three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '106dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function ( minVal, maxVal ) {
  482. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  483. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  484. return this;
  485. },
  486. clampLength: function ( min, max ) {
  487. var length = this.length();
  488. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  489. },
  490. floor: function () {
  491. this.x = Math.floor( this.x );
  492. this.y = Math.floor( this.y );
  493. return this;
  494. },
  495. ceil: function () {
  496. this.x = Math.ceil( this.x );
  497. this.y = Math.ceil( this.y );
  498. return this;
  499. },
  500. round: function () {
  501. this.x = Math.round( this.x );
  502. this.y = Math.round( this.y );
  503. return this;
  504. },
  505. roundToZero: function () {
  506. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  507. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  508. return this;
  509. },
  510. negate: function () {
  511. this.x = - this.x;
  512. this.y = - this.y;
  513. return this;
  514. },
  515. dot: function ( v ) {
  516. return this.x * v.x + this.y * v.y;
  517. },
  518. cross: function ( v ) {
  519. return this.x * v.y - this.y * v.x;
  520. },
  521. lengthSq: function () {
  522. return this.x * this.x + this.y * this.y;
  523. },
  524. length: function () {
  525. return Math.sqrt( this.x * this.x + this.y * this.y );
  526. },
  527. manhattanLength: function () {
  528. return Math.abs( this.x ) + Math.abs( this.y );
  529. },
  530. normalize: function () {
  531. return this.divideScalar( this.length() || 1 );
  532. },
  533. angle: function () {
  534. // computes the angle in radians with respect to the positive x-axis
  535. var angle = Math.atan2( this.y, this.x );
  536. if ( angle < 0 ) angle += 2 * Math.PI;
  537. return angle;
  538. },
  539. distanceTo: function ( v ) {
  540. return Math.sqrt( this.distanceToSquared( v ) );
  541. },
  542. distanceToSquared: function ( v ) {
  543. var dx = this.x - v.x, dy = this.y - v.y;
  544. return dx * dx + dy * dy;
  545. },
  546. manhattanDistanceTo: function ( v ) {
  547. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  548. },
  549. setLength: function ( length ) {
  550. return this.normalize().multiplyScalar( length );
  551. },
  552. lerp: function ( v, alpha ) {
  553. this.x += ( v.x - this.x ) * alpha;
  554. this.y += ( v.y - this.y ) * alpha;
  555. return this;
  556. },
  557. lerpVectors: function ( v1, v2, alpha ) {
  558. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  559. },
  560. equals: function ( v ) {
  561. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  562. },
  563. fromArray: function ( array, offset ) {
  564. if ( offset === undefined ) offset = 0;
  565. this.x = array[ offset ];
  566. this.y = array[ offset + 1 ];
  567. return this;
  568. },
  569. toArray: function ( array, offset ) {
  570. if ( array === undefined ) array = [];
  571. if ( offset === undefined ) offset = 0;
  572. array[ offset ] = this.x;
  573. array[ offset + 1 ] = this.y;
  574. return array;
  575. },
  576. fromBufferAttribute: function ( attribute, index, offset ) {
  577. if ( offset !== undefined ) {
  578. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  579. }
  580. this.x = attribute.getX( index );
  581. this.y = attribute.getY( index );
  582. return this;
  583. },
  584. rotateAround: function ( center, angle ) {
  585. var c = Math.cos( angle ), s = Math.sin( angle );
  586. var x = this.x - center.x;
  587. var y = this.y - center.y;
  588. this.x = x * c - y * s + center.x;
  589. this.y = x * s + y * c + center.y;
  590. return this;
  591. }
  592. } );
  593. /**
  594. * @author mikael emtinger / http://gomo.se/
  595. * @author alteredq / http://alteredqualia.com/
  596. * @author WestLangley / http://github.com/WestLangley
  597. * @author bhouston / http://clara.io
  598. */
  599. function Quaternion( x, y, z, w ) {
  600. this._x = x || 0;
  601. this._y = y || 0;
  602. this._z = z || 0;
  603. this._w = ( w !== undefined ) ? w : 1;
  604. }
  605. Object.assign( Quaternion, {
  606. slerp: function ( qa, qb, qm, t ) {
  607. return qm.copy( qa ).slerp( qb, t );
  608. },
  609. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  610. // fuzz-free, array-based Quaternion SLERP operation
  611. var x0 = src0[ srcOffset0 + 0 ],
  612. y0 = src0[ srcOffset0 + 1 ],
  613. z0 = src0[ srcOffset0 + 2 ],
  614. w0 = src0[ srcOffset0 + 3 ],
  615. x1 = src1[ srcOffset1 + 0 ],
  616. y1 = src1[ srcOffset1 + 1 ],
  617. z1 = src1[ srcOffset1 + 2 ],
  618. w1 = src1[ srcOffset1 + 3 ];
  619. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  620. var s = 1 - t,
  621. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  622. dir = ( cos >= 0 ? 1 : - 1 ),
  623. sqrSin = 1 - cos * cos;
  624. // Skip the Slerp for tiny steps to avoid numeric problems:
  625. if ( sqrSin > Number.EPSILON ) {
  626. var sin = Math.sqrt( sqrSin ),
  627. len = Math.atan2( sin, cos * dir );
  628. s = Math.sin( s * len ) / sin;
  629. t = Math.sin( t * len ) / sin;
  630. }
  631. var tDir = t * dir;
  632. x0 = x0 * s + x1 * tDir;
  633. y0 = y0 * s + y1 * tDir;
  634. z0 = z0 * s + z1 * tDir;
  635. w0 = w0 * s + w1 * tDir;
  636. // Normalize in case we just did a lerp:
  637. if ( s === 1 - t ) {
  638. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  639. x0 *= f;
  640. y0 *= f;
  641. z0 *= f;
  642. w0 *= f;
  643. }
  644. }
  645. dst[ dstOffset ] = x0;
  646. dst[ dstOffset + 1 ] = y0;
  647. dst[ dstOffset + 2 ] = z0;
  648. dst[ dstOffset + 3 ] = w0;
  649. }
  650. } );
  651. Object.defineProperties( Quaternion.prototype, {
  652. x: {
  653. get: function () {
  654. return this._x;
  655. },
  656. set: function ( value ) {
  657. this._x = value;
  658. this._onChangeCallback();
  659. }
  660. },
  661. y: {
  662. get: function () {
  663. return this._y;
  664. },
  665. set: function ( value ) {
  666. this._y = value;
  667. this._onChangeCallback();
  668. }
  669. },
  670. z: {
  671. get: function () {
  672. return this._z;
  673. },
  674. set: function ( value ) {
  675. this._z = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. w: {
  680. get: function () {
  681. return this._w;
  682. },
  683. set: function ( value ) {
  684. this._w = value;
  685. this._onChangeCallback();
  686. }
  687. }
  688. } );
  689. Object.assign( Quaternion.prototype, {
  690. isQuaternion: true,
  691. set: function ( x, y, z, w ) {
  692. this._x = x;
  693. this._y = y;
  694. this._z = z;
  695. this._w = w;
  696. this._onChangeCallback();
  697. return this;
  698. },
  699. clone: function () {
  700. return new this.constructor( this._x, this._y, this._z, this._w );
  701. },
  702. copy: function ( quaternion ) {
  703. this._x = quaternion.x;
  704. this._y = quaternion.y;
  705. this._z = quaternion.z;
  706. this._w = quaternion.w;
  707. this._onChangeCallback();
  708. return this;
  709. },
  710. setFromEuler: function ( euler, update ) {
  711. if ( ! ( euler && euler.isEuler ) ) {
  712. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  713. }
  714. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  715. // http://www.mathworks.com/matlabcentral/fileexchange/
  716. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  717. // content/SpinCalc.m
  718. var cos = Math.cos;
  719. var sin = Math.sin;
  720. var c1 = cos( x / 2 );
  721. var c2 = cos( y / 2 );
  722. var c3 = cos( z / 2 );
  723. var s1 = sin( x / 2 );
  724. var s2 = sin( y / 2 );
  725. var s3 = sin( z / 2 );
  726. if ( order === 'XYZ' ) {
  727. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  728. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  729. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  730. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  731. } else if ( order === 'YXZ' ) {
  732. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  733. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  734. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  735. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  736. } else if ( order === 'ZXY' ) {
  737. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  738. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  739. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  740. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  741. } else if ( order === 'ZYX' ) {
  742. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  743. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  744. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  745. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  746. } else if ( order === 'YZX' ) {
  747. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  748. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  749. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  750. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  751. } else if ( order === 'XZY' ) {
  752. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  753. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  754. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  755. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  756. }
  757. if ( update !== false ) this._onChangeCallback();
  758. return this;
  759. },
  760. setFromAxisAngle: function ( axis, angle ) {
  761. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  762. // assumes axis is normalized
  763. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  764. this._x = axis.x * s;
  765. this._y = axis.y * s;
  766. this._z = axis.z * s;
  767. this._w = Math.cos( halfAngle );
  768. this._onChangeCallback();
  769. return this;
  770. },
  771. setFromRotationMatrix: function ( m ) {
  772. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  773. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  774. var te = m.elements,
  775. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  776. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  777. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  778. trace = m11 + m22 + m33,
  779. s;
  780. if ( trace > 0 ) {
  781. s = 0.5 / Math.sqrt( trace + 1.0 );
  782. this._w = 0.25 / s;
  783. this._x = ( m32 - m23 ) * s;
  784. this._y = ( m13 - m31 ) * s;
  785. this._z = ( m21 - m12 ) * s;
  786. } else if ( m11 > m22 && m11 > m33 ) {
  787. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  788. this._w = ( m32 - m23 ) / s;
  789. this._x = 0.25 * s;
  790. this._y = ( m12 + m21 ) / s;
  791. this._z = ( m13 + m31 ) / s;
  792. } else if ( m22 > m33 ) {
  793. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  794. this._w = ( m13 - m31 ) / s;
  795. this._x = ( m12 + m21 ) / s;
  796. this._y = 0.25 * s;
  797. this._z = ( m23 + m32 ) / s;
  798. } else {
  799. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  800. this._w = ( m21 - m12 ) / s;
  801. this._x = ( m13 + m31 ) / s;
  802. this._y = ( m23 + m32 ) / s;
  803. this._z = 0.25 * s;
  804. }
  805. this._onChangeCallback();
  806. return this;
  807. },
  808. setFromUnitVectors: function ( vFrom, vTo ) {
  809. // assumes direction vectors vFrom and vTo are normalized
  810. var EPS = 0.000001;
  811. var r = vFrom.dot( vTo ) + 1;
  812. if ( r < EPS ) {
  813. r = 0;
  814. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  815. this._x = - vFrom.y;
  816. this._y = vFrom.x;
  817. this._z = 0;
  818. this._w = r;
  819. } else {
  820. this._x = 0;
  821. this._y = - vFrom.z;
  822. this._z = vFrom.y;
  823. this._w = r;
  824. }
  825. } else {
  826. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  827. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  828. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  829. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  830. this._w = r;
  831. }
  832. return this.normalize();
  833. },
  834. angleTo: function ( q ) {
  835. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  836. },
  837. rotateTowards: function ( q, step ) {
  838. var angle = this.angleTo( q );
  839. if ( angle === 0 ) return this;
  840. var t = Math.min( 1, step / angle );
  841. this.slerp( q, t );
  842. return this;
  843. },
  844. inverse: function () {
  845. // quaternion is assumed to have unit length
  846. return this.conjugate();
  847. },
  848. conjugate: function () {
  849. this._x *= - 1;
  850. this._y *= - 1;
  851. this._z *= - 1;
  852. this._onChangeCallback();
  853. return this;
  854. },
  855. dot: function ( v ) {
  856. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  857. },
  858. lengthSq: function () {
  859. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  860. },
  861. length: function () {
  862. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  863. },
  864. normalize: function () {
  865. var l = this.length();
  866. if ( l === 0 ) {
  867. this._x = 0;
  868. this._y = 0;
  869. this._z = 0;
  870. this._w = 1;
  871. } else {
  872. l = 1 / l;
  873. this._x = this._x * l;
  874. this._y = this._y * l;
  875. this._z = this._z * l;
  876. this._w = this._w * l;
  877. }
  878. this._onChangeCallback();
  879. return this;
  880. },
  881. multiply: function ( q, p ) {
  882. if ( p !== undefined ) {
  883. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  884. return this.multiplyQuaternions( q, p );
  885. }
  886. return this.multiplyQuaternions( this, q );
  887. },
  888. premultiply: function ( q ) {
  889. return this.multiplyQuaternions( q, this );
  890. },
  891. multiplyQuaternions: function ( a, b ) {
  892. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  893. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  894. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  895. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  896. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  897. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  898. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  899. this._onChangeCallback();
  900. return this;
  901. },
  902. slerp: function ( qb, t ) {
  903. if ( t === 0 ) return this;
  904. if ( t === 1 ) return this.copy( qb );
  905. var x = this._x, y = this._y, z = this._z, w = this._w;
  906. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  907. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  908. if ( cosHalfTheta < 0 ) {
  909. this._w = - qb._w;
  910. this._x = - qb._x;
  911. this._y = - qb._y;
  912. this._z = - qb._z;
  913. cosHalfTheta = - cosHalfTheta;
  914. } else {
  915. this.copy( qb );
  916. }
  917. if ( cosHalfTheta >= 1.0 ) {
  918. this._w = w;
  919. this._x = x;
  920. this._y = y;
  921. this._z = z;
  922. return this;
  923. }
  924. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  925. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  926. var s = 1 - t;
  927. this._w = s * w + t * this._w;
  928. this._x = s * x + t * this._x;
  929. this._y = s * y + t * this._y;
  930. this._z = s * z + t * this._z;
  931. return this.normalize();
  932. }
  933. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  934. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  935. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  936. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  937. this._w = ( w * ratioA + this._w * ratioB );
  938. this._x = ( x * ratioA + this._x * ratioB );
  939. this._y = ( y * ratioA + this._y * ratioB );
  940. this._z = ( z * ratioA + this._z * ratioB );
  941. this._onChangeCallback();
  942. return this;
  943. },
  944. equals: function ( quaternion ) {
  945. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  946. },
  947. fromArray: function ( array, offset ) {
  948. if ( offset === undefined ) offset = 0;
  949. this._x = array[ offset ];
  950. this._y = array[ offset + 1 ];
  951. this._z = array[ offset + 2 ];
  952. this._w = array[ offset + 3 ];
  953. this._onChangeCallback();
  954. return this;
  955. },
  956. toArray: function ( array, offset ) {
  957. if ( array === undefined ) array = [];
  958. if ( offset === undefined ) offset = 0;
  959. array[ offset ] = this._x;
  960. array[ offset + 1 ] = this._y;
  961. array[ offset + 2 ] = this._z;
  962. array[ offset + 3 ] = this._w;
  963. return array;
  964. },
  965. _onChange: function ( callback ) {
  966. this._onChangeCallback = callback;
  967. return this;
  968. },
  969. _onChangeCallback: function () {}
  970. } );
  971. /**
  972. * @author mrdoob / http://mrdoob.com/
  973. * @author kile / http://kile.stravaganza.org/
  974. * @author philogb / http://blog.thejit.org/
  975. * @author mikael emtinger / http://gomo.se/
  976. * @author egraether / http://egraether.com/
  977. * @author WestLangley / http://github.com/WestLangley
  978. */
  979. function Vector3( x, y, z ) {
  980. this.x = x || 0;
  981. this.y = y || 0;
  982. this.z = z || 0;
  983. }
  984. Object.assign( Vector3.prototype, {
  985. isVector3: true,
  986. set: function ( x, y, z ) {
  987. this.x = x;
  988. this.y = y;
  989. this.z = z;
  990. return this;
  991. },
  992. setScalar: function ( scalar ) {
  993. this.x = scalar;
  994. this.y = scalar;
  995. this.z = scalar;
  996. return this;
  997. },
  998. setX: function ( x ) {
  999. this.x = x;
  1000. return this;
  1001. },
  1002. setY: function ( y ) {
  1003. this.y = y;
  1004. return this;
  1005. },
  1006. setZ: function ( z ) {
  1007. this.z = z;
  1008. return this;
  1009. },
  1010. setComponent: function ( index, value ) {
  1011. switch ( index ) {
  1012. case 0: this.x = value; break;
  1013. case 1: this.y = value; break;
  1014. case 2: this.z = value; break;
  1015. default: throw new Error( 'index is out of range: ' + index );
  1016. }
  1017. return this;
  1018. },
  1019. getComponent: function ( index ) {
  1020. switch ( index ) {
  1021. case 0: return this.x;
  1022. case 1: return this.y;
  1023. case 2: return this.z;
  1024. default: throw new Error( 'index is out of range: ' + index );
  1025. }
  1026. },
  1027. clone: function () {
  1028. return new this.constructor( this.x, this.y, this.z );
  1029. },
  1030. copy: function ( v ) {
  1031. this.x = v.x;
  1032. this.y = v.y;
  1033. this.z = v.z;
  1034. return this;
  1035. },
  1036. add: function ( v, w ) {
  1037. if ( w !== undefined ) {
  1038. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1039. return this.addVectors( v, w );
  1040. }
  1041. this.x += v.x;
  1042. this.y += v.y;
  1043. this.z += v.z;
  1044. return this;
  1045. },
  1046. addScalar: function ( s ) {
  1047. this.x += s;
  1048. this.y += s;
  1049. this.z += s;
  1050. return this;
  1051. },
  1052. addVectors: function ( a, b ) {
  1053. this.x = a.x + b.x;
  1054. this.y = a.y + b.y;
  1055. this.z = a.z + b.z;
  1056. return this;
  1057. },
  1058. addScaledVector: function ( v, s ) {
  1059. this.x += v.x * s;
  1060. this.y += v.y * s;
  1061. this.z += v.z * s;
  1062. return this;
  1063. },
  1064. sub: function ( v, w ) {
  1065. if ( w !== undefined ) {
  1066. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1067. return this.subVectors( v, w );
  1068. }
  1069. this.x -= v.x;
  1070. this.y -= v.y;
  1071. this.z -= v.z;
  1072. return this;
  1073. },
  1074. subScalar: function ( s ) {
  1075. this.x -= s;
  1076. this.y -= s;
  1077. this.z -= s;
  1078. return this;
  1079. },
  1080. subVectors: function ( a, b ) {
  1081. this.x = a.x - b.x;
  1082. this.y = a.y - b.y;
  1083. this.z = a.z - b.z;
  1084. return this;
  1085. },
  1086. multiply: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1089. return this.multiplyVectors( v, w );
  1090. }
  1091. this.x *= v.x;
  1092. this.y *= v.y;
  1093. this.z *= v.z;
  1094. return this;
  1095. },
  1096. multiplyScalar: function ( scalar ) {
  1097. this.x *= scalar;
  1098. this.y *= scalar;
  1099. this.z *= scalar;
  1100. return this;
  1101. },
  1102. multiplyVectors: function ( a, b ) {
  1103. this.x = a.x * b.x;
  1104. this.y = a.y * b.y;
  1105. this.z = a.z * b.z;
  1106. return this;
  1107. },
  1108. applyEuler: function () {
  1109. var quaternion = new Quaternion();
  1110. return function applyEuler( euler ) {
  1111. if ( ! ( euler && euler.isEuler ) ) {
  1112. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1113. }
  1114. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1115. };
  1116. }(),
  1117. applyAxisAngle: function () {
  1118. var quaternion = new Quaternion();
  1119. return function applyAxisAngle( axis, angle ) {
  1120. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1121. };
  1122. }(),
  1123. applyMatrix3: function ( m ) {
  1124. var x = this.x, y = this.y, z = this.z;
  1125. var e = m.elements;
  1126. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1127. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1128. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1129. return this;
  1130. },
  1131. applyMatrix4: function ( m ) {
  1132. var x = this.x, y = this.y, z = this.z;
  1133. var e = m.elements;
  1134. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1135. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1136. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1137. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1138. return this;
  1139. },
  1140. applyQuaternion: function ( q ) {
  1141. var x = this.x, y = this.y, z = this.z;
  1142. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1143. // calculate quat * vector
  1144. var ix = qw * x + qy * z - qz * y;
  1145. var iy = qw * y + qz * x - qx * z;
  1146. var iz = qw * z + qx * y - qy * x;
  1147. var iw = - qx * x - qy * y - qz * z;
  1148. // calculate result * inverse quat
  1149. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1150. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1151. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1152. return this;
  1153. },
  1154. project: function ( camera ) {
  1155. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1156. },
  1157. unproject: function ( camera ) {
  1158. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1159. },
  1160. transformDirection: function ( m ) {
  1161. // input: THREE.Matrix4 affine matrix
  1162. // vector interpreted as a direction
  1163. var x = this.x, y = this.y, z = this.z;
  1164. var e = m.elements;
  1165. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1166. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1167. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1168. return this.normalize();
  1169. },
  1170. divide: function ( v ) {
  1171. this.x /= v.x;
  1172. this.y /= v.y;
  1173. this.z /= v.z;
  1174. return this;
  1175. },
  1176. divideScalar: function ( scalar ) {
  1177. return this.multiplyScalar( 1 / scalar );
  1178. },
  1179. min: function ( v ) {
  1180. this.x = Math.min( this.x, v.x );
  1181. this.y = Math.min( this.y, v.y );
  1182. this.z = Math.min( this.z, v.z );
  1183. return this;
  1184. },
  1185. max: function ( v ) {
  1186. this.x = Math.max( this.x, v.x );
  1187. this.y = Math.max( this.y, v.y );
  1188. this.z = Math.max( this.z, v.z );
  1189. return this;
  1190. },
  1191. clamp: function ( min, max ) {
  1192. // assumes min < max, componentwise
  1193. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1194. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1195. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1196. return this;
  1197. },
  1198. clampScalar: function ( minVal, maxVal ) {
  1199. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1200. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1201. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1202. return this;
  1203. },
  1204. clampLength: function ( min, max ) {
  1205. var length = this.length();
  1206. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1207. },
  1208. floor: function () {
  1209. this.x = Math.floor( this.x );
  1210. this.y = Math.floor( this.y );
  1211. this.z = Math.floor( this.z );
  1212. return this;
  1213. },
  1214. ceil: function () {
  1215. this.x = Math.ceil( this.x );
  1216. this.y = Math.ceil( this.y );
  1217. this.z = Math.ceil( this.z );
  1218. return this;
  1219. },
  1220. round: function () {
  1221. this.x = Math.round( this.x );
  1222. this.y = Math.round( this.y );
  1223. this.z = Math.round( this.z );
  1224. return this;
  1225. },
  1226. roundToZero: function () {
  1227. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1228. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1229. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1230. return this;
  1231. },
  1232. negate: function () {
  1233. this.x = - this.x;
  1234. this.y = - this.y;
  1235. this.z = - this.z;
  1236. return this;
  1237. },
  1238. dot: function ( v ) {
  1239. return this.x * v.x + this.y * v.y + this.z * v.z;
  1240. },
  1241. // TODO lengthSquared?
  1242. lengthSq: function () {
  1243. return this.x * this.x + this.y * this.y + this.z * this.z;
  1244. },
  1245. length: function () {
  1246. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1247. },
  1248. manhattanLength: function () {
  1249. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1250. },
  1251. normalize: function () {
  1252. return this.divideScalar( this.length() || 1 );
  1253. },
  1254. setLength: function ( length ) {
  1255. return this.normalize().multiplyScalar( length );
  1256. },
  1257. lerp: function ( v, alpha ) {
  1258. this.x += ( v.x - this.x ) * alpha;
  1259. this.y += ( v.y - this.y ) * alpha;
  1260. this.z += ( v.z - this.z ) * alpha;
  1261. return this;
  1262. },
  1263. lerpVectors: function ( v1, v2, alpha ) {
  1264. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1265. },
  1266. cross: function ( v, w ) {
  1267. if ( w !== undefined ) {
  1268. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1269. return this.crossVectors( v, w );
  1270. }
  1271. return this.crossVectors( this, v );
  1272. },
  1273. crossVectors: function ( a, b ) {
  1274. var ax = a.x, ay = a.y, az = a.z;
  1275. var bx = b.x, by = b.y, bz = b.z;
  1276. this.x = ay * bz - az * by;
  1277. this.y = az * bx - ax * bz;
  1278. this.z = ax * by - ay * bx;
  1279. return this;
  1280. },
  1281. projectOnVector: function ( vector ) {
  1282. var scalar = vector.dot( this ) / vector.lengthSq();
  1283. return this.copy( vector ).multiplyScalar( scalar );
  1284. },
  1285. projectOnPlane: function () {
  1286. var v1 = new Vector3();
  1287. return function projectOnPlane( planeNormal ) {
  1288. v1.copy( this ).projectOnVector( planeNormal );
  1289. return this.sub( v1 );
  1290. };
  1291. }(),
  1292. reflect: function () {
  1293. // reflect incident vector off plane orthogonal to normal
  1294. // normal is assumed to have unit length
  1295. var v1 = new Vector3();
  1296. return function reflect( normal ) {
  1297. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1298. };
  1299. }(),
  1300. angleTo: function ( v ) {
  1301. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1302. // clamp, to handle numerical problems
  1303. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1304. },
  1305. distanceTo: function ( v ) {
  1306. return Math.sqrt( this.distanceToSquared( v ) );
  1307. },
  1308. distanceToSquared: function ( v ) {
  1309. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1310. return dx * dx + dy * dy + dz * dz;
  1311. },
  1312. manhattanDistanceTo: function ( v ) {
  1313. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1314. },
  1315. setFromSpherical: function ( s ) {
  1316. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1317. },
  1318. setFromSphericalCoords: function ( radius, phi, theta ) {
  1319. var sinPhiRadius = Math.sin( phi ) * radius;
  1320. this.x = sinPhiRadius * Math.sin( theta );
  1321. this.y = Math.cos( phi ) * radius;
  1322. this.z = sinPhiRadius * Math.cos( theta );
  1323. return this;
  1324. },
  1325. setFromCylindrical: function ( c ) {
  1326. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1327. },
  1328. setFromCylindricalCoords: function ( radius, theta, y ) {
  1329. this.x = radius * Math.sin( theta );
  1330. this.y = y;
  1331. this.z = radius * Math.cos( theta );
  1332. return this;
  1333. },
  1334. setFromMatrixPosition: function ( m ) {
  1335. var e = m.elements;
  1336. this.x = e[ 12 ];
  1337. this.y = e[ 13 ];
  1338. this.z = e[ 14 ];
  1339. return this;
  1340. },
  1341. setFromMatrixScale: function ( m ) {
  1342. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1343. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1344. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1345. this.x = sx;
  1346. this.y = sy;
  1347. this.z = sz;
  1348. return this;
  1349. },
  1350. setFromMatrixColumn: function ( m, index ) {
  1351. return this.fromArray( m.elements, index * 4 );
  1352. },
  1353. equals: function ( v ) {
  1354. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1355. },
  1356. fromArray: function ( array, offset ) {
  1357. if ( offset === undefined ) offset = 0;
  1358. this.x = array[ offset ];
  1359. this.y = array[ offset + 1 ];
  1360. this.z = array[ offset + 2 ];
  1361. return this;
  1362. },
  1363. toArray: function ( array, offset ) {
  1364. if ( array === undefined ) array = [];
  1365. if ( offset === undefined ) offset = 0;
  1366. array[ offset ] = this.x;
  1367. array[ offset + 1 ] = this.y;
  1368. array[ offset + 2 ] = this.z;
  1369. return array;
  1370. },
  1371. fromBufferAttribute: function ( attribute, index, offset ) {
  1372. if ( offset !== undefined ) {
  1373. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1374. }
  1375. this.x = attribute.getX( index );
  1376. this.y = attribute.getY( index );
  1377. this.z = attribute.getZ( index );
  1378. return this;
  1379. }
  1380. } );
  1381. /**
  1382. * @author alteredq / http://alteredqualia.com/
  1383. * @author WestLangley / http://github.com/WestLangley
  1384. * @author bhouston / http://clara.io
  1385. * @author tschw
  1386. */
  1387. function Matrix3() {
  1388. this.elements = [
  1389. 1, 0, 0,
  1390. 0, 1, 0,
  1391. 0, 0, 1
  1392. ];
  1393. if ( arguments.length > 0 ) {
  1394. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1395. }
  1396. }
  1397. Object.assign( Matrix3.prototype, {
  1398. isMatrix3: true,
  1399. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1400. var te = this.elements;
  1401. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1402. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1403. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1404. return this;
  1405. },
  1406. identity: function () {
  1407. this.set(
  1408. 1, 0, 0,
  1409. 0, 1, 0,
  1410. 0, 0, 1
  1411. );
  1412. return this;
  1413. },
  1414. clone: function () {
  1415. return new this.constructor().fromArray( this.elements );
  1416. },
  1417. copy: function ( m ) {
  1418. var te = this.elements;
  1419. var me = m.elements;
  1420. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1421. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1422. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1423. return this;
  1424. },
  1425. setFromMatrix4: function ( m ) {
  1426. var me = m.elements;
  1427. this.set(
  1428. me[ 0 ], me[ 4 ], me[ 8 ],
  1429. me[ 1 ], me[ 5 ], me[ 9 ],
  1430. me[ 2 ], me[ 6 ], me[ 10 ]
  1431. );
  1432. return this;
  1433. },
  1434. applyToBufferAttribute: function () {
  1435. var v1 = new Vector3();
  1436. return function applyToBufferAttribute( attribute ) {
  1437. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1438. v1.x = attribute.getX( i );
  1439. v1.y = attribute.getY( i );
  1440. v1.z = attribute.getZ( i );
  1441. v1.applyMatrix3( this );
  1442. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  1443. }
  1444. return attribute;
  1445. };
  1446. }(),
  1447. multiply: function ( m ) {
  1448. return this.multiplyMatrices( this, m );
  1449. },
  1450. premultiply: function ( m ) {
  1451. return this.multiplyMatrices( m, this );
  1452. },
  1453. multiplyMatrices: function ( a, b ) {
  1454. var ae = a.elements;
  1455. var be = b.elements;
  1456. var te = this.elements;
  1457. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1458. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1459. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1460. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1461. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1462. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1463. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1464. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1465. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1466. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1467. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1468. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1469. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1470. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1471. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1472. return this;
  1473. },
  1474. multiplyScalar: function ( s ) {
  1475. var te = this.elements;
  1476. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1477. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1478. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1479. return this;
  1480. },
  1481. determinant: function () {
  1482. var te = this.elements;
  1483. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1484. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1485. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1486. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1487. },
  1488. getInverse: function ( matrix, throwOnDegenerate ) {
  1489. if ( matrix && matrix.isMatrix4 ) {
  1490. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1491. }
  1492. var me = matrix.elements,
  1493. te = this.elements,
  1494. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1495. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1496. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1497. t11 = n33 * n22 - n32 * n23,
  1498. t12 = n32 * n13 - n33 * n12,
  1499. t13 = n23 * n12 - n22 * n13,
  1500. det = n11 * t11 + n21 * t12 + n31 * t13;
  1501. if ( det === 0 ) {
  1502. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1503. if ( throwOnDegenerate === true ) {
  1504. throw new Error( msg );
  1505. } else {
  1506. console.warn( msg );
  1507. }
  1508. return this.identity();
  1509. }
  1510. var detInv = 1 / det;
  1511. te[ 0 ] = t11 * detInv;
  1512. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1513. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1514. te[ 3 ] = t12 * detInv;
  1515. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1516. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1517. te[ 6 ] = t13 * detInv;
  1518. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1519. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1520. return this;
  1521. },
  1522. transpose: function () {
  1523. var tmp, m = this.elements;
  1524. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1525. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1526. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1527. return this;
  1528. },
  1529. getNormalMatrix: function ( matrix4 ) {
  1530. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1531. },
  1532. transposeIntoArray: function ( r ) {
  1533. var m = this.elements;
  1534. r[ 0 ] = m[ 0 ];
  1535. r[ 1 ] = m[ 3 ];
  1536. r[ 2 ] = m[ 6 ];
  1537. r[ 3 ] = m[ 1 ];
  1538. r[ 4 ] = m[ 4 ];
  1539. r[ 5 ] = m[ 7 ];
  1540. r[ 6 ] = m[ 2 ];
  1541. r[ 7 ] = m[ 5 ];
  1542. r[ 8 ] = m[ 8 ];
  1543. return this;
  1544. },
  1545. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1546. var c = Math.cos( rotation );
  1547. var s = Math.sin( rotation );
  1548. this.set(
  1549. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1550. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1551. 0, 0, 1
  1552. );
  1553. },
  1554. scale: function ( sx, sy ) {
  1555. var te = this.elements;
  1556. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1557. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1558. return this;
  1559. },
  1560. rotate: function ( theta ) {
  1561. var c = Math.cos( theta );
  1562. var s = Math.sin( theta );
  1563. var te = this.elements;
  1564. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1565. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1566. te[ 0 ] = c * a11 + s * a21;
  1567. te[ 3 ] = c * a12 + s * a22;
  1568. te[ 6 ] = c * a13 + s * a23;
  1569. te[ 1 ] = - s * a11 + c * a21;
  1570. te[ 4 ] = - s * a12 + c * a22;
  1571. te[ 7 ] = - s * a13 + c * a23;
  1572. return this;
  1573. },
  1574. translate: function ( tx, ty ) {
  1575. var te = this.elements;
  1576. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1577. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1578. return this;
  1579. },
  1580. equals: function ( matrix ) {
  1581. var te = this.elements;
  1582. var me = matrix.elements;
  1583. for ( var i = 0; i < 9; i ++ ) {
  1584. if ( te[ i ] !== me[ i ] ) return false;
  1585. }
  1586. return true;
  1587. },
  1588. fromArray: function ( array, offset ) {
  1589. if ( offset === undefined ) offset = 0;
  1590. for ( var i = 0; i < 9; i ++ ) {
  1591. this.elements[ i ] = array[ i + offset ];
  1592. }
  1593. return this;
  1594. },
  1595. toArray: function ( array, offset ) {
  1596. if ( array === undefined ) array = [];
  1597. if ( offset === undefined ) offset = 0;
  1598. var te = this.elements;
  1599. array[ offset ] = te[ 0 ];
  1600. array[ offset + 1 ] = te[ 1 ];
  1601. array[ offset + 2 ] = te[ 2 ];
  1602. array[ offset + 3 ] = te[ 3 ];
  1603. array[ offset + 4 ] = te[ 4 ];
  1604. array[ offset + 5 ] = te[ 5 ];
  1605. array[ offset + 6 ] = te[ 6 ];
  1606. array[ offset + 7 ] = te[ 7 ];
  1607. array[ offset + 8 ] = te[ 8 ];
  1608. return array;
  1609. }
  1610. } );
  1611. /**
  1612. * @author mrdoob / http://mrdoob.com/
  1613. * @author alteredq / http://alteredqualia.com/
  1614. * @author szimek / https://github.com/szimek/
  1615. */
  1616. var _canvas;
  1617. var ImageUtils = {
  1618. getDataURL: function ( image ) {
  1619. var canvas;
  1620. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1621. return image.src;
  1622. } else if ( image instanceof HTMLCanvasElement ) {
  1623. canvas = image;
  1624. } else {
  1625. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1626. _canvas.width = image.width;
  1627. _canvas.height = image.height;
  1628. var context = _canvas.getContext( '2d' );
  1629. if ( image instanceof ImageData ) {
  1630. context.putImageData( image, 0, 0 );
  1631. } else {
  1632. context.drawImage( image, 0, 0, image.width, image.height );
  1633. }
  1634. canvas = _canvas;
  1635. }
  1636. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1637. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1638. } else {
  1639. return canvas.toDataURL( 'image/png' );
  1640. }
  1641. }
  1642. };
  1643. /**
  1644. * @author mrdoob / http://mrdoob.com/
  1645. * @author alteredq / http://alteredqualia.com/
  1646. * @author szimek / https://github.com/szimek/
  1647. */
  1648. var textureId = 0;
  1649. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1650. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1651. this.uuid = _Math.generateUUID();
  1652. this.name = '';
  1653. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1654. this.mipmaps = [];
  1655. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1656. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1657. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1658. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1659. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  1660. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1661. this.format = format !== undefined ? format : RGBAFormat;
  1662. this.type = type !== undefined ? type : UnsignedByteType;
  1663. this.offset = new Vector2( 0, 0 );
  1664. this.repeat = new Vector2( 1, 1 );
  1665. this.center = new Vector2( 0, 0 );
  1666. this.rotation = 0;
  1667. this.matrixAutoUpdate = true;
  1668. this.matrix = new Matrix3();
  1669. this.generateMipmaps = true;
  1670. this.premultiplyAlpha = false;
  1671. this.flipY = true;
  1672. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1673. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1674. //
  1675. // Also changing the encoding after already used by a Material will not automatically make the Material
  1676. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1677. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1678. this.version = 0;
  1679. this.onUpdate = null;
  1680. }
  1681. Texture.DEFAULT_IMAGE = undefined;
  1682. Texture.DEFAULT_MAPPING = UVMapping;
  1683. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1684. constructor: Texture,
  1685. isTexture: true,
  1686. updateMatrix: function () {
  1687. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1688. },
  1689. clone: function () {
  1690. return new this.constructor().copy( this );
  1691. },
  1692. copy: function ( source ) {
  1693. this.name = source.name;
  1694. this.image = source.image;
  1695. this.mipmaps = source.mipmaps.slice( 0 );
  1696. this.mapping = source.mapping;
  1697. this.wrapS = source.wrapS;
  1698. this.wrapT = source.wrapT;
  1699. this.magFilter = source.magFilter;
  1700. this.minFilter = source.minFilter;
  1701. this.anisotropy = source.anisotropy;
  1702. this.format = source.format;
  1703. this.type = source.type;
  1704. this.offset.copy( source.offset );
  1705. this.repeat.copy( source.repeat );
  1706. this.center.copy( source.center );
  1707. this.rotation = source.rotation;
  1708. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1709. this.matrix.copy( source.matrix );
  1710. this.generateMipmaps = source.generateMipmaps;
  1711. this.premultiplyAlpha = source.premultiplyAlpha;
  1712. this.flipY = source.flipY;
  1713. this.unpackAlignment = source.unpackAlignment;
  1714. this.encoding = source.encoding;
  1715. return this;
  1716. },
  1717. toJSON: function ( meta ) {
  1718. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1719. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1720. return meta.textures[ this.uuid ];
  1721. }
  1722. var output = {
  1723. metadata: {
  1724. version: 4.5,
  1725. type: 'Texture',
  1726. generator: 'Texture.toJSON'
  1727. },
  1728. uuid: this.uuid,
  1729. name: this.name,
  1730. mapping: this.mapping,
  1731. repeat: [ this.repeat.x, this.repeat.y ],
  1732. offset: [ this.offset.x, this.offset.y ],
  1733. center: [ this.center.x, this.center.y ],
  1734. rotation: this.rotation,
  1735. wrap: [ this.wrapS, this.wrapT ],
  1736. format: this.format,
  1737. type: this.type,
  1738. encoding: this.encoding,
  1739. minFilter: this.minFilter,
  1740. magFilter: this.magFilter,
  1741. anisotropy: this.anisotropy,
  1742. flipY: this.flipY,
  1743. premultiplyAlpha: this.premultiplyAlpha,
  1744. unpackAlignment: this.unpackAlignment
  1745. };
  1746. if ( this.image !== undefined ) {
  1747. // TODO: Move to THREE.Image
  1748. var image = this.image;
  1749. if ( image.uuid === undefined ) {
  1750. image.uuid = _Math.generateUUID(); // UGH
  1751. }
  1752. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1753. var url;
  1754. if ( Array.isArray( image ) ) {
  1755. // process array of images e.g. CubeTexture
  1756. url = [];
  1757. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1758. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1759. }
  1760. } else {
  1761. // process single image
  1762. url = ImageUtils.getDataURL( image );
  1763. }
  1764. meta.images[ image.uuid ] = {
  1765. uuid: image.uuid,
  1766. url: url
  1767. };
  1768. }
  1769. output.image = image.uuid;
  1770. }
  1771. if ( ! isRootObject ) {
  1772. meta.textures[ this.uuid ] = output;
  1773. }
  1774. return output;
  1775. },
  1776. dispose: function () {
  1777. this.dispatchEvent( { type: 'dispose' } );
  1778. },
  1779. transformUv: function ( uv ) {
  1780. if ( this.mapping !== UVMapping ) return uv;
  1781. uv.applyMatrix3( this.matrix );
  1782. if ( uv.x < 0 || uv.x > 1 ) {
  1783. switch ( this.wrapS ) {
  1784. case RepeatWrapping:
  1785. uv.x = uv.x - Math.floor( uv.x );
  1786. break;
  1787. case ClampToEdgeWrapping:
  1788. uv.x = uv.x < 0 ? 0 : 1;
  1789. break;
  1790. case MirroredRepeatWrapping:
  1791. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1792. uv.x = Math.ceil( uv.x ) - uv.x;
  1793. } else {
  1794. uv.x = uv.x - Math.floor( uv.x );
  1795. }
  1796. break;
  1797. }
  1798. }
  1799. if ( uv.y < 0 || uv.y > 1 ) {
  1800. switch ( this.wrapT ) {
  1801. case RepeatWrapping:
  1802. uv.y = uv.y - Math.floor( uv.y );
  1803. break;
  1804. case ClampToEdgeWrapping:
  1805. uv.y = uv.y < 0 ? 0 : 1;
  1806. break;
  1807. case MirroredRepeatWrapping:
  1808. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1809. uv.y = Math.ceil( uv.y ) - uv.y;
  1810. } else {
  1811. uv.y = uv.y - Math.floor( uv.y );
  1812. }
  1813. break;
  1814. }
  1815. }
  1816. if ( this.flipY ) {
  1817. uv.y = 1 - uv.y;
  1818. }
  1819. return uv;
  1820. }
  1821. } );
  1822. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1823. set: function ( value ) {
  1824. if ( value === true ) this.version ++;
  1825. }
  1826. } );
  1827. /**
  1828. * @author supereggbert / http://www.paulbrunt.co.uk/
  1829. * @author philogb / http://blog.thejit.org/
  1830. * @author mikael emtinger / http://gomo.se/
  1831. * @author egraether / http://egraether.com/
  1832. * @author WestLangley / http://github.com/WestLangley
  1833. */
  1834. function Vector4( x, y, z, w ) {
  1835. this.x = x || 0;
  1836. this.y = y || 0;
  1837. this.z = z || 0;
  1838. this.w = ( w !== undefined ) ? w : 1;
  1839. }
  1840. Object.defineProperties( Vector4.prototype, {
  1841. "width": {
  1842. get: function () {
  1843. return this.z;
  1844. },
  1845. set: function ( value ) {
  1846. this.z = value;
  1847. }
  1848. },
  1849. "height": {
  1850. get: function () {
  1851. return this.w;
  1852. },
  1853. set: function ( value ) {
  1854. this.w = value;
  1855. }
  1856. }
  1857. } );
  1858. Object.assign( Vector4.prototype, {
  1859. isVector4: true,
  1860. set: function ( x, y, z, w ) {
  1861. this.x = x;
  1862. this.y = y;
  1863. this.z = z;
  1864. this.w = w;
  1865. return this;
  1866. },
  1867. setScalar: function ( scalar ) {
  1868. this.x = scalar;
  1869. this.y = scalar;
  1870. this.z = scalar;
  1871. this.w = scalar;
  1872. return this;
  1873. },
  1874. setX: function ( x ) {
  1875. this.x = x;
  1876. return this;
  1877. },
  1878. setY: function ( y ) {
  1879. this.y = y;
  1880. return this;
  1881. },
  1882. setZ: function ( z ) {
  1883. this.z = z;
  1884. return this;
  1885. },
  1886. setW: function ( w ) {
  1887. this.w = w;
  1888. return this;
  1889. },
  1890. setComponent: function ( index, value ) {
  1891. switch ( index ) {
  1892. case 0: this.x = value; break;
  1893. case 1: this.y = value; break;
  1894. case 2: this.z = value; break;
  1895. case 3: this.w = value; break;
  1896. default: throw new Error( 'index is out of range: ' + index );
  1897. }
  1898. return this;
  1899. },
  1900. getComponent: function ( index ) {
  1901. switch ( index ) {
  1902. case 0: return this.x;
  1903. case 1: return this.y;
  1904. case 2: return this.z;
  1905. case 3: return this.w;
  1906. default: throw new Error( 'index is out of range: ' + index );
  1907. }
  1908. },
  1909. clone: function () {
  1910. return new this.constructor( this.x, this.y, this.z, this.w );
  1911. },
  1912. copy: function ( v ) {
  1913. this.x = v.x;
  1914. this.y = v.y;
  1915. this.z = v.z;
  1916. this.w = ( v.w !== undefined ) ? v.w : 1;
  1917. return this;
  1918. },
  1919. add: function ( v, w ) {
  1920. if ( w !== undefined ) {
  1921. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1922. return this.addVectors( v, w );
  1923. }
  1924. this.x += v.x;
  1925. this.y += v.y;
  1926. this.z += v.z;
  1927. this.w += v.w;
  1928. return this;
  1929. },
  1930. addScalar: function ( s ) {
  1931. this.x += s;
  1932. this.y += s;
  1933. this.z += s;
  1934. this.w += s;
  1935. return this;
  1936. },
  1937. addVectors: function ( a, b ) {
  1938. this.x = a.x + b.x;
  1939. this.y = a.y + b.y;
  1940. this.z = a.z + b.z;
  1941. this.w = a.w + b.w;
  1942. return this;
  1943. },
  1944. addScaledVector: function ( v, s ) {
  1945. this.x += v.x * s;
  1946. this.y += v.y * s;
  1947. this.z += v.z * s;
  1948. this.w += v.w * s;
  1949. return this;
  1950. },
  1951. sub: function ( v, w ) {
  1952. if ( w !== undefined ) {
  1953. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1954. return this.subVectors( v, w );
  1955. }
  1956. this.x -= v.x;
  1957. this.y -= v.y;
  1958. this.z -= v.z;
  1959. this.w -= v.w;
  1960. return this;
  1961. },
  1962. subScalar: function ( s ) {
  1963. this.x -= s;
  1964. this.y -= s;
  1965. this.z -= s;
  1966. this.w -= s;
  1967. return this;
  1968. },
  1969. subVectors: function ( a, b ) {
  1970. this.x = a.x - b.x;
  1971. this.y = a.y - b.y;
  1972. this.z = a.z - b.z;
  1973. this.w = a.w - b.w;
  1974. return this;
  1975. },
  1976. multiplyScalar: function ( scalar ) {
  1977. this.x *= scalar;
  1978. this.y *= scalar;
  1979. this.z *= scalar;
  1980. this.w *= scalar;
  1981. return this;
  1982. },
  1983. applyMatrix4: function ( m ) {
  1984. var x = this.x, y = this.y, z = this.z, w = this.w;
  1985. var e = m.elements;
  1986. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1987. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1988. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1989. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1990. return this;
  1991. },
  1992. divideScalar: function ( scalar ) {
  1993. return this.multiplyScalar( 1 / scalar );
  1994. },
  1995. setAxisAngleFromQuaternion: function ( q ) {
  1996. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1997. // q is assumed to be normalized
  1998. this.w = 2 * Math.acos( q.w );
  1999. var s = Math.sqrt( 1 - q.w * q.w );
  2000. if ( s < 0.0001 ) {
  2001. this.x = 1;
  2002. this.y = 0;
  2003. this.z = 0;
  2004. } else {
  2005. this.x = q.x / s;
  2006. this.y = q.y / s;
  2007. this.z = q.z / s;
  2008. }
  2009. return this;
  2010. },
  2011. setAxisAngleFromRotationMatrix: function ( m ) {
  2012. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2013. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2014. var angle, x, y, z, // variables for result
  2015. epsilon = 0.01, // margin to allow for rounding errors
  2016. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2017. te = m.elements,
  2018. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2019. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2020. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2021. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2022. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2023. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2024. // singularity found
  2025. // first check for identity matrix which must have +1 for all terms
  2026. // in leading diagonal and zero in other terms
  2027. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2028. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2029. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2030. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2031. // this singularity is identity matrix so angle = 0
  2032. this.set( 1, 0, 0, 0 );
  2033. return this; // zero angle, arbitrary axis
  2034. }
  2035. // otherwise this singularity is angle = 180
  2036. angle = Math.PI;
  2037. var xx = ( m11 + 1 ) / 2;
  2038. var yy = ( m22 + 1 ) / 2;
  2039. var zz = ( m33 + 1 ) / 2;
  2040. var xy = ( m12 + m21 ) / 4;
  2041. var xz = ( m13 + m31 ) / 4;
  2042. var yz = ( m23 + m32 ) / 4;
  2043. if ( ( xx > yy ) && ( xx > zz ) ) {
  2044. // m11 is the largest diagonal term
  2045. if ( xx < epsilon ) {
  2046. x = 0;
  2047. y = 0.707106781;
  2048. z = 0.707106781;
  2049. } else {
  2050. x = Math.sqrt( xx );
  2051. y = xy / x;
  2052. z = xz / x;
  2053. }
  2054. } else if ( yy > zz ) {
  2055. // m22 is the largest diagonal term
  2056. if ( yy < epsilon ) {
  2057. x = 0.707106781;
  2058. y = 0;
  2059. z = 0.707106781;
  2060. } else {
  2061. y = Math.sqrt( yy );
  2062. x = xy / y;
  2063. z = yz / y;
  2064. }
  2065. } else {
  2066. // m33 is the largest diagonal term so base result on this
  2067. if ( zz < epsilon ) {
  2068. x = 0.707106781;
  2069. y = 0.707106781;
  2070. z = 0;
  2071. } else {
  2072. z = Math.sqrt( zz );
  2073. x = xz / z;
  2074. y = yz / z;
  2075. }
  2076. }
  2077. this.set( x, y, z, angle );
  2078. return this; // return 180 deg rotation
  2079. }
  2080. // as we have reached here there are no singularities so we can handle normally
  2081. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2082. ( m13 - m31 ) * ( m13 - m31 ) +
  2083. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2084. if ( Math.abs( s ) < 0.001 ) s = 1;
  2085. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2086. // caught by singularity test above, but I've left it in just in case
  2087. this.x = ( m32 - m23 ) / s;
  2088. this.y = ( m13 - m31 ) / s;
  2089. this.z = ( m21 - m12 ) / s;
  2090. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2091. return this;
  2092. },
  2093. min: function ( v ) {
  2094. this.x = Math.min( this.x, v.x );
  2095. this.y = Math.min( this.y, v.y );
  2096. this.z = Math.min( this.z, v.z );
  2097. this.w = Math.min( this.w, v.w );
  2098. return this;
  2099. },
  2100. max: function ( v ) {
  2101. this.x = Math.max( this.x, v.x );
  2102. this.y = Math.max( this.y, v.y );
  2103. this.z = Math.max( this.z, v.z );
  2104. this.w = Math.max( this.w, v.w );
  2105. return this;
  2106. },
  2107. clamp: function ( min, max ) {
  2108. // assumes min < max, componentwise
  2109. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2110. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2111. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2112. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2113. return this;
  2114. },
  2115. clampScalar: function () {
  2116. var min, max;
  2117. return function clampScalar( minVal, maxVal ) {
  2118. if ( min === undefined ) {
  2119. min = new Vector4();
  2120. max = new Vector4();
  2121. }
  2122. min.set( minVal, minVal, minVal, minVal );
  2123. max.set( maxVal, maxVal, maxVal, maxVal );
  2124. return this.clamp( min, max );
  2125. };
  2126. }(),
  2127. clampLength: function ( min, max ) {
  2128. var length = this.length();
  2129. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2130. },
  2131. floor: function () {
  2132. this.x = Math.floor( this.x );
  2133. this.y = Math.floor( this.y );
  2134. this.z = Math.floor( this.z );
  2135. this.w = Math.floor( this.w );
  2136. return this;
  2137. },
  2138. ceil: function () {
  2139. this.x = Math.ceil( this.x );
  2140. this.y = Math.ceil( this.y );
  2141. this.z = Math.ceil( this.z );
  2142. this.w = Math.ceil( this.w );
  2143. return this;
  2144. },
  2145. round: function () {
  2146. this.x = Math.round( this.x );
  2147. this.y = Math.round( this.y );
  2148. this.z = Math.round( this.z );
  2149. this.w = Math.round( this.w );
  2150. return this;
  2151. },
  2152. roundToZero: function () {
  2153. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2154. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2155. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2156. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2157. return this;
  2158. },
  2159. negate: function () {
  2160. this.x = - this.x;
  2161. this.y = - this.y;
  2162. this.z = - this.z;
  2163. this.w = - this.w;
  2164. return this;
  2165. },
  2166. dot: function ( v ) {
  2167. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2168. },
  2169. lengthSq: function () {
  2170. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2171. },
  2172. length: function () {
  2173. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2174. },
  2175. manhattanLength: function () {
  2176. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2177. },
  2178. normalize: function () {
  2179. return this.divideScalar( this.length() || 1 );
  2180. },
  2181. setLength: function ( length ) {
  2182. return this.normalize().multiplyScalar( length );
  2183. },
  2184. lerp: function ( v, alpha ) {
  2185. this.x += ( v.x - this.x ) * alpha;
  2186. this.y += ( v.y - this.y ) * alpha;
  2187. this.z += ( v.z - this.z ) * alpha;
  2188. this.w += ( v.w - this.w ) * alpha;
  2189. return this;
  2190. },
  2191. lerpVectors: function ( v1, v2, alpha ) {
  2192. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2193. },
  2194. equals: function ( v ) {
  2195. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2196. },
  2197. fromArray: function ( array, offset ) {
  2198. if ( offset === undefined ) offset = 0;
  2199. this.x = array[ offset ];
  2200. this.y = array[ offset + 1 ];
  2201. this.z = array[ offset + 2 ];
  2202. this.w = array[ offset + 3 ];
  2203. return this;
  2204. },
  2205. toArray: function ( array, offset ) {
  2206. if ( array === undefined ) array = [];
  2207. if ( offset === undefined ) offset = 0;
  2208. array[ offset ] = this.x;
  2209. array[ offset + 1 ] = this.y;
  2210. array[ offset + 2 ] = this.z;
  2211. array[ offset + 3 ] = this.w;
  2212. return array;
  2213. },
  2214. fromBufferAttribute: function ( attribute, index, offset ) {
  2215. if ( offset !== undefined ) {
  2216. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2217. }
  2218. this.x = attribute.getX( index );
  2219. this.y = attribute.getY( index );
  2220. this.z = attribute.getZ( index );
  2221. this.w = attribute.getW( index );
  2222. return this;
  2223. }
  2224. } );
  2225. /**
  2226. * @author szimek / https://github.com/szimek/
  2227. * @author alteredq / http://alteredqualia.com/
  2228. * @author Marius Kintel / https://github.com/kintel
  2229. */
  2230. /*
  2231. In options, we can specify:
  2232. * Texture parameters for an auto-generated target texture
  2233. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2234. */
  2235. function WebGLRenderTarget( width, height, options ) {
  2236. this.width = width;
  2237. this.height = height;
  2238. this.scissor = new Vector4( 0, 0, width, height );
  2239. this.scissorTest = false;
  2240. this.viewport = new Vector4( 0, 0, width, height );
  2241. options = options || {};
  2242. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2243. this.texture.image = {};
  2244. this.texture.image.width = width;
  2245. this.texture.image.height = height;
  2246. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2247. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2248. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2249. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2250. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2251. }
  2252. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2253. constructor: WebGLRenderTarget,
  2254. isWebGLRenderTarget: true,
  2255. setSize: function ( width, height ) {
  2256. if ( this.width !== width || this.height !== height ) {
  2257. this.width = width;
  2258. this.height = height;
  2259. this.texture.image.width = width;
  2260. this.texture.image.height = height;
  2261. this.dispose();
  2262. }
  2263. this.viewport.set( 0, 0, width, height );
  2264. this.scissor.set( 0, 0, width, height );
  2265. },
  2266. clone: function () {
  2267. return new this.constructor().copy( this );
  2268. },
  2269. copy: function ( source ) {
  2270. this.width = source.width;
  2271. this.height = source.height;
  2272. this.viewport.copy( source.viewport );
  2273. this.texture = source.texture.clone();
  2274. this.depthBuffer = source.depthBuffer;
  2275. this.stencilBuffer = source.stencilBuffer;
  2276. this.depthTexture = source.depthTexture;
  2277. return this;
  2278. },
  2279. dispose: function () {
  2280. this.dispatchEvent( { type: 'dispose' } );
  2281. }
  2282. } );
  2283. /**
  2284. * @author Mugen87 / https://github.com/Mugen87
  2285. * @author Matt DesLauriers / @mattdesl
  2286. */
  2287. function WebGLMultisampleRenderTarget( width, height, options ) {
  2288. WebGLRenderTarget.call( this, width, height, options );
  2289. this.samples = 4;
  2290. }
  2291. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2292. constructor: WebGLMultisampleRenderTarget,
  2293. isWebGLMultisampleRenderTarget: true,
  2294. copy: function ( source ) {
  2295. WebGLRenderTarget.prototype.copy.call( this, source );
  2296. this.samples = source.samples;
  2297. return this;
  2298. }
  2299. } );
  2300. /**
  2301. * @author mrdoob / http://mrdoob.com/
  2302. * @author supereggbert / http://www.paulbrunt.co.uk/
  2303. * @author philogb / http://blog.thejit.org/
  2304. * @author jordi_ros / http://plattsoft.com
  2305. * @author D1plo1d / http://github.com/D1plo1d
  2306. * @author alteredq / http://alteredqualia.com/
  2307. * @author mikael emtinger / http://gomo.se/
  2308. * @author timknip / http://www.floorplanner.com/
  2309. * @author bhouston / http://clara.io
  2310. * @author WestLangley / http://github.com/WestLangley
  2311. */
  2312. function Matrix4() {
  2313. this.elements = [
  2314. 1, 0, 0, 0,
  2315. 0, 1, 0, 0,
  2316. 0, 0, 1, 0,
  2317. 0, 0, 0, 1
  2318. ];
  2319. if ( arguments.length > 0 ) {
  2320. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2321. }
  2322. }
  2323. Object.assign( Matrix4.prototype, {
  2324. isMatrix4: true,
  2325. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2326. var te = this.elements;
  2327. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2328. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2329. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2330. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2331. return this;
  2332. },
  2333. identity: function () {
  2334. this.set(
  2335. 1, 0, 0, 0,
  2336. 0, 1, 0, 0,
  2337. 0, 0, 1, 0,
  2338. 0, 0, 0, 1
  2339. );
  2340. return this;
  2341. },
  2342. clone: function () {
  2343. return new Matrix4().fromArray( this.elements );
  2344. },
  2345. copy: function ( m ) {
  2346. var te = this.elements;
  2347. var me = m.elements;
  2348. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2349. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2350. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2351. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2352. return this;
  2353. },
  2354. copyPosition: function ( m ) {
  2355. var te = this.elements, me = m.elements;
  2356. te[ 12 ] = me[ 12 ];
  2357. te[ 13 ] = me[ 13 ];
  2358. te[ 14 ] = me[ 14 ];
  2359. return this;
  2360. },
  2361. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2362. xAxis.setFromMatrixColumn( this, 0 );
  2363. yAxis.setFromMatrixColumn( this, 1 );
  2364. zAxis.setFromMatrixColumn( this, 2 );
  2365. return this;
  2366. },
  2367. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2368. this.set(
  2369. xAxis.x, yAxis.x, zAxis.x, 0,
  2370. xAxis.y, yAxis.y, zAxis.y, 0,
  2371. xAxis.z, yAxis.z, zAxis.z, 0,
  2372. 0, 0, 0, 1
  2373. );
  2374. return this;
  2375. },
  2376. extractRotation: function () {
  2377. var v1 = new Vector3();
  2378. return function extractRotation( m ) {
  2379. // this method does not support reflection matrices
  2380. var te = this.elements;
  2381. var me = m.elements;
  2382. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  2383. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  2384. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  2385. te[ 0 ] = me[ 0 ] * scaleX;
  2386. te[ 1 ] = me[ 1 ] * scaleX;
  2387. te[ 2 ] = me[ 2 ] * scaleX;
  2388. te[ 3 ] = 0;
  2389. te[ 4 ] = me[ 4 ] * scaleY;
  2390. te[ 5 ] = me[ 5 ] * scaleY;
  2391. te[ 6 ] = me[ 6 ] * scaleY;
  2392. te[ 7 ] = 0;
  2393. te[ 8 ] = me[ 8 ] * scaleZ;
  2394. te[ 9 ] = me[ 9 ] * scaleZ;
  2395. te[ 10 ] = me[ 10 ] * scaleZ;
  2396. te[ 11 ] = 0;
  2397. te[ 12 ] = 0;
  2398. te[ 13 ] = 0;
  2399. te[ 14 ] = 0;
  2400. te[ 15 ] = 1;
  2401. return this;
  2402. };
  2403. }(),
  2404. makeRotationFromEuler: function ( euler ) {
  2405. if ( ! ( euler && euler.isEuler ) ) {
  2406. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2407. }
  2408. var te = this.elements;
  2409. var x = euler.x, y = euler.y, z = euler.z;
  2410. var a = Math.cos( x ), b = Math.sin( x );
  2411. var c = Math.cos( y ), d = Math.sin( y );
  2412. var e = Math.cos( z ), f = Math.sin( z );
  2413. if ( euler.order === 'XYZ' ) {
  2414. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2415. te[ 0 ] = c * e;
  2416. te[ 4 ] = - c * f;
  2417. te[ 8 ] = d;
  2418. te[ 1 ] = af + be * d;
  2419. te[ 5 ] = ae - bf * d;
  2420. te[ 9 ] = - b * c;
  2421. te[ 2 ] = bf - ae * d;
  2422. te[ 6 ] = be + af * d;
  2423. te[ 10 ] = a * c;
  2424. } else if ( euler.order === 'YXZ' ) {
  2425. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2426. te[ 0 ] = ce + df * b;
  2427. te[ 4 ] = de * b - cf;
  2428. te[ 8 ] = a * d;
  2429. te[ 1 ] = a * f;
  2430. te[ 5 ] = a * e;
  2431. te[ 9 ] = - b;
  2432. te[ 2 ] = cf * b - de;
  2433. te[ 6 ] = df + ce * b;
  2434. te[ 10 ] = a * c;
  2435. } else if ( euler.order === 'ZXY' ) {
  2436. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2437. te[ 0 ] = ce - df * b;
  2438. te[ 4 ] = - a * f;
  2439. te[ 8 ] = de + cf * b;
  2440. te[ 1 ] = cf + de * b;
  2441. te[ 5 ] = a * e;
  2442. te[ 9 ] = df - ce * b;
  2443. te[ 2 ] = - a * d;
  2444. te[ 6 ] = b;
  2445. te[ 10 ] = a * c;
  2446. } else if ( euler.order === 'ZYX' ) {
  2447. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2448. te[ 0 ] = c * e;
  2449. te[ 4 ] = be * d - af;
  2450. te[ 8 ] = ae * d + bf;
  2451. te[ 1 ] = c * f;
  2452. te[ 5 ] = bf * d + ae;
  2453. te[ 9 ] = af * d - be;
  2454. te[ 2 ] = - d;
  2455. te[ 6 ] = b * c;
  2456. te[ 10 ] = a * c;
  2457. } else if ( euler.order === 'YZX' ) {
  2458. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2459. te[ 0 ] = c * e;
  2460. te[ 4 ] = bd - ac * f;
  2461. te[ 8 ] = bc * f + ad;
  2462. te[ 1 ] = f;
  2463. te[ 5 ] = a * e;
  2464. te[ 9 ] = - b * e;
  2465. te[ 2 ] = - d * e;
  2466. te[ 6 ] = ad * f + bc;
  2467. te[ 10 ] = ac - bd * f;
  2468. } else if ( euler.order === 'XZY' ) {
  2469. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2470. te[ 0 ] = c * e;
  2471. te[ 4 ] = - f;
  2472. te[ 8 ] = d * e;
  2473. te[ 1 ] = ac * f + bd;
  2474. te[ 5 ] = a * e;
  2475. te[ 9 ] = ad * f - bc;
  2476. te[ 2 ] = bc * f - ad;
  2477. te[ 6 ] = b * e;
  2478. te[ 10 ] = bd * f + ac;
  2479. }
  2480. // bottom row
  2481. te[ 3 ] = 0;
  2482. te[ 7 ] = 0;
  2483. te[ 11 ] = 0;
  2484. // last column
  2485. te[ 12 ] = 0;
  2486. te[ 13 ] = 0;
  2487. te[ 14 ] = 0;
  2488. te[ 15 ] = 1;
  2489. return this;
  2490. },
  2491. makeRotationFromQuaternion: function () {
  2492. var zero = new Vector3( 0, 0, 0 );
  2493. var one = new Vector3( 1, 1, 1 );
  2494. return function makeRotationFromQuaternion( q ) {
  2495. return this.compose( zero, q, one );
  2496. };
  2497. }(),
  2498. lookAt: function () {
  2499. var x = new Vector3();
  2500. var y = new Vector3();
  2501. var z = new Vector3();
  2502. return function lookAt( eye, target, up ) {
  2503. var te = this.elements;
  2504. z.subVectors( eye, target );
  2505. if ( z.lengthSq() === 0 ) {
  2506. // eye and target are in the same position
  2507. z.z = 1;
  2508. }
  2509. z.normalize();
  2510. x.crossVectors( up, z );
  2511. if ( x.lengthSq() === 0 ) {
  2512. // up and z are parallel
  2513. if ( Math.abs( up.z ) === 1 ) {
  2514. z.x += 0.0001;
  2515. } else {
  2516. z.z += 0.0001;
  2517. }
  2518. z.normalize();
  2519. x.crossVectors( up, z );
  2520. }
  2521. x.normalize();
  2522. y.crossVectors( z, x );
  2523. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2524. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2525. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2526. return this;
  2527. };
  2528. }(),
  2529. multiply: function ( m, n ) {
  2530. if ( n !== undefined ) {
  2531. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2532. return this.multiplyMatrices( m, n );
  2533. }
  2534. return this.multiplyMatrices( this, m );
  2535. },
  2536. premultiply: function ( m ) {
  2537. return this.multiplyMatrices( m, this );
  2538. },
  2539. multiplyMatrices: function ( a, b ) {
  2540. var ae = a.elements;
  2541. var be = b.elements;
  2542. var te = this.elements;
  2543. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2544. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2545. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2546. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2547. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2548. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2549. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2550. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2551. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2552. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2553. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2554. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2555. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2556. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2557. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2558. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2559. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2560. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2561. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2562. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2563. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2564. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2565. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2566. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2567. return this;
  2568. },
  2569. multiplyScalar: function ( s ) {
  2570. var te = this.elements;
  2571. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2572. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2573. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2574. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2575. return this;
  2576. },
  2577. applyToBufferAttribute: function () {
  2578. var v1 = new Vector3();
  2579. return function applyToBufferAttribute( attribute ) {
  2580. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2581. v1.x = attribute.getX( i );
  2582. v1.y = attribute.getY( i );
  2583. v1.z = attribute.getZ( i );
  2584. v1.applyMatrix4( this );
  2585. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2586. }
  2587. return attribute;
  2588. };
  2589. }(),
  2590. determinant: function () {
  2591. var te = this.elements;
  2592. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2593. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2594. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2595. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2596. //TODO: make this more efficient
  2597. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2598. return (
  2599. n41 * (
  2600. + n14 * n23 * n32
  2601. - n13 * n24 * n32
  2602. - n14 * n22 * n33
  2603. + n12 * n24 * n33
  2604. + n13 * n22 * n34
  2605. - n12 * n23 * n34
  2606. ) +
  2607. n42 * (
  2608. + n11 * n23 * n34
  2609. - n11 * n24 * n33
  2610. + n14 * n21 * n33
  2611. - n13 * n21 * n34
  2612. + n13 * n24 * n31
  2613. - n14 * n23 * n31
  2614. ) +
  2615. n43 * (
  2616. + n11 * n24 * n32
  2617. - n11 * n22 * n34
  2618. - n14 * n21 * n32
  2619. + n12 * n21 * n34
  2620. + n14 * n22 * n31
  2621. - n12 * n24 * n31
  2622. ) +
  2623. n44 * (
  2624. - n13 * n22 * n31
  2625. - n11 * n23 * n32
  2626. + n11 * n22 * n33
  2627. + n13 * n21 * n32
  2628. - n12 * n21 * n33
  2629. + n12 * n23 * n31
  2630. )
  2631. );
  2632. },
  2633. transpose: function () {
  2634. var te = this.elements;
  2635. var tmp;
  2636. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2637. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2638. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2639. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2640. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2641. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2642. return this;
  2643. },
  2644. setPosition: function ( x, y, z ) {
  2645. var te = this.elements;
  2646. if ( x.isVector3 ) {
  2647. te[ 12 ] = x.x;
  2648. te[ 13 ] = x.y;
  2649. te[ 14 ] = x.z;
  2650. } else {
  2651. te[ 12 ] = x;
  2652. te[ 13 ] = y;
  2653. te[ 14 ] = z;
  2654. }
  2655. return this;
  2656. },
  2657. getInverse: function ( m, throwOnDegenerate ) {
  2658. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2659. var te = this.elements,
  2660. me = m.elements,
  2661. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2662. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2663. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2664. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2665. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2666. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2667. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2668. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2669. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2670. if ( det === 0 ) {
  2671. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2672. if ( throwOnDegenerate === true ) {
  2673. throw new Error( msg );
  2674. } else {
  2675. console.warn( msg );
  2676. }
  2677. return this.identity();
  2678. }
  2679. var detInv = 1 / det;
  2680. te[ 0 ] = t11 * detInv;
  2681. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2682. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2683. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2684. te[ 4 ] = t12 * detInv;
  2685. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2686. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2687. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2688. te[ 8 ] = t13 * detInv;
  2689. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2690. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2691. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2692. te[ 12 ] = t14 * detInv;
  2693. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2694. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2695. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2696. return this;
  2697. },
  2698. scale: function ( v ) {
  2699. var te = this.elements;
  2700. var x = v.x, y = v.y, z = v.z;
  2701. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2702. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2703. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2704. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2705. return this;
  2706. },
  2707. getMaxScaleOnAxis: function () {
  2708. var te = this.elements;
  2709. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2710. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2711. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2712. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2713. },
  2714. makeTranslation: function ( x, y, z ) {
  2715. this.set(
  2716. 1, 0, 0, x,
  2717. 0, 1, 0, y,
  2718. 0, 0, 1, z,
  2719. 0, 0, 0, 1
  2720. );
  2721. return this;
  2722. },
  2723. makeRotationX: function ( theta ) {
  2724. var c = Math.cos( theta ), s = Math.sin( theta );
  2725. this.set(
  2726. 1, 0, 0, 0,
  2727. 0, c, - s, 0,
  2728. 0, s, c, 0,
  2729. 0, 0, 0, 1
  2730. );
  2731. return this;
  2732. },
  2733. makeRotationY: function ( theta ) {
  2734. var c = Math.cos( theta ), s = Math.sin( theta );
  2735. this.set(
  2736. c, 0, s, 0,
  2737. 0, 1, 0, 0,
  2738. - s, 0, c, 0,
  2739. 0, 0, 0, 1
  2740. );
  2741. return this;
  2742. },
  2743. makeRotationZ: function ( theta ) {
  2744. var c = Math.cos( theta ), s = Math.sin( theta );
  2745. this.set(
  2746. c, - s, 0, 0,
  2747. s, c, 0, 0,
  2748. 0, 0, 1, 0,
  2749. 0, 0, 0, 1
  2750. );
  2751. return this;
  2752. },
  2753. makeRotationAxis: function ( axis, angle ) {
  2754. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2755. var c = Math.cos( angle );
  2756. var s = Math.sin( angle );
  2757. var t = 1 - c;
  2758. var x = axis.x, y = axis.y, z = axis.z;
  2759. var tx = t * x, ty = t * y;
  2760. this.set(
  2761. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2762. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2763. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2764. 0, 0, 0, 1
  2765. );
  2766. return this;
  2767. },
  2768. makeScale: function ( x, y, z ) {
  2769. this.set(
  2770. x, 0, 0, 0,
  2771. 0, y, 0, 0,
  2772. 0, 0, z, 0,
  2773. 0, 0, 0, 1
  2774. );
  2775. return this;
  2776. },
  2777. makeShear: function ( x, y, z ) {
  2778. this.set(
  2779. 1, y, z, 0,
  2780. x, 1, z, 0,
  2781. x, y, 1, 0,
  2782. 0, 0, 0, 1
  2783. );
  2784. return this;
  2785. },
  2786. compose: function ( position, quaternion, scale ) {
  2787. var te = this.elements;
  2788. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2789. var x2 = x + x, y2 = y + y, z2 = z + z;
  2790. var xx = x * x2, xy = x * y2, xz = x * z2;
  2791. var yy = y * y2, yz = y * z2, zz = z * z2;
  2792. var wx = w * x2, wy = w * y2, wz = w * z2;
  2793. var sx = scale.x, sy = scale.y, sz = scale.z;
  2794. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2795. te[ 1 ] = ( xy + wz ) * sx;
  2796. te[ 2 ] = ( xz - wy ) * sx;
  2797. te[ 3 ] = 0;
  2798. te[ 4 ] = ( xy - wz ) * sy;
  2799. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2800. te[ 6 ] = ( yz + wx ) * sy;
  2801. te[ 7 ] = 0;
  2802. te[ 8 ] = ( xz + wy ) * sz;
  2803. te[ 9 ] = ( yz - wx ) * sz;
  2804. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2805. te[ 11 ] = 0;
  2806. te[ 12 ] = position.x;
  2807. te[ 13 ] = position.y;
  2808. te[ 14 ] = position.z;
  2809. te[ 15 ] = 1;
  2810. return this;
  2811. },
  2812. decompose: function () {
  2813. var vector = new Vector3();
  2814. var matrix = new Matrix4();
  2815. return function decompose( position, quaternion, scale ) {
  2816. var te = this.elements;
  2817. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2818. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2819. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2820. // if determine is negative, we need to invert one scale
  2821. var det = this.determinant();
  2822. if ( det < 0 ) sx = - sx;
  2823. position.x = te[ 12 ];
  2824. position.y = te[ 13 ];
  2825. position.z = te[ 14 ];
  2826. // scale the rotation part
  2827. matrix.copy( this );
  2828. var invSX = 1 / sx;
  2829. var invSY = 1 / sy;
  2830. var invSZ = 1 / sz;
  2831. matrix.elements[ 0 ] *= invSX;
  2832. matrix.elements[ 1 ] *= invSX;
  2833. matrix.elements[ 2 ] *= invSX;
  2834. matrix.elements[ 4 ] *= invSY;
  2835. matrix.elements[ 5 ] *= invSY;
  2836. matrix.elements[ 6 ] *= invSY;
  2837. matrix.elements[ 8 ] *= invSZ;
  2838. matrix.elements[ 9 ] *= invSZ;
  2839. matrix.elements[ 10 ] *= invSZ;
  2840. quaternion.setFromRotationMatrix( matrix );
  2841. scale.x = sx;
  2842. scale.y = sy;
  2843. scale.z = sz;
  2844. return this;
  2845. };
  2846. }(),
  2847. makePerspective: function ( left, right, top, bottom, near, far ) {
  2848. if ( far === undefined ) {
  2849. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2850. }
  2851. var te = this.elements;
  2852. var x = 2 * near / ( right - left );
  2853. var y = 2 * near / ( top - bottom );
  2854. var a = ( right + left ) / ( right - left );
  2855. var b = ( top + bottom ) / ( top - bottom );
  2856. var c = - ( far + near ) / ( far - near );
  2857. var d = - 2 * far * near / ( far - near );
  2858. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2859. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2860. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2861. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2862. return this;
  2863. },
  2864. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2865. var te = this.elements;
  2866. var w = 1.0 / ( right - left );
  2867. var h = 1.0 / ( top - bottom );
  2868. var p = 1.0 / ( far - near );
  2869. var x = ( right + left ) * w;
  2870. var y = ( top + bottom ) * h;
  2871. var z = ( far + near ) * p;
  2872. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2873. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2874. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2875. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2876. return this;
  2877. },
  2878. equals: function ( matrix ) {
  2879. var te = this.elements;
  2880. var me = matrix.elements;
  2881. for ( var i = 0; i < 16; i ++ ) {
  2882. if ( te[ i ] !== me[ i ] ) return false;
  2883. }
  2884. return true;
  2885. },
  2886. fromArray: function ( array, offset ) {
  2887. if ( offset === undefined ) offset = 0;
  2888. for ( var i = 0; i < 16; i ++ ) {
  2889. this.elements[ i ] = array[ i + offset ];
  2890. }
  2891. return this;
  2892. },
  2893. toArray: function ( array, offset ) {
  2894. if ( array === undefined ) array = [];
  2895. if ( offset === undefined ) offset = 0;
  2896. var te = this.elements;
  2897. array[ offset ] = te[ 0 ];
  2898. array[ offset + 1 ] = te[ 1 ];
  2899. array[ offset + 2 ] = te[ 2 ];
  2900. array[ offset + 3 ] = te[ 3 ];
  2901. array[ offset + 4 ] = te[ 4 ];
  2902. array[ offset + 5 ] = te[ 5 ];
  2903. array[ offset + 6 ] = te[ 6 ];
  2904. array[ offset + 7 ] = te[ 7 ];
  2905. array[ offset + 8 ] = te[ 8 ];
  2906. array[ offset + 9 ] = te[ 9 ];
  2907. array[ offset + 10 ] = te[ 10 ];
  2908. array[ offset + 11 ] = te[ 11 ];
  2909. array[ offset + 12 ] = te[ 12 ];
  2910. array[ offset + 13 ] = te[ 13 ];
  2911. array[ offset + 14 ] = te[ 14 ];
  2912. array[ offset + 15 ] = te[ 15 ];
  2913. return array;
  2914. }
  2915. } );
  2916. /**
  2917. * @author mrdoob / http://mrdoob.com/
  2918. * @author WestLangley / http://github.com/WestLangley
  2919. * @author bhouston / http://clara.io
  2920. */
  2921. function Euler( x, y, z, order ) {
  2922. this._x = x || 0;
  2923. this._y = y || 0;
  2924. this._z = z || 0;
  2925. this._order = order || Euler.DefaultOrder;
  2926. }
  2927. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2928. Euler.DefaultOrder = 'XYZ';
  2929. Object.defineProperties( Euler.prototype, {
  2930. x: {
  2931. get: function () {
  2932. return this._x;
  2933. },
  2934. set: function ( value ) {
  2935. this._x = value;
  2936. this._onChangeCallback();
  2937. }
  2938. },
  2939. y: {
  2940. get: function () {
  2941. return this._y;
  2942. },
  2943. set: function ( value ) {
  2944. this._y = value;
  2945. this._onChangeCallback();
  2946. }
  2947. },
  2948. z: {
  2949. get: function () {
  2950. return this._z;
  2951. },
  2952. set: function ( value ) {
  2953. this._z = value;
  2954. this._onChangeCallback();
  2955. }
  2956. },
  2957. order: {
  2958. get: function () {
  2959. return this._order;
  2960. },
  2961. set: function ( value ) {
  2962. this._order = value;
  2963. this._onChangeCallback();
  2964. }
  2965. }
  2966. } );
  2967. Object.assign( Euler.prototype, {
  2968. isEuler: true,
  2969. set: function ( x, y, z, order ) {
  2970. this._x = x;
  2971. this._y = y;
  2972. this._z = z;
  2973. this._order = order || this._order;
  2974. this._onChangeCallback();
  2975. return this;
  2976. },
  2977. clone: function () {
  2978. return new this.constructor( this._x, this._y, this._z, this._order );
  2979. },
  2980. copy: function ( euler ) {
  2981. this._x = euler._x;
  2982. this._y = euler._y;
  2983. this._z = euler._z;
  2984. this._order = euler._order;
  2985. this._onChangeCallback();
  2986. return this;
  2987. },
  2988. setFromRotationMatrix: function ( m, order, update ) {
  2989. var clamp = _Math.clamp;
  2990. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2991. var te = m.elements;
  2992. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2993. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2994. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2995. order = order || this._order;
  2996. if ( order === 'XYZ' ) {
  2997. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2998. if ( Math.abs( m13 ) < 0.99999 ) {
  2999. this._x = Math.atan2( - m23, m33 );
  3000. this._z = Math.atan2( - m12, m11 );
  3001. } else {
  3002. this._x = Math.atan2( m32, m22 );
  3003. this._z = 0;
  3004. }
  3005. } else if ( order === 'YXZ' ) {
  3006. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3007. if ( Math.abs( m23 ) < 0.99999 ) {
  3008. this._y = Math.atan2( m13, m33 );
  3009. this._z = Math.atan2( m21, m22 );
  3010. } else {
  3011. this._y = Math.atan2( - m31, m11 );
  3012. this._z = 0;
  3013. }
  3014. } else if ( order === 'ZXY' ) {
  3015. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3016. if ( Math.abs( m32 ) < 0.99999 ) {
  3017. this._y = Math.atan2( - m31, m33 );
  3018. this._z = Math.atan2( - m12, m22 );
  3019. } else {
  3020. this._y = 0;
  3021. this._z = Math.atan2( m21, m11 );
  3022. }
  3023. } else if ( order === 'ZYX' ) {
  3024. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3025. if ( Math.abs( m31 ) < 0.99999 ) {
  3026. this._x = Math.atan2( m32, m33 );
  3027. this._z = Math.atan2( m21, m11 );
  3028. } else {
  3029. this._x = 0;
  3030. this._z = Math.atan2( - m12, m22 );
  3031. }
  3032. } else if ( order === 'YZX' ) {
  3033. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3034. if ( Math.abs( m21 ) < 0.99999 ) {
  3035. this._x = Math.atan2( - m23, m22 );
  3036. this._y = Math.atan2( - m31, m11 );
  3037. } else {
  3038. this._x = 0;
  3039. this._y = Math.atan2( m13, m33 );
  3040. }
  3041. } else if ( order === 'XZY' ) {
  3042. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3043. if ( Math.abs( m12 ) < 0.99999 ) {
  3044. this._x = Math.atan2( m32, m22 );
  3045. this._y = Math.atan2( m13, m11 );
  3046. } else {
  3047. this._x = Math.atan2( - m23, m33 );
  3048. this._y = 0;
  3049. }
  3050. } else {
  3051. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3052. }
  3053. this._order = order;
  3054. if ( update !== false ) this._onChangeCallback();
  3055. return this;
  3056. },
  3057. setFromQuaternion: function () {
  3058. var matrix = new Matrix4();
  3059. return function setFromQuaternion( q, order, update ) {
  3060. matrix.makeRotationFromQuaternion( q );
  3061. return this.setFromRotationMatrix( matrix, order, update );
  3062. };
  3063. }(),
  3064. setFromVector3: function ( v, order ) {
  3065. return this.set( v.x, v.y, v.z, order || this._order );
  3066. },
  3067. reorder: function () {
  3068. // WARNING: this discards revolution information -bhouston
  3069. var q = new Quaternion();
  3070. return function reorder( newOrder ) {
  3071. q.setFromEuler( this );
  3072. return this.setFromQuaternion( q, newOrder );
  3073. };
  3074. }(),
  3075. equals: function ( euler ) {
  3076. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3077. },
  3078. fromArray: function ( array ) {
  3079. this._x = array[ 0 ];
  3080. this._y = array[ 1 ];
  3081. this._z = array[ 2 ];
  3082. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3083. this._onChangeCallback();
  3084. return this;
  3085. },
  3086. toArray: function ( array, offset ) {
  3087. if ( array === undefined ) array = [];
  3088. if ( offset === undefined ) offset = 0;
  3089. array[ offset ] = this._x;
  3090. array[ offset + 1 ] = this._y;
  3091. array[ offset + 2 ] = this._z;
  3092. array[ offset + 3 ] = this._order;
  3093. return array;
  3094. },
  3095. toVector3: function ( optionalResult ) {
  3096. if ( optionalResult ) {
  3097. return optionalResult.set( this._x, this._y, this._z );
  3098. } else {
  3099. return new Vector3( this._x, this._y, this._z );
  3100. }
  3101. },
  3102. _onChange: function ( callback ) {
  3103. this._onChangeCallback = callback;
  3104. return this;
  3105. },
  3106. _onChangeCallback: function () {}
  3107. } );
  3108. /**
  3109. * @author mrdoob / http://mrdoob.com/
  3110. */
  3111. function Layers() {
  3112. this.mask = 1 | 0;
  3113. }
  3114. Object.assign( Layers.prototype, {
  3115. set: function ( channel ) {
  3116. this.mask = 1 << channel | 0;
  3117. },
  3118. enable: function ( channel ) {
  3119. this.mask |= 1 << channel | 0;
  3120. },
  3121. toggle: function ( channel ) {
  3122. this.mask ^= 1 << channel | 0;
  3123. },
  3124. disable: function ( channel ) {
  3125. this.mask &= ~ ( 1 << channel | 0 );
  3126. },
  3127. test: function ( layers ) {
  3128. return ( this.mask & layers.mask ) !== 0;
  3129. }
  3130. } );
  3131. /**
  3132. * @author mrdoob / http://mrdoob.com/
  3133. * @author mikael emtinger / http://gomo.se/
  3134. * @author alteredq / http://alteredqualia.com/
  3135. * @author WestLangley / http://github.com/WestLangley
  3136. * @author elephantatwork / www.elephantatwork.ch
  3137. */
  3138. var object3DId = 0;
  3139. function Object3D() {
  3140. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  3141. this.uuid = _Math.generateUUID();
  3142. this.name = '';
  3143. this.type = 'Object3D';
  3144. this.parent = null;
  3145. this.children = [];
  3146. this.up = Object3D.DefaultUp.clone();
  3147. var position = new Vector3();
  3148. var rotation = new Euler();
  3149. var quaternion = new Quaternion();
  3150. var scale = new Vector3( 1, 1, 1 );
  3151. function onRotationChange() {
  3152. quaternion.setFromEuler( rotation, false );
  3153. }
  3154. function onQuaternionChange() {
  3155. rotation.setFromQuaternion( quaternion, undefined, false );
  3156. }
  3157. rotation._onChange( onRotationChange );
  3158. quaternion._onChange( onQuaternionChange );
  3159. Object.defineProperties( this, {
  3160. position: {
  3161. configurable: true,
  3162. enumerable: true,
  3163. value: position
  3164. },
  3165. rotation: {
  3166. configurable: true,
  3167. enumerable: true,
  3168. value: rotation
  3169. },
  3170. quaternion: {
  3171. configurable: true,
  3172. enumerable: true,
  3173. value: quaternion
  3174. },
  3175. scale: {
  3176. configurable: true,
  3177. enumerable: true,
  3178. value: scale
  3179. },
  3180. modelViewMatrix: {
  3181. value: new Matrix4()
  3182. },
  3183. normalMatrix: {
  3184. value: new Matrix3()
  3185. }
  3186. } );
  3187. this.matrix = new Matrix4();
  3188. this.matrixWorld = new Matrix4();
  3189. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3190. this.matrixWorldNeedsUpdate = false;
  3191. this.layers = new Layers();
  3192. this.visible = true;
  3193. this.castShadow = false;
  3194. this.receiveShadow = false;
  3195. this.frustumCulled = true;
  3196. this.renderOrder = 0;
  3197. this.userData = {};
  3198. }
  3199. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3200. Object3D.DefaultMatrixAutoUpdate = true;
  3201. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3202. constructor: Object3D,
  3203. isObject3D: true,
  3204. onBeforeRender: function () {},
  3205. onAfterRender: function () {},
  3206. applyMatrix: function ( matrix ) {
  3207. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3208. this.matrix.premultiply( matrix );
  3209. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3210. },
  3211. applyQuaternion: function ( q ) {
  3212. this.quaternion.premultiply( q );
  3213. return this;
  3214. },
  3215. setRotationFromAxisAngle: function ( axis, angle ) {
  3216. // assumes axis is normalized
  3217. this.quaternion.setFromAxisAngle( axis, angle );
  3218. },
  3219. setRotationFromEuler: function ( euler ) {
  3220. this.quaternion.setFromEuler( euler, true );
  3221. },
  3222. setRotationFromMatrix: function ( m ) {
  3223. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3224. this.quaternion.setFromRotationMatrix( m );
  3225. },
  3226. setRotationFromQuaternion: function ( q ) {
  3227. // assumes q is normalized
  3228. this.quaternion.copy( q );
  3229. },
  3230. rotateOnAxis: function () {
  3231. // rotate object on axis in object space
  3232. // axis is assumed to be normalized
  3233. var q1 = new Quaternion();
  3234. return function rotateOnAxis( axis, angle ) {
  3235. q1.setFromAxisAngle( axis, angle );
  3236. this.quaternion.multiply( q1 );
  3237. return this;
  3238. };
  3239. }(),
  3240. rotateOnWorldAxis: function () {
  3241. // rotate object on axis in world space
  3242. // axis is assumed to be normalized
  3243. // method assumes no rotated parent
  3244. var q1 = new Quaternion();
  3245. return function rotateOnWorldAxis( axis, angle ) {
  3246. q1.setFromAxisAngle( axis, angle );
  3247. this.quaternion.premultiply( q1 );
  3248. return this;
  3249. };
  3250. }(),
  3251. rotateX: function () {
  3252. var v1 = new Vector3( 1, 0, 0 );
  3253. return function rotateX( angle ) {
  3254. return this.rotateOnAxis( v1, angle );
  3255. };
  3256. }(),
  3257. rotateY: function () {
  3258. var v1 = new Vector3( 0, 1, 0 );
  3259. return function rotateY( angle ) {
  3260. return this.rotateOnAxis( v1, angle );
  3261. };
  3262. }(),
  3263. rotateZ: function () {
  3264. var v1 = new Vector3( 0, 0, 1 );
  3265. return function rotateZ( angle ) {
  3266. return this.rotateOnAxis( v1, angle );
  3267. };
  3268. }(),
  3269. translateOnAxis: function () {
  3270. // translate object by distance along axis in object space
  3271. // axis is assumed to be normalized
  3272. var v1 = new Vector3();
  3273. return function translateOnAxis( axis, distance ) {
  3274. v1.copy( axis ).applyQuaternion( this.quaternion );
  3275. this.position.add( v1.multiplyScalar( distance ) );
  3276. return this;
  3277. };
  3278. }(),
  3279. translateX: function () {
  3280. var v1 = new Vector3( 1, 0, 0 );
  3281. return function translateX( distance ) {
  3282. return this.translateOnAxis( v1, distance );
  3283. };
  3284. }(),
  3285. translateY: function () {
  3286. var v1 = new Vector3( 0, 1, 0 );
  3287. return function translateY( distance ) {
  3288. return this.translateOnAxis( v1, distance );
  3289. };
  3290. }(),
  3291. translateZ: function () {
  3292. var v1 = new Vector3( 0, 0, 1 );
  3293. return function translateZ( distance ) {
  3294. return this.translateOnAxis( v1, distance );
  3295. };
  3296. }(),
  3297. localToWorld: function ( vector ) {
  3298. return vector.applyMatrix4( this.matrixWorld );
  3299. },
  3300. worldToLocal: function () {
  3301. var m1 = new Matrix4();
  3302. return function worldToLocal( vector ) {
  3303. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  3304. };
  3305. }(),
  3306. lookAt: function () {
  3307. // This method does not support objects having non-uniformly-scaled parent(s)
  3308. var q1 = new Quaternion();
  3309. var m1 = new Matrix4();
  3310. var target = new Vector3();
  3311. var position = new Vector3();
  3312. return function lookAt( x, y, z ) {
  3313. if ( x.isVector3 ) {
  3314. target.copy( x );
  3315. } else {
  3316. target.set( x, y, z );
  3317. }
  3318. var parent = this.parent;
  3319. this.updateWorldMatrix( true, false );
  3320. position.setFromMatrixPosition( this.matrixWorld );
  3321. if ( this.isCamera || this.isLight ) {
  3322. m1.lookAt( position, target, this.up );
  3323. } else {
  3324. m1.lookAt( target, position, this.up );
  3325. }
  3326. this.quaternion.setFromRotationMatrix( m1 );
  3327. if ( parent ) {
  3328. m1.extractRotation( parent.matrixWorld );
  3329. q1.setFromRotationMatrix( m1 );
  3330. this.quaternion.premultiply( q1.inverse() );
  3331. }
  3332. };
  3333. }(),
  3334. add: function ( object ) {
  3335. if ( arguments.length > 1 ) {
  3336. for ( var i = 0; i < arguments.length; i ++ ) {
  3337. this.add( arguments[ i ] );
  3338. }
  3339. return this;
  3340. }
  3341. if ( object === this ) {
  3342. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3343. return this;
  3344. }
  3345. if ( ( object && object.isObject3D ) ) {
  3346. if ( object.parent !== null ) {
  3347. object.parent.remove( object );
  3348. }
  3349. object.parent = this;
  3350. object.dispatchEvent( { type: 'added' } );
  3351. this.children.push( object );
  3352. } else {
  3353. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3354. }
  3355. return this;
  3356. },
  3357. remove: function ( object ) {
  3358. if ( arguments.length > 1 ) {
  3359. for ( var i = 0; i < arguments.length; i ++ ) {
  3360. this.remove( arguments[ i ] );
  3361. }
  3362. return this;
  3363. }
  3364. var index = this.children.indexOf( object );
  3365. if ( index !== - 1 ) {
  3366. object.parent = null;
  3367. object.dispatchEvent( { type: 'removed' } );
  3368. this.children.splice( index, 1 );
  3369. }
  3370. return this;
  3371. },
  3372. attach: function () {
  3373. // adds object as a child of this, while maintaining the object's world transform
  3374. var m = new Matrix4();
  3375. return function attach( object ) {
  3376. this.updateWorldMatrix( true, false );
  3377. m.getInverse( this.matrixWorld );
  3378. if ( object.parent !== null ) {
  3379. object.parent.updateWorldMatrix( true, false );
  3380. m.multiply( object.parent.matrixWorld );
  3381. }
  3382. object.applyMatrix( m );
  3383. object.updateWorldMatrix( false, false );
  3384. this.add( object );
  3385. return this;
  3386. };
  3387. }(),
  3388. getObjectById: function ( id ) {
  3389. return this.getObjectByProperty( 'id', id );
  3390. },
  3391. getObjectByName: function ( name ) {
  3392. return this.getObjectByProperty( 'name', name );
  3393. },
  3394. getObjectByProperty: function ( name, value ) {
  3395. if ( this[ name ] === value ) return this;
  3396. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3397. var child = this.children[ i ];
  3398. var object = child.getObjectByProperty( name, value );
  3399. if ( object !== undefined ) {
  3400. return object;
  3401. }
  3402. }
  3403. return undefined;
  3404. },
  3405. getWorldPosition: function ( target ) {
  3406. if ( target === undefined ) {
  3407. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3408. target = new Vector3();
  3409. }
  3410. this.updateMatrixWorld( true );
  3411. return target.setFromMatrixPosition( this.matrixWorld );
  3412. },
  3413. getWorldQuaternion: function () {
  3414. var position = new Vector3();
  3415. var scale = new Vector3();
  3416. return function getWorldQuaternion( target ) {
  3417. if ( target === undefined ) {
  3418. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3419. target = new Quaternion();
  3420. }
  3421. this.updateMatrixWorld( true );
  3422. this.matrixWorld.decompose( position, target, scale );
  3423. return target;
  3424. };
  3425. }(),
  3426. getWorldScale: function () {
  3427. var position = new Vector3();
  3428. var quaternion = new Quaternion();
  3429. return function getWorldScale( target ) {
  3430. if ( target === undefined ) {
  3431. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3432. target = new Vector3();
  3433. }
  3434. this.updateMatrixWorld( true );
  3435. this.matrixWorld.decompose( position, quaternion, target );
  3436. return target;
  3437. };
  3438. }(),
  3439. getWorldDirection: function ( target ) {
  3440. if ( target === undefined ) {
  3441. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3442. target = new Vector3();
  3443. }
  3444. this.updateMatrixWorld( true );
  3445. var e = this.matrixWorld.elements;
  3446. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3447. },
  3448. raycast: function () {},
  3449. traverse: function ( callback ) {
  3450. callback( this );
  3451. var children = this.children;
  3452. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3453. children[ i ].traverse( callback );
  3454. }
  3455. },
  3456. traverseVisible: function ( callback ) {
  3457. if ( this.visible === false ) return;
  3458. callback( this );
  3459. var children = this.children;
  3460. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3461. children[ i ].traverseVisible( callback );
  3462. }
  3463. },
  3464. traverseAncestors: function ( callback ) {
  3465. var parent = this.parent;
  3466. if ( parent !== null ) {
  3467. callback( parent );
  3468. parent.traverseAncestors( callback );
  3469. }
  3470. },
  3471. updateMatrix: function () {
  3472. this.matrix.compose( this.position, this.quaternion, this.scale );
  3473. this.matrixWorldNeedsUpdate = true;
  3474. },
  3475. updateMatrixWorld: function ( force ) {
  3476. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3477. if ( this.matrixWorldNeedsUpdate || force ) {
  3478. if ( this.parent === null ) {
  3479. this.matrixWorld.copy( this.matrix );
  3480. } else {
  3481. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3482. }
  3483. this.matrixWorldNeedsUpdate = false;
  3484. force = true;
  3485. }
  3486. // update children
  3487. var children = this.children;
  3488. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3489. children[ i ].updateMatrixWorld( force );
  3490. }
  3491. },
  3492. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3493. var parent = this.parent;
  3494. if ( updateParents === true && parent !== null ) {
  3495. parent.updateWorldMatrix( true, false );
  3496. }
  3497. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3498. if ( this.parent === null ) {
  3499. this.matrixWorld.copy( this.matrix );
  3500. } else {
  3501. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3502. }
  3503. // update children
  3504. if ( updateChildren === true ) {
  3505. var children = this.children;
  3506. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3507. children[ i ].updateWorldMatrix( false, true );
  3508. }
  3509. }
  3510. },
  3511. toJSON: function ( meta ) {
  3512. // meta is a string when called from JSON.stringify
  3513. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3514. var output = {};
  3515. // meta is a hash used to collect geometries, materials.
  3516. // not providing it implies that this is the root object
  3517. // being serialized.
  3518. if ( isRootObject ) {
  3519. // initialize meta obj
  3520. meta = {
  3521. geometries: {},
  3522. materials: {},
  3523. textures: {},
  3524. images: {},
  3525. shapes: {}
  3526. };
  3527. output.metadata = {
  3528. version: 4.5,
  3529. type: 'Object',
  3530. generator: 'Object3D.toJSON'
  3531. };
  3532. }
  3533. // standard Object3D serialization
  3534. var object = {};
  3535. object.uuid = this.uuid;
  3536. object.type = this.type;
  3537. if ( this.name !== '' ) object.name = this.name;
  3538. if ( this.castShadow === true ) object.castShadow = true;
  3539. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3540. if ( this.visible === false ) object.visible = false;
  3541. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3542. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3543. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3544. object.layers = this.layers.mask;
  3545. object.matrix = this.matrix.toArray();
  3546. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3547. // object specific properties
  3548. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3549. //
  3550. function serialize( library, element ) {
  3551. if ( library[ element.uuid ] === undefined ) {
  3552. library[ element.uuid ] = element.toJSON( meta );
  3553. }
  3554. return element.uuid;
  3555. }
  3556. if ( this.isMesh || this.isLine || this.isPoints ) {
  3557. object.geometry = serialize( meta.geometries, this.geometry );
  3558. var parameters = this.geometry.parameters;
  3559. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3560. var shapes = parameters.shapes;
  3561. if ( Array.isArray( shapes ) ) {
  3562. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3563. var shape = shapes[ i ];
  3564. serialize( meta.shapes, shape );
  3565. }
  3566. } else {
  3567. serialize( meta.shapes, shapes );
  3568. }
  3569. }
  3570. }
  3571. if ( this.material !== undefined ) {
  3572. if ( Array.isArray( this.material ) ) {
  3573. var uuids = [];
  3574. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3575. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3576. }
  3577. object.material = uuids;
  3578. } else {
  3579. object.material = serialize( meta.materials, this.material );
  3580. }
  3581. }
  3582. //
  3583. if ( this.children.length > 0 ) {
  3584. object.children = [];
  3585. for ( var i = 0; i < this.children.length; i ++ ) {
  3586. object.children.push( this.children[ i ].toJSON( meta ).object );
  3587. }
  3588. }
  3589. if ( isRootObject ) {
  3590. var geometries = extractFromCache( meta.geometries );
  3591. var materials = extractFromCache( meta.materials );
  3592. var textures = extractFromCache( meta.textures );
  3593. var images = extractFromCache( meta.images );
  3594. var shapes = extractFromCache( meta.shapes );
  3595. if ( geometries.length > 0 ) output.geometries = geometries;
  3596. if ( materials.length > 0 ) output.materials = materials;
  3597. if ( textures.length > 0 ) output.textures = textures;
  3598. if ( images.length > 0 ) output.images = images;
  3599. if ( shapes.length > 0 ) output.shapes = shapes;
  3600. }
  3601. output.object = object;
  3602. return output;
  3603. // extract data from the cache hash
  3604. // remove metadata on each item
  3605. // and return as array
  3606. function extractFromCache( cache ) {
  3607. var values = [];
  3608. for ( var key in cache ) {
  3609. var data = cache[ key ];
  3610. delete data.metadata;
  3611. values.push( data );
  3612. }
  3613. return values;
  3614. }
  3615. },
  3616. clone: function ( recursive ) {
  3617. return new this.constructor().copy( this, recursive );
  3618. },
  3619. copy: function ( source, recursive ) {
  3620. if ( recursive === undefined ) recursive = true;
  3621. this.name = source.name;
  3622. this.up.copy( source.up );
  3623. this.position.copy( source.position );
  3624. this.quaternion.copy( source.quaternion );
  3625. this.scale.copy( source.scale );
  3626. this.matrix.copy( source.matrix );
  3627. this.matrixWorld.copy( source.matrixWorld );
  3628. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3629. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3630. this.layers.mask = source.layers.mask;
  3631. this.visible = source.visible;
  3632. this.castShadow = source.castShadow;
  3633. this.receiveShadow = source.receiveShadow;
  3634. this.frustumCulled = source.frustumCulled;
  3635. this.renderOrder = source.renderOrder;
  3636. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3637. if ( recursive === true ) {
  3638. for ( var i = 0; i < source.children.length; i ++ ) {
  3639. var child = source.children[ i ];
  3640. this.add( child.clone() );
  3641. }
  3642. }
  3643. return this;
  3644. }
  3645. } );
  3646. /**
  3647. * @author mrdoob / http://mrdoob.com/
  3648. */
  3649. function Scene() {
  3650. Object3D.call( this );
  3651. this.type = 'Scene';
  3652. this.background = null;
  3653. this.fog = null;
  3654. this.overrideMaterial = null;
  3655. this.autoUpdate = true; // checked by the renderer
  3656. /*
  3657. if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
  3658. __THREE_DEVTOOLS__.dispatchEvent( { type: 'scene', value: this } );
  3659. }
  3660. */
  3661. }
  3662. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3663. constructor: Scene,
  3664. isScene: true,
  3665. copy: function ( source, recursive ) {
  3666. Object3D.prototype.copy.call( this, source, recursive );
  3667. if ( source.background !== null ) this.background = source.background.clone();
  3668. if ( source.fog !== null ) this.fog = source.fog.clone();
  3669. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3670. this.autoUpdate = source.autoUpdate;
  3671. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3672. return this;
  3673. },
  3674. toJSON: function ( meta ) {
  3675. var data = Object3D.prototype.toJSON.call( this, meta );
  3676. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3677. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3678. return data;
  3679. },
  3680. dispose: function () {
  3681. this.dispatchEvent( { type: 'dispose' } );
  3682. }
  3683. } );
  3684. /**
  3685. * @author bhouston / http://clara.io
  3686. * @author WestLangley / http://github.com/WestLangley
  3687. */
  3688. function Box3( min, max ) {
  3689. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3690. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3691. }
  3692. Object.assign( Box3.prototype, {
  3693. isBox3: true,
  3694. set: function ( min, max ) {
  3695. this.min.copy( min );
  3696. this.max.copy( max );
  3697. return this;
  3698. },
  3699. setFromArray: function ( array ) {
  3700. var minX = + Infinity;
  3701. var minY = + Infinity;
  3702. var minZ = + Infinity;
  3703. var maxX = - Infinity;
  3704. var maxY = - Infinity;
  3705. var maxZ = - Infinity;
  3706. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3707. var x = array[ i ];
  3708. var y = array[ i + 1 ];
  3709. var z = array[ i + 2 ];
  3710. if ( x < minX ) minX = x;
  3711. if ( y < minY ) minY = y;
  3712. if ( z < minZ ) minZ = z;
  3713. if ( x > maxX ) maxX = x;
  3714. if ( y > maxY ) maxY = y;
  3715. if ( z > maxZ ) maxZ = z;
  3716. }
  3717. this.min.set( minX, minY, minZ );
  3718. this.max.set( maxX, maxY, maxZ );
  3719. return this;
  3720. },
  3721. setFromBufferAttribute: function ( attribute ) {
  3722. var minX = + Infinity;
  3723. var minY = + Infinity;
  3724. var minZ = + Infinity;
  3725. var maxX = - Infinity;
  3726. var maxY = - Infinity;
  3727. var maxZ = - Infinity;
  3728. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3729. var x = attribute.getX( i );
  3730. var y = attribute.getY( i );
  3731. var z = attribute.getZ( i );
  3732. if ( x < minX ) minX = x;
  3733. if ( y < minY ) minY = y;
  3734. if ( z < minZ ) minZ = z;
  3735. if ( x > maxX ) maxX = x;
  3736. if ( y > maxY ) maxY = y;
  3737. if ( z > maxZ ) maxZ = z;
  3738. }
  3739. this.min.set( minX, minY, minZ );
  3740. this.max.set( maxX, maxY, maxZ );
  3741. return this;
  3742. },
  3743. setFromPoints: function ( points ) {
  3744. this.makeEmpty();
  3745. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3746. this.expandByPoint( points[ i ] );
  3747. }
  3748. return this;
  3749. },
  3750. setFromCenterAndSize: function () {
  3751. var v1 = new Vector3();
  3752. return function setFromCenterAndSize( center, size ) {
  3753. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  3754. this.min.copy( center ).sub( halfSize );
  3755. this.max.copy( center ).add( halfSize );
  3756. return this;
  3757. };
  3758. }(),
  3759. setFromObject: function ( object ) {
  3760. this.makeEmpty();
  3761. return this.expandByObject( object );
  3762. },
  3763. clone: function () {
  3764. return new this.constructor().copy( this );
  3765. },
  3766. copy: function ( box ) {
  3767. this.min.copy( box.min );
  3768. this.max.copy( box.max );
  3769. return this;
  3770. },
  3771. makeEmpty: function () {
  3772. this.min.x = this.min.y = this.min.z = + Infinity;
  3773. this.max.x = this.max.y = this.max.z = - Infinity;
  3774. return this;
  3775. },
  3776. isEmpty: function () {
  3777. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3778. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3779. },
  3780. getCenter: function ( target ) {
  3781. if ( target === undefined ) {
  3782. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3783. target = new Vector3();
  3784. }
  3785. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3786. },
  3787. getSize: function ( target ) {
  3788. if ( target === undefined ) {
  3789. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3790. target = new Vector3();
  3791. }
  3792. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3793. },
  3794. expandByPoint: function ( point ) {
  3795. this.min.min( point );
  3796. this.max.max( point );
  3797. return this;
  3798. },
  3799. expandByVector: function ( vector ) {
  3800. this.min.sub( vector );
  3801. this.max.add( vector );
  3802. return this;
  3803. },
  3804. expandByScalar: function ( scalar ) {
  3805. this.min.addScalar( - scalar );
  3806. this.max.addScalar( scalar );
  3807. return this;
  3808. },
  3809. expandByObject: function () {
  3810. // Computes the world-axis-aligned bounding box of an object (including its children),
  3811. // accounting for both the object's, and children's, world transforms
  3812. var scope, i, l;
  3813. var v1 = new Vector3();
  3814. function traverse( node ) {
  3815. var geometry = node.geometry;
  3816. if ( geometry !== undefined ) {
  3817. if ( geometry.isGeometry ) {
  3818. var vertices = geometry.vertices;
  3819. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3820. v1.copy( vertices[ i ] );
  3821. v1.applyMatrix4( node.matrixWorld );
  3822. scope.expandByPoint( v1 );
  3823. }
  3824. } else if ( geometry.isBufferGeometry ) {
  3825. var attribute = geometry.attributes.position;
  3826. if ( attribute !== undefined ) {
  3827. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3828. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3829. scope.expandByPoint( v1 );
  3830. }
  3831. }
  3832. }
  3833. }
  3834. }
  3835. return function expandByObject( object ) {
  3836. scope = this;
  3837. object.updateMatrixWorld( true );
  3838. object.traverse( traverse );
  3839. return this;
  3840. };
  3841. }(),
  3842. containsPoint: function ( point ) {
  3843. return point.x < this.min.x || point.x > this.max.x ||
  3844. point.y < this.min.y || point.y > this.max.y ||
  3845. point.z < this.min.z || point.z > this.max.z ? false : true;
  3846. },
  3847. containsBox: function ( box ) {
  3848. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3849. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3850. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3851. },
  3852. getParameter: function ( point, target ) {
  3853. // This can potentially have a divide by zero if the box
  3854. // has a size dimension of 0.
  3855. if ( target === undefined ) {
  3856. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3857. target = new Vector3();
  3858. }
  3859. return target.set(
  3860. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3861. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3862. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3863. );
  3864. },
  3865. intersectsBox: function ( box ) {
  3866. // using 6 splitting planes to rule out intersections.
  3867. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3868. box.max.y < this.min.y || box.min.y > this.max.y ||
  3869. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3870. },
  3871. intersectsSphere: ( function () {
  3872. var closestPoint = new Vector3();
  3873. return function intersectsSphere( sphere ) {
  3874. // Find the point on the AABB closest to the sphere center.
  3875. this.clampPoint( sphere.center, closestPoint );
  3876. // If that point is inside the sphere, the AABB and sphere intersect.
  3877. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3878. };
  3879. } )(),
  3880. intersectsPlane: function ( plane ) {
  3881. // We compute the minimum and maximum dot product values. If those values
  3882. // are on the same side (back or front) of the plane, then there is no intersection.
  3883. var min, max;
  3884. if ( plane.normal.x > 0 ) {
  3885. min = plane.normal.x * this.min.x;
  3886. max = plane.normal.x * this.max.x;
  3887. } else {
  3888. min = plane.normal.x * this.max.x;
  3889. max = plane.normal.x * this.min.x;
  3890. }
  3891. if ( plane.normal.y > 0 ) {
  3892. min += plane.normal.y * this.min.y;
  3893. max += plane.normal.y * this.max.y;
  3894. } else {
  3895. min += plane.normal.y * this.max.y;
  3896. max += plane.normal.y * this.min.y;
  3897. }
  3898. if ( plane.normal.z > 0 ) {
  3899. min += plane.normal.z * this.min.z;
  3900. max += plane.normal.z * this.max.z;
  3901. } else {
  3902. min += plane.normal.z * this.max.z;
  3903. max += plane.normal.z * this.min.z;
  3904. }
  3905. return ( min <= - plane.constant && max >= - plane.constant );
  3906. },
  3907. intersectsTriangle: ( function () {
  3908. // triangle centered vertices
  3909. var v0 = new Vector3();
  3910. var v1 = new Vector3();
  3911. var v2 = new Vector3();
  3912. // triangle edge vectors
  3913. var f0 = new Vector3();
  3914. var f1 = new Vector3();
  3915. var f2 = new Vector3();
  3916. var testAxis = new Vector3();
  3917. var center = new Vector3();
  3918. var extents = new Vector3();
  3919. var triangleNormal = new Vector3();
  3920. function satForAxes( axes ) {
  3921. var i, j;
  3922. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3923. testAxis.fromArray( axes, i );
  3924. // project the aabb onto the seperating axis
  3925. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3926. // project all 3 vertices of the triangle onto the seperating axis
  3927. var p0 = v0.dot( testAxis );
  3928. var p1 = v1.dot( testAxis );
  3929. var p2 = v2.dot( testAxis );
  3930. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3931. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3932. // points of the projected triangle are outside the projected half-length of the aabb
  3933. // the axis is seperating and we can exit
  3934. return false;
  3935. }
  3936. }
  3937. return true;
  3938. }
  3939. return function intersectsTriangle( triangle ) {
  3940. if ( this.isEmpty() ) {
  3941. return false;
  3942. }
  3943. // compute box center and extents
  3944. this.getCenter( center );
  3945. extents.subVectors( this.max, center );
  3946. // translate triangle to aabb origin
  3947. v0.subVectors( triangle.a, center );
  3948. v1.subVectors( triangle.b, center );
  3949. v2.subVectors( triangle.c, center );
  3950. // compute edge vectors for triangle
  3951. f0.subVectors( v1, v0 );
  3952. f1.subVectors( v2, v1 );
  3953. f2.subVectors( v0, v2 );
  3954. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3955. // 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
  3956. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3957. var axes = [
  3958. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3959. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3960. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3961. ];
  3962. if ( ! satForAxes( axes ) ) {
  3963. return false;
  3964. }
  3965. // test 3 face normals from the aabb
  3966. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3967. if ( ! satForAxes( axes ) ) {
  3968. return false;
  3969. }
  3970. // finally testing the face normal of the triangle
  3971. // use already existing triangle edge vectors here
  3972. triangleNormal.crossVectors( f0, f1 );
  3973. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3974. return satForAxes( axes );
  3975. };
  3976. } )(),
  3977. clampPoint: function ( point, target ) {
  3978. if ( target === undefined ) {
  3979. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3980. target = new Vector3();
  3981. }
  3982. return target.copy( point ).clamp( this.min, this.max );
  3983. },
  3984. distanceToPoint: function () {
  3985. var v1 = new Vector3();
  3986. return function distanceToPoint( point ) {
  3987. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3988. return clampedPoint.sub( point ).length();
  3989. };
  3990. }(),
  3991. getBoundingSphere: function () {
  3992. var v1 = new Vector3();
  3993. return function getBoundingSphere( target ) {
  3994. if ( target === undefined ) {
  3995. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3996. //target = new Sphere(); // removed to avoid cyclic dependency
  3997. }
  3998. this.getCenter( target.center );
  3999. target.radius = this.getSize( v1 ).length() * 0.5;
  4000. return target;
  4001. };
  4002. }(),
  4003. intersect: function ( box ) {
  4004. this.min.max( box.min );
  4005. this.max.min( box.max );
  4006. // 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.
  4007. if ( this.isEmpty() ) this.makeEmpty();
  4008. return this;
  4009. },
  4010. union: function ( box ) {
  4011. this.min.min( box.min );
  4012. this.max.max( box.max );
  4013. return this;
  4014. },
  4015. applyMatrix4: function () {
  4016. var points = [
  4017. new Vector3(),
  4018. new Vector3(),
  4019. new Vector3(),
  4020. new Vector3(),
  4021. new Vector3(),
  4022. new Vector3(),
  4023. new Vector3(),
  4024. new Vector3()
  4025. ];
  4026. return function applyMatrix4( matrix ) {
  4027. // transform of empty box is an empty box.
  4028. if ( this.isEmpty() ) return this;
  4029. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4030. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4031. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4032. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4033. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4034. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4035. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4036. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4037. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4038. this.setFromPoints( points );
  4039. return this;
  4040. };
  4041. }(),
  4042. translate: function ( offset ) {
  4043. this.min.add( offset );
  4044. this.max.add( offset );
  4045. return this;
  4046. },
  4047. equals: function ( box ) {
  4048. return box.min.equals( this.min ) && box.max.equals( this.max );
  4049. }
  4050. } );
  4051. /**
  4052. * @author bhouston / http://clara.io
  4053. * @author mrdoob / http://mrdoob.com/
  4054. */
  4055. function Sphere( center, radius ) {
  4056. this.center = ( center !== undefined ) ? center : new Vector3();
  4057. this.radius = ( radius !== undefined ) ? radius : 0;
  4058. }
  4059. Object.assign( Sphere.prototype, {
  4060. set: function ( center, radius ) {
  4061. this.center.copy( center );
  4062. this.radius = radius;
  4063. return this;
  4064. },
  4065. setFromPoints: function () {
  4066. var box = new Box3();
  4067. return function setFromPoints( points, optionalCenter ) {
  4068. var center = this.center;
  4069. if ( optionalCenter !== undefined ) {
  4070. center.copy( optionalCenter );
  4071. } else {
  4072. box.setFromPoints( points ).getCenter( center );
  4073. }
  4074. var maxRadiusSq = 0;
  4075. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4076. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4077. }
  4078. this.radius = Math.sqrt( maxRadiusSq );
  4079. return this;
  4080. };
  4081. }(),
  4082. clone: function () {
  4083. return new this.constructor().copy( this );
  4084. },
  4085. copy: function ( sphere ) {
  4086. this.center.copy( sphere.center );
  4087. this.radius = sphere.radius;
  4088. return this;
  4089. },
  4090. empty: function () {
  4091. return ( this.radius <= 0 );
  4092. },
  4093. containsPoint: function ( point ) {
  4094. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4095. },
  4096. distanceToPoint: function ( point ) {
  4097. return ( point.distanceTo( this.center ) - this.radius );
  4098. },
  4099. intersectsSphere: function ( sphere ) {
  4100. var radiusSum = this.radius + sphere.radius;
  4101. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4102. },
  4103. intersectsBox: function ( box ) {
  4104. return box.intersectsSphere( this );
  4105. },
  4106. intersectsPlane: function ( plane ) {
  4107. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4108. },
  4109. clampPoint: function ( point, target ) {
  4110. var deltaLengthSq = this.center.distanceToSquared( point );
  4111. if ( target === undefined ) {
  4112. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4113. target = new Vector3();
  4114. }
  4115. target.copy( point );
  4116. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4117. target.sub( this.center ).normalize();
  4118. target.multiplyScalar( this.radius ).add( this.center );
  4119. }
  4120. return target;
  4121. },
  4122. getBoundingBox: function ( target ) {
  4123. if ( target === undefined ) {
  4124. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4125. target = new Box3();
  4126. }
  4127. target.set( this.center, this.center );
  4128. target.expandByScalar( this.radius );
  4129. return target;
  4130. },
  4131. applyMatrix4: function ( matrix ) {
  4132. this.center.applyMatrix4( matrix );
  4133. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4134. return this;
  4135. },
  4136. translate: function ( offset ) {
  4137. this.center.add( offset );
  4138. return this;
  4139. },
  4140. equals: function ( sphere ) {
  4141. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4142. }
  4143. } );
  4144. /**
  4145. * @author bhouston / http://clara.io
  4146. */
  4147. function Ray( origin, direction ) {
  4148. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4149. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4150. }
  4151. Object.assign( Ray.prototype, {
  4152. set: function ( origin, direction ) {
  4153. this.origin.copy( origin );
  4154. this.direction.copy( direction );
  4155. return this;
  4156. },
  4157. clone: function () {
  4158. return new this.constructor().copy( this );
  4159. },
  4160. copy: function ( ray ) {
  4161. this.origin.copy( ray.origin );
  4162. this.direction.copy( ray.direction );
  4163. return this;
  4164. },
  4165. at: function ( t, target ) {
  4166. if ( target === undefined ) {
  4167. console.warn( 'THREE.Ray: .at() target is now required' );
  4168. target = new Vector3();
  4169. }
  4170. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4171. },
  4172. lookAt: function ( v ) {
  4173. this.direction.copy( v ).sub( this.origin ).normalize();
  4174. return this;
  4175. },
  4176. recast: function () {
  4177. var v1 = new Vector3();
  4178. return function recast( t ) {
  4179. this.origin.copy( this.at( t, v1 ) );
  4180. return this;
  4181. };
  4182. }(),
  4183. closestPointToPoint: function ( point, target ) {
  4184. if ( target === undefined ) {
  4185. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4186. target = new Vector3();
  4187. }
  4188. target.subVectors( point, this.origin );
  4189. var directionDistance = target.dot( this.direction );
  4190. if ( directionDistance < 0 ) {
  4191. return target.copy( this.origin );
  4192. }
  4193. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4194. },
  4195. distanceToPoint: function ( point ) {
  4196. return Math.sqrt( this.distanceSqToPoint( point ) );
  4197. },
  4198. distanceSqToPoint: function () {
  4199. var v1 = new Vector3();
  4200. return function distanceSqToPoint( point ) {
  4201. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  4202. // point behind the ray
  4203. if ( directionDistance < 0 ) {
  4204. return this.origin.distanceToSquared( point );
  4205. }
  4206. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4207. return v1.distanceToSquared( point );
  4208. };
  4209. }(),
  4210. distanceSqToSegment: function () {
  4211. var segCenter = new Vector3();
  4212. var segDir = new Vector3();
  4213. var diff = new Vector3();
  4214. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4215. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4216. // It returns the min distance between the ray and the segment
  4217. // defined by v0 and v1
  4218. // It can also set two optional targets :
  4219. // - The closest point on the ray
  4220. // - The closest point on the segment
  4221. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4222. segDir.copy( v1 ).sub( v0 ).normalize();
  4223. diff.copy( this.origin ).sub( segCenter );
  4224. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4225. var a01 = - this.direction.dot( segDir );
  4226. var b0 = diff.dot( this.direction );
  4227. var b1 = - diff.dot( segDir );
  4228. var c = diff.lengthSq();
  4229. var det = Math.abs( 1 - a01 * a01 );
  4230. var s0, s1, sqrDist, extDet;
  4231. if ( det > 0 ) {
  4232. // The ray and segment are not parallel.
  4233. s0 = a01 * b1 - b0;
  4234. s1 = a01 * b0 - b1;
  4235. extDet = segExtent * det;
  4236. if ( s0 >= 0 ) {
  4237. if ( s1 >= - extDet ) {
  4238. if ( s1 <= extDet ) {
  4239. // region 0
  4240. // Minimum at interior points of ray and segment.
  4241. var invDet = 1 / det;
  4242. s0 *= invDet;
  4243. s1 *= invDet;
  4244. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4245. } else {
  4246. // region 1
  4247. s1 = segExtent;
  4248. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4249. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4250. }
  4251. } else {
  4252. // region 5
  4253. s1 = - segExtent;
  4254. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4255. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4256. }
  4257. } else {
  4258. if ( s1 <= - extDet ) {
  4259. // region 4
  4260. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4261. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4262. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4263. } else if ( s1 <= extDet ) {
  4264. // region 3
  4265. s0 = 0;
  4266. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4267. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4268. } else {
  4269. // region 2
  4270. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4271. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4272. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4273. }
  4274. }
  4275. } else {
  4276. // Ray and segment are parallel.
  4277. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4278. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4279. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4280. }
  4281. if ( optionalPointOnRay ) {
  4282. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4283. }
  4284. if ( optionalPointOnSegment ) {
  4285. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  4286. }
  4287. return sqrDist;
  4288. };
  4289. }(),
  4290. intersectSphere: function () {
  4291. var v1 = new Vector3();
  4292. return function intersectSphere( sphere, target ) {
  4293. v1.subVectors( sphere.center, this.origin );
  4294. var tca = v1.dot( this.direction );
  4295. var d2 = v1.dot( v1 ) - tca * tca;
  4296. var radius2 = sphere.radius * sphere.radius;
  4297. if ( d2 > radius2 ) return null;
  4298. var thc = Math.sqrt( radius2 - d2 );
  4299. // t0 = first intersect point - entrance on front of sphere
  4300. var t0 = tca - thc;
  4301. // t1 = second intersect point - exit point on back of sphere
  4302. var t1 = tca + thc;
  4303. // test to see if both t0 and t1 are behind the ray - if so, return null
  4304. if ( t0 < 0 && t1 < 0 ) return null;
  4305. // test to see if t0 is behind the ray:
  4306. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4307. // in order to always return an intersect point that is in front of the ray.
  4308. if ( t0 < 0 ) return this.at( t1, target );
  4309. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4310. return this.at( t0, target );
  4311. };
  4312. }(),
  4313. intersectsSphere: function ( sphere ) {
  4314. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4315. },
  4316. distanceToPlane: function ( plane ) {
  4317. var denominator = plane.normal.dot( this.direction );
  4318. if ( denominator === 0 ) {
  4319. // line is coplanar, return origin
  4320. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4321. return 0;
  4322. }
  4323. // Null is preferable to undefined since undefined means.... it is undefined
  4324. return null;
  4325. }
  4326. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4327. // Return if the ray never intersects the plane
  4328. return t >= 0 ? t : null;
  4329. },
  4330. intersectPlane: function ( plane, target ) {
  4331. var t = this.distanceToPlane( plane );
  4332. if ( t === null ) {
  4333. return null;
  4334. }
  4335. return this.at( t, target );
  4336. },
  4337. intersectsPlane: function ( plane ) {
  4338. // check if the ray lies on the plane first
  4339. var distToPoint = plane.distanceToPoint( this.origin );
  4340. if ( distToPoint === 0 ) {
  4341. return true;
  4342. }
  4343. var denominator = plane.normal.dot( this.direction );
  4344. if ( denominator * distToPoint < 0 ) {
  4345. return true;
  4346. }
  4347. // ray origin is behind the plane (and is pointing behind it)
  4348. return false;
  4349. },
  4350. intersectBox: function ( box, target ) {
  4351. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4352. var invdirx = 1 / this.direction.x,
  4353. invdiry = 1 / this.direction.y,
  4354. invdirz = 1 / this.direction.z;
  4355. var origin = this.origin;
  4356. if ( invdirx >= 0 ) {
  4357. tmin = ( box.min.x - origin.x ) * invdirx;
  4358. tmax = ( box.max.x - origin.x ) * invdirx;
  4359. } else {
  4360. tmin = ( box.max.x - origin.x ) * invdirx;
  4361. tmax = ( box.min.x - origin.x ) * invdirx;
  4362. }
  4363. if ( invdiry >= 0 ) {
  4364. tymin = ( box.min.y - origin.y ) * invdiry;
  4365. tymax = ( box.max.y - origin.y ) * invdiry;
  4366. } else {
  4367. tymin = ( box.max.y - origin.y ) * invdiry;
  4368. tymax = ( box.min.y - origin.y ) * invdiry;
  4369. }
  4370. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4371. // These lines also handle the case where tmin or tmax is NaN
  4372. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4373. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4374. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4375. if ( invdirz >= 0 ) {
  4376. tzmin = ( box.min.z - origin.z ) * invdirz;
  4377. tzmax = ( box.max.z - origin.z ) * invdirz;
  4378. } else {
  4379. tzmin = ( box.max.z - origin.z ) * invdirz;
  4380. tzmax = ( box.min.z - origin.z ) * invdirz;
  4381. }
  4382. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4383. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4384. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4385. //return point closest to the ray (positive side)
  4386. if ( tmax < 0 ) return null;
  4387. return this.at( tmin >= 0 ? tmin : tmax, target );
  4388. },
  4389. intersectsBox: ( function () {
  4390. var v = new Vector3();
  4391. return function intersectsBox( box ) {
  4392. return this.intersectBox( box, v ) !== null;
  4393. };
  4394. } )(),
  4395. intersectTriangle: function () {
  4396. // Compute the offset origin, edges, and normal.
  4397. var diff = new Vector3();
  4398. var edge1 = new Vector3();
  4399. var edge2 = new Vector3();
  4400. var normal = new Vector3();
  4401. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  4402. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4403. edge1.subVectors( b, a );
  4404. edge2.subVectors( c, a );
  4405. normal.crossVectors( edge1, edge2 );
  4406. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4407. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4408. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4409. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4410. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4411. var DdN = this.direction.dot( normal );
  4412. var sign;
  4413. if ( DdN > 0 ) {
  4414. if ( backfaceCulling ) return null;
  4415. sign = 1;
  4416. } else if ( DdN < 0 ) {
  4417. sign = - 1;
  4418. DdN = - DdN;
  4419. } else {
  4420. return null;
  4421. }
  4422. diff.subVectors( this.origin, a );
  4423. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  4424. // b1 < 0, no intersection
  4425. if ( DdQxE2 < 0 ) {
  4426. return null;
  4427. }
  4428. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  4429. // b2 < 0, no intersection
  4430. if ( DdE1xQ < 0 ) {
  4431. return null;
  4432. }
  4433. // b1+b2 > 1, no intersection
  4434. if ( DdQxE2 + DdE1xQ > DdN ) {
  4435. return null;
  4436. }
  4437. // Line intersects triangle, check if ray does.
  4438. var QdN = - sign * diff.dot( normal );
  4439. // t < 0, no intersection
  4440. if ( QdN < 0 ) {
  4441. return null;
  4442. }
  4443. // Ray intersects triangle.
  4444. return this.at( QdN / DdN, target );
  4445. };
  4446. }(),
  4447. applyMatrix4: function ( matrix4 ) {
  4448. this.origin.applyMatrix4( matrix4 );
  4449. this.direction.transformDirection( matrix4 );
  4450. return this;
  4451. },
  4452. equals: function ( ray ) {
  4453. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4454. }
  4455. } );
  4456. /**
  4457. * @author bhouston / http://clara.io
  4458. * @author mrdoob / http://mrdoob.com/
  4459. */
  4460. function Triangle( a, b, c ) {
  4461. this.a = ( a !== undefined ) ? a : new Vector3();
  4462. this.b = ( b !== undefined ) ? b : new Vector3();
  4463. this.c = ( c !== undefined ) ? c : new Vector3();
  4464. }
  4465. Object.assign( Triangle, {
  4466. getNormal: function () {
  4467. var v0 = new Vector3();
  4468. return function getNormal( a, b, c, target ) {
  4469. if ( target === undefined ) {
  4470. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4471. target = new Vector3();
  4472. }
  4473. target.subVectors( c, b );
  4474. v0.subVectors( a, b );
  4475. target.cross( v0 );
  4476. var targetLengthSq = target.lengthSq();
  4477. if ( targetLengthSq > 0 ) {
  4478. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4479. }
  4480. return target.set( 0, 0, 0 );
  4481. };
  4482. }(),
  4483. // static/instance method to calculate barycentric coordinates
  4484. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4485. getBarycoord: function () {
  4486. var v0 = new Vector3();
  4487. var v1 = new Vector3();
  4488. var v2 = new Vector3();
  4489. return function getBarycoord( point, a, b, c, target ) {
  4490. v0.subVectors( c, a );
  4491. v1.subVectors( b, a );
  4492. v2.subVectors( point, a );
  4493. var dot00 = v0.dot( v0 );
  4494. var dot01 = v0.dot( v1 );
  4495. var dot02 = v0.dot( v2 );
  4496. var dot11 = v1.dot( v1 );
  4497. var dot12 = v1.dot( v2 );
  4498. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4499. if ( target === undefined ) {
  4500. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4501. target = new Vector3();
  4502. }
  4503. // collinear or singular triangle
  4504. if ( denom === 0 ) {
  4505. // arbitrary location outside of triangle?
  4506. // not sure if this is the best idea, maybe should be returning undefined
  4507. return target.set( - 2, - 1, - 1 );
  4508. }
  4509. var invDenom = 1 / denom;
  4510. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4511. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4512. // barycentric coordinates must always sum to 1
  4513. return target.set( 1 - u - v, v, u );
  4514. };
  4515. }(),
  4516. containsPoint: function () {
  4517. var v1 = new Vector3();
  4518. return function containsPoint( point, a, b, c ) {
  4519. Triangle.getBarycoord( point, a, b, c, v1 );
  4520. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  4521. };
  4522. }(),
  4523. getUV: function () {
  4524. var barycoord = new Vector3();
  4525. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4526. this.getBarycoord( point, p1, p2, p3, barycoord );
  4527. target.set( 0, 0 );
  4528. target.addScaledVector( uv1, barycoord.x );
  4529. target.addScaledVector( uv2, barycoord.y );
  4530. target.addScaledVector( uv3, barycoord.z );
  4531. return target;
  4532. };
  4533. }(),
  4534. isFrontFacing: function () {
  4535. var v0 = new Vector3();
  4536. var v1 = new Vector3();
  4537. return function isFrontFacing( a, b, c, direction ) {
  4538. v0.subVectors( c, b );
  4539. v1.subVectors( a, b );
  4540. // strictly front facing
  4541. return ( v0.cross( v1 ).dot( direction ) < 0 ) ? true : false;
  4542. };
  4543. }()
  4544. } );
  4545. Object.assign( Triangle.prototype, {
  4546. set: function ( a, b, c ) {
  4547. this.a.copy( a );
  4548. this.b.copy( b );
  4549. this.c.copy( c );
  4550. return this;
  4551. },
  4552. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4553. this.a.copy( points[ i0 ] );
  4554. this.b.copy( points[ i1 ] );
  4555. this.c.copy( points[ i2 ] );
  4556. return this;
  4557. },
  4558. clone: function () {
  4559. return new this.constructor().copy( this );
  4560. },
  4561. copy: function ( triangle ) {
  4562. this.a.copy( triangle.a );
  4563. this.b.copy( triangle.b );
  4564. this.c.copy( triangle.c );
  4565. return this;
  4566. },
  4567. getArea: function () {
  4568. var v0 = new Vector3();
  4569. var v1 = new Vector3();
  4570. return function getArea() {
  4571. v0.subVectors( this.c, this.b );
  4572. v1.subVectors( this.a, this.b );
  4573. return v0.cross( v1 ).length() * 0.5;
  4574. };
  4575. }(),
  4576. getMidpoint: function ( target ) {
  4577. if ( target === undefined ) {
  4578. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4579. target = new Vector3();
  4580. }
  4581. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4582. },
  4583. getNormal: function ( target ) {
  4584. return Triangle.getNormal( this.a, this.b, this.c, target );
  4585. },
  4586. getPlane: function ( target ) {
  4587. if ( target === undefined ) {
  4588. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4589. target = new Vector3();
  4590. }
  4591. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4592. },
  4593. getBarycoord: function ( point, target ) {
  4594. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4595. },
  4596. getUV: function ( point, uv1, uv2, uv3, target ) {
  4597. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4598. },
  4599. containsPoint: function ( point ) {
  4600. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4601. },
  4602. isFrontFacing: function ( direction ) {
  4603. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4604. },
  4605. intersectsBox: function ( box ) {
  4606. return box.intersectsTriangle( this );
  4607. },
  4608. closestPointToPoint: function () {
  4609. var vab = new Vector3();
  4610. var vac = new Vector3();
  4611. var vbc = new Vector3();
  4612. var vap = new Vector3();
  4613. var vbp = new Vector3();
  4614. var vcp = new Vector3();
  4615. return function closestPointToPoint( p, target ) {
  4616. if ( target === undefined ) {
  4617. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4618. target = new Vector3();
  4619. }
  4620. var a = this.a, b = this.b, c = this.c;
  4621. var v, w;
  4622. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4623. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4624. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4625. // basically, we're distinguishing which of the voronoi regions of the triangle
  4626. // the point lies in with the minimum amount of redundant computation.
  4627. vab.subVectors( b, a );
  4628. vac.subVectors( c, a );
  4629. vap.subVectors( p, a );
  4630. var d1 = vab.dot( vap );
  4631. var d2 = vac.dot( vap );
  4632. if ( d1 <= 0 && d2 <= 0 ) {
  4633. // vertex region of A; barycentric coords (1, 0, 0)
  4634. return target.copy( a );
  4635. }
  4636. vbp.subVectors( p, b );
  4637. var d3 = vab.dot( vbp );
  4638. var d4 = vac.dot( vbp );
  4639. if ( d3 >= 0 && d4 <= d3 ) {
  4640. // vertex region of B; barycentric coords (0, 1, 0)
  4641. return target.copy( b );
  4642. }
  4643. var vc = d1 * d4 - d3 * d2;
  4644. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4645. v = d1 / ( d1 - d3 );
  4646. // edge region of AB; barycentric coords (1-v, v, 0)
  4647. return target.copy( a ).addScaledVector( vab, v );
  4648. }
  4649. vcp.subVectors( p, c );
  4650. var d5 = vab.dot( vcp );
  4651. var d6 = vac.dot( vcp );
  4652. if ( d6 >= 0 && d5 <= d6 ) {
  4653. // vertex region of C; barycentric coords (0, 0, 1)
  4654. return target.copy( c );
  4655. }
  4656. var vb = d5 * d2 - d1 * d6;
  4657. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4658. w = d2 / ( d2 - d6 );
  4659. // edge region of AC; barycentric coords (1-w, 0, w)
  4660. return target.copy( a ).addScaledVector( vac, w );
  4661. }
  4662. var va = d3 * d6 - d5 * d4;
  4663. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4664. vbc.subVectors( c, b );
  4665. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4666. // edge region of BC; barycentric coords (0, 1-w, w)
  4667. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  4668. }
  4669. // face region
  4670. var denom = 1 / ( va + vb + vc );
  4671. // u = va * denom
  4672. v = vb * denom;
  4673. w = vc * denom;
  4674. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  4675. };
  4676. }(),
  4677. equals: function ( triangle ) {
  4678. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4679. }
  4680. } );
  4681. /**
  4682. * @author mrdoob / http://mrdoob.com/
  4683. */
  4684. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4685. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4686. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4687. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4688. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4689. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4690. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4691. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4692. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4693. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4694. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4695. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4696. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4697. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4698. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4699. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4700. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4701. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4702. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4703. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4704. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4705. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4706. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4707. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4708. function Color( r, g, b ) {
  4709. if ( g === undefined && b === undefined ) {
  4710. // r is THREE.Color, hex or string
  4711. return this.set( r );
  4712. }
  4713. return this.setRGB( r, g, b );
  4714. }
  4715. Object.assign( Color.prototype, {
  4716. isColor: true,
  4717. r: 1, g: 1, b: 1,
  4718. set: function ( value ) {
  4719. if ( value && value.isColor ) {
  4720. this.copy( value );
  4721. } else if ( typeof value === 'number' ) {
  4722. this.setHex( value );
  4723. } else if ( typeof value === 'string' ) {
  4724. this.setStyle( value );
  4725. }
  4726. return this;
  4727. },
  4728. setScalar: function ( scalar ) {
  4729. this.r = scalar;
  4730. this.g = scalar;
  4731. this.b = scalar;
  4732. return this;
  4733. },
  4734. setHex: function ( hex ) {
  4735. hex = Math.floor( hex );
  4736. this.r = ( hex >> 16 & 255 ) / 255;
  4737. this.g = ( hex >> 8 & 255 ) / 255;
  4738. this.b = ( hex & 255 ) / 255;
  4739. return this;
  4740. },
  4741. setRGB: function ( r, g, b ) {
  4742. this.r = r;
  4743. this.g = g;
  4744. this.b = b;
  4745. return this;
  4746. },
  4747. setHSL: function () {
  4748. function hue2rgb( p, q, t ) {
  4749. if ( t < 0 ) t += 1;
  4750. if ( t > 1 ) t -= 1;
  4751. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4752. if ( t < 1 / 2 ) return q;
  4753. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4754. return p;
  4755. }
  4756. return function setHSL( h, s, l ) {
  4757. // h,s,l ranges are in 0.0 - 1.0
  4758. h = _Math.euclideanModulo( h, 1 );
  4759. s = _Math.clamp( s, 0, 1 );
  4760. l = _Math.clamp( l, 0, 1 );
  4761. if ( s === 0 ) {
  4762. this.r = this.g = this.b = l;
  4763. } else {
  4764. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4765. var q = ( 2 * l ) - p;
  4766. this.r = hue2rgb( q, p, h + 1 / 3 );
  4767. this.g = hue2rgb( q, p, h );
  4768. this.b = hue2rgb( q, p, h - 1 / 3 );
  4769. }
  4770. return this;
  4771. };
  4772. }(),
  4773. setStyle: function ( style ) {
  4774. function handleAlpha( string ) {
  4775. if ( string === undefined ) return;
  4776. if ( parseFloat( string ) < 1 ) {
  4777. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4778. }
  4779. }
  4780. var m;
  4781. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4782. // rgb / hsl
  4783. var color;
  4784. var name = m[ 1 ];
  4785. var components = m[ 2 ];
  4786. switch ( name ) {
  4787. case 'rgb':
  4788. case 'rgba':
  4789. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4790. // rgb(255,0,0) rgba(255,0,0,0.5)
  4791. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4792. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4793. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4794. handleAlpha( color[ 5 ] );
  4795. return this;
  4796. }
  4797. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4798. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4799. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4800. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4801. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4802. handleAlpha( color[ 5 ] );
  4803. return this;
  4804. }
  4805. break;
  4806. case 'hsl':
  4807. case 'hsla':
  4808. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4809. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4810. var h = parseFloat( color[ 1 ] ) / 360;
  4811. var s = parseInt( color[ 2 ], 10 ) / 100;
  4812. var l = parseInt( color[ 3 ], 10 ) / 100;
  4813. handleAlpha( color[ 5 ] );
  4814. return this.setHSL( h, s, l );
  4815. }
  4816. break;
  4817. }
  4818. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4819. // hex color
  4820. var hex = m[ 1 ];
  4821. var size = hex.length;
  4822. if ( size === 3 ) {
  4823. // #ff0
  4824. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4825. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4826. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4827. return this;
  4828. } else if ( size === 6 ) {
  4829. // #ff0000
  4830. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4831. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4832. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4833. return this;
  4834. }
  4835. }
  4836. if ( style && style.length > 0 ) {
  4837. // color keywords
  4838. var hex = ColorKeywords[ style ];
  4839. if ( hex !== undefined ) {
  4840. // red
  4841. this.setHex( hex );
  4842. } else {
  4843. // unknown color
  4844. console.warn( 'THREE.Color: Unknown color ' + style );
  4845. }
  4846. }
  4847. return this;
  4848. },
  4849. clone: function () {
  4850. return new this.constructor( this.r, this.g, this.b );
  4851. },
  4852. copy: function ( color ) {
  4853. this.r = color.r;
  4854. this.g = color.g;
  4855. this.b = color.b;
  4856. return this;
  4857. },
  4858. copyGammaToLinear: function ( color, gammaFactor ) {
  4859. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4860. this.r = Math.pow( color.r, gammaFactor );
  4861. this.g = Math.pow( color.g, gammaFactor );
  4862. this.b = Math.pow( color.b, gammaFactor );
  4863. return this;
  4864. },
  4865. copyLinearToGamma: function ( color, gammaFactor ) {
  4866. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4867. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4868. this.r = Math.pow( color.r, safeInverse );
  4869. this.g = Math.pow( color.g, safeInverse );
  4870. this.b = Math.pow( color.b, safeInverse );
  4871. return this;
  4872. },
  4873. convertGammaToLinear: function ( gammaFactor ) {
  4874. this.copyGammaToLinear( this, gammaFactor );
  4875. return this;
  4876. },
  4877. convertLinearToGamma: function ( gammaFactor ) {
  4878. this.copyLinearToGamma( this, gammaFactor );
  4879. return this;
  4880. },
  4881. copySRGBToLinear: function () {
  4882. function SRGBToLinear( c ) {
  4883. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4884. }
  4885. return function copySRGBToLinear( color ) {
  4886. this.r = SRGBToLinear( color.r );
  4887. this.g = SRGBToLinear( color.g );
  4888. this.b = SRGBToLinear( color.b );
  4889. return this;
  4890. };
  4891. }(),
  4892. copyLinearToSRGB: function () {
  4893. function LinearToSRGB( c ) {
  4894. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4895. }
  4896. return function copyLinearToSRGB( color ) {
  4897. this.r = LinearToSRGB( color.r );
  4898. this.g = LinearToSRGB( color.g );
  4899. this.b = LinearToSRGB( color.b );
  4900. return this;
  4901. };
  4902. }(),
  4903. convertSRGBToLinear: function () {
  4904. this.copySRGBToLinear( this );
  4905. return this;
  4906. },
  4907. convertLinearToSRGB: function () {
  4908. this.copyLinearToSRGB( this );
  4909. return this;
  4910. },
  4911. getHex: function () {
  4912. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4913. },
  4914. getHexString: function () {
  4915. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4916. },
  4917. getHSL: function ( target ) {
  4918. // h,s,l ranges are in 0.0 - 1.0
  4919. if ( target === undefined ) {
  4920. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4921. target = { h: 0, s: 0, l: 0 };
  4922. }
  4923. var r = this.r, g = this.g, b = this.b;
  4924. var max = Math.max( r, g, b );
  4925. var min = Math.min( r, g, b );
  4926. var hue, saturation;
  4927. var lightness = ( min + max ) / 2.0;
  4928. if ( min === max ) {
  4929. hue = 0;
  4930. saturation = 0;
  4931. } else {
  4932. var delta = max - min;
  4933. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4934. switch ( max ) {
  4935. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4936. case g: hue = ( b - r ) / delta + 2; break;
  4937. case b: hue = ( r - g ) / delta + 4; break;
  4938. }
  4939. hue /= 6;
  4940. }
  4941. target.h = hue;
  4942. target.s = saturation;
  4943. target.l = lightness;
  4944. return target;
  4945. },
  4946. getStyle: function () {
  4947. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4948. },
  4949. offsetHSL: function () {
  4950. var hsl = {};
  4951. return function ( h, s, l ) {
  4952. this.getHSL( hsl );
  4953. hsl.h += h; hsl.s += s; hsl.l += l;
  4954. this.setHSL( hsl.h, hsl.s, hsl.l );
  4955. return this;
  4956. };
  4957. }(),
  4958. add: function ( color ) {
  4959. this.r += color.r;
  4960. this.g += color.g;
  4961. this.b += color.b;
  4962. return this;
  4963. },
  4964. addColors: function ( color1, color2 ) {
  4965. this.r = color1.r + color2.r;
  4966. this.g = color1.g + color2.g;
  4967. this.b = color1.b + color2.b;
  4968. return this;
  4969. },
  4970. addScalar: function ( s ) {
  4971. this.r += s;
  4972. this.g += s;
  4973. this.b += s;
  4974. return this;
  4975. },
  4976. sub: function ( color ) {
  4977. this.r = Math.max( 0, this.r - color.r );
  4978. this.g = Math.max( 0, this.g - color.g );
  4979. this.b = Math.max( 0, this.b - color.b );
  4980. return this;
  4981. },
  4982. multiply: function ( color ) {
  4983. this.r *= color.r;
  4984. this.g *= color.g;
  4985. this.b *= color.b;
  4986. return this;
  4987. },
  4988. multiplyScalar: function ( s ) {
  4989. this.r *= s;
  4990. this.g *= s;
  4991. this.b *= s;
  4992. return this;
  4993. },
  4994. lerp: function ( color, alpha ) {
  4995. this.r += ( color.r - this.r ) * alpha;
  4996. this.g += ( color.g - this.g ) * alpha;
  4997. this.b += ( color.b - this.b ) * alpha;
  4998. return this;
  4999. },
  5000. lerpHSL: function () {
  5001. var hslA = { h: 0, s: 0, l: 0 };
  5002. var hslB = { h: 0, s: 0, l: 0 };
  5003. return function lerpHSL( color, alpha ) {
  5004. this.getHSL( hslA );
  5005. color.getHSL( hslB );
  5006. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  5007. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  5008. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  5009. this.setHSL( h, s, l );
  5010. return this;
  5011. };
  5012. }(),
  5013. equals: function ( c ) {
  5014. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5015. },
  5016. fromArray: function ( array, offset ) {
  5017. if ( offset === undefined ) offset = 0;
  5018. this.r = array[ offset ];
  5019. this.g = array[ offset + 1 ];
  5020. this.b = array[ offset + 2 ];
  5021. return this;
  5022. },
  5023. toArray: function ( array, offset ) {
  5024. if ( array === undefined ) array = [];
  5025. if ( offset === undefined ) offset = 0;
  5026. array[ offset ] = this.r;
  5027. array[ offset + 1 ] = this.g;
  5028. array[ offset + 2 ] = this.b;
  5029. return array;
  5030. },
  5031. toJSON: function () {
  5032. return this.getHex();
  5033. }
  5034. } );
  5035. /**
  5036. * @author mrdoob / http://mrdoob.com/
  5037. * @author alteredq / http://alteredqualia.com/
  5038. */
  5039. function Face3( a, b, c, normal, color, materialIndex ) {
  5040. this.a = a;
  5041. this.b = b;
  5042. this.c = c;
  5043. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5044. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5045. this.color = ( color && color.isColor ) ? color : new Color();
  5046. this.vertexColors = Array.isArray( color ) ? color : [];
  5047. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5048. }
  5049. Object.assign( Face3.prototype, {
  5050. clone: function () {
  5051. return new this.constructor().copy( this );
  5052. },
  5053. copy: function ( source ) {
  5054. this.a = source.a;
  5055. this.b = source.b;
  5056. this.c = source.c;
  5057. this.normal.copy( source.normal );
  5058. this.color.copy( source.color );
  5059. this.materialIndex = source.materialIndex;
  5060. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5061. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5062. }
  5063. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5064. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5065. }
  5066. return this;
  5067. }
  5068. } );
  5069. /**
  5070. * @author mrdoob / http://mrdoob.com/
  5071. * @author alteredq / http://alteredqualia.com/
  5072. */
  5073. var materialId = 0;
  5074. function Material() {
  5075. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5076. this.uuid = _Math.generateUUID();
  5077. this.name = '';
  5078. this.type = 'Material';
  5079. this.fog = true;
  5080. this.lights = true;
  5081. this.blending = NormalBlending;
  5082. this.side = FrontSide;
  5083. this.flatShading = false;
  5084. this.vertexTangents = false;
  5085. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5086. this.opacity = 1;
  5087. this.transparent = false;
  5088. this.blendSrc = SrcAlphaFactor;
  5089. this.blendDst = OneMinusSrcAlphaFactor;
  5090. this.blendEquation = AddEquation;
  5091. this.blendSrcAlpha = null;
  5092. this.blendDstAlpha = null;
  5093. this.blendEquationAlpha = null;
  5094. this.depthFunc = LessEqualDepth;
  5095. this.depthTest = true;
  5096. this.depthWrite = true;
  5097. this.clippingPlanes = null;
  5098. this.clipIntersection = false;
  5099. this.clipShadows = false;
  5100. this.shadowSide = null;
  5101. this.colorWrite = true;
  5102. this.precision = null; // override the renderer's default precision for this material
  5103. this.polygonOffset = false;
  5104. this.polygonOffsetFactor = 0;
  5105. this.polygonOffsetUnits = 0;
  5106. this.dithering = false;
  5107. this.alphaTest = 0;
  5108. this.premultipliedAlpha = false;
  5109. this.visible = true;
  5110. this.userData = {};
  5111. this.needsUpdate = true;
  5112. }
  5113. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5114. constructor: Material,
  5115. isMaterial: true,
  5116. onBeforeCompile: function () {},
  5117. setValues: function ( values ) {
  5118. if ( values === undefined ) return;
  5119. for ( var key in values ) {
  5120. var newValue = values[ key ];
  5121. if ( newValue === undefined ) {
  5122. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5123. continue;
  5124. }
  5125. // for backward compatability if shading is set in the constructor
  5126. if ( key === 'shading' ) {
  5127. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5128. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5129. continue;
  5130. }
  5131. var currentValue = this[ key ];
  5132. if ( currentValue === undefined ) {
  5133. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5134. continue;
  5135. }
  5136. if ( currentValue && currentValue.isColor ) {
  5137. currentValue.set( newValue );
  5138. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5139. currentValue.copy( newValue );
  5140. } else {
  5141. this[ key ] = newValue;
  5142. }
  5143. }
  5144. },
  5145. toJSON: function ( meta ) {
  5146. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5147. if ( isRoot ) {
  5148. meta = {
  5149. textures: {},
  5150. images: {}
  5151. };
  5152. }
  5153. var data = {
  5154. metadata: {
  5155. version: 4.5,
  5156. type: 'Material',
  5157. generator: 'Material.toJSON'
  5158. }
  5159. };
  5160. // standard Material serialization
  5161. data.uuid = this.uuid;
  5162. data.type = this.type;
  5163. if ( this.name !== '' ) data.name = this.name;
  5164. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5165. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5166. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5167. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5168. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5169. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5170. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5171. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  5172. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  5173. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5174. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5175. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5176. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5177. if ( this.aoMap && this.aoMap.isTexture ) {
  5178. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5179. data.aoMapIntensity = this.aoMapIntensity;
  5180. }
  5181. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5182. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5183. data.bumpScale = this.bumpScale;
  5184. }
  5185. if ( this.normalMap && this.normalMap.isTexture ) {
  5186. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5187. data.normalMapType = this.normalMapType;
  5188. data.normalScale = this.normalScale.toArray();
  5189. }
  5190. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5191. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5192. data.displacementScale = this.displacementScale;
  5193. data.displacementBias = this.displacementBias;
  5194. }
  5195. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5196. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5197. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5198. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5199. if ( this.envMap && this.envMap.isTexture ) {
  5200. data.envMap = this.envMap.toJSON( meta ).uuid;
  5201. data.reflectivity = this.reflectivity; // Scale behind envMap
  5202. if ( this.combine !== undefined ) data.combine = this.combine;
  5203. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5204. }
  5205. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5206. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5207. }
  5208. if ( this.size !== undefined ) data.size = this.size;
  5209. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5210. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5211. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5212. if ( this.side !== FrontSide ) data.side = this.side;
  5213. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5214. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5215. if ( this.transparent === true ) data.transparent = this.transparent;
  5216. data.depthFunc = this.depthFunc;
  5217. data.depthTest = this.depthTest;
  5218. data.depthWrite = this.depthWrite;
  5219. // rotation (SpriteMaterial)
  5220. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  5221. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5222. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5223. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5224. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5225. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5226. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5227. if ( this.scale !== undefined ) data.scale = this.scale;
  5228. if ( this.dithering === true ) data.dithering = true;
  5229. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5230. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5231. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5232. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5233. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5234. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5235. if ( this.morphTargets === true ) data.morphTargets = true;
  5236. if ( this.skinning === true ) data.skinning = true;
  5237. if ( this.visible === false ) data.visible = false;
  5238. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5239. // TODO: Copied from Object3D.toJSON
  5240. function extractFromCache( cache ) {
  5241. var values = [];
  5242. for ( var key in cache ) {
  5243. var data = cache[ key ];
  5244. delete data.metadata;
  5245. values.push( data );
  5246. }
  5247. return values;
  5248. }
  5249. if ( isRoot ) {
  5250. var textures = extractFromCache( meta.textures );
  5251. var images = extractFromCache( meta.images );
  5252. if ( textures.length > 0 ) data.textures = textures;
  5253. if ( images.length > 0 ) data.images = images;
  5254. }
  5255. return data;
  5256. },
  5257. clone: function () {
  5258. return new this.constructor().copy( this );
  5259. },
  5260. copy: function ( source ) {
  5261. this.name = source.name;
  5262. this.fog = source.fog;
  5263. this.lights = source.lights;
  5264. this.blending = source.blending;
  5265. this.side = source.side;
  5266. this.flatShading = source.flatShading;
  5267. this.vertexColors = source.vertexColors;
  5268. this.opacity = source.opacity;
  5269. this.transparent = source.transparent;
  5270. this.blendSrc = source.blendSrc;
  5271. this.blendDst = source.blendDst;
  5272. this.blendEquation = source.blendEquation;
  5273. this.blendSrcAlpha = source.blendSrcAlpha;
  5274. this.blendDstAlpha = source.blendDstAlpha;
  5275. this.blendEquationAlpha = source.blendEquationAlpha;
  5276. this.depthFunc = source.depthFunc;
  5277. this.depthTest = source.depthTest;
  5278. this.depthWrite = source.depthWrite;
  5279. this.colorWrite = source.colorWrite;
  5280. this.precision = source.precision;
  5281. this.polygonOffset = source.polygonOffset;
  5282. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5283. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5284. this.dithering = source.dithering;
  5285. this.alphaTest = source.alphaTest;
  5286. this.premultipliedAlpha = source.premultipliedAlpha;
  5287. this.visible = source.visible;
  5288. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5289. this.clipShadows = source.clipShadows;
  5290. this.clipIntersection = source.clipIntersection;
  5291. var srcPlanes = source.clippingPlanes,
  5292. dstPlanes = null;
  5293. if ( srcPlanes !== null ) {
  5294. var n = srcPlanes.length;
  5295. dstPlanes = new Array( n );
  5296. for ( var i = 0; i !== n; ++ i )
  5297. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5298. }
  5299. this.clippingPlanes = dstPlanes;
  5300. this.shadowSide = source.shadowSide;
  5301. return this;
  5302. },
  5303. dispose: function () {
  5304. this.dispatchEvent( { type: 'dispose' } );
  5305. }
  5306. } );
  5307. /**
  5308. * @author mrdoob / http://mrdoob.com/
  5309. * @author alteredq / http://alteredqualia.com/
  5310. *
  5311. * parameters = {
  5312. * color: <hex>,
  5313. * opacity: <float>,
  5314. * map: new THREE.Texture( <Image> ),
  5315. *
  5316. * lightMap: new THREE.Texture( <Image> ),
  5317. * lightMapIntensity: <float>
  5318. *
  5319. * aoMap: new THREE.Texture( <Image> ),
  5320. * aoMapIntensity: <float>
  5321. *
  5322. * specularMap: new THREE.Texture( <Image> ),
  5323. *
  5324. * alphaMap: new THREE.Texture( <Image> ),
  5325. *
  5326. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5327. * combine: THREE.Multiply,
  5328. * reflectivity: <float>,
  5329. * refractionRatio: <float>,
  5330. *
  5331. * depthTest: <bool>,
  5332. * depthWrite: <bool>,
  5333. *
  5334. * wireframe: <boolean>,
  5335. * wireframeLinewidth: <float>,
  5336. *
  5337. * skinning: <bool>,
  5338. * morphTargets: <bool>
  5339. * }
  5340. */
  5341. function MeshBasicMaterial( parameters ) {
  5342. Material.call( this );
  5343. this.type = 'MeshBasicMaterial';
  5344. this.color = new Color( 0xffffff ); // emissive
  5345. this.map = null;
  5346. this.lightMap = null;
  5347. this.lightMapIntensity = 1.0;
  5348. this.aoMap = null;
  5349. this.aoMapIntensity = 1.0;
  5350. this.specularMap = null;
  5351. this.alphaMap = null;
  5352. this.envMap = null;
  5353. this.combine = MultiplyOperation;
  5354. this.reflectivity = 1;
  5355. this.refractionRatio = 0.98;
  5356. this.wireframe = false;
  5357. this.wireframeLinewidth = 1;
  5358. this.wireframeLinecap = 'round';
  5359. this.wireframeLinejoin = 'round';
  5360. this.skinning = false;
  5361. this.morphTargets = false;
  5362. this.lights = false;
  5363. this.setValues( parameters );
  5364. }
  5365. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5366. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5367. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5368. MeshBasicMaterial.prototype.copy = function ( source ) {
  5369. Material.prototype.copy.call( this, source );
  5370. this.color.copy( source.color );
  5371. this.map = source.map;
  5372. this.lightMap = source.lightMap;
  5373. this.lightMapIntensity = source.lightMapIntensity;
  5374. this.aoMap = source.aoMap;
  5375. this.aoMapIntensity = source.aoMapIntensity;
  5376. this.specularMap = source.specularMap;
  5377. this.alphaMap = source.alphaMap;
  5378. this.envMap = source.envMap;
  5379. this.combine = source.combine;
  5380. this.reflectivity = source.reflectivity;
  5381. this.refractionRatio = source.refractionRatio;
  5382. this.wireframe = source.wireframe;
  5383. this.wireframeLinewidth = source.wireframeLinewidth;
  5384. this.wireframeLinecap = source.wireframeLinecap;
  5385. this.wireframeLinejoin = source.wireframeLinejoin;
  5386. this.skinning = source.skinning;
  5387. this.morphTargets = source.morphTargets;
  5388. return this;
  5389. };
  5390. /**
  5391. * @author mrdoob / http://mrdoob.com/
  5392. */
  5393. function BufferAttribute( array, itemSize, normalized ) {
  5394. if ( Array.isArray( array ) ) {
  5395. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5396. }
  5397. this.name = '';
  5398. this.array = array;
  5399. this.itemSize = itemSize;
  5400. this.count = array !== undefined ? array.length / itemSize : 0;
  5401. this.normalized = normalized === true;
  5402. this.dynamic = false;
  5403. this.updateRange = { offset: 0, count: - 1 };
  5404. this.version = 0;
  5405. }
  5406. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5407. set: function ( value ) {
  5408. if ( value === true ) this.version ++;
  5409. }
  5410. } );
  5411. Object.assign( BufferAttribute.prototype, {
  5412. isBufferAttribute: true,
  5413. onUploadCallback: function () {},
  5414. setArray: function ( array ) {
  5415. if ( Array.isArray( array ) ) {
  5416. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5417. }
  5418. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5419. this.array = array;
  5420. return this;
  5421. },
  5422. setDynamic: function ( value ) {
  5423. this.dynamic = value;
  5424. return this;
  5425. },
  5426. copy: function ( source ) {
  5427. this.name = source.name;
  5428. this.array = new source.array.constructor( source.array );
  5429. this.itemSize = source.itemSize;
  5430. this.count = source.count;
  5431. this.normalized = source.normalized;
  5432. this.dynamic = source.dynamic;
  5433. return this;
  5434. },
  5435. copyAt: function ( index1, attribute, index2 ) {
  5436. index1 *= this.itemSize;
  5437. index2 *= attribute.itemSize;
  5438. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5439. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5440. }
  5441. return this;
  5442. },
  5443. copyArray: function ( array ) {
  5444. this.array.set( array );
  5445. return this;
  5446. },
  5447. copyColorsArray: function ( colors ) {
  5448. var array = this.array, offset = 0;
  5449. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5450. var color = colors[ i ];
  5451. if ( color === undefined ) {
  5452. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5453. color = new Color();
  5454. }
  5455. array[ offset ++ ] = color.r;
  5456. array[ offset ++ ] = color.g;
  5457. array[ offset ++ ] = color.b;
  5458. }
  5459. return this;
  5460. },
  5461. copyVector2sArray: function ( vectors ) {
  5462. var array = this.array, offset = 0;
  5463. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5464. var vector = vectors[ i ];
  5465. if ( vector === undefined ) {
  5466. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5467. vector = new Vector2();
  5468. }
  5469. array[ offset ++ ] = vector.x;
  5470. array[ offset ++ ] = vector.y;
  5471. }
  5472. return this;
  5473. },
  5474. copyVector3sArray: function ( vectors ) {
  5475. var array = this.array, offset = 0;
  5476. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5477. var vector = vectors[ i ];
  5478. if ( vector === undefined ) {
  5479. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5480. vector = new Vector3();
  5481. }
  5482. array[ offset ++ ] = vector.x;
  5483. array[ offset ++ ] = vector.y;
  5484. array[ offset ++ ] = vector.z;
  5485. }
  5486. return this;
  5487. },
  5488. copyVector4sArray: function ( vectors ) {
  5489. var array = this.array, offset = 0;
  5490. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5491. var vector = vectors[ i ];
  5492. if ( vector === undefined ) {
  5493. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5494. vector = new Vector4();
  5495. }
  5496. array[ offset ++ ] = vector.x;
  5497. array[ offset ++ ] = vector.y;
  5498. array[ offset ++ ] = vector.z;
  5499. array[ offset ++ ] = vector.w;
  5500. }
  5501. return this;
  5502. },
  5503. set: function ( value, offset ) {
  5504. if ( offset === undefined ) offset = 0;
  5505. this.array.set( value, offset );
  5506. return this;
  5507. },
  5508. getX: function ( index ) {
  5509. return this.array[ index * this.itemSize ];
  5510. },
  5511. setX: function ( index, x ) {
  5512. this.array[ index * this.itemSize ] = x;
  5513. return this;
  5514. },
  5515. getY: function ( index ) {
  5516. return this.array[ index * this.itemSize + 1 ];
  5517. },
  5518. setY: function ( index, y ) {
  5519. this.array[ index * this.itemSize + 1 ] = y;
  5520. return this;
  5521. },
  5522. getZ: function ( index ) {
  5523. return this.array[ index * this.itemSize + 2 ];
  5524. },
  5525. setZ: function ( index, z ) {
  5526. this.array[ index * this.itemSize + 2 ] = z;
  5527. return this;
  5528. },
  5529. getW: function ( index ) {
  5530. return this.array[ index * this.itemSize + 3 ];
  5531. },
  5532. setW: function ( index, w ) {
  5533. this.array[ index * this.itemSize + 3 ] = w;
  5534. return this;
  5535. },
  5536. setXY: function ( index, x, y ) {
  5537. index *= this.itemSize;
  5538. this.array[ index + 0 ] = x;
  5539. this.array[ index + 1 ] = y;
  5540. return this;
  5541. },
  5542. setXYZ: function ( index, x, y, z ) {
  5543. index *= this.itemSize;
  5544. this.array[ index + 0 ] = x;
  5545. this.array[ index + 1 ] = y;
  5546. this.array[ index + 2 ] = z;
  5547. return this;
  5548. },
  5549. setXYZW: function ( index, x, y, z, w ) {
  5550. index *= this.itemSize;
  5551. this.array[ index + 0 ] = x;
  5552. this.array[ index + 1 ] = y;
  5553. this.array[ index + 2 ] = z;
  5554. this.array[ index + 3 ] = w;
  5555. return this;
  5556. },
  5557. onUpload: function ( callback ) {
  5558. this.onUploadCallback = callback;
  5559. return this;
  5560. },
  5561. clone: function () {
  5562. return new this.constructor( this.array, this.itemSize ).copy( this );
  5563. },
  5564. toJSON: function () {
  5565. return {
  5566. itemSize: this.itemSize,
  5567. type: this.array.constructor.name,
  5568. array: Array.prototype.slice.call( this.array ),
  5569. normalized: this.normalized
  5570. };
  5571. }
  5572. } );
  5573. //
  5574. function Int8BufferAttribute( array, itemSize, normalized ) {
  5575. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5576. }
  5577. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5578. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5579. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5580. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5581. }
  5582. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5583. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5584. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5585. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5586. }
  5587. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5588. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5589. function Int16BufferAttribute( array, itemSize, normalized ) {
  5590. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5591. }
  5592. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5593. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5594. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5595. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5596. }
  5597. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5598. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5599. function Int32BufferAttribute( array, itemSize, normalized ) {
  5600. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5601. }
  5602. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5603. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5604. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5605. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5606. }
  5607. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5608. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5609. function Float32BufferAttribute( array, itemSize, normalized ) {
  5610. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5611. }
  5612. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5613. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5614. function Float64BufferAttribute( array, itemSize, normalized ) {
  5615. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5616. }
  5617. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5618. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5619. /**
  5620. * @author mrdoob / http://mrdoob.com/
  5621. */
  5622. function DirectGeometry() {
  5623. this.vertices = [];
  5624. this.normals = [];
  5625. this.colors = [];
  5626. this.uvs = [];
  5627. this.uvs2 = [];
  5628. this.groups = [];
  5629. this.morphTargets = {};
  5630. this.skinWeights = [];
  5631. this.skinIndices = [];
  5632. // this.lineDistances = [];
  5633. this.boundingBox = null;
  5634. this.boundingSphere = null;
  5635. // update flags
  5636. this.verticesNeedUpdate = false;
  5637. this.normalsNeedUpdate = false;
  5638. this.colorsNeedUpdate = false;
  5639. this.uvsNeedUpdate = false;
  5640. this.groupsNeedUpdate = false;
  5641. }
  5642. Object.assign( DirectGeometry.prototype, {
  5643. computeGroups: function ( geometry ) {
  5644. var group;
  5645. var groups = [];
  5646. var materialIndex = undefined;
  5647. var faces = geometry.faces;
  5648. for ( var i = 0; i < faces.length; i ++ ) {
  5649. var face = faces[ i ];
  5650. // materials
  5651. if ( face.materialIndex !== materialIndex ) {
  5652. materialIndex = face.materialIndex;
  5653. if ( group !== undefined ) {
  5654. group.count = ( i * 3 ) - group.start;
  5655. groups.push( group );
  5656. }
  5657. group = {
  5658. start: i * 3,
  5659. materialIndex: materialIndex
  5660. };
  5661. }
  5662. }
  5663. if ( group !== undefined ) {
  5664. group.count = ( i * 3 ) - group.start;
  5665. groups.push( group );
  5666. }
  5667. this.groups = groups;
  5668. },
  5669. fromGeometry: function ( geometry ) {
  5670. var faces = geometry.faces;
  5671. var vertices = geometry.vertices;
  5672. var faceVertexUvs = geometry.faceVertexUvs;
  5673. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5674. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5675. // morphs
  5676. var morphTargets = geometry.morphTargets;
  5677. var morphTargetsLength = morphTargets.length;
  5678. var morphTargetsPosition;
  5679. if ( morphTargetsLength > 0 ) {
  5680. morphTargetsPosition = [];
  5681. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5682. morphTargetsPosition[ i ] = {
  5683. name: morphTargets[ i ].name,
  5684. data: []
  5685. };
  5686. }
  5687. this.morphTargets.position = morphTargetsPosition;
  5688. }
  5689. var morphNormals = geometry.morphNormals;
  5690. var morphNormalsLength = morphNormals.length;
  5691. var morphTargetsNormal;
  5692. if ( morphNormalsLength > 0 ) {
  5693. morphTargetsNormal = [];
  5694. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5695. morphTargetsNormal[ i ] = {
  5696. name: morphNormals[ i ].name,
  5697. data: []
  5698. };
  5699. }
  5700. this.morphTargets.normal = morphTargetsNormal;
  5701. }
  5702. // skins
  5703. var skinIndices = geometry.skinIndices;
  5704. var skinWeights = geometry.skinWeights;
  5705. var hasSkinIndices = skinIndices.length === vertices.length;
  5706. var hasSkinWeights = skinWeights.length === vertices.length;
  5707. //
  5708. if ( vertices.length > 0 && faces.length === 0 ) {
  5709. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5710. }
  5711. for ( var i = 0; i < faces.length; i ++ ) {
  5712. var face = faces[ i ];
  5713. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5714. var vertexNormals = face.vertexNormals;
  5715. if ( vertexNormals.length === 3 ) {
  5716. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5717. } else {
  5718. var normal = face.normal;
  5719. this.normals.push( normal, normal, normal );
  5720. }
  5721. var vertexColors = face.vertexColors;
  5722. if ( vertexColors.length === 3 ) {
  5723. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5724. } else {
  5725. var color = face.color;
  5726. this.colors.push( color, color, color );
  5727. }
  5728. if ( hasFaceVertexUv === true ) {
  5729. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5730. if ( vertexUvs !== undefined ) {
  5731. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5732. } else {
  5733. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5734. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5735. }
  5736. }
  5737. if ( hasFaceVertexUv2 === true ) {
  5738. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5739. if ( vertexUvs !== undefined ) {
  5740. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5741. } else {
  5742. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5743. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5744. }
  5745. }
  5746. // morphs
  5747. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5748. var morphTarget = morphTargets[ j ].vertices;
  5749. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5750. }
  5751. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5752. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5753. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5754. }
  5755. // skins
  5756. if ( hasSkinIndices ) {
  5757. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5758. }
  5759. if ( hasSkinWeights ) {
  5760. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5761. }
  5762. }
  5763. this.computeGroups( geometry );
  5764. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5765. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5766. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5767. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5768. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5769. return this;
  5770. }
  5771. } );
  5772. /**
  5773. * @author mrdoob / http://mrdoob.com/
  5774. */
  5775. function arrayMax( array ) {
  5776. if ( array.length === 0 ) return - Infinity;
  5777. var max = array[ 0 ];
  5778. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5779. if ( array[ i ] > max ) max = array[ i ];
  5780. }
  5781. return max;
  5782. }
  5783. /**
  5784. * @author alteredq / http://alteredqualia.com/
  5785. * @author mrdoob / http://mrdoob.com/
  5786. */
  5787. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5788. function BufferGeometry() {
  5789. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  5790. this.uuid = _Math.generateUUID();
  5791. this.name = '';
  5792. this.type = 'BufferGeometry';
  5793. this.index = null;
  5794. this.attributes = {};
  5795. this.morphAttributes = {};
  5796. this.groups = [];
  5797. this.boundingBox = null;
  5798. this.boundingSphere = null;
  5799. this.drawRange = { start: 0, count: Infinity };
  5800. this.userData = {};
  5801. }
  5802. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5803. constructor: BufferGeometry,
  5804. isBufferGeometry: true,
  5805. getIndex: function () {
  5806. return this.index;
  5807. },
  5808. setIndex: function ( index ) {
  5809. if ( Array.isArray( index ) ) {
  5810. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5811. } else {
  5812. this.index = index;
  5813. }
  5814. },
  5815. addAttribute: function ( name, attribute ) {
  5816. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5817. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5818. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5819. }
  5820. if ( name === 'index' ) {
  5821. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5822. this.setIndex( attribute );
  5823. return this;
  5824. }
  5825. this.attributes[ name ] = attribute;
  5826. return this;
  5827. },
  5828. getAttribute: function ( name ) {
  5829. return this.attributes[ name ];
  5830. },
  5831. removeAttribute: function ( name ) {
  5832. delete this.attributes[ name ];
  5833. return this;
  5834. },
  5835. addGroup: function ( start, count, materialIndex ) {
  5836. this.groups.push( {
  5837. start: start,
  5838. count: count,
  5839. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5840. } );
  5841. },
  5842. clearGroups: function () {
  5843. this.groups = [];
  5844. },
  5845. setDrawRange: function ( start, count ) {
  5846. this.drawRange.start = start;
  5847. this.drawRange.count = count;
  5848. },
  5849. applyMatrix: function ( matrix ) {
  5850. var position = this.attributes.position;
  5851. if ( position !== undefined ) {
  5852. matrix.applyToBufferAttribute( position );
  5853. position.needsUpdate = true;
  5854. }
  5855. var normal = this.attributes.normal;
  5856. if ( normal !== undefined ) {
  5857. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5858. normalMatrix.applyToBufferAttribute( normal );
  5859. normal.needsUpdate = true;
  5860. }
  5861. var tangent = this.attributes.tangent;
  5862. if ( tangent !== undefined ) {
  5863. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5864. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5865. normalMatrix.applyToBufferAttribute( tangent );
  5866. tangent.needsUpdate = true;
  5867. }
  5868. if ( this.boundingBox !== null ) {
  5869. this.computeBoundingBox();
  5870. }
  5871. if ( this.boundingSphere !== null ) {
  5872. this.computeBoundingSphere();
  5873. }
  5874. return this;
  5875. },
  5876. rotateX: function () {
  5877. // rotate geometry around world x-axis
  5878. var m1 = new Matrix4();
  5879. return function rotateX( angle ) {
  5880. m1.makeRotationX( angle );
  5881. this.applyMatrix( m1 );
  5882. return this;
  5883. };
  5884. }(),
  5885. rotateY: function () {
  5886. // rotate geometry around world y-axis
  5887. var m1 = new Matrix4();
  5888. return function rotateY( angle ) {
  5889. m1.makeRotationY( angle );
  5890. this.applyMatrix( m1 );
  5891. return this;
  5892. };
  5893. }(),
  5894. rotateZ: function () {
  5895. // rotate geometry around world z-axis
  5896. var m1 = new Matrix4();
  5897. return function rotateZ( angle ) {
  5898. m1.makeRotationZ( angle );
  5899. this.applyMatrix( m1 );
  5900. return this;
  5901. };
  5902. }(),
  5903. translate: function () {
  5904. // translate geometry
  5905. var m1 = new Matrix4();
  5906. return function translate( x, y, z ) {
  5907. m1.makeTranslation( x, y, z );
  5908. this.applyMatrix( m1 );
  5909. return this;
  5910. };
  5911. }(),
  5912. scale: function () {
  5913. // scale geometry
  5914. var m1 = new Matrix4();
  5915. return function scale( x, y, z ) {
  5916. m1.makeScale( x, y, z );
  5917. this.applyMatrix( m1 );
  5918. return this;
  5919. };
  5920. }(),
  5921. lookAt: function () {
  5922. var obj = new Object3D();
  5923. return function lookAt( vector ) {
  5924. obj.lookAt( vector );
  5925. obj.updateMatrix();
  5926. this.applyMatrix( obj.matrix );
  5927. };
  5928. }(),
  5929. center: function () {
  5930. var offset = new Vector3();
  5931. return function center() {
  5932. this.computeBoundingBox();
  5933. this.boundingBox.getCenter( offset ).negate();
  5934. this.translate( offset.x, offset.y, offset.z );
  5935. return this;
  5936. };
  5937. }(),
  5938. setFromObject: function ( object ) {
  5939. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5940. var geometry = object.geometry;
  5941. if ( object.isPoints || object.isLine ) {
  5942. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5943. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5944. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5945. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5946. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5947. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5948. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5949. }
  5950. if ( geometry.boundingSphere !== null ) {
  5951. this.boundingSphere = geometry.boundingSphere.clone();
  5952. }
  5953. if ( geometry.boundingBox !== null ) {
  5954. this.boundingBox = geometry.boundingBox.clone();
  5955. }
  5956. } else if ( object.isMesh ) {
  5957. if ( geometry && geometry.isGeometry ) {
  5958. this.fromGeometry( geometry );
  5959. }
  5960. }
  5961. return this;
  5962. },
  5963. setFromPoints: function ( points ) {
  5964. var position = [];
  5965. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5966. var point = points[ i ];
  5967. position.push( point.x, point.y, point.z || 0 );
  5968. }
  5969. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5970. return this;
  5971. },
  5972. updateFromObject: function ( object ) {
  5973. var geometry = object.geometry;
  5974. if ( object.isMesh ) {
  5975. var direct = geometry.__directGeometry;
  5976. if ( geometry.elementsNeedUpdate === true ) {
  5977. direct = undefined;
  5978. geometry.elementsNeedUpdate = false;
  5979. }
  5980. if ( direct === undefined ) {
  5981. return this.fromGeometry( geometry );
  5982. }
  5983. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5984. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5985. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5986. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5987. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5988. geometry.verticesNeedUpdate = false;
  5989. geometry.normalsNeedUpdate = false;
  5990. geometry.colorsNeedUpdate = false;
  5991. geometry.uvsNeedUpdate = false;
  5992. geometry.groupsNeedUpdate = false;
  5993. geometry = direct;
  5994. }
  5995. var attribute;
  5996. if ( geometry.verticesNeedUpdate === true ) {
  5997. attribute = this.attributes.position;
  5998. if ( attribute !== undefined ) {
  5999. attribute.copyVector3sArray( geometry.vertices );
  6000. attribute.needsUpdate = true;
  6001. }
  6002. geometry.verticesNeedUpdate = false;
  6003. }
  6004. if ( geometry.normalsNeedUpdate === true ) {
  6005. attribute = this.attributes.normal;
  6006. if ( attribute !== undefined ) {
  6007. attribute.copyVector3sArray( geometry.normals );
  6008. attribute.needsUpdate = true;
  6009. }
  6010. geometry.normalsNeedUpdate = false;
  6011. }
  6012. if ( geometry.colorsNeedUpdate === true ) {
  6013. attribute = this.attributes.color;
  6014. if ( attribute !== undefined ) {
  6015. attribute.copyColorsArray( geometry.colors );
  6016. attribute.needsUpdate = true;
  6017. }
  6018. geometry.colorsNeedUpdate = false;
  6019. }
  6020. if ( geometry.uvsNeedUpdate ) {
  6021. attribute = this.attributes.uv;
  6022. if ( attribute !== undefined ) {
  6023. attribute.copyVector2sArray( geometry.uvs );
  6024. attribute.needsUpdate = true;
  6025. }
  6026. geometry.uvsNeedUpdate = false;
  6027. }
  6028. if ( geometry.lineDistancesNeedUpdate ) {
  6029. attribute = this.attributes.lineDistance;
  6030. if ( attribute !== undefined ) {
  6031. attribute.copyArray( geometry.lineDistances );
  6032. attribute.needsUpdate = true;
  6033. }
  6034. geometry.lineDistancesNeedUpdate = false;
  6035. }
  6036. if ( geometry.groupsNeedUpdate ) {
  6037. geometry.computeGroups( object.geometry );
  6038. this.groups = geometry.groups;
  6039. geometry.groupsNeedUpdate = false;
  6040. }
  6041. return this;
  6042. },
  6043. fromGeometry: function ( geometry ) {
  6044. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6045. return this.fromDirectGeometry( geometry.__directGeometry );
  6046. },
  6047. fromDirectGeometry: function ( geometry ) {
  6048. var positions = new Float32Array( geometry.vertices.length * 3 );
  6049. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6050. if ( geometry.normals.length > 0 ) {
  6051. var normals = new Float32Array( geometry.normals.length * 3 );
  6052. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6053. }
  6054. if ( geometry.colors.length > 0 ) {
  6055. var colors = new Float32Array( geometry.colors.length * 3 );
  6056. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6057. }
  6058. if ( geometry.uvs.length > 0 ) {
  6059. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6060. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6061. }
  6062. if ( geometry.uvs2.length > 0 ) {
  6063. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6064. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6065. }
  6066. // groups
  6067. this.groups = geometry.groups;
  6068. // morphs
  6069. for ( var name in geometry.morphTargets ) {
  6070. var array = [];
  6071. var morphTargets = geometry.morphTargets[ name ];
  6072. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6073. var morphTarget = morphTargets[ i ];
  6074. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6075. attribute.name = morphTarget.name;
  6076. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6077. }
  6078. this.morphAttributes[ name ] = array;
  6079. }
  6080. // skinning
  6081. if ( geometry.skinIndices.length > 0 ) {
  6082. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6083. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6084. }
  6085. if ( geometry.skinWeights.length > 0 ) {
  6086. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6087. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6088. }
  6089. //
  6090. if ( geometry.boundingSphere !== null ) {
  6091. this.boundingSphere = geometry.boundingSphere.clone();
  6092. }
  6093. if ( geometry.boundingBox !== null ) {
  6094. this.boundingBox = geometry.boundingBox.clone();
  6095. }
  6096. return this;
  6097. },
  6098. computeBoundingBox: function () {
  6099. var box = new Box3();
  6100. return function computeBoundingBox() {
  6101. if ( this.boundingBox === null ) {
  6102. this.boundingBox = new Box3();
  6103. }
  6104. var position = this.attributes.position;
  6105. var morphAttributesPosition = this.morphAttributes.position;
  6106. if ( position !== undefined ) {
  6107. this.boundingBox.setFromBufferAttribute( position );
  6108. // process morph attributes if present
  6109. if ( morphAttributesPosition ) {
  6110. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6111. var morphAttribute = morphAttributesPosition[ i ];
  6112. box.setFromBufferAttribute( morphAttribute );
  6113. this.boundingBox.expandByPoint( box.min );
  6114. this.boundingBox.expandByPoint( box.max );
  6115. }
  6116. }
  6117. } else {
  6118. this.boundingBox.makeEmpty();
  6119. }
  6120. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6121. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6122. }
  6123. };
  6124. }(),
  6125. computeBoundingSphere: function () {
  6126. var box = new Box3();
  6127. var boxMorphTargets = new Box3();
  6128. var vector = new Vector3();
  6129. return function computeBoundingSphere() {
  6130. if ( this.boundingSphere === null ) {
  6131. this.boundingSphere = new Sphere();
  6132. }
  6133. var position = this.attributes.position;
  6134. var morphAttributesPosition = this.morphAttributes.position;
  6135. if ( position ) {
  6136. // first, find the center of the bounding sphere
  6137. var center = this.boundingSphere.center;
  6138. box.setFromBufferAttribute( position );
  6139. // process morph attributes if present
  6140. if ( morphAttributesPosition ) {
  6141. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6142. var morphAttribute = morphAttributesPosition[ i ];
  6143. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6144. box.expandByPoint( boxMorphTargets.min );
  6145. box.expandByPoint( boxMorphTargets.max );
  6146. }
  6147. }
  6148. box.getCenter( center );
  6149. // second, try to find a boundingSphere with a radius smaller than the
  6150. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6151. var maxRadiusSq = 0;
  6152. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6153. vector.fromBufferAttribute( position, i );
  6154. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6155. }
  6156. // process morph attributes if present
  6157. if ( morphAttributesPosition ) {
  6158. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6159. var morphAttribute = morphAttributesPosition[ i ];
  6160. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6161. vector.fromBufferAttribute( morphAttribute, j );
  6162. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6163. }
  6164. }
  6165. }
  6166. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6167. if ( isNaN( this.boundingSphere.radius ) ) {
  6168. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6169. }
  6170. }
  6171. };
  6172. }(),
  6173. computeFaceNormals: function () {
  6174. // backwards compatibility
  6175. },
  6176. computeVertexNormals: function () {
  6177. var index = this.index;
  6178. var attributes = this.attributes;
  6179. if ( attributes.position ) {
  6180. var positions = attributes.position.array;
  6181. if ( attributes.normal === undefined ) {
  6182. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6183. } else {
  6184. // reset existing normals to zero
  6185. var array = attributes.normal.array;
  6186. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6187. array[ i ] = 0;
  6188. }
  6189. }
  6190. var normals = attributes.normal.array;
  6191. var vA, vB, vC;
  6192. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6193. var cb = new Vector3(), ab = new Vector3();
  6194. // indexed elements
  6195. if ( index ) {
  6196. var indices = index.array;
  6197. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6198. vA = indices[ i + 0 ] * 3;
  6199. vB = indices[ i + 1 ] * 3;
  6200. vC = indices[ i + 2 ] * 3;
  6201. pA.fromArray( positions, vA );
  6202. pB.fromArray( positions, vB );
  6203. pC.fromArray( positions, vC );
  6204. cb.subVectors( pC, pB );
  6205. ab.subVectors( pA, pB );
  6206. cb.cross( ab );
  6207. normals[ vA ] += cb.x;
  6208. normals[ vA + 1 ] += cb.y;
  6209. normals[ vA + 2 ] += cb.z;
  6210. normals[ vB ] += cb.x;
  6211. normals[ vB + 1 ] += cb.y;
  6212. normals[ vB + 2 ] += cb.z;
  6213. normals[ vC ] += cb.x;
  6214. normals[ vC + 1 ] += cb.y;
  6215. normals[ vC + 2 ] += cb.z;
  6216. }
  6217. } else {
  6218. // non-indexed elements (unconnected triangle soup)
  6219. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6220. pA.fromArray( positions, i );
  6221. pB.fromArray( positions, i + 3 );
  6222. pC.fromArray( positions, i + 6 );
  6223. cb.subVectors( pC, pB );
  6224. ab.subVectors( pA, pB );
  6225. cb.cross( ab );
  6226. normals[ i ] = cb.x;
  6227. normals[ i + 1 ] = cb.y;
  6228. normals[ i + 2 ] = cb.z;
  6229. normals[ i + 3 ] = cb.x;
  6230. normals[ i + 4 ] = cb.y;
  6231. normals[ i + 5 ] = cb.z;
  6232. normals[ i + 6 ] = cb.x;
  6233. normals[ i + 7 ] = cb.y;
  6234. normals[ i + 8 ] = cb.z;
  6235. }
  6236. }
  6237. this.normalizeNormals();
  6238. attributes.normal.needsUpdate = true;
  6239. }
  6240. },
  6241. merge: function ( geometry, offset ) {
  6242. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6243. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6244. return;
  6245. }
  6246. if ( offset === undefined ) {
  6247. offset = 0;
  6248. console.warn(
  6249. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6250. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6251. );
  6252. }
  6253. var attributes = this.attributes;
  6254. for ( var key in attributes ) {
  6255. if ( geometry.attributes[ key ] === undefined ) continue;
  6256. var attribute1 = attributes[ key ];
  6257. var attributeArray1 = attribute1.array;
  6258. var attribute2 = geometry.attributes[ key ];
  6259. var attributeArray2 = attribute2.array;
  6260. var attributeOffset = attribute2.itemSize * offset;
  6261. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6262. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6263. attributeArray1[ j ] = attributeArray2[ i ];
  6264. }
  6265. }
  6266. return this;
  6267. },
  6268. normalizeNormals: function () {
  6269. var vector = new Vector3();
  6270. return function normalizeNormals() {
  6271. var normals = this.attributes.normal;
  6272. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6273. vector.x = normals.getX( i );
  6274. vector.y = normals.getY( i );
  6275. vector.z = normals.getZ( i );
  6276. vector.normalize();
  6277. normals.setXYZ( i, vector.x, vector.y, vector.z );
  6278. }
  6279. };
  6280. }(),
  6281. toNonIndexed: function () {
  6282. function convertBufferAttribute( attribute, indices ) {
  6283. var array = attribute.array;
  6284. var itemSize = attribute.itemSize;
  6285. var array2 = new array.constructor( indices.length * itemSize );
  6286. var index = 0, index2 = 0;
  6287. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6288. index = indices[ i ] * itemSize;
  6289. for ( var j = 0; j < itemSize; j ++ ) {
  6290. array2[ index2 ++ ] = array[ index ++ ];
  6291. }
  6292. }
  6293. return new BufferAttribute( array2, itemSize );
  6294. }
  6295. //
  6296. if ( this.index === null ) {
  6297. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6298. return this;
  6299. }
  6300. var geometry2 = new BufferGeometry();
  6301. var indices = this.index.array;
  6302. var attributes = this.attributes;
  6303. // attributes
  6304. for ( var name in attributes ) {
  6305. var attribute = attributes[ name ];
  6306. var newAttribute = convertBufferAttribute( attribute, indices );
  6307. geometry2.addAttribute( name, newAttribute );
  6308. }
  6309. // morph attributes
  6310. var morphAttributes = this.morphAttributes;
  6311. for ( name in morphAttributes ) {
  6312. var morphArray = [];
  6313. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6314. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6315. var attribute = morphAttribute[ i ];
  6316. var newAttribute = convertBufferAttribute( attribute, indices );
  6317. morphArray.push( newAttribute );
  6318. }
  6319. geometry2.morphAttributes[ name ] = morphArray;
  6320. }
  6321. // groups
  6322. var groups = this.groups;
  6323. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6324. var group = groups[ i ];
  6325. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6326. }
  6327. return geometry2;
  6328. },
  6329. toJSON: function () {
  6330. var data = {
  6331. metadata: {
  6332. version: 4.5,
  6333. type: 'BufferGeometry',
  6334. generator: 'BufferGeometry.toJSON'
  6335. }
  6336. };
  6337. // standard BufferGeometry serialization
  6338. data.uuid = this.uuid;
  6339. data.type = this.type;
  6340. if ( this.name !== '' ) data.name = this.name;
  6341. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6342. if ( this.parameters !== undefined ) {
  6343. var parameters = this.parameters;
  6344. for ( var key in parameters ) {
  6345. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6346. }
  6347. return data;
  6348. }
  6349. data.data = { attributes: {} };
  6350. var index = this.index;
  6351. if ( index !== null ) {
  6352. data.data.index = {
  6353. type: index.array.constructor.name,
  6354. array: Array.prototype.slice.call( index.array )
  6355. };
  6356. }
  6357. var attributes = this.attributes;
  6358. for ( var key in attributes ) {
  6359. var attribute = attributes[ key ];
  6360. var attributeData = attribute.toJSON();
  6361. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6362. data.data.attributes[ key ] = attributeData;
  6363. }
  6364. var morphAttributes = {};
  6365. var hasMorphAttributes = false;
  6366. for ( var key in this.morphAttributes ) {
  6367. var attributeArray = this.morphAttributes[ key ];
  6368. var array = [];
  6369. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6370. var attribute = attributeArray[ i ];
  6371. var attributeData = attribute.toJSON();
  6372. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6373. array.push( attributeData );
  6374. }
  6375. if ( array.length > 0 ) {
  6376. morphAttributes[ key ] = array;
  6377. hasMorphAttributes = true;
  6378. }
  6379. }
  6380. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6381. var groups = this.groups;
  6382. if ( groups.length > 0 ) {
  6383. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6384. }
  6385. var boundingSphere = this.boundingSphere;
  6386. if ( boundingSphere !== null ) {
  6387. data.data.boundingSphere = {
  6388. center: boundingSphere.center.toArray(),
  6389. radius: boundingSphere.radius
  6390. };
  6391. }
  6392. return data;
  6393. },
  6394. clone: function () {
  6395. /*
  6396. // Handle primitives
  6397. var parameters = this.parameters;
  6398. if ( parameters !== undefined ) {
  6399. var values = [];
  6400. for ( var key in parameters ) {
  6401. values.push( parameters[ key ] );
  6402. }
  6403. var geometry = Object.create( this.constructor.prototype );
  6404. this.constructor.apply( geometry, values );
  6405. return geometry;
  6406. }
  6407. return new this.constructor().copy( this );
  6408. */
  6409. return new BufferGeometry().copy( this );
  6410. },
  6411. copy: function ( source ) {
  6412. var name, i, l;
  6413. // reset
  6414. this.index = null;
  6415. this.attributes = {};
  6416. this.morphAttributes = {};
  6417. this.groups = [];
  6418. this.boundingBox = null;
  6419. this.boundingSphere = null;
  6420. // name
  6421. this.name = source.name;
  6422. // index
  6423. var index = source.index;
  6424. if ( index !== null ) {
  6425. this.setIndex( index.clone() );
  6426. }
  6427. // attributes
  6428. var attributes = source.attributes;
  6429. for ( name in attributes ) {
  6430. var attribute = attributes[ name ];
  6431. this.addAttribute( name, attribute.clone() );
  6432. }
  6433. // morph attributes
  6434. var morphAttributes = source.morphAttributes;
  6435. for ( name in morphAttributes ) {
  6436. var array = [];
  6437. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6438. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6439. array.push( morphAttribute[ i ].clone() );
  6440. }
  6441. this.morphAttributes[ name ] = array;
  6442. }
  6443. // groups
  6444. var groups = source.groups;
  6445. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6446. var group = groups[ i ];
  6447. this.addGroup( group.start, group.count, group.materialIndex );
  6448. }
  6449. // bounding box
  6450. var boundingBox = source.boundingBox;
  6451. if ( boundingBox !== null ) {
  6452. this.boundingBox = boundingBox.clone();
  6453. }
  6454. // bounding sphere
  6455. var boundingSphere = source.boundingSphere;
  6456. if ( boundingSphere !== null ) {
  6457. this.boundingSphere = boundingSphere.clone();
  6458. }
  6459. // draw range
  6460. this.drawRange.start = source.drawRange.start;
  6461. this.drawRange.count = source.drawRange.count;
  6462. // user data
  6463. this.userData = source.userData;
  6464. return this;
  6465. },
  6466. dispose: function () {
  6467. this.dispatchEvent( { type: 'dispose' } );
  6468. }
  6469. } );
  6470. /**
  6471. * @author mrdoob / http://mrdoob.com/
  6472. * @author alteredq / http://alteredqualia.com/
  6473. * @author mikael emtinger / http://gomo.se/
  6474. * @author jonobr1 / http://jonobr1.com/
  6475. */
  6476. function Mesh( geometry, material ) {
  6477. Object3D.call( this );
  6478. this.type = 'Mesh';
  6479. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6480. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6481. this.drawMode = TrianglesDrawMode;
  6482. this.updateMorphTargets();
  6483. }
  6484. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6485. constructor: Mesh,
  6486. isMesh: true,
  6487. setDrawMode: function ( value ) {
  6488. this.drawMode = value;
  6489. },
  6490. copy: function ( source ) {
  6491. Object3D.prototype.copy.call( this, source );
  6492. this.drawMode = source.drawMode;
  6493. if ( source.morphTargetInfluences !== undefined ) {
  6494. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6495. }
  6496. if ( source.morphTargetDictionary !== undefined ) {
  6497. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6498. }
  6499. return this;
  6500. },
  6501. updateMorphTargets: function () {
  6502. var geometry = this.geometry;
  6503. var m, ml, name;
  6504. if ( geometry.isBufferGeometry ) {
  6505. var morphAttributes = geometry.morphAttributes;
  6506. var keys = Object.keys( morphAttributes );
  6507. if ( keys.length > 0 ) {
  6508. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6509. if ( morphAttribute !== undefined ) {
  6510. this.morphTargetInfluences = [];
  6511. this.morphTargetDictionary = {};
  6512. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6513. name = morphAttribute[ m ].name || String( m );
  6514. this.morphTargetInfluences.push( 0 );
  6515. this.morphTargetDictionary[ name ] = m;
  6516. }
  6517. }
  6518. }
  6519. } else {
  6520. var morphTargets = geometry.morphTargets;
  6521. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6522. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6523. }
  6524. }
  6525. },
  6526. raycast: ( function () {
  6527. var inverseMatrix = new Matrix4();
  6528. var ray = new Ray();
  6529. var sphere = new Sphere();
  6530. var vA = new Vector3();
  6531. var vB = new Vector3();
  6532. var vC = new Vector3();
  6533. var tempA = new Vector3();
  6534. var tempB = new Vector3();
  6535. var tempC = new Vector3();
  6536. var morphA = new Vector3();
  6537. var morphB = new Vector3();
  6538. var morphC = new Vector3();
  6539. var uvA = new Vector2();
  6540. var uvB = new Vector2();
  6541. var uvC = new Vector2();
  6542. var intersectionPoint = new Vector3();
  6543. var intersectionPointWorld = new Vector3();
  6544. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6545. var intersect;
  6546. if ( material.side === BackSide ) {
  6547. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6548. } else {
  6549. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6550. }
  6551. if ( intersect === null ) return null;
  6552. intersectionPointWorld.copy( point );
  6553. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6554. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  6555. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6556. return {
  6557. distance: distance,
  6558. point: intersectionPointWorld.clone(),
  6559. object: object
  6560. };
  6561. }
  6562. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
  6563. vA.fromBufferAttribute( position, a );
  6564. vB.fromBufferAttribute( position, b );
  6565. vC.fromBufferAttribute( position, c );
  6566. var morphInfluences = object.morphTargetInfluences;
  6567. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6568. morphA.set( 0, 0, 0 );
  6569. morphB.set( 0, 0, 0 );
  6570. morphC.set( 0, 0, 0 );
  6571. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6572. var influence = morphInfluences[ i ];
  6573. var morphAttribute = morphPosition[ i ];
  6574. if ( influence === 0 ) continue;
  6575. tempA.fromBufferAttribute( morphAttribute, a );
  6576. tempB.fromBufferAttribute( morphAttribute, b );
  6577. tempC.fromBufferAttribute( morphAttribute, c );
  6578. morphA.addScaledVector( tempA.sub( vA ), influence );
  6579. morphB.addScaledVector( tempB.sub( vB ), influence );
  6580. morphC.addScaledVector( tempC.sub( vC ), influence );
  6581. }
  6582. vA.add( morphA );
  6583. vB.add( morphB );
  6584. vC.add( morphC );
  6585. }
  6586. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  6587. if ( intersection ) {
  6588. if ( uv ) {
  6589. uvA.fromBufferAttribute( uv, a );
  6590. uvB.fromBufferAttribute( uv, b );
  6591. uvC.fromBufferAttribute( uv, c );
  6592. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  6593. }
  6594. var face = new Face3( a, b, c );
  6595. Triangle.getNormal( vA, vB, vC, face.normal );
  6596. intersection.face = face;
  6597. }
  6598. return intersection;
  6599. }
  6600. return function raycast( raycaster, intersects ) {
  6601. var geometry = this.geometry;
  6602. var material = this.material;
  6603. var matrixWorld = this.matrixWorld;
  6604. if ( material === undefined ) return;
  6605. // Checking boundingSphere distance to ray
  6606. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6607. sphere.copy( geometry.boundingSphere );
  6608. sphere.applyMatrix4( matrixWorld );
  6609. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  6610. //
  6611. inverseMatrix.getInverse( matrixWorld );
  6612. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  6613. // Check boundingBox before continuing
  6614. if ( geometry.boundingBox !== null ) {
  6615. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6616. }
  6617. var intersection;
  6618. if ( geometry.isBufferGeometry ) {
  6619. var a, b, c;
  6620. var index = geometry.index;
  6621. var position = geometry.attributes.position;
  6622. var morphPosition = geometry.morphAttributes.position;
  6623. var uv = geometry.attributes.uv;
  6624. var groups = geometry.groups;
  6625. var drawRange = geometry.drawRange;
  6626. var i, j, il, jl;
  6627. var group, groupMaterial;
  6628. var start, end;
  6629. if ( index !== null ) {
  6630. // indexed buffer geometry
  6631. if ( Array.isArray( material ) ) {
  6632. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6633. group = groups[ i ];
  6634. groupMaterial = material[ group.materialIndex ];
  6635. start = Math.max( group.start, drawRange.start );
  6636. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6637. for ( j = start, jl = end; j < jl; j += 3 ) {
  6638. a = index.getX( j );
  6639. b = index.getX( j + 1 );
  6640. c = index.getX( j + 2 );
  6641. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  6642. if ( intersection ) {
  6643. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6644. intersection.face.materialIndex = group.materialIndex;
  6645. intersects.push( intersection );
  6646. }
  6647. }
  6648. }
  6649. } else {
  6650. start = Math.max( 0, drawRange.start );
  6651. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6652. for ( i = start, il = end; i < il; i += 3 ) {
  6653. a = index.getX( i );
  6654. b = index.getX( i + 1 );
  6655. c = index.getX( i + 2 );
  6656. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  6657. if ( intersection ) {
  6658. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6659. intersects.push( intersection );
  6660. }
  6661. }
  6662. }
  6663. } else if ( position !== undefined ) {
  6664. // non-indexed buffer geometry
  6665. if ( Array.isArray( material ) ) {
  6666. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6667. group = groups[ i ];
  6668. groupMaterial = material[ group.materialIndex ];
  6669. start = Math.max( group.start, drawRange.start );
  6670. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6671. for ( j = start, jl = end; j < jl; j += 3 ) {
  6672. a = j;
  6673. b = j + 1;
  6674. c = j + 2;
  6675. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  6676. if ( intersection ) {
  6677. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6678. intersection.face.materialIndex = group.materialIndex;
  6679. intersects.push( intersection );
  6680. }
  6681. }
  6682. }
  6683. } else {
  6684. start = Math.max( 0, drawRange.start );
  6685. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6686. for ( i = start, il = end; i < il; i += 3 ) {
  6687. a = i;
  6688. b = i + 1;
  6689. c = i + 2;
  6690. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  6691. if ( intersection ) {
  6692. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6693. intersects.push( intersection );
  6694. }
  6695. }
  6696. }
  6697. }
  6698. } else if ( geometry.isGeometry ) {
  6699. var fvA, fvB, fvC;
  6700. var isMultiMaterial = Array.isArray( material );
  6701. var vertices = geometry.vertices;
  6702. var faces = geometry.faces;
  6703. var uvs;
  6704. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6705. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6706. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6707. var face = faces[ f ];
  6708. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6709. if ( faceMaterial === undefined ) continue;
  6710. fvA = vertices[ face.a ];
  6711. fvB = vertices[ face.b ];
  6712. fvC = vertices[ face.c ];
  6713. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  6714. if ( intersection ) {
  6715. if ( uvs && uvs[ f ] ) {
  6716. var uvs_f = uvs[ f ];
  6717. uvA.copy( uvs_f[ 0 ] );
  6718. uvB.copy( uvs_f[ 1 ] );
  6719. uvC.copy( uvs_f[ 2 ] );
  6720. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  6721. }
  6722. intersection.face = face;
  6723. intersection.faceIndex = f;
  6724. intersects.push( intersection );
  6725. }
  6726. }
  6727. }
  6728. };
  6729. }() ),
  6730. clone: function () {
  6731. return new this.constructor( this.geometry, this.material ).copy( this );
  6732. }
  6733. } );
  6734. /**
  6735. * @author mrdoob / http://mrdoob.com/
  6736. * @author kile / http://kile.stravaganza.org/
  6737. * @author alteredq / http://alteredqualia.com/
  6738. * @author mikael emtinger / http://gomo.se/
  6739. * @author zz85 / http://www.lab4games.net/zz85/blog
  6740. * @author bhouston / http://clara.io
  6741. */
  6742. var geometryId = 0; // Geometry uses even numbers as Id
  6743. function Geometry() {
  6744. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  6745. this.uuid = _Math.generateUUID();
  6746. this.name = '';
  6747. this.type = 'Geometry';
  6748. this.vertices = [];
  6749. this.colors = [];
  6750. this.faces = [];
  6751. this.faceVertexUvs = [[]];
  6752. this.morphTargets = [];
  6753. this.morphNormals = [];
  6754. this.skinWeights = [];
  6755. this.skinIndices = [];
  6756. this.lineDistances = [];
  6757. this.boundingBox = null;
  6758. this.boundingSphere = null;
  6759. // update flags
  6760. this.elementsNeedUpdate = false;
  6761. this.verticesNeedUpdate = false;
  6762. this.uvsNeedUpdate = false;
  6763. this.normalsNeedUpdate = false;
  6764. this.colorsNeedUpdate = false;
  6765. this.lineDistancesNeedUpdate = false;
  6766. this.groupsNeedUpdate = false;
  6767. }
  6768. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6769. constructor: Geometry,
  6770. isGeometry: true,
  6771. applyMatrix: function ( matrix ) {
  6772. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6773. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6774. var vertex = this.vertices[ i ];
  6775. vertex.applyMatrix4( matrix );
  6776. }
  6777. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6778. var face = this.faces[ i ];
  6779. face.normal.applyMatrix3( normalMatrix ).normalize();
  6780. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6781. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6782. }
  6783. }
  6784. if ( this.boundingBox !== null ) {
  6785. this.computeBoundingBox();
  6786. }
  6787. if ( this.boundingSphere !== null ) {
  6788. this.computeBoundingSphere();
  6789. }
  6790. this.verticesNeedUpdate = true;
  6791. this.normalsNeedUpdate = true;
  6792. return this;
  6793. },
  6794. rotateX: function () {
  6795. // rotate geometry around world x-axis
  6796. var m1 = new Matrix4();
  6797. return function rotateX( angle ) {
  6798. m1.makeRotationX( angle );
  6799. this.applyMatrix( m1 );
  6800. return this;
  6801. };
  6802. }(),
  6803. rotateY: function () {
  6804. // rotate geometry around world y-axis
  6805. var m1 = new Matrix4();
  6806. return function rotateY( angle ) {
  6807. m1.makeRotationY( angle );
  6808. this.applyMatrix( m1 );
  6809. return this;
  6810. };
  6811. }(),
  6812. rotateZ: function () {
  6813. // rotate geometry around world z-axis
  6814. var m1 = new Matrix4();
  6815. return function rotateZ( angle ) {
  6816. m1.makeRotationZ( angle );
  6817. this.applyMatrix( m1 );
  6818. return this;
  6819. };
  6820. }(),
  6821. translate: function () {
  6822. // translate geometry
  6823. var m1 = new Matrix4();
  6824. return function translate( x, y, z ) {
  6825. m1.makeTranslation( x, y, z );
  6826. this.applyMatrix( m1 );
  6827. return this;
  6828. };
  6829. }(),
  6830. scale: function () {
  6831. // scale geometry
  6832. var m1 = new Matrix4();
  6833. return function scale( x, y, z ) {
  6834. m1.makeScale( x, y, z );
  6835. this.applyMatrix( m1 );
  6836. return this;
  6837. };
  6838. }(),
  6839. lookAt: function () {
  6840. var obj = new Object3D();
  6841. return function lookAt( vector ) {
  6842. obj.lookAt( vector );
  6843. obj.updateMatrix();
  6844. this.applyMatrix( obj.matrix );
  6845. };
  6846. }(),
  6847. fromBufferGeometry: function ( geometry ) {
  6848. var scope = this;
  6849. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6850. var attributes = geometry.attributes;
  6851. var positions = attributes.position.array;
  6852. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6853. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6854. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6855. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6856. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6857. for ( var i = 0; i < positions.length; i += 3 ) {
  6858. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6859. if ( colors !== undefined ) {
  6860. scope.colors.push( new Color().fromArray( colors, i ) );
  6861. }
  6862. }
  6863. function addFace( a, b, c, materialIndex ) {
  6864. var vertexColors = ( colors === undefined ) ? [] : [
  6865. scope.colors[ a ].clone(),
  6866. scope.colors[ b ].clone(),
  6867. scope.colors[ c ].clone() ];
  6868. var vertexNormals = ( normals === undefined ) ? [] : [
  6869. new Vector3().fromArray( normals, a * 3 ),
  6870. new Vector3().fromArray( normals, b * 3 ),
  6871. new Vector3().fromArray( normals, c * 3 )
  6872. ];
  6873. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6874. scope.faces.push( face );
  6875. if ( uvs !== undefined ) {
  6876. scope.faceVertexUvs[ 0 ].push( [
  6877. new Vector2().fromArray( uvs, a * 2 ),
  6878. new Vector2().fromArray( uvs, b * 2 ),
  6879. new Vector2().fromArray( uvs, c * 2 )
  6880. ] );
  6881. }
  6882. if ( uvs2 !== undefined ) {
  6883. scope.faceVertexUvs[ 1 ].push( [
  6884. new Vector2().fromArray( uvs2, a * 2 ),
  6885. new Vector2().fromArray( uvs2, b * 2 ),
  6886. new Vector2().fromArray( uvs2, c * 2 )
  6887. ] );
  6888. }
  6889. }
  6890. var groups = geometry.groups;
  6891. if ( groups.length > 0 ) {
  6892. for ( var i = 0; i < groups.length; i ++ ) {
  6893. var group = groups[ i ];
  6894. var start = group.start;
  6895. var count = group.count;
  6896. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6897. if ( indices !== undefined ) {
  6898. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6899. } else {
  6900. addFace( j, j + 1, j + 2, group.materialIndex );
  6901. }
  6902. }
  6903. }
  6904. } else {
  6905. if ( indices !== undefined ) {
  6906. for ( var i = 0; i < indices.length; i += 3 ) {
  6907. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6908. }
  6909. } else {
  6910. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6911. addFace( i, i + 1, i + 2 );
  6912. }
  6913. }
  6914. }
  6915. this.computeFaceNormals();
  6916. if ( geometry.boundingBox !== null ) {
  6917. this.boundingBox = geometry.boundingBox.clone();
  6918. }
  6919. if ( geometry.boundingSphere !== null ) {
  6920. this.boundingSphere = geometry.boundingSphere.clone();
  6921. }
  6922. return this;
  6923. },
  6924. center: function () {
  6925. var offset = new Vector3();
  6926. return function center() {
  6927. this.computeBoundingBox();
  6928. this.boundingBox.getCenter( offset ).negate();
  6929. this.translate( offset.x, offset.y, offset.z );
  6930. return this;
  6931. };
  6932. }(),
  6933. normalize: function () {
  6934. this.computeBoundingSphere();
  6935. var center = this.boundingSphere.center;
  6936. var radius = this.boundingSphere.radius;
  6937. var s = radius === 0 ? 1 : 1.0 / radius;
  6938. var matrix = new Matrix4();
  6939. matrix.set(
  6940. s, 0, 0, - s * center.x,
  6941. 0, s, 0, - s * center.y,
  6942. 0, 0, s, - s * center.z,
  6943. 0, 0, 0, 1
  6944. );
  6945. this.applyMatrix( matrix );
  6946. return this;
  6947. },
  6948. computeFaceNormals: function () {
  6949. var cb = new Vector3(), ab = new Vector3();
  6950. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6951. var face = this.faces[ f ];
  6952. var vA = this.vertices[ face.a ];
  6953. var vB = this.vertices[ face.b ];
  6954. var vC = this.vertices[ face.c ];
  6955. cb.subVectors( vC, vB );
  6956. ab.subVectors( vA, vB );
  6957. cb.cross( ab );
  6958. cb.normalize();
  6959. face.normal.copy( cb );
  6960. }
  6961. },
  6962. computeVertexNormals: function ( areaWeighted ) {
  6963. if ( areaWeighted === undefined ) areaWeighted = true;
  6964. var v, vl, f, fl, face, vertices;
  6965. vertices = new Array( this.vertices.length );
  6966. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6967. vertices[ v ] = new Vector3();
  6968. }
  6969. if ( areaWeighted ) {
  6970. // vertex normals weighted by triangle areas
  6971. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6972. var vA, vB, vC;
  6973. var cb = new Vector3(), ab = new Vector3();
  6974. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6975. face = this.faces[ f ];
  6976. vA = this.vertices[ face.a ];
  6977. vB = this.vertices[ face.b ];
  6978. vC = this.vertices[ face.c ];
  6979. cb.subVectors( vC, vB );
  6980. ab.subVectors( vA, vB );
  6981. cb.cross( ab );
  6982. vertices[ face.a ].add( cb );
  6983. vertices[ face.b ].add( cb );
  6984. vertices[ face.c ].add( cb );
  6985. }
  6986. } else {
  6987. this.computeFaceNormals();
  6988. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6989. face = this.faces[ f ];
  6990. vertices[ face.a ].add( face.normal );
  6991. vertices[ face.b ].add( face.normal );
  6992. vertices[ face.c ].add( face.normal );
  6993. }
  6994. }
  6995. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6996. vertices[ v ].normalize();
  6997. }
  6998. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6999. face = this.faces[ f ];
  7000. var vertexNormals = face.vertexNormals;
  7001. if ( vertexNormals.length === 3 ) {
  7002. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7003. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7004. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7005. } else {
  7006. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7007. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7008. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7009. }
  7010. }
  7011. if ( this.faces.length > 0 ) {
  7012. this.normalsNeedUpdate = true;
  7013. }
  7014. },
  7015. computeFlatVertexNormals: function () {
  7016. var f, fl, face;
  7017. this.computeFaceNormals();
  7018. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7019. face = this.faces[ f ];
  7020. var vertexNormals = face.vertexNormals;
  7021. if ( vertexNormals.length === 3 ) {
  7022. vertexNormals[ 0 ].copy( face.normal );
  7023. vertexNormals[ 1 ].copy( face.normal );
  7024. vertexNormals[ 2 ].copy( face.normal );
  7025. } else {
  7026. vertexNormals[ 0 ] = face.normal.clone();
  7027. vertexNormals[ 1 ] = face.normal.clone();
  7028. vertexNormals[ 2 ] = face.normal.clone();
  7029. }
  7030. }
  7031. if ( this.faces.length > 0 ) {
  7032. this.normalsNeedUpdate = true;
  7033. }
  7034. },
  7035. computeMorphNormals: function () {
  7036. var i, il, f, fl, face;
  7037. // save original normals
  7038. // - create temp variables on first access
  7039. // otherwise just copy (for faster repeated calls)
  7040. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7041. face = this.faces[ f ];
  7042. if ( ! face.__originalFaceNormal ) {
  7043. face.__originalFaceNormal = face.normal.clone();
  7044. } else {
  7045. face.__originalFaceNormal.copy( face.normal );
  7046. }
  7047. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7048. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7049. if ( ! face.__originalVertexNormals[ i ] ) {
  7050. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7051. } else {
  7052. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7053. }
  7054. }
  7055. }
  7056. // use temp geometry to compute face and vertex normals for each morph
  7057. var tmpGeo = new Geometry();
  7058. tmpGeo.faces = this.faces;
  7059. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7060. // create on first access
  7061. if ( ! this.morphNormals[ i ] ) {
  7062. this.morphNormals[ i ] = {};
  7063. this.morphNormals[ i ].faceNormals = [];
  7064. this.morphNormals[ i ].vertexNormals = [];
  7065. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7066. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7067. var faceNormal, vertexNormals;
  7068. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7069. faceNormal = new Vector3();
  7070. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7071. dstNormalsFace.push( faceNormal );
  7072. dstNormalsVertex.push( vertexNormals );
  7073. }
  7074. }
  7075. var morphNormals = this.morphNormals[ i ];
  7076. // set vertices to morph target
  7077. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7078. // compute morph normals
  7079. tmpGeo.computeFaceNormals();
  7080. tmpGeo.computeVertexNormals();
  7081. // store morph normals
  7082. var faceNormal, vertexNormals;
  7083. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7084. face = this.faces[ f ];
  7085. faceNormal = morphNormals.faceNormals[ f ];
  7086. vertexNormals = morphNormals.vertexNormals[ f ];
  7087. faceNormal.copy( face.normal );
  7088. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7089. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7090. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7091. }
  7092. }
  7093. // restore original normals
  7094. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7095. face = this.faces[ f ];
  7096. face.normal = face.__originalFaceNormal;
  7097. face.vertexNormals = face.__originalVertexNormals;
  7098. }
  7099. },
  7100. computeBoundingBox: function () {
  7101. if ( this.boundingBox === null ) {
  7102. this.boundingBox = new Box3();
  7103. }
  7104. this.boundingBox.setFromPoints( this.vertices );
  7105. },
  7106. computeBoundingSphere: function () {
  7107. if ( this.boundingSphere === null ) {
  7108. this.boundingSphere = new Sphere();
  7109. }
  7110. this.boundingSphere.setFromPoints( this.vertices );
  7111. },
  7112. merge: function ( geometry, matrix, materialIndexOffset ) {
  7113. if ( ! ( geometry && geometry.isGeometry ) ) {
  7114. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7115. return;
  7116. }
  7117. var normalMatrix,
  7118. vertexOffset = this.vertices.length,
  7119. vertices1 = this.vertices,
  7120. vertices2 = geometry.vertices,
  7121. faces1 = this.faces,
  7122. faces2 = geometry.faces,
  7123. uvs1 = this.faceVertexUvs[ 0 ],
  7124. uvs2 = geometry.faceVertexUvs[ 0 ],
  7125. colors1 = this.colors,
  7126. colors2 = geometry.colors;
  7127. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7128. if ( matrix !== undefined ) {
  7129. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7130. }
  7131. // vertices
  7132. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7133. var vertex = vertices2[ i ];
  7134. var vertexCopy = vertex.clone();
  7135. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7136. vertices1.push( vertexCopy );
  7137. }
  7138. // colors
  7139. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7140. colors1.push( colors2[ i ].clone() );
  7141. }
  7142. // faces
  7143. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7144. var face = faces2[ i ], faceCopy, normal, color,
  7145. faceVertexNormals = face.vertexNormals,
  7146. faceVertexColors = face.vertexColors;
  7147. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7148. faceCopy.normal.copy( face.normal );
  7149. if ( normalMatrix !== undefined ) {
  7150. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7151. }
  7152. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7153. normal = faceVertexNormals[ j ].clone();
  7154. if ( normalMatrix !== undefined ) {
  7155. normal.applyMatrix3( normalMatrix ).normalize();
  7156. }
  7157. faceCopy.vertexNormals.push( normal );
  7158. }
  7159. faceCopy.color.copy( face.color );
  7160. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7161. color = faceVertexColors[ j ];
  7162. faceCopy.vertexColors.push( color.clone() );
  7163. }
  7164. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7165. faces1.push( faceCopy );
  7166. }
  7167. // uvs
  7168. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  7169. var uv = uvs2[ i ], uvCopy = [];
  7170. if ( uv === undefined ) {
  7171. continue;
  7172. }
  7173. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  7174. uvCopy.push( uv[ j ].clone() );
  7175. }
  7176. uvs1.push( uvCopy );
  7177. }
  7178. },
  7179. mergeMesh: function ( mesh ) {
  7180. if ( ! ( mesh && mesh.isMesh ) ) {
  7181. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7182. return;
  7183. }
  7184. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7185. this.merge( mesh.geometry, mesh.matrix );
  7186. },
  7187. /*
  7188. * Checks for duplicate vertices with hashmap.
  7189. * Duplicated vertices are removed
  7190. * and faces' vertices are updated.
  7191. */
  7192. mergeVertices: function () {
  7193. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7194. var unique = [], changes = [];
  7195. var v, key;
  7196. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7197. var precision = Math.pow( 10, precisionPoints );
  7198. var i, il, face;
  7199. var indices, j, jl;
  7200. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7201. v = this.vertices[ i ];
  7202. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7203. if ( verticesMap[ key ] === undefined ) {
  7204. verticesMap[ key ] = i;
  7205. unique.push( this.vertices[ i ] );
  7206. changes[ i ] = unique.length - 1;
  7207. } else {
  7208. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7209. changes[ i ] = changes[ verticesMap[ key ] ];
  7210. }
  7211. }
  7212. // if faces are completely degenerate after merging vertices, we
  7213. // have to remove them from the geometry.
  7214. var faceIndicesToRemove = [];
  7215. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7216. face = this.faces[ i ];
  7217. face.a = changes[ face.a ];
  7218. face.b = changes[ face.b ];
  7219. face.c = changes[ face.c ];
  7220. indices = [ face.a, face.b, face.c ];
  7221. // if any duplicate vertices are found in a Face3
  7222. // we have to remove the face as nothing can be saved
  7223. for ( var n = 0; n < 3; n ++ ) {
  7224. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7225. faceIndicesToRemove.push( i );
  7226. break;
  7227. }
  7228. }
  7229. }
  7230. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7231. var idx = faceIndicesToRemove[ i ];
  7232. this.faces.splice( idx, 1 );
  7233. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7234. this.faceVertexUvs[ j ].splice( idx, 1 );
  7235. }
  7236. }
  7237. // Use unique set of vertices
  7238. var diff = this.vertices.length - unique.length;
  7239. this.vertices = unique;
  7240. return diff;
  7241. },
  7242. setFromPoints: function ( points ) {
  7243. this.vertices = [];
  7244. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7245. var point = points[ i ];
  7246. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7247. }
  7248. return this;
  7249. },
  7250. sortFacesByMaterialIndex: function () {
  7251. var faces = this.faces;
  7252. var length = faces.length;
  7253. // tag faces
  7254. for ( var i = 0; i < length; i ++ ) {
  7255. faces[ i ]._id = i;
  7256. }
  7257. // sort faces
  7258. function materialIndexSort( a, b ) {
  7259. return a.materialIndex - b.materialIndex;
  7260. }
  7261. faces.sort( materialIndexSort );
  7262. // sort uvs
  7263. var uvs1 = this.faceVertexUvs[ 0 ];
  7264. var uvs2 = this.faceVertexUvs[ 1 ];
  7265. var newUvs1, newUvs2;
  7266. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7267. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7268. for ( var i = 0; i < length; i ++ ) {
  7269. var id = faces[ i ]._id;
  7270. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7271. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7272. }
  7273. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7274. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7275. },
  7276. toJSON: function () {
  7277. var data = {
  7278. metadata: {
  7279. version: 4.5,
  7280. type: 'Geometry',
  7281. generator: 'Geometry.toJSON'
  7282. }
  7283. };
  7284. // standard Geometry serialization
  7285. data.uuid = this.uuid;
  7286. data.type = this.type;
  7287. if ( this.name !== '' ) data.name = this.name;
  7288. if ( this.parameters !== undefined ) {
  7289. var parameters = this.parameters;
  7290. for ( var key in parameters ) {
  7291. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7292. }
  7293. return data;
  7294. }
  7295. var vertices = [];
  7296. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7297. var vertex = this.vertices[ i ];
  7298. vertices.push( vertex.x, vertex.y, vertex.z );
  7299. }
  7300. var faces = [];
  7301. var normals = [];
  7302. var normalsHash = {};
  7303. var colors = [];
  7304. var colorsHash = {};
  7305. var uvs = [];
  7306. var uvsHash = {};
  7307. for ( var i = 0; i < this.faces.length; i ++ ) {
  7308. var face = this.faces[ i ];
  7309. var hasMaterial = true;
  7310. var hasFaceUv = false; // deprecated
  7311. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7312. var hasFaceNormal = face.normal.length() > 0;
  7313. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7314. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7315. var hasFaceVertexColor = face.vertexColors.length > 0;
  7316. var faceType = 0;
  7317. faceType = setBit( faceType, 0, 0 ); // isQuad
  7318. faceType = setBit( faceType, 1, hasMaterial );
  7319. faceType = setBit( faceType, 2, hasFaceUv );
  7320. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7321. faceType = setBit( faceType, 4, hasFaceNormal );
  7322. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7323. faceType = setBit( faceType, 6, hasFaceColor );
  7324. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7325. faces.push( faceType );
  7326. faces.push( face.a, face.b, face.c );
  7327. faces.push( face.materialIndex );
  7328. if ( hasFaceVertexUv ) {
  7329. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7330. faces.push(
  7331. getUvIndex( faceVertexUvs[ 0 ] ),
  7332. getUvIndex( faceVertexUvs[ 1 ] ),
  7333. getUvIndex( faceVertexUvs[ 2 ] )
  7334. );
  7335. }
  7336. if ( hasFaceNormal ) {
  7337. faces.push( getNormalIndex( face.normal ) );
  7338. }
  7339. if ( hasFaceVertexNormal ) {
  7340. var vertexNormals = face.vertexNormals;
  7341. faces.push(
  7342. getNormalIndex( vertexNormals[ 0 ] ),
  7343. getNormalIndex( vertexNormals[ 1 ] ),
  7344. getNormalIndex( vertexNormals[ 2 ] )
  7345. );
  7346. }
  7347. if ( hasFaceColor ) {
  7348. faces.push( getColorIndex( face.color ) );
  7349. }
  7350. if ( hasFaceVertexColor ) {
  7351. var vertexColors = face.vertexColors;
  7352. faces.push(
  7353. getColorIndex( vertexColors[ 0 ] ),
  7354. getColorIndex( vertexColors[ 1 ] ),
  7355. getColorIndex( vertexColors[ 2 ] )
  7356. );
  7357. }
  7358. }
  7359. function setBit( value, position, enabled ) {
  7360. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7361. }
  7362. function getNormalIndex( normal ) {
  7363. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7364. if ( normalsHash[ hash ] !== undefined ) {
  7365. return normalsHash[ hash ];
  7366. }
  7367. normalsHash[ hash ] = normals.length / 3;
  7368. normals.push( normal.x, normal.y, normal.z );
  7369. return normalsHash[ hash ];
  7370. }
  7371. function getColorIndex( color ) {
  7372. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7373. if ( colorsHash[ hash ] !== undefined ) {
  7374. return colorsHash[ hash ];
  7375. }
  7376. colorsHash[ hash ] = colors.length;
  7377. colors.push( color.getHex() );
  7378. return colorsHash[ hash ];
  7379. }
  7380. function getUvIndex( uv ) {
  7381. var hash = uv.x.toString() + uv.y.toString();
  7382. if ( uvsHash[ hash ] !== undefined ) {
  7383. return uvsHash[ hash ];
  7384. }
  7385. uvsHash[ hash ] = uvs.length / 2;
  7386. uvs.push( uv.x, uv.y );
  7387. return uvsHash[ hash ];
  7388. }
  7389. data.data = {};
  7390. data.data.vertices = vertices;
  7391. data.data.normals = normals;
  7392. if ( colors.length > 0 ) data.data.colors = colors;
  7393. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7394. data.data.faces = faces;
  7395. return data;
  7396. },
  7397. clone: function () {
  7398. /*
  7399. // Handle primitives
  7400. var parameters = this.parameters;
  7401. if ( parameters !== undefined ) {
  7402. var values = [];
  7403. for ( var key in parameters ) {
  7404. values.push( parameters[ key ] );
  7405. }
  7406. var geometry = Object.create( this.constructor.prototype );
  7407. this.constructor.apply( geometry, values );
  7408. return geometry;
  7409. }
  7410. return new this.constructor().copy( this );
  7411. */
  7412. return new Geometry().copy( this );
  7413. },
  7414. copy: function ( source ) {
  7415. var i, il, j, jl, k, kl;
  7416. // reset
  7417. this.vertices = [];
  7418. this.colors = [];
  7419. this.faces = [];
  7420. this.faceVertexUvs = [[]];
  7421. this.morphTargets = [];
  7422. this.morphNormals = [];
  7423. this.skinWeights = [];
  7424. this.skinIndices = [];
  7425. this.lineDistances = [];
  7426. this.boundingBox = null;
  7427. this.boundingSphere = null;
  7428. // name
  7429. this.name = source.name;
  7430. // vertices
  7431. var vertices = source.vertices;
  7432. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7433. this.vertices.push( vertices[ i ].clone() );
  7434. }
  7435. // colors
  7436. var colors = source.colors;
  7437. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7438. this.colors.push( colors[ i ].clone() );
  7439. }
  7440. // faces
  7441. var faces = source.faces;
  7442. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7443. this.faces.push( faces[ i ].clone() );
  7444. }
  7445. // face vertex uvs
  7446. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7447. var faceVertexUvs = source.faceVertexUvs[ i ];
  7448. if ( this.faceVertexUvs[ i ] === undefined ) {
  7449. this.faceVertexUvs[ i ] = [];
  7450. }
  7451. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7452. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7453. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7454. var uv = uvs[ k ];
  7455. uvsCopy.push( uv.clone() );
  7456. }
  7457. this.faceVertexUvs[ i ].push( uvsCopy );
  7458. }
  7459. }
  7460. // morph targets
  7461. var morphTargets = source.morphTargets;
  7462. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7463. var morphTarget = {};
  7464. morphTarget.name = morphTargets[ i ].name;
  7465. // vertices
  7466. if ( morphTargets[ i ].vertices !== undefined ) {
  7467. morphTarget.vertices = [];
  7468. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7469. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7470. }
  7471. }
  7472. // normals
  7473. if ( morphTargets[ i ].normals !== undefined ) {
  7474. morphTarget.normals = [];
  7475. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7476. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7477. }
  7478. }
  7479. this.morphTargets.push( morphTarget );
  7480. }
  7481. // morph normals
  7482. var morphNormals = source.morphNormals;
  7483. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7484. var morphNormal = {};
  7485. // vertex normals
  7486. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7487. morphNormal.vertexNormals = [];
  7488. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7489. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7490. var destVertexNormal = {};
  7491. destVertexNormal.a = srcVertexNormal.a.clone();
  7492. destVertexNormal.b = srcVertexNormal.b.clone();
  7493. destVertexNormal.c = srcVertexNormal.c.clone();
  7494. morphNormal.vertexNormals.push( destVertexNormal );
  7495. }
  7496. }
  7497. // face normals
  7498. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7499. morphNormal.faceNormals = [];
  7500. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7501. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7502. }
  7503. }
  7504. this.morphNormals.push( morphNormal );
  7505. }
  7506. // skin weights
  7507. var skinWeights = source.skinWeights;
  7508. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7509. this.skinWeights.push( skinWeights[ i ].clone() );
  7510. }
  7511. // skin indices
  7512. var skinIndices = source.skinIndices;
  7513. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7514. this.skinIndices.push( skinIndices[ i ].clone() );
  7515. }
  7516. // line distances
  7517. var lineDistances = source.lineDistances;
  7518. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7519. this.lineDistances.push( lineDistances[ i ] );
  7520. }
  7521. // bounding box
  7522. var boundingBox = source.boundingBox;
  7523. if ( boundingBox !== null ) {
  7524. this.boundingBox = boundingBox.clone();
  7525. }
  7526. // bounding sphere
  7527. var boundingSphere = source.boundingSphere;
  7528. if ( boundingSphere !== null ) {
  7529. this.boundingSphere = boundingSphere.clone();
  7530. }
  7531. // update flags
  7532. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7533. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7534. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7535. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7536. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7537. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7538. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7539. return this;
  7540. },
  7541. dispose: function () {
  7542. this.dispatchEvent( { type: 'dispose' } );
  7543. }
  7544. } );
  7545. /**
  7546. * @author mrdoob / http://mrdoob.com/
  7547. * @author Mugen87 / https://github.com/Mugen87
  7548. */
  7549. // BoxGeometry
  7550. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7551. Geometry.call( this );
  7552. this.type = 'BoxGeometry';
  7553. this.parameters = {
  7554. width: width,
  7555. height: height,
  7556. depth: depth,
  7557. widthSegments: widthSegments,
  7558. heightSegments: heightSegments,
  7559. depthSegments: depthSegments
  7560. };
  7561. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7562. this.mergeVertices();
  7563. }
  7564. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7565. BoxGeometry.prototype.constructor = BoxGeometry;
  7566. // BoxBufferGeometry
  7567. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7568. BufferGeometry.call( this );
  7569. this.type = 'BoxBufferGeometry';
  7570. this.parameters = {
  7571. width: width,
  7572. height: height,
  7573. depth: depth,
  7574. widthSegments: widthSegments,
  7575. heightSegments: heightSegments,
  7576. depthSegments: depthSegments
  7577. };
  7578. var scope = this;
  7579. width = width || 1;
  7580. height = height || 1;
  7581. depth = depth || 1;
  7582. // segments
  7583. widthSegments = Math.floor( widthSegments ) || 1;
  7584. heightSegments = Math.floor( heightSegments ) || 1;
  7585. depthSegments = Math.floor( depthSegments ) || 1;
  7586. // buffers
  7587. var indices = [];
  7588. var vertices = [];
  7589. var normals = [];
  7590. var uvs = [];
  7591. // helper variables
  7592. var numberOfVertices = 0;
  7593. var groupStart = 0;
  7594. // build each side of the box geometry
  7595. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7596. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7597. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7598. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7599. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7600. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7601. // build geometry
  7602. this.setIndex( indices );
  7603. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7604. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7605. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7606. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7607. var segmentWidth = width / gridX;
  7608. var segmentHeight = height / gridY;
  7609. var widthHalf = width / 2;
  7610. var heightHalf = height / 2;
  7611. var depthHalf = depth / 2;
  7612. var gridX1 = gridX + 1;
  7613. var gridY1 = gridY + 1;
  7614. var vertexCounter = 0;
  7615. var groupCount = 0;
  7616. var ix, iy;
  7617. var vector = new Vector3();
  7618. // generate vertices, normals and uvs
  7619. for ( iy = 0; iy < gridY1; iy ++ ) {
  7620. var y = iy * segmentHeight - heightHalf;
  7621. for ( ix = 0; ix < gridX1; ix ++ ) {
  7622. var x = ix * segmentWidth - widthHalf;
  7623. // set values to correct vector component
  7624. vector[ u ] = x * udir;
  7625. vector[ v ] = y * vdir;
  7626. vector[ w ] = depthHalf;
  7627. // now apply vector to vertex buffer
  7628. vertices.push( vector.x, vector.y, vector.z );
  7629. // set values to correct vector component
  7630. vector[ u ] = 0;
  7631. vector[ v ] = 0;
  7632. vector[ w ] = depth > 0 ? 1 : - 1;
  7633. // now apply vector to normal buffer
  7634. normals.push( vector.x, vector.y, vector.z );
  7635. // uvs
  7636. uvs.push( ix / gridX );
  7637. uvs.push( 1 - ( iy / gridY ) );
  7638. // counters
  7639. vertexCounter += 1;
  7640. }
  7641. }
  7642. // indices
  7643. // 1. you need three indices to draw a single face
  7644. // 2. a single segment consists of two faces
  7645. // 3. so we need to generate six (2*3) indices per segment
  7646. for ( iy = 0; iy < gridY; iy ++ ) {
  7647. for ( ix = 0; ix < gridX; ix ++ ) {
  7648. var a = numberOfVertices + ix + gridX1 * iy;
  7649. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7650. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7651. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7652. // faces
  7653. indices.push( a, b, d );
  7654. indices.push( b, c, d );
  7655. // increase counter
  7656. groupCount += 6;
  7657. }
  7658. }
  7659. // add a group to the geometry. this will ensure multi material support
  7660. scope.addGroup( groupStart, groupCount, materialIndex );
  7661. // calculate new start value for groups
  7662. groupStart += groupCount;
  7663. // update total number of vertices
  7664. numberOfVertices += vertexCounter;
  7665. }
  7666. }
  7667. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7668. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7669. /**
  7670. * Uniform Utilities
  7671. */
  7672. function cloneUniforms( src ) {
  7673. var dst = {};
  7674. for ( var u in src ) {
  7675. dst[ u ] = {};
  7676. for ( var p in src[ u ] ) {
  7677. var property = src[ u ][ p ];
  7678. if ( property && ( property.isColor ||
  7679. property.isMatrix3 || property.isMatrix4 ||
  7680. property.isVector2 || property.isVector3 || property.isVector4 ||
  7681. property.isTexture ) ) {
  7682. dst[ u ][ p ] = property.clone();
  7683. } else if ( Array.isArray( property ) ) {
  7684. dst[ u ][ p ] = property.slice();
  7685. } else {
  7686. dst[ u ][ p ] = property;
  7687. }
  7688. }
  7689. }
  7690. return dst;
  7691. }
  7692. function mergeUniforms( uniforms ) {
  7693. var merged = {};
  7694. for ( var u = 0; u < uniforms.length; u ++ ) {
  7695. var tmp = cloneUniforms( uniforms[ u ] );
  7696. for ( var p in tmp ) {
  7697. merged[ p ] = tmp[ p ];
  7698. }
  7699. }
  7700. return merged;
  7701. }
  7702. // Legacy
  7703. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7704. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7705. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7706. /**
  7707. * @author alteredq / http://alteredqualia.com/
  7708. *
  7709. * parameters = {
  7710. * defines: { "label" : "value" },
  7711. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7712. *
  7713. * fragmentShader: <string>,
  7714. * vertexShader: <string>,
  7715. *
  7716. * wireframe: <boolean>,
  7717. * wireframeLinewidth: <float>,
  7718. *
  7719. * lights: <bool>,
  7720. *
  7721. * skinning: <bool>,
  7722. * morphTargets: <bool>,
  7723. * morphNormals: <bool>
  7724. * }
  7725. */
  7726. function ShaderMaterial( parameters ) {
  7727. Material.call( this );
  7728. this.type = 'ShaderMaterial';
  7729. this.defines = {};
  7730. this.uniforms = {};
  7731. this.vertexShader = default_vertex;
  7732. this.fragmentShader = default_fragment;
  7733. this.linewidth = 1;
  7734. this.wireframe = false;
  7735. this.wireframeLinewidth = 1;
  7736. this.fog = false; // set to use scene fog
  7737. this.lights = false; // set to use scene lights
  7738. this.clipping = false; // set to use user-defined clipping planes
  7739. this.skinning = false; // set to use skinning attribute streams
  7740. this.morphTargets = false; // set to use morph targets
  7741. this.morphNormals = false; // set to use morph normals
  7742. this.extensions = {
  7743. derivatives: false, // set to use derivatives
  7744. fragDepth: false, // set to use fragment depth values
  7745. drawBuffers: false, // set to use draw buffers
  7746. shaderTextureLOD: false // set to use shader texture LOD
  7747. };
  7748. // When rendered geometry doesn't include these attributes but the material does,
  7749. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7750. this.defaultAttributeValues = {
  7751. 'color': [ 1, 1, 1 ],
  7752. 'uv': [ 0, 0 ],
  7753. 'uv2': [ 0, 0 ]
  7754. };
  7755. this.index0AttributeName = undefined;
  7756. this.uniformsNeedUpdate = false;
  7757. if ( parameters !== undefined ) {
  7758. if ( parameters.attributes !== undefined ) {
  7759. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7760. }
  7761. this.setValues( parameters );
  7762. }
  7763. }
  7764. ShaderMaterial.prototype = Object.create( Material.prototype );
  7765. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7766. ShaderMaterial.prototype.isShaderMaterial = true;
  7767. ShaderMaterial.prototype.copy = function ( source ) {
  7768. Material.prototype.copy.call( this, source );
  7769. this.fragmentShader = source.fragmentShader;
  7770. this.vertexShader = source.vertexShader;
  7771. this.uniforms = cloneUniforms( source.uniforms );
  7772. this.defines = Object.assign( {}, source.defines );
  7773. this.wireframe = source.wireframe;
  7774. this.wireframeLinewidth = source.wireframeLinewidth;
  7775. this.lights = source.lights;
  7776. this.clipping = source.clipping;
  7777. this.skinning = source.skinning;
  7778. this.morphTargets = source.morphTargets;
  7779. this.morphNormals = source.morphNormals;
  7780. this.extensions = source.extensions;
  7781. return this;
  7782. };
  7783. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7784. var data = Material.prototype.toJSON.call( this, meta );
  7785. data.uniforms = {};
  7786. for ( var name in this.uniforms ) {
  7787. var uniform = this.uniforms[ name ];
  7788. var value = uniform.value;
  7789. if ( value && value.isTexture ) {
  7790. data.uniforms[ name ] = {
  7791. type: 't',
  7792. value: value.toJSON( meta ).uuid
  7793. };
  7794. } else if ( value && value.isColor ) {
  7795. data.uniforms[ name ] = {
  7796. type: 'c',
  7797. value: value.getHex()
  7798. };
  7799. } else if ( value && value.isVector2 ) {
  7800. data.uniforms[ name ] = {
  7801. type: 'v2',
  7802. value: value.toArray()
  7803. };
  7804. } else if ( value && value.isVector3 ) {
  7805. data.uniforms[ name ] = {
  7806. type: 'v3',
  7807. value: value.toArray()
  7808. };
  7809. } else if ( value && value.isVector4 ) {
  7810. data.uniforms[ name ] = {
  7811. type: 'v4',
  7812. value: value.toArray()
  7813. };
  7814. } else if ( value && value.isMatrix3 ) {
  7815. data.uniforms[ name ] = {
  7816. type: 'm3',
  7817. value: value.toArray()
  7818. };
  7819. } else if ( value && value.isMatrix4 ) {
  7820. data.uniforms[ name ] = {
  7821. type: 'm4',
  7822. value: value.toArray()
  7823. };
  7824. } else {
  7825. data.uniforms[ name ] = {
  7826. value: value
  7827. };
  7828. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7829. }
  7830. }
  7831. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7832. data.vertexShader = this.vertexShader;
  7833. data.fragmentShader = this.fragmentShader;
  7834. var extensions = {};
  7835. for ( var key in this.extensions ) {
  7836. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7837. }
  7838. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7839. return data;
  7840. };
  7841. /**
  7842. * @author mrdoob / http://mrdoob.com/
  7843. * @author mikael emtinger / http://gomo.se/
  7844. * @author WestLangley / http://github.com/WestLangley
  7845. */
  7846. function Camera() {
  7847. Object3D.call( this );
  7848. this.type = 'Camera';
  7849. this.matrixWorldInverse = new Matrix4();
  7850. this.projectionMatrix = new Matrix4();
  7851. this.projectionMatrixInverse = new Matrix4();
  7852. }
  7853. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7854. constructor: Camera,
  7855. isCamera: true,
  7856. copy: function ( source, recursive ) {
  7857. Object3D.prototype.copy.call( this, source, recursive );
  7858. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7859. this.projectionMatrix.copy( source.projectionMatrix );
  7860. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7861. return this;
  7862. },
  7863. getWorldDirection: function ( target ) {
  7864. if ( target === undefined ) {
  7865. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7866. target = new Vector3();
  7867. }
  7868. this.updateMatrixWorld( true );
  7869. var e = this.matrixWorld.elements;
  7870. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7871. },
  7872. updateMatrixWorld: function ( force ) {
  7873. Object3D.prototype.updateMatrixWorld.call( this, force );
  7874. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7875. },
  7876. clone: function () {
  7877. return new this.constructor().copy( this );
  7878. }
  7879. } );
  7880. /**
  7881. * @author mrdoob / http://mrdoob.com/
  7882. * @author greggman / http://games.greggman.com/
  7883. * @author zz85 / http://www.lab4games.net/zz85/blog
  7884. * @author tschw
  7885. */
  7886. function PerspectiveCamera( fov, aspect, near, far ) {
  7887. Camera.call( this );
  7888. this.type = 'PerspectiveCamera';
  7889. this.fov = fov !== undefined ? fov : 50;
  7890. this.zoom = 1;
  7891. this.near = near !== undefined ? near : 0.1;
  7892. this.far = far !== undefined ? far : 2000;
  7893. this.focus = 10;
  7894. this.aspect = aspect !== undefined ? aspect : 1;
  7895. this.view = null;
  7896. this.filmGauge = 35; // width of the film (default in millimeters)
  7897. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7898. this.updateProjectionMatrix();
  7899. }
  7900. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7901. constructor: PerspectiveCamera,
  7902. isPerspectiveCamera: true,
  7903. copy: function ( source, recursive ) {
  7904. Camera.prototype.copy.call( this, source, recursive );
  7905. this.fov = source.fov;
  7906. this.zoom = source.zoom;
  7907. this.near = source.near;
  7908. this.far = source.far;
  7909. this.focus = source.focus;
  7910. this.aspect = source.aspect;
  7911. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7912. this.filmGauge = source.filmGauge;
  7913. this.filmOffset = source.filmOffset;
  7914. return this;
  7915. },
  7916. /**
  7917. * Sets the FOV by focal length in respect to the current .filmGauge.
  7918. *
  7919. * The default film gauge is 35, so that the focal length can be specified for
  7920. * a 35mm (full frame) camera.
  7921. *
  7922. * Values for focal length and film gauge must have the same unit.
  7923. */
  7924. setFocalLength: function ( focalLength ) {
  7925. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7926. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7927. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7928. this.updateProjectionMatrix();
  7929. },
  7930. /**
  7931. * Calculates the focal length from the current .fov and .filmGauge.
  7932. */
  7933. getFocalLength: function () {
  7934. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7935. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7936. },
  7937. getEffectiveFOV: function () {
  7938. return _Math.RAD2DEG * 2 * Math.atan(
  7939. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7940. },
  7941. getFilmWidth: function () {
  7942. // film not completely covered in portrait format (aspect < 1)
  7943. return this.filmGauge * Math.min( this.aspect, 1 );
  7944. },
  7945. getFilmHeight: function () {
  7946. // film not completely covered in landscape format (aspect > 1)
  7947. return this.filmGauge / Math.max( this.aspect, 1 );
  7948. },
  7949. /**
  7950. * Sets an offset in a larger frustum. This is useful for multi-window or
  7951. * multi-monitor/multi-machine setups.
  7952. *
  7953. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7954. * the monitors are in grid like this
  7955. *
  7956. * +---+---+---+
  7957. * | A | B | C |
  7958. * +---+---+---+
  7959. * | D | E | F |
  7960. * +---+---+---+
  7961. *
  7962. * then for each monitor you would call it like this
  7963. *
  7964. * var w = 1920;
  7965. * var h = 1080;
  7966. * var fullWidth = w * 3;
  7967. * var fullHeight = h * 2;
  7968. *
  7969. * --A--
  7970. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7971. * --B--
  7972. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7973. * --C--
  7974. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7975. * --D--
  7976. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7977. * --E--
  7978. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7979. * --F--
  7980. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7981. *
  7982. * Note there is no reason monitors have to be the same size or in a grid.
  7983. */
  7984. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7985. this.aspect = fullWidth / fullHeight;
  7986. if ( this.view === null ) {
  7987. this.view = {
  7988. enabled: true,
  7989. fullWidth: 1,
  7990. fullHeight: 1,
  7991. offsetX: 0,
  7992. offsetY: 0,
  7993. width: 1,
  7994. height: 1
  7995. };
  7996. }
  7997. this.view.enabled = true;
  7998. this.view.fullWidth = fullWidth;
  7999. this.view.fullHeight = fullHeight;
  8000. this.view.offsetX = x;
  8001. this.view.offsetY = y;
  8002. this.view.width = width;
  8003. this.view.height = height;
  8004. this.updateProjectionMatrix();
  8005. },
  8006. clearViewOffset: function () {
  8007. if ( this.view !== null ) {
  8008. this.view.enabled = false;
  8009. }
  8010. this.updateProjectionMatrix();
  8011. },
  8012. updateProjectionMatrix: function () {
  8013. var near = this.near,
  8014. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8015. height = 2 * top,
  8016. width = this.aspect * height,
  8017. left = - 0.5 * width,
  8018. view = this.view;
  8019. if ( this.view !== null && this.view.enabled ) {
  8020. var fullWidth = view.fullWidth,
  8021. fullHeight = view.fullHeight;
  8022. left += view.offsetX * width / fullWidth;
  8023. top -= view.offsetY * height / fullHeight;
  8024. width *= view.width / fullWidth;
  8025. height *= view.height / fullHeight;
  8026. }
  8027. var skew = this.filmOffset;
  8028. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8029. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8030. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8031. },
  8032. toJSON: function ( meta ) {
  8033. var data = Object3D.prototype.toJSON.call( this, meta );
  8034. data.object.fov = this.fov;
  8035. data.object.zoom = this.zoom;
  8036. data.object.near = this.near;
  8037. data.object.far = this.far;
  8038. data.object.focus = this.focus;
  8039. data.object.aspect = this.aspect;
  8040. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8041. data.object.filmGauge = this.filmGauge;
  8042. data.object.filmOffset = this.filmOffset;
  8043. return data;
  8044. }
  8045. } );
  8046. /**
  8047. * Camera for rendering cube maps
  8048. * - renders scene into axis-aligned cube
  8049. *
  8050. * @author alteredq / http://alteredqualia.com/
  8051. */
  8052. var fov = 90, aspect = 1;
  8053. function CubeCamera( near, far, cubeResolution, options ) {
  8054. Object3D.call( this );
  8055. this.type = 'CubeCamera';
  8056. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8057. cameraPX.up.set( 0, - 1, 0 );
  8058. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8059. this.add( cameraPX );
  8060. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8061. cameraNX.up.set( 0, - 1, 0 );
  8062. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8063. this.add( cameraNX );
  8064. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8065. cameraPY.up.set( 0, 0, 1 );
  8066. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8067. this.add( cameraPY );
  8068. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8069. cameraNY.up.set( 0, 0, - 1 );
  8070. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8071. this.add( cameraNY );
  8072. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8073. cameraPZ.up.set( 0, - 1, 0 );
  8074. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8075. this.add( cameraPZ );
  8076. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8077. cameraNZ.up.set( 0, - 1, 0 );
  8078. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8079. this.add( cameraNZ );
  8080. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8081. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8082. this.renderTarget.texture.name = "CubeCamera";
  8083. this.update = function ( renderer, scene ) {
  8084. if ( this.parent === null ) this.updateMatrixWorld();
  8085. var currentRenderTarget = renderer.getRenderTarget();
  8086. var renderTarget = this.renderTarget;
  8087. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8088. renderTarget.texture.generateMipmaps = false;
  8089. renderer.setRenderTarget( renderTarget, 0 );
  8090. renderer.render( scene, cameraPX );
  8091. renderer.setRenderTarget( renderTarget, 1 );
  8092. renderer.render( scene, cameraNX );
  8093. renderer.setRenderTarget( renderTarget, 2 );
  8094. renderer.render( scene, cameraPY );
  8095. renderer.setRenderTarget( renderTarget, 3 );
  8096. renderer.render( scene, cameraNY );
  8097. renderer.setRenderTarget( renderTarget, 4 );
  8098. renderer.render( scene, cameraPZ );
  8099. renderTarget.texture.generateMipmaps = generateMipmaps;
  8100. renderer.setRenderTarget( renderTarget, 5 );
  8101. renderer.render( scene, cameraNZ );
  8102. renderer.setRenderTarget( currentRenderTarget );
  8103. };
  8104. this.clear = function ( renderer, color, depth, stencil ) {
  8105. var currentRenderTarget = renderer.getRenderTarget();
  8106. var renderTarget = this.renderTarget;
  8107. for ( var i = 0; i < 6; i ++ ) {
  8108. renderer.setRenderTarget( renderTarget, i );
  8109. renderer.clear( color, depth, stencil );
  8110. }
  8111. renderer.setRenderTarget( currentRenderTarget );
  8112. };
  8113. }
  8114. CubeCamera.prototype = Object.create( Object3D.prototype );
  8115. CubeCamera.prototype.constructor = CubeCamera;
  8116. /**
  8117. * @author alteredq / http://alteredqualia.com
  8118. * @author WestLangley / http://github.com/WestLangley
  8119. */
  8120. function WebGLRenderTargetCube( width, height, options ) {
  8121. WebGLRenderTarget.call( this, width, height, options );
  8122. }
  8123. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8124. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8125. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8126. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8127. this.texture.type = texture.type;
  8128. this.texture.format = texture.format;
  8129. this.texture.encoding = texture.encoding;
  8130. var scene = new Scene();
  8131. var shader = {
  8132. uniforms: {
  8133. tEquirect: { value: null },
  8134. },
  8135. vertexShader: [
  8136. "varying vec3 vWorldDirection;",
  8137. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8138. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8139. "}",
  8140. "void main() {",
  8141. " vWorldDirection = transformDirection( position, modelMatrix );",
  8142. " #include <begin_vertex>",
  8143. " #include <project_vertex>",
  8144. "}"
  8145. ].join( '\n' ),
  8146. fragmentShader: [
  8147. "uniform sampler2D tEquirect;",
  8148. "varying vec3 vWorldDirection;",
  8149. "#define RECIPROCAL_PI 0.31830988618",
  8150. "#define RECIPROCAL_PI2 0.15915494",
  8151. "void main() {",
  8152. " vec3 direction = normalize( vWorldDirection );",
  8153. " vec2 sampleUV;",
  8154. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8155. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8156. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8157. "}"
  8158. ].join( '\n' ),
  8159. };
  8160. var material = new ShaderMaterial( {
  8161. type: 'CubemapFromEquirect',
  8162. uniforms: cloneUniforms( shader.uniforms ),
  8163. vertexShader: shader.vertexShader,
  8164. fragmentShader: shader.fragmentShader,
  8165. side: BackSide,
  8166. blending: NoBlending
  8167. } );
  8168. material.uniforms.tEquirect.value = texture;
  8169. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8170. scene.add( mesh );
  8171. var camera = new CubeCamera( 1, 10, 1 );
  8172. camera.renderTarget = this;
  8173. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8174. camera.update( renderer, scene );
  8175. mesh.geometry.dispose();
  8176. mesh.material.dispose();
  8177. return this;
  8178. };
  8179. /**
  8180. * @author alteredq / http://alteredqualia.com/
  8181. */
  8182. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8183. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8184. this.image = { data: data, width: width, height: height };
  8185. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8186. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8187. this.generateMipmaps = false;
  8188. this.flipY = false;
  8189. this.unpackAlignment = 1;
  8190. }
  8191. DataTexture.prototype = Object.create( Texture.prototype );
  8192. DataTexture.prototype.constructor = DataTexture;
  8193. DataTexture.prototype.isDataTexture = true;
  8194. /**
  8195. * @author bhouston / http://clara.io
  8196. */
  8197. function Plane( normal, constant ) {
  8198. // normal is assumed to be normalized
  8199. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8200. this.constant = ( constant !== undefined ) ? constant : 0;
  8201. }
  8202. Object.assign( Plane.prototype, {
  8203. set: function ( normal, constant ) {
  8204. this.normal.copy( normal );
  8205. this.constant = constant;
  8206. return this;
  8207. },
  8208. setComponents: function ( x, y, z, w ) {
  8209. this.normal.set( x, y, z );
  8210. this.constant = w;
  8211. return this;
  8212. },
  8213. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8214. this.normal.copy( normal );
  8215. this.constant = - point.dot( this.normal );
  8216. return this;
  8217. },
  8218. setFromCoplanarPoints: function () {
  8219. var v1 = new Vector3();
  8220. var v2 = new Vector3();
  8221. return function setFromCoplanarPoints( a, b, c ) {
  8222. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  8223. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8224. this.setFromNormalAndCoplanarPoint( normal, a );
  8225. return this;
  8226. };
  8227. }(),
  8228. clone: function () {
  8229. return new this.constructor().copy( this );
  8230. },
  8231. copy: function ( plane ) {
  8232. this.normal.copy( plane.normal );
  8233. this.constant = plane.constant;
  8234. return this;
  8235. },
  8236. normalize: function () {
  8237. // Note: will lead to a divide by zero if the plane is invalid.
  8238. var inverseNormalLength = 1.0 / this.normal.length();
  8239. this.normal.multiplyScalar( inverseNormalLength );
  8240. this.constant *= inverseNormalLength;
  8241. return this;
  8242. },
  8243. negate: function () {
  8244. this.constant *= - 1;
  8245. this.normal.negate();
  8246. return this;
  8247. },
  8248. distanceToPoint: function ( point ) {
  8249. return this.normal.dot( point ) + this.constant;
  8250. },
  8251. distanceToSphere: function ( sphere ) {
  8252. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8253. },
  8254. projectPoint: function ( point, target ) {
  8255. if ( target === undefined ) {
  8256. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8257. target = new Vector3();
  8258. }
  8259. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8260. },
  8261. intersectLine: function () {
  8262. var v1 = new Vector3();
  8263. return function intersectLine( line, target ) {
  8264. if ( target === undefined ) {
  8265. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8266. target = new Vector3();
  8267. }
  8268. var direction = line.delta( v1 );
  8269. var denominator = this.normal.dot( direction );
  8270. if ( denominator === 0 ) {
  8271. // line is coplanar, return origin
  8272. if ( this.distanceToPoint( line.start ) === 0 ) {
  8273. return target.copy( line.start );
  8274. }
  8275. // Unsure if this is the correct method to handle this case.
  8276. return undefined;
  8277. }
  8278. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8279. if ( t < 0 || t > 1 ) {
  8280. return undefined;
  8281. }
  8282. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8283. };
  8284. }(),
  8285. intersectsLine: function ( line ) {
  8286. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8287. var startSign = this.distanceToPoint( line.start );
  8288. var endSign = this.distanceToPoint( line.end );
  8289. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8290. },
  8291. intersectsBox: function ( box ) {
  8292. return box.intersectsPlane( this );
  8293. },
  8294. intersectsSphere: function ( sphere ) {
  8295. return sphere.intersectsPlane( this );
  8296. },
  8297. coplanarPoint: function ( target ) {
  8298. if ( target === undefined ) {
  8299. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8300. target = new Vector3();
  8301. }
  8302. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8303. },
  8304. applyMatrix4: function () {
  8305. var v1 = new Vector3();
  8306. var m1 = new Matrix3();
  8307. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  8308. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  8309. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  8310. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8311. this.constant = - referencePoint.dot( normal );
  8312. return this;
  8313. };
  8314. }(),
  8315. translate: function ( offset ) {
  8316. this.constant -= offset.dot( this.normal );
  8317. return this;
  8318. },
  8319. equals: function ( plane ) {
  8320. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8321. }
  8322. } );
  8323. /**
  8324. * @author mrdoob / http://mrdoob.com/
  8325. * @author alteredq / http://alteredqualia.com/
  8326. * @author bhouston / http://clara.io
  8327. */
  8328. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8329. this.planes = [
  8330. ( p0 !== undefined ) ? p0 : new Plane(),
  8331. ( p1 !== undefined ) ? p1 : new Plane(),
  8332. ( p2 !== undefined ) ? p2 : new Plane(),
  8333. ( p3 !== undefined ) ? p3 : new Plane(),
  8334. ( p4 !== undefined ) ? p4 : new Plane(),
  8335. ( p5 !== undefined ) ? p5 : new Plane()
  8336. ];
  8337. }
  8338. Object.assign( Frustum.prototype, {
  8339. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8340. var planes = this.planes;
  8341. planes[ 0 ].copy( p0 );
  8342. planes[ 1 ].copy( p1 );
  8343. planes[ 2 ].copy( p2 );
  8344. planes[ 3 ].copy( p3 );
  8345. planes[ 4 ].copy( p4 );
  8346. planes[ 5 ].copy( p5 );
  8347. return this;
  8348. },
  8349. clone: function () {
  8350. return new this.constructor().copy( this );
  8351. },
  8352. copy: function ( frustum ) {
  8353. var planes = this.planes;
  8354. for ( var i = 0; i < 6; i ++ ) {
  8355. planes[ i ].copy( frustum.planes[ i ] );
  8356. }
  8357. return this;
  8358. },
  8359. setFromMatrix: function ( m ) {
  8360. var planes = this.planes;
  8361. var me = m.elements;
  8362. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8363. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8364. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8365. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8366. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8367. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8368. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8369. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8370. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8371. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8372. return this;
  8373. },
  8374. intersectsObject: function () {
  8375. var sphere = new Sphere();
  8376. return function intersectsObject( object ) {
  8377. var geometry = object.geometry;
  8378. if ( geometry.boundingSphere === null )
  8379. geometry.computeBoundingSphere();
  8380. sphere.copy( geometry.boundingSphere )
  8381. .applyMatrix4( object.matrixWorld );
  8382. return this.intersectsSphere( sphere );
  8383. };
  8384. }(),
  8385. intersectsSprite: function () {
  8386. var sphere = new Sphere();
  8387. return function intersectsSprite( sprite ) {
  8388. sphere.center.set( 0, 0, 0 );
  8389. sphere.radius = 0.7071067811865476;
  8390. sphere.applyMatrix4( sprite.matrixWorld );
  8391. return this.intersectsSphere( sphere );
  8392. };
  8393. }(),
  8394. intersectsSphere: function ( sphere ) {
  8395. var planes = this.planes;
  8396. var center = sphere.center;
  8397. var negRadius = - sphere.radius;
  8398. for ( var i = 0; i < 6; i ++ ) {
  8399. var distance = planes[ i ].distanceToPoint( center );
  8400. if ( distance < negRadius ) {
  8401. return false;
  8402. }
  8403. }
  8404. return true;
  8405. },
  8406. intersectsBox: function () {
  8407. var p = new Vector3();
  8408. return function intersectsBox( box ) {
  8409. var planes = this.planes;
  8410. for ( var i = 0; i < 6; i ++ ) {
  8411. var plane = planes[ i ];
  8412. // corner at max distance
  8413. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8414. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8415. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8416. if ( plane.distanceToPoint( p ) < 0 ) {
  8417. return false;
  8418. }
  8419. }
  8420. return true;
  8421. };
  8422. }(),
  8423. containsPoint: function ( point ) {
  8424. var planes = this.planes;
  8425. for ( var i = 0; i < 6; i ++ ) {
  8426. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8427. return false;
  8428. }
  8429. }
  8430. return true;
  8431. }
  8432. } );
  8433. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8434. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8435. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8436. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8437. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8438. var begin_vertex = "vec3 transformed = vec3( position );";
  8439. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8440. 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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.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}";
  8441. 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";
  8442. 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";
  8443. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8444. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8445. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8446. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8447. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8448. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8449. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8450. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\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}";
  8451. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8452. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8453. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8454. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8455. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8456. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8457. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8458. 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}";
  8459. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8460. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8461. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8462. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8463. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8464. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8465. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8466. 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";
  8467. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8468. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8469. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8470. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8471. var lights_pars_begin = "uniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8472. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8473. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8474. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8475. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  8476. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8477. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\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#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  8478. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  8479. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  8480. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8481. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8482. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8483. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8484. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8485. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8486. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8487. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8488. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8489. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8490. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8491. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8492. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8493. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
  8494. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8495. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  8496. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8497. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8498. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8499. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8500. var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8501. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8502. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8503. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8504. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  8505. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8506. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\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\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\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\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\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\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8507. 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";
  8508. 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";
  8509. 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";
  8510. 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";
  8511. 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";
  8512. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8513. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8514. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8515. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  8516. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8517. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8518. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8519. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8520. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8521. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8522. 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}";
  8523. 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}";
  8524. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8525. 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}";
  8526. 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}";
  8527. 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}";
  8528. 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}";
  8529. 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}";
  8530. 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}";
  8531. 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}";
  8532. 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}";
  8533. 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}";
  8534. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8535. 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}";
  8536. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8537. 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}";
  8538. 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}";
  8539. 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}";
  8540. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8541. 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}";
  8542. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <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 <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8543. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8544. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_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}";
  8545. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8546. 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}";
  8547. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8548. 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}";
  8549. 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}";
  8550. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8551. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8552. var ShaderChunk = {
  8553. alphamap_fragment: alphamap_fragment,
  8554. alphamap_pars_fragment: alphamap_pars_fragment,
  8555. alphatest_fragment: alphatest_fragment,
  8556. aomap_fragment: aomap_fragment,
  8557. aomap_pars_fragment: aomap_pars_fragment,
  8558. begin_vertex: begin_vertex,
  8559. beginnormal_vertex: beginnormal_vertex,
  8560. bsdfs: bsdfs,
  8561. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8562. clipping_planes_fragment: clipping_planes_fragment,
  8563. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8564. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8565. clipping_planes_vertex: clipping_planes_vertex,
  8566. color_fragment: color_fragment,
  8567. color_pars_fragment: color_pars_fragment,
  8568. color_pars_vertex: color_pars_vertex,
  8569. color_vertex: color_vertex,
  8570. common: common,
  8571. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8572. defaultnormal_vertex: defaultnormal_vertex,
  8573. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8574. displacementmap_vertex: displacementmap_vertex,
  8575. emissivemap_fragment: emissivemap_fragment,
  8576. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8577. encodings_fragment: encodings_fragment,
  8578. encodings_pars_fragment: encodings_pars_fragment,
  8579. envmap_fragment: envmap_fragment,
  8580. envmap_pars_fragment: envmap_pars_fragment,
  8581. envmap_pars_vertex: envmap_pars_vertex,
  8582. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8583. envmap_vertex: envmap_vertex,
  8584. fog_vertex: fog_vertex,
  8585. fog_pars_vertex: fog_pars_vertex,
  8586. fog_fragment: fog_fragment,
  8587. fog_pars_fragment: fog_pars_fragment,
  8588. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8589. lightmap_fragment: lightmap_fragment,
  8590. lightmap_pars_fragment: lightmap_pars_fragment,
  8591. lights_lambert_vertex: lights_lambert_vertex,
  8592. lights_pars_begin: lights_pars_begin,
  8593. lights_phong_fragment: lights_phong_fragment,
  8594. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8595. lights_physical_fragment: lights_physical_fragment,
  8596. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8597. lights_fragment_begin: lights_fragment_begin,
  8598. lights_fragment_maps: lights_fragment_maps,
  8599. lights_fragment_end: lights_fragment_end,
  8600. logdepthbuf_fragment: logdepthbuf_fragment,
  8601. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8602. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8603. logdepthbuf_vertex: logdepthbuf_vertex,
  8604. map_fragment: map_fragment,
  8605. map_pars_fragment: map_pars_fragment,
  8606. map_particle_fragment: map_particle_fragment,
  8607. map_particle_pars_fragment: map_particle_pars_fragment,
  8608. metalnessmap_fragment: metalnessmap_fragment,
  8609. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8610. morphnormal_vertex: morphnormal_vertex,
  8611. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8612. morphtarget_vertex: morphtarget_vertex,
  8613. normal_fragment_begin: normal_fragment_begin,
  8614. normal_fragment_maps: normal_fragment_maps,
  8615. normalmap_pars_fragment: normalmap_pars_fragment,
  8616. packing: packing,
  8617. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8618. project_vertex: project_vertex,
  8619. dithering_fragment: dithering_fragment,
  8620. dithering_pars_fragment: dithering_pars_fragment,
  8621. roughnessmap_fragment: roughnessmap_fragment,
  8622. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8623. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8624. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8625. shadowmap_vertex: shadowmap_vertex,
  8626. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8627. skinbase_vertex: skinbase_vertex,
  8628. skinning_pars_vertex: skinning_pars_vertex,
  8629. skinning_vertex: skinning_vertex,
  8630. skinnormal_vertex: skinnormal_vertex,
  8631. specularmap_fragment: specularmap_fragment,
  8632. specularmap_pars_fragment: specularmap_pars_fragment,
  8633. tonemapping_fragment: tonemapping_fragment,
  8634. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8635. uv_pars_fragment: uv_pars_fragment,
  8636. uv_pars_vertex: uv_pars_vertex,
  8637. uv_vertex: uv_vertex,
  8638. uv2_pars_fragment: uv2_pars_fragment,
  8639. uv2_pars_vertex: uv2_pars_vertex,
  8640. uv2_vertex: uv2_vertex,
  8641. worldpos_vertex: worldpos_vertex,
  8642. background_frag: background_frag,
  8643. background_vert: background_vert,
  8644. cube_frag: cube_frag,
  8645. cube_vert: cube_vert,
  8646. depth_frag: depth_frag,
  8647. depth_vert: depth_vert,
  8648. distanceRGBA_frag: distanceRGBA_frag,
  8649. distanceRGBA_vert: distanceRGBA_vert,
  8650. equirect_frag: equirect_frag,
  8651. equirect_vert: equirect_vert,
  8652. linedashed_frag: linedashed_frag,
  8653. linedashed_vert: linedashed_vert,
  8654. meshbasic_frag: meshbasic_frag,
  8655. meshbasic_vert: meshbasic_vert,
  8656. meshlambert_frag: meshlambert_frag,
  8657. meshlambert_vert: meshlambert_vert,
  8658. meshmatcap_frag: meshmatcap_frag,
  8659. meshmatcap_vert: meshmatcap_vert,
  8660. meshphong_frag: meshphong_frag,
  8661. meshphong_vert: meshphong_vert,
  8662. meshphysical_frag: meshphysical_frag,
  8663. meshphysical_vert: meshphysical_vert,
  8664. normal_frag: normal_frag,
  8665. normal_vert: normal_vert,
  8666. points_frag: points_frag,
  8667. points_vert: points_vert,
  8668. shadow_frag: shadow_frag,
  8669. shadow_vert: shadow_vert,
  8670. sprite_frag: sprite_frag,
  8671. sprite_vert: sprite_vert
  8672. };
  8673. /**
  8674. * Uniforms library for shared webgl shaders
  8675. */
  8676. var UniformsLib = {
  8677. common: {
  8678. diffuse: { value: new Color( 0xeeeeee ) },
  8679. opacity: { value: 1.0 },
  8680. map: { value: null },
  8681. uvTransform: { value: new Matrix3() },
  8682. alphaMap: { value: null },
  8683. },
  8684. specularmap: {
  8685. specularMap: { value: null },
  8686. },
  8687. envmap: {
  8688. envMap: { value: null },
  8689. flipEnvMap: { value: - 1 },
  8690. reflectivity: { value: 1.0 },
  8691. refractionRatio: { value: 0.98 },
  8692. maxMipLevel: { value: 0 }
  8693. },
  8694. aomap: {
  8695. aoMap: { value: null },
  8696. aoMapIntensity: { value: 1 }
  8697. },
  8698. lightmap: {
  8699. lightMap: { value: null },
  8700. lightMapIntensity: { value: 1 }
  8701. },
  8702. emissivemap: {
  8703. emissiveMap: { value: null }
  8704. },
  8705. bumpmap: {
  8706. bumpMap: { value: null },
  8707. bumpScale: { value: 1 }
  8708. },
  8709. normalmap: {
  8710. normalMap: { value: null },
  8711. normalScale: { value: new Vector2( 1, 1 ) }
  8712. },
  8713. displacementmap: {
  8714. displacementMap: { value: null },
  8715. displacementScale: { value: 1 },
  8716. displacementBias: { value: 0 }
  8717. },
  8718. roughnessmap: {
  8719. roughnessMap: { value: null }
  8720. },
  8721. metalnessmap: {
  8722. metalnessMap: { value: null }
  8723. },
  8724. gradientmap: {
  8725. gradientMap: { value: null }
  8726. },
  8727. fog: {
  8728. fogDensity: { value: 0.00025 },
  8729. fogNear: { value: 1 },
  8730. fogFar: { value: 2000 },
  8731. fogColor: { value: new Color( 0xffffff ) }
  8732. },
  8733. lights: {
  8734. ambientLightColor: { value: [] },
  8735. lightProbe: { value: [] },
  8736. directionalLights: { value: [], properties: {
  8737. direction: {},
  8738. color: {},
  8739. shadow: {},
  8740. shadowBias: {},
  8741. shadowRadius: {},
  8742. shadowMapSize: {}
  8743. } },
  8744. directionalShadowMap: { value: [] },
  8745. directionalShadowMatrix: { value: [] },
  8746. spotLights: { value: [], properties: {
  8747. color: {},
  8748. position: {},
  8749. direction: {},
  8750. distance: {},
  8751. coneCos: {},
  8752. penumbraCos: {},
  8753. decay: {},
  8754. shadow: {},
  8755. shadowBias: {},
  8756. shadowRadius: {},
  8757. shadowMapSize: {}
  8758. } },
  8759. spotShadowMap: { value: [] },
  8760. spotShadowMatrix: { value: [] },
  8761. pointLights: { value: [], properties: {
  8762. color: {},
  8763. position: {},
  8764. decay: {},
  8765. distance: {},
  8766. shadow: {},
  8767. shadowBias: {},
  8768. shadowRadius: {},
  8769. shadowMapSize: {},
  8770. shadowCameraNear: {},
  8771. shadowCameraFar: {}
  8772. } },
  8773. pointShadowMap: { value: [] },
  8774. pointShadowMatrix: { value: [] },
  8775. hemisphereLights: { value: [], properties: {
  8776. direction: {},
  8777. skyColor: {},
  8778. groundColor: {}
  8779. } },
  8780. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8781. rectAreaLights: { value: [], properties: {
  8782. color: {},
  8783. position: {},
  8784. width: {},
  8785. height: {}
  8786. } }
  8787. },
  8788. points: {
  8789. diffuse: { value: new Color( 0xeeeeee ) },
  8790. opacity: { value: 1.0 },
  8791. size: { value: 1.0 },
  8792. scale: { value: 1.0 },
  8793. map: { value: null },
  8794. uvTransform: { value: new Matrix3() }
  8795. },
  8796. sprite: {
  8797. diffuse: { value: new Color( 0xeeeeee ) },
  8798. opacity: { value: 1.0 },
  8799. center: { value: new Vector2( 0.5, 0.5 ) },
  8800. rotation: { value: 0.0 },
  8801. map: { value: null },
  8802. uvTransform: { value: new Matrix3() }
  8803. }
  8804. };
  8805. /**
  8806. * @author alteredq / http://alteredqualia.com/
  8807. * @author mrdoob / http://mrdoob.com/
  8808. * @author mikael emtinger / http://gomo.se/
  8809. */
  8810. var ShaderLib = {
  8811. basic: {
  8812. uniforms: mergeUniforms( [
  8813. UniformsLib.common,
  8814. UniformsLib.specularmap,
  8815. UniformsLib.envmap,
  8816. UniformsLib.aomap,
  8817. UniformsLib.lightmap,
  8818. UniformsLib.fog
  8819. ] ),
  8820. vertexShader: ShaderChunk.meshbasic_vert,
  8821. fragmentShader: ShaderChunk.meshbasic_frag
  8822. },
  8823. lambert: {
  8824. uniforms: mergeUniforms( [
  8825. UniformsLib.common,
  8826. UniformsLib.specularmap,
  8827. UniformsLib.envmap,
  8828. UniformsLib.aomap,
  8829. UniformsLib.lightmap,
  8830. UniformsLib.emissivemap,
  8831. UniformsLib.fog,
  8832. UniformsLib.lights,
  8833. {
  8834. emissive: { value: new Color( 0x000000 ) }
  8835. }
  8836. ] ),
  8837. vertexShader: ShaderChunk.meshlambert_vert,
  8838. fragmentShader: ShaderChunk.meshlambert_frag
  8839. },
  8840. phong: {
  8841. uniforms: mergeUniforms( [
  8842. UniformsLib.common,
  8843. UniformsLib.specularmap,
  8844. UniformsLib.envmap,
  8845. UniformsLib.aomap,
  8846. UniformsLib.lightmap,
  8847. UniformsLib.emissivemap,
  8848. UniformsLib.bumpmap,
  8849. UniformsLib.normalmap,
  8850. UniformsLib.displacementmap,
  8851. UniformsLib.gradientmap,
  8852. UniformsLib.fog,
  8853. UniformsLib.lights,
  8854. {
  8855. emissive: { value: new Color( 0x000000 ) },
  8856. specular: { value: new Color( 0x111111 ) },
  8857. shininess: { value: 30 }
  8858. }
  8859. ] ),
  8860. vertexShader: ShaderChunk.meshphong_vert,
  8861. fragmentShader: ShaderChunk.meshphong_frag
  8862. },
  8863. standard: {
  8864. uniforms: mergeUniforms( [
  8865. UniformsLib.common,
  8866. UniformsLib.envmap,
  8867. UniformsLib.aomap,
  8868. UniformsLib.lightmap,
  8869. UniformsLib.emissivemap,
  8870. UniformsLib.bumpmap,
  8871. UniformsLib.normalmap,
  8872. UniformsLib.displacementmap,
  8873. UniformsLib.roughnessmap,
  8874. UniformsLib.metalnessmap,
  8875. UniformsLib.fog,
  8876. UniformsLib.lights,
  8877. {
  8878. emissive: { value: new Color( 0x000000 ) },
  8879. roughness: { value: 0.5 },
  8880. metalness: { value: 0.5 },
  8881. envMapIntensity: { value: 1 } // temporary
  8882. }
  8883. ] ),
  8884. vertexShader: ShaderChunk.meshphysical_vert,
  8885. fragmentShader: ShaderChunk.meshphysical_frag
  8886. },
  8887. matcap: {
  8888. uniforms: mergeUniforms( [
  8889. UniformsLib.common,
  8890. UniformsLib.bumpmap,
  8891. UniformsLib.normalmap,
  8892. UniformsLib.displacementmap,
  8893. UniformsLib.fog,
  8894. {
  8895. matcap: { value: null }
  8896. }
  8897. ] ),
  8898. vertexShader: ShaderChunk.meshmatcap_vert,
  8899. fragmentShader: ShaderChunk.meshmatcap_frag
  8900. },
  8901. points: {
  8902. uniforms: mergeUniforms( [
  8903. UniformsLib.points,
  8904. UniformsLib.fog
  8905. ] ),
  8906. vertexShader: ShaderChunk.points_vert,
  8907. fragmentShader: ShaderChunk.points_frag
  8908. },
  8909. dashed: {
  8910. uniforms: mergeUniforms( [
  8911. UniformsLib.common,
  8912. UniformsLib.fog,
  8913. {
  8914. scale: { value: 1 },
  8915. dashSize: { value: 1 },
  8916. totalSize: { value: 2 }
  8917. }
  8918. ] ),
  8919. vertexShader: ShaderChunk.linedashed_vert,
  8920. fragmentShader: ShaderChunk.linedashed_frag
  8921. },
  8922. depth: {
  8923. uniforms: mergeUniforms( [
  8924. UniformsLib.common,
  8925. UniformsLib.displacementmap
  8926. ] ),
  8927. vertexShader: ShaderChunk.depth_vert,
  8928. fragmentShader: ShaderChunk.depth_frag
  8929. },
  8930. normal: {
  8931. uniforms: mergeUniforms( [
  8932. UniformsLib.common,
  8933. UniformsLib.bumpmap,
  8934. UniformsLib.normalmap,
  8935. UniformsLib.displacementmap,
  8936. {
  8937. opacity: { value: 1.0 }
  8938. }
  8939. ] ),
  8940. vertexShader: ShaderChunk.normal_vert,
  8941. fragmentShader: ShaderChunk.normal_frag
  8942. },
  8943. sprite: {
  8944. uniforms: mergeUniforms( [
  8945. UniformsLib.sprite,
  8946. UniformsLib.fog
  8947. ] ),
  8948. vertexShader: ShaderChunk.sprite_vert,
  8949. fragmentShader: ShaderChunk.sprite_frag
  8950. },
  8951. background: {
  8952. uniforms: {
  8953. uvTransform: { value: new Matrix3() },
  8954. t2D: { value: null },
  8955. },
  8956. vertexShader: ShaderChunk.background_vert,
  8957. fragmentShader: ShaderChunk.background_frag
  8958. },
  8959. /* -------------------------------------------------------------------------
  8960. // Cube map shader
  8961. ------------------------------------------------------------------------- */
  8962. cube: {
  8963. uniforms: {
  8964. tCube: { value: null },
  8965. tFlip: { value: - 1 },
  8966. opacity: { value: 1.0 }
  8967. },
  8968. vertexShader: ShaderChunk.cube_vert,
  8969. fragmentShader: ShaderChunk.cube_frag
  8970. },
  8971. equirect: {
  8972. uniforms: {
  8973. tEquirect: { value: null },
  8974. },
  8975. vertexShader: ShaderChunk.equirect_vert,
  8976. fragmentShader: ShaderChunk.equirect_frag
  8977. },
  8978. distanceRGBA: {
  8979. uniforms: mergeUniforms( [
  8980. UniformsLib.common,
  8981. UniformsLib.displacementmap,
  8982. {
  8983. referencePosition: { value: new Vector3() },
  8984. nearDistance: { value: 1 },
  8985. farDistance: { value: 1000 }
  8986. }
  8987. ] ),
  8988. vertexShader: ShaderChunk.distanceRGBA_vert,
  8989. fragmentShader: ShaderChunk.distanceRGBA_frag
  8990. },
  8991. shadow: {
  8992. uniforms: mergeUniforms( [
  8993. UniformsLib.lights,
  8994. UniformsLib.fog,
  8995. {
  8996. color: { value: new Color( 0x00000 ) },
  8997. opacity: { value: 1.0 }
  8998. },
  8999. ] ),
  9000. vertexShader: ShaderChunk.shadow_vert,
  9001. fragmentShader: ShaderChunk.shadow_frag
  9002. }
  9003. };
  9004. ShaderLib.physical = {
  9005. uniforms: mergeUniforms( [
  9006. ShaderLib.standard.uniforms,
  9007. {
  9008. clearCoat: { value: 0 },
  9009. clearCoatRoughness: { value: 0 }
  9010. }
  9011. ] ),
  9012. vertexShader: ShaderChunk.meshphysical_vert,
  9013. fragmentShader: ShaderChunk.meshphysical_frag
  9014. };
  9015. /**
  9016. * @author mrdoob / http://mrdoob.com/
  9017. */
  9018. function WebGLAnimation() {
  9019. var context = null;
  9020. var isAnimating = false;
  9021. var animationLoop = null;
  9022. function onAnimationFrame( time, frame ) {
  9023. if ( isAnimating === false ) return;
  9024. animationLoop( time, frame );
  9025. context.requestAnimationFrame( onAnimationFrame );
  9026. }
  9027. return {
  9028. start: function () {
  9029. if ( isAnimating === true ) return;
  9030. if ( animationLoop === null ) return;
  9031. context.requestAnimationFrame( onAnimationFrame );
  9032. isAnimating = true;
  9033. },
  9034. stop: function () {
  9035. isAnimating = false;
  9036. },
  9037. setAnimationLoop: function ( callback ) {
  9038. animationLoop = callback;
  9039. },
  9040. setContext: function ( value ) {
  9041. context = value;
  9042. }
  9043. };
  9044. }
  9045. /**
  9046. * @author mrdoob / http://mrdoob.com/
  9047. */
  9048. function WebGLAttributes( gl ) {
  9049. var buffers = new WeakMap();
  9050. function createBuffer( attribute, bufferType ) {
  9051. var array = attribute.array;
  9052. var usage = attribute.dynamic ? 35048 : 35044;
  9053. var buffer = gl.createBuffer();
  9054. gl.bindBuffer( bufferType, buffer );
  9055. gl.bufferData( bufferType, array, usage );
  9056. attribute.onUploadCallback();
  9057. var type = 5126;
  9058. if ( array instanceof Float32Array ) {
  9059. type = 5126;
  9060. } else if ( array instanceof Float64Array ) {
  9061. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9062. } else if ( array instanceof Uint16Array ) {
  9063. type = 5123;
  9064. } else if ( array instanceof Int16Array ) {
  9065. type = 5122;
  9066. } else if ( array instanceof Uint32Array ) {
  9067. type = 5125;
  9068. } else if ( array instanceof Int32Array ) {
  9069. type = 5124;
  9070. } else if ( array instanceof Int8Array ) {
  9071. type = 5120;
  9072. } else if ( array instanceof Uint8Array ) {
  9073. type = 5121;
  9074. }
  9075. return {
  9076. buffer: buffer,
  9077. type: type,
  9078. bytesPerElement: array.BYTES_PER_ELEMENT,
  9079. version: attribute.version
  9080. };
  9081. }
  9082. function updateBuffer( buffer, attribute, bufferType ) {
  9083. var array = attribute.array;
  9084. var updateRange = attribute.updateRange;
  9085. gl.bindBuffer( bufferType, buffer );
  9086. if ( attribute.dynamic === false ) {
  9087. gl.bufferData( bufferType, array, 35044 );
  9088. } else if ( updateRange.count === - 1 ) {
  9089. // Not using update ranges
  9090. gl.bufferSubData( bufferType, 0, array );
  9091. } else if ( updateRange.count === 0 ) {
  9092. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  9093. } else {
  9094. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9095. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9096. updateRange.count = - 1; // reset range
  9097. }
  9098. }
  9099. //
  9100. function get( attribute ) {
  9101. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9102. return buffers.get( attribute );
  9103. }
  9104. function remove( attribute ) {
  9105. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9106. var data = buffers.get( attribute );
  9107. if ( data ) {
  9108. gl.deleteBuffer( data.buffer );
  9109. buffers.delete( attribute );
  9110. }
  9111. }
  9112. function update( attribute, bufferType ) {
  9113. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9114. var data = buffers.get( attribute );
  9115. if ( data === undefined ) {
  9116. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9117. } else if ( data.version < attribute.version ) {
  9118. updateBuffer( data.buffer, attribute, bufferType );
  9119. data.version = attribute.version;
  9120. }
  9121. }
  9122. return {
  9123. get: get,
  9124. remove: remove,
  9125. update: update
  9126. };
  9127. }
  9128. /**
  9129. * @author mrdoob / http://mrdoob.com/
  9130. * @author Mugen87 / https://github.com/Mugen87
  9131. */
  9132. // PlaneGeometry
  9133. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9134. Geometry.call( this );
  9135. this.type = 'PlaneGeometry';
  9136. this.parameters = {
  9137. width: width,
  9138. height: height,
  9139. widthSegments: widthSegments,
  9140. heightSegments: heightSegments
  9141. };
  9142. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9143. this.mergeVertices();
  9144. }
  9145. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9146. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9147. // PlaneBufferGeometry
  9148. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9149. BufferGeometry.call( this );
  9150. this.type = 'PlaneBufferGeometry';
  9151. this.parameters = {
  9152. width: width,
  9153. height: height,
  9154. widthSegments: widthSegments,
  9155. heightSegments: heightSegments
  9156. };
  9157. width = width || 1;
  9158. height = height || 1;
  9159. var width_half = width / 2;
  9160. var height_half = height / 2;
  9161. var gridX = Math.floor( widthSegments ) || 1;
  9162. var gridY = Math.floor( heightSegments ) || 1;
  9163. var gridX1 = gridX + 1;
  9164. var gridY1 = gridY + 1;
  9165. var segment_width = width / gridX;
  9166. var segment_height = height / gridY;
  9167. var ix, iy;
  9168. // buffers
  9169. var indices = [];
  9170. var vertices = [];
  9171. var normals = [];
  9172. var uvs = [];
  9173. // generate vertices, normals and uvs
  9174. for ( iy = 0; iy < gridY1; iy ++ ) {
  9175. var y = iy * segment_height - height_half;
  9176. for ( ix = 0; ix < gridX1; ix ++ ) {
  9177. var x = ix * segment_width - width_half;
  9178. vertices.push( x, - y, 0 );
  9179. normals.push( 0, 0, 1 );
  9180. uvs.push( ix / gridX );
  9181. uvs.push( 1 - ( iy / gridY ) );
  9182. }
  9183. }
  9184. // indices
  9185. for ( iy = 0; iy < gridY; iy ++ ) {
  9186. for ( ix = 0; ix < gridX; ix ++ ) {
  9187. var a = ix + gridX1 * iy;
  9188. var b = ix + gridX1 * ( iy + 1 );
  9189. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9190. var d = ( ix + 1 ) + gridX1 * iy;
  9191. // faces
  9192. indices.push( a, b, d );
  9193. indices.push( b, c, d );
  9194. }
  9195. }
  9196. // build geometry
  9197. this.setIndex( indices );
  9198. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9199. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9200. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9201. }
  9202. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9203. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9204. /**
  9205. * @author mrdoob / http://mrdoob.com/
  9206. */
  9207. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9208. var clearColor = new Color( 0x000000 );
  9209. var clearAlpha = 0;
  9210. var planeMesh;
  9211. var boxMesh;
  9212. // Store the current background texture and its `version`
  9213. // so we can recompile the material accordingly.
  9214. var currentBackground = null;
  9215. var currentBackgroundVersion = 0;
  9216. function render( renderList, scene, camera, forceClear ) {
  9217. var background = scene.background;
  9218. // Ignore background in AR
  9219. // TODO: Reconsider this.
  9220. var vr = renderer.vr;
  9221. var session = vr.getSession && vr.getSession();
  9222. if ( session && session.environmentBlendMode === 'additive' ) {
  9223. background = null;
  9224. }
  9225. if ( background === null ) {
  9226. setClear( clearColor, clearAlpha );
  9227. currentBackground = null;
  9228. currentBackgroundVersion = 0;
  9229. } else if ( background && background.isColor ) {
  9230. setClear( background, 1 );
  9231. forceClear = true;
  9232. currentBackground = null;
  9233. currentBackgroundVersion = 0;
  9234. }
  9235. if ( renderer.autoClear || forceClear ) {
  9236. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9237. }
  9238. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9239. if ( boxMesh === undefined ) {
  9240. boxMesh = new Mesh(
  9241. new BoxBufferGeometry( 1, 1, 1 ),
  9242. new ShaderMaterial( {
  9243. type: 'BackgroundCubeMaterial',
  9244. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9245. vertexShader: ShaderLib.cube.vertexShader,
  9246. fragmentShader: ShaderLib.cube.fragmentShader,
  9247. side: BackSide,
  9248. depthTest: false,
  9249. depthWrite: false,
  9250. fog: false
  9251. } )
  9252. );
  9253. boxMesh.geometry.removeAttribute( 'normal' );
  9254. boxMesh.geometry.removeAttribute( 'uv' );
  9255. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9256. this.matrixWorld.copyPosition( camera.matrixWorld );
  9257. };
  9258. // enable code injection for non-built-in material
  9259. Object.defineProperty( boxMesh.material, 'map', {
  9260. get: function () {
  9261. return this.uniforms.tCube.value;
  9262. }
  9263. } );
  9264. objects.update( boxMesh );
  9265. }
  9266. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9267. boxMesh.material.uniforms.tCube.value = texture;
  9268. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9269. if ( currentBackground !== background ||
  9270. currentBackgroundVersion !== texture.version ) {
  9271. boxMesh.material.needsUpdate = true;
  9272. currentBackground = background;
  9273. currentBackgroundVersion = texture.version;
  9274. }
  9275. // push to the pre-sorted opaque render list
  9276. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9277. } else if ( background && background.isTexture ) {
  9278. if ( planeMesh === undefined ) {
  9279. planeMesh = new Mesh(
  9280. new PlaneBufferGeometry( 2, 2 ),
  9281. new ShaderMaterial( {
  9282. type: 'BackgroundMaterial',
  9283. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9284. vertexShader: ShaderLib.background.vertexShader,
  9285. fragmentShader: ShaderLib.background.fragmentShader,
  9286. side: FrontSide,
  9287. depthTest: false,
  9288. depthWrite: false,
  9289. fog: false
  9290. } )
  9291. );
  9292. planeMesh.geometry.removeAttribute( 'normal' );
  9293. // enable code injection for non-built-in material
  9294. Object.defineProperty( planeMesh.material, 'map', {
  9295. get: function () {
  9296. return this.uniforms.t2D.value;
  9297. }
  9298. } );
  9299. objects.update( planeMesh );
  9300. }
  9301. planeMesh.material.uniforms.t2D.value = background;
  9302. if ( background.matrixAutoUpdate === true ) {
  9303. background.updateMatrix();
  9304. }
  9305. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9306. if ( currentBackground !== background ||
  9307. currentBackgroundVersion !== background.version ) {
  9308. planeMesh.material.needsUpdate = true;
  9309. currentBackground = background;
  9310. currentBackgroundVersion = background.version;
  9311. }
  9312. // push to the pre-sorted opaque render list
  9313. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9314. }
  9315. }
  9316. function setClear( color, alpha ) {
  9317. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9318. }
  9319. return {
  9320. getClearColor: function () {
  9321. return clearColor;
  9322. },
  9323. setClearColor: function ( color, alpha ) {
  9324. clearColor.set( color );
  9325. clearAlpha = alpha !== undefined ? alpha : 1;
  9326. setClear( clearColor, clearAlpha );
  9327. },
  9328. getClearAlpha: function () {
  9329. return clearAlpha;
  9330. },
  9331. setClearAlpha: function ( alpha ) {
  9332. clearAlpha = alpha;
  9333. setClear( clearColor, clearAlpha );
  9334. },
  9335. render: render
  9336. };
  9337. }
  9338. /**
  9339. * @author mrdoob / http://mrdoob.com/
  9340. */
  9341. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9342. var mode;
  9343. function setMode( value ) {
  9344. mode = value;
  9345. }
  9346. function render( start, count ) {
  9347. gl.drawArrays( mode, start, count );
  9348. info.update( count, mode );
  9349. }
  9350. function renderInstances( geometry, start, count ) {
  9351. var extension;
  9352. if ( capabilities.isWebGL2 ) {
  9353. extension = gl;
  9354. } else {
  9355. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9356. if ( extension === null ) {
  9357. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9358. return;
  9359. }
  9360. }
  9361. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9362. info.update( count, mode, geometry.maxInstancedCount );
  9363. }
  9364. //
  9365. this.setMode = setMode;
  9366. this.render = render;
  9367. this.renderInstances = renderInstances;
  9368. }
  9369. /**
  9370. * @author mrdoob / http://mrdoob.com/
  9371. */
  9372. function WebGLCapabilities( gl, extensions, parameters ) {
  9373. var maxAnisotropy;
  9374. function getMaxAnisotropy() {
  9375. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9376. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9377. if ( extension !== null ) {
  9378. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9379. } else {
  9380. maxAnisotropy = 0;
  9381. }
  9382. return maxAnisotropy;
  9383. }
  9384. function getMaxPrecision( precision ) {
  9385. if ( precision === 'highp' ) {
  9386. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9387. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9388. return 'highp';
  9389. }
  9390. precision = 'mediump';
  9391. }
  9392. if ( precision === 'mediump' ) {
  9393. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9394. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9395. return 'mediump';
  9396. }
  9397. }
  9398. return 'lowp';
  9399. }
  9400. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9401. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9402. var maxPrecision = getMaxPrecision( precision );
  9403. if ( maxPrecision !== precision ) {
  9404. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9405. precision = maxPrecision;
  9406. }
  9407. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9408. var maxTextures = gl.getParameter( 34930 );
  9409. var maxVertexTextures = gl.getParameter( 35660 );
  9410. var maxTextureSize = gl.getParameter( 3379 );
  9411. var maxCubemapSize = gl.getParameter( 34076 );
  9412. var maxAttributes = gl.getParameter( 34921 );
  9413. var maxVertexUniforms = gl.getParameter( 36347 );
  9414. var maxVaryings = gl.getParameter( 36348 );
  9415. var maxFragmentUniforms = gl.getParameter( 36349 );
  9416. var vertexTextures = maxVertexTextures > 0;
  9417. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9418. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9419. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9420. return {
  9421. isWebGL2: isWebGL2,
  9422. getMaxAnisotropy: getMaxAnisotropy,
  9423. getMaxPrecision: getMaxPrecision,
  9424. precision: precision,
  9425. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9426. maxTextures: maxTextures,
  9427. maxVertexTextures: maxVertexTextures,
  9428. maxTextureSize: maxTextureSize,
  9429. maxCubemapSize: maxCubemapSize,
  9430. maxAttributes: maxAttributes,
  9431. maxVertexUniforms: maxVertexUniforms,
  9432. maxVaryings: maxVaryings,
  9433. maxFragmentUniforms: maxFragmentUniforms,
  9434. vertexTextures: vertexTextures,
  9435. floatFragmentTextures: floatFragmentTextures,
  9436. floatVertexTextures: floatVertexTextures,
  9437. maxSamples: maxSamples
  9438. };
  9439. }
  9440. /**
  9441. * @author tschw
  9442. */
  9443. function WebGLClipping() {
  9444. var scope = this,
  9445. globalState = null,
  9446. numGlobalPlanes = 0,
  9447. localClippingEnabled = false,
  9448. renderingShadows = false,
  9449. plane = new Plane(),
  9450. viewNormalMatrix = new Matrix3(),
  9451. uniform = { value: null, needsUpdate: false };
  9452. this.uniform = uniform;
  9453. this.numPlanes = 0;
  9454. this.numIntersection = 0;
  9455. this.init = function ( planes, enableLocalClipping, camera ) {
  9456. var enabled =
  9457. planes.length !== 0 ||
  9458. enableLocalClipping ||
  9459. // enable state of previous frame - the clipping code has to
  9460. // run another frame in order to reset the state:
  9461. numGlobalPlanes !== 0 ||
  9462. localClippingEnabled;
  9463. localClippingEnabled = enableLocalClipping;
  9464. globalState = projectPlanes( planes, camera, 0 );
  9465. numGlobalPlanes = planes.length;
  9466. return enabled;
  9467. };
  9468. this.beginShadows = function () {
  9469. renderingShadows = true;
  9470. projectPlanes( null );
  9471. };
  9472. this.endShadows = function () {
  9473. renderingShadows = false;
  9474. resetGlobalState();
  9475. };
  9476. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9477. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9478. // there's no local clipping
  9479. if ( renderingShadows ) {
  9480. // there's no global clipping
  9481. projectPlanes( null );
  9482. } else {
  9483. resetGlobalState();
  9484. }
  9485. } else {
  9486. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9487. lGlobal = nGlobal * 4,
  9488. dstArray = cache.clippingState || null;
  9489. uniform.value = dstArray; // ensure unique state
  9490. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9491. for ( var i = 0; i !== lGlobal; ++ i ) {
  9492. dstArray[ i ] = globalState[ i ];
  9493. }
  9494. cache.clippingState = dstArray;
  9495. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9496. this.numPlanes += nGlobal;
  9497. }
  9498. };
  9499. function resetGlobalState() {
  9500. if ( uniform.value !== globalState ) {
  9501. uniform.value = globalState;
  9502. uniform.needsUpdate = numGlobalPlanes > 0;
  9503. }
  9504. scope.numPlanes = numGlobalPlanes;
  9505. scope.numIntersection = 0;
  9506. }
  9507. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9508. var nPlanes = planes !== null ? planes.length : 0,
  9509. dstArray = null;
  9510. if ( nPlanes !== 0 ) {
  9511. dstArray = uniform.value;
  9512. if ( skipTransform !== true || dstArray === null ) {
  9513. var flatSize = dstOffset + nPlanes * 4,
  9514. viewMatrix = camera.matrixWorldInverse;
  9515. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9516. if ( dstArray === null || dstArray.length < flatSize ) {
  9517. dstArray = new Float32Array( flatSize );
  9518. }
  9519. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9520. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9521. plane.normal.toArray( dstArray, i4 );
  9522. dstArray[ i4 + 3 ] = plane.constant;
  9523. }
  9524. }
  9525. uniform.value = dstArray;
  9526. uniform.needsUpdate = true;
  9527. }
  9528. scope.numPlanes = nPlanes;
  9529. return dstArray;
  9530. }
  9531. }
  9532. /**
  9533. * @author mrdoob / http://mrdoob.com/
  9534. */
  9535. function WebGLExtensions( gl ) {
  9536. var extensions = {};
  9537. return {
  9538. get: function ( name ) {
  9539. if ( extensions[ name ] !== undefined ) {
  9540. return extensions[ name ];
  9541. }
  9542. var extension;
  9543. switch ( name ) {
  9544. case 'WEBGL_depth_texture':
  9545. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9546. break;
  9547. case 'EXT_texture_filter_anisotropic':
  9548. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9549. break;
  9550. case 'WEBGL_compressed_texture_s3tc':
  9551. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9552. break;
  9553. case 'WEBGL_compressed_texture_pvrtc':
  9554. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9555. break;
  9556. default:
  9557. extension = gl.getExtension( name );
  9558. }
  9559. if ( extension === null ) {
  9560. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9561. }
  9562. extensions[ name ] = extension;
  9563. return extension;
  9564. }
  9565. };
  9566. }
  9567. /**
  9568. * @author mrdoob / http://mrdoob.com/
  9569. */
  9570. function WebGLGeometries( gl, attributes, info ) {
  9571. var geometries = {};
  9572. var wireframeAttributes = {};
  9573. function onGeometryDispose( event ) {
  9574. var geometry = event.target;
  9575. var buffergeometry = geometries[ geometry.id ];
  9576. if ( buffergeometry.index !== null ) {
  9577. attributes.remove( buffergeometry.index );
  9578. }
  9579. for ( var name in buffergeometry.attributes ) {
  9580. attributes.remove( buffergeometry.attributes[ name ] );
  9581. }
  9582. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9583. delete geometries[ geometry.id ];
  9584. var attribute = wireframeAttributes[ buffergeometry.id ];
  9585. if ( attribute ) {
  9586. attributes.remove( attribute );
  9587. delete wireframeAttributes[ buffergeometry.id ];
  9588. }
  9589. //
  9590. info.memory.geometries --;
  9591. }
  9592. function get( object, geometry ) {
  9593. var buffergeometry = geometries[ geometry.id ];
  9594. if ( buffergeometry ) return buffergeometry;
  9595. geometry.addEventListener( 'dispose', onGeometryDispose );
  9596. if ( geometry.isBufferGeometry ) {
  9597. buffergeometry = geometry;
  9598. } else if ( geometry.isGeometry ) {
  9599. if ( geometry._bufferGeometry === undefined ) {
  9600. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9601. }
  9602. buffergeometry = geometry._bufferGeometry;
  9603. }
  9604. geometries[ geometry.id ] = buffergeometry;
  9605. info.memory.geometries ++;
  9606. return buffergeometry;
  9607. }
  9608. function update( geometry ) {
  9609. var index = geometry.index;
  9610. var geometryAttributes = geometry.attributes;
  9611. if ( index !== null ) {
  9612. attributes.update( index, 34963 );
  9613. }
  9614. for ( var name in geometryAttributes ) {
  9615. attributes.update( geometryAttributes[ name ], 34962 );
  9616. }
  9617. // morph targets
  9618. var morphAttributes = geometry.morphAttributes;
  9619. for ( var name in morphAttributes ) {
  9620. var array = morphAttributes[ name ];
  9621. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9622. attributes.update( array[ i ], 34962 );
  9623. }
  9624. }
  9625. }
  9626. function getWireframeAttribute( geometry ) {
  9627. var attribute = wireframeAttributes[ geometry.id ];
  9628. if ( attribute ) return attribute;
  9629. var indices = [];
  9630. var geometryIndex = geometry.index;
  9631. var geometryAttributes = geometry.attributes;
  9632. // console.time( 'wireframe' );
  9633. if ( geometryIndex !== null ) {
  9634. var array = geometryIndex.array;
  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 = geometryAttributes.position.array;
  9643. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9644. var a = i + 0;
  9645. var b = i + 1;
  9646. var c = i + 2;
  9647. indices.push( a, b, b, c, c, a );
  9648. }
  9649. }
  9650. // console.timeEnd( 'wireframe' );
  9651. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9652. attributes.update( attribute, 34963 );
  9653. wireframeAttributes[ geometry.id ] = attribute;
  9654. return attribute;
  9655. }
  9656. return {
  9657. get: get,
  9658. update: update,
  9659. getWireframeAttribute: getWireframeAttribute
  9660. };
  9661. }
  9662. /**
  9663. * @author mrdoob / http://mrdoob.com/
  9664. */
  9665. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9666. var mode;
  9667. function setMode( value ) {
  9668. mode = value;
  9669. }
  9670. var type, bytesPerElement;
  9671. function setIndex( value ) {
  9672. type = value.type;
  9673. bytesPerElement = value.bytesPerElement;
  9674. }
  9675. function render( start, count ) {
  9676. gl.drawElements( mode, count, type, start * bytesPerElement );
  9677. info.update( count, mode );
  9678. }
  9679. function renderInstances( geometry, start, count ) {
  9680. var extension;
  9681. if ( capabilities.isWebGL2 ) {
  9682. extension = gl;
  9683. } else {
  9684. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9685. if ( extension === null ) {
  9686. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9687. return;
  9688. }
  9689. }
  9690. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9691. info.update( count, mode, geometry.maxInstancedCount );
  9692. }
  9693. //
  9694. this.setMode = setMode;
  9695. this.setIndex = setIndex;
  9696. this.render = render;
  9697. this.renderInstances = renderInstances;
  9698. }
  9699. /**
  9700. * @author Mugen87 / https://github.com/Mugen87
  9701. */
  9702. function WebGLInfo( gl ) {
  9703. var memory = {
  9704. geometries: 0,
  9705. textures: 0
  9706. };
  9707. var render = {
  9708. frame: 0,
  9709. calls: 0,
  9710. triangles: 0,
  9711. points: 0,
  9712. lines: 0
  9713. };
  9714. function update( count, mode, instanceCount ) {
  9715. instanceCount = instanceCount || 1;
  9716. render.calls ++;
  9717. switch ( mode ) {
  9718. case 4:
  9719. render.triangles += instanceCount * ( count / 3 );
  9720. break;
  9721. case 5:
  9722. case 6:
  9723. render.triangles += instanceCount * ( count - 2 );
  9724. break;
  9725. case 1:
  9726. render.lines += instanceCount * ( count / 2 );
  9727. break;
  9728. case 3:
  9729. render.lines += instanceCount * ( count - 1 );
  9730. break;
  9731. case 2:
  9732. render.lines += instanceCount * count;
  9733. break;
  9734. case 0:
  9735. render.points += instanceCount * count;
  9736. break;
  9737. default:
  9738. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9739. break;
  9740. }
  9741. }
  9742. function reset() {
  9743. render.frame ++;
  9744. render.calls = 0;
  9745. render.triangles = 0;
  9746. render.points = 0;
  9747. render.lines = 0;
  9748. }
  9749. return {
  9750. memory: memory,
  9751. render: render,
  9752. programs: null,
  9753. autoReset: true,
  9754. reset: reset,
  9755. update: update
  9756. };
  9757. }
  9758. /**
  9759. * @author mrdoob / http://mrdoob.com/
  9760. */
  9761. function absNumericalSort( a, b ) {
  9762. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9763. }
  9764. function WebGLMorphtargets( gl ) {
  9765. var influencesList = {};
  9766. var morphInfluences = new Float32Array( 8 );
  9767. function update( object, geometry, material, program ) {
  9768. var objectInfluences = object.morphTargetInfluences;
  9769. var length = objectInfluences.length;
  9770. var influences = influencesList[ geometry.id ];
  9771. if ( influences === undefined ) {
  9772. // initialise list
  9773. influences = [];
  9774. for ( var i = 0; i < length; i ++ ) {
  9775. influences[ i ] = [ i, 0 ];
  9776. }
  9777. influencesList[ geometry.id ] = influences;
  9778. }
  9779. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9780. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9781. // Remove current morphAttributes
  9782. for ( var i = 0; i < length; i ++ ) {
  9783. var influence = influences[ i ];
  9784. if ( influence[ 1 ] !== 0 ) {
  9785. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9786. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9787. }
  9788. }
  9789. // Collect influences
  9790. for ( var i = 0; i < length; i ++ ) {
  9791. var influence = influences[ i ];
  9792. influence[ 0 ] = i;
  9793. influence[ 1 ] = objectInfluences[ i ];
  9794. }
  9795. influences.sort( absNumericalSort );
  9796. // Add morphAttributes
  9797. for ( var i = 0; i < 8; i ++ ) {
  9798. var influence = influences[ i ];
  9799. if ( influence ) {
  9800. var index = influence[ 0 ];
  9801. var value = influence[ 1 ];
  9802. if ( value ) {
  9803. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9804. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9805. morphInfluences[ i ] = value;
  9806. continue;
  9807. }
  9808. }
  9809. morphInfluences[ i ] = 0;
  9810. }
  9811. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9812. }
  9813. return {
  9814. update: update
  9815. };
  9816. }
  9817. /**
  9818. * @author mrdoob / http://mrdoob.com/
  9819. */
  9820. function WebGLObjects( geometries, info ) {
  9821. var updateList = {};
  9822. function update( object ) {
  9823. var frame = info.render.frame;
  9824. var geometry = object.geometry;
  9825. var buffergeometry = geometries.get( object, geometry );
  9826. // Update once per frame
  9827. if ( updateList[ buffergeometry.id ] !== frame ) {
  9828. if ( geometry.isGeometry ) {
  9829. buffergeometry.updateFromObject( object );
  9830. }
  9831. geometries.update( buffergeometry );
  9832. updateList[ buffergeometry.id ] = frame;
  9833. }
  9834. return buffergeometry;
  9835. }
  9836. function dispose() {
  9837. updateList = {};
  9838. }
  9839. return {
  9840. update: update,
  9841. dispose: dispose
  9842. };
  9843. }
  9844. /**
  9845. * @author mrdoob / http://mrdoob.com/
  9846. */
  9847. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9848. images = images !== undefined ? images : [];
  9849. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9850. format = format !== undefined ? format : RGBFormat;
  9851. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9852. this.flipY = false;
  9853. }
  9854. CubeTexture.prototype = Object.create( Texture.prototype );
  9855. CubeTexture.prototype.constructor = CubeTexture;
  9856. CubeTexture.prototype.isCubeTexture = true;
  9857. Object.defineProperty( CubeTexture.prototype, 'images', {
  9858. get: function () {
  9859. return this.image;
  9860. },
  9861. set: function ( value ) {
  9862. this.image = value;
  9863. }
  9864. } );
  9865. /**
  9866. * @author Takahiro https://github.com/takahirox
  9867. */
  9868. function DataTexture2DArray( data, width, height, depth ) {
  9869. Texture.call( this, null );
  9870. this.image = { data: data, width: width, height: height, depth: depth };
  9871. this.magFilter = NearestFilter;
  9872. this.minFilter = NearestFilter;
  9873. this.wrapR = ClampToEdgeWrapping;
  9874. this.generateMipmaps = false;
  9875. this.flipY = false;
  9876. }
  9877. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9878. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9879. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9880. /**
  9881. * @author Artur Trzesiok
  9882. */
  9883. function DataTexture3D( data, width, height, depth ) {
  9884. // We're going to add .setXXX() methods for setting properties later.
  9885. // Users can still set in DataTexture3D directly.
  9886. //
  9887. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9888. // texture.anisotropy = 16;
  9889. //
  9890. // See #14839
  9891. Texture.call( this, null );
  9892. this.image = { data: data, width: width, height: height, depth: depth };
  9893. this.magFilter = NearestFilter;
  9894. this.minFilter = NearestFilter;
  9895. this.wrapR = ClampToEdgeWrapping;
  9896. this.generateMipmaps = false;
  9897. this.flipY = false;
  9898. }
  9899. DataTexture3D.prototype = Object.create( Texture.prototype );
  9900. DataTexture3D.prototype.constructor = DataTexture3D;
  9901. DataTexture3D.prototype.isDataTexture3D = true;
  9902. /**
  9903. * @author tschw
  9904. * @author Mugen87 / https://github.com/Mugen87
  9905. * @author mrdoob / http://mrdoob.com/
  9906. *
  9907. * Uniforms of a program.
  9908. * Those form a tree structure with a special top-level container for the root,
  9909. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9910. *
  9911. *
  9912. * Properties of inner nodes including the top-level container:
  9913. *
  9914. * .seq - array of nested uniforms
  9915. * .map - nested uniforms by name
  9916. *
  9917. *
  9918. * Methods of all nodes except the top-level container:
  9919. *
  9920. * .setValue( gl, value, [textures] )
  9921. *
  9922. * uploads a uniform value(s)
  9923. * the 'textures' parameter is needed for sampler uniforms
  9924. *
  9925. *
  9926. * Static methods of the top-level container (textures factorizations):
  9927. *
  9928. * .upload( gl, seq, values, textures )
  9929. *
  9930. * sets uniforms in 'seq' to 'values[id].value'
  9931. *
  9932. * .seqWithValue( seq, values ) : filteredSeq
  9933. *
  9934. * filters 'seq' entries with corresponding entry in values
  9935. *
  9936. *
  9937. * Methods of the top-level container (textures factorizations):
  9938. *
  9939. * .setValue( gl, name, value, textures )
  9940. *
  9941. * sets uniform with name 'name' to 'value'
  9942. *
  9943. * .setOptional( gl, obj, prop )
  9944. *
  9945. * like .set for an optional property of the object
  9946. *
  9947. */
  9948. var emptyTexture = new Texture();
  9949. var emptyTexture2dArray = new DataTexture2DArray();
  9950. var emptyTexture3d = new DataTexture3D();
  9951. var emptyCubeTexture = new CubeTexture();
  9952. // --- Utilities ---
  9953. // Array Caches (provide typed arrays for temporary by size)
  9954. var arrayCacheF32 = [];
  9955. var arrayCacheI32 = [];
  9956. // Float32Array caches used for uploading Matrix uniforms
  9957. var mat4array = new Float32Array( 16 );
  9958. var mat3array = new Float32Array( 9 );
  9959. var mat2array = new Float32Array( 4 );
  9960. // Flattening for arrays of vectors and matrices
  9961. function flatten( array, nBlocks, blockSize ) {
  9962. var firstElem = array[ 0 ];
  9963. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9964. // unoptimized: ! isNaN( firstElem )
  9965. // see http://jacksondunstan.com/articles/983
  9966. var n = nBlocks * blockSize,
  9967. r = arrayCacheF32[ n ];
  9968. if ( r === undefined ) {
  9969. r = new Float32Array( n );
  9970. arrayCacheF32[ n ] = r;
  9971. }
  9972. if ( nBlocks !== 0 ) {
  9973. firstElem.toArray( r, 0 );
  9974. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9975. offset += blockSize;
  9976. array[ i ].toArray( r, offset );
  9977. }
  9978. }
  9979. return r;
  9980. }
  9981. function arraysEqual( a, b ) {
  9982. if ( a.length !== b.length ) return false;
  9983. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9984. if ( a[ i ] !== b[ i ] ) return false;
  9985. }
  9986. return true;
  9987. }
  9988. function copyArray( a, b ) {
  9989. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9990. a[ i ] = b[ i ];
  9991. }
  9992. }
  9993. // Texture unit allocation
  9994. function allocTexUnits( textures, n ) {
  9995. var r = arrayCacheI32[ n ];
  9996. if ( r === undefined ) {
  9997. r = new Int32Array( n );
  9998. arrayCacheI32[ n ] = r;
  9999. }
  10000. for ( var i = 0; i !== n; ++ i )
  10001. r[ i ] = textures.allocateTextureUnit();
  10002. return r;
  10003. }
  10004. // --- Setters ---
  10005. // Note: Defining these methods externally, because they come in a bunch
  10006. // and this way their names minify.
  10007. // Single scalar
  10008. function setValueV1f( gl, v ) {
  10009. var cache = this.cache;
  10010. if ( cache[ 0 ] === v ) return;
  10011. gl.uniform1f( this.addr, v );
  10012. cache[ 0 ] = v;
  10013. }
  10014. // Single float vector (from flat array or THREE.VectorN)
  10015. function setValueV2f( gl, v ) {
  10016. var cache = this.cache;
  10017. if ( v.x !== undefined ) {
  10018. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10019. gl.uniform2f( this.addr, v.x, v.y );
  10020. cache[ 0 ] = v.x;
  10021. cache[ 1 ] = v.y;
  10022. }
  10023. } else {
  10024. if ( arraysEqual( cache, v ) ) return;
  10025. gl.uniform2fv( this.addr, v );
  10026. copyArray( cache, v );
  10027. }
  10028. }
  10029. function setValueV3f( gl, v ) {
  10030. var cache = this.cache;
  10031. if ( v.x !== undefined ) {
  10032. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10033. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10034. cache[ 0 ] = v.x;
  10035. cache[ 1 ] = v.y;
  10036. cache[ 2 ] = v.z;
  10037. }
  10038. } else if ( v.r !== undefined ) {
  10039. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10040. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10041. cache[ 0 ] = v.r;
  10042. cache[ 1 ] = v.g;
  10043. cache[ 2 ] = v.b;
  10044. }
  10045. } else {
  10046. if ( arraysEqual( cache, v ) ) return;
  10047. gl.uniform3fv( this.addr, v );
  10048. copyArray( cache, v );
  10049. }
  10050. }
  10051. function setValueV4f( gl, v ) {
  10052. var cache = this.cache;
  10053. if ( v.x !== undefined ) {
  10054. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10055. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10056. cache[ 0 ] = v.x;
  10057. cache[ 1 ] = v.y;
  10058. cache[ 2 ] = v.z;
  10059. cache[ 3 ] = v.w;
  10060. }
  10061. } else {
  10062. if ( arraysEqual( cache, v ) ) return;
  10063. gl.uniform4fv( this.addr, v );
  10064. copyArray( cache, v );
  10065. }
  10066. }
  10067. // Single matrix (from flat array or MatrixN)
  10068. function setValueM2( gl, v ) {
  10069. var cache = this.cache;
  10070. var elements = v.elements;
  10071. if ( elements === undefined ) {
  10072. if ( arraysEqual( cache, v ) ) return;
  10073. gl.uniformMatrix2fv( this.addr, false, v );
  10074. copyArray( cache, v );
  10075. } else {
  10076. if ( arraysEqual( cache, elements ) ) return;
  10077. mat2array.set( elements );
  10078. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10079. copyArray( cache, elements );
  10080. }
  10081. }
  10082. function setValueM3( gl, v ) {
  10083. var cache = this.cache;
  10084. var elements = v.elements;
  10085. if ( elements === undefined ) {
  10086. if ( arraysEqual( cache, v ) ) return;
  10087. gl.uniformMatrix3fv( this.addr, false, v );
  10088. copyArray( cache, v );
  10089. } else {
  10090. if ( arraysEqual( cache, elements ) ) return;
  10091. mat3array.set( elements );
  10092. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10093. copyArray( cache, elements );
  10094. }
  10095. }
  10096. function setValueM4( gl, v ) {
  10097. var cache = this.cache;
  10098. var elements = v.elements;
  10099. if ( elements === undefined ) {
  10100. if ( arraysEqual( cache, v ) ) return;
  10101. gl.uniformMatrix4fv( this.addr, false, v );
  10102. copyArray( cache, v );
  10103. } else {
  10104. if ( arraysEqual( cache, elements ) ) return;
  10105. mat4array.set( elements );
  10106. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10107. copyArray( cache, elements );
  10108. }
  10109. }
  10110. // Single texture (2D / Cube)
  10111. function setValueT1( gl, v, textures ) {
  10112. var cache = this.cache;
  10113. var unit = textures.allocateTextureUnit();
  10114. if ( cache[ 0 ] !== unit ) {
  10115. gl.uniform1i( this.addr, unit );
  10116. cache[ 0 ] = unit;
  10117. }
  10118. textures.safeSetTexture2D( v || emptyTexture, unit );
  10119. }
  10120. function setValueT2DArray1( gl, v, textures ) {
  10121. var cache = this.cache;
  10122. var unit = textures.allocateTextureUnit();
  10123. if ( cache[ 0 ] !== unit ) {
  10124. gl.uniform1i( this.addr, unit );
  10125. cache[ 0 ] = unit;
  10126. }
  10127. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10128. }
  10129. function setValueT3D1( gl, v, textures ) {
  10130. var cache = this.cache;
  10131. var unit = textures.allocateTextureUnit();
  10132. if ( cache[ 0 ] !== unit ) {
  10133. gl.uniform1i( this.addr, unit );
  10134. cache[ 0 ] = unit;
  10135. }
  10136. textures.setTexture3D( v || emptyTexture3d, unit );
  10137. }
  10138. function setValueT6( gl, v, textures ) {
  10139. var cache = this.cache;
  10140. var unit = textures.allocateTextureUnit();
  10141. if ( cache[ 0 ] !== unit ) {
  10142. gl.uniform1i( this.addr, unit );
  10143. cache[ 0 ] = unit;
  10144. }
  10145. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10146. }
  10147. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10148. function setValueV1i( gl, v ) {
  10149. var cache = this.cache;
  10150. if ( cache[ 0 ] === v ) return;
  10151. gl.uniform1i( this.addr, v );
  10152. cache[ 0 ] = v;
  10153. }
  10154. function setValueV2i( gl, v ) {
  10155. var cache = this.cache;
  10156. if ( arraysEqual( cache, v ) ) return;
  10157. gl.uniform2iv( this.addr, v );
  10158. copyArray( cache, v );
  10159. }
  10160. function setValueV3i( gl, v ) {
  10161. var cache = this.cache;
  10162. if ( arraysEqual( cache, v ) ) return;
  10163. gl.uniform3iv( this.addr, v );
  10164. copyArray( cache, v );
  10165. }
  10166. function setValueV4i( gl, v ) {
  10167. var cache = this.cache;
  10168. if ( arraysEqual( cache, v ) ) return;
  10169. gl.uniform4iv( this.addr, v );
  10170. copyArray( cache, v );
  10171. }
  10172. // Helper to pick the right setter for the singular case
  10173. function getSingularSetter( type ) {
  10174. switch ( type ) {
  10175. case 0x1406: return setValueV1f; // FLOAT
  10176. case 0x8b50: return setValueV2f; // _VEC2
  10177. case 0x8b51: return setValueV3f; // _VEC3
  10178. case 0x8b52: return setValueV4f; // _VEC4
  10179. case 0x8b5a: return setValueM2; // _MAT2
  10180. case 0x8b5b: return setValueM3; // _MAT3
  10181. case 0x8b5c: return setValueM4; // _MAT4
  10182. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10183. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10184. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10185. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10186. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10187. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10188. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10189. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10190. }
  10191. }
  10192. // Array of scalars
  10193. function setValueV1fArray( gl, v ) {
  10194. gl.uniform1fv( this.addr, v );
  10195. }
  10196. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10197. function setValueV1iArray( gl, v ) {
  10198. gl.uniform1iv( this.addr, v );
  10199. }
  10200. function setValueV2iArray( gl, v ) {
  10201. gl.uniform2iv( this.addr, v );
  10202. }
  10203. function setValueV3iArray( gl, v ) {
  10204. gl.uniform3iv( this.addr, v );
  10205. }
  10206. function setValueV4iArray( gl, v ) {
  10207. gl.uniform4iv( this.addr, v );
  10208. }
  10209. // Array of vectors (flat or from THREE classes)
  10210. function setValueV2fArray( gl, v ) {
  10211. var data = flatten( v, this.size, 2 );
  10212. gl.uniform2fv( this.addr, data );
  10213. }
  10214. function setValueV3fArray( gl, v ) {
  10215. var data = flatten( v, this.size, 3 );
  10216. gl.uniform3fv( this.addr, data );
  10217. }
  10218. function setValueV4fArray( gl, v ) {
  10219. var data = flatten( v, this.size, 4 );
  10220. gl.uniform4fv( this.addr, data );
  10221. }
  10222. // Array of matrices (flat or from THREE clases)
  10223. function setValueM2Array( gl, v ) {
  10224. var data = flatten( v, this.size, 4 );
  10225. gl.uniformMatrix2fv( this.addr, false, data );
  10226. }
  10227. function setValueM3Array( gl, v ) {
  10228. var data = flatten( v, this.size, 9 );
  10229. gl.uniformMatrix3fv( this.addr, false, data );
  10230. }
  10231. function setValueM4Array( gl, v ) {
  10232. var data = flatten( v, this.size, 16 );
  10233. gl.uniformMatrix4fv( this.addr, false, data );
  10234. }
  10235. // Array of textures (2D / Cube)
  10236. function setValueT1Array( gl, v, textures ) {
  10237. var n = v.length;
  10238. var units = allocTexUnits( textures, n );
  10239. gl.uniform1iv( this.addr, units );
  10240. for ( var i = 0; i !== n; ++ i ) {
  10241. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10242. }
  10243. }
  10244. function setValueT6Array( gl, v, textures ) {
  10245. var n = v.length;
  10246. var units = allocTexUnits( textures, n );
  10247. gl.uniform1iv( this.addr, units );
  10248. for ( var i = 0; i !== n; ++ i ) {
  10249. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10250. }
  10251. }
  10252. // Helper to pick the right setter for a pure (bottom-level) array
  10253. function getPureArraySetter( type ) {
  10254. switch ( type ) {
  10255. case 0x1406: return setValueV1fArray; // FLOAT
  10256. case 0x8b50: return setValueV2fArray; // _VEC2
  10257. case 0x8b51: return setValueV3fArray; // _VEC3
  10258. case 0x8b52: return setValueV4fArray; // _VEC4
  10259. case 0x8b5a: return setValueM2Array; // _MAT2
  10260. case 0x8b5b: return setValueM3Array; // _MAT3
  10261. case 0x8b5c: return setValueM4Array; // _MAT4
  10262. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10263. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10264. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10265. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10266. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10267. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10268. }
  10269. }
  10270. // --- Uniform Classes ---
  10271. function SingleUniform( id, activeInfo, addr ) {
  10272. this.id = id;
  10273. this.addr = addr;
  10274. this.cache = [];
  10275. this.setValue = getSingularSetter( activeInfo.type );
  10276. // this.path = activeInfo.name; // DEBUG
  10277. }
  10278. function PureArrayUniform( id, activeInfo, addr ) {
  10279. this.id = id;
  10280. this.addr = addr;
  10281. this.cache = [];
  10282. this.size = activeInfo.size;
  10283. this.setValue = getPureArraySetter( activeInfo.type );
  10284. // this.path = activeInfo.name; // DEBUG
  10285. }
  10286. PureArrayUniform.prototype.updateCache = function ( data ) {
  10287. var cache = this.cache;
  10288. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10289. this.cache = new Float32Array( data.length );
  10290. }
  10291. copyArray( cache, data );
  10292. };
  10293. function StructuredUniform( id ) {
  10294. this.id = id;
  10295. this.seq = [];
  10296. this.map = {};
  10297. }
  10298. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10299. var seq = this.seq;
  10300. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10301. var u = seq[ i ];
  10302. u.setValue( gl, value[ u.id ], textures );
  10303. }
  10304. };
  10305. // --- Top-level ---
  10306. // Parser - builds up the property tree from the path strings
  10307. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10308. // extracts
  10309. // - the identifier (member name or array index)
  10310. // - followed by an optional right bracket (found when array index)
  10311. // - followed by an optional left bracket or dot (type of subscript)
  10312. //
  10313. // Note: These portions can be read in a non-overlapping fashion and
  10314. // allow straightforward parsing of the hierarchy that WebGL encodes
  10315. // in the uniform names.
  10316. function addUniform( container, uniformObject ) {
  10317. container.seq.push( uniformObject );
  10318. container.map[ uniformObject.id ] = uniformObject;
  10319. }
  10320. function parseUniform( activeInfo, addr, container ) {
  10321. var path = activeInfo.name,
  10322. pathLength = path.length;
  10323. // reset RegExp object, because of the early exit of a previous run
  10324. RePathPart.lastIndex = 0;
  10325. while ( true ) {
  10326. var match = RePathPart.exec( path ),
  10327. matchEnd = RePathPart.lastIndex,
  10328. id = match[ 1 ],
  10329. idIsIndex = match[ 2 ] === ']',
  10330. subscript = match[ 3 ];
  10331. if ( idIsIndex ) id = id | 0; // convert to integer
  10332. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10333. // bare name or "pure" bottom-level array "[0]" suffix
  10334. addUniform( container, subscript === undefined ?
  10335. new SingleUniform( id, activeInfo, addr ) :
  10336. new PureArrayUniform( id, activeInfo, addr ) );
  10337. break;
  10338. } else {
  10339. // step into inner node / create it in case it doesn't exist
  10340. var map = container.map, next = map[ id ];
  10341. if ( next === undefined ) {
  10342. next = new StructuredUniform( id );
  10343. addUniform( container, next );
  10344. }
  10345. container = next;
  10346. }
  10347. }
  10348. }
  10349. // Root Container
  10350. function WebGLUniforms( gl, program ) {
  10351. this.seq = [];
  10352. this.map = {};
  10353. var n = gl.getProgramParameter( program, 35718 );
  10354. for ( var i = 0; i < n; ++ i ) {
  10355. var info = gl.getActiveUniform( program, i ),
  10356. addr = gl.getUniformLocation( program, info.name );
  10357. parseUniform( info, addr, this );
  10358. }
  10359. }
  10360. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10361. var u = this.map[ name ];
  10362. if ( u !== undefined ) u.setValue( gl, value, textures );
  10363. };
  10364. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10365. var v = object[ name ];
  10366. if ( v !== undefined ) this.setValue( gl, name, v );
  10367. };
  10368. // Static interface
  10369. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10370. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10371. var u = seq[ i ],
  10372. v = values[ u.id ];
  10373. if ( v.needsUpdate !== false ) {
  10374. // note: always updating when .needsUpdate is undefined
  10375. u.setValue( gl, v.value, textures );
  10376. }
  10377. }
  10378. };
  10379. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10380. var r = [];
  10381. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10382. var u = seq[ i ];
  10383. if ( u.id in values ) r.push( u );
  10384. }
  10385. return r;
  10386. };
  10387. /**
  10388. * @author mrdoob / http://mrdoob.com/
  10389. */
  10390. function WebGLShader( gl, type, string ) {
  10391. var shader = gl.createShader( type );
  10392. gl.shaderSource( shader, string );
  10393. gl.compileShader( shader );
  10394. return shader;
  10395. }
  10396. /**
  10397. * @author mrdoob / http://mrdoob.com/
  10398. */
  10399. var programIdCount = 0;
  10400. function addLineNumbers( string ) {
  10401. var lines = string.split( '\n' );
  10402. for ( var i = 0; i < lines.length; i ++ ) {
  10403. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10404. }
  10405. return lines.join( '\n' );
  10406. }
  10407. function getEncodingComponents( encoding ) {
  10408. switch ( encoding ) {
  10409. case LinearEncoding:
  10410. return [ 'Linear', '( value )' ];
  10411. case sRGBEncoding:
  10412. return [ 'sRGB', '( value )' ];
  10413. case RGBEEncoding:
  10414. return [ 'RGBE', '( value )' ];
  10415. case RGBM7Encoding:
  10416. return [ 'RGBM', '( value, 7.0 )' ];
  10417. case RGBM16Encoding:
  10418. return [ 'RGBM', '( value, 16.0 )' ];
  10419. case RGBDEncoding:
  10420. return [ 'RGBD', '( value, 256.0 )' ];
  10421. case GammaEncoding:
  10422. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10423. default:
  10424. throw new Error( 'unsupported encoding: ' + encoding );
  10425. }
  10426. }
  10427. function getShaderErrors( gl, shader, type ) {
  10428. var status = gl.getShaderParameter( shader, 35713 );
  10429. var log = gl.getShaderInfoLog( shader ).trim();
  10430. if ( status && log === '' ) return '';
  10431. // --enable-privileged-webgl-extension
  10432. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10433. var source = gl.getShaderSource( shader );
  10434. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10435. }
  10436. function getTexelDecodingFunction( functionName, encoding ) {
  10437. var components = getEncodingComponents( encoding );
  10438. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10439. }
  10440. function getTexelEncodingFunction( functionName, encoding ) {
  10441. var components = getEncodingComponents( encoding );
  10442. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10443. }
  10444. function getToneMappingFunction( functionName, toneMapping ) {
  10445. var toneMappingName;
  10446. switch ( toneMapping ) {
  10447. case LinearToneMapping:
  10448. toneMappingName = 'Linear';
  10449. break;
  10450. case ReinhardToneMapping:
  10451. toneMappingName = 'Reinhard';
  10452. break;
  10453. case Uncharted2ToneMapping:
  10454. toneMappingName = 'Uncharted2';
  10455. break;
  10456. case CineonToneMapping:
  10457. toneMappingName = 'OptimizedCineon';
  10458. break;
  10459. case ACESFilmicToneMapping:
  10460. toneMappingName = 'ACESFilmic';
  10461. break;
  10462. default:
  10463. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10464. }
  10465. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10466. }
  10467. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10468. extensions = extensions || {};
  10469. var chunks = [
  10470. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10471. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10472. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10473. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10474. ];
  10475. return chunks.filter( filterEmptyLine ).join( '\n' );
  10476. }
  10477. function generateDefines( defines ) {
  10478. var chunks = [];
  10479. for ( var name in defines ) {
  10480. var value = defines[ name ];
  10481. if ( value === false ) continue;
  10482. chunks.push( '#define ' + name + ' ' + value );
  10483. }
  10484. return chunks.join( '\n' );
  10485. }
  10486. function fetchAttributeLocations( gl, program ) {
  10487. var attributes = {};
  10488. var n = gl.getProgramParameter( program, 35721 );
  10489. for ( var i = 0; i < n; i ++ ) {
  10490. var info = gl.getActiveAttrib( program, i );
  10491. var name = info.name;
  10492. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10493. attributes[ name ] = gl.getAttribLocation( program, name );
  10494. }
  10495. return attributes;
  10496. }
  10497. function filterEmptyLine( string ) {
  10498. return string !== '';
  10499. }
  10500. function replaceLightNums( string, parameters ) {
  10501. return string
  10502. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10503. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10504. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10505. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10506. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10507. }
  10508. function replaceClippingPlaneNums( string, parameters ) {
  10509. return string
  10510. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10511. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10512. }
  10513. function parseIncludes( string ) {
  10514. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10515. function replace( match, include ) {
  10516. var replace = ShaderChunk[ include ];
  10517. if ( replace === undefined ) {
  10518. throw new Error( 'Can not resolve #include <' + include + '>' );
  10519. }
  10520. return parseIncludes( replace );
  10521. }
  10522. return string.replace( pattern, replace );
  10523. }
  10524. function unrollLoops( string ) {
  10525. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10526. function replace( match, start, end, snippet ) {
  10527. var unroll = '';
  10528. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10529. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10530. }
  10531. return unroll;
  10532. }
  10533. return string.replace( pattern, replace );
  10534. }
  10535. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10536. var gl = renderer.context;
  10537. var defines = material.defines;
  10538. var vertexShader = shader.vertexShader;
  10539. var fragmentShader = shader.fragmentShader;
  10540. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10541. if ( parameters.shadowMapType === PCFShadowMap ) {
  10542. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10543. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10544. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10545. }
  10546. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10547. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10548. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10549. if ( parameters.envMap ) {
  10550. switch ( material.envMap.mapping ) {
  10551. case CubeReflectionMapping:
  10552. case CubeRefractionMapping:
  10553. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10554. break;
  10555. case CubeUVReflectionMapping:
  10556. case CubeUVRefractionMapping:
  10557. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10558. break;
  10559. case EquirectangularReflectionMapping:
  10560. case EquirectangularRefractionMapping:
  10561. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10562. break;
  10563. case SphericalReflectionMapping:
  10564. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10565. break;
  10566. }
  10567. switch ( material.envMap.mapping ) {
  10568. case CubeRefractionMapping:
  10569. case EquirectangularRefractionMapping:
  10570. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10571. break;
  10572. }
  10573. switch ( material.combine ) {
  10574. case MultiplyOperation:
  10575. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10576. break;
  10577. case MixOperation:
  10578. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10579. break;
  10580. case AddOperation:
  10581. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10582. break;
  10583. }
  10584. }
  10585. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10586. // console.log( 'building new program ' );
  10587. //
  10588. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10589. var customDefines = generateDefines( defines );
  10590. //
  10591. var program = gl.createProgram();
  10592. var prefixVertex, prefixFragment;
  10593. if ( material.isRawShaderMaterial ) {
  10594. prefixVertex = [
  10595. customDefines
  10596. ].filter( filterEmptyLine ).join( '\n' );
  10597. if ( prefixVertex.length > 0 ) {
  10598. prefixVertex += '\n';
  10599. }
  10600. prefixFragment = [
  10601. customExtensions,
  10602. customDefines
  10603. ].filter( filterEmptyLine ).join( '\n' );
  10604. if ( prefixFragment.length > 0 ) {
  10605. prefixFragment += '\n';
  10606. }
  10607. } else {
  10608. prefixVertex = [
  10609. 'precision ' + parameters.precision + ' float;',
  10610. 'precision ' + parameters.precision + ' int;',
  10611. '#define SHADER_NAME ' + shader.name,
  10612. customDefines,
  10613. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10614. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10615. '#define MAX_BONES ' + parameters.maxBones,
  10616. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10617. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10618. parameters.map ? '#define USE_MAP' : '',
  10619. parameters.envMap ? '#define USE_ENVMAP' : '',
  10620. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10621. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10622. parameters.aoMap ? '#define USE_AOMAP' : '',
  10623. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10624. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10625. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10626. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10627. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10628. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10629. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10630. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10631. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10632. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10633. parameters.vertexColors ? '#define USE_COLOR' : '',
  10634. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10635. parameters.skinning ? '#define USE_SKINNING' : '',
  10636. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10637. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10638. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10639. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10640. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10641. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10642. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10643. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10644. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10645. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10646. 'uniform mat4 modelMatrix;',
  10647. 'uniform mat4 modelViewMatrix;',
  10648. 'uniform mat4 projectionMatrix;',
  10649. 'uniform mat4 viewMatrix;',
  10650. 'uniform mat3 normalMatrix;',
  10651. 'uniform vec3 cameraPosition;',
  10652. 'attribute vec3 position;',
  10653. 'attribute vec3 normal;',
  10654. 'attribute vec2 uv;',
  10655. '#ifdef USE_TANGENT',
  10656. ' attribute vec4 tangent;',
  10657. '#endif',
  10658. '#ifdef USE_COLOR',
  10659. ' attribute vec3 color;',
  10660. '#endif',
  10661. '#ifdef USE_MORPHTARGETS',
  10662. ' attribute vec3 morphTarget0;',
  10663. ' attribute vec3 morphTarget1;',
  10664. ' attribute vec3 morphTarget2;',
  10665. ' attribute vec3 morphTarget3;',
  10666. ' #ifdef USE_MORPHNORMALS',
  10667. ' attribute vec3 morphNormal0;',
  10668. ' attribute vec3 morphNormal1;',
  10669. ' attribute vec3 morphNormal2;',
  10670. ' attribute vec3 morphNormal3;',
  10671. ' #else',
  10672. ' attribute vec3 morphTarget4;',
  10673. ' attribute vec3 morphTarget5;',
  10674. ' attribute vec3 morphTarget6;',
  10675. ' attribute vec3 morphTarget7;',
  10676. ' #endif',
  10677. '#endif',
  10678. '#ifdef USE_SKINNING',
  10679. ' attribute vec4 skinIndex;',
  10680. ' attribute vec4 skinWeight;',
  10681. '#endif',
  10682. '\n'
  10683. ].filter( filterEmptyLine ).join( '\n' );
  10684. prefixFragment = [
  10685. customExtensions,
  10686. 'precision ' + parameters.precision + ' float;',
  10687. 'precision ' + parameters.precision + ' int;',
  10688. '#define SHADER_NAME ' + shader.name,
  10689. customDefines,
  10690. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10691. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10692. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10693. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10694. parameters.map ? '#define USE_MAP' : '',
  10695. parameters.matcap ? '#define USE_MATCAP' : '',
  10696. parameters.envMap ? '#define USE_ENVMAP' : '',
  10697. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10698. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10699. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10700. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10701. parameters.aoMap ? '#define USE_AOMAP' : '',
  10702. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10703. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10704. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10705. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10706. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10707. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10708. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10709. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10710. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10711. parameters.vertexColors ? '#define USE_COLOR' : '',
  10712. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10713. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10714. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10715. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10716. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10717. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10718. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10719. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10720. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10721. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10722. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10723. 'uniform mat4 viewMatrix;',
  10724. 'uniform vec3 cameraPosition;',
  10725. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10726. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10727. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10728. parameters.dithering ? '#define DITHERING' : '',
  10729. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10730. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10731. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10732. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10733. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10734. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10735. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10736. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10737. '\n'
  10738. ].filter( filterEmptyLine ).join( '\n' );
  10739. }
  10740. vertexShader = parseIncludes( vertexShader );
  10741. vertexShader = replaceLightNums( vertexShader, parameters );
  10742. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10743. fragmentShader = parseIncludes( fragmentShader );
  10744. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10745. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10746. vertexShader = unrollLoops( vertexShader );
  10747. fragmentShader = unrollLoops( fragmentShader );
  10748. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10749. var isGLSL3ShaderMaterial = false;
  10750. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10751. if ( material.isShaderMaterial &&
  10752. vertexShader.match( versionRegex ) !== null &&
  10753. fragmentShader.match( versionRegex ) !== null ) {
  10754. isGLSL3ShaderMaterial = true;
  10755. vertexShader = vertexShader.replace( versionRegex, '' );
  10756. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10757. }
  10758. // GLSL 3.0 conversion
  10759. prefixVertex = [
  10760. '#version 300 es\n',
  10761. '#define attribute in',
  10762. '#define varying out',
  10763. '#define texture2D texture'
  10764. ].join( '\n' ) + '\n' + prefixVertex;
  10765. prefixFragment = [
  10766. '#version 300 es\n',
  10767. '#define varying in',
  10768. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10769. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10770. '#define gl_FragDepthEXT gl_FragDepth',
  10771. '#define texture2D texture',
  10772. '#define textureCube texture',
  10773. '#define texture2DProj textureProj',
  10774. '#define texture2DLodEXT textureLod',
  10775. '#define texture2DProjLodEXT textureProjLod',
  10776. '#define textureCubeLodEXT textureLod',
  10777. '#define texture2DGradEXT textureGrad',
  10778. '#define texture2DProjGradEXT textureProjGrad',
  10779. '#define textureCubeGradEXT textureGrad'
  10780. ].join( '\n' ) + '\n' + prefixFragment;
  10781. }
  10782. var vertexGlsl = prefixVertex + vertexShader;
  10783. var fragmentGlsl = prefixFragment + fragmentShader;
  10784. // console.log( '*VERTEX*', vertexGlsl );
  10785. // console.log( '*FRAGMENT*', fragmentGlsl );
  10786. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10787. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10788. gl.attachShader( program, glVertexShader );
  10789. gl.attachShader( program, glFragmentShader );
  10790. // Force a particular attribute to index 0.
  10791. if ( material.index0AttributeName !== undefined ) {
  10792. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10793. } else if ( parameters.morphTargets === true ) {
  10794. // programs with morphTargets displace position out of attribute 0
  10795. gl.bindAttribLocation( program, 0, 'position' );
  10796. }
  10797. gl.linkProgram( program );
  10798. // check for link errors
  10799. if ( renderer.debug.checkShaderErrors ) {
  10800. var programLog = gl.getProgramInfoLog( program ).trim();
  10801. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10802. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10803. var runnable = true;
  10804. var haveDiagnostics = true;
  10805. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10806. runnable = false;
  10807. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10808. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10809. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10810. } else if ( programLog !== '' ) {
  10811. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10812. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10813. haveDiagnostics = false;
  10814. }
  10815. if ( haveDiagnostics ) {
  10816. this.diagnostics = {
  10817. runnable: runnable,
  10818. material: material,
  10819. programLog: programLog,
  10820. vertexShader: {
  10821. log: vertexLog,
  10822. prefix: prefixVertex
  10823. },
  10824. fragmentShader: {
  10825. log: fragmentLog,
  10826. prefix: prefixFragment
  10827. }
  10828. };
  10829. }
  10830. }
  10831. // clean up
  10832. gl.deleteShader( glVertexShader );
  10833. gl.deleteShader( glFragmentShader );
  10834. // set up caching for uniform locations
  10835. var cachedUniforms;
  10836. this.getUniforms = function () {
  10837. if ( cachedUniforms === undefined ) {
  10838. cachedUniforms = new WebGLUniforms( gl, program );
  10839. }
  10840. return cachedUniforms;
  10841. };
  10842. // set up caching for attribute locations
  10843. var cachedAttributes;
  10844. this.getAttributes = function () {
  10845. if ( cachedAttributes === undefined ) {
  10846. cachedAttributes = fetchAttributeLocations( gl, program );
  10847. }
  10848. return cachedAttributes;
  10849. };
  10850. // free resource
  10851. this.destroy = function () {
  10852. gl.deleteProgram( program );
  10853. this.program = undefined;
  10854. };
  10855. //
  10856. this.name = shader.name;
  10857. this.id = programIdCount ++;
  10858. this.code = code;
  10859. this.usedTimes = 1;
  10860. this.program = program;
  10861. this.vertexShader = glVertexShader;
  10862. this.fragmentShader = glFragmentShader;
  10863. return this;
  10864. }
  10865. /**
  10866. * @author mrdoob / http://mrdoob.com/
  10867. */
  10868. function WebGLPrograms( renderer, extensions, capabilities ) {
  10869. var programs = [];
  10870. var shaderIDs = {
  10871. MeshDepthMaterial: 'depth',
  10872. MeshDistanceMaterial: 'distanceRGBA',
  10873. MeshNormalMaterial: 'normal',
  10874. MeshBasicMaterial: 'basic',
  10875. MeshLambertMaterial: 'lambert',
  10876. MeshPhongMaterial: 'phong',
  10877. MeshToonMaterial: 'phong',
  10878. MeshStandardMaterial: 'physical',
  10879. MeshPhysicalMaterial: 'physical',
  10880. MeshMatcapMaterial: 'matcap',
  10881. LineBasicMaterial: 'basic',
  10882. LineDashedMaterial: 'dashed',
  10883. PointsMaterial: 'points',
  10884. ShadowMaterial: 'shadow',
  10885. SpriteMaterial: 'sprite'
  10886. };
  10887. var parameterNames = [
  10888. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10889. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10890. "roughnessMap", "metalnessMap", "gradientMap",
  10891. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10892. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10893. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10894. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10895. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10896. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10897. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10898. ];
  10899. function allocateBones( object ) {
  10900. var skeleton = object.skeleton;
  10901. var bones = skeleton.bones;
  10902. if ( capabilities.floatVertexTextures ) {
  10903. return 1024;
  10904. } else {
  10905. // default for when object is not specified
  10906. // ( for example when prebuilding shader to be used with multiple objects )
  10907. //
  10908. // - leave some extra space for other uniforms
  10909. // - limit here is ANGLE's 254 max uniform vectors
  10910. // (up to 54 should be safe)
  10911. var nVertexUniforms = capabilities.maxVertexUniforms;
  10912. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10913. var maxBones = Math.min( nVertexMatrices, bones.length );
  10914. if ( maxBones < bones.length ) {
  10915. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10916. return 0;
  10917. }
  10918. return maxBones;
  10919. }
  10920. }
  10921. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10922. var encoding;
  10923. if ( ! map ) {
  10924. encoding = LinearEncoding;
  10925. } else if ( map.isTexture ) {
  10926. encoding = map.encoding;
  10927. } else if ( map.isWebGLRenderTarget ) {
  10928. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10929. encoding = map.texture.encoding;
  10930. }
  10931. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10932. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10933. encoding = GammaEncoding;
  10934. }
  10935. return encoding;
  10936. }
  10937. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10938. var shaderID = shaderIDs[ material.type ];
  10939. // heuristics to create shader parameters according to lights in the scene
  10940. // (not to blow over maxLights budget)
  10941. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10942. var precision = capabilities.precision;
  10943. if ( material.precision !== null ) {
  10944. precision = capabilities.getMaxPrecision( material.precision );
  10945. if ( precision !== material.precision ) {
  10946. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10947. }
  10948. }
  10949. var currentRenderTarget = renderer.getRenderTarget();
  10950. var parameters = {
  10951. shaderID: shaderID,
  10952. precision: precision,
  10953. supportsVertexTextures: capabilities.vertexTextures,
  10954. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10955. map: !! material.map,
  10956. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10957. matcap: !! material.matcap,
  10958. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10959. envMap: !! material.envMap,
  10960. envMapMode: material.envMap && material.envMap.mapping,
  10961. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10962. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10963. lightMap: !! material.lightMap,
  10964. aoMap: !! material.aoMap,
  10965. emissiveMap: !! material.emissiveMap,
  10966. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10967. bumpMap: !! material.bumpMap,
  10968. normalMap: !! material.normalMap,
  10969. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10970. displacementMap: !! material.displacementMap,
  10971. roughnessMap: !! material.roughnessMap,
  10972. metalnessMap: !! material.metalnessMap,
  10973. specularMap: !! material.specularMap,
  10974. alphaMap: !! material.alphaMap,
  10975. gradientMap: !! material.gradientMap,
  10976. combine: material.combine,
  10977. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10978. vertexColors: material.vertexColors,
  10979. fog: !! fog,
  10980. useFog: material.fog,
  10981. fogExp: ( fog && fog.isFogExp2 ),
  10982. flatShading: material.flatShading,
  10983. sizeAttenuation: material.sizeAttenuation,
  10984. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10985. skinning: material.skinning && maxBones > 0,
  10986. maxBones: maxBones,
  10987. useVertexTexture: capabilities.floatVertexTextures,
  10988. morphTargets: material.morphTargets,
  10989. morphNormals: material.morphNormals,
  10990. maxMorphTargets: renderer.maxMorphTargets,
  10991. maxMorphNormals: renderer.maxMorphNormals,
  10992. numDirLights: lights.directional.length,
  10993. numPointLights: lights.point.length,
  10994. numSpotLights: lights.spot.length,
  10995. numRectAreaLights: lights.rectArea.length,
  10996. numHemiLights: lights.hemi.length,
  10997. numClippingPlanes: nClipPlanes,
  10998. numClipIntersection: nClipIntersection,
  10999. dithering: material.dithering,
  11000. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  11001. shadowMapType: renderer.shadowMap.type,
  11002. toneMapping: renderer.toneMapping,
  11003. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11004. premultipliedAlpha: material.premultipliedAlpha,
  11005. alphaTest: material.alphaTest,
  11006. doubleSided: material.side === DoubleSide,
  11007. flipSided: material.side === BackSide,
  11008. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11009. };
  11010. return parameters;
  11011. };
  11012. this.getProgramCode = function ( material, parameters ) {
  11013. var array = [];
  11014. if ( parameters.shaderID ) {
  11015. array.push( parameters.shaderID );
  11016. } else {
  11017. array.push( material.fragmentShader );
  11018. array.push( material.vertexShader );
  11019. }
  11020. if ( material.defines !== undefined ) {
  11021. for ( var name in material.defines ) {
  11022. array.push( name );
  11023. array.push( material.defines[ name ] );
  11024. }
  11025. }
  11026. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11027. array.push( parameters[ parameterNames[ i ] ] );
  11028. }
  11029. array.push( material.onBeforeCompile.toString() );
  11030. array.push( renderer.gammaOutput );
  11031. array.push( renderer.gammaFactor );
  11032. return array.join();
  11033. };
  11034. this.acquireProgram = function ( material, shader, parameters, code ) {
  11035. var program;
  11036. // Check if code has been already compiled
  11037. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11038. var programInfo = programs[ p ];
  11039. if ( programInfo.code === code ) {
  11040. program = programInfo;
  11041. ++ program.usedTimes;
  11042. break;
  11043. }
  11044. }
  11045. if ( program === undefined ) {
  11046. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11047. programs.push( program );
  11048. }
  11049. return program;
  11050. };
  11051. this.releaseProgram = function ( program ) {
  11052. if ( -- program.usedTimes === 0 ) {
  11053. // Remove from unordered set
  11054. var i = programs.indexOf( program );
  11055. programs[ i ] = programs[ programs.length - 1 ];
  11056. programs.pop();
  11057. // Free WebGL resources
  11058. program.destroy();
  11059. }
  11060. };
  11061. // Exposed for resource monitoring & error feedback via renderer.info:
  11062. this.programs = programs;
  11063. }
  11064. /**
  11065. * @author fordacious / fordacious.github.io
  11066. */
  11067. function WebGLProperties() {
  11068. var properties = new WeakMap();
  11069. function get( object ) {
  11070. var map = properties.get( object );
  11071. if ( map === undefined ) {
  11072. map = {};
  11073. properties.set( object, map );
  11074. }
  11075. return map;
  11076. }
  11077. function remove( object ) {
  11078. properties.delete( object );
  11079. }
  11080. function update( object, key, value ) {
  11081. properties.get( object )[ key ] = value;
  11082. }
  11083. function dispose() {
  11084. properties = new WeakMap();
  11085. }
  11086. return {
  11087. get: get,
  11088. remove: remove,
  11089. update: update,
  11090. dispose: dispose
  11091. };
  11092. }
  11093. /**
  11094. * @author mrdoob / http://mrdoob.com/
  11095. */
  11096. function painterSortStable( a, b ) {
  11097. if ( a.groupOrder !== b.groupOrder ) {
  11098. return a.groupOrder - b.groupOrder;
  11099. } else if ( a.renderOrder !== b.renderOrder ) {
  11100. return a.renderOrder - b.renderOrder;
  11101. } else if ( a.program !== b.program ) {
  11102. return a.program.id - b.program.id;
  11103. } else if ( a.material.id !== b.material.id ) {
  11104. return a.material.id - b.material.id;
  11105. } else if ( a.z !== b.z ) {
  11106. return a.z - b.z;
  11107. } else {
  11108. return a.id - b.id;
  11109. }
  11110. }
  11111. function reversePainterSortStable( a, b ) {
  11112. if ( a.groupOrder !== b.groupOrder ) {
  11113. return a.groupOrder - b.groupOrder;
  11114. } else if ( a.renderOrder !== b.renderOrder ) {
  11115. return a.renderOrder - b.renderOrder;
  11116. } else if ( a.z !== b.z ) {
  11117. return b.z - a.z;
  11118. } else {
  11119. return a.id - b.id;
  11120. }
  11121. }
  11122. function WebGLRenderList() {
  11123. var renderItems = [];
  11124. var renderItemsIndex = 0;
  11125. var opaque = [];
  11126. var transparent = [];
  11127. var defaultProgram = { id: - 1 };
  11128. function init() {
  11129. renderItemsIndex = 0;
  11130. opaque.length = 0;
  11131. transparent.length = 0;
  11132. }
  11133. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11134. var renderItem = renderItems[ renderItemsIndex ];
  11135. if ( renderItem === undefined ) {
  11136. renderItem = {
  11137. id: object.id,
  11138. object: object,
  11139. geometry: geometry,
  11140. material: material,
  11141. program: material.program || defaultProgram,
  11142. groupOrder: groupOrder,
  11143. renderOrder: object.renderOrder,
  11144. z: z,
  11145. group: group
  11146. };
  11147. renderItems[ renderItemsIndex ] = renderItem;
  11148. } else {
  11149. renderItem.id = object.id;
  11150. renderItem.object = object;
  11151. renderItem.geometry = geometry;
  11152. renderItem.material = material;
  11153. renderItem.program = material.program || defaultProgram;
  11154. renderItem.groupOrder = groupOrder;
  11155. renderItem.renderOrder = object.renderOrder;
  11156. renderItem.z = z;
  11157. renderItem.group = group;
  11158. }
  11159. renderItemsIndex ++;
  11160. return renderItem;
  11161. }
  11162. function push( object, geometry, material, groupOrder, z, group ) {
  11163. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11164. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11165. }
  11166. function unshift( object, geometry, material, groupOrder, z, group ) {
  11167. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11168. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11169. }
  11170. function sort() {
  11171. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11172. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11173. }
  11174. return {
  11175. opaque: opaque,
  11176. transparent: transparent,
  11177. init: init,
  11178. push: push,
  11179. unshift: unshift,
  11180. sort: sort
  11181. };
  11182. }
  11183. function WebGLRenderLists() {
  11184. var lists = {};
  11185. function onSceneDispose( event ) {
  11186. var scene = event.target;
  11187. scene.removeEventListener( 'dispose', onSceneDispose );
  11188. delete lists[ scene.id ];
  11189. }
  11190. function get( scene, camera ) {
  11191. var cameras = lists[ scene.id ];
  11192. var list;
  11193. if ( cameras === undefined ) {
  11194. list = new WebGLRenderList();
  11195. lists[ scene.id ] = {};
  11196. lists[ scene.id ][ camera.id ] = list;
  11197. scene.addEventListener( 'dispose', onSceneDispose );
  11198. } else {
  11199. list = cameras[ camera.id ];
  11200. if ( list === undefined ) {
  11201. list = new WebGLRenderList();
  11202. cameras[ camera.id ] = list;
  11203. }
  11204. }
  11205. return list;
  11206. }
  11207. function dispose() {
  11208. lists = {};
  11209. }
  11210. return {
  11211. get: get,
  11212. dispose: dispose
  11213. };
  11214. }
  11215. /**
  11216. * @author mrdoob / http://mrdoob.com/
  11217. */
  11218. function UniformsCache() {
  11219. var lights = {};
  11220. return {
  11221. get: function ( light ) {
  11222. if ( lights[ light.id ] !== undefined ) {
  11223. return lights[ light.id ];
  11224. }
  11225. var uniforms;
  11226. switch ( light.type ) {
  11227. case 'DirectionalLight':
  11228. uniforms = {
  11229. direction: new Vector3(),
  11230. color: new Color(),
  11231. shadow: false,
  11232. shadowBias: 0,
  11233. shadowRadius: 1,
  11234. shadowMapSize: new Vector2()
  11235. };
  11236. break;
  11237. case 'SpotLight':
  11238. uniforms = {
  11239. position: new Vector3(),
  11240. direction: new Vector3(),
  11241. color: new Color(),
  11242. distance: 0,
  11243. coneCos: 0,
  11244. penumbraCos: 0,
  11245. decay: 0,
  11246. shadow: false,
  11247. shadowBias: 0,
  11248. shadowRadius: 1,
  11249. shadowMapSize: new Vector2()
  11250. };
  11251. break;
  11252. case 'PointLight':
  11253. uniforms = {
  11254. position: new Vector3(),
  11255. color: new Color(),
  11256. distance: 0,
  11257. decay: 0,
  11258. shadow: false,
  11259. shadowBias: 0,
  11260. shadowRadius: 1,
  11261. shadowMapSize: new Vector2(),
  11262. shadowCameraNear: 1,
  11263. shadowCameraFar: 1000
  11264. };
  11265. break;
  11266. case 'HemisphereLight':
  11267. uniforms = {
  11268. direction: new Vector3(),
  11269. skyColor: new Color(),
  11270. groundColor: new Color()
  11271. };
  11272. break;
  11273. case 'RectAreaLight':
  11274. uniforms = {
  11275. color: new Color(),
  11276. position: new Vector3(),
  11277. halfWidth: new Vector3(),
  11278. halfHeight: new Vector3()
  11279. // TODO (abelnation): set RectAreaLight shadow uniforms
  11280. };
  11281. break;
  11282. }
  11283. lights[ light.id ] = uniforms;
  11284. return uniforms;
  11285. }
  11286. };
  11287. }
  11288. var nextVersion = 0;
  11289. function WebGLLights() {
  11290. var cache = new UniformsCache();
  11291. var state = {
  11292. version: 0,
  11293. hash: {
  11294. directionalLength: - 1,
  11295. pointLength: - 1,
  11296. spotLength: - 1,
  11297. rectAreaLength: - 1,
  11298. hemiLength: - 1,
  11299. shadowsLength: - 1,
  11300. },
  11301. ambient: [ 0, 0, 0 ],
  11302. probe: [],
  11303. directional: [],
  11304. directionalShadowMap: [],
  11305. directionalShadowMatrix: [],
  11306. spot: [],
  11307. spotShadowMap: [],
  11308. spotShadowMatrix: [],
  11309. rectArea: [],
  11310. point: [],
  11311. pointShadowMap: [],
  11312. pointShadowMatrix: [],
  11313. hemi: []
  11314. };
  11315. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11316. var vector3 = new Vector3();
  11317. var matrix4 = new Matrix4();
  11318. var matrix42 = new Matrix4();
  11319. function setup( lights, shadows, camera ) {
  11320. var r = 0, g = 0, b = 0;
  11321. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11322. var directionalLength = 0;
  11323. var pointLength = 0;
  11324. var spotLength = 0;
  11325. var rectAreaLength = 0;
  11326. var hemiLength = 0;
  11327. var viewMatrix = camera.matrixWorldInverse;
  11328. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11329. var light = lights[ i ];
  11330. var color = light.color;
  11331. var intensity = light.intensity;
  11332. var distance = light.distance;
  11333. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11334. if ( light.isAmbientLight ) {
  11335. r += color.r * intensity;
  11336. g += color.g * intensity;
  11337. b += color.b * intensity;
  11338. } else if ( light.isLightProbe ) {
  11339. for ( var j = 0; j < 9; j ++ ) {
  11340. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11341. }
  11342. } else if ( light.isDirectionalLight ) {
  11343. var uniforms = cache.get( light );
  11344. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11345. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11346. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11347. uniforms.direction.sub( vector3 );
  11348. uniforms.direction.transformDirection( viewMatrix );
  11349. uniforms.shadow = light.castShadow;
  11350. if ( light.castShadow ) {
  11351. var shadow = light.shadow;
  11352. uniforms.shadowBias = shadow.bias;
  11353. uniforms.shadowRadius = shadow.radius;
  11354. uniforms.shadowMapSize = shadow.mapSize;
  11355. }
  11356. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11357. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11358. state.directional[ directionalLength ] = uniforms;
  11359. directionalLength ++;
  11360. } else if ( light.isSpotLight ) {
  11361. var uniforms = cache.get( light );
  11362. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11363. uniforms.position.applyMatrix4( viewMatrix );
  11364. uniforms.color.copy( color ).multiplyScalar( intensity );
  11365. uniforms.distance = distance;
  11366. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11367. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11368. uniforms.direction.sub( vector3 );
  11369. uniforms.direction.transformDirection( viewMatrix );
  11370. uniforms.coneCos = Math.cos( light.angle );
  11371. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11372. uniforms.decay = light.decay;
  11373. uniforms.shadow = light.castShadow;
  11374. if ( light.castShadow ) {
  11375. var shadow = light.shadow;
  11376. uniforms.shadowBias = shadow.bias;
  11377. uniforms.shadowRadius = shadow.radius;
  11378. uniforms.shadowMapSize = shadow.mapSize;
  11379. }
  11380. state.spotShadowMap[ spotLength ] = shadowMap;
  11381. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11382. state.spot[ spotLength ] = uniforms;
  11383. spotLength ++;
  11384. } else if ( light.isRectAreaLight ) {
  11385. var uniforms = cache.get( light );
  11386. // (a) intensity is the total visible light emitted
  11387. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11388. // (b) intensity is the brightness of the light
  11389. uniforms.color.copy( color ).multiplyScalar( intensity );
  11390. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11391. uniforms.position.applyMatrix4( viewMatrix );
  11392. // extract local rotation of light to derive width/height half vectors
  11393. matrix42.identity();
  11394. matrix4.copy( light.matrixWorld );
  11395. matrix4.premultiply( viewMatrix );
  11396. matrix42.extractRotation( matrix4 );
  11397. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11398. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11399. uniforms.halfWidth.applyMatrix4( matrix42 );
  11400. uniforms.halfHeight.applyMatrix4( matrix42 );
  11401. // TODO (abelnation): RectAreaLight distance?
  11402. // uniforms.distance = distance;
  11403. state.rectArea[ rectAreaLength ] = uniforms;
  11404. rectAreaLength ++;
  11405. } else if ( light.isPointLight ) {
  11406. var uniforms = cache.get( light );
  11407. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11408. uniforms.position.applyMatrix4( viewMatrix );
  11409. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11410. uniforms.distance = light.distance;
  11411. uniforms.decay = light.decay;
  11412. uniforms.shadow = light.castShadow;
  11413. if ( light.castShadow ) {
  11414. var shadow = light.shadow;
  11415. uniforms.shadowBias = shadow.bias;
  11416. uniforms.shadowRadius = shadow.radius;
  11417. uniforms.shadowMapSize = shadow.mapSize;
  11418. uniforms.shadowCameraNear = shadow.camera.near;
  11419. uniforms.shadowCameraFar = shadow.camera.far;
  11420. }
  11421. state.pointShadowMap[ pointLength ] = shadowMap;
  11422. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11423. state.point[ pointLength ] = uniforms;
  11424. pointLength ++;
  11425. } else if ( light.isHemisphereLight ) {
  11426. var uniforms = cache.get( light );
  11427. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11428. uniforms.direction.transformDirection( viewMatrix );
  11429. uniforms.direction.normalize();
  11430. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11431. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11432. state.hemi[ hemiLength ] = uniforms;
  11433. hemiLength ++;
  11434. }
  11435. }
  11436. state.ambient[ 0 ] = r;
  11437. state.ambient[ 1 ] = g;
  11438. state.ambient[ 2 ] = b;
  11439. var hash = state.hash;
  11440. if ( hash.directionalLength !== directionalLength ||
  11441. hash.pointLength !== pointLength ||
  11442. hash.spotLength !== spotLength ||
  11443. hash.rectAreaLength !== rectAreaLength ||
  11444. hash.hemiLength !== hemiLength ||
  11445. hash.shadowsLength !== shadows.length ) {
  11446. state.directional.length = directionalLength;
  11447. state.spot.length = spotLength;
  11448. state.rectArea.length = rectAreaLength;
  11449. state.point.length = pointLength;
  11450. state.hemi.length = hemiLength;
  11451. hash.directionalLength = directionalLength;
  11452. hash.pointLength = pointLength;
  11453. hash.spotLength = spotLength;
  11454. hash.rectAreaLength = rectAreaLength;
  11455. hash.hemiLength = hemiLength;
  11456. hash.shadowsLength = shadows.length;
  11457. state.version = nextVersion ++;
  11458. }
  11459. }
  11460. return {
  11461. setup: setup,
  11462. state: state
  11463. };
  11464. }
  11465. /**
  11466. * @author Mugen87 / https://github.com/Mugen87
  11467. */
  11468. function WebGLRenderState() {
  11469. var lights = new WebGLLights();
  11470. var lightsArray = [];
  11471. var shadowsArray = [];
  11472. function init() {
  11473. lightsArray.length = 0;
  11474. shadowsArray.length = 0;
  11475. }
  11476. function pushLight( light ) {
  11477. lightsArray.push( light );
  11478. }
  11479. function pushShadow( shadowLight ) {
  11480. shadowsArray.push( shadowLight );
  11481. }
  11482. function setupLights( camera ) {
  11483. lights.setup( lightsArray, shadowsArray, camera );
  11484. }
  11485. var state = {
  11486. lightsArray: lightsArray,
  11487. shadowsArray: shadowsArray,
  11488. lights: lights
  11489. };
  11490. return {
  11491. init: init,
  11492. state: state,
  11493. setupLights: setupLights,
  11494. pushLight: pushLight,
  11495. pushShadow: pushShadow
  11496. };
  11497. }
  11498. function WebGLRenderStates() {
  11499. var renderStates = {};
  11500. function onSceneDispose( event ) {
  11501. var scene = event.target;
  11502. scene.removeEventListener( 'dispose', onSceneDispose );
  11503. delete renderStates[ scene.id ];
  11504. }
  11505. function get( scene, camera ) {
  11506. var renderState;
  11507. if ( renderStates[ scene.id ] === undefined ) {
  11508. renderState = new WebGLRenderState();
  11509. renderStates[ scene.id ] = {};
  11510. renderStates[ scene.id ][ camera.id ] = renderState;
  11511. scene.addEventListener( 'dispose', onSceneDispose );
  11512. } else {
  11513. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11514. renderState = new WebGLRenderState();
  11515. renderStates[ scene.id ][ camera.id ] = renderState;
  11516. } else {
  11517. renderState = renderStates[ scene.id ][ camera.id ];
  11518. }
  11519. }
  11520. return renderState;
  11521. }
  11522. function dispose() {
  11523. renderStates = {};
  11524. }
  11525. return {
  11526. get: get,
  11527. dispose: dispose
  11528. };
  11529. }
  11530. /**
  11531. * @author mrdoob / http://mrdoob.com/
  11532. * @author alteredq / http://alteredqualia.com/
  11533. * @author bhouston / https://clara.io
  11534. * @author WestLangley / http://github.com/WestLangley
  11535. *
  11536. * parameters = {
  11537. *
  11538. * opacity: <float>,
  11539. *
  11540. * map: new THREE.Texture( <Image> ),
  11541. *
  11542. * alphaMap: new THREE.Texture( <Image> ),
  11543. *
  11544. * displacementMap: new THREE.Texture( <Image> ),
  11545. * displacementScale: <float>,
  11546. * displacementBias: <float>,
  11547. *
  11548. * wireframe: <boolean>,
  11549. * wireframeLinewidth: <float>
  11550. * }
  11551. */
  11552. function MeshDepthMaterial( parameters ) {
  11553. Material.call( this );
  11554. this.type = 'MeshDepthMaterial';
  11555. this.depthPacking = BasicDepthPacking;
  11556. this.skinning = false;
  11557. this.morphTargets = false;
  11558. this.map = null;
  11559. this.alphaMap = null;
  11560. this.displacementMap = null;
  11561. this.displacementScale = 1;
  11562. this.displacementBias = 0;
  11563. this.wireframe = false;
  11564. this.wireframeLinewidth = 1;
  11565. this.fog = false;
  11566. this.lights = false;
  11567. this.setValues( parameters );
  11568. }
  11569. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11570. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11571. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11572. MeshDepthMaterial.prototype.copy = function ( source ) {
  11573. Material.prototype.copy.call( this, source );
  11574. this.depthPacking = source.depthPacking;
  11575. this.skinning = source.skinning;
  11576. this.morphTargets = source.morphTargets;
  11577. this.map = source.map;
  11578. this.alphaMap = source.alphaMap;
  11579. this.displacementMap = source.displacementMap;
  11580. this.displacementScale = source.displacementScale;
  11581. this.displacementBias = source.displacementBias;
  11582. this.wireframe = source.wireframe;
  11583. this.wireframeLinewidth = source.wireframeLinewidth;
  11584. return this;
  11585. };
  11586. /**
  11587. * @author WestLangley / http://github.com/WestLangley
  11588. *
  11589. * parameters = {
  11590. *
  11591. * referencePosition: <float>,
  11592. * nearDistance: <float>,
  11593. * farDistance: <float>,
  11594. *
  11595. * skinning: <bool>,
  11596. * morphTargets: <bool>,
  11597. *
  11598. * map: new THREE.Texture( <Image> ),
  11599. *
  11600. * alphaMap: new THREE.Texture( <Image> ),
  11601. *
  11602. * displacementMap: new THREE.Texture( <Image> ),
  11603. * displacementScale: <float>,
  11604. * displacementBias: <float>
  11605. *
  11606. * }
  11607. */
  11608. function MeshDistanceMaterial( parameters ) {
  11609. Material.call( this );
  11610. this.type = 'MeshDistanceMaterial';
  11611. this.referencePosition = new Vector3();
  11612. this.nearDistance = 1;
  11613. this.farDistance = 1000;
  11614. this.skinning = false;
  11615. this.morphTargets = false;
  11616. this.map = null;
  11617. this.alphaMap = null;
  11618. this.displacementMap = null;
  11619. this.displacementScale = 1;
  11620. this.displacementBias = 0;
  11621. this.fog = false;
  11622. this.lights = false;
  11623. this.setValues( parameters );
  11624. }
  11625. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11626. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11627. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11628. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11629. Material.prototype.copy.call( this, source );
  11630. this.referencePosition.copy( source.referencePosition );
  11631. this.nearDistance = source.nearDistance;
  11632. this.farDistance = source.farDistance;
  11633. this.skinning = source.skinning;
  11634. this.morphTargets = source.morphTargets;
  11635. this.map = source.map;
  11636. this.alphaMap = source.alphaMap;
  11637. this.displacementMap = source.displacementMap;
  11638. this.displacementScale = source.displacementScale;
  11639. this.displacementBias = source.displacementBias;
  11640. return this;
  11641. };
  11642. /**
  11643. * @author alteredq / http://alteredqualia.com/
  11644. * @author mrdoob / http://mrdoob.com/
  11645. */
  11646. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11647. var _frustum = new Frustum(),
  11648. _projScreenMatrix = new Matrix4(),
  11649. _shadowMapSize = new Vector2(),
  11650. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11651. _lookTarget = new Vector3(),
  11652. _lightPositionWorld = new Vector3(),
  11653. _MorphingFlag = 1,
  11654. _SkinningFlag = 2,
  11655. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11656. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11657. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11658. _materialCache = {};
  11659. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11660. var cubeDirections = [
  11661. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11662. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11663. ];
  11664. var cubeUps = [
  11665. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11666. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11667. ];
  11668. var cube2DViewPorts = [
  11669. new Vector4(), new Vector4(), new Vector4(),
  11670. new Vector4(), new Vector4(), new Vector4()
  11671. ];
  11672. // init
  11673. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11674. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11675. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11676. var depthMaterial = new MeshDepthMaterial( {
  11677. depthPacking: RGBADepthPacking,
  11678. morphTargets: useMorphing,
  11679. skinning: useSkinning
  11680. } );
  11681. _depthMaterials[ i ] = depthMaterial;
  11682. //
  11683. var distanceMaterial = new MeshDistanceMaterial( {
  11684. morphTargets: useMorphing,
  11685. skinning: useSkinning
  11686. } );
  11687. _distanceMaterials[ i ] = distanceMaterial;
  11688. }
  11689. //
  11690. var scope = this;
  11691. this.enabled = false;
  11692. this.autoUpdate = true;
  11693. this.needsUpdate = false;
  11694. this.type = PCFShadowMap;
  11695. this.render = function ( lights, scene, camera ) {
  11696. if ( scope.enabled === false ) return;
  11697. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11698. if ( lights.length === 0 ) return;
  11699. var currentRenderTarget = _renderer.getRenderTarget();
  11700. var activeCubeFace = _renderer.getActiveCubeFace();
  11701. var activeMipMapLevel = _renderer.getActiveMipMapLevel();
  11702. var _state = _renderer.state;
  11703. // Set GL state for depth map.
  11704. _state.setBlending( NoBlending );
  11705. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11706. _state.buffers.depth.setTest( true );
  11707. _state.setScissorTest( false );
  11708. // render depth map
  11709. var faceCount;
  11710. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11711. var light = lights[ i ];
  11712. var shadow = light.shadow;
  11713. var isPointLight = light && light.isPointLight;
  11714. if ( shadow === undefined ) {
  11715. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11716. continue;
  11717. }
  11718. var shadowCamera = shadow.camera;
  11719. _shadowMapSize.copy( shadow.mapSize );
  11720. _shadowMapSize.min( _maxShadowMapSize );
  11721. if ( isPointLight ) {
  11722. var vpWidth = _shadowMapSize.x;
  11723. var vpHeight = _shadowMapSize.y;
  11724. // These viewports map a cube-map onto a 2D texture with the
  11725. // following orientation:
  11726. //
  11727. // xzXZ
  11728. // y Y
  11729. //
  11730. // X - Positive x direction
  11731. // x - Negative x direction
  11732. // Y - Positive y direction
  11733. // y - Negative y direction
  11734. // Z - Positive z direction
  11735. // z - Negative z direction
  11736. // positive X
  11737. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11738. // negative X
  11739. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11740. // positive Z
  11741. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11742. // negative Z
  11743. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11744. // positive Y
  11745. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11746. // negative Y
  11747. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11748. _shadowMapSize.x *= 4.0;
  11749. _shadowMapSize.y *= 2.0;
  11750. }
  11751. if ( shadow.map === null ) {
  11752. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11753. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11754. shadow.map.texture.name = light.name + ".shadowMap";
  11755. shadowCamera.updateProjectionMatrix();
  11756. }
  11757. if ( shadow.isSpotLightShadow ) {
  11758. shadow.update( light );
  11759. }
  11760. var shadowMap = shadow.map;
  11761. var shadowMatrix = shadow.matrix;
  11762. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11763. shadowCamera.position.copy( _lightPositionWorld );
  11764. if ( isPointLight ) {
  11765. faceCount = 6;
  11766. // for point lights we set the shadow matrix to be a translation-only matrix
  11767. // equal to inverse of the light's position
  11768. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11769. } else {
  11770. faceCount = 1;
  11771. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11772. shadowCamera.lookAt( _lookTarget );
  11773. shadowCamera.updateMatrixWorld();
  11774. // compute shadow matrix
  11775. shadowMatrix.set(
  11776. 0.5, 0.0, 0.0, 0.5,
  11777. 0.0, 0.5, 0.0, 0.5,
  11778. 0.0, 0.0, 0.5, 0.5,
  11779. 0.0, 0.0, 0.0, 1.0
  11780. );
  11781. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11782. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11783. }
  11784. _renderer.setRenderTarget( shadowMap );
  11785. _renderer.clear();
  11786. // render shadow map for each cube face (if omni-directional) or
  11787. // run a single pass if not
  11788. for ( var face = 0; face < faceCount; face ++ ) {
  11789. if ( isPointLight ) {
  11790. _lookTarget.copy( shadowCamera.position );
  11791. _lookTarget.add( cubeDirections[ face ] );
  11792. shadowCamera.up.copy( cubeUps[ face ] );
  11793. shadowCamera.lookAt( _lookTarget );
  11794. shadowCamera.updateMatrixWorld();
  11795. var vpDimensions = cube2DViewPorts[ face ];
  11796. _state.viewport( vpDimensions );
  11797. }
  11798. // update camera matrices and frustum
  11799. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11800. _frustum.setFromMatrix( _projScreenMatrix );
  11801. // set object matrices & frustum culling
  11802. renderObject( scene, camera, shadowCamera, isPointLight );
  11803. }
  11804. }
  11805. scope.needsUpdate = false;
  11806. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipMapLevel );
  11807. };
  11808. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11809. var geometry = object.geometry;
  11810. var result = null;
  11811. var materialVariants = _depthMaterials;
  11812. var customMaterial = object.customDepthMaterial;
  11813. if ( isPointLight ) {
  11814. materialVariants = _distanceMaterials;
  11815. customMaterial = object.customDistanceMaterial;
  11816. }
  11817. if ( ! customMaterial ) {
  11818. var useMorphing = false;
  11819. if ( material.morphTargets ) {
  11820. if ( geometry && geometry.isBufferGeometry ) {
  11821. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11822. } else if ( geometry && geometry.isGeometry ) {
  11823. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11824. }
  11825. }
  11826. if ( object.isSkinnedMesh && material.skinning === false ) {
  11827. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11828. }
  11829. var useSkinning = object.isSkinnedMesh && material.skinning;
  11830. var variantIndex = 0;
  11831. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11832. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11833. result = materialVariants[ variantIndex ];
  11834. } else {
  11835. result = customMaterial;
  11836. }
  11837. if ( _renderer.localClippingEnabled &&
  11838. material.clipShadows === true &&
  11839. material.clippingPlanes.length !== 0 ) {
  11840. // in this case we need a unique material instance reflecting the
  11841. // appropriate state
  11842. var keyA = result.uuid, keyB = material.uuid;
  11843. var materialsForVariant = _materialCache[ keyA ];
  11844. if ( materialsForVariant === undefined ) {
  11845. materialsForVariant = {};
  11846. _materialCache[ keyA ] = materialsForVariant;
  11847. }
  11848. var cachedMaterial = materialsForVariant[ keyB ];
  11849. if ( cachedMaterial === undefined ) {
  11850. cachedMaterial = result.clone();
  11851. materialsForVariant[ keyB ] = cachedMaterial;
  11852. }
  11853. result = cachedMaterial;
  11854. }
  11855. result.visible = material.visible;
  11856. result.wireframe = material.wireframe;
  11857. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11858. result.clipShadows = material.clipShadows;
  11859. result.clippingPlanes = material.clippingPlanes;
  11860. result.clipIntersection = material.clipIntersection;
  11861. result.wireframeLinewidth = material.wireframeLinewidth;
  11862. result.linewidth = material.linewidth;
  11863. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11864. result.referencePosition.copy( lightPositionWorld );
  11865. result.nearDistance = shadowCameraNear;
  11866. result.farDistance = shadowCameraFar;
  11867. }
  11868. return result;
  11869. }
  11870. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11871. if ( object.visible === false ) return;
  11872. var visible = object.layers.test( camera.layers );
  11873. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11874. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11875. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11876. var geometry = _objects.update( object );
  11877. var material = object.material;
  11878. if ( Array.isArray( material ) ) {
  11879. var groups = geometry.groups;
  11880. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11881. var group = groups[ k ];
  11882. var groupMaterial = material[ group.materialIndex ];
  11883. if ( groupMaterial && groupMaterial.visible ) {
  11884. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11885. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11886. }
  11887. }
  11888. } else if ( material.visible ) {
  11889. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11890. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11891. }
  11892. }
  11893. }
  11894. var children = object.children;
  11895. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11896. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11897. }
  11898. }
  11899. }
  11900. /**
  11901. * @author mrdoob / http://mrdoob.com/
  11902. */
  11903. function WebGLState( gl, extensions, utils, capabilities ) {
  11904. function ColorBuffer() {
  11905. var locked = false;
  11906. var color = new Vector4();
  11907. var currentColorMask = null;
  11908. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11909. return {
  11910. setMask: function ( colorMask ) {
  11911. if ( currentColorMask !== colorMask && ! locked ) {
  11912. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11913. currentColorMask = colorMask;
  11914. }
  11915. },
  11916. setLocked: function ( lock ) {
  11917. locked = lock;
  11918. },
  11919. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11920. if ( premultipliedAlpha === true ) {
  11921. r *= a; g *= a; b *= a;
  11922. }
  11923. color.set( r, g, b, a );
  11924. if ( currentColorClear.equals( color ) === false ) {
  11925. gl.clearColor( r, g, b, a );
  11926. currentColorClear.copy( color );
  11927. }
  11928. },
  11929. reset: function () {
  11930. locked = false;
  11931. currentColorMask = null;
  11932. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11933. }
  11934. };
  11935. }
  11936. function DepthBuffer() {
  11937. var locked = false;
  11938. var currentDepthMask = null;
  11939. var currentDepthFunc = null;
  11940. var currentDepthClear = null;
  11941. return {
  11942. setTest: function ( depthTest ) {
  11943. if ( depthTest ) {
  11944. enable( 2929 );
  11945. } else {
  11946. disable( 2929 );
  11947. }
  11948. },
  11949. setMask: function ( depthMask ) {
  11950. if ( currentDepthMask !== depthMask && ! locked ) {
  11951. gl.depthMask( depthMask );
  11952. currentDepthMask = depthMask;
  11953. }
  11954. },
  11955. setFunc: function ( depthFunc ) {
  11956. if ( currentDepthFunc !== depthFunc ) {
  11957. if ( depthFunc ) {
  11958. switch ( depthFunc ) {
  11959. case NeverDepth:
  11960. gl.depthFunc( 512 );
  11961. break;
  11962. case AlwaysDepth:
  11963. gl.depthFunc( 519 );
  11964. break;
  11965. case LessDepth:
  11966. gl.depthFunc( 513 );
  11967. break;
  11968. case LessEqualDepth:
  11969. gl.depthFunc( 515 );
  11970. break;
  11971. case EqualDepth:
  11972. gl.depthFunc( 514 );
  11973. break;
  11974. case GreaterEqualDepth:
  11975. gl.depthFunc( 518 );
  11976. break;
  11977. case GreaterDepth:
  11978. gl.depthFunc( 516 );
  11979. break;
  11980. case NotEqualDepth:
  11981. gl.depthFunc( 517 );
  11982. break;
  11983. default:
  11984. gl.depthFunc( 515 );
  11985. }
  11986. } else {
  11987. gl.depthFunc( 515 );
  11988. }
  11989. currentDepthFunc = depthFunc;
  11990. }
  11991. },
  11992. setLocked: function ( lock ) {
  11993. locked = lock;
  11994. },
  11995. setClear: function ( depth ) {
  11996. if ( currentDepthClear !== depth ) {
  11997. gl.clearDepth( depth );
  11998. currentDepthClear = depth;
  11999. }
  12000. },
  12001. reset: function () {
  12002. locked = false;
  12003. currentDepthMask = null;
  12004. currentDepthFunc = null;
  12005. currentDepthClear = null;
  12006. }
  12007. };
  12008. }
  12009. function StencilBuffer() {
  12010. var locked = false;
  12011. var currentStencilMask = null;
  12012. var currentStencilFunc = null;
  12013. var currentStencilRef = null;
  12014. var currentStencilFuncMask = null;
  12015. var currentStencilFail = null;
  12016. var currentStencilZFail = null;
  12017. var currentStencilZPass = null;
  12018. var currentStencilClear = null;
  12019. return {
  12020. setTest: function ( stencilTest ) {
  12021. if ( stencilTest ) {
  12022. enable( 2960 );
  12023. } else {
  12024. disable( 2960 );
  12025. }
  12026. },
  12027. setMask: function ( stencilMask ) {
  12028. if ( currentStencilMask !== stencilMask && ! locked ) {
  12029. gl.stencilMask( stencilMask );
  12030. currentStencilMask = stencilMask;
  12031. }
  12032. },
  12033. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12034. if ( currentStencilFunc !== stencilFunc ||
  12035. currentStencilRef !== stencilRef ||
  12036. currentStencilFuncMask !== stencilMask ) {
  12037. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12038. currentStencilFunc = stencilFunc;
  12039. currentStencilRef = stencilRef;
  12040. currentStencilFuncMask = stencilMask;
  12041. }
  12042. },
  12043. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12044. if ( currentStencilFail !== stencilFail ||
  12045. currentStencilZFail !== stencilZFail ||
  12046. currentStencilZPass !== stencilZPass ) {
  12047. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12048. currentStencilFail = stencilFail;
  12049. currentStencilZFail = stencilZFail;
  12050. currentStencilZPass = stencilZPass;
  12051. }
  12052. },
  12053. setLocked: function ( lock ) {
  12054. locked = lock;
  12055. },
  12056. setClear: function ( stencil ) {
  12057. if ( currentStencilClear !== stencil ) {
  12058. gl.clearStencil( stencil );
  12059. currentStencilClear = stencil;
  12060. }
  12061. },
  12062. reset: function () {
  12063. locked = false;
  12064. currentStencilMask = null;
  12065. currentStencilFunc = null;
  12066. currentStencilRef = null;
  12067. currentStencilFuncMask = null;
  12068. currentStencilFail = null;
  12069. currentStencilZFail = null;
  12070. currentStencilZPass = null;
  12071. currentStencilClear = null;
  12072. }
  12073. };
  12074. }
  12075. //
  12076. var colorBuffer = new ColorBuffer();
  12077. var depthBuffer = new DepthBuffer();
  12078. var stencilBuffer = new StencilBuffer();
  12079. var maxVertexAttributes = gl.getParameter( 34921 );
  12080. var newAttributes = new Uint8Array( maxVertexAttributes );
  12081. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12082. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12083. var enabledCapabilities = {};
  12084. var compressedTextureFormats = null;
  12085. var currentProgram = null;
  12086. var currentBlendingEnabled = null;
  12087. var currentBlending = null;
  12088. var currentBlendEquation = null;
  12089. var currentBlendSrc = null;
  12090. var currentBlendDst = null;
  12091. var currentBlendEquationAlpha = null;
  12092. var currentBlendSrcAlpha = null;
  12093. var currentBlendDstAlpha = null;
  12094. var currentPremultipledAlpha = false;
  12095. var currentFlipSided = null;
  12096. var currentCullFace = null;
  12097. var currentLineWidth = null;
  12098. var currentPolygonOffsetFactor = null;
  12099. var currentPolygonOffsetUnits = null;
  12100. var maxTextures = gl.getParameter( 35661 );
  12101. var lineWidthAvailable = false;
  12102. var version = 0;
  12103. var glVersion = gl.getParameter( 7938 );
  12104. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12105. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12106. lineWidthAvailable = ( version >= 1.0 );
  12107. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12108. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12109. lineWidthAvailable = ( version >= 2.0 );
  12110. }
  12111. var currentTextureSlot = null;
  12112. var currentBoundTextures = {};
  12113. var currentScissor = new Vector4();
  12114. var currentViewport = new Vector4();
  12115. function createTexture( type, target, count ) {
  12116. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12117. var texture = gl.createTexture();
  12118. gl.bindTexture( type, texture );
  12119. gl.texParameteri( type, 10241, 9728 );
  12120. gl.texParameteri( type, 10240, 9728 );
  12121. for ( var i = 0; i < count; i ++ ) {
  12122. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12123. }
  12124. return texture;
  12125. }
  12126. var emptyTextures = {};
  12127. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12128. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12129. // init
  12130. colorBuffer.setClear( 0, 0, 0, 1 );
  12131. depthBuffer.setClear( 1 );
  12132. stencilBuffer.setClear( 0 );
  12133. enable( 2929 );
  12134. depthBuffer.setFunc( LessEqualDepth );
  12135. setFlipSided( false );
  12136. setCullFace( CullFaceBack );
  12137. enable( 2884 );
  12138. setBlending( NoBlending );
  12139. //
  12140. function initAttributes() {
  12141. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12142. newAttributes[ i ] = 0;
  12143. }
  12144. }
  12145. function enableAttribute( attribute ) {
  12146. enableAttributeAndDivisor( attribute, 0 );
  12147. }
  12148. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12149. newAttributes[ attribute ] = 1;
  12150. if ( enabledAttributes[ attribute ] === 0 ) {
  12151. gl.enableVertexAttribArray( attribute );
  12152. enabledAttributes[ attribute ] = 1;
  12153. }
  12154. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12155. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12156. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12157. attributeDivisors[ attribute ] = meshPerAttribute;
  12158. }
  12159. }
  12160. function disableUnusedAttributes() {
  12161. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12162. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12163. gl.disableVertexAttribArray( i );
  12164. enabledAttributes[ i ] = 0;
  12165. }
  12166. }
  12167. }
  12168. function enable( id ) {
  12169. if ( enabledCapabilities[ id ] !== true ) {
  12170. gl.enable( id );
  12171. enabledCapabilities[ id ] = true;
  12172. }
  12173. }
  12174. function disable( id ) {
  12175. if ( enabledCapabilities[ id ] !== false ) {
  12176. gl.disable( id );
  12177. enabledCapabilities[ id ] = false;
  12178. }
  12179. }
  12180. function getCompressedTextureFormats() {
  12181. if ( compressedTextureFormats === null ) {
  12182. compressedTextureFormats = [];
  12183. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12184. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12185. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12186. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12187. var formats = gl.getParameter( 34467 );
  12188. for ( var i = 0; i < formats.length; i ++ ) {
  12189. compressedTextureFormats.push( formats[ i ] );
  12190. }
  12191. }
  12192. }
  12193. return compressedTextureFormats;
  12194. }
  12195. function useProgram( program ) {
  12196. if ( currentProgram !== program ) {
  12197. gl.useProgram( program );
  12198. currentProgram = program;
  12199. return true;
  12200. }
  12201. return false;
  12202. }
  12203. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12204. if ( blending === NoBlending ) {
  12205. if ( currentBlendingEnabled ) {
  12206. disable( 3042 );
  12207. currentBlendingEnabled = false;
  12208. }
  12209. return;
  12210. }
  12211. if ( ! currentBlendingEnabled ) {
  12212. enable( 3042 );
  12213. currentBlendingEnabled = true;
  12214. }
  12215. if ( blending !== CustomBlending ) {
  12216. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12217. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12218. gl.blendEquation( 32774 );
  12219. currentBlendEquation = AddEquation;
  12220. currentBlendEquationAlpha = AddEquation;
  12221. }
  12222. if ( premultipliedAlpha ) {
  12223. switch ( blending ) {
  12224. case NormalBlending:
  12225. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12226. break;
  12227. case AdditiveBlending:
  12228. gl.blendFunc( 1, 1 );
  12229. break;
  12230. case SubtractiveBlending:
  12231. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12232. break;
  12233. case MultiplyBlending:
  12234. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12235. break;
  12236. default:
  12237. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12238. break;
  12239. }
  12240. } else {
  12241. switch ( blending ) {
  12242. case NormalBlending:
  12243. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12244. break;
  12245. case AdditiveBlending:
  12246. gl.blendFunc( 770, 1 );
  12247. break;
  12248. case SubtractiveBlending:
  12249. gl.blendFunc( 0, 769 );
  12250. break;
  12251. case MultiplyBlending:
  12252. gl.blendFunc( 0, 768 );
  12253. break;
  12254. default:
  12255. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12256. break;
  12257. }
  12258. }
  12259. currentBlendSrc = null;
  12260. currentBlendDst = null;
  12261. currentBlendSrcAlpha = null;
  12262. currentBlendDstAlpha = null;
  12263. currentBlending = blending;
  12264. currentPremultipledAlpha = premultipliedAlpha;
  12265. }
  12266. return;
  12267. }
  12268. // custom blending
  12269. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12270. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12271. blendDstAlpha = blendDstAlpha || blendDst;
  12272. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12273. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12274. currentBlendEquation = blendEquation;
  12275. currentBlendEquationAlpha = blendEquationAlpha;
  12276. }
  12277. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12278. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12279. currentBlendSrc = blendSrc;
  12280. currentBlendDst = blendDst;
  12281. currentBlendSrcAlpha = blendSrcAlpha;
  12282. currentBlendDstAlpha = blendDstAlpha;
  12283. }
  12284. currentBlending = blending;
  12285. currentPremultipledAlpha = null;
  12286. }
  12287. function setMaterial( material, frontFaceCW ) {
  12288. material.side === DoubleSide
  12289. ? disable( 2884 )
  12290. : enable( 2884 );
  12291. var flipSided = ( material.side === BackSide );
  12292. if ( frontFaceCW ) flipSided = ! flipSided;
  12293. setFlipSided( flipSided );
  12294. ( material.blending === NormalBlending && material.transparent === false )
  12295. ? setBlending( NoBlending )
  12296. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12297. depthBuffer.setFunc( material.depthFunc );
  12298. depthBuffer.setTest( material.depthTest );
  12299. depthBuffer.setMask( material.depthWrite );
  12300. colorBuffer.setMask( material.colorWrite );
  12301. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12302. }
  12303. //
  12304. function setFlipSided( flipSided ) {
  12305. if ( currentFlipSided !== flipSided ) {
  12306. if ( flipSided ) {
  12307. gl.frontFace( 2304 );
  12308. } else {
  12309. gl.frontFace( 2305 );
  12310. }
  12311. currentFlipSided = flipSided;
  12312. }
  12313. }
  12314. function setCullFace( cullFace ) {
  12315. if ( cullFace !== CullFaceNone ) {
  12316. enable( 2884 );
  12317. if ( cullFace !== currentCullFace ) {
  12318. if ( cullFace === CullFaceBack ) {
  12319. gl.cullFace( 1029 );
  12320. } else if ( cullFace === CullFaceFront ) {
  12321. gl.cullFace( 1028 );
  12322. } else {
  12323. gl.cullFace( 1032 );
  12324. }
  12325. }
  12326. } else {
  12327. disable( 2884 );
  12328. }
  12329. currentCullFace = cullFace;
  12330. }
  12331. function setLineWidth( width ) {
  12332. if ( width !== currentLineWidth ) {
  12333. if ( lineWidthAvailable ) gl.lineWidth( width );
  12334. currentLineWidth = width;
  12335. }
  12336. }
  12337. function setPolygonOffset( polygonOffset, factor, units ) {
  12338. if ( polygonOffset ) {
  12339. enable( 32823 );
  12340. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12341. gl.polygonOffset( factor, units );
  12342. currentPolygonOffsetFactor = factor;
  12343. currentPolygonOffsetUnits = units;
  12344. }
  12345. } else {
  12346. disable( 32823 );
  12347. }
  12348. }
  12349. function setScissorTest( scissorTest ) {
  12350. if ( scissorTest ) {
  12351. enable( 3089 );
  12352. } else {
  12353. disable( 3089 );
  12354. }
  12355. }
  12356. // texture
  12357. function activeTexture( webglSlot ) {
  12358. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12359. if ( currentTextureSlot !== webglSlot ) {
  12360. gl.activeTexture( webglSlot );
  12361. currentTextureSlot = webglSlot;
  12362. }
  12363. }
  12364. function bindTexture( webglType, webglTexture ) {
  12365. if ( currentTextureSlot === null ) {
  12366. activeTexture();
  12367. }
  12368. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12369. if ( boundTexture === undefined ) {
  12370. boundTexture = { type: undefined, texture: undefined };
  12371. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12372. }
  12373. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12374. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12375. boundTexture.type = webglType;
  12376. boundTexture.texture = webglTexture;
  12377. }
  12378. }
  12379. function compressedTexImage2D() {
  12380. try {
  12381. gl.compressedTexImage2D.apply( gl, arguments );
  12382. } catch ( error ) {
  12383. console.error( 'THREE.WebGLState:', error );
  12384. }
  12385. }
  12386. function texImage2D() {
  12387. try {
  12388. gl.texImage2D.apply( gl, arguments );
  12389. } catch ( error ) {
  12390. console.error( 'THREE.WebGLState:', error );
  12391. }
  12392. }
  12393. function texImage3D() {
  12394. try {
  12395. gl.texImage3D.apply( gl, arguments );
  12396. } catch ( error ) {
  12397. console.error( 'THREE.WebGLState:', error );
  12398. }
  12399. }
  12400. //
  12401. function scissor( scissor ) {
  12402. if ( currentScissor.equals( scissor ) === false ) {
  12403. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12404. currentScissor.copy( scissor );
  12405. }
  12406. }
  12407. function viewport( viewport ) {
  12408. if ( currentViewport.equals( viewport ) === false ) {
  12409. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12410. currentViewport.copy( viewport );
  12411. }
  12412. }
  12413. //
  12414. function reset() {
  12415. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12416. if ( enabledAttributes[ i ] === 1 ) {
  12417. gl.disableVertexAttribArray( i );
  12418. enabledAttributes[ i ] = 0;
  12419. }
  12420. }
  12421. enabledCapabilities = {};
  12422. compressedTextureFormats = null;
  12423. currentTextureSlot = null;
  12424. currentBoundTextures = {};
  12425. currentProgram = null;
  12426. currentBlending = null;
  12427. currentFlipSided = null;
  12428. currentCullFace = null;
  12429. colorBuffer.reset();
  12430. depthBuffer.reset();
  12431. stencilBuffer.reset();
  12432. }
  12433. return {
  12434. buffers: {
  12435. color: colorBuffer,
  12436. depth: depthBuffer,
  12437. stencil: stencilBuffer
  12438. },
  12439. initAttributes: initAttributes,
  12440. enableAttribute: enableAttribute,
  12441. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12442. disableUnusedAttributes: disableUnusedAttributes,
  12443. enable: enable,
  12444. disable: disable,
  12445. getCompressedTextureFormats: getCompressedTextureFormats,
  12446. useProgram: useProgram,
  12447. setBlending: setBlending,
  12448. setMaterial: setMaterial,
  12449. setFlipSided: setFlipSided,
  12450. setCullFace: setCullFace,
  12451. setLineWidth: setLineWidth,
  12452. setPolygonOffset: setPolygonOffset,
  12453. setScissorTest: setScissorTest,
  12454. activeTexture: activeTexture,
  12455. bindTexture: bindTexture,
  12456. compressedTexImage2D: compressedTexImage2D,
  12457. texImage2D: texImage2D,
  12458. texImage3D: texImage3D,
  12459. scissor: scissor,
  12460. viewport: viewport,
  12461. reset: reset
  12462. };
  12463. }
  12464. /**
  12465. * @author mrdoob / http://mrdoob.com/
  12466. */
  12467. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12468. var _videoTextures = {};
  12469. var _canvas;
  12470. //
  12471. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12472. function createCanvas( width, height ) {
  12473. // Use OffscreenCanvas when available. Specially needed in web workers
  12474. return useOffscreenCanvas ?
  12475. new OffscreenCanvas( width, height ) :
  12476. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12477. }
  12478. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12479. var scale = 1;
  12480. // handle case if texture exceeds max size
  12481. if ( image.width > maxSize || image.height > maxSize ) {
  12482. scale = maxSize / Math.max( image.width, image.height );
  12483. }
  12484. // only perform resize if necessary
  12485. if ( scale < 1 || needsPowerOfTwo === true ) {
  12486. // only perform resize for certain image types
  12487. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12488. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12489. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12490. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12491. var width = floor( scale * image.width );
  12492. var height = floor( scale * image.height );
  12493. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12494. // cube textures can't reuse the same canvas
  12495. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12496. canvas.width = width;
  12497. canvas.height = height;
  12498. var context = canvas.getContext( '2d' );
  12499. context.drawImage( image, 0, 0, width, height );
  12500. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12501. return canvas;
  12502. } else {
  12503. if ( 'data' in image ) {
  12504. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12505. }
  12506. return image;
  12507. }
  12508. }
  12509. return image;
  12510. }
  12511. function isPowerOfTwo( image ) {
  12512. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12513. }
  12514. function textureNeedsPowerOfTwo( texture ) {
  12515. if ( capabilities.isWebGL2 ) return false;
  12516. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12517. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12518. }
  12519. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12520. return texture.generateMipmaps && supportsMips &&
  12521. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12522. }
  12523. function generateMipmap( target, texture, width, height ) {
  12524. _gl.generateMipmap( target );
  12525. var textureProperties = properties.get( texture );
  12526. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12527. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12528. }
  12529. function getInternalFormat( glFormat, glType ) {
  12530. if ( ! capabilities.isWebGL2 ) return glFormat;
  12531. var internalFormat = glFormat;
  12532. if ( glFormat === 6403 ) {
  12533. if ( glType === 5126 ) internalFormat = 33326;
  12534. if ( glType === 5131 ) internalFormat = 33325;
  12535. if ( glType === 5121 ) internalFormat = 33321;
  12536. }
  12537. if ( glFormat === 6407 ) {
  12538. if ( glType === 5126 ) internalFormat = 34837;
  12539. if ( glType === 5131 ) internalFormat = 34843;
  12540. if ( glType === 5121 ) internalFormat = 32849;
  12541. }
  12542. if ( glFormat === 6408 ) {
  12543. if ( glType === 5126 ) internalFormat = 34836;
  12544. if ( glType === 5131 ) internalFormat = 34842;
  12545. if ( glType === 5121 ) internalFormat = 32856;
  12546. }
  12547. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12548. internalFormat === 34842 || internalFormat === 34836 ) {
  12549. extensions.get( 'EXT_color_buffer_float' );
  12550. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12551. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12552. }
  12553. return internalFormat;
  12554. }
  12555. // Fallback filters for non-power-of-2 textures
  12556. function filterFallback( f ) {
  12557. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12558. return 9728;
  12559. }
  12560. return 9729;
  12561. }
  12562. //
  12563. function onTextureDispose( event ) {
  12564. var texture = event.target;
  12565. texture.removeEventListener( 'dispose', onTextureDispose );
  12566. deallocateTexture( texture );
  12567. if ( texture.isVideoTexture ) {
  12568. delete _videoTextures[ texture.id ];
  12569. }
  12570. info.memory.textures --;
  12571. }
  12572. function onRenderTargetDispose( event ) {
  12573. var renderTarget = event.target;
  12574. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12575. deallocateRenderTarget( renderTarget );
  12576. info.memory.textures --;
  12577. }
  12578. //
  12579. function deallocateTexture( texture ) {
  12580. var textureProperties = properties.get( texture );
  12581. if ( textureProperties.__webglInit === undefined ) return;
  12582. _gl.deleteTexture( textureProperties.__webglTexture );
  12583. properties.remove( texture );
  12584. }
  12585. function deallocateRenderTarget( renderTarget ) {
  12586. var renderTargetProperties = properties.get( renderTarget );
  12587. var textureProperties = properties.get( renderTarget.texture );
  12588. if ( ! renderTarget ) return;
  12589. if ( textureProperties.__webglTexture !== undefined ) {
  12590. _gl.deleteTexture( textureProperties.__webglTexture );
  12591. }
  12592. if ( renderTarget.depthTexture ) {
  12593. renderTarget.depthTexture.dispose();
  12594. }
  12595. if ( renderTarget.isWebGLRenderTargetCube ) {
  12596. for ( var i = 0; i < 6; i ++ ) {
  12597. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12598. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12599. }
  12600. } else {
  12601. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12602. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12603. }
  12604. properties.remove( renderTarget.texture );
  12605. properties.remove( renderTarget );
  12606. }
  12607. //
  12608. var textureUnits = 0;
  12609. function resetTextureUnits() {
  12610. textureUnits = 0;
  12611. }
  12612. function allocateTextureUnit() {
  12613. var textureUnit = textureUnits;
  12614. if ( textureUnit >= capabilities.maxTextures ) {
  12615. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12616. }
  12617. textureUnits += 1;
  12618. return textureUnit;
  12619. }
  12620. //
  12621. function setTexture2D( texture, slot ) {
  12622. var textureProperties = properties.get( texture );
  12623. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12624. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12625. var image = texture.image;
  12626. if ( image === undefined ) {
  12627. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12628. } else if ( image.complete === false ) {
  12629. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12630. } else {
  12631. uploadTexture( textureProperties, texture, slot );
  12632. return;
  12633. }
  12634. }
  12635. state.activeTexture( 33984 + slot );
  12636. state.bindTexture( 3553, textureProperties.__webglTexture );
  12637. }
  12638. function setTexture2DArray( texture, slot ) {
  12639. var textureProperties = properties.get( texture );
  12640. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12641. uploadTexture( textureProperties, texture, slot );
  12642. return;
  12643. }
  12644. state.activeTexture( 33984 + slot );
  12645. state.bindTexture( 35866, textureProperties.__webglTexture );
  12646. }
  12647. function setTexture3D( texture, slot ) {
  12648. var textureProperties = properties.get( texture );
  12649. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12650. uploadTexture( textureProperties, texture, slot );
  12651. return;
  12652. }
  12653. state.activeTexture( 33984 + slot );
  12654. state.bindTexture( 32879, textureProperties.__webglTexture );
  12655. }
  12656. function setTextureCube( texture, slot ) {
  12657. var textureProperties = properties.get( texture );
  12658. if ( texture.image.length === 6 ) {
  12659. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12660. initTexture( textureProperties, texture );
  12661. state.activeTexture( 33984 + slot );
  12662. state.bindTexture( 34067, textureProperties.__webglTexture );
  12663. _gl.pixelStorei( 37440, texture.flipY );
  12664. var isCompressed = ( texture && texture.isCompressedTexture );
  12665. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12666. var cubeImage = [];
  12667. for ( var i = 0; i < 6; i ++ ) {
  12668. if ( ! isCompressed && ! isDataTexture ) {
  12669. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12670. } else {
  12671. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12672. }
  12673. }
  12674. var image = cubeImage[ 0 ],
  12675. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12676. glFormat = utils.convert( texture.format ),
  12677. glType = utils.convert( texture.type ),
  12678. glInternalFormat = getInternalFormat( glFormat, glType );
  12679. setTextureParameters( 34067, texture, supportsMips );
  12680. for ( var i = 0; i < 6; i ++ ) {
  12681. if ( ! isCompressed ) {
  12682. if ( isDataTexture ) {
  12683. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12684. } else {
  12685. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12686. }
  12687. } else {
  12688. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12689. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12690. mipmap = mipmaps[ j ];
  12691. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12692. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12693. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12694. } else {
  12695. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12696. }
  12697. } else {
  12698. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12699. }
  12700. }
  12701. }
  12702. }
  12703. if ( ! isCompressed ) {
  12704. textureProperties.__maxMipLevel = 0;
  12705. } else {
  12706. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12707. }
  12708. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12709. // We assume images for cube map have the same size.
  12710. generateMipmap( 34067, texture, image.width, image.height );
  12711. }
  12712. textureProperties.__version = texture.version;
  12713. if ( texture.onUpdate ) texture.onUpdate( texture );
  12714. } else {
  12715. state.activeTexture( 33984 + slot );
  12716. state.bindTexture( 34067, textureProperties.__webglTexture );
  12717. }
  12718. }
  12719. }
  12720. function setTextureCubeDynamic( texture, slot ) {
  12721. state.activeTexture( 33984 + slot );
  12722. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12723. }
  12724. function setTextureParameters( textureType, texture, supportsMips ) {
  12725. var extension;
  12726. if ( supportsMips ) {
  12727. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12728. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12729. if ( textureType === 32879 || textureType === 35866 ) {
  12730. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12731. }
  12732. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12733. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12734. } else {
  12735. _gl.texParameteri( textureType, 10242, 33071 );
  12736. _gl.texParameteri( textureType, 10243, 33071 );
  12737. if ( textureType === 32879 || textureType === 35866 ) {
  12738. _gl.texParameteri( textureType, 32882, 33071 );
  12739. }
  12740. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12741. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12742. }
  12743. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12744. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12745. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12746. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12747. }
  12748. }
  12749. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12750. if ( extension ) {
  12751. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12752. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12753. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12754. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12755. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12756. }
  12757. }
  12758. }
  12759. function initTexture( textureProperties, texture ) {
  12760. if ( textureProperties.__webglInit === undefined ) {
  12761. textureProperties.__webglInit = true;
  12762. texture.addEventListener( 'dispose', onTextureDispose );
  12763. textureProperties.__webglTexture = _gl.createTexture();
  12764. info.memory.textures ++;
  12765. }
  12766. }
  12767. function uploadTexture( textureProperties, texture, slot ) {
  12768. var textureType = 3553;
  12769. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12770. if ( texture.isDataTexture3D ) textureType = 32879;
  12771. initTexture( textureProperties, texture );
  12772. state.activeTexture( 33984 + slot );
  12773. state.bindTexture( textureType, textureProperties.__webglTexture );
  12774. _gl.pixelStorei( 37440, texture.flipY );
  12775. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12776. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12777. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12778. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12779. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12780. glFormat = utils.convert( texture.format ),
  12781. glType = utils.convert( texture.type ),
  12782. glInternalFormat = getInternalFormat( glFormat, glType );
  12783. setTextureParameters( textureType, texture, supportsMips );
  12784. var mipmap, mipmaps = texture.mipmaps;
  12785. if ( texture.isDepthTexture ) {
  12786. // populate depth texture with dummy data
  12787. glInternalFormat = 6402;
  12788. if ( texture.type === FloatType ) {
  12789. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12790. glInternalFormat = 36012;
  12791. } else if ( capabilities.isWebGL2 ) {
  12792. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12793. glInternalFormat = 33189;
  12794. }
  12795. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12796. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12797. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12798. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12799. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12800. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12801. texture.type = UnsignedShortType;
  12802. glType = utils.convert( texture.type );
  12803. }
  12804. }
  12805. // Depth stencil textures need the DEPTH_STENCIL internal format
  12806. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12807. if ( texture.format === DepthStencilFormat ) {
  12808. glInternalFormat = 34041;
  12809. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12810. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12811. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12812. if ( texture.type !== UnsignedInt248Type ) {
  12813. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12814. texture.type = UnsignedInt248Type;
  12815. glType = utils.convert( texture.type );
  12816. }
  12817. }
  12818. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12819. } else if ( texture.isDataTexture ) {
  12820. // use manually created mipmaps if available
  12821. // if there are no manual mipmaps
  12822. // set 0 level mipmap and then use GL to generate other mipmap levels
  12823. if ( mipmaps.length > 0 && supportsMips ) {
  12824. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12825. mipmap = mipmaps[ i ];
  12826. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12827. }
  12828. texture.generateMipmaps = false;
  12829. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12830. } else {
  12831. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12832. textureProperties.__maxMipLevel = 0;
  12833. }
  12834. } else if ( texture.isCompressedTexture ) {
  12835. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12836. mipmap = mipmaps[ i ];
  12837. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12838. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12839. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12840. } else {
  12841. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12842. }
  12843. } else {
  12844. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12845. }
  12846. }
  12847. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12848. } else if ( texture.isDataTexture2DArray ) {
  12849. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12850. textureProperties.__maxMipLevel = 0;
  12851. } else if ( texture.isDataTexture3D ) {
  12852. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12853. textureProperties.__maxMipLevel = 0;
  12854. } else {
  12855. // regular Texture (image, video, canvas)
  12856. // use manually created mipmaps if available
  12857. // if there are no manual mipmaps
  12858. // set 0 level mipmap and then use GL to generate other mipmap levels
  12859. if ( mipmaps.length > 0 && supportsMips ) {
  12860. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12861. mipmap = mipmaps[ i ];
  12862. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12863. }
  12864. texture.generateMipmaps = false;
  12865. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12866. } else {
  12867. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12868. textureProperties.__maxMipLevel = 0;
  12869. }
  12870. }
  12871. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12872. generateMipmap( 3553, texture, image.width, image.height );
  12873. }
  12874. textureProperties.__version = texture.version;
  12875. if ( texture.onUpdate ) texture.onUpdate( texture );
  12876. }
  12877. // Render targets
  12878. // Setup storage for target texture and bind it to correct framebuffer
  12879. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12880. var glFormat = utils.convert( renderTarget.texture.format );
  12881. var glType = utils.convert( renderTarget.texture.type );
  12882. var glInternalFormat = getInternalFormat( glFormat, glType );
  12883. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12884. _gl.bindFramebuffer( 36160, framebuffer );
  12885. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12886. _gl.bindFramebuffer( 36160, null );
  12887. }
  12888. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12889. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12890. _gl.bindRenderbuffer( 36161, renderbuffer );
  12891. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12892. if ( isMultisample ) {
  12893. var samples = getRenderTargetSamples( renderTarget );
  12894. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12895. } else {
  12896. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12897. }
  12898. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12899. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12900. if ( isMultisample ) {
  12901. var samples = getRenderTargetSamples( renderTarget );
  12902. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12903. } else {
  12904. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12905. }
  12906. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12907. } else {
  12908. var glFormat = utils.convert( renderTarget.texture.format );
  12909. var glType = utils.convert( renderTarget.texture.type );
  12910. var glInternalFormat = getInternalFormat( glFormat, glType );
  12911. if ( isMultisample ) {
  12912. var samples = getRenderTargetSamples( renderTarget );
  12913. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12914. } else {
  12915. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12916. }
  12917. }
  12918. _gl.bindRenderbuffer( 36161, null );
  12919. }
  12920. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12921. function setupDepthTexture( framebuffer, renderTarget ) {
  12922. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12923. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12924. _gl.bindFramebuffer( 36160, framebuffer );
  12925. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12926. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12927. }
  12928. // upload an empty depth texture with framebuffer size
  12929. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12930. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12931. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12932. renderTarget.depthTexture.image.width = renderTarget.width;
  12933. renderTarget.depthTexture.image.height = renderTarget.height;
  12934. renderTarget.depthTexture.needsUpdate = true;
  12935. }
  12936. setTexture2D( renderTarget.depthTexture, 0 );
  12937. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12938. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12939. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12940. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12941. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12942. } else {
  12943. throw new Error( 'Unknown depthTexture format' );
  12944. }
  12945. }
  12946. // Setup GL resources for a non-texture depth buffer
  12947. function setupDepthRenderbuffer( renderTarget ) {
  12948. var renderTargetProperties = properties.get( renderTarget );
  12949. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12950. if ( renderTarget.depthTexture ) {
  12951. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12952. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12953. } else {
  12954. if ( isCube ) {
  12955. renderTargetProperties.__webglDepthbuffer = [];
  12956. for ( var i = 0; i < 6; i ++ ) {
  12957. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12958. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12959. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12960. }
  12961. } else {
  12962. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12963. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12964. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12965. }
  12966. }
  12967. _gl.bindFramebuffer( 36160, null );
  12968. }
  12969. // Set up GL resources for the render target
  12970. function setupRenderTarget( renderTarget ) {
  12971. var renderTargetProperties = properties.get( renderTarget );
  12972. var textureProperties = properties.get( renderTarget.texture );
  12973. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12974. textureProperties.__webglTexture = _gl.createTexture();
  12975. info.memory.textures ++;
  12976. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12977. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12978. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12979. // Setup framebuffer
  12980. if ( isCube ) {
  12981. renderTargetProperties.__webglFramebuffer = [];
  12982. for ( var i = 0; i < 6; i ++ ) {
  12983. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12984. }
  12985. } else {
  12986. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12987. if ( isMultisample ) {
  12988. if ( capabilities.isWebGL2 ) {
  12989. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12990. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12991. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12992. var glFormat = utils.convert( renderTarget.texture.format );
  12993. var glType = utils.convert( renderTarget.texture.type );
  12994. var glInternalFormat = getInternalFormat( glFormat, glType );
  12995. var samples = getRenderTargetSamples( renderTarget );
  12996. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12997. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12998. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12999. _gl.bindRenderbuffer( 36161, null );
  13000. if ( renderTarget.depthBuffer ) {
  13001. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13002. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13003. }
  13004. _gl.bindFramebuffer( 36160, null );
  13005. } else {
  13006. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13007. }
  13008. }
  13009. }
  13010. // Setup color buffer
  13011. if ( isCube ) {
  13012. state.bindTexture( 34067, textureProperties.__webglTexture );
  13013. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13014. for ( var i = 0; i < 6; i ++ ) {
  13015. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13016. }
  13017. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13018. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13019. }
  13020. state.bindTexture( 34067, null );
  13021. } else {
  13022. state.bindTexture( 3553, textureProperties.__webglTexture );
  13023. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13024. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13025. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13026. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13027. }
  13028. state.bindTexture( 3553, null );
  13029. }
  13030. // Setup depth and stencil buffers
  13031. if ( renderTarget.depthBuffer ) {
  13032. setupDepthRenderbuffer( renderTarget );
  13033. }
  13034. }
  13035. function updateRenderTargetMipmap( renderTarget ) {
  13036. var texture = renderTarget.texture;
  13037. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13038. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13039. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13040. var webglTexture = properties.get( texture ).__webglTexture;
  13041. state.bindTexture( target, webglTexture );
  13042. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13043. state.bindTexture( target, null );
  13044. }
  13045. }
  13046. function updateMultisampleRenderTarget( renderTarget ) {
  13047. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13048. if ( capabilities.isWebGL2 ) {
  13049. var renderTargetProperties = properties.get( renderTarget );
  13050. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13051. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13052. var width = renderTarget.width;
  13053. var height = renderTarget.height;
  13054. var mask = 16384;
  13055. if ( renderTarget.depthBuffer ) mask |= 256;
  13056. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13057. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13058. } else {
  13059. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13060. }
  13061. }
  13062. }
  13063. function getRenderTargetSamples( renderTarget ) {
  13064. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13065. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13066. }
  13067. function updateVideoTexture( texture ) {
  13068. var id = texture.id;
  13069. var frame = info.render.frame;
  13070. // Check the last frame we updated the VideoTexture
  13071. if ( _videoTextures[ id ] !== frame ) {
  13072. _videoTextures[ id ] = frame;
  13073. texture.update();
  13074. }
  13075. }
  13076. // backwards compatibility
  13077. var warnedTexture2D = false;
  13078. var warnedTextureCube = false;
  13079. function safeSetTexture2D( texture, slot ) {
  13080. if ( texture && texture.isWebGLRenderTarget ) {
  13081. if ( warnedTexture2D === false ) {
  13082. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13083. warnedTexture2D = true;
  13084. }
  13085. texture = texture.texture;
  13086. }
  13087. setTexture2D( texture, slot );
  13088. }
  13089. function safeSetTextureCube( texture, slot ) {
  13090. if ( texture && texture.isWebGLRenderTargetCube ) {
  13091. if ( warnedTextureCube === false ) {
  13092. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13093. warnedTextureCube = true;
  13094. }
  13095. texture = texture.texture;
  13096. }
  13097. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13098. // TODO: unify these code paths
  13099. if ( ( texture && texture.isCubeTexture ) ||
  13100. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13101. // CompressedTexture can have Array in image :/
  13102. // this function alone should take care of cube textures
  13103. setTextureCube( texture, slot );
  13104. } else {
  13105. // assumed: texture property of THREE.WebGLRenderTargetCube
  13106. setTextureCubeDynamic( texture, slot );
  13107. }
  13108. }
  13109. //
  13110. this.allocateTextureUnit = allocateTextureUnit;
  13111. this.resetTextureUnits = resetTextureUnits;
  13112. this.setTexture2D = setTexture2D;
  13113. this.setTexture2DArray = setTexture2DArray;
  13114. this.setTexture3D = setTexture3D;
  13115. this.setTextureCube = setTextureCube;
  13116. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13117. this.setupRenderTarget = setupRenderTarget;
  13118. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13119. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13120. this.safeSetTexture2D = safeSetTexture2D;
  13121. this.safeSetTextureCube = safeSetTextureCube;
  13122. }
  13123. /**
  13124. * @author thespite / http://www.twitter.com/thespite
  13125. */
  13126. function WebGLUtils( gl, extensions, capabilities ) {
  13127. function convert( p ) {
  13128. var extension;
  13129. if ( p === RepeatWrapping ) return 10497;
  13130. if ( p === ClampToEdgeWrapping ) return 33071;
  13131. if ( p === MirroredRepeatWrapping ) return 33648;
  13132. if ( p === NearestFilter ) return 9728;
  13133. if ( p === NearestMipMapNearestFilter ) return 9984;
  13134. if ( p === NearestMipMapLinearFilter ) return 9986;
  13135. if ( p === LinearFilter ) return 9729;
  13136. if ( p === LinearMipMapNearestFilter ) return 9985;
  13137. if ( p === LinearMipMapLinearFilter ) return 9987;
  13138. if ( p === UnsignedByteType ) return 5121;
  13139. if ( p === UnsignedShort4444Type ) return 32819;
  13140. if ( p === UnsignedShort5551Type ) return 32820;
  13141. if ( p === UnsignedShort565Type ) return 33635;
  13142. if ( p === ByteType ) return 5120;
  13143. if ( p === ShortType ) return 5122;
  13144. if ( p === UnsignedShortType ) return 5123;
  13145. if ( p === IntType ) return 5124;
  13146. if ( p === UnsignedIntType ) return 5125;
  13147. if ( p === FloatType ) return 5126;
  13148. if ( p === HalfFloatType ) {
  13149. if ( capabilities.isWebGL2 ) return 5131;
  13150. extension = extensions.get( 'OES_texture_half_float' );
  13151. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13152. }
  13153. if ( p === AlphaFormat ) return 6406;
  13154. if ( p === RGBFormat ) return 6407;
  13155. if ( p === RGBAFormat ) return 6408;
  13156. if ( p === LuminanceFormat ) return 6409;
  13157. if ( p === LuminanceAlphaFormat ) return 6410;
  13158. if ( p === DepthFormat ) return 6402;
  13159. if ( p === DepthStencilFormat ) return 34041;
  13160. if ( p === RedFormat ) return 6403;
  13161. if ( p === AddEquation ) return 32774;
  13162. if ( p === SubtractEquation ) return 32778;
  13163. if ( p === ReverseSubtractEquation ) return 32779;
  13164. if ( p === ZeroFactor ) return 0;
  13165. if ( p === OneFactor ) return 1;
  13166. if ( p === SrcColorFactor ) return 768;
  13167. if ( p === OneMinusSrcColorFactor ) return 769;
  13168. if ( p === SrcAlphaFactor ) return 770;
  13169. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13170. if ( p === DstAlphaFactor ) return 772;
  13171. if ( p === OneMinusDstAlphaFactor ) return 773;
  13172. if ( p === DstColorFactor ) return 774;
  13173. if ( p === OneMinusDstColorFactor ) return 775;
  13174. if ( p === SrcAlphaSaturateFactor ) return 776;
  13175. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13176. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13177. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13178. if ( extension !== null ) {
  13179. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13180. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13181. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13182. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13183. }
  13184. }
  13185. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13186. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13187. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13188. if ( extension !== null ) {
  13189. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13190. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13191. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13192. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13193. }
  13194. }
  13195. if ( p === RGB_ETC1_Format ) {
  13196. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13197. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13198. }
  13199. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13200. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13201. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13202. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13203. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13204. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13205. if ( extension !== null ) {
  13206. return p;
  13207. }
  13208. }
  13209. if ( p === MinEquation || p === MaxEquation ) {
  13210. if ( capabilities.isWebGL2 ) {
  13211. if ( p === MinEquation ) return 32775;
  13212. if ( p === MaxEquation ) return 32776;
  13213. }
  13214. extension = extensions.get( 'EXT_blend_minmax' );
  13215. if ( extension !== null ) {
  13216. if ( p === MinEquation ) return extension.MIN_EXT;
  13217. if ( p === MaxEquation ) return extension.MAX_EXT;
  13218. }
  13219. }
  13220. if ( p === UnsignedInt248Type ) {
  13221. if ( capabilities.isWebGL2 ) return 34042;
  13222. extension = extensions.get( 'WEBGL_depth_texture' );
  13223. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13224. }
  13225. return 0;
  13226. }
  13227. return { convert: convert };
  13228. }
  13229. /**
  13230. * @author mrdoob / http://mrdoob.com/
  13231. */
  13232. function Group() {
  13233. Object3D.call( this );
  13234. this.type = 'Group';
  13235. }
  13236. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13237. constructor: Group,
  13238. isGroup: true
  13239. } );
  13240. /**
  13241. * @author mrdoob / http://mrdoob.com/
  13242. */
  13243. function ArrayCamera( array ) {
  13244. PerspectiveCamera.call( this );
  13245. this.cameras = array || [];
  13246. }
  13247. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13248. constructor: ArrayCamera,
  13249. isArrayCamera: true
  13250. } );
  13251. /**
  13252. * @author jsantell / https://www.jsantell.com/
  13253. * @author mrdoob / http://mrdoob.com/
  13254. */
  13255. var cameraLPos = new Vector3();
  13256. var cameraRPos = new Vector3();
  13257. /**
  13258. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13259. * the cameras' projection and world matrices have already been set.
  13260. * And that near and far planes are identical for both cameras.
  13261. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13262. */
  13263. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13264. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13265. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13266. var ipd = cameraLPos.distanceTo( cameraRPos );
  13267. var projL = cameraL.projectionMatrix.elements;
  13268. var projR = cameraR.projectionMatrix.elements;
  13269. // VR systems will have identical far and near planes, and
  13270. // most likely identical top and bottom frustum extents.
  13271. // Use the left camera for these values.
  13272. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13273. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13274. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13275. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13276. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13277. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13278. var left = near * leftFov;
  13279. var right = near * rightFov;
  13280. // Calculate the new camera's position offset from the
  13281. // left camera. xOffset should be roughly half `ipd`.
  13282. var zOffset = ipd / ( - leftFov + rightFov );
  13283. var xOffset = zOffset * - leftFov;
  13284. // TODO: Better way to apply this offset?
  13285. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13286. camera.translateX( xOffset );
  13287. camera.translateZ( zOffset );
  13288. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13289. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13290. // Find the union of the frustum values of the cameras and scale
  13291. // the values so that the near plane's position does not change in world space,
  13292. // although must now be relative to the new union camera.
  13293. var near2 = near + zOffset;
  13294. var far2 = far + zOffset;
  13295. var left2 = left - xOffset;
  13296. var right2 = right + ( ipd - xOffset );
  13297. var top2 = topFov * far / far2 * near2;
  13298. var bottom2 = bottomFov * far / far2 * near2;
  13299. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13300. }
  13301. /**
  13302. * @author mrdoob / http://mrdoob.com/
  13303. */
  13304. function WebVRManager( renderer ) {
  13305. var renderWidth, renderHeight;
  13306. var scope = this;
  13307. var device = null;
  13308. var frameData = null;
  13309. var poseTarget = null;
  13310. var controllers = [];
  13311. var standingMatrix = new Matrix4();
  13312. var standingMatrixInverse = new Matrix4();
  13313. var framebufferScaleFactor = 1.0;
  13314. var referenceSpaceType = 'local-floor';
  13315. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13316. frameData = new window.VRFrameData();
  13317. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13318. }
  13319. var matrixWorldInverse = new Matrix4();
  13320. var tempQuaternion = new Quaternion();
  13321. var tempPosition = new Vector3();
  13322. var cameraL = new PerspectiveCamera();
  13323. cameraL.viewport = new Vector4();
  13324. cameraL.layers.enable( 1 );
  13325. var cameraR = new PerspectiveCamera();
  13326. cameraR.viewport = new Vector4();
  13327. cameraR.layers.enable( 2 );
  13328. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13329. cameraVR.layers.enable( 1 );
  13330. cameraVR.layers.enable( 2 );
  13331. //
  13332. function isPresenting() {
  13333. return device !== null && device.isPresenting === true;
  13334. }
  13335. var currentSize = new Vector2(), currentPixelRatio;
  13336. function onVRDisplayPresentChange() {
  13337. if ( isPresenting() ) {
  13338. var eyeParameters = device.getEyeParameters( 'left' );
  13339. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13340. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13341. currentPixelRatio = renderer.getPixelRatio();
  13342. renderer.getSize( currentSize );
  13343. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13344. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13345. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13346. animation.start();
  13347. scope.dispatchEvent( { type: 'sessionstart' } );
  13348. } else {
  13349. if ( scope.enabled ) {
  13350. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13351. }
  13352. animation.stop();
  13353. scope.dispatchEvent( { type: 'sessionend' } );
  13354. }
  13355. }
  13356. //
  13357. var triggers = [];
  13358. function findGamepad( id ) {
  13359. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13360. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13361. var gamepad = gamepads[ i ];
  13362. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13363. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13364. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13365. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13366. if ( j === id ) return gamepad;
  13367. j ++;
  13368. }
  13369. }
  13370. }
  13371. function updateControllers() {
  13372. for ( var i = 0; i < controllers.length; i ++ ) {
  13373. var controller = controllers[ i ];
  13374. var gamepad = findGamepad( i );
  13375. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13376. if ( gamepad.pose === null ) return;
  13377. // Pose
  13378. var pose = gamepad.pose;
  13379. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13380. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13381. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13382. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13383. controller.matrix.premultiply( standingMatrix );
  13384. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13385. controller.matrixWorldNeedsUpdate = true;
  13386. controller.visible = true;
  13387. // Trigger
  13388. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13389. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13390. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13391. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13392. if ( triggers[ i ] === true ) {
  13393. controller.dispatchEvent( { type: 'selectstart' } );
  13394. } else {
  13395. controller.dispatchEvent( { type: 'selectend' } );
  13396. controller.dispatchEvent( { type: 'select' } );
  13397. }
  13398. }
  13399. } else {
  13400. controller.visible = false;
  13401. }
  13402. }
  13403. }
  13404. function updateViewportFromBounds( viewport, bounds ) {
  13405. if ( bounds !== null && bounds.length === 4 ) {
  13406. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13407. }
  13408. }
  13409. //
  13410. this.enabled = false;
  13411. this.getController = function ( id ) {
  13412. var controller = controllers[ id ];
  13413. if ( controller === undefined ) {
  13414. controller = new Group();
  13415. controller.matrixAutoUpdate = false;
  13416. controller.visible = false;
  13417. controllers[ id ] = controller;
  13418. }
  13419. return controller;
  13420. };
  13421. this.getDevice = function () {
  13422. return device;
  13423. };
  13424. this.setDevice = function ( value ) {
  13425. if ( value !== undefined ) device = value;
  13426. animation.setContext( value );
  13427. };
  13428. this.setFramebufferScaleFactor = function ( value ) {
  13429. framebufferScaleFactor = value;
  13430. };
  13431. this.setReferenceSpaceType = function ( value ) {
  13432. referenceSpaceType = value;
  13433. };
  13434. this.setPoseTarget = function ( object ) {
  13435. if ( object !== undefined ) poseTarget = object;
  13436. };
  13437. this.getCamera = function ( camera ) {
  13438. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13439. if ( isPresenting() === false ) {
  13440. camera.position.set( 0, userHeight, 0 );
  13441. camera.rotation.set( 0, 0, 0 );
  13442. return camera;
  13443. }
  13444. device.depthNear = camera.near;
  13445. device.depthFar = camera.far;
  13446. device.getFrameData( frameData );
  13447. //
  13448. if ( referenceSpaceType === 'local-floor' ) {
  13449. var stageParameters = device.stageParameters;
  13450. if ( stageParameters ) {
  13451. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13452. } else {
  13453. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13454. }
  13455. }
  13456. var pose = frameData.pose;
  13457. var poseObject = poseTarget !== null ? poseTarget : camera;
  13458. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13459. poseObject.matrix.copy( standingMatrix );
  13460. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13461. if ( pose.orientation !== null ) {
  13462. tempQuaternion.fromArray( pose.orientation );
  13463. poseObject.quaternion.multiply( tempQuaternion );
  13464. }
  13465. if ( pose.position !== null ) {
  13466. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13467. tempPosition.fromArray( pose.position );
  13468. tempPosition.applyQuaternion( tempQuaternion );
  13469. poseObject.position.add( tempPosition );
  13470. }
  13471. poseObject.updateMatrixWorld();
  13472. //
  13473. cameraL.near = camera.near;
  13474. cameraR.near = camera.near;
  13475. cameraL.far = camera.far;
  13476. cameraR.far = camera.far;
  13477. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13478. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13479. // TODO (mrdoob) Double check this code
  13480. standingMatrixInverse.getInverse( standingMatrix );
  13481. if ( referenceSpaceType === 'local-floor' ) {
  13482. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13483. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13484. }
  13485. var parent = poseObject.parent;
  13486. if ( parent !== null ) {
  13487. matrixWorldInverse.getInverse( parent.matrixWorld );
  13488. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13489. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13490. }
  13491. // envMap and Mirror needs camera.matrixWorld
  13492. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13493. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13494. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13495. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13496. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13497. //
  13498. var layers = device.getLayers();
  13499. if ( layers.length ) {
  13500. var layer = layers[ 0 ];
  13501. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13502. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13503. }
  13504. updateControllers();
  13505. return cameraVR;
  13506. };
  13507. this.getStandingMatrix = function () {
  13508. return standingMatrix;
  13509. };
  13510. this.isPresenting = isPresenting;
  13511. // Animation Loop
  13512. var animation = new WebGLAnimation();
  13513. this.setAnimationLoop = function ( callback ) {
  13514. animation.setAnimationLoop( callback );
  13515. if ( isPresenting() ) animation.start();
  13516. };
  13517. this.submitFrame = function () {
  13518. if ( isPresenting() ) device.submitFrame();
  13519. };
  13520. this.dispose = function () {
  13521. if ( typeof window !== 'undefined' ) {
  13522. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13523. }
  13524. };
  13525. // DEPRECATED
  13526. this.setFrameOfReferenceType = function () {
  13527. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13528. };
  13529. }
  13530. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13531. /**
  13532. * @author mrdoob / http://mrdoob.com/
  13533. */
  13534. function WebXRManager( renderer ) {
  13535. var scope = this;
  13536. var gl = renderer.context;
  13537. var session = null;
  13538. var referenceSpace = null;
  13539. var referenceSpaceType = 'local-floor';
  13540. var pose = null;
  13541. var controllers = [];
  13542. var inputSources = [];
  13543. function isPresenting() {
  13544. return session !== null && referenceSpace !== null;
  13545. }
  13546. //
  13547. var cameraL = new PerspectiveCamera();
  13548. cameraL.layers.enable( 1 );
  13549. cameraL.viewport = new Vector4();
  13550. var cameraR = new PerspectiveCamera();
  13551. cameraR.layers.enable( 2 );
  13552. cameraR.viewport = new Vector4();
  13553. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13554. cameraVR.layers.enable( 1 );
  13555. cameraVR.layers.enable( 2 );
  13556. //
  13557. this.enabled = false;
  13558. this.getController = function ( id ) {
  13559. var controller = controllers[ id ];
  13560. if ( controller === undefined ) {
  13561. controller = new Group();
  13562. controller.matrixAutoUpdate = false;
  13563. controller.visible = false;
  13564. controllers[ id ] = controller;
  13565. }
  13566. return controller;
  13567. };
  13568. //
  13569. function onSessionEvent( event ) {
  13570. for ( var i = 0; i < controllers.length; i ++ ) {
  13571. if ( inputSources[ i ] === event.inputSource ) {
  13572. controllers[ i ].dispatchEvent( { type: event.type } );
  13573. }
  13574. }
  13575. }
  13576. function onSessionEnd() {
  13577. renderer.setFramebuffer( null );
  13578. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13579. animation.stop();
  13580. scope.dispatchEvent( { type: 'sessionend' } );
  13581. }
  13582. function onRequestReferenceSpace( value ) {
  13583. referenceSpace = value;
  13584. animation.setContext( session );
  13585. animation.start();
  13586. scope.dispatchEvent( { type: 'sessionstart' } );
  13587. }
  13588. this.setFramebufferScaleFactor = function ( value ) {
  13589. };
  13590. this.setReferenceSpaceType = function ( value ) {
  13591. referenceSpaceType = value;
  13592. };
  13593. this.getSession = function () {
  13594. return session;
  13595. };
  13596. this.setSession = function ( value ) {
  13597. session = value;
  13598. if ( session !== null ) {
  13599. session.addEventListener( 'select', onSessionEvent );
  13600. session.addEventListener( 'selectstart', onSessionEvent );
  13601. session.addEventListener( 'selectend', onSessionEvent );
  13602. session.addEventListener( 'end', onSessionEnd );
  13603. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13604. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13605. //
  13606. inputSources = session.inputSources;
  13607. session.addEventListener( 'inputsourceschange', function () {
  13608. inputSources = session.inputSources;
  13609. console.log( inputSources );
  13610. for ( var i = 0; i < controllers.length; i ++ ) {
  13611. var controller = controllers[ i ];
  13612. controller.userData.inputSource = inputSources[ i ];
  13613. }
  13614. } );
  13615. }
  13616. };
  13617. function updateCamera( camera, parent ) {
  13618. if ( parent === null ) {
  13619. camera.matrixWorld.copy( camera.matrix );
  13620. } else {
  13621. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13622. }
  13623. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13624. }
  13625. this.getCamera = function ( camera ) {
  13626. if ( isPresenting() ) {
  13627. var parent = camera.parent;
  13628. var cameras = cameraVR.cameras;
  13629. updateCamera( cameraVR, parent );
  13630. for ( var i = 0; i < cameras.length; i ++ ) {
  13631. updateCamera( cameras[ i ], parent );
  13632. }
  13633. // update camera and its children
  13634. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13635. var children = camera.children;
  13636. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13637. children[ i ].updateMatrixWorld( true );
  13638. }
  13639. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13640. return cameraVR;
  13641. }
  13642. return camera;
  13643. };
  13644. this.isPresenting = isPresenting;
  13645. // Animation Loop
  13646. var onAnimationFrameCallback = null;
  13647. function onAnimationFrame( time, frame ) {
  13648. pose = frame.getViewerPose( referenceSpace );
  13649. if ( pose !== null ) {
  13650. var views = pose.views;
  13651. var baseLayer = session.renderState.baseLayer;
  13652. renderer.setFramebuffer( baseLayer.framebuffer );
  13653. for ( var i = 0; i < views.length; i ++ ) {
  13654. var view = views[ i ];
  13655. var viewport = baseLayer.getViewport( view );
  13656. var viewMatrix = view.transform.inverse.matrix;
  13657. var camera = cameraVR.cameras[ i ];
  13658. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13659. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13660. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13661. if ( i === 0 ) {
  13662. cameraVR.matrix.copy( camera.matrix );
  13663. }
  13664. }
  13665. }
  13666. //
  13667. for ( var i = 0; i < controllers.length; i ++ ) {
  13668. var controller = controllers[ i ];
  13669. var inputSource = inputSources[ i ];
  13670. if ( inputSource ) {
  13671. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13672. if ( inputPose !== null ) {
  13673. controller.matrix.fromArray( inputPose.transform.matrix );
  13674. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13675. controller.visible = true;
  13676. continue;
  13677. }
  13678. }
  13679. controller.visible = false;
  13680. }
  13681. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13682. }
  13683. var animation = new WebGLAnimation();
  13684. animation.setAnimationLoop( onAnimationFrame );
  13685. this.setAnimationLoop = function ( callback ) {
  13686. onAnimationFrameCallback = callback;
  13687. };
  13688. this.dispose = function () {};
  13689. // DEPRECATED
  13690. this.getStandingMatrix = function () {
  13691. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13692. return new Matrix4();
  13693. };
  13694. this.getDevice = function () {
  13695. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13696. };
  13697. this.setDevice = function () {
  13698. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13699. };
  13700. this.setFrameOfReferenceType = function () {
  13701. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13702. };
  13703. this.submitFrame = function () {};
  13704. }
  13705. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13706. /**
  13707. * @author supereggbert / http://www.paulbrunt.co.uk/
  13708. * @author mrdoob / http://mrdoob.com/
  13709. * @author alteredq / http://alteredqualia.com/
  13710. * @author szimek / https://github.com/szimek/
  13711. * @author tschw
  13712. */
  13713. function WebGLRenderer( parameters ) {
  13714. console.log( 'THREE.WebGLRenderer', REVISION );
  13715. parameters = parameters || {};
  13716. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13717. _context = parameters.context !== undefined ? parameters.context : null,
  13718. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13719. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13720. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13721. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13722. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13723. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13724. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13725. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13726. var currentRenderList = null;
  13727. var currentRenderState = null;
  13728. // public properties
  13729. this.domElement = _canvas;
  13730. this.context = null;
  13731. // Debug configuration container
  13732. this.debug = {
  13733. /**
  13734. * Enables error checking and reporting when shader programs are being compiled
  13735. * @type {boolean}
  13736. */
  13737. checkShaderErrors: true
  13738. };
  13739. // clearing
  13740. this.autoClear = true;
  13741. this.autoClearColor = true;
  13742. this.autoClearDepth = true;
  13743. this.autoClearStencil = true;
  13744. // scene graph
  13745. this.sortObjects = true;
  13746. // user-defined clipping
  13747. this.clippingPlanes = [];
  13748. this.localClippingEnabled = false;
  13749. // physically based shading
  13750. this.gammaFactor = 2.0; // for backwards compatibility
  13751. this.gammaInput = false;
  13752. this.gammaOutput = false;
  13753. // physical lights
  13754. this.physicallyCorrectLights = false;
  13755. // tone mapping
  13756. this.toneMapping = LinearToneMapping;
  13757. this.toneMappingExposure = 1.0;
  13758. this.toneMappingWhitePoint = 1.0;
  13759. // morphs
  13760. this.maxMorphTargets = 8;
  13761. this.maxMorphNormals = 4;
  13762. // internal properties
  13763. var _this = this,
  13764. _isContextLost = false,
  13765. // internal state cache
  13766. _framebuffer = null,
  13767. _currentActiveCubeFace = 0,
  13768. _currentActiveMipmapLevel = 0,
  13769. _currentRenderTarget = null,
  13770. _currentFramebuffer = null,
  13771. _currentMaterialId = - 1,
  13772. // geometry and program caching
  13773. _currentGeometryProgram = {
  13774. geometry: null,
  13775. program: null,
  13776. wireframe: false
  13777. },
  13778. _currentCamera = null,
  13779. _currentArrayCamera = null,
  13780. _currentViewport = new Vector4(),
  13781. _currentScissor = new Vector4(),
  13782. _currentScissorTest = null,
  13783. //
  13784. _width = _canvas.width,
  13785. _height = _canvas.height,
  13786. _pixelRatio = 1,
  13787. _viewport = new Vector4( 0, 0, _width, _height ),
  13788. _scissor = new Vector4( 0, 0, _width, _height ),
  13789. _scissorTest = false,
  13790. // frustum
  13791. _frustum = new Frustum(),
  13792. // clipping
  13793. _clipping = new WebGLClipping(),
  13794. _clippingEnabled = false,
  13795. _localClippingEnabled = false,
  13796. // camera matrices cache
  13797. _projScreenMatrix = new Matrix4(),
  13798. _vector3 = new Vector3();
  13799. function getTargetPixelRatio() {
  13800. return _currentRenderTarget === null ? _pixelRatio : 1;
  13801. }
  13802. // initialize
  13803. var _gl;
  13804. try {
  13805. var contextAttributes = {
  13806. alpha: _alpha,
  13807. depth: _depth,
  13808. stencil: _stencil,
  13809. antialias: _antialias,
  13810. premultipliedAlpha: _premultipliedAlpha,
  13811. preserveDrawingBuffer: _preserveDrawingBuffer,
  13812. powerPreference: _powerPreference,
  13813. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13814. xrCompatible: true
  13815. };
  13816. // event listeners must be registered before WebGL context is created, see #12753
  13817. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13818. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13819. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13820. if ( _gl === null ) {
  13821. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13822. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13823. } else {
  13824. throw new Error( 'Error creating WebGL context.' );
  13825. }
  13826. }
  13827. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13828. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13829. _gl.getShaderPrecisionFormat = function () {
  13830. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13831. };
  13832. }
  13833. } catch ( error ) {
  13834. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13835. throw error;
  13836. }
  13837. var extensions, capabilities, state, info;
  13838. var properties, textures, attributes, geometries, objects;
  13839. var programCache, renderLists, renderStates;
  13840. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13841. var utils;
  13842. function initGLContext() {
  13843. extensions = new WebGLExtensions( _gl );
  13844. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13845. if ( ! capabilities.isWebGL2 ) {
  13846. extensions.get( 'WEBGL_depth_texture' );
  13847. extensions.get( 'OES_texture_float' );
  13848. extensions.get( 'OES_texture_half_float' );
  13849. extensions.get( 'OES_texture_half_float_linear' );
  13850. extensions.get( 'OES_standard_derivatives' );
  13851. extensions.get( 'OES_element_index_uint' );
  13852. extensions.get( 'ANGLE_instanced_arrays' );
  13853. }
  13854. extensions.get( 'OES_texture_float_linear' );
  13855. utils = new WebGLUtils( _gl, extensions, capabilities );
  13856. state = new WebGLState( _gl, extensions, utils, capabilities );
  13857. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13858. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13859. info = new WebGLInfo( _gl );
  13860. properties = new WebGLProperties();
  13861. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13862. attributes = new WebGLAttributes( _gl );
  13863. geometries = new WebGLGeometries( _gl, attributes, info );
  13864. objects = new WebGLObjects( geometries, info );
  13865. morphtargets = new WebGLMorphtargets( _gl );
  13866. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13867. renderLists = new WebGLRenderLists();
  13868. renderStates = new WebGLRenderStates();
  13869. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13870. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13871. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13872. info.programs = programCache.programs;
  13873. _this.context = _gl;
  13874. _this.capabilities = capabilities;
  13875. _this.extensions = extensions;
  13876. _this.properties = properties;
  13877. _this.renderLists = renderLists;
  13878. _this.state = state;
  13879. _this.info = info;
  13880. }
  13881. initGLContext();
  13882. // vr
  13883. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13884. this.vr = vr;
  13885. // shadow map
  13886. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13887. this.shadowMap = shadowMap;
  13888. // API
  13889. this.getContext = function () {
  13890. return _gl;
  13891. };
  13892. this.getContextAttributes = function () {
  13893. return _gl.getContextAttributes();
  13894. };
  13895. this.forceContextLoss = function () {
  13896. var extension = extensions.get( 'WEBGL_lose_context' );
  13897. if ( extension ) extension.loseContext();
  13898. };
  13899. this.forceContextRestore = function () {
  13900. var extension = extensions.get( 'WEBGL_lose_context' );
  13901. if ( extension ) extension.restoreContext();
  13902. };
  13903. this.getPixelRatio = function () {
  13904. return _pixelRatio;
  13905. };
  13906. this.setPixelRatio = function ( value ) {
  13907. if ( value === undefined ) return;
  13908. _pixelRatio = value;
  13909. this.setSize( _width, _height, false );
  13910. };
  13911. this.getSize = function ( target ) {
  13912. if ( target === undefined ) {
  13913. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13914. target = new Vector2();
  13915. }
  13916. return target.set( _width, _height );
  13917. };
  13918. this.setSize = function ( width, height, updateStyle ) {
  13919. if ( vr.isPresenting() ) {
  13920. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13921. return;
  13922. }
  13923. _width = width;
  13924. _height = height;
  13925. _canvas.width = width * _pixelRatio;
  13926. _canvas.height = height * _pixelRatio;
  13927. if ( updateStyle !== false ) {
  13928. _canvas.style.width = width + 'px';
  13929. _canvas.style.height = height + 'px';
  13930. }
  13931. this.setViewport( 0, 0, width, height );
  13932. };
  13933. this.getDrawingBufferSize = function ( target ) {
  13934. if ( target === undefined ) {
  13935. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13936. target = new Vector2();
  13937. }
  13938. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13939. };
  13940. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13941. _width = width;
  13942. _height = height;
  13943. _pixelRatio = pixelRatio;
  13944. _canvas.width = width * pixelRatio;
  13945. _canvas.height = height * pixelRatio;
  13946. this.setViewport( 0, 0, width, height );
  13947. };
  13948. this.getCurrentViewport = function ( target ) {
  13949. if ( target === undefined ) {
  13950. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13951. target = new Vector4();
  13952. }
  13953. return target.copy( _currentViewport );
  13954. };
  13955. this.getViewport = function ( target ) {
  13956. return target.copy( _viewport );
  13957. };
  13958. this.setViewport = function ( x, y, width, height ) {
  13959. if ( x.isVector4 ) {
  13960. _viewport.set( x.x, x.y, x.z, x.w );
  13961. } else {
  13962. _viewport.set( x, y, width, height );
  13963. }
  13964. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13965. };
  13966. this.getScissor = function ( target ) {
  13967. return target.copy( _scissor );
  13968. };
  13969. this.setScissor = function ( x, y, width, height ) {
  13970. if ( x.isVector4 ) {
  13971. _scissor.set( x.x, x.y, x.z, x.w );
  13972. } else {
  13973. _scissor.set( x, y, width, height );
  13974. }
  13975. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13976. };
  13977. this.getScissorTest = function () {
  13978. return _scissorTest;
  13979. };
  13980. this.setScissorTest = function ( boolean ) {
  13981. state.setScissorTest( _scissorTest = boolean );
  13982. };
  13983. // Clearing
  13984. this.getClearColor = function () {
  13985. return background.getClearColor();
  13986. };
  13987. this.setClearColor = function () {
  13988. background.setClearColor.apply( background, arguments );
  13989. };
  13990. this.getClearAlpha = function () {
  13991. return background.getClearAlpha();
  13992. };
  13993. this.setClearAlpha = function () {
  13994. background.setClearAlpha.apply( background, arguments );
  13995. };
  13996. this.clear = function ( color, depth, stencil ) {
  13997. var bits = 0;
  13998. if ( color === undefined || color ) bits |= 16384;
  13999. if ( depth === undefined || depth ) bits |= 256;
  14000. if ( stencil === undefined || stencil ) bits |= 1024;
  14001. _gl.clear( bits );
  14002. };
  14003. this.clearColor = function () {
  14004. this.clear( true, false, false );
  14005. };
  14006. this.clearDepth = function () {
  14007. this.clear( false, true, false );
  14008. };
  14009. this.clearStencil = function () {
  14010. this.clear( false, false, true );
  14011. };
  14012. //
  14013. this.dispose = function () {
  14014. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14015. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14016. renderLists.dispose();
  14017. renderStates.dispose();
  14018. properties.dispose();
  14019. objects.dispose();
  14020. vr.dispose();
  14021. animation.stop();
  14022. };
  14023. // Events
  14024. function onContextLost( event ) {
  14025. event.preventDefault();
  14026. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14027. _isContextLost = true;
  14028. }
  14029. function onContextRestore( /* event */ ) {
  14030. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14031. _isContextLost = false;
  14032. initGLContext();
  14033. }
  14034. function onMaterialDispose( event ) {
  14035. var material = event.target;
  14036. material.removeEventListener( 'dispose', onMaterialDispose );
  14037. deallocateMaterial( material );
  14038. }
  14039. // Buffer deallocation
  14040. function deallocateMaterial( material ) {
  14041. releaseMaterialProgramReference( material );
  14042. properties.remove( material );
  14043. }
  14044. function releaseMaterialProgramReference( material ) {
  14045. var programInfo = properties.get( material ).program;
  14046. material.program = undefined;
  14047. if ( programInfo !== undefined ) {
  14048. programCache.releaseProgram( programInfo );
  14049. }
  14050. }
  14051. // Buffer rendering
  14052. function renderObjectImmediate( object, program ) {
  14053. object.render( function ( object ) {
  14054. _this.renderBufferImmediate( object, program );
  14055. } );
  14056. }
  14057. this.renderBufferImmediate = function ( object, program ) {
  14058. state.initAttributes();
  14059. var buffers = properties.get( object );
  14060. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14061. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14062. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14063. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14064. var programAttributes = program.getAttributes();
  14065. if ( object.hasPositions ) {
  14066. _gl.bindBuffer( 34962, buffers.position );
  14067. _gl.bufferData( 34962, object.positionArray, 35048 );
  14068. state.enableAttribute( programAttributes.position );
  14069. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14070. }
  14071. if ( object.hasNormals ) {
  14072. _gl.bindBuffer( 34962, buffers.normal );
  14073. _gl.bufferData( 34962, object.normalArray, 35048 );
  14074. state.enableAttribute( programAttributes.normal );
  14075. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14076. }
  14077. if ( object.hasUvs ) {
  14078. _gl.bindBuffer( 34962, buffers.uv );
  14079. _gl.bufferData( 34962, object.uvArray, 35048 );
  14080. state.enableAttribute( programAttributes.uv );
  14081. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14082. }
  14083. if ( object.hasColors ) {
  14084. _gl.bindBuffer( 34962, buffers.color );
  14085. _gl.bufferData( 34962, object.colorArray, 35048 );
  14086. state.enableAttribute( programAttributes.color );
  14087. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14088. }
  14089. state.disableUnusedAttributes();
  14090. _gl.drawArrays( 4, 0, object.count );
  14091. object.count = 0;
  14092. };
  14093. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14094. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14095. state.setMaterial( material, frontFaceCW );
  14096. var program = setProgram( camera, fog, material, object );
  14097. var updateBuffers = false;
  14098. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14099. _currentGeometryProgram.program !== program.id ||
  14100. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14101. _currentGeometryProgram.geometry = geometry.id;
  14102. _currentGeometryProgram.program = program.id;
  14103. _currentGeometryProgram.wireframe = material.wireframe === true;
  14104. updateBuffers = true;
  14105. }
  14106. if ( object.morphTargetInfluences ) {
  14107. morphtargets.update( object, geometry, material, program );
  14108. updateBuffers = true;
  14109. }
  14110. //
  14111. var index = geometry.index;
  14112. var position = geometry.attributes.position;
  14113. var rangeFactor = 1;
  14114. if ( material.wireframe === true ) {
  14115. index = geometries.getWireframeAttribute( geometry );
  14116. rangeFactor = 2;
  14117. }
  14118. var attribute;
  14119. var renderer = bufferRenderer;
  14120. if ( index !== null ) {
  14121. attribute = attributes.get( index );
  14122. renderer = indexedBufferRenderer;
  14123. renderer.setIndex( attribute );
  14124. }
  14125. if ( updateBuffers ) {
  14126. setupVertexAttributes( material, program, geometry );
  14127. if ( index !== null ) {
  14128. _gl.bindBuffer( 34963, attribute.buffer );
  14129. }
  14130. }
  14131. //
  14132. var dataCount = Infinity;
  14133. if ( index !== null ) {
  14134. dataCount = index.count;
  14135. } else if ( position !== undefined ) {
  14136. dataCount = position.count;
  14137. }
  14138. var rangeStart = geometry.drawRange.start * rangeFactor;
  14139. var rangeCount = geometry.drawRange.count * rangeFactor;
  14140. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14141. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14142. var drawStart = Math.max( rangeStart, groupStart );
  14143. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14144. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14145. if ( drawCount === 0 ) return;
  14146. //
  14147. if ( object.isMesh ) {
  14148. if ( material.wireframe === true ) {
  14149. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14150. renderer.setMode( 1 );
  14151. } else {
  14152. switch ( object.drawMode ) {
  14153. case TrianglesDrawMode:
  14154. renderer.setMode( 4 );
  14155. break;
  14156. case TriangleStripDrawMode:
  14157. renderer.setMode( 5 );
  14158. break;
  14159. case TriangleFanDrawMode:
  14160. renderer.setMode( 6 );
  14161. break;
  14162. }
  14163. }
  14164. } else if ( object.isLine ) {
  14165. var lineWidth = material.linewidth;
  14166. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14167. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14168. if ( object.isLineSegments ) {
  14169. renderer.setMode( 1 );
  14170. } else if ( object.isLineLoop ) {
  14171. renderer.setMode( 2 );
  14172. } else {
  14173. renderer.setMode( 3 );
  14174. }
  14175. } else if ( object.isPoints ) {
  14176. renderer.setMode( 0 );
  14177. } else if ( object.isSprite ) {
  14178. renderer.setMode( 4 );
  14179. }
  14180. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14181. if ( geometry.maxInstancedCount > 0 ) {
  14182. renderer.renderInstances( geometry, drawStart, drawCount );
  14183. }
  14184. } else {
  14185. renderer.render( drawStart, drawCount );
  14186. }
  14187. };
  14188. function setupVertexAttributes( material, program, geometry ) {
  14189. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14190. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14191. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14192. return;
  14193. }
  14194. }
  14195. state.initAttributes();
  14196. var geometryAttributes = geometry.attributes;
  14197. var programAttributes = program.getAttributes();
  14198. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14199. for ( var name in programAttributes ) {
  14200. var programAttribute = programAttributes[ name ];
  14201. if ( programAttribute >= 0 ) {
  14202. var geometryAttribute = geometryAttributes[ name ];
  14203. if ( geometryAttribute !== undefined ) {
  14204. var normalized = geometryAttribute.normalized;
  14205. var size = geometryAttribute.itemSize;
  14206. var attribute = attributes.get( geometryAttribute );
  14207. // TODO Attribute may not be available on context restore
  14208. if ( attribute === undefined ) continue;
  14209. var buffer = attribute.buffer;
  14210. var type = attribute.type;
  14211. var bytesPerElement = attribute.bytesPerElement;
  14212. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14213. var data = geometryAttribute.data;
  14214. var stride = data.stride;
  14215. var offset = geometryAttribute.offset;
  14216. if ( data && data.isInstancedInterleavedBuffer ) {
  14217. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14218. if ( geometry.maxInstancedCount === undefined ) {
  14219. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14220. }
  14221. } else {
  14222. state.enableAttribute( programAttribute );
  14223. }
  14224. _gl.bindBuffer( 34962, buffer );
  14225. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14226. } else {
  14227. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14228. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14229. if ( geometry.maxInstancedCount === undefined ) {
  14230. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14231. }
  14232. } else {
  14233. state.enableAttribute( programAttribute );
  14234. }
  14235. _gl.bindBuffer( 34962, buffer );
  14236. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14237. }
  14238. } else if ( materialDefaultAttributeValues !== undefined ) {
  14239. var value = materialDefaultAttributeValues[ name ];
  14240. if ( value !== undefined ) {
  14241. switch ( value.length ) {
  14242. case 2:
  14243. _gl.vertexAttrib2fv( programAttribute, value );
  14244. break;
  14245. case 3:
  14246. _gl.vertexAttrib3fv( programAttribute, value );
  14247. break;
  14248. case 4:
  14249. _gl.vertexAttrib4fv( programAttribute, value );
  14250. break;
  14251. default:
  14252. _gl.vertexAttrib1fv( programAttribute, value );
  14253. }
  14254. }
  14255. }
  14256. }
  14257. }
  14258. state.disableUnusedAttributes();
  14259. }
  14260. // Compile
  14261. this.compile = function ( scene, camera ) {
  14262. currentRenderState = renderStates.get( scene, camera );
  14263. currentRenderState.init();
  14264. scene.traverse( function ( object ) {
  14265. if ( object.isLight ) {
  14266. currentRenderState.pushLight( object );
  14267. if ( object.castShadow ) {
  14268. currentRenderState.pushShadow( object );
  14269. }
  14270. }
  14271. } );
  14272. currentRenderState.setupLights( camera );
  14273. scene.traverse( function ( object ) {
  14274. if ( object.material ) {
  14275. if ( Array.isArray( object.material ) ) {
  14276. for ( var i = 0; i < object.material.length; i ++ ) {
  14277. initMaterial( object.material[ i ], scene.fog, object );
  14278. }
  14279. } else {
  14280. initMaterial( object.material, scene.fog, object );
  14281. }
  14282. }
  14283. } );
  14284. };
  14285. // Animation Loop
  14286. var onAnimationFrameCallback = null;
  14287. function onAnimationFrame( time ) {
  14288. if ( vr.isPresenting() ) return;
  14289. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14290. }
  14291. var animation = new WebGLAnimation();
  14292. animation.setAnimationLoop( onAnimationFrame );
  14293. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14294. this.setAnimationLoop = function ( callback ) {
  14295. onAnimationFrameCallback = callback;
  14296. vr.setAnimationLoop( callback );
  14297. animation.start();
  14298. };
  14299. // Rendering
  14300. this.render = function ( scene, camera ) {
  14301. var renderTarget, forceClear;
  14302. if ( arguments[ 2 ] !== undefined ) {
  14303. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14304. renderTarget = arguments[ 2 ];
  14305. }
  14306. if ( arguments[ 3 ] !== undefined ) {
  14307. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14308. forceClear = arguments[ 3 ];
  14309. }
  14310. if ( ! ( camera && camera.isCamera ) ) {
  14311. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14312. return;
  14313. }
  14314. if ( _isContextLost ) return;
  14315. // reset caching for this frame
  14316. _currentGeometryProgram.geometry = null;
  14317. _currentGeometryProgram.program = null;
  14318. _currentGeometryProgram.wireframe = false;
  14319. _currentMaterialId = - 1;
  14320. _currentCamera = null;
  14321. // update scene graph
  14322. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14323. // update camera matrices and frustum
  14324. if ( camera.parent === null ) camera.updateMatrixWorld();
  14325. if ( vr.enabled ) {
  14326. camera = vr.getCamera( camera );
  14327. }
  14328. //
  14329. currentRenderState = renderStates.get( scene, camera );
  14330. currentRenderState.init();
  14331. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14332. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14333. _frustum.setFromMatrix( _projScreenMatrix );
  14334. _localClippingEnabled = this.localClippingEnabled;
  14335. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14336. currentRenderList = renderLists.get( scene, camera );
  14337. currentRenderList.init();
  14338. projectObject( scene, camera, 0, _this.sortObjects );
  14339. if ( _this.sortObjects === true ) {
  14340. currentRenderList.sort();
  14341. }
  14342. //
  14343. if ( _clippingEnabled ) _clipping.beginShadows();
  14344. var shadowsArray = currentRenderState.state.shadowsArray;
  14345. shadowMap.render( shadowsArray, scene, camera );
  14346. currentRenderState.setupLights( camera );
  14347. if ( _clippingEnabled ) _clipping.endShadows();
  14348. //
  14349. if ( this.info.autoReset ) this.info.reset();
  14350. if ( renderTarget !== undefined ) {
  14351. this.setRenderTarget( renderTarget );
  14352. }
  14353. //
  14354. background.render( currentRenderList, scene, camera, forceClear );
  14355. // render scene
  14356. var opaqueObjects = currentRenderList.opaque;
  14357. var transparentObjects = currentRenderList.transparent;
  14358. if ( scene.overrideMaterial ) {
  14359. var overrideMaterial = scene.overrideMaterial;
  14360. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14361. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14362. } else {
  14363. // opaque pass (front-to-back order)
  14364. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14365. // transparent pass (back-to-front order)
  14366. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14367. }
  14368. //
  14369. scene.onAfterRender( _this, scene, camera );
  14370. //
  14371. if ( _currentRenderTarget !== null ) {
  14372. // Generate mipmap if we're using any kind of mipmap filtering
  14373. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14374. // resolve multisample renderbuffers to a single-sample texture if necessary
  14375. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14376. }
  14377. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14378. state.buffers.depth.setTest( true );
  14379. state.buffers.depth.setMask( true );
  14380. state.buffers.color.setMask( true );
  14381. state.setPolygonOffset( false );
  14382. if ( vr.enabled ) {
  14383. vr.submitFrame();
  14384. }
  14385. // _gl.finish();
  14386. currentRenderList = null;
  14387. currentRenderState = null;
  14388. };
  14389. function projectObject( object, camera, groupOrder, sortObjects ) {
  14390. if ( object.visible === false ) return;
  14391. var visible = object.layers.test( camera.layers );
  14392. if ( visible ) {
  14393. if ( object.isGroup ) {
  14394. groupOrder = object.renderOrder;
  14395. } else if ( object.isLight ) {
  14396. currentRenderState.pushLight( object );
  14397. if ( object.castShadow ) {
  14398. currentRenderState.pushShadow( object );
  14399. }
  14400. } else if ( object.isSprite ) {
  14401. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14402. if ( sortObjects ) {
  14403. _vector3.setFromMatrixPosition( object.matrixWorld )
  14404. .applyMatrix4( _projScreenMatrix );
  14405. }
  14406. var geometry = objects.update( object );
  14407. var material = object.material;
  14408. if ( material.visible ) {
  14409. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14410. }
  14411. }
  14412. } else if ( object.isImmediateRenderObject ) {
  14413. if ( sortObjects ) {
  14414. _vector3.setFromMatrixPosition( object.matrixWorld )
  14415. .applyMatrix4( _projScreenMatrix );
  14416. }
  14417. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14418. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14419. if ( object.isSkinnedMesh ) {
  14420. object.skeleton.update();
  14421. }
  14422. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14423. if ( sortObjects ) {
  14424. _vector3.setFromMatrixPosition( object.matrixWorld )
  14425. .applyMatrix4( _projScreenMatrix );
  14426. }
  14427. var geometry = objects.update( object );
  14428. var material = object.material;
  14429. if ( Array.isArray( material ) ) {
  14430. var groups = geometry.groups;
  14431. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14432. var group = groups[ i ];
  14433. var groupMaterial = material[ group.materialIndex ];
  14434. if ( groupMaterial && groupMaterial.visible ) {
  14435. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14436. }
  14437. }
  14438. } else if ( material.visible ) {
  14439. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14440. }
  14441. }
  14442. }
  14443. }
  14444. var children = object.children;
  14445. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14446. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14447. }
  14448. }
  14449. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14450. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14451. var renderItem = renderList[ i ];
  14452. var object = renderItem.object;
  14453. var geometry = renderItem.geometry;
  14454. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14455. var group = renderItem.group;
  14456. if ( camera.isArrayCamera ) {
  14457. _currentArrayCamera = camera;
  14458. var cameras = camera.cameras;
  14459. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14460. var camera2 = cameras[ j ];
  14461. if ( object.layers.test( camera2.layers ) ) {
  14462. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14463. currentRenderState.setupLights( camera2 );
  14464. renderObject( object, scene, camera2, geometry, material, group );
  14465. }
  14466. }
  14467. } else {
  14468. _currentArrayCamera = null;
  14469. renderObject( object, scene, camera, geometry, material, group );
  14470. }
  14471. }
  14472. }
  14473. function renderObject( object, scene, camera, geometry, material, group ) {
  14474. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14475. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14476. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14477. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14478. if ( object.isImmediateRenderObject ) {
  14479. state.setMaterial( material );
  14480. var program = setProgram( camera, scene.fog, material, object );
  14481. _currentGeometryProgram.geometry = null;
  14482. _currentGeometryProgram.program = null;
  14483. _currentGeometryProgram.wireframe = false;
  14484. renderObjectImmediate( object, program );
  14485. } else {
  14486. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14487. }
  14488. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14489. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14490. }
  14491. function initMaterial( material, fog, object ) {
  14492. var materialProperties = properties.get( material );
  14493. var lights = currentRenderState.state.lights;
  14494. var shadowsArray = currentRenderState.state.shadowsArray;
  14495. var lightsStateVersion = lights.state.version;
  14496. var parameters = programCache.getParameters(
  14497. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14498. var code = programCache.getProgramCode( material, parameters );
  14499. var program = materialProperties.program;
  14500. var programChange = true;
  14501. if ( program === undefined ) {
  14502. // new material
  14503. material.addEventListener( 'dispose', onMaterialDispose );
  14504. } else if ( program.code !== code ) {
  14505. // changed glsl or parameters
  14506. releaseMaterialProgramReference( material );
  14507. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14508. materialProperties.lightsStateVersion = lightsStateVersion;
  14509. programChange = false;
  14510. } else if ( parameters.shaderID !== undefined ) {
  14511. // same glsl and uniform list
  14512. return;
  14513. } else {
  14514. // only rebuild uniform list
  14515. programChange = false;
  14516. }
  14517. if ( programChange ) {
  14518. if ( parameters.shaderID ) {
  14519. var shader = ShaderLib[ parameters.shaderID ];
  14520. materialProperties.shader = {
  14521. name: material.type,
  14522. uniforms: cloneUniforms( shader.uniforms ),
  14523. vertexShader: shader.vertexShader,
  14524. fragmentShader: shader.fragmentShader
  14525. };
  14526. } else {
  14527. materialProperties.shader = {
  14528. name: material.type,
  14529. uniforms: material.uniforms,
  14530. vertexShader: material.vertexShader,
  14531. fragmentShader: material.fragmentShader
  14532. };
  14533. }
  14534. material.onBeforeCompile( materialProperties.shader, _this );
  14535. // Computing code again as onBeforeCompile may have changed the shaders
  14536. code = programCache.getProgramCode( material, parameters );
  14537. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14538. materialProperties.program = program;
  14539. material.program = program;
  14540. }
  14541. var programAttributes = program.getAttributes();
  14542. if ( material.morphTargets ) {
  14543. material.numSupportedMorphTargets = 0;
  14544. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14545. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14546. material.numSupportedMorphTargets ++;
  14547. }
  14548. }
  14549. }
  14550. if ( material.morphNormals ) {
  14551. material.numSupportedMorphNormals = 0;
  14552. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14553. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14554. material.numSupportedMorphNormals ++;
  14555. }
  14556. }
  14557. }
  14558. var uniforms = materialProperties.shader.uniforms;
  14559. if ( ! material.isShaderMaterial &&
  14560. ! material.isRawShaderMaterial ||
  14561. material.clipping === true ) {
  14562. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14563. materialProperties.numIntersection = _clipping.numIntersection;
  14564. uniforms.clippingPlanes = _clipping.uniform;
  14565. }
  14566. materialProperties.fog = fog;
  14567. // store the light setup it was created for
  14568. materialProperties.lightsStateVersion = lightsStateVersion;
  14569. if ( material.lights ) {
  14570. // wire up the material to this renderer's lighting state
  14571. uniforms.ambientLightColor.value = lights.state.ambient;
  14572. uniforms.lightProbe.value = lights.state.probe;
  14573. uniforms.directionalLights.value = lights.state.directional;
  14574. uniforms.spotLights.value = lights.state.spot;
  14575. uniforms.rectAreaLights.value = lights.state.rectArea;
  14576. uniforms.pointLights.value = lights.state.point;
  14577. uniforms.hemisphereLights.value = lights.state.hemi;
  14578. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14579. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14580. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14581. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14582. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14583. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14584. // TODO (abelnation): add area lights shadow info to uniforms
  14585. }
  14586. var progUniforms = materialProperties.program.getUniforms(),
  14587. uniformsList =
  14588. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14589. materialProperties.uniformsList = uniformsList;
  14590. }
  14591. function setProgram( camera, fog, material, object ) {
  14592. textures.resetTextureUnits();
  14593. var materialProperties = properties.get( material );
  14594. var lights = currentRenderState.state.lights;
  14595. if ( _clippingEnabled ) {
  14596. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14597. var useCache =
  14598. camera === _currentCamera &&
  14599. material.id === _currentMaterialId;
  14600. // we might want to call this function with some ClippingGroup
  14601. // object instead of the material, once it becomes feasible
  14602. // (#8465, #8379)
  14603. _clipping.setState(
  14604. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14605. camera, materialProperties, useCache );
  14606. }
  14607. }
  14608. if ( material.needsUpdate === false ) {
  14609. if ( materialProperties.program === undefined ) {
  14610. material.needsUpdate = true;
  14611. } else if ( material.fog && materialProperties.fog !== fog ) {
  14612. material.needsUpdate = true;
  14613. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14614. material.needsUpdate = true;
  14615. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14616. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14617. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14618. material.needsUpdate = true;
  14619. }
  14620. }
  14621. if ( material.needsUpdate ) {
  14622. initMaterial( material, fog, object );
  14623. material.needsUpdate = false;
  14624. }
  14625. var refreshProgram = false;
  14626. var refreshMaterial = false;
  14627. var refreshLights = false;
  14628. var program = materialProperties.program,
  14629. p_uniforms = program.getUniforms(),
  14630. m_uniforms = materialProperties.shader.uniforms;
  14631. if ( state.useProgram( program.program ) ) {
  14632. refreshProgram = true;
  14633. refreshMaterial = true;
  14634. refreshLights = true;
  14635. }
  14636. if ( material.id !== _currentMaterialId ) {
  14637. _currentMaterialId = material.id;
  14638. refreshMaterial = true;
  14639. }
  14640. if ( refreshProgram || _currentCamera !== camera ) {
  14641. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14642. if ( capabilities.logarithmicDepthBuffer ) {
  14643. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14644. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14645. }
  14646. if ( _currentCamera !== camera ) {
  14647. _currentCamera = camera;
  14648. // lighting uniforms depend on the camera so enforce an update
  14649. // now, in case this material supports lights - or later, when
  14650. // the next material that does gets activated:
  14651. refreshMaterial = true; // set to true on material change
  14652. refreshLights = true; // remains set until update done
  14653. }
  14654. // load material specific uniforms
  14655. // (shader material also gets them for the sake of genericity)
  14656. if ( material.isShaderMaterial ||
  14657. material.isMeshPhongMaterial ||
  14658. material.isMeshStandardMaterial ||
  14659. material.envMap ) {
  14660. var uCamPos = p_uniforms.map.cameraPosition;
  14661. if ( uCamPos !== undefined ) {
  14662. uCamPos.setValue( _gl,
  14663. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14664. }
  14665. }
  14666. if ( material.isMeshPhongMaterial ||
  14667. material.isMeshLambertMaterial ||
  14668. material.isMeshBasicMaterial ||
  14669. material.isMeshStandardMaterial ||
  14670. material.isShaderMaterial ||
  14671. material.skinning ) {
  14672. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14673. }
  14674. }
  14675. // skinning uniforms must be set even if material didn't change
  14676. // auto-setting of texture unit for bone texture must go before other textures
  14677. // not sure why, but otherwise weird things happen
  14678. if ( material.skinning ) {
  14679. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14680. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14681. var skeleton = object.skeleton;
  14682. if ( skeleton ) {
  14683. var bones = skeleton.bones;
  14684. if ( capabilities.floatVertexTextures ) {
  14685. if ( skeleton.boneTexture === undefined ) {
  14686. // layout (1 matrix = 4 pixels)
  14687. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14688. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14689. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14690. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14691. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14692. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14693. size = _Math.ceilPowerOfTwo( size );
  14694. size = Math.max( size, 4 );
  14695. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14696. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14697. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14698. boneTexture.needsUpdate = true;
  14699. skeleton.boneMatrices = boneMatrices;
  14700. skeleton.boneTexture = boneTexture;
  14701. skeleton.boneTextureSize = size;
  14702. }
  14703. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14704. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14705. } else {
  14706. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14707. }
  14708. }
  14709. }
  14710. if ( refreshMaterial ) {
  14711. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14712. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14713. if ( material.lights ) {
  14714. // the current material requires lighting info
  14715. // note: all lighting uniforms are always set correctly
  14716. // they simply reference the renderer's state for their
  14717. // values
  14718. //
  14719. // use the current material's .needsUpdate flags to set
  14720. // the GL state when required
  14721. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14722. }
  14723. // refresh uniforms common to several materials
  14724. if ( fog && material.fog ) {
  14725. refreshUniformsFog( m_uniforms, fog );
  14726. }
  14727. if ( material.isMeshBasicMaterial ) {
  14728. refreshUniformsCommon( m_uniforms, material );
  14729. } else if ( material.isMeshLambertMaterial ) {
  14730. refreshUniformsCommon( m_uniforms, material );
  14731. refreshUniformsLambert( m_uniforms, material );
  14732. } else if ( material.isMeshPhongMaterial ) {
  14733. refreshUniformsCommon( m_uniforms, material );
  14734. if ( material.isMeshToonMaterial ) {
  14735. refreshUniformsToon( m_uniforms, material );
  14736. } else {
  14737. refreshUniformsPhong( m_uniforms, material );
  14738. }
  14739. } else if ( material.isMeshStandardMaterial ) {
  14740. refreshUniformsCommon( m_uniforms, material );
  14741. if ( material.isMeshPhysicalMaterial ) {
  14742. refreshUniformsPhysical( m_uniforms, material );
  14743. } else {
  14744. refreshUniformsStandard( m_uniforms, material );
  14745. }
  14746. } else if ( material.isMeshMatcapMaterial ) {
  14747. refreshUniformsCommon( m_uniforms, material );
  14748. refreshUniformsMatcap( m_uniforms, material );
  14749. } else if ( material.isMeshDepthMaterial ) {
  14750. refreshUniformsCommon( m_uniforms, material );
  14751. refreshUniformsDepth( m_uniforms, material );
  14752. } else if ( material.isMeshDistanceMaterial ) {
  14753. refreshUniformsCommon( m_uniforms, material );
  14754. refreshUniformsDistance( m_uniforms, material );
  14755. } else if ( material.isMeshNormalMaterial ) {
  14756. refreshUniformsCommon( m_uniforms, material );
  14757. refreshUniformsNormal( m_uniforms, material );
  14758. } else if ( material.isLineBasicMaterial ) {
  14759. refreshUniformsLine( m_uniforms, material );
  14760. if ( material.isLineDashedMaterial ) {
  14761. refreshUniformsDash( m_uniforms, material );
  14762. }
  14763. } else if ( material.isPointsMaterial ) {
  14764. refreshUniformsPoints( m_uniforms, material );
  14765. } else if ( material.isSpriteMaterial ) {
  14766. refreshUniformsSprites( m_uniforms, material );
  14767. } else if ( material.isShadowMaterial ) {
  14768. m_uniforms.color.value.copy( material.color );
  14769. m_uniforms.opacity.value = material.opacity;
  14770. }
  14771. // RectAreaLight Texture
  14772. // TODO (mrdoob): Find a nicer implementation
  14773. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14774. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14775. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14776. }
  14777. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14778. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14779. material.uniformsNeedUpdate = false;
  14780. }
  14781. if ( material.isSpriteMaterial ) {
  14782. p_uniforms.setValue( _gl, 'center', object.center );
  14783. }
  14784. // common matrices
  14785. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14786. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14787. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14788. return program;
  14789. }
  14790. // Uniforms (refresh uniforms objects)
  14791. function refreshUniformsCommon( uniforms, material ) {
  14792. uniforms.opacity.value = material.opacity;
  14793. if ( material.color ) {
  14794. uniforms.diffuse.value.copy( material.color );
  14795. }
  14796. if ( material.emissive ) {
  14797. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14798. }
  14799. if ( material.map ) {
  14800. uniforms.map.value = material.map;
  14801. }
  14802. if ( material.alphaMap ) {
  14803. uniforms.alphaMap.value = material.alphaMap;
  14804. }
  14805. if ( material.specularMap ) {
  14806. uniforms.specularMap.value = material.specularMap;
  14807. }
  14808. if ( material.envMap ) {
  14809. uniforms.envMap.value = material.envMap;
  14810. // don't flip CubeTexture envMaps, flip everything else:
  14811. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14812. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14813. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14814. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14815. uniforms.reflectivity.value = material.reflectivity;
  14816. uniforms.refractionRatio.value = material.refractionRatio;
  14817. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14818. }
  14819. if ( material.lightMap ) {
  14820. uniforms.lightMap.value = material.lightMap;
  14821. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14822. }
  14823. if ( material.aoMap ) {
  14824. uniforms.aoMap.value = material.aoMap;
  14825. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14826. }
  14827. // uv repeat and offset setting priorities
  14828. // 1. color map
  14829. // 2. specular map
  14830. // 3. normal map
  14831. // 4. bump map
  14832. // 5. alpha map
  14833. // 6. emissive map
  14834. var uvScaleMap;
  14835. if ( material.map ) {
  14836. uvScaleMap = material.map;
  14837. } else if ( material.specularMap ) {
  14838. uvScaleMap = material.specularMap;
  14839. } else if ( material.displacementMap ) {
  14840. uvScaleMap = material.displacementMap;
  14841. } else if ( material.normalMap ) {
  14842. uvScaleMap = material.normalMap;
  14843. } else if ( material.bumpMap ) {
  14844. uvScaleMap = material.bumpMap;
  14845. } else if ( material.roughnessMap ) {
  14846. uvScaleMap = material.roughnessMap;
  14847. } else if ( material.metalnessMap ) {
  14848. uvScaleMap = material.metalnessMap;
  14849. } else if ( material.alphaMap ) {
  14850. uvScaleMap = material.alphaMap;
  14851. } else if ( material.emissiveMap ) {
  14852. uvScaleMap = material.emissiveMap;
  14853. }
  14854. if ( uvScaleMap !== undefined ) {
  14855. // backwards compatibility
  14856. if ( uvScaleMap.isWebGLRenderTarget ) {
  14857. uvScaleMap = uvScaleMap.texture;
  14858. }
  14859. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14860. uvScaleMap.updateMatrix();
  14861. }
  14862. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14863. }
  14864. }
  14865. function refreshUniformsLine( uniforms, material ) {
  14866. uniforms.diffuse.value.copy( material.color );
  14867. uniforms.opacity.value = material.opacity;
  14868. }
  14869. function refreshUniformsDash( uniforms, material ) {
  14870. uniforms.dashSize.value = material.dashSize;
  14871. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14872. uniforms.scale.value = material.scale;
  14873. }
  14874. function refreshUniformsPoints( uniforms, material ) {
  14875. uniforms.diffuse.value.copy( material.color );
  14876. uniforms.opacity.value = material.opacity;
  14877. uniforms.size.value = material.size * _pixelRatio;
  14878. uniforms.scale.value = _height * 0.5;
  14879. uniforms.map.value = material.map;
  14880. if ( material.map !== null ) {
  14881. if ( material.map.matrixAutoUpdate === true ) {
  14882. material.map.updateMatrix();
  14883. }
  14884. uniforms.uvTransform.value.copy( material.map.matrix );
  14885. }
  14886. }
  14887. function refreshUniformsSprites( uniforms, material ) {
  14888. uniforms.diffuse.value.copy( material.color );
  14889. uniforms.opacity.value = material.opacity;
  14890. uniforms.rotation.value = material.rotation;
  14891. uniforms.map.value = material.map;
  14892. if ( material.map !== null ) {
  14893. if ( material.map.matrixAutoUpdate === true ) {
  14894. material.map.updateMatrix();
  14895. }
  14896. uniforms.uvTransform.value.copy( material.map.matrix );
  14897. }
  14898. }
  14899. function refreshUniformsFog( uniforms, fog ) {
  14900. uniforms.fogColor.value.copy( fog.color );
  14901. if ( fog.isFog ) {
  14902. uniforms.fogNear.value = fog.near;
  14903. uniforms.fogFar.value = fog.far;
  14904. } else if ( fog.isFogExp2 ) {
  14905. uniforms.fogDensity.value = fog.density;
  14906. }
  14907. }
  14908. function refreshUniformsLambert( uniforms, material ) {
  14909. if ( material.emissiveMap ) {
  14910. uniforms.emissiveMap.value = material.emissiveMap;
  14911. }
  14912. }
  14913. function refreshUniformsPhong( uniforms, material ) {
  14914. uniforms.specular.value.copy( material.specular );
  14915. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14916. if ( material.emissiveMap ) {
  14917. uniforms.emissiveMap.value = material.emissiveMap;
  14918. }
  14919. if ( material.bumpMap ) {
  14920. uniforms.bumpMap.value = material.bumpMap;
  14921. uniforms.bumpScale.value = material.bumpScale;
  14922. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14923. }
  14924. if ( material.normalMap ) {
  14925. uniforms.normalMap.value = material.normalMap;
  14926. uniforms.normalScale.value.copy( material.normalScale );
  14927. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14928. }
  14929. if ( material.displacementMap ) {
  14930. uniforms.displacementMap.value = material.displacementMap;
  14931. uniforms.displacementScale.value = material.displacementScale;
  14932. uniforms.displacementBias.value = material.displacementBias;
  14933. }
  14934. }
  14935. function refreshUniformsToon( uniforms, material ) {
  14936. refreshUniformsPhong( uniforms, material );
  14937. if ( material.gradientMap ) {
  14938. uniforms.gradientMap.value = material.gradientMap;
  14939. }
  14940. }
  14941. function refreshUniformsStandard( uniforms, material ) {
  14942. uniforms.roughness.value = material.roughness;
  14943. uniforms.metalness.value = material.metalness;
  14944. if ( material.roughnessMap ) {
  14945. uniforms.roughnessMap.value = material.roughnessMap;
  14946. }
  14947. if ( material.metalnessMap ) {
  14948. uniforms.metalnessMap.value = material.metalnessMap;
  14949. }
  14950. if ( material.emissiveMap ) {
  14951. uniforms.emissiveMap.value = material.emissiveMap;
  14952. }
  14953. if ( material.bumpMap ) {
  14954. uniforms.bumpMap.value = material.bumpMap;
  14955. uniforms.bumpScale.value = material.bumpScale;
  14956. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14957. }
  14958. if ( material.normalMap ) {
  14959. uniforms.normalMap.value = material.normalMap;
  14960. uniforms.normalScale.value.copy( material.normalScale );
  14961. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14962. }
  14963. if ( material.displacementMap ) {
  14964. uniforms.displacementMap.value = material.displacementMap;
  14965. uniforms.displacementScale.value = material.displacementScale;
  14966. uniforms.displacementBias.value = material.displacementBias;
  14967. }
  14968. if ( material.envMap ) {
  14969. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14970. uniforms.envMapIntensity.value = material.envMapIntensity;
  14971. }
  14972. }
  14973. function refreshUniformsPhysical( uniforms, material ) {
  14974. refreshUniformsStandard( uniforms, material );
  14975. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14976. uniforms.clearCoat.value = material.clearCoat;
  14977. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14978. }
  14979. function refreshUniformsMatcap( uniforms, material ) {
  14980. if ( material.matcap ) {
  14981. uniforms.matcap.value = material.matcap;
  14982. }
  14983. if ( material.bumpMap ) {
  14984. uniforms.bumpMap.value = material.bumpMap;
  14985. uniforms.bumpScale.value = material.bumpScale;
  14986. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14987. }
  14988. if ( material.normalMap ) {
  14989. uniforms.normalMap.value = material.normalMap;
  14990. uniforms.normalScale.value.copy( material.normalScale );
  14991. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14992. }
  14993. if ( material.displacementMap ) {
  14994. uniforms.displacementMap.value = material.displacementMap;
  14995. uniforms.displacementScale.value = material.displacementScale;
  14996. uniforms.displacementBias.value = material.displacementBias;
  14997. }
  14998. }
  14999. function refreshUniformsDepth( uniforms, material ) {
  15000. if ( material.displacementMap ) {
  15001. uniforms.displacementMap.value = material.displacementMap;
  15002. uniforms.displacementScale.value = material.displacementScale;
  15003. uniforms.displacementBias.value = material.displacementBias;
  15004. }
  15005. }
  15006. function refreshUniformsDistance( uniforms, material ) {
  15007. if ( material.displacementMap ) {
  15008. uniforms.displacementMap.value = material.displacementMap;
  15009. uniforms.displacementScale.value = material.displacementScale;
  15010. uniforms.displacementBias.value = material.displacementBias;
  15011. }
  15012. uniforms.referencePosition.value.copy( material.referencePosition );
  15013. uniforms.nearDistance.value = material.nearDistance;
  15014. uniforms.farDistance.value = material.farDistance;
  15015. }
  15016. function refreshUniformsNormal( uniforms, material ) {
  15017. if ( material.bumpMap ) {
  15018. uniforms.bumpMap.value = material.bumpMap;
  15019. uniforms.bumpScale.value = material.bumpScale;
  15020. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15021. }
  15022. if ( material.normalMap ) {
  15023. uniforms.normalMap.value = material.normalMap;
  15024. uniforms.normalScale.value.copy( material.normalScale );
  15025. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15026. }
  15027. if ( material.displacementMap ) {
  15028. uniforms.displacementMap.value = material.displacementMap;
  15029. uniforms.displacementScale.value = material.displacementScale;
  15030. uniforms.displacementBias.value = material.displacementBias;
  15031. }
  15032. }
  15033. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15034. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15035. uniforms.ambientLightColor.needsUpdate = value;
  15036. uniforms.lightProbe.needsUpdate = value;
  15037. uniforms.directionalLights.needsUpdate = value;
  15038. uniforms.pointLights.needsUpdate = value;
  15039. uniforms.spotLights.needsUpdate = value;
  15040. uniforms.rectAreaLights.needsUpdate = value;
  15041. uniforms.hemisphereLights.needsUpdate = value;
  15042. }
  15043. //
  15044. this.setFramebuffer = function ( value ) {
  15045. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15046. _framebuffer = value;
  15047. };
  15048. this.getActiveCubeFace = function () {
  15049. return _currentActiveCubeFace;
  15050. };
  15051. this.getActiveMipMapLevel = function () {
  15052. return _currentActiveMipmapLevel;
  15053. };
  15054. this.getRenderTarget = function () {
  15055. return _currentRenderTarget;
  15056. };
  15057. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  15058. _currentRenderTarget = renderTarget;
  15059. _currentActiveCubeFace = activeCubeFace;
  15060. _currentActiveMipmapLevel = activeMipMapLevel;
  15061. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15062. textures.setupRenderTarget( renderTarget );
  15063. }
  15064. var framebuffer = _framebuffer;
  15065. var isCube = false;
  15066. if ( renderTarget ) {
  15067. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15068. if ( renderTarget.isWebGLRenderTargetCube ) {
  15069. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15070. isCube = true;
  15071. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15072. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15073. } else {
  15074. framebuffer = __webglFramebuffer;
  15075. }
  15076. _currentViewport.copy( renderTarget.viewport );
  15077. _currentScissor.copy( renderTarget.scissor );
  15078. _currentScissorTest = renderTarget.scissorTest;
  15079. } else {
  15080. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  15081. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  15082. _currentScissorTest = _scissorTest;
  15083. }
  15084. if ( _currentFramebuffer !== framebuffer ) {
  15085. _gl.bindFramebuffer( 36160, framebuffer );
  15086. _currentFramebuffer = framebuffer;
  15087. }
  15088. state.viewport( _currentViewport );
  15089. state.scissor( _currentScissor );
  15090. state.setScissorTest( _currentScissorTest );
  15091. if ( isCube ) {
  15092. var textureProperties = properties.get( renderTarget.texture );
  15093. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
  15094. }
  15095. };
  15096. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15097. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15098. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15099. return;
  15100. }
  15101. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15102. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15103. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15104. }
  15105. if ( framebuffer ) {
  15106. var restore = false;
  15107. if ( framebuffer !== _currentFramebuffer ) {
  15108. _gl.bindFramebuffer( 36160, framebuffer );
  15109. restore = true;
  15110. }
  15111. try {
  15112. var texture = renderTarget.texture;
  15113. var textureFormat = texture.format;
  15114. var textureType = texture.type;
  15115. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15116. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15117. return;
  15118. }
  15119. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15120. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15121. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15122. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15123. return;
  15124. }
  15125. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15126. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15127. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15128. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15129. }
  15130. } else {
  15131. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15132. }
  15133. } finally {
  15134. if ( restore ) {
  15135. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15136. }
  15137. }
  15138. }
  15139. };
  15140. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15141. var width = texture.image.width;
  15142. var height = texture.image.height;
  15143. var glFormat = utils.convert( texture.format );
  15144. textures.setTexture2D( texture, 0 );
  15145. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15146. };
  15147. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15148. var width = srcTexture.image.width;
  15149. var height = srcTexture.image.height;
  15150. var glFormat = utils.convert( dstTexture.format );
  15151. var glType = utils.convert( dstTexture.type );
  15152. textures.setTexture2D( dstTexture, 0 );
  15153. if ( srcTexture.isDataTexture ) {
  15154. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15155. } else {
  15156. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15157. }
  15158. };
  15159. /*
  15160. if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
  15161. __THREE_DEVTOOLS__.dispatchEvent( { type: 'renderer', value: this } );
  15162. }
  15163. */
  15164. }
  15165. /**
  15166. * @author mrdoob / http://mrdoob.com/
  15167. * @author alteredq / http://alteredqualia.com/
  15168. */
  15169. function FogExp2( color, density ) {
  15170. this.name = '';
  15171. this.color = new Color( color );
  15172. this.density = ( density !== undefined ) ? density : 0.00025;
  15173. }
  15174. Object.assign( FogExp2.prototype, {
  15175. isFogExp2: true,
  15176. clone: function () {
  15177. return new FogExp2( this.color, this.density );
  15178. },
  15179. toJSON: function ( /* meta */ ) {
  15180. return {
  15181. type: 'FogExp2',
  15182. color: this.color.getHex(),
  15183. density: this.density
  15184. };
  15185. }
  15186. } );
  15187. /**
  15188. * @author mrdoob / http://mrdoob.com/
  15189. * @author alteredq / http://alteredqualia.com/
  15190. */
  15191. function Fog( color, near, far ) {
  15192. this.name = '';
  15193. this.color = new Color( color );
  15194. this.near = ( near !== undefined ) ? near : 1;
  15195. this.far = ( far !== undefined ) ? far : 1000;
  15196. }
  15197. Object.assign( Fog.prototype, {
  15198. isFog: true,
  15199. clone: function () {
  15200. return new Fog( this.color, this.near, this.far );
  15201. },
  15202. toJSON: function ( /* meta */ ) {
  15203. return {
  15204. type: 'Fog',
  15205. color: this.color.getHex(),
  15206. near: this.near,
  15207. far: this.far
  15208. };
  15209. }
  15210. } );
  15211. /**
  15212. * @author benaadams / https://twitter.com/ben_a_adams
  15213. */
  15214. function InterleavedBuffer( array, stride ) {
  15215. this.array = array;
  15216. this.stride = stride;
  15217. this.count = array !== undefined ? array.length / stride : 0;
  15218. this.dynamic = false;
  15219. this.updateRange = { offset: 0, count: - 1 };
  15220. this.version = 0;
  15221. }
  15222. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15223. set: function ( value ) {
  15224. if ( value === true ) this.version ++;
  15225. }
  15226. } );
  15227. Object.assign( InterleavedBuffer.prototype, {
  15228. isInterleavedBuffer: true,
  15229. onUploadCallback: function () {},
  15230. setArray: function ( array ) {
  15231. if ( Array.isArray( array ) ) {
  15232. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15233. }
  15234. this.count = array !== undefined ? array.length / this.stride : 0;
  15235. this.array = array;
  15236. return this;
  15237. },
  15238. setDynamic: function ( value ) {
  15239. this.dynamic = value;
  15240. return this;
  15241. },
  15242. copy: function ( source ) {
  15243. this.array = new source.array.constructor( source.array );
  15244. this.count = source.count;
  15245. this.stride = source.stride;
  15246. this.dynamic = source.dynamic;
  15247. return this;
  15248. },
  15249. copyAt: function ( index1, attribute, index2 ) {
  15250. index1 *= this.stride;
  15251. index2 *= attribute.stride;
  15252. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15253. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15254. }
  15255. return this;
  15256. },
  15257. set: function ( value, offset ) {
  15258. if ( offset === undefined ) offset = 0;
  15259. this.array.set( value, offset );
  15260. return this;
  15261. },
  15262. clone: function () {
  15263. return new this.constructor().copy( this );
  15264. },
  15265. onUpload: function ( callback ) {
  15266. this.onUploadCallback = callback;
  15267. return this;
  15268. }
  15269. } );
  15270. /**
  15271. * @author benaadams / https://twitter.com/ben_a_adams
  15272. */
  15273. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15274. this.data = interleavedBuffer;
  15275. this.itemSize = itemSize;
  15276. this.offset = offset;
  15277. this.normalized = normalized === true;
  15278. }
  15279. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15280. count: {
  15281. get: function () {
  15282. return this.data.count;
  15283. }
  15284. },
  15285. array: {
  15286. get: function () {
  15287. return this.data.array;
  15288. }
  15289. }
  15290. } );
  15291. Object.assign( InterleavedBufferAttribute.prototype, {
  15292. isInterleavedBufferAttribute: true,
  15293. setX: function ( index, x ) {
  15294. this.data.array[ index * this.data.stride + this.offset ] = x;
  15295. return this;
  15296. },
  15297. setY: function ( index, y ) {
  15298. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15299. return this;
  15300. },
  15301. setZ: function ( index, z ) {
  15302. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15303. return this;
  15304. },
  15305. setW: function ( index, w ) {
  15306. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15307. return this;
  15308. },
  15309. getX: function ( index ) {
  15310. return this.data.array[ index * this.data.stride + this.offset ];
  15311. },
  15312. getY: function ( index ) {
  15313. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15314. },
  15315. getZ: function ( index ) {
  15316. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15317. },
  15318. getW: function ( index ) {
  15319. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15320. },
  15321. setXY: function ( index, x, y ) {
  15322. index = index * this.data.stride + this.offset;
  15323. this.data.array[ index + 0 ] = x;
  15324. this.data.array[ index + 1 ] = y;
  15325. return this;
  15326. },
  15327. setXYZ: function ( index, x, y, z ) {
  15328. index = index * this.data.stride + this.offset;
  15329. this.data.array[ index + 0 ] = x;
  15330. this.data.array[ index + 1 ] = y;
  15331. this.data.array[ index + 2 ] = z;
  15332. return this;
  15333. },
  15334. setXYZW: function ( index, x, y, z, w ) {
  15335. index = index * this.data.stride + this.offset;
  15336. this.data.array[ index + 0 ] = x;
  15337. this.data.array[ index + 1 ] = y;
  15338. this.data.array[ index + 2 ] = z;
  15339. this.data.array[ index + 3 ] = w;
  15340. return this;
  15341. }
  15342. } );
  15343. /**
  15344. * @author alteredq / http://alteredqualia.com/
  15345. *
  15346. * parameters = {
  15347. * color: <hex>,
  15348. * map: new THREE.Texture( <Image> ),
  15349. * rotation: <float>,
  15350. * sizeAttenuation: <bool>
  15351. * }
  15352. */
  15353. function SpriteMaterial( parameters ) {
  15354. Material.call( this );
  15355. this.type = 'SpriteMaterial';
  15356. this.color = new Color( 0xffffff );
  15357. this.map = null;
  15358. this.rotation = 0;
  15359. this.sizeAttenuation = true;
  15360. this.lights = false;
  15361. this.transparent = true;
  15362. this.setValues( parameters );
  15363. }
  15364. SpriteMaterial.prototype = Object.create( Material.prototype );
  15365. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15366. SpriteMaterial.prototype.isSpriteMaterial = true;
  15367. SpriteMaterial.prototype.copy = function ( source ) {
  15368. Material.prototype.copy.call( this, source );
  15369. this.color.copy( source.color );
  15370. this.map = source.map;
  15371. this.rotation = source.rotation;
  15372. this.sizeAttenuation = source.sizeAttenuation;
  15373. return this;
  15374. };
  15375. /**
  15376. * @author mikael emtinger / http://gomo.se/
  15377. * @author alteredq / http://alteredqualia.com/
  15378. */
  15379. var geometry;
  15380. function Sprite( material ) {
  15381. Object3D.call( this );
  15382. this.type = 'Sprite';
  15383. if ( geometry === undefined ) {
  15384. geometry = new BufferGeometry();
  15385. var float32Array = new Float32Array( [
  15386. - 0.5, - 0.5, 0, 0, 0,
  15387. 0.5, - 0.5, 0, 1, 0,
  15388. 0.5, 0.5, 0, 1, 1,
  15389. - 0.5, 0.5, 0, 0, 1
  15390. ] );
  15391. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15392. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15393. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15394. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15395. }
  15396. this.geometry = geometry;
  15397. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15398. this.center = new Vector2( 0.5, 0.5 );
  15399. }
  15400. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15401. constructor: Sprite,
  15402. isSprite: true,
  15403. raycast: ( function () {
  15404. var intersectPoint = new Vector3();
  15405. var worldScale = new Vector3();
  15406. var mvPosition = new Vector3();
  15407. var alignedPosition = new Vector2();
  15408. var rotatedPosition = new Vector2();
  15409. var viewWorldMatrix = new Matrix4();
  15410. var vA = new Vector3();
  15411. var vB = new Vector3();
  15412. var vC = new Vector3();
  15413. var uvA = new Vector2();
  15414. var uvB = new Vector2();
  15415. var uvC = new Vector2();
  15416. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15417. // compute position in camera space
  15418. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15419. // to check if rotation is not zero
  15420. if ( sin !== undefined ) {
  15421. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15422. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15423. } else {
  15424. rotatedPosition.copy( alignedPosition );
  15425. }
  15426. vertexPosition.copy( mvPosition );
  15427. vertexPosition.x += rotatedPosition.x;
  15428. vertexPosition.y += rotatedPosition.y;
  15429. // transform to world space
  15430. vertexPosition.applyMatrix4( viewWorldMatrix );
  15431. }
  15432. return function raycast( raycaster, intersects ) {
  15433. worldScale.setFromMatrixScale( this.matrixWorld );
  15434. viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15435. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15436. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15437. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15438. worldScale.multiplyScalar( - mvPosition.z );
  15439. }
  15440. var rotation = this.material.rotation;
  15441. var sin, cos;
  15442. if ( rotation !== 0 ) {
  15443. cos = Math.cos( rotation );
  15444. sin = Math.sin( rotation );
  15445. }
  15446. var center = this.center;
  15447. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15448. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15449. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15450. uvA.set( 0, 0 );
  15451. uvB.set( 1, 0 );
  15452. uvC.set( 1, 1 );
  15453. // check first triangle
  15454. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15455. if ( intersect === null ) {
  15456. // check second triangle
  15457. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15458. uvB.set( 0, 1 );
  15459. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15460. if ( intersect === null ) {
  15461. return;
  15462. }
  15463. }
  15464. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15465. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15466. intersects.push( {
  15467. distance: distance,
  15468. point: intersectPoint.clone(),
  15469. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15470. face: null,
  15471. object: this
  15472. } );
  15473. };
  15474. }() ),
  15475. clone: function () {
  15476. return new this.constructor( this.material ).copy( this );
  15477. },
  15478. copy: function ( source ) {
  15479. Object3D.prototype.copy.call( this, source );
  15480. if ( source.center !== undefined ) this.center.copy( source.center );
  15481. return this;
  15482. }
  15483. } );
  15484. /**
  15485. * @author mikael emtinger / http://gomo.se/
  15486. * @author alteredq / http://alteredqualia.com/
  15487. * @author mrdoob / http://mrdoob.com/
  15488. */
  15489. function LOD() {
  15490. Object3D.call( this );
  15491. this.type = 'LOD';
  15492. Object.defineProperties( this, {
  15493. levels: {
  15494. enumerable: true,
  15495. value: []
  15496. }
  15497. } );
  15498. }
  15499. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15500. constructor: LOD,
  15501. isLOD: true,
  15502. copy: function ( source ) {
  15503. Object3D.prototype.copy.call( this, source, false );
  15504. var levels = source.levels;
  15505. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15506. var level = levels[ i ];
  15507. this.addLevel( level.object.clone(), level.distance );
  15508. }
  15509. return this;
  15510. },
  15511. addLevel: function ( object, distance ) {
  15512. if ( distance === undefined ) distance = 0;
  15513. distance = Math.abs( distance );
  15514. var levels = this.levels;
  15515. for ( var l = 0; l < levels.length; l ++ ) {
  15516. if ( distance < levels[ l ].distance ) {
  15517. break;
  15518. }
  15519. }
  15520. levels.splice( l, 0, { distance: distance, object: object } );
  15521. this.add( object );
  15522. return this;
  15523. },
  15524. getObjectForDistance: function ( distance ) {
  15525. var levels = this.levels;
  15526. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15527. if ( distance < levels[ i ].distance ) {
  15528. break;
  15529. }
  15530. }
  15531. return levels[ i - 1 ].object;
  15532. },
  15533. raycast: ( function () {
  15534. var matrixPosition = new Vector3();
  15535. return function raycast( raycaster, intersects ) {
  15536. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15537. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15538. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15539. };
  15540. }() ),
  15541. update: function () {
  15542. var v1 = new Vector3();
  15543. var v2 = new Vector3();
  15544. return function update( camera ) {
  15545. var levels = this.levels;
  15546. if ( levels.length > 1 ) {
  15547. v1.setFromMatrixPosition( camera.matrixWorld );
  15548. v2.setFromMatrixPosition( this.matrixWorld );
  15549. var distance = v1.distanceTo( v2 );
  15550. levels[ 0 ].object.visible = true;
  15551. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15552. if ( distance >= levels[ i ].distance ) {
  15553. levels[ i - 1 ].object.visible = false;
  15554. levels[ i ].object.visible = true;
  15555. } else {
  15556. break;
  15557. }
  15558. }
  15559. for ( ; i < l; i ++ ) {
  15560. levels[ i ].object.visible = false;
  15561. }
  15562. }
  15563. };
  15564. }(),
  15565. toJSON: function ( meta ) {
  15566. var data = Object3D.prototype.toJSON.call( this, meta );
  15567. data.object.levels = [];
  15568. var levels = this.levels;
  15569. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15570. var level = levels[ i ];
  15571. data.object.levels.push( {
  15572. object: level.object.uuid,
  15573. distance: level.distance
  15574. } );
  15575. }
  15576. return data;
  15577. }
  15578. } );
  15579. /**
  15580. * @author mikael emtinger / http://gomo.se/
  15581. * @author alteredq / http://alteredqualia.com/
  15582. * @author ikerr / http://verold.com
  15583. */
  15584. function SkinnedMesh( geometry, material ) {
  15585. if ( geometry && geometry.isGeometry ) {
  15586. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15587. }
  15588. Mesh.call( this, geometry, material );
  15589. this.type = 'SkinnedMesh';
  15590. this.bindMode = 'attached';
  15591. this.bindMatrix = new Matrix4();
  15592. this.bindMatrixInverse = new Matrix4();
  15593. }
  15594. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15595. constructor: SkinnedMesh,
  15596. isSkinnedMesh: true,
  15597. bind: function ( skeleton, bindMatrix ) {
  15598. this.skeleton = skeleton;
  15599. if ( bindMatrix === undefined ) {
  15600. this.updateMatrixWorld( true );
  15601. this.skeleton.calculateInverses();
  15602. bindMatrix = this.matrixWorld;
  15603. }
  15604. this.bindMatrix.copy( bindMatrix );
  15605. this.bindMatrixInverse.getInverse( bindMatrix );
  15606. },
  15607. pose: function () {
  15608. this.skeleton.pose();
  15609. },
  15610. normalizeSkinWeights: function () {
  15611. var vector = new Vector4();
  15612. var skinWeight = this.geometry.attributes.skinWeight;
  15613. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15614. vector.x = skinWeight.getX( i );
  15615. vector.y = skinWeight.getY( i );
  15616. vector.z = skinWeight.getZ( i );
  15617. vector.w = skinWeight.getW( i );
  15618. var scale = 1.0 / vector.manhattanLength();
  15619. if ( scale !== Infinity ) {
  15620. vector.multiplyScalar( scale );
  15621. } else {
  15622. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15623. }
  15624. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15625. }
  15626. },
  15627. updateMatrixWorld: function ( force ) {
  15628. Mesh.prototype.updateMatrixWorld.call( this, force );
  15629. if ( this.bindMode === 'attached' ) {
  15630. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15631. } else if ( this.bindMode === 'detached' ) {
  15632. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15633. } else {
  15634. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15635. }
  15636. },
  15637. clone: function () {
  15638. return new this.constructor( this.geometry, this.material ).copy( this );
  15639. }
  15640. } );
  15641. /**
  15642. * @author mikael emtinger / http://gomo.se/
  15643. * @author alteredq / http://alteredqualia.com/
  15644. * @author michael guerrero / http://realitymeltdown.com
  15645. * @author ikerr / http://verold.com
  15646. */
  15647. function Skeleton( bones, boneInverses ) {
  15648. // copy the bone array
  15649. bones = bones || [];
  15650. this.bones = bones.slice( 0 );
  15651. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15652. // use the supplied bone inverses or calculate the inverses
  15653. if ( boneInverses === undefined ) {
  15654. this.calculateInverses();
  15655. } else {
  15656. if ( this.bones.length === boneInverses.length ) {
  15657. this.boneInverses = boneInverses.slice( 0 );
  15658. } else {
  15659. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15660. this.boneInverses = [];
  15661. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15662. this.boneInverses.push( new Matrix4() );
  15663. }
  15664. }
  15665. }
  15666. }
  15667. Object.assign( Skeleton.prototype, {
  15668. calculateInverses: function () {
  15669. this.boneInverses = [];
  15670. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15671. var inverse = new Matrix4();
  15672. if ( this.bones[ i ] ) {
  15673. inverse.getInverse( this.bones[ i ].matrixWorld );
  15674. }
  15675. this.boneInverses.push( inverse );
  15676. }
  15677. },
  15678. pose: function () {
  15679. var bone, i, il;
  15680. // recover the bind-time world matrices
  15681. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15682. bone = this.bones[ i ];
  15683. if ( bone ) {
  15684. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15685. }
  15686. }
  15687. // compute the local matrices, positions, rotations and scales
  15688. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15689. bone = this.bones[ i ];
  15690. if ( bone ) {
  15691. if ( bone.parent && bone.parent.isBone ) {
  15692. bone.matrix.getInverse( bone.parent.matrixWorld );
  15693. bone.matrix.multiply( bone.matrixWorld );
  15694. } else {
  15695. bone.matrix.copy( bone.matrixWorld );
  15696. }
  15697. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15698. }
  15699. }
  15700. },
  15701. update: ( function () {
  15702. var offsetMatrix = new Matrix4();
  15703. var identityMatrix = new Matrix4();
  15704. return function update() {
  15705. var bones = this.bones;
  15706. var boneInverses = this.boneInverses;
  15707. var boneMatrices = this.boneMatrices;
  15708. var boneTexture = this.boneTexture;
  15709. // flatten bone matrices to array
  15710. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15711. // compute the offset between the current and the original transform
  15712. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15713. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15714. offsetMatrix.toArray( boneMatrices, i * 16 );
  15715. }
  15716. if ( boneTexture !== undefined ) {
  15717. boneTexture.needsUpdate = true;
  15718. }
  15719. };
  15720. } )(),
  15721. clone: function () {
  15722. return new Skeleton( this.bones, this.boneInverses );
  15723. },
  15724. getBoneByName: function ( name ) {
  15725. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15726. var bone = this.bones[ i ];
  15727. if ( bone.name === name ) {
  15728. return bone;
  15729. }
  15730. }
  15731. return undefined;
  15732. }
  15733. } );
  15734. /**
  15735. * @author mikael emtinger / http://gomo.se/
  15736. * @author alteredq / http://alteredqualia.com/
  15737. * @author ikerr / http://verold.com
  15738. */
  15739. function Bone() {
  15740. Object3D.call( this );
  15741. this.type = 'Bone';
  15742. }
  15743. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15744. constructor: Bone,
  15745. isBone: true
  15746. } );
  15747. /**
  15748. * @author mrdoob / http://mrdoob.com/
  15749. * @author alteredq / http://alteredqualia.com/
  15750. *
  15751. * parameters = {
  15752. * color: <hex>,
  15753. * opacity: <float>,
  15754. *
  15755. * linewidth: <float>,
  15756. * linecap: "round",
  15757. * linejoin: "round"
  15758. * }
  15759. */
  15760. function LineBasicMaterial( parameters ) {
  15761. Material.call( this );
  15762. this.type = 'LineBasicMaterial';
  15763. this.color = new Color( 0xffffff );
  15764. this.linewidth = 1;
  15765. this.linecap = 'round';
  15766. this.linejoin = 'round';
  15767. this.lights = false;
  15768. this.setValues( parameters );
  15769. }
  15770. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15771. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15772. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15773. LineBasicMaterial.prototype.copy = function ( source ) {
  15774. Material.prototype.copy.call( this, source );
  15775. this.color.copy( source.color );
  15776. this.linewidth = source.linewidth;
  15777. this.linecap = source.linecap;
  15778. this.linejoin = source.linejoin;
  15779. return this;
  15780. };
  15781. /**
  15782. * @author mrdoob / http://mrdoob.com/
  15783. */
  15784. function Line( geometry, material, mode ) {
  15785. if ( mode === 1 ) {
  15786. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15787. }
  15788. Object3D.call( this );
  15789. this.type = 'Line';
  15790. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15791. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15792. }
  15793. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15794. constructor: Line,
  15795. isLine: true,
  15796. computeLineDistances: ( function () {
  15797. var start = new Vector3();
  15798. var end = new Vector3();
  15799. return function computeLineDistances() {
  15800. var geometry = this.geometry;
  15801. if ( geometry.isBufferGeometry ) {
  15802. // we assume non-indexed geometry
  15803. if ( geometry.index === null ) {
  15804. var positionAttribute = geometry.attributes.position;
  15805. var lineDistances = [ 0 ];
  15806. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15807. start.fromBufferAttribute( positionAttribute, i - 1 );
  15808. end.fromBufferAttribute( positionAttribute, i );
  15809. lineDistances[ i ] = lineDistances[ i - 1 ];
  15810. lineDistances[ i ] += start.distanceTo( end );
  15811. }
  15812. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15813. } else {
  15814. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15815. }
  15816. } else if ( geometry.isGeometry ) {
  15817. var vertices = geometry.vertices;
  15818. var lineDistances = geometry.lineDistances;
  15819. lineDistances[ 0 ] = 0;
  15820. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15821. lineDistances[ i ] = lineDistances[ i - 1 ];
  15822. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15823. }
  15824. }
  15825. return this;
  15826. };
  15827. }() ),
  15828. raycast: ( function () {
  15829. var inverseMatrix = new Matrix4();
  15830. var ray = new Ray();
  15831. var sphere = new Sphere();
  15832. return function raycast( raycaster, intersects ) {
  15833. var precision = raycaster.linePrecision;
  15834. var geometry = this.geometry;
  15835. var matrixWorld = this.matrixWorld;
  15836. // Checking boundingSphere distance to ray
  15837. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15838. sphere.copy( geometry.boundingSphere );
  15839. sphere.applyMatrix4( matrixWorld );
  15840. sphere.radius += precision;
  15841. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15842. //
  15843. inverseMatrix.getInverse( matrixWorld );
  15844. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15845. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15846. var localPrecisionSq = localPrecision * localPrecision;
  15847. var vStart = new Vector3();
  15848. var vEnd = new Vector3();
  15849. var interSegment = new Vector3();
  15850. var interRay = new Vector3();
  15851. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15852. if ( geometry.isBufferGeometry ) {
  15853. var index = geometry.index;
  15854. var attributes = geometry.attributes;
  15855. var positions = attributes.position.array;
  15856. if ( index !== null ) {
  15857. var indices = index.array;
  15858. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15859. var a = indices[ i ];
  15860. var b = indices[ i + 1 ];
  15861. vStart.fromArray( positions, a * 3 );
  15862. vEnd.fromArray( positions, b * 3 );
  15863. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15864. if ( distSq > localPrecisionSq ) continue;
  15865. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15866. var distance = raycaster.ray.origin.distanceTo( interRay );
  15867. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15868. intersects.push( {
  15869. distance: distance,
  15870. // What do we want? intersection point on the ray or on the segment??
  15871. // point: raycaster.ray.at( distance ),
  15872. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15873. index: i,
  15874. face: null,
  15875. faceIndex: null,
  15876. object: this
  15877. } );
  15878. }
  15879. } else {
  15880. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15881. vStart.fromArray( positions, 3 * i );
  15882. vEnd.fromArray( positions, 3 * i + 3 );
  15883. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15884. if ( distSq > localPrecisionSq ) continue;
  15885. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15886. var distance = raycaster.ray.origin.distanceTo( interRay );
  15887. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15888. intersects.push( {
  15889. distance: distance,
  15890. // What do we want? intersection point on the ray or on the segment??
  15891. // point: raycaster.ray.at( distance ),
  15892. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15893. index: i,
  15894. face: null,
  15895. faceIndex: null,
  15896. object: this
  15897. } );
  15898. }
  15899. }
  15900. } else if ( geometry.isGeometry ) {
  15901. var vertices = geometry.vertices;
  15902. var nbVertices = vertices.length;
  15903. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15904. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15905. if ( distSq > localPrecisionSq ) continue;
  15906. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15907. var distance = raycaster.ray.origin.distanceTo( interRay );
  15908. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15909. intersects.push( {
  15910. distance: distance,
  15911. // What do we want? intersection point on the ray or on the segment??
  15912. // point: raycaster.ray.at( distance ),
  15913. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15914. index: i,
  15915. face: null,
  15916. faceIndex: null,
  15917. object: this
  15918. } );
  15919. }
  15920. }
  15921. };
  15922. }() ),
  15923. clone: function () {
  15924. return new this.constructor( this.geometry, this.material ).copy( this );
  15925. }
  15926. } );
  15927. /**
  15928. * @author mrdoob / http://mrdoob.com/
  15929. */
  15930. function LineSegments( geometry, material ) {
  15931. Line.call( this, geometry, material );
  15932. this.type = 'LineSegments';
  15933. }
  15934. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15935. constructor: LineSegments,
  15936. isLineSegments: true,
  15937. computeLineDistances: ( function () {
  15938. var start = new Vector3();
  15939. var end = new Vector3();
  15940. return function computeLineDistances() {
  15941. var geometry = this.geometry;
  15942. if ( geometry.isBufferGeometry ) {
  15943. // we assume non-indexed geometry
  15944. if ( geometry.index === null ) {
  15945. var positionAttribute = geometry.attributes.position;
  15946. var lineDistances = [];
  15947. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15948. start.fromBufferAttribute( positionAttribute, i );
  15949. end.fromBufferAttribute( positionAttribute, i + 1 );
  15950. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15951. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15952. }
  15953. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15954. } else {
  15955. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15956. }
  15957. } else if ( geometry.isGeometry ) {
  15958. var vertices = geometry.vertices;
  15959. var lineDistances = geometry.lineDistances;
  15960. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15961. start.copy( vertices[ i ] );
  15962. end.copy( vertices[ i + 1 ] );
  15963. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15964. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15965. }
  15966. }
  15967. return this;
  15968. };
  15969. }() )
  15970. } );
  15971. /**
  15972. * @author mgreter / http://github.com/mgreter
  15973. */
  15974. function LineLoop( geometry, material ) {
  15975. Line.call( this, geometry, material );
  15976. this.type = 'LineLoop';
  15977. }
  15978. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15979. constructor: LineLoop,
  15980. isLineLoop: true,
  15981. } );
  15982. /**
  15983. * @author mrdoob / http://mrdoob.com/
  15984. * @author alteredq / http://alteredqualia.com/
  15985. *
  15986. * parameters = {
  15987. * color: <hex>,
  15988. * opacity: <float>,
  15989. * map: new THREE.Texture( <Image> ),
  15990. *
  15991. * size: <float>,
  15992. * sizeAttenuation: <bool>
  15993. *
  15994. * morphTargets: <bool>
  15995. * }
  15996. */
  15997. function PointsMaterial( parameters ) {
  15998. Material.call( this );
  15999. this.type = 'PointsMaterial';
  16000. this.color = new Color( 0xffffff );
  16001. this.map = null;
  16002. this.size = 1;
  16003. this.sizeAttenuation = true;
  16004. this.morphTargets = false;
  16005. this.lights = false;
  16006. this.setValues( parameters );
  16007. }
  16008. PointsMaterial.prototype = Object.create( Material.prototype );
  16009. PointsMaterial.prototype.constructor = PointsMaterial;
  16010. PointsMaterial.prototype.isPointsMaterial = true;
  16011. PointsMaterial.prototype.copy = function ( source ) {
  16012. Material.prototype.copy.call( this, source );
  16013. this.color.copy( source.color );
  16014. this.map = source.map;
  16015. this.size = source.size;
  16016. this.sizeAttenuation = source.sizeAttenuation;
  16017. this.morphTargets = source.morphTargets;
  16018. return this;
  16019. };
  16020. /**
  16021. * @author alteredq / http://alteredqualia.com/
  16022. */
  16023. function Points( geometry, material ) {
  16024. Object3D.call( this );
  16025. this.type = 'Points';
  16026. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16027. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16028. }
  16029. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16030. constructor: Points,
  16031. isPoints: true,
  16032. raycast: ( function () {
  16033. var inverseMatrix = new Matrix4();
  16034. var ray = new Ray();
  16035. var sphere = new Sphere();
  16036. return function raycast( raycaster, intersects ) {
  16037. var object = this;
  16038. var geometry = this.geometry;
  16039. var matrixWorld = this.matrixWorld;
  16040. var threshold = raycaster.params.Points.threshold;
  16041. // Checking boundingSphere distance to ray
  16042. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16043. sphere.copy( geometry.boundingSphere );
  16044. sphere.applyMatrix4( matrixWorld );
  16045. sphere.radius += threshold;
  16046. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  16047. //
  16048. inverseMatrix.getInverse( matrixWorld );
  16049. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  16050. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16051. var localThresholdSq = localThreshold * localThreshold;
  16052. var position = new Vector3();
  16053. var intersectPoint = new Vector3();
  16054. function testPoint( point, index ) {
  16055. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  16056. if ( rayPointDistanceSq < localThresholdSq ) {
  16057. ray.closestPointToPoint( point, intersectPoint );
  16058. intersectPoint.applyMatrix4( matrixWorld );
  16059. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16060. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16061. intersects.push( {
  16062. distance: distance,
  16063. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16064. point: intersectPoint.clone(),
  16065. index: index,
  16066. face: null,
  16067. object: object
  16068. } );
  16069. }
  16070. }
  16071. if ( geometry.isBufferGeometry ) {
  16072. var index = geometry.index;
  16073. var attributes = geometry.attributes;
  16074. var positions = attributes.position.array;
  16075. if ( index !== null ) {
  16076. var indices = index.array;
  16077. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16078. var a = indices[ i ];
  16079. position.fromArray( positions, a * 3 );
  16080. testPoint( position, a );
  16081. }
  16082. } else {
  16083. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16084. position.fromArray( positions, i * 3 );
  16085. testPoint( position, i );
  16086. }
  16087. }
  16088. } else {
  16089. var vertices = geometry.vertices;
  16090. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16091. testPoint( vertices[ i ], i );
  16092. }
  16093. }
  16094. };
  16095. }() ),
  16096. clone: function () {
  16097. return new this.constructor( this.geometry, this.material ).copy( this );
  16098. }
  16099. } );
  16100. /**
  16101. * @author mrdoob / http://mrdoob.com/
  16102. */
  16103. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16104. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16105. this.format = format !== undefined ? format : RGBFormat;
  16106. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16107. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16108. this.generateMipmaps = false;
  16109. }
  16110. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16111. constructor: VideoTexture,
  16112. isVideoTexture: true,
  16113. update: function () {
  16114. var video = this.image;
  16115. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16116. this.needsUpdate = true;
  16117. }
  16118. }
  16119. } );
  16120. /**
  16121. * @author alteredq / http://alteredqualia.com/
  16122. */
  16123. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16124. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16125. this.image = { width: width, height: height };
  16126. this.mipmaps = mipmaps;
  16127. // no flipping for cube textures
  16128. // (also flipping doesn't work for compressed textures )
  16129. this.flipY = false;
  16130. // can't generate mipmaps for compressed textures
  16131. // mips must be embedded in DDS files
  16132. this.generateMipmaps = false;
  16133. }
  16134. CompressedTexture.prototype = Object.create( Texture.prototype );
  16135. CompressedTexture.prototype.constructor = CompressedTexture;
  16136. CompressedTexture.prototype.isCompressedTexture = true;
  16137. /**
  16138. * @author mrdoob / http://mrdoob.com/
  16139. */
  16140. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16141. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16142. this.needsUpdate = true;
  16143. }
  16144. CanvasTexture.prototype = Object.create( Texture.prototype );
  16145. CanvasTexture.prototype.constructor = CanvasTexture;
  16146. CanvasTexture.prototype.isCanvasTexture = true;
  16147. /**
  16148. * @author Matt DesLauriers / @mattdesl
  16149. * @author atix / arthursilber.de
  16150. */
  16151. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16152. format = format !== undefined ? format : DepthFormat;
  16153. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16154. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16155. }
  16156. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16157. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16158. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16159. this.image = { width: width, height: height };
  16160. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16161. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16162. this.flipY = false;
  16163. this.generateMipmaps = false;
  16164. }
  16165. DepthTexture.prototype = Object.create( Texture.prototype );
  16166. DepthTexture.prototype.constructor = DepthTexture;
  16167. DepthTexture.prototype.isDepthTexture = true;
  16168. /**
  16169. * @author mrdoob / http://mrdoob.com/
  16170. * @author Mugen87 / https://github.com/Mugen87
  16171. */
  16172. function WireframeGeometry( geometry ) {
  16173. BufferGeometry.call( this );
  16174. this.type = 'WireframeGeometry';
  16175. // buffer
  16176. var vertices = [];
  16177. // helper variables
  16178. var i, j, l, o, ol;
  16179. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16180. var key, keys = [ 'a', 'b', 'c' ];
  16181. var vertex;
  16182. // different logic for Geometry and BufferGeometry
  16183. if ( geometry && geometry.isGeometry ) {
  16184. // create a data structure that contains all edges without duplicates
  16185. var faces = geometry.faces;
  16186. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16187. var face = faces[ i ];
  16188. for ( j = 0; j < 3; j ++ ) {
  16189. edge1 = face[ keys[ j ] ];
  16190. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16191. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16192. edge[ 1 ] = Math.max( edge1, edge2 );
  16193. key = edge[ 0 ] + ',' + edge[ 1 ];
  16194. if ( edges[ key ] === undefined ) {
  16195. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16196. }
  16197. }
  16198. }
  16199. // generate vertices
  16200. for ( key in edges ) {
  16201. e = edges[ key ];
  16202. vertex = geometry.vertices[ e.index1 ];
  16203. vertices.push( vertex.x, vertex.y, vertex.z );
  16204. vertex = geometry.vertices[ e.index2 ];
  16205. vertices.push( vertex.x, vertex.y, vertex.z );
  16206. }
  16207. } else if ( geometry && geometry.isBufferGeometry ) {
  16208. var position, indices, groups;
  16209. var group, start, count;
  16210. var index1, index2;
  16211. vertex = new Vector3();
  16212. if ( geometry.index !== null ) {
  16213. // indexed BufferGeometry
  16214. position = geometry.attributes.position;
  16215. indices = geometry.index;
  16216. groups = geometry.groups;
  16217. if ( groups.length === 0 ) {
  16218. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16219. }
  16220. // create a data structure that contains all eges without duplicates
  16221. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16222. group = groups[ o ];
  16223. start = group.start;
  16224. count = group.count;
  16225. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16226. for ( j = 0; j < 3; j ++ ) {
  16227. edge1 = indices.getX( i + j );
  16228. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16229. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16230. edge[ 1 ] = Math.max( edge1, edge2 );
  16231. key = edge[ 0 ] + ',' + edge[ 1 ];
  16232. if ( edges[ key ] === undefined ) {
  16233. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16234. }
  16235. }
  16236. }
  16237. }
  16238. // generate vertices
  16239. for ( key in edges ) {
  16240. e = edges[ key ];
  16241. vertex.fromBufferAttribute( position, e.index1 );
  16242. vertices.push( vertex.x, vertex.y, vertex.z );
  16243. vertex.fromBufferAttribute( position, e.index2 );
  16244. vertices.push( vertex.x, vertex.y, vertex.z );
  16245. }
  16246. } else {
  16247. // non-indexed BufferGeometry
  16248. position = geometry.attributes.position;
  16249. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16250. for ( j = 0; j < 3; j ++ ) {
  16251. // three edges per triangle, an edge is represented as (index1, index2)
  16252. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16253. index1 = 3 * i + j;
  16254. vertex.fromBufferAttribute( position, index1 );
  16255. vertices.push( vertex.x, vertex.y, vertex.z );
  16256. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16257. vertex.fromBufferAttribute( position, index2 );
  16258. vertices.push( vertex.x, vertex.y, vertex.z );
  16259. }
  16260. }
  16261. }
  16262. }
  16263. // build geometry
  16264. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16265. }
  16266. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16267. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16268. /**
  16269. * @author zz85 / https://github.com/zz85
  16270. * @author Mugen87 / https://github.com/Mugen87
  16271. *
  16272. * Parametric Surfaces Geometry
  16273. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16274. */
  16275. // ParametricGeometry
  16276. function ParametricGeometry( func, slices, stacks ) {
  16277. Geometry.call( this );
  16278. this.type = 'ParametricGeometry';
  16279. this.parameters = {
  16280. func: func,
  16281. slices: slices,
  16282. stacks: stacks
  16283. };
  16284. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16285. this.mergeVertices();
  16286. }
  16287. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16288. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16289. // ParametricBufferGeometry
  16290. function ParametricBufferGeometry( func, slices, stacks ) {
  16291. BufferGeometry.call( this );
  16292. this.type = 'ParametricBufferGeometry';
  16293. this.parameters = {
  16294. func: func,
  16295. slices: slices,
  16296. stacks: stacks
  16297. };
  16298. // buffers
  16299. var indices = [];
  16300. var vertices = [];
  16301. var normals = [];
  16302. var uvs = [];
  16303. var EPS = 0.00001;
  16304. var normal = new Vector3();
  16305. var p0 = new Vector3(), p1 = new Vector3();
  16306. var pu = new Vector3(), pv = new Vector3();
  16307. var i, j;
  16308. if ( func.length < 3 ) {
  16309. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16310. }
  16311. // generate vertices, normals and uvs
  16312. var sliceCount = slices + 1;
  16313. for ( i = 0; i <= stacks; i ++ ) {
  16314. var v = i / stacks;
  16315. for ( j = 0; j <= slices; j ++ ) {
  16316. var u = j / slices;
  16317. // vertex
  16318. func( u, v, p0 );
  16319. vertices.push( p0.x, p0.y, p0.z );
  16320. // normal
  16321. // approximate tangent vectors via finite differences
  16322. if ( u - EPS >= 0 ) {
  16323. func( u - EPS, v, p1 );
  16324. pu.subVectors( p0, p1 );
  16325. } else {
  16326. func( u + EPS, v, p1 );
  16327. pu.subVectors( p1, p0 );
  16328. }
  16329. if ( v - EPS >= 0 ) {
  16330. func( u, v - EPS, p1 );
  16331. pv.subVectors( p0, p1 );
  16332. } else {
  16333. func( u, v + EPS, p1 );
  16334. pv.subVectors( p1, p0 );
  16335. }
  16336. // cross product of tangent vectors returns surface normal
  16337. normal.crossVectors( pu, pv ).normalize();
  16338. normals.push( normal.x, normal.y, normal.z );
  16339. // uv
  16340. uvs.push( u, v );
  16341. }
  16342. }
  16343. // generate indices
  16344. for ( i = 0; i < stacks; i ++ ) {
  16345. for ( j = 0; j < slices; j ++ ) {
  16346. var a = i * sliceCount + j;
  16347. var b = i * sliceCount + j + 1;
  16348. var c = ( i + 1 ) * sliceCount + j + 1;
  16349. var d = ( i + 1 ) * sliceCount + j;
  16350. // faces one and two
  16351. indices.push( a, b, d );
  16352. indices.push( b, c, d );
  16353. }
  16354. }
  16355. // build geometry
  16356. this.setIndex( indices );
  16357. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16358. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16359. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16360. }
  16361. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16362. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16363. /**
  16364. * @author clockworkgeek / https://github.com/clockworkgeek
  16365. * @author timothypratley / https://github.com/timothypratley
  16366. * @author WestLangley / http://github.com/WestLangley
  16367. * @author Mugen87 / https://github.com/Mugen87
  16368. */
  16369. // PolyhedronGeometry
  16370. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16371. Geometry.call( this );
  16372. this.type = 'PolyhedronGeometry';
  16373. this.parameters = {
  16374. vertices: vertices,
  16375. indices: indices,
  16376. radius: radius,
  16377. detail: detail
  16378. };
  16379. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16380. this.mergeVertices();
  16381. }
  16382. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16383. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16384. // PolyhedronBufferGeometry
  16385. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16386. BufferGeometry.call( this );
  16387. this.type = 'PolyhedronBufferGeometry';
  16388. this.parameters = {
  16389. vertices: vertices,
  16390. indices: indices,
  16391. radius: radius,
  16392. detail: detail
  16393. };
  16394. radius = radius || 1;
  16395. detail = detail || 0;
  16396. // default buffer data
  16397. var vertexBuffer = [];
  16398. var uvBuffer = [];
  16399. // the subdivision creates the vertex buffer data
  16400. subdivide( detail );
  16401. // all vertices should lie on a conceptual sphere with a given radius
  16402. appplyRadius( radius );
  16403. // finally, create the uv data
  16404. generateUVs();
  16405. // build non-indexed geometry
  16406. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16407. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16408. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16409. if ( detail === 0 ) {
  16410. this.computeVertexNormals(); // flat normals
  16411. } else {
  16412. this.normalizeNormals(); // smooth normals
  16413. }
  16414. // helper functions
  16415. function subdivide( detail ) {
  16416. var a = new Vector3();
  16417. var b = new Vector3();
  16418. var c = new Vector3();
  16419. // iterate over all faces and apply a subdivison with the given detail value
  16420. for ( var i = 0; i < indices.length; i += 3 ) {
  16421. // get the vertices of the face
  16422. getVertexByIndex( indices[ i + 0 ], a );
  16423. getVertexByIndex( indices[ i + 1 ], b );
  16424. getVertexByIndex( indices[ i + 2 ], c );
  16425. // perform subdivision
  16426. subdivideFace( a, b, c, detail );
  16427. }
  16428. }
  16429. function subdivideFace( a, b, c, detail ) {
  16430. var cols = Math.pow( 2, detail );
  16431. // we use this multidimensional array as a data structure for creating the subdivision
  16432. var v = [];
  16433. var i, j;
  16434. // construct all of the vertices for this subdivision
  16435. for ( i = 0; i <= cols; i ++ ) {
  16436. v[ i ] = [];
  16437. var aj = a.clone().lerp( c, i / cols );
  16438. var bj = b.clone().lerp( c, i / cols );
  16439. var rows = cols - i;
  16440. for ( j = 0; j <= rows; j ++ ) {
  16441. if ( j === 0 && i === cols ) {
  16442. v[ i ][ j ] = aj;
  16443. } else {
  16444. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16445. }
  16446. }
  16447. }
  16448. // construct all of the faces
  16449. for ( i = 0; i < cols; i ++ ) {
  16450. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16451. var k = Math.floor( j / 2 );
  16452. if ( j % 2 === 0 ) {
  16453. pushVertex( v[ i ][ k + 1 ] );
  16454. pushVertex( v[ i + 1 ][ k ] );
  16455. pushVertex( v[ i ][ k ] );
  16456. } else {
  16457. pushVertex( v[ i ][ k + 1 ] );
  16458. pushVertex( v[ i + 1 ][ k + 1 ] );
  16459. pushVertex( v[ i + 1 ][ k ] );
  16460. }
  16461. }
  16462. }
  16463. }
  16464. function appplyRadius( radius ) {
  16465. var vertex = new Vector3();
  16466. // iterate over the entire buffer and apply the radius to each vertex
  16467. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16468. vertex.x = vertexBuffer[ i + 0 ];
  16469. vertex.y = vertexBuffer[ i + 1 ];
  16470. vertex.z = vertexBuffer[ i + 2 ];
  16471. vertex.normalize().multiplyScalar( radius );
  16472. vertexBuffer[ i + 0 ] = vertex.x;
  16473. vertexBuffer[ i + 1 ] = vertex.y;
  16474. vertexBuffer[ i + 2 ] = vertex.z;
  16475. }
  16476. }
  16477. function generateUVs() {
  16478. var vertex = new Vector3();
  16479. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16480. vertex.x = vertexBuffer[ i + 0 ];
  16481. vertex.y = vertexBuffer[ i + 1 ];
  16482. vertex.z = vertexBuffer[ i + 2 ];
  16483. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16484. var v = inclination( vertex ) / Math.PI + 0.5;
  16485. uvBuffer.push( u, 1 - v );
  16486. }
  16487. correctUVs();
  16488. correctSeam();
  16489. }
  16490. function correctSeam() {
  16491. // handle case when face straddles the seam, see #3269
  16492. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16493. // uv data of a single face
  16494. var x0 = uvBuffer[ i + 0 ];
  16495. var x1 = uvBuffer[ i + 2 ];
  16496. var x2 = uvBuffer[ i + 4 ];
  16497. var max = Math.max( x0, x1, x2 );
  16498. var min = Math.min( x0, x1, x2 );
  16499. // 0.9 is somewhat arbitrary
  16500. if ( max > 0.9 && min < 0.1 ) {
  16501. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16502. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16503. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16504. }
  16505. }
  16506. }
  16507. function pushVertex( vertex ) {
  16508. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16509. }
  16510. function getVertexByIndex( index, vertex ) {
  16511. var stride = index * 3;
  16512. vertex.x = vertices[ stride + 0 ];
  16513. vertex.y = vertices[ stride + 1 ];
  16514. vertex.z = vertices[ stride + 2 ];
  16515. }
  16516. function correctUVs() {
  16517. var a = new Vector3();
  16518. var b = new Vector3();
  16519. var c = new Vector3();
  16520. var centroid = new Vector3();
  16521. var uvA = new Vector2();
  16522. var uvB = new Vector2();
  16523. var uvC = new Vector2();
  16524. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16525. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16526. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16527. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16528. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16529. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16530. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16531. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16532. var azi = azimuth( centroid );
  16533. correctUV( uvA, j + 0, a, azi );
  16534. correctUV( uvB, j + 2, b, azi );
  16535. correctUV( uvC, j + 4, c, azi );
  16536. }
  16537. }
  16538. function correctUV( uv, stride, vector, azimuth ) {
  16539. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16540. uvBuffer[ stride ] = uv.x - 1;
  16541. }
  16542. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16543. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16544. }
  16545. }
  16546. // Angle around the Y axis, counter-clockwise when looking from above.
  16547. function azimuth( vector ) {
  16548. return Math.atan2( vector.z, - vector.x );
  16549. }
  16550. // Angle above the XZ plane.
  16551. function inclination( vector ) {
  16552. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16553. }
  16554. }
  16555. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16556. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16557. /**
  16558. * @author timothypratley / https://github.com/timothypratley
  16559. * @author Mugen87 / https://github.com/Mugen87
  16560. */
  16561. // TetrahedronGeometry
  16562. function TetrahedronGeometry( radius, detail ) {
  16563. Geometry.call( this );
  16564. this.type = 'TetrahedronGeometry';
  16565. this.parameters = {
  16566. radius: radius,
  16567. detail: detail
  16568. };
  16569. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16570. this.mergeVertices();
  16571. }
  16572. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16573. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16574. // TetrahedronBufferGeometry
  16575. function TetrahedronBufferGeometry( radius, detail ) {
  16576. var vertices = [
  16577. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16578. ];
  16579. var indices = [
  16580. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16581. ];
  16582. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16583. this.type = 'TetrahedronBufferGeometry';
  16584. this.parameters = {
  16585. radius: radius,
  16586. detail: detail
  16587. };
  16588. }
  16589. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16590. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16591. /**
  16592. * @author timothypratley / https://github.com/timothypratley
  16593. * @author Mugen87 / https://github.com/Mugen87
  16594. */
  16595. // OctahedronGeometry
  16596. function OctahedronGeometry( radius, detail ) {
  16597. Geometry.call( this );
  16598. this.type = 'OctahedronGeometry';
  16599. this.parameters = {
  16600. radius: radius,
  16601. detail: detail
  16602. };
  16603. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16604. this.mergeVertices();
  16605. }
  16606. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16607. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16608. // OctahedronBufferGeometry
  16609. function OctahedronBufferGeometry( radius, detail ) {
  16610. var vertices = [
  16611. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16612. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16613. ];
  16614. var indices = [
  16615. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16616. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16617. 1, 3, 4, 1, 4, 2
  16618. ];
  16619. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16620. this.type = 'OctahedronBufferGeometry';
  16621. this.parameters = {
  16622. radius: radius,
  16623. detail: detail
  16624. };
  16625. }
  16626. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16627. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16628. /**
  16629. * @author timothypratley / https://github.com/timothypratley
  16630. * @author Mugen87 / https://github.com/Mugen87
  16631. */
  16632. // IcosahedronGeometry
  16633. function IcosahedronGeometry( radius, detail ) {
  16634. Geometry.call( this );
  16635. this.type = 'IcosahedronGeometry';
  16636. this.parameters = {
  16637. radius: radius,
  16638. detail: detail
  16639. };
  16640. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16641. this.mergeVertices();
  16642. }
  16643. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16644. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16645. // IcosahedronBufferGeometry
  16646. function IcosahedronBufferGeometry( radius, detail ) {
  16647. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16648. var vertices = [
  16649. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16650. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16651. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16652. ];
  16653. var indices = [
  16654. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16655. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16656. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16657. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16658. ];
  16659. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16660. this.type = 'IcosahedronBufferGeometry';
  16661. this.parameters = {
  16662. radius: radius,
  16663. detail: detail
  16664. };
  16665. }
  16666. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16667. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16668. /**
  16669. * @author Abe Pazos / https://hamoid.com
  16670. * @author Mugen87 / https://github.com/Mugen87
  16671. */
  16672. // DodecahedronGeometry
  16673. function DodecahedronGeometry( radius, detail ) {
  16674. Geometry.call( this );
  16675. this.type = 'DodecahedronGeometry';
  16676. this.parameters = {
  16677. radius: radius,
  16678. detail: detail
  16679. };
  16680. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16681. this.mergeVertices();
  16682. }
  16683. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16684. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16685. // DodecahedronBufferGeometry
  16686. function DodecahedronBufferGeometry( radius, detail ) {
  16687. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16688. var r = 1 / t;
  16689. var vertices = [
  16690. // (±1, ±1, ±1)
  16691. - 1, - 1, - 1, - 1, - 1, 1,
  16692. - 1, 1, - 1, - 1, 1, 1,
  16693. 1, - 1, - 1, 1, - 1, 1,
  16694. 1, 1, - 1, 1, 1, 1,
  16695. // (0, ±1/φ, ±φ)
  16696. 0, - r, - t, 0, - r, t,
  16697. 0, r, - t, 0, r, t,
  16698. // (±1/φ, ±φ, 0)
  16699. - r, - t, 0, - r, t, 0,
  16700. r, - t, 0, r, t, 0,
  16701. // (±φ, 0, ±1/φ)
  16702. - t, 0, - r, t, 0, - r,
  16703. - t, 0, r, t, 0, r
  16704. ];
  16705. var indices = [
  16706. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16707. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16708. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16709. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16710. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16711. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16712. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16713. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16714. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16715. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16716. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16717. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16718. ];
  16719. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16720. this.type = 'DodecahedronBufferGeometry';
  16721. this.parameters = {
  16722. radius: radius,
  16723. detail: detail
  16724. };
  16725. }
  16726. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16727. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16728. /**
  16729. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16730. * @author WestLangley / https://github.com/WestLangley
  16731. * @author zz85 / https://github.com/zz85
  16732. * @author miningold / https://github.com/miningold
  16733. * @author jonobr1 / https://github.com/jonobr1
  16734. * @author Mugen87 / https://github.com/Mugen87
  16735. *
  16736. */
  16737. // TubeGeometry
  16738. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16739. Geometry.call( this );
  16740. this.type = 'TubeGeometry';
  16741. this.parameters = {
  16742. path: path,
  16743. tubularSegments: tubularSegments,
  16744. radius: radius,
  16745. radialSegments: radialSegments,
  16746. closed: closed
  16747. };
  16748. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16749. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16750. // expose internals
  16751. this.tangents = bufferGeometry.tangents;
  16752. this.normals = bufferGeometry.normals;
  16753. this.binormals = bufferGeometry.binormals;
  16754. // create geometry
  16755. this.fromBufferGeometry( bufferGeometry );
  16756. this.mergeVertices();
  16757. }
  16758. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16759. TubeGeometry.prototype.constructor = TubeGeometry;
  16760. // TubeBufferGeometry
  16761. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16762. BufferGeometry.call( this );
  16763. this.type = 'TubeBufferGeometry';
  16764. this.parameters = {
  16765. path: path,
  16766. tubularSegments: tubularSegments,
  16767. radius: radius,
  16768. radialSegments: radialSegments,
  16769. closed: closed
  16770. };
  16771. tubularSegments = tubularSegments || 64;
  16772. radius = radius || 1;
  16773. radialSegments = radialSegments || 8;
  16774. closed = closed || false;
  16775. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16776. // expose internals
  16777. this.tangents = frames.tangents;
  16778. this.normals = frames.normals;
  16779. this.binormals = frames.binormals;
  16780. // helper variables
  16781. var vertex = new Vector3();
  16782. var normal = new Vector3();
  16783. var uv = new Vector2();
  16784. var P = new Vector3();
  16785. var i, j;
  16786. // buffer
  16787. var vertices = [];
  16788. var normals = [];
  16789. var uvs = [];
  16790. var indices = [];
  16791. // create buffer data
  16792. generateBufferData();
  16793. // build geometry
  16794. this.setIndex( indices );
  16795. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16796. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16797. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16798. // functions
  16799. function generateBufferData() {
  16800. for ( i = 0; i < tubularSegments; i ++ ) {
  16801. generateSegment( i );
  16802. }
  16803. // if the geometry is not closed, generate the last row of vertices and normals
  16804. // at the regular position on the given path
  16805. //
  16806. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16807. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16808. // uvs are generated in a separate function.
  16809. // this makes it easy compute correct values for closed geometries
  16810. generateUVs();
  16811. // finally create faces
  16812. generateIndices();
  16813. }
  16814. function generateSegment( i ) {
  16815. // we use getPointAt to sample evenly distributed points from the given path
  16816. P = path.getPointAt( i / tubularSegments, P );
  16817. // retrieve corresponding normal and binormal
  16818. var N = frames.normals[ i ];
  16819. var B = frames.binormals[ i ];
  16820. // generate normals and vertices for the current segment
  16821. for ( j = 0; j <= radialSegments; j ++ ) {
  16822. var v = j / radialSegments * Math.PI * 2;
  16823. var sin = Math.sin( v );
  16824. var cos = - Math.cos( v );
  16825. // normal
  16826. normal.x = ( cos * N.x + sin * B.x );
  16827. normal.y = ( cos * N.y + sin * B.y );
  16828. normal.z = ( cos * N.z + sin * B.z );
  16829. normal.normalize();
  16830. normals.push( normal.x, normal.y, normal.z );
  16831. // vertex
  16832. vertex.x = P.x + radius * normal.x;
  16833. vertex.y = P.y + radius * normal.y;
  16834. vertex.z = P.z + radius * normal.z;
  16835. vertices.push( vertex.x, vertex.y, vertex.z );
  16836. }
  16837. }
  16838. function generateIndices() {
  16839. for ( j = 1; j <= tubularSegments; j ++ ) {
  16840. for ( i = 1; i <= radialSegments; i ++ ) {
  16841. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16842. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16843. var c = ( radialSegments + 1 ) * j + i;
  16844. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16845. // faces
  16846. indices.push( a, b, d );
  16847. indices.push( b, c, d );
  16848. }
  16849. }
  16850. }
  16851. function generateUVs() {
  16852. for ( i = 0; i <= tubularSegments; i ++ ) {
  16853. for ( j = 0; j <= radialSegments; j ++ ) {
  16854. uv.x = i / tubularSegments;
  16855. uv.y = j / radialSegments;
  16856. uvs.push( uv.x, uv.y );
  16857. }
  16858. }
  16859. }
  16860. }
  16861. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16862. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16863. TubeBufferGeometry.prototype.toJSON = function () {
  16864. var data = BufferGeometry.prototype.toJSON.call( this );
  16865. data.path = this.parameters.path.toJSON();
  16866. return data;
  16867. };
  16868. /**
  16869. * @author oosmoxiecode
  16870. * @author Mugen87 / https://github.com/Mugen87
  16871. *
  16872. * based on http://www.blackpawn.com/texts/pqtorus/
  16873. */
  16874. // TorusKnotGeometry
  16875. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16876. Geometry.call( this );
  16877. this.type = 'TorusKnotGeometry';
  16878. this.parameters = {
  16879. radius: radius,
  16880. tube: tube,
  16881. tubularSegments: tubularSegments,
  16882. radialSegments: radialSegments,
  16883. p: p,
  16884. q: q
  16885. };
  16886. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16887. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16888. this.mergeVertices();
  16889. }
  16890. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16891. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16892. // TorusKnotBufferGeometry
  16893. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16894. BufferGeometry.call( this );
  16895. this.type = 'TorusKnotBufferGeometry';
  16896. this.parameters = {
  16897. radius: radius,
  16898. tube: tube,
  16899. tubularSegments: tubularSegments,
  16900. radialSegments: radialSegments,
  16901. p: p,
  16902. q: q
  16903. };
  16904. radius = radius || 1;
  16905. tube = tube || 0.4;
  16906. tubularSegments = Math.floor( tubularSegments ) || 64;
  16907. radialSegments = Math.floor( radialSegments ) || 8;
  16908. p = p || 2;
  16909. q = q || 3;
  16910. // buffers
  16911. var indices = [];
  16912. var vertices = [];
  16913. var normals = [];
  16914. var uvs = [];
  16915. // helper variables
  16916. var i, j;
  16917. var vertex = new Vector3();
  16918. var normal = new Vector3();
  16919. var P1 = new Vector3();
  16920. var P2 = new Vector3();
  16921. var B = new Vector3();
  16922. var T = new Vector3();
  16923. var N = new Vector3();
  16924. // generate vertices, normals and uvs
  16925. for ( i = 0; i <= tubularSegments; ++ i ) {
  16926. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16927. var u = i / tubularSegments * p * Math.PI * 2;
  16928. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16929. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16930. calculatePositionOnCurve( u, p, q, radius, P1 );
  16931. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16932. // calculate orthonormal basis
  16933. T.subVectors( P2, P1 );
  16934. N.addVectors( P2, P1 );
  16935. B.crossVectors( T, N );
  16936. N.crossVectors( B, T );
  16937. // normalize B, N. T can be ignored, we don't use it
  16938. B.normalize();
  16939. N.normalize();
  16940. for ( j = 0; j <= radialSegments; ++ j ) {
  16941. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16942. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16943. var v = j / radialSegments * Math.PI * 2;
  16944. var cx = - tube * Math.cos( v );
  16945. var cy = tube * Math.sin( v );
  16946. // now calculate the final vertex position.
  16947. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16948. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16949. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16950. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16951. vertices.push( vertex.x, vertex.y, vertex.z );
  16952. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16953. normal.subVectors( vertex, P1 ).normalize();
  16954. normals.push( normal.x, normal.y, normal.z );
  16955. // uv
  16956. uvs.push( i / tubularSegments );
  16957. uvs.push( j / radialSegments );
  16958. }
  16959. }
  16960. // generate indices
  16961. for ( j = 1; j <= tubularSegments; j ++ ) {
  16962. for ( i = 1; i <= radialSegments; i ++ ) {
  16963. // indices
  16964. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16965. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16966. var c = ( radialSegments + 1 ) * j + i;
  16967. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16968. // faces
  16969. indices.push( a, b, d );
  16970. indices.push( b, c, d );
  16971. }
  16972. }
  16973. // build geometry
  16974. this.setIndex( indices );
  16975. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16976. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16977. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16978. // this function calculates the current position on the torus curve
  16979. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16980. var cu = Math.cos( u );
  16981. var su = Math.sin( u );
  16982. var quOverP = q / p * u;
  16983. var cs = Math.cos( quOverP );
  16984. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16985. position.y = radius * ( 2 + cs ) * su * 0.5;
  16986. position.z = radius * Math.sin( quOverP ) * 0.5;
  16987. }
  16988. }
  16989. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16990. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16991. /**
  16992. * @author oosmoxiecode
  16993. * @author mrdoob / http://mrdoob.com/
  16994. * @author Mugen87 / https://github.com/Mugen87
  16995. */
  16996. // TorusGeometry
  16997. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16998. Geometry.call( this );
  16999. this.type = 'TorusGeometry';
  17000. this.parameters = {
  17001. radius: radius,
  17002. tube: tube,
  17003. radialSegments: radialSegments,
  17004. tubularSegments: tubularSegments,
  17005. arc: arc
  17006. };
  17007. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17008. this.mergeVertices();
  17009. }
  17010. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17011. TorusGeometry.prototype.constructor = TorusGeometry;
  17012. // TorusBufferGeometry
  17013. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17014. BufferGeometry.call( this );
  17015. this.type = 'TorusBufferGeometry';
  17016. this.parameters = {
  17017. radius: radius,
  17018. tube: tube,
  17019. radialSegments: radialSegments,
  17020. tubularSegments: tubularSegments,
  17021. arc: arc
  17022. };
  17023. radius = radius || 1;
  17024. tube = tube || 0.4;
  17025. radialSegments = Math.floor( radialSegments ) || 8;
  17026. tubularSegments = Math.floor( tubularSegments ) || 6;
  17027. arc = arc || Math.PI * 2;
  17028. // buffers
  17029. var indices = [];
  17030. var vertices = [];
  17031. var normals = [];
  17032. var uvs = [];
  17033. // helper variables
  17034. var center = new Vector3();
  17035. var vertex = new Vector3();
  17036. var normal = new Vector3();
  17037. var j, i;
  17038. // generate vertices, normals and uvs
  17039. for ( j = 0; j <= radialSegments; j ++ ) {
  17040. for ( i = 0; i <= tubularSegments; i ++ ) {
  17041. var u = i / tubularSegments * arc;
  17042. var v = j / radialSegments * Math.PI * 2;
  17043. // vertex
  17044. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17045. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17046. vertex.z = tube * Math.sin( v );
  17047. vertices.push( vertex.x, vertex.y, vertex.z );
  17048. // normal
  17049. center.x = radius * Math.cos( u );
  17050. center.y = radius * Math.sin( u );
  17051. normal.subVectors( vertex, center ).normalize();
  17052. normals.push( normal.x, normal.y, normal.z );
  17053. // uv
  17054. uvs.push( i / tubularSegments );
  17055. uvs.push( j / radialSegments );
  17056. }
  17057. }
  17058. // generate indices
  17059. for ( j = 1; j <= radialSegments; j ++ ) {
  17060. for ( i = 1; i <= tubularSegments; i ++ ) {
  17061. // indices
  17062. var a = ( tubularSegments + 1 ) * j + i - 1;
  17063. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17064. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17065. var d = ( tubularSegments + 1 ) * j + i;
  17066. // faces
  17067. indices.push( a, b, d );
  17068. indices.push( b, c, d );
  17069. }
  17070. }
  17071. // build geometry
  17072. this.setIndex( indices );
  17073. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17074. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17075. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17076. }
  17077. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17078. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17079. /**
  17080. * @author Mugen87 / https://github.com/Mugen87
  17081. * Port from https://github.com/mapbox/earcut (v2.1.2)
  17082. */
  17083. var Earcut = {
  17084. triangulate: function ( data, holeIndices, dim ) {
  17085. dim = dim || 2;
  17086. var hasHoles = holeIndices && holeIndices.length,
  17087. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17088. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17089. triangles = [];
  17090. if ( ! outerNode ) return triangles;
  17091. var minX, minY, maxX, maxY, x, y, invSize;
  17092. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17093. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17094. if ( data.length > 80 * dim ) {
  17095. minX = maxX = data[ 0 ];
  17096. minY = maxY = data[ 1 ];
  17097. for ( var i = dim; i < outerLen; i += dim ) {
  17098. x = data[ i ];
  17099. y = data[ i + 1 ];
  17100. if ( x < minX ) minX = x;
  17101. if ( y < minY ) minY = y;
  17102. if ( x > maxX ) maxX = x;
  17103. if ( y > maxY ) maxY = y;
  17104. }
  17105. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17106. invSize = Math.max( maxX - minX, maxY - minY );
  17107. invSize = invSize !== 0 ? 1 / invSize : 0;
  17108. }
  17109. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17110. return triangles;
  17111. }
  17112. };
  17113. // create a circular doubly linked list from polygon points in the specified winding order
  17114. function linkedList( data, start, end, dim, clockwise ) {
  17115. var i, last;
  17116. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17117. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17118. } else {
  17119. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17120. }
  17121. if ( last && equals( last, last.next ) ) {
  17122. removeNode( last );
  17123. last = last.next;
  17124. }
  17125. return last;
  17126. }
  17127. // eliminate colinear or duplicate points
  17128. function filterPoints( start, end ) {
  17129. if ( ! start ) return start;
  17130. if ( ! end ) end = start;
  17131. var p = start, again;
  17132. do {
  17133. again = false;
  17134. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17135. removeNode( p );
  17136. p = end = p.prev;
  17137. if ( p === p.next ) break;
  17138. again = true;
  17139. } else {
  17140. p = p.next;
  17141. }
  17142. } while ( again || p !== end );
  17143. return end;
  17144. }
  17145. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17146. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17147. if ( ! ear ) return;
  17148. // interlink polygon nodes in z-order
  17149. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17150. var stop = ear, prev, next;
  17151. // iterate through ears, slicing them one by one
  17152. while ( ear.prev !== ear.next ) {
  17153. prev = ear.prev;
  17154. next = ear.next;
  17155. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17156. // cut off the triangle
  17157. triangles.push( prev.i / dim );
  17158. triangles.push( ear.i / dim );
  17159. triangles.push( next.i / dim );
  17160. removeNode( ear );
  17161. // skipping the next vertice leads to less sliver triangles
  17162. ear = next.next;
  17163. stop = next.next;
  17164. continue;
  17165. }
  17166. ear = next;
  17167. // if we looped through the whole remaining polygon and can't find any more ears
  17168. if ( ear === stop ) {
  17169. // try filtering points and slicing again
  17170. if ( ! pass ) {
  17171. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17172. // if this didn't work, try curing all small self-intersections locally
  17173. } else if ( pass === 1 ) {
  17174. ear = cureLocalIntersections( ear, triangles, dim );
  17175. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17176. // as a last resort, try splitting the remaining polygon into two
  17177. } else if ( pass === 2 ) {
  17178. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17179. }
  17180. break;
  17181. }
  17182. }
  17183. }
  17184. // check whether a polygon node forms a valid ear with adjacent nodes
  17185. function isEar( ear ) {
  17186. var a = ear.prev,
  17187. b = ear,
  17188. c = ear.next;
  17189. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17190. // now make sure we don't have other points inside the potential ear
  17191. var p = ear.next.next;
  17192. while ( p !== ear.prev ) {
  17193. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  17194. return false;
  17195. }
  17196. p = p.next;
  17197. }
  17198. return true;
  17199. }
  17200. function isEarHashed( ear, minX, minY, invSize ) {
  17201. var a = ear.prev,
  17202. b = ear,
  17203. c = ear.next;
  17204. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17205. // triangle bbox; min & max are calculated like this for speed
  17206. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17207. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17208. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17209. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17210. // z-order range for the current triangle bbox;
  17211. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17212. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17213. // first look for points inside the triangle in increasing z-order
  17214. var p = ear.nextZ;
  17215. while ( p && p.z <= maxZ ) {
  17216. if ( p !== ear.prev && p !== ear.next &&
  17217. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17218. area( p.prev, p, p.next ) >= 0 ) return false;
  17219. p = p.nextZ;
  17220. }
  17221. // then look for points in decreasing z-order
  17222. p = ear.prevZ;
  17223. while ( p && p.z >= minZ ) {
  17224. if ( p !== ear.prev && p !== ear.next &&
  17225. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17226. area( p.prev, p, p.next ) >= 0 ) return false;
  17227. p = p.prevZ;
  17228. }
  17229. return true;
  17230. }
  17231. // go through all polygon nodes and cure small local self-intersections
  17232. function cureLocalIntersections( start, triangles, dim ) {
  17233. var p = start;
  17234. do {
  17235. var a = p.prev, b = p.next.next;
  17236. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17237. triangles.push( a.i / dim );
  17238. triangles.push( p.i / dim );
  17239. triangles.push( b.i / dim );
  17240. // remove two nodes involved
  17241. removeNode( p );
  17242. removeNode( p.next );
  17243. p = start = b;
  17244. }
  17245. p = p.next;
  17246. } while ( p !== start );
  17247. return p;
  17248. }
  17249. // try splitting polygon into two and triangulate them independently
  17250. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17251. // look for a valid diagonal that divides the polygon into two
  17252. var a = start;
  17253. do {
  17254. var b = a.next.next;
  17255. while ( b !== a.prev ) {
  17256. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17257. // split the polygon in two by the diagonal
  17258. var c = splitPolygon( a, b );
  17259. // filter colinear points around the cuts
  17260. a = filterPoints( a, a.next );
  17261. c = filterPoints( c, c.next );
  17262. // run earcut on each half
  17263. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17264. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17265. return;
  17266. }
  17267. b = b.next;
  17268. }
  17269. a = a.next;
  17270. } while ( a !== start );
  17271. }
  17272. // link every hole into the outer loop, producing a single-ring polygon without holes
  17273. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17274. var queue = [], i, len, start, end, list;
  17275. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17276. start = holeIndices[ i ] * dim;
  17277. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17278. list = linkedList( data, start, end, dim, false );
  17279. if ( list === list.next ) list.steiner = true;
  17280. queue.push( getLeftmost( list ) );
  17281. }
  17282. queue.sort( compareX );
  17283. // process holes from left to right
  17284. for ( i = 0; i < queue.length; i ++ ) {
  17285. eliminateHole( queue[ i ], outerNode );
  17286. outerNode = filterPoints( outerNode, outerNode.next );
  17287. }
  17288. return outerNode;
  17289. }
  17290. function compareX( a, b ) {
  17291. return a.x - b.x;
  17292. }
  17293. // find a bridge between vertices that connects hole with an outer ring and and link it
  17294. function eliminateHole( hole, outerNode ) {
  17295. outerNode = findHoleBridge( hole, outerNode );
  17296. if ( outerNode ) {
  17297. var b = splitPolygon( outerNode, hole );
  17298. filterPoints( b, b.next );
  17299. }
  17300. }
  17301. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17302. function findHoleBridge( hole, outerNode ) {
  17303. var p = outerNode,
  17304. hx = hole.x,
  17305. hy = hole.y,
  17306. qx = - Infinity,
  17307. m;
  17308. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17309. // segment's endpoint with lesser x will be potential connection point
  17310. do {
  17311. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17312. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17313. if ( x <= hx && x > qx ) {
  17314. qx = x;
  17315. if ( x === hx ) {
  17316. if ( hy === p.y ) return p;
  17317. if ( hy === p.next.y ) return p.next;
  17318. }
  17319. m = p.x < p.next.x ? p : p.next;
  17320. }
  17321. }
  17322. p = p.next;
  17323. } while ( p !== outerNode );
  17324. if ( ! m ) return null;
  17325. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17326. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17327. // if there are no points found, we have a valid connection;
  17328. // otherwise choose the point of the minimum angle with the ray as connection point
  17329. var stop = m,
  17330. mx = m.x,
  17331. my = m.y,
  17332. tanMin = Infinity,
  17333. tan;
  17334. p = m.next;
  17335. while ( p !== stop ) {
  17336. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17337. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17338. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17339. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17340. m = p;
  17341. tanMin = tan;
  17342. }
  17343. }
  17344. p = p.next;
  17345. }
  17346. return m;
  17347. }
  17348. // interlink polygon nodes in z-order
  17349. function indexCurve( start, minX, minY, invSize ) {
  17350. var p = start;
  17351. do {
  17352. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17353. p.prevZ = p.prev;
  17354. p.nextZ = p.next;
  17355. p = p.next;
  17356. } while ( p !== start );
  17357. p.prevZ.nextZ = null;
  17358. p.prevZ = null;
  17359. sortLinked( p );
  17360. }
  17361. // Simon Tatham's linked list merge sort algorithm
  17362. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17363. function sortLinked( list ) {
  17364. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17365. do {
  17366. p = list;
  17367. list = null;
  17368. tail = null;
  17369. numMerges = 0;
  17370. while ( p ) {
  17371. numMerges ++;
  17372. q = p;
  17373. pSize = 0;
  17374. for ( i = 0; i < inSize; i ++ ) {
  17375. pSize ++;
  17376. q = q.nextZ;
  17377. if ( ! q ) break;
  17378. }
  17379. qSize = inSize;
  17380. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17381. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17382. e = p;
  17383. p = p.nextZ;
  17384. pSize --;
  17385. } else {
  17386. e = q;
  17387. q = q.nextZ;
  17388. qSize --;
  17389. }
  17390. if ( tail ) tail.nextZ = e;
  17391. else list = e;
  17392. e.prevZ = tail;
  17393. tail = e;
  17394. }
  17395. p = q;
  17396. }
  17397. tail.nextZ = null;
  17398. inSize *= 2;
  17399. } while ( numMerges > 1 );
  17400. return list;
  17401. }
  17402. // z-order of a point given coords and inverse of the longer side of data bbox
  17403. function zOrder( x, y, minX, minY, invSize ) {
  17404. // coords are transformed into non-negative 15-bit integer range
  17405. x = 32767 * ( x - minX ) * invSize;
  17406. y = 32767 * ( y - minY ) * invSize;
  17407. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17408. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17409. x = ( x | ( x << 2 ) ) & 0x33333333;
  17410. x = ( x | ( x << 1 ) ) & 0x55555555;
  17411. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17412. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17413. y = ( y | ( y << 2 ) ) & 0x33333333;
  17414. y = ( y | ( y << 1 ) ) & 0x55555555;
  17415. return x | ( y << 1 );
  17416. }
  17417. // find the leftmost node of a polygon ring
  17418. function getLeftmost( start ) {
  17419. var p = start, leftmost = start;
  17420. do {
  17421. if ( p.x < leftmost.x ) leftmost = p;
  17422. p = p.next;
  17423. } while ( p !== start );
  17424. return leftmost;
  17425. }
  17426. // check if a point lies within a convex triangle
  17427. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17428. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17429. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17430. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17431. }
  17432. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17433. function isValidDiagonal( a, b ) {
  17434. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17435. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17436. }
  17437. // signed area of a triangle
  17438. function area( p, q, r ) {
  17439. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17440. }
  17441. // check if two points are equal
  17442. function equals( p1, p2 ) {
  17443. return p1.x === p2.x && p1.y === p2.y;
  17444. }
  17445. // check if two segments intersect
  17446. function intersects( p1, q1, p2, q2 ) {
  17447. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17448. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17449. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17450. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17451. }
  17452. // check if a polygon diagonal intersects any polygon segments
  17453. function intersectsPolygon( a, b ) {
  17454. var p = a;
  17455. do {
  17456. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17457. intersects( p, p.next, a, b ) ) {
  17458. return true;
  17459. }
  17460. p = p.next;
  17461. } while ( p !== a );
  17462. return false;
  17463. }
  17464. // check if a polygon diagonal is locally inside the polygon
  17465. function locallyInside( a, b ) {
  17466. return area( a.prev, a, a.next ) < 0 ?
  17467. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17468. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17469. }
  17470. // check if the middle point of a polygon diagonal is inside the polygon
  17471. function middleInside( a, b ) {
  17472. var p = a,
  17473. inside = false,
  17474. px = ( a.x + b.x ) / 2,
  17475. py = ( a.y + b.y ) / 2;
  17476. do {
  17477. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17478. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17479. inside = ! inside;
  17480. }
  17481. p = p.next;
  17482. } while ( p !== a );
  17483. return inside;
  17484. }
  17485. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17486. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17487. function splitPolygon( a, b ) {
  17488. var a2 = new Node( a.i, a.x, a.y ),
  17489. b2 = new Node( b.i, b.x, b.y ),
  17490. an = a.next,
  17491. bp = b.prev;
  17492. a.next = b;
  17493. b.prev = a;
  17494. a2.next = an;
  17495. an.prev = a2;
  17496. b2.next = a2;
  17497. a2.prev = b2;
  17498. bp.next = b2;
  17499. b2.prev = bp;
  17500. return b2;
  17501. }
  17502. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17503. function insertNode( i, x, y, last ) {
  17504. var p = new Node( i, x, y );
  17505. if ( ! last ) {
  17506. p.prev = p;
  17507. p.next = p;
  17508. } else {
  17509. p.next = last.next;
  17510. p.prev = last;
  17511. last.next.prev = p;
  17512. last.next = p;
  17513. }
  17514. return p;
  17515. }
  17516. function removeNode( p ) {
  17517. p.next.prev = p.prev;
  17518. p.prev.next = p.next;
  17519. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17520. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17521. }
  17522. function Node( i, x, y ) {
  17523. // vertice index in coordinates array
  17524. this.i = i;
  17525. // vertex coordinates
  17526. this.x = x;
  17527. this.y = y;
  17528. // previous and next vertice nodes in a polygon ring
  17529. this.prev = null;
  17530. this.next = null;
  17531. // z-order curve value
  17532. this.z = null;
  17533. // previous and next nodes in z-order
  17534. this.prevZ = null;
  17535. this.nextZ = null;
  17536. // indicates whether this is a steiner point
  17537. this.steiner = false;
  17538. }
  17539. function signedArea( data, start, end, dim ) {
  17540. var sum = 0;
  17541. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17542. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17543. j = i;
  17544. }
  17545. return sum;
  17546. }
  17547. /**
  17548. * @author zz85 / http://www.lab4games.net/zz85/blog
  17549. */
  17550. var ShapeUtils = {
  17551. // calculate area of the contour polygon
  17552. area: function ( contour ) {
  17553. var n = contour.length;
  17554. var a = 0.0;
  17555. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17556. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17557. }
  17558. return a * 0.5;
  17559. },
  17560. isClockWise: function ( pts ) {
  17561. return ShapeUtils.area( pts ) < 0;
  17562. },
  17563. triangulateShape: function ( contour, holes ) {
  17564. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17565. var holeIndices = []; // array of hole indices
  17566. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17567. removeDupEndPts( contour );
  17568. addContour( vertices, contour );
  17569. //
  17570. var holeIndex = contour.length;
  17571. holes.forEach( removeDupEndPts );
  17572. for ( var i = 0; i < holes.length; i ++ ) {
  17573. holeIndices.push( holeIndex );
  17574. holeIndex += holes[ i ].length;
  17575. addContour( vertices, holes[ i ] );
  17576. }
  17577. //
  17578. var triangles = Earcut.triangulate( vertices, holeIndices );
  17579. //
  17580. for ( var i = 0; i < triangles.length; i += 3 ) {
  17581. faces.push( triangles.slice( i, i + 3 ) );
  17582. }
  17583. return faces;
  17584. }
  17585. };
  17586. function removeDupEndPts( points ) {
  17587. var l = points.length;
  17588. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17589. points.pop();
  17590. }
  17591. }
  17592. function addContour( vertices, contour ) {
  17593. for ( var i = 0; i < contour.length; i ++ ) {
  17594. vertices.push( contour[ i ].x );
  17595. vertices.push( contour[ i ].y );
  17596. }
  17597. }
  17598. /**
  17599. * @author zz85 / http://www.lab4games.net/zz85/blog
  17600. *
  17601. * Creates extruded geometry from a path shape.
  17602. *
  17603. * parameters = {
  17604. *
  17605. * curveSegments: <int>, // number of points on the curves
  17606. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17607. * depth: <float>, // Depth to extrude the shape
  17608. *
  17609. * bevelEnabled: <bool>, // turn on bevel
  17610. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17611. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17612. * bevelOffset: <float>, // how far from shape outline does bevel start
  17613. * bevelSegments: <int>, // number of bevel layers
  17614. *
  17615. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17616. *
  17617. * UVGenerator: <Object> // object that provides UV generator functions
  17618. *
  17619. * }
  17620. */
  17621. // ExtrudeGeometry
  17622. function ExtrudeGeometry( shapes, options ) {
  17623. Geometry.call( this );
  17624. this.type = 'ExtrudeGeometry';
  17625. this.parameters = {
  17626. shapes: shapes,
  17627. options: options
  17628. };
  17629. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17630. this.mergeVertices();
  17631. }
  17632. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17633. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17634. ExtrudeGeometry.prototype.toJSON = function () {
  17635. var data = Geometry.prototype.toJSON.call( this );
  17636. var shapes = this.parameters.shapes;
  17637. var options = this.parameters.options;
  17638. return toJSON( shapes, options, data );
  17639. };
  17640. // ExtrudeBufferGeometry
  17641. function ExtrudeBufferGeometry( shapes, options ) {
  17642. BufferGeometry.call( this );
  17643. this.type = 'ExtrudeBufferGeometry';
  17644. this.parameters = {
  17645. shapes: shapes,
  17646. options: options
  17647. };
  17648. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17649. var scope = this;
  17650. var verticesArray = [];
  17651. var uvArray = [];
  17652. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17653. var shape = shapes[ i ];
  17654. addShape( shape );
  17655. }
  17656. // build geometry
  17657. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17658. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17659. this.computeVertexNormals();
  17660. // functions
  17661. function addShape( shape ) {
  17662. var placeholder = [];
  17663. // options
  17664. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17665. var steps = options.steps !== undefined ? options.steps : 1;
  17666. var depth = options.depth !== undefined ? options.depth : 100;
  17667. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17668. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17669. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17670. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17671. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17672. var extrudePath = options.extrudePath;
  17673. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17674. // deprecated options
  17675. if ( options.amount !== undefined ) {
  17676. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17677. depth = options.amount;
  17678. }
  17679. //
  17680. var extrudePts, extrudeByPath = false;
  17681. var splineTube, binormal, normal, position2;
  17682. if ( extrudePath ) {
  17683. extrudePts = extrudePath.getSpacedPoints( steps );
  17684. extrudeByPath = true;
  17685. bevelEnabled = false; // bevels not supported for path extrusion
  17686. // SETUP TNB variables
  17687. // TODO1 - have a .isClosed in spline?
  17688. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17689. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17690. binormal = new Vector3();
  17691. normal = new Vector3();
  17692. position2 = new Vector3();
  17693. }
  17694. // Safeguards if bevels are not enabled
  17695. if ( ! bevelEnabled ) {
  17696. bevelSegments = 0;
  17697. bevelThickness = 0;
  17698. bevelSize = 0;
  17699. bevelOffset = 0;
  17700. }
  17701. // Variables initialization
  17702. var ahole, h, hl; // looping of holes
  17703. var shapePoints = shape.extractPoints( curveSegments );
  17704. var vertices = shapePoints.shape;
  17705. var holes = shapePoints.holes;
  17706. var reverse = ! ShapeUtils.isClockWise( vertices );
  17707. if ( reverse ) {
  17708. vertices = vertices.reverse();
  17709. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17710. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17711. ahole = holes[ h ];
  17712. if ( ShapeUtils.isClockWise( ahole ) ) {
  17713. holes[ h ] = ahole.reverse();
  17714. }
  17715. }
  17716. }
  17717. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17718. /* Vertices */
  17719. var contour = vertices; // vertices has all points but contour has only points of circumference
  17720. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17721. ahole = holes[ h ];
  17722. vertices = vertices.concat( ahole );
  17723. }
  17724. function scalePt2( pt, vec, size ) {
  17725. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17726. return vec.clone().multiplyScalar( size ).add( pt );
  17727. }
  17728. var b, bs, t, z,
  17729. vert, vlen = vertices.length,
  17730. face, flen = faces.length;
  17731. // Find directions for point movement
  17732. function getBevelVec( inPt, inPrev, inNext ) {
  17733. // computes for inPt the corresponding point inPt' on a new contour
  17734. // shifted by 1 unit (length of normalized vector) to the left
  17735. // if we walk along contour clockwise, this new contour is outside the old one
  17736. //
  17737. // inPt' is the intersection of the two lines parallel to the two
  17738. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17739. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17740. // good reading for geometry algorithms (here: line-line intersection)
  17741. // http://geomalgorithms.com/a05-_intersect-1.html
  17742. var v_prev_x = inPt.x - inPrev.x,
  17743. v_prev_y = inPt.y - inPrev.y;
  17744. var v_next_x = inNext.x - inPt.x,
  17745. v_next_y = inNext.y - inPt.y;
  17746. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17747. // check for collinear edges
  17748. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17749. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17750. // not collinear
  17751. // length of vectors for normalizing
  17752. var v_prev_len = Math.sqrt( v_prev_lensq );
  17753. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17754. // shift adjacent points by unit vectors to the left
  17755. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17756. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17757. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17758. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17759. // scaling factor for v_prev to intersection point
  17760. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17761. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17762. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17763. // vector from inPt to intersection point
  17764. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17765. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17766. // Don't normalize!, otherwise sharp corners become ugly
  17767. // but prevent crazy spikes
  17768. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17769. if ( v_trans_lensq <= 2 ) {
  17770. return new Vector2( v_trans_x, v_trans_y );
  17771. } else {
  17772. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17773. }
  17774. } else {
  17775. // handle special case of collinear edges
  17776. var direction_eq = false; // assumes: opposite
  17777. if ( v_prev_x > Number.EPSILON ) {
  17778. if ( v_next_x > Number.EPSILON ) {
  17779. direction_eq = true;
  17780. }
  17781. } else {
  17782. if ( v_prev_x < - Number.EPSILON ) {
  17783. if ( v_next_x < - Number.EPSILON ) {
  17784. direction_eq = true;
  17785. }
  17786. } else {
  17787. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17788. direction_eq = true;
  17789. }
  17790. }
  17791. }
  17792. if ( direction_eq ) {
  17793. // console.log("Warning: lines are a straight sequence");
  17794. v_trans_x = - v_prev_y;
  17795. v_trans_y = v_prev_x;
  17796. shrink_by = Math.sqrt( v_prev_lensq );
  17797. } else {
  17798. // console.log("Warning: lines are a straight spike");
  17799. v_trans_x = v_prev_x;
  17800. v_trans_y = v_prev_y;
  17801. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17802. }
  17803. }
  17804. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17805. }
  17806. var contourMovements = [];
  17807. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17808. if ( j === il ) j = 0;
  17809. if ( k === il ) k = 0;
  17810. // (j)---(i)---(k)
  17811. // console.log('i,j,k', i, j , k)
  17812. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17813. }
  17814. var holesMovements = [],
  17815. oneHoleMovements, verticesMovements = contourMovements.concat();
  17816. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17817. ahole = holes[ h ];
  17818. oneHoleMovements = [];
  17819. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17820. if ( j === il ) j = 0;
  17821. if ( k === il ) k = 0;
  17822. // (j)---(i)---(k)
  17823. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17824. }
  17825. holesMovements.push( oneHoleMovements );
  17826. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17827. }
  17828. // Loop bevelSegments, 1 for the front, 1 for the back
  17829. for ( b = 0; b < bevelSegments; b ++ ) {
  17830. //for ( b = bevelSegments; b > 0; b -- ) {
  17831. t = b / bevelSegments;
  17832. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17833. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17834. // contract shape
  17835. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17836. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17837. v( vert.x, vert.y, - z );
  17838. }
  17839. // expand holes
  17840. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17841. ahole = holes[ h ];
  17842. oneHoleMovements = holesMovements[ h ];
  17843. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17844. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17845. v( vert.x, vert.y, - z );
  17846. }
  17847. }
  17848. }
  17849. bs = bevelSize + bevelOffset;
  17850. // Back facing vertices
  17851. for ( i = 0; i < vlen; i ++ ) {
  17852. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17853. if ( ! extrudeByPath ) {
  17854. v( vert.x, vert.y, 0 );
  17855. } else {
  17856. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17857. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17858. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17859. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17860. v( position2.x, position2.y, position2.z );
  17861. }
  17862. }
  17863. // Add stepped vertices...
  17864. // Including front facing vertices
  17865. var s;
  17866. for ( s = 1; s <= steps; s ++ ) {
  17867. for ( i = 0; i < vlen; i ++ ) {
  17868. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17869. if ( ! extrudeByPath ) {
  17870. v( vert.x, vert.y, depth / steps * s );
  17871. } else {
  17872. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17873. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17874. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17875. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17876. v( position2.x, position2.y, position2.z );
  17877. }
  17878. }
  17879. }
  17880. // Add bevel segments planes
  17881. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17882. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17883. t = b / bevelSegments;
  17884. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17885. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17886. // contract shape
  17887. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17888. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17889. v( vert.x, vert.y, depth + z );
  17890. }
  17891. // expand holes
  17892. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17893. ahole = holes[ h ];
  17894. oneHoleMovements = holesMovements[ h ];
  17895. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17896. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17897. if ( ! extrudeByPath ) {
  17898. v( vert.x, vert.y, depth + z );
  17899. } else {
  17900. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17901. }
  17902. }
  17903. }
  17904. }
  17905. /* Faces */
  17906. // Top and bottom faces
  17907. buildLidFaces();
  17908. // Sides faces
  17909. buildSideFaces();
  17910. ///// Internal functions
  17911. function buildLidFaces() {
  17912. var start = verticesArray.length / 3;
  17913. if ( bevelEnabled ) {
  17914. var layer = 0; // steps + 1
  17915. var offset = vlen * layer;
  17916. // Bottom faces
  17917. for ( i = 0; i < flen; i ++ ) {
  17918. face = faces[ i ];
  17919. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17920. }
  17921. layer = steps + bevelSegments * 2;
  17922. offset = vlen * layer;
  17923. // Top faces
  17924. for ( i = 0; i < flen; i ++ ) {
  17925. face = faces[ i ];
  17926. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17927. }
  17928. } else {
  17929. // Bottom faces
  17930. for ( i = 0; i < flen; i ++ ) {
  17931. face = faces[ i ];
  17932. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17933. }
  17934. // Top faces
  17935. for ( i = 0; i < flen; i ++ ) {
  17936. face = faces[ i ];
  17937. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17938. }
  17939. }
  17940. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17941. }
  17942. // Create faces for the z-sides of the shape
  17943. function buildSideFaces() {
  17944. var start = verticesArray.length / 3;
  17945. var layeroffset = 0;
  17946. sidewalls( contour, layeroffset );
  17947. layeroffset += contour.length;
  17948. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17949. ahole = holes[ h ];
  17950. sidewalls( ahole, layeroffset );
  17951. //, true
  17952. layeroffset += ahole.length;
  17953. }
  17954. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17955. }
  17956. function sidewalls( contour, layeroffset ) {
  17957. var j, k;
  17958. i = contour.length;
  17959. while ( -- i >= 0 ) {
  17960. j = i;
  17961. k = i - 1;
  17962. if ( k < 0 ) k = contour.length - 1;
  17963. //console.log('b', i,j, i-1, k,vertices.length);
  17964. var s = 0,
  17965. sl = steps + bevelSegments * 2;
  17966. for ( s = 0; s < sl; s ++ ) {
  17967. var slen1 = vlen * s;
  17968. var slen2 = vlen * ( s + 1 );
  17969. var a = layeroffset + j + slen1,
  17970. b = layeroffset + k + slen1,
  17971. c = layeroffset + k + slen2,
  17972. d = layeroffset + j + slen2;
  17973. f4( a, b, c, d );
  17974. }
  17975. }
  17976. }
  17977. function v( x, y, z ) {
  17978. placeholder.push( x );
  17979. placeholder.push( y );
  17980. placeholder.push( z );
  17981. }
  17982. function f3( a, b, c ) {
  17983. addVertex( a );
  17984. addVertex( b );
  17985. addVertex( c );
  17986. var nextIndex = verticesArray.length / 3;
  17987. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17988. addUV( uvs[ 0 ] );
  17989. addUV( uvs[ 1 ] );
  17990. addUV( uvs[ 2 ] );
  17991. }
  17992. function f4( a, b, c, d ) {
  17993. addVertex( a );
  17994. addVertex( b );
  17995. addVertex( d );
  17996. addVertex( b );
  17997. addVertex( c );
  17998. addVertex( d );
  17999. var nextIndex = verticesArray.length / 3;
  18000. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18001. addUV( uvs[ 0 ] );
  18002. addUV( uvs[ 1 ] );
  18003. addUV( uvs[ 3 ] );
  18004. addUV( uvs[ 1 ] );
  18005. addUV( uvs[ 2 ] );
  18006. addUV( uvs[ 3 ] );
  18007. }
  18008. function addVertex( index ) {
  18009. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18010. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18011. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18012. }
  18013. function addUV( vector2 ) {
  18014. uvArray.push( vector2.x );
  18015. uvArray.push( vector2.y );
  18016. }
  18017. }
  18018. }
  18019. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18020. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18021. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18022. var data = BufferGeometry.prototype.toJSON.call( this );
  18023. var shapes = this.parameters.shapes;
  18024. var options = this.parameters.options;
  18025. return toJSON( shapes, options, data );
  18026. };
  18027. //
  18028. var WorldUVGenerator = {
  18029. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18030. var a_x = vertices[ indexA * 3 ];
  18031. var a_y = vertices[ indexA * 3 + 1 ];
  18032. var b_x = vertices[ indexB * 3 ];
  18033. var b_y = vertices[ indexB * 3 + 1 ];
  18034. var c_x = vertices[ indexC * 3 ];
  18035. var c_y = vertices[ indexC * 3 + 1 ];
  18036. return [
  18037. new Vector2( a_x, a_y ),
  18038. new Vector2( b_x, b_y ),
  18039. new Vector2( c_x, c_y )
  18040. ];
  18041. },
  18042. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18043. var a_x = vertices[ indexA * 3 ];
  18044. var a_y = vertices[ indexA * 3 + 1 ];
  18045. var a_z = vertices[ indexA * 3 + 2 ];
  18046. var b_x = vertices[ indexB * 3 ];
  18047. var b_y = vertices[ indexB * 3 + 1 ];
  18048. var b_z = vertices[ indexB * 3 + 2 ];
  18049. var c_x = vertices[ indexC * 3 ];
  18050. var c_y = vertices[ indexC * 3 + 1 ];
  18051. var c_z = vertices[ indexC * 3 + 2 ];
  18052. var d_x = vertices[ indexD * 3 ];
  18053. var d_y = vertices[ indexD * 3 + 1 ];
  18054. var d_z = vertices[ indexD * 3 + 2 ];
  18055. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18056. return [
  18057. new Vector2( a_x, 1 - a_z ),
  18058. new Vector2( b_x, 1 - b_z ),
  18059. new Vector2( c_x, 1 - c_z ),
  18060. new Vector2( d_x, 1 - d_z )
  18061. ];
  18062. } else {
  18063. return [
  18064. new Vector2( a_y, 1 - a_z ),
  18065. new Vector2( b_y, 1 - b_z ),
  18066. new Vector2( c_y, 1 - c_z ),
  18067. new Vector2( d_y, 1 - d_z )
  18068. ];
  18069. }
  18070. }
  18071. };
  18072. function toJSON( shapes, options, data ) {
  18073. //
  18074. data.shapes = [];
  18075. if ( Array.isArray( shapes ) ) {
  18076. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18077. var shape = shapes[ i ];
  18078. data.shapes.push( shape.uuid );
  18079. }
  18080. } else {
  18081. data.shapes.push( shapes.uuid );
  18082. }
  18083. //
  18084. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18085. return data;
  18086. }
  18087. /**
  18088. * @author zz85 / http://www.lab4games.net/zz85/blog
  18089. * @author alteredq / http://alteredqualia.com/
  18090. *
  18091. * Text = 3D Text
  18092. *
  18093. * parameters = {
  18094. * font: <THREE.Font>, // font
  18095. *
  18096. * size: <float>, // size of the text
  18097. * height: <float>, // thickness to extrude text
  18098. * curveSegments: <int>, // number of points on the curves
  18099. *
  18100. * bevelEnabled: <bool>, // turn on bevel
  18101. * bevelThickness: <float>, // how deep into text bevel goes
  18102. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18103. * bevelOffset: <float> // how far from text outline does bevel start
  18104. * }
  18105. */
  18106. // TextGeometry
  18107. function TextGeometry( text, parameters ) {
  18108. Geometry.call( this );
  18109. this.type = 'TextGeometry';
  18110. this.parameters = {
  18111. text: text,
  18112. parameters: parameters
  18113. };
  18114. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18115. this.mergeVertices();
  18116. }
  18117. TextGeometry.prototype = Object.create( Geometry.prototype );
  18118. TextGeometry.prototype.constructor = TextGeometry;
  18119. // TextBufferGeometry
  18120. function TextBufferGeometry( text, parameters ) {
  18121. parameters = parameters || {};
  18122. var font = parameters.font;
  18123. if ( ! ( font && font.isFont ) ) {
  18124. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18125. return new Geometry();
  18126. }
  18127. var shapes = font.generateShapes( text, parameters.size );
  18128. // translate parameters to ExtrudeGeometry API
  18129. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18130. // defaults
  18131. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18132. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18133. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18134. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18135. this.type = 'TextBufferGeometry';
  18136. }
  18137. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18138. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18139. /**
  18140. * @author mrdoob / http://mrdoob.com/
  18141. * @author benaadams / https://twitter.com/ben_a_adams
  18142. * @author Mugen87 / https://github.com/Mugen87
  18143. */
  18144. // SphereGeometry
  18145. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18146. Geometry.call( this );
  18147. this.type = 'SphereGeometry';
  18148. this.parameters = {
  18149. radius: radius,
  18150. widthSegments: widthSegments,
  18151. heightSegments: heightSegments,
  18152. phiStart: phiStart,
  18153. phiLength: phiLength,
  18154. thetaStart: thetaStart,
  18155. thetaLength: thetaLength
  18156. };
  18157. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18158. this.mergeVertices();
  18159. }
  18160. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18161. SphereGeometry.prototype.constructor = SphereGeometry;
  18162. // SphereBufferGeometry
  18163. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18164. BufferGeometry.call( this );
  18165. this.type = 'SphereBufferGeometry';
  18166. this.parameters = {
  18167. radius: radius,
  18168. widthSegments: widthSegments,
  18169. heightSegments: heightSegments,
  18170. phiStart: phiStart,
  18171. phiLength: phiLength,
  18172. thetaStart: thetaStart,
  18173. thetaLength: thetaLength
  18174. };
  18175. radius = radius || 1;
  18176. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18177. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18178. phiStart = phiStart !== undefined ? phiStart : 0;
  18179. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18180. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18181. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18182. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18183. var ix, iy;
  18184. var index = 0;
  18185. var grid = [];
  18186. var vertex = new Vector3();
  18187. var normal = new Vector3();
  18188. // buffers
  18189. var indices = [];
  18190. var vertices = [];
  18191. var normals = [];
  18192. var uvs = [];
  18193. // generate vertices, normals and uvs
  18194. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18195. var verticesRow = [];
  18196. var v = iy / heightSegments;
  18197. // special case for the poles
  18198. var uOffset = 0;
  18199. if ( iy == 0 && thetaStart == 0 ) {
  18200. uOffset = 0.5 / widthSegments;
  18201. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18202. uOffset = - 0.5 / widthSegments;
  18203. }
  18204. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18205. var u = ix / widthSegments;
  18206. // vertex
  18207. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18208. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18209. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18210. vertices.push( vertex.x, vertex.y, vertex.z );
  18211. // normal
  18212. normal.copy( vertex ).normalize();
  18213. normals.push( normal.x, normal.y, normal.z );
  18214. // uv
  18215. uvs.push( u + uOffset, 1 - v );
  18216. verticesRow.push( index ++ );
  18217. }
  18218. grid.push( verticesRow );
  18219. }
  18220. // indices
  18221. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18222. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18223. var a = grid[ iy ][ ix + 1 ];
  18224. var b = grid[ iy ][ ix ];
  18225. var c = grid[ iy + 1 ][ ix ];
  18226. var d = grid[ iy + 1 ][ ix + 1 ];
  18227. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18228. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18229. }
  18230. }
  18231. // build geometry
  18232. this.setIndex( indices );
  18233. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18234. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18235. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18236. }
  18237. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18238. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18239. /**
  18240. * @author Kaleb Murphy
  18241. * @author Mugen87 / https://github.com/Mugen87
  18242. */
  18243. // RingGeometry
  18244. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18245. Geometry.call( this );
  18246. this.type = 'RingGeometry';
  18247. this.parameters = {
  18248. innerRadius: innerRadius,
  18249. outerRadius: outerRadius,
  18250. thetaSegments: thetaSegments,
  18251. phiSegments: phiSegments,
  18252. thetaStart: thetaStart,
  18253. thetaLength: thetaLength
  18254. };
  18255. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18256. this.mergeVertices();
  18257. }
  18258. RingGeometry.prototype = Object.create( Geometry.prototype );
  18259. RingGeometry.prototype.constructor = RingGeometry;
  18260. // RingBufferGeometry
  18261. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18262. BufferGeometry.call( this );
  18263. this.type = 'RingBufferGeometry';
  18264. this.parameters = {
  18265. innerRadius: innerRadius,
  18266. outerRadius: outerRadius,
  18267. thetaSegments: thetaSegments,
  18268. phiSegments: phiSegments,
  18269. thetaStart: thetaStart,
  18270. thetaLength: thetaLength
  18271. };
  18272. innerRadius = innerRadius || 0.5;
  18273. outerRadius = outerRadius || 1;
  18274. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18275. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18276. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18277. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18278. // buffers
  18279. var indices = [];
  18280. var vertices = [];
  18281. var normals = [];
  18282. var uvs = [];
  18283. // some helper variables
  18284. var segment;
  18285. var radius = innerRadius;
  18286. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18287. var vertex = new Vector3();
  18288. var uv = new Vector2();
  18289. var j, i;
  18290. // generate vertices, normals and uvs
  18291. for ( j = 0; j <= phiSegments; j ++ ) {
  18292. for ( i = 0; i <= thetaSegments; i ++ ) {
  18293. // values are generate from the inside of the ring to the outside
  18294. segment = thetaStart + i / thetaSegments * thetaLength;
  18295. // vertex
  18296. vertex.x = radius * Math.cos( segment );
  18297. vertex.y = radius * Math.sin( segment );
  18298. vertices.push( vertex.x, vertex.y, vertex.z );
  18299. // normal
  18300. normals.push( 0, 0, 1 );
  18301. // uv
  18302. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18303. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18304. uvs.push( uv.x, uv.y );
  18305. }
  18306. // increase the radius for next row of vertices
  18307. radius += radiusStep;
  18308. }
  18309. // indices
  18310. for ( j = 0; j < phiSegments; j ++ ) {
  18311. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18312. for ( i = 0; i < thetaSegments; i ++ ) {
  18313. segment = i + thetaSegmentLevel;
  18314. var a = segment;
  18315. var b = segment + thetaSegments + 1;
  18316. var c = segment + thetaSegments + 2;
  18317. var d = segment + 1;
  18318. // faces
  18319. indices.push( a, b, d );
  18320. indices.push( b, c, d );
  18321. }
  18322. }
  18323. // build geometry
  18324. this.setIndex( indices );
  18325. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18326. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18327. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18328. }
  18329. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18330. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18331. /**
  18332. * @author zz85 / https://github.com/zz85
  18333. * @author bhouston / http://clara.io
  18334. * @author Mugen87 / https://github.com/Mugen87
  18335. */
  18336. // LatheGeometry
  18337. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18338. Geometry.call( this );
  18339. this.type = 'LatheGeometry';
  18340. this.parameters = {
  18341. points: points,
  18342. segments: segments,
  18343. phiStart: phiStart,
  18344. phiLength: phiLength
  18345. };
  18346. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18347. this.mergeVertices();
  18348. }
  18349. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18350. LatheGeometry.prototype.constructor = LatheGeometry;
  18351. // LatheBufferGeometry
  18352. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18353. BufferGeometry.call( this );
  18354. this.type = 'LatheBufferGeometry';
  18355. this.parameters = {
  18356. points: points,
  18357. segments: segments,
  18358. phiStart: phiStart,
  18359. phiLength: phiLength
  18360. };
  18361. segments = Math.floor( segments ) || 12;
  18362. phiStart = phiStart || 0;
  18363. phiLength = phiLength || Math.PI * 2;
  18364. // clamp phiLength so it's in range of [ 0, 2PI ]
  18365. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18366. // buffers
  18367. var indices = [];
  18368. var vertices = [];
  18369. var uvs = [];
  18370. // helper variables
  18371. var base;
  18372. var inverseSegments = 1.0 / segments;
  18373. var vertex = new Vector3();
  18374. var uv = new Vector2();
  18375. var i, j;
  18376. // generate vertices and uvs
  18377. for ( i = 0; i <= segments; i ++ ) {
  18378. var phi = phiStart + i * inverseSegments * phiLength;
  18379. var sin = Math.sin( phi );
  18380. var cos = Math.cos( phi );
  18381. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18382. // vertex
  18383. vertex.x = points[ j ].x * sin;
  18384. vertex.y = points[ j ].y;
  18385. vertex.z = points[ j ].x * cos;
  18386. vertices.push( vertex.x, vertex.y, vertex.z );
  18387. // uv
  18388. uv.x = i / segments;
  18389. uv.y = j / ( points.length - 1 );
  18390. uvs.push( uv.x, uv.y );
  18391. }
  18392. }
  18393. // indices
  18394. for ( i = 0; i < segments; i ++ ) {
  18395. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18396. base = j + i * points.length;
  18397. var a = base;
  18398. var b = base + points.length;
  18399. var c = base + points.length + 1;
  18400. var d = base + 1;
  18401. // faces
  18402. indices.push( a, b, d );
  18403. indices.push( b, c, d );
  18404. }
  18405. }
  18406. // build geometry
  18407. this.setIndex( indices );
  18408. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18409. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18410. // generate normals
  18411. this.computeVertexNormals();
  18412. // if the geometry is closed, we need to average the normals along the seam.
  18413. // because the corresponding vertices are identical (but still have different UVs).
  18414. if ( phiLength === Math.PI * 2 ) {
  18415. var normals = this.attributes.normal.array;
  18416. var n1 = new Vector3();
  18417. var n2 = new Vector3();
  18418. var n = new Vector3();
  18419. // this is the buffer offset for the last line of vertices
  18420. base = segments * points.length * 3;
  18421. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18422. // select the normal of the vertex in the first line
  18423. n1.x = normals[ j + 0 ];
  18424. n1.y = normals[ j + 1 ];
  18425. n1.z = normals[ j + 2 ];
  18426. // select the normal of the vertex in the last line
  18427. n2.x = normals[ base + j + 0 ];
  18428. n2.y = normals[ base + j + 1 ];
  18429. n2.z = normals[ base + j + 2 ];
  18430. // average normals
  18431. n.addVectors( n1, n2 ).normalize();
  18432. // assign the new values to both normals
  18433. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18434. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18435. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18436. }
  18437. }
  18438. }
  18439. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18440. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18441. /**
  18442. * @author jonobr1 / http://jonobr1.com
  18443. * @author Mugen87 / https://github.com/Mugen87
  18444. */
  18445. // ShapeGeometry
  18446. function ShapeGeometry( shapes, curveSegments ) {
  18447. Geometry.call( this );
  18448. this.type = 'ShapeGeometry';
  18449. if ( typeof curveSegments === 'object' ) {
  18450. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18451. curveSegments = curveSegments.curveSegments;
  18452. }
  18453. this.parameters = {
  18454. shapes: shapes,
  18455. curveSegments: curveSegments
  18456. };
  18457. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18458. this.mergeVertices();
  18459. }
  18460. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18461. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18462. ShapeGeometry.prototype.toJSON = function () {
  18463. var data = Geometry.prototype.toJSON.call( this );
  18464. var shapes = this.parameters.shapes;
  18465. return toJSON$1( shapes, data );
  18466. };
  18467. // ShapeBufferGeometry
  18468. function ShapeBufferGeometry( shapes, curveSegments ) {
  18469. BufferGeometry.call( this );
  18470. this.type = 'ShapeBufferGeometry';
  18471. this.parameters = {
  18472. shapes: shapes,
  18473. curveSegments: curveSegments
  18474. };
  18475. curveSegments = curveSegments || 12;
  18476. // buffers
  18477. var indices = [];
  18478. var vertices = [];
  18479. var normals = [];
  18480. var uvs = [];
  18481. // helper variables
  18482. var groupStart = 0;
  18483. var groupCount = 0;
  18484. // allow single and array values for "shapes" parameter
  18485. if ( Array.isArray( shapes ) === false ) {
  18486. addShape( shapes );
  18487. } else {
  18488. for ( var i = 0; i < shapes.length; i ++ ) {
  18489. addShape( shapes[ i ] );
  18490. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18491. groupStart += groupCount;
  18492. groupCount = 0;
  18493. }
  18494. }
  18495. // build geometry
  18496. this.setIndex( indices );
  18497. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18498. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18499. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18500. // helper functions
  18501. function addShape( shape ) {
  18502. var i, l, shapeHole;
  18503. var indexOffset = vertices.length / 3;
  18504. var points = shape.extractPoints( curveSegments );
  18505. var shapeVertices = points.shape;
  18506. var shapeHoles = points.holes;
  18507. // check direction of vertices
  18508. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18509. shapeVertices = shapeVertices.reverse();
  18510. }
  18511. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18512. shapeHole = shapeHoles[ i ];
  18513. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18514. shapeHoles[ i ] = shapeHole.reverse();
  18515. }
  18516. }
  18517. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18518. // join vertices of inner and outer paths to a single array
  18519. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18520. shapeHole = shapeHoles[ i ];
  18521. shapeVertices = shapeVertices.concat( shapeHole );
  18522. }
  18523. // vertices, normals, uvs
  18524. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18525. var vertex = shapeVertices[ i ];
  18526. vertices.push( vertex.x, vertex.y, 0 );
  18527. normals.push( 0, 0, 1 );
  18528. uvs.push( vertex.x, vertex.y ); // world uvs
  18529. }
  18530. // incides
  18531. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18532. var face = faces[ i ];
  18533. var a = face[ 0 ] + indexOffset;
  18534. var b = face[ 1 ] + indexOffset;
  18535. var c = face[ 2 ] + indexOffset;
  18536. indices.push( a, b, c );
  18537. groupCount += 3;
  18538. }
  18539. }
  18540. }
  18541. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18542. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18543. ShapeBufferGeometry.prototype.toJSON = function () {
  18544. var data = BufferGeometry.prototype.toJSON.call( this );
  18545. var shapes = this.parameters.shapes;
  18546. return toJSON$1( shapes, data );
  18547. };
  18548. //
  18549. function toJSON$1( shapes, data ) {
  18550. data.shapes = [];
  18551. if ( Array.isArray( shapes ) ) {
  18552. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18553. var shape = shapes[ i ];
  18554. data.shapes.push( shape.uuid );
  18555. }
  18556. } else {
  18557. data.shapes.push( shapes.uuid );
  18558. }
  18559. return data;
  18560. }
  18561. /**
  18562. * @author WestLangley / http://github.com/WestLangley
  18563. * @author Mugen87 / https://github.com/Mugen87
  18564. */
  18565. function EdgesGeometry( geometry, thresholdAngle ) {
  18566. BufferGeometry.call( this );
  18567. this.type = 'EdgesGeometry';
  18568. this.parameters = {
  18569. thresholdAngle: thresholdAngle
  18570. };
  18571. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18572. // buffer
  18573. var vertices = [];
  18574. // helper variables
  18575. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18576. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18577. var key, keys = [ 'a', 'b', 'c' ];
  18578. // prepare source geometry
  18579. var geometry2;
  18580. if ( geometry.isBufferGeometry ) {
  18581. geometry2 = new Geometry();
  18582. geometry2.fromBufferGeometry( geometry );
  18583. } else {
  18584. geometry2 = geometry.clone();
  18585. }
  18586. geometry2.mergeVertices();
  18587. geometry2.computeFaceNormals();
  18588. var sourceVertices = geometry2.vertices;
  18589. var faces = geometry2.faces;
  18590. // now create a data structure where each entry represents an edge with its adjoining faces
  18591. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18592. var face = faces[ i ];
  18593. for ( var j = 0; j < 3; j ++ ) {
  18594. edge1 = face[ keys[ j ] ];
  18595. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18596. edge[ 0 ] = Math.min( edge1, edge2 );
  18597. edge[ 1 ] = Math.max( edge1, edge2 );
  18598. key = edge[ 0 ] + ',' + edge[ 1 ];
  18599. if ( edges[ key ] === undefined ) {
  18600. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18601. } else {
  18602. edges[ key ].face2 = i;
  18603. }
  18604. }
  18605. }
  18606. // generate vertices
  18607. for ( key in edges ) {
  18608. var e = edges[ key ];
  18609. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18610. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18611. var vertex = sourceVertices[ e.index1 ];
  18612. vertices.push( vertex.x, vertex.y, vertex.z );
  18613. vertex = sourceVertices[ e.index2 ];
  18614. vertices.push( vertex.x, vertex.y, vertex.z );
  18615. }
  18616. }
  18617. // build geometry
  18618. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18619. }
  18620. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18621. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18622. /**
  18623. * @author mrdoob / http://mrdoob.com/
  18624. * @author Mugen87 / https://github.com/Mugen87
  18625. */
  18626. // CylinderGeometry
  18627. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18628. Geometry.call( this );
  18629. this.type = 'CylinderGeometry';
  18630. this.parameters = {
  18631. radiusTop: radiusTop,
  18632. radiusBottom: radiusBottom,
  18633. height: height,
  18634. radialSegments: radialSegments,
  18635. heightSegments: heightSegments,
  18636. openEnded: openEnded,
  18637. thetaStart: thetaStart,
  18638. thetaLength: thetaLength
  18639. };
  18640. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18641. this.mergeVertices();
  18642. }
  18643. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18644. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18645. // CylinderBufferGeometry
  18646. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18647. BufferGeometry.call( this );
  18648. this.type = 'CylinderBufferGeometry';
  18649. this.parameters = {
  18650. radiusTop: radiusTop,
  18651. radiusBottom: radiusBottom,
  18652. height: height,
  18653. radialSegments: radialSegments,
  18654. heightSegments: heightSegments,
  18655. openEnded: openEnded,
  18656. thetaStart: thetaStart,
  18657. thetaLength: thetaLength
  18658. };
  18659. var scope = this;
  18660. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18661. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18662. height = height || 1;
  18663. radialSegments = Math.floor( radialSegments ) || 8;
  18664. heightSegments = Math.floor( heightSegments ) || 1;
  18665. openEnded = openEnded !== undefined ? openEnded : false;
  18666. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18667. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18668. // buffers
  18669. var indices = [];
  18670. var vertices = [];
  18671. var normals = [];
  18672. var uvs = [];
  18673. // helper variables
  18674. var index = 0;
  18675. var indexArray = [];
  18676. var halfHeight = height / 2;
  18677. var groupStart = 0;
  18678. // generate geometry
  18679. generateTorso();
  18680. if ( openEnded === false ) {
  18681. if ( radiusTop > 0 ) generateCap( true );
  18682. if ( radiusBottom > 0 ) generateCap( false );
  18683. }
  18684. // build geometry
  18685. this.setIndex( indices );
  18686. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18687. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18688. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18689. function generateTorso() {
  18690. var x, y;
  18691. var normal = new Vector3();
  18692. var vertex = new Vector3();
  18693. var groupCount = 0;
  18694. // this will be used to calculate the normal
  18695. var slope = ( radiusBottom - radiusTop ) / height;
  18696. // generate vertices, normals and uvs
  18697. for ( y = 0; y <= heightSegments; y ++ ) {
  18698. var indexRow = [];
  18699. var v = y / heightSegments;
  18700. // calculate the radius of the current row
  18701. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18702. for ( x = 0; x <= radialSegments; x ++ ) {
  18703. var u = x / radialSegments;
  18704. var theta = u * thetaLength + thetaStart;
  18705. var sinTheta = Math.sin( theta );
  18706. var cosTheta = Math.cos( theta );
  18707. // vertex
  18708. vertex.x = radius * sinTheta;
  18709. vertex.y = - v * height + halfHeight;
  18710. vertex.z = radius * cosTheta;
  18711. vertices.push( vertex.x, vertex.y, vertex.z );
  18712. // normal
  18713. normal.set( sinTheta, slope, cosTheta ).normalize();
  18714. normals.push( normal.x, normal.y, normal.z );
  18715. // uv
  18716. uvs.push( u, 1 - v );
  18717. // save index of vertex in respective row
  18718. indexRow.push( index ++ );
  18719. }
  18720. // now save vertices of the row in our index array
  18721. indexArray.push( indexRow );
  18722. }
  18723. // generate indices
  18724. for ( x = 0; x < radialSegments; x ++ ) {
  18725. for ( y = 0; y < heightSegments; y ++ ) {
  18726. // we use the index array to access the correct indices
  18727. var a = indexArray[ y ][ x ];
  18728. var b = indexArray[ y + 1 ][ x ];
  18729. var c = indexArray[ y + 1 ][ x + 1 ];
  18730. var d = indexArray[ y ][ x + 1 ];
  18731. // faces
  18732. indices.push( a, b, d );
  18733. indices.push( b, c, d );
  18734. // update group counter
  18735. groupCount += 6;
  18736. }
  18737. }
  18738. // add a group to the geometry. this will ensure multi material support
  18739. scope.addGroup( groupStart, groupCount, 0 );
  18740. // calculate new start value for groups
  18741. groupStart += groupCount;
  18742. }
  18743. function generateCap( top ) {
  18744. var x, centerIndexStart, centerIndexEnd;
  18745. var uv = new Vector2();
  18746. var vertex = new Vector3();
  18747. var groupCount = 0;
  18748. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18749. var sign = ( top === true ) ? 1 : - 1;
  18750. // save the index of the first center vertex
  18751. centerIndexStart = index;
  18752. // first we generate the center vertex data of the cap.
  18753. // because the geometry needs one set of uvs per face,
  18754. // we must generate a center vertex per face/segment
  18755. for ( x = 1; x <= radialSegments; x ++ ) {
  18756. // vertex
  18757. vertices.push( 0, halfHeight * sign, 0 );
  18758. // normal
  18759. normals.push( 0, sign, 0 );
  18760. // uv
  18761. uvs.push( 0.5, 0.5 );
  18762. // increase index
  18763. index ++;
  18764. }
  18765. // save the index of the last center vertex
  18766. centerIndexEnd = index;
  18767. // now we generate the surrounding vertices, normals and uvs
  18768. for ( x = 0; x <= radialSegments; x ++ ) {
  18769. var u = x / radialSegments;
  18770. var theta = u * thetaLength + thetaStart;
  18771. var cosTheta = Math.cos( theta );
  18772. var sinTheta = Math.sin( theta );
  18773. // vertex
  18774. vertex.x = radius * sinTheta;
  18775. vertex.y = halfHeight * sign;
  18776. vertex.z = radius * cosTheta;
  18777. vertices.push( vertex.x, vertex.y, vertex.z );
  18778. // normal
  18779. normals.push( 0, sign, 0 );
  18780. // uv
  18781. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18782. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18783. uvs.push( uv.x, uv.y );
  18784. // increase index
  18785. index ++;
  18786. }
  18787. // generate indices
  18788. for ( x = 0; x < radialSegments; x ++ ) {
  18789. var c = centerIndexStart + x;
  18790. var i = centerIndexEnd + x;
  18791. if ( top === true ) {
  18792. // face top
  18793. indices.push( i, i + 1, c );
  18794. } else {
  18795. // face bottom
  18796. indices.push( i + 1, i, c );
  18797. }
  18798. groupCount += 3;
  18799. }
  18800. // add a group to the geometry. this will ensure multi material support
  18801. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18802. // calculate new start value for groups
  18803. groupStart += groupCount;
  18804. }
  18805. }
  18806. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18807. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18808. /**
  18809. * @author abelnation / http://github.com/abelnation
  18810. */
  18811. // ConeGeometry
  18812. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18813. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18814. this.type = 'ConeGeometry';
  18815. this.parameters = {
  18816. radius: radius,
  18817. height: height,
  18818. radialSegments: radialSegments,
  18819. heightSegments: heightSegments,
  18820. openEnded: openEnded,
  18821. thetaStart: thetaStart,
  18822. thetaLength: thetaLength
  18823. };
  18824. }
  18825. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18826. ConeGeometry.prototype.constructor = ConeGeometry;
  18827. // ConeBufferGeometry
  18828. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18829. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18830. this.type = 'ConeBufferGeometry';
  18831. this.parameters = {
  18832. radius: radius,
  18833. height: height,
  18834. radialSegments: radialSegments,
  18835. heightSegments: heightSegments,
  18836. openEnded: openEnded,
  18837. thetaStart: thetaStart,
  18838. thetaLength: thetaLength
  18839. };
  18840. }
  18841. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18842. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18843. /**
  18844. * @author benaadams / https://twitter.com/ben_a_adams
  18845. * @author Mugen87 / https://github.com/Mugen87
  18846. * @author hughes
  18847. */
  18848. // CircleGeometry
  18849. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18850. Geometry.call( this );
  18851. this.type = 'CircleGeometry';
  18852. this.parameters = {
  18853. radius: radius,
  18854. segments: segments,
  18855. thetaStart: thetaStart,
  18856. thetaLength: thetaLength
  18857. };
  18858. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18859. this.mergeVertices();
  18860. }
  18861. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18862. CircleGeometry.prototype.constructor = CircleGeometry;
  18863. // CircleBufferGeometry
  18864. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18865. BufferGeometry.call( this );
  18866. this.type = 'CircleBufferGeometry';
  18867. this.parameters = {
  18868. radius: radius,
  18869. segments: segments,
  18870. thetaStart: thetaStart,
  18871. thetaLength: thetaLength
  18872. };
  18873. radius = radius || 1;
  18874. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18875. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18876. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18877. // buffers
  18878. var indices = [];
  18879. var vertices = [];
  18880. var normals = [];
  18881. var uvs = [];
  18882. // helper variables
  18883. var i, s;
  18884. var vertex = new Vector3();
  18885. var uv = new Vector2();
  18886. // center point
  18887. vertices.push( 0, 0, 0 );
  18888. normals.push( 0, 0, 1 );
  18889. uvs.push( 0.5, 0.5 );
  18890. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18891. var segment = thetaStart + s / segments * thetaLength;
  18892. // vertex
  18893. vertex.x = radius * Math.cos( segment );
  18894. vertex.y = radius * Math.sin( segment );
  18895. vertices.push( vertex.x, vertex.y, vertex.z );
  18896. // normal
  18897. normals.push( 0, 0, 1 );
  18898. // uvs
  18899. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18900. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18901. uvs.push( uv.x, uv.y );
  18902. }
  18903. // indices
  18904. for ( i = 1; i <= segments; i ++ ) {
  18905. indices.push( i, i + 1, 0 );
  18906. }
  18907. // build geometry
  18908. this.setIndex( indices );
  18909. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18910. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18911. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18912. }
  18913. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18914. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18915. var Geometries = /*#__PURE__*/Object.freeze({
  18916. WireframeGeometry: WireframeGeometry,
  18917. ParametricGeometry: ParametricGeometry,
  18918. ParametricBufferGeometry: ParametricBufferGeometry,
  18919. TetrahedronGeometry: TetrahedronGeometry,
  18920. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18921. OctahedronGeometry: OctahedronGeometry,
  18922. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18923. IcosahedronGeometry: IcosahedronGeometry,
  18924. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18925. DodecahedronGeometry: DodecahedronGeometry,
  18926. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18927. PolyhedronGeometry: PolyhedronGeometry,
  18928. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18929. TubeGeometry: TubeGeometry,
  18930. TubeBufferGeometry: TubeBufferGeometry,
  18931. TorusKnotGeometry: TorusKnotGeometry,
  18932. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18933. TorusGeometry: TorusGeometry,
  18934. TorusBufferGeometry: TorusBufferGeometry,
  18935. TextGeometry: TextGeometry,
  18936. TextBufferGeometry: TextBufferGeometry,
  18937. SphereGeometry: SphereGeometry,
  18938. SphereBufferGeometry: SphereBufferGeometry,
  18939. RingGeometry: RingGeometry,
  18940. RingBufferGeometry: RingBufferGeometry,
  18941. PlaneGeometry: PlaneGeometry,
  18942. PlaneBufferGeometry: PlaneBufferGeometry,
  18943. LatheGeometry: LatheGeometry,
  18944. LatheBufferGeometry: LatheBufferGeometry,
  18945. ShapeGeometry: ShapeGeometry,
  18946. ShapeBufferGeometry: ShapeBufferGeometry,
  18947. ExtrudeGeometry: ExtrudeGeometry,
  18948. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18949. EdgesGeometry: EdgesGeometry,
  18950. ConeGeometry: ConeGeometry,
  18951. ConeBufferGeometry: ConeBufferGeometry,
  18952. CylinderGeometry: CylinderGeometry,
  18953. CylinderBufferGeometry: CylinderBufferGeometry,
  18954. CircleGeometry: CircleGeometry,
  18955. CircleBufferGeometry: CircleBufferGeometry,
  18956. BoxGeometry: BoxGeometry,
  18957. BoxBufferGeometry: BoxBufferGeometry
  18958. });
  18959. /**
  18960. * @author mrdoob / http://mrdoob.com/
  18961. *
  18962. * parameters = {
  18963. * color: <THREE.Color>
  18964. * }
  18965. */
  18966. function ShadowMaterial( parameters ) {
  18967. Material.call( this );
  18968. this.type = 'ShadowMaterial';
  18969. this.color = new Color( 0x000000 );
  18970. this.transparent = true;
  18971. this.setValues( parameters );
  18972. }
  18973. ShadowMaterial.prototype = Object.create( Material.prototype );
  18974. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18975. ShadowMaterial.prototype.isShadowMaterial = true;
  18976. ShadowMaterial.prototype.copy = function ( source ) {
  18977. Material.prototype.copy.call( this, source );
  18978. this.color.copy( source.color );
  18979. return this;
  18980. };
  18981. /**
  18982. * @author mrdoob / http://mrdoob.com/
  18983. */
  18984. function RawShaderMaterial( parameters ) {
  18985. ShaderMaterial.call( this, parameters );
  18986. this.type = 'RawShaderMaterial';
  18987. }
  18988. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18989. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18990. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18991. /**
  18992. * @author WestLangley / http://github.com/WestLangley
  18993. *
  18994. * parameters = {
  18995. * color: <hex>,
  18996. * roughness: <float>,
  18997. * metalness: <float>,
  18998. * opacity: <float>,
  18999. *
  19000. * map: new THREE.Texture( <Image> ),
  19001. *
  19002. * lightMap: new THREE.Texture( <Image> ),
  19003. * lightMapIntensity: <float>
  19004. *
  19005. * aoMap: new THREE.Texture( <Image> ),
  19006. * aoMapIntensity: <float>
  19007. *
  19008. * emissive: <hex>,
  19009. * emissiveIntensity: <float>
  19010. * emissiveMap: new THREE.Texture( <Image> ),
  19011. *
  19012. * bumpMap: new THREE.Texture( <Image> ),
  19013. * bumpScale: <float>,
  19014. *
  19015. * normalMap: new THREE.Texture( <Image> ),
  19016. * normalMapType: THREE.TangentSpaceNormalMap,
  19017. * normalScale: <Vector2>,
  19018. *
  19019. * displacementMap: new THREE.Texture( <Image> ),
  19020. * displacementScale: <float>,
  19021. * displacementBias: <float>,
  19022. *
  19023. * roughnessMap: new THREE.Texture( <Image> ),
  19024. *
  19025. * metalnessMap: new THREE.Texture( <Image> ),
  19026. *
  19027. * alphaMap: new THREE.Texture( <Image> ),
  19028. *
  19029. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19030. * envMapIntensity: <float>
  19031. *
  19032. * refractionRatio: <float>,
  19033. *
  19034. * wireframe: <boolean>,
  19035. * wireframeLinewidth: <float>,
  19036. *
  19037. * skinning: <bool>,
  19038. * morphTargets: <bool>,
  19039. * morphNormals: <bool>
  19040. * }
  19041. */
  19042. function MeshStandardMaterial( parameters ) {
  19043. Material.call( this );
  19044. this.defines = { 'STANDARD': '' };
  19045. this.type = 'MeshStandardMaterial';
  19046. this.color = new Color( 0xffffff ); // diffuse
  19047. this.roughness = 0.5;
  19048. this.metalness = 0.5;
  19049. this.map = null;
  19050. this.lightMap = null;
  19051. this.lightMapIntensity = 1.0;
  19052. this.aoMap = null;
  19053. this.aoMapIntensity = 1.0;
  19054. this.emissive = new Color( 0x000000 );
  19055. this.emissiveIntensity = 1.0;
  19056. this.emissiveMap = null;
  19057. this.bumpMap = null;
  19058. this.bumpScale = 1;
  19059. this.normalMap = null;
  19060. this.normalMapType = TangentSpaceNormalMap;
  19061. this.normalScale = new Vector2( 1, 1 );
  19062. this.displacementMap = null;
  19063. this.displacementScale = 1;
  19064. this.displacementBias = 0;
  19065. this.roughnessMap = null;
  19066. this.metalnessMap = null;
  19067. this.alphaMap = null;
  19068. this.envMap = null;
  19069. this.envMapIntensity = 1.0;
  19070. this.refractionRatio = 0.98;
  19071. this.wireframe = false;
  19072. this.wireframeLinewidth = 1;
  19073. this.wireframeLinecap = 'round';
  19074. this.wireframeLinejoin = 'round';
  19075. this.skinning = false;
  19076. this.morphTargets = false;
  19077. this.morphNormals = false;
  19078. this.setValues( parameters );
  19079. }
  19080. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19081. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19082. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19083. MeshStandardMaterial.prototype.copy = function ( source ) {
  19084. Material.prototype.copy.call( this, source );
  19085. this.defines = { 'STANDARD': '' };
  19086. this.color.copy( source.color );
  19087. this.roughness = source.roughness;
  19088. this.metalness = source.metalness;
  19089. this.map = source.map;
  19090. this.lightMap = source.lightMap;
  19091. this.lightMapIntensity = source.lightMapIntensity;
  19092. this.aoMap = source.aoMap;
  19093. this.aoMapIntensity = source.aoMapIntensity;
  19094. this.emissive.copy( source.emissive );
  19095. this.emissiveMap = source.emissiveMap;
  19096. this.emissiveIntensity = source.emissiveIntensity;
  19097. this.bumpMap = source.bumpMap;
  19098. this.bumpScale = source.bumpScale;
  19099. this.normalMap = source.normalMap;
  19100. this.normalMapType = source.normalMapType;
  19101. this.normalScale.copy( source.normalScale );
  19102. this.displacementMap = source.displacementMap;
  19103. this.displacementScale = source.displacementScale;
  19104. this.displacementBias = source.displacementBias;
  19105. this.roughnessMap = source.roughnessMap;
  19106. this.metalnessMap = source.metalnessMap;
  19107. this.alphaMap = source.alphaMap;
  19108. this.envMap = source.envMap;
  19109. this.envMapIntensity = source.envMapIntensity;
  19110. this.refractionRatio = source.refractionRatio;
  19111. this.wireframe = source.wireframe;
  19112. this.wireframeLinewidth = source.wireframeLinewidth;
  19113. this.wireframeLinecap = source.wireframeLinecap;
  19114. this.wireframeLinejoin = source.wireframeLinejoin;
  19115. this.skinning = source.skinning;
  19116. this.morphTargets = source.morphTargets;
  19117. this.morphNormals = source.morphNormals;
  19118. return this;
  19119. };
  19120. /**
  19121. * @author WestLangley / http://github.com/WestLangley
  19122. *
  19123. * parameters = {
  19124. * reflectivity: <float>
  19125. * clearCoat: <float>
  19126. * clearCoatRoughness: <float>
  19127. * }
  19128. */
  19129. function MeshPhysicalMaterial( parameters ) {
  19130. MeshStandardMaterial.call( this );
  19131. this.defines = { 'PHYSICAL': '' };
  19132. this.type = 'MeshPhysicalMaterial';
  19133. this.reflectivity = 0.5; // maps to F0 = 0.04
  19134. this.clearCoat = 0.0;
  19135. this.clearCoatRoughness = 0.0;
  19136. this.setValues( parameters );
  19137. }
  19138. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19139. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19140. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19141. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19142. MeshStandardMaterial.prototype.copy.call( this, source );
  19143. this.defines = { 'PHYSICAL': '' };
  19144. this.reflectivity = source.reflectivity;
  19145. this.clearCoat = source.clearCoat;
  19146. this.clearCoatRoughness = source.clearCoatRoughness;
  19147. return this;
  19148. };
  19149. /**
  19150. * @author mrdoob / http://mrdoob.com/
  19151. * @author alteredq / http://alteredqualia.com/
  19152. *
  19153. * parameters = {
  19154. * color: <hex>,
  19155. * specular: <hex>,
  19156. * shininess: <float>,
  19157. * opacity: <float>,
  19158. *
  19159. * map: new THREE.Texture( <Image> ),
  19160. *
  19161. * lightMap: new THREE.Texture( <Image> ),
  19162. * lightMapIntensity: <float>
  19163. *
  19164. * aoMap: new THREE.Texture( <Image> ),
  19165. * aoMapIntensity: <float>
  19166. *
  19167. * emissive: <hex>,
  19168. * emissiveIntensity: <float>
  19169. * emissiveMap: new THREE.Texture( <Image> ),
  19170. *
  19171. * bumpMap: new THREE.Texture( <Image> ),
  19172. * bumpScale: <float>,
  19173. *
  19174. * normalMap: new THREE.Texture( <Image> ),
  19175. * normalMapType: THREE.TangentSpaceNormalMap,
  19176. * normalScale: <Vector2>,
  19177. *
  19178. * displacementMap: new THREE.Texture( <Image> ),
  19179. * displacementScale: <float>,
  19180. * displacementBias: <float>,
  19181. *
  19182. * specularMap: new THREE.Texture( <Image> ),
  19183. *
  19184. * alphaMap: new THREE.Texture( <Image> ),
  19185. *
  19186. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19187. * combine: THREE.Multiply,
  19188. * reflectivity: <float>,
  19189. * refractionRatio: <float>,
  19190. *
  19191. * wireframe: <boolean>,
  19192. * wireframeLinewidth: <float>,
  19193. *
  19194. * skinning: <bool>,
  19195. * morphTargets: <bool>,
  19196. * morphNormals: <bool>
  19197. * }
  19198. */
  19199. function MeshPhongMaterial( parameters ) {
  19200. Material.call( this );
  19201. this.type = 'MeshPhongMaterial';
  19202. this.color = new Color( 0xffffff ); // diffuse
  19203. this.specular = new Color( 0x111111 );
  19204. this.shininess = 30;
  19205. this.map = null;
  19206. this.lightMap = null;
  19207. this.lightMapIntensity = 1.0;
  19208. this.aoMap = null;
  19209. this.aoMapIntensity = 1.0;
  19210. this.emissive = new Color( 0x000000 );
  19211. this.emissiveIntensity = 1.0;
  19212. this.emissiveMap = null;
  19213. this.bumpMap = null;
  19214. this.bumpScale = 1;
  19215. this.normalMap = null;
  19216. this.normalMapType = TangentSpaceNormalMap;
  19217. this.normalScale = new Vector2( 1, 1 );
  19218. this.displacementMap = null;
  19219. this.displacementScale = 1;
  19220. this.displacementBias = 0;
  19221. this.specularMap = null;
  19222. this.alphaMap = null;
  19223. this.envMap = null;
  19224. this.combine = MultiplyOperation;
  19225. this.reflectivity = 1;
  19226. this.refractionRatio = 0.98;
  19227. this.wireframe = false;
  19228. this.wireframeLinewidth = 1;
  19229. this.wireframeLinecap = 'round';
  19230. this.wireframeLinejoin = 'round';
  19231. this.skinning = false;
  19232. this.morphTargets = false;
  19233. this.morphNormals = false;
  19234. this.setValues( parameters );
  19235. }
  19236. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19237. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19238. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19239. MeshPhongMaterial.prototype.copy = function ( source ) {
  19240. Material.prototype.copy.call( this, source );
  19241. this.color.copy( source.color );
  19242. this.specular.copy( source.specular );
  19243. this.shininess = source.shininess;
  19244. this.map = source.map;
  19245. this.lightMap = source.lightMap;
  19246. this.lightMapIntensity = source.lightMapIntensity;
  19247. this.aoMap = source.aoMap;
  19248. this.aoMapIntensity = source.aoMapIntensity;
  19249. this.emissive.copy( source.emissive );
  19250. this.emissiveMap = source.emissiveMap;
  19251. this.emissiveIntensity = source.emissiveIntensity;
  19252. this.bumpMap = source.bumpMap;
  19253. this.bumpScale = source.bumpScale;
  19254. this.normalMap = source.normalMap;
  19255. this.normalMapType = source.normalMapType;
  19256. this.normalScale.copy( source.normalScale );
  19257. this.displacementMap = source.displacementMap;
  19258. this.displacementScale = source.displacementScale;
  19259. this.displacementBias = source.displacementBias;
  19260. this.specularMap = source.specularMap;
  19261. this.alphaMap = source.alphaMap;
  19262. this.envMap = source.envMap;
  19263. this.combine = source.combine;
  19264. this.reflectivity = source.reflectivity;
  19265. this.refractionRatio = source.refractionRatio;
  19266. this.wireframe = source.wireframe;
  19267. this.wireframeLinewidth = source.wireframeLinewidth;
  19268. this.wireframeLinecap = source.wireframeLinecap;
  19269. this.wireframeLinejoin = source.wireframeLinejoin;
  19270. this.skinning = source.skinning;
  19271. this.morphTargets = source.morphTargets;
  19272. this.morphNormals = source.morphNormals;
  19273. return this;
  19274. };
  19275. /**
  19276. * @author takahirox / http://github.com/takahirox
  19277. *
  19278. * parameters = {
  19279. * gradientMap: new THREE.Texture( <Image> )
  19280. * }
  19281. */
  19282. function MeshToonMaterial( parameters ) {
  19283. MeshPhongMaterial.call( this );
  19284. this.defines = { 'TOON': '' };
  19285. this.type = 'MeshToonMaterial';
  19286. this.gradientMap = null;
  19287. this.setValues( parameters );
  19288. }
  19289. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19290. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19291. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19292. MeshToonMaterial.prototype.copy = function ( source ) {
  19293. MeshPhongMaterial.prototype.copy.call( this, source );
  19294. this.gradientMap = source.gradientMap;
  19295. return this;
  19296. };
  19297. /**
  19298. * @author mrdoob / http://mrdoob.com/
  19299. * @author WestLangley / http://github.com/WestLangley
  19300. *
  19301. * parameters = {
  19302. * opacity: <float>,
  19303. *
  19304. * bumpMap: new THREE.Texture( <Image> ),
  19305. * bumpScale: <float>,
  19306. *
  19307. * normalMap: new THREE.Texture( <Image> ),
  19308. * normalMapType: THREE.TangentSpaceNormalMap,
  19309. * normalScale: <Vector2>,
  19310. *
  19311. * displacementMap: new THREE.Texture( <Image> ),
  19312. * displacementScale: <float>,
  19313. * displacementBias: <float>,
  19314. *
  19315. * wireframe: <boolean>,
  19316. * wireframeLinewidth: <float>
  19317. *
  19318. * skinning: <bool>,
  19319. * morphTargets: <bool>,
  19320. * morphNormals: <bool>
  19321. * }
  19322. */
  19323. function MeshNormalMaterial( parameters ) {
  19324. Material.call( this );
  19325. this.type = 'MeshNormalMaterial';
  19326. this.bumpMap = null;
  19327. this.bumpScale = 1;
  19328. this.normalMap = null;
  19329. this.normalMapType = TangentSpaceNormalMap;
  19330. this.normalScale = new Vector2( 1, 1 );
  19331. this.displacementMap = null;
  19332. this.displacementScale = 1;
  19333. this.displacementBias = 0;
  19334. this.wireframe = false;
  19335. this.wireframeLinewidth = 1;
  19336. this.fog = false;
  19337. this.lights = false;
  19338. this.skinning = false;
  19339. this.morphTargets = false;
  19340. this.morphNormals = false;
  19341. this.setValues( parameters );
  19342. }
  19343. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19344. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19345. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19346. MeshNormalMaterial.prototype.copy = function ( source ) {
  19347. Material.prototype.copy.call( this, source );
  19348. this.bumpMap = source.bumpMap;
  19349. this.bumpScale = source.bumpScale;
  19350. this.normalMap = source.normalMap;
  19351. this.normalMapType = source.normalMapType;
  19352. this.normalScale.copy( source.normalScale );
  19353. this.displacementMap = source.displacementMap;
  19354. this.displacementScale = source.displacementScale;
  19355. this.displacementBias = source.displacementBias;
  19356. this.wireframe = source.wireframe;
  19357. this.wireframeLinewidth = source.wireframeLinewidth;
  19358. this.skinning = source.skinning;
  19359. this.morphTargets = source.morphTargets;
  19360. this.morphNormals = source.morphNormals;
  19361. return this;
  19362. };
  19363. /**
  19364. * @author mrdoob / http://mrdoob.com/
  19365. * @author alteredq / http://alteredqualia.com/
  19366. *
  19367. * parameters = {
  19368. * color: <hex>,
  19369. * opacity: <float>,
  19370. *
  19371. * map: new THREE.Texture( <Image> ),
  19372. *
  19373. * lightMap: new THREE.Texture( <Image> ),
  19374. * lightMapIntensity: <float>
  19375. *
  19376. * aoMap: new THREE.Texture( <Image> ),
  19377. * aoMapIntensity: <float>
  19378. *
  19379. * emissive: <hex>,
  19380. * emissiveIntensity: <float>
  19381. * emissiveMap: new THREE.Texture( <Image> ),
  19382. *
  19383. * specularMap: new THREE.Texture( <Image> ),
  19384. *
  19385. * alphaMap: new THREE.Texture( <Image> ),
  19386. *
  19387. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19388. * combine: THREE.Multiply,
  19389. * reflectivity: <float>,
  19390. * refractionRatio: <float>,
  19391. *
  19392. * wireframe: <boolean>,
  19393. * wireframeLinewidth: <float>,
  19394. *
  19395. * skinning: <bool>,
  19396. * morphTargets: <bool>,
  19397. * morphNormals: <bool>
  19398. * }
  19399. */
  19400. function MeshLambertMaterial( parameters ) {
  19401. Material.call( this );
  19402. this.type = 'MeshLambertMaterial';
  19403. this.color = new Color( 0xffffff ); // diffuse
  19404. this.map = null;
  19405. this.lightMap = null;
  19406. this.lightMapIntensity = 1.0;
  19407. this.aoMap = null;
  19408. this.aoMapIntensity = 1.0;
  19409. this.emissive = new Color( 0x000000 );
  19410. this.emissiveIntensity = 1.0;
  19411. this.emissiveMap = null;
  19412. this.specularMap = null;
  19413. this.alphaMap = null;
  19414. this.envMap = null;
  19415. this.combine = MultiplyOperation;
  19416. this.reflectivity = 1;
  19417. this.refractionRatio = 0.98;
  19418. this.wireframe = false;
  19419. this.wireframeLinewidth = 1;
  19420. this.wireframeLinecap = 'round';
  19421. this.wireframeLinejoin = 'round';
  19422. this.skinning = false;
  19423. this.morphTargets = false;
  19424. this.morphNormals = false;
  19425. this.setValues( parameters );
  19426. }
  19427. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19428. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19429. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19430. MeshLambertMaterial.prototype.copy = function ( source ) {
  19431. Material.prototype.copy.call( this, source );
  19432. this.color.copy( source.color );
  19433. this.map = source.map;
  19434. this.lightMap = source.lightMap;
  19435. this.lightMapIntensity = source.lightMapIntensity;
  19436. this.aoMap = source.aoMap;
  19437. this.aoMapIntensity = source.aoMapIntensity;
  19438. this.emissive.copy( source.emissive );
  19439. this.emissiveMap = source.emissiveMap;
  19440. this.emissiveIntensity = source.emissiveIntensity;
  19441. this.specularMap = source.specularMap;
  19442. this.alphaMap = source.alphaMap;
  19443. this.envMap = source.envMap;
  19444. this.combine = source.combine;
  19445. this.reflectivity = source.reflectivity;
  19446. this.refractionRatio = source.refractionRatio;
  19447. this.wireframe = source.wireframe;
  19448. this.wireframeLinewidth = source.wireframeLinewidth;
  19449. this.wireframeLinecap = source.wireframeLinecap;
  19450. this.wireframeLinejoin = source.wireframeLinejoin;
  19451. this.skinning = source.skinning;
  19452. this.morphTargets = source.morphTargets;
  19453. this.morphNormals = source.morphNormals;
  19454. return this;
  19455. };
  19456. /**
  19457. * @author WestLangley / http://github.com/WestLangley
  19458. *
  19459. * parameters = {
  19460. * color: <hex>,
  19461. * opacity: <float>,
  19462. *
  19463. * matcap: new THREE.Texture( <Image> ),
  19464. *
  19465. * map: new THREE.Texture( <Image> ),
  19466. *
  19467. * bumpMap: new THREE.Texture( <Image> ),
  19468. * bumpScale: <float>,
  19469. *
  19470. * normalMap: new THREE.Texture( <Image> ),
  19471. * normalMapType: THREE.TangentSpaceNormalMap,
  19472. * normalScale: <Vector2>,
  19473. *
  19474. * displacementMap: new THREE.Texture( <Image> ),
  19475. * displacementScale: <float>,
  19476. * displacementBias: <float>,
  19477. *
  19478. * alphaMap: new THREE.Texture( <Image> ),
  19479. *
  19480. * skinning: <bool>,
  19481. * morphTargets: <bool>,
  19482. * morphNormals: <bool>
  19483. * }
  19484. */
  19485. function MeshMatcapMaterial( parameters ) {
  19486. Material.call( this );
  19487. this.defines = { 'MATCAP': '' };
  19488. this.type = 'MeshMatcapMaterial';
  19489. this.color = new Color( 0xffffff ); // diffuse
  19490. this.matcap = null;
  19491. this.map = null;
  19492. this.bumpMap = null;
  19493. this.bumpScale = 1;
  19494. this.normalMap = null;
  19495. this.normalMapType = TangentSpaceNormalMap;
  19496. this.normalScale = new Vector2( 1, 1 );
  19497. this.displacementMap = null;
  19498. this.displacementScale = 1;
  19499. this.displacementBias = 0;
  19500. this.alphaMap = null;
  19501. this.skinning = false;
  19502. this.morphTargets = false;
  19503. this.morphNormals = false;
  19504. this.lights = false;
  19505. this.setValues( parameters );
  19506. }
  19507. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19508. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19509. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19510. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19511. Material.prototype.copy.call( this, source );
  19512. this.defines = { 'MATCAP': '' };
  19513. this.color.copy( source.color );
  19514. this.matcap = source.matcap;
  19515. this.map = source.map;
  19516. this.bumpMap = source.bumpMap;
  19517. this.bumpScale = source.bumpScale;
  19518. this.normalMap = source.normalMap;
  19519. this.normalMapType = source.normalMapType;
  19520. this.normalScale.copy( source.normalScale );
  19521. this.displacementMap = source.displacementMap;
  19522. this.displacementScale = source.displacementScale;
  19523. this.displacementBias = source.displacementBias;
  19524. this.alphaMap = source.alphaMap;
  19525. this.skinning = source.skinning;
  19526. this.morphTargets = source.morphTargets;
  19527. this.morphNormals = source.morphNormals;
  19528. return this;
  19529. };
  19530. /**
  19531. * @author alteredq / http://alteredqualia.com/
  19532. *
  19533. * parameters = {
  19534. * color: <hex>,
  19535. * opacity: <float>,
  19536. *
  19537. * linewidth: <float>,
  19538. *
  19539. * scale: <float>,
  19540. * dashSize: <float>,
  19541. * gapSize: <float>
  19542. * }
  19543. */
  19544. function LineDashedMaterial( parameters ) {
  19545. LineBasicMaterial.call( this );
  19546. this.type = 'LineDashedMaterial';
  19547. this.scale = 1;
  19548. this.dashSize = 3;
  19549. this.gapSize = 1;
  19550. this.setValues( parameters );
  19551. }
  19552. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19553. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19554. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19555. LineDashedMaterial.prototype.copy = function ( source ) {
  19556. LineBasicMaterial.prototype.copy.call( this, source );
  19557. this.scale = source.scale;
  19558. this.dashSize = source.dashSize;
  19559. this.gapSize = source.gapSize;
  19560. return this;
  19561. };
  19562. var Materials = /*#__PURE__*/Object.freeze({
  19563. ShadowMaterial: ShadowMaterial,
  19564. SpriteMaterial: SpriteMaterial,
  19565. RawShaderMaterial: RawShaderMaterial,
  19566. ShaderMaterial: ShaderMaterial,
  19567. PointsMaterial: PointsMaterial,
  19568. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19569. MeshStandardMaterial: MeshStandardMaterial,
  19570. MeshPhongMaterial: MeshPhongMaterial,
  19571. MeshToonMaterial: MeshToonMaterial,
  19572. MeshNormalMaterial: MeshNormalMaterial,
  19573. MeshLambertMaterial: MeshLambertMaterial,
  19574. MeshDepthMaterial: MeshDepthMaterial,
  19575. MeshDistanceMaterial: MeshDistanceMaterial,
  19576. MeshBasicMaterial: MeshBasicMaterial,
  19577. MeshMatcapMaterial: MeshMatcapMaterial,
  19578. LineDashedMaterial: LineDashedMaterial,
  19579. LineBasicMaterial: LineBasicMaterial,
  19580. Material: Material
  19581. });
  19582. /**
  19583. * @author tschw
  19584. * @author Ben Houston / http://clara.io/
  19585. * @author David Sarno / http://lighthaus.us/
  19586. */
  19587. var AnimationUtils = {
  19588. // same as Array.prototype.slice, but also works on typed arrays
  19589. arraySlice: function ( array, from, to ) {
  19590. if ( AnimationUtils.isTypedArray( array ) ) {
  19591. // in ios9 array.subarray(from, undefined) will return empty array
  19592. // but array.subarray(from) or array.subarray(from, len) is correct
  19593. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19594. }
  19595. return array.slice( from, to );
  19596. },
  19597. // converts an array to a specific type
  19598. convertArray: function ( array, type, forceClone ) {
  19599. if ( ! array || // let 'undefined' and 'null' pass
  19600. ! forceClone && array.constructor === type ) return array;
  19601. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19602. return new type( array ); // create typed array
  19603. }
  19604. return Array.prototype.slice.call( array ); // create Array
  19605. },
  19606. isTypedArray: function ( object ) {
  19607. return ArrayBuffer.isView( object ) &&
  19608. ! ( object instanceof DataView );
  19609. },
  19610. // returns an array by which times and values can be sorted
  19611. getKeyframeOrder: function ( times ) {
  19612. function compareTime( i, j ) {
  19613. return times[ i ] - times[ j ];
  19614. }
  19615. var n = times.length;
  19616. var result = new Array( n );
  19617. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19618. result.sort( compareTime );
  19619. return result;
  19620. },
  19621. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19622. sortedArray: function ( values, stride, order ) {
  19623. var nValues = values.length;
  19624. var result = new values.constructor( nValues );
  19625. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19626. var srcOffset = order[ i ] * stride;
  19627. for ( var j = 0; j !== stride; ++ j ) {
  19628. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19629. }
  19630. }
  19631. return result;
  19632. },
  19633. // function for parsing AOS keyframe formats
  19634. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19635. var i = 1, key = jsonKeys[ 0 ];
  19636. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19637. key = jsonKeys[ i ++ ];
  19638. }
  19639. if ( key === undefined ) return; // no data
  19640. var value = key[ valuePropertyName ];
  19641. if ( value === undefined ) return; // no data
  19642. if ( Array.isArray( value ) ) {
  19643. do {
  19644. value = key[ valuePropertyName ];
  19645. if ( value !== undefined ) {
  19646. times.push( key.time );
  19647. values.push.apply( values, value ); // push all elements
  19648. }
  19649. key = jsonKeys[ i ++ ];
  19650. } while ( key !== undefined );
  19651. } else if ( value.toArray !== undefined ) {
  19652. // ...assume THREE.Math-ish
  19653. do {
  19654. value = key[ valuePropertyName ];
  19655. if ( value !== undefined ) {
  19656. times.push( key.time );
  19657. value.toArray( values, values.length );
  19658. }
  19659. key = jsonKeys[ i ++ ];
  19660. } while ( key !== undefined );
  19661. } else {
  19662. // otherwise push as-is
  19663. do {
  19664. value = key[ valuePropertyName ];
  19665. if ( value !== undefined ) {
  19666. times.push( key.time );
  19667. values.push( value );
  19668. }
  19669. key = jsonKeys[ i ++ ];
  19670. } while ( key !== undefined );
  19671. }
  19672. }
  19673. };
  19674. /**
  19675. * Abstract base class of interpolants over parametric samples.
  19676. *
  19677. * The parameter domain is one dimensional, typically the time or a path
  19678. * along a curve defined by the data.
  19679. *
  19680. * The sample values can have any dimensionality and derived classes may
  19681. * apply special interpretations to the data.
  19682. *
  19683. * This class provides the interval seek in a Template Method, deferring
  19684. * the actual interpolation to derived classes.
  19685. *
  19686. * Time complexity is O(1) for linear access crossing at most two points
  19687. * and O(log N) for random access, where N is the number of positions.
  19688. *
  19689. * References:
  19690. *
  19691. * http://www.oodesign.com/template-method-pattern.html
  19692. *
  19693. * @author tschw
  19694. */
  19695. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19696. this.parameterPositions = parameterPositions;
  19697. this._cachedIndex = 0;
  19698. this.resultBuffer = resultBuffer !== undefined ?
  19699. resultBuffer : new sampleValues.constructor( sampleSize );
  19700. this.sampleValues = sampleValues;
  19701. this.valueSize = sampleSize;
  19702. }
  19703. Object.assign( Interpolant.prototype, {
  19704. evaluate: function ( t ) {
  19705. var pp = this.parameterPositions,
  19706. i1 = this._cachedIndex,
  19707. t1 = pp[ i1 ],
  19708. t0 = pp[ i1 - 1 ];
  19709. validate_interval: {
  19710. seek: {
  19711. var right;
  19712. linear_scan: {
  19713. //- See http://jsperf.com/comparison-to-undefined/3
  19714. //- slower code:
  19715. //-
  19716. //- if ( t >= t1 || t1 === undefined ) {
  19717. forward_scan: if ( ! ( t < t1 ) ) {
  19718. for ( var giveUpAt = i1 + 2; ; ) {
  19719. if ( t1 === undefined ) {
  19720. if ( t < t0 ) break forward_scan;
  19721. // after end
  19722. i1 = pp.length;
  19723. this._cachedIndex = i1;
  19724. return this.afterEnd_( i1 - 1, t, t0 );
  19725. }
  19726. if ( i1 === giveUpAt ) break; // this loop
  19727. t0 = t1;
  19728. t1 = pp[ ++ i1 ];
  19729. if ( t < t1 ) {
  19730. // we have arrived at the sought interval
  19731. break seek;
  19732. }
  19733. }
  19734. // prepare binary search on the right side of the index
  19735. right = pp.length;
  19736. break linear_scan;
  19737. }
  19738. //- slower code:
  19739. //- if ( t < t0 || t0 === undefined ) {
  19740. if ( ! ( t >= t0 ) ) {
  19741. // looping?
  19742. var t1global = pp[ 1 ];
  19743. if ( t < t1global ) {
  19744. i1 = 2; // + 1, using the scan for the details
  19745. t0 = t1global;
  19746. }
  19747. // linear reverse scan
  19748. for ( var giveUpAt = i1 - 2; ; ) {
  19749. if ( t0 === undefined ) {
  19750. // before start
  19751. this._cachedIndex = 0;
  19752. return this.beforeStart_( 0, t, t1 );
  19753. }
  19754. if ( i1 === giveUpAt ) break; // this loop
  19755. t1 = t0;
  19756. t0 = pp[ -- i1 - 1 ];
  19757. if ( t >= t0 ) {
  19758. // we have arrived at the sought interval
  19759. break seek;
  19760. }
  19761. }
  19762. // prepare binary search on the left side of the index
  19763. right = i1;
  19764. i1 = 0;
  19765. break linear_scan;
  19766. }
  19767. // the interval is valid
  19768. break validate_interval;
  19769. } // linear scan
  19770. // binary search
  19771. while ( i1 < right ) {
  19772. var mid = ( i1 + right ) >>> 1;
  19773. if ( t < pp[ mid ] ) {
  19774. right = mid;
  19775. } else {
  19776. i1 = mid + 1;
  19777. }
  19778. }
  19779. t1 = pp[ i1 ];
  19780. t0 = pp[ i1 - 1 ];
  19781. // check boundary cases, again
  19782. if ( t0 === undefined ) {
  19783. this._cachedIndex = 0;
  19784. return this.beforeStart_( 0, t, t1 );
  19785. }
  19786. if ( t1 === undefined ) {
  19787. i1 = pp.length;
  19788. this._cachedIndex = i1;
  19789. return this.afterEnd_( i1 - 1, t0, t );
  19790. }
  19791. } // seek
  19792. this._cachedIndex = i1;
  19793. this.intervalChanged_( i1, t0, t1 );
  19794. } // validate_interval
  19795. return this.interpolate_( i1, t0, t, t1 );
  19796. },
  19797. settings: null, // optional, subclass-specific settings structure
  19798. // Note: The indirection allows central control of many interpolants.
  19799. // --- Protected interface
  19800. DefaultSettings_: {},
  19801. getSettings_: function () {
  19802. return this.settings || this.DefaultSettings_;
  19803. },
  19804. copySampleValue_: function ( index ) {
  19805. // copies a sample value to the result buffer
  19806. var result = this.resultBuffer,
  19807. values = this.sampleValues,
  19808. stride = this.valueSize,
  19809. offset = index * stride;
  19810. for ( var i = 0; i !== stride; ++ i ) {
  19811. result[ i ] = values[ offset + i ];
  19812. }
  19813. return result;
  19814. },
  19815. // Template methods for derived classes:
  19816. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19817. throw new Error( 'call to abstract method' );
  19818. // implementations shall return this.resultBuffer
  19819. },
  19820. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19821. // empty
  19822. }
  19823. } );
  19824. //!\ DECLARE ALIAS AFTER assign prototype !
  19825. Object.assign( Interpolant.prototype, {
  19826. //( 0, t, t0 ), returns this.resultBuffer
  19827. beforeStart_: Interpolant.prototype.copySampleValue_,
  19828. //( N-1, tN-1, t ), returns this.resultBuffer
  19829. afterEnd_: Interpolant.prototype.copySampleValue_,
  19830. } );
  19831. /**
  19832. * Fast and simple cubic spline interpolant.
  19833. *
  19834. * It was derived from a Hermitian construction setting the first derivative
  19835. * at each sample position to the linear slope between neighboring positions
  19836. * over their parameter interval.
  19837. *
  19838. * @author tschw
  19839. */
  19840. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19841. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19842. this._weightPrev = - 0;
  19843. this._offsetPrev = - 0;
  19844. this._weightNext = - 0;
  19845. this._offsetNext = - 0;
  19846. }
  19847. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19848. constructor: CubicInterpolant,
  19849. DefaultSettings_: {
  19850. endingStart: ZeroCurvatureEnding,
  19851. endingEnd: ZeroCurvatureEnding
  19852. },
  19853. intervalChanged_: function ( i1, t0, t1 ) {
  19854. var pp = this.parameterPositions,
  19855. iPrev = i1 - 2,
  19856. iNext = i1 + 1,
  19857. tPrev = pp[ iPrev ],
  19858. tNext = pp[ iNext ];
  19859. if ( tPrev === undefined ) {
  19860. switch ( this.getSettings_().endingStart ) {
  19861. case ZeroSlopeEnding:
  19862. // f'(t0) = 0
  19863. iPrev = i1;
  19864. tPrev = 2 * t0 - t1;
  19865. break;
  19866. case WrapAroundEnding:
  19867. // use the other end of the curve
  19868. iPrev = pp.length - 2;
  19869. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19870. break;
  19871. default: // ZeroCurvatureEnding
  19872. // f''(t0) = 0 a.k.a. Natural Spline
  19873. iPrev = i1;
  19874. tPrev = t1;
  19875. }
  19876. }
  19877. if ( tNext === undefined ) {
  19878. switch ( this.getSettings_().endingEnd ) {
  19879. case ZeroSlopeEnding:
  19880. // f'(tN) = 0
  19881. iNext = i1;
  19882. tNext = 2 * t1 - t0;
  19883. break;
  19884. case WrapAroundEnding:
  19885. // use the other end of the curve
  19886. iNext = 1;
  19887. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19888. break;
  19889. default: // ZeroCurvatureEnding
  19890. // f''(tN) = 0, a.k.a. Natural Spline
  19891. iNext = i1 - 1;
  19892. tNext = t0;
  19893. }
  19894. }
  19895. var halfDt = ( t1 - t0 ) * 0.5,
  19896. stride = this.valueSize;
  19897. this._weightPrev = halfDt / ( t0 - tPrev );
  19898. this._weightNext = halfDt / ( tNext - t1 );
  19899. this._offsetPrev = iPrev * stride;
  19900. this._offsetNext = iNext * stride;
  19901. },
  19902. interpolate_: function ( i1, t0, t, t1 ) {
  19903. var result = this.resultBuffer,
  19904. values = this.sampleValues,
  19905. stride = this.valueSize,
  19906. o1 = i1 * stride, o0 = o1 - stride,
  19907. oP = this._offsetPrev, oN = this._offsetNext,
  19908. wP = this._weightPrev, wN = this._weightNext,
  19909. p = ( t - t0 ) / ( t1 - t0 ),
  19910. pp = p * p,
  19911. ppp = pp * p;
  19912. // evaluate polynomials
  19913. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19914. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19915. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19916. var sN = wN * ppp - wN * pp;
  19917. // combine data linearly
  19918. for ( var i = 0; i !== stride; ++ i ) {
  19919. result[ i ] =
  19920. sP * values[ oP + i ] +
  19921. s0 * values[ o0 + i ] +
  19922. s1 * values[ o1 + i ] +
  19923. sN * values[ oN + i ];
  19924. }
  19925. return result;
  19926. }
  19927. } );
  19928. /**
  19929. * @author tschw
  19930. */
  19931. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19932. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19933. }
  19934. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19935. constructor: LinearInterpolant,
  19936. interpolate_: function ( i1, t0, t, t1 ) {
  19937. var result = this.resultBuffer,
  19938. values = this.sampleValues,
  19939. stride = this.valueSize,
  19940. offset1 = i1 * stride,
  19941. offset0 = offset1 - stride,
  19942. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19943. weight0 = 1 - weight1;
  19944. for ( var i = 0; i !== stride; ++ i ) {
  19945. result[ i ] =
  19946. values[ offset0 + i ] * weight0 +
  19947. values[ offset1 + i ] * weight1;
  19948. }
  19949. return result;
  19950. }
  19951. } );
  19952. /**
  19953. *
  19954. * Interpolant that evaluates to the sample value at the position preceeding
  19955. * the parameter.
  19956. *
  19957. * @author tschw
  19958. */
  19959. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19960. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19961. }
  19962. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19963. constructor: DiscreteInterpolant,
  19964. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19965. return this.copySampleValue_( i1 - 1 );
  19966. }
  19967. } );
  19968. /**
  19969. *
  19970. * A timed sequence of keyframes for a specific property.
  19971. *
  19972. *
  19973. * @author Ben Houston / http://clara.io/
  19974. * @author David Sarno / http://lighthaus.us/
  19975. * @author tschw
  19976. */
  19977. function KeyframeTrack( name, times, values, interpolation ) {
  19978. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19979. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19980. this.name = name;
  19981. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19982. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19983. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19984. }
  19985. // Static methods
  19986. Object.assign( KeyframeTrack, {
  19987. // Serialization (in static context, because of constructor invocation
  19988. // and automatic invocation of .toJSON):
  19989. toJSON: function ( track ) {
  19990. var trackType = track.constructor;
  19991. var json;
  19992. // derived classes can define a static toJSON method
  19993. if ( trackType.toJSON !== undefined ) {
  19994. json = trackType.toJSON( track );
  19995. } else {
  19996. // by default, we assume the data can be serialized as-is
  19997. json = {
  19998. 'name': track.name,
  19999. 'times': AnimationUtils.convertArray( track.times, Array ),
  20000. 'values': AnimationUtils.convertArray( track.values, Array )
  20001. };
  20002. var interpolation = track.getInterpolation();
  20003. if ( interpolation !== track.DefaultInterpolation ) {
  20004. json.interpolation = interpolation;
  20005. }
  20006. }
  20007. json.type = track.ValueTypeName; // mandatory
  20008. return json;
  20009. }
  20010. } );
  20011. Object.assign( KeyframeTrack.prototype, {
  20012. constructor: KeyframeTrack,
  20013. TimeBufferType: Float32Array,
  20014. ValueBufferType: Float32Array,
  20015. DefaultInterpolation: InterpolateLinear,
  20016. InterpolantFactoryMethodDiscrete: function ( result ) {
  20017. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20018. },
  20019. InterpolantFactoryMethodLinear: function ( result ) {
  20020. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20021. },
  20022. InterpolantFactoryMethodSmooth: function ( result ) {
  20023. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20024. },
  20025. setInterpolation: function ( interpolation ) {
  20026. var factoryMethod;
  20027. switch ( interpolation ) {
  20028. case InterpolateDiscrete:
  20029. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20030. break;
  20031. case InterpolateLinear:
  20032. factoryMethod = this.InterpolantFactoryMethodLinear;
  20033. break;
  20034. case InterpolateSmooth:
  20035. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20036. break;
  20037. }
  20038. if ( factoryMethod === undefined ) {
  20039. var message = "unsupported interpolation for " +
  20040. this.ValueTypeName + " keyframe track named " + this.name;
  20041. if ( this.createInterpolant === undefined ) {
  20042. // fall back to default, unless the default itself is messed up
  20043. if ( interpolation !== this.DefaultInterpolation ) {
  20044. this.setInterpolation( this.DefaultInterpolation );
  20045. } else {
  20046. throw new Error( message ); // fatal, in this case
  20047. }
  20048. }
  20049. console.warn( 'THREE.KeyframeTrack:', message );
  20050. return this;
  20051. }
  20052. this.createInterpolant = factoryMethod;
  20053. return this;
  20054. },
  20055. getInterpolation: function () {
  20056. switch ( this.createInterpolant ) {
  20057. case this.InterpolantFactoryMethodDiscrete:
  20058. return InterpolateDiscrete;
  20059. case this.InterpolantFactoryMethodLinear:
  20060. return InterpolateLinear;
  20061. case this.InterpolantFactoryMethodSmooth:
  20062. return InterpolateSmooth;
  20063. }
  20064. },
  20065. getValueSize: function () {
  20066. return this.values.length / this.times.length;
  20067. },
  20068. // move all keyframes either forwards or backwards in time
  20069. shift: function ( timeOffset ) {
  20070. if ( timeOffset !== 0.0 ) {
  20071. var times = this.times;
  20072. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20073. times[ i ] += timeOffset;
  20074. }
  20075. }
  20076. return this;
  20077. },
  20078. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20079. scale: function ( timeScale ) {
  20080. if ( timeScale !== 1.0 ) {
  20081. var times = this.times;
  20082. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20083. times[ i ] *= timeScale;
  20084. }
  20085. }
  20086. return this;
  20087. },
  20088. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20089. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20090. trim: function ( startTime, endTime ) {
  20091. var times = this.times,
  20092. nKeys = times.length,
  20093. from = 0,
  20094. to = nKeys - 1;
  20095. while ( from !== nKeys && times[ from ] < startTime ) {
  20096. ++ from;
  20097. }
  20098. while ( to !== - 1 && times[ to ] > endTime ) {
  20099. -- to;
  20100. }
  20101. ++ to; // inclusive -> exclusive bound
  20102. if ( from !== 0 || to !== nKeys ) {
  20103. // empty tracks are forbidden, so keep at least one keyframe
  20104. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20105. var stride = this.getValueSize();
  20106. this.times = AnimationUtils.arraySlice( times, from, to );
  20107. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20108. }
  20109. return this;
  20110. },
  20111. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20112. validate: function () {
  20113. var valid = true;
  20114. var valueSize = this.getValueSize();
  20115. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20116. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20117. valid = false;
  20118. }
  20119. var times = this.times,
  20120. values = this.values,
  20121. nKeys = times.length;
  20122. if ( nKeys === 0 ) {
  20123. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20124. valid = false;
  20125. }
  20126. var prevTime = null;
  20127. for ( var i = 0; i !== nKeys; i ++ ) {
  20128. var currTime = times[ i ];
  20129. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20130. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20131. valid = false;
  20132. break;
  20133. }
  20134. if ( prevTime !== null && prevTime > currTime ) {
  20135. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20136. valid = false;
  20137. break;
  20138. }
  20139. prevTime = currTime;
  20140. }
  20141. if ( values !== undefined ) {
  20142. if ( AnimationUtils.isTypedArray( values ) ) {
  20143. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20144. var value = values[ i ];
  20145. if ( isNaN( value ) ) {
  20146. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20147. valid = false;
  20148. break;
  20149. }
  20150. }
  20151. }
  20152. }
  20153. return valid;
  20154. },
  20155. // removes equivalent sequential keys as common in morph target sequences
  20156. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20157. optimize: function () {
  20158. var times = this.times,
  20159. values = this.values,
  20160. stride = this.getValueSize(),
  20161. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20162. writeIndex = 1,
  20163. lastIndex = times.length - 1;
  20164. for ( var i = 1; i < lastIndex; ++ i ) {
  20165. var keep = false;
  20166. var time = times[ i ];
  20167. var timeNext = times[ i + 1 ];
  20168. // remove adjacent keyframes scheduled at the same time
  20169. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20170. if ( ! smoothInterpolation ) {
  20171. // remove unnecessary keyframes same as their neighbors
  20172. var offset = i * stride,
  20173. offsetP = offset - stride,
  20174. offsetN = offset + stride;
  20175. for ( var j = 0; j !== stride; ++ j ) {
  20176. var value = values[ offset + j ];
  20177. if ( value !== values[ offsetP + j ] ||
  20178. value !== values[ offsetN + j ] ) {
  20179. keep = true;
  20180. break;
  20181. }
  20182. }
  20183. } else {
  20184. keep = true;
  20185. }
  20186. }
  20187. // in-place compaction
  20188. if ( keep ) {
  20189. if ( i !== writeIndex ) {
  20190. times[ writeIndex ] = times[ i ];
  20191. var readOffset = i * stride,
  20192. writeOffset = writeIndex * stride;
  20193. for ( var j = 0; j !== stride; ++ j ) {
  20194. values[ writeOffset + j ] = values[ readOffset + j ];
  20195. }
  20196. }
  20197. ++ writeIndex;
  20198. }
  20199. }
  20200. // flush last keyframe (compaction looks ahead)
  20201. if ( lastIndex > 0 ) {
  20202. times[ writeIndex ] = times[ lastIndex ];
  20203. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20204. values[ writeOffset + j ] = values[ readOffset + j ];
  20205. }
  20206. ++ writeIndex;
  20207. }
  20208. if ( writeIndex !== times.length ) {
  20209. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20210. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20211. }
  20212. return this;
  20213. },
  20214. clone: function () {
  20215. var times = AnimationUtils.arraySlice( this.times, 0 );
  20216. var values = AnimationUtils.arraySlice( this.values, 0 );
  20217. var TypedKeyframeTrack = this.constructor;
  20218. var track = new TypedKeyframeTrack( this.name, times, values );
  20219. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20220. track.createInterpolant = this.createInterpolant;
  20221. return track;
  20222. }
  20223. } );
  20224. /**
  20225. *
  20226. * A Track of Boolean keyframe values.
  20227. *
  20228. *
  20229. * @author Ben Houston / http://clara.io/
  20230. * @author David Sarno / http://lighthaus.us/
  20231. * @author tschw
  20232. */
  20233. function BooleanKeyframeTrack( name, times, values ) {
  20234. KeyframeTrack.call( this, name, times, values );
  20235. }
  20236. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20237. constructor: BooleanKeyframeTrack,
  20238. ValueTypeName: 'bool',
  20239. ValueBufferType: Array,
  20240. DefaultInterpolation: InterpolateDiscrete,
  20241. InterpolantFactoryMethodLinear: undefined,
  20242. InterpolantFactoryMethodSmooth: undefined
  20243. // Note: Actually this track could have a optimized / compressed
  20244. // representation of a single value and a custom interpolant that
  20245. // computes "firstValue ^ isOdd( index )".
  20246. } );
  20247. /**
  20248. *
  20249. * A Track of keyframe values that represent color.
  20250. *
  20251. *
  20252. * @author Ben Houston / http://clara.io/
  20253. * @author David Sarno / http://lighthaus.us/
  20254. * @author tschw
  20255. */
  20256. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20257. KeyframeTrack.call( this, name, times, values, interpolation );
  20258. }
  20259. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20260. constructor: ColorKeyframeTrack,
  20261. ValueTypeName: 'color'
  20262. // ValueBufferType is inherited
  20263. // DefaultInterpolation is inherited
  20264. // Note: Very basic implementation and nothing special yet.
  20265. // However, this is the place for color space parameterization.
  20266. } );
  20267. /**
  20268. *
  20269. * A Track of numeric keyframe values.
  20270. *
  20271. * @author Ben Houston / http://clara.io/
  20272. * @author David Sarno / http://lighthaus.us/
  20273. * @author tschw
  20274. */
  20275. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20276. KeyframeTrack.call( this, name, times, values, interpolation );
  20277. }
  20278. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20279. constructor: NumberKeyframeTrack,
  20280. ValueTypeName: 'number'
  20281. // ValueBufferType is inherited
  20282. // DefaultInterpolation is inherited
  20283. } );
  20284. /**
  20285. * Spherical linear unit quaternion interpolant.
  20286. *
  20287. * @author tschw
  20288. */
  20289. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20290. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20291. }
  20292. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20293. constructor: QuaternionLinearInterpolant,
  20294. interpolate_: function ( i1, t0, t, t1 ) {
  20295. var result = this.resultBuffer,
  20296. values = this.sampleValues,
  20297. stride = this.valueSize,
  20298. offset = i1 * stride,
  20299. alpha = ( t - t0 ) / ( t1 - t0 );
  20300. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20301. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20302. }
  20303. return result;
  20304. }
  20305. } );
  20306. /**
  20307. *
  20308. * A Track of quaternion keyframe values.
  20309. *
  20310. * @author Ben Houston / http://clara.io/
  20311. * @author David Sarno / http://lighthaus.us/
  20312. * @author tschw
  20313. */
  20314. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20315. KeyframeTrack.call( this, name, times, values, interpolation );
  20316. }
  20317. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20318. constructor: QuaternionKeyframeTrack,
  20319. ValueTypeName: 'quaternion',
  20320. // ValueBufferType is inherited
  20321. DefaultInterpolation: InterpolateLinear,
  20322. InterpolantFactoryMethodLinear: function ( result ) {
  20323. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20324. },
  20325. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20326. } );
  20327. /**
  20328. *
  20329. * A Track that interpolates Strings
  20330. *
  20331. *
  20332. * @author Ben Houston / http://clara.io/
  20333. * @author David Sarno / http://lighthaus.us/
  20334. * @author tschw
  20335. */
  20336. function StringKeyframeTrack( name, times, values, interpolation ) {
  20337. KeyframeTrack.call( this, name, times, values, interpolation );
  20338. }
  20339. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20340. constructor: StringKeyframeTrack,
  20341. ValueTypeName: 'string',
  20342. ValueBufferType: Array,
  20343. DefaultInterpolation: InterpolateDiscrete,
  20344. InterpolantFactoryMethodLinear: undefined,
  20345. InterpolantFactoryMethodSmooth: undefined
  20346. } );
  20347. /**
  20348. *
  20349. * A Track of vectored keyframe values.
  20350. *
  20351. *
  20352. * @author Ben Houston / http://clara.io/
  20353. * @author David Sarno / http://lighthaus.us/
  20354. * @author tschw
  20355. */
  20356. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20357. KeyframeTrack.call( this, name, times, values, interpolation );
  20358. }
  20359. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20360. constructor: VectorKeyframeTrack,
  20361. ValueTypeName: 'vector'
  20362. // ValueBufferType is inherited
  20363. // DefaultInterpolation is inherited
  20364. } );
  20365. /**
  20366. *
  20367. * Reusable set of Tracks that represent an animation.
  20368. *
  20369. * @author Ben Houston / http://clara.io/
  20370. * @author David Sarno / http://lighthaus.us/
  20371. */
  20372. function AnimationClip( name, duration, tracks ) {
  20373. this.name = name;
  20374. this.tracks = tracks;
  20375. this.duration = ( duration !== undefined ) ? duration : - 1;
  20376. this.uuid = _Math.generateUUID();
  20377. // this means it should figure out its duration by scanning the tracks
  20378. if ( this.duration < 0 ) {
  20379. this.resetDuration();
  20380. }
  20381. }
  20382. function getTrackTypeForValueTypeName( typeName ) {
  20383. switch ( typeName.toLowerCase() ) {
  20384. case 'scalar':
  20385. case 'double':
  20386. case 'float':
  20387. case 'number':
  20388. case 'integer':
  20389. return NumberKeyframeTrack;
  20390. case 'vector':
  20391. case 'vector2':
  20392. case 'vector3':
  20393. case 'vector4':
  20394. return VectorKeyframeTrack;
  20395. case 'color':
  20396. return ColorKeyframeTrack;
  20397. case 'quaternion':
  20398. return QuaternionKeyframeTrack;
  20399. case 'bool':
  20400. case 'boolean':
  20401. return BooleanKeyframeTrack;
  20402. case 'string':
  20403. return StringKeyframeTrack;
  20404. }
  20405. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20406. }
  20407. function parseKeyframeTrack( json ) {
  20408. if ( json.type === undefined ) {
  20409. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20410. }
  20411. var trackType = getTrackTypeForValueTypeName( json.type );
  20412. if ( json.times === undefined ) {
  20413. var times = [], values = [];
  20414. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20415. json.times = times;
  20416. json.values = values;
  20417. }
  20418. // derived classes can define a static parse method
  20419. if ( trackType.parse !== undefined ) {
  20420. return trackType.parse( json );
  20421. } else {
  20422. // by default, we assume a constructor compatible with the base
  20423. return new trackType( json.name, json.times, json.values, json.interpolation );
  20424. }
  20425. }
  20426. Object.assign( AnimationClip, {
  20427. parse: function ( json ) {
  20428. var tracks = [],
  20429. jsonTracks = json.tracks,
  20430. frameTime = 1.0 / ( json.fps || 1.0 );
  20431. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20432. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20433. }
  20434. return new AnimationClip( json.name, json.duration, tracks );
  20435. },
  20436. toJSON: function ( clip ) {
  20437. var tracks = [],
  20438. clipTracks = clip.tracks;
  20439. var json = {
  20440. 'name': clip.name,
  20441. 'duration': clip.duration,
  20442. 'tracks': tracks,
  20443. 'uuid': clip.uuid
  20444. };
  20445. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20446. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20447. }
  20448. return json;
  20449. },
  20450. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20451. var numMorphTargets = morphTargetSequence.length;
  20452. var tracks = [];
  20453. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20454. var times = [];
  20455. var values = [];
  20456. times.push(
  20457. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20458. i,
  20459. ( i + 1 ) % numMorphTargets );
  20460. values.push( 0, 1, 0 );
  20461. var order = AnimationUtils.getKeyframeOrder( times );
  20462. times = AnimationUtils.sortedArray( times, 1, order );
  20463. values = AnimationUtils.sortedArray( values, 1, order );
  20464. // if there is a key at the first frame, duplicate it as the
  20465. // last frame as well for perfect loop.
  20466. if ( ! noLoop && times[ 0 ] === 0 ) {
  20467. times.push( numMorphTargets );
  20468. values.push( values[ 0 ] );
  20469. }
  20470. tracks.push(
  20471. new NumberKeyframeTrack(
  20472. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20473. times, values
  20474. ).scale( 1.0 / fps ) );
  20475. }
  20476. return new AnimationClip( name, - 1, tracks );
  20477. },
  20478. findByName: function ( objectOrClipArray, name ) {
  20479. var clipArray = objectOrClipArray;
  20480. if ( ! Array.isArray( objectOrClipArray ) ) {
  20481. var o = objectOrClipArray;
  20482. clipArray = o.geometry && o.geometry.animations || o.animations;
  20483. }
  20484. for ( var i = 0; i < clipArray.length; i ++ ) {
  20485. if ( clipArray[ i ].name === name ) {
  20486. return clipArray[ i ];
  20487. }
  20488. }
  20489. return null;
  20490. },
  20491. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20492. var animationToMorphTargets = {};
  20493. // tested with https://regex101.com/ on trick sequences
  20494. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20495. var pattern = /^([\w-]*?)([\d]+)$/;
  20496. // sort morph target names into animation groups based
  20497. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20498. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20499. var morphTarget = morphTargets[ i ];
  20500. var parts = morphTarget.name.match( pattern );
  20501. if ( parts && parts.length > 1 ) {
  20502. var name = parts[ 1 ];
  20503. var animationMorphTargets = animationToMorphTargets[ name ];
  20504. if ( ! animationMorphTargets ) {
  20505. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20506. }
  20507. animationMorphTargets.push( morphTarget );
  20508. }
  20509. }
  20510. var clips = [];
  20511. for ( var name in animationToMorphTargets ) {
  20512. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20513. }
  20514. return clips;
  20515. },
  20516. // parse the animation.hierarchy format
  20517. parseAnimation: function ( animation, bones ) {
  20518. if ( ! animation ) {
  20519. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20520. return null;
  20521. }
  20522. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20523. // only return track if there are actually keys.
  20524. if ( animationKeys.length !== 0 ) {
  20525. var times = [];
  20526. var values = [];
  20527. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20528. // empty keys are filtered out, so check again
  20529. if ( times.length !== 0 ) {
  20530. destTracks.push( new trackType( trackName, times, values ) );
  20531. }
  20532. }
  20533. };
  20534. var tracks = [];
  20535. var clipName = animation.name || 'default';
  20536. // automatic length determination in AnimationClip.
  20537. var duration = animation.length || - 1;
  20538. var fps = animation.fps || 30;
  20539. var hierarchyTracks = animation.hierarchy || [];
  20540. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20541. var animationKeys = hierarchyTracks[ h ].keys;
  20542. // skip empty tracks
  20543. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20544. // process morph targets
  20545. if ( animationKeys[ 0 ].morphTargets ) {
  20546. // figure out all morph targets used in this track
  20547. var morphTargetNames = {};
  20548. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20549. if ( animationKeys[ k ].morphTargets ) {
  20550. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20551. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20552. }
  20553. }
  20554. }
  20555. // create a track for each morph target with all zero
  20556. // morphTargetInfluences except for the keys in which
  20557. // the morphTarget is named.
  20558. for ( var morphTargetName in morphTargetNames ) {
  20559. var times = [];
  20560. var values = [];
  20561. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20562. var animationKey = animationKeys[ k ];
  20563. times.push( animationKey.time );
  20564. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20565. }
  20566. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20567. }
  20568. duration = morphTargetNames.length * ( fps || 1.0 );
  20569. } else {
  20570. // ...assume skeletal animation
  20571. var boneName = '.bones[' + bones[ h ].name + ']';
  20572. addNonemptyTrack(
  20573. VectorKeyframeTrack, boneName + '.position',
  20574. animationKeys, 'pos', tracks );
  20575. addNonemptyTrack(
  20576. QuaternionKeyframeTrack, boneName + '.quaternion',
  20577. animationKeys, 'rot', tracks );
  20578. addNonemptyTrack(
  20579. VectorKeyframeTrack, boneName + '.scale',
  20580. animationKeys, 'scl', tracks );
  20581. }
  20582. }
  20583. if ( tracks.length === 0 ) {
  20584. return null;
  20585. }
  20586. var clip = new AnimationClip( clipName, duration, tracks );
  20587. return clip;
  20588. }
  20589. } );
  20590. Object.assign( AnimationClip.prototype, {
  20591. resetDuration: function () {
  20592. var tracks = this.tracks, duration = 0;
  20593. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20594. var track = this.tracks[ i ];
  20595. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20596. }
  20597. this.duration = duration;
  20598. return this;
  20599. },
  20600. trim: function () {
  20601. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20602. this.tracks[ i ].trim( 0, this.duration );
  20603. }
  20604. return this;
  20605. },
  20606. validate: function () {
  20607. var valid = true;
  20608. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20609. valid = valid && this.tracks[ i ].validate();
  20610. }
  20611. return valid;
  20612. },
  20613. optimize: function () {
  20614. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20615. this.tracks[ i ].optimize();
  20616. }
  20617. return this;
  20618. },
  20619. clone: function () {
  20620. var tracks = [];
  20621. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20622. tracks.push( this.tracks[ i ].clone() );
  20623. }
  20624. return new AnimationClip( this.name, this.duration, tracks );
  20625. }
  20626. } );
  20627. /**
  20628. * @author mrdoob / http://mrdoob.com/
  20629. */
  20630. var Cache = {
  20631. enabled: false,
  20632. files: {},
  20633. add: function ( key, file ) {
  20634. if ( this.enabled === false ) return;
  20635. // console.log( 'THREE.Cache', 'Adding key:', key );
  20636. this.files[ key ] = file;
  20637. },
  20638. get: function ( key ) {
  20639. if ( this.enabled === false ) return;
  20640. // console.log( 'THREE.Cache', 'Checking key:', key );
  20641. return this.files[ key ];
  20642. },
  20643. remove: function ( key ) {
  20644. delete this.files[ key ];
  20645. },
  20646. clear: function () {
  20647. this.files = {};
  20648. }
  20649. };
  20650. /**
  20651. * @author mrdoob / http://mrdoob.com/
  20652. */
  20653. function LoadingManager( onLoad, onProgress, onError ) {
  20654. var scope = this;
  20655. var isLoading = false;
  20656. var itemsLoaded = 0;
  20657. var itemsTotal = 0;
  20658. var urlModifier = undefined;
  20659. // Refer to #5689 for the reason why we don't set .onStart
  20660. // in the constructor
  20661. this.onStart = undefined;
  20662. this.onLoad = onLoad;
  20663. this.onProgress = onProgress;
  20664. this.onError = onError;
  20665. this.itemStart = function ( url ) {
  20666. itemsTotal ++;
  20667. if ( isLoading === false ) {
  20668. if ( scope.onStart !== undefined ) {
  20669. scope.onStart( url, itemsLoaded, itemsTotal );
  20670. }
  20671. }
  20672. isLoading = true;
  20673. };
  20674. this.itemEnd = function ( url ) {
  20675. itemsLoaded ++;
  20676. if ( scope.onProgress !== undefined ) {
  20677. scope.onProgress( url, itemsLoaded, itemsTotal );
  20678. }
  20679. if ( itemsLoaded === itemsTotal ) {
  20680. isLoading = false;
  20681. if ( scope.onLoad !== undefined ) {
  20682. scope.onLoad();
  20683. }
  20684. }
  20685. };
  20686. this.itemError = function ( url ) {
  20687. if ( scope.onError !== undefined ) {
  20688. scope.onError( url );
  20689. }
  20690. };
  20691. this.resolveURL = function ( url ) {
  20692. if ( urlModifier ) {
  20693. return urlModifier( url );
  20694. }
  20695. return url;
  20696. };
  20697. this.setURLModifier = function ( transform ) {
  20698. urlModifier = transform;
  20699. return this;
  20700. };
  20701. }
  20702. var DefaultLoadingManager = new LoadingManager();
  20703. /**
  20704. * @author mrdoob / http://mrdoob.com/
  20705. */
  20706. var loading = {};
  20707. function FileLoader( manager ) {
  20708. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20709. }
  20710. Object.assign( FileLoader.prototype, {
  20711. load: function ( url, onLoad, onProgress, onError ) {
  20712. if ( url === undefined ) url = '';
  20713. if ( this.path !== undefined ) url = this.path + url;
  20714. url = this.manager.resolveURL( url );
  20715. var scope = this;
  20716. var cached = Cache.get( url );
  20717. if ( cached !== undefined ) {
  20718. scope.manager.itemStart( url );
  20719. setTimeout( function () {
  20720. if ( onLoad ) onLoad( cached );
  20721. scope.manager.itemEnd( url );
  20722. }, 0 );
  20723. return cached;
  20724. }
  20725. // Check if request is duplicate
  20726. if ( loading[ url ] !== undefined ) {
  20727. loading[ url ].push( {
  20728. onLoad: onLoad,
  20729. onProgress: onProgress,
  20730. onError: onError
  20731. } );
  20732. return;
  20733. }
  20734. // Check for data: URI
  20735. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20736. var dataUriRegexResult = url.match( dataUriRegex );
  20737. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20738. if ( dataUriRegexResult ) {
  20739. var mimeType = dataUriRegexResult[ 1 ];
  20740. var isBase64 = !! dataUriRegexResult[ 2 ];
  20741. var data = dataUriRegexResult[ 3 ];
  20742. data = decodeURIComponent( data );
  20743. if ( isBase64 ) data = atob( data );
  20744. try {
  20745. var response;
  20746. var responseType = ( this.responseType || '' ).toLowerCase();
  20747. switch ( responseType ) {
  20748. case 'arraybuffer':
  20749. case 'blob':
  20750. var view = new Uint8Array( data.length );
  20751. for ( var i = 0; i < data.length; i ++ ) {
  20752. view[ i ] = data.charCodeAt( i );
  20753. }
  20754. if ( responseType === 'blob' ) {
  20755. response = new Blob( [ view.buffer ], { type: mimeType } );
  20756. } else {
  20757. response = view.buffer;
  20758. }
  20759. break;
  20760. case 'document':
  20761. var parser = new DOMParser();
  20762. response = parser.parseFromString( data, mimeType );
  20763. break;
  20764. case 'json':
  20765. response = JSON.parse( data );
  20766. break;
  20767. default: // 'text' or other
  20768. response = data;
  20769. break;
  20770. }
  20771. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20772. setTimeout( function () {
  20773. if ( onLoad ) onLoad( response );
  20774. scope.manager.itemEnd( url );
  20775. }, 0 );
  20776. } catch ( error ) {
  20777. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20778. setTimeout( function () {
  20779. if ( onError ) onError( error );
  20780. scope.manager.itemError( url );
  20781. scope.manager.itemEnd( url );
  20782. }, 0 );
  20783. }
  20784. } else {
  20785. // Initialise array for duplicate requests
  20786. loading[ url ] = [];
  20787. loading[ url ].push( {
  20788. onLoad: onLoad,
  20789. onProgress: onProgress,
  20790. onError: onError
  20791. } );
  20792. var request = new XMLHttpRequest();
  20793. request.open( 'GET', url, true );
  20794. request.addEventListener( 'load', function ( event ) {
  20795. var response = this.response;
  20796. Cache.add( url, response );
  20797. var callbacks = loading[ url ];
  20798. delete loading[ url ];
  20799. if ( this.status === 200 || this.status === 0 ) {
  20800. // Some browsers return HTTP Status 0 when using non-http protocol
  20801. // e.g. 'file://' or 'data://'. Handle as success.
  20802. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20803. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20804. var callback = callbacks[ i ];
  20805. if ( callback.onLoad ) callback.onLoad( response );
  20806. }
  20807. scope.manager.itemEnd( url );
  20808. } else {
  20809. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20810. var callback = callbacks[ i ];
  20811. if ( callback.onError ) callback.onError( event );
  20812. }
  20813. scope.manager.itemError( url );
  20814. scope.manager.itemEnd( url );
  20815. }
  20816. }, false );
  20817. request.addEventListener( 'progress', function ( event ) {
  20818. var callbacks = loading[ url ];
  20819. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20820. var callback = callbacks[ i ];
  20821. if ( callback.onProgress ) callback.onProgress( event );
  20822. }
  20823. }, false );
  20824. request.addEventListener( 'error', function ( event ) {
  20825. var callbacks = loading[ url ];
  20826. delete loading[ url ];
  20827. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20828. var callback = callbacks[ i ];
  20829. if ( callback.onError ) callback.onError( event );
  20830. }
  20831. scope.manager.itemError( url );
  20832. scope.manager.itemEnd( url );
  20833. }, false );
  20834. request.addEventListener( 'abort', function ( event ) {
  20835. var callbacks = loading[ url ];
  20836. delete loading[ url ];
  20837. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20838. var callback = callbacks[ i ];
  20839. if ( callback.onError ) callback.onError( event );
  20840. }
  20841. scope.manager.itemError( url );
  20842. scope.manager.itemEnd( url );
  20843. }, false );
  20844. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20845. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20846. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20847. for ( var header in this.requestHeader ) {
  20848. request.setRequestHeader( header, this.requestHeader[ header ] );
  20849. }
  20850. request.send( null );
  20851. }
  20852. scope.manager.itemStart( url );
  20853. return request;
  20854. },
  20855. setPath: function ( value ) {
  20856. this.path = value;
  20857. return this;
  20858. },
  20859. setResponseType: function ( value ) {
  20860. this.responseType = value;
  20861. return this;
  20862. },
  20863. setWithCredentials: function ( value ) {
  20864. this.withCredentials = value;
  20865. return this;
  20866. },
  20867. setMimeType: function ( value ) {
  20868. this.mimeType = value;
  20869. return this;
  20870. },
  20871. setRequestHeader: function ( value ) {
  20872. this.requestHeader = value;
  20873. return this;
  20874. }
  20875. } );
  20876. /**
  20877. * @author bhouston / http://clara.io/
  20878. */
  20879. function AnimationLoader( manager ) {
  20880. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20881. }
  20882. Object.assign( AnimationLoader.prototype, {
  20883. load: function ( url, onLoad, onProgress, onError ) {
  20884. var scope = this;
  20885. var loader = new FileLoader( scope.manager );
  20886. loader.setPath( scope.path );
  20887. loader.load( url, function ( text ) {
  20888. onLoad( scope.parse( JSON.parse( text ) ) );
  20889. }, onProgress, onError );
  20890. },
  20891. parse: function ( json ) {
  20892. var animations = [];
  20893. for ( var i = 0; i < json.length; i ++ ) {
  20894. var clip = AnimationClip.parse( json[ i ] );
  20895. animations.push( clip );
  20896. }
  20897. return animations;
  20898. },
  20899. setPath: function ( value ) {
  20900. this.path = value;
  20901. return this;
  20902. }
  20903. } );
  20904. /**
  20905. * @author mrdoob / http://mrdoob.com/
  20906. *
  20907. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20908. */
  20909. function CompressedTextureLoader( manager ) {
  20910. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20911. // override in sub classes
  20912. this._parser = null;
  20913. }
  20914. Object.assign( CompressedTextureLoader.prototype, {
  20915. load: function ( url, onLoad, onProgress, onError ) {
  20916. var scope = this;
  20917. var images = [];
  20918. var texture = new CompressedTexture();
  20919. texture.image = images;
  20920. var loader = new FileLoader( this.manager );
  20921. loader.setPath( this.path );
  20922. loader.setResponseType( 'arraybuffer' );
  20923. function loadTexture( i ) {
  20924. loader.load( url[ i ], function ( buffer ) {
  20925. var texDatas = scope._parser( buffer, true );
  20926. images[ i ] = {
  20927. width: texDatas.width,
  20928. height: texDatas.height,
  20929. format: texDatas.format,
  20930. mipmaps: texDatas.mipmaps
  20931. };
  20932. loaded += 1;
  20933. if ( loaded === 6 ) {
  20934. if ( texDatas.mipmapCount === 1 )
  20935. texture.minFilter = LinearFilter;
  20936. texture.format = texDatas.format;
  20937. texture.needsUpdate = true;
  20938. if ( onLoad ) onLoad( texture );
  20939. }
  20940. }, onProgress, onError );
  20941. }
  20942. if ( Array.isArray( url ) ) {
  20943. var loaded = 0;
  20944. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20945. loadTexture( i );
  20946. }
  20947. } else {
  20948. // compressed cubemap texture stored in a single DDS file
  20949. loader.load( url, function ( buffer ) {
  20950. var texDatas = scope._parser( buffer, true );
  20951. if ( texDatas.isCubemap ) {
  20952. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20953. for ( var f = 0; f < faces; f ++ ) {
  20954. images[ f ] = { mipmaps: [] };
  20955. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20956. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20957. images[ f ].format = texDatas.format;
  20958. images[ f ].width = texDatas.width;
  20959. images[ f ].height = texDatas.height;
  20960. }
  20961. }
  20962. } else {
  20963. texture.image.width = texDatas.width;
  20964. texture.image.height = texDatas.height;
  20965. texture.mipmaps = texDatas.mipmaps;
  20966. }
  20967. if ( texDatas.mipmapCount === 1 ) {
  20968. texture.minFilter = LinearFilter;
  20969. }
  20970. texture.format = texDatas.format;
  20971. texture.needsUpdate = true;
  20972. if ( onLoad ) onLoad( texture );
  20973. }, onProgress, onError );
  20974. }
  20975. return texture;
  20976. },
  20977. setPath: function ( value ) {
  20978. this.path = value;
  20979. return this;
  20980. }
  20981. } );
  20982. /**
  20983. * @author Nikos M. / https://github.com/foo123/
  20984. *
  20985. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20986. */
  20987. function DataTextureLoader( manager ) {
  20988. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20989. // override in sub classes
  20990. this._parser = null;
  20991. }
  20992. Object.assign( DataTextureLoader.prototype, {
  20993. load: function ( url, onLoad, onProgress, onError ) {
  20994. var scope = this;
  20995. var texture = new DataTexture();
  20996. var loader = new FileLoader( this.manager );
  20997. loader.setResponseType( 'arraybuffer' );
  20998. loader.setPath( this.path );
  20999. loader.load( url, function ( buffer ) {
  21000. var texData = scope._parser( buffer );
  21001. if ( ! texData ) return;
  21002. if ( texData.image !== undefined ) {
  21003. texture.image = texData.image;
  21004. } else if ( texData.data !== undefined ) {
  21005. texture.image.width = texData.width;
  21006. texture.image.height = texData.height;
  21007. texture.image.data = texData.data;
  21008. }
  21009. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21010. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21011. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21012. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  21013. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21014. if ( texData.format !== undefined ) {
  21015. texture.format = texData.format;
  21016. }
  21017. if ( texData.type !== undefined ) {
  21018. texture.type = texData.type;
  21019. }
  21020. if ( texData.mipmaps !== undefined ) {
  21021. texture.mipmaps = texData.mipmaps;
  21022. }
  21023. if ( texData.mipmapCount === 1 ) {
  21024. texture.minFilter = LinearFilter;
  21025. }
  21026. texture.needsUpdate = true;
  21027. if ( onLoad ) onLoad( texture, texData );
  21028. }, onProgress, onError );
  21029. return texture;
  21030. },
  21031. setPath: function ( value ) {
  21032. this.path = value;
  21033. return this;
  21034. }
  21035. } );
  21036. /**
  21037. * @author mrdoob / http://mrdoob.com/
  21038. */
  21039. function ImageLoader( manager ) {
  21040. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21041. }
  21042. Object.assign( ImageLoader.prototype, {
  21043. crossOrigin: 'anonymous',
  21044. load: function ( url, onLoad, onProgress, onError ) {
  21045. if ( url === undefined ) url = '';
  21046. if ( this.path !== undefined ) url = this.path + url;
  21047. url = this.manager.resolveURL( url );
  21048. var scope = this;
  21049. var cached = Cache.get( url );
  21050. if ( cached !== undefined ) {
  21051. scope.manager.itemStart( url );
  21052. setTimeout( function () {
  21053. if ( onLoad ) onLoad( cached );
  21054. scope.manager.itemEnd( url );
  21055. }, 0 );
  21056. return cached;
  21057. }
  21058. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21059. function onImageLoad() {
  21060. image.removeEventListener( 'load', onImageLoad, false );
  21061. image.removeEventListener( 'error', onImageError, false );
  21062. Cache.add( url, this );
  21063. if ( onLoad ) onLoad( this );
  21064. scope.manager.itemEnd( url );
  21065. }
  21066. function onImageError( event ) {
  21067. image.removeEventListener( 'load', onImageLoad, false );
  21068. image.removeEventListener( 'error', onImageError, false );
  21069. if ( onError ) onError( event );
  21070. scope.manager.itemError( url );
  21071. scope.manager.itemEnd( url );
  21072. }
  21073. image.addEventListener( 'load', onImageLoad, false );
  21074. image.addEventListener( 'error', onImageError, false );
  21075. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21076. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21077. }
  21078. scope.manager.itemStart( url );
  21079. image.src = url;
  21080. return image;
  21081. },
  21082. setCrossOrigin: function ( value ) {
  21083. this.crossOrigin = value;
  21084. return this;
  21085. },
  21086. setPath: function ( value ) {
  21087. this.path = value;
  21088. return this;
  21089. }
  21090. } );
  21091. /**
  21092. * @author mrdoob / http://mrdoob.com/
  21093. */
  21094. function CubeTextureLoader( manager ) {
  21095. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21096. }
  21097. Object.assign( CubeTextureLoader.prototype, {
  21098. crossOrigin: 'anonymous',
  21099. load: function ( urls, onLoad, onProgress, onError ) {
  21100. var texture = new CubeTexture();
  21101. var loader = new ImageLoader( this.manager );
  21102. loader.setCrossOrigin( this.crossOrigin );
  21103. loader.setPath( this.path );
  21104. var loaded = 0;
  21105. function loadTexture( i ) {
  21106. loader.load( urls[ i ], function ( image ) {
  21107. texture.images[ i ] = image;
  21108. loaded ++;
  21109. if ( loaded === 6 ) {
  21110. texture.needsUpdate = true;
  21111. if ( onLoad ) onLoad( texture );
  21112. }
  21113. }, undefined, onError );
  21114. }
  21115. for ( var i = 0; i < urls.length; ++ i ) {
  21116. loadTexture( i );
  21117. }
  21118. return texture;
  21119. },
  21120. setCrossOrigin: function ( value ) {
  21121. this.crossOrigin = value;
  21122. return this;
  21123. },
  21124. setPath: function ( value ) {
  21125. this.path = value;
  21126. return this;
  21127. }
  21128. } );
  21129. /**
  21130. * @author mrdoob / http://mrdoob.com/
  21131. */
  21132. function TextureLoader( manager ) {
  21133. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21134. }
  21135. Object.assign( TextureLoader.prototype, {
  21136. crossOrigin: 'anonymous',
  21137. load: function ( url, onLoad, onProgress, onError ) {
  21138. var texture = new Texture();
  21139. var loader = new ImageLoader( this.manager );
  21140. loader.setCrossOrigin( this.crossOrigin );
  21141. loader.setPath( this.path );
  21142. loader.load( url, function ( image ) {
  21143. texture.image = image;
  21144. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21145. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21146. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21147. texture.needsUpdate = true;
  21148. if ( onLoad !== undefined ) {
  21149. onLoad( texture );
  21150. }
  21151. }, onProgress, onError );
  21152. return texture;
  21153. },
  21154. setCrossOrigin: function ( value ) {
  21155. this.crossOrigin = value;
  21156. return this;
  21157. },
  21158. setPath: function ( value ) {
  21159. this.path = value;
  21160. return this;
  21161. }
  21162. } );
  21163. /**
  21164. * @author zz85 / http://www.lab4games.net/zz85/blog
  21165. * Extensible curve object
  21166. *
  21167. * Some common of curve methods:
  21168. * .getPoint( t, optionalTarget ), .getTangent( t )
  21169. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21170. * .getPoints(), .getSpacedPoints()
  21171. * .getLength()
  21172. * .updateArcLengths()
  21173. *
  21174. * This following curves inherit from THREE.Curve:
  21175. *
  21176. * -- 2D curves --
  21177. * THREE.ArcCurve
  21178. * THREE.CubicBezierCurve
  21179. * THREE.EllipseCurve
  21180. * THREE.LineCurve
  21181. * THREE.QuadraticBezierCurve
  21182. * THREE.SplineCurve
  21183. *
  21184. * -- 3D curves --
  21185. * THREE.CatmullRomCurve3
  21186. * THREE.CubicBezierCurve3
  21187. * THREE.LineCurve3
  21188. * THREE.QuadraticBezierCurve3
  21189. *
  21190. * A series of curves can be represented as a THREE.CurvePath.
  21191. *
  21192. **/
  21193. /**************************************************************
  21194. * Abstract Curve base class
  21195. **************************************************************/
  21196. function Curve() {
  21197. this.type = 'Curve';
  21198. this.arcLengthDivisions = 200;
  21199. }
  21200. Object.assign( Curve.prototype, {
  21201. // Virtual base class method to overwrite and implement in subclasses
  21202. // - t [0 .. 1]
  21203. getPoint: function ( /* t, optionalTarget */ ) {
  21204. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21205. return null;
  21206. },
  21207. // Get point at relative position in curve according to arc length
  21208. // - u [0 .. 1]
  21209. getPointAt: function ( u, optionalTarget ) {
  21210. var t = this.getUtoTmapping( u );
  21211. return this.getPoint( t, optionalTarget );
  21212. },
  21213. // Get sequence of points using getPoint( t )
  21214. getPoints: function ( divisions ) {
  21215. if ( divisions === undefined ) divisions = 5;
  21216. var points = [];
  21217. for ( var d = 0; d <= divisions; d ++ ) {
  21218. points.push( this.getPoint( d / divisions ) );
  21219. }
  21220. return points;
  21221. },
  21222. // Get sequence of points using getPointAt( u )
  21223. getSpacedPoints: function ( divisions ) {
  21224. if ( divisions === undefined ) divisions = 5;
  21225. var points = [];
  21226. for ( var d = 0; d <= divisions; d ++ ) {
  21227. points.push( this.getPointAt( d / divisions ) );
  21228. }
  21229. return points;
  21230. },
  21231. // Get total curve arc length
  21232. getLength: function () {
  21233. var lengths = this.getLengths();
  21234. return lengths[ lengths.length - 1 ];
  21235. },
  21236. // Get list of cumulative segment lengths
  21237. getLengths: function ( divisions ) {
  21238. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21239. if ( this.cacheArcLengths &&
  21240. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21241. ! this.needsUpdate ) {
  21242. return this.cacheArcLengths;
  21243. }
  21244. this.needsUpdate = false;
  21245. var cache = [];
  21246. var current, last = this.getPoint( 0 );
  21247. var p, sum = 0;
  21248. cache.push( 0 );
  21249. for ( p = 1; p <= divisions; p ++ ) {
  21250. current = this.getPoint( p / divisions );
  21251. sum += current.distanceTo( last );
  21252. cache.push( sum );
  21253. last = current;
  21254. }
  21255. this.cacheArcLengths = cache;
  21256. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21257. },
  21258. updateArcLengths: function () {
  21259. this.needsUpdate = true;
  21260. this.getLengths();
  21261. },
  21262. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21263. getUtoTmapping: function ( u, distance ) {
  21264. var arcLengths = this.getLengths();
  21265. var i = 0, il = arcLengths.length;
  21266. var targetArcLength; // The targeted u distance value to get
  21267. if ( distance ) {
  21268. targetArcLength = distance;
  21269. } else {
  21270. targetArcLength = u * arcLengths[ il - 1 ];
  21271. }
  21272. // binary search for the index with largest value smaller than target u distance
  21273. var low = 0, high = il - 1, comparison;
  21274. while ( low <= high ) {
  21275. 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
  21276. comparison = arcLengths[ i ] - targetArcLength;
  21277. if ( comparison < 0 ) {
  21278. low = i + 1;
  21279. } else if ( comparison > 0 ) {
  21280. high = i - 1;
  21281. } else {
  21282. high = i;
  21283. break;
  21284. // DONE
  21285. }
  21286. }
  21287. i = high;
  21288. if ( arcLengths[ i ] === targetArcLength ) {
  21289. return i / ( il - 1 );
  21290. }
  21291. // we could get finer grain at lengths, or use simple interpolation between two points
  21292. var lengthBefore = arcLengths[ i ];
  21293. var lengthAfter = arcLengths[ i + 1 ];
  21294. var segmentLength = lengthAfter - lengthBefore;
  21295. // determine where we are between the 'before' and 'after' points
  21296. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21297. // add that fractional amount to t
  21298. var t = ( i + segmentFraction ) / ( il - 1 );
  21299. return t;
  21300. },
  21301. // Returns a unit vector tangent at t
  21302. // In case any sub curve does not implement its tangent derivation,
  21303. // 2 points a small delta apart will be used to find its gradient
  21304. // which seems to give a reasonable approximation
  21305. getTangent: function ( t ) {
  21306. var delta = 0.0001;
  21307. var t1 = t - delta;
  21308. var t2 = t + delta;
  21309. // Capping in case of danger
  21310. if ( t1 < 0 ) t1 = 0;
  21311. if ( t2 > 1 ) t2 = 1;
  21312. var pt1 = this.getPoint( t1 );
  21313. var pt2 = this.getPoint( t2 );
  21314. var vec = pt2.clone().sub( pt1 );
  21315. return vec.normalize();
  21316. },
  21317. getTangentAt: function ( u ) {
  21318. var t = this.getUtoTmapping( u );
  21319. return this.getTangent( t );
  21320. },
  21321. computeFrenetFrames: function ( segments, closed ) {
  21322. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21323. var normal = new Vector3();
  21324. var tangents = [];
  21325. var normals = [];
  21326. var binormals = [];
  21327. var vec = new Vector3();
  21328. var mat = new Matrix4();
  21329. var i, u, theta;
  21330. // compute the tangent vectors for each segment on the curve
  21331. for ( i = 0; i <= segments; i ++ ) {
  21332. u = i / segments;
  21333. tangents[ i ] = this.getTangentAt( u );
  21334. tangents[ i ].normalize();
  21335. }
  21336. // select an initial normal vector perpendicular to the first tangent vector,
  21337. // and in the direction of the minimum tangent xyz component
  21338. normals[ 0 ] = new Vector3();
  21339. binormals[ 0 ] = new Vector3();
  21340. var min = Number.MAX_VALUE;
  21341. var tx = Math.abs( tangents[ 0 ].x );
  21342. var ty = Math.abs( tangents[ 0 ].y );
  21343. var tz = Math.abs( tangents[ 0 ].z );
  21344. if ( tx <= min ) {
  21345. min = tx;
  21346. normal.set( 1, 0, 0 );
  21347. }
  21348. if ( ty <= min ) {
  21349. min = ty;
  21350. normal.set( 0, 1, 0 );
  21351. }
  21352. if ( tz <= min ) {
  21353. normal.set( 0, 0, 1 );
  21354. }
  21355. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21356. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21357. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21358. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21359. for ( i = 1; i <= segments; i ++ ) {
  21360. normals[ i ] = normals[ i - 1 ].clone();
  21361. binormals[ i ] = binormals[ i - 1 ].clone();
  21362. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21363. if ( vec.length() > Number.EPSILON ) {
  21364. vec.normalize();
  21365. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21366. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21367. }
  21368. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21369. }
  21370. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21371. if ( closed === true ) {
  21372. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21373. theta /= segments;
  21374. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21375. theta = - theta;
  21376. }
  21377. for ( i = 1; i <= segments; i ++ ) {
  21378. // twist a little...
  21379. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21380. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21381. }
  21382. }
  21383. return {
  21384. tangents: tangents,
  21385. normals: normals,
  21386. binormals: binormals
  21387. };
  21388. },
  21389. clone: function () {
  21390. return new this.constructor().copy( this );
  21391. },
  21392. copy: function ( source ) {
  21393. this.arcLengthDivisions = source.arcLengthDivisions;
  21394. return this;
  21395. },
  21396. toJSON: function () {
  21397. var data = {
  21398. metadata: {
  21399. version: 4.5,
  21400. type: 'Curve',
  21401. generator: 'Curve.toJSON'
  21402. }
  21403. };
  21404. data.arcLengthDivisions = this.arcLengthDivisions;
  21405. data.type = this.type;
  21406. return data;
  21407. },
  21408. fromJSON: function ( json ) {
  21409. this.arcLengthDivisions = json.arcLengthDivisions;
  21410. return this;
  21411. }
  21412. } );
  21413. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21414. Curve.call( this );
  21415. this.type = 'EllipseCurve';
  21416. this.aX = aX || 0;
  21417. this.aY = aY || 0;
  21418. this.xRadius = xRadius || 1;
  21419. this.yRadius = yRadius || 1;
  21420. this.aStartAngle = aStartAngle || 0;
  21421. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21422. this.aClockwise = aClockwise || false;
  21423. this.aRotation = aRotation || 0;
  21424. }
  21425. EllipseCurve.prototype = Object.create( Curve.prototype );
  21426. EllipseCurve.prototype.constructor = EllipseCurve;
  21427. EllipseCurve.prototype.isEllipseCurve = true;
  21428. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21429. var point = optionalTarget || new Vector2();
  21430. var twoPi = Math.PI * 2;
  21431. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21432. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21433. // ensures that deltaAngle is 0 .. 2 PI
  21434. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21435. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21436. if ( deltaAngle < Number.EPSILON ) {
  21437. if ( samePoints ) {
  21438. deltaAngle = 0;
  21439. } else {
  21440. deltaAngle = twoPi;
  21441. }
  21442. }
  21443. if ( this.aClockwise === true && ! samePoints ) {
  21444. if ( deltaAngle === twoPi ) {
  21445. deltaAngle = - twoPi;
  21446. } else {
  21447. deltaAngle = deltaAngle - twoPi;
  21448. }
  21449. }
  21450. var angle = this.aStartAngle + t * deltaAngle;
  21451. var x = this.aX + this.xRadius * Math.cos( angle );
  21452. var y = this.aY + this.yRadius * Math.sin( angle );
  21453. if ( this.aRotation !== 0 ) {
  21454. var cos = Math.cos( this.aRotation );
  21455. var sin = Math.sin( this.aRotation );
  21456. var tx = x - this.aX;
  21457. var ty = y - this.aY;
  21458. // Rotate the point about the center of the ellipse.
  21459. x = tx * cos - ty * sin + this.aX;
  21460. y = tx * sin + ty * cos + this.aY;
  21461. }
  21462. return point.set( x, y );
  21463. };
  21464. EllipseCurve.prototype.copy = function ( source ) {
  21465. Curve.prototype.copy.call( this, source );
  21466. this.aX = source.aX;
  21467. this.aY = source.aY;
  21468. this.xRadius = source.xRadius;
  21469. this.yRadius = source.yRadius;
  21470. this.aStartAngle = source.aStartAngle;
  21471. this.aEndAngle = source.aEndAngle;
  21472. this.aClockwise = source.aClockwise;
  21473. this.aRotation = source.aRotation;
  21474. return this;
  21475. };
  21476. EllipseCurve.prototype.toJSON = function () {
  21477. var data = Curve.prototype.toJSON.call( this );
  21478. data.aX = this.aX;
  21479. data.aY = this.aY;
  21480. data.xRadius = this.xRadius;
  21481. data.yRadius = this.yRadius;
  21482. data.aStartAngle = this.aStartAngle;
  21483. data.aEndAngle = this.aEndAngle;
  21484. data.aClockwise = this.aClockwise;
  21485. data.aRotation = this.aRotation;
  21486. return data;
  21487. };
  21488. EllipseCurve.prototype.fromJSON = function ( json ) {
  21489. Curve.prototype.fromJSON.call( this, json );
  21490. this.aX = json.aX;
  21491. this.aY = json.aY;
  21492. this.xRadius = json.xRadius;
  21493. this.yRadius = json.yRadius;
  21494. this.aStartAngle = json.aStartAngle;
  21495. this.aEndAngle = json.aEndAngle;
  21496. this.aClockwise = json.aClockwise;
  21497. this.aRotation = json.aRotation;
  21498. return this;
  21499. };
  21500. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21501. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21502. this.type = 'ArcCurve';
  21503. }
  21504. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21505. ArcCurve.prototype.constructor = ArcCurve;
  21506. ArcCurve.prototype.isArcCurve = true;
  21507. /**
  21508. * @author zz85 https://github.com/zz85
  21509. *
  21510. * Centripetal CatmullRom Curve - which is useful for avoiding
  21511. * cusps and self-intersections in non-uniform catmull rom curves.
  21512. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21513. *
  21514. * curve.type accepts centripetal(default), chordal and catmullrom
  21515. * curve.tension is used for catmullrom which defaults to 0.5
  21516. */
  21517. /*
  21518. Based on an optimized c++ solution in
  21519. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21520. - http://ideone.com/NoEbVM
  21521. This CubicPoly class could be used for reusing some variables and calculations,
  21522. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21523. which can be placed in CurveUtils.
  21524. */
  21525. function CubicPoly() {
  21526. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21527. /*
  21528. * Compute coefficients for a cubic polynomial
  21529. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21530. * such that
  21531. * p(0) = x0, p(1) = x1
  21532. * and
  21533. * p'(0) = t0, p'(1) = t1.
  21534. */
  21535. function init( x0, x1, t0, t1 ) {
  21536. c0 = x0;
  21537. c1 = t0;
  21538. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21539. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21540. }
  21541. return {
  21542. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21543. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21544. },
  21545. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21546. // compute tangents when parameterized in [t1,t2]
  21547. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21548. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21549. // rescale tangents for parametrization in [0,1]
  21550. t1 *= dt1;
  21551. t2 *= dt1;
  21552. init( x1, x2, t1, t2 );
  21553. },
  21554. calc: function ( t ) {
  21555. var t2 = t * t;
  21556. var t3 = t2 * t;
  21557. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21558. }
  21559. };
  21560. }
  21561. //
  21562. var tmp = new Vector3();
  21563. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21564. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21565. Curve.call( this );
  21566. this.type = 'CatmullRomCurve3';
  21567. this.points = points || [];
  21568. this.closed = closed || false;
  21569. this.curveType = curveType || 'centripetal';
  21570. this.tension = tension || 0.5;
  21571. }
  21572. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21573. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21574. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21575. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21576. var point = optionalTarget || new Vector3();
  21577. var points = this.points;
  21578. var l = points.length;
  21579. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21580. var intPoint = Math.floor( p );
  21581. var weight = p - intPoint;
  21582. if ( this.closed ) {
  21583. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21584. } else if ( weight === 0 && intPoint === l - 1 ) {
  21585. intPoint = l - 2;
  21586. weight = 1;
  21587. }
  21588. var p0, p1, p2, p3; // 4 points
  21589. if ( this.closed || intPoint > 0 ) {
  21590. p0 = points[ ( intPoint - 1 ) % l ];
  21591. } else {
  21592. // extrapolate first point
  21593. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21594. p0 = tmp;
  21595. }
  21596. p1 = points[ intPoint % l ];
  21597. p2 = points[ ( intPoint + 1 ) % l ];
  21598. if ( this.closed || intPoint + 2 < l ) {
  21599. p3 = points[ ( intPoint + 2 ) % l ];
  21600. } else {
  21601. // extrapolate last point
  21602. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21603. p3 = tmp;
  21604. }
  21605. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21606. // init Centripetal / Chordal Catmull-Rom
  21607. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21608. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21609. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21610. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21611. // safety check for repeated points
  21612. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21613. if ( dt0 < 1e-4 ) dt0 = dt1;
  21614. if ( dt2 < 1e-4 ) dt2 = dt1;
  21615. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21616. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21617. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21618. } else if ( this.curveType === 'catmullrom' ) {
  21619. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21620. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21621. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21622. }
  21623. point.set(
  21624. px.calc( weight ),
  21625. py.calc( weight ),
  21626. pz.calc( weight )
  21627. );
  21628. return point;
  21629. };
  21630. CatmullRomCurve3.prototype.copy = function ( source ) {
  21631. Curve.prototype.copy.call( this, source );
  21632. this.points = [];
  21633. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21634. var point = source.points[ i ];
  21635. this.points.push( point.clone() );
  21636. }
  21637. this.closed = source.closed;
  21638. this.curveType = source.curveType;
  21639. this.tension = source.tension;
  21640. return this;
  21641. };
  21642. CatmullRomCurve3.prototype.toJSON = function () {
  21643. var data = Curve.prototype.toJSON.call( this );
  21644. data.points = [];
  21645. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21646. var point = this.points[ i ];
  21647. data.points.push( point.toArray() );
  21648. }
  21649. data.closed = this.closed;
  21650. data.curveType = this.curveType;
  21651. data.tension = this.tension;
  21652. return data;
  21653. };
  21654. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21655. Curve.prototype.fromJSON.call( this, json );
  21656. this.points = [];
  21657. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21658. var point = json.points[ i ];
  21659. this.points.push( new Vector3().fromArray( point ) );
  21660. }
  21661. this.closed = json.closed;
  21662. this.curveType = json.curveType;
  21663. this.tension = json.tension;
  21664. return this;
  21665. };
  21666. /**
  21667. * @author zz85 / http://www.lab4games.net/zz85/blog
  21668. *
  21669. * Bezier Curves formulas obtained from
  21670. * http://en.wikipedia.org/wiki/Bézier_curve
  21671. */
  21672. function CatmullRom( t, p0, p1, p2, p3 ) {
  21673. var v0 = ( p2 - p0 ) * 0.5;
  21674. var v1 = ( p3 - p1 ) * 0.5;
  21675. var t2 = t * t;
  21676. var t3 = t * t2;
  21677. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21678. }
  21679. //
  21680. function QuadraticBezierP0( t, p ) {
  21681. var k = 1 - t;
  21682. return k * k * p;
  21683. }
  21684. function QuadraticBezierP1( t, p ) {
  21685. return 2 * ( 1 - t ) * t * p;
  21686. }
  21687. function QuadraticBezierP2( t, p ) {
  21688. return t * t * p;
  21689. }
  21690. function QuadraticBezier( t, p0, p1, p2 ) {
  21691. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21692. QuadraticBezierP2( t, p2 );
  21693. }
  21694. //
  21695. function CubicBezierP0( t, p ) {
  21696. var k = 1 - t;
  21697. return k * k * k * p;
  21698. }
  21699. function CubicBezierP1( t, p ) {
  21700. var k = 1 - t;
  21701. return 3 * k * k * t * p;
  21702. }
  21703. function CubicBezierP2( t, p ) {
  21704. return 3 * ( 1 - t ) * t * t * p;
  21705. }
  21706. function CubicBezierP3( t, p ) {
  21707. return t * t * t * p;
  21708. }
  21709. function CubicBezier( t, p0, p1, p2, p3 ) {
  21710. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21711. CubicBezierP3( t, p3 );
  21712. }
  21713. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21714. Curve.call( this );
  21715. this.type = 'CubicBezierCurve';
  21716. this.v0 = v0 || new Vector2();
  21717. this.v1 = v1 || new Vector2();
  21718. this.v2 = v2 || new Vector2();
  21719. this.v3 = v3 || new Vector2();
  21720. }
  21721. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21722. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21723. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21724. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21725. var point = optionalTarget || new Vector2();
  21726. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21727. point.set(
  21728. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21729. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21730. );
  21731. return point;
  21732. };
  21733. CubicBezierCurve.prototype.copy = function ( source ) {
  21734. Curve.prototype.copy.call( this, source );
  21735. this.v0.copy( source.v0 );
  21736. this.v1.copy( source.v1 );
  21737. this.v2.copy( source.v2 );
  21738. this.v3.copy( source.v3 );
  21739. return this;
  21740. };
  21741. CubicBezierCurve.prototype.toJSON = function () {
  21742. var data = Curve.prototype.toJSON.call( this );
  21743. data.v0 = this.v0.toArray();
  21744. data.v1 = this.v1.toArray();
  21745. data.v2 = this.v2.toArray();
  21746. data.v3 = this.v3.toArray();
  21747. return data;
  21748. };
  21749. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21750. Curve.prototype.fromJSON.call( this, json );
  21751. this.v0.fromArray( json.v0 );
  21752. this.v1.fromArray( json.v1 );
  21753. this.v2.fromArray( json.v2 );
  21754. this.v3.fromArray( json.v3 );
  21755. return this;
  21756. };
  21757. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21758. Curve.call( this );
  21759. this.type = 'CubicBezierCurve3';
  21760. this.v0 = v0 || new Vector3();
  21761. this.v1 = v1 || new Vector3();
  21762. this.v2 = v2 || new Vector3();
  21763. this.v3 = v3 || new Vector3();
  21764. }
  21765. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21766. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21767. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21768. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21769. var point = optionalTarget || new Vector3();
  21770. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21771. point.set(
  21772. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21773. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21774. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21775. );
  21776. return point;
  21777. };
  21778. CubicBezierCurve3.prototype.copy = function ( source ) {
  21779. Curve.prototype.copy.call( this, source );
  21780. this.v0.copy( source.v0 );
  21781. this.v1.copy( source.v1 );
  21782. this.v2.copy( source.v2 );
  21783. this.v3.copy( source.v3 );
  21784. return this;
  21785. };
  21786. CubicBezierCurve3.prototype.toJSON = function () {
  21787. var data = Curve.prototype.toJSON.call( this );
  21788. data.v0 = this.v0.toArray();
  21789. data.v1 = this.v1.toArray();
  21790. data.v2 = this.v2.toArray();
  21791. data.v3 = this.v3.toArray();
  21792. return data;
  21793. };
  21794. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21795. Curve.prototype.fromJSON.call( this, json );
  21796. this.v0.fromArray( json.v0 );
  21797. this.v1.fromArray( json.v1 );
  21798. this.v2.fromArray( json.v2 );
  21799. this.v3.fromArray( json.v3 );
  21800. return this;
  21801. };
  21802. function LineCurve( v1, v2 ) {
  21803. Curve.call( this );
  21804. this.type = 'LineCurve';
  21805. this.v1 = v1 || new Vector2();
  21806. this.v2 = v2 || new Vector2();
  21807. }
  21808. LineCurve.prototype = Object.create( Curve.prototype );
  21809. LineCurve.prototype.constructor = LineCurve;
  21810. LineCurve.prototype.isLineCurve = true;
  21811. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21812. var point = optionalTarget || new Vector2();
  21813. if ( t === 1 ) {
  21814. point.copy( this.v2 );
  21815. } else {
  21816. point.copy( this.v2 ).sub( this.v1 );
  21817. point.multiplyScalar( t ).add( this.v1 );
  21818. }
  21819. return point;
  21820. };
  21821. // Line curve is linear, so we can overwrite default getPointAt
  21822. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21823. return this.getPoint( u, optionalTarget );
  21824. };
  21825. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21826. var tangent = this.v2.clone().sub( this.v1 );
  21827. return tangent.normalize();
  21828. };
  21829. LineCurve.prototype.copy = function ( source ) {
  21830. Curve.prototype.copy.call( this, source );
  21831. this.v1.copy( source.v1 );
  21832. this.v2.copy( source.v2 );
  21833. return this;
  21834. };
  21835. LineCurve.prototype.toJSON = function () {
  21836. var data = Curve.prototype.toJSON.call( this );
  21837. data.v1 = this.v1.toArray();
  21838. data.v2 = this.v2.toArray();
  21839. return data;
  21840. };
  21841. LineCurve.prototype.fromJSON = function ( json ) {
  21842. Curve.prototype.fromJSON.call( this, json );
  21843. this.v1.fromArray( json.v1 );
  21844. this.v2.fromArray( json.v2 );
  21845. return this;
  21846. };
  21847. function LineCurve3( v1, v2 ) {
  21848. Curve.call( this );
  21849. this.type = 'LineCurve3';
  21850. this.v1 = v1 || new Vector3();
  21851. this.v2 = v2 || new Vector3();
  21852. }
  21853. LineCurve3.prototype = Object.create( Curve.prototype );
  21854. LineCurve3.prototype.constructor = LineCurve3;
  21855. LineCurve3.prototype.isLineCurve3 = true;
  21856. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21857. var point = optionalTarget || new Vector3();
  21858. if ( t === 1 ) {
  21859. point.copy( this.v2 );
  21860. } else {
  21861. point.copy( this.v2 ).sub( this.v1 );
  21862. point.multiplyScalar( t ).add( this.v1 );
  21863. }
  21864. return point;
  21865. };
  21866. // Line curve is linear, so we can overwrite default getPointAt
  21867. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21868. return this.getPoint( u, optionalTarget );
  21869. };
  21870. LineCurve3.prototype.copy = function ( source ) {
  21871. Curve.prototype.copy.call( this, source );
  21872. this.v1.copy( source.v1 );
  21873. this.v2.copy( source.v2 );
  21874. return this;
  21875. };
  21876. LineCurve3.prototype.toJSON = function () {
  21877. var data = Curve.prototype.toJSON.call( this );
  21878. data.v1 = this.v1.toArray();
  21879. data.v2 = this.v2.toArray();
  21880. return data;
  21881. };
  21882. LineCurve3.prototype.fromJSON = function ( json ) {
  21883. Curve.prototype.fromJSON.call( this, json );
  21884. this.v1.fromArray( json.v1 );
  21885. this.v2.fromArray( json.v2 );
  21886. return this;
  21887. };
  21888. function QuadraticBezierCurve( v0, v1, v2 ) {
  21889. Curve.call( this );
  21890. this.type = 'QuadraticBezierCurve';
  21891. this.v0 = v0 || new Vector2();
  21892. this.v1 = v1 || new Vector2();
  21893. this.v2 = v2 || new Vector2();
  21894. }
  21895. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21896. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21897. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21898. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21899. var point = optionalTarget || new Vector2();
  21900. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21901. point.set(
  21902. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21903. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21904. );
  21905. return point;
  21906. };
  21907. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21908. Curve.prototype.copy.call( this, source );
  21909. this.v0.copy( source.v0 );
  21910. this.v1.copy( source.v1 );
  21911. this.v2.copy( source.v2 );
  21912. return this;
  21913. };
  21914. QuadraticBezierCurve.prototype.toJSON = function () {
  21915. var data = Curve.prototype.toJSON.call( this );
  21916. data.v0 = this.v0.toArray();
  21917. data.v1 = this.v1.toArray();
  21918. data.v2 = this.v2.toArray();
  21919. return data;
  21920. };
  21921. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21922. Curve.prototype.fromJSON.call( this, json );
  21923. this.v0.fromArray( json.v0 );
  21924. this.v1.fromArray( json.v1 );
  21925. this.v2.fromArray( json.v2 );
  21926. return this;
  21927. };
  21928. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21929. Curve.call( this );
  21930. this.type = 'QuadraticBezierCurve3';
  21931. this.v0 = v0 || new Vector3();
  21932. this.v1 = v1 || new Vector3();
  21933. this.v2 = v2 || new Vector3();
  21934. }
  21935. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21936. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21937. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21938. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21939. var point = optionalTarget || new Vector3();
  21940. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21941. point.set(
  21942. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21943. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21944. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21945. );
  21946. return point;
  21947. };
  21948. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21949. Curve.prototype.copy.call( this, source );
  21950. this.v0.copy( source.v0 );
  21951. this.v1.copy( source.v1 );
  21952. this.v2.copy( source.v2 );
  21953. return this;
  21954. };
  21955. QuadraticBezierCurve3.prototype.toJSON = function () {
  21956. var data = Curve.prototype.toJSON.call( this );
  21957. data.v0 = this.v0.toArray();
  21958. data.v1 = this.v1.toArray();
  21959. data.v2 = this.v2.toArray();
  21960. return data;
  21961. };
  21962. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21963. Curve.prototype.fromJSON.call( this, json );
  21964. this.v0.fromArray( json.v0 );
  21965. this.v1.fromArray( json.v1 );
  21966. this.v2.fromArray( json.v2 );
  21967. return this;
  21968. };
  21969. function SplineCurve( points /* array of Vector2 */ ) {
  21970. Curve.call( this );
  21971. this.type = 'SplineCurve';
  21972. this.points = points || [];
  21973. }
  21974. SplineCurve.prototype = Object.create( Curve.prototype );
  21975. SplineCurve.prototype.constructor = SplineCurve;
  21976. SplineCurve.prototype.isSplineCurve = true;
  21977. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21978. var point = optionalTarget || new Vector2();
  21979. var points = this.points;
  21980. var p = ( points.length - 1 ) * t;
  21981. var intPoint = Math.floor( p );
  21982. var weight = p - intPoint;
  21983. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21984. var p1 = points[ intPoint ];
  21985. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21986. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21987. point.set(
  21988. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21989. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21990. );
  21991. return point;
  21992. };
  21993. SplineCurve.prototype.copy = function ( source ) {
  21994. Curve.prototype.copy.call( this, source );
  21995. this.points = [];
  21996. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21997. var point = source.points[ i ];
  21998. this.points.push( point.clone() );
  21999. }
  22000. return this;
  22001. };
  22002. SplineCurve.prototype.toJSON = function () {
  22003. var data = Curve.prototype.toJSON.call( this );
  22004. data.points = [];
  22005. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22006. var point = this.points[ i ];
  22007. data.points.push( point.toArray() );
  22008. }
  22009. return data;
  22010. };
  22011. SplineCurve.prototype.fromJSON = function ( json ) {
  22012. Curve.prototype.fromJSON.call( this, json );
  22013. this.points = [];
  22014. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22015. var point = json.points[ i ];
  22016. this.points.push( new Vector2().fromArray( point ) );
  22017. }
  22018. return this;
  22019. };
  22020. var Curves = /*#__PURE__*/Object.freeze({
  22021. ArcCurve: ArcCurve,
  22022. CatmullRomCurve3: CatmullRomCurve3,
  22023. CubicBezierCurve: CubicBezierCurve,
  22024. CubicBezierCurve3: CubicBezierCurve3,
  22025. EllipseCurve: EllipseCurve,
  22026. LineCurve: LineCurve,
  22027. LineCurve3: LineCurve3,
  22028. QuadraticBezierCurve: QuadraticBezierCurve,
  22029. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22030. SplineCurve: SplineCurve
  22031. });
  22032. /**
  22033. * @author zz85 / http://www.lab4games.net/zz85/blog
  22034. *
  22035. **/
  22036. /**************************************************************
  22037. * Curved Path - a curve path is simply a array of connected
  22038. * curves, but retains the api of a curve
  22039. **************************************************************/
  22040. function CurvePath() {
  22041. Curve.call( this );
  22042. this.type = 'CurvePath';
  22043. this.curves = [];
  22044. this.autoClose = false; // Automatically closes the path
  22045. }
  22046. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22047. constructor: CurvePath,
  22048. add: function ( curve ) {
  22049. this.curves.push( curve );
  22050. },
  22051. closePath: function () {
  22052. // Add a line curve if start and end of lines are not connected
  22053. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22054. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22055. if ( ! startPoint.equals( endPoint ) ) {
  22056. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22057. }
  22058. },
  22059. // To get accurate point with reference to
  22060. // entire path distance at time t,
  22061. // following has to be done:
  22062. // 1. Length of each sub path have to be known
  22063. // 2. Locate and identify type of curve
  22064. // 3. Get t for the curve
  22065. // 4. Return curve.getPointAt(t')
  22066. getPoint: function ( t ) {
  22067. var d = t * this.getLength();
  22068. var curveLengths = this.getCurveLengths();
  22069. var i = 0;
  22070. // To think about boundaries points.
  22071. while ( i < curveLengths.length ) {
  22072. if ( curveLengths[ i ] >= d ) {
  22073. var diff = curveLengths[ i ] - d;
  22074. var curve = this.curves[ i ];
  22075. var segmentLength = curve.getLength();
  22076. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22077. return curve.getPointAt( u );
  22078. }
  22079. i ++;
  22080. }
  22081. return null;
  22082. // loop where sum != 0, sum > d , sum+1 <d
  22083. },
  22084. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22085. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22086. // getPoint() depends on getLength
  22087. getLength: function () {
  22088. var lens = this.getCurveLengths();
  22089. return lens[ lens.length - 1 ];
  22090. },
  22091. // cacheLengths must be recalculated.
  22092. updateArcLengths: function () {
  22093. this.needsUpdate = true;
  22094. this.cacheLengths = null;
  22095. this.getCurveLengths();
  22096. },
  22097. // Compute lengths and cache them
  22098. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22099. getCurveLengths: function () {
  22100. // We use cache values if curves and cache array are same length
  22101. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22102. return this.cacheLengths;
  22103. }
  22104. // Get length of sub-curve
  22105. // Push sums into cached array
  22106. var lengths = [], sums = 0;
  22107. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22108. sums += this.curves[ i ].getLength();
  22109. lengths.push( sums );
  22110. }
  22111. this.cacheLengths = lengths;
  22112. return lengths;
  22113. },
  22114. getSpacedPoints: function ( divisions ) {
  22115. if ( divisions === undefined ) divisions = 40;
  22116. var points = [];
  22117. for ( var i = 0; i <= divisions; i ++ ) {
  22118. points.push( this.getPoint( i / divisions ) );
  22119. }
  22120. if ( this.autoClose ) {
  22121. points.push( points[ 0 ] );
  22122. }
  22123. return points;
  22124. },
  22125. getPoints: function ( divisions ) {
  22126. divisions = divisions || 12;
  22127. var points = [], last;
  22128. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22129. var curve = curves[ i ];
  22130. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22131. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22132. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22133. : divisions;
  22134. var pts = curve.getPoints( resolution );
  22135. for ( var j = 0; j < pts.length; j ++ ) {
  22136. var point = pts[ j ];
  22137. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22138. points.push( point );
  22139. last = point;
  22140. }
  22141. }
  22142. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22143. points.push( points[ 0 ] );
  22144. }
  22145. return points;
  22146. },
  22147. copy: function ( source ) {
  22148. Curve.prototype.copy.call( this, source );
  22149. this.curves = [];
  22150. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22151. var curve = source.curves[ i ];
  22152. this.curves.push( curve.clone() );
  22153. }
  22154. this.autoClose = source.autoClose;
  22155. return this;
  22156. },
  22157. toJSON: function () {
  22158. var data = Curve.prototype.toJSON.call( this );
  22159. data.autoClose = this.autoClose;
  22160. data.curves = [];
  22161. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22162. var curve = this.curves[ i ];
  22163. data.curves.push( curve.toJSON() );
  22164. }
  22165. return data;
  22166. },
  22167. fromJSON: function ( json ) {
  22168. Curve.prototype.fromJSON.call( this, json );
  22169. this.autoClose = json.autoClose;
  22170. this.curves = [];
  22171. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22172. var curve = json.curves[ i ];
  22173. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22174. }
  22175. return this;
  22176. }
  22177. } );
  22178. /**
  22179. * @author zz85 / http://www.lab4games.net/zz85/blog
  22180. * Creates free form 2d path using series of points, lines or curves.
  22181. **/
  22182. function Path( points ) {
  22183. CurvePath.call( this );
  22184. this.type = 'Path';
  22185. this.currentPoint = new Vector2();
  22186. if ( points ) {
  22187. this.setFromPoints( points );
  22188. }
  22189. }
  22190. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22191. constructor: Path,
  22192. setFromPoints: function ( points ) {
  22193. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22194. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22195. this.lineTo( points[ i ].x, points[ i ].y );
  22196. }
  22197. },
  22198. moveTo: function ( x, y ) {
  22199. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22200. },
  22201. lineTo: function ( x, y ) {
  22202. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22203. this.curves.push( curve );
  22204. this.currentPoint.set( x, y );
  22205. },
  22206. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22207. var curve = new QuadraticBezierCurve(
  22208. this.currentPoint.clone(),
  22209. new Vector2( aCPx, aCPy ),
  22210. new Vector2( aX, aY )
  22211. );
  22212. this.curves.push( curve );
  22213. this.currentPoint.set( aX, aY );
  22214. },
  22215. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22216. var curve = new CubicBezierCurve(
  22217. this.currentPoint.clone(),
  22218. new Vector2( aCP1x, aCP1y ),
  22219. new Vector2( aCP2x, aCP2y ),
  22220. new Vector2( aX, aY )
  22221. );
  22222. this.curves.push( curve );
  22223. this.currentPoint.set( aX, aY );
  22224. },
  22225. splineThru: function ( pts /*Array of Vector*/ ) {
  22226. var npts = [ this.currentPoint.clone() ].concat( pts );
  22227. var curve = new SplineCurve( npts );
  22228. this.curves.push( curve );
  22229. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22230. },
  22231. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22232. var x0 = this.currentPoint.x;
  22233. var y0 = this.currentPoint.y;
  22234. this.absarc( aX + x0, aY + y0, aRadius,
  22235. aStartAngle, aEndAngle, aClockwise );
  22236. },
  22237. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22238. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22239. },
  22240. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22241. var x0 = this.currentPoint.x;
  22242. var y0 = this.currentPoint.y;
  22243. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22244. },
  22245. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22246. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22247. if ( this.curves.length > 0 ) {
  22248. // if a previous curve is present, attempt to join
  22249. var firstPoint = curve.getPoint( 0 );
  22250. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22251. this.lineTo( firstPoint.x, firstPoint.y );
  22252. }
  22253. }
  22254. this.curves.push( curve );
  22255. var lastPoint = curve.getPoint( 1 );
  22256. this.currentPoint.copy( lastPoint );
  22257. },
  22258. copy: function ( source ) {
  22259. CurvePath.prototype.copy.call( this, source );
  22260. this.currentPoint.copy( source.currentPoint );
  22261. return this;
  22262. },
  22263. toJSON: function () {
  22264. var data = CurvePath.prototype.toJSON.call( this );
  22265. data.currentPoint = this.currentPoint.toArray();
  22266. return data;
  22267. },
  22268. fromJSON: function ( json ) {
  22269. CurvePath.prototype.fromJSON.call( this, json );
  22270. this.currentPoint.fromArray( json.currentPoint );
  22271. return this;
  22272. }
  22273. } );
  22274. /**
  22275. * @author zz85 / http://www.lab4games.net/zz85/blog
  22276. * Defines a 2d shape plane using paths.
  22277. **/
  22278. // STEP 1 Create a path.
  22279. // STEP 2 Turn path into shape.
  22280. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22281. // STEP 3a - Extract points from each shape, turn to vertices
  22282. // STEP 3b - Triangulate each shape, add faces.
  22283. function Shape( points ) {
  22284. Path.call( this, points );
  22285. this.uuid = _Math.generateUUID();
  22286. this.type = 'Shape';
  22287. this.holes = [];
  22288. }
  22289. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22290. constructor: Shape,
  22291. getPointsHoles: function ( divisions ) {
  22292. var holesPts = [];
  22293. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22294. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22295. }
  22296. return holesPts;
  22297. },
  22298. // get points of shape and holes (keypoints based on segments parameter)
  22299. extractPoints: function ( divisions ) {
  22300. return {
  22301. shape: this.getPoints( divisions ),
  22302. holes: this.getPointsHoles( divisions )
  22303. };
  22304. },
  22305. copy: function ( source ) {
  22306. Path.prototype.copy.call( this, source );
  22307. this.holes = [];
  22308. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22309. var hole = source.holes[ i ];
  22310. this.holes.push( hole.clone() );
  22311. }
  22312. return this;
  22313. },
  22314. toJSON: function () {
  22315. var data = Path.prototype.toJSON.call( this );
  22316. data.uuid = this.uuid;
  22317. data.holes = [];
  22318. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22319. var hole = this.holes[ i ];
  22320. data.holes.push( hole.toJSON() );
  22321. }
  22322. return data;
  22323. },
  22324. fromJSON: function ( json ) {
  22325. Path.prototype.fromJSON.call( this, json );
  22326. this.uuid = json.uuid;
  22327. this.holes = [];
  22328. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22329. var hole = json.holes[ i ];
  22330. this.holes.push( new Path().fromJSON( hole ) );
  22331. }
  22332. return this;
  22333. }
  22334. } );
  22335. /**
  22336. * @author mrdoob / http://mrdoob.com/
  22337. * @author alteredq / http://alteredqualia.com/
  22338. */
  22339. function Light( color, intensity ) {
  22340. Object3D.call( this );
  22341. this.type = 'Light';
  22342. this.color = new Color( color );
  22343. this.intensity = intensity !== undefined ? intensity : 1;
  22344. this.receiveShadow = undefined;
  22345. }
  22346. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22347. constructor: Light,
  22348. isLight: true,
  22349. copy: function ( source ) {
  22350. Object3D.prototype.copy.call( this, source );
  22351. this.color.copy( source.color );
  22352. this.intensity = source.intensity;
  22353. return this;
  22354. },
  22355. toJSON: function ( meta ) {
  22356. var data = Object3D.prototype.toJSON.call( this, meta );
  22357. data.object.color = this.color.getHex();
  22358. data.object.intensity = this.intensity;
  22359. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22360. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22361. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22362. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22363. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22364. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22365. return data;
  22366. }
  22367. } );
  22368. /**
  22369. * @author alteredq / http://alteredqualia.com/
  22370. */
  22371. function HemisphereLight( skyColor, groundColor, intensity ) {
  22372. Light.call( this, skyColor, intensity );
  22373. this.type = 'HemisphereLight';
  22374. this.castShadow = undefined;
  22375. this.position.copy( Object3D.DefaultUp );
  22376. this.updateMatrix();
  22377. this.groundColor = new Color( groundColor );
  22378. }
  22379. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22380. constructor: HemisphereLight,
  22381. isHemisphereLight: true,
  22382. copy: function ( source ) {
  22383. Light.prototype.copy.call( this, source );
  22384. this.groundColor.copy( source.groundColor );
  22385. return this;
  22386. }
  22387. } );
  22388. /**
  22389. * @author mrdoob / http://mrdoob.com/
  22390. */
  22391. function LightShadow( camera ) {
  22392. this.camera = camera;
  22393. this.bias = 0;
  22394. this.radius = 1;
  22395. this.mapSize = new Vector2( 512, 512 );
  22396. this.map = null;
  22397. this.matrix = new Matrix4();
  22398. }
  22399. Object.assign( LightShadow.prototype, {
  22400. copy: function ( source ) {
  22401. this.camera = source.camera.clone();
  22402. this.bias = source.bias;
  22403. this.radius = source.radius;
  22404. this.mapSize.copy( source.mapSize );
  22405. return this;
  22406. },
  22407. clone: function () {
  22408. return new this.constructor().copy( this );
  22409. },
  22410. toJSON: function () {
  22411. var object = {};
  22412. if ( this.bias !== 0 ) object.bias = this.bias;
  22413. if ( this.radius !== 1 ) object.radius = this.radius;
  22414. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22415. object.camera = this.camera.toJSON( false ).object;
  22416. delete object.camera.matrix;
  22417. return object;
  22418. }
  22419. } );
  22420. /**
  22421. * @author mrdoob / http://mrdoob.com/
  22422. */
  22423. function SpotLightShadow() {
  22424. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22425. }
  22426. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22427. constructor: SpotLightShadow,
  22428. isSpotLightShadow: true,
  22429. update: function ( light ) {
  22430. var camera = this.camera;
  22431. var fov = _Math.RAD2DEG * 2 * light.angle;
  22432. var aspect = this.mapSize.width / this.mapSize.height;
  22433. var far = light.distance || camera.far;
  22434. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22435. camera.fov = fov;
  22436. camera.aspect = aspect;
  22437. camera.far = far;
  22438. camera.updateProjectionMatrix();
  22439. }
  22440. }
  22441. } );
  22442. /**
  22443. * @author alteredq / http://alteredqualia.com/
  22444. */
  22445. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22446. Light.call( this, color, intensity );
  22447. this.type = 'SpotLight';
  22448. this.position.copy( Object3D.DefaultUp );
  22449. this.updateMatrix();
  22450. this.target = new Object3D();
  22451. Object.defineProperty( this, 'power', {
  22452. get: function () {
  22453. // intensity = power per solid angle.
  22454. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22455. return this.intensity * Math.PI;
  22456. },
  22457. set: function ( power ) {
  22458. // intensity = power per solid angle.
  22459. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22460. this.intensity = power / Math.PI;
  22461. }
  22462. } );
  22463. this.distance = ( distance !== undefined ) ? distance : 0;
  22464. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22465. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22466. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22467. this.shadow = new SpotLightShadow();
  22468. }
  22469. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22470. constructor: SpotLight,
  22471. isSpotLight: true,
  22472. copy: function ( source ) {
  22473. Light.prototype.copy.call( this, source );
  22474. this.distance = source.distance;
  22475. this.angle = source.angle;
  22476. this.penumbra = source.penumbra;
  22477. this.decay = source.decay;
  22478. this.target = source.target.clone();
  22479. this.shadow = source.shadow.clone();
  22480. return this;
  22481. }
  22482. } );
  22483. /**
  22484. * @author mrdoob / http://mrdoob.com/
  22485. */
  22486. function PointLight( color, intensity, distance, decay ) {
  22487. Light.call( this, color, intensity );
  22488. this.type = 'PointLight';
  22489. Object.defineProperty( this, 'power', {
  22490. get: function () {
  22491. // intensity = power per solid angle.
  22492. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22493. return this.intensity * 4 * Math.PI;
  22494. },
  22495. set: function ( power ) {
  22496. // intensity = power per solid angle.
  22497. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22498. this.intensity = power / ( 4 * Math.PI );
  22499. }
  22500. } );
  22501. this.distance = ( distance !== undefined ) ? distance : 0;
  22502. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22503. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22504. }
  22505. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22506. constructor: PointLight,
  22507. isPointLight: true,
  22508. copy: function ( source ) {
  22509. Light.prototype.copy.call( this, source );
  22510. this.distance = source.distance;
  22511. this.decay = source.decay;
  22512. this.shadow = source.shadow.clone();
  22513. return this;
  22514. }
  22515. } );
  22516. /**
  22517. * @author alteredq / http://alteredqualia.com/
  22518. * @author arose / http://github.com/arose
  22519. */
  22520. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22521. Camera.call( this );
  22522. this.type = 'OrthographicCamera';
  22523. this.zoom = 1;
  22524. this.view = null;
  22525. this.left = ( left !== undefined ) ? left : - 1;
  22526. this.right = ( right !== undefined ) ? right : 1;
  22527. this.top = ( top !== undefined ) ? top : 1;
  22528. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22529. this.near = ( near !== undefined ) ? near : 0.1;
  22530. this.far = ( far !== undefined ) ? far : 2000;
  22531. this.updateProjectionMatrix();
  22532. }
  22533. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22534. constructor: OrthographicCamera,
  22535. isOrthographicCamera: true,
  22536. copy: function ( source, recursive ) {
  22537. Camera.prototype.copy.call( this, source, recursive );
  22538. this.left = source.left;
  22539. this.right = source.right;
  22540. this.top = source.top;
  22541. this.bottom = source.bottom;
  22542. this.near = source.near;
  22543. this.far = source.far;
  22544. this.zoom = source.zoom;
  22545. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22546. return this;
  22547. },
  22548. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22549. if ( this.view === null ) {
  22550. this.view = {
  22551. enabled: true,
  22552. fullWidth: 1,
  22553. fullHeight: 1,
  22554. offsetX: 0,
  22555. offsetY: 0,
  22556. width: 1,
  22557. height: 1
  22558. };
  22559. }
  22560. this.view.enabled = true;
  22561. this.view.fullWidth = fullWidth;
  22562. this.view.fullHeight = fullHeight;
  22563. this.view.offsetX = x;
  22564. this.view.offsetY = y;
  22565. this.view.width = width;
  22566. this.view.height = height;
  22567. this.updateProjectionMatrix();
  22568. },
  22569. clearViewOffset: function () {
  22570. if ( this.view !== null ) {
  22571. this.view.enabled = false;
  22572. }
  22573. this.updateProjectionMatrix();
  22574. },
  22575. updateProjectionMatrix: function () {
  22576. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22577. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22578. var cx = ( this.right + this.left ) / 2;
  22579. var cy = ( this.top + this.bottom ) / 2;
  22580. var left = cx - dx;
  22581. var right = cx + dx;
  22582. var top = cy + dy;
  22583. var bottom = cy - dy;
  22584. if ( this.view !== null && this.view.enabled ) {
  22585. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22586. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22587. var scaleW = ( this.right - this.left ) / this.view.width;
  22588. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22589. left += scaleW * ( this.view.offsetX / zoomW );
  22590. right = left + scaleW * ( this.view.width / zoomW );
  22591. top -= scaleH * ( this.view.offsetY / zoomH );
  22592. bottom = top - scaleH * ( this.view.height / zoomH );
  22593. }
  22594. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22595. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22596. },
  22597. toJSON: function ( meta ) {
  22598. var data = Object3D.prototype.toJSON.call( this, meta );
  22599. data.object.zoom = this.zoom;
  22600. data.object.left = this.left;
  22601. data.object.right = this.right;
  22602. data.object.top = this.top;
  22603. data.object.bottom = this.bottom;
  22604. data.object.near = this.near;
  22605. data.object.far = this.far;
  22606. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22607. return data;
  22608. }
  22609. } );
  22610. /**
  22611. * @author mrdoob / http://mrdoob.com/
  22612. */
  22613. function DirectionalLightShadow( ) {
  22614. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22615. }
  22616. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22617. constructor: DirectionalLightShadow
  22618. } );
  22619. /**
  22620. * @author mrdoob / http://mrdoob.com/
  22621. * @author alteredq / http://alteredqualia.com/
  22622. */
  22623. function DirectionalLight( color, intensity ) {
  22624. Light.call( this, color, intensity );
  22625. this.type = 'DirectionalLight';
  22626. this.position.copy( Object3D.DefaultUp );
  22627. this.updateMatrix();
  22628. this.target = new Object3D();
  22629. this.shadow = new DirectionalLightShadow();
  22630. }
  22631. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22632. constructor: DirectionalLight,
  22633. isDirectionalLight: true,
  22634. copy: function ( source ) {
  22635. Light.prototype.copy.call( this, source );
  22636. this.target = source.target.clone();
  22637. this.shadow = source.shadow.clone();
  22638. return this;
  22639. }
  22640. } );
  22641. /**
  22642. * @author mrdoob / http://mrdoob.com/
  22643. */
  22644. function AmbientLight( color, intensity ) {
  22645. Light.call( this, color, intensity );
  22646. this.type = 'AmbientLight';
  22647. this.castShadow = undefined;
  22648. }
  22649. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22650. constructor: AmbientLight,
  22651. isAmbientLight: true
  22652. } );
  22653. /**
  22654. * @author abelnation / http://github.com/abelnation
  22655. */
  22656. function RectAreaLight( color, intensity, width, height ) {
  22657. Light.call( this, color, intensity );
  22658. this.type = 'RectAreaLight';
  22659. this.width = ( width !== undefined ) ? width : 10;
  22660. this.height = ( height !== undefined ) ? height : 10;
  22661. }
  22662. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22663. constructor: RectAreaLight,
  22664. isRectAreaLight: true,
  22665. copy: function ( source ) {
  22666. Light.prototype.copy.call( this, source );
  22667. this.width = source.width;
  22668. this.height = source.height;
  22669. return this;
  22670. },
  22671. toJSON: function ( meta ) {
  22672. var data = Light.prototype.toJSON.call( this, meta );
  22673. data.object.width = this.width;
  22674. data.object.height = this.height;
  22675. return data;
  22676. }
  22677. } );
  22678. /**
  22679. * @author mrdoob / http://mrdoob.com/
  22680. */
  22681. function MaterialLoader( manager ) {
  22682. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22683. this.textures = {};
  22684. }
  22685. Object.assign( MaterialLoader.prototype, {
  22686. load: function ( url, onLoad, onProgress, onError ) {
  22687. var scope = this;
  22688. var loader = new FileLoader( scope.manager );
  22689. loader.setPath( scope.path );
  22690. loader.load( url, function ( text ) {
  22691. onLoad( scope.parse( JSON.parse( text ) ) );
  22692. }, onProgress, onError );
  22693. },
  22694. parse: function ( json ) {
  22695. var textures = this.textures;
  22696. function getTexture( name ) {
  22697. if ( textures[ name ] === undefined ) {
  22698. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22699. }
  22700. return textures[ name ];
  22701. }
  22702. var material = new Materials[ json.type ]();
  22703. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22704. if ( json.name !== undefined ) material.name = json.name;
  22705. if ( json.color !== undefined ) material.color.setHex( json.color );
  22706. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22707. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22708. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22709. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22710. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22711. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22712. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22713. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22714. if ( json.fog !== undefined ) material.fog = json.fog;
  22715. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22716. if ( json.blending !== undefined ) material.blending = json.blending;
  22717. if ( json.combine !== undefined ) material.combine = json.combine;
  22718. if ( json.side !== undefined ) material.side = json.side;
  22719. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22720. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22721. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22722. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22723. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22724. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22725. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22726. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22727. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22728. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22729. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22730. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22731. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22732. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22733. if ( json.scale !== undefined ) material.scale = json.scale;
  22734. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22735. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22736. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22737. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22738. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22739. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22740. if ( json.visible !== undefined ) material.visible = json.visible;
  22741. if ( json.userData !== undefined ) material.userData = json.userData;
  22742. // Shader Material
  22743. if ( json.uniforms !== undefined ) {
  22744. for ( var name in json.uniforms ) {
  22745. var uniform = json.uniforms[ name ];
  22746. material.uniforms[ name ] = {};
  22747. switch ( uniform.type ) {
  22748. case 't':
  22749. material.uniforms[ name ].value = getTexture( uniform.value );
  22750. break;
  22751. case 'c':
  22752. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22753. break;
  22754. case 'v2':
  22755. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22756. break;
  22757. case 'v3':
  22758. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22759. break;
  22760. case 'v4':
  22761. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22762. break;
  22763. case 'm3':
  22764. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22765. case 'm4':
  22766. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22767. break;
  22768. default:
  22769. material.uniforms[ name ].value = uniform.value;
  22770. }
  22771. }
  22772. }
  22773. if ( json.defines !== undefined ) material.defines = json.defines;
  22774. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22775. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22776. if ( json.extensions !== undefined ) {
  22777. for ( var key in json.extensions ) {
  22778. material.extensions[ key ] = json.extensions[ key ];
  22779. }
  22780. }
  22781. // Deprecated
  22782. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22783. // for PointsMaterial
  22784. if ( json.size !== undefined ) material.size = json.size;
  22785. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22786. // maps
  22787. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22788. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22789. if ( json.alphaMap !== undefined ) {
  22790. material.alphaMap = getTexture( json.alphaMap );
  22791. material.transparent = true;
  22792. }
  22793. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22794. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22795. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22796. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22797. if ( json.normalScale !== undefined ) {
  22798. var normalScale = json.normalScale;
  22799. if ( Array.isArray( normalScale ) === false ) {
  22800. // Blender exporter used to export a scalar. See #7459
  22801. normalScale = [ normalScale, normalScale ];
  22802. }
  22803. material.normalScale = new Vector2().fromArray( normalScale );
  22804. }
  22805. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22806. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22807. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22808. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22809. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22810. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22811. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22812. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22813. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22814. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22815. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22816. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22817. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22818. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22819. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22820. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22821. return material;
  22822. },
  22823. setPath: function ( value ) {
  22824. this.path = value;
  22825. return this;
  22826. },
  22827. setTextures: function ( value ) {
  22828. this.textures = value;
  22829. return this;
  22830. }
  22831. } );
  22832. /**
  22833. * @author Don McCurdy / https://www.donmccurdy.com
  22834. */
  22835. var LoaderUtils = {
  22836. decodeText: function ( array ) {
  22837. if ( typeof TextDecoder !== 'undefined' ) {
  22838. return new TextDecoder().decode( array );
  22839. }
  22840. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22841. // throws a "maximum call stack size exceeded" error for large arrays.
  22842. var s = '';
  22843. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22844. // Implicitly assumes little-endian.
  22845. s += String.fromCharCode( array[ i ] );
  22846. }
  22847. try {
  22848. // merges multi-byte utf-8 characters.
  22849. return decodeURIComponent( escape( s ) );
  22850. } catch ( e ) { // see #16358
  22851. return s;
  22852. }
  22853. },
  22854. extractUrlBase: function ( url ) {
  22855. var index = url.lastIndexOf( '/' );
  22856. if ( index === - 1 ) return './';
  22857. return url.substr( 0, index + 1 );
  22858. }
  22859. };
  22860. /**
  22861. * @author benaadams / https://twitter.com/ben_a_adams
  22862. */
  22863. function InstancedBufferGeometry() {
  22864. BufferGeometry.call( this );
  22865. this.type = 'InstancedBufferGeometry';
  22866. this.maxInstancedCount = undefined;
  22867. }
  22868. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22869. constructor: InstancedBufferGeometry,
  22870. isInstancedBufferGeometry: true,
  22871. copy: function ( source ) {
  22872. BufferGeometry.prototype.copy.call( this, source );
  22873. this.maxInstancedCount = source.maxInstancedCount;
  22874. return this;
  22875. },
  22876. clone: function () {
  22877. return new this.constructor().copy( this );
  22878. },
  22879. toJSON: function () {
  22880. var data = BufferGeometry.prototype.toJSON.call( this );
  22881. data.maxInstancedCount = this.maxInstancedCount;
  22882. data.isInstancedBufferGeometry = true;
  22883. return data;
  22884. }
  22885. } );
  22886. /**
  22887. * @author benaadams / https://twitter.com/ben_a_adams
  22888. */
  22889. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22890. if ( typeof ( normalized ) === 'number' ) {
  22891. meshPerAttribute = normalized;
  22892. normalized = false;
  22893. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22894. }
  22895. BufferAttribute.call( this, array, itemSize, normalized );
  22896. this.meshPerAttribute = meshPerAttribute || 1;
  22897. }
  22898. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  22899. constructor: InstancedBufferAttribute,
  22900. isInstancedBufferAttribute: true,
  22901. copy: function ( source ) {
  22902. BufferAttribute.prototype.copy.call( this, source );
  22903. this.meshPerAttribute = source.meshPerAttribute;
  22904. return this;
  22905. },
  22906. toJSON: function () {
  22907. var data = BufferAttribute.prototype.toJSON.call( this );
  22908. data.meshPerAttribute = this.meshPerAttribute;
  22909. data.isInstancedBufferAttribute = true;
  22910. return data;
  22911. }
  22912. } );
  22913. /**
  22914. * @author mrdoob / http://mrdoob.com/
  22915. */
  22916. function BufferGeometryLoader( manager ) {
  22917. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22918. }
  22919. Object.assign( BufferGeometryLoader.prototype, {
  22920. load: function ( url, onLoad, onProgress, onError ) {
  22921. var scope = this;
  22922. var loader = new FileLoader( scope.manager );
  22923. loader.setPath( scope.path );
  22924. loader.load( url, function ( text ) {
  22925. onLoad( scope.parse( JSON.parse( text ) ) );
  22926. }, onProgress, onError );
  22927. },
  22928. parse: function ( json ) {
  22929. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22930. var index = json.data.index;
  22931. if ( index !== undefined ) {
  22932. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22933. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22934. }
  22935. var attributes = json.data.attributes;
  22936. for ( var key in attributes ) {
  22937. var attribute = attributes[ key ];
  22938. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22939. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  22940. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  22941. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22942. geometry.addAttribute( key, bufferAttribute );
  22943. }
  22944. var morphAttributes = json.data.morphAttributes;
  22945. if ( morphAttributes ) {
  22946. for ( var key in morphAttributes ) {
  22947. var attributeArray = morphAttributes[ key ];
  22948. var array = [];
  22949. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22950. var attribute = attributeArray[ i ];
  22951. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22952. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22953. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22954. array.push( bufferAttribute );
  22955. }
  22956. geometry.morphAttributes[ key ] = array;
  22957. }
  22958. }
  22959. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22960. if ( groups !== undefined ) {
  22961. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22962. var group = groups[ i ];
  22963. geometry.addGroup( group.start, group.count, group.materialIndex );
  22964. }
  22965. }
  22966. var boundingSphere = json.data.boundingSphere;
  22967. if ( boundingSphere !== undefined ) {
  22968. var center = new Vector3();
  22969. if ( boundingSphere.center !== undefined ) {
  22970. center.fromArray( boundingSphere.center );
  22971. }
  22972. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22973. }
  22974. if ( json.name ) geometry.name = json.name;
  22975. if ( json.userData ) geometry.userData = json.userData;
  22976. return geometry;
  22977. },
  22978. setPath: function ( value ) {
  22979. this.path = value;
  22980. return this;
  22981. }
  22982. } );
  22983. var TYPED_ARRAYS = {
  22984. Int8Array: Int8Array,
  22985. Uint8Array: Uint8Array,
  22986. // Workaround for IE11 pre KB2929437. See #11440
  22987. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22988. Int16Array: Int16Array,
  22989. Uint16Array: Uint16Array,
  22990. Int32Array: Int32Array,
  22991. Uint32Array: Uint32Array,
  22992. Float32Array: Float32Array,
  22993. Float64Array: Float64Array
  22994. };
  22995. /**
  22996. * @author mrdoob / http://mrdoob.com/
  22997. */
  22998. function ObjectLoader( manager ) {
  22999. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23000. this.resourcePath = '';
  23001. }
  23002. Object.assign( ObjectLoader.prototype, {
  23003. crossOrigin: 'anonymous',
  23004. load: function ( url, onLoad, onProgress, onError ) {
  23005. var scope = this;
  23006. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23007. this.resourcePath = this.resourcePath || path;
  23008. var loader = new FileLoader( scope.manager );
  23009. loader.setPath( this.path );
  23010. loader.load( url, function ( text ) {
  23011. var json = null;
  23012. try {
  23013. json = JSON.parse( text );
  23014. } catch ( error ) {
  23015. if ( onError !== undefined ) onError( error );
  23016. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23017. return;
  23018. }
  23019. var metadata = json.metadata;
  23020. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23021. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23022. return;
  23023. }
  23024. scope.parse( json, onLoad );
  23025. }, onProgress, onError );
  23026. },
  23027. setPath: function ( value ) {
  23028. this.path = value;
  23029. return this;
  23030. },
  23031. setResourcePath: function ( value ) {
  23032. this.resourcePath = value;
  23033. return this;
  23034. },
  23035. setCrossOrigin: function ( value ) {
  23036. this.crossOrigin = value;
  23037. return this;
  23038. },
  23039. parse: function ( json, onLoad ) {
  23040. var shapes = this.parseShape( json.shapes );
  23041. var geometries = this.parseGeometries( json.geometries, shapes );
  23042. var images = this.parseImages( json.images, function () {
  23043. if ( onLoad !== undefined ) onLoad( object );
  23044. } );
  23045. var textures = this.parseTextures( json.textures, images );
  23046. var materials = this.parseMaterials( json.materials, textures );
  23047. var object = this.parseObject( json.object, geometries, materials );
  23048. if ( json.animations ) {
  23049. object.animations = this.parseAnimations( json.animations );
  23050. }
  23051. if ( json.images === undefined || json.images.length === 0 ) {
  23052. if ( onLoad !== undefined ) onLoad( object );
  23053. }
  23054. return object;
  23055. },
  23056. parseShape: function ( json ) {
  23057. var shapes = {};
  23058. if ( json !== undefined ) {
  23059. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23060. var shape = new Shape().fromJSON( json[ i ] );
  23061. shapes[ shape.uuid ] = shape;
  23062. }
  23063. }
  23064. return shapes;
  23065. },
  23066. parseGeometries: function ( json, shapes ) {
  23067. var geometries = {};
  23068. if ( json !== undefined ) {
  23069. var bufferGeometryLoader = new BufferGeometryLoader();
  23070. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23071. var geometry;
  23072. var data = json[ i ];
  23073. switch ( data.type ) {
  23074. case 'PlaneGeometry':
  23075. case 'PlaneBufferGeometry':
  23076. geometry = new Geometries[ data.type ](
  23077. data.width,
  23078. data.height,
  23079. data.widthSegments,
  23080. data.heightSegments
  23081. );
  23082. break;
  23083. case 'BoxGeometry':
  23084. case 'BoxBufferGeometry':
  23085. case 'CubeGeometry': // backwards compatible
  23086. geometry = new Geometries[ data.type ](
  23087. data.width,
  23088. data.height,
  23089. data.depth,
  23090. data.widthSegments,
  23091. data.heightSegments,
  23092. data.depthSegments
  23093. );
  23094. break;
  23095. case 'CircleGeometry':
  23096. case 'CircleBufferGeometry':
  23097. geometry = new Geometries[ data.type ](
  23098. data.radius,
  23099. data.segments,
  23100. data.thetaStart,
  23101. data.thetaLength
  23102. );
  23103. break;
  23104. case 'CylinderGeometry':
  23105. case 'CylinderBufferGeometry':
  23106. geometry = new Geometries[ data.type ](
  23107. data.radiusTop,
  23108. data.radiusBottom,
  23109. data.height,
  23110. data.radialSegments,
  23111. data.heightSegments,
  23112. data.openEnded,
  23113. data.thetaStart,
  23114. data.thetaLength
  23115. );
  23116. break;
  23117. case 'ConeGeometry':
  23118. case 'ConeBufferGeometry':
  23119. geometry = new Geometries[ data.type ](
  23120. data.radius,
  23121. data.height,
  23122. data.radialSegments,
  23123. data.heightSegments,
  23124. data.openEnded,
  23125. data.thetaStart,
  23126. data.thetaLength
  23127. );
  23128. break;
  23129. case 'SphereGeometry':
  23130. case 'SphereBufferGeometry':
  23131. geometry = new Geometries[ data.type ](
  23132. data.radius,
  23133. data.widthSegments,
  23134. data.heightSegments,
  23135. data.phiStart,
  23136. data.phiLength,
  23137. data.thetaStart,
  23138. data.thetaLength
  23139. );
  23140. break;
  23141. case 'DodecahedronGeometry':
  23142. case 'DodecahedronBufferGeometry':
  23143. case 'IcosahedronGeometry':
  23144. case 'IcosahedronBufferGeometry':
  23145. case 'OctahedronGeometry':
  23146. case 'OctahedronBufferGeometry':
  23147. case 'TetrahedronGeometry':
  23148. case 'TetrahedronBufferGeometry':
  23149. geometry = new Geometries[ data.type ](
  23150. data.radius,
  23151. data.detail
  23152. );
  23153. break;
  23154. case 'RingGeometry':
  23155. case 'RingBufferGeometry':
  23156. geometry = new Geometries[ data.type ](
  23157. data.innerRadius,
  23158. data.outerRadius,
  23159. data.thetaSegments,
  23160. data.phiSegments,
  23161. data.thetaStart,
  23162. data.thetaLength
  23163. );
  23164. break;
  23165. case 'TorusGeometry':
  23166. case 'TorusBufferGeometry':
  23167. geometry = new Geometries[ data.type ](
  23168. data.radius,
  23169. data.tube,
  23170. data.radialSegments,
  23171. data.tubularSegments,
  23172. data.arc
  23173. );
  23174. break;
  23175. case 'TorusKnotGeometry':
  23176. case 'TorusKnotBufferGeometry':
  23177. geometry = new Geometries[ data.type ](
  23178. data.radius,
  23179. data.tube,
  23180. data.tubularSegments,
  23181. data.radialSegments,
  23182. data.p,
  23183. data.q
  23184. );
  23185. break;
  23186. case 'TubeGeometry':
  23187. case 'TubeBufferGeometry':
  23188. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23189. // User defined curves or instances of CurvePath will not be deserialized.
  23190. geometry = new Geometries[ data.type ](
  23191. new Curves[ data.path.type ]().fromJSON( data.path ),
  23192. data.tubularSegments,
  23193. data.radius,
  23194. data.radialSegments,
  23195. data.closed
  23196. );
  23197. break;
  23198. case 'LatheGeometry':
  23199. case 'LatheBufferGeometry':
  23200. geometry = new Geometries[ data.type ](
  23201. data.points,
  23202. data.segments,
  23203. data.phiStart,
  23204. data.phiLength
  23205. );
  23206. break;
  23207. case 'PolyhedronGeometry':
  23208. case 'PolyhedronBufferGeometry':
  23209. geometry = new Geometries[ data.type ](
  23210. data.vertices,
  23211. data.indices,
  23212. data.radius,
  23213. data.details
  23214. );
  23215. break;
  23216. case 'ShapeGeometry':
  23217. case 'ShapeBufferGeometry':
  23218. var geometryShapes = [];
  23219. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23220. var shape = shapes[ data.shapes[ j ] ];
  23221. geometryShapes.push( shape );
  23222. }
  23223. geometry = new Geometries[ data.type ](
  23224. geometryShapes,
  23225. data.curveSegments
  23226. );
  23227. break;
  23228. case 'ExtrudeGeometry':
  23229. case 'ExtrudeBufferGeometry':
  23230. var geometryShapes = [];
  23231. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23232. var shape = shapes[ data.shapes[ j ] ];
  23233. geometryShapes.push( shape );
  23234. }
  23235. var extrudePath = data.options.extrudePath;
  23236. if ( extrudePath !== undefined ) {
  23237. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23238. }
  23239. geometry = new Geometries[ data.type ](
  23240. geometryShapes,
  23241. data.options
  23242. );
  23243. break;
  23244. case 'BufferGeometry':
  23245. case 'InstancedBufferGeometry':
  23246. geometry = bufferGeometryLoader.parse( data );
  23247. break;
  23248. case 'Geometry':
  23249. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23250. var geometryLoader = new THREE.LegacyJSONLoader();
  23251. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23252. } else {
  23253. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23254. }
  23255. break;
  23256. default:
  23257. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23258. continue;
  23259. }
  23260. geometry.uuid = data.uuid;
  23261. if ( data.name !== undefined ) geometry.name = data.name;
  23262. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23263. geometries[ data.uuid ] = geometry;
  23264. }
  23265. }
  23266. return geometries;
  23267. },
  23268. parseMaterials: function ( json, textures ) {
  23269. var cache = {}; // MultiMaterial
  23270. var materials = {};
  23271. if ( json !== undefined ) {
  23272. var loader = new MaterialLoader();
  23273. loader.setTextures( textures );
  23274. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23275. var data = json[ i ];
  23276. if ( data.type === 'MultiMaterial' ) {
  23277. // Deprecated
  23278. var array = [];
  23279. for ( var j = 0; j < data.materials.length; j ++ ) {
  23280. var material = data.materials[ j ];
  23281. if ( cache[ material.uuid ] === undefined ) {
  23282. cache[ material.uuid ] = loader.parse( material );
  23283. }
  23284. array.push( cache[ material.uuid ] );
  23285. }
  23286. materials[ data.uuid ] = array;
  23287. } else {
  23288. if ( cache[ data.uuid ] === undefined ) {
  23289. cache[ data.uuid ] = loader.parse( data );
  23290. }
  23291. materials[ data.uuid ] = cache[ data.uuid ];
  23292. }
  23293. }
  23294. }
  23295. return materials;
  23296. },
  23297. parseAnimations: function ( json ) {
  23298. var animations = [];
  23299. for ( var i = 0; i < json.length; i ++ ) {
  23300. var data = json[ i ];
  23301. var clip = AnimationClip.parse( data );
  23302. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23303. animations.push( clip );
  23304. }
  23305. return animations;
  23306. },
  23307. parseImages: function ( json, onLoad ) {
  23308. var scope = this;
  23309. var images = {};
  23310. function loadImage( url ) {
  23311. scope.manager.itemStart( url );
  23312. return loader.load( url, function () {
  23313. scope.manager.itemEnd( url );
  23314. }, undefined, function () {
  23315. scope.manager.itemError( url );
  23316. scope.manager.itemEnd( url );
  23317. } );
  23318. }
  23319. if ( json !== undefined && json.length > 0 ) {
  23320. var manager = new LoadingManager( onLoad );
  23321. var loader = new ImageLoader( manager );
  23322. loader.setCrossOrigin( this.crossOrigin );
  23323. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23324. var image = json[ i ];
  23325. var url = image.url;
  23326. if ( Array.isArray( url ) ) {
  23327. // load array of images e.g CubeTexture
  23328. images[ image.uuid ] = [];
  23329. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23330. var currentUrl = url[ j ];
  23331. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23332. images[ image.uuid ].push( loadImage( path ) );
  23333. }
  23334. } else {
  23335. // load single image
  23336. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23337. images[ image.uuid ] = loadImage( path );
  23338. }
  23339. }
  23340. }
  23341. return images;
  23342. },
  23343. parseTextures: function ( json, images ) {
  23344. function parseConstant( value, type ) {
  23345. if ( typeof value === 'number' ) return value;
  23346. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23347. return type[ value ];
  23348. }
  23349. var textures = {};
  23350. if ( json !== undefined ) {
  23351. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23352. var data = json[ i ];
  23353. if ( data.image === undefined ) {
  23354. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23355. }
  23356. if ( images[ data.image ] === undefined ) {
  23357. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23358. }
  23359. var texture;
  23360. if ( Array.isArray( images[ data.image ] ) ) {
  23361. texture = new CubeTexture( images[ data.image ] );
  23362. } else {
  23363. texture = new Texture( images[ data.image ] );
  23364. }
  23365. texture.needsUpdate = true;
  23366. texture.uuid = data.uuid;
  23367. if ( data.name !== undefined ) texture.name = data.name;
  23368. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23369. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23370. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23371. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23372. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23373. if ( data.wrap !== undefined ) {
  23374. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23375. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23376. }
  23377. if ( data.format !== undefined ) texture.format = data.format;
  23378. if ( data.type !== undefined ) texture.type = data.type;
  23379. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23380. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23381. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23382. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23383. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23384. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23385. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23386. textures[ data.uuid ] = texture;
  23387. }
  23388. }
  23389. return textures;
  23390. },
  23391. parseObject: function ( data, geometries, materials ) {
  23392. var object;
  23393. function getGeometry( name ) {
  23394. if ( geometries[ name ] === undefined ) {
  23395. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23396. }
  23397. return geometries[ name ];
  23398. }
  23399. function getMaterial( name ) {
  23400. if ( name === undefined ) return undefined;
  23401. if ( Array.isArray( name ) ) {
  23402. var array = [];
  23403. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23404. var uuid = name[ i ];
  23405. if ( materials[ uuid ] === undefined ) {
  23406. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23407. }
  23408. array.push( materials[ uuid ] );
  23409. }
  23410. return array;
  23411. }
  23412. if ( materials[ name ] === undefined ) {
  23413. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23414. }
  23415. return materials[ name ];
  23416. }
  23417. switch ( data.type ) {
  23418. case 'Scene':
  23419. object = new Scene();
  23420. if ( data.background !== undefined ) {
  23421. if ( Number.isInteger( data.background ) ) {
  23422. object.background = new Color( data.background );
  23423. }
  23424. }
  23425. if ( data.fog !== undefined ) {
  23426. if ( data.fog.type === 'Fog' ) {
  23427. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23428. } else if ( data.fog.type === 'FogExp2' ) {
  23429. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23430. }
  23431. }
  23432. break;
  23433. case 'PerspectiveCamera':
  23434. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23435. if ( data.focus !== undefined ) object.focus = data.focus;
  23436. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23437. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23438. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23439. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23440. break;
  23441. case 'OrthographicCamera':
  23442. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23443. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23444. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23445. break;
  23446. case 'AmbientLight':
  23447. object = new AmbientLight( data.color, data.intensity );
  23448. break;
  23449. case 'DirectionalLight':
  23450. object = new DirectionalLight( data.color, data.intensity );
  23451. break;
  23452. case 'PointLight':
  23453. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23454. break;
  23455. case 'RectAreaLight':
  23456. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23457. break;
  23458. case 'SpotLight':
  23459. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23460. break;
  23461. case 'HemisphereLight':
  23462. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23463. break;
  23464. case 'SkinnedMesh':
  23465. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23466. case 'Mesh':
  23467. var geometry = getGeometry( data.geometry );
  23468. var material = getMaterial( data.material );
  23469. if ( geometry.bones && geometry.bones.length > 0 ) {
  23470. object = new SkinnedMesh( geometry, material );
  23471. } else {
  23472. object = new Mesh( geometry, material );
  23473. }
  23474. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23475. break;
  23476. case 'LOD':
  23477. object = new LOD();
  23478. break;
  23479. case 'Line':
  23480. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23481. break;
  23482. case 'LineLoop':
  23483. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23484. break;
  23485. case 'LineSegments':
  23486. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23487. break;
  23488. case 'PointCloud':
  23489. case 'Points':
  23490. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23491. break;
  23492. case 'Sprite':
  23493. object = new Sprite( getMaterial( data.material ) );
  23494. break;
  23495. case 'Group':
  23496. object = new Group();
  23497. break;
  23498. default:
  23499. object = new Object3D();
  23500. }
  23501. object.uuid = data.uuid;
  23502. if ( data.name !== undefined ) object.name = data.name;
  23503. if ( data.matrix !== undefined ) {
  23504. object.matrix.fromArray( data.matrix );
  23505. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23506. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23507. } else {
  23508. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23509. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23510. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23511. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23512. }
  23513. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23514. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23515. if ( data.shadow ) {
  23516. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23517. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23518. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23519. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23520. }
  23521. if ( data.visible !== undefined ) object.visible = data.visible;
  23522. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23523. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23524. if ( data.userData !== undefined ) object.userData = data.userData;
  23525. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23526. if ( data.children !== undefined ) {
  23527. var children = data.children;
  23528. for ( var i = 0; i < children.length; i ++ ) {
  23529. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23530. }
  23531. }
  23532. if ( data.type === 'LOD' ) {
  23533. var levels = data.levels;
  23534. for ( var l = 0; l < levels.length; l ++ ) {
  23535. var level = levels[ l ];
  23536. var child = object.getObjectByProperty( 'uuid', level.object );
  23537. if ( child !== undefined ) {
  23538. object.addLevel( child, level.distance );
  23539. }
  23540. }
  23541. }
  23542. return object;
  23543. }
  23544. } );
  23545. var TEXTURE_MAPPING = {
  23546. UVMapping: UVMapping,
  23547. CubeReflectionMapping: CubeReflectionMapping,
  23548. CubeRefractionMapping: CubeRefractionMapping,
  23549. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23550. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23551. SphericalReflectionMapping: SphericalReflectionMapping,
  23552. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23553. CubeUVRefractionMapping: CubeUVRefractionMapping
  23554. };
  23555. var TEXTURE_WRAPPING = {
  23556. RepeatWrapping: RepeatWrapping,
  23557. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23558. MirroredRepeatWrapping: MirroredRepeatWrapping
  23559. };
  23560. var TEXTURE_FILTER = {
  23561. NearestFilter: NearestFilter,
  23562. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23563. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23564. LinearFilter: LinearFilter,
  23565. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23566. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23567. };
  23568. /**
  23569. * @author thespite / http://clicktorelease.com/
  23570. */
  23571. function ImageBitmapLoader( manager ) {
  23572. if ( typeof createImageBitmap === 'undefined' ) {
  23573. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23574. }
  23575. if ( typeof fetch === 'undefined' ) {
  23576. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23577. }
  23578. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23579. this.options = undefined;
  23580. }
  23581. ImageBitmapLoader.prototype = {
  23582. constructor: ImageBitmapLoader,
  23583. setOptions: function setOptions( options ) {
  23584. this.options = options;
  23585. return this;
  23586. },
  23587. load: function ( url, onLoad, onProgress, onError ) {
  23588. if ( url === undefined ) url = '';
  23589. if ( this.path !== undefined ) url = this.path + url;
  23590. url = this.manager.resolveURL( url );
  23591. var scope = this;
  23592. var cached = Cache.get( url );
  23593. if ( cached !== undefined ) {
  23594. scope.manager.itemStart( url );
  23595. setTimeout( function () {
  23596. if ( onLoad ) onLoad( cached );
  23597. scope.manager.itemEnd( url );
  23598. }, 0 );
  23599. return cached;
  23600. }
  23601. fetch( url ).then( function ( res ) {
  23602. return res.blob();
  23603. } ).then( function ( blob ) {
  23604. if ( scope.options === undefined ) {
  23605. // Workaround for FireFox. It causes an error if you pass options.
  23606. return createImageBitmap( blob );
  23607. } else {
  23608. return createImageBitmap( blob, scope.options );
  23609. }
  23610. } ).then( function ( imageBitmap ) {
  23611. Cache.add( url, imageBitmap );
  23612. if ( onLoad ) onLoad( imageBitmap );
  23613. scope.manager.itemEnd( url );
  23614. } ).catch( function ( e ) {
  23615. if ( onError ) onError( e );
  23616. scope.manager.itemError( url );
  23617. scope.manager.itemEnd( url );
  23618. } );
  23619. scope.manager.itemStart( url );
  23620. },
  23621. setCrossOrigin: function ( /* value */ ) {
  23622. return this;
  23623. },
  23624. setPath: function ( value ) {
  23625. this.path = value;
  23626. return this;
  23627. }
  23628. };
  23629. /**
  23630. * @author zz85 / http://www.lab4games.net/zz85/blog
  23631. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23632. **/
  23633. function ShapePath() {
  23634. this.type = 'ShapePath';
  23635. this.color = new Color();
  23636. this.subPaths = [];
  23637. this.currentPath = null;
  23638. }
  23639. Object.assign( ShapePath.prototype, {
  23640. moveTo: function ( x, y ) {
  23641. this.currentPath = new Path();
  23642. this.subPaths.push( this.currentPath );
  23643. this.currentPath.moveTo( x, y );
  23644. },
  23645. lineTo: function ( x, y ) {
  23646. this.currentPath.lineTo( x, y );
  23647. },
  23648. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23649. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23650. },
  23651. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23652. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23653. },
  23654. splineThru: function ( pts ) {
  23655. this.currentPath.splineThru( pts );
  23656. },
  23657. toShapes: function ( isCCW, noHoles ) {
  23658. function toShapesNoHoles( inSubpaths ) {
  23659. var shapes = [];
  23660. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23661. var tmpPath = inSubpaths[ i ];
  23662. var tmpShape = new Shape();
  23663. tmpShape.curves = tmpPath.curves;
  23664. shapes.push( tmpShape );
  23665. }
  23666. return shapes;
  23667. }
  23668. function isPointInsidePolygon( inPt, inPolygon ) {
  23669. var polyLen = inPolygon.length;
  23670. // inPt on polygon contour => immediate success or
  23671. // toggling of inside/outside at every single! intersection point of an edge
  23672. // with the horizontal line through inPt, left of inPt
  23673. // not counting lowerY endpoints of edges and whole edges on that line
  23674. var inside = false;
  23675. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23676. var edgeLowPt = inPolygon[ p ];
  23677. var edgeHighPt = inPolygon[ q ];
  23678. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23679. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23680. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23681. // not parallel
  23682. if ( edgeDy < 0 ) {
  23683. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23684. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23685. }
  23686. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23687. if ( inPt.y === edgeLowPt.y ) {
  23688. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23689. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23690. } else {
  23691. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23692. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23693. if ( perpEdge < 0 ) continue;
  23694. inside = ! inside; // true intersection left of inPt
  23695. }
  23696. } else {
  23697. // parallel or collinear
  23698. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23699. // edge lies on the same horizontal line as inPt
  23700. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23701. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23702. // continue;
  23703. }
  23704. }
  23705. return inside;
  23706. }
  23707. var isClockWise = ShapeUtils.isClockWise;
  23708. var subPaths = this.subPaths;
  23709. if ( subPaths.length === 0 ) return [];
  23710. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23711. var solid, tmpPath, tmpShape, shapes = [];
  23712. if ( subPaths.length === 1 ) {
  23713. tmpPath = subPaths[ 0 ];
  23714. tmpShape = new Shape();
  23715. tmpShape.curves = tmpPath.curves;
  23716. shapes.push( tmpShape );
  23717. return shapes;
  23718. }
  23719. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23720. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23721. // console.log("Holes first", holesFirst);
  23722. var betterShapeHoles = [];
  23723. var newShapes = [];
  23724. var newShapeHoles = [];
  23725. var mainIdx = 0;
  23726. var tmpPoints;
  23727. newShapes[ mainIdx ] = undefined;
  23728. newShapeHoles[ mainIdx ] = [];
  23729. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23730. tmpPath = subPaths[ i ];
  23731. tmpPoints = tmpPath.getPoints();
  23732. solid = isClockWise( tmpPoints );
  23733. solid = isCCW ? ! solid : solid;
  23734. if ( solid ) {
  23735. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23736. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23737. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23738. if ( holesFirst ) mainIdx ++;
  23739. newShapeHoles[ mainIdx ] = [];
  23740. //console.log('cw', i);
  23741. } else {
  23742. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23743. //console.log('ccw', i);
  23744. }
  23745. }
  23746. // only Holes? -> probably all Shapes with wrong orientation
  23747. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23748. if ( newShapes.length > 1 ) {
  23749. var ambiguous = false;
  23750. var toChange = [];
  23751. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23752. betterShapeHoles[ sIdx ] = [];
  23753. }
  23754. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23755. var sho = newShapeHoles[ sIdx ];
  23756. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23757. var ho = sho[ hIdx ];
  23758. var hole_unassigned = true;
  23759. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23760. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23761. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23762. if ( hole_unassigned ) {
  23763. hole_unassigned = false;
  23764. betterShapeHoles[ s2Idx ].push( ho );
  23765. } else {
  23766. ambiguous = true;
  23767. }
  23768. }
  23769. }
  23770. if ( hole_unassigned ) {
  23771. betterShapeHoles[ sIdx ].push( ho );
  23772. }
  23773. }
  23774. }
  23775. // console.log("ambiguous: ", ambiguous);
  23776. if ( toChange.length > 0 ) {
  23777. // console.log("to change: ", toChange);
  23778. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23779. }
  23780. }
  23781. var tmpHoles;
  23782. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23783. tmpShape = newShapes[ i ].s;
  23784. shapes.push( tmpShape );
  23785. tmpHoles = newShapeHoles[ i ];
  23786. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23787. tmpShape.holes.push( tmpHoles[ j ].h );
  23788. }
  23789. }
  23790. //console.log("shape", shapes);
  23791. return shapes;
  23792. }
  23793. } );
  23794. /**
  23795. * @author zz85 / http://www.lab4games.net/zz85/blog
  23796. * @author mrdoob / http://mrdoob.com/
  23797. */
  23798. function Font( data ) {
  23799. this.type = 'Font';
  23800. this.data = data;
  23801. }
  23802. Object.assign( Font.prototype, {
  23803. isFont: true,
  23804. generateShapes: function ( text, size ) {
  23805. if ( size === undefined ) size = 100;
  23806. var shapes = [];
  23807. var paths = createPaths( text, size, this.data );
  23808. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23809. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23810. }
  23811. return shapes;
  23812. }
  23813. } );
  23814. function createPaths( text, size, data ) {
  23815. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23816. var scale = size / data.resolution;
  23817. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23818. var paths = [];
  23819. var offsetX = 0, offsetY = 0;
  23820. for ( var i = 0; i < chars.length; i ++ ) {
  23821. var char = chars[ i ];
  23822. if ( char === '\n' ) {
  23823. offsetX = 0;
  23824. offsetY -= line_height;
  23825. } else {
  23826. var ret = createPath( char, scale, offsetX, offsetY, data );
  23827. offsetX += ret.offsetX;
  23828. paths.push( ret.path );
  23829. }
  23830. }
  23831. return paths;
  23832. }
  23833. function createPath( char, scale, offsetX, offsetY, data ) {
  23834. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23835. if ( ! glyph ) return;
  23836. var path = new ShapePath();
  23837. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23838. if ( glyph.o ) {
  23839. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23840. for ( var i = 0, l = outline.length; i < l; ) {
  23841. var action = outline[ i ++ ];
  23842. switch ( action ) {
  23843. case 'm': // moveTo
  23844. x = outline[ i ++ ] * scale + offsetX;
  23845. y = outline[ i ++ ] * scale + offsetY;
  23846. path.moveTo( x, y );
  23847. break;
  23848. case 'l': // lineTo
  23849. x = outline[ i ++ ] * scale + offsetX;
  23850. y = outline[ i ++ ] * scale + offsetY;
  23851. path.lineTo( x, y );
  23852. break;
  23853. case 'q': // quadraticCurveTo
  23854. cpx = outline[ i ++ ] * scale + offsetX;
  23855. cpy = outline[ i ++ ] * scale + offsetY;
  23856. cpx1 = outline[ i ++ ] * scale + offsetX;
  23857. cpy1 = outline[ i ++ ] * scale + offsetY;
  23858. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23859. break;
  23860. case 'b': // bezierCurveTo
  23861. cpx = outline[ i ++ ] * scale + offsetX;
  23862. cpy = outline[ i ++ ] * scale + offsetY;
  23863. cpx1 = outline[ i ++ ] * scale + offsetX;
  23864. cpy1 = outline[ i ++ ] * scale + offsetY;
  23865. cpx2 = outline[ i ++ ] * scale + offsetX;
  23866. cpy2 = outline[ i ++ ] * scale + offsetY;
  23867. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23868. break;
  23869. }
  23870. }
  23871. }
  23872. return { offsetX: glyph.ha * scale, path: path };
  23873. }
  23874. /**
  23875. * @author mrdoob / http://mrdoob.com/
  23876. */
  23877. function FontLoader( manager ) {
  23878. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23879. }
  23880. Object.assign( FontLoader.prototype, {
  23881. load: function ( url, onLoad, onProgress, onError ) {
  23882. var scope = this;
  23883. var loader = new FileLoader( this.manager );
  23884. loader.setPath( this.path );
  23885. loader.load( url, function ( text ) {
  23886. var json;
  23887. try {
  23888. json = JSON.parse( text );
  23889. } catch ( e ) {
  23890. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23891. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23892. }
  23893. var font = scope.parse( json );
  23894. if ( onLoad ) onLoad( font );
  23895. }, onProgress, onError );
  23896. },
  23897. parse: function ( json ) {
  23898. return new Font( json );
  23899. },
  23900. setPath: function ( value ) {
  23901. this.path = value;
  23902. return this;
  23903. }
  23904. } );
  23905. /**
  23906. * @author alteredq / http://alteredqualia.com/
  23907. */
  23908. function Loader() {}
  23909. Loader.Handlers = {
  23910. handlers: [],
  23911. add: function ( regex, loader ) {
  23912. this.handlers.push( regex, loader );
  23913. },
  23914. get: function ( file ) {
  23915. var handlers = this.handlers;
  23916. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23917. var regex = handlers[ i ];
  23918. var loader = handlers[ i + 1 ];
  23919. if ( regex.test( file ) ) {
  23920. return loader;
  23921. }
  23922. }
  23923. return null;
  23924. }
  23925. };
  23926. Object.assign( Loader.prototype, {
  23927. crossOrigin: 'anonymous',
  23928. onLoadStart: function () {},
  23929. onLoadProgress: function () {},
  23930. onLoadComplete: function () {},
  23931. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23932. var array = [];
  23933. for ( var i = 0; i < materials.length; ++ i ) {
  23934. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23935. }
  23936. return array;
  23937. },
  23938. createMaterial: ( function () {
  23939. var BlendingMode = {
  23940. NoBlending: NoBlending,
  23941. NormalBlending: NormalBlending,
  23942. AdditiveBlending: AdditiveBlending,
  23943. SubtractiveBlending: SubtractiveBlending,
  23944. MultiplyBlending: MultiplyBlending,
  23945. CustomBlending: CustomBlending
  23946. };
  23947. var color = new Color();
  23948. var textureLoader = new TextureLoader();
  23949. var materialLoader = new MaterialLoader();
  23950. return function createMaterial( m, texturePath, crossOrigin ) {
  23951. // convert from old material format
  23952. var textures = {};
  23953. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23954. var fullPath = texturePath + path;
  23955. var loader = Loader.Handlers.get( fullPath );
  23956. var texture;
  23957. if ( loader !== null ) {
  23958. texture = loader.load( fullPath );
  23959. } else {
  23960. textureLoader.setCrossOrigin( crossOrigin );
  23961. texture = textureLoader.load( fullPath );
  23962. }
  23963. if ( repeat !== undefined ) {
  23964. texture.repeat.fromArray( repeat );
  23965. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23966. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23967. }
  23968. if ( offset !== undefined ) {
  23969. texture.offset.fromArray( offset );
  23970. }
  23971. if ( wrap !== undefined ) {
  23972. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23973. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23974. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23975. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23976. }
  23977. if ( anisotropy !== undefined ) {
  23978. texture.anisotropy = anisotropy;
  23979. }
  23980. var uuid = _Math.generateUUID();
  23981. textures[ uuid ] = texture;
  23982. return uuid;
  23983. }
  23984. //
  23985. var json = {
  23986. uuid: _Math.generateUUID(),
  23987. type: 'MeshLambertMaterial'
  23988. };
  23989. for ( var name in m ) {
  23990. var value = m[ name ];
  23991. switch ( name ) {
  23992. case 'DbgColor':
  23993. case 'DbgIndex':
  23994. case 'opticalDensity':
  23995. case 'illumination':
  23996. break;
  23997. case 'DbgName':
  23998. json.name = value;
  23999. break;
  24000. case 'blending':
  24001. json.blending = BlendingMode[ value ];
  24002. break;
  24003. case 'colorAmbient':
  24004. case 'mapAmbient':
  24005. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  24006. break;
  24007. case 'colorDiffuse':
  24008. json.color = color.fromArray( value ).getHex();
  24009. break;
  24010. case 'colorSpecular':
  24011. json.specular = color.fromArray( value ).getHex();
  24012. break;
  24013. case 'colorEmissive':
  24014. json.emissive = color.fromArray( value ).getHex();
  24015. break;
  24016. case 'specularCoef':
  24017. json.shininess = value;
  24018. break;
  24019. case 'shading':
  24020. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  24021. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  24022. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  24023. break;
  24024. case 'mapDiffuse':
  24025. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  24026. break;
  24027. case 'mapDiffuseRepeat':
  24028. case 'mapDiffuseOffset':
  24029. case 'mapDiffuseWrap':
  24030. case 'mapDiffuseAnisotropy':
  24031. break;
  24032. case 'mapEmissive':
  24033. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  24034. break;
  24035. case 'mapEmissiveRepeat':
  24036. case 'mapEmissiveOffset':
  24037. case 'mapEmissiveWrap':
  24038. case 'mapEmissiveAnisotropy':
  24039. break;
  24040. case 'mapLight':
  24041. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  24042. break;
  24043. case 'mapLightRepeat':
  24044. case 'mapLightOffset':
  24045. case 'mapLightWrap':
  24046. case 'mapLightAnisotropy':
  24047. break;
  24048. case 'mapAO':
  24049. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  24050. break;
  24051. case 'mapAORepeat':
  24052. case 'mapAOOffset':
  24053. case 'mapAOWrap':
  24054. case 'mapAOAnisotropy':
  24055. break;
  24056. case 'mapBump':
  24057. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  24058. break;
  24059. case 'mapBumpScale':
  24060. json.bumpScale = value;
  24061. break;
  24062. case 'mapBumpRepeat':
  24063. case 'mapBumpOffset':
  24064. case 'mapBumpWrap':
  24065. case 'mapBumpAnisotropy':
  24066. break;
  24067. case 'mapNormal':
  24068. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  24069. break;
  24070. case 'mapNormalFactor':
  24071. json.normalScale = value;
  24072. break;
  24073. case 'mapNormalRepeat':
  24074. case 'mapNormalOffset':
  24075. case 'mapNormalWrap':
  24076. case 'mapNormalAnisotropy':
  24077. break;
  24078. case 'mapSpecular':
  24079. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  24080. break;
  24081. case 'mapSpecularRepeat':
  24082. case 'mapSpecularOffset':
  24083. case 'mapSpecularWrap':
  24084. case 'mapSpecularAnisotropy':
  24085. break;
  24086. case 'mapMetalness':
  24087. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  24088. break;
  24089. case 'mapMetalnessRepeat':
  24090. case 'mapMetalnessOffset':
  24091. case 'mapMetalnessWrap':
  24092. case 'mapMetalnessAnisotropy':
  24093. break;
  24094. case 'mapRoughness':
  24095. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  24096. break;
  24097. case 'mapRoughnessRepeat':
  24098. case 'mapRoughnessOffset':
  24099. case 'mapRoughnessWrap':
  24100. case 'mapRoughnessAnisotropy':
  24101. break;
  24102. case 'mapAlpha':
  24103. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  24104. break;
  24105. case 'mapAlphaRepeat':
  24106. case 'mapAlphaOffset':
  24107. case 'mapAlphaWrap':
  24108. case 'mapAlphaAnisotropy':
  24109. break;
  24110. case 'flipSided':
  24111. json.side = BackSide;
  24112. break;
  24113. case 'doubleSided':
  24114. json.side = DoubleSide;
  24115. break;
  24116. case 'transparency':
  24117. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24118. json.opacity = value;
  24119. break;
  24120. case 'depthTest':
  24121. case 'depthWrite':
  24122. case 'colorWrite':
  24123. case 'opacity':
  24124. case 'reflectivity':
  24125. case 'transparent':
  24126. case 'visible':
  24127. case 'wireframe':
  24128. json[ name ] = value;
  24129. break;
  24130. case 'vertexColors':
  24131. if ( value === true ) json.vertexColors = VertexColors;
  24132. if ( value === 'face' ) json.vertexColors = FaceColors;
  24133. break;
  24134. default:
  24135. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24136. break;
  24137. }
  24138. }
  24139. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24140. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24141. if ( json.opacity < 1 ) json.transparent = true;
  24142. materialLoader.setTextures( textures );
  24143. return materialLoader.parse( json );
  24144. };
  24145. } )()
  24146. } );
  24147. /**
  24148. * @author mrdoob / http://mrdoob.com/
  24149. */
  24150. var context;
  24151. var AudioContext = {
  24152. getContext: function () {
  24153. if ( context === undefined ) {
  24154. context = new ( window.AudioContext || window.webkitAudioContext )();
  24155. }
  24156. return context;
  24157. },
  24158. setContext: function ( value ) {
  24159. context = value;
  24160. }
  24161. };
  24162. /**
  24163. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24164. */
  24165. function AudioLoader( manager ) {
  24166. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24167. }
  24168. Object.assign( AudioLoader.prototype, {
  24169. load: function ( url, onLoad, onProgress, onError ) {
  24170. var loader = new FileLoader( this.manager );
  24171. loader.setResponseType( 'arraybuffer' );
  24172. loader.setPath( this.path );
  24173. loader.load( url, function ( buffer ) {
  24174. // Create a copy of the buffer. The `decodeAudioData` method
  24175. // detaches the buffer when complete, preventing reuse.
  24176. var bufferCopy = buffer.slice( 0 );
  24177. var context = AudioContext.getContext();
  24178. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24179. onLoad( audioBuffer );
  24180. } );
  24181. }, onProgress, onError );
  24182. },
  24183. setPath: function ( value ) {
  24184. this.path = value;
  24185. return this;
  24186. }
  24187. } );
  24188. /**
  24189. * @author bhouston / http://clara.io
  24190. * @author WestLangley / http://github.com/WestLangley
  24191. *
  24192. * Primary reference:
  24193. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24194. *
  24195. * Secondary reference:
  24196. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24197. */
  24198. // 3-band SH defined by 9 coefficients
  24199. function SphericalHarmonics3() {
  24200. this.coefficients = [];
  24201. for ( var i = 0; i < 9; i ++ ) {
  24202. this.coefficients.push( new Vector3() );
  24203. }
  24204. }
  24205. Object.assign( SphericalHarmonics3.prototype, {
  24206. isSphericalHarmonics3: true,
  24207. set: function ( coefficients ) {
  24208. for ( var i = 0; i < 9; i ++ ) {
  24209. this.coefficients[ i ].copy( coefficients[ i ] );
  24210. }
  24211. return this;
  24212. },
  24213. zero: function () {
  24214. for ( var i = 0; i < 9; i ++ ) {
  24215. this.coefficients[ i ].set( 0, 0, 0 );
  24216. }
  24217. return this;
  24218. },
  24219. // get the radiance in the direction of the normal
  24220. // target is a Vector3
  24221. getAt: function ( normal, target ) {
  24222. // normal is assumed to be unit length
  24223. var x = normal.x, y = normal.y, z = normal.z;
  24224. var coeff = this.coefficients;
  24225. // band 0
  24226. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24227. // band 1
  24228. target.addScale( coeff[ 1 ], 0.488603 * y );
  24229. target.addScale( coeff[ 2 ], 0.488603 * z );
  24230. target.addScale( coeff[ 3 ], 0.488603 * x );
  24231. // band 2
  24232. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24233. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24234. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24235. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24236. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24237. return target;
  24238. },
  24239. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24240. // target is a Vector3
  24241. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24242. getIrradianceAt: function ( normal, target ) {
  24243. // normal is assumed to be unit length
  24244. var x = normal.x, y = normal.y, z = normal.z;
  24245. var coeff = this.coefficients;
  24246. // band 0
  24247. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24248. // band 1
  24249. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24250. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24251. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24252. // band 2
  24253. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24254. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24255. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24256. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24257. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24258. return target;
  24259. },
  24260. add: function ( sh ) {
  24261. for ( var i = 0; i < 9; i ++ ) {
  24262. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24263. }
  24264. return this;
  24265. },
  24266. scale: function ( s ) {
  24267. for ( var i = 0; i < 9; i ++ ) {
  24268. this.coefficients[ i ].multiplyScalar( s );
  24269. }
  24270. return this;
  24271. },
  24272. lerp: function ( sh, alpha ) {
  24273. for ( var i = 0; i < 9; i ++ ) {
  24274. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24275. }
  24276. return this;
  24277. },
  24278. equals: function ( sh ) {
  24279. for ( var i = 0; i < 9; i ++ ) {
  24280. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24281. return false;
  24282. }
  24283. }
  24284. return true;
  24285. },
  24286. copy: function ( sh ) {
  24287. return this.set( sh.coefficients );
  24288. },
  24289. clone: function () {
  24290. return new this.constructor().copy( this );
  24291. },
  24292. fromArray: function ( array ) {
  24293. var coefficients = this.coefficients;
  24294. for ( var i = 0; i < 9; i ++ ) {
  24295. coefficients[ i ].fromArray( array, i * 3 );
  24296. }
  24297. return this;
  24298. },
  24299. toArray: function () {
  24300. var array = [];
  24301. var coefficients = this.coefficients;
  24302. for ( var i = 0; i < 9; i ++ ) {
  24303. coefficients[ i ].toArray( array, i * 3 );
  24304. }
  24305. return array;
  24306. }
  24307. } );
  24308. Object.assign( SphericalHarmonics3, {
  24309. // evaluate the basis functions
  24310. // shBasis is an Array[ 9 ]
  24311. getBasisAt: function ( normal, shBasis ) {
  24312. // normal is assumed to be unit length
  24313. var x = normal.x, y = normal.y, z = normal.z;
  24314. // band 0
  24315. shBasis[ 0 ] = 0.282095;
  24316. // band 1
  24317. shBasis[ 1 ] = 0.488603 * y;
  24318. shBasis[ 2 ] = 0.488603 * z;
  24319. shBasis[ 3 ] = 0.488603 * x;
  24320. // band 2
  24321. shBasis[ 4 ] = 1.092548 * x * y;
  24322. shBasis[ 5 ] = 1.092548 * y * z;
  24323. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24324. shBasis[ 7 ] = 1.092548 * x * z;
  24325. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24326. }
  24327. } );
  24328. /**
  24329. * @author WestLangley / http://github.com/WestLangley
  24330. *
  24331. * A LightProbe is a source of indirect-diffuse light
  24332. */
  24333. function LightProbe( sh, intensity ) {
  24334. Light.call( this, undefined, intensity );
  24335. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24336. }
  24337. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24338. constructor: LightProbe,
  24339. isLightProbe: true,
  24340. copy: function ( source ) {
  24341. Light.prototype.copy.call( this, source );
  24342. this.sh.copy( source.sh );
  24343. this.intensity = source.intensity;
  24344. return this;
  24345. },
  24346. toJSON: function ( meta ) {
  24347. var data = Light.prototype.toJSON.call( this, meta );
  24348. // data.sh = this.sh.toArray(); // todo
  24349. return data;
  24350. }
  24351. } );
  24352. /**
  24353. * @author WestLangley / http://github.com/WestLangley
  24354. */
  24355. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24356. LightProbe.call( this, undefined, intensity );
  24357. var color1 = new Color().set( skyColor );
  24358. var color2 = new Color().set( groundColor );
  24359. var sky = new Vector3( color1.r, color1.g, color1.b );
  24360. var ground = new Vector3( color2.r, color2.g, color2.b );
  24361. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24362. var c0 = Math.sqrt( Math.PI );
  24363. var c1 = c0 * Math.sqrt( 0.75 );
  24364. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24365. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24366. }
  24367. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24368. constructor: HemisphereLightProbe,
  24369. isHemisphereLightProbe: true,
  24370. copy: function ( source ) { // modifying colors not currently supported
  24371. LightProbe.prototype.copy.call( this, source );
  24372. return this;
  24373. },
  24374. toJSON: function ( meta ) {
  24375. var data = LightProbe.prototype.toJSON.call( this, meta );
  24376. // data.sh = this.sh.toArray(); // todo
  24377. return data;
  24378. }
  24379. } );
  24380. /**
  24381. * @author WestLangley / http://github.com/WestLangley
  24382. */
  24383. function AmbientLightProbe( color, intensity ) {
  24384. LightProbe.call( this, undefined, intensity );
  24385. var color1 = new Color().set( color );
  24386. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24387. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24388. }
  24389. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24390. constructor: AmbientLightProbe,
  24391. isAmbientLightProbe: true,
  24392. copy: function ( source ) { // modifying color not currently supported
  24393. LightProbe.prototype.copy.call( this, source );
  24394. return this;
  24395. },
  24396. toJSON: function ( meta ) {
  24397. var data = LightProbe.prototype.toJSON.call( this, meta );
  24398. // data.sh = this.sh.toArray(); // todo
  24399. return data;
  24400. }
  24401. } );
  24402. /**
  24403. * @author mrdoob / http://mrdoob.com/
  24404. */
  24405. function StereoCamera() {
  24406. this.type = 'StereoCamera';
  24407. this.aspect = 1;
  24408. this.eyeSep = 0.064;
  24409. this.cameraL = new PerspectiveCamera();
  24410. this.cameraL.layers.enable( 1 );
  24411. this.cameraL.matrixAutoUpdate = false;
  24412. this.cameraR = new PerspectiveCamera();
  24413. this.cameraR.layers.enable( 2 );
  24414. this.cameraR.matrixAutoUpdate = false;
  24415. }
  24416. Object.assign( StereoCamera.prototype, {
  24417. update: ( function () {
  24418. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  24419. var eyeRight = new Matrix4();
  24420. var eyeLeft = new Matrix4();
  24421. return function update( camera ) {
  24422. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  24423. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  24424. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  24425. if ( needsUpdate ) {
  24426. instance = this;
  24427. focus = camera.focus;
  24428. fov = camera.fov;
  24429. aspect = camera.aspect * this.aspect;
  24430. near = camera.near;
  24431. far = camera.far;
  24432. zoom = camera.zoom;
  24433. // Off-axis stereoscopic effect based on
  24434. // http://paulbourke.net/stereographics/stereorender/
  24435. var projectionMatrix = camera.projectionMatrix.clone();
  24436. eyeSep = this.eyeSep / 2;
  24437. var eyeSepOnProjection = eyeSep * near / focus;
  24438. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  24439. var xmin, xmax;
  24440. // translate xOffset
  24441. eyeLeft.elements[ 12 ] = - eyeSep;
  24442. eyeRight.elements[ 12 ] = eyeSep;
  24443. // for left eye
  24444. xmin = - ymax * aspect + eyeSepOnProjection;
  24445. xmax = ymax * aspect + eyeSepOnProjection;
  24446. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24447. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24448. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24449. // for right eye
  24450. xmin = - ymax * aspect - eyeSepOnProjection;
  24451. xmax = ymax * aspect - eyeSepOnProjection;
  24452. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24453. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24454. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24455. }
  24456. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  24457. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  24458. };
  24459. } )()
  24460. } );
  24461. /**
  24462. * @author alteredq / http://alteredqualia.com/
  24463. */
  24464. function Clock( autoStart ) {
  24465. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24466. this.startTime = 0;
  24467. this.oldTime = 0;
  24468. this.elapsedTime = 0;
  24469. this.running = false;
  24470. }
  24471. Object.assign( Clock.prototype, {
  24472. start: function () {
  24473. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24474. this.oldTime = this.startTime;
  24475. this.elapsedTime = 0;
  24476. this.running = true;
  24477. },
  24478. stop: function () {
  24479. this.getElapsedTime();
  24480. this.running = false;
  24481. this.autoStart = false;
  24482. },
  24483. getElapsedTime: function () {
  24484. this.getDelta();
  24485. return this.elapsedTime;
  24486. },
  24487. getDelta: function () {
  24488. var diff = 0;
  24489. if ( this.autoStart && ! this.running ) {
  24490. this.start();
  24491. return 0;
  24492. }
  24493. if ( this.running ) {
  24494. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24495. diff = ( newTime - this.oldTime ) / 1000;
  24496. this.oldTime = newTime;
  24497. this.elapsedTime += diff;
  24498. }
  24499. return diff;
  24500. }
  24501. } );
  24502. /**
  24503. * @author mrdoob / http://mrdoob.com/
  24504. */
  24505. function AudioListener() {
  24506. Object3D.call( this );
  24507. this.type = 'AudioListener';
  24508. this.context = AudioContext.getContext();
  24509. this.gain = this.context.createGain();
  24510. this.gain.connect( this.context.destination );
  24511. this.filter = null;
  24512. this.timeDelta = 0;
  24513. }
  24514. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24515. constructor: AudioListener,
  24516. getInput: function () {
  24517. return this.gain;
  24518. },
  24519. removeFilter: function ( ) {
  24520. if ( this.filter !== null ) {
  24521. this.gain.disconnect( this.filter );
  24522. this.filter.disconnect( this.context.destination );
  24523. this.gain.connect( this.context.destination );
  24524. this.filter = null;
  24525. }
  24526. return this;
  24527. },
  24528. getFilter: function () {
  24529. return this.filter;
  24530. },
  24531. setFilter: function ( value ) {
  24532. if ( this.filter !== null ) {
  24533. this.gain.disconnect( this.filter );
  24534. this.filter.disconnect( this.context.destination );
  24535. } else {
  24536. this.gain.disconnect( this.context.destination );
  24537. }
  24538. this.filter = value;
  24539. this.gain.connect( this.filter );
  24540. this.filter.connect( this.context.destination );
  24541. return this;
  24542. },
  24543. getMasterVolume: function () {
  24544. return this.gain.gain.value;
  24545. },
  24546. setMasterVolume: function ( value ) {
  24547. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24548. return this;
  24549. },
  24550. updateMatrixWorld: ( function () {
  24551. var position = new Vector3();
  24552. var quaternion = new Quaternion();
  24553. var scale = new Vector3();
  24554. var orientation = new Vector3();
  24555. var clock = new Clock();
  24556. return function updateMatrixWorld( force ) {
  24557. Object3D.prototype.updateMatrixWorld.call( this, force );
  24558. var listener = this.context.listener;
  24559. var up = this.up;
  24560. this.timeDelta = clock.getDelta();
  24561. this.matrixWorld.decompose( position, quaternion, scale );
  24562. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24563. if ( listener.positionX ) {
  24564. // code path for Chrome (see #14393)
  24565. var endTime = this.context.currentTime + this.timeDelta;
  24566. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24567. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24568. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24569. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24570. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24571. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24572. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24573. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24574. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24575. } else {
  24576. listener.setPosition( position.x, position.y, position.z );
  24577. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24578. }
  24579. };
  24580. } )()
  24581. } );
  24582. /**
  24583. * @author mrdoob / http://mrdoob.com/
  24584. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24585. */
  24586. function Audio( listener ) {
  24587. Object3D.call( this );
  24588. this.type = 'Audio';
  24589. this.listener = listener;
  24590. this.context = listener.context;
  24591. this.gain = this.context.createGain();
  24592. this.gain.connect( listener.getInput() );
  24593. this.autoplay = false;
  24594. this.buffer = null;
  24595. this.detune = 0;
  24596. this.loop = false;
  24597. this.startTime = 0;
  24598. this.offset = 0;
  24599. this.playbackRate = 1;
  24600. this.isPlaying = false;
  24601. this.hasPlaybackControl = true;
  24602. this.sourceType = 'empty';
  24603. this.filters = [];
  24604. }
  24605. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24606. constructor: Audio,
  24607. getOutput: function () {
  24608. return this.gain;
  24609. },
  24610. setNodeSource: function ( audioNode ) {
  24611. this.hasPlaybackControl = false;
  24612. this.sourceType = 'audioNode';
  24613. this.source = audioNode;
  24614. this.connect();
  24615. return this;
  24616. },
  24617. setMediaElementSource: function ( mediaElement ) {
  24618. this.hasPlaybackControl = false;
  24619. this.sourceType = 'mediaNode';
  24620. this.source = this.context.createMediaElementSource( mediaElement );
  24621. this.connect();
  24622. return this;
  24623. },
  24624. setBuffer: function ( audioBuffer ) {
  24625. this.buffer = audioBuffer;
  24626. this.sourceType = 'buffer';
  24627. if ( this.autoplay ) this.play();
  24628. return this;
  24629. },
  24630. play: function () {
  24631. if ( this.isPlaying === true ) {
  24632. console.warn( 'THREE.Audio: Audio is already playing.' );
  24633. return;
  24634. }
  24635. if ( this.hasPlaybackControl === false ) {
  24636. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24637. return;
  24638. }
  24639. var source = this.context.createBufferSource();
  24640. source.buffer = this.buffer;
  24641. source.loop = this.loop;
  24642. source.onended = this.onEnded.bind( this );
  24643. this.startTime = this.context.currentTime;
  24644. source.start( this.startTime, this.offset );
  24645. this.isPlaying = true;
  24646. this.source = source;
  24647. this.setDetune( this.detune );
  24648. this.setPlaybackRate( this.playbackRate );
  24649. return this.connect();
  24650. },
  24651. pause: function () {
  24652. if ( this.hasPlaybackControl === false ) {
  24653. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24654. return;
  24655. }
  24656. if ( this.isPlaying === true ) {
  24657. this.source.stop();
  24658. this.source.onended = null;
  24659. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24660. this.isPlaying = false;
  24661. }
  24662. return this;
  24663. },
  24664. stop: function () {
  24665. if ( this.hasPlaybackControl === false ) {
  24666. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24667. return;
  24668. }
  24669. this.source.stop();
  24670. this.source.onended = null;
  24671. this.offset = 0;
  24672. this.isPlaying = false;
  24673. return this;
  24674. },
  24675. connect: function () {
  24676. if ( this.filters.length > 0 ) {
  24677. this.source.connect( this.filters[ 0 ] );
  24678. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24679. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24680. }
  24681. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24682. } else {
  24683. this.source.connect( this.getOutput() );
  24684. }
  24685. return this;
  24686. },
  24687. disconnect: function () {
  24688. if ( this.filters.length > 0 ) {
  24689. this.source.disconnect( this.filters[ 0 ] );
  24690. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24691. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24692. }
  24693. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24694. } else {
  24695. this.source.disconnect( this.getOutput() );
  24696. }
  24697. return this;
  24698. },
  24699. getFilters: function () {
  24700. return this.filters;
  24701. },
  24702. setFilters: function ( value ) {
  24703. if ( ! value ) value = [];
  24704. if ( this.isPlaying === true ) {
  24705. this.disconnect();
  24706. this.filters = value;
  24707. this.connect();
  24708. } else {
  24709. this.filters = value;
  24710. }
  24711. return this;
  24712. },
  24713. setDetune: function ( value ) {
  24714. this.detune = value;
  24715. if ( this.source.detune === undefined ) return; // only set detune when available
  24716. if ( this.isPlaying === true ) {
  24717. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24718. }
  24719. return this;
  24720. },
  24721. getDetune: function () {
  24722. return this.detune;
  24723. },
  24724. getFilter: function () {
  24725. return this.getFilters()[ 0 ];
  24726. },
  24727. setFilter: function ( filter ) {
  24728. return this.setFilters( filter ? [ filter ] : [] );
  24729. },
  24730. setPlaybackRate: function ( value ) {
  24731. if ( this.hasPlaybackControl === false ) {
  24732. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24733. return;
  24734. }
  24735. this.playbackRate = value;
  24736. if ( this.isPlaying === true ) {
  24737. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24738. }
  24739. return this;
  24740. },
  24741. getPlaybackRate: function () {
  24742. return this.playbackRate;
  24743. },
  24744. onEnded: function () {
  24745. this.isPlaying = false;
  24746. },
  24747. getLoop: function () {
  24748. if ( this.hasPlaybackControl === false ) {
  24749. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24750. return false;
  24751. }
  24752. return this.loop;
  24753. },
  24754. setLoop: function ( value ) {
  24755. if ( this.hasPlaybackControl === false ) {
  24756. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24757. return;
  24758. }
  24759. this.loop = value;
  24760. if ( this.isPlaying === true ) {
  24761. this.source.loop = this.loop;
  24762. }
  24763. return this;
  24764. },
  24765. getVolume: function () {
  24766. return this.gain.gain.value;
  24767. },
  24768. setVolume: function ( value ) {
  24769. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24770. return this;
  24771. }
  24772. } );
  24773. /**
  24774. * @author mrdoob / http://mrdoob.com/
  24775. */
  24776. function PositionalAudio( listener ) {
  24777. Audio.call( this, listener );
  24778. this.panner = this.context.createPanner();
  24779. this.panner.panningModel = 'HRTF';
  24780. this.panner.connect( this.gain );
  24781. }
  24782. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24783. constructor: PositionalAudio,
  24784. getOutput: function () {
  24785. return this.panner;
  24786. },
  24787. getRefDistance: function () {
  24788. return this.panner.refDistance;
  24789. },
  24790. setRefDistance: function ( value ) {
  24791. this.panner.refDistance = value;
  24792. return this;
  24793. },
  24794. getRolloffFactor: function () {
  24795. return this.panner.rolloffFactor;
  24796. },
  24797. setRolloffFactor: function ( value ) {
  24798. this.panner.rolloffFactor = value;
  24799. return this;
  24800. },
  24801. getDistanceModel: function () {
  24802. return this.panner.distanceModel;
  24803. },
  24804. setDistanceModel: function ( value ) {
  24805. this.panner.distanceModel = value;
  24806. return this;
  24807. },
  24808. getMaxDistance: function () {
  24809. return this.panner.maxDistance;
  24810. },
  24811. setMaxDistance: function ( value ) {
  24812. this.panner.maxDistance = value;
  24813. return this;
  24814. },
  24815. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24816. this.panner.coneInnerAngle = coneInnerAngle;
  24817. this.panner.coneOuterAngle = coneOuterAngle;
  24818. this.panner.coneOuterGain = coneOuterGain;
  24819. return this;
  24820. },
  24821. updateMatrixWorld: ( function () {
  24822. var position = new Vector3();
  24823. var quaternion = new Quaternion();
  24824. var scale = new Vector3();
  24825. var orientation = new Vector3();
  24826. return function updateMatrixWorld( force ) {
  24827. Object3D.prototype.updateMatrixWorld.call( this, force );
  24828. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24829. this.matrixWorld.decompose( position, quaternion, scale );
  24830. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24831. var panner = this.panner;
  24832. if ( panner.positionX ) {
  24833. // code path for Chrome and Firefox (see #14393)
  24834. var endTime = this.context.currentTime + this.listener.timeDelta;
  24835. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24836. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24837. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24838. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24839. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24840. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24841. } else {
  24842. panner.setPosition( position.x, position.y, position.z );
  24843. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24844. }
  24845. };
  24846. } )()
  24847. } );
  24848. /**
  24849. * @author mrdoob / http://mrdoob.com/
  24850. */
  24851. function AudioAnalyser( audio, fftSize ) {
  24852. this.analyser = audio.context.createAnalyser();
  24853. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24854. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24855. audio.getOutput().connect( this.analyser );
  24856. }
  24857. Object.assign( AudioAnalyser.prototype, {
  24858. getFrequencyData: function () {
  24859. this.analyser.getByteFrequencyData( this.data );
  24860. return this.data;
  24861. },
  24862. getAverageFrequency: function () {
  24863. var value = 0, data = this.getFrequencyData();
  24864. for ( var i = 0; i < data.length; i ++ ) {
  24865. value += data[ i ];
  24866. }
  24867. return value / data.length;
  24868. }
  24869. } );
  24870. /**
  24871. *
  24872. * Buffered scene graph property that allows weighted accumulation.
  24873. *
  24874. *
  24875. * @author Ben Houston / http://clara.io/
  24876. * @author David Sarno / http://lighthaus.us/
  24877. * @author tschw
  24878. */
  24879. function PropertyMixer( binding, typeName, valueSize ) {
  24880. this.binding = binding;
  24881. this.valueSize = valueSize;
  24882. var bufferType = Float64Array,
  24883. mixFunction;
  24884. switch ( typeName ) {
  24885. case 'quaternion':
  24886. mixFunction = this._slerp;
  24887. break;
  24888. case 'string':
  24889. case 'bool':
  24890. bufferType = Array;
  24891. mixFunction = this._select;
  24892. break;
  24893. default:
  24894. mixFunction = this._lerp;
  24895. }
  24896. this.buffer = new bufferType( valueSize * 4 );
  24897. // layout: [ incoming | accu0 | accu1 | orig ]
  24898. //
  24899. // interpolators can use .buffer as their .result
  24900. // the data then goes to 'incoming'
  24901. //
  24902. // 'accu0' and 'accu1' are used frame-interleaved for
  24903. // the cumulative result and are compared to detect
  24904. // changes
  24905. //
  24906. // 'orig' stores the original state of the property
  24907. this._mixBufferRegion = mixFunction;
  24908. this.cumulativeWeight = 0;
  24909. this.useCount = 0;
  24910. this.referenceCount = 0;
  24911. }
  24912. Object.assign( PropertyMixer.prototype, {
  24913. // accumulate data in the 'incoming' region into 'accu<i>'
  24914. accumulate: function ( accuIndex, weight ) {
  24915. // note: happily accumulating nothing when weight = 0, the caller knows
  24916. // the weight and shouldn't have made the call in the first place
  24917. var buffer = this.buffer,
  24918. stride = this.valueSize,
  24919. offset = accuIndex * stride + stride,
  24920. currentWeight = this.cumulativeWeight;
  24921. if ( currentWeight === 0 ) {
  24922. // accuN := incoming * weight
  24923. for ( var i = 0; i !== stride; ++ i ) {
  24924. buffer[ offset + i ] = buffer[ i ];
  24925. }
  24926. currentWeight = weight;
  24927. } else {
  24928. // accuN := accuN + incoming * weight
  24929. currentWeight += weight;
  24930. var mix = weight / currentWeight;
  24931. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24932. }
  24933. this.cumulativeWeight = currentWeight;
  24934. },
  24935. // apply the state of 'accu<i>' to the binding when accus differ
  24936. apply: function ( accuIndex ) {
  24937. var stride = this.valueSize,
  24938. buffer = this.buffer,
  24939. offset = accuIndex * stride + stride,
  24940. weight = this.cumulativeWeight,
  24941. binding = this.binding;
  24942. this.cumulativeWeight = 0;
  24943. if ( weight < 1 ) {
  24944. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24945. var originalValueOffset = stride * 3;
  24946. this._mixBufferRegion(
  24947. buffer, offset, originalValueOffset, 1 - weight, stride );
  24948. }
  24949. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24950. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24951. // value has changed -> update scene graph
  24952. binding.setValue( buffer, offset );
  24953. break;
  24954. }
  24955. }
  24956. },
  24957. // remember the state of the bound property and copy it to both accus
  24958. saveOriginalState: function () {
  24959. var binding = this.binding;
  24960. var buffer = this.buffer,
  24961. stride = this.valueSize,
  24962. originalValueOffset = stride * 3;
  24963. binding.getValue( buffer, originalValueOffset );
  24964. // accu[0..1] := orig -- initially detect changes against the original
  24965. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24966. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24967. }
  24968. this.cumulativeWeight = 0;
  24969. },
  24970. // apply the state previously taken via 'saveOriginalState' to the binding
  24971. restoreOriginalState: function () {
  24972. var originalValueOffset = this.valueSize * 3;
  24973. this.binding.setValue( this.buffer, originalValueOffset );
  24974. },
  24975. // mix functions
  24976. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24977. if ( t >= 0.5 ) {
  24978. for ( var i = 0; i !== stride; ++ i ) {
  24979. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24980. }
  24981. }
  24982. },
  24983. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24984. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24985. },
  24986. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24987. var s = 1 - t;
  24988. for ( var i = 0; i !== stride; ++ i ) {
  24989. var j = dstOffset + i;
  24990. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24991. }
  24992. }
  24993. } );
  24994. /**
  24995. *
  24996. * A reference to a real property in the scene graph.
  24997. *
  24998. *
  24999. * @author Ben Houston / http://clara.io/
  25000. * @author David Sarno / http://lighthaus.us/
  25001. * @author tschw
  25002. */
  25003. // Characters [].:/ are reserved for track binding syntax.
  25004. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25005. function Composite( targetGroup, path, optionalParsedPath ) {
  25006. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25007. this._targetGroup = targetGroup;
  25008. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25009. }
  25010. Object.assign( Composite.prototype, {
  25011. getValue: function ( array, offset ) {
  25012. this.bind(); // bind all binding
  25013. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25014. binding = this._bindings[ firstValidIndex ];
  25015. // and only call .getValue on the first
  25016. if ( binding !== undefined ) binding.getValue( array, offset );
  25017. },
  25018. setValue: function ( array, offset ) {
  25019. var bindings = this._bindings;
  25020. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25021. bindings[ i ].setValue( array, offset );
  25022. }
  25023. },
  25024. bind: function () {
  25025. var bindings = this._bindings;
  25026. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25027. bindings[ i ].bind();
  25028. }
  25029. },
  25030. unbind: function () {
  25031. var bindings = this._bindings;
  25032. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25033. bindings[ i ].unbind();
  25034. }
  25035. }
  25036. } );
  25037. function PropertyBinding( rootNode, path, parsedPath ) {
  25038. this.path = path;
  25039. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25040. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25041. this.rootNode = rootNode;
  25042. }
  25043. Object.assign( PropertyBinding, {
  25044. Composite: Composite,
  25045. create: function ( root, path, parsedPath ) {
  25046. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25047. return new PropertyBinding( root, path, parsedPath );
  25048. } else {
  25049. return new PropertyBinding.Composite( root, path, parsedPath );
  25050. }
  25051. },
  25052. /**
  25053. * Replaces spaces with underscores and removes unsupported characters from
  25054. * node names, to ensure compatibility with parseTrackName().
  25055. *
  25056. * @param {string} name Node name to be sanitized.
  25057. * @return {string}
  25058. */
  25059. sanitizeNodeName: ( function () {
  25060. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  25061. return function sanitizeNodeName( name ) {
  25062. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  25063. };
  25064. }() ),
  25065. parseTrackName: function () {
  25066. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25067. // only latin characters, and the unicode \p{L} is not yet supported. So
  25068. // instead, we exclude reserved characters and match everything else.
  25069. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  25070. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25071. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25072. // be matched to parse the rest of the track name.
  25073. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25074. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25075. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25076. // Object on target node, and accessor. May not contain reserved
  25077. // characters. Accessor may contain any character except closing bracket.
  25078. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25079. // Property and accessor. May not contain reserved characters. Accessor may
  25080. // contain any non-bracket characters.
  25081. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25082. var trackRe = new RegExp( ''
  25083. + '^'
  25084. + directoryRe
  25085. + nodeRe
  25086. + objectRe
  25087. + propertyRe
  25088. + '$'
  25089. );
  25090. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25091. return function parseTrackName( trackName ) {
  25092. var matches = trackRe.exec( trackName );
  25093. if ( ! matches ) {
  25094. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25095. }
  25096. var results = {
  25097. // directoryName: matches[ 1 ], // (tschw) currently unused
  25098. nodeName: matches[ 2 ],
  25099. objectName: matches[ 3 ],
  25100. objectIndex: matches[ 4 ],
  25101. propertyName: matches[ 5 ], // required
  25102. propertyIndex: matches[ 6 ]
  25103. };
  25104. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25105. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25106. var objectName = results.nodeName.substring( lastDot + 1 );
  25107. // Object names must be checked against a whitelist. Otherwise, there
  25108. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25109. // 'bar' could be the objectName, or part of a nodeName (which can
  25110. // include '.' characters).
  25111. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25112. results.nodeName = results.nodeName.substring( 0, lastDot );
  25113. results.objectName = objectName;
  25114. }
  25115. }
  25116. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25117. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25118. }
  25119. return results;
  25120. };
  25121. }(),
  25122. findNode: function ( root, nodeName ) {
  25123. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25124. return root;
  25125. }
  25126. // search into skeleton bones.
  25127. if ( root.skeleton ) {
  25128. var bone = root.skeleton.getBoneByName( nodeName );
  25129. if ( bone !== undefined ) {
  25130. return bone;
  25131. }
  25132. }
  25133. // search into node subtree.
  25134. if ( root.children ) {
  25135. var searchNodeSubtree = function ( children ) {
  25136. for ( var i = 0; i < children.length; i ++ ) {
  25137. var childNode = children[ i ];
  25138. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25139. return childNode;
  25140. }
  25141. var result = searchNodeSubtree( childNode.children );
  25142. if ( result ) return result;
  25143. }
  25144. return null;
  25145. };
  25146. var subTreeNode = searchNodeSubtree( root.children );
  25147. if ( subTreeNode ) {
  25148. return subTreeNode;
  25149. }
  25150. }
  25151. return null;
  25152. }
  25153. } );
  25154. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25155. // these are used to "bind" a nonexistent property
  25156. _getValue_unavailable: function () {},
  25157. _setValue_unavailable: function () {},
  25158. BindingType: {
  25159. Direct: 0,
  25160. EntireArray: 1,
  25161. ArrayElement: 2,
  25162. HasFromToArray: 3
  25163. },
  25164. Versioning: {
  25165. None: 0,
  25166. NeedsUpdate: 1,
  25167. MatrixWorldNeedsUpdate: 2
  25168. },
  25169. GetterByBindingType: [
  25170. function getValue_direct( buffer, offset ) {
  25171. buffer[ offset ] = this.node[ this.propertyName ];
  25172. },
  25173. function getValue_array( buffer, offset ) {
  25174. var source = this.resolvedProperty;
  25175. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25176. buffer[ offset ++ ] = source[ i ];
  25177. }
  25178. },
  25179. function getValue_arrayElement( buffer, offset ) {
  25180. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25181. },
  25182. function getValue_toArray( buffer, offset ) {
  25183. this.resolvedProperty.toArray( buffer, offset );
  25184. }
  25185. ],
  25186. SetterByBindingTypeAndVersioning: [
  25187. [
  25188. // Direct
  25189. function setValue_direct( buffer, offset ) {
  25190. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25191. },
  25192. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25193. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25194. this.targetObject.needsUpdate = true;
  25195. },
  25196. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25197. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25198. this.targetObject.matrixWorldNeedsUpdate = true;
  25199. }
  25200. ], [
  25201. // EntireArray
  25202. function setValue_array( buffer, offset ) {
  25203. var dest = this.resolvedProperty;
  25204. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25205. dest[ i ] = buffer[ offset ++ ];
  25206. }
  25207. },
  25208. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25209. var dest = this.resolvedProperty;
  25210. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25211. dest[ i ] = buffer[ offset ++ ];
  25212. }
  25213. this.targetObject.needsUpdate = true;
  25214. },
  25215. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25216. var dest = this.resolvedProperty;
  25217. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25218. dest[ i ] = buffer[ offset ++ ];
  25219. }
  25220. this.targetObject.matrixWorldNeedsUpdate = true;
  25221. }
  25222. ], [
  25223. // ArrayElement
  25224. function setValue_arrayElement( buffer, offset ) {
  25225. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25226. },
  25227. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25228. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25229. this.targetObject.needsUpdate = true;
  25230. },
  25231. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25232. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25233. this.targetObject.matrixWorldNeedsUpdate = true;
  25234. }
  25235. ], [
  25236. // HasToFromArray
  25237. function setValue_fromArray( buffer, offset ) {
  25238. this.resolvedProperty.fromArray( buffer, offset );
  25239. },
  25240. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25241. this.resolvedProperty.fromArray( buffer, offset );
  25242. this.targetObject.needsUpdate = true;
  25243. },
  25244. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25245. this.resolvedProperty.fromArray( buffer, offset );
  25246. this.targetObject.matrixWorldNeedsUpdate = true;
  25247. }
  25248. ]
  25249. ],
  25250. getValue: function getValue_unbound( targetArray, offset ) {
  25251. this.bind();
  25252. this.getValue( targetArray, offset );
  25253. // Note: This class uses a State pattern on a per-method basis:
  25254. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25255. // prototype version of these methods with one that represents
  25256. // the bound state. When the property is not found, the methods
  25257. // become no-ops.
  25258. },
  25259. setValue: function getValue_unbound( sourceArray, offset ) {
  25260. this.bind();
  25261. this.setValue( sourceArray, offset );
  25262. },
  25263. // create getter / setter pair for a property in the scene graph
  25264. bind: function () {
  25265. var targetObject = this.node,
  25266. parsedPath = this.parsedPath,
  25267. objectName = parsedPath.objectName,
  25268. propertyName = parsedPath.propertyName,
  25269. propertyIndex = parsedPath.propertyIndex;
  25270. if ( ! targetObject ) {
  25271. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25272. this.node = targetObject;
  25273. }
  25274. // set fail state so we can just 'return' on error
  25275. this.getValue = this._getValue_unavailable;
  25276. this.setValue = this._setValue_unavailable;
  25277. // ensure there is a value node
  25278. if ( ! targetObject ) {
  25279. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25280. return;
  25281. }
  25282. if ( objectName ) {
  25283. var objectIndex = parsedPath.objectIndex;
  25284. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25285. switch ( objectName ) {
  25286. case 'materials':
  25287. if ( ! targetObject.material ) {
  25288. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25289. return;
  25290. }
  25291. if ( ! targetObject.material.materials ) {
  25292. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25293. return;
  25294. }
  25295. targetObject = targetObject.material.materials;
  25296. break;
  25297. case 'bones':
  25298. if ( ! targetObject.skeleton ) {
  25299. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25300. return;
  25301. }
  25302. // potential future optimization: skip this if propertyIndex is already an integer
  25303. // and convert the integer string to a true integer.
  25304. targetObject = targetObject.skeleton.bones;
  25305. // support resolving morphTarget names into indices.
  25306. for ( var i = 0; i < targetObject.length; i ++ ) {
  25307. if ( targetObject[ i ].name === objectIndex ) {
  25308. objectIndex = i;
  25309. break;
  25310. }
  25311. }
  25312. break;
  25313. default:
  25314. if ( targetObject[ objectName ] === undefined ) {
  25315. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25316. return;
  25317. }
  25318. targetObject = targetObject[ objectName ];
  25319. }
  25320. if ( objectIndex !== undefined ) {
  25321. if ( targetObject[ objectIndex ] === undefined ) {
  25322. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25323. return;
  25324. }
  25325. targetObject = targetObject[ objectIndex ];
  25326. }
  25327. }
  25328. // resolve property
  25329. var nodeProperty = targetObject[ propertyName ];
  25330. if ( nodeProperty === undefined ) {
  25331. var nodeName = parsedPath.nodeName;
  25332. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25333. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25334. return;
  25335. }
  25336. // determine versioning scheme
  25337. var versioning = this.Versioning.None;
  25338. this.targetObject = targetObject;
  25339. if ( targetObject.needsUpdate !== undefined ) { // material
  25340. versioning = this.Versioning.NeedsUpdate;
  25341. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25342. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25343. }
  25344. // determine how the property gets bound
  25345. var bindingType = this.BindingType.Direct;
  25346. if ( propertyIndex !== undefined ) {
  25347. // access a sub element of the property array (only primitives are supported right now)
  25348. if ( propertyName === "morphTargetInfluences" ) {
  25349. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25350. // support resolving morphTarget names into indices.
  25351. if ( ! targetObject.geometry ) {
  25352. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25353. return;
  25354. }
  25355. if ( targetObject.geometry.isBufferGeometry ) {
  25356. if ( ! targetObject.geometry.morphAttributes ) {
  25357. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25358. return;
  25359. }
  25360. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25361. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25362. propertyIndex = i;
  25363. break;
  25364. }
  25365. }
  25366. } else {
  25367. if ( ! targetObject.geometry.morphTargets ) {
  25368. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25369. return;
  25370. }
  25371. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25372. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25373. propertyIndex = i;
  25374. break;
  25375. }
  25376. }
  25377. }
  25378. }
  25379. bindingType = this.BindingType.ArrayElement;
  25380. this.resolvedProperty = nodeProperty;
  25381. this.propertyIndex = propertyIndex;
  25382. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25383. // must use copy for Object3D.Euler/Quaternion
  25384. bindingType = this.BindingType.HasFromToArray;
  25385. this.resolvedProperty = nodeProperty;
  25386. } else if ( Array.isArray( nodeProperty ) ) {
  25387. bindingType = this.BindingType.EntireArray;
  25388. this.resolvedProperty = nodeProperty;
  25389. } else {
  25390. this.propertyName = propertyName;
  25391. }
  25392. // select getter / setter
  25393. this.getValue = this.GetterByBindingType[ bindingType ];
  25394. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25395. },
  25396. unbind: function () {
  25397. this.node = null;
  25398. // back to the prototype version of getValue / setValue
  25399. // note: avoiding to mutate the shape of 'this' via 'delete'
  25400. this.getValue = this._getValue_unbound;
  25401. this.setValue = this._setValue_unbound;
  25402. }
  25403. } );
  25404. //!\ DECLARE ALIAS AFTER assign prototype !
  25405. Object.assign( PropertyBinding.prototype, {
  25406. // initial state of these methods that calls 'bind'
  25407. _getValue_unbound: PropertyBinding.prototype.getValue,
  25408. _setValue_unbound: PropertyBinding.prototype.setValue,
  25409. } );
  25410. /**
  25411. *
  25412. * A group of objects that receives a shared animation state.
  25413. *
  25414. * Usage:
  25415. *
  25416. * - Add objects you would otherwise pass as 'root' to the
  25417. * constructor or the .clipAction method of AnimationMixer.
  25418. *
  25419. * - Instead pass this object as 'root'.
  25420. *
  25421. * - You can also add and remove objects later when the mixer
  25422. * is running.
  25423. *
  25424. * Note:
  25425. *
  25426. * Objects of this class appear as one object to the mixer,
  25427. * so cache control of the individual objects must be done
  25428. * on the group.
  25429. *
  25430. * Limitation:
  25431. *
  25432. * - The animated properties must be compatible among the
  25433. * all objects in the group.
  25434. *
  25435. * - A single property can either be controlled through a
  25436. * target group or directly, but not both.
  25437. *
  25438. * @author tschw
  25439. */
  25440. function AnimationObjectGroup() {
  25441. this.uuid = _Math.generateUUID();
  25442. // cached objects followed by the active ones
  25443. this._objects = Array.prototype.slice.call( arguments );
  25444. this.nCachedObjects_ = 0; // threshold
  25445. // note: read by PropertyBinding.Composite
  25446. var indices = {};
  25447. this._indicesByUUID = indices; // for bookkeeping
  25448. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25449. indices[ arguments[ i ].uuid ] = i;
  25450. }
  25451. this._paths = []; // inside: string
  25452. this._parsedPaths = []; // inside: { we don't care, here }
  25453. this._bindings = []; // inside: Array< PropertyBinding >
  25454. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25455. var scope = this;
  25456. this.stats = {
  25457. objects: {
  25458. get total() {
  25459. return scope._objects.length;
  25460. },
  25461. get inUse() {
  25462. return this.total - scope.nCachedObjects_;
  25463. }
  25464. },
  25465. get bindingsPerObject() {
  25466. return scope._bindings.length;
  25467. }
  25468. };
  25469. }
  25470. Object.assign( AnimationObjectGroup.prototype, {
  25471. isAnimationObjectGroup: true,
  25472. add: function () {
  25473. var objects = this._objects,
  25474. nObjects = objects.length,
  25475. nCachedObjects = this.nCachedObjects_,
  25476. indicesByUUID = this._indicesByUUID,
  25477. paths = this._paths,
  25478. parsedPaths = this._parsedPaths,
  25479. bindings = this._bindings,
  25480. nBindings = bindings.length,
  25481. knownObject = undefined;
  25482. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25483. var object = arguments[ i ],
  25484. uuid = object.uuid,
  25485. index = indicesByUUID[ uuid ];
  25486. if ( index === undefined ) {
  25487. // unknown object -> add it to the ACTIVE region
  25488. index = nObjects ++;
  25489. indicesByUUID[ uuid ] = index;
  25490. objects.push( object );
  25491. // accounting is done, now do the same for all bindings
  25492. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25493. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25494. }
  25495. } else if ( index < nCachedObjects ) {
  25496. knownObject = objects[ index ];
  25497. // move existing object to the ACTIVE region
  25498. var firstActiveIndex = -- nCachedObjects,
  25499. lastCachedObject = objects[ firstActiveIndex ];
  25500. indicesByUUID[ lastCachedObject.uuid ] = index;
  25501. objects[ index ] = lastCachedObject;
  25502. indicesByUUID[ uuid ] = firstActiveIndex;
  25503. objects[ firstActiveIndex ] = object;
  25504. // accounting is done, now do the same for all bindings
  25505. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25506. var bindingsForPath = bindings[ j ],
  25507. lastCached = bindingsForPath[ firstActiveIndex ],
  25508. binding = bindingsForPath[ index ];
  25509. bindingsForPath[ index ] = lastCached;
  25510. if ( binding === undefined ) {
  25511. // since we do not bother to create new bindings
  25512. // for objects that are cached, the binding may
  25513. // or may not exist
  25514. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25515. }
  25516. bindingsForPath[ firstActiveIndex ] = binding;
  25517. }
  25518. } else if ( objects[ index ] !== knownObject ) {
  25519. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25520. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25521. } // else the object is already where we want it to be
  25522. } // for arguments
  25523. this.nCachedObjects_ = nCachedObjects;
  25524. },
  25525. remove: function () {
  25526. var objects = this._objects,
  25527. nCachedObjects = this.nCachedObjects_,
  25528. indicesByUUID = this._indicesByUUID,
  25529. bindings = this._bindings,
  25530. nBindings = bindings.length;
  25531. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25532. var object = arguments[ i ],
  25533. uuid = object.uuid,
  25534. index = indicesByUUID[ uuid ];
  25535. if ( index !== undefined && index >= nCachedObjects ) {
  25536. // move existing object into the CACHED region
  25537. var lastCachedIndex = nCachedObjects ++,
  25538. firstActiveObject = objects[ lastCachedIndex ];
  25539. indicesByUUID[ firstActiveObject.uuid ] = index;
  25540. objects[ index ] = firstActiveObject;
  25541. indicesByUUID[ uuid ] = lastCachedIndex;
  25542. objects[ lastCachedIndex ] = object;
  25543. // accounting is done, now do the same for all bindings
  25544. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25545. var bindingsForPath = bindings[ j ],
  25546. firstActive = bindingsForPath[ lastCachedIndex ],
  25547. binding = bindingsForPath[ index ];
  25548. bindingsForPath[ index ] = firstActive;
  25549. bindingsForPath[ lastCachedIndex ] = binding;
  25550. }
  25551. }
  25552. } // for arguments
  25553. this.nCachedObjects_ = nCachedObjects;
  25554. },
  25555. // remove & forget
  25556. uncache: function () {
  25557. var objects = this._objects,
  25558. nObjects = objects.length,
  25559. nCachedObjects = this.nCachedObjects_,
  25560. indicesByUUID = this._indicesByUUID,
  25561. bindings = this._bindings,
  25562. nBindings = bindings.length;
  25563. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25564. var object = arguments[ i ],
  25565. uuid = object.uuid,
  25566. index = indicesByUUID[ uuid ];
  25567. if ( index !== undefined ) {
  25568. delete indicesByUUID[ uuid ];
  25569. if ( index < nCachedObjects ) {
  25570. // object is cached, shrink the CACHED region
  25571. var firstActiveIndex = -- nCachedObjects,
  25572. lastCachedObject = objects[ firstActiveIndex ],
  25573. lastIndex = -- nObjects,
  25574. lastObject = objects[ lastIndex ];
  25575. // last cached object takes this object's place
  25576. indicesByUUID[ lastCachedObject.uuid ] = index;
  25577. objects[ index ] = lastCachedObject;
  25578. // last object goes to the activated slot and pop
  25579. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25580. objects[ firstActiveIndex ] = lastObject;
  25581. objects.pop();
  25582. // accounting is done, now do the same for all bindings
  25583. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25584. var bindingsForPath = bindings[ j ],
  25585. lastCached = bindingsForPath[ firstActiveIndex ],
  25586. last = bindingsForPath[ lastIndex ];
  25587. bindingsForPath[ index ] = lastCached;
  25588. bindingsForPath[ firstActiveIndex ] = last;
  25589. bindingsForPath.pop();
  25590. }
  25591. } else {
  25592. // object is active, just swap with the last and pop
  25593. var lastIndex = -- nObjects,
  25594. lastObject = objects[ lastIndex ];
  25595. indicesByUUID[ lastObject.uuid ] = index;
  25596. objects[ index ] = lastObject;
  25597. objects.pop();
  25598. // accounting is done, now do the same for all bindings
  25599. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25600. var bindingsForPath = bindings[ j ];
  25601. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25602. bindingsForPath.pop();
  25603. }
  25604. } // cached or active
  25605. } // if object is known
  25606. } // for arguments
  25607. this.nCachedObjects_ = nCachedObjects;
  25608. },
  25609. // Internal interface used by befriended PropertyBinding.Composite:
  25610. subscribe_: function ( path, parsedPath ) {
  25611. // returns an array of bindings for the given path that is changed
  25612. // according to the contained objects in the group
  25613. var indicesByPath = this._bindingsIndicesByPath,
  25614. index = indicesByPath[ path ],
  25615. bindings = this._bindings;
  25616. if ( index !== undefined ) return bindings[ index ];
  25617. var paths = this._paths,
  25618. parsedPaths = this._parsedPaths,
  25619. objects = this._objects,
  25620. nObjects = objects.length,
  25621. nCachedObjects = this.nCachedObjects_,
  25622. bindingsForPath = new Array( nObjects );
  25623. index = bindings.length;
  25624. indicesByPath[ path ] = index;
  25625. paths.push( path );
  25626. parsedPaths.push( parsedPath );
  25627. bindings.push( bindingsForPath );
  25628. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25629. var object = objects[ i ];
  25630. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25631. }
  25632. return bindingsForPath;
  25633. },
  25634. unsubscribe_: function ( path ) {
  25635. // tells the group to forget about a property path and no longer
  25636. // update the array previously obtained with 'subscribe_'
  25637. var indicesByPath = this._bindingsIndicesByPath,
  25638. index = indicesByPath[ path ];
  25639. if ( index !== undefined ) {
  25640. var paths = this._paths,
  25641. parsedPaths = this._parsedPaths,
  25642. bindings = this._bindings,
  25643. lastBindingsIndex = bindings.length - 1,
  25644. lastBindings = bindings[ lastBindingsIndex ],
  25645. lastBindingsPath = path[ lastBindingsIndex ];
  25646. indicesByPath[ lastBindingsPath ] = index;
  25647. bindings[ index ] = lastBindings;
  25648. bindings.pop();
  25649. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25650. parsedPaths.pop();
  25651. paths[ index ] = paths[ lastBindingsIndex ];
  25652. paths.pop();
  25653. }
  25654. }
  25655. } );
  25656. /**
  25657. *
  25658. * Action provided by AnimationMixer for scheduling clip playback on specific
  25659. * objects.
  25660. *
  25661. * @author Ben Houston / http://clara.io/
  25662. * @author David Sarno / http://lighthaus.us/
  25663. * @author tschw
  25664. *
  25665. */
  25666. function AnimationAction( mixer, clip, localRoot ) {
  25667. this._mixer = mixer;
  25668. this._clip = clip;
  25669. this._localRoot = localRoot || null;
  25670. var tracks = clip.tracks,
  25671. nTracks = tracks.length,
  25672. interpolants = new Array( nTracks );
  25673. var interpolantSettings = {
  25674. endingStart: ZeroCurvatureEnding,
  25675. endingEnd: ZeroCurvatureEnding
  25676. };
  25677. for ( var i = 0; i !== nTracks; ++ i ) {
  25678. var interpolant = tracks[ i ].createInterpolant( null );
  25679. interpolants[ i ] = interpolant;
  25680. interpolant.settings = interpolantSettings;
  25681. }
  25682. this._interpolantSettings = interpolantSettings;
  25683. this._interpolants = interpolants; // bound by the mixer
  25684. // inside: PropertyMixer (managed by the mixer)
  25685. this._propertyBindings = new Array( nTracks );
  25686. this._cacheIndex = null; // for the memory manager
  25687. this._byClipCacheIndex = null; // for the memory manager
  25688. this._timeScaleInterpolant = null;
  25689. this._weightInterpolant = null;
  25690. this.loop = LoopRepeat;
  25691. this._loopCount = - 1;
  25692. // global mixer time when the action is to be started
  25693. // it's set back to 'null' upon start of the action
  25694. this._startTime = null;
  25695. // scaled local time of the action
  25696. // gets clamped or wrapped to 0..clip.duration according to loop
  25697. this.time = 0;
  25698. this.timeScale = 1;
  25699. this._effectiveTimeScale = 1;
  25700. this.weight = 1;
  25701. this._effectiveWeight = 1;
  25702. this.repetitions = Infinity; // no. of repetitions when looping
  25703. this.paused = false; // true -> zero effective time scale
  25704. this.enabled = true; // false -> zero effective weight
  25705. this.clampWhenFinished = false;// keep feeding the last frame?
  25706. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25707. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25708. }
  25709. Object.assign( AnimationAction.prototype, {
  25710. // State & Scheduling
  25711. play: function () {
  25712. this._mixer._activateAction( this );
  25713. return this;
  25714. },
  25715. stop: function () {
  25716. this._mixer._deactivateAction( this );
  25717. return this.reset();
  25718. },
  25719. reset: function () {
  25720. this.paused = false;
  25721. this.enabled = true;
  25722. this.time = 0; // restart clip
  25723. this._loopCount = - 1;// forget previous loops
  25724. this._startTime = null;// forget scheduling
  25725. return this.stopFading().stopWarping();
  25726. },
  25727. isRunning: function () {
  25728. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25729. this._startTime === null && this._mixer._isActiveAction( this );
  25730. },
  25731. // return true when play has been called
  25732. isScheduled: function () {
  25733. return this._mixer._isActiveAction( this );
  25734. },
  25735. startAt: function ( time ) {
  25736. this._startTime = time;
  25737. return this;
  25738. },
  25739. setLoop: function ( mode, repetitions ) {
  25740. this.loop = mode;
  25741. this.repetitions = repetitions;
  25742. return this;
  25743. },
  25744. // Weight
  25745. // set the weight stopping any scheduled fading
  25746. // although .enabled = false yields an effective weight of zero, this
  25747. // method does *not* change .enabled, because it would be confusing
  25748. setEffectiveWeight: function ( weight ) {
  25749. this.weight = weight;
  25750. // note: same logic as when updated at runtime
  25751. this._effectiveWeight = this.enabled ? weight : 0;
  25752. return this.stopFading();
  25753. },
  25754. // return the weight considering fading and .enabled
  25755. getEffectiveWeight: function () {
  25756. return this._effectiveWeight;
  25757. },
  25758. fadeIn: function ( duration ) {
  25759. return this._scheduleFading( duration, 0, 1 );
  25760. },
  25761. fadeOut: function ( duration ) {
  25762. return this._scheduleFading( duration, 1, 0 );
  25763. },
  25764. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25765. fadeOutAction.fadeOut( duration );
  25766. this.fadeIn( duration );
  25767. if ( warp ) {
  25768. var fadeInDuration = this._clip.duration,
  25769. fadeOutDuration = fadeOutAction._clip.duration,
  25770. startEndRatio = fadeOutDuration / fadeInDuration,
  25771. endStartRatio = fadeInDuration / fadeOutDuration;
  25772. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25773. this.warp( endStartRatio, 1.0, duration );
  25774. }
  25775. return this;
  25776. },
  25777. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25778. return fadeInAction.crossFadeFrom( this, duration, warp );
  25779. },
  25780. stopFading: function () {
  25781. var weightInterpolant = this._weightInterpolant;
  25782. if ( weightInterpolant !== null ) {
  25783. this._weightInterpolant = null;
  25784. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25785. }
  25786. return this;
  25787. },
  25788. // Time Scale Control
  25789. // set the time scale stopping any scheduled warping
  25790. // although .paused = true yields an effective time scale of zero, this
  25791. // method does *not* change .paused, because it would be confusing
  25792. setEffectiveTimeScale: function ( timeScale ) {
  25793. this.timeScale = timeScale;
  25794. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25795. return this.stopWarping();
  25796. },
  25797. // return the time scale considering warping and .paused
  25798. getEffectiveTimeScale: function () {
  25799. return this._effectiveTimeScale;
  25800. },
  25801. setDuration: function ( duration ) {
  25802. this.timeScale = this._clip.duration / duration;
  25803. return this.stopWarping();
  25804. },
  25805. syncWith: function ( action ) {
  25806. this.time = action.time;
  25807. this.timeScale = action.timeScale;
  25808. return this.stopWarping();
  25809. },
  25810. halt: function ( duration ) {
  25811. return this.warp( this._effectiveTimeScale, 0, duration );
  25812. },
  25813. warp: function ( startTimeScale, endTimeScale, duration ) {
  25814. var mixer = this._mixer, now = mixer.time,
  25815. interpolant = this._timeScaleInterpolant,
  25816. timeScale = this.timeScale;
  25817. if ( interpolant === null ) {
  25818. interpolant = mixer._lendControlInterpolant();
  25819. this._timeScaleInterpolant = interpolant;
  25820. }
  25821. var times = interpolant.parameterPositions,
  25822. values = interpolant.sampleValues;
  25823. times[ 0 ] = now;
  25824. times[ 1 ] = now + duration;
  25825. values[ 0 ] = startTimeScale / timeScale;
  25826. values[ 1 ] = endTimeScale / timeScale;
  25827. return this;
  25828. },
  25829. stopWarping: function () {
  25830. var timeScaleInterpolant = this._timeScaleInterpolant;
  25831. if ( timeScaleInterpolant !== null ) {
  25832. this._timeScaleInterpolant = null;
  25833. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25834. }
  25835. return this;
  25836. },
  25837. // Object Accessors
  25838. getMixer: function () {
  25839. return this._mixer;
  25840. },
  25841. getClip: function () {
  25842. return this._clip;
  25843. },
  25844. getRoot: function () {
  25845. return this._localRoot || this._mixer._root;
  25846. },
  25847. // Interna
  25848. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25849. // called by the mixer
  25850. if ( ! this.enabled ) {
  25851. // call ._updateWeight() to update ._effectiveWeight
  25852. this._updateWeight( time );
  25853. return;
  25854. }
  25855. var startTime = this._startTime;
  25856. if ( startTime !== null ) {
  25857. // check for scheduled start of action
  25858. var timeRunning = ( time - startTime ) * timeDirection;
  25859. if ( timeRunning < 0 || timeDirection === 0 ) {
  25860. return; // yet to come / don't decide when delta = 0
  25861. }
  25862. // start
  25863. this._startTime = null; // unschedule
  25864. deltaTime = timeDirection * timeRunning;
  25865. }
  25866. // apply time scale and advance time
  25867. deltaTime *= this._updateTimeScale( time );
  25868. var clipTime = this._updateTime( deltaTime );
  25869. // note: _updateTime may disable the action resulting in
  25870. // an effective weight of 0
  25871. var weight = this._updateWeight( time );
  25872. if ( weight > 0 ) {
  25873. var interpolants = this._interpolants;
  25874. var propertyMixers = this._propertyBindings;
  25875. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25876. interpolants[ j ].evaluate( clipTime );
  25877. propertyMixers[ j ].accumulate( accuIndex, weight );
  25878. }
  25879. }
  25880. },
  25881. _updateWeight: function ( time ) {
  25882. var weight = 0;
  25883. if ( this.enabled ) {
  25884. weight = this.weight;
  25885. var interpolant = this._weightInterpolant;
  25886. if ( interpolant !== null ) {
  25887. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25888. weight *= interpolantValue;
  25889. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25890. this.stopFading();
  25891. if ( interpolantValue === 0 ) {
  25892. // faded out, disable
  25893. this.enabled = false;
  25894. }
  25895. }
  25896. }
  25897. }
  25898. this._effectiveWeight = weight;
  25899. return weight;
  25900. },
  25901. _updateTimeScale: function ( time ) {
  25902. var timeScale = 0;
  25903. if ( ! this.paused ) {
  25904. timeScale = this.timeScale;
  25905. var interpolant = this._timeScaleInterpolant;
  25906. if ( interpolant !== null ) {
  25907. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25908. timeScale *= interpolantValue;
  25909. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25910. this.stopWarping();
  25911. if ( timeScale === 0 ) {
  25912. // motion has halted, pause
  25913. this.paused = true;
  25914. } else {
  25915. // warp done - apply final time scale
  25916. this.timeScale = timeScale;
  25917. }
  25918. }
  25919. }
  25920. }
  25921. this._effectiveTimeScale = timeScale;
  25922. return timeScale;
  25923. },
  25924. _updateTime: function ( deltaTime ) {
  25925. var time = this.time + deltaTime;
  25926. var duration = this._clip.duration;
  25927. var loop = this.loop;
  25928. var loopCount = this._loopCount;
  25929. var pingPong = ( loop === LoopPingPong );
  25930. if ( deltaTime === 0 ) {
  25931. if ( loopCount === - 1 ) return time;
  25932. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25933. }
  25934. if ( loop === LoopOnce ) {
  25935. if ( loopCount === - 1 ) {
  25936. // just started
  25937. this._loopCount = 0;
  25938. this._setEndings( true, true, false );
  25939. }
  25940. handle_stop: {
  25941. if ( time >= duration ) {
  25942. time = duration;
  25943. } else if ( time < 0 ) {
  25944. time = 0;
  25945. } else {
  25946. this.time = time;
  25947. break handle_stop;
  25948. }
  25949. if ( this.clampWhenFinished ) this.paused = true;
  25950. else this.enabled = false;
  25951. this.time = time;
  25952. this._mixer.dispatchEvent( {
  25953. type: 'finished', action: this,
  25954. direction: deltaTime < 0 ? - 1 : 1
  25955. } );
  25956. }
  25957. } else { // repetitive Repeat or PingPong
  25958. if ( loopCount === - 1 ) {
  25959. // just started
  25960. if ( deltaTime >= 0 ) {
  25961. loopCount = 0;
  25962. this._setEndings( true, this.repetitions === 0, pingPong );
  25963. } else {
  25964. // when looping in reverse direction, the initial
  25965. // transition through zero counts as a repetition,
  25966. // so leave loopCount at -1
  25967. this._setEndings( this.repetitions === 0, true, pingPong );
  25968. }
  25969. }
  25970. if ( time >= duration || time < 0 ) {
  25971. // wrap around
  25972. var loopDelta = Math.floor( time / duration ); // signed
  25973. time -= duration * loopDelta;
  25974. loopCount += Math.abs( loopDelta );
  25975. var pending = this.repetitions - loopCount;
  25976. if ( pending <= 0 ) {
  25977. // have to stop (switch state, clamp time, fire event)
  25978. if ( this.clampWhenFinished ) this.paused = true;
  25979. else this.enabled = false;
  25980. time = deltaTime > 0 ? duration : 0;
  25981. this.time = time;
  25982. this._mixer.dispatchEvent( {
  25983. type: 'finished', action: this,
  25984. direction: deltaTime > 0 ? 1 : - 1
  25985. } );
  25986. } else {
  25987. // keep running
  25988. if ( pending === 1 ) {
  25989. // entering the last round
  25990. var atStart = deltaTime < 0;
  25991. this._setEndings( atStart, ! atStart, pingPong );
  25992. } else {
  25993. this._setEndings( false, false, pingPong );
  25994. }
  25995. this._loopCount = loopCount;
  25996. this.time = time;
  25997. this._mixer.dispatchEvent( {
  25998. type: 'loop', action: this, loopDelta: loopDelta
  25999. } );
  26000. }
  26001. } else {
  26002. this.time = time;
  26003. }
  26004. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26005. // invert time for the "pong round"
  26006. return duration - time;
  26007. }
  26008. }
  26009. return time;
  26010. },
  26011. _setEndings: function ( atStart, atEnd, pingPong ) {
  26012. var settings = this._interpolantSettings;
  26013. if ( pingPong ) {
  26014. settings.endingStart = ZeroSlopeEnding;
  26015. settings.endingEnd = ZeroSlopeEnding;
  26016. } else {
  26017. // assuming for LoopOnce atStart == atEnd == true
  26018. if ( atStart ) {
  26019. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26020. } else {
  26021. settings.endingStart = WrapAroundEnding;
  26022. }
  26023. if ( atEnd ) {
  26024. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26025. } else {
  26026. settings.endingEnd = WrapAroundEnding;
  26027. }
  26028. }
  26029. },
  26030. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26031. var mixer = this._mixer, now = mixer.time,
  26032. interpolant = this._weightInterpolant;
  26033. if ( interpolant === null ) {
  26034. interpolant = mixer._lendControlInterpolant();
  26035. this._weightInterpolant = interpolant;
  26036. }
  26037. var times = interpolant.parameterPositions,
  26038. values = interpolant.sampleValues;
  26039. times[ 0 ] = now;
  26040. values[ 0 ] = weightNow;
  26041. times[ 1 ] = now + duration;
  26042. values[ 1 ] = weightThen;
  26043. return this;
  26044. }
  26045. } );
  26046. /**
  26047. *
  26048. * Player for AnimationClips.
  26049. *
  26050. *
  26051. * @author Ben Houston / http://clara.io/
  26052. * @author David Sarno / http://lighthaus.us/
  26053. * @author tschw
  26054. */
  26055. function AnimationMixer( root ) {
  26056. this._root = root;
  26057. this._initMemoryManager();
  26058. this._accuIndex = 0;
  26059. this.time = 0;
  26060. this.timeScale = 1.0;
  26061. }
  26062. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26063. constructor: AnimationMixer,
  26064. _bindAction: function ( action, prototypeAction ) {
  26065. var root = action._localRoot || this._root,
  26066. tracks = action._clip.tracks,
  26067. nTracks = tracks.length,
  26068. bindings = action._propertyBindings,
  26069. interpolants = action._interpolants,
  26070. rootUuid = root.uuid,
  26071. bindingsByRoot = this._bindingsByRootAndName,
  26072. bindingsByName = bindingsByRoot[ rootUuid ];
  26073. if ( bindingsByName === undefined ) {
  26074. bindingsByName = {};
  26075. bindingsByRoot[ rootUuid ] = bindingsByName;
  26076. }
  26077. for ( var i = 0; i !== nTracks; ++ i ) {
  26078. var track = tracks[ i ],
  26079. trackName = track.name,
  26080. binding = bindingsByName[ trackName ];
  26081. if ( binding !== undefined ) {
  26082. bindings[ i ] = binding;
  26083. } else {
  26084. binding = bindings[ i ];
  26085. if ( binding !== undefined ) {
  26086. // existing binding, make sure the cache knows
  26087. if ( binding._cacheIndex === null ) {
  26088. ++ binding.referenceCount;
  26089. this._addInactiveBinding( binding, rootUuid, trackName );
  26090. }
  26091. continue;
  26092. }
  26093. var path = prototypeAction && prototypeAction.
  26094. _propertyBindings[ i ].binding.parsedPath;
  26095. binding = new PropertyMixer(
  26096. PropertyBinding.create( root, trackName, path ),
  26097. track.ValueTypeName, track.getValueSize() );
  26098. ++ binding.referenceCount;
  26099. this._addInactiveBinding( binding, rootUuid, trackName );
  26100. bindings[ i ] = binding;
  26101. }
  26102. interpolants[ i ].resultBuffer = binding.buffer;
  26103. }
  26104. },
  26105. _activateAction: function ( action ) {
  26106. if ( ! this._isActiveAction( action ) ) {
  26107. if ( action._cacheIndex === null ) {
  26108. // this action has been forgotten by the cache, but the user
  26109. // appears to be still using it -> rebind
  26110. var rootUuid = ( action._localRoot || this._root ).uuid,
  26111. clipUuid = action._clip.uuid,
  26112. actionsForClip = this._actionsByClip[ clipUuid ];
  26113. this._bindAction( action,
  26114. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26115. this._addInactiveAction( action, clipUuid, rootUuid );
  26116. }
  26117. var bindings = action._propertyBindings;
  26118. // increment reference counts / sort out state
  26119. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26120. var binding = bindings[ i ];
  26121. if ( binding.useCount ++ === 0 ) {
  26122. this._lendBinding( binding );
  26123. binding.saveOriginalState();
  26124. }
  26125. }
  26126. this._lendAction( action );
  26127. }
  26128. },
  26129. _deactivateAction: function ( action ) {
  26130. if ( this._isActiveAction( action ) ) {
  26131. var bindings = action._propertyBindings;
  26132. // decrement reference counts / sort out state
  26133. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26134. var binding = bindings[ i ];
  26135. if ( -- binding.useCount === 0 ) {
  26136. binding.restoreOriginalState();
  26137. this._takeBackBinding( binding );
  26138. }
  26139. }
  26140. this._takeBackAction( action );
  26141. }
  26142. },
  26143. // Memory manager
  26144. _initMemoryManager: function () {
  26145. this._actions = []; // 'nActiveActions' followed by inactive ones
  26146. this._nActiveActions = 0;
  26147. this._actionsByClip = {};
  26148. // inside:
  26149. // {
  26150. // knownActions: Array< AnimationAction > - used as prototypes
  26151. // actionByRoot: AnimationAction - lookup
  26152. // }
  26153. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26154. this._nActiveBindings = 0;
  26155. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26156. this._controlInterpolants = []; // same game as above
  26157. this._nActiveControlInterpolants = 0;
  26158. var scope = this;
  26159. this.stats = {
  26160. actions: {
  26161. get total() {
  26162. return scope._actions.length;
  26163. },
  26164. get inUse() {
  26165. return scope._nActiveActions;
  26166. }
  26167. },
  26168. bindings: {
  26169. get total() {
  26170. return scope._bindings.length;
  26171. },
  26172. get inUse() {
  26173. return scope._nActiveBindings;
  26174. }
  26175. },
  26176. controlInterpolants: {
  26177. get total() {
  26178. return scope._controlInterpolants.length;
  26179. },
  26180. get inUse() {
  26181. return scope._nActiveControlInterpolants;
  26182. }
  26183. }
  26184. };
  26185. },
  26186. // Memory management for AnimationAction objects
  26187. _isActiveAction: function ( action ) {
  26188. var index = action._cacheIndex;
  26189. return index !== null && index < this._nActiveActions;
  26190. },
  26191. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26192. var actions = this._actions,
  26193. actionsByClip = this._actionsByClip,
  26194. actionsForClip = actionsByClip[ clipUuid ];
  26195. if ( actionsForClip === undefined ) {
  26196. actionsForClip = {
  26197. knownActions: [ action ],
  26198. actionByRoot: {}
  26199. };
  26200. action._byClipCacheIndex = 0;
  26201. actionsByClip[ clipUuid ] = actionsForClip;
  26202. } else {
  26203. var knownActions = actionsForClip.knownActions;
  26204. action._byClipCacheIndex = knownActions.length;
  26205. knownActions.push( action );
  26206. }
  26207. action._cacheIndex = actions.length;
  26208. actions.push( action );
  26209. actionsForClip.actionByRoot[ rootUuid ] = action;
  26210. },
  26211. _removeInactiveAction: function ( action ) {
  26212. var actions = this._actions,
  26213. lastInactiveAction = actions[ actions.length - 1 ],
  26214. cacheIndex = action._cacheIndex;
  26215. lastInactiveAction._cacheIndex = cacheIndex;
  26216. actions[ cacheIndex ] = lastInactiveAction;
  26217. actions.pop();
  26218. action._cacheIndex = null;
  26219. var clipUuid = action._clip.uuid,
  26220. actionsByClip = this._actionsByClip,
  26221. actionsForClip = actionsByClip[ clipUuid ],
  26222. knownActionsForClip = actionsForClip.knownActions,
  26223. lastKnownAction =
  26224. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26225. byClipCacheIndex = action._byClipCacheIndex;
  26226. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26227. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26228. knownActionsForClip.pop();
  26229. action._byClipCacheIndex = null;
  26230. var actionByRoot = actionsForClip.actionByRoot,
  26231. rootUuid = ( action._localRoot || this._root ).uuid;
  26232. delete actionByRoot[ rootUuid ];
  26233. if ( knownActionsForClip.length === 0 ) {
  26234. delete actionsByClip[ clipUuid ];
  26235. }
  26236. this._removeInactiveBindingsForAction( action );
  26237. },
  26238. _removeInactiveBindingsForAction: function ( action ) {
  26239. var bindings = action._propertyBindings;
  26240. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26241. var binding = bindings[ i ];
  26242. if ( -- binding.referenceCount === 0 ) {
  26243. this._removeInactiveBinding( binding );
  26244. }
  26245. }
  26246. },
  26247. _lendAction: function ( action ) {
  26248. // [ active actions | inactive actions ]
  26249. // [ active actions >| inactive actions ]
  26250. // s a
  26251. // <-swap->
  26252. // a s
  26253. var actions = this._actions,
  26254. prevIndex = action._cacheIndex,
  26255. lastActiveIndex = this._nActiveActions ++,
  26256. firstInactiveAction = actions[ lastActiveIndex ];
  26257. action._cacheIndex = lastActiveIndex;
  26258. actions[ lastActiveIndex ] = action;
  26259. firstInactiveAction._cacheIndex = prevIndex;
  26260. actions[ prevIndex ] = firstInactiveAction;
  26261. },
  26262. _takeBackAction: function ( action ) {
  26263. // [ active actions | inactive actions ]
  26264. // [ active actions |< inactive actions ]
  26265. // a s
  26266. // <-swap->
  26267. // s a
  26268. var actions = this._actions,
  26269. prevIndex = action._cacheIndex,
  26270. firstInactiveIndex = -- this._nActiveActions,
  26271. lastActiveAction = actions[ firstInactiveIndex ];
  26272. action._cacheIndex = firstInactiveIndex;
  26273. actions[ firstInactiveIndex ] = action;
  26274. lastActiveAction._cacheIndex = prevIndex;
  26275. actions[ prevIndex ] = lastActiveAction;
  26276. },
  26277. // Memory management for PropertyMixer objects
  26278. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26279. var bindingsByRoot = this._bindingsByRootAndName,
  26280. bindingByName = bindingsByRoot[ rootUuid ],
  26281. bindings = this._bindings;
  26282. if ( bindingByName === undefined ) {
  26283. bindingByName = {};
  26284. bindingsByRoot[ rootUuid ] = bindingByName;
  26285. }
  26286. bindingByName[ trackName ] = binding;
  26287. binding._cacheIndex = bindings.length;
  26288. bindings.push( binding );
  26289. },
  26290. _removeInactiveBinding: function ( binding ) {
  26291. var bindings = this._bindings,
  26292. propBinding = binding.binding,
  26293. rootUuid = propBinding.rootNode.uuid,
  26294. trackName = propBinding.path,
  26295. bindingsByRoot = this._bindingsByRootAndName,
  26296. bindingByName = bindingsByRoot[ rootUuid ],
  26297. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26298. cacheIndex = binding._cacheIndex;
  26299. lastInactiveBinding._cacheIndex = cacheIndex;
  26300. bindings[ cacheIndex ] = lastInactiveBinding;
  26301. bindings.pop();
  26302. delete bindingByName[ trackName ];
  26303. remove_empty_map: {
  26304. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  26305. delete bindingsByRoot[ rootUuid ];
  26306. }
  26307. },
  26308. _lendBinding: function ( binding ) {
  26309. var bindings = this._bindings,
  26310. prevIndex = binding._cacheIndex,
  26311. lastActiveIndex = this._nActiveBindings ++,
  26312. firstInactiveBinding = bindings[ lastActiveIndex ];
  26313. binding._cacheIndex = lastActiveIndex;
  26314. bindings[ lastActiveIndex ] = binding;
  26315. firstInactiveBinding._cacheIndex = prevIndex;
  26316. bindings[ prevIndex ] = firstInactiveBinding;
  26317. },
  26318. _takeBackBinding: function ( binding ) {
  26319. var bindings = this._bindings,
  26320. prevIndex = binding._cacheIndex,
  26321. firstInactiveIndex = -- this._nActiveBindings,
  26322. lastActiveBinding = bindings[ firstInactiveIndex ];
  26323. binding._cacheIndex = firstInactiveIndex;
  26324. bindings[ firstInactiveIndex ] = binding;
  26325. lastActiveBinding._cacheIndex = prevIndex;
  26326. bindings[ prevIndex ] = lastActiveBinding;
  26327. },
  26328. // Memory management of Interpolants for weight and time scale
  26329. _lendControlInterpolant: function () {
  26330. var interpolants = this._controlInterpolants,
  26331. lastActiveIndex = this._nActiveControlInterpolants ++,
  26332. interpolant = interpolants[ lastActiveIndex ];
  26333. if ( interpolant === undefined ) {
  26334. interpolant = new LinearInterpolant(
  26335. new Float32Array( 2 ), new Float32Array( 2 ),
  26336. 1, this._controlInterpolantsResultBuffer );
  26337. interpolant.__cacheIndex = lastActiveIndex;
  26338. interpolants[ lastActiveIndex ] = interpolant;
  26339. }
  26340. return interpolant;
  26341. },
  26342. _takeBackControlInterpolant: function ( interpolant ) {
  26343. var interpolants = this._controlInterpolants,
  26344. prevIndex = interpolant.__cacheIndex,
  26345. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26346. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26347. interpolant.__cacheIndex = firstInactiveIndex;
  26348. interpolants[ firstInactiveIndex ] = interpolant;
  26349. lastActiveInterpolant.__cacheIndex = prevIndex;
  26350. interpolants[ prevIndex ] = lastActiveInterpolant;
  26351. },
  26352. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26353. // return an action for a clip optionally using a custom root target
  26354. // object (this method allocates a lot of dynamic memory in case a
  26355. // previously unknown clip/root combination is specified)
  26356. clipAction: function ( clip, optionalRoot ) {
  26357. var root = optionalRoot || this._root,
  26358. rootUuid = root.uuid,
  26359. clipObject = typeof clip === 'string' ?
  26360. AnimationClip.findByName( root, clip ) : clip,
  26361. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26362. actionsForClip = this._actionsByClip[ clipUuid ],
  26363. prototypeAction = null;
  26364. if ( actionsForClip !== undefined ) {
  26365. var existingAction =
  26366. actionsForClip.actionByRoot[ rootUuid ];
  26367. if ( existingAction !== undefined ) {
  26368. return existingAction;
  26369. }
  26370. // we know the clip, so we don't have to parse all
  26371. // the bindings again but can just copy
  26372. prototypeAction = actionsForClip.knownActions[ 0 ];
  26373. // also, take the clip from the prototype action
  26374. if ( clipObject === null )
  26375. clipObject = prototypeAction._clip;
  26376. }
  26377. // clip must be known when specified via string
  26378. if ( clipObject === null ) return null;
  26379. // allocate all resources required to run it
  26380. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26381. this._bindAction( newAction, prototypeAction );
  26382. // and make the action known to the memory manager
  26383. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26384. return newAction;
  26385. },
  26386. // get an existing action
  26387. existingAction: function ( clip, optionalRoot ) {
  26388. var root = optionalRoot || this._root,
  26389. rootUuid = root.uuid,
  26390. clipObject = typeof clip === 'string' ?
  26391. AnimationClip.findByName( root, clip ) : clip,
  26392. clipUuid = clipObject ? clipObject.uuid : clip,
  26393. actionsForClip = this._actionsByClip[ clipUuid ];
  26394. if ( actionsForClip !== undefined ) {
  26395. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26396. }
  26397. return null;
  26398. },
  26399. // deactivates all previously scheduled actions
  26400. stopAllAction: function () {
  26401. var actions = this._actions,
  26402. nActions = this._nActiveActions,
  26403. bindings = this._bindings,
  26404. nBindings = this._nActiveBindings;
  26405. this._nActiveActions = 0;
  26406. this._nActiveBindings = 0;
  26407. for ( var i = 0; i !== nActions; ++ i ) {
  26408. actions[ i ].reset();
  26409. }
  26410. for ( var i = 0; i !== nBindings; ++ i ) {
  26411. bindings[ i ].useCount = 0;
  26412. }
  26413. return this;
  26414. },
  26415. // advance the time and update apply the animation
  26416. update: function ( deltaTime ) {
  26417. deltaTime *= this.timeScale;
  26418. var actions = this._actions,
  26419. nActions = this._nActiveActions,
  26420. time = this.time += deltaTime,
  26421. timeDirection = Math.sign( deltaTime ),
  26422. accuIndex = this._accuIndex ^= 1;
  26423. // run active actions
  26424. for ( var i = 0; i !== nActions; ++ i ) {
  26425. var action = actions[ i ];
  26426. action._update( time, deltaTime, timeDirection, accuIndex );
  26427. }
  26428. // update scene graph
  26429. var bindings = this._bindings,
  26430. nBindings = this._nActiveBindings;
  26431. for ( var i = 0; i !== nBindings; ++ i ) {
  26432. bindings[ i ].apply( accuIndex );
  26433. }
  26434. return this;
  26435. },
  26436. // return this mixer's root target object
  26437. getRoot: function () {
  26438. return this._root;
  26439. },
  26440. // free all resources specific to a particular clip
  26441. uncacheClip: function ( clip ) {
  26442. var actions = this._actions,
  26443. clipUuid = clip.uuid,
  26444. actionsByClip = this._actionsByClip,
  26445. actionsForClip = actionsByClip[ clipUuid ];
  26446. if ( actionsForClip !== undefined ) {
  26447. // note: just calling _removeInactiveAction would mess up the
  26448. // iteration state and also require updating the state we can
  26449. // just throw away
  26450. var actionsToRemove = actionsForClip.knownActions;
  26451. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26452. var action = actionsToRemove[ i ];
  26453. this._deactivateAction( action );
  26454. var cacheIndex = action._cacheIndex,
  26455. lastInactiveAction = actions[ actions.length - 1 ];
  26456. action._cacheIndex = null;
  26457. action._byClipCacheIndex = null;
  26458. lastInactiveAction._cacheIndex = cacheIndex;
  26459. actions[ cacheIndex ] = lastInactiveAction;
  26460. actions.pop();
  26461. this._removeInactiveBindingsForAction( action );
  26462. }
  26463. delete actionsByClip[ clipUuid ];
  26464. }
  26465. },
  26466. // free all resources specific to a particular root target object
  26467. uncacheRoot: function ( root ) {
  26468. var rootUuid = root.uuid,
  26469. actionsByClip = this._actionsByClip;
  26470. for ( var clipUuid in actionsByClip ) {
  26471. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26472. action = actionByRoot[ rootUuid ];
  26473. if ( action !== undefined ) {
  26474. this._deactivateAction( action );
  26475. this._removeInactiveAction( action );
  26476. }
  26477. }
  26478. var bindingsByRoot = this._bindingsByRootAndName,
  26479. bindingByName = bindingsByRoot[ rootUuid ];
  26480. if ( bindingByName !== undefined ) {
  26481. for ( var trackName in bindingByName ) {
  26482. var binding = bindingByName[ trackName ];
  26483. binding.restoreOriginalState();
  26484. this._removeInactiveBinding( binding );
  26485. }
  26486. }
  26487. },
  26488. // remove a targeted clip from the cache
  26489. uncacheAction: function ( clip, optionalRoot ) {
  26490. var action = this.existingAction( clip, optionalRoot );
  26491. if ( action !== null ) {
  26492. this._deactivateAction( action );
  26493. this._removeInactiveAction( action );
  26494. }
  26495. }
  26496. } );
  26497. /**
  26498. * @author mrdoob / http://mrdoob.com/
  26499. */
  26500. function Uniform( value ) {
  26501. if ( typeof value === 'string' ) {
  26502. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26503. value = arguments[ 1 ];
  26504. }
  26505. this.value = value;
  26506. }
  26507. Uniform.prototype.clone = function () {
  26508. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26509. };
  26510. /**
  26511. * @author benaadams / https://twitter.com/ben_a_adams
  26512. */
  26513. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26514. InterleavedBuffer.call( this, array, stride );
  26515. this.meshPerAttribute = meshPerAttribute || 1;
  26516. }
  26517. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26518. constructor: InstancedInterleavedBuffer,
  26519. isInstancedInterleavedBuffer: true,
  26520. copy: function ( source ) {
  26521. InterleavedBuffer.prototype.copy.call( this, source );
  26522. this.meshPerAttribute = source.meshPerAttribute;
  26523. return this;
  26524. }
  26525. } );
  26526. /**
  26527. * @author mrdoob / http://mrdoob.com/
  26528. * @author bhouston / http://clara.io/
  26529. * @author stephomi / http://stephaneginier.com/
  26530. */
  26531. function Raycaster( origin, direction, near, far ) {
  26532. this.ray = new Ray( origin, direction );
  26533. // direction is assumed to be normalized (for accurate distance calculations)
  26534. this.near = near || 0;
  26535. this.far = far || Infinity;
  26536. this.params = {
  26537. Mesh: {},
  26538. Line: {},
  26539. LOD: {},
  26540. Points: { threshold: 1 },
  26541. Sprite: {}
  26542. };
  26543. Object.defineProperties( this.params, {
  26544. PointCloud: {
  26545. get: function () {
  26546. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26547. return this.Points;
  26548. }
  26549. }
  26550. } );
  26551. }
  26552. function ascSort( a, b ) {
  26553. return a.distance - b.distance;
  26554. }
  26555. function intersectObject( object, raycaster, intersects, recursive ) {
  26556. if ( object.visible === false ) return;
  26557. object.raycast( raycaster, intersects );
  26558. if ( recursive === true ) {
  26559. var children = object.children;
  26560. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26561. intersectObject( children[ i ], raycaster, intersects, true );
  26562. }
  26563. }
  26564. }
  26565. Object.assign( Raycaster.prototype, {
  26566. linePrecision: 1,
  26567. set: function ( origin, direction ) {
  26568. // direction is assumed to be normalized (for accurate distance calculations)
  26569. this.ray.set( origin, direction );
  26570. },
  26571. setFromCamera: function ( coords, camera ) {
  26572. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26573. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26574. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26575. this._camera = camera;
  26576. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26577. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26578. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26579. this._camera = camera;
  26580. } else {
  26581. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26582. }
  26583. },
  26584. intersectObject: function ( object, recursive, optionalTarget ) {
  26585. var intersects = optionalTarget || [];
  26586. intersectObject( object, this, intersects, recursive );
  26587. intersects.sort( ascSort );
  26588. return intersects;
  26589. },
  26590. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26591. var intersects = optionalTarget || [];
  26592. if ( Array.isArray( objects ) === false ) {
  26593. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26594. return intersects;
  26595. }
  26596. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26597. intersectObject( objects[ i ], this, intersects, recursive );
  26598. }
  26599. intersects.sort( ascSort );
  26600. return intersects;
  26601. }
  26602. } );
  26603. /**
  26604. * @author bhouston / http://clara.io
  26605. * @author WestLangley / http://github.com/WestLangley
  26606. *
  26607. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26608. *
  26609. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26610. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26611. */
  26612. function Spherical( radius, phi, theta ) {
  26613. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26614. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26615. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26616. return this;
  26617. }
  26618. Object.assign( Spherical.prototype, {
  26619. set: function ( radius, phi, theta ) {
  26620. this.radius = radius;
  26621. this.phi = phi;
  26622. this.theta = theta;
  26623. return this;
  26624. },
  26625. clone: function () {
  26626. return new this.constructor().copy( this );
  26627. },
  26628. copy: function ( other ) {
  26629. this.radius = other.radius;
  26630. this.phi = other.phi;
  26631. this.theta = other.theta;
  26632. return this;
  26633. },
  26634. // restrict phi to be betwee EPS and PI-EPS
  26635. makeSafe: function () {
  26636. var EPS = 0.000001;
  26637. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26638. return this;
  26639. },
  26640. setFromVector3: function ( v ) {
  26641. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26642. },
  26643. setFromCartesianCoords: function ( x, y, z ) {
  26644. this.radius = Math.sqrt( x * x + y * y + z * z );
  26645. if ( this.radius === 0 ) {
  26646. this.theta = 0;
  26647. this.phi = 0;
  26648. } else {
  26649. this.theta = Math.atan2( x, z );
  26650. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26651. }
  26652. return this;
  26653. }
  26654. } );
  26655. /**
  26656. * @author Mugen87 / https://github.com/Mugen87
  26657. *
  26658. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26659. *
  26660. */
  26661. function Cylindrical( radius, theta, y ) {
  26662. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26663. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26664. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26665. return this;
  26666. }
  26667. Object.assign( Cylindrical.prototype, {
  26668. set: function ( radius, theta, y ) {
  26669. this.radius = radius;
  26670. this.theta = theta;
  26671. this.y = y;
  26672. return this;
  26673. },
  26674. clone: function () {
  26675. return new this.constructor().copy( this );
  26676. },
  26677. copy: function ( other ) {
  26678. this.radius = other.radius;
  26679. this.theta = other.theta;
  26680. this.y = other.y;
  26681. return this;
  26682. },
  26683. setFromVector3: function ( v ) {
  26684. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26685. },
  26686. setFromCartesianCoords: function ( x, y, z ) {
  26687. this.radius = Math.sqrt( x * x + z * z );
  26688. this.theta = Math.atan2( x, z );
  26689. this.y = y;
  26690. return this;
  26691. }
  26692. } );
  26693. /**
  26694. * @author bhouston / http://clara.io
  26695. */
  26696. function Box2( min, max ) {
  26697. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26698. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26699. }
  26700. Object.assign( Box2.prototype, {
  26701. set: function ( min, max ) {
  26702. this.min.copy( min );
  26703. this.max.copy( max );
  26704. return this;
  26705. },
  26706. setFromPoints: function ( points ) {
  26707. this.makeEmpty();
  26708. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26709. this.expandByPoint( points[ i ] );
  26710. }
  26711. return this;
  26712. },
  26713. setFromCenterAndSize: function () {
  26714. var v1 = new Vector2();
  26715. return function setFromCenterAndSize( center, size ) {
  26716. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26717. this.min.copy( center ).sub( halfSize );
  26718. this.max.copy( center ).add( halfSize );
  26719. return this;
  26720. };
  26721. }(),
  26722. clone: function () {
  26723. return new this.constructor().copy( this );
  26724. },
  26725. copy: function ( box ) {
  26726. this.min.copy( box.min );
  26727. this.max.copy( box.max );
  26728. return this;
  26729. },
  26730. makeEmpty: function () {
  26731. this.min.x = this.min.y = + Infinity;
  26732. this.max.x = this.max.y = - Infinity;
  26733. return this;
  26734. },
  26735. isEmpty: function () {
  26736. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26737. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26738. },
  26739. getCenter: function ( target ) {
  26740. if ( target === undefined ) {
  26741. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26742. target = new Vector2();
  26743. }
  26744. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26745. },
  26746. getSize: function ( target ) {
  26747. if ( target === undefined ) {
  26748. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26749. target = new Vector2();
  26750. }
  26751. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26752. },
  26753. expandByPoint: function ( point ) {
  26754. this.min.min( point );
  26755. this.max.max( point );
  26756. return this;
  26757. },
  26758. expandByVector: function ( vector ) {
  26759. this.min.sub( vector );
  26760. this.max.add( vector );
  26761. return this;
  26762. },
  26763. expandByScalar: function ( scalar ) {
  26764. this.min.addScalar( - scalar );
  26765. this.max.addScalar( scalar );
  26766. return this;
  26767. },
  26768. containsPoint: function ( point ) {
  26769. return point.x < this.min.x || point.x > this.max.x ||
  26770. point.y < this.min.y || point.y > this.max.y ? false : true;
  26771. },
  26772. containsBox: function ( box ) {
  26773. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26774. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26775. },
  26776. getParameter: function ( point, target ) {
  26777. // This can potentially have a divide by zero if the box
  26778. // has a size dimension of 0.
  26779. if ( target === undefined ) {
  26780. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26781. target = new Vector2();
  26782. }
  26783. return target.set(
  26784. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26785. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26786. );
  26787. },
  26788. intersectsBox: function ( box ) {
  26789. // using 4 splitting planes to rule out intersections
  26790. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26791. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26792. },
  26793. clampPoint: function ( point, target ) {
  26794. if ( target === undefined ) {
  26795. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26796. target = new Vector2();
  26797. }
  26798. return target.copy( point ).clamp( this.min, this.max );
  26799. },
  26800. distanceToPoint: function () {
  26801. var v1 = new Vector2();
  26802. return function distanceToPoint( point ) {
  26803. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26804. return clampedPoint.sub( point ).length();
  26805. };
  26806. }(),
  26807. intersect: function ( box ) {
  26808. this.min.max( box.min );
  26809. this.max.min( box.max );
  26810. return this;
  26811. },
  26812. union: function ( box ) {
  26813. this.min.min( box.min );
  26814. this.max.max( box.max );
  26815. return this;
  26816. },
  26817. translate: function ( offset ) {
  26818. this.min.add( offset );
  26819. this.max.add( offset );
  26820. return this;
  26821. },
  26822. equals: function ( box ) {
  26823. return box.min.equals( this.min ) && box.max.equals( this.max );
  26824. }
  26825. } );
  26826. /**
  26827. * @author bhouston / http://clara.io
  26828. */
  26829. function Line3( start, end ) {
  26830. this.start = ( start !== undefined ) ? start : new Vector3();
  26831. this.end = ( end !== undefined ) ? end : new Vector3();
  26832. }
  26833. Object.assign( Line3.prototype, {
  26834. set: function ( start, end ) {
  26835. this.start.copy( start );
  26836. this.end.copy( end );
  26837. return this;
  26838. },
  26839. clone: function () {
  26840. return new this.constructor().copy( this );
  26841. },
  26842. copy: function ( line ) {
  26843. this.start.copy( line.start );
  26844. this.end.copy( line.end );
  26845. return this;
  26846. },
  26847. getCenter: function ( target ) {
  26848. if ( target === undefined ) {
  26849. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26850. target = new Vector3();
  26851. }
  26852. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26853. },
  26854. delta: function ( target ) {
  26855. if ( target === undefined ) {
  26856. console.warn( 'THREE.Line3: .delta() target is now required' );
  26857. target = new Vector3();
  26858. }
  26859. return target.subVectors( this.end, this.start );
  26860. },
  26861. distanceSq: function () {
  26862. return this.start.distanceToSquared( this.end );
  26863. },
  26864. distance: function () {
  26865. return this.start.distanceTo( this.end );
  26866. },
  26867. at: function ( t, target ) {
  26868. if ( target === undefined ) {
  26869. console.warn( 'THREE.Line3: .at() target is now required' );
  26870. target = new Vector3();
  26871. }
  26872. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26873. },
  26874. closestPointToPointParameter: function () {
  26875. var startP = new Vector3();
  26876. var startEnd = new Vector3();
  26877. return function closestPointToPointParameter( point, clampToLine ) {
  26878. startP.subVectors( point, this.start );
  26879. startEnd.subVectors( this.end, this.start );
  26880. var startEnd2 = startEnd.dot( startEnd );
  26881. var startEnd_startP = startEnd.dot( startP );
  26882. var t = startEnd_startP / startEnd2;
  26883. if ( clampToLine ) {
  26884. t = _Math.clamp( t, 0, 1 );
  26885. }
  26886. return t;
  26887. };
  26888. }(),
  26889. closestPointToPoint: function ( point, clampToLine, target ) {
  26890. var t = this.closestPointToPointParameter( point, clampToLine );
  26891. if ( target === undefined ) {
  26892. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26893. target = new Vector3();
  26894. }
  26895. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26896. },
  26897. applyMatrix4: function ( matrix ) {
  26898. this.start.applyMatrix4( matrix );
  26899. this.end.applyMatrix4( matrix );
  26900. return this;
  26901. },
  26902. equals: function ( line ) {
  26903. return line.start.equals( this.start ) && line.end.equals( this.end );
  26904. }
  26905. } );
  26906. /**
  26907. * @author alteredq / http://alteredqualia.com/
  26908. */
  26909. function ImmediateRenderObject( material ) {
  26910. Object3D.call( this );
  26911. this.material = material;
  26912. this.render = function ( /* renderCallback */ ) {};
  26913. }
  26914. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26915. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26916. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26917. /**
  26918. * @author mrdoob / http://mrdoob.com/
  26919. * @author WestLangley / http://github.com/WestLangley
  26920. */
  26921. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26922. this.object = object;
  26923. this.size = ( size !== undefined ) ? size : 1;
  26924. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26925. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26926. //
  26927. var nNormals = 0;
  26928. var objGeometry = this.object.geometry;
  26929. if ( objGeometry && objGeometry.isGeometry ) {
  26930. nNormals = objGeometry.faces.length * 3;
  26931. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26932. nNormals = objGeometry.attributes.normal.count;
  26933. }
  26934. //
  26935. var geometry = new BufferGeometry();
  26936. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26937. geometry.addAttribute( 'position', positions );
  26938. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26939. //
  26940. this.matrixAutoUpdate = false;
  26941. this.update();
  26942. }
  26943. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26944. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26945. VertexNormalsHelper.prototype.update = ( function () {
  26946. var v1 = new Vector3();
  26947. var v2 = new Vector3();
  26948. var normalMatrix = new Matrix3();
  26949. return function update() {
  26950. var keys = [ 'a', 'b', 'c' ];
  26951. this.object.updateMatrixWorld( true );
  26952. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26953. var matrixWorld = this.object.matrixWorld;
  26954. var position = this.geometry.attributes.position;
  26955. //
  26956. var objGeometry = this.object.geometry;
  26957. if ( objGeometry && objGeometry.isGeometry ) {
  26958. var vertices = objGeometry.vertices;
  26959. var faces = objGeometry.faces;
  26960. var idx = 0;
  26961. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26962. var face = faces[ i ];
  26963. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26964. var vertex = vertices[ face[ keys[ j ] ] ];
  26965. var normal = face.vertexNormals[ j ];
  26966. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26967. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26968. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26969. idx = idx + 1;
  26970. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26971. idx = idx + 1;
  26972. }
  26973. }
  26974. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26975. var objPos = objGeometry.attributes.position;
  26976. var objNorm = objGeometry.attributes.normal;
  26977. var idx = 0;
  26978. // for simplicity, ignore index and drawcalls, and render every normal
  26979. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26980. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26981. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26982. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26983. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26984. idx = idx + 1;
  26985. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26986. idx = idx + 1;
  26987. }
  26988. }
  26989. position.needsUpdate = true;
  26990. };
  26991. }() );
  26992. /**
  26993. * @author alteredq / http://alteredqualia.com/
  26994. * @author mrdoob / http://mrdoob.com/
  26995. * @author WestLangley / http://github.com/WestLangley
  26996. */
  26997. function SpotLightHelper( light, color ) {
  26998. Object3D.call( this );
  26999. this.light = light;
  27000. this.light.updateMatrixWorld();
  27001. this.matrix = light.matrixWorld;
  27002. this.matrixAutoUpdate = false;
  27003. this.color = color;
  27004. var geometry = new BufferGeometry();
  27005. var positions = [
  27006. 0, 0, 0, 0, 0, 1,
  27007. 0, 0, 0, 1, 0, 1,
  27008. 0, 0, 0, - 1, 0, 1,
  27009. 0, 0, 0, 0, 1, 1,
  27010. 0, 0, 0, 0, - 1, 1
  27011. ];
  27012. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27013. var p1 = ( i / l ) * Math.PI * 2;
  27014. var p2 = ( j / l ) * Math.PI * 2;
  27015. positions.push(
  27016. Math.cos( p1 ), Math.sin( p1 ), 1,
  27017. Math.cos( p2 ), Math.sin( p2 ), 1
  27018. );
  27019. }
  27020. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27021. var material = new LineBasicMaterial( { fog: false } );
  27022. this.cone = new LineSegments( geometry, material );
  27023. this.add( this.cone );
  27024. this.update();
  27025. }
  27026. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27027. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27028. SpotLightHelper.prototype.dispose = function () {
  27029. this.cone.geometry.dispose();
  27030. this.cone.material.dispose();
  27031. };
  27032. SpotLightHelper.prototype.update = function () {
  27033. var vector = new Vector3();
  27034. return function update() {
  27035. this.light.updateMatrixWorld();
  27036. var coneLength = this.light.distance ? this.light.distance : 1000;
  27037. var coneWidth = coneLength * Math.tan( this.light.angle );
  27038. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27039. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  27040. this.cone.lookAt( vector );
  27041. if ( this.color !== undefined ) {
  27042. this.cone.material.color.set( this.color );
  27043. } else {
  27044. this.cone.material.color.copy( this.light.color );
  27045. }
  27046. };
  27047. }();
  27048. /**
  27049. * @author Sean Griffin / http://twitter.com/sgrif
  27050. * @author Michael Guerrero / http://realitymeltdown.com
  27051. * @author mrdoob / http://mrdoob.com/
  27052. * @author ikerr / http://verold.com
  27053. * @author Mugen87 / https://github.com/Mugen87
  27054. */
  27055. function getBoneList( object ) {
  27056. var boneList = [];
  27057. if ( object && object.isBone ) {
  27058. boneList.push( object );
  27059. }
  27060. for ( var i = 0; i < object.children.length; i ++ ) {
  27061. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27062. }
  27063. return boneList;
  27064. }
  27065. function SkeletonHelper( object ) {
  27066. var bones = getBoneList( object );
  27067. var geometry = new BufferGeometry();
  27068. var vertices = [];
  27069. var colors = [];
  27070. var color1 = new Color( 0, 0, 1 );
  27071. var color2 = new Color( 0, 1, 0 );
  27072. for ( var i = 0; i < bones.length; i ++ ) {
  27073. var bone = bones[ i ];
  27074. if ( bone.parent && bone.parent.isBone ) {
  27075. vertices.push( 0, 0, 0 );
  27076. vertices.push( 0, 0, 0 );
  27077. colors.push( color1.r, color1.g, color1.b );
  27078. colors.push( color2.r, color2.g, color2.b );
  27079. }
  27080. }
  27081. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27082. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27083. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27084. LineSegments.call( this, geometry, material );
  27085. this.root = object;
  27086. this.bones = bones;
  27087. this.matrix = object.matrixWorld;
  27088. this.matrixAutoUpdate = false;
  27089. }
  27090. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27091. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27092. SkeletonHelper.prototype.updateMatrixWorld = function () {
  27093. var vector = new Vector3();
  27094. var boneMatrix = new Matrix4();
  27095. var matrixWorldInv = new Matrix4();
  27096. return function updateMatrixWorld( force ) {
  27097. var bones = this.bones;
  27098. var geometry = this.geometry;
  27099. var position = geometry.getAttribute( 'position' );
  27100. matrixWorldInv.getInverse( this.root.matrixWorld );
  27101. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27102. var bone = bones[ i ];
  27103. if ( bone.parent && bone.parent.isBone ) {
  27104. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  27105. vector.setFromMatrixPosition( boneMatrix );
  27106. position.setXYZ( j, vector.x, vector.y, vector.z );
  27107. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  27108. vector.setFromMatrixPosition( boneMatrix );
  27109. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  27110. j += 2;
  27111. }
  27112. }
  27113. geometry.getAttribute( 'position' ).needsUpdate = true;
  27114. Object3D.prototype.updateMatrixWorld.call( this, force );
  27115. };
  27116. }();
  27117. /**
  27118. * @author alteredq / http://alteredqualia.com/
  27119. * @author mrdoob / http://mrdoob.com/
  27120. */
  27121. function PointLightHelper( light, sphereSize, color ) {
  27122. this.light = light;
  27123. this.light.updateMatrixWorld();
  27124. this.color = color;
  27125. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27126. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27127. Mesh.call( this, geometry, material );
  27128. this.matrix = this.light.matrixWorld;
  27129. this.matrixAutoUpdate = false;
  27130. this.update();
  27131. /*
  27132. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27133. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27134. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27135. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27136. var d = light.distance;
  27137. if ( d === 0.0 ) {
  27138. this.lightDistance.visible = false;
  27139. } else {
  27140. this.lightDistance.scale.set( d, d, d );
  27141. }
  27142. this.add( this.lightDistance );
  27143. */
  27144. }
  27145. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27146. PointLightHelper.prototype.constructor = PointLightHelper;
  27147. PointLightHelper.prototype.dispose = function () {
  27148. this.geometry.dispose();
  27149. this.material.dispose();
  27150. };
  27151. PointLightHelper.prototype.update = function () {
  27152. if ( this.color !== undefined ) {
  27153. this.material.color.set( this.color );
  27154. } else {
  27155. this.material.color.copy( this.light.color );
  27156. }
  27157. /*
  27158. var d = this.light.distance;
  27159. if ( d === 0.0 ) {
  27160. this.lightDistance.visible = false;
  27161. } else {
  27162. this.lightDistance.visible = true;
  27163. this.lightDistance.scale.set( d, d, d );
  27164. }
  27165. */
  27166. };
  27167. /**
  27168. * @author abelnation / http://github.com/abelnation
  27169. * @author Mugen87 / http://github.com/Mugen87
  27170. * @author WestLangley / http://github.com/WestLangley
  27171. *
  27172. * This helper must be added as a child of the light
  27173. */
  27174. function RectAreaLightHelper( light, color ) {
  27175. this.type = 'RectAreaLightHelper';
  27176. this.light = light;
  27177. this.color = color; // optional hardwired color for the helper
  27178. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27179. var geometry = new BufferGeometry();
  27180. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27181. geometry.computeBoundingSphere();
  27182. var material = new LineBasicMaterial( { fog: false } );
  27183. Line.call( this, geometry, material );
  27184. //
  27185. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27186. var geometry2 = new BufferGeometry();
  27187. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27188. geometry2.computeBoundingSphere();
  27189. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27190. this.update();
  27191. }
  27192. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27193. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27194. RectAreaLightHelper.prototype.update = function () {
  27195. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27196. if ( this.color !== undefined ) {
  27197. this.material.color.set( this.color );
  27198. this.children[ 0 ].material.color.set( this.color );
  27199. } else {
  27200. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27201. // prevent hue shift
  27202. var c = this.material.color;
  27203. var max = Math.max( c.r, c.g, c.b );
  27204. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27205. this.children[ 0 ].material.color.copy( this.material.color );
  27206. }
  27207. };
  27208. RectAreaLightHelper.prototype.dispose = function () {
  27209. this.geometry.dispose();
  27210. this.material.dispose();
  27211. this.children[ 0 ].geometry.dispose();
  27212. this.children[ 0 ].material.dispose();
  27213. };
  27214. /**
  27215. * @author alteredq / http://alteredqualia.com/
  27216. * @author mrdoob / http://mrdoob.com/
  27217. * @author Mugen87 / https://github.com/Mugen87
  27218. */
  27219. function HemisphereLightHelper( light, size, color ) {
  27220. Object3D.call( this );
  27221. this.light = light;
  27222. this.light.updateMatrixWorld();
  27223. this.matrix = light.matrixWorld;
  27224. this.matrixAutoUpdate = false;
  27225. this.color = color;
  27226. var geometry = new OctahedronBufferGeometry( size );
  27227. geometry.rotateY( Math.PI * 0.5 );
  27228. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27229. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27230. var position = geometry.getAttribute( 'position' );
  27231. var colors = new Float32Array( position.count * 3 );
  27232. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27233. this.add( new Mesh( geometry, this.material ) );
  27234. this.update();
  27235. }
  27236. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27237. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27238. HemisphereLightHelper.prototype.dispose = function () {
  27239. this.children[ 0 ].geometry.dispose();
  27240. this.children[ 0 ].material.dispose();
  27241. };
  27242. HemisphereLightHelper.prototype.update = function () {
  27243. var vector = new Vector3();
  27244. var color1 = new Color();
  27245. var color2 = new Color();
  27246. return function update() {
  27247. var mesh = this.children[ 0 ];
  27248. if ( this.color !== undefined ) {
  27249. this.material.color.set( this.color );
  27250. } else {
  27251. var colors = mesh.geometry.getAttribute( 'color' );
  27252. color1.copy( this.light.color );
  27253. color2.copy( this.light.groundColor );
  27254. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27255. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  27256. colors.setXYZ( i, color.r, color.g, color.b );
  27257. }
  27258. colors.needsUpdate = true;
  27259. }
  27260. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27261. };
  27262. }();
  27263. /**
  27264. * @author WestLangley / http://github.com/WestLangley
  27265. */
  27266. function LightProbeHelper( lightProbe, size ) {
  27267. this.lightProbe = lightProbe;
  27268. this.size = size;
  27269. var defines = {};
  27270. defines[ 'GAMMA_OUTPUT' ] = "";
  27271. // material
  27272. var material = new ShaderMaterial( {
  27273. defines: defines,
  27274. uniforms: {
  27275. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27276. intensity: { value: this.lightProbe.intensity }
  27277. },
  27278. vertexShader: [
  27279. 'varying vec3 vNormal;',
  27280. 'void main() {',
  27281. ' vNormal = normalize( normalMatrix * normal );',
  27282. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27283. '}',
  27284. ].join( '\n' ),
  27285. fragmentShader: [
  27286. '#define RECIPROCAL_PI 0.318309886',
  27287. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27288. ' // matrix is assumed to be orthogonal',
  27289. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27290. '}',
  27291. 'vec3 linearToOutput( in vec3 a ) {',
  27292. ' #ifdef GAMMA_OUTPUT',
  27293. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27294. ' #else',
  27295. ' return a;',
  27296. ' #endif',
  27297. '}',
  27298. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27299. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27300. ' // normal is assumed to have unit length',
  27301. ' float x = normal.x, y = normal.y, z = normal.z;',
  27302. ' // band 0',
  27303. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27304. ' // band 1',
  27305. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27306. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27307. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27308. ' // band 2',
  27309. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27310. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27311. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27312. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27313. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27314. ' return result;',
  27315. '}',
  27316. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27317. 'uniform float intensity; // light probe intensity',
  27318. 'varying vec3 vNormal;',
  27319. 'void main() {',
  27320. ' vec3 normal = normalize( vNormal );',
  27321. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27322. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27323. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27324. ' outgoingLight = linearToOutput( outgoingLight );',
  27325. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27326. '}'
  27327. ].join( '\n' )
  27328. } );
  27329. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27330. Mesh.call( this, geometry, material );
  27331. this.onBeforeRender();
  27332. }
  27333. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27334. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27335. LightProbeHelper.prototype.dispose = function () {
  27336. this.geometry.dispose();
  27337. this.material.dispose();
  27338. };
  27339. LightProbeHelper.prototype.onBeforeRender = function () {
  27340. return function update() {
  27341. this.position.copy( this.lightProbe.position );
  27342. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27343. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27344. };
  27345. }();
  27346. /**
  27347. * @author mrdoob / http://mrdoob.com/
  27348. */
  27349. function GridHelper( size, divisions, color1, color2 ) {
  27350. size = size || 10;
  27351. divisions = divisions || 10;
  27352. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27353. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27354. var center = divisions / 2;
  27355. var step = size / divisions;
  27356. var halfSize = size / 2;
  27357. var vertices = [], colors = [];
  27358. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27359. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27360. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27361. var color = i === center ? color1 : color2;
  27362. color.toArray( colors, j ); j += 3;
  27363. color.toArray( colors, j ); j += 3;
  27364. color.toArray( colors, j ); j += 3;
  27365. color.toArray( colors, j ); j += 3;
  27366. }
  27367. var geometry = new BufferGeometry();
  27368. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27369. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27370. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27371. LineSegments.call( this, geometry, material );
  27372. }
  27373. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27374. constructor: GridHelper,
  27375. copy: function ( source ) {
  27376. LineSegments.prototype.copy.call( this, source );
  27377. this.geometry.copy( source.geometry );
  27378. this.material.copy( source.material );
  27379. return this;
  27380. },
  27381. clone: function () {
  27382. return new this.constructor().copy( this );
  27383. }
  27384. } );
  27385. /**
  27386. * @author mrdoob / http://mrdoob.com/
  27387. * @author Mugen87 / http://github.com/Mugen87
  27388. * @author Hectate / http://www.github.com/Hectate
  27389. */
  27390. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27391. radius = radius || 10;
  27392. radials = radials || 16;
  27393. circles = circles || 8;
  27394. divisions = divisions || 64;
  27395. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27396. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27397. var vertices = [];
  27398. var colors = [];
  27399. var x, z;
  27400. var v, i, j, r, color;
  27401. // create the radials
  27402. for ( i = 0; i <= radials; i ++ ) {
  27403. v = ( i / radials ) * ( Math.PI * 2 );
  27404. x = Math.sin( v ) * radius;
  27405. z = Math.cos( v ) * radius;
  27406. vertices.push( 0, 0, 0 );
  27407. vertices.push( x, 0, z );
  27408. color = ( i & 1 ) ? color1 : color2;
  27409. colors.push( color.r, color.g, color.b );
  27410. colors.push( color.r, color.g, color.b );
  27411. }
  27412. // create the circles
  27413. for ( i = 0; i <= circles; i ++ ) {
  27414. color = ( i & 1 ) ? color1 : color2;
  27415. r = radius - ( radius / circles * i );
  27416. for ( j = 0; j < divisions; j ++ ) {
  27417. // first vertex
  27418. v = ( j / divisions ) * ( Math.PI * 2 );
  27419. x = Math.sin( v ) * r;
  27420. z = Math.cos( v ) * r;
  27421. vertices.push( x, 0, z );
  27422. colors.push( color.r, color.g, color.b );
  27423. // second vertex
  27424. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27425. x = Math.sin( v ) * r;
  27426. z = Math.cos( v ) * r;
  27427. vertices.push( x, 0, z );
  27428. colors.push( color.r, color.g, color.b );
  27429. }
  27430. }
  27431. var geometry = new BufferGeometry();
  27432. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27433. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27434. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27435. LineSegments.call( this, geometry, material );
  27436. }
  27437. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27438. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27439. /**
  27440. * @author Mugen87 / http://github.com/Mugen87
  27441. */
  27442. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27443. this.audio = audio;
  27444. this.range = range || 1;
  27445. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27446. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27447. var geometry = new BufferGeometry();
  27448. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27449. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27450. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27451. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27452. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27453. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27454. this.update();
  27455. }
  27456. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27457. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27458. PositionalAudioHelper.prototype.update = function () {
  27459. var audio = this.audio;
  27460. var range = this.range;
  27461. var divisionsInnerAngle = this.divisionsInnerAngle;
  27462. var divisionsOuterAngle = this.divisionsOuterAngle;
  27463. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27464. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27465. var halfConeInnerAngle = coneInnerAngle / 2;
  27466. var halfConeOuterAngle = coneOuterAngle / 2;
  27467. var start = 0;
  27468. var count = 0;
  27469. var i, stride;
  27470. var geometry = this.geometry;
  27471. var positionAttribute = geometry.attributes.position;
  27472. geometry.clearGroups();
  27473. //
  27474. function generateSegment( from, to, divisions, materialIndex ) {
  27475. var step = ( to - from ) / divisions;
  27476. positionAttribute.setXYZ( start, 0, 0, 0 );
  27477. count ++;
  27478. for ( i = from; i < to; i += step ) {
  27479. stride = start + count;
  27480. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27481. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27482. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27483. count += 3;
  27484. }
  27485. geometry.addGroup( start, count, materialIndex );
  27486. start += count;
  27487. count = 0;
  27488. }
  27489. //
  27490. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27491. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27492. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27493. //
  27494. positionAttribute.needsUpdate = true;
  27495. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27496. };
  27497. PositionalAudioHelper.prototype.dispose = function () {
  27498. this.geometry.dispose();
  27499. this.material[ 0 ].dispose();
  27500. this.material[ 1 ].dispose();
  27501. };
  27502. /**
  27503. * @author mrdoob / http://mrdoob.com/
  27504. * @author WestLangley / http://github.com/WestLangley
  27505. */
  27506. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27507. // FaceNormalsHelper only supports THREE.Geometry
  27508. this.object = object;
  27509. this.size = ( size !== undefined ) ? size : 1;
  27510. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27511. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27512. //
  27513. var nNormals = 0;
  27514. var objGeometry = this.object.geometry;
  27515. if ( objGeometry && objGeometry.isGeometry ) {
  27516. nNormals = objGeometry.faces.length;
  27517. } else {
  27518. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27519. }
  27520. //
  27521. var geometry = new BufferGeometry();
  27522. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27523. geometry.addAttribute( 'position', positions );
  27524. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27525. //
  27526. this.matrixAutoUpdate = false;
  27527. this.update();
  27528. }
  27529. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27530. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27531. FaceNormalsHelper.prototype.update = ( function () {
  27532. var v1 = new Vector3();
  27533. var v2 = new Vector3();
  27534. var normalMatrix = new Matrix3();
  27535. return function update() {
  27536. this.object.updateMatrixWorld( true );
  27537. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27538. var matrixWorld = this.object.matrixWorld;
  27539. var position = this.geometry.attributes.position;
  27540. //
  27541. var objGeometry = this.object.geometry;
  27542. var vertices = objGeometry.vertices;
  27543. var faces = objGeometry.faces;
  27544. var idx = 0;
  27545. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27546. var face = faces[ i ];
  27547. var normal = face.normal;
  27548. v1.copy( vertices[ face.a ] )
  27549. .add( vertices[ face.b ] )
  27550. .add( vertices[ face.c ] )
  27551. .divideScalar( 3 )
  27552. .applyMatrix4( matrixWorld );
  27553. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27554. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27555. idx = idx + 1;
  27556. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27557. idx = idx + 1;
  27558. }
  27559. position.needsUpdate = true;
  27560. };
  27561. }() );
  27562. /**
  27563. * @author alteredq / http://alteredqualia.com/
  27564. * @author mrdoob / http://mrdoob.com/
  27565. * @author WestLangley / http://github.com/WestLangley
  27566. */
  27567. function DirectionalLightHelper( light, size, color ) {
  27568. Object3D.call( this );
  27569. this.light = light;
  27570. this.light.updateMatrixWorld();
  27571. this.matrix = light.matrixWorld;
  27572. this.matrixAutoUpdate = false;
  27573. this.color = color;
  27574. if ( size === undefined ) size = 1;
  27575. var geometry = new BufferGeometry();
  27576. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27577. - size, size, 0,
  27578. size, size, 0,
  27579. size, - size, 0,
  27580. - size, - size, 0,
  27581. - size, size, 0
  27582. ], 3 ) );
  27583. var material = new LineBasicMaterial( { fog: false } );
  27584. this.lightPlane = new Line( geometry, material );
  27585. this.add( this.lightPlane );
  27586. geometry = new BufferGeometry();
  27587. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27588. this.targetLine = new Line( geometry, material );
  27589. this.add( this.targetLine );
  27590. this.update();
  27591. }
  27592. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27593. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27594. DirectionalLightHelper.prototype.dispose = function () {
  27595. this.lightPlane.geometry.dispose();
  27596. this.lightPlane.material.dispose();
  27597. this.targetLine.geometry.dispose();
  27598. this.targetLine.material.dispose();
  27599. };
  27600. DirectionalLightHelper.prototype.update = function () {
  27601. var v1 = new Vector3();
  27602. var v2 = new Vector3();
  27603. var v3 = new Vector3();
  27604. return function update() {
  27605. v1.setFromMatrixPosition( this.light.matrixWorld );
  27606. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27607. v3.subVectors( v2, v1 );
  27608. this.lightPlane.lookAt( v2 );
  27609. if ( this.color !== undefined ) {
  27610. this.lightPlane.material.color.set( this.color );
  27611. this.targetLine.material.color.set( this.color );
  27612. } else {
  27613. this.lightPlane.material.color.copy( this.light.color );
  27614. this.targetLine.material.color.copy( this.light.color );
  27615. }
  27616. this.targetLine.lookAt( v2 );
  27617. this.targetLine.scale.z = v3.length();
  27618. };
  27619. }();
  27620. /**
  27621. * @author alteredq / http://alteredqualia.com/
  27622. * @author Mugen87 / https://github.com/Mugen87
  27623. *
  27624. * - shows frustum, line of sight and up of the camera
  27625. * - suitable for fast updates
  27626. * - based on frustum visualization in lightgl.js shadowmap example
  27627. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27628. */
  27629. function CameraHelper( camera ) {
  27630. var geometry = new BufferGeometry();
  27631. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27632. var vertices = [];
  27633. var colors = [];
  27634. var pointMap = {};
  27635. // colors
  27636. var colorFrustum = new Color( 0xffaa00 );
  27637. var colorCone = new Color( 0xff0000 );
  27638. var colorUp = new Color( 0x00aaff );
  27639. var colorTarget = new Color( 0xffffff );
  27640. var colorCross = new Color( 0x333333 );
  27641. // near
  27642. addLine( 'n1', 'n2', colorFrustum );
  27643. addLine( 'n2', 'n4', colorFrustum );
  27644. addLine( 'n4', 'n3', colorFrustum );
  27645. addLine( 'n3', 'n1', colorFrustum );
  27646. // far
  27647. addLine( 'f1', 'f2', colorFrustum );
  27648. addLine( 'f2', 'f4', colorFrustum );
  27649. addLine( 'f4', 'f3', colorFrustum );
  27650. addLine( 'f3', 'f1', colorFrustum );
  27651. // sides
  27652. addLine( 'n1', 'f1', colorFrustum );
  27653. addLine( 'n2', 'f2', colorFrustum );
  27654. addLine( 'n3', 'f3', colorFrustum );
  27655. addLine( 'n4', 'f4', colorFrustum );
  27656. // cone
  27657. addLine( 'p', 'n1', colorCone );
  27658. addLine( 'p', 'n2', colorCone );
  27659. addLine( 'p', 'n3', colorCone );
  27660. addLine( 'p', 'n4', colorCone );
  27661. // up
  27662. addLine( 'u1', 'u2', colorUp );
  27663. addLine( 'u2', 'u3', colorUp );
  27664. addLine( 'u3', 'u1', colorUp );
  27665. // target
  27666. addLine( 'c', 't', colorTarget );
  27667. addLine( 'p', 'c', colorCross );
  27668. // cross
  27669. addLine( 'cn1', 'cn2', colorCross );
  27670. addLine( 'cn3', 'cn4', colorCross );
  27671. addLine( 'cf1', 'cf2', colorCross );
  27672. addLine( 'cf3', 'cf4', colorCross );
  27673. function addLine( a, b, color ) {
  27674. addPoint( a, color );
  27675. addPoint( b, color );
  27676. }
  27677. function addPoint( id, color ) {
  27678. vertices.push( 0, 0, 0 );
  27679. colors.push( color.r, color.g, color.b );
  27680. if ( pointMap[ id ] === undefined ) {
  27681. pointMap[ id ] = [];
  27682. }
  27683. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27684. }
  27685. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27686. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27687. LineSegments.call( this, geometry, material );
  27688. this.camera = camera;
  27689. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27690. this.matrix = camera.matrixWorld;
  27691. this.matrixAutoUpdate = false;
  27692. this.pointMap = pointMap;
  27693. this.update();
  27694. }
  27695. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27696. CameraHelper.prototype.constructor = CameraHelper;
  27697. CameraHelper.prototype.update = function () {
  27698. var geometry, pointMap;
  27699. var vector = new Vector3();
  27700. var camera = new Camera();
  27701. function setPoint( point, x, y, z ) {
  27702. vector.set( x, y, z ).unproject( camera );
  27703. var points = pointMap[ point ];
  27704. if ( points !== undefined ) {
  27705. var position = geometry.getAttribute( 'position' );
  27706. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27707. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27708. }
  27709. }
  27710. }
  27711. return function update() {
  27712. geometry = this.geometry;
  27713. pointMap = this.pointMap;
  27714. var w = 1, h = 1;
  27715. // we need just camera projection matrix inverse
  27716. // world matrix must be identity
  27717. camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27718. // center / target
  27719. setPoint( 'c', 0, 0, - 1 );
  27720. setPoint( 't', 0, 0, 1 );
  27721. // near
  27722. setPoint( 'n1', - w, - h, - 1 );
  27723. setPoint( 'n2', w, - h, - 1 );
  27724. setPoint( 'n3', - w, h, - 1 );
  27725. setPoint( 'n4', w, h, - 1 );
  27726. // far
  27727. setPoint( 'f1', - w, - h, 1 );
  27728. setPoint( 'f2', w, - h, 1 );
  27729. setPoint( 'f3', - w, h, 1 );
  27730. setPoint( 'f4', w, h, 1 );
  27731. // up
  27732. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27733. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27734. setPoint( 'u3', 0, h * 2, - 1 );
  27735. // cross
  27736. setPoint( 'cf1', - w, 0, 1 );
  27737. setPoint( 'cf2', w, 0, 1 );
  27738. setPoint( 'cf3', 0, - h, 1 );
  27739. setPoint( 'cf4', 0, h, 1 );
  27740. setPoint( 'cn1', - w, 0, - 1 );
  27741. setPoint( 'cn2', w, 0, - 1 );
  27742. setPoint( 'cn3', 0, - h, - 1 );
  27743. setPoint( 'cn4', 0, h, - 1 );
  27744. geometry.getAttribute( 'position' ).needsUpdate = true;
  27745. };
  27746. }();
  27747. /**
  27748. * @author mrdoob / http://mrdoob.com/
  27749. * @author Mugen87 / http://github.com/Mugen87
  27750. */
  27751. function BoxHelper( object, color ) {
  27752. this.object = object;
  27753. if ( color === undefined ) color = 0xffff00;
  27754. 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 ] );
  27755. var positions = new Float32Array( 8 * 3 );
  27756. var geometry = new BufferGeometry();
  27757. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27758. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27759. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27760. this.matrixAutoUpdate = false;
  27761. this.update();
  27762. }
  27763. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27764. BoxHelper.prototype.constructor = BoxHelper;
  27765. BoxHelper.prototype.update = ( function () {
  27766. var box = new Box3();
  27767. return function update( object ) {
  27768. if ( object !== undefined ) {
  27769. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27770. }
  27771. if ( this.object !== undefined ) {
  27772. box.setFromObject( this.object );
  27773. }
  27774. if ( box.isEmpty() ) return;
  27775. var min = box.min;
  27776. var max = box.max;
  27777. /*
  27778. 5____4
  27779. 1/___0/|
  27780. | 6__|_7
  27781. 2/___3/
  27782. 0: max.x, max.y, max.z
  27783. 1: min.x, max.y, max.z
  27784. 2: min.x, min.y, max.z
  27785. 3: max.x, min.y, max.z
  27786. 4: max.x, max.y, min.z
  27787. 5: min.x, max.y, min.z
  27788. 6: min.x, min.y, min.z
  27789. 7: max.x, min.y, min.z
  27790. */
  27791. var position = this.geometry.attributes.position;
  27792. var array = position.array;
  27793. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27794. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27795. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27796. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27797. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27798. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27799. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27800. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27801. position.needsUpdate = true;
  27802. this.geometry.computeBoundingSphere();
  27803. };
  27804. } )();
  27805. BoxHelper.prototype.setFromObject = function ( object ) {
  27806. this.object = object;
  27807. this.update();
  27808. return this;
  27809. };
  27810. BoxHelper.prototype.copy = function ( source ) {
  27811. LineSegments.prototype.copy.call( this, source );
  27812. this.object = source.object;
  27813. return this;
  27814. };
  27815. BoxHelper.prototype.clone = function () {
  27816. return new this.constructor().copy( this );
  27817. };
  27818. /**
  27819. * @author WestLangley / http://github.com/WestLangley
  27820. */
  27821. function Box3Helper( box, hex ) {
  27822. this.type = 'Box3Helper';
  27823. this.box = box;
  27824. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27825. 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 ] );
  27826. 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 ];
  27827. var geometry = new BufferGeometry();
  27828. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27829. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27830. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27831. this.geometry.computeBoundingSphere();
  27832. }
  27833. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27834. Box3Helper.prototype.constructor = Box3Helper;
  27835. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27836. var box = this.box;
  27837. if ( box.isEmpty() ) return;
  27838. box.getCenter( this.position );
  27839. box.getSize( this.scale );
  27840. this.scale.multiplyScalar( 0.5 );
  27841. Object3D.prototype.updateMatrixWorld.call( this, force );
  27842. };
  27843. /**
  27844. * @author WestLangley / http://github.com/WestLangley
  27845. */
  27846. function PlaneHelper( plane, size, hex ) {
  27847. this.type = 'PlaneHelper';
  27848. this.plane = plane;
  27849. this.size = ( size === undefined ) ? 1 : size;
  27850. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27851. 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 ];
  27852. var geometry = new BufferGeometry();
  27853. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27854. geometry.computeBoundingSphere();
  27855. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27856. //
  27857. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27858. var geometry2 = new BufferGeometry();
  27859. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27860. geometry2.computeBoundingSphere();
  27861. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27862. }
  27863. PlaneHelper.prototype = Object.create( Line.prototype );
  27864. PlaneHelper.prototype.constructor = PlaneHelper;
  27865. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27866. var scale = - this.plane.constant;
  27867. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27868. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27869. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27870. this.lookAt( this.plane.normal );
  27871. Object3D.prototype.updateMatrixWorld.call( this, force );
  27872. };
  27873. /**
  27874. * @author WestLangley / http://github.com/WestLangley
  27875. * @author zz85 / http://github.com/zz85
  27876. * @author bhouston / http://clara.io
  27877. *
  27878. * Creates an arrow for visualizing directions
  27879. *
  27880. * Parameters:
  27881. * dir - Vector3
  27882. * origin - Vector3
  27883. * length - Number
  27884. * color - color in hex value
  27885. * headLength - Number
  27886. * headWidth - Number
  27887. */
  27888. var lineGeometry, coneGeometry;
  27889. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27890. // dir is assumed to be normalized
  27891. Object3D.call( this );
  27892. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27893. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27894. if ( length === undefined ) length = 1;
  27895. if ( color === undefined ) color = 0xffff00;
  27896. if ( headLength === undefined ) headLength = 0.2 * length;
  27897. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27898. if ( lineGeometry === undefined ) {
  27899. lineGeometry = new BufferGeometry();
  27900. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27901. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27902. coneGeometry.translate( 0, - 0.5, 0 );
  27903. }
  27904. this.position.copy( origin );
  27905. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27906. this.line.matrixAutoUpdate = false;
  27907. this.add( this.line );
  27908. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27909. this.cone.matrixAutoUpdate = false;
  27910. this.add( this.cone );
  27911. this.setDirection( dir );
  27912. this.setLength( length, headLength, headWidth );
  27913. }
  27914. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27915. ArrowHelper.prototype.constructor = ArrowHelper;
  27916. ArrowHelper.prototype.setDirection = ( function () {
  27917. var axis = new Vector3();
  27918. var radians;
  27919. return function setDirection( dir ) {
  27920. // dir is assumed to be normalized
  27921. if ( dir.y > 0.99999 ) {
  27922. this.quaternion.set( 0, 0, 0, 1 );
  27923. } else if ( dir.y < - 0.99999 ) {
  27924. this.quaternion.set( 1, 0, 0, 0 );
  27925. } else {
  27926. axis.set( dir.z, 0, - dir.x ).normalize();
  27927. radians = Math.acos( dir.y );
  27928. this.quaternion.setFromAxisAngle( axis, radians );
  27929. }
  27930. };
  27931. }() );
  27932. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27933. if ( headLength === undefined ) headLength = 0.2 * length;
  27934. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27935. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27936. this.line.updateMatrix();
  27937. this.cone.scale.set( headWidth, headLength, headWidth );
  27938. this.cone.position.y = length;
  27939. this.cone.updateMatrix();
  27940. };
  27941. ArrowHelper.prototype.setColor = function ( color ) {
  27942. this.line.material.color.set( color );
  27943. this.cone.material.color.set( color );
  27944. };
  27945. ArrowHelper.prototype.copy = function ( source ) {
  27946. Object3D.prototype.copy.call( this, source, false );
  27947. this.line.copy( source.line );
  27948. this.cone.copy( source.cone );
  27949. return this;
  27950. };
  27951. ArrowHelper.prototype.clone = function () {
  27952. return new this.constructor().copy( this );
  27953. };
  27954. /**
  27955. * @author sroucheray / http://sroucheray.org/
  27956. * @author mrdoob / http://mrdoob.com/
  27957. */
  27958. function AxesHelper( size ) {
  27959. size = size || 1;
  27960. var vertices = [
  27961. 0, 0, 0, size, 0, 0,
  27962. 0, 0, 0, 0, size, 0,
  27963. 0, 0, 0, 0, 0, size
  27964. ];
  27965. var colors = [
  27966. 1, 0, 0, 1, 0.6, 0,
  27967. 0, 1, 0, 0.6, 1, 0,
  27968. 0, 0, 1, 0, 0.6, 1
  27969. ];
  27970. var geometry = new BufferGeometry();
  27971. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27972. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27973. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27974. LineSegments.call( this, geometry, material );
  27975. }
  27976. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27977. AxesHelper.prototype.constructor = AxesHelper;
  27978. /**
  27979. * @author mrdoob / http://mrdoob.com/
  27980. */
  27981. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27982. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27983. return new Face3( a, b, c, normal, color, materialIndex );
  27984. }
  27985. var LineStrip = 0;
  27986. var LinePieces = 1;
  27987. function MeshFaceMaterial( materials ) {
  27988. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27989. return materials;
  27990. }
  27991. function MultiMaterial( materials ) {
  27992. if ( materials === undefined ) materials = [];
  27993. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27994. materials.isMultiMaterial = true;
  27995. materials.materials = materials;
  27996. materials.clone = function () {
  27997. return materials.slice();
  27998. };
  27999. return materials;
  28000. }
  28001. function PointCloud( geometry, material ) {
  28002. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28003. return new Points( geometry, material );
  28004. }
  28005. function Particle( material ) {
  28006. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28007. return new Sprite( material );
  28008. }
  28009. function ParticleSystem( geometry, material ) {
  28010. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28011. return new Points( geometry, material );
  28012. }
  28013. function PointCloudMaterial( parameters ) {
  28014. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28015. return new PointsMaterial( parameters );
  28016. }
  28017. function ParticleBasicMaterial( parameters ) {
  28018. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28019. return new PointsMaterial( parameters );
  28020. }
  28021. function ParticleSystemMaterial( parameters ) {
  28022. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28023. return new PointsMaterial( parameters );
  28024. }
  28025. function Vertex( x, y, z ) {
  28026. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28027. return new Vector3( x, y, z );
  28028. }
  28029. //
  28030. function DynamicBufferAttribute( array, itemSize ) {
  28031. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28032. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28033. }
  28034. function Int8Attribute( array, itemSize ) {
  28035. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28036. return new Int8BufferAttribute( array, itemSize );
  28037. }
  28038. function Uint8Attribute( array, itemSize ) {
  28039. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28040. return new Uint8BufferAttribute( array, itemSize );
  28041. }
  28042. function Uint8ClampedAttribute( array, itemSize ) {
  28043. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28044. return new Uint8ClampedBufferAttribute( array, itemSize );
  28045. }
  28046. function Int16Attribute( array, itemSize ) {
  28047. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28048. return new Int16BufferAttribute( array, itemSize );
  28049. }
  28050. function Uint16Attribute( array, itemSize ) {
  28051. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28052. return new Uint16BufferAttribute( array, itemSize );
  28053. }
  28054. function Int32Attribute( array, itemSize ) {
  28055. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28056. return new Int32BufferAttribute( array, itemSize );
  28057. }
  28058. function Uint32Attribute( array, itemSize ) {
  28059. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28060. return new Uint32BufferAttribute( array, itemSize );
  28061. }
  28062. function Float32Attribute( array, itemSize ) {
  28063. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28064. return new Float32BufferAttribute( array, itemSize );
  28065. }
  28066. function Float64Attribute( array, itemSize ) {
  28067. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28068. return new Float64BufferAttribute( array, itemSize );
  28069. }
  28070. //
  28071. Curve.create = function ( construct, getPoint ) {
  28072. console.log( 'THREE.Curve.create() has been deprecated' );
  28073. construct.prototype = Object.create( Curve.prototype );
  28074. construct.prototype.constructor = construct;
  28075. construct.prototype.getPoint = getPoint;
  28076. return construct;
  28077. };
  28078. //
  28079. Object.assign( CurvePath.prototype, {
  28080. createPointsGeometry: function ( divisions ) {
  28081. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28082. // generate geometry from path points (for Line or Points objects)
  28083. var pts = this.getPoints( divisions );
  28084. return this.createGeometry( pts );
  28085. },
  28086. createSpacedPointsGeometry: function ( divisions ) {
  28087. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28088. // generate geometry from equidistant sampling along the path
  28089. var pts = this.getSpacedPoints( divisions );
  28090. return this.createGeometry( pts );
  28091. },
  28092. createGeometry: function ( points ) {
  28093. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28094. var geometry = new Geometry();
  28095. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28096. var point = points[ i ];
  28097. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28098. }
  28099. return geometry;
  28100. }
  28101. } );
  28102. //
  28103. Object.assign( Path.prototype, {
  28104. fromPoints: function ( points ) {
  28105. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28106. this.setFromPoints( points );
  28107. }
  28108. } );
  28109. //
  28110. function ClosedSplineCurve3( points ) {
  28111. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28112. CatmullRomCurve3.call( this, points );
  28113. this.type = 'catmullrom';
  28114. this.closed = true;
  28115. }
  28116. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28117. //
  28118. function SplineCurve3( points ) {
  28119. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28120. CatmullRomCurve3.call( this, points );
  28121. this.type = 'catmullrom';
  28122. }
  28123. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28124. //
  28125. function Spline( points ) {
  28126. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28127. CatmullRomCurve3.call( this, points );
  28128. this.type = 'catmullrom';
  28129. }
  28130. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28131. Object.assign( Spline.prototype, {
  28132. initFromArray: function ( /* a */ ) {
  28133. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28134. },
  28135. getControlPointsArray: function ( /* optionalTarget */ ) {
  28136. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28137. },
  28138. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28139. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28140. }
  28141. } );
  28142. //
  28143. function AxisHelper( size ) {
  28144. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28145. return new AxesHelper( size );
  28146. }
  28147. function BoundingBoxHelper( object, color ) {
  28148. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28149. return new BoxHelper( object, color );
  28150. }
  28151. function EdgesHelper( object, hex ) {
  28152. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28153. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28154. }
  28155. GridHelper.prototype.setColors = function () {
  28156. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28157. };
  28158. SkeletonHelper.prototype.update = function () {
  28159. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28160. };
  28161. function WireframeHelper( object, hex ) {
  28162. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28163. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28164. }
  28165. //
  28166. Object.assign( Loader.prototype, {
  28167. extractUrlBase: function ( url ) {
  28168. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28169. return LoaderUtils.extractUrlBase( url );
  28170. }
  28171. } );
  28172. function XHRLoader( manager ) {
  28173. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28174. return new FileLoader( manager );
  28175. }
  28176. function BinaryTextureLoader( manager ) {
  28177. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28178. return new DataTextureLoader( manager );
  28179. }
  28180. Object.assign( ObjectLoader.prototype, {
  28181. setTexturePath: function ( value ) {
  28182. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28183. return this.setResourcePath( value );
  28184. }
  28185. } );
  28186. //
  28187. Object.assign( Box2.prototype, {
  28188. center: function ( optionalTarget ) {
  28189. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28190. return this.getCenter( optionalTarget );
  28191. },
  28192. empty: function () {
  28193. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28194. return this.isEmpty();
  28195. },
  28196. isIntersectionBox: function ( box ) {
  28197. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28198. return this.intersectsBox( box );
  28199. },
  28200. size: function ( optionalTarget ) {
  28201. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28202. return this.getSize( optionalTarget );
  28203. }
  28204. } );
  28205. Object.assign( Box3.prototype, {
  28206. center: function ( optionalTarget ) {
  28207. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28208. return this.getCenter( optionalTarget );
  28209. },
  28210. empty: function () {
  28211. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28212. return this.isEmpty();
  28213. },
  28214. isIntersectionBox: function ( box ) {
  28215. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28216. return this.intersectsBox( box );
  28217. },
  28218. isIntersectionSphere: function ( sphere ) {
  28219. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28220. return this.intersectsSphere( sphere );
  28221. },
  28222. size: function ( optionalTarget ) {
  28223. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28224. return this.getSize( optionalTarget );
  28225. }
  28226. } );
  28227. Line3.prototype.center = function ( optionalTarget ) {
  28228. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28229. return this.getCenter( optionalTarget );
  28230. };
  28231. Object.assign( _Math, {
  28232. random16: function () {
  28233. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28234. return Math.random();
  28235. },
  28236. nearestPowerOfTwo: function ( value ) {
  28237. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28238. return _Math.floorPowerOfTwo( value );
  28239. },
  28240. nextPowerOfTwo: function ( value ) {
  28241. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28242. return _Math.ceilPowerOfTwo( value );
  28243. }
  28244. } );
  28245. Object.assign( Matrix3.prototype, {
  28246. flattenToArrayOffset: function ( array, offset ) {
  28247. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28248. return this.toArray( array, offset );
  28249. },
  28250. multiplyVector3: function ( vector ) {
  28251. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28252. return vector.applyMatrix3( this );
  28253. },
  28254. multiplyVector3Array: function ( /* a */ ) {
  28255. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28256. },
  28257. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28258. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28259. return this.applyToBufferAttribute( buffer );
  28260. },
  28261. applyToVector3Array: function ( /* array, offset, length */ ) {
  28262. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28263. }
  28264. } );
  28265. Object.assign( Matrix4.prototype, {
  28266. extractPosition: function ( m ) {
  28267. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28268. return this.copyPosition( m );
  28269. },
  28270. flattenToArrayOffset: function ( array, offset ) {
  28271. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28272. return this.toArray( array, offset );
  28273. },
  28274. getPosition: function () {
  28275. var v1;
  28276. return function getPosition() {
  28277. if ( v1 === undefined ) v1 = new Vector3();
  28278. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28279. return v1.setFromMatrixColumn( this, 3 );
  28280. };
  28281. }(),
  28282. setRotationFromQuaternion: function ( q ) {
  28283. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28284. return this.makeRotationFromQuaternion( q );
  28285. },
  28286. multiplyToArray: function () {
  28287. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28288. },
  28289. multiplyVector3: function ( vector ) {
  28290. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28291. return vector.applyMatrix4( this );
  28292. },
  28293. multiplyVector4: function ( vector ) {
  28294. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28295. return vector.applyMatrix4( this );
  28296. },
  28297. multiplyVector3Array: function ( /* a */ ) {
  28298. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28299. },
  28300. rotateAxis: function ( v ) {
  28301. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28302. v.transformDirection( this );
  28303. },
  28304. crossVector: function ( vector ) {
  28305. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28306. return vector.applyMatrix4( this );
  28307. },
  28308. translate: function () {
  28309. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28310. },
  28311. rotateX: function () {
  28312. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28313. },
  28314. rotateY: function () {
  28315. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28316. },
  28317. rotateZ: function () {
  28318. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28319. },
  28320. rotateByAxis: function () {
  28321. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28322. },
  28323. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28324. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28325. return this.applyToBufferAttribute( buffer );
  28326. },
  28327. applyToVector3Array: function ( /* array, offset, length */ ) {
  28328. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28329. },
  28330. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28331. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28332. return this.makePerspective( left, right, top, bottom, near, far );
  28333. }
  28334. } );
  28335. Plane.prototype.isIntersectionLine = function ( line ) {
  28336. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28337. return this.intersectsLine( line );
  28338. };
  28339. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28340. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28341. return vector.applyQuaternion( this );
  28342. };
  28343. Object.assign( Ray.prototype, {
  28344. isIntersectionBox: function ( box ) {
  28345. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28346. return this.intersectsBox( box );
  28347. },
  28348. isIntersectionPlane: function ( plane ) {
  28349. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28350. return this.intersectsPlane( plane );
  28351. },
  28352. isIntersectionSphere: function ( sphere ) {
  28353. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28354. return this.intersectsSphere( sphere );
  28355. }
  28356. } );
  28357. Object.assign( Triangle.prototype, {
  28358. area: function () {
  28359. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28360. return this.getArea();
  28361. },
  28362. barycoordFromPoint: function ( point, target ) {
  28363. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28364. return this.getBarycoord( point, target );
  28365. },
  28366. midpoint: function ( target ) {
  28367. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28368. return this.getMidpoint( target );
  28369. },
  28370. normal: function ( target ) {
  28371. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28372. return this.getNormal( target );
  28373. },
  28374. plane: function ( target ) {
  28375. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28376. return this.getPlane( target );
  28377. }
  28378. } );
  28379. Object.assign( Triangle, {
  28380. barycoordFromPoint: function ( point, a, b, c, target ) {
  28381. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28382. return Triangle.getBarycoord( point, a, b, c, target );
  28383. },
  28384. normal: function ( a, b, c, target ) {
  28385. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28386. return Triangle.getNormal( a, b, c, target );
  28387. }
  28388. } );
  28389. Object.assign( Shape.prototype, {
  28390. extractAllPoints: function ( divisions ) {
  28391. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28392. return this.extractPoints( divisions );
  28393. },
  28394. extrude: function ( options ) {
  28395. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28396. return new ExtrudeGeometry( this, options );
  28397. },
  28398. makeGeometry: function ( options ) {
  28399. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28400. return new ShapeGeometry( this, options );
  28401. }
  28402. } );
  28403. Object.assign( Vector2.prototype, {
  28404. fromAttribute: function ( attribute, index, offset ) {
  28405. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28406. return this.fromBufferAttribute( attribute, index, offset );
  28407. },
  28408. distanceToManhattan: function ( v ) {
  28409. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28410. return this.manhattanDistanceTo( v );
  28411. },
  28412. lengthManhattan: function () {
  28413. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28414. return this.manhattanLength();
  28415. }
  28416. } );
  28417. Object.assign( Vector3.prototype, {
  28418. setEulerFromRotationMatrix: function () {
  28419. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28420. },
  28421. setEulerFromQuaternion: function () {
  28422. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28423. },
  28424. getPositionFromMatrix: function ( m ) {
  28425. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28426. return this.setFromMatrixPosition( m );
  28427. },
  28428. getScaleFromMatrix: function ( m ) {
  28429. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28430. return this.setFromMatrixScale( m );
  28431. },
  28432. getColumnFromMatrix: function ( index, matrix ) {
  28433. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28434. return this.setFromMatrixColumn( matrix, index );
  28435. },
  28436. applyProjection: function ( m ) {
  28437. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28438. return this.applyMatrix4( m );
  28439. },
  28440. fromAttribute: function ( attribute, index, offset ) {
  28441. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28442. return this.fromBufferAttribute( attribute, index, offset );
  28443. },
  28444. distanceToManhattan: function ( v ) {
  28445. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28446. return this.manhattanDistanceTo( v );
  28447. },
  28448. lengthManhattan: function () {
  28449. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28450. return this.manhattanLength();
  28451. }
  28452. } );
  28453. Object.assign( Vector4.prototype, {
  28454. fromAttribute: function ( attribute, index, offset ) {
  28455. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28456. return this.fromBufferAttribute( attribute, index, offset );
  28457. },
  28458. lengthManhattan: function () {
  28459. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28460. return this.manhattanLength();
  28461. }
  28462. } );
  28463. //
  28464. Object.assign( Geometry.prototype, {
  28465. computeTangents: function () {
  28466. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28467. },
  28468. computeLineDistances: function () {
  28469. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28470. }
  28471. } );
  28472. Object.assign( Object3D.prototype, {
  28473. getChildByName: function ( name ) {
  28474. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28475. return this.getObjectByName( name );
  28476. },
  28477. renderDepth: function () {
  28478. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28479. },
  28480. translate: function ( distance, axis ) {
  28481. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28482. return this.translateOnAxis( axis, distance );
  28483. },
  28484. getWorldRotation: function () {
  28485. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28486. }
  28487. } );
  28488. Object.defineProperties( Object3D.prototype, {
  28489. eulerOrder: {
  28490. get: function () {
  28491. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28492. return this.rotation.order;
  28493. },
  28494. set: function ( value ) {
  28495. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28496. this.rotation.order = value;
  28497. }
  28498. },
  28499. useQuaternion: {
  28500. get: function () {
  28501. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28502. },
  28503. set: function () {
  28504. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28505. }
  28506. }
  28507. } );
  28508. Object.defineProperties( LOD.prototype, {
  28509. objects: {
  28510. get: function () {
  28511. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28512. return this.levels;
  28513. }
  28514. }
  28515. } );
  28516. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28517. get: function () {
  28518. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28519. },
  28520. set: function () {
  28521. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28522. }
  28523. } );
  28524. SkinnedMesh.prototype.initBones = function () {
  28525. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28526. };
  28527. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28528. get: function () {
  28529. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28530. return this.arcLengthDivisions;
  28531. },
  28532. set: function ( value ) {
  28533. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28534. this.arcLengthDivisions = value;
  28535. }
  28536. } );
  28537. //
  28538. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28539. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28540. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28541. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28542. this.setFocalLength( focalLength );
  28543. };
  28544. //
  28545. Object.defineProperties( Light.prototype, {
  28546. onlyShadow: {
  28547. set: function () {
  28548. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28549. }
  28550. },
  28551. shadowCameraFov: {
  28552. set: function ( value ) {
  28553. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28554. this.shadow.camera.fov = value;
  28555. }
  28556. },
  28557. shadowCameraLeft: {
  28558. set: function ( value ) {
  28559. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28560. this.shadow.camera.left = value;
  28561. }
  28562. },
  28563. shadowCameraRight: {
  28564. set: function ( value ) {
  28565. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28566. this.shadow.camera.right = value;
  28567. }
  28568. },
  28569. shadowCameraTop: {
  28570. set: function ( value ) {
  28571. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28572. this.shadow.camera.top = value;
  28573. }
  28574. },
  28575. shadowCameraBottom: {
  28576. set: function ( value ) {
  28577. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28578. this.shadow.camera.bottom = value;
  28579. }
  28580. },
  28581. shadowCameraNear: {
  28582. set: function ( value ) {
  28583. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28584. this.shadow.camera.near = value;
  28585. }
  28586. },
  28587. shadowCameraFar: {
  28588. set: function ( value ) {
  28589. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28590. this.shadow.camera.far = value;
  28591. }
  28592. },
  28593. shadowCameraVisible: {
  28594. set: function () {
  28595. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28596. }
  28597. },
  28598. shadowBias: {
  28599. set: function ( value ) {
  28600. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28601. this.shadow.bias = value;
  28602. }
  28603. },
  28604. shadowDarkness: {
  28605. set: function () {
  28606. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28607. }
  28608. },
  28609. shadowMapWidth: {
  28610. set: function ( value ) {
  28611. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28612. this.shadow.mapSize.width = value;
  28613. }
  28614. },
  28615. shadowMapHeight: {
  28616. set: function ( value ) {
  28617. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28618. this.shadow.mapSize.height = value;
  28619. }
  28620. }
  28621. } );
  28622. //
  28623. Object.defineProperties( BufferAttribute.prototype, {
  28624. length: {
  28625. get: function () {
  28626. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28627. return this.array.length;
  28628. }
  28629. },
  28630. copyIndicesArray: function ( /* indices */ ) {
  28631. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28632. }
  28633. } );
  28634. Object.assign( BufferGeometry.prototype, {
  28635. addIndex: function ( index ) {
  28636. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28637. this.setIndex( index );
  28638. },
  28639. addDrawCall: function ( start, count, indexOffset ) {
  28640. if ( indexOffset !== undefined ) {
  28641. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28642. }
  28643. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28644. this.addGroup( start, count );
  28645. },
  28646. clearDrawCalls: function () {
  28647. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28648. this.clearGroups();
  28649. },
  28650. computeTangents: function () {
  28651. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28652. },
  28653. computeOffsets: function () {
  28654. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28655. }
  28656. } );
  28657. Object.defineProperties( BufferGeometry.prototype, {
  28658. drawcalls: {
  28659. get: function () {
  28660. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28661. return this.groups;
  28662. }
  28663. },
  28664. offsets: {
  28665. get: function () {
  28666. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28667. return this.groups;
  28668. }
  28669. }
  28670. } );
  28671. //
  28672. Object.assign( ExtrudeBufferGeometry.prototype, {
  28673. getArrays: function () {
  28674. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28675. },
  28676. addShapeList: function () {
  28677. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28678. },
  28679. addShape: function () {
  28680. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28681. }
  28682. } );
  28683. //
  28684. Object.defineProperties( Uniform.prototype, {
  28685. dynamic: {
  28686. set: function () {
  28687. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28688. }
  28689. },
  28690. onUpdate: {
  28691. value: function () {
  28692. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28693. return this;
  28694. }
  28695. }
  28696. } );
  28697. //
  28698. Object.defineProperties( Material.prototype, {
  28699. wrapAround: {
  28700. get: function () {
  28701. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28702. },
  28703. set: function () {
  28704. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28705. }
  28706. },
  28707. overdraw: {
  28708. get: function () {
  28709. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28710. },
  28711. set: function () {
  28712. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28713. }
  28714. },
  28715. wrapRGB: {
  28716. get: function () {
  28717. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28718. return new Color();
  28719. }
  28720. },
  28721. shading: {
  28722. get: function () {
  28723. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28724. },
  28725. set: function ( value ) {
  28726. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28727. this.flatShading = ( value === FlatShading );
  28728. }
  28729. }
  28730. } );
  28731. Object.defineProperties( MeshPhongMaterial.prototype, {
  28732. metal: {
  28733. get: function () {
  28734. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28735. return false;
  28736. },
  28737. set: function () {
  28738. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28739. }
  28740. }
  28741. } );
  28742. Object.defineProperties( ShaderMaterial.prototype, {
  28743. derivatives: {
  28744. get: function () {
  28745. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28746. return this.extensions.derivatives;
  28747. },
  28748. set: function ( value ) {
  28749. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28750. this.extensions.derivatives = value;
  28751. }
  28752. }
  28753. } );
  28754. //
  28755. Object.assign( WebGLRenderer.prototype, {
  28756. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28757. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28758. this.setRenderTarget( renderTarget );
  28759. this.clear( color, depth, stencil );
  28760. },
  28761. animate: function ( callback ) {
  28762. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28763. this.setAnimationLoop( callback );
  28764. },
  28765. getCurrentRenderTarget: function () {
  28766. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28767. return this.getRenderTarget();
  28768. },
  28769. getMaxAnisotropy: function () {
  28770. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28771. return this.capabilities.getMaxAnisotropy();
  28772. },
  28773. getPrecision: function () {
  28774. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28775. return this.capabilities.precision;
  28776. },
  28777. resetGLState: function () {
  28778. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28779. return this.state.reset();
  28780. },
  28781. supportsFloatTextures: function () {
  28782. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28783. return this.extensions.get( 'OES_texture_float' );
  28784. },
  28785. supportsHalfFloatTextures: function () {
  28786. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28787. return this.extensions.get( 'OES_texture_half_float' );
  28788. },
  28789. supportsStandardDerivatives: function () {
  28790. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28791. return this.extensions.get( 'OES_standard_derivatives' );
  28792. },
  28793. supportsCompressedTextureS3TC: function () {
  28794. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28795. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28796. },
  28797. supportsCompressedTexturePVRTC: function () {
  28798. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28799. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28800. },
  28801. supportsBlendMinMax: function () {
  28802. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28803. return this.extensions.get( 'EXT_blend_minmax' );
  28804. },
  28805. supportsVertexTextures: function () {
  28806. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28807. return this.capabilities.vertexTextures;
  28808. },
  28809. supportsInstancedArrays: function () {
  28810. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28811. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28812. },
  28813. enableScissorTest: function ( boolean ) {
  28814. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28815. this.setScissorTest( boolean );
  28816. },
  28817. initMaterial: function () {
  28818. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28819. },
  28820. addPrePlugin: function () {
  28821. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28822. },
  28823. addPostPlugin: function () {
  28824. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28825. },
  28826. updateShadowMap: function () {
  28827. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28828. },
  28829. setFaceCulling: function () {
  28830. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28831. },
  28832. allocTextureUnit: function () {
  28833. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28834. },
  28835. setTexture: function () {
  28836. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28837. },
  28838. setTexture2D: function () {
  28839. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28840. },
  28841. setTextureCube: function () {
  28842. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28843. }
  28844. } );
  28845. Object.defineProperties( WebGLRenderer.prototype, {
  28846. shadowMapEnabled: {
  28847. get: function () {
  28848. return this.shadowMap.enabled;
  28849. },
  28850. set: function ( value ) {
  28851. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28852. this.shadowMap.enabled = value;
  28853. }
  28854. },
  28855. shadowMapType: {
  28856. get: function () {
  28857. return this.shadowMap.type;
  28858. },
  28859. set: function ( value ) {
  28860. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28861. this.shadowMap.type = value;
  28862. }
  28863. },
  28864. shadowMapCullFace: {
  28865. get: function () {
  28866. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28867. return undefined;
  28868. },
  28869. set: function ( /* value */ ) {
  28870. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28871. }
  28872. }
  28873. } );
  28874. Object.defineProperties( WebGLShadowMap.prototype, {
  28875. cullFace: {
  28876. get: function () {
  28877. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28878. return undefined;
  28879. },
  28880. set: function ( /* cullFace */ ) {
  28881. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28882. }
  28883. },
  28884. renderReverseSided: {
  28885. get: function () {
  28886. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28887. return undefined;
  28888. },
  28889. set: function () {
  28890. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28891. }
  28892. },
  28893. renderSingleSided: {
  28894. get: function () {
  28895. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28896. return undefined;
  28897. },
  28898. set: function () {
  28899. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28900. }
  28901. }
  28902. } );
  28903. //
  28904. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28905. activeCubeFace: {
  28906. set: function ( /* value */ ) {
  28907. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28908. }
  28909. },
  28910. activeMipMapLevel: {
  28911. set: function ( /* value */ ) {
  28912. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28913. }
  28914. }
  28915. } );
  28916. //
  28917. Object.defineProperties( WebGLRenderTarget.prototype, {
  28918. wrapS: {
  28919. get: function () {
  28920. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28921. return this.texture.wrapS;
  28922. },
  28923. set: function ( value ) {
  28924. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28925. this.texture.wrapS = value;
  28926. }
  28927. },
  28928. wrapT: {
  28929. get: function () {
  28930. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28931. return this.texture.wrapT;
  28932. },
  28933. set: function ( value ) {
  28934. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28935. this.texture.wrapT = value;
  28936. }
  28937. },
  28938. magFilter: {
  28939. get: function () {
  28940. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28941. return this.texture.magFilter;
  28942. },
  28943. set: function ( value ) {
  28944. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28945. this.texture.magFilter = value;
  28946. }
  28947. },
  28948. minFilter: {
  28949. get: function () {
  28950. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28951. return this.texture.minFilter;
  28952. },
  28953. set: function ( value ) {
  28954. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28955. this.texture.minFilter = value;
  28956. }
  28957. },
  28958. anisotropy: {
  28959. get: function () {
  28960. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28961. return this.texture.anisotropy;
  28962. },
  28963. set: function ( value ) {
  28964. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28965. this.texture.anisotropy = value;
  28966. }
  28967. },
  28968. offset: {
  28969. get: function () {
  28970. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28971. return this.texture.offset;
  28972. },
  28973. set: function ( value ) {
  28974. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28975. this.texture.offset = value;
  28976. }
  28977. },
  28978. repeat: {
  28979. get: function () {
  28980. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28981. return this.texture.repeat;
  28982. },
  28983. set: function ( value ) {
  28984. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28985. this.texture.repeat = value;
  28986. }
  28987. },
  28988. format: {
  28989. get: function () {
  28990. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28991. return this.texture.format;
  28992. },
  28993. set: function ( value ) {
  28994. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28995. this.texture.format = value;
  28996. }
  28997. },
  28998. type: {
  28999. get: function () {
  29000. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29001. return this.texture.type;
  29002. },
  29003. set: function ( value ) {
  29004. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29005. this.texture.type = value;
  29006. }
  29007. },
  29008. generateMipmaps: {
  29009. get: function () {
  29010. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29011. return this.texture.generateMipmaps;
  29012. },
  29013. set: function ( value ) {
  29014. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29015. this.texture.generateMipmaps = value;
  29016. }
  29017. }
  29018. } );
  29019. //
  29020. Object.defineProperties( WebVRManager.prototype, {
  29021. standing: {
  29022. set: function ( /* value */ ) {
  29023. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29024. }
  29025. },
  29026. userHeight: {
  29027. set: function ( /* value */ ) {
  29028. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29029. }
  29030. }
  29031. } );
  29032. //
  29033. Audio.prototype.load = function ( file ) {
  29034. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29035. var scope = this;
  29036. var audioLoader = new AudioLoader();
  29037. audioLoader.load( file, function ( buffer ) {
  29038. scope.setBuffer( buffer );
  29039. } );
  29040. return this;
  29041. };
  29042. AudioAnalyser.prototype.getData = function () {
  29043. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29044. return this.getFrequencyData();
  29045. };
  29046. //
  29047. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29048. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29049. return this.update( renderer, scene );
  29050. };
  29051. //
  29052. var GeometryUtils = {
  29053. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29054. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29055. var matrix;
  29056. if ( geometry2.isMesh ) {
  29057. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29058. matrix = geometry2.matrix;
  29059. geometry2 = geometry2.geometry;
  29060. }
  29061. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29062. },
  29063. center: function ( geometry ) {
  29064. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29065. return geometry.center();
  29066. }
  29067. };
  29068. ImageUtils.crossOrigin = undefined;
  29069. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29070. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29071. var loader = new TextureLoader();
  29072. loader.setCrossOrigin( this.crossOrigin );
  29073. var texture = loader.load( url, onLoad, undefined, onError );
  29074. if ( mapping ) texture.mapping = mapping;
  29075. return texture;
  29076. };
  29077. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29078. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29079. var loader = new CubeTextureLoader();
  29080. loader.setCrossOrigin( this.crossOrigin );
  29081. var texture = loader.load( urls, onLoad, undefined, onError );
  29082. if ( mapping ) texture.mapping = mapping;
  29083. return texture;
  29084. };
  29085. ImageUtils.loadCompressedTexture = function () {
  29086. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29087. };
  29088. ImageUtils.loadCompressedTextureCube = function () {
  29089. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29090. };
  29091. //
  29092. function CanvasRenderer() {
  29093. console.error( 'THREE.CanvasRenderer has been removed' );
  29094. }
  29095. //
  29096. function JSONLoader() {
  29097. console.error( 'THREE.JSONLoader has been removed.' );
  29098. }
  29099. //
  29100. var SceneUtils = {
  29101. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29102. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29103. },
  29104. detach: function ( /* child, parent, scene */ ) {
  29105. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29106. },
  29107. attach: function ( /* child, scene, parent */ ) {
  29108. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29109. }
  29110. };
  29111. //
  29112. function LensFlare() {
  29113. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29114. }
  29115. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29116. exports.AddEquation = AddEquation;
  29117. exports.AddOperation = AddOperation;
  29118. exports.AdditiveBlending = AdditiveBlending;
  29119. exports.AlphaFormat = AlphaFormat;
  29120. exports.AlwaysDepth = AlwaysDepth;
  29121. exports.AmbientLight = AmbientLight;
  29122. exports.AmbientLightProbe = AmbientLightProbe;
  29123. exports.AnimationClip = AnimationClip;
  29124. exports.AnimationLoader = AnimationLoader;
  29125. exports.AnimationMixer = AnimationMixer;
  29126. exports.AnimationObjectGroup = AnimationObjectGroup;
  29127. exports.AnimationUtils = AnimationUtils;
  29128. exports.ArcCurve = ArcCurve;
  29129. exports.ArrayCamera = ArrayCamera;
  29130. exports.ArrowHelper = ArrowHelper;
  29131. exports.Audio = Audio;
  29132. exports.AudioAnalyser = AudioAnalyser;
  29133. exports.AudioContext = AudioContext;
  29134. exports.AudioListener = AudioListener;
  29135. exports.AudioLoader = AudioLoader;
  29136. exports.AxesHelper = AxesHelper;
  29137. exports.AxisHelper = AxisHelper;
  29138. exports.BackSide = BackSide;
  29139. exports.BasicDepthPacking = BasicDepthPacking;
  29140. exports.BasicShadowMap = BasicShadowMap;
  29141. exports.BinaryTextureLoader = BinaryTextureLoader;
  29142. exports.Bone = Bone;
  29143. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29144. exports.BoundingBoxHelper = BoundingBoxHelper;
  29145. exports.Box2 = Box2;
  29146. exports.Box3 = Box3;
  29147. exports.Box3Helper = Box3Helper;
  29148. exports.BoxBufferGeometry = BoxBufferGeometry;
  29149. exports.BoxGeometry = BoxGeometry;
  29150. exports.BoxHelper = BoxHelper;
  29151. exports.BufferAttribute = BufferAttribute;
  29152. exports.BufferGeometry = BufferGeometry;
  29153. exports.BufferGeometryLoader = BufferGeometryLoader;
  29154. exports.ByteType = ByteType;
  29155. exports.Cache = Cache;
  29156. exports.Camera = Camera;
  29157. exports.CameraHelper = CameraHelper;
  29158. exports.CanvasRenderer = CanvasRenderer;
  29159. exports.CanvasTexture = CanvasTexture;
  29160. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29161. exports.CineonToneMapping = CineonToneMapping;
  29162. exports.CircleBufferGeometry = CircleBufferGeometry;
  29163. exports.CircleGeometry = CircleGeometry;
  29164. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29165. exports.Clock = Clock;
  29166. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29167. exports.Color = Color;
  29168. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29169. exports.CompressedTexture = CompressedTexture;
  29170. exports.CompressedTextureLoader = CompressedTextureLoader;
  29171. exports.ConeBufferGeometry = ConeBufferGeometry;
  29172. exports.ConeGeometry = ConeGeometry;
  29173. exports.CubeCamera = CubeCamera;
  29174. exports.CubeGeometry = BoxGeometry;
  29175. exports.CubeReflectionMapping = CubeReflectionMapping;
  29176. exports.CubeRefractionMapping = CubeRefractionMapping;
  29177. exports.CubeTexture = CubeTexture;
  29178. exports.CubeTextureLoader = CubeTextureLoader;
  29179. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29180. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29181. exports.CubicBezierCurve = CubicBezierCurve;
  29182. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29183. exports.CubicInterpolant = CubicInterpolant;
  29184. exports.CullFaceBack = CullFaceBack;
  29185. exports.CullFaceFront = CullFaceFront;
  29186. exports.CullFaceFrontBack = CullFaceFrontBack;
  29187. exports.CullFaceNone = CullFaceNone;
  29188. exports.Curve = Curve;
  29189. exports.CurvePath = CurvePath;
  29190. exports.CustomBlending = CustomBlending;
  29191. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29192. exports.CylinderGeometry = CylinderGeometry;
  29193. exports.Cylindrical = Cylindrical;
  29194. exports.DataTexture = DataTexture;
  29195. exports.DataTexture2DArray = DataTexture2DArray;
  29196. exports.DataTexture3D = DataTexture3D;
  29197. exports.DataTextureLoader = DataTextureLoader;
  29198. exports.DefaultLoadingManager = DefaultLoadingManager;
  29199. exports.DepthFormat = DepthFormat;
  29200. exports.DepthStencilFormat = DepthStencilFormat;
  29201. exports.DepthTexture = DepthTexture;
  29202. exports.DirectionalLight = DirectionalLight;
  29203. exports.DirectionalLightHelper = DirectionalLightHelper;
  29204. exports.DirectionalLightShadow = DirectionalLightShadow;
  29205. exports.DiscreteInterpolant = DiscreteInterpolant;
  29206. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29207. exports.DodecahedronGeometry = DodecahedronGeometry;
  29208. exports.DoubleSide = DoubleSide;
  29209. exports.DstAlphaFactor = DstAlphaFactor;
  29210. exports.DstColorFactor = DstColorFactor;
  29211. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29212. exports.EdgesGeometry = EdgesGeometry;
  29213. exports.EdgesHelper = EdgesHelper;
  29214. exports.EllipseCurve = EllipseCurve;
  29215. exports.EqualDepth = EqualDepth;
  29216. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29217. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29218. exports.Euler = Euler;
  29219. exports.EventDispatcher = EventDispatcher;
  29220. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29221. exports.ExtrudeGeometry = ExtrudeGeometry;
  29222. exports.Face3 = Face3;
  29223. exports.Face4 = Face4;
  29224. exports.FaceColors = FaceColors;
  29225. exports.FaceNormalsHelper = FaceNormalsHelper;
  29226. exports.FileLoader = FileLoader;
  29227. exports.FlatShading = FlatShading;
  29228. exports.Float32Attribute = Float32Attribute;
  29229. exports.Float32BufferAttribute = Float32BufferAttribute;
  29230. exports.Float64Attribute = Float64Attribute;
  29231. exports.Float64BufferAttribute = Float64BufferAttribute;
  29232. exports.FloatType = FloatType;
  29233. exports.Fog = Fog;
  29234. exports.FogExp2 = FogExp2;
  29235. exports.Font = Font;
  29236. exports.FontLoader = FontLoader;
  29237. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29238. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29239. exports.FrontSide = FrontSide;
  29240. exports.Frustum = Frustum;
  29241. exports.GammaEncoding = GammaEncoding;
  29242. exports.Geometry = Geometry;
  29243. exports.GeometryUtils = GeometryUtils;
  29244. exports.GreaterDepth = GreaterDepth;
  29245. exports.GreaterEqualDepth = GreaterEqualDepth;
  29246. exports.GridHelper = GridHelper;
  29247. exports.Group = Group;
  29248. exports.HalfFloatType = HalfFloatType;
  29249. exports.HemisphereLight = HemisphereLight;
  29250. exports.HemisphereLightHelper = HemisphereLightHelper;
  29251. exports.HemisphereLightProbe = HemisphereLightProbe;
  29252. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29253. exports.IcosahedronGeometry = IcosahedronGeometry;
  29254. exports.ImageBitmapLoader = ImageBitmapLoader;
  29255. exports.ImageLoader = ImageLoader;
  29256. exports.ImageUtils = ImageUtils;
  29257. exports.ImmediateRenderObject = ImmediateRenderObject;
  29258. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29259. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29260. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29261. exports.Int16Attribute = Int16Attribute;
  29262. exports.Int16BufferAttribute = Int16BufferAttribute;
  29263. exports.Int32Attribute = Int32Attribute;
  29264. exports.Int32BufferAttribute = Int32BufferAttribute;
  29265. exports.Int8Attribute = Int8Attribute;
  29266. exports.Int8BufferAttribute = Int8BufferAttribute;
  29267. exports.IntType = IntType;
  29268. exports.InterleavedBuffer = InterleavedBuffer;
  29269. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29270. exports.Interpolant = Interpolant;
  29271. exports.InterpolateDiscrete = InterpolateDiscrete;
  29272. exports.InterpolateLinear = InterpolateLinear;
  29273. exports.InterpolateSmooth = InterpolateSmooth;
  29274. exports.JSONLoader = JSONLoader;
  29275. exports.KeyframeTrack = KeyframeTrack;
  29276. exports.LOD = LOD;
  29277. exports.LatheBufferGeometry = LatheBufferGeometry;
  29278. exports.LatheGeometry = LatheGeometry;
  29279. exports.Layers = Layers;
  29280. exports.LensFlare = LensFlare;
  29281. exports.LessDepth = LessDepth;
  29282. exports.LessEqualDepth = LessEqualDepth;
  29283. exports.Light = Light;
  29284. exports.LightProbe = LightProbe;
  29285. exports.LightProbeHelper = LightProbeHelper;
  29286. exports.LightShadow = LightShadow;
  29287. exports.Line = Line;
  29288. exports.Line3 = Line3;
  29289. exports.LineBasicMaterial = LineBasicMaterial;
  29290. exports.LineCurve = LineCurve;
  29291. exports.LineCurve3 = LineCurve3;
  29292. exports.LineDashedMaterial = LineDashedMaterial;
  29293. exports.LineLoop = LineLoop;
  29294. exports.LinePieces = LinePieces;
  29295. exports.LineSegments = LineSegments;
  29296. exports.LineStrip = LineStrip;
  29297. exports.LinearEncoding = LinearEncoding;
  29298. exports.LinearFilter = LinearFilter;
  29299. exports.LinearInterpolant = LinearInterpolant;
  29300. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29301. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29302. exports.LinearToneMapping = LinearToneMapping;
  29303. exports.Loader = Loader;
  29304. exports.LoaderUtils = LoaderUtils;
  29305. exports.LoadingManager = LoadingManager;
  29306. exports.LogLuvEncoding = LogLuvEncoding;
  29307. exports.LoopOnce = LoopOnce;
  29308. exports.LoopPingPong = LoopPingPong;
  29309. exports.LoopRepeat = LoopRepeat;
  29310. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29311. exports.LuminanceFormat = LuminanceFormat;
  29312. exports.MOUSE = MOUSE;
  29313. exports.Material = Material;
  29314. exports.MaterialLoader = MaterialLoader;
  29315. exports.Math = _Math;
  29316. exports.Matrix3 = Matrix3;
  29317. exports.Matrix4 = Matrix4;
  29318. exports.MaxEquation = MaxEquation;
  29319. exports.Mesh = Mesh;
  29320. exports.MeshBasicMaterial = MeshBasicMaterial;
  29321. exports.MeshDepthMaterial = MeshDepthMaterial;
  29322. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29323. exports.MeshFaceMaterial = MeshFaceMaterial;
  29324. exports.MeshLambertMaterial = MeshLambertMaterial;
  29325. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29326. exports.MeshNormalMaterial = MeshNormalMaterial;
  29327. exports.MeshPhongMaterial = MeshPhongMaterial;
  29328. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29329. exports.MeshStandardMaterial = MeshStandardMaterial;
  29330. exports.MeshToonMaterial = MeshToonMaterial;
  29331. exports.MinEquation = MinEquation;
  29332. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29333. exports.MixOperation = MixOperation;
  29334. exports.MultiMaterial = MultiMaterial;
  29335. exports.MultiplyBlending = MultiplyBlending;
  29336. exports.MultiplyOperation = MultiplyOperation;
  29337. exports.NearestFilter = NearestFilter;
  29338. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29339. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29340. exports.NeverDepth = NeverDepth;
  29341. exports.NoBlending = NoBlending;
  29342. exports.NoColors = NoColors;
  29343. exports.NoToneMapping = NoToneMapping;
  29344. exports.NormalBlending = NormalBlending;
  29345. exports.NotEqualDepth = NotEqualDepth;
  29346. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29347. exports.Object3D = Object3D;
  29348. exports.ObjectLoader = ObjectLoader;
  29349. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29350. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29351. exports.OctahedronGeometry = OctahedronGeometry;
  29352. exports.OneFactor = OneFactor;
  29353. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29354. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29355. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29356. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29357. exports.OrthographicCamera = OrthographicCamera;
  29358. exports.PCFShadowMap = PCFShadowMap;
  29359. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29360. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29361. exports.ParametricGeometry = ParametricGeometry;
  29362. exports.Particle = Particle;
  29363. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29364. exports.ParticleSystem = ParticleSystem;
  29365. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29366. exports.Path = Path;
  29367. exports.PerspectiveCamera = PerspectiveCamera;
  29368. exports.Plane = Plane;
  29369. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29370. exports.PlaneGeometry = PlaneGeometry;
  29371. exports.PlaneHelper = PlaneHelper;
  29372. exports.PointCloud = PointCloud;
  29373. exports.PointCloudMaterial = PointCloudMaterial;
  29374. exports.PointLight = PointLight;
  29375. exports.PointLightHelper = PointLightHelper;
  29376. exports.Points = Points;
  29377. exports.PointsMaterial = PointsMaterial;
  29378. exports.PolarGridHelper = PolarGridHelper;
  29379. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29380. exports.PolyhedronGeometry = PolyhedronGeometry;
  29381. exports.PositionalAudio = PositionalAudio;
  29382. exports.PositionalAudioHelper = PositionalAudioHelper;
  29383. exports.PropertyBinding = PropertyBinding;
  29384. exports.PropertyMixer = PropertyMixer;
  29385. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29386. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29387. exports.Quaternion = Quaternion;
  29388. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29389. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29390. exports.REVISION = REVISION;
  29391. exports.RGBADepthPacking = RGBADepthPacking;
  29392. exports.RGBAFormat = RGBAFormat;
  29393. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29394. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29395. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29396. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29397. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29398. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29399. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29400. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29401. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29402. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29403. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29404. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29405. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29406. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29407. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29408. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29409. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29410. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29411. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29412. exports.RGBDEncoding = RGBDEncoding;
  29413. exports.RGBEEncoding = RGBEEncoding;
  29414. exports.RGBEFormat = RGBEFormat;
  29415. exports.RGBFormat = RGBFormat;
  29416. exports.RGBM16Encoding = RGBM16Encoding;
  29417. exports.RGBM7Encoding = RGBM7Encoding;
  29418. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29419. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29420. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29421. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29422. exports.RawShaderMaterial = RawShaderMaterial;
  29423. exports.Ray = Ray;
  29424. exports.Raycaster = Raycaster;
  29425. exports.RectAreaLight = RectAreaLight;
  29426. exports.RectAreaLightHelper = RectAreaLightHelper;
  29427. exports.RedFormat = RedFormat;
  29428. exports.ReinhardToneMapping = ReinhardToneMapping;
  29429. exports.RepeatWrapping = RepeatWrapping;
  29430. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29431. exports.RingBufferGeometry = RingBufferGeometry;
  29432. exports.RingGeometry = RingGeometry;
  29433. exports.Scene = Scene;
  29434. exports.SceneUtils = SceneUtils;
  29435. exports.ShaderChunk = ShaderChunk;
  29436. exports.ShaderLib = ShaderLib;
  29437. exports.ShaderMaterial = ShaderMaterial;
  29438. exports.ShadowMaterial = ShadowMaterial;
  29439. exports.Shape = Shape;
  29440. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29441. exports.ShapeGeometry = ShapeGeometry;
  29442. exports.ShapePath = ShapePath;
  29443. exports.ShapeUtils = ShapeUtils;
  29444. exports.ShortType = ShortType;
  29445. exports.Skeleton = Skeleton;
  29446. exports.SkeletonHelper = SkeletonHelper;
  29447. exports.SkinnedMesh = SkinnedMesh;
  29448. exports.SmoothShading = SmoothShading;
  29449. exports.Sphere = Sphere;
  29450. exports.SphereBufferGeometry = SphereBufferGeometry;
  29451. exports.SphereGeometry = SphereGeometry;
  29452. exports.Spherical = Spherical;
  29453. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29454. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29455. exports.Spline = Spline;
  29456. exports.SplineCurve = SplineCurve;
  29457. exports.SplineCurve3 = SplineCurve3;
  29458. exports.SpotLight = SpotLight;
  29459. exports.SpotLightHelper = SpotLightHelper;
  29460. exports.SpotLightShadow = SpotLightShadow;
  29461. exports.Sprite = Sprite;
  29462. exports.SpriteMaterial = SpriteMaterial;
  29463. exports.SrcAlphaFactor = SrcAlphaFactor;
  29464. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29465. exports.SrcColorFactor = SrcColorFactor;
  29466. exports.StereoCamera = StereoCamera;
  29467. exports.StringKeyframeTrack = StringKeyframeTrack;
  29468. exports.SubtractEquation = SubtractEquation;
  29469. exports.SubtractiveBlending = SubtractiveBlending;
  29470. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29471. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29472. exports.TetrahedronGeometry = TetrahedronGeometry;
  29473. exports.TextBufferGeometry = TextBufferGeometry;
  29474. exports.TextGeometry = TextGeometry;
  29475. exports.Texture = Texture;
  29476. exports.TextureLoader = TextureLoader;
  29477. exports.TorusBufferGeometry = TorusBufferGeometry;
  29478. exports.TorusGeometry = TorusGeometry;
  29479. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29480. exports.TorusKnotGeometry = TorusKnotGeometry;
  29481. exports.Triangle = Triangle;
  29482. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29483. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29484. exports.TrianglesDrawMode = TrianglesDrawMode;
  29485. exports.TubeBufferGeometry = TubeBufferGeometry;
  29486. exports.TubeGeometry = TubeGeometry;
  29487. exports.UVMapping = UVMapping;
  29488. exports.Uint16Attribute = Uint16Attribute;
  29489. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29490. exports.Uint32Attribute = Uint32Attribute;
  29491. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29492. exports.Uint8Attribute = Uint8Attribute;
  29493. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29494. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29495. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29496. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29497. exports.Uniform = Uniform;
  29498. exports.UniformsLib = UniformsLib;
  29499. exports.UniformsUtils = UniformsUtils;
  29500. exports.UnsignedByteType = UnsignedByteType;
  29501. exports.UnsignedInt248Type = UnsignedInt248Type;
  29502. exports.UnsignedIntType = UnsignedIntType;
  29503. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29504. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29505. exports.UnsignedShort565Type = UnsignedShort565Type;
  29506. exports.UnsignedShortType = UnsignedShortType;
  29507. exports.Vector2 = Vector2;
  29508. exports.Vector3 = Vector3;
  29509. exports.Vector4 = Vector4;
  29510. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29511. exports.Vertex = Vertex;
  29512. exports.VertexColors = VertexColors;
  29513. exports.VertexNormalsHelper = VertexNormalsHelper;
  29514. exports.VideoTexture = VideoTexture;
  29515. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29516. exports.WebGLRenderTarget = WebGLRenderTarget;
  29517. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29518. exports.WebGLRenderer = WebGLRenderer;
  29519. exports.WebGLUtils = WebGLUtils;
  29520. exports.WireframeGeometry = WireframeGeometry;
  29521. exports.WireframeHelper = WireframeHelper;
  29522. exports.WrapAroundEnding = WrapAroundEnding;
  29523. exports.XHRLoader = XHRLoader;
  29524. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29525. exports.ZeroFactor = ZeroFactor;
  29526. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29527. exports.sRGBEncoding = sRGBEncoding;
  29528. Object.defineProperty(exports, '__esModule', { value: true });
  29529. }));
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