaLength;
  11621. state.point.length = pointLength;
  11622. state.hemi.length = hemiLength;
  11623. state.directionalShadowMap.length = numDirectionalShadows;
  11624. state.pointShadowMap.length = numPointShadows;
  11625. state.spotShadowMap.length = numSpotShadows;
  11626. state.directionalShadowMatrix.length = numDirectionalShadows;
  11627. state.pointShadowMatrix.length = numPointShadows;
  11628. state.spotShadowMatrix.length = numSpotShadows;
  11629. hash.directionalLength = directionalLength;
  11630. hash.pointLength = pointLength;
  11631. hash.spotLength = spotLength;
  11632. hash.rectAreaLength = rectAreaLength;
  11633. hash.hemiLength = hemiLength;
  11634. hash.numDirectionalShadows = numDirectionalShadows;
  11635. hash.numPointShadows = numPointShadows;
  11636. hash.numSpotShadows = numSpotShadows;
  11637. state.version = nextVersion ++;
  11638. }
  11639. }
  11640. return {
  11641. setup: setup,
  11642. state: state
  11643. };
  11644. }
  11645. /**
  11646. * @author Mugen87 / https://github.com/Mugen87
  11647. */
  11648. function WebGLRenderState() {
  11649. var lights = new WebGLLights();
  11650. var lightsArray = [];
  11651. var shadowsArray = [];
  11652. function init() {
  11653. lightsArray.length = 0;
  11654. shadowsArray.length = 0;
  11655. }
  11656. function pushLight( light ) {
  11657. lightsArray.push( light );
  11658. }
  11659. function pushShadow( shadowLight ) {
  11660. shadowsArray.push( shadowLight );
  11661. }
  11662. function setupLights( camera ) {
  11663. lights.setup( lightsArray, shadowsArray, camera );
  11664. }
  11665. var state = {
  11666. lightsArray: lightsArray,
  11667. shadowsArray: shadowsArray,
  11668. lights: lights
  11669. };
  11670. return {
  11671. init: init,
  11672. state: state,
  11673. setupLights: setupLights,
  11674. pushLight: pushLight,
  11675. pushShadow: pushShadow
  11676. };
  11677. }
  11678. function WebGLRenderStates() {
  11679. var renderStates = new WeakMap();
  11680. function onSceneDispose( event ) {
  11681. var scene = event.target;
  11682. scene.removeEventListener( 'dispose', onSceneDispose );
  11683. renderStates.delete( scene );
  11684. }
  11685. function get( scene, camera ) {
  11686. var renderState;
  11687. if ( renderStates.has( scene ) === false ) {
  11688. renderState = new WebGLRenderState();
  11689. renderStates.set( scene, new WeakMap() );
  11690. renderStates.get( scene ).set( camera, renderState );
  11691. scene.addEventListener( 'dispose', onSceneDispose );
  11692. } else {
  11693. if ( renderStates.get( scene ).has( camera ) === false ) {
  11694. renderState = new WebGLRenderState();
  11695. renderStates.get( scene ).set( camera, renderState );
  11696. } else {
  11697. renderState = renderStates.get( scene ).get( camera );
  11698. }
  11699. }
  11700. return renderState;
  11701. }
  11702. function dispose() {
  11703. renderStates = new WeakMap();
  11704. }
  11705. return {
  11706. get: get,
  11707. dispose: dispose
  11708. };
  11709. }
  11710. /**
  11711. * @author mrdoob / http://mrdoob.com/
  11712. * @author alteredq / http://alteredqualia.com/
  11713. * @author bhouston / https://clara.io
  11714. * @author WestLangley / http://github.com/WestLangley
  11715. *
  11716. * parameters = {
  11717. *
  11718. * opacity: <float>,
  11719. *
  11720. * map: new THREE.Texture( <Image> ),
  11721. *
  11722. * alphaMap: new THREE.Texture( <Image> ),
  11723. *
  11724. * displacementMap: new THREE.Texture( <Image> ),
  11725. * displacementScale: <float>,
  11726. * displacementBias: <float>,
  11727. *
  11728. * wireframe: <boolean>,
  11729. * wireframeLinewidth: <float>
  11730. * }
  11731. */
  11732. function MeshDepthMaterial( parameters ) {
  11733. Material.call( this );
  11734. this.type = 'MeshDepthMaterial';
  11735. this.depthPacking = BasicDepthPacking;
  11736. this.skinning = false;
  11737. this.morphTargets = false;
  11738. this.map = null;
  11739. this.alphaMap = null;
  11740. this.displacementMap = null;
  11741. this.displacementScale = 1;
  11742. this.displacementBias = 0;
  11743. this.wireframe = false;
  11744. this.wireframeLinewidth = 1;
  11745. this.fog = false;
  11746. this.setValues( parameters );
  11747. }
  11748. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11749. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11750. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11751. MeshDepthMaterial.prototype.copy = function ( source ) {
  11752. Material.prototype.copy.call( this, source );
  11753. this.depthPacking = source.depthPacking;
  11754. this.skinning = source.skinning;
  11755. this.morphTargets = source.morphTargets;
  11756. this.map = source.map;
  11757. this.alphaMap = source.alphaMap;
  11758. this.displacementMap = source.displacementMap;
  11759. this.displacementScale = source.displacementScale;
  11760. this.displacementBias = source.displacementBias;
  11761. this.wireframe = source.wireframe;
  11762. this.wireframeLinewidth = source.wireframeLinewidth;
  11763. return this;
  11764. };
  11765. /**
  11766. * @author WestLangley / http://github.com/WestLangley
  11767. *
  11768. * parameters = {
  11769. *
  11770. * referencePosition: <float>,
  11771. * nearDistance: <float>,
  11772. * farDistance: <float>,
  11773. *
  11774. * skinning: <bool>,
  11775. * morphTargets: <bool>,
  11776. *
  11777. * map: new THREE.Texture( <Image> ),
  11778. *
  11779. * alphaMap: new THREE.Texture( <Image> ),
  11780. *
  11781. * displacementMap: new THREE.Texture( <Image> ),
  11782. * displacementScale: <float>,
  11783. * displacementBias: <float>
  11784. *
  11785. * }
  11786. */
  11787. function MeshDistanceMaterial( parameters ) {
  11788. Material.call( this );
  11789. this.type = 'MeshDistanceMaterial';
  11790. this.referencePosition = new Vector3();
  11791. this.nearDistance = 1;
  11792. this.farDistance = 1000;
  11793. this.skinning = false;
  11794. this.morphTargets = false;
  11795. this.map = null;
  11796. this.alphaMap = null;
  11797. this.displacementMap = null;
  11798. this.displacementScale = 1;
  11799. this.displacementBias = 0;
  11800. this.fog = false;
  11801. this.setValues( parameters );
  11802. }
  11803. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11804. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11805. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11806. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11807. Material.prototype.copy.call( this, source );
  11808. this.referencePosition.copy( source.referencePosition );
  11809. this.nearDistance = source.nearDistance;
  11810. this.farDistance = source.farDistance;
  11811. this.skinning = source.skinning;
  11812. this.morphTargets = source.morphTargets;
  11813. this.map = source.map;
  11814. this.alphaMap = source.alphaMap;
  11815. this.displacementMap = source.displacementMap;
  11816. this.displacementScale = source.displacementScale;
  11817. this.displacementBias = source.displacementBias;
  11818. return this;
  11819. };
  11820. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpack2HalfToRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11821. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11822. /**
  11823. * @author alteredq / http://alteredqualia.com/
  11824. * @author mrdoob / http://mrdoob.com/
  11825. */
  11826. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11827. var _frustum = new Frustum(),
  11828. _shadowMapSize = new Vector2(),
  11829. _viewportSize = new Vector2(),
  11830. _viewport = new Vector4(),
  11831. _depthMaterials = [],
  11832. _distanceMaterials = [],
  11833. _materialCache = {};
  11834. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11835. var shadowMaterialVertical = new ShaderMaterial( {
  11836. defines: {
  11837. SAMPLE_RATE: 2.0 / 8.0,
  11838. HALF_SAMPLE_RATE: 1.0 / 8.0
  11839. },
  11840. uniforms: {
  11841. shadow_pass: { value: null },
  11842. resolution: { value: new Vector2() },
  11843. radius: { value: 4.0 }
  11844. },
  11845. vertexShader: vsm_vert,
  11846. fragmentShader: vsm_frag
  11847. } );
  11848. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11849. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11850. var fullScreenTri = new BufferGeometry();
  11851. fullScreenTri.setAttribute(
  11852. "position",
  11853. new BufferAttribute(
  11854. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11855. 3
  11856. )
  11857. );
  11858. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11859. var scope = this;
  11860. this.enabled = false;
  11861. this.autoUpdate = true;
  11862. this.needsUpdate = false;
  11863. this.type = PCFShadowMap;
  11864. this.render = function ( lights, scene, camera ) {
  11865. if ( scope.enabled === false ) { return; }
  11866. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11867. if ( lights.length === 0 ) { return; }
  11868. var currentRenderTarget = _renderer.getRenderTarget();
  11869. var activeCubeFace = _renderer.getActiveCubeFace();
  11870. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11871. var _state = _renderer.state;
  11872. // Set GL state for depth map.
  11873. _state.setBlending( NoBlending );
  11874. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11875. _state.buffers.depth.setTest( true );
  11876. _state.setScissorTest( false );
  11877. // render depth map
  11878. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11879. var light = lights[ i ];
  11880. var shadow = light.shadow;
  11881. if ( shadow === undefined ) {
  11882. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11883. continue;
  11884. }
  11885. _shadowMapSize.copy( shadow.mapSize );
  11886. var shadowFrameExtents = shadow.getFrameExtents();
  11887. _shadowMapSize.multiply( shadowFrameExtents );
  11888. _viewportSize.copy( shadow.mapSize );
  11889. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11890. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11891. if ( _shadowMapSize.x > maxTextureSize ) {
  11892. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11893. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11894. shadow.mapSize.x = _viewportSize.x;
  11895. }
  11896. if ( _shadowMapSize.y > maxTextureSize ) {
  11897. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11898. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11899. shadow.mapSize.y = _viewportSize.y;
  11900. }
  11901. }
  11902. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11903. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11904. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11905. shadow.map.texture.name = light.name + ".shadowMap";
  11906. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11907. shadow.camera.updateProjectionMatrix();
  11908. }
  11909. if ( shadow.map === null ) {
  11910. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11911. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11912. shadow.map.texture.name = light.name + ".shadowMap";
  11913. shadow.camera.updateProjectionMatrix();
  11914. }
  11915. _renderer.setRenderTarget( shadow.map );
  11916. _renderer.clear();
  11917. var viewportCount = shadow.getViewportCount();
  11918. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11919. var viewport = shadow.getViewport( vp );
  11920. _viewport.set(
  11921. _viewportSize.x * viewport.x,
  11922. _viewportSize.y * viewport.y,
  11923. _viewportSize.x * viewport.z,
  11924. _viewportSize.y * viewport.w
  11925. );
  11926. _state.viewport( _viewport );
  11927. shadow.updateMatrices( light, vp );
  11928. _frustum = shadow.getFrustum();
  11929. renderObject( scene, camera, shadow.camera, light, this.type );
  11930. }
  11931. // do blur pass for VSM
  11932. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11933. VSMPass( shadow, camera );
  11934. }
  11935. }
  11936. scope.needsUpdate = false;
  11937. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11938. };
  11939. function VSMPass( shadow, camera ) {
  11940. var geometry = _objects.update( fullScreenMesh );
  11941. // vertical pass
  11942. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11943. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11944. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11945. _renderer.setRenderTarget( shadow.mapPass );
  11946. _renderer.clear();
  11947. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11948. // horizonal pass
  11949. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11950. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11951. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11952. _renderer.setRenderTarget( shadow.map );
  11953. _renderer.clear();
  11954. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11955. }
  11956. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11957. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11958. var material = _depthMaterials[ index ];
  11959. if ( material === undefined ) {
  11960. material = new MeshDepthMaterial( {
  11961. depthPacking: RGBADepthPacking,
  11962. morphTargets: useMorphing,
  11963. skinning: useSkinning
  11964. } );
  11965. _depthMaterials[ index ] = material;
  11966. }
  11967. return material;
  11968. }
  11969. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11970. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11971. var material = _distanceMaterials[ index ];
  11972. if ( material === undefined ) {
  11973. material = new MeshDistanceMaterial( {
  11974. morphTargets: useMorphing,
  11975. skinning: useSkinning
  11976. } );
  11977. _distanceMaterials[ index ] = material;
  11978. }
  11979. return material;
  11980. }
  11981. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11982. var geometry = object.geometry;
  11983. var result = null;
  11984. var getMaterialVariant = getDepthMaterialVariant;
  11985. var customMaterial = object.customDepthMaterial;
  11986. if ( light.isPointLight === true ) {
  11987. getMaterialVariant = getDistanceMaterialVariant;
  11988. customMaterial = object.customDistanceMaterial;
  11989. }
  11990. if ( customMaterial === undefined ) {
  11991. var useMorphing = false;
  11992. if ( material.morphTargets === true ) {
  11993. if ( geometry.isBufferGeometry === true ) {
  11994. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11995. } else if ( geometry.isGeometry === true ) {
  11996. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11997. }
  11998. }
  11999. var useSkinning = false;
  12000. if ( object.isSkinnedMesh === true ) {
  12001. if ( material.skinning === true ) {
  12002. useSkinning = true;
  12003. } else {
  12004. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12005. }
  12006. }
  12007. var useInstancing = object.isInstancedMesh === true;
  12008. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12009. } else {
  12010. result = customMaterial;
  12011. }
  12012. if ( _renderer.localClippingEnabled &&
  12013. material.clipShadows === true &&
  12014. material.clippingPlanes.length !== 0 ) {
  12015. // in this case we need a unique material instance reflecting the
  12016. // appropriate state
  12017. var keyA = result.uuid, keyB = material.uuid;
  12018. var materialsForVariant = _materialCache[ keyA ];
  12019. if ( materialsForVariant === undefined ) {
  12020. materialsForVariant = {};
  12021. _materialCache[ keyA ] = materialsForVariant;
  12022. }
  12023. var cachedMaterial = materialsForVariant[ keyB ];
  12024. if ( cachedMaterial === undefined ) {
  12025. cachedMaterial = result.clone();
  12026. materialsForVariant[ keyB ] = cachedMaterial;
  12027. }
  12028. result = cachedMaterial;
  12029. }
  12030. result.visible = material.visible;
  12031. result.wireframe = material.wireframe;
  12032. if ( type === VSMShadowMap ) {
  12033. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12034. } else {
  12035. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12036. }
  12037. result.clipShadows = material.clipShadows;
  12038. result.clippingPlanes = material.clippingPlanes;
  12039. result.clipIntersection = material.clipIntersection;
  12040. result.wireframeLinewidth = material.wireframeLinewidth;
  12041. result.linewidth = material.linewidth;
  12042. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12043. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12044. result.nearDistance = shadowCameraNear;
  12045. result.farDistance = shadowCameraFar;
  12046. }
  12047. return result;
  12048. }
  12049. function renderObject( object, camera, shadowCamera, light, type ) {
  12050. if ( object.visible === false ) { return; }
  12051. var visible = object.layers.test( camera.layers );
  12052. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12053. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12054. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12055. var geometry = _objects.update( object );
  12056. var material = object.material;
  12057. if ( Array.isArray( material ) ) {
  12058. var groups = geometry.groups;
  12059. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12060. var group = groups[ k ];
  12061. var groupMaterial = material[ group.materialIndex ];
  12062. if ( groupMaterial && groupMaterial.visible ) {
  12063. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12064. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12065. }
  12066. }
  12067. } else if ( material.visible ) {
  12068. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12069. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12070. }
  12071. }
  12072. }
  12073. var children = object.children;
  12074. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12075. renderObject( children[ i ], camera, shadowCamera, light, type );
  12076. }
  12077. }
  12078. }
  12079. /**
  12080. * @author mrdoob / http://mrdoob.com/
  12081. */
  12082. function WebGLState( gl, extensions, capabilities ) {
  12083. var isWebGL2 = capabilities.isWebGL2;
  12084. function ColorBuffer() {
  12085. var locked = false;
  12086. var color = new Vector4();
  12087. var currentColorMask = null;
  12088. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12089. return {
  12090. setMask: function ( colorMask ) {
  12091. if ( currentColorMask !== colorMask && ! locked ) {
  12092. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12093. currentColorMask = colorMask;
  12094. }
  12095. },
  12096. setLocked: function ( lock ) {
  12097. locked = lock;
  12098. },
  12099. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12100. if ( premultipliedAlpha === true ) {
  12101. r *= a; g *= a; b *= a;
  12102. }
  12103. color.set( r, g, b, a );
  12104. if ( currentColorClear.equals( color ) === false ) {
  12105. gl.clearColor( r, g, b, a );
  12106. currentColorClear.copy( color );
  12107. }
  12108. },
  12109. reset: function () {
  12110. locked = false;
  12111. currentColorMask = null;
  12112. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12113. }
  12114. };
  12115. }
  12116. function DepthBuffer() {
  12117. var locked = false;
  12118. var currentDepthMask = null;
  12119. var currentDepthFunc = null;
  12120. var currentDepthClear = null;
  12121. return {
  12122. setTest: function ( depthTest ) {
  12123. if ( depthTest ) {
  12124. enable( 2929 );
  12125. } else {
  12126. disable( 2929 );
  12127. }
  12128. },
  12129. setMask: function ( depthMask ) {
  12130. if ( currentDepthMask !== depthMask && ! locked ) {
  12131. gl.depthMask( depthMask );
  12132. currentDepthMask = depthMask;
  12133. }
  12134. },
  12135. setFunc: function ( depthFunc ) {
  12136. if ( currentDepthFunc !== depthFunc ) {
  12137. if ( depthFunc ) {
  12138. switch ( depthFunc ) {
  12139. case NeverDepth:
  12140. gl.depthFunc( 512 );
  12141. break;
  12142. case AlwaysDepth:
  12143. gl.depthFunc( 519 );
  12144. break;
  12145. case LessDepth:
  12146. gl.depthFunc( 513 );
  12147. break;
  12148. case LessEqualDepth:
  12149. gl.depthFunc( 515 );
  12150. break;
  12151. case EqualDepth:
  12152. gl.depthFunc( 514 );
  12153. break;
  12154. case GreaterEqualDepth:
  12155. gl.depthFunc( 518 );
  12156. break;
  12157. case GreaterDepth:
  12158. gl.depthFunc( 516 );
  12159. break;
  12160. case NotEqualDepth:
  12161. gl.depthFunc( 517 );
  12162. break;
  12163. default:
  12164. gl.depthFunc( 515 );
  12165. }
  12166. } else {
  12167. gl.depthFunc( 515 );
  12168. }
  12169. currentDepthFunc = depthFunc;
  12170. }
  12171. },
  12172. setLocked: function ( lock ) {
  12173. locked = lock;
  12174. },
  12175. setClear: function ( depth ) {
  12176. if ( currentDepthClear !== depth ) {
  12177. gl.clearDepth( depth );
  12178. currentDepthClear = depth;
  12179. }
  12180. },
  12181. reset: function () {
  12182. locked = false;
  12183. currentDepthMask = null;
  12184. currentDepthFunc = null;
  12185. currentDepthClear = null;
  12186. }
  12187. };
  12188. }
  12189. function StencilBuffer() {
  12190. var locked = false;
  12191. var currentStencilMask = null;
  12192. var currentStencilFunc = null;
  12193. var currentStencilRef = null;
  12194. var currentStencilFuncMask = null;
  12195. var currentStencilFail = null;
  12196. var currentStencilZFail = null;
  12197. var currentStencilZPass = null;
  12198. var currentStencilClear = null;
  12199. return {
  12200. setTest: function ( stencilTest ) {
  12201. if ( ! locked ) {
  12202. if ( stencilTest ) {
  12203. enable( 2960 );
  12204. } else {
  12205. disable( 2960 );
  12206. }
  12207. }
  12208. },
  12209. setMask: function ( stencilMask ) {
  12210. if ( currentStencilMask !== stencilMask && ! locked ) {
  12211. gl.stencilMask( stencilMask );
  12212. currentStencilMask = stencilMask;
  12213. }
  12214. },
  12215. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12216. if ( currentStencilFunc !== stencilFunc ||
  12217. currentStencilRef !== stencilRef ||
  12218. currentStencilFuncMask !== stencilMask ) {
  12219. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12220. currentStencilFunc = stencilFunc;
  12221. currentStencilRef = stencilRef;
  12222. currentStencilFuncMask = stencilMask;
  12223. }
  12224. },
  12225. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12226. if ( currentStencilFail !== stencilFail ||
  12227. currentStencilZFail !== stencilZFail ||
  12228. currentStencilZPass !== stencilZPass ) {
  12229. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12230. currentStencilFail = stencilFail;
  12231. currentStencilZFail = stencilZFail;
  12232. currentStencilZPass = stencilZPass;
  12233. }
  12234. },
  12235. setLocked: function ( lock ) {
  12236. locked = lock;
  12237. },
  12238. setClear: function ( stencil ) {
  12239. if ( currentStencilClear !== stencil ) {
  12240. gl.clearStencil( stencil );
  12241. currentStencilClear = stencil;
  12242. }
  12243. },
  12244. reset: function () {
  12245. locked = false;
  12246. currentStencilMask = null;
  12247. currentStencilFunc = null;
  12248. currentStencilRef = null;
  12249. currentStencilFuncMask = null;
  12250. currentStencilFail = null;
  12251. currentStencilZFail = null;
  12252. currentStencilZPass = null;
  12253. currentStencilClear = null;
  12254. }
  12255. };
  12256. }
  12257. //
  12258. var colorBuffer = new ColorBuffer();
  12259. var depthBuffer = new DepthBuffer();
  12260. var stencilBuffer = new StencilBuffer();
  12261. var maxVertexAttributes = gl.getParameter( 34921 );
  12262. var newAttributes = new Uint8Array( maxVertexAttributes );
  12263. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12264. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12265. var enabledCapabilities = {};
  12266. var currentProgram = null;
  12267. var currentBlendingEnabled = null;
  12268. var currentBlending = null;
  12269. var currentBlendEquation = null;
  12270. var currentBlendSrc = null;
  12271. var currentBlendDst = null;
  12272. var currentBlendEquationAlpha = null;
  12273. var currentBlendSrcAlpha = null;
  12274. var currentBlendDstAlpha = null;
  12275. var currentPremultipledAlpha = false;
  12276. var currentFlipSided = null;
  12277. var currentCullFace = null;
  12278. var currentLineWidth = null;
  12279. var currentPolygonOffsetFactor = null;
  12280. var currentPolygonOffsetUnits = null;
  12281. var maxTextures = gl.getParameter( 35661 );
  12282. var lineWidthAvailable = false;
  12283. var version = 0;
  12284. var glVersion = gl.getParameter( 7938 );
  12285. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12286. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12287. lineWidthAvailable = ( version >= 1.0 );
  12288. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12289. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12290. lineWidthAvailable = ( version >= 2.0 );
  12291. }
  12292. var currentTextureSlot = null;
  12293. var currentBoundTextures = {};
  12294. var currentScissor = new Vector4();
  12295. var currentViewport = new Vector4();
  12296. function createTexture( type, target, count ) {
  12297. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12298. var texture = gl.createTexture();
  12299. gl.bindTexture( type, texture );
  12300. gl.texParameteri( type, 10241, 9728 );
  12301. gl.texParameteri( type, 10240, 9728 );
  12302. for ( var i = 0; i < count; i ++ ) {
  12303. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12304. }
  12305. return texture;
  12306. }
  12307. var emptyTextures = {};
  12308. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12309. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12310. // init
  12311. colorBuffer.setClear( 0, 0, 0, 1 );
  12312. depthBuffer.setClear( 1 );
  12313. stencilBuffer.setClear( 0 );
  12314. enable( 2929 );
  12315. depthBuffer.setFunc( LessEqualDepth );
  12316. setFlipSided( false );
  12317. setCullFace( CullFaceBack );
  12318. enable( 2884 );
  12319. setBlending( NoBlending );
  12320. //
  12321. function initAttributes() {
  12322. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12323. newAttributes[ i ] = 0;
  12324. }
  12325. }
  12326. function enableAttribute( attribute ) {
  12327. enableAttributeAndDivisor( attribute, 0 );
  12328. }
  12329. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12330. newAttributes[ attribute ] = 1;
  12331. if ( enabledAttributes[ attribute ] === 0 ) {
  12332. gl.enableVertexAttribArray( attribute );
  12333. enabledAttributes[ attribute ] = 1;
  12334. }
  12335. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12336. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12337. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12338. attributeDivisors[ attribute ] = meshPerAttribute;
  12339. }
  12340. }
  12341. function disableUnusedAttributes() {
  12342. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12343. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12344. gl.disableVertexAttribArray( i );
  12345. enabledAttributes[ i ] = 0;
  12346. }
  12347. }
  12348. }
  12349. function enable( id ) {
  12350. if ( enabledCapabilities[ id ] !== true ) {
  12351. gl.enable( id );
  12352. enabledCapabilities[ id ] = true;
  12353. }
  12354. }
  12355. function disable( id ) {
  12356. if ( enabledCapabilities[ id ] !== false ) {
  12357. gl.disable( id );
  12358. enabledCapabilities[ id ] = false;
  12359. }
  12360. }
  12361. function useProgram( program ) {
  12362. if ( currentProgram !== program ) {
  12363. gl.useProgram( program );
  12364. currentProgram = program;
  12365. return true;
  12366. }
  12367. return false;
  12368. }
  12369. var equationToGL = {};
  12370. equationToGL[ AddEquation ] = 32774;
  12371. equationToGL[ SubtractEquation ] = 32778;
  12372. equationToGL[ ReverseSubtractEquation ] = 32779;
  12373. if ( isWebGL2 ) {
  12374. equationToGL[ MinEquation ] = 32775;
  12375. equationToGL[ MaxEquation ] = 32776;
  12376. } else {
  12377. var extension = extensions.get( 'EXT_blend_minmax' );
  12378. if ( extension !== null ) {
  12379. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12380. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12381. }
  12382. }
  12383. var factorToGL = {};
  12384. factorToGL[ ZeroFactor ] = 0;
  12385. factorToGL[ OneFactor ] = 1;
  12386. factorToGL[ SrcColorFactor ] = 768;
  12387. factorToGL[ SrcAlphaFactor ] = 770;
  12388. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12389. factorToGL[ DstColorFactor ] = 774;
  12390. factorToGL[ DstAlphaFactor ] = 772;
  12391. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12392. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12393. factorToGL[ OneMinusDstColorFactor ] = 775;
  12394. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12395. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12396. if ( blending === NoBlending ) {
  12397. if ( currentBlendingEnabled ) {
  12398. disable( 3042 );
  12399. currentBlendingEnabled = false;
  12400. }
  12401. return;
  12402. }
  12403. if ( ! currentBlendingEnabled ) {
  12404. enable( 3042 );
  12405. currentBlendingEnabled = true;
  12406. }
  12407. if ( blending !== CustomBlending ) {
  12408. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12409. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12410. gl.blendEquation( 32774 );
  12411. currentBlendEquation = AddEquation;
  12412. currentBlendEquationAlpha = AddEquation;
  12413. }
  12414. if ( premultipliedAlpha ) {
  12415. switch ( blending ) {
  12416. case NormalBlending:
  12417. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12418. break;
  12419. case AdditiveBlending:
  12420. gl.blendFunc( 1, 1 );
  12421. break;
  12422. case SubtractiveBlending:
  12423. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12424. break;
  12425. case MultiplyBlending:
  12426. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12427. break;
  12428. default:
  12429. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12430. break;
  12431. }
  12432. } else {
  12433. switch ( blending ) {
  12434. case NormalBlending:
  12435. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12436. break;
  12437. case AdditiveBlending:
  12438. gl.blendFunc( 770, 1 );
  12439. break;
  12440. case SubtractiveBlending:
  12441. gl.blendFunc( 0, 769 );
  12442. break;
  12443. case MultiplyBlending:
  12444. gl.blendFunc( 0, 768 );
  12445. break;
  12446. default:
  12447. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12448. break;
  12449. }
  12450. }
  12451. currentBlendSrc = null;
  12452. currentBlendDst = null;
  12453. currentBlendSrcAlpha = null;
  12454. currentBlendDstAlpha = null;
  12455. currentBlending = blending;
  12456. currentPremultipledAlpha = premultipliedAlpha;
  12457. }
  12458. return;
  12459. }
  12460. // custom blending
  12461. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12462. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12463. blendDstAlpha = blendDstAlpha || blendDst;
  12464. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12465. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12466. currentBlendEquation = blendEquation;
  12467. currentBlendEquationAlpha = blendEquationAlpha;
  12468. }
  12469. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12470. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12471. currentBlendSrc = blendSrc;
  12472. currentBlendDst = blendDst;
  12473. currentBlendSrcAlpha = blendSrcAlpha;
  12474. currentBlendDstAlpha = blendDstAlpha;
  12475. }
  12476. currentBlending = blending;
  12477. currentPremultipledAlpha = null;
  12478. }
  12479. function setMaterial( material, frontFaceCW ) {
  12480. material.side === DoubleSide
  12481. ? disable( 2884 )
  12482. : enable( 2884 );
  12483. var flipSided = ( material.side === BackSide );
  12484. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12485. setFlipSided( flipSided );
  12486. ( material.blending === NormalBlending && material.transparent === false )
  12487. ? setBlending( NoBlending )
  12488. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12489. depthBuffer.setFunc( material.depthFunc );
  12490. depthBuffer.setTest( material.depthTest );
  12491. depthBuffer.setMask( material.depthWrite );
  12492. colorBuffer.setMask( material.colorWrite );
  12493. var stencilWrite = material.stencilWrite;
  12494. stencilBuffer.setTest( stencilWrite );
  12495. if ( stencilWrite ) {
  12496. stencilBuffer.setMask( material.stencilWriteMask );
  12497. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12498. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12499. }
  12500. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12501. }
  12502. //
  12503. function setFlipSided( flipSided ) {
  12504. if ( currentFlipSided !== flipSided ) {
  12505. if ( flipSided ) {
  12506. gl.frontFace( 2304 );
  12507. } else {
  12508. gl.frontFace( 2305 );
  12509. }
  12510. currentFlipSided = flipSided;
  12511. }
  12512. }
  12513. function setCullFace( cullFace ) {
  12514. if ( cullFace !== CullFaceNone ) {
  12515. enable( 2884 );
  12516. if ( cullFace !== currentCullFace ) {
  12517. if ( cullFace === CullFaceBack ) {
  12518. gl.cullFace( 1029 );
  12519. } else if ( cullFace === CullFaceFront ) {
  12520. gl.cullFace( 1028 );
  12521. } else {
  12522. gl.cullFace( 1032 );
  12523. }
  12524. }
  12525. } else {
  12526. disable( 2884 );
  12527. }
  12528. currentCullFace = cullFace;
  12529. }
  12530. function setLineWidth( width ) {
  12531. if ( width !== currentLineWidth ) {
  12532. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12533. currentLineWidth = width;
  12534. }
  12535. }
  12536. function setPolygonOffset( polygonOffset, factor, units ) {
  12537. if ( polygonOffset ) {
  12538. enable( 32823 );
  12539. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12540. gl.polygonOffset( factor, units );
  12541. currentPolygonOffsetFactor = factor;
  12542. currentPolygonOffsetUnits = units;
  12543. }
  12544. } else {
  12545. disable( 32823 );
  12546. }
  12547. }
  12548. function setScissorTest( scissorTest ) {
  12549. if ( scissorTest ) {
  12550. enable( 3089 );
  12551. } else {
  12552. disable( 3089 );
  12553. }
  12554. }
  12555. // texture
  12556. function activeTexture( webglSlot ) {
  12557. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12558. if ( currentTextureSlot !== webglSlot ) {
  12559. gl.activeTexture( webglSlot );
  12560. currentTextureSlot = webglSlot;
  12561. }
  12562. }
  12563. function bindTexture( webglType, webglTexture ) {
  12564. if ( currentTextureSlot === null ) {
  12565. activeTexture();
  12566. }
  12567. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12568. if ( boundTexture === undefined ) {
  12569. boundTexture = { type: undefined, texture: undefined };
  12570. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12571. }
  12572. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12573. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12574. boundTexture.type = webglType;
  12575. boundTexture.texture = webglTexture;
  12576. }
  12577. }
  12578. function unbindTexture() {
  12579. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12580. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12581. gl.bindTexture( boundTexture.type, null );
  12582. boundTexture.type = undefined;
  12583. boundTexture.texture = undefined;
  12584. }
  12585. }
  12586. function compressedTexImage2D() {
  12587. try {
  12588. gl.compressedTexImage2D.apply( gl, arguments );
  12589. } catch ( error ) {
  12590. console.error( 'THREE.WebGLState:', error );
  12591. }
  12592. }
  12593. function texImage2D() {
  12594. try {
  12595. gl.texImage2D.apply( gl, arguments );
  12596. } catch ( error ) {
  12597. console.error( 'THREE.WebGLState:', error );
  12598. }
  12599. }
  12600. function texImage3D() {
  12601. try {
  12602. gl.texImage3D.apply( gl, arguments );
  12603. } catch ( error ) {
  12604. console.error( 'THREE.WebGLState:', error );
  12605. }
  12606. }
  12607. //
  12608. function scissor( scissor ) {
  12609. if ( currentScissor.equals( scissor ) === false ) {
  12610. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12611. currentScissor.copy( scissor );
  12612. }
  12613. }
  12614. function viewport( viewport ) {
  12615. if ( currentViewport.equals( viewport ) === false ) {
  12616. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12617. currentViewport.copy( viewport );
  12618. }
  12619. }
  12620. //
  12621. function reset() {
  12622. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12623. if ( enabledAttributes[ i ] === 1 ) {
  12624. gl.disableVertexAttribArray( i );
  12625. enabledAttributes[ i ] = 0;
  12626. }
  12627. }
  12628. enabledCapabilities = {};
  12629. currentTextureSlot = null;
  12630. currentBoundTextures = {};
  12631. currentProgram = null;
  12632. currentBlending = null;
  12633. currentFlipSided = null;
  12634. currentCullFace = null;
  12635. colorBuffer.reset();
  12636. depthBuffer.reset();
  12637. stencilBuffer.reset();
  12638. }
  12639. return {
  12640. buffers: {
  12641. color: colorBuffer,
  12642. depth: depthBuffer,
  12643. stencil: stencilBuffer
  12644. },
  12645. initAttributes: initAttributes,
  12646. enableAttribute: enableAttribute,
  12647. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12648. disableUnusedAttributes: disableUnusedAttributes,
  12649. enable: enable,
  12650. disable: disable,
  12651. useProgram: useProgram,
  12652. setBlending: setBlending,
  12653. setMaterial: setMaterial,
  12654. setFlipSided: setFlipSided,
  12655. setCullFace: setCullFace,
  12656. setLineWidth: setLineWidth,
  12657. setPolygonOffset: setPolygonOffset,
  12658. setScissorTest: setScissorTest,
  12659. activeTexture: activeTexture,
  12660. bindTexture: bindTexture,
  12661. unbindTexture: unbindTexture,
  12662. compressedTexImage2D: compressedTexImage2D,
  12663. texImage2D: texImage2D,
  12664. texImage3D: texImage3D,
  12665. scissor: scissor,
  12666. viewport: viewport,
  12667. reset: reset
  12668. };
  12669. }
  12670. /**
  12671. * @author mrdoob / http://mrdoob.com/
  12672. */
  12673. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12674. var isWebGL2 = capabilities.isWebGL2;
  12675. var maxTextures = capabilities.maxTextures;
  12676. var maxCubemapSize = capabilities.maxCubemapSize;
  12677. var maxTextureSize = capabilities.maxTextureSize;
  12678. var maxSamples = capabilities.maxSamples;
  12679. var _videoTextures = new WeakMap();
  12680. var _canvas;
  12681. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12682. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12683. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12684. var useOffscreenCanvas = false;
  12685. try {
  12686. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12687. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12688. } catch ( err ) {
  12689. // Ignore any errors
  12690. }
  12691. function createCanvas( width, height ) {
  12692. // Use OffscreenCanvas when available. Specially needed in web workers
  12693. return useOffscreenCanvas ?
  12694. new OffscreenCanvas( width, height ) :
  12695. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12696. }
  12697. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12698. var scale = 1;
  12699. // handle case if texture exceeds max size
  12700. if ( image.width > maxSize || image.height > maxSize ) {
  12701. scale = maxSize / Math.max( image.width, image.height );
  12702. }
  12703. // only perform resize if necessary
  12704. if ( scale < 1 || needsPowerOfTwo === true ) {
  12705. // only perform resize for certain image types
  12706. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12707. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12708. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12709. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12710. var width = floor( scale * image.width );
  12711. var height = floor( scale * image.height );
  12712. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12713. // cube textures can't reuse the same canvas
  12714. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12715. canvas.width = width;
  12716. canvas.height = height;
  12717. var context = canvas.getContext( '2d' );
  12718. context.drawImage( image, 0, 0, width, height );
  12719. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12720. return canvas;
  12721. } else {
  12722. if ( 'data' in image ) {
  12723. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12724. }
  12725. return image;
  12726. }
  12727. }
  12728. return image;
  12729. }
  12730. function isPowerOfTwo( image ) {
  12731. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12732. }
  12733. function textureNeedsPowerOfTwo( texture ) {
  12734. if ( isWebGL2 ) { return false; }
  12735. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12736. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12737. }
  12738. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12739. return texture.generateMipmaps && supportsMips &&
  12740. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12741. }
  12742. function generateMipmap( target, texture, width, height ) {
  12743. _gl.generateMipmap( target );
  12744. var textureProperties = properties.get( texture );
  12745. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12746. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12747. }
  12748. function getInternalFormat( glFormat, glType ) {
  12749. if ( isWebGL2 === false ) { return glFormat; }
  12750. var internalFormat = glFormat;
  12751. if ( glFormat === 6403 ) {
  12752. if ( glType === 5126 ) { internalFormat = 33326; }
  12753. if ( glType === 5131 ) { internalFormat = 33325; }
  12754. if ( glType === 5121 ) { internalFormat = 33321; }
  12755. }
  12756. if ( glFormat === 6407 ) {
  12757. if ( glType === 5126 ) { internalFormat = 34837; }
  12758. if ( glType === 5131 ) { internalFormat = 34843; }
  12759. if ( glType === 5121 ) { internalFormat = 32849; }
  12760. }
  12761. if ( glFormat === 6408 ) {
  12762. if ( glType === 5126 ) { internalFormat = 34836; }
  12763. if ( glType === 5131 ) { internalFormat = 34842; }
  12764. if ( glType === 5121 ) { internalFormat = 32856; }
  12765. }
  12766. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12767. internalFormat === 34842 || internalFormat === 34836 ) {
  12768. extensions.get( 'EXT_color_buffer_float' );
  12769. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12770. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12771. }
  12772. return internalFormat;
  12773. }
  12774. // Fallback filters for non-power-of-2 textures
  12775. function filterFallback( f ) {
  12776. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12777. return 9728;
  12778. }
  12779. return 9729;
  12780. }
  12781. //
  12782. function onTextureDispose( event ) {
  12783. var texture = event.target;
  12784. texture.removeEventListener( 'dispose', onTextureDispose );
  12785. deallocateTexture( texture );
  12786. if ( texture.isVideoTexture ) {
  12787. _videoTextures.delete( texture );
  12788. }
  12789. info.memory.textures --;
  12790. }
  12791. function onRenderTargetDispose( event ) {
  12792. var renderTarget = event.target;
  12793. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12794. deallocateRenderTarget( renderTarget );
  12795. info.memory.textures --;
  12796. }
  12797. //
  12798. function deallocateTexture( texture ) {
  12799. var textureProperties = properties.get( texture );
  12800. if ( textureProperties.__webglInit === undefined ) { return; }
  12801. _gl.deleteTexture( textureProperties.__webglTexture );
  12802. properties.remove( texture );
  12803. }
  12804. function deallocateRenderTarget( renderTarget ) {
  12805. var renderTargetProperties = properties.get( renderTarget );
  12806. var textureProperties = properties.get( renderTarget.texture );
  12807. if ( ! renderTarget ) { return; }
  12808. if ( textureProperties.__webglTexture !== undefined ) {
  12809. _gl.deleteTexture( textureProperties.__webglTexture );
  12810. }
  12811. if ( renderTarget.depthTexture ) {
  12812. renderTarget.depthTexture.dispose();
  12813. }
  12814. if ( renderTarget.isWebGLRenderTargetCube ) {
  12815. for ( var i = 0; i < 6; i ++ ) {
  12816. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12817. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12818. }
  12819. } else {
  12820. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12821. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12822. }
  12823. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12824. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12825. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12826. info.memory.textures -= 2;
  12827. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12828. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12829. }
  12830. }
  12831. properties.remove( renderTarget.texture );
  12832. properties.remove( renderTarget );
  12833. }
  12834. //
  12835. var textureUnits = 0;
  12836. function resetTextureUnits() {
  12837. textureUnits = 0;
  12838. }
  12839. function allocateTextureUnit() {
  12840. var textureUnit = textureUnits;
  12841. if ( textureUnit >= maxTextures ) {
  12842. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12843. }
  12844. textureUnits += 1;
  12845. return textureUnit;
  12846. }
  12847. //
  12848. function setTexture2D( texture, slot ) {
  12849. var textureProperties = properties.get( texture );
  12850. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12851. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12852. var image = texture.image;
  12853. if ( image === undefined ) {
  12854. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12855. } else if ( image.complete === false ) {
  12856. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12857. } else {
  12858. uploadTexture( textureProperties, texture, slot );
  12859. return;
  12860. }
  12861. }
  12862. state.activeTexture( 33984 + slot );
  12863. state.bindTexture( 3553, textureProperties.__webglTexture );
  12864. }
  12865. function setTexture2DArray( texture, slot ) {
  12866. var textureProperties = properties.get( texture );
  12867. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12868. uploadTexture( textureProperties, texture, slot );
  12869. return;
  12870. }
  12871. state.activeTexture( 33984 + slot );
  12872. state.bindTexture( 35866, textureProperties.__webglTexture );
  12873. }
  12874. function setTexture3D( texture, slot ) {
  12875. var textureProperties = properties.get( texture );
  12876. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12877. uploadTexture( textureProperties, texture, slot );
  12878. return;
  12879. }
  12880. state.activeTexture( 33984 + slot );
  12881. state.bindTexture( 32879, textureProperties.__webglTexture );
  12882. }
  12883. function setTextureCube( texture, slot ) {
  12884. if ( texture.image.length !== 6 ) { return; }
  12885. var textureProperties = properties.get( texture );
  12886. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12887. initTexture( textureProperties, texture );
  12888. state.activeTexture( 33984 + slot );
  12889. state.bindTexture( 34067, textureProperties.__webglTexture );
  12890. _gl.pixelStorei( 37440, texture.flipY );
  12891. var isCompressed = ( texture && texture.isCompressedTexture );
  12892. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12893. var cubeImage = [];
  12894. for ( var i = 0; i < 6; i ++ ) {
  12895. if ( ! isCompressed && ! isDataTexture ) {
  12896. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12897. } else {
  12898. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12899. }
  12900. }
  12901. var image = cubeImage[ 0 ],
  12902. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12903. glFormat = utils.convert( texture.format ),
  12904. glType = utils.convert( texture.type ),
  12905. glInternalFormat = getInternalFormat( glFormat, glType );
  12906. setTextureParameters( 34067, texture, supportsMips );
  12907. var mipmaps;
  12908. if ( isCompressed ) {
  12909. for ( var i = 0; i < 6; i ++ ) {
  12910. mipmaps = cubeImage[ i ].mipmaps;
  12911. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12912. var mipmap = mipmaps[ j ];
  12913. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12914. if ( glFormat !== null ) {
  12915. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12916. } else {
  12917. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12918. }
  12919. } else {
  12920. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12921. }
  12922. }
  12923. }
  12924. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12925. } else {
  12926. mipmaps = texture.mipmaps;
  12927. for ( var i = 0; i < 6; i ++ ) {
  12928. if ( isDataTexture ) {
  12929. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12930. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12931. var mipmap = mipmaps[ j ];
  12932. var mipmapImage = mipmap.image[ i ].image;
  12933. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12934. }
  12935. } else {
  12936. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12937. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12938. var mipmap = mipmaps[ j ];
  12939. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12940. }
  12941. }
  12942. }
  12943. textureProperties.__maxMipLevel = mipmaps.length;
  12944. }
  12945. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12946. // We assume images for cube map have the same size.
  12947. generateMipmap( 34067, texture, image.width, image.height );
  12948. }
  12949. textureProperties.__version = texture.version;
  12950. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12951. } else {
  12952. state.activeTexture( 33984 + slot );
  12953. state.bindTexture( 34067, textureProperties.__webglTexture );
  12954. }
  12955. }
  12956. function setTextureCubeDynamic( texture, slot ) {
  12957. state.activeTexture( 33984 + slot );
  12958. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12959. }
  12960. var wrappingToGL = {};
  12961. wrappingToGL[ RepeatWrapping ] = 10497;
  12962. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  12963. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  12964. var filterToGL = {};
  12965. filterToGL[ NearestFilter ] = 9728;
  12966. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  12967. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  12968. filterToGL[ LinearFilter ] = 9729;
  12969. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  12970. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  12971. function setTextureParameters( textureType, texture, supportsMips ) {
  12972. if ( supportsMips ) {
  12973. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  12974. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  12975. if ( textureType === 32879 || textureType === 35866 ) {
  12976. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  12977. }
  12978. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  12979. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  12980. } else {
  12981. _gl.texParameteri( textureType, 10242, 33071 );
  12982. _gl.texParameteri( textureType, 10243, 33071 );
  12983. if ( textureType === 32879 || textureType === 35866 ) {
  12984. _gl.texParameteri( textureType, 32882, 33071 );
  12985. }
  12986. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12987. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12988. }
  12989. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12990. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12991. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12992. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12993. }
  12994. }
  12995. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12996. if ( extension ) {
  12997. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12998. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12999. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13000. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13001. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13002. }
  13003. }
  13004. }
  13005. function initTexture( textureProperties, texture ) {
  13006. if ( textureProperties.__webglInit === undefined ) {
  13007. textureProperties.__webglInit = true;
  13008. texture.addEventListener( 'dispose', onTextureDispose );
  13009. textureProperties.__webglTexture = _gl.createTexture();
  13010. info.memory.textures ++;
  13011. }
  13012. }
  13013. function uploadTexture( textureProperties, texture, slot ) {
  13014. var textureType = 3553;
  13015. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13016. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13017. initTexture( textureProperties, texture );
  13018. state.activeTexture( 33984 + slot );
  13019. state.bindTexture( textureType, textureProperties.__webglTexture );
  13020. _gl.pixelStorei( 37440, texture.flipY );
  13021. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13022. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13023. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13024. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13025. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13026. glFormat = utils.convert( texture.format ),
  13027. glType = utils.convert( texture.type ),
  13028. glInternalFormat = getInternalFormat( glFormat, glType );
  13029. setTextureParameters( textureType, texture, supportsMips );
  13030. var mipmap, mipmaps = texture.mipmaps;
  13031. if ( texture.isDepthTexture ) {
  13032. // populate depth texture with dummy data
  13033. glInternalFormat = 6402;
  13034. if ( texture.type === FloatType ) {
  13035. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13036. glInternalFormat = 36012;
  13037. } else if ( isWebGL2 ) {
  13038. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13039. glInternalFormat = 33189;
  13040. }
  13041. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13042. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13043. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13044. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13045. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13046. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13047. texture.type = UnsignedShortType;
  13048. glType = utils.convert( texture.type );
  13049. }
  13050. }
  13051. // Depth stencil textures need the DEPTH_STENCIL internal format
  13052. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13053. if ( texture.format === DepthStencilFormat ) {
  13054. glInternalFormat = 34041;
  13055. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13056. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13057. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13058. if ( texture.type !== UnsignedInt248Type ) {
  13059. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13060. texture.type = UnsignedInt248Type;
  13061. glType = utils.convert( texture.type );
  13062. }
  13063. }
  13064. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13065. } else if ( texture.isDataTexture ) {
  13066. // use manually created mipmaps if available
  13067. // if there are no manual mipmaps
  13068. // set 0 level mipmap and then use GL to generate other mipmap levels
  13069. if ( mipmaps.length > 0 && supportsMips ) {
  13070. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13071. mipmap = mipmaps[ i ];
  13072. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13073. }
  13074. texture.generateMipmaps = false;
  13075. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13076. } else {
  13077. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13078. textureProperties.__maxMipLevel = 0;
  13079. }
  13080. } else if ( texture.isCompressedTexture ) {
  13081. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13082. mipmap = mipmaps[ i ];
  13083. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13084. if ( glFormat !== null ) {
  13085. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13086. } else {
  13087. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13088. }
  13089. } else {
  13090. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13091. }
  13092. }
  13093. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13094. } else if ( texture.isDataTexture2DArray ) {
  13095. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13096. textureProperties.__maxMipLevel = 0;
  13097. } else if ( texture.isDataTexture3D ) {
  13098. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13099. textureProperties.__maxMipLevel = 0;
  13100. } else {
  13101. // regular Texture (image, video, canvas)
  13102. // use manually created mipmaps if available
  13103. // if there are no manual mipmaps
  13104. // set 0 level mipmap and then use GL to generate other mipmap levels
  13105. if ( mipmaps.length > 0 && supportsMips ) {
  13106. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13107. mipmap = mipmaps[ i ];
  13108. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13109. }
  13110. texture.generateMipmaps = false;
  13111. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13112. } else {
  13113. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13114. textureProperties.__maxMipLevel = 0;
  13115. }
  13116. }
  13117. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13118. generateMipmap( 3553, texture, image.width, image.height );
  13119. }
  13120. textureProperties.__version = texture.version;
  13121. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13122. }
  13123. // Render targets
  13124. // Setup storage for target texture and bind it to correct framebuffer
  13125. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13126. var glFormat = utils.convert( renderTarget.texture.format );
  13127. var glType = utils.convert( renderTarget.texture.type );
  13128. var glInternalFormat = getInternalFormat( glFormat, glType );
  13129. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13130. _gl.bindFramebuffer( 36160, framebuffer );
  13131. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13132. _gl.bindFramebuffer( 36160, null );
  13133. }
  13134. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13135. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13136. _gl.bindRenderbuffer( 36161, renderbuffer );
  13137. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13138. if ( isMultisample ) {
  13139. var samples = getRenderTargetSamples( renderTarget );
  13140. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13141. } else {
  13142. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13143. }
  13144. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13145. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13146. if ( isMultisample ) {
  13147. var samples = getRenderTargetSamples( renderTarget );
  13148. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13149. } else {
  13150. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13151. }
  13152. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13153. } else {
  13154. var glFormat = utils.convert( renderTarget.texture.format );
  13155. var glType = utils.convert( renderTarget.texture.type );
  13156. var glInternalFormat = getInternalFormat( glFormat, glType );
  13157. if ( isMultisample ) {
  13158. var samples = getRenderTargetSamples( renderTarget );
  13159. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13160. } else {
  13161. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13162. }
  13163. }
  13164. _gl.bindRenderbuffer( 36161, null );
  13165. }
  13166. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13167. function setupDepthTexture( framebuffer, renderTarget ) {
  13168. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13169. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13170. _gl.bindFramebuffer( 36160, framebuffer );
  13171. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13172. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13173. }
  13174. // upload an empty depth texture with framebuffer size
  13175. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13176. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13177. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13178. renderTarget.depthTexture.image.width = renderTarget.width;
  13179. renderTarget.depthTexture.image.height = renderTarget.height;
  13180. renderTarget.depthTexture.needsUpdate = true;
  13181. }
  13182. setTexture2D( renderTarget.depthTexture, 0 );
  13183. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13184. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13185. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13186. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13187. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13188. } else {
  13189. throw new Error( 'Unknown depthTexture format' );
  13190. }
  13191. }
  13192. // Setup GL resources for a non-texture depth buffer
  13193. function setupDepthRenderbuffer( renderTarget ) {
  13194. var renderTargetProperties = properties.get( renderTarget );
  13195. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13196. if ( renderTarget.depthTexture ) {
  13197. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13198. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13199. } else {
  13200. if ( isCube ) {
  13201. renderTargetProperties.__webglDepthbuffer = [];
  13202. for ( var i = 0; i < 6; i ++ ) {
  13203. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13204. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13205. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13206. }
  13207. } else {
  13208. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13209. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13210. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13211. }
  13212. }
  13213. _gl.bindFramebuffer( 36160, null );
  13214. }
  13215. // Set up GL resources for the render target
  13216. function setupRenderTarget( renderTarget ) {
  13217. var renderTargetProperties = properties.get( renderTarget );
  13218. var textureProperties = properties.get( renderTarget.texture );
  13219. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13220. textureProperties.__webglTexture = _gl.createTexture();
  13221. info.memory.textures ++;
  13222. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13223. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13224. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13225. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13226. // Setup framebuffer
  13227. if ( isCube ) {
  13228. renderTargetProperties.__webglFramebuffer = [];
  13229. for ( var i = 0; i < 6; i ++ ) {
  13230. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13231. }
  13232. } else {
  13233. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13234. if ( isMultisample ) {
  13235. if ( isWebGL2 ) {
  13236. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13237. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13238. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13239. var glFormat = utils.convert( renderTarget.texture.format );
  13240. var glType = utils.convert( renderTarget.texture.type );
  13241. var glInternalFormat = getInternalFormat( glFormat, glType );
  13242. var samples = getRenderTargetSamples( renderTarget );
  13243. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13244. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13245. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13246. _gl.bindRenderbuffer( 36161, null );
  13247. if ( renderTarget.depthBuffer ) {
  13248. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13249. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13250. }
  13251. _gl.bindFramebuffer( 36160, null );
  13252. } else {
  13253. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13254. }
  13255. } else if ( isMultiview ) {
  13256. var width = renderTarget.width;
  13257. var height = renderTarget.height;
  13258. var numViews = renderTarget.numViews;
  13259. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13260. var ext = extensions.get( 'OVR_multiview2' );
  13261. info.memory.textures += 2;
  13262. var colorTexture = _gl.createTexture();
  13263. _gl.bindTexture( 35866, colorTexture );
  13264. _gl.texParameteri( 35866, 10240, 9728 );
  13265. _gl.texParameteri( 35866, 10241, 9728 );
  13266. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13267. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13268. var depthStencilTexture = _gl.createTexture();
  13269. _gl.bindTexture( 35866, depthStencilTexture );
  13270. _gl.texParameteri( 35866, 10240, 9728 );
  13271. _gl.texParameteri( 35866, 10241, 9728 );
  13272. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13273. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13274. var viewFramebuffers = new Array( numViews );
  13275. for ( var i = 0; i < numViews; ++ i ) {
  13276. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13277. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13278. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13279. }
  13280. renderTargetProperties.__webglColorTexture = colorTexture;
  13281. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13282. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13283. _gl.bindFramebuffer( 36160, null );
  13284. _gl.bindTexture( 35866, null );
  13285. }
  13286. }
  13287. // Setup color buffer
  13288. if ( isCube ) {
  13289. state.bindTexture( 34067, textureProperties.__webglTexture );
  13290. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13291. for ( var i = 0; i < 6; i ++ ) {
  13292. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13293. }
  13294. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13295. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13296. }
  13297. state.bindTexture( 34067, null );
  13298. } else if ( ! isMultiview ) {
  13299. state.bindTexture( 3553, textureProperties.__webglTexture );
  13300. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13301. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13302. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13303. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13304. }
  13305. state.bindTexture( 3553, null );
  13306. }
  13307. // Setup depth and stencil buffers
  13308. if ( renderTarget.depthBuffer ) {
  13309. setupDepthRenderbuffer( renderTarget );
  13310. }
  13311. }
  13312. function updateRenderTargetMipmap( renderTarget ) {
  13313. var texture = renderTarget.texture;
  13314. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13315. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13316. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13317. var webglTexture = properties.get( texture ).__webglTexture;
  13318. state.bindTexture( target, webglTexture );
  13319. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13320. state.bindTexture( target, null );
  13321. }
  13322. }
  13323. function updateMultisampleRenderTarget( renderTarget ) {
  13324. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13325. if ( isWebGL2 ) {
  13326. var renderTargetProperties = properties.get( renderTarget );
  13327. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13328. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13329. var width = renderTarget.width;
  13330. var height = renderTarget.height;
  13331. var mask = 16384;
  13332. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13333. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13334. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13335. } else {
  13336. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13337. }
  13338. }
  13339. }
  13340. function getRenderTargetSamples( renderTarget ) {
  13341. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13342. Math.min( maxSamples, renderTarget.samples ) : 0;
  13343. }
  13344. function updateVideoTexture( texture ) {
  13345. var frame = info.render.frame;
  13346. // Check the last frame we updated the VideoTexture
  13347. if ( _videoTextures.get( texture ) !== frame ) {
  13348. _videoTextures.set( texture, frame );
  13349. texture.update();
  13350. }
  13351. }
  13352. // backwards compatibility
  13353. var warnedTexture2D = false;
  13354. var warnedTextureCube = false;
  13355. function safeSetTexture2D( texture, slot ) {
  13356. if ( texture && texture.isWebGLRenderTarget ) {
  13357. if ( warnedTexture2D === false ) {
  13358. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13359. warnedTexture2D = true;
  13360. }
  13361. texture = texture.texture;
  13362. }
  13363. setTexture2D( texture, slot );
  13364. }
  13365. function safeSetTextureCube( texture, slot ) {
  13366. if ( texture && texture.isWebGLRenderTargetCube ) {
  13367. if ( warnedTextureCube === false ) {
  13368. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13369. warnedTextureCube = true;
  13370. }
  13371. texture = texture.texture;
  13372. }
  13373. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13374. // TODO: unify these code paths
  13375. if ( ( texture && texture.isCubeTexture ) ||
  13376. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13377. // CompressedTexture can have Array in image :/
  13378. // this function alone should take care of cube textures
  13379. setTextureCube( texture, slot );
  13380. } else {
  13381. // assumed: texture property of THREE.WebGLRenderTargetCube
  13382. setTextureCubeDynamic( texture, slot );
  13383. }
  13384. }
  13385. //
  13386. this.allocateTextureUnit = allocateTextureUnit;
  13387. this.resetTextureUnits = resetTextureUnits;
  13388. this.setTexture2D = setTexture2D;
  13389. this.setTexture2DArray = setTexture2DArray;
  13390. this.setTexture3D = setTexture3D;
  13391. this.setTextureCube = setTextureCube;
  13392. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13393. this.setupRenderTarget = setupRenderTarget;
  13394. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13395. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13396. this.safeSetTexture2D = safeSetTexture2D;
  13397. this.safeSetTextureCube = safeSetTextureCube;
  13398. }
  13399. /**
  13400. * @author thespite / http://www.twitter.com/thespite
  13401. */
  13402. function WebGLUtils( gl, extensions, capabilities ) {
  13403. var isWebGL2 = capabilities.isWebGL2;
  13404. function convert( p ) {
  13405. var extension;
  13406. if ( p === UnsignedByteType ) { return 5121; }
  13407. if ( p === UnsignedShort4444Type ) { return 32819; }
  13408. if ( p === UnsignedShort5551Type ) { return 32820; }
  13409. if ( p === UnsignedShort565Type ) { return 33635; }
  13410. if ( p === ByteType ) { return 5120; }
  13411. if ( p === ShortType ) { return 5122; }
  13412. if ( p === UnsignedShortType ) { return 5123; }
  13413. if ( p === IntType ) { return 5124; }
  13414. if ( p === UnsignedIntType ) { return 5125; }
  13415. if ( p === FloatType ) { return 5126; }
  13416. if ( p === HalfFloatType ) {
  13417. if ( isWebGL2 ) { return 5131; }
  13418. extension = extensions.get( 'OES_texture_half_float' );
  13419. if ( extension !== null ) {
  13420. return extension.HALF_FLOAT_OES;
  13421. } else {
  13422. return null;
  13423. }
  13424. }
  13425. if ( p === AlphaFormat ) { return 6406; }
  13426. if ( p === RGBFormat ) { return 6407; }
  13427. if ( p === RGBAFormat ) { return 6408; }
  13428. if ( p === LuminanceFormat ) { return 6409; }
  13429. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13430. if ( p === DepthFormat ) { return 6402; }
  13431. if ( p === DepthStencilFormat ) { return 34041; }
  13432. if ( p === RedFormat ) { return 6403; }
  13433. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13434. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13435. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13436. if ( extension !== null ) {
  13437. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13438. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13439. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13440. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13441. } else {
  13442. return null;
  13443. }
  13444. }
  13445. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13446. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13447. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13448. if ( extension !== null ) {
  13449. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13450. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13451. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13452. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13453. } else {
  13454. return null;
  13455. }
  13456. }
  13457. if ( p === RGB_ETC1_Format ) {
  13458. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13459. if ( extension !== null ) {
  13460. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13461. } else {
  13462. return null;
  13463. }
  13464. }
  13465. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13466. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13467. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13468. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13469. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13470. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13471. if ( extension !== null ) {
  13472. // TODO Complete?
  13473. return p;
  13474. } else {
  13475. return null;
  13476. }
  13477. }
  13478. if ( p === UnsignedInt248Type ) {
  13479. if ( isWebGL2 ) { return 34042; }
  13480. extension = extensions.get( 'WEBGL_depth_texture' );
  13481. if ( extension !== null ) {
  13482. return extension.UNSIGNED_INT_24_8_WEBGL;
  13483. } else {
  13484. return null;
  13485. }
  13486. }
  13487. }
  13488. return { convert: convert };
  13489. }
  13490. /**
  13491. * @author fernandojsg / http://fernandojsg.com
  13492. * @author Takahiro https://github.com/takahirox
  13493. */
  13494. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13495. WebGLRenderTarget.call( this, width, height, options );
  13496. this.depthBuffer = false;
  13497. this.stencilBuffer = false;
  13498. this.numViews = numViews;
  13499. }
  13500. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13501. constructor: WebGLMultiviewRenderTarget,
  13502. isWebGLMultiviewRenderTarget: true,
  13503. copy: function ( source ) {
  13504. WebGLRenderTarget.prototype.copy.call( this, source );
  13505. this.numViews = source.numViews;
  13506. return this;
  13507. },
  13508. setNumViews: function ( numViews ) {
  13509. if ( this.numViews !== numViews ) {
  13510. this.numViews = numViews;
  13511. this.dispose();
  13512. }
  13513. return this;
  13514. }
  13515. } );
  13516. /**
  13517. * @author fernandojsg / http://fernandojsg.com
  13518. * @author Takahiro https://github.com/takahirox
  13519. */
  13520. function WebGLMultiview( renderer, gl ) {
  13521. var DEFAULT_NUMVIEWS = 2;
  13522. var extensions = renderer.extensions;
  13523. var properties = renderer.properties;
  13524. var renderTarget, currentRenderTarget;
  13525. var mat3, mat4, cameraArray, renderSize;
  13526. var available;
  13527. var maxNumViews = 0;
  13528. //
  13529. function isAvailable() {
  13530. if ( available === undefined ) {
  13531. var extension = extensions.get( 'OVR_multiview2' );
  13532. available = extension !== null && gl.getContextAttributes().antialias === false;
  13533. if ( available ) {
  13534. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13535. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13536. renderSize = new Vector2();
  13537. mat4 = [];
  13538. mat3 = [];
  13539. cameraArray = [];
  13540. for ( var i = 0; i < maxNumViews; i ++ ) {
  13541. mat4[ i ] = new Matrix4();
  13542. mat3[ i ] = new Matrix3();
  13543. }
  13544. }
  13545. }
  13546. return available;
  13547. }
  13548. function getCameraArray( camera ) {
  13549. if ( camera.isArrayCamera ) { return camera.cameras; }
  13550. cameraArray[ 0 ] = camera;
  13551. return cameraArray;
  13552. }
  13553. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13554. var cameras = getCameraArray( camera );
  13555. for ( var i = 0; i < cameras.length; i ++ ) {
  13556. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13557. }
  13558. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13559. }
  13560. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13561. var cameras = getCameraArray( camera );
  13562. for ( var i = 0; i < cameras.length; i ++ ) {
  13563. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13564. }
  13565. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13566. }
  13567. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13568. var cameras = getCameraArray( camera );
  13569. for ( var i = 0; i < cameras.length; i ++ ) {
  13570. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13571. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13572. }
  13573. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13574. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13575. }
  13576. function isMultiviewCompatible( camera ) {
  13577. if ( camera.isArrayCamera === undefined ) { return true; }
  13578. var cameras = camera.cameras;
  13579. if ( cameras.length > maxNumViews ) { return false; }
  13580. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13581. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13582. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13583. }
  13584. return true;
  13585. }
  13586. function resizeRenderTarget( camera ) {
  13587. if ( currentRenderTarget ) {
  13588. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13589. } else {
  13590. renderer.getDrawingBufferSize( renderSize );
  13591. }
  13592. if ( camera.isArrayCamera ) {
  13593. var viewport = camera.cameras[ 0 ].viewport;
  13594. renderTarget.setSize( viewport.z, viewport.w );
  13595. renderTarget.setNumViews( camera.cameras.length );
  13596. } else {
  13597. renderTarget.setSize( renderSize.x, renderSize.y );
  13598. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13599. }
  13600. }
  13601. function attachCamera( camera ) {
  13602. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13603. currentRenderTarget = renderer.getRenderTarget();
  13604. resizeRenderTarget( camera );
  13605. renderer.setRenderTarget( renderTarget );
  13606. }
  13607. function detachCamera( camera ) {
  13608. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13609. renderer.setRenderTarget( currentRenderTarget );
  13610. flush( camera );
  13611. }
  13612. function flush( camera ) {
  13613. var srcRenderTarget = renderTarget;
  13614. var numViews = srcRenderTarget.numViews;
  13615. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13616. var viewWidth = srcRenderTarget.width;
  13617. var viewHeight = srcRenderTarget.height;
  13618. if ( camera.isArrayCamera ) {
  13619. for ( var i = 0; i < numViews; i ++ ) {
  13620. var viewport = camera.cameras[ i ].viewport;
  13621. var x1 = viewport.x;
  13622. var y1 = viewport.y;
  13623. var x2 = x1 + viewport.z;
  13624. var y2 = y1 + viewport.w;
  13625. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13626. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13627. }
  13628. } else {
  13629. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13630. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13631. }
  13632. }
  13633. this.isAvailable = isAvailable;
  13634. this.attachCamera = attachCamera;
  13635. this.detachCamera = detachCamera;
  13636. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13637. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13638. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13639. }
  13640. /**
  13641. * @author mrdoob / http://mrdoob.com/
  13642. */
  13643. function ArrayCamera( array ) {
  13644. PerspectiveCamera.call( this );
  13645. this.cameras = array || [];
  13646. }
  13647. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13648. constructor: ArrayCamera,
  13649. isArrayCamera: true
  13650. } );
  13651. /**
  13652. * @author mrdoob / http://mrdoob.com/
  13653. */
  13654. function Group() {
  13655. Object3D.call( this );
  13656. this.type = 'Group';
  13657. }
  13658. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13659. constructor: Group,
  13660. isGroup: true
  13661. } );
  13662. /**
  13663. * @author mrdoob / http://mrdoob.com/
  13664. */
  13665. function WebXRManager( renderer, gl ) {
  13666. var scope = this;
  13667. var session = null;
  13668. // var framebufferScaleFactor = 1.0;
  13669. var referenceSpace = null;
  13670. var referenceSpaceType = 'local-floor';
  13671. var pose = null;
  13672. var controllers = [];
  13673. var sortedInputSources = [];
  13674. function isPresenting() {
  13675. return session !== null && referenceSpace !== null;
  13676. }
  13677. //
  13678. var cameraL = new PerspectiveCamera();
  13679. cameraL.layers.enable( 1 );
  13680. cameraL.viewport = new Vector4();
  13681. var cameraR = new PerspectiveCamera();
  13682. cameraR.layers.enable( 2 );
  13683. cameraR.viewport = new Vector4();
  13684. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13685. cameraVR.layers.enable( 1 );
  13686. cameraVR.layers.enable( 2 );
  13687. //
  13688. this.enabled = false;
  13689. this.getController = function ( id ) {
  13690. var controller = controllers[ id ];
  13691. if ( controller === undefined ) {
  13692. controller = new Group();
  13693. controller.matrixAutoUpdate = false;
  13694. controller.visible = false;
  13695. controllers[ id ] = controller;
  13696. }
  13697. return controller;
  13698. };
  13699. //
  13700. function onSessionEvent( event ) {
  13701. for ( var i = 0; i < controllers.length; i ++ ) {
  13702. if ( sortedInputSources[ i ] === event.inputSource ) {
  13703. controllers[ i ].dispatchEvent( { type: event.type } );
  13704. }
  13705. }
  13706. }
  13707. function onSessionEnd() {
  13708. renderer.setFramebuffer( null );
  13709. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13710. animation.stop();
  13711. scope.dispatchEvent( { type: 'sessionend' } );
  13712. }
  13713. function onRequestReferenceSpace( value ) {
  13714. referenceSpace = value;
  13715. animation.setContext( session );
  13716. animation.start();
  13717. scope.dispatchEvent( { type: 'sessionstart' } );
  13718. }
  13719. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13720. // framebufferScaleFactor = value;
  13721. };
  13722. this.setReferenceSpaceType = function ( value ) {
  13723. referenceSpaceType = value;
  13724. };
  13725. this.getSession = function () {
  13726. return session;
  13727. };
  13728. this.setSession = function ( value ) {
  13729. session = value;
  13730. if ( session !== null ) {
  13731. session.addEventListener( 'select', onSessionEvent );
  13732. session.addEventListener( 'selectstart', onSessionEvent );
  13733. session.addEventListener( 'selectend', onSessionEvent );
  13734. session.addEventListener( 'squeeze', onSessionEvent );
  13735. session.addEventListener( 'squeezestart', onSessionEvent );
  13736. session.addEventListener( 'squeezeend', onSessionEvent );
  13737. session.addEventListener( 'end', onSessionEnd );
  13738. // eslint-disable-next-line no-undef
  13739. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13740. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13741. //
  13742. session.addEventListener( 'inputsourceschange', updateInputSources );
  13743. updateInputSources();
  13744. }
  13745. };
  13746. function updateInputSources() {
  13747. for ( var i = 0; i < controllers.length; i ++ ) {
  13748. sortedInputSources[ i ] = findInputSource( i );
  13749. }
  13750. }
  13751. function findInputSource( id ) {
  13752. var inputSources = session.inputSources;
  13753. for ( var i = 0; i < inputSources.length; i ++ ) {
  13754. var inputSource = inputSources[ i ];
  13755. var handedness = inputSource.handedness;
  13756. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  13757. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  13758. }
  13759. }
  13760. //
  13761. var cameraLPos = new Vector3();
  13762. var cameraRPos = new Vector3();
  13763. /**
  13764. * @author jsantell / https://www.jsantell.com/
  13765. *
  13766. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13767. * the cameras' projection and world matrices have already been set.
  13768. * And that near and far planes are identical for both cameras.
  13769. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13770. */
  13771. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13772. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13773. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13774. var ipd = cameraLPos.distanceTo( cameraRPos );
  13775. var projL = cameraL.projectionMatrix.elements;
  13776. var projR = cameraR.projectionMatrix.elements;
  13777. // VR systems will have identical far and near planes, and
  13778. // most likely identical top and bottom frustum extents.
  13779. // Use the left camera for these values.
  13780. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13781. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13782. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13783. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13784. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13785. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13786. var left = near * leftFov;
  13787. var right = near * rightFov;
  13788. // Calculate the new camera's position offset from the
  13789. // left camera. xOffset should be roughly half `ipd`.
  13790. var zOffset = ipd / ( - leftFov + rightFov );
  13791. var xOffset = zOffset * - leftFov;
  13792. // TODO: Better way to apply this offset?
  13793. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13794. camera.translateX( xOffset );
  13795. camera.translateZ( zOffset );
  13796. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13797. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13798. // Find the union of the frustum values of the cameras and scale
  13799. // the values so that the near plane's position does not change in world space,
  13800. // although must now be relative to the new union camera.
  13801. var near2 = near + zOffset;
  13802. var far2 = far + zOffset;
  13803. var left2 = left - xOffset;
  13804. var right2 = right + ( ipd - xOffset );
  13805. var top2 = topFov * far / far2 * near2;
  13806. var bottom2 = bottomFov * far / far2 * near2;
  13807. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13808. }
  13809. function updateCamera( camera, parent ) {
  13810. if ( parent === null ) {
  13811. camera.matrixWorld.copy( camera.matrix );
  13812. } else {
  13813. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13814. }
  13815. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13816. }
  13817. this.getCamera = function ( camera ) {
  13818. var parent = camera.parent;
  13819. var cameras = cameraVR.cameras;
  13820. updateCamera( cameraVR, parent );
  13821. for ( var i = 0; i < cameras.length; i ++ ) {
  13822. updateCamera( cameras[ i ], parent );
  13823. }
  13824. // update camera and its children
  13825. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13826. var children = camera.children;
  13827. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13828. children[ i ].updateMatrixWorld( true );
  13829. }
  13830. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13831. return cameraVR;
  13832. };
  13833. this.isPresenting = isPresenting;
  13834. // Animation Loop
  13835. var onAnimationFrameCallback = null;
  13836. function onAnimationFrame( time, frame ) {
  13837. pose = frame.getViewerPose( referenceSpace );
  13838. if ( pose !== null ) {
  13839. var views = pose.views;
  13840. var baseLayer = session.renderState.baseLayer;
  13841. renderer.setFramebuffer( baseLayer.framebuffer );
  13842. for ( var i = 0; i < views.length; i ++ ) {
  13843. var view = views[ i ];
  13844. var viewport = baseLayer.getViewport( view );
  13845. var viewMatrix = view.transform.inverse.matrix;
  13846. var camera = cameraVR.cameras[ i ];
  13847. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13848. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13849. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13850. if ( i === 0 ) {
  13851. cameraVR.matrix.copy( camera.matrix );
  13852. }
  13853. }
  13854. }
  13855. //
  13856. for ( var i = 0; i < controllers.length; i ++ ) {
  13857. var controller = controllers[ i ];
  13858. var inputSource = sortedInputSources[ i ];
  13859. if ( inputSource ) {
  13860. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13861. if ( inputPose !== null ) {
  13862. controller.matrix.fromArray( inputPose.transform.matrix );
  13863. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13864. controller.visible = true;
  13865. continue;
  13866. }
  13867. }
  13868. controller.visible = false;
  13869. }
  13870. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13871. }
  13872. var animation = new WebGLAnimation();
  13873. animation.setAnimationLoop( onAnimationFrame );
  13874. this.setAnimationLoop = function ( callback ) {
  13875. onAnimationFrameCallback = callback;
  13876. };
  13877. this.dispose = function () {};
  13878. }
  13879. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13880. /**
  13881. * @author supereggbert / http://www.paulbrunt.co.uk/
  13882. * @author mrdoob / http://mrdoob.com/
  13883. * @author alteredq / http://alteredqualia.com/
  13884. * @author szimek / https://github.com/szimek/
  13885. * @author tschw
  13886. */
  13887. function WebGLRenderer( parameters ) {
  13888. parameters = parameters || {};
  13889. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13890. _context = parameters.context !== undefined ? parameters.context : null,
  13891. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13892. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13893. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13894. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13895. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13896. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13897. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13898. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13899. var currentRenderList = null;
  13900. var currentRenderState = null;
  13901. // public properties
  13902. this.domElement = _canvas;
  13903. // Debug configuration container
  13904. this.debug = {
  13905. /**
  13906. * Enables error checking and reporting when shader programs are being compiled
  13907. * @type {boolean}
  13908. */
  13909. checkShaderErrors: true
  13910. };
  13911. // clearing
  13912. this.autoClear = true;
  13913. this.autoClearColor = true;
  13914. this.autoClearDepth = true;
  13915. this.autoClearStencil = true;
  13916. // scene graph
  13917. this.sortObjects = true;
  13918. // user-defined clipping
  13919. this.clippingPlanes = [];
  13920. this.localClippingEnabled = false;
  13921. // physically based shading
  13922. this.gammaFactor = 2.0; // for backwards compatibility
  13923. this.gammaOutput = false;
  13924. // physical lights
  13925. this.physicallyCorrectLights = false;
  13926. // tone mapping
  13927. this.toneMapping = LinearToneMapping;
  13928. this.toneMappingExposure = 1.0;
  13929. this.toneMappingWhitePoint = 1.0;
  13930. // morphs
  13931. this.maxMorphTargets = 8;
  13932. this.maxMorphNormals = 4;
  13933. // internal properties
  13934. var _this = this,
  13935. _isContextLost = false,
  13936. // internal state cache
  13937. _framebuffer = null,
  13938. _currentActiveCubeFace = 0,
  13939. _currentActiveMipmapLevel = 0,
  13940. _currentRenderTarget = null,
  13941. _currentFramebuffer = null,
  13942. _currentMaterialId = - 1,
  13943. // geometry and program caching
  13944. _currentGeometryProgram = {
  13945. geometry: null,
  13946. program: null,
  13947. wireframe: false
  13948. },
  13949. _currentCamera = null,
  13950. _currentArrayCamera = null,
  13951. _currentViewport = new Vector4(),
  13952. _currentScissor = new Vector4(),
  13953. _currentScissorTest = null,
  13954. //
  13955. _width = _canvas.width,
  13956. _height = _canvas.height,
  13957. _pixelRatio = 1,
  13958. _viewport = new Vector4( 0, 0, _width, _height ),
  13959. _scissor = new Vector4( 0, 0, _width, _height ),
  13960. _scissorTest = false,
  13961. // frustum
  13962. _frustum = new Frustum(),
  13963. // clipping
  13964. _clipping = new WebGLClipping(),
  13965. _clippingEnabled = false,
  13966. _localClippingEnabled = false,
  13967. // camera matrices cache
  13968. _projScreenMatrix = new Matrix4(),
  13969. _vector3 = new Vector3();
  13970. function getTargetPixelRatio() {
  13971. return _currentRenderTarget === null ? _pixelRatio : 1;
  13972. }
  13973. // initialize
  13974. var _gl;
  13975. try {
  13976. var contextAttributes = {
  13977. alpha: _alpha,
  13978. depth: _depth,
  13979. stencil: _stencil,
  13980. antialias: _antialias,
  13981. premultipliedAlpha: _premultipliedAlpha,
  13982. preserveDrawingBuffer: _preserveDrawingBuffer,
  13983. powerPreference: _powerPreference,
  13984. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13985. xrCompatible: true
  13986. };
  13987. // event listeners must be registered before WebGL context is created, see #12753
  13988. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13989. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13990. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13991. if ( _gl === null ) {
  13992. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13993. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13994. } else {
  13995. throw new Error( 'Error creating WebGL context.' );
  13996. }
  13997. }
  13998. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13999. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14000. _gl.getShaderPrecisionFormat = function () {
  14001. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14002. };
  14003. }
  14004. } catch ( error ) {
  14005. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14006. throw error;
  14007. }
  14008. var extensions, capabilities, state, info;
  14009. var properties, textures, attributes, geometries, objects;
  14010. var programCache, renderLists, renderStates;
  14011. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14012. var utils;
  14013. function initGLContext() {
  14014. extensions = new WebGLExtensions( _gl );
  14015. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14016. if ( capabilities.isWebGL2 === false ) {
  14017. extensions.get( 'WEBGL_depth_texture' );
  14018. extensions.get( 'OES_texture_float' );
  14019. extensions.get( 'OES_texture_half_float' );
  14020. extensions.get( 'OES_texture_half_float_linear' );
  14021. extensions.get( 'OES_standard_derivatives' );
  14022. extensions.get( 'OES_element_index_uint' );
  14023. extensions.get( 'ANGLE_instanced_arrays' );
  14024. }
  14025. extensions.get( 'OES_texture_float_linear' );
  14026. utils = new WebGLUtils( _gl, extensions, capabilities );
  14027. state = new WebGLState( _gl, extensions, capabilities );
  14028. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14029. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14030. info = new WebGLInfo( _gl );
  14031. properties = new WebGLProperties();
  14032. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14033. attributes = new WebGLAttributes( _gl );
  14034. geometries = new WebGLGeometries( _gl, attributes, info );
  14035. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14036. morphtargets = new WebGLMorphtargets( _gl );
  14037. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14038. renderLists = new WebGLRenderLists();
  14039. renderStates = new WebGLRenderStates();
  14040. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14041. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14042. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14043. info.programs = programCache.programs;
  14044. _this.capabilities = capabilities;
  14045. _this.extensions = extensions;
  14046. _this.properties = properties;
  14047. _this.renderLists = renderLists;
  14048. _this.state = state;
  14049. _this.info = info;
  14050. }
  14051. initGLContext();
  14052. // xr
  14053. var xr = new WebXRManager( _this, _gl );
  14054. this.xr = xr;
  14055. // Multiview
  14056. var multiview = new WebGLMultiview( _this, _gl );
  14057. // shadow map
  14058. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14059. this.shadowMap = shadowMap;
  14060. // API
  14061. this.getContext = function () {
  14062. return _gl;
  14063. };
  14064. this.getContextAttributes = function () {
  14065. return _gl.getContextAttributes();
  14066. };
  14067. this.forceContextLoss = function () {
  14068. var extension = extensions.get( 'WEBGL_lose_context' );
  14069. if ( extension ) { extension.loseContext(); }
  14070. };
  14071. this.forceContextRestore = function () {
  14072. var extension = extensions.get( 'WEBGL_lose_context' );
  14073. if ( extension ) { extension.restoreContext(); }
  14074. };
  14075. this.getPixelRatio = function () {
  14076. return _pixelRatio;
  14077. };
  14078. this.setPixelRatio = function ( value ) {
  14079. if ( value === undefined ) { return; }
  14080. _pixelRatio = value;
  14081. this.setSize( _width, _height, false );
  14082. };
  14083. this.getSize = function ( target ) {
  14084. if ( target === undefined ) {
  14085. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14086. target = new Vector2();
  14087. }
  14088. return target.set( _width, _height );
  14089. };
  14090. this.setSize = function ( width, height, updateStyle ) {
  14091. if ( xr.isPresenting() ) {
  14092. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14093. return;
  14094. }
  14095. _width = width;
  14096. _height = height;
  14097. _canvas.width = Math.floor( width * _pixelRatio );
  14098. _canvas.height = Math.floor( height * _pixelRatio );
  14099. if ( updateStyle !== false ) {
  14100. _canvas.style.width = width + 'px';
  14101. _canvas.style.height = height + 'px';
  14102. }
  14103. this.setViewport( 0, 0, width, height );
  14104. };
  14105. this.getDrawingBufferSize = function ( target ) {
  14106. if ( target === undefined ) {
  14107. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14108. target = new Vector2();
  14109. }
  14110. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14111. };
  14112. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14113. _width = width;
  14114. _height = height;
  14115. _pixelRatio = pixelRatio;
  14116. _canvas.width = Math.floor( width * pixelRatio );
  14117. _canvas.height = Math.floor( height * pixelRatio );
  14118. this.setViewport( 0, 0, width, height );
  14119. };
  14120. this.getCurrentViewport = function ( target ) {
  14121. if ( target === undefined ) {
  14122. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14123. target = new Vector4();
  14124. }
  14125. return target.copy( _currentViewport );
  14126. };
  14127. this.getViewport = function ( target ) {
  14128. return target.copy( _viewport );
  14129. };
  14130. this.setViewport = function ( x, y, width, height ) {
  14131. if ( x.isVector4 ) {
  14132. _viewport.set( x.x, x.y, x.z, x.w );
  14133. } else {
  14134. _viewport.set( x, y, width, height );
  14135. }
  14136. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14137. };
  14138. this.getScissor = function ( target ) {
  14139. return target.copy( _scissor );
  14140. };
  14141. this.setScissor = function ( x, y, width, height ) {
  14142. if ( x.isVector4 ) {
  14143. _scissor.set( x.x, x.y, x.z, x.w );
  14144. } else {
  14145. _scissor.set( x, y, width, height );
  14146. }
  14147. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14148. };
  14149. this.getScissorTest = function () {
  14150. return _scissorTest;
  14151. };
  14152. this.setScissorTest = function ( boolean ) {
  14153. state.setScissorTest( _scissorTest = boolean );
  14154. };
  14155. // Clearing
  14156. this.getClearColor = function () {
  14157. return background.getClearColor();
  14158. };
  14159. this.setClearColor = function () {
  14160. background.setClearColor.apply( background, arguments );
  14161. };
  14162. this.getClearAlpha = function () {
  14163. return background.getClearAlpha();
  14164. };
  14165. this.setClearAlpha = function () {
  14166. background.setClearAlpha.apply( background, arguments );
  14167. };
  14168. this.clear = function ( color, depth, stencil ) {
  14169. var bits = 0;
  14170. if ( color === undefined || color ) { bits |= 16384; }
  14171. if ( depth === undefined || depth ) { bits |= 256; }
  14172. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14173. _gl.clear( bits );
  14174. };
  14175. this.clearColor = function () {
  14176. this.clear( true, false, false );
  14177. };
  14178. this.clearDepth = function () {
  14179. this.clear( false, true, false );
  14180. };
  14181. this.clearStencil = function () {
  14182. this.clear( false, false, true );
  14183. };
  14184. //
  14185. this.dispose = function () {
  14186. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14187. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14188. renderLists.dispose();
  14189. renderStates.dispose();
  14190. properties.dispose();
  14191. objects.dispose();
  14192. xr.dispose();
  14193. animation.stop();
  14194. };
  14195. // Events
  14196. function onContextLost( event ) {
  14197. event.preventDefault();
  14198. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14199. _isContextLost = true;
  14200. }
  14201. function onContextRestore( /* event */ ) {
  14202. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14203. _isContextLost = false;
  14204. initGLContext();
  14205. }
  14206. function onMaterialDispose( event ) {
  14207. var material = event.target;
  14208. material.removeEventListener( 'dispose', onMaterialDispose );
  14209. deallocateMaterial( material );
  14210. }
  14211. // Buffer deallocation
  14212. function deallocateMaterial( material ) {
  14213. releaseMaterialProgramReference( material );
  14214. properties.remove( material );
  14215. }
  14216. function releaseMaterialProgramReference( material ) {
  14217. var programInfo = properties.get( material ).program;
  14218. material.program = undefined;
  14219. if ( programInfo !== undefined ) {
  14220. programCache.releaseProgram( programInfo );
  14221. }
  14222. }
  14223. // Buffer rendering
  14224. function renderObjectImmediate( object, program ) {
  14225. object.render( function ( object ) {
  14226. _this.renderBufferImmediate( object, program );
  14227. } );
  14228. }
  14229. this.renderBufferImmediate = function ( object, program ) {
  14230. state.initAttributes();
  14231. var buffers = properties.get( object );
  14232. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14233. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14234. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14235. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14236. var programAttributes = program.getAttributes();
  14237. if ( object.hasPositions ) {
  14238. _gl.bindBuffer( 34962, buffers.position );
  14239. _gl.bufferData( 34962, object.positionArray, 35048 );
  14240. state.enableAttribute( programAttributes.position );
  14241. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14242. }
  14243. if ( object.hasNormals ) {
  14244. _gl.bindBuffer( 34962, buffers.normal );
  14245. _gl.bufferData( 34962, object.normalArray, 35048 );
  14246. state.enableAttribute( programAttributes.normal );
  14247. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14248. }
  14249. if ( object.hasUvs ) {
  14250. _gl.bindBuffer( 34962, buffers.uv );
  14251. _gl.bufferData( 34962, object.uvArray, 35048 );
  14252. state.enableAttribute( programAttributes.uv );
  14253. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14254. }
  14255. if ( object.hasColors ) {
  14256. _gl.bindBuffer( 34962, buffers.color );
  14257. _gl.bufferData( 34962, object.colorArray, 35048 );
  14258. state.enableAttribute( programAttributes.color );
  14259. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14260. }
  14261. state.disableUnusedAttributes();
  14262. _gl.drawArrays( 4, 0, object.count );
  14263. object.count = 0;
  14264. };
  14265. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14266. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14267. var program = setProgram( camera, fog, material, object );
  14268. state.setMaterial( material, frontFaceCW );
  14269. var updateBuffers = false;
  14270. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14271. _currentGeometryProgram.program !== program.id ||
  14272. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14273. _currentGeometryProgram.geometry = geometry.id;
  14274. _currentGeometryProgram.program = program.id;
  14275. _currentGeometryProgram.wireframe = material.wireframe === true;
  14276. updateBuffers = true;
  14277. }
  14278. if ( material.morphTargets || material.morphNormals ) {
  14279. morphtargets.update( object, geometry, material, program );
  14280. updateBuffers = true;
  14281. }
  14282. //
  14283. var index = geometry.index;
  14284. var position = geometry.attributes.position;
  14285. //
  14286. if ( index !== null && index.count === 0 ) { return; }
  14287. if ( position === undefined || position.count === 0 ) { return; }
  14288. //
  14289. var rangeFactor = 1;
  14290. if ( material.wireframe === true ) {
  14291. index = geometries.getWireframeAttribute( geometry );
  14292. rangeFactor = 2;
  14293. }
  14294. var attribute;
  14295. var renderer = bufferRenderer;
  14296. if ( index !== null ) {
  14297. attribute = attributes.get( index );
  14298. renderer = indexedBufferRenderer;
  14299. renderer.setIndex( attribute );
  14300. }
  14301. if ( updateBuffers ) {
  14302. setupVertexAttributes( object, geometry, material, program );
  14303. if ( index !== null ) {
  14304. _gl.bindBuffer( 34963, attribute.buffer );
  14305. }
  14306. }
  14307. //
  14308. var dataCount = ( index !== null ) ? index.count : position.count;
  14309. var rangeStart = geometry.drawRange.start * rangeFactor;
  14310. var rangeCount = geometry.drawRange.count * rangeFactor;
  14311. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14312. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14313. var drawStart = Math.max( rangeStart, groupStart );
  14314. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14315. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14316. if ( drawCount === 0 ) { return; }
  14317. //
  14318. if ( object.isMesh ) {
  14319. if ( material.wireframe === true ) {
  14320. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14321. renderer.setMode( 1 );
  14322. } else {
  14323. renderer.setMode( 4 );
  14324. }
  14325. } else if ( object.isLine ) {
  14326. var lineWidth = material.linewidth;
  14327. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14328. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14329. if ( object.isLineSegments ) {
  14330. renderer.setMode( 1 );
  14331. } else if ( object.isLineLoop ) {
  14332. renderer.setMode( 2 );
  14333. } else {
  14334. renderer.setMode( 3 );
  14335. }
  14336. } else if ( object.isPoints ) {
  14337. renderer.setMode( 0 );
  14338. } else if ( object.isSprite ) {
  14339. renderer.setMode( 4 );
  14340. }
  14341. if ( object.isInstancedMesh ) {
  14342. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14343. } else if ( geometry.isInstancedBufferGeometry ) {
  14344. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14345. } else {
  14346. renderer.render( drawStart, drawCount );
  14347. }
  14348. };
  14349. function setupVertexAttributes( object, geometry, material, program ) {
  14350. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14351. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14352. }
  14353. state.initAttributes();
  14354. var geometryAttributes = geometry.attributes;
  14355. var programAttributes = program.getAttributes();
  14356. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14357. for ( var name in programAttributes ) {
  14358. var programAttribute = programAttributes[ name ];
  14359. if ( programAttribute >= 0 ) {
  14360. var geometryAttribute = geometryAttributes[ name ];
  14361. if ( geometryAttribute !== undefined ) {
  14362. var normalized = geometryAttribute.normalized;
  14363. var size = geometryAttribute.itemSize;
  14364. var attribute = attributes.get( geometryAttribute );
  14365. // TODO Attribute may not be available on context restore
  14366. if ( attribute === undefined ) { continue; }
  14367. var buffer = attribute.buffer;
  14368. var type = attribute.type;
  14369. var bytesPerElement = attribute.bytesPerElement;
  14370. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14371. var data = geometryAttribute.data;
  14372. var stride = data.stride;
  14373. var offset = geometryAttribute.offset;
  14374. if ( data && data.isInstancedInterleavedBuffer ) {
  14375. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14376. if ( geometry.maxInstancedCount === undefined ) {
  14377. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14378. }
  14379. } else {
  14380. state.enableAttribute( programAttribute );
  14381. }
  14382. _gl.bindBuffer( 34962, buffer );
  14383. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14384. } else {
  14385. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14386. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14387. if ( geometry.maxInstancedCount === undefined ) {
  14388. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14389. }
  14390. } else {
  14391. state.enableAttribute( programAttribute );
  14392. }
  14393. _gl.bindBuffer( 34962, buffer );
  14394. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14395. }
  14396. } else if ( name === 'instanceMatrix' ) {
  14397. var attribute = attributes.get( object.instanceMatrix );
  14398. // TODO Attribute may not be available on context restore
  14399. if ( attribute === undefined ) { continue; }
  14400. var buffer = attribute.buffer;
  14401. var type = attribute.type;
  14402. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14403. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14404. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14405. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14406. _gl.bindBuffer( 34962, buffer );
  14407. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14408. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14409. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14410. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14411. } else if ( materialDefaultAttributeValues !== undefined ) {
  14412. var value = materialDefaultAttributeValues[ name ];
  14413. if ( value !== undefined ) {
  14414. switch ( value.length ) {
  14415. case 2:
  14416. _gl.vertexAttrib2fv( programAttribute, value );
  14417. break;
  14418. case 3:
  14419. _gl.vertexAttrib3fv( programAttribute, value );
  14420. break;
  14421. case 4:
  14422. _gl.vertexAttrib4fv( programAttribute, value );
  14423. break;
  14424. default:
  14425. _gl.vertexAttrib1fv( programAttribute, value );
  14426. }
  14427. }
  14428. }
  14429. }
  14430. }
  14431. state.disableUnusedAttributes();
  14432. }
  14433. // Compile
  14434. this.compile = function ( scene, camera ) {
  14435. currentRenderState = renderStates.get( scene, camera );
  14436. currentRenderState.init();
  14437. scene.traverse( function ( object ) {
  14438. if ( object.isLight ) {
  14439. currentRenderState.pushLight( object );
  14440. if ( object.castShadow ) {
  14441. currentRenderState.pushShadow( object );
  14442. }
  14443. }
  14444. } );
  14445. currentRenderState.setupLights( camera );
  14446. scene.traverse( function ( object ) {
  14447. if ( object.material ) {
  14448. if ( Array.isArray( object.material ) ) {
  14449. for ( var i = 0; i < object.material.length; i ++ ) {
  14450. initMaterial( object.material[ i ], scene.fog, object );
  14451. }
  14452. } else {
  14453. initMaterial( object.material, scene.fog, object );
  14454. }
  14455. }
  14456. } );
  14457. };
  14458. // Animation Loop
  14459. var onAnimationFrameCallback = null;
  14460. function onAnimationFrame( time ) {
  14461. if ( xr.isPresenting() ) { return; }
  14462. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14463. }
  14464. var animation = new WebGLAnimation();
  14465. animation.setAnimationLoop( onAnimationFrame );
  14466. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14467. this.setAnimationLoop = function ( callback ) {
  14468. onAnimationFrameCallback = callback;
  14469. xr.setAnimationLoop( callback );
  14470. animation.start();
  14471. };
  14472. // Rendering
  14473. this.render = function ( scene, camera ) {
  14474. var renderTarget, forceClear;
  14475. if ( arguments[ 2 ] !== undefined ) {
  14476. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14477. renderTarget = arguments[ 2 ];
  14478. }
  14479. if ( arguments[ 3 ] !== undefined ) {
  14480. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14481. forceClear = arguments[ 3 ];
  14482. }
  14483. if ( ! ( camera && camera.isCamera ) ) {
  14484. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14485. return;
  14486. }
  14487. if ( _isContextLost ) { return; }
  14488. // reset caching for this frame
  14489. _currentGeometryProgram.geometry = null;
  14490. _currentGeometryProgram.program = null;
  14491. _currentGeometryProgram.wireframe = false;
  14492. _currentMaterialId = - 1;
  14493. _currentCamera = null;
  14494. // update scene graph
  14495. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14496. // update camera matrices and frustum
  14497. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14498. if ( xr.enabled && xr.isPresenting() ) {
  14499. camera = xr.getCamera( camera );
  14500. }
  14501. //
  14502. currentRenderState = renderStates.get( scene, camera );
  14503. currentRenderState.init();
  14504. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14505. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14506. _frustum.setFromMatrix( _projScreenMatrix );
  14507. _localClippingEnabled = this.localClippingEnabled;
  14508. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14509. currentRenderList = renderLists.get( scene, camera );
  14510. currentRenderList.init();
  14511. projectObject( scene, camera, 0, _this.sortObjects );
  14512. if ( _this.sortObjects === true ) {
  14513. currentRenderList.sort();
  14514. }
  14515. //
  14516. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14517. var shadowsArray = currentRenderState.state.shadowsArray;
  14518. shadowMap.render( shadowsArray, scene, camera );
  14519. currentRenderState.setupLights( camera );
  14520. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14521. //
  14522. if ( this.info.autoReset ) { this.info.reset(); }
  14523. if ( renderTarget !== undefined ) {
  14524. this.setRenderTarget( renderTarget );
  14525. }
  14526. if ( xr.enabled && multiview.isAvailable() ) {
  14527. multiview.attachCamera( camera );
  14528. }
  14529. //
  14530. background.render( currentRenderList, scene, camera, forceClear );
  14531. // render scene
  14532. var opaqueObjects = currentRenderList.opaque;
  14533. var transparentObjects = currentRenderList.transparent;
  14534. if ( scene.overrideMaterial ) {
  14535. var overrideMaterial = scene.overrideMaterial;
  14536. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14537. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14538. } else {
  14539. // opaque pass (front-to-back order)
  14540. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14541. // transparent pass (back-to-front order)
  14542. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14543. }
  14544. //
  14545. scene.onAfterRender( _this, scene, camera );
  14546. //
  14547. if ( _currentRenderTarget !== null ) {
  14548. // Generate mipmap if we're using any kind of mipmap filtering
  14549. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14550. // resolve multisample renderbuffers to a single-sample texture if necessary
  14551. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14552. }
  14553. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14554. state.buffers.depth.setTest( true );
  14555. state.buffers.depth.setMask( true );
  14556. state.buffers.color.setMask( true );
  14557. state.setPolygonOffset( false );
  14558. if ( xr.enabled ) {
  14559. if ( multiview.isAvailable() ) {
  14560. multiview.detachCamera( camera );
  14561. }
  14562. xr.submitFrame();
  14563. }
  14564. // _gl.finish();
  14565. currentRenderList = null;
  14566. currentRenderState = null;
  14567. };
  14568. function projectObject( object, camera, groupOrder, sortObjects ) {
  14569. if ( object.visible === false ) { return; }
  14570. var visible = object.layers.test( camera.layers );
  14571. if ( visible ) {
  14572. if ( object.isGroup ) {
  14573. groupOrder = object.renderOrder;
  14574. } else if ( object.isLOD ) {
  14575. if ( object.autoUpdate === true ) { object.update( camera ); }
  14576. } else if ( object.isLight ) {
  14577. currentRenderState.pushLight( object );
  14578. if ( object.castShadow ) {
  14579. currentRenderState.pushShadow( object );
  14580. }
  14581. } else if ( object.isSprite ) {
  14582. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14583. if ( sortObjects ) {
  14584. _vector3.setFromMatrixPosition( object.matrixWorld )
  14585. .applyMatrix4( _projScreenMatrix );
  14586. }
  14587. var geometry = objects.update( object );
  14588. var material = object.material;
  14589. if ( material.visible ) {
  14590. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14591. }
  14592. }
  14593. } else if ( object.isImmediateRenderObject ) {
  14594. if ( sortObjects ) {
  14595. _vector3.setFromMatrixPosition( object.matrixWorld )
  14596. .applyMatrix4( _projScreenMatrix );
  14597. }
  14598. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14599. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14600. if ( object.isSkinnedMesh ) {
  14601. // update skeleton only once in a frame
  14602. if ( object.skeleton.frame !== info.render.frame ) {
  14603. object.skeleton.update();
  14604. object.skeleton.frame = info.render.frame;
  14605. }
  14606. }
  14607. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14608. if ( sortObjects ) {
  14609. _vector3.setFromMatrixPosition( object.matrixWorld )
  14610. .applyMatrix4( _projScreenMatrix );
  14611. }
  14612. var geometry = objects.update( object );
  14613. var material = object.material;
  14614. if ( Array.isArray( material ) ) {
  14615. var groups = geometry.groups;
  14616. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14617. var group = groups[ i ];
  14618. var groupMaterial = material[ group.materialIndex ];
  14619. if ( groupMaterial && groupMaterial.visible ) {
  14620. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14621. }
  14622. }
  14623. } else if ( material.visible ) {
  14624. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14625. }
  14626. }
  14627. }
  14628. }
  14629. var children = object.children;
  14630. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14631. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14632. }
  14633. }
  14634. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14635. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14636. var renderItem = renderList[ i ];
  14637. var object = renderItem.object;
  14638. var geometry = renderItem.geometry;
  14639. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14640. var group = renderItem.group;
  14641. if ( camera.isArrayCamera ) {
  14642. _currentArrayCamera = camera;
  14643. if ( xr.enabled && multiview.isAvailable() ) {
  14644. renderObject( object, scene, camera, geometry, material, group );
  14645. } else {
  14646. var cameras = camera.cameras;
  14647. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14648. var camera2 = cameras[ j ];
  14649. if ( object.layers.test( camera2.layers ) ) {
  14650. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14651. currentRenderState.setupLights( camera2 );
  14652. renderObject( object, scene, camera2, geometry, material, group );
  14653. }
  14654. }
  14655. }
  14656. } else {
  14657. _currentArrayCamera = null;
  14658. renderObject( object, scene, camera, geometry, material, group );
  14659. }
  14660. }
  14661. }
  14662. function renderObject( object, scene, camera, geometry, material, group ) {
  14663. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14664. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14665. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14666. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14667. if ( object.isImmediateRenderObject ) {
  14668. var program = setProgram( camera, scene.fog, material, object );
  14669. state.setMaterial( material );
  14670. _currentGeometryProgram.geometry = null;
  14671. _currentGeometryProgram.program = null;
  14672. _currentGeometryProgram.wireframe = false;
  14673. renderObjectImmediate( object, program );
  14674. } else {
  14675. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14676. }
  14677. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14678. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14679. }
  14680. function initMaterial( material, fog, object ) {
  14681. var materialProperties = properties.get( material );
  14682. var lights = currentRenderState.state.lights;
  14683. var shadowsArray = currentRenderState.state.shadowsArray;
  14684. var lightsStateVersion = lights.state.version;
  14685. var parameters = programCache.getParameters(
  14686. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14687. var programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14688. var program = materialProperties.program;
  14689. var programChange = true;
  14690. if ( program === undefined ) {
  14691. // new material
  14692. material.addEventListener( 'dispose', onMaterialDispose );
  14693. } else if ( program.cacheKey !== programCacheKey ) {
  14694. // changed glsl or parameters
  14695. releaseMaterialProgramReference( material );
  14696. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14697. materialProperties.lightsStateVersion = lightsStateVersion;
  14698. programChange = false;
  14699. } else if ( parameters.shaderID !== undefined ) {
  14700. // same glsl and uniform list
  14701. return;
  14702. } else {
  14703. // only rebuild uniform list
  14704. programChange = false;
  14705. }
  14706. if ( programChange ) {
  14707. if ( parameters.shaderID ) {
  14708. var shader = ShaderLib[ parameters.shaderID ];
  14709. materialProperties.shader = {
  14710. name: material.type,
  14711. uniforms: cloneUniforms( shader.uniforms ),
  14712. vertexShader: shader.vertexShader,
  14713. fragmentShader: shader.fragmentShader
  14714. };
  14715. } else {
  14716. materialProperties.shader = {
  14717. name: material.type,
  14718. uniforms: material.uniforms,
  14719. vertexShader: material.vertexShader,
  14720. fragmentShader: material.fragmentShader
  14721. };
  14722. }
  14723. material.onBeforeCompile( materialProperties.shader, _this );
  14724. // Computing cache key again as onBeforeCompile may have changed the shaders
  14725. programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14726. program = programCache.acquireProgram( material, materialProperties.shader, parameters, programCacheKey );
  14727. materialProperties.program = program;
  14728. material.program = program;
  14729. }
  14730. var programAttributes = program.getAttributes();
  14731. if ( material.morphTargets ) {
  14732. material.numSupportedMorphTargets = 0;
  14733. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14734. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14735. material.numSupportedMorphTargets ++;
  14736. }
  14737. }
  14738. }
  14739. if ( material.morphNormals ) {
  14740. material.numSupportedMorphNormals = 0;
  14741. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14742. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14743. material.numSupportedMorphNormals ++;
  14744. }
  14745. }
  14746. }
  14747. var uniforms = materialProperties.shader.uniforms;
  14748. if ( ! material.isShaderMaterial &&
  14749. ! material.isRawShaderMaterial ||
  14750. material.clipping === true ) {
  14751. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14752. materialProperties.numIntersection = _clipping.numIntersection;
  14753. uniforms.clippingPlanes = _clipping.uniform;
  14754. }
  14755. materialProperties.fog = fog;
  14756. // store the light setup it was created for
  14757. materialProperties.needsLights = materialNeedsLights( material );
  14758. materialProperties.lightsStateVersion = lightsStateVersion;
  14759. if ( materialProperties.needsLights ) {
  14760. // wire up the material to this renderer's lighting state
  14761. uniforms.ambientLightColor.value = lights.state.ambient;
  14762. uniforms.lightProbe.value = lights.state.probe;
  14763. uniforms.directionalLights.value = lights.state.directional;
  14764. uniforms.spotLights.value = lights.state.spot;
  14765. uniforms.rectAreaLights.value = lights.state.rectArea;
  14766. uniforms.pointLights.value = lights.state.point;
  14767. uniforms.hemisphereLights.value = lights.state.hemi;
  14768. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14769. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14770. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14771. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14772. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14773. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14774. // TODO (abelnation): add area lights shadow info to uniforms
  14775. }
  14776. var progUniforms = materialProperties.program.getUniforms(),
  14777. uniformsList =
  14778. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14779. materialProperties.uniformsList = uniformsList;
  14780. }
  14781. function setProgram( camera, fog, material, object ) {
  14782. textures.resetTextureUnits();
  14783. var materialProperties = properties.get( material );
  14784. var lights = currentRenderState.state.lights;
  14785. if ( _clippingEnabled ) {
  14786. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14787. var useCache =
  14788. camera === _currentCamera &&
  14789. material.id === _currentMaterialId;
  14790. // we might want to call this function with some ClippingGroup
  14791. // object instead of the material, once it becomes feasible
  14792. // (#8465, #8379)
  14793. _clipping.setState(
  14794. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14795. camera, materialProperties, useCache );
  14796. }
  14797. }
  14798. if ( material.version === materialProperties.__version ) {
  14799. if ( materialProperties.program === undefined ) {
  14800. material.needsUpdate = true;
  14801. } else if ( material.fog && materialProperties.fog !== fog ) {
  14802. material.needsUpdate = true;
  14803. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14804. material.needsUpdate = true;
  14805. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14806. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14807. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14808. material.needsUpdate = true;
  14809. }
  14810. }
  14811. if ( material.version !== materialProperties.__version ) {
  14812. initMaterial( material, fog, object );
  14813. materialProperties.__version = material.version;
  14814. }
  14815. var refreshProgram = false;
  14816. var refreshMaterial = false;
  14817. var refreshLights = false;
  14818. var program = materialProperties.program,
  14819. p_uniforms = program.getUniforms(),
  14820. m_uniforms = materialProperties.shader.uniforms;
  14821. if ( state.useProgram( program.program ) ) {
  14822. refreshProgram = true;
  14823. refreshMaterial = true;
  14824. refreshLights = true;
  14825. }
  14826. if ( material.id !== _currentMaterialId ) {
  14827. _currentMaterialId = material.id;
  14828. refreshMaterial = true;
  14829. }
  14830. if ( refreshProgram || _currentCamera !== camera ) {
  14831. if ( program.numMultiviewViews > 0 ) {
  14832. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14833. } else {
  14834. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14835. }
  14836. if ( capabilities.logarithmicDepthBuffer ) {
  14837. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14838. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14839. }
  14840. if ( _currentCamera !== camera ) {
  14841. _currentCamera = camera;
  14842. // lighting uniforms depend on the camera so enforce an update
  14843. // now, in case this material supports lights - or later, when
  14844. // the next material that does gets activated:
  14845. refreshMaterial = true; // set to true on material change
  14846. refreshLights = true; // remains set until update done
  14847. }
  14848. // load material specific uniforms
  14849. // (shader material also gets them for the sake of genericity)
  14850. if ( material.isShaderMaterial ||
  14851. material.isMeshPhongMaterial ||
  14852. material.isMeshToonMaterial ||
  14853. material.isMeshStandardMaterial ||
  14854. material.envMap ) {
  14855. var uCamPos = p_uniforms.map.cameraPosition;
  14856. if ( uCamPos !== undefined ) {
  14857. uCamPos.setValue( _gl,
  14858. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14859. }
  14860. }
  14861. if ( material.isMeshPhongMaterial ||
  14862. material.isMeshToonMaterial ||
  14863. material.isMeshLambertMaterial ||
  14864. material.isMeshBasicMaterial ||
  14865. material.isMeshStandardMaterial ||
  14866. material.isShaderMaterial ) {
  14867. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14868. }
  14869. if ( material.isMeshPhongMaterial ||
  14870. material.isMeshToonMaterial ||
  14871. material.isMeshLambertMaterial ||
  14872. material.isMeshBasicMaterial ||
  14873. material.isMeshStandardMaterial ||
  14874. material.isShaderMaterial ||
  14875. material.skinning ) {
  14876. if ( program.numMultiviewViews > 0 ) {
  14877. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14878. } else {
  14879. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14880. }
  14881. }
  14882. }
  14883. // skinning uniforms must be set even if material didn't change
  14884. // auto-setting of texture unit for bone texture must go before other textures
  14885. // not sure why, but otherwise weird things happen
  14886. if ( material.skinning ) {
  14887. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14888. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14889. var skeleton = object.skeleton;
  14890. if ( skeleton ) {
  14891. var bones = skeleton.bones;
  14892. if ( capabilities.floatVertexTextures ) {
  14893. if ( skeleton.boneTexture === undefined ) {
  14894. // layout (1 matrix = 4 pixels)
  14895. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14896. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14897. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14898. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14899. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14900. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14901. size = _Math.ceilPowerOfTwo( size );
  14902. size = Math.max( size, 4 );
  14903. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14904. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14905. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14906. skeleton.boneMatrices = boneMatrices;
  14907. skeleton.boneTexture = boneTexture;
  14908. skeleton.boneTextureSize = size;
  14909. }
  14910. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14911. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14912. } else {
  14913. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14914. }
  14915. }
  14916. }
  14917. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14918. materialProperties.receiveShadow = object.receiveShadow;
  14919. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14920. }
  14921. if ( refreshMaterial ) {
  14922. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14923. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14924. if ( materialProperties.needsLights ) {
  14925. // the current material requires lighting info
  14926. // note: all lighting uniforms are always set correctly
  14927. // they simply reference the renderer's state for their
  14928. // values
  14929. //
  14930. // use the current material's .needsUpdate flags to set
  14931. // the GL state when required
  14932. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14933. }
  14934. // refresh uniforms common to several materials
  14935. if ( fog && material.fog ) {
  14936. refreshUniformsFog( m_uniforms, fog );
  14937. }
  14938. if ( material.isMeshBasicMaterial ) {
  14939. refreshUniformsCommon( m_uniforms, material );
  14940. } else if ( material.isMeshLambertMaterial ) {
  14941. refreshUniformsCommon( m_uniforms, material );
  14942. refreshUniformsLambert( m_uniforms, material );
  14943. } else if ( material.isMeshToonMaterial ) {
  14944. refreshUniformsCommon( m_uniforms, material );
  14945. refreshUniformsToon( m_uniforms, material );
  14946. } else if ( material.isMeshPhongMaterial ) {
  14947. refreshUniformsCommon( m_uniforms, material );
  14948. refreshUniformsPhong( m_uniforms, material );
  14949. } else if ( material.isMeshStandardMaterial ) {
  14950. refreshUniformsCommon( m_uniforms, material );
  14951. if ( material.isMeshPhysicalMaterial ) {
  14952. refreshUniformsPhysical( m_uniforms, material );
  14953. } else {
  14954. refreshUniformsStandard( m_uniforms, material );
  14955. }
  14956. } else if ( material.isMeshMatcapMaterial ) {
  14957. refreshUniformsCommon( m_uniforms, material );
  14958. refreshUniformsMatcap( m_uniforms, material );
  14959. } else if ( material.isMeshDepthMaterial ) {
  14960. refreshUniformsCommon( m_uniforms, material );
  14961. refreshUniformsDepth( m_uniforms, material );
  14962. } else if ( material.isMeshDistanceMaterial ) {
  14963. refreshUniformsCommon( m_uniforms, material );
  14964. refreshUniformsDistance( m_uniforms, material );
  14965. } else if ( material.isMeshNormalMaterial ) {
  14966. refreshUniformsCommon( m_uniforms, material );
  14967. refreshUniformsNormal( m_uniforms, material );
  14968. } else if ( material.isLineBasicMaterial ) {
  14969. refreshUniformsLine( m_uniforms, material );
  14970. if ( material.isLineDashedMaterial ) {
  14971. refreshUniformsDash( m_uniforms, material );
  14972. }
  14973. } else if ( material.isPointsMaterial ) {
  14974. refreshUniformsPoints( m_uniforms, material );
  14975. } else if ( material.isSpriteMaterial ) {
  14976. refreshUniformsSprites( m_uniforms, material );
  14977. } else if ( material.isShadowMaterial ) {
  14978. m_uniforms.color.value.copy( material.color );
  14979. m_uniforms.opacity.value = material.opacity;
  14980. } else if ( material.envMap ) {
  14981. refreshUniformsCommon( m_uniforms, material );
  14982. }
  14983. // RectAreaLight Texture
  14984. // TODO (mrdoob): Find a nicer implementation
  14985. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  14986. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  14987. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14988. if ( material.isShaderMaterial ) {
  14989. material.uniformsNeedUpdate = false; // #15581
  14990. }
  14991. }
  14992. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14993. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14994. material.uniformsNeedUpdate = false;
  14995. }
  14996. if ( material.isSpriteMaterial ) {
  14997. p_uniforms.setValue( _gl, 'center', object.center );
  14998. }
  14999. // common matrices
  15000. if ( program.numMultiviewViews > 0 ) {
  15001. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15002. } else {
  15003. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15004. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15005. }
  15006. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15007. return program;
  15008. }
  15009. // Uniforms (refresh uniforms objects)
  15010. function refreshUniformsCommon( uniforms, material ) {
  15011. uniforms.opacity.value = material.opacity;
  15012. if ( material.color ) {
  15013. uniforms.diffuse.value.copy( material.color );
  15014. }
  15015. if ( material.emissive ) {
  15016. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15017. }
  15018. if ( material.map ) {
  15019. uniforms.map.value = material.map;
  15020. }
  15021. if ( material.alphaMap ) {
  15022. uniforms.alphaMap.value = material.alphaMap;
  15023. }
  15024. if ( material.specularMap ) {
  15025. uniforms.specularMap.value = material.specularMap;
  15026. }
  15027. if ( material.envMap ) {
  15028. uniforms.envMap.value = material.envMap;
  15029. // don't flip CubeTexture envMaps, flip everything else:
  15030. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15031. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15032. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15033. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15034. uniforms.reflectivity.value = material.reflectivity;
  15035. uniforms.refractionRatio.value = material.refractionRatio;
  15036. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15037. }
  15038. if ( material.lightMap ) {
  15039. uniforms.lightMap.value = material.lightMap;
  15040. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15041. }
  15042. if ( material.aoMap ) {
  15043. uniforms.aoMap.value = material.aoMap;
  15044. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15045. }
  15046. // uv repeat and offset setting priorities
  15047. // 1. color map
  15048. // 2. specular map
  15049. // 3. normal map
  15050. // 4. bump map
  15051. // 5. alpha map
  15052. // 6. emissive map
  15053. var uvScaleMap;
  15054. if ( material.map ) {
  15055. uvScaleMap = material.map;
  15056. } else if ( material.specularMap ) {
  15057. uvScaleMap = material.specularMap;
  15058. } else if ( material.displacementMap ) {
  15059. uvScaleMap = material.displacementMap;
  15060. } else if ( material.normalMap ) {
  15061. uvScaleMap = material.normalMap;
  15062. } else if ( material.bumpMap ) {
  15063. uvScaleMap = material.bumpMap;
  15064. } else if ( material.roughnessMap ) {
  15065. uvScaleMap = material.roughnessMap;
  15066. } else if ( material.metalnessMap ) {
  15067. uvScaleMap = material.metalnessMap;
  15068. } else if ( material.alphaMap ) {
  15069. uvScaleMap = material.alphaMap;
  15070. } else if ( material.emissiveMap ) {
  15071. uvScaleMap = material.emissiveMap;
  15072. }
  15073. if ( uvScaleMap !== undefined ) {
  15074. // backwards compatibility
  15075. if ( uvScaleMap.isWebGLRenderTarget ) {
  15076. uvScaleMap = uvScaleMap.texture;
  15077. }
  15078. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15079. uvScaleMap.updateMatrix();
  15080. }
  15081. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15082. }
  15083. // uv repeat and offset setting priorities for uv2
  15084. // 1. ao map
  15085. // 2. light map
  15086. var uv2ScaleMap;
  15087. if ( material.aoMap ) {
  15088. uv2ScaleMap = material.aoMap;
  15089. } else if ( material.lightMap ) {
  15090. uv2ScaleMap = material.lightMap;
  15091. }
  15092. if ( uv2ScaleMap !== undefined ) {
  15093. // backwards compatibility
  15094. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15095. uv2ScaleMap = uv2ScaleMap.texture;
  15096. }
  15097. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15098. uv2ScaleMap.updateMatrix();
  15099. }
  15100. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15101. }
  15102. }
  15103. function refreshUniformsLine( uniforms, material ) {
  15104. uniforms.diffuse.value.copy( material.color );
  15105. uniforms.opacity.value = material.opacity;
  15106. }
  15107. function refreshUniformsDash( uniforms, material ) {
  15108. uniforms.dashSize.value = material.dashSize;
  15109. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15110. uniforms.scale.value = material.scale;
  15111. }
  15112. function refreshUniformsPoints( uniforms, material ) {
  15113. uniforms.diffuse.value.copy( material.color );
  15114. uniforms.opacity.value = material.opacity;
  15115. uniforms.size.value = material.size * _pixelRatio;
  15116. uniforms.scale.value = _height * 0.5;
  15117. if ( material.map ) {
  15118. uniforms.map.value = material.map;
  15119. }
  15120. if ( material.alphaMap ) {
  15121. uniforms.alphaMap.value = material.alphaMap;
  15122. }
  15123. // uv repeat and offset setting priorities
  15124. // 1. color map
  15125. // 2. alpha map
  15126. var uvScaleMap;
  15127. if ( material.map ) {
  15128. uvScaleMap = material.map;
  15129. } else if ( material.alphaMap ) {
  15130. uvScaleMap = material.alphaMap;
  15131. }
  15132. if ( uvScaleMap !== undefined ) {
  15133. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15134. uvScaleMap.updateMatrix();
  15135. }
  15136. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15137. }
  15138. }
  15139. function refreshUniformsSprites( uniforms, material ) {
  15140. uniforms.diffuse.value.copy( material.color );
  15141. uniforms.opacity.value = material.opacity;
  15142. uniforms.rotation.value = material.rotation;
  15143. if ( material.map ) {
  15144. uniforms.map.value = material.map;
  15145. }
  15146. if ( material.alphaMap ) {
  15147. uniforms.alphaMap.value = material.alphaMap;
  15148. }
  15149. // uv repeat and offset setting priorities
  15150. // 1. color map
  15151. // 2. alpha map
  15152. var uvScaleMap;
  15153. if ( material.map ) {
  15154. uvScaleMap = material.map;
  15155. } else if ( material.alphaMap ) {
  15156. uvScaleMap = material.alphaMap;
  15157. }
  15158. if ( uvScaleMap !== undefined ) {
  15159. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15160. uvScaleMap.updateMatrix();
  15161. }
  15162. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15163. }
  15164. }
  15165. function refreshUniformsFog( uniforms, fog ) {
  15166. uniforms.fogColor.value.copy( fog.color );
  15167. if ( fog.isFog ) {
  15168. uniforms.fogNear.value = fog.near;
  15169. uniforms.fogFar.value = fog.far;
  15170. } else if ( fog.isFogExp2 ) {
  15171. uniforms.fogDensity.value = fog.density;
  15172. }
  15173. }
  15174. function refreshUniformsLambert( uniforms, material ) {
  15175. if ( material.emissiveMap ) {
  15176. uniforms.emissiveMap.value = material.emissiveMap;
  15177. }
  15178. }
  15179. function refreshUniformsPhong( uniforms, material ) {
  15180. uniforms.specular.value.copy( material.specular );
  15181. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15182. if ( material.emissiveMap ) {
  15183. uniforms.emissiveMap.value = material.emissiveMap;
  15184. }
  15185. if ( material.bumpMap ) {
  15186. uniforms.bumpMap.value = material.bumpMap;
  15187. uniforms.bumpScale.value = material.bumpScale;
  15188. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15189. }
  15190. if ( material.normalMap ) {
  15191. uniforms.normalMap.value = material.normalMap;
  15192. uniforms.normalScale.value.copy( material.normalScale );
  15193. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15194. }
  15195. if ( material.displacementMap ) {
  15196. uniforms.displacementMap.value = material.displacementMap;
  15197. uniforms.displacementScale.value = material.displacementScale;
  15198. uniforms.displacementBias.value = material.displacementBias;
  15199. }
  15200. }
  15201. function refreshUniformsToon( uniforms, material ) {
  15202. uniforms.specular.value.copy( material.specular );
  15203. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15204. if ( material.gradientMap ) {
  15205. uniforms.gradientMap.value = material.gradientMap;
  15206. }
  15207. if ( material.emissiveMap ) {
  15208. uniforms.emissiveMap.value = material.emissiveMap;
  15209. }
  15210. if ( material.bumpMap ) {
  15211. uniforms.bumpMap.value = material.bumpMap;
  15212. uniforms.bumpScale.value = material.bumpScale;
  15213. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15214. }
  15215. if ( material.normalMap ) {
  15216. uniforms.normalMap.value = material.normalMap;
  15217. uniforms.normalScale.value.copy( material.normalScale );
  15218. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15219. }
  15220. if ( material.displacementMap ) {
  15221. uniforms.displacementMap.value = material.displacementMap;
  15222. uniforms.displacementScale.value = material.displacementScale;
  15223. uniforms.displacementBias.value = material.displacementBias;
  15224. }
  15225. }
  15226. function refreshUniformsStandard( uniforms, material ) {
  15227. uniforms.roughness.value = material.roughness;
  15228. uniforms.metalness.value = material.metalness;
  15229. if ( material.roughnessMap ) {
  15230. uniforms.roughnessMap.value = material.roughnessMap;
  15231. }
  15232. if ( material.metalnessMap ) {
  15233. uniforms.metalnessMap.value = material.metalnessMap;
  15234. }
  15235. if ( material.emissiveMap ) {
  15236. uniforms.emissiveMap.value = material.emissiveMap;
  15237. }
  15238. if ( material.bumpMap ) {
  15239. uniforms.bumpMap.value = material.bumpMap;
  15240. uniforms.bumpScale.value = material.bumpScale;
  15241. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15242. }
  15243. if ( material.normalMap ) {
  15244. uniforms.normalMap.value = material.normalMap;
  15245. uniforms.normalScale.value.copy( material.normalScale );
  15246. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15247. }
  15248. if ( material.displacementMap ) {
  15249. uniforms.displacementMap.value = material.displacementMap;
  15250. uniforms.displacementScale.value = material.displacementScale;
  15251. uniforms.displacementBias.value = material.displacementBias;
  15252. }
  15253. if ( material.envMap ) {
  15254. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15255. uniforms.envMapIntensity.value = material.envMapIntensity;
  15256. }
  15257. }
  15258. function refreshUniformsPhysical( uniforms, material ) {
  15259. refreshUniformsStandard( uniforms, material );
  15260. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15261. uniforms.clearcoat.value = material.clearcoat;
  15262. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15263. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15264. if ( material.clearcoatNormalMap ) {
  15265. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15266. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15267. if ( material.side === BackSide ) {
  15268. uniforms.clearcoatNormalScale.value.negate();
  15269. }
  15270. }
  15271. uniforms.transparency.value = material.transparency;
  15272. }
  15273. function refreshUniformsMatcap( uniforms, material ) {
  15274. if ( material.matcap ) {
  15275. uniforms.matcap.value = material.matcap;
  15276. }
  15277. if ( material.bumpMap ) {
  15278. uniforms.bumpMap.value = material.bumpMap;
  15279. uniforms.bumpScale.value = material.bumpScale;
  15280. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15281. }
  15282. if ( material.normalMap ) {
  15283. uniforms.normalMap.value = material.normalMap;
  15284. uniforms.normalScale.value.copy( material.normalScale );
  15285. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15286. }
  15287. if ( material.displacementMap ) {
  15288. uniforms.displacementMap.value = material.displacementMap;
  15289. uniforms.displacementScale.value = material.displacementScale;
  15290. uniforms.displacementBias.value = material.displacementBias;
  15291. }
  15292. }
  15293. function refreshUniformsDepth( uniforms, material ) {
  15294. if ( material.displacementMap ) {
  15295. uniforms.displacementMap.value = material.displacementMap;
  15296. uniforms.displacementScale.value = material.displacementScale;
  15297. uniforms.displacementBias.value = material.displacementBias;
  15298. }
  15299. }
  15300. function refreshUniformsDistance( uniforms, material ) {
  15301. if ( material.displacementMap ) {
  15302. uniforms.displacementMap.value = material.displacementMap;
  15303. uniforms.displacementScale.value = material.displacementScale;
  15304. uniforms.displacementBias.value = material.displacementBias;
  15305. }
  15306. uniforms.referencePosition.value.copy( material.referencePosition );
  15307. uniforms.nearDistance.value = material.nearDistance;
  15308. uniforms.farDistance.value = material.farDistance;
  15309. }
  15310. function refreshUniformsNormal( uniforms, material ) {
  15311. if ( material.bumpMap ) {
  15312. uniforms.bumpMap.value = material.bumpMap;
  15313. uniforms.bumpScale.value = material.bumpScale;
  15314. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15315. }
  15316. if ( material.normalMap ) {
  15317. uniforms.normalMap.value = material.normalMap;
  15318. uniforms.normalScale.value.copy( material.normalScale );
  15319. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15320. }
  15321. if ( material.displacementMap ) {
  15322. uniforms.displacementMap.value = material.displacementMap;
  15323. uniforms.displacementScale.value = material.displacementScale;
  15324. uniforms.displacementBias.value = material.displacementBias;
  15325. }
  15326. }
  15327. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15328. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15329. uniforms.ambientLightColor.needsUpdate = value;
  15330. uniforms.lightProbe.needsUpdate = value;
  15331. uniforms.directionalLights.needsUpdate = value;
  15332. uniforms.pointLights.needsUpdate = value;
  15333. uniforms.spotLights.needsUpdate = value;
  15334. uniforms.rectAreaLights.needsUpdate = value;
  15335. uniforms.hemisphereLights.needsUpdate = value;
  15336. }
  15337. function materialNeedsLights( material ) {
  15338. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15339. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15340. ( material.isShaderMaterial && material.lights === true );
  15341. }
  15342. //
  15343. this.setFramebuffer = function ( value ) {
  15344. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15345. _framebuffer = value;
  15346. };
  15347. this.getActiveCubeFace = function () {
  15348. return _currentActiveCubeFace;
  15349. };
  15350. this.getActiveMipmapLevel = function () {
  15351. return _currentActiveMipmapLevel;
  15352. };
  15353. this.getRenderTarget = function () {
  15354. return _currentRenderTarget;
  15355. };
  15356. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15357. _currentRenderTarget = renderTarget;
  15358. _currentActiveCubeFace = activeCubeFace;
  15359. _currentActiveMipmapLevel = activeMipmapLevel;
  15360. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15361. textures.setupRenderTarget( renderTarget );
  15362. }
  15363. var framebuffer = _framebuffer;
  15364. var isCube = false;
  15365. if ( renderTarget ) {
  15366. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15367. if ( renderTarget.isWebGLRenderTargetCube ) {
  15368. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15369. isCube = true;
  15370. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15371. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15372. } else {
  15373. framebuffer = __webglFramebuffer;
  15374. }
  15375. _currentViewport.copy( renderTarget.viewport );
  15376. _currentScissor.copy( renderTarget.scissor );
  15377. _currentScissorTest = renderTarget.scissorTest;
  15378. } else {
  15379. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15380. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15381. _currentScissorTest = _scissorTest;
  15382. }
  15383. if ( _currentFramebuffer !== framebuffer ) {
  15384. _gl.bindFramebuffer( 36160, framebuffer );
  15385. _currentFramebuffer = framebuffer;
  15386. }
  15387. state.viewport( _currentViewport );
  15388. state.scissor( _currentScissor );
  15389. state.setScissorTest( _currentScissorTest );
  15390. if ( isCube ) {
  15391. var textureProperties = properties.get( renderTarget.texture );
  15392. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15393. }
  15394. };
  15395. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15396. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15397. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15398. return;
  15399. }
  15400. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15401. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15402. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15403. }
  15404. if ( framebuffer ) {
  15405. var restore = false;
  15406. if ( framebuffer !== _currentFramebuffer ) {
  15407. _gl.bindFramebuffer( 36160, framebuffer );
  15408. restore = true;
  15409. }
  15410. try {
  15411. var texture = renderTarget.texture;
  15412. var textureFormat = texture.format;
  15413. var textureType = texture.type;
  15414. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15415. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15416. return;
  15417. }
  15418. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15419. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15420. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15421. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15422. return;
  15423. }
  15424. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15425. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15426. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15427. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15428. }
  15429. } else {
  15430. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15431. }
  15432. } finally {
  15433. if ( restore ) {
  15434. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15435. }
  15436. }
  15437. }
  15438. };
  15439. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15440. if ( level === undefined ) { level = 0; }
  15441. var levelScale = Math.pow( 2, - level );
  15442. var width = Math.floor( texture.image.width * levelScale );
  15443. var height = Math.floor( texture.image.height * levelScale );
  15444. var glFormat = utils.convert( texture.format );
  15445. textures.setTexture2D( texture, 0 );
  15446. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15447. state.unbindTexture();
  15448. };
  15449. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15450. var width = srcTexture.image.width;
  15451. var height = srcTexture.image.height;
  15452. var glFormat = utils.convert( dstTexture.format );
  15453. var glType = utils.convert( dstTexture.type );
  15454. textures.setTexture2D( dstTexture, 0 );
  15455. if ( srcTexture.isDataTexture ) {
  15456. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15457. } else {
  15458. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15459. }
  15460. state.unbindTexture();
  15461. };
  15462. this.initTexture = function ( texture ) {
  15463. textures.setTexture2D( texture, 0 );
  15464. state.unbindTexture();
  15465. };
  15466. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15467. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15468. }
  15469. }
  15470. /**
  15471. * @author mrdoob / http://mrdoob.com/
  15472. * @author alteredq / http://alteredqualia.com/
  15473. */
  15474. function FogExp2( color, density ) {
  15475. this.name = '';
  15476. this.color = new Color( color );
  15477. this.density = ( density !== undefined ) ? density : 0.00025;
  15478. }
  15479. Object.assign( FogExp2.prototype, {
  15480. isFogExp2: true,
  15481. clone: function () {
  15482. return new FogExp2( this.color, this.density );
  15483. },
  15484. toJSON: function ( /* meta */ ) {
  15485. return {
  15486. type: 'FogExp2',
  15487. color: this.color.getHex(),
  15488. density: this.density
  15489. };
  15490. }
  15491. } );
  15492. /**
  15493. * @author mrdoob / http://mrdoob.com/
  15494. * @author alteredq / http://alteredqualia.com/
  15495. */
  15496. function Fog( color, near, far ) {
  15497. this.name = '';
  15498. this.color = new Color( color );
  15499. this.near = ( near !== undefined ) ? near : 1;
  15500. this.far = ( far !== undefined ) ? far : 1000;
  15501. }
  15502. Object.assign( Fog.prototype, {
  15503. isFog: true,
  15504. clone: function () {
  15505. return new Fog( this.color, this.near, this.far );
  15506. },
  15507. toJSON: function ( /* meta */ ) {
  15508. return {
  15509. type: 'Fog',
  15510. color: this.color.getHex(),
  15511. near: this.near,
  15512. far: this.far
  15513. };
  15514. }
  15515. } );
  15516. /**
  15517. * @author benaadams / https://twitter.com/ben_a_adams
  15518. */
  15519. function InterleavedBuffer( array, stride ) {
  15520. this.array = array;
  15521. this.stride = stride;
  15522. this.count = array !== undefined ? array.length / stride : 0;
  15523. this.usage = StaticDrawUsage;
  15524. this.updateRange = { offset: 0, count: - 1 };
  15525. this.version = 0;
  15526. }
  15527. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15528. set: function ( value ) {
  15529. if ( value === true ) { this.version ++; }
  15530. }
  15531. } );
  15532. Object.assign( InterleavedBuffer.prototype, {
  15533. isInterleavedBuffer: true,
  15534. onUploadCallback: function () {},
  15535. setUsage: function ( value ) {
  15536. this.usage = value;
  15537. return this;
  15538. },
  15539. copy: function ( source ) {
  15540. this.array = new source.array.constructor( source.array );
  15541. this.count = source.count;
  15542. this.stride = source.stride;
  15543. this.usage = source.usage;
  15544. return this;
  15545. },
  15546. copyAt: function ( index1, attribute, index2 ) {
  15547. index1 *= this.stride;
  15548. index2 *= attribute.stride;
  15549. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15550. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15551. }
  15552. return this;
  15553. },
  15554. set: function ( value, offset ) {
  15555. if ( offset === undefined ) { offset = 0; }
  15556. this.array.set( value, offset );
  15557. return this;
  15558. },
  15559. clone: function () {
  15560. return new this.constructor().copy( this );
  15561. },
  15562. onUpload: function ( callback ) {
  15563. this.onUploadCallback = callback;
  15564. return this;
  15565. }
  15566. } );
  15567. /**
  15568. * @author benaadams / https://twitter.com/ben_a_adams
  15569. */
  15570. var _vector$7 = new Vector3();
  15571. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15572. this.data = interleavedBuffer;
  15573. this.itemSize = itemSize;
  15574. this.offset = offset;
  15575. this.normalized = normalized === true;
  15576. }
  15577. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15578. count: {
  15579. get: function () {
  15580. return this.data.count;
  15581. }
  15582. },
  15583. array: {
  15584. get: function () {
  15585. return this.data.array;
  15586. }
  15587. }
  15588. } );
  15589. Object.assign( InterleavedBufferAttribute.prototype, {
  15590. isInterleavedBufferAttribute: true,
  15591. applyMatrix4: function ( m ) {
  15592. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15593. _vector$7.x = this.getX( i );
  15594. _vector$7.y = this.getY( i );
  15595. _vector$7.z = this.getZ( i );
  15596. _vector$7.applyMatrix4( m );
  15597. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  15598. }
  15599. return this;
  15600. },
  15601. setX: function ( index, x ) {
  15602. this.data.array[ index * this.data.stride + this.offset ] = x;
  15603. return this;
  15604. },
  15605. setY: function ( index, y ) {
  15606. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15607. return this;
  15608. },
  15609. setZ: function ( index, z ) {
  15610. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15611. return this;
  15612. },
  15613. setW: function ( index, w ) {
  15614. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15615. return this;
  15616. },
  15617. getX: function ( index ) {
  15618. return this.data.array[ index * this.data.stride + this.offset ];
  15619. },
  15620. getY: function ( index ) {
  15621. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15622. },
  15623. getZ: function ( index ) {
  15624. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15625. },
  15626. getW: function ( index ) {
  15627. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15628. },
  15629. setXY: function ( index, x, y ) {
  15630. index = index * this.data.stride + this.offset;
  15631. this.data.array[ index + 0 ] = x;
  15632. this.data.array[ index + 1 ] = y;
  15633. return this;
  15634. },
  15635. setXYZ: function ( index, x, y, z ) {
  15636. index = index * this.data.stride + this.offset;
  15637. this.data.array[ index + 0 ] = x;
  15638. this.data.array[ index + 1 ] = y;
  15639. this.data.array[ index + 2 ] = z;
  15640. return this;
  15641. },
  15642. setXYZW: function ( index, x, y, z, w ) {
  15643. index = index * this.data.stride + this.offset;
  15644. this.data.array[ index + 0 ] = x;
  15645. this.data.array[ index + 1 ] = y;
  15646. this.data.array[ index + 2 ] = z;
  15647. this.data.array[ index + 3 ] = w;
  15648. return this;
  15649. }
  15650. } );
  15651. /**
  15652. * @author alteredq / http://alteredqualia.com/
  15653. *
  15654. * parameters = {
  15655. * color: <hex>,
  15656. * map: new THREE.Texture( <Image> ),
  15657. * alphaMap: new THREE.Texture( <Image> ),
  15658. * rotation: <float>,
  15659. * sizeAttenuation: <bool>
  15660. * }
  15661. */
  15662. function SpriteMaterial( parameters ) {
  15663. Material.call( this );
  15664. this.type = 'SpriteMaterial';
  15665. this.color = new Color( 0xffffff );
  15666. this.map = null;
  15667. this.alphaMap = null;
  15668. this.rotation = 0;
  15669. this.sizeAttenuation = true;
  15670. this.transparent = true;
  15671. this.setValues( parameters );
  15672. }
  15673. SpriteMaterial.prototype = Object.create( Material.prototype );
  15674. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15675. SpriteMaterial.prototype.isSpriteMaterial = true;
  15676. SpriteMaterial.prototype.copy = function ( source ) {
  15677. Material.prototype.copy.call( this, source );
  15678. this.color.copy( source.color );
  15679. this.map = source.map;
  15680. this.alphaMap = source.alphaMap;
  15681. this.rotation = source.rotation;
  15682. this.sizeAttenuation = source.sizeAttenuation;
  15683. return this;
  15684. };
  15685. /**
  15686. * @author mikael emtinger / http://gomo.se/
  15687. * @author alteredq / http://alteredqualia.com/
  15688. */
  15689. var _geometry;
  15690. var _intersectPoint = new Vector3();
  15691. var _worldScale = new Vector3();
  15692. var _mvPosition = new Vector3();
  15693. var _alignedPosition = new Vector2();
  15694. var _rotatedPosition = new Vector2();
  15695. var _viewWorldMatrix = new Matrix4();
  15696. var _vA$1 = new Vector3();
  15697. var _vB$1 = new Vector3();
  15698. var _vC$1 = new Vector3();
  15699. var _uvA$1 = new Vector2();
  15700. var _uvB$1 = new Vector2();
  15701. var _uvC$1 = new Vector2();
  15702. function Sprite( material ) {
  15703. Object3D.call( this );
  15704. this.type = 'Sprite';
  15705. if ( _geometry === undefined ) {
  15706. _geometry = new BufferGeometry();
  15707. var float32Array = new Float32Array( [
  15708. - 0.5, - 0.5, 0, 0, 0,
  15709. 0.5, - 0.5, 0, 1, 0,
  15710. 0.5, 0.5, 0, 1, 1,
  15711. - 0.5, 0.5, 0, 0, 1
  15712. ] );
  15713. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15714. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15715. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15716. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15717. }
  15718. this.geometry = _geometry;
  15719. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15720. this.center = new Vector2( 0.5, 0.5 );
  15721. }
  15722. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15723. constructor: Sprite,
  15724. isSprite: true,
  15725. raycast: function ( raycaster, intersects ) {
  15726. if ( raycaster.camera === null ) {
  15727. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15728. }
  15729. _worldScale.setFromMatrixScale( this.matrixWorld );
  15730. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15731. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15732. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15733. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15734. _worldScale.multiplyScalar( - _mvPosition.z );
  15735. }
  15736. var rotation = this.material.rotation;
  15737. var sin, cos;
  15738. if ( rotation !== 0 ) {
  15739. cos = Math.cos( rotation );
  15740. sin = Math.sin( rotation );
  15741. }
  15742. var center = this.center;
  15743. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15744. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15745. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15746. _uvA$1.set( 0, 0 );
  15747. _uvB$1.set( 1, 0 );
  15748. _uvC$1.set( 1, 1 );
  15749. // check first triangle
  15750. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15751. if ( intersect === null ) {
  15752. // check second triangle
  15753. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15754. _uvB$1.set( 0, 1 );
  15755. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15756. if ( intersect === null ) {
  15757. return;
  15758. }
  15759. }
  15760. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15761. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15762. intersects.push( {
  15763. distance: distance,
  15764. point: _intersectPoint.clone(),
  15765. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15766. face: null,
  15767. object: this
  15768. } );
  15769. },
  15770. clone: function () {
  15771. return new this.constructor( this.material ).copy( this );
  15772. },
  15773. copy: function ( source ) {
  15774. Object3D.prototype.copy.call( this, source );
  15775. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15776. return this;
  15777. }
  15778. } );
  15779. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15780. // compute position in camera space
  15781. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15782. // to check if rotation is not zero
  15783. if ( sin !== undefined ) {
  15784. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15785. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15786. } else {
  15787. _rotatedPosition.copy( _alignedPosition );
  15788. }
  15789. vertexPosition.copy( mvPosition );
  15790. vertexPosition.x += _rotatedPosition.x;
  15791. vertexPosition.y += _rotatedPosition.y;
  15792. // transform to world space
  15793. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15794. }
  15795. /**
  15796. * @author mikael emtinger / http://gomo.se/
  15797. * @author alteredq / http://alteredqualia.com/
  15798. * @author mrdoob / http://mrdoob.com/
  15799. */
  15800. var _v1$4 = new Vector3();
  15801. var _v2$2 = new Vector3();
  15802. function LOD() {
  15803. Object3D.call( this );
  15804. this.type = 'LOD';
  15805. Object.defineProperties( this, {
  15806. levels: {
  15807. enumerable: true,
  15808. value: []
  15809. }
  15810. } );
  15811. this.autoUpdate = true;
  15812. }
  15813. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15814. constructor: LOD,
  15815. isLOD: true,
  15816. copy: function ( source ) {
  15817. Object3D.prototype.copy.call( this, source, false );
  15818. var levels = source.levels;
  15819. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15820. var level = levels[ i ];
  15821. this.addLevel( level.object.clone(), level.distance );
  15822. }
  15823. this.autoUpdate = source.autoUpdate;
  15824. return this;
  15825. },
  15826. addLevel: function ( object, distance ) {
  15827. if ( distance === undefined ) { distance = 0; }
  15828. distance = Math.abs( distance );
  15829. var levels = this.levels;
  15830. for ( var l = 0; l < levels.length; l ++ ) {
  15831. if ( distance < levels[ l ].distance ) {
  15832. break;
  15833. }
  15834. }
  15835. levels.splice( l, 0, { distance: distance, object: object } );
  15836. this.add( object );
  15837. return this;
  15838. },
  15839. getObjectForDistance: function ( distance ) {
  15840. var levels = this.levels;
  15841. if ( levels.length > 0 ) {
  15842. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15843. if ( distance < levels[ i ].distance ) {
  15844. break;
  15845. }
  15846. }
  15847. return levels[ i - 1 ].object;
  15848. }
  15849. return null;
  15850. },
  15851. raycast: function ( raycaster, intersects ) {
  15852. var levels = this.levels;
  15853. if ( levels.length > 0 ) {
  15854. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15855. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15856. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15857. }
  15858. },
  15859. update: function ( camera ) {
  15860. var levels = this.levels;
  15861. if ( levels.length > 1 ) {
  15862. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15863. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15864. var distance = _v1$4.distanceTo( _v2$2 );
  15865. levels[ 0 ].object.visible = true;
  15866. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15867. if ( distance >= levels[ i ].distance ) {
  15868. levels[ i - 1 ].object.visible = false;
  15869. levels[ i ].object.visible = true;
  15870. } else {
  15871. break;
  15872. }
  15873. }
  15874. for ( ; i < l; i ++ ) {
  15875. levels[ i ].object.visible = false;
  15876. }
  15877. }
  15878. },
  15879. toJSON: function ( meta ) {
  15880. var data = Object3D.prototype.toJSON.call( this, meta );
  15881. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15882. data.object.levels = [];
  15883. var levels = this.levels;
  15884. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15885. var level = levels[ i ];
  15886. data.object.levels.push( {
  15887. object: level.object.uuid,
  15888. distance: level.distance
  15889. } );
  15890. }
  15891. return data;
  15892. }
  15893. } );
  15894. /**
  15895. * @author mikael emtinger / http://gomo.se/
  15896. * @author alteredq / http://alteredqualia.com/
  15897. * @author ikerr / http://verold.com
  15898. */
  15899. function SkinnedMesh( geometry, material ) {
  15900. if ( geometry && geometry.isGeometry ) {
  15901. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15902. }
  15903. Mesh.call( this, geometry, material );
  15904. this.type = 'SkinnedMesh';
  15905. this.bindMode = 'attached';
  15906. this.bindMatrix = new Matrix4();
  15907. this.bindMatrixInverse = new Matrix4();
  15908. }
  15909. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15910. constructor: SkinnedMesh,
  15911. isSkinnedMesh: true,
  15912. bind: function ( skeleton, bindMatrix ) {
  15913. this.skeleton = skeleton;
  15914. if ( bindMatrix === undefined ) {
  15915. this.updateMatrixWorld( true );
  15916. this.skeleton.calculateInverses();
  15917. bindMatrix = this.matrixWorld;
  15918. }
  15919. this.bindMatrix.copy( bindMatrix );
  15920. this.bindMatrixInverse.getInverse( bindMatrix );
  15921. },
  15922. pose: function () {
  15923. this.skeleton.pose();
  15924. },
  15925. normalizeSkinWeights: function () {
  15926. var vector = new Vector4();
  15927. var skinWeight = this.geometry.attributes.skinWeight;
  15928. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15929. vector.x = skinWeight.getX( i );
  15930. vector.y = skinWeight.getY( i );
  15931. vector.z = skinWeight.getZ( i );
  15932. vector.w = skinWeight.getW( i );
  15933. var scale = 1.0 / vector.manhattanLength();
  15934. if ( scale !== Infinity ) {
  15935. vector.multiplyScalar( scale );
  15936. } else {
  15937. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15938. }
  15939. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15940. }
  15941. },
  15942. updateMatrixWorld: function ( force ) {
  15943. Mesh.prototype.updateMatrixWorld.call( this, force );
  15944. if ( this.bindMode === 'attached' ) {
  15945. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15946. } else if ( this.bindMode === 'detached' ) {
  15947. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15948. } else {
  15949. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15950. }
  15951. },
  15952. clone: function () {
  15953. return new this.constructor( this.geometry, this.material ).copy( this );
  15954. }
  15955. } );
  15956. /**
  15957. * @author mikael emtinger / http://gomo.se/
  15958. * @author alteredq / http://alteredqualia.com/
  15959. * @author michael guerrero / http://realitymeltdown.com
  15960. * @author ikerr / http://verold.com
  15961. */
  15962. var _offsetMatrix = new Matrix4();
  15963. var _identityMatrix = new Matrix4();
  15964. function Skeleton( bones, boneInverses ) {
  15965. // copy the bone array
  15966. bones = bones || [];
  15967. this.bones = bones.slice( 0 );
  15968. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15969. this.frame = - 1;
  15970. // use the supplied bone inverses or calculate the inverses
  15971. if ( boneInverses === undefined ) {
  15972. this.calculateInverses();
  15973. } else {
  15974. if ( this.bones.length === boneInverses.length ) {
  15975. this.boneInverses = boneInverses.slice( 0 );
  15976. } else {
  15977. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15978. this.boneInverses = [];
  15979. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15980. this.boneInverses.push( new Matrix4() );
  15981. }
  15982. }
  15983. }
  15984. }
  15985. Object.assign( Skeleton.prototype, {
  15986. calculateInverses: function () {
  15987. this.boneInverses = [];
  15988. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15989. var inverse = new Matrix4();
  15990. if ( this.bones[ i ] ) {
  15991. inverse.getInverse( this.bones[ i ].matrixWorld );
  15992. }
  15993. this.boneInverses.push( inverse );
  15994. }
  15995. },
  15996. pose: function () {
  15997. var bone, i, il;
  15998. // recover the bind-time world matrices
  15999. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16000. bone = this.bones[ i ];
  16001. if ( bone ) {
  16002. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16003. }
  16004. }
  16005. // compute the local matrices, positions, rotations and scales
  16006. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16007. bone = this.bones[ i ];
  16008. if ( bone ) {
  16009. if ( bone.parent && bone.parent.isBone ) {
  16010. bone.matrix.getInverse( bone.parent.matrixWorld );
  16011. bone.matrix.multiply( bone.matrixWorld );
  16012. } else {
  16013. bone.matrix.copy( bone.matrixWorld );
  16014. }
  16015. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16016. }
  16017. }
  16018. },
  16019. update: function () {
  16020. var bones = this.bones;
  16021. var boneInverses = this.boneInverses;
  16022. var boneMatrices = this.boneMatrices;
  16023. var boneTexture = this.boneTexture;
  16024. // flatten bone matrices to array
  16025. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16026. // compute the offset between the current and the original transform
  16027. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16028. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16029. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16030. }
  16031. if ( boneTexture !== undefined ) {
  16032. boneTexture.needsUpdate = true;
  16033. }
  16034. },
  16035. clone: function () {
  16036. return new Skeleton( this.bones, this.boneInverses );
  16037. },
  16038. getBoneByName: function ( name ) {
  16039. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16040. var bone = this.bones[ i ];
  16041. if ( bone.name === name ) {
  16042. return bone;
  16043. }
  16044. }
  16045. return undefined;
  16046. }
  16047. } );
  16048. /**
  16049. * @author mikael emtinger / http://gomo.se/
  16050. * @author alteredq / http://alteredqualia.com/
  16051. * @author ikerr / http://verold.com
  16052. */
  16053. function Bone() {
  16054. Object3D.call( this );
  16055. this.type = 'Bone';
  16056. }
  16057. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16058. constructor: Bone,
  16059. isBone: true
  16060. } );
  16061. /**
  16062. * @author mrdoob / http://mrdoob.com/
  16063. */
  16064. var _instanceLocalMatrix = new Matrix4();
  16065. var _instanceWorldMatrix = new Matrix4();
  16066. var _instanceIntersects = [];
  16067. var _mesh = new Mesh();
  16068. function InstancedMesh( geometry, material, count ) {
  16069. Mesh.call( this, geometry, material );
  16070. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16071. this.count = count;
  16072. }
  16073. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16074. constructor: InstancedMesh,
  16075. isInstancedMesh: true,
  16076. getMatrixAt: function ( index, matrix ) {
  16077. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16078. },
  16079. raycast: function ( raycaster, intersects ) {
  16080. var matrixWorld = this.matrixWorld;
  16081. var raycastTimes = this.count;
  16082. _mesh.geometry = this.geometry;
  16083. _mesh.material = this.material;
  16084. if ( _mesh.material === undefined ) { return; }
  16085. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16086. // calculate the world matrix for each instance
  16087. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16088. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16089. // the mesh represents this single instance
  16090. _mesh.matrixWorld = _instanceWorldMatrix;
  16091. _mesh.raycast( raycaster, _instanceIntersects );
  16092. // process the result of raycast
  16093. if ( _instanceIntersects.length > 0 ) {
  16094. _instanceIntersects[ 0 ].instanceId = instanceId;
  16095. _instanceIntersects[ 0 ].object = this;
  16096. intersects.push( _instanceIntersects[ 0 ] );
  16097. _instanceIntersects.length = 0;
  16098. }
  16099. }
  16100. },
  16101. setMatrixAt: function ( index, matrix ) {
  16102. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16103. },
  16104. updateMorphTargets: function () {
  16105. }
  16106. } );
  16107. /**
  16108. * @author mrdoob / http://mrdoob.com/
  16109. * @author alteredq / http://alteredqualia.com/
  16110. *
  16111. * parameters = {
  16112. * color: <hex>,
  16113. * opacity: <float>,
  16114. *
  16115. * linewidth: <float>,
  16116. * linecap: "round",
  16117. * linejoin: "round"
  16118. * }
  16119. */
  16120. function LineBasicMaterial( parameters ) {
  16121. Material.call( this );
  16122. this.type = 'LineBasicMaterial';
  16123. this.color = new Color( 0xffffff );
  16124. this.linewidth = 1;
  16125. this.linecap = 'round';
  16126. this.linejoin = 'round';
  16127. this.setValues( parameters );
  16128. }
  16129. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16130. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16131. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16132. LineBasicMaterial.prototype.copy = function ( source ) {
  16133. Material.prototype.copy.call( this, source );
  16134. this.color.copy( source.color );
  16135. this.linewidth = source.linewidth;
  16136. this.linecap = source.linecap;
  16137. this.linejoin = source.linejoin;
  16138. return this;
  16139. };
  16140. /**
  16141. * @author mrdoob / http://mrdoob.com/
  16142. */
  16143. var _start = new Vector3();
  16144. var _end = new Vector3();
  16145. var _inverseMatrix$1 = new Matrix4();
  16146. var _ray$1 = new Ray();
  16147. var _sphere$2 = new Sphere();
  16148. function Line( geometry, material, mode ) {
  16149. if ( mode === 1 ) {
  16150. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16151. }
  16152. Object3D.call( this );
  16153. this.type = 'Line';
  16154. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16155. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16156. }
  16157. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16158. constructor: Line,
  16159. isLine: true,
  16160. computeLineDistances: function () {
  16161. var geometry = this.geometry;
  16162. if ( geometry.isBufferGeometry ) {
  16163. // we assume non-indexed geometry
  16164. if ( geometry.index === null ) {
  16165. var positionAttribute = geometry.attributes.position;
  16166. var lineDistances = [ 0 ];
  16167. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16168. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16169. _end.fromBufferAttribute( positionAttribute, i );
  16170. lineDistances[ i ] = lineDistances[ i - 1 ];
  16171. lineDistances[ i ] += _start.distanceTo( _end );
  16172. }
  16173. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16174. } else {
  16175. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16176. }
  16177. } else if ( geometry.isGeometry ) {
  16178. var vertices = geometry.vertices;
  16179. var lineDistances = geometry.lineDistances;
  16180. lineDistances[ 0 ] = 0;
  16181. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16182. lineDistances[ i ] = lineDistances[ i - 1 ];
  16183. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16184. }
  16185. }
  16186. return this;
  16187. },
  16188. raycast: function ( raycaster, intersects ) {
  16189. var precision = raycaster.linePrecision;
  16190. var geometry = this.geometry;
  16191. var matrixWorld = this.matrixWorld;
  16192. // Checking boundingSphere distance to ray
  16193. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16194. _sphere$2.copy( geometry.boundingSphere );
  16195. _sphere$2.applyMatrix4( matrixWorld );
  16196. _sphere$2.radius += precision;
  16197. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16198. //
  16199. _inverseMatrix$1.getInverse( matrixWorld );
  16200. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16201. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16202. var localPrecisionSq = localPrecision * localPrecision;
  16203. var vStart = new Vector3();
  16204. var vEnd = new Vector3();
  16205. var interSegment = new Vector3();
  16206. var interRay = new Vector3();
  16207. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16208. if ( geometry.isBufferGeometry ) {
  16209. var index = geometry.index;
  16210. var attributes = geometry.attributes;
  16211. var positions = attributes.position.array;
  16212. if ( index !== null ) {
  16213. var indices = index.array;
  16214. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16215. var a = indices[ i ];
  16216. var b = indices[ i + 1 ];
  16217. vStart.fromArray( positions, a * 3 );
  16218. vEnd.fromArray( positions, b * 3 );
  16219. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16220. if ( distSq > localPrecisionSq ) { continue; }
  16221. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16222. var distance = raycaster.ray.origin.distanceTo( interRay );
  16223. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16224. intersects.push( {
  16225. distance: distance,
  16226. // What do we want? intersection point on the ray or on the segment??
  16227. // point: raycaster.ray.at( distance ),
  16228. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16229. index: i,
  16230. face: null,
  16231. faceIndex: null,
  16232. object: this
  16233. } );
  16234. }
  16235. } else {
  16236. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16237. vStart.fromArray( positions, 3 * i );
  16238. vEnd.fromArray( positions, 3 * i + 3 );
  16239. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16240. if ( distSq > localPrecisionSq ) { continue; }
  16241. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16242. var distance = raycaster.ray.origin.distanceTo( interRay );
  16243. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16244. intersects.push( {
  16245. distance: distance,
  16246. // What do we want? intersection point on the ray or on the segment??
  16247. // point: raycaster.ray.at( distance ),
  16248. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16249. index: i,
  16250. face: null,
  16251. faceIndex: null,
  16252. object: this
  16253. } );
  16254. }
  16255. }
  16256. } else if ( geometry.isGeometry ) {
  16257. var vertices = geometry.vertices;
  16258. var nbVertices = vertices.length;
  16259. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16260. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16261. if ( distSq > localPrecisionSq ) { continue; }
  16262. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16263. var distance = raycaster.ray.origin.distanceTo( interRay );
  16264. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16265. intersects.push( {
  16266. distance: distance,
  16267. // What do we want? intersection point on the ray or on the segment??
  16268. // point: raycaster.ray.at( distance ),
  16269. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16270. index: i,
  16271. face: null,
  16272. faceIndex: null,
  16273. object: this
  16274. } );
  16275. }
  16276. }
  16277. },
  16278. clone: function () {
  16279. return new this.constructor( this.geometry, this.material ).copy( this );
  16280. }
  16281. } );
  16282. /**
  16283. * @author mrdoob / http://mrdoob.com/
  16284. */
  16285. var _start$1 = new Vector3();
  16286. var _end$1 = new Vector3();
  16287. function LineSegments( geometry, material ) {
  16288. Line.call( this, geometry, material );
  16289. this.type = 'LineSegments';
  16290. }
  16291. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16292. constructor: LineSegments,
  16293. isLineSegments: true,
  16294. computeLineDistances: function () {
  16295. var geometry = this.geometry;
  16296. if ( geometry.isBufferGeometry ) {
  16297. // we assume non-indexed geometry
  16298. if ( geometry.index === null ) {
  16299. var positionAttribute = geometry.attributes.position;
  16300. var lineDistances = [];
  16301. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16302. _start$1.fromBufferAttribute( positionAttribute, i );
  16303. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16304. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16305. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16306. }
  16307. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16308. } else {
  16309. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16310. }
  16311. } else if ( geometry.isGeometry ) {
  16312. var vertices = geometry.vertices;
  16313. var lineDistances = geometry.lineDistances;
  16314. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16315. _start$1.copy( vertices[ i ] );
  16316. _end$1.copy( vertices[ i + 1 ] );
  16317. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16318. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16319. }
  16320. }
  16321. return this;
  16322. }
  16323. } );
  16324. /**
  16325. * @author mgreter / http://github.com/mgreter
  16326. */
  16327. function LineLoop( geometry, material ) {
  16328. Line.call( this, geometry, material );
  16329. this.type = 'LineLoop';
  16330. }
  16331. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16332. constructor: LineLoop,
  16333. isLineLoop: true,
  16334. } );
  16335. /**
  16336. * @author mrdoob / http://mrdoob.com/
  16337. * @author alteredq / http://alteredqualia.com/
  16338. *
  16339. * parameters = {
  16340. * color: <hex>,
  16341. * opacity: <float>,
  16342. * map: new THREE.Texture( <Image> ),
  16343. * alphaMap: new THREE.Texture( <Image> ),
  16344. *
  16345. * size: <float>,
  16346. * sizeAttenuation: <bool>
  16347. *
  16348. * morphTargets: <bool>
  16349. * }
  16350. */
  16351. function PointsMaterial( parameters ) {
  16352. Material.call( this );
  16353. this.type = 'PointsMaterial';
  16354. this.color = new Color( 0xffffff );
  16355. this.map = null;
  16356. this.alphaMap = null;
  16357. this.size = 1;
  16358. this.sizeAttenuation = true;
  16359. this.morphTargets = false;
  16360. this.setValues( parameters );
  16361. }
  16362. PointsMaterial.prototype = Object.create( Material.prototype );
  16363. PointsMaterial.prototype.constructor = PointsMaterial;
  16364. PointsMaterial.prototype.isPointsMaterial = true;
  16365. PointsMaterial.prototype.copy = function ( source ) {
  16366. Material.prototype.copy.call( this, source );
  16367. this.color.copy( source.color );
  16368. this.map = source.map;
  16369. this.alphaMap = source.alphaMap;
  16370. this.size = source.size;
  16371. this.sizeAttenuation = source.sizeAttenuation;
  16372. this.morphTargets = source.morphTargets;
  16373. return this;
  16374. };
  16375. /**
  16376. * @author alteredq / http://alteredqualia.com/
  16377. */
  16378. var _inverseMatrix$2 = new Matrix4();
  16379. var _ray$2 = new Ray();
  16380. var _sphere$3 = new Sphere();
  16381. var _position$1 = new Vector3();
  16382. function Points( geometry, material ) {
  16383. Object3D.call( this );
  16384. this.type = 'Points';
  16385. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16386. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16387. this.updateMorphTargets();
  16388. }
  16389. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16390. constructor: Points,
  16391. isPoints: true,
  16392. raycast: function ( raycaster, intersects ) {
  16393. var geometry = this.geometry;
  16394. var matrixWorld = this.matrixWorld;
  16395. var threshold = raycaster.params.Points.threshold;
  16396. // Checking boundingSphere distance to ray
  16397. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16398. _sphere$3.copy( geometry.boundingSphere );
  16399. _sphere$3.applyMatrix4( matrixWorld );
  16400. _sphere$3.radius += threshold;
  16401. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16402. //
  16403. _inverseMatrix$2.getInverse( matrixWorld );
  16404. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16405. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16406. var localThresholdSq = localThreshold * localThreshold;
  16407. if ( geometry.isBufferGeometry ) {
  16408. var index = geometry.index;
  16409. var attributes = geometry.attributes;
  16410. var positions = attributes.position.array;
  16411. if ( index !== null ) {
  16412. var indices = index.array;
  16413. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16414. var a = indices[ i ];
  16415. _position$1.fromArray( positions, a * 3 );
  16416. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16417. }
  16418. } else {
  16419. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16420. _position$1.fromArray( positions, i * 3 );
  16421. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16422. }
  16423. }
  16424. } else {
  16425. var vertices = geometry.vertices;
  16426. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16427. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16428. }
  16429. }
  16430. },
  16431. updateMorphTargets: function () {
  16432. var geometry = this.geometry;
  16433. var m, ml, name;
  16434. if ( geometry.isBufferGeometry ) {
  16435. var morphAttributes = geometry.morphAttributes;
  16436. var keys = Object.keys( morphAttributes );
  16437. if ( keys.length > 0 ) {
  16438. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16439. if ( morphAttribute !== undefined ) {
  16440. this.morphTargetInfluences = [];
  16441. this.morphTargetDictionary = {};
  16442. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16443. name = morphAttribute[ m ].name || String( m );
  16444. this.morphTargetInfluences.push( 0 );
  16445. this.morphTargetDictionary[ name ] = m;
  16446. }
  16447. }
  16448. }
  16449. } else {
  16450. var morphTargets = geometry.morphTargets;
  16451. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16452. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16453. }
  16454. }
  16455. },
  16456. clone: function () {
  16457. return new this.constructor( this.geometry, this.material ).copy( this );
  16458. }
  16459. } );
  16460. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16461. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16462. if ( rayPointDistanceSq < localThresholdSq ) {
  16463. var intersectPoint = new Vector3();
  16464. _ray$2.closestPointToPoint( point, intersectPoint );
  16465. intersectPoint.applyMatrix4( matrixWorld );
  16466. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16467. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16468. intersects.push( {
  16469. distance: distance,
  16470. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16471. point: intersectPoint,
  16472. index: index,
  16473. face: null,
  16474. object: object
  16475. } );
  16476. }
  16477. }
  16478. /**
  16479. * @author mrdoob / http://mrdoob.com/
  16480. */
  16481. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16482. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16483. this.format = format !== undefined ? format : RGBFormat;
  16484. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16485. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16486. this.generateMipmaps = false;
  16487. }
  16488. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16489. constructor: VideoTexture,
  16490. isVideoTexture: true,
  16491. update: function () {
  16492. var video = this.image;
  16493. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16494. this.needsUpdate = true;
  16495. }
  16496. }
  16497. } );
  16498. /**
  16499. * @author alteredq / http://alteredqualia.com/
  16500. */
  16501. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16502. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16503. this.image = { width: width, height: height };
  16504. this.mipmaps = mipmaps;
  16505. // no flipping for cube textures
  16506. // (also flipping doesn't work for compressed textures )
  16507. this.flipY = false;
  16508. // can't generate mipmaps for compressed textures
  16509. // mips must be embedded in DDS files
  16510. this.generateMipmaps = false;
  16511. }
  16512. CompressedTexture.prototype = Object.create( Texture.prototype );
  16513. CompressedTexture.prototype.constructor = CompressedTexture;
  16514. CompressedTexture.prototype.isCompressedTexture = true;
  16515. /**
  16516. * @author mrdoob / http://mrdoob.com/
  16517. */
  16518. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16519. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16520. this.needsUpdate = true;
  16521. }
  16522. CanvasTexture.prototype = Object.create( Texture.prototype );
  16523. CanvasTexture.prototype.constructor = CanvasTexture;
  16524. CanvasTexture.prototype.isCanvasTexture = true;
  16525. /**
  16526. * @author Matt DesLauriers / @mattdesl
  16527. * @author atix / arthursilber.de
  16528. */
  16529. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16530. format = format !== undefined ? format : DepthFormat;
  16531. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16532. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16533. }
  16534. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16535. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16536. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16537. this.image = { width: width, height: height };
  16538. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16539. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16540. this.flipY = false;
  16541. this.generateMipmaps = false;
  16542. }
  16543. DepthTexture.prototype = Object.create( Texture.prototype );
  16544. DepthTexture.prototype.constructor = DepthTexture;
  16545. DepthTexture.prototype.isDepthTexture = true;
  16546. /**
  16547. * @author mrdoob / http://mrdoob.com/
  16548. * @author Mugen87 / https://github.com/Mugen87
  16549. */
  16550. function WireframeGeometry( geometry ) {
  16551. BufferGeometry.call( this );
  16552. this.type = 'WireframeGeometry';
  16553. // buffer
  16554. var vertices = [];
  16555. // helper variables
  16556. var i, j, l, o, ol;
  16557. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16558. var key, keys = [ 'a', 'b', 'c' ];
  16559. var vertex;
  16560. // different logic for Geometry and BufferGeometry
  16561. if ( geometry && geometry.isGeometry ) {
  16562. // create a data structure that contains all edges without duplicates
  16563. var faces = geometry.faces;
  16564. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16565. var face = faces[ i ];
  16566. for ( j = 0; j < 3; j ++ ) {
  16567. edge1 = face[ keys[ j ] ];
  16568. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16569. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16570. edge[ 1 ] = Math.max( edge1, edge2 );
  16571. key = edge[ 0 ] + ',' + edge[ 1 ];
  16572. if ( edges[ key ] === undefined ) {
  16573. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16574. }
  16575. }
  16576. }
  16577. // generate vertices
  16578. for ( key in edges ) {
  16579. e = edges[ key ];
  16580. vertex = geometry.vertices[ e.index1 ];
  16581. vertices.push( vertex.x, vertex.y, vertex.z );
  16582. vertex = geometry.vertices[ e.index2 ];
  16583. vertices.push( vertex.x, vertex.y, vertex.z );
  16584. }
  16585. } else if ( geometry && geometry.isBufferGeometry ) {
  16586. var position, indices, groups;
  16587. var group, start, count;
  16588. var index1, index2;
  16589. vertex = new Vector3();
  16590. if ( geometry.index !== null ) {
  16591. // indexed BufferGeometry
  16592. position = geometry.attributes.position;
  16593. indices = geometry.index;
  16594. groups = geometry.groups;
  16595. if ( groups.length === 0 ) {
  16596. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16597. }
  16598. // create a data structure that contains all eges without duplicates
  16599. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16600. group = groups[ o ];
  16601. start = group.start;
  16602. count = group.count;
  16603. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16604. for ( j = 0; j < 3; j ++ ) {
  16605. edge1 = indices.getX( i + j );
  16606. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16607. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16608. edge[ 1 ] = Math.max( edge1, edge2 );
  16609. key = edge[ 0 ] + ',' + edge[ 1 ];
  16610. if ( edges[ key ] === undefined ) {
  16611. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16612. }
  16613. }
  16614. }
  16615. }
  16616. // generate vertices
  16617. for ( key in edges ) {
  16618. e = edges[ key ];
  16619. vertex.fromBufferAttribute( position, e.index1 );
  16620. vertices.push( vertex.x, vertex.y, vertex.z );
  16621. vertex.fromBufferAttribute( position, e.index2 );
  16622. vertices.push( vertex.x, vertex.y, vertex.z );
  16623. }
  16624. } else {
  16625. // non-indexed BufferGeometry
  16626. position = geometry.attributes.position;
  16627. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16628. for ( j = 0; j < 3; j ++ ) {
  16629. // three edges per triangle, an edge is represented as (index1, index2)
  16630. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16631. index1 = 3 * i + j;
  16632. vertex.fromBufferAttribute( position, index1 );
  16633. vertices.push( vertex.x, vertex.y, vertex.z );
  16634. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16635. vertex.fromBufferAttribute( position, index2 );
  16636. vertices.push( vertex.x, vertex.y, vertex.z );
  16637. }
  16638. }
  16639. }
  16640. }
  16641. // build geometry
  16642. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16643. }
  16644. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16645. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16646. /**
  16647. * @author zz85 / https://github.com/zz85
  16648. * @author Mugen87 / https://github.com/Mugen87
  16649. *
  16650. * Parametric Surfaces Geometry
  16651. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16652. */
  16653. // ParametricGeometry
  16654. function ParametricGeometry( func, slices, stacks ) {
  16655. Geometry.call( this );
  16656. this.type = 'ParametricGeometry';
  16657. this.parameters = {
  16658. func: func,
  16659. slices: slices,
  16660. stacks: stacks
  16661. };
  16662. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16663. this.mergeVertices();
  16664. }
  16665. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16666. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16667. // ParametricBufferGeometry
  16668. function ParametricBufferGeometry( func, slices, stacks ) {
  16669. BufferGeometry.call( this );
  16670. this.type = 'ParametricBufferGeometry';
  16671. this.parameters = {
  16672. func: func,
  16673. slices: slices,
  16674. stacks: stacks
  16675. };
  16676. // buffers
  16677. var indices = [];
  16678. var vertices = [];
  16679. var normals = [];
  16680. var uvs = [];
  16681. var EPS = 0.00001;
  16682. var normal = new Vector3();
  16683. var p0 = new Vector3(), p1 = new Vector3();
  16684. var pu = new Vector3(), pv = new Vector3();
  16685. var i, j;
  16686. if ( func.length < 3 ) {
  16687. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16688. }
  16689. // generate vertices, normals and uvs
  16690. var sliceCount = slices + 1;
  16691. for ( i = 0; i <= stacks; i ++ ) {
  16692. var v = i / stacks;
  16693. for ( j = 0; j <= slices; j ++ ) {
  16694. var u = j / slices;
  16695. // vertex
  16696. func( u, v, p0 );
  16697. vertices.push( p0.x, p0.y, p0.z );
  16698. // normal
  16699. // approximate tangent vectors via finite differences
  16700. if ( u - EPS >= 0 ) {
  16701. func( u - EPS, v, p1 );
  16702. pu.subVectors( p0, p1 );
  16703. } else {
  16704. func( u + EPS, v, p1 );
  16705. pu.subVectors( p1, p0 );
  16706. }
  16707. if ( v - EPS >= 0 ) {
  16708. func( u, v - EPS, p1 );
  16709. pv.subVectors( p0, p1 );
  16710. } else {
  16711. func( u, v + EPS, p1 );
  16712. pv.subVectors( p1, p0 );
  16713. }
  16714. // cross product of tangent vectors returns surface normal
  16715. normal.crossVectors( pu, pv ).normalize();
  16716. normals.push( normal.x, normal.y, normal.z );
  16717. // uv
  16718. uvs.push( u, v );
  16719. }
  16720. }
  16721. // generate indices
  16722. for ( i = 0; i < stacks; i ++ ) {
  16723. for ( j = 0; j < slices; j ++ ) {
  16724. var a = i * sliceCount + j;
  16725. var b = i * sliceCount + j + 1;
  16726. var c = ( i + 1 ) * sliceCount + j + 1;
  16727. var d = ( i + 1 ) * sliceCount + j;
  16728. // faces one and two
  16729. indices.push( a, b, d );
  16730. indices.push( b, c, d );
  16731. }
  16732. }
  16733. // build geometry
  16734. this.setIndex( indices );
  16735. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16736. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16737. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16738. }
  16739. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16740. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16741. /**
  16742. * @author clockworkgeek / https://github.com/clockworkgeek
  16743. * @author timothypratley / https://github.com/timothypratley
  16744. * @author WestLangley / http://github.com/WestLangley
  16745. * @author Mugen87 / https://github.com/Mugen87
  16746. */
  16747. // PolyhedronGeometry
  16748. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16749. Geometry.call( this );
  16750. this.type = 'PolyhedronGeometry';
  16751. this.parameters = {
  16752. vertices: vertices,
  16753. indices: indices,
  16754. radius: radius,
  16755. detail: detail
  16756. };
  16757. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16758. this.mergeVertices();
  16759. }
  16760. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16761. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16762. // PolyhedronBufferGeometry
  16763. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16764. BufferGeometry.call( this );
  16765. this.type = 'PolyhedronBufferGeometry';
  16766. this.parameters = {
  16767. vertices: vertices,
  16768. indices: indices,
  16769. radius: radius,
  16770. detail: detail
  16771. };
  16772. radius = radius || 1;
  16773. detail = detail || 0;
  16774. // default buffer data
  16775. var vertexBuffer = [];
  16776. var uvBuffer = [];
  16777. // the subdivision creates the vertex buffer data
  16778. subdivide( detail );
  16779. // all vertices should lie on a conceptual sphere with a given radius
  16780. applyRadius( radius );
  16781. // finally, create the uv data
  16782. generateUVs();
  16783. // build non-indexed geometry
  16784. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16785. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16786. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16787. if ( detail === 0 ) {
  16788. this.computeVertexNormals(); // flat normals
  16789. } else {
  16790. this.normalizeNormals(); // smooth normals
  16791. }
  16792. // helper functions
  16793. function subdivide( detail ) {
  16794. var a = new Vector3();
  16795. var b = new Vector3();
  16796. var c = new Vector3();
  16797. // iterate over all faces and apply a subdivison with the given detail value
  16798. for ( var i = 0; i < indices.length; i += 3 ) {
  16799. // get the vertices of the face
  16800. getVertexByIndex( indices[ i + 0 ], a );
  16801. getVertexByIndex( indices[ i + 1 ], b );
  16802. getVertexByIndex( indices[ i + 2 ], c );
  16803. // perform subdivision
  16804. subdivideFace( a, b, c, detail );
  16805. }
  16806. }
  16807. function subdivideFace( a, b, c, detail ) {
  16808. var cols = Math.pow( 2, detail );
  16809. // we use this multidimensional array as a data structure for creating the subdivision
  16810. var v = [];
  16811. var i, j;
  16812. // construct all of the vertices for this subdivision
  16813. for ( i = 0; i <= cols; i ++ ) {
  16814. v[ i ] = [];
  16815. var aj = a.clone().lerp( c, i / cols );
  16816. var bj = b.clone().lerp( c, i / cols );
  16817. var rows = cols - i;
  16818. for ( j = 0; j <= rows; j ++ ) {
  16819. if ( j === 0 && i === cols ) {
  16820. v[ i ][ j ] = aj;
  16821. } else {
  16822. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16823. }
  16824. }
  16825. }
  16826. // construct all of the faces
  16827. for ( i = 0; i < cols; i ++ ) {
  16828. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16829. var k = Math.floor( j / 2 );
  16830. if ( j % 2 === 0 ) {
  16831. pushVertex( v[ i ][ k + 1 ] );
  16832. pushVertex( v[ i + 1 ][ k ] );
  16833. pushVertex( v[ i ][ k ] );
  16834. } else {
  16835. pushVertex( v[ i ][ k + 1 ] );
  16836. pushVertex( v[ i + 1 ][ k + 1 ] );
  16837. pushVertex( v[ i + 1 ][ k ] );
  16838. }
  16839. }
  16840. }
  16841. }
  16842. function applyRadius( radius ) {
  16843. var vertex = new Vector3();
  16844. // iterate over the entire buffer and apply the radius to each vertex
  16845. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16846. vertex.x = vertexBuffer[ i + 0 ];
  16847. vertex.y = vertexBuffer[ i + 1 ];
  16848. vertex.z = vertexBuffer[ i + 2 ];
  16849. vertex.normalize().multiplyScalar( radius );
  16850. vertexBuffer[ i + 0 ] = vertex.x;
  16851. vertexBuffer[ i + 1 ] = vertex.y;
  16852. vertexBuffer[ i + 2 ] = vertex.z;
  16853. }
  16854. }
  16855. function generateUVs() {
  16856. var vertex = new Vector3();
  16857. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16858. vertex.x = vertexBuffer[ i + 0 ];
  16859. vertex.y = vertexBuffer[ i + 1 ];
  16860. vertex.z = vertexBuffer[ i + 2 ];
  16861. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16862. var v = inclination( vertex ) / Math.PI + 0.5;
  16863. uvBuffer.push( u, 1 - v );
  16864. }
  16865. correctUVs();
  16866. correctSeam();
  16867. }
  16868. function correctSeam() {
  16869. // handle case when face straddles the seam, see #3269
  16870. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16871. // uv data of a single face
  16872. var x0 = uvBuffer[ i + 0 ];
  16873. var x1 = uvBuffer[ i + 2 ];
  16874. var x2 = uvBuffer[ i + 4 ];
  16875. var max = Math.max( x0, x1, x2 );
  16876. var min = Math.min( x0, x1, x2 );
  16877. // 0.9 is somewhat arbitrary
  16878. if ( max > 0.9 && min < 0.1 ) {
  16879. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16880. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16881. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16882. }
  16883. }
  16884. }
  16885. function pushVertex( vertex ) {
  16886. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16887. }
  16888. function getVertexByIndex( index, vertex ) {
  16889. var stride = index * 3;
  16890. vertex.x = vertices[ stride + 0 ];
  16891. vertex.y = vertices[ stride + 1 ];
  16892. vertex.z = vertices[ stride + 2 ];
  16893. }
  16894. function correctUVs() {
  16895. var a = new Vector3();
  16896. var b = new Vector3();
  16897. var c = new Vector3();
  16898. var centroid = new Vector3();
  16899. var uvA = new Vector2();
  16900. var uvB = new Vector2();
  16901. var uvC = new Vector2();
  16902. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16903. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16904. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16905. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16906. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16907. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16908. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16909. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16910. var azi = azimuth( centroid );
  16911. correctUV( uvA, j + 0, a, azi );
  16912. correctUV( uvB, j + 2, b, azi );
  16913. correctUV( uvC, j + 4, c, azi );
  16914. }
  16915. }
  16916. function correctUV( uv, stride, vector, azimuth ) {
  16917. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16918. uvBuffer[ stride ] = uv.x - 1;
  16919. }
  16920. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16921. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16922. }
  16923. }
  16924. // Angle around the Y axis, counter-clockwise when looking from above.
  16925. function azimuth( vector ) {
  16926. return Math.atan2( vector.z, - vector.x );
  16927. }
  16928. // Angle above the XZ plane.
  16929. function inclination( vector ) {
  16930. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16931. }
  16932. }
  16933. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16934. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16935. /**
  16936. * @author timothypratley / https://github.com/timothypratley
  16937. * @author Mugen87 / https://github.com/Mugen87
  16938. */
  16939. // TetrahedronGeometry
  16940. function TetrahedronGeometry( radius, detail ) {
  16941. Geometry.call( this );
  16942. this.type = 'TetrahedronGeometry';
  16943. this.parameters = {
  16944. radius: radius,
  16945. detail: detail
  16946. };
  16947. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16948. this.mergeVertices();
  16949. }
  16950. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16951. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16952. // TetrahedronBufferGeometry
  16953. function TetrahedronBufferGeometry( radius, detail ) {
  16954. var vertices = [
  16955. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16956. ];
  16957. var indices = [
  16958. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16959. ];
  16960. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16961. this.type = 'TetrahedronBufferGeometry';
  16962. this.parameters = {
  16963. radius: radius,
  16964. detail: detail
  16965. };
  16966. }
  16967. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16968. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16969. /**
  16970. * @author timothypratley / https://github.com/timothypratley
  16971. * @author Mugen87 / https://github.com/Mugen87
  16972. */
  16973. // OctahedronGeometry
  16974. function OctahedronGeometry( radius, detail ) {
  16975. Geometry.call( this );
  16976. this.type = 'OctahedronGeometry';
  16977. this.parameters = {
  16978. radius: radius,
  16979. detail: detail
  16980. };
  16981. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16982. this.mergeVertices();
  16983. }
  16984. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16985. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16986. // OctahedronBufferGeometry
  16987. function OctahedronBufferGeometry( radius, detail ) {
  16988. var vertices = [
  16989. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16990. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16991. ];
  16992. var indices = [
  16993. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16994. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16995. 1, 3, 4, 1, 4, 2
  16996. ];
  16997. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16998. this.type = 'OctahedronBufferGeometry';
  16999. this.parameters = {
  17000. radius: radius,
  17001. detail: detail
  17002. };
  17003. }
  17004. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17005. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17006. /**
  17007. * @author timothypratley / https://github.com/timothypratley
  17008. * @author Mugen87 / https://github.com/Mugen87
  17009. */
  17010. // IcosahedronGeometry
  17011. function IcosahedronGeometry( radius, detail ) {
  17012. Geometry.call( this );
  17013. this.type = 'IcosahedronGeometry';
  17014. this.parameters = {
  17015. radius: radius,
  17016. detail: detail
  17017. };
  17018. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17019. this.mergeVertices();
  17020. }
  17021. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17022. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17023. // IcosahedronBufferGeometry
  17024. function IcosahedronBufferGeometry( radius, detail ) {
  17025. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17026. var vertices = [
  17027. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17028. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17029. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17030. ];
  17031. var indices = [
  17032. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17033. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17034. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17035. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17036. ];
  17037. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17038. this.type = 'IcosahedronBufferGeometry';
  17039. this.parameters = {
  17040. radius: radius,
  17041. detail: detail
  17042. };
  17043. }
  17044. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17045. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17046. /**
  17047. * @author Abe Pazos / https://hamoid.com
  17048. * @author Mugen87 / https://github.com/Mugen87
  17049. */
  17050. // DodecahedronGeometry
  17051. function DodecahedronGeometry( radius, detail ) {
  17052. Geometry.call( this );
  17053. this.type = 'DodecahedronGeometry';
  17054. this.parameters = {
  17055. radius: radius,
  17056. detail: detail
  17057. };
  17058. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17059. this.mergeVertices();
  17060. }
  17061. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17062. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17063. // DodecahedronBufferGeometry
  17064. function DodecahedronBufferGeometry( radius, detail ) {
  17065. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17066. var r = 1 / t;
  17067. var vertices = [
  17068. // (±1, ±1, ±1)
  17069. - 1, - 1, - 1, - 1, - 1, 1,
  17070. - 1, 1, - 1, - 1, 1, 1,
  17071. 1, - 1, - 1, 1, - 1, 1,
  17072. 1, 1, - 1, 1, 1, 1,
  17073. // (0, ±1/φ, ±φ)
  17074. 0, - r, - t, 0, - r, t,
  17075. 0, r, - t, 0, r, t,
  17076. // (±1/φ, ±φ, 0)
  17077. - r, - t, 0, - r, t, 0,
  17078. r, - t, 0, r, t, 0,
  17079. // (±φ, 0, ±1/φ)
  17080. - t, 0, - r, t, 0, - r,
  17081. - t, 0, r, t, 0, r
  17082. ];
  17083. var indices = [
  17084. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17085. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17086. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17087. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17088. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17089. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17090. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17091. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17092. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17093. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17094. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17095. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17096. ];
  17097. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17098. this.type = 'DodecahedronBufferGeometry';
  17099. this.parameters = {
  17100. radius: radius,
  17101. detail: detail
  17102. };
  17103. }
  17104. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17105. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17106. /**
  17107. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17108. * @author WestLangley / https://github.com/WestLangley
  17109. * @author zz85 / https://github.com/zz85
  17110. * @author miningold / https://github.com/miningold
  17111. * @author jonobr1 / https://github.com/jonobr1
  17112. * @author Mugen87 / https://github.com/Mugen87
  17113. *
  17114. */
  17115. // TubeGeometry
  17116. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17117. Geometry.call( this );
  17118. this.type = 'TubeGeometry';
  17119. this.parameters = {
  17120. path: path,
  17121. tubularSegments: tubularSegments,
  17122. radius: radius,
  17123. radialSegments: radialSegments,
  17124. closed: closed
  17125. };
  17126. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17127. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17128. // expose internals
  17129. this.tangents = bufferGeometry.tangents;
  17130. this.normals = bufferGeometry.normals;
  17131. this.binormals = bufferGeometry.binormals;
  17132. // create geometry
  17133. this.fromBufferGeometry( bufferGeometry );
  17134. this.mergeVertices();
  17135. }
  17136. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17137. TubeGeometry.prototype.constructor = TubeGeometry;
  17138. // TubeBufferGeometry
  17139. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17140. BufferGeometry.call( this );
  17141. this.type = 'TubeBufferGeometry';
  17142. this.parameters = {
  17143. path: path,
  17144. tubularSegments: tubularSegments,
  17145. radius: radius,
  17146. radialSegments: radialSegments,
  17147. closed: closed
  17148. };
  17149. tubularSegments = tubularSegments || 64;
  17150. radius = radius || 1;
  17151. radialSegments = radialSegments || 8;
  17152. closed = closed || false;
  17153. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17154. // expose internals
  17155. this.tangents = frames.tangents;
  17156. this.normals = frames.normals;
  17157. this.binormals = frames.binormals;
  17158. // helper variables
  17159. var vertex = new Vector3();
  17160. var normal = new Vector3();
  17161. var uv = new Vector2();
  17162. var P = new Vector3();
  17163. var i, j;
  17164. // buffer
  17165. var vertices = [];
  17166. var normals = [];
  17167. var uvs = [];
  17168. var indices = [];
  17169. // create buffer data
  17170. generateBufferData();
  17171. // build geometry
  17172. this.setIndex( indices );
  17173. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17174. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17175. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17176. // functions
  17177. function generateBufferData() {
  17178. for ( i = 0; i < tubularSegments; i ++ ) {
  17179. generateSegment( i );
  17180. }
  17181. // if the geometry is not closed, generate the last row of vertices and normals
  17182. // at the regular position on the given path
  17183. //
  17184. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17185. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17186. // uvs are generated in a separate function.
  17187. // this makes it easy compute correct values for closed geometries
  17188. generateUVs();
  17189. // finally create faces
  17190. generateIndices();
  17191. }
  17192. function generateSegment( i ) {
  17193. // we use getPointAt to sample evenly distributed points from the given path
  17194. P = path.getPointAt( i / tubularSegments, P );
  17195. // retrieve corresponding normal and binormal
  17196. var N = frames.normals[ i ];
  17197. var B = frames.binormals[ i ];
  17198. // generate normals and vertices for the current segment
  17199. for ( j = 0; j <= radialSegments; j ++ ) {
  17200. var v = j / radialSegments * Math.PI * 2;
  17201. var sin = Math.sin( v );
  17202. var cos = - Math.cos( v );
  17203. // normal
  17204. normal.x = ( cos * N.x + sin * B.x );
  17205. normal.y = ( cos * N.y + sin * B.y );
  17206. normal.z = ( cos * N.z + sin * B.z );
  17207. normal.normalize();
  17208. normals.push( normal.x, normal.y, normal.z );
  17209. // vertex
  17210. vertex.x = P.x + radius * normal.x;
  17211. vertex.y = P.y + radius * normal.y;
  17212. vertex.z = P.z + radius * normal.z;
  17213. vertices.push( vertex.x, vertex.y, vertex.z );
  17214. }
  17215. }
  17216. function generateIndices() {
  17217. for ( j = 1; j <= tubularSegments; j ++ ) {
  17218. for ( i = 1; i <= radialSegments; i ++ ) {
  17219. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17220. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17221. var c = ( radialSegments + 1 ) * j + i;
  17222. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17223. // faces
  17224. indices.push( a, b, d );
  17225. indices.push( b, c, d );
  17226. }
  17227. }
  17228. }
  17229. function generateUVs() {
  17230. for ( i = 0; i <= tubularSegments; i ++ ) {
  17231. for ( j = 0; j <= radialSegments; j ++ ) {
  17232. uv.x = i / tubularSegments;
  17233. uv.y = j / radialSegments;
  17234. uvs.push( uv.x, uv.y );
  17235. }
  17236. }
  17237. }
  17238. }
  17239. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17240. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17241. TubeBufferGeometry.prototype.toJSON = function () {
  17242. var data = BufferGeometry.prototype.toJSON.call( this );
  17243. data.path = this.parameters.path.toJSON();
  17244. return data;
  17245. };
  17246. /**
  17247. * @author oosmoxiecode
  17248. * @author Mugen87 / https://github.com/Mugen87
  17249. *
  17250. * based on http://www.blackpawn.com/texts/pqtorus/
  17251. */
  17252. // TorusKnotGeometry
  17253. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17254. Geometry.call( this );
  17255. this.type = 'TorusKnotGeometry';
  17256. this.parameters = {
  17257. radius: radius,
  17258. tube: tube,
  17259. tubularSegments: tubularSegments,
  17260. radialSegments: radialSegments,
  17261. p: p,
  17262. q: q
  17263. };
  17264. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17265. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17266. this.mergeVertices();
  17267. }
  17268. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17269. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17270. // TorusKnotBufferGeometry
  17271. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17272. BufferGeometry.call( this );
  17273. this.type = 'TorusKnotBufferGeometry';
  17274. this.parameters = {
  17275. radius: radius,
  17276. tube: tube,
  17277. tubularSegments: tubularSegments,
  17278. radialSegments: radialSegments,
  17279. p: p,
  17280. q: q
  17281. };
  17282. radius = radius || 1;
  17283. tube = tube || 0.4;
  17284. tubularSegments = Math.floor( tubularSegments ) || 64;
  17285. radialSegments = Math.floor( radialSegments ) || 8;
  17286. p = p || 2;
  17287. q = q || 3;
  17288. // buffers
  17289. var indices = [];
  17290. var vertices = [];
  17291. var normals = [];
  17292. var uvs = [];
  17293. // helper variables
  17294. var i, j;
  17295. var vertex = new Vector3();
  17296. var normal = new Vector3();
  17297. var P1 = new Vector3();
  17298. var P2 = new Vector3();
  17299. var B = new Vector3();
  17300. var T = new Vector3();
  17301. var N = new Vector3();
  17302. // generate vertices, normals and uvs
  17303. for ( i = 0; i <= tubularSegments; ++ i ) {
  17304. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17305. var u = i / tubularSegments * p * Math.PI * 2;
  17306. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17307. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17308. calculatePositionOnCurve( u, p, q, radius, P1 );
  17309. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17310. // calculate orthonormal basis
  17311. T.subVectors( P2, P1 );
  17312. N.addVectors( P2, P1 );
  17313. B.crossVectors( T, N );
  17314. N.crossVectors( B, T );
  17315. // normalize B, N. T can be ignored, we don't use it
  17316. B.normalize();
  17317. N.normalize();
  17318. for ( j = 0; j <= radialSegments; ++ j ) {
  17319. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17320. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17321. var v = j / radialSegments * Math.PI * 2;
  17322. var cx = - tube * Math.cos( v );
  17323. var cy = tube * Math.sin( v );
  17324. // now calculate the final vertex position.
  17325. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17326. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17327. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17328. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17329. vertices.push( vertex.x, vertex.y, vertex.z );
  17330. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17331. normal.subVectors( vertex, P1 ).normalize();
  17332. normals.push( normal.x, normal.y, normal.z );
  17333. // uv
  17334. uvs.push( i / tubularSegments );
  17335. uvs.push( j / radialSegments );
  17336. }
  17337. }
  17338. // generate indices
  17339. for ( j = 1; j <= tubularSegments; j ++ ) {
  17340. for ( i = 1; i <= radialSegments; i ++ ) {
  17341. // indices
  17342. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17343. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17344. var c = ( radialSegments + 1 ) * j + i;
  17345. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17346. // faces
  17347. indices.push( a, b, d );
  17348. indices.push( b, c, d );
  17349. }
  17350. }
  17351. // build geometry
  17352. this.setIndex( indices );
  17353. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17354. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17355. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17356. // this function calculates the current position on the torus curve
  17357. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17358. var cu = Math.cos( u );
  17359. var su = Math.sin( u );
  17360. var quOverP = q / p * u;
  17361. var cs = Math.cos( quOverP );
  17362. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17363. position.y = radius * ( 2 + cs ) * su * 0.5;
  17364. position.z = radius * Math.sin( quOverP ) * 0.5;
  17365. }
  17366. }
  17367. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17368. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17369. /**
  17370. * @author oosmoxiecode
  17371. * @author mrdoob / http://mrdoob.com/
  17372. * @author Mugen87 / https://github.com/Mugen87
  17373. */
  17374. // TorusGeometry
  17375. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17376. Geometry.call( this );
  17377. this.type = 'TorusGeometry';
  17378. this.parameters = {
  17379. radius: radius,
  17380. tube: tube,
  17381. radialSegments: radialSegments,
  17382. tubularSegments: tubularSegments,
  17383. arc: arc
  17384. };
  17385. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17386. this.mergeVertices();
  17387. }
  17388. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17389. TorusGeometry.prototype.constructor = TorusGeometry;
  17390. // TorusBufferGeometry
  17391. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17392. BufferGeometry.call( this );
  17393. this.type = 'TorusBufferGeometry';
  17394. this.parameters = {
  17395. radius: radius,
  17396. tube: tube,
  17397. radialSegments: radialSegments,
  17398. tubularSegments: tubularSegments,
  17399. arc: arc
  17400. };
  17401. radius = radius || 1;
  17402. tube = tube || 0.4;
  17403. radialSegments = Math.floor( radialSegments ) || 8;
  17404. tubularSegments = Math.floor( tubularSegments ) || 6;
  17405. arc = arc || Math.PI * 2;
  17406. // buffers
  17407. var indices = [];
  17408. var vertices = [];
  17409. var normals = [];
  17410. var uvs = [];
  17411. // helper variables
  17412. var center = new Vector3();
  17413. var vertex = new Vector3();
  17414. var normal = new Vector3();
  17415. var j, i;
  17416. // generate vertices, normals and uvs
  17417. for ( j = 0; j <= radialSegments; j ++ ) {
  17418. for ( i = 0; i <= tubularSegments; i ++ ) {
  17419. var u = i / tubularSegments * arc;
  17420. var v = j / radialSegments * Math.PI * 2;
  17421. // vertex
  17422. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17423. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17424. vertex.z = tube * Math.sin( v );
  17425. vertices.push( vertex.x, vertex.y, vertex.z );
  17426. // normal
  17427. center.x = radius * Math.cos( u );
  17428. center.y = radius * Math.sin( u );
  17429. normal.subVectors( vertex, center ).normalize();
  17430. normals.push( normal.x, normal.y, normal.z );
  17431. // uv
  17432. uvs.push( i / tubularSegments );
  17433. uvs.push( j / radialSegments );
  17434. }
  17435. }
  17436. // generate indices
  17437. for ( j = 1; j <= radialSegments; j ++ ) {
  17438. for ( i = 1; i <= tubularSegments; i ++ ) {
  17439. // indices
  17440. var a = ( tubularSegments + 1 ) * j + i - 1;
  17441. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17442. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17443. var d = ( tubularSegments + 1 ) * j + i;
  17444. // faces
  17445. indices.push( a, b, d );
  17446. indices.push( b, c, d );
  17447. }
  17448. }
  17449. // build geometry
  17450. this.setIndex( indices );
  17451. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17452. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17453. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17454. }
  17455. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17456. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17457. /**
  17458. * @author Mugen87 / https://github.com/Mugen87
  17459. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17460. */
  17461. var Earcut = {
  17462. triangulate: function ( data, holeIndices, dim ) {
  17463. dim = dim || 2;
  17464. var hasHoles = holeIndices && holeIndices.length,
  17465. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17466. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17467. triangles = [];
  17468. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17469. var minX, minY, maxX, maxY, x, y, invSize;
  17470. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17471. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17472. if ( data.length > 80 * dim ) {
  17473. minX = maxX = data[ 0 ];
  17474. minY = maxY = data[ 1 ];
  17475. for ( var i = dim; i < outerLen; i += dim ) {
  17476. x = data[ i ];
  17477. y = data[ i + 1 ];
  17478. if ( x < minX ) { minX = x; }
  17479. if ( y < minY ) { minY = y; }
  17480. if ( x > maxX ) { maxX = x; }
  17481. if ( y > maxY ) { maxY = y; }
  17482. }
  17483. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17484. invSize = Math.max( maxX - minX, maxY - minY );
  17485. invSize = invSize !== 0 ? 1 / invSize : 0;
  17486. }
  17487. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17488. return triangles;
  17489. }
  17490. };
  17491. // create a circular doubly linked list from polygon points in the specified winding order
  17492. function linkedList( data, start, end, dim, clockwise ) {
  17493. var i, last;
  17494. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17495. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17496. } else {
  17497. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17498. }
  17499. if ( last && equals( last, last.next ) ) {
  17500. removeNode( last );
  17501. last = last.next;
  17502. }
  17503. return last;
  17504. }
  17505. // eliminate colinear or duplicate points
  17506. function filterPoints( start, end ) {
  17507. if ( ! start ) { return start; }
  17508. if ( ! end ) { end = start; }
  17509. var p = start,
  17510. again;
  17511. do {
  17512. again = false;
  17513. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17514. removeNode( p );
  17515. p = end = p.prev;
  17516. if ( p === p.next ) { break; }
  17517. again = true;
  17518. } else {
  17519. p = p.next;
  17520. }
  17521. } while ( again || p !== end );
  17522. return end;
  17523. }
  17524. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17525. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17526. if ( ! ear ) { return; }
  17527. // interlink polygon nodes in z-order
  17528. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17529. var stop = ear,
  17530. prev, next;
  17531. // iterate through ears, slicing them one by one
  17532. while ( ear.prev !== ear.next ) {
  17533. prev = ear.prev;
  17534. next = ear.next;
  17535. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17536. // cut off the triangle
  17537. triangles.push( prev.i / dim );
  17538. triangles.push( ear.i / dim );
  17539. triangles.push( next.i / dim );
  17540. removeNode( ear );
  17541. // skipping the next vertex leads to less sliver triangles
  17542. ear = next.next;
  17543. stop = next.next;
  17544. continue;
  17545. }
  17546. ear = next;
  17547. // if we looped through the whole remaining polygon and can't find any more ears
  17548. if ( ear === stop ) {
  17549. // try filtering points and slicing again
  17550. if ( ! pass ) {
  17551. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17552. // if this didn't work, try curing all small self-intersections locally
  17553. } else if ( pass === 1 ) {
  17554. ear = cureLocalIntersections( ear, triangles, dim );
  17555. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17556. // as a last resort, try splitting the remaining polygon into two
  17557. } else if ( pass === 2 ) {
  17558. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17559. }
  17560. break;
  17561. }
  17562. }
  17563. }
  17564. // check whether a polygon node forms a valid ear with adjacent nodes
  17565. function isEar( ear ) {
  17566. var a = ear.prev,
  17567. b = ear,
  17568. c = ear.next;
  17569. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17570. // now make sure we don't have other points inside the potential ear
  17571. var p = ear.next.next;
  17572. while ( p !== ear.prev ) {
  17573. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17574. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17575. p = p.next;
  17576. }
  17577. return true;
  17578. }
  17579. function isEarHashed( ear, minX, minY, invSize ) {
  17580. var a = ear.prev,
  17581. b = ear,
  17582. c = ear.next;
  17583. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17584. // triangle bbox; min & max are calculated like this for speed
  17585. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17586. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17587. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17588. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17589. // z-order range for the current triangle bbox;
  17590. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17591. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17592. var p = ear.prevZ,
  17593. n = ear.nextZ;
  17594. // look for points inside the triangle in both directions
  17595. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17596. if ( p !== ear.prev && p !== ear.next &&
  17597. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17598. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17599. p = p.prevZ;
  17600. if ( n !== ear.prev && n !== ear.next &&
  17601. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17602. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17603. n = n.nextZ;
  17604. }
  17605. // look for remaining points in decreasing z-order
  17606. while ( p && p.z >= minZ ) {
  17607. if ( p !== ear.prev && p !== ear.next &&
  17608. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17609. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17610. p = p.prevZ;
  17611. }
  17612. // look for remaining points in increasing z-order
  17613. while ( n && n.z <= maxZ ) {
  17614. if ( n !== ear.prev && n !== ear.next &&
  17615. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17616. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17617. n = n.nextZ;
  17618. }
  17619. return true;
  17620. }
  17621. // go through all polygon nodes and cure small local self-intersections
  17622. function cureLocalIntersections( start, triangles, dim ) {
  17623. var p = start;
  17624. do {
  17625. var a = p.prev,
  17626. b = p.next.next;
  17627. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17628. triangles.push( a.i / dim );
  17629. triangles.push( p.i / dim );
  17630. triangles.push( b.i / dim );
  17631. // remove two nodes involved
  17632. removeNode( p );
  17633. removeNode( p.next );
  17634. p = start = b;
  17635. }
  17636. p = p.next;
  17637. } while ( p !== start );
  17638. return p;
  17639. }
  17640. // try splitting polygon into two and triangulate them independently
  17641. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17642. // look for a valid diagonal that divides the polygon into two
  17643. var a = start;
  17644. do {
  17645. var b = a.next.next;
  17646. while ( b !== a.prev ) {
  17647. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17648. // split the polygon in two by the diagonal
  17649. var c = splitPolygon( a, b );
  17650. // filter colinear points around the cuts
  17651. a = filterPoints( a, a.next );
  17652. c = filterPoints( c, c.next );
  17653. // run earcut on each half
  17654. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17655. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17656. return;
  17657. }
  17658. b = b.next;
  17659. }
  17660. a = a.next;
  17661. } while ( a !== start );
  17662. }
  17663. // link every hole into the outer loop, producing a single-ring polygon without holes
  17664. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17665. var queue = [],
  17666. i, len, start, end, list;
  17667. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17668. start = holeIndices[ i ] * dim;
  17669. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17670. list = linkedList( data, start, end, dim, false );
  17671. if ( list === list.next ) { list.steiner = true; }
  17672. queue.push( getLeftmost( list ) );
  17673. }
  17674. queue.sort( compareX );
  17675. // process holes from left to right
  17676. for ( i = 0; i < queue.length; i ++ ) {
  17677. eliminateHole( queue[ i ], outerNode );
  17678. outerNode = filterPoints( outerNode, outerNode.next );
  17679. }
  17680. return outerNode;
  17681. }
  17682. function compareX( a, b ) {
  17683. return a.x - b.x;
  17684. }
  17685. // find a bridge between vertices that connects hole with an outer ring and and link it
  17686. function eliminateHole( hole, outerNode ) {
  17687. outerNode = findHoleBridge( hole, outerNode );
  17688. if ( outerNode ) {
  17689. var b = splitPolygon( outerNode, hole );
  17690. filterPoints( b, b.next );
  17691. }
  17692. }
  17693. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17694. function findHoleBridge( hole, outerNode ) {
  17695. var p = outerNode,
  17696. hx = hole.x,
  17697. hy = hole.y,
  17698. qx = - Infinity,
  17699. m;
  17700. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17701. // segment's endpoint with lesser x will be potential connection point
  17702. do {
  17703. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17704. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17705. if ( x <= hx && x > qx ) {
  17706. qx = x;
  17707. if ( x === hx ) {
  17708. if ( hy === p.y ) { return p; }
  17709. if ( hy === p.next.y ) { return p.next; }
  17710. }
  17711. m = p.x < p.next.x ? p : p.next;
  17712. }
  17713. }
  17714. p = p.next;
  17715. } while ( p !== outerNode );
  17716. if ( ! m ) { return null; }
  17717. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17718. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17719. // if there are no points found, we have a valid connection;
  17720. // otherwise choose the point of the minimum angle with the ray as connection point
  17721. var stop = m,
  17722. mx = m.x,
  17723. my = m.y,
  17724. tanMin = Infinity,
  17725. tan;
  17726. p = m.next;
  17727. while ( p !== stop ) {
  17728. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17729. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17730. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17731. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17732. m = p;
  17733. tanMin = tan;
  17734. }
  17735. }
  17736. p = p.next;
  17737. }
  17738. return m;
  17739. }
  17740. // interlink polygon nodes in z-order
  17741. function indexCurve( start, minX, minY, invSize ) {
  17742. var p = start;
  17743. do {
  17744. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17745. p.prevZ = p.prev;
  17746. p.nextZ = p.next;
  17747. p = p.next;
  17748. } while ( p !== start );
  17749. p.prevZ.nextZ = null;
  17750. p.prevZ = null;
  17751. sortLinked( p );
  17752. }
  17753. // Simon Tatham's linked list merge sort algorithm
  17754. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17755. function sortLinked( list ) {
  17756. var i, p, q, e, tail, numMerges, pSize, qSize,
  17757. inSize = 1;
  17758. do {
  17759. p = list;
  17760. list = null;
  17761. tail = null;
  17762. numMerges = 0;
  17763. while ( p ) {
  17764. numMerges ++;
  17765. q = p;
  17766. pSize = 0;
  17767. for ( i = 0; i < inSize; i ++ ) {
  17768. pSize ++;
  17769. q = q.nextZ;
  17770. if ( ! q ) { break; }
  17771. }
  17772. qSize = inSize;
  17773. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17774. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17775. e = p;
  17776. p = p.nextZ;
  17777. pSize --;
  17778. } else {
  17779. e = q;
  17780. q = q.nextZ;
  17781. qSize --;
  17782. }
  17783. if ( tail ) { tail.nextZ = e; }
  17784. else { list = e; }
  17785. e.prevZ = tail;
  17786. tail = e;
  17787. }
  17788. p = q;
  17789. }
  17790. tail.nextZ = null;
  17791. inSize *= 2;
  17792. } while ( numMerges > 1 );
  17793. return list;
  17794. }
  17795. // z-order of a point given coords and inverse of the longer side of data bbox
  17796. function zOrder( x, y, minX, minY, invSize ) {
  17797. // coords are transformed into non-negative 15-bit integer range
  17798. x = 32767 * ( x - minX ) * invSize;
  17799. y = 32767 * ( y - minY ) * invSize;
  17800. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17801. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17802. x = ( x | ( x << 2 ) ) & 0x33333333;
  17803. x = ( x | ( x << 1 ) ) & 0x55555555;
  17804. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17805. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17806. y = ( y | ( y << 2 ) ) & 0x33333333;
  17807. y = ( y | ( y << 1 ) ) & 0x55555555;
  17808. return x | ( y << 1 );
  17809. }
  17810. // find the leftmost node of a polygon ring
  17811. function getLeftmost( start ) {
  17812. var p = start,
  17813. leftmost = start;
  17814. do {
  17815. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17816. p = p.next;
  17817. } while ( p !== start );
  17818. return leftmost;
  17819. }
  17820. // check if a point lies within a convex triangle
  17821. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17822. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17823. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17824. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17825. }
  17826. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17827. function isValidDiagonal( a, b ) {
  17828. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17829. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17830. }
  17831. // signed area of a triangle
  17832. function area( p, q, r ) {
  17833. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17834. }
  17835. // check if two points are equal
  17836. function equals( p1, p2 ) {
  17837. return p1.x === p2.x && p1.y === p2.y;
  17838. }
  17839. // check if two segments intersect
  17840. function intersects( p1, q1, p2, q2 ) {
  17841. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17842. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17843. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17844. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17845. }
  17846. // check if a polygon diagonal intersects any polygon segments
  17847. function intersectsPolygon( a, b ) {
  17848. var p = a;
  17849. do {
  17850. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17851. intersects( p, p.next, a, b ) ) { return true; }
  17852. p = p.next;
  17853. } while ( p !== a );
  17854. return false;
  17855. }
  17856. // check if a polygon diagonal is locally inside the polygon
  17857. function locallyInside( a, b ) {
  17858. return area( a.prev, a, a.next ) < 0 ?
  17859. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17860. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17861. }
  17862. // check if the middle point of a polygon diagonal is inside the polygon
  17863. function middleInside( a, b ) {
  17864. var p = a,
  17865. inside = false,
  17866. px = ( a.x + b.x ) / 2,
  17867. py = ( a.y + b.y ) / 2;
  17868. do {
  17869. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17870. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17871. { inside = ! inside; }
  17872. p = p.next;
  17873. } while ( p !== a );
  17874. return inside;
  17875. }
  17876. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17877. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17878. function splitPolygon( a, b ) {
  17879. var a2 = new Node( a.i, a.x, a.y ),
  17880. b2 = new Node( b.i, b.x, b.y ),
  17881. an = a.next,
  17882. bp = b.prev;
  17883. a.next = b;
  17884. b.prev = a;
  17885. a2.next = an;
  17886. an.prev = a2;
  17887. b2.next = a2;
  17888. a2.prev = b2;
  17889. bp.next = b2;
  17890. b2.prev = bp;
  17891. return b2;
  17892. }
  17893. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17894. function insertNode( i, x, y, last ) {
  17895. var p = new Node( i, x, y );
  17896. if ( ! last ) {
  17897. p.prev = p;
  17898. p.next = p;
  17899. } else {
  17900. p.next = last.next;
  17901. p.prev = last;
  17902. last.next.prev = p;
  17903. last.next = p;
  17904. }
  17905. return p;
  17906. }
  17907. function removeNode( p ) {
  17908. p.next.prev = p.prev;
  17909. p.prev.next = p.next;
  17910. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17911. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17912. }
  17913. function Node( i, x, y ) {
  17914. // vertex index in coordinates array
  17915. this.i = i;
  17916. // vertex coordinates
  17917. this.x = x;
  17918. this.y = y;
  17919. // previous and next vertex nodes in a polygon ring
  17920. this.prev = null;
  17921. this.next = null;
  17922. // z-order curve value
  17923. this.z = null;
  17924. // previous and next nodes in z-order
  17925. this.prevZ = null;
  17926. this.nextZ = null;
  17927. // indicates whether this is a steiner point
  17928. this.steiner = false;
  17929. }
  17930. function signedArea( data, start, end, dim ) {
  17931. var sum = 0;
  17932. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17933. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17934. j = i;
  17935. }
  17936. return sum;
  17937. }
  17938. /**
  17939. * @author zz85 / http://www.lab4games.net/zz85/blog
  17940. */
  17941. var ShapeUtils = {
  17942. // calculate area of the contour polygon
  17943. area: function ( contour ) {
  17944. var n = contour.length;
  17945. var a = 0.0;
  17946. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17947. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17948. }
  17949. return a * 0.5;
  17950. },
  17951. isClockWise: function ( pts ) {
  17952. return ShapeUtils.area( pts ) < 0;
  17953. },
  17954. triangulateShape: function ( contour, holes ) {
  17955. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17956. var holeIndices = []; // array of hole indices
  17957. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17958. removeDupEndPts( contour );
  17959. addContour( vertices, contour );
  17960. //
  17961. var holeIndex = contour.length;
  17962. holes.forEach( removeDupEndPts );
  17963. for ( var i = 0; i < holes.length; i ++ ) {
  17964. holeIndices.push( holeIndex );
  17965. holeIndex += holes[ i ].length;
  17966. addContour( vertices, holes[ i ] );
  17967. }
  17968. //
  17969. var triangles = Earcut.triangulate( vertices, holeIndices );
  17970. //
  17971. for ( var i = 0; i < triangles.length; i += 3 ) {
  17972. faces.push( triangles.slice( i, i + 3 ) );
  17973. }
  17974. return faces;
  17975. }
  17976. };
  17977. function removeDupEndPts( points ) {
  17978. var l = points.length;
  17979. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17980. points.pop();
  17981. }
  17982. }
  17983. function addContour( vertices, contour ) {
  17984. for ( var i = 0; i < contour.length; i ++ ) {
  17985. vertices.push( contour[ i ].x );
  17986. vertices.push( contour[ i ].y );
  17987. }
  17988. }
  17989. /**
  17990. * @author zz85 / http://www.lab4games.net/zz85/blog
  17991. *
  17992. * Creates extruded geometry from a path shape.
  17993. *
  17994. * parameters = {
  17995. *
  17996. * curveSegments: <int>, // number of points on the curves
  17997. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17998. * depth: <float>, // Depth to extrude the shape
  17999. *
  18000. * bevelEnabled: <bool>, // turn on bevel
  18001. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18002. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18003. * bevelOffset: <float>, // how far from shape outline does bevel start
  18004. * bevelSegments: <int>, // number of bevel layers
  18005. *
  18006. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18007. *
  18008. * UVGenerator: <Object> // object that provides UV generator functions
  18009. *
  18010. * }
  18011. */
  18012. // ExtrudeGeometry
  18013. function ExtrudeGeometry( shapes, options ) {
  18014. Geometry.call( this );
  18015. this.type = 'ExtrudeGeometry';
  18016. this.parameters = {
  18017. shapes: shapes,
  18018. options: options
  18019. };
  18020. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18021. this.mergeVertices();
  18022. }
  18023. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18024. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18025. ExtrudeGeometry.prototype.toJSON = function () {
  18026. var data = Geometry.prototype.toJSON.call( this );
  18027. var shapes = this.parameters.shapes;
  18028. var options = this.parameters.options;
  18029. return toJSON( shapes, options, data );
  18030. };
  18031. // ExtrudeBufferGeometry
  18032. function ExtrudeBufferGeometry( shapes, options ) {
  18033. BufferGeometry.call( this );
  18034. this.type = 'ExtrudeBufferGeometry';
  18035. this.parameters = {
  18036. shapes: shapes,
  18037. options: options
  18038. };
  18039. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18040. var scope = this;
  18041. var verticesArray = [];
  18042. var uvArray = [];
  18043. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18044. var shape = shapes[ i ];
  18045. addShape( shape );
  18046. }
  18047. // build geometry
  18048. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18049. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18050. this.computeVertexNormals();
  18051. // functions
  18052. function addShape( shape ) {
  18053. var placeholder = [];
  18054. // options
  18055. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18056. var steps = options.steps !== undefined ? options.steps : 1;
  18057. var depth = options.depth !== undefined ? options.depth : 100;
  18058. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18059. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18060. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18061. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18062. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18063. var extrudePath = options.extrudePath;
  18064. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18065. // deprecated options
  18066. if ( options.amount !== undefined ) {
  18067. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18068. depth = options.amount;
  18069. }
  18070. //
  18071. var extrudePts, extrudeByPath = false;
  18072. var splineTube, binormal, normal, position2;
  18073. if ( extrudePath ) {
  18074. extrudePts = extrudePath.getSpacedPoints( steps );
  18075. extrudeByPath = true;
  18076. bevelEnabled = false; // bevels not supported for path extrusion
  18077. // SETUP TNB variables
  18078. // TODO1 - have a .isClosed in spline?
  18079. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18080. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18081. binormal = new Vector3();
  18082. normal = new Vector3();
  18083. position2 = new Vector3();
  18084. }
  18085. // Safeguards if bevels are not enabled
  18086. if ( ! bevelEnabled ) {
  18087. bevelSegments = 0;
  18088. bevelThickness = 0;
  18089. bevelSize = 0;
  18090. bevelOffset = 0;
  18091. }
  18092. // Variables initialization
  18093. var ahole, h, hl; // looping of holes
  18094. var shapePoints = shape.extractPoints( curveSegments );
  18095. var vertices = shapePoints.shape;
  18096. var holes = shapePoints.holes;
  18097. var reverse = ! ShapeUtils.isClockWise( vertices );
  18098. if ( reverse ) {
  18099. vertices = vertices.reverse();
  18100. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18101. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18102. ahole = holes[ h ];
  18103. if ( ShapeUtils.isClockWise( ahole ) ) {
  18104. holes[ h ] = ahole.reverse();
  18105. }
  18106. }
  18107. }
  18108. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18109. /* Vertices */
  18110. var contour = vertices; // vertices has all points but contour has only points of circumference
  18111. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18112. ahole = holes[ h ];
  18113. vertices = vertices.concat( ahole );
  18114. }
  18115. function scalePt2( pt, vec, size ) {
  18116. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18117. return vec.clone().multiplyScalar( size ).add( pt );
  18118. }
  18119. var b, bs, t, z,
  18120. vert, vlen = vertices.length,
  18121. face, flen = faces.length;
  18122. // Find directions for point movement
  18123. function getBevelVec( inPt, inPrev, inNext ) {
  18124. // computes for inPt the corresponding point inPt' on a new contour
  18125. // shifted by 1 unit (length of normalized vector) to the left
  18126. // if we walk along contour clockwise, this new contour is outside the old one
  18127. //
  18128. // inPt' is the intersection of the two lines parallel to the two
  18129. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18130. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18131. // good reading for geometry algorithms (here: line-line intersection)
  18132. // http://geomalgorithms.com/a05-_intersect-1.html
  18133. var v_prev_x = inPt.x - inPrev.x,
  18134. v_prev_y = inPt.y - inPrev.y;
  18135. var v_next_x = inNext.x - inPt.x,
  18136. v_next_y = inNext.y - inPt.y;
  18137. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18138. // check for collinear edges
  18139. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18140. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18141. // not collinear
  18142. // length of vectors for normalizing
  18143. var v_prev_len = Math.sqrt( v_prev_lensq );
  18144. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18145. // shift adjacent points by unit vectors to the left
  18146. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18147. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18148. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18149. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18150. // scaling factor for v_prev to intersection point
  18151. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18152. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18153. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18154. // vector from inPt to intersection point
  18155. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18156. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18157. // Don't normalize!, otherwise sharp corners become ugly
  18158. // but prevent crazy spikes
  18159. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18160. if ( v_trans_lensq <= 2 ) {
  18161. return new Vector2( v_trans_x, v_trans_y );
  18162. } else {
  18163. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18164. }
  18165. } else {
  18166. // handle special case of collinear edges
  18167. var direction_eq = false; // assumes: opposite
  18168. if ( v_prev_x > Number.EPSILON ) {
  18169. if ( v_next_x > Number.EPSILON ) {
  18170. direction_eq = true;
  18171. }
  18172. } else {
  18173. if ( v_prev_x < - Number.EPSILON ) {
  18174. if ( v_next_x < - Number.EPSILON ) {
  18175. direction_eq = true;
  18176. }
  18177. } else {
  18178. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18179. direction_eq = true;
  18180. }
  18181. }
  18182. }
  18183. if ( direction_eq ) {
  18184. // console.log("Warning: lines are a straight sequence");
  18185. v_trans_x = - v_prev_y;
  18186. v_trans_y = v_prev_x;
  18187. shrink_by = Math.sqrt( v_prev_lensq );
  18188. } else {
  18189. // console.log("Warning: lines are a straight spike");
  18190. v_trans_x = v_prev_x;
  18191. v_trans_y = v_prev_y;
  18192. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18193. }
  18194. }
  18195. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18196. }
  18197. var contourMovements = [];
  18198. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18199. if ( j === il ) { j = 0; }
  18200. if ( k === il ) { k = 0; }
  18201. // (j)---(i)---(k)
  18202. // console.log('i,j,k', i, j , k)
  18203. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18204. }
  18205. var holesMovements = [],
  18206. oneHoleMovements, verticesMovements = contourMovements.concat();
  18207. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18208. ahole = holes[ h ];
  18209. oneHoleMovements = [];
  18210. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18211. if ( j === il ) { j = 0; }
  18212. if ( k === il ) { k = 0; }
  18213. // (j)---(i)---(k)
  18214. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18215. }
  18216. holesMovements.push( oneHoleMovements );
  18217. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18218. }
  18219. // Loop bevelSegments, 1 for the front, 1 for the back
  18220. for ( b = 0; b < bevelSegments; b ++ ) {
  18221. //for ( b = bevelSegments; b > 0; b -- ) {
  18222. t = b / bevelSegments;
  18223. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18224. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18225. // contract shape
  18226. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18227. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18228. v( vert.x, vert.y, - z );
  18229. }
  18230. // expand holes
  18231. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18232. ahole = holes[ h ];
  18233. oneHoleMovements = holesMovements[ h ];
  18234. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18235. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18236. v( vert.x, vert.y, - z );
  18237. }
  18238. }
  18239. }
  18240. bs = bevelSize + bevelOffset;
  18241. // Back facing vertices
  18242. for ( i = 0; i < vlen; i ++ ) {
  18243. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18244. if ( ! extrudeByPath ) {
  18245. v( vert.x, vert.y, 0 );
  18246. } else {
  18247. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18248. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18249. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18250. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18251. v( position2.x, position2.y, position2.z );
  18252. }
  18253. }
  18254. // Add stepped vertices...
  18255. // Including front facing vertices
  18256. var s;
  18257. for ( s = 1; s <= steps; s ++ ) {
  18258. for ( i = 0; i < vlen; i ++ ) {
  18259. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18260. if ( ! extrudeByPath ) {
  18261. v( vert.x, vert.y, depth / steps * s );
  18262. } else {
  18263. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18264. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18265. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18266. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18267. v( position2.x, position2.y, position2.z );
  18268. }
  18269. }
  18270. }
  18271. // Add bevel segments planes
  18272. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18273. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18274. t = b / bevelSegments;
  18275. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18276. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18277. // contract shape
  18278. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18279. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18280. v( vert.x, vert.y, depth + z );
  18281. }
  18282. // expand holes
  18283. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18284. ahole = holes[ h ];
  18285. oneHoleMovements = holesMovements[ h ];
  18286. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18287. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18288. if ( ! extrudeByPath ) {
  18289. v( vert.x, vert.y, depth + z );
  18290. } else {
  18291. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18292. }
  18293. }
  18294. }
  18295. }
  18296. /* Faces */
  18297. // Top and bottom faces
  18298. buildLidFaces();
  18299. // Sides faces
  18300. buildSideFaces();
  18301. ///// Internal functions
  18302. function buildLidFaces() {
  18303. var start = verticesArray.length / 3;
  18304. if ( bevelEnabled ) {
  18305. var layer = 0; // steps + 1
  18306. var offset = vlen * layer;
  18307. // Bottom faces
  18308. for ( i = 0; i < flen; i ++ ) {
  18309. face = faces[ i ];
  18310. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18311. }
  18312. layer = steps + bevelSegments * 2;
  18313. offset = vlen * layer;
  18314. // Top faces
  18315. for ( i = 0; i < flen; i ++ ) {
  18316. face = faces[ i ];
  18317. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18318. }
  18319. } else {
  18320. // Bottom faces
  18321. for ( i = 0; i < flen; i ++ ) {
  18322. face = faces[ i ];
  18323. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18324. }
  18325. // Top faces
  18326. for ( i = 0; i < flen; i ++ ) {
  18327. face = faces[ i ];
  18328. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18329. }
  18330. }
  18331. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18332. }
  18333. // Create faces for the z-sides of the shape
  18334. function buildSideFaces() {
  18335. var start = verticesArray.length / 3;
  18336. var layeroffset = 0;
  18337. sidewalls( contour, layeroffset );
  18338. layeroffset += contour.length;
  18339. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18340. ahole = holes[ h ];
  18341. sidewalls( ahole, layeroffset );
  18342. //, true
  18343. layeroffset += ahole.length;
  18344. }
  18345. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18346. }
  18347. function sidewalls( contour, layeroffset ) {
  18348. var j, k;
  18349. i = contour.length;
  18350. while ( -- i >= 0 ) {
  18351. j = i;
  18352. k = i - 1;
  18353. if ( k < 0 ) { k = contour.length - 1; }
  18354. //console.log('b', i,j, i-1, k,vertices.length);
  18355. var s = 0,
  18356. sl = steps + bevelSegments * 2;
  18357. for ( s = 0; s < sl; s ++ ) {
  18358. var slen1 = vlen * s;
  18359. var slen2 = vlen * ( s + 1 );
  18360. var a = layeroffset + j + slen1,
  18361. b = layeroffset + k + slen1,
  18362. c = layeroffset + k + slen2,
  18363. d = layeroffset + j + slen2;
  18364. f4( a, b, c, d );
  18365. }
  18366. }
  18367. }
  18368. function v( x, y, z ) {
  18369. placeholder.push( x );
  18370. placeholder.push( y );
  18371. placeholder.push( z );
  18372. }
  18373. function f3( a, b, c ) {
  18374. addVertex( a );
  18375. addVertex( b );
  18376. addVertex( c );
  18377. var nextIndex = verticesArray.length / 3;
  18378. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18379. addUV( uvs[ 0 ] );
  18380. addUV( uvs[ 1 ] );
  18381. addUV( uvs[ 2 ] );
  18382. }
  18383. function f4( a, b, c, d ) {
  18384. addVertex( a );
  18385. addVertex( b );
  18386. addVertex( d );
  18387. addVertex( b );
  18388. addVertex( c );
  18389. addVertex( d );
  18390. var nextIndex = verticesArray.length / 3;
  18391. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18392. addUV( uvs[ 0 ] );
  18393. addUV( uvs[ 1 ] );
  18394. addUV( uvs[ 3 ] );
  18395. addUV( uvs[ 1 ] );
  18396. addUV( uvs[ 2 ] );
  18397. addUV( uvs[ 3 ] );
  18398. }
  18399. function addVertex( index ) {
  18400. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18401. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18402. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18403. }
  18404. function addUV( vector2 ) {
  18405. uvArray.push( vector2.x );
  18406. uvArray.push( vector2.y );
  18407. }
  18408. }
  18409. }
  18410. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18411. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18412. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18413. var data = BufferGeometry.prototype.toJSON.call( this );
  18414. var shapes = this.parameters.shapes;
  18415. var options = this.parameters.options;
  18416. return toJSON( shapes, options, data );
  18417. };
  18418. //
  18419. var WorldUVGenerator = {
  18420. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18421. var a_x = vertices[ indexA * 3 ];
  18422. var a_y = vertices[ indexA * 3 + 1 ];
  18423. var b_x = vertices[ indexB * 3 ];
  18424. var b_y = vertices[ indexB * 3 + 1 ];
  18425. var c_x = vertices[ indexC * 3 ];
  18426. var c_y = vertices[ indexC * 3 + 1 ];
  18427. return [
  18428. new Vector2( a_x, a_y ),
  18429. new Vector2( b_x, b_y ),
  18430. new Vector2( c_x, c_y )
  18431. ];
  18432. },
  18433. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18434. var a_x = vertices[ indexA * 3 ];
  18435. var a_y = vertices[ indexA * 3 + 1 ];
  18436. var a_z = vertices[ indexA * 3 + 2 ];
  18437. var b_x = vertices[ indexB * 3 ];
  18438. var b_y = vertices[ indexB * 3 + 1 ];
  18439. var b_z = vertices[ indexB * 3 + 2 ];
  18440. var c_x = vertices[ indexC * 3 ];
  18441. var c_y = vertices[ indexC * 3 + 1 ];
  18442. var c_z = vertices[ indexC * 3 + 2 ];
  18443. var d_x = vertices[ indexD * 3 ];
  18444. var d_y = vertices[ indexD * 3 + 1 ];
  18445. var d_z = vertices[ indexD * 3 + 2 ];
  18446. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18447. return [
  18448. new Vector2( a_x, 1 - a_z ),
  18449. new Vector2( b_x, 1 - b_z ),
  18450. new Vector2( c_x, 1 - c_z ),
  18451. new Vector2( d_x, 1 - d_z )
  18452. ];
  18453. } else {
  18454. return [
  18455. new Vector2( a_y, 1 - a_z ),
  18456. new Vector2( b_y, 1 - b_z ),
  18457. new Vector2( c_y, 1 - c_z ),
  18458. new Vector2( d_y, 1 - d_z )
  18459. ];
  18460. }
  18461. }
  18462. };
  18463. function toJSON( shapes, options, data ) {
  18464. //
  18465. data.shapes = [];
  18466. if ( Array.isArray( shapes ) ) {
  18467. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18468. var shape = shapes[ i ];
  18469. data.shapes.push( shape.uuid );
  18470. }
  18471. } else {
  18472. data.shapes.push( shapes.uuid );
  18473. }
  18474. //
  18475. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18476. return data;
  18477. }
  18478. /**
  18479. * @author zz85 / http://www.lab4games.net/zz85/blog
  18480. * @author alteredq / http://alteredqualia.com/
  18481. *
  18482. * Text = 3D Text
  18483. *
  18484. * parameters = {
  18485. * font: <THREE.Font>, // font
  18486. *
  18487. * size: <float>, // size of the text
  18488. * height: <float>, // thickness to extrude text
  18489. * curveSegments: <int>, // number of points on the curves
  18490. *
  18491. * bevelEnabled: <bool>, // turn on bevel
  18492. * bevelThickness: <float>, // how deep into text bevel goes
  18493. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18494. * bevelOffset: <float> // how far from text outline does bevel start
  18495. * }
  18496. */
  18497. // TextGeometry
  18498. function TextGeometry( text, parameters ) {
  18499. Geometry.call( this );
  18500. this.type = 'TextGeometry';
  18501. this.parameters = {
  18502. text: text,
  18503. parameters: parameters
  18504. };
  18505. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18506. this.mergeVertices();
  18507. }
  18508. TextGeometry.prototype = Object.create( Geometry.prototype );
  18509. TextGeometry.prototype.constructor = TextGeometry;
  18510. // TextBufferGeometry
  18511. function TextBufferGeometry( text, parameters ) {
  18512. parameters = parameters || {};
  18513. var font = parameters.font;
  18514. if ( ! ( font && font.isFont ) ) {
  18515. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18516. return new Geometry();
  18517. }
  18518. var shapes = font.generateShapes( text, parameters.size );
  18519. // translate parameters to ExtrudeGeometry API
  18520. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18521. // defaults
  18522. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18523. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18524. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18525. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18526. this.type = 'TextBufferGeometry';
  18527. }
  18528. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18529. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18530. /**
  18531. * @author mrdoob / http://mrdoob.com/
  18532. * @author benaadams / https://twitter.com/ben_a_adams
  18533. * @author Mugen87 / https://github.com/Mugen87
  18534. */
  18535. // SphereGeometry
  18536. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18537. Geometry.call( this );
  18538. this.type = 'SphereGeometry';
  18539. this.parameters = {
  18540. radius: radius,
  18541. widthSegments: widthSegments,
  18542. heightSegments: heightSegments,
  18543. phiStart: phiStart,
  18544. phiLength: phiLength,
  18545. thetaStart: thetaStart,
  18546. thetaLength: thetaLength
  18547. };
  18548. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18549. this.mergeVertices();
  18550. }
  18551. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18552. SphereGeometry.prototype.constructor = SphereGeometry;
  18553. // SphereBufferGeometry
  18554. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18555. BufferGeometry.call( this );
  18556. this.type = 'SphereBufferGeometry';
  18557. this.parameters = {
  18558. radius: radius,
  18559. widthSegments: widthSegments,
  18560. heightSegments: heightSegments,
  18561. phiStart: phiStart,
  18562. phiLength: phiLength,
  18563. thetaStart: thetaStart,
  18564. thetaLength: thetaLength
  18565. };
  18566. radius = radius || 1;
  18567. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18568. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18569. phiStart = phiStart !== undefined ? phiStart : 0;
  18570. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18571. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18572. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18573. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18574. var ix, iy;
  18575. var index = 0;
  18576. var grid = [];
  18577. var vertex = new Vector3();
  18578. var normal = new Vector3();
  18579. // buffers
  18580. var indices = [];
  18581. var vertices = [];
  18582. var normals = [];
  18583. var uvs = [];
  18584. // generate vertices, normals and uvs
  18585. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18586. var verticesRow = [];
  18587. var v = iy / heightSegments;
  18588. // special case for the poles
  18589. var uOffset = 0;
  18590. if ( iy == 0 && thetaStart == 0 ) {
  18591. uOffset = 0.5 / widthSegments;
  18592. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18593. uOffset = - 0.5 / widthSegments;
  18594. }
  18595. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18596. var u = ix / widthSegments;
  18597. // vertex
  18598. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18599. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18600. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18601. vertices.push( vertex.x, vertex.y, vertex.z );
  18602. // normal
  18603. normal.copy( vertex ).normalize();
  18604. normals.push( normal.x, normal.y, normal.z );
  18605. // uv
  18606. uvs.push( u + uOffset, 1 - v );
  18607. verticesRow.push( index ++ );
  18608. }
  18609. grid.push( verticesRow );
  18610. }
  18611. // indices
  18612. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18613. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18614. var a = grid[ iy ][ ix + 1 ];
  18615. var b = grid[ iy ][ ix ];
  18616. var c = grid[ iy + 1 ][ ix ];
  18617. var d = grid[ iy + 1 ][ ix + 1 ];
  18618. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18619. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18620. }
  18621. }
  18622. // build geometry
  18623. this.setIndex( indices );
  18624. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18625. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18626. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18627. }
  18628. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18629. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18630. /**
  18631. * @author Kaleb Murphy
  18632. * @author Mugen87 / https://github.com/Mugen87
  18633. */
  18634. // RingGeometry
  18635. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18636. Geometry.call( this );
  18637. this.type = 'RingGeometry';
  18638. this.parameters = {
  18639. innerRadius: innerRadius,
  18640. outerRadius: outerRadius,
  18641. thetaSegments: thetaSegments,
  18642. phiSegments: phiSegments,
  18643. thetaStart: thetaStart,
  18644. thetaLength: thetaLength
  18645. };
  18646. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18647. this.mergeVertices();
  18648. }
  18649. RingGeometry.prototype = Object.create( Geometry.prototype );
  18650. RingGeometry.prototype.constructor = RingGeometry;
  18651. // RingBufferGeometry
  18652. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18653. BufferGeometry.call( this );
  18654. this.type = 'RingBufferGeometry';
  18655. this.parameters = {
  18656. innerRadius: innerRadius,
  18657. outerRadius: outerRadius,
  18658. thetaSegments: thetaSegments,
  18659. phiSegments: phiSegments,
  18660. thetaStart: thetaStart,
  18661. thetaLength: thetaLength
  18662. };
  18663. innerRadius = innerRadius || 0.5;
  18664. outerRadius = outerRadius || 1;
  18665. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18666. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18667. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18668. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18669. // buffers
  18670. var indices = [];
  18671. var vertices = [];
  18672. var normals = [];
  18673. var uvs = [];
  18674. // some helper variables
  18675. var segment;
  18676. var radius = innerRadius;
  18677. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18678. var vertex = new Vector3();
  18679. var uv = new Vector2();
  18680. var j, i;
  18681. // generate vertices, normals and uvs
  18682. for ( j = 0; j <= phiSegments; j ++ ) {
  18683. for ( i = 0; i <= thetaSegments; i ++ ) {
  18684. // values are generate from the inside of the ring to the outside
  18685. segment = thetaStart + i / thetaSegments * thetaLength;
  18686. // vertex
  18687. vertex.x = radius * Math.cos( segment );
  18688. vertex.y = radius * Math.sin( segment );
  18689. vertices.push( vertex.x, vertex.y, vertex.z );
  18690. // normal
  18691. normals.push( 0, 0, 1 );
  18692. // uv
  18693. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18694. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18695. uvs.push( uv.x, uv.y );
  18696. }
  18697. // increase the radius for next row of vertices
  18698. radius += radiusStep;
  18699. }
  18700. // indices
  18701. for ( j = 0; j < phiSegments; j ++ ) {
  18702. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18703. for ( i = 0; i < thetaSegments; i ++ ) {
  18704. segment = i + thetaSegmentLevel;
  18705. var a = segment;
  18706. var b = segment + thetaSegments + 1;
  18707. var c = segment + thetaSegments + 2;
  18708. var d = segment + 1;
  18709. // faces
  18710. indices.push( a, b, d );
  18711. indices.push( b, c, d );
  18712. }
  18713. }
  18714. // build geometry
  18715. this.setIndex( indices );
  18716. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18717. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18718. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18719. }
  18720. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18721. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18722. /**
  18723. * @author zz85 / https://github.com/zz85
  18724. * @author bhouston / http://clara.io
  18725. * @author Mugen87 / https://github.com/Mugen87
  18726. */
  18727. // LatheGeometry
  18728. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18729. Geometry.call( this );
  18730. this.type = 'LatheGeometry';
  18731. this.parameters = {
  18732. points: points,
  18733. segments: segments,
  18734. phiStart: phiStart,
  18735. phiLength: phiLength
  18736. };
  18737. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18738. this.mergeVertices();
  18739. }
  18740. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18741. LatheGeometry.prototype.constructor = LatheGeometry;
  18742. // LatheBufferGeometry
  18743. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18744. BufferGeometry.call( this );
  18745. this.type = 'LatheBufferGeometry';
  18746. this.parameters = {
  18747. points: points,
  18748. segments: segments,
  18749. phiStart: phiStart,
  18750. phiLength: phiLength
  18751. };
  18752. segments = Math.floor( segments ) || 12;
  18753. phiStart = phiStart || 0;
  18754. phiLength = phiLength || Math.PI * 2;
  18755. // clamp phiLength so it's in range of [ 0, 2PI ]
  18756. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18757. // buffers
  18758. var indices = [];
  18759. var vertices = [];
  18760. var uvs = [];
  18761. // helper variables
  18762. var base;
  18763. var inverseSegments = 1.0 / segments;
  18764. var vertex = new Vector3();
  18765. var uv = new Vector2();
  18766. var i, j;
  18767. // generate vertices and uvs
  18768. for ( i = 0; i <= segments; i ++ ) {
  18769. var phi = phiStart + i * inverseSegments * phiLength;
  18770. var sin = Math.sin( phi );
  18771. var cos = Math.cos( phi );
  18772. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18773. // vertex
  18774. vertex.x = points[ j ].x * sin;
  18775. vertex.y = points[ j ].y;
  18776. vertex.z = points[ j ].x * cos;
  18777. vertices.push( vertex.x, vertex.y, vertex.z );
  18778. // uv
  18779. uv.x = i / segments;
  18780. uv.y = j / ( points.length - 1 );
  18781. uvs.push( uv.x, uv.y );
  18782. }
  18783. }
  18784. // indices
  18785. for ( i = 0; i < segments; i ++ ) {
  18786. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18787. base = j + i * points.length;
  18788. var a = base;
  18789. var b = base + points.length;
  18790. var c = base + points.length + 1;
  18791. var d = base + 1;
  18792. // faces
  18793. indices.push( a, b, d );
  18794. indices.push( b, c, d );
  18795. }
  18796. }
  18797. // build geometry
  18798. this.setIndex( indices );
  18799. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18800. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18801. // generate normals
  18802. this.computeVertexNormals();
  18803. // if the geometry is closed, we need to average the normals along the seam.
  18804. // because the corresponding vertices are identical (but still have different UVs).
  18805. if ( phiLength === Math.PI * 2 ) {
  18806. var normals = this.attributes.normal.array;
  18807. var n1 = new Vector3();
  18808. var n2 = new Vector3();
  18809. var n = new Vector3();
  18810. // this is the buffer offset for the last line of vertices
  18811. base = segments * points.length * 3;
  18812. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18813. // select the normal of the vertex in the first line
  18814. n1.x = normals[ j + 0 ];
  18815. n1.y = normals[ j + 1 ];
  18816. n1.z = normals[ j + 2 ];
  18817. // select the normal of the vertex in the last line
  18818. n2.x = normals[ base + j + 0 ];
  18819. n2.y = normals[ base + j + 1 ];
  18820. n2.z = normals[ base + j + 2 ];
  18821. // average normals
  18822. n.addVectors( n1, n2 ).normalize();
  18823. // assign the new values to both normals
  18824. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18825. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18826. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18827. }
  18828. }
  18829. }
  18830. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18831. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18832. /**
  18833. * @author jonobr1 / http://jonobr1.com
  18834. * @author Mugen87 / https://github.com/Mugen87
  18835. */
  18836. // ShapeGeometry
  18837. function ShapeGeometry( shapes, curveSegments ) {
  18838. Geometry.call( this );
  18839. this.type = 'ShapeGeometry';
  18840. if ( typeof curveSegments === 'object' ) {
  18841. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18842. curveSegments = curveSegments.curveSegments;
  18843. }
  18844. this.parameters = {
  18845. shapes: shapes,
  18846. curveSegments: curveSegments
  18847. };
  18848. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18849. this.mergeVertices();
  18850. }
  18851. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18852. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18853. ShapeGeometry.prototype.toJSON = function () {
  18854. var data = Geometry.prototype.toJSON.call( this );
  18855. var shapes = this.parameters.shapes;
  18856. return toJSON$1( shapes, data );
  18857. };
  18858. // ShapeBufferGeometry
  18859. function ShapeBufferGeometry( shapes, curveSegments ) {
  18860. BufferGeometry.call( this );
  18861. this.type = 'ShapeBufferGeometry';
  18862. this.parameters = {
  18863. shapes: shapes,
  18864. curveSegments: curveSegments
  18865. };
  18866. curveSegments = curveSegments || 12;
  18867. // buffers
  18868. var indices = [];
  18869. var vertices = [];
  18870. var normals = [];
  18871. var uvs = [];
  18872. // helper variables
  18873. var groupStart = 0;
  18874. var groupCount = 0;
  18875. // allow single and array values for "shapes" parameter
  18876. if ( Array.isArray( shapes ) === false ) {
  18877. addShape( shapes );
  18878. } else {
  18879. for ( var i = 0; i < shapes.length; i ++ ) {
  18880. addShape( shapes[ i ] );
  18881. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18882. groupStart += groupCount;
  18883. groupCount = 0;
  18884. }
  18885. }
  18886. // build geometry
  18887. this.setIndex( indices );
  18888. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18889. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18890. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18891. // helper functions
  18892. function addShape( shape ) {
  18893. var i, l, shapeHole;
  18894. var indexOffset = vertices.length / 3;
  18895. var points = shape.extractPoints( curveSegments );
  18896. var shapeVertices = points.shape;
  18897. var shapeHoles = points.holes;
  18898. // check direction of vertices
  18899. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18900. shapeVertices = shapeVertices.reverse();
  18901. }
  18902. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18903. shapeHole = shapeHoles[ i ];
  18904. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18905. shapeHoles[ i ] = shapeHole.reverse();
  18906. }
  18907. }
  18908. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18909. // join vertices of inner and outer paths to a single array
  18910. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18911. shapeHole = shapeHoles[ i ];
  18912. shapeVertices = shapeVertices.concat( shapeHole );
  18913. }
  18914. // vertices, normals, uvs
  18915. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18916. var vertex = shapeVertices[ i ];
  18917. vertices.push( vertex.x, vertex.y, 0 );
  18918. normals.push( 0, 0, 1 );
  18919. uvs.push( vertex.x, vertex.y ); // world uvs
  18920. }
  18921. // incides
  18922. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18923. var face = faces[ i ];
  18924. var a = face[ 0 ] + indexOffset;
  18925. var b = face[ 1 ] + indexOffset;
  18926. var c = face[ 2 ] + indexOffset;
  18927. indices.push( a, b, c );
  18928. groupCount += 3;
  18929. }
  18930. }
  18931. }
  18932. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18933. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18934. ShapeBufferGeometry.prototype.toJSON = function () {
  18935. var data = BufferGeometry.prototype.toJSON.call( this );
  18936. var shapes = this.parameters.shapes;
  18937. return toJSON$1( shapes, data );
  18938. };
  18939. //
  18940. function toJSON$1( shapes, data ) {
  18941. data.shapes = [];
  18942. if ( Array.isArray( shapes ) ) {
  18943. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18944. var shape = shapes[ i ];
  18945. data.shapes.push( shape.uuid );
  18946. }
  18947. } else {
  18948. data.shapes.push( shapes.uuid );
  18949. }
  18950. return data;
  18951. }
  18952. /**
  18953. * @author WestLangley / http://github.com/WestLangley
  18954. * @author Mugen87 / https://github.com/Mugen87
  18955. */
  18956. function EdgesGeometry( geometry, thresholdAngle ) {
  18957. BufferGeometry.call( this );
  18958. this.type = 'EdgesGeometry';
  18959. this.parameters = {
  18960. thresholdAngle: thresholdAngle
  18961. };
  18962. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18963. // buffer
  18964. var vertices = [];
  18965. // helper variables
  18966. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18967. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18968. var key, keys = [ 'a', 'b', 'c' ];
  18969. // prepare source geometry
  18970. var geometry2;
  18971. if ( geometry.isBufferGeometry ) {
  18972. geometry2 = new Geometry();
  18973. geometry2.fromBufferGeometry( geometry );
  18974. } else {
  18975. geometry2 = geometry.clone();
  18976. }
  18977. geometry2.mergeVertices();
  18978. geometry2.computeFaceNormals();
  18979. var sourceVertices = geometry2.vertices;
  18980. var faces = geometry2.faces;
  18981. // now create a data structure where each entry represents an edge with its adjoining faces
  18982. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18983. var face = faces[ i ];
  18984. for ( var j = 0; j < 3; j ++ ) {
  18985. edge1 = face[ keys[ j ] ];
  18986. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18987. edge[ 0 ] = Math.min( edge1, edge2 );
  18988. edge[ 1 ] = Math.max( edge1, edge2 );
  18989. key = edge[ 0 ] + ',' + edge[ 1 ];
  18990. if ( edges[ key ] === undefined ) {
  18991. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18992. } else {
  18993. edges[ key ].face2 = i;
  18994. }
  18995. }
  18996. }
  18997. // generate vertices
  18998. for ( key in edges ) {
  18999. var e = edges[ key ];
  19000. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19001. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19002. var vertex = sourceVertices[ e.index1 ];
  19003. vertices.push( vertex.x, vertex.y, vertex.z );
  19004. vertex = sourceVertices[ e.index2 ];
  19005. vertices.push( vertex.x, vertex.y, vertex.z );
  19006. }
  19007. }
  19008. // build geometry
  19009. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19010. }
  19011. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19012. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19013. /**
  19014. * @author mrdoob / http://mrdoob.com/
  19015. * @author Mugen87 / https://github.com/Mugen87
  19016. */
  19017. // CylinderGeometry
  19018. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19019. Geometry.call( this );
  19020. this.type = 'CylinderGeometry';
  19021. this.parameters = {
  19022. radiusTop: radiusTop,
  19023. radiusBottom: radiusBottom,
  19024. height: height,
  19025. radialSegments: radialSegments,
  19026. heightSegments: heightSegments,
  19027. openEnded: openEnded,
  19028. thetaStart: thetaStart,
  19029. thetaLength: thetaLength
  19030. };
  19031. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19032. this.mergeVertices();
  19033. }
  19034. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19035. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19036. // CylinderBufferGeometry
  19037. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19038. BufferGeometry.call( this );
  19039. this.type = 'CylinderBufferGeometry';
  19040. this.parameters = {
  19041. radiusTop: radiusTop,
  19042. radiusBottom: radiusBottom,
  19043. height: height,
  19044. radialSegments: radialSegments,
  19045. heightSegments: heightSegments,
  19046. openEnded: openEnded,
  19047. thetaStart: thetaStart,
  19048. thetaLength: thetaLength
  19049. };
  19050. var scope = this;
  19051. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19052. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19053. height = height || 1;
  19054. radialSegments = Math.floor( radialSegments ) || 8;
  19055. heightSegments = Math.floor( heightSegments ) || 1;
  19056. openEnded = openEnded !== undefined ? openEnded : false;
  19057. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19058. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19059. // buffers
  19060. var indices = [];
  19061. var vertices = [];
  19062. var normals = [];
  19063. var uvs = [];
  19064. // helper variables
  19065. var index = 0;
  19066. var indexArray = [];
  19067. var halfHeight = height / 2;
  19068. var groupStart = 0;
  19069. // generate geometry
  19070. generateTorso();
  19071. if ( openEnded === false ) {
  19072. if ( radiusTop > 0 ) { generateCap( true ); }
  19073. if ( radiusBottom > 0 ) { generateCap( false ); }
  19074. }
  19075. // build geometry
  19076. this.setIndex( indices );
  19077. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19078. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19079. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19080. function generateTorso() {
  19081. var x, y;
  19082. var normal = new Vector3();
  19083. var vertex = new Vector3();
  19084. var groupCount = 0;
  19085. // this will be used to calculate the normal
  19086. var slope = ( radiusBottom - radiusTop ) / height;
  19087. // generate vertices, normals and uvs
  19088. for ( y = 0; y <= heightSegments; y ++ ) {
  19089. var indexRow = [];
  19090. var v = y / heightSegments;
  19091. // calculate the radius of the current row
  19092. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19093. for ( x = 0; x <= radialSegments; x ++ ) {
  19094. var u = x / radialSegments;
  19095. var theta = u * thetaLength + thetaStart;
  19096. var sinTheta = Math.sin( theta );
  19097. var cosTheta = Math.cos( theta );
  19098. // vertex
  19099. vertex.x = radius * sinTheta;
  19100. vertex.y = - v * height + halfHeight;
  19101. vertex.z = radius * cosTheta;
  19102. vertices.push( vertex.x, vertex.y, vertex.z );
  19103. // normal
  19104. normal.set( sinTheta, slope, cosTheta ).normalize();
  19105. normals.push( normal.x, normal.y, normal.z );
  19106. // uv
  19107. uvs.push( u, 1 - v );
  19108. // save index of vertex in respective row
  19109. indexRow.push( index ++ );
  19110. }
  19111. // now save vertices of the row in our index array
  19112. indexArray.push( indexRow );
  19113. }
  19114. // generate indices
  19115. for ( x = 0; x < radialSegments; x ++ ) {
  19116. for ( y = 0; y < heightSegments; y ++ ) {
  19117. // we use the index array to access the correct indices
  19118. var a = indexArray[ y ][ x ];
  19119. var b = indexArray[ y + 1 ][ x ];
  19120. var c = indexArray[ y + 1 ][ x + 1 ];
  19121. var d = indexArray[ y ][ x + 1 ];
  19122. // faces
  19123. indices.push( a, b, d );
  19124. indices.push( b, c, d );
  19125. // update group counter
  19126. groupCount += 6;
  19127. }
  19128. }
  19129. // add a group to the geometry. this will ensure multi material support
  19130. scope.addGroup( groupStart, groupCount, 0 );
  19131. // calculate new start value for groups
  19132. groupStart += groupCount;
  19133. }
  19134. function generateCap( top ) {
  19135. var x, centerIndexStart, centerIndexEnd;
  19136. var uv = new Vector2();
  19137. var vertex = new Vector3();
  19138. var groupCount = 0;
  19139. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19140. var sign = ( top === true ) ? 1 : - 1;
  19141. // save the index of the first center vertex
  19142. centerIndexStart = index;
  19143. // first we generate the center vertex data of the cap.
  19144. // because the geometry needs one set of uvs per face,
  19145. // we must generate a center vertex per face/segment
  19146. for ( x = 1; x <= radialSegments; x ++ ) {
  19147. // vertex
  19148. vertices.push( 0, halfHeight * sign, 0 );
  19149. // normal
  19150. normals.push( 0, sign, 0 );
  19151. // uv
  19152. uvs.push( 0.5, 0.5 );
  19153. // increase index
  19154. index ++;
  19155. }
  19156. // save the index of the last center vertex
  19157. centerIndexEnd = index;
  19158. // now we generate the surrounding vertices, normals and uvs
  19159. for ( x = 0; x <= radialSegments; x ++ ) {
  19160. var u = x / radialSegments;
  19161. var theta = u * thetaLength + thetaStart;
  19162. var cosTheta = Math.cos( theta );
  19163. var sinTheta = Math.sin( theta );
  19164. // vertex
  19165. vertex.x = radius * sinTheta;
  19166. vertex.y = halfHeight * sign;
  19167. vertex.z = radius * cosTheta;
  19168. vertices.push( vertex.x, vertex.y, vertex.z );
  19169. // normal
  19170. normals.push( 0, sign, 0 );
  19171. // uv
  19172. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19173. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19174. uvs.push( uv.x, uv.y );
  19175. // increase index
  19176. index ++;
  19177. }
  19178. // generate indices
  19179. for ( x = 0; x < radialSegments; x ++ ) {
  19180. var c = centerIndexStart + x;
  19181. var i = centerIndexEnd + x;
  19182. if ( top === true ) {
  19183. // face top
  19184. indices.push( i, i + 1, c );
  19185. } else {
  19186. // face bottom
  19187. indices.push( i + 1, i, c );
  19188. }
  19189. groupCount += 3;
  19190. }
  19191. // add a group to the geometry. this will ensure multi material support
  19192. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19193. // calculate new start value for groups
  19194. groupStart += groupCount;
  19195. }
  19196. }
  19197. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19198. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19199. /**
  19200. * @author abelnation / http://github.com/abelnation
  19201. */
  19202. // ConeGeometry
  19203. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19204. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19205. this.type = 'ConeGeometry';
  19206. this.parameters = {
  19207. radius: radius,
  19208. height: height,
  19209. radialSegments: radialSegments,
  19210. heightSegments: heightSegments,
  19211. openEnded: openEnded,
  19212. thetaStart: thetaStart,
  19213. thetaLength: thetaLength
  19214. };
  19215. }
  19216. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19217. ConeGeometry.prototype.constructor = ConeGeometry;
  19218. // ConeBufferGeometry
  19219. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19220. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19221. this.type = 'ConeBufferGeometry';
  19222. this.parameters = {
  19223. radius: radius,
  19224. height: height,
  19225. radialSegments: radialSegments,
  19226. heightSegments: heightSegments,
  19227. openEnded: openEnded,
  19228. thetaStart: thetaStart,
  19229. thetaLength: thetaLength
  19230. };
  19231. }
  19232. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19233. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19234. /**
  19235. * @author benaadams / https://twitter.com/ben_a_adams
  19236. * @author Mugen87 / https://github.com/Mugen87
  19237. * @author hughes
  19238. */
  19239. // CircleGeometry
  19240. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19241. Geometry.call( this );
  19242. this.type = 'CircleGeometry';
  19243. this.parameters = {
  19244. radius: radius,
  19245. segments: segments,
  19246. thetaStart: thetaStart,
  19247. thetaLength: thetaLength
  19248. };
  19249. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19250. this.mergeVertices();
  19251. }
  19252. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19253. CircleGeometry.prototype.constructor = CircleGeometry;
  19254. // CircleBufferGeometry
  19255. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19256. BufferGeometry.call( this );
  19257. this.type = 'CircleBufferGeometry';
  19258. this.parameters = {
  19259. radius: radius,
  19260. segments: segments,
  19261. thetaStart: thetaStart,
  19262. thetaLength: thetaLength
  19263. };
  19264. radius = radius || 1;
  19265. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19266. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19267. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19268. // buffers
  19269. var indices = [];
  19270. var vertices = [];
  19271. var normals = [];
  19272. var uvs = [];
  19273. // helper variables
  19274. var i, s;
  19275. var vertex = new Vector3();
  19276. var uv = new Vector2();
  19277. // center point
  19278. vertices.push( 0, 0, 0 );
  19279. normals.push( 0, 0, 1 );
  19280. uvs.push( 0.5, 0.5 );
  19281. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19282. var segment = thetaStart + s / segments * thetaLength;
  19283. // vertex
  19284. vertex.x = radius * Math.cos( segment );
  19285. vertex.y = radius * Math.sin( segment );
  19286. vertices.push( vertex.x, vertex.y, vertex.z );
  19287. // normal
  19288. normals.push( 0, 0, 1 );
  19289. // uvs
  19290. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19291. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19292. uvs.push( uv.x, uv.y );
  19293. }
  19294. // indices
  19295. for ( i = 1; i <= segments; i ++ ) {
  19296. indices.push( i, i + 1, 0 );
  19297. }
  19298. // build geometry
  19299. this.setIndex( indices );
  19300. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19301. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19302. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19303. }
  19304. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19305. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19306. var Geometries = /*#__PURE__*/Object.freeze({
  19307. __proto__: null,
  19308. WireframeGeometry: WireframeGeometry,
  19309. ParametricGeometry: ParametricGeometry,
  19310. ParametricBufferGeometry: ParametricBufferGeometry,
  19311. TetrahedronGeometry: TetrahedronGeometry,
  19312. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19313. OctahedronGeometry: OctahedronGeometry,
  19314. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19315. IcosahedronGeometry: IcosahedronGeometry,
  19316. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19317. DodecahedronGeometry: DodecahedronGeometry,
  19318. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19319. PolyhedronGeometry: PolyhedronGeometry,
  19320. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19321. TubeGeometry: TubeGeometry,
  19322. TubeBufferGeometry: TubeBufferGeometry,
  19323. TorusKnotGeometry: TorusKnotGeometry,
  19324. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19325. TorusGeometry: TorusGeometry,
  19326. TorusBufferGeometry: TorusBufferGeometry,
  19327. TextGeometry: TextGeometry,
  19328. TextBufferGeometry: TextBufferGeometry,
  19329. SphereGeometry: SphereGeometry,
  19330. SphereBufferGeometry: SphereBufferGeometry,
  19331. RingGeometry: RingGeometry,
  19332. RingBufferGeometry: RingBufferGeometry,
  19333. PlaneGeometry: PlaneGeometry,
  19334. PlaneBufferGeometry: PlaneBufferGeometry,
  19335. LatheGeometry: LatheGeometry,
  19336. LatheBufferGeometry: LatheBufferGeometry,
  19337. ShapeGeometry: ShapeGeometry,
  19338. ShapeBufferGeometry: ShapeBufferGeometry,
  19339. ExtrudeGeometry: ExtrudeGeometry,
  19340. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19341. EdgesGeometry: EdgesGeometry,
  19342. ConeGeometry: ConeGeometry,
  19343. ConeBufferGeometry: ConeBufferGeometry,
  19344. CylinderGeometry: CylinderGeometry,
  19345. CylinderBufferGeometry: CylinderBufferGeometry,
  19346. CircleGeometry: CircleGeometry,
  19347. CircleBufferGeometry: CircleBufferGeometry,
  19348. BoxGeometry: BoxGeometry,
  19349. BoxBufferGeometry: BoxBufferGeometry
  19350. });
  19351. /**
  19352. * @author mrdoob / http://mrdoob.com/
  19353. *
  19354. * parameters = {
  19355. * color: <THREE.Color>
  19356. * }
  19357. */
  19358. function ShadowMaterial( parameters ) {
  19359. Material.call( this );
  19360. this.type = 'ShadowMaterial';
  19361. this.color = new Color( 0x000000 );
  19362. this.transparent = true;
  19363. this.setValues( parameters );
  19364. }
  19365. ShadowMaterial.prototype = Object.create( Material.prototype );
  19366. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19367. ShadowMaterial.prototype.isShadowMaterial = true;
  19368. ShadowMaterial.prototype.copy = function ( source ) {
  19369. Material.prototype.copy.call( this, source );
  19370. this.color.copy( source.color );
  19371. return this;
  19372. };
  19373. /**
  19374. * @author mrdoob / http://mrdoob.com/
  19375. */
  19376. function RawShaderMaterial( parameters ) {
  19377. ShaderMaterial.call( this, parameters );
  19378. this.type = 'RawShaderMaterial';
  19379. }
  19380. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19381. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19382. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19383. /**
  19384. * @author WestLangley / http://github.com/WestLangley
  19385. *
  19386. * parameters = {
  19387. * color: <hex>,
  19388. * roughness: <float>,
  19389. * metalness: <float>,
  19390. * opacity: <float>,
  19391. *
  19392. * map: new THREE.Texture( <Image> ),
  19393. *
  19394. * lightMap: new THREE.Texture( <Image> ),
  19395. * lightMapIntensity: <float>
  19396. *
  19397. * aoMap: new THREE.Texture( <Image> ),
  19398. * aoMapIntensity: <float>
  19399. *
  19400. * emissive: <hex>,
  19401. * emissiveIntensity: <float>
  19402. * emissiveMap: new THREE.Texture( <Image> ),
  19403. *
  19404. * bumpMap: new THREE.Texture( <Image> ),
  19405. * bumpScale: <float>,
  19406. *
  19407. * normalMap: new THREE.Texture( <Image> ),
  19408. * normalMapType: THREE.TangentSpaceNormalMap,
  19409. * normalScale: <Vector2>,
  19410. *
  19411. * displacementMap: new THREE.Texture( <Image> ),
  19412. * displacementScale: <float>,
  19413. * displacementBias: <float>,
  19414. *
  19415. * roughnessMap: new THREE.Texture( <Image> ),
  19416. *
  19417. * metalnessMap: new THREE.Texture( <Image> ),
  19418. *
  19419. * alphaMap: new THREE.Texture( <Image> ),
  19420. *
  19421. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19422. * envMapIntensity: <float>
  19423. *
  19424. * refractionRatio: <float>,
  19425. *
  19426. * wireframe: <boolean>,
  19427. * wireframeLinewidth: <float>,
  19428. *
  19429. * skinning: <bool>,
  19430. * morphTargets: <bool>,
  19431. * morphNormals: <bool>
  19432. * }
  19433. */
  19434. function MeshStandardMaterial( parameters ) {
  19435. Material.call( this );
  19436. this.defines = { 'STANDARD': '' };
  19437. this.type = 'MeshStandardMaterial';
  19438. this.color = new Color( 0xffffff ); // diffuse
  19439. this.roughness = 0.5;
  19440. this.metalness = 0.5;
  19441. this.map = null;
  19442. this.lightMap = null;
  19443. this.lightMapIntensity = 1.0;
  19444. this.aoMap = null;
  19445. this.aoMapIntensity = 1.0;
  19446. this.emissive = new Color( 0x000000 );
  19447. this.emissiveIntensity = 1.0;
  19448. this.emissiveMap = null;
  19449. this.bumpMap = null;
  19450. this.bumpScale = 1;
  19451. this.normalMap = null;
  19452. this.normalMapType = TangentSpaceNormalMap;
  19453. this.normalScale = new Vector2( 1, 1 );
  19454. this.displacementMap = null;
  19455. this.displacementScale = 1;
  19456. this.displacementBias = 0;
  19457. this.roughnessMap = null;
  19458. this.metalnessMap = null;
  19459. this.alphaMap = null;
  19460. this.envMap = null;
  19461. this.envMapIntensity = 1.0;
  19462. this.refractionRatio = 0.98;
  19463. this.wireframe = false;
  19464. this.wireframeLinewidth = 1;
  19465. this.wireframeLinecap = 'round';
  19466. this.wireframeLinejoin = 'round';
  19467. this.skinning = false;
  19468. this.morphTargets = false;
  19469. this.morphNormals = false;
  19470. this.setValues( parameters );
  19471. }
  19472. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19473. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19474. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19475. MeshStandardMaterial.prototype.copy = function ( source ) {
  19476. Material.prototype.copy.call( this, source );
  19477. this.defines = { 'STANDARD': '' };
  19478. this.color.copy( source.color );
  19479. this.roughness = source.roughness;
  19480. this.metalness = source.metalness;
  19481. this.map = source.map;
  19482. this.lightMap = source.lightMap;
  19483. this.lightMapIntensity = source.lightMapIntensity;
  19484. this.aoMap = source.aoMap;
  19485. this.aoMapIntensity = source.aoMapIntensity;
  19486. this.emissive.copy( source.emissive );
  19487. this.emissiveMap = source.emissiveMap;
  19488. this.emissiveIntensity = source.emissiveIntensity;
  19489. this.bumpMap = source.bumpMap;
  19490. this.bumpScale = source.bumpScale;
  19491. this.normalMap = source.normalMap;
  19492. this.normalMapType = source.normalMapType;
  19493. this.normalScale.copy( source.normalScale );
  19494. this.displacementMap = source.displacementMap;
  19495. this.displacementScale = source.displacementScale;
  19496. this.displacementBias = source.displacementBias;
  19497. this.roughnessMap = source.roughnessMap;
  19498. this.metalnessMap = source.metalnessMap;
  19499. this.alphaMap = source.alphaMap;
  19500. this.envMap = source.envMap;
  19501. this.envMapIntensity = source.envMapIntensity;
  19502. this.refractionRatio = source.refractionRatio;
  19503. this.wireframe = source.wireframe;
  19504. this.wireframeLinewidth = source.wireframeLinewidth;
  19505. this.wireframeLinecap = source.wireframeLinecap;
  19506. this.wireframeLinejoin = source.wireframeLinejoin;
  19507. this.skinning = source.skinning;
  19508. this.morphTargets = source.morphTargets;
  19509. this.morphNormals = source.morphNormals;
  19510. return this;
  19511. };
  19512. /**
  19513. * @author WestLangley / http://github.com/WestLangley
  19514. *
  19515. * parameters = {
  19516. * reflectivity: <float>
  19517. * clearcoat: <float>
  19518. * clearcoatRoughness: <float>
  19519. *
  19520. * sheen: <Color>
  19521. *
  19522. * clearcoatNormalScale: <Vector2>,
  19523. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19524. * }
  19525. */
  19526. function MeshPhysicalMaterial( parameters ) {
  19527. MeshStandardMaterial.call( this );
  19528. this.defines = {
  19529. 'STANDARD': '',
  19530. 'PHYSICAL': ''
  19531. };
  19532. this.type = 'MeshPhysicalMaterial';
  19533. this.reflectivity = 0.5; // maps to F0 = 0.04
  19534. this.clearcoat = 0.0;
  19535. this.clearcoatRoughness = 0.0;
  19536. this.sheen = null; // null will disable sheen bsdf
  19537. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19538. this.clearcoatNormalMap = null;
  19539. this.transparency = 0.0;
  19540. this.setValues( parameters );
  19541. }
  19542. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19543. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19544. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19545. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19546. MeshStandardMaterial.prototype.copy.call( this, source );
  19547. this.defines = {
  19548. 'STANDARD': '',
  19549. 'PHYSICAL': ''
  19550. };
  19551. this.reflectivity = source.reflectivity;
  19552. this.clearcoat = source.clearcoat;
  19553. this.clearcoatRoughness = source.clearcoatRoughness;
  19554. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19555. else { this.sheen = null; }
  19556. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19557. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19558. this.transparency = source.transparency;
  19559. return this;
  19560. };
  19561. /**
  19562. * @author mrdoob / http://mrdoob.com/
  19563. * @author alteredq / http://alteredqualia.com/
  19564. *
  19565. * parameters = {
  19566. * color: <hex>,
  19567. * specular: <hex>,
  19568. * shininess: <float>,
  19569. * opacity: <float>,
  19570. *
  19571. * map: new THREE.Texture( <Image> ),
  19572. *
  19573. * lightMap: new THREE.Texture( <Image> ),
  19574. * lightMapIntensity: <float>
  19575. *
  19576. * aoMap: new THREE.Texture( <Image> ),
  19577. * aoMapIntensity: <float>
  19578. *
  19579. * emissive: <hex>,
  19580. * emissiveIntensity: <float>
  19581. * emissiveMap: new THREE.Texture( <Image> ),
  19582. *
  19583. * bumpMap: new THREE.Texture( <Image> ),
  19584. * bumpScale: <float>,
  19585. *
  19586. * normalMap: new THREE.Texture( <Image> ),
  19587. * normalMapType: THREE.TangentSpaceNormalMap,
  19588. * normalScale: <Vector2>,
  19589. *
  19590. * displacementMap: new THREE.Texture( <Image> ),
  19591. * displacementScale: <float>,
  19592. * displacementBias: <float>,
  19593. *
  19594. * specularMap: new THREE.Texture( <Image> ),
  19595. *
  19596. * alphaMap: new THREE.Texture( <Image> ),
  19597. *
  19598. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19599. * combine: THREE.MultiplyOperation,
  19600. * reflectivity: <float>,
  19601. * refractionRatio: <float>,
  19602. *
  19603. * wireframe: <boolean>,
  19604. * wireframeLinewidth: <float>,
  19605. *
  19606. * skinning: <bool>,
  19607. * morphTargets: <bool>,
  19608. * morphNormals: <bool>
  19609. * }
  19610. */
  19611. function MeshPhongMaterial( parameters ) {
  19612. Material.call( this );
  19613. this.type = 'MeshPhongMaterial';
  19614. this.color = new Color( 0xffffff ); // diffuse
  19615. this.specular = new Color( 0x111111 );
  19616. this.shininess = 30;
  19617. this.map = null;
  19618. this.lightMap = null;
  19619. this.lightMapIntensity = 1.0;
  19620. this.aoMap = null;
  19621. this.aoMapIntensity = 1.0;
  19622. this.emissive = new Color( 0x000000 );
  19623. this.emissiveIntensity = 1.0;
  19624. this.emissiveMap = null;
  19625. this.bumpMap = null;
  19626. this.bumpScale = 1;
  19627. this.normalMap = null;
  19628. this.normalMapType = TangentSpaceNormalMap;
  19629. this.normalScale = new Vector2( 1, 1 );
  19630. this.displacementMap = null;
  19631. this.displacementScale = 1;
  19632. this.displacementBias = 0;
  19633. this.specularMap = null;
  19634. this.alphaMap = null;
  19635. this.envMap = null;
  19636. this.combine = MultiplyOperation;
  19637. this.reflectivity = 1;
  19638. this.refractionRatio = 0.98;
  19639. this.wireframe = false;
  19640. this.wireframeLinewidth = 1;
  19641. this.wireframeLinecap = 'round';
  19642. this.wireframeLinejoin = 'round';
  19643. this.skinning = false;
  19644. this.morphTargets = false;
  19645. this.morphNormals = false;
  19646. this.setValues( parameters );
  19647. }
  19648. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19649. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19650. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19651. MeshPhongMaterial.prototype.copy = function ( source ) {
  19652. Material.prototype.copy.call( this, source );
  19653. this.color.copy( source.color );
  19654. this.specular.copy( source.specular );
  19655. this.shininess = source.shininess;
  19656. this.map = source.map;
  19657. this.lightMap = source.lightMap;
  19658. this.lightMapIntensity = source.lightMapIntensity;
  19659. this.aoMap = source.aoMap;
  19660. this.aoMapIntensity = source.aoMapIntensity;
  19661. this.emissive.copy( source.emissive );
  19662. this.emissiveMap = source.emissiveMap;
  19663. this.emissiveIntensity = source.emissiveIntensity;
  19664. this.bumpMap = source.bumpMap;
  19665. this.bumpScale = source.bumpScale;
  19666. this.normalMap = source.normalMap;
  19667. this.normalMapType = source.normalMapType;
  19668. this.normalScale.copy( source.normalScale );
  19669. this.displacementMap = source.displacementMap;
  19670. this.displacementScale = source.displacementScale;
  19671. this.displacementBias = source.displacementBias;
  19672. this.specularMap = source.specularMap;
  19673. this.alphaMap = source.alphaMap;
  19674. this.envMap = source.envMap;
  19675. this.combine = source.combine;
  19676. this.reflectivity = source.reflectivity;
  19677. this.refractionRatio = source.refractionRatio;
  19678. this.wireframe = source.wireframe;
  19679. this.wireframeLinewidth = source.wireframeLinewidth;
  19680. this.wireframeLinecap = source.wireframeLinecap;
  19681. this.wireframeLinejoin = source.wireframeLinejoin;
  19682. this.skinning = source.skinning;
  19683. this.morphTargets = source.morphTargets;
  19684. this.morphNormals = source.morphNormals;
  19685. return this;
  19686. };
  19687. /**
  19688. * @author takahirox / http://github.com/takahirox
  19689. *
  19690. * parameters = {
  19691. * color: <hex>,
  19692. * specular: <hex>,
  19693. * shininess: <float>,
  19694. *
  19695. * map: new THREE.Texture( <Image> ),
  19696. * gradientMap: new THREE.Texture( <Image> ),
  19697. *
  19698. * lightMap: new THREE.Texture( <Image> ),
  19699. * lightMapIntensity: <float>
  19700. *
  19701. * aoMap: new THREE.Texture( <Image> ),
  19702. * aoMapIntensity: <float>
  19703. *
  19704. * emissive: <hex>,
  19705. * emissiveIntensity: <float>
  19706. * emissiveMap: new THREE.Texture( <Image> ),
  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. * specularMap: new THREE.Texture( <Image> ),
  19720. *
  19721. * alphaMap: new THREE.Texture( <Image> ),
  19722. *
  19723. * wireframe: <boolean>,
  19724. * wireframeLinewidth: <float>,
  19725. *
  19726. * skinning: <bool>,
  19727. * morphTargets: <bool>,
  19728. * morphNormals: <bool>
  19729. * }
  19730. */
  19731. function MeshToonMaterial( parameters ) {
  19732. Material.call( this );
  19733. this.defines = { 'TOON': '' };
  19734. this.type = 'MeshToonMaterial';
  19735. this.color = new Color( 0xffffff );
  19736. this.specular = new Color( 0x111111 );
  19737. this.shininess = 30;
  19738. this.map = null;
  19739. this.gradientMap = null;
  19740. this.lightMap = null;
  19741. this.lightMapIntensity = 1.0;
  19742. this.aoMap = null;
  19743. this.aoMapIntensity = 1.0;
  19744. this.emissive = new Color( 0x000000 );
  19745. this.emissiveIntensity = 1.0;
  19746. this.emissiveMap = null;
  19747. this.bumpMap = null;
  19748. this.bumpScale = 1;
  19749. this.normalMap = null;
  19750. this.normalMapType = TangentSpaceNormalMap;
  19751. this.normalScale = new Vector2( 1, 1 );
  19752. this.displacementMap = null;
  19753. this.displacementScale = 1;
  19754. this.displacementBias = 0;
  19755. this.specularMap = null;
  19756. this.alphaMap = null;
  19757. this.wireframe = false;
  19758. this.wireframeLinewidth = 1;
  19759. this.wireframeLinecap = 'round';
  19760. this.wireframeLinejoin = 'round';
  19761. this.skinning = false;
  19762. this.morphTargets = false;
  19763. this.morphNormals = false;
  19764. this.setValues( parameters );
  19765. }
  19766. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19767. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19768. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19769. MeshToonMaterial.prototype.copy = function ( source ) {
  19770. Material.prototype.copy.call( this, source );
  19771. this.color.copy( source.color );
  19772. this.specular.copy( source.specular );
  19773. this.shininess = source.shininess;
  19774. this.map = source.map;
  19775. this.gradientMap = source.gradientMap;
  19776. this.lightMap = source.lightMap;
  19777. this.lightMapIntensity = source.lightMapIntensity;
  19778. this.aoMap = source.aoMap;
  19779. this.aoMapIntensity = source.aoMapIntensity;
  19780. this.emissive.copy( source.emissive );
  19781. this.emissiveMap = source.emissiveMap;
  19782. this.emissiveIntensity = source.emissiveIntensity;
  19783. this.bumpMap = source.bumpMap;
  19784. this.bumpScale = source.bumpScale;
  19785. this.normalMap = source.normalMap;
  19786. this.normalMapType = source.normalMapType;
  19787. this.normalScale.copy( source.normalScale );
  19788. this.displacementMap = source.displacementMap;
  19789. this.displacementScale = source.displacementScale;
  19790. this.displacementBias = source.displacementBias;
  19791. this.specularMap = source.specularMap;
  19792. this.alphaMap = source.alphaMap;
  19793. this.wireframe = source.wireframe;
  19794. this.wireframeLinewidth = source.wireframeLinewidth;
  19795. this.wireframeLinecap = source.wireframeLinecap;
  19796. this.wireframeLinejoin = source.wireframeLinejoin;
  19797. this.skinning = source.skinning;
  19798. this.morphTargets = source.morphTargets;
  19799. this.morphNormals = source.morphNormals;
  19800. return this;
  19801. };
  19802. /**
  19803. * @author mrdoob / http://mrdoob.com/
  19804. * @author WestLangley / http://github.com/WestLangley
  19805. *
  19806. * parameters = {
  19807. * opacity: <float>,
  19808. *
  19809. * bumpMap: new THREE.Texture( <Image> ),
  19810. * bumpScale: <float>,
  19811. *
  19812. * normalMap: new THREE.Texture( <Image> ),
  19813. * normalMapType: THREE.TangentSpaceNormalMap,
  19814. * normalScale: <Vector2>,
  19815. *
  19816. * displacementMap: new THREE.Texture( <Image> ),
  19817. * displacementScale: <float>,
  19818. * displacementBias: <float>,
  19819. *
  19820. * wireframe: <boolean>,
  19821. * wireframeLinewidth: <float>
  19822. *
  19823. * skinning: <bool>,
  19824. * morphTargets: <bool>,
  19825. * morphNormals: <bool>
  19826. * }
  19827. */
  19828. function MeshNormalMaterial( parameters ) {
  19829. Material.call( this );
  19830. this.type = 'MeshNormalMaterial';
  19831. this.bumpMap = null;
  19832. this.bumpScale = 1;
  19833. this.normalMap = null;
  19834. this.normalMapType = TangentSpaceNormalMap;
  19835. this.normalScale = new Vector2( 1, 1 );
  19836. this.displacementMap = null;
  19837. this.displacementScale = 1;
  19838. this.displacementBias = 0;
  19839. this.wireframe = false;
  19840. this.wireframeLinewidth = 1;
  19841. this.fog = false;
  19842. this.skinning = false;
  19843. this.morphTargets = false;
  19844. this.morphNormals = false;
  19845. this.setValues( parameters );
  19846. }
  19847. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19848. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19849. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19850. MeshNormalMaterial.prototype.copy = function ( source ) {
  19851. Material.prototype.copy.call( this, source );
  19852. this.bumpMap = source.bumpMap;
  19853. this.bumpScale = source.bumpScale;
  19854. this.normalMap = source.normalMap;
  19855. this.normalMapType = source.normalMapType;
  19856. this.normalScale.copy( source.normalScale );
  19857. this.displacementMap = source.displacementMap;
  19858. this.displacementScale = source.displacementScale;
  19859. this.displacementBias = source.displacementBias;
  19860. this.wireframe = source.wireframe;
  19861. this.wireframeLinewidth = source.wireframeLinewidth;
  19862. this.skinning = source.skinning;
  19863. this.morphTargets = source.morphTargets;
  19864. this.morphNormals = source.morphNormals;
  19865. return this;
  19866. };
  19867. /**
  19868. * @author mrdoob / http://mrdoob.com/
  19869. * @author alteredq / http://alteredqualia.com/
  19870. *
  19871. * parameters = {
  19872. * color: <hex>,
  19873. * opacity: <float>,
  19874. *
  19875. * map: new THREE.Texture( <Image> ),
  19876. *
  19877. * lightMap: new THREE.Texture( <Image> ),
  19878. * lightMapIntensity: <float>
  19879. *
  19880. * aoMap: new THREE.Texture( <Image> ),
  19881. * aoMapIntensity: <float>
  19882. *
  19883. * emissive: <hex>,
  19884. * emissiveIntensity: <float>
  19885. * emissiveMap: new THREE.Texture( <Image> ),
  19886. *
  19887. * specularMap: new THREE.Texture( <Image> ),
  19888. *
  19889. * alphaMap: new THREE.Texture( <Image> ),
  19890. *
  19891. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19892. * combine: THREE.Multiply,
  19893. * reflectivity: <float>,
  19894. * refractionRatio: <float>,
  19895. *
  19896. * wireframe: <boolean>,
  19897. * wireframeLinewidth: <float>,
  19898. *
  19899. * skinning: <bool>,
  19900. * morphTargets: <bool>,
  19901. * morphNormals: <bool>
  19902. * }
  19903. */
  19904. function MeshLambertMaterial( parameters ) {
  19905. Material.call( this );
  19906. this.type = 'MeshLambertMaterial';
  19907. this.color = new Color( 0xffffff ); // diffuse
  19908. this.map = null;
  19909. this.lightMap = null;
  19910. this.lightMapIntensity = 1.0;
  19911. this.aoMap = null;
  19912. this.aoMapIntensity = 1.0;
  19913. this.emissive = new Color( 0x000000 );
  19914. this.emissiveIntensity = 1.0;
  19915. this.emissiveMap = null;
  19916. this.specularMap = null;
  19917. this.alphaMap = null;
  19918. this.envMap = null;
  19919. this.combine = MultiplyOperation;
  19920. this.reflectivity = 1;
  19921. this.refractionRatio = 0.98;
  19922. this.wireframe = false;
  19923. this.wireframeLinewidth = 1;
  19924. this.wireframeLinecap = 'round';
  19925. this.wireframeLinejoin = 'round';
  19926. this.skinning = false;
  19927. this.morphTargets = false;
  19928. this.morphNormals = false;
  19929. this.setValues( parameters );
  19930. }
  19931. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19932. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19933. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19934. MeshLambertMaterial.prototype.copy = function ( source ) {
  19935. Material.prototype.copy.call( this, source );
  19936. this.color.copy( source.color );
  19937. this.map = source.map;
  19938. this.lightMap = source.lightMap;
  19939. this.lightMapIntensity = source.lightMapIntensity;
  19940. this.aoMap = source.aoMap;
  19941. this.aoMapIntensity = source.aoMapIntensity;
  19942. this.emissive.copy( source.emissive );
  19943. this.emissiveMap = source.emissiveMap;
  19944. this.emissiveIntensity = source.emissiveIntensity;
  19945. this.specularMap = source.specularMap;
  19946. this.alphaMap = source.alphaMap;
  19947. this.envMap = source.envMap;
  19948. this.combine = source.combine;
  19949. this.reflectivity = source.reflectivity;
  19950. this.refractionRatio = source.refractionRatio;
  19951. this.wireframe = source.wireframe;
  19952. this.wireframeLinewidth = source.wireframeLinewidth;
  19953. this.wireframeLinecap = source.wireframeLinecap;
  19954. this.wireframeLinejoin = source.wireframeLinejoin;
  19955. this.skinning = source.skinning;
  19956. this.morphTargets = source.morphTargets;
  19957. this.morphNormals = source.morphNormals;
  19958. return this;
  19959. };
  19960. /**
  19961. * @author WestLangley / http://github.com/WestLangley
  19962. *
  19963. * parameters = {
  19964. * color: <hex>,
  19965. * opacity: <float>,
  19966. *
  19967. * matcap: new THREE.Texture( <Image> ),
  19968. *
  19969. * map: new THREE.Texture( <Image> ),
  19970. *
  19971. * bumpMap: new THREE.Texture( <Image> ),
  19972. * bumpScale: <float>,
  19973. *
  19974. * normalMap: new THREE.Texture( <Image> ),
  19975. * normalMapType: THREE.TangentSpaceNormalMap,
  19976. * normalScale: <Vector2>,
  19977. *
  19978. * displacementMap: new THREE.Texture( <Image> ),
  19979. * displacementScale: <float>,
  19980. * displacementBias: <float>,
  19981. *
  19982. * alphaMap: new THREE.Texture( <Image> ),
  19983. *
  19984. * skinning: <bool>,
  19985. * morphTargets: <bool>,
  19986. * morphNormals: <bool>
  19987. * }
  19988. */
  19989. function MeshMatcapMaterial( parameters ) {
  19990. Material.call( this );
  19991. this.defines = { 'MATCAP': '' };
  19992. this.type = 'MeshMatcapMaterial';
  19993. this.color = new Color( 0xffffff ); // diffuse
  19994. this.matcap = null;
  19995. this.map = null;
  19996. this.bumpMap = null;
  19997. this.bumpScale = 1;
  19998. this.normalMap = null;
  19999. this.normalMapType = TangentSpaceNormalMap;
  20000. this.normalScale = new Vector2( 1, 1 );
  20001. this.displacementMap = null;
  20002. this.displacementScale = 1;
  20003. this.displacementBias = 0;
  20004. this.alphaMap = null;
  20005. this.skinning = false;
  20006. this.morphTargets = false;
  20007. this.morphNormals = false;
  20008. this.setValues( parameters );
  20009. }
  20010. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20011. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20012. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20013. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20014. Material.prototype.copy.call( this, source );
  20015. this.defines = { 'MATCAP': '' };
  20016. this.color.copy( source.color );
  20017. this.matcap = source.matcap;
  20018. this.map = source.map;
  20019. this.bumpMap = source.bumpMap;
  20020. this.bumpScale = source.bumpScale;
  20021. this.normalMap = source.normalMap;
  20022. this.normalMapType = source.normalMapType;
  20023. this.normalScale.copy( source.normalScale );
  20024. this.displacementMap = source.displacementMap;
  20025. this.displacementScale = source.displacementScale;
  20026. this.displacementBias = source.displacementBias;
  20027. this.alphaMap = source.alphaMap;
  20028. this.skinning = source.skinning;
  20029. this.morphTargets = source.morphTargets;
  20030. this.morphNormals = source.morphNormals;
  20031. return this;
  20032. };
  20033. /**
  20034. * @author alteredq / http://alteredqualia.com/
  20035. *
  20036. * parameters = {
  20037. * color: <hex>,
  20038. * opacity: <float>,
  20039. *
  20040. * linewidth: <float>,
  20041. *
  20042. * scale: <float>,
  20043. * dashSize: <float>,
  20044. * gapSize: <float>
  20045. * }
  20046. */
  20047. function LineDashedMaterial( parameters ) {
  20048. LineBasicMaterial.call( this );
  20049. this.type = 'LineDashedMaterial';
  20050. this.scale = 1;
  20051. this.dashSize = 3;
  20052. this.gapSize = 1;
  20053. this.setValues( parameters );
  20054. }
  20055. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20056. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20057. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20058. LineDashedMaterial.prototype.copy = function ( source ) {
  20059. LineBasicMaterial.prototype.copy.call( this, source );
  20060. this.scale = source.scale;
  20061. this.dashSize = source.dashSize;
  20062. this.gapSize = source.gapSize;
  20063. return this;
  20064. };
  20065. var Materials = /*#__PURE__*/Object.freeze({
  20066. __proto__: null,
  20067. ShadowMaterial: ShadowMaterial,
  20068. SpriteMaterial: SpriteMaterial,
  20069. RawShaderMaterial: RawShaderMaterial,
  20070. ShaderMaterial: ShaderMaterial,
  20071. PointsMaterial: PointsMaterial,
  20072. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20073. MeshStandardMaterial: MeshStandardMaterial,
  20074. MeshPhongMaterial: MeshPhongMaterial,
  20075. MeshToonMaterial: MeshToonMaterial,
  20076. MeshNormalMaterial: MeshNormalMaterial,
  20077. MeshLambertMaterial: MeshLambertMaterial,
  20078. MeshDepthMaterial: MeshDepthMaterial,
  20079. MeshDistanceMaterial: MeshDistanceMaterial,
  20080. MeshBasicMaterial: MeshBasicMaterial,
  20081. MeshMatcapMaterial: MeshMatcapMaterial,
  20082. LineDashedMaterial: LineDashedMaterial,
  20083. LineBasicMaterial: LineBasicMaterial,
  20084. Material: Material
  20085. });
  20086. /**
  20087. * @author tschw
  20088. * @author Ben Houston / http://clara.io/
  20089. * @author David Sarno / http://lighthaus.us/
  20090. */
  20091. var AnimationUtils = {
  20092. // same as Array.prototype.slice, but also works on typed arrays
  20093. arraySlice: function ( array, from, to ) {
  20094. if ( AnimationUtils.isTypedArray( array ) ) {
  20095. // in ios9 array.subarray(from, undefined) will return empty array
  20096. // but array.subarray(from) or array.subarray(from, len) is correct
  20097. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20098. }
  20099. return array.slice( from, to );
  20100. },
  20101. // converts an array to a specific type
  20102. convertArray: function ( array, type, forceClone ) {
  20103. if ( ! array || // let 'undefined' and 'null' pass
  20104. ! forceClone && array.constructor === type ) { return array; }
  20105. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20106. return new type( array ); // create typed array
  20107. }
  20108. return Array.prototype.slice.call( array ); // create Array
  20109. },
  20110. isTypedArray: function ( object ) {
  20111. return ArrayBuffer.isView( object ) &&
  20112. ! ( object instanceof DataView );
  20113. },
  20114. // returns an array by which times and values can be sorted
  20115. getKeyframeOrder: function ( times ) {
  20116. function compareTime( i, j ) {
  20117. return times[ i ] - times[ j ];
  20118. }
  20119. var n = times.length;
  20120. var result = new Array( n );
  20121. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20122. result.sort( compareTime );
  20123. return result;
  20124. },
  20125. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20126. sortedArray: function ( values, stride, order ) {
  20127. var nValues = values.length;
  20128. var result = new values.constructor( nValues );
  20129. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20130. var srcOffset = order[ i ] * stride;
  20131. for ( var j = 0; j !== stride; ++ j ) {
  20132. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20133. }
  20134. }
  20135. return result;
  20136. },
  20137. // function for parsing AOS keyframe formats
  20138. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20139. var i = 1, key = jsonKeys[ 0 ];
  20140. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20141. key = jsonKeys[ i ++ ];
  20142. }
  20143. if ( key === undefined ) { return; } // no data
  20144. var value = key[ valuePropertyName ];
  20145. if ( value === undefined ) { return; } // no data
  20146. if ( Array.isArray( value ) ) {
  20147. do {
  20148. value = key[ valuePropertyName ];
  20149. if ( value !== undefined ) {
  20150. times.push( key.time );
  20151. values.push.apply( values, value ); // push all elements
  20152. }
  20153. key = jsonKeys[ i ++ ];
  20154. } while ( key !== undefined );
  20155. } else if ( value.toArray !== undefined ) {
  20156. // ...assume THREE.Math-ish
  20157. do {
  20158. value = key[ valuePropertyName ];
  20159. if ( value !== undefined ) {
  20160. times.push( key.time );
  20161. value.toArray( values, values.length );
  20162. }
  20163. key = jsonKeys[ i ++ ];
  20164. } while ( key !== undefined );
  20165. } else {
  20166. // otherwise push as-is
  20167. do {
  20168. value = key[ valuePropertyName ];
  20169. if ( value !== undefined ) {
  20170. times.push( key.time );
  20171. values.push( value );
  20172. }
  20173. key = jsonKeys[ i ++ ];
  20174. } while ( key !== undefined );
  20175. }
  20176. },
  20177. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20178. fps = fps || 30;
  20179. var clip = sourceClip.clone();
  20180. clip.name = name;
  20181. var tracks = [];
  20182. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20183. var track = clip.tracks[ i ];
  20184. var valueSize = track.getValueSize();
  20185. var times = [];
  20186. var values = [];
  20187. for ( var j = 0; j < track.times.length; ++ j ) {
  20188. var frame = track.times[ j ] * fps;
  20189. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20190. times.push( track.times[ j ] );
  20191. for ( var k = 0; k < valueSize; ++ k ) {
  20192. values.push( track.values[ j * valueSize + k ] );
  20193. }
  20194. }
  20195. if ( times.length === 0 ) { continue; }
  20196. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20197. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20198. tracks.push( track );
  20199. }
  20200. clip.tracks = tracks;
  20201. // find minimum .times value across all tracks in the trimmed clip
  20202. var minStartTime = Infinity;
  20203. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20204. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20205. minStartTime = clip.tracks[ i ].times[ 0 ];
  20206. }
  20207. }
  20208. // shift all tracks such that clip begins at t=0
  20209. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20210. clip.tracks[ i ].shift( - 1 * minStartTime );
  20211. }
  20212. clip.resetDuration();
  20213. return clip;
  20214. }
  20215. };
  20216. /**
  20217. * Abstract base class of interpolants over parametric samples.
  20218. *
  20219. * The parameter domain is one dimensional, typically the time or a path
  20220. * along a curve defined by the data.
  20221. *
  20222. * The sample values can have any dimensionality and derived classes may
  20223. * apply special interpretations to the data.
  20224. *
  20225. * This class provides the interval seek in a Template Method, deferring
  20226. * the actual interpolation to derived classes.
  20227. *
  20228. * Time complexity is O(1) for linear access crossing at most two points
  20229. * and O(log N) for random access, where N is the number of positions.
  20230. *
  20231. * References:
  20232. *
  20233. * http://www.oodesign.com/template-method-pattern.html
  20234. *
  20235. * @author tschw
  20236. */
  20237. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20238. this.parameterPositions = parameterPositions;
  20239. this._cachedIndex = 0;
  20240. this.resultBuffer = resultBuffer !== undefined ?
  20241. resultBuffer : new sampleValues.constructor( sampleSize );
  20242. this.sampleValues = sampleValues;
  20243. this.valueSize = sampleSize;
  20244. }
  20245. Object.assign( Interpolant.prototype, {
  20246. evaluate: function ( t ) {
  20247. var pp = this.parameterPositions,
  20248. i1 = this._cachedIndex,
  20249. t1 = pp[ i1 ],
  20250. t0 = pp[ i1 - 1 ];
  20251. validate_interval: {
  20252. seek: {
  20253. var right;
  20254. linear_scan: {
  20255. //- See http://jsperf.com/comparison-to-undefined/3
  20256. //- slower code:
  20257. //-
  20258. //- if ( t >= t1 || t1 === undefined ) {
  20259. forward_scan: if ( ! ( t < t1 ) ) {
  20260. for ( var giveUpAt = i1 + 2; ; ) {
  20261. if ( t1 === undefined ) {
  20262. if ( t < t0 ) { break forward_scan; }
  20263. // after end
  20264. i1 = pp.length;
  20265. this._cachedIndex = i1;
  20266. return this.afterEnd_( i1 - 1, t, t0 );
  20267. }
  20268. if ( i1 === giveUpAt ) { break; } // this loop
  20269. t0 = t1;
  20270. t1 = pp[ ++ i1 ];
  20271. if ( t < t1 ) {
  20272. // we have arrived at the sought interval
  20273. break seek;
  20274. }
  20275. }
  20276. // prepare binary search on the right side of the index
  20277. right = pp.length;
  20278. break linear_scan;
  20279. }
  20280. //- slower code:
  20281. //- if ( t < t0 || t0 === undefined ) {
  20282. if ( ! ( t >= t0 ) ) {
  20283. // looping?
  20284. var t1global = pp[ 1 ];
  20285. if ( t < t1global ) {
  20286. i1 = 2; // + 1, using the scan for the details
  20287. t0 = t1global;
  20288. }
  20289. // linear reverse scan
  20290. for ( var giveUpAt = i1 - 2; ; ) {
  20291. if ( t0 === undefined ) {
  20292. // before start
  20293. this._cachedIndex = 0;
  20294. return this.beforeStart_( 0, t, t1 );
  20295. }
  20296. if ( i1 === giveUpAt ) { break; } // this loop
  20297. t1 = t0;
  20298. t0 = pp[ -- i1 - 1 ];
  20299. if ( t >= t0 ) {
  20300. // we have arrived at the sought interval
  20301. break seek;
  20302. }
  20303. }
  20304. // prepare binary search on the left side of the index
  20305. right = i1;
  20306. i1 = 0;
  20307. break linear_scan;
  20308. }
  20309. // the interval is valid
  20310. break validate_interval;
  20311. } // linear scan
  20312. // binary search
  20313. while ( i1 < right ) {
  20314. var mid = ( i1 + right ) >>> 1;
  20315. if ( t < pp[ mid ] ) {
  20316. right = mid;
  20317. } else {
  20318. i1 = mid + 1;
  20319. }
  20320. }
  20321. t1 = pp[ i1 ];
  20322. t0 = pp[ i1 - 1 ];
  20323. // check boundary cases, again
  20324. if ( t0 === undefined ) {
  20325. this._cachedIndex = 0;
  20326. return this.beforeStart_( 0, t, t1 );
  20327. }
  20328. if ( t1 === undefined ) {
  20329. i1 = pp.length;
  20330. this._cachedIndex = i1;
  20331. return this.afterEnd_( i1 - 1, t0, t );
  20332. }
  20333. } // seek
  20334. this._cachedIndex = i1;
  20335. this.intervalChanged_( i1, t0, t1 );
  20336. } // validate_interval
  20337. return this.interpolate_( i1, t0, t, t1 );
  20338. },
  20339. settings: null, // optional, subclass-specific settings structure
  20340. // Note: The indirection allows central control of many interpolants.
  20341. // --- Protected interface
  20342. DefaultSettings_: {},
  20343. getSettings_: function () {
  20344. return this.settings || this.DefaultSettings_;
  20345. },
  20346. copySampleValue_: function ( index ) {
  20347. // copies a sample value to the result buffer
  20348. var result = this.resultBuffer,
  20349. values = this.sampleValues,
  20350. stride = this.valueSize,
  20351. offset = index * stride;
  20352. for ( var i = 0; i !== stride; ++ i ) {
  20353. result[ i ] = values[ offset + i ];
  20354. }
  20355. return result;
  20356. },
  20357. // Template methods for derived classes:
  20358. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20359. throw new Error( 'call to abstract method' );
  20360. // implementations shall return this.resultBuffer
  20361. },
  20362. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20363. // empty
  20364. }
  20365. } );
  20366. //!\ DECLARE ALIAS AFTER assign prototype !
  20367. Object.assign( Interpolant.prototype, {
  20368. //( 0, t, t0 ), returns this.resultBuffer
  20369. beforeStart_: Interpolant.prototype.copySampleValue_,
  20370. //( N-1, tN-1, t ), returns this.resultBuffer
  20371. afterEnd_: Interpolant.prototype.copySampleValue_,
  20372. } );
  20373. /**
  20374. * Fast and simple cubic spline interpolant.
  20375. *
  20376. * It was derived from a Hermitian construction setting the first derivative
  20377. * at each sample position to the linear slope between neighboring positions
  20378. * over their parameter interval.
  20379. *
  20380. * @author tschw
  20381. */
  20382. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20383. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20384. this._weightPrev = - 0;
  20385. this._offsetPrev = - 0;
  20386. this._weightNext = - 0;
  20387. this._offsetNext = - 0;
  20388. }
  20389. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20390. constructor: CubicInterpolant,
  20391. DefaultSettings_: {
  20392. endingStart: ZeroCurvatureEnding,
  20393. endingEnd: ZeroCurvatureEnding
  20394. },
  20395. intervalChanged_: function ( i1, t0, t1 ) {
  20396. var pp = this.parameterPositions,
  20397. iPrev = i1 - 2,
  20398. iNext = i1 + 1,
  20399. tPrev = pp[ iPrev ],
  20400. tNext = pp[ iNext ];
  20401. if ( tPrev === undefined ) {
  20402. switch ( this.getSettings_().endingStart ) {
  20403. case ZeroSlopeEnding:
  20404. // f'(t0) = 0
  20405. iPrev = i1;
  20406. tPrev = 2 * t0 - t1;
  20407. break;
  20408. case WrapAroundEnding:
  20409. // use the other end of the curve
  20410. iPrev = pp.length - 2;
  20411. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20412. break;
  20413. default: // ZeroCurvatureEnding
  20414. // f''(t0) = 0 a.k.a. Natural Spline
  20415. iPrev = i1;
  20416. tPrev = t1;
  20417. }
  20418. }
  20419. if ( tNext === undefined ) {
  20420. switch ( this.getSettings_().endingEnd ) {
  20421. case ZeroSlopeEnding:
  20422. // f'(tN) = 0
  20423. iNext = i1;
  20424. tNext = 2 * t1 - t0;
  20425. break;
  20426. case WrapAroundEnding:
  20427. // use the other end of the curve
  20428. iNext = 1;
  20429. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20430. break;
  20431. default: // ZeroCurvatureEnding
  20432. // f''(tN) = 0, a.k.a. Natural Spline
  20433. iNext = i1 - 1;
  20434. tNext = t0;
  20435. }
  20436. }
  20437. var halfDt = ( t1 - t0 ) * 0.5,
  20438. stride = this.valueSize;
  20439. this._weightPrev = halfDt / ( t0 - tPrev );
  20440. this._weightNext = halfDt / ( tNext - t1 );
  20441. this._offsetPrev = iPrev * stride;
  20442. this._offsetNext = iNext * stride;
  20443. },
  20444. interpolate_: function ( i1, t0, t, t1 ) {
  20445. var result = this.resultBuffer,
  20446. values = this.sampleValues,
  20447. stride = this.valueSize,
  20448. o1 = i1 * stride, o0 = o1 - stride,
  20449. oP = this._offsetPrev, oN = this._offsetNext,
  20450. wP = this._weightPrev, wN = this._weightNext,
  20451. p = ( t - t0 ) / ( t1 - t0 ),
  20452. pp = p * p,
  20453. ppp = pp * p;
  20454. // evaluate polynomials
  20455. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20456. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20457. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20458. var sN = wN * ppp - wN * pp;
  20459. // combine data linearly
  20460. for ( var i = 0; i !== stride; ++ i ) {
  20461. result[ i ] =
  20462. sP * values[ oP + i ] +
  20463. s0 * values[ o0 + i ] +
  20464. s1 * values[ o1 + i ] +
  20465. sN * values[ oN + i ];
  20466. }
  20467. return result;
  20468. }
  20469. } );
  20470. /**
  20471. * @author tschw
  20472. */
  20473. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20474. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20475. }
  20476. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20477. constructor: LinearInterpolant,
  20478. interpolate_: function ( i1, t0, t, t1 ) {
  20479. var result = this.resultBuffer,
  20480. values = this.sampleValues,
  20481. stride = this.valueSize,
  20482. offset1 = i1 * stride,
  20483. offset0 = offset1 - stride,
  20484. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20485. weight0 = 1 - weight1;
  20486. for ( var i = 0; i !== stride; ++ i ) {
  20487. result[ i ] =
  20488. values[ offset0 + i ] * weight0 +
  20489. values[ offset1 + i ] * weight1;
  20490. }
  20491. return result;
  20492. }
  20493. } );
  20494. /**
  20495. *
  20496. * Interpolant that evaluates to the sample value at the position preceeding
  20497. * the parameter.
  20498. *
  20499. * @author tschw
  20500. */
  20501. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20502. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20503. }
  20504. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20505. constructor: DiscreteInterpolant,
  20506. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20507. return this.copySampleValue_( i1 - 1 );
  20508. }
  20509. } );
  20510. /**
  20511. *
  20512. * A timed sequence of keyframes for a specific property.
  20513. *
  20514. *
  20515. * @author Ben Houston / http://clara.io/
  20516. * @author David Sarno / http://lighthaus.us/
  20517. * @author tschw
  20518. */
  20519. function KeyframeTrack( name, times, values, interpolation ) {
  20520. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20521. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20522. this.name = name;
  20523. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20524. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20525. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20526. }
  20527. // Static methods
  20528. Object.assign( KeyframeTrack, {
  20529. // Serialization (in static context, because of constructor invocation
  20530. // and automatic invocation of .toJSON):
  20531. toJSON: function ( track ) {
  20532. var trackType = track.constructor;
  20533. var json;
  20534. // derived classes can define a static toJSON method
  20535. if ( trackType.toJSON !== undefined ) {
  20536. json = trackType.toJSON( track );
  20537. } else {
  20538. // by default, we assume the data can be serialized as-is
  20539. json = {
  20540. 'name': track.name,
  20541. 'times': AnimationUtils.convertArray( track.times, Array ),
  20542. 'values': AnimationUtils.convertArray( track.values, Array )
  20543. };
  20544. var interpolation = track.getInterpolation();
  20545. if ( interpolation !== track.DefaultInterpolation ) {
  20546. json.interpolation = interpolation;
  20547. }
  20548. }
  20549. json.type = track.ValueTypeName; // mandatory
  20550. return json;
  20551. }
  20552. } );
  20553. Object.assign( KeyframeTrack.prototype, {
  20554. constructor: KeyframeTrack,
  20555. TimeBufferType: Float32Array,
  20556. ValueBufferType: Float32Array,
  20557. DefaultInterpolation: InterpolateLinear,
  20558. InterpolantFactoryMethodDiscrete: function ( result ) {
  20559. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20560. },
  20561. InterpolantFactoryMethodLinear: function ( result ) {
  20562. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20563. },
  20564. InterpolantFactoryMethodSmooth: function ( result ) {
  20565. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20566. },
  20567. setInterpolation: function ( interpolation ) {
  20568. var factoryMethod;
  20569. switch ( interpolation ) {
  20570. case InterpolateDiscrete:
  20571. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20572. break;
  20573. case InterpolateLinear:
  20574. factoryMethod = this.InterpolantFactoryMethodLinear;
  20575. break;
  20576. case InterpolateSmooth:
  20577. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20578. break;
  20579. }
  20580. if ( factoryMethod === undefined ) {
  20581. var message = "unsupported interpolation for " +
  20582. this.ValueTypeName + " keyframe track named " + this.name;
  20583. if ( this.createInterpolant === undefined ) {
  20584. // fall back to default, unless the default itself is messed up
  20585. if ( interpolation !== this.DefaultInterpolation ) {
  20586. this.setInterpolation( this.DefaultInterpolation );
  20587. } else {
  20588. throw new Error( message ); // fatal, in this case
  20589. }
  20590. }
  20591. console.warn( 'THREE.KeyframeTrack:', message );
  20592. return this;
  20593. }
  20594. this.createInterpolant = factoryMethod;
  20595. return this;
  20596. },
  20597. getInterpolation: function () {
  20598. switch ( this.createInterpolant ) {
  20599. case this.InterpolantFactoryMethodDiscrete:
  20600. return InterpolateDiscrete;
  20601. case this.InterpolantFactoryMethodLinear:
  20602. return InterpolateLinear;
  20603. case this.InterpolantFactoryMethodSmooth:
  20604. return InterpolateSmooth;
  20605. }
  20606. },
  20607. getValueSize: function () {
  20608. return this.values.length / this.times.length;
  20609. },
  20610. // move all keyframes either forwards or backwards in time
  20611. shift: function ( timeOffset ) {
  20612. if ( timeOffset !== 0.0 ) {
  20613. var times = this.times;
  20614. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20615. times[ i ] += timeOffset;
  20616. }
  20617. }
  20618. return this;
  20619. },
  20620. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20621. scale: function ( timeScale ) {
  20622. if ( timeScale !== 1.0 ) {
  20623. var times = this.times;
  20624. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20625. times[ i ] *= timeScale;
  20626. }
  20627. }
  20628. return this;
  20629. },
  20630. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20631. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20632. trim: function ( startTime, endTime ) {
  20633. var times = this.times,
  20634. nKeys = times.length,
  20635. from = 0,
  20636. to = nKeys - 1;
  20637. while ( from !== nKeys && times[ from ] < startTime ) {
  20638. ++ from;
  20639. }
  20640. while ( to !== - 1 && times[ to ] > endTime ) {
  20641. -- to;
  20642. }
  20643. ++ to; // inclusive -> exclusive bound
  20644. if ( from !== 0 || to !== nKeys ) {
  20645. // empty tracks are forbidden, so keep at least one keyframe
  20646. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20647. var stride = this.getValueSize();
  20648. this.times = AnimationUtils.arraySlice( times, from, to );
  20649. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20650. }
  20651. return this;
  20652. },
  20653. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20654. validate: function () {
  20655. var valid = true;
  20656. var valueSize = this.getValueSize();
  20657. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20658. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20659. valid = false;
  20660. }
  20661. var times = this.times,
  20662. values = this.values,
  20663. nKeys = times.length;
  20664. if ( nKeys === 0 ) {
  20665. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20666. valid = false;
  20667. }
  20668. var prevTime = null;
  20669. for ( var i = 0; i !== nKeys; i ++ ) {
  20670. var currTime = times[ i ];
  20671. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20672. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20673. valid = false;
  20674. break;
  20675. }
  20676. if ( prevTime !== null && prevTime > currTime ) {
  20677. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20678. valid = false;
  20679. break;
  20680. }
  20681. prevTime = currTime;
  20682. }
  20683. if ( values !== undefined ) {
  20684. if ( AnimationUtils.isTypedArray( values ) ) {
  20685. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20686. var value = values[ i ];
  20687. if ( isNaN( value ) ) {
  20688. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20689. valid = false;
  20690. break;
  20691. }
  20692. }
  20693. }
  20694. }
  20695. return valid;
  20696. },
  20697. // removes equivalent sequential keys as common in morph target sequences
  20698. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20699. optimize: function () {
  20700. var times = this.times,
  20701. values = this.values,
  20702. stride = this.getValueSize(),
  20703. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20704. writeIndex = 1,
  20705. lastIndex = times.length - 1;
  20706. for ( var i = 1; i < lastIndex; ++ i ) {
  20707. var keep = false;
  20708. var time = times[ i ];
  20709. var timeNext = times[ i + 1 ];
  20710. // remove adjacent keyframes scheduled at the same time
  20711. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20712. if ( ! smoothInterpolation ) {
  20713. // remove unnecessary keyframes same as their neighbors
  20714. var offset = i * stride,
  20715. offsetP = offset - stride,
  20716. offsetN = offset + stride;
  20717. for ( var j = 0; j !== stride; ++ j ) {
  20718. var value = values[ offset + j ];
  20719. if ( value !== values[ offsetP + j ] ||
  20720. value !== values[ offsetN + j ] ) {
  20721. keep = true;
  20722. break;
  20723. }
  20724. }
  20725. } else {
  20726. keep = true;
  20727. }
  20728. }
  20729. // in-place compaction
  20730. if ( keep ) {
  20731. if ( i !== writeIndex ) {
  20732. times[ writeIndex ] = times[ i ];
  20733. var readOffset = i * stride,
  20734. writeOffset = writeIndex * stride;
  20735. for ( var j = 0; j !== stride; ++ j ) {
  20736. values[ writeOffset + j ] = values[ readOffset + j ];
  20737. }
  20738. }
  20739. ++ writeIndex;
  20740. }
  20741. }
  20742. // flush last keyframe (compaction looks ahead)
  20743. if ( lastIndex > 0 ) {
  20744. times[ writeIndex ] = times[ lastIndex ];
  20745. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20746. values[ writeOffset + j ] = values[ readOffset + j ];
  20747. }
  20748. ++ writeIndex;
  20749. }
  20750. if ( writeIndex !== times.length ) {
  20751. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20752. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20753. }
  20754. return this;
  20755. },
  20756. clone: function () {
  20757. var times = AnimationUtils.arraySlice( this.times, 0 );
  20758. var values = AnimationUtils.arraySlice( this.values, 0 );
  20759. var TypedKeyframeTrack = this.constructor;
  20760. var track = new TypedKeyframeTrack( this.name, times, values );
  20761. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20762. track.createInterpolant = this.createInterpolant;
  20763. return track;
  20764. }
  20765. } );
  20766. /**
  20767. *
  20768. * A Track of Boolean keyframe values.
  20769. *
  20770. *
  20771. * @author Ben Houston / http://clara.io/
  20772. * @author David Sarno / http://lighthaus.us/
  20773. * @author tschw
  20774. */
  20775. function BooleanKeyframeTrack( name, times, values ) {
  20776. KeyframeTrack.call( this, name, times, values );
  20777. }
  20778. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20779. constructor: BooleanKeyframeTrack,
  20780. ValueTypeName: 'bool',
  20781. ValueBufferType: Array,
  20782. DefaultInterpolation: InterpolateDiscrete,
  20783. InterpolantFactoryMethodLinear: undefined,
  20784. InterpolantFactoryMethodSmooth: undefined
  20785. // Note: Actually this track could have a optimized / compressed
  20786. // representation of a single value and a custom interpolant that
  20787. // computes "firstValue ^ isOdd( index )".
  20788. } );
  20789. /**
  20790. *
  20791. * A Track of keyframe values that represent color.
  20792. *
  20793. *
  20794. * @author Ben Houston / http://clara.io/
  20795. * @author David Sarno / http://lighthaus.us/
  20796. * @author tschw
  20797. */
  20798. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20799. KeyframeTrack.call( this, name, times, values, interpolation );
  20800. }
  20801. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20802. constructor: ColorKeyframeTrack,
  20803. ValueTypeName: 'color'
  20804. // ValueBufferType is inherited
  20805. // DefaultInterpolation is inherited
  20806. // Note: Very basic implementation and nothing special yet.
  20807. // However, this is the place for color space parameterization.
  20808. } );
  20809. /**
  20810. *
  20811. * A Track of numeric keyframe values.
  20812. *
  20813. * @author Ben Houston / http://clara.io/
  20814. * @author David Sarno / http://lighthaus.us/
  20815. * @author tschw
  20816. */
  20817. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20818. KeyframeTrack.call( this, name, times, values, interpolation );
  20819. }
  20820. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20821. constructor: NumberKeyframeTrack,
  20822. ValueTypeName: 'number'
  20823. // ValueBufferType is inherited
  20824. // DefaultInterpolation is inherited
  20825. } );
  20826. /**
  20827. * Spherical linear unit quaternion interpolant.
  20828. *
  20829. * @author tschw
  20830. */
  20831. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20832. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20833. }
  20834. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20835. constructor: QuaternionLinearInterpolant,
  20836. interpolate_: function ( i1, t0, t, t1 ) {
  20837. var result = this.resultBuffer,
  20838. values = this.sampleValues,
  20839. stride = this.valueSize,
  20840. offset = i1 * stride,
  20841. alpha = ( t - t0 ) / ( t1 - t0 );
  20842. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20843. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20844. }
  20845. return result;
  20846. }
  20847. } );
  20848. /**
  20849. *
  20850. * A Track of quaternion keyframe values.
  20851. *
  20852. * @author Ben Houston / http://clara.io/
  20853. * @author David Sarno / http://lighthaus.us/
  20854. * @author tschw
  20855. */
  20856. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20857. KeyframeTrack.call( this, name, times, values, interpolation );
  20858. }
  20859. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20860. constructor: QuaternionKeyframeTrack,
  20861. ValueTypeName: 'quaternion',
  20862. // ValueBufferType is inherited
  20863. DefaultInterpolation: InterpolateLinear,
  20864. InterpolantFactoryMethodLinear: function ( result ) {
  20865. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20866. },
  20867. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20868. } );
  20869. /**
  20870. *
  20871. * A Track that interpolates Strings
  20872. *
  20873. *
  20874. * @author Ben Houston / http://clara.io/
  20875. * @author David Sarno / http://lighthaus.us/
  20876. * @author tschw
  20877. */
  20878. function StringKeyframeTrack( name, times, values, interpolation ) {
  20879. KeyframeTrack.call( this, name, times, values, interpolation );
  20880. }
  20881. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20882. constructor: StringKeyframeTrack,
  20883. ValueTypeName: 'string',
  20884. ValueBufferType: Array,
  20885. DefaultInterpolation: InterpolateDiscrete,
  20886. InterpolantFactoryMethodLinear: undefined,
  20887. InterpolantFactoryMethodSmooth: undefined
  20888. } );
  20889. /**
  20890. *
  20891. * A Track of vectored keyframe values.
  20892. *
  20893. *
  20894. * @author Ben Houston / http://clara.io/
  20895. * @author David Sarno / http://lighthaus.us/
  20896. * @author tschw
  20897. */
  20898. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20899. KeyframeTrack.call( this, name, times, values, interpolation );
  20900. }
  20901. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20902. constructor: VectorKeyframeTrack,
  20903. ValueTypeName: 'vector'
  20904. // ValueBufferType is inherited
  20905. // DefaultInterpolation is inherited
  20906. } );
  20907. /**
  20908. *
  20909. * Reusable set of Tracks that represent an animation.
  20910. *
  20911. * @author Ben Houston / http://clara.io/
  20912. * @author David Sarno / http://lighthaus.us/
  20913. */
  20914. function AnimationClip( name, duration, tracks ) {
  20915. this.name = name;
  20916. this.tracks = tracks;
  20917. this.duration = ( duration !== undefined ) ? duration : - 1;
  20918. this.uuid = _Math.generateUUID();
  20919. // this means it should figure out its duration by scanning the tracks
  20920. if ( this.duration < 0 ) {
  20921. this.resetDuration();
  20922. }
  20923. }
  20924. function getTrackTypeForValueTypeName( typeName ) {
  20925. switch ( typeName.toLowerCase() ) {
  20926. case 'scalar':
  20927. case 'double':
  20928. case 'float':
  20929. case 'number':
  20930. case 'integer':
  20931. return NumberKeyframeTrack;
  20932. case 'vector':
  20933. case 'vector2':
  20934. case 'vector3':
  20935. case 'vector4':
  20936. return VectorKeyframeTrack;
  20937. case 'color':
  20938. return ColorKeyframeTrack;
  20939. case 'quaternion':
  20940. return QuaternionKeyframeTrack;
  20941. case 'bool':
  20942. case 'boolean':
  20943. return BooleanKeyframeTrack;
  20944. case 'string':
  20945. return StringKeyframeTrack;
  20946. }
  20947. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20948. }
  20949. function parseKeyframeTrack( json ) {
  20950. if ( json.type === undefined ) {
  20951. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20952. }
  20953. var trackType = getTrackTypeForValueTypeName( json.type );
  20954. if ( json.times === undefined ) {
  20955. var times = [], values = [];
  20956. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20957. json.times = times;
  20958. json.values = values;
  20959. }
  20960. // derived classes can define a static parse method
  20961. if ( trackType.parse !== undefined ) {
  20962. return trackType.parse( json );
  20963. } else {
  20964. // by default, we assume a constructor compatible with the base
  20965. return new trackType( json.name, json.times, json.values, json.interpolation );
  20966. }
  20967. }
  20968. Object.assign( AnimationClip, {
  20969. parse: function ( json ) {
  20970. var tracks = [],
  20971. jsonTracks = json.tracks,
  20972. frameTime = 1.0 / ( json.fps || 1.0 );
  20973. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20974. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20975. }
  20976. return new AnimationClip( json.name, json.duration, tracks );
  20977. },
  20978. toJSON: function ( clip ) {
  20979. var tracks = [],
  20980. clipTracks = clip.tracks;
  20981. var json = {
  20982. 'name': clip.name,
  20983. 'duration': clip.duration,
  20984. 'tracks': tracks,
  20985. 'uuid': clip.uuid
  20986. };
  20987. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20988. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20989. }
  20990. return json;
  20991. },
  20992. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20993. var numMorphTargets = morphTargetSequence.length;
  20994. var tracks = [];
  20995. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20996. var times = [];
  20997. var values = [];
  20998. times.push(
  20999. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21000. i,
  21001. ( i + 1 ) % numMorphTargets );
  21002. values.push( 0, 1, 0 );
  21003. var order = AnimationUtils.getKeyframeOrder( times );
  21004. times = AnimationUtils.sortedArray( times, 1, order );
  21005. values = AnimationUtils.sortedArray( values, 1, order );
  21006. // if there is a key at the first frame, duplicate it as the
  21007. // last frame as well for perfect loop.
  21008. if ( ! noLoop && times[ 0 ] === 0 ) {
  21009. times.push( numMorphTargets );
  21010. values.push( values[ 0 ] );
  21011. }
  21012. tracks.push(
  21013. new NumberKeyframeTrack(
  21014. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21015. times, values
  21016. ).scale( 1.0 / fps ) );
  21017. }
  21018. return new AnimationClip( name, - 1, tracks );
  21019. },
  21020. findByName: function ( objectOrClipArray, name ) {
  21021. var clipArray = objectOrClipArray;
  21022. if ( ! Array.isArray( objectOrClipArray ) ) {
  21023. var o = objectOrClipArray;
  21024. clipArray = o.geometry && o.geometry.animations || o.animations;
  21025. }
  21026. for ( var i = 0; i < clipArray.length; i ++ ) {
  21027. if ( clipArray[ i ].name === name ) {
  21028. return clipArray[ i ];
  21029. }
  21030. }
  21031. return null;
  21032. },
  21033. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21034. var animationToMorphTargets = {};
  21035. // tested with https://regex101.com/ on trick sequences
  21036. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21037. var pattern = /^([\w-]*?)([\d]+)$/;
  21038. // sort morph target names into animation groups based
  21039. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21040. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21041. var morphTarget = morphTargets[ i ];
  21042. var parts = morphTarget.name.match( pattern );
  21043. if ( parts && parts.length > 1 ) {
  21044. var name = parts[ 1 ];
  21045. var animationMorphTargets = animationToMorphTargets[ name ];
  21046. if ( ! animationMorphTargets ) {
  21047. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21048. }
  21049. animationMorphTargets.push( morphTarget );
  21050. }
  21051. }
  21052. var clips = [];
  21053. for ( var name in animationToMorphTargets ) {
  21054. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21055. }
  21056. return clips;
  21057. },
  21058. // parse the animation.hierarchy format
  21059. parseAnimation: function ( animation, bones ) {
  21060. if ( ! animation ) {
  21061. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21062. return null;
  21063. }
  21064. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21065. // only return track if there are actually keys.
  21066. if ( animationKeys.length !== 0 ) {
  21067. var times = [];
  21068. var values = [];
  21069. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21070. // empty keys are filtered out, so check again
  21071. if ( times.length !== 0 ) {
  21072. destTracks.push( new trackType( trackName, times, values ) );
  21073. }
  21074. }
  21075. };
  21076. var tracks = [];
  21077. var clipName = animation.name || 'default';
  21078. // automatic length determination in AnimationClip.
  21079. var duration = animation.length || - 1;
  21080. var fps = animation.fps || 30;
  21081. var hierarchyTracks = animation.hierarchy || [];
  21082. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21083. var animationKeys = hierarchyTracks[ h ].keys;
  21084. // skip empty tracks
  21085. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21086. // process morph targets
  21087. if ( animationKeys[ 0 ].morphTargets ) {
  21088. // figure out all morph targets used in this track
  21089. var morphTargetNames = {};
  21090. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21091. if ( animationKeys[ k ].morphTargets ) {
  21092. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21093. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21094. }
  21095. }
  21096. }
  21097. // create a track for each morph target with all zero
  21098. // morphTargetInfluences except for the keys in which
  21099. // the morphTarget is named.
  21100. for ( var morphTargetName in morphTargetNames ) {
  21101. var times = [];
  21102. var values = [];
  21103. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21104. var animationKey = animationKeys[ k ];
  21105. times.push( animationKey.time );
  21106. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21107. }
  21108. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21109. }
  21110. duration = morphTargetNames.length * ( fps || 1.0 );
  21111. } else {
  21112. // ...assume skeletal animation
  21113. var boneName = '.bones[' + bones[ h ].name + ']';
  21114. addNonemptyTrack(
  21115. VectorKeyframeTrack, boneName + '.position',
  21116. animationKeys, 'pos', tracks );
  21117. addNonemptyTrack(
  21118. QuaternionKeyframeTrack, boneName + '.quaternion',
  21119. animationKeys, 'rot', tracks );
  21120. addNonemptyTrack(
  21121. VectorKeyframeTrack, boneName + '.scale',
  21122. animationKeys, 'scl', tracks );
  21123. }
  21124. }
  21125. if ( tracks.length === 0 ) {
  21126. return null;
  21127. }
  21128. var clip = new AnimationClip( clipName, duration, tracks );
  21129. return clip;
  21130. }
  21131. } );
  21132. Object.assign( AnimationClip.prototype, {
  21133. resetDuration: function () {
  21134. var tracks = this.tracks, duration = 0;
  21135. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21136. var track = this.tracks[ i ];
  21137. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21138. }
  21139. this.duration = duration;
  21140. return this;
  21141. },
  21142. trim: function () {
  21143. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21144. this.tracks[ i ].trim( 0, this.duration );
  21145. }
  21146. return this;
  21147. },
  21148. validate: function () {
  21149. var valid = true;
  21150. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21151. valid = valid && this.tracks[ i ].validate();
  21152. }
  21153. return valid;
  21154. },
  21155. optimize: function () {
  21156. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21157. this.tracks[ i ].optimize();
  21158. }
  21159. return this;
  21160. },
  21161. clone: function () {
  21162. var tracks = [];
  21163. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21164. tracks.push( this.tracks[ i ].clone() );
  21165. }
  21166. return new AnimationClip( this.name, this.duration, tracks );
  21167. }
  21168. } );
  21169. /**
  21170. * @author mrdoob / http://mrdoob.com/
  21171. */
  21172. var Cache = {
  21173. enabled: false,
  21174. files: {},
  21175. add: function ( key, file ) {
  21176. if ( this.enabled === false ) { return; }
  21177. // console.log( 'THREE.Cache', 'Adding key:', key );
  21178. this.files[ key ] = file;
  21179. },
  21180. get: function ( key ) {
  21181. if ( this.enabled === false ) { return; }
  21182. // console.log( 'THREE.Cache', 'Checking key:', key );
  21183. return this.files[ key ];
  21184. },
  21185. remove: function ( key ) {
  21186. delete this.files[ key ];
  21187. },
  21188. clear: function () {
  21189. this.files = {};
  21190. }
  21191. };
  21192. /**
  21193. * @author mrdoob / http://mrdoob.com/
  21194. */
  21195. function LoadingManager( onLoad, onProgress, onError ) {
  21196. var scope = this;
  21197. var isLoading = false;
  21198. var itemsLoaded = 0;
  21199. var itemsTotal = 0;
  21200. var urlModifier = undefined;
  21201. var handlers = [];
  21202. // Refer to #5689 for the reason why we don't set .onStart
  21203. // in the constructor
  21204. this.onStart = undefined;
  21205. this.onLoad = onLoad;
  21206. this.onProgress = onProgress;
  21207. this.onError = onError;
  21208. this.itemStart = function ( url ) {
  21209. itemsTotal ++;
  21210. if ( isLoading === false ) {
  21211. if ( scope.onStart !== undefined ) {
  21212. scope.onStart( url, itemsLoaded, itemsTotal );
  21213. }
  21214. }
  21215. isLoading = true;
  21216. };
  21217. this.itemEnd = function ( url ) {
  21218. itemsLoaded ++;
  21219. if ( scope.onProgress !== undefined ) {
  21220. scope.onProgress( url, itemsLoaded, itemsTotal );
  21221. }
  21222. if ( itemsLoaded === itemsTotal ) {
  21223. isLoading = false;
  21224. if ( scope.onLoad !== undefined ) {
  21225. scope.onLoad();
  21226. }
  21227. }
  21228. };
  21229. this.itemError = function ( url ) {
  21230. if ( scope.onError !== undefined ) {
  21231. scope.onError( url );
  21232. }
  21233. };
  21234. this.resolveURL = function ( url ) {
  21235. if ( urlModifier ) {
  21236. return urlModifier( url );
  21237. }
  21238. return url;
  21239. };
  21240. this.setURLModifier = function ( transform ) {
  21241. urlModifier = transform;
  21242. return this;
  21243. };
  21244. this.addHandler = function ( regex, loader ) {
  21245. handlers.push( regex, loader );
  21246. return this;
  21247. };
  21248. this.removeHandler = function ( regex ) {
  21249. var index = handlers.indexOf( regex );
  21250. if ( index !== - 1 ) {
  21251. handlers.splice( index, 2 );
  21252. }
  21253. return this;
  21254. };
  21255. this.getHandler = function ( file ) {
  21256. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21257. var regex = handlers[ i ];
  21258. var loader = handlers[ i + 1 ];
  21259. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21260. if ( regex.test( file ) ) {
  21261. return loader;
  21262. }
  21263. }
  21264. return null;
  21265. };
  21266. }
  21267. var DefaultLoadingManager = new LoadingManager();
  21268. /**
  21269. * @author alteredq / http://alteredqualia.com/
  21270. */
  21271. function Loader( manager ) {
  21272. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21273. this.crossOrigin = 'anonymous';
  21274. this.path = '';
  21275. this.resourcePath = '';
  21276. }
  21277. Object.assign( Loader.prototype, {
  21278. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21279. parse: function ( /* data */ ) {},
  21280. setCrossOrigin: function ( crossOrigin ) {
  21281. this.crossOrigin = crossOrigin;
  21282. return this;
  21283. },
  21284. setPath: function ( path ) {
  21285. this.path = path;
  21286. return this;
  21287. },
  21288. setResourcePath: function ( resourcePath ) {
  21289. this.resourcePath = resourcePath;
  21290. return this;
  21291. }
  21292. } );
  21293. /**
  21294. * @author mrdoob / http://mrdoob.com/
  21295. */
  21296. var loading = {};
  21297. function FileLoader( manager ) {
  21298. Loader.call( this, manager );
  21299. }
  21300. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21301. constructor: FileLoader,
  21302. load: function ( url, onLoad, onProgress, onError ) {
  21303. if ( url === undefined ) { url = ''; }
  21304. if ( this.path !== undefined ) { url = this.path + url; }
  21305. url = this.manager.resolveURL( url );
  21306. var scope = this;
  21307. var cached = Cache.get( url );
  21308. if ( cached !== undefined ) {
  21309. scope.manager.itemStart( url );
  21310. setTimeout( function () {
  21311. if ( onLoad ) { onLoad( cached ); }
  21312. scope.manager.itemEnd( url );
  21313. }, 0 );
  21314. return cached;
  21315. }
  21316. // Check if request is duplicate
  21317. if ( loading[ url ] !== undefined ) {
  21318. loading[ url ].push( {
  21319. onLoad: onLoad,
  21320. onProgress: onProgress,
  21321. onError: onError
  21322. } );
  21323. return;
  21324. }
  21325. // Check for data: URI
  21326. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21327. var dataUriRegexResult = url.match( dataUriRegex );
  21328. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21329. if ( dataUriRegexResult ) {
  21330. var mimeType = dataUriRegexResult[ 1 ];
  21331. var isBase64 = !! dataUriRegexResult[ 2 ];
  21332. var data = dataUriRegexResult[ 3 ];
  21333. data = decodeURIComponent( data );
  21334. if ( isBase64 ) { data = atob( data ); }
  21335. try {
  21336. var response;
  21337. var responseType = ( this.responseType || '' ).toLowerCase();
  21338. switch ( responseType ) {
  21339. case 'arraybuffer':
  21340. case 'blob':
  21341. var view = new Uint8Array( data.length );
  21342. for ( var i = 0; i < data.length; i ++ ) {
  21343. view[ i ] = data.charCodeAt( i );
  21344. }
  21345. if ( responseType === 'blob' ) {
  21346. response = new Blob( [ view.buffer ], { type: mimeType } );
  21347. } else {
  21348. response = view.buffer;
  21349. }
  21350. break;
  21351. case 'document':
  21352. var parser = new DOMParser();
  21353. response = parser.parseFromString( data, mimeType );
  21354. break;
  21355. case 'json':
  21356. response = JSON.parse( data );
  21357. break;
  21358. default: // 'text' or other
  21359. response = data;
  21360. break;
  21361. }
  21362. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21363. setTimeout( function () {
  21364. if ( onLoad ) { onLoad( response ); }
  21365. scope.manager.itemEnd( url );
  21366. }, 0 );
  21367. } catch ( error ) {
  21368. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21369. setTimeout( function () {
  21370. if ( onError ) { onError( error ); }
  21371. scope.manager.itemError( url );
  21372. scope.manager.itemEnd( url );
  21373. }, 0 );
  21374. }
  21375. } else {
  21376. // Initialise array for duplicate requests
  21377. loading[ url ] = [];
  21378. loading[ url ].push( {
  21379. onLoad: onLoad,
  21380. onProgress: onProgress,
  21381. onError: onError
  21382. } );
  21383. var request = new XMLHttpRequest();
  21384. request.open( 'GET', url, true );
  21385. request.addEventListener( 'load', function ( event ) {
  21386. var response = this.response;
  21387. var callbacks = loading[ url ];
  21388. delete loading[ url ];
  21389. if ( this.status === 200 || this.status === 0 ) {
  21390. // Some browsers return HTTP Status 0 when using non-http protocol
  21391. // e.g. 'file://' or 'data://'. Handle as success.
  21392. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21393. // Add to cache only on HTTP success, so that we do not cache
  21394. // error response bodies as proper responses to requests.
  21395. Cache.add( url, response );
  21396. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21397. var callback = callbacks[ i ];
  21398. if ( callback.onLoad ) { callback.onLoad( response ); }
  21399. }
  21400. scope.manager.itemEnd( url );
  21401. } else {
  21402. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21403. var callback = callbacks[ i ];
  21404. if ( callback.onError ) { callback.onError( event ); }
  21405. }
  21406. scope.manager.itemError( url );
  21407. scope.manager.itemEnd( url );
  21408. }
  21409. }, false );
  21410. request.addEventListener( 'progress', function ( event ) {
  21411. var callbacks = loading[ url ];
  21412. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21413. var callback = callbacks[ i ];
  21414. if ( callback.onProgress ) { callback.onProgress( event ); }
  21415. }
  21416. }, false );
  21417. request.addEventListener( 'error', function ( event ) {
  21418. var callbacks = loading[ url ];
  21419. delete loading[ url ];
  21420. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21421. var callback = callbacks[ i ];
  21422. if ( callback.onError ) { callback.onError( event ); }
  21423. }
  21424. scope.manager.itemError( url );
  21425. scope.manager.itemEnd( url );
  21426. }, false );
  21427. request.addEventListener( 'abort', function ( event ) {
  21428. var callbacks = loading[ url ];
  21429. delete loading[ url ];
  21430. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21431. var callback = callbacks[ i ];
  21432. if ( callback.onError ) { callback.onError( event ); }
  21433. }
  21434. scope.manager.itemError( url );
  21435. scope.manager.itemEnd( url );
  21436. }, false );
  21437. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21438. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21439. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21440. for ( var header in this.requestHeader ) {
  21441. request.setRequestHeader( header, this.requestHeader[ header ] );
  21442. }
  21443. request.send( null );
  21444. }
  21445. scope.manager.itemStart( url );
  21446. return request;
  21447. },
  21448. setResponseType: function ( value ) {
  21449. this.responseType = value;
  21450. return this;
  21451. },
  21452. setWithCredentials: function ( value ) {
  21453. this.withCredentials = value;
  21454. return this;
  21455. },
  21456. setMimeType: function ( value ) {
  21457. this.mimeType = value;
  21458. return this;
  21459. },
  21460. setRequestHeader: function ( value ) {
  21461. this.requestHeader = value;
  21462. return this;
  21463. }
  21464. } );
  21465. /**
  21466. * @author bhouston / http://clara.io/
  21467. */
  21468. function AnimationLoader( manager ) {
  21469. Loader.call( this, manager );
  21470. }
  21471. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21472. constructor: AnimationLoader,
  21473. load: function ( url, onLoad, onProgress, onError ) {
  21474. var scope = this;
  21475. var loader = new FileLoader( scope.manager );
  21476. loader.setPath( scope.path );
  21477. loader.load( url, function ( text ) {
  21478. onLoad( scope.parse( JSON.parse( text ) ) );
  21479. }, onProgress, onError );
  21480. },
  21481. parse: function ( json ) {
  21482. var animations = [];
  21483. for ( var i = 0; i < json.length; i ++ ) {
  21484. var clip = AnimationClip.parse( json[ i ] );
  21485. animations.push( clip );
  21486. }
  21487. return animations;
  21488. }
  21489. } );
  21490. /**
  21491. * @author mrdoob / http://mrdoob.com/
  21492. *
  21493. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21494. *
  21495. * Sub classes have to implement the parse() method which will be used in load().
  21496. */
  21497. function CompressedTextureLoader( manager ) {
  21498. Loader.call( this, manager );
  21499. }
  21500. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21501. constructor: CompressedTextureLoader,
  21502. load: function ( url, onLoad, onProgress, onError ) {
  21503. var scope = this;
  21504. var images = [];
  21505. var texture = new CompressedTexture();
  21506. texture.image = images;
  21507. var loader = new FileLoader( this.manager );
  21508. loader.setPath( this.path );
  21509. loader.setResponseType( 'arraybuffer' );
  21510. function loadTexture( i ) {
  21511. loader.load( url[ i ], function ( buffer ) {
  21512. var texDatas = scope.parse( buffer, true );
  21513. images[ i ] = {
  21514. width: texDatas.width,
  21515. height: texDatas.height,
  21516. format: texDatas.format,
  21517. mipmaps: texDatas.mipmaps
  21518. };
  21519. loaded += 1;
  21520. if ( loaded === 6 ) {
  21521. if ( texDatas.mipmapCount === 1 )
  21522. { texture.minFilter = LinearFilter; }
  21523. texture.format = texDatas.format;
  21524. texture.needsUpdate = true;
  21525. if ( onLoad ) { onLoad( texture ); }
  21526. }
  21527. }, onProgress, onError );
  21528. }
  21529. if ( Array.isArray( url ) ) {
  21530. var loaded = 0;
  21531. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21532. loadTexture( i );
  21533. }
  21534. } else {
  21535. // compressed cubemap texture stored in a single DDS file
  21536. loader.load( url, function ( buffer ) {
  21537. var texDatas = scope.parse( buffer, true );
  21538. if ( texDatas.isCubemap ) {
  21539. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21540. for ( var f = 0; f < faces; f ++ ) {
  21541. images[ f ] = { mipmaps: [] };
  21542. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21543. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21544. images[ f ].format = texDatas.format;
  21545. images[ f ].width = texDatas.width;
  21546. images[ f ].height = texDatas.height;
  21547. }
  21548. }
  21549. } else {
  21550. texture.image.width = texDatas.width;
  21551. texture.image.height = texDatas.height;
  21552. texture.mipmaps = texDatas.mipmaps;
  21553. }
  21554. if ( texDatas.mipmapCount === 1 ) {
  21555. texture.minFilter = LinearFilter;
  21556. }
  21557. texture.format = texDatas.format;
  21558. texture.needsUpdate = true;
  21559. if ( onLoad ) { onLoad( texture ); }
  21560. }, onProgress, onError );
  21561. }
  21562. return texture;
  21563. }
  21564. } );
  21565. /**
  21566. * @author Nikos M. / https://github.com/foo123/
  21567. *
  21568. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21569. *
  21570. * Sub classes have to implement the parse() method which will be used in load().
  21571. */
  21572. function DataTextureLoader( manager ) {
  21573. Loader.call( this, manager );
  21574. }
  21575. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21576. constructor: DataTextureLoader,
  21577. load: function ( url, onLoad, onProgress, onError ) {
  21578. var scope = this;
  21579. var texture = new DataTexture();
  21580. var loader = new FileLoader( this.manager );
  21581. loader.setResponseType( 'arraybuffer' );
  21582. loader.setPath( this.path );
  21583. loader.load( url, function ( buffer ) {
  21584. var texData = scope.parse( buffer );
  21585. if ( ! texData ) { return; }
  21586. if ( texData.image !== undefined ) {
  21587. texture.image = texData.image;
  21588. } else if ( texData.data !== undefined ) {
  21589. texture.image.width = texData.width;
  21590. texture.image.height = texData.height;
  21591. texture.image.data = texData.data;
  21592. }
  21593. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21594. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21595. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21596. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21597. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21598. if ( texData.format !== undefined ) {
  21599. texture.format = texData.format;
  21600. }
  21601. if ( texData.type !== undefined ) {
  21602. texture.type = texData.type;
  21603. }
  21604. if ( texData.mipmaps !== undefined ) {
  21605. texture.mipmaps = texData.mipmaps;
  21606. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21607. }
  21608. if ( texData.mipmapCount === 1 ) {
  21609. texture.minFilter = LinearFilter;
  21610. }
  21611. texture.needsUpdate = true;
  21612. if ( onLoad ) { onLoad( texture, texData ); }
  21613. }, onProgress, onError );
  21614. return texture;
  21615. }
  21616. } );
  21617. /**
  21618. * @author mrdoob / http://mrdoob.com/
  21619. */
  21620. function ImageLoader( manager ) {
  21621. Loader.call( this, manager );
  21622. }
  21623. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21624. constructor: ImageLoader,
  21625. load: function ( url, onLoad, onProgress, onError ) {
  21626. if ( this.path !== undefined ) { url = this.path + url; }
  21627. url = this.manager.resolveURL( url );
  21628. var scope = this;
  21629. var cached = Cache.get( url );
  21630. if ( cached !== undefined ) {
  21631. scope.manager.itemStart( url );
  21632. setTimeout( function () {
  21633. if ( onLoad ) { onLoad( cached ); }
  21634. scope.manager.itemEnd( url );
  21635. }, 0 );
  21636. return cached;
  21637. }
  21638. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21639. function onImageLoad() {
  21640. image.removeEventListener( 'load', onImageLoad, false );
  21641. image.removeEventListener( 'error', onImageError, false );
  21642. Cache.add( url, this );
  21643. if ( onLoad ) { onLoad( this ); }
  21644. scope.manager.itemEnd( url );
  21645. }
  21646. function onImageError( event ) {
  21647. image.removeEventListener( 'load', onImageLoad, false );
  21648. image.removeEventListener( 'error', onImageError, false );
  21649. if ( onError ) { onError( event ); }
  21650. scope.manager.itemError( url );
  21651. scope.manager.itemEnd( url );
  21652. }
  21653. image.addEventListener( 'load', onImageLoad, false );
  21654. image.addEventListener( 'error', onImageError, false );
  21655. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21656. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21657. }
  21658. scope.manager.itemStart( url );
  21659. image.src = url;
  21660. return image;
  21661. }
  21662. } );
  21663. /**
  21664. * @author mrdoob / http://mrdoob.com/
  21665. */
  21666. function CubeTextureLoader( manager ) {
  21667. Loader.call( this, manager );
  21668. }
  21669. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21670. constructor: CubeTextureLoader,
  21671. load: function ( urls, onLoad, onProgress, onError ) {
  21672. var texture = new CubeTexture();
  21673. var loader = new ImageLoader( this.manager );
  21674. loader.setCrossOrigin( this.crossOrigin );
  21675. loader.setPath( this.path );
  21676. var loaded = 0;
  21677. function loadTexture( i ) {
  21678. loader.load( urls[ i ], function ( image ) {
  21679. texture.images[ i ] = image;
  21680. loaded ++;
  21681. if ( loaded === 6 ) {
  21682. texture.needsUpdate = true;
  21683. if ( onLoad ) { onLoad( texture ); }
  21684. }
  21685. }, undefined, onError );
  21686. }
  21687. for ( var i = 0; i < urls.length; ++ i ) {
  21688. loadTexture( i );
  21689. }
  21690. return texture;
  21691. }
  21692. } );
  21693. /**
  21694. * @author mrdoob / http://mrdoob.com/
  21695. */
  21696. function TextureLoader( manager ) {
  21697. Loader.call( this, manager );
  21698. }
  21699. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21700. constructor: TextureLoader,
  21701. load: function ( url, onLoad, onProgress, onError ) {
  21702. var texture = new Texture();
  21703. var loader = new ImageLoader( this.manager );
  21704. loader.setCrossOrigin( this.crossOrigin );
  21705. loader.setPath( this.path );
  21706. loader.load( url, function ( image ) {
  21707. texture.image = image;
  21708. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21709. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21710. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21711. texture.needsUpdate = true;
  21712. if ( onLoad !== undefined ) {
  21713. onLoad( texture );
  21714. }
  21715. }, onProgress, onError );
  21716. return texture;
  21717. }
  21718. } );
  21719. /**
  21720. * @author zz85 / http://www.lab4games.net/zz85/blog
  21721. * Extensible curve object
  21722. *
  21723. * Some common of curve methods:
  21724. * .getPoint( t, optionalTarget ), .getTangent( t )
  21725. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21726. * .getPoints(), .getSpacedPoints()
  21727. * .getLength()
  21728. * .updateArcLengths()
  21729. *
  21730. * This following curves inherit from THREE.Curve:
  21731. *
  21732. * -- 2D curves --
  21733. * THREE.ArcCurve
  21734. * THREE.CubicBezierCurve
  21735. * THREE.EllipseCurve
  21736. * THREE.LineCurve
  21737. * THREE.QuadraticBezierCurve
  21738. * THREE.SplineCurve
  21739. *
  21740. * -- 3D curves --
  21741. * THREE.CatmullRomCurve3
  21742. * THREE.CubicBezierCurve3
  21743. * THREE.LineCurve3
  21744. * THREE.QuadraticBezierCurve3
  21745. *
  21746. * A series of curves can be represented as a THREE.CurvePath.
  21747. *
  21748. **/
  21749. /**************************************************************
  21750. * Abstract Curve base class
  21751. **************************************************************/
  21752. function Curve() {
  21753. this.type = 'Curve';
  21754. this.arcLengthDivisions = 200;
  21755. }
  21756. Object.assign( Curve.prototype, {
  21757. // Virtual base class method to overwrite and implement in subclasses
  21758. // - t [0 .. 1]
  21759. getPoint: function ( /* t, optionalTarget */ ) {
  21760. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21761. return null;
  21762. },
  21763. // Get point at relative position in curve according to arc length
  21764. // - u [0 .. 1]
  21765. getPointAt: function ( u, optionalTarget ) {
  21766. var t = this.getUtoTmapping( u );
  21767. return this.getPoint( t, optionalTarget );
  21768. },
  21769. // Get sequence of points using getPoint( t )
  21770. getPoints: function ( divisions ) {
  21771. if ( divisions === undefined ) { divisions = 5; }
  21772. var points = [];
  21773. for ( var d = 0; d <= divisions; d ++ ) {
  21774. points.push( this.getPoint( d / divisions ) );
  21775. }
  21776. return points;
  21777. },
  21778. // Get sequence of points using getPointAt( u )
  21779. getSpacedPoints: function ( divisions ) {
  21780. if ( divisions === undefined ) { divisions = 5; }
  21781. var points = [];
  21782. for ( var d = 0; d <= divisions; d ++ ) {
  21783. points.push( this.getPointAt( d / divisions ) );
  21784. }
  21785. return points;
  21786. },
  21787. // Get total curve arc length
  21788. getLength: function () {
  21789. var lengths = this.getLengths();
  21790. return lengths[ lengths.length - 1 ];
  21791. },
  21792. // Get list of cumulative segment lengths
  21793. getLengths: function ( divisions ) {
  21794. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21795. if ( this.cacheArcLengths &&
  21796. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21797. ! this.needsUpdate ) {
  21798. return this.cacheArcLengths;
  21799. }
  21800. this.needsUpdate = false;
  21801. var cache = [];
  21802. var current, last = this.getPoint( 0 );
  21803. var p, sum = 0;
  21804. cache.push( 0 );
  21805. for ( p = 1; p <= divisions; p ++ ) {
  21806. current = this.getPoint( p / divisions );
  21807. sum += current.distanceTo( last );
  21808. cache.push( sum );
  21809. last = current;
  21810. }
  21811. this.cacheArcLengths = cache;
  21812. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21813. },
  21814. updateArcLengths: function () {
  21815. this.needsUpdate = true;
  21816. this.getLengths();
  21817. },
  21818. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21819. getUtoTmapping: function ( u, distance ) {
  21820. var arcLengths = this.getLengths();
  21821. var i = 0, il = arcLengths.length;
  21822. var targetArcLength; // The targeted u distance value to get
  21823. if ( distance ) {
  21824. targetArcLength = distance;
  21825. } else {
  21826. targetArcLength = u * arcLengths[ il - 1 ];
  21827. }
  21828. // binary search for the index with largest value smaller than target u distance
  21829. var low = 0, high = il - 1, comparison;
  21830. while ( low <= high ) {
  21831. 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
  21832. comparison = arcLengths[ i ] - targetArcLength;
  21833. if ( comparison < 0 ) {
  21834. low = i + 1;
  21835. } else if ( comparison > 0 ) {
  21836. high = i - 1;
  21837. } else {
  21838. high = i;
  21839. break;
  21840. // DONE
  21841. }
  21842. }
  21843. i = high;
  21844. if ( arcLengths[ i ] === targetArcLength ) {
  21845. return i / ( il - 1 );
  21846. }
  21847. // we could get finer grain at lengths, or use simple interpolation between two points
  21848. var lengthBefore = arcLengths[ i ];
  21849. var lengthAfter = arcLengths[ i + 1 ];
  21850. var segmentLength = lengthAfter - lengthBefore;
  21851. // determine where we are between the 'before' and 'after' points
  21852. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21853. // add that fractional amount to t
  21854. var t = ( i + segmentFraction ) / ( il - 1 );
  21855. return t;
  21856. },
  21857. // Returns a unit vector tangent at t
  21858. // In case any sub curve does not implement its tangent derivation,
  21859. // 2 points a small delta apart will be used to find its gradient
  21860. // which seems to give a reasonable approximation
  21861. getTangent: function ( t ) {
  21862. var delta = 0.0001;
  21863. var t1 = t - delta;
  21864. var t2 = t + delta;
  21865. // Capping in case of danger
  21866. if ( t1 < 0 ) { t1 = 0; }
  21867. if ( t2 > 1 ) { t2 = 1; }
  21868. var pt1 = this.getPoint( t1 );
  21869. var pt2 = this.getPoint( t2 );
  21870. var vec = pt2.clone().sub( pt1 );
  21871. return vec.normalize();
  21872. },
  21873. getTangentAt: function ( u ) {
  21874. var t = this.getUtoTmapping( u );
  21875. return this.getTangent( t );
  21876. },
  21877. computeFrenetFrames: function ( segments, closed ) {
  21878. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21879. var normal = new Vector3();
  21880. var tangents = [];
  21881. var normals = [];
  21882. var binormals = [];
  21883. var vec = new Vector3();
  21884. var mat = new Matrix4();
  21885. var i, u, theta;
  21886. // compute the tangent vectors for each segment on the curve
  21887. for ( i = 0; i <= segments; i ++ ) {
  21888. u = i / segments;
  21889. tangents[ i ] = this.getTangentAt( u );
  21890. tangents[ i ].normalize();
  21891. }
  21892. // select an initial normal vector perpendicular to the first tangent vector,
  21893. // and in the direction of the minimum tangent xyz component
  21894. normals[ 0 ] = new Vector3();
  21895. binormals[ 0 ] = new Vector3();
  21896. var min = Number.MAX_VALUE;
  21897. var tx = Math.abs( tangents[ 0 ].x );
  21898. var ty = Math.abs( tangents[ 0 ].y );
  21899. var tz = Math.abs( tangents[ 0 ].z );
  21900. if ( tx <= min ) {
  21901. min = tx;
  21902. normal.set( 1, 0, 0 );
  21903. }
  21904. if ( ty <= min ) {
  21905. min = ty;
  21906. normal.set( 0, 1, 0 );
  21907. }
  21908. if ( tz <= min ) {
  21909. normal.set( 0, 0, 1 );
  21910. }
  21911. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21912. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21913. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21914. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21915. for ( i = 1; i <= segments; i ++ ) {
  21916. normals[ i ] = normals[ i - 1 ].clone();
  21917. binormals[ i ] = binormals[ i - 1 ].clone();
  21918. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21919. if ( vec.length() > Number.EPSILON ) {
  21920. vec.normalize();
  21921. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21922. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21923. }
  21924. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21925. }
  21926. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21927. if ( closed === true ) {
  21928. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21929. theta /= segments;
  21930. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21931. theta = - theta;
  21932. }
  21933. for ( i = 1; i <= segments; i ++ ) {
  21934. // twist a little...
  21935. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21936. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21937. }
  21938. }
  21939. return {
  21940. tangents: tangents,
  21941. normals: normals,
  21942. binormals: binormals
  21943. };
  21944. },
  21945. clone: function () {
  21946. return new this.constructor().copy( this );
  21947. },
  21948. copy: function ( source ) {
  21949. this.arcLengthDivisions = source.arcLengthDivisions;
  21950. return this;
  21951. },
  21952. toJSON: function () {
  21953. var data = {
  21954. metadata: {
  21955. version: 4.5,
  21956. type: 'Curve',
  21957. generator: 'Curve.toJSON'
  21958. }
  21959. };
  21960. data.arcLengthDivisions = this.arcLengthDivisions;
  21961. data.type = this.type;
  21962. return data;
  21963. },
  21964. fromJSON: function ( json ) {
  21965. this.arcLengthDivisions = json.arcLengthDivisions;
  21966. return this;
  21967. }
  21968. } );
  21969. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21970. Curve.call( this );
  21971. this.type = 'EllipseCurve';
  21972. this.aX = aX || 0;
  21973. this.aY = aY || 0;
  21974. this.xRadius = xRadius || 1;
  21975. this.yRadius = yRadius || 1;
  21976. this.aStartAngle = aStartAngle || 0;
  21977. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21978. this.aClockwise = aClockwise || false;
  21979. this.aRotation = aRotation || 0;
  21980. }
  21981. EllipseCurve.prototype = Object.create( Curve.prototype );
  21982. EllipseCurve.prototype.constructor = EllipseCurve;
  21983. EllipseCurve.prototype.isEllipseCurve = true;
  21984. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21985. var point = optionalTarget || new Vector2();
  21986. var twoPi = Math.PI * 2;
  21987. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21988. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21989. // ensures that deltaAngle is 0 .. 2 PI
  21990. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21991. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21992. if ( deltaAngle < Number.EPSILON ) {
  21993. if ( samePoints ) {
  21994. deltaAngle = 0;
  21995. } else {
  21996. deltaAngle = twoPi;
  21997. }
  21998. }
  21999. if ( this.aClockwise === true && ! samePoints ) {
  22000. if ( deltaAngle === twoPi ) {
  22001. deltaAngle = - twoPi;
  22002. } else {
  22003. deltaAngle = deltaAngle - twoPi;
  22004. }
  22005. }
  22006. var angle = this.aStartAngle + t * deltaAngle;
  22007. var x = this.aX + this.xRadius * Math.cos( angle );
  22008. var y = this.aY + this.yRadius * Math.sin( angle );
  22009. if ( this.aRotation !== 0 ) {
  22010. var cos = Math.cos( this.aRotation );
  22011. var sin = Math.sin( this.aRotation );
  22012. var tx = x - this.aX;
  22013. var ty = y - this.aY;
  22014. // Rotate the point about the center of the ellipse.
  22015. x = tx * cos - ty * sin + this.aX;
  22016. y = tx * sin + ty * cos + this.aY;
  22017. }
  22018. return point.set( x, y );
  22019. };
  22020. EllipseCurve.prototype.copy = function ( source ) {
  22021. Curve.prototype.copy.call( this, source );
  22022. this.aX = source.aX;
  22023. this.aY = source.aY;
  22024. this.xRadius = source.xRadius;
  22025. this.yRadius = source.yRadius;
  22026. this.aStartAngle = source.aStartAngle;
  22027. this.aEndAngle = source.aEndAngle;
  22028. this.aClockwise = source.aClockwise;
  22029. this.aRotation = source.aRotation;
  22030. return this;
  22031. };
  22032. EllipseCurve.prototype.toJSON = function () {
  22033. var data = Curve.prototype.toJSON.call( this );
  22034. data.aX = this.aX;
  22035. data.aY = this.aY;
  22036. data.xRadius = this.xRadius;
  22037. data.yRadius = this.yRadius;
  22038. data.aStartAngle = this.aStartAngle;
  22039. data.aEndAngle = this.aEndAngle;
  22040. data.aClockwise = this.aClockwise;
  22041. data.aRotation = this.aRotation;
  22042. return data;
  22043. };
  22044. EllipseCurve.prototype.fromJSON = function ( json ) {
  22045. Curve.prototype.fromJSON.call( this, json );
  22046. this.aX = json.aX;
  22047. this.aY = json.aY;
  22048. this.xRadius = json.xRadius;
  22049. this.yRadius = json.yRadius;
  22050. this.aStartAngle = json.aStartAngle;
  22051. this.aEndAngle = json.aEndAngle;
  22052. this.aClockwise = json.aClockwise;
  22053. this.aRotation = json.aRotation;
  22054. return this;
  22055. };
  22056. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22057. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22058. this.type = 'ArcCurve';
  22059. }
  22060. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22061. ArcCurve.prototype.constructor = ArcCurve;
  22062. ArcCurve.prototype.isArcCurve = true;
  22063. /**
  22064. * @author zz85 https://github.com/zz85
  22065. *
  22066. * Centripetal CatmullRom Curve - which is useful for avoiding
  22067. * cusps and self-intersections in non-uniform catmull rom curves.
  22068. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22069. *
  22070. * curve.type accepts centripetal(default), chordal and catmullrom
  22071. * curve.tension is used for catmullrom which defaults to 0.5
  22072. */
  22073. /*
  22074. Based on an optimized c++ solution in
  22075. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22076. - http://ideone.com/NoEbVM
  22077. This CubicPoly class could be used for reusing some variables and calculations,
  22078. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22079. which can be placed in CurveUtils.
  22080. */
  22081. function CubicPoly() {
  22082. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22083. /*
  22084. * Compute coefficients for a cubic polynomial
  22085. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22086. * such that
  22087. * p(0) = x0, p(1) = x1
  22088. * and
  22089. * p'(0) = t0, p'(1) = t1.
  22090. */
  22091. function init( x0, x1, t0, t1 ) {
  22092. c0 = x0;
  22093. c1 = t0;
  22094. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22095. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22096. }
  22097. return {
  22098. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22099. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22100. },
  22101. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22102. // compute tangents when parameterized in [t1,t2]
  22103. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22104. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22105. // rescale tangents for parametrization in [0,1]
  22106. t1 *= dt1;
  22107. t2 *= dt1;
  22108. init( x1, x2, t1, t2 );
  22109. },
  22110. calc: function ( t ) {
  22111. var t2 = t * t;
  22112. var t3 = t2 * t;
  22113. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22114. }
  22115. };
  22116. }
  22117. //
  22118. var tmp = new Vector3();
  22119. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22120. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22121. Curve.call( this );
  22122. this.type = 'CatmullRomCurve3';
  22123. this.points = points || [];
  22124. this.closed = closed || false;
  22125. this.curveType = curveType || 'centripetal';
  22126. this.tension = tension || 0.5;
  22127. }
  22128. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22129. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22130. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22131. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22132. var point = optionalTarget || new Vector3();
  22133. var points = this.points;
  22134. var l = points.length;
  22135. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22136. var intPoint = Math.floor( p );
  22137. var weight = p - intPoint;
  22138. if ( this.closed ) {
  22139. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22140. } else if ( weight === 0 && intPoint === l - 1 ) {
  22141. intPoint = l - 2;
  22142. weight = 1;
  22143. }
  22144. var p0, p1, p2, p3; // 4 points
  22145. if ( this.closed || intPoint > 0 ) {
  22146. p0 = points[ ( intPoint - 1 ) % l ];
  22147. } else {
  22148. // extrapolate first point
  22149. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22150. p0 = tmp;
  22151. }
  22152. p1 = points[ intPoint % l ];
  22153. p2 = points[ ( intPoint + 1 ) % l ];
  22154. if ( this.closed || intPoint + 2 < l ) {
  22155. p3 = points[ ( intPoint + 2 ) % l ];
  22156. } else {
  22157. // extrapolate last point
  22158. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22159. p3 = tmp;
  22160. }
  22161. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22162. // init Centripetal / Chordal Catmull-Rom
  22163. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22164. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22165. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22166. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22167. // safety check for repeated points
  22168. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22169. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22170. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22171. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22172. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22173. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22174. } else if ( this.curveType === 'catmullrom' ) {
  22175. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22176. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22177. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22178. }
  22179. point.set(
  22180. px.calc( weight ),
  22181. py.calc( weight ),
  22182. pz.calc( weight )
  22183. );
  22184. return point;
  22185. };
  22186. CatmullRomCurve3.prototype.copy = function ( source ) {
  22187. Curve.prototype.copy.call( this, source );
  22188. this.points = [];
  22189. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22190. var point = source.points[ i ];
  22191. this.points.push( point.clone() );
  22192. }
  22193. this.closed = source.closed;
  22194. this.curveType = source.curveType;
  22195. this.tension = source.tension;
  22196. return this;
  22197. };
  22198. CatmullRomCurve3.prototype.toJSON = function () {
  22199. var data = Curve.prototype.toJSON.call( this );
  22200. data.points = [];
  22201. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22202. var point = this.points[ i ];
  22203. data.points.push( point.toArray() );
  22204. }
  22205. data.closed = this.closed;
  22206. data.curveType = this.curveType;
  22207. data.tension = this.tension;
  22208. return data;
  22209. };
  22210. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22211. Curve.prototype.fromJSON.call( this, json );
  22212. this.points = [];
  22213. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22214. var point = json.points[ i ];
  22215. this.points.push( new Vector3().fromArray( point ) );
  22216. }
  22217. this.closed = json.closed;
  22218. this.curveType = json.curveType;
  22219. this.tension = json.tension;
  22220. return this;
  22221. };
  22222. /**
  22223. * @author zz85 / http://www.lab4games.net/zz85/blog
  22224. *
  22225. * Bezier Curves formulas obtained from
  22226. * http://en.wikipedia.org/wiki/Bézier_curve
  22227. */
  22228. function CatmullRom( t, p0, p1, p2, p3 ) {
  22229. var v0 = ( p2 - p0 ) * 0.5;
  22230. var v1 = ( p3 - p1 ) * 0.5;
  22231. var t2 = t * t;
  22232. var t3 = t * t2;
  22233. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22234. }
  22235. //
  22236. function QuadraticBezierP0( t, p ) {
  22237. var k = 1 - t;
  22238. return k * k * p;
  22239. }
  22240. function QuadraticBezierP1( t, p ) {
  22241. return 2 * ( 1 - t ) * t * p;
  22242. }
  22243. function QuadraticBezierP2( t, p ) {
  22244. return t * t * p;
  22245. }
  22246. function QuadraticBezier( t, p0, p1, p2 ) {
  22247. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22248. QuadraticBezierP2( t, p2 );
  22249. }
  22250. //
  22251. function CubicBezierP0( t, p ) {
  22252. var k = 1 - t;
  22253. return k * k * k * p;
  22254. }
  22255. function CubicBezierP1( t, p ) {
  22256. var k = 1 - t;
  22257. return 3 * k * k * t * p;
  22258. }
  22259. function CubicBezierP2( t, p ) {
  22260. return 3 * ( 1 - t ) * t * t * p;
  22261. }
  22262. function CubicBezierP3( t, p ) {
  22263. return t * t * t * p;
  22264. }
  22265. function CubicBezier( t, p0, p1, p2, p3 ) {
  22266. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22267. CubicBezierP3( t, p3 );
  22268. }
  22269. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22270. Curve.call( this );
  22271. this.type = 'CubicBezierCurve';
  22272. this.v0 = v0 || new Vector2();
  22273. this.v1 = v1 || new Vector2();
  22274. this.v2 = v2 || new Vector2();
  22275. this.v3 = v3 || new Vector2();
  22276. }
  22277. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22278. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22279. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22280. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22281. var point = optionalTarget || new Vector2();
  22282. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22283. point.set(
  22284. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22285. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22286. );
  22287. return point;
  22288. };
  22289. CubicBezierCurve.prototype.copy = function ( source ) {
  22290. Curve.prototype.copy.call( this, source );
  22291. this.v0.copy( source.v0 );
  22292. this.v1.copy( source.v1 );
  22293. this.v2.copy( source.v2 );
  22294. this.v3.copy( source.v3 );
  22295. return this;
  22296. };
  22297. CubicBezierCurve.prototype.toJSON = function () {
  22298. var data = Curve.prototype.toJSON.call( this );
  22299. data.v0 = this.v0.toArray();
  22300. data.v1 = this.v1.toArray();
  22301. data.v2 = this.v2.toArray();
  22302. data.v3 = this.v3.toArray();
  22303. return data;
  22304. };
  22305. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22306. Curve.prototype.fromJSON.call( this, json );
  22307. this.v0.fromArray( json.v0 );
  22308. this.v1.fromArray( json.v1 );
  22309. this.v2.fromArray( json.v2 );
  22310. this.v3.fromArray( json.v3 );
  22311. return this;
  22312. };
  22313. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22314. Curve.call( this );
  22315. this.type = 'CubicBezierCurve3';
  22316. this.v0 = v0 || new Vector3();
  22317. this.v1 = v1 || new Vector3();
  22318. this.v2 = v2 || new Vector3();
  22319. this.v3 = v3 || new Vector3();
  22320. }
  22321. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22322. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22323. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22324. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22325. var point = optionalTarget || new Vector3();
  22326. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22327. point.set(
  22328. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22329. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22330. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22331. );
  22332. return point;
  22333. };
  22334. CubicBezierCurve3.prototype.copy = function ( source ) {
  22335. Curve.prototype.copy.call( this, source );
  22336. this.v0.copy( source.v0 );
  22337. this.v1.copy( source.v1 );
  22338. this.v2.copy( source.v2 );
  22339. this.v3.copy( source.v3 );
  22340. return this;
  22341. };
  22342. CubicBezierCurve3.prototype.toJSON = function () {
  22343. var data = Curve.prototype.toJSON.call( this );
  22344. data.v0 = this.v0.toArray();
  22345. data.v1 = this.v1.toArray();
  22346. data.v2 = this.v2.toArray();
  22347. data.v3 = this.v3.toArray();
  22348. return data;
  22349. };
  22350. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22351. Curve.prototype.fromJSON.call( this, json );
  22352. this.v0.fromArray( json.v0 );
  22353. this.v1.fromArray( json.v1 );
  22354. this.v2.fromArray( json.v2 );
  22355. this.v3.fromArray( json.v3 );
  22356. return this;
  22357. };
  22358. function LineCurve( v1, v2 ) {
  22359. Curve.call( this );
  22360. this.type = 'LineCurve';
  22361. this.v1 = v1 || new Vector2();
  22362. this.v2 = v2 || new Vector2();
  22363. }
  22364. LineCurve.prototype = Object.create( Curve.prototype );
  22365. LineCurve.prototype.constructor = LineCurve;
  22366. LineCurve.prototype.isLineCurve = true;
  22367. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22368. var point = optionalTarget || new Vector2();
  22369. if ( t === 1 ) {
  22370. point.copy( this.v2 );
  22371. } else {
  22372. point.copy( this.v2 ).sub( this.v1 );
  22373. point.multiplyScalar( t ).add( this.v1 );
  22374. }
  22375. return point;
  22376. };
  22377. // Line curve is linear, so we can overwrite default getPointAt
  22378. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22379. return this.getPoint( u, optionalTarget );
  22380. };
  22381. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22382. var tangent = this.v2.clone().sub( this.v1 );
  22383. return tangent.normalize();
  22384. };
  22385. LineCurve.prototype.copy = function ( source ) {
  22386. Curve.prototype.copy.call( this, source );
  22387. this.v1.copy( source.v1 );
  22388. this.v2.copy( source.v2 );
  22389. return this;
  22390. };
  22391. LineCurve.prototype.toJSON = function () {
  22392. var data = Curve.prototype.toJSON.call( this );
  22393. data.v1 = this.v1.toArray();
  22394. data.v2 = this.v2.toArray();
  22395. return data;
  22396. };
  22397. LineCurve.prototype.fromJSON = function ( json ) {
  22398. Curve.prototype.fromJSON.call( this, json );
  22399. this.v1.fromArray( json.v1 );
  22400. this.v2.fromArray( json.v2 );
  22401. return this;
  22402. };
  22403. function LineCurve3( v1, v2 ) {
  22404. Curve.call( this );
  22405. this.type = 'LineCurve3';
  22406. this.v1 = v1 || new Vector3();
  22407. this.v2 = v2 || new Vector3();
  22408. }
  22409. LineCurve3.prototype = Object.create( Curve.prototype );
  22410. LineCurve3.prototype.constructor = LineCurve3;
  22411. LineCurve3.prototype.isLineCurve3 = true;
  22412. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22413. var point = optionalTarget || new Vector3();
  22414. if ( t === 1 ) {
  22415. point.copy( this.v2 );
  22416. } else {
  22417. point.copy( this.v2 ).sub( this.v1 );
  22418. point.multiplyScalar( t ).add( this.v1 );
  22419. }
  22420. return point;
  22421. };
  22422. // Line curve is linear, so we can overwrite default getPointAt
  22423. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22424. return this.getPoint( u, optionalTarget );
  22425. };
  22426. LineCurve3.prototype.copy = function ( source ) {
  22427. Curve.prototype.copy.call( this, source );
  22428. this.v1.copy( source.v1 );
  22429. this.v2.copy( source.v2 );
  22430. return this;
  22431. };
  22432. LineCurve3.prototype.toJSON = function () {
  22433. var data = Curve.prototype.toJSON.call( this );
  22434. data.v1 = this.v1.toArray();
  22435. data.v2 = this.v2.toArray();
  22436. return data;
  22437. };
  22438. LineCurve3.prototype.fromJSON = function ( json ) {
  22439. Curve.prototype.fromJSON.call( this, json );
  22440. this.v1.fromArray( json.v1 );
  22441. this.v2.fromArray( json.v2 );
  22442. return this;
  22443. };
  22444. function QuadraticBezierCurve( v0, v1, v2 ) {
  22445. Curve.call( this );
  22446. this.type = 'QuadraticBezierCurve';
  22447. this.v0 = v0 || new Vector2();
  22448. this.v1 = v1 || new Vector2();
  22449. this.v2 = v2 || new Vector2();
  22450. }
  22451. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22452. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22453. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22454. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22455. var point = optionalTarget || new Vector2();
  22456. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22457. point.set(
  22458. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22459. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22460. );
  22461. return point;
  22462. };
  22463. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22464. Curve.prototype.copy.call( this, source );
  22465. this.v0.copy( source.v0 );
  22466. this.v1.copy( source.v1 );
  22467. this.v2.copy( source.v2 );
  22468. return this;
  22469. };
  22470. QuadraticBezierCurve.prototype.toJSON = function () {
  22471. var data = Curve.prototype.toJSON.call( this );
  22472. data.v0 = this.v0.toArray();
  22473. data.v1 = this.v1.toArray();
  22474. data.v2 = this.v2.toArray();
  22475. return data;
  22476. };
  22477. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22478. Curve.prototype.fromJSON.call( this, json );
  22479. this.v0.fromArray( json.v0 );
  22480. this.v1.fromArray( json.v1 );
  22481. this.v2.fromArray( json.v2 );
  22482. return this;
  22483. };
  22484. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22485. Curve.call( this );
  22486. this.type = 'QuadraticBezierCurve3';
  22487. this.v0 = v0 || new Vector3();
  22488. this.v1 = v1 || new Vector3();
  22489. this.v2 = v2 || new Vector3();
  22490. }
  22491. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22492. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22493. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22494. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22495. var point = optionalTarget || new Vector3();
  22496. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22497. point.set(
  22498. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22499. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22500. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22501. );
  22502. return point;
  22503. };
  22504. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22505. Curve.prototype.copy.call( this, source );
  22506. this.v0.copy( source.v0 );
  22507. this.v1.copy( source.v1 );
  22508. this.v2.copy( source.v2 );
  22509. return this;
  22510. };
  22511. QuadraticBezierCurve3.prototype.toJSON = function () {
  22512. var data = Curve.prototype.toJSON.call( this );
  22513. data.v0 = this.v0.toArray();
  22514. data.v1 = this.v1.toArray();
  22515. data.v2 = this.v2.toArray();
  22516. return data;
  22517. };
  22518. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22519. Curve.prototype.fromJSON.call( this, json );
  22520. this.v0.fromArray( json.v0 );
  22521. this.v1.fromArray( json.v1 );
  22522. this.v2.fromArray( json.v2 );
  22523. return this;
  22524. };
  22525. function SplineCurve( points /* array of Vector2 */ ) {
  22526. Curve.call( this );
  22527. this.type = 'SplineCurve';
  22528. this.points = points || [];
  22529. }
  22530. SplineCurve.prototype = Object.create( Curve.prototype );
  22531. SplineCurve.prototype.constructor = SplineCurve;
  22532. SplineCurve.prototype.isSplineCurve = true;
  22533. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22534. var point = optionalTarget || new Vector2();
  22535. var points = this.points;
  22536. var p = ( points.length - 1 ) * t;
  22537. var intPoint = Math.floor( p );
  22538. var weight = p - intPoint;
  22539. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22540. var p1 = points[ intPoint ];
  22541. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22542. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22543. point.set(
  22544. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22545. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22546. );
  22547. return point;
  22548. };
  22549. SplineCurve.prototype.copy = function ( source ) {
  22550. Curve.prototype.copy.call( this, source );
  22551. this.points = [];
  22552. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22553. var point = source.points[ i ];
  22554. this.points.push( point.clone() );
  22555. }
  22556. return this;
  22557. };
  22558. SplineCurve.prototype.toJSON = function () {
  22559. var data = Curve.prototype.toJSON.call( this );
  22560. data.points = [];
  22561. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22562. var point = this.points[ i ];
  22563. data.points.push( point.toArray() );
  22564. }
  22565. return data;
  22566. };
  22567. SplineCurve.prototype.fromJSON = function ( json ) {
  22568. Curve.prototype.fromJSON.call( this, json );
  22569. this.points = [];
  22570. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22571. var point = json.points[ i ];
  22572. this.points.push( new Vector2().fromArray( point ) );
  22573. }
  22574. return this;
  22575. };
  22576. var Curves = /*#__PURE__*/Object.freeze({
  22577. __proto__: null,
  22578. ArcCurve: ArcCurve,
  22579. CatmullRomCurve3: CatmullRomCurve3,
  22580. CubicBezierCurve: CubicBezierCurve,
  22581. CubicBezierCurve3: CubicBezierCurve3,
  22582. EllipseCurve: EllipseCurve,
  22583. LineCurve: LineCurve,
  22584. LineCurve3: LineCurve3,
  22585. QuadraticBezierCurve: QuadraticBezierCurve,
  22586. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22587. SplineCurve: SplineCurve
  22588. });
  22589. /**
  22590. * @author zz85 / http://www.lab4games.net/zz85/blog
  22591. *
  22592. **/
  22593. /**************************************************************
  22594. * Curved Path - a curve path is simply a array of connected
  22595. * curves, but retains the api of a curve
  22596. **************************************************************/
  22597. function CurvePath() {
  22598. Curve.call( this );
  22599. this.type = 'CurvePath';
  22600. this.curves = [];
  22601. this.autoClose = false; // Automatically closes the path
  22602. }
  22603. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22604. constructor: CurvePath,
  22605. add: function ( curve ) {
  22606. this.curves.push( curve );
  22607. },
  22608. closePath: function () {
  22609. // Add a line curve if start and end of lines are not connected
  22610. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22611. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22612. if ( ! startPoint.equals( endPoint ) ) {
  22613. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22614. }
  22615. },
  22616. // To get accurate point with reference to
  22617. // entire path distance at time t,
  22618. // following has to be done:
  22619. // 1. Length of each sub path have to be known
  22620. // 2. Locate and identify type of curve
  22621. // 3. Get t for the curve
  22622. // 4. Return curve.getPointAt(t')
  22623. getPoint: function ( t ) {
  22624. var d = t * this.getLength();
  22625. var curveLengths = this.getCurveLengths();
  22626. var i = 0;
  22627. // To think about boundaries points.
  22628. while ( i < curveLengths.length ) {
  22629. if ( curveLengths[ i ] >= d ) {
  22630. var diff = curveLengths[ i ] - d;
  22631. var curve = this.curves[ i ];
  22632. var segmentLength = curve.getLength();
  22633. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22634. return curve.getPointAt( u );
  22635. }
  22636. i ++;
  22637. }
  22638. return null;
  22639. // loop where sum != 0, sum > d , sum+1 <d
  22640. },
  22641. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22642. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22643. // getPoint() depends on getLength
  22644. getLength: function () {
  22645. var lens = this.getCurveLengths();
  22646. return lens[ lens.length - 1 ];
  22647. },
  22648. // cacheLengths must be recalculated.
  22649. updateArcLengths: function () {
  22650. this.needsUpdate = true;
  22651. this.cacheLengths = null;
  22652. this.getCurveLengths();
  22653. },
  22654. // Compute lengths and cache them
  22655. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22656. getCurveLengths: function () {
  22657. // We use cache values if curves and cache array are same length
  22658. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22659. return this.cacheLengths;
  22660. }
  22661. // Get length of sub-curve
  22662. // Push sums into cached array
  22663. var lengths = [], sums = 0;
  22664. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22665. sums += this.curves[ i ].getLength();
  22666. lengths.push( sums );
  22667. }
  22668. this.cacheLengths = lengths;
  22669. return lengths;
  22670. },
  22671. getSpacedPoints: function ( divisions ) {
  22672. if ( divisions === undefined ) { divisions = 40; }
  22673. var points = [];
  22674. for ( var i = 0; i <= divisions; i ++ ) {
  22675. points.push( this.getPoint( i / divisions ) );
  22676. }
  22677. if ( this.autoClose ) {
  22678. points.push( points[ 0 ] );
  22679. }
  22680. return points;
  22681. },
  22682. getPoints: function ( divisions ) {
  22683. divisions = divisions || 12;
  22684. var points = [], last;
  22685. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22686. var curve = curves[ i ];
  22687. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22688. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22689. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22690. : divisions;
  22691. var pts = curve.getPoints( resolution );
  22692. for ( var j = 0; j < pts.length; j ++ ) {
  22693. var point = pts[ j ];
  22694. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22695. points.push( point );
  22696. last = point;
  22697. }
  22698. }
  22699. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22700. points.push( points[ 0 ] );
  22701. }
  22702. return points;
  22703. },
  22704. copy: function ( source ) {
  22705. Curve.prototype.copy.call( this, source );
  22706. this.curves = [];
  22707. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22708. var curve = source.curves[ i ];
  22709. this.curves.push( curve.clone() );
  22710. }
  22711. this.autoClose = source.autoClose;
  22712. return this;
  22713. },
  22714. toJSON: function () {
  22715. var data = Curve.prototype.toJSON.call( this );
  22716. data.autoClose = this.autoClose;
  22717. data.curves = [];
  22718. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22719. var curve = this.curves[ i ];
  22720. data.curves.push( curve.toJSON() );
  22721. }
  22722. return data;
  22723. },
  22724. fromJSON: function ( json ) {
  22725. Curve.prototype.fromJSON.call( this, json );
  22726. this.autoClose = json.autoClose;
  22727. this.curves = [];
  22728. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22729. var curve = json.curves[ i ];
  22730. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22731. }
  22732. return this;
  22733. }
  22734. } );
  22735. /**
  22736. * @author zz85 / http://www.lab4games.net/zz85/blog
  22737. * Creates free form 2d path using series of points, lines or curves.
  22738. **/
  22739. function Path( points ) {
  22740. CurvePath.call( this );
  22741. this.type = 'Path';
  22742. this.currentPoint = new Vector2();
  22743. if ( points ) {
  22744. this.setFromPoints( points );
  22745. }
  22746. }
  22747. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22748. constructor: Path,
  22749. setFromPoints: function ( points ) {
  22750. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22751. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22752. this.lineTo( points[ i ].x, points[ i ].y );
  22753. }
  22754. return this;
  22755. },
  22756. moveTo: function ( x, y ) {
  22757. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22758. return this;
  22759. },
  22760. lineTo: function ( x, y ) {
  22761. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22762. this.curves.push( curve );
  22763. this.currentPoint.set( x, y );
  22764. return this;
  22765. },
  22766. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22767. var curve = new QuadraticBezierCurve(
  22768. this.currentPoint.clone(),
  22769. new Vector2( aCPx, aCPy ),
  22770. new Vector2( aX, aY )
  22771. );
  22772. this.curves.push( curve );
  22773. this.currentPoint.set( aX, aY );
  22774. return this;
  22775. },
  22776. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22777. var curve = new CubicBezierCurve(
  22778. this.currentPoint.clone(),
  22779. new Vector2( aCP1x, aCP1y ),
  22780. new Vector2( aCP2x, aCP2y ),
  22781. new Vector2( aX, aY )
  22782. );
  22783. this.curves.push( curve );
  22784. this.currentPoint.set( aX, aY );
  22785. return this;
  22786. },
  22787. splineThru: function ( pts /*Array of Vector*/ ) {
  22788. var npts = [ this.currentPoint.clone() ].concat( pts );
  22789. var curve = new SplineCurve( npts );
  22790. this.curves.push( curve );
  22791. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22792. return this;
  22793. },
  22794. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22795. var x0 = this.currentPoint.x;
  22796. var y0 = this.currentPoint.y;
  22797. this.absarc( aX + x0, aY + y0, aRadius,
  22798. aStartAngle, aEndAngle, aClockwise );
  22799. return this;
  22800. },
  22801. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22802. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22803. return this;
  22804. },
  22805. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22806. var x0 = this.currentPoint.x;
  22807. var y0 = this.currentPoint.y;
  22808. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22809. return this;
  22810. },
  22811. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22812. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22813. if ( this.curves.length > 0 ) {
  22814. // if a previous curve is present, attempt to join
  22815. var firstPoint = curve.getPoint( 0 );
  22816. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22817. this.lineTo( firstPoint.x, firstPoint.y );
  22818. }
  22819. }
  22820. this.curves.push( curve );
  22821. var lastPoint = curve.getPoint( 1 );
  22822. this.currentPoint.copy( lastPoint );
  22823. return this;
  22824. },
  22825. copy: function ( source ) {
  22826. CurvePath.prototype.copy.call( this, source );
  22827. this.currentPoint.copy( source.currentPoint );
  22828. return this;
  22829. },
  22830. toJSON: function () {
  22831. var data = CurvePath.prototype.toJSON.call( this );
  22832. data.currentPoint = this.currentPoint.toArray();
  22833. return data;
  22834. },
  22835. fromJSON: function ( json ) {
  22836. CurvePath.prototype.fromJSON.call( this, json );
  22837. this.currentPoint.fromArray( json.currentPoint );
  22838. return this;
  22839. }
  22840. } );
  22841. /**
  22842. * @author zz85 / http://www.lab4games.net/zz85/blog
  22843. * Defines a 2d shape plane using paths.
  22844. **/
  22845. // STEP 1 Create a path.
  22846. // STEP 2 Turn path into shape.
  22847. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22848. // STEP 3a - Extract points from each shape, turn to vertices
  22849. // STEP 3b - Triangulate each shape, add faces.
  22850. function Shape( points ) {
  22851. Path.call( this, points );
  22852. this.uuid = _Math.generateUUID();
  22853. this.type = 'Shape';
  22854. this.holes = [];
  22855. }
  22856. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22857. constructor: Shape,
  22858. getPointsHoles: function ( divisions ) {
  22859. var holesPts = [];
  22860. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22861. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22862. }
  22863. return holesPts;
  22864. },
  22865. // get points of shape and holes (keypoints based on segments parameter)
  22866. extractPoints: function ( divisions ) {
  22867. return {
  22868. shape: this.getPoints( divisions ),
  22869. holes: this.getPointsHoles( divisions )
  22870. };
  22871. },
  22872. copy: function ( source ) {
  22873. Path.prototype.copy.call( this, source );
  22874. this.holes = [];
  22875. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22876. var hole = source.holes[ i ];
  22877. this.holes.push( hole.clone() );
  22878. }
  22879. return this;
  22880. },
  22881. toJSON: function () {
  22882. var data = Path.prototype.toJSON.call( this );
  22883. data.uuid = this.uuid;
  22884. data.holes = [];
  22885. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22886. var hole = this.holes[ i ];
  22887. data.holes.push( hole.toJSON() );
  22888. }
  22889. return data;
  22890. },
  22891. fromJSON: function ( json ) {
  22892. Path.prototype.fromJSON.call( this, json );
  22893. this.uuid = json.uuid;
  22894. this.holes = [];
  22895. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22896. var hole = json.holes[ i ];
  22897. this.holes.push( new Path().fromJSON( hole ) );
  22898. }
  22899. return this;
  22900. }
  22901. } );
  22902. /**
  22903. * @author mrdoob / http://mrdoob.com/
  22904. * @author alteredq / http://alteredqualia.com/
  22905. */
  22906. function Light( color, intensity ) {
  22907. Object3D.call( this );
  22908. this.type = 'Light';
  22909. this.color = new Color( color );
  22910. this.intensity = intensity !== undefined ? intensity : 1;
  22911. this.receiveShadow = undefined;
  22912. }
  22913. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22914. constructor: Light,
  22915. isLight: true,
  22916. copy: function ( source ) {
  22917. Object3D.prototype.copy.call( this, source );
  22918. this.color.copy( source.color );
  22919. this.intensity = source.intensity;
  22920. return this;
  22921. },
  22922. toJSON: function ( meta ) {
  22923. var data = Object3D.prototype.toJSON.call( this, meta );
  22924. data.object.color = this.color.getHex();
  22925. data.object.intensity = this.intensity;
  22926. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22927. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22928. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22929. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22930. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22931. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22932. return data;
  22933. }
  22934. } );
  22935. /**
  22936. * @author alteredq / http://alteredqualia.com/
  22937. */
  22938. function HemisphereLight( skyColor, groundColor, intensity ) {
  22939. Light.call( this, skyColor, intensity );
  22940. this.type = 'HemisphereLight';
  22941. this.castShadow = undefined;
  22942. this.position.copy( Object3D.DefaultUp );
  22943. this.updateMatrix();
  22944. this.groundColor = new Color( groundColor );
  22945. }
  22946. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22947. constructor: HemisphereLight,
  22948. isHemisphereLight: true,
  22949. copy: function ( source ) {
  22950. Light.prototype.copy.call( this, source );
  22951. this.groundColor.copy( source.groundColor );
  22952. return this;
  22953. }
  22954. } );
  22955. /**
  22956. * @author mrdoob / http://mrdoob.com/
  22957. */
  22958. function LightShadow( camera ) {
  22959. this.camera = camera;
  22960. this.bias = 0;
  22961. this.radius = 1;
  22962. this.mapSize = new Vector2( 512, 512 );
  22963. this.map = null;
  22964. this.mapPass = null;
  22965. this.matrix = new Matrix4();
  22966. this._frustum = new Frustum();
  22967. this._frameExtents = new Vector2( 1, 1 );
  22968. this._viewportCount = 1;
  22969. this._viewports = [
  22970. new Vector4( 0, 0, 1, 1 )
  22971. ];
  22972. }
  22973. Object.assign( LightShadow.prototype, {
  22974. _projScreenMatrix: new Matrix4(),
  22975. _lightPositionWorld: new Vector3(),
  22976. _lookTarget: new Vector3(),
  22977. getViewportCount: function () {
  22978. return this._viewportCount;
  22979. },
  22980. getFrustum: function () {
  22981. return this._frustum;
  22982. },
  22983. updateMatrices: function ( light ) {
  22984. var shadowCamera = this.camera,
  22985. shadowMatrix = this.matrix,
  22986. projScreenMatrix = this._projScreenMatrix,
  22987. lookTarget = this._lookTarget,
  22988. lightPositionWorld = this._lightPositionWorld;
  22989. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22990. shadowCamera.position.copy( lightPositionWorld );
  22991. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22992. shadowCamera.lookAt( lookTarget );
  22993. shadowCamera.updateMatrixWorld();
  22994. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22995. this._frustum.setFromMatrix( projScreenMatrix );
  22996. shadowMatrix.set(
  22997. 0.5, 0.0, 0.0, 0.5,
  22998. 0.0, 0.5, 0.0, 0.5,
  22999. 0.0, 0.0, 0.5, 0.5,
  23000. 0.0, 0.0, 0.0, 1.0
  23001. );
  23002. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23003. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23004. },
  23005. getViewport: function ( viewportIndex ) {
  23006. return this._viewports[ viewportIndex ];
  23007. },
  23008. getFrameExtents: function () {
  23009. return this._frameExtents;
  23010. },
  23011. copy: function ( source ) {
  23012. this.camera = source.camera.clone();
  23013. this.bias = source.bias;
  23014. this.radius = source.radius;
  23015. this.mapSize.copy( source.mapSize );
  23016. return this;
  23017. },
  23018. clone: function () {
  23019. return new this.constructor().copy( this );
  23020. },
  23021. toJSON: function () {
  23022. var object = {};
  23023. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23024. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23025. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23026. object.camera = this.camera.toJSON( false ).object;
  23027. delete object.camera.matrix;
  23028. return object;
  23029. }
  23030. } );
  23031. /**
  23032. * @author mrdoob / http://mrdoob.com/
  23033. */
  23034. function SpotLightShadow() {
  23035. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23036. }
  23037. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23038. constructor: SpotLightShadow,
  23039. isSpotLightShadow: true,
  23040. updateMatrices: function ( light ) {
  23041. var camera = this.camera;
  23042. var fov = _Math.RAD2DEG * 2 * light.angle;
  23043. var aspect = this.mapSize.width / this.mapSize.height;
  23044. var far = light.distance || camera.far;
  23045. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23046. camera.fov = fov;
  23047. camera.aspect = aspect;
  23048. camera.far = far;
  23049. camera.updateProjectionMatrix();
  23050. }
  23051. LightShadow.prototype.updateMatrices.call( this, light );
  23052. }
  23053. } );
  23054. /**
  23055. * @author alteredq / http://alteredqualia.com/
  23056. */
  23057. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23058. Light.call( this, color, intensity );
  23059. this.type = 'SpotLight';
  23060. this.position.copy( Object3D.DefaultUp );
  23061. this.updateMatrix();
  23062. this.target = new Object3D();
  23063. Object.defineProperty( this, 'power', {
  23064. get: function () {
  23065. // intensity = power per solid angle.
  23066. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23067. return this.intensity * Math.PI;
  23068. },
  23069. set: function ( power ) {
  23070. // intensity = power per solid angle.
  23071. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23072. this.intensity = power / Math.PI;
  23073. }
  23074. } );
  23075. this.distance = ( distance !== undefined ) ? distance : 0;
  23076. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23077. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23078. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23079. this.shadow = new SpotLightShadow();
  23080. }
  23081. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23082. constructor: SpotLight,
  23083. isSpotLight: true,
  23084. copy: function ( source ) {
  23085. Light.prototype.copy.call( this, source );
  23086. this.distance = source.distance;
  23087. this.angle = source.angle;
  23088. this.penumbra = source.penumbra;
  23089. this.decay = source.decay;
  23090. this.target = source.target.clone();
  23091. this.shadow = source.shadow.clone();
  23092. return this;
  23093. }
  23094. } );
  23095. function PointLightShadow() {
  23096. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23097. this._frameExtents = new Vector2( 4, 2 );
  23098. this._viewportCount = 6;
  23099. this._viewports = [
  23100. // These viewports map a cube-map onto a 2D texture with the
  23101. // following orientation:
  23102. //
  23103. // xzXZ
  23104. // y Y
  23105. //
  23106. // X - Positive x direction
  23107. // x - Negative x direction
  23108. // Y - Positive y direction
  23109. // y - Negative y direction
  23110. // Z - Positive z direction
  23111. // z - Negative z direction
  23112. // positive X
  23113. new Vector4( 2, 1, 1, 1 ),
  23114. // negative X
  23115. new Vector4( 0, 1, 1, 1 ),
  23116. // positive Z
  23117. new Vector4( 3, 1, 1, 1 ),
  23118. // negative Z
  23119. new Vector4( 1, 1, 1, 1 ),
  23120. // positive Y
  23121. new Vector4( 3, 0, 1, 1 ),
  23122. // negative Y
  23123. new Vector4( 1, 0, 1, 1 )
  23124. ];
  23125. this._cubeDirections = [
  23126. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23127. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23128. ];
  23129. this._cubeUps = [
  23130. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23131. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23132. ];
  23133. }
  23134. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23135. constructor: PointLightShadow,
  23136. isPointLightShadow: true,
  23137. updateMatrices: function ( light, viewportIndex ) {
  23138. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23139. var camera = this.camera,
  23140. shadowMatrix = this.matrix,
  23141. lightPositionWorld = this._lightPositionWorld,
  23142. lookTarget = this._lookTarget,
  23143. projScreenMatrix = this._projScreenMatrix;
  23144. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23145. camera.position.copy( lightPositionWorld );
  23146. lookTarget.copy( camera.position );
  23147. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23148. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23149. camera.lookAt( lookTarget );
  23150. camera.updateMatrixWorld();
  23151. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23152. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23153. this._frustum.setFromMatrix( projScreenMatrix );
  23154. }
  23155. } );
  23156. /**
  23157. * @author mrdoob / http://mrdoob.com/
  23158. */
  23159. function PointLight( color, intensity, distance, decay ) {
  23160. Light.call( this, color, intensity );
  23161. this.type = 'PointLight';
  23162. Object.defineProperty( this, 'power', {
  23163. get: function () {
  23164. // intensity = power per solid angle.
  23165. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23166. return this.intensity * 4 * Math.PI;
  23167. },
  23168. set: function ( power ) {
  23169. // intensity = power per solid angle.
  23170. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23171. this.intensity = power / ( 4 * Math.PI );
  23172. }
  23173. } );
  23174. this.distance = ( distance !== undefined ) ? distance : 0;
  23175. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23176. this.shadow = new PointLightShadow();
  23177. }
  23178. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23179. constructor: PointLight,
  23180. isPointLight: true,
  23181. copy: function ( source ) {
  23182. Light.prototype.copy.call( this, source );
  23183. this.distance = source.distance;
  23184. this.decay = source.decay;
  23185. this.shadow = source.shadow.clone();
  23186. return this;
  23187. }
  23188. } );
  23189. /**
  23190. * @author alteredq / http://alteredqualia.com/
  23191. * @author arose / http://github.com/arose
  23192. */
  23193. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23194. Camera.call( this );
  23195. this.type = 'OrthographicCamera';
  23196. this.zoom = 1;
  23197. this.view = null;
  23198. this.left = ( left !== undefined ) ? left : - 1;
  23199. this.right = ( right !== undefined ) ? right : 1;
  23200. this.top = ( top !== undefined ) ? top : 1;
  23201. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23202. this.near = ( near !== undefined ) ? near : 0.1;
  23203. this.far = ( far !== undefined ) ? far : 2000;
  23204. this.updateProjectionMatrix();
  23205. }
  23206. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23207. constructor: OrthographicCamera,
  23208. isOrthographicCamera: true,
  23209. copy: function ( source, recursive ) {
  23210. Camera.prototype.copy.call( this, source, recursive );
  23211. this.left = source.left;
  23212. this.right = source.right;
  23213. this.top = source.top;
  23214. this.bottom = source.bottom;
  23215. this.near = source.near;
  23216. this.far = source.far;
  23217. this.zoom = source.zoom;
  23218. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23219. return this;
  23220. },
  23221. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23222. if ( this.view === null ) {
  23223. this.view = {
  23224. enabled: true,
  23225. fullWidth: 1,
  23226. fullHeight: 1,
  23227. offsetX: 0,
  23228. offsetY: 0,
  23229. width: 1,
  23230. height: 1
  23231. };
  23232. }
  23233. this.view.enabled = true;
  23234. this.view.fullWidth = fullWidth;
  23235. this.view.fullHeight = fullHeight;
  23236. this.view.offsetX = x;
  23237. this.view.offsetY = y;
  23238. this.view.width = width;
  23239. this.view.height = height;
  23240. this.updateProjectionMatrix();
  23241. },
  23242. clearViewOffset: function () {
  23243. if ( this.view !== null ) {
  23244. this.view.enabled = false;
  23245. }
  23246. this.updateProjectionMatrix();
  23247. },
  23248. updateProjectionMatrix: function () {
  23249. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23250. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23251. var cx = ( this.right + this.left ) / 2;
  23252. var cy = ( this.top + this.bottom ) / 2;
  23253. var left = cx - dx;
  23254. var right = cx + dx;
  23255. var top = cy + dy;
  23256. var bottom = cy - dy;
  23257. if ( this.view !== null && this.view.enabled ) {
  23258. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23259. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23260. var scaleW = ( this.right - this.left ) / this.view.width;
  23261. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23262. left += scaleW * ( this.view.offsetX / zoomW );
  23263. right = left + scaleW * ( this.view.width / zoomW );
  23264. top -= scaleH * ( this.view.offsetY / zoomH );
  23265. bottom = top - scaleH * ( this.view.height / zoomH );
  23266. }
  23267. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23268. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23269. },
  23270. toJSON: function ( meta ) {
  23271. var data = Object3D.prototype.toJSON.call( this, meta );
  23272. data.object.zoom = this.zoom;
  23273. data.object.left = this.left;
  23274. data.object.right = this.right;
  23275. data.object.top = this.top;
  23276. data.object.bottom = this.bottom;
  23277. data.object.near = this.near;
  23278. data.object.far = this.far;
  23279. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23280. return data;
  23281. }
  23282. } );
  23283. /**
  23284. * @author mrdoob / http://mrdoob.com/
  23285. */
  23286. function DirectionalLightShadow() {
  23287. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23288. }
  23289. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23290. constructor: DirectionalLightShadow,
  23291. isDirectionalLightShadow: true,
  23292. updateMatrices: function ( light ) {
  23293. LightShadow.prototype.updateMatrices.call( this, light );
  23294. }
  23295. } );
  23296. /**
  23297. * @author mrdoob / http://mrdoob.com/
  23298. * @author alteredq / http://alteredqualia.com/
  23299. */
  23300. function DirectionalLight( color, intensity ) {
  23301. Light.call( this, color, intensity );
  23302. this.type = 'DirectionalLight';
  23303. this.position.copy( Object3D.DefaultUp );
  23304. this.updateMatrix();
  23305. this.target = new Object3D();
  23306. this.shadow = new DirectionalLightShadow();
  23307. }
  23308. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23309. constructor: DirectionalLight,
  23310. isDirectionalLight: true,
  23311. copy: function ( source ) {
  23312. Light.prototype.copy.call( this, source );
  23313. this.target = source.target.clone();
  23314. this.shadow = source.shadow.clone();
  23315. return this;
  23316. }
  23317. } );
  23318. /**
  23319. * @author mrdoob / http://mrdoob.com/
  23320. */
  23321. function AmbientLight( color, intensity ) {
  23322. Light.call( this, color, intensity );
  23323. this.type = 'AmbientLight';
  23324. this.castShadow = undefined;
  23325. }
  23326. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23327. constructor: AmbientLight,
  23328. isAmbientLight: true
  23329. } );
  23330. /**
  23331. * @author abelnation / http://github.com/abelnation
  23332. */
  23333. function RectAreaLight( color, intensity, width, height ) {
  23334. Light.call( this, color, intensity );
  23335. this.type = 'RectAreaLight';
  23336. this.width = ( width !== undefined ) ? width : 10;
  23337. this.height = ( height !== undefined ) ? height : 10;
  23338. }
  23339. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23340. constructor: RectAreaLight,
  23341. isRectAreaLight: true,
  23342. copy: function ( source ) {
  23343. Light.prototype.copy.call( this, source );
  23344. this.width = source.width;
  23345. this.height = source.height;
  23346. return this;
  23347. },
  23348. toJSON: function ( meta ) {
  23349. var data = Light.prototype.toJSON.call( this, meta );
  23350. data.object.width = this.width;
  23351. data.object.height = this.height;
  23352. return data;
  23353. }
  23354. } );
  23355. /**
  23356. * @author mrdoob / http://mrdoob.com/
  23357. */
  23358. function MaterialLoader( manager ) {
  23359. Loader.call( this, manager );
  23360. this.textures = {};
  23361. }
  23362. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23363. constructor: MaterialLoader,
  23364. load: function ( url, onLoad, onProgress, onError ) {
  23365. var scope = this;
  23366. var loader = new FileLoader( scope.manager );
  23367. loader.setPath( scope.path );
  23368. loader.load( url, function ( text ) {
  23369. onLoad( scope.parse( JSON.parse( text ) ) );
  23370. }, onProgress, onError );
  23371. },
  23372. parse: function ( json ) {
  23373. var textures = this.textures;
  23374. function getTexture( name ) {
  23375. if ( textures[ name ] === undefined ) {
  23376. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23377. }
  23378. return textures[ name ];
  23379. }
  23380. var material = new Materials[ json.type ]();
  23381. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23382. if ( json.name !== undefined ) { material.name = json.name; }
  23383. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23384. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23385. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23386. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23387. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23388. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23389. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23390. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23391. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23392. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23393. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23394. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23395. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23396. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23397. if ( json.side !== undefined ) { material.side = json.side; }
  23398. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23399. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23400. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23401. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23402. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23403. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23404. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23405. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23406. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23407. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23408. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23409. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23410. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23411. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23412. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23413. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23414. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23415. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23416. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23417. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23418. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23419. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23420. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23421. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23422. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23423. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23424. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23425. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23426. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23427. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23428. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23429. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23430. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23431. // Shader Material
  23432. if ( json.uniforms !== undefined ) {
  23433. for ( var name in json.uniforms ) {
  23434. var uniform = json.uniforms[ name ];
  23435. material.uniforms[ name ] = {};
  23436. switch ( uniform.type ) {
  23437. case 't':
  23438. material.uniforms[ name ].value = getTexture( uniform.value );
  23439. break;
  23440. case 'c':
  23441. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23442. break;
  23443. case 'v2':
  23444. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23445. break;
  23446. case 'v3':
  23447. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23448. break;
  23449. case 'v4':
  23450. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23451. break;
  23452. case 'm3':
  23453. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23454. case 'm4':
  23455. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23456. break;
  23457. default:
  23458. material.uniforms[ name ].value = uniform.value;
  23459. }
  23460. }
  23461. }
  23462. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23463. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23464. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23465. if ( json.extensions !== undefined ) {
  23466. for ( var key in json.extensions ) {
  23467. material.extensions[ key ] = json.extensions[ key ];
  23468. }
  23469. }
  23470. // Deprecated
  23471. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23472. // for PointsMaterial
  23473. if ( json.size !== undefined ) { material.size = json.size; }
  23474. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23475. // maps
  23476. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23477. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23478. if ( json.alphaMap !== undefined ) {
  23479. material.alphaMap = getTexture( json.alphaMap );
  23480. material.transparent = true;
  23481. }
  23482. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23483. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23484. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23485. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23486. if ( json.normalScale !== undefined ) {
  23487. var normalScale = json.normalScale;
  23488. if ( Array.isArray( normalScale ) === false ) {
  23489. // Blender exporter used to export a scalar. See #7459
  23490. normalScale = [ normalScale, normalScale ];
  23491. }
  23492. material.normalScale = new Vector2().fromArray( normalScale );
  23493. }
  23494. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23495. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23496. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23497. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23498. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23499. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23500. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23501. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23502. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23503. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23504. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23505. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23506. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23507. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23508. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23509. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23510. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23511. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23512. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23513. return material;
  23514. },
  23515. setTextures: function ( value ) {
  23516. this.textures = value;
  23517. return this;
  23518. }
  23519. } );
  23520. /**
  23521. * @author Don McCurdy / https://www.donmccurdy.com
  23522. */
  23523. var LoaderUtils = {
  23524. decodeText: function ( array ) {
  23525. if ( typeof TextDecoder !== 'undefined' ) {
  23526. return new TextDecoder().decode( array );
  23527. }
  23528. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23529. // throws a "maximum call stack size exceeded" error for large arrays.
  23530. var s = '';
  23531. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23532. // Implicitly assumes little-endian.
  23533. s += String.fromCharCode( array[ i ] );
  23534. }
  23535. try {
  23536. // merges multi-byte utf-8 characters.
  23537. return decodeURIComponent( escape( s ) );
  23538. } catch ( e ) { // see #16358
  23539. return s;
  23540. }
  23541. },
  23542. extractUrlBase: function ( url ) {
  23543. var index = url.lastIndexOf( '/' );
  23544. if ( index === - 1 ) { return './'; }
  23545. return url.substr( 0, index + 1 );
  23546. }
  23547. };
  23548. /**
  23549. * @author benaadams / https://twitter.com/ben_a_adams
  23550. */
  23551. function InstancedBufferGeometry() {
  23552. BufferGeometry.call( this );
  23553. this.type = 'InstancedBufferGeometry';
  23554. this.maxInstancedCount = undefined;
  23555. }
  23556. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23557. constructor: InstancedBufferGeometry,
  23558. isInstancedBufferGeometry: true,
  23559. copy: function ( source ) {
  23560. BufferGeometry.prototype.copy.call( this, source );
  23561. this.maxInstancedCount = source.maxInstancedCount;
  23562. return this;
  23563. },
  23564. clone: function () {
  23565. return new this.constructor().copy( this );
  23566. },
  23567. toJSON: function () {
  23568. var data = BufferGeometry.prototype.toJSON.call( this );
  23569. data.maxInstancedCount = this.maxInstancedCount;
  23570. data.isInstancedBufferGeometry = true;
  23571. return data;
  23572. }
  23573. } );
  23574. /**
  23575. * @author benaadams / https://twitter.com/ben_a_adams
  23576. */
  23577. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23578. if ( typeof ( normalized ) === 'number' ) {
  23579. meshPerAttribute = normalized;
  23580. normalized = false;
  23581. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23582. }
  23583. BufferAttribute.call( this, array, itemSize, normalized );
  23584. this.meshPerAttribute = meshPerAttribute || 1;
  23585. }
  23586. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23587. constructor: InstancedBufferAttribute,
  23588. isInstancedBufferAttribute: true,
  23589. copy: function ( source ) {
  23590. BufferAttribute.prototype.copy.call( this, source );
  23591. this.meshPerAttribute = source.meshPerAttribute;
  23592. return this;
  23593. },
  23594. toJSON: function () {
  23595. var data = BufferAttribute.prototype.toJSON.call( this );
  23596. data.meshPerAttribute = this.meshPerAttribute;
  23597. data.isInstancedBufferAttribute = true;
  23598. return data;
  23599. }
  23600. } );
  23601. /**
  23602. * @author mrdoob / http://mrdoob.com/
  23603. */
  23604. function BufferGeometryLoader( manager ) {
  23605. Loader.call( this, manager );
  23606. }
  23607. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23608. constructor: BufferGeometryLoader,
  23609. load: function ( url, onLoad, onProgress, onError ) {
  23610. var scope = this;
  23611. var loader = new FileLoader( scope.manager );
  23612. loader.setPath( scope.path );
  23613. loader.load( url, function ( text ) {
  23614. onLoad( scope.parse( JSON.parse( text ) ) );
  23615. }, onProgress, onError );
  23616. },
  23617. parse: function ( json ) {
  23618. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23619. var index = json.data.index;
  23620. if ( index !== undefined ) {
  23621. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23622. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23623. }
  23624. var attributes = json.data.attributes;
  23625. for ( var key in attributes ) {
  23626. var attribute = attributes[ key ];
  23627. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23628. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23629. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23630. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23631. geometry.setAttribute( key, bufferAttribute );
  23632. }
  23633. var morphAttributes = json.data.morphAttributes;
  23634. if ( morphAttributes ) {
  23635. for ( var key in morphAttributes ) {
  23636. var attributeArray = morphAttributes[ key ];
  23637. var array = [];
  23638. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23639. var attribute = attributeArray[ i ];
  23640. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23641. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23642. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23643. array.push( bufferAttribute );
  23644. }
  23645. geometry.morphAttributes[ key ] = array;
  23646. }
  23647. }
  23648. var morphTargetsRelative = json.data.morphTargetsRelative;
  23649. if ( morphTargetsRelative ) {
  23650. geometry.morphTargetsRelative = true;
  23651. }
  23652. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23653. if ( groups !== undefined ) {
  23654. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23655. var group = groups[ i ];
  23656. geometry.addGroup( group.start, group.count, group.materialIndex );
  23657. }
  23658. }
  23659. var boundingSphere = json.data.boundingSphere;
  23660. if ( boundingSphere !== undefined ) {
  23661. var center = new Vector3();
  23662. if ( boundingSphere.center !== undefined ) {
  23663. center.fromArray( boundingSphere.center );
  23664. }
  23665. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23666. }
  23667. if ( json.name ) { geometry.name = json.name; }
  23668. if ( json.userData ) { geometry.userData = json.userData; }
  23669. return geometry;
  23670. }
  23671. } );
  23672. var TYPED_ARRAYS = {
  23673. Int8Array: Int8Array,
  23674. Uint8Array: Uint8Array,
  23675. // Workaround for IE11 pre KB2929437. See #11440
  23676. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23677. Int16Array: Int16Array,
  23678. Uint16Array: Uint16Array,
  23679. Int32Array: Int32Array,
  23680. Uint32Array: Uint32Array,
  23681. Float32Array: Float32Array,
  23682. Float64Array: Float64Array
  23683. };
  23684. /**
  23685. * @author mrdoob / http://mrdoob.com/
  23686. */
  23687. function ObjectLoader( manager ) {
  23688. Loader.call( this, manager );
  23689. }
  23690. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23691. constructor: ObjectLoader,
  23692. load: function ( url, onLoad, onProgress, onError ) {
  23693. var scope = this;
  23694. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23695. this.resourcePath = this.resourcePath || path;
  23696. var loader = new FileLoader( scope.manager );
  23697. loader.setPath( this.path );
  23698. loader.load( url, function ( text ) {
  23699. var json = null;
  23700. try {
  23701. json = JSON.parse( text );
  23702. } catch ( error ) {
  23703. if ( onError !== undefined ) { onError( error ); }
  23704. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23705. return;
  23706. }
  23707. var metadata = json.metadata;
  23708. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23709. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23710. return;
  23711. }
  23712. scope.parse( json, onLoad );
  23713. }, onProgress, onError );
  23714. },
  23715. parse: function ( json, onLoad ) {
  23716. var shapes = this.parseShape( json.shapes );
  23717. var geometries = this.parseGeometries( json.geometries, shapes );
  23718. var images = this.parseImages( json.images, function () {
  23719. if ( onLoad !== undefined ) { onLoad( object ); }
  23720. } );
  23721. var textures = this.parseTextures( json.textures, images );
  23722. var materials = this.parseMaterials( json.materials, textures );
  23723. var object = this.parseObject( json.object, geometries, materials );
  23724. if ( json.animations ) {
  23725. object.animations = this.parseAnimations( json.animations );
  23726. }
  23727. if ( json.images === undefined || json.images.length === 0 ) {
  23728. if ( onLoad !== undefined ) { onLoad( object ); }
  23729. }
  23730. return object;
  23731. },
  23732. parseShape: function ( json ) {
  23733. var shapes = {};
  23734. if ( json !== undefined ) {
  23735. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23736. var shape = new Shape().fromJSON( json[ i ] );
  23737. shapes[ shape.uuid ] = shape;
  23738. }
  23739. }
  23740. return shapes;
  23741. },
  23742. parseGeometries: function ( json, shapes ) {
  23743. var geometries = {};
  23744. if ( json !== undefined ) {
  23745. var bufferGeometryLoader = new BufferGeometryLoader();
  23746. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23747. var geometry;
  23748. var data = json[ i ];
  23749. switch ( data.type ) {
  23750. case 'PlaneGeometry':
  23751. case 'PlaneBufferGeometry':
  23752. geometry = new Geometries[ data.type ](
  23753. data.width,
  23754. data.height,
  23755. data.widthSegments,
  23756. data.heightSegments
  23757. );
  23758. break;
  23759. case 'BoxGeometry':
  23760. case 'BoxBufferGeometry':
  23761. case 'CubeGeometry': // backwards compatible
  23762. geometry = new Geometries[ data.type ](
  23763. data.width,
  23764. data.height,
  23765. data.depth,
  23766. data.widthSegments,
  23767. data.heightSegments,
  23768. data.depthSegments
  23769. );
  23770. break;
  23771. case 'CircleGeometry':
  23772. case 'CircleBufferGeometry':
  23773. geometry = new Geometries[ data.type ](
  23774. data.radius,
  23775. data.segments,
  23776. data.thetaStart,
  23777. data.thetaLength
  23778. );
  23779. break;
  23780. case 'CylinderGeometry':
  23781. case 'CylinderBufferGeometry':
  23782. geometry = new Geometries[ data.type ](
  23783. data.radiusTop,
  23784. data.radiusBottom,
  23785. data.height,
  23786. data.radialSegments,
  23787. data.heightSegments,
  23788. data.openEnded,
  23789. data.thetaStart,
  23790. data.thetaLength
  23791. );
  23792. break;
  23793. case 'ConeGeometry':
  23794. case 'ConeBufferGeometry':
  23795. geometry = new Geometries[ data.type ](
  23796. data.radius,
  23797. data.height,
  23798. data.radialSegments,
  23799. data.heightSegments,
  23800. data.openEnded,
  23801. data.thetaStart,
  23802. data.thetaLength
  23803. );
  23804. break;
  23805. case 'SphereGeometry':
  23806. case 'SphereBufferGeometry':
  23807. geometry = new Geometries[ data.type ](
  23808. data.radius,
  23809. data.widthSegments,
  23810. data.heightSegments,
  23811. data.phiStart,
  23812. data.phiLength,
  23813. data.thetaStart,
  23814. data.thetaLength
  23815. );
  23816. break;
  23817. case 'DodecahedronGeometry':
  23818. case 'DodecahedronBufferGeometry':
  23819. case 'IcosahedronGeometry':
  23820. case 'IcosahedronBufferGeometry':
  23821. case 'OctahedronGeometry':
  23822. case 'OctahedronBufferGeometry':
  23823. case 'TetrahedronGeometry':
  23824. case 'TetrahedronBufferGeometry':
  23825. geometry = new Geometries[ data.type ](
  23826. data.radius,
  23827. data.detail
  23828. );
  23829. break;
  23830. case 'RingGeometry':
  23831. case 'RingBufferGeometry':
  23832. geometry = new Geometries[ data.type ](
  23833. data.innerRadius,
  23834. data.outerRadius,
  23835. data.thetaSegments,
  23836. data.phiSegments,
  23837. data.thetaStart,
  23838. data.thetaLength
  23839. );
  23840. break;
  23841. case 'TorusGeometry':
  23842. case 'TorusBufferGeometry':
  23843. geometry = new Geometries[ data.type ](
  23844. data.radius,
  23845. data.tube,
  23846. data.radialSegments,
  23847. data.tubularSegments,
  23848. data.arc
  23849. );
  23850. break;
  23851. case 'TorusKnotGeometry':
  23852. case 'TorusKnotBufferGeometry':
  23853. geometry = new Geometries[ data.type ](
  23854. data.radius,
  23855. data.tube,
  23856. data.tubularSegments,
  23857. data.radialSegments,
  23858. data.p,
  23859. data.q
  23860. );
  23861. break;
  23862. case 'TubeGeometry':
  23863. case 'TubeBufferGeometry':
  23864. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23865. // User defined curves or instances of CurvePath will not be deserialized.
  23866. geometry = new Geometries[ data.type ](
  23867. new Curves[ data.path.type ]().fromJSON( data.path ),
  23868. data.tubularSegments,
  23869. data.radius,
  23870. data.radialSegments,
  23871. data.closed
  23872. );
  23873. break;
  23874. case 'LatheGeometry':
  23875. case 'LatheBufferGeometry':
  23876. geometry = new Geometries[ data.type ](
  23877. data.points,
  23878. data.segments,
  23879. data.phiStart,
  23880. data.phiLength
  23881. );
  23882. break;
  23883. case 'PolyhedronGeometry':
  23884. case 'PolyhedronBufferGeometry':
  23885. geometry = new Geometries[ data.type ](
  23886. data.vertices,
  23887. data.indices,
  23888. data.radius,
  23889. data.details
  23890. );
  23891. break;
  23892. case 'ShapeGeometry':
  23893. case 'ShapeBufferGeometry':
  23894. var geometryShapes = [];
  23895. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23896. var shape = shapes[ data.shapes[ j ] ];
  23897. geometryShapes.push( shape );
  23898. }
  23899. geometry = new Geometries[ data.type ](
  23900. geometryShapes,
  23901. data.curveSegments
  23902. );
  23903. break;
  23904. case 'ExtrudeGeometry':
  23905. case 'ExtrudeBufferGeometry':
  23906. var geometryShapes = [];
  23907. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23908. var shape = shapes[ data.shapes[ j ] ];
  23909. geometryShapes.push( shape );
  23910. }
  23911. var extrudePath = data.options.extrudePath;
  23912. if ( extrudePath !== undefined ) {
  23913. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23914. }
  23915. geometry = new Geometries[ data.type ](
  23916. geometryShapes,
  23917. data.options
  23918. );
  23919. break;
  23920. case 'BufferGeometry':
  23921. case 'InstancedBufferGeometry':
  23922. geometry = bufferGeometryLoader.parse( data );
  23923. break;
  23924. case 'Geometry':
  23925. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23926. var geometryLoader = new THREE.LegacyJSONLoader();
  23927. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23928. } else {
  23929. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23930. }
  23931. break;
  23932. default:
  23933. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23934. continue;
  23935. }
  23936. geometry.uuid = data.uuid;
  23937. if ( data.name !== undefined ) { geometry.name = data.name; }
  23938. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23939. geometries[ data.uuid ] = geometry;
  23940. }
  23941. }
  23942. return geometries;
  23943. },
  23944. parseMaterials: function ( json, textures ) {
  23945. var cache = {}; // MultiMaterial
  23946. var materials = {};
  23947. if ( json !== undefined ) {
  23948. var loader = new MaterialLoader();
  23949. loader.setTextures( textures );
  23950. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23951. var data = json[ i ];
  23952. if ( data.type === 'MultiMaterial' ) {
  23953. // Deprecated
  23954. var array = [];
  23955. for ( var j = 0; j < data.materials.length; j ++ ) {
  23956. var material = data.materials[ j ];
  23957. if ( cache[ material.uuid ] === undefined ) {
  23958. cache[ material.uuid ] = loader.parse( material );
  23959. }
  23960. array.push( cache[ material.uuid ] );
  23961. }
  23962. materials[ data.uuid ] = array;
  23963. } else {
  23964. if ( cache[ data.uuid ] === undefined ) {
  23965. cache[ data.uuid ] = loader.parse( data );
  23966. }
  23967. materials[ data.uuid ] = cache[ data.uuid ];
  23968. }
  23969. }
  23970. }
  23971. return materials;
  23972. },
  23973. parseAnimations: function ( json ) {
  23974. var animations = [];
  23975. for ( var i = 0; i < json.length; i ++ ) {
  23976. var data = json[ i ];
  23977. var clip = AnimationClip.parse( data );
  23978. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23979. animations.push( clip );
  23980. }
  23981. return animations;
  23982. },
  23983. parseImages: function ( json, onLoad ) {
  23984. var scope = this;
  23985. var images = {};
  23986. function loadImage( url ) {
  23987. scope.manager.itemStart( url );
  23988. return loader.load( url, function () {
  23989. scope.manager.itemEnd( url );
  23990. }, undefined, function () {
  23991. scope.manager.itemError( url );
  23992. scope.manager.itemEnd( url );
  23993. } );
  23994. }
  23995. if ( json !== undefined && json.length > 0 ) {
  23996. var manager = new LoadingManager( onLoad );
  23997. var loader = new ImageLoader( manager );
  23998. loader.setCrossOrigin( this.crossOrigin );
  23999. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24000. var image = json[ i ];
  24001. var url = image.url;
  24002. if ( Array.isArray( url ) ) {
  24003. // load array of images e.g CubeTexture
  24004. images[ image.uuid ] = [];
  24005. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24006. var currentUrl = url[ j ];
  24007. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24008. images[ image.uuid ].push( loadImage( path ) );
  24009. }
  24010. } else {
  24011. // load single image
  24012. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24013. images[ image.uuid ] = loadImage( path );
  24014. }
  24015. }
  24016. }
  24017. return images;
  24018. },
  24019. parseTextures: function ( json, images ) {
  24020. function parseConstant( value, type ) {
  24021. if ( typeof value === 'number' ) { return value; }
  24022. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24023. return type[ value ];
  24024. }
  24025. var textures = {};
  24026. if ( json !== undefined ) {
  24027. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24028. var data = json[ i ];
  24029. if ( data.image === undefined ) {
  24030. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24031. }
  24032. if ( images[ data.image ] === undefined ) {
  24033. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24034. }
  24035. var texture;
  24036. if ( Array.isArray( images[ data.image ] ) ) {
  24037. texture = new CubeTexture( images[ data.image ] );
  24038. } else {
  24039. texture = new Texture( images[ data.image ] );
  24040. }
  24041. texture.needsUpdate = true;
  24042. texture.uuid = data.uuid;
  24043. if ( data.name !== undefined ) { texture.name = data.name; }
  24044. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24045. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24046. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24047. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24048. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24049. if ( data.wrap !== undefined ) {
  24050. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24051. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24052. }
  24053. if ( data.format !== undefined ) { texture.format = data.format; }
  24054. if ( data.type !== undefined ) { texture.type = data.type; }
  24055. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24056. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24057. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24058. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24059. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24060. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24061. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24062. textures[ data.uuid ] = texture;
  24063. }
  24064. }
  24065. return textures;
  24066. },
  24067. parseObject: function ( data, geometries, materials ) {
  24068. var object;
  24069. function getGeometry( name ) {
  24070. if ( geometries[ name ] === undefined ) {
  24071. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24072. }
  24073. return geometries[ name ];
  24074. }
  24075. function getMaterial( name ) {
  24076. if ( name === undefined ) { return undefined; }
  24077. if ( Array.isArray( name ) ) {
  24078. var array = [];
  24079. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24080. var uuid = name[ i ];
  24081. if ( materials[ uuid ] === undefined ) {
  24082. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24083. }
  24084. array.push( materials[ uuid ] );
  24085. }
  24086. return array;
  24087. }
  24088. if ( materials[ name ] === undefined ) {
  24089. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24090. }
  24091. return materials[ name ];
  24092. }
  24093. switch ( data.type ) {
  24094. case 'Scene':
  24095. object = new Scene();
  24096. if ( data.background !== undefined ) {
  24097. if ( Number.isInteger( data.background ) ) {
  24098. object.background = new Color( data.background );
  24099. }
  24100. }
  24101. if ( data.fog !== undefined ) {
  24102. if ( data.fog.type === 'Fog' ) {
  24103. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24104. } else if ( data.fog.type === 'FogExp2' ) {
  24105. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24106. }
  24107. }
  24108. break;
  24109. case 'PerspectiveCamera':
  24110. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24111. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24112. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24113. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24114. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24115. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24116. break;
  24117. case 'OrthographicCamera':
  24118. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24119. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24120. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24121. break;
  24122. case 'AmbientLight':
  24123. object = new AmbientLight( data.color, data.intensity );
  24124. break;
  24125. case 'DirectionalLight':
  24126. object = new DirectionalLight( data.color, data.intensity );
  24127. break;
  24128. case 'PointLight':
  24129. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24130. break;
  24131. case 'RectAreaLight':
  24132. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24133. break;
  24134. case 'SpotLight':
  24135. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24136. break;
  24137. case 'HemisphereLight':
  24138. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24139. break;
  24140. case 'SkinnedMesh':
  24141. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24142. case 'Mesh':
  24143. var geometry = getGeometry( data.geometry );
  24144. var material = getMaterial( data.material );
  24145. if ( geometry.bones && geometry.bones.length > 0 ) {
  24146. object = new SkinnedMesh( geometry, material );
  24147. } else {
  24148. object = new Mesh( geometry, material );
  24149. }
  24150. break;
  24151. case 'InstancedMesh':
  24152. var geometry = getGeometry( data.geometry );
  24153. var material = getMaterial( data.material );
  24154. var count = data.count;
  24155. var instanceMatrix = data.instanceMatrix;
  24156. object = new InstancedMesh( geometry, material, count );
  24157. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24158. break;
  24159. case 'LOD':
  24160. object = new LOD();
  24161. break;
  24162. case 'Line':
  24163. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24164. break;
  24165. case 'LineLoop':
  24166. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24167. break;
  24168. case 'LineSegments':
  24169. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24170. break;
  24171. case 'PointCloud':
  24172. case 'Points':
  24173. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24174. break;
  24175. case 'Sprite':
  24176. object = new Sprite( getMaterial( data.material ) );
  24177. break;
  24178. case 'Group':
  24179. object = new Group();
  24180. break;
  24181. default:
  24182. object = new Object3D();
  24183. }
  24184. object.uuid = data.uuid;
  24185. if ( data.name !== undefined ) { object.name = data.name; }
  24186. if ( data.matrix !== undefined ) {
  24187. object.matrix.fromArray( data.matrix );
  24188. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24189. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24190. } else {
  24191. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24192. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24193. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24194. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24195. }
  24196. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24197. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24198. if ( data.shadow ) {
  24199. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24200. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24201. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24202. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24203. }
  24204. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24205. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24206. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24207. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24208. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24209. if ( data.children !== undefined ) {
  24210. var children = data.children;
  24211. for ( var i = 0; i < children.length; i ++ ) {
  24212. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24213. }
  24214. }
  24215. if ( data.type === 'LOD' ) {
  24216. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24217. var levels = data.levels;
  24218. for ( var l = 0; l < levels.length; l ++ ) {
  24219. var level = levels[ l ];
  24220. var child = object.getObjectByProperty( 'uuid', level.object );
  24221. if ( child !== undefined ) {
  24222. object.addLevel( child, level.distance );
  24223. }
  24224. }
  24225. }
  24226. return object;
  24227. }
  24228. } );
  24229. var TEXTURE_MAPPING = {
  24230. UVMapping: UVMapping,
  24231. CubeReflectionMapping: CubeReflectionMapping,
  24232. CubeRefractionMapping: CubeRefractionMapping,
  24233. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24234. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24235. SphericalReflectionMapping: SphericalReflectionMapping,
  24236. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24237. CubeUVRefractionMapping: CubeUVRefractionMapping
  24238. };
  24239. var TEXTURE_WRAPPING = {
  24240. RepeatWrapping: RepeatWrapping,
  24241. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24242. MirroredRepeatWrapping: MirroredRepeatWrapping
  24243. };
  24244. var TEXTURE_FILTER = {
  24245. NearestFilter: NearestFilter,
  24246. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24247. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24248. LinearFilter: LinearFilter,
  24249. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24250. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24251. };
  24252. /**
  24253. * @author thespite / http://clicktorelease.com/
  24254. */
  24255. function ImageBitmapLoader( manager ) {
  24256. if ( typeof createImageBitmap === 'undefined' ) {
  24257. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24258. }
  24259. if ( typeof fetch === 'undefined' ) {
  24260. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24261. }
  24262. Loader.call( this, manager );
  24263. this.options = undefined;
  24264. }
  24265. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24266. constructor: ImageBitmapLoader,
  24267. setOptions: function setOptions( options ) {
  24268. this.options = options;
  24269. return this;
  24270. },
  24271. load: function ( url, onLoad, onProgress, onError ) {
  24272. if ( url === undefined ) { url = ''; }
  24273. if ( this.path !== undefined ) { url = this.path + url; }
  24274. url = this.manager.resolveURL( url );
  24275. var scope = this;
  24276. var cached = Cache.get( url );
  24277. if ( cached !== undefined ) {
  24278. scope.manager.itemStart( url );
  24279. setTimeout( function () {
  24280. if ( onLoad ) { onLoad( cached ); }
  24281. scope.manager.itemEnd( url );
  24282. }, 0 );
  24283. return cached;
  24284. }
  24285. fetch( url ).then( function ( res ) {
  24286. return res.blob();
  24287. } ).then( function ( blob ) {
  24288. if ( scope.options === undefined ) {
  24289. // Workaround for FireFox. It causes an error if you pass options.
  24290. return createImageBitmap( blob );
  24291. } else {
  24292. return createImageBitmap( blob, scope.options );
  24293. }
  24294. } ).then( function ( imageBitmap ) {
  24295. Cache.add( url, imageBitmap );
  24296. if ( onLoad ) { onLoad( imageBitmap ); }
  24297. scope.manager.itemEnd( url );
  24298. } ).catch( function ( e ) {
  24299. if ( onError ) { onError( e ); }
  24300. scope.manager.itemError( url );
  24301. scope.manager.itemEnd( url );
  24302. } );
  24303. scope.manager.itemStart( url );
  24304. }
  24305. } );
  24306. /**
  24307. * @author zz85 / http://www.lab4games.net/zz85/blog
  24308. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24309. **/
  24310. function ShapePath() {
  24311. this.type = 'ShapePath';
  24312. this.color = new Color();
  24313. this.subPaths = [];
  24314. this.currentPath = null;
  24315. }
  24316. Object.assign( ShapePath.prototype, {
  24317. moveTo: function ( x, y ) {
  24318. this.currentPath = new Path();
  24319. this.subPaths.push( this.currentPath );
  24320. this.currentPath.moveTo( x, y );
  24321. return this;
  24322. },
  24323. lineTo: function ( x, y ) {
  24324. this.currentPath.lineTo( x, y );
  24325. return this;
  24326. },
  24327. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24328. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24329. return this;
  24330. },
  24331. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24332. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24333. return this;
  24334. },
  24335. splineThru: function ( pts ) {
  24336. this.currentPath.splineThru( pts );
  24337. return this;
  24338. },
  24339. toShapes: function ( isCCW, noHoles ) {
  24340. function toShapesNoHoles( inSubpaths ) {
  24341. var shapes = [];
  24342. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24343. var tmpPath = inSubpaths[ i ];
  24344. var tmpShape = new Shape();
  24345. tmpShape.curves = tmpPath.curves;
  24346. shapes.push( tmpShape );
  24347. }
  24348. return shapes;
  24349. }
  24350. function isPointInsidePolygon( inPt, inPolygon ) {
  24351. var polyLen = inPolygon.length;
  24352. // inPt on polygon contour => immediate success or
  24353. // toggling of inside/outside at every single! intersection point of an edge
  24354. // with the horizontal line through inPt, left of inPt
  24355. // not counting lowerY endpoints of edges and whole edges on that line
  24356. var inside = false;
  24357. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24358. var edgeLowPt = inPolygon[ p ];
  24359. var edgeHighPt = inPolygon[ q ];
  24360. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24361. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24362. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24363. // not parallel
  24364. if ( edgeDy < 0 ) {
  24365. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24366. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24367. }
  24368. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24369. if ( inPt.y === edgeLowPt.y ) {
  24370. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24371. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24372. } else {
  24373. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24374. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24375. if ( perpEdge < 0 ) { continue; }
  24376. inside = ! inside; // true intersection left of inPt
  24377. }
  24378. } else {
  24379. // parallel or collinear
  24380. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24381. // edge lies on the same horizontal line as inPt
  24382. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24383. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24384. // continue;
  24385. }
  24386. }
  24387. return inside;
  24388. }
  24389. var isClockWise = ShapeUtils.isClockWise;
  24390. var subPaths = this.subPaths;
  24391. if ( subPaths.length === 0 ) { return []; }
  24392. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24393. var solid, tmpPath, tmpShape, shapes = [];
  24394. if ( subPaths.length === 1 ) {
  24395. tmpPath = subPaths[ 0 ];
  24396. tmpShape = new Shape();
  24397. tmpShape.curves = tmpPath.curves;
  24398. shapes.push( tmpShape );
  24399. return shapes;
  24400. }
  24401. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24402. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24403. // console.log("Holes first", holesFirst);
  24404. var betterShapeHoles = [];
  24405. var newShapes = [];
  24406. var newShapeHoles = [];
  24407. var mainIdx = 0;
  24408. var tmpPoints;
  24409. newShapes[ mainIdx ] = undefined;
  24410. newShapeHoles[ mainIdx ] = [];
  24411. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24412. tmpPath = subPaths[ i ];
  24413. tmpPoints = tmpPath.getPoints();
  24414. solid = isClockWise( tmpPoints );
  24415. solid = isCCW ? ! solid : solid;
  24416. if ( solid ) {
  24417. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24418. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24419. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24420. if ( holesFirst ) { mainIdx ++; }
  24421. newShapeHoles[ mainIdx ] = [];
  24422. //console.log('cw', i);
  24423. } else {
  24424. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24425. //console.log('ccw', i);
  24426. }
  24427. }
  24428. // only Holes? -> probably all Shapes with wrong orientation
  24429. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24430. if ( newShapes.length > 1 ) {
  24431. var ambiguous = false;
  24432. var toChange = [];
  24433. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24434. betterShapeHoles[ sIdx ] = [];
  24435. }
  24436. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24437. var sho = newShapeHoles[ sIdx ];
  24438. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24439. var ho = sho[ hIdx ];
  24440. var hole_unassigned = true;
  24441. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24442. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24443. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24444. if ( hole_unassigned ) {
  24445. hole_unassigned = false;
  24446. betterShapeHoles[ s2Idx ].push( ho );
  24447. } else {
  24448. ambiguous = true;
  24449. }
  24450. }
  24451. }
  24452. if ( hole_unassigned ) {
  24453. betterShapeHoles[ sIdx ].push( ho );
  24454. }
  24455. }
  24456. }
  24457. // console.log("ambiguous: ", ambiguous);
  24458. if ( toChange.length > 0 ) {
  24459. // console.log("to change: ", toChange);
  24460. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24461. }
  24462. }
  24463. var tmpHoles;
  24464. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24465. tmpShape = newShapes[ i ].s;
  24466. shapes.push( tmpShape );
  24467. tmpHoles = newShapeHoles[ i ];
  24468. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24469. tmpShape.holes.push( tmpHoles[ j ].h );
  24470. }
  24471. }
  24472. //console.log("shape", shapes);
  24473. return shapes;
  24474. }
  24475. } );
  24476. /**
  24477. * @author zz85 / http://www.lab4games.net/zz85/blog
  24478. * @author mrdoob / http://mrdoob.com/
  24479. */
  24480. function Font( data ) {
  24481. this.type = 'Font';
  24482. this.data = data;
  24483. }
  24484. Object.assign( Font.prototype, {
  24485. isFont: true,
  24486. generateShapes: function ( text, size ) {
  24487. if ( size === undefined ) { size = 100; }
  24488. var shapes = [];
  24489. var paths = createPaths( text, size, this.data );
  24490. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24491. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24492. }
  24493. return shapes;
  24494. }
  24495. } );
  24496. function createPaths( text, size, data ) {
  24497. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24498. var scale = size / data.resolution;
  24499. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24500. var paths = [];
  24501. var offsetX = 0, offsetY = 0;
  24502. for ( var i = 0; i < chars.length; i ++ ) {
  24503. var char = chars[ i ];
  24504. if ( char === '\n' ) {
  24505. offsetX = 0;
  24506. offsetY -= line_height;
  24507. } else {
  24508. var ret = createPath( char, scale, offsetX, offsetY, data );
  24509. offsetX += ret.offsetX;
  24510. paths.push( ret.path );
  24511. }
  24512. }
  24513. return paths;
  24514. }
  24515. function createPath( char, scale, offsetX, offsetY, data ) {
  24516. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24517. if ( ! glyph ) {
  24518. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24519. return;
  24520. }
  24521. var path = new ShapePath();
  24522. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24523. if ( glyph.o ) {
  24524. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24525. for ( var i = 0, l = outline.length; i < l; ) {
  24526. var action = outline[ i ++ ];
  24527. switch ( action ) {
  24528. case 'm': // moveTo
  24529. x = outline[ i ++ ] * scale + offsetX;
  24530. y = outline[ i ++ ] * scale + offsetY;
  24531. path.moveTo( x, y );
  24532. break;
  24533. case 'l': // lineTo
  24534. x = outline[ i ++ ] * scale + offsetX;
  24535. y = outline[ i ++ ] * scale + offsetY;
  24536. path.lineTo( x, y );
  24537. break;
  24538. case 'q': // quadraticCurveTo
  24539. cpx = outline[ i ++ ] * scale + offsetX;
  24540. cpy = outline[ i ++ ] * scale + offsetY;
  24541. cpx1 = outline[ i ++ ] * scale + offsetX;
  24542. cpy1 = outline[ i ++ ] * scale + offsetY;
  24543. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24544. break;
  24545. case 'b': // bezierCurveTo
  24546. cpx = outline[ i ++ ] * scale + offsetX;
  24547. cpy = outline[ i ++ ] * scale + offsetY;
  24548. cpx1 = outline[ i ++ ] * scale + offsetX;
  24549. cpy1 = outline[ i ++ ] * scale + offsetY;
  24550. cpx2 = outline[ i ++ ] * scale + offsetX;
  24551. cpy2 = outline[ i ++ ] * scale + offsetY;
  24552. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24553. break;
  24554. }
  24555. }
  24556. }
  24557. return { offsetX: glyph.ha * scale, path: path };
  24558. }
  24559. /**
  24560. * @author mrdoob / http://mrdoob.com/
  24561. */
  24562. function FontLoader( manager ) {
  24563. Loader.call( this, manager );
  24564. }
  24565. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24566. constructor: FontLoader,
  24567. load: function ( url, onLoad, onProgress, onError ) {
  24568. var scope = this;
  24569. var loader = new FileLoader( this.manager );
  24570. loader.setPath( this.path );
  24571. loader.load( url, function ( text ) {
  24572. var json;
  24573. try {
  24574. json = JSON.parse( text );
  24575. } catch ( e ) {
  24576. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24577. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24578. }
  24579. var font = scope.parse( json );
  24580. if ( onLoad ) { onLoad( font ); }
  24581. }, onProgress, onError );
  24582. },
  24583. parse: function ( json ) {
  24584. return new Font( json );
  24585. }
  24586. } );
  24587. /**
  24588. * @author mrdoob / http://mrdoob.com/
  24589. */
  24590. var _context;
  24591. var AudioContext = {
  24592. getContext: function () {
  24593. if ( _context === undefined ) {
  24594. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24595. }
  24596. return _context;
  24597. },
  24598. setContext: function ( value ) {
  24599. _context = value;
  24600. }
  24601. };
  24602. /**
  24603. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24604. */
  24605. function AudioLoader( manager ) {
  24606. Loader.call( this, manager );
  24607. }
  24608. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24609. constructor: AudioLoader,
  24610. load: function ( url, onLoad, onProgress, onError ) {
  24611. var loader = new FileLoader( this.manager );
  24612. loader.setResponseType( 'arraybuffer' );
  24613. loader.setPath( this.path );
  24614. loader.load( url, function ( buffer ) {
  24615. // Create a copy of the buffer. The `decodeAudioData` method
  24616. // detaches the buffer when complete, preventing reuse.
  24617. var bufferCopy = buffer.slice( 0 );
  24618. var context = AudioContext.getContext();
  24619. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24620. onLoad( audioBuffer );
  24621. } );
  24622. }, onProgress, onError );
  24623. }
  24624. } );
  24625. /**
  24626. * @author bhouston / http://clara.io
  24627. * @author WestLangley / http://github.com/WestLangley
  24628. *
  24629. * Primary reference:
  24630. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24631. *
  24632. * Secondary reference:
  24633. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24634. */
  24635. // 3-band SH defined by 9 coefficients
  24636. function SphericalHarmonics3() {
  24637. this.coefficients = [];
  24638. for ( var i = 0; i < 9; i ++ ) {
  24639. this.coefficients.push( new Vector3() );
  24640. }
  24641. }
  24642. Object.assign( SphericalHarmonics3.prototype, {
  24643. isSphericalHarmonics3: true,
  24644. set: function ( coefficients ) {
  24645. for ( var i = 0; i < 9; i ++ ) {
  24646. this.coefficients[ i ].copy( coefficients[ i ] );
  24647. }
  24648. return this;
  24649. },
  24650. zero: function () {
  24651. for ( var i = 0; i < 9; i ++ ) {
  24652. this.coefficients[ i ].set( 0, 0, 0 );
  24653. }
  24654. return this;
  24655. },
  24656. // get the radiance in the direction of the normal
  24657. // target is a Vector3
  24658. getAt: function ( normal, target ) {
  24659. // normal is assumed to be unit length
  24660. var x = normal.x, y = normal.y, z = normal.z;
  24661. var coeff = this.coefficients;
  24662. // band 0
  24663. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24664. // band 1
  24665. target.addScale( coeff[ 1 ], 0.488603 * y );
  24666. target.addScale( coeff[ 2 ], 0.488603 * z );
  24667. target.addScale( coeff[ 3 ], 0.488603 * x );
  24668. // band 2
  24669. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24670. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24671. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24672. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24673. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24674. return target;
  24675. },
  24676. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24677. // target is a Vector3
  24678. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24679. getIrradianceAt: function ( normal, target ) {
  24680. // normal is assumed to be unit length
  24681. var x = normal.x, y = normal.y, z = normal.z;
  24682. var coeff = this.coefficients;
  24683. // band 0
  24684. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24685. // band 1
  24686. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24687. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24688. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24689. // band 2
  24690. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24691. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24692. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24693. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24694. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24695. return target;
  24696. },
  24697. add: function ( sh ) {
  24698. for ( var i = 0; i < 9; i ++ ) {
  24699. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24700. }
  24701. return this;
  24702. },
  24703. scale: function ( s ) {
  24704. for ( var i = 0; i < 9; i ++ ) {
  24705. this.coefficients[ i ].multiplyScalar( s );
  24706. }
  24707. return this;
  24708. },
  24709. lerp: function ( sh, alpha ) {
  24710. for ( var i = 0; i < 9; i ++ ) {
  24711. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24712. }
  24713. return this;
  24714. },
  24715. equals: function ( sh ) {
  24716. for ( var i = 0; i < 9; i ++ ) {
  24717. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24718. return false;
  24719. }
  24720. }
  24721. return true;
  24722. },
  24723. copy: function ( sh ) {
  24724. return this.set( sh.coefficients );
  24725. },
  24726. clone: function () {
  24727. return new this.constructor().copy( this );
  24728. },
  24729. fromArray: function ( array, offset ) {
  24730. if ( offset === undefined ) { offset = 0; }
  24731. var coefficients = this.coefficients;
  24732. for ( var i = 0; i < 9; i ++ ) {
  24733. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24734. }
  24735. return this;
  24736. },
  24737. toArray: function ( array, offset ) {
  24738. if ( array === undefined ) { array = []; }
  24739. if ( offset === undefined ) { offset = 0; }
  24740. var coefficients = this.coefficients;
  24741. for ( var i = 0; i < 9; i ++ ) {
  24742. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24743. }
  24744. return array;
  24745. }
  24746. } );
  24747. Object.assign( SphericalHarmonics3, {
  24748. // evaluate the basis functions
  24749. // shBasis is an Array[ 9 ]
  24750. getBasisAt: function ( normal, shBasis ) {
  24751. // normal is assumed to be unit length
  24752. var x = normal.x, y = normal.y, z = normal.z;
  24753. // band 0
  24754. shBasis[ 0 ] = 0.282095;
  24755. // band 1
  24756. shBasis[ 1 ] = 0.488603 * y;
  24757. shBasis[ 2 ] = 0.488603 * z;
  24758. shBasis[ 3 ] = 0.488603 * x;
  24759. // band 2
  24760. shBasis[ 4 ] = 1.092548 * x * y;
  24761. shBasis[ 5 ] = 1.092548 * y * z;
  24762. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24763. shBasis[ 7 ] = 1.092548 * x * z;
  24764. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24765. }
  24766. } );
  24767. /**
  24768. * @author WestLangley / http://github.com/WestLangley
  24769. *
  24770. * A LightProbe is a source of indirect-diffuse light
  24771. */
  24772. function LightProbe( sh, intensity ) {
  24773. Light.call( this, undefined, intensity );
  24774. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24775. }
  24776. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24777. constructor: LightProbe,
  24778. isLightProbe: true,
  24779. copy: function ( source ) {
  24780. Light.prototype.copy.call( this, source );
  24781. this.sh.copy( source.sh );
  24782. this.intensity = source.intensity;
  24783. return this;
  24784. },
  24785. toJSON: function ( meta ) {
  24786. var data = Light.prototype.toJSON.call( this, meta );
  24787. // data.sh = this.sh.toArray(); // todo
  24788. return data;
  24789. }
  24790. } );
  24791. /**
  24792. * @author WestLangley / http://github.com/WestLangley
  24793. */
  24794. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24795. LightProbe.call( this, undefined, intensity );
  24796. var color1 = new Color().set( skyColor );
  24797. var color2 = new Color().set( groundColor );
  24798. var sky = new Vector3( color1.r, color1.g, color1.b );
  24799. var ground = new Vector3( color2.r, color2.g, color2.b );
  24800. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24801. var c0 = Math.sqrt( Math.PI );
  24802. var c1 = c0 * Math.sqrt( 0.75 );
  24803. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24804. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24805. }
  24806. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24807. constructor: HemisphereLightProbe,
  24808. isHemisphereLightProbe: true,
  24809. copy: function ( source ) { // modifying colors not currently supported
  24810. LightProbe.prototype.copy.call( this, source );
  24811. return this;
  24812. },
  24813. toJSON: function ( meta ) {
  24814. var data = LightProbe.prototype.toJSON.call( this, meta );
  24815. // data.sh = this.sh.toArray(); // todo
  24816. return data;
  24817. }
  24818. } );
  24819. /**
  24820. * @author WestLangley / http://github.com/WestLangley
  24821. */
  24822. function AmbientLightProbe( color, intensity ) {
  24823. LightProbe.call( this, undefined, intensity );
  24824. var color1 = new Color().set( color );
  24825. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24826. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24827. }
  24828. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24829. constructor: AmbientLightProbe,
  24830. isAmbientLightProbe: true,
  24831. copy: function ( source ) { // modifying color not currently supported
  24832. LightProbe.prototype.copy.call( this, source );
  24833. return this;
  24834. },
  24835. toJSON: function ( meta ) {
  24836. var data = LightProbe.prototype.toJSON.call( this, meta );
  24837. // data.sh = this.sh.toArray(); // todo
  24838. return data;
  24839. }
  24840. } );
  24841. var _eyeRight = new Matrix4();
  24842. var _eyeLeft = new Matrix4();
  24843. /**
  24844. * @author mrdoob / http://mrdoob.com/
  24845. */
  24846. function StereoCamera() {
  24847. this.type = 'StereoCamera';
  24848. this.aspect = 1;
  24849. this.eyeSep = 0.064;
  24850. this.cameraL = new PerspectiveCamera();
  24851. this.cameraL.layers.enable( 1 );
  24852. this.cameraL.matrixAutoUpdate = false;
  24853. this.cameraR = new PerspectiveCamera();
  24854. this.cameraR.layers.enable( 2 );
  24855. this.cameraR.matrixAutoUpdate = false;
  24856. this._cache = {
  24857. focus: null,
  24858. fov: null,
  24859. aspect: null,
  24860. near: null,
  24861. far: null,
  24862. zoom: null,
  24863. eyeSep: null
  24864. };
  24865. }
  24866. Object.assign( StereoCamera.prototype, {
  24867. update: function ( camera ) {
  24868. var cache = this._cache;
  24869. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24870. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24871. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24872. if ( needsUpdate ) {
  24873. cache.focus = camera.focus;
  24874. cache.fov = camera.fov;
  24875. cache.aspect = camera.aspect * this.aspect;
  24876. cache.near = camera.near;
  24877. cache.far = camera.far;
  24878. cache.zoom = camera.zoom;
  24879. cache.eyeSep = this.eyeSep;
  24880. // Off-axis stereoscopic effect based on
  24881. // http://paulbourke.net/stereographics/stereorender/
  24882. var projectionMatrix = camera.projectionMatrix.clone();
  24883. var eyeSepHalf = cache.eyeSep / 2;
  24884. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24885. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24886. var xmin, xmax;
  24887. // translate xOffset
  24888. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24889. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24890. // for left eye
  24891. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24892. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24893. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24894. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24895. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24896. // for right eye
  24897. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24898. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24899. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24900. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24901. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24902. }
  24903. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24904. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24905. }
  24906. } );
  24907. /**
  24908. * @author alteredq / http://alteredqualia.com/
  24909. */
  24910. function Clock( autoStart ) {
  24911. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24912. this.startTime = 0;
  24913. this.oldTime = 0;
  24914. this.elapsedTime = 0;
  24915. this.running = false;
  24916. }
  24917. Object.assign( Clock.prototype, {
  24918. start: function () {
  24919. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24920. this.oldTime = this.startTime;
  24921. this.elapsedTime = 0;
  24922. this.running = true;
  24923. },
  24924. stop: function () {
  24925. this.getElapsedTime();
  24926. this.running = false;
  24927. this.autoStart = false;
  24928. },
  24929. getElapsedTime: function () {
  24930. this.getDelta();
  24931. return this.elapsedTime;
  24932. },
  24933. getDelta: function () {
  24934. var diff = 0;
  24935. if ( this.autoStart && ! this.running ) {
  24936. this.start();
  24937. return 0;
  24938. }
  24939. if ( this.running ) {
  24940. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24941. diff = ( newTime - this.oldTime ) / 1000;
  24942. this.oldTime = newTime;
  24943. this.elapsedTime += diff;
  24944. }
  24945. return diff;
  24946. }
  24947. } );
  24948. /**
  24949. * @author mrdoob / http://mrdoob.com/
  24950. */
  24951. var _position$2 = new Vector3();
  24952. var _quaternion$3 = new Quaternion();
  24953. var _scale$1 = new Vector3();
  24954. var _orientation = new Vector3();
  24955. function AudioListener() {
  24956. Object3D.call( this );
  24957. this.type = 'AudioListener';
  24958. this.context = AudioContext.getContext();
  24959. this.gain = this.context.createGain();
  24960. this.gain.connect( this.context.destination );
  24961. this.filter = null;
  24962. this.timeDelta = 0;
  24963. // private
  24964. this._clock = new Clock();
  24965. }
  24966. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24967. constructor: AudioListener,
  24968. getInput: function () {
  24969. return this.gain;
  24970. },
  24971. removeFilter: function ( ) {
  24972. if ( this.filter !== null ) {
  24973. this.gain.disconnect( this.filter );
  24974. this.filter.disconnect( this.context.destination );
  24975. this.gain.connect( this.context.destination );
  24976. this.filter = null;
  24977. }
  24978. return this;
  24979. },
  24980. getFilter: function () {
  24981. return this.filter;
  24982. },
  24983. setFilter: function ( value ) {
  24984. if ( this.filter !== null ) {
  24985. this.gain.disconnect( this.filter );
  24986. this.filter.disconnect( this.context.destination );
  24987. } else {
  24988. this.gain.disconnect( this.context.destination );
  24989. }
  24990. this.filter = value;
  24991. this.gain.connect( this.filter );
  24992. this.filter.connect( this.context.destination );
  24993. return this;
  24994. },
  24995. getMasterVolume: function () {
  24996. return this.gain.gain.value;
  24997. },
  24998. setMasterVolume: function ( value ) {
  24999. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25000. return this;
  25001. },
  25002. updateMatrixWorld: function ( force ) {
  25003. Object3D.prototype.updateMatrixWorld.call( this, force );
  25004. var listener = this.context.listener;
  25005. var up = this.up;
  25006. this.timeDelta = this._clock.getDelta();
  25007. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25008. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25009. if ( listener.positionX ) {
  25010. // code path for Chrome (see #14393)
  25011. var endTime = this.context.currentTime + this.timeDelta;
  25012. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25013. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25014. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25015. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25016. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25017. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25018. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25019. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25020. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25021. } else {
  25022. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25023. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25024. }
  25025. }
  25026. } );
  25027. /**
  25028. * @author mrdoob / http://mrdoob.com/
  25029. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25030. */
  25031. function Audio( listener ) {
  25032. Object3D.call( this );
  25033. this.type = 'Audio';
  25034. this.listener = listener;
  25035. this.context = listener.context;
  25036. this.gain = this.context.createGain();
  25037. this.gain.connect( listener.getInput() );
  25038. this.autoplay = false;
  25039. this.buffer = null;
  25040. this.detune = 0;
  25041. this.loop = false;
  25042. this.loopStart = 0;
  25043. this.loopEnd = 0;
  25044. this.offset = 0;
  25045. this.duration = undefined;
  25046. this.playbackRate = 1;
  25047. this.isPlaying = false;
  25048. this.hasPlaybackControl = true;
  25049. this.sourceType = 'empty';
  25050. this._startedAt = 0;
  25051. this._pausedAt = 0;
  25052. this.filters = [];
  25053. }
  25054. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25055. constructor: Audio,
  25056. getOutput: function () {
  25057. return this.gain;
  25058. },
  25059. setNodeSource: function ( audioNode ) {
  25060. this.hasPlaybackControl = false;
  25061. this.sourceType = 'audioNode';
  25062. this.source = audioNode;
  25063. this.connect();
  25064. return this;
  25065. },
  25066. setMediaElementSource: function ( mediaElement ) {
  25067. this.hasPlaybackControl = false;
  25068. this.sourceType = 'mediaNode';
  25069. this.source = this.context.createMediaElementSource( mediaElement );
  25070. this.connect();
  25071. return this;
  25072. },
  25073. setMediaStreamSource: function ( mediaStream ) {
  25074. this.hasPlaybackControl = false;
  25075. this.sourceType = 'mediaStreamNode';
  25076. this.source = this.context.createMediaStreamSource( mediaStream );
  25077. this.connect();
  25078. return this;
  25079. },
  25080. setBuffer: function ( audioBuffer ) {
  25081. this.buffer = audioBuffer;
  25082. this.sourceType = 'buffer';
  25083. if ( this.autoplay ) { this.play(); }
  25084. return this;
  25085. },
  25086. play: function ( delay ) {
  25087. if ( delay === undefined ) { delay = 0; }
  25088. if ( this.isPlaying === true ) {
  25089. console.warn( 'THREE.Audio: Audio is already playing.' );
  25090. return;
  25091. }
  25092. if ( this.hasPlaybackControl === false ) {
  25093. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25094. return;
  25095. }
  25096. this._startedAt = this.context.currentTime + delay;
  25097. var source = this.context.createBufferSource();
  25098. source.buffer = this.buffer;
  25099. source.loop = this.loop;
  25100. source.loopStart = this.loopStart;
  25101. source.loopEnd = this.loopEnd;
  25102. source.onended = this.onEnded.bind( this );
  25103. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25104. this.isPlaying = true;
  25105. this.source = source;
  25106. this.setDetune( this.detune );
  25107. this.setPlaybackRate( this.playbackRate );
  25108. return this.connect();
  25109. },
  25110. pause: function () {
  25111. if ( this.hasPlaybackControl === false ) {
  25112. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25113. return;
  25114. }
  25115. if ( this.isPlaying === true ) {
  25116. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25117. this.source.stop();
  25118. this.source.onended = null;
  25119. this.isPlaying = false;
  25120. }
  25121. return this;
  25122. },
  25123. stop: function () {
  25124. if ( this.hasPlaybackControl === false ) {
  25125. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25126. return;
  25127. }
  25128. this._pausedAt = 0;
  25129. this.source.stop();
  25130. this.source.onended = null;
  25131. this.isPlaying = false;
  25132. return this;
  25133. },
  25134. connect: function () {
  25135. if ( this.filters.length > 0 ) {
  25136. this.source.connect( this.filters[ 0 ] );
  25137. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25138. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25139. }
  25140. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25141. } else {
  25142. this.source.connect( this.getOutput() );
  25143. }
  25144. return this;
  25145. },
  25146. disconnect: function () {
  25147. if ( this.filters.length > 0 ) {
  25148. this.source.disconnect( this.filters[ 0 ] );
  25149. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25150. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25151. }
  25152. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25153. } else {
  25154. this.source.disconnect( this.getOutput() );
  25155. }
  25156. return this;
  25157. },
  25158. getFilters: function () {
  25159. return this.filters;
  25160. },
  25161. setFilters: function ( value ) {
  25162. if ( ! value ) { value = []; }
  25163. if ( this.isPlaying === true ) {
  25164. this.disconnect();
  25165. this.filters = value;
  25166. this.connect();
  25167. } else {
  25168. this.filters = value;
  25169. }
  25170. return this;
  25171. },
  25172. setDetune: function ( value ) {
  25173. this.detune = value;
  25174. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25175. if ( this.isPlaying === true ) {
  25176. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25177. }
  25178. return this;
  25179. },
  25180. getDetune: function () {
  25181. return this.detune;
  25182. },
  25183. getFilter: function () {
  25184. return this.getFilters()[ 0 ];
  25185. },
  25186. setFilter: function ( filter ) {
  25187. return this.setFilters( filter ? [ filter ] : [] );
  25188. },
  25189. setPlaybackRate: function ( value ) {
  25190. if ( this.hasPlaybackControl === false ) {
  25191. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25192. return;
  25193. }
  25194. this.playbackRate = value;
  25195. if ( this.isPlaying === true ) {
  25196. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25197. }
  25198. return this;
  25199. },
  25200. getPlaybackRate: function () {
  25201. return this.playbackRate;
  25202. },
  25203. onEnded: function () {
  25204. this.isPlaying = false;
  25205. },
  25206. getLoop: function () {
  25207. if ( this.hasPlaybackControl === false ) {
  25208. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25209. return false;
  25210. }
  25211. return this.loop;
  25212. },
  25213. setLoop: function ( value ) {
  25214. if ( this.hasPlaybackControl === false ) {
  25215. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25216. return;
  25217. }
  25218. this.loop = value;
  25219. if ( this.isPlaying === true ) {
  25220. this.source.loop = this.loop;
  25221. }
  25222. return this;
  25223. },
  25224. setLoopStart: function ( value ) {
  25225. this.loopStart = value;
  25226. return this;
  25227. },
  25228. setLoopEnd: function ( value ) {
  25229. this.loopEnd = value;
  25230. return this;
  25231. },
  25232. getVolume: function () {
  25233. return this.gain.gain.value;
  25234. },
  25235. setVolume: function ( value ) {
  25236. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25237. return this;
  25238. }
  25239. } );
  25240. /**
  25241. * @author mrdoob / http://mrdoob.com/
  25242. */
  25243. var _position$3 = new Vector3();
  25244. var _quaternion$4 = new Quaternion();
  25245. var _scale$2 = new Vector3();
  25246. var _orientation$1 = new Vector3();
  25247. function PositionalAudio( listener ) {
  25248. Audio.call( this, listener );
  25249. this.panner = this.context.createPanner();
  25250. this.panner.panningModel = 'HRTF';
  25251. this.panner.connect( this.gain );
  25252. }
  25253. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25254. constructor: PositionalAudio,
  25255. getOutput: function () {
  25256. return this.panner;
  25257. },
  25258. getRefDistance: function () {
  25259. return this.panner.refDistance;
  25260. },
  25261. setRefDistance: function ( value ) {
  25262. this.panner.refDistance = value;
  25263. return this;
  25264. },
  25265. getRolloffFactor: function () {
  25266. return this.panner.rolloffFactor;
  25267. },
  25268. setRolloffFactor: function ( value ) {
  25269. this.panner.rolloffFactor = value;
  25270. return this;
  25271. },
  25272. getDistanceModel: function () {
  25273. return this.panner.distanceModel;
  25274. },
  25275. setDistanceModel: function ( value ) {
  25276. this.panner.distanceModel = value;
  25277. return this;
  25278. },
  25279. getMaxDistance: function () {
  25280. return this.panner.maxDistance;
  25281. },
  25282. setMaxDistance: function ( value ) {
  25283. this.panner.maxDistance = value;
  25284. return this;
  25285. },
  25286. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25287. this.panner.coneInnerAngle = coneInnerAngle;
  25288. this.panner.coneOuterAngle = coneOuterAngle;
  25289. this.panner.coneOuterGain = coneOuterGain;
  25290. return this;
  25291. },
  25292. updateMatrixWorld: function ( force ) {
  25293. Object3D.prototype.updateMatrixWorld.call( this, force );
  25294. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25295. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25296. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25297. var panner = this.panner;
  25298. if ( panner.positionX ) {
  25299. // code path for Chrome and Firefox (see #14393)
  25300. var endTime = this.context.currentTime + this.listener.timeDelta;
  25301. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25302. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25303. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25304. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25305. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25306. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25307. } else {
  25308. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25309. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25310. }
  25311. }
  25312. } );
  25313. /**
  25314. * @author mrdoob / http://mrdoob.com/
  25315. */
  25316. function AudioAnalyser( audio, fftSize ) {
  25317. this.analyser = audio.context.createAnalyser();
  25318. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25319. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25320. audio.getOutput().connect( this.analyser );
  25321. }
  25322. Object.assign( AudioAnalyser.prototype, {
  25323. getFrequencyData: function () {
  25324. this.analyser.getByteFrequencyData( this.data );
  25325. return this.data;
  25326. },
  25327. getAverageFrequency: function () {
  25328. var value = 0, data = this.getFrequencyData();
  25329. for ( var i = 0; i < data.length; i ++ ) {
  25330. value += data[ i ];
  25331. }
  25332. return value / data.length;
  25333. }
  25334. } );
  25335. /**
  25336. *
  25337. * Buffered scene graph property that allows weighted accumulation.
  25338. *
  25339. *
  25340. * @author Ben Houston / http://clara.io/
  25341. * @author David Sarno / http://lighthaus.us/
  25342. * @author tschw
  25343. */
  25344. function PropertyMixer( binding, typeName, valueSize ) {
  25345. this.binding = binding;
  25346. this.valueSize = valueSize;
  25347. var bufferType = Float64Array,
  25348. mixFunction;
  25349. switch ( typeName ) {
  25350. case 'quaternion':
  25351. mixFunction = this._slerp;
  25352. break;
  25353. case 'string':
  25354. case 'bool':
  25355. bufferType = Array;
  25356. mixFunction = this._select;
  25357. break;
  25358. default:
  25359. mixFunction = this._lerp;
  25360. }
  25361. this.buffer = new bufferType( valueSize * 4 );
  25362. // layout: [ incoming | accu0 | accu1 | orig ]
  25363. //
  25364. // interpolators can use .buffer as their .result
  25365. // the data then goes to 'incoming'
  25366. //
  25367. // 'accu0' and 'accu1' are used frame-interleaved for
  25368. // the cumulative result and are compared to detect
  25369. // changes
  25370. //
  25371. // 'orig' stores the original state of the property
  25372. this._mixBufferRegion = mixFunction;
  25373. this.cumulativeWeight = 0;
  25374. this.useCount = 0;
  25375. this.referenceCount = 0;
  25376. }
  25377. Object.assign( PropertyMixer.prototype, {
  25378. // accumulate data in the 'incoming' region into 'accu<i>'
  25379. accumulate: function ( accuIndex, weight ) {
  25380. // note: happily accumulating nothing when weight = 0, the caller knows
  25381. // the weight and shouldn't have made the call in the first place
  25382. var buffer = this.buffer,
  25383. stride = this.valueSize,
  25384. offset = accuIndex * stride + stride,
  25385. currentWeight = this.cumulativeWeight;
  25386. if ( currentWeight === 0 ) {
  25387. // accuN := incoming * weight
  25388. for ( var i = 0; i !== stride; ++ i ) {
  25389. buffer[ offset + i ] = buffer[ i ];
  25390. }
  25391. currentWeight = weight;
  25392. } else {
  25393. // accuN := accuN + incoming * weight
  25394. currentWeight += weight;
  25395. var mix = weight / currentWeight;
  25396. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25397. }
  25398. this.cumulativeWeight = currentWeight;
  25399. },
  25400. // apply the state of 'accu<i>' to the binding when accus differ
  25401. apply: function ( accuIndex ) {
  25402. var stride = this.valueSize,
  25403. buffer = this.buffer,
  25404. offset = accuIndex * stride + stride,
  25405. weight = this.cumulativeWeight,
  25406. binding = this.binding;
  25407. this.cumulativeWeight = 0;
  25408. if ( weight < 1 ) {
  25409. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25410. var originalValueOffset = stride * 3;
  25411. this._mixBufferRegion(
  25412. buffer, offset, originalValueOffset, 1 - weight, stride );
  25413. }
  25414. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25415. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25416. // value has changed -> update scene graph
  25417. binding.setValue( buffer, offset );
  25418. break;
  25419. }
  25420. }
  25421. },
  25422. // remember the state of the bound property and copy it to both accus
  25423. saveOriginalState: function () {
  25424. var binding = this.binding;
  25425. var buffer = this.buffer,
  25426. stride = this.valueSize,
  25427. originalValueOffset = stride * 3;
  25428. binding.getValue( buffer, originalValueOffset );
  25429. // accu[0..1] := orig -- initially detect changes against the original
  25430. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25431. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25432. }
  25433. this.cumulativeWeight = 0;
  25434. },
  25435. // apply the state previously taken via 'saveOriginalState' to the binding
  25436. restoreOriginalState: function () {
  25437. var originalValueOffset = this.valueSize * 3;
  25438. this.binding.setValue( this.buffer, originalValueOffset );
  25439. },
  25440. // mix functions
  25441. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25442. if ( t >= 0.5 ) {
  25443. for ( var i = 0; i !== stride; ++ i ) {
  25444. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25445. }
  25446. }
  25447. },
  25448. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25449. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25450. },
  25451. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25452. var s = 1 - t;
  25453. for ( var i = 0; i !== stride; ++ i ) {
  25454. var j = dstOffset + i;
  25455. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25456. }
  25457. }
  25458. } );
  25459. /**
  25460. *
  25461. * A reference to a real property in the scene graph.
  25462. *
  25463. *
  25464. * @author Ben Houston / http://clara.io/
  25465. * @author David Sarno / http://lighthaus.us/
  25466. * @author tschw
  25467. */
  25468. // Characters [].:/ are reserved for track binding syntax.
  25469. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25470. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25471. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25472. // only latin characters, and the unicode \p{L} is not yet supported. So
  25473. // instead, we exclude reserved characters and match everything else.
  25474. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25475. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25476. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25477. // be matched to parse the rest of the track name.
  25478. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25479. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25480. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25481. // Object on target node, and accessor. May not contain reserved
  25482. // characters. Accessor may contain any character except closing bracket.
  25483. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25484. // Property and accessor. May not contain reserved characters. Accessor may
  25485. // contain any non-bracket characters.
  25486. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25487. var _trackRe = new RegExp( ''
  25488. + '^'
  25489. + _directoryRe
  25490. + _nodeRe
  25491. + _objectRe
  25492. + _propertyRe
  25493. + '$'
  25494. );
  25495. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25496. function Composite( targetGroup, path, optionalParsedPath ) {
  25497. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25498. this._targetGroup = targetGroup;
  25499. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25500. }
  25501. Object.assign( Composite.prototype, {
  25502. getValue: function ( array, offset ) {
  25503. this.bind(); // bind all binding
  25504. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25505. binding = this._bindings[ firstValidIndex ];
  25506. // and only call .getValue on the first
  25507. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25508. },
  25509. setValue: function ( array, offset ) {
  25510. var bindings = this._bindings;
  25511. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25512. bindings[ i ].setValue( array, offset );
  25513. }
  25514. },
  25515. bind: function () {
  25516. var bindings = this._bindings;
  25517. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25518. bindings[ i ].bind();
  25519. }
  25520. },
  25521. unbind: function () {
  25522. var bindings = this._bindings;
  25523. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25524. bindings[ i ].unbind();
  25525. }
  25526. }
  25527. } );
  25528. function PropertyBinding( rootNode, path, parsedPath ) {
  25529. this.path = path;
  25530. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25531. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25532. this.rootNode = rootNode;
  25533. }
  25534. Object.assign( PropertyBinding, {
  25535. Composite: Composite,
  25536. create: function ( root, path, parsedPath ) {
  25537. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25538. return new PropertyBinding( root, path, parsedPath );
  25539. } else {
  25540. return new PropertyBinding.Composite( root, path, parsedPath );
  25541. }
  25542. },
  25543. /**
  25544. * Replaces spaces with underscores and removes unsupported characters from
  25545. * node names, to ensure compatibility with parseTrackName().
  25546. *
  25547. * @param {string} name Node name to be sanitized.
  25548. * @return {string}
  25549. */
  25550. sanitizeNodeName: function ( name ) {
  25551. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25552. },
  25553. parseTrackName: function ( trackName ) {
  25554. var matches = _trackRe.exec( trackName );
  25555. if ( ! matches ) {
  25556. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25557. }
  25558. var results = {
  25559. // directoryName: matches[ 1 ], // (tschw) currently unused
  25560. nodeName: matches[ 2 ],
  25561. objectName: matches[ 3 ],
  25562. objectIndex: matches[ 4 ],
  25563. propertyName: matches[ 5 ], // required
  25564. propertyIndex: matches[ 6 ]
  25565. };
  25566. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25567. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25568. var objectName = results.nodeName.substring( lastDot + 1 );
  25569. // Object names must be checked against a whitelist. Otherwise, there
  25570. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25571. // 'bar' could be the objectName, or part of a nodeName (which can
  25572. // include '.' characters).
  25573. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25574. results.nodeName = results.nodeName.substring( 0, lastDot );
  25575. results.objectName = objectName;
  25576. }
  25577. }
  25578. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25579. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25580. }
  25581. return results;
  25582. },
  25583. findNode: function ( root, nodeName ) {
  25584. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25585. return root;
  25586. }
  25587. // search into skeleton bones.
  25588. if ( root.skeleton ) {
  25589. var bone = root.skeleton.getBoneByName( nodeName );
  25590. if ( bone !== undefined ) {
  25591. return bone;
  25592. }
  25593. }
  25594. // search into node subtree.
  25595. if ( root.children ) {
  25596. var searchNodeSubtree = function ( children ) {
  25597. for ( var i = 0; i < children.length; i ++ ) {
  25598. var childNode = children[ i ];
  25599. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25600. return childNode;
  25601. }
  25602. var result = searchNodeSubtree( childNode.children );
  25603. if ( result ) { return result; }
  25604. }
  25605. return null;
  25606. };
  25607. var subTreeNode = searchNodeSubtree( root.children );
  25608. if ( subTreeNode ) {
  25609. return subTreeNode;
  25610. }
  25611. }
  25612. return null;
  25613. }
  25614. } );
  25615. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25616. // these are used to "bind" a nonexistent property
  25617. _getValue_unavailable: function () {},
  25618. _setValue_unavailable: function () {},
  25619. BindingType: {
  25620. Direct: 0,
  25621. EntireArray: 1,
  25622. ArrayElement: 2,
  25623. HasFromToArray: 3
  25624. },
  25625. Versioning: {
  25626. None: 0,
  25627. NeedsUpdate: 1,
  25628. MatrixWorldNeedsUpdate: 2
  25629. },
  25630. GetterByBindingType: [
  25631. function getValue_direct( buffer, offset ) {
  25632. buffer[ offset ] = this.node[ this.propertyName ];
  25633. },
  25634. function getValue_array( buffer, offset ) {
  25635. var source = this.resolvedProperty;
  25636. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25637. buffer[ offset ++ ] = source[ i ];
  25638. }
  25639. },
  25640. function getValue_arrayElement( buffer, offset ) {
  25641. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25642. },
  25643. function getValue_toArray( buffer, offset ) {
  25644. this.resolvedProperty.toArray( buffer, offset );
  25645. }
  25646. ],
  25647. SetterByBindingTypeAndVersioning: [
  25648. [
  25649. // Direct
  25650. function setValue_direct( buffer, offset ) {
  25651. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25652. },
  25653. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25654. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25655. this.targetObject.needsUpdate = true;
  25656. },
  25657. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25658. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25659. this.targetObject.matrixWorldNeedsUpdate = true;
  25660. }
  25661. ], [
  25662. // EntireArray
  25663. function setValue_array( buffer, offset ) {
  25664. var dest = this.resolvedProperty;
  25665. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25666. dest[ i ] = buffer[ offset ++ ];
  25667. }
  25668. },
  25669. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25670. var dest = this.resolvedProperty;
  25671. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25672. dest[ i ] = buffer[ offset ++ ];
  25673. }
  25674. this.targetObject.needsUpdate = true;
  25675. },
  25676. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25677. var dest = this.resolvedProperty;
  25678. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25679. dest[ i ] = buffer[ offset ++ ];
  25680. }
  25681. this.targetObject.matrixWorldNeedsUpdate = true;
  25682. }
  25683. ], [
  25684. // ArrayElement
  25685. function setValue_arrayElement( buffer, offset ) {
  25686. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25687. },
  25688. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25689. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25690. this.targetObject.needsUpdate = true;
  25691. },
  25692. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25693. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25694. this.targetObject.matrixWorldNeedsUpdate = true;
  25695. }
  25696. ], [
  25697. // HasToFromArray
  25698. function setValue_fromArray( buffer, offset ) {
  25699. this.resolvedProperty.fromArray( buffer, offset );
  25700. },
  25701. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25702. this.resolvedProperty.fromArray( buffer, offset );
  25703. this.targetObject.needsUpdate = true;
  25704. },
  25705. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25706. this.resolvedProperty.fromArray( buffer, offset );
  25707. this.targetObject.matrixWorldNeedsUpdate = true;
  25708. }
  25709. ]
  25710. ],
  25711. getValue: function getValue_unbound( targetArray, offset ) {
  25712. this.bind();
  25713. this.getValue( targetArray, offset );
  25714. // Note: This class uses a State pattern on a per-method basis:
  25715. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25716. // prototype version of these methods with one that represents
  25717. // the bound state. When the property is not found, the methods
  25718. // become no-ops.
  25719. },
  25720. setValue: function getValue_unbound( sourceArray, offset ) {
  25721. this.bind();
  25722. this.setValue( sourceArray, offset );
  25723. },
  25724. // create getter / setter pair for a property in the scene graph
  25725. bind: function () {
  25726. var targetObject = this.node,
  25727. parsedPath = this.parsedPath,
  25728. objectName = parsedPath.objectName,
  25729. propertyName = parsedPath.propertyName,
  25730. propertyIndex = parsedPath.propertyIndex;
  25731. if ( ! targetObject ) {
  25732. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25733. this.node = targetObject;
  25734. }
  25735. // set fail state so we can just 'return' on error
  25736. this.getValue = this._getValue_unavailable;
  25737. this.setValue = this._setValue_unavailable;
  25738. // ensure there is a value node
  25739. if ( ! targetObject ) {
  25740. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25741. return;
  25742. }
  25743. if ( objectName ) {
  25744. var objectIndex = parsedPath.objectIndex;
  25745. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25746. switch ( objectName ) {
  25747. case 'materials':
  25748. if ( ! targetObject.material ) {
  25749. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25750. return;
  25751. }
  25752. if ( ! targetObject.material.materials ) {
  25753. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25754. return;
  25755. }
  25756. targetObject = targetObject.material.materials;
  25757. break;
  25758. case 'bones':
  25759. if ( ! targetObject.skeleton ) {
  25760. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25761. return;
  25762. }
  25763. // potential future optimization: skip this if propertyIndex is already an integer
  25764. // and convert the integer string to a true integer.
  25765. targetObject = targetObject.skeleton.bones;
  25766. // support resolving morphTarget names into indices.
  25767. for ( var i = 0; i < targetObject.length; i ++ ) {
  25768. if ( targetObject[ i ].name === objectIndex ) {
  25769. objectIndex = i;
  25770. break;
  25771. }
  25772. }
  25773. break;
  25774. default:
  25775. if ( targetObject[ objectName ] === undefined ) {
  25776. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25777. return;
  25778. }
  25779. targetObject = targetObject[ objectName ];
  25780. }
  25781. if ( objectIndex !== undefined ) {
  25782. if ( targetObject[ objectIndex ] === undefined ) {
  25783. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25784. return;
  25785. }
  25786. targetObject = targetObject[ objectIndex ];
  25787. }
  25788. }
  25789. // resolve property
  25790. var nodeProperty = targetObject[ propertyName ];
  25791. if ( nodeProperty === undefined ) {
  25792. var nodeName = parsedPath.nodeName;
  25793. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25794. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25795. return;
  25796. }
  25797. // determine versioning scheme
  25798. var versioning = this.Versioning.None;
  25799. this.targetObject = targetObject;
  25800. if ( targetObject.needsUpdate !== undefined ) { // material
  25801. versioning = this.Versioning.NeedsUpdate;
  25802. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25803. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25804. }
  25805. // determine how the property gets bound
  25806. var bindingType = this.BindingType.Direct;
  25807. if ( propertyIndex !== undefined ) {
  25808. // access a sub element of the property array (only primitives are supported right now)
  25809. if ( propertyName === "morphTargetInfluences" ) {
  25810. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25811. // support resolving morphTarget names into indices.
  25812. if ( ! targetObject.geometry ) {
  25813. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25814. return;
  25815. }
  25816. if ( targetObject.geometry.isBufferGeometry ) {
  25817. if ( ! targetObject.geometry.morphAttributes ) {
  25818. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25819. return;
  25820. }
  25821. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25822. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25823. propertyIndex = i;
  25824. break;
  25825. }
  25826. }
  25827. } else {
  25828. if ( ! targetObject.geometry.morphTargets ) {
  25829. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25830. return;
  25831. }
  25832. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25833. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25834. propertyIndex = i;
  25835. break;
  25836. }
  25837. }
  25838. }
  25839. }
  25840. bindingType = this.BindingType.ArrayElement;
  25841. this.resolvedProperty = nodeProperty;
  25842. this.propertyIndex = propertyIndex;
  25843. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25844. // must use copy for Object3D.Euler/Quaternion
  25845. bindingType = this.BindingType.HasFromToArray;
  25846. this.resolvedProperty = nodeProperty;
  25847. } else if ( Array.isArray( nodeProperty ) ) {
  25848. bindingType = this.BindingType.EntireArray;
  25849. this.resolvedProperty = nodeProperty;
  25850. } else {
  25851. this.propertyName = propertyName;
  25852. }
  25853. // select getter / setter
  25854. this.getValue = this.GetterByBindingType[ bindingType ];
  25855. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25856. },
  25857. unbind: function () {
  25858. this.node = null;
  25859. // back to the prototype version of getValue / setValue
  25860. // note: avoiding to mutate the shape of 'this' via 'delete'
  25861. this.getValue = this._getValue_unbound;
  25862. this.setValue = this._setValue_unbound;
  25863. }
  25864. } );
  25865. //!\ DECLARE ALIAS AFTER assign prototype !
  25866. Object.assign( PropertyBinding.prototype, {
  25867. // initial state of these methods that calls 'bind'
  25868. _getValue_unbound: PropertyBinding.prototype.getValue,
  25869. _setValue_unbound: PropertyBinding.prototype.setValue,
  25870. } );
  25871. /**
  25872. *
  25873. * A group of objects that receives a shared animation state.
  25874. *
  25875. * Usage:
  25876. *
  25877. * - Add objects you would otherwise pass as 'root' to the
  25878. * constructor or the .clipAction method of AnimationMixer.
  25879. *
  25880. * - Instead pass this object as 'root'.
  25881. *
  25882. * - You can also add and remove objects later when the mixer
  25883. * is running.
  25884. *
  25885. * Note:
  25886. *
  25887. * Objects of this class appear as one object to the mixer,
  25888. * so cache control of the individual objects must be done
  25889. * on the group.
  25890. *
  25891. * Limitation:
  25892. *
  25893. * - The animated properties must be compatible among the
  25894. * all objects in the group.
  25895. *
  25896. * - A single property can either be controlled through a
  25897. * target group or directly, but not both.
  25898. *
  25899. * @author tschw
  25900. */
  25901. function AnimationObjectGroup() {
  25902. this.uuid = _Math.generateUUID();
  25903. // cached objects followed by the active ones
  25904. this._objects = Array.prototype.slice.call( arguments );
  25905. this.nCachedObjects_ = 0; // threshold
  25906. // note: read by PropertyBinding.Composite
  25907. var indices = {};
  25908. this._indicesByUUID = indices; // for bookkeeping
  25909. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25910. indices[ arguments[ i ].uuid ] = i;
  25911. }
  25912. this._paths = []; // inside: string
  25913. this._parsedPaths = []; // inside: { we don't care, here }
  25914. this._bindings = []; // inside: Array< PropertyBinding >
  25915. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25916. var scope = this;
  25917. this.stats = {
  25918. objects: {
  25919. get total() {
  25920. return scope._objects.length;
  25921. },
  25922. get inUse() {
  25923. return this.total - scope.nCachedObjects_;
  25924. }
  25925. },
  25926. get bindingsPerObject() {
  25927. return scope._bindings.length;
  25928. }
  25929. };
  25930. }
  25931. Object.assign( AnimationObjectGroup.prototype, {
  25932. isAnimationObjectGroup: true,
  25933. add: function () {
  25934. var objects = this._objects,
  25935. nObjects = objects.length,
  25936. nCachedObjects = this.nCachedObjects_,
  25937. indicesByUUID = this._indicesByUUID,
  25938. paths = this._paths,
  25939. parsedPaths = this._parsedPaths,
  25940. bindings = this._bindings,
  25941. nBindings = bindings.length,
  25942. knownObject = undefined;
  25943. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25944. var object = arguments[ i ],
  25945. uuid = object.uuid,
  25946. index = indicesByUUID[ uuid ];
  25947. if ( index === undefined ) {
  25948. // unknown object -> add it to the ACTIVE region
  25949. index = nObjects ++;
  25950. indicesByUUID[ uuid ] = index;
  25951. objects.push( object );
  25952. // accounting is done, now do the same for all bindings
  25953. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25954. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25955. }
  25956. } else if ( index < nCachedObjects ) {
  25957. knownObject = objects[ index ];
  25958. // move existing object to the ACTIVE region
  25959. var firstActiveIndex = -- nCachedObjects,
  25960. lastCachedObject = objects[ firstActiveIndex ];
  25961. indicesByUUID[ lastCachedObject.uuid ] = index;
  25962. objects[ index ] = lastCachedObject;
  25963. indicesByUUID[ uuid ] = firstActiveIndex;
  25964. objects[ firstActiveIndex ] = object;
  25965. // accounting is done, now do the same for all bindings
  25966. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25967. var bindingsForPath = bindings[ j ],
  25968. lastCached = bindingsForPath[ firstActiveIndex ],
  25969. binding = bindingsForPath[ index ];
  25970. bindingsForPath[ index ] = lastCached;
  25971. if ( binding === undefined ) {
  25972. // since we do not bother to create new bindings
  25973. // for objects that are cached, the binding may
  25974. // or may not exist
  25975. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25976. }
  25977. bindingsForPath[ firstActiveIndex ] = binding;
  25978. }
  25979. } else if ( objects[ index ] !== knownObject ) {
  25980. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25981. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25982. } // else the object is already where we want it to be
  25983. } // for arguments
  25984. this.nCachedObjects_ = nCachedObjects;
  25985. },
  25986. remove: function () {
  25987. var objects = this._objects,
  25988. nCachedObjects = this.nCachedObjects_,
  25989. indicesByUUID = this._indicesByUUID,
  25990. bindings = this._bindings,
  25991. nBindings = bindings.length;
  25992. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25993. var object = arguments[ i ],
  25994. uuid = object.uuid,
  25995. index = indicesByUUID[ uuid ];
  25996. if ( index !== undefined && index >= nCachedObjects ) {
  25997. // move existing object into the CACHED region
  25998. var lastCachedIndex = nCachedObjects ++,
  25999. firstActiveObject = objects[ lastCachedIndex ];
  26000. indicesByUUID[ firstActiveObject.uuid ] = index;
  26001. objects[ index ] = firstActiveObject;
  26002. indicesByUUID[ uuid ] = lastCachedIndex;
  26003. objects[ lastCachedIndex ] = object;
  26004. // accounting is done, now do the same for all bindings
  26005. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26006. var bindingsForPath = bindings[ j ],
  26007. firstActive = bindingsForPath[ lastCachedIndex ],
  26008. binding = bindingsForPath[ index ];
  26009. bindingsForPath[ index ] = firstActive;
  26010. bindingsForPath[ lastCachedIndex ] = binding;
  26011. }
  26012. }
  26013. } // for arguments
  26014. this.nCachedObjects_ = nCachedObjects;
  26015. },
  26016. // remove & forget
  26017. uncache: function () {
  26018. var objects = this._objects,
  26019. nObjects = objects.length,
  26020. nCachedObjects = this.nCachedObjects_,
  26021. indicesByUUID = this._indicesByUUID,
  26022. bindings = this._bindings,
  26023. nBindings = bindings.length;
  26024. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26025. var object = arguments[ i ],
  26026. uuid = object.uuid,
  26027. index = indicesByUUID[ uuid ];
  26028. if ( index !== undefined ) {
  26029. delete indicesByUUID[ uuid ];
  26030. if ( index < nCachedObjects ) {
  26031. // object is cached, shrink the CACHED region
  26032. var firstActiveIndex = -- nCachedObjects,
  26033. lastCachedObject = objects[ firstActiveIndex ],
  26034. lastIndex = -- nObjects,
  26035. lastObject = objects[ lastIndex ];
  26036. // last cached object takes this object's place
  26037. indicesByUUID[ lastCachedObject.uuid ] = index;
  26038. objects[ index ] = lastCachedObject;
  26039. // last object goes to the activated slot and pop
  26040. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26041. objects[ firstActiveIndex ] = lastObject;
  26042. objects.pop();
  26043. // accounting is done, now do the same for all bindings
  26044. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26045. var bindingsForPath = bindings[ j ],
  26046. lastCached = bindingsForPath[ firstActiveIndex ],
  26047. last = bindingsForPath[ lastIndex ];
  26048. bindingsForPath[ index ] = lastCached;
  26049. bindingsForPath[ firstActiveIndex ] = last;
  26050. bindingsForPath.pop();
  26051. }
  26052. } else {
  26053. // object is active, just swap with the last and pop
  26054. var lastIndex = -- nObjects,
  26055. lastObject = objects[ lastIndex ];
  26056. indicesByUUID[ lastObject.uuid ] = index;
  26057. objects[ index ] = lastObject;
  26058. objects.pop();
  26059. // accounting is done, now do the same for all bindings
  26060. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26061. var bindingsForPath = bindings[ j ];
  26062. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26063. bindingsForPath.pop();
  26064. }
  26065. } // cached or active
  26066. } // if object is known
  26067. } // for arguments
  26068. this.nCachedObjects_ = nCachedObjects;
  26069. },
  26070. // Internal interface used by befriended PropertyBinding.Composite:
  26071. subscribe_: function ( path, parsedPath ) {
  26072. // returns an array of bindings for the given path that is changed
  26073. // according to the contained objects in the group
  26074. var indicesByPath = this._bindingsIndicesByPath,
  26075. index = indicesByPath[ path ],
  26076. bindings = this._bindings;
  26077. if ( index !== undefined ) { return bindings[ index ]; }
  26078. var paths = this._paths,
  26079. parsedPaths = this._parsedPaths,
  26080. objects = this._objects,
  26081. nObjects = objects.length,
  26082. nCachedObjects = this.nCachedObjects_,
  26083. bindingsForPath = new Array( nObjects );
  26084. index = bindings.length;
  26085. indicesByPath[ path ] = index;
  26086. paths.push( path );
  26087. parsedPaths.push( parsedPath );
  26088. bindings.push( bindingsForPath );
  26089. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26090. var object = objects[ i ];
  26091. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26092. }
  26093. return bindingsForPath;
  26094. },
  26095. unsubscribe_: function ( path ) {
  26096. // tells the group to forget about a property path and no longer
  26097. // update the array previously obtained with 'subscribe_'
  26098. var indicesByPath = this._bindingsIndicesByPath,
  26099. index = indicesByPath[ path ];
  26100. if ( index !== undefined ) {
  26101. var paths = this._paths,
  26102. parsedPaths = this._parsedPaths,
  26103. bindings = this._bindings,
  26104. lastBindingsIndex = bindings.length - 1,
  26105. lastBindings = bindings[ lastBindingsIndex ],
  26106. lastBindingsPath = path[ lastBindingsIndex ];
  26107. indicesByPath[ lastBindingsPath ] = index;
  26108. bindings[ index ] = lastBindings;
  26109. bindings.pop();
  26110. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26111. parsedPaths.pop();
  26112. paths[ index ] = paths[ lastBindingsIndex ];
  26113. paths.pop();
  26114. }
  26115. }
  26116. } );
  26117. /**
  26118. *
  26119. * Action provided by AnimationMixer for scheduling clip playback on specific
  26120. * objects.
  26121. *
  26122. * @author Ben Houston / http://clara.io/
  26123. * @author David Sarno / http://lighthaus.us/
  26124. * @author tschw
  26125. *
  26126. */
  26127. function AnimationAction( mixer, clip, localRoot ) {
  26128. this._mixer = mixer;
  26129. this._clip = clip;
  26130. this._localRoot = localRoot || null;
  26131. var tracks = clip.tracks,
  26132. nTracks = tracks.length,
  26133. interpolants = new Array( nTracks );
  26134. var interpolantSettings = {
  26135. endingStart: ZeroCurvatureEnding,
  26136. endingEnd: ZeroCurvatureEnding
  26137. };
  26138. for ( var i = 0; i !== nTracks; ++ i ) {
  26139. var interpolant = tracks[ i ].createInterpolant( null );
  26140. interpolants[ i ] = interpolant;
  26141. interpolant.settings = interpolantSettings;
  26142. }
  26143. this._interpolantSettings = interpolantSettings;
  26144. this._interpolants = interpolants; // bound by the mixer
  26145. // inside: PropertyMixer (managed by the mixer)
  26146. this._propertyBindings = new Array( nTracks );
  26147. this._cacheIndex = null; // for the memory manager
  26148. this._byClipCacheIndex = null; // for the memory manager
  26149. this._timeScaleInterpolant = null;
  26150. this._weightInterpolant = null;
  26151. this.loop = LoopRepeat;
  26152. this._loopCount = - 1;
  26153. // global mixer time when the action is to be started
  26154. // it's set back to 'null' upon start of the action
  26155. this._startTime = null;
  26156. // scaled local time of the action
  26157. // gets clamped or wrapped to 0..clip.duration according to loop
  26158. this.time = 0;
  26159. this.timeScale = 1;
  26160. this._effectiveTimeScale = 1;
  26161. this.weight = 1;
  26162. this._effectiveWeight = 1;
  26163. this.repetitions = Infinity; // no. of repetitions when looping
  26164. this.paused = false; // true -> zero effective time scale
  26165. this.enabled = true; // false -> zero effective weight
  26166. this.clampWhenFinished = false;// keep feeding the last frame?
  26167. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26168. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26169. }
  26170. Object.assign( AnimationAction.prototype, {
  26171. // State & Scheduling
  26172. play: function () {
  26173. this._mixer._activateAction( this );
  26174. return this;
  26175. },
  26176. stop: function () {
  26177. this._mixer._deactivateAction( this );
  26178. return this.reset();
  26179. },
  26180. reset: function () {
  26181. this.paused = false;
  26182. this.enabled = true;
  26183. this.time = 0; // restart clip
  26184. this._loopCount = - 1;// forget previous loops
  26185. this._startTime = null;// forget scheduling
  26186. return this.stopFading().stopWarping();
  26187. },
  26188. isRunning: function () {
  26189. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26190. this._startTime === null && this._mixer._isActiveAction( this );
  26191. },
  26192. // return true when play has been called
  26193. isScheduled: function () {
  26194. return this._mixer._isActiveAction( this );
  26195. },
  26196. startAt: function ( time ) {
  26197. this._startTime = time;
  26198. return this;
  26199. },
  26200. setLoop: function ( mode, repetitions ) {
  26201. this.loop = mode;
  26202. this.repetitions = repetitions;
  26203. return this;
  26204. },
  26205. // Weight
  26206. // set the weight stopping any scheduled fading
  26207. // although .enabled = false yields an effective weight of zero, this
  26208. // method does *not* change .enabled, because it would be confusing
  26209. setEffectiveWeight: function ( weight ) {
  26210. this.weight = weight;
  26211. // note: same logic as when updated at runtime
  26212. this._effectiveWeight = this.enabled ? weight : 0;
  26213. return this.stopFading();
  26214. },
  26215. // return the weight considering fading and .enabled
  26216. getEffectiveWeight: function () {
  26217. return this._effectiveWeight;
  26218. },
  26219. fadeIn: function ( duration ) {
  26220. return this._scheduleFading( duration, 0, 1 );
  26221. },
  26222. fadeOut: function ( duration ) {
  26223. return this._scheduleFading( duration, 1, 0 );
  26224. },
  26225. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26226. fadeOutAction.fadeOut( duration );
  26227. this.fadeIn( duration );
  26228. if ( warp ) {
  26229. var fadeInDuration = this._clip.duration,
  26230. fadeOutDuration = fadeOutAction._clip.duration,
  26231. startEndRatio = fadeOutDuration / fadeInDuration,
  26232. endStartRatio = fadeInDuration / fadeOutDuration;
  26233. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26234. this.warp( endStartRatio, 1.0, duration );
  26235. }
  26236. return this;
  26237. },
  26238. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26239. return fadeInAction.crossFadeFrom( this, duration, warp );
  26240. },
  26241. stopFading: function () {
  26242. var weightInterpolant = this._weightInterpolant;
  26243. if ( weightInterpolant !== null ) {
  26244. this._weightInterpolant = null;
  26245. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26246. }
  26247. return this;
  26248. },
  26249. // Time Scale Control
  26250. // set the time scale stopping any scheduled warping
  26251. // although .paused = true yields an effective time scale of zero, this
  26252. // method does *not* change .paused, because it would be confusing
  26253. setEffectiveTimeScale: function ( timeScale ) {
  26254. this.timeScale = timeScale;
  26255. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26256. return this.stopWarping();
  26257. },
  26258. // return the time scale considering warping and .paused
  26259. getEffectiveTimeScale: function () {
  26260. return this._effectiveTimeScale;
  26261. },
  26262. setDuration: function ( duration ) {
  26263. this.timeScale = this._clip.duration / duration;
  26264. return this.stopWarping();
  26265. },
  26266. syncWith: function ( action ) {
  26267. this.time = action.time;
  26268. this.timeScale = action.timeScale;
  26269. return this.stopWarping();
  26270. },
  26271. halt: function ( duration ) {
  26272. return this.warp( this._effectiveTimeScale, 0, duration );
  26273. },
  26274. warp: function ( startTimeScale, endTimeScale, duration ) {
  26275. var mixer = this._mixer, now = mixer.time,
  26276. interpolant = this._timeScaleInterpolant,
  26277. timeScale = this.timeScale;
  26278. if ( interpolant === null ) {
  26279. interpolant = mixer._lendControlInterpolant();
  26280. this._timeScaleInterpolant = interpolant;
  26281. }
  26282. var times = interpolant.parameterPositions,
  26283. values = interpolant.sampleValues;
  26284. times[ 0 ] = now;
  26285. times[ 1 ] = now + duration;
  26286. values[ 0 ] = startTimeScale / timeScale;
  26287. values[ 1 ] = endTimeScale / timeScale;
  26288. return this;
  26289. },
  26290. stopWarping: function () {
  26291. var timeScaleInterpolant = this._timeScaleInterpolant;
  26292. if ( timeScaleInterpolant !== null ) {
  26293. this._timeScaleInterpolant = null;
  26294. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26295. }
  26296. return this;
  26297. },
  26298. // Object Accessors
  26299. getMixer: function () {
  26300. return this._mixer;
  26301. },
  26302. getClip: function () {
  26303. return this._clip;
  26304. },
  26305. getRoot: function () {
  26306. return this._localRoot || this._mixer._root;
  26307. },
  26308. // Interna
  26309. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26310. // called by the mixer
  26311. if ( ! this.enabled ) {
  26312. // call ._updateWeight() to update ._effectiveWeight
  26313. this._updateWeight( time );
  26314. return;
  26315. }
  26316. var startTime = this._startTime;
  26317. if ( startTime !== null ) {
  26318. // check for scheduled start of action
  26319. var timeRunning = ( time - startTime ) * timeDirection;
  26320. if ( timeRunning < 0 || timeDirection === 0 ) {
  26321. return; // yet to come / don't decide when delta = 0
  26322. }
  26323. // start
  26324. this._startTime = null; // unschedule
  26325. deltaTime = timeDirection * timeRunning;
  26326. }
  26327. // apply time scale and advance time
  26328. deltaTime *= this._updateTimeScale( time );
  26329. var clipTime = this._updateTime( deltaTime );
  26330. // note: _updateTime may disable the action resulting in
  26331. // an effective weight of 0
  26332. var weight = this._updateWeight( time );
  26333. if ( weight > 0 ) {
  26334. var interpolants = this._interpolants;
  26335. var propertyMixers = this._propertyBindings;
  26336. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26337. interpolants[ j ].evaluate( clipTime );
  26338. propertyMixers[ j ].accumulate( accuIndex, weight );
  26339. }
  26340. }
  26341. },
  26342. _updateWeight: function ( time ) {
  26343. var weight = 0;
  26344. if ( this.enabled ) {
  26345. weight = this.weight;
  26346. var interpolant = this._weightInterpolant;
  26347. if ( interpolant !== null ) {
  26348. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26349. weight *= interpolantValue;
  26350. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26351. this.stopFading();
  26352. if ( interpolantValue === 0 ) {
  26353. // faded out, disable
  26354. this.enabled = false;
  26355. }
  26356. }
  26357. }
  26358. }
  26359. this._effectiveWeight = weight;
  26360. return weight;
  26361. },
  26362. _updateTimeScale: function ( time ) {
  26363. var timeScale = 0;
  26364. if ( ! this.paused ) {
  26365. timeScale = this.timeScale;
  26366. var interpolant = this._timeScaleInterpolant;
  26367. if ( interpolant !== null ) {
  26368. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26369. timeScale *= interpolantValue;
  26370. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26371. this.stopWarping();
  26372. if ( timeScale === 0 ) {
  26373. // motion has halted, pause
  26374. this.paused = true;
  26375. } else {
  26376. // warp done - apply final time scale
  26377. this.timeScale = timeScale;
  26378. }
  26379. }
  26380. }
  26381. }
  26382. this._effectiveTimeScale = timeScale;
  26383. return timeScale;
  26384. },
  26385. _updateTime: function ( deltaTime ) {
  26386. var time = this.time + deltaTime;
  26387. var duration = this._clip.duration;
  26388. var loop = this.loop;
  26389. var loopCount = this._loopCount;
  26390. var pingPong = ( loop === LoopPingPong );
  26391. if ( deltaTime === 0 ) {
  26392. if ( loopCount === - 1 ) { return time; }
  26393. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26394. }
  26395. if ( loop === LoopOnce ) {
  26396. if ( loopCount === - 1 ) {
  26397. // just started
  26398. this._loopCount = 0;
  26399. this._setEndings( true, true, false );
  26400. }
  26401. handle_stop: {
  26402. if ( time >= duration ) {
  26403. time = duration;
  26404. } else if ( time < 0 ) {
  26405. time = 0;
  26406. } else {
  26407. this.time = time;
  26408. break handle_stop;
  26409. }
  26410. if ( this.clampWhenFinished ) { this.paused = true; }
  26411. else { this.enabled = false; }
  26412. this.time = time;
  26413. this._mixer.dispatchEvent( {
  26414. type: 'finished', action: this,
  26415. direction: deltaTime < 0 ? - 1 : 1
  26416. } );
  26417. }
  26418. } else { // repetitive Repeat or PingPong
  26419. if ( loopCount === - 1 ) {
  26420. // just started
  26421. if ( deltaTime >= 0 ) {
  26422. loopCount = 0;
  26423. this._setEndings( true, this.repetitions === 0, pingPong );
  26424. } else {
  26425. // when looping in reverse direction, the initial
  26426. // transition through zero counts as a repetition,
  26427. // so leave loopCount at -1
  26428. this._setEndings( this.repetitions === 0, true, pingPong );
  26429. }
  26430. }
  26431. if ( time >= duration || time < 0 ) {
  26432. // wrap around
  26433. var loopDelta = Math.floor( time / duration ); // signed
  26434. time -= duration * loopDelta;
  26435. loopCount += Math.abs( loopDelta );
  26436. var pending = this.repetitions - loopCount;
  26437. if ( pending <= 0 ) {
  26438. // have to stop (switch state, clamp time, fire event)
  26439. if ( this.clampWhenFinished ) { this.paused = true; }
  26440. else { this.enabled = false; }
  26441. time = deltaTime > 0 ? duration : 0;
  26442. this.time = time;
  26443. this._mixer.dispatchEvent( {
  26444. type: 'finished', action: this,
  26445. direction: deltaTime > 0 ? 1 : - 1
  26446. } );
  26447. } else {
  26448. // keep running
  26449. if ( pending === 1 ) {
  26450. // entering the last round
  26451. var atStart = deltaTime < 0;
  26452. this._setEndings( atStart, ! atStart, pingPong );
  26453. } else {
  26454. this._setEndings( false, false, pingPong );
  26455. }
  26456. this._loopCount = loopCount;
  26457. this.time = time;
  26458. this._mixer.dispatchEvent( {
  26459. type: 'loop', action: this, loopDelta: loopDelta
  26460. } );
  26461. }
  26462. } else {
  26463. this.time = time;
  26464. }
  26465. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26466. // invert time for the "pong round"
  26467. return duration - time;
  26468. }
  26469. }
  26470. return time;
  26471. },
  26472. _setEndings: function ( atStart, atEnd, pingPong ) {
  26473. var settings = this._interpolantSettings;
  26474. if ( pingPong ) {
  26475. settings.endingStart = ZeroSlopeEnding;
  26476. settings.endingEnd = ZeroSlopeEnding;
  26477. } else {
  26478. // assuming for LoopOnce atStart == atEnd == true
  26479. if ( atStart ) {
  26480. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26481. } else {
  26482. settings.endingStart = WrapAroundEnding;
  26483. }
  26484. if ( atEnd ) {
  26485. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26486. } else {
  26487. settings.endingEnd = WrapAroundEnding;
  26488. }
  26489. }
  26490. },
  26491. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26492. var mixer = this._mixer, now = mixer.time,
  26493. interpolant = this._weightInterpolant;
  26494. if ( interpolant === null ) {
  26495. interpolant = mixer._lendControlInterpolant();
  26496. this._weightInterpolant = interpolant;
  26497. }
  26498. var times = interpolant.parameterPositions,
  26499. values = interpolant.sampleValues;
  26500. times[ 0 ] = now;
  26501. values[ 0 ] = weightNow;
  26502. times[ 1 ] = now + duration;
  26503. values[ 1 ] = weightThen;
  26504. return this;
  26505. }
  26506. } );
  26507. /**
  26508. *
  26509. * Player for AnimationClips.
  26510. *
  26511. *
  26512. * @author Ben Houston / http://clara.io/
  26513. * @author David Sarno / http://lighthaus.us/
  26514. * @author tschw
  26515. */
  26516. function AnimationMixer( root ) {
  26517. this._root = root;
  26518. this._initMemoryManager();
  26519. this._accuIndex = 0;
  26520. this.time = 0;
  26521. this.timeScale = 1.0;
  26522. }
  26523. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26524. constructor: AnimationMixer,
  26525. _bindAction: function ( action, prototypeAction ) {
  26526. var root = action._localRoot || this._root,
  26527. tracks = action._clip.tracks,
  26528. nTracks = tracks.length,
  26529. bindings = action._propertyBindings,
  26530. interpolants = action._interpolants,
  26531. rootUuid = root.uuid,
  26532. bindingsByRoot = this._bindingsByRootAndName,
  26533. bindingsByName = bindingsByRoot[ rootUuid ];
  26534. if ( bindingsByName === undefined ) {
  26535. bindingsByName = {};
  26536. bindingsByRoot[ rootUuid ] = bindingsByName;
  26537. }
  26538. for ( var i = 0; i !== nTracks; ++ i ) {
  26539. var track = tracks[ i ],
  26540. trackName = track.name,
  26541. binding = bindingsByName[ trackName ];
  26542. if ( binding !== undefined ) {
  26543. bindings[ i ] = binding;
  26544. } else {
  26545. binding = bindings[ i ];
  26546. if ( binding !== undefined ) {
  26547. // existing binding, make sure the cache knows
  26548. if ( binding._cacheIndex === null ) {
  26549. ++ binding.referenceCount;
  26550. this._addInactiveBinding( binding, rootUuid, trackName );
  26551. }
  26552. continue;
  26553. }
  26554. var path = prototypeAction && prototypeAction.
  26555. _propertyBindings[ i ].binding.parsedPath;
  26556. binding = new PropertyMixer(
  26557. PropertyBinding.create( root, trackName, path ),
  26558. track.ValueTypeName, track.getValueSize() );
  26559. ++ binding.referenceCount;
  26560. this._addInactiveBinding( binding, rootUuid, trackName );
  26561. bindings[ i ] = binding;
  26562. }
  26563. interpolants[ i ].resultBuffer = binding.buffer;
  26564. }
  26565. },
  26566. _activateAction: function ( action ) {
  26567. if ( ! this._isActiveAction( action ) ) {
  26568. if ( action._cacheIndex === null ) {
  26569. // this action has been forgotten by the cache, but the user
  26570. // appears to be still using it -> rebind
  26571. var rootUuid = ( action._localRoot || this._root ).uuid,
  26572. clipUuid = action._clip.uuid,
  26573. actionsForClip = this._actionsByClip[ clipUuid ];
  26574. this._bindAction( action,
  26575. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26576. this._addInactiveAction( action, clipUuid, rootUuid );
  26577. }
  26578. var bindings = action._propertyBindings;
  26579. // increment reference counts / sort out state
  26580. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26581. var binding = bindings[ i ];
  26582. if ( binding.useCount ++ === 0 ) {
  26583. this._lendBinding( binding );
  26584. binding.saveOriginalState();
  26585. }
  26586. }
  26587. this._lendAction( action );
  26588. }
  26589. },
  26590. _deactivateAction: function ( action ) {
  26591. if ( this._isActiveAction( action ) ) {
  26592. var bindings = action._propertyBindings;
  26593. // decrement reference counts / sort out state
  26594. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26595. var binding = bindings[ i ];
  26596. if ( -- binding.useCount === 0 ) {
  26597. binding.restoreOriginalState();
  26598. this._takeBackBinding( binding );
  26599. }
  26600. }
  26601. this._takeBackAction( action );
  26602. }
  26603. },
  26604. // Memory manager
  26605. _initMemoryManager: function () {
  26606. this._actions = []; // 'nActiveActions' followed by inactive ones
  26607. this._nActiveActions = 0;
  26608. this._actionsByClip = {};
  26609. // inside:
  26610. // {
  26611. // knownActions: Array< AnimationAction > - used as prototypes
  26612. // actionByRoot: AnimationAction - lookup
  26613. // }
  26614. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26615. this._nActiveBindings = 0;
  26616. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26617. this._controlInterpolants = []; // same game as above
  26618. this._nActiveControlInterpolants = 0;
  26619. var scope = this;
  26620. this.stats = {
  26621. actions: {
  26622. get total() {
  26623. return scope._actions.length;
  26624. },
  26625. get inUse() {
  26626. return scope._nActiveActions;
  26627. }
  26628. },
  26629. bindings: {
  26630. get total() {
  26631. return scope._bindings.length;
  26632. },
  26633. get inUse() {
  26634. return scope._nActiveBindings;
  26635. }
  26636. },
  26637. controlInterpolants: {
  26638. get total() {
  26639. return scope._controlInterpolants.length;
  26640. },
  26641. get inUse() {
  26642. return scope._nActiveControlInterpolants;
  26643. }
  26644. }
  26645. };
  26646. },
  26647. // Memory management for AnimationAction objects
  26648. _isActiveAction: function ( action ) {
  26649. var index = action._cacheIndex;
  26650. return index !== null && index < this._nActiveActions;
  26651. },
  26652. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26653. var actions = this._actions,
  26654. actionsByClip = this._actionsByClip,
  26655. actionsForClip = actionsByClip[ clipUuid ];
  26656. if ( actionsForClip === undefined ) {
  26657. actionsForClip = {
  26658. knownActions: [ action ],
  26659. actionByRoot: {}
  26660. };
  26661. action._byClipCacheIndex = 0;
  26662. actionsByClip[ clipUuid ] = actionsForClip;
  26663. } else {
  26664. var knownActions = actionsForClip.knownActions;
  26665. action._byClipCacheIndex = knownActions.length;
  26666. knownActions.push( action );
  26667. }
  26668. action._cacheIndex = actions.length;
  26669. actions.push( action );
  26670. actionsForClip.actionByRoot[ rootUuid ] = action;
  26671. },
  26672. _removeInactiveAction: function ( action ) {
  26673. var actions = this._actions,
  26674. lastInactiveAction = actions[ actions.length - 1 ],
  26675. cacheIndex = action._cacheIndex;
  26676. lastInactiveAction._cacheIndex = cacheIndex;
  26677. actions[ cacheIndex ] = lastInactiveAction;
  26678. actions.pop();
  26679. action._cacheIndex = null;
  26680. var clipUuid = action._clip.uuid,
  26681. actionsByClip = this._actionsByClip,
  26682. actionsForClip = actionsByClip[ clipUuid ],
  26683. knownActionsForClip = actionsForClip.knownActions,
  26684. lastKnownAction =
  26685. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26686. byClipCacheIndex = action._byClipCacheIndex;
  26687. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26688. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26689. knownActionsForClip.pop();
  26690. action._byClipCacheIndex = null;
  26691. var actionByRoot = actionsForClip.actionByRoot,
  26692. rootUuid = ( action._localRoot || this._root ).uuid;
  26693. delete actionByRoot[ rootUuid ];
  26694. if ( knownActionsForClip.length === 0 ) {
  26695. delete actionsByClip[ clipUuid ];
  26696. }
  26697. this._removeInactiveBindingsForAction( action );
  26698. },
  26699. _removeInactiveBindingsForAction: function ( action ) {
  26700. var bindings = action._propertyBindings;
  26701. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26702. var binding = bindings[ i ];
  26703. if ( -- binding.referenceCount === 0 ) {
  26704. this._removeInactiveBinding( binding );
  26705. }
  26706. }
  26707. },
  26708. _lendAction: function ( action ) {
  26709. // [ active actions | inactive actions ]
  26710. // [ active actions >| inactive actions ]
  26711. // s a
  26712. // <-swap->
  26713. // a s
  26714. var actions = this._actions,
  26715. prevIndex = action._cacheIndex,
  26716. lastActiveIndex = this._nActiveActions ++,
  26717. firstInactiveAction = actions[ lastActiveIndex ];
  26718. action._cacheIndex = lastActiveIndex;
  26719. actions[ lastActiveIndex ] = action;
  26720. firstInactiveAction._cacheIndex = prevIndex;
  26721. actions[ prevIndex ] = firstInactiveAction;
  26722. },
  26723. _takeBackAction: function ( action ) {
  26724. // [ active actions | inactive actions ]
  26725. // [ active actions |< inactive actions ]
  26726. // a s
  26727. // <-swap->
  26728. // s a
  26729. var actions = this._actions,
  26730. prevIndex = action._cacheIndex,
  26731. firstInactiveIndex = -- this._nActiveActions,
  26732. lastActiveAction = actions[ firstInactiveIndex ];
  26733. action._cacheIndex = firstInactiveIndex;
  26734. actions[ firstInactiveIndex ] = action;
  26735. lastActiveAction._cacheIndex = prevIndex;
  26736. actions[ prevIndex ] = lastActiveAction;
  26737. },
  26738. // Memory management for PropertyMixer objects
  26739. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26740. var bindingsByRoot = this._bindingsByRootAndName,
  26741. bindingByName = bindingsByRoot[ rootUuid ],
  26742. bindings = this._bindings;
  26743. if ( bindingByName === undefined ) {
  26744. bindingByName = {};
  26745. bindingsByRoot[ rootUuid ] = bindingByName;
  26746. }
  26747. bindingByName[ trackName ] = binding;
  26748. binding._cacheIndex = bindings.length;
  26749. bindings.push( binding );
  26750. },
  26751. _removeInactiveBinding: function ( binding ) {
  26752. var bindings = this._bindings,
  26753. propBinding = binding.binding,
  26754. rootUuid = propBinding.rootNode.uuid,
  26755. trackName = propBinding.path,
  26756. bindingsByRoot = this._bindingsByRootAndName,
  26757. bindingByName = bindingsByRoot[ rootUuid ],
  26758. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26759. cacheIndex = binding._cacheIndex;
  26760. lastInactiveBinding._cacheIndex = cacheIndex;
  26761. bindings[ cacheIndex ] = lastInactiveBinding;
  26762. bindings.pop();
  26763. delete bindingByName[ trackName ];
  26764. if ( Object.keys( bindingByName ).length === 0 ) {
  26765. delete bindingsByRoot[ rootUuid ];
  26766. }
  26767. },
  26768. _lendBinding: function ( binding ) {
  26769. var bindings = this._bindings,
  26770. prevIndex = binding._cacheIndex,
  26771. lastActiveIndex = this._nActiveBindings ++,
  26772. firstInactiveBinding = bindings[ lastActiveIndex ];
  26773. binding._cacheIndex = lastActiveIndex;
  26774. bindings[ lastActiveIndex ] = binding;
  26775. firstInactiveBinding._cacheIndex = prevIndex;
  26776. bindings[ prevIndex ] = firstInactiveBinding;
  26777. },
  26778. _takeBackBinding: function ( binding ) {
  26779. var bindings = this._bindings,
  26780. prevIndex = binding._cacheIndex,
  26781. firstInactiveIndex = -- this._nActiveBindings,
  26782. lastActiveBinding = bindings[ firstInactiveIndex ];
  26783. binding._cacheIndex = firstInactiveIndex;
  26784. bindings[ firstInactiveIndex ] = binding;
  26785. lastActiveBinding._cacheIndex = prevIndex;
  26786. bindings[ prevIndex ] = lastActiveBinding;
  26787. },
  26788. // Memory management of Interpolants for weight and time scale
  26789. _lendControlInterpolant: function () {
  26790. var interpolants = this._controlInterpolants,
  26791. lastActiveIndex = this._nActiveControlInterpolants ++,
  26792. interpolant = interpolants[ lastActiveIndex ];
  26793. if ( interpolant === undefined ) {
  26794. interpolant = new LinearInterpolant(
  26795. new Float32Array( 2 ), new Float32Array( 2 ),
  26796. 1, this._controlInterpolantsResultBuffer );
  26797. interpolant.__cacheIndex = lastActiveIndex;
  26798. interpolants[ lastActiveIndex ] = interpolant;
  26799. }
  26800. return interpolant;
  26801. },
  26802. _takeBackControlInterpolant: function ( interpolant ) {
  26803. var interpolants = this._controlInterpolants,
  26804. prevIndex = interpolant.__cacheIndex,
  26805. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26806. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26807. interpolant.__cacheIndex = firstInactiveIndex;
  26808. interpolants[ firstInactiveIndex ] = interpolant;
  26809. lastActiveInterpolant.__cacheIndex = prevIndex;
  26810. interpolants[ prevIndex ] = lastActiveInterpolant;
  26811. },
  26812. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26813. // return an action for a clip optionally using a custom root target
  26814. // object (this method allocates a lot of dynamic memory in case a
  26815. // previously unknown clip/root combination is specified)
  26816. clipAction: function ( clip, optionalRoot ) {
  26817. var root = optionalRoot || this._root,
  26818. rootUuid = root.uuid,
  26819. clipObject = typeof clip === 'string' ?
  26820. AnimationClip.findByName( root, clip ) : clip,
  26821. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26822. actionsForClip = this._actionsByClip[ clipUuid ],
  26823. prototypeAction = null;
  26824. if ( actionsForClip !== undefined ) {
  26825. var existingAction =
  26826. actionsForClip.actionByRoot[ rootUuid ];
  26827. if ( existingAction !== undefined ) {
  26828. return existingAction;
  26829. }
  26830. // we know the clip, so we don't have to parse all
  26831. // the bindings again but can just copy
  26832. prototypeAction = actionsForClip.knownActions[ 0 ];
  26833. // also, take the clip from the prototype action
  26834. if ( clipObject === null )
  26835. { clipObject = prototypeAction._clip; }
  26836. }
  26837. // clip must be known when specified via string
  26838. if ( clipObject === null ) { return null; }
  26839. // allocate all resources required to run it
  26840. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26841. this._bindAction( newAction, prototypeAction );
  26842. // and make the action known to the memory manager
  26843. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26844. return newAction;
  26845. },
  26846. // get an existing action
  26847. existingAction: function ( clip, optionalRoot ) {
  26848. var root = optionalRoot || this._root,
  26849. rootUuid = root.uuid,
  26850. clipObject = typeof clip === 'string' ?
  26851. AnimationClip.findByName( root, clip ) : clip,
  26852. clipUuid = clipObject ? clipObject.uuid : clip,
  26853. actionsForClip = this._actionsByClip[ clipUuid ];
  26854. if ( actionsForClip !== undefined ) {
  26855. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26856. }
  26857. return null;
  26858. },
  26859. // deactivates all previously scheduled actions
  26860. stopAllAction: function () {
  26861. var actions = this._actions,
  26862. nActions = this._nActiveActions,
  26863. bindings = this._bindings,
  26864. nBindings = this._nActiveBindings;
  26865. this._nActiveActions = 0;
  26866. this._nActiveBindings = 0;
  26867. for ( var i = 0; i !== nActions; ++ i ) {
  26868. actions[ i ].reset();
  26869. }
  26870. for ( var i = 0; i !== nBindings; ++ i ) {
  26871. bindings[ i ].useCount = 0;
  26872. }
  26873. return this;
  26874. },
  26875. // advance the time and update apply the animation
  26876. update: function ( deltaTime ) {
  26877. deltaTime *= this.timeScale;
  26878. var actions = this._actions,
  26879. nActions = this._nActiveActions,
  26880. time = this.time += deltaTime,
  26881. timeDirection = Math.sign( deltaTime ),
  26882. accuIndex = this._accuIndex ^= 1;
  26883. // run active actions
  26884. for ( var i = 0; i !== nActions; ++ i ) {
  26885. var action = actions[ i ];
  26886. action._update( time, deltaTime, timeDirection, accuIndex );
  26887. }
  26888. // update scene graph
  26889. var bindings = this._bindings,
  26890. nBindings = this._nActiveBindings;
  26891. for ( var i = 0; i !== nBindings; ++ i ) {
  26892. bindings[ i ].apply( accuIndex );
  26893. }
  26894. return this;
  26895. },
  26896. // Allows you to seek to a specific time in an animation.
  26897. setTime: function ( timeInSeconds ) {
  26898. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26899. for ( var i = 0; i < this._actions.length; i ++ ) {
  26900. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26901. }
  26902. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26903. },
  26904. // return this mixer's root target object
  26905. getRoot: function () {
  26906. return this._root;
  26907. },
  26908. // free all resources specific to a particular clip
  26909. uncacheClip: function ( clip ) {
  26910. var actions = this._actions,
  26911. clipUuid = clip.uuid,
  26912. actionsByClip = this._actionsByClip,
  26913. actionsForClip = actionsByClip[ clipUuid ];
  26914. if ( actionsForClip !== undefined ) {
  26915. // note: just calling _removeInactiveAction would mess up the
  26916. // iteration state and also require updating the state we can
  26917. // just throw away
  26918. var actionsToRemove = actionsForClip.knownActions;
  26919. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26920. var action = actionsToRemove[ i ];
  26921. this._deactivateAction( action );
  26922. var cacheIndex = action._cacheIndex,
  26923. lastInactiveAction = actions[ actions.length - 1 ];
  26924. action._cacheIndex = null;
  26925. action._byClipCacheIndex = null;
  26926. lastInactiveAction._cacheIndex = cacheIndex;
  26927. actions[ cacheIndex ] = lastInactiveAction;
  26928. actions.pop();
  26929. this._removeInactiveBindingsForAction( action );
  26930. }
  26931. delete actionsByClip[ clipUuid ];
  26932. }
  26933. },
  26934. // free all resources specific to a particular root target object
  26935. uncacheRoot: function ( root ) {
  26936. var rootUuid = root.uuid,
  26937. actionsByClip = this._actionsByClip;
  26938. for ( var clipUuid in actionsByClip ) {
  26939. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26940. action = actionByRoot[ rootUuid ];
  26941. if ( action !== undefined ) {
  26942. this._deactivateAction( action );
  26943. this._removeInactiveAction( action );
  26944. }
  26945. }
  26946. var bindingsByRoot = this._bindingsByRootAndName,
  26947. bindingByName = bindingsByRoot[ rootUuid ];
  26948. if ( bindingByName !== undefined ) {
  26949. for ( var trackName in bindingByName ) {
  26950. var binding = bindingByName[ trackName ];
  26951. binding.restoreOriginalState();
  26952. this._removeInactiveBinding( binding );
  26953. }
  26954. }
  26955. },
  26956. // remove a targeted clip from the cache
  26957. uncacheAction: function ( clip, optionalRoot ) {
  26958. var action = this.existingAction( clip, optionalRoot );
  26959. if ( action !== null ) {
  26960. this._deactivateAction( action );
  26961. this._removeInactiveAction( action );
  26962. }
  26963. }
  26964. } );
  26965. /**
  26966. * @author mrdoob / http://mrdoob.com/
  26967. */
  26968. function Uniform( value ) {
  26969. if ( typeof value === 'string' ) {
  26970. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26971. value = arguments[ 1 ];
  26972. }
  26973. this.value = value;
  26974. }
  26975. Uniform.prototype.clone = function () {
  26976. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26977. };
  26978. /**
  26979. * @author benaadams / https://twitter.com/ben_a_adams
  26980. */
  26981. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26982. InterleavedBuffer.call( this, array, stride );
  26983. this.meshPerAttribute = meshPerAttribute || 1;
  26984. }
  26985. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26986. constructor: InstancedInterleavedBuffer,
  26987. isInstancedInterleavedBuffer: true,
  26988. copy: function ( source ) {
  26989. InterleavedBuffer.prototype.copy.call( this, source );
  26990. this.meshPerAttribute = source.meshPerAttribute;
  26991. return this;
  26992. }
  26993. } );
  26994. /**
  26995. * @author mrdoob / http://mrdoob.com/
  26996. * @author bhouston / http://clara.io/
  26997. * @author stephomi / http://stephaneginier.com/
  26998. */
  26999. function Raycaster( origin, direction, near, far ) {
  27000. this.ray = new Ray( origin, direction );
  27001. // direction is assumed to be normalized (for accurate distance calculations)
  27002. this.near = near || 0;
  27003. this.far = far || Infinity;
  27004. this.camera = null;
  27005. this.params = {
  27006. Mesh: {},
  27007. Line: {},
  27008. LOD: {},
  27009. Points: { threshold: 1 },
  27010. Sprite: {}
  27011. };
  27012. Object.defineProperties( this.params, {
  27013. PointCloud: {
  27014. get: function () {
  27015. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27016. return this.Points;
  27017. }
  27018. }
  27019. } );
  27020. }
  27021. function ascSort( a, b ) {
  27022. return a.distance - b.distance;
  27023. }
  27024. function intersectObject( object, raycaster, intersects, recursive ) {
  27025. if ( object.visible === false ) { return; }
  27026. object.raycast( raycaster, intersects );
  27027. if ( recursive === true ) {
  27028. var children = object.children;
  27029. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27030. intersectObject( children[ i ], raycaster, intersects, true );
  27031. }
  27032. }
  27033. }
  27034. Object.assign( Raycaster.prototype, {
  27035. linePrecision: 1,
  27036. set: function ( origin, direction ) {
  27037. // direction is assumed to be normalized (for accurate distance calculations)
  27038. this.ray.set( origin, direction );
  27039. },
  27040. setFromCamera: function ( coords, camera ) {
  27041. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27042. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27043. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27044. this.camera = camera;
  27045. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27046. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27047. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27048. this.camera = camera;
  27049. } else {
  27050. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27051. }
  27052. },
  27053. intersectObject: function ( object, recursive, optionalTarget ) {
  27054. var intersects = optionalTarget || [];
  27055. intersectObject( object, this, intersects, recursive );
  27056. intersects.sort( ascSort );
  27057. return intersects;
  27058. },
  27059. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27060. var intersects = optionalTarget || [];
  27061. if ( Array.isArray( objects ) === false ) {
  27062. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27063. return intersects;
  27064. }
  27065. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27066. intersectObject( objects[ i ], this, intersects, recursive );
  27067. }
  27068. intersects.sort( ascSort );
  27069. return intersects;
  27070. }
  27071. } );
  27072. /**
  27073. * @author bhouston / http://clara.io
  27074. * @author WestLangley / http://github.com/WestLangley
  27075. *
  27076. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27077. *
  27078. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27079. * The azimuthal angle (theta) is measured from the positive z-axis.
  27080. */
  27081. function Spherical( radius, phi, theta ) {
  27082. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27083. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27084. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27085. return this;
  27086. }
  27087. Object.assign( Spherical.prototype, {
  27088. set: function ( radius, phi, theta ) {
  27089. this.radius = radius;
  27090. this.phi = phi;
  27091. this.theta = theta;
  27092. return this;
  27093. },
  27094. clone: function () {
  27095. return new this.constructor().copy( this );
  27096. },
  27097. copy: function ( other ) {
  27098. this.radius = other.radius;
  27099. this.phi = other.phi;
  27100. this.theta = other.theta;
  27101. return this;
  27102. },
  27103. // restrict phi to be betwee EPS and PI-EPS
  27104. makeSafe: function () {
  27105. var EPS = 0.000001;
  27106. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27107. return this;
  27108. },
  27109. setFromVector3: function ( v ) {
  27110. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27111. },
  27112. setFromCartesianCoords: function ( x, y, z ) {
  27113. this.radius = Math.sqrt( x * x + y * y + z * z );
  27114. if ( this.radius === 0 ) {
  27115. this.theta = 0;
  27116. this.phi = 0;
  27117. } else {
  27118. this.theta = Math.atan2( x, z );
  27119. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  27120. }
  27121. return this;
  27122. }
  27123. } );
  27124. /**
  27125. * @author Mugen87 / https://github.com/Mugen87
  27126. *
  27127. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27128. *
  27129. */
  27130. function Cylindrical( radius, theta, y ) {
  27131. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27132. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27133. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27134. return this;
  27135. }
  27136. Object.assign( Cylindrical.prototype, {
  27137. set: function ( radius, theta, y ) {
  27138. this.radius = radius;
  27139. this.theta = theta;
  27140. this.y = y;
  27141. return this;
  27142. },
  27143. clone: function () {
  27144. return new this.constructor().copy( this );
  27145. },
  27146. copy: function ( other ) {
  27147. this.radius = other.radius;
  27148. this.theta = other.theta;
  27149. this.y = other.y;
  27150. return this;
  27151. },
  27152. setFromVector3: function ( v ) {
  27153. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27154. },
  27155. setFromCartesianCoords: function ( x, y, z ) {
  27156. this.radius = Math.sqrt( x * x + z * z );
  27157. this.theta = Math.atan2( x, z );
  27158. this.y = y;
  27159. return this;
  27160. }
  27161. } );
  27162. /**
  27163. * @author bhouston / http://clara.io
  27164. */
  27165. var _vector$8 = new Vector2();
  27166. function Box2( min, max ) {
  27167. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27168. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27169. }
  27170. Object.assign( Box2.prototype, {
  27171. set: function ( min, max ) {
  27172. this.min.copy( min );
  27173. this.max.copy( max );
  27174. return this;
  27175. },
  27176. setFromPoints: function ( points ) {
  27177. this.makeEmpty();
  27178. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27179. this.expandByPoint( points[ i ] );
  27180. }
  27181. return this;
  27182. },
  27183. setFromCenterAndSize: function ( center, size ) {
  27184. var halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );
  27185. this.min.copy( center ).sub( halfSize );
  27186. this.max.copy( center ).add( halfSize );
  27187. return this;
  27188. },
  27189. clone: function () {
  27190. return new this.constructor().copy( this );
  27191. },
  27192. copy: function ( box ) {
  27193. this.min.copy( box.min );
  27194. this.max.copy( box.max );
  27195. return this;
  27196. },
  27197. makeEmpty: function () {
  27198. this.min.x = this.min.y = + Infinity;
  27199. this.max.x = this.max.y = - Infinity;
  27200. return this;
  27201. },
  27202. isEmpty: function () {
  27203. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27204. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27205. },
  27206. getCenter: function ( target ) {
  27207. if ( target === undefined ) {
  27208. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27209. target = new Vector2();
  27210. }
  27211. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27212. },
  27213. getSize: function ( target ) {
  27214. if ( target === undefined ) {
  27215. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27216. target = new Vector2();
  27217. }
  27218. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27219. },
  27220. expandByPoint: function ( point ) {
  27221. this.min.min( point );
  27222. this.max.max( point );
  27223. return this;
  27224. },
  27225. expandByVector: function ( vector ) {
  27226. this.min.sub( vector );
  27227. this.max.add( vector );
  27228. return this;
  27229. },
  27230. expandByScalar: function ( scalar ) {
  27231. this.min.addScalar( - scalar );
  27232. this.max.addScalar( scalar );
  27233. return this;
  27234. },
  27235. containsPoint: function ( point ) {
  27236. return point.x < this.min.x || point.x > this.max.x ||
  27237. point.y < this.min.y || point.y > this.max.y ? false : true;
  27238. },
  27239. containsBox: function ( box ) {
  27240. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27241. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27242. },
  27243. getParameter: function ( point, target ) {
  27244. // This can potentially have a divide by zero if the box
  27245. // has a size dimension of 0.
  27246. if ( target === undefined ) {
  27247. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27248. target = new Vector2();
  27249. }
  27250. return target.set(
  27251. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27252. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27253. );
  27254. },
  27255. intersectsBox: function ( box ) {
  27256. // using 4 splitting planes to rule out intersections
  27257. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27258. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27259. },
  27260. clampPoint: function ( point, target ) {
  27261. if ( target === undefined ) {
  27262. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27263. target = new Vector2();
  27264. }
  27265. return target.copy( point ).clamp( this.min, this.max );
  27266. },
  27267. distanceToPoint: function ( point ) {
  27268. var clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );
  27269. return clampedPoint.sub( point ).length();
  27270. },
  27271. intersect: function ( box ) {
  27272. this.min.max( box.min );
  27273. this.max.min( box.max );
  27274. return this;
  27275. },
  27276. union: function ( box ) {
  27277. this.min.min( box.min );
  27278. this.max.max( box.max );
  27279. return this;
  27280. },
  27281. translate: function ( offset ) {
  27282. this.min.add( offset );
  27283. this.max.add( offset );
  27284. return this;
  27285. },
  27286. equals: function ( box ) {
  27287. return box.min.equals( this.min ) && box.max.equals( this.max );
  27288. }
  27289. } );
  27290. /**
  27291. * @author bhouston / http://clara.io
  27292. */
  27293. var _startP = new Vector3();
  27294. var _startEnd = new Vector3();
  27295. function Line3( start, end ) {
  27296. this.start = ( start !== undefined ) ? start : new Vector3();
  27297. this.end = ( end !== undefined ) ? end : new Vector3();
  27298. }
  27299. Object.assign( Line3.prototype, {
  27300. set: function ( start, end ) {
  27301. this.start.copy( start );
  27302. this.end.copy( end );
  27303. return this;
  27304. },
  27305. clone: function () {
  27306. return new this.constructor().copy( this );
  27307. },
  27308. copy: function ( line ) {
  27309. this.start.copy( line.start );
  27310. this.end.copy( line.end );
  27311. return this;
  27312. },
  27313. getCenter: function ( target ) {
  27314. if ( target === undefined ) {
  27315. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27316. target = new Vector3();
  27317. }
  27318. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27319. },
  27320. delta: function ( target ) {
  27321. if ( target === undefined ) {
  27322. console.warn( 'THREE.Line3: .delta() target is now required' );
  27323. target = new Vector3();
  27324. }
  27325. return target.subVectors( this.end, this.start );
  27326. },
  27327. distanceSq: function () {
  27328. return this.start.distanceToSquared( this.end );
  27329. },
  27330. distance: function () {
  27331. return this.start.distanceTo( this.end );
  27332. },
  27333. at: function ( t, target ) {
  27334. if ( target === undefined ) {
  27335. console.warn( 'THREE.Line3: .at() target is now required' );
  27336. target = new Vector3();
  27337. }
  27338. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27339. },
  27340. closestPointToPointParameter: function ( point, clampToLine ) {
  27341. _startP.subVectors( point, this.start );
  27342. _startEnd.subVectors( this.end, this.start );
  27343. var startEnd2 = _startEnd.dot( _startEnd );
  27344. var startEnd_startP = _startEnd.dot( _startP );
  27345. var t = startEnd_startP / startEnd2;
  27346. if ( clampToLine ) {
  27347. t = _Math.clamp( t, 0, 1 );
  27348. }
  27349. return t;
  27350. },
  27351. closestPointToPoint: function ( point, clampToLine, target ) {
  27352. var t = this.closestPointToPointParameter( point, clampToLine );
  27353. if ( target === undefined ) {
  27354. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27355. target = new Vector3();
  27356. }
  27357. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27358. },
  27359. applyMatrix4: function ( matrix ) {
  27360. this.start.applyMatrix4( matrix );
  27361. this.end.applyMatrix4( matrix );
  27362. return this;
  27363. },
  27364. equals: function ( line ) {
  27365. return line.start.equals( this.start ) && line.end.equals( this.end );
  27366. }
  27367. } );
  27368. /**
  27369. * @author alteredq / http://alteredqualia.com/
  27370. */
  27371. function ImmediateRenderObject( material ) {
  27372. Object3D.call( this );
  27373. this.material = material;
  27374. this.render = function ( /* renderCallback */ ) {};
  27375. }
  27376. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27377. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27378. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27379. /**
  27380. * @author mrdoob / http://mrdoob.com/
  27381. * @author WestLangley / http://github.com/WestLangley
  27382. */
  27383. var _v1$5 = new Vector3();
  27384. var _v2$3 = new Vector3();
  27385. var _normalMatrix$1 = new Matrix3();
  27386. var _keys = [ 'a', 'b', 'c' ];
  27387. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27388. this.object = object;
  27389. this.size = ( size !== undefined ) ? size : 1;
  27390. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27391. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27392. //
  27393. var nNormals = 0;
  27394. var objGeometry = this.object.geometry;
  27395. if ( objGeometry && objGeometry.isGeometry ) {
  27396. nNormals = objGeometry.faces.length * 3;
  27397. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27398. nNormals = objGeometry.attributes.normal.count;
  27399. }
  27400. //
  27401. var geometry = new BufferGeometry();
  27402. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27403. geometry.setAttribute( 'position', positions );
  27404. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27405. //
  27406. this.matrixAutoUpdate = false;
  27407. this.update();
  27408. }
  27409. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27410. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27411. VertexNormalsHelper.prototype.update = function () {
  27412. this.object.updateMatrixWorld( true );
  27413. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27414. var matrixWorld = this.object.matrixWorld;
  27415. var position = this.geometry.attributes.position;
  27416. //
  27417. var objGeometry = this.object.geometry;
  27418. if ( objGeometry && objGeometry.isGeometry ) {
  27419. var vertices = objGeometry.vertices;
  27420. var faces = objGeometry.faces;
  27421. var idx = 0;
  27422. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27423. var face = faces[ i ];
  27424. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27425. var vertex = vertices[ face[ _keys[ j ] ] ];
  27426. var normal = face.vertexNormals[ j ];
  27427. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27428. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27429. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27430. idx = idx + 1;
  27431. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27432. idx = idx + 1;
  27433. }
  27434. }
  27435. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27436. var objPos = objGeometry.attributes.position;
  27437. var objNorm = objGeometry.attributes.normal;
  27438. var idx = 0;
  27439. // for simplicity, ignore index and drawcalls, and render every normal
  27440. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27441. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27442. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27443. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27444. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27445. idx = idx + 1;
  27446. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27447. idx = idx + 1;
  27448. }
  27449. }
  27450. position.needsUpdate = true;
  27451. };
  27452. /**
  27453. * @author WestLangley / http://github.com/WestLangley
  27454. */
  27455. var _v1$6 = new Vector3();
  27456. var _v2$4 = new Vector3();
  27457. function VertexTangentsHelper( object, size, hex, linewidth ) {
  27458. this.object = object;
  27459. this.size = ( size !== undefined ) ? size : 1;
  27460. var color = ( hex !== undefined ) ? hex : 0x00ffff;
  27461. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27462. //
  27463. var objGeometry = this.object.geometry;
  27464. if ( ! ( objGeometry && objGeometry.isBufferGeometry ) ) {
  27465. console.error( 'THREE.VertexTangentsHelper: geometry not an instance of THREE.BufferGeometry.', objGeometry );
  27466. return;
  27467. }
  27468. var nTangents = objGeometry.attributes.tangent.count;
  27469. //
  27470. var geometry = new BufferGeometry();
  27471. var positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 );
  27472. geometry.setAttribute( 'position', positions );
  27473. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27474. //
  27475. this.matrixAutoUpdate = false;
  27476. this.update();
  27477. }
  27478. VertexTangentsHelper.prototype = Object.create( LineSegments.prototype );
  27479. VertexTangentsHelper.prototype.constructor = VertexTangentsHelper;
  27480. VertexTangentsHelper.prototype.update = function () {
  27481. this.object.updateMatrixWorld( true );
  27482. var matrixWorld = this.object.matrixWorld;
  27483. var position = this.geometry.attributes.position;
  27484. //
  27485. var objGeometry = this.object.geometry;
  27486. var objPos = objGeometry.attributes.position;
  27487. var objTan = objGeometry.attributes.tangent;
  27488. var idx = 0;
  27489. // for simplicity, ignore index and drawcalls, and render every tangent
  27490. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27491. _v1$6.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27492. _v2$4.set( objTan.getX( j ), objTan.getY( j ), objTan.getZ( j ) );
  27493. _v2$4.transformDirection( matrixWorld ).multiplyScalar( this.size ).add( _v1$6 );
  27494. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27495. idx = idx + 1;
  27496. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27497. idx = idx + 1;
  27498. }
  27499. position.needsUpdate = true;
  27500. };
  27501. /**
  27502. * @author alteredq / http://alteredqualia.com/
  27503. * @author mrdoob / http://mrdoob.com/
  27504. * @author WestLangley / http://github.com/WestLangley
  27505. */
  27506. var _vector$9 = new Vector3();
  27507. function SpotLightHelper( light, color ) {
  27508. Object3D.call( this );
  27509. this.light = light;
  27510. this.light.updateMatrixWorld();
  27511. this.matrix = light.matrixWorld;
  27512. this.matrixAutoUpdate = false;
  27513. this.color = color;
  27514. var geometry = new BufferGeometry();
  27515. var positions = [
  27516. 0, 0, 0, 0, 0, 1,
  27517. 0, 0, 0, 1, 0, 1,
  27518. 0, 0, 0, - 1, 0, 1,
  27519. 0, 0, 0, 0, 1, 1,
  27520. 0, 0, 0, 0, - 1, 1
  27521. ];
  27522. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27523. var p1 = ( i / l ) * Math.PI * 2;
  27524. var p2 = ( j / l ) * Math.PI * 2;
  27525. positions.push(
  27526. Math.cos( p1 ), Math.sin( p1 ), 1,
  27527. Math.cos( p2 ), Math.sin( p2 ), 1
  27528. );
  27529. }
  27530. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27531. var material = new LineBasicMaterial( { fog: false } );
  27532. this.cone = new LineSegments( geometry, material );
  27533. this.add( this.cone );
  27534. this.update();
  27535. }
  27536. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27537. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27538. SpotLightHelper.prototype.dispose = function () {
  27539. this.cone.geometry.dispose();
  27540. this.cone.material.dispose();
  27541. };
  27542. SpotLightHelper.prototype.update = function () {
  27543. this.light.updateMatrixWorld();
  27544. var coneLength = this.light.distance ? this.light.distance : 1000;
  27545. var coneWidth = coneLength * Math.tan( this.light.angle );
  27546. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27547. _vector$9.setFromMatrixPosition( this.light.target.matrixWorld );
  27548. this.cone.lookAt( _vector$9 );
  27549. if ( this.color !== undefined ) {
  27550. this.cone.material.color.set( this.color );
  27551. } else {
  27552. this.cone.material.color.copy( this.light.color );
  27553. }
  27554. };
  27555. /**
  27556. * @author Sean Griffin / http://twitter.com/sgrif
  27557. * @author Michael Guerrero / http://realitymeltdown.com
  27558. * @author mrdoob / http://mrdoob.com/
  27559. * @author ikerr / http://verold.com
  27560. * @author Mugen87 / https://github.com/Mugen87
  27561. */
  27562. var _vector$a = new Vector3();
  27563. var _boneMatrix = new Matrix4();
  27564. var _matrixWorldInv = new Matrix4();
  27565. function getBoneList( object ) {
  27566. var boneList = [];
  27567. if ( object && object.isBone ) {
  27568. boneList.push( object );
  27569. }
  27570. for ( var i = 0; i < object.children.length; i ++ ) {
  27571. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27572. }
  27573. return boneList;
  27574. }
  27575. function SkeletonHelper( object ) {
  27576. var bones = getBoneList( object );
  27577. var geometry = new BufferGeometry();
  27578. var vertices = [];
  27579. var colors = [];
  27580. var color1 = new Color( 0, 0, 1 );
  27581. var color2 = new Color( 0, 1, 0 );
  27582. for ( var i = 0; i < bones.length; i ++ ) {
  27583. var bone = bones[ i ];
  27584. if ( bone.parent && bone.parent.isBone ) {
  27585. vertices.push( 0, 0, 0 );
  27586. vertices.push( 0, 0, 0 );
  27587. colors.push( color1.r, color1.g, color1.b );
  27588. colors.push( color2.r, color2.g, color2.b );
  27589. }
  27590. }
  27591. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27592. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27593. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27594. LineSegments.call( this, geometry, material );
  27595. this.root = object;
  27596. this.bones = bones;
  27597. this.matrix = object.matrixWorld;
  27598. this.matrixAutoUpdate = false;
  27599. }
  27600. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27601. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27602. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27603. var bones = this.bones;
  27604. var geometry = this.geometry;
  27605. var position = geometry.getAttribute( 'position' );
  27606. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27607. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27608. var bone = bones[ i ];
  27609. if ( bone.parent && bone.parent.isBone ) {
  27610. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27611. _vector$a.setFromMatrixPosition( _boneMatrix );
  27612. position.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );
  27613. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27614. _vector$a.setFromMatrixPosition( _boneMatrix );
  27615. position.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );
  27616. j += 2;
  27617. }
  27618. }
  27619. geometry.getAttribute( 'position' ).needsUpdate = true;
  27620. Object3D.prototype.updateMatrixWorld.call( this, force );
  27621. };
  27622. /**
  27623. * @author alteredq / http://alteredqualia.com/
  27624. * @author mrdoob / http://mrdoob.com/
  27625. */
  27626. function PointLightHelper( light, sphereSize, color ) {
  27627. this.light = light;
  27628. this.light.updateMatrixWorld();
  27629. this.color = color;
  27630. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27631. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27632. Mesh.call( this, geometry, material );
  27633. this.matrix = this.light.matrixWorld;
  27634. this.matrixAutoUpdate = false;
  27635. this.update();
  27636. /*
  27637. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27638. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27639. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27640. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27641. var d = light.distance;
  27642. if ( d === 0.0 ) {
  27643. this.lightDistance.visible = false;
  27644. } else {
  27645. this.lightDistance.scale.set( d, d, d );
  27646. }
  27647. this.add( this.lightDistance );
  27648. */
  27649. }
  27650. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27651. PointLightHelper.prototype.constructor = PointLightHelper;
  27652. PointLightHelper.prototype.dispose = function () {
  27653. this.geometry.dispose();
  27654. this.material.dispose();
  27655. };
  27656. PointLightHelper.prototype.update = function () {
  27657. if ( this.color !== undefined ) {
  27658. this.material.color.set( this.color );
  27659. } else {
  27660. this.material.color.copy( this.light.color );
  27661. }
  27662. /*
  27663. var d = this.light.distance;
  27664. if ( d === 0.0 ) {
  27665. this.lightDistance.visible = false;
  27666. } else {
  27667. this.lightDistance.visible = true;
  27668. this.lightDistance.scale.set( d, d, d );
  27669. }
  27670. */
  27671. };
  27672. /**
  27673. * @author abelnation / http://github.com/abelnation
  27674. * @author Mugen87 / http://github.com/Mugen87
  27675. * @author WestLangley / http://github.com/WestLangley
  27676. *
  27677. * This helper must be added as a child of the light
  27678. */
  27679. function RectAreaLightHelper( light, color ) {
  27680. this.type = 'RectAreaLightHelper';
  27681. this.light = light;
  27682. this.color = color; // optional hardwired color for the helper
  27683. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27684. var geometry = new BufferGeometry();
  27685. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27686. geometry.computeBoundingSphere();
  27687. var material = new LineBasicMaterial( { fog: false } );
  27688. Line.call( this, geometry, material );
  27689. //
  27690. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27691. var geometry2 = new BufferGeometry();
  27692. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27693. geometry2.computeBoundingSphere();
  27694. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27695. this.update();
  27696. }
  27697. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27698. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27699. RectAreaLightHelper.prototype.update = function () {
  27700. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27701. if ( this.color !== undefined ) {
  27702. this.material.color.set( this.color );
  27703. this.children[ 0 ].material.color.set( this.color );
  27704. } else {
  27705. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27706. // prevent hue shift
  27707. var c = this.material.color;
  27708. var max = Math.max( c.r, c.g, c.b );
  27709. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27710. this.children[ 0 ].material.color.copy( this.material.color );
  27711. }
  27712. };
  27713. RectAreaLightHelper.prototype.dispose = function () {
  27714. this.geometry.dispose();
  27715. this.material.dispose();
  27716. this.children[ 0 ].geometry.dispose();
  27717. this.children[ 0 ].material.dispose();
  27718. };
  27719. /**
  27720. * @author alteredq / http://alteredqualia.com/
  27721. * @author mrdoob / http://mrdoob.com/
  27722. * @author Mugen87 / https://github.com/Mugen87
  27723. */
  27724. var _vector$b = new Vector3();
  27725. var _color1 = new Color();
  27726. var _color2 = new Color();
  27727. function HemisphereLightHelper( light, size, color ) {
  27728. Object3D.call( this );
  27729. this.light = light;
  27730. this.light.updateMatrixWorld();
  27731. this.matrix = light.matrixWorld;
  27732. this.matrixAutoUpdate = false;
  27733. this.color = color;
  27734. var geometry = new OctahedronBufferGeometry( size );
  27735. geometry.rotateY( Math.PI * 0.5 );
  27736. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27737. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27738. var position = geometry.getAttribute( 'position' );
  27739. var colors = new Float32Array( position.count * 3 );
  27740. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27741. this.add( new Mesh( geometry, this.material ) );
  27742. this.update();
  27743. }
  27744. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27745. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27746. HemisphereLightHelper.prototype.dispose = function () {
  27747. this.children[ 0 ].geometry.dispose();
  27748. this.children[ 0 ].material.dispose();
  27749. };
  27750. HemisphereLightHelper.prototype.update = function () {
  27751. var mesh = this.children[ 0 ];
  27752. if ( this.color !== undefined ) {
  27753. this.material.color.set( this.color );
  27754. } else {
  27755. var colors = mesh.geometry.getAttribute( 'color' );
  27756. _color1.copy( this.light.color );
  27757. _color2.copy( this.light.groundColor );
  27758. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27759. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27760. colors.setXYZ( i, color.r, color.g, color.b );
  27761. }
  27762. colors.needsUpdate = true;
  27763. }
  27764. mesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27765. };
  27766. /**
  27767. * @author WestLangley / http://github.com/WestLangley
  27768. */
  27769. function LightProbeHelper( lightProbe, size ) {
  27770. this.lightProbe = lightProbe;
  27771. this.size = size;
  27772. var defines = {};
  27773. defines[ 'GAMMA_OUTPUT' ] = "";
  27774. // material
  27775. var material = new ShaderMaterial( {
  27776. defines: defines,
  27777. uniforms: {
  27778. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27779. intensity: { value: this.lightProbe.intensity }
  27780. },
  27781. vertexShader: [
  27782. 'varying vec3 vNormal;',
  27783. 'void main() {',
  27784. ' vNormal = normalize( normalMatrix * normal );',
  27785. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27786. '}' ].join( '\n' ),
  27787. fragmentShader: [
  27788. '#define RECIPROCAL_PI 0.318309886',
  27789. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27790. ' // matrix is assumed to be orthogonal',
  27791. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27792. '}',
  27793. 'vec3 linearToOutput( in vec3 a ) {',
  27794. ' #ifdef GAMMA_OUTPUT',
  27795. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27796. ' #else',
  27797. ' return a;',
  27798. ' #endif',
  27799. '}',
  27800. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27801. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27802. ' // normal is assumed to have unit length',
  27803. ' float x = normal.x, y = normal.y, z = normal.z;',
  27804. ' // band 0',
  27805. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27806. ' // band 1',
  27807. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27808. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27809. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27810. ' // band 2',
  27811. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27812. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27813. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27814. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27815. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27816. ' return result;',
  27817. '}',
  27818. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27819. 'uniform float intensity; // light probe intensity',
  27820. 'varying vec3 vNormal;',
  27821. 'void main() {',
  27822. ' vec3 normal = normalize( vNormal );',
  27823. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27824. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27825. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27826. ' outgoingLight = linearToOutput( outgoingLight );',
  27827. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27828. '}'
  27829. ].join( '\n' )
  27830. } );
  27831. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27832. Mesh.call( this, geometry, material );
  27833. this.onBeforeRender();
  27834. }
  27835. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27836. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27837. LightProbeHelper.prototype.dispose = function () {
  27838. this.geometry.dispose();
  27839. this.material.dispose();
  27840. };
  27841. LightProbeHelper.prototype.onBeforeRender = function () {
  27842. this.position.copy( this.lightProbe.position );
  27843. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27844. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27845. };
  27846. /**
  27847. * @author mrdoob / http://mrdoob.com/
  27848. */
  27849. function GridHelper( size, divisions, color1, color2 ) {
  27850. size = size || 10;
  27851. divisions = divisions || 10;
  27852. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27853. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27854. var center = divisions / 2;
  27855. var step = size / divisions;
  27856. var halfSize = size / 2;
  27857. var vertices = [], colors = [];
  27858. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27859. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27860. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27861. var color = i === center ? color1 : color2;
  27862. color.toArray( colors, j ); j += 3;
  27863. color.toArray( colors, j ); j += 3;
  27864. color.toArray( colors, j ); j += 3;
  27865. color.toArray( colors, j ); j += 3;
  27866. }
  27867. var geometry = new BufferGeometry();
  27868. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27869. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27870. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27871. LineSegments.call( this, geometry, material );
  27872. }
  27873. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27874. constructor: GridHelper,
  27875. copy: function ( source ) {
  27876. LineSegments.prototype.copy.call( this, source );
  27877. this.geometry.copy( source.geometry );
  27878. this.material.copy( source.material );
  27879. return this;
  27880. },
  27881. clone: function () {
  27882. return new this.constructor().copy( this );
  27883. }
  27884. } );
  27885. /**
  27886. * @author mrdoob / http://mrdoob.com/
  27887. * @author Mugen87 / http://github.com/Mugen87
  27888. * @author Hectate / http://www.github.com/Hectate
  27889. */
  27890. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27891. radius = radius || 10;
  27892. radials = radials || 16;
  27893. circles = circles || 8;
  27894. divisions = divisions || 64;
  27895. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27896. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27897. var vertices = [];
  27898. var colors = [];
  27899. var x, z;
  27900. var v, i, j, r, color;
  27901. // create the radials
  27902. for ( i = 0; i <= radials; i ++ ) {
  27903. v = ( i / radials ) * ( Math.PI * 2 );
  27904. x = Math.sin( v ) * radius;
  27905. z = Math.cos( v ) * radius;
  27906. vertices.push( 0, 0, 0 );
  27907. vertices.push( x, 0, z );
  27908. color = ( i & 1 ) ? color1 : color2;
  27909. colors.push( color.r, color.g, color.b );
  27910. colors.push( color.r, color.g, color.b );
  27911. }
  27912. // create the circles
  27913. for ( i = 0; i <= circles; i ++ ) {
  27914. color = ( i & 1 ) ? color1 : color2;
  27915. r = radius - ( radius / circles * i );
  27916. for ( j = 0; j < divisions; j ++ ) {
  27917. // first vertex
  27918. v = ( j / divisions ) * ( Math.PI * 2 );
  27919. x = Math.sin( v ) * r;
  27920. z = Math.cos( v ) * r;
  27921. vertices.push( x, 0, z );
  27922. colors.push( color.r, color.g, color.b );
  27923. // second vertex
  27924. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27925. x = Math.sin( v ) * r;
  27926. z = Math.cos( v ) * r;
  27927. vertices.push( x, 0, z );
  27928. colors.push( color.r, color.g, color.b );
  27929. }
  27930. }
  27931. var geometry = new BufferGeometry();
  27932. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27933. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27934. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27935. LineSegments.call( this, geometry, material );
  27936. }
  27937. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27938. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27939. /**
  27940. * @author Mugen87 / http://github.com/Mugen87
  27941. */
  27942. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27943. this.audio = audio;
  27944. this.range = range || 1;
  27945. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27946. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27947. var geometry = new BufferGeometry();
  27948. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27949. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27950. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27951. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27952. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27953. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27954. this.update();
  27955. }
  27956. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27957. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27958. PositionalAudioHelper.prototype.update = function () {
  27959. var audio = this.audio;
  27960. var range = this.range;
  27961. var divisionsInnerAngle = this.divisionsInnerAngle;
  27962. var divisionsOuterAngle = this.divisionsOuterAngle;
  27963. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27964. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27965. var halfConeInnerAngle = coneInnerAngle / 2;
  27966. var halfConeOuterAngle = coneOuterAngle / 2;
  27967. var start = 0;
  27968. var count = 0;
  27969. var i, stride;
  27970. var geometry = this.geometry;
  27971. var positionAttribute = geometry.attributes.position;
  27972. geometry.clearGroups();
  27973. //
  27974. function generateSegment( from, to, divisions, materialIndex ) {
  27975. var step = ( to - from ) / divisions;
  27976. positionAttribute.setXYZ( start, 0, 0, 0 );
  27977. count ++;
  27978. for ( i = from; i < to; i += step ) {
  27979. stride = start + count;
  27980. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27981. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27982. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27983. count += 3;
  27984. }
  27985. geometry.addGroup( start, count, materialIndex );
  27986. start += count;
  27987. count = 0;
  27988. }
  27989. //
  27990. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27991. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27992. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27993. //
  27994. positionAttribute.needsUpdate = true;
  27995. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27996. };
  27997. PositionalAudioHelper.prototype.dispose = function () {
  27998. this.geometry.dispose();
  27999. this.material[ 0 ].dispose();
  28000. this.material[ 1 ].dispose();
  28001. };
  28002. /**
  28003. * @author mrdoob / http://mrdoob.com/
  28004. * @author WestLangley / http://github.com/WestLangley
  28005. */
  28006. var _v1$7 = new Vector3();
  28007. var _v2$5 = new Vector3();
  28008. var _normalMatrix$2 = new Matrix3();
  28009. function FaceNormalsHelper( object, size, hex, linewidth ) {
  28010. // FaceNormalsHelper only supports THREE.Geometry
  28011. this.object = object;
  28012. this.size = ( size !== undefined ) ? size : 1;
  28013. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28014. var width = ( linewidth !== undefined ) ? linewidth : 1;
  28015. //
  28016. var nNormals = 0;
  28017. var objGeometry = this.object.geometry;
  28018. if ( objGeometry && objGeometry.isGeometry ) {
  28019. nNormals = objGeometry.faces.length;
  28020. } else {
  28021. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  28022. }
  28023. //
  28024. var geometry = new BufferGeometry();
  28025. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  28026. geometry.setAttribute( 'position', positions );
  28027. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  28028. //
  28029. this.matrixAutoUpdate = false;
  28030. this.update();
  28031. }
  28032. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  28033. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  28034. FaceNormalsHelper.prototype.update = function () {
  28035. this.object.updateMatrixWorld( true );
  28036. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  28037. var matrixWorld = this.object.matrixWorld;
  28038. var position = this.geometry.attributes.position;
  28039. //
  28040. var objGeometry = this.object.geometry;
  28041. var vertices = objGeometry.vertices;
  28042. var faces = objGeometry.faces;
  28043. var idx = 0;
  28044. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  28045. var face = faces[ i ];
  28046. var normal = face.normal;
  28047. _v1$7.copy( vertices[ face.a ] )
  28048. .add( vertices[ face.b ] )
  28049. .add( vertices[ face.c ] )
  28050. .divideScalar( 3 )
  28051. .applyMatrix4( matrixWorld );
  28052. _v2$5.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$7 );
  28053. position.setXYZ( idx, _v1$7.x, _v1$7.y, _v1$7.z );
  28054. idx = idx + 1;
  28055. position.setXYZ( idx, _v2$5.x, _v2$5.y, _v2$5.z );
  28056. idx = idx + 1;
  28057. }
  28058. position.needsUpdate = true;
  28059. };
  28060. /**
  28061. * @author alteredq / http://alteredqualia.com/
  28062. * @author mrdoob / http://mrdoob.com/
  28063. * @author WestLangley / http://github.com/WestLangley
  28064. */
  28065. var _v1$8 = new Vector3();
  28066. var _v2$6 = new Vector3();
  28067. var _v3$1 = new Vector3();
  28068. function DirectionalLightHelper( light, size, color ) {
  28069. Object3D.call( this );
  28070. this.light = light;
  28071. this.light.updateMatrixWorld();
  28072. this.matrix = light.matrixWorld;
  28073. this.matrixAutoUpdate = false;
  28074. this.color = color;
  28075. if ( size === undefined ) { size = 1; }
  28076. var geometry = new BufferGeometry();
  28077. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28078. - size, size, 0,
  28079. size, size, 0,
  28080. size, - size, 0,
  28081. - size, - size, 0,
  28082. - size, size, 0
  28083. ], 3 ) );
  28084. var material = new LineBasicMaterial( { fog: false } );
  28085. this.lightPlane = new Line( geometry, material );
  28086. this.add( this.lightPlane );
  28087. geometry = new BufferGeometry();
  28088. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28089. this.targetLine = new Line( geometry, material );
  28090. this.add( this.targetLine );
  28091. this.update();
  28092. }
  28093. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28094. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28095. DirectionalLightHelper.prototype.dispose = function () {
  28096. this.lightPlane.geometry.dispose();
  28097. this.lightPlane.material.dispose();
  28098. this.targetLine.geometry.dispose();
  28099. this.targetLine.material.dispose();
  28100. };
  28101. DirectionalLightHelper.prototype.update = function () {
  28102. _v1$8.setFromMatrixPosition( this.light.matrixWorld );
  28103. _v2$6.setFromMatrixPosition( this.light.target.matrixWorld );
  28104. _v3$1.subVectors( _v2$6, _v1$8 );
  28105. this.lightPlane.lookAt( _v2$6 );
  28106. if ( this.color !== undefined ) {
  28107. this.lightPlane.material.color.set( this.color );
  28108. this.targetLine.material.color.set( this.color );
  28109. } else {
  28110. this.lightPlane.material.color.copy( this.light.color );
  28111. this.targetLine.material.color.copy( this.light.color );
  28112. }
  28113. this.targetLine.lookAt( _v2$6 );
  28114. this.targetLine.scale.z = _v3$1.length();
  28115. };
  28116. /**
  28117. * @author alteredq / http://alteredqualia.com/
  28118. * @author Mugen87 / https://github.com/Mugen87
  28119. *
  28120. * - shows frustum, line of sight and up of the camera
  28121. * - suitable for fast updates
  28122. * - based on frustum visualization in lightgl.js shadowmap example
  28123. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28124. */
  28125. var _vector$c = new Vector3();
  28126. var _camera = new Camera();
  28127. function CameraHelper( camera ) {
  28128. var geometry = new BufferGeometry();
  28129. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  28130. var vertices = [];
  28131. var colors = [];
  28132. var pointMap = {};
  28133. // colors
  28134. var colorFrustum = new Color( 0xffaa00 );
  28135. var colorCone = new Color( 0xff0000 );
  28136. var colorUp = new Color( 0x00aaff );
  28137. var colorTarget = new Color( 0xffffff );
  28138. var colorCross = new Color( 0x333333 );
  28139. // near
  28140. addLine( 'n1', 'n2', colorFrustum );
  28141. addLine( 'n2', 'n4', colorFrustum );
  28142. addLine( 'n4', 'n3', colorFrustum );
  28143. addLine( 'n3', 'n1', colorFrustum );
  28144. // far
  28145. addLine( 'f1', 'f2', colorFrustum );
  28146. addLine( 'f2', 'f4', colorFrustum );
  28147. addLine( 'f4', 'f3', colorFrustum );
  28148. addLine( 'f3', 'f1', colorFrustum );
  28149. // sides
  28150. addLine( 'n1', 'f1', colorFrustum );
  28151. addLine( 'n2', 'f2', colorFrustum );
  28152. addLine( 'n3', 'f3', colorFrustum );
  28153. addLine( 'n4', 'f4', colorFrustum );
  28154. // cone
  28155. addLine( 'p', 'n1', colorCone );
  28156. addLine( 'p', 'n2', colorCone );
  28157. addLine( 'p', 'n3', colorCone );
  28158. addLine( 'p', 'n4', colorCone );
  28159. // up
  28160. addLine( 'u1', 'u2', colorUp );
  28161. addLine( 'u2', 'u3', colorUp );
  28162. addLine( 'u3', 'u1', colorUp );
  28163. // target
  28164. addLine( 'c', 't', colorTarget );
  28165. addLine( 'p', 'c', colorCross );
  28166. // cross
  28167. addLine( 'cn1', 'cn2', colorCross );
  28168. addLine( 'cn3', 'cn4', colorCross );
  28169. addLine( 'cf1', 'cf2', colorCross );
  28170. addLine( 'cf3', 'cf4', colorCross );
  28171. function addLine( a, b, color ) {
  28172. addPoint( a, color );
  28173. addPoint( b, color );
  28174. }
  28175. function addPoint( id, color ) {
  28176. vertices.push( 0, 0, 0 );
  28177. colors.push( color.r, color.g, color.b );
  28178. if ( pointMap[ id ] === undefined ) {
  28179. pointMap[ id ] = [];
  28180. }
  28181. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28182. }
  28183. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28184. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28185. LineSegments.call( this, geometry, material );
  28186. this.camera = camera;
  28187. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28188. this.matrix = camera.matrixWorld;
  28189. this.matrixAutoUpdate = false;
  28190. this.pointMap = pointMap;
  28191. this.update();
  28192. }
  28193. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28194. CameraHelper.prototype.constructor = CameraHelper;
  28195. CameraHelper.prototype.update = function () {
  28196. var geometry = this.geometry;
  28197. var pointMap = this.pointMap;
  28198. var w = 1, h = 1;
  28199. // we need just camera projection matrix inverse
  28200. // world matrix must be identity
  28201. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28202. // center / target
  28203. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28204. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28205. // near
  28206. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28207. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28208. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28209. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28210. // far
  28211. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28212. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28213. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28214. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28215. // up
  28216. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28217. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28218. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28219. // cross
  28220. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28221. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28222. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28223. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28224. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28225. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28226. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28227. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28228. geometry.getAttribute( 'position' ).needsUpdate = true;
  28229. };
  28230. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28231. _vector$c.set( x, y, z ).unproject( camera );
  28232. var points = pointMap[ point ];
  28233. if ( points !== undefined ) {
  28234. var position = geometry.getAttribute( 'position' );
  28235. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28236. position.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );
  28237. }
  28238. }
  28239. }
  28240. /**
  28241. * @author mrdoob / http://mrdoob.com/
  28242. * @author Mugen87 / http://github.com/Mugen87
  28243. */
  28244. var _box$3 = new Box3();
  28245. function BoxHelper( object, color ) {
  28246. this.object = object;
  28247. if ( color === undefined ) { color = 0xffff00; }
  28248. 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 ] );
  28249. var positions = new Float32Array( 8 * 3 );
  28250. var geometry = new BufferGeometry();
  28251. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28252. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28253. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28254. this.matrixAutoUpdate = false;
  28255. this.update();
  28256. }
  28257. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28258. BoxHelper.prototype.constructor = BoxHelper;
  28259. BoxHelper.prototype.update = function ( object ) {
  28260. if ( object !== undefined ) {
  28261. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28262. }
  28263. if ( this.object !== undefined ) {
  28264. _box$3.setFromObject( this.object );
  28265. }
  28266. if ( _box$3.isEmpty() ) { return; }
  28267. var min = _box$3.min;
  28268. var max = _box$3.max;
  28269. /*
  28270. 5____4
  28271. 1/___0/|
  28272. | 6__|_7
  28273. 2/___3/
  28274. 0: max.x, max.y, max.z
  28275. 1: min.x, max.y, max.z
  28276. 2: min.x, min.y, max.z
  28277. 3: max.x, min.y, max.z
  28278. 4: max.x, max.y, min.z
  28279. 5: min.x, max.y, min.z
  28280. 6: min.x, min.y, min.z
  28281. 7: max.x, min.y, min.z
  28282. */
  28283. var position = this.geometry.attributes.position;
  28284. var array = position.array;
  28285. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28286. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28287. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28288. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28289. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28290. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28291. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28292. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28293. position.needsUpdate = true;
  28294. this.geometry.computeBoundingSphere();
  28295. };
  28296. BoxHelper.prototype.setFromObject = function ( object ) {
  28297. this.object = object;
  28298. this.update();
  28299. return this;
  28300. };
  28301. BoxHelper.prototype.copy = function ( source ) {
  28302. LineSegments.prototype.copy.call( this, source );
  28303. this.object = source.object;
  28304. return this;
  28305. };
  28306. BoxHelper.prototype.clone = function () {
  28307. return new this.constructor().copy( this );
  28308. };
  28309. /**
  28310. * @author WestLangley / http://github.com/WestLangley
  28311. */
  28312. function Box3Helper( box, color ) {
  28313. this.type = 'Box3Helper';
  28314. this.box = box;
  28315. color = color || 0xffff00;
  28316. 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 ] );
  28317. 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 ];
  28318. var geometry = new BufferGeometry();
  28319. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28320. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28321. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28322. this.geometry.computeBoundingSphere();
  28323. }
  28324. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28325. Box3Helper.prototype.constructor = Box3Helper;
  28326. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28327. var box = this.box;
  28328. if ( box.isEmpty() ) { return; }
  28329. box.getCenter( this.position );
  28330. box.getSize( this.scale );
  28331. this.scale.multiplyScalar( 0.5 );
  28332. Object3D.prototype.updateMatrixWorld.call( this, force );
  28333. };
  28334. /**
  28335. * @author WestLangley / http://github.com/WestLangley
  28336. */
  28337. function PlaneHelper( plane, size, hex ) {
  28338. this.type = 'PlaneHelper';
  28339. this.plane = plane;
  28340. this.size = ( size === undefined ) ? 1 : size;
  28341. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28342. 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 ];
  28343. var geometry = new BufferGeometry();
  28344. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28345. geometry.computeBoundingSphere();
  28346. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28347. //
  28348. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28349. var geometry2 = new BufferGeometry();
  28350. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28351. geometry2.computeBoundingSphere();
  28352. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28353. }
  28354. PlaneHelper.prototype = Object.create( Line.prototype );
  28355. PlaneHelper.prototype.constructor = PlaneHelper;
  28356. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28357. var scale = - this.plane.constant;
  28358. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28359. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28360. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28361. this.lookAt( this.plane.normal );
  28362. Object3D.prototype.updateMatrixWorld.call( this, force );
  28363. };
  28364. /**
  28365. * @author WestLangley / http://github.com/WestLangley
  28366. * @author zz85 / http://github.com/zz85
  28367. * @author bhouston / http://clara.io
  28368. *
  28369. * Creates an arrow for visualizing directions
  28370. *
  28371. * Parameters:
  28372. * dir - Vector3
  28373. * origin - Vector3
  28374. * length - Number
  28375. * color - color in hex value
  28376. * headLength - Number
  28377. * headWidth - Number
  28378. */
  28379. var _axis = new Vector3();
  28380. var _lineGeometry, _coneGeometry;
  28381. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28382. // dir is assumed to be normalized
  28383. Object3D.call( this );
  28384. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28385. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28386. if ( length === undefined ) { length = 1; }
  28387. if ( color === undefined ) { color = 0xffff00; }
  28388. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28389. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28390. if ( _lineGeometry === undefined ) {
  28391. _lineGeometry = new BufferGeometry();
  28392. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28393. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28394. _coneGeometry.translate( 0, - 0.5, 0 );
  28395. }
  28396. this.position.copy( origin );
  28397. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28398. this.line.matrixAutoUpdate = false;
  28399. this.add( this.line );
  28400. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28401. this.cone.matrixAutoUpdate = false;
  28402. this.add( this.cone );
  28403. this.setDirection( dir );
  28404. this.setLength( length, headLength, headWidth );
  28405. }
  28406. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28407. ArrowHelper.prototype.constructor = ArrowHelper;
  28408. ArrowHelper.prototype.setDirection = function ( dir ) {
  28409. // dir is assumed to be normalized
  28410. if ( dir.y > 0.99999 ) {
  28411. this.quaternion.set( 0, 0, 0, 1 );
  28412. } else if ( dir.y < - 0.99999 ) {
  28413. this.quaternion.set( 1, 0, 0, 0 );
  28414. } else {
  28415. _axis.set( dir.z, 0, - dir.x ).normalize();
  28416. var radians = Math.acos( dir.y );
  28417. this.quaternion.setFromAxisAngle( _axis, radians );
  28418. }
  28419. };
  28420. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28421. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28422. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28423. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28424. this.line.updateMatrix();
  28425. this.cone.scale.set( headWidth, headLength, headWidth );
  28426. this.cone.position.y = length;
  28427. this.cone.updateMatrix();
  28428. };
  28429. ArrowHelper.prototype.setColor = function ( color ) {
  28430. this.line.material.color.set( color );
  28431. this.cone.material.color.set( color );
  28432. };
  28433. ArrowHelper.prototype.copy = function ( source ) {
  28434. Object3D.prototype.copy.call( this, source, false );
  28435. this.line.copy( source.line );
  28436. this.cone.copy( source.cone );
  28437. return this;
  28438. };
  28439. ArrowHelper.prototype.clone = function () {
  28440. return new this.constructor().copy( this );
  28441. };
  28442. /**
  28443. * @author sroucheray / http://sroucheray.org/
  28444. * @author mrdoob / http://mrdoob.com/
  28445. */
  28446. function AxesHelper( size ) {
  28447. size = size || 1;
  28448. var vertices = [
  28449. 0, 0, 0, size, 0, 0,
  28450. 0, 0, 0, 0, size, 0,
  28451. 0, 0, 0, 0, 0, size
  28452. ];
  28453. var colors = [
  28454. 1, 0, 0, 1, 0.6, 0,
  28455. 0, 1, 0, 0.6, 1, 0,
  28456. 0, 0, 1, 0, 0.6, 1
  28457. ];
  28458. var geometry = new BufferGeometry();
  28459. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28460. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28461. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28462. LineSegments.call( this, geometry, material );
  28463. }
  28464. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28465. AxesHelper.prototype.constructor = AxesHelper;
  28466. /**
  28467. * @author mrdoob / http://mrdoob.com/
  28468. */
  28469. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28470. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28471. return new Face3( a, b, c, normal, color, materialIndex );
  28472. }
  28473. var LineStrip = 0;
  28474. var LinePieces = 1;
  28475. function MeshFaceMaterial( materials ) {
  28476. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28477. return materials;
  28478. }
  28479. function MultiMaterial( materials ) {
  28480. if ( materials === undefined ) { materials = []; }
  28481. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28482. materials.isMultiMaterial = true;
  28483. materials.materials = materials;
  28484. materials.clone = function () {
  28485. return materials.slice();
  28486. };
  28487. return materials;
  28488. }
  28489. function PointCloud( geometry, material ) {
  28490. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28491. return new Points( geometry, material );
  28492. }
  28493. function Particle( material ) {
  28494. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28495. return new Sprite( material );
  28496. }
  28497. function ParticleSystem( geometry, material ) {
  28498. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28499. return new Points( geometry, material );
  28500. }
  28501. function PointCloudMaterial( parameters ) {
  28502. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28503. return new PointsMaterial( parameters );
  28504. }
  28505. function ParticleBasicMaterial( parameters ) {
  28506. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28507. return new PointsMaterial( parameters );
  28508. }
  28509. function ParticleSystemMaterial( parameters ) {
  28510. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28511. return new PointsMaterial( parameters );
  28512. }
  28513. function Vertex( x, y, z ) {
  28514. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28515. return new Vector3( x, y, z );
  28516. }
  28517. //
  28518. function DynamicBufferAttribute( array, itemSize ) {
  28519. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28520. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28521. }
  28522. function Int8Attribute( array, itemSize ) {
  28523. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28524. return new Int8BufferAttribute( array, itemSize );
  28525. }
  28526. function Uint8Attribute( array, itemSize ) {
  28527. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28528. return new Uint8BufferAttribute( array, itemSize );
  28529. }
  28530. function Uint8ClampedAttribute( array, itemSize ) {
  28531. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28532. return new Uint8ClampedBufferAttribute( array, itemSize );
  28533. }
  28534. function Int16Attribute( array, itemSize ) {
  28535. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28536. return new Int16BufferAttribute( array, itemSize );
  28537. }
  28538. function Uint16Attribute( array, itemSize ) {
  28539. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28540. return new Uint16BufferAttribute( array, itemSize );
  28541. }
  28542. function Int32Attribute( array, itemSize ) {
  28543. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28544. return new Int32BufferAttribute( array, itemSize );
  28545. }
  28546. function Uint32Attribute( array, itemSize ) {
  28547. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28548. return new Uint32BufferAttribute( array, itemSize );
  28549. }
  28550. function Float32Attribute( array, itemSize ) {
  28551. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28552. return new Float32BufferAttribute( array, itemSize );
  28553. }
  28554. function Float64Attribute( array, itemSize ) {
  28555. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28556. return new Float64BufferAttribute( array, itemSize );
  28557. }
  28558. //
  28559. Curve.create = function ( construct, getPoint ) {
  28560. console.log( 'THREE.Curve.create() has been deprecated' );
  28561. construct.prototype = Object.create( Curve.prototype );
  28562. construct.prototype.constructor = construct;
  28563. construct.prototype.getPoint = getPoint;
  28564. return construct;
  28565. };
  28566. //
  28567. Object.assign( CurvePath.prototype, {
  28568. createPointsGeometry: function ( divisions ) {
  28569. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28570. // generate geometry from path points (for Line or Points objects)
  28571. var pts = this.getPoints( divisions );
  28572. return this.createGeometry( pts );
  28573. },
  28574. createSpacedPointsGeometry: function ( divisions ) {
  28575. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28576. // generate geometry from equidistant sampling along the path
  28577. var pts = this.getSpacedPoints( divisions );
  28578. return this.createGeometry( pts );
  28579. },
  28580. createGeometry: function ( points ) {
  28581. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28582. var geometry = new Geometry();
  28583. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28584. var point = points[ i ];
  28585. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28586. }
  28587. return geometry;
  28588. }
  28589. } );
  28590. //
  28591. Object.assign( Path.prototype, {
  28592. fromPoints: function ( points ) {
  28593. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28594. return this.setFromPoints( points );
  28595. }
  28596. } );
  28597. //
  28598. function ClosedSplineCurve3( points ) {
  28599. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28600. CatmullRomCurve3.call( this, points );
  28601. this.type = 'catmullrom';
  28602. this.closed = true;
  28603. }
  28604. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28605. //
  28606. function SplineCurve3( points ) {
  28607. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28608. CatmullRomCurve3.call( this, points );
  28609. this.type = 'catmullrom';
  28610. }
  28611. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28612. //
  28613. function Spline( points ) {
  28614. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28615. CatmullRomCurve3.call( this, points );
  28616. this.type = 'catmullrom';
  28617. }
  28618. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28619. Object.assign( Spline.prototype, {
  28620. initFromArray: function ( /* a */ ) {
  28621. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28622. },
  28623. getControlPointsArray: function ( /* optionalTarget */ ) {
  28624. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28625. },
  28626. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28627. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28628. }
  28629. } );
  28630. //
  28631. function AxisHelper( size ) {
  28632. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28633. return new AxesHelper( size );
  28634. }
  28635. function BoundingBoxHelper( object, color ) {
  28636. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28637. return new BoxHelper( object, color );
  28638. }
  28639. function EdgesHelper( object, hex ) {
  28640. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28641. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28642. }
  28643. GridHelper.prototype.setColors = function () {
  28644. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28645. };
  28646. SkeletonHelper.prototype.update = function () {
  28647. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28648. };
  28649. function WireframeHelper( object, hex ) {
  28650. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28651. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28652. }
  28653. //
  28654. Object.assign( Loader.prototype, {
  28655. extractUrlBase: function ( url ) {
  28656. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28657. return LoaderUtils.extractUrlBase( url );
  28658. }
  28659. } );
  28660. Loader.Handlers = {
  28661. add: function ( /* regex, loader */ ) {
  28662. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28663. },
  28664. get: function ( /* file */ ) {
  28665. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28666. }
  28667. };
  28668. function XHRLoader( manager ) {
  28669. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28670. return new FileLoader( manager );
  28671. }
  28672. function BinaryTextureLoader( manager ) {
  28673. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28674. return new DataTextureLoader( manager );
  28675. }
  28676. Object.assign( ObjectLoader.prototype, {
  28677. setTexturePath: function ( value ) {
  28678. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28679. return this.setResourcePath( value );
  28680. }
  28681. } );
  28682. //
  28683. Object.assign( Box2.prototype, {
  28684. center: function ( optionalTarget ) {
  28685. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28686. return this.getCenter( optionalTarget );
  28687. },
  28688. empty: function () {
  28689. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28690. return this.isEmpty();
  28691. },
  28692. isIntersectionBox: function ( box ) {
  28693. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28694. return this.intersectsBox( box );
  28695. },
  28696. size: function ( optionalTarget ) {
  28697. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28698. return this.getSize( optionalTarget );
  28699. }
  28700. } );
  28701. Object.assign( Box3.prototype, {
  28702. center: function ( optionalTarget ) {
  28703. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28704. return this.getCenter( optionalTarget );
  28705. },
  28706. empty: function () {
  28707. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28708. return this.isEmpty();
  28709. },
  28710. isIntersectionBox: function ( box ) {
  28711. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28712. return this.intersectsBox( box );
  28713. },
  28714. isIntersectionSphere: function ( sphere ) {
  28715. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28716. return this.intersectsSphere( sphere );
  28717. },
  28718. size: function ( optionalTarget ) {
  28719. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28720. return this.getSize( optionalTarget );
  28721. }
  28722. } );
  28723. Line3.prototype.center = function ( optionalTarget ) {
  28724. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28725. return this.getCenter( optionalTarget );
  28726. };
  28727. Object.assign( _Math, {
  28728. random16: function () {
  28729. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28730. return Math.random();
  28731. },
  28732. nearestPowerOfTwo: function ( value ) {
  28733. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28734. return _Math.floorPowerOfTwo( value );
  28735. },
  28736. nextPowerOfTwo: function ( value ) {
  28737. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28738. return _Math.ceilPowerOfTwo( value );
  28739. }
  28740. } );
  28741. Object.assign( Matrix3.prototype, {
  28742. flattenToArrayOffset: function ( array, offset ) {
  28743. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28744. return this.toArray( array, offset );
  28745. },
  28746. multiplyVector3: function ( vector ) {
  28747. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28748. return vector.applyMatrix3( this );
  28749. },
  28750. multiplyVector3Array: function ( /* a */ ) {
  28751. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28752. },
  28753. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28754. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28755. return this.applyToBufferAttribute( buffer );
  28756. },
  28757. applyToVector3Array: function ( /* array, offset, length */ ) {
  28758. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28759. }
  28760. } );
  28761. Object.assign( Matrix4.prototype, {
  28762. extractPosition: function ( m ) {
  28763. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28764. return this.copyPosition( m );
  28765. },
  28766. flattenToArrayOffset: function ( array, offset ) {
  28767. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28768. return this.toArray( array, offset );
  28769. },
  28770. getPosition: function () {
  28771. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28772. return new Vector3().setFromMatrixColumn( this, 3 );
  28773. },
  28774. setRotationFromQuaternion: function ( q ) {
  28775. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28776. return this.makeRotationFromQuaternion( q );
  28777. },
  28778. multiplyToArray: function () {
  28779. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28780. },
  28781. multiplyVector3: function ( vector ) {
  28782. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28783. return vector.applyMatrix4( this );
  28784. },
  28785. multiplyVector4: function ( vector ) {
  28786. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28787. return vector.applyMatrix4( this );
  28788. },
  28789. multiplyVector3Array: function ( /* a */ ) {
  28790. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28791. },
  28792. rotateAxis: function ( v ) {
  28793. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28794. v.transformDirection( this );
  28795. },
  28796. crossVector: function ( vector ) {
  28797. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28798. return vector.applyMatrix4( this );
  28799. },
  28800. translate: function () {
  28801. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28802. },
  28803. rotateX: function () {
  28804. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28805. },
  28806. rotateY: function () {
  28807. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28808. },
  28809. rotateZ: function () {
  28810. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28811. },
  28812. rotateByAxis: function () {
  28813. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28814. },
  28815. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28816. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28817. return this.applyToBufferAttribute( buffer );
  28818. },
  28819. applyToVector3Array: function ( /* array, offset, length */ ) {
  28820. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28821. },
  28822. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28823. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28824. return this.makePerspective( left, right, top, bottom, near, far );
  28825. }
  28826. } );
  28827. Plane.prototype.isIntersectionLine = function ( line ) {
  28828. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28829. return this.intersectsLine( line );
  28830. };
  28831. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28832. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28833. return vector.applyQuaternion( this );
  28834. };
  28835. Object.assign( Ray.prototype, {
  28836. isIntersectionBox: function ( box ) {
  28837. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28838. return this.intersectsBox( box );
  28839. },
  28840. isIntersectionPlane: function ( plane ) {
  28841. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28842. return this.intersectsPlane( plane );
  28843. },
  28844. isIntersectionSphere: function ( sphere ) {
  28845. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28846. return this.intersectsSphere( sphere );
  28847. }
  28848. } );
  28849. Object.assign( Triangle.prototype, {
  28850. area: function () {
  28851. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28852. return this.getArea();
  28853. },
  28854. barycoordFromPoint: function ( point, target ) {
  28855. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28856. return this.getBarycoord( point, target );
  28857. },
  28858. midpoint: function ( target ) {
  28859. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28860. return this.getMidpoint( target );
  28861. },
  28862. normal: function ( target ) {
  28863. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28864. return this.getNormal( target );
  28865. },
  28866. plane: function ( target ) {
  28867. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28868. return this.getPlane( target );
  28869. }
  28870. } );
  28871. Object.assign( Triangle, {
  28872. barycoordFromPoint: function ( point, a, b, c, target ) {
  28873. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28874. return Triangle.getBarycoord( point, a, b, c, target );
  28875. },
  28876. normal: function ( a, b, c, target ) {
  28877. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28878. return Triangle.getNormal( a, b, c, target );
  28879. }
  28880. } );
  28881. Object.assign( Shape.prototype, {
  28882. extractAllPoints: function ( divisions ) {
  28883. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28884. return this.extractPoints( divisions );
  28885. },
  28886. extrude: function ( options ) {
  28887. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28888. return new ExtrudeGeometry( this, options );
  28889. },
  28890. makeGeometry: function ( options ) {
  28891. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28892. return new ShapeGeometry( this, options );
  28893. }
  28894. } );
  28895. Object.assign( Vector2.prototype, {
  28896. fromAttribute: function ( attribute, index, offset ) {
  28897. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28898. return this.fromBufferAttribute( attribute, index, offset );
  28899. },
  28900. distanceToManhattan: function ( v ) {
  28901. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28902. return this.manhattanDistanceTo( v );
  28903. },
  28904. lengthManhattan: function () {
  28905. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28906. return this.manhattanLength();
  28907. }
  28908. } );
  28909. Object.assign( Vector3.prototype, {
  28910. setEulerFromRotationMatrix: function () {
  28911. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28912. },
  28913. setEulerFromQuaternion: function () {
  28914. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28915. },
  28916. getPositionFromMatrix: function ( m ) {
  28917. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28918. return this.setFromMatrixPosition( m );
  28919. },
  28920. getScaleFromMatrix: function ( m ) {
  28921. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28922. return this.setFromMatrixScale( m );
  28923. },
  28924. getColumnFromMatrix: function ( index, matrix ) {
  28925. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28926. return this.setFromMatrixColumn( matrix, index );
  28927. },
  28928. applyProjection: function ( m ) {
  28929. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28930. return this.applyMatrix4( m );
  28931. },
  28932. fromAttribute: function ( attribute, index, offset ) {
  28933. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28934. return this.fromBufferAttribute( attribute, index, offset );
  28935. },
  28936. distanceToManhattan: function ( v ) {
  28937. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28938. return this.manhattanDistanceTo( v );
  28939. },
  28940. lengthManhattan: function () {
  28941. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28942. return this.manhattanLength();
  28943. }
  28944. } );
  28945. Object.assign( Vector4.prototype, {
  28946. fromAttribute: function ( attribute, index, offset ) {
  28947. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28948. return this.fromBufferAttribute( attribute, index, offset );
  28949. },
  28950. lengthManhattan: function () {
  28951. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28952. return this.manhattanLength();
  28953. }
  28954. } );
  28955. //
  28956. Object.assign( Geometry.prototype, {
  28957. computeTangents: function () {
  28958. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28959. },
  28960. computeLineDistances: function () {
  28961. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28962. }
  28963. } );
  28964. Object.assign( Object3D.prototype, {
  28965. getChildByName: function ( name ) {
  28966. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28967. return this.getObjectByName( name );
  28968. },
  28969. renderDepth: function () {
  28970. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28971. },
  28972. translate: function ( distance, axis ) {
  28973. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28974. return this.translateOnAxis( axis, distance );
  28975. },
  28976. getWorldRotation: function () {
  28977. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28978. }
  28979. } );
  28980. Object.defineProperties( Object3D.prototype, {
  28981. eulerOrder: {
  28982. get: function () {
  28983. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28984. return this.rotation.order;
  28985. },
  28986. set: function ( value ) {
  28987. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28988. this.rotation.order = value;
  28989. }
  28990. },
  28991. useQuaternion: {
  28992. get: function () {
  28993. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28994. },
  28995. set: function () {
  28996. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28997. }
  28998. }
  28999. } );
  29000. Object.assign( Mesh.prototype, {
  29001. setDrawMode: function () {
  29002. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29003. },
  29004. } );
  29005. Object.defineProperties( Mesh.prototype, {
  29006. drawMode: {
  29007. get: function () {
  29008. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29009. return TrianglesDrawMode;
  29010. },
  29011. set: function () {
  29012. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29013. }
  29014. }
  29015. } );
  29016. Object.defineProperties( LOD.prototype, {
  29017. objects: {
  29018. get: function () {
  29019. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29020. return this.levels;
  29021. }
  29022. }
  29023. } );
  29024. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29025. get: function () {
  29026. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29027. },
  29028. set: function () {
  29029. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29030. }
  29031. } );
  29032. SkinnedMesh.prototype.initBones = function () {
  29033. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29034. };
  29035. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29036. get: function () {
  29037. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29038. return this.arcLengthDivisions;
  29039. },
  29040. set: function ( value ) {
  29041. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29042. this.arcLengthDivisions = value;
  29043. }
  29044. } );
  29045. //
  29046. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29047. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29048. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29049. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29050. this.setFocalLength( focalLength );
  29051. };
  29052. //
  29053. Object.defineProperties( Light.prototype, {
  29054. onlyShadow: {
  29055. set: function () {
  29056. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29057. }
  29058. },
  29059. shadowCameraFov: {
  29060. set: function ( value ) {
  29061. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29062. this.shadow.camera.fov = value;
  29063. }
  29064. },
  29065. shadowCameraLeft: {
  29066. set: function ( value ) {
  29067. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29068. this.shadow.camera.left = value;
  29069. }
  29070. },
  29071. shadowCameraRight: {
  29072. set: function ( value ) {
  29073. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29074. this.shadow.camera.right = value;
  29075. }
  29076. },
  29077. shadowCameraTop: {
  29078. set: function ( value ) {
  29079. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29080. this.shadow.camera.top = value;
  29081. }
  29082. },
  29083. shadowCameraBottom: {
  29084. set: function ( value ) {
  29085. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29086. this.shadow.camera.bottom = value;
  29087. }
  29088. },
  29089. shadowCameraNear: {
  29090. set: function ( value ) {
  29091. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29092. this.shadow.camera.near = value;
  29093. }
  29094. },
  29095. shadowCameraFar: {
  29096. set: function ( value ) {
  29097. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29098. this.shadow.camera.far = value;
  29099. }
  29100. },
  29101. shadowCameraVisible: {
  29102. set: function () {
  29103. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29104. }
  29105. },
  29106. shadowBias: {
  29107. set: function ( value ) {
  29108. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29109. this.shadow.bias = value;
  29110. }
  29111. },
  29112. shadowDarkness: {
  29113. set: function () {
  29114. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29115. }
  29116. },
  29117. shadowMapWidth: {
  29118. set: function ( value ) {
  29119. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29120. this.shadow.mapSize.width = value;
  29121. }
  29122. },
  29123. shadowMapHeight: {
  29124. set: function ( value ) {
  29125. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29126. this.shadow.mapSize.height = value;
  29127. }
  29128. }
  29129. } );
  29130. //
  29131. Object.defineProperties( BufferAttribute.prototype, {
  29132. length: {
  29133. get: function () {
  29134. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29135. return this.array.length;
  29136. }
  29137. },
  29138. dynamic: {
  29139. get: function () {
  29140. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29141. return this.usage === DynamicDrawUsage;
  29142. },
  29143. set: function ( /* value */ ) {
  29144. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29145. this.setUsage( DynamicDrawUsage );
  29146. }
  29147. }
  29148. } );
  29149. Object.assign( BufferAttribute.prototype, {
  29150. setDynamic: function ( value ) {
  29151. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29152. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29153. return this;
  29154. },
  29155. copyIndicesArray: function ( /* indices */ ) {
  29156. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29157. },
  29158. setArray: function ( /* array */ ) {
  29159. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29160. }
  29161. } );
  29162. Object.assign( BufferGeometry.prototype, {
  29163. addIndex: function ( index ) {
  29164. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29165. this.setIndex( index );
  29166. },
  29167. addAttribute: function ( name, attribute ) {
  29168. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29169. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29170. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29171. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29172. }
  29173. if ( name === 'index' ) {
  29174. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29175. this.setIndex( attribute );
  29176. return this;
  29177. }
  29178. return this.setAttribute( name, attribute );
  29179. },
  29180. addDrawCall: function ( start, count, indexOffset ) {
  29181. if ( indexOffset !== undefined ) {
  29182. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29183. }
  29184. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29185. this.addGroup( start, count );
  29186. },
  29187. clearDrawCalls: function () {
  29188. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29189. this.clearGroups();
  29190. },
  29191. computeTangents: function () {
  29192. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29193. },
  29194. computeOffsets: function () {
  29195. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29196. },
  29197. removeAttribute: function ( name ) {
  29198. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29199. return this.deleteAttribute( name );
  29200. }
  29201. } );
  29202. Object.defineProperties( BufferGeometry.prototype, {
  29203. drawcalls: {
  29204. get: function () {
  29205. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29206. return this.groups;
  29207. }
  29208. },
  29209. offsets: {
  29210. get: function () {
  29211. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29212. return this.groups;
  29213. }
  29214. }
  29215. } );
  29216. Object.defineProperties( InterleavedBuffer.prototype, {
  29217. dynamic: {
  29218. get: function () {
  29219. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29220. return this.usage === DynamicDrawUsage;
  29221. },
  29222. set: function ( value ) {
  29223. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29224. this.setUsage( value );
  29225. }
  29226. }
  29227. } );
  29228. Object.assign( InterleavedBuffer.prototype, {
  29229. setDynamic: function ( value ) {
  29230. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29231. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29232. return this;
  29233. },
  29234. setArray: function ( /* array */ ) {
  29235. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29236. }
  29237. } );
  29238. //
  29239. Object.assign( ExtrudeBufferGeometry.prototype, {
  29240. getArrays: function () {
  29241. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29242. },
  29243. addShapeList: function () {
  29244. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29245. },
  29246. addShape: function () {
  29247. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29248. }
  29249. } );
  29250. //
  29251. Object.defineProperties( Uniform.prototype, {
  29252. dynamic: {
  29253. set: function () {
  29254. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29255. }
  29256. },
  29257. onUpdate: {
  29258. value: function () {
  29259. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29260. return this;
  29261. }
  29262. }
  29263. } );
  29264. //
  29265. Object.defineProperties( Material.prototype, {
  29266. wrapAround: {
  29267. get: function () {
  29268. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29269. },
  29270. set: function () {
  29271. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29272. }
  29273. },
  29274. overdraw: {
  29275. get: function () {
  29276. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29277. },
  29278. set: function () {
  29279. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29280. }
  29281. },
  29282. wrapRGB: {
  29283. get: function () {
  29284. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29285. return new Color();
  29286. }
  29287. },
  29288. shading: {
  29289. get: function () {
  29290. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29291. },
  29292. set: function ( value ) {
  29293. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29294. this.flatShading = ( value === FlatShading );
  29295. }
  29296. },
  29297. stencilMask: {
  29298. get: function () {
  29299. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29300. return this.stencilFuncMask;
  29301. },
  29302. set: function ( value ) {
  29303. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29304. this.stencilFuncMask = value;
  29305. }
  29306. }
  29307. } );
  29308. Object.defineProperties( MeshPhongMaterial.prototype, {
  29309. metal: {
  29310. get: function () {
  29311. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29312. return false;
  29313. },
  29314. set: function () {
  29315. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29316. }
  29317. }
  29318. } );
  29319. Object.defineProperties( ShaderMaterial.prototype, {
  29320. derivatives: {
  29321. get: function () {
  29322. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29323. return this.extensions.derivatives;
  29324. },
  29325. set: function ( value ) {
  29326. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29327. this.extensions.derivatives = value;
  29328. }
  29329. }
  29330. } );
  29331. //
  29332. Object.assign( WebGLRenderer.prototype, {
  29333. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29334. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29335. this.setRenderTarget( renderTarget );
  29336. this.clear( color, depth, stencil );
  29337. },
  29338. animate: function ( callback ) {
  29339. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29340. this.setAnimationLoop( callback );
  29341. },
  29342. getCurrentRenderTarget: function () {
  29343. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29344. return this.getRenderTarget();
  29345. },
  29346. getMaxAnisotropy: function () {
  29347. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29348. return this.capabilities.getMaxAnisotropy();
  29349. },
  29350. getPrecision: function () {
  29351. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29352. return this.capabilities.precision;
  29353. },
  29354. resetGLState: function () {
  29355. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29356. return this.state.reset();
  29357. },
  29358. supportsFloatTextures: function () {
  29359. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29360. return this.extensions.get( 'OES_texture_float' );
  29361. },
  29362. supportsHalfFloatTextures: function () {
  29363. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29364. return this.extensions.get( 'OES_texture_half_float' );
  29365. },
  29366. supportsStandardDerivatives: function () {
  29367. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29368. return this.extensions.get( 'OES_standard_derivatives' );
  29369. },
  29370. supportsCompressedTextureS3TC: function () {
  29371. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29372. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29373. },
  29374. supportsCompressedTexturePVRTC: function () {
  29375. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29376. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29377. },
  29378. supportsBlendMinMax: function () {
  29379. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29380. return this.extensions.get( 'EXT_blend_minmax' );
  29381. },
  29382. supportsVertexTextures: function () {
  29383. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29384. return this.capabilities.vertexTextures;
  29385. },
  29386. supportsInstancedArrays: function () {
  29387. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29388. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29389. },
  29390. enableScissorTest: function ( boolean ) {
  29391. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29392. this.setScissorTest( boolean );
  29393. },
  29394. initMaterial: function () {
  29395. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29396. },
  29397. addPrePlugin: function () {
  29398. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29399. },
  29400. addPostPlugin: function () {
  29401. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29402. },
  29403. updateShadowMap: function () {
  29404. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29405. },
  29406. setFaceCulling: function () {
  29407. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29408. },
  29409. allocTextureUnit: function () {
  29410. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29411. },
  29412. setTexture: function () {
  29413. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29414. },
  29415. setTexture2D: function () {
  29416. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29417. },
  29418. setTextureCube: function () {
  29419. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29420. },
  29421. getActiveMipMapLevel: function () {
  29422. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29423. return this.getActiveMipmapLevel();
  29424. }
  29425. } );
  29426. Object.defineProperties( WebGLRenderer.prototype, {
  29427. shadowMapEnabled: {
  29428. get: function () {
  29429. return this.shadowMap.enabled;
  29430. },
  29431. set: function ( value ) {
  29432. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29433. this.shadowMap.enabled = value;
  29434. }
  29435. },
  29436. shadowMapType: {
  29437. get: function () {
  29438. return this.shadowMap.type;
  29439. },
  29440. set: function ( value ) {
  29441. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29442. this.shadowMap.type = value;
  29443. }
  29444. },
  29445. shadowMapCullFace: {
  29446. get: function () {
  29447. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29448. return undefined;
  29449. },
  29450. set: function ( /* value */ ) {
  29451. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29452. }
  29453. },
  29454. context: {
  29455. get: function () {
  29456. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29457. return this.getContext();
  29458. }
  29459. },
  29460. vr: {
  29461. get: function () {
  29462. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29463. return this.xr;
  29464. }
  29465. },
  29466. gammaInput: {
  29467. get: function () {
  29468. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Please define the correct color spaces for textures via Texture.encoding instead.' );
  29469. return false;
  29470. },
  29471. set: function () {
  29472. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Please define the correct color spaces for textures via Texture.encoding instead.' );
  29473. }
  29474. }
  29475. } );
  29476. Object.defineProperties( WebGLShadowMap.prototype, {
  29477. cullFace: {
  29478. get: function () {
  29479. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29480. return undefined;
  29481. },
  29482. set: function ( /* cullFace */ ) {
  29483. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29484. }
  29485. },
  29486. renderReverseSided: {
  29487. get: function () {
  29488. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29489. return undefined;
  29490. },
  29491. set: function () {
  29492. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29493. }
  29494. },
  29495. renderSingleSided: {
  29496. get: function () {
  29497. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29498. return undefined;
  29499. },
  29500. set: function () {
  29501. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29502. }
  29503. }
  29504. } );
  29505. //
  29506. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29507. activeCubeFace: {
  29508. set: function ( /* value */ ) {
  29509. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29510. }
  29511. },
  29512. activeMipMapLevel: {
  29513. set: function ( /* value */ ) {
  29514. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29515. }
  29516. }
  29517. } );
  29518. //
  29519. Object.defineProperties( WebGLRenderTarget.prototype, {
  29520. wrapS: {
  29521. get: function () {
  29522. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29523. return this.texture.wrapS;
  29524. },
  29525. set: function ( value ) {
  29526. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29527. this.texture.wrapS = value;
  29528. }
  29529. },
  29530. wrapT: {
  29531. get: function () {
  29532. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29533. return this.texture.wrapT;
  29534. },
  29535. set: function ( value ) {
  29536. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29537. this.texture.wrapT = value;
  29538. }
  29539. },
  29540. magFilter: {
  29541. get: function () {
  29542. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29543. return this.texture.magFilter;
  29544. },
  29545. set: function ( value ) {
  29546. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29547. this.texture.magFilter = value;
  29548. }
  29549. },
  29550. minFilter: {
  29551. get: function () {
  29552. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29553. return this.texture.minFilter;
  29554. },
  29555. set: function ( value ) {
  29556. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29557. this.texture.minFilter = value;
  29558. }
  29559. },
  29560. anisotropy: {
  29561. get: function () {
  29562. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29563. return this.texture.anisotropy;
  29564. },
  29565. set: function ( value ) {
  29566. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29567. this.texture.anisotropy = value;
  29568. }
  29569. },
  29570. offset: {
  29571. get: function () {
  29572. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29573. return this.texture.offset;
  29574. },
  29575. set: function ( value ) {
  29576. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29577. this.texture.offset = value;
  29578. }
  29579. },
  29580. repeat: {
  29581. get: function () {
  29582. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29583. return this.texture.repeat;
  29584. },
  29585. set: function ( value ) {
  29586. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29587. this.texture.repeat = value;
  29588. }
  29589. },
  29590. format: {
  29591. get: function () {
  29592. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29593. return this.texture.format;
  29594. },
  29595. set: function ( value ) {
  29596. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29597. this.texture.format = value;
  29598. }
  29599. },
  29600. type: {
  29601. get: function () {
  29602. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29603. return this.texture.type;
  29604. },
  29605. set: function ( value ) {
  29606. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29607. this.texture.type = value;
  29608. }
  29609. },
  29610. generateMipmaps: {
  29611. get: function () {
  29612. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29613. return this.texture.generateMipmaps;
  29614. },
  29615. set: function ( value ) {
  29616. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29617. this.texture.generateMipmaps = value;
  29618. }
  29619. }
  29620. } );
  29621. //
  29622. Object.defineProperties( Audio.prototype, {
  29623. load: {
  29624. value: function ( file ) {
  29625. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29626. var scope = this;
  29627. var audioLoader = new AudioLoader();
  29628. audioLoader.load( file, function ( buffer ) {
  29629. scope.setBuffer( buffer );
  29630. } );
  29631. return this;
  29632. }
  29633. },
  29634. startTime: {
  29635. set: function () {
  29636. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29637. }
  29638. }
  29639. } );
  29640. AudioAnalyser.prototype.getData = function () {
  29641. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29642. return this.getFrequencyData();
  29643. };
  29644. //
  29645. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29646. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29647. return this.update( renderer, scene );
  29648. };
  29649. //
  29650. var GeometryUtils = {
  29651. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29652. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29653. var matrix;
  29654. if ( geometry2.isMesh ) {
  29655. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29656. matrix = geometry2.matrix;
  29657. geometry2 = geometry2.geometry;
  29658. }
  29659. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29660. },
  29661. center: function ( geometry ) {
  29662. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29663. return geometry.center();
  29664. }
  29665. };
  29666. ImageUtils.crossOrigin = undefined;
  29667. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29668. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29669. var loader = new TextureLoader();
  29670. loader.setCrossOrigin( this.crossOrigin );
  29671. var texture = loader.load( url, onLoad, undefined, onError );
  29672. if ( mapping ) { texture.mapping = mapping; }
  29673. return texture;
  29674. };
  29675. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29676. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29677. var loader = new CubeTextureLoader();
  29678. loader.setCrossOrigin( this.crossOrigin );
  29679. var texture = loader.load( urls, onLoad, undefined, onError );
  29680. if ( mapping ) { texture.mapping = mapping; }
  29681. return texture;
  29682. };
  29683. ImageUtils.loadCompressedTexture = function () {
  29684. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29685. };
  29686. ImageUtils.loadCompressedTextureCube = function () {
  29687. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29688. };
  29689. //
  29690. function CanvasRenderer() {
  29691. console.error( 'THREE.CanvasRenderer has been removed' );
  29692. }
  29693. //
  29694. function JSONLoader() {
  29695. console.error( 'THREE.JSONLoader has been removed.' );
  29696. }
  29697. //
  29698. var SceneUtils = {
  29699. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29700. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29701. },
  29702. detach: function ( /* child, parent, scene */ ) {
  29703. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29704. },
  29705. attach: function ( /* child, scene, parent */ ) {
  29706. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29707. }
  29708. };
  29709. //
  29710. function LensFlare() {
  29711. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29712. }
  29713. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29714. /* eslint-disable no-undef */
  29715. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29716. revision: REVISION,
  29717. } } ) );
  29718. /* eslint-enable no-undef */
  29719. }
  29720. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29721. exports.AddEquation = AddEquation;
  29722. exports.AddOperation = AddOperation;
  29723. exports.AdditiveBlending = AdditiveBlending;
  29724. exports.AlphaFormat = AlphaFormat;
  29725. exports.AlwaysDepth = AlwaysDepth;
  29726. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29727. exports.AmbientLight = AmbientLight;
  29728. exports.AmbientLightProbe = AmbientLightProbe;
  29729. exports.AnimationClip = AnimationClip;
  29730. exports.AnimationLoader = AnimationLoader;
  29731. exports.AnimationMixer = AnimationMixer;
  29732. exports.AnimationObjectGroup = AnimationObjectGroup;
  29733. exports.AnimationUtils = AnimationUtils;
  29734. exports.ArcCurve = ArcCurve;
  29735. exports.ArrayCamera = ArrayCamera;
  29736. exports.ArrowHelper = ArrowHelper;
  29737. exports.Audio = Audio;
  29738. exports.AudioAnalyser = AudioAnalyser;
  29739. exports.AudioContext = AudioContext;
  29740. exports.AudioListener = AudioListener;
  29741. exports.AudioLoader = AudioLoader;
  29742. exports.AxesHelper = AxesHelper;
  29743. exports.AxisHelper = AxisHelper;
  29744. exports.BackSide = BackSide;
  29745. exports.BasicDepthPacking = BasicDepthPacking;
  29746. exports.BasicShadowMap = BasicShadowMap;
  29747. exports.BinaryTextureLoader = BinaryTextureLoader;
  29748. exports.Bone = Bone;
  29749. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29750. exports.BoundingBoxHelper = BoundingBoxHelper;
  29751. exports.Box2 = Box2;
  29752. exports.Box3 = Box3;
  29753. exports.Box3Helper = Box3Helper;
  29754. exports.BoxBufferGeometry = BoxBufferGeometry;
  29755. exports.BoxGeometry = BoxGeometry;
  29756. exports.BoxHelper = BoxHelper;
  29757. exports.BufferAttribute = BufferAttribute;
  29758. exports.BufferGeometry = BufferGeometry;
  29759. exports.BufferGeometryLoader = BufferGeometryLoader;
  29760. exports.ByteType = ByteType;
  29761. exports.Cache = Cache;
  29762. exports.Camera = Camera;
  29763. exports.CameraHelper = CameraHelper;
  29764. exports.CanvasRenderer = CanvasRenderer;
  29765. exports.CanvasTexture = CanvasTexture;
  29766. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29767. exports.CineonToneMapping = CineonToneMapping;
  29768. exports.CircleBufferGeometry = CircleBufferGeometry;
  29769. exports.CircleGeometry = CircleGeometry;
  29770. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29771. exports.Clock = Clock;
  29772. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29773. exports.Color = Color;
  29774. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29775. exports.CompressedTexture = CompressedTexture;
  29776. exports.CompressedTextureLoader = CompressedTextureLoader;
  29777. exports.ConeBufferGeometry = ConeBufferGeometry;
  29778. exports.ConeGeometry = ConeGeometry;
  29779. exports.CubeCamera = CubeCamera;
  29780. exports.CubeGeometry = BoxGeometry;
  29781. exports.CubeReflectionMapping = CubeReflectionMapping;
  29782. exports.CubeRefractionMapping = CubeRefractionMapping;
  29783. exports.CubeTexture = CubeTexture;
  29784. exports.CubeTextureLoader = CubeTextureLoader;
  29785. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29786. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29787. exports.CubicBezierCurve = CubicBezierCurve;
  29788. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29789. exports.CubicInterpolant = CubicInterpolant;
  29790. exports.CullFaceBack = CullFaceBack;
  29791. exports.CullFaceFront = CullFaceFront;
  29792. exports.CullFaceFrontBack = CullFaceFrontBack;
  29793. exports.CullFaceNone = CullFaceNone;
  29794. exports.Curve = Curve;
  29795. exports.CurvePath = CurvePath;
  29796. exports.CustomBlending = CustomBlending;
  29797. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29798. exports.CylinderGeometry = CylinderGeometry;
  29799. exports.Cylindrical = Cylindrical;
  29800. exports.DataTexture = DataTexture;
  29801. exports.DataTexture2DArray = DataTexture2DArray;
  29802. exports.DataTexture3D = DataTexture3D;
  29803. exports.DataTextureLoader = DataTextureLoader;
  29804. exports.DecrementStencilOp = DecrementStencilOp;
  29805. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29806. exports.DefaultLoadingManager = DefaultLoadingManager;
  29807. exports.DepthFormat = DepthFormat;
  29808. exports.DepthStencilFormat = DepthStencilFormat;
  29809. exports.DepthTexture = DepthTexture;
  29810. exports.DirectionalLight = DirectionalLight;
  29811. exports.DirectionalLightHelper = DirectionalLightHelper;
  29812. exports.DirectionalLightShadow = DirectionalLightShadow;
  29813. exports.DiscreteInterpolant = DiscreteInterpolant;
  29814. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29815. exports.DodecahedronGeometry = DodecahedronGeometry;
  29816. exports.DoubleSide = DoubleSide;
  29817. exports.DstAlphaFactor = DstAlphaFactor;
  29818. exports.DstColorFactor = DstColorFactor;
  29819. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29820. exports.DynamicCopyUsage = DynamicCopyUsage;
  29821. exports.DynamicDrawUsage = DynamicDrawUsage;
  29822. exports.DynamicReadUsage = DynamicReadUsage;
  29823. exports.EdgesGeometry = EdgesGeometry;
  29824. exports.EdgesHelper = EdgesHelper;
  29825. exports.EllipseCurve = EllipseCurve;
  29826. exports.EqualDepth = EqualDepth;
  29827. exports.EqualStencilFunc = EqualStencilFunc;
  29828. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29829. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29830. exports.Euler = Euler;
  29831. exports.EventDispatcher = EventDispatcher;
  29832. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29833. exports.ExtrudeGeometry = ExtrudeGeometry;
  29834. exports.Face3 = Face3;
  29835. exports.Face4 = Face4;
  29836. exports.FaceColors = FaceColors;
  29837. exports.FaceNormalsHelper = FaceNormalsHelper;
  29838. exports.FileLoader = FileLoader;
  29839. exports.FlatShading = FlatShading;
  29840. exports.Float32Attribute = Float32Attribute;
  29841. exports.Float32BufferAttribute = Float32BufferAttribute;
  29842. exports.Float64Attribute = Float64Attribute;
  29843. exports.Float64BufferAttribute = Float64BufferAttribute;
  29844. exports.FloatType = FloatType;
  29845. exports.Fog = Fog;
  29846. exports.FogExp2 = FogExp2;
  29847. exports.Font = Font;
  29848. exports.FontLoader = FontLoader;
  29849. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29850. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29851. exports.FrontSide = FrontSide;
  29852. exports.Frustum = Frustum;
  29853. exports.GammaEncoding = GammaEncoding;
  29854. exports.Geometry = Geometry;
  29855. exports.GeometryUtils = GeometryUtils;
  29856. exports.GreaterDepth = GreaterDepth;
  29857. exports.GreaterEqualDepth = GreaterEqualDepth;
  29858. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29859. exports.GreaterStencilFunc = GreaterStencilFunc;
  29860. exports.GridHelper = GridHelper;
  29861. exports.Group = Group;
  29862. exports.HalfFloatType = HalfFloatType;
  29863. exports.HemisphereLight = HemisphereLight;
  29864. exports.HemisphereLightHelper = HemisphereLightHelper;
  29865. exports.HemisphereLightProbe = HemisphereLightProbe;
  29866. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29867. exports.IcosahedronGeometry = IcosahedronGeometry;
  29868. exports.ImageBitmapLoader = ImageBitmapLoader;
  29869. exports.ImageLoader = ImageLoader;
  29870. exports.ImageUtils = ImageUtils;
  29871. exports.ImmediateRenderObject = ImmediateRenderObject;
  29872. exports.IncrementStencilOp = IncrementStencilOp;
  29873. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29874. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29875. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29876. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29877. exports.InstancedMesh = InstancedMesh;
  29878. exports.Int16Attribute = Int16Attribute;
  29879. exports.Int16BufferAttribute = Int16BufferAttribute;
  29880. exports.Int32Attribute = Int32Attribute;
  29881. exports.Int32BufferAttribute = Int32BufferAttribute;
  29882. exports.Int8Attribute = Int8Attribute;
  29883. exports.Int8BufferAttribute = Int8BufferAttribute;
  29884. exports.IntType = IntType;
  29885. exports.InterleavedBuffer = InterleavedBuffer;
  29886. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29887. exports.Interpolant = Interpolant;
  29888. exports.InterpolateDiscrete = InterpolateDiscrete;
  29889. exports.InterpolateLinear = InterpolateLinear;
  29890. exports.InterpolateSmooth = InterpolateSmooth;
  29891. exports.InvertStencilOp = InvertStencilOp;
  29892. exports.JSONLoader = JSONLoader;
  29893. exports.KeepStencilOp = KeepStencilOp;
  29894. exports.KeyframeTrack = KeyframeTrack;
  29895. exports.LOD = LOD;
  29896. exports.LatheBufferGeometry = LatheBufferGeometry;
  29897. exports.LatheGeometry = LatheGeometry;
  29898. exports.Layers = Layers;
  29899. exports.LensFlare = LensFlare;
  29900. exports.LessDepth = LessDepth;
  29901. exports.LessEqualDepth = LessEqualDepth;
  29902. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29903. exports.LessStencilFunc = LessStencilFunc;
  29904. exports.Light = Light;
  29905. exports.LightProbe = LightProbe;
  29906. exports.LightProbeHelper = LightProbeHelper;
  29907. exports.LightShadow = LightShadow;
  29908. exports.Line = Line;
  29909. exports.Line3 = Line3;
  29910. exports.LineBasicMaterial = LineBasicMaterial;
  29911. exports.LineCurve = LineCurve;
  29912. exports.LineCurve3 = LineCurve3;
  29913. exports.LineDashedMaterial = LineDashedMaterial;
  29914. exports.LineLoop = LineLoop;
  29915. exports.LinePieces = LinePieces;
  29916. exports.LineSegments = LineSegments;
  29917. exports.LineStrip = LineStrip;
  29918. exports.LinearEncoding = LinearEncoding;
  29919. exports.LinearFilter = LinearFilter;
  29920. exports.LinearInterpolant = LinearInterpolant;
  29921. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29922. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29923. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29924. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29925. exports.LinearToneMapping = LinearToneMapping;
  29926. exports.Loader = Loader;
  29927. exports.LoaderUtils = LoaderUtils;
  29928. exports.LoadingManager = LoadingManager;
  29929. exports.LogLuvEncoding = LogLuvEncoding;
  29930. exports.LoopOnce = LoopOnce;
  29931. exports.LoopPingPong = LoopPingPong;
  29932. exports.LoopRepeat = LoopRepeat;
  29933. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29934. exports.LuminanceFormat = LuminanceFormat;
  29935. exports.MOUSE = MOUSE;
  29936. exports.Material = Material;
  29937. exports.MaterialLoader = MaterialLoader;
  29938. exports.Math = _Math;
  29939. exports.Matrix3 = Matrix3;
  29940. exports.Matrix4 = Matrix4;
  29941. exports.MaxEquation = MaxEquation;
  29942. exports.Mesh = Mesh;
  29943. exports.MeshBasicMaterial = MeshBasicMaterial;
  29944. exports.MeshDepthMaterial = MeshDepthMaterial;
  29945. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29946. exports.MeshFaceMaterial = MeshFaceMaterial;
  29947. exports.MeshLambertMaterial = MeshLambertMaterial;
  29948. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29949. exports.MeshNormalMaterial = MeshNormalMaterial;
  29950. exports.MeshPhongMaterial = MeshPhongMaterial;
  29951. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29952. exports.MeshStandardMaterial = MeshStandardMaterial;
  29953. exports.MeshToonMaterial = MeshToonMaterial;
  29954. exports.MinEquation = MinEquation;
  29955. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29956. exports.MixOperation = MixOperation;
  29957. exports.MultiMaterial = MultiMaterial;
  29958. exports.MultiplyBlending = MultiplyBlending;
  29959. exports.MultiplyOperation = MultiplyOperation;
  29960. exports.NearestFilter = NearestFilter;
  29961. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29962. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29963. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29964. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29965. exports.NeverDepth = NeverDepth;
  29966. exports.NeverStencilFunc = NeverStencilFunc;
  29967. exports.NoBlending = NoBlending;
  29968. exports.NoColors = NoColors;
  29969. exports.NoToneMapping = NoToneMapping;
  29970. exports.NormalBlending = NormalBlending;
  29971. exports.NotEqualDepth = NotEqualDepth;
  29972. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29973. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29974. exports.Object3D = Object3D;
  29975. exports.ObjectLoader = ObjectLoader;
  29976. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29977. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29978. exports.OctahedronGeometry = OctahedronGeometry;
  29979. exports.OneFactor = OneFactor;
  29980. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29981. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29982. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29983. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29984. exports.OrthographicCamera = OrthographicCamera;
  29985. exports.PCFShadowMap = PCFShadowMap;
  29986. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29987. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29988. exports.ParametricGeometry = ParametricGeometry;
  29989. exports.Particle = Particle;
  29990. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29991. exports.ParticleSystem = ParticleSystem;
  29992. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29993. exports.Path = Path;
  29994. exports.PerspectiveCamera = PerspectiveCamera;
  29995. exports.Plane = Plane;
  29996. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29997. exports.PlaneGeometry = PlaneGeometry;
  29998. exports.PlaneHelper = PlaneHelper;
  29999. exports.PointCloud = PointCloud;
  30000. exports.PointCloudMaterial = PointCloudMaterial;
  30001. exports.PointLight = PointLight;
  30002. exports.PointLightHelper = PointLightHelper;
  30003. exports.Points = Points;
  30004. exports.PointsMaterial = PointsMaterial;
  30005. exports.PolarGridHelper = PolarGridHelper;
  30006. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30007. exports.PolyhedronGeometry = PolyhedronGeometry;
  30008. exports.PositionalAudio = PositionalAudio;
  30009. exports.PositionalAudioHelper = PositionalAudioHelper;
  30010. exports.PropertyBinding = PropertyBinding;
  30011. exports.PropertyMixer = PropertyMixer;
  30012. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30013. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30014. exports.Quaternion = Quaternion;
  30015. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30016. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30017. exports.REVISION = REVISION;
  30018. exports.RGBADepthPacking = RGBADepthPacking;
  30019. exports.RGBAFormat = RGBAFormat;
  30020. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30021. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30022. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30023. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30024. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30025. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30026. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30027. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30028. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30029. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30030. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30031. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30032. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30033. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30034. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30035. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30036. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30037. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30038. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30039. exports.RGBDEncoding = RGBDEncoding;
  30040. exports.RGBEEncoding = RGBEEncoding;
  30041. exports.RGBEFormat = RGBEFormat;
  30042. exports.RGBFormat = RGBFormat;
  30043. exports.RGBM16Encoding = RGBM16Encoding;
  30044. exports.RGBM7Encoding = RGBM7Encoding;
  30045. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30046. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30047. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30048. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30049. exports.RawShaderMaterial = RawShaderMaterial;
  30050. exports.Ray = Ray;
  30051. exports.Raycaster = Raycaster;
  30052. exports.RectAreaLight = RectAreaLight;
  30053. exports.RectAreaLightHelper = RectAreaLightHelper;
  30054. exports.RedFormat = RedFormat;
  30055. exports.ReinhardToneMapping = ReinhardToneMapping;
  30056. exports.RepeatWrapping = RepeatWrapping;
  30057. exports.ReplaceStencilOp = ReplaceStencilOp;
  30058. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30059. exports.RingBufferGeometry = RingBufferGeometry;
  30060. exports.RingGeometry = RingGeometry;
  30061. exports.Scene = Scene;
  30062. exports.SceneUtils = SceneUtils;
  30063. exports.ShaderChunk = ShaderChunk;
  30064. exports.ShaderLib = ShaderLib;
  30065. exports.ShaderMaterial = ShaderMaterial;
  30066. exports.ShadowMaterial = ShadowMaterial;
  30067. exports.Shape = Shape;
  30068. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30069. exports.ShapeGeometry = ShapeGeometry;
  30070. exports.ShapePath = ShapePath;
  30071. exports.ShapeUtils = ShapeUtils;
  30072. exports.ShortType = ShortType;
  30073. exports.Skeleton = Skeleton;
  30074. exports.SkeletonHelper = SkeletonHelper;
  30075. exports.SkinnedMesh = SkinnedMesh;
  30076. exports.SmoothShading = SmoothShading;
  30077. exports.Sphere = Sphere;
  30078. exports.SphereBufferGeometry = SphereBufferGeometry;
  30079. exports.SphereGeometry = SphereGeometry;
  30080. exports.Spherical = Spherical;
  30081. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30082. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30083. exports.Spline = Spline;
  30084. exports.SplineCurve = SplineCurve;
  30085. exports.SplineCurve3 = SplineCurve3;
  30086. exports.SpotLight = SpotLight;
  30087. exports.SpotLightHelper = SpotLightHelper;
  30088. exports.SpotLightShadow = SpotLightShadow;
  30089. exports.Sprite = Sprite;
  30090. exports.SpriteMaterial = SpriteMaterial;
  30091. exports.SrcAlphaFactor = SrcAlphaFactor;
  30092. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30093. exports.SrcColorFactor = SrcColorFactor;
  30094. exports.StaticCopyUsage = StaticCopyUsage;
  30095. exports.StaticDrawUsage = StaticDrawUsage;
  30096. exports.StaticReadUsage = StaticReadUsage;
  30097. exports.StereoCamera = StereoCamera;
  30098. exports.StreamCopyUsage = StreamCopyUsage;
  30099. exports.StreamDrawUsage = StreamDrawUsage;
  30100. exports.StreamReadUsage = StreamReadUsage;
  30101. exports.StringKeyframeTrack = StringKeyframeTrack;
  30102. exports.SubtractEquation = SubtractEquation;
  30103. exports.SubtractiveBlending = SubtractiveBlending;
  30104. exports.TOUCH = TOUCH;
  30105. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30106. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30107. exports.TetrahedronGeometry = TetrahedronGeometry;
  30108. exports.TextBufferGeometry = TextBufferGeometry;
  30109. exports.TextGeometry = TextGeometry;
  30110. exports.Texture = Texture;
  30111. exports.TextureLoader = TextureLoader;
  30112. exports.TorusBufferGeometry = TorusBufferGeometry;
  30113. exports.TorusGeometry = TorusGeometry;
  30114. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30115. exports.TorusKnotGeometry = TorusKnotGeometry;
  30116. exports.Triangle = Triangle;
  30117. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30118. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30119. exports.TrianglesDrawMode = TrianglesDrawMode;
  30120. exports.TubeBufferGeometry = TubeBufferGeometry;
  30121. exports.TubeGeometry = TubeGeometry;
  30122. exports.UVMapping = UVMapping;
  30123. exports.Uint16Attribute = Uint16Attribute;
  30124. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30125. exports.Uint32Attribute = Uint32Attribute;
  30126. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30127. exports.Uint8Attribute = Uint8Attribute;
  30128. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30129. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30130. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30131. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30132. exports.Uniform = Uniform;
  30133. exports.UniformsLib = UniformsLib;
  30134. exports.UniformsUtils = UniformsUtils;
  30135. exports.UnsignedByteType = UnsignedByteType;
  30136. exports.UnsignedInt248Type = UnsignedInt248Type;
  30137. exports.UnsignedIntType = UnsignedIntType;
  30138. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30139. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30140. exports.UnsignedShort565Type = UnsignedShort565Type;
  30141. exports.UnsignedShortType = UnsignedShortType;
  30142. exports.VSMShadowMap = VSMShadowMap;
  30143. exports.Vector2 = Vector2;
  30144. exports.Vector3 = Vector3;
  30145. exports.Vector4 = Vector4;
  30146. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30147. exports.Vertex = Vertex;
  30148. exports.VertexColors = VertexColors;
  30149. exports.VertexNormalsHelper = VertexNormalsHelper;
  30150. exports.VertexTangentsHelper = VertexTangentsHelper;
  30151. exports.VideoTexture = VideoTexture;
  30152. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30153. exports.WebGLRenderTarget = WebGLRenderTarget;
  30154. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30155. exports.WebGLRenderer = WebGLRenderer;
  30156. exports.WebGLUtils = WebGLUtils;
  30157. exports.WireframeGeometry = WireframeGeometry;
  30158. exports.WireframeHelper = WireframeHelper;
  30159. exports.WrapAroundEnding = WrapAroundEnding;
  30160. exports.XHRLoader = XHRLoader;
  30161. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30162. exports.ZeroFactor = ZeroFactor;
  30163. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30164. exports.ZeroStencilOp = ZeroStencilOp;
  30165. exports.sRGBEncoding = sRGBEncoding;
  30166. Object.defineProperty(exports, '__esModule', { value: true });
  30167. })));
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