three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '111dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. var StaticDrawUsage = 35044;
  220. var DynamicDrawUsage = 35048;
  221. var StreamDrawUsage = 35040;
  222. var StaticReadUsage = 35045;
  223. var DynamicReadUsage = 35049;
  224. var StreamReadUsage = 35041;
  225. var StaticCopyUsage = 35046;
  226. var DynamicCopyUsage = 35050;
  227. var StreamCopyUsage = 35042;
  228. /**
  229. * https://github.com/mrdoob/eventdispatcher.js/
  230. */
  231. function EventDispatcher() {}
  232. Object.assign( EventDispatcher.prototype, {
  233. addEventListener: function ( type, listener ) {
  234. if ( this._listeners === undefined ) { this._listeners = {}; }
  235. var listeners = this._listeners;
  236. if ( listeners[ type ] === undefined ) {
  237. listeners[ type ] = [];
  238. }
  239. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  240. listeners[ type ].push( listener );
  241. }
  242. },
  243. hasEventListener: function ( type, listener ) {
  244. if ( this._listeners === undefined ) { return false; }
  245. var listeners = this._listeners;
  246. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  247. },
  248. removeEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return; }
  250. var listeners = this._listeners;
  251. var listenerArray = listeners[ type ];
  252. if ( listenerArray !== undefined ) {
  253. var index = listenerArray.indexOf( listener );
  254. if ( index !== - 1 ) {
  255. listenerArray.splice( index, 1 );
  256. }
  257. }
  258. },
  259. dispatchEvent: function ( event ) {
  260. if ( this._listeners === undefined ) { return; }
  261. var listeners = this._listeners;
  262. var listenerArray = listeners[ event.type ];
  263. if ( listenerArray !== undefined ) {
  264. event.target = this;
  265. var array = listenerArray.slice( 0 );
  266. for ( var i = 0, l = array.length; i < l; i ++ ) {
  267. array[ i ].call( this, event );
  268. }
  269. }
  270. }
  271. } );
  272. /**
  273. * @author alteredq / http://alteredqualia.com/
  274. * @author mrdoob / http://mrdoob.com/
  275. */
  276. var _lut = [];
  277. for ( var i = 0; i < 256; i ++ ) {
  278. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  279. }
  280. var _Math = {
  281. DEG2RAD: Math.PI / 180,
  282. RAD2DEG: 180 / Math.PI,
  283. generateUUID: function () {
  284. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  285. var d0 = Math.random() * 0xffffffff | 0;
  286. var d1 = Math.random() * 0xffffffff | 0;
  287. var d2 = Math.random() * 0xffffffff | 0;
  288. var d3 = Math.random() * 0xffffffff | 0;
  289. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  290. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  291. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  292. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  293. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  294. return uuid.toUpperCase();
  295. },
  296. clamp: function ( value, min, max ) {
  297. return Math.max( min, Math.min( max, value ) );
  298. },
  299. // compute euclidian modulo of m % n
  300. // https://en.wikipedia.org/wiki/Modulo_operation
  301. euclideanModulo: function ( n, m ) {
  302. return ( ( n % m ) + m ) % m;
  303. },
  304. // Linear mapping from range <a1, a2> to range <b1, b2>
  305. mapLinear: function ( x, a1, a2, b1, b2 ) {
  306. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  307. },
  308. // https://en.wikipedia.org/wiki/Linear_interpolation
  309. lerp: function ( x, y, t ) {
  310. return ( 1 - t ) * x + t * y;
  311. },
  312. // http://en.wikipedia.org/wiki/Smoothstep
  313. smoothstep: function ( x, min, max ) {
  314. if ( x <= min ) { return 0; }
  315. if ( x >= max ) { return 1; }
  316. x = ( x - min ) / ( max - min );
  317. return x * x * ( 3 - 2 * x );
  318. },
  319. smootherstep: function ( x, min, max ) {
  320. if ( x <= min ) { return 0; }
  321. if ( x >= max ) { return 1; }
  322. x = ( x - min ) / ( max - min );
  323. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  324. },
  325. // Random integer from <low, high> interval
  326. randInt: function ( low, high ) {
  327. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  328. },
  329. // Random float from <low, high> interval
  330. randFloat: function ( low, high ) {
  331. return low + Math.random() * ( high - low );
  332. },
  333. // Random float from <-range/2, range/2> interval
  334. randFloatSpread: function ( range ) {
  335. return range * ( 0.5 - Math.random() );
  336. },
  337. degToRad: function ( degrees ) {
  338. return degrees * _Math.DEG2RAD;
  339. },
  340. radToDeg: function ( radians ) {
  341. return radians * _Math.RAD2DEG;
  342. },
  343. isPowerOfTwo: function ( value ) {
  344. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  345. },
  346. ceilPowerOfTwo: function ( value ) {
  347. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  348. },
  349. floorPowerOfTwo: function ( value ) {
  350. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  351. }
  352. };
  353. /**
  354. * @author mrdoob / http://mrdoob.com/
  355. * @author philogb / http://blog.thejit.org/
  356. * @author egraether / http://egraether.com/
  357. * @author zz85 / http://www.lab4games.net/zz85/blog
  358. */
  359. function Vector2( x, y ) {
  360. this.x = x || 0;
  361. this.y = y || 0;
  362. }
  363. Object.defineProperties( Vector2.prototype, {
  364. "width": {
  365. get: function () {
  366. return this.x;
  367. },
  368. set: function ( value ) {
  369. this.x = value;
  370. }
  371. },
  372. "height": {
  373. get: function () {
  374. return this.y;
  375. },
  376. set: function ( value ) {
  377. this.y = value;
  378. }
  379. }
  380. } );
  381. Object.assign( Vector2.prototype, {
  382. isVector2: true,
  383. set: function ( x, y ) {
  384. this.x = x;
  385. this.y = y;
  386. return this;
  387. },
  388. setScalar: function ( scalar ) {
  389. this.x = scalar;
  390. this.y = scalar;
  391. return this;
  392. },
  393. setX: function ( x ) {
  394. this.x = x;
  395. return this;
  396. },
  397. setY: function ( y ) {
  398. this.y = y;
  399. return this;
  400. },
  401. setComponent: function ( index, value ) {
  402. switch ( index ) {
  403. case 0: this.x = value; break;
  404. case 1: this.y = value; break;
  405. default: throw new Error( 'index is out of range: ' + index );
  406. }
  407. return this;
  408. },
  409. getComponent: function ( index ) {
  410. switch ( index ) {
  411. case 0: return this.x;
  412. case 1: return this.y;
  413. default: throw new Error( 'index is out of range: ' + index );
  414. }
  415. },
  416. clone: function () {
  417. return new this.constructor( this.x, this.y );
  418. },
  419. copy: function ( v ) {
  420. this.x = v.x;
  421. this.y = v.y;
  422. return this;
  423. },
  424. add: function ( v, w ) {
  425. if ( w !== undefined ) {
  426. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  427. return this.addVectors( v, w );
  428. }
  429. this.x += v.x;
  430. this.y += v.y;
  431. return this;
  432. },
  433. addScalar: function ( s ) {
  434. this.x += s;
  435. this.y += s;
  436. return this;
  437. },
  438. addVectors: function ( a, b ) {
  439. this.x = a.x + b.x;
  440. this.y = a.y + b.y;
  441. return this;
  442. },
  443. addScaledVector: function ( v, s ) {
  444. this.x += v.x * s;
  445. this.y += v.y * s;
  446. return this;
  447. },
  448. sub: function ( v, w ) {
  449. if ( w !== undefined ) {
  450. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  451. return this.subVectors( v, w );
  452. }
  453. this.x -= v.x;
  454. this.y -= v.y;
  455. return this;
  456. },
  457. subScalar: function ( s ) {
  458. this.x -= s;
  459. this.y -= s;
  460. return this;
  461. },
  462. subVectors: function ( a, b ) {
  463. this.x = a.x - b.x;
  464. this.y = a.y - b.y;
  465. return this;
  466. },
  467. multiply: function ( v ) {
  468. this.x *= v.x;
  469. this.y *= v.y;
  470. return this;
  471. },
  472. multiplyScalar: function ( scalar ) {
  473. this.x *= scalar;
  474. this.y *= scalar;
  475. return this;
  476. },
  477. divide: function ( v ) {
  478. this.x /= v.x;
  479. this.y /= v.y;
  480. return this;
  481. },
  482. divideScalar: function ( scalar ) {
  483. return this.multiplyScalar( 1 / scalar );
  484. },
  485. applyMatrix3: function ( m ) {
  486. var x = this.x, y = this.y;
  487. var e = m.elements;
  488. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  489. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  490. return this;
  491. },
  492. min: function ( v ) {
  493. this.x = Math.min( this.x, v.x );
  494. this.y = Math.min( this.y, v.y );
  495. return this;
  496. },
  497. max: function ( v ) {
  498. this.x = Math.max( this.x, v.x );
  499. this.y = Math.max( this.y, v.y );
  500. return this;
  501. },
  502. clamp: function ( min, max ) {
  503. // assumes min < max, componentwise
  504. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  505. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  506. return this;
  507. },
  508. clampScalar: function ( minVal, maxVal ) {
  509. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  510. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  511. return this;
  512. },
  513. clampLength: function ( min, max ) {
  514. var length = this.length();
  515. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  516. },
  517. floor: function () {
  518. this.x = Math.floor( this.x );
  519. this.y = Math.floor( this.y );
  520. return this;
  521. },
  522. ceil: function () {
  523. this.x = Math.ceil( this.x );
  524. this.y = Math.ceil( this.y );
  525. return this;
  526. },
  527. round: function () {
  528. this.x = Math.round( this.x );
  529. this.y = Math.round( this.y );
  530. return this;
  531. },
  532. roundToZero: function () {
  533. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  534. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  535. return this;
  536. },
  537. negate: function () {
  538. this.x = - this.x;
  539. this.y = - this.y;
  540. return this;
  541. },
  542. dot: function ( v ) {
  543. return this.x * v.x + this.y * v.y;
  544. },
  545. cross: function ( v ) {
  546. return this.x * v.y - this.y * v.x;
  547. },
  548. lengthSq: function () {
  549. return this.x * this.x + this.y * this.y;
  550. },
  551. length: function () {
  552. return Math.sqrt( this.x * this.x + this.y * this.y );
  553. },
  554. manhattanLength: function () {
  555. return Math.abs( this.x ) + Math.abs( this.y );
  556. },
  557. normalize: function () {
  558. return this.divideScalar( this.length() || 1 );
  559. },
  560. angle: function () {
  561. // computes the angle in radians with respect to the positive x-axis
  562. var angle = Math.atan2( this.y, this.x );
  563. if ( angle < 0 ) { angle += 2 * Math.PI; }
  564. return angle;
  565. },
  566. distanceTo: function ( v ) {
  567. return Math.sqrt( this.distanceToSquared( v ) );
  568. },
  569. distanceToSquared: function ( v ) {
  570. var dx = this.x - v.x, dy = this.y - v.y;
  571. return dx * dx + dy * dy;
  572. },
  573. manhattanDistanceTo: function ( v ) {
  574. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  575. },
  576. setLength: function ( length ) {
  577. return this.normalize().multiplyScalar( length );
  578. },
  579. lerp: function ( v, alpha ) {
  580. this.x += ( v.x - this.x ) * alpha;
  581. this.y += ( v.y - this.y ) * alpha;
  582. return this;
  583. },
  584. lerpVectors: function ( v1, v2, alpha ) {
  585. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  586. },
  587. equals: function ( v ) {
  588. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  589. },
  590. fromArray: function ( array, offset ) {
  591. if ( offset === undefined ) { offset = 0; }
  592. this.x = array[ offset ];
  593. this.y = array[ offset + 1 ];
  594. return this;
  595. },
  596. toArray: function ( array, offset ) {
  597. if ( array === undefined ) { array = []; }
  598. if ( offset === undefined ) { offset = 0; }
  599. array[ offset ] = this.x;
  600. array[ offset + 1 ] = this.y;
  601. return array;
  602. },
  603. fromBufferAttribute: function ( attribute, index, offset ) {
  604. if ( offset !== undefined ) {
  605. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  606. }
  607. this.x = attribute.getX( index );
  608. this.y = attribute.getY( index );
  609. return this;
  610. },
  611. rotateAround: function ( center, angle ) {
  612. var c = Math.cos( angle ), s = Math.sin( angle );
  613. var x = this.x - center.x;
  614. var y = this.y - center.y;
  615. this.x = x * c - y * s + center.x;
  616. this.y = x * s + y * c + center.y;
  617. return this;
  618. }
  619. } );
  620. /**
  621. * @author mikael emtinger / http://gomo.se/
  622. * @author alteredq / http://alteredqualia.com/
  623. * @author WestLangley / http://github.com/WestLangley
  624. * @author bhouston / http://clara.io
  625. */
  626. function Quaternion( x, y, z, w ) {
  627. this._x = x || 0;
  628. this._y = y || 0;
  629. this._z = z || 0;
  630. this._w = ( w !== undefined ) ? w : 1;
  631. }
  632. Object.assign( Quaternion, {
  633. slerp: function ( qa, qb, qm, t ) {
  634. return qm.copy( qa ).slerp( qb, t );
  635. },
  636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  637. // fuzz-free, array-based Quaternion SLERP operation
  638. var x0 = src0[ srcOffset0 + 0 ],
  639. y0 = src0[ srcOffset0 + 1 ],
  640. z0 = src0[ srcOffset0 + 2 ],
  641. w0 = src0[ srcOffset0 + 3 ],
  642. x1 = src1[ srcOffset1 + 0 ],
  643. y1 = src1[ srcOffset1 + 1 ],
  644. z1 = src1[ srcOffset1 + 2 ],
  645. w1 = src1[ srcOffset1 + 3 ];
  646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  647. var s = 1 - t,
  648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  649. dir = ( cos >= 0 ? 1 : - 1 ),
  650. sqrSin = 1 - cos * cos;
  651. // Skip the Slerp for tiny steps to avoid numeric problems:
  652. if ( sqrSin > Number.EPSILON ) {
  653. var sin = Math.sqrt( sqrSin ),
  654. len = Math.atan2( sin, cos * dir );
  655. s = Math.sin( s * len ) / sin;
  656. t = Math.sin( t * len ) / sin;
  657. }
  658. var tDir = t * dir;
  659. x0 = x0 * s + x1 * tDir;
  660. y0 = y0 * s + y1 * tDir;
  661. z0 = z0 * s + z1 * tDir;
  662. w0 = w0 * s + w1 * tDir;
  663. // Normalize in case we just did a lerp:
  664. if ( s === 1 - t ) {
  665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  666. x0 *= f;
  667. y0 *= f;
  668. z0 *= f;
  669. w0 *= f;
  670. }
  671. }
  672. dst[ dstOffset ] = x0;
  673. dst[ dstOffset + 1 ] = y0;
  674. dst[ dstOffset + 2 ] = z0;
  675. dst[ dstOffset + 3 ] = w0;
  676. }
  677. } );
  678. Object.defineProperties( Quaternion.prototype, {
  679. x: {
  680. get: function () {
  681. return this._x;
  682. },
  683. set: function ( value ) {
  684. this._x = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. y: {
  689. get: function () {
  690. return this._y;
  691. },
  692. set: function ( value ) {
  693. this._y = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. z: {
  698. get: function () {
  699. return this._z;
  700. },
  701. set: function ( value ) {
  702. this._z = value;
  703. this._onChangeCallback();
  704. }
  705. },
  706. w: {
  707. get: function () {
  708. return this._w;
  709. },
  710. set: function ( value ) {
  711. this._w = value;
  712. this._onChangeCallback();
  713. }
  714. }
  715. } );
  716. Object.assign( Quaternion.prototype, {
  717. isQuaternion: true,
  718. set: function ( x, y, z, w ) {
  719. this._x = x;
  720. this._y = y;
  721. this._z = z;
  722. this._w = w;
  723. this._onChangeCallback();
  724. return this;
  725. },
  726. clone: function () {
  727. return new this.constructor( this._x, this._y, this._z, this._w );
  728. },
  729. copy: function ( quaternion ) {
  730. this._x = quaternion.x;
  731. this._y = quaternion.y;
  732. this._z = quaternion.z;
  733. this._w = quaternion.w;
  734. this._onChangeCallback();
  735. return this;
  736. },
  737. setFromEuler: function ( euler, update ) {
  738. if ( ! ( euler && euler.isEuler ) ) {
  739. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  740. }
  741. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  742. // http://www.mathworks.com/matlabcentral/fileexchange/
  743. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  744. // content/SpinCalc.m
  745. var cos = Math.cos;
  746. var sin = Math.sin;
  747. var c1 = cos( x / 2 );
  748. var c2 = cos( y / 2 );
  749. var c3 = cos( z / 2 );
  750. var s1 = sin( x / 2 );
  751. var s2 = sin( y / 2 );
  752. var s3 = sin( z / 2 );
  753. if ( order === 'XYZ' ) {
  754. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'YXZ' ) {
  759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'ZXY' ) {
  764. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'ZYX' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. } else if ( order === 'YZX' ) {
  774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  778. } else if ( order === 'XZY' ) {
  779. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  780. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  781. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  782. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  783. }
  784. if ( update !== false ) { this._onChangeCallback(); }
  785. return this;
  786. },
  787. setFromAxisAngle: function ( axis, angle ) {
  788. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  789. // assumes axis is normalized
  790. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  791. this._x = axis.x * s;
  792. this._y = axis.y * s;
  793. this._z = axis.z * s;
  794. this._w = Math.cos( halfAngle );
  795. this._onChangeCallback();
  796. return this;
  797. },
  798. setFromRotationMatrix: function ( m ) {
  799. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  800. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  801. var te = m.elements,
  802. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  803. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  804. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  805. trace = m11 + m22 + m33,
  806. s;
  807. if ( trace > 0 ) {
  808. s = 0.5 / Math.sqrt( trace + 1.0 );
  809. this._w = 0.25 / s;
  810. this._x = ( m32 - m23 ) * s;
  811. this._y = ( m13 - m31 ) * s;
  812. this._z = ( m21 - m12 ) * s;
  813. } else if ( m11 > m22 && m11 > m33 ) {
  814. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  815. this._w = ( m32 - m23 ) / s;
  816. this._x = 0.25 * s;
  817. this._y = ( m12 + m21 ) / s;
  818. this._z = ( m13 + m31 ) / s;
  819. } else if ( m22 > m33 ) {
  820. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  821. this._w = ( m13 - m31 ) / s;
  822. this._x = ( m12 + m21 ) / s;
  823. this._y = 0.25 * s;
  824. this._z = ( m23 + m32 ) / s;
  825. } else {
  826. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  827. this._w = ( m21 - m12 ) / s;
  828. this._x = ( m13 + m31 ) / s;
  829. this._y = ( m23 + m32 ) / s;
  830. this._z = 0.25 * s;
  831. }
  832. this._onChangeCallback();
  833. return this;
  834. },
  835. setFromUnitVectors: function ( vFrom, vTo ) {
  836. // assumes direction vectors vFrom and vTo are normalized
  837. var EPS = 0.000001;
  838. var r = vFrom.dot( vTo ) + 1;
  839. if ( r < EPS ) {
  840. r = 0;
  841. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  842. this._x = - vFrom.y;
  843. this._y = vFrom.x;
  844. this._z = 0;
  845. this._w = r;
  846. } else {
  847. this._x = 0;
  848. this._y = - vFrom.z;
  849. this._z = vFrom.y;
  850. this._w = r;
  851. }
  852. } else {
  853. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  854. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  855. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  856. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  857. this._w = r;
  858. }
  859. return this.normalize();
  860. },
  861. angleTo: function ( q ) {
  862. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  863. },
  864. rotateTowards: function ( q, step ) {
  865. var angle = this.angleTo( q );
  866. if ( angle === 0 ) { return this; }
  867. var t = Math.min( 1, step / angle );
  868. this.slerp( q, t );
  869. return this;
  870. },
  871. inverse: function () {
  872. // quaternion is assumed to have unit length
  873. return this.conjugate();
  874. },
  875. conjugate: function () {
  876. this._x *= - 1;
  877. this._y *= - 1;
  878. this._z *= - 1;
  879. this._onChangeCallback();
  880. return this;
  881. },
  882. dot: function ( v ) {
  883. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  884. },
  885. lengthSq: function () {
  886. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  887. },
  888. length: function () {
  889. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  890. },
  891. normalize: function () {
  892. var l = this.length();
  893. if ( l === 0 ) {
  894. this._x = 0;
  895. this._y = 0;
  896. this._z = 0;
  897. this._w = 1;
  898. } else {
  899. l = 1 / l;
  900. this._x = this._x * l;
  901. this._y = this._y * l;
  902. this._z = this._z * l;
  903. this._w = this._w * l;
  904. }
  905. this._onChangeCallback();
  906. return this;
  907. },
  908. multiply: function ( q, p ) {
  909. if ( p !== undefined ) {
  910. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  911. return this.multiplyQuaternions( q, p );
  912. }
  913. return this.multiplyQuaternions( this, q );
  914. },
  915. premultiply: function ( q ) {
  916. return this.multiplyQuaternions( q, this );
  917. },
  918. multiplyQuaternions: function ( a, b ) {
  919. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  920. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  921. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  922. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  923. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  924. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  925. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  926. this._onChangeCallback();
  927. return this;
  928. },
  929. slerp: function ( qb, t ) {
  930. if ( t === 0 ) { return this; }
  931. if ( t === 1 ) { return this.copy( qb ); }
  932. var x = this._x, y = this._y, z = this._z, w = this._w;
  933. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  934. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  935. if ( cosHalfTheta < 0 ) {
  936. this._w = - qb._w;
  937. this._x = - qb._x;
  938. this._y = - qb._y;
  939. this._z = - qb._z;
  940. cosHalfTheta = - cosHalfTheta;
  941. } else {
  942. this.copy( qb );
  943. }
  944. if ( cosHalfTheta >= 1.0 ) {
  945. this._w = w;
  946. this._x = x;
  947. this._y = y;
  948. this._z = z;
  949. return this;
  950. }
  951. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  952. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  953. var s = 1 - t;
  954. this._w = s * w + t * this._w;
  955. this._x = s * x + t * this._x;
  956. this._y = s * y + t * this._y;
  957. this._z = s * z + t * this._z;
  958. this.normalize();
  959. this._onChangeCallback();
  960. return this;
  961. }
  962. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  963. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  964. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  965. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  966. this._w = ( w * ratioA + this._w * ratioB );
  967. this._x = ( x * ratioA + this._x * ratioB );
  968. this._y = ( y * ratioA + this._y * ratioB );
  969. this._z = ( z * ratioA + this._z * ratioB );
  970. this._onChangeCallback();
  971. return this;
  972. },
  973. equals: function ( quaternion ) {
  974. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  975. },
  976. fromArray: function ( array, offset ) {
  977. if ( offset === undefined ) { offset = 0; }
  978. this._x = array[ offset ];
  979. this._y = array[ offset + 1 ];
  980. this._z = array[ offset + 2 ];
  981. this._w = array[ offset + 3 ];
  982. this._onChangeCallback();
  983. return this;
  984. },
  985. toArray: function ( array, offset ) {
  986. if ( array === undefined ) { array = []; }
  987. if ( offset === undefined ) { offset = 0; }
  988. array[ offset ] = this._x;
  989. array[ offset + 1 ] = this._y;
  990. array[ offset + 2 ] = this._z;
  991. array[ offset + 3 ] = this._w;
  992. return array;
  993. },
  994. _onChange: function ( callback ) {
  995. this._onChangeCallback = callback;
  996. return this;
  997. },
  998. _onChangeCallback: function () {}
  999. } );
  1000. /**
  1001. * @author mrdoob / http://mrdoob.com/
  1002. * @author kile / http://kile.stravaganza.org/
  1003. * @author philogb / http://blog.thejit.org/
  1004. * @author mikael emtinger / http://gomo.se/
  1005. * @author egraether / http://egraether.com/
  1006. * @author WestLangley / http://github.com/WestLangley
  1007. */
  1008. var _vector = new Vector3();
  1009. var _quaternion = new Quaternion();
  1010. function Vector3( x, y, z ) {
  1011. this.x = x || 0;
  1012. this.y = y || 0;
  1013. this.z = z || 0;
  1014. }
  1015. Object.assign( Vector3.prototype, {
  1016. isVector3: true,
  1017. set: function ( x, y, z ) {
  1018. this.x = x;
  1019. this.y = y;
  1020. this.z = z;
  1021. return this;
  1022. },
  1023. setScalar: function ( scalar ) {
  1024. this.x = scalar;
  1025. this.y = scalar;
  1026. this.z = scalar;
  1027. return this;
  1028. },
  1029. setX: function ( x ) {
  1030. this.x = x;
  1031. return this;
  1032. },
  1033. setY: function ( y ) {
  1034. this.y = y;
  1035. return this;
  1036. },
  1037. setZ: function ( z ) {
  1038. this.z = z;
  1039. return this;
  1040. },
  1041. setComponent: function ( index, value ) {
  1042. switch ( index ) {
  1043. case 0: this.x = value; break;
  1044. case 1: this.y = value; break;
  1045. case 2: this.z = value; break;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. return this;
  1049. },
  1050. getComponent: function ( index ) {
  1051. switch ( index ) {
  1052. case 0: return this.x;
  1053. case 1: return this.y;
  1054. case 2: return this.z;
  1055. default: throw new Error( 'index is out of range: ' + index );
  1056. }
  1057. },
  1058. clone: function () {
  1059. return new this.constructor( this.x, this.y, this.z );
  1060. },
  1061. copy: function ( v ) {
  1062. this.x = v.x;
  1063. this.y = v.y;
  1064. this.z = v.z;
  1065. return this;
  1066. },
  1067. add: function ( v, w ) {
  1068. if ( w !== undefined ) {
  1069. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1070. return this.addVectors( v, w );
  1071. }
  1072. this.x += v.x;
  1073. this.y += v.y;
  1074. this.z += v.z;
  1075. return this;
  1076. },
  1077. addScalar: function ( s ) {
  1078. this.x += s;
  1079. this.y += s;
  1080. this.z += s;
  1081. return this;
  1082. },
  1083. addVectors: function ( a, b ) {
  1084. this.x = a.x + b.x;
  1085. this.y = a.y + b.y;
  1086. this.z = a.z + b.z;
  1087. return this;
  1088. },
  1089. addScaledVector: function ( v, s ) {
  1090. this.x += v.x * s;
  1091. this.y += v.y * s;
  1092. this.z += v.z * s;
  1093. return this;
  1094. },
  1095. sub: function ( v, w ) {
  1096. if ( w !== undefined ) {
  1097. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1098. return this.subVectors( v, w );
  1099. }
  1100. this.x -= v.x;
  1101. this.y -= v.y;
  1102. this.z -= v.z;
  1103. return this;
  1104. },
  1105. subScalar: function ( s ) {
  1106. this.x -= s;
  1107. this.y -= s;
  1108. this.z -= s;
  1109. return this;
  1110. },
  1111. subVectors: function ( a, b ) {
  1112. this.x = a.x - b.x;
  1113. this.y = a.y - b.y;
  1114. this.z = a.z - b.z;
  1115. return this;
  1116. },
  1117. multiply: function ( v, w ) {
  1118. if ( w !== undefined ) {
  1119. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1120. return this.multiplyVectors( v, w );
  1121. }
  1122. this.x *= v.x;
  1123. this.y *= v.y;
  1124. this.z *= v.z;
  1125. return this;
  1126. },
  1127. multiplyScalar: function ( scalar ) {
  1128. this.x *= scalar;
  1129. this.y *= scalar;
  1130. this.z *= scalar;
  1131. return this;
  1132. },
  1133. multiplyVectors: function ( a, b ) {
  1134. this.x = a.x * b.x;
  1135. this.y = a.y * b.y;
  1136. this.z = a.z * b.z;
  1137. return this;
  1138. },
  1139. applyEuler: function ( euler ) {
  1140. if ( ! ( euler && euler.isEuler ) ) {
  1141. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1142. }
  1143. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1144. },
  1145. applyAxisAngle: function ( axis, angle ) {
  1146. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1147. },
  1148. applyMatrix3: function ( m ) {
  1149. var x = this.x, y = this.y, z = this.z;
  1150. var e = m.elements;
  1151. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1152. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1153. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1154. return this;
  1155. },
  1156. applyMatrix4: function ( m ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var e = m.elements;
  1159. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1160. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1161. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1162. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1163. return this;
  1164. },
  1165. applyQuaternion: function ( q ) {
  1166. var x = this.x, y = this.y, z = this.z;
  1167. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1168. // calculate quat * vector
  1169. var ix = qw * x + qy * z - qz * y;
  1170. var iy = qw * y + qz * x - qx * z;
  1171. var iz = qw * z + qx * y - qy * x;
  1172. var iw = - qx * x - qy * y - qz * z;
  1173. // calculate result * inverse quat
  1174. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1175. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1176. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1177. return this;
  1178. },
  1179. project: function ( camera ) {
  1180. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1181. },
  1182. unproject: function ( camera ) {
  1183. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1184. },
  1185. transformDirection: function ( m ) {
  1186. // input: THREE.Matrix4 affine matrix
  1187. // vector interpreted as a direction
  1188. var x = this.x, y = this.y, z = this.z;
  1189. var e = m.elements;
  1190. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1191. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1192. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1193. return this.normalize();
  1194. },
  1195. divide: function ( v ) {
  1196. this.x /= v.x;
  1197. this.y /= v.y;
  1198. this.z /= v.z;
  1199. return this;
  1200. },
  1201. divideScalar: function ( scalar ) {
  1202. return this.multiplyScalar( 1 / scalar );
  1203. },
  1204. min: function ( v ) {
  1205. this.x = Math.min( this.x, v.x );
  1206. this.y = Math.min( this.y, v.y );
  1207. this.z = Math.min( this.z, v.z );
  1208. return this;
  1209. },
  1210. max: function ( v ) {
  1211. this.x = Math.max( this.x, v.x );
  1212. this.y = Math.max( this.y, v.y );
  1213. this.z = Math.max( this.z, v.z );
  1214. return this;
  1215. },
  1216. clamp: function ( min, max ) {
  1217. // assumes min < max, componentwise
  1218. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1219. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1220. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1221. return this;
  1222. },
  1223. clampScalar: function ( minVal, maxVal ) {
  1224. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1225. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1226. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1227. return this;
  1228. },
  1229. clampLength: function ( min, max ) {
  1230. var length = this.length();
  1231. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1232. },
  1233. floor: function () {
  1234. this.x = Math.floor( this.x );
  1235. this.y = Math.floor( this.y );
  1236. this.z = Math.floor( this.z );
  1237. return this;
  1238. },
  1239. ceil: function () {
  1240. this.x = Math.ceil( this.x );
  1241. this.y = Math.ceil( this.y );
  1242. this.z = Math.ceil( this.z );
  1243. return this;
  1244. },
  1245. round: function () {
  1246. this.x = Math.round( this.x );
  1247. this.y = Math.round( this.y );
  1248. this.z = Math.round( this.z );
  1249. return this;
  1250. },
  1251. roundToZero: function () {
  1252. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1253. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1254. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1255. return this;
  1256. },
  1257. negate: function () {
  1258. this.x = - this.x;
  1259. this.y = - this.y;
  1260. this.z = - this.z;
  1261. return this;
  1262. },
  1263. dot: function ( v ) {
  1264. return this.x * v.x + this.y * v.y + this.z * v.z;
  1265. },
  1266. // TODO lengthSquared?
  1267. lengthSq: function () {
  1268. return this.x * this.x + this.y * this.y + this.z * this.z;
  1269. },
  1270. length: function () {
  1271. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1272. },
  1273. manhattanLength: function () {
  1274. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1275. },
  1276. normalize: function () {
  1277. return this.divideScalar( this.length() || 1 );
  1278. },
  1279. setLength: function ( length ) {
  1280. return this.normalize().multiplyScalar( length );
  1281. },
  1282. lerp: function ( v, alpha ) {
  1283. this.x += ( v.x - this.x ) * alpha;
  1284. this.y += ( v.y - this.y ) * alpha;
  1285. this.z += ( v.z - this.z ) * alpha;
  1286. return this;
  1287. },
  1288. lerpVectors: function ( v1, v2, alpha ) {
  1289. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1290. },
  1291. cross: function ( v, w ) {
  1292. if ( w !== undefined ) {
  1293. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1294. return this.crossVectors( v, w );
  1295. }
  1296. return this.crossVectors( this, v );
  1297. },
  1298. crossVectors: function ( a, b ) {
  1299. var ax = a.x, ay = a.y, az = a.z;
  1300. var bx = b.x, by = b.y, bz = b.z;
  1301. this.x = ay * bz - az * by;
  1302. this.y = az * bx - ax * bz;
  1303. this.z = ax * by - ay * bx;
  1304. return this;
  1305. },
  1306. projectOnVector: function ( v ) {
  1307. // v cannot be the zero v
  1308. var scalar = v.dot( this ) / v.lengthSq();
  1309. return this.copy( v ).multiplyScalar( scalar );
  1310. },
  1311. projectOnPlane: function ( planeNormal ) {
  1312. _vector.copy( this ).projectOnVector( planeNormal );
  1313. return this.sub( _vector );
  1314. },
  1315. reflect: function ( normal ) {
  1316. // reflect incident vector off plane orthogonal to normal
  1317. // normal is assumed to have unit length
  1318. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1319. },
  1320. angleTo: function ( v ) {
  1321. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1322. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1323. var theta = this.dot( v ) / denominator;
  1324. // clamp, to handle numerical problems
  1325. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1326. },
  1327. distanceTo: function ( v ) {
  1328. return Math.sqrt( this.distanceToSquared( v ) );
  1329. },
  1330. distanceToSquared: function ( v ) {
  1331. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1332. return dx * dx + dy * dy + dz * dz;
  1333. },
  1334. manhattanDistanceTo: function ( v ) {
  1335. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1336. },
  1337. setFromSpherical: function ( s ) {
  1338. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1339. },
  1340. setFromSphericalCoords: function ( radius, phi, theta ) {
  1341. var sinPhiRadius = Math.sin( phi ) * radius;
  1342. this.x = sinPhiRadius * Math.sin( theta );
  1343. this.y = Math.cos( phi ) * radius;
  1344. this.z = sinPhiRadius * Math.cos( theta );
  1345. return this;
  1346. },
  1347. setFromCylindrical: function ( c ) {
  1348. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1349. },
  1350. setFromCylindricalCoords: function ( radius, theta, y ) {
  1351. this.x = radius * Math.sin( theta );
  1352. this.y = y;
  1353. this.z = radius * Math.cos( theta );
  1354. return this;
  1355. },
  1356. setFromMatrixPosition: function ( m ) {
  1357. var e = m.elements;
  1358. this.x = e[ 12 ];
  1359. this.y = e[ 13 ];
  1360. this.z = e[ 14 ];
  1361. return this;
  1362. },
  1363. setFromMatrixScale: function ( m ) {
  1364. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1365. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1366. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1367. this.x = sx;
  1368. this.y = sy;
  1369. this.z = sz;
  1370. return this;
  1371. },
  1372. setFromMatrixColumn: function ( m, index ) {
  1373. return this.fromArray( m.elements, index * 4 );
  1374. },
  1375. equals: function ( v ) {
  1376. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1377. },
  1378. fromArray: function ( array, offset ) {
  1379. if ( offset === undefined ) { offset = 0; }
  1380. this.x = array[ offset ];
  1381. this.y = array[ offset + 1 ];
  1382. this.z = array[ offset + 2 ];
  1383. return this;
  1384. },
  1385. toArray: function ( array, offset ) {
  1386. if ( array === undefined ) { array = []; }
  1387. if ( offset === undefined ) { offset = 0; }
  1388. array[ offset ] = this.x;
  1389. array[ offset + 1 ] = this.y;
  1390. array[ offset + 2 ] = this.z;
  1391. return array;
  1392. },
  1393. fromBufferAttribute: function ( attribute, index, offset ) {
  1394. if ( offset !== undefined ) {
  1395. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1396. }
  1397. this.x = attribute.getX( index );
  1398. this.y = attribute.getY( index );
  1399. this.z = attribute.getZ( index );
  1400. return this;
  1401. }
  1402. } );
  1403. /**
  1404. * @author alteredq / http://alteredqualia.com/
  1405. * @author WestLangley / http://github.com/WestLangley
  1406. * @author bhouston / http://clara.io
  1407. * @author tschw
  1408. */
  1409. var _vector$1 = new Vector3();
  1410. function Matrix3() {
  1411. this.elements = [
  1412. 1, 0, 0,
  1413. 0, 1, 0,
  1414. 0, 0, 1
  1415. ];
  1416. if ( arguments.length > 0 ) {
  1417. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1418. }
  1419. }
  1420. Object.assign( Matrix3.prototype, {
  1421. isMatrix3: true,
  1422. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1423. var te = this.elements;
  1424. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1425. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1426. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1427. return this;
  1428. },
  1429. identity: function () {
  1430. this.set(
  1431. 1, 0, 0,
  1432. 0, 1, 0,
  1433. 0, 0, 1
  1434. );
  1435. return this;
  1436. },
  1437. clone: function () {
  1438. return new this.constructor().fromArray( this.elements );
  1439. },
  1440. copy: function ( m ) {
  1441. var te = this.elements;
  1442. var me = m.elements;
  1443. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1444. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1445. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1446. return this;
  1447. },
  1448. setFromMatrix4: function ( m ) {
  1449. var me = m.elements;
  1450. this.set(
  1451. me[ 0 ], me[ 4 ], me[ 8 ],
  1452. me[ 1 ], me[ 5 ], me[ 9 ],
  1453. me[ 2 ], me[ 6 ], me[ 10 ]
  1454. );
  1455. return this;
  1456. },
  1457. applyToBufferAttribute: function ( attribute ) {
  1458. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1459. _vector$1.x = attribute.getX( i );
  1460. _vector$1.y = attribute.getY( i );
  1461. _vector$1.z = attribute.getZ( i );
  1462. _vector$1.applyMatrix3( this );
  1463. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1464. }
  1465. return attribute;
  1466. },
  1467. multiply: function ( m ) {
  1468. return this.multiplyMatrices( this, m );
  1469. },
  1470. premultiply: function ( m ) {
  1471. return this.multiplyMatrices( m, this );
  1472. },
  1473. multiplyMatrices: function ( a, b ) {
  1474. var ae = a.elements;
  1475. var be = b.elements;
  1476. var te = this.elements;
  1477. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1478. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1479. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1480. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1481. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1482. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1483. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1484. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1485. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1486. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1487. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1488. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1489. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1490. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1491. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1492. return this;
  1493. },
  1494. multiplyScalar: function ( s ) {
  1495. var te = this.elements;
  1496. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1497. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1498. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1499. return this;
  1500. },
  1501. determinant: function () {
  1502. var te = this.elements;
  1503. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1504. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1505. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1506. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1507. },
  1508. getInverse: function ( matrix, throwOnDegenerate ) {
  1509. if ( matrix && matrix.isMatrix4 ) {
  1510. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1511. }
  1512. var me = matrix.elements,
  1513. te = this.elements,
  1514. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1515. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1516. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1517. t11 = n33 * n22 - n32 * n23,
  1518. t12 = n32 * n13 - n33 * n12,
  1519. t13 = n23 * n12 - n22 * n13,
  1520. det = n11 * t11 + n21 * t12 + n31 * t13;
  1521. if ( det === 0 ) {
  1522. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1523. if ( throwOnDegenerate === true ) {
  1524. throw new Error( msg );
  1525. } else {
  1526. console.warn( msg );
  1527. }
  1528. return this.identity();
  1529. }
  1530. var detInv = 1 / det;
  1531. te[ 0 ] = t11 * detInv;
  1532. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1533. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1534. te[ 3 ] = t12 * detInv;
  1535. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1536. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1537. te[ 6 ] = t13 * detInv;
  1538. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1539. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1540. return this;
  1541. },
  1542. transpose: function () {
  1543. var tmp, m = this.elements;
  1544. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1545. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1546. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1547. return this;
  1548. },
  1549. getNormalMatrix: function ( matrix4 ) {
  1550. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1551. },
  1552. transposeIntoArray: function ( r ) {
  1553. var m = this.elements;
  1554. r[ 0 ] = m[ 0 ];
  1555. r[ 1 ] = m[ 3 ];
  1556. r[ 2 ] = m[ 6 ];
  1557. r[ 3 ] = m[ 1 ];
  1558. r[ 4 ] = m[ 4 ];
  1559. r[ 5 ] = m[ 7 ];
  1560. r[ 6 ] = m[ 2 ];
  1561. r[ 7 ] = m[ 5 ];
  1562. r[ 8 ] = m[ 8 ];
  1563. return this;
  1564. },
  1565. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1566. var c = Math.cos( rotation );
  1567. var s = Math.sin( rotation );
  1568. this.set(
  1569. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1570. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1571. 0, 0, 1
  1572. );
  1573. },
  1574. scale: function ( sx, sy ) {
  1575. var te = this.elements;
  1576. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1577. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1578. return this;
  1579. },
  1580. rotate: function ( theta ) {
  1581. var c = Math.cos( theta );
  1582. var s = Math.sin( theta );
  1583. var te = this.elements;
  1584. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1585. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1586. te[ 0 ] = c * a11 + s * a21;
  1587. te[ 3 ] = c * a12 + s * a22;
  1588. te[ 6 ] = c * a13 + s * a23;
  1589. te[ 1 ] = - s * a11 + c * a21;
  1590. te[ 4 ] = - s * a12 + c * a22;
  1591. te[ 7 ] = - s * a13 + c * a23;
  1592. return this;
  1593. },
  1594. translate: function ( tx, ty ) {
  1595. var te = this.elements;
  1596. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1597. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1598. return this;
  1599. },
  1600. equals: function ( matrix ) {
  1601. var te = this.elements;
  1602. var me = matrix.elements;
  1603. for ( var i = 0; i < 9; i ++ ) {
  1604. if ( te[ i ] !== me[ i ] ) { return false; }
  1605. }
  1606. return true;
  1607. },
  1608. fromArray: function ( array, offset ) {
  1609. if ( offset === undefined ) { offset = 0; }
  1610. for ( var i = 0; i < 9; i ++ ) {
  1611. this.elements[ i ] = array[ i + offset ];
  1612. }
  1613. return this;
  1614. },
  1615. toArray: function ( array, offset ) {
  1616. if ( array === undefined ) { array = []; }
  1617. if ( offset === undefined ) { offset = 0; }
  1618. var te = this.elements;
  1619. array[ offset ] = te[ 0 ];
  1620. array[ offset + 1 ] = te[ 1 ];
  1621. array[ offset + 2 ] = te[ 2 ];
  1622. array[ offset + 3 ] = te[ 3 ];
  1623. array[ offset + 4 ] = te[ 4 ];
  1624. array[ offset + 5 ] = te[ 5 ];
  1625. array[ offset + 6 ] = te[ 6 ];
  1626. array[ offset + 7 ] = te[ 7 ];
  1627. array[ offset + 8 ] = te[ 8 ];
  1628. return array;
  1629. }
  1630. } );
  1631. /**
  1632. * @author mrdoob / http://mrdoob.com/
  1633. * @author alteredq / http://alteredqualia.com/
  1634. * @author szimek / https://github.com/szimek/
  1635. */
  1636. var _canvas;
  1637. var ImageUtils = {
  1638. getDataURL: function ( image ) {
  1639. var canvas;
  1640. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1641. return image.src;
  1642. } else if ( image instanceof HTMLCanvasElement ) {
  1643. canvas = image;
  1644. } else {
  1645. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1646. _canvas.width = image.width;
  1647. _canvas.height = image.height;
  1648. var context = _canvas.getContext( '2d' );
  1649. if ( image instanceof ImageData ) {
  1650. context.putImageData( image, 0, 0 );
  1651. } else {
  1652. context.drawImage( image, 0, 0, image.width, image.height );
  1653. }
  1654. canvas = _canvas;
  1655. }
  1656. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1657. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1658. } else {
  1659. return canvas.toDataURL( 'image/png' );
  1660. }
  1661. }
  1662. };
  1663. /**
  1664. * @author mrdoob / http://mrdoob.com/
  1665. * @author alteredq / http://alteredqualia.com/
  1666. * @author szimek / https://github.com/szimek/
  1667. */
  1668. var textureId = 0;
  1669. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1670. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1671. this.uuid = _Math.generateUUID();
  1672. this.name = '';
  1673. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1674. this.mipmaps = [];
  1675. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1676. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1677. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1678. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1679. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1680. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1681. this.format = format !== undefined ? format : RGBAFormat;
  1682. this.type = type !== undefined ? type : UnsignedByteType;
  1683. this.offset = new Vector2( 0, 0 );
  1684. this.repeat = new Vector2( 1, 1 );
  1685. this.center = new Vector2( 0, 0 );
  1686. this.rotation = 0;
  1687. this.matrixAutoUpdate = true;
  1688. this.matrix = new Matrix3();
  1689. this.generateMipmaps = true;
  1690. this.premultiplyAlpha = false;
  1691. this.flipY = true;
  1692. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1693. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1694. //
  1695. // Also changing the encoding after already used by a Material will not automatically make the Material
  1696. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1697. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1698. this.version = 0;
  1699. this.onUpdate = null;
  1700. }
  1701. Texture.DEFAULT_IMAGE = undefined;
  1702. Texture.DEFAULT_MAPPING = UVMapping;
  1703. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1704. constructor: Texture,
  1705. isTexture: true,
  1706. updateMatrix: function () {
  1707. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1708. },
  1709. clone: function () {
  1710. return new this.constructor().copy( this );
  1711. },
  1712. copy: function ( source ) {
  1713. this.name = source.name;
  1714. this.image = source.image;
  1715. this.mipmaps = source.mipmaps.slice( 0 );
  1716. this.mapping = source.mapping;
  1717. this.wrapS = source.wrapS;
  1718. this.wrapT = source.wrapT;
  1719. this.magFilter = source.magFilter;
  1720. this.minFilter = source.minFilter;
  1721. this.anisotropy = source.anisotropy;
  1722. this.format = source.format;
  1723. this.type = source.type;
  1724. this.offset.copy( source.offset );
  1725. this.repeat.copy( source.repeat );
  1726. this.center.copy( source.center );
  1727. this.rotation = source.rotation;
  1728. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1729. this.matrix.copy( source.matrix );
  1730. this.generateMipmaps = source.generateMipmaps;
  1731. this.premultiplyAlpha = source.premultiplyAlpha;
  1732. this.flipY = source.flipY;
  1733. this.unpackAlignment = source.unpackAlignment;
  1734. this.encoding = source.encoding;
  1735. return this;
  1736. },
  1737. toJSON: function ( meta ) {
  1738. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1739. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1740. return meta.textures[ this.uuid ];
  1741. }
  1742. var output = {
  1743. metadata: {
  1744. version: 4.5,
  1745. type: 'Texture',
  1746. generator: 'Texture.toJSON'
  1747. },
  1748. uuid: this.uuid,
  1749. name: this.name,
  1750. mapping: this.mapping,
  1751. repeat: [ this.repeat.x, this.repeat.y ],
  1752. offset: [ this.offset.x, this.offset.y ],
  1753. center: [ this.center.x, this.center.y ],
  1754. rotation: this.rotation,
  1755. wrap: [ this.wrapS, this.wrapT ],
  1756. format: this.format,
  1757. type: this.type,
  1758. encoding: this.encoding,
  1759. minFilter: this.minFilter,
  1760. magFilter: this.magFilter,
  1761. anisotropy: this.anisotropy,
  1762. flipY: this.flipY,
  1763. premultiplyAlpha: this.premultiplyAlpha,
  1764. unpackAlignment: this.unpackAlignment
  1765. };
  1766. if ( this.image !== undefined ) {
  1767. // TODO: Move to THREE.Image
  1768. var image = this.image;
  1769. if ( image.uuid === undefined ) {
  1770. image.uuid = _Math.generateUUID(); // UGH
  1771. }
  1772. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1773. var url;
  1774. if ( Array.isArray( image ) ) {
  1775. // process array of images e.g. CubeTexture
  1776. url = [];
  1777. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1778. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1779. }
  1780. } else {
  1781. // process single image
  1782. url = ImageUtils.getDataURL( image );
  1783. }
  1784. meta.images[ image.uuid ] = {
  1785. uuid: image.uuid,
  1786. url: url
  1787. };
  1788. }
  1789. output.image = image.uuid;
  1790. }
  1791. if ( ! isRootObject ) {
  1792. meta.textures[ this.uuid ] = output;
  1793. }
  1794. return output;
  1795. },
  1796. dispose: function () {
  1797. this.dispatchEvent( { type: 'dispose' } );
  1798. },
  1799. transformUv: function ( uv ) {
  1800. if ( this.mapping !== UVMapping ) { return uv; }
  1801. uv.applyMatrix3( this.matrix );
  1802. if ( uv.x < 0 || uv.x > 1 ) {
  1803. switch ( this.wrapS ) {
  1804. case RepeatWrapping:
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. break;
  1807. case ClampToEdgeWrapping:
  1808. uv.x = uv.x < 0 ? 0 : 1;
  1809. break;
  1810. case MirroredRepeatWrapping:
  1811. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1812. uv.x = Math.ceil( uv.x ) - uv.x;
  1813. } else {
  1814. uv.x = uv.x - Math.floor( uv.x );
  1815. }
  1816. break;
  1817. }
  1818. }
  1819. if ( uv.y < 0 || uv.y > 1 ) {
  1820. switch ( this.wrapT ) {
  1821. case RepeatWrapping:
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. break;
  1824. case ClampToEdgeWrapping:
  1825. uv.y = uv.y < 0 ? 0 : 1;
  1826. break;
  1827. case MirroredRepeatWrapping:
  1828. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1829. uv.y = Math.ceil( uv.y ) - uv.y;
  1830. } else {
  1831. uv.y = uv.y - Math.floor( uv.y );
  1832. }
  1833. break;
  1834. }
  1835. }
  1836. if ( this.flipY ) {
  1837. uv.y = 1 - uv.y;
  1838. }
  1839. return uv;
  1840. }
  1841. } );
  1842. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1843. set: function ( value ) {
  1844. if ( value === true ) { this.version ++; }
  1845. }
  1846. } );
  1847. /**
  1848. * @author supereggbert / http://www.paulbrunt.co.uk/
  1849. * @author philogb / http://blog.thejit.org/
  1850. * @author mikael emtinger / http://gomo.se/
  1851. * @author egraether / http://egraether.com/
  1852. * @author WestLangley / http://github.com/WestLangley
  1853. */
  1854. function Vector4( x, y, z, w ) {
  1855. this.x = x || 0;
  1856. this.y = y || 0;
  1857. this.z = z || 0;
  1858. this.w = ( w !== undefined ) ? w : 1;
  1859. }
  1860. Object.defineProperties( Vector4.prototype, {
  1861. "width": {
  1862. get: function () {
  1863. return this.z;
  1864. },
  1865. set: function ( value ) {
  1866. this.z = value;
  1867. }
  1868. },
  1869. "height": {
  1870. get: function () {
  1871. return this.w;
  1872. },
  1873. set: function ( value ) {
  1874. this.w = value;
  1875. }
  1876. }
  1877. } );
  1878. Object.assign( Vector4.prototype, {
  1879. isVector4: true,
  1880. set: function ( x, y, z, w ) {
  1881. this.x = x;
  1882. this.y = y;
  1883. this.z = z;
  1884. this.w = w;
  1885. return this;
  1886. },
  1887. setScalar: function ( scalar ) {
  1888. this.x = scalar;
  1889. this.y = scalar;
  1890. this.z = scalar;
  1891. this.w = scalar;
  1892. return this;
  1893. },
  1894. setX: function ( x ) {
  1895. this.x = x;
  1896. return this;
  1897. },
  1898. setY: function ( y ) {
  1899. this.y = y;
  1900. return this;
  1901. },
  1902. setZ: function ( z ) {
  1903. this.z = z;
  1904. return this;
  1905. },
  1906. setW: function ( w ) {
  1907. this.w = w;
  1908. return this;
  1909. },
  1910. setComponent: function ( index, value ) {
  1911. switch ( index ) {
  1912. case 0: this.x = value; break;
  1913. case 1: this.y = value; break;
  1914. case 2: this.z = value; break;
  1915. case 3: this.w = value; break;
  1916. default: throw new Error( 'index is out of range: ' + index );
  1917. }
  1918. return this;
  1919. },
  1920. getComponent: function ( index ) {
  1921. switch ( index ) {
  1922. case 0: return this.x;
  1923. case 1: return this.y;
  1924. case 2: return this.z;
  1925. case 3: return this.w;
  1926. default: throw new Error( 'index is out of range: ' + index );
  1927. }
  1928. },
  1929. clone: function () {
  1930. return new this.constructor( this.x, this.y, this.z, this.w );
  1931. },
  1932. copy: function ( v ) {
  1933. this.x = v.x;
  1934. this.y = v.y;
  1935. this.z = v.z;
  1936. this.w = ( v.w !== undefined ) ? v.w : 1;
  1937. return this;
  1938. },
  1939. add: function ( v, w ) {
  1940. if ( w !== undefined ) {
  1941. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1942. return this.addVectors( v, w );
  1943. }
  1944. this.x += v.x;
  1945. this.y += v.y;
  1946. this.z += v.z;
  1947. this.w += v.w;
  1948. return this;
  1949. },
  1950. addScalar: function ( s ) {
  1951. this.x += s;
  1952. this.y += s;
  1953. this.z += s;
  1954. this.w += s;
  1955. return this;
  1956. },
  1957. addVectors: function ( a, b ) {
  1958. this.x = a.x + b.x;
  1959. this.y = a.y + b.y;
  1960. this.z = a.z + b.z;
  1961. this.w = a.w + b.w;
  1962. return this;
  1963. },
  1964. addScaledVector: function ( v, s ) {
  1965. this.x += v.x * s;
  1966. this.y += v.y * s;
  1967. this.z += v.z * s;
  1968. this.w += v.w * s;
  1969. return this;
  1970. },
  1971. sub: function ( v, w ) {
  1972. if ( w !== undefined ) {
  1973. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1974. return this.subVectors( v, w );
  1975. }
  1976. this.x -= v.x;
  1977. this.y -= v.y;
  1978. this.z -= v.z;
  1979. this.w -= v.w;
  1980. return this;
  1981. },
  1982. subScalar: function ( s ) {
  1983. this.x -= s;
  1984. this.y -= s;
  1985. this.z -= s;
  1986. this.w -= s;
  1987. return this;
  1988. },
  1989. subVectors: function ( a, b ) {
  1990. this.x = a.x - b.x;
  1991. this.y = a.y - b.y;
  1992. this.z = a.z - b.z;
  1993. this.w = a.w - b.w;
  1994. return this;
  1995. },
  1996. multiplyScalar: function ( scalar ) {
  1997. this.x *= scalar;
  1998. this.y *= scalar;
  1999. this.z *= scalar;
  2000. this.w *= scalar;
  2001. return this;
  2002. },
  2003. applyMatrix4: function ( m ) {
  2004. var x = this.x, y = this.y, z = this.z, w = this.w;
  2005. var e = m.elements;
  2006. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2007. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2008. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2009. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2010. return this;
  2011. },
  2012. divideScalar: function ( scalar ) {
  2013. return this.multiplyScalar( 1 / scalar );
  2014. },
  2015. setAxisAngleFromQuaternion: function ( q ) {
  2016. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2017. // q is assumed to be normalized
  2018. this.w = 2 * Math.acos( q.w );
  2019. var s = Math.sqrt( 1 - q.w * q.w );
  2020. if ( s < 0.0001 ) {
  2021. this.x = 1;
  2022. this.y = 0;
  2023. this.z = 0;
  2024. } else {
  2025. this.x = q.x / s;
  2026. this.y = q.y / s;
  2027. this.z = q.z / s;
  2028. }
  2029. return this;
  2030. },
  2031. setAxisAngleFromRotationMatrix: function ( m ) {
  2032. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2033. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2034. var angle, x, y, z, // variables for result
  2035. epsilon = 0.01, // margin to allow for rounding errors
  2036. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2037. te = m.elements,
  2038. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2039. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2040. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2041. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2042. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2043. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2044. // singularity found
  2045. // first check for identity matrix which must have +1 for all terms
  2046. // in leading diagonal and zero in other terms
  2047. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2048. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2049. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2050. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2051. // this singularity is identity matrix so angle = 0
  2052. this.set( 1, 0, 0, 0 );
  2053. return this; // zero angle, arbitrary axis
  2054. }
  2055. // otherwise this singularity is angle = 180
  2056. angle = Math.PI;
  2057. var xx = ( m11 + 1 ) / 2;
  2058. var yy = ( m22 + 1 ) / 2;
  2059. var zz = ( m33 + 1 ) / 2;
  2060. var xy = ( m12 + m21 ) / 4;
  2061. var xz = ( m13 + m31 ) / 4;
  2062. var yz = ( m23 + m32 ) / 4;
  2063. if ( ( xx > yy ) && ( xx > zz ) ) {
  2064. // m11 is the largest diagonal term
  2065. if ( xx < epsilon ) {
  2066. x = 0;
  2067. y = 0.707106781;
  2068. z = 0.707106781;
  2069. } else {
  2070. x = Math.sqrt( xx );
  2071. y = xy / x;
  2072. z = xz / x;
  2073. }
  2074. } else if ( yy > zz ) {
  2075. // m22 is the largest diagonal term
  2076. if ( yy < epsilon ) {
  2077. x = 0.707106781;
  2078. y = 0;
  2079. z = 0.707106781;
  2080. } else {
  2081. y = Math.sqrt( yy );
  2082. x = xy / y;
  2083. z = yz / y;
  2084. }
  2085. } else {
  2086. // m33 is the largest diagonal term so base result on this
  2087. if ( zz < epsilon ) {
  2088. x = 0.707106781;
  2089. y = 0.707106781;
  2090. z = 0;
  2091. } else {
  2092. z = Math.sqrt( zz );
  2093. x = xz / z;
  2094. y = yz / z;
  2095. }
  2096. }
  2097. this.set( x, y, z, angle );
  2098. return this; // return 180 deg rotation
  2099. }
  2100. // as we have reached here there are no singularities so we can handle normally
  2101. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2102. ( m13 - m31 ) * ( m13 - m31 ) +
  2103. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2104. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2105. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2106. // caught by singularity test above, but I've left it in just in case
  2107. this.x = ( m32 - m23 ) / s;
  2108. this.y = ( m13 - m31 ) / s;
  2109. this.z = ( m21 - m12 ) / s;
  2110. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2111. return this;
  2112. },
  2113. min: function ( v ) {
  2114. this.x = Math.min( this.x, v.x );
  2115. this.y = Math.min( this.y, v.y );
  2116. this.z = Math.min( this.z, v.z );
  2117. this.w = Math.min( this.w, v.w );
  2118. return this;
  2119. },
  2120. max: function ( v ) {
  2121. this.x = Math.max( this.x, v.x );
  2122. this.y = Math.max( this.y, v.y );
  2123. this.z = Math.max( this.z, v.z );
  2124. this.w = Math.max( this.w, v.w );
  2125. return this;
  2126. },
  2127. clamp: function ( min, max ) {
  2128. // assumes min < max, componentwise
  2129. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2130. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2131. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2132. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2133. return this;
  2134. },
  2135. clampScalar: function ( minVal, maxVal ) {
  2136. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2137. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2138. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2139. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2140. return this;
  2141. },
  2142. clampLength: function ( min, max ) {
  2143. var length = this.length();
  2144. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2145. },
  2146. floor: function () {
  2147. this.x = Math.floor( this.x );
  2148. this.y = Math.floor( this.y );
  2149. this.z = Math.floor( this.z );
  2150. this.w = Math.floor( this.w );
  2151. return this;
  2152. },
  2153. ceil: function () {
  2154. this.x = Math.ceil( this.x );
  2155. this.y = Math.ceil( this.y );
  2156. this.z = Math.ceil( this.z );
  2157. this.w = Math.ceil( this.w );
  2158. return this;
  2159. },
  2160. round: function () {
  2161. this.x = Math.round( this.x );
  2162. this.y = Math.round( this.y );
  2163. this.z = Math.round( this.z );
  2164. this.w = Math.round( this.w );
  2165. return this;
  2166. },
  2167. roundToZero: function () {
  2168. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2169. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2170. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2171. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2172. return this;
  2173. },
  2174. negate: function () {
  2175. this.x = - this.x;
  2176. this.y = - this.y;
  2177. this.z = - this.z;
  2178. this.w = - this.w;
  2179. return this;
  2180. },
  2181. dot: function ( v ) {
  2182. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2183. },
  2184. lengthSq: function () {
  2185. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2186. },
  2187. length: function () {
  2188. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2189. },
  2190. manhattanLength: function () {
  2191. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2192. },
  2193. normalize: function () {
  2194. return this.divideScalar( this.length() || 1 );
  2195. },
  2196. setLength: function ( length ) {
  2197. return this.normalize().multiplyScalar( length );
  2198. },
  2199. lerp: function ( v, alpha ) {
  2200. this.x += ( v.x - this.x ) * alpha;
  2201. this.y += ( v.y - this.y ) * alpha;
  2202. this.z += ( v.z - this.z ) * alpha;
  2203. this.w += ( v.w - this.w ) * alpha;
  2204. return this;
  2205. },
  2206. lerpVectors: function ( v1, v2, alpha ) {
  2207. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2208. },
  2209. equals: function ( v ) {
  2210. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2211. },
  2212. fromArray: function ( array, offset ) {
  2213. if ( offset === undefined ) { offset = 0; }
  2214. this.x = array[ offset ];
  2215. this.y = array[ offset + 1 ];
  2216. this.z = array[ offset + 2 ];
  2217. this.w = array[ offset + 3 ];
  2218. return this;
  2219. },
  2220. toArray: function ( array, offset ) {
  2221. if ( array === undefined ) { array = []; }
  2222. if ( offset === undefined ) { offset = 0; }
  2223. array[ offset ] = this.x;
  2224. array[ offset + 1 ] = this.y;
  2225. array[ offset + 2 ] = this.z;
  2226. array[ offset + 3 ] = this.w;
  2227. return array;
  2228. },
  2229. fromBufferAttribute: function ( attribute, index, offset ) {
  2230. if ( offset !== undefined ) {
  2231. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2232. }
  2233. this.x = attribute.getX( index );
  2234. this.y = attribute.getY( index );
  2235. this.z = attribute.getZ( index );
  2236. this.w = attribute.getW( index );
  2237. return this;
  2238. }
  2239. } );
  2240. /**
  2241. * @author szimek / https://github.com/szimek/
  2242. * @author alteredq / http://alteredqualia.com/
  2243. * @author Marius Kintel / https://github.com/kintel
  2244. */
  2245. /*
  2246. In options, we can specify:
  2247. * Texture parameters for an auto-generated target texture
  2248. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2249. */
  2250. function WebGLRenderTarget( width, height, options ) {
  2251. this.width = width;
  2252. this.height = height;
  2253. this.scissor = new Vector4( 0, 0, width, height );
  2254. this.scissorTest = false;
  2255. this.viewport = new Vector4( 0, 0, width, height );
  2256. options = options || {};
  2257. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2258. this.texture.image = {};
  2259. this.texture.image.width = width;
  2260. this.texture.image.height = height;
  2261. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2262. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2263. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2264. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2265. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2266. }
  2267. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2268. constructor: WebGLRenderTarget,
  2269. isWebGLRenderTarget: true,
  2270. setSize: function ( width, height ) {
  2271. if ( this.width !== width || this.height !== height ) {
  2272. this.width = width;
  2273. this.height = height;
  2274. this.texture.image.width = width;
  2275. this.texture.image.height = height;
  2276. this.dispose();
  2277. }
  2278. this.viewport.set( 0, 0, width, height );
  2279. this.scissor.set( 0, 0, width, height );
  2280. },
  2281. clone: function () {
  2282. return new this.constructor().copy( this );
  2283. },
  2284. copy: function ( source ) {
  2285. this.width = source.width;
  2286. this.height = source.height;
  2287. this.viewport.copy( source.viewport );
  2288. this.texture = source.texture.clone();
  2289. this.depthBuffer = source.depthBuffer;
  2290. this.stencilBuffer = source.stencilBuffer;
  2291. this.depthTexture = source.depthTexture;
  2292. return this;
  2293. },
  2294. dispose: function () {
  2295. this.dispatchEvent( { type: 'dispose' } );
  2296. }
  2297. } );
  2298. /**
  2299. * @author Mugen87 / https://github.com/Mugen87
  2300. * @author Matt DesLauriers / @mattdesl
  2301. */
  2302. function WebGLMultisampleRenderTarget( width, height, options ) {
  2303. WebGLRenderTarget.call( this, width, height, options );
  2304. this.samples = 4;
  2305. }
  2306. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2307. constructor: WebGLMultisampleRenderTarget,
  2308. isWebGLMultisampleRenderTarget: true,
  2309. copy: function ( source ) {
  2310. WebGLRenderTarget.prototype.copy.call( this, source );
  2311. this.samples = source.samples;
  2312. return this;
  2313. }
  2314. } );
  2315. var _v1 = new Vector3();
  2316. var _m1 = new Matrix4();
  2317. var _zero = new Vector3( 0, 0, 0 );
  2318. var _one = new Vector3( 1, 1, 1 );
  2319. var _x = new Vector3();
  2320. var _y = new Vector3();
  2321. var _z = new Vector3();
  2322. /**
  2323. * @author mrdoob / http://mrdoob.com/
  2324. * @author supereggbert / http://www.paulbrunt.co.uk/
  2325. * @author philogb / http://blog.thejit.org/
  2326. * @author jordi_ros / http://plattsoft.com
  2327. * @author D1plo1d / http://github.com/D1plo1d
  2328. * @author alteredq / http://alteredqualia.com/
  2329. * @author mikael emtinger / http://gomo.se/
  2330. * @author timknip / http://www.floorplanner.com/
  2331. * @author bhouston / http://clara.io
  2332. * @author WestLangley / http://github.com/WestLangley
  2333. */
  2334. function Matrix4() {
  2335. this.elements = [
  2336. 1, 0, 0, 0,
  2337. 0, 1, 0, 0,
  2338. 0, 0, 1, 0,
  2339. 0, 0, 0, 1
  2340. ];
  2341. if ( arguments.length > 0 ) {
  2342. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2343. }
  2344. }
  2345. Object.assign( Matrix4.prototype, {
  2346. isMatrix4: true,
  2347. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2348. var te = this.elements;
  2349. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2350. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2351. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2352. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2353. return this;
  2354. },
  2355. identity: function () {
  2356. this.set(
  2357. 1, 0, 0, 0,
  2358. 0, 1, 0, 0,
  2359. 0, 0, 1, 0,
  2360. 0, 0, 0, 1
  2361. );
  2362. return this;
  2363. },
  2364. clone: function () {
  2365. return new Matrix4().fromArray( this.elements );
  2366. },
  2367. copy: function ( m ) {
  2368. var te = this.elements;
  2369. var me = m.elements;
  2370. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2371. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2372. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2373. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2374. return this;
  2375. },
  2376. copyPosition: function ( m ) {
  2377. var te = this.elements, me = m.elements;
  2378. te[ 12 ] = me[ 12 ];
  2379. te[ 13 ] = me[ 13 ];
  2380. te[ 14 ] = me[ 14 ];
  2381. return this;
  2382. },
  2383. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2384. xAxis.setFromMatrixColumn( this, 0 );
  2385. yAxis.setFromMatrixColumn( this, 1 );
  2386. zAxis.setFromMatrixColumn( this, 2 );
  2387. return this;
  2388. },
  2389. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2390. this.set(
  2391. xAxis.x, yAxis.x, zAxis.x, 0,
  2392. xAxis.y, yAxis.y, zAxis.y, 0,
  2393. xAxis.z, yAxis.z, zAxis.z, 0,
  2394. 0, 0, 0, 1
  2395. );
  2396. return this;
  2397. },
  2398. extractRotation: function ( m ) {
  2399. // this method does not support reflection matrices
  2400. var te = this.elements;
  2401. var me = m.elements;
  2402. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2403. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2404. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2405. te[ 0 ] = me[ 0 ] * scaleX;
  2406. te[ 1 ] = me[ 1 ] * scaleX;
  2407. te[ 2 ] = me[ 2 ] * scaleX;
  2408. te[ 3 ] = 0;
  2409. te[ 4 ] = me[ 4 ] * scaleY;
  2410. te[ 5 ] = me[ 5 ] * scaleY;
  2411. te[ 6 ] = me[ 6 ] * scaleY;
  2412. te[ 7 ] = 0;
  2413. te[ 8 ] = me[ 8 ] * scaleZ;
  2414. te[ 9 ] = me[ 9 ] * scaleZ;
  2415. te[ 10 ] = me[ 10 ] * scaleZ;
  2416. te[ 11 ] = 0;
  2417. te[ 12 ] = 0;
  2418. te[ 13 ] = 0;
  2419. te[ 14 ] = 0;
  2420. te[ 15 ] = 1;
  2421. return this;
  2422. },
  2423. makeRotationFromEuler: function ( euler ) {
  2424. if ( ! ( euler && euler.isEuler ) ) {
  2425. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2426. }
  2427. var te = this.elements;
  2428. var x = euler.x, y = euler.y, z = euler.z;
  2429. var a = Math.cos( x ), b = Math.sin( x );
  2430. var c = Math.cos( y ), d = Math.sin( y );
  2431. var e = Math.cos( z ), f = Math.sin( z );
  2432. if ( euler.order === 'XYZ' ) {
  2433. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2434. te[ 0 ] = c * e;
  2435. te[ 4 ] = - c * f;
  2436. te[ 8 ] = d;
  2437. te[ 1 ] = af + be * d;
  2438. te[ 5 ] = ae - bf * d;
  2439. te[ 9 ] = - b * c;
  2440. te[ 2 ] = bf - ae * d;
  2441. te[ 6 ] = be + af * d;
  2442. te[ 10 ] = a * c;
  2443. } else if ( euler.order === 'YXZ' ) {
  2444. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2445. te[ 0 ] = ce + df * b;
  2446. te[ 4 ] = de * b - cf;
  2447. te[ 8 ] = a * d;
  2448. te[ 1 ] = a * f;
  2449. te[ 5 ] = a * e;
  2450. te[ 9 ] = - b;
  2451. te[ 2 ] = cf * b - de;
  2452. te[ 6 ] = df + ce * b;
  2453. te[ 10 ] = a * c;
  2454. } else if ( euler.order === 'ZXY' ) {
  2455. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2456. te[ 0 ] = ce - df * b;
  2457. te[ 4 ] = - a * f;
  2458. te[ 8 ] = de + cf * b;
  2459. te[ 1 ] = cf + de * b;
  2460. te[ 5 ] = a * e;
  2461. te[ 9 ] = df - ce * b;
  2462. te[ 2 ] = - a * d;
  2463. te[ 6 ] = b;
  2464. te[ 10 ] = a * c;
  2465. } else if ( euler.order === 'ZYX' ) {
  2466. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2467. te[ 0 ] = c * e;
  2468. te[ 4 ] = be * d - af;
  2469. te[ 8 ] = ae * d + bf;
  2470. te[ 1 ] = c * f;
  2471. te[ 5 ] = bf * d + ae;
  2472. te[ 9 ] = af * d - be;
  2473. te[ 2 ] = - d;
  2474. te[ 6 ] = b * c;
  2475. te[ 10 ] = a * c;
  2476. } else if ( euler.order === 'YZX' ) {
  2477. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2478. te[ 0 ] = c * e;
  2479. te[ 4 ] = bd - ac * f;
  2480. te[ 8 ] = bc * f + ad;
  2481. te[ 1 ] = f;
  2482. te[ 5 ] = a * e;
  2483. te[ 9 ] = - b * e;
  2484. te[ 2 ] = - d * e;
  2485. te[ 6 ] = ad * f + bc;
  2486. te[ 10 ] = ac - bd * f;
  2487. } else if ( euler.order === 'XZY' ) {
  2488. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2489. te[ 0 ] = c * e;
  2490. te[ 4 ] = - f;
  2491. te[ 8 ] = d * e;
  2492. te[ 1 ] = ac * f + bd;
  2493. te[ 5 ] = a * e;
  2494. te[ 9 ] = ad * f - bc;
  2495. te[ 2 ] = bc * f - ad;
  2496. te[ 6 ] = b * e;
  2497. te[ 10 ] = bd * f + ac;
  2498. }
  2499. // bottom row
  2500. te[ 3 ] = 0;
  2501. te[ 7 ] = 0;
  2502. te[ 11 ] = 0;
  2503. // last column
  2504. te[ 12 ] = 0;
  2505. te[ 13 ] = 0;
  2506. te[ 14 ] = 0;
  2507. te[ 15 ] = 1;
  2508. return this;
  2509. },
  2510. makeRotationFromQuaternion: function ( q ) {
  2511. return this.compose( _zero, q, _one );
  2512. },
  2513. lookAt: function ( eye, target, up ) {
  2514. var te = this.elements;
  2515. _z.subVectors( eye, target );
  2516. if ( _z.lengthSq() === 0 ) {
  2517. // eye and target are in the same position
  2518. _z.z = 1;
  2519. }
  2520. _z.normalize();
  2521. _x.crossVectors( up, _z );
  2522. if ( _x.lengthSq() === 0 ) {
  2523. // up and z are parallel
  2524. if ( Math.abs( up.z ) === 1 ) {
  2525. _z.x += 0.0001;
  2526. } else {
  2527. _z.z += 0.0001;
  2528. }
  2529. _z.normalize();
  2530. _x.crossVectors( up, _z );
  2531. }
  2532. _x.normalize();
  2533. _y.crossVectors( _z, _x );
  2534. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2535. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2536. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2537. return this;
  2538. },
  2539. multiply: function ( m, n ) {
  2540. if ( n !== undefined ) {
  2541. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2542. return this.multiplyMatrices( m, n );
  2543. }
  2544. return this.multiplyMatrices( this, m );
  2545. },
  2546. premultiply: function ( m ) {
  2547. return this.multiplyMatrices( m, this );
  2548. },
  2549. multiplyMatrices: function ( a, b ) {
  2550. var ae = a.elements;
  2551. var be = b.elements;
  2552. var te = this.elements;
  2553. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2554. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2555. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2556. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2557. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2558. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2559. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2560. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2561. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2562. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2563. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2564. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2565. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2566. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2567. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2568. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2569. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2570. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2571. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2572. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2573. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2574. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2575. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2576. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2577. return this;
  2578. },
  2579. multiplyScalar: function ( s ) {
  2580. var te = this.elements;
  2581. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2582. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2583. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2584. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2585. return this;
  2586. },
  2587. applyToBufferAttribute: function ( attribute ) {
  2588. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2589. _v1.x = attribute.getX( i );
  2590. _v1.y = attribute.getY( i );
  2591. _v1.z = attribute.getZ( i );
  2592. _v1.applyMatrix4( this );
  2593. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2594. }
  2595. return attribute;
  2596. },
  2597. determinant: function () {
  2598. var te = this.elements;
  2599. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2600. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2601. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2602. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2603. //TODO: make this more efficient
  2604. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2605. return (
  2606. n41 * (
  2607. + n14 * n23 * n32
  2608. - n13 * n24 * n32
  2609. - n14 * n22 * n33
  2610. + n12 * n24 * n33
  2611. + n13 * n22 * n34
  2612. - n12 * n23 * n34
  2613. ) +
  2614. n42 * (
  2615. + n11 * n23 * n34
  2616. - n11 * n24 * n33
  2617. + n14 * n21 * n33
  2618. - n13 * n21 * n34
  2619. + n13 * n24 * n31
  2620. - n14 * n23 * n31
  2621. ) +
  2622. n43 * (
  2623. + n11 * n24 * n32
  2624. - n11 * n22 * n34
  2625. - n14 * n21 * n32
  2626. + n12 * n21 * n34
  2627. + n14 * n22 * n31
  2628. - n12 * n24 * n31
  2629. ) +
  2630. n44 * (
  2631. - n13 * n22 * n31
  2632. - n11 * n23 * n32
  2633. + n11 * n22 * n33
  2634. + n13 * n21 * n32
  2635. - n12 * n21 * n33
  2636. + n12 * n23 * n31
  2637. )
  2638. );
  2639. },
  2640. transpose: function () {
  2641. var te = this.elements;
  2642. var tmp;
  2643. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2644. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2645. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2646. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2647. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2648. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2649. return this;
  2650. },
  2651. setPosition: function ( x, y, z ) {
  2652. var te = this.elements;
  2653. if ( x.isVector3 ) {
  2654. te[ 12 ] = x.x;
  2655. te[ 13 ] = x.y;
  2656. te[ 14 ] = x.z;
  2657. } else {
  2658. te[ 12 ] = x;
  2659. te[ 13 ] = y;
  2660. te[ 14 ] = z;
  2661. }
  2662. return this;
  2663. },
  2664. getInverse: function ( m, throwOnDegenerate ) {
  2665. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2666. var te = this.elements,
  2667. me = m.elements,
  2668. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2669. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2670. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2671. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2672. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2673. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2674. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2675. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2676. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2677. if ( det === 0 ) {
  2678. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2679. if ( throwOnDegenerate === true ) {
  2680. throw new Error( msg );
  2681. } else {
  2682. console.warn( msg );
  2683. }
  2684. return this.identity();
  2685. }
  2686. var detInv = 1 / det;
  2687. te[ 0 ] = t11 * detInv;
  2688. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2689. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2690. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2691. te[ 4 ] = t12 * detInv;
  2692. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2693. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2694. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2695. te[ 8 ] = t13 * detInv;
  2696. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2697. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2698. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2699. te[ 12 ] = t14 * detInv;
  2700. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2701. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2702. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2703. return this;
  2704. },
  2705. scale: function ( v ) {
  2706. var te = this.elements;
  2707. var x = v.x, y = v.y, z = v.z;
  2708. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2709. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2710. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2711. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2712. return this;
  2713. },
  2714. getMaxScaleOnAxis: function () {
  2715. var te = this.elements;
  2716. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2717. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2718. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2719. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2720. },
  2721. makeTranslation: function ( x, y, z ) {
  2722. this.set(
  2723. 1, 0, 0, x,
  2724. 0, 1, 0, y,
  2725. 0, 0, 1, z,
  2726. 0, 0, 0, 1
  2727. );
  2728. return this;
  2729. },
  2730. makeRotationX: function ( theta ) {
  2731. var c = Math.cos( theta ), s = Math.sin( theta );
  2732. this.set(
  2733. 1, 0, 0, 0,
  2734. 0, c, - s, 0,
  2735. 0, s, c, 0,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationY: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. c, 0, s, 0,
  2744. 0, 1, 0, 0,
  2745. - s, 0, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationZ: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, - s, 0, 0,
  2754. s, c, 0, 0,
  2755. 0, 0, 1, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationAxis: function ( axis, angle ) {
  2761. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2762. var c = Math.cos( angle );
  2763. var s = Math.sin( angle );
  2764. var t = 1 - c;
  2765. var x = axis.x, y = axis.y, z = axis.z;
  2766. var tx = t * x, ty = t * y;
  2767. this.set(
  2768. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2769. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2770. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeScale: function ( x, y, z ) {
  2776. this.set(
  2777. x, 0, 0, 0,
  2778. 0, y, 0, 0,
  2779. 0, 0, z, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. makeShear: function ( x, y, z ) {
  2785. this.set(
  2786. 1, y, z, 0,
  2787. x, 1, z, 0,
  2788. x, y, 1, 0,
  2789. 0, 0, 0, 1
  2790. );
  2791. return this;
  2792. },
  2793. compose: function ( position, quaternion, scale ) {
  2794. var te = this.elements;
  2795. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2796. var x2 = x + x, y2 = y + y, z2 = z + z;
  2797. var xx = x * x2, xy = x * y2, xz = x * z2;
  2798. var yy = y * y2, yz = y * z2, zz = z * z2;
  2799. var wx = w * x2, wy = w * y2, wz = w * z2;
  2800. var sx = scale.x, sy = scale.y, sz = scale.z;
  2801. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2802. te[ 1 ] = ( xy + wz ) * sx;
  2803. te[ 2 ] = ( xz - wy ) * sx;
  2804. te[ 3 ] = 0;
  2805. te[ 4 ] = ( xy - wz ) * sy;
  2806. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2807. te[ 6 ] = ( yz + wx ) * sy;
  2808. te[ 7 ] = 0;
  2809. te[ 8 ] = ( xz + wy ) * sz;
  2810. te[ 9 ] = ( yz - wx ) * sz;
  2811. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2812. te[ 11 ] = 0;
  2813. te[ 12 ] = position.x;
  2814. te[ 13 ] = position.y;
  2815. te[ 14 ] = position.z;
  2816. te[ 15 ] = 1;
  2817. return this;
  2818. },
  2819. decompose: function ( position, quaternion, scale ) {
  2820. var te = this.elements;
  2821. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2822. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2823. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2824. // if determine is negative, we need to invert one scale
  2825. var det = this.determinant();
  2826. if ( det < 0 ) { sx = - sx; }
  2827. position.x = te[ 12 ];
  2828. position.y = te[ 13 ];
  2829. position.z = te[ 14 ];
  2830. // scale the rotation part
  2831. _m1.copy( this );
  2832. var invSX = 1 / sx;
  2833. var invSY = 1 / sy;
  2834. var invSZ = 1 / sz;
  2835. _m1.elements[ 0 ] *= invSX;
  2836. _m1.elements[ 1 ] *= invSX;
  2837. _m1.elements[ 2 ] *= invSX;
  2838. _m1.elements[ 4 ] *= invSY;
  2839. _m1.elements[ 5 ] *= invSY;
  2840. _m1.elements[ 6 ] *= invSY;
  2841. _m1.elements[ 8 ] *= invSZ;
  2842. _m1.elements[ 9 ] *= invSZ;
  2843. _m1.elements[ 10 ] *= invSZ;
  2844. quaternion.setFromRotationMatrix( _m1 );
  2845. scale.x = sx;
  2846. scale.y = sy;
  2847. scale.z = sz;
  2848. return this;
  2849. },
  2850. makePerspective: function ( left, right, top, bottom, near, far ) {
  2851. if ( far === undefined ) {
  2852. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2853. }
  2854. var te = this.elements;
  2855. var x = 2 * near / ( right - left );
  2856. var y = 2 * near / ( top - bottom );
  2857. var a = ( right + left ) / ( right - left );
  2858. var b = ( top + bottom ) / ( top - bottom );
  2859. var c = - ( far + near ) / ( far - near );
  2860. var d = - 2 * far * near / ( far - near );
  2861. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2862. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2863. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2864. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2865. return this;
  2866. },
  2867. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2868. var te = this.elements;
  2869. var w = 1.0 / ( right - left );
  2870. var h = 1.0 / ( top - bottom );
  2871. var p = 1.0 / ( far - near );
  2872. var x = ( right + left ) * w;
  2873. var y = ( top + bottom ) * h;
  2874. var z = ( far + near ) * p;
  2875. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2876. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2877. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2878. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2879. return this;
  2880. },
  2881. equals: function ( matrix ) {
  2882. var te = this.elements;
  2883. var me = matrix.elements;
  2884. for ( var i = 0; i < 16; i ++ ) {
  2885. if ( te[ i ] !== me[ i ] ) { return false; }
  2886. }
  2887. return true;
  2888. },
  2889. fromArray: function ( array, offset ) {
  2890. if ( offset === undefined ) { offset = 0; }
  2891. for ( var i = 0; i < 16; i ++ ) {
  2892. this.elements[ i ] = array[ i + offset ];
  2893. }
  2894. return this;
  2895. },
  2896. toArray: function ( array, offset ) {
  2897. if ( array === undefined ) { array = []; }
  2898. if ( offset === undefined ) { offset = 0; }
  2899. var te = this.elements;
  2900. array[ offset ] = te[ 0 ];
  2901. array[ offset + 1 ] = te[ 1 ];
  2902. array[ offset + 2 ] = te[ 2 ];
  2903. array[ offset + 3 ] = te[ 3 ];
  2904. array[ offset + 4 ] = te[ 4 ];
  2905. array[ offset + 5 ] = te[ 5 ];
  2906. array[ offset + 6 ] = te[ 6 ];
  2907. array[ offset + 7 ] = te[ 7 ];
  2908. array[ offset + 8 ] = te[ 8 ];
  2909. array[ offset + 9 ] = te[ 9 ];
  2910. array[ offset + 10 ] = te[ 10 ];
  2911. array[ offset + 11 ] = te[ 11 ];
  2912. array[ offset + 12 ] = te[ 12 ];
  2913. array[ offset + 13 ] = te[ 13 ];
  2914. array[ offset + 14 ] = te[ 14 ];
  2915. array[ offset + 15 ] = te[ 15 ];
  2916. return array;
  2917. }
  2918. } );
  2919. /**
  2920. * @author mrdoob / http://mrdoob.com/
  2921. * @author WestLangley / http://github.com/WestLangley
  2922. * @author bhouston / http://clara.io
  2923. */
  2924. var _matrix = new Matrix4();
  2925. var _quaternion$1 = new Quaternion();
  2926. function Euler( x, y, z, order ) {
  2927. this._x = x || 0;
  2928. this._y = y || 0;
  2929. this._z = z || 0;
  2930. this._order = order || Euler.DefaultOrder;
  2931. }
  2932. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2933. Euler.DefaultOrder = 'XYZ';
  2934. Object.defineProperties( Euler.prototype, {
  2935. x: {
  2936. get: function () {
  2937. return this._x;
  2938. },
  2939. set: function ( value ) {
  2940. this._x = value;
  2941. this._onChangeCallback();
  2942. }
  2943. },
  2944. y: {
  2945. get: function () {
  2946. return this._y;
  2947. },
  2948. set: function ( value ) {
  2949. this._y = value;
  2950. this._onChangeCallback();
  2951. }
  2952. },
  2953. z: {
  2954. get: function () {
  2955. return this._z;
  2956. },
  2957. set: function ( value ) {
  2958. this._z = value;
  2959. this._onChangeCallback();
  2960. }
  2961. },
  2962. order: {
  2963. get: function () {
  2964. return this._order;
  2965. },
  2966. set: function ( value ) {
  2967. this._order = value;
  2968. this._onChangeCallback();
  2969. }
  2970. }
  2971. } );
  2972. Object.assign( Euler.prototype, {
  2973. isEuler: true,
  2974. set: function ( x, y, z, order ) {
  2975. this._x = x;
  2976. this._y = y;
  2977. this._z = z;
  2978. this._order = order || this._order;
  2979. this._onChangeCallback();
  2980. return this;
  2981. },
  2982. clone: function () {
  2983. return new this.constructor( this._x, this._y, this._z, this._order );
  2984. },
  2985. copy: function ( euler ) {
  2986. this._x = euler._x;
  2987. this._y = euler._y;
  2988. this._z = euler._z;
  2989. this._order = euler._order;
  2990. this._onChangeCallback();
  2991. return this;
  2992. },
  2993. setFromRotationMatrix: function ( m, order, update ) {
  2994. var clamp = _Math.clamp;
  2995. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2996. var te = m.elements;
  2997. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2998. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2999. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3000. order = order || this._order;
  3001. if ( order === 'XYZ' ) {
  3002. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3003. if ( Math.abs( m13 ) < 0.9999999 ) {
  3004. this._x = Math.atan2( - m23, m33 );
  3005. this._z = Math.atan2( - m12, m11 );
  3006. } else {
  3007. this._x = Math.atan2( m32, m22 );
  3008. this._z = 0;
  3009. }
  3010. } else if ( order === 'YXZ' ) {
  3011. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3012. if ( Math.abs( m23 ) < 0.9999999 ) {
  3013. this._y = Math.atan2( m13, m33 );
  3014. this._z = Math.atan2( m21, m22 );
  3015. } else {
  3016. this._y = Math.atan2( - m31, m11 );
  3017. this._z = 0;
  3018. }
  3019. } else if ( order === 'ZXY' ) {
  3020. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3021. if ( Math.abs( m32 ) < 0.9999999 ) {
  3022. this._y = Math.atan2( - m31, m33 );
  3023. this._z = Math.atan2( - m12, m22 );
  3024. } else {
  3025. this._y = 0;
  3026. this._z = Math.atan2( m21, m11 );
  3027. }
  3028. } else if ( order === 'ZYX' ) {
  3029. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3030. if ( Math.abs( m31 ) < 0.9999999 ) {
  3031. this._x = Math.atan2( m32, m33 );
  3032. this._z = Math.atan2( m21, m11 );
  3033. } else {
  3034. this._x = 0;
  3035. this._z = Math.atan2( - m12, m22 );
  3036. }
  3037. } else if ( order === 'YZX' ) {
  3038. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3039. if ( Math.abs( m21 ) < 0.9999999 ) {
  3040. this._x = Math.atan2( - m23, m22 );
  3041. this._y = Math.atan2( - m31, m11 );
  3042. } else {
  3043. this._x = 0;
  3044. this._y = Math.atan2( m13, m33 );
  3045. }
  3046. } else if ( order === 'XZY' ) {
  3047. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3048. if ( Math.abs( m12 ) < 0.9999999 ) {
  3049. this._x = Math.atan2( m32, m22 );
  3050. this._y = Math.atan2( m13, m11 );
  3051. } else {
  3052. this._x = Math.atan2( - m23, m33 );
  3053. this._y = 0;
  3054. }
  3055. } else {
  3056. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3057. }
  3058. this._order = order;
  3059. if ( update !== false ) { this._onChangeCallback(); }
  3060. return this;
  3061. },
  3062. setFromQuaternion: function ( q, order, update ) {
  3063. _matrix.makeRotationFromQuaternion( q );
  3064. return this.setFromRotationMatrix( _matrix, order, update );
  3065. },
  3066. setFromVector3: function ( v, order ) {
  3067. return this.set( v.x, v.y, v.z, order || this._order );
  3068. },
  3069. reorder: function ( newOrder ) {
  3070. // WARNING: this discards revolution information -bhouston
  3071. _quaternion$1.setFromEuler( this );
  3072. return this.setFromQuaternion( _quaternion$1, newOrder );
  3073. },
  3074. equals: function ( euler ) {
  3075. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3076. },
  3077. fromArray: function ( array ) {
  3078. this._x = array[ 0 ];
  3079. this._y = array[ 1 ];
  3080. this._z = array[ 2 ];
  3081. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3082. this._onChangeCallback();
  3083. return this;
  3084. },
  3085. toArray: function ( array, offset ) {
  3086. if ( array === undefined ) { array = []; }
  3087. if ( offset === undefined ) { offset = 0; }
  3088. array[ offset ] = this._x;
  3089. array[ offset + 1 ] = this._y;
  3090. array[ offset + 2 ] = this._z;
  3091. array[ offset + 3 ] = this._order;
  3092. return array;
  3093. },
  3094. toVector3: function ( optionalResult ) {
  3095. if ( optionalResult ) {
  3096. return optionalResult.set( this._x, this._y, this._z );
  3097. } else {
  3098. return new Vector3( this._x, this._y, this._z );
  3099. }
  3100. },
  3101. _onChange: function ( callback ) {
  3102. this._onChangeCallback = callback;
  3103. return this;
  3104. },
  3105. _onChangeCallback: function () {}
  3106. } );
  3107. /**
  3108. * @author mrdoob / http://mrdoob.com/
  3109. */
  3110. function Layers() {
  3111. this.mask = 1 | 0;
  3112. }
  3113. Object.assign( Layers.prototype, {
  3114. set: function ( channel ) {
  3115. this.mask = 1 << channel | 0;
  3116. },
  3117. enable: function ( channel ) {
  3118. this.mask |= 1 << channel | 0;
  3119. },
  3120. enableAll: function () {
  3121. this.mask = 0xffffffff | 0;
  3122. },
  3123. toggle: function ( channel ) {
  3124. this.mask ^= 1 << channel | 0;
  3125. },
  3126. disable: function ( channel ) {
  3127. this.mask &= ~ ( 1 << channel | 0 );
  3128. },
  3129. disableAll: function () {
  3130. this.mask = 0;
  3131. },
  3132. test: function ( layers ) {
  3133. return ( this.mask & layers.mask ) !== 0;
  3134. }
  3135. } );
  3136. var _object3DId = 0;
  3137. var _v1$1 = new Vector3();
  3138. var _q1 = new Quaternion();
  3139. var _m1$1 = new Matrix4();
  3140. var _target = new Vector3();
  3141. var _position = new Vector3();
  3142. var _scale = new Vector3();
  3143. var _quaternion$2 = new Quaternion();
  3144. var _xAxis = new Vector3( 1, 0, 0 );
  3145. var _yAxis = new Vector3( 0, 1, 0 );
  3146. var _zAxis = new Vector3( 0, 0, 1 );
  3147. var _addedEvent = { type: 'added' };
  3148. var _removedEvent = { type: 'removed' };
  3149. /**
  3150. * @author mrdoob / http://mrdoob.com/
  3151. * @author mikael emtinger / http://gomo.se/
  3152. * @author alteredq / http://alteredqualia.com/
  3153. * @author WestLangley / http://github.com/WestLangley
  3154. * @author elephantatwork / www.elephantatwork.ch
  3155. */
  3156. function Object3D() {
  3157. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3158. this.uuid = _Math.generateUUID();
  3159. this.name = '';
  3160. this.type = 'Object3D';
  3161. this.parent = null;
  3162. this.children = [];
  3163. this.up = Object3D.DefaultUp.clone();
  3164. var position = new Vector3();
  3165. var rotation = new Euler();
  3166. var quaternion = new Quaternion();
  3167. var scale = new Vector3( 1, 1, 1 );
  3168. function onRotationChange() {
  3169. quaternion.setFromEuler( rotation, false );
  3170. }
  3171. function onQuaternionChange() {
  3172. rotation.setFromQuaternion( quaternion, undefined, false );
  3173. }
  3174. rotation._onChange( onRotationChange );
  3175. quaternion._onChange( onQuaternionChange );
  3176. Object.defineProperties( this, {
  3177. position: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: position
  3181. },
  3182. rotation: {
  3183. configurable: true,
  3184. enumerable: true,
  3185. value: rotation
  3186. },
  3187. quaternion: {
  3188. configurable: true,
  3189. enumerable: true,
  3190. value: quaternion
  3191. },
  3192. scale: {
  3193. configurable: true,
  3194. enumerable: true,
  3195. value: scale
  3196. },
  3197. modelViewMatrix: {
  3198. value: new Matrix4()
  3199. },
  3200. normalMatrix: {
  3201. value: new Matrix3()
  3202. }
  3203. } );
  3204. this.matrix = new Matrix4();
  3205. this.matrixWorld = new Matrix4();
  3206. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3207. this.matrixWorldNeedsUpdate = false;
  3208. this.layers = new Layers();
  3209. this.visible = true;
  3210. this.castShadow = false;
  3211. this.receiveShadow = false;
  3212. this.frustumCulled = true;
  3213. this.renderOrder = 0;
  3214. this.userData = {};
  3215. }
  3216. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3217. Object3D.DefaultMatrixAutoUpdate = true;
  3218. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3219. constructor: Object3D,
  3220. isObject3D: true,
  3221. onBeforeRender: function () {},
  3222. onAfterRender: function () {},
  3223. applyMatrix: function ( matrix ) {
  3224. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3225. this.matrix.premultiply( matrix );
  3226. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3227. },
  3228. applyQuaternion: function ( q ) {
  3229. this.quaternion.premultiply( q );
  3230. return this;
  3231. },
  3232. setRotationFromAxisAngle: function ( axis, angle ) {
  3233. // assumes axis is normalized
  3234. this.quaternion.setFromAxisAngle( axis, angle );
  3235. },
  3236. setRotationFromEuler: function ( euler ) {
  3237. this.quaternion.setFromEuler( euler, true );
  3238. },
  3239. setRotationFromMatrix: function ( m ) {
  3240. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3241. this.quaternion.setFromRotationMatrix( m );
  3242. },
  3243. setRotationFromQuaternion: function ( q ) {
  3244. // assumes q is normalized
  3245. this.quaternion.copy( q );
  3246. },
  3247. rotateOnAxis: function ( axis, angle ) {
  3248. // rotate object on axis in object space
  3249. // axis is assumed to be normalized
  3250. _q1.setFromAxisAngle( axis, angle );
  3251. this.quaternion.multiply( _q1 );
  3252. return this;
  3253. },
  3254. rotateOnWorldAxis: function ( axis, angle ) {
  3255. // rotate object on axis in world space
  3256. // axis is assumed to be normalized
  3257. // method assumes no rotated parent
  3258. _q1.setFromAxisAngle( axis, angle );
  3259. this.quaternion.premultiply( _q1 );
  3260. return this;
  3261. },
  3262. rotateX: function ( angle ) {
  3263. return this.rotateOnAxis( _xAxis, angle );
  3264. },
  3265. rotateY: function ( angle ) {
  3266. return this.rotateOnAxis( _yAxis, angle );
  3267. },
  3268. rotateZ: function ( angle ) {
  3269. return this.rotateOnAxis( _zAxis, angle );
  3270. },
  3271. translateOnAxis: function ( axis, distance ) {
  3272. // translate object by distance along axis in object space
  3273. // axis is assumed to be normalized
  3274. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3275. this.position.add( _v1$1.multiplyScalar( distance ) );
  3276. return this;
  3277. },
  3278. translateX: function ( distance ) {
  3279. return this.translateOnAxis( _xAxis, distance );
  3280. },
  3281. translateY: function ( distance ) {
  3282. return this.translateOnAxis( _yAxis, distance );
  3283. },
  3284. translateZ: function ( distance ) {
  3285. return this.translateOnAxis( _zAxis, distance );
  3286. },
  3287. localToWorld: function ( vector ) {
  3288. return vector.applyMatrix4( this.matrixWorld );
  3289. },
  3290. worldToLocal: function ( vector ) {
  3291. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3292. },
  3293. lookAt: function ( x, y, z ) {
  3294. // This method does not support objects having non-uniformly-scaled parent(s)
  3295. if ( x.isVector3 ) {
  3296. _target.copy( x );
  3297. } else {
  3298. _target.set( x, y, z );
  3299. }
  3300. var parent = this.parent;
  3301. this.updateWorldMatrix( true, false );
  3302. _position.setFromMatrixPosition( this.matrixWorld );
  3303. if ( this.isCamera || this.isLight ) {
  3304. _m1$1.lookAt( _position, _target, this.up );
  3305. } else {
  3306. _m1$1.lookAt( _target, _position, this.up );
  3307. }
  3308. this.quaternion.setFromRotationMatrix( _m1$1 );
  3309. if ( parent ) {
  3310. _m1$1.extractRotation( parent.matrixWorld );
  3311. _q1.setFromRotationMatrix( _m1$1 );
  3312. this.quaternion.premultiply( _q1.inverse() );
  3313. }
  3314. },
  3315. add: function ( object ) {
  3316. if ( arguments.length > 1 ) {
  3317. for ( var i = 0; i < arguments.length; i ++ ) {
  3318. this.add( arguments[ i ] );
  3319. }
  3320. return this;
  3321. }
  3322. if ( object === this ) {
  3323. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3324. return this;
  3325. }
  3326. if ( ( object && object.isObject3D ) ) {
  3327. if ( object.parent !== null ) {
  3328. object.parent.remove( object );
  3329. }
  3330. object.parent = this;
  3331. this.children.push( object );
  3332. object.dispatchEvent( _addedEvent );
  3333. } else {
  3334. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3335. }
  3336. return this;
  3337. },
  3338. remove: function ( object ) {
  3339. if ( arguments.length > 1 ) {
  3340. for ( var i = 0; i < arguments.length; i ++ ) {
  3341. this.remove( arguments[ i ] );
  3342. }
  3343. return this;
  3344. }
  3345. var index = this.children.indexOf( object );
  3346. if ( index !== - 1 ) {
  3347. object.parent = null;
  3348. this.children.splice( index, 1 );
  3349. object.dispatchEvent( _removedEvent );
  3350. }
  3351. return this;
  3352. },
  3353. attach: function ( object ) {
  3354. // adds object as a child of this, while maintaining the object's world transform
  3355. this.updateWorldMatrix( true, false );
  3356. _m1$1.getInverse( this.matrixWorld );
  3357. if ( object.parent !== null ) {
  3358. object.parent.updateWorldMatrix( true, false );
  3359. _m1$1.multiply( object.parent.matrixWorld );
  3360. }
  3361. object.applyMatrix( _m1$1 );
  3362. object.updateWorldMatrix( false, false );
  3363. this.add( object );
  3364. return this;
  3365. },
  3366. getObjectById: function ( id ) {
  3367. return this.getObjectByProperty( 'id', id );
  3368. },
  3369. getObjectByName: function ( name ) {
  3370. return this.getObjectByProperty( 'name', name );
  3371. },
  3372. getObjectByProperty: function ( name, value ) {
  3373. if ( this[ name ] === value ) { return this; }
  3374. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3375. var child = this.children[ i ];
  3376. var object = child.getObjectByProperty( name, value );
  3377. if ( object !== undefined ) {
  3378. return object;
  3379. }
  3380. }
  3381. return undefined;
  3382. },
  3383. getWorldPosition: function ( target ) {
  3384. if ( target === undefined ) {
  3385. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3386. target = new Vector3();
  3387. }
  3388. this.updateMatrixWorld( true );
  3389. return target.setFromMatrixPosition( this.matrixWorld );
  3390. },
  3391. getWorldQuaternion: function ( target ) {
  3392. if ( target === undefined ) {
  3393. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3394. target = new Quaternion();
  3395. }
  3396. this.updateMatrixWorld( true );
  3397. this.matrixWorld.decompose( _position, target, _scale );
  3398. return target;
  3399. },
  3400. getWorldScale: function ( target ) {
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3403. target = new Vector3();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3407. return target;
  3408. },
  3409. getWorldDirection: function ( target ) {
  3410. if ( target === undefined ) {
  3411. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3412. target = new Vector3();
  3413. }
  3414. this.updateMatrixWorld( true );
  3415. var e = this.matrixWorld.elements;
  3416. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3417. },
  3418. raycast: function () {},
  3419. traverse: function ( callback ) {
  3420. callback( this );
  3421. var children = this.children;
  3422. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3423. children[ i ].traverse( callback );
  3424. }
  3425. },
  3426. traverseVisible: function ( callback ) {
  3427. if ( this.visible === false ) { return; }
  3428. callback( this );
  3429. var children = this.children;
  3430. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3431. children[ i ].traverseVisible( callback );
  3432. }
  3433. },
  3434. traverseAncestors: function ( callback ) {
  3435. var parent = this.parent;
  3436. if ( parent !== null ) {
  3437. callback( parent );
  3438. parent.traverseAncestors( callback );
  3439. }
  3440. },
  3441. updateMatrix: function () {
  3442. this.matrix.compose( this.position, this.quaternion, this.scale );
  3443. this.matrixWorldNeedsUpdate = true;
  3444. },
  3445. updateMatrixWorld: function ( force ) {
  3446. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3447. if ( this.matrixWorldNeedsUpdate || force ) {
  3448. if ( this.parent === null ) {
  3449. this.matrixWorld.copy( this.matrix );
  3450. } else {
  3451. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3452. }
  3453. this.matrixWorldNeedsUpdate = false;
  3454. force = true;
  3455. }
  3456. // update children
  3457. var children = this.children;
  3458. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3459. children[ i ].updateMatrixWorld( force );
  3460. }
  3461. },
  3462. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3463. var parent = this.parent;
  3464. if ( updateParents === true && parent !== null ) {
  3465. parent.updateWorldMatrix( true, false );
  3466. }
  3467. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3468. if ( this.parent === null ) {
  3469. this.matrixWorld.copy( this.matrix );
  3470. } else {
  3471. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3472. }
  3473. // update children
  3474. if ( updateChildren === true ) {
  3475. var children = this.children;
  3476. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3477. children[ i ].updateWorldMatrix( false, true );
  3478. }
  3479. }
  3480. },
  3481. toJSON: function ( meta ) {
  3482. // meta is a string when called from JSON.stringify
  3483. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3484. var output = {};
  3485. // meta is a hash used to collect geometries, materials.
  3486. // not providing it implies that this is the root object
  3487. // being serialized.
  3488. if ( isRootObject ) {
  3489. // initialize meta obj
  3490. meta = {
  3491. geometries: {},
  3492. materials: {},
  3493. textures: {},
  3494. images: {},
  3495. shapes: {}
  3496. };
  3497. output.metadata = {
  3498. version: 4.5,
  3499. type: 'Object',
  3500. generator: 'Object3D.toJSON'
  3501. };
  3502. }
  3503. // standard Object3D serialization
  3504. var object = {};
  3505. object.uuid = this.uuid;
  3506. object.type = this.type;
  3507. if ( this.name !== '' ) { object.name = this.name; }
  3508. if ( this.castShadow === true ) { object.castShadow = true; }
  3509. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3510. if ( this.visible === false ) { object.visible = false; }
  3511. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3512. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3513. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3514. object.layers = this.layers.mask;
  3515. object.matrix = this.matrix.toArray();
  3516. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3517. // object specific properties
  3518. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3519. if ( this.isInstancedMesh ) {
  3520. object.type = 'InstancedMesh';
  3521. object.count = this.count;
  3522. object.instanceMatrix = this.instanceMatrix.toJSON();
  3523. }
  3524. //
  3525. function serialize( library, element ) {
  3526. if ( library[ element.uuid ] === undefined ) {
  3527. library[ element.uuid ] = element.toJSON( meta );
  3528. }
  3529. return element.uuid;
  3530. }
  3531. if ( this.isMesh || this.isLine || this.isPoints ) {
  3532. object.geometry = serialize( meta.geometries, this.geometry );
  3533. var parameters = this.geometry.parameters;
  3534. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3535. var shapes = parameters.shapes;
  3536. if ( Array.isArray( shapes ) ) {
  3537. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3538. var shape = shapes[ i ];
  3539. serialize( meta.shapes, shape );
  3540. }
  3541. } else {
  3542. serialize( meta.shapes, shapes );
  3543. }
  3544. }
  3545. }
  3546. if ( this.material !== undefined ) {
  3547. if ( Array.isArray( this.material ) ) {
  3548. var uuids = [];
  3549. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3550. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3551. }
  3552. object.material = uuids;
  3553. } else {
  3554. object.material = serialize( meta.materials, this.material );
  3555. }
  3556. }
  3557. //
  3558. if ( this.children.length > 0 ) {
  3559. object.children = [];
  3560. for ( var i = 0; i < this.children.length; i ++ ) {
  3561. object.children.push( this.children[ i ].toJSON( meta ).object );
  3562. }
  3563. }
  3564. if ( isRootObject ) {
  3565. var geometries = extractFromCache( meta.geometries );
  3566. var materials = extractFromCache( meta.materials );
  3567. var textures = extractFromCache( meta.textures );
  3568. var images = extractFromCache( meta.images );
  3569. var shapes = extractFromCache( meta.shapes );
  3570. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3571. if ( materials.length > 0 ) { output.materials = materials; }
  3572. if ( textures.length > 0 ) { output.textures = textures; }
  3573. if ( images.length > 0 ) { output.images = images; }
  3574. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3575. }
  3576. output.object = object;
  3577. return output;
  3578. // extract data from the cache hash
  3579. // remove metadata on each item
  3580. // and return as array
  3581. function extractFromCache( cache ) {
  3582. var values = [];
  3583. for ( var key in cache ) {
  3584. var data = cache[ key ];
  3585. delete data.metadata;
  3586. values.push( data );
  3587. }
  3588. return values;
  3589. }
  3590. },
  3591. clone: function ( recursive ) {
  3592. return new this.constructor().copy( this, recursive );
  3593. },
  3594. copy: function ( source, recursive ) {
  3595. if ( recursive === undefined ) { recursive = true; }
  3596. this.name = source.name;
  3597. this.up.copy( source.up );
  3598. this.position.copy( source.position );
  3599. this.quaternion.copy( source.quaternion );
  3600. this.scale.copy( source.scale );
  3601. this.matrix.copy( source.matrix );
  3602. this.matrixWorld.copy( source.matrixWorld );
  3603. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3604. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3605. this.layers.mask = source.layers.mask;
  3606. this.visible = source.visible;
  3607. this.castShadow = source.castShadow;
  3608. this.receiveShadow = source.receiveShadow;
  3609. this.frustumCulled = source.frustumCulled;
  3610. this.renderOrder = source.renderOrder;
  3611. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3612. if ( recursive === true ) {
  3613. for ( var i = 0; i < source.children.length; i ++ ) {
  3614. var child = source.children[ i ];
  3615. this.add( child.clone() );
  3616. }
  3617. }
  3618. return this;
  3619. }
  3620. } );
  3621. /**
  3622. * @author mrdoob / http://mrdoob.com/
  3623. */
  3624. function Scene() {
  3625. Object3D.call( this );
  3626. this.type = 'Scene';
  3627. this.background = null;
  3628. this.fog = null;
  3629. this.overrideMaterial = null;
  3630. this.autoUpdate = true; // checked by the renderer
  3631. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3632. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3633. }
  3634. }
  3635. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3636. constructor: Scene,
  3637. isScene: true,
  3638. copy: function ( source, recursive ) {
  3639. Object3D.prototype.copy.call( this, source, recursive );
  3640. if ( source.background !== null ) { this.background = source.background.clone(); }
  3641. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3642. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3643. this.autoUpdate = source.autoUpdate;
  3644. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3645. return this;
  3646. },
  3647. toJSON: function ( meta ) {
  3648. var data = Object3D.prototype.toJSON.call( this, meta );
  3649. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3650. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3651. return data;
  3652. },
  3653. dispose: function () {
  3654. this.dispatchEvent( { type: 'dispose' } );
  3655. }
  3656. } );
  3657. var _points = [
  3658. new Vector3(),
  3659. new Vector3(),
  3660. new Vector3(),
  3661. new Vector3(),
  3662. new Vector3(),
  3663. new Vector3(),
  3664. new Vector3(),
  3665. new Vector3()
  3666. ];
  3667. var _vector$2 = new Vector3();
  3668. // triangle centered vertices
  3669. var _v0 = new Vector3();
  3670. var _v1$2 = new Vector3();
  3671. var _v2 = new Vector3();
  3672. // triangle edge vectors
  3673. var _f0 = new Vector3();
  3674. var _f1 = new Vector3();
  3675. var _f2 = new Vector3();
  3676. var _center = new Vector3();
  3677. var _extents = new Vector3();
  3678. var _triangleNormal = new Vector3();
  3679. var _testAxis = new Vector3();
  3680. /**
  3681. * @author bhouston / http://clara.io
  3682. * @author WestLangley / http://github.com/WestLangley
  3683. */
  3684. function Box3( min, max ) {
  3685. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3686. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3687. }
  3688. Object.assign( Box3.prototype, {
  3689. isBox3: true,
  3690. set: function ( min, max ) {
  3691. this.min.copy( min );
  3692. this.max.copy( max );
  3693. return this;
  3694. },
  3695. setFromArray: function ( array ) {
  3696. var minX = + Infinity;
  3697. var minY = + Infinity;
  3698. var minZ = + Infinity;
  3699. var maxX = - Infinity;
  3700. var maxY = - Infinity;
  3701. var maxZ = - Infinity;
  3702. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3703. var x = array[ i ];
  3704. var y = array[ i + 1 ];
  3705. var z = array[ i + 2 ];
  3706. if ( x < minX ) { minX = x; }
  3707. if ( y < minY ) { minY = y; }
  3708. if ( z < minZ ) { minZ = z; }
  3709. if ( x > maxX ) { maxX = x; }
  3710. if ( y > maxY ) { maxY = y; }
  3711. if ( z > maxZ ) { maxZ = z; }
  3712. }
  3713. this.min.set( minX, minY, minZ );
  3714. this.max.set( maxX, maxY, maxZ );
  3715. return this;
  3716. },
  3717. setFromBufferAttribute: function ( attribute ) {
  3718. var minX = + Infinity;
  3719. var minY = + Infinity;
  3720. var minZ = + Infinity;
  3721. var maxX = - Infinity;
  3722. var maxY = - Infinity;
  3723. var maxZ = - Infinity;
  3724. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3725. var x = attribute.getX( i );
  3726. var y = attribute.getY( i );
  3727. var z = attribute.getZ( i );
  3728. if ( x < minX ) { minX = x; }
  3729. if ( y < minY ) { minY = y; }
  3730. if ( z < minZ ) { minZ = z; }
  3731. if ( x > maxX ) { maxX = x; }
  3732. if ( y > maxY ) { maxY = y; }
  3733. if ( z > maxZ ) { maxZ = z; }
  3734. }
  3735. this.min.set( minX, minY, minZ );
  3736. this.max.set( maxX, maxY, maxZ );
  3737. return this;
  3738. },
  3739. setFromPoints: function ( points ) {
  3740. this.makeEmpty();
  3741. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3742. this.expandByPoint( points[ i ] );
  3743. }
  3744. return this;
  3745. },
  3746. setFromCenterAndSize: function ( center, size ) {
  3747. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3748. this.min.copy( center ).sub( halfSize );
  3749. this.max.copy( center ).add( halfSize );
  3750. return this;
  3751. },
  3752. setFromObject: function ( object ) {
  3753. this.makeEmpty();
  3754. return this.expandByObject( object );
  3755. },
  3756. clone: function () {
  3757. return new this.constructor().copy( this );
  3758. },
  3759. copy: function ( box ) {
  3760. this.min.copy( box.min );
  3761. this.max.copy( box.max );
  3762. return this;
  3763. },
  3764. makeEmpty: function () {
  3765. this.min.x = this.min.y = this.min.z = + Infinity;
  3766. this.max.x = this.max.y = this.max.z = - Infinity;
  3767. return this;
  3768. },
  3769. isEmpty: function () {
  3770. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3771. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3772. },
  3773. getCenter: function ( target ) {
  3774. if ( target === undefined ) {
  3775. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3776. target = new Vector3();
  3777. }
  3778. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3779. },
  3780. getSize: function ( target ) {
  3781. if ( target === undefined ) {
  3782. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3783. target = new Vector3();
  3784. }
  3785. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3786. },
  3787. expandByPoint: function ( point ) {
  3788. this.min.min( point );
  3789. this.max.max( point );
  3790. return this;
  3791. },
  3792. expandByVector: function ( vector ) {
  3793. this.min.sub( vector );
  3794. this.max.add( vector );
  3795. return this;
  3796. },
  3797. expandByScalar: function ( scalar ) {
  3798. this.min.addScalar( - scalar );
  3799. this.max.addScalar( scalar );
  3800. return this;
  3801. },
  3802. expandByObject: function ( object ) {
  3803. var i, l;
  3804. // Computes the world-axis-aligned bounding box of an object (including its children),
  3805. // accounting for both the object's, and children's, world transforms
  3806. object.updateWorldMatrix( false, false );
  3807. var geometry = object.geometry;
  3808. if ( geometry !== undefined ) {
  3809. if ( geometry.isGeometry ) {
  3810. var vertices = geometry.vertices;
  3811. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3812. _vector$2.copy( vertices[ i ] );
  3813. _vector$2.applyMatrix4( object.matrixWorld );
  3814. this.expandByPoint( _vector$2 );
  3815. }
  3816. } else if ( geometry.isBufferGeometry ) {
  3817. var attribute = geometry.attributes.position;
  3818. if ( attribute !== undefined ) {
  3819. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3820. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3821. this.expandByPoint( _vector$2 );
  3822. }
  3823. }
  3824. }
  3825. }
  3826. //
  3827. var children = object.children;
  3828. for ( i = 0, l = children.length; i < l; i ++ ) {
  3829. this.expandByObject( children[ i ] );
  3830. }
  3831. return this;
  3832. },
  3833. containsPoint: function ( point ) {
  3834. return point.x < this.min.x || point.x > this.max.x ||
  3835. point.y < this.min.y || point.y > this.max.y ||
  3836. point.z < this.min.z || point.z > this.max.z ? false : true;
  3837. },
  3838. containsBox: function ( box ) {
  3839. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3840. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3841. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3842. },
  3843. getParameter: function ( point, target ) {
  3844. // This can potentially have a divide by zero if the box
  3845. // has a size dimension of 0.
  3846. if ( target === undefined ) {
  3847. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3848. target = new Vector3();
  3849. }
  3850. return target.set(
  3851. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3852. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3853. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3854. );
  3855. },
  3856. intersectsBox: function ( box ) {
  3857. // using 6 splitting planes to rule out intersections.
  3858. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3859. box.max.y < this.min.y || box.min.y > this.max.y ||
  3860. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3861. },
  3862. intersectsSphere: function ( sphere ) {
  3863. // Find the point on the AABB closest to the sphere center.
  3864. this.clampPoint( sphere.center, _vector$2 );
  3865. // If that point is inside the sphere, the AABB and sphere intersect.
  3866. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3867. },
  3868. intersectsPlane: function ( plane ) {
  3869. // We compute the minimum and maximum dot product values. If those values
  3870. // are on the same side (back or front) of the plane, then there is no intersection.
  3871. var min, max;
  3872. if ( plane.normal.x > 0 ) {
  3873. min = plane.normal.x * this.min.x;
  3874. max = plane.normal.x * this.max.x;
  3875. } else {
  3876. min = plane.normal.x * this.max.x;
  3877. max = plane.normal.x * this.min.x;
  3878. }
  3879. if ( plane.normal.y > 0 ) {
  3880. min += plane.normal.y * this.min.y;
  3881. max += plane.normal.y * this.max.y;
  3882. } else {
  3883. min += plane.normal.y * this.max.y;
  3884. max += plane.normal.y * this.min.y;
  3885. }
  3886. if ( plane.normal.z > 0 ) {
  3887. min += plane.normal.z * this.min.z;
  3888. max += plane.normal.z * this.max.z;
  3889. } else {
  3890. min += plane.normal.z * this.max.z;
  3891. max += plane.normal.z * this.min.z;
  3892. }
  3893. return ( min <= - plane.constant && max >= - plane.constant );
  3894. },
  3895. intersectsTriangle: function ( triangle ) {
  3896. if ( this.isEmpty() ) {
  3897. return false;
  3898. }
  3899. // compute box center and extents
  3900. this.getCenter( _center );
  3901. _extents.subVectors( this.max, _center );
  3902. // translate triangle to aabb origin
  3903. _v0.subVectors( triangle.a, _center );
  3904. _v1$2.subVectors( triangle.b, _center );
  3905. _v2.subVectors( triangle.c, _center );
  3906. // compute edge vectors for triangle
  3907. _f0.subVectors( _v1$2, _v0 );
  3908. _f1.subVectors( _v2, _v1$2 );
  3909. _f2.subVectors( _v0, _v2 );
  3910. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3911. // 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
  3912. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3913. var axes = [
  3914. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3915. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3916. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3917. ];
  3918. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3919. return false;
  3920. }
  3921. // test 3 face normals from the aabb
  3922. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3923. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3924. return false;
  3925. }
  3926. // finally testing the face normal of the triangle
  3927. // use already existing triangle edge vectors here
  3928. _triangleNormal.crossVectors( _f0, _f1 );
  3929. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3930. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3931. },
  3932. clampPoint: function ( point, target ) {
  3933. if ( target === undefined ) {
  3934. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3935. target = new Vector3();
  3936. }
  3937. return target.copy( point ).clamp( this.min, this.max );
  3938. },
  3939. distanceToPoint: function ( point ) {
  3940. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3941. return clampedPoint.sub( point ).length();
  3942. },
  3943. getBoundingSphere: function ( target ) {
  3944. if ( target === undefined ) {
  3945. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3946. //target = new Sphere(); // removed to avoid cyclic dependency
  3947. }
  3948. this.getCenter( target.center );
  3949. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3950. return target;
  3951. },
  3952. intersect: function ( box ) {
  3953. this.min.max( box.min );
  3954. this.max.min( box.max );
  3955. // 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.
  3956. if ( this.isEmpty() ) { this.makeEmpty(); }
  3957. return this;
  3958. },
  3959. union: function ( box ) {
  3960. this.min.min( box.min );
  3961. this.max.max( box.max );
  3962. return this;
  3963. },
  3964. applyMatrix4: function ( matrix ) {
  3965. // transform of empty box is an empty box.
  3966. if ( this.isEmpty() ) { return this; }
  3967. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3968. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3969. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3970. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3971. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3972. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3973. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3974. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3975. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3976. this.setFromPoints( _points );
  3977. return this;
  3978. },
  3979. translate: function ( offset ) {
  3980. this.min.add( offset );
  3981. this.max.add( offset );
  3982. return this;
  3983. },
  3984. equals: function ( box ) {
  3985. return box.min.equals( this.min ) && box.max.equals( this.max );
  3986. }
  3987. } );
  3988. function satForAxes( axes, v0, v1, v2, extents ) {
  3989. var i, j;
  3990. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3991. _testAxis.fromArray( axes, i );
  3992. // project the aabb onto the seperating axis
  3993. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3994. // project all 3 vertices of the triangle onto the seperating axis
  3995. var p0 = v0.dot( _testAxis );
  3996. var p1 = v1.dot( _testAxis );
  3997. var p2 = v2.dot( _testAxis );
  3998. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3999. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4000. // points of the projected triangle are outside the projected half-length of the aabb
  4001. // the axis is seperating and we can exit
  4002. return false;
  4003. }
  4004. }
  4005. return true;
  4006. }
  4007. var _box = new Box3();
  4008. /**
  4009. * @author bhouston / http://clara.io
  4010. * @author mrdoob / http://mrdoob.com/
  4011. */
  4012. function Sphere( center, radius ) {
  4013. this.center = ( center !== undefined ) ? center : new Vector3();
  4014. this.radius = ( radius !== undefined ) ? radius : 0;
  4015. }
  4016. Object.assign( Sphere.prototype, {
  4017. set: function ( center, radius ) {
  4018. this.center.copy( center );
  4019. this.radius = radius;
  4020. return this;
  4021. },
  4022. setFromPoints: function ( points, optionalCenter ) {
  4023. var center = this.center;
  4024. if ( optionalCenter !== undefined ) {
  4025. center.copy( optionalCenter );
  4026. } else {
  4027. _box.setFromPoints( points ).getCenter( center );
  4028. }
  4029. var maxRadiusSq = 0;
  4030. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4031. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4032. }
  4033. this.radius = Math.sqrt( maxRadiusSq );
  4034. return this;
  4035. },
  4036. clone: function () {
  4037. return new this.constructor().copy( this );
  4038. },
  4039. copy: function ( sphere ) {
  4040. this.center.copy( sphere.center );
  4041. this.radius = sphere.radius;
  4042. return this;
  4043. },
  4044. empty: function () {
  4045. return ( this.radius <= 0 );
  4046. },
  4047. containsPoint: function ( point ) {
  4048. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4049. },
  4050. distanceToPoint: function ( point ) {
  4051. return ( point.distanceTo( this.center ) - this.radius );
  4052. },
  4053. intersectsSphere: function ( sphere ) {
  4054. var radiusSum = this.radius + sphere.radius;
  4055. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4056. },
  4057. intersectsBox: function ( box ) {
  4058. return box.intersectsSphere( this );
  4059. },
  4060. intersectsPlane: function ( plane ) {
  4061. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4062. },
  4063. clampPoint: function ( point, target ) {
  4064. var deltaLengthSq = this.center.distanceToSquared( point );
  4065. if ( target === undefined ) {
  4066. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4067. target = new Vector3();
  4068. }
  4069. target.copy( point );
  4070. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4071. target.sub( this.center ).normalize();
  4072. target.multiplyScalar( this.radius ).add( this.center );
  4073. }
  4074. return target;
  4075. },
  4076. getBoundingBox: function ( target ) {
  4077. if ( target === undefined ) {
  4078. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4079. target = new Box3();
  4080. }
  4081. target.set( this.center, this.center );
  4082. target.expandByScalar( this.radius );
  4083. return target;
  4084. },
  4085. applyMatrix4: function ( matrix ) {
  4086. this.center.applyMatrix4( matrix );
  4087. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4088. return this;
  4089. },
  4090. translate: function ( offset ) {
  4091. this.center.add( offset );
  4092. return this;
  4093. },
  4094. equals: function ( sphere ) {
  4095. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4096. }
  4097. } );
  4098. var _vector$3 = new Vector3();
  4099. var _segCenter = new Vector3();
  4100. var _segDir = new Vector3();
  4101. var _diff = new Vector3();
  4102. var _edge1 = new Vector3();
  4103. var _edge2 = new Vector3();
  4104. var _normal = new Vector3();
  4105. /**
  4106. * @author bhouston / http://clara.io
  4107. */
  4108. function Ray( origin, direction ) {
  4109. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4110. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4111. }
  4112. Object.assign( Ray.prototype, {
  4113. set: function ( origin, direction ) {
  4114. this.origin.copy( origin );
  4115. this.direction.copy( direction );
  4116. return this;
  4117. },
  4118. clone: function () {
  4119. return new this.constructor().copy( this );
  4120. },
  4121. copy: function ( ray ) {
  4122. this.origin.copy( ray.origin );
  4123. this.direction.copy( ray.direction );
  4124. return this;
  4125. },
  4126. at: function ( t, target ) {
  4127. if ( target === undefined ) {
  4128. console.warn( 'THREE.Ray: .at() target is now required' );
  4129. target = new Vector3();
  4130. }
  4131. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4132. },
  4133. lookAt: function ( v ) {
  4134. this.direction.copy( v ).sub( this.origin ).normalize();
  4135. return this;
  4136. },
  4137. recast: function ( t ) {
  4138. this.origin.copy( this.at( t, _vector$3 ) );
  4139. return this;
  4140. },
  4141. closestPointToPoint: function ( point, target ) {
  4142. if ( target === undefined ) {
  4143. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4144. target = new Vector3();
  4145. }
  4146. target.subVectors( point, this.origin );
  4147. var directionDistance = target.dot( this.direction );
  4148. if ( directionDistance < 0 ) {
  4149. return target.copy( this.origin );
  4150. }
  4151. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4152. },
  4153. distanceToPoint: function ( point ) {
  4154. return Math.sqrt( this.distanceSqToPoint( point ) );
  4155. },
  4156. distanceSqToPoint: function ( point ) {
  4157. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4158. // point behind the ray
  4159. if ( directionDistance < 0 ) {
  4160. return this.origin.distanceToSquared( point );
  4161. }
  4162. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4163. return _vector$3.distanceToSquared( point );
  4164. },
  4165. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4166. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4167. // It returns the min distance between the ray and the segment
  4168. // defined by v0 and v1
  4169. // It can also set two optional targets :
  4170. // - The closest point on the ray
  4171. // - The closest point on the segment
  4172. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4173. _segDir.copy( v1 ).sub( v0 ).normalize();
  4174. _diff.copy( this.origin ).sub( _segCenter );
  4175. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4176. var a01 = - this.direction.dot( _segDir );
  4177. var b0 = _diff.dot( this.direction );
  4178. var b1 = - _diff.dot( _segDir );
  4179. var c = _diff.lengthSq();
  4180. var det = Math.abs( 1 - a01 * a01 );
  4181. var s0, s1, sqrDist, extDet;
  4182. if ( det > 0 ) {
  4183. // The ray and segment are not parallel.
  4184. s0 = a01 * b1 - b0;
  4185. s1 = a01 * b0 - b1;
  4186. extDet = segExtent * det;
  4187. if ( s0 >= 0 ) {
  4188. if ( s1 >= - extDet ) {
  4189. if ( s1 <= extDet ) {
  4190. // region 0
  4191. // Minimum at interior points of ray and segment.
  4192. var invDet = 1 / det;
  4193. s0 *= invDet;
  4194. s1 *= invDet;
  4195. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4196. } else {
  4197. // region 1
  4198. s1 = segExtent;
  4199. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4200. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4201. }
  4202. } else {
  4203. // region 5
  4204. s1 = - segExtent;
  4205. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. }
  4208. } else {
  4209. if ( s1 <= - extDet ) {
  4210. // region 4
  4211. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4212. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4213. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4214. } else if ( s1 <= extDet ) {
  4215. // region 3
  4216. s0 = 0;
  4217. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4218. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4219. } else {
  4220. // region 2
  4221. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4222. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4223. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4224. }
  4225. }
  4226. } else {
  4227. // Ray and segment are parallel.
  4228. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4229. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4230. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4231. }
  4232. if ( optionalPointOnRay ) {
  4233. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4234. }
  4235. if ( optionalPointOnSegment ) {
  4236. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4237. }
  4238. return sqrDist;
  4239. },
  4240. intersectSphere: function ( sphere, target ) {
  4241. _vector$3.subVectors( sphere.center, this.origin );
  4242. var tca = _vector$3.dot( this.direction );
  4243. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4244. var radius2 = sphere.radius * sphere.radius;
  4245. if ( d2 > radius2 ) { return null; }
  4246. var thc = Math.sqrt( radius2 - d2 );
  4247. // t0 = first intersect point - entrance on front of sphere
  4248. var t0 = tca - thc;
  4249. // t1 = second intersect point - exit point on back of sphere
  4250. var t1 = tca + thc;
  4251. // test to see if both t0 and t1 are behind the ray - if so, return null
  4252. if ( t0 < 0 && t1 < 0 ) { return null; }
  4253. // test to see if t0 is behind the ray:
  4254. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4255. // in order to always return an intersect point that is in front of the ray.
  4256. if ( t0 < 0 ) { return this.at( t1, target ); }
  4257. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4258. return this.at( t0, target );
  4259. },
  4260. intersectsSphere: function ( sphere ) {
  4261. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4262. },
  4263. distanceToPlane: function ( plane ) {
  4264. var denominator = plane.normal.dot( this.direction );
  4265. if ( denominator === 0 ) {
  4266. // line is coplanar, return origin
  4267. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4268. return 0;
  4269. }
  4270. // Null is preferable to undefined since undefined means.... it is undefined
  4271. return null;
  4272. }
  4273. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4274. // Return if the ray never intersects the plane
  4275. return t >= 0 ? t : null;
  4276. },
  4277. intersectPlane: function ( plane, target ) {
  4278. var t = this.distanceToPlane( plane );
  4279. if ( t === null ) {
  4280. return null;
  4281. }
  4282. return this.at( t, target );
  4283. },
  4284. intersectsPlane: function ( plane ) {
  4285. // check if the ray lies on the plane first
  4286. var distToPoint = plane.distanceToPoint( this.origin );
  4287. if ( distToPoint === 0 ) {
  4288. return true;
  4289. }
  4290. var denominator = plane.normal.dot( this.direction );
  4291. if ( denominator * distToPoint < 0 ) {
  4292. return true;
  4293. }
  4294. // ray origin is behind the plane (and is pointing behind it)
  4295. return false;
  4296. },
  4297. intersectBox: function ( box, target ) {
  4298. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4299. var invdirx = 1 / this.direction.x,
  4300. invdiry = 1 / this.direction.y,
  4301. invdirz = 1 / this.direction.z;
  4302. var origin = this.origin;
  4303. if ( invdirx >= 0 ) {
  4304. tmin = ( box.min.x - origin.x ) * invdirx;
  4305. tmax = ( box.max.x - origin.x ) * invdirx;
  4306. } else {
  4307. tmin = ( box.max.x - origin.x ) * invdirx;
  4308. tmax = ( box.min.x - origin.x ) * invdirx;
  4309. }
  4310. if ( invdiry >= 0 ) {
  4311. tymin = ( box.min.y - origin.y ) * invdiry;
  4312. tymax = ( box.max.y - origin.y ) * invdiry;
  4313. } else {
  4314. tymin = ( box.max.y - origin.y ) * invdiry;
  4315. tymax = ( box.min.y - origin.y ) * invdiry;
  4316. }
  4317. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4318. // These lines also handle the case where tmin or tmax is NaN
  4319. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4320. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4321. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4322. if ( invdirz >= 0 ) {
  4323. tzmin = ( box.min.z - origin.z ) * invdirz;
  4324. tzmax = ( box.max.z - origin.z ) * invdirz;
  4325. } else {
  4326. tzmin = ( box.max.z - origin.z ) * invdirz;
  4327. tzmax = ( box.min.z - origin.z ) * invdirz;
  4328. }
  4329. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4330. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4331. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4332. //return point closest to the ray (positive side)
  4333. if ( tmax < 0 ) { return null; }
  4334. return this.at( tmin >= 0 ? tmin : tmax, target );
  4335. },
  4336. intersectsBox: function ( box ) {
  4337. return this.intersectBox( box, _vector$3 ) !== null;
  4338. },
  4339. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4340. // Compute the offset origin, edges, and normal.
  4341. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4342. _edge1.subVectors( b, a );
  4343. _edge2.subVectors( c, a );
  4344. _normal.crossVectors( _edge1, _edge2 );
  4345. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4346. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4347. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4348. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4349. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4350. var DdN = this.direction.dot( _normal );
  4351. var sign;
  4352. if ( DdN > 0 ) {
  4353. if ( backfaceCulling ) { return null; }
  4354. sign = 1;
  4355. } else if ( DdN < 0 ) {
  4356. sign = - 1;
  4357. DdN = - DdN;
  4358. } else {
  4359. return null;
  4360. }
  4361. _diff.subVectors( this.origin, a );
  4362. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4363. // b1 < 0, no intersection
  4364. if ( DdQxE2 < 0 ) {
  4365. return null;
  4366. }
  4367. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4368. // b2 < 0, no intersection
  4369. if ( DdE1xQ < 0 ) {
  4370. return null;
  4371. }
  4372. // b1+b2 > 1, no intersection
  4373. if ( DdQxE2 + DdE1xQ > DdN ) {
  4374. return null;
  4375. }
  4376. // Line intersects triangle, check if ray does.
  4377. var QdN = - sign * _diff.dot( _normal );
  4378. // t < 0, no intersection
  4379. if ( QdN < 0 ) {
  4380. return null;
  4381. }
  4382. // Ray intersects triangle.
  4383. return this.at( QdN / DdN, target );
  4384. },
  4385. applyMatrix4: function ( matrix4 ) {
  4386. this.origin.applyMatrix4( matrix4 );
  4387. this.direction.transformDirection( matrix4 );
  4388. return this;
  4389. },
  4390. equals: function ( ray ) {
  4391. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4392. }
  4393. } );
  4394. /**
  4395. * @author bhouston / http://clara.io
  4396. */
  4397. var _vector1 = new Vector3();
  4398. var _vector2 = new Vector3();
  4399. var _normalMatrix = new Matrix3();
  4400. function Plane( normal, constant ) {
  4401. // normal is assumed to be normalized
  4402. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4403. this.constant = ( constant !== undefined ) ? constant : 0;
  4404. }
  4405. Object.assign( Plane.prototype, {
  4406. isPlane: true,
  4407. set: function ( normal, constant ) {
  4408. this.normal.copy( normal );
  4409. this.constant = constant;
  4410. return this;
  4411. },
  4412. setComponents: function ( x, y, z, w ) {
  4413. this.normal.set( x, y, z );
  4414. this.constant = w;
  4415. return this;
  4416. },
  4417. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4418. this.normal.copy( normal );
  4419. this.constant = - point.dot( this.normal );
  4420. return this;
  4421. },
  4422. setFromCoplanarPoints: function ( a, b, c ) {
  4423. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4424. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4425. this.setFromNormalAndCoplanarPoint( normal, a );
  4426. return this;
  4427. },
  4428. clone: function () {
  4429. return new this.constructor().copy( this );
  4430. },
  4431. copy: function ( plane ) {
  4432. this.normal.copy( plane.normal );
  4433. this.constant = plane.constant;
  4434. return this;
  4435. },
  4436. normalize: function () {
  4437. // Note: will lead to a divide by zero if the plane is invalid.
  4438. var inverseNormalLength = 1.0 / this.normal.length();
  4439. this.normal.multiplyScalar( inverseNormalLength );
  4440. this.constant *= inverseNormalLength;
  4441. return this;
  4442. },
  4443. negate: function () {
  4444. this.constant *= - 1;
  4445. this.normal.negate();
  4446. return this;
  4447. },
  4448. distanceToPoint: function ( point ) {
  4449. return this.normal.dot( point ) + this.constant;
  4450. },
  4451. distanceToSphere: function ( sphere ) {
  4452. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4453. },
  4454. projectPoint: function ( point, target ) {
  4455. if ( target === undefined ) {
  4456. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4457. target = new Vector3();
  4458. }
  4459. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4460. },
  4461. intersectLine: function ( line, target ) {
  4462. if ( target === undefined ) {
  4463. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4464. target = new Vector3();
  4465. }
  4466. var direction = line.delta( _vector1 );
  4467. var denominator = this.normal.dot( direction );
  4468. if ( denominator === 0 ) {
  4469. // line is coplanar, return origin
  4470. if ( this.distanceToPoint( line.start ) === 0 ) {
  4471. return target.copy( line.start );
  4472. }
  4473. // Unsure if this is the correct method to handle this case.
  4474. return undefined;
  4475. }
  4476. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4477. if ( t < 0 || t > 1 ) {
  4478. return undefined;
  4479. }
  4480. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4481. },
  4482. intersectsLine: function ( line ) {
  4483. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4484. var startSign = this.distanceToPoint( line.start );
  4485. var endSign = this.distanceToPoint( line.end );
  4486. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4487. },
  4488. intersectsBox: function ( box ) {
  4489. return box.intersectsPlane( this );
  4490. },
  4491. intersectsSphere: function ( sphere ) {
  4492. return sphere.intersectsPlane( this );
  4493. },
  4494. coplanarPoint: function ( target ) {
  4495. if ( target === undefined ) {
  4496. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4497. target = new Vector3();
  4498. }
  4499. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4500. },
  4501. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4502. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4503. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4504. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4505. this.constant = - referencePoint.dot( normal );
  4506. return this;
  4507. },
  4508. translate: function ( offset ) {
  4509. this.constant -= offset.dot( this.normal );
  4510. return this;
  4511. },
  4512. equals: function ( plane ) {
  4513. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4514. }
  4515. } );
  4516. /**
  4517. * @author bhouston / http://clara.io
  4518. * @author mrdoob / http://mrdoob.com/
  4519. */
  4520. var _v0$1 = new Vector3();
  4521. var _v1$3 = new Vector3();
  4522. var _v2$1 = new Vector3();
  4523. var _v3 = new Vector3();
  4524. var _vab = new Vector3();
  4525. var _vac = new Vector3();
  4526. var _vbc = new Vector3();
  4527. var _vap = new Vector3();
  4528. var _vbp = new Vector3();
  4529. var _vcp = new Vector3();
  4530. function Triangle( a, b, c ) {
  4531. this.a = ( a !== undefined ) ? a : new Vector3();
  4532. this.b = ( b !== undefined ) ? b : new Vector3();
  4533. this.c = ( c !== undefined ) ? c : new Vector3();
  4534. }
  4535. Object.assign( Triangle, {
  4536. getNormal: function ( a, b, c, target ) {
  4537. if ( target === undefined ) {
  4538. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4539. target = new Vector3();
  4540. }
  4541. target.subVectors( c, b );
  4542. _v0$1.subVectors( a, b );
  4543. target.cross( _v0$1 );
  4544. var targetLengthSq = target.lengthSq();
  4545. if ( targetLengthSq > 0 ) {
  4546. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4547. }
  4548. return target.set( 0, 0, 0 );
  4549. },
  4550. // static/instance method to calculate barycentric coordinates
  4551. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4552. getBarycoord: function ( point, a, b, c, target ) {
  4553. _v0$1.subVectors( c, a );
  4554. _v1$3.subVectors( b, a );
  4555. _v2$1.subVectors( point, a );
  4556. var dot00 = _v0$1.dot( _v0$1 );
  4557. var dot01 = _v0$1.dot( _v1$3 );
  4558. var dot02 = _v0$1.dot( _v2$1 );
  4559. var dot11 = _v1$3.dot( _v1$3 );
  4560. var dot12 = _v1$3.dot( _v2$1 );
  4561. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4562. if ( target === undefined ) {
  4563. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4564. target = new Vector3();
  4565. }
  4566. // collinear or singular triangle
  4567. if ( denom === 0 ) {
  4568. // arbitrary location outside of triangle?
  4569. // not sure if this is the best idea, maybe should be returning undefined
  4570. return target.set( - 2, - 1, - 1 );
  4571. }
  4572. var invDenom = 1 / denom;
  4573. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4574. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4575. // barycentric coordinates must always sum to 1
  4576. return target.set( 1 - u - v, v, u );
  4577. },
  4578. containsPoint: function ( point, a, b, c ) {
  4579. Triangle.getBarycoord( point, a, b, c, _v3 );
  4580. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4581. },
  4582. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4583. this.getBarycoord( point, p1, p2, p3, _v3 );
  4584. target.set( 0, 0 );
  4585. target.addScaledVector( uv1, _v3.x );
  4586. target.addScaledVector( uv2, _v3.y );
  4587. target.addScaledVector( uv3, _v3.z );
  4588. return target;
  4589. },
  4590. isFrontFacing: function ( a, b, c, direction ) {
  4591. _v0$1.subVectors( c, b );
  4592. _v1$3.subVectors( a, b );
  4593. // strictly front facing
  4594. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4595. }
  4596. } );
  4597. Object.assign( Triangle.prototype, {
  4598. set: function ( a, b, c ) {
  4599. this.a.copy( a );
  4600. this.b.copy( b );
  4601. this.c.copy( c );
  4602. return this;
  4603. },
  4604. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4605. this.a.copy( points[ i0 ] );
  4606. this.b.copy( points[ i1 ] );
  4607. this.c.copy( points[ i2 ] );
  4608. return this;
  4609. },
  4610. clone: function () {
  4611. return new this.constructor().copy( this );
  4612. },
  4613. copy: function ( triangle ) {
  4614. this.a.copy( triangle.a );
  4615. this.b.copy( triangle.b );
  4616. this.c.copy( triangle.c );
  4617. return this;
  4618. },
  4619. getArea: function () {
  4620. _v0$1.subVectors( this.c, this.b );
  4621. _v1$3.subVectors( this.a, this.b );
  4622. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4623. },
  4624. getMidpoint: function ( target ) {
  4625. if ( target === undefined ) {
  4626. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4627. target = new Vector3();
  4628. }
  4629. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4630. },
  4631. getNormal: function ( target ) {
  4632. return Triangle.getNormal( this.a, this.b, this.c, target );
  4633. },
  4634. getPlane: function ( target ) {
  4635. if ( target === undefined ) {
  4636. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4637. target = new Plane();
  4638. }
  4639. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4640. },
  4641. getBarycoord: function ( point, target ) {
  4642. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4643. },
  4644. getUV: function ( point, uv1, uv2, uv3, target ) {
  4645. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4646. },
  4647. containsPoint: function ( point ) {
  4648. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4649. },
  4650. isFrontFacing: function ( direction ) {
  4651. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4652. },
  4653. intersectsBox: function ( box ) {
  4654. return box.intersectsTriangle( this );
  4655. },
  4656. closestPointToPoint: function ( p, target ) {
  4657. if ( target === undefined ) {
  4658. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4659. target = new Vector3();
  4660. }
  4661. var a = this.a, b = this.b, c = this.c;
  4662. var v, w;
  4663. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4664. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4665. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4666. // basically, we're distinguishing which of the voronoi regions of the triangle
  4667. // the point lies in with the minimum amount of redundant computation.
  4668. _vab.subVectors( b, a );
  4669. _vac.subVectors( c, a );
  4670. _vap.subVectors( p, a );
  4671. var d1 = _vab.dot( _vap );
  4672. var d2 = _vac.dot( _vap );
  4673. if ( d1 <= 0 && d2 <= 0 ) {
  4674. // vertex region of A; barycentric coords (1, 0, 0)
  4675. return target.copy( a );
  4676. }
  4677. _vbp.subVectors( p, b );
  4678. var d3 = _vab.dot( _vbp );
  4679. var d4 = _vac.dot( _vbp );
  4680. if ( d3 >= 0 && d4 <= d3 ) {
  4681. // vertex region of B; barycentric coords (0, 1, 0)
  4682. return target.copy( b );
  4683. }
  4684. var vc = d1 * d4 - d3 * d2;
  4685. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4686. v = d1 / ( d1 - d3 );
  4687. // edge region of AB; barycentric coords (1-v, v, 0)
  4688. return target.copy( a ).addScaledVector( _vab, v );
  4689. }
  4690. _vcp.subVectors( p, c );
  4691. var d5 = _vab.dot( _vcp );
  4692. var d6 = _vac.dot( _vcp );
  4693. if ( d6 >= 0 && d5 <= d6 ) {
  4694. // vertex region of C; barycentric coords (0, 0, 1)
  4695. return target.copy( c );
  4696. }
  4697. var vb = d5 * d2 - d1 * d6;
  4698. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4699. w = d2 / ( d2 - d6 );
  4700. // edge region of AC; barycentric coords (1-w, 0, w)
  4701. return target.copy( a ).addScaledVector( _vac, w );
  4702. }
  4703. var va = d3 * d6 - d5 * d4;
  4704. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4705. _vbc.subVectors( c, b );
  4706. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4707. // edge region of BC; barycentric coords (0, 1-w, w)
  4708. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4709. }
  4710. // face region
  4711. var denom = 1 / ( va + vb + vc );
  4712. // u = va * denom
  4713. v = vb * denom;
  4714. w = vc * denom;
  4715. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4716. },
  4717. equals: function ( triangle ) {
  4718. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4719. }
  4720. } );
  4721. /**
  4722. * @author mrdoob / http://mrdoob.com/
  4723. */
  4724. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4725. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4726. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4727. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4728. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4729. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4730. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4731. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4732. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4733. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4734. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4735. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4736. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4737. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4738. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4739. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4740. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4741. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4742. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4743. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4744. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4745. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4746. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4747. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4748. var _hslA = { h: 0, s: 0, l: 0 };
  4749. var _hslB = { h: 0, s: 0, l: 0 };
  4750. function Color( r, g, b ) {
  4751. if ( g === undefined && b === undefined ) {
  4752. // r is THREE.Color, hex or string
  4753. return this.set( r );
  4754. }
  4755. return this.setRGB( r, g, b );
  4756. }
  4757. function hue2rgb( p, q, t ) {
  4758. if ( t < 0 ) { t += 1; }
  4759. if ( t > 1 ) { t -= 1; }
  4760. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4761. if ( t < 1 / 2 ) { return q; }
  4762. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4763. return p;
  4764. }
  4765. function SRGBToLinear( c ) {
  4766. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4767. }
  4768. function LinearToSRGB( c ) {
  4769. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4770. }
  4771. Object.assign( Color.prototype, {
  4772. isColor: true,
  4773. r: 1, g: 1, b: 1,
  4774. set: function ( value ) {
  4775. if ( value && value.isColor ) {
  4776. this.copy( value );
  4777. } else if ( typeof value === 'number' ) {
  4778. this.setHex( value );
  4779. } else if ( typeof value === 'string' ) {
  4780. this.setStyle( value );
  4781. }
  4782. return this;
  4783. },
  4784. setScalar: function ( scalar ) {
  4785. this.r = scalar;
  4786. this.g = scalar;
  4787. this.b = scalar;
  4788. return this;
  4789. },
  4790. setHex: function ( hex ) {
  4791. hex = Math.floor( hex );
  4792. this.r = ( hex >> 16 & 255 ) / 255;
  4793. this.g = ( hex >> 8 & 255 ) / 255;
  4794. this.b = ( hex & 255 ) / 255;
  4795. return this;
  4796. },
  4797. setRGB: function ( r, g, b ) {
  4798. this.r = r;
  4799. this.g = g;
  4800. this.b = b;
  4801. return this;
  4802. },
  4803. setHSL: function ( h, s, l ) {
  4804. // h,s,l ranges are in 0.0 - 1.0
  4805. h = _Math.euclideanModulo( h, 1 );
  4806. s = _Math.clamp( s, 0, 1 );
  4807. l = _Math.clamp( l, 0, 1 );
  4808. if ( s === 0 ) {
  4809. this.r = this.g = this.b = l;
  4810. } else {
  4811. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4812. var q = ( 2 * l ) - p;
  4813. this.r = hue2rgb( q, p, h + 1 / 3 );
  4814. this.g = hue2rgb( q, p, h );
  4815. this.b = hue2rgb( q, p, h - 1 / 3 );
  4816. }
  4817. return this;
  4818. },
  4819. setStyle: function ( style ) {
  4820. function handleAlpha( string ) {
  4821. if ( string === undefined ) { return; }
  4822. if ( parseFloat( string ) < 1 ) {
  4823. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4824. }
  4825. }
  4826. var m;
  4827. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4828. // rgb / hsl
  4829. var color;
  4830. var name = m[ 1 ];
  4831. var components = m[ 2 ];
  4832. switch ( name ) {
  4833. case 'rgb':
  4834. case 'rgba':
  4835. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4836. // rgb(255,0,0) rgba(255,0,0,0.5)
  4837. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4838. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4839. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4840. handleAlpha( color[ 5 ] );
  4841. return this;
  4842. }
  4843. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4844. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4845. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4846. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4847. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4848. handleAlpha( color[ 5 ] );
  4849. return this;
  4850. }
  4851. break;
  4852. case 'hsl':
  4853. case 'hsla':
  4854. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4855. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4856. var h = parseFloat( color[ 1 ] ) / 360;
  4857. var s = parseInt( color[ 2 ], 10 ) / 100;
  4858. var l = parseInt( color[ 3 ], 10 ) / 100;
  4859. handleAlpha( color[ 5 ] );
  4860. return this.setHSL( h, s, l );
  4861. }
  4862. break;
  4863. }
  4864. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4865. // hex color
  4866. var hex = m[ 1 ];
  4867. var size = hex.length;
  4868. if ( size === 3 ) {
  4869. // #ff0
  4870. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4871. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4872. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4873. return this;
  4874. } else if ( size === 6 ) {
  4875. // #ff0000
  4876. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4877. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4878. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4879. return this;
  4880. }
  4881. }
  4882. if ( style && style.length > 0 ) {
  4883. return this.setColorName( style );
  4884. }
  4885. return this;
  4886. },
  4887. setColorName: function ( style ) {
  4888. // color keywords
  4889. var hex = _colorKeywords[ style ];
  4890. if ( hex !== undefined ) {
  4891. // red
  4892. this.setHex( hex );
  4893. } else {
  4894. // unknown color
  4895. console.warn( 'THREE.Color: Unknown color ' + style );
  4896. }
  4897. return this;
  4898. },
  4899. clone: function () {
  4900. return new this.constructor( this.r, this.g, this.b );
  4901. },
  4902. copy: function ( color ) {
  4903. this.r = color.r;
  4904. this.g = color.g;
  4905. this.b = color.b;
  4906. return this;
  4907. },
  4908. copyGammaToLinear: function ( color, gammaFactor ) {
  4909. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4910. this.r = Math.pow( color.r, gammaFactor );
  4911. this.g = Math.pow( color.g, gammaFactor );
  4912. this.b = Math.pow( color.b, gammaFactor );
  4913. return this;
  4914. },
  4915. copyLinearToGamma: function ( color, gammaFactor ) {
  4916. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4917. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4918. this.r = Math.pow( color.r, safeInverse );
  4919. this.g = Math.pow( color.g, safeInverse );
  4920. this.b = Math.pow( color.b, safeInverse );
  4921. return this;
  4922. },
  4923. convertGammaToLinear: function ( gammaFactor ) {
  4924. this.copyGammaToLinear( this, gammaFactor );
  4925. return this;
  4926. },
  4927. convertLinearToGamma: function ( gammaFactor ) {
  4928. this.copyLinearToGamma( this, gammaFactor );
  4929. return this;
  4930. },
  4931. copySRGBToLinear: function ( color ) {
  4932. this.r = SRGBToLinear( color.r );
  4933. this.g = SRGBToLinear( color.g );
  4934. this.b = SRGBToLinear( color.b );
  4935. return this;
  4936. },
  4937. copyLinearToSRGB: function ( color ) {
  4938. this.r = LinearToSRGB( color.r );
  4939. this.g = LinearToSRGB( color.g );
  4940. this.b = LinearToSRGB( color.b );
  4941. return this;
  4942. },
  4943. convertSRGBToLinear: function () {
  4944. this.copySRGBToLinear( this );
  4945. return this;
  4946. },
  4947. convertLinearToSRGB: function () {
  4948. this.copyLinearToSRGB( this );
  4949. return this;
  4950. },
  4951. getHex: function () {
  4952. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4953. },
  4954. getHexString: function () {
  4955. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4956. },
  4957. getHSL: function ( target ) {
  4958. // h,s,l ranges are in 0.0 - 1.0
  4959. if ( target === undefined ) {
  4960. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4961. target = { h: 0, s: 0, l: 0 };
  4962. }
  4963. var r = this.r, g = this.g, b = this.b;
  4964. var max = Math.max( r, g, b );
  4965. var min = Math.min( r, g, b );
  4966. var hue, saturation;
  4967. var lightness = ( min + max ) / 2.0;
  4968. if ( min === max ) {
  4969. hue = 0;
  4970. saturation = 0;
  4971. } else {
  4972. var delta = max - min;
  4973. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4974. switch ( max ) {
  4975. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4976. case g: hue = ( b - r ) / delta + 2; break;
  4977. case b: hue = ( r - g ) / delta + 4; break;
  4978. }
  4979. hue /= 6;
  4980. }
  4981. target.h = hue;
  4982. target.s = saturation;
  4983. target.l = lightness;
  4984. return target;
  4985. },
  4986. getStyle: function () {
  4987. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4988. },
  4989. offsetHSL: function ( h, s, l ) {
  4990. this.getHSL( _hslA );
  4991. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4992. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4993. return this;
  4994. },
  4995. add: function ( color ) {
  4996. this.r += color.r;
  4997. this.g += color.g;
  4998. this.b += color.b;
  4999. return this;
  5000. },
  5001. addColors: function ( color1, color2 ) {
  5002. this.r = color1.r + color2.r;
  5003. this.g = color1.g + color2.g;
  5004. this.b = color1.b + color2.b;
  5005. return this;
  5006. },
  5007. addScalar: function ( s ) {
  5008. this.r += s;
  5009. this.g += s;
  5010. this.b += s;
  5011. return this;
  5012. },
  5013. sub: function ( color ) {
  5014. this.r = Math.max( 0, this.r - color.r );
  5015. this.g = Math.max( 0, this.g - color.g );
  5016. this.b = Math.max( 0, this.b - color.b );
  5017. return this;
  5018. },
  5019. multiply: function ( color ) {
  5020. this.r *= color.r;
  5021. this.g *= color.g;
  5022. this.b *= color.b;
  5023. return this;
  5024. },
  5025. multiplyScalar: function ( s ) {
  5026. this.r *= s;
  5027. this.g *= s;
  5028. this.b *= s;
  5029. return this;
  5030. },
  5031. lerp: function ( color, alpha ) {
  5032. this.r += ( color.r - this.r ) * alpha;
  5033. this.g += ( color.g - this.g ) * alpha;
  5034. this.b += ( color.b - this.b ) * alpha;
  5035. return this;
  5036. },
  5037. lerpHSL: function ( color, alpha ) {
  5038. this.getHSL( _hslA );
  5039. color.getHSL( _hslB );
  5040. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  5041. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  5042. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  5043. this.setHSL( h, s, l );
  5044. return this;
  5045. },
  5046. equals: function ( c ) {
  5047. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5048. },
  5049. fromArray: function ( array, offset ) {
  5050. if ( offset === undefined ) { offset = 0; }
  5051. this.r = array[ offset ];
  5052. this.g = array[ offset + 1 ];
  5053. this.b = array[ offset + 2 ];
  5054. return this;
  5055. },
  5056. toArray: function ( array, offset ) {
  5057. if ( array === undefined ) { array = []; }
  5058. if ( offset === undefined ) { offset = 0; }
  5059. array[ offset ] = this.r;
  5060. array[ offset + 1 ] = this.g;
  5061. array[ offset + 2 ] = this.b;
  5062. return array;
  5063. },
  5064. toJSON: function () {
  5065. return this.getHex();
  5066. }
  5067. } );
  5068. Color.NAMES = _colorKeywords;
  5069. /**
  5070. * @author mrdoob / http://mrdoob.com/
  5071. * @author alteredq / http://alteredqualia.com/
  5072. */
  5073. function Face3( a, b, c, normal, color, materialIndex ) {
  5074. this.a = a;
  5075. this.b = b;
  5076. this.c = c;
  5077. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5078. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5079. this.color = ( color && color.isColor ) ? color : new Color();
  5080. this.vertexColors = Array.isArray( color ) ? color : [];
  5081. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5082. }
  5083. Object.assign( Face3.prototype, {
  5084. clone: function () {
  5085. return new this.constructor().copy( this );
  5086. },
  5087. copy: function ( source ) {
  5088. this.a = source.a;
  5089. this.b = source.b;
  5090. this.c = source.c;
  5091. this.normal.copy( source.normal );
  5092. this.color.copy( source.color );
  5093. this.materialIndex = source.materialIndex;
  5094. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5095. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5096. }
  5097. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5098. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5099. }
  5100. return this;
  5101. }
  5102. } );
  5103. /**
  5104. * @author mrdoob / http://mrdoob.com/
  5105. * @author alteredq / http://alteredqualia.com/
  5106. */
  5107. var materialId = 0;
  5108. function Material() {
  5109. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5110. this.uuid = _Math.generateUUID();
  5111. this.name = '';
  5112. this.type = 'Material';
  5113. this.fog = true;
  5114. this.blending = NormalBlending;
  5115. this.side = FrontSide;
  5116. this.flatShading = false;
  5117. this.vertexTangents = false;
  5118. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5119. this.opacity = 1;
  5120. this.transparent = false;
  5121. this.blendSrc = SrcAlphaFactor;
  5122. this.blendDst = OneMinusSrcAlphaFactor;
  5123. this.blendEquation = AddEquation;
  5124. this.blendSrcAlpha = null;
  5125. this.blendDstAlpha = null;
  5126. this.blendEquationAlpha = null;
  5127. this.depthFunc = LessEqualDepth;
  5128. this.depthTest = true;
  5129. this.depthWrite = true;
  5130. this.stencilWriteMask = 0xff;
  5131. this.stencilFunc = AlwaysStencilFunc;
  5132. this.stencilRef = 0;
  5133. this.stencilFuncMask = 0xff;
  5134. this.stencilFail = KeepStencilOp;
  5135. this.stencilZFail = KeepStencilOp;
  5136. this.stencilZPass = KeepStencilOp;
  5137. this.stencilWrite = false;
  5138. this.clippingPlanes = null;
  5139. this.clipIntersection = false;
  5140. this.clipShadows = false;
  5141. this.shadowSide = null;
  5142. this.colorWrite = true;
  5143. this.precision = null; // override the renderer's default precision for this material
  5144. this.polygonOffset = false;
  5145. this.polygonOffsetFactor = 0;
  5146. this.polygonOffsetUnits = 0;
  5147. this.dithering = false;
  5148. this.alphaTest = 0;
  5149. this.premultipliedAlpha = false;
  5150. this.visible = true;
  5151. this.toneMapped = true;
  5152. this.userData = {};
  5153. this.needsUpdate = true;
  5154. }
  5155. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5156. constructor: Material,
  5157. isMaterial: true,
  5158. onBeforeCompile: function () {},
  5159. setValues: function ( values ) {
  5160. if ( values === undefined ) { return; }
  5161. for ( var key in values ) {
  5162. var newValue = values[ key ];
  5163. if ( newValue === undefined ) {
  5164. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5165. continue;
  5166. }
  5167. // for backward compatability if shading is set in the constructor
  5168. if ( key === 'shading' ) {
  5169. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5170. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5171. continue;
  5172. }
  5173. var currentValue = this[ key ];
  5174. if ( currentValue === undefined ) {
  5175. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5176. continue;
  5177. }
  5178. if ( currentValue && currentValue.isColor ) {
  5179. currentValue.set( newValue );
  5180. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5181. currentValue.copy( newValue );
  5182. } else {
  5183. this[ key ] = newValue;
  5184. }
  5185. }
  5186. },
  5187. toJSON: function ( meta ) {
  5188. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5189. if ( isRoot ) {
  5190. meta = {
  5191. textures: {},
  5192. images: {}
  5193. };
  5194. }
  5195. var data = {
  5196. metadata: {
  5197. version: 4.5,
  5198. type: 'Material',
  5199. generator: 'Material.toJSON'
  5200. }
  5201. };
  5202. // standard Material serialization
  5203. data.uuid = this.uuid;
  5204. data.type = this.type;
  5205. if ( this.name !== '' ) { data.name = this.name; }
  5206. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5207. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5208. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5209. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5210. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5211. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5212. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5213. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5214. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5215. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5216. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5217. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5218. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5219. }
  5220. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5221. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5222. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5223. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5224. if ( this.aoMap && this.aoMap.isTexture ) {
  5225. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5226. data.aoMapIntensity = this.aoMapIntensity;
  5227. }
  5228. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5229. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5230. data.bumpScale = this.bumpScale;
  5231. }
  5232. if ( this.normalMap && this.normalMap.isTexture ) {
  5233. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5234. data.normalMapType = this.normalMapType;
  5235. data.normalScale = this.normalScale.toArray();
  5236. }
  5237. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5238. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5239. data.displacementScale = this.displacementScale;
  5240. data.displacementBias = this.displacementBias;
  5241. }
  5242. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5243. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5244. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5245. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5246. if ( this.envMap && this.envMap.isTexture ) {
  5247. data.envMap = this.envMap.toJSON( meta ).uuid;
  5248. data.reflectivity = this.reflectivity; // Scale behind envMap
  5249. data.refractionRatio = this.refractionRatio;
  5250. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5251. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5252. }
  5253. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5254. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5255. }
  5256. if ( this.size !== undefined ) { data.size = this.size; }
  5257. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5258. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5259. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5260. if ( this.side !== FrontSide ) { data.side = this.side; }
  5261. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5262. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5263. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5264. data.depthFunc = this.depthFunc;
  5265. data.depthTest = this.depthTest;
  5266. data.depthWrite = this.depthWrite;
  5267. data.stencilWrite = this.stencilWrite;
  5268. data.stencilWriteMask = this.stencilWriteMask;
  5269. data.stencilFunc = this.stencilFunc;
  5270. data.stencilRef = this.stencilRef;
  5271. data.stencilFuncMask = this.stencilFuncMask;
  5272. data.stencilFail = this.stencilFail;
  5273. data.stencilZFail = this.stencilZFail;
  5274. data.stencilZPass = this.stencilZPass;
  5275. // rotation (SpriteMaterial)
  5276. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5277. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5278. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5279. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5280. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5281. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5282. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5283. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5284. if ( this.dithering === true ) { data.dithering = true; }
  5285. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5286. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5287. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5288. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5289. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5290. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5291. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5292. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5293. if ( this.skinning === true ) { data.skinning = true; }
  5294. if ( this.visible === false ) { data.visible = false; }
  5295. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5296. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5297. // TODO: Copied from Object3D.toJSON
  5298. function extractFromCache( cache ) {
  5299. var values = [];
  5300. for ( var key in cache ) {
  5301. var data = cache[ key ];
  5302. delete data.metadata;
  5303. values.push( data );
  5304. }
  5305. return values;
  5306. }
  5307. if ( isRoot ) {
  5308. var textures = extractFromCache( meta.textures );
  5309. var images = extractFromCache( meta.images );
  5310. if ( textures.length > 0 ) { data.textures = textures; }
  5311. if ( images.length > 0 ) { data.images = images; }
  5312. }
  5313. return data;
  5314. },
  5315. clone: function () {
  5316. return new this.constructor().copy( this );
  5317. },
  5318. copy: function ( source ) {
  5319. this.name = source.name;
  5320. this.fog = source.fog;
  5321. this.blending = source.blending;
  5322. this.side = source.side;
  5323. this.flatShading = source.flatShading;
  5324. this.vertexTangents = source.vertexTangents;
  5325. this.vertexColors = source.vertexColors;
  5326. this.opacity = source.opacity;
  5327. this.transparent = source.transparent;
  5328. this.blendSrc = source.blendSrc;
  5329. this.blendDst = source.blendDst;
  5330. this.blendEquation = source.blendEquation;
  5331. this.blendSrcAlpha = source.blendSrcAlpha;
  5332. this.blendDstAlpha = source.blendDstAlpha;
  5333. this.blendEquationAlpha = source.blendEquationAlpha;
  5334. this.depthFunc = source.depthFunc;
  5335. this.depthTest = source.depthTest;
  5336. this.depthWrite = source.depthWrite;
  5337. this.stencilWriteMask = source.stencilWriteMask;
  5338. this.stencilFunc = source.stencilFunc;
  5339. this.stencilRef = source.stencilRef;
  5340. this.stencilFuncMask = source.stencilFuncMask;
  5341. this.stencilFail = source.stencilFail;
  5342. this.stencilZFail = source.stencilZFail;
  5343. this.stencilZPass = source.stencilZPass;
  5344. this.stencilWrite = source.stencilWrite;
  5345. var srcPlanes = source.clippingPlanes,
  5346. dstPlanes = null;
  5347. if ( srcPlanes !== null ) {
  5348. var n = srcPlanes.length;
  5349. dstPlanes = new Array( n );
  5350. for ( var i = 0; i !== n; ++ i )
  5351. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5352. }
  5353. this.clippingPlanes = dstPlanes;
  5354. this.clipIntersection = source.clipIntersection;
  5355. this.clipShadows = source.clipShadows;
  5356. this.shadowSide = source.shadowSide;
  5357. this.colorWrite = source.colorWrite;
  5358. this.precision = source.precision;
  5359. this.polygonOffset = source.polygonOffset;
  5360. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5361. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5362. this.dithering = source.dithering;
  5363. this.alphaTest = source.alphaTest;
  5364. this.premultipliedAlpha = source.premultipliedAlpha;
  5365. this.visible = source.visible;
  5366. this.toneMapped = source.toneMapped;
  5367. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5368. return this;
  5369. },
  5370. dispose: function () {
  5371. this.dispatchEvent( { type: 'dispose' } );
  5372. }
  5373. } );
  5374. /**
  5375. * @author mrdoob / http://mrdoob.com/
  5376. * @author alteredq / http://alteredqualia.com/
  5377. *
  5378. * parameters = {
  5379. * color: <hex>,
  5380. * opacity: <float>,
  5381. * map: new THREE.Texture( <Image> ),
  5382. *
  5383. * lightMap: new THREE.Texture( <Image> ),
  5384. * lightMapIntensity: <float>
  5385. *
  5386. * aoMap: new THREE.Texture( <Image> ),
  5387. * aoMapIntensity: <float>
  5388. *
  5389. * specularMap: new THREE.Texture( <Image> ),
  5390. *
  5391. * alphaMap: new THREE.Texture( <Image> ),
  5392. *
  5393. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5394. * combine: THREE.Multiply,
  5395. * reflectivity: <float>,
  5396. * refractionRatio: <float>,
  5397. *
  5398. * depthTest: <bool>,
  5399. * depthWrite: <bool>,
  5400. *
  5401. * wireframe: <boolean>,
  5402. * wireframeLinewidth: <float>,
  5403. *
  5404. * skinning: <bool>,
  5405. * morphTargets: <bool>
  5406. * }
  5407. */
  5408. function MeshBasicMaterial( parameters ) {
  5409. Material.call( this );
  5410. this.type = 'MeshBasicMaterial';
  5411. this.color = new Color( 0xffffff ); // emissive
  5412. this.map = null;
  5413. this.lightMap = null;
  5414. this.lightMapIntensity = 1.0;
  5415. this.aoMap = null;
  5416. this.aoMapIntensity = 1.0;
  5417. this.specularMap = null;
  5418. this.alphaMap = null;
  5419. this.envMap = null;
  5420. this.combine = MultiplyOperation;
  5421. this.reflectivity = 1;
  5422. this.refractionRatio = 0.98;
  5423. this.wireframe = false;
  5424. this.wireframeLinewidth = 1;
  5425. this.wireframeLinecap = 'round';
  5426. this.wireframeLinejoin = 'round';
  5427. this.skinning = false;
  5428. this.morphTargets = false;
  5429. this.setValues( parameters );
  5430. }
  5431. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5432. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5433. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5434. MeshBasicMaterial.prototype.copy = function ( source ) {
  5435. Material.prototype.copy.call( this, source );
  5436. this.color.copy( source.color );
  5437. this.map = source.map;
  5438. this.lightMap = source.lightMap;
  5439. this.lightMapIntensity = source.lightMapIntensity;
  5440. this.aoMap = source.aoMap;
  5441. this.aoMapIntensity = source.aoMapIntensity;
  5442. this.specularMap = source.specularMap;
  5443. this.alphaMap = source.alphaMap;
  5444. this.envMap = source.envMap;
  5445. this.combine = source.combine;
  5446. this.reflectivity = source.reflectivity;
  5447. this.refractionRatio = source.refractionRatio;
  5448. this.wireframe = source.wireframe;
  5449. this.wireframeLinewidth = source.wireframeLinewidth;
  5450. this.wireframeLinecap = source.wireframeLinecap;
  5451. this.wireframeLinejoin = source.wireframeLinejoin;
  5452. this.skinning = source.skinning;
  5453. this.morphTargets = source.morphTargets;
  5454. return this;
  5455. };
  5456. /**
  5457. * @author mrdoob / http://mrdoob.com/
  5458. */
  5459. function BufferAttribute( array, itemSize, normalized ) {
  5460. if ( Array.isArray( array ) ) {
  5461. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5462. }
  5463. this.name = '';
  5464. this.array = array;
  5465. this.itemSize = itemSize;
  5466. this.count = array !== undefined ? array.length / itemSize : 0;
  5467. this.normalized = normalized === true;
  5468. this.usage = StaticDrawUsage;
  5469. this.updateRange = { offset: 0, count: - 1 };
  5470. this.version = 0;
  5471. }
  5472. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5473. set: function ( value ) {
  5474. if ( value === true ) { this.version ++; }
  5475. }
  5476. } );
  5477. Object.assign( BufferAttribute.prototype, {
  5478. isBufferAttribute: true,
  5479. onUploadCallback: function () {},
  5480. setUsage: function ( value ) {
  5481. this.usage = value;
  5482. return this;
  5483. },
  5484. copy: function ( source ) {
  5485. this.name = source.name;
  5486. this.array = new source.array.constructor( source.array );
  5487. this.itemSize = source.itemSize;
  5488. this.count = source.count;
  5489. this.normalized = source.normalized;
  5490. this.usage = source.usage;
  5491. return this;
  5492. },
  5493. copyAt: function ( index1, attribute, index2 ) {
  5494. index1 *= this.itemSize;
  5495. index2 *= attribute.itemSize;
  5496. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5497. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5498. }
  5499. return this;
  5500. },
  5501. copyArray: function ( array ) {
  5502. this.array.set( array );
  5503. return this;
  5504. },
  5505. copyColorsArray: function ( colors ) {
  5506. var array = this.array, offset = 0;
  5507. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5508. var color = colors[ i ];
  5509. if ( color === undefined ) {
  5510. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5511. color = new Color();
  5512. }
  5513. array[ offset ++ ] = color.r;
  5514. array[ offset ++ ] = color.g;
  5515. array[ offset ++ ] = color.b;
  5516. }
  5517. return this;
  5518. },
  5519. copyVector2sArray: function ( vectors ) {
  5520. var array = this.array, offset = 0;
  5521. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5522. var vector = vectors[ i ];
  5523. if ( vector === undefined ) {
  5524. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5525. vector = new Vector2();
  5526. }
  5527. array[ offset ++ ] = vector.x;
  5528. array[ offset ++ ] = vector.y;
  5529. }
  5530. return this;
  5531. },
  5532. copyVector3sArray: function ( vectors ) {
  5533. var array = this.array, offset = 0;
  5534. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5535. var vector = vectors[ i ];
  5536. if ( vector === undefined ) {
  5537. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5538. vector = new Vector3();
  5539. }
  5540. array[ offset ++ ] = vector.x;
  5541. array[ offset ++ ] = vector.y;
  5542. array[ offset ++ ] = vector.z;
  5543. }
  5544. return this;
  5545. },
  5546. copyVector4sArray: function ( vectors ) {
  5547. var array = this.array, offset = 0;
  5548. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5549. var vector = vectors[ i ];
  5550. if ( vector === undefined ) {
  5551. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5552. vector = new Vector4();
  5553. }
  5554. array[ offset ++ ] = vector.x;
  5555. array[ offset ++ ] = vector.y;
  5556. array[ offset ++ ] = vector.z;
  5557. array[ offset ++ ] = vector.w;
  5558. }
  5559. return this;
  5560. },
  5561. set: function ( value, offset ) {
  5562. if ( offset === undefined ) { offset = 0; }
  5563. this.array.set( value, offset );
  5564. return this;
  5565. },
  5566. getX: function ( index ) {
  5567. return this.array[ index * this.itemSize ];
  5568. },
  5569. setX: function ( index, x ) {
  5570. this.array[ index * this.itemSize ] = x;
  5571. return this;
  5572. },
  5573. getY: function ( index ) {
  5574. return this.array[ index * this.itemSize + 1 ];
  5575. },
  5576. setY: function ( index, y ) {
  5577. this.array[ index * this.itemSize + 1 ] = y;
  5578. return this;
  5579. },
  5580. getZ: function ( index ) {
  5581. return this.array[ index * this.itemSize + 2 ];
  5582. },
  5583. setZ: function ( index, z ) {
  5584. this.array[ index * this.itemSize + 2 ] = z;
  5585. return this;
  5586. },
  5587. getW: function ( index ) {
  5588. return this.array[ index * this.itemSize + 3 ];
  5589. },
  5590. setW: function ( index, w ) {
  5591. this.array[ index * this.itemSize + 3 ] = w;
  5592. return this;
  5593. },
  5594. setXY: function ( index, x, y ) {
  5595. index *= this.itemSize;
  5596. this.array[ index + 0 ] = x;
  5597. this.array[ index + 1 ] = y;
  5598. return this;
  5599. },
  5600. setXYZ: function ( index, x, y, z ) {
  5601. index *= this.itemSize;
  5602. this.array[ index + 0 ] = x;
  5603. this.array[ index + 1 ] = y;
  5604. this.array[ index + 2 ] = z;
  5605. return this;
  5606. },
  5607. setXYZW: function ( index, x, y, z, w ) {
  5608. index *= this.itemSize;
  5609. this.array[ index + 0 ] = x;
  5610. this.array[ index + 1 ] = y;
  5611. this.array[ index + 2 ] = z;
  5612. this.array[ index + 3 ] = w;
  5613. return this;
  5614. },
  5615. onUpload: function ( callback ) {
  5616. this.onUploadCallback = callback;
  5617. return this;
  5618. },
  5619. clone: function () {
  5620. return new this.constructor( this.array, this.itemSize ).copy( this );
  5621. },
  5622. toJSON: function () {
  5623. return {
  5624. itemSize: this.itemSize,
  5625. type: this.array.constructor.name,
  5626. array: Array.prototype.slice.call( this.array ),
  5627. normalized: this.normalized
  5628. };
  5629. }
  5630. } );
  5631. //
  5632. function Int8BufferAttribute( array, itemSize, normalized ) {
  5633. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5634. }
  5635. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5636. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5637. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5638. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5639. }
  5640. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5641. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5642. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5643. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5644. }
  5645. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5646. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5647. function Int16BufferAttribute( array, itemSize, normalized ) {
  5648. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5649. }
  5650. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5651. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5652. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5653. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5654. }
  5655. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5656. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5657. function Int32BufferAttribute( array, itemSize, normalized ) {
  5658. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5659. }
  5660. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5661. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5662. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5663. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5664. }
  5665. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5666. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5667. function Float32BufferAttribute( array, itemSize, normalized ) {
  5668. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5669. }
  5670. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5671. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5672. function Float64BufferAttribute( array, itemSize, normalized ) {
  5673. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5674. }
  5675. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5676. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5677. /**
  5678. * @author mrdoob / http://mrdoob.com/
  5679. */
  5680. function DirectGeometry() {
  5681. this.vertices = [];
  5682. this.normals = [];
  5683. this.colors = [];
  5684. this.uvs = [];
  5685. this.uvs2 = [];
  5686. this.groups = [];
  5687. this.morphTargets = {};
  5688. this.skinWeights = [];
  5689. this.skinIndices = [];
  5690. // this.lineDistances = [];
  5691. this.boundingBox = null;
  5692. this.boundingSphere = null;
  5693. // update flags
  5694. this.verticesNeedUpdate = false;
  5695. this.normalsNeedUpdate = false;
  5696. this.colorsNeedUpdate = false;
  5697. this.uvsNeedUpdate = false;
  5698. this.groupsNeedUpdate = false;
  5699. }
  5700. Object.assign( DirectGeometry.prototype, {
  5701. computeGroups: function ( geometry ) {
  5702. var group;
  5703. var groups = [];
  5704. var materialIndex = undefined;
  5705. var faces = geometry.faces;
  5706. for ( var i = 0; i < faces.length; i ++ ) {
  5707. var face = faces[ i ];
  5708. // materials
  5709. if ( face.materialIndex !== materialIndex ) {
  5710. materialIndex = face.materialIndex;
  5711. if ( group !== undefined ) {
  5712. group.count = ( i * 3 ) - group.start;
  5713. groups.push( group );
  5714. }
  5715. group = {
  5716. start: i * 3,
  5717. materialIndex: materialIndex
  5718. };
  5719. }
  5720. }
  5721. if ( group !== undefined ) {
  5722. group.count = ( i * 3 ) - group.start;
  5723. groups.push( group );
  5724. }
  5725. this.groups = groups;
  5726. },
  5727. fromGeometry: function ( geometry ) {
  5728. var faces = geometry.faces;
  5729. var vertices = geometry.vertices;
  5730. var faceVertexUvs = geometry.faceVertexUvs;
  5731. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5732. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5733. // morphs
  5734. var morphTargets = geometry.morphTargets;
  5735. var morphTargetsLength = morphTargets.length;
  5736. var morphTargetsPosition;
  5737. if ( morphTargetsLength > 0 ) {
  5738. morphTargetsPosition = [];
  5739. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5740. morphTargetsPosition[ i ] = {
  5741. name: morphTargets[ i ].name,
  5742. data: []
  5743. };
  5744. }
  5745. this.morphTargets.position = morphTargetsPosition;
  5746. }
  5747. var morphNormals = geometry.morphNormals;
  5748. var morphNormalsLength = morphNormals.length;
  5749. var morphTargetsNormal;
  5750. if ( morphNormalsLength > 0 ) {
  5751. morphTargetsNormal = [];
  5752. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5753. morphTargetsNormal[ i ] = {
  5754. name: morphNormals[ i ].name,
  5755. data: []
  5756. };
  5757. }
  5758. this.morphTargets.normal = morphTargetsNormal;
  5759. }
  5760. // skins
  5761. var skinIndices = geometry.skinIndices;
  5762. var skinWeights = geometry.skinWeights;
  5763. var hasSkinIndices = skinIndices.length === vertices.length;
  5764. var hasSkinWeights = skinWeights.length === vertices.length;
  5765. //
  5766. if ( vertices.length > 0 && faces.length === 0 ) {
  5767. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5768. }
  5769. for ( var i = 0; i < faces.length; i ++ ) {
  5770. var face = faces[ i ];
  5771. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5772. var vertexNormals = face.vertexNormals;
  5773. if ( vertexNormals.length === 3 ) {
  5774. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5775. } else {
  5776. var normal = face.normal;
  5777. this.normals.push( normal, normal, normal );
  5778. }
  5779. var vertexColors = face.vertexColors;
  5780. if ( vertexColors.length === 3 ) {
  5781. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5782. } else {
  5783. var color = face.color;
  5784. this.colors.push( color, color, color );
  5785. }
  5786. if ( hasFaceVertexUv === true ) {
  5787. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5788. if ( vertexUvs !== undefined ) {
  5789. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5790. } else {
  5791. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5792. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5793. }
  5794. }
  5795. if ( hasFaceVertexUv2 === true ) {
  5796. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5797. if ( vertexUvs !== undefined ) {
  5798. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5799. } else {
  5800. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5801. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5802. }
  5803. }
  5804. // morphs
  5805. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5806. var morphTarget = morphTargets[ j ].vertices;
  5807. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5808. }
  5809. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5810. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5811. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5812. }
  5813. // skins
  5814. if ( hasSkinIndices ) {
  5815. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5816. }
  5817. if ( hasSkinWeights ) {
  5818. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5819. }
  5820. }
  5821. this.computeGroups( geometry );
  5822. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5823. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5824. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5825. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5826. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5827. if ( geometry.boundingSphere !== null ) {
  5828. this.boundingSphere = geometry.boundingSphere.clone();
  5829. }
  5830. if ( geometry.boundingBox !== null ) {
  5831. this.boundingBox = geometry.boundingBox.clone();
  5832. }
  5833. return this;
  5834. }
  5835. } );
  5836. /**
  5837. * @author mrdoob / http://mrdoob.com/
  5838. */
  5839. function arrayMax( array ) {
  5840. if ( array.length === 0 ) { return - Infinity; }
  5841. var max = array[ 0 ];
  5842. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5843. if ( array[ i ] > max ) { max = array[ i ]; }
  5844. }
  5845. return max;
  5846. }
  5847. /**
  5848. * @author alteredq / http://alteredqualia.com/
  5849. * @author mrdoob / http://mrdoob.com/
  5850. */
  5851. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5852. var _m1$2 = new Matrix4();
  5853. var _obj = new Object3D();
  5854. var _offset = new Vector3();
  5855. var _box$1 = new Box3();
  5856. var _boxMorphTargets = new Box3();
  5857. var _vector$4 = new Vector3();
  5858. function BufferGeometry() {
  5859. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5860. this.uuid = _Math.generateUUID();
  5861. this.name = '';
  5862. this.type = 'BufferGeometry';
  5863. this.index = null;
  5864. this.attributes = {};
  5865. this.morphAttributes = {};
  5866. this.morphTargetsRelative = false;
  5867. this.groups = [];
  5868. this.boundingBox = null;
  5869. this.boundingSphere = null;
  5870. this.drawRange = { start: 0, count: Infinity };
  5871. this.userData = {};
  5872. }
  5873. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5874. constructor: BufferGeometry,
  5875. isBufferGeometry: true,
  5876. getIndex: function () {
  5877. return this.index;
  5878. },
  5879. setIndex: function ( index ) {
  5880. if ( Array.isArray( index ) ) {
  5881. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5882. } else {
  5883. this.index = index;
  5884. }
  5885. },
  5886. getAttribute: function ( name ) {
  5887. return this.attributes[ name ];
  5888. },
  5889. setAttribute: function ( name, attribute ) {
  5890. this.attributes[ name ] = attribute;
  5891. return this;
  5892. },
  5893. deleteAttribute: function ( name ) {
  5894. delete this.attributes[ name ];
  5895. return this;
  5896. },
  5897. addGroup: function ( start, count, materialIndex ) {
  5898. this.groups.push( {
  5899. start: start,
  5900. count: count,
  5901. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5902. } );
  5903. },
  5904. clearGroups: function () {
  5905. this.groups = [];
  5906. },
  5907. setDrawRange: function ( start, count ) {
  5908. this.drawRange.start = start;
  5909. this.drawRange.count = count;
  5910. },
  5911. applyMatrix: function ( matrix ) {
  5912. var position = this.attributes.position;
  5913. if ( position !== undefined ) {
  5914. matrix.applyToBufferAttribute( position );
  5915. position.needsUpdate = true;
  5916. }
  5917. var normal = this.attributes.normal;
  5918. if ( normal !== undefined ) {
  5919. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5920. normalMatrix.applyToBufferAttribute( normal );
  5921. normal.needsUpdate = true;
  5922. }
  5923. var tangent = this.attributes.tangent;
  5924. if ( tangent !== undefined ) {
  5925. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5926. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5927. normalMatrix.applyToBufferAttribute( tangent );
  5928. tangent.needsUpdate = true;
  5929. }
  5930. if ( this.boundingBox !== null ) {
  5931. this.computeBoundingBox();
  5932. }
  5933. if ( this.boundingSphere !== null ) {
  5934. this.computeBoundingSphere();
  5935. }
  5936. return this;
  5937. },
  5938. rotateX: function ( angle ) {
  5939. // rotate geometry around world x-axis
  5940. _m1$2.makeRotationX( angle );
  5941. this.applyMatrix( _m1$2 );
  5942. return this;
  5943. },
  5944. rotateY: function ( angle ) {
  5945. // rotate geometry around world y-axis
  5946. _m1$2.makeRotationY( angle );
  5947. this.applyMatrix( _m1$2 );
  5948. return this;
  5949. },
  5950. rotateZ: function ( angle ) {
  5951. // rotate geometry around world z-axis
  5952. _m1$2.makeRotationZ( angle );
  5953. this.applyMatrix( _m1$2 );
  5954. return this;
  5955. },
  5956. translate: function ( x, y, z ) {
  5957. // translate geometry
  5958. _m1$2.makeTranslation( x, y, z );
  5959. this.applyMatrix( _m1$2 );
  5960. return this;
  5961. },
  5962. scale: function ( x, y, z ) {
  5963. // scale geometry
  5964. _m1$2.makeScale( x, y, z );
  5965. this.applyMatrix( _m1$2 );
  5966. return this;
  5967. },
  5968. lookAt: function ( vector ) {
  5969. _obj.lookAt( vector );
  5970. _obj.updateMatrix();
  5971. this.applyMatrix( _obj.matrix );
  5972. return this;
  5973. },
  5974. center: function () {
  5975. this.computeBoundingBox();
  5976. this.boundingBox.getCenter( _offset ).negate();
  5977. this.translate( _offset.x, _offset.y, _offset.z );
  5978. return this;
  5979. },
  5980. setFromObject: function ( object ) {
  5981. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5982. var geometry = object.geometry;
  5983. if ( object.isPoints || object.isLine ) {
  5984. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5985. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5986. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5987. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5988. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5989. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5990. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5991. }
  5992. if ( geometry.boundingSphere !== null ) {
  5993. this.boundingSphere = geometry.boundingSphere.clone();
  5994. }
  5995. if ( geometry.boundingBox !== null ) {
  5996. this.boundingBox = geometry.boundingBox.clone();
  5997. }
  5998. } else if ( object.isMesh ) {
  5999. if ( geometry && geometry.isGeometry ) {
  6000. this.fromGeometry( geometry );
  6001. }
  6002. }
  6003. return this;
  6004. },
  6005. setFromPoints: function ( points ) {
  6006. var position = [];
  6007. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6008. var point = points[ i ];
  6009. position.push( point.x, point.y, point.z || 0 );
  6010. }
  6011. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6012. return this;
  6013. },
  6014. updateFromObject: function ( object ) {
  6015. var geometry = object.geometry;
  6016. if ( object.isMesh ) {
  6017. var direct = geometry.__directGeometry;
  6018. if ( geometry.elementsNeedUpdate === true ) {
  6019. direct = undefined;
  6020. geometry.elementsNeedUpdate = false;
  6021. }
  6022. if ( direct === undefined ) {
  6023. return this.fromGeometry( geometry );
  6024. }
  6025. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6026. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6027. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6028. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6029. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6030. geometry.verticesNeedUpdate = false;
  6031. geometry.normalsNeedUpdate = false;
  6032. geometry.colorsNeedUpdate = false;
  6033. geometry.uvsNeedUpdate = false;
  6034. geometry.groupsNeedUpdate = false;
  6035. geometry = direct;
  6036. }
  6037. var attribute;
  6038. if ( geometry.verticesNeedUpdate === true ) {
  6039. attribute = this.attributes.position;
  6040. if ( attribute !== undefined ) {
  6041. attribute.copyVector3sArray( geometry.vertices );
  6042. attribute.needsUpdate = true;
  6043. }
  6044. geometry.verticesNeedUpdate = false;
  6045. }
  6046. if ( geometry.normalsNeedUpdate === true ) {
  6047. attribute = this.attributes.normal;
  6048. if ( attribute !== undefined ) {
  6049. attribute.copyVector3sArray( geometry.normals );
  6050. attribute.needsUpdate = true;
  6051. }
  6052. geometry.normalsNeedUpdate = false;
  6053. }
  6054. if ( geometry.colorsNeedUpdate === true ) {
  6055. attribute = this.attributes.color;
  6056. if ( attribute !== undefined ) {
  6057. attribute.copyColorsArray( geometry.colors );
  6058. attribute.needsUpdate = true;
  6059. }
  6060. geometry.colorsNeedUpdate = false;
  6061. }
  6062. if ( geometry.uvsNeedUpdate ) {
  6063. attribute = this.attributes.uv;
  6064. if ( attribute !== undefined ) {
  6065. attribute.copyVector2sArray( geometry.uvs );
  6066. attribute.needsUpdate = true;
  6067. }
  6068. geometry.uvsNeedUpdate = false;
  6069. }
  6070. if ( geometry.lineDistancesNeedUpdate ) {
  6071. attribute = this.attributes.lineDistance;
  6072. if ( attribute !== undefined ) {
  6073. attribute.copyArray( geometry.lineDistances );
  6074. attribute.needsUpdate = true;
  6075. }
  6076. geometry.lineDistancesNeedUpdate = false;
  6077. }
  6078. if ( geometry.groupsNeedUpdate ) {
  6079. geometry.computeGroups( object.geometry );
  6080. this.groups = geometry.groups;
  6081. geometry.groupsNeedUpdate = false;
  6082. }
  6083. return this;
  6084. },
  6085. fromGeometry: function ( geometry ) {
  6086. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6087. return this.fromDirectGeometry( geometry.__directGeometry );
  6088. },
  6089. fromDirectGeometry: function ( geometry ) {
  6090. var positions = new Float32Array( geometry.vertices.length * 3 );
  6091. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6092. if ( geometry.normals.length > 0 ) {
  6093. var normals = new Float32Array( geometry.normals.length * 3 );
  6094. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6095. }
  6096. if ( geometry.colors.length > 0 ) {
  6097. var colors = new Float32Array( geometry.colors.length * 3 );
  6098. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6099. }
  6100. if ( geometry.uvs.length > 0 ) {
  6101. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6102. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6103. }
  6104. if ( geometry.uvs2.length > 0 ) {
  6105. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6106. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6107. }
  6108. // groups
  6109. this.groups = geometry.groups;
  6110. // morphs
  6111. for ( var name in geometry.morphTargets ) {
  6112. var array = [];
  6113. var morphTargets = geometry.morphTargets[ name ];
  6114. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6115. var morphTarget = morphTargets[ i ];
  6116. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6117. attribute.name = morphTarget.name;
  6118. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6119. }
  6120. this.morphAttributes[ name ] = array;
  6121. }
  6122. // skinning
  6123. if ( geometry.skinIndices.length > 0 ) {
  6124. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6125. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6126. }
  6127. if ( geometry.skinWeights.length > 0 ) {
  6128. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6129. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6130. }
  6131. //
  6132. if ( geometry.boundingSphere !== null ) {
  6133. this.boundingSphere = geometry.boundingSphere.clone();
  6134. }
  6135. if ( geometry.boundingBox !== null ) {
  6136. this.boundingBox = geometry.boundingBox.clone();
  6137. }
  6138. return this;
  6139. },
  6140. computeBoundingBox: function () {
  6141. if ( this.boundingBox === null ) {
  6142. this.boundingBox = new Box3();
  6143. }
  6144. var position = this.attributes.position;
  6145. var morphAttributesPosition = this.morphAttributes.position;
  6146. if ( position !== undefined ) {
  6147. this.boundingBox.setFromBufferAttribute( position );
  6148. // process morph attributes if present
  6149. if ( morphAttributesPosition ) {
  6150. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6151. var morphAttribute = morphAttributesPosition[ i ];
  6152. _box$1.setFromBufferAttribute( morphAttribute );
  6153. if ( this.morphTargetsRelative ) {
  6154. _vector$4.addVectors( this.boundingBox.min, _box$1.min );
  6155. this.boundingBox.expandByPoint( _vector$4 );
  6156. _vector$4.addVectors( this.boundingBox.max, _box$1.max );
  6157. this.boundingBox.expandByPoint( _vector$4 );
  6158. } else {
  6159. this.boundingBox.expandByPoint( _box$1.min );
  6160. this.boundingBox.expandByPoint( _box$1.max );
  6161. }
  6162. }
  6163. }
  6164. } else {
  6165. this.boundingBox.makeEmpty();
  6166. }
  6167. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6168. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6169. }
  6170. },
  6171. computeBoundingSphere: function () {
  6172. if ( this.boundingSphere === null ) {
  6173. this.boundingSphere = new Sphere();
  6174. }
  6175. var position = this.attributes.position;
  6176. var morphAttributesPosition = this.morphAttributes.position;
  6177. if ( position ) {
  6178. // first, find the center of the bounding sphere
  6179. var center = this.boundingSphere.center;
  6180. _box$1.setFromBufferAttribute( position );
  6181. // process morph attributes if present
  6182. if ( morphAttributesPosition ) {
  6183. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6184. var morphAttribute = morphAttributesPosition[ i ];
  6185. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6186. if ( this.morphTargetsRelative ) {
  6187. _vector$4.addVectors( _box$1.min, _boxMorphTargets.min );
  6188. _box$1.expandByPoint( _vector$4 );
  6189. _vector$4.addVectors( _box$1.max, _boxMorphTargets.max );
  6190. _box$1.expandByPoint( _vector$4 );
  6191. } else {
  6192. _box$1.expandByPoint( _boxMorphTargets.min );
  6193. _box$1.expandByPoint( _boxMorphTargets.max );
  6194. }
  6195. }
  6196. }
  6197. _box$1.getCenter( center );
  6198. // second, try to find a boundingSphere with a radius smaller than the
  6199. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6200. var maxRadiusSq = 0;
  6201. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6202. _vector$4.fromBufferAttribute( position, i );
  6203. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6204. }
  6205. // process morph attributes if present
  6206. if ( morphAttributesPosition ) {
  6207. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6208. var morphAttribute = morphAttributesPosition[ i ];
  6209. var morphTargetsRelative = this.morphTargetsRelative;
  6210. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6211. _vector$4.fromBufferAttribute( morphAttribute, j );
  6212. if ( morphTargetsRelative ) {
  6213. _offset.fromBufferAttribute( position, j );
  6214. _vector$4.add( _offset );
  6215. }
  6216. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6217. }
  6218. }
  6219. }
  6220. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6221. if ( isNaN( this.boundingSphere.radius ) ) {
  6222. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6223. }
  6224. }
  6225. },
  6226. computeFaceNormals: function () {
  6227. // backwards compatibility
  6228. },
  6229. computeVertexNormals: function () {
  6230. var index = this.index;
  6231. var attributes = this.attributes;
  6232. if ( attributes.position ) {
  6233. var positions = attributes.position.array;
  6234. if ( attributes.normal === undefined ) {
  6235. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6236. } else {
  6237. // reset existing normals to zero
  6238. var array = attributes.normal.array;
  6239. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6240. array[ i ] = 0;
  6241. }
  6242. }
  6243. var normals = attributes.normal.array;
  6244. var vA, vB, vC;
  6245. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6246. var cb = new Vector3(), ab = new Vector3();
  6247. // indexed elements
  6248. if ( index ) {
  6249. var indices = index.array;
  6250. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6251. vA = indices[ i + 0 ] * 3;
  6252. vB = indices[ i + 1 ] * 3;
  6253. vC = indices[ i + 2 ] * 3;
  6254. pA.fromArray( positions, vA );
  6255. pB.fromArray( positions, vB );
  6256. pC.fromArray( positions, vC );
  6257. cb.subVectors( pC, pB );
  6258. ab.subVectors( pA, pB );
  6259. cb.cross( ab );
  6260. normals[ vA ] += cb.x;
  6261. normals[ vA + 1 ] += cb.y;
  6262. normals[ vA + 2 ] += cb.z;
  6263. normals[ vB ] += cb.x;
  6264. normals[ vB + 1 ] += cb.y;
  6265. normals[ vB + 2 ] += cb.z;
  6266. normals[ vC ] += cb.x;
  6267. normals[ vC + 1 ] += cb.y;
  6268. normals[ vC + 2 ] += cb.z;
  6269. }
  6270. } else {
  6271. // non-indexed elements (unconnected triangle soup)
  6272. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6273. pA.fromArray( positions, i );
  6274. pB.fromArray( positions, i + 3 );
  6275. pC.fromArray( positions, i + 6 );
  6276. cb.subVectors( pC, pB );
  6277. ab.subVectors( pA, pB );
  6278. cb.cross( ab );
  6279. normals[ i ] = cb.x;
  6280. normals[ i + 1 ] = cb.y;
  6281. normals[ i + 2 ] = cb.z;
  6282. normals[ i + 3 ] = cb.x;
  6283. normals[ i + 4 ] = cb.y;
  6284. normals[ i + 5 ] = cb.z;
  6285. normals[ i + 6 ] = cb.x;
  6286. normals[ i + 7 ] = cb.y;
  6287. normals[ i + 8 ] = cb.z;
  6288. }
  6289. }
  6290. this.normalizeNormals();
  6291. attributes.normal.needsUpdate = true;
  6292. }
  6293. },
  6294. merge: function ( geometry, offset ) {
  6295. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6296. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6297. return;
  6298. }
  6299. if ( offset === undefined ) {
  6300. offset = 0;
  6301. console.warn(
  6302. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6303. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6304. );
  6305. }
  6306. var attributes = this.attributes;
  6307. for ( var key in attributes ) {
  6308. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6309. var attribute1 = attributes[ key ];
  6310. var attributeArray1 = attribute1.array;
  6311. var attribute2 = geometry.attributes[ key ];
  6312. var attributeArray2 = attribute2.array;
  6313. var attributeOffset = attribute2.itemSize * offset;
  6314. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6315. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6316. attributeArray1[ j ] = attributeArray2[ i ];
  6317. }
  6318. }
  6319. return this;
  6320. },
  6321. normalizeNormals: function () {
  6322. var normals = this.attributes.normal;
  6323. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6324. _vector$4.x = normals.getX( i );
  6325. _vector$4.y = normals.getY( i );
  6326. _vector$4.z = normals.getZ( i );
  6327. _vector$4.normalize();
  6328. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6329. }
  6330. },
  6331. toNonIndexed: function () {
  6332. function convertBufferAttribute( attribute, indices ) {
  6333. var array = attribute.array;
  6334. var itemSize = attribute.itemSize;
  6335. var array2 = new array.constructor( indices.length * itemSize );
  6336. var index = 0, index2 = 0;
  6337. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6338. index = indices[ i ] * itemSize;
  6339. for ( var j = 0; j < itemSize; j ++ ) {
  6340. array2[ index2 ++ ] = array[ index ++ ];
  6341. }
  6342. }
  6343. return new BufferAttribute( array2, itemSize );
  6344. }
  6345. //
  6346. if ( this.index === null ) {
  6347. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6348. return this;
  6349. }
  6350. var geometry2 = new BufferGeometry();
  6351. var indices = this.index.array;
  6352. var attributes = this.attributes;
  6353. // attributes
  6354. for ( var name in attributes ) {
  6355. var attribute = attributes[ name ];
  6356. var newAttribute = convertBufferAttribute( attribute, indices );
  6357. geometry2.setAttribute( name, newAttribute );
  6358. }
  6359. // morph attributes
  6360. var morphAttributes = this.morphAttributes;
  6361. for ( name in morphAttributes ) {
  6362. var morphArray = [];
  6363. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6364. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6365. var attribute = morphAttribute[ i ];
  6366. var newAttribute = convertBufferAttribute( attribute, indices );
  6367. morphArray.push( newAttribute );
  6368. }
  6369. geometry2.morphAttributes[ name ] = morphArray;
  6370. }
  6371. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6372. // groups
  6373. var groups = this.groups;
  6374. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6375. var group = groups[ i ];
  6376. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6377. }
  6378. return geometry2;
  6379. },
  6380. toJSON: function () {
  6381. var data = {
  6382. metadata: {
  6383. version: 4.5,
  6384. type: 'BufferGeometry',
  6385. generator: 'BufferGeometry.toJSON'
  6386. }
  6387. };
  6388. // standard BufferGeometry serialization
  6389. data.uuid = this.uuid;
  6390. data.type = this.type;
  6391. if ( this.name !== '' ) { data.name = this.name; }
  6392. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6393. if ( this.parameters !== undefined ) {
  6394. var parameters = this.parameters;
  6395. for ( var key in parameters ) {
  6396. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6397. }
  6398. return data;
  6399. }
  6400. data.data = { attributes: {} };
  6401. var index = this.index;
  6402. if ( index !== null ) {
  6403. data.data.index = {
  6404. type: index.array.constructor.name,
  6405. array: Array.prototype.slice.call( index.array )
  6406. };
  6407. }
  6408. var attributes = this.attributes;
  6409. for ( var key in attributes ) {
  6410. var attribute = attributes[ key ];
  6411. var attributeData = attribute.toJSON();
  6412. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6413. data.data.attributes[ key ] = attributeData;
  6414. }
  6415. var morphAttributes = {};
  6416. var hasMorphAttributes = false;
  6417. for ( var key in this.morphAttributes ) {
  6418. var attributeArray = this.morphAttributes[ key ];
  6419. var array = [];
  6420. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6421. var attribute = attributeArray[ i ];
  6422. var attributeData = attribute.toJSON();
  6423. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6424. array.push( attributeData );
  6425. }
  6426. if ( array.length > 0 ) {
  6427. morphAttributes[ key ] = array;
  6428. hasMorphAttributes = true;
  6429. }
  6430. }
  6431. if ( hasMorphAttributes ) {
  6432. data.data.morphAttributes = morphAttributes;
  6433. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6434. }
  6435. var groups = this.groups;
  6436. if ( groups.length > 0 ) {
  6437. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6438. }
  6439. var boundingSphere = this.boundingSphere;
  6440. if ( boundingSphere !== null ) {
  6441. data.data.boundingSphere = {
  6442. center: boundingSphere.center.toArray(),
  6443. radius: boundingSphere.radius
  6444. };
  6445. }
  6446. return data;
  6447. },
  6448. clone: function () {
  6449. /*
  6450. // Handle primitives
  6451. var parameters = this.parameters;
  6452. if ( parameters !== undefined ) {
  6453. var values = [];
  6454. for ( var key in parameters ) {
  6455. values.push( parameters[ key ] );
  6456. }
  6457. var geometry = Object.create( this.constructor.prototype );
  6458. this.constructor.apply( geometry, values );
  6459. return geometry;
  6460. }
  6461. return new this.constructor().copy( this );
  6462. */
  6463. return new BufferGeometry().copy( this );
  6464. },
  6465. copy: function ( source ) {
  6466. var name, i, l;
  6467. // reset
  6468. this.index = null;
  6469. this.attributes = {};
  6470. this.morphAttributes = {};
  6471. this.groups = [];
  6472. this.boundingBox = null;
  6473. this.boundingSphere = null;
  6474. // name
  6475. this.name = source.name;
  6476. // index
  6477. var index = source.index;
  6478. if ( index !== null ) {
  6479. this.setIndex( index.clone() );
  6480. }
  6481. // attributes
  6482. var attributes = source.attributes;
  6483. for ( name in attributes ) {
  6484. var attribute = attributes[ name ];
  6485. this.setAttribute( name, attribute.clone() );
  6486. }
  6487. // morph attributes
  6488. var morphAttributes = source.morphAttributes;
  6489. for ( name in morphAttributes ) {
  6490. var array = [];
  6491. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6492. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6493. array.push( morphAttribute[ i ].clone() );
  6494. }
  6495. this.morphAttributes[ name ] = array;
  6496. }
  6497. this.morphTargetsRelative = source.morphTargetsRelative;
  6498. // groups
  6499. var groups = source.groups;
  6500. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6501. var group = groups[ i ];
  6502. this.addGroup( group.start, group.count, group.materialIndex );
  6503. }
  6504. // bounding box
  6505. var boundingBox = source.boundingBox;
  6506. if ( boundingBox !== null ) {
  6507. this.boundingBox = boundingBox.clone();
  6508. }
  6509. // bounding sphere
  6510. var boundingSphere = source.boundingSphere;
  6511. if ( boundingSphere !== null ) {
  6512. this.boundingSphere = boundingSphere.clone();
  6513. }
  6514. // draw range
  6515. this.drawRange.start = source.drawRange.start;
  6516. this.drawRange.count = source.drawRange.count;
  6517. // user data
  6518. this.userData = source.userData;
  6519. return this;
  6520. },
  6521. dispose: function () {
  6522. this.dispatchEvent( { type: 'dispose' } );
  6523. }
  6524. } );
  6525. /**
  6526. * @author mrdoob / http://mrdoob.com/
  6527. * @author alteredq / http://alteredqualia.com/
  6528. * @author mikael emtinger / http://gomo.se/
  6529. * @author jonobr1 / http://jonobr1.com/
  6530. */
  6531. var _inverseMatrix = new Matrix4();
  6532. var _ray = new Ray();
  6533. var _sphere = new Sphere();
  6534. var _vA = new Vector3();
  6535. var _vB = new Vector3();
  6536. var _vC = new Vector3();
  6537. var _tempA = new Vector3();
  6538. var _tempB = new Vector3();
  6539. var _tempC = new Vector3();
  6540. var _morphA = new Vector3();
  6541. var _morphB = new Vector3();
  6542. var _morphC = new Vector3();
  6543. var _uvA = new Vector2();
  6544. var _uvB = new Vector2();
  6545. var _uvC = new Vector2();
  6546. var _intersectionPoint = new Vector3();
  6547. var _intersectionPointWorld = new Vector3();
  6548. function Mesh( geometry, material ) {
  6549. Object3D.call( this );
  6550. this.type = 'Mesh';
  6551. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6552. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6553. this.drawMode = TrianglesDrawMode;
  6554. this.updateMorphTargets();
  6555. }
  6556. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6557. constructor: Mesh,
  6558. isMesh: true,
  6559. setDrawMode: function ( value ) {
  6560. this.drawMode = value;
  6561. },
  6562. copy: function ( source ) {
  6563. Object3D.prototype.copy.call( this, source );
  6564. this.drawMode = source.drawMode;
  6565. if ( source.morphTargetInfluences !== undefined ) {
  6566. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6567. }
  6568. if ( source.morphTargetDictionary !== undefined ) {
  6569. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6570. }
  6571. return this;
  6572. },
  6573. updateMorphTargets: function () {
  6574. var geometry = this.geometry;
  6575. var m, ml, name;
  6576. if ( geometry.isBufferGeometry ) {
  6577. var morphAttributes = geometry.morphAttributes;
  6578. var keys = Object.keys( morphAttributes );
  6579. if ( keys.length > 0 ) {
  6580. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6581. if ( morphAttribute !== undefined ) {
  6582. this.morphTargetInfluences = [];
  6583. this.morphTargetDictionary = {};
  6584. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6585. name = morphAttribute[ m ].name || String( m );
  6586. this.morphTargetInfluences.push( 0 );
  6587. this.morphTargetDictionary[ name ] = m;
  6588. }
  6589. }
  6590. }
  6591. } else {
  6592. var morphTargets = geometry.morphTargets;
  6593. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6594. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6595. }
  6596. }
  6597. },
  6598. raycast: function ( raycaster, intersects ) {
  6599. var geometry = this.geometry;
  6600. var material = this.material;
  6601. var matrixWorld = this.matrixWorld;
  6602. if ( material === undefined ) { return; }
  6603. // Checking boundingSphere distance to ray
  6604. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6605. _sphere.copy( geometry.boundingSphere );
  6606. _sphere.applyMatrix4( matrixWorld );
  6607. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6608. //
  6609. _inverseMatrix.getInverse( matrixWorld );
  6610. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6611. // Check boundingBox before continuing
  6612. if ( geometry.boundingBox !== null ) {
  6613. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6614. }
  6615. // check unsupported draw modes
  6616. if ( this.drawMode !== TrianglesDrawMode ) {
  6617. console.warn( 'THREE.Mesh: TriangleStripDrawMode and TriangleFanDrawMode are not supported by .raycast().' );
  6618. return;
  6619. }
  6620. var intersection;
  6621. if ( geometry.isBufferGeometry ) {
  6622. var a, b, c;
  6623. var index = geometry.index;
  6624. var position = geometry.attributes.position;
  6625. var morphPosition = geometry.morphAttributes.position;
  6626. var morphTargetsRelative = geometry.morphTargetsRelative;
  6627. var uv = geometry.attributes.uv;
  6628. var uv2 = geometry.attributes.uv2;
  6629. var groups = geometry.groups;
  6630. var drawRange = geometry.drawRange;
  6631. var i, j, il, jl;
  6632. var group, groupMaterial;
  6633. var start, end;
  6634. if ( index !== null ) {
  6635. // indexed buffer geometry
  6636. if ( Array.isArray( material ) ) {
  6637. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6638. group = groups[ i ];
  6639. groupMaterial = material[ group.materialIndex ];
  6640. start = Math.max( group.start, drawRange.start );
  6641. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6642. for ( j = start, jl = end; j < jl; j += 3 ) {
  6643. a = index.getX( j );
  6644. b = index.getX( j + 1 );
  6645. c = index.getX( j + 2 );
  6646. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6647. if ( intersection ) {
  6648. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6649. intersection.face.materialIndex = group.materialIndex;
  6650. intersects.push( intersection );
  6651. }
  6652. }
  6653. }
  6654. } else {
  6655. start = Math.max( 0, drawRange.start );
  6656. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6657. for ( i = start, il = end; i < il; i += 3 ) {
  6658. a = index.getX( i );
  6659. b = index.getX( i + 1 );
  6660. c = index.getX( i + 2 );
  6661. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6662. if ( intersection ) {
  6663. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6664. intersects.push( intersection );
  6665. }
  6666. }
  6667. }
  6668. } else if ( position !== undefined ) {
  6669. // non-indexed buffer geometry
  6670. if ( Array.isArray( material ) ) {
  6671. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6672. group = groups[ i ];
  6673. groupMaterial = material[ group.materialIndex ];
  6674. start = Math.max( group.start, drawRange.start );
  6675. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6676. for ( j = start, jl = end; j < jl; j += 3 ) {
  6677. a = j;
  6678. b = j + 1;
  6679. c = j + 2;
  6680. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6681. if ( intersection ) {
  6682. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6683. intersection.face.materialIndex = group.materialIndex;
  6684. intersects.push( intersection );
  6685. }
  6686. }
  6687. }
  6688. } else {
  6689. start = Math.max( 0, drawRange.start );
  6690. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6691. for ( i = start, il = end; i < il; i += 3 ) {
  6692. a = i;
  6693. b = i + 1;
  6694. c = i + 2;
  6695. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6696. if ( intersection ) {
  6697. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6698. intersects.push( intersection );
  6699. }
  6700. }
  6701. }
  6702. }
  6703. } else if ( geometry.isGeometry ) {
  6704. var fvA, fvB, fvC;
  6705. var isMultiMaterial = Array.isArray( material );
  6706. var vertices = geometry.vertices;
  6707. var faces = geometry.faces;
  6708. var uvs;
  6709. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6710. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6711. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6712. var face = faces[ f ];
  6713. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6714. if ( faceMaterial === undefined ) { continue; }
  6715. fvA = vertices[ face.a ];
  6716. fvB = vertices[ face.b ];
  6717. fvC = vertices[ face.c ];
  6718. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6719. if ( intersection ) {
  6720. if ( uvs && uvs[ f ] ) {
  6721. var uvs_f = uvs[ f ];
  6722. _uvA.copy( uvs_f[ 0 ] );
  6723. _uvB.copy( uvs_f[ 1 ] );
  6724. _uvC.copy( uvs_f[ 2 ] );
  6725. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6726. }
  6727. intersection.face = face;
  6728. intersection.faceIndex = f;
  6729. intersects.push( intersection );
  6730. }
  6731. }
  6732. }
  6733. },
  6734. clone: function () {
  6735. return new this.constructor( this.geometry, this.material ).copy( this );
  6736. }
  6737. } );
  6738. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6739. var intersect;
  6740. if ( material.side === BackSide ) {
  6741. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6742. } else {
  6743. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6744. }
  6745. if ( intersect === null ) { return null; }
  6746. _intersectionPointWorld.copy( point );
  6747. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6748. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6749. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6750. return {
  6751. distance: distance,
  6752. point: _intersectionPointWorld.clone(),
  6753. object: object
  6754. };
  6755. }
  6756. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6757. _vA.fromBufferAttribute( position, a );
  6758. _vB.fromBufferAttribute( position, b );
  6759. _vC.fromBufferAttribute( position, c );
  6760. var morphInfluences = object.morphTargetInfluences;
  6761. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6762. _morphA.set( 0, 0, 0 );
  6763. _morphB.set( 0, 0, 0 );
  6764. _morphC.set( 0, 0, 0 );
  6765. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6766. var influence = morphInfluences[ i ];
  6767. var morphAttribute = morphPosition[ i ];
  6768. if ( influence === 0 ) { continue; }
  6769. _tempA.fromBufferAttribute( morphAttribute, a );
  6770. _tempB.fromBufferAttribute( morphAttribute, b );
  6771. _tempC.fromBufferAttribute( morphAttribute, c );
  6772. if ( morphTargetsRelative ) {
  6773. _morphA.addScaledVector( _tempA, influence );
  6774. _morphB.addScaledVector( _tempB, influence );
  6775. _morphC.addScaledVector( _tempC, influence );
  6776. } else {
  6777. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6778. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6779. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6780. }
  6781. }
  6782. _vA.add( _morphA );
  6783. _vB.add( _morphB );
  6784. _vC.add( _morphC );
  6785. }
  6786. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6787. if ( intersection ) {
  6788. if ( uv ) {
  6789. _uvA.fromBufferAttribute( uv, a );
  6790. _uvB.fromBufferAttribute( uv, b );
  6791. _uvC.fromBufferAttribute( uv, c );
  6792. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6793. }
  6794. if ( uv2 ) {
  6795. _uvA.fromBufferAttribute( uv2, a );
  6796. _uvB.fromBufferAttribute( uv2, b );
  6797. _uvC.fromBufferAttribute( uv2, c );
  6798. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6799. }
  6800. var face = new Face3( a, b, c );
  6801. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6802. intersection.face = face;
  6803. }
  6804. return intersection;
  6805. }
  6806. /**
  6807. * @author mrdoob / http://mrdoob.com/
  6808. * @author kile / http://kile.stravaganza.org/
  6809. * @author alteredq / http://alteredqualia.com/
  6810. * @author mikael emtinger / http://gomo.se/
  6811. * @author zz85 / http://www.lab4games.net/zz85/blog
  6812. * @author bhouston / http://clara.io
  6813. */
  6814. var _geometryId = 0; // Geometry uses even numbers as Id
  6815. var _m1$3 = new Matrix4();
  6816. var _obj$1 = new Object3D();
  6817. var _offset$1 = new Vector3();
  6818. function Geometry() {
  6819. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6820. this.uuid = _Math.generateUUID();
  6821. this.name = '';
  6822. this.type = 'Geometry';
  6823. this.vertices = [];
  6824. this.colors = [];
  6825. this.faces = [];
  6826. this.faceVertexUvs = [[]];
  6827. this.morphTargets = [];
  6828. this.morphNormals = [];
  6829. this.skinWeights = [];
  6830. this.skinIndices = [];
  6831. this.lineDistances = [];
  6832. this.boundingBox = null;
  6833. this.boundingSphere = null;
  6834. // update flags
  6835. this.elementsNeedUpdate = false;
  6836. this.verticesNeedUpdate = false;
  6837. this.uvsNeedUpdate = false;
  6838. this.normalsNeedUpdate = false;
  6839. this.colorsNeedUpdate = false;
  6840. this.lineDistancesNeedUpdate = false;
  6841. this.groupsNeedUpdate = false;
  6842. }
  6843. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6844. constructor: Geometry,
  6845. isGeometry: true,
  6846. applyMatrix: function ( matrix ) {
  6847. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6848. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6849. var vertex = this.vertices[ i ];
  6850. vertex.applyMatrix4( matrix );
  6851. }
  6852. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6853. var face = this.faces[ i ];
  6854. face.normal.applyMatrix3( normalMatrix ).normalize();
  6855. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6856. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6857. }
  6858. }
  6859. if ( this.boundingBox !== null ) {
  6860. this.computeBoundingBox();
  6861. }
  6862. if ( this.boundingSphere !== null ) {
  6863. this.computeBoundingSphere();
  6864. }
  6865. this.verticesNeedUpdate = true;
  6866. this.normalsNeedUpdate = true;
  6867. return this;
  6868. },
  6869. rotateX: function ( angle ) {
  6870. // rotate geometry around world x-axis
  6871. _m1$3.makeRotationX( angle );
  6872. this.applyMatrix( _m1$3 );
  6873. return this;
  6874. },
  6875. rotateY: function ( angle ) {
  6876. // rotate geometry around world y-axis
  6877. _m1$3.makeRotationY( angle );
  6878. this.applyMatrix( _m1$3 );
  6879. return this;
  6880. },
  6881. rotateZ: function ( angle ) {
  6882. // rotate geometry around world z-axis
  6883. _m1$3.makeRotationZ( angle );
  6884. this.applyMatrix( _m1$3 );
  6885. return this;
  6886. },
  6887. translate: function ( x, y, z ) {
  6888. // translate geometry
  6889. _m1$3.makeTranslation( x, y, z );
  6890. this.applyMatrix( _m1$3 );
  6891. return this;
  6892. },
  6893. scale: function ( x, y, z ) {
  6894. // scale geometry
  6895. _m1$3.makeScale( x, y, z );
  6896. this.applyMatrix( _m1$3 );
  6897. return this;
  6898. },
  6899. lookAt: function ( vector ) {
  6900. _obj$1.lookAt( vector );
  6901. _obj$1.updateMatrix();
  6902. this.applyMatrix( _obj$1.matrix );
  6903. return this;
  6904. },
  6905. fromBufferGeometry: function ( geometry ) {
  6906. var scope = this;
  6907. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6908. var attributes = geometry.attributes;
  6909. if ( attributes.position === undefined ) {
  6910. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6911. return this;
  6912. }
  6913. var positions = attributes.position.array;
  6914. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6915. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6916. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6917. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6918. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6919. for ( var i = 0; i < positions.length; i += 3 ) {
  6920. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6921. if ( colors !== undefined ) {
  6922. scope.colors.push( new Color().fromArray( colors, i ) );
  6923. }
  6924. }
  6925. function addFace( a, b, c, materialIndex ) {
  6926. var vertexColors = ( colors === undefined ) ? [] : [
  6927. scope.colors[ a ].clone(),
  6928. scope.colors[ b ].clone(),
  6929. scope.colors[ c ].clone() ];
  6930. var vertexNormals = ( normals === undefined ) ? [] : [
  6931. new Vector3().fromArray( normals, a * 3 ),
  6932. new Vector3().fromArray( normals, b * 3 ),
  6933. new Vector3().fromArray( normals, c * 3 )
  6934. ];
  6935. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6936. scope.faces.push( face );
  6937. if ( uvs !== undefined ) {
  6938. scope.faceVertexUvs[ 0 ].push( [
  6939. new Vector2().fromArray( uvs, a * 2 ),
  6940. new Vector2().fromArray( uvs, b * 2 ),
  6941. new Vector2().fromArray( uvs, c * 2 )
  6942. ] );
  6943. }
  6944. if ( uvs2 !== undefined ) {
  6945. scope.faceVertexUvs[ 1 ].push( [
  6946. new Vector2().fromArray( uvs2, a * 2 ),
  6947. new Vector2().fromArray( uvs2, b * 2 ),
  6948. new Vector2().fromArray( uvs2, c * 2 )
  6949. ] );
  6950. }
  6951. }
  6952. var groups = geometry.groups;
  6953. if ( groups.length > 0 ) {
  6954. for ( var i = 0; i < groups.length; i ++ ) {
  6955. var group = groups[ i ];
  6956. var start = group.start;
  6957. var count = group.count;
  6958. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6959. if ( indices !== undefined ) {
  6960. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6961. } else {
  6962. addFace( j, j + 1, j + 2, group.materialIndex );
  6963. }
  6964. }
  6965. }
  6966. } else {
  6967. if ( indices !== undefined ) {
  6968. for ( var i = 0; i < indices.length; i += 3 ) {
  6969. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6970. }
  6971. } else {
  6972. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6973. addFace( i, i + 1, i + 2 );
  6974. }
  6975. }
  6976. }
  6977. this.computeFaceNormals();
  6978. if ( geometry.boundingBox !== null ) {
  6979. this.boundingBox = geometry.boundingBox.clone();
  6980. }
  6981. if ( geometry.boundingSphere !== null ) {
  6982. this.boundingSphere = geometry.boundingSphere.clone();
  6983. }
  6984. return this;
  6985. },
  6986. center: function () {
  6987. this.computeBoundingBox();
  6988. this.boundingBox.getCenter( _offset$1 ).negate();
  6989. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6990. return this;
  6991. },
  6992. normalize: function () {
  6993. this.computeBoundingSphere();
  6994. var center = this.boundingSphere.center;
  6995. var radius = this.boundingSphere.radius;
  6996. var s = radius === 0 ? 1 : 1.0 / radius;
  6997. var matrix = new Matrix4();
  6998. matrix.set(
  6999. s, 0, 0, - s * center.x,
  7000. 0, s, 0, - s * center.y,
  7001. 0, 0, s, - s * center.z,
  7002. 0, 0, 0, 1
  7003. );
  7004. this.applyMatrix( matrix );
  7005. return this;
  7006. },
  7007. computeFaceNormals: function () {
  7008. var cb = new Vector3(), ab = new Vector3();
  7009. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7010. var face = this.faces[ f ];
  7011. var vA = this.vertices[ face.a ];
  7012. var vB = this.vertices[ face.b ];
  7013. var vC = this.vertices[ face.c ];
  7014. cb.subVectors( vC, vB );
  7015. ab.subVectors( vA, vB );
  7016. cb.cross( ab );
  7017. cb.normalize();
  7018. face.normal.copy( cb );
  7019. }
  7020. },
  7021. computeVertexNormals: function ( areaWeighted ) {
  7022. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7023. var v, vl, f, fl, face, vertices;
  7024. vertices = new Array( this.vertices.length );
  7025. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7026. vertices[ v ] = new Vector3();
  7027. }
  7028. if ( areaWeighted ) {
  7029. // vertex normals weighted by triangle areas
  7030. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7031. var vA, vB, vC;
  7032. var cb = new Vector3(), ab = new Vector3();
  7033. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7034. face = this.faces[ f ];
  7035. vA = this.vertices[ face.a ];
  7036. vB = this.vertices[ face.b ];
  7037. vC = this.vertices[ face.c ];
  7038. cb.subVectors( vC, vB );
  7039. ab.subVectors( vA, vB );
  7040. cb.cross( ab );
  7041. vertices[ face.a ].add( cb );
  7042. vertices[ face.b ].add( cb );
  7043. vertices[ face.c ].add( cb );
  7044. }
  7045. } else {
  7046. this.computeFaceNormals();
  7047. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7048. face = this.faces[ f ];
  7049. vertices[ face.a ].add( face.normal );
  7050. vertices[ face.b ].add( face.normal );
  7051. vertices[ face.c ].add( face.normal );
  7052. }
  7053. }
  7054. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7055. vertices[ v ].normalize();
  7056. }
  7057. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7058. face = this.faces[ f ];
  7059. var vertexNormals = face.vertexNormals;
  7060. if ( vertexNormals.length === 3 ) {
  7061. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7062. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7063. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7064. } else {
  7065. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7066. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7067. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7068. }
  7069. }
  7070. if ( this.faces.length > 0 ) {
  7071. this.normalsNeedUpdate = true;
  7072. }
  7073. },
  7074. computeFlatVertexNormals: function () {
  7075. var f, fl, face;
  7076. this.computeFaceNormals();
  7077. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7078. face = this.faces[ f ];
  7079. var vertexNormals = face.vertexNormals;
  7080. if ( vertexNormals.length === 3 ) {
  7081. vertexNormals[ 0 ].copy( face.normal );
  7082. vertexNormals[ 1 ].copy( face.normal );
  7083. vertexNormals[ 2 ].copy( face.normal );
  7084. } else {
  7085. vertexNormals[ 0 ] = face.normal.clone();
  7086. vertexNormals[ 1 ] = face.normal.clone();
  7087. vertexNormals[ 2 ] = face.normal.clone();
  7088. }
  7089. }
  7090. if ( this.faces.length > 0 ) {
  7091. this.normalsNeedUpdate = true;
  7092. }
  7093. },
  7094. computeMorphNormals: function () {
  7095. var i, il, f, fl, face;
  7096. // save original normals
  7097. // - create temp variables on first access
  7098. // otherwise just copy (for faster repeated calls)
  7099. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7100. face = this.faces[ f ];
  7101. if ( ! face.__originalFaceNormal ) {
  7102. face.__originalFaceNormal = face.normal.clone();
  7103. } else {
  7104. face.__originalFaceNormal.copy( face.normal );
  7105. }
  7106. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7107. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7108. if ( ! face.__originalVertexNormals[ i ] ) {
  7109. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7110. } else {
  7111. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7112. }
  7113. }
  7114. }
  7115. // use temp geometry to compute face and vertex normals for each morph
  7116. var tmpGeo = new Geometry();
  7117. tmpGeo.faces = this.faces;
  7118. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7119. // create on first access
  7120. if ( ! this.morphNormals[ i ] ) {
  7121. this.morphNormals[ i ] = {};
  7122. this.morphNormals[ i ].faceNormals = [];
  7123. this.morphNormals[ i ].vertexNormals = [];
  7124. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7125. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7126. var faceNormal, vertexNormals;
  7127. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7128. faceNormal = new Vector3();
  7129. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7130. dstNormalsFace.push( faceNormal );
  7131. dstNormalsVertex.push( vertexNormals );
  7132. }
  7133. }
  7134. var morphNormals = this.morphNormals[ i ];
  7135. // set vertices to morph target
  7136. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7137. // compute morph normals
  7138. tmpGeo.computeFaceNormals();
  7139. tmpGeo.computeVertexNormals();
  7140. // store morph normals
  7141. var faceNormal, vertexNormals;
  7142. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7143. face = this.faces[ f ];
  7144. faceNormal = morphNormals.faceNormals[ f ];
  7145. vertexNormals = morphNormals.vertexNormals[ f ];
  7146. faceNormal.copy( face.normal );
  7147. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7148. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7149. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7150. }
  7151. }
  7152. // restore original normals
  7153. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7154. face = this.faces[ f ];
  7155. face.normal = face.__originalFaceNormal;
  7156. face.vertexNormals = face.__originalVertexNormals;
  7157. }
  7158. },
  7159. computeBoundingBox: function () {
  7160. if ( this.boundingBox === null ) {
  7161. this.boundingBox = new Box3();
  7162. }
  7163. this.boundingBox.setFromPoints( this.vertices );
  7164. },
  7165. computeBoundingSphere: function () {
  7166. if ( this.boundingSphere === null ) {
  7167. this.boundingSphere = new Sphere();
  7168. }
  7169. this.boundingSphere.setFromPoints( this.vertices );
  7170. },
  7171. merge: function ( geometry, matrix, materialIndexOffset ) {
  7172. if ( ! ( geometry && geometry.isGeometry ) ) {
  7173. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7174. return;
  7175. }
  7176. var normalMatrix,
  7177. vertexOffset = this.vertices.length,
  7178. vertices1 = this.vertices,
  7179. vertices2 = geometry.vertices,
  7180. faces1 = this.faces,
  7181. faces2 = geometry.faces,
  7182. colors1 = this.colors,
  7183. colors2 = geometry.colors;
  7184. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7185. if ( matrix !== undefined ) {
  7186. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7187. }
  7188. // vertices
  7189. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7190. var vertex = vertices2[ i ];
  7191. var vertexCopy = vertex.clone();
  7192. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7193. vertices1.push( vertexCopy );
  7194. }
  7195. // colors
  7196. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7197. colors1.push( colors2[ i ].clone() );
  7198. }
  7199. // faces
  7200. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7201. var face = faces2[ i ], faceCopy, normal, color,
  7202. faceVertexNormals = face.vertexNormals,
  7203. faceVertexColors = face.vertexColors;
  7204. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7205. faceCopy.normal.copy( face.normal );
  7206. if ( normalMatrix !== undefined ) {
  7207. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7208. }
  7209. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7210. normal = faceVertexNormals[ j ].clone();
  7211. if ( normalMatrix !== undefined ) {
  7212. normal.applyMatrix3( normalMatrix ).normalize();
  7213. }
  7214. faceCopy.vertexNormals.push( normal );
  7215. }
  7216. faceCopy.color.copy( face.color );
  7217. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7218. color = faceVertexColors[ j ];
  7219. faceCopy.vertexColors.push( color.clone() );
  7220. }
  7221. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7222. faces1.push( faceCopy );
  7223. }
  7224. // uvs
  7225. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7226. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7227. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7228. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7229. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7230. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7231. uvsCopy.push( uvs2[ k ].clone() );
  7232. }
  7233. this.faceVertexUvs[ i ].push( uvsCopy );
  7234. }
  7235. }
  7236. },
  7237. mergeMesh: function ( mesh ) {
  7238. if ( ! ( mesh && mesh.isMesh ) ) {
  7239. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7240. return;
  7241. }
  7242. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7243. this.merge( mesh.geometry, mesh.matrix );
  7244. },
  7245. /*
  7246. * Checks for duplicate vertices with hashmap.
  7247. * Duplicated vertices are removed
  7248. * and faces' vertices are updated.
  7249. */
  7250. mergeVertices: function () {
  7251. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7252. var unique = [], changes = [];
  7253. var v, key;
  7254. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7255. var precision = Math.pow( 10, precisionPoints );
  7256. var i, il, face;
  7257. var indices, j, jl;
  7258. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7259. v = this.vertices[ i ];
  7260. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7261. if ( verticesMap[ key ] === undefined ) {
  7262. verticesMap[ key ] = i;
  7263. unique.push( this.vertices[ i ] );
  7264. changes[ i ] = unique.length - 1;
  7265. } else {
  7266. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7267. changes[ i ] = changes[ verticesMap[ key ] ];
  7268. }
  7269. }
  7270. // if faces are completely degenerate after merging vertices, we
  7271. // have to remove them from the geometry.
  7272. var faceIndicesToRemove = [];
  7273. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7274. face = this.faces[ i ];
  7275. face.a = changes[ face.a ];
  7276. face.b = changes[ face.b ];
  7277. face.c = changes[ face.c ];
  7278. indices = [ face.a, face.b, face.c ];
  7279. // if any duplicate vertices are found in a Face3
  7280. // we have to remove the face as nothing can be saved
  7281. for ( var n = 0; n < 3; n ++ ) {
  7282. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7283. faceIndicesToRemove.push( i );
  7284. break;
  7285. }
  7286. }
  7287. }
  7288. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7289. var idx = faceIndicesToRemove[ i ];
  7290. this.faces.splice( idx, 1 );
  7291. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7292. this.faceVertexUvs[ j ].splice( idx, 1 );
  7293. }
  7294. }
  7295. // Use unique set of vertices
  7296. var diff = this.vertices.length - unique.length;
  7297. this.vertices = unique;
  7298. return diff;
  7299. },
  7300. setFromPoints: function ( points ) {
  7301. this.vertices = [];
  7302. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7303. var point = points[ i ];
  7304. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7305. }
  7306. return this;
  7307. },
  7308. sortFacesByMaterialIndex: function () {
  7309. var faces = this.faces;
  7310. var length = faces.length;
  7311. // tag faces
  7312. for ( var i = 0; i < length; i ++ ) {
  7313. faces[ i ]._id = i;
  7314. }
  7315. // sort faces
  7316. function materialIndexSort( a, b ) {
  7317. return a.materialIndex - b.materialIndex;
  7318. }
  7319. faces.sort( materialIndexSort );
  7320. // sort uvs
  7321. var uvs1 = this.faceVertexUvs[ 0 ];
  7322. var uvs2 = this.faceVertexUvs[ 1 ];
  7323. var newUvs1, newUvs2;
  7324. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7325. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7326. for ( var i = 0; i < length; i ++ ) {
  7327. var id = faces[ i ]._id;
  7328. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7329. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7330. }
  7331. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7332. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7333. },
  7334. toJSON: function () {
  7335. var data = {
  7336. metadata: {
  7337. version: 4.5,
  7338. type: 'Geometry',
  7339. generator: 'Geometry.toJSON'
  7340. }
  7341. };
  7342. // standard Geometry serialization
  7343. data.uuid = this.uuid;
  7344. data.type = this.type;
  7345. if ( this.name !== '' ) { data.name = this.name; }
  7346. if ( this.parameters !== undefined ) {
  7347. var parameters = this.parameters;
  7348. for ( var key in parameters ) {
  7349. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7350. }
  7351. return data;
  7352. }
  7353. var vertices = [];
  7354. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7355. var vertex = this.vertices[ i ];
  7356. vertices.push( vertex.x, vertex.y, vertex.z );
  7357. }
  7358. var faces = [];
  7359. var normals = [];
  7360. var normalsHash = {};
  7361. var colors = [];
  7362. var colorsHash = {};
  7363. var uvs = [];
  7364. var uvsHash = {};
  7365. for ( var i = 0; i < this.faces.length; i ++ ) {
  7366. var face = this.faces[ i ];
  7367. var hasMaterial = true;
  7368. var hasFaceUv = false; // deprecated
  7369. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7370. var hasFaceNormal = face.normal.length() > 0;
  7371. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7372. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7373. var hasFaceVertexColor = face.vertexColors.length > 0;
  7374. var faceType = 0;
  7375. faceType = setBit( faceType, 0, 0 ); // isQuad
  7376. faceType = setBit( faceType, 1, hasMaterial );
  7377. faceType = setBit( faceType, 2, hasFaceUv );
  7378. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7379. faceType = setBit( faceType, 4, hasFaceNormal );
  7380. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7381. faceType = setBit( faceType, 6, hasFaceColor );
  7382. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7383. faces.push( faceType );
  7384. faces.push( face.a, face.b, face.c );
  7385. faces.push( face.materialIndex );
  7386. if ( hasFaceVertexUv ) {
  7387. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7388. faces.push(
  7389. getUvIndex( faceVertexUvs[ 0 ] ),
  7390. getUvIndex( faceVertexUvs[ 1 ] ),
  7391. getUvIndex( faceVertexUvs[ 2 ] )
  7392. );
  7393. }
  7394. if ( hasFaceNormal ) {
  7395. faces.push( getNormalIndex( face.normal ) );
  7396. }
  7397. if ( hasFaceVertexNormal ) {
  7398. var vertexNormals = face.vertexNormals;
  7399. faces.push(
  7400. getNormalIndex( vertexNormals[ 0 ] ),
  7401. getNormalIndex( vertexNormals[ 1 ] ),
  7402. getNormalIndex( vertexNormals[ 2 ] )
  7403. );
  7404. }
  7405. if ( hasFaceColor ) {
  7406. faces.push( getColorIndex( face.color ) );
  7407. }
  7408. if ( hasFaceVertexColor ) {
  7409. var vertexColors = face.vertexColors;
  7410. faces.push(
  7411. getColorIndex( vertexColors[ 0 ] ),
  7412. getColorIndex( vertexColors[ 1 ] ),
  7413. getColorIndex( vertexColors[ 2 ] )
  7414. );
  7415. }
  7416. }
  7417. function setBit( value, position, enabled ) {
  7418. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7419. }
  7420. function getNormalIndex( normal ) {
  7421. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7422. if ( normalsHash[ hash ] !== undefined ) {
  7423. return normalsHash[ hash ];
  7424. }
  7425. normalsHash[ hash ] = normals.length / 3;
  7426. normals.push( normal.x, normal.y, normal.z );
  7427. return normalsHash[ hash ];
  7428. }
  7429. function getColorIndex( color ) {
  7430. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7431. if ( colorsHash[ hash ] !== undefined ) {
  7432. return colorsHash[ hash ];
  7433. }
  7434. colorsHash[ hash ] = colors.length;
  7435. colors.push( color.getHex() );
  7436. return colorsHash[ hash ];
  7437. }
  7438. function getUvIndex( uv ) {
  7439. var hash = uv.x.toString() + uv.y.toString();
  7440. if ( uvsHash[ hash ] !== undefined ) {
  7441. return uvsHash[ hash ];
  7442. }
  7443. uvsHash[ hash ] = uvs.length / 2;
  7444. uvs.push( uv.x, uv.y );
  7445. return uvsHash[ hash ];
  7446. }
  7447. data.data = {};
  7448. data.data.vertices = vertices;
  7449. data.data.normals = normals;
  7450. if ( colors.length > 0 ) { data.data.colors = colors; }
  7451. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7452. data.data.faces = faces;
  7453. return data;
  7454. },
  7455. clone: function () {
  7456. /*
  7457. // Handle primitives
  7458. var parameters = this.parameters;
  7459. if ( parameters !== undefined ) {
  7460. var values = [];
  7461. for ( var key in parameters ) {
  7462. values.push( parameters[ key ] );
  7463. }
  7464. var geometry = Object.create( this.constructor.prototype );
  7465. this.constructor.apply( geometry, values );
  7466. return geometry;
  7467. }
  7468. return new this.constructor().copy( this );
  7469. */
  7470. return new Geometry().copy( this );
  7471. },
  7472. copy: function ( source ) {
  7473. var i, il, j, jl, k, kl;
  7474. // reset
  7475. this.vertices = [];
  7476. this.colors = [];
  7477. this.faces = [];
  7478. this.faceVertexUvs = [[]];
  7479. this.morphTargets = [];
  7480. this.morphNormals = [];
  7481. this.skinWeights = [];
  7482. this.skinIndices = [];
  7483. this.lineDistances = [];
  7484. this.boundingBox = null;
  7485. this.boundingSphere = null;
  7486. // name
  7487. this.name = source.name;
  7488. // vertices
  7489. var vertices = source.vertices;
  7490. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7491. this.vertices.push( vertices[ i ].clone() );
  7492. }
  7493. // colors
  7494. var colors = source.colors;
  7495. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7496. this.colors.push( colors[ i ].clone() );
  7497. }
  7498. // faces
  7499. var faces = source.faces;
  7500. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7501. this.faces.push( faces[ i ].clone() );
  7502. }
  7503. // face vertex uvs
  7504. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7505. var faceVertexUvs = source.faceVertexUvs[ i ];
  7506. if ( this.faceVertexUvs[ i ] === undefined ) {
  7507. this.faceVertexUvs[ i ] = [];
  7508. }
  7509. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7510. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7511. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7512. var uv = uvs[ k ];
  7513. uvsCopy.push( uv.clone() );
  7514. }
  7515. this.faceVertexUvs[ i ].push( uvsCopy );
  7516. }
  7517. }
  7518. // morph targets
  7519. var morphTargets = source.morphTargets;
  7520. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7521. var morphTarget = {};
  7522. morphTarget.name = morphTargets[ i ].name;
  7523. // vertices
  7524. if ( morphTargets[ i ].vertices !== undefined ) {
  7525. morphTarget.vertices = [];
  7526. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7527. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7528. }
  7529. }
  7530. // normals
  7531. if ( morphTargets[ i ].normals !== undefined ) {
  7532. morphTarget.normals = [];
  7533. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7534. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7535. }
  7536. }
  7537. this.morphTargets.push( morphTarget );
  7538. }
  7539. // morph normals
  7540. var morphNormals = source.morphNormals;
  7541. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7542. var morphNormal = {};
  7543. // vertex normals
  7544. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7545. morphNormal.vertexNormals = [];
  7546. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7547. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7548. var destVertexNormal = {};
  7549. destVertexNormal.a = srcVertexNormal.a.clone();
  7550. destVertexNormal.b = srcVertexNormal.b.clone();
  7551. destVertexNormal.c = srcVertexNormal.c.clone();
  7552. morphNormal.vertexNormals.push( destVertexNormal );
  7553. }
  7554. }
  7555. // face normals
  7556. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7557. morphNormal.faceNormals = [];
  7558. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7559. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7560. }
  7561. }
  7562. this.morphNormals.push( morphNormal );
  7563. }
  7564. // skin weights
  7565. var skinWeights = source.skinWeights;
  7566. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7567. this.skinWeights.push( skinWeights[ i ].clone() );
  7568. }
  7569. // skin indices
  7570. var skinIndices = source.skinIndices;
  7571. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7572. this.skinIndices.push( skinIndices[ i ].clone() );
  7573. }
  7574. // line distances
  7575. var lineDistances = source.lineDistances;
  7576. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7577. this.lineDistances.push( lineDistances[ i ] );
  7578. }
  7579. // bounding box
  7580. var boundingBox = source.boundingBox;
  7581. if ( boundingBox !== null ) {
  7582. this.boundingBox = boundingBox.clone();
  7583. }
  7584. // bounding sphere
  7585. var boundingSphere = source.boundingSphere;
  7586. if ( boundingSphere !== null ) {
  7587. this.boundingSphere = boundingSphere.clone();
  7588. }
  7589. // update flags
  7590. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7591. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7592. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7593. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7594. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7595. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7596. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7597. return this;
  7598. },
  7599. dispose: function () {
  7600. this.dispatchEvent( { type: 'dispose' } );
  7601. }
  7602. } );
  7603. /**
  7604. * @author mrdoob / http://mrdoob.com/
  7605. * @author Mugen87 / https://github.com/Mugen87
  7606. */
  7607. // BoxGeometry
  7608. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7609. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7610. Geometry.call(this);
  7611. this.type = 'BoxGeometry';
  7612. this.parameters = {
  7613. width: width,
  7614. height: height,
  7615. depth: depth,
  7616. widthSegments: widthSegments,
  7617. heightSegments: heightSegments,
  7618. depthSegments: depthSegments
  7619. };
  7620. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7621. this.mergeVertices();
  7622. }
  7623. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7624. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7625. BoxGeometry.prototype.constructor = BoxGeometry;
  7626. return BoxGeometry;
  7627. }(Geometry));
  7628. // BoxBufferGeometry
  7629. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7630. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7631. BufferGeometry.call(this);
  7632. this.type = 'BoxBufferGeometry';
  7633. this.parameters = {
  7634. width: width,
  7635. height: height,
  7636. depth: depth,
  7637. widthSegments: widthSegments,
  7638. heightSegments: heightSegments,
  7639. depthSegments: depthSegments
  7640. };
  7641. var scope = this;
  7642. width = width || 1;
  7643. height = height || 1;
  7644. depth = depth || 1;
  7645. // segments
  7646. widthSegments = Math.floor( widthSegments ) || 1;
  7647. heightSegments = Math.floor( heightSegments ) || 1;
  7648. depthSegments = Math.floor( depthSegments ) || 1;
  7649. // buffers
  7650. var indices = [];
  7651. var vertices = [];
  7652. var normals = [];
  7653. var uvs = [];
  7654. // helper variables
  7655. var numberOfVertices = 0;
  7656. var groupStart = 0;
  7657. // build each side of the box geometry
  7658. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7659. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7660. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7661. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7662. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7663. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7664. // build geometry
  7665. this.setIndex( indices );
  7666. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7667. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7668. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7669. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7670. var segmentWidth = width / gridX;
  7671. var segmentHeight = height / gridY;
  7672. var widthHalf = width / 2;
  7673. var heightHalf = height / 2;
  7674. var depthHalf = depth / 2;
  7675. var gridX1 = gridX + 1;
  7676. var gridY1 = gridY + 1;
  7677. var vertexCounter = 0;
  7678. var groupCount = 0;
  7679. var ix, iy;
  7680. var vector = new Vector3();
  7681. // generate vertices, normals and uvs
  7682. for ( iy = 0; iy < gridY1; iy ++ ) {
  7683. var y = iy * segmentHeight - heightHalf;
  7684. for ( ix = 0; ix < gridX1; ix ++ ) {
  7685. var x = ix * segmentWidth - widthHalf;
  7686. // set values to correct vector component
  7687. vector[ u ] = x * udir;
  7688. vector[ v ] = y * vdir;
  7689. vector[ w ] = depthHalf;
  7690. // now apply vector to vertex buffer
  7691. vertices.push( vector.x, vector.y, vector.z );
  7692. // set values to correct vector component
  7693. vector[ u ] = 0;
  7694. vector[ v ] = 0;
  7695. vector[ w ] = depth > 0 ? 1 : - 1;
  7696. // now apply vector to normal buffer
  7697. normals.push( vector.x, vector.y, vector.z );
  7698. // uvs
  7699. uvs.push( ix / gridX );
  7700. uvs.push( 1 - ( iy / gridY ) );
  7701. // counters
  7702. vertexCounter += 1;
  7703. }
  7704. }
  7705. // indices
  7706. // 1. you need three indices to draw a single face
  7707. // 2. a single segment consists of two faces
  7708. // 3. so we need to generate six (2*3) indices per segment
  7709. for ( iy = 0; iy < gridY; iy ++ ) {
  7710. for ( ix = 0; ix < gridX; ix ++ ) {
  7711. var a = numberOfVertices + ix + gridX1 * iy;
  7712. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7713. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7714. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7715. // faces
  7716. indices.push( a, b, d );
  7717. indices.push( b, c, d );
  7718. // increase counter
  7719. groupCount += 6;
  7720. }
  7721. }
  7722. // add a group to the geometry. this will ensure multi material support
  7723. scope.addGroup( groupStart, groupCount, materialIndex );
  7724. // calculate new start value for groups
  7725. groupStart += groupCount;
  7726. // update total number of vertices
  7727. numberOfVertices += vertexCounter;
  7728. }
  7729. }
  7730. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7731. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7732. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7733. return BoxBufferGeometry;
  7734. }(BufferGeometry));
  7735. /**
  7736. * Uniform Utilities
  7737. */
  7738. function cloneUniforms( src ) {
  7739. var dst = {};
  7740. for ( var u in src ) {
  7741. dst[ u ] = {};
  7742. for ( var p in src[ u ] ) {
  7743. var property = src[ u ][ p ];
  7744. if ( property && ( property.isColor ||
  7745. property.isMatrix3 || property.isMatrix4 ||
  7746. property.isVector2 || property.isVector3 || property.isVector4 ||
  7747. property.isTexture ) ) {
  7748. dst[ u ][ p ] = property.clone();
  7749. } else if ( Array.isArray( property ) ) {
  7750. dst[ u ][ p ] = property.slice();
  7751. } else {
  7752. dst[ u ][ p ] = property;
  7753. }
  7754. }
  7755. }
  7756. return dst;
  7757. }
  7758. function mergeUniforms( uniforms ) {
  7759. var merged = {};
  7760. for ( var u = 0; u < uniforms.length; u ++ ) {
  7761. var tmp = cloneUniforms( uniforms[ u ] );
  7762. for ( var p in tmp ) {
  7763. merged[ p ] = tmp[ p ];
  7764. }
  7765. }
  7766. return merged;
  7767. }
  7768. // Legacy
  7769. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7770. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7771. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7772. /**
  7773. * @author alteredq / http://alteredqualia.com/
  7774. *
  7775. * parameters = {
  7776. * defines: { "label" : "value" },
  7777. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7778. *
  7779. * fragmentShader: <string>,
  7780. * vertexShader: <string>,
  7781. *
  7782. * wireframe: <boolean>,
  7783. * wireframeLinewidth: <float>,
  7784. *
  7785. * lights: <bool>,
  7786. *
  7787. * skinning: <bool>,
  7788. * morphTargets: <bool>,
  7789. * morphNormals: <bool>
  7790. * }
  7791. */
  7792. function ShaderMaterial( parameters ) {
  7793. Material.call( this );
  7794. this.type = 'ShaderMaterial';
  7795. this.defines = {};
  7796. this.uniforms = {};
  7797. this.vertexShader = default_vertex;
  7798. this.fragmentShader = default_fragment;
  7799. this.linewidth = 1;
  7800. this.wireframe = false;
  7801. this.wireframeLinewidth = 1;
  7802. this.fog = false; // set to use scene fog
  7803. this.lights = false; // set to use scene lights
  7804. this.clipping = false; // set to use user-defined clipping planes
  7805. this.skinning = false; // set to use skinning attribute streams
  7806. this.morphTargets = false; // set to use morph targets
  7807. this.morphNormals = false; // set to use morph normals
  7808. this.extensions = {
  7809. derivatives: false, // set to use derivatives
  7810. fragDepth: false, // set to use fragment depth values
  7811. drawBuffers: false, // set to use draw buffers
  7812. shaderTextureLOD: false // set to use shader texture LOD
  7813. };
  7814. // When rendered geometry doesn't include these attributes but the material does,
  7815. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7816. this.defaultAttributeValues = {
  7817. 'color': [ 1, 1, 1 ],
  7818. 'uv': [ 0, 0 ],
  7819. 'uv2': [ 0, 0 ]
  7820. };
  7821. this.index0AttributeName = undefined;
  7822. this.uniformsNeedUpdate = false;
  7823. if ( parameters !== undefined ) {
  7824. if ( parameters.attributes !== undefined ) {
  7825. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7826. }
  7827. this.setValues( parameters );
  7828. }
  7829. }
  7830. ShaderMaterial.prototype = Object.create( Material.prototype );
  7831. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7832. ShaderMaterial.prototype.isShaderMaterial = true;
  7833. ShaderMaterial.prototype.copy = function ( source ) {
  7834. Material.prototype.copy.call( this, source );
  7835. this.fragmentShader = source.fragmentShader;
  7836. this.vertexShader = source.vertexShader;
  7837. this.uniforms = cloneUniforms( source.uniforms );
  7838. this.defines = Object.assign( {}, source.defines );
  7839. this.wireframe = source.wireframe;
  7840. this.wireframeLinewidth = source.wireframeLinewidth;
  7841. this.lights = source.lights;
  7842. this.clipping = source.clipping;
  7843. this.skinning = source.skinning;
  7844. this.morphTargets = source.morphTargets;
  7845. this.morphNormals = source.morphNormals;
  7846. this.extensions = source.extensions;
  7847. return this;
  7848. };
  7849. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7850. var data = Material.prototype.toJSON.call( this, meta );
  7851. data.uniforms = {};
  7852. for ( var name in this.uniforms ) {
  7853. var uniform = this.uniforms[ name ];
  7854. var value = uniform.value;
  7855. if ( value && value.isTexture ) {
  7856. data.uniforms[ name ] = {
  7857. type: 't',
  7858. value: value.toJSON( meta ).uuid
  7859. };
  7860. } else if ( value && value.isColor ) {
  7861. data.uniforms[ name ] = {
  7862. type: 'c',
  7863. value: value.getHex()
  7864. };
  7865. } else if ( value && value.isVector2 ) {
  7866. data.uniforms[ name ] = {
  7867. type: 'v2',
  7868. value: value.toArray()
  7869. };
  7870. } else if ( value && value.isVector3 ) {
  7871. data.uniforms[ name ] = {
  7872. type: 'v3',
  7873. value: value.toArray()
  7874. };
  7875. } else if ( value && value.isVector4 ) {
  7876. data.uniforms[ name ] = {
  7877. type: 'v4',
  7878. value: value.toArray()
  7879. };
  7880. } else if ( value && value.isMatrix3 ) {
  7881. data.uniforms[ name ] = {
  7882. type: 'm3',
  7883. value: value.toArray()
  7884. };
  7885. } else if ( value && value.isMatrix4 ) {
  7886. data.uniforms[ name ] = {
  7887. type: 'm4',
  7888. value: value.toArray()
  7889. };
  7890. } else {
  7891. data.uniforms[ name ] = {
  7892. value: value
  7893. };
  7894. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7895. }
  7896. }
  7897. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7898. data.vertexShader = this.vertexShader;
  7899. data.fragmentShader = this.fragmentShader;
  7900. var extensions = {};
  7901. for ( var key in this.extensions ) {
  7902. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7903. }
  7904. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7905. return data;
  7906. };
  7907. /**
  7908. * @author mrdoob / http://mrdoob.com/
  7909. * @author mikael emtinger / http://gomo.se/
  7910. * @author WestLangley / http://github.com/WestLangley
  7911. */
  7912. function Camera() {
  7913. Object3D.call( this );
  7914. this.type = 'Camera';
  7915. this.matrixWorldInverse = new Matrix4();
  7916. this.projectionMatrix = new Matrix4();
  7917. this.projectionMatrixInverse = new Matrix4();
  7918. }
  7919. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7920. constructor: Camera,
  7921. isCamera: true,
  7922. copy: function ( source, recursive ) {
  7923. Object3D.prototype.copy.call( this, source, recursive );
  7924. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7925. this.projectionMatrix.copy( source.projectionMatrix );
  7926. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7927. return this;
  7928. },
  7929. getWorldDirection: function ( target ) {
  7930. if ( target === undefined ) {
  7931. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7932. target = new Vector3();
  7933. }
  7934. this.updateMatrixWorld( true );
  7935. var e = this.matrixWorld.elements;
  7936. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7937. },
  7938. updateMatrixWorld: function ( force ) {
  7939. Object3D.prototype.updateMatrixWorld.call( this, force );
  7940. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7941. },
  7942. clone: function () {
  7943. return new this.constructor().copy( this );
  7944. }
  7945. } );
  7946. /**
  7947. * @author mrdoob / http://mrdoob.com/
  7948. * @author greggman / http://games.greggman.com/
  7949. * @author zz85 / http://www.lab4games.net/zz85/blog
  7950. * @author tschw
  7951. */
  7952. function PerspectiveCamera( fov, aspect, near, far ) {
  7953. Camera.call( this );
  7954. this.type = 'PerspectiveCamera';
  7955. this.fov = fov !== undefined ? fov : 50;
  7956. this.zoom = 1;
  7957. this.near = near !== undefined ? near : 0.1;
  7958. this.far = far !== undefined ? far : 2000;
  7959. this.focus = 10;
  7960. this.aspect = aspect !== undefined ? aspect : 1;
  7961. this.view = null;
  7962. this.filmGauge = 35; // width of the film (default in millimeters)
  7963. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7964. this.updateProjectionMatrix();
  7965. }
  7966. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7967. constructor: PerspectiveCamera,
  7968. isPerspectiveCamera: true,
  7969. copy: function ( source, recursive ) {
  7970. Camera.prototype.copy.call( this, source, recursive );
  7971. this.fov = source.fov;
  7972. this.zoom = source.zoom;
  7973. this.near = source.near;
  7974. this.far = source.far;
  7975. this.focus = source.focus;
  7976. this.aspect = source.aspect;
  7977. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7978. this.filmGauge = source.filmGauge;
  7979. this.filmOffset = source.filmOffset;
  7980. return this;
  7981. },
  7982. /**
  7983. * Sets the FOV by focal length in respect to the current .filmGauge.
  7984. *
  7985. * The default film gauge is 35, so that the focal length can be specified for
  7986. * a 35mm (full frame) camera.
  7987. *
  7988. * Values for focal length and film gauge must have the same unit.
  7989. */
  7990. setFocalLength: function ( focalLength ) {
  7991. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7992. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7993. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7994. this.updateProjectionMatrix();
  7995. },
  7996. /**
  7997. * Calculates the focal length from the current .fov and .filmGauge.
  7998. */
  7999. getFocalLength: function () {
  8000. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  8001. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8002. },
  8003. getEffectiveFOV: function () {
  8004. return _Math.RAD2DEG * 2 * Math.atan(
  8005. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8006. },
  8007. getFilmWidth: function () {
  8008. // film not completely covered in portrait format (aspect < 1)
  8009. return this.filmGauge * Math.min( this.aspect, 1 );
  8010. },
  8011. getFilmHeight: function () {
  8012. // film not completely covered in landscape format (aspect > 1)
  8013. return this.filmGauge / Math.max( this.aspect, 1 );
  8014. },
  8015. /**
  8016. * Sets an offset in a larger frustum. This is useful for multi-window or
  8017. * multi-monitor/multi-machine setups.
  8018. *
  8019. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8020. * the monitors are in grid like this
  8021. *
  8022. * +---+---+---+
  8023. * | A | B | C |
  8024. * +---+---+---+
  8025. * | D | E | F |
  8026. * +---+---+---+
  8027. *
  8028. * then for each monitor you would call it like this
  8029. *
  8030. * var w = 1920;
  8031. * var h = 1080;
  8032. * var fullWidth = w * 3;
  8033. * var fullHeight = h * 2;
  8034. *
  8035. * --A--
  8036. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8037. * --B--
  8038. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8039. * --C--
  8040. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8041. * --D--
  8042. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8043. * --E--
  8044. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8045. * --F--
  8046. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8047. *
  8048. * Note there is no reason monitors have to be the same size or in a grid.
  8049. */
  8050. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8051. this.aspect = fullWidth / fullHeight;
  8052. if ( this.view === null ) {
  8053. this.view = {
  8054. enabled: true,
  8055. fullWidth: 1,
  8056. fullHeight: 1,
  8057. offsetX: 0,
  8058. offsetY: 0,
  8059. width: 1,
  8060. height: 1
  8061. };
  8062. }
  8063. this.view.enabled = true;
  8064. this.view.fullWidth = fullWidth;
  8065. this.view.fullHeight = fullHeight;
  8066. this.view.offsetX = x;
  8067. this.view.offsetY = y;
  8068. this.view.width = width;
  8069. this.view.height = height;
  8070. this.updateProjectionMatrix();
  8071. },
  8072. clearViewOffset: function () {
  8073. if ( this.view !== null ) {
  8074. this.view.enabled = false;
  8075. }
  8076. this.updateProjectionMatrix();
  8077. },
  8078. updateProjectionMatrix: function () {
  8079. var near = this.near,
  8080. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8081. height = 2 * top,
  8082. width = this.aspect * height,
  8083. left = - 0.5 * width,
  8084. view = this.view;
  8085. if ( this.view !== null && this.view.enabled ) {
  8086. var fullWidth = view.fullWidth,
  8087. fullHeight = view.fullHeight;
  8088. left += view.offsetX * width / fullWidth;
  8089. top -= view.offsetY * height / fullHeight;
  8090. width *= view.width / fullWidth;
  8091. height *= view.height / fullHeight;
  8092. }
  8093. var skew = this.filmOffset;
  8094. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8095. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8096. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8097. },
  8098. toJSON: function ( meta ) {
  8099. var data = Object3D.prototype.toJSON.call( this, meta );
  8100. data.object.fov = this.fov;
  8101. data.object.zoom = this.zoom;
  8102. data.object.near = this.near;
  8103. data.object.far = this.far;
  8104. data.object.focus = this.focus;
  8105. data.object.aspect = this.aspect;
  8106. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8107. data.object.filmGauge = this.filmGauge;
  8108. data.object.filmOffset = this.filmOffset;
  8109. return data;
  8110. }
  8111. } );
  8112. /**
  8113. * Camera for rendering cube maps
  8114. * - renders scene into axis-aligned cube
  8115. *
  8116. * @author alteredq / http://alteredqualia.com/
  8117. */
  8118. var fov = 90, aspect = 1;
  8119. function CubeCamera( near, far, cubeResolution, options ) {
  8120. Object3D.call( this );
  8121. this.type = 'CubeCamera';
  8122. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8123. cameraPX.up.set( 0, - 1, 0 );
  8124. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8125. this.add( cameraPX );
  8126. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8127. cameraNX.up.set( 0, - 1, 0 );
  8128. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8129. this.add( cameraNX );
  8130. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8131. cameraPY.up.set( 0, 0, 1 );
  8132. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8133. this.add( cameraPY );
  8134. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8135. cameraNY.up.set( 0, 0, - 1 );
  8136. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8137. this.add( cameraNY );
  8138. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8139. cameraPZ.up.set( 0, - 1, 0 );
  8140. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8141. this.add( cameraPZ );
  8142. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8143. cameraNZ.up.set( 0, - 1, 0 );
  8144. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8145. this.add( cameraNZ );
  8146. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8147. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8148. this.renderTarget.texture.name = "CubeCamera";
  8149. this.update = function ( renderer, scene ) {
  8150. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8151. var currentRenderTarget = renderer.getRenderTarget();
  8152. var renderTarget = this.renderTarget;
  8153. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8154. renderTarget.texture.generateMipmaps = false;
  8155. renderer.setRenderTarget( renderTarget, 0 );
  8156. renderer.render( scene, cameraPX );
  8157. renderer.setRenderTarget( renderTarget, 1 );
  8158. renderer.render( scene, cameraNX );
  8159. renderer.setRenderTarget( renderTarget, 2 );
  8160. renderer.render( scene, cameraPY );
  8161. renderer.setRenderTarget( renderTarget, 3 );
  8162. renderer.render( scene, cameraNY );
  8163. renderer.setRenderTarget( renderTarget, 4 );
  8164. renderer.render( scene, cameraPZ );
  8165. renderTarget.texture.generateMipmaps = generateMipmaps;
  8166. renderer.setRenderTarget( renderTarget, 5 );
  8167. renderer.render( scene, cameraNZ );
  8168. renderer.setRenderTarget( currentRenderTarget );
  8169. };
  8170. this.clear = function ( renderer, color, depth, stencil ) {
  8171. var currentRenderTarget = renderer.getRenderTarget();
  8172. var renderTarget = this.renderTarget;
  8173. for ( var i = 0; i < 6; i ++ ) {
  8174. renderer.setRenderTarget( renderTarget, i );
  8175. renderer.clear( color, depth, stencil );
  8176. }
  8177. renderer.setRenderTarget( currentRenderTarget );
  8178. };
  8179. }
  8180. CubeCamera.prototype = Object.create( Object3D.prototype );
  8181. CubeCamera.prototype.constructor = CubeCamera;
  8182. /**
  8183. * @author alteredq / http://alteredqualia.com
  8184. * @author WestLangley / http://github.com/WestLangley
  8185. */
  8186. function WebGLRenderTargetCube( width, height, options ) {
  8187. WebGLRenderTarget.call( this, width, height, options );
  8188. }
  8189. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8190. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8191. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8192. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8193. this.texture.type = texture.type;
  8194. this.texture.format = texture.format;
  8195. this.texture.encoding = texture.encoding;
  8196. var scene = new Scene();
  8197. var shader = {
  8198. uniforms: {
  8199. tEquirect: { value: null },
  8200. },
  8201. vertexShader: [
  8202. "varying vec3 vWorldDirection;",
  8203. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8204. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8205. "}",
  8206. "void main() {",
  8207. " vWorldDirection = transformDirection( position, modelMatrix );",
  8208. " #include <begin_vertex>",
  8209. " #include <project_vertex>",
  8210. "}"
  8211. ].join( '\n' ),
  8212. fragmentShader: [
  8213. "uniform sampler2D tEquirect;",
  8214. "varying vec3 vWorldDirection;",
  8215. "#define RECIPROCAL_PI 0.31830988618",
  8216. "#define RECIPROCAL_PI2 0.15915494",
  8217. "void main() {",
  8218. " vec3 direction = normalize( vWorldDirection );",
  8219. " vec2 sampleUV;",
  8220. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8221. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8222. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8223. "}"
  8224. ].join( '\n' ),
  8225. };
  8226. var material = new ShaderMaterial( {
  8227. type: 'CubemapFromEquirect',
  8228. uniforms: cloneUniforms( shader.uniforms ),
  8229. vertexShader: shader.vertexShader,
  8230. fragmentShader: shader.fragmentShader,
  8231. side: BackSide,
  8232. blending: NoBlending
  8233. } );
  8234. material.uniforms.tEquirect.value = texture;
  8235. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8236. scene.add( mesh );
  8237. var camera = new CubeCamera( 1, 10, 1 );
  8238. camera.renderTarget = this;
  8239. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8240. camera.update( renderer, scene );
  8241. mesh.geometry.dispose();
  8242. mesh.material.dispose();
  8243. return this;
  8244. };
  8245. /**
  8246. * @author alteredq / http://alteredqualia.com/
  8247. */
  8248. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8249. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8250. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8251. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8252. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8253. this.generateMipmaps = false;
  8254. this.flipY = false;
  8255. this.unpackAlignment = 1;
  8256. this.needsUpdate = true;
  8257. }
  8258. DataTexture.prototype = Object.create( Texture.prototype );
  8259. DataTexture.prototype.constructor = DataTexture;
  8260. DataTexture.prototype.isDataTexture = true;
  8261. /**
  8262. * @author mrdoob / http://mrdoob.com/
  8263. * @author alteredq / http://alteredqualia.com/
  8264. * @author bhouston / http://clara.io
  8265. */
  8266. var _sphere$1 = new Sphere();
  8267. var _vector$5 = new Vector3();
  8268. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8269. this.planes = [
  8270. ( p0 !== undefined ) ? p0 : new Plane(),
  8271. ( p1 !== undefined ) ? p1 : new Plane(),
  8272. ( p2 !== undefined ) ? p2 : new Plane(),
  8273. ( p3 !== undefined ) ? p3 : new Plane(),
  8274. ( p4 !== undefined ) ? p4 : new Plane(),
  8275. ( p5 !== undefined ) ? p5 : new Plane()
  8276. ];
  8277. }
  8278. Object.assign( Frustum.prototype, {
  8279. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8280. var planes = this.planes;
  8281. planes[ 0 ].copy( p0 );
  8282. planes[ 1 ].copy( p1 );
  8283. planes[ 2 ].copy( p2 );
  8284. planes[ 3 ].copy( p3 );
  8285. planes[ 4 ].copy( p4 );
  8286. planes[ 5 ].copy( p5 );
  8287. return this;
  8288. },
  8289. clone: function () {
  8290. return new this.constructor().copy( this );
  8291. },
  8292. copy: function ( frustum ) {
  8293. var planes = this.planes;
  8294. for ( var i = 0; i < 6; i ++ ) {
  8295. planes[ i ].copy( frustum.planes[ i ] );
  8296. }
  8297. return this;
  8298. },
  8299. setFromMatrix: function ( m ) {
  8300. var planes = this.planes;
  8301. var me = m.elements;
  8302. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8303. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8304. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8305. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8306. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8307. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8308. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8309. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8310. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8311. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8312. return this;
  8313. },
  8314. intersectsObject: function ( object ) {
  8315. var geometry = object.geometry;
  8316. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8317. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8318. return this.intersectsSphere( _sphere$1 );
  8319. },
  8320. intersectsSprite: function ( sprite ) {
  8321. _sphere$1.center.set( 0, 0, 0 );
  8322. _sphere$1.radius = 0.7071067811865476;
  8323. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8324. return this.intersectsSphere( _sphere$1 );
  8325. },
  8326. intersectsSphere: function ( sphere ) {
  8327. var planes = this.planes;
  8328. var center = sphere.center;
  8329. var negRadius = - sphere.radius;
  8330. for ( var i = 0; i < 6; i ++ ) {
  8331. var distance = planes[ i ].distanceToPoint( center );
  8332. if ( distance < negRadius ) {
  8333. return false;
  8334. }
  8335. }
  8336. return true;
  8337. },
  8338. intersectsBox: function ( box ) {
  8339. var planes = this.planes;
  8340. for ( var i = 0; i < 6; i ++ ) {
  8341. var plane = planes[ i ];
  8342. // corner at max distance
  8343. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8344. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8345. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8346. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8347. return false;
  8348. }
  8349. }
  8350. return true;
  8351. },
  8352. containsPoint: function ( point ) {
  8353. var planes = this.planes;
  8354. for ( var i = 0; i < 6; i ++ ) {
  8355. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8356. return false;
  8357. }
  8358. }
  8359. return true;
  8360. }
  8361. } );
  8362. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8363. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8364. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8365. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8366. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8367. var begin_vertex = "vec3 transformed = vec3( position );";
  8368. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8369. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8370. 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";
  8371. 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";
  8372. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8373. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8374. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8375. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8376. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8377. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8378. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8379. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8380. 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";
  8381. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8382. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8383. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8384. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8385. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8386. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8387. 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}";
  8388. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_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";
  8389. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8390. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8391. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8392. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8393. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8394. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8395. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8396. 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";
  8397. 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";
  8398. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8399. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8400. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8401. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8402. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8403. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8404. 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)";
  8405. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8406. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8407. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8408. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8409. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8410. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8411. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8412. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8413. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8414. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8415. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8416. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8417. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8418. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8419. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8420. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8421. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8422. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8423. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8424. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8425. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8426. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8427. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8428. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8429. 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( floor( v * 255.0 + 0.5 ) / 255.0, UnpackFactors );\n}\nvec4 packHalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackHalfToRGBA( vec4 v ) {\n\tv = floor( v * 255.0 + 0.5 ) / 255.0;\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8430. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8431. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8432. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8433. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8434. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8435. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8436. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackHalfToRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8437. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8438. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8439. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8440. 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";
  8441. 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";
  8442. 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";
  8443. 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";
  8444. 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";
  8445. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8446. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8447. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8448. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8449. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8450. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8451. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8452. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8453. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8454. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8455. 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}";
  8456. 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}";
  8457. 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}";
  8458. 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}";
  8459. 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}";
  8460. 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}";
  8461. 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}";
  8462. 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}";
  8463. 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}";
  8464. 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}";
  8465. 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}";
  8466. 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}";
  8467. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8468. 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}";
  8469. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8470. 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}";
  8471. 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}";
  8472. 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}";
  8473. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8474. 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}";
  8475. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8476. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8477. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8478. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8479. 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}";
  8480. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8481. 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}";
  8482. 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}";
  8483. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8484. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8485. var ShaderChunk = {
  8486. alphamap_fragment: alphamap_fragment,
  8487. alphamap_pars_fragment: alphamap_pars_fragment,
  8488. alphatest_fragment: alphatest_fragment,
  8489. aomap_fragment: aomap_fragment,
  8490. aomap_pars_fragment: aomap_pars_fragment,
  8491. begin_vertex: begin_vertex,
  8492. beginnormal_vertex: beginnormal_vertex,
  8493. bsdfs: bsdfs,
  8494. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8495. clipping_planes_fragment: clipping_planes_fragment,
  8496. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8497. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8498. clipping_planes_vertex: clipping_planes_vertex,
  8499. color_fragment: color_fragment,
  8500. color_pars_fragment: color_pars_fragment,
  8501. color_pars_vertex: color_pars_vertex,
  8502. color_vertex: color_vertex,
  8503. common: common,
  8504. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8505. defaultnormal_vertex: defaultnormal_vertex,
  8506. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8507. displacementmap_vertex: displacementmap_vertex,
  8508. emissivemap_fragment: emissivemap_fragment,
  8509. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8510. encodings_fragment: encodings_fragment,
  8511. encodings_pars_fragment: encodings_pars_fragment,
  8512. envmap_fragment: envmap_fragment,
  8513. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8514. envmap_pars_fragment: envmap_pars_fragment,
  8515. envmap_pars_vertex: envmap_pars_vertex,
  8516. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8517. envmap_vertex: envmap_vertex,
  8518. fog_vertex: fog_vertex,
  8519. fog_pars_vertex: fog_pars_vertex,
  8520. fog_fragment: fog_fragment,
  8521. fog_pars_fragment: fog_pars_fragment,
  8522. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8523. lightmap_fragment: lightmap_fragment,
  8524. lightmap_pars_fragment: lightmap_pars_fragment,
  8525. lights_lambert_vertex: lights_lambert_vertex,
  8526. lights_pars_begin: lights_pars_begin,
  8527. lights_phong_fragment: lights_phong_fragment,
  8528. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8529. lights_physical_fragment: lights_physical_fragment,
  8530. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8531. lights_fragment_begin: lights_fragment_begin,
  8532. lights_fragment_maps: lights_fragment_maps,
  8533. lights_fragment_end: lights_fragment_end,
  8534. logdepthbuf_fragment: logdepthbuf_fragment,
  8535. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8536. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8537. logdepthbuf_vertex: logdepthbuf_vertex,
  8538. map_fragment: map_fragment,
  8539. map_pars_fragment: map_pars_fragment,
  8540. map_particle_fragment: map_particle_fragment,
  8541. map_particle_pars_fragment: map_particle_pars_fragment,
  8542. metalnessmap_fragment: metalnessmap_fragment,
  8543. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8544. morphnormal_vertex: morphnormal_vertex,
  8545. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8546. morphtarget_vertex: morphtarget_vertex,
  8547. normal_fragment_begin: normal_fragment_begin,
  8548. normal_fragment_maps: normal_fragment_maps,
  8549. normalmap_pars_fragment: normalmap_pars_fragment,
  8550. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8551. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8552. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8553. packing: packing,
  8554. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8555. project_vertex: project_vertex,
  8556. dithering_fragment: dithering_fragment,
  8557. dithering_pars_fragment: dithering_pars_fragment,
  8558. roughnessmap_fragment: roughnessmap_fragment,
  8559. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8560. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8561. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8562. shadowmap_vertex: shadowmap_vertex,
  8563. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8564. skinbase_vertex: skinbase_vertex,
  8565. skinning_pars_vertex: skinning_pars_vertex,
  8566. skinning_vertex: skinning_vertex,
  8567. skinnormal_vertex: skinnormal_vertex,
  8568. specularmap_fragment: specularmap_fragment,
  8569. specularmap_pars_fragment: specularmap_pars_fragment,
  8570. tonemapping_fragment: tonemapping_fragment,
  8571. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8572. uv_pars_fragment: uv_pars_fragment,
  8573. uv_pars_vertex: uv_pars_vertex,
  8574. uv_vertex: uv_vertex,
  8575. uv2_pars_fragment: uv2_pars_fragment,
  8576. uv2_pars_vertex: uv2_pars_vertex,
  8577. uv2_vertex: uv2_vertex,
  8578. worldpos_vertex: worldpos_vertex,
  8579. background_frag: background_frag,
  8580. background_vert: background_vert,
  8581. cube_frag: cube_frag,
  8582. cube_vert: cube_vert,
  8583. depth_frag: depth_frag,
  8584. depth_vert: depth_vert,
  8585. distanceRGBA_frag: distanceRGBA_frag,
  8586. distanceRGBA_vert: distanceRGBA_vert,
  8587. equirect_frag: equirect_frag,
  8588. equirect_vert: equirect_vert,
  8589. linedashed_frag: linedashed_frag,
  8590. linedashed_vert: linedashed_vert,
  8591. meshbasic_frag: meshbasic_frag,
  8592. meshbasic_vert: meshbasic_vert,
  8593. meshlambert_frag: meshlambert_frag,
  8594. meshlambert_vert: meshlambert_vert,
  8595. meshmatcap_frag: meshmatcap_frag,
  8596. meshmatcap_vert: meshmatcap_vert,
  8597. meshphong_frag: meshphong_frag,
  8598. meshphong_vert: meshphong_vert,
  8599. meshphysical_frag: meshphysical_frag,
  8600. meshphysical_vert: meshphysical_vert,
  8601. normal_frag: normal_frag,
  8602. normal_vert: normal_vert,
  8603. points_frag: points_frag,
  8604. points_vert: points_vert,
  8605. shadow_frag: shadow_frag,
  8606. shadow_vert: shadow_vert,
  8607. sprite_frag: sprite_frag,
  8608. sprite_vert: sprite_vert
  8609. };
  8610. /**
  8611. * Uniforms library for shared webgl shaders
  8612. */
  8613. var UniformsLib = {
  8614. common: {
  8615. diffuse: { value: new Color( 0xeeeeee ) },
  8616. opacity: { value: 1.0 },
  8617. map: { value: null },
  8618. uvTransform: { value: new Matrix3() },
  8619. alphaMap: { value: null },
  8620. },
  8621. specularmap: {
  8622. specularMap: { value: null },
  8623. },
  8624. envmap: {
  8625. envMap: { value: null },
  8626. flipEnvMap: { value: - 1 },
  8627. reflectivity: { value: 1.0 },
  8628. refractionRatio: { value: 0.98 },
  8629. maxMipLevel: { value: 0 }
  8630. },
  8631. aomap: {
  8632. aoMap: { value: null },
  8633. aoMapIntensity: { value: 1 }
  8634. },
  8635. lightmap: {
  8636. lightMap: { value: null },
  8637. lightMapIntensity: { value: 1 }
  8638. },
  8639. emissivemap: {
  8640. emissiveMap: { value: null }
  8641. },
  8642. bumpmap: {
  8643. bumpMap: { value: null },
  8644. bumpScale: { value: 1 }
  8645. },
  8646. normalmap: {
  8647. normalMap: { value: null },
  8648. normalScale: { value: new Vector2( 1, 1 ) }
  8649. },
  8650. displacementmap: {
  8651. displacementMap: { value: null },
  8652. displacementScale: { value: 1 },
  8653. displacementBias: { value: 0 }
  8654. },
  8655. roughnessmap: {
  8656. roughnessMap: { value: null }
  8657. },
  8658. metalnessmap: {
  8659. metalnessMap: { value: null }
  8660. },
  8661. gradientmap: {
  8662. gradientMap: { value: null }
  8663. },
  8664. fog: {
  8665. fogDensity: { value: 0.00025 },
  8666. fogNear: { value: 1 },
  8667. fogFar: { value: 2000 },
  8668. fogColor: { value: new Color( 0xffffff ) }
  8669. },
  8670. lights: {
  8671. ambientLightColor: { value: [] },
  8672. lightProbe: { value: [] },
  8673. directionalLights: { value: [], properties: {
  8674. direction: {},
  8675. color: {},
  8676. shadow: {},
  8677. shadowBias: {},
  8678. shadowRadius: {},
  8679. shadowMapSize: {}
  8680. } },
  8681. directionalShadowMap: { value: [] },
  8682. directionalShadowMatrix: { value: [] },
  8683. spotLights: { value: [], properties: {
  8684. color: {},
  8685. position: {},
  8686. direction: {},
  8687. distance: {},
  8688. coneCos: {},
  8689. penumbraCos: {},
  8690. decay: {},
  8691. shadow: {},
  8692. shadowBias: {},
  8693. shadowRadius: {},
  8694. shadowMapSize: {}
  8695. } },
  8696. spotShadowMap: { value: [] },
  8697. spotShadowMatrix: { value: [] },
  8698. pointLights: { value: [], properties: {
  8699. color: {},
  8700. position: {},
  8701. decay: {},
  8702. distance: {},
  8703. shadow: {},
  8704. shadowBias: {},
  8705. shadowRadius: {},
  8706. shadowMapSize: {},
  8707. shadowCameraNear: {},
  8708. shadowCameraFar: {}
  8709. } },
  8710. pointShadowMap: { value: [] },
  8711. pointShadowMatrix: { value: [] },
  8712. hemisphereLights: { value: [], properties: {
  8713. direction: {},
  8714. skyColor: {},
  8715. groundColor: {}
  8716. } },
  8717. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8718. rectAreaLights: { value: [], properties: {
  8719. color: {},
  8720. position: {},
  8721. width: {},
  8722. height: {}
  8723. } }
  8724. },
  8725. points: {
  8726. diffuse: { value: new Color( 0xeeeeee ) },
  8727. opacity: { value: 1.0 },
  8728. size: { value: 1.0 },
  8729. scale: { value: 1.0 },
  8730. map: { value: null },
  8731. alphaMap: { value: null },
  8732. uvTransform: { value: new Matrix3() }
  8733. },
  8734. sprite: {
  8735. diffuse: { value: new Color( 0xeeeeee ) },
  8736. opacity: { value: 1.0 },
  8737. center: { value: new Vector2( 0.5, 0.5 ) },
  8738. rotation: { value: 0.0 },
  8739. map: { value: null },
  8740. alphaMap: { value: null },
  8741. uvTransform: { value: new Matrix3() }
  8742. }
  8743. };
  8744. /**
  8745. * @author alteredq / http://alteredqualia.com/
  8746. * @author mrdoob / http://mrdoob.com/
  8747. * @author mikael emtinger / http://gomo.se/
  8748. */
  8749. var ShaderLib = {
  8750. basic: {
  8751. uniforms: mergeUniforms( [
  8752. UniformsLib.common,
  8753. UniformsLib.specularmap,
  8754. UniformsLib.envmap,
  8755. UniformsLib.aomap,
  8756. UniformsLib.lightmap,
  8757. UniformsLib.fog
  8758. ] ),
  8759. vertexShader: ShaderChunk.meshbasic_vert,
  8760. fragmentShader: ShaderChunk.meshbasic_frag
  8761. },
  8762. lambert: {
  8763. uniforms: mergeUniforms( [
  8764. UniformsLib.common,
  8765. UniformsLib.specularmap,
  8766. UniformsLib.envmap,
  8767. UniformsLib.aomap,
  8768. UniformsLib.lightmap,
  8769. UniformsLib.emissivemap,
  8770. UniformsLib.fog,
  8771. UniformsLib.lights,
  8772. {
  8773. emissive: { value: new Color( 0x000000 ) }
  8774. }
  8775. ] ),
  8776. vertexShader: ShaderChunk.meshlambert_vert,
  8777. fragmentShader: ShaderChunk.meshlambert_frag
  8778. },
  8779. phong: {
  8780. uniforms: mergeUniforms( [
  8781. UniformsLib.common,
  8782. UniformsLib.specularmap,
  8783. UniformsLib.envmap,
  8784. UniformsLib.aomap,
  8785. UniformsLib.lightmap,
  8786. UniformsLib.emissivemap,
  8787. UniformsLib.bumpmap,
  8788. UniformsLib.normalmap,
  8789. UniformsLib.displacementmap,
  8790. UniformsLib.gradientmap,
  8791. UniformsLib.fog,
  8792. UniformsLib.lights,
  8793. {
  8794. emissive: { value: new Color( 0x000000 ) },
  8795. specular: { value: new Color( 0x111111 ) },
  8796. shininess: { value: 30 }
  8797. }
  8798. ] ),
  8799. vertexShader: ShaderChunk.meshphong_vert,
  8800. fragmentShader: ShaderChunk.meshphong_frag
  8801. },
  8802. standard: {
  8803. uniforms: mergeUniforms( [
  8804. UniformsLib.common,
  8805. UniformsLib.envmap,
  8806. UniformsLib.aomap,
  8807. UniformsLib.lightmap,
  8808. UniformsLib.emissivemap,
  8809. UniformsLib.bumpmap,
  8810. UniformsLib.normalmap,
  8811. UniformsLib.displacementmap,
  8812. UniformsLib.roughnessmap,
  8813. UniformsLib.metalnessmap,
  8814. UniformsLib.fog,
  8815. UniformsLib.lights,
  8816. {
  8817. emissive: { value: new Color( 0x000000 ) },
  8818. roughness: { value: 0.5 },
  8819. metalness: { value: 0.5 },
  8820. envMapIntensity: { value: 1 } // temporary
  8821. }
  8822. ] ),
  8823. vertexShader: ShaderChunk.meshphysical_vert,
  8824. fragmentShader: ShaderChunk.meshphysical_frag
  8825. },
  8826. matcap: {
  8827. uniforms: mergeUniforms( [
  8828. UniformsLib.common,
  8829. UniformsLib.bumpmap,
  8830. UniformsLib.normalmap,
  8831. UniformsLib.displacementmap,
  8832. UniformsLib.fog,
  8833. {
  8834. matcap: { value: null }
  8835. }
  8836. ] ),
  8837. vertexShader: ShaderChunk.meshmatcap_vert,
  8838. fragmentShader: ShaderChunk.meshmatcap_frag
  8839. },
  8840. points: {
  8841. uniforms: mergeUniforms( [
  8842. UniformsLib.points,
  8843. UniformsLib.fog
  8844. ] ),
  8845. vertexShader: ShaderChunk.points_vert,
  8846. fragmentShader: ShaderChunk.points_frag
  8847. },
  8848. dashed: {
  8849. uniforms: mergeUniforms( [
  8850. UniformsLib.common,
  8851. UniformsLib.fog,
  8852. {
  8853. scale: { value: 1 },
  8854. dashSize: { value: 1 },
  8855. totalSize: { value: 2 }
  8856. }
  8857. ] ),
  8858. vertexShader: ShaderChunk.linedashed_vert,
  8859. fragmentShader: ShaderChunk.linedashed_frag
  8860. },
  8861. depth: {
  8862. uniforms: mergeUniforms( [
  8863. UniformsLib.common,
  8864. UniformsLib.displacementmap
  8865. ] ),
  8866. vertexShader: ShaderChunk.depth_vert,
  8867. fragmentShader: ShaderChunk.depth_frag
  8868. },
  8869. normal: {
  8870. uniforms: mergeUniforms( [
  8871. UniformsLib.common,
  8872. UniformsLib.bumpmap,
  8873. UniformsLib.normalmap,
  8874. UniformsLib.displacementmap,
  8875. {
  8876. opacity: { value: 1.0 }
  8877. }
  8878. ] ),
  8879. vertexShader: ShaderChunk.normal_vert,
  8880. fragmentShader: ShaderChunk.normal_frag
  8881. },
  8882. sprite: {
  8883. uniforms: mergeUniforms( [
  8884. UniformsLib.sprite,
  8885. UniformsLib.fog
  8886. ] ),
  8887. vertexShader: ShaderChunk.sprite_vert,
  8888. fragmentShader: ShaderChunk.sprite_frag
  8889. },
  8890. background: {
  8891. uniforms: {
  8892. uvTransform: { value: new Matrix3() },
  8893. t2D: { value: null },
  8894. },
  8895. vertexShader: ShaderChunk.background_vert,
  8896. fragmentShader: ShaderChunk.background_frag
  8897. },
  8898. /* -------------------------------------------------------------------------
  8899. // Cube map shader
  8900. ------------------------------------------------------------------------- */
  8901. cube: {
  8902. uniforms: {
  8903. tCube: { value: null },
  8904. tFlip: { value: - 1 },
  8905. opacity: { value: 1.0 }
  8906. },
  8907. vertexShader: ShaderChunk.cube_vert,
  8908. fragmentShader: ShaderChunk.cube_frag
  8909. },
  8910. equirect: {
  8911. uniforms: {
  8912. tEquirect: { value: null },
  8913. },
  8914. vertexShader: ShaderChunk.equirect_vert,
  8915. fragmentShader: ShaderChunk.equirect_frag
  8916. },
  8917. distanceRGBA: {
  8918. uniforms: mergeUniforms( [
  8919. UniformsLib.common,
  8920. UniformsLib.displacementmap,
  8921. {
  8922. referencePosition: { value: new Vector3() },
  8923. nearDistance: { value: 1 },
  8924. farDistance: { value: 1000 }
  8925. }
  8926. ] ),
  8927. vertexShader: ShaderChunk.distanceRGBA_vert,
  8928. fragmentShader: ShaderChunk.distanceRGBA_frag
  8929. },
  8930. shadow: {
  8931. uniforms: mergeUniforms( [
  8932. UniformsLib.lights,
  8933. UniformsLib.fog,
  8934. {
  8935. color: { value: new Color( 0x00000 ) },
  8936. opacity: { value: 1.0 }
  8937. } ] ),
  8938. vertexShader: ShaderChunk.shadow_vert,
  8939. fragmentShader: ShaderChunk.shadow_frag
  8940. }
  8941. };
  8942. ShaderLib.physical = {
  8943. uniforms: mergeUniforms( [
  8944. ShaderLib.standard.uniforms,
  8945. {
  8946. transparency: { value: 0 },
  8947. clearcoat: { value: 0 },
  8948. clearcoatRoughness: { value: 0 },
  8949. sheen: { value: new Color( 0x000000 ) },
  8950. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8951. clearcoatNormalMap: { value: null },
  8952. }
  8953. ] ),
  8954. vertexShader: ShaderChunk.meshphysical_vert,
  8955. fragmentShader: ShaderChunk.meshphysical_frag
  8956. };
  8957. /**
  8958. * @author mrdoob / http://mrdoob.com/
  8959. */
  8960. function WebGLAnimation() {
  8961. var context = null;
  8962. var isAnimating = false;
  8963. var animationLoop = null;
  8964. function onAnimationFrame( time, frame ) {
  8965. if ( isAnimating === false ) { return; }
  8966. animationLoop( time, frame );
  8967. context.requestAnimationFrame( onAnimationFrame );
  8968. }
  8969. return {
  8970. start: function () {
  8971. if ( isAnimating === true ) { return; }
  8972. if ( animationLoop === null ) { return; }
  8973. context.requestAnimationFrame( onAnimationFrame );
  8974. isAnimating = true;
  8975. },
  8976. stop: function () {
  8977. isAnimating = false;
  8978. },
  8979. setAnimationLoop: function ( callback ) {
  8980. animationLoop = callback;
  8981. },
  8982. setContext: function ( value ) {
  8983. context = value;
  8984. }
  8985. };
  8986. }
  8987. /**
  8988. * @author mrdoob / http://mrdoob.com/
  8989. */
  8990. function WebGLAttributes( gl ) {
  8991. var buffers = new WeakMap();
  8992. function createBuffer( attribute, bufferType ) {
  8993. var array = attribute.array;
  8994. var usage = attribute.usage;
  8995. var buffer = gl.createBuffer();
  8996. gl.bindBuffer( bufferType, buffer );
  8997. gl.bufferData( bufferType, array, usage );
  8998. attribute.onUploadCallback();
  8999. var type = 5126;
  9000. if ( array instanceof Float32Array ) {
  9001. type = 5126;
  9002. } else if ( array instanceof Float64Array ) {
  9003. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9004. } else if ( array instanceof Uint16Array ) {
  9005. type = 5123;
  9006. } else if ( array instanceof Int16Array ) {
  9007. type = 5122;
  9008. } else if ( array instanceof Uint32Array ) {
  9009. type = 5125;
  9010. } else if ( array instanceof Int32Array ) {
  9011. type = 5124;
  9012. } else if ( array instanceof Int8Array ) {
  9013. type = 5120;
  9014. } else if ( array instanceof Uint8Array ) {
  9015. type = 5121;
  9016. }
  9017. return {
  9018. buffer: buffer,
  9019. type: type,
  9020. bytesPerElement: array.BYTES_PER_ELEMENT,
  9021. version: attribute.version
  9022. };
  9023. }
  9024. function updateBuffer( buffer, attribute, bufferType ) {
  9025. var array = attribute.array;
  9026. var updateRange = attribute.updateRange;
  9027. gl.bindBuffer( bufferType, buffer );
  9028. if ( updateRange.count === - 1 ) {
  9029. // Not using update ranges
  9030. gl.bufferSubData( bufferType, 0, array );
  9031. } else {
  9032. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9033. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9034. updateRange.count = - 1; // reset range
  9035. }
  9036. }
  9037. //
  9038. function get( attribute ) {
  9039. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9040. return buffers.get( attribute );
  9041. }
  9042. function remove( attribute ) {
  9043. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9044. var data = buffers.get( attribute );
  9045. if ( data ) {
  9046. gl.deleteBuffer( data.buffer );
  9047. buffers.delete( attribute );
  9048. }
  9049. }
  9050. function update( attribute, bufferType ) {
  9051. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9052. var data = buffers.get( attribute );
  9053. if ( data === undefined ) {
  9054. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9055. } else if ( data.version < attribute.version ) {
  9056. updateBuffer( data.buffer, attribute, bufferType );
  9057. data.version = attribute.version;
  9058. }
  9059. }
  9060. return {
  9061. get: get,
  9062. remove: remove,
  9063. update: update
  9064. };
  9065. }
  9066. /**
  9067. * @author mrdoob / http://mrdoob.com/
  9068. * @author Mugen87 / https://github.com/Mugen87
  9069. */
  9070. // PlaneGeometry
  9071. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9072. Geometry.call( this );
  9073. this.type = 'PlaneGeometry';
  9074. this.parameters = {
  9075. width: width,
  9076. height: height,
  9077. widthSegments: widthSegments,
  9078. heightSegments: heightSegments
  9079. };
  9080. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9081. this.mergeVertices();
  9082. }
  9083. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9084. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9085. // PlaneBufferGeometry
  9086. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9087. BufferGeometry.call( this );
  9088. this.type = 'PlaneBufferGeometry';
  9089. this.parameters = {
  9090. width: width,
  9091. height: height,
  9092. widthSegments: widthSegments,
  9093. heightSegments: heightSegments
  9094. };
  9095. width = width || 1;
  9096. height = height || 1;
  9097. var width_half = width / 2;
  9098. var height_half = height / 2;
  9099. var gridX = Math.floor( widthSegments ) || 1;
  9100. var gridY = Math.floor( heightSegments ) || 1;
  9101. var gridX1 = gridX + 1;
  9102. var gridY1 = gridY + 1;
  9103. var segment_width = width / gridX;
  9104. var segment_height = height / gridY;
  9105. var ix, iy;
  9106. // buffers
  9107. var indices = [];
  9108. var vertices = [];
  9109. var normals = [];
  9110. var uvs = [];
  9111. // generate vertices, normals and uvs
  9112. for ( iy = 0; iy < gridY1; iy ++ ) {
  9113. var y = iy * segment_height - height_half;
  9114. for ( ix = 0; ix < gridX1; ix ++ ) {
  9115. var x = ix * segment_width - width_half;
  9116. vertices.push( x, - y, 0 );
  9117. normals.push( 0, 0, 1 );
  9118. uvs.push( ix / gridX );
  9119. uvs.push( 1 - ( iy / gridY ) );
  9120. }
  9121. }
  9122. // indices
  9123. for ( iy = 0; iy < gridY; iy ++ ) {
  9124. for ( ix = 0; ix < gridX; ix ++ ) {
  9125. var a = ix + gridX1 * iy;
  9126. var b = ix + gridX1 * ( iy + 1 );
  9127. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9128. var d = ( ix + 1 ) + gridX1 * iy;
  9129. // faces
  9130. indices.push( a, b, d );
  9131. indices.push( b, c, d );
  9132. }
  9133. }
  9134. // build geometry
  9135. this.setIndex( indices );
  9136. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9137. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9138. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9139. }
  9140. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9141. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9142. /**
  9143. * @author mrdoob / http://mrdoob.com/
  9144. */
  9145. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9146. var clearColor = new Color( 0x000000 );
  9147. var clearAlpha = 0;
  9148. var planeMesh;
  9149. var boxMesh;
  9150. // Store the current background texture and its `version`
  9151. // so we can recompile the material accordingly.
  9152. var currentBackground = null;
  9153. var currentBackgroundVersion = 0;
  9154. function render( renderList, scene, camera, forceClear ) {
  9155. var background = scene.background;
  9156. // Ignore background in AR
  9157. // TODO: Reconsider this.
  9158. var vr = renderer.vr;
  9159. var session = vr.getSession && vr.getSession();
  9160. if ( session && session.environmentBlendMode === 'additive' ) {
  9161. background = null;
  9162. }
  9163. if ( background === null ) {
  9164. setClear( clearColor, clearAlpha );
  9165. currentBackground = null;
  9166. currentBackgroundVersion = 0;
  9167. } else if ( background && background.isColor ) {
  9168. setClear( background, 1 );
  9169. forceClear = true;
  9170. currentBackground = null;
  9171. currentBackgroundVersion = 0;
  9172. }
  9173. if ( renderer.autoClear || forceClear ) {
  9174. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9175. }
  9176. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9177. if ( boxMesh === undefined ) {
  9178. boxMesh = new Mesh(
  9179. new BoxBufferGeometry( 1, 1, 1 ),
  9180. new ShaderMaterial( {
  9181. type: 'BackgroundCubeMaterial',
  9182. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9183. vertexShader: ShaderLib.cube.vertexShader,
  9184. fragmentShader: ShaderLib.cube.fragmentShader,
  9185. side: BackSide,
  9186. depthTest: false,
  9187. depthWrite: false,
  9188. fog: false
  9189. } )
  9190. );
  9191. boxMesh.geometry.deleteAttribute( 'normal' );
  9192. boxMesh.geometry.deleteAttribute( 'uv' );
  9193. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9194. this.matrixWorld.copyPosition( camera.matrixWorld );
  9195. };
  9196. // enable code injection for non-built-in material
  9197. Object.defineProperty( boxMesh.material, 'map', {
  9198. get: function () {
  9199. return this.uniforms.tCube.value;
  9200. }
  9201. } );
  9202. objects.update( boxMesh );
  9203. }
  9204. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9205. boxMesh.material.uniforms.tCube.value = texture;
  9206. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9207. if ( currentBackground !== background ||
  9208. currentBackgroundVersion !== texture.version ) {
  9209. boxMesh.material.needsUpdate = true;
  9210. currentBackground = background;
  9211. currentBackgroundVersion = texture.version;
  9212. }
  9213. // push to the pre-sorted opaque render list
  9214. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9215. } else if ( background && background.isTexture ) {
  9216. if ( planeMesh === undefined ) {
  9217. planeMesh = new Mesh(
  9218. new PlaneBufferGeometry( 2, 2 ),
  9219. new ShaderMaterial( {
  9220. type: 'BackgroundMaterial',
  9221. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9222. vertexShader: ShaderLib.background.vertexShader,
  9223. fragmentShader: ShaderLib.background.fragmentShader,
  9224. side: FrontSide,
  9225. depthTest: false,
  9226. depthWrite: false,
  9227. fog: false
  9228. } )
  9229. );
  9230. planeMesh.geometry.deleteAttribute( 'normal' );
  9231. // enable code injection for non-built-in material
  9232. Object.defineProperty( planeMesh.material, 'map', {
  9233. get: function () {
  9234. return this.uniforms.t2D.value;
  9235. }
  9236. } );
  9237. objects.update( planeMesh );
  9238. }
  9239. planeMesh.material.uniforms.t2D.value = background;
  9240. if ( background.matrixAutoUpdate === true ) {
  9241. background.updateMatrix();
  9242. }
  9243. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9244. if ( currentBackground !== background ||
  9245. currentBackgroundVersion !== background.version ) {
  9246. planeMesh.material.needsUpdate = true;
  9247. currentBackground = background;
  9248. currentBackgroundVersion = background.version;
  9249. }
  9250. // push to the pre-sorted opaque render list
  9251. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9252. }
  9253. }
  9254. function setClear( color, alpha ) {
  9255. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9256. }
  9257. return {
  9258. getClearColor: function () {
  9259. return clearColor;
  9260. },
  9261. setClearColor: function ( color, alpha ) {
  9262. clearColor.set( color );
  9263. clearAlpha = alpha !== undefined ? alpha : 1;
  9264. setClear( clearColor, clearAlpha );
  9265. },
  9266. getClearAlpha: function () {
  9267. return clearAlpha;
  9268. },
  9269. setClearAlpha: function ( alpha ) {
  9270. clearAlpha = alpha;
  9271. setClear( clearColor, clearAlpha );
  9272. },
  9273. render: render
  9274. };
  9275. }
  9276. /**
  9277. * @author mrdoob / http://mrdoob.com/
  9278. */
  9279. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9280. var isWebGL2 = capabilities.isWebGL2;
  9281. var mode;
  9282. function setMode( value ) {
  9283. mode = value;
  9284. }
  9285. function render( start, count ) {
  9286. gl.drawArrays( mode, start, count );
  9287. info.update( count, mode );
  9288. }
  9289. function renderInstances( geometry, start, count, primcount ) {
  9290. if ( primcount === 0 ) { return; }
  9291. var extension, methodName;
  9292. if ( isWebGL2 ) {
  9293. extension = gl;
  9294. methodName = 'drawArraysInstanced';
  9295. } else {
  9296. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9297. methodName = 'drawArraysInstancedANGLE';
  9298. if ( extension === null ) {
  9299. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9300. return;
  9301. }
  9302. }
  9303. extension[ methodName ]( mode, start, count, primcount );
  9304. info.update( count, mode, primcount );
  9305. }
  9306. //
  9307. this.setMode = setMode;
  9308. this.render = render;
  9309. this.renderInstances = renderInstances;
  9310. }
  9311. /**
  9312. * @author mrdoob / http://mrdoob.com/
  9313. */
  9314. function WebGLCapabilities( gl, extensions, parameters ) {
  9315. var maxAnisotropy;
  9316. function getMaxAnisotropy() {
  9317. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9318. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9319. if ( extension !== null ) {
  9320. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9321. } else {
  9322. maxAnisotropy = 0;
  9323. }
  9324. return maxAnisotropy;
  9325. }
  9326. function getMaxPrecision( precision ) {
  9327. if ( precision === 'highp' ) {
  9328. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9329. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9330. return 'highp';
  9331. }
  9332. precision = 'mediump';
  9333. }
  9334. if ( precision === 'mediump' ) {
  9335. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9336. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9337. return 'mediump';
  9338. }
  9339. }
  9340. return 'lowp';
  9341. }
  9342. /* eslint-disable no-undef */
  9343. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9344. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9345. /* eslint-enable no-undef */
  9346. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9347. var maxPrecision = getMaxPrecision( precision );
  9348. if ( maxPrecision !== precision ) {
  9349. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9350. precision = maxPrecision;
  9351. }
  9352. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9353. var maxTextures = gl.getParameter( 34930 );
  9354. var maxVertexTextures = gl.getParameter( 35660 );
  9355. var maxTextureSize = gl.getParameter( 3379 );
  9356. var maxCubemapSize = gl.getParameter( 34076 );
  9357. var maxAttributes = gl.getParameter( 34921 );
  9358. var maxVertexUniforms = gl.getParameter( 36347 );
  9359. var maxVaryings = gl.getParameter( 36348 );
  9360. var maxFragmentUniforms = gl.getParameter( 36349 );
  9361. var vertexTextures = maxVertexTextures > 0;
  9362. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9363. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9364. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9365. return {
  9366. isWebGL2: isWebGL2,
  9367. getMaxAnisotropy: getMaxAnisotropy,
  9368. getMaxPrecision: getMaxPrecision,
  9369. precision: precision,
  9370. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9371. maxTextures: maxTextures,
  9372. maxVertexTextures: maxVertexTextures,
  9373. maxTextureSize: maxTextureSize,
  9374. maxCubemapSize: maxCubemapSize,
  9375. maxAttributes: maxAttributes,
  9376. maxVertexUniforms: maxVertexUniforms,
  9377. maxVaryings: maxVaryings,
  9378. maxFragmentUniforms: maxFragmentUniforms,
  9379. vertexTextures: vertexTextures,
  9380. floatFragmentTextures: floatFragmentTextures,
  9381. floatVertexTextures: floatVertexTextures,
  9382. maxSamples: maxSamples
  9383. };
  9384. }
  9385. /**
  9386. * @author tschw
  9387. */
  9388. function WebGLClipping() {
  9389. var scope = this,
  9390. globalState = null,
  9391. numGlobalPlanes = 0,
  9392. localClippingEnabled = false,
  9393. renderingShadows = false,
  9394. plane = new Plane(),
  9395. viewNormalMatrix = new Matrix3(),
  9396. uniform = { value: null, needsUpdate: false };
  9397. this.uniform = uniform;
  9398. this.numPlanes = 0;
  9399. this.numIntersection = 0;
  9400. this.init = function ( planes, enableLocalClipping, camera ) {
  9401. var enabled =
  9402. planes.length !== 0 ||
  9403. enableLocalClipping ||
  9404. // enable state of previous frame - the clipping code has to
  9405. // run another frame in order to reset the state:
  9406. numGlobalPlanes !== 0 ||
  9407. localClippingEnabled;
  9408. localClippingEnabled = enableLocalClipping;
  9409. globalState = projectPlanes( planes, camera, 0 );
  9410. numGlobalPlanes = planes.length;
  9411. return enabled;
  9412. };
  9413. this.beginShadows = function () {
  9414. renderingShadows = true;
  9415. projectPlanes( null );
  9416. };
  9417. this.endShadows = function () {
  9418. renderingShadows = false;
  9419. resetGlobalState();
  9420. };
  9421. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9422. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9423. // there's no local clipping
  9424. if ( renderingShadows ) {
  9425. // there's no global clipping
  9426. projectPlanes( null );
  9427. } else {
  9428. resetGlobalState();
  9429. }
  9430. } else {
  9431. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9432. lGlobal = nGlobal * 4,
  9433. dstArray = cache.clippingState || null;
  9434. uniform.value = dstArray; // ensure unique state
  9435. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9436. for ( var i = 0; i !== lGlobal; ++ i ) {
  9437. dstArray[ i ] = globalState[ i ];
  9438. }
  9439. cache.clippingState = dstArray;
  9440. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9441. this.numPlanes += nGlobal;
  9442. }
  9443. };
  9444. function resetGlobalState() {
  9445. if ( uniform.value !== globalState ) {
  9446. uniform.value = globalState;
  9447. uniform.needsUpdate = numGlobalPlanes > 0;
  9448. }
  9449. scope.numPlanes = numGlobalPlanes;
  9450. scope.numIntersection = 0;
  9451. }
  9452. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9453. var nPlanes = planes !== null ? planes.length : 0,
  9454. dstArray = null;
  9455. if ( nPlanes !== 0 ) {
  9456. dstArray = uniform.value;
  9457. if ( skipTransform !== true || dstArray === null ) {
  9458. var flatSize = dstOffset + nPlanes * 4,
  9459. viewMatrix = camera.matrixWorldInverse;
  9460. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9461. if ( dstArray === null || dstArray.length < flatSize ) {
  9462. dstArray = new Float32Array( flatSize );
  9463. }
  9464. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9465. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9466. plane.normal.toArray( dstArray, i4 );
  9467. dstArray[ i4 + 3 ] = plane.constant;
  9468. }
  9469. }
  9470. uniform.value = dstArray;
  9471. uniform.needsUpdate = true;
  9472. }
  9473. scope.numPlanes = nPlanes;
  9474. return dstArray;
  9475. }
  9476. }
  9477. /**
  9478. * @author mrdoob / http://mrdoob.com/
  9479. */
  9480. function WebGLExtensions( gl ) {
  9481. var extensions = {};
  9482. return {
  9483. get: function ( name ) {
  9484. if ( extensions[ name ] !== undefined ) {
  9485. return extensions[ name ];
  9486. }
  9487. var extension;
  9488. switch ( name ) {
  9489. case 'WEBGL_depth_texture':
  9490. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9491. break;
  9492. case 'EXT_texture_filter_anisotropic':
  9493. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9494. break;
  9495. case 'WEBGL_compressed_texture_s3tc':
  9496. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9497. break;
  9498. case 'WEBGL_compressed_texture_pvrtc':
  9499. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9500. break;
  9501. default:
  9502. extension = gl.getExtension( name );
  9503. }
  9504. if ( extension === null ) {
  9505. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9506. }
  9507. extensions[ name ] = extension;
  9508. return extension;
  9509. }
  9510. };
  9511. }
  9512. /**
  9513. * @author mrdoob / http://mrdoob.com/
  9514. */
  9515. function WebGLGeometries( gl, attributes, info ) {
  9516. var geometries = new WeakMap();
  9517. var wireframeAttributes = new WeakMap();
  9518. function onGeometryDispose( event ) {
  9519. var geometry = event.target;
  9520. var buffergeometry = geometries.get( geometry );
  9521. if ( buffergeometry.index !== null ) {
  9522. attributes.remove( buffergeometry.index );
  9523. }
  9524. for ( var name in buffergeometry.attributes ) {
  9525. attributes.remove( buffergeometry.attributes[ name ] );
  9526. }
  9527. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9528. geometries.delete( geometry );
  9529. var attribute = wireframeAttributes.get( buffergeometry );
  9530. if ( attribute ) {
  9531. attributes.remove( attribute );
  9532. wireframeAttributes.delete( buffergeometry );
  9533. }
  9534. //
  9535. info.memory.geometries --;
  9536. }
  9537. function get( object, geometry ) {
  9538. var buffergeometry = geometries.get( geometry );
  9539. if ( buffergeometry ) { return buffergeometry; }
  9540. geometry.addEventListener( 'dispose', onGeometryDispose );
  9541. if ( geometry.isBufferGeometry ) {
  9542. buffergeometry = geometry;
  9543. } else if ( geometry.isGeometry ) {
  9544. if ( geometry._bufferGeometry === undefined ) {
  9545. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9546. }
  9547. buffergeometry = geometry._bufferGeometry;
  9548. }
  9549. geometries.set( geometry, buffergeometry );
  9550. info.memory.geometries ++;
  9551. return buffergeometry;
  9552. }
  9553. function update( geometry ) {
  9554. var index = geometry.index;
  9555. var geometryAttributes = geometry.attributes;
  9556. if ( index !== null ) {
  9557. attributes.update( index, 34963 );
  9558. }
  9559. for ( var name in geometryAttributes ) {
  9560. attributes.update( geometryAttributes[ name ], 34962 );
  9561. }
  9562. // morph targets
  9563. var morphAttributes = geometry.morphAttributes;
  9564. for ( var name in morphAttributes ) {
  9565. var array = morphAttributes[ name ];
  9566. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9567. attributes.update( array[ i ], 34962 );
  9568. }
  9569. }
  9570. }
  9571. function updateWireframeAttribute( geometry ) {
  9572. var indices = [];
  9573. var geometryIndex = geometry.index;
  9574. var geometryPosition = geometry.attributes.position;
  9575. var version = 0;
  9576. if ( geometryIndex !== null ) {
  9577. var array = geometryIndex.array;
  9578. version = geometryIndex.version;
  9579. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9580. var a = array[ i + 0 ];
  9581. var b = array[ i + 1 ];
  9582. var c = array[ i + 2 ];
  9583. indices.push( a, b, b, c, c, a );
  9584. }
  9585. } else {
  9586. var array = geometryPosition.array;
  9587. version = geometryPosition.version;
  9588. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9589. var a = i + 0;
  9590. var b = i + 1;
  9591. var c = i + 2;
  9592. indices.push( a, b, b, c, c, a );
  9593. }
  9594. }
  9595. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9596. attribute.version = version;
  9597. attributes.update( attribute, 34963 );
  9598. //
  9599. var previousAttribute = wireframeAttributes.get( geometry );
  9600. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9601. //
  9602. wireframeAttributes.set( geometry, attribute );
  9603. }
  9604. function getWireframeAttribute( geometry ) {
  9605. var currentAttribute = wireframeAttributes.get( geometry );
  9606. if ( currentAttribute ) {
  9607. var geometryIndex = geometry.index;
  9608. if ( geometryIndex !== null ) {
  9609. // if the attribute is obsolete, create a new one
  9610. if ( currentAttribute.version < geometryIndex.version ) {
  9611. updateWireframeAttribute( geometry );
  9612. }
  9613. }
  9614. } else {
  9615. updateWireframeAttribute( geometry );
  9616. }
  9617. return wireframeAttributes.get( geometry );
  9618. }
  9619. return {
  9620. get: get,
  9621. update: update,
  9622. getWireframeAttribute: getWireframeAttribute
  9623. };
  9624. }
  9625. /**
  9626. * @author mrdoob / http://mrdoob.com/
  9627. */
  9628. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9629. var isWebGL2 = capabilities.isWebGL2;
  9630. var mode;
  9631. function setMode( value ) {
  9632. mode = value;
  9633. }
  9634. var type, bytesPerElement;
  9635. function setIndex( value ) {
  9636. type = value.type;
  9637. bytesPerElement = value.bytesPerElement;
  9638. }
  9639. function render( start, count ) {
  9640. gl.drawElements( mode, count, type, start * bytesPerElement );
  9641. info.update( count, mode );
  9642. }
  9643. function renderInstances( geometry, start, count, primcount ) {
  9644. if ( primcount === 0 ) { return; }
  9645. var extension, methodName;
  9646. if ( isWebGL2 ) {
  9647. extension = gl;
  9648. methodName = 'drawElementsInstanced';
  9649. } else {
  9650. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9651. methodName = 'drawElementsInstancedANGLE';
  9652. if ( extension === null ) {
  9653. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9654. return;
  9655. }
  9656. }
  9657. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9658. info.update( count, mode, primcount );
  9659. }
  9660. //
  9661. this.setMode = setMode;
  9662. this.setIndex = setIndex;
  9663. this.render = render;
  9664. this.renderInstances = renderInstances;
  9665. }
  9666. /**
  9667. * @author Mugen87 / https://github.com/Mugen87
  9668. */
  9669. function WebGLInfo( gl ) {
  9670. var memory = {
  9671. geometries: 0,
  9672. textures: 0
  9673. };
  9674. var render = {
  9675. frame: 0,
  9676. calls: 0,
  9677. triangles: 0,
  9678. points: 0,
  9679. lines: 0
  9680. };
  9681. function update( count, mode, instanceCount ) {
  9682. instanceCount = instanceCount || 1;
  9683. render.calls ++;
  9684. switch ( mode ) {
  9685. case 4:
  9686. render.triangles += instanceCount * ( count / 3 );
  9687. break;
  9688. case 5:
  9689. case 6:
  9690. render.triangles += instanceCount * ( count - 2 );
  9691. break;
  9692. case 1:
  9693. render.lines += instanceCount * ( count / 2 );
  9694. break;
  9695. case 3:
  9696. render.lines += instanceCount * ( count - 1 );
  9697. break;
  9698. case 2:
  9699. render.lines += instanceCount * count;
  9700. break;
  9701. case 0:
  9702. render.points += instanceCount * count;
  9703. break;
  9704. default:
  9705. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9706. break;
  9707. }
  9708. }
  9709. function reset() {
  9710. render.frame ++;
  9711. render.calls = 0;
  9712. render.triangles = 0;
  9713. render.points = 0;
  9714. render.lines = 0;
  9715. }
  9716. return {
  9717. memory: memory,
  9718. render: render,
  9719. programs: null,
  9720. autoReset: true,
  9721. reset: reset,
  9722. update: update
  9723. };
  9724. }
  9725. /**
  9726. * @author mrdoob / http://mrdoob.com/
  9727. */
  9728. function absNumericalSort( a, b ) {
  9729. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9730. }
  9731. function WebGLMorphtargets( gl ) {
  9732. var influencesList = {};
  9733. var morphInfluences = new Float32Array( 8 );
  9734. function update( object, geometry, material, program ) {
  9735. var objectInfluences = object.morphTargetInfluences;
  9736. var length = objectInfluences.length;
  9737. var influences = influencesList[ geometry.id ];
  9738. if ( influences === undefined ) {
  9739. // initialise list
  9740. influences = [];
  9741. for ( var i = 0; i < length; i ++ ) {
  9742. influences[ i ] = [ i, 0 ];
  9743. }
  9744. influencesList[ geometry.id ] = influences;
  9745. }
  9746. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9747. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9748. // Remove current morphAttributes
  9749. for ( var i = 0; i < length; i ++ ) {
  9750. var influence = influences[ i ];
  9751. if ( influence[ 1 ] !== 0 ) {
  9752. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9753. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9754. }
  9755. }
  9756. // Collect influences
  9757. for ( var i = 0; i < length; i ++ ) {
  9758. var influence = influences[ i ];
  9759. influence[ 0 ] = i;
  9760. influence[ 1 ] = objectInfluences[ i ];
  9761. }
  9762. influences.sort( absNumericalSort );
  9763. // Add morphAttributes
  9764. var morphInfluencesSum = 0;
  9765. for ( var i = 0; i < 8; i ++ ) {
  9766. var influence = influences[ i ];
  9767. if ( influence ) {
  9768. var index = influence[ 0 ];
  9769. var value = influence[ 1 ];
  9770. if ( value ) {
  9771. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9772. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9773. morphInfluences[ i ] = value;
  9774. morphInfluencesSum += value;
  9775. continue;
  9776. }
  9777. }
  9778. morphInfluences[ i ] = 0;
  9779. }
  9780. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9781. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9782. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9783. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9784. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9785. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9786. }
  9787. return {
  9788. update: update
  9789. };
  9790. }
  9791. /**
  9792. * @author mrdoob / http://mrdoob.com/
  9793. */
  9794. function WebGLObjects( gl, geometries, attributes, info ) {
  9795. var updateList = {};
  9796. function update( object ) {
  9797. var frame = info.render.frame;
  9798. var geometry = object.geometry;
  9799. var buffergeometry = geometries.get( object, geometry );
  9800. // Update once per frame
  9801. if ( updateList[ buffergeometry.id ] !== frame ) {
  9802. if ( geometry.isGeometry ) {
  9803. buffergeometry.updateFromObject( object );
  9804. }
  9805. geometries.update( buffergeometry );
  9806. updateList[ buffergeometry.id ] = frame;
  9807. }
  9808. if ( object.isInstancedMesh ) {
  9809. attributes.update( object.instanceMatrix, 34962 );
  9810. }
  9811. return buffergeometry;
  9812. }
  9813. function dispose() {
  9814. updateList = {};
  9815. }
  9816. return {
  9817. update: update,
  9818. dispose: dispose
  9819. };
  9820. }
  9821. /**
  9822. * @author mrdoob / http://mrdoob.com/
  9823. */
  9824. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9825. images = images !== undefined ? images : [];
  9826. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9827. format = format !== undefined ? format : RGBFormat;
  9828. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9829. this.flipY = false;
  9830. }
  9831. CubeTexture.prototype = Object.create( Texture.prototype );
  9832. CubeTexture.prototype.constructor = CubeTexture;
  9833. CubeTexture.prototype.isCubeTexture = true;
  9834. Object.defineProperty( CubeTexture.prototype, 'images', {
  9835. get: function () {
  9836. return this.image;
  9837. },
  9838. set: function ( value ) {
  9839. this.image = value;
  9840. }
  9841. } );
  9842. /**
  9843. * @author Takahiro https://github.com/takahirox
  9844. */
  9845. function DataTexture2DArray( data, width, height, depth ) {
  9846. Texture.call( this, null );
  9847. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9848. this.magFilter = NearestFilter;
  9849. this.minFilter = NearestFilter;
  9850. this.wrapR = ClampToEdgeWrapping;
  9851. this.generateMipmaps = false;
  9852. this.flipY = false;
  9853. this.needsUpdate = true;
  9854. }
  9855. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9856. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9857. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9858. /**
  9859. * @author Artur Trzesiok
  9860. */
  9861. function DataTexture3D( data, width, height, depth ) {
  9862. // We're going to add .setXXX() methods for setting properties later.
  9863. // Users can still set in DataTexture3D directly.
  9864. //
  9865. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9866. // texture.anisotropy = 16;
  9867. //
  9868. // See #14839
  9869. Texture.call( this, null );
  9870. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9871. this.magFilter = NearestFilter;
  9872. this.minFilter = NearestFilter;
  9873. this.wrapR = ClampToEdgeWrapping;
  9874. this.generateMipmaps = false;
  9875. this.flipY = false;
  9876. this.needsUpdate = true;
  9877. }
  9878. DataTexture3D.prototype = Object.create( Texture.prototype );
  9879. DataTexture3D.prototype.constructor = DataTexture3D;
  9880. DataTexture3D.prototype.isDataTexture3D = true;
  9881. /**
  9882. * @author tschw
  9883. * @author Mugen87 / https://github.com/Mugen87
  9884. * @author mrdoob / http://mrdoob.com/
  9885. *
  9886. * Uniforms of a program.
  9887. * Those form a tree structure with a special top-level container for the root,
  9888. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9889. *
  9890. *
  9891. * Properties of inner nodes including the top-level container:
  9892. *
  9893. * .seq - array of nested uniforms
  9894. * .map - nested uniforms by name
  9895. *
  9896. *
  9897. * Methods of all nodes except the top-level container:
  9898. *
  9899. * .setValue( gl, value, [textures] )
  9900. *
  9901. * uploads a uniform value(s)
  9902. * the 'textures' parameter is needed for sampler uniforms
  9903. *
  9904. *
  9905. * Static methods of the top-level container (textures factorizations):
  9906. *
  9907. * .upload( gl, seq, values, textures )
  9908. *
  9909. * sets uniforms in 'seq' to 'values[id].value'
  9910. *
  9911. * .seqWithValue( seq, values ) : filteredSeq
  9912. *
  9913. * filters 'seq' entries with corresponding entry in values
  9914. *
  9915. *
  9916. * Methods of the top-level container (textures factorizations):
  9917. *
  9918. * .setValue( gl, name, value, textures )
  9919. *
  9920. * sets uniform with name 'name' to 'value'
  9921. *
  9922. * .setOptional( gl, obj, prop )
  9923. *
  9924. * like .set for an optional property of the object
  9925. *
  9926. */
  9927. var emptyTexture = new Texture();
  9928. var emptyTexture2dArray = new DataTexture2DArray();
  9929. var emptyTexture3d = new DataTexture3D();
  9930. var emptyCubeTexture = new CubeTexture();
  9931. // --- Utilities ---
  9932. // Array Caches (provide typed arrays for temporary by size)
  9933. var arrayCacheF32 = [];
  9934. var arrayCacheI32 = [];
  9935. // Float32Array caches used for uploading Matrix uniforms
  9936. var mat4array = new Float32Array( 16 );
  9937. var mat3array = new Float32Array( 9 );
  9938. var mat2array = new Float32Array( 4 );
  9939. // Flattening for arrays of vectors and matrices
  9940. function flatten( array, nBlocks, blockSize ) {
  9941. var firstElem = array[ 0 ];
  9942. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9943. // unoptimized: ! isNaN( firstElem )
  9944. // see http://jacksondunstan.com/articles/983
  9945. var n = nBlocks * blockSize,
  9946. r = arrayCacheF32[ n ];
  9947. if ( r === undefined ) {
  9948. r = new Float32Array( n );
  9949. arrayCacheF32[ n ] = r;
  9950. }
  9951. if ( nBlocks !== 0 ) {
  9952. firstElem.toArray( r, 0 );
  9953. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9954. offset += blockSize;
  9955. array[ i ].toArray( r, offset );
  9956. }
  9957. }
  9958. return r;
  9959. }
  9960. function arraysEqual( a, b ) {
  9961. if ( a.length !== b.length ) { return false; }
  9962. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9963. if ( a[ i ] !== b[ i ] ) { return false; }
  9964. }
  9965. return true;
  9966. }
  9967. function copyArray( a, b ) {
  9968. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9969. a[ i ] = b[ i ];
  9970. }
  9971. }
  9972. // Texture unit allocation
  9973. function allocTexUnits( textures, n ) {
  9974. var r = arrayCacheI32[ n ];
  9975. if ( r === undefined ) {
  9976. r = new Int32Array( n );
  9977. arrayCacheI32[ n ] = r;
  9978. }
  9979. for ( var i = 0; i !== n; ++ i )
  9980. { r[ i ] = textures.allocateTextureUnit(); }
  9981. return r;
  9982. }
  9983. // --- Setters ---
  9984. // Note: Defining these methods externally, because they come in a bunch
  9985. // and this way their names minify.
  9986. // Single scalar
  9987. function setValueV1f( gl, v ) {
  9988. var cache = this.cache;
  9989. if ( cache[ 0 ] === v ) { return; }
  9990. gl.uniform1f( this.addr, v );
  9991. cache[ 0 ] = v;
  9992. }
  9993. // Single float vector (from flat array or THREE.VectorN)
  9994. function setValueV2f( gl, v ) {
  9995. var cache = this.cache;
  9996. if ( v.x !== undefined ) {
  9997. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9998. gl.uniform2f( this.addr, v.x, v.y );
  9999. cache[ 0 ] = v.x;
  10000. cache[ 1 ] = v.y;
  10001. }
  10002. } else {
  10003. if ( arraysEqual( cache, v ) ) { return; }
  10004. gl.uniform2fv( this.addr, v );
  10005. copyArray( cache, v );
  10006. }
  10007. }
  10008. function setValueV3f( gl, v ) {
  10009. var cache = this.cache;
  10010. if ( v.x !== undefined ) {
  10011. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10012. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10013. cache[ 0 ] = v.x;
  10014. cache[ 1 ] = v.y;
  10015. cache[ 2 ] = v.z;
  10016. }
  10017. } else if ( v.r !== undefined ) {
  10018. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10019. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10020. cache[ 0 ] = v.r;
  10021. cache[ 1 ] = v.g;
  10022. cache[ 2 ] = v.b;
  10023. }
  10024. } else {
  10025. if ( arraysEqual( cache, v ) ) { return; }
  10026. gl.uniform3fv( this.addr, v );
  10027. copyArray( cache, v );
  10028. }
  10029. }
  10030. function setValueV4f( gl, v ) {
  10031. var cache = this.cache;
  10032. if ( v.x !== undefined ) {
  10033. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10034. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10035. cache[ 0 ] = v.x;
  10036. cache[ 1 ] = v.y;
  10037. cache[ 2 ] = v.z;
  10038. cache[ 3 ] = v.w;
  10039. }
  10040. } else {
  10041. if ( arraysEqual( cache, v ) ) { return; }
  10042. gl.uniform4fv( this.addr, v );
  10043. copyArray( cache, v );
  10044. }
  10045. }
  10046. // Single matrix (from flat array or MatrixN)
  10047. function setValueM2( gl, v ) {
  10048. var cache = this.cache;
  10049. var elements = v.elements;
  10050. if ( elements === undefined ) {
  10051. if ( arraysEqual( cache, v ) ) { return; }
  10052. gl.uniformMatrix2fv( this.addr, false, v );
  10053. copyArray( cache, v );
  10054. } else {
  10055. if ( arraysEqual( cache, elements ) ) { return; }
  10056. mat2array.set( elements );
  10057. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10058. copyArray( cache, elements );
  10059. }
  10060. }
  10061. function setValueM3( gl, v ) {
  10062. var cache = this.cache;
  10063. var elements = v.elements;
  10064. if ( elements === undefined ) {
  10065. if ( arraysEqual( cache, v ) ) { return; }
  10066. gl.uniformMatrix3fv( this.addr, false, v );
  10067. copyArray( cache, v );
  10068. } else {
  10069. if ( arraysEqual( cache, elements ) ) { return; }
  10070. mat3array.set( elements );
  10071. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10072. copyArray( cache, elements );
  10073. }
  10074. }
  10075. function setValueM4( gl, v ) {
  10076. var cache = this.cache;
  10077. var elements = v.elements;
  10078. if ( elements === undefined ) {
  10079. if ( arraysEqual( cache, v ) ) { return; }
  10080. gl.uniformMatrix4fv( this.addr, false, v );
  10081. copyArray( cache, v );
  10082. } else {
  10083. if ( arraysEqual( cache, elements ) ) { return; }
  10084. mat4array.set( elements );
  10085. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10086. copyArray( cache, elements );
  10087. }
  10088. }
  10089. // Single texture (2D / Cube)
  10090. function setValueT1( gl, v, textures ) {
  10091. var cache = this.cache;
  10092. var unit = textures.allocateTextureUnit();
  10093. if ( cache[ 0 ] !== unit ) {
  10094. gl.uniform1i( this.addr, unit );
  10095. cache[ 0 ] = unit;
  10096. }
  10097. textures.safeSetTexture2D( v || emptyTexture, unit );
  10098. }
  10099. function setValueT2DArray1( gl, v, textures ) {
  10100. var cache = this.cache;
  10101. var unit = textures.allocateTextureUnit();
  10102. if ( cache[ 0 ] !== unit ) {
  10103. gl.uniform1i( this.addr, unit );
  10104. cache[ 0 ] = unit;
  10105. }
  10106. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10107. }
  10108. function setValueT3D1( gl, v, textures ) {
  10109. var cache = this.cache;
  10110. var unit = textures.allocateTextureUnit();
  10111. if ( cache[ 0 ] !== unit ) {
  10112. gl.uniform1i( this.addr, unit );
  10113. cache[ 0 ] = unit;
  10114. }
  10115. textures.setTexture3D( v || emptyTexture3d, unit );
  10116. }
  10117. function setValueT6( gl, v, textures ) {
  10118. var cache = this.cache;
  10119. var unit = textures.allocateTextureUnit();
  10120. if ( cache[ 0 ] !== unit ) {
  10121. gl.uniform1i( this.addr, unit );
  10122. cache[ 0 ] = unit;
  10123. }
  10124. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10125. }
  10126. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10127. function setValueV1i( gl, v ) {
  10128. var cache = this.cache;
  10129. if ( cache[ 0 ] === v ) { return; }
  10130. gl.uniform1i( this.addr, v );
  10131. cache[ 0 ] = v;
  10132. }
  10133. function setValueV2i( gl, v ) {
  10134. var cache = this.cache;
  10135. if ( arraysEqual( cache, v ) ) { return; }
  10136. gl.uniform2iv( this.addr, v );
  10137. copyArray( cache, v );
  10138. }
  10139. function setValueV3i( gl, v ) {
  10140. var cache = this.cache;
  10141. if ( arraysEqual( cache, v ) ) { return; }
  10142. gl.uniform3iv( this.addr, v );
  10143. copyArray( cache, v );
  10144. }
  10145. function setValueV4i( gl, v ) {
  10146. var cache = this.cache;
  10147. if ( arraysEqual( cache, v ) ) { return; }
  10148. gl.uniform4iv( this.addr, v );
  10149. copyArray( cache, v );
  10150. }
  10151. // Helper to pick the right setter for the singular case
  10152. function getSingularSetter( type ) {
  10153. switch ( type ) {
  10154. case 0x1406: return setValueV1f; // FLOAT
  10155. case 0x8b50: return setValueV2f; // _VEC2
  10156. case 0x8b51: return setValueV3f; // _VEC3
  10157. case 0x8b52: return setValueV4f; // _VEC4
  10158. case 0x8b5a: return setValueM2; // _MAT2
  10159. case 0x8b5b: return setValueM3; // _MAT3
  10160. case 0x8b5c: return setValueM4; // _MAT4
  10161. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10162. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10163. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10164. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10165. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10166. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10167. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10168. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10169. }
  10170. }
  10171. // Array of scalars
  10172. function setValueV1fArray( gl, v ) {
  10173. gl.uniform1fv( this.addr, v );
  10174. }
  10175. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10176. function setValueV1iArray( gl, v ) {
  10177. gl.uniform1iv( this.addr, v );
  10178. }
  10179. function setValueV2iArray( gl, v ) {
  10180. gl.uniform2iv( this.addr, v );
  10181. }
  10182. function setValueV3iArray( gl, v ) {
  10183. gl.uniform3iv( this.addr, v );
  10184. }
  10185. function setValueV4iArray( gl, v ) {
  10186. gl.uniform4iv( this.addr, v );
  10187. }
  10188. // Array of vectors (flat or from THREE classes)
  10189. function setValueV2fArray( gl, v ) {
  10190. var data = flatten( v, this.size, 2 );
  10191. gl.uniform2fv( this.addr, data );
  10192. }
  10193. function setValueV3fArray( gl, v ) {
  10194. var data = flatten( v, this.size, 3 );
  10195. gl.uniform3fv( this.addr, data );
  10196. }
  10197. function setValueV4fArray( gl, v ) {
  10198. var data = flatten( v, this.size, 4 );
  10199. gl.uniform4fv( this.addr, data );
  10200. }
  10201. // Array of matrices (flat or from THREE clases)
  10202. function setValueM2Array( gl, v ) {
  10203. var data = flatten( v, this.size, 4 );
  10204. gl.uniformMatrix2fv( this.addr, false, data );
  10205. }
  10206. function setValueM3Array( gl, v ) {
  10207. var data = flatten( v, this.size, 9 );
  10208. gl.uniformMatrix3fv( this.addr, false, data );
  10209. }
  10210. function setValueM4Array( gl, v ) {
  10211. var data = flatten( v, this.size, 16 );
  10212. gl.uniformMatrix4fv( this.addr, false, data );
  10213. }
  10214. // Array of textures (2D / Cube)
  10215. function setValueT1Array( gl, v, textures ) {
  10216. var n = v.length;
  10217. var units = allocTexUnits( textures, n );
  10218. gl.uniform1iv( this.addr, units );
  10219. for ( var i = 0; i !== n; ++ i ) {
  10220. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10221. }
  10222. }
  10223. function setValueT6Array( gl, v, textures ) {
  10224. var n = v.length;
  10225. var units = allocTexUnits( textures, n );
  10226. gl.uniform1iv( this.addr, units );
  10227. for ( var i = 0; i !== n; ++ i ) {
  10228. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10229. }
  10230. }
  10231. // Helper to pick the right setter for a pure (bottom-level) array
  10232. function getPureArraySetter( type ) {
  10233. switch ( type ) {
  10234. case 0x1406: return setValueV1fArray; // FLOAT
  10235. case 0x8b50: return setValueV2fArray; // _VEC2
  10236. case 0x8b51: return setValueV3fArray; // _VEC3
  10237. case 0x8b52: return setValueV4fArray; // _VEC4
  10238. case 0x8b5a: return setValueM2Array; // _MAT2
  10239. case 0x8b5b: return setValueM3Array; // _MAT3
  10240. case 0x8b5c: return setValueM4Array; // _MAT4
  10241. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10242. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10243. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10244. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10245. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10246. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10247. }
  10248. }
  10249. // --- Uniform Classes ---
  10250. function SingleUniform( id, activeInfo, addr ) {
  10251. this.id = id;
  10252. this.addr = addr;
  10253. this.cache = [];
  10254. this.setValue = getSingularSetter( activeInfo.type );
  10255. // this.path = activeInfo.name; // DEBUG
  10256. }
  10257. function PureArrayUniform( id, activeInfo, addr ) {
  10258. this.id = id;
  10259. this.addr = addr;
  10260. this.cache = [];
  10261. this.size = activeInfo.size;
  10262. this.setValue = getPureArraySetter( activeInfo.type );
  10263. // this.path = activeInfo.name; // DEBUG
  10264. }
  10265. PureArrayUniform.prototype.updateCache = function ( data ) {
  10266. var cache = this.cache;
  10267. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10268. this.cache = new Float32Array( data.length );
  10269. }
  10270. copyArray( cache, data );
  10271. };
  10272. function StructuredUniform( id ) {
  10273. this.id = id;
  10274. this.seq = [];
  10275. this.map = {};
  10276. }
  10277. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10278. var seq = this.seq;
  10279. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10280. var u = seq[ i ];
  10281. u.setValue( gl, value[ u.id ], textures );
  10282. }
  10283. };
  10284. // --- Top-level ---
  10285. // Parser - builds up the property tree from the path strings
  10286. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10287. // extracts
  10288. // - the identifier (member name or array index)
  10289. // - followed by an optional right bracket (found when array index)
  10290. // - followed by an optional left bracket or dot (type of subscript)
  10291. //
  10292. // Note: These portions can be read in a non-overlapping fashion and
  10293. // allow straightforward parsing of the hierarchy that WebGL encodes
  10294. // in the uniform names.
  10295. function addUniform( container, uniformObject ) {
  10296. container.seq.push( uniformObject );
  10297. container.map[ uniformObject.id ] = uniformObject;
  10298. }
  10299. function parseUniform( activeInfo, addr, container ) {
  10300. var path = activeInfo.name,
  10301. pathLength = path.length;
  10302. // reset RegExp object, because of the early exit of a previous run
  10303. RePathPart.lastIndex = 0;
  10304. while ( true ) {
  10305. var match = RePathPart.exec( path ),
  10306. matchEnd = RePathPart.lastIndex,
  10307. id = match[ 1 ],
  10308. idIsIndex = match[ 2 ] === ']',
  10309. subscript = match[ 3 ];
  10310. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10311. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10312. // bare name or "pure" bottom-level array "[0]" suffix
  10313. addUniform( container, subscript === undefined ?
  10314. new SingleUniform( id, activeInfo, addr ) :
  10315. new PureArrayUniform( id, activeInfo, addr ) );
  10316. break;
  10317. } else {
  10318. // step into inner node / create it in case it doesn't exist
  10319. var map = container.map, next = map[ id ];
  10320. if ( next === undefined ) {
  10321. next = new StructuredUniform( id );
  10322. addUniform( container, next );
  10323. }
  10324. container = next;
  10325. }
  10326. }
  10327. }
  10328. // Root Container
  10329. function WebGLUniforms( gl, program ) {
  10330. this.seq = [];
  10331. this.map = {};
  10332. var n = gl.getProgramParameter( program, 35718 );
  10333. for ( var i = 0; i < n; ++ i ) {
  10334. var info = gl.getActiveUniform( program, i ),
  10335. addr = gl.getUniformLocation( program, info.name );
  10336. parseUniform( info, addr, this );
  10337. }
  10338. }
  10339. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10340. var u = this.map[ name ];
  10341. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10342. };
  10343. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10344. var v = object[ name ];
  10345. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10346. };
  10347. // Static interface
  10348. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10349. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10350. var u = seq[ i ],
  10351. v = values[ u.id ];
  10352. if ( v.needsUpdate !== false ) {
  10353. // note: always updating when .needsUpdate is undefined
  10354. u.setValue( gl, v.value, textures );
  10355. }
  10356. }
  10357. };
  10358. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10359. var r = [];
  10360. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10361. var u = seq[ i ];
  10362. if ( u.id in values ) { r.push( u ); }
  10363. }
  10364. return r;
  10365. };
  10366. /**
  10367. * @author mrdoob / http://mrdoob.com/
  10368. */
  10369. function WebGLShader( gl, type, string ) {
  10370. var shader = gl.createShader( type );
  10371. gl.shaderSource( shader, string );
  10372. gl.compileShader( shader );
  10373. return shader;
  10374. }
  10375. /**
  10376. * @author mrdoob / http://mrdoob.com/
  10377. */
  10378. var programIdCount = 0;
  10379. function addLineNumbers( string ) {
  10380. var lines = string.split( '\n' );
  10381. for ( var i = 0; i < lines.length; i ++ ) {
  10382. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10383. }
  10384. return lines.join( '\n' );
  10385. }
  10386. function getEncodingComponents( encoding ) {
  10387. switch ( encoding ) {
  10388. case LinearEncoding:
  10389. return [ 'Linear', '( value )' ];
  10390. case sRGBEncoding:
  10391. return [ 'sRGB', '( value )' ];
  10392. case RGBEEncoding:
  10393. return [ 'RGBE', '( value )' ];
  10394. case RGBM7Encoding:
  10395. return [ 'RGBM', '( value, 7.0 )' ];
  10396. case RGBM16Encoding:
  10397. return [ 'RGBM', '( value, 16.0 )' ];
  10398. case RGBDEncoding:
  10399. return [ 'RGBD', '( value, 256.0 )' ];
  10400. case GammaEncoding:
  10401. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10402. case LogLuvEncoding:
  10403. return [ 'LogLuv', '( value )' ];
  10404. default:
  10405. throw new Error( 'unsupported encoding: ' + encoding );
  10406. }
  10407. }
  10408. function getShaderErrors( gl, shader, type ) {
  10409. var status = gl.getShaderParameter( shader, 35713 );
  10410. var log = gl.getShaderInfoLog( shader ).trim();
  10411. if ( status && log === '' ) { return ''; }
  10412. // --enable-privileged-webgl-extension
  10413. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10414. var source = gl.getShaderSource( shader );
  10415. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10416. }
  10417. function getTexelDecodingFunction( functionName, encoding ) {
  10418. var components = getEncodingComponents( encoding );
  10419. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10420. }
  10421. function getTexelEncodingFunction( functionName, encoding ) {
  10422. var components = getEncodingComponents( encoding );
  10423. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10424. }
  10425. function getToneMappingFunction( functionName, toneMapping ) {
  10426. var toneMappingName;
  10427. switch ( toneMapping ) {
  10428. case LinearToneMapping:
  10429. toneMappingName = 'Linear';
  10430. break;
  10431. case ReinhardToneMapping:
  10432. toneMappingName = 'Reinhard';
  10433. break;
  10434. case Uncharted2ToneMapping:
  10435. toneMappingName = 'Uncharted2';
  10436. break;
  10437. case CineonToneMapping:
  10438. toneMappingName = 'OptimizedCineon';
  10439. break;
  10440. case ACESFilmicToneMapping:
  10441. toneMappingName = 'ACESFilmic';
  10442. break;
  10443. default:
  10444. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10445. }
  10446. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10447. }
  10448. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10449. extensions = extensions || {};
  10450. var chunks = [
  10451. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10452. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10453. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10454. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10455. ];
  10456. return chunks.filter( filterEmptyLine ).join( '\n' );
  10457. }
  10458. function generateDefines( defines ) {
  10459. var chunks = [];
  10460. for ( var name in defines ) {
  10461. var value = defines[ name ];
  10462. if ( value === false ) { continue; }
  10463. chunks.push( '#define ' + name + ' ' + value );
  10464. }
  10465. return chunks.join( '\n' );
  10466. }
  10467. function fetchAttributeLocations( gl, program ) {
  10468. var attributes = {};
  10469. var n = gl.getProgramParameter( program, 35721 );
  10470. for ( var i = 0; i < n; i ++ ) {
  10471. var info = gl.getActiveAttrib( program, i );
  10472. var name = info.name;
  10473. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10474. attributes[ name ] = gl.getAttribLocation( program, name );
  10475. }
  10476. return attributes;
  10477. }
  10478. function filterEmptyLine( string ) {
  10479. return string !== '';
  10480. }
  10481. function replaceLightNums( string, parameters ) {
  10482. return string
  10483. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10484. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10485. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10486. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10487. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10488. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10489. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10490. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10491. }
  10492. function replaceClippingPlaneNums( string, parameters ) {
  10493. return string
  10494. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10495. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10496. }
  10497. // Resolve Includes
  10498. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10499. function resolveIncludes( string ) {
  10500. return string.replace( includePattern, includeReplacer );
  10501. }
  10502. function includeReplacer( match, include ) {
  10503. var string = ShaderChunk[ include ];
  10504. if ( string === undefined ) {
  10505. throw new Error( 'Can not resolve #include <' + include + '>' );
  10506. }
  10507. return resolveIncludes( string );
  10508. }
  10509. // Unroll Loops
  10510. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10511. function unrollLoops( string ) {
  10512. return string.replace( loopPattern, loopReplacer );
  10513. }
  10514. function loopReplacer( match, start, end, snippet ) {
  10515. var string = '';
  10516. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10517. string += snippet
  10518. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10519. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10520. }
  10521. return string;
  10522. }
  10523. //
  10524. function generatePrecision( parameters ) {
  10525. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10526. if ( parameters.precision === "highp" ) {
  10527. precisionstring += "\n#define HIGH_PRECISION";
  10528. } else if ( parameters.precision === "mediump" ) {
  10529. precisionstring += "\n#define MEDIUM_PRECISION";
  10530. } else if ( parameters.precision === "lowp" ) {
  10531. precisionstring += "\n#define LOW_PRECISION";
  10532. }
  10533. return precisionstring;
  10534. }
  10535. function generateShadowMapTypeDefine( parameters ) {
  10536. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10537. if ( parameters.shadowMapType === PCFShadowMap ) {
  10538. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10539. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10540. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10541. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10542. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10543. }
  10544. return shadowMapTypeDefine;
  10545. }
  10546. function generateEnvMapTypeDefine( parameters ) {
  10547. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10548. if ( parameters.envMap ) {
  10549. switch ( parameters.envMapMode ) {
  10550. case CubeReflectionMapping:
  10551. case CubeRefractionMapping:
  10552. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10553. break;
  10554. case CubeUVReflectionMapping:
  10555. case CubeUVRefractionMapping:
  10556. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10557. break;
  10558. case EquirectangularReflectionMapping:
  10559. case EquirectangularRefractionMapping:
  10560. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10561. break;
  10562. case SphericalReflectionMapping:
  10563. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10564. break;
  10565. }
  10566. }
  10567. return envMapTypeDefine;
  10568. }
  10569. function generateEnvMapModeDefine( parameters ) {
  10570. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10571. if ( parameters.envMap ) {
  10572. switch ( parameters.envMapMode ) {
  10573. case CubeRefractionMapping:
  10574. case EquirectangularRefractionMapping:
  10575. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10576. break;
  10577. }
  10578. }
  10579. return envMapModeDefine;
  10580. }
  10581. function generateEnvMapBlendingDefine( parameters ) {
  10582. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10583. if ( parameters.envMap ) {
  10584. switch ( parameters.combine ) {
  10585. case MultiplyOperation:
  10586. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10587. break;
  10588. case MixOperation:
  10589. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10590. break;
  10591. case AddOperation:
  10592. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10593. break;
  10594. }
  10595. }
  10596. return envMapBlendingDefine;
  10597. }
  10598. function WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters ) {
  10599. var gl = renderer.getContext();
  10600. var defines = material.defines;
  10601. var vertexShader = shader.vertexShader;
  10602. var fragmentShader = shader.fragmentShader;
  10603. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10604. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10605. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10606. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10607. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10608. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10609. var customDefines = generateDefines( defines );
  10610. var program = gl.createProgram();
  10611. var prefixVertex, prefixFragment;
  10612. var numMultiviewViews = parameters.numMultiviewViews;
  10613. if ( material.isRawShaderMaterial ) {
  10614. prefixVertex = [
  10615. customDefines
  10616. ].filter( filterEmptyLine ).join( '\n' );
  10617. if ( prefixVertex.length > 0 ) {
  10618. prefixVertex += '\n';
  10619. }
  10620. prefixFragment = [
  10621. customExtensions,
  10622. customDefines
  10623. ].filter( filterEmptyLine ).join( '\n' );
  10624. if ( prefixFragment.length > 0 ) {
  10625. prefixFragment += '\n';
  10626. }
  10627. } else {
  10628. prefixVertex = [
  10629. generatePrecision( parameters ),
  10630. '#define SHADER_NAME ' + shader.name,
  10631. customDefines,
  10632. parameters.instancing ? '#define USE_INSTANCING' : '',
  10633. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10634. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10635. '#define MAX_BONES ' + parameters.maxBones,
  10636. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10637. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10638. parameters.map ? '#define USE_MAP' : '',
  10639. parameters.envMap ? '#define USE_ENVMAP' : '',
  10640. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10641. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10642. parameters.aoMap ? '#define USE_AOMAP' : '',
  10643. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10644. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10645. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10646. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10647. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10648. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10649. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10650. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10651. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10652. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10653. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10654. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10655. parameters.vertexColors ? '#define USE_COLOR' : '',
  10656. parameters.vertexUvs ? '#define USE_UV' : '',
  10657. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10658. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10659. parameters.skinning ? '#define USE_SKINNING' : '',
  10660. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10661. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10662. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10663. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10664. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10665. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10666. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10667. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10668. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10669. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10670. 'uniform mat4 modelMatrix;',
  10671. 'uniform mat4 modelViewMatrix;',
  10672. 'uniform mat4 projectionMatrix;',
  10673. 'uniform mat4 viewMatrix;',
  10674. 'uniform mat3 normalMatrix;',
  10675. 'uniform vec3 cameraPosition;',
  10676. 'uniform bool isOrthographic;',
  10677. '#ifdef USE_INSTANCING',
  10678. ' attribute mat4 instanceMatrix;',
  10679. '#endif',
  10680. 'attribute vec3 position;',
  10681. 'attribute vec3 normal;',
  10682. 'attribute vec2 uv;',
  10683. '#ifdef USE_TANGENT',
  10684. ' attribute vec4 tangent;',
  10685. '#endif',
  10686. '#ifdef USE_COLOR',
  10687. ' attribute vec3 color;',
  10688. '#endif',
  10689. '#ifdef USE_MORPHTARGETS',
  10690. ' attribute vec3 morphTarget0;',
  10691. ' attribute vec3 morphTarget1;',
  10692. ' attribute vec3 morphTarget2;',
  10693. ' attribute vec3 morphTarget3;',
  10694. ' #ifdef USE_MORPHNORMALS',
  10695. ' attribute vec3 morphNormal0;',
  10696. ' attribute vec3 morphNormal1;',
  10697. ' attribute vec3 morphNormal2;',
  10698. ' attribute vec3 morphNormal3;',
  10699. ' #else',
  10700. ' attribute vec3 morphTarget4;',
  10701. ' attribute vec3 morphTarget5;',
  10702. ' attribute vec3 morphTarget6;',
  10703. ' attribute vec3 morphTarget7;',
  10704. ' #endif',
  10705. '#endif',
  10706. '#ifdef USE_SKINNING',
  10707. ' attribute vec4 skinIndex;',
  10708. ' attribute vec4 skinWeight;',
  10709. '#endif',
  10710. '\n'
  10711. ].filter( filterEmptyLine ).join( '\n' );
  10712. prefixFragment = [
  10713. customExtensions,
  10714. generatePrecision( parameters ),
  10715. '#define SHADER_NAME ' + shader.name,
  10716. customDefines,
  10717. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10718. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10719. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10720. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10721. parameters.map ? '#define USE_MAP' : '',
  10722. parameters.matcap ? '#define USE_MATCAP' : '',
  10723. parameters.envMap ? '#define USE_ENVMAP' : '',
  10724. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10725. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10726. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10727. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10728. parameters.aoMap ? '#define USE_AOMAP' : '',
  10729. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10730. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10731. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10732. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10733. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10734. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10735. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10736. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10737. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10738. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10739. parameters.sheen ? '#define USE_SHEEN' : '',
  10740. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10741. parameters.vertexColors ? '#define USE_COLOR' : '',
  10742. parameters.vertexUvs ? '#define USE_UV' : '',
  10743. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10744. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10745. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10746. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10747. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10748. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10749. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10750. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10751. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10752. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10753. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10754. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10755. 'uniform mat4 viewMatrix;',
  10756. 'uniform vec3 cameraPosition;',
  10757. 'uniform bool isOrthographic;',
  10758. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10759. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10760. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10761. parameters.dithering ? '#define DITHERING' : '',
  10762. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10763. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10764. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10765. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10766. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10767. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10768. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10769. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10770. '\n'
  10771. ].filter( filterEmptyLine ).join( '\n' );
  10772. }
  10773. vertexShader = resolveIncludes( vertexShader );
  10774. vertexShader = replaceLightNums( vertexShader, parameters );
  10775. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10776. fragmentShader = resolveIncludes( fragmentShader );
  10777. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10778. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10779. vertexShader = unrollLoops( vertexShader );
  10780. fragmentShader = unrollLoops( fragmentShader );
  10781. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10782. var isGLSL3ShaderMaterial = false;
  10783. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10784. if ( material.isShaderMaterial &&
  10785. vertexShader.match( versionRegex ) !== null &&
  10786. fragmentShader.match( versionRegex ) !== null ) {
  10787. isGLSL3ShaderMaterial = true;
  10788. vertexShader = vertexShader.replace( versionRegex, '' );
  10789. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10790. }
  10791. // GLSL 3.0 conversion
  10792. prefixVertex = [
  10793. '#version 300 es\n',
  10794. '#define attribute in',
  10795. '#define varying out',
  10796. '#define texture2D texture'
  10797. ].join( '\n' ) + '\n' + prefixVertex;
  10798. prefixFragment = [
  10799. '#version 300 es\n',
  10800. '#define varying in',
  10801. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10802. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10803. '#define gl_FragDepthEXT gl_FragDepth',
  10804. '#define texture2D texture',
  10805. '#define textureCube texture',
  10806. '#define texture2DProj textureProj',
  10807. '#define texture2DLodEXT textureLod',
  10808. '#define texture2DProjLodEXT textureProjLod',
  10809. '#define textureCubeLodEXT textureLod',
  10810. '#define texture2DGradEXT textureGrad',
  10811. '#define texture2DProjGradEXT textureProjGrad',
  10812. '#define textureCubeGradEXT textureGrad'
  10813. ].join( '\n' ) + '\n' + prefixFragment;
  10814. // Multiview
  10815. if ( numMultiviewViews > 0 ) {
  10816. prefixVertex = prefixVertex.replace(
  10817. '#version 300 es\n',
  10818. [
  10819. '#version 300 es\n',
  10820. '#extension GL_OVR_multiview2 : require',
  10821. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10822. '#define VIEW_ID gl_ViewID_OVR'
  10823. ].join( '\n' )
  10824. );
  10825. prefixVertex = prefixVertex.replace(
  10826. [
  10827. 'uniform mat4 modelViewMatrix;',
  10828. 'uniform mat4 projectionMatrix;',
  10829. 'uniform mat4 viewMatrix;',
  10830. 'uniform mat3 normalMatrix;'
  10831. ].join( '\n' ),
  10832. [
  10833. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10834. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10835. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10836. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10837. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10838. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10839. '#define viewMatrix viewMatrices[VIEW_ID]',
  10840. '#define normalMatrix normalMatrices[VIEW_ID]'
  10841. ].join( '\n' )
  10842. );
  10843. prefixFragment = prefixFragment.replace(
  10844. '#version 300 es\n',
  10845. [
  10846. '#version 300 es\n',
  10847. '#extension GL_OVR_multiview2 : require',
  10848. '#define VIEW_ID gl_ViewID_OVR'
  10849. ].join( '\n' )
  10850. );
  10851. prefixFragment = prefixFragment.replace(
  10852. 'uniform mat4 viewMatrix;',
  10853. [
  10854. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10855. '#define viewMatrix viewMatrices[VIEW_ID]'
  10856. ].join( '\n' )
  10857. );
  10858. }
  10859. }
  10860. var vertexGlsl = prefixVertex + vertexShader;
  10861. var fragmentGlsl = prefixFragment + fragmentShader;
  10862. // console.log( '*VERTEX*', vertexGlsl );
  10863. // console.log( '*FRAGMENT*', fragmentGlsl );
  10864. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10865. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10866. gl.attachShader( program, glVertexShader );
  10867. gl.attachShader( program, glFragmentShader );
  10868. // Force a particular attribute to index 0.
  10869. if ( material.index0AttributeName !== undefined ) {
  10870. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10871. } else if ( parameters.morphTargets === true ) {
  10872. // programs with morphTargets displace position out of attribute 0
  10873. gl.bindAttribLocation( program, 0, 'position' );
  10874. }
  10875. gl.linkProgram( program );
  10876. // check for link errors
  10877. if ( renderer.debug.checkShaderErrors ) {
  10878. var programLog = gl.getProgramInfoLog( program ).trim();
  10879. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10880. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10881. var runnable = true;
  10882. var haveDiagnostics = true;
  10883. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10884. runnable = false;
  10885. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10886. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10887. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10888. } else if ( programLog !== '' ) {
  10889. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10890. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10891. haveDiagnostics = false;
  10892. }
  10893. if ( haveDiagnostics ) {
  10894. this.diagnostics = {
  10895. runnable: runnable,
  10896. material: material,
  10897. programLog: programLog,
  10898. vertexShader: {
  10899. log: vertexLog,
  10900. prefix: prefixVertex
  10901. },
  10902. fragmentShader: {
  10903. log: fragmentLog,
  10904. prefix: prefixFragment
  10905. }
  10906. };
  10907. }
  10908. }
  10909. // clean up
  10910. gl.deleteShader( glVertexShader );
  10911. gl.deleteShader( glFragmentShader );
  10912. // set up caching for uniform locations
  10913. var cachedUniforms;
  10914. this.getUniforms = function () {
  10915. if ( cachedUniforms === undefined ) {
  10916. cachedUniforms = new WebGLUniforms( gl, program );
  10917. }
  10918. return cachedUniforms;
  10919. };
  10920. // set up caching for attribute locations
  10921. var cachedAttributes;
  10922. this.getAttributes = function () {
  10923. if ( cachedAttributes === undefined ) {
  10924. cachedAttributes = fetchAttributeLocations( gl, program );
  10925. }
  10926. return cachedAttributes;
  10927. };
  10928. // free resource
  10929. this.destroy = function () {
  10930. gl.deleteProgram( program );
  10931. this.program = undefined;
  10932. };
  10933. //
  10934. this.name = shader.name;
  10935. this.id = programIdCount ++;
  10936. this.cacheKey = cacheKey;
  10937. this.usedTimes = 1;
  10938. this.program = program;
  10939. this.vertexShader = glVertexShader;
  10940. this.fragmentShader = glFragmentShader;
  10941. this.numMultiviewViews = numMultiviewViews;
  10942. return this;
  10943. }
  10944. /**
  10945. * @author mrdoob / http://mrdoob.com/
  10946. */
  10947. function WebGLPrograms( renderer, extensions, capabilities ) {
  10948. var programs = [];
  10949. var isWebGL2 = capabilities.isWebGL2;
  10950. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10951. var floatVertexTextures = capabilities.floatVertexTextures;
  10952. var precision = capabilities.precision;
  10953. var maxVertexUniforms = capabilities.maxVertexUniforms;
  10954. var vertexTextures = capabilities.vertexTextures;
  10955. var shaderIDs = {
  10956. MeshDepthMaterial: 'depth',
  10957. MeshDistanceMaterial: 'distanceRGBA',
  10958. MeshNormalMaterial: 'normal',
  10959. MeshBasicMaterial: 'basic',
  10960. MeshLambertMaterial: 'lambert',
  10961. MeshPhongMaterial: 'phong',
  10962. MeshToonMaterial: 'phong',
  10963. MeshStandardMaterial: 'physical',
  10964. MeshPhysicalMaterial: 'physical',
  10965. MeshMatcapMaterial: 'matcap',
  10966. LineBasicMaterial: 'basic',
  10967. LineDashedMaterial: 'dashed',
  10968. PointsMaterial: 'points',
  10969. ShadowMaterial: 'shadow',
  10970. SpriteMaterial: 'sprite'
  10971. };
  10972. var parameterNames = [
  10973. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  10974. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  10975. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10976. "roughnessMap", "metalnessMap", "gradientMap",
  10977. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  10978. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10979. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10980. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10981. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10982. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  10983. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10984. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10985. "sheen"
  10986. ];
  10987. function allocateBones( object ) {
  10988. var skeleton = object.skeleton;
  10989. var bones = skeleton.bones;
  10990. if ( floatVertexTextures ) {
  10991. return 1024;
  10992. } else {
  10993. // default for when object is not specified
  10994. // ( for example when prebuilding shader to be used with multiple objects )
  10995. //
  10996. // - leave some extra space for other uniforms
  10997. // - limit here is ANGLE's 254 max uniform vectors
  10998. // (up to 54 should be safe)
  10999. var nVertexUniforms = maxVertexUniforms;
  11000. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11001. var maxBones = Math.min( nVertexMatrices, bones.length );
  11002. if ( maxBones < bones.length ) {
  11003. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11004. return 0;
  11005. }
  11006. return maxBones;
  11007. }
  11008. }
  11009. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  11010. var encoding;
  11011. if ( ! map ) {
  11012. encoding = LinearEncoding;
  11013. } else if ( map.isTexture ) {
  11014. encoding = map.encoding;
  11015. } else if ( map.isWebGLRenderTarget ) {
  11016. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11017. encoding = map.texture.encoding;
  11018. }
  11019. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  11020. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  11021. encoding = GammaEncoding;
  11022. }
  11023. return encoding;
  11024. }
  11025. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  11026. var shaderID = shaderIDs[ material.type ];
  11027. // heuristics to create shader parameters according to lights in the scene
  11028. // (not to blow over maxLights budget)
  11029. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11030. if ( material.precision !== null ) {
  11031. precision = capabilities.getMaxPrecision( material.precision );
  11032. if ( precision !== material.precision ) {
  11033. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11034. }
  11035. }
  11036. var currentRenderTarget = renderer.getRenderTarget();
  11037. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11038. var parameters = {
  11039. isWebGL2: isWebGL2,
  11040. shaderID: shaderID,
  11041. precision: precision,
  11042. instancing: object.isInstancedMesh === true,
  11043. supportsVertexTextures: vertexTextures,
  11044. numMultiviewViews: numMultiviewViews,
  11045. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11046. map: !! material.map,
  11047. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11048. matcap: !! material.matcap,
  11049. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11050. envMap: !! material.envMap,
  11051. envMapMode: material.envMap && material.envMap.mapping,
  11052. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11053. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11054. lightMap: !! material.lightMap,
  11055. aoMap: !! material.aoMap,
  11056. emissiveMap: !! material.emissiveMap,
  11057. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11058. bumpMap: !! material.bumpMap,
  11059. normalMap: !! material.normalMap,
  11060. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11061. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11062. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11063. displacementMap: !! material.displacementMap,
  11064. roughnessMap: !! material.roughnessMap,
  11065. metalnessMap: !! material.metalnessMap,
  11066. specularMap: !! material.specularMap,
  11067. alphaMap: !! material.alphaMap,
  11068. gradientMap: !! material.gradientMap,
  11069. sheen: !! material.sheen,
  11070. combine: material.combine,
  11071. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11072. vertexColors: material.vertexColors,
  11073. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11074. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11075. fog: !! fog,
  11076. useFog: material.fog,
  11077. fogExp2: ( fog && fog.isFogExp2 ),
  11078. flatShading: material.flatShading,
  11079. sizeAttenuation: material.sizeAttenuation,
  11080. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11081. skinning: material.skinning && maxBones > 0,
  11082. maxBones: maxBones,
  11083. useVertexTexture: floatVertexTextures,
  11084. morphTargets: material.morphTargets,
  11085. morphNormals: material.morphNormals,
  11086. maxMorphTargets: renderer.maxMorphTargets,
  11087. maxMorphNormals: renderer.maxMorphNormals,
  11088. numDirLights: lights.directional.length,
  11089. numPointLights: lights.point.length,
  11090. numSpotLights: lights.spot.length,
  11091. numRectAreaLights: lights.rectArea.length,
  11092. numHemiLights: lights.hemi.length,
  11093. numDirLightShadows: lights.directionalShadowMap.length,
  11094. numPointLightShadows: lights.pointShadowMap.length,
  11095. numSpotLightShadows: lights.spotShadowMap.length,
  11096. numClippingPlanes: nClipPlanes,
  11097. numClipIntersection: nClipIntersection,
  11098. dithering: material.dithering,
  11099. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11100. shadowMapType: renderer.shadowMap.type,
  11101. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11102. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11103. premultipliedAlpha: material.premultipliedAlpha,
  11104. alphaTest: material.alphaTest,
  11105. doubleSided: material.side === DoubleSide,
  11106. flipSided: material.side === BackSide,
  11107. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11108. };
  11109. return parameters;
  11110. };
  11111. this.getProgramCacheKey = function ( material, parameters ) {
  11112. var array = [];
  11113. if ( parameters.shaderID ) {
  11114. array.push( parameters.shaderID );
  11115. } else {
  11116. array.push( material.fragmentShader );
  11117. array.push( material.vertexShader );
  11118. }
  11119. if ( material.defines !== undefined ) {
  11120. for ( var name in material.defines ) {
  11121. array.push( name );
  11122. array.push( material.defines[ name ] );
  11123. }
  11124. }
  11125. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11126. array.push( parameters[ parameterNames[ i ] ] );
  11127. }
  11128. array.push( material.onBeforeCompile.toString() );
  11129. array.push( renderer.gammaOutput );
  11130. array.push( renderer.gammaFactor );
  11131. return array.join();
  11132. };
  11133. this.acquireProgram = function ( material, shader, parameters, cacheKey ) {
  11134. var program;
  11135. // Check if code has been already compiled
  11136. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11137. var preexistingProgram = programs[ p ];
  11138. if ( preexistingProgram.cacheKey === cacheKey ) {
  11139. program = preexistingProgram;
  11140. ++ program.usedTimes;
  11141. break;
  11142. }
  11143. }
  11144. if ( program === undefined ) {
  11145. program = new WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters );
  11146. programs.push( program );
  11147. }
  11148. return program;
  11149. };
  11150. this.releaseProgram = function ( program ) {
  11151. if ( -- program.usedTimes === 0 ) {
  11152. // Remove from unordered set
  11153. var i = programs.indexOf( program );
  11154. programs[ i ] = programs[ programs.length - 1 ];
  11155. programs.pop();
  11156. // Free WebGL resources
  11157. program.destroy();
  11158. }
  11159. };
  11160. // Exposed for resource monitoring & error feedback via renderer.info:
  11161. this.programs = programs;
  11162. }
  11163. /**
  11164. * @author fordacious / fordacious.github.io
  11165. */
  11166. function WebGLProperties() {
  11167. var properties = new WeakMap();
  11168. function get( object ) {
  11169. var map = properties.get( object );
  11170. if ( map === undefined ) {
  11171. map = {};
  11172. properties.set( object, map );
  11173. }
  11174. return map;
  11175. }
  11176. function remove( object ) {
  11177. properties.delete( object );
  11178. }
  11179. function update( object, key, value ) {
  11180. properties.get( object )[ key ] = value;
  11181. }
  11182. function dispose() {
  11183. properties = new WeakMap();
  11184. }
  11185. return {
  11186. get: get,
  11187. remove: remove,
  11188. update: update,
  11189. dispose: dispose
  11190. };
  11191. }
  11192. /**
  11193. * @author mrdoob / http://mrdoob.com/
  11194. */
  11195. function painterSortStable( a, b ) {
  11196. if ( a.groupOrder !== b.groupOrder ) {
  11197. return a.groupOrder - b.groupOrder;
  11198. } else if ( a.renderOrder !== b.renderOrder ) {
  11199. return a.renderOrder - b.renderOrder;
  11200. } else if ( a.program !== b.program ) {
  11201. return a.program.id - b.program.id;
  11202. } else if ( a.material.id !== b.material.id ) {
  11203. return a.material.id - b.material.id;
  11204. } else if ( a.z !== b.z ) {
  11205. return a.z - b.z;
  11206. } else {
  11207. return a.id - b.id;
  11208. }
  11209. }
  11210. function reversePainterSortStable( a, b ) {
  11211. if ( a.groupOrder !== b.groupOrder ) {
  11212. return a.groupOrder - b.groupOrder;
  11213. } else if ( a.renderOrder !== b.renderOrder ) {
  11214. return a.renderOrder - b.renderOrder;
  11215. } else if ( a.z !== b.z ) {
  11216. return b.z - a.z;
  11217. } else {
  11218. return a.id - b.id;
  11219. }
  11220. }
  11221. function WebGLRenderList() {
  11222. var renderItems = [];
  11223. var renderItemsIndex = 0;
  11224. var opaque = [];
  11225. var transparent = [];
  11226. var defaultProgram = { id: - 1 };
  11227. function init() {
  11228. renderItemsIndex = 0;
  11229. opaque.length = 0;
  11230. transparent.length = 0;
  11231. }
  11232. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11233. var renderItem = renderItems[ renderItemsIndex ];
  11234. if ( renderItem === undefined ) {
  11235. renderItem = {
  11236. id: object.id,
  11237. object: object,
  11238. geometry: geometry,
  11239. material: material,
  11240. program: material.program || defaultProgram,
  11241. groupOrder: groupOrder,
  11242. renderOrder: object.renderOrder,
  11243. z: z,
  11244. group: group
  11245. };
  11246. renderItems[ renderItemsIndex ] = renderItem;
  11247. } else {
  11248. renderItem.id = object.id;
  11249. renderItem.object = object;
  11250. renderItem.geometry = geometry;
  11251. renderItem.material = material;
  11252. renderItem.program = material.program || defaultProgram;
  11253. renderItem.groupOrder = groupOrder;
  11254. renderItem.renderOrder = object.renderOrder;
  11255. renderItem.z = z;
  11256. renderItem.group = group;
  11257. }
  11258. renderItemsIndex ++;
  11259. return renderItem;
  11260. }
  11261. function push( object, geometry, material, groupOrder, z, group ) {
  11262. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11263. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11264. }
  11265. function unshift( object, geometry, material, groupOrder, z, group ) {
  11266. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11267. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11268. }
  11269. function sort() {
  11270. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11271. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11272. }
  11273. return {
  11274. opaque: opaque,
  11275. transparent: transparent,
  11276. init: init,
  11277. push: push,
  11278. unshift: unshift,
  11279. sort: sort
  11280. };
  11281. }
  11282. function WebGLRenderLists() {
  11283. var lists = new WeakMap();
  11284. function onSceneDispose( event ) {
  11285. var scene = event.target;
  11286. scene.removeEventListener( 'dispose', onSceneDispose );
  11287. lists.delete( scene );
  11288. }
  11289. function get( scene, camera ) {
  11290. var cameras = lists.get( scene );
  11291. var list;
  11292. if ( cameras === undefined ) {
  11293. list = new WebGLRenderList();
  11294. lists.set( scene, new WeakMap() );
  11295. lists.get( scene ).set( camera, list );
  11296. scene.addEventListener( 'dispose', onSceneDispose );
  11297. } else {
  11298. list = cameras.get( camera );
  11299. if ( list === undefined ) {
  11300. list = new WebGLRenderList();
  11301. cameras.set( camera, list );
  11302. }
  11303. }
  11304. return list;
  11305. }
  11306. function dispose() {
  11307. lists = new WeakMap();
  11308. }
  11309. return {
  11310. get: get,
  11311. dispose: dispose
  11312. };
  11313. }
  11314. /**
  11315. * @author mrdoob / http://mrdoob.com/
  11316. */
  11317. function UniformsCache() {
  11318. var lights = {};
  11319. return {
  11320. get: function ( light ) {
  11321. if ( lights[ light.id ] !== undefined ) {
  11322. return lights[ light.id ];
  11323. }
  11324. var uniforms;
  11325. switch ( light.type ) {
  11326. case 'DirectionalLight':
  11327. uniforms = {
  11328. direction: new Vector3(),
  11329. color: new Color(),
  11330. shadow: false,
  11331. shadowBias: 0,
  11332. shadowRadius: 1,
  11333. shadowMapSize: new Vector2()
  11334. };
  11335. break;
  11336. case 'SpotLight':
  11337. uniforms = {
  11338. position: new Vector3(),
  11339. direction: new Vector3(),
  11340. color: new Color(),
  11341. distance: 0,
  11342. coneCos: 0,
  11343. penumbraCos: 0,
  11344. decay: 0,
  11345. shadow: false,
  11346. shadowBias: 0,
  11347. shadowRadius: 1,
  11348. shadowMapSize: new Vector2()
  11349. };
  11350. break;
  11351. case 'PointLight':
  11352. uniforms = {
  11353. position: new Vector3(),
  11354. color: new Color(),
  11355. distance: 0,
  11356. decay: 0,
  11357. shadow: false,
  11358. shadowBias: 0,
  11359. shadowRadius: 1,
  11360. shadowMapSize: new Vector2(),
  11361. shadowCameraNear: 1,
  11362. shadowCameraFar: 1000
  11363. };
  11364. break;
  11365. case 'HemisphereLight':
  11366. uniforms = {
  11367. direction: new Vector3(),
  11368. skyColor: new Color(),
  11369. groundColor: new Color()
  11370. };
  11371. break;
  11372. case 'RectAreaLight':
  11373. uniforms = {
  11374. color: new Color(),
  11375. position: new Vector3(),
  11376. halfWidth: new Vector3(),
  11377. halfHeight: new Vector3()
  11378. // TODO (abelnation): set RectAreaLight shadow uniforms
  11379. };
  11380. break;
  11381. }
  11382. lights[ light.id ] = uniforms;
  11383. return uniforms;
  11384. }
  11385. };
  11386. }
  11387. var nextVersion = 0;
  11388. function shadowCastingLightsFirst( lightA, lightB ) {
  11389. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11390. }
  11391. function WebGLLights() {
  11392. var cache = new UniformsCache();
  11393. var state = {
  11394. version: 0,
  11395. hash: {
  11396. directionalLength: - 1,
  11397. pointLength: - 1,
  11398. spotLength: - 1,
  11399. rectAreaLength: - 1,
  11400. hemiLength: - 1,
  11401. numDirectionalShadows: - 1,
  11402. numPointShadows: - 1,
  11403. numSpotShadows: - 1,
  11404. },
  11405. ambient: [ 0, 0, 0 ],
  11406. probe: [],
  11407. directional: [],
  11408. directionalShadowMap: [],
  11409. directionalShadowMatrix: [],
  11410. spot: [],
  11411. spotShadowMap: [],
  11412. spotShadowMatrix: [],
  11413. rectArea: [],
  11414. point: [],
  11415. pointShadowMap: [],
  11416. pointShadowMatrix: [],
  11417. hemi: [],
  11418. numDirectionalShadows: - 1,
  11419. numPointShadows: - 1,
  11420. numSpotShadows: - 1
  11421. };
  11422. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11423. var vector3 = new Vector3();
  11424. var matrix4 = new Matrix4();
  11425. var matrix42 = new Matrix4();
  11426. function setup( lights, shadows, camera ) {
  11427. var r = 0, g = 0, b = 0;
  11428. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11429. var directionalLength = 0;
  11430. var pointLength = 0;
  11431. var spotLength = 0;
  11432. var rectAreaLength = 0;
  11433. var hemiLength = 0;
  11434. var numDirectionalShadows = 0;
  11435. var numPointShadows = 0;
  11436. var numSpotShadows = 0;
  11437. var viewMatrix = camera.matrixWorldInverse;
  11438. lights.sort( shadowCastingLightsFirst );
  11439. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11440. var light = lights[ i ];
  11441. var color = light.color;
  11442. var intensity = light.intensity;
  11443. var distance = light.distance;
  11444. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11445. if ( light.isAmbientLight ) {
  11446. r += color.r * intensity;
  11447. g += color.g * intensity;
  11448. b += color.b * intensity;
  11449. } else if ( light.isLightProbe ) {
  11450. for ( var j = 0; j < 9; j ++ ) {
  11451. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11452. }
  11453. } else if ( light.isDirectionalLight ) {
  11454. var uniforms = cache.get( light );
  11455. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11456. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11457. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11458. uniforms.direction.sub( vector3 );
  11459. uniforms.direction.transformDirection( viewMatrix );
  11460. uniforms.shadow = light.castShadow;
  11461. if ( light.castShadow ) {
  11462. var shadow = light.shadow;
  11463. uniforms.shadowBias = shadow.bias;
  11464. uniforms.shadowRadius = shadow.radius;
  11465. uniforms.shadowMapSize = shadow.mapSize;
  11466. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11467. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11468. numDirectionalShadows ++;
  11469. }
  11470. state.directional[ directionalLength ] = uniforms;
  11471. directionalLength ++;
  11472. } else if ( light.isSpotLight ) {
  11473. var uniforms = cache.get( light );
  11474. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11475. uniforms.position.applyMatrix4( viewMatrix );
  11476. uniforms.color.copy( color ).multiplyScalar( intensity );
  11477. uniforms.distance = distance;
  11478. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11479. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11480. uniforms.direction.sub( vector3 );
  11481. uniforms.direction.transformDirection( viewMatrix );
  11482. uniforms.coneCos = Math.cos( light.angle );
  11483. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11484. uniforms.decay = light.decay;
  11485. uniforms.shadow = light.castShadow;
  11486. if ( light.castShadow ) {
  11487. var shadow = light.shadow;
  11488. uniforms.shadowBias = shadow.bias;
  11489. uniforms.shadowRadius = shadow.radius;
  11490. uniforms.shadowMapSize = shadow.mapSize;
  11491. state.spotShadowMap[ spotLength ] = shadowMap;
  11492. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11493. numSpotShadows ++;
  11494. }
  11495. state.spot[ spotLength ] = uniforms;
  11496. spotLength ++;
  11497. } else if ( light.isRectAreaLight ) {
  11498. var uniforms = cache.get( light );
  11499. // (a) intensity is the total visible light emitted
  11500. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11501. // (b) intensity is the brightness of the light
  11502. uniforms.color.copy( color ).multiplyScalar( intensity );
  11503. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11504. uniforms.position.applyMatrix4( viewMatrix );
  11505. // extract local rotation of light to derive width/height half vectors
  11506. matrix42.identity();
  11507. matrix4.copy( light.matrixWorld );
  11508. matrix4.premultiply( viewMatrix );
  11509. matrix42.extractRotation( matrix4 );
  11510. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11511. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11512. uniforms.halfWidth.applyMatrix4( matrix42 );
  11513. uniforms.halfHeight.applyMatrix4( matrix42 );
  11514. // TODO (abelnation): RectAreaLight distance?
  11515. // uniforms.distance = distance;
  11516. state.rectArea[ rectAreaLength ] = uniforms;
  11517. rectAreaLength ++;
  11518. } else if ( light.isPointLight ) {
  11519. var uniforms = cache.get( light );
  11520. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11521. uniforms.position.applyMatrix4( viewMatrix );
  11522. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11523. uniforms.distance = light.distance;
  11524. uniforms.decay = light.decay;
  11525. uniforms.shadow = light.castShadow;
  11526. if ( light.castShadow ) {
  11527. var shadow = light.shadow;
  11528. uniforms.shadowBias = shadow.bias;
  11529. uniforms.shadowRadius = shadow.radius;
  11530. uniforms.shadowMapSize = shadow.mapSize;
  11531. uniforms.shadowCameraNear = shadow.camera.near;
  11532. uniforms.shadowCameraFar = shadow.camera.far;
  11533. state.pointShadowMap[ pointLength ] = shadowMap;
  11534. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11535. numPointShadows ++;
  11536. }
  11537. state.point[ pointLength ] = uniforms;
  11538. pointLength ++;
  11539. } else if ( light.isHemisphereLight ) {
  11540. var uniforms = cache.get( light );
  11541. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11542. uniforms.direction.transformDirection( viewMatrix );
  11543. uniforms.direction.normalize();
  11544. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11545. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11546. state.hemi[ hemiLength ] = uniforms;
  11547. hemiLength ++;
  11548. }
  11549. }
  11550. state.ambient[ 0 ] = r;
  11551. state.ambient[ 1 ] = g;
  11552. state.ambient[ 2 ] = b;
  11553. var hash = state.hash;
  11554. if ( hash.directionalLength !== directionalLength ||
  11555. hash.pointLength !== pointLength ||
  11556. hash.spotLength !== spotLength ||
  11557. hash.rectAreaLength !== rectAreaLength ||
  11558. hash.hemiLength !== hemiLength ||
  11559. hash.numDirectionalShadows !== numDirectionalShadows ||
  11560. hash.numPointShadows !== numPointShadows ||
  11561. hash.numSpotShadows !== numSpotShadows ) {
  11562. state.directional.length = directionalLength;
  11563. state.spot.length = spotLength;
  11564. state.rectArea.length = rectAreaLength;
  11565. state.point.length = pointLength;
  11566. state.hemi.length = hemiLength;
  11567. state.directionalShadowMap.length = numDirectionalShadows;
  11568. state.pointShadowMap.length = numPointShadows;
  11569. state.spotShadowMap.length = numSpotShadows;
  11570. state.directionalShadowMatrix.length = numDirectionalShadows;
  11571. state.pointShadowMatrix.length = numPointShadows;
  11572. state.spotShadowMatrix.length = numSpotShadows;
  11573. hash.directionalLength = directionalLength;
  11574. hash.pointLength = pointLength;
  11575. hash.spotLength = spotLength;
  11576. hash.rectAreaLength = rectAreaLength;
  11577. hash.hemiLength = hemiLength;
  11578. hash.numDirectionalShadows = numDirectionalShadows;
  11579. hash.numPointShadows = numPointShadows;
  11580. hash.numSpotShadows = numSpotShadows;
  11581. state.version = nextVersion ++;
  11582. }
  11583. }
  11584. return {
  11585. setup: setup,
  11586. state: state
  11587. };
  11588. }
  11589. /**
  11590. * @author Mugen87 / https://github.com/Mugen87
  11591. */
  11592. function WebGLRenderState() {
  11593. var lights = new WebGLLights();
  11594. var lightsArray = [];
  11595. var shadowsArray = [];
  11596. function init() {
  11597. lightsArray.length = 0;
  11598. shadowsArray.length = 0;
  11599. }
  11600. function pushLight( light ) {
  11601. lightsArray.push( light );
  11602. }
  11603. function pushShadow( shadowLight ) {
  11604. shadowsArray.push( shadowLight );
  11605. }
  11606. function setupLights( camera ) {
  11607. lights.setup( lightsArray, shadowsArray, camera );
  11608. }
  11609. var state = {
  11610. lightsArray: lightsArray,
  11611. shadowsArray: shadowsArray,
  11612. lights: lights
  11613. };
  11614. return {
  11615. init: init,
  11616. state: state,
  11617. setupLights: setupLights,
  11618. pushLight: pushLight,
  11619. pushShadow: pushShadow
  11620. };
  11621. }
  11622. function WebGLRenderStates() {
  11623. var renderStates = new WeakMap();
  11624. function onSceneDispose( event ) {
  11625. var scene = event.target;
  11626. scene.removeEventListener( 'dispose', onSceneDispose );
  11627. renderStates.delete( scene );
  11628. }
  11629. function get( scene, camera ) {
  11630. var renderState;
  11631. if ( renderStates.has( scene ) === false ) {
  11632. renderState = new WebGLRenderState();
  11633. renderStates.set( scene, new WeakMap() );
  11634. renderStates.get( scene ).set( camera, renderState );
  11635. scene.addEventListener( 'dispose', onSceneDispose );
  11636. } else {
  11637. if ( renderStates.get( scene ).has( camera ) === false ) {
  11638. renderState = new WebGLRenderState();
  11639. renderStates.get( scene ).set( camera, renderState );
  11640. } else {
  11641. renderState = renderStates.get( scene ).get( camera );
  11642. }
  11643. }
  11644. return renderState;
  11645. }
  11646. function dispose() {
  11647. renderStates = new WeakMap();
  11648. }
  11649. return {
  11650. get: get,
  11651. dispose: dispose
  11652. };
  11653. }
  11654. /**
  11655. * @author mrdoob / http://mrdoob.com/
  11656. * @author alteredq / http://alteredqualia.com/
  11657. * @author bhouston / https://clara.io
  11658. * @author WestLangley / http://github.com/WestLangley
  11659. *
  11660. * parameters = {
  11661. *
  11662. * opacity: <float>,
  11663. *
  11664. * map: new THREE.Texture( <Image> ),
  11665. *
  11666. * alphaMap: new THREE.Texture( <Image> ),
  11667. *
  11668. * displacementMap: new THREE.Texture( <Image> ),
  11669. * displacementScale: <float>,
  11670. * displacementBias: <float>,
  11671. *
  11672. * wireframe: <boolean>,
  11673. * wireframeLinewidth: <float>
  11674. * }
  11675. */
  11676. function MeshDepthMaterial( parameters ) {
  11677. Material.call( this );
  11678. this.type = 'MeshDepthMaterial';
  11679. this.depthPacking = BasicDepthPacking;
  11680. this.skinning = false;
  11681. this.morphTargets = false;
  11682. this.map = null;
  11683. this.alphaMap = null;
  11684. this.displacementMap = null;
  11685. this.displacementScale = 1;
  11686. this.displacementBias = 0;
  11687. this.wireframe = false;
  11688. this.wireframeLinewidth = 1;
  11689. this.fog = false;
  11690. this.setValues( parameters );
  11691. }
  11692. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11693. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11694. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11695. MeshDepthMaterial.prototype.copy = function ( source ) {
  11696. Material.prototype.copy.call( this, source );
  11697. this.depthPacking = source.depthPacking;
  11698. this.skinning = source.skinning;
  11699. this.morphTargets = source.morphTargets;
  11700. this.map = source.map;
  11701. this.alphaMap = source.alphaMap;
  11702. this.displacementMap = source.displacementMap;
  11703. this.displacementScale = source.displacementScale;
  11704. this.displacementBias = source.displacementBias;
  11705. this.wireframe = source.wireframe;
  11706. this.wireframeLinewidth = source.wireframeLinewidth;
  11707. return this;
  11708. };
  11709. /**
  11710. * @author WestLangley / http://github.com/WestLangley
  11711. *
  11712. * parameters = {
  11713. *
  11714. * referencePosition: <float>,
  11715. * nearDistance: <float>,
  11716. * farDistance: <float>,
  11717. *
  11718. * skinning: <bool>,
  11719. * morphTargets: <bool>,
  11720. *
  11721. * map: new THREE.Texture( <Image> ),
  11722. *
  11723. * alphaMap: new THREE.Texture( <Image> ),
  11724. *
  11725. * displacementMap: new THREE.Texture( <Image> ),
  11726. * displacementScale: <float>,
  11727. * displacementBias: <float>
  11728. *
  11729. * }
  11730. */
  11731. function MeshDistanceMaterial( parameters ) {
  11732. Material.call( this );
  11733. this.type = 'MeshDistanceMaterial';
  11734. this.referencePosition = new Vector3();
  11735. this.nearDistance = 1;
  11736. this.farDistance = 1000;
  11737. this.skinning = false;
  11738. this.morphTargets = false;
  11739. this.map = null;
  11740. this.alphaMap = null;
  11741. this.displacementMap = null;
  11742. this.displacementScale = 1;
  11743. this.displacementBias = 0;
  11744. this.fog = false;
  11745. this.setValues( parameters );
  11746. }
  11747. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11748. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11749. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11750. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11751. Material.prototype.copy.call( this, source );
  11752. this.referencePosition.copy( source.referencePosition );
  11753. this.nearDistance = source.nearDistance;
  11754. this.farDistance = source.farDistance;
  11755. this.skinning = source.skinning;
  11756. this.morphTargets = source.morphTargets;
  11757. this.map = source.map;
  11758. this.alphaMap = source.alphaMap;
  11759. this.displacementMap = source.displacementMap;
  11760. this.displacementScale = source.displacementScale;
  11761. this.displacementBias = source.displacementBias;
  11762. return this;
  11763. };
  11764. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackHalfToRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = packHalfToRGBA( vec2( mean, std_dev ) );\n}";
  11765. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11766. /**
  11767. * @author alteredq / http://alteredqualia.com/
  11768. * @author mrdoob / http://mrdoob.com/
  11769. */
  11770. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11771. var _frustum = new Frustum(),
  11772. _shadowMapSize = new Vector2(),
  11773. _viewportSize = new Vector2(),
  11774. _viewport = new Vector4(),
  11775. _depthMaterials = [],
  11776. _distanceMaterials = [],
  11777. _materialCache = {};
  11778. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11779. var shadowMaterialVertical = new ShaderMaterial( {
  11780. defines: {
  11781. SAMPLE_RATE: 2.0 / 8.0,
  11782. HALF_SAMPLE_RATE: 1.0 / 8.0
  11783. },
  11784. uniforms: {
  11785. shadow_pass: { value: null },
  11786. resolution: { value: new Vector2() },
  11787. radius: { value: 4.0 }
  11788. },
  11789. vertexShader: vsm_vert,
  11790. fragmentShader: vsm_frag
  11791. } );
  11792. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11793. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11794. var fullScreenTri = new BufferGeometry();
  11795. fullScreenTri.setAttribute(
  11796. "position",
  11797. new BufferAttribute(
  11798. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11799. 3
  11800. )
  11801. );
  11802. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11803. var scope = this;
  11804. this.enabled = false;
  11805. this.autoUpdate = true;
  11806. this.needsUpdate = false;
  11807. this.type = PCFShadowMap;
  11808. this.render = function ( lights, scene, camera ) {
  11809. if ( scope.enabled === false ) { return; }
  11810. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11811. if ( lights.length === 0 ) { return; }
  11812. var currentRenderTarget = _renderer.getRenderTarget();
  11813. var activeCubeFace = _renderer.getActiveCubeFace();
  11814. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11815. var _state = _renderer.state;
  11816. // Set GL state for depth map.
  11817. _state.setBlending( NoBlending );
  11818. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11819. _state.buffers.depth.setTest( true );
  11820. _state.setScissorTest( false );
  11821. // render depth map
  11822. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11823. var light = lights[ i ];
  11824. var shadow = light.shadow;
  11825. if ( shadow === undefined ) {
  11826. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11827. continue;
  11828. }
  11829. _shadowMapSize.copy( shadow.mapSize );
  11830. var shadowFrameExtents = shadow.getFrameExtents();
  11831. _shadowMapSize.multiply( shadowFrameExtents );
  11832. _viewportSize.copy( shadow.mapSize );
  11833. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11834. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11835. if ( _shadowMapSize.x > maxTextureSize ) {
  11836. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11837. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11838. shadow.mapSize.x = _viewportSize.x;
  11839. }
  11840. if ( _shadowMapSize.y > maxTextureSize ) {
  11841. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11842. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11843. shadow.mapSize.y = _viewportSize.y;
  11844. }
  11845. }
  11846. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11847. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11848. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11849. shadow.map.texture.name = light.name + ".shadowMap";
  11850. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11851. shadow.camera.updateProjectionMatrix();
  11852. }
  11853. if ( shadow.map === null ) {
  11854. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11855. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11856. shadow.map.texture.name = light.name + ".shadowMap";
  11857. shadow.camera.updateProjectionMatrix();
  11858. }
  11859. _renderer.setRenderTarget( shadow.map );
  11860. _renderer.clear();
  11861. var viewportCount = shadow.getViewportCount();
  11862. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11863. var viewport = shadow.getViewport( vp );
  11864. _viewport.set(
  11865. _viewportSize.x * viewport.x,
  11866. _viewportSize.y * viewport.y,
  11867. _viewportSize.x * viewport.z,
  11868. _viewportSize.y * viewport.w
  11869. );
  11870. _state.viewport( _viewport );
  11871. shadow.updateMatrices( light, vp );
  11872. _frustum = shadow.getFrustum();
  11873. renderObject( scene, camera, shadow.camera, light, this.type );
  11874. }
  11875. // do blur pass for VSM
  11876. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11877. VSMPass( shadow, camera );
  11878. }
  11879. }
  11880. scope.needsUpdate = false;
  11881. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11882. };
  11883. function VSMPass( shadow, camera ) {
  11884. var geometry = _objects.update( fullScreenMesh );
  11885. // vertical pass
  11886. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11887. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11888. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11889. _renderer.setRenderTarget( shadow.mapPass );
  11890. _renderer.clear();
  11891. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11892. // horizonal pass
  11893. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11894. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11895. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11896. _renderer.setRenderTarget( shadow.map );
  11897. _renderer.clear();
  11898. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11899. }
  11900. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11901. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11902. var material = _depthMaterials[ index ];
  11903. if ( material === undefined ) {
  11904. material = new MeshDepthMaterial( {
  11905. depthPacking: RGBADepthPacking,
  11906. morphTargets: useMorphing,
  11907. skinning: useSkinning
  11908. } );
  11909. _depthMaterials[ index ] = material;
  11910. }
  11911. return material;
  11912. }
  11913. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11914. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11915. var material = _distanceMaterials[ index ];
  11916. if ( material === undefined ) {
  11917. material = new MeshDistanceMaterial( {
  11918. morphTargets: useMorphing,
  11919. skinning: useSkinning
  11920. } );
  11921. _distanceMaterials[ index ] = material;
  11922. }
  11923. return material;
  11924. }
  11925. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11926. var geometry = object.geometry;
  11927. var result = null;
  11928. var getMaterialVariant = getDepthMaterialVariant;
  11929. var customMaterial = object.customDepthMaterial;
  11930. if ( light.isPointLight === true ) {
  11931. getMaterialVariant = getDistanceMaterialVariant;
  11932. customMaterial = object.customDistanceMaterial;
  11933. }
  11934. if ( customMaterial === undefined ) {
  11935. var useMorphing = false;
  11936. if ( material.morphTargets === true ) {
  11937. if ( geometry.isBufferGeometry === true ) {
  11938. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11939. } else if ( geometry.isGeometry === true ) {
  11940. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11941. }
  11942. }
  11943. var useSkinning = false;
  11944. if ( object.isSkinnedMesh === true ) {
  11945. if ( material.skinning === true ) {
  11946. useSkinning = true;
  11947. } else {
  11948. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11949. }
  11950. }
  11951. var useInstancing = object.isInstancedMesh === true;
  11952. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  11953. } else {
  11954. result = customMaterial;
  11955. }
  11956. if ( _renderer.localClippingEnabled &&
  11957. material.clipShadows === true &&
  11958. material.clippingPlanes.length !== 0 ) {
  11959. // in this case we need a unique material instance reflecting the
  11960. // appropriate state
  11961. var keyA = result.uuid, keyB = material.uuid;
  11962. var materialsForVariant = _materialCache[ keyA ];
  11963. if ( materialsForVariant === undefined ) {
  11964. materialsForVariant = {};
  11965. _materialCache[ keyA ] = materialsForVariant;
  11966. }
  11967. var cachedMaterial = materialsForVariant[ keyB ];
  11968. if ( cachedMaterial === undefined ) {
  11969. cachedMaterial = result.clone();
  11970. materialsForVariant[ keyB ] = cachedMaterial;
  11971. }
  11972. result = cachedMaterial;
  11973. }
  11974. result.visible = material.visible;
  11975. result.wireframe = material.wireframe;
  11976. if ( type === VSMShadowMap ) {
  11977. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  11978. } else {
  11979. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  11980. }
  11981. result.clipShadows = material.clipShadows;
  11982. result.clippingPlanes = material.clippingPlanes;
  11983. result.clipIntersection = material.clipIntersection;
  11984. result.wireframeLinewidth = material.wireframeLinewidth;
  11985. result.linewidth = material.linewidth;
  11986. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  11987. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11988. result.nearDistance = shadowCameraNear;
  11989. result.farDistance = shadowCameraFar;
  11990. }
  11991. return result;
  11992. }
  11993. function renderObject( object, camera, shadowCamera, light, type ) {
  11994. if ( object.visible === false ) { return; }
  11995. var visible = object.layers.test( camera.layers );
  11996. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11997. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11998. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11999. var geometry = _objects.update( object );
  12000. var material = object.material;
  12001. if ( Array.isArray( material ) ) {
  12002. var groups = geometry.groups;
  12003. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12004. var group = groups[ k ];
  12005. var groupMaterial = material[ group.materialIndex ];
  12006. if ( groupMaterial && groupMaterial.visible ) {
  12007. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12008. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12009. }
  12010. }
  12011. } else if ( material.visible ) {
  12012. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12013. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12014. }
  12015. }
  12016. }
  12017. var children = object.children;
  12018. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12019. renderObject( children[ i ], camera, shadowCamera, light, type );
  12020. }
  12021. }
  12022. }
  12023. /**
  12024. * @author mrdoob / http://mrdoob.com/
  12025. */
  12026. function WebGLState( gl, extensions, capabilities ) {
  12027. var isWebGL2 = capabilities.isWebGL2;
  12028. function ColorBuffer() {
  12029. var locked = false;
  12030. var color = new Vector4();
  12031. var currentColorMask = null;
  12032. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12033. return {
  12034. setMask: function ( colorMask ) {
  12035. if ( currentColorMask !== colorMask && ! locked ) {
  12036. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12037. currentColorMask = colorMask;
  12038. }
  12039. },
  12040. setLocked: function ( lock ) {
  12041. locked = lock;
  12042. },
  12043. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12044. if ( premultipliedAlpha === true ) {
  12045. r *= a; g *= a; b *= a;
  12046. }
  12047. color.set( r, g, b, a );
  12048. if ( currentColorClear.equals( color ) === false ) {
  12049. gl.clearColor( r, g, b, a );
  12050. currentColorClear.copy( color );
  12051. }
  12052. },
  12053. reset: function () {
  12054. locked = false;
  12055. currentColorMask = null;
  12056. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12057. }
  12058. };
  12059. }
  12060. function DepthBuffer() {
  12061. var locked = false;
  12062. var currentDepthMask = null;
  12063. var currentDepthFunc = null;
  12064. var currentDepthClear = null;
  12065. return {
  12066. setTest: function ( depthTest ) {
  12067. if ( depthTest ) {
  12068. enable( 2929 );
  12069. } else {
  12070. disable( 2929 );
  12071. }
  12072. },
  12073. setMask: function ( depthMask ) {
  12074. if ( currentDepthMask !== depthMask && ! locked ) {
  12075. gl.depthMask( depthMask );
  12076. currentDepthMask = depthMask;
  12077. }
  12078. },
  12079. setFunc: function ( depthFunc ) {
  12080. if ( currentDepthFunc !== depthFunc ) {
  12081. if ( depthFunc ) {
  12082. switch ( depthFunc ) {
  12083. case NeverDepth:
  12084. gl.depthFunc( 512 );
  12085. break;
  12086. case AlwaysDepth:
  12087. gl.depthFunc( 519 );
  12088. break;
  12089. case LessDepth:
  12090. gl.depthFunc( 513 );
  12091. break;
  12092. case LessEqualDepth:
  12093. gl.depthFunc( 515 );
  12094. break;
  12095. case EqualDepth:
  12096. gl.depthFunc( 514 );
  12097. break;
  12098. case GreaterEqualDepth:
  12099. gl.depthFunc( 518 );
  12100. break;
  12101. case GreaterDepth:
  12102. gl.depthFunc( 516 );
  12103. break;
  12104. case NotEqualDepth:
  12105. gl.depthFunc( 517 );
  12106. break;
  12107. default:
  12108. gl.depthFunc( 515 );
  12109. }
  12110. } else {
  12111. gl.depthFunc( 515 );
  12112. }
  12113. currentDepthFunc = depthFunc;
  12114. }
  12115. },
  12116. setLocked: function ( lock ) {
  12117. locked = lock;
  12118. },
  12119. setClear: function ( depth ) {
  12120. if ( currentDepthClear !== depth ) {
  12121. gl.clearDepth( depth );
  12122. currentDepthClear = depth;
  12123. }
  12124. },
  12125. reset: function () {
  12126. locked = false;
  12127. currentDepthMask = null;
  12128. currentDepthFunc = null;
  12129. currentDepthClear = null;
  12130. }
  12131. };
  12132. }
  12133. function StencilBuffer() {
  12134. var locked = false;
  12135. var currentStencilMask = null;
  12136. var currentStencilFunc = null;
  12137. var currentStencilRef = null;
  12138. var currentStencilFuncMask = null;
  12139. var currentStencilFail = null;
  12140. var currentStencilZFail = null;
  12141. var currentStencilZPass = null;
  12142. var currentStencilClear = null;
  12143. return {
  12144. setTest: function ( stencilTest ) {
  12145. if ( ! locked ) {
  12146. if ( stencilTest ) {
  12147. enable( 2960 );
  12148. } else {
  12149. disable( 2960 );
  12150. }
  12151. }
  12152. },
  12153. setMask: function ( stencilMask ) {
  12154. if ( currentStencilMask !== stencilMask && ! locked ) {
  12155. gl.stencilMask( stencilMask );
  12156. currentStencilMask = stencilMask;
  12157. }
  12158. },
  12159. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12160. if ( currentStencilFunc !== stencilFunc ||
  12161. currentStencilRef !== stencilRef ||
  12162. currentStencilFuncMask !== stencilMask ) {
  12163. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12164. currentStencilFunc = stencilFunc;
  12165. currentStencilRef = stencilRef;
  12166. currentStencilFuncMask = stencilMask;
  12167. }
  12168. },
  12169. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12170. if ( currentStencilFail !== stencilFail ||
  12171. currentStencilZFail !== stencilZFail ||
  12172. currentStencilZPass !== stencilZPass ) {
  12173. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12174. currentStencilFail = stencilFail;
  12175. currentStencilZFail = stencilZFail;
  12176. currentStencilZPass = stencilZPass;
  12177. }
  12178. },
  12179. setLocked: function ( lock ) {
  12180. locked = lock;
  12181. },
  12182. setClear: function ( stencil ) {
  12183. if ( currentStencilClear !== stencil ) {
  12184. gl.clearStencil( stencil );
  12185. currentStencilClear = stencil;
  12186. }
  12187. },
  12188. reset: function () {
  12189. locked = false;
  12190. currentStencilMask = null;
  12191. currentStencilFunc = null;
  12192. currentStencilRef = null;
  12193. currentStencilFuncMask = null;
  12194. currentStencilFail = null;
  12195. currentStencilZFail = null;
  12196. currentStencilZPass = null;
  12197. currentStencilClear = null;
  12198. }
  12199. };
  12200. }
  12201. //
  12202. var colorBuffer = new ColorBuffer();
  12203. var depthBuffer = new DepthBuffer();
  12204. var stencilBuffer = new StencilBuffer();
  12205. var maxVertexAttributes = gl.getParameter( 34921 );
  12206. var newAttributes = new Uint8Array( maxVertexAttributes );
  12207. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12208. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12209. var enabledCapabilities = {};
  12210. var currentProgram = null;
  12211. var currentBlendingEnabled = null;
  12212. var currentBlending = null;
  12213. var currentBlendEquation = null;
  12214. var currentBlendSrc = null;
  12215. var currentBlendDst = null;
  12216. var currentBlendEquationAlpha = null;
  12217. var currentBlendSrcAlpha = null;
  12218. var currentBlendDstAlpha = null;
  12219. var currentPremultipledAlpha = false;
  12220. var currentFlipSided = null;
  12221. var currentCullFace = null;
  12222. var currentLineWidth = null;
  12223. var currentPolygonOffsetFactor = null;
  12224. var currentPolygonOffsetUnits = null;
  12225. var maxTextures = gl.getParameter( 35661 );
  12226. var lineWidthAvailable = false;
  12227. var version = 0;
  12228. var glVersion = gl.getParameter( 7938 );
  12229. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12230. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12231. lineWidthAvailable = ( version >= 1.0 );
  12232. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12233. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12234. lineWidthAvailable = ( version >= 2.0 );
  12235. }
  12236. var currentTextureSlot = null;
  12237. var currentBoundTextures = {};
  12238. var currentScissor = new Vector4();
  12239. var currentViewport = new Vector4();
  12240. function createTexture( type, target, count ) {
  12241. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12242. var texture = gl.createTexture();
  12243. gl.bindTexture( type, texture );
  12244. gl.texParameteri( type, 10241, 9728 );
  12245. gl.texParameteri( type, 10240, 9728 );
  12246. for ( var i = 0; i < count; i ++ ) {
  12247. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12248. }
  12249. return texture;
  12250. }
  12251. var emptyTextures = {};
  12252. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12253. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12254. // init
  12255. colorBuffer.setClear( 0, 0, 0, 1 );
  12256. depthBuffer.setClear( 1 );
  12257. stencilBuffer.setClear( 0 );
  12258. enable( 2929 );
  12259. depthBuffer.setFunc( LessEqualDepth );
  12260. setFlipSided( false );
  12261. setCullFace( CullFaceBack );
  12262. enable( 2884 );
  12263. setBlending( NoBlending );
  12264. //
  12265. function initAttributes() {
  12266. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12267. newAttributes[ i ] = 0;
  12268. }
  12269. }
  12270. function enableAttribute( attribute ) {
  12271. enableAttributeAndDivisor( attribute, 0 );
  12272. }
  12273. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12274. newAttributes[ attribute ] = 1;
  12275. if ( enabledAttributes[ attribute ] === 0 ) {
  12276. gl.enableVertexAttribArray( attribute );
  12277. enabledAttributes[ attribute ] = 1;
  12278. }
  12279. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12280. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12281. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12282. attributeDivisors[ attribute ] = meshPerAttribute;
  12283. }
  12284. }
  12285. function disableUnusedAttributes() {
  12286. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12287. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12288. gl.disableVertexAttribArray( i );
  12289. enabledAttributes[ i ] = 0;
  12290. }
  12291. }
  12292. }
  12293. function enable( id ) {
  12294. if ( enabledCapabilities[ id ] !== true ) {
  12295. gl.enable( id );
  12296. enabledCapabilities[ id ] = true;
  12297. }
  12298. }
  12299. function disable( id ) {
  12300. if ( enabledCapabilities[ id ] !== false ) {
  12301. gl.disable( id );
  12302. enabledCapabilities[ id ] = false;
  12303. }
  12304. }
  12305. function useProgram( program ) {
  12306. if ( currentProgram !== program ) {
  12307. gl.useProgram( program );
  12308. currentProgram = program;
  12309. return true;
  12310. }
  12311. return false;
  12312. }
  12313. var equationToGL = {};
  12314. equationToGL[ AddEquation ] = 32774;
  12315. equationToGL[ SubtractEquation ] = 32778;
  12316. equationToGL[ ReverseSubtractEquation ] = 32779;
  12317. if ( isWebGL2 ) {
  12318. equationToGL[ MinEquation ] = 32775;
  12319. equationToGL[ MaxEquation ] = 32776;
  12320. } else {
  12321. var extension = extensions.get( 'EXT_blend_minmax' );
  12322. if ( extension !== null ) {
  12323. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12324. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12325. }
  12326. }
  12327. var factorToGL = {};
  12328. factorToGL[ ZeroFactor ] = 0;
  12329. factorToGL[ OneFactor ] = 1;
  12330. factorToGL[ SrcColorFactor ] = 768;
  12331. factorToGL[ SrcAlphaFactor ] = 770;
  12332. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12333. factorToGL[ DstColorFactor ] = 774;
  12334. factorToGL[ DstAlphaFactor ] = 772;
  12335. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12336. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12337. factorToGL[ OneMinusDstColorFactor ] = 775;
  12338. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12339. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12340. if ( blending === NoBlending ) {
  12341. if ( currentBlendingEnabled ) {
  12342. disable( 3042 );
  12343. currentBlendingEnabled = false;
  12344. }
  12345. return;
  12346. }
  12347. if ( ! currentBlendingEnabled ) {
  12348. enable( 3042 );
  12349. currentBlendingEnabled = true;
  12350. }
  12351. if ( blending !== CustomBlending ) {
  12352. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12353. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12354. gl.blendEquation( 32774 );
  12355. currentBlendEquation = AddEquation;
  12356. currentBlendEquationAlpha = AddEquation;
  12357. }
  12358. if ( premultipliedAlpha ) {
  12359. switch ( blending ) {
  12360. case NormalBlending:
  12361. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12362. break;
  12363. case AdditiveBlending:
  12364. gl.blendFunc( 1, 1 );
  12365. break;
  12366. case SubtractiveBlending:
  12367. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12368. break;
  12369. case MultiplyBlending:
  12370. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12371. break;
  12372. default:
  12373. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12374. break;
  12375. }
  12376. } else {
  12377. switch ( blending ) {
  12378. case NormalBlending:
  12379. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12380. break;
  12381. case AdditiveBlending:
  12382. gl.blendFunc( 770, 1 );
  12383. break;
  12384. case SubtractiveBlending:
  12385. gl.blendFunc( 0, 769 );
  12386. break;
  12387. case MultiplyBlending:
  12388. gl.blendFunc( 0, 768 );
  12389. break;
  12390. default:
  12391. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12392. break;
  12393. }
  12394. }
  12395. currentBlendSrc = null;
  12396. currentBlendDst = null;
  12397. currentBlendSrcAlpha = null;
  12398. currentBlendDstAlpha = null;
  12399. currentBlending = blending;
  12400. currentPremultipledAlpha = premultipliedAlpha;
  12401. }
  12402. return;
  12403. }
  12404. // custom blending
  12405. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12406. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12407. blendDstAlpha = blendDstAlpha || blendDst;
  12408. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12409. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12410. currentBlendEquation = blendEquation;
  12411. currentBlendEquationAlpha = blendEquationAlpha;
  12412. }
  12413. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12414. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12415. currentBlendSrc = blendSrc;
  12416. currentBlendDst = blendDst;
  12417. currentBlendSrcAlpha = blendSrcAlpha;
  12418. currentBlendDstAlpha = blendDstAlpha;
  12419. }
  12420. currentBlending = blending;
  12421. currentPremultipledAlpha = null;
  12422. }
  12423. function setMaterial( material, frontFaceCW ) {
  12424. material.side === DoubleSide
  12425. ? disable( 2884 )
  12426. : enable( 2884 );
  12427. var flipSided = ( material.side === BackSide );
  12428. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12429. setFlipSided( flipSided );
  12430. ( material.blending === NormalBlending && material.transparent === false )
  12431. ? setBlending( NoBlending )
  12432. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12433. depthBuffer.setFunc( material.depthFunc );
  12434. depthBuffer.setTest( material.depthTest );
  12435. depthBuffer.setMask( material.depthWrite );
  12436. colorBuffer.setMask( material.colorWrite );
  12437. var stencilWrite = material.stencilWrite;
  12438. stencilBuffer.setTest( stencilWrite );
  12439. if ( stencilWrite ) {
  12440. stencilBuffer.setMask( material.stencilWriteMask );
  12441. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12442. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12443. }
  12444. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12445. }
  12446. //
  12447. function setFlipSided( flipSided ) {
  12448. if ( currentFlipSided !== flipSided ) {
  12449. if ( flipSided ) {
  12450. gl.frontFace( 2304 );
  12451. } else {
  12452. gl.frontFace( 2305 );
  12453. }
  12454. currentFlipSided = flipSided;
  12455. }
  12456. }
  12457. function setCullFace( cullFace ) {
  12458. if ( cullFace !== CullFaceNone ) {
  12459. enable( 2884 );
  12460. if ( cullFace !== currentCullFace ) {
  12461. if ( cullFace === CullFaceBack ) {
  12462. gl.cullFace( 1029 );
  12463. } else if ( cullFace === CullFaceFront ) {
  12464. gl.cullFace( 1028 );
  12465. } else {
  12466. gl.cullFace( 1032 );
  12467. }
  12468. }
  12469. } else {
  12470. disable( 2884 );
  12471. }
  12472. currentCullFace = cullFace;
  12473. }
  12474. function setLineWidth( width ) {
  12475. if ( width !== currentLineWidth ) {
  12476. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12477. currentLineWidth = width;
  12478. }
  12479. }
  12480. function setPolygonOffset( polygonOffset, factor, units ) {
  12481. if ( polygonOffset ) {
  12482. enable( 32823 );
  12483. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12484. gl.polygonOffset( factor, units );
  12485. currentPolygonOffsetFactor = factor;
  12486. currentPolygonOffsetUnits = units;
  12487. }
  12488. } else {
  12489. disable( 32823 );
  12490. }
  12491. }
  12492. function setScissorTest( scissorTest ) {
  12493. if ( scissorTest ) {
  12494. enable( 3089 );
  12495. } else {
  12496. disable( 3089 );
  12497. }
  12498. }
  12499. // texture
  12500. function activeTexture( webglSlot ) {
  12501. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12502. if ( currentTextureSlot !== webglSlot ) {
  12503. gl.activeTexture( webglSlot );
  12504. currentTextureSlot = webglSlot;
  12505. }
  12506. }
  12507. function bindTexture( webglType, webglTexture ) {
  12508. if ( currentTextureSlot === null ) {
  12509. activeTexture();
  12510. }
  12511. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12512. if ( boundTexture === undefined ) {
  12513. boundTexture = { type: undefined, texture: undefined };
  12514. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12515. }
  12516. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12517. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12518. boundTexture.type = webglType;
  12519. boundTexture.texture = webglTexture;
  12520. }
  12521. }
  12522. function unbindTexture() {
  12523. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12524. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12525. gl.bindTexture( boundTexture.type, null );
  12526. boundTexture.type = undefined;
  12527. boundTexture.texture = undefined;
  12528. }
  12529. }
  12530. function compressedTexImage2D() {
  12531. try {
  12532. gl.compressedTexImage2D.apply( gl, arguments );
  12533. } catch ( error ) {
  12534. console.error( 'THREE.WebGLState:', error );
  12535. }
  12536. }
  12537. function texImage2D() {
  12538. try {
  12539. gl.texImage2D.apply( gl, arguments );
  12540. } catch ( error ) {
  12541. console.error( 'THREE.WebGLState:', error );
  12542. }
  12543. }
  12544. function texImage3D() {
  12545. try {
  12546. gl.texImage3D.apply( gl, arguments );
  12547. } catch ( error ) {
  12548. console.error( 'THREE.WebGLState:', error );
  12549. }
  12550. }
  12551. //
  12552. function scissor( scissor ) {
  12553. if ( currentScissor.equals( scissor ) === false ) {
  12554. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12555. currentScissor.copy( scissor );
  12556. }
  12557. }
  12558. function viewport( viewport ) {
  12559. if ( currentViewport.equals( viewport ) === false ) {
  12560. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12561. currentViewport.copy( viewport );
  12562. }
  12563. }
  12564. //
  12565. function reset() {
  12566. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12567. if ( enabledAttributes[ i ] === 1 ) {
  12568. gl.disableVertexAttribArray( i );
  12569. enabledAttributes[ i ] = 0;
  12570. }
  12571. }
  12572. enabledCapabilities = {};
  12573. currentTextureSlot = null;
  12574. currentBoundTextures = {};
  12575. currentProgram = null;
  12576. currentBlending = null;
  12577. currentFlipSided = null;
  12578. currentCullFace = null;
  12579. colorBuffer.reset();
  12580. depthBuffer.reset();
  12581. stencilBuffer.reset();
  12582. }
  12583. return {
  12584. buffers: {
  12585. color: colorBuffer,
  12586. depth: depthBuffer,
  12587. stencil: stencilBuffer
  12588. },
  12589. initAttributes: initAttributes,
  12590. enableAttribute: enableAttribute,
  12591. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12592. disableUnusedAttributes: disableUnusedAttributes,
  12593. enable: enable,
  12594. disable: disable,
  12595. useProgram: useProgram,
  12596. setBlending: setBlending,
  12597. setMaterial: setMaterial,
  12598. setFlipSided: setFlipSided,
  12599. setCullFace: setCullFace,
  12600. setLineWidth: setLineWidth,
  12601. setPolygonOffset: setPolygonOffset,
  12602. setScissorTest: setScissorTest,
  12603. activeTexture: activeTexture,
  12604. bindTexture: bindTexture,
  12605. unbindTexture: unbindTexture,
  12606. compressedTexImage2D: compressedTexImage2D,
  12607. texImage2D: texImage2D,
  12608. texImage3D: texImage3D,
  12609. scissor: scissor,
  12610. viewport: viewport,
  12611. reset: reset
  12612. };
  12613. }
  12614. /**
  12615. * @author mrdoob / http://mrdoob.com/
  12616. */
  12617. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12618. var isWebGL2 = capabilities.isWebGL2;
  12619. var maxTextures = capabilities.maxTextures;
  12620. var maxCubemapSize = capabilities.maxCubemapSize;
  12621. var maxTextureSize = capabilities.maxTextureSize;
  12622. var maxSamples = capabilities.maxSamples;
  12623. var _videoTextures = new WeakMap();
  12624. var _canvas;
  12625. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12626. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12627. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12628. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12629. function createCanvas( width, height ) {
  12630. // Use OffscreenCanvas when available. Specially needed in web workers
  12631. return useOffscreenCanvas ?
  12632. new OffscreenCanvas( width, height ) :
  12633. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12634. }
  12635. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12636. var scale = 1;
  12637. // handle case if texture exceeds max size
  12638. if ( image.width > maxSize || image.height > maxSize ) {
  12639. scale = maxSize / Math.max( image.width, image.height );
  12640. }
  12641. // only perform resize if necessary
  12642. if ( scale < 1 || needsPowerOfTwo === true ) {
  12643. // only perform resize for certain image types
  12644. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12645. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12646. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12647. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12648. var width = floor( scale * image.width );
  12649. var height = floor( scale * image.height );
  12650. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12651. // cube textures can't reuse the same canvas
  12652. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12653. canvas.width = width;
  12654. canvas.height = height;
  12655. var context = canvas.getContext( '2d' );
  12656. context.drawImage( image, 0, 0, width, height );
  12657. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12658. return canvas;
  12659. } else {
  12660. if ( 'data' in image ) {
  12661. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12662. }
  12663. return image;
  12664. }
  12665. }
  12666. return image;
  12667. }
  12668. function isPowerOfTwo( image ) {
  12669. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12670. }
  12671. function textureNeedsPowerOfTwo( texture ) {
  12672. if ( isWebGL2 ) { return false; }
  12673. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12674. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12675. }
  12676. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12677. return texture.generateMipmaps && supportsMips &&
  12678. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12679. }
  12680. function generateMipmap( target, texture, width, height ) {
  12681. _gl.generateMipmap( target );
  12682. var textureProperties = properties.get( texture );
  12683. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12684. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12685. }
  12686. function getInternalFormat( glFormat, glType ) {
  12687. if ( isWebGL2 === false ) { return glFormat; }
  12688. var internalFormat = glFormat;
  12689. if ( glFormat === 6403 ) {
  12690. if ( glType === 5126 ) { internalFormat = 33326; }
  12691. if ( glType === 5131 ) { internalFormat = 33325; }
  12692. if ( glType === 5121 ) { internalFormat = 33321; }
  12693. }
  12694. if ( glFormat === 6407 ) {
  12695. if ( glType === 5126 ) { internalFormat = 34837; }
  12696. if ( glType === 5131 ) { internalFormat = 34843; }
  12697. if ( glType === 5121 ) { internalFormat = 32849; }
  12698. }
  12699. if ( glFormat === 6408 ) {
  12700. if ( glType === 5126 ) { internalFormat = 34836; }
  12701. if ( glType === 5131 ) { internalFormat = 34842; }
  12702. if ( glType === 5121 ) { internalFormat = 32856; }
  12703. }
  12704. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12705. internalFormat === 34842 || internalFormat === 34836 ) {
  12706. extensions.get( 'EXT_color_buffer_float' );
  12707. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12708. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12709. }
  12710. return internalFormat;
  12711. }
  12712. // Fallback filters for non-power-of-2 textures
  12713. function filterFallback( f ) {
  12714. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12715. return 9728;
  12716. }
  12717. return 9729;
  12718. }
  12719. //
  12720. function onTextureDispose( event ) {
  12721. var texture = event.target;
  12722. texture.removeEventListener( 'dispose', onTextureDispose );
  12723. deallocateTexture( texture );
  12724. if ( texture.isVideoTexture ) {
  12725. _videoTextures.delete( texture );
  12726. }
  12727. info.memory.textures --;
  12728. }
  12729. function onRenderTargetDispose( event ) {
  12730. var renderTarget = event.target;
  12731. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12732. deallocateRenderTarget( renderTarget );
  12733. info.memory.textures --;
  12734. }
  12735. //
  12736. function deallocateTexture( texture ) {
  12737. var textureProperties = properties.get( texture );
  12738. if ( textureProperties.__webglInit === undefined ) { return; }
  12739. _gl.deleteTexture( textureProperties.__webglTexture );
  12740. properties.remove( texture );
  12741. }
  12742. function deallocateRenderTarget( renderTarget ) {
  12743. var renderTargetProperties = properties.get( renderTarget );
  12744. var textureProperties = properties.get( renderTarget.texture );
  12745. if ( ! renderTarget ) { return; }
  12746. if ( textureProperties.__webglTexture !== undefined ) {
  12747. _gl.deleteTexture( textureProperties.__webglTexture );
  12748. }
  12749. if ( renderTarget.depthTexture ) {
  12750. renderTarget.depthTexture.dispose();
  12751. }
  12752. if ( renderTarget.isWebGLRenderTargetCube ) {
  12753. for ( var i = 0; i < 6; i ++ ) {
  12754. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12755. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12756. }
  12757. } else {
  12758. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12759. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12760. }
  12761. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12762. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12763. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12764. info.memory.textures -= 2;
  12765. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12766. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12767. }
  12768. }
  12769. properties.remove( renderTarget.texture );
  12770. properties.remove( renderTarget );
  12771. }
  12772. //
  12773. var textureUnits = 0;
  12774. function resetTextureUnits() {
  12775. textureUnits = 0;
  12776. }
  12777. function allocateTextureUnit() {
  12778. var textureUnit = textureUnits;
  12779. if ( textureUnit >= maxTextures ) {
  12780. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12781. }
  12782. textureUnits += 1;
  12783. return textureUnit;
  12784. }
  12785. //
  12786. function setTexture2D( texture, slot ) {
  12787. var textureProperties = properties.get( texture );
  12788. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12789. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12790. var image = texture.image;
  12791. if ( image === undefined ) {
  12792. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12793. } else if ( image.complete === false ) {
  12794. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12795. } else {
  12796. uploadTexture( textureProperties, texture, slot );
  12797. return;
  12798. }
  12799. }
  12800. state.activeTexture( 33984 + slot );
  12801. state.bindTexture( 3553, textureProperties.__webglTexture );
  12802. }
  12803. function setTexture2DArray( texture, slot ) {
  12804. var textureProperties = properties.get( texture );
  12805. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12806. uploadTexture( textureProperties, texture, slot );
  12807. return;
  12808. }
  12809. state.activeTexture( 33984 + slot );
  12810. state.bindTexture( 35866, textureProperties.__webglTexture );
  12811. }
  12812. function setTexture3D( texture, slot ) {
  12813. var textureProperties = properties.get( texture );
  12814. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12815. uploadTexture( textureProperties, texture, slot );
  12816. return;
  12817. }
  12818. state.activeTexture( 33984 + slot );
  12819. state.bindTexture( 32879, textureProperties.__webglTexture );
  12820. }
  12821. function setTextureCube( texture, slot ) {
  12822. if ( texture.image.length !== 6 ) { return; }
  12823. var textureProperties = properties.get( texture );
  12824. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12825. initTexture( textureProperties, texture );
  12826. state.activeTexture( 33984 + slot );
  12827. state.bindTexture( 34067, textureProperties.__webglTexture );
  12828. _gl.pixelStorei( 37440, texture.flipY );
  12829. var isCompressed = ( texture && texture.isCompressedTexture );
  12830. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12831. var cubeImage = [];
  12832. for ( var i = 0; i < 6; i ++ ) {
  12833. if ( ! isCompressed && ! isDataTexture ) {
  12834. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12835. } else {
  12836. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12837. }
  12838. }
  12839. var image = cubeImage[ 0 ],
  12840. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12841. glFormat = utils.convert( texture.format ),
  12842. glType = utils.convert( texture.type ),
  12843. glInternalFormat = getInternalFormat( glFormat, glType );
  12844. setTextureParameters( 34067, texture, supportsMips );
  12845. var mipmaps;
  12846. if ( isCompressed ) {
  12847. for ( var i = 0; i < 6; i ++ ) {
  12848. mipmaps = cubeImage[ i ].mipmaps;
  12849. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12850. var mipmap = mipmaps[ j ];
  12851. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12852. if ( glFormat !== null ) {
  12853. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12854. } else {
  12855. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12856. }
  12857. } else {
  12858. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12859. }
  12860. }
  12861. }
  12862. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12863. } else {
  12864. mipmaps = texture.mipmaps;
  12865. for ( var i = 0; i < 6; i ++ ) {
  12866. if ( isDataTexture ) {
  12867. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12868. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12869. var mipmap = mipmaps[ j ];
  12870. var mipmapImage = mipmap.image[ i ].image;
  12871. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12872. }
  12873. } else {
  12874. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12875. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12876. var mipmap = mipmaps[ j ];
  12877. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12878. }
  12879. }
  12880. }
  12881. textureProperties.__maxMipLevel = mipmaps.length;
  12882. }
  12883. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12884. // We assume images for cube map have the same size.
  12885. generateMipmap( 34067, texture, image.width, image.height );
  12886. }
  12887. textureProperties.__version = texture.version;
  12888. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12889. } else {
  12890. state.activeTexture( 33984 + slot );
  12891. state.bindTexture( 34067, textureProperties.__webglTexture );
  12892. }
  12893. }
  12894. function setTextureCubeDynamic( texture, slot ) {
  12895. state.activeTexture( 33984 + slot );
  12896. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12897. }
  12898. var wrappingToGL = {};
  12899. wrappingToGL[ RepeatWrapping ] = 10497;
  12900. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  12901. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  12902. var filterToGL = {};
  12903. filterToGL[ NearestFilter ] = 9728;
  12904. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  12905. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  12906. filterToGL[ LinearFilter ] = 9729;
  12907. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  12908. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  12909. function setTextureParameters( textureType, texture, supportsMips ) {
  12910. if ( supportsMips ) {
  12911. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  12912. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  12913. if ( textureType === 32879 || textureType === 35866 ) {
  12914. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  12915. }
  12916. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  12917. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  12918. } else {
  12919. _gl.texParameteri( textureType, 10242, 33071 );
  12920. _gl.texParameteri( textureType, 10243, 33071 );
  12921. if ( textureType === 32879 || textureType === 35866 ) {
  12922. _gl.texParameteri( textureType, 32882, 33071 );
  12923. }
  12924. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12925. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12926. }
  12927. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12928. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12929. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12930. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12931. }
  12932. }
  12933. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12934. if ( extension ) {
  12935. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12936. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12937. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12938. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12939. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12940. }
  12941. }
  12942. }
  12943. function initTexture( textureProperties, texture ) {
  12944. if ( textureProperties.__webglInit === undefined ) {
  12945. textureProperties.__webglInit = true;
  12946. texture.addEventListener( 'dispose', onTextureDispose );
  12947. textureProperties.__webglTexture = _gl.createTexture();
  12948. info.memory.textures ++;
  12949. }
  12950. }
  12951. function uploadTexture( textureProperties, texture, slot ) {
  12952. var textureType = 3553;
  12953. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12954. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12955. initTexture( textureProperties, texture );
  12956. state.activeTexture( 33984 + slot );
  12957. state.bindTexture( textureType, textureProperties.__webglTexture );
  12958. _gl.pixelStorei( 37440, texture.flipY );
  12959. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12960. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12961. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12962. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  12963. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12964. glFormat = utils.convert( texture.format ),
  12965. glType = utils.convert( texture.type ),
  12966. glInternalFormat = getInternalFormat( glFormat, glType );
  12967. setTextureParameters( textureType, texture, supportsMips );
  12968. var mipmap, mipmaps = texture.mipmaps;
  12969. if ( texture.isDepthTexture ) {
  12970. // populate depth texture with dummy data
  12971. glInternalFormat = 6402;
  12972. if ( texture.type === FloatType ) {
  12973. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12974. glInternalFormat = 36012;
  12975. } else if ( isWebGL2 ) {
  12976. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12977. glInternalFormat = 33189;
  12978. }
  12979. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12980. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12981. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12982. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12983. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12984. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12985. texture.type = UnsignedShortType;
  12986. glType = utils.convert( texture.type );
  12987. }
  12988. }
  12989. // Depth stencil textures need the DEPTH_STENCIL internal format
  12990. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12991. if ( texture.format === DepthStencilFormat ) {
  12992. glInternalFormat = 34041;
  12993. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12994. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12995. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12996. if ( texture.type !== UnsignedInt248Type ) {
  12997. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12998. texture.type = UnsignedInt248Type;
  12999. glType = utils.convert( texture.type );
  13000. }
  13001. }
  13002. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13003. } else if ( texture.isDataTexture ) {
  13004. // use manually created mipmaps if available
  13005. // if there are no manual mipmaps
  13006. // set 0 level mipmap and then use GL to generate other mipmap levels
  13007. if ( mipmaps.length > 0 && supportsMips ) {
  13008. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13009. mipmap = mipmaps[ i ];
  13010. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13011. }
  13012. texture.generateMipmaps = false;
  13013. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13014. } else {
  13015. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13016. textureProperties.__maxMipLevel = 0;
  13017. }
  13018. } else if ( texture.isCompressedTexture ) {
  13019. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13020. mipmap = mipmaps[ i ];
  13021. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13022. if ( glFormat !== null ) {
  13023. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13024. } else {
  13025. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13026. }
  13027. } else {
  13028. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13029. }
  13030. }
  13031. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13032. } else if ( texture.isDataTexture2DArray ) {
  13033. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13034. textureProperties.__maxMipLevel = 0;
  13035. } else if ( texture.isDataTexture3D ) {
  13036. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13037. textureProperties.__maxMipLevel = 0;
  13038. } else {
  13039. // regular Texture (image, video, canvas)
  13040. // use manually created mipmaps if available
  13041. // if there are no manual mipmaps
  13042. // set 0 level mipmap and then use GL to generate other mipmap levels
  13043. if ( mipmaps.length > 0 && supportsMips ) {
  13044. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13045. mipmap = mipmaps[ i ];
  13046. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13047. }
  13048. texture.generateMipmaps = false;
  13049. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13050. } else {
  13051. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13052. textureProperties.__maxMipLevel = 0;
  13053. }
  13054. }
  13055. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13056. generateMipmap( 3553, texture, image.width, image.height );
  13057. }
  13058. textureProperties.__version = texture.version;
  13059. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13060. }
  13061. // Render targets
  13062. // Setup storage for target texture and bind it to correct framebuffer
  13063. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13064. var glFormat = utils.convert( renderTarget.texture.format );
  13065. var glType = utils.convert( renderTarget.texture.type );
  13066. var glInternalFormat = getInternalFormat( glFormat, glType );
  13067. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13068. _gl.bindFramebuffer( 36160, framebuffer );
  13069. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13070. _gl.bindFramebuffer( 36160, null );
  13071. }
  13072. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13073. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13074. _gl.bindRenderbuffer( 36161, renderbuffer );
  13075. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13076. if ( isMultisample ) {
  13077. var samples = getRenderTargetSamples( renderTarget );
  13078. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13079. } else {
  13080. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13081. }
  13082. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13083. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13084. if ( isMultisample ) {
  13085. var samples = getRenderTargetSamples( renderTarget );
  13086. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13087. } else {
  13088. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13089. }
  13090. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13091. } else {
  13092. var glFormat = utils.convert( renderTarget.texture.format );
  13093. var glType = utils.convert( renderTarget.texture.type );
  13094. var glInternalFormat = getInternalFormat( glFormat, glType );
  13095. if ( isMultisample ) {
  13096. var samples = getRenderTargetSamples( renderTarget );
  13097. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13098. } else {
  13099. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13100. }
  13101. }
  13102. _gl.bindRenderbuffer( 36161, null );
  13103. }
  13104. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13105. function setupDepthTexture( framebuffer, renderTarget ) {
  13106. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13107. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13108. _gl.bindFramebuffer( 36160, framebuffer );
  13109. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13110. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13111. }
  13112. // upload an empty depth texture with framebuffer size
  13113. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13114. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13115. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13116. renderTarget.depthTexture.image.width = renderTarget.width;
  13117. renderTarget.depthTexture.image.height = renderTarget.height;
  13118. renderTarget.depthTexture.needsUpdate = true;
  13119. }
  13120. setTexture2D( renderTarget.depthTexture, 0 );
  13121. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13122. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13123. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13124. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13125. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13126. } else {
  13127. throw new Error( 'Unknown depthTexture format' );
  13128. }
  13129. }
  13130. // Setup GL resources for a non-texture depth buffer
  13131. function setupDepthRenderbuffer( renderTarget ) {
  13132. var renderTargetProperties = properties.get( renderTarget );
  13133. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13134. if ( renderTarget.depthTexture ) {
  13135. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13136. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13137. } else {
  13138. if ( isCube ) {
  13139. renderTargetProperties.__webglDepthbuffer = [];
  13140. for ( var i = 0; i < 6; i ++ ) {
  13141. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13142. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13143. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13144. }
  13145. } else {
  13146. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13147. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13148. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13149. }
  13150. }
  13151. _gl.bindFramebuffer( 36160, null );
  13152. }
  13153. // Set up GL resources for the render target
  13154. function setupRenderTarget( renderTarget ) {
  13155. var renderTargetProperties = properties.get( renderTarget );
  13156. var textureProperties = properties.get( renderTarget.texture );
  13157. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13158. textureProperties.__webglTexture = _gl.createTexture();
  13159. info.memory.textures ++;
  13160. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13161. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13162. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13163. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13164. // Setup framebuffer
  13165. if ( isCube ) {
  13166. renderTargetProperties.__webglFramebuffer = [];
  13167. for ( var i = 0; i < 6; i ++ ) {
  13168. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13169. }
  13170. } else {
  13171. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13172. if ( isMultisample ) {
  13173. if ( isWebGL2 ) {
  13174. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13175. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13176. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13177. var glFormat = utils.convert( renderTarget.texture.format );
  13178. var glType = utils.convert( renderTarget.texture.type );
  13179. var glInternalFormat = getInternalFormat( glFormat, glType );
  13180. var samples = getRenderTargetSamples( renderTarget );
  13181. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13182. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13183. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13184. _gl.bindRenderbuffer( 36161, null );
  13185. if ( renderTarget.depthBuffer ) {
  13186. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13187. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13188. }
  13189. _gl.bindFramebuffer( 36160, null );
  13190. } else {
  13191. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13192. }
  13193. } else if ( isMultiview ) {
  13194. var width = renderTarget.width;
  13195. var height = renderTarget.height;
  13196. var numViews = renderTarget.numViews;
  13197. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13198. var ext = extensions.get( 'OVR_multiview2' );
  13199. info.memory.textures += 2;
  13200. var colorTexture = _gl.createTexture();
  13201. _gl.bindTexture( 35866, colorTexture );
  13202. _gl.texParameteri( 35866, 10240, 9728 );
  13203. _gl.texParameteri( 35866, 10241, 9728 );
  13204. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13205. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13206. var depthStencilTexture = _gl.createTexture();
  13207. _gl.bindTexture( 35866, depthStencilTexture );
  13208. _gl.texParameteri( 35866, 10240, 9728 );
  13209. _gl.texParameteri( 35866, 10241, 9728 );
  13210. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13211. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13212. var viewFramebuffers = new Array( numViews );
  13213. for ( var i = 0; i < numViews; ++ i ) {
  13214. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13215. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13216. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13217. }
  13218. renderTargetProperties.__webglColorTexture = colorTexture;
  13219. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13220. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13221. _gl.bindFramebuffer( 36160, null );
  13222. _gl.bindTexture( 35866, null );
  13223. }
  13224. }
  13225. // Setup color buffer
  13226. if ( isCube ) {
  13227. state.bindTexture( 34067, textureProperties.__webglTexture );
  13228. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13229. for ( var i = 0; i < 6; i ++ ) {
  13230. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13231. }
  13232. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13233. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13234. }
  13235. state.bindTexture( 34067, null );
  13236. } else if ( ! isMultiview ) {
  13237. state.bindTexture( 3553, textureProperties.__webglTexture );
  13238. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13239. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13240. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13241. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13242. }
  13243. state.bindTexture( 3553, null );
  13244. }
  13245. // Setup depth and stencil buffers
  13246. if ( renderTarget.depthBuffer ) {
  13247. setupDepthRenderbuffer( renderTarget );
  13248. }
  13249. }
  13250. function updateRenderTargetMipmap( renderTarget ) {
  13251. var texture = renderTarget.texture;
  13252. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13253. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13254. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13255. var webglTexture = properties.get( texture ).__webglTexture;
  13256. state.bindTexture( target, webglTexture );
  13257. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13258. state.bindTexture( target, null );
  13259. }
  13260. }
  13261. function updateMultisampleRenderTarget( renderTarget ) {
  13262. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13263. if ( isWebGL2 ) {
  13264. var renderTargetProperties = properties.get( renderTarget );
  13265. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13266. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13267. var width = renderTarget.width;
  13268. var height = renderTarget.height;
  13269. var mask = 16384;
  13270. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13271. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13272. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13273. } else {
  13274. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13275. }
  13276. }
  13277. }
  13278. function getRenderTargetSamples( renderTarget ) {
  13279. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13280. Math.min( maxSamples, renderTarget.samples ) : 0;
  13281. }
  13282. function updateVideoTexture( texture ) {
  13283. var frame = info.render.frame;
  13284. // Check the last frame we updated the VideoTexture
  13285. if ( _videoTextures.get( texture ) !== frame ) {
  13286. _videoTextures.set( texture, frame );
  13287. texture.update();
  13288. }
  13289. }
  13290. // backwards compatibility
  13291. var warnedTexture2D = false;
  13292. var warnedTextureCube = false;
  13293. function safeSetTexture2D( texture, slot ) {
  13294. if ( texture && texture.isWebGLRenderTarget ) {
  13295. if ( warnedTexture2D === false ) {
  13296. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13297. warnedTexture2D = true;
  13298. }
  13299. texture = texture.texture;
  13300. }
  13301. setTexture2D( texture, slot );
  13302. }
  13303. function safeSetTextureCube( texture, slot ) {
  13304. if ( texture && texture.isWebGLRenderTargetCube ) {
  13305. if ( warnedTextureCube === false ) {
  13306. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13307. warnedTextureCube = true;
  13308. }
  13309. texture = texture.texture;
  13310. }
  13311. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13312. // TODO: unify these code paths
  13313. if ( ( texture && texture.isCubeTexture ) ||
  13314. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13315. // CompressedTexture can have Array in image :/
  13316. // this function alone should take care of cube textures
  13317. setTextureCube( texture, slot );
  13318. } else {
  13319. // assumed: texture property of THREE.WebGLRenderTargetCube
  13320. setTextureCubeDynamic( texture, slot );
  13321. }
  13322. }
  13323. //
  13324. this.allocateTextureUnit = allocateTextureUnit;
  13325. this.resetTextureUnits = resetTextureUnits;
  13326. this.setTexture2D = setTexture2D;
  13327. this.setTexture2DArray = setTexture2DArray;
  13328. this.setTexture3D = setTexture3D;
  13329. this.setTextureCube = setTextureCube;
  13330. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13331. this.setupRenderTarget = setupRenderTarget;
  13332. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13333. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13334. this.safeSetTexture2D = safeSetTexture2D;
  13335. this.safeSetTextureCube = safeSetTextureCube;
  13336. }
  13337. /**
  13338. * @author thespite / http://www.twitter.com/thespite
  13339. */
  13340. function WebGLUtils( gl, extensions, capabilities ) {
  13341. var isWebGL2 = capabilities.isWebGL2;
  13342. function convert( p ) {
  13343. var extension;
  13344. if ( p === UnsignedByteType ) { return 5121; }
  13345. if ( p === UnsignedShort4444Type ) { return 32819; }
  13346. if ( p === UnsignedShort5551Type ) { return 32820; }
  13347. if ( p === UnsignedShort565Type ) { return 33635; }
  13348. if ( p === ByteType ) { return 5120; }
  13349. if ( p === ShortType ) { return 5122; }
  13350. if ( p === UnsignedShortType ) { return 5123; }
  13351. if ( p === IntType ) { return 5124; }
  13352. if ( p === UnsignedIntType ) { return 5125; }
  13353. if ( p === FloatType ) { return 5126; }
  13354. if ( p === HalfFloatType ) {
  13355. if ( isWebGL2 ) { return 5131; }
  13356. extension = extensions.get( 'OES_texture_half_float' );
  13357. if ( extension !== null ) {
  13358. return extension.HALF_FLOAT_OES;
  13359. } else {
  13360. return null;
  13361. }
  13362. }
  13363. if ( p === AlphaFormat ) { return 6406; }
  13364. if ( p === RGBFormat ) { return 6407; }
  13365. if ( p === RGBAFormat ) { return 6408; }
  13366. if ( p === LuminanceFormat ) { return 6409; }
  13367. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13368. if ( p === DepthFormat ) { return 6402; }
  13369. if ( p === DepthStencilFormat ) { return 34041; }
  13370. if ( p === RedFormat ) { return 6403; }
  13371. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13372. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13373. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13374. if ( extension !== null ) {
  13375. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13376. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13377. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13378. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13379. } else {
  13380. return null;
  13381. }
  13382. }
  13383. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13384. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13385. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13386. if ( extension !== null ) {
  13387. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13388. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13389. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13390. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13391. } else {
  13392. return null;
  13393. }
  13394. }
  13395. if ( p === RGB_ETC1_Format ) {
  13396. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13397. if ( extension !== null ) {
  13398. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13399. } else {
  13400. return null;
  13401. }
  13402. }
  13403. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13404. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13405. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13406. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13407. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13408. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13409. if ( extension !== null ) {
  13410. // TODO Complete?
  13411. return p;
  13412. } else {
  13413. return null;
  13414. }
  13415. }
  13416. if ( p === UnsignedInt248Type ) {
  13417. if ( isWebGL2 ) { return 34042; }
  13418. extension = extensions.get( 'WEBGL_depth_texture' );
  13419. if ( extension !== null ) {
  13420. return extension.UNSIGNED_INT_24_8_WEBGL;
  13421. } else {
  13422. return null;
  13423. }
  13424. }
  13425. }
  13426. return { convert: convert };
  13427. }
  13428. /**
  13429. * @author fernandojsg / http://fernandojsg.com
  13430. * @author Takahiro https://github.com/takahirox
  13431. */
  13432. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13433. WebGLRenderTarget.call( this, width, height, options );
  13434. this.depthBuffer = false;
  13435. this.stencilBuffer = false;
  13436. this.numViews = numViews;
  13437. }
  13438. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13439. constructor: WebGLMultiviewRenderTarget,
  13440. isWebGLMultiviewRenderTarget: true,
  13441. copy: function ( source ) {
  13442. WebGLRenderTarget.prototype.copy.call( this, source );
  13443. this.numViews = source.numViews;
  13444. return this;
  13445. },
  13446. setNumViews: function ( numViews ) {
  13447. if ( this.numViews !== numViews ) {
  13448. this.numViews = numViews;
  13449. this.dispose();
  13450. }
  13451. return this;
  13452. }
  13453. } );
  13454. /**
  13455. * @author fernandojsg / http://fernandojsg.com
  13456. * @author Takahiro https://github.com/takahirox
  13457. */
  13458. function WebGLMultiview( renderer, gl ) {
  13459. var DEFAULT_NUMVIEWS = 2;
  13460. var extensions = renderer.extensions;
  13461. var properties = renderer.properties;
  13462. var renderTarget, currentRenderTarget;
  13463. var mat3, mat4, cameraArray, renderSize;
  13464. var available;
  13465. var maxNumViews = 0;
  13466. //
  13467. function isAvailable() {
  13468. if ( available === undefined ) {
  13469. var extension = extensions.get( 'OVR_multiview2' );
  13470. available = extension !== null && gl.getContextAttributes().antialias === false;
  13471. if ( available ) {
  13472. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13473. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13474. renderSize = new Vector2();
  13475. mat4 = [];
  13476. mat3 = [];
  13477. cameraArray = [];
  13478. for ( var i = 0; i < maxNumViews; i ++ ) {
  13479. mat4[ i ] = new Matrix4();
  13480. mat3[ i ] = new Matrix3();
  13481. }
  13482. }
  13483. }
  13484. return available;
  13485. }
  13486. function getCameraArray( camera ) {
  13487. if ( camera.isArrayCamera ) { return camera.cameras; }
  13488. cameraArray[ 0 ] = camera;
  13489. return cameraArray;
  13490. }
  13491. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13492. var cameras = getCameraArray( camera );
  13493. for ( var i = 0; i < cameras.length; i ++ ) {
  13494. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13495. }
  13496. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13497. }
  13498. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13499. var cameras = getCameraArray( camera );
  13500. for ( var i = 0; i < cameras.length; i ++ ) {
  13501. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13502. }
  13503. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13504. }
  13505. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13506. var cameras = getCameraArray( camera );
  13507. for ( var i = 0; i < cameras.length; i ++ ) {
  13508. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13509. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13510. }
  13511. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13512. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13513. }
  13514. function isMultiviewCompatible( camera ) {
  13515. if ( camera.isArrayCamera === undefined ) { return true; }
  13516. var cameras = camera.cameras;
  13517. if ( cameras.length > maxNumViews ) { return false; }
  13518. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13519. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13520. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13521. }
  13522. return true;
  13523. }
  13524. function resizeRenderTarget( camera ) {
  13525. if ( currentRenderTarget ) {
  13526. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13527. } else {
  13528. renderer.getDrawingBufferSize( renderSize );
  13529. }
  13530. if ( camera.isArrayCamera ) {
  13531. var viewport = camera.cameras[ 0 ].viewport;
  13532. renderTarget.setSize( viewport.z, viewport.w );
  13533. renderTarget.setNumViews( camera.cameras.length );
  13534. } else {
  13535. renderTarget.setSize( renderSize.x, renderSize.y );
  13536. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13537. }
  13538. }
  13539. function attachCamera( camera ) {
  13540. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13541. currentRenderTarget = renderer.getRenderTarget();
  13542. resizeRenderTarget( camera );
  13543. renderer.setRenderTarget( renderTarget );
  13544. }
  13545. function detachCamera( camera ) {
  13546. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13547. renderer.setRenderTarget( currentRenderTarget );
  13548. flush( camera );
  13549. }
  13550. function flush( camera ) {
  13551. var srcRenderTarget = renderTarget;
  13552. var numViews = srcRenderTarget.numViews;
  13553. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13554. var viewWidth = srcRenderTarget.width;
  13555. var viewHeight = srcRenderTarget.height;
  13556. if ( camera.isArrayCamera ) {
  13557. for ( var i = 0; i < numViews; i ++ ) {
  13558. var viewport = camera.cameras[ i ].viewport;
  13559. var x1 = viewport.x;
  13560. var y1 = viewport.y;
  13561. var x2 = x1 + viewport.z;
  13562. var y2 = y1 + viewport.w;
  13563. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13564. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13565. }
  13566. } else {
  13567. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13568. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13569. }
  13570. }
  13571. this.isAvailable = isAvailable;
  13572. this.attachCamera = attachCamera;
  13573. this.detachCamera = detachCamera;
  13574. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13575. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13576. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13577. }
  13578. /**
  13579. * @author mrdoob / http://mrdoob.com/
  13580. */
  13581. function Group() {
  13582. Object3D.call( this );
  13583. this.type = 'Group';
  13584. }
  13585. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13586. constructor: Group,
  13587. isGroup: true
  13588. } );
  13589. /**
  13590. * @author mrdoob / http://mrdoob.com/
  13591. */
  13592. function ArrayCamera( array ) {
  13593. PerspectiveCamera.call( this );
  13594. this.cameras = array || [];
  13595. }
  13596. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13597. constructor: ArrayCamera,
  13598. isArrayCamera: true
  13599. } );
  13600. /**
  13601. * @author jsantell / https://www.jsantell.com/
  13602. * @author mrdoob / http://mrdoob.com/
  13603. */
  13604. var cameraLPos = new Vector3();
  13605. var cameraRPos = new Vector3();
  13606. /**
  13607. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13608. * the cameras' projection and world matrices have already been set.
  13609. * And that near and far planes are identical for both cameras.
  13610. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13611. */
  13612. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13613. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13614. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13615. var ipd = cameraLPos.distanceTo( cameraRPos );
  13616. var projL = cameraL.projectionMatrix.elements;
  13617. var projR = cameraR.projectionMatrix.elements;
  13618. // VR systems will have identical far and near planes, and
  13619. // most likely identical top and bottom frustum extents.
  13620. // Use the left camera for these values.
  13621. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13622. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13623. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13624. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13625. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13626. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13627. var left = near * leftFov;
  13628. var right = near * rightFov;
  13629. // Calculate the new camera's position offset from the
  13630. // left camera. xOffset should be roughly half `ipd`.
  13631. var zOffset = ipd / ( - leftFov + rightFov );
  13632. var xOffset = zOffset * - leftFov;
  13633. // TODO: Better way to apply this offset?
  13634. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13635. camera.translateX( xOffset );
  13636. camera.translateZ( zOffset );
  13637. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13638. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13639. // Find the union of the frustum values of the cameras and scale
  13640. // the values so that the near plane's position does not change in world space,
  13641. // although must now be relative to the new union camera.
  13642. var near2 = near + zOffset;
  13643. var far2 = far + zOffset;
  13644. var left2 = left - xOffset;
  13645. var right2 = right + ( ipd - xOffset );
  13646. var top2 = topFov * far / far2 * near2;
  13647. var bottom2 = bottomFov * far / far2 * near2;
  13648. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13649. }
  13650. /**
  13651. * @author mrdoob / http://mrdoob.com/
  13652. */
  13653. function WebVRManager( renderer ) {
  13654. var renderWidth, renderHeight;
  13655. var scope = this;
  13656. var device = null;
  13657. var frameData = null;
  13658. var poseTarget = null;
  13659. var controllers = [];
  13660. var standingMatrix = new Matrix4();
  13661. var standingMatrixInverse = new Matrix4();
  13662. var framebufferScaleFactor = 1.0;
  13663. var referenceSpaceType = 'local-floor';
  13664. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13665. frameData = new window.VRFrameData();
  13666. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13667. }
  13668. var matrixWorldInverse = new Matrix4();
  13669. var tempQuaternion = new Quaternion();
  13670. var tempPosition = new Vector3();
  13671. var cameraL = new PerspectiveCamera();
  13672. cameraL.viewport = new Vector4();
  13673. cameraL.layers.enable( 1 );
  13674. var cameraR = new PerspectiveCamera();
  13675. cameraR.viewport = new Vector4();
  13676. cameraR.layers.enable( 2 );
  13677. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13678. cameraVR.layers.enable( 1 );
  13679. cameraVR.layers.enable( 2 );
  13680. //
  13681. function isPresenting() {
  13682. return device !== null && device.isPresenting === true;
  13683. }
  13684. var currentSize = new Vector2(), currentPixelRatio;
  13685. function onVRDisplayPresentChange() {
  13686. if ( isPresenting() ) {
  13687. var eyeParameters = device.getEyeParameters( 'left' );
  13688. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13689. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13690. currentPixelRatio = renderer.getPixelRatio();
  13691. renderer.getSize( currentSize );
  13692. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13693. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13694. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13695. animation.start();
  13696. scope.dispatchEvent( { type: 'sessionstart' } );
  13697. } else {
  13698. if ( scope.enabled ) {
  13699. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13700. }
  13701. animation.stop();
  13702. scope.dispatchEvent( { type: 'sessionend' } );
  13703. }
  13704. }
  13705. //
  13706. var triggers = [];
  13707. function findGamepad( id ) {
  13708. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13709. for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
  13710. var gamepad = gamepads[ i ];
  13711. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13712. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13713. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13714. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13715. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13716. var hand = gamepad.hand;
  13717. if ( id === 0 && ( hand === '' || hand === 'right' ) ) { return gamepad; }
  13718. if ( id === 1 && ( hand === 'left' ) ) { return gamepad; }
  13719. }
  13720. }
  13721. }
  13722. function updateControllers() {
  13723. for ( var i = 0; i < controllers.length; i ++ ) {
  13724. var controller = controllers[ i ];
  13725. var gamepad = findGamepad( i );
  13726. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13727. if ( gamepad.pose === null ) { return; }
  13728. // Pose
  13729. var pose = gamepad.pose;
  13730. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13731. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13732. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13733. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13734. controller.matrix.premultiply( standingMatrix );
  13735. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13736. controller.matrixWorldNeedsUpdate = true;
  13737. controller.visible = true;
  13738. // Trigger
  13739. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13740. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13741. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13742. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13743. if ( triggers[ i ] === true ) {
  13744. controller.dispatchEvent( { type: 'selectstart' } );
  13745. } else {
  13746. controller.dispatchEvent( { type: 'selectend' } );
  13747. controller.dispatchEvent( { type: 'select' } );
  13748. }
  13749. }
  13750. } else {
  13751. controller.visible = false;
  13752. }
  13753. }
  13754. }
  13755. function updateViewportFromBounds( viewport, bounds ) {
  13756. if ( bounds !== null && bounds.length === 4 ) {
  13757. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13758. }
  13759. }
  13760. //
  13761. this.enabled = false;
  13762. this.getController = function ( id ) {
  13763. var controller = controllers[ id ];
  13764. if ( controller === undefined ) {
  13765. controller = new Group();
  13766. controller.matrixAutoUpdate = false;
  13767. controller.visible = false;
  13768. controllers[ id ] = controller;
  13769. }
  13770. return controller;
  13771. };
  13772. this.getDevice = function () {
  13773. return device;
  13774. };
  13775. this.setDevice = function ( value ) {
  13776. if ( value !== undefined ) { device = value; }
  13777. animation.setContext( value );
  13778. };
  13779. this.setFramebufferScaleFactor = function ( value ) {
  13780. framebufferScaleFactor = value;
  13781. };
  13782. this.setReferenceSpaceType = function ( value ) {
  13783. referenceSpaceType = value;
  13784. };
  13785. this.setPoseTarget = function ( object ) {
  13786. if ( object !== undefined ) { poseTarget = object; }
  13787. };
  13788. this.getCamera = function ( camera ) {
  13789. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13790. if ( isPresenting() === false ) {
  13791. camera.position.set( 0, userHeight, 0 );
  13792. camera.rotation.set( 0, 0, 0 );
  13793. return camera;
  13794. }
  13795. device.depthNear = camera.near;
  13796. device.depthFar = camera.far;
  13797. device.getFrameData( frameData );
  13798. //
  13799. if ( referenceSpaceType === 'local-floor' ) {
  13800. var stageParameters = device.stageParameters;
  13801. if ( stageParameters ) {
  13802. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13803. } else {
  13804. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13805. }
  13806. }
  13807. var pose = frameData.pose;
  13808. var poseObject = poseTarget !== null ? poseTarget : camera;
  13809. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13810. poseObject.matrix.copy( standingMatrix );
  13811. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13812. if ( pose.orientation !== null ) {
  13813. tempQuaternion.fromArray( pose.orientation );
  13814. poseObject.quaternion.multiply( tempQuaternion );
  13815. }
  13816. if ( pose.position !== null ) {
  13817. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13818. tempPosition.fromArray( pose.position );
  13819. tempPosition.applyQuaternion( tempQuaternion );
  13820. poseObject.position.add( tempPosition );
  13821. }
  13822. poseObject.updateMatrixWorld();
  13823. //
  13824. cameraL.near = camera.near;
  13825. cameraR.near = camera.near;
  13826. cameraL.far = camera.far;
  13827. cameraR.far = camera.far;
  13828. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13829. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13830. // TODO (mrdoob) Double check this code
  13831. standingMatrixInverse.getInverse( standingMatrix );
  13832. if ( referenceSpaceType === 'local-floor' ) {
  13833. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13834. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13835. }
  13836. var parent = poseObject.parent;
  13837. if ( parent !== null ) {
  13838. matrixWorldInverse.getInverse( parent.matrixWorld );
  13839. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13840. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13841. }
  13842. // envMap and Mirror needs camera.matrixWorld
  13843. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13844. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13845. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13846. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13847. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13848. //
  13849. var layers = device.getLayers();
  13850. if ( layers.length ) {
  13851. var layer = layers[ 0 ];
  13852. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13853. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13854. }
  13855. updateControllers();
  13856. return cameraVR;
  13857. };
  13858. this.getStandingMatrix = function () {
  13859. return standingMatrix;
  13860. };
  13861. this.isPresenting = isPresenting;
  13862. // Animation Loop
  13863. var animation = new WebGLAnimation();
  13864. this.setAnimationLoop = function ( callback ) {
  13865. animation.setAnimationLoop( callback );
  13866. if ( isPresenting() ) { animation.start(); }
  13867. };
  13868. this.submitFrame = function () {
  13869. if ( isPresenting() ) { device.submitFrame(); }
  13870. };
  13871. this.dispose = function () {
  13872. if ( typeof window !== 'undefined' ) {
  13873. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13874. }
  13875. };
  13876. // DEPRECATED
  13877. this.setFrameOfReferenceType = function () {
  13878. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13879. };
  13880. }
  13881. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13882. /**
  13883. * @author mrdoob / http://mrdoob.com/
  13884. */
  13885. function WebXRManager( renderer, gl ) {
  13886. var scope = this;
  13887. var session = null;
  13888. // var framebufferScaleFactor = 1.0;
  13889. var referenceSpace = null;
  13890. var referenceSpaceType = 'local-floor';
  13891. var pose = null;
  13892. var controllers = [];
  13893. var sortedInputSources = [];
  13894. function isPresenting() {
  13895. return session !== null && referenceSpace !== null;
  13896. }
  13897. //
  13898. var cameraL = new PerspectiveCamera();
  13899. cameraL.layers.enable( 1 );
  13900. cameraL.viewport = new Vector4();
  13901. var cameraR = new PerspectiveCamera();
  13902. cameraR.layers.enable( 2 );
  13903. cameraR.viewport = new Vector4();
  13904. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13905. cameraVR.layers.enable( 1 );
  13906. cameraVR.layers.enable( 2 );
  13907. //
  13908. this.enabled = false;
  13909. this.getController = function ( id ) {
  13910. var controller = controllers[ id ];
  13911. if ( controller === undefined ) {
  13912. controller = new Group();
  13913. controller.matrixAutoUpdate = false;
  13914. controller.visible = false;
  13915. controllers[ id ] = controller;
  13916. }
  13917. return controller;
  13918. };
  13919. //
  13920. function onSessionEvent( event ) {
  13921. for ( var i = 0; i < controllers.length; i ++ ) {
  13922. if ( sortedInputSources[ i ] === event.inputSource ) {
  13923. controllers[ i ].dispatchEvent( { type: event.type } );
  13924. }
  13925. }
  13926. }
  13927. function onSessionEnd() {
  13928. renderer.setFramebuffer( null );
  13929. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13930. animation.stop();
  13931. scope.dispatchEvent( { type: 'sessionend' } );
  13932. }
  13933. function onRequestReferenceSpace( value ) {
  13934. referenceSpace = value;
  13935. animation.setContext( session );
  13936. animation.start();
  13937. scope.dispatchEvent( { type: 'sessionstart' } );
  13938. }
  13939. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13940. // framebufferScaleFactor = value;
  13941. };
  13942. this.setReferenceSpaceType = function ( value ) {
  13943. referenceSpaceType = value;
  13944. };
  13945. this.getSession = function () {
  13946. return session;
  13947. };
  13948. this.setSession = function ( value ) {
  13949. session = value;
  13950. if ( session !== null ) {
  13951. session.addEventListener( 'select', onSessionEvent );
  13952. session.addEventListener( 'selectstart', onSessionEvent );
  13953. session.addEventListener( 'selectend', onSessionEvent );
  13954. session.addEventListener( 'end', onSessionEnd );
  13955. // eslint-disable-next-line no-undef
  13956. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13957. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13958. //
  13959. session.addEventListener( 'inputsourceschange', updateInputSources );
  13960. updateInputSources();
  13961. }
  13962. };
  13963. function updateInputSources() {
  13964. for ( var i = 0; i < controllers.length; i ++ ) {
  13965. sortedInputSources[ i ] = findInputSource( i );
  13966. }
  13967. }
  13968. function findInputSource( id ) {
  13969. var inputSources = session.inputSources;
  13970. for ( var i = 0; i < inputSources.length; i ++ ) {
  13971. var inputSource = inputSources[ i ];
  13972. var handedness = inputSource.handedness;
  13973. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  13974. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  13975. }
  13976. }
  13977. //
  13978. function updateCamera( camera, parent ) {
  13979. if ( parent === null ) {
  13980. camera.matrixWorld.copy( camera.matrix );
  13981. } else {
  13982. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13983. }
  13984. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13985. }
  13986. this.getCamera = function ( camera ) {
  13987. if ( isPresenting() ) {
  13988. var parent = camera.parent;
  13989. var cameras = cameraVR.cameras;
  13990. updateCamera( cameraVR, parent );
  13991. for ( var i = 0; i < cameras.length; i ++ ) {
  13992. updateCamera( cameras[ i ], parent );
  13993. }
  13994. // update camera and its children
  13995. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13996. var children = camera.children;
  13997. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13998. children[ i ].updateMatrixWorld( true );
  13999. }
  14000. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14001. return cameraVR;
  14002. }
  14003. return camera;
  14004. };
  14005. this.isPresenting = isPresenting;
  14006. // Animation Loop
  14007. var onAnimationFrameCallback = null;
  14008. function onAnimationFrame( time, frame ) {
  14009. pose = frame.getViewerPose( referenceSpace );
  14010. if ( pose !== null ) {
  14011. var views = pose.views;
  14012. var baseLayer = session.renderState.baseLayer;
  14013. renderer.setFramebuffer( baseLayer.framebuffer );
  14014. for ( var i = 0; i < views.length; i ++ ) {
  14015. var view = views[ i ];
  14016. var viewport = baseLayer.getViewport( view );
  14017. var viewMatrix = view.transform.inverse.matrix;
  14018. var camera = cameraVR.cameras[ i ];
  14019. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  14020. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14021. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14022. if ( i === 0 ) {
  14023. cameraVR.matrix.copy( camera.matrix );
  14024. }
  14025. }
  14026. }
  14027. //
  14028. for ( var i = 0; i < controllers.length; i ++ ) {
  14029. var controller = controllers[ i ];
  14030. var inputSource = sortedInputSources[ i ];
  14031. if ( inputSource ) {
  14032. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14033. if ( inputPose !== null ) {
  14034. controller.matrix.fromArray( inputPose.transform.matrix );
  14035. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  14036. controller.visible = true;
  14037. continue;
  14038. }
  14039. }
  14040. controller.visible = false;
  14041. }
  14042. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14043. }
  14044. var animation = new WebGLAnimation();
  14045. animation.setAnimationLoop( onAnimationFrame );
  14046. this.setAnimationLoop = function ( callback ) {
  14047. onAnimationFrameCallback = callback;
  14048. };
  14049. this.dispose = function () {};
  14050. // DEPRECATED
  14051. this.getStandingMatrix = function () {
  14052. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  14053. return new Matrix4();
  14054. };
  14055. this.getDevice = function () {
  14056. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  14057. };
  14058. this.setDevice = function () {
  14059. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  14060. };
  14061. this.setFrameOfReferenceType = function () {
  14062. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  14063. };
  14064. this.submitFrame = function () {};
  14065. }
  14066. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14067. /**
  14068. * @author supereggbert / http://www.paulbrunt.co.uk/
  14069. * @author mrdoob / http://mrdoob.com/
  14070. * @author alteredq / http://alteredqualia.com/
  14071. * @author szimek / https://github.com/szimek/
  14072. * @author tschw
  14073. */
  14074. function WebGLRenderer( parameters ) {
  14075. parameters = parameters || {};
  14076. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14077. _context = parameters.context !== undefined ? parameters.context : null,
  14078. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14079. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14080. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14081. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14082. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14083. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14084. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14085. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14086. var currentRenderList = null;
  14087. var currentRenderState = null;
  14088. // public properties
  14089. this.domElement = _canvas;
  14090. // Debug configuration container
  14091. this.debug = {
  14092. /**
  14093. * Enables error checking and reporting when shader programs are being compiled
  14094. * @type {boolean}
  14095. */
  14096. checkShaderErrors: true
  14097. };
  14098. // clearing
  14099. this.autoClear = true;
  14100. this.autoClearColor = true;
  14101. this.autoClearDepth = true;
  14102. this.autoClearStencil = true;
  14103. // scene graph
  14104. this.sortObjects = true;
  14105. // user-defined clipping
  14106. this.clippingPlanes = [];
  14107. this.localClippingEnabled = false;
  14108. // physically based shading
  14109. this.gammaFactor = 2.0; // for backwards compatibility
  14110. this.gammaInput = false;
  14111. this.gammaOutput = false;
  14112. // physical lights
  14113. this.physicallyCorrectLights = false;
  14114. // tone mapping
  14115. this.toneMapping = LinearToneMapping;
  14116. this.toneMappingExposure = 1.0;
  14117. this.toneMappingWhitePoint = 1.0;
  14118. // morphs
  14119. this.maxMorphTargets = 8;
  14120. this.maxMorphNormals = 4;
  14121. // internal properties
  14122. var _this = this,
  14123. _isContextLost = false,
  14124. // internal state cache
  14125. _framebuffer = null,
  14126. _currentActiveCubeFace = 0,
  14127. _currentActiveMipmapLevel = 0,
  14128. _currentRenderTarget = null,
  14129. _currentFramebuffer = null,
  14130. _currentMaterialId = - 1,
  14131. // geometry and program caching
  14132. _currentGeometryProgram = {
  14133. geometry: null,
  14134. program: null,
  14135. wireframe: false
  14136. },
  14137. _currentCamera = null,
  14138. _currentArrayCamera = null,
  14139. _currentViewport = new Vector4(),
  14140. _currentScissor = new Vector4(),
  14141. _currentScissorTest = null,
  14142. //
  14143. _width = _canvas.width,
  14144. _height = _canvas.height,
  14145. _pixelRatio = 1,
  14146. _viewport = new Vector4( 0, 0, _width, _height ),
  14147. _scissor = new Vector4( 0, 0, _width, _height ),
  14148. _scissorTest = false,
  14149. // frustum
  14150. _frustum = new Frustum(),
  14151. // clipping
  14152. _clipping = new WebGLClipping(),
  14153. _clippingEnabled = false,
  14154. _localClippingEnabled = false,
  14155. // camera matrices cache
  14156. _projScreenMatrix = new Matrix4(),
  14157. _vector3 = new Vector3();
  14158. function getTargetPixelRatio() {
  14159. return _currentRenderTarget === null ? _pixelRatio : 1;
  14160. }
  14161. // initialize
  14162. var _gl;
  14163. try {
  14164. var contextAttributes = {
  14165. alpha: _alpha,
  14166. depth: _depth,
  14167. stencil: _stencil,
  14168. antialias: _antialias,
  14169. premultipliedAlpha: _premultipliedAlpha,
  14170. preserveDrawingBuffer: _preserveDrawingBuffer,
  14171. powerPreference: _powerPreference,
  14172. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14173. xrCompatible: true
  14174. };
  14175. // event listeners must be registered before WebGL context is created, see #12753
  14176. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14177. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14178. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14179. if ( _gl === null ) {
  14180. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14181. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14182. } else {
  14183. throw new Error( 'Error creating WebGL context.' );
  14184. }
  14185. }
  14186. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14187. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14188. _gl.getShaderPrecisionFormat = function () {
  14189. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14190. };
  14191. }
  14192. } catch ( error ) {
  14193. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14194. throw error;
  14195. }
  14196. var extensions, capabilities, state, info;
  14197. var properties, textures, attributes, geometries, objects;
  14198. var programCache, renderLists, renderStates;
  14199. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14200. var utils;
  14201. function initGLContext() {
  14202. extensions = new WebGLExtensions( _gl );
  14203. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14204. if ( capabilities.isWebGL2 === false ) {
  14205. extensions.get( 'WEBGL_depth_texture' );
  14206. extensions.get( 'OES_texture_float' );
  14207. extensions.get( 'OES_texture_half_float' );
  14208. extensions.get( 'OES_texture_half_float_linear' );
  14209. extensions.get( 'OES_standard_derivatives' );
  14210. extensions.get( 'OES_element_index_uint' );
  14211. extensions.get( 'ANGLE_instanced_arrays' );
  14212. }
  14213. extensions.get( 'OES_texture_float_linear' );
  14214. utils = new WebGLUtils( _gl, extensions, capabilities );
  14215. state = new WebGLState( _gl, extensions, capabilities );
  14216. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14217. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14218. info = new WebGLInfo( _gl );
  14219. properties = new WebGLProperties();
  14220. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14221. attributes = new WebGLAttributes( _gl );
  14222. geometries = new WebGLGeometries( _gl, attributes, info );
  14223. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14224. morphtargets = new WebGLMorphtargets( _gl );
  14225. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14226. renderLists = new WebGLRenderLists();
  14227. renderStates = new WebGLRenderStates();
  14228. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14229. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14230. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14231. info.programs = programCache.programs;
  14232. _this.capabilities = capabilities;
  14233. _this.extensions = extensions;
  14234. _this.properties = properties;
  14235. _this.renderLists = renderLists;
  14236. _this.state = state;
  14237. _this.info = info;
  14238. }
  14239. initGLContext();
  14240. // vr
  14241. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14242. this.vr = vr;
  14243. // Multiview
  14244. var multiview = new WebGLMultiview( _this, _gl );
  14245. // shadow map
  14246. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14247. this.shadowMap = shadowMap;
  14248. // API
  14249. this.getContext = function () {
  14250. return _gl;
  14251. };
  14252. this.getContextAttributes = function () {
  14253. return _gl.getContextAttributes();
  14254. };
  14255. this.forceContextLoss = function () {
  14256. var extension = extensions.get( 'WEBGL_lose_context' );
  14257. if ( extension ) { extension.loseContext(); }
  14258. };
  14259. this.forceContextRestore = function () {
  14260. var extension = extensions.get( 'WEBGL_lose_context' );
  14261. if ( extension ) { extension.restoreContext(); }
  14262. };
  14263. this.getPixelRatio = function () {
  14264. return _pixelRatio;
  14265. };
  14266. this.setPixelRatio = function ( value ) {
  14267. if ( value === undefined ) { return; }
  14268. _pixelRatio = value;
  14269. this.setSize( _width, _height, false );
  14270. };
  14271. this.getSize = function ( target ) {
  14272. if ( target === undefined ) {
  14273. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14274. target = new Vector2();
  14275. }
  14276. return target.set( _width, _height );
  14277. };
  14278. this.setSize = function ( width, height, updateStyle ) {
  14279. if ( vr.isPresenting() ) {
  14280. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14281. return;
  14282. }
  14283. _width = width;
  14284. _height = height;
  14285. _canvas.width = Math.floor( width * _pixelRatio );
  14286. _canvas.height = Math.floor( height * _pixelRatio );
  14287. if ( updateStyle !== false ) {
  14288. _canvas.style.width = width + 'px';
  14289. _canvas.style.height = height + 'px';
  14290. }
  14291. this.setViewport( 0, 0, width, height );
  14292. };
  14293. this.getDrawingBufferSize = function ( target ) {
  14294. if ( target === undefined ) {
  14295. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14296. target = new Vector2();
  14297. }
  14298. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14299. };
  14300. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14301. _width = width;
  14302. _height = height;
  14303. _pixelRatio = pixelRatio;
  14304. _canvas.width = Math.floor( width * pixelRatio );
  14305. _canvas.height = Math.floor( height * pixelRatio );
  14306. this.setViewport( 0, 0, width, height );
  14307. };
  14308. this.getCurrentViewport = function ( target ) {
  14309. if ( target === undefined ) {
  14310. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14311. target = new Vector4();
  14312. }
  14313. return target.copy( _currentViewport );
  14314. };
  14315. this.getViewport = function ( target ) {
  14316. return target.copy( _viewport );
  14317. };
  14318. this.setViewport = function ( x, y, width, height ) {
  14319. if ( x.isVector4 ) {
  14320. _viewport.set( x.x, x.y, x.z, x.w );
  14321. } else {
  14322. _viewport.set( x, y, width, height );
  14323. }
  14324. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14325. };
  14326. this.getScissor = function ( target ) {
  14327. return target.copy( _scissor );
  14328. };
  14329. this.setScissor = function ( x, y, width, height ) {
  14330. if ( x.isVector4 ) {
  14331. _scissor.set( x.x, x.y, x.z, x.w );
  14332. } else {
  14333. _scissor.set( x, y, width, height );
  14334. }
  14335. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14336. };
  14337. this.getScissorTest = function () {
  14338. return _scissorTest;
  14339. };
  14340. this.setScissorTest = function ( boolean ) {
  14341. state.setScissorTest( _scissorTest = boolean );
  14342. };
  14343. // Clearing
  14344. this.getClearColor = function () {
  14345. return background.getClearColor();
  14346. };
  14347. this.setClearColor = function () {
  14348. background.setClearColor.apply( background, arguments );
  14349. };
  14350. this.getClearAlpha = function () {
  14351. return background.getClearAlpha();
  14352. };
  14353. this.setClearAlpha = function () {
  14354. background.setClearAlpha.apply( background, arguments );
  14355. };
  14356. this.clear = function ( color, depth, stencil ) {
  14357. var bits = 0;
  14358. if ( color === undefined || color ) { bits |= 16384; }
  14359. if ( depth === undefined || depth ) { bits |= 256; }
  14360. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14361. _gl.clear( bits );
  14362. };
  14363. this.clearColor = function () {
  14364. this.clear( true, false, false );
  14365. };
  14366. this.clearDepth = function () {
  14367. this.clear( false, true, false );
  14368. };
  14369. this.clearStencil = function () {
  14370. this.clear( false, false, true );
  14371. };
  14372. //
  14373. this.dispose = function () {
  14374. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14375. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14376. renderLists.dispose();
  14377. renderStates.dispose();
  14378. properties.dispose();
  14379. objects.dispose();
  14380. vr.dispose();
  14381. animation.stop();
  14382. };
  14383. // Events
  14384. function onContextLost( event ) {
  14385. event.preventDefault();
  14386. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14387. _isContextLost = true;
  14388. }
  14389. function onContextRestore( /* event */ ) {
  14390. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14391. _isContextLost = false;
  14392. initGLContext();
  14393. }
  14394. function onMaterialDispose( event ) {
  14395. var material = event.target;
  14396. material.removeEventListener( 'dispose', onMaterialDispose );
  14397. deallocateMaterial( material );
  14398. }
  14399. // Buffer deallocation
  14400. function deallocateMaterial( material ) {
  14401. releaseMaterialProgramReference( material );
  14402. properties.remove( material );
  14403. }
  14404. function releaseMaterialProgramReference( material ) {
  14405. var programInfo = properties.get( material ).program;
  14406. material.program = undefined;
  14407. if ( programInfo !== undefined ) {
  14408. programCache.releaseProgram( programInfo );
  14409. }
  14410. }
  14411. // Buffer rendering
  14412. function renderObjectImmediate( object, program ) {
  14413. object.render( function ( object ) {
  14414. _this.renderBufferImmediate( object, program );
  14415. } );
  14416. }
  14417. this.renderBufferImmediate = function ( object, program ) {
  14418. state.initAttributes();
  14419. var buffers = properties.get( object );
  14420. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14421. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14422. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14423. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14424. var programAttributes = program.getAttributes();
  14425. if ( object.hasPositions ) {
  14426. _gl.bindBuffer( 34962, buffers.position );
  14427. _gl.bufferData( 34962, object.positionArray, 35048 );
  14428. state.enableAttribute( programAttributes.position );
  14429. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14430. }
  14431. if ( object.hasNormals ) {
  14432. _gl.bindBuffer( 34962, buffers.normal );
  14433. _gl.bufferData( 34962, object.normalArray, 35048 );
  14434. state.enableAttribute( programAttributes.normal );
  14435. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14436. }
  14437. if ( object.hasUvs ) {
  14438. _gl.bindBuffer( 34962, buffers.uv );
  14439. _gl.bufferData( 34962, object.uvArray, 35048 );
  14440. state.enableAttribute( programAttributes.uv );
  14441. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14442. }
  14443. if ( object.hasColors ) {
  14444. _gl.bindBuffer( 34962, buffers.color );
  14445. _gl.bufferData( 34962, object.colorArray, 35048 );
  14446. state.enableAttribute( programAttributes.color );
  14447. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14448. }
  14449. state.disableUnusedAttributes();
  14450. _gl.drawArrays( 4, 0, object.count );
  14451. object.count = 0;
  14452. };
  14453. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14454. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14455. state.setMaterial( material, frontFaceCW );
  14456. var program = setProgram( camera, fog, material, object );
  14457. var updateBuffers = false;
  14458. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14459. _currentGeometryProgram.program !== program.id ||
  14460. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14461. _currentGeometryProgram.geometry = geometry.id;
  14462. _currentGeometryProgram.program = program.id;
  14463. _currentGeometryProgram.wireframe = material.wireframe === true;
  14464. updateBuffers = true;
  14465. }
  14466. if ( object.morphTargetInfluences ) {
  14467. morphtargets.update( object, geometry, material, program );
  14468. updateBuffers = true;
  14469. }
  14470. //
  14471. var index = geometry.index;
  14472. var position = geometry.attributes.position;
  14473. var rangeFactor = 1;
  14474. if ( material.wireframe === true ) {
  14475. index = geometries.getWireframeAttribute( geometry );
  14476. rangeFactor = 2;
  14477. }
  14478. var attribute;
  14479. var renderer = bufferRenderer;
  14480. if ( index !== null ) {
  14481. attribute = attributes.get( index );
  14482. renderer = indexedBufferRenderer;
  14483. renderer.setIndex( attribute );
  14484. }
  14485. if ( updateBuffers ) {
  14486. setupVertexAttributes( object, geometry, material, program );
  14487. if ( index !== null ) {
  14488. _gl.bindBuffer( 34963, attribute.buffer );
  14489. }
  14490. }
  14491. //
  14492. var dataCount = Infinity;
  14493. if ( index !== null ) {
  14494. dataCount = index.count;
  14495. } else if ( position !== undefined ) {
  14496. dataCount = position.count;
  14497. }
  14498. var rangeStart = geometry.drawRange.start * rangeFactor;
  14499. var rangeCount = geometry.drawRange.count * rangeFactor;
  14500. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14501. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14502. var drawStart = Math.max( rangeStart, groupStart );
  14503. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14504. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14505. if ( drawCount === 0 ) { return; }
  14506. //
  14507. if ( object.isMesh ) {
  14508. if ( material.wireframe === true ) {
  14509. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14510. renderer.setMode( 1 );
  14511. } else {
  14512. switch ( object.drawMode ) {
  14513. case TrianglesDrawMode:
  14514. renderer.setMode( 4 );
  14515. break;
  14516. case TriangleStripDrawMode:
  14517. renderer.setMode( 5 );
  14518. break;
  14519. case TriangleFanDrawMode:
  14520. renderer.setMode( 6 );
  14521. break;
  14522. }
  14523. }
  14524. } else if ( object.isLine ) {
  14525. var lineWidth = material.linewidth;
  14526. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14527. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14528. if ( object.isLineSegments ) {
  14529. renderer.setMode( 1 );
  14530. } else if ( object.isLineLoop ) {
  14531. renderer.setMode( 2 );
  14532. } else {
  14533. renderer.setMode( 3 );
  14534. }
  14535. } else if ( object.isPoints ) {
  14536. renderer.setMode( 0 );
  14537. } else if ( object.isSprite ) {
  14538. renderer.setMode( 4 );
  14539. }
  14540. if ( object.isInstancedMesh ) {
  14541. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14542. } else if ( geometry.isInstancedBufferGeometry ) {
  14543. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14544. } else {
  14545. renderer.render( drawStart, drawCount );
  14546. }
  14547. };
  14548. function setupVertexAttributes( object, geometry, material, program ) {
  14549. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14550. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14551. }
  14552. state.initAttributes();
  14553. var geometryAttributes = geometry.attributes;
  14554. var programAttributes = program.getAttributes();
  14555. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14556. for ( var name in programAttributes ) {
  14557. var programAttribute = programAttributes[ name ];
  14558. if ( programAttribute >= 0 ) {
  14559. var geometryAttribute = geometryAttributes[ name ];
  14560. if ( geometryAttribute !== undefined ) {
  14561. var normalized = geometryAttribute.normalized;
  14562. var size = geometryAttribute.itemSize;
  14563. var attribute = attributes.get( geometryAttribute );
  14564. // TODO Attribute may not be available on context restore
  14565. if ( attribute === undefined ) { continue; }
  14566. var buffer = attribute.buffer;
  14567. var type = attribute.type;
  14568. var bytesPerElement = attribute.bytesPerElement;
  14569. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14570. var data = geometryAttribute.data;
  14571. var stride = data.stride;
  14572. var offset = geometryAttribute.offset;
  14573. if ( data && data.isInstancedInterleavedBuffer ) {
  14574. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14575. if ( geometry.maxInstancedCount === undefined ) {
  14576. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14577. }
  14578. } else {
  14579. state.enableAttribute( programAttribute );
  14580. }
  14581. _gl.bindBuffer( 34962, buffer );
  14582. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14583. } else {
  14584. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14585. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14586. if ( geometry.maxInstancedCount === undefined ) {
  14587. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14588. }
  14589. } else {
  14590. state.enableAttribute( programAttribute );
  14591. }
  14592. _gl.bindBuffer( 34962, buffer );
  14593. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14594. }
  14595. } else if ( name === 'instanceMatrix' ) {
  14596. var attribute = attributes.get( object.instanceMatrix );
  14597. // TODO Attribute may not be available on context restore
  14598. if ( attribute === undefined ) { continue; }
  14599. var buffer = attribute.buffer;
  14600. var type = attribute.type;
  14601. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14602. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14603. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14604. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14605. _gl.bindBuffer( 34962, buffer );
  14606. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14607. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14608. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14609. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14610. } else if ( materialDefaultAttributeValues !== undefined ) {
  14611. var value = materialDefaultAttributeValues[ name ];
  14612. if ( value !== undefined ) {
  14613. switch ( value.length ) {
  14614. case 2:
  14615. _gl.vertexAttrib2fv( programAttribute, value );
  14616. break;
  14617. case 3:
  14618. _gl.vertexAttrib3fv( programAttribute, value );
  14619. break;
  14620. case 4:
  14621. _gl.vertexAttrib4fv( programAttribute, value );
  14622. break;
  14623. default:
  14624. _gl.vertexAttrib1fv( programAttribute, value );
  14625. }
  14626. }
  14627. }
  14628. }
  14629. }
  14630. state.disableUnusedAttributes();
  14631. }
  14632. // Compile
  14633. this.compile = function ( scene, camera ) {
  14634. currentRenderState = renderStates.get( scene, camera );
  14635. currentRenderState.init();
  14636. scene.traverse( function ( object ) {
  14637. if ( object.isLight ) {
  14638. currentRenderState.pushLight( object );
  14639. if ( object.castShadow ) {
  14640. currentRenderState.pushShadow( object );
  14641. }
  14642. }
  14643. } );
  14644. currentRenderState.setupLights( camera );
  14645. scene.traverse( function ( object ) {
  14646. if ( object.material ) {
  14647. if ( Array.isArray( object.material ) ) {
  14648. for ( var i = 0; i < object.material.length; i ++ ) {
  14649. initMaterial( object.material[ i ], scene.fog, object );
  14650. }
  14651. } else {
  14652. initMaterial( object.material, scene.fog, object );
  14653. }
  14654. }
  14655. } );
  14656. };
  14657. // Animation Loop
  14658. var onAnimationFrameCallback = null;
  14659. function onAnimationFrame( time ) {
  14660. if ( vr.isPresenting() ) { return; }
  14661. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14662. }
  14663. var animation = new WebGLAnimation();
  14664. animation.setAnimationLoop( onAnimationFrame );
  14665. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14666. this.setAnimationLoop = function ( callback ) {
  14667. onAnimationFrameCallback = callback;
  14668. vr.setAnimationLoop( callback );
  14669. animation.start();
  14670. };
  14671. // Rendering
  14672. this.render = function ( scene, camera ) {
  14673. var renderTarget, forceClear;
  14674. if ( arguments[ 2 ] !== undefined ) {
  14675. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14676. renderTarget = arguments[ 2 ];
  14677. }
  14678. if ( arguments[ 3 ] !== undefined ) {
  14679. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14680. forceClear = arguments[ 3 ];
  14681. }
  14682. if ( ! ( camera && camera.isCamera ) ) {
  14683. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14684. return;
  14685. }
  14686. if ( _isContextLost ) { return; }
  14687. // reset caching for this frame
  14688. _currentGeometryProgram.geometry = null;
  14689. _currentGeometryProgram.program = null;
  14690. _currentGeometryProgram.wireframe = false;
  14691. _currentMaterialId = - 1;
  14692. _currentCamera = null;
  14693. // update scene graph
  14694. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14695. // update camera matrices and frustum
  14696. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14697. if ( vr.enabled ) {
  14698. camera = vr.getCamera( camera );
  14699. }
  14700. //
  14701. currentRenderState = renderStates.get( scene, camera );
  14702. currentRenderState.init();
  14703. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14704. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14705. _frustum.setFromMatrix( _projScreenMatrix );
  14706. _localClippingEnabled = this.localClippingEnabled;
  14707. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14708. currentRenderList = renderLists.get( scene, camera );
  14709. currentRenderList.init();
  14710. projectObject( scene, camera, 0, _this.sortObjects );
  14711. if ( _this.sortObjects === true ) {
  14712. currentRenderList.sort();
  14713. }
  14714. //
  14715. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14716. var shadowsArray = currentRenderState.state.shadowsArray;
  14717. shadowMap.render( shadowsArray, scene, camera );
  14718. currentRenderState.setupLights( camera );
  14719. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14720. //
  14721. if ( this.info.autoReset ) { this.info.reset(); }
  14722. if ( renderTarget !== undefined ) {
  14723. this.setRenderTarget( renderTarget );
  14724. }
  14725. if ( vr.enabled && multiview.isAvailable() ) {
  14726. multiview.attachCamera( camera );
  14727. }
  14728. //
  14729. background.render( currentRenderList, scene, camera, forceClear );
  14730. // render scene
  14731. var opaqueObjects = currentRenderList.opaque;
  14732. var transparentObjects = currentRenderList.transparent;
  14733. if ( scene.overrideMaterial ) {
  14734. var overrideMaterial = scene.overrideMaterial;
  14735. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14736. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14737. } else {
  14738. // opaque pass (front-to-back order)
  14739. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14740. // transparent pass (back-to-front order)
  14741. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14742. }
  14743. //
  14744. scene.onAfterRender( _this, scene, camera );
  14745. //
  14746. if ( _currentRenderTarget !== null ) {
  14747. // Generate mipmap if we're using any kind of mipmap filtering
  14748. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14749. // resolve multisample renderbuffers to a single-sample texture if necessary
  14750. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14751. }
  14752. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14753. state.buffers.depth.setTest( true );
  14754. state.buffers.depth.setMask( true );
  14755. state.buffers.color.setMask( true );
  14756. state.setPolygonOffset( false );
  14757. if ( vr.enabled ) {
  14758. if ( multiview.isAvailable() ) {
  14759. multiview.detachCamera( camera );
  14760. }
  14761. vr.submitFrame();
  14762. }
  14763. // _gl.finish();
  14764. currentRenderList = null;
  14765. currentRenderState = null;
  14766. };
  14767. function projectObject( object, camera, groupOrder, sortObjects ) {
  14768. if ( object.visible === false ) { return; }
  14769. var visible = object.layers.test( camera.layers );
  14770. if ( visible ) {
  14771. if ( object.isGroup ) {
  14772. groupOrder = object.renderOrder;
  14773. } else if ( object.isLOD ) {
  14774. if ( object.autoUpdate === true ) { object.update( camera ); }
  14775. } else if ( object.isLight ) {
  14776. currentRenderState.pushLight( object );
  14777. if ( object.castShadow ) {
  14778. currentRenderState.pushShadow( object );
  14779. }
  14780. } else if ( object.isSprite ) {
  14781. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14782. if ( sortObjects ) {
  14783. _vector3.setFromMatrixPosition( object.matrixWorld )
  14784. .applyMatrix4( _projScreenMatrix );
  14785. }
  14786. var geometry = objects.update( object );
  14787. var material = object.material;
  14788. if ( material.visible ) {
  14789. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14790. }
  14791. }
  14792. } else if ( object.isImmediateRenderObject ) {
  14793. if ( sortObjects ) {
  14794. _vector3.setFromMatrixPosition( object.matrixWorld )
  14795. .applyMatrix4( _projScreenMatrix );
  14796. }
  14797. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14798. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14799. if ( object.isSkinnedMesh ) {
  14800. // update skeleton only once in a frame
  14801. if ( object.skeleton.frame !== info.render.frame ) {
  14802. object.skeleton.update();
  14803. object.skeleton.frame = info.render.frame;
  14804. }
  14805. }
  14806. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14807. if ( sortObjects ) {
  14808. _vector3.setFromMatrixPosition( object.matrixWorld )
  14809. .applyMatrix4( _projScreenMatrix );
  14810. }
  14811. var geometry = objects.update( object );
  14812. var material = object.material;
  14813. if ( Array.isArray( material ) ) {
  14814. var groups = geometry.groups;
  14815. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14816. var group = groups[ i ];
  14817. var groupMaterial = material[ group.materialIndex ];
  14818. if ( groupMaterial && groupMaterial.visible ) {
  14819. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14820. }
  14821. }
  14822. } else if ( material.visible ) {
  14823. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14824. }
  14825. }
  14826. }
  14827. }
  14828. var children = object.children;
  14829. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14830. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14831. }
  14832. }
  14833. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14834. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14835. var renderItem = renderList[ i ];
  14836. var object = renderItem.object;
  14837. var geometry = renderItem.geometry;
  14838. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14839. var group = renderItem.group;
  14840. if ( camera.isArrayCamera ) {
  14841. _currentArrayCamera = camera;
  14842. if ( vr.enabled && multiview.isAvailable() ) {
  14843. renderObject( object, scene, camera, geometry, material, group );
  14844. } else {
  14845. var cameras = camera.cameras;
  14846. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14847. var camera2 = cameras[ j ];
  14848. if ( object.layers.test( camera2.layers ) ) {
  14849. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14850. currentRenderState.setupLights( camera2 );
  14851. renderObject( object, scene, camera2, geometry, material, group );
  14852. }
  14853. }
  14854. }
  14855. } else {
  14856. _currentArrayCamera = null;
  14857. renderObject( object, scene, camera, geometry, material, group );
  14858. }
  14859. }
  14860. }
  14861. function renderObject( object, scene, camera, geometry, material, group ) {
  14862. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14863. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14864. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14865. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14866. if ( object.isImmediateRenderObject ) {
  14867. state.setMaterial( material );
  14868. var program = setProgram( camera, scene.fog, material, object );
  14869. _currentGeometryProgram.geometry = null;
  14870. _currentGeometryProgram.program = null;
  14871. _currentGeometryProgram.wireframe = false;
  14872. renderObjectImmediate( object, program );
  14873. } else {
  14874. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14875. }
  14876. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14877. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14878. }
  14879. function initMaterial( material, fog, object ) {
  14880. var materialProperties = properties.get( material );
  14881. var lights = currentRenderState.state.lights;
  14882. var shadowsArray = currentRenderState.state.shadowsArray;
  14883. var lightsStateVersion = lights.state.version;
  14884. var parameters = programCache.getParameters(
  14885. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14886. var programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14887. var program = materialProperties.program;
  14888. var programChange = true;
  14889. if ( program === undefined ) {
  14890. // new material
  14891. material.addEventListener( 'dispose', onMaterialDispose );
  14892. } else if ( program.cacheKey !== programCacheKey ) {
  14893. // changed glsl or parameters
  14894. releaseMaterialProgramReference( material );
  14895. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14896. materialProperties.lightsStateVersion = lightsStateVersion;
  14897. programChange = false;
  14898. } else if ( parameters.shaderID !== undefined ) {
  14899. // same glsl and uniform list
  14900. return;
  14901. } else {
  14902. // only rebuild uniform list
  14903. programChange = false;
  14904. }
  14905. if ( programChange ) {
  14906. if ( parameters.shaderID ) {
  14907. var shader = ShaderLib[ parameters.shaderID ];
  14908. materialProperties.shader = {
  14909. name: material.type,
  14910. uniforms: cloneUniforms( shader.uniforms ),
  14911. vertexShader: shader.vertexShader,
  14912. fragmentShader: shader.fragmentShader
  14913. };
  14914. } else {
  14915. materialProperties.shader = {
  14916. name: material.type,
  14917. uniforms: material.uniforms,
  14918. vertexShader: material.vertexShader,
  14919. fragmentShader: material.fragmentShader
  14920. };
  14921. }
  14922. material.onBeforeCompile( materialProperties.shader, _this );
  14923. // Computing cache key again as onBeforeCompile may have changed the shaders
  14924. programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14925. program = programCache.acquireProgram( material, materialProperties.shader, parameters, programCacheKey );
  14926. materialProperties.program = program;
  14927. material.program = program;
  14928. }
  14929. var programAttributes = program.getAttributes();
  14930. if ( material.morphTargets ) {
  14931. material.numSupportedMorphTargets = 0;
  14932. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14933. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14934. material.numSupportedMorphTargets ++;
  14935. }
  14936. }
  14937. }
  14938. if ( material.morphNormals ) {
  14939. material.numSupportedMorphNormals = 0;
  14940. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14941. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14942. material.numSupportedMorphNormals ++;
  14943. }
  14944. }
  14945. }
  14946. var uniforms = materialProperties.shader.uniforms;
  14947. if ( ! material.isShaderMaterial &&
  14948. ! material.isRawShaderMaterial ||
  14949. material.clipping === true ) {
  14950. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14951. materialProperties.numIntersection = _clipping.numIntersection;
  14952. uniforms.clippingPlanes = _clipping.uniform;
  14953. }
  14954. materialProperties.fog = fog;
  14955. // store the light setup it was created for
  14956. materialProperties.needsLights = materialNeedsLights( material );
  14957. materialProperties.lightsStateVersion = lightsStateVersion;
  14958. if ( materialProperties.needsLights ) {
  14959. // wire up the material to this renderer's lighting state
  14960. uniforms.ambientLightColor.value = lights.state.ambient;
  14961. uniforms.lightProbe.value = lights.state.probe;
  14962. uniforms.directionalLights.value = lights.state.directional;
  14963. uniforms.spotLights.value = lights.state.spot;
  14964. uniforms.rectAreaLights.value = lights.state.rectArea;
  14965. uniforms.pointLights.value = lights.state.point;
  14966. uniforms.hemisphereLights.value = lights.state.hemi;
  14967. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14968. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14969. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14970. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14971. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14972. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14973. // TODO (abelnation): add area lights shadow info to uniforms
  14974. }
  14975. var progUniforms = materialProperties.program.getUniforms(),
  14976. uniformsList =
  14977. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14978. materialProperties.uniformsList = uniformsList;
  14979. }
  14980. function setProgram( camera, fog, material, object ) {
  14981. textures.resetTextureUnits();
  14982. var materialProperties = properties.get( material );
  14983. var lights = currentRenderState.state.lights;
  14984. if ( _clippingEnabled ) {
  14985. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14986. var useCache =
  14987. camera === _currentCamera &&
  14988. material.id === _currentMaterialId;
  14989. // we might want to call this function with some ClippingGroup
  14990. // object instead of the material, once it becomes feasible
  14991. // (#8465, #8379)
  14992. _clipping.setState(
  14993. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14994. camera, materialProperties, useCache );
  14995. }
  14996. }
  14997. if ( material.needsUpdate === false ) {
  14998. if ( materialProperties.program === undefined ) {
  14999. material.needsUpdate = true;
  15000. } else if ( material.fog && materialProperties.fog !== fog ) {
  15001. material.needsUpdate = true;
  15002. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15003. material.needsUpdate = true;
  15004. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15005. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15006. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15007. material.needsUpdate = true;
  15008. }
  15009. }
  15010. if ( material.needsUpdate ) {
  15011. initMaterial( material, fog, object );
  15012. material.needsUpdate = false;
  15013. }
  15014. var refreshProgram = false;
  15015. var refreshMaterial = false;
  15016. var refreshLights = false;
  15017. var program = materialProperties.program,
  15018. p_uniforms = program.getUniforms(),
  15019. m_uniforms = materialProperties.shader.uniforms;
  15020. if ( state.useProgram( program.program ) ) {
  15021. refreshProgram = true;
  15022. refreshMaterial = true;
  15023. refreshLights = true;
  15024. }
  15025. if ( material.id !== _currentMaterialId ) {
  15026. _currentMaterialId = material.id;
  15027. refreshMaterial = true;
  15028. }
  15029. if ( refreshProgram || _currentCamera !== camera ) {
  15030. if ( program.numMultiviewViews > 0 ) {
  15031. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  15032. } else {
  15033. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15034. }
  15035. if ( capabilities.logarithmicDepthBuffer ) {
  15036. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15037. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15038. }
  15039. if ( _currentCamera !== camera ) {
  15040. _currentCamera = camera;
  15041. // lighting uniforms depend on the camera so enforce an update
  15042. // now, in case this material supports lights - or later, when
  15043. // the next material that does gets activated:
  15044. refreshMaterial = true; // set to true on material change
  15045. refreshLights = true; // remains set until update done
  15046. }
  15047. // load material specific uniforms
  15048. // (shader material also gets them for the sake of genericity)
  15049. if ( material.isShaderMaterial ||
  15050. material.isMeshPhongMaterial ||
  15051. material.isMeshStandardMaterial ||
  15052. material.envMap ) {
  15053. var uCamPos = p_uniforms.map.cameraPosition;
  15054. if ( uCamPos !== undefined ) {
  15055. uCamPos.setValue( _gl,
  15056. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15057. }
  15058. }
  15059. if ( material.isMeshPhongMaterial ||
  15060. material.isMeshLambertMaterial ||
  15061. material.isMeshBasicMaterial ||
  15062. material.isMeshStandardMaterial ||
  15063. material.isShaderMaterial ) {
  15064. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15065. }
  15066. if ( material.isMeshPhongMaterial ||
  15067. material.isMeshLambertMaterial ||
  15068. material.isMeshBasicMaterial ||
  15069. material.isMeshStandardMaterial ||
  15070. material.isShaderMaterial ||
  15071. material.skinning ) {
  15072. if ( program.numMultiviewViews > 0 ) {
  15073. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15074. } else {
  15075. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15076. }
  15077. }
  15078. }
  15079. // skinning uniforms must be set even if material didn't change
  15080. // auto-setting of texture unit for bone texture must go before other textures
  15081. // not sure why, but otherwise weird things happen
  15082. if ( material.skinning ) {
  15083. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15084. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15085. var skeleton = object.skeleton;
  15086. if ( skeleton ) {
  15087. var bones = skeleton.bones;
  15088. if ( capabilities.floatVertexTextures ) {
  15089. if ( skeleton.boneTexture === undefined ) {
  15090. // layout (1 matrix = 4 pixels)
  15091. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15092. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15093. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15094. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15095. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15096. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15097. size = _Math.ceilPowerOfTwo( size );
  15098. size = Math.max( size, 4 );
  15099. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15100. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15101. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15102. skeleton.boneMatrices = boneMatrices;
  15103. skeleton.boneTexture = boneTexture;
  15104. skeleton.boneTextureSize = size;
  15105. }
  15106. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15107. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15108. } else {
  15109. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15110. }
  15111. }
  15112. }
  15113. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15114. materialProperties.receiveShadow = object.receiveShadow;
  15115. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15116. }
  15117. if ( refreshMaterial ) {
  15118. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15119. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15120. if ( materialProperties.needsLights ) {
  15121. // the current material requires lighting info
  15122. // note: all lighting uniforms are always set correctly
  15123. // they simply reference the renderer's state for their
  15124. // values
  15125. //
  15126. // use the current material's .needsUpdate flags to set
  15127. // the GL state when required
  15128. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15129. }
  15130. // refresh uniforms common to several materials
  15131. if ( fog && material.fog ) {
  15132. refreshUniformsFog( m_uniforms, fog );
  15133. }
  15134. if ( material.isMeshBasicMaterial ) {
  15135. refreshUniformsCommon( m_uniforms, material );
  15136. } else if ( material.isMeshLambertMaterial ) {
  15137. refreshUniformsCommon( m_uniforms, material );
  15138. refreshUniformsLambert( m_uniforms, material );
  15139. } else if ( material.isMeshPhongMaterial ) {
  15140. refreshUniformsCommon( m_uniforms, material );
  15141. if ( material.isMeshToonMaterial ) {
  15142. refreshUniformsToon( m_uniforms, material );
  15143. } else {
  15144. refreshUniformsPhong( m_uniforms, material );
  15145. }
  15146. } else if ( material.isMeshStandardMaterial ) {
  15147. refreshUniformsCommon( m_uniforms, material );
  15148. if ( material.isMeshPhysicalMaterial ) {
  15149. refreshUniformsPhysical( m_uniforms, material );
  15150. } else {
  15151. refreshUniformsStandard( m_uniforms, material );
  15152. }
  15153. } else if ( material.isMeshMatcapMaterial ) {
  15154. refreshUniformsCommon( m_uniforms, material );
  15155. refreshUniformsMatcap( m_uniforms, material );
  15156. } else if ( material.isMeshDepthMaterial ) {
  15157. refreshUniformsCommon( m_uniforms, material );
  15158. refreshUniformsDepth( m_uniforms, material );
  15159. } else if ( material.isMeshDistanceMaterial ) {
  15160. refreshUniformsCommon( m_uniforms, material );
  15161. refreshUniformsDistance( m_uniforms, material );
  15162. } else if ( material.isMeshNormalMaterial ) {
  15163. refreshUniformsCommon( m_uniforms, material );
  15164. refreshUniformsNormal( m_uniforms, material );
  15165. } else if ( material.isLineBasicMaterial ) {
  15166. refreshUniformsLine( m_uniforms, material );
  15167. if ( material.isLineDashedMaterial ) {
  15168. refreshUniformsDash( m_uniforms, material );
  15169. }
  15170. } else if ( material.isPointsMaterial ) {
  15171. refreshUniformsPoints( m_uniforms, material );
  15172. } else if ( material.isSpriteMaterial ) {
  15173. refreshUniformsSprites( m_uniforms, material );
  15174. } else if ( material.isShadowMaterial ) {
  15175. m_uniforms.color.value.copy( material.color );
  15176. m_uniforms.opacity.value = material.opacity;
  15177. }
  15178. // RectAreaLight Texture
  15179. // TODO (mrdoob): Find a nicer implementation
  15180. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15181. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15182. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15183. if ( material.isShaderMaterial ) {
  15184. material.uniformsNeedUpdate = false; // #15581
  15185. }
  15186. }
  15187. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15188. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15189. material.uniformsNeedUpdate = false;
  15190. }
  15191. if ( material.isSpriteMaterial ) {
  15192. p_uniforms.setValue( _gl, 'center', object.center );
  15193. }
  15194. // common matrices
  15195. if ( program.numMultiviewViews > 0 ) {
  15196. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15197. } else {
  15198. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15199. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15200. }
  15201. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15202. return program;
  15203. }
  15204. // Uniforms (refresh uniforms objects)
  15205. function refreshUniformsCommon( uniforms, material ) {
  15206. uniforms.opacity.value = material.opacity;
  15207. if ( material.color ) {
  15208. uniforms.diffuse.value.copy( material.color );
  15209. }
  15210. if ( material.emissive ) {
  15211. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15212. }
  15213. if ( material.map ) {
  15214. uniforms.map.value = material.map;
  15215. }
  15216. if ( material.alphaMap ) {
  15217. uniforms.alphaMap.value = material.alphaMap;
  15218. }
  15219. if ( material.specularMap ) {
  15220. uniforms.specularMap.value = material.specularMap;
  15221. }
  15222. if ( material.envMap ) {
  15223. uniforms.envMap.value = material.envMap;
  15224. // don't flip CubeTexture envMaps, flip everything else:
  15225. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15226. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15227. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15228. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15229. uniforms.reflectivity.value = material.reflectivity;
  15230. uniforms.refractionRatio.value = material.refractionRatio;
  15231. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15232. }
  15233. if ( material.lightMap ) {
  15234. uniforms.lightMap.value = material.lightMap;
  15235. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15236. }
  15237. if ( material.aoMap ) {
  15238. uniforms.aoMap.value = material.aoMap;
  15239. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15240. }
  15241. // uv repeat and offset setting priorities
  15242. // 1. color map
  15243. // 2. specular map
  15244. // 3. normal map
  15245. // 4. bump map
  15246. // 5. alpha map
  15247. // 6. emissive map
  15248. var uvScaleMap;
  15249. if ( material.map ) {
  15250. uvScaleMap = material.map;
  15251. } else if ( material.specularMap ) {
  15252. uvScaleMap = material.specularMap;
  15253. } else if ( material.displacementMap ) {
  15254. uvScaleMap = material.displacementMap;
  15255. } else if ( material.normalMap ) {
  15256. uvScaleMap = material.normalMap;
  15257. } else if ( material.bumpMap ) {
  15258. uvScaleMap = material.bumpMap;
  15259. } else if ( material.roughnessMap ) {
  15260. uvScaleMap = material.roughnessMap;
  15261. } else if ( material.metalnessMap ) {
  15262. uvScaleMap = material.metalnessMap;
  15263. } else if ( material.alphaMap ) {
  15264. uvScaleMap = material.alphaMap;
  15265. } else if ( material.emissiveMap ) {
  15266. uvScaleMap = material.emissiveMap;
  15267. }
  15268. if ( uvScaleMap !== undefined ) {
  15269. // backwards compatibility
  15270. if ( uvScaleMap.isWebGLRenderTarget ) {
  15271. uvScaleMap = uvScaleMap.texture;
  15272. }
  15273. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15274. uvScaleMap.updateMatrix();
  15275. }
  15276. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15277. }
  15278. }
  15279. function refreshUniformsLine( uniforms, material ) {
  15280. uniforms.diffuse.value.copy( material.color );
  15281. uniforms.opacity.value = material.opacity;
  15282. }
  15283. function refreshUniformsDash( uniforms, material ) {
  15284. uniforms.dashSize.value = material.dashSize;
  15285. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15286. uniforms.scale.value = material.scale;
  15287. }
  15288. function refreshUniformsPoints( uniforms, material ) {
  15289. uniforms.diffuse.value.copy( material.color );
  15290. uniforms.opacity.value = material.opacity;
  15291. uniforms.size.value = material.size * _pixelRatio;
  15292. uniforms.scale.value = _height * 0.5;
  15293. if ( material.map ) {
  15294. uniforms.map.value = material.map;
  15295. }
  15296. if ( material.alphaMap ) {
  15297. uniforms.alphaMap.value = material.alphaMap;
  15298. }
  15299. // uv repeat and offset setting priorities
  15300. // 1. color map
  15301. // 2. alpha map
  15302. var uvScaleMap;
  15303. if ( material.map ) {
  15304. uvScaleMap = material.map;
  15305. } else if ( material.alphaMap ) {
  15306. uvScaleMap = material.alphaMap;
  15307. }
  15308. if ( uvScaleMap !== undefined ) {
  15309. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15310. uvScaleMap.updateMatrix();
  15311. }
  15312. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15313. }
  15314. }
  15315. function refreshUniformsSprites( uniforms, material ) {
  15316. uniforms.diffuse.value.copy( material.color );
  15317. uniforms.opacity.value = material.opacity;
  15318. uniforms.rotation.value = material.rotation;
  15319. if ( material.map ) {
  15320. uniforms.map.value = material.map;
  15321. }
  15322. if ( material.alphaMap ) {
  15323. uniforms.alphaMap.value = material.alphaMap;
  15324. }
  15325. // uv repeat and offset setting priorities
  15326. // 1. color map
  15327. // 2. alpha map
  15328. var uvScaleMap;
  15329. if ( material.map ) {
  15330. uvScaleMap = material.map;
  15331. } else if ( material.alphaMap ) {
  15332. uvScaleMap = material.alphaMap;
  15333. }
  15334. if ( uvScaleMap !== undefined ) {
  15335. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15336. uvScaleMap.updateMatrix();
  15337. }
  15338. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15339. }
  15340. }
  15341. function refreshUniformsFog( uniforms, fog ) {
  15342. uniforms.fogColor.value.copy( fog.color );
  15343. if ( fog.isFog ) {
  15344. uniforms.fogNear.value = fog.near;
  15345. uniforms.fogFar.value = fog.far;
  15346. } else if ( fog.isFogExp2 ) {
  15347. uniforms.fogDensity.value = fog.density;
  15348. }
  15349. }
  15350. function refreshUniformsLambert( uniforms, material ) {
  15351. if ( material.emissiveMap ) {
  15352. uniforms.emissiveMap.value = material.emissiveMap;
  15353. }
  15354. }
  15355. function refreshUniformsPhong( uniforms, material ) {
  15356. uniforms.specular.value.copy( material.specular );
  15357. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15358. if ( material.emissiveMap ) {
  15359. uniforms.emissiveMap.value = material.emissiveMap;
  15360. }
  15361. if ( material.bumpMap ) {
  15362. uniforms.bumpMap.value = material.bumpMap;
  15363. uniforms.bumpScale.value = material.bumpScale;
  15364. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15365. }
  15366. if ( material.normalMap ) {
  15367. uniforms.normalMap.value = material.normalMap;
  15368. uniforms.normalScale.value.copy( material.normalScale );
  15369. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15370. }
  15371. if ( material.displacementMap ) {
  15372. uniforms.displacementMap.value = material.displacementMap;
  15373. uniforms.displacementScale.value = material.displacementScale;
  15374. uniforms.displacementBias.value = material.displacementBias;
  15375. }
  15376. }
  15377. function refreshUniformsToon( uniforms, material ) {
  15378. refreshUniformsPhong( uniforms, material );
  15379. if ( material.gradientMap ) {
  15380. uniforms.gradientMap.value = material.gradientMap;
  15381. }
  15382. }
  15383. function refreshUniformsStandard( uniforms, material ) {
  15384. uniforms.roughness.value = material.roughness;
  15385. uniforms.metalness.value = material.metalness;
  15386. if ( material.roughnessMap ) {
  15387. uniforms.roughnessMap.value = material.roughnessMap;
  15388. }
  15389. if ( material.metalnessMap ) {
  15390. uniforms.metalnessMap.value = material.metalnessMap;
  15391. }
  15392. if ( material.emissiveMap ) {
  15393. uniforms.emissiveMap.value = material.emissiveMap;
  15394. }
  15395. if ( material.bumpMap ) {
  15396. uniforms.bumpMap.value = material.bumpMap;
  15397. uniforms.bumpScale.value = material.bumpScale;
  15398. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15399. }
  15400. if ( material.normalMap ) {
  15401. uniforms.normalMap.value = material.normalMap;
  15402. uniforms.normalScale.value.copy( material.normalScale );
  15403. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15404. }
  15405. if ( material.displacementMap ) {
  15406. uniforms.displacementMap.value = material.displacementMap;
  15407. uniforms.displacementScale.value = material.displacementScale;
  15408. uniforms.displacementBias.value = material.displacementBias;
  15409. }
  15410. if ( material.envMap ) {
  15411. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15412. uniforms.envMapIntensity.value = material.envMapIntensity;
  15413. }
  15414. }
  15415. function refreshUniformsPhysical( uniforms, material ) {
  15416. refreshUniformsStandard( uniforms, material );
  15417. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15418. uniforms.clearcoat.value = material.clearcoat;
  15419. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15420. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15421. if ( material.clearcoatNormalMap ) {
  15422. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15423. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15424. if ( material.side === BackSide ) {
  15425. uniforms.clearcoatNormalScale.value.negate();
  15426. }
  15427. }
  15428. uniforms.transparency.value = material.transparency;
  15429. }
  15430. function refreshUniformsMatcap( uniforms, material ) {
  15431. if ( material.matcap ) {
  15432. uniforms.matcap.value = material.matcap;
  15433. }
  15434. if ( material.bumpMap ) {
  15435. uniforms.bumpMap.value = material.bumpMap;
  15436. uniforms.bumpScale.value = material.bumpScale;
  15437. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15438. }
  15439. if ( material.normalMap ) {
  15440. uniforms.normalMap.value = material.normalMap;
  15441. uniforms.normalScale.value.copy( material.normalScale );
  15442. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15443. }
  15444. if ( material.displacementMap ) {
  15445. uniforms.displacementMap.value = material.displacementMap;
  15446. uniforms.displacementScale.value = material.displacementScale;
  15447. uniforms.displacementBias.value = material.displacementBias;
  15448. }
  15449. }
  15450. function refreshUniformsDepth( uniforms, material ) {
  15451. if ( material.displacementMap ) {
  15452. uniforms.displacementMap.value = material.displacementMap;
  15453. uniforms.displacementScale.value = material.displacementScale;
  15454. uniforms.displacementBias.value = material.displacementBias;
  15455. }
  15456. }
  15457. function refreshUniformsDistance( uniforms, material ) {
  15458. if ( material.displacementMap ) {
  15459. uniforms.displacementMap.value = material.displacementMap;
  15460. uniforms.displacementScale.value = material.displacementScale;
  15461. uniforms.displacementBias.value = material.displacementBias;
  15462. }
  15463. uniforms.referencePosition.value.copy( material.referencePosition );
  15464. uniforms.nearDistance.value = material.nearDistance;
  15465. uniforms.farDistance.value = material.farDistance;
  15466. }
  15467. function refreshUniformsNormal( uniforms, material ) {
  15468. if ( material.bumpMap ) {
  15469. uniforms.bumpMap.value = material.bumpMap;
  15470. uniforms.bumpScale.value = material.bumpScale;
  15471. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15472. }
  15473. if ( material.normalMap ) {
  15474. uniforms.normalMap.value = material.normalMap;
  15475. uniforms.normalScale.value.copy( material.normalScale );
  15476. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15477. }
  15478. if ( material.displacementMap ) {
  15479. uniforms.displacementMap.value = material.displacementMap;
  15480. uniforms.displacementScale.value = material.displacementScale;
  15481. uniforms.displacementBias.value = material.displacementBias;
  15482. }
  15483. }
  15484. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15485. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15486. uniforms.ambientLightColor.needsUpdate = value;
  15487. uniforms.lightProbe.needsUpdate = value;
  15488. uniforms.directionalLights.needsUpdate = value;
  15489. uniforms.pointLights.needsUpdate = value;
  15490. uniforms.spotLights.needsUpdate = value;
  15491. uniforms.rectAreaLights.needsUpdate = value;
  15492. uniforms.hemisphereLights.needsUpdate = value;
  15493. }
  15494. function materialNeedsLights( material ) {
  15495. return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
  15496. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15497. ( material.isShaderMaterial && material.lights === true );
  15498. }
  15499. //
  15500. this.setFramebuffer = function ( value ) {
  15501. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15502. _framebuffer = value;
  15503. };
  15504. this.getActiveCubeFace = function () {
  15505. return _currentActiveCubeFace;
  15506. };
  15507. this.getActiveMipmapLevel = function () {
  15508. return _currentActiveMipmapLevel;
  15509. };
  15510. this.getRenderTarget = function () {
  15511. return _currentRenderTarget;
  15512. };
  15513. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15514. _currentRenderTarget = renderTarget;
  15515. _currentActiveCubeFace = activeCubeFace;
  15516. _currentActiveMipmapLevel = activeMipmapLevel;
  15517. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15518. textures.setupRenderTarget( renderTarget );
  15519. }
  15520. var framebuffer = _framebuffer;
  15521. var isCube = false;
  15522. if ( renderTarget ) {
  15523. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15524. if ( renderTarget.isWebGLRenderTargetCube ) {
  15525. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15526. isCube = true;
  15527. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15528. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15529. } else {
  15530. framebuffer = __webglFramebuffer;
  15531. }
  15532. _currentViewport.copy( renderTarget.viewport );
  15533. _currentScissor.copy( renderTarget.scissor );
  15534. _currentScissorTest = renderTarget.scissorTest;
  15535. } else {
  15536. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15537. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15538. _currentScissorTest = _scissorTest;
  15539. }
  15540. if ( _currentFramebuffer !== framebuffer ) {
  15541. _gl.bindFramebuffer( 36160, framebuffer );
  15542. _currentFramebuffer = framebuffer;
  15543. }
  15544. state.viewport( _currentViewport );
  15545. state.scissor( _currentScissor );
  15546. state.setScissorTest( _currentScissorTest );
  15547. if ( isCube ) {
  15548. var textureProperties = properties.get( renderTarget.texture );
  15549. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15550. }
  15551. };
  15552. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15553. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15554. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15555. return;
  15556. }
  15557. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15558. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15559. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15560. }
  15561. if ( framebuffer ) {
  15562. var restore = false;
  15563. if ( framebuffer !== _currentFramebuffer ) {
  15564. _gl.bindFramebuffer( 36160, framebuffer );
  15565. restore = true;
  15566. }
  15567. try {
  15568. var texture = renderTarget.texture;
  15569. var textureFormat = texture.format;
  15570. var textureType = texture.type;
  15571. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15572. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15573. return;
  15574. }
  15575. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15576. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15577. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15578. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15579. return;
  15580. }
  15581. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15582. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15583. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15584. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15585. }
  15586. } else {
  15587. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15588. }
  15589. } finally {
  15590. if ( restore ) {
  15591. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15592. }
  15593. }
  15594. }
  15595. };
  15596. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15597. if ( level === undefined ) { level = 0; }
  15598. var levelScale = Math.pow( 2, - level );
  15599. var width = Math.floor( texture.image.width * levelScale );
  15600. var height = Math.floor( texture.image.height * levelScale );
  15601. var glFormat = utils.convert( texture.format );
  15602. textures.setTexture2D( texture, 0 );
  15603. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15604. state.unbindTexture();
  15605. };
  15606. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15607. var width = srcTexture.image.width;
  15608. var height = srcTexture.image.height;
  15609. var glFormat = utils.convert( dstTexture.format );
  15610. var glType = utils.convert( dstTexture.type );
  15611. textures.setTexture2D( dstTexture, 0 );
  15612. if ( srcTexture.isDataTexture ) {
  15613. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15614. } else {
  15615. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15616. }
  15617. state.unbindTexture();
  15618. };
  15619. this.initTexture = function ( texture ) {
  15620. textures.setTexture2D( texture, 0 );
  15621. state.unbindTexture();
  15622. };
  15623. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15624. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15625. }
  15626. }
  15627. /**
  15628. * @author mrdoob / http://mrdoob.com/
  15629. * @author alteredq / http://alteredqualia.com/
  15630. */
  15631. function FogExp2( color, density ) {
  15632. this.name = '';
  15633. this.color = new Color( color );
  15634. this.density = ( density !== undefined ) ? density : 0.00025;
  15635. }
  15636. Object.assign( FogExp2.prototype, {
  15637. isFogExp2: true,
  15638. clone: function () {
  15639. return new FogExp2( this.color, this.density );
  15640. },
  15641. toJSON: function ( /* meta */ ) {
  15642. return {
  15643. type: 'FogExp2',
  15644. color: this.color.getHex(),
  15645. density: this.density
  15646. };
  15647. }
  15648. } );
  15649. /**
  15650. * @author mrdoob / http://mrdoob.com/
  15651. * @author alteredq / http://alteredqualia.com/
  15652. */
  15653. function Fog( color, near, far ) {
  15654. this.name = '';
  15655. this.color = new Color( color );
  15656. this.near = ( near !== undefined ) ? near : 1;
  15657. this.far = ( far !== undefined ) ? far : 1000;
  15658. }
  15659. Object.assign( Fog.prototype, {
  15660. isFog: true,
  15661. clone: function () {
  15662. return new Fog( this.color, this.near, this.far );
  15663. },
  15664. toJSON: function ( /* meta */ ) {
  15665. return {
  15666. type: 'Fog',
  15667. color: this.color.getHex(),
  15668. near: this.near,
  15669. far: this.far
  15670. };
  15671. }
  15672. } );
  15673. /**
  15674. * @author benaadams / https://twitter.com/ben_a_adams
  15675. */
  15676. function InterleavedBuffer( array, stride ) {
  15677. this.array = array;
  15678. this.stride = stride;
  15679. this.count = array !== undefined ? array.length / stride : 0;
  15680. this.usage = StaticDrawUsage;
  15681. this.updateRange = { offset: 0, count: - 1 };
  15682. this.version = 0;
  15683. }
  15684. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15685. set: function ( value ) {
  15686. if ( value === true ) { this.version ++; }
  15687. }
  15688. } );
  15689. Object.assign( InterleavedBuffer.prototype, {
  15690. isInterleavedBuffer: true,
  15691. onUploadCallback: function () {},
  15692. setUsage: function ( value ) {
  15693. this.usage = value;
  15694. return this;
  15695. },
  15696. copy: function ( source ) {
  15697. this.array = new source.array.constructor( source.array );
  15698. this.count = source.count;
  15699. this.stride = source.stride;
  15700. this.usage = source.usage;
  15701. return this;
  15702. },
  15703. copyAt: function ( index1, attribute, index2 ) {
  15704. index1 *= this.stride;
  15705. index2 *= attribute.stride;
  15706. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15707. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15708. }
  15709. return this;
  15710. },
  15711. set: function ( value, offset ) {
  15712. if ( offset === undefined ) { offset = 0; }
  15713. this.array.set( value, offset );
  15714. return this;
  15715. },
  15716. clone: function () {
  15717. return new this.constructor().copy( this );
  15718. },
  15719. onUpload: function ( callback ) {
  15720. this.onUploadCallback = callback;
  15721. return this;
  15722. }
  15723. } );
  15724. /**
  15725. * @author benaadams / https://twitter.com/ben_a_adams
  15726. */
  15727. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15728. this.data = interleavedBuffer;
  15729. this.itemSize = itemSize;
  15730. this.offset = offset;
  15731. this.normalized = normalized === true;
  15732. }
  15733. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15734. count: {
  15735. get: function () {
  15736. return this.data.count;
  15737. }
  15738. },
  15739. array: {
  15740. get: function () {
  15741. return this.data.array;
  15742. }
  15743. }
  15744. } );
  15745. Object.assign( InterleavedBufferAttribute.prototype, {
  15746. isInterleavedBufferAttribute: true,
  15747. setX: function ( index, x ) {
  15748. this.data.array[ index * this.data.stride + this.offset ] = x;
  15749. return this;
  15750. },
  15751. setY: function ( index, y ) {
  15752. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15753. return this;
  15754. },
  15755. setZ: function ( index, z ) {
  15756. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15757. return this;
  15758. },
  15759. setW: function ( index, w ) {
  15760. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15761. return this;
  15762. },
  15763. getX: function ( index ) {
  15764. return this.data.array[ index * this.data.stride + this.offset ];
  15765. },
  15766. getY: function ( index ) {
  15767. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15768. },
  15769. getZ: function ( index ) {
  15770. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15771. },
  15772. getW: function ( index ) {
  15773. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15774. },
  15775. setXY: function ( index, x, y ) {
  15776. index = index * this.data.stride + this.offset;
  15777. this.data.array[ index + 0 ] = x;
  15778. this.data.array[ index + 1 ] = y;
  15779. return this;
  15780. },
  15781. setXYZ: function ( index, x, y, z ) {
  15782. index = index * this.data.stride + this.offset;
  15783. this.data.array[ index + 0 ] = x;
  15784. this.data.array[ index + 1 ] = y;
  15785. this.data.array[ index + 2 ] = z;
  15786. return this;
  15787. },
  15788. setXYZW: function ( index, x, y, z, w ) {
  15789. index = index * this.data.stride + this.offset;
  15790. this.data.array[ index + 0 ] = x;
  15791. this.data.array[ index + 1 ] = y;
  15792. this.data.array[ index + 2 ] = z;
  15793. this.data.array[ index + 3 ] = w;
  15794. return this;
  15795. }
  15796. } );
  15797. /**
  15798. * @author alteredq / http://alteredqualia.com/
  15799. *
  15800. * parameters = {
  15801. * color: <hex>,
  15802. * map: new THREE.Texture( <Image> ),
  15803. * alphaMap: new THREE.Texture( <Image> ),
  15804. * rotation: <float>,
  15805. * sizeAttenuation: <bool>
  15806. * }
  15807. */
  15808. function SpriteMaterial( parameters ) {
  15809. Material.call( this );
  15810. this.type = 'SpriteMaterial';
  15811. this.color = new Color( 0xffffff );
  15812. this.map = null;
  15813. this.alphaMap = null;
  15814. this.rotation = 0;
  15815. this.sizeAttenuation = true;
  15816. this.transparent = true;
  15817. this.setValues( parameters );
  15818. }
  15819. SpriteMaterial.prototype = Object.create( Material.prototype );
  15820. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15821. SpriteMaterial.prototype.isSpriteMaterial = true;
  15822. SpriteMaterial.prototype.copy = function ( source ) {
  15823. Material.prototype.copy.call( this, source );
  15824. this.color.copy( source.color );
  15825. this.map = source.map;
  15826. this.alphaMap = source.alphaMap;
  15827. this.rotation = source.rotation;
  15828. this.sizeAttenuation = source.sizeAttenuation;
  15829. return this;
  15830. };
  15831. /**
  15832. * @author mikael emtinger / http://gomo.se/
  15833. * @author alteredq / http://alteredqualia.com/
  15834. */
  15835. var _geometry;
  15836. var _intersectPoint = new Vector3();
  15837. var _worldScale = new Vector3();
  15838. var _mvPosition = new Vector3();
  15839. var _alignedPosition = new Vector2();
  15840. var _rotatedPosition = new Vector2();
  15841. var _viewWorldMatrix = new Matrix4();
  15842. var _vA$1 = new Vector3();
  15843. var _vB$1 = new Vector3();
  15844. var _vC$1 = new Vector3();
  15845. var _uvA$1 = new Vector2();
  15846. var _uvB$1 = new Vector2();
  15847. var _uvC$1 = new Vector2();
  15848. function Sprite( material ) {
  15849. Object3D.call( this );
  15850. this.type = 'Sprite';
  15851. if ( _geometry === undefined ) {
  15852. _geometry = new BufferGeometry();
  15853. var float32Array = new Float32Array( [
  15854. - 0.5, - 0.5, 0, 0, 0,
  15855. 0.5, - 0.5, 0, 1, 0,
  15856. 0.5, 0.5, 0, 1, 1,
  15857. - 0.5, 0.5, 0, 0, 1
  15858. ] );
  15859. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15860. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15861. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15862. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15863. }
  15864. this.geometry = _geometry;
  15865. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15866. this.center = new Vector2( 0.5, 0.5 );
  15867. }
  15868. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15869. constructor: Sprite,
  15870. isSprite: true,
  15871. raycast: function ( raycaster, intersects ) {
  15872. if ( raycaster.camera === null ) {
  15873. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15874. }
  15875. _worldScale.setFromMatrixScale( this.matrixWorld );
  15876. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15877. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15878. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15879. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15880. _worldScale.multiplyScalar( - _mvPosition.z );
  15881. }
  15882. var rotation = this.material.rotation;
  15883. var sin, cos;
  15884. if ( rotation !== 0 ) {
  15885. cos = Math.cos( rotation );
  15886. sin = Math.sin( rotation );
  15887. }
  15888. var center = this.center;
  15889. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15890. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15891. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15892. _uvA$1.set( 0, 0 );
  15893. _uvB$1.set( 1, 0 );
  15894. _uvC$1.set( 1, 1 );
  15895. // check first triangle
  15896. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15897. if ( intersect === null ) {
  15898. // check second triangle
  15899. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15900. _uvB$1.set( 0, 1 );
  15901. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15902. if ( intersect === null ) {
  15903. return;
  15904. }
  15905. }
  15906. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15907. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15908. intersects.push( {
  15909. distance: distance,
  15910. point: _intersectPoint.clone(),
  15911. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15912. face: null,
  15913. object: this
  15914. } );
  15915. },
  15916. clone: function () {
  15917. return new this.constructor( this.material ).copy( this );
  15918. },
  15919. copy: function ( source ) {
  15920. Object3D.prototype.copy.call( this, source );
  15921. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15922. return this;
  15923. }
  15924. } );
  15925. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15926. // compute position in camera space
  15927. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15928. // to check if rotation is not zero
  15929. if ( sin !== undefined ) {
  15930. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15931. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15932. } else {
  15933. _rotatedPosition.copy( _alignedPosition );
  15934. }
  15935. vertexPosition.copy( mvPosition );
  15936. vertexPosition.x += _rotatedPosition.x;
  15937. vertexPosition.y += _rotatedPosition.y;
  15938. // transform to world space
  15939. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15940. }
  15941. /**
  15942. * @author mikael emtinger / http://gomo.se/
  15943. * @author alteredq / http://alteredqualia.com/
  15944. * @author mrdoob / http://mrdoob.com/
  15945. */
  15946. var _v1$4 = new Vector3();
  15947. var _v2$2 = new Vector3();
  15948. function LOD() {
  15949. Object3D.call( this );
  15950. this.type = 'LOD';
  15951. Object.defineProperties( this, {
  15952. levels: {
  15953. enumerable: true,
  15954. value: []
  15955. }
  15956. } );
  15957. this.autoUpdate = true;
  15958. }
  15959. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15960. constructor: LOD,
  15961. isLOD: true,
  15962. copy: function ( source ) {
  15963. Object3D.prototype.copy.call( this, source, false );
  15964. var levels = source.levels;
  15965. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15966. var level = levels[ i ];
  15967. this.addLevel( level.object.clone(), level.distance );
  15968. }
  15969. this.autoUpdate = source.autoUpdate;
  15970. return this;
  15971. },
  15972. addLevel: function ( object, distance ) {
  15973. if ( distance === undefined ) { distance = 0; }
  15974. distance = Math.abs( distance );
  15975. var levels = this.levels;
  15976. for ( var l = 0; l < levels.length; l ++ ) {
  15977. if ( distance < levels[ l ].distance ) {
  15978. break;
  15979. }
  15980. }
  15981. levels.splice( l, 0, { distance: distance, object: object } );
  15982. this.add( object );
  15983. return this;
  15984. },
  15985. getObjectForDistance: function ( distance ) {
  15986. var levels = this.levels;
  15987. if ( levels.length > 0 ) {
  15988. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15989. if ( distance < levels[ i ].distance ) {
  15990. break;
  15991. }
  15992. }
  15993. return levels[ i - 1 ].object;
  15994. }
  15995. return null;
  15996. },
  15997. raycast: function ( raycaster, intersects ) {
  15998. var levels = this.levels;
  15999. if ( levels.length > 0 ) {
  16000. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16001. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16002. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16003. }
  16004. },
  16005. update: function ( camera ) {
  16006. var levels = this.levels;
  16007. if ( levels.length > 1 ) {
  16008. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16009. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16010. var distance = _v1$4.distanceTo( _v2$2 );
  16011. levels[ 0 ].object.visible = true;
  16012. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16013. if ( distance >= levels[ i ].distance ) {
  16014. levels[ i - 1 ].object.visible = false;
  16015. levels[ i ].object.visible = true;
  16016. } else {
  16017. break;
  16018. }
  16019. }
  16020. for ( ; i < l; i ++ ) {
  16021. levels[ i ].object.visible = false;
  16022. }
  16023. }
  16024. },
  16025. toJSON: function ( meta ) {
  16026. var data = Object3D.prototype.toJSON.call( this, meta );
  16027. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16028. data.object.levels = [];
  16029. var levels = this.levels;
  16030. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16031. var level = levels[ i ];
  16032. data.object.levels.push( {
  16033. object: level.object.uuid,
  16034. distance: level.distance
  16035. } );
  16036. }
  16037. return data;
  16038. }
  16039. } );
  16040. /**
  16041. * @author mikael emtinger / http://gomo.se/
  16042. * @author alteredq / http://alteredqualia.com/
  16043. * @author ikerr / http://verold.com
  16044. */
  16045. function SkinnedMesh( geometry, material ) {
  16046. if ( geometry && geometry.isGeometry ) {
  16047. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16048. }
  16049. Mesh.call( this, geometry, material );
  16050. this.type = 'SkinnedMesh';
  16051. this.bindMode = 'attached';
  16052. this.bindMatrix = new Matrix4();
  16053. this.bindMatrixInverse = new Matrix4();
  16054. }
  16055. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16056. constructor: SkinnedMesh,
  16057. isSkinnedMesh: true,
  16058. bind: function ( skeleton, bindMatrix ) {
  16059. this.skeleton = skeleton;
  16060. if ( bindMatrix === undefined ) {
  16061. this.updateMatrixWorld( true );
  16062. this.skeleton.calculateInverses();
  16063. bindMatrix = this.matrixWorld;
  16064. }
  16065. this.bindMatrix.copy( bindMatrix );
  16066. this.bindMatrixInverse.getInverse( bindMatrix );
  16067. },
  16068. pose: function () {
  16069. this.skeleton.pose();
  16070. },
  16071. normalizeSkinWeights: function () {
  16072. var vector = new Vector4();
  16073. var skinWeight = this.geometry.attributes.skinWeight;
  16074. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16075. vector.x = skinWeight.getX( i );
  16076. vector.y = skinWeight.getY( i );
  16077. vector.z = skinWeight.getZ( i );
  16078. vector.w = skinWeight.getW( i );
  16079. var scale = 1.0 / vector.manhattanLength();
  16080. if ( scale !== Infinity ) {
  16081. vector.multiplyScalar( scale );
  16082. } else {
  16083. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16084. }
  16085. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16086. }
  16087. },
  16088. updateMatrixWorld: function ( force ) {
  16089. Mesh.prototype.updateMatrixWorld.call( this, force );
  16090. if ( this.bindMode === 'attached' ) {
  16091. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16092. } else if ( this.bindMode === 'detached' ) {
  16093. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16094. } else {
  16095. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16096. }
  16097. },
  16098. clone: function () {
  16099. return new this.constructor( this.geometry, this.material ).copy( this );
  16100. }
  16101. } );
  16102. /**
  16103. * @author mikael emtinger / http://gomo.se/
  16104. * @author alteredq / http://alteredqualia.com/
  16105. * @author michael guerrero / http://realitymeltdown.com
  16106. * @author ikerr / http://verold.com
  16107. */
  16108. var _offsetMatrix = new Matrix4();
  16109. var _identityMatrix = new Matrix4();
  16110. function Skeleton( bones, boneInverses ) {
  16111. // copy the bone array
  16112. bones = bones || [];
  16113. this.bones = bones.slice( 0 );
  16114. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16115. this.frame = - 1;
  16116. // use the supplied bone inverses or calculate the inverses
  16117. if ( boneInverses === undefined ) {
  16118. this.calculateInverses();
  16119. } else {
  16120. if ( this.bones.length === boneInverses.length ) {
  16121. this.boneInverses = boneInverses.slice( 0 );
  16122. } else {
  16123. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16124. this.boneInverses = [];
  16125. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16126. this.boneInverses.push( new Matrix4() );
  16127. }
  16128. }
  16129. }
  16130. }
  16131. Object.assign( Skeleton.prototype, {
  16132. calculateInverses: function () {
  16133. this.boneInverses = [];
  16134. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16135. var inverse = new Matrix4();
  16136. if ( this.bones[ i ] ) {
  16137. inverse.getInverse( this.bones[ i ].matrixWorld );
  16138. }
  16139. this.boneInverses.push( inverse );
  16140. }
  16141. },
  16142. pose: function () {
  16143. var bone, i, il;
  16144. // recover the bind-time world matrices
  16145. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16146. bone = this.bones[ i ];
  16147. if ( bone ) {
  16148. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16149. }
  16150. }
  16151. // compute the local matrices, positions, rotations and scales
  16152. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16153. bone = this.bones[ i ];
  16154. if ( bone ) {
  16155. if ( bone.parent && bone.parent.isBone ) {
  16156. bone.matrix.getInverse( bone.parent.matrixWorld );
  16157. bone.matrix.multiply( bone.matrixWorld );
  16158. } else {
  16159. bone.matrix.copy( bone.matrixWorld );
  16160. }
  16161. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16162. }
  16163. }
  16164. },
  16165. update: function () {
  16166. var bones = this.bones;
  16167. var boneInverses = this.boneInverses;
  16168. var boneMatrices = this.boneMatrices;
  16169. var boneTexture = this.boneTexture;
  16170. // flatten bone matrices to array
  16171. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16172. // compute the offset between the current and the original transform
  16173. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16174. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16175. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16176. }
  16177. if ( boneTexture !== undefined ) {
  16178. boneTexture.needsUpdate = true;
  16179. }
  16180. },
  16181. clone: function () {
  16182. return new Skeleton( this.bones, this.boneInverses );
  16183. },
  16184. getBoneByName: function ( name ) {
  16185. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16186. var bone = this.bones[ i ];
  16187. if ( bone.name === name ) {
  16188. return bone;
  16189. }
  16190. }
  16191. return undefined;
  16192. }
  16193. } );
  16194. /**
  16195. * @author mikael emtinger / http://gomo.se/
  16196. * @author alteredq / http://alteredqualia.com/
  16197. * @author ikerr / http://verold.com
  16198. */
  16199. function Bone() {
  16200. Object3D.call( this );
  16201. this.type = 'Bone';
  16202. }
  16203. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16204. constructor: Bone,
  16205. isBone: true
  16206. } );
  16207. /**
  16208. * @author mrdoob / http://mrdoob.com/
  16209. */
  16210. function InstancedMesh( geometry, material, count ) {
  16211. Mesh.call( this, geometry, material );
  16212. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16213. this.count = count;
  16214. }
  16215. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16216. constructor: InstancedMesh,
  16217. isInstancedMesh: true,
  16218. raycast: function () {},
  16219. setMatrixAt: function ( index, matrix ) {
  16220. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16221. },
  16222. updateMorphTargets: function () {}
  16223. } );
  16224. /**
  16225. * @author mrdoob / http://mrdoob.com/
  16226. * @author alteredq / http://alteredqualia.com/
  16227. *
  16228. * parameters = {
  16229. * color: <hex>,
  16230. * opacity: <float>,
  16231. *
  16232. * linewidth: <float>,
  16233. * linecap: "round",
  16234. * linejoin: "round"
  16235. * }
  16236. */
  16237. function LineBasicMaterial( parameters ) {
  16238. Material.call( this );
  16239. this.type = 'LineBasicMaterial';
  16240. this.color = new Color( 0xffffff );
  16241. this.linewidth = 1;
  16242. this.linecap = 'round';
  16243. this.linejoin = 'round';
  16244. this.setValues( parameters );
  16245. }
  16246. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16247. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16248. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16249. LineBasicMaterial.prototype.copy = function ( source ) {
  16250. Material.prototype.copy.call( this, source );
  16251. this.color.copy( source.color );
  16252. this.linewidth = source.linewidth;
  16253. this.linecap = source.linecap;
  16254. this.linejoin = source.linejoin;
  16255. return this;
  16256. };
  16257. /**
  16258. * @author mrdoob / http://mrdoob.com/
  16259. */
  16260. var _start = new Vector3();
  16261. var _end = new Vector3();
  16262. var _inverseMatrix$1 = new Matrix4();
  16263. var _ray$1 = new Ray();
  16264. var _sphere$2 = new Sphere();
  16265. function Line( geometry, material, mode ) {
  16266. if ( mode === 1 ) {
  16267. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16268. }
  16269. Object3D.call( this );
  16270. this.type = 'Line';
  16271. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16272. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16273. }
  16274. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16275. constructor: Line,
  16276. isLine: true,
  16277. computeLineDistances: function () {
  16278. var geometry = this.geometry;
  16279. if ( geometry.isBufferGeometry ) {
  16280. // we assume non-indexed geometry
  16281. if ( geometry.index === null ) {
  16282. var positionAttribute = geometry.attributes.position;
  16283. var lineDistances = [ 0 ];
  16284. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16285. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16286. _end.fromBufferAttribute( positionAttribute, i );
  16287. lineDistances[ i ] = lineDistances[ i - 1 ];
  16288. lineDistances[ i ] += _start.distanceTo( _end );
  16289. }
  16290. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16291. } else {
  16292. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16293. }
  16294. } else if ( geometry.isGeometry ) {
  16295. var vertices = geometry.vertices;
  16296. var lineDistances = geometry.lineDistances;
  16297. lineDistances[ 0 ] = 0;
  16298. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16299. lineDistances[ i ] = lineDistances[ i - 1 ];
  16300. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16301. }
  16302. }
  16303. return this;
  16304. },
  16305. raycast: function ( raycaster, intersects ) {
  16306. var precision = raycaster.linePrecision;
  16307. var geometry = this.geometry;
  16308. var matrixWorld = this.matrixWorld;
  16309. // Checking boundingSphere distance to ray
  16310. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16311. _sphere$2.copy( geometry.boundingSphere );
  16312. _sphere$2.applyMatrix4( matrixWorld );
  16313. _sphere$2.radius += precision;
  16314. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16315. //
  16316. _inverseMatrix$1.getInverse( matrixWorld );
  16317. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16318. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16319. var localPrecisionSq = localPrecision * localPrecision;
  16320. var vStart = new Vector3();
  16321. var vEnd = new Vector3();
  16322. var interSegment = new Vector3();
  16323. var interRay = new Vector3();
  16324. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16325. if ( geometry.isBufferGeometry ) {
  16326. var index = geometry.index;
  16327. var attributes = geometry.attributes;
  16328. var positions = attributes.position.array;
  16329. if ( index !== null ) {
  16330. var indices = index.array;
  16331. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16332. var a = indices[ i ];
  16333. var b = indices[ i + 1 ];
  16334. vStart.fromArray( positions, a * 3 );
  16335. vEnd.fromArray( positions, b * 3 );
  16336. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16337. if ( distSq > localPrecisionSq ) { continue; }
  16338. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16339. var distance = raycaster.ray.origin.distanceTo( interRay );
  16340. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16341. intersects.push( {
  16342. distance: distance,
  16343. // What do we want? intersection point on the ray or on the segment??
  16344. // point: raycaster.ray.at( distance ),
  16345. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16346. index: i,
  16347. face: null,
  16348. faceIndex: null,
  16349. object: this
  16350. } );
  16351. }
  16352. } else {
  16353. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16354. vStart.fromArray( positions, 3 * i );
  16355. vEnd.fromArray( positions, 3 * i + 3 );
  16356. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16357. if ( distSq > localPrecisionSq ) { continue; }
  16358. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16359. var distance = raycaster.ray.origin.distanceTo( interRay );
  16360. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16361. intersects.push( {
  16362. distance: distance,
  16363. // What do we want? intersection point on the ray or on the segment??
  16364. // point: raycaster.ray.at( distance ),
  16365. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16366. index: i,
  16367. face: null,
  16368. faceIndex: null,
  16369. object: this
  16370. } );
  16371. }
  16372. }
  16373. } else if ( geometry.isGeometry ) {
  16374. var vertices = geometry.vertices;
  16375. var nbVertices = vertices.length;
  16376. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16377. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16378. if ( distSq > localPrecisionSq ) { continue; }
  16379. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16380. var distance = raycaster.ray.origin.distanceTo( interRay );
  16381. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16382. intersects.push( {
  16383. distance: distance,
  16384. // What do we want? intersection point on the ray or on the segment??
  16385. // point: raycaster.ray.at( distance ),
  16386. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16387. index: i,
  16388. face: null,
  16389. faceIndex: null,
  16390. object: this
  16391. } );
  16392. }
  16393. }
  16394. },
  16395. clone: function () {
  16396. return new this.constructor( this.geometry, this.material ).copy( this );
  16397. }
  16398. } );
  16399. /**
  16400. * @author mrdoob / http://mrdoob.com/
  16401. */
  16402. var _start$1 = new Vector3();
  16403. var _end$1 = new Vector3();
  16404. function LineSegments( geometry, material ) {
  16405. Line.call( this, geometry, material );
  16406. this.type = 'LineSegments';
  16407. }
  16408. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16409. constructor: LineSegments,
  16410. isLineSegments: true,
  16411. computeLineDistances: function () {
  16412. var geometry = this.geometry;
  16413. if ( geometry.isBufferGeometry ) {
  16414. // we assume non-indexed geometry
  16415. if ( geometry.index === null ) {
  16416. var positionAttribute = geometry.attributes.position;
  16417. var lineDistances = [];
  16418. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16419. _start$1.fromBufferAttribute( positionAttribute, i );
  16420. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16421. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16422. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16423. }
  16424. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16425. } else {
  16426. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16427. }
  16428. } else if ( geometry.isGeometry ) {
  16429. var vertices = geometry.vertices;
  16430. var lineDistances = geometry.lineDistances;
  16431. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16432. _start$1.copy( vertices[ i ] );
  16433. _end$1.copy( vertices[ i + 1 ] );
  16434. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16435. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16436. }
  16437. }
  16438. return this;
  16439. }
  16440. } );
  16441. /**
  16442. * @author mgreter / http://github.com/mgreter
  16443. */
  16444. function LineLoop( geometry, material ) {
  16445. Line.call( this, geometry, material );
  16446. this.type = 'LineLoop';
  16447. }
  16448. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16449. constructor: LineLoop,
  16450. isLineLoop: true,
  16451. } );
  16452. /**
  16453. * @author mrdoob / http://mrdoob.com/
  16454. * @author alteredq / http://alteredqualia.com/
  16455. *
  16456. * parameters = {
  16457. * color: <hex>,
  16458. * opacity: <float>,
  16459. * map: new THREE.Texture( <Image> ),
  16460. * alphaMap: new THREE.Texture( <Image> ),
  16461. *
  16462. * size: <float>,
  16463. * sizeAttenuation: <bool>
  16464. *
  16465. * morphTargets: <bool>
  16466. * }
  16467. */
  16468. function PointsMaterial( parameters ) {
  16469. Material.call( this );
  16470. this.type = 'PointsMaterial';
  16471. this.color = new Color( 0xffffff );
  16472. this.map = null;
  16473. this.alphaMap = null;
  16474. this.size = 1;
  16475. this.sizeAttenuation = true;
  16476. this.morphTargets = false;
  16477. this.setValues( parameters );
  16478. }
  16479. PointsMaterial.prototype = Object.create( Material.prototype );
  16480. PointsMaterial.prototype.constructor = PointsMaterial;
  16481. PointsMaterial.prototype.isPointsMaterial = true;
  16482. PointsMaterial.prototype.copy = function ( source ) {
  16483. Material.prototype.copy.call( this, source );
  16484. this.color.copy( source.color );
  16485. this.map = source.map;
  16486. this.alphaMap = source.alphaMap;
  16487. this.size = source.size;
  16488. this.sizeAttenuation = source.sizeAttenuation;
  16489. this.morphTargets = source.morphTargets;
  16490. return this;
  16491. };
  16492. /**
  16493. * @author alteredq / http://alteredqualia.com/
  16494. */
  16495. var _inverseMatrix$2 = new Matrix4();
  16496. var _ray$2 = new Ray();
  16497. var _sphere$3 = new Sphere();
  16498. var _position$1 = new Vector3();
  16499. function Points( geometry, material ) {
  16500. Object3D.call( this );
  16501. this.type = 'Points';
  16502. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16503. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16504. this.updateMorphTargets();
  16505. }
  16506. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16507. constructor: Points,
  16508. isPoints: true,
  16509. raycast: function ( raycaster, intersects ) {
  16510. var geometry = this.geometry;
  16511. var matrixWorld = this.matrixWorld;
  16512. var threshold = raycaster.params.Points.threshold;
  16513. // Checking boundingSphere distance to ray
  16514. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16515. _sphere$3.copy( geometry.boundingSphere );
  16516. _sphere$3.applyMatrix4( matrixWorld );
  16517. _sphere$3.radius += threshold;
  16518. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16519. //
  16520. _inverseMatrix$2.getInverse( matrixWorld );
  16521. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16522. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16523. var localThresholdSq = localThreshold * localThreshold;
  16524. if ( geometry.isBufferGeometry ) {
  16525. var index = geometry.index;
  16526. var attributes = geometry.attributes;
  16527. var positions = attributes.position.array;
  16528. if ( index !== null ) {
  16529. var indices = index.array;
  16530. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16531. var a = indices[ i ];
  16532. _position$1.fromArray( positions, a * 3 );
  16533. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16534. }
  16535. } else {
  16536. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16537. _position$1.fromArray( positions, i * 3 );
  16538. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16539. }
  16540. }
  16541. } else {
  16542. var vertices = geometry.vertices;
  16543. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16544. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16545. }
  16546. }
  16547. },
  16548. updateMorphTargets: function () {
  16549. var geometry = this.geometry;
  16550. var m, ml, name;
  16551. if ( geometry.isBufferGeometry ) {
  16552. var morphAttributes = geometry.morphAttributes;
  16553. var keys = Object.keys( morphAttributes );
  16554. if ( keys.length > 0 ) {
  16555. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16556. if ( morphAttribute !== undefined ) {
  16557. this.morphTargetInfluences = [];
  16558. this.morphTargetDictionary = {};
  16559. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16560. name = morphAttribute[ m ].name || String( m );
  16561. this.morphTargetInfluences.push( 0 );
  16562. this.morphTargetDictionary[ name ] = m;
  16563. }
  16564. }
  16565. }
  16566. } else {
  16567. var morphTargets = geometry.morphTargets;
  16568. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16569. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16570. }
  16571. }
  16572. },
  16573. clone: function () {
  16574. return new this.constructor( this.geometry, this.material ).copy( this );
  16575. }
  16576. } );
  16577. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16578. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16579. if ( rayPointDistanceSq < localThresholdSq ) {
  16580. var intersectPoint = new Vector3();
  16581. _ray$2.closestPointToPoint( point, intersectPoint );
  16582. intersectPoint.applyMatrix4( matrixWorld );
  16583. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16584. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16585. intersects.push( {
  16586. distance: distance,
  16587. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16588. point: intersectPoint,
  16589. index: index,
  16590. face: null,
  16591. object: object
  16592. } );
  16593. }
  16594. }
  16595. /**
  16596. * @author mrdoob / http://mrdoob.com/
  16597. */
  16598. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16599. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16600. this.format = format !== undefined ? format : RGBFormat;
  16601. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16602. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16603. this.generateMipmaps = false;
  16604. }
  16605. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16606. constructor: VideoTexture,
  16607. isVideoTexture: true,
  16608. update: function () {
  16609. var video = this.image;
  16610. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16611. this.needsUpdate = true;
  16612. }
  16613. }
  16614. } );
  16615. /**
  16616. * @author alteredq / http://alteredqualia.com/
  16617. */
  16618. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16619. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16620. this.image = { width: width, height: height };
  16621. this.mipmaps = mipmaps;
  16622. // no flipping for cube textures
  16623. // (also flipping doesn't work for compressed textures )
  16624. this.flipY = false;
  16625. // can't generate mipmaps for compressed textures
  16626. // mips must be embedded in DDS files
  16627. this.generateMipmaps = false;
  16628. }
  16629. CompressedTexture.prototype = Object.create( Texture.prototype );
  16630. CompressedTexture.prototype.constructor = CompressedTexture;
  16631. CompressedTexture.prototype.isCompressedTexture = true;
  16632. /**
  16633. * @author mrdoob / http://mrdoob.com/
  16634. */
  16635. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16636. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16637. this.needsUpdate = true;
  16638. }
  16639. CanvasTexture.prototype = Object.create( Texture.prototype );
  16640. CanvasTexture.prototype.constructor = CanvasTexture;
  16641. CanvasTexture.prototype.isCanvasTexture = true;
  16642. /**
  16643. * @author Matt DesLauriers / @mattdesl
  16644. * @author atix / arthursilber.de
  16645. */
  16646. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16647. format = format !== undefined ? format : DepthFormat;
  16648. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16649. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16650. }
  16651. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16652. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16653. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16654. this.image = { width: width, height: height };
  16655. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16656. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16657. this.flipY = false;
  16658. this.generateMipmaps = false;
  16659. }
  16660. DepthTexture.prototype = Object.create( Texture.prototype );
  16661. DepthTexture.prototype.constructor = DepthTexture;
  16662. DepthTexture.prototype.isDepthTexture = true;
  16663. /**
  16664. * @author mrdoob / http://mrdoob.com/
  16665. * @author Mugen87 / https://github.com/Mugen87
  16666. */
  16667. function WireframeGeometry( geometry ) {
  16668. BufferGeometry.call( this );
  16669. this.type = 'WireframeGeometry';
  16670. // buffer
  16671. var vertices = [];
  16672. // helper variables
  16673. var i, j, l, o, ol;
  16674. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16675. var key, keys = [ 'a', 'b', 'c' ];
  16676. var vertex;
  16677. // different logic for Geometry and BufferGeometry
  16678. if ( geometry && geometry.isGeometry ) {
  16679. // create a data structure that contains all edges without duplicates
  16680. var faces = geometry.faces;
  16681. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16682. var face = faces[ i ];
  16683. for ( j = 0; j < 3; j ++ ) {
  16684. edge1 = face[ keys[ j ] ];
  16685. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16686. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16687. edge[ 1 ] = Math.max( edge1, edge2 );
  16688. key = edge[ 0 ] + ',' + edge[ 1 ];
  16689. if ( edges[ key ] === undefined ) {
  16690. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16691. }
  16692. }
  16693. }
  16694. // generate vertices
  16695. for ( key in edges ) {
  16696. e = edges[ key ];
  16697. vertex = geometry.vertices[ e.index1 ];
  16698. vertices.push( vertex.x, vertex.y, vertex.z );
  16699. vertex = geometry.vertices[ e.index2 ];
  16700. vertices.push( vertex.x, vertex.y, vertex.z );
  16701. }
  16702. } else if ( geometry && geometry.isBufferGeometry ) {
  16703. var position, indices, groups;
  16704. var group, start, count;
  16705. var index1, index2;
  16706. vertex = new Vector3();
  16707. if ( geometry.index !== null ) {
  16708. // indexed BufferGeometry
  16709. position = geometry.attributes.position;
  16710. indices = geometry.index;
  16711. groups = geometry.groups;
  16712. if ( groups.length === 0 ) {
  16713. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16714. }
  16715. // create a data structure that contains all eges without duplicates
  16716. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16717. group = groups[ o ];
  16718. start = group.start;
  16719. count = group.count;
  16720. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16721. for ( j = 0; j < 3; j ++ ) {
  16722. edge1 = indices.getX( i + j );
  16723. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16724. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16725. edge[ 1 ] = Math.max( edge1, edge2 );
  16726. key = edge[ 0 ] + ',' + edge[ 1 ];
  16727. if ( edges[ key ] === undefined ) {
  16728. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16729. }
  16730. }
  16731. }
  16732. }
  16733. // generate vertices
  16734. for ( key in edges ) {
  16735. e = edges[ key ];
  16736. vertex.fromBufferAttribute( position, e.index1 );
  16737. vertices.push( vertex.x, vertex.y, vertex.z );
  16738. vertex.fromBufferAttribute( position, e.index2 );
  16739. vertices.push( vertex.x, vertex.y, vertex.z );
  16740. }
  16741. } else {
  16742. // non-indexed BufferGeometry
  16743. position = geometry.attributes.position;
  16744. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16745. for ( j = 0; j < 3; j ++ ) {
  16746. // three edges per triangle, an edge is represented as (index1, index2)
  16747. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16748. index1 = 3 * i + j;
  16749. vertex.fromBufferAttribute( position, index1 );
  16750. vertices.push( vertex.x, vertex.y, vertex.z );
  16751. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16752. vertex.fromBufferAttribute( position, index2 );
  16753. vertices.push( vertex.x, vertex.y, vertex.z );
  16754. }
  16755. }
  16756. }
  16757. }
  16758. // build geometry
  16759. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16760. }
  16761. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16762. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16763. /**
  16764. * @author zz85 / https://github.com/zz85
  16765. * @author Mugen87 / https://github.com/Mugen87
  16766. *
  16767. * Parametric Surfaces Geometry
  16768. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16769. */
  16770. // ParametricGeometry
  16771. function ParametricGeometry( func, slices, stacks ) {
  16772. Geometry.call( this );
  16773. this.type = 'ParametricGeometry';
  16774. this.parameters = {
  16775. func: func,
  16776. slices: slices,
  16777. stacks: stacks
  16778. };
  16779. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16780. this.mergeVertices();
  16781. }
  16782. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16783. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16784. // ParametricBufferGeometry
  16785. function ParametricBufferGeometry( func, slices, stacks ) {
  16786. BufferGeometry.call( this );
  16787. this.type = 'ParametricBufferGeometry';
  16788. this.parameters = {
  16789. func: func,
  16790. slices: slices,
  16791. stacks: stacks
  16792. };
  16793. // buffers
  16794. var indices = [];
  16795. var vertices = [];
  16796. var normals = [];
  16797. var uvs = [];
  16798. var EPS = 0.00001;
  16799. var normal = new Vector3();
  16800. var p0 = new Vector3(), p1 = new Vector3();
  16801. var pu = new Vector3(), pv = new Vector3();
  16802. var i, j;
  16803. if ( func.length < 3 ) {
  16804. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16805. }
  16806. // generate vertices, normals and uvs
  16807. var sliceCount = slices + 1;
  16808. for ( i = 0; i <= stacks; i ++ ) {
  16809. var v = i / stacks;
  16810. for ( j = 0; j <= slices; j ++ ) {
  16811. var u = j / slices;
  16812. // vertex
  16813. func( u, v, p0 );
  16814. vertices.push( p0.x, p0.y, p0.z );
  16815. // normal
  16816. // approximate tangent vectors via finite differences
  16817. if ( u - EPS >= 0 ) {
  16818. func( u - EPS, v, p1 );
  16819. pu.subVectors( p0, p1 );
  16820. } else {
  16821. func( u + EPS, v, p1 );
  16822. pu.subVectors( p1, p0 );
  16823. }
  16824. if ( v - EPS >= 0 ) {
  16825. func( u, v - EPS, p1 );
  16826. pv.subVectors( p0, p1 );
  16827. } else {
  16828. func( u, v + EPS, p1 );
  16829. pv.subVectors( p1, p0 );
  16830. }
  16831. // cross product of tangent vectors returns surface normal
  16832. normal.crossVectors( pu, pv ).normalize();
  16833. normals.push( normal.x, normal.y, normal.z );
  16834. // uv
  16835. uvs.push( u, v );
  16836. }
  16837. }
  16838. // generate indices
  16839. for ( i = 0; i < stacks; i ++ ) {
  16840. for ( j = 0; j < slices; j ++ ) {
  16841. var a = i * sliceCount + j;
  16842. var b = i * sliceCount + j + 1;
  16843. var c = ( i + 1 ) * sliceCount + j + 1;
  16844. var d = ( i + 1 ) * sliceCount + j;
  16845. // faces one and two
  16846. indices.push( a, b, d );
  16847. indices.push( b, c, d );
  16848. }
  16849. }
  16850. // build geometry
  16851. this.setIndex( indices );
  16852. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16853. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16854. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16855. }
  16856. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16857. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16858. /**
  16859. * @author clockworkgeek / https://github.com/clockworkgeek
  16860. * @author timothypratley / https://github.com/timothypratley
  16861. * @author WestLangley / http://github.com/WestLangley
  16862. * @author Mugen87 / https://github.com/Mugen87
  16863. */
  16864. // PolyhedronGeometry
  16865. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16866. Geometry.call( this );
  16867. this.type = 'PolyhedronGeometry';
  16868. this.parameters = {
  16869. vertices: vertices,
  16870. indices: indices,
  16871. radius: radius,
  16872. detail: detail
  16873. };
  16874. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16875. this.mergeVertices();
  16876. }
  16877. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16878. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16879. // PolyhedronBufferGeometry
  16880. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16881. BufferGeometry.call( this );
  16882. this.type = 'PolyhedronBufferGeometry';
  16883. this.parameters = {
  16884. vertices: vertices,
  16885. indices: indices,
  16886. radius: radius,
  16887. detail: detail
  16888. };
  16889. radius = radius || 1;
  16890. detail = detail || 0;
  16891. // default buffer data
  16892. var vertexBuffer = [];
  16893. var uvBuffer = [];
  16894. // the subdivision creates the vertex buffer data
  16895. subdivide( detail );
  16896. // all vertices should lie on a conceptual sphere with a given radius
  16897. applyRadius( radius );
  16898. // finally, create the uv data
  16899. generateUVs();
  16900. // build non-indexed geometry
  16901. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16902. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16903. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16904. if ( detail === 0 ) {
  16905. this.computeVertexNormals(); // flat normals
  16906. } else {
  16907. this.normalizeNormals(); // smooth normals
  16908. }
  16909. // helper functions
  16910. function subdivide( detail ) {
  16911. var a = new Vector3();
  16912. var b = new Vector3();
  16913. var c = new Vector3();
  16914. // iterate over all faces and apply a subdivison with the given detail value
  16915. for ( var i = 0; i < indices.length; i += 3 ) {
  16916. // get the vertices of the face
  16917. getVertexByIndex( indices[ i + 0 ], a );
  16918. getVertexByIndex( indices[ i + 1 ], b );
  16919. getVertexByIndex( indices[ i + 2 ], c );
  16920. // perform subdivision
  16921. subdivideFace( a, b, c, detail );
  16922. }
  16923. }
  16924. function subdivideFace( a, b, c, detail ) {
  16925. var cols = Math.pow( 2, detail );
  16926. // we use this multidimensional array as a data structure for creating the subdivision
  16927. var v = [];
  16928. var i, j;
  16929. // construct all of the vertices for this subdivision
  16930. for ( i = 0; i <= cols; i ++ ) {
  16931. v[ i ] = [];
  16932. var aj = a.clone().lerp( c, i / cols );
  16933. var bj = b.clone().lerp( c, i / cols );
  16934. var rows = cols - i;
  16935. for ( j = 0; j <= rows; j ++ ) {
  16936. if ( j === 0 && i === cols ) {
  16937. v[ i ][ j ] = aj;
  16938. } else {
  16939. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16940. }
  16941. }
  16942. }
  16943. // construct all of the faces
  16944. for ( i = 0; i < cols; i ++ ) {
  16945. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16946. var k = Math.floor( j / 2 );
  16947. if ( j % 2 === 0 ) {
  16948. pushVertex( v[ i ][ k + 1 ] );
  16949. pushVertex( v[ i + 1 ][ k ] );
  16950. pushVertex( v[ i ][ k ] );
  16951. } else {
  16952. pushVertex( v[ i ][ k + 1 ] );
  16953. pushVertex( v[ i + 1 ][ k + 1 ] );
  16954. pushVertex( v[ i + 1 ][ k ] );
  16955. }
  16956. }
  16957. }
  16958. }
  16959. function applyRadius( radius ) {
  16960. var vertex = new Vector3();
  16961. // iterate over the entire buffer and apply the radius to each vertex
  16962. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16963. vertex.x = vertexBuffer[ i + 0 ];
  16964. vertex.y = vertexBuffer[ i + 1 ];
  16965. vertex.z = vertexBuffer[ i + 2 ];
  16966. vertex.normalize().multiplyScalar( radius );
  16967. vertexBuffer[ i + 0 ] = vertex.x;
  16968. vertexBuffer[ i + 1 ] = vertex.y;
  16969. vertexBuffer[ i + 2 ] = vertex.z;
  16970. }
  16971. }
  16972. function generateUVs() {
  16973. var vertex = new Vector3();
  16974. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16975. vertex.x = vertexBuffer[ i + 0 ];
  16976. vertex.y = vertexBuffer[ i + 1 ];
  16977. vertex.z = vertexBuffer[ i + 2 ];
  16978. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16979. var v = inclination( vertex ) / Math.PI + 0.5;
  16980. uvBuffer.push( u, 1 - v );
  16981. }
  16982. correctUVs();
  16983. correctSeam();
  16984. }
  16985. function correctSeam() {
  16986. // handle case when face straddles the seam, see #3269
  16987. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16988. // uv data of a single face
  16989. var x0 = uvBuffer[ i + 0 ];
  16990. var x1 = uvBuffer[ i + 2 ];
  16991. var x2 = uvBuffer[ i + 4 ];
  16992. var max = Math.max( x0, x1, x2 );
  16993. var min = Math.min( x0, x1, x2 );
  16994. // 0.9 is somewhat arbitrary
  16995. if ( max > 0.9 && min < 0.1 ) {
  16996. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16997. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16998. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16999. }
  17000. }
  17001. }
  17002. function pushVertex( vertex ) {
  17003. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17004. }
  17005. function getVertexByIndex( index, vertex ) {
  17006. var stride = index * 3;
  17007. vertex.x = vertices[ stride + 0 ];
  17008. vertex.y = vertices[ stride + 1 ];
  17009. vertex.z = vertices[ stride + 2 ];
  17010. }
  17011. function correctUVs() {
  17012. var a = new Vector3();
  17013. var b = new Vector3();
  17014. var c = new Vector3();
  17015. var centroid = new Vector3();
  17016. var uvA = new Vector2();
  17017. var uvB = new Vector2();
  17018. var uvC = new Vector2();
  17019. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17020. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17021. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17022. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17023. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17024. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17025. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17026. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17027. var azi = azimuth( centroid );
  17028. correctUV( uvA, j + 0, a, azi );
  17029. correctUV( uvB, j + 2, b, azi );
  17030. correctUV( uvC, j + 4, c, azi );
  17031. }
  17032. }
  17033. function correctUV( uv, stride, vector, azimuth ) {
  17034. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17035. uvBuffer[ stride ] = uv.x - 1;
  17036. }
  17037. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17038. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17039. }
  17040. }
  17041. // Angle around the Y axis, counter-clockwise when looking from above.
  17042. function azimuth( vector ) {
  17043. return Math.atan2( vector.z, - vector.x );
  17044. }
  17045. // Angle above the XZ plane.
  17046. function inclination( vector ) {
  17047. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17048. }
  17049. }
  17050. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17051. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17052. /**
  17053. * @author timothypratley / https://github.com/timothypratley
  17054. * @author Mugen87 / https://github.com/Mugen87
  17055. */
  17056. // TetrahedronGeometry
  17057. function TetrahedronGeometry( radius, detail ) {
  17058. Geometry.call( this );
  17059. this.type = 'TetrahedronGeometry';
  17060. this.parameters = {
  17061. radius: radius,
  17062. detail: detail
  17063. };
  17064. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17065. this.mergeVertices();
  17066. }
  17067. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17068. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17069. // TetrahedronBufferGeometry
  17070. function TetrahedronBufferGeometry( radius, detail ) {
  17071. var vertices = [
  17072. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17073. ];
  17074. var indices = [
  17075. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17076. ];
  17077. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17078. this.type = 'TetrahedronBufferGeometry';
  17079. this.parameters = {
  17080. radius: radius,
  17081. detail: detail
  17082. };
  17083. }
  17084. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17085. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17086. /**
  17087. * @author timothypratley / https://github.com/timothypratley
  17088. * @author Mugen87 / https://github.com/Mugen87
  17089. */
  17090. // OctahedronGeometry
  17091. function OctahedronGeometry( radius, detail ) {
  17092. Geometry.call( this );
  17093. this.type = 'OctahedronGeometry';
  17094. this.parameters = {
  17095. radius: radius,
  17096. detail: detail
  17097. };
  17098. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17099. this.mergeVertices();
  17100. }
  17101. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17102. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17103. // OctahedronBufferGeometry
  17104. function OctahedronBufferGeometry( radius, detail ) {
  17105. var vertices = [
  17106. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17107. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17108. ];
  17109. var indices = [
  17110. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17111. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17112. 1, 3, 4, 1, 4, 2
  17113. ];
  17114. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17115. this.type = 'OctahedronBufferGeometry';
  17116. this.parameters = {
  17117. radius: radius,
  17118. detail: detail
  17119. };
  17120. }
  17121. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17122. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17123. /**
  17124. * @author timothypratley / https://github.com/timothypratley
  17125. * @author Mugen87 / https://github.com/Mugen87
  17126. */
  17127. // IcosahedronGeometry
  17128. function IcosahedronGeometry( radius, detail ) {
  17129. Geometry.call( this );
  17130. this.type = 'IcosahedronGeometry';
  17131. this.parameters = {
  17132. radius: radius,
  17133. detail: detail
  17134. };
  17135. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17136. this.mergeVertices();
  17137. }
  17138. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17139. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17140. // IcosahedronBufferGeometry
  17141. function IcosahedronBufferGeometry( radius, detail ) {
  17142. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17143. var vertices = [
  17144. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17145. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17146. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17147. ];
  17148. var indices = [
  17149. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17150. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17151. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17152. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17153. ];
  17154. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17155. this.type = 'IcosahedronBufferGeometry';
  17156. this.parameters = {
  17157. radius: radius,
  17158. detail: detail
  17159. };
  17160. }
  17161. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17162. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17163. /**
  17164. * @author Abe Pazos / https://hamoid.com
  17165. * @author Mugen87 / https://github.com/Mugen87
  17166. */
  17167. // DodecahedronGeometry
  17168. function DodecahedronGeometry( radius, detail ) {
  17169. Geometry.call( this );
  17170. this.type = 'DodecahedronGeometry';
  17171. this.parameters = {
  17172. radius: radius,
  17173. detail: detail
  17174. };
  17175. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17176. this.mergeVertices();
  17177. }
  17178. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17179. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17180. // DodecahedronBufferGeometry
  17181. function DodecahedronBufferGeometry( radius, detail ) {
  17182. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17183. var r = 1 / t;
  17184. var vertices = [
  17185. // (±1, ±1, ±1)
  17186. - 1, - 1, - 1, - 1, - 1, 1,
  17187. - 1, 1, - 1, - 1, 1, 1,
  17188. 1, - 1, - 1, 1, - 1, 1,
  17189. 1, 1, - 1, 1, 1, 1,
  17190. // (0, ±1/φ, ±φ)
  17191. 0, - r, - t, 0, - r, t,
  17192. 0, r, - t, 0, r, t,
  17193. // (±1/φ, ±φ, 0)
  17194. - r, - t, 0, - r, t, 0,
  17195. r, - t, 0, r, t, 0,
  17196. // (±φ, 0, ±1/φ)
  17197. - t, 0, - r, t, 0, - r,
  17198. - t, 0, r, t, 0, r
  17199. ];
  17200. var indices = [
  17201. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17202. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17203. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17204. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17205. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17206. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17207. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17208. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17209. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17210. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17211. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17212. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17213. ];
  17214. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17215. this.type = 'DodecahedronBufferGeometry';
  17216. this.parameters = {
  17217. radius: radius,
  17218. detail: detail
  17219. };
  17220. }
  17221. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17222. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17223. /**
  17224. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17225. * @author WestLangley / https://github.com/WestLangley
  17226. * @author zz85 / https://github.com/zz85
  17227. * @author miningold / https://github.com/miningold
  17228. * @author jonobr1 / https://github.com/jonobr1
  17229. * @author Mugen87 / https://github.com/Mugen87
  17230. *
  17231. */
  17232. // TubeGeometry
  17233. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17234. Geometry.call( this );
  17235. this.type = 'TubeGeometry';
  17236. this.parameters = {
  17237. path: path,
  17238. tubularSegments: tubularSegments,
  17239. radius: radius,
  17240. radialSegments: radialSegments,
  17241. closed: closed
  17242. };
  17243. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17244. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17245. // expose internals
  17246. this.tangents = bufferGeometry.tangents;
  17247. this.normals = bufferGeometry.normals;
  17248. this.binormals = bufferGeometry.binormals;
  17249. // create geometry
  17250. this.fromBufferGeometry( bufferGeometry );
  17251. this.mergeVertices();
  17252. }
  17253. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17254. TubeGeometry.prototype.constructor = TubeGeometry;
  17255. // TubeBufferGeometry
  17256. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17257. BufferGeometry.call( this );
  17258. this.type = 'TubeBufferGeometry';
  17259. this.parameters = {
  17260. path: path,
  17261. tubularSegments: tubularSegments,
  17262. radius: radius,
  17263. radialSegments: radialSegments,
  17264. closed: closed
  17265. };
  17266. tubularSegments = tubularSegments || 64;
  17267. radius = radius || 1;
  17268. radialSegments = radialSegments || 8;
  17269. closed = closed || false;
  17270. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17271. // expose internals
  17272. this.tangents = frames.tangents;
  17273. this.normals = frames.normals;
  17274. this.binormals = frames.binormals;
  17275. // helper variables
  17276. var vertex = new Vector3();
  17277. var normal = new Vector3();
  17278. var uv = new Vector2();
  17279. var P = new Vector3();
  17280. var i, j;
  17281. // buffer
  17282. var vertices = [];
  17283. var normals = [];
  17284. var uvs = [];
  17285. var indices = [];
  17286. // create buffer data
  17287. generateBufferData();
  17288. // build geometry
  17289. this.setIndex( indices );
  17290. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17291. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17292. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17293. // functions
  17294. function generateBufferData() {
  17295. for ( i = 0; i < tubularSegments; i ++ ) {
  17296. generateSegment( i );
  17297. }
  17298. // if the geometry is not closed, generate the last row of vertices and normals
  17299. // at the regular position on the given path
  17300. //
  17301. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17302. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17303. // uvs are generated in a separate function.
  17304. // this makes it easy compute correct values for closed geometries
  17305. generateUVs();
  17306. // finally create faces
  17307. generateIndices();
  17308. }
  17309. function generateSegment( i ) {
  17310. // we use getPointAt to sample evenly distributed points from the given path
  17311. P = path.getPointAt( i / tubularSegments, P );
  17312. // retrieve corresponding normal and binormal
  17313. var N = frames.normals[ i ];
  17314. var B = frames.binormals[ i ];
  17315. // generate normals and vertices for the current segment
  17316. for ( j = 0; j <= radialSegments; j ++ ) {
  17317. var v = j / radialSegments * Math.PI * 2;
  17318. var sin = Math.sin( v );
  17319. var cos = - Math.cos( v );
  17320. // normal
  17321. normal.x = ( cos * N.x + sin * B.x );
  17322. normal.y = ( cos * N.y + sin * B.y );
  17323. normal.z = ( cos * N.z + sin * B.z );
  17324. normal.normalize();
  17325. normals.push( normal.x, normal.y, normal.z );
  17326. // vertex
  17327. vertex.x = P.x + radius * normal.x;
  17328. vertex.y = P.y + radius * normal.y;
  17329. vertex.z = P.z + radius * normal.z;
  17330. vertices.push( vertex.x, vertex.y, vertex.z );
  17331. }
  17332. }
  17333. function generateIndices() {
  17334. for ( j = 1; j <= tubularSegments; j ++ ) {
  17335. for ( i = 1; i <= radialSegments; i ++ ) {
  17336. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17337. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17338. var c = ( radialSegments + 1 ) * j + i;
  17339. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17340. // faces
  17341. indices.push( a, b, d );
  17342. indices.push( b, c, d );
  17343. }
  17344. }
  17345. }
  17346. function generateUVs() {
  17347. for ( i = 0; i <= tubularSegments; i ++ ) {
  17348. for ( j = 0; j <= radialSegments; j ++ ) {
  17349. uv.x = i / tubularSegments;
  17350. uv.y = j / radialSegments;
  17351. uvs.push( uv.x, uv.y );
  17352. }
  17353. }
  17354. }
  17355. }
  17356. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17357. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17358. TubeBufferGeometry.prototype.toJSON = function () {
  17359. var data = BufferGeometry.prototype.toJSON.call( this );
  17360. data.path = this.parameters.path.toJSON();
  17361. return data;
  17362. };
  17363. /**
  17364. * @author oosmoxiecode
  17365. * @author Mugen87 / https://github.com/Mugen87
  17366. *
  17367. * based on http://www.blackpawn.com/texts/pqtorus/
  17368. */
  17369. // TorusKnotGeometry
  17370. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17371. Geometry.call( this );
  17372. this.type = 'TorusKnotGeometry';
  17373. this.parameters = {
  17374. radius: radius,
  17375. tube: tube,
  17376. tubularSegments: tubularSegments,
  17377. radialSegments: radialSegments,
  17378. p: p,
  17379. q: q
  17380. };
  17381. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17382. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17383. this.mergeVertices();
  17384. }
  17385. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17386. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17387. // TorusKnotBufferGeometry
  17388. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17389. BufferGeometry.call( this );
  17390. this.type = 'TorusKnotBufferGeometry';
  17391. this.parameters = {
  17392. radius: radius,
  17393. tube: tube,
  17394. tubularSegments: tubularSegments,
  17395. radialSegments: radialSegments,
  17396. p: p,
  17397. q: q
  17398. };
  17399. radius = radius || 1;
  17400. tube = tube || 0.4;
  17401. tubularSegments = Math.floor( tubularSegments ) || 64;
  17402. radialSegments = Math.floor( radialSegments ) || 8;
  17403. p = p || 2;
  17404. q = q || 3;
  17405. // buffers
  17406. var indices = [];
  17407. var vertices = [];
  17408. var normals = [];
  17409. var uvs = [];
  17410. // helper variables
  17411. var i, j;
  17412. var vertex = new Vector3();
  17413. var normal = new Vector3();
  17414. var P1 = new Vector3();
  17415. var P2 = new Vector3();
  17416. var B = new Vector3();
  17417. var T = new Vector3();
  17418. var N = new Vector3();
  17419. // generate vertices, normals and uvs
  17420. for ( i = 0; i <= tubularSegments; ++ i ) {
  17421. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17422. var u = i / tubularSegments * p * Math.PI * 2;
  17423. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17424. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17425. calculatePositionOnCurve( u, p, q, radius, P1 );
  17426. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17427. // calculate orthonormal basis
  17428. T.subVectors( P2, P1 );
  17429. N.addVectors( P2, P1 );
  17430. B.crossVectors( T, N );
  17431. N.crossVectors( B, T );
  17432. // normalize B, N. T can be ignored, we don't use it
  17433. B.normalize();
  17434. N.normalize();
  17435. for ( j = 0; j <= radialSegments; ++ j ) {
  17436. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17437. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17438. var v = j / radialSegments * Math.PI * 2;
  17439. var cx = - tube * Math.cos( v );
  17440. var cy = tube * Math.sin( v );
  17441. // now calculate the final vertex position.
  17442. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17443. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17444. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17445. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17446. vertices.push( vertex.x, vertex.y, vertex.z );
  17447. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17448. normal.subVectors( vertex, P1 ).normalize();
  17449. normals.push( normal.x, normal.y, normal.z );
  17450. // uv
  17451. uvs.push( i / tubularSegments );
  17452. uvs.push( j / radialSegments );
  17453. }
  17454. }
  17455. // generate indices
  17456. for ( j = 1; j <= tubularSegments; j ++ ) {
  17457. for ( i = 1; i <= radialSegments; i ++ ) {
  17458. // indices
  17459. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17460. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17461. var c = ( radialSegments + 1 ) * j + i;
  17462. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17463. // faces
  17464. indices.push( a, b, d );
  17465. indices.push( b, c, d );
  17466. }
  17467. }
  17468. // build geometry
  17469. this.setIndex( indices );
  17470. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17471. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17472. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17473. // this function calculates the current position on the torus curve
  17474. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17475. var cu = Math.cos( u );
  17476. var su = Math.sin( u );
  17477. var quOverP = q / p * u;
  17478. var cs = Math.cos( quOverP );
  17479. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17480. position.y = radius * ( 2 + cs ) * su * 0.5;
  17481. position.z = radius * Math.sin( quOverP ) * 0.5;
  17482. }
  17483. }
  17484. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17485. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17486. /**
  17487. * @author oosmoxiecode
  17488. * @author mrdoob / http://mrdoob.com/
  17489. * @author Mugen87 / https://github.com/Mugen87
  17490. */
  17491. // TorusGeometry
  17492. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17493. Geometry.call( this );
  17494. this.type = 'TorusGeometry';
  17495. this.parameters = {
  17496. radius: radius,
  17497. tube: tube,
  17498. radialSegments: radialSegments,
  17499. tubularSegments: tubularSegments,
  17500. arc: arc
  17501. };
  17502. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17503. this.mergeVertices();
  17504. }
  17505. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17506. TorusGeometry.prototype.constructor = TorusGeometry;
  17507. // TorusBufferGeometry
  17508. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17509. BufferGeometry.call( this );
  17510. this.type = 'TorusBufferGeometry';
  17511. this.parameters = {
  17512. radius: radius,
  17513. tube: tube,
  17514. radialSegments: radialSegments,
  17515. tubularSegments: tubularSegments,
  17516. arc: arc
  17517. };
  17518. radius = radius || 1;
  17519. tube = tube || 0.4;
  17520. radialSegments = Math.floor( radialSegments ) || 8;
  17521. tubularSegments = Math.floor( tubularSegments ) || 6;
  17522. arc = arc || Math.PI * 2;
  17523. // buffers
  17524. var indices = [];
  17525. var vertices = [];
  17526. var normals = [];
  17527. var uvs = [];
  17528. // helper variables
  17529. var center = new Vector3();
  17530. var vertex = new Vector3();
  17531. var normal = new Vector3();
  17532. var j, i;
  17533. // generate vertices, normals and uvs
  17534. for ( j = 0; j <= radialSegments; j ++ ) {
  17535. for ( i = 0; i <= tubularSegments; i ++ ) {
  17536. var u = i / tubularSegments * arc;
  17537. var v = j / radialSegments * Math.PI * 2;
  17538. // vertex
  17539. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17540. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17541. vertex.z = tube * Math.sin( v );
  17542. vertices.push( vertex.x, vertex.y, vertex.z );
  17543. // normal
  17544. center.x = radius * Math.cos( u );
  17545. center.y = radius * Math.sin( u );
  17546. normal.subVectors( vertex, center ).normalize();
  17547. normals.push( normal.x, normal.y, normal.z );
  17548. // uv
  17549. uvs.push( i / tubularSegments );
  17550. uvs.push( j / radialSegments );
  17551. }
  17552. }
  17553. // generate indices
  17554. for ( j = 1; j <= radialSegments; j ++ ) {
  17555. for ( i = 1; i <= tubularSegments; i ++ ) {
  17556. // indices
  17557. var a = ( tubularSegments + 1 ) * j + i - 1;
  17558. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17559. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17560. var d = ( tubularSegments + 1 ) * j + i;
  17561. // faces
  17562. indices.push( a, b, d );
  17563. indices.push( b, c, d );
  17564. }
  17565. }
  17566. // build geometry
  17567. this.setIndex( indices );
  17568. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17569. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17570. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17571. }
  17572. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17573. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17574. /**
  17575. * @author Mugen87 / https://github.com/Mugen87
  17576. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17577. */
  17578. var Earcut = {
  17579. triangulate: function ( data, holeIndices, dim ) {
  17580. dim = dim || 2;
  17581. var hasHoles = holeIndices && holeIndices.length,
  17582. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17583. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17584. triangles = [];
  17585. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17586. var minX, minY, maxX, maxY, x, y, invSize;
  17587. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17588. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17589. if ( data.length > 80 * dim ) {
  17590. minX = maxX = data[ 0 ];
  17591. minY = maxY = data[ 1 ];
  17592. for ( var i = dim; i < outerLen; i += dim ) {
  17593. x = data[ i ];
  17594. y = data[ i + 1 ];
  17595. if ( x < minX ) { minX = x; }
  17596. if ( y < minY ) { minY = y; }
  17597. if ( x > maxX ) { maxX = x; }
  17598. if ( y > maxY ) { maxY = y; }
  17599. }
  17600. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17601. invSize = Math.max( maxX - minX, maxY - minY );
  17602. invSize = invSize !== 0 ? 1 / invSize : 0;
  17603. }
  17604. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17605. return triangles;
  17606. }
  17607. };
  17608. // create a circular doubly linked list from polygon points in the specified winding order
  17609. function linkedList( data, start, end, dim, clockwise ) {
  17610. var i, last;
  17611. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17612. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17613. } else {
  17614. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17615. }
  17616. if ( last && equals( last, last.next ) ) {
  17617. removeNode( last );
  17618. last = last.next;
  17619. }
  17620. return last;
  17621. }
  17622. // eliminate colinear or duplicate points
  17623. function filterPoints( start, end ) {
  17624. if ( ! start ) { return start; }
  17625. if ( ! end ) { end = start; }
  17626. var p = start,
  17627. again;
  17628. do {
  17629. again = false;
  17630. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17631. removeNode( p );
  17632. p = end = p.prev;
  17633. if ( p === p.next ) { break; }
  17634. again = true;
  17635. } else {
  17636. p = p.next;
  17637. }
  17638. } while ( again || p !== end );
  17639. return end;
  17640. }
  17641. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17642. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17643. if ( ! ear ) { return; }
  17644. // interlink polygon nodes in z-order
  17645. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17646. var stop = ear,
  17647. prev, next;
  17648. // iterate through ears, slicing them one by one
  17649. while ( ear.prev !== ear.next ) {
  17650. prev = ear.prev;
  17651. next = ear.next;
  17652. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17653. // cut off the triangle
  17654. triangles.push( prev.i / dim );
  17655. triangles.push( ear.i / dim );
  17656. triangles.push( next.i / dim );
  17657. removeNode( ear );
  17658. // skipping the next vertex leads to less sliver triangles
  17659. ear = next.next;
  17660. stop = next.next;
  17661. continue;
  17662. }
  17663. ear = next;
  17664. // if we looped through the whole remaining polygon and can't find any more ears
  17665. if ( ear === stop ) {
  17666. // try filtering points and slicing again
  17667. if ( ! pass ) {
  17668. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17669. // if this didn't work, try curing all small self-intersections locally
  17670. } else if ( pass === 1 ) {
  17671. ear = cureLocalIntersections( ear, triangles, dim );
  17672. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17673. // as a last resort, try splitting the remaining polygon into two
  17674. } else if ( pass === 2 ) {
  17675. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17676. }
  17677. break;
  17678. }
  17679. }
  17680. }
  17681. // check whether a polygon node forms a valid ear with adjacent nodes
  17682. function isEar( ear ) {
  17683. var a = ear.prev,
  17684. b = ear,
  17685. c = ear.next;
  17686. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17687. // now make sure we don't have other points inside the potential ear
  17688. var p = ear.next.next;
  17689. while ( p !== ear.prev ) {
  17690. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17691. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17692. p = p.next;
  17693. }
  17694. return true;
  17695. }
  17696. function isEarHashed( ear, minX, minY, invSize ) {
  17697. var a = ear.prev,
  17698. b = ear,
  17699. c = ear.next;
  17700. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17701. // triangle bbox; min & max are calculated like this for speed
  17702. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17703. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17704. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17705. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17706. // z-order range for the current triangle bbox;
  17707. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17708. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17709. var p = ear.prevZ,
  17710. n = ear.nextZ;
  17711. // look for points inside the triangle in both directions
  17712. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17713. if ( p !== ear.prev && p !== ear.next &&
  17714. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17715. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17716. p = p.prevZ;
  17717. if ( n !== ear.prev && n !== ear.next &&
  17718. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17719. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17720. n = n.nextZ;
  17721. }
  17722. // look for remaining points in decreasing z-order
  17723. while ( p && p.z >= minZ ) {
  17724. if ( p !== ear.prev && p !== ear.next &&
  17725. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17726. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17727. p = p.prevZ;
  17728. }
  17729. // look for remaining points in increasing z-order
  17730. while ( n && n.z <= maxZ ) {
  17731. if ( n !== ear.prev && n !== ear.next &&
  17732. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17733. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17734. n = n.nextZ;
  17735. }
  17736. return true;
  17737. }
  17738. // go through all polygon nodes and cure small local self-intersections
  17739. function cureLocalIntersections( start, triangles, dim ) {
  17740. var p = start;
  17741. do {
  17742. var a = p.prev,
  17743. b = p.next.next;
  17744. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17745. triangles.push( a.i / dim );
  17746. triangles.push( p.i / dim );
  17747. triangles.push( b.i / dim );
  17748. // remove two nodes involved
  17749. removeNode( p );
  17750. removeNode( p.next );
  17751. p = start = b;
  17752. }
  17753. p = p.next;
  17754. } while ( p !== start );
  17755. return p;
  17756. }
  17757. // try splitting polygon into two and triangulate them independently
  17758. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17759. // look for a valid diagonal that divides the polygon into two
  17760. var a = start;
  17761. do {
  17762. var b = a.next.next;
  17763. while ( b !== a.prev ) {
  17764. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17765. // split the polygon in two by the diagonal
  17766. var c = splitPolygon( a, b );
  17767. // filter colinear points around the cuts
  17768. a = filterPoints( a, a.next );
  17769. c = filterPoints( c, c.next );
  17770. // run earcut on each half
  17771. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17772. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17773. return;
  17774. }
  17775. b = b.next;
  17776. }
  17777. a = a.next;
  17778. } while ( a !== start );
  17779. }
  17780. // link every hole into the outer loop, producing a single-ring polygon without holes
  17781. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17782. var queue = [],
  17783. i, len, start, end, list;
  17784. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17785. start = holeIndices[ i ] * dim;
  17786. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17787. list = linkedList( data, start, end, dim, false );
  17788. if ( list === list.next ) { list.steiner = true; }
  17789. queue.push( getLeftmost( list ) );
  17790. }
  17791. queue.sort( compareX );
  17792. // process holes from left to right
  17793. for ( i = 0; i < queue.length; i ++ ) {
  17794. eliminateHole( queue[ i ], outerNode );
  17795. outerNode = filterPoints( outerNode, outerNode.next );
  17796. }
  17797. return outerNode;
  17798. }
  17799. function compareX( a, b ) {
  17800. return a.x - b.x;
  17801. }
  17802. // find a bridge between vertices that connects hole with an outer ring and and link it
  17803. function eliminateHole( hole, outerNode ) {
  17804. outerNode = findHoleBridge( hole, outerNode );
  17805. if ( outerNode ) {
  17806. var b = splitPolygon( outerNode, hole );
  17807. filterPoints( b, b.next );
  17808. }
  17809. }
  17810. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17811. function findHoleBridge( hole, outerNode ) {
  17812. var p = outerNode,
  17813. hx = hole.x,
  17814. hy = hole.y,
  17815. qx = - Infinity,
  17816. m;
  17817. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17818. // segment's endpoint with lesser x will be potential connection point
  17819. do {
  17820. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17821. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17822. if ( x <= hx && x > qx ) {
  17823. qx = x;
  17824. if ( x === hx ) {
  17825. if ( hy === p.y ) { return p; }
  17826. if ( hy === p.next.y ) { return p.next; }
  17827. }
  17828. m = p.x < p.next.x ? p : p.next;
  17829. }
  17830. }
  17831. p = p.next;
  17832. } while ( p !== outerNode );
  17833. if ( ! m ) { return null; }
  17834. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17835. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17836. // if there are no points found, we have a valid connection;
  17837. // otherwise choose the point of the minimum angle with the ray as connection point
  17838. var stop = m,
  17839. mx = m.x,
  17840. my = m.y,
  17841. tanMin = Infinity,
  17842. tan;
  17843. p = m.next;
  17844. while ( p !== stop ) {
  17845. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17846. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17847. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17848. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17849. m = p;
  17850. tanMin = tan;
  17851. }
  17852. }
  17853. p = p.next;
  17854. }
  17855. return m;
  17856. }
  17857. // interlink polygon nodes in z-order
  17858. function indexCurve( start, minX, minY, invSize ) {
  17859. var p = start;
  17860. do {
  17861. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17862. p.prevZ = p.prev;
  17863. p.nextZ = p.next;
  17864. p = p.next;
  17865. } while ( p !== start );
  17866. p.prevZ.nextZ = null;
  17867. p.prevZ = null;
  17868. sortLinked( p );
  17869. }
  17870. // Simon Tatham's linked list merge sort algorithm
  17871. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17872. function sortLinked( list ) {
  17873. var i, p, q, e, tail, numMerges, pSize, qSize,
  17874. inSize = 1;
  17875. do {
  17876. p = list;
  17877. list = null;
  17878. tail = null;
  17879. numMerges = 0;
  17880. while ( p ) {
  17881. numMerges ++;
  17882. q = p;
  17883. pSize = 0;
  17884. for ( i = 0; i < inSize; i ++ ) {
  17885. pSize ++;
  17886. q = q.nextZ;
  17887. if ( ! q ) { break; }
  17888. }
  17889. qSize = inSize;
  17890. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17891. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17892. e = p;
  17893. p = p.nextZ;
  17894. pSize --;
  17895. } else {
  17896. e = q;
  17897. q = q.nextZ;
  17898. qSize --;
  17899. }
  17900. if ( tail ) { tail.nextZ = e; }
  17901. else { list = e; }
  17902. e.prevZ = tail;
  17903. tail = e;
  17904. }
  17905. p = q;
  17906. }
  17907. tail.nextZ = null;
  17908. inSize *= 2;
  17909. } while ( numMerges > 1 );
  17910. return list;
  17911. }
  17912. // z-order of a point given coords and inverse of the longer side of data bbox
  17913. function zOrder( x, y, minX, minY, invSize ) {
  17914. // coords are transformed into non-negative 15-bit integer range
  17915. x = 32767 * ( x - minX ) * invSize;
  17916. y = 32767 * ( y - minY ) * invSize;
  17917. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17918. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17919. x = ( x | ( x << 2 ) ) & 0x33333333;
  17920. x = ( x | ( x << 1 ) ) & 0x55555555;
  17921. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17922. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17923. y = ( y | ( y << 2 ) ) & 0x33333333;
  17924. y = ( y | ( y << 1 ) ) & 0x55555555;
  17925. return x | ( y << 1 );
  17926. }
  17927. // find the leftmost node of a polygon ring
  17928. function getLeftmost( start ) {
  17929. var p = start,
  17930. leftmost = start;
  17931. do {
  17932. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17933. p = p.next;
  17934. } while ( p !== start );
  17935. return leftmost;
  17936. }
  17937. // check if a point lies within a convex triangle
  17938. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17939. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17940. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17941. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17942. }
  17943. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17944. function isValidDiagonal( a, b ) {
  17945. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17946. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17947. }
  17948. // signed area of a triangle
  17949. function area( p, q, r ) {
  17950. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17951. }
  17952. // check if two points are equal
  17953. function equals( p1, p2 ) {
  17954. return p1.x === p2.x && p1.y === p2.y;
  17955. }
  17956. // check if two segments intersect
  17957. function intersects( p1, q1, p2, q2 ) {
  17958. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17959. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17960. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17961. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17962. }
  17963. // check if a polygon diagonal intersects any polygon segments
  17964. function intersectsPolygon( a, b ) {
  17965. var p = a;
  17966. do {
  17967. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17968. intersects( p, p.next, a, b ) ) { return true; }
  17969. p = p.next;
  17970. } while ( p !== a );
  17971. return false;
  17972. }
  17973. // check if a polygon diagonal is locally inside the polygon
  17974. function locallyInside( a, b ) {
  17975. return area( a.prev, a, a.next ) < 0 ?
  17976. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17977. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17978. }
  17979. // check if the middle point of a polygon diagonal is inside the polygon
  17980. function middleInside( a, b ) {
  17981. var p = a,
  17982. inside = false,
  17983. px = ( a.x + b.x ) / 2,
  17984. py = ( a.y + b.y ) / 2;
  17985. do {
  17986. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17987. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17988. { inside = ! inside; }
  17989. p = p.next;
  17990. } while ( p !== a );
  17991. return inside;
  17992. }
  17993. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17994. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17995. function splitPolygon( a, b ) {
  17996. var a2 = new Node( a.i, a.x, a.y ),
  17997. b2 = new Node( b.i, b.x, b.y ),
  17998. an = a.next,
  17999. bp = b.prev;
  18000. a.next = b;
  18001. b.prev = a;
  18002. a2.next = an;
  18003. an.prev = a2;
  18004. b2.next = a2;
  18005. a2.prev = b2;
  18006. bp.next = b2;
  18007. b2.prev = bp;
  18008. return b2;
  18009. }
  18010. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18011. function insertNode( i, x, y, last ) {
  18012. var p = new Node( i, x, y );
  18013. if ( ! last ) {
  18014. p.prev = p;
  18015. p.next = p;
  18016. } else {
  18017. p.next = last.next;
  18018. p.prev = last;
  18019. last.next.prev = p;
  18020. last.next = p;
  18021. }
  18022. return p;
  18023. }
  18024. function removeNode( p ) {
  18025. p.next.prev = p.prev;
  18026. p.prev.next = p.next;
  18027. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18028. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18029. }
  18030. function Node( i, x, y ) {
  18031. // vertex index in coordinates array
  18032. this.i = i;
  18033. // vertex coordinates
  18034. this.x = x;
  18035. this.y = y;
  18036. // previous and next vertex nodes in a polygon ring
  18037. this.prev = null;
  18038. this.next = null;
  18039. // z-order curve value
  18040. this.z = null;
  18041. // previous and next nodes in z-order
  18042. this.prevZ = null;
  18043. this.nextZ = null;
  18044. // indicates whether this is a steiner point
  18045. this.steiner = false;
  18046. }
  18047. function signedArea( data, start, end, dim ) {
  18048. var sum = 0;
  18049. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18050. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18051. j = i;
  18052. }
  18053. return sum;
  18054. }
  18055. /**
  18056. * @author zz85 / http://www.lab4games.net/zz85/blog
  18057. */
  18058. var ShapeUtils = {
  18059. // calculate area of the contour polygon
  18060. area: function ( contour ) {
  18061. var n = contour.length;
  18062. var a = 0.0;
  18063. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18064. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18065. }
  18066. return a * 0.5;
  18067. },
  18068. isClockWise: function ( pts ) {
  18069. return ShapeUtils.area( pts ) < 0;
  18070. },
  18071. triangulateShape: function ( contour, holes ) {
  18072. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18073. var holeIndices = []; // array of hole indices
  18074. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18075. removeDupEndPts( contour );
  18076. addContour( vertices, contour );
  18077. //
  18078. var holeIndex = contour.length;
  18079. holes.forEach( removeDupEndPts );
  18080. for ( var i = 0; i < holes.length; i ++ ) {
  18081. holeIndices.push( holeIndex );
  18082. holeIndex += holes[ i ].length;
  18083. addContour( vertices, holes[ i ] );
  18084. }
  18085. //
  18086. var triangles = Earcut.triangulate( vertices, holeIndices );
  18087. //
  18088. for ( var i = 0; i < triangles.length; i += 3 ) {
  18089. faces.push( triangles.slice( i, i + 3 ) );
  18090. }
  18091. return faces;
  18092. }
  18093. };
  18094. function removeDupEndPts( points ) {
  18095. var l = points.length;
  18096. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18097. points.pop();
  18098. }
  18099. }
  18100. function addContour( vertices, contour ) {
  18101. for ( var i = 0; i < contour.length; i ++ ) {
  18102. vertices.push( contour[ i ].x );
  18103. vertices.push( contour[ i ].y );
  18104. }
  18105. }
  18106. /**
  18107. * @author zz85 / http://www.lab4games.net/zz85/blog
  18108. *
  18109. * Creates extruded geometry from a path shape.
  18110. *
  18111. * parameters = {
  18112. *
  18113. * curveSegments: <int>, // number of points on the curves
  18114. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18115. * depth: <float>, // Depth to extrude the shape
  18116. *
  18117. * bevelEnabled: <bool>, // turn on bevel
  18118. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18119. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18120. * bevelOffset: <float>, // how far from shape outline does bevel start
  18121. * bevelSegments: <int>, // number of bevel layers
  18122. *
  18123. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18124. *
  18125. * UVGenerator: <Object> // object that provides UV generator functions
  18126. *
  18127. * }
  18128. */
  18129. // ExtrudeGeometry
  18130. function ExtrudeGeometry( shapes, options ) {
  18131. Geometry.call( this );
  18132. this.type = 'ExtrudeGeometry';
  18133. this.parameters = {
  18134. shapes: shapes,
  18135. options: options
  18136. };
  18137. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18138. this.mergeVertices();
  18139. }
  18140. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18141. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18142. ExtrudeGeometry.prototype.toJSON = function () {
  18143. var data = Geometry.prototype.toJSON.call( this );
  18144. var shapes = this.parameters.shapes;
  18145. var options = this.parameters.options;
  18146. return toJSON( shapes, options, data );
  18147. };
  18148. // ExtrudeBufferGeometry
  18149. function ExtrudeBufferGeometry( shapes, options ) {
  18150. BufferGeometry.call( this );
  18151. this.type = 'ExtrudeBufferGeometry';
  18152. this.parameters = {
  18153. shapes: shapes,
  18154. options: options
  18155. };
  18156. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18157. var scope = this;
  18158. var verticesArray = [];
  18159. var uvArray = [];
  18160. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18161. var shape = shapes[ i ];
  18162. addShape( shape );
  18163. }
  18164. // build geometry
  18165. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18166. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18167. this.computeVertexNormals();
  18168. // functions
  18169. function addShape( shape ) {
  18170. var placeholder = [];
  18171. // options
  18172. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18173. var steps = options.steps !== undefined ? options.steps : 1;
  18174. var depth = options.depth !== undefined ? options.depth : 100;
  18175. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18176. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18177. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18178. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18179. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18180. var extrudePath = options.extrudePath;
  18181. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18182. // deprecated options
  18183. if ( options.amount !== undefined ) {
  18184. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18185. depth = options.amount;
  18186. }
  18187. //
  18188. var extrudePts, extrudeByPath = false;
  18189. var splineTube, binormal, normal, position2;
  18190. if ( extrudePath ) {
  18191. extrudePts = extrudePath.getSpacedPoints( steps );
  18192. extrudeByPath = true;
  18193. bevelEnabled = false; // bevels not supported for path extrusion
  18194. // SETUP TNB variables
  18195. // TODO1 - have a .isClosed in spline?
  18196. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18197. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18198. binormal = new Vector3();
  18199. normal = new Vector3();
  18200. position2 = new Vector3();
  18201. }
  18202. // Safeguards if bevels are not enabled
  18203. if ( ! bevelEnabled ) {
  18204. bevelSegments = 0;
  18205. bevelThickness = 0;
  18206. bevelSize = 0;
  18207. bevelOffset = 0;
  18208. }
  18209. // Variables initialization
  18210. var ahole, h, hl; // looping of holes
  18211. var shapePoints = shape.extractPoints( curveSegments );
  18212. var vertices = shapePoints.shape;
  18213. var holes = shapePoints.holes;
  18214. var reverse = ! ShapeUtils.isClockWise( vertices );
  18215. if ( reverse ) {
  18216. vertices = vertices.reverse();
  18217. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18218. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18219. ahole = holes[ h ];
  18220. if ( ShapeUtils.isClockWise( ahole ) ) {
  18221. holes[ h ] = ahole.reverse();
  18222. }
  18223. }
  18224. }
  18225. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18226. /* Vertices */
  18227. var contour = vertices; // vertices has all points but contour has only points of circumference
  18228. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18229. ahole = holes[ h ];
  18230. vertices = vertices.concat( ahole );
  18231. }
  18232. function scalePt2( pt, vec, size ) {
  18233. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18234. return vec.clone().multiplyScalar( size ).add( pt );
  18235. }
  18236. var b, bs, t, z,
  18237. vert, vlen = vertices.length,
  18238. face, flen = faces.length;
  18239. // Find directions for point movement
  18240. function getBevelVec( inPt, inPrev, inNext ) {
  18241. // computes for inPt the corresponding point inPt' on a new contour
  18242. // shifted by 1 unit (length of normalized vector) to the left
  18243. // if we walk along contour clockwise, this new contour is outside the old one
  18244. //
  18245. // inPt' is the intersection of the two lines parallel to the two
  18246. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18247. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18248. // good reading for geometry algorithms (here: line-line intersection)
  18249. // http://geomalgorithms.com/a05-_intersect-1.html
  18250. var v_prev_x = inPt.x - inPrev.x,
  18251. v_prev_y = inPt.y - inPrev.y;
  18252. var v_next_x = inNext.x - inPt.x,
  18253. v_next_y = inNext.y - inPt.y;
  18254. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18255. // check for collinear edges
  18256. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18257. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18258. // not collinear
  18259. // length of vectors for normalizing
  18260. var v_prev_len = Math.sqrt( v_prev_lensq );
  18261. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18262. // shift adjacent points by unit vectors to the left
  18263. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18264. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18265. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18266. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18267. // scaling factor for v_prev to intersection point
  18268. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18269. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18270. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18271. // vector from inPt to intersection point
  18272. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18273. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18274. // Don't normalize!, otherwise sharp corners become ugly
  18275. // but prevent crazy spikes
  18276. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18277. if ( v_trans_lensq <= 2 ) {
  18278. return new Vector2( v_trans_x, v_trans_y );
  18279. } else {
  18280. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18281. }
  18282. } else {
  18283. // handle special case of collinear edges
  18284. var direction_eq = false; // assumes: opposite
  18285. if ( v_prev_x > Number.EPSILON ) {
  18286. if ( v_next_x > Number.EPSILON ) {
  18287. direction_eq = true;
  18288. }
  18289. } else {
  18290. if ( v_prev_x < - Number.EPSILON ) {
  18291. if ( v_next_x < - Number.EPSILON ) {
  18292. direction_eq = true;
  18293. }
  18294. } else {
  18295. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18296. direction_eq = true;
  18297. }
  18298. }
  18299. }
  18300. if ( direction_eq ) {
  18301. // console.log("Warning: lines are a straight sequence");
  18302. v_trans_x = - v_prev_y;
  18303. v_trans_y = v_prev_x;
  18304. shrink_by = Math.sqrt( v_prev_lensq );
  18305. } else {
  18306. // console.log("Warning: lines are a straight spike");
  18307. v_trans_x = v_prev_x;
  18308. v_trans_y = v_prev_y;
  18309. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18310. }
  18311. }
  18312. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18313. }
  18314. var contourMovements = [];
  18315. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18316. if ( j === il ) { j = 0; }
  18317. if ( k === il ) { k = 0; }
  18318. // (j)---(i)---(k)
  18319. // console.log('i,j,k', i, j , k)
  18320. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18321. }
  18322. var holesMovements = [],
  18323. oneHoleMovements, verticesMovements = contourMovements.concat();
  18324. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18325. ahole = holes[ h ];
  18326. oneHoleMovements = [];
  18327. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18328. if ( j === il ) { j = 0; }
  18329. if ( k === il ) { k = 0; }
  18330. // (j)---(i)---(k)
  18331. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18332. }
  18333. holesMovements.push( oneHoleMovements );
  18334. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18335. }
  18336. // Loop bevelSegments, 1 for the front, 1 for the back
  18337. for ( b = 0; b < bevelSegments; b ++ ) {
  18338. //for ( b = bevelSegments; b > 0; b -- ) {
  18339. t = b / bevelSegments;
  18340. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18341. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18342. // contract shape
  18343. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18344. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18345. v( vert.x, vert.y, - z );
  18346. }
  18347. // expand holes
  18348. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18349. ahole = holes[ h ];
  18350. oneHoleMovements = holesMovements[ h ];
  18351. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18352. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18353. v( vert.x, vert.y, - z );
  18354. }
  18355. }
  18356. }
  18357. bs = bevelSize + bevelOffset;
  18358. // Back facing vertices
  18359. for ( i = 0; i < vlen; i ++ ) {
  18360. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18361. if ( ! extrudeByPath ) {
  18362. v( vert.x, vert.y, 0 );
  18363. } else {
  18364. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18365. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18366. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18367. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18368. v( position2.x, position2.y, position2.z );
  18369. }
  18370. }
  18371. // Add stepped vertices...
  18372. // Including front facing vertices
  18373. var s;
  18374. for ( s = 1; s <= steps; s ++ ) {
  18375. for ( i = 0; i < vlen; i ++ ) {
  18376. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18377. if ( ! extrudeByPath ) {
  18378. v( vert.x, vert.y, depth / steps * s );
  18379. } else {
  18380. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18381. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18382. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18383. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18384. v( position2.x, position2.y, position2.z );
  18385. }
  18386. }
  18387. }
  18388. // Add bevel segments planes
  18389. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18390. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18391. t = b / bevelSegments;
  18392. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18393. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18394. // contract shape
  18395. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18396. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18397. v( vert.x, vert.y, depth + z );
  18398. }
  18399. // expand holes
  18400. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18401. ahole = holes[ h ];
  18402. oneHoleMovements = holesMovements[ h ];
  18403. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18404. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18405. if ( ! extrudeByPath ) {
  18406. v( vert.x, vert.y, depth + z );
  18407. } else {
  18408. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18409. }
  18410. }
  18411. }
  18412. }
  18413. /* Faces */
  18414. // Top and bottom faces
  18415. buildLidFaces();
  18416. // Sides faces
  18417. buildSideFaces();
  18418. ///// Internal functions
  18419. function buildLidFaces() {
  18420. var start = verticesArray.length / 3;
  18421. if ( bevelEnabled ) {
  18422. var layer = 0; // steps + 1
  18423. var offset = vlen * layer;
  18424. // Bottom faces
  18425. for ( i = 0; i < flen; i ++ ) {
  18426. face = faces[ i ];
  18427. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18428. }
  18429. layer = steps + bevelSegments * 2;
  18430. offset = vlen * layer;
  18431. // Top faces
  18432. for ( i = 0; i < flen; i ++ ) {
  18433. face = faces[ i ];
  18434. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18435. }
  18436. } else {
  18437. // Bottom faces
  18438. for ( i = 0; i < flen; i ++ ) {
  18439. face = faces[ i ];
  18440. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18441. }
  18442. // Top faces
  18443. for ( i = 0; i < flen; i ++ ) {
  18444. face = faces[ i ];
  18445. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18446. }
  18447. }
  18448. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18449. }
  18450. // Create faces for the z-sides of the shape
  18451. function buildSideFaces() {
  18452. var start = verticesArray.length / 3;
  18453. var layeroffset = 0;
  18454. sidewalls( contour, layeroffset );
  18455. layeroffset += contour.length;
  18456. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18457. ahole = holes[ h ];
  18458. sidewalls( ahole, layeroffset );
  18459. //, true
  18460. layeroffset += ahole.length;
  18461. }
  18462. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18463. }
  18464. function sidewalls( contour, layeroffset ) {
  18465. var j, k;
  18466. i = contour.length;
  18467. while ( -- i >= 0 ) {
  18468. j = i;
  18469. k = i - 1;
  18470. if ( k < 0 ) { k = contour.length - 1; }
  18471. //console.log('b', i,j, i-1, k,vertices.length);
  18472. var s = 0,
  18473. sl = steps + bevelSegments * 2;
  18474. for ( s = 0; s < sl; s ++ ) {
  18475. var slen1 = vlen * s;
  18476. var slen2 = vlen * ( s + 1 );
  18477. var a = layeroffset + j + slen1,
  18478. b = layeroffset + k + slen1,
  18479. c = layeroffset + k + slen2,
  18480. d = layeroffset + j + slen2;
  18481. f4( a, b, c, d );
  18482. }
  18483. }
  18484. }
  18485. function v( x, y, z ) {
  18486. placeholder.push( x );
  18487. placeholder.push( y );
  18488. placeholder.push( z );
  18489. }
  18490. function f3( a, b, c ) {
  18491. addVertex( a );
  18492. addVertex( b );
  18493. addVertex( c );
  18494. var nextIndex = verticesArray.length / 3;
  18495. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18496. addUV( uvs[ 0 ] );
  18497. addUV( uvs[ 1 ] );
  18498. addUV( uvs[ 2 ] );
  18499. }
  18500. function f4( a, b, c, d ) {
  18501. addVertex( a );
  18502. addVertex( b );
  18503. addVertex( d );
  18504. addVertex( b );
  18505. addVertex( c );
  18506. addVertex( d );
  18507. var nextIndex = verticesArray.length / 3;
  18508. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18509. addUV( uvs[ 0 ] );
  18510. addUV( uvs[ 1 ] );
  18511. addUV( uvs[ 3 ] );
  18512. addUV( uvs[ 1 ] );
  18513. addUV( uvs[ 2 ] );
  18514. addUV( uvs[ 3 ] );
  18515. }
  18516. function addVertex( index ) {
  18517. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18518. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18519. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18520. }
  18521. function addUV( vector2 ) {
  18522. uvArray.push( vector2.x );
  18523. uvArray.push( vector2.y );
  18524. }
  18525. }
  18526. }
  18527. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18528. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18529. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18530. var data = BufferGeometry.prototype.toJSON.call( this );
  18531. var shapes = this.parameters.shapes;
  18532. var options = this.parameters.options;
  18533. return toJSON( shapes, options, data );
  18534. };
  18535. //
  18536. var WorldUVGenerator = {
  18537. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18538. var a_x = vertices[ indexA * 3 ];
  18539. var a_y = vertices[ indexA * 3 + 1 ];
  18540. var b_x = vertices[ indexB * 3 ];
  18541. var b_y = vertices[ indexB * 3 + 1 ];
  18542. var c_x = vertices[ indexC * 3 ];
  18543. var c_y = vertices[ indexC * 3 + 1 ];
  18544. return [
  18545. new Vector2( a_x, a_y ),
  18546. new Vector2( b_x, b_y ),
  18547. new Vector2( c_x, c_y )
  18548. ];
  18549. },
  18550. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18551. var a_x = vertices[ indexA * 3 ];
  18552. var a_y = vertices[ indexA * 3 + 1 ];
  18553. var a_z = vertices[ indexA * 3 + 2 ];
  18554. var b_x = vertices[ indexB * 3 ];
  18555. var b_y = vertices[ indexB * 3 + 1 ];
  18556. var b_z = vertices[ indexB * 3 + 2 ];
  18557. var c_x = vertices[ indexC * 3 ];
  18558. var c_y = vertices[ indexC * 3 + 1 ];
  18559. var c_z = vertices[ indexC * 3 + 2 ];
  18560. var d_x = vertices[ indexD * 3 ];
  18561. var d_y = vertices[ indexD * 3 + 1 ];
  18562. var d_z = vertices[ indexD * 3 + 2 ];
  18563. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18564. return [
  18565. new Vector2( a_x, 1 - a_z ),
  18566. new Vector2( b_x, 1 - b_z ),
  18567. new Vector2( c_x, 1 - c_z ),
  18568. new Vector2( d_x, 1 - d_z )
  18569. ];
  18570. } else {
  18571. return [
  18572. new Vector2( a_y, 1 - a_z ),
  18573. new Vector2( b_y, 1 - b_z ),
  18574. new Vector2( c_y, 1 - c_z ),
  18575. new Vector2( d_y, 1 - d_z )
  18576. ];
  18577. }
  18578. }
  18579. };
  18580. function toJSON( shapes, options, data ) {
  18581. //
  18582. data.shapes = [];
  18583. if ( Array.isArray( shapes ) ) {
  18584. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18585. var shape = shapes[ i ];
  18586. data.shapes.push( shape.uuid );
  18587. }
  18588. } else {
  18589. data.shapes.push( shapes.uuid );
  18590. }
  18591. //
  18592. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18593. return data;
  18594. }
  18595. /**
  18596. * @author zz85 / http://www.lab4games.net/zz85/blog
  18597. * @author alteredq / http://alteredqualia.com/
  18598. *
  18599. * Text = 3D Text
  18600. *
  18601. * parameters = {
  18602. * font: <THREE.Font>, // font
  18603. *
  18604. * size: <float>, // size of the text
  18605. * height: <float>, // thickness to extrude text
  18606. * curveSegments: <int>, // number of points on the curves
  18607. *
  18608. * bevelEnabled: <bool>, // turn on bevel
  18609. * bevelThickness: <float>, // how deep into text bevel goes
  18610. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18611. * bevelOffset: <float> // how far from text outline does bevel start
  18612. * }
  18613. */
  18614. // TextGeometry
  18615. function TextGeometry( text, parameters ) {
  18616. Geometry.call( this );
  18617. this.type = 'TextGeometry';
  18618. this.parameters = {
  18619. text: text,
  18620. parameters: parameters
  18621. };
  18622. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18623. this.mergeVertices();
  18624. }
  18625. TextGeometry.prototype = Object.create( Geometry.prototype );
  18626. TextGeometry.prototype.constructor = TextGeometry;
  18627. // TextBufferGeometry
  18628. function TextBufferGeometry( text, parameters ) {
  18629. parameters = parameters || {};
  18630. var font = parameters.font;
  18631. if ( ! ( font && font.isFont ) ) {
  18632. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18633. return new Geometry();
  18634. }
  18635. var shapes = font.generateShapes( text, parameters.size );
  18636. // translate parameters to ExtrudeGeometry API
  18637. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18638. // defaults
  18639. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18640. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18641. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18642. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18643. this.type = 'TextBufferGeometry';
  18644. }
  18645. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18646. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18647. /**
  18648. * @author mrdoob / http://mrdoob.com/
  18649. * @author benaadams / https://twitter.com/ben_a_adams
  18650. * @author Mugen87 / https://github.com/Mugen87
  18651. */
  18652. // SphereGeometry
  18653. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18654. Geometry.call( this );
  18655. this.type = 'SphereGeometry';
  18656. this.parameters = {
  18657. radius: radius,
  18658. widthSegments: widthSegments,
  18659. heightSegments: heightSegments,
  18660. phiStart: phiStart,
  18661. phiLength: phiLength,
  18662. thetaStart: thetaStart,
  18663. thetaLength: thetaLength
  18664. };
  18665. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18666. this.mergeVertices();
  18667. }
  18668. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18669. SphereGeometry.prototype.constructor = SphereGeometry;
  18670. // SphereBufferGeometry
  18671. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18672. BufferGeometry.call( this );
  18673. this.type = 'SphereBufferGeometry';
  18674. this.parameters = {
  18675. radius: radius,
  18676. widthSegments: widthSegments,
  18677. heightSegments: heightSegments,
  18678. phiStart: phiStart,
  18679. phiLength: phiLength,
  18680. thetaStart: thetaStart,
  18681. thetaLength: thetaLength
  18682. };
  18683. radius = radius || 1;
  18684. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18685. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18686. phiStart = phiStart !== undefined ? phiStart : 0;
  18687. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18688. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18689. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18690. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18691. var ix, iy;
  18692. var index = 0;
  18693. var grid = [];
  18694. var vertex = new Vector3();
  18695. var normal = new Vector3();
  18696. // buffers
  18697. var indices = [];
  18698. var vertices = [];
  18699. var normals = [];
  18700. var uvs = [];
  18701. // generate vertices, normals and uvs
  18702. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18703. var verticesRow = [];
  18704. var v = iy / heightSegments;
  18705. // special case for the poles
  18706. var uOffset = 0;
  18707. if ( iy == 0 && thetaStart == 0 ) {
  18708. uOffset = 0.5 / widthSegments;
  18709. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18710. uOffset = - 0.5 / widthSegments;
  18711. }
  18712. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18713. var u = ix / widthSegments;
  18714. // vertex
  18715. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18716. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18717. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18718. vertices.push( vertex.x, vertex.y, vertex.z );
  18719. // normal
  18720. normal.copy( vertex ).normalize();
  18721. normals.push( normal.x, normal.y, normal.z );
  18722. // uv
  18723. uvs.push( u + uOffset, 1 - v );
  18724. verticesRow.push( index ++ );
  18725. }
  18726. grid.push( verticesRow );
  18727. }
  18728. // indices
  18729. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18730. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18731. var a = grid[ iy ][ ix + 1 ];
  18732. var b = grid[ iy ][ ix ];
  18733. var c = grid[ iy + 1 ][ ix ];
  18734. var d = grid[ iy + 1 ][ ix + 1 ];
  18735. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18736. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18737. }
  18738. }
  18739. // build geometry
  18740. this.setIndex( indices );
  18741. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18742. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18743. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18744. }
  18745. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18746. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18747. /**
  18748. * @author Kaleb Murphy
  18749. * @author Mugen87 / https://github.com/Mugen87
  18750. */
  18751. // RingGeometry
  18752. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18753. Geometry.call( this );
  18754. this.type = 'RingGeometry';
  18755. this.parameters = {
  18756. innerRadius: innerRadius,
  18757. outerRadius: outerRadius,
  18758. thetaSegments: thetaSegments,
  18759. phiSegments: phiSegments,
  18760. thetaStart: thetaStart,
  18761. thetaLength: thetaLength
  18762. };
  18763. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18764. this.mergeVertices();
  18765. }
  18766. RingGeometry.prototype = Object.create( Geometry.prototype );
  18767. RingGeometry.prototype.constructor = RingGeometry;
  18768. // RingBufferGeometry
  18769. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18770. BufferGeometry.call( this );
  18771. this.type = 'RingBufferGeometry';
  18772. this.parameters = {
  18773. innerRadius: innerRadius,
  18774. outerRadius: outerRadius,
  18775. thetaSegments: thetaSegments,
  18776. phiSegments: phiSegments,
  18777. thetaStart: thetaStart,
  18778. thetaLength: thetaLength
  18779. };
  18780. innerRadius = innerRadius || 0.5;
  18781. outerRadius = outerRadius || 1;
  18782. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18783. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18784. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18785. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18786. // buffers
  18787. var indices = [];
  18788. var vertices = [];
  18789. var normals = [];
  18790. var uvs = [];
  18791. // some helper variables
  18792. var segment;
  18793. var radius = innerRadius;
  18794. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18795. var vertex = new Vector3();
  18796. var uv = new Vector2();
  18797. var j, i;
  18798. // generate vertices, normals and uvs
  18799. for ( j = 0; j <= phiSegments; j ++ ) {
  18800. for ( i = 0; i <= thetaSegments; i ++ ) {
  18801. // values are generate from the inside of the ring to the outside
  18802. segment = thetaStart + i / thetaSegments * thetaLength;
  18803. // vertex
  18804. vertex.x = radius * Math.cos( segment );
  18805. vertex.y = radius * Math.sin( segment );
  18806. vertices.push( vertex.x, vertex.y, vertex.z );
  18807. // normal
  18808. normals.push( 0, 0, 1 );
  18809. // uv
  18810. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18811. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18812. uvs.push( uv.x, uv.y );
  18813. }
  18814. // increase the radius for next row of vertices
  18815. radius += radiusStep;
  18816. }
  18817. // indices
  18818. for ( j = 0; j < phiSegments; j ++ ) {
  18819. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18820. for ( i = 0; i < thetaSegments; i ++ ) {
  18821. segment = i + thetaSegmentLevel;
  18822. var a = segment;
  18823. var b = segment + thetaSegments + 1;
  18824. var c = segment + thetaSegments + 2;
  18825. var d = segment + 1;
  18826. // faces
  18827. indices.push( a, b, d );
  18828. indices.push( b, c, d );
  18829. }
  18830. }
  18831. // build geometry
  18832. this.setIndex( indices );
  18833. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18834. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18835. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18836. }
  18837. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18838. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18839. /**
  18840. * @author zz85 / https://github.com/zz85
  18841. * @author bhouston / http://clara.io
  18842. * @author Mugen87 / https://github.com/Mugen87
  18843. */
  18844. // LatheGeometry
  18845. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18846. Geometry.call( this );
  18847. this.type = 'LatheGeometry';
  18848. this.parameters = {
  18849. points: points,
  18850. segments: segments,
  18851. phiStart: phiStart,
  18852. phiLength: phiLength
  18853. };
  18854. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18855. this.mergeVertices();
  18856. }
  18857. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18858. LatheGeometry.prototype.constructor = LatheGeometry;
  18859. // LatheBufferGeometry
  18860. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18861. BufferGeometry.call( this );
  18862. this.type = 'LatheBufferGeometry';
  18863. this.parameters = {
  18864. points: points,
  18865. segments: segments,
  18866. phiStart: phiStart,
  18867. phiLength: phiLength
  18868. };
  18869. segments = Math.floor( segments ) || 12;
  18870. phiStart = phiStart || 0;
  18871. phiLength = phiLength || Math.PI * 2;
  18872. // clamp phiLength so it's in range of [ 0, 2PI ]
  18873. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18874. // buffers
  18875. var indices = [];
  18876. var vertices = [];
  18877. var uvs = [];
  18878. // helper variables
  18879. var base;
  18880. var inverseSegments = 1.0 / segments;
  18881. var vertex = new Vector3();
  18882. var uv = new Vector2();
  18883. var i, j;
  18884. // generate vertices and uvs
  18885. for ( i = 0; i <= segments; i ++ ) {
  18886. var phi = phiStart + i * inverseSegments * phiLength;
  18887. var sin = Math.sin( phi );
  18888. var cos = Math.cos( phi );
  18889. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18890. // vertex
  18891. vertex.x = points[ j ].x * sin;
  18892. vertex.y = points[ j ].y;
  18893. vertex.z = points[ j ].x * cos;
  18894. vertices.push( vertex.x, vertex.y, vertex.z );
  18895. // uv
  18896. uv.x = i / segments;
  18897. uv.y = j / ( points.length - 1 );
  18898. uvs.push( uv.x, uv.y );
  18899. }
  18900. }
  18901. // indices
  18902. for ( i = 0; i < segments; i ++ ) {
  18903. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18904. base = j + i * points.length;
  18905. var a = base;
  18906. var b = base + points.length;
  18907. var c = base + points.length + 1;
  18908. var d = base + 1;
  18909. // faces
  18910. indices.push( a, b, d );
  18911. indices.push( b, c, d );
  18912. }
  18913. }
  18914. // build geometry
  18915. this.setIndex( indices );
  18916. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18917. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18918. // generate normals
  18919. this.computeVertexNormals();
  18920. // if the geometry is closed, we need to average the normals along the seam.
  18921. // because the corresponding vertices are identical (but still have different UVs).
  18922. if ( phiLength === Math.PI * 2 ) {
  18923. var normals = this.attributes.normal.array;
  18924. var n1 = new Vector3();
  18925. var n2 = new Vector3();
  18926. var n = new Vector3();
  18927. // this is the buffer offset for the last line of vertices
  18928. base = segments * points.length * 3;
  18929. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18930. // select the normal of the vertex in the first line
  18931. n1.x = normals[ j + 0 ];
  18932. n1.y = normals[ j + 1 ];
  18933. n1.z = normals[ j + 2 ];
  18934. // select the normal of the vertex in the last line
  18935. n2.x = normals[ base + j + 0 ];
  18936. n2.y = normals[ base + j + 1 ];
  18937. n2.z = normals[ base + j + 2 ];
  18938. // average normals
  18939. n.addVectors( n1, n2 ).normalize();
  18940. // assign the new values to both normals
  18941. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18942. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18943. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18944. }
  18945. }
  18946. }
  18947. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18948. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18949. /**
  18950. * @author jonobr1 / http://jonobr1.com
  18951. * @author Mugen87 / https://github.com/Mugen87
  18952. */
  18953. // ShapeGeometry
  18954. function ShapeGeometry( shapes, curveSegments ) {
  18955. Geometry.call( this );
  18956. this.type = 'ShapeGeometry';
  18957. if ( typeof curveSegments === 'object' ) {
  18958. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18959. curveSegments = curveSegments.curveSegments;
  18960. }
  18961. this.parameters = {
  18962. shapes: shapes,
  18963. curveSegments: curveSegments
  18964. };
  18965. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18966. this.mergeVertices();
  18967. }
  18968. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18969. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18970. ShapeGeometry.prototype.toJSON = function () {
  18971. var data = Geometry.prototype.toJSON.call( this );
  18972. var shapes = this.parameters.shapes;
  18973. return toJSON$1( shapes, data );
  18974. };
  18975. // ShapeBufferGeometry
  18976. function ShapeBufferGeometry( shapes, curveSegments ) {
  18977. BufferGeometry.call( this );
  18978. this.type = 'ShapeBufferGeometry';
  18979. this.parameters = {
  18980. shapes: shapes,
  18981. curveSegments: curveSegments
  18982. };
  18983. curveSegments = curveSegments || 12;
  18984. // buffers
  18985. var indices = [];
  18986. var vertices = [];
  18987. var normals = [];
  18988. var uvs = [];
  18989. // helper variables
  18990. var groupStart = 0;
  18991. var groupCount = 0;
  18992. // allow single and array values for "shapes" parameter
  18993. if ( Array.isArray( shapes ) === false ) {
  18994. addShape( shapes );
  18995. } else {
  18996. for ( var i = 0; i < shapes.length; i ++ ) {
  18997. addShape( shapes[ i ] );
  18998. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18999. groupStart += groupCount;
  19000. groupCount = 0;
  19001. }
  19002. }
  19003. // build geometry
  19004. this.setIndex( indices );
  19005. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19006. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19007. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19008. // helper functions
  19009. function addShape( shape ) {
  19010. var i, l, shapeHole;
  19011. var indexOffset = vertices.length / 3;
  19012. var points = shape.extractPoints( curveSegments );
  19013. var shapeVertices = points.shape;
  19014. var shapeHoles = points.holes;
  19015. // check direction of vertices
  19016. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19017. shapeVertices = shapeVertices.reverse();
  19018. }
  19019. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19020. shapeHole = shapeHoles[ i ];
  19021. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19022. shapeHoles[ i ] = shapeHole.reverse();
  19023. }
  19024. }
  19025. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19026. // join vertices of inner and outer paths to a single array
  19027. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19028. shapeHole = shapeHoles[ i ];
  19029. shapeVertices = shapeVertices.concat( shapeHole );
  19030. }
  19031. // vertices, normals, uvs
  19032. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19033. var vertex = shapeVertices[ i ];
  19034. vertices.push( vertex.x, vertex.y, 0 );
  19035. normals.push( 0, 0, 1 );
  19036. uvs.push( vertex.x, vertex.y ); // world uvs
  19037. }
  19038. // incides
  19039. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19040. var face = faces[ i ];
  19041. var a = face[ 0 ] + indexOffset;
  19042. var b = face[ 1 ] + indexOffset;
  19043. var c = face[ 2 ] + indexOffset;
  19044. indices.push( a, b, c );
  19045. groupCount += 3;
  19046. }
  19047. }
  19048. }
  19049. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19050. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19051. ShapeBufferGeometry.prototype.toJSON = function () {
  19052. var data = BufferGeometry.prototype.toJSON.call( this );
  19053. var shapes = this.parameters.shapes;
  19054. return toJSON$1( shapes, data );
  19055. };
  19056. //
  19057. function toJSON$1( shapes, data ) {
  19058. data.shapes = [];
  19059. if ( Array.isArray( shapes ) ) {
  19060. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19061. var shape = shapes[ i ];
  19062. data.shapes.push( shape.uuid );
  19063. }
  19064. } else {
  19065. data.shapes.push( shapes.uuid );
  19066. }
  19067. return data;
  19068. }
  19069. /**
  19070. * @author WestLangley / http://github.com/WestLangley
  19071. * @author Mugen87 / https://github.com/Mugen87
  19072. */
  19073. function EdgesGeometry( geometry, thresholdAngle ) {
  19074. BufferGeometry.call( this );
  19075. this.type = 'EdgesGeometry';
  19076. this.parameters = {
  19077. thresholdAngle: thresholdAngle
  19078. };
  19079. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19080. // buffer
  19081. var vertices = [];
  19082. // helper variables
  19083. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  19084. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19085. var key, keys = [ 'a', 'b', 'c' ];
  19086. // prepare source geometry
  19087. var geometry2;
  19088. if ( geometry.isBufferGeometry ) {
  19089. geometry2 = new Geometry();
  19090. geometry2.fromBufferGeometry( geometry );
  19091. } else {
  19092. geometry2 = geometry.clone();
  19093. }
  19094. geometry2.mergeVertices();
  19095. geometry2.computeFaceNormals();
  19096. var sourceVertices = geometry2.vertices;
  19097. var faces = geometry2.faces;
  19098. // now create a data structure where each entry represents an edge with its adjoining faces
  19099. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19100. var face = faces[ i ];
  19101. for ( var j = 0; j < 3; j ++ ) {
  19102. edge1 = face[ keys[ j ] ];
  19103. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19104. edge[ 0 ] = Math.min( edge1, edge2 );
  19105. edge[ 1 ] = Math.max( edge1, edge2 );
  19106. key = edge[ 0 ] + ',' + edge[ 1 ];
  19107. if ( edges[ key ] === undefined ) {
  19108. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19109. } else {
  19110. edges[ key ].face2 = i;
  19111. }
  19112. }
  19113. }
  19114. // generate vertices
  19115. for ( key in edges ) {
  19116. var e = edges[ key ];
  19117. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19118. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19119. var vertex = sourceVertices[ e.index1 ];
  19120. vertices.push( vertex.x, vertex.y, vertex.z );
  19121. vertex = sourceVertices[ e.index2 ];
  19122. vertices.push( vertex.x, vertex.y, vertex.z );
  19123. }
  19124. }
  19125. // build geometry
  19126. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19127. }
  19128. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19129. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19130. /**
  19131. * @author mrdoob / http://mrdoob.com/
  19132. * @author Mugen87 / https://github.com/Mugen87
  19133. */
  19134. // CylinderGeometry
  19135. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19136. Geometry.call( this );
  19137. this.type = 'CylinderGeometry';
  19138. this.parameters = {
  19139. radiusTop: radiusTop,
  19140. radiusBottom: radiusBottom,
  19141. height: height,
  19142. radialSegments: radialSegments,
  19143. heightSegments: heightSegments,
  19144. openEnded: openEnded,
  19145. thetaStart: thetaStart,
  19146. thetaLength: thetaLength
  19147. };
  19148. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19149. this.mergeVertices();
  19150. }
  19151. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19152. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19153. // CylinderBufferGeometry
  19154. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19155. BufferGeometry.call( this );
  19156. this.type = 'CylinderBufferGeometry';
  19157. this.parameters = {
  19158. radiusTop: radiusTop,
  19159. radiusBottom: radiusBottom,
  19160. height: height,
  19161. radialSegments: radialSegments,
  19162. heightSegments: heightSegments,
  19163. openEnded: openEnded,
  19164. thetaStart: thetaStart,
  19165. thetaLength: thetaLength
  19166. };
  19167. var scope = this;
  19168. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19169. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19170. height = height || 1;
  19171. radialSegments = Math.floor( radialSegments ) || 8;
  19172. heightSegments = Math.floor( heightSegments ) || 1;
  19173. openEnded = openEnded !== undefined ? openEnded : false;
  19174. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19175. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19176. // buffers
  19177. var indices = [];
  19178. var vertices = [];
  19179. var normals = [];
  19180. var uvs = [];
  19181. // helper variables
  19182. var index = 0;
  19183. var indexArray = [];
  19184. var halfHeight = height / 2;
  19185. var groupStart = 0;
  19186. // generate geometry
  19187. generateTorso();
  19188. if ( openEnded === false ) {
  19189. if ( radiusTop > 0 ) { generateCap( true ); }
  19190. if ( radiusBottom > 0 ) { generateCap( false ); }
  19191. }
  19192. // build geometry
  19193. this.setIndex( indices );
  19194. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19195. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19196. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19197. function generateTorso() {
  19198. var x, y;
  19199. var normal = new Vector3();
  19200. var vertex = new Vector3();
  19201. var groupCount = 0;
  19202. // this will be used to calculate the normal
  19203. var slope = ( radiusBottom - radiusTop ) / height;
  19204. // generate vertices, normals and uvs
  19205. for ( y = 0; y <= heightSegments; y ++ ) {
  19206. var indexRow = [];
  19207. var v = y / heightSegments;
  19208. // calculate the radius of the current row
  19209. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19210. for ( x = 0; x <= radialSegments; x ++ ) {
  19211. var u = x / radialSegments;
  19212. var theta = u * thetaLength + thetaStart;
  19213. var sinTheta = Math.sin( theta );
  19214. var cosTheta = Math.cos( theta );
  19215. // vertex
  19216. vertex.x = radius * sinTheta;
  19217. vertex.y = - v * height + halfHeight;
  19218. vertex.z = radius * cosTheta;
  19219. vertices.push( vertex.x, vertex.y, vertex.z );
  19220. // normal
  19221. normal.set( sinTheta, slope, cosTheta ).normalize();
  19222. normals.push( normal.x, normal.y, normal.z );
  19223. // uv
  19224. uvs.push( u, 1 - v );
  19225. // save index of vertex in respective row
  19226. indexRow.push( index ++ );
  19227. }
  19228. // now save vertices of the row in our index array
  19229. indexArray.push( indexRow );
  19230. }
  19231. // generate indices
  19232. for ( x = 0; x < radialSegments; x ++ ) {
  19233. for ( y = 0; y < heightSegments; y ++ ) {
  19234. // we use the index array to access the correct indices
  19235. var a = indexArray[ y ][ x ];
  19236. var b = indexArray[ y + 1 ][ x ];
  19237. var c = indexArray[ y + 1 ][ x + 1 ];
  19238. var d = indexArray[ y ][ x + 1 ];
  19239. // faces
  19240. indices.push( a, b, d );
  19241. indices.push( b, c, d );
  19242. // update group counter
  19243. groupCount += 6;
  19244. }
  19245. }
  19246. // add a group to the geometry. this will ensure multi material support
  19247. scope.addGroup( groupStart, groupCount, 0 );
  19248. // calculate new start value for groups
  19249. groupStart += groupCount;
  19250. }
  19251. function generateCap( top ) {
  19252. var x, centerIndexStart, centerIndexEnd;
  19253. var uv = new Vector2();
  19254. var vertex = new Vector3();
  19255. var groupCount = 0;
  19256. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19257. var sign = ( top === true ) ? 1 : - 1;
  19258. // save the index of the first center vertex
  19259. centerIndexStart = index;
  19260. // first we generate the center vertex data of the cap.
  19261. // because the geometry needs one set of uvs per face,
  19262. // we must generate a center vertex per face/segment
  19263. for ( x = 1; x <= radialSegments; x ++ ) {
  19264. // vertex
  19265. vertices.push( 0, halfHeight * sign, 0 );
  19266. // normal
  19267. normals.push( 0, sign, 0 );
  19268. // uv
  19269. uvs.push( 0.5, 0.5 );
  19270. // increase index
  19271. index ++;
  19272. }
  19273. // save the index of the last center vertex
  19274. centerIndexEnd = index;
  19275. // now we generate the surrounding vertices, normals and uvs
  19276. for ( x = 0; x <= radialSegments; x ++ ) {
  19277. var u = x / radialSegments;
  19278. var theta = u * thetaLength + thetaStart;
  19279. var cosTheta = Math.cos( theta );
  19280. var sinTheta = Math.sin( theta );
  19281. // vertex
  19282. vertex.x = radius * sinTheta;
  19283. vertex.y = halfHeight * sign;
  19284. vertex.z = radius * cosTheta;
  19285. vertices.push( vertex.x, vertex.y, vertex.z );
  19286. // normal
  19287. normals.push( 0, sign, 0 );
  19288. // uv
  19289. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19290. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19291. uvs.push( uv.x, uv.y );
  19292. // increase index
  19293. index ++;
  19294. }
  19295. // generate indices
  19296. for ( x = 0; x < radialSegments; x ++ ) {
  19297. var c = centerIndexStart + x;
  19298. var i = centerIndexEnd + x;
  19299. if ( top === true ) {
  19300. // face top
  19301. indices.push( i, i + 1, c );
  19302. } else {
  19303. // face bottom
  19304. indices.push( i + 1, i, c );
  19305. }
  19306. groupCount += 3;
  19307. }
  19308. // add a group to the geometry. this will ensure multi material support
  19309. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19310. // calculate new start value for groups
  19311. groupStart += groupCount;
  19312. }
  19313. }
  19314. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19315. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19316. /**
  19317. * @author abelnation / http://github.com/abelnation
  19318. */
  19319. // ConeGeometry
  19320. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19321. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19322. this.type = 'ConeGeometry';
  19323. this.parameters = {
  19324. radius: radius,
  19325. height: height,
  19326. radialSegments: radialSegments,
  19327. heightSegments: heightSegments,
  19328. openEnded: openEnded,
  19329. thetaStart: thetaStart,
  19330. thetaLength: thetaLength
  19331. };
  19332. }
  19333. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19334. ConeGeometry.prototype.constructor = ConeGeometry;
  19335. // ConeBufferGeometry
  19336. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19337. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19338. this.type = 'ConeBufferGeometry';
  19339. this.parameters = {
  19340. radius: radius,
  19341. height: height,
  19342. radialSegments: radialSegments,
  19343. heightSegments: heightSegments,
  19344. openEnded: openEnded,
  19345. thetaStart: thetaStart,
  19346. thetaLength: thetaLength
  19347. };
  19348. }
  19349. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19350. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19351. /**
  19352. * @author benaadams / https://twitter.com/ben_a_adams
  19353. * @author Mugen87 / https://github.com/Mugen87
  19354. * @author hughes
  19355. */
  19356. // CircleGeometry
  19357. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19358. Geometry.call( this );
  19359. this.type = 'CircleGeometry';
  19360. this.parameters = {
  19361. radius: radius,
  19362. segments: segments,
  19363. thetaStart: thetaStart,
  19364. thetaLength: thetaLength
  19365. };
  19366. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19367. this.mergeVertices();
  19368. }
  19369. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19370. CircleGeometry.prototype.constructor = CircleGeometry;
  19371. // CircleBufferGeometry
  19372. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19373. BufferGeometry.call( this );
  19374. this.type = 'CircleBufferGeometry';
  19375. this.parameters = {
  19376. radius: radius,
  19377. segments: segments,
  19378. thetaStart: thetaStart,
  19379. thetaLength: thetaLength
  19380. };
  19381. radius = radius || 1;
  19382. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19383. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19384. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19385. // buffers
  19386. var indices = [];
  19387. var vertices = [];
  19388. var normals = [];
  19389. var uvs = [];
  19390. // helper variables
  19391. var i, s;
  19392. var vertex = new Vector3();
  19393. var uv = new Vector2();
  19394. // center point
  19395. vertices.push( 0, 0, 0 );
  19396. normals.push( 0, 0, 1 );
  19397. uvs.push( 0.5, 0.5 );
  19398. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19399. var segment = thetaStart + s / segments * thetaLength;
  19400. // vertex
  19401. vertex.x = radius * Math.cos( segment );
  19402. vertex.y = radius * Math.sin( segment );
  19403. vertices.push( vertex.x, vertex.y, vertex.z );
  19404. // normal
  19405. normals.push( 0, 0, 1 );
  19406. // uvs
  19407. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19408. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19409. uvs.push( uv.x, uv.y );
  19410. }
  19411. // indices
  19412. for ( i = 1; i <= segments; i ++ ) {
  19413. indices.push( i, i + 1, 0 );
  19414. }
  19415. // build geometry
  19416. this.setIndex( indices );
  19417. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19418. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19419. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19420. }
  19421. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19422. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19423. var Geometries = /*#__PURE__*/Object.freeze({
  19424. __proto__: null,
  19425. WireframeGeometry: WireframeGeometry,
  19426. ParametricGeometry: ParametricGeometry,
  19427. ParametricBufferGeometry: ParametricBufferGeometry,
  19428. TetrahedronGeometry: TetrahedronGeometry,
  19429. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19430. OctahedronGeometry: OctahedronGeometry,
  19431. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19432. IcosahedronGeometry: IcosahedronGeometry,
  19433. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19434. DodecahedronGeometry: DodecahedronGeometry,
  19435. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19436. PolyhedronGeometry: PolyhedronGeometry,
  19437. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19438. TubeGeometry: TubeGeometry,
  19439. TubeBufferGeometry: TubeBufferGeometry,
  19440. TorusKnotGeometry: TorusKnotGeometry,
  19441. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19442. TorusGeometry: TorusGeometry,
  19443. TorusBufferGeometry: TorusBufferGeometry,
  19444. TextGeometry: TextGeometry,
  19445. TextBufferGeometry: TextBufferGeometry,
  19446. SphereGeometry: SphereGeometry,
  19447. SphereBufferGeometry: SphereBufferGeometry,
  19448. RingGeometry: RingGeometry,
  19449. RingBufferGeometry: RingBufferGeometry,
  19450. PlaneGeometry: PlaneGeometry,
  19451. PlaneBufferGeometry: PlaneBufferGeometry,
  19452. LatheGeometry: LatheGeometry,
  19453. LatheBufferGeometry: LatheBufferGeometry,
  19454. ShapeGeometry: ShapeGeometry,
  19455. ShapeBufferGeometry: ShapeBufferGeometry,
  19456. ExtrudeGeometry: ExtrudeGeometry,
  19457. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19458. EdgesGeometry: EdgesGeometry,
  19459. ConeGeometry: ConeGeometry,
  19460. ConeBufferGeometry: ConeBufferGeometry,
  19461. CylinderGeometry: CylinderGeometry,
  19462. CylinderBufferGeometry: CylinderBufferGeometry,
  19463. CircleGeometry: CircleGeometry,
  19464. CircleBufferGeometry: CircleBufferGeometry,
  19465. BoxGeometry: BoxGeometry,
  19466. BoxBufferGeometry: BoxBufferGeometry
  19467. });
  19468. /**
  19469. * @author mrdoob / http://mrdoob.com/
  19470. *
  19471. * parameters = {
  19472. * color: <THREE.Color>
  19473. * }
  19474. */
  19475. function ShadowMaterial( parameters ) {
  19476. Material.call( this );
  19477. this.type = 'ShadowMaterial';
  19478. this.color = new Color( 0x000000 );
  19479. this.transparent = true;
  19480. this.setValues( parameters );
  19481. }
  19482. ShadowMaterial.prototype = Object.create( Material.prototype );
  19483. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19484. ShadowMaterial.prototype.isShadowMaterial = true;
  19485. ShadowMaterial.prototype.copy = function ( source ) {
  19486. Material.prototype.copy.call( this, source );
  19487. this.color.copy( source.color );
  19488. return this;
  19489. };
  19490. /**
  19491. * @author mrdoob / http://mrdoob.com/
  19492. */
  19493. function RawShaderMaterial( parameters ) {
  19494. ShaderMaterial.call( this, parameters );
  19495. this.type = 'RawShaderMaterial';
  19496. }
  19497. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19498. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19499. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19500. /**
  19501. * @author WestLangley / http://github.com/WestLangley
  19502. *
  19503. * parameters = {
  19504. * color: <hex>,
  19505. * roughness: <float>,
  19506. * metalness: <float>,
  19507. * opacity: <float>,
  19508. *
  19509. * map: new THREE.Texture( <Image> ),
  19510. *
  19511. * lightMap: new THREE.Texture( <Image> ),
  19512. * lightMapIntensity: <float>
  19513. *
  19514. * aoMap: new THREE.Texture( <Image> ),
  19515. * aoMapIntensity: <float>
  19516. *
  19517. * emissive: <hex>,
  19518. * emissiveIntensity: <float>
  19519. * emissiveMap: new THREE.Texture( <Image> ),
  19520. *
  19521. * bumpMap: new THREE.Texture( <Image> ),
  19522. * bumpScale: <float>,
  19523. *
  19524. * normalMap: new THREE.Texture( <Image> ),
  19525. * normalMapType: THREE.TangentSpaceNormalMap,
  19526. * normalScale: <Vector2>,
  19527. *
  19528. * displacementMap: new THREE.Texture( <Image> ),
  19529. * displacementScale: <float>,
  19530. * displacementBias: <float>,
  19531. *
  19532. * roughnessMap: new THREE.Texture( <Image> ),
  19533. *
  19534. * metalnessMap: new THREE.Texture( <Image> ),
  19535. *
  19536. * alphaMap: new THREE.Texture( <Image> ),
  19537. *
  19538. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19539. * envMapIntensity: <float>
  19540. *
  19541. * refractionRatio: <float>,
  19542. *
  19543. * wireframe: <boolean>,
  19544. * wireframeLinewidth: <float>,
  19545. *
  19546. * skinning: <bool>,
  19547. * morphTargets: <bool>,
  19548. * morphNormals: <bool>
  19549. * }
  19550. */
  19551. function MeshStandardMaterial( parameters ) {
  19552. Material.call( this );
  19553. this.defines = { 'STANDARD': '' };
  19554. this.type = 'MeshStandardMaterial';
  19555. this.color = new Color( 0xffffff ); // diffuse
  19556. this.roughness = 0.5;
  19557. this.metalness = 0.5;
  19558. this.map = null;
  19559. this.lightMap = null;
  19560. this.lightMapIntensity = 1.0;
  19561. this.aoMap = null;
  19562. this.aoMapIntensity = 1.0;
  19563. this.emissive = new Color( 0x000000 );
  19564. this.emissiveIntensity = 1.0;
  19565. this.emissiveMap = null;
  19566. this.bumpMap = null;
  19567. this.bumpScale = 1;
  19568. this.normalMap = null;
  19569. this.normalMapType = TangentSpaceNormalMap;
  19570. this.normalScale = new Vector2( 1, 1 );
  19571. this.displacementMap = null;
  19572. this.displacementScale = 1;
  19573. this.displacementBias = 0;
  19574. this.roughnessMap = null;
  19575. this.metalnessMap = null;
  19576. this.alphaMap = null;
  19577. this.envMap = null;
  19578. this.envMapIntensity = 1.0;
  19579. this.refractionRatio = 0.98;
  19580. this.wireframe = false;
  19581. this.wireframeLinewidth = 1;
  19582. this.wireframeLinecap = 'round';
  19583. this.wireframeLinejoin = 'round';
  19584. this.skinning = false;
  19585. this.morphTargets = false;
  19586. this.morphNormals = false;
  19587. this.setValues( parameters );
  19588. }
  19589. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19590. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19591. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19592. MeshStandardMaterial.prototype.copy = function ( source ) {
  19593. Material.prototype.copy.call( this, source );
  19594. this.defines = { 'STANDARD': '' };
  19595. this.color.copy( source.color );
  19596. this.roughness = source.roughness;
  19597. this.metalness = source.metalness;
  19598. this.map = source.map;
  19599. this.lightMap = source.lightMap;
  19600. this.lightMapIntensity = source.lightMapIntensity;
  19601. this.aoMap = source.aoMap;
  19602. this.aoMapIntensity = source.aoMapIntensity;
  19603. this.emissive.copy( source.emissive );
  19604. this.emissiveMap = source.emissiveMap;
  19605. this.emissiveIntensity = source.emissiveIntensity;
  19606. this.bumpMap = source.bumpMap;
  19607. this.bumpScale = source.bumpScale;
  19608. this.normalMap = source.normalMap;
  19609. this.normalMapType = source.normalMapType;
  19610. this.normalScale.copy( source.normalScale );
  19611. this.displacementMap = source.displacementMap;
  19612. this.displacementScale = source.displacementScale;
  19613. this.displacementBias = source.displacementBias;
  19614. this.roughnessMap = source.roughnessMap;
  19615. this.metalnessMap = source.metalnessMap;
  19616. this.alphaMap = source.alphaMap;
  19617. this.envMap = source.envMap;
  19618. this.envMapIntensity = source.envMapIntensity;
  19619. this.refractionRatio = source.refractionRatio;
  19620. this.wireframe = source.wireframe;
  19621. this.wireframeLinewidth = source.wireframeLinewidth;
  19622. this.wireframeLinecap = source.wireframeLinecap;
  19623. this.wireframeLinejoin = source.wireframeLinejoin;
  19624. this.skinning = source.skinning;
  19625. this.morphTargets = source.morphTargets;
  19626. this.morphNormals = source.morphNormals;
  19627. return this;
  19628. };
  19629. /**
  19630. * @author WestLangley / http://github.com/WestLangley
  19631. *
  19632. * parameters = {
  19633. * reflectivity: <float>
  19634. * clearcoat: <float>
  19635. * clearcoatRoughness: <float>
  19636. *
  19637. * sheen: <Color>
  19638. *
  19639. * clearcoatNormalScale: <Vector2>,
  19640. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19641. * }
  19642. */
  19643. function MeshPhysicalMaterial( parameters ) {
  19644. MeshStandardMaterial.call( this );
  19645. this.defines = {
  19646. 'STANDARD': '',
  19647. 'PHYSICAL': ''
  19648. };
  19649. this.type = 'MeshPhysicalMaterial';
  19650. this.reflectivity = 0.5; // maps to F0 = 0.04
  19651. this.clearcoat = 0.0;
  19652. this.clearcoatRoughness = 0.0;
  19653. this.sheen = null; // null will disable sheen bsdf
  19654. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19655. this.clearcoatNormalMap = null;
  19656. this.transparency = 0.0;
  19657. this.setValues( parameters );
  19658. }
  19659. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19660. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19661. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19662. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19663. MeshStandardMaterial.prototype.copy.call( this, source );
  19664. this.defines = {
  19665. 'STANDARD': '',
  19666. 'PHYSICAL': ''
  19667. };
  19668. this.reflectivity = source.reflectivity;
  19669. this.clearcoat = source.clearcoat;
  19670. this.clearcoatRoughness = source.clearcoatRoughness;
  19671. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19672. else { this.sheen = null; }
  19673. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19674. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19675. this.transparency = source.transparency;
  19676. return this;
  19677. };
  19678. /**
  19679. * @author mrdoob / http://mrdoob.com/
  19680. * @author alteredq / http://alteredqualia.com/
  19681. *
  19682. * parameters = {
  19683. * color: <hex>,
  19684. * specular: <hex>,
  19685. * shininess: <float>,
  19686. * opacity: <float>,
  19687. *
  19688. * map: new THREE.Texture( <Image> ),
  19689. *
  19690. * lightMap: new THREE.Texture( <Image> ),
  19691. * lightMapIntensity: <float>
  19692. *
  19693. * aoMap: new THREE.Texture( <Image> ),
  19694. * aoMapIntensity: <float>
  19695. *
  19696. * emissive: <hex>,
  19697. * emissiveIntensity: <float>
  19698. * emissiveMap: new THREE.Texture( <Image> ),
  19699. *
  19700. * bumpMap: new THREE.Texture( <Image> ),
  19701. * bumpScale: <float>,
  19702. *
  19703. * normalMap: new THREE.Texture( <Image> ),
  19704. * normalMapType: THREE.TangentSpaceNormalMap,
  19705. * normalScale: <Vector2>,
  19706. *
  19707. * displacementMap: new THREE.Texture( <Image> ),
  19708. * displacementScale: <float>,
  19709. * displacementBias: <float>,
  19710. *
  19711. * specularMap: new THREE.Texture( <Image> ),
  19712. *
  19713. * alphaMap: new THREE.Texture( <Image> ),
  19714. *
  19715. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19716. * combine: THREE.MultiplyOperation,
  19717. * reflectivity: <float>,
  19718. * refractionRatio: <float>,
  19719. *
  19720. * wireframe: <boolean>,
  19721. * wireframeLinewidth: <float>,
  19722. *
  19723. * skinning: <bool>,
  19724. * morphTargets: <bool>,
  19725. * morphNormals: <bool>
  19726. * }
  19727. */
  19728. function MeshPhongMaterial( parameters ) {
  19729. Material.call( this );
  19730. this.type = 'MeshPhongMaterial';
  19731. this.color = new Color( 0xffffff ); // diffuse
  19732. this.specular = new Color( 0x111111 );
  19733. this.shininess = 30;
  19734. this.map = null;
  19735. this.lightMap = null;
  19736. this.lightMapIntensity = 1.0;
  19737. this.aoMap = null;
  19738. this.aoMapIntensity = 1.0;
  19739. this.emissive = new Color( 0x000000 );
  19740. this.emissiveIntensity = 1.0;
  19741. this.emissiveMap = null;
  19742. this.bumpMap = null;
  19743. this.bumpScale = 1;
  19744. this.normalMap = null;
  19745. this.normalMapType = TangentSpaceNormalMap;
  19746. this.normalScale = new Vector2( 1, 1 );
  19747. this.displacementMap = null;
  19748. this.displacementScale = 1;
  19749. this.displacementBias = 0;
  19750. this.specularMap = null;
  19751. this.alphaMap = null;
  19752. this.envMap = null;
  19753. this.combine = MultiplyOperation;
  19754. this.reflectivity = 1;
  19755. this.refractionRatio = 0.98;
  19756. this.wireframe = false;
  19757. this.wireframeLinewidth = 1;
  19758. this.wireframeLinecap = 'round';
  19759. this.wireframeLinejoin = 'round';
  19760. this.skinning = false;
  19761. this.morphTargets = false;
  19762. this.morphNormals = false;
  19763. this.setValues( parameters );
  19764. }
  19765. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19766. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19767. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19768. MeshPhongMaterial.prototype.copy = function ( source ) {
  19769. Material.prototype.copy.call( this, source );
  19770. this.color.copy( source.color );
  19771. this.specular.copy( source.specular );
  19772. this.shininess = source.shininess;
  19773. this.map = source.map;
  19774. this.lightMap = source.lightMap;
  19775. this.lightMapIntensity = source.lightMapIntensity;
  19776. this.aoMap = source.aoMap;
  19777. this.aoMapIntensity = source.aoMapIntensity;
  19778. this.emissive.copy( source.emissive );
  19779. this.emissiveMap = source.emissiveMap;
  19780. this.emissiveIntensity = source.emissiveIntensity;
  19781. this.bumpMap = source.bumpMap;
  19782. this.bumpScale = source.bumpScale;
  19783. this.normalMap = source.normalMap;
  19784. this.normalMapType = source.normalMapType;
  19785. this.normalScale.copy( source.normalScale );
  19786. this.displacementMap = source.displacementMap;
  19787. this.displacementScale = source.displacementScale;
  19788. this.displacementBias = source.displacementBias;
  19789. this.specularMap = source.specularMap;
  19790. this.alphaMap = source.alphaMap;
  19791. this.envMap = source.envMap;
  19792. this.combine = source.combine;
  19793. this.reflectivity = source.reflectivity;
  19794. this.refractionRatio = source.refractionRatio;
  19795. this.wireframe = source.wireframe;
  19796. this.wireframeLinewidth = source.wireframeLinewidth;
  19797. this.wireframeLinecap = source.wireframeLinecap;
  19798. this.wireframeLinejoin = source.wireframeLinejoin;
  19799. this.skinning = source.skinning;
  19800. this.morphTargets = source.morphTargets;
  19801. this.morphNormals = source.morphNormals;
  19802. return this;
  19803. };
  19804. /**
  19805. * @author takahirox / http://github.com/takahirox
  19806. *
  19807. * parameters = {
  19808. * gradientMap: new THREE.Texture( <Image> )
  19809. * }
  19810. */
  19811. function MeshToonMaterial( parameters ) {
  19812. MeshPhongMaterial.call( this );
  19813. this.defines = { 'TOON': '' };
  19814. this.type = 'MeshToonMaterial';
  19815. this.gradientMap = null;
  19816. this.setValues( parameters );
  19817. }
  19818. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19819. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19820. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19821. MeshToonMaterial.prototype.copy = function ( source ) {
  19822. MeshPhongMaterial.prototype.copy.call( this, source );
  19823. this.gradientMap = source.gradientMap;
  19824. return this;
  19825. };
  19826. /**
  19827. * @author mrdoob / http://mrdoob.com/
  19828. * @author WestLangley / http://github.com/WestLangley
  19829. *
  19830. * parameters = {
  19831. * opacity: <float>,
  19832. *
  19833. * bumpMap: new THREE.Texture( <Image> ),
  19834. * bumpScale: <float>,
  19835. *
  19836. * normalMap: new THREE.Texture( <Image> ),
  19837. * normalMapType: THREE.TangentSpaceNormalMap,
  19838. * normalScale: <Vector2>,
  19839. *
  19840. * displacementMap: new THREE.Texture( <Image> ),
  19841. * displacementScale: <float>,
  19842. * displacementBias: <float>,
  19843. *
  19844. * wireframe: <boolean>,
  19845. * wireframeLinewidth: <float>
  19846. *
  19847. * skinning: <bool>,
  19848. * morphTargets: <bool>,
  19849. * morphNormals: <bool>
  19850. * }
  19851. */
  19852. function MeshNormalMaterial( parameters ) {
  19853. Material.call( this );
  19854. this.type = 'MeshNormalMaterial';
  19855. this.bumpMap = null;
  19856. this.bumpScale = 1;
  19857. this.normalMap = null;
  19858. this.normalMapType = TangentSpaceNormalMap;
  19859. this.normalScale = new Vector2( 1, 1 );
  19860. this.displacementMap = null;
  19861. this.displacementScale = 1;
  19862. this.displacementBias = 0;
  19863. this.wireframe = false;
  19864. this.wireframeLinewidth = 1;
  19865. this.fog = false;
  19866. this.skinning = false;
  19867. this.morphTargets = false;
  19868. this.morphNormals = false;
  19869. this.setValues( parameters );
  19870. }
  19871. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19872. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19873. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19874. MeshNormalMaterial.prototype.copy = function ( source ) {
  19875. Material.prototype.copy.call( this, source );
  19876. this.bumpMap = source.bumpMap;
  19877. this.bumpScale = source.bumpScale;
  19878. this.normalMap = source.normalMap;
  19879. this.normalMapType = source.normalMapType;
  19880. this.normalScale.copy( source.normalScale );
  19881. this.displacementMap = source.displacementMap;
  19882. this.displacementScale = source.displacementScale;
  19883. this.displacementBias = source.displacementBias;
  19884. this.wireframe = source.wireframe;
  19885. this.wireframeLinewidth = source.wireframeLinewidth;
  19886. this.skinning = source.skinning;
  19887. this.morphTargets = source.morphTargets;
  19888. this.morphNormals = source.morphNormals;
  19889. return this;
  19890. };
  19891. /**
  19892. * @author mrdoob / http://mrdoob.com/
  19893. * @author alteredq / http://alteredqualia.com/
  19894. *
  19895. * parameters = {
  19896. * color: <hex>,
  19897. * opacity: <float>,
  19898. *
  19899. * map: new THREE.Texture( <Image> ),
  19900. *
  19901. * lightMap: new THREE.Texture( <Image> ),
  19902. * lightMapIntensity: <float>
  19903. *
  19904. * aoMap: new THREE.Texture( <Image> ),
  19905. * aoMapIntensity: <float>
  19906. *
  19907. * emissive: <hex>,
  19908. * emissiveIntensity: <float>
  19909. * emissiveMap: new THREE.Texture( <Image> ),
  19910. *
  19911. * specularMap: new THREE.Texture( <Image> ),
  19912. *
  19913. * alphaMap: new THREE.Texture( <Image> ),
  19914. *
  19915. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19916. * combine: THREE.Multiply,
  19917. * reflectivity: <float>,
  19918. * refractionRatio: <float>,
  19919. *
  19920. * wireframe: <boolean>,
  19921. * wireframeLinewidth: <float>,
  19922. *
  19923. * skinning: <bool>,
  19924. * morphTargets: <bool>,
  19925. * morphNormals: <bool>
  19926. * }
  19927. */
  19928. function MeshLambertMaterial( parameters ) {
  19929. Material.call( this );
  19930. this.type = 'MeshLambertMaterial';
  19931. this.color = new Color( 0xffffff ); // diffuse
  19932. this.map = null;
  19933. this.lightMap = null;
  19934. this.lightMapIntensity = 1.0;
  19935. this.aoMap = null;
  19936. this.aoMapIntensity = 1.0;
  19937. this.emissive = new Color( 0x000000 );
  19938. this.emissiveIntensity = 1.0;
  19939. this.emissiveMap = null;
  19940. this.specularMap = null;
  19941. this.alphaMap = null;
  19942. this.envMap = null;
  19943. this.combine = MultiplyOperation;
  19944. this.reflectivity = 1;
  19945. this.refractionRatio = 0.98;
  19946. this.wireframe = false;
  19947. this.wireframeLinewidth = 1;
  19948. this.wireframeLinecap = 'round';
  19949. this.wireframeLinejoin = 'round';
  19950. this.skinning = false;
  19951. this.morphTargets = false;
  19952. this.morphNormals = false;
  19953. this.setValues( parameters );
  19954. }
  19955. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19956. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19957. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19958. MeshLambertMaterial.prototype.copy = function ( source ) {
  19959. Material.prototype.copy.call( this, source );
  19960. this.color.copy( source.color );
  19961. this.map = source.map;
  19962. this.lightMap = source.lightMap;
  19963. this.lightMapIntensity = source.lightMapIntensity;
  19964. this.aoMap = source.aoMap;
  19965. this.aoMapIntensity = source.aoMapIntensity;
  19966. this.emissive.copy( source.emissive );
  19967. this.emissiveMap = source.emissiveMap;
  19968. this.emissiveIntensity = source.emissiveIntensity;
  19969. this.specularMap = source.specularMap;
  19970. this.alphaMap = source.alphaMap;
  19971. this.envMap = source.envMap;
  19972. this.combine = source.combine;
  19973. this.reflectivity = source.reflectivity;
  19974. this.refractionRatio = source.refractionRatio;
  19975. this.wireframe = source.wireframe;
  19976. this.wireframeLinewidth = source.wireframeLinewidth;
  19977. this.wireframeLinecap = source.wireframeLinecap;
  19978. this.wireframeLinejoin = source.wireframeLinejoin;
  19979. this.skinning = source.skinning;
  19980. this.morphTargets = source.morphTargets;
  19981. this.morphNormals = source.morphNormals;
  19982. return this;
  19983. };
  19984. /**
  19985. * @author WestLangley / http://github.com/WestLangley
  19986. *
  19987. * parameters = {
  19988. * color: <hex>,
  19989. * opacity: <float>,
  19990. *
  19991. * matcap: new THREE.Texture( <Image> ),
  19992. *
  19993. * map: new THREE.Texture( <Image> ),
  19994. *
  19995. * bumpMap: new THREE.Texture( <Image> ),
  19996. * bumpScale: <float>,
  19997. *
  19998. * normalMap: new THREE.Texture( <Image> ),
  19999. * normalMapType: THREE.TangentSpaceNormalMap,
  20000. * normalScale: <Vector2>,
  20001. *
  20002. * displacementMap: new THREE.Texture( <Image> ),
  20003. * displacementScale: <float>,
  20004. * displacementBias: <float>,
  20005. *
  20006. * alphaMap: new THREE.Texture( <Image> ),
  20007. *
  20008. * skinning: <bool>,
  20009. * morphTargets: <bool>,
  20010. * morphNormals: <bool>
  20011. * }
  20012. */
  20013. function MeshMatcapMaterial( parameters ) {
  20014. Material.call( this );
  20015. this.defines = { 'MATCAP': '' };
  20016. this.type = 'MeshMatcapMaterial';
  20017. this.color = new Color( 0xffffff ); // diffuse
  20018. this.matcap = null;
  20019. this.map = null;
  20020. this.bumpMap = null;
  20021. this.bumpScale = 1;
  20022. this.normalMap = null;
  20023. this.normalMapType = TangentSpaceNormalMap;
  20024. this.normalScale = new Vector2( 1, 1 );
  20025. this.displacementMap = null;
  20026. this.displacementScale = 1;
  20027. this.displacementBias = 0;
  20028. this.alphaMap = null;
  20029. this.skinning = false;
  20030. this.morphTargets = false;
  20031. this.morphNormals = false;
  20032. this.setValues( parameters );
  20033. }
  20034. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20035. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20036. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20037. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20038. Material.prototype.copy.call( this, source );
  20039. this.defines = { 'MATCAP': '' };
  20040. this.color.copy( source.color );
  20041. this.matcap = source.matcap;
  20042. this.map = source.map;
  20043. this.bumpMap = source.bumpMap;
  20044. this.bumpScale = source.bumpScale;
  20045. this.normalMap = source.normalMap;
  20046. this.normalMapType = source.normalMapType;
  20047. this.normalScale.copy( source.normalScale );
  20048. this.displacementMap = source.displacementMap;
  20049. this.displacementScale = source.displacementScale;
  20050. this.displacementBias = source.displacementBias;
  20051. this.alphaMap = source.alphaMap;
  20052. this.skinning = source.skinning;
  20053. this.morphTargets = source.morphTargets;
  20054. this.morphNormals = source.morphNormals;
  20055. return this;
  20056. };
  20057. /**
  20058. * @author alteredq / http://alteredqualia.com/
  20059. *
  20060. * parameters = {
  20061. * color: <hex>,
  20062. * opacity: <float>,
  20063. *
  20064. * linewidth: <float>,
  20065. *
  20066. * scale: <float>,
  20067. * dashSize: <float>,
  20068. * gapSize: <float>
  20069. * }
  20070. */
  20071. function LineDashedMaterial( parameters ) {
  20072. LineBasicMaterial.call( this );
  20073. this.type = 'LineDashedMaterial';
  20074. this.scale = 1;
  20075. this.dashSize = 3;
  20076. this.gapSize = 1;
  20077. this.setValues( parameters );
  20078. }
  20079. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20080. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20081. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20082. LineDashedMaterial.prototype.copy = function ( source ) {
  20083. LineBasicMaterial.prototype.copy.call( this, source );
  20084. this.scale = source.scale;
  20085. this.dashSize = source.dashSize;
  20086. this.gapSize = source.gapSize;
  20087. return this;
  20088. };
  20089. var Materials = /*#__PURE__*/Object.freeze({
  20090. __proto__: null,
  20091. ShadowMaterial: ShadowMaterial,
  20092. SpriteMaterial: SpriteMaterial,
  20093. RawShaderMaterial: RawShaderMaterial,
  20094. ShaderMaterial: ShaderMaterial,
  20095. PointsMaterial: PointsMaterial,
  20096. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20097. MeshStandardMaterial: MeshStandardMaterial,
  20098. MeshPhongMaterial: MeshPhongMaterial,
  20099. MeshToonMaterial: MeshToonMaterial,
  20100. MeshNormalMaterial: MeshNormalMaterial,
  20101. MeshLambertMaterial: MeshLambertMaterial,
  20102. MeshDepthMaterial: MeshDepthMaterial,
  20103. MeshDistanceMaterial: MeshDistanceMaterial,
  20104. MeshBasicMaterial: MeshBasicMaterial,
  20105. MeshMatcapMaterial: MeshMatcapMaterial,
  20106. LineDashedMaterial: LineDashedMaterial,
  20107. LineBasicMaterial: LineBasicMaterial,
  20108. Material: Material
  20109. });
  20110. /**
  20111. * @author tschw
  20112. * @author Ben Houston / http://clara.io/
  20113. * @author David Sarno / http://lighthaus.us/
  20114. */
  20115. var AnimationUtils = {
  20116. // same as Array.prototype.slice, but also works on typed arrays
  20117. arraySlice: function ( array, from, to ) {
  20118. if ( AnimationUtils.isTypedArray( array ) ) {
  20119. // in ios9 array.subarray(from, undefined) will return empty array
  20120. // but array.subarray(from) or array.subarray(from, len) is correct
  20121. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20122. }
  20123. return array.slice( from, to );
  20124. },
  20125. // converts an array to a specific type
  20126. convertArray: function ( array, type, forceClone ) {
  20127. if ( ! array || // let 'undefined' and 'null' pass
  20128. ! forceClone && array.constructor === type ) { return array; }
  20129. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20130. return new type( array ); // create typed array
  20131. }
  20132. return Array.prototype.slice.call( array ); // create Array
  20133. },
  20134. isTypedArray: function ( object ) {
  20135. return ArrayBuffer.isView( object ) &&
  20136. ! ( object instanceof DataView );
  20137. },
  20138. // returns an array by which times and values can be sorted
  20139. getKeyframeOrder: function ( times ) {
  20140. function compareTime( i, j ) {
  20141. return times[ i ] - times[ j ];
  20142. }
  20143. var n = times.length;
  20144. var result = new Array( n );
  20145. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20146. result.sort( compareTime );
  20147. return result;
  20148. },
  20149. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20150. sortedArray: function ( values, stride, order ) {
  20151. var nValues = values.length;
  20152. var result = new values.constructor( nValues );
  20153. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20154. var srcOffset = order[ i ] * stride;
  20155. for ( var j = 0; j !== stride; ++ j ) {
  20156. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20157. }
  20158. }
  20159. return result;
  20160. },
  20161. // function for parsing AOS keyframe formats
  20162. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20163. var i = 1, key = jsonKeys[ 0 ];
  20164. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20165. key = jsonKeys[ i ++ ];
  20166. }
  20167. if ( key === undefined ) { return; } // no data
  20168. var value = key[ valuePropertyName ];
  20169. if ( value === undefined ) { return; } // no data
  20170. if ( Array.isArray( value ) ) {
  20171. do {
  20172. value = key[ valuePropertyName ];
  20173. if ( value !== undefined ) {
  20174. times.push( key.time );
  20175. values.push.apply( values, value ); // push all elements
  20176. }
  20177. key = jsonKeys[ i ++ ];
  20178. } while ( key !== undefined );
  20179. } else if ( value.toArray !== undefined ) {
  20180. // ...assume THREE.Math-ish
  20181. do {
  20182. value = key[ valuePropertyName ];
  20183. if ( value !== undefined ) {
  20184. times.push( key.time );
  20185. value.toArray( values, values.length );
  20186. }
  20187. key = jsonKeys[ i ++ ];
  20188. } while ( key !== undefined );
  20189. } else {
  20190. // otherwise push as-is
  20191. do {
  20192. value = key[ valuePropertyName ];
  20193. if ( value !== undefined ) {
  20194. times.push( key.time );
  20195. values.push( value );
  20196. }
  20197. key = jsonKeys[ i ++ ];
  20198. } while ( key !== undefined );
  20199. }
  20200. },
  20201. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20202. fps = fps || 30;
  20203. var clip = sourceClip.clone();
  20204. clip.name = name;
  20205. var tracks = [];
  20206. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20207. var track = clip.tracks[ i ];
  20208. var valueSize = track.getValueSize();
  20209. var times = [];
  20210. var values = [];
  20211. for ( var j = 0; j < track.times.length; ++ j ) {
  20212. var frame = track.times[ j ] * fps;
  20213. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20214. times.push( track.times[ j ] );
  20215. for ( var k = 0; k < valueSize; ++ k ) {
  20216. values.push( track.values[ j * valueSize + k ] );
  20217. }
  20218. }
  20219. if ( times.length === 0 ) { continue; }
  20220. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20221. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20222. tracks.push( track );
  20223. }
  20224. clip.tracks = tracks;
  20225. // find minimum .times value across all tracks in the trimmed clip
  20226. var minStartTime = Infinity;
  20227. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20228. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20229. minStartTime = clip.tracks[ i ].times[ 0 ];
  20230. }
  20231. }
  20232. // shift all tracks such that clip begins at t=0
  20233. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20234. clip.tracks[ i ].shift( - 1 * minStartTime );
  20235. }
  20236. clip.resetDuration();
  20237. return clip;
  20238. }
  20239. };
  20240. /**
  20241. * Abstract base class of interpolants over parametric samples.
  20242. *
  20243. * The parameter domain is one dimensional, typically the time or a path
  20244. * along a curve defined by the data.
  20245. *
  20246. * The sample values can have any dimensionality and derived classes may
  20247. * apply special interpretations to the data.
  20248. *
  20249. * This class provides the interval seek in a Template Method, deferring
  20250. * the actual interpolation to derived classes.
  20251. *
  20252. * Time complexity is O(1) for linear access crossing at most two points
  20253. * and O(log N) for random access, where N is the number of positions.
  20254. *
  20255. * References:
  20256. *
  20257. * http://www.oodesign.com/template-method-pattern.html
  20258. *
  20259. * @author tschw
  20260. */
  20261. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20262. this.parameterPositions = parameterPositions;
  20263. this._cachedIndex = 0;
  20264. this.resultBuffer = resultBuffer !== undefined ?
  20265. resultBuffer : new sampleValues.constructor( sampleSize );
  20266. this.sampleValues = sampleValues;
  20267. this.valueSize = sampleSize;
  20268. }
  20269. Object.assign( Interpolant.prototype, {
  20270. evaluate: function ( t ) {
  20271. var pp = this.parameterPositions,
  20272. i1 = this._cachedIndex,
  20273. t1 = pp[ i1 ],
  20274. t0 = pp[ i1 - 1 ];
  20275. validate_interval: {
  20276. seek: {
  20277. var right;
  20278. linear_scan: {
  20279. //- See http://jsperf.com/comparison-to-undefined/3
  20280. //- slower code:
  20281. //-
  20282. //- if ( t >= t1 || t1 === undefined ) {
  20283. forward_scan: if ( ! ( t < t1 ) ) {
  20284. for ( var giveUpAt = i1 + 2; ; ) {
  20285. if ( t1 === undefined ) {
  20286. if ( t < t0 ) { break forward_scan; }
  20287. // after end
  20288. i1 = pp.length;
  20289. this._cachedIndex = i1;
  20290. return this.afterEnd_( i1 - 1, t, t0 );
  20291. }
  20292. if ( i1 === giveUpAt ) { break; } // this loop
  20293. t0 = t1;
  20294. t1 = pp[ ++ i1 ];
  20295. if ( t < t1 ) {
  20296. // we have arrived at the sought interval
  20297. break seek;
  20298. }
  20299. }
  20300. // prepare binary search on the right side of the index
  20301. right = pp.length;
  20302. break linear_scan;
  20303. }
  20304. //- slower code:
  20305. //- if ( t < t0 || t0 === undefined ) {
  20306. if ( ! ( t >= t0 ) ) {
  20307. // looping?
  20308. var t1global = pp[ 1 ];
  20309. if ( t < t1global ) {
  20310. i1 = 2; // + 1, using the scan for the details
  20311. t0 = t1global;
  20312. }
  20313. // linear reverse scan
  20314. for ( var giveUpAt = i1 - 2; ; ) {
  20315. if ( t0 === undefined ) {
  20316. // before start
  20317. this._cachedIndex = 0;
  20318. return this.beforeStart_( 0, t, t1 );
  20319. }
  20320. if ( i1 === giveUpAt ) { break; } // this loop
  20321. t1 = t0;
  20322. t0 = pp[ -- i1 - 1 ];
  20323. if ( t >= t0 ) {
  20324. // we have arrived at the sought interval
  20325. break seek;
  20326. }
  20327. }
  20328. // prepare binary search on the left side of the index
  20329. right = i1;
  20330. i1 = 0;
  20331. break linear_scan;
  20332. }
  20333. // the interval is valid
  20334. break validate_interval;
  20335. } // linear scan
  20336. // binary search
  20337. while ( i1 < right ) {
  20338. var mid = ( i1 + right ) >>> 1;
  20339. if ( t < pp[ mid ] ) {
  20340. right = mid;
  20341. } else {
  20342. i1 = mid + 1;
  20343. }
  20344. }
  20345. t1 = pp[ i1 ];
  20346. t0 = pp[ i1 - 1 ];
  20347. // check boundary cases, again
  20348. if ( t0 === undefined ) {
  20349. this._cachedIndex = 0;
  20350. return this.beforeStart_( 0, t, t1 );
  20351. }
  20352. if ( t1 === undefined ) {
  20353. i1 = pp.length;
  20354. this._cachedIndex = i1;
  20355. return this.afterEnd_( i1 - 1, t0, t );
  20356. }
  20357. } // seek
  20358. this._cachedIndex = i1;
  20359. this.intervalChanged_( i1, t0, t1 );
  20360. } // validate_interval
  20361. return this.interpolate_( i1, t0, t, t1 );
  20362. },
  20363. settings: null, // optional, subclass-specific settings structure
  20364. // Note: The indirection allows central control of many interpolants.
  20365. // --- Protected interface
  20366. DefaultSettings_: {},
  20367. getSettings_: function () {
  20368. return this.settings || this.DefaultSettings_;
  20369. },
  20370. copySampleValue_: function ( index ) {
  20371. // copies a sample value to the result buffer
  20372. var result = this.resultBuffer,
  20373. values = this.sampleValues,
  20374. stride = this.valueSize,
  20375. offset = index * stride;
  20376. for ( var i = 0; i !== stride; ++ i ) {
  20377. result[ i ] = values[ offset + i ];
  20378. }
  20379. return result;
  20380. },
  20381. // Template methods for derived classes:
  20382. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20383. throw new Error( 'call to abstract method' );
  20384. // implementations shall return this.resultBuffer
  20385. },
  20386. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20387. // empty
  20388. }
  20389. } );
  20390. //!\ DECLARE ALIAS AFTER assign prototype !
  20391. Object.assign( Interpolant.prototype, {
  20392. //( 0, t, t0 ), returns this.resultBuffer
  20393. beforeStart_: Interpolant.prototype.copySampleValue_,
  20394. //( N-1, tN-1, t ), returns this.resultBuffer
  20395. afterEnd_: Interpolant.prototype.copySampleValue_,
  20396. } );
  20397. /**
  20398. * Fast and simple cubic spline interpolant.
  20399. *
  20400. * It was derived from a Hermitian construction setting the first derivative
  20401. * at each sample position to the linear slope between neighboring positions
  20402. * over their parameter interval.
  20403. *
  20404. * @author tschw
  20405. */
  20406. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20407. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20408. this._weightPrev = - 0;
  20409. this._offsetPrev = - 0;
  20410. this._weightNext = - 0;
  20411. this._offsetNext = - 0;
  20412. }
  20413. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20414. constructor: CubicInterpolant,
  20415. DefaultSettings_: {
  20416. endingStart: ZeroCurvatureEnding,
  20417. endingEnd: ZeroCurvatureEnding
  20418. },
  20419. intervalChanged_: function ( i1, t0, t1 ) {
  20420. var pp = this.parameterPositions,
  20421. iPrev = i1 - 2,
  20422. iNext = i1 + 1,
  20423. tPrev = pp[ iPrev ],
  20424. tNext = pp[ iNext ];
  20425. if ( tPrev === undefined ) {
  20426. switch ( this.getSettings_().endingStart ) {
  20427. case ZeroSlopeEnding:
  20428. // f'(t0) = 0
  20429. iPrev = i1;
  20430. tPrev = 2 * t0 - t1;
  20431. break;
  20432. case WrapAroundEnding:
  20433. // use the other end of the curve
  20434. iPrev = pp.length - 2;
  20435. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20436. break;
  20437. default: // ZeroCurvatureEnding
  20438. // f''(t0) = 0 a.k.a. Natural Spline
  20439. iPrev = i1;
  20440. tPrev = t1;
  20441. }
  20442. }
  20443. if ( tNext === undefined ) {
  20444. switch ( this.getSettings_().endingEnd ) {
  20445. case ZeroSlopeEnding:
  20446. // f'(tN) = 0
  20447. iNext = i1;
  20448. tNext = 2 * t1 - t0;
  20449. break;
  20450. case WrapAroundEnding:
  20451. // use the other end of the curve
  20452. iNext = 1;
  20453. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20454. break;
  20455. default: // ZeroCurvatureEnding
  20456. // f''(tN) = 0, a.k.a. Natural Spline
  20457. iNext = i1 - 1;
  20458. tNext = t0;
  20459. }
  20460. }
  20461. var halfDt = ( t1 - t0 ) * 0.5,
  20462. stride = this.valueSize;
  20463. this._weightPrev = halfDt / ( t0 - tPrev );
  20464. this._weightNext = halfDt / ( tNext - t1 );
  20465. this._offsetPrev = iPrev * stride;
  20466. this._offsetNext = iNext * stride;
  20467. },
  20468. interpolate_: function ( i1, t0, t, t1 ) {
  20469. var result = this.resultBuffer,
  20470. values = this.sampleValues,
  20471. stride = this.valueSize,
  20472. o1 = i1 * stride, o0 = o1 - stride,
  20473. oP = this._offsetPrev, oN = this._offsetNext,
  20474. wP = this._weightPrev, wN = this._weightNext,
  20475. p = ( t - t0 ) / ( t1 - t0 ),
  20476. pp = p * p,
  20477. ppp = pp * p;
  20478. // evaluate polynomials
  20479. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20480. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20481. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20482. var sN = wN * ppp - wN * pp;
  20483. // combine data linearly
  20484. for ( var i = 0; i !== stride; ++ i ) {
  20485. result[ i ] =
  20486. sP * values[ oP + i ] +
  20487. s0 * values[ o0 + i ] +
  20488. s1 * values[ o1 + i ] +
  20489. sN * values[ oN + i ];
  20490. }
  20491. return result;
  20492. }
  20493. } );
  20494. /**
  20495. * @author tschw
  20496. */
  20497. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20498. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20499. }
  20500. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20501. constructor: LinearInterpolant,
  20502. interpolate_: function ( i1, t0, t, t1 ) {
  20503. var result = this.resultBuffer,
  20504. values = this.sampleValues,
  20505. stride = this.valueSize,
  20506. offset1 = i1 * stride,
  20507. offset0 = offset1 - stride,
  20508. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20509. weight0 = 1 - weight1;
  20510. for ( var i = 0; i !== stride; ++ i ) {
  20511. result[ i ] =
  20512. values[ offset0 + i ] * weight0 +
  20513. values[ offset1 + i ] * weight1;
  20514. }
  20515. return result;
  20516. }
  20517. } );
  20518. /**
  20519. *
  20520. * Interpolant that evaluates to the sample value at the position preceeding
  20521. * the parameter.
  20522. *
  20523. * @author tschw
  20524. */
  20525. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20526. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20527. }
  20528. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20529. constructor: DiscreteInterpolant,
  20530. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20531. return this.copySampleValue_( i1 - 1 );
  20532. }
  20533. } );
  20534. /**
  20535. *
  20536. * A timed sequence of keyframes for a specific property.
  20537. *
  20538. *
  20539. * @author Ben Houston / http://clara.io/
  20540. * @author David Sarno / http://lighthaus.us/
  20541. * @author tschw
  20542. */
  20543. function KeyframeTrack( name, times, values, interpolation ) {
  20544. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20545. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20546. this.name = name;
  20547. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20548. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20549. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20550. }
  20551. // Static methods
  20552. Object.assign( KeyframeTrack, {
  20553. // Serialization (in static context, because of constructor invocation
  20554. // and automatic invocation of .toJSON):
  20555. toJSON: function ( track ) {
  20556. var trackType = track.constructor;
  20557. var json;
  20558. // derived classes can define a static toJSON method
  20559. if ( trackType.toJSON !== undefined ) {
  20560. json = trackType.toJSON( track );
  20561. } else {
  20562. // by default, we assume the data can be serialized as-is
  20563. json = {
  20564. 'name': track.name,
  20565. 'times': AnimationUtils.convertArray( track.times, Array ),
  20566. 'values': AnimationUtils.convertArray( track.values, Array )
  20567. };
  20568. var interpolation = track.getInterpolation();
  20569. if ( interpolation !== track.DefaultInterpolation ) {
  20570. json.interpolation = interpolation;
  20571. }
  20572. }
  20573. json.type = track.ValueTypeName; // mandatory
  20574. return json;
  20575. }
  20576. } );
  20577. Object.assign( KeyframeTrack.prototype, {
  20578. constructor: KeyframeTrack,
  20579. TimeBufferType: Float32Array,
  20580. ValueBufferType: Float32Array,
  20581. DefaultInterpolation: InterpolateLinear,
  20582. InterpolantFactoryMethodDiscrete: function ( result ) {
  20583. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20584. },
  20585. InterpolantFactoryMethodLinear: function ( result ) {
  20586. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20587. },
  20588. InterpolantFactoryMethodSmooth: function ( result ) {
  20589. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20590. },
  20591. setInterpolation: function ( interpolation ) {
  20592. var factoryMethod;
  20593. switch ( interpolation ) {
  20594. case InterpolateDiscrete:
  20595. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20596. break;
  20597. case InterpolateLinear:
  20598. factoryMethod = this.InterpolantFactoryMethodLinear;
  20599. break;
  20600. case InterpolateSmooth:
  20601. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20602. break;
  20603. }
  20604. if ( factoryMethod === undefined ) {
  20605. var message = "unsupported interpolation for " +
  20606. this.ValueTypeName + " keyframe track named " + this.name;
  20607. if ( this.createInterpolant === undefined ) {
  20608. // fall back to default, unless the default itself is messed up
  20609. if ( interpolation !== this.DefaultInterpolation ) {
  20610. this.setInterpolation( this.DefaultInterpolation );
  20611. } else {
  20612. throw new Error( message ); // fatal, in this case
  20613. }
  20614. }
  20615. console.warn( 'THREE.KeyframeTrack:', message );
  20616. return this;
  20617. }
  20618. this.createInterpolant = factoryMethod;
  20619. return this;
  20620. },
  20621. getInterpolation: function () {
  20622. switch ( this.createInterpolant ) {
  20623. case this.InterpolantFactoryMethodDiscrete:
  20624. return InterpolateDiscrete;
  20625. case this.InterpolantFactoryMethodLinear:
  20626. return InterpolateLinear;
  20627. case this.InterpolantFactoryMethodSmooth:
  20628. return InterpolateSmooth;
  20629. }
  20630. },
  20631. getValueSize: function () {
  20632. return this.values.length / this.times.length;
  20633. },
  20634. // move all keyframes either forwards or backwards in time
  20635. shift: function ( timeOffset ) {
  20636. if ( timeOffset !== 0.0 ) {
  20637. var times = this.times;
  20638. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20639. times[ i ] += timeOffset;
  20640. }
  20641. }
  20642. return this;
  20643. },
  20644. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20645. scale: function ( timeScale ) {
  20646. if ( timeScale !== 1.0 ) {
  20647. var times = this.times;
  20648. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20649. times[ i ] *= timeScale;
  20650. }
  20651. }
  20652. return this;
  20653. },
  20654. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20655. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20656. trim: function ( startTime, endTime ) {
  20657. var times = this.times,
  20658. nKeys = times.length,
  20659. from = 0,
  20660. to = nKeys - 1;
  20661. while ( from !== nKeys && times[ from ] < startTime ) {
  20662. ++ from;
  20663. }
  20664. while ( to !== - 1 && times[ to ] > endTime ) {
  20665. -- to;
  20666. }
  20667. ++ to; // inclusive -> exclusive bound
  20668. if ( from !== 0 || to !== nKeys ) {
  20669. // empty tracks are forbidden, so keep at least one keyframe
  20670. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20671. var stride = this.getValueSize();
  20672. this.times = AnimationUtils.arraySlice( times, from, to );
  20673. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20674. }
  20675. return this;
  20676. },
  20677. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20678. validate: function () {
  20679. var valid = true;
  20680. var valueSize = this.getValueSize();
  20681. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20682. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20683. valid = false;
  20684. }
  20685. var times = this.times,
  20686. values = this.values,
  20687. nKeys = times.length;
  20688. if ( nKeys === 0 ) {
  20689. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20690. valid = false;
  20691. }
  20692. var prevTime = null;
  20693. for ( var i = 0; i !== nKeys; i ++ ) {
  20694. var currTime = times[ i ];
  20695. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20696. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20697. valid = false;
  20698. break;
  20699. }
  20700. if ( prevTime !== null && prevTime > currTime ) {
  20701. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20702. valid = false;
  20703. break;
  20704. }
  20705. prevTime = currTime;
  20706. }
  20707. if ( values !== undefined ) {
  20708. if ( AnimationUtils.isTypedArray( values ) ) {
  20709. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20710. var value = values[ i ];
  20711. if ( isNaN( value ) ) {
  20712. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20713. valid = false;
  20714. break;
  20715. }
  20716. }
  20717. }
  20718. }
  20719. return valid;
  20720. },
  20721. // removes equivalent sequential keys as common in morph target sequences
  20722. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20723. optimize: function () {
  20724. var times = this.times,
  20725. values = this.values,
  20726. stride = this.getValueSize(),
  20727. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20728. writeIndex = 1,
  20729. lastIndex = times.length - 1;
  20730. for ( var i = 1; i < lastIndex; ++ i ) {
  20731. var keep = false;
  20732. var time = times[ i ];
  20733. var timeNext = times[ i + 1 ];
  20734. // remove adjacent keyframes scheduled at the same time
  20735. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20736. if ( ! smoothInterpolation ) {
  20737. // remove unnecessary keyframes same as their neighbors
  20738. var offset = i * stride,
  20739. offsetP = offset - stride,
  20740. offsetN = offset + stride;
  20741. for ( var j = 0; j !== stride; ++ j ) {
  20742. var value = values[ offset + j ];
  20743. if ( value !== values[ offsetP + j ] ||
  20744. value !== values[ offsetN + j ] ) {
  20745. keep = true;
  20746. break;
  20747. }
  20748. }
  20749. } else {
  20750. keep = true;
  20751. }
  20752. }
  20753. // in-place compaction
  20754. if ( keep ) {
  20755. if ( i !== writeIndex ) {
  20756. times[ writeIndex ] = times[ i ];
  20757. var readOffset = i * stride,
  20758. writeOffset = writeIndex * stride;
  20759. for ( var j = 0; j !== stride; ++ j ) {
  20760. values[ writeOffset + j ] = values[ readOffset + j ];
  20761. }
  20762. }
  20763. ++ writeIndex;
  20764. }
  20765. }
  20766. // flush last keyframe (compaction looks ahead)
  20767. if ( lastIndex > 0 ) {
  20768. times[ writeIndex ] = times[ lastIndex ];
  20769. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20770. values[ writeOffset + j ] = values[ readOffset + j ];
  20771. }
  20772. ++ writeIndex;
  20773. }
  20774. if ( writeIndex !== times.length ) {
  20775. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20776. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20777. }
  20778. return this;
  20779. },
  20780. clone: function () {
  20781. var times = AnimationUtils.arraySlice( this.times, 0 );
  20782. var values = AnimationUtils.arraySlice( this.values, 0 );
  20783. var TypedKeyframeTrack = this.constructor;
  20784. var track = new TypedKeyframeTrack( this.name, times, values );
  20785. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20786. track.createInterpolant = this.createInterpolant;
  20787. return track;
  20788. }
  20789. } );
  20790. /**
  20791. *
  20792. * A Track of Boolean keyframe values.
  20793. *
  20794. *
  20795. * @author Ben Houston / http://clara.io/
  20796. * @author David Sarno / http://lighthaus.us/
  20797. * @author tschw
  20798. */
  20799. function BooleanKeyframeTrack( name, times, values ) {
  20800. KeyframeTrack.call( this, name, times, values );
  20801. }
  20802. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20803. constructor: BooleanKeyframeTrack,
  20804. ValueTypeName: 'bool',
  20805. ValueBufferType: Array,
  20806. DefaultInterpolation: InterpolateDiscrete,
  20807. InterpolantFactoryMethodLinear: undefined,
  20808. InterpolantFactoryMethodSmooth: undefined
  20809. // Note: Actually this track could have a optimized / compressed
  20810. // representation of a single value and a custom interpolant that
  20811. // computes "firstValue ^ isOdd( index )".
  20812. } );
  20813. /**
  20814. *
  20815. * A Track of keyframe values that represent color.
  20816. *
  20817. *
  20818. * @author Ben Houston / http://clara.io/
  20819. * @author David Sarno / http://lighthaus.us/
  20820. * @author tschw
  20821. */
  20822. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20823. KeyframeTrack.call( this, name, times, values, interpolation );
  20824. }
  20825. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20826. constructor: ColorKeyframeTrack,
  20827. ValueTypeName: 'color'
  20828. // ValueBufferType is inherited
  20829. // DefaultInterpolation is inherited
  20830. // Note: Very basic implementation and nothing special yet.
  20831. // However, this is the place for color space parameterization.
  20832. } );
  20833. /**
  20834. *
  20835. * A Track of numeric keyframe values.
  20836. *
  20837. * @author Ben Houston / http://clara.io/
  20838. * @author David Sarno / http://lighthaus.us/
  20839. * @author tschw
  20840. */
  20841. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20842. KeyframeTrack.call( this, name, times, values, interpolation );
  20843. }
  20844. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20845. constructor: NumberKeyframeTrack,
  20846. ValueTypeName: 'number'
  20847. // ValueBufferType is inherited
  20848. // DefaultInterpolation is inherited
  20849. } );
  20850. /**
  20851. * Spherical linear unit quaternion interpolant.
  20852. *
  20853. * @author tschw
  20854. */
  20855. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20856. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20857. }
  20858. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20859. constructor: QuaternionLinearInterpolant,
  20860. interpolate_: function ( i1, t0, t, t1 ) {
  20861. var result = this.resultBuffer,
  20862. values = this.sampleValues,
  20863. stride = this.valueSize,
  20864. offset = i1 * stride,
  20865. alpha = ( t - t0 ) / ( t1 - t0 );
  20866. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20867. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20868. }
  20869. return result;
  20870. }
  20871. } );
  20872. /**
  20873. *
  20874. * A Track of quaternion keyframe values.
  20875. *
  20876. * @author Ben Houston / http://clara.io/
  20877. * @author David Sarno / http://lighthaus.us/
  20878. * @author tschw
  20879. */
  20880. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20881. KeyframeTrack.call( this, name, times, values, interpolation );
  20882. }
  20883. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20884. constructor: QuaternionKeyframeTrack,
  20885. ValueTypeName: 'quaternion',
  20886. // ValueBufferType is inherited
  20887. DefaultInterpolation: InterpolateLinear,
  20888. InterpolantFactoryMethodLinear: function ( result ) {
  20889. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20890. },
  20891. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20892. } );
  20893. /**
  20894. *
  20895. * A Track that interpolates Strings
  20896. *
  20897. *
  20898. * @author Ben Houston / http://clara.io/
  20899. * @author David Sarno / http://lighthaus.us/
  20900. * @author tschw
  20901. */
  20902. function StringKeyframeTrack( name, times, values, interpolation ) {
  20903. KeyframeTrack.call( this, name, times, values, interpolation );
  20904. }
  20905. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20906. constructor: StringKeyframeTrack,
  20907. ValueTypeName: 'string',
  20908. ValueBufferType: Array,
  20909. DefaultInterpolation: InterpolateDiscrete,
  20910. InterpolantFactoryMethodLinear: undefined,
  20911. InterpolantFactoryMethodSmooth: undefined
  20912. } );
  20913. /**
  20914. *
  20915. * A Track of vectored keyframe values.
  20916. *
  20917. *
  20918. * @author Ben Houston / http://clara.io/
  20919. * @author David Sarno / http://lighthaus.us/
  20920. * @author tschw
  20921. */
  20922. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20923. KeyframeTrack.call( this, name, times, values, interpolation );
  20924. }
  20925. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20926. constructor: VectorKeyframeTrack,
  20927. ValueTypeName: 'vector'
  20928. // ValueBufferType is inherited
  20929. // DefaultInterpolation is inherited
  20930. } );
  20931. /**
  20932. *
  20933. * Reusable set of Tracks that represent an animation.
  20934. *
  20935. * @author Ben Houston / http://clara.io/
  20936. * @author David Sarno / http://lighthaus.us/
  20937. */
  20938. function AnimationClip( name, duration, tracks ) {
  20939. this.name = name;
  20940. this.tracks = tracks;
  20941. this.duration = ( duration !== undefined ) ? duration : - 1;
  20942. this.uuid = _Math.generateUUID();
  20943. // this means it should figure out its duration by scanning the tracks
  20944. if ( this.duration < 0 ) {
  20945. this.resetDuration();
  20946. }
  20947. }
  20948. function getTrackTypeForValueTypeName( typeName ) {
  20949. switch ( typeName.toLowerCase() ) {
  20950. case 'scalar':
  20951. case 'double':
  20952. case 'float':
  20953. case 'number':
  20954. case 'integer':
  20955. return NumberKeyframeTrack;
  20956. case 'vector':
  20957. case 'vector2':
  20958. case 'vector3':
  20959. case 'vector4':
  20960. return VectorKeyframeTrack;
  20961. case 'color':
  20962. return ColorKeyframeTrack;
  20963. case 'quaternion':
  20964. return QuaternionKeyframeTrack;
  20965. case 'bool':
  20966. case 'boolean':
  20967. return BooleanKeyframeTrack;
  20968. case 'string':
  20969. return StringKeyframeTrack;
  20970. }
  20971. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20972. }
  20973. function parseKeyframeTrack( json ) {
  20974. if ( json.type === undefined ) {
  20975. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20976. }
  20977. var trackType = getTrackTypeForValueTypeName( json.type );
  20978. if ( json.times === undefined ) {
  20979. var times = [], values = [];
  20980. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20981. json.times = times;
  20982. json.values = values;
  20983. }
  20984. // derived classes can define a static parse method
  20985. if ( trackType.parse !== undefined ) {
  20986. return trackType.parse( json );
  20987. } else {
  20988. // by default, we assume a constructor compatible with the base
  20989. return new trackType( json.name, json.times, json.values, json.interpolation );
  20990. }
  20991. }
  20992. Object.assign( AnimationClip, {
  20993. parse: function ( json ) {
  20994. var tracks = [],
  20995. jsonTracks = json.tracks,
  20996. frameTime = 1.0 / ( json.fps || 1.0 );
  20997. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20998. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20999. }
  21000. return new AnimationClip( json.name, json.duration, tracks );
  21001. },
  21002. toJSON: function ( clip ) {
  21003. var tracks = [],
  21004. clipTracks = clip.tracks;
  21005. var json = {
  21006. 'name': clip.name,
  21007. 'duration': clip.duration,
  21008. 'tracks': tracks,
  21009. 'uuid': clip.uuid
  21010. };
  21011. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21012. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21013. }
  21014. return json;
  21015. },
  21016. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21017. var numMorphTargets = morphTargetSequence.length;
  21018. var tracks = [];
  21019. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21020. var times = [];
  21021. var values = [];
  21022. times.push(
  21023. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21024. i,
  21025. ( i + 1 ) % numMorphTargets );
  21026. values.push( 0, 1, 0 );
  21027. var order = AnimationUtils.getKeyframeOrder( times );
  21028. times = AnimationUtils.sortedArray( times, 1, order );
  21029. values = AnimationUtils.sortedArray( values, 1, order );
  21030. // if there is a key at the first frame, duplicate it as the
  21031. // last frame as well for perfect loop.
  21032. if ( ! noLoop && times[ 0 ] === 0 ) {
  21033. times.push( numMorphTargets );
  21034. values.push( values[ 0 ] );
  21035. }
  21036. tracks.push(
  21037. new NumberKeyframeTrack(
  21038. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21039. times, values
  21040. ).scale( 1.0 / fps ) );
  21041. }
  21042. return new AnimationClip( name, - 1, tracks );
  21043. },
  21044. findByName: function ( objectOrClipArray, name ) {
  21045. var clipArray = objectOrClipArray;
  21046. if ( ! Array.isArray( objectOrClipArray ) ) {
  21047. var o = objectOrClipArray;
  21048. clipArray = o.geometry && o.geometry.animations || o.animations;
  21049. }
  21050. for ( var i = 0; i < clipArray.length; i ++ ) {
  21051. if ( clipArray[ i ].name === name ) {
  21052. return clipArray[ i ];
  21053. }
  21054. }
  21055. return null;
  21056. },
  21057. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21058. var animationToMorphTargets = {};
  21059. // tested with https://regex101.com/ on trick sequences
  21060. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21061. var pattern = /^([\w-]*?)([\d]+)$/;
  21062. // sort morph target names into animation groups based
  21063. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21064. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21065. var morphTarget = morphTargets[ i ];
  21066. var parts = morphTarget.name.match( pattern );
  21067. if ( parts && parts.length > 1 ) {
  21068. var name = parts[ 1 ];
  21069. var animationMorphTargets = animationToMorphTargets[ name ];
  21070. if ( ! animationMorphTargets ) {
  21071. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21072. }
  21073. animationMorphTargets.push( morphTarget );
  21074. }
  21075. }
  21076. var clips = [];
  21077. for ( var name in animationToMorphTargets ) {
  21078. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21079. }
  21080. return clips;
  21081. },
  21082. // parse the animation.hierarchy format
  21083. parseAnimation: function ( animation, bones ) {
  21084. if ( ! animation ) {
  21085. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21086. return null;
  21087. }
  21088. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21089. // only return track if there are actually keys.
  21090. if ( animationKeys.length !== 0 ) {
  21091. var times = [];
  21092. var values = [];
  21093. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21094. // empty keys are filtered out, so check again
  21095. if ( times.length !== 0 ) {
  21096. destTracks.push( new trackType( trackName, times, values ) );
  21097. }
  21098. }
  21099. };
  21100. var tracks = [];
  21101. var clipName = animation.name || 'default';
  21102. // automatic length determination in AnimationClip.
  21103. var duration = animation.length || - 1;
  21104. var fps = animation.fps || 30;
  21105. var hierarchyTracks = animation.hierarchy || [];
  21106. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21107. var animationKeys = hierarchyTracks[ h ].keys;
  21108. // skip empty tracks
  21109. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21110. // process morph targets
  21111. if ( animationKeys[ 0 ].morphTargets ) {
  21112. // figure out all morph targets used in this track
  21113. var morphTargetNames = {};
  21114. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21115. if ( animationKeys[ k ].morphTargets ) {
  21116. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21117. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21118. }
  21119. }
  21120. }
  21121. // create a track for each morph target with all zero
  21122. // morphTargetInfluences except for the keys in which
  21123. // the morphTarget is named.
  21124. for ( var morphTargetName in morphTargetNames ) {
  21125. var times = [];
  21126. var values = [];
  21127. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21128. var animationKey = animationKeys[ k ];
  21129. times.push( animationKey.time );
  21130. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21131. }
  21132. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21133. }
  21134. duration = morphTargetNames.length * ( fps || 1.0 );
  21135. } else {
  21136. // ...assume skeletal animation
  21137. var boneName = '.bones[' + bones[ h ].name + ']';
  21138. addNonemptyTrack(
  21139. VectorKeyframeTrack, boneName + '.position',
  21140. animationKeys, 'pos', tracks );
  21141. addNonemptyTrack(
  21142. QuaternionKeyframeTrack, boneName + '.quaternion',
  21143. animationKeys, 'rot', tracks );
  21144. addNonemptyTrack(
  21145. VectorKeyframeTrack, boneName + '.scale',
  21146. animationKeys, 'scl', tracks );
  21147. }
  21148. }
  21149. if ( tracks.length === 0 ) {
  21150. return null;
  21151. }
  21152. var clip = new AnimationClip( clipName, duration, tracks );
  21153. return clip;
  21154. }
  21155. } );
  21156. Object.assign( AnimationClip.prototype, {
  21157. resetDuration: function () {
  21158. var tracks = this.tracks, duration = 0;
  21159. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21160. var track = this.tracks[ i ];
  21161. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21162. }
  21163. this.duration = duration;
  21164. return this;
  21165. },
  21166. trim: function () {
  21167. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21168. this.tracks[ i ].trim( 0, this.duration );
  21169. }
  21170. return this;
  21171. },
  21172. validate: function () {
  21173. var valid = true;
  21174. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21175. valid = valid && this.tracks[ i ].validate();
  21176. }
  21177. return valid;
  21178. },
  21179. optimize: function () {
  21180. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21181. this.tracks[ i ].optimize();
  21182. }
  21183. return this;
  21184. },
  21185. clone: function () {
  21186. var tracks = [];
  21187. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21188. tracks.push( this.tracks[ i ].clone() );
  21189. }
  21190. return new AnimationClip( this.name, this.duration, tracks );
  21191. }
  21192. } );
  21193. /**
  21194. * @author mrdoob / http://mrdoob.com/
  21195. */
  21196. var Cache = {
  21197. enabled: false,
  21198. files: {},
  21199. add: function ( key, file ) {
  21200. if ( this.enabled === false ) { return; }
  21201. // console.log( 'THREE.Cache', 'Adding key:', key );
  21202. this.files[ key ] = file;
  21203. },
  21204. get: function ( key ) {
  21205. if ( this.enabled === false ) { return; }
  21206. // console.log( 'THREE.Cache', 'Checking key:', key );
  21207. return this.files[ key ];
  21208. },
  21209. remove: function ( key ) {
  21210. delete this.files[ key ];
  21211. },
  21212. clear: function () {
  21213. this.files = {};
  21214. }
  21215. };
  21216. /**
  21217. * @author mrdoob / http://mrdoob.com/
  21218. */
  21219. function LoadingManager( onLoad, onProgress, onError ) {
  21220. var scope = this;
  21221. var isLoading = false;
  21222. var itemsLoaded = 0;
  21223. var itemsTotal = 0;
  21224. var urlModifier = undefined;
  21225. var handlers = [];
  21226. // Refer to #5689 for the reason why we don't set .onStart
  21227. // in the constructor
  21228. this.onStart = undefined;
  21229. this.onLoad = onLoad;
  21230. this.onProgress = onProgress;
  21231. this.onError = onError;
  21232. this.itemStart = function ( url ) {
  21233. itemsTotal ++;
  21234. if ( isLoading === false ) {
  21235. if ( scope.onStart !== undefined ) {
  21236. scope.onStart( url, itemsLoaded, itemsTotal );
  21237. }
  21238. }
  21239. isLoading = true;
  21240. };
  21241. this.itemEnd = function ( url ) {
  21242. itemsLoaded ++;
  21243. if ( scope.onProgress !== undefined ) {
  21244. scope.onProgress( url, itemsLoaded, itemsTotal );
  21245. }
  21246. if ( itemsLoaded === itemsTotal ) {
  21247. isLoading = false;
  21248. if ( scope.onLoad !== undefined ) {
  21249. scope.onLoad();
  21250. }
  21251. }
  21252. };
  21253. this.itemError = function ( url ) {
  21254. if ( scope.onError !== undefined ) {
  21255. scope.onError( url );
  21256. }
  21257. };
  21258. this.resolveURL = function ( url ) {
  21259. if ( urlModifier ) {
  21260. return urlModifier( url );
  21261. }
  21262. return url;
  21263. };
  21264. this.setURLModifier = function ( transform ) {
  21265. urlModifier = transform;
  21266. return this;
  21267. };
  21268. this.addHandler = function ( regex, loader ) {
  21269. handlers.push( regex, loader );
  21270. return this;
  21271. };
  21272. this.removeHandler = function ( regex ) {
  21273. var index = handlers.indexOf( regex );
  21274. if ( index !== - 1 ) {
  21275. handlers.splice( index, 2 );
  21276. }
  21277. return this;
  21278. };
  21279. this.getHandler = function ( file ) {
  21280. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21281. var regex = handlers[ i ];
  21282. var loader = handlers[ i + 1 ];
  21283. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21284. if ( regex.test( file ) ) {
  21285. return loader;
  21286. }
  21287. }
  21288. return null;
  21289. };
  21290. }
  21291. var DefaultLoadingManager = new LoadingManager();
  21292. /**
  21293. * @author alteredq / http://alteredqualia.com/
  21294. */
  21295. function Loader( manager ) {
  21296. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21297. this.crossOrigin = 'anonymous';
  21298. this.path = '';
  21299. this.resourcePath = '';
  21300. }
  21301. Object.assign( Loader.prototype, {
  21302. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21303. parse: function ( /* data */ ) {},
  21304. setCrossOrigin: function ( crossOrigin ) {
  21305. this.crossOrigin = crossOrigin;
  21306. return this;
  21307. },
  21308. setPath: function ( path ) {
  21309. this.path = path;
  21310. return this;
  21311. },
  21312. setResourcePath: function ( resourcePath ) {
  21313. this.resourcePath = resourcePath;
  21314. return this;
  21315. }
  21316. } );
  21317. /**
  21318. * @author mrdoob / http://mrdoob.com/
  21319. */
  21320. var loading = {};
  21321. function FileLoader( manager ) {
  21322. Loader.call( this, manager );
  21323. }
  21324. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21325. constructor: FileLoader,
  21326. load: function ( url, onLoad, onProgress, onError ) {
  21327. if ( url === undefined ) { url = ''; }
  21328. if ( this.path !== undefined ) { url = this.path + url; }
  21329. url = this.manager.resolveURL( url );
  21330. var scope = this;
  21331. var cached = Cache.get( url );
  21332. if ( cached !== undefined ) {
  21333. scope.manager.itemStart( url );
  21334. setTimeout( function () {
  21335. if ( onLoad ) { onLoad( cached ); }
  21336. scope.manager.itemEnd( url );
  21337. }, 0 );
  21338. return cached;
  21339. }
  21340. // Check if request is duplicate
  21341. if ( loading[ url ] !== undefined ) {
  21342. loading[ url ].push( {
  21343. onLoad: onLoad,
  21344. onProgress: onProgress,
  21345. onError: onError
  21346. } );
  21347. return;
  21348. }
  21349. // Check for data: URI
  21350. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21351. var dataUriRegexResult = url.match( dataUriRegex );
  21352. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21353. if ( dataUriRegexResult ) {
  21354. var mimeType = dataUriRegexResult[ 1 ];
  21355. var isBase64 = !! dataUriRegexResult[ 2 ];
  21356. var data = dataUriRegexResult[ 3 ];
  21357. data = decodeURIComponent( data );
  21358. if ( isBase64 ) { data = atob( data ); }
  21359. try {
  21360. var response;
  21361. var responseType = ( this.responseType || '' ).toLowerCase();
  21362. switch ( responseType ) {
  21363. case 'arraybuffer':
  21364. case 'blob':
  21365. var view = new Uint8Array( data.length );
  21366. for ( var i = 0; i < data.length; i ++ ) {
  21367. view[ i ] = data.charCodeAt( i );
  21368. }
  21369. if ( responseType === 'blob' ) {
  21370. response = new Blob( [ view.buffer ], { type: mimeType } );
  21371. } else {
  21372. response = view.buffer;
  21373. }
  21374. break;
  21375. case 'document':
  21376. var parser = new DOMParser();
  21377. response = parser.parseFromString( data, mimeType );
  21378. break;
  21379. case 'json':
  21380. response = JSON.parse( data );
  21381. break;
  21382. default: // 'text' or other
  21383. response = data;
  21384. break;
  21385. }
  21386. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21387. setTimeout( function () {
  21388. if ( onLoad ) { onLoad( response ); }
  21389. scope.manager.itemEnd( url );
  21390. }, 0 );
  21391. } catch ( error ) {
  21392. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21393. setTimeout( function () {
  21394. if ( onError ) { onError( error ); }
  21395. scope.manager.itemError( url );
  21396. scope.manager.itemEnd( url );
  21397. }, 0 );
  21398. }
  21399. } else {
  21400. // Initialise array for duplicate requests
  21401. loading[ url ] = [];
  21402. loading[ url ].push( {
  21403. onLoad: onLoad,
  21404. onProgress: onProgress,
  21405. onError: onError
  21406. } );
  21407. var request = new XMLHttpRequest();
  21408. request.open( 'GET', url, true );
  21409. request.addEventListener( 'load', function ( event ) {
  21410. var response = this.response;
  21411. var callbacks = loading[ url ];
  21412. delete loading[ url ];
  21413. if ( this.status === 200 || this.status === 0 ) {
  21414. // Some browsers return HTTP Status 0 when using non-http protocol
  21415. // e.g. 'file://' or 'data://'. Handle as success.
  21416. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21417. // Add to cache only on HTTP success, so that we do not cache
  21418. // error response bodies as proper responses to requests.
  21419. Cache.add( url, response );
  21420. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21421. var callback = callbacks[ i ];
  21422. if ( callback.onLoad ) { callback.onLoad( response ); }
  21423. }
  21424. scope.manager.itemEnd( url );
  21425. } else {
  21426. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21427. var callback = callbacks[ i ];
  21428. if ( callback.onError ) { callback.onError( event ); }
  21429. }
  21430. scope.manager.itemError( url );
  21431. scope.manager.itemEnd( url );
  21432. }
  21433. }, false );
  21434. request.addEventListener( 'progress', function ( event ) {
  21435. var callbacks = loading[ url ];
  21436. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21437. var callback = callbacks[ i ];
  21438. if ( callback.onProgress ) { callback.onProgress( event ); }
  21439. }
  21440. }, false );
  21441. request.addEventListener( 'error', function ( event ) {
  21442. var callbacks = loading[ url ];
  21443. delete loading[ url ];
  21444. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21445. var callback = callbacks[ i ];
  21446. if ( callback.onError ) { callback.onError( event ); }
  21447. }
  21448. scope.manager.itemError( url );
  21449. scope.manager.itemEnd( url );
  21450. }, false );
  21451. request.addEventListener( 'abort', function ( event ) {
  21452. var callbacks = loading[ url ];
  21453. delete loading[ url ];
  21454. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21455. var callback = callbacks[ i ];
  21456. if ( callback.onError ) { callback.onError( event ); }
  21457. }
  21458. scope.manager.itemError( url );
  21459. scope.manager.itemEnd( url );
  21460. }, false );
  21461. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21462. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21463. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21464. for ( var header in this.requestHeader ) {
  21465. request.setRequestHeader( header, this.requestHeader[ header ] );
  21466. }
  21467. request.send( null );
  21468. }
  21469. scope.manager.itemStart( url );
  21470. return request;
  21471. },
  21472. setResponseType: function ( value ) {
  21473. this.responseType = value;
  21474. return this;
  21475. },
  21476. setWithCredentials: function ( value ) {
  21477. this.withCredentials = value;
  21478. return this;
  21479. },
  21480. setMimeType: function ( value ) {
  21481. this.mimeType = value;
  21482. return this;
  21483. },
  21484. setRequestHeader: function ( value ) {
  21485. this.requestHeader = value;
  21486. return this;
  21487. }
  21488. } );
  21489. /**
  21490. * @author bhouston / http://clara.io/
  21491. */
  21492. function AnimationLoader( manager ) {
  21493. Loader.call( this, manager );
  21494. }
  21495. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21496. constructor: AnimationLoader,
  21497. load: function ( url, onLoad, onProgress, onError ) {
  21498. var scope = this;
  21499. var loader = new FileLoader( scope.manager );
  21500. loader.setPath( scope.path );
  21501. loader.load( url, function ( text ) {
  21502. onLoad( scope.parse( JSON.parse( text ) ) );
  21503. }, onProgress, onError );
  21504. },
  21505. parse: function ( json ) {
  21506. var animations = [];
  21507. for ( var i = 0; i < json.length; i ++ ) {
  21508. var clip = AnimationClip.parse( json[ i ] );
  21509. animations.push( clip );
  21510. }
  21511. return animations;
  21512. }
  21513. } );
  21514. /**
  21515. * @author mrdoob / http://mrdoob.com/
  21516. *
  21517. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21518. *
  21519. * Sub classes have to implement the parse() method which will be used in load().
  21520. */
  21521. function CompressedTextureLoader( manager ) {
  21522. Loader.call( this, manager );
  21523. }
  21524. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21525. constructor: CompressedTextureLoader,
  21526. load: function ( url, onLoad, onProgress, onError ) {
  21527. var scope = this;
  21528. var images = [];
  21529. var texture = new CompressedTexture();
  21530. texture.image = images;
  21531. var loader = new FileLoader( this.manager );
  21532. loader.setPath( this.path );
  21533. loader.setResponseType( 'arraybuffer' );
  21534. function loadTexture( i ) {
  21535. loader.load( url[ i ], function ( buffer ) {
  21536. var texDatas = scope.parse( buffer, true );
  21537. images[ i ] = {
  21538. width: texDatas.width,
  21539. height: texDatas.height,
  21540. format: texDatas.format,
  21541. mipmaps: texDatas.mipmaps
  21542. };
  21543. loaded += 1;
  21544. if ( loaded === 6 ) {
  21545. if ( texDatas.mipmapCount === 1 )
  21546. { texture.minFilter = LinearFilter; }
  21547. texture.format = texDatas.format;
  21548. texture.needsUpdate = true;
  21549. if ( onLoad ) { onLoad( texture ); }
  21550. }
  21551. }, onProgress, onError );
  21552. }
  21553. if ( Array.isArray( url ) ) {
  21554. var loaded = 0;
  21555. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21556. loadTexture( i );
  21557. }
  21558. } else {
  21559. // compressed cubemap texture stored in a single DDS file
  21560. loader.load( url, function ( buffer ) {
  21561. var texDatas = scope.parse( buffer, true );
  21562. if ( texDatas.isCubemap ) {
  21563. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21564. for ( var f = 0; f < faces; f ++ ) {
  21565. images[ f ] = { mipmaps: [] };
  21566. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21567. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21568. images[ f ].format = texDatas.format;
  21569. images[ f ].width = texDatas.width;
  21570. images[ f ].height = texDatas.height;
  21571. }
  21572. }
  21573. } else {
  21574. texture.image.width = texDatas.width;
  21575. texture.image.height = texDatas.height;
  21576. texture.mipmaps = texDatas.mipmaps;
  21577. }
  21578. if ( texDatas.mipmapCount === 1 ) {
  21579. texture.minFilter = LinearFilter;
  21580. }
  21581. texture.format = texDatas.format;
  21582. texture.needsUpdate = true;
  21583. if ( onLoad ) { onLoad( texture ); }
  21584. }, onProgress, onError );
  21585. }
  21586. return texture;
  21587. }
  21588. } );
  21589. /**
  21590. * @author Nikos M. / https://github.com/foo123/
  21591. *
  21592. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21593. *
  21594. * Sub classes have to implement the parse() method which will be used in load().
  21595. */
  21596. function DataTextureLoader( manager ) {
  21597. Loader.call( this, manager );
  21598. }
  21599. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21600. constructor: DataTextureLoader,
  21601. load: function ( url, onLoad, onProgress, onError ) {
  21602. var scope = this;
  21603. var texture = new DataTexture();
  21604. var loader = new FileLoader( this.manager );
  21605. loader.setResponseType( 'arraybuffer' );
  21606. loader.setPath( this.path );
  21607. loader.load( url, function ( buffer ) {
  21608. var texData = scope.parse( buffer );
  21609. if ( ! texData ) { return; }
  21610. if ( texData.image !== undefined ) {
  21611. texture.image = texData.image;
  21612. } else if ( texData.data !== undefined ) {
  21613. texture.image.width = texData.width;
  21614. texture.image.height = texData.height;
  21615. texture.image.data = texData.data;
  21616. }
  21617. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21618. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21619. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21620. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21621. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21622. if ( texData.format !== undefined ) {
  21623. texture.format = texData.format;
  21624. }
  21625. if ( texData.type !== undefined ) {
  21626. texture.type = texData.type;
  21627. }
  21628. if ( texData.mipmaps !== undefined ) {
  21629. texture.mipmaps = texData.mipmaps;
  21630. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21631. }
  21632. if ( texData.mipmapCount === 1 ) {
  21633. texture.minFilter = LinearFilter;
  21634. }
  21635. texture.needsUpdate = true;
  21636. if ( onLoad ) { onLoad( texture, texData ); }
  21637. }, onProgress, onError );
  21638. return texture;
  21639. }
  21640. } );
  21641. /**
  21642. * @author mrdoob / http://mrdoob.com/
  21643. */
  21644. function ImageLoader( manager ) {
  21645. Loader.call( this, manager );
  21646. }
  21647. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21648. constructor: ImageLoader,
  21649. load: function ( url, onLoad, onProgress, onError ) {
  21650. if ( this.path !== undefined ) { url = this.path + url; }
  21651. url = this.manager.resolveURL( url );
  21652. var scope = this;
  21653. var cached = Cache.get( url );
  21654. if ( cached !== undefined ) {
  21655. scope.manager.itemStart( url );
  21656. setTimeout( function () {
  21657. if ( onLoad ) { onLoad( cached ); }
  21658. scope.manager.itemEnd( url );
  21659. }, 0 );
  21660. return cached;
  21661. }
  21662. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21663. function onImageLoad() {
  21664. image.removeEventListener( 'load', onImageLoad, false );
  21665. image.removeEventListener( 'error', onImageError, false );
  21666. Cache.add( url, this );
  21667. if ( onLoad ) { onLoad( this ); }
  21668. scope.manager.itemEnd( url );
  21669. }
  21670. function onImageError( event ) {
  21671. image.removeEventListener( 'load', onImageLoad, false );
  21672. image.removeEventListener( 'error', onImageError, false );
  21673. if ( onError ) { onError( event ); }
  21674. scope.manager.itemError( url );
  21675. scope.manager.itemEnd( url );
  21676. }
  21677. image.addEventListener( 'load', onImageLoad, false );
  21678. image.addEventListener( 'error', onImageError, false );
  21679. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21680. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21681. }
  21682. scope.manager.itemStart( url );
  21683. image.src = url;
  21684. return image;
  21685. }
  21686. } );
  21687. /**
  21688. * @author mrdoob / http://mrdoob.com/
  21689. */
  21690. function CubeTextureLoader( manager ) {
  21691. Loader.call( this, manager );
  21692. }
  21693. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21694. constructor: CubeTextureLoader,
  21695. load: function ( urls, onLoad, onProgress, onError ) {
  21696. var texture = new CubeTexture();
  21697. var loader = new ImageLoader( this.manager );
  21698. loader.setCrossOrigin( this.crossOrigin );
  21699. loader.setPath( this.path );
  21700. var loaded = 0;
  21701. function loadTexture( i ) {
  21702. loader.load( urls[ i ], function ( image ) {
  21703. texture.images[ i ] = image;
  21704. loaded ++;
  21705. if ( loaded === 6 ) {
  21706. texture.needsUpdate = true;
  21707. if ( onLoad ) { onLoad( texture ); }
  21708. }
  21709. }, undefined, onError );
  21710. }
  21711. for ( var i = 0; i < urls.length; ++ i ) {
  21712. loadTexture( i );
  21713. }
  21714. return texture;
  21715. }
  21716. } );
  21717. /**
  21718. * @author mrdoob / http://mrdoob.com/
  21719. */
  21720. function TextureLoader( manager ) {
  21721. Loader.call( this, manager );
  21722. }
  21723. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21724. constructor: TextureLoader,
  21725. load: function ( url, onLoad, onProgress, onError ) {
  21726. var texture = new Texture();
  21727. var loader = new ImageLoader( this.manager );
  21728. loader.setCrossOrigin( this.crossOrigin );
  21729. loader.setPath( this.path );
  21730. loader.load( url, function ( image ) {
  21731. texture.image = image;
  21732. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21733. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21734. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21735. texture.needsUpdate = true;
  21736. if ( onLoad !== undefined ) {
  21737. onLoad( texture );
  21738. }
  21739. }, onProgress, onError );
  21740. return texture;
  21741. }
  21742. } );
  21743. /**
  21744. * @author zz85 / http://www.lab4games.net/zz85/blog
  21745. * Extensible curve object
  21746. *
  21747. * Some common of curve methods:
  21748. * .getPoint( t, optionalTarget ), .getTangent( t )
  21749. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21750. * .getPoints(), .getSpacedPoints()
  21751. * .getLength()
  21752. * .updateArcLengths()
  21753. *
  21754. * This following curves inherit from THREE.Curve:
  21755. *
  21756. * -- 2D curves --
  21757. * THREE.ArcCurve
  21758. * THREE.CubicBezierCurve
  21759. * THREE.EllipseCurve
  21760. * THREE.LineCurve
  21761. * THREE.QuadraticBezierCurve
  21762. * THREE.SplineCurve
  21763. *
  21764. * -- 3D curves --
  21765. * THREE.CatmullRomCurve3
  21766. * THREE.CubicBezierCurve3
  21767. * THREE.LineCurve3
  21768. * THREE.QuadraticBezierCurve3
  21769. *
  21770. * A series of curves can be represented as a THREE.CurvePath.
  21771. *
  21772. **/
  21773. /**************************************************************
  21774. * Abstract Curve base class
  21775. **************************************************************/
  21776. function Curve() {
  21777. this.type = 'Curve';
  21778. this.arcLengthDivisions = 200;
  21779. }
  21780. Object.assign( Curve.prototype, {
  21781. // Virtual base class method to overwrite and implement in subclasses
  21782. // - t [0 .. 1]
  21783. getPoint: function ( /* t, optionalTarget */ ) {
  21784. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21785. return null;
  21786. },
  21787. // Get point at relative position in curve according to arc length
  21788. // - u [0 .. 1]
  21789. getPointAt: function ( u, optionalTarget ) {
  21790. var t = this.getUtoTmapping( u );
  21791. return this.getPoint( t, optionalTarget );
  21792. },
  21793. // Get sequence of points using getPoint( t )
  21794. getPoints: function ( divisions ) {
  21795. if ( divisions === undefined ) { divisions = 5; }
  21796. var points = [];
  21797. for ( var d = 0; d <= divisions; d ++ ) {
  21798. points.push( this.getPoint( d / divisions ) );
  21799. }
  21800. return points;
  21801. },
  21802. // Get sequence of points using getPointAt( u )
  21803. getSpacedPoints: function ( divisions ) {
  21804. if ( divisions === undefined ) { divisions = 5; }
  21805. var points = [];
  21806. for ( var d = 0; d <= divisions; d ++ ) {
  21807. points.push( this.getPointAt( d / divisions ) );
  21808. }
  21809. return points;
  21810. },
  21811. // Get total curve arc length
  21812. getLength: function () {
  21813. var lengths = this.getLengths();
  21814. return lengths[ lengths.length - 1 ];
  21815. },
  21816. // Get list of cumulative segment lengths
  21817. getLengths: function ( divisions ) {
  21818. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21819. if ( this.cacheArcLengths &&
  21820. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21821. ! this.needsUpdate ) {
  21822. return this.cacheArcLengths;
  21823. }
  21824. this.needsUpdate = false;
  21825. var cache = [];
  21826. var current, last = this.getPoint( 0 );
  21827. var p, sum = 0;
  21828. cache.push( 0 );
  21829. for ( p = 1; p <= divisions; p ++ ) {
  21830. current = this.getPoint( p / divisions );
  21831. sum += current.distanceTo( last );
  21832. cache.push( sum );
  21833. last = current;
  21834. }
  21835. this.cacheArcLengths = cache;
  21836. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21837. },
  21838. updateArcLengths: function () {
  21839. this.needsUpdate = true;
  21840. this.getLengths();
  21841. },
  21842. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21843. getUtoTmapping: function ( u, distance ) {
  21844. var arcLengths = this.getLengths();
  21845. var i = 0, il = arcLengths.length;
  21846. var targetArcLength; // The targeted u distance value to get
  21847. if ( distance ) {
  21848. targetArcLength = distance;
  21849. } else {
  21850. targetArcLength = u * arcLengths[ il - 1 ];
  21851. }
  21852. // binary search for the index with largest value smaller than target u distance
  21853. var low = 0, high = il - 1, comparison;
  21854. while ( low <= high ) {
  21855. 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
  21856. comparison = arcLengths[ i ] - targetArcLength;
  21857. if ( comparison < 0 ) {
  21858. low = i + 1;
  21859. } else if ( comparison > 0 ) {
  21860. high = i - 1;
  21861. } else {
  21862. high = i;
  21863. break;
  21864. // DONE
  21865. }
  21866. }
  21867. i = high;
  21868. if ( arcLengths[ i ] === targetArcLength ) {
  21869. return i / ( il - 1 );
  21870. }
  21871. // we could get finer grain at lengths, or use simple interpolation between two points
  21872. var lengthBefore = arcLengths[ i ];
  21873. var lengthAfter = arcLengths[ i + 1 ];
  21874. var segmentLength = lengthAfter - lengthBefore;
  21875. // determine where we are between the 'before' and 'after' points
  21876. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21877. // add that fractional amount to t
  21878. var t = ( i + segmentFraction ) / ( il - 1 );
  21879. return t;
  21880. },
  21881. // Returns a unit vector tangent at t
  21882. // In case any sub curve does not implement its tangent derivation,
  21883. // 2 points a small delta apart will be used to find its gradient
  21884. // which seems to give a reasonable approximation
  21885. getTangent: function ( t ) {
  21886. var delta = 0.0001;
  21887. var t1 = t - delta;
  21888. var t2 = t + delta;
  21889. // Capping in case of danger
  21890. if ( t1 < 0 ) { t1 = 0; }
  21891. if ( t2 > 1 ) { t2 = 1; }
  21892. var pt1 = this.getPoint( t1 );
  21893. var pt2 = this.getPoint( t2 );
  21894. var vec = pt2.clone().sub( pt1 );
  21895. return vec.normalize();
  21896. },
  21897. getTangentAt: function ( u ) {
  21898. var t = this.getUtoTmapping( u );
  21899. return this.getTangent( t );
  21900. },
  21901. computeFrenetFrames: function ( segments, closed ) {
  21902. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21903. var normal = new Vector3();
  21904. var tangents = [];
  21905. var normals = [];
  21906. var binormals = [];
  21907. var vec = new Vector3();
  21908. var mat = new Matrix4();
  21909. var i, u, theta;
  21910. // compute the tangent vectors for each segment on the curve
  21911. for ( i = 0; i <= segments; i ++ ) {
  21912. u = i / segments;
  21913. tangents[ i ] = this.getTangentAt( u );
  21914. tangents[ i ].normalize();
  21915. }
  21916. // select an initial normal vector perpendicular to the first tangent vector,
  21917. // and in the direction of the minimum tangent xyz component
  21918. normals[ 0 ] = new Vector3();
  21919. binormals[ 0 ] = new Vector3();
  21920. var min = Number.MAX_VALUE;
  21921. var tx = Math.abs( tangents[ 0 ].x );
  21922. var ty = Math.abs( tangents[ 0 ].y );
  21923. var tz = Math.abs( tangents[ 0 ].z );
  21924. if ( tx <= min ) {
  21925. min = tx;
  21926. normal.set( 1, 0, 0 );
  21927. }
  21928. if ( ty <= min ) {
  21929. min = ty;
  21930. normal.set( 0, 1, 0 );
  21931. }
  21932. if ( tz <= min ) {
  21933. normal.set( 0, 0, 1 );
  21934. }
  21935. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21936. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21937. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21938. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21939. for ( i = 1; i <= segments; i ++ ) {
  21940. normals[ i ] = normals[ i - 1 ].clone();
  21941. binormals[ i ] = binormals[ i - 1 ].clone();
  21942. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21943. if ( vec.length() > Number.EPSILON ) {
  21944. vec.normalize();
  21945. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21946. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21947. }
  21948. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21949. }
  21950. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21951. if ( closed === true ) {
  21952. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21953. theta /= segments;
  21954. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21955. theta = - theta;
  21956. }
  21957. for ( i = 1; i <= segments; i ++ ) {
  21958. // twist a little...
  21959. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21960. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21961. }
  21962. }
  21963. return {
  21964. tangents: tangents,
  21965. normals: normals,
  21966. binormals: binormals
  21967. };
  21968. },
  21969. clone: function () {
  21970. return new this.constructor().copy( this );
  21971. },
  21972. copy: function ( source ) {
  21973. this.arcLengthDivisions = source.arcLengthDivisions;
  21974. return this;
  21975. },
  21976. toJSON: function () {
  21977. var data = {
  21978. metadata: {
  21979. version: 4.5,
  21980. type: 'Curve',
  21981. generator: 'Curve.toJSON'
  21982. }
  21983. };
  21984. data.arcLengthDivisions = this.arcLengthDivisions;
  21985. data.type = this.type;
  21986. return data;
  21987. },
  21988. fromJSON: function ( json ) {
  21989. this.arcLengthDivisions = json.arcLengthDivisions;
  21990. return this;
  21991. }
  21992. } );
  21993. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21994. Curve.call( this );
  21995. this.type = 'EllipseCurve';
  21996. this.aX = aX || 0;
  21997. this.aY = aY || 0;
  21998. this.xRadius = xRadius || 1;
  21999. this.yRadius = yRadius || 1;
  22000. this.aStartAngle = aStartAngle || 0;
  22001. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22002. this.aClockwise = aClockwise || false;
  22003. this.aRotation = aRotation || 0;
  22004. }
  22005. EllipseCurve.prototype = Object.create( Curve.prototype );
  22006. EllipseCurve.prototype.constructor = EllipseCurve;
  22007. EllipseCurve.prototype.isEllipseCurve = true;
  22008. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22009. var point = optionalTarget || new Vector2();
  22010. var twoPi = Math.PI * 2;
  22011. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22012. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22013. // ensures that deltaAngle is 0 .. 2 PI
  22014. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22015. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22016. if ( deltaAngle < Number.EPSILON ) {
  22017. if ( samePoints ) {
  22018. deltaAngle = 0;
  22019. } else {
  22020. deltaAngle = twoPi;
  22021. }
  22022. }
  22023. if ( this.aClockwise === true && ! samePoints ) {
  22024. if ( deltaAngle === twoPi ) {
  22025. deltaAngle = - twoPi;
  22026. } else {
  22027. deltaAngle = deltaAngle - twoPi;
  22028. }
  22029. }
  22030. var angle = this.aStartAngle + t * deltaAngle;
  22031. var x = this.aX + this.xRadius * Math.cos( angle );
  22032. var y = this.aY + this.yRadius * Math.sin( angle );
  22033. if ( this.aRotation !== 0 ) {
  22034. var cos = Math.cos( this.aRotation );
  22035. var sin = Math.sin( this.aRotation );
  22036. var tx = x - this.aX;
  22037. var ty = y - this.aY;
  22038. // Rotate the point about the center of the ellipse.
  22039. x = tx * cos - ty * sin + this.aX;
  22040. y = tx * sin + ty * cos + this.aY;
  22041. }
  22042. return point.set( x, y );
  22043. };
  22044. EllipseCurve.prototype.copy = function ( source ) {
  22045. Curve.prototype.copy.call( this, source );
  22046. this.aX = source.aX;
  22047. this.aY = source.aY;
  22048. this.xRadius = source.xRadius;
  22049. this.yRadius = source.yRadius;
  22050. this.aStartAngle = source.aStartAngle;
  22051. this.aEndAngle = source.aEndAngle;
  22052. this.aClockwise = source.aClockwise;
  22053. this.aRotation = source.aRotation;
  22054. return this;
  22055. };
  22056. EllipseCurve.prototype.toJSON = function () {
  22057. var data = Curve.prototype.toJSON.call( this );
  22058. data.aX = this.aX;
  22059. data.aY = this.aY;
  22060. data.xRadius = this.xRadius;
  22061. data.yRadius = this.yRadius;
  22062. data.aStartAngle = this.aStartAngle;
  22063. data.aEndAngle = this.aEndAngle;
  22064. data.aClockwise = this.aClockwise;
  22065. data.aRotation = this.aRotation;
  22066. return data;
  22067. };
  22068. EllipseCurve.prototype.fromJSON = function ( json ) {
  22069. Curve.prototype.fromJSON.call( this, json );
  22070. this.aX = json.aX;
  22071. this.aY = json.aY;
  22072. this.xRadius = json.xRadius;
  22073. this.yRadius = json.yRadius;
  22074. this.aStartAngle = json.aStartAngle;
  22075. this.aEndAngle = json.aEndAngle;
  22076. this.aClockwise = json.aClockwise;
  22077. this.aRotation = json.aRotation;
  22078. return this;
  22079. };
  22080. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22081. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22082. this.type = 'ArcCurve';
  22083. }
  22084. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22085. ArcCurve.prototype.constructor = ArcCurve;
  22086. ArcCurve.prototype.isArcCurve = true;
  22087. /**
  22088. * @author zz85 https://github.com/zz85
  22089. *
  22090. * Centripetal CatmullRom Curve - which is useful for avoiding
  22091. * cusps and self-intersections in non-uniform catmull rom curves.
  22092. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22093. *
  22094. * curve.type accepts centripetal(default), chordal and catmullrom
  22095. * curve.tension is used for catmullrom which defaults to 0.5
  22096. */
  22097. /*
  22098. Based on an optimized c++ solution in
  22099. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22100. - http://ideone.com/NoEbVM
  22101. This CubicPoly class could be used for reusing some variables and calculations,
  22102. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22103. which can be placed in CurveUtils.
  22104. */
  22105. function CubicPoly() {
  22106. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22107. /*
  22108. * Compute coefficients for a cubic polynomial
  22109. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22110. * such that
  22111. * p(0) = x0, p(1) = x1
  22112. * and
  22113. * p'(0) = t0, p'(1) = t1.
  22114. */
  22115. function init( x0, x1, t0, t1 ) {
  22116. c0 = x0;
  22117. c1 = t0;
  22118. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22119. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22120. }
  22121. return {
  22122. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22123. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22124. },
  22125. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22126. // compute tangents when parameterized in [t1,t2]
  22127. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22128. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22129. // rescale tangents for parametrization in [0,1]
  22130. t1 *= dt1;
  22131. t2 *= dt1;
  22132. init( x1, x2, t1, t2 );
  22133. },
  22134. calc: function ( t ) {
  22135. var t2 = t * t;
  22136. var t3 = t2 * t;
  22137. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22138. }
  22139. };
  22140. }
  22141. //
  22142. var tmp = new Vector3();
  22143. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22144. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22145. Curve.call( this );
  22146. this.type = 'CatmullRomCurve3';
  22147. this.points = points || [];
  22148. this.closed = closed || false;
  22149. this.curveType = curveType || 'centripetal';
  22150. this.tension = tension || 0.5;
  22151. }
  22152. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22153. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22154. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22155. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22156. var point = optionalTarget || new Vector3();
  22157. var points = this.points;
  22158. var l = points.length;
  22159. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22160. var intPoint = Math.floor( p );
  22161. var weight = p - intPoint;
  22162. if ( this.closed ) {
  22163. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22164. } else if ( weight === 0 && intPoint === l - 1 ) {
  22165. intPoint = l - 2;
  22166. weight = 1;
  22167. }
  22168. var p0, p1, p2, p3; // 4 points
  22169. if ( this.closed || intPoint > 0 ) {
  22170. p0 = points[ ( intPoint - 1 ) % l ];
  22171. } else {
  22172. // extrapolate first point
  22173. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22174. p0 = tmp;
  22175. }
  22176. p1 = points[ intPoint % l ];
  22177. p2 = points[ ( intPoint + 1 ) % l ];
  22178. if ( this.closed || intPoint + 2 < l ) {
  22179. p3 = points[ ( intPoint + 2 ) % l ];
  22180. } else {
  22181. // extrapolate last point
  22182. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22183. p3 = tmp;
  22184. }
  22185. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22186. // init Centripetal / Chordal Catmull-Rom
  22187. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22188. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22189. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22190. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22191. // safety check for repeated points
  22192. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22193. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22194. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22195. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22196. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22197. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22198. } else if ( this.curveType === 'catmullrom' ) {
  22199. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22200. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22201. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22202. }
  22203. point.set(
  22204. px.calc( weight ),
  22205. py.calc( weight ),
  22206. pz.calc( weight )
  22207. );
  22208. return point;
  22209. };
  22210. CatmullRomCurve3.prototype.copy = function ( source ) {
  22211. Curve.prototype.copy.call( this, source );
  22212. this.points = [];
  22213. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22214. var point = source.points[ i ];
  22215. this.points.push( point.clone() );
  22216. }
  22217. this.closed = source.closed;
  22218. this.curveType = source.curveType;
  22219. this.tension = source.tension;
  22220. return this;
  22221. };
  22222. CatmullRomCurve3.prototype.toJSON = function () {
  22223. var data = Curve.prototype.toJSON.call( this );
  22224. data.points = [];
  22225. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22226. var point = this.points[ i ];
  22227. data.points.push( point.toArray() );
  22228. }
  22229. data.closed = this.closed;
  22230. data.curveType = this.curveType;
  22231. data.tension = this.tension;
  22232. return data;
  22233. };
  22234. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22235. Curve.prototype.fromJSON.call( this, json );
  22236. this.points = [];
  22237. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22238. var point = json.points[ i ];
  22239. this.points.push( new Vector3().fromArray( point ) );
  22240. }
  22241. this.closed = json.closed;
  22242. this.curveType = json.curveType;
  22243. this.tension = json.tension;
  22244. return this;
  22245. };
  22246. /**
  22247. * @author zz85 / http://www.lab4games.net/zz85/blog
  22248. *
  22249. * Bezier Curves formulas obtained from
  22250. * http://en.wikipedia.org/wiki/Bézier_curve
  22251. */
  22252. function CatmullRom( t, p0, p1, p2, p3 ) {
  22253. var v0 = ( p2 - p0 ) * 0.5;
  22254. var v1 = ( p3 - p1 ) * 0.5;
  22255. var t2 = t * t;
  22256. var t3 = t * t2;
  22257. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22258. }
  22259. //
  22260. function QuadraticBezierP0( t, p ) {
  22261. var k = 1 - t;
  22262. return k * k * p;
  22263. }
  22264. function QuadraticBezierP1( t, p ) {
  22265. return 2 * ( 1 - t ) * t * p;
  22266. }
  22267. function QuadraticBezierP2( t, p ) {
  22268. return t * t * p;
  22269. }
  22270. function QuadraticBezier( t, p0, p1, p2 ) {
  22271. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22272. QuadraticBezierP2( t, p2 );
  22273. }
  22274. //
  22275. function CubicBezierP0( t, p ) {
  22276. var k = 1 - t;
  22277. return k * k * k * p;
  22278. }
  22279. function CubicBezierP1( t, p ) {
  22280. var k = 1 - t;
  22281. return 3 * k * k * t * p;
  22282. }
  22283. function CubicBezierP2( t, p ) {
  22284. return 3 * ( 1 - t ) * t * t * p;
  22285. }
  22286. function CubicBezierP3( t, p ) {
  22287. return t * t * t * p;
  22288. }
  22289. function CubicBezier( t, p0, p1, p2, p3 ) {
  22290. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22291. CubicBezierP3( t, p3 );
  22292. }
  22293. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22294. Curve.call( this );
  22295. this.type = 'CubicBezierCurve';
  22296. this.v0 = v0 || new Vector2();
  22297. this.v1 = v1 || new Vector2();
  22298. this.v2 = v2 || new Vector2();
  22299. this.v3 = v3 || new Vector2();
  22300. }
  22301. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22302. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22303. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22304. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22305. var point = optionalTarget || new Vector2();
  22306. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22307. point.set(
  22308. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22309. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22310. );
  22311. return point;
  22312. };
  22313. CubicBezierCurve.prototype.copy = function ( source ) {
  22314. Curve.prototype.copy.call( this, source );
  22315. this.v0.copy( source.v0 );
  22316. this.v1.copy( source.v1 );
  22317. this.v2.copy( source.v2 );
  22318. this.v3.copy( source.v3 );
  22319. return this;
  22320. };
  22321. CubicBezierCurve.prototype.toJSON = function () {
  22322. var data = Curve.prototype.toJSON.call( this );
  22323. data.v0 = this.v0.toArray();
  22324. data.v1 = this.v1.toArray();
  22325. data.v2 = this.v2.toArray();
  22326. data.v3 = this.v3.toArray();
  22327. return data;
  22328. };
  22329. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22330. Curve.prototype.fromJSON.call( this, json );
  22331. this.v0.fromArray( json.v0 );
  22332. this.v1.fromArray( json.v1 );
  22333. this.v2.fromArray( json.v2 );
  22334. this.v3.fromArray( json.v3 );
  22335. return this;
  22336. };
  22337. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22338. Curve.call( this );
  22339. this.type = 'CubicBezierCurve3';
  22340. this.v0 = v0 || new Vector3();
  22341. this.v1 = v1 || new Vector3();
  22342. this.v2 = v2 || new Vector3();
  22343. this.v3 = v3 || new Vector3();
  22344. }
  22345. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22346. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22347. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22348. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22349. var point = optionalTarget || new Vector3();
  22350. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22351. point.set(
  22352. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22353. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22354. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22355. );
  22356. return point;
  22357. };
  22358. CubicBezierCurve3.prototype.copy = function ( source ) {
  22359. Curve.prototype.copy.call( this, source );
  22360. this.v0.copy( source.v0 );
  22361. this.v1.copy( source.v1 );
  22362. this.v2.copy( source.v2 );
  22363. this.v3.copy( source.v3 );
  22364. return this;
  22365. };
  22366. CubicBezierCurve3.prototype.toJSON = function () {
  22367. var data = Curve.prototype.toJSON.call( this );
  22368. data.v0 = this.v0.toArray();
  22369. data.v1 = this.v1.toArray();
  22370. data.v2 = this.v2.toArray();
  22371. data.v3 = this.v3.toArray();
  22372. return data;
  22373. };
  22374. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22375. Curve.prototype.fromJSON.call( this, json );
  22376. this.v0.fromArray( json.v0 );
  22377. this.v1.fromArray( json.v1 );
  22378. this.v2.fromArray( json.v2 );
  22379. this.v3.fromArray( json.v3 );
  22380. return this;
  22381. };
  22382. function LineCurve( v1, v2 ) {
  22383. Curve.call( this );
  22384. this.type = 'LineCurve';
  22385. this.v1 = v1 || new Vector2();
  22386. this.v2 = v2 || new Vector2();
  22387. }
  22388. LineCurve.prototype = Object.create( Curve.prototype );
  22389. LineCurve.prototype.constructor = LineCurve;
  22390. LineCurve.prototype.isLineCurve = true;
  22391. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22392. var point = optionalTarget || new Vector2();
  22393. if ( t === 1 ) {
  22394. point.copy( this.v2 );
  22395. } else {
  22396. point.copy( this.v2 ).sub( this.v1 );
  22397. point.multiplyScalar( t ).add( this.v1 );
  22398. }
  22399. return point;
  22400. };
  22401. // Line curve is linear, so we can overwrite default getPointAt
  22402. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22403. return this.getPoint( u, optionalTarget );
  22404. };
  22405. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22406. var tangent = this.v2.clone().sub( this.v1 );
  22407. return tangent.normalize();
  22408. };
  22409. LineCurve.prototype.copy = function ( source ) {
  22410. Curve.prototype.copy.call( this, source );
  22411. this.v1.copy( source.v1 );
  22412. this.v2.copy( source.v2 );
  22413. return this;
  22414. };
  22415. LineCurve.prototype.toJSON = function () {
  22416. var data = Curve.prototype.toJSON.call( this );
  22417. data.v1 = this.v1.toArray();
  22418. data.v2 = this.v2.toArray();
  22419. return data;
  22420. };
  22421. LineCurve.prototype.fromJSON = function ( json ) {
  22422. Curve.prototype.fromJSON.call( this, json );
  22423. this.v1.fromArray( json.v1 );
  22424. this.v2.fromArray( json.v2 );
  22425. return this;
  22426. };
  22427. function LineCurve3( v1, v2 ) {
  22428. Curve.call( this );
  22429. this.type = 'LineCurve3';
  22430. this.v1 = v1 || new Vector3();
  22431. this.v2 = v2 || new Vector3();
  22432. }
  22433. LineCurve3.prototype = Object.create( Curve.prototype );
  22434. LineCurve3.prototype.constructor = LineCurve3;
  22435. LineCurve3.prototype.isLineCurve3 = true;
  22436. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22437. var point = optionalTarget || new Vector3();
  22438. if ( t === 1 ) {
  22439. point.copy( this.v2 );
  22440. } else {
  22441. point.copy( this.v2 ).sub( this.v1 );
  22442. point.multiplyScalar( t ).add( this.v1 );
  22443. }
  22444. return point;
  22445. };
  22446. // Line curve is linear, so we can overwrite default getPointAt
  22447. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22448. return this.getPoint( u, optionalTarget );
  22449. };
  22450. LineCurve3.prototype.copy = function ( source ) {
  22451. Curve.prototype.copy.call( this, source );
  22452. this.v1.copy( source.v1 );
  22453. this.v2.copy( source.v2 );
  22454. return this;
  22455. };
  22456. LineCurve3.prototype.toJSON = function () {
  22457. var data = Curve.prototype.toJSON.call( this );
  22458. data.v1 = this.v1.toArray();
  22459. data.v2 = this.v2.toArray();
  22460. return data;
  22461. };
  22462. LineCurve3.prototype.fromJSON = function ( json ) {
  22463. Curve.prototype.fromJSON.call( this, json );
  22464. this.v1.fromArray( json.v1 );
  22465. this.v2.fromArray( json.v2 );
  22466. return this;
  22467. };
  22468. function QuadraticBezierCurve( v0, v1, v2 ) {
  22469. Curve.call( this );
  22470. this.type = 'QuadraticBezierCurve';
  22471. this.v0 = v0 || new Vector2();
  22472. this.v1 = v1 || new Vector2();
  22473. this.v2 = v2 || new Vector2();
  22474. }
  22475. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22476. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22477. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22478. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22479. var point = optionalTarget || new Vector2();
  22480. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22481. point.set(
  22482. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22483. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22484. );
  22485. return point;
  22486. };
  22487. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22488. Curve.prototype.copy.call( this, source );
  22489. this.v0.copy( source.v0 );
  22490. this.v1.copy( source.v1 );
  22491. this.v2.copy( source.v2 );
  22492. return this;
  22493. };
  22494. QuadraticBezierCurve.prototype.toJSON = function () {
  22495. var data = Curve.prototype.toJSON.call( this );
  22496. data.v0 = this.v0.toArray();
  22497. data.v1 = this.v1.toArray();
  22498. data.v2 = this.v2.toArray();
  22499. return data;
  22500. };
  22501. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22502. Curve.prototype.fromJSON.call( this, json );
  22503. this.v0.fromArray( json.v0 );
  22504. this.v1.fromArray( json.v1 );
  22505. this.v2.fromArray( json.v2 );
  22506. return this;
  22507. };
  22508. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22509. Curve.call( this );
  22510. this.type = 'QuadraticBezierCurve3';
  22511. this.v0 = v0 || new Vector3();
  22512. this.v1 = v1 || new Vector3();
  22513. this.v2 = v2 || new Vector3();
  22514. }
  22515. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22516. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22517. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22518. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22519. var point = optionalTarget || new Vector3();
  22520. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22521. point.set(
  22522. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22523. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22524. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22525. );
  22526. return point;
  22527. };
  22528. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22529. Curve.prototype.copy.call( this, source );
  22530. this.v0.copy( source.v0 );
  22531. this.v1.copy( source.v1 );
  22532. this.v2.copy( source.v2 );
  22533. return this;
  22534. };
  22535. QuadraticBezierCurve3.prototype.toJSON = function () {
  22536. var data = Curve.prototype.toJSON.call( this );
  22537. data.v0 = this.v0.toArray();
  22538. data.v1 = this.v1.toArray();
  22539. data.v2 = this.v2.toArray();
  22540. return data;
  22541. };
  22542. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22543. Curve.prototype.fromJSON.call( this, json );
  22544. this.v0.fromArray( json.v0 );
  22545. this.v1.fromArray( json.v1 );
  22546. this.v2.fromArray( json.v2 );
  22547. return this;
  22548. };
  22549. function SplineCurve( points /* array of Vector2 */ ) {
  22550. Curve.call( this );
  22551. this.type = 'SplineCurve';
  22552. this.points = points || [];
  22553. }
  22554. SplineCurve.prototype = Object.create( Curve.prototype );
  22555. SplineCurve.prototype.constructor = SplineCurve;
  22556. SplineCurve.prototype.isSplineCurve = true;
  22557. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22558. var point = optionalTarget || new Vector2();
  22559. var points = this.points;
  22560. var p = ( points.length - 1 ) * t;
  22561. var intPoint = Math.floor( p );
  22562. var weight = p - intPoint;
  22563. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22564. var p1 = points[ intPoint ];
  22565. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22566. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22567. point.set(
  22568. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22569. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22570. );
  22571. return point;
  22572. };
  22573. SplineCurve.prototype.copy = function ( source ) {
  22574. Curve.prototype.copy.call( this, source );
  22575. this.points = [];
  22576. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22577. var point = source.points[ i ];
  22578. this.points.push( point.clone() );
  22579. }
  22580. return this;
  22581. };
  22582. SplineCurve.prototype.toJSON = function () {
  22583. var data = Curve.prototype.toJSON.call( this );
  22584. data.points = [];
  22585. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22586. var point = this.points[ i ];
  22587. data.points.push( point.toArray() );
  22588. }
  22589. return data;
  22590. };
  22591. SplineCurve.prototype.fromJSON = function ( json ) {
  22592. Curve.prototype.fromJSON.call( this, json );
  22593. this.points = [];
  22594. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22595. var point = json.points[ i ];
  22596. this.points.push( new Vector2().fromArray( point ) );
  22597. }
  22598. return this;
  22599. };
  22600. var Curves = /*#__PURE__*/Object.freeze({
  22601. __proto__: null,
  22602. ArcCurve: ArcCurve,
  22603. CatmullRomCurve3: CatmullRomCurve3,
  22604. CubicBezierCurve: CubicBezierCurve,
  22605. CubicBezierCurve3: CubicBezierCurve3,
  22606. EllipseCurve: EllipseCurve,
  22607. LineCurve: LineCurve,
  22608. LineCurve3: LineCurve3,
  22609. QuadraticBezierCurve: QuadraticBezierCurve,
  22610. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22611. SplineCurve: SplineCurve
  22612. });
  22613. /**
  22614. * @author zz85 / http://www.lab4games.net/zz85/blog
  22615. *
  22616. **/
  22617. /**************************************************************
  22618. * Curved Path - a curve path is simply a array of connected
  22619. * curves, but retains the api of a curve
  22620. **************************************************************/
  22621. function CurvePath() {
  22622. Curve.call( this );
  22623. this.type = 'CurvePath';
  22624. this.curves = [];
  22625. this.autoClose = false; // Automatically closes the path
  22626. }
  22627. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22628. constructor: CurvePath,
  22629. add: function ( curve ) {
  22630. this.curves.push( curve );
  22631. },
  22632. closePath: function () {
  22633. // Add a line curve if start and end of lines are not connected
  22634. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22635. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22636. if ( ! startPoint.equals( endPoint ) ) {
  22637. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22638. }
  22639. },
  22640. // To get accurate point with reference to
  22641. // entire path distance at time t,
  22642. // following has to be done:
  22643. // 1. Length of each sub path have to be known
  22644. // 2. Locate and identify type of curve
  22645. // 3. Get t for the curve
  22646. // 4. Return curve.getPointAt(t')
  22647. getPoint: function ( t ) {
  22648. var d = t * this.getLength();
  22649. var curveLengths = this.getCurveLengths();
  22650. var i = 0;
  22651. // To think about boundaries points.
  22652. while ( i < curveLengths.length ) {
  22653. if ( curveLengths[ i ] >= d ) {
  22654. var diff = curveLengths[ i ] - d;
  22655. var curve = this.curves[ i ];
  22656. var segmentLength = curve.getLength();
  22657. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22658. return curve.getPointAt( u );
  22659. }
  22660. i ++;
  22661. }
  22662. return null;
  22663. // loop where sum != 0, sum > d , sum+1 <d
  22664. },
  22665. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22666. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22667. // getPoint() depends on getLength
  22668. getLength: function () {
  22669. var lens = this.getCurveLengths();
  22670. return lens[ lens.length - 1 ];
  22671. },
  22672. // cacheLengths must be recalculated.
  22673. updateArcLengths: function () {
  22674. this.needsUpdate = true;
  22675. this.cacheLengths = null;
  22676. this.getCurveLengths();
  22677. },
  22678. // Compute lengths and cache them
  22679. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22680. getCurveLengths: function () {
  22681. // We use cache values if curves and cache array are same length
  22682. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22683. return this.cacheLengths;
  22684. }
  22685. // Get length of sub-curve
  22686. // Push sums into cached array
  22687. var lengths = [], sums = 0;
  22688. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22689. sums += this.curves[ i ].getLength();
  22690. lengths.push( sums );
  22691. }
  22692. this.cacheLengths = lengths;
  22693. return lengths;
  22694. },
  22695. getSpacedPoints: function ( divisions ) {
  22696. if ( divisions === undefined ) { divisions = 40; }
  22697. var points = [];
  22698. for ( var i = 0; i <= divisions; i ++ ) {
  22699. points.push( this.getPoint( i / divisions ) );
  22700. }
  22701. if ( this.autoClose ) {
  22702. points.push( points[ 0 ] );
  22703. }
  22704. return points;
  22705. },
  22706. getPoints: function ( divisions ) {
  22707. divisions = divisions || 12;
  22708. var points = [], last;
  22709. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22710. var curve = curves[ i ];
  22711. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22712. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22713. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22714. : divisions;
  22715. var pts = curve.getPoints( resolution );
  22716. for ( var j = 0; j < pts.length; j ++ ) {
  22717. var point = pts[ j ];
  22718. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22719. points.push( point );
  22720. last = point;
  22721. }
  22722. }
  22723. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22724. points.push( points[ 0 ] );
  22725. }
  22726. return points;
  22727. },
  22728. copy: function ( source ) {
  22729. Curve.prototype.copy.call( this, source );
  22730. this.curves = [];
  22731. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22732. var curve = source.curves[ i ];
  22733. this.curves.push( curve.clone() );
  22734. }
  22735. this.autoClose = source.autoClose;
  22736. return this;
  22737. },
  22738. toJSON: function () {
  22739. var data = Curve.prototype.toJSON.call( this );
  22740. data.autoClose = this.autoClose;
  22741. data.curves = [];
  22742. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22743. var curve = this.curves[ i ];
  22744. data.curves.push( curve.toJSON() );
  22745. }
  22746. return data;
  22747. },
  22748. fromJSON: function ( json ) {
  22749. Curve.prototype.fromJSON.call( this, json );
  22750. this.autoClose = json.autoClose;
  22751. this.curves = [];
  22752. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22753. var curve = json.curves[ i ];
  22754. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22755. }
  22756. return this;
  22757. }
  22758. } );
  22759. /**
  22760. * @author zz85 / http://www.lab4games.net/zz85/blog
  22761. * Creates free form 2d path using series of points, lines or curves.
  22762. **/
  22763. function Path( points ) {
  22764. CurvePath.call( this );
  22765. this.type = 'Path';
  22766. this.currentPoint = new Vector2();
  22767. if ( points ) {
  22768. this.setFromPoints( points );
  22769. }
  22770. }
  22771. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22772. constructor: Path,
  22773. setFromPoints: function ( points ) {
  22774. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22775. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22776. this.lineTo( points[ i ].x, points[ i ].y );
  22777. }
  22778. return this;
  22779. },
  22780. moveTo: function ( x, y ) {
  22781. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22782. return this;
  22783. },
  22784. lineTo: function ( x, y ) {
  22785. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22786. this.curves.push( curve );
  22787. this.currentPoint.set( x, y );
  22788. return this;
  22789. },
  22790. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22791. var curve = new QuadraticBezierCurve(
  22792. this.currentPoint.clone(),
  22793. new Vector2( aCPx, aCPy ),
  22794. new Vector2( aX, aY )
  22795. );
  22796. this.curves.push( curve );
  22797. this.currentPoint.set( aX, aY );
  22798. return this;
  22799. },
  22800. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22801. var curve = new CubicBezierCurve(
  22802. this.currentPoint.clone(),
  22803. new Vector2( aCP1x, aCP1y ),
  22804. new Vector2( aCP2x, aCP2y ),
  22805. new Vector2( aX, aY )
  22806. );
  22807. this.curves.push( curve );
  22808. this.currentPoint.set( aX, aY );
  22809. return this;
  22810. },
  22811. splineThru: function ( pts /*Array of Vector*/ ) {
  22812. var npts = [ this.currentPoint.clone() ].concat( pts );
  22813. var curve = new SplineCurve( npts );
  22814. this.curves.push( curve );
  22815. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22816. return this;
  22817. },
  22818. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22819. var x0 = this.currentPoint.x;
  22820. var y0 = this.currentPoint.y;
  22821. this.absarc( aX + x0, aY + y0, aRadius,
  22822. aStartAngle, aEndAngle, aClockwise );
  22823. return this;
  22824. },
  22825. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22826. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22827. return this;
  22828. },
  22829. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22830. var x0 = this.currentPoint.x;
  22831. var y0 = this.currentPoint.y;
  22832. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22833. return this;
  22834. },
  22835. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22836. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22837. if ( this.curves.length > 0 ) {
  22838. // if a previous curve is present, attempt to join
  22839. var firstPoint = curve.getPoint( 0 );
  22840. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22841. this.lineTo( firstPoint.x, firstPoint.y );
  22842. }
  22843. }
  22844. this.curves.push( curve );
  22845. var lastPoint = curve.getPoint( 1 );
  22846. this.currentPoint.copy( lastPoint );
  22847. return this;
  22848. },
  22849. copy: function ( source ) {
  22850. CurvePath.prototype.copy.call( this, source );
  22851. this.currentPoint.copy( source.currentPoint );
  22852. return this;
  22853. },
  22854. toJSON: function () {
  22855. var data = CurvePath.prototype.toJSON.call( this );
  22856. data.currentPoint = this.currentPoint.toArray();
  22857. return data;
  22858. },
  22859. fromJSON: function ( json ) {
  22860. CurvePath.prototype.fromJSON.call( this, json );
  22861. this.currentPoint.fromArray( json.currentPoint );
  22862. return this;
  22863. }
  22864. } );
  22865. /**
  22866. * @author zz85 / http://www.lab4games.net/zz85/blog
  22867. * Defines a 2d shape plane using paths.
  22868. **/
  22869. // STEP 1 Create a path.
  22870. // STEP 2 Turn path into shape.
  22871. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22872. // STEP 3a - Extract points from each shape, turn to vertices
  22873. // STEP 3b - Triangulate each shape, add faces.
  22874. function Shape( points ) {
  22875. Path.call( this, points );
  22876. this.uuid = _Math.generateUUID();
  22877. this.type = 'Shape';
  22878. this.holes = [];
  22879. }
  22880. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22881. constructor: Shape,
  22882. getPointsHoles: function ( divisions ) {
  22883. var holesPts = [];
  22884. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22885. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22886. }
  22887. return holesPts;
  22888. },
  22889. // get points of shape and holes (keypoints based on segments parameter)
  22890. extractPoints: function ( divisions ) {
  22891. return {
  22892. shape: this.getPoints( divisions ),
  22893. holes: this.getPointsHoles( divisions )
  22894. };
  22895. },
  22896. copy: function ( source ) {
  22897. Path.prototype.copy.call( this, source );
  22898. this.holes = [];
  22899. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22900. var hole = source.holes[ i ];
  22901. this.holes.push( hole.clone() );
  22902. }
  22903. return this;
  22904. },
  22905. toJSON: function () {
  22906. var data = Path.prototype.toJSON.call( this );
  22907. data.uuid = this.uuid;
  22908. data.holes = [];
  22909. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22910. var hole = this.holes[ i ];
  22911. data.holes.push( hole.toJSON() );
  22912. }
  22913. return data;
  22914. },
  22915. fromJSON: function ( json ) {
  22916. Path.prototype.fromJSON.call( this, json );
  22917. this.uuid = json.uuid;
  22918. this.holes = [];
  22919. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22920. var hole = json.holes[ i ];
  22921. this.holes.push( new Path().fromJSON( hole ) );
  22922. }
  22923. return this;
  22924. }
  22925. } );
  22926. /**
  22927. * @author mrdoob / http://mrdoob.com/
  22928. * @author alteredq / http://alteredqualia.com/
  22929. */
  22930. function Light( color, intensity ) {
  22931. Object3D.call( this );
  22932. this.type = 'Light';
  22933. this.color = new Color( color );
  22934. this.intensity = intensity !== undefined ? intensity : 1;
  22935. this.receiveShadow = undefined;
  22936. }
  22937. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22938. constructor: Light,
  22939. isLight: true,
  22940. copy: function ( source ) {
  22941. Object3D.prototype.copy.call( this, source );
  22942. this.color.copy( source.color );
  22943. this.intensity = source.intensity;
  22944. return this;
  22945. },
  22946. toJSON: function ( meta ) {
  22947. var data = Object3D.prototype.toJSON.call( this, meta );
  22948. data.object.color = this.color.getHex();
  22949. data.object.intensity = this.intensity;
  22950. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22951. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22952. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22953. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22954. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22955. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22956. return data;
  22957. }
  22958. } );
  22959. /**
  22960. * @author alteredq / http://alteredqualia.com/
  22961. */
  22962. function HemisphereLight( skyColor, groundColor, intensity ) {
  22963. Light.call( this, skyColor, intensity );
  22964. this.type = 'HemisphereLight';
  22965. this.castShadow = undefined;
  22966. this.position.copy( Object3D.DefaultUp );
  22967. this.updateMatrix();
  22968. this.groundColor = new Color( groundColor );
  22969. }
  22970. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22971. constructor: HemisphereLight,
  22972. isHemisphereLight: true,
  22973. copy: function ( source ) {
  22974. Light.prototype.copy.call( this, source );
  22975. this.groundColor.copy( source.groundColor );
  22976. return this;
  22977. }
  22978. } );
  22979. /**
  22980. * @author mrdoob / http://mrdoob.com/
  22981. */
  22982. function LightShadow( camera ) {
  22983. this.camera = camera;
  22984. this.bias = 0;
  22985. this.radius = 1;
  22986. this.mapSize = new Vector2( 512, 512 );
  22987. this.map = null;
  22988. this.mapPass = null;
  22989. this.matrix = new Matrix4();
  22990. this._frustum = new Frustum();
  22991. this._frameExtents = new Vector2( 1, 1 );
  22992. this._viewportCount = 1;
  22993. this._viewports = [
  22994. new Vector4( 0, 0, 1, 1 )
  22995. ];
  22996. }
  22997. Object.assign( LightShadow.prototype, {
  22998. _projScreenMatrix: new Matrix4(),
  22999. _lightPositionWorld: new Vector3(),
  23000. _lookTarget: new Vector3(),
  23001. getViewportCount: function () {
  23002. return this._viewportCount;
  23003. },
  23004. getFrustum: function () {
  23005. return this._frustum;
  23006. },
  23007. updateMatrices: function ( light ) {
  23008. var shadowCamera = this.camera,
  23009. shadowMatrix = this.matrix,
  23010. projScreenMatrix = this._projScreenMatrix,
  23011. lookTarget = this._lookTarget,
  23012. lightPositionWorld = this._lightPositionWorld;
  23013. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23014. shadowCamera.position.copy( lightPositionWorld );
  23015. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23016. shadowCamera.lookAt( lookTarget );
  23017. shadowCamera.updateMatrixWorld();
  23018. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23019. this._frustum.setFromMatrix( projScreenMatrix );
  23020. shadowMatrix.set(
  23021. 0.5, 0.0, 0.0, 0.5,
  23022. 0.0, 0.5, 0.0, 0.5,
  23023. 0.0, 0.0, 0.5, 0.5,
  23024. 0.0, 0.0, 0.0, 1.0
  23025. );
  23026. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23027. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23028. },
  23029. getViewport: function ( viewportIndex ) {
  23030. return this._viewports[ viewportIndex ];
  23031. },
  23032. getFrameExtents: function () {
  23033. return this._frameExtents;
  23034. },
  23035. copy: function ( source ) {
  23036. this.camera = source.camera.clone();
  23037. this.bias = source.bias;
  23038. this.radius = source.radius;
  23039. this.mapSize.copy( source.mapSize );
  23040. return this;
  23041. },
  23042. clone: function () {
  23043. return new this.constructor().copy( this );
  23044. },
  23045. toJSON: function () {
  23046. var object = {};
  23047. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23048. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23049. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23050. object.camera = this.camera.toJSON( false ).object;
  23051. delete object.camera.matrix;
  23052. return object;
  23053. }
  23054. } );
  23055. /**
  23056. * @author mrdoob / http://mrdoob.com/
  23057. */
  23058. function SpotLightShadow() {
  23059. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23060. }
  23061. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23062. constructor: SpotLightShadow,
  23063. isSpotLightShadow: true,
  23064. updateMatrices: function ( light ) {
  23065. var camera = this.camera;
  23066. var fov = _Math.RAD2DEG * 2 * light.angle;
  23067. var aspect = this.mapSize.width / this.mapSize.height;
  23068. var far = light.distance || camera.far;
  23069. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23070. camera.fov = fov;
  23071. camera.aspect = aspect;
  23072. camera.far = far;
  23073. camera.updateProjectionMatrix();
  23074. }
  23075. LightShadow.prototype.updateMatrices.call( this, light );
  23076. }
  23077. } );
  23078. /**
  23079. * @author alteredq / http://alteredqualia.com/
  23080. */
  23081. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23082. Light.call( this, color, intensity );
  23083. this.type = 'SpotLight';
  23084. this.position.copy( Object3D.DefaultUp );
  23085. this.updateMatrix();
  23086. this.target = new Object3D();
  23087. Object.defineProperty( this, 'power', {
  23088. get: function () {
  23089. // intensity = power per solid angle.
  23090. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23091. return this.intensity * Math.PI;
  23092. },
  23093. set: function ( power ) {
  23094. // intensity = power per solid angle.
  23095. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23096. this.intensity = power / Math.PI;
  23097. }
  23098. } );
  23099. this.distance = ( distance !== undefined ) ? distance : 0;
  23100. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23101. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23102. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23103. this.shadow = new SpotLightShadow();
  23104. }
  23105. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23106. constructor: SpotLight,
  23107. isSpotLight: true,
  23108. copy: function ( source ) {
  23109. Light.prototype.copy.call( this, source );
  23110. this.distance = source.distance;
  23111. this.angle = source.angle;
  23112. this.penumbra = source.penumbra;
  23113. this.decay = source.decay;
  23114. this.target = source.target.clone();
  23115. this.shadow = source.shadow.clone();
  23116. return this;
  23117. }
  23118. } );
  23119. function PointLightShadow() {
  23120. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23121. this._frameExtents = new Vector2( 4, 2 );
  23122. this._viewportCount = 6;
  23123. this._viewports = [
  23124. // These viewports map a cube-map onto a 2D texture with the
  23125. // following orientation:
  23126. //
  23127. // xzXZ
  23128. // y Y
  23129. //
  23130. // X - Positive x direction
  23131. // x - Negative x direction
  23132. // Y - Positive y direction
  23133. // y - Negative y direction
  23134. // Z - Positive z direction
  23135. // z - Negative z direction
  23136. // positive X
  23137. new Vector4( 2, 1, 1, 1 ),
  23138. // negative X
  23139. new Vector4( 0, 1, 1, 1 ),
  23140. // positive Z
  23141. new Vector4( 3, 1, 1, 1 ),
  23142. // negative Z
  23143. new Vector4( 1, 1, 1, 1 ),
  23144. // positive Y
  23145. new Vector4( 3, 0, 1, 1 ),
  23146. // negative Y
  23147. new Vector4( 1, 0, 1, 1 )
  23148. ];
  23149. this._cubeDirections = [
  23150. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23151. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23152. ];
  23153. this._cubeUps = [
  23154. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23155. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23156. ];
  23157. }
  23158. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23159. constructor: PointLightShadow,
  23160. isPointLightShadow: true,
  23161. updateMatrices: function ( light, viewportIndex ) {
  23162. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23163. var camera = this.camera,
  23164. shadowMatrix = this.matrix,
  23165. lightPositionWorld = this._lightPositionWorld,
  23166. lookTarget = this._lookTarget,
  23167. projScreenMatrix = this._projScreenMatrix;
  23168. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23169. camera.position.copy( lightPositionWorld );
  23170. lookTarget.copy( camera.position );
  23171. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23172. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23173. camera.lookAt( lookTarget );
  23174. camera.updateMatrixWorld();
  23175. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23176. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23177. this._frustum.setFromMatrix( projScreenMatrix );
  23178. }
  23179. } );
  23180. /**
  23181. * @author mrdoob / http://mrdoob.com/
  23182. */
  23183. function PointLight( color, intensity, distance, decay ) {
  23184. Light.call( this, color, intensity );
  23185. this.type = 'PointLight';
  23186. Object.defineProperty( this, 'power', {
  23187. get: function () {
  23188. // intensity = power per solid angle.
  23189. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23190. return this.intensity * 4 * Math.PI;
  23191. },
  23192. set: function ( power ) {
  23193. // intensity = power per solid angle.
  23194. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23195. this.intensity = power / ( 4 * Math.PI );
  23196. }
  23197. } );
  23198. this.distance = ( distance !== undefined ) ? distance : 0;
  23199. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23200. this.shadow = new PointLightShadow();
  23201. }
  23202. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23203. constructor: PointLight,
  23204. isPointLight: true,
  23205. copy: function ( source ) {
  23206. Light.prototype.copy.call( this, source );
  23207. this.distance = source.distance;
  23208. this.decay = source.decay;
  23209. this.shadow = source.shadow.clone();
  23210. return this;
  23211. }
  23212. } );
  23213. /**
  23214. * @author alteredq / http://alteredqualia.com/
  23215. * @author arose / http://github.com/arose
  23216. */
  23217. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23218. Camera.call( this );
  23219. this.type = 'OrthographicCamera';
  23220. this.zoom = 1;
  23221. this.view = null;
  23222. this.left = ( left !== undefined ) ? left : - 1;
  23223. this.right = ( right !== undefined ) ? right : 1;
  23224. this.top = ( top !== undefined ) ? top : 1;
  23225. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23226. this.near = ( near !== undefined ) ? near : 0.1;
  23227. this.far = ( far !== undefined ) ? far : 2000;
  23228. this.updateProjectionMatrix();
  23229. }
  23230. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23231. constructor: OrthographicCamera,
  23232. isOrthographicCamera: true,
  23233. copy: function ( source, recursive ) {
  23234. Camera.prototype.copy.call( this, source, recursive );
  23235. this.left = source.left;
  23236. this.right = source.right;
  23237. this.top = source.top;
  23238. this.bottom = source.bottom;
  23239. this.near = source.near;
  23240. this.far = source.far;
  23241. this.zoom = source.zoom;
  23242. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23243. return this;
  23244. },
  23245. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23246. if ( this.view === null ) {
  23247. this.view = {
  23248. enabled: true,
  23249. fullWidth: 1,
  23250. fullHeight: 1,
  23251. offsetX: 0,
  23252. offsetY: 0,
  23253. width: 1,
  23254. height: 1
  23255. };
  23256. }
  23257. this.view.enabled = true;
  23258. this.view.fullWidth = fullWidth;
  23259. this.view.fullHeight = fullHeight;
  23260. this.view.offsetX = x;
  23261. this.view.offsetY = y;
  23262. this.view.width = width;
  23263. this.view.height = height;
  23264. this.updateProjectionMatrix();
  23265. },
  23266. clearViewOffset: function () {
  23267. if ( this.view !== null ) {
  23268. this.view.enabled = false;
  23269. }
  23270. this.updateProjectionMatrix();
  23271. },
  23272. updateProjectionMatrix: function () {
  23273. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23274. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23275. var cx = ( this.right + this.left ) / 2;
  23276. var cy = ( this.top + this.bottom ) / 2;
  23277. var left = cx - dx;
  23278. var right = cx + dx;
  23279. var top = cy + dy;
  23280. var bottom = cy - dy;
  23281. if ( this.view !== null && this.view.enabled ) {
  23282. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23283. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23284. var scaleW = ( this.right - this.left ) / this.view.width;
  23285. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23286. left += scaleW * ( this.view.offsetX / zoomW );
  23287. right = left + scaleW * ( this.view.width / zoomW );
  23288. top -= scaleH * ( this.view.offsetY / zoomH );
  23289. bottom = top - scaleH * ( this.view.height / zoomH );
  23290. }
  23291. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23292. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23293. },
  23294. toJSON: function ( meta ) {
  23295. var data = Object3D.prototype.toJSON.call( this, meta );
  23296. data.object.zoom = this.zoom;
  23297. data.object.left = this.left;
  23298. data.object.right = this.right;
  23299. data.object.top = this.top;
  23300. data.object.bottom = this.bottom;
  23301. data.object.near = this.near;
  23302. data.object.far = this.far;
  23303. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23304. return data;
  23305. }
  23306. } );
  23307. /**
  23308. * @author mrdoob / http://mrdoob.com/
  23309. */
  23310. function DirectionalLightShadow() {
  23311. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23312. }
  23313. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23314. constructor: DirectionalLightShadow,
  23315. isDirectionalLightShadow: true,
  23316. updateMatrices: function ( light ) {
  23317. LightShadow.prototype.updateMatrices.call( this, light );
  23318. }
  23319. } );
  23320. /**
  23321. * @author mrdoob / http://mrdoob.com/
  23322. * @author alteredq / http://alteredqualia.com/
  23323. */
  23324. function DirectionalLight( color, intensity ) {
  23325. Light.call( this, color, intensity );
  23326. this.type = 'DirectionalLight';
  23327. this.position.copy( Object3D.DefaultUp );
  23328. this.updateMatrix();
  23329. this.target = new Object3D();
  23330. this.shadow = new DirectionalLightShadow();
  23331. }
  23332. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23333. constructor: DirectionalLight,
  23334. isDirectionalLight: true,
  23335. copy: function ( source ) {
  23336. Light.prototype.copy.call( this, source );
  23337. this.target = source.target.clone();
  23338. this.shadow = source.shadow.clone();
  23339. return this;
  23340. }
  23341. } );
  23342. /**
  23343. * @author mrdoob / http://mrdoob.com/
  23344. */
  23345. function AmbientLight( color, intensity ) {
  23346. Light.call( this, color, intensity );
  23347. this.type = 'AmbientLight';
  23348. this.castShadow = undefined;
  23349. }
  23350. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23351. constructor: AmbientLight,
  23352. isAmbientLight: true
  23353. } );
  23354. /**
  23355. * @author abelnation / http://github.com/abelnation
  23356. */
  23357. function RectAreaLight( color, intensity, width, height ) {
  23358. Light.call( this, color, intensity );
  23359. this.type = 'RectAreaLight';
  23360. this.width = ( width !== undefined ) ? width : 10;
  23361. this.height = ( height !== undefined ) ? height : 10;
  23362. }
  23363. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23364. constructor: RectAreaLight,
  23365. isRectAreaLight: true,
  23366. copy: function ( source ) {
  23367. Light.prototype.copy.call( this, source );
  23368. this.width = source.width;
  23369. this.height = source.height;
  23370. return this;
  23371. },
  23372. toJSON: function ( meta ) {
  23373. var data = Light.prototype.toJSON.call( this, meta );
  23374. data.object.width = this.width;
  23375. data.object.height = this.height;
  23376. return data;
  23377. }
  23378. } );
  23379. /**
  23380. * @author mrdoob / http://mrdoob.com/
  23381. */
  23382. function MaterialLoader( manager ) {
  23383. Loader.call( this, manager );
  23384. this.textures = {};
  23385. }
  23386. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23387. constructor: MaterialLoader,
  23388. load: function ( url, onLoad, onProgress, onError ) {
  23389. var scope = this;
  23390. var loader = new FileLoader( scope.manager );
  23391. loader.setPath( scope.path );
  23392. loader.load( url, function ( text ) {
  23393. onLoad( scope.parse( JSON.parse( text ) ) );
  23394. }, onProgress, onError );
  23395. },
  23396. parse: function ( json ) {
  23397. var textures = this.textures;
  23398. function getTexture( name ) {
  23399. if ( textures[ name ] === undefined ) {
  23400. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23401. }
  23402. return textures[ name ];
  23403. }
  23404. var material = new Materials[ json.type ]();
  23405. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23406. if ( json.name !== undefined ) { material.name = json.name; }
  23407. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23408. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23409. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23410. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23411. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23412. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23413. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23414. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23415. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23416. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23417. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23418. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23419. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23420. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23421. if ( json.side !== undefined ) { material.side = json.side; }
  23422. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23423. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23424. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23425. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23426. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23427. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23428. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23429. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23430. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23431. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23432. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23433. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23434. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23435. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23436. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23437. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23438. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23439. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23440. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23441. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23442. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23443. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23444. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23445. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23446. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23447. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23448. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23449. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23450. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23451. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23452. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23453. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23454. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23455. // Shader Material
  23456. if ( json.uniforms !== undefined ) {
  23457. for ( var name in json.uniforms ) {
  23458. var uniform = json.uniforms[ name ];
  23459. material.uniforms[ name ] = {};
  23460. switch ( uniform.type ) {
  23461. case 't':
  23462. material.uniforms[ name ].value = getTexture( uniform.value );
  23463. break;
  23464. case 'c':
  23465. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23466. break;
  23467. case 'v2':
  23468. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23469. break;
  23470. case 'v3':
  23471. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23472. break;
  23473. case 'v4':
  23474. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23475. break;
  23476. case 'm3':
  23477. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23478. case 'm4':
  23479. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23480. break;
  23481. default:
  23482. material.uniforms[ name ].value = uniform.value;
  23483. }
  23484. }
  23485. }
  23486. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23487. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23488. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23489. if ( json.extensions !== undefined ) {
  23490. for ( var key in json.extensions ) {
  23491. material.extensions[ key ] = json.extensions[ key ];
  23492. }
  23493. }
  23494. // Deprecated
  23495. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23496. // for PointsMaterial
  23497. if ( json.size !== undefined ) { material.size = json.size; }
  23498. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23499. // maps
  23500. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23501. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23502. if ( json.alphaMap !== undefined ) {
  23503. material.alphaMap = getTexture( json.alphaMap );
  23504. material.transparent = true;
  23505. }
  23506. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23507. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23508. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23509. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23510. if ( json.normalScale !== undefined ) {
  23511. var normalScale = json.normalScale;
  23512. if ( Array.isArray( normalScale ) === false ) {
  23513. // Blender exporter used to export a scalar. See #7459
  23514. normalScale = [ normalScale, normalScale ];
  23515. }
  23516. material.normalScale = new Vector2().fromArray( normalScale );
  23517. }
  23518. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23519. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23520. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23521. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23522. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23523. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23524. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23525. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23526. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23527. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23528. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23529. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23530. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23531. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23532. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23533. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23534. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23535. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23536. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23537. return material;
  23538. },
  23539. setTextures: function ( value ) {
  23540. this.textures = value;
  23541. return this;
  23542. }
  23543. } );
  23544. /**
  23545. * @author Don McCurdy / https://www.donmccurdy.com
  23546. */
  23547. var LoaderUtils = {
  23548. decodeText: function ( array ) {
  23549. if ( typeof TextDecoder !== 'undefined' ) {
  23550. return new TextDecoder().decode( array );
  23551. }
  23552. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23553. // throws a "maximum call stack size exceeded" error for large arrays.
  23554. var s = '';
  23555. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23556. // Implicitly assumes little-endian.
  23557. s += String.fromCharCode( array[ i ] );
  23558. }
  23559. try {
  23560. // merges multi-byte utf-8 characters.
  23561. return decodeURIComponent( escape( s ) );
  23562. } catch ( e ) { // see #16358
  23563. return s;
  23564. }
  23565. },
  23566. extractUrlBase: function ( url ) {
  23567. var index = url.lastIndexOf( '/' );
  23568. if ( index === - 1 ) { return './'; }
  23569. return url.substr( 0, index + 1 );
  23570. }
  23571. };
  23572. /**
  23573. * @author benaadams / https://twitter.com/ben_a_adams
  23574. */
  23575. function InstancedBufferGeometry() {
  23576. BufferGeometry.call( this );
  23577. this.type = 'InstancedBufferGeometry';
  23578. this.maxInstancedCount = undefined;
  23579. }
  23580. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23581. constructor: InstancedBufferGeometry,
  23582. isInstancedBufferGeometry: true,
  23583. copy: function ( source ) {
  23584. BufferGeometry.prototype.copy.call( this, source );
  23585. this.maxInstancedCount = source.maxInstancedCount;
  23586. return this;
  23587. },
  23588. clone: function () {
  23589. return new this.constructor().copy( this );
  23590. },
  23591. toJSON: function () {
  23592. var data = BufferGeometry.prototype.toJSON.call( this );
  23593. data.maxInstancedCount = this.maxInstancedCount;
  23594. data.isInstancedBufferGeometry = true;
  23595. return data;
  23596. }
  23597. } );
  23598. /**
  23599. * @author benaadams / https://twitter.com/ben_a_adams
  23600. */
  23601. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23602. if ( typeof ( normalized ) === 'number' ) {
  23603. meshPerAttribute = normalized;
  23604. normalized = false;
  23605. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23606. }
  23607. BufferAttribute.call( this, array, itemSize, normalized );
  23608. this.meshPerAttribute = meshPerAttribute || 1;
  23609. }
  23610. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23611. constructor: InstancedBufferAttribute,
  23612. isInstancedBufferAttribute: true,
  23613. copy: function ( source ) {
  23614. BufferAttribute.prototype.copy.call( this, source );
  23615. this.meshPerAttribute = source.meshPerAttribute;
  23616. return this;
  23617. },
  23618. toJSON: function () {
  23619. var data = BufferAttribute.prototype.toJSON.call( this );
  23620. data.meshPerAttribute = this.meshPerAttribute;
  23621. data.isInstancedBufferAttribute = true;
  23622. return data;
  23623. }
  23624. } );
  23625. /**
  23626. * @author mrdoob / http://mrdoob.com/
  23627. */
  23628. function BufferGeometryLoader( manager ) {
  23629. Loader.call( this, manager );
  23630. }
  23631. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23632. constructor: BufferGeometryLoader,
  23633. load: function ( url, onLoad, onProgress, onError ) {
  23634. var scope = this;
  23635. var loader = new FileLoader( scope.manager );
  23636. loader.setPath( scope.path );
  23637. loader.load( url, function ( text ) {
  23638. onLoad( scope.parse( JSON.parse( text ) ) );
  23639. }, onProgress, onError );
  23640. },
  23641. parse: function ( json ) {
  23642. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23643. var index = json.data.index;
  23644. if ( index !== undefined ) {
  23645. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23646. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23647. }
  23648. var attributes = json.data.attributes;
  23649. for ( var key in attributes ) {
  23650. var attribute = attributes[ key ];
  23651. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23652. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23653. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23654. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23655. geometry.setAttribute( key, bufferAttribute );
  23656. }
  23657. var morphAttributes = json.data.morphAttributes;
  23658. if ( morphAttributes ) {
  23659. for ( var key in morphAttributes ) {
  23660. var attributeArray = morphAttributes[ key ];
  23661. var array = [];
  23662. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23663. var attribute = attributeArray[ i ];
  23664. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23665. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23666. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23667. array.push( bufferAttribute );
  23668. }
  23669. geometry.morphAttributes[ key ] = array;
  23670. }
  23671. }
  23672. var morphTargetsRelative = json.data.morphTargetsRelative;
  23673. if ( morphTargetsRelative ) {
  23674. geometry.morphTargetsRelative = true;
  23675. }
  23676. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23677. if ( groups !== undefined ) {
  23678. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23679. var group = groups[ i ];
  23680. geometry.addGroup( group.start, group.count, group.materialIndex );
  23681. }
  23682. }
  23683. var boundingSphere = json.data.boundingSphere;
  23684. if ( boundingSphere !== undefined ) {
  23685. var center = new Vector3();
  23686. if ( boundingSphere.center !== undefined ) {
  23687. center.fromArray( boundingSphere.center );
  23688. }
  23689. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23690. }
  23691. if ( json.name ) { geometry.name = json.name; }
  23692. if ( json.userData ) { geometry.userData = json.userData; }
  23693. return geometry;
  23694. }
  23695. } );
  23696. var TYPED_ARRAYS = {
  23697. Int8Array: Int8Array,
  23698. Uint8Array: Uint8Array,
  23699. // Workaround for IE11 pre KB2929437. See #11440
  23700. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23701. Int16Array: Int16Array,
  23702. Uint16Array: Uint16Array,
  23703. Int32Array: Int32Array,
  23704. Uint32Array: Uint32Array,
  23705. Float32Array: Float32Array,
  23706. Float64Array: Float64Array
  23707. };
  23708. /**
  23709. * @author mrdoob / http://mrdoob.com/
  23710. */
  23711. function ObjectLoader( manager ) {
  23712. Loader.call( this, manager );
  23713. }
  23714. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23715. constructor: ObjectLoader,
  23716. load: function ( url, onLoad, onProgress, onError ) {
  23717. var scope = this;
  23718. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23719. this.resourcePath = this.resourcePath || path;
  23720. var loader = new FileLoader( scope.manager );
  23721. loader.setPath( this.path );
  23722. loader.load( url, function ( text ) {
  23723. var json = null;
  23724. try {
  23725. json = JSON.parse( text );
  23726. } catch ( error ) {
  23727. if ( onError !== undefined ) { onError( error ); }
  23728. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23729. return;
  23730. }
  23731. var metadata = json.metadata;
  23732. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23733. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23734. return;
  23735. }
  23736. scope.parse( json, onLoad );
  23737. }, onProgress, onError );
  23738. },
  23739. parse: function ( json, onLoad ) {
  23740. var shapes = this.parseShape( json.shapes );
  23741. var geometries = this.parseGeometries( json.geometries, shapes );
  23742. var images = this.parseImages( json.images, function () {
  23743. if ( onLoad !== undefined ) { onLoad( object ); }
  23744. } );
  23745. var textures = this.parseTextures( json.textures, images );
  23746. var materials = this.parseMaterials( json.materials, textures );
  23747. var object = this.parseObject( json.object, geometries, materials );
  23748. if ( json.animations ) {
  23749. object.animations = this.parseAnimations( json.animations );
  23750. }
  23751. if ( json.images === undefined || json.images.length === 0 ) {
  23752. if ( onLoad !== undefined ) { onLoad( object ); }
  23753. }
  23754. return object;
  23755. },
  23756. parseShape: function ( json ) {
  23757. var shapes = {};
  23758. if ( json !== undefined ) {
  23759. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23760. var shape = new Shape().fromJSON( json[ i ] );
  23761. shapes[ shape.uuid ] = shape;
  23762. }
  23763. }
  23764. return shapes;
  23765. },
  23766. parseGeometries: function ( json, shapes ) {
  23767. var geometries = {};
  23768. if ( json !== undefined ) {
  23769. var bufferGeometryLoader = new BufferGeometryLoader();
  23770. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23771. var geometry;
  23772. var data = json[ i ];
  23773. switch ( data.type ) {
  23774. case 'PlaneGeometry':
  23775. case 'PlaneBufferGeometry':
  23776. geometry = new Geometries[ data.type ](
  23777. data.width,
  23778. data.height,
  23779. data.widthSegments,
  23780. data.heightSegments
  23781. );
  23782. break;
  23783. case 'BoxGeometry':
  23784. case 'BoxBufferGeometry':
  23785. case 'CubeGeometry': // backwards compatible
  23786. geometry = new Geometries[ data.type ](
  23787. data.width,
  23788. data.height,
  23789. data.depth,
  23790. data.widthSegments,
  23791. data.heightSegments,
  23792. data.depthSegments
  23793. );
  23794. break;
  23795. case 'CircleGeometry':
  23796. case 'CircleBufferGeometry':
  23797. geometry = new Geometries[ data.type ](
  23798. data.radius,
  23799. data.segments,
  23800. data.thetaStart,
  23801. data.thetaLength
  23802. );
  23803. break;
  23804. case 'CylinderGeometry':
  23805. case 'CylinderBufferGeometry':
  23806. geometry = new Geometries[ data.type ](
  23807. data.radiusTop,
  23808. data.radiusBottom,
  23809. data.height,
  23810. data.radialSegments,
  23811. data.heightSegments,
  23812. data.openEnded,
  23813. data.thetaStart,
  23814. data.thetaLength
  23815. );
  23816. break;
  23817. case 'ConeGeometry':
  23818. case 'ConeBufferGeometry':
  23819. geometry = new Geometries[ data.type ](
  23820. data.radius,
  23821. data.height,
  23822. data.radialSegments,
  23823. data.heightSegments,
  23824. data.openEnded,
  23825. data.thetaStart,
  23826. data.thetaLength
  23827. );
  23828. break;
  23829. case 'SphereGeometry':
  23830. case 'SphereBufferGeometry':
  23831. geometry = new Geometries[ data.type ](
  23832. data.radius,
  23833. data.widthSegments,
  23834. data.heightSegments,
  23835. data.phiStart,
  23836. data.phiLength,
  23837. data.thetaStart,
  23838. data.thetaLength
  23839. );
  23840. break;
  23841. case 'DodecahedronGeometry':
  23842. case 'DodecahedronBufferGeometry':
  23843. case 'IcosahedronGeometry':
  23844. case 'IcosahedronBufferGeometry':
  23845. case 'OctahedronGeometry':
  23846. case 'OctahedronBufferGeometry':
  23847. case 'TetrahedronGeometry':
  23848. case 'TetrahedronBufferGeometry':
  23849. geometry = new Geometries[ data.type ](
  23850. data.radius,
  23851. data.detail
  23852. );
  23853. break;
  23854. case 'RingGeometry':
  23855. case 'RingBufferGeometry':
  23856. geometry = new Geometries[ data.type ](
  23857. data.innerRadius,
  23858. data.outerRadius,
  23859. data.thetaSegments,
  23860. data.phiSegments,
  23861. data.thetaStart,
  23862. data.thetaLength
  23863. );
  23864. break;
  23865. case 'TorusGeometry':
  23866. case 'TorusBufferGeometry':
  23867. geometry = new Geometries[ data.type ](
  23868. data.radius,
  23869. data.tube,
  23870. data.radialSegments,
  23871. data.tubularSegments,
  23872. data.arc
  23873. );
  23874. break;
  23875. case 'TorusKnotGeometry':
  23876. case 'TorusKnotBufferGeometry':
  23877. geometry = new Geometries[ data.type ](
  23878. data.radius,
  23879. data.tube,
  23880. data.tubularSegments,
  23881. data.radialSegments,
  23882. data.p,
  23883. data.q
  23884. );
  23885. break;
  23886. case 'TubeGeometry':
  23887. case 'TubeBufferGeometry':
  23888. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23889. // User defined curves or instances of CurvePath will not be deserialized.
  23890. geometry = new Geometries[ data.type ](
  23891. new Curves[ data.path.type ]().fromJSON( data.path ),
  23892. data.tubularSegments,
  23893. data.radius,
  23894. data.radialSegments,
  23895. data.closed
  23896. );
  23897. break;
  23898. case 'LatheGeometry':
  23899. case 'LatheBufferGeometry':
  23900. geometry = new Geometries[ data.type ](
  23901. data.points,
  23902. data.segments,
  23903. data.phiStart,
  23904. data.phiLength
  23905. );
  23906. break;
  23907. case 'PolyhedronGeometry':
  23908. case 'PolyhedronBufferGeometry':
  23909. geometry = new Geometries[ data.type ](
  23910. data.vertices,
  23911. data.indices,
  23912. data.radius,
  23913. data.details
  23914. );
  23915. break;
  23916. case 'ShapeGeometry':
  23917. case 'ShapeBufferGeometry':
  23918. var geometryShapes = [];
  23919. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23920. var shape = shapes[ data.shapes[ j ] ];
  23921. geometryShapes.push( shape );
  23922. }
  23923. geometry = new Geometries[ data.type ](
  23924. geometryShapes,
  23925. data.curveSegments
  23926. );
  23927. break;
  23928. case 'ExtrudeGeometry':
  23929. case 'ExtrudeBufferGeometry':
  23930. var geometryShapes = [];
  23931. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23932. var shape = shapes[ data.shapes[ j ] ];
  23933. geometryShapes.push( shape );
  23934. }
  23935. var extrudePath = data.options.extrudePath;
  23936. if ( extrudePath !== undefined ) {
  23937. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23938. }
  23939. geometry = new Geometries[ data.type ](
  23940. geometryShapes,
  23941. data.options
  23942. );
  23943. break;
  23944. case 'BufferGeometry':
  23945. case 'InstancedBufferGeometry':
  23946. geometry = bufferGeometryLoader.parse( data );
  23947. break;
  23948. case 'Geometry':
  23949. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23950. var geometryLoader = new THREE.LegacyJSONLoader();
  23951. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23952. } else {
  23953. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23954. }
  23955. break;
  23956. default:
  23957. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23958. continue;
  23959. }
  23960. geometry.uuid = data.uuid;
  23961. if ( data.name !== undefined ) { geometry.name = data.name; }
  23962. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23963. geometries[ data.uuid ] = geometry;
  23964. }
  23965. }
  23966. return geometries;
  23967. },
  23968. parseMaterials: function ( json, textures ) {
  23969. var cache = {}; // MultiMaterial
  23970. var materials = {};
  23971. if ( json !== undefined ) {
  23972. var loader = new MaterialLoader();
  23973. loader.setTextures( textures );
  23974. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23975. var data = json[ i ];
  23976. if ( data.type === 'MultiMaterial' ) {
  23977. // Deprecated
  23978. var array = [];
  23979. for ( var j = 0; j < data.materials.length; j ++ ) {
  23980. var material = data.materials[ j ];
  23981. if ( cache[ material.uuid ] === undefined ) {
  23982. cache[ material.uuid ] = loader.parse( material );
  23983. }
  23984. array.push( cache[ material.uuid ] );
  23985. }
  23986. materials[ data.uuid ] = array;
  23987. } else {
  23988. if ( cache[ data.uuid ] === undefined ) {
  23989. cache[ data.uuid ] = loader.parse( data );
  23990. }
  23991. materials[ data.uuid ] = cache[ data.uuid ];
  23992. }
  23993. }
  23994. }
  23995. return materials;
  23996. },
  23997. parseAnimations: function ( json ) {
  23998. var animations = [];
  23999. for ( var i = 0; i < json.length; i ++ ) {
  24000. var data = json[ i ];
  24001. var clip = AnimationClip.parse( data );
  24002. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24003. animations.push( clip );
  24004. }
  24005. return animations;
  24006. },
  24007. parseImages: function ( json, onLoad ) {
  24008. var scope = this;
  24009. var images = {};
  24010. function loadImage( url ) {
  24011. scope.manager.itemStart( url );
  24012. return loader.load( url, function () {
  24013. scope.manager.itemEnd( url );
  24014. }, undefined, function () {
  24015. scope.manager.itemError( url );
  24016. scope.manager.itemEnd( url );
  24017. } );
  24018. }
  24019. if ( json !== undefined && json.length > 0 ) {
  24020. var manager = new LoadingManager( onLoad );
  24021. var loader = new ImageLoader( manager );
  24022. loader.setCrossOrigin( this.crossOrigin );
  24023. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24024. var image = json[ i ];
  24025. var url = image.url;
  24026. if ( Array.isArray( url ) ) {
  24027. // load array of images e.g CubeTexture
  24028. images[ image.uuid ] = [];
  24029. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24030. var currentUrl = url[ j ];
  24031. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24032. images[ image.uuid ].push( loadImage( path ) );
  24033. }
  24034. } else {
  24035. // load single image
  24036. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24037. images[ image.uuid ] = loadImage( path );
  24038. }
  24039. }
  24040. }
  24041. return images;
  24042. },
  24043. parseTextures: function ( json, images ) {
  24044. function parseConstant( value, type ) {
  24045. if ( typeof value === 'number' ) { return value; }
  24046. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24047. return type[ value ];
  24048. }
  24049. var textures = {};
  24050. if ( json !== undefined ) {
  24051. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24052. var data = json[ i ];
  24053. if ( data.image === undefined ) {
  24054. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24055. }
  24056. if ( images[ data.image ] === undefined ) {
  24057. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24058. }
  24059. var texture;
  24060. if ( Array.isArray( images[ data.image ] ) ) {
  24061. texture = new CubeTexture( images[ data.image ] );
  24062. } else {
  24063. texture = new Texture( images[ data.image ] );
  24064. }
  24065. texture.needsUpdate = true;
  24066. texture.uuid = data.uuid;
  24067. if ( data.name !== undefined ) { texture.name = data.name; }
  24068. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24069. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24070. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24071. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24072. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24073. if ( data.wrap !== undefined ) {
  24074. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24075. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24076. }
  24077. if ( data.format !== undefined ) { texture.format = data.format; }
  24078. if ( data.type !== undefined ) { texture.type = data.type; }
  24079. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24080. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24081. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24082. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24083. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24084. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24085. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24086. textures[ data.uuid ] = texture;
  24087. }
  24088. }
  24089. return textures;
  24090. },
  24091. parseObject: function ( data, geometries, materials ) {
  24092. var object;
  24093. function getGeometry( name ) {
  24094. if ( geometries[ name ] === undefined ) {
  24095. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24096. }
  24097. return geometries[ name ];
  24098. }
  24099. function getMaterial( name ) {
  24100. if ( name === undefined ) { return undefined; }
  24101. if ( Array.isArray( name ) ) {
  24102. var array = [];
  24103. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24104. var uuid = name[ i ];
  24105. if ( materials[ uuid ] === undefined ) {
  24106. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24107. }
  24108. array.push( materials[ uuid ] );
  24109. }
  24110. return array;
  24111. }
  24112. if ( materials[ name ] === undefined ) {
  24113. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24114. }
  24115. return materials[ name ];
  24116. }
  24117. switch ( data.type ) {
  24118. case 'Scene':
  24119. object = new Scene();
  24120. if ( data.background !== undefined ) {
  24121. if ( Number.isInteger( data.background ) ) {
  24122. object.background = new Color( data.background );
  24123. }
  24124. }
  24125. if ( data.fog !== undefined ) {
  24126. if ( data.fog.type === 'Fog' ) {
  24127. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24128. } else if ( data.fog.type === 'FogExp2' ) {
  24129. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24130. }
  24131. }
  24132. break;
  24133. case 'PerspectiveCamera':
  24134. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24135. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24136. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24137. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24138. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24139. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24140. break;
  24141. case 'OrthographicCamera':
  24142. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24143. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24144. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24145. break;
  24146. case 'AmbientLight':
  24147. object = new AmbientLight( data.color, data.intensity );
  24148. break;
  24149. case 'DirectionalLight':
  24150. object = new DirectionalLight( data.color, data.intensity );
  24151. break;
  24152. case 'PointLight':
  24153. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24154. break;
  24155. case 'RectAreaLight':
  24156. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24157. break;
  24158. case 'SpotLight':
  24159. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24160. break;
  24161. case 'HemisphereLight':
  24162. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24163. break;
  24164. case 'SkinnedMesh':
  24165. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24166. case 'Mesh':
  24167. var geometry = getGeometry( data.geometry );
  24168. var material = getMaterial( data.material );
  24169. if ( geometry.bones && geometry.bones.length > 0 ) {
  24170. object = new SkinnedMesh( geometry, material );
  24171. } else {
  24172. object = new Mesh( geometry, material );
  24173. }
  24174. break;
  24175. case 'InstancedMesh':
  24176. var geometry = getGeometry( data.geometry );
  24177. var material = getMaterial( data.material );
  24178. var count = data.count;
  24179. var instanceMatrix = data.instanceMatrix;
  24180. object = new InstancedMesh( geometry, material, count );
  24181. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24182. break;
  24183. case 'LOD':
  24184. object = new LOD();
  24185. break;
  24186. case 'Line':
  24187. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24188. break;
  24189. case 'LineLoop':
  24190. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24191. break;
  24192. case 'LineSegments':
  24193. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24194. break;
  24195. case 'PointCloud':
  24196. case 'Points':
  24197. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24198. break;
  24199. case 'Sprite':
  24200. object = new Sprite( getMaterial( data.material ) );
  24201. break;
  24202. case 'Group':
  24203. object = new Group();
  24204. break;
  24205. default:
  24206. object = new Object3D();
  24207. }
  24208. object.uuid = data.uuid;
  24209. if ( data.name !== undefined ) { object.name = data.name; }
  24210. if ( data.matrix !== undefined ) {
  24211. object.matrix.fromArray( data.matrix );
  24212. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24213. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24214. } else {
  24215. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24216. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24217. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24218. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24219. }
  24220. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24221. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24222. if ( data.shadow ) {
  24223. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24224. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24225. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24226. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24227. }
  24228. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24229. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24230. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24231. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24232. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24233. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  24234. if ( data.children !== undefined ) {
  24235. var children = data.children;
  24236. for ( var i = 0; i < children.length; i ++ ) {
  24237. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24238. }
  24239. }
  24240. if ( data.type === 'LOD' ) {
  24241. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24242. var levels = data.levels;
  24243. for ( var l = 0; l < levels.length; l ++ ) {
  24244. var level = levels[ l ];
  24245. var child = object.getObjectByProperty( 'uuid', level.object );
  24246. if ( child !== undefined ) {
  24247. object.addLevel( child, level.distance );
  24248. }
  24249. }
  24250. }
  24251. return object;
  24252. }
  24253. } );
  24254. var TEXTURE_MAPPING = {
  24255. UVMapping: UVMapping,
  24256. CubeReflectionMapping: CubeReflectionMapping,
  24257. CubeRefractionMapping: CubeRefractionMapping,
  24258. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24259. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24260. SphericalReflectionMapping: SphericalReflectionMapping,
  24261. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24262. CubeUVRefractionMapping: CubeUVRefractionMapping
  24263. };
  24264. var TEXTURE_WRAPPING = {
  24265. RepeatWrapping: RepeatWrapping,
  24266. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24267. MirroredRepeatWrapping: MirroredRepeatWrapping
  24268. };
  24269. var TEXTURE_FILTER = {
  24270. NearestFilter: NearestFilter,
  24271. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24272. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24273. LinearFilter: LinearFilter,
  24274. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24275. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24276. };
  24277. /**
  24278. * @author thespite / http://clicktorelease.com/
  24279. */
  24280. function ImageBitmapLoader( manager ) {
  24281. if ( typeof createImageBitmap === 'undefined' ) {
  24282. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24283. }
  24284. if ( typeof fetch === 'undefined' ) {
  24285. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24286. }
  24287. Loader.call( this, manager );
  24288. this.options = undefined;
  24289. }
  24290. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24291. constructor: ImageBitmapLoader,
  24292. setOptions: function setOptions( options ) {
  24293. this.options = options;
  24294. return this;
  24295. },
  24296. load: function ( url, onLoad, onProgress, onError ) {
  24297. if ( url === undefined ) { url = ''; }
  24298. if ( this.path !== undefined ) { url = this.path + url; }
  24299. url = this.manager.resolveURL( url );
  24300. var scope = this;
  24301. var cached = Cache.get( url );
  24302. if ( cached !== undefined ) {
  24303. scope.manager.itemStart( url );
  24304. setTimeout( function () {
  24305. if ( onLoad ) { onLoad( cached ); }
  24306. scope.manager.itemEnd( url );
  24307. }, 0 );
  24308. return cached;
  24309. }
  24310. fetch( url ).then( function ( res ) {
  24311. return res.blob();
  24312. } ).then( function ( blob ) {
  24313. if ( scope.options === undefined ) {
  24314. // Workaround for FireFox. It causes an error if you pass options.
  24315. return createImageBitmap( blob );
  24316. } else {
  24317. return createImageBitmap( blob, scope.options );
  24318. }
  24319. } ).then( function ( imageBitmap ) {
  24320. Cache.add( url, imageBitmap );
  24321. if ( onLoad ) { onLoad( imageBitmap ); }
  24322. scope.manager.itemEnd( url );
  24323. } ).catch( function ( e ) {
  24324. if ( onError ) { onError( e ); }
  24325. scope.manager.itemError( url );
  24326. scope.manager.itemEnd( url );
  24327. } );
  24328. scope.manager.itemStart( url );
  24329. }
  24330. } );
  24331. /**
  24332. * @author zz85 / http://www.lab4games.net/zz85/blog
  24333. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24334. **/
  24335. function ShapePath() {
  24336. this.type = 'ShapePath';
  24337. this.color = new Color();
  24338. this.subPaths = [];
  24339. this.currentPath = null;
  24340. }
  24341. Object.assign( ShapePath.prototype, {
  24342. moveTo: function ( x, y ) {
  24343. this.currentPath = new Path();
  24344. this.subPaths.push( this.currentPath );
  24345. this.currentPath.moveTo( x, y );
  24346. return this;
  24347. },
  24348. lineTo: function ( x, y ) {
  24349. this.currentPath.lineTo( x, y );
  24350. return this;
  24351. },
  24352. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24353. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24354. return this;
  24355. },
  24356. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24357. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24358. return this;
  24359. },
  24360. splineThru: function ( pts ) {
  24361. this.currentPath.splineThru( pts );
  24362. return this;
  24363. },
  24364. toShapes: function ( isCCW, noHoles ) {
  24365. function toShapesNoHoles( inSubpaths ) {
  24366. var shapes = [];
  24367. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24368. var tmpPath = inSubpaths[ i ];
  24369. var tmpShape = new Shape();
  24370. tmpShape.curves = tmpPath.curves;
  24371. shapes.push( tmpShape );
  24372. }
  24373. return shapes;
  24374. }
  24375. function isPointInsidePolygon( inPt, inPolygon ) {
  24376. var polyLen = inPolygon.length;
  24377. // inPt on polygon contour => immediate success or
  24378. // toggling of inside/outside at every single! intersection point of an edge
  24379. // with the horizontal line through inPt, left of inPt
  24380. // not counting lowerY endpoints of edges and whole edges on that line
  24381. var inside = false;
  24382. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24383. var edgeLowPt = inPolygon[ p ];
  24384. var edgeHighPt = inPolygon[ q ];
  24385. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24386. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24387. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24388. // not parallel
  24389. if ( edgeDy < 0 ) {
  24390. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24391. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24392. }
  24393. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24394. if ( inPt.y === edgeLowPt.y ) {
  24395. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24396. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24397. } else {
  24398. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24399. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24400. if ( perpEdge < 0 ) { continue; }
  24401. inside = ! inside; // true intersection left of inPt
  24402. }
  24403. } else {
  24404. // parallel or collinear
  24405. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24406. // edge lies on the same horizontal line as inPt
  24407. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24408. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24409. // continue;
  24410. }
  24411. }
  24412. return inside;
  24413. }
  24414. var isClockWise = ShapeUtils.isClockWise;
  24415. var subPaths = this.subPaths;
  24416. if ( subPaths.length === 0 ) { return []; }
  24417. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24418. var solid, tmpPath, tmpShape, shapes = [];
  24419. if ( subPaths.length === 1 ) {
  24420. tmpPath = subPaths[ 0 ];
  24421. tmpShape = new Shape();
  24422. tmpShape.curves = tmpPath.curves;
  24423. shapes.push( tmpShape );
  24424. return shapes;
  24425. }
  24426. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24427. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24428. // console.log("Holes first", holesFirst);
  24429. var betterShapeHoles = [];
  24430. var newShapes = [];
  24431. var newShapeHoles = [];
  24432. var mainIdx = 0;
  24433. var tmpPoints;
  24434. newShapes[ mainIdx ] = undefined;
  24435. newShapeHoles[ mainIdx ] = [];
  24436. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24437. tmpPath = subPaths[ i ];
  24438. tmpPoints = tmpPath.getPoints();
  24439. solid = isClockWise( tmpPoints );
  24440. solid = isCCW ? ! solid : solid;
  24441. if ( solid ) {
  24442. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24443. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24444. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24445. if ( holesFirst ) { mainIdx ++; }
  24446. newShapeHoles[ mainIdx ] = [];
  24447. //console.log('cw', i);
  24448. } else {
  24449. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24450. //console.log('ccw', i);
  24451. }
  24452. }
  24453. // only Holes? -> probably all Shapes with wrong orientation
  24454. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24455. if ( newShapes.length > 1 ) {
  24456. var ambiguous = false;
  24457. var toChange = [];
  24458. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24459. betterShapeHoles[ sIdx ] = [];
  24460. }
  24461. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24462. var sho = newShapeHoles[ sIdx ];
  24463. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24464. var ho = sho[ hIdx ];
  24465. var hole_unassigned = true;
  24466. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24467. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24468. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24469. if ( hole_unassigned ) {
  24470. hole_unassigned = false;
  24471. betterShapeHoles[ s2Idx ].push( ho );
  24472. } else {
  24473. ambiguous = true;
  24474. }
  24475. }
  24476. }
  24477. if ( hole_unassigned ) {
  24478. betterShapeHoles[ sIdx ].push( ho );
  24479. }
  24480. }
  24481. }
  24482. // console.log("ambiguous: ", ambiguous);
  24483. if ( toChange.length > 0 ) {
  24484. // console.log("to change: ", toChange);
  24485. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24486. }
  24487. }
  24488. var tmpHoles;
  24489. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24490. tmpShape = newShapes[ i ].s;
  24491. shapes.push( tmpShape );
  24492. tmpHoles = newShapeHoles[ i ];
  24493. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24494. tmpShape.holes.push( tmpHoles[ j ].h );
  24495. }
  24496. }
  24497. //console.log("shape", shapes);
  24498. return shapes;
  24499. }
  24500. } );
  24501. /**
  24502. * @author zz85 / http://www.lab4games.net/zz85/blog
  24503. * @author mrdoob / http://mrdoob.com/
  24504. */
  24505. function Font( data ) {
  24506. this.type = 'Font';
  24507. this.data = data;
  24508. }
  24509. Object.assign( Font.prototype, {
  24510. isFont: true,
  24511. generateShapes: function ( text, size ) {
  24512. if ( size === undefined ) { size = 100; }
  24513. var shapes = [];
  24514. var paths = createPaths( text, size, this.data );
  24515. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24516. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24517. }
  24518. return shapes;
  24519. }
  24520. } );
  24521. function createPaths( text, size, data ) {
  24522. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24523. var scale = size / data.resolution;
  24524. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24525. var paths = [];
  24526. var offsetX = 0, offsetY = 0;
  24527. for ( var i = 0; i < chars.length; i ++ ) {
  24528. var char = chars[ i ];
  24529. if ( char === '\n' ) {
  24530. offsetX = 0;
  24531. offsetY -= line_height;
  24532. } else {
  24533. var ret = createPath( char, scale, offsetX, offsetY, data );
  24534. offsetX += ret.offsetX;
  24535. paths.push( ret.path );
  24536. }
  24537. }
  24538. return paths;
  24539. }
  24540. function createPath( char, scale, offsetX, offsetY, data ) {
  24541. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24542. if ( ! glyph ) {
  24543. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24544. return;
  24545. }
  24546. var path = new ShapePath();
  24547. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24548. if ( glyph.o ) {
  24549. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24550. for ( var i = 0, l = outline.length; i < l; ) {
  24551. var action = outline[ i ++ ];
  24552. switch ( action ) {
  24553. case 'm': // moveTo
  24554. x = outline[ i ++ ] * scale + offsetX;
  24555. y = outline[ i ++ ] * scale + offsetY;
  24556. path.moveTo( x, y );
  24557. break;
  24558. case 'l': // lineTo
  24559. x = outline[ i ++ ] * scale + offsetX;
  24560. y = outline[ i ++ ] * scale + offsetY;
  24561. path.lineTo( x, y );
  24562. break;
  24563. case 'q': // quadraticCurveTo
  24564. cpx = outline[ i ++ ] * scale + offsetX;
  24565. cpy = outline[ i ++ ] * scale + offsetY;
  24566. cpx1 = outline[ i ++ ] * scale + offsetX;
  24567. cpy1 = outline[ i ++ ] * scale + offsetY;
  24568. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24569. break;
  24570. case 'b': // bezierCurveTo
  24571. cpx = outline[ i ++ ] * scale + offsetX;
  24572. cpy = outline[ i ++ ] * scale + offsetY;
  24573. cpx1 = outline[ i ++ ] * scale + offsetX;
  24574. cpy1 = outline[ i ++ ] * scale + offsetY;
  24575. cpx2 = outline[ i ++ ] * scale + offsetX;
  24576. cpy2 = outline[ i ++ ] * scale + offsetY;
  24577. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24578. break;
  24579. }
  24580. }
  24581. }
  24582. return { offsetX: glyph.ha * scale, path: path };
  24583. }
  24584. /**
  24585. * @author mrdoob / http://mrdoob.com/
  24586. */
  24587. function FontLoader( manager ) {
  24588. Loader.call( this, manager );
  24589. }
  24590. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24591. constructor: FontLoader,
  24592. load: function ( url, onLoad, onProgress, onError ) {
  24593. var scope = this;
  24594. var loader = new FileLoader( this.manager );
  24595. loader.setPath( this.path );
  24596. loader.load( url, function ( text ) {
  24597. var json;
  24598. try {
  24599. json = JSON.parse( text );
  24600. } catch ( e ) {
  24601. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24602. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24603. }
  24604. var font = scope.parse( json );
  24605. if ( onLoad ) { onLoad( font ); }
  24606. }, onProgress, onError );
  24607. },
  24608. parse: function ( json ) {
  24609. return new Font( json );
  24610. }
  24611. } );
  24612. /**
  24613. * @author mrdoob / http://mrdoob.com/
  24614. */
  24615. var _context;
  24616. var AudioContext = {
  24617. getContext: function () {
  24618. if ( _context === undefined ) {
  24619. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24620. }
  24621. return _context;
  24622. },
  24623. setContext: function ( value ) {
  24624. _context = value;
  24625. }
  24626. };
  24627. /**
  24628. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24629. */
  24630. function AudioLoader( manager ) {
  24631. Loader.call( this, manager );
  24632. }
  24633. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24634. constructor: AudioLoader,
  24635. load: function ( url, onLoad, onProgress, onError ) {
  24636. var loader = new FileLoader( this.manager );
  24637. loader.setResponseType( 'arraybuffer' );
  24638. loader.setPath( this.path );
  24639. loader.load( url, function ( buffer ) {
  24640. // Create a copy of the buffer. The `decodeAudioData` method
  24641. // detaches the buffer when complete, preventing reuse.
  24642. var bufferCopy = buffer.slice( 0 );
  24643. var context = AudioContext.getContext();
  24644. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24645. onLoad( audioBuffer );
  24646. } );
  24647. }, onProgress, onError );
  24648. }
  24649. } );
  24650. /**
  24651. * @author bhouston / http://clara.io
  24652. * @author WestLangley / http://github.com/WestLangley
  24653. *
  24654. * Primary reference:
  24655. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24656. *
  24657. * Secondary reference:
  24658. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24659. */
  24660. // 3-band SH defined by 9 coefficients
  24661. function SphericalHarmonics3() {
  24662. this.coefficients = [];
  24663. for ( var i = 0; i < 9; i ++ ) {
  24664. this.coefficients.push( new Vector3() );
  24665. }
  24666. }
  24667. Object.assign( SphericalHarmonics3.prototype, {
  24668. isSphericalHarmonics3: true,
  24669. set: function ( coefficients ) {
  24670. for ( var i = 0; i < 9; i ++ ) {
  24671. this.coefficients[ i ].copy( coefficients[ i ] );
  24672. }
  24673. return this;
  24674. },
  24675. zero: function () {
  24676. for ( var i = 0; i < 9; i ++ ) {
  24677. this.coefficients[ i ].set( 0, 0, 0 );
  24678. }
  24679. return this;
  24680. },
  24681. // get the radiance in the direction of the normal
  24682. // target is a Vector3
  24683. getAt: function ( normal, target ) {
  24684. // normal is assumed to be unit length
  24685. var x = normal.x, y = normal.y, z = normal.z;
  24686. var coeff = this.coefficients;
  24687. // band 0
  24688. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24689. // band 1
  24690. target.addScale( coeff[ 1 ], 0.488603 * y );
  24691. target.addScale( coeff[ 2 ], 0.488603 * z );
  24692. target.addScale( coeff[ 3 ], 0.488603 * x );
  24693. // band 2
  24694. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24695. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24696. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24697. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24698. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24699. return target;
  24700. },
  24701. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24702. // target is a Vector3
  24703. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24704. getIrradianceAt: function ( normal, target ) {
  24705. // normal is assumed to be unit length
  24706. var x = normal.x, y = normal.y, z = normal.z;
  24707. var coeff = this.coefficients;
  24708. // band 0
  24709. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24710. // band 1
  24711. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24712. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24713. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24714. // band 2
  24715. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24716. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24717. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24718. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24719. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24720. return target;
  24721. },
  24722. add: function ( sh ) {
  24723. for ( var i = 0; i < 9; i ++ ) {
  24724. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24725. }
  24726. return this;
  24727. },
  24728. scale: function ( s ) {
  24729. for ( var i = 0; i < 9; i ++ ) {
  24730. this.coefficients[ i ].multiplyScalar( s );
  24731. }
  24732. return this;
  24733. },
  24734. lerp: function ( sh, alpha ) {
  24735. for ( var i = 0; i < 9; i ++ ) {
  24736. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24737. }
  24738. return this;
  24739. },
  24740. equals: function ( sh ) {
  24741. for ( var i = 0; i < 9; i ++ ) {
  24742. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24743. return false;
  24744. }
  24745. }
  24746. return true;
  24747. },
  24748. copy: function ( sh ) {
  24749. return this.set( sh.coefficients );
  24750. },
  24751. clone: function () {
  24752. return new this.constructor().copy( this );
  24753. },
  24754. fromArray: function ( array, offset ) {
  24755. if ( offset === undefined ) { offset = 0; }
  24756. var coefficients = this.coefficients;
  24757. for ( var i = 0; i < 9; i ++ ) {
  24758. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24759. }
  24760. return this;
  24761. },
  24762. toArray: function ( array, offset ) {
  24763. if ( array === undefined ) { array = []; }
  24764. if ( offset === undefined ) { offset = 0; }
  24765. var coefficients = this.coefficients;
  24766. for ( var i = 0; i < 9; i ++ ) {
  24767. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24768. }
  24769. return array;
  24770. }
  24771. } );
  24772. Object.assign( SphericalHarmonics3, {
  24773. // evaluate the basis functions
  24774. // shBasis is an Array[ 9 ]
  24775. getBasisAt: function ( normal, shBasis ) {
  24776. // normal is assumed to be unit length
  24777. var x = normal.x, y = normal.y, z = normal.z;
  24778. // band 0
  24779. shBasis[ 0 ] = 0.282095;
  24780. // band 1
  24781. shBasis[ 1 ] = 0.488603 * y;
  24782. shBasis[ 2 ] = 0.488603 * z;
  24783. shBasis[ 3 ] = 0.488603 * x;
  24784. // band 2
  24785. shBasis[ 4 ] = 1.092548 * x * y;
  24786. shBasis[ 5 ] = 1.092548 * y * z;
  24787. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24788. shBasis[ 7 ] = 1.092548 * x * z;
  24789. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24790. }
  24791. } );
  24792. /**
  24793. * @author WestLangley / http://github.com/WestLangley
  24794. *
  24795. * A LightProbe is a source of indirect-diffuse light
  24796. */
  24797. function LightProbe( sh, intensity ) {
  24798. Light.call( this, undefined, intensity );
  24799. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24800. }
  24801. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24802. constructor: LightProbe,
  24803. isLightProbe: true,
  24804. copy: function ( source ) {
  24805. Light.prototype.copy.call( this, source );
  24806. this.sh.copy( source.sh );
  24807. this.intensity = source.intensity;
  24808. return this;
  24809. },
  24810. toJSON: function ( meta ) {
  24811. var data = Light.prototype.toJSON.call( this, meta );
  24812. // data.sh = this.sh.toArray(); // todo
  24813. return data;
  24814. }
  24815. } );
  24816. /**
  24817. * @author WestLangley / http://github.com/WestLangley
  24818. */
  24819. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24820. LightProbe.call( this, undefined, intensity );
  24821. var color1 = new Color().set( skyColor );
  24822. var color2 = new Color().set( groundColor );
  24823. var sky = new Vector3( color1.r, color1.g, color1.b );
  24824. var ground = new Vector3( color2.r, color2.g, color2.b );
  24825. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24826. var c0 = Math.sqrt( Math.PI );
  24827. var c1 = c0 * Math.sqrt( 0.75 );
  24828. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24829. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24830. }
  24831. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24832. constructor: HemisphereLightProbe,
  24833. isHemisphereLightProbe: true,
  24834. copy: function ( source ) { // modifying colors not currently supported
  24835. LightProbe.prototype.copy.call( this, source );
  24836. return this;
  24837. },
  24838. toJSON: function ( meta ) {
  24839. var data = LightProbe.prototype.toJSON.call( this, meta );
  24840. // data.sh = this.sh.toArray(); // todo
  24841. return data;
  24842. }
  24843. } );
  24844. /**
  24845. * @author WestLangley / http://github.com/WestLangley
  24846. */
  24847. function AmbientLightProbe( color, intensity ) {
  24848. LightProbe.call( this, undefined, intensity );
  24849. var color1 = new Color().set( color );
  24850. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24851. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24852. }
  24853. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24854. constructor: AmbientLightProbe,
  24855. isAmbientLightProbe: true,
  24856. copy: function ( source ) { // modifying color not currently supported
  24857. LightProbe.prototype.copy.call( this, source );
  24858. return this;
  24859. },
  24860. toJSON: function ( meta ) {
  24861. var data = LightProbe.prototype.toJSON.call( this, meta );
  24862. // data.sh = this.sh.toArray(); // todo
  24863. return data;
  24864. }
  24865. } );
  24866. var _eyeRight = new Matrix4();
  24867. var _eyeLeft = new Matrix4();
  24868. /**
  24869. * @author mrdoob / http://mrdoob.com/
  24870. */
  24871. function StereoCamera() {
  24872. this.type = 'StereoCamera';
  24873. this.aspect = 1;
  24874. this.eyeSep = 0.064;
  24875. this.cameraL = new PerspectiveCamera();
  24876. this.cameraL.layers.enable( 1 );
  24877. this.cameraL.matrixAutoUpdate = false;
  24878. this.cameraR = new PerspectiveCamera();
  24879. this.cameraR.layers.enable( 2 );
  24880. this.cameraR.matrixAutoUpdate = false;
  24881. this._cache = {
  24882. focus: null,
  24883. fov: null,
  24884. aspect: null,
  24885. near: null,
  24886. far: null,
  24887. zoom: null,
  24888. eyeSep: null
  24889. };
  24890. }
  24891. Object.assign( StereoCamera.prototype, {
  24892. update: function ( camera ) {
  24893. var cache = this._cache;
  24894. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24895. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24896. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24897. if ( needsUpdate ) {
  24898. cache.focus = camera.focus;
  24899. cache.fov = camera.fov;
  24900. cache.aspect = camera.aspect * this.aspect;
  24901. cache.near = camera.near;
  24902. cache.far = camera.far;
  24903. cache.zoom = camera.zoom;
  24904. cache.eyeSep = this.eyeSep;
  24905. // Off-axis stereoscopic effect based on
  24906. // http://paulbourke.net/stereographics/stereorender/
  24907. var projectionMatrix = camera.projectionMatrix.clone();
  24908. var eyeSepHalf = cache.eyeSep / 2;
  24909. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24910. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24911. var xmin, xmax;
  24912. // translate xOffset
  24913. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24914. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24915. // for left eye
  24916. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24917. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24918. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24919. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24920. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24921. // for right eye
  24922. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24923. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24924. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24925. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24926. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24927. }
  24928. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24929. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24930. }
  24931. } );
  24932. /**
  24933. * @author alteredq / http://alteredqualia.com/
  24934. */
  24935. function Clock( autoStart ) {
  24936. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24937. this.startTime = 0;
  24938. this.oldTime = 0;
  24939. this.elapsedTime = 0;
  24940. this.running = false;
  24941. }
  24942. Object.assign( Clock.prototype, {
  24943. start: function () {
  24944. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24945. this.oldTime = this.startTime;
  24946. this.elapsedTime = 0;
  24947. this.running = true;
  24948. },
  24949. stop: function () {
  24950. this.getElapsedTime();
  24951. this.running = false;
  24952. this.autoStart = false;
  24953. },
  24954. getElapsedTime: function () {
  24955. this.getDelta();
  24956. return this.elapsedTime;
  24957. },
  24958. getDelta: function () {
  24959. var diff = 0;
  24960. if ( this.autoStart && ! this.running ) {
  24961. this.start();
  24962. return 0;
  24963. }
  24964. if ( this.running ) {
  24965. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24966. diff = ( newTime - this.oldTime ) / 1000;
  24967. this.oldTime = newTime;
  24968. this.elapsedTime += diff;
  24969. }
  24970. return diff;
  24971. }
  24972. } );
  24973. /**
  24974. * @author mrdoob / http://mrdoob.com/
  24975. */
  24976. var _position$2 = new Vector3();
  24977. var _quaternion$3 = new Quaternion();
  24978. var _scale$1 = new Vector3();
  24979. var _orientation = new Vector3();
  24980. function AudioListener() {
  24981. Object3D.call( this );
  24982. this.type = 'AudioListener';
  24983. this.context = AudioContext.getContext();
  24984. this.gain = this.context.createGain();
  24985. this.gain.connect( this.context.destination );
  24986. this.filter = null;
  24987. this.timeDelta = 0;
  24988. // private
  24989. this._clock = new Clock();
  24990. }
  24991. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24992. constructor: AudioListener,
  24993. getInput: function () {
  24994. return this.gain;
  24995. },
  24996. removeFilter: function ( ) {
  24997. if ( this.filter !== null ) {
  24998. this.gain.disconnect( this.filter );
  24999. this.filter.disconnect( this.context.destination );
  25000. this.gain.connect( this.context.destination );
  25001. this.filter = null;
  25002. }
  25003. return this;
  25004. },
  25005. getFilter: function () {
  25006. return this.filter;
  25007. },
  25008. setFilter: function ( value ) {
  25009. if ( this.filter !== null ) {
  25010. this.gain.disconnect( this.filter );
  25011. this.filter.disconnect( this.context.destination );
  25012. } else {
  25013. this.gain.disconnect( this.context.destination );
  25014. }
  25015. this.filter = value;
  25016. this.gain.connect( this.filter );
  25017. this.filter.connect( this.context.destination );
  25018. return this;
  25019. },
  25020. getMasterVolume: function () {
  25021. return this.gain.gain.value;
  25022. },
  25023. setMasterVolume: function ( value ) {
  25024. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25025. return this;
  25026. },
  25027. updateMatrixWorld: function ( force ) {
  25028. Object3D.prototype.updateMatrixWorld.call( this, force );
  25029. var listener = this.context.listener;
  25030. var up = this.up;
  25031. this.timeDelta = this._clock.getDelta();
  25032. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25033. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25034. if ( listener.positionX ) {
  25035. // code path for Chrome (see #14393)
  25036. var endTime = this.context.currentTime + this.timeDelta;
  25037. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25038. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25039. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25040. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25041. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25042. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25043. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25044. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25045. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25046. } else {
  25047. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25048. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25049. }
  25050. }
  25051. } );
  25052. /**
  25053. * @author mrdoob / http://mrdoob.com/
  25054. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25055. */
  25056. function Audio( listener ) {
  25057. Object3D.call( this );
  25058. this.type = 'Audio';
  25059. this.listener = listener;
  25060. this.context = listener.context;
  25061. this.gain = this.context.createGain();
  25062. this.gain.connect( listener.getInput() );
  25063. this.autoplay = false;
  25064. this.buffer = null;
  25065. this.detune = 0;
  25066. this.loop = false;
  25067. this.loopStart = 0;
  25068. this.loopEnd = 0;
  25069. this.offset = 0;
  25070. this.duration = undefined;
  25071. this.playbackRate = 1;
  25072. this.isPlaying = false;
  25073. this.hasPlaybackControl = true;
  25074. this.sourceType = 'empty';
  25075. this._startedAt = 0;
  25076. this._pausedAt = 0;
  25077. this.filters = [];
  25078. }
  25079. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25080. constructor: Audio,
  25081. getOutput: function () {
  25082. return this.gain;
  25083. },
  25084. setNodeSource: function ( audioNode ) {
  25085. this.hasPlaybackControl = false;
  25086. this.sourceType = 'audioNode';
  25087. this.source = audioNode;
  25088. this.connect();
  25089. return this;
  25090. },
  25091. setMediaElementSource: function ( mediaElement ) {
  25092. this.hasPlaybackControl = false;
  25093. this.sourceType = 'mediaNode';
  25094. this.source = this.context.createMediaElementSource( mediaElement );
  25095. this.connect();
  25096. return this;
  25097. },
  25098. setMediaStreamSource: function ( mediaStream ) {
  25099. this.hasPlaybackControl = false;
  25100. this.sourceType = 'mediaStreamNode';
  25101. this.source = this.context.createMediaStreamSource( mediaStream );
  25102. this.connect();
  25103. return this;
  25104. },
  25105. setBuffer: function ( audioBuffer ) {
  25106. this.buffer = audioBuffer;
  25107. this.sourceType = 'buffer';
  25108. if ( this.autoplay ) { this.play(); }
  25109. return this;
  25110. },
  25111. play: function ( delay ) {
  25112. if ( delay === undefined ) { delay = 0; }
  25113. if ( this.isPlaying === true ) {
  25114. console.warn( 'THREE.Audio: Audio is already playing.' );
  25115. return;
  25116. }
  25117. if ( this.hasPlaybackControl === false ) {
  25118. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25119. return;
  25120. }
  25121. this._startedAt = this.context.currentTime + delay;
  25122. var source = this.context.createBufferSource();
  25123. source.buffer = this.buffer;
  25124. source.loop = this.loop;
  25125. source.loopStart = this.loopStart;
  25126. source.loopEnd = this.loopEnd;
  25127. source.onended = this.onEnded.bind( this );
  25128. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25129. this.isPlaying = true;
  25130. this.source = source;
  25131. this.setDetune( this.detune );
  25132. this.setPlaybackRate( this.playbackRate );
  25133. return this.connect();
  25134. },
  25135. pause: function () {
  25136. if ( this.hasPlaybackControl === false ) {
  25137. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25138. return;
  25139. }
  25140. if ( this.isPlaying === true ) {
  25141. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25142. this.source.stop();
  25143. this.source.onended = null;
  25144. this.isPlaying = false;
  25145. }
  25146. return this;
  25147. },
  25148. stop: function () {
  25149. if ( this.hasPlaybackControl === false ) {
  25150. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25151. return;
  25152. }
  25153. this._pausedAt = 0;
  25154. this.source.stop();
  25155. this.source.onended = null;
  25156. this.isPlaying = false;
  25157. return this;
  25158. },
  25159. connect: function () {
  25160. if ( this.filters.length > 0 ) {
  25161. this.source.connect( this.filters[ 0 ] );
  25162. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25163. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25164. }
  25165. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25166. } else {
  25167. this.source.connect( this.getOutput() );
  25168. }
  25169. return this;
  25170. },
  25171. disconnect: function () {
  25172. if ( this.filters.length > 0 ) {
  25173. this.source.disconnect( this.filters[ 0 ] );
  25174. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25175. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25176. }
  25177. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25178. } else {
  25179. this.source.disconnect( this.getOutput() );
  25180. }
  25181. return this;
  25182. },
  25183. getFilters: function () {
  25184. return this.filters;
  25185. },
  25186. setFilters: function ( value ) {
  25187. if ( ! value ) { value = []; }
  25188. if ( this.isPlaying === true ) {
  25189. this.disconnect();
  25190. this.filters = value;
  25191. this.connect();
  25192. } else {
  25193. this.filters = value;
  25194. }
  25195. return this;
  25196. },
  25197. setDetune: function ( value ) {
  25198. this.detune = value;
  25199. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25200. if ( this.isPlaying === true ) {
  25201. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25202. }
  25203. return this;
  25204. },
  25205. getDetune: function () {
  25206. return this.detune;
  25207. },
  25208. getFilter: function () {
  25209. return this.getFilters()[ 0 ];
  25210. },
  25211. setFilter: function ( filter ) {
  25212. return this.setFilters( filter ? [ filter ] : [] );
  25213. },
  25214. setPlaybackRate: function ( value ) {
  25215. if ( this.hasPlaybackControl === false ) {
  25216. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25217. return;
  25218. }
  25219. this.playbackRate = value;
  25220. if ( this.isPlaying === true ) {
  25221. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25222. }
  25223. return this;
  25224. },
  25225. getPlaybackRate: function () {
  25226. return this.playbackRate;
  25227. },
  25228. onEnded: function () {
  25229. this.isPlaying = false;
  25230. },
  25231. getLoop: function () {
  25232. if ( this.hasPlaybackControl === false ) {
  25233. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25234. return false;
  25235. }
  25236. return this.loop;
  25237. },
  25238. setLoop: function ( value ) {
  25239. if ( this.hasPlaybackControl === false ) {
  25240. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25241. return;
  25242. }
  25243. this.loop = value;
  25244. if ( this.isPlaying === true ) {
  25245. this.source.loop = this.loop;
  25246. }
  25247. return this;
  25248. },
  25249. setLoopStart: function ( value ) {
  25250. this.loopStart = value;
  25251. return this;
  25252. },
  25253. setLoopEnd: function ( value ) {
  25254. this.loopEnd = value;
  25255. return this;
  25256. },
  25257. getVolume: function () {
  25258. return this.gain.gain.value;
  25259. },
  25260. setVolume: function ( value ) {
  25261. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25262. return this;
  25263. }
  25264. } );
  25265. /**
  25266. * @author mrdoob / http://mrdoob.com/
  25267. */
  25268. var _position$3 = new Vector3();
  25269. var _quaternion$4 = new Quaternion();
  25270. var _scale$2 = new Vector3();
  25271. var _orientation$1 = new Vector3();
  25272. function PositionalAudio( listener ) {
  25273. Audio.call( this, listener );
  25274. this.panner = this.context.createPanner();
  25275. this.panner.panningModel = 'HRTF';
  25276. this.panner.connect( this.gain );
  25277. }
  25278. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25279. constructor: PositionalAudio,
  25280. getOutput: function () {
  25281. return this.panner;
  25282. },
  25283. getRefDistance: function () {
  25284. return this.panner.refDistance;
  25285. },
  25286. setRefDistance: function ( value ) {
  25287. this.panner.refDistance = value;
  25288. return this;
  25289. },
  25290. getRolloffFactor: function () {
  25291. return this.panner.rolloffFactor;
  25292. },
  25293. setRolloffFactor: function ( value ) {
  25294. this.panner.rolloffFactor = value;
  25295. return this;
  25296. },
  25297. getDistanceModel: function () {
  25298. return this.panner.distanceModel;
  25299. },
  25300. setDistanceModel: function ( value ) {
  25301. this.panner.distanceModel = value;
  25302. return this;
  25303. },
  25304. getMaxDistance: function () {
  25305. return this.panner.maxDistance;
  25306. },
  25307. setMaxDistance: function ( value ) {
  25308. this.panner.maxDistance = value;
  25309. return this;
  25310. },
  25311. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25312. this.panner.coneInnerAngle = coneInnerAngle;
  25313. this.panner.coneOuterAngle = coneOuterAngle;
  25314. this.panner.coneOuterGain = coneOuterGain;
  25315. return this;
  25316. },
  25317. updateMatrixWorld: function ( force ) {
  25318. Object3D.prototype.updateMatrixWorld.call( this, force );
  25319. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25320. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25321. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25322. var panner = this.panner;
  25323. if ( panner.positionX ) {
  25324. // code path for Chrome and Firefox (see #14393)
  25325. var endTime = this.context.currentTime + this.listener.timeDelta;
  25326. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25327. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25328. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25329. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25330. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25331. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25332. } else {
  25333. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25334. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25335. }
  25336. }
  25337. } );
  25338. /**
  25339. * @author mrdoob / http://mrdoob.com/
  25340. */
  25341. function AudioAnalyser( audio, fftSize ) {
  25342. this.analyser = audio.context.createAnalyser();
  25343. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25344. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25345. audio.getOutput().connect( this.analyser );
  25346. }
  25347. Object.assign( AudioAnalyser.prototype, {
  25348. getFrequencyData: function () {
  25349. this.analyser.getByteFrequencyData( this.data );
  25350. return this.data;
  25351. },
  25352. getAverageFrequency: function () {
  25353. var value = 0, data = this.getFrequencyData();
  25354. for ( var i = 0; i < data.length; i ++ ) {
  25355. value += data[ i ];
  25356. }
  25357. return value / data.length;
  25358. }
  25359. } );
  25360. /**
  25361. *
  25362. * Buffered scene graph property that allows weighted accumulation.
  25363. *
  25364. *
  25365. * @author Ben Houston / http://clara.io/
  25366. * @author David Sarno / http://lighthaus.us/
  25367. * @author tschw
  25368. */
  25369. function PropertyMixer( binding, typeName, valueSize ) {
  25370. this.binding = binding;
  25371. this.valueSize = valueSize;
  25372. var bufferType = Float64Array,
  25373. mixFunction;
  25374. switch ( typeName ) {
  25375. case 'quaternion':
  25376. mixFunction = this._slerp;
  25377. break;
  25378. case 'string':
  25379. case 'bool':
  25380. bufferType = Array;
  25381. mixFunction = this._select;
  25382. break;
  25383. default:
  25384. mixFunction = this._lerp;
  25385. }
  25386. this.buffer = new bufferType( valueSize * 4 );
  25387. // layout: [ incoming | accu0 | accu1 | orig ]
  25388. //
  25389. // interpolators can use .buffer as their .result
  25390. // the data then goes to 'incoming'
  25391. //
  25392. // 'accu0' and 'accu1' are used frame-interleaved for
  25393. // the cumulative result and are compared to detect
  25394. // changes
  25395. //
  25396. // 'orig' stores the original state of the property
  25397. this._mixBufferRegion = mixFunction;
  25398. this.cumulativeWeight = 0;
  25399. this.useCount = 0;
  25400. this.referenceCount = 0;
  25401. }
  25402. Object.assign( PropertyMixer.prototype, {
  25403. // accumulate data in the 'incoming' region into 'accu<i>'
  25404. accumulate: function ( accuIndex, weight ) {
  25405. // note: happily accumulating nothing when weight = 0, the caller knows
  25406. // the weight and shouldn't have made the call in the first place
  25407. var buffer = this.buffer,
  25408. stride = this.valueSize,
  25409. offset = accuIndex * stride + stride,
  25410. currentWeight = this.cumulativeWeight;
  25411. if ( currentWeight === 0 ) {
  25412. // accuN := incoming * weight
  25413. for ( var i = 0; i !== stride; ++ i ) {
  25414. buffer[ offset + i ] = buffer[ i ];
  25415. }
  25416. currentWeight = weight;
  25417. } else {
  25418. // accuN := accuN + incoming * weight
  25419. currentWeight += weight;
  25420. var mix = weight / currentWeight;
  25421. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25422. }
  25423. this.cumulativeWeight = currentWeight;
  25424. },
  25425. // apply the state of 'accu<i>' to the binding when accus differ
  25426. apply: function ( accuIndex ) {
  25427. var stride = this.valueSize,
  25428. buffer = this.buffer,
  25429. offset = accuIndex * stride + stride,
  25430. weight = this.cumulativeWeight,
  25431. binding = this.binding;
  25432. this.cumulativeWeight = 0;
  25433. if ( weight < 1 ) {
  25434. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25435. var originalValueOffset = stride * 3;
  25436. this._mixBufferRegion(
  25437. buffer, offset, originalValueOffset, 1 - weight, stride );
  25438. }
  25439. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25440. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25441. // value has changed -> update scene graph
  25442. binding.setValue( buffer, offset );
  25443. break;
  25444. }
  25445. }
  25446. },
  25447. // remember the state of the bound property and copy it to both accus
  25448. saveOriginalState: function () {
  25449. var binding = this.binding;
  25450. var buffer = this.buffer,
  25451. stride = this.valueSize,
  25452. originalValueOffset = stride * 3;
  25453. binding.getValue( buffer, originalValueOffset );
  25454. // accu[0..1] := orig -- initially detect changes against the original
  25455. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25456. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25457. }
  25458. this.cumulativeWeight = 0;
  25459. },
  25460. // apply the state previously taken via 'saveOriginalState' to the binding
  25461. restoreOriginalState: function () {
  25462. var originalValueOffset = this.valueSize * 3;
  25463. this.binding.setValue( this.buffer, originalValueOffset );
  25464. },
  25465. // mix functions
  25466. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25467. if ( t >= 0.5 ) {
  25468. for ( var i = 0; i !== stride; ++ i ) {
  25469. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25470. }
  25471. }
  25472. },
  25473. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25474. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25475. },
  25476. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25477. var s = 1 - t;
  25478. for ( var i = 0; i !== stride; ++ i ) {
  25479. var j = dstOffset + i;
  25480. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25481. }
  25482. }
  25483. } );
  25484. /**
  25485. *
  25486. * A reference to a real property in the scene graph.
  25487. *
  25488. *
  25489. * @author Ben Houston / http://clara.io/
  25490. * @author David Sarno / http://lighthaus.us/
  25491. * @author tschw
  25492. */
  25493. // Characters [].:/ are reserved for track binding syntax.
  25494. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25495. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25496. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25497. // only latin characters, and the unicode \p{L} is not yet supported. So
  25498. // instead, we exclude reserved characters and match everything else.
  25499. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25500. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25501. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25502. // be matched to parse the rest of the track name.
  25503. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25504. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25505. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25506. // Object on target node, and accessor. May not contain reserved
  25507. // characters. Accessor may contain any character except closing bracket.
  25508. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25509. // Property and accessor. May not contain reserved characters. Accessor may
  25510. // contain any non-bracket characters.
  25511. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25512. var _trackRe = new RegExp( ''
  25513. + '^'
  25514. + _directoryRe
  25515. + _nodeRe
  25516. + _objectRe
  25517. + _propertyRe
  25518. + '$'
  25519. );
  25520. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25521. function Composite( targetGroup, path, optionalParsedPath ) {
  25522. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25523. this._targetGroup = targetGroup;
  25524. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25525. }
  25526. Object.assign( Composite.prototype, {
  25527. getValue: function ( array, offset ) {
  25528. this.bind(); // bind all binding
  25529. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25530. binding = this._bindings[ firstValidIndex ];
  25531. // and only call .getValue on the first
  25532. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25533. },
  25534. setValue: function ( array, offset ) {
  25535. var bindings = this._bindings;
  25536. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25537. bindings[ i ].setValue( array, offset );
  25538. }
  25539. },
  25540. bind: function () {
  25541. var bindings = this._bindings;
  25542. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25543. bindings[ i ].bind();
  25544. }
  25545. },
  25546. unbind: function () {
  25547. var bindings = this._bindings;
  25548. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25549. bindings[ i ].unbind();
  25550. }
  25551. }
  25552. } );
  25553. function PropertyBinding( rootNode, path, parsedPath ) {
  25554. this.path = path;
  25555. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25556. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25557. this.rootNode = rootNode;
  25558. }
  25559. Object.assign( PropertyBinding, {
  25560. Composite: Composite,
  25561. create: function ( root, path, parsedPath ) {
  25562. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25563. return new PropertyBinding( root, path, parsedPath );
  25564. } else {
  25565. return new PropertyBinding.Composite( root, path, parsedPath );
  25566. }
  25567. },
  25568. /**
  25569. * Replaces spaces with underscores and removes unsupported characters from
  25570. * node names, to ensure compatibility with parseTrackName().
  25571. *
  25572. * @param {string} name Node name to be sanitized.
  25573. * @return {string}
  25574. */
  25575. sanitizeNodeName: function ( name ) {
  25576. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25577. },
  25578. parseTrackName: function ( trackName ) {
  25579. var matches = _trackRe.exec( trackName );
  25580. if ( ! matches ) {
  25581. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25582. }
  25583. var results = {
  25584. // directoryName: matches[ 1 ], // (tschw) currently unused
  25585. nodeName: matches[ 2 ],
  25586. objectName: matches[ 3 ],
  25587. objectIndex: matches[ 4 ],
  25588. propertyName: matches[ 5 ], // required
  25589. propertyIndex: matches[ 6 ]
  25590. };
  25591. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25592. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25593. var objectName = results.nodeName.substring( lastDot + 1 );
  25594. // Object names must be checked against a whitelist. Otherwise, there
  25595. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25596. // 'bar' could be the objectName, or part of a nodeName (which can
  25597. // include '.' characters).
  25598. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25599. results.nodeName = results.nodeName.substring( 0, lastDot );
  25600. results.objectName = objectName;
  25601. }
  25602. }
  25603. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25604. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25605. }
  25606. return results;
  25607. },
  25608. findNode: function ( root, nodeName ) {
  25609. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25610. return root;
  25611. }
  25612. // search into skeleton bones.
  25613. if ( root.skeleton ) {
  25614. var bone = root.skeleton.getBoneByName( nodeName );
  25615. if ( bone !== undefined ) {
  25616. return bone;
  25617. }
  25618. }
  25619. // search into node subtree.
  25620. if ( root.children ) {
  25621. var searchNodeSubtree = function ( children ) {
  25622. for ( var i = 0; i < children.length; i ++ ) {
  25623. var childNode = children[ i ];
  25624. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25625. return childNode;
  25626. }
  25627. var result = searchNodeSubtree( childNode.children );
  25628. if ( result ) { return result; }
  25629. }
  25630. return null;
  25631. };
  25632. var subTreeNode = searchNodeSubtree( root.children );
  25633. if ( subTreeNode ) {
  25634. return subTreeNode;
  25635. }
  25636. }
  25637. return null;
  25638. }
  25639. } );
  25640. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25641. // these are used to "bind" a nonexistent property
  25642. _getValue_unavailable: function () {},
  25643. _setValue_unavailable: function () {},
  25644. BindingType: {
  25645. Direct: 0,
  25646. EntireArray: 1,
  25647. ArrayElement: 2,
  25648. HasFromToArray: 3
  25649. },
  25650. Versioning: {
  25651. None: 0,
  25652. NeedsUpdate: 1,
  25653. MatrixWorldNeedsUpdate: 2
  25654. },
  25655. GetterByBindingType: [
  25656. function getValue_direct( buffer, offset ) {
  25657. buffer[ offset ] = this.node[ this.propertyName ];
  25658. },
  25659. function getValue_array( buffer, offset ) {
  25660. var source = this.resolvedProperty;
  25661. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25662. buffer[ offset ++ ] = source[ i ];
  25663. }
  25664. },
  25665. function getValue_arrayElement( buffer, offset ) {
  25666. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25667. },
  25668. function getValue_toArray( buffer, offset ) {
  25669. this.resolvedProperty.toArray( buffer, offset );
  25670. }
  25671. ],
  25672. SetterByBindingTypeAndVersioning: [
  25673. [
  25674. // Direct
  25675. function setValue_direct( buffer, offset ) {
  25676. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25677. },
  25678. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25679. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25680. this.targetObject.needsUpdate = true;
  25681. },
  25682. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25683. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25684. this.targetObject.matrixWorldNeedsUpdate = true;
  25685. }
  25686. ], [
  25687. // EntireArray
  25688. function setValue_array( buffer, offset ) {
  25689. var dest = this.resolvedProperty;
  25690. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25691. dest[ i ] = buffer[ offset ++ ];
  25692. }
  25693. },
  25694. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25695. var dest = this.resolvedProperty;
  25696. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25697. dest[ i ] = buffer[ offset ++ ];
  25698. }
  25699. this.targetObject.needsUpdate = true;
  25700. },
  25701. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25702. var dest = this.resolvedProperty;
  25703. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25704. dest[ i ] = buffer[ offset ++ ];
  25705. }
  25706. this.targetObject.matrixWorldNeedsUpdate = true;
  25707. }
  25708. ], [
  25709. // ArrayElement
  25710. function setValue_arrayElement( buffer, offset ) {
  25711. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25712. },
  25713. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25714. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25715. this.targetObject.needsUpdate = true;
  25716. },
  25717. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25718. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25719. this.targetObject.matrixWorldNeedsUpdate = true;
  25720. }
  25721. ], [
  25722. // HasToFromArray
  25723. function setValue_fromArray( buffer, offset ) {
  25724. this.resolvedProperty.fromArray( buffer, offset );
  25725. },
  25726. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25727. this.resolvedProperty.fromArray( buffer, offset );
  25728. this.targetObject.needsUpdate = true;
  25729. },
  25730. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25731. this.resolvedProperty.fromArray( buffer, offset );
  25732. this.targetObject.matrixWorldNeedsUpdate = true;
  25733. }
  25734. ]
  25735. ],
  25736. getValue: function getValue_unbound( targetArray, offset ) {
  25737. this.bind();
  25738. this.getValue( targetArray, offset );
  25739. // Note: This class uses a State pattern on a per-method basis:
  25740. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25741. // prototype version of these methods with one that represents
  25742. // the bound state. When the property is not found, the methods
  25743. // become no-ops.
  25744. },
  25745. setValue: function getValue_unbound( sourceArray, offset ) {
  25746. this.bind();
  25747. this.setValue( sourceArray, offset );
  25748. },
  25749. // create getter / setter pair for a property in the scene graph
  25750. bind: function () {
  25751. var targetObject = this.node,
  25752. parsedPath = this.parsedPath,
  25753. objectName = parsedPath.objectName,
  25754. propertyName = parsedPath.propertyName,
  25755. propertyIndex = parsedPath.propertyIndex;
  25756. if ( ! targetObject ) {
  25757. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25758. this.node = targetObject;
  25759. }
  25760. // set fail state so we can just 'return' on error
  25761. this.getValue = this._getValue_unavailable;
  25762. this.setValue = this._setValue_unavailable;
  25763. // ensure there is a value node
  25764. if ( ! targetObject ) {
  25765. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25766. return;
  25767. }
  25768. if ( objectName ) {
  25769. var objectIndex = parsedPath.objectIndex;
  25770. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25771. switch ( objectName ) {
  25772. case 'materials':
  25773. if ( ! targetObject.material ) {
  25774. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25775. return;
  25776. }
  25777. if ( ! targetObject.material.materials ) {
  25778. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25779. return;
  25780. }
  25781. targetObject = targetObject.material.materials;
  25782. break;
  25783. case 'bones':
  25784. if ( ! targetObject.skeleton ) {
  25785. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25786. return;
  25787. }
  25788. // potential future optimization: skip this if propertyIndex is already an integer
  25789. // and convert the integer string to a true integer.
  25790. targetObject = targetObject.skeleton.bones;
  25791. // support resolving morphTarget names into indices.
  25792. for ( var i = 0; i < targetObject.length; i ++ ) {
  25793. if ( targetObject[ i ].name === objectIndex ) {
  25794. objectIndex = i;
  25795. break;
  25796. }
  25797. }
  25798. break;
  25799. default:
  25800. if ( targetObject[ objectName ] === undefined ) {
  25801. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25802. return;
  25803. }
  25804. targetObject = targetObject[ objectName ];
  25805. }
  25806. if ( objectIndex !== undefined ) {
  25807. if ( targetObject[ objectIndex ] === undefined ) {
  25808. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25809. return;
  25810. }
  25811. targetObject = targetObject[ objectIndex ];
  25812. }
  25813. }
  25814. // resolve property
  25815. var nodeProperty = targetObject[ propertyName ];
  25816. if ( nodeProperty === undefined ) {
  25817. var nodeName = parsedPath.nodeName;
  25818. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25819. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25820. return;
  25821. }
  25822. // determine versioning scheme
  25823. var versioning = this.Versioning.None;
  25824. this.targetObject = targetObject;
  25825. if ( targetObject.needsUpdate !== undefined ) { // material
  25826. versioning = this.Versioning.NeedsUpdate;
  25827. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25828. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25829. }
  25830. // determine how the property gets bound
  25831. var bindingType = this.BindingType.Direct;
  25832. if ( propertyIndex !== undefined ) {
  25833. // access a sub element of the property array (only primitives are supported right now)
  25834. if ( propertyName === "morphTargetInfluences" ) {
  25835. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25836. // support resolving morphTarget names into indices.
  25837. if ( ! targetObject.geometry ) {
  25838. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25839. return;
  25840. }
  25841. if ( targetObject.geometry.isBufferGeometry ) {
  25842. if ( ! targetObject.geometry.morphAttributes ) {
  25843. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25844. return;
  25845. }
  25846. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25847. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25848. propertyIndex = i;
  25849. break;
  25850. }
  25851. }
  25852. } else {
  25853. if ( ! targetObject.geometry.morphTargets ) {
  25854. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25855. return;
  25856. }
  25857. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25858. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25859. propertyIndex = i;
  25860. break;
  25861. }
  25862. }
  25863. }
  25864. }
  25865. bindingType = this.BindingType.ArrayElement;
  25866. this.resolvedProperty = nodeProperty;
  25867. this.propertyIndex = propertyIndex;
  25868. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25869. // must use copy for Object3D.Euler/Quaternion
  25870. bindingType = this.BindingType.HasFromToArray;
  25871. this.resolvedProperty = nodeProperty;
  25872. } else if ( Array.isArray( nodeProperty ) ) {
  25873. bindingType = this.BindingType.EntireArray;
  25874. this.resolvedProperty = nodeProperty;
  25875. } else {
  25876. this.propertyName = propertyName;
  25877. }
  25878. // select getter / setter
  25879. this.getValue = this.GetterByBindingType[ bindingType ];
  25880. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25881. },
  25882. unbind: function () {
  25883. this.node = null;
  25884. // back to the prototype version of getValue / setValue
  25885. // note: avoiding to mutate the shape of 'this' via 'delete'
  25886. this.getValue = this._getValue_unbound;
  25887. this.setValue = this._setValue_unbound;
  25888. }
  25889. } );
  25890. //!\ DECLARE ALIAS AFTER assign prototype !
  25891. Object.assign( PropertyBinding.prototype, {
  25892. // initial state of these methods that calls 'bind'
  25893. _getValue_unbound: PropertyBinding.prototype.getValue,
  25894. _setValue_unbound: PropertyBinding.prototype.setValue,
  25895. } );
  25896. /**
  25897. *
  25898. * A group of objects that receives a shared animation state.
  25899. *
  25900. * Usage:
  25901. *
  25902. * - Add objects you would otherwise pass as 'root' to the
  25903. * constructor or the .clipAction method of AnimationMixer.
  25904. *
  25905. * - Instead pass this object as 'root'.
  25906. *
  25907. * - You can also add and remove objects later when the mixer
  25908. * is running.
  25909. *
  25910. * Note:
  25911. *
  25912. * Objects of this class appear as one object to the mixer,
  25913. * so cache control of the individual objects must be done
  25914. * on the group.
  25915. *
  25916. * Limitation:
  25917. *
  25918. * - The animated properties must be compatible among the
  25919. * all objects in the group.
  25920. *
  25921. * - A single property can either be controlled through a
  25922. * target group or directly, but not both.
  25923. *
  25924. * @author tschw
  25925. */
  25926. function AnimationObjectGroup() {
  25927. this.uuid = _Math.generateUUID();
  25928. // cached objects followed by the active ones
  25929. this._objects = Array.prototype.slice.call( arguments );
  25930. this.nCachedObjects_ = 0; // threshold
  25931. // note: read by PropertyBinding.Composite
  25932. var indices = {};
  25933. this._indicesByUUID = indices; // for bookkeeping
  25934. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25935. indices[ arguments[ i ].uuid ] = i;
  25936. }
  25937. this._paths = []; // inside: string
  25938. this._parsedPaths = []; // inside: { we don't care, here }
  25939. this._bindings = []; // inside: Array< PropertyBinding >
  25940. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25941. var scope = this;
  25942. this.stats = {
  25943. objects: {
  25944. get total() {
  25945. return scope._objects.length;
  25946. },
  25947. get inUse() {
  25948. return this.total - scope.nCachedObjects_;
  25949. }
  25950. },
  25951. get bindingsPerObject() {
  25952. return scope._bindings.length;
  25953. }
  25954. };
  25955. }
  25956. Object.assign( AnimationObjectGroup.prototype, {
  25957. isAnimationObjectGroup: true,
  25958. add: function () {
  25959. var objects = this._objects,
  25960. nObjects = objects.length,
  25961. nCachedObjects = this.nCachedObjects_,
  25962. indicesByUUID = this._indicesByUUID,
  25963. paths = this._paths,
  25964. parsedPaths = this._parsedPaths,
  25965. bindings = this._bindings,
  25966. nBindings = bindings.length,
  25967. knownObject = undefined;
  25968. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25969. var object = arguments[ i ],
  25970. uuid = object.uuid,
  25971. index = indicesByUUID[ uuid ];
  25972. if ( index === undefined ) {
  25973. // unknown object -> add it to the ACTIVE region
  25974. index = nObjects ++;
  25975. indicesByUUID[ uuid ] = index;
  25976. objects.push( object );
  25977. // accounting is done, now do the same for all bindings
  25978. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25979. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25980. }
  25981. } else if ( index < nCachedObjects ) {
  25982. knownObject = objects[ index ];
  25983. // move existing object to the ACTIVE region
  25984. var firstActiveIndex = -- nCachedObjects,
  25985. lastCachedObject = objects[ firstActiveIndex ];
  25986. indicesByUUID[ lastCachedObject.uuid ] = index;
  25987. objects[ index ] = lastCachedObject;
  25988. indicesByUUID[ uuid ] = firstActiveIndex;
  25989. objects[ firstActiveIndex ] = object;
  25990. // accounting is done, now do the same for all bindings
  25991. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25992. var bindingsForPath = bindings[ j ],
  25993. lastCached = bindingsForPath[ firstActiveIndex ],
  25994. binding = bindingsForPath[ index ];
  25995. bindingsForPath[ index ] = lastCached;
  25996. if ( binding === undefined ) {
  25997. // since we do not bother to create new bindings
  25998. // for objects that are cached, the binding may
  25999. // or may not exist
  26000. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26001. }
  26002. bindingsForPath[ firstActiveIndex ] = binding;
  26003. }
  26004. } else if ( objects[ index ] !== knownObject ) {
  26005. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26006. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26007. } // else the object is already where we want it to be
  26008. } // for arguments
  26009. this.nCachedObjects_ = nCachedObjects;
  26010. },
  26011. remove: function () {
  26012. var objects = this._objects,
  26013. nCachedObjects = this.nCachedObjects_,
  26014. indicesByUUID = this._indicesByUUID,
  26015. bindings = this._bindings,
  26016. nBindings = bindings.length;
  26017. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26018. var object = arguments[ i ],
  26019. uuid = object.uuid,
  26020. index = indicesByUUID[ uuid ];
  26021. if ( index !== undefined && index >= nCachedObjects ) {
  26022. // move existing object into the CACHED region
  26023. var lastCachedIndex = nCachedObjects ++,
  26024. firstActiveObject = objects[ lastCachedIndex ];
  26025. indicesByUUID[ firstActiveObject.uuid ] = index;
  26026. objects[ index ] = firstActiveObject;
  26027. indicesByUUID[ uuid ] = lastCachedIndex;
  26028. objects[ lastCachedIndex ] = object;
  26029. // accounting is done, now do the same for all bindings
  26030. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26031. var bindingsForPath = bindings[ j ],
  26032. firstActive = bindingsForPath[ lastCachedIndex ],
  26033. binding = bindingsForPath[ index ];
  26034. bindingsForPath[ index ] = firstActive;
  26035. bindingsForPath[ lastCachedIndex ] = binding;
  26036. }
  26037. }
  26038. } // for arguments
  26039. this.nCachedObjects_ = nCachedObjects;
  26040. },
  26041. // remove & forget
  26042. uncache: function () {
  26043. var objects = this._objects,
  26044. nObjects = objects.length,
  26045. nCachedObjects = this.nCachedObjects_,
  26046. indicesByUUID = this._indicesByUUID,
  26047. bindings = this._bindings,
  26048. nBindings = bindings.length;
  26049. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26050. var object = arguments[ i ],
  26051. uuid = object.uuid,
  26052. index = indicesByUUID[ uuid ];
  26053. if ( index !== undefined ) {
  26054. delete indicesByUUID[ uuid ];
  26055. if ( index < nCachedObjects ) {
  26056. // object is cached, shrink the CACHED region
  26057. var firstActiveIndex = -- nCachedObjects,
  26058. lastCachedObject = objects[ firstActiveIndex ],
  26059. lastIndex = -- nObjects,
  26060. lastObject = objects[ lastIndex ];
  26061. // last cached object takes this object's place
  26062. indicesByUUID[ lastCachedObject.uuid ] = index;
  26063. objects[ index ] = lastCachedObject;
  26064. // last object goes to the activated slot and pop
  26065. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26066. objects[ firstActiveIndex ] = lastObject;
  26067. objects.pop();
  26068. // accounting is done, now do the same for all bindings
  26069. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26070. var bindingsForPath = bindings[ j ],
  26071. lastCached = bindingsForPath[ firstActiveIndex ],
  26072. last = bindingsForPath[ lastIndex ];
  26073. bindingsForPath[ index ] = lastCached;
  26074. bindingsForPath[ firstActiveIndex ] = last;
  26075. bindingsForPath.pop();
  26076. }
  26077. } else {
  26078. // object is active, just swap with the last and pop
  26079. var lastIndex = -- nObjects,
  26080. lastObject = objects[ lastIndex ];
  26081. indicesByUUID[ lastObject.uuid ] = index;
  26082. objects[ index ] = lastObject;
  26083. objects.pop();
  26084. // accounting is done, now do the same for all bindings
  26085. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26086. var bindingsForPath = bindings[ j ];
  26087. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26088. bindingsForPath.pop();
  26089. }
  26090. } // cached or active
  26091. } // if object is known
  26092. } // for arguments
  26093. this.nCachedObjects_ = nCachedObjects;
  26094. },
  26095. // Internal interface used by befriended PropertyBinding.Composite:
  26096. subscribe_: function ( path, parsedPath ) {
  26097. // returns an array of bindings for the given path that is changed
  26098. // according to the contained objects in the group
  26099. var indicesByPath = this._bindingsIndicesByPath,
  26100. index = indicesByPath[ path ],
  26101. bindings = this._bindings;
  26102. if ( index !== undefined ) { return bindings[ index ]; }
  26103. var paths = this._paths,
  26104. parsedPaths = this._parsedPaths,
  26105. objects = this._objects,
  26106. nObjects = objects.length,
  26107. nCachedObjects = this.nCachedObjects_,
  26108. bindingsForPath = new Array( nObjects );
  26109. index = bindings.length;
  26110. indicesByPath[ path ] = index;
  26111. paths.push( path );
  26112. parsedPaths.push( parsedPath );
  26113. bindings.push( bindingsForPath );
  26114. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26115. var object = objects[ i ];
  26116. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26117. }
  26118. return bindingsForPath;
  26119. },
  26120. unsubscribe_: function ( path ) {
  26121. // tells the group to forget about a property path and no longer
  26122. // update the array previously obtained with 'subscribe_'
  26123. var indicesByPath = this._bindingsIndicesByPath,
  26124. index = indicesByPath[ path ];
  26125. if ( index !== undefined ) {
  26126. var paths = this._paths,
  26127. parsedPaths = this._parsedPaths,
  26128. bindings = this._bindings,
  26129. lastBindingsIndex = bindings.length - 1,
  26130. lastBindings = bindings[ lastBindingsIndex ],
  26131. lastBindingsPath = path[ lastBindingsIndex ];
  26132. indicesByPath[ lastBindingsPath ] = index;
  26133. bindings[ index ] = lastBindings;
  26134. bindings.pop();
  26135. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26136. parsedPaths.pop();
  26137. paths[ index ] = paths[ lastBindingsIndex ];
  26138. paths.pop();
  26139. }
  26140. }
  26141. } );
  26142. /**
  26143. *
  26144. * Action provided by AnimationMixer for scheduling clip playback on specific
  26145. * objects.
  26146. *
  26147. * @author Ben Houston / http://clara.io/
  26148. * @author David Sarno / http://lighthaus.us/
  26149. * @author tschw
  26150. *
  26151. */
  26152. function AnimationAction( mixer, clip, localRoot ) {
  26153. this._mixer = mixer;
  26154. this._clip = clip;
  26155. this._localRoot = localRoot || null;
  26156. var tracks = clip.tracks,
  26157. nTracks = tracks.length,
  26158. interpolants = new Array( nTracks );
  26159. var interpolantSettings = {
  26160. endingStart: ZeroCurvatureEnding,
  26161. endingEnd: ZeroCurvatureEnding
  26162. };
  26163. for ( var i = 0; i !== nTracks; ++ i ) {
  26164. var interpolant = tracks[ i ].createInterpolant( null );
  26165. interpolants[ i ] = interpolant;
  26166. interpolant.settings = interpolantSettings;
  26167. }
  26168. this._interpolantSettings = interpolantSettings;
  26169. this._interpolants = interpolants; // bound by the mixer
  26170. // inside: PropertyMixer (managed by the mixer)
  26171. this._propertyBindings = new Array( nTracks );
  26172. this._cacheIndex = null; // for the memory manager
  26173. this._byClipCacheIndex = null; // for the memory manager
  26174. this._timeScaleInterpolant = null;
  26175. this._weightInterpolant = null;
  26176. this.loop = LoopRepeat;
  26177. this._loopCount = - 1;
  26178. // global mixer time when the action is to be started
  26179. // it's set back to 'null' upon start of the action
  26180. this._startTime = null;
  26181. // scaled local time of the action
  26182. // gets clamped or wrapped to 0..clip.duration according to loop
  26183. this.time = 0;
  26184. this.timeScale = 1;
  26185. this._effectiveTimeScale = 1;
  26186. this.weight = 1;
  26187. this._effectiveWeight = 1;
  26188. this.repetitions = Infinity; // no. of repetitions when looping
  26189. this.paused = false; // true -> zero effective time scale
  26190. this.enabled = true; // false -> zero effective weight
  26191. this.clampWhenFinished = false;// keep feeding the last frame?
  26192. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26193. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26194. }
  26195. Object.assign( AnimationAction.prototype, {
  26196. // State & Scheduling
  26197. play: function () {
  26198. this._mixer._activateAction( this );
  26199. return this;
  26200. },
  26201. stop: function () {
  26202. this._mixer._deactivateAction( this );
  26203. return this.reset();
  26204. },
  26205. reset: function () {
  26206. this.paused = false;
  26207. this.enabled = true;
  26208. this.time = 0; // restart clip
  26209. this._loopCount = - 1;// forget previous loops
  26210. this._startTime = null;// forget scheduling
  26211. return this.stopFading().stopWarping();
  26212. },
  26213. isRunning: function () {
  26214. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26215. this._startTime === null && this._mixer._isActiveAction( this );
  26216. },
  26217. // return true when play has been called
  26218. isScheduled: function () {
  26219. return this._mixer._isActiveAction( this );
  26220. },
  26221. startAt: function ( time ) {
  26222. this._startTime = time;
  26223. return this;
  26224. },
  26225. setLoop: function ( mode, repetitions ) {
  26226. this.loop = mode;
  26227. this.repetitions = repetitions;
  26228. return this;
  26229. },
  26230. // Weight
  26231. // set the weight stopping any scheduled fading
  26232. // although .enabled = false yields an effective weight of zero, this
  26233. // method does *not* change .enabled, because it would be confusing
  26234. setEffectiveWeight: function ( weight ) {
  26235. this.weight = weight;
  26236. // note: same logic as when updated at runtime
  26237. this._effectiveWeight = this.enabled ? weight : 0;
  26238. return this.stopFading();
  26239. },
  26240. // return the weight considering fading and .enabled
  26241. getEffectiveWeight: function () {
  26242. return this._effectiveWeight;
  26243. },
  26244. fadeIn: function ( duration ) {
  26245. return this._scheduleFading( duration, 0, 1 );
  26246. },
  26247. fadeOut: function ( duration ) {
  26248. return this._scheduleFading( duration, 1, 0 );
  26249. },
  26250. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26251. fadeOutAction.fadeOut( duration );
  26252. this.fadeIn( duration );
  26253. if ( warp ) {
  26254. var fadeInDuration = this._clip.duration,
  26255. fadeOutDuration = fadeOutAction._clip.duration,
  26256. startEndRatio = fadeOutDuration / fadeInDuration,
  26257. endStartRatio = fadeInDuration / fadeOutDuration;
  26258. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26259. this.warp( endStartRatio, 1.0, duration );
  26260. }
  26261. return this;
  26262. },
  26263. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26264. return fadeInAction.crossFadeFrom( this, duration, warp );
  26265. },
  26266. stopFading: function () {
  26267. var weightInterpolant = this._weightInterpolant;
  26268. if ( weightInterpolant !== null ) {
  26269. this._weightInterpolant = null;
  26270. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26271. }
  26272. return this;
  26273. },
  26274. // Time Scale Control
  26275. // set the time scale stopping any scheduled warping
  26276. // although .paused = true yields an effective time scale of zero, this
  26277. // method does *not* change .paused, because it would be confusing
  26278. setEffectiveTimeScale: function ( timeScale ) {
  26279. this.timeScale = timeScale;
  26280. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26281. return this.stopWarping();
  26282. },
  26283. // return the time scale considering warping and .paused
  26284. getEffectiveTimeScale: function () {
  26285. return this._effectiveTimeScale;
  26286. },
  26287. setDuration: function ( duration ) {
  26288. this.timeScale = this._clip.duration / duration;
  26289. return this.stopWarping();
  26290. },
  26291. syncWith: function ( action ) {
  26292. this.time = action.time;
  26293. this.timeScale = action.timeScale;
  26294. return this.stopWarping();
  26295. },
  26296. halt: function ( duration ) {
  26297. return this.warp( this._effectiveTimeScale, 0, duration );
  26298. },
  26299. warp: function ( startTimeScale, endTimeScale, duration ) {
  26300. var mixer = this._mixer, now = mixer.time,
  26301. interpolant = this._timeScaleInterpolant,
  26302. timeScale = this.timeScale;
  26303. if ( interpolant === null ) {
  26304. interpolant = mixer._lendControlInterpolant();
  26305. this._timeScaleInterpolant = interpolant;
  26306. }
  26307. var times = interpolant.parameterPositions,
  26308. values = interpolant.sampleValues;
  26309. times[ 0 ] = now;
  26310. times[ 1 ] = now + duration;
  26311. values[ 0 ] = startTimeScale / timeScale;
  26312. values[ 1 ] = endTimeScale / timeScale;
  26313. return this;
  26314. },
  26315. stopWarping: function () {
  26316. var timeScaleInterpolant = this._timeScaleInterpolant;
  26317. if ( timeScaleInterpolant !== null ) {
  26318. this._timeScaleInterpolant = null;
  26319. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26320. }
  26321. return this;
  26322. },
  26323. // Object Accessors
  26324. getMixer: function () {
  26325. return this._mixer;
  26326. },
  26327. getClip: function () {
  26328. return this._clip;
  26329. },
  26330. getRoot: function () {
  26331. return this._localRoot || this._mixer._root;
  26332. },
  26333. // Interna
  26334. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26335. // called by the mixer
  26336. if ( ! this.enabled ) {
  26337. // call ._updateWeight() to update ._effectiveWeight
  26338. this._updateWeight( time );
  26339. return;
  26340. }
  26341. var startTime = this._startTime;
  26342. if ( startTime !== null ) {
  26343. // check for scheduled start of action
  26344. var timeRunning = ( time - startTime ) * timeDirection;
  26345. if ( timeRunning < 0 || timeDirection === 0 ) {
  26346. return; // yet to come / don't decide when delta = 0
  26347. }
  26348. // start
  26349. this._startTime = null; // unschedule
  26350. deltaTime = timeDirection * timeRunning;
  26351. }
  26352. // apply time scale and advance time
  26353. deltaTime *= this._updateTimeScale( time );
  26354. var clipTime = this._updateTime( deltaTime );
  26355. // note: _updateTime may disable the action resulting in
  26356. // an effective weight of 0
  26357. var weight = this._updateWeight( time );
  26358. if ( weight > 0 ) {
  26359. var interpolants = this._interpolants;
  26360. var propertyMixers = this._propertyBindings;
  26361. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26362. interpolants[ j ].evaluate( clipTime );
  26363. propertyMixers[ j ].accumulate( accuIndex, weight );
  26364. }
  26365. }
  26366. },
  26367. _updateWeight: function ( time ) {
  26368. var weight = 0;
  26369. if ( this.enabled ) {
  26370. weight = this.weight;
  26371. var interpolant = this._weightInterpolant;
  26372. if ( interpolant !== null ) {
  26373. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26374. weight *= interpolantValue;
  26375. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26376. this.stopFading();
  26377. if ( interpolantValue === 0 ) {
  26378. // faded out, disable
  26379. this.enabled = false;
  26380. }
  26381. }
  26382. }
  26383. }
  26384. this._effectiveWeight = weight;
  26385. return weight;
  26386. },
  26387. _updateTimeScale: function ( time ) {
  26388. var timeScale = 0;
  26389. if ( ! this.paused ) {
  26390. timeScale = this.timeScale;
  26391. var interpolant = this._timeScaleInterpolant;
  26392. if ( interpolant !== null ) {
  26393. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26394. timeScale *= interpolantValue;
  26395. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26396. this.stopWarping();
  26397. if ( timeScale === 0 ) {
  26398. // motion has halted, pause
  26399. this.paused = true;
  26400. } else {
  26401. // warp done - apply final time scale
  26402. this.timeScale = timeScale;
  26403. }
  26404. }
  26405. }
  26406. }
  26407. this._effectiveTimeScale = timeScale;
  26408. return timeScale;
  26409. },
  26410. _updateTime: function ( deltaTime ) {
  26411. var time = this.time + deltaTime;
  26412. var duration = this._clip.duration;
  26413. var loop = this.loop;
  26414. var loopCount = this._loopCount;
  26415. var pingPong = ( loop === LoopPingPong );
  26416. if ( deltaTime === 0 ) {
  26417. if ( loopCount === - 1 ) { return time; }
  26418. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26419. }
  26420. if ( loop === LoopOnce ) {
  26421. if ( loopCount === - 1 ) {
  26422. // just started
  26423. this._loopCount = 0;
  26424. this._setEndings( true, true, false );
  26425. }
  26426. handle_stop: {
  26427. if ( time >= duration ) {
  26428. time = duration;
  26429. } else if ( time < 0 ) {
  26430. time = 0;
  26431. } else {
  26432. this.time = time;
  26433. break handle_stop;
  26434. }
  26435. if ( this.clampWhenFinished ) { this.paused = true; }
  26436. else { this.enabled = false; }
  26437. this.time = time;
  26438. this._mixer.dispatchEvent( {
  26439. type: 'finished', action: this,
  26440. direction: deltaTime < 0 ? - 1 : 1
  26441. } );
  26442. }
  26443. } else { // repetitive Repeat or PingPong
  26444. if ( loopCount === - 1 ) {
  26445. // just started
  26446. if ( deltaTime >= 0 ) {
  26447. loopCount = 0;
  26448. this._setEndings( true, this.repetitions === 0, pingPong );
  26449. } else {
  26450. // when looping in reverse direction, the initial
  26451. // transition through zero counts as a repetition,
  26452. // so leave loopCount at -1
  26453. this._setEndings( this.repetitions === 0, true, pingPong );
  26454. }
  26455. }
  26456. if ( time >= duration || time < 0 ) {
  26457. // wrap around
  26458. var loopDelta = Math.floor( time / duration ); // signed
  26459. time -= duration * loopDelta;
  26460. loopCount += Math.abs( loopDelta );
  26461. var pending = this.repetitions - loopCount;
  26462. if ( pending <= 0 ) {
  26463. // have to stop (switch state, clamp time, fire event)
  26464. if ( this.clampWhenFinished ) { this.paused = true; }
  26465. else { this.enabled = false; }
  26466. time = deltaTime > 0 ? duration : 0;
  26467. this.time = time;
  26468. this._mixer.dispatchEvent( {
  26469. type: 'finished', action: this,
  26470. direction: deltaTime > 0 ? 1 : - 1
  26471. } );
  26472. } else {
  26473. // keep running
  26474. if ( pending === 1 ) {
  26475. // entering the last round
  26476. var atStart = deltaTime < 0;
  26477. this._setEndings( atStart, ! atStart, pingPong );
  26478. } else {
  26479. this._setEndings( false, false, pingPong );
  26480. }
  26481. this._loopCount = loopCount;
  26482. this.time = time;
  26483. this._mixer.dispatchEvent( {
  26484. type: 'loop', action: this, loopDelta: loopDelta
  26485. } );
  26486. }
  26487. } else {
  26488. this.time = time;
  26489. }
  26490. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26491. // invert time for the "pong round"
  26492. return duration - time;
  26493. }
  26494. }
  26495. return time;
  26496. },
  26497. _setEndings: function ( atStart, atEnd, pingPong ) {
  26498. var settings = this._interpolantSettings;
  26499. if ( pingPong ) {
  26500. settings.endingStart = ZeroSlopeEnding;
  26501. settings.endingEnd = ZeroSlopeEnding;
  26502. } else {
  26503. // assuming for LoopOnce atStart == atEnd == true
  26504. if ( atStart ) {
  26505. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26506. } else {
  26507. settings.endingStart = WrapAroundEnding;
  26508. }
  26509. if ( atEnd ) {
  26510. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26511. } else {
  26512. settings.endingEnd = WrapAroundEnding;
  26513. }
  26514. }
  26515. },
  26516. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26517. var mixer = this._mixer, now = mixer.time,
  26518. interpolant = this._weightInterpolant;
  26519. if ( interpolant === null ) {
  26520. interpolant = mixer._lendControlInterpolant();
  26521. this._weightInterpolant = interpolant;
  26522. }
  26523. var times = interpolant.parameterPositions,
  26524. values = interpolant.sampleValues;
  26525. times[ 0 ] = now;
  26526. values[ 0 ] = weightNow;
  26527. times[ 1 ] = now + duration;
  26528. values[ 1 ] = weightThen;
  26529. return this;
  26530. }
  26531. } );
  26532. /**
  26533. *
  26534. * Player for AnimationClips.
  26535. *
  26536. *
  26537. * @author Ben Houston / http://clara.io/
  26538. * @author David Sarno / http://lighthaus.us/
  26539. * @author tschw
  26540. */
  26541. function AnimationMixer( root ) {
  26542. this._root = root;
  26543. this._initMemoryManager();
  26544. this._accuIndex = 0;
  26545. this.time = 0;
  26546. this.timeScale = 1.0;
  26547. }
  26548. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26549. constructor: AnimationMixer,
  26550. _bindAction: function ( action, prototypeAction ) {
  26551. var root = action._localRoot || this._root,
  26552. tracks = action._clip.tracks,
  26553. nTracks = tracks.length,
  26554. bindings = action._propertyBindings,
  26555. interpolants = action._interpolants,
  26556. rootUuid = root.uuid,
  26557. bindingsByRoot = this._bindingsByRootAndName,
  26558. bindingsByName = bindingsByRoot[ rootUuid ];
  26559. if ( bindingsByName === undefined ) {
  26560. bindingsByName = {};
  26561. bindingsByRoot[ rootUuid ] = bindingsByName;
  26562. }
  26563. for ( var i = 0; i !== nTracks; ++ i ) {
  26564. var track = tracks[ i ],
  26565. trackName = track.name,
  26566. binding = bindingsByName[ trackName ];
  26567. if ( binding !== undefined ) {
  26568. bindings[ i ] = binding;
  26569. } else {
  26570. binding = bindings[ i ];
  26571. if ( binding !== undefined ) {
  26572. // existing binding, make sure the cache knows
  26573. if ( binding._cacheIndex === null ) {
  26574. ++ binding.referenceCount;
  26575. this._addInactiveBinding( binding, rootUuid, trackName );
  26576. }
  26577. continue;
  26578. }
  26579. var path = prototypeAction && prototypeAction.
  26580. _propertyBindings[ i ].binding.parsedPath;
  26581. binding = new PropertyMixer(
  26582. PropertyBinding.create( root, trackName, path ),
  26583. track.ValueTypeName, track.getValueSize() );
  26584. ++ binding.referenceCount;
  26585. this._addInactiveBinding( binding, rootUuid, trackName );
  26586. bindings[ i ] = binding;
  26587. }
  26588. interpolants[ i ].resultBuffer = binding.buffer;
  26589. }
  26590. },
  26591. _activateAction: function ( action ) {
  26592. if ( ! this._isActiveAction( action ) ) {
  26593. if ( action._cacheIndex === null ) {
  26594. // this action has been forgotten by the cache, but the user
  26595. // appears to be still using it -> rebind
  26596. var rootUuid = ( action._localRoot || this._root ).uuid,
  26597. clipUuid = action._clip.uuid,
  26598. actionsForClip = this._actionsByClip[ clipUuid ];
  26599. this._bindAction( action,
  26600. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26601. this._addInactiveAction( action, clipUuid, rootUuid );
  26602. }
  26603. var bindings = action._propertyBindings;
  26604. // increment reference counts / sort out state
  26605. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26606. var binding = bindings[ i ];
  26607. if ( binding.useCount ++ === 0 ) {
  26608. this._lendBinding( binding );
  26609. binding.saveOriginalState();
  26610. }
  26611. }
  26612. this._lendAction( action );
  26613. }
  26614. },
  26615. _deactivateAction: function ( action ) {
  26616. if ( this._isActiveAction( action ) ) {
  26617. var bindings = action._propertyBindings;
  26618. // decrement reference counts / sort out state
  26619. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26620. var binding = bindings[ i ];
  26621. if ( -- binding.useCount === 0 ) {
  26622. binding.restoreOriginalState();
  26623. this._takeBackBinding( binding );
  26624. }
  26625. }
  26626. this._takeBackAction( action );
  26627. }
  26628. },
  26629. // Memory manager
  26630. _initMemoryManager: function () {
  26631. this._actions = []; // 'nActiveActions' followed by inactive ones
  26632. this._nActiveActions = 0;
  26633. this._actionsByClip = {};
  26634. // inside:
  26635. // {
  26636. // knownActions: Array< AnimationAction > - used as prototypes
  26637. // actionByRoot: AnimationAction - lookup
  26638. // }
  26639. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26640. this._nActiveBindings = 0;
  26641. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26642. this._controlInterpolants = []; // same game as above
  26643. this._nActiveControlInterpolants = 0;
  26644. var scope = this;
  26645. this.stats = {
  26646. actions: {
  26647. get total() {
  26648. return scope._actions.length;
  26649. },
  26650. get inUse() {
  26651. return scope._nActiveActions;
  26652. }
  26653. },
  26654. bindings: {
  26655. get total() {
  26656. return scope._bindings.length;
  26657. },
  26658. get inUse() {
  26659. return scope._nActiveBindings;
  26660. }
  26661. },
  26662. controlInterpolants: {
  26663. get total() {
  26664. return scope._controlInterpolants.length;
  26665. },
  26666. get inUse() {
  26667. return scope._nActiveControlInterpolants;
  26668. }
  26669. }
  26670. };
  26671. },
  26672. // Memory management for AnimationAction objects
  26673. _isActiveAction: function ( action ) {
  26674. var index = action._cacheIndex;
  26675. return index !== null && index < this._nActiveActions;
  26676. },
  26677. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26678. var actions = this._actions,
  26679. actionsByClip = this._actionsByClip,
  26680. actionsForClip = actionsByClip[ clipUuid ];
  26681. if ( actionsForClip === undefined ) {
  26682. actionsForClip = {
  26683. knownActions: [ action ],
  26684. actionByRoot: {}
  26685. };
  26686. action._byClipCacheIndex = 0;
  26687. actionsByClip[ clipUuid ] = actionsForClip;
  26688. } else {
  26689. var knownActions = actionsForClip.knownActions;
  26690. action._byClipCacheIndex = knownActions.length;
  26691. knownActions.push( action );
  26692. }
  26693. action._cacheIndex = actions.length;
  26694. actions.push( action );
  26695. actionsForClip.actionByRoot[ rootUuid ] = action;
  26696. },
  26697. _removeInactiveAction: function ( action ) {
  26698. var actions = this._actions,
  26699. lastInactiveAction = actions[ actions.length - 1 ],
  26700. cacheIndex = action._cacheIndex;
  26701. lastInactiveAction._cacheIndex = cacheIndex;
  26702. actions[ cacheIndex ] = lastInactiveAction;
  26703. actions.pop();
  26704. action._cacheIndex = null;
  26705. var clipUuid = action._clip.uuid,
  26706. actionsByClip = this._actionsByClip,
  26707. actionsForClip = actionsByClip[ clipUuid ],
  26708. knownActionsForClip = actionsForClip.knownActions,
  26709. lastKnownAction =
  26710. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26711. byClipCacheIndex = action._byClipCacheIndex;
  26712. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26713. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26714. knownActionsForClip.pop();
  26715. action._byClipCacheIndex = null;
  26716. var actionByRoot = actionsForClip.actionByRoot,
  26717. rootUuid = ( action._localRoot || this._root ).uuid;
  26718. delete actionByRoot[ rootUuid ];
  26719. if ( knownActionsForClip.length === 0 ) {
  26720. delete actionsByClip[ clipUuid ];
  26721. }
  26722. this._removeInactiveBindingsForAction( action );
  26723. },
  26724. _removeInactiveBindingsForAction: function ( action ) {
  26725. var bindings = action._propertyBindings;
  26726. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26727. var binding = bindings[ i ];
  26728. if ( -- binding.referenceCount === 0 ) {
  26729. this._removeInactiveBinding( binding );
  26730. }
  26731. }
  26732. },
  26733. _lendAction: function ( action ) {
  26734. // [ active actions | inactive actions ]
  26735. // [ active actions >| inactive actions ]
  26736. // s a
  26737. // <-swap->
  26738. // a s
  26739. var actions = this._actions,
  26740. prevIndex = action._cacheIndex,
  26741. lastActiveIndex = this._nActiveActions ++,
  26742. firstInactiveAction = actions[ lastActiveIndex ];
  26743. action._cacheIndex = lastActiveIndex;
  26744. actions[ lastActiveIndex ] = action;
  26745. firstInactiveAction._cacheIndex = prevIndex;
  26746. actions[ prevIndex ] = firstInactiveAction;
  26747. },
  26748. _takeBackAction: function ( action ) {
  26749. // [ active actions | inactive actions ]
  26750. // [ active actions |< inactive actions ]
  26751. // a s
  26752. // <-swap->
  26753. // s a
  26754. var actions = this._actions,
  26755. prevIndex = action._cacheIndex,
  26756. firstInactiveIndex = -- this._nActiveActions,
  26757. lastActiveAction = actions[ firstInactiveIndex ];
  26758. action._cacheIndex = firstInactiveIndex;
  26759. actions[ firstInactiveIndex ] = action;
  26760. lastActiveAction._cacheIndex = prevIndex;
  26761. actions[ prevIndex ] = lastActiveAction;
  26762. },
  26763. // Memory management for PropertyMixer objects
  26764. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26765. var bindingsByRoot = this._bindingsByRootAndName,
  26766. bindingByName = bindingsByRoot[ rootUuid ],
  26767. bindings = this._bindings;
  26768. if ( bindingByName === undefined ) {
  26769. bindingByName = {};
  26770. bindingsByRoot[ rootUuid ] = bindingByName;
  26771. }
  26772. bindingByName[ trackName ] = binding;
  26773. binding._cacheIndex = bindings.length;
  26774. bindings.push( binding );
  26775. },
  26776. _removeInactiveBinding: function ( binding ) {
  26777. var bindings = this._bindings,
  26778. propBinding = binding.binding,
  26779. rootUuid = propBinding.rootNode.uuid,
  26780. trackName = propBinding.path,
  26781. bindingsByRoot = this._bindingsByRootAndName,
  26782. bindingByName = bindingsByRoot[ rootUuid ],
  26783. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26784. cacheIndex = binding._cacheIndex;
  26785. lastInactiveBinding._cacheIndex = cacheIndex;
  26786. bindings[ cacheIndex ] = lastInactiveBinding;
  26787. bindings.pop();
  26788. delete bindingByName[ trackName ];
  26789. if ( Object.keys( bindingByName ).length === 0 ) {
  26790. delete bindingsByRoot[ rootUuid ];
  26791. }
  26792. },
  26793. _lendBinding: function ( binding ) {
  26794. var bindings = this._bindings,
  26795. prevIndex = binding._cacheIndex,
  26796. lastActiveIndex = this._nActiveBindings ++,
  26797. firstInactiveBinding = bindings[ lastActiveIndex ];
  26798. binding._cacheIndex = lastActiveIndex;
  26799. bindings[ lastActiveIndex ] = binding;
  26800. firstInactiveBinding._cacheIndex = prevIndex;
  26801. bindings[ prevIndex ] = firstInactiveBinding;
  26802. },
  26803. _takeBackBinding: function ( binding ) {
  26804. var bindings = this._bindings,
  26805. prevIndex = binding._cacheIndex,
  26806. firstInactiveIndex = -- this._nActiveBindings,
  26807. lastActiveBinding = bindings[ firstInactiveIndex ];
  26808. binding._cacheIndex = firstInactiveIndex;
  26809. bindings[ firstInactiveIndex ] = binding;
  26810. lastActiveBinding._cacheIndex = prevIndex;
  26811. bindings[ prevIndex ] = lastActiveBinding;
  26812. },
  26813. // Memory management of Interpolants for weight and time scale
  26814. _lendControlInterpolant: function () {
  26815. var interpolants = this._controlInterpolants,
  26816. lastActiveIndex = this._nActiveControlInterpolants ++,
  26817. interpolant = interpolants[ lastActiveIndex ];
  26818. if ( interpolant === undefined ) {
  26819. interpolant = new LinearInterpolant(
  26820. new Float32Array( 2 ), new Float32Array( 2 ),
  26821. 1, this._controlInterpolantsResultBuffer );
  26822. interpolant.__cacheIndex = lastActiveIndex;
  26823. interpolants[ lastActiveIndex ] = interpolant;
  26824. }
  26825. return interpolant;
  26826. },
  26827. _takeBackControlInterpolant: function ( interpolant ) {
  26828. var interpolants = this._controlInterpolants,
  26829. prevIndex = interpolant.__cacheIndex,
  26830. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26831. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26832. interpolant.__cacheIndex = firstInactiveIndex;
  26833. interpolants[ firstInactiveIndex ] = interpolant;
  26834. lastActiveInterpolant.__cacheIndex = prevIndex;
  26835. interpolants[ prevIndex ] = lastActiveInterpolant;
  26836. },
  26837. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26838. // return an action for a clip optionally using a custom root target
  26839. // object (this method allocates a lot of dynamic memory in case a
  26840. // previously unknown clip/root combination is specified)
  26841. clipAction: function ( clip, optionalRoot ) {
  26842. var root = optionalRoot || this._root,
  26843. rootUuid = root.uuid,
  26844. clipObject = typeof clip === 'string' ?
  26845. AnimationClip.findByName( root, clip ) : clip,
  26846. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26847. actionsForClip = this._actionsByClip[ clipUuid ],
  26848. prototypeAction = null;
  26849. if ( actionsForClip !== undefined ) {
  26850. var existingAction =
  26851. actionsForClip.actionByRoot[ rootUuid ];
  26852. if ( existingAction !== undefined ) {
  26853. return existingAction;
  26854. }
  26855. // we know the clip, so we don't have to parse all
  26856. // the bindings again but can just copy
  26857. prototypeAction = actionsForClip.knownActions[ 0 ];
  26858. // also, take the clip from the prototype action
  26859. if ( clipObject === null )
  26860. { clipObject = prototypeAction._clip; }
  26861. }
  26862. // clip must be known when specified via string
  26863. if ( clipObject === null ) { return null; }
  26864. // allocate all resources required to run it
  26865. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26866. this._bindAction( newAction, prototypeAction );
  26867. // and make the action known to the memory manager
  26868. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26869. return newAction;
  26870. },
  26871. // get an existing action
  26872. existingAction: function ( clip, optionalRoot ) {
  26873. var root = optionalRoot || this._root,
  26874. rootUuid = root.uuid,
  26875. clipObject = typeof clip === 'string' ?
  26876. AnimationClip.findByName( root, clip ) : clip,
  26877. clipUuid = clipObject ? clipObject.uuid : clip,
  26878. actionsForClip = this._actionsByClip[ clipUuid ];
  26879. if ( actionsForClip !== undefined ) {
  26880. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26881. }
  26882. return null;
  26883. },
  26884. // deactivates all previously scheduled actions
  26885. stopAllAction: function () {
  26886. var actions = this._actions,
  26887. nActions = this._nActiveActions,
  26888. bindings = this._bindings,
  26889. nBindings = this._nActiveBindings;
  26890. this._nActiveActions = 0;
  26891. this._nActiveBindings = 0;
  26892. for ( var i = 0; i !== nActions; ++ i ) {
  26893. actions[ i ].reset();
  26894. }
  26895. for ( var i = 0; i !== nBindings; ++ i ) {
  26896. bindings[ i ].useCount = 0;
  26897. }
  26898. return this;
  26899. },
  26900. // advance the time and update apply the animation
  26901. update: function ( deltaTime ) {
  26902. deltaTime *= this.timeScale;
  26903. var actions = this._actions,
  26904. nActions = this._nActiveActions,
  26905. time = this.time += deltaTime,
  26906. timeDirection = Math.sign( deltaTime ),
  26907. accuIndex = this._accuIndex ^= 1;
  26908. // run active actions
  26909. for ( var i = 0; i !== nActions; ++ i ) {
  26910. var action = actions[ i ];
  26911. action._update( time, deltaTime, timeDirection, accuIndex );
  26912. }
  26913. // update scene graph
  26914. var bindings = this._bindings,
  26915. nBindings = this._nActiveBindings;
  26916. for ( var i = 0; i !== nBindings; ++ i ) {
  26917. bindings[ i ].apply( accuIndex );
  26918. }
  26919. return this;
  26920. },
  26921. // Allows you to seek to a specific time in an animation.
  26922. setTime: function ( timeInSeconds ) {
  26923. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26924. for ( var i = 0; i < this._actions.length; i ++ ) {
  26925. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26926. }
  26927. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26928. },
  26929. // return this mixer's root target object
  26930. getRoot: function () {
  26931. return this._root;
  26932. },
  26933. // free all resources specific to a particular clip
  26934. uncacheClip: function ( clip ) {
  26935. var actions = this._actions,
  26936. clipUuid = clip.uuid,
  26937. actionsByClip = this._actionsByClip,
  26938. actionsForClip = actionsByClip[ clipUuid ];
  26939. if ( actionsForClip !== undefined ) {
  26940. // note: just calling _removeInactiveAction would mess up the
  26941. // iteration state and also require updating the state we can
  26942. // just throw away
  26943. var actionsToRemove = actionsForClip.knownActions;
  26944. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26945. var action = actionsToRemove[ i ];
  26946. this._deactivateAction( action );
  26947. var cacheIndex = action._cacheIndex,
  26948. lastInactiveAction = actions[ actions.length - 1 ];
  26949. action._cacheIndex = null;
  26950. action._byClipCacheIndex = null;
  26951. lastInactiveAction._cacheIndex = cacheIndex;
  26952. actions[ cacheIndex ] = lastInactiveAction;
  26953. actions.pop();
  26954. this._removeInactiveBindingsForAction( action );
  26955. }
  26956. delete actionsByClip[ clipUuid ];
  26957. }
  26958. },
  26959. // free all resources specific to a particular root target object
  26960. uncacheRoot: function ( root ) {
  26961. var rootUuid = root.uuid,
  26962. actionsByClip = this._actionsByClip;
  26963. for ( var clipUuid in actionsByClip ) {
  26964. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26965. action = actionByRoot[ rootUuid ];
  26966. if ( action !== undefined ) {
  26967. this._deactivateAction( action );
  26968. this._removeInactiveAction( action );
  26969. }
  26970. }
  26971. var bindingsByRoot = this._bindingsByRootAndName,
  26972. bindingByName = bindingsByRoot[ rootUuid ];
  26973. if ( bindingByName !== undefined ) {
  26974. for ( var trackName in bindingByName ) {
  26975. var binding = bindingByName[ trackName ];
  26976. binding.restoreOriginalState();
  26977. this._removeInactiveBinding( binding );
  26978. }
  26979. }
  26980. },
  26981. // remove a targeted clip from the cache
  26982. uncacheAction: function ( clip, optionalRoot ) {
  26983. var action = this.existingAction( clip, optionalRoot );
  26984. if ( action !== null ) {
  26985. this._deactivateAction( action );
  26986. this._removeInactiveAction( action );
  26987. }
  26988. }
  26989. } );
  26990. /**
  26991. * @author mrdoob / http://mrdoob.com/
  26992. */
  26993. function Uniform( value ) {
  26994. if ( typeof value === 'string' ) {
  26995. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26996. value = arguments[ 1 ];
  26997. }
  26998. this.value = value;
  26999. }
  27000. Uniform.prototype.clone = function () {
  27001. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27002. };
  27003. /**
  27004. * @author benaadams / https://twitter.com/ben_a_adams
  27005. */
  27006. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27007. InterleavedBuffer.call( this, array, stride );
  27008. this.meshPerAttribute = meshPerAttribute || 1;
  27009. }
  27010. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27011. constructor: InstancedInterleavedBuffer,
  27012. isInstancedInterleavedBuffer: true,
  27013. copy: function ( source ) {
  27014. InterleavedBuffer.prototype.copy.call( this, source );
  27015. this.meshPerAttribute = source.meshPerAttribute;
  27016. return this;
  27017. }
  27018. } );
  27019. /**
  27020. * @author mrdoob / http://mrdoob.com/
  27021. * @author bhouston / http://clara.io/
  27022. * @author stephomi / http://stephaneginier.com/
  27023. */
  27024. function Raycaster( origin, direction, near, far ) {
  27025. this.ray = new Ray( origin, direction );
  27026. // direction is assumed to be normalized (for accurate distance calculations)
  27027. this.near = near || 0;
  27028. this.far = far || Infinity;
  27029. this.camera = null;
  27030. this.params = {
  27031. Mesh: {},
  27032. Line: {},
  27033. LOD: {},
  27034. Points: { threshold: 1 },
  27035. Sprite: {}
  27036. };
  27037. Object.defineProperties( this.params, {
  27038. PointCloud: {
  27039. get: function () {
  27040. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27041. return this.Points;
  27042. }
  27043. }
  27044. } );
  27045. }
  27046. function ascSort( a, b ) {
  27047. return a.distance - b.distance;
  27048. }
  27049. function intersectObject( object, raycaster, intersects, recursive ) {
  27050. if ( object.visible === false ) { return; }
  27051. object.raycast( raycaster, intersects );
  27052. if ( recursive === true ) {
  27053. var children = object.children;
  27054. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27055. intersectObject( children[ i ], raycaster, intersects, true );
  27056. }
  27057. }
  27058. }
  27059. Object.assign( Raycaster.prototype, {
  27060. linePrecision: 1,
  27061. set: function ( origin, direction ) {
  27062. // direction is assumed to be normalized (for accurate distance calculations)
  27063. this.ray.set( origin, direction );
  27064. },
  27065. setFromCamera: function ( coords, camera ) {
  27066. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27067. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27068. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27069. this.camera = camera;
  27070. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27071. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27072. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27073. this.camera = camera;
  27074. } else {
  27075. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27076. }
  27077. },
  27078. intersectObject: function ( object, recursive, optionalTarget ) {
  27079. var intersects = optionalTarget || [];
  27080. intersectObject( object, this, intersects, recursive );
  27081. intersects.sort( ascSort );
  27082. return intersects;
  27083. },
  27084. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27085. var intersects = optionalTarget || [];
  27086. if ( Array.isArray( objects ) === false ) {
  27087. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27088. return intersects;
  27089. }
  27090. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27091. intersectObject( objects[ i ], this, intersects, recursive );
  27092. }
  27093. intersects.sort( ascSort );
  27094. return intersects;
  27095. }
  27096. } );
  27097. /**
  27098. * @author bhouston / http://clara.io
  27099. * @author WestLangley / http://github.com/WestLangley
  27100. *
  27101. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27102. *
  27103. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27104. * The azimuthal angle (theta) is measured from the positive z-axis.
  27105. */
  27106. function Spherical( radius, phi, theta ) {
  27107. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27108. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27109. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27110. return this;
  27111. }
  27112. Object.assign( Spherical.prototype, {
  27113. set: function ( radius, phi, theta ) {
  27114. this.radius = radius;
  27115. this.phi = phi;
  27116. this.theta = theta;
  27117. return this;
  27118. },
  27119. clone: function () {
  27120. return new this.constructor().copy( this );
  27121. },
  27122. copy: function ( other ) {
  27123. this.radius = other.radius;
  27124. this.phi = other.phi;
  27125. this.theta = other.theta;
  27126. return this;
  27127. },
  27128. // restrict phi to be betwee EPS and PI-EPS
  27129. makeSafe: function () {
  27130. var EPS = 0.000001;
  27131. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27132. return this;
  27133. },
  27134. setFromVector3: function ( v ) {
  27135. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27136. },
  27137. setFromCartesianCoords: function ( x, y, z ) {
  27138. this.radius = Math.sqrt( x * x + y * y + z * z );
  27139. if ( this.radius === 0 ) {
  27140. this.theta = 0;
  27141. this.phi = 0;
  27142. } else {
  27143. this.theta = Math.atan2( x, z );
  27144. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  27145. }
  27146. return this;
  27147. }
  27148. } );
  27149. /**
  27150. * @author Mugen87 / https://github.com/Mugen87
  27151. *
  27152. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27153. *
  27154. */
  27155. function Cylindrical( radius, theta, y ) {
  27156. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27157. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27158. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27159. return this;
  27160. }
  27161. Object.assign( Cylindrical.prototype, {
  27162. set: function ( radius, theta, y ) {
  27163. this.radius = radius;
  27164. this.theta = theta;
  27165. this.y = y;
  27166. return this;
  27167. },
  27168. clone: function () {
  27169. return new this.constructor().copy( this );
  27170. },
  27171. copy: function ( other ) {
  27172. this.radius = other.radius;
  27173. this.theta = other.theta;
  27174. this.y = other.y;
  27175. return this;
  27176. },
  27177. setFromVector3: function ( v ) {
  27178. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27179. },
  27180. setFromCartesianCoords: function ( x, y, z ) {
  27181. this.radius = Math.sqrt( x * x + z * z );
  27182. this.theta = Math.atan2( x, z );
  27183. this.y = y;
  27184. return this;
  27185. }
  27186. } );
  27187. /**
  27188. * @author bhouston / http://clara.io
  27189. */
  27190. var _vector$6 = new Vector2();
  27191. function Box2( min, max ) {
  27192. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27193. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27194. }
  27195. Object.assign( Box2.prototype, {
  27196. set: function ( min, max ) {
  27197. this.min.copy( min );
  27198. this.max.copy( max );
  27199. return this;
  27200. },
  27201. setFromPoints: function ( points ) {
  27202. this.makeEmpty();
  27203. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27204. this.expandByPoint( points[ i ] );
  27205. }
  27206. return this;
  27207. },
  27208. setFromCenterAndSize: function ( center, size ) {
  27209. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  27210. this.min.copy( center ).sub( halfSize );
  27211. this.max.copy( center ).add( halfSize );
  27212. return this;
  27213. },
  27214. clone: function () {
  27215. return new this.constructor().copy( this );
  27216. },
  27217. copy: function ( box ) {
  27218. this.min.copy( box.min );
  27219. this.max.copy( box.max );
  27220. return this;
  27221. },
  27222. makeEmpty: function () {
  27223. this.min.x = this.min.y = + Infinity;
  27224. this.max.x = this.max.y = - Infinity;
  27225. return this;
  27226. },
  27227. isEmpty: function () {
  27228. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27229. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27230. },
  27231. getCenter: function ( target ) {
  27232. if ( target === undefined ) {
  27233. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27234. target = new Vector2();
  27235. }
  27236. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27237. },
  27238. getSize: function ( target ) {
  27239. if ( target === undefined ) {
  27240. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27241. target = new Vector2();
  27242. }
  27243. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27244. },
  27245. expandByPoint: function ( point ) {
  27246. this.min.min( point );
  27247. this.max.max( point );
  27248. return this;
  27249. },
  27250. expandByVector: function ( vector ) {
  27251. this.min.sub( vector );
  27252. this.max.add( vector );
  27253. return this;
  27254. },
  27255. expandByScalar: function ( scalar ) {
  27256. this.min.addScalar( - scalar );
  27257. this.max.addScalar( scalar );
  27258. return this;
  27259. },
  27260. containsPoint: function ( point ) {
  27261. return point.x < this.min.x || point.x > this.max.x ||
  27262. point.y < this.min.y || point.y > this.max.y ? false : true;
  27263. },
  27264. containsBox: function ( box ) {
  27265. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27266. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27267. },
  27268. getParameter: function ( point, target ) {
  27269. // This can potentially have a divide by zero if the box
  27270. // has a size dimension of 0.
  27271. if ( target === undefined ) {
  27272. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27273. target = new Vector2();
  27274. }
  27275. return target.set(
  27276. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27277. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27278. );
  27279. },
  27280. intersectsBox: function ( box ) {
  27281. // using 4 splitting planes to rule out intersections
  27282. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27283. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27284. },
  27285. clampPoint: function ( point, target ) {
  27286. if ( target === undefined ) {
  27287. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27288. target = new Vector2();
  27289. }
  27290. return target.copy( point ).clamp( this.min, this.max );
  27291. },
  27292. distanceToPoint: function ( point ) {
  27293. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27294. return clampedPoint.sub( point ).length();
  27295. },
  27296. intersect: function ( box ) {
  27297. this.min.max( box.min );
  27298. this.max.min( box.max );
  27299. return this;
  27300. },
  27301. union: function ( box ) {
  27302. this.min.min( box.min );
  27303. this.max.max( box.max );
  27304. return this;
  27305. },
  27306. translate: function ( offset ) {
  27307. this.min.add( offset );
  27308. this.max.add( offset );
  27309. return this;
  27310. },
  27311. equals: function ( box ) {
  27312. return box.min.equals( this.min ) && box.max.equals( this.max );
  27313. }
  27314. } );
  27315. /**
  27316. * @author bhouston / http://clara.io
  27317. */
  27318. var _startP = new Vector3();
  27319. var _startEnd = new Vector3();
  27320. function Line3( start, end ) {
  27321. this.start = ( start !== undefined ) ? start : new Vector3();
  27322. this.end = ( end !== undefined ) ? end : new Vector3();
  27323. }
  27324. Object.assign( Line3.prototype, {
  27325. set: function ( start, end ) {
  27326. this.start.copy( start );
  27327. this.end.copy( end );
  27328. return this;
  27329. },
  27330. clone: function () {
  27331. return new this.constructor().copy( this );
  27332. },
  27333. copy: function ( line ) {
  27334. this.start.copy( line.start );
  27335. this.end.copy( line.end );
  27336. return this;
  27337. },
  27338. getCenter: function ( target ) {
  27339. if ( target === undefined ) {
  27340. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27341. target = new Vector3();
  27342. }
  27343. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27344. },
  27345. delta: function ( target ) {
  27346. if ( target === undefined ) {
  27347. console.warn( 'THREE.Line3: .delta() target is now required' );
  27348. target = new Vector3();
  27349. }
  27350. return target.subVectors( this.end, this.start );
  27351. },
  27352. distanceSq: function () {
  27353. return this.start.distanceToSquared( this.end );
  27354. },
  27355. distance: function () {
  27356. return this.start.distanceTo( this.end );
  27357. },
  27358. at: function ( t, target ) {
  27359. if ( target === undefined ) {
  27360. console.warn( 'THREE.Line3: .at() target is now required' );
  27361. target = new Vector3();
  27362. }
  27363. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27364. },
  27365. closestPointToPointParameter: function ( point, clampToLine ) {
  27366. _startP.subVectors( point, this.start );
  27367. _startEnd.subVectors( this.end, this.start );
  27368. var startEnd2 = _startEnd.dot( _startEnd );
  27369. var startEnd_startP = _startEnd.dot( _startP );
  27370. var t = startEnd_startP / startEnd2;
  27371. if ( clampToLine ) {
  27372. t = _Math.clamp( t, 0, 1 );
  27373. }
  27374. return t;
  27375. },
  27376. closestPointToPoint: function ( point, clampToLine, target ) {
  27377. var t = this.closestPointToPointParameter( point, clampToLine );
  27378. if ( target === undefined ) {
  27379. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27380. target = new Vector3();
  27381. }
  27382. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27383. },
  27384. applyMatrix4: function ( matrix ) {
  27385. this.start.applyMatrix4( matrix );
  27386. this.end.applyMatrix4( matrix );
  27387. return this;
  27388. },
  27389. equals: function ( line ) {
  27390. return line.start.equals( this.start ) && line.end.equals( this.end );
  27391. }
  27392. } );
  27393. /**
  27394. * @author alteredq / http://alteredqualia.com/
  27395. */
  27396. function ImmediateRenderObject( material ) {
  27397. Object3D.call( this );
  27398. this.material = material;
  27399. this.render = function ( /* renderCallback */ ) {};
  27400. }
  27401. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27402. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27403. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27404. /**
  27405. * @author mrdoob / http://mrdoob.com/
  27406. * @author WestLangley / http://github.com/WestLangley
  27407. */
  27408. var _v1$5 = new Vector3();
  27409. var _v2$3 = new Vector3();
  27410. var _normalMatrix$1 = new Matrix3();
  27411. var _keys = [ 'a', 'b', 'c' ];
  27412. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27413. this.object = object;
  27414. this.size = ( size !== undefined ) ? size : 1;
  27415. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27416. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27417. //
  27418. var nNormals = 0;
  27419. var objGeometry = this.object.geometry;
  27420. if ( objGeometry && objGeometry.isGeometry ) {
  27421. nNormals = objGeometry.faces.length * 3;
  27422. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27423. nNormals = objGeometry.attributes.normal.count;
  27424. }
  27425. //
  27426. var geometry = new BufferGeometry();
  27427. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27428. geometry.setAttribute( 'position', positions );
  27429. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27430. //
  27431. this.matrixAutoUpdate = false;
  27432. this.update();
  27433. }
  27434. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27435. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27436. VertexNormalsHelper.prototype.update = function () {
  27437. this.object.updateMatrixWorld( true );
  27438. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27439. var matrixWorld = this.object.matrixWorld;
  27440. var position = this.geometry.attributes.position;
  27441. //
  27442. var objGeometry = this.object.geometry;
  27443. if ( objGeometry && objGeometry.isGeometry ) {
  27444. var vertices = objGeometry.vertices;
  27445. var faces = objGeometry.faces;
  27446. var idx = 0;
  27447. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27448. var face = faces[ i ];
  27449. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27450. var vertex = vertices[ face[ _keys[ j ] ] ];
  27451. var normal = face.vertexNormals[ j ];
  27452. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27453. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27454. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27455. idx = idx + 1;
  27456. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27457. idx = idx + 1;
  27458. }
  27459. }
  27460. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27461. var objPos = objGeometry.attributes.position;
  27462. var objNorm = objGeometry.attributes.normal;
  27463. var idx = 0;
  27464. // for simplicity, ignore index and drawcalls, and render every normal
  27465. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27466. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27467. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27468. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27469. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27470. idx = idx + 1;
  27471. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27472. idx = idx + 1;
  27473. }
  27474. }
  27475. position.needsUpdate = true;
  27476. };
  27477. /**
  27478. * @author alteredq / http://alteredqualia.com/
  27479. * @author mrdoob / http://mrdoob.com/
  27480. * @author WestLangley / http://github.com/WestLangley
  27481. */
  27482. var _vector$7 = new Vector3();
  27483. function SpotLightHelper( light, color ) {
  27484. Object3D.call( this );
  27485. this.light = light;
  27486. this.light.updateMatrixWorld();
  27487. this.matrix = light.matrixWorld;
  27488. this.matrixAutoUpdate = false;
  27489. this.color = color;
  27490. var geometry = new BufferGeometry();
  27491. var positions = [
  27492. 0, 0, 0, 0, 0, 1,
  27493. 0, 0, 0, 1, 0, 1,
  27494. 0, 0, 0, - 1, 0, 1,
  27495. 0, 0, 0, 0, 1, 1,
  27496. 0, 0, 0, 0, - 1, 1
  27497. ];
  27498. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27499. var p1 = ( i / l ) * Math.PI * 2;
  27500. var p2 = ( j / l ) * Math.PI * 2;
  27501. positions.push(
  27502. Math.cos( p1 ), Math.sin( p1 ), 1,
  27503. Math.cos( p2 ), Math.sin( p2 ), 1
  27504. );
  27505. }
  27506. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27507. var material = new LineBasicMaterial( { fog: false } );
  27508. this.cone = new LineSegments( geometry, material );
  27509. this.add( this.cone );
  27510. this.update();
  27511. }
  27512. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27513. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27514. SpotLightHelper.prototype.dispose = function () {
  27515. this.cone.geometry.dispose();
  27516. this.cone.material.dispose();
  27517. };
  27518. SpotLightHelper.prototype.update = function () {
  27519. this.light.updateMatrixWorld();
  27520. var coneLength = this.light.distance ? this.light.distance : 1000;
  27521. var coneWidth = coneLength * Math.tan( this.light.angle );
  27522. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27523. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27524. this.cone.lookAt( _vector$7 );
  27525. if ( this.color !== undefined ) {
  27526. this.cone.material.color.set( this.color );
  27527. } else {
  27528. this.cone.material.color.copy( this.light.color );
  27529. }
  27530. };
  27531. /**
  27532. * @author Sean Griffin / http://twitter.com/sgrif
  27533. * @author Michael Guerrero / http://realitymeltdown.com
  27534. * @author mrdoob / http://mrdoob.com/
  27535. * @author ikerr / http://verold.com
  27536. * @author Mugen87 / https://github.com/Mugen87
  27537. */
  27538. var _vector$8 = new Vector3();
  27539. var _boneMatrix = new Matrix4();
  27540. var _matrixWorldInv = new Matrix4();
  27541. function getBoneList( object ) {
  27542. var boneList = [];
  27543. if ( object && object.isBone ) {
  27544. boneList.push( object );
  27545. }
  27546. for ( var i = 0; i < object.children.length; i ++ ) {
  27547. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27548. }
  27549. return boneList;
  27550. }
  27551. function SkeletonHelper( object ) {
  27552. var bones = getBoneList( object );
  27553. var geometry = new BufferGeometry();
  27554. var vertices = [];
  27555. var colors = [];
  27556. var color1 = new Color( 0, 0, 1 );
  27557. var color2 = new Color( 0, 1, 0 );
  27558. for ( var i = 0; i < bones.length; i ++ ) {
  27559. var bone = bones[ i ];
  27560. if ( bone.parent && bone.parent.isBone ) {
  27561. vertices.push( 0, 0, 0 );
  27562. vertices.push( 0, 0, 0 );
  27563. colors.push( color1.r, color1.g, color1.b );
  27564. colors.push( color2.r, color2.g, color2.b );
  27565. }
  27566. }
  27567. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27568. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27569. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27570. LineSegments.call( this, geometry, material );
  27571. this.root = object;
  27572. this.bones = bones;
  27573. this.matrix = object.matrixWorld;
  27574. this.matrixAutoUpdate = false;
  27575. }
  27576. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27577. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27578. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27579. var bones = this.bones;
  27580. var geometry = this.geometry;
  27581. var position = geometry.getAttribute( 'position' );
  27582. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27583. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27584. var bone = bones[ i ];
  27585. if ( bone.parent && bone.parent.isBone ) {
  27586. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27587. _vector$8.setFromMatrixPosition( _boneMatrix );
  27588. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27589. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27590. _vector$8.setFromMatrixPosition( _boneMatrix );
  27591. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27592. j += 2;
  27593. }
  27594. }
  27595. geometry.getAttribute( 'position' ).needsUpdate = true;
  27596. Object3D.prototype.updateMatrixWorld.call( this, force );
  27597. };
  27598. /**
  27599. * @author alteredq / http://alteredqualia.com/
  27600. * @author mrdoob / http://mrdoob.com/
  27601. */
  27602. function PointLightHelper( light, sphereSize, color ) {
  27603. this.light = light;
  27604. this.light.updateMatrixWorld();
  27605. this.color = color;
  27606. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27607. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27608. Mesh.call( this, geometry, material );
  27609. this.matrix = this.light.matrixWorld;
  27610. this.matrixAutoUpdate = false;
  27611. this.update();
  27612. /*
  27613. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27614. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27615. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27616. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27617. var d = light.distance;
  27618. if ( d === 0.0 ) {
  27619. this.lightDistance.visible = false;
  27620. } else {
  27621. this.lightDistance.scale.set( d, d, d );
  27622. }
  27623. this.add( this.lightDistance );
  27624. */
  27625. }
  27626. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27627. PointLightHelper.prototype.constructor = PointLightHelper;
  27628. PointLightHelper.prototype.dispose = function () {
  27629. this.geometry.dispose();
  27630. this.material.dispose();
  27631. };
  27632. PointLightHelper.prototype.update = function () {
  27633. if ( this.color !== undefined ) {
  27634. this.material.color.set( this.color );
  27635. } else {
  27636. this.material.color.copy( this.light.color );
  27637. }
  27638. /*
  27639. var d = this.light.distance;
  27640. if ( d === 0.0 ) {
  27641. this.lightDistance.visible = false;
  27642. } else {
  27643. this.lightDistance.visible = true;
  27644. this.lightDistance.scale.set( d, d, d );
  27645. }
  27646. */
  27647. };
  27648. /**
  27649. * @author abelnation / http://github.com/abelnation
  27650. * @author Mugen87 / http://github.com/Mugen87
  27651. * @author WestLangley / http://github.com/WestLangley
  27652. *
  27653. * This helper must be added as a child of the light
  27654. */
  27655. function RectAreaLightHelper( light, color ) {
  27656. this.type = 'RectAreaLightHelper';
  27657. this.light = light;
  27658. this.color = color; // optional hardwired color for the helper
  27659. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27660. var geometry = new BufferGeometry();
  27661. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27662. geometry.computeBoundingSphere();
  27663. var material = new LineBasicMaterial( { fog: false } );
  27664. Line.call( this, geometry, material );
  27665. //
  27666. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27667. var geometry2 = new BufferGeometry();
  27668. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27669. geometry2.computeBoundingSphere();
  27670. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27671. this.update();
  27672. }
  27673. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27674. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27675. RectAreaLightHelper.prototype.update = function () {
  27676. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27677. if ( this.color !== undefined ) {
  27678. this.material.color.set( this.color );
  27679. this.children[ 0 ].material.color.set( this.color );
  27680. } else {
  27681. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27682. // prevent hue shift
  27683. var c = this.material.color;
  27684. var max = Math.max( c.r, c.g, c.b );
  27685. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27686. this.children[ 0 ].material.color.copy( this.material.color );
  27687. }
  27688. };
  27689. RectAreaLightHelper.prototype.dispose = function () {
  27690. this.geometry.dispose();
  27691. this.material.dispose();
  27692. this.children[ 0 ].geometry.dispose();
  27693. this.children[ 0 ].material.dispose();
  27694. };
  27695. /**
  27696. * @author alteredq / http://alteredqualia.com/
  27697. * @author mrdoob / http://mrdoob.com/
  27698. * @author Mugen87 / https://github.com/Mugen87
  27699. */
  27700. var _vector$9 = new Vector3();
  27701. var _color1 = new Color();
  27702. var _color2 = new Color();
  27703. function HemisphereLightHelper( light, size, color ) {
  27704. Object3D.call( this );
  27705. this.light = light;
  27706. this.light.updateMatrixWorld();
  27707. this.matrix = light.matrixWorld;
  27708. this.matrixAutoUpdate = false;
  27709. this.color = color;
  27710. var geometry = new OctahedronBufferGeometry( size );
  27711. geometry.rotateY( Math.PI * 0.5 );
  27712. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27713. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27714. var position = geometry.getAttribute( 'position' );
  27715. var colors = new Float32Array( position.count * 3 );
  27716. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27717. this.add( new Mesh( geometry, this.material ) );
  27718. this.update();
  27719. }
  27720. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27721. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27722. HemisphereLightHelper.prototype.dispose = function () {
  27723. this.children[ 0 ].geometry.dispose();
  27724. this.children[ 0 ].material.dispose();
  27725. };
  27726. HemisphereLightHelper.prototype.update = function () {
  27727. var mesh = this.children[ 0 ];
  27728. if ( this.color !== undefined ) {
  27729. this.material.color.set( this.color );
  27730. } else {
  27731. var colors = mesh.geometry.getAttribute( 'color' );
  27732. _color1.copy( this.light.color );
  27733. _color2.copy( this.light.groundColor );
  27734. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27735. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27736. colors.setXYZ( i, color.r, color.g, color.b );
  27737. }
  27738. colors.needsUpdate = true;
  27739. }
  27740. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27741. };
  27742. /**
  27743. * @author WestLangley / http://github.com/WestLangley
  27744. */
  27745. function LightProbeHelper( lightProbe, size ) {
  27746. this.lightProbe = lightProbe;
  27747. this.size = size;
  27748. var defines = {};
  27749. defines[ 'GAMMA_OUTPUT' ] = "";
  27750. // material
  27751. var material = new ShaderMaterial( {
  27752. defines: defines,
  27753. uniforms: {
  27754. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27755. intensity: { value: this.lightProbe.intensity }
  27756. },
  27757. vertexShader: [
  27758. 'varying vec3 vNormal;',
  27759. 'void main() {',
  27760. ' vNormal = normalize( normalMatrix * normal );',
  27761. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27762. '}' ].join( '\n' ),
  27763. fragmentShader: [
  27764. '#define RECIPROCAL_PI 0.318309886',
  27765. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27766. ' // matrix is assumed to be orthogonal',
  27767. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27768. '}',
  27769. 'vec3 linearToOutput( in vec3 a ) {',
  27770. ' #ifdef GAMMA_OUTPUT',
  27771. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27772. ' #else',
  27773. ' return a;',
  27774. ' #endif',
  27775. '}',
  27776. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27777. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27778. ' // normal is assumed to have unit length',
  27779. ' float x = normal.x, y = normal.y, z = normal.z;',
  27780. ' // band 0',
  27781. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27782. ' // band 1',
  27783. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27784. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27785. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27786. ' // band 2',
  27787. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27788. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27789. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27790. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27791. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27792. ' return result;',
  27793. '}',
  27794. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27795. 'uniform float intensity; // light probe intensity',
  27796. 'varying vec3 vNormal;',
  27797. 'void main() {',
  27798. ' vec3 normal = normalize( vNormal );',
  27799. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27800. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27801. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27802. ' outgoingLight = linearToOutput( outgoingLight );',
  27803. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27804. '}'
  27805. ].join( '\n' )
  27806. } );
  27807. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27808. Mesh.call( this, geometry, material );
  27809. this.onBeforeRender();
  27810. }
  27811. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27812. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27813. LightProbeHelper.prototype.dispose = function () {
  27814. this.geometry.dispose();
  27815. this.material.dispose();
  27816. };
  27817. LightProbeHelper.prototype.onBeforeRender = function () {
  27818. this.position.copy( this.lightProbe.position );
  27819. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27820. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27821. };
  27822. /**
  27823. * @author mrdoob / http://mrdoob.com/
  27824. */
  27825. function GridHelper( size, divisions, color1, color2 ) {
  27826. size = size || 10;
  27827. divisions = divisions || 10;
  27828. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27829. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27830. var center = divisions / 2;
  27831. var step = size / divisions;
  27832. var halfSize = size / 2;
  27833. var vertices = [], colors = [];
  27834. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27835. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27836. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27837. var color = i === center ? color1 : color2;
  27838. color.toArray( colors, j ); j += 3;
  27839. color.toArray( colors, j ); j += 3;
  27840. color.toArray( colors, j ); j += 3;
  27841. color.toArray( colors, j ); j += 3;
  27842. }
  27843. var geometry = new BufferGeometry();
  27844. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27845. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27846. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27847. LineSegments.call( this, geometry, material );
  27848. }
  27849. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27850. constructor: GridHelper,
  27851. copy: function ( source ) {
  27852. LineSegments.prototype.copy.call( this, source );
  27853. this.geometry.copy( source.geometry );
  27854. this.material.copy( source.material );
  27855. return this;
  27856. },
  27857. clone: function () {
  27858. return new this.constructor().copy( this );
  27859. }
  27860. } );
  27861. /**
  27862. * @author mrdoob / http://mrdoob.com/
  27863. * @author Mugen87 / http://github.com/Mugen87
  27864. * @author Hectate / http://www.github.com/Hectate
  27865. */
  27866. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27867. radius = radius || 10;
  27868. radials = radials || 16;
  27869. circles = circles || 8;
  27870. divisions = divisions || 64;
  27871. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27872. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27873. var vertices = [];
  27874. var colors = [];
  27875. var x, z;
  27876. var v, i, j, r, color;
  27877. // create the radials
  27878. for ( i = 0; i <= radials; i ++ ) {
  27879. v = ( i / radials ) * ( Math.PI * 2 );
  27880. x = Math.sin( v ) * radius;
  27881. z = Math.cos( v ) * radius;
  27882. vertices.push( 0, 0, 0 );
  27883. vertices.push( x, 0, z );
  27884. color = ( i & 1 ) ? color1 : color2;
  27885. colors.push( color.r, color.g, color.b );
  27886. colors.push( color.r, color.g, color.b );
  27887. }
  27888. // create the circles
  27889. for ( i = 0; i <= circles; i ++ ) {
  27890. color = ( i & 1 ) ? color1 : color2;
  27891. r = radius - ( radius / circles * i );
  27892. for ( j = 0; j < divisions; j ++ ) {
  27893. // first vertex
  27894. v = ( j / divisions ) * ( Math.PI * 2 );
  27895. x = Math.sin( v ) * r;
  27896. z = Math.cos( v ) * r;
  27897. vertices.push( x, 0, z );
  27898. colors.push( color.r, color.g, color.b );
  27899. // second vertex
  27900. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27901. x = Math.sin( v ) * r;
  27902. z = Math.cos( v ) * r;
  27903. vertices.push( x, 0, z );
  27904. colors.push( color.r, color.g, color.b );
  27905. }
  27906. }
  27907. var geometry = new BufferGeometry();
  27908. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27909. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27910. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27911. LineSegments.call( this, geometry, material );
  27912. }
  27913. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27914. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27915. /**
  27916. * @author Mugen87 / http://github.com/Mugen87
  27917. */
  27918. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27919. this.audio = audio;
  27920. this.range = range || 1;
  27921. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27922. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27923. var geometry = new BufferGeometry();
  27924. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27925. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27926. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27927. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27928. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27929. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27930. this.update();
  27931. }
  27932. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27933. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27934. PositionalAudioHelper.prototype.update = function () {
  27935. var audio = this.audio;
  27936. var range = this.range;
  27937. var divisionsInnerAngle = this.divisionsInnerAngle;
  27938. var divisionsOuterAngle = this.divisionsOuterAngle;
  27939. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27940. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27941. var halfConeInnerAngle = coneInnerAngle / 2;
  27942. var halfConeOuterAngle = coneOuterAngle / 2;
  27943. var start = 0;
  27944. var count = 0;
  27945. var i, stride;
  27946. var geometry = this.geometry;
  27947. var positionAttribute = geometry.attributes.position;
  27948. geometry.clearGroups();
  27949. //
  27950. function generateSegment( from, to, divisions, materialIndex ) {
  27951. var step = ( to - from ) / divisions;
  27952. positionAttribute.setXYZ( start, 0, 0, 0 );
  27953. count ++;
  27954. for ( i = from; i < to; i += step ) {
  27955. stride = start + count;
  27956. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27957. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27958. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27959. count += 3;
  27960. }
  27961. geometry.addGroup( start, count, materialIndex );
  27962. start += count;
  27963. count = 0;
  27964. }
  27965. //
  27966. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27967. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27968. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27969. //
  27970. positionAttribute.needsUpdate = true;
  27971. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27972. };
  27973. PositionalAudioHelper.prototype.dispose = function () {
  27974. this.geometry.dispose();
  27975. this.material[ 0 ].dispose();
  27976. this.material[ 1 ].dispose();
  27977. };
  27978. /**
  27979. * @author mrdoob / http://mrdoob.com/
  27980. * @author WestLangley / http://github.com/WestLangley
  27981. */
  27982. var _v1$6 = new Vector3();
  27983. var _v2$4 = new Vector3();
  27984. var _normalMatrix$2 = new Matrix3();
  27985. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27986. // FaceNormalsHelper only supports THREE.Geometry
  27987. this.object = object;
  27988. this.size = ( size !== undefined ) ? size : 1;
  27989. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27990. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27991. //
  27992. var nNormals = 0;
  27993. var objGeometry = this.object.geometry;
  27994. if ( objGeometry && objGeometry.isGeometry ) {
  27995. nNormals = objGeometry.faces.length;
  27996. } else {
  27997. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27998. }
  27999. //
  28000. var geometry = new BufferGeometry();
  28001. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  28002. geometry.setAttribute( 'position', positions );
  28003. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  28004. //
  28005. this.matrixAutoUpdate = false;
  28006. this.update();
  28007. }
  28008. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  28009. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  28010. FaceNormalsHelper.prototype.update = function () {
  28011. this.object.updateMatrixWorld( true );
  28012. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  28013. var matrixWorld = this.object.matrixWorld;
  28014. var position = this.geometry.attributes.position;
  28015. //
  28016. var objGeometry = this.object.geometry;
  28017. var vertices = objGeometry.vertices;
  28018. var faces = objGeometry.faces;
  28019. var idx = 0;
  28020. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  28021. var face = faces[ i ];
  28022. var normal = face.normal;
  28023. _v1$6.copy( vertices[ face.a ] )
  28024. .add( vertices[ face.b ] )
  28025. .add( vertices[ face.c ] )
  28026. .divideScalar( 3 )
  28027. .applyMatrix4( matrixWorld );
  28028. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  28029. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  28030. idx = idx + 1;
  28031. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  28032. idx = idx + 1;
  28033. }
  28034. position.needsUpdate = true;
  28035. };
  28036. /**
  28037. * @author alteredq / http://alteredqualia.com/
  28038. * @author mrdoob / http://mrdoob.com/
  28039. * @author WestLangley / http://github.com/WestLangley
  28040. */
  28041. var _v1$7 = new Vector3();
  28042. var _v2$5 = new Vector3();
  28043. var _v3$1 = new Vector3();
  28044. function DirectionalLightHelper( light, size, color ) {
  28045. Object3D.call( this );
  28046. this.light = light;
  28047. this.light.updateMatrixWorld();
  28048. this.matrix = light.matrixWorld;
  28049. this.matrixAutoUpdate = false;
  28050. this.color = color;
  28051. if ( size === undefined ) { size = 1; }
  28052. var geometry = new BufferGeometry();
  28053. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28054. - size, size, 0,
  28055. size, size, 0,
  28056. size, - size, 0,
  28057. - size, - size, 0,
  28058. - size, size, 0
  28059. ], 3 ) );
  28060. var material = new LineBasicMaterial( { fog: false } );
  28061. this.lightPlane = new Line( geometry, material );
  28062. this.add( this.lightPlane );
  28063. geometry = new BufferGeometry();
  28064. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28065. this.targetLine = new Line( geometry, material );
  28066. this.add( this.targetLine );
  28067. this.update();
  28068. }
  28069. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28070. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28071. DirectionalLightHelper.prototype.dispose = function () {
  28072. this.lightPlane.geometry.dispose();
  28073. this.lightPlane.material.dispose();
  28074. this.targetLine.geometry.dispose();
  28075. this.targetLine.material.dispose();
  28076. };
  28077. DirectionalLightHelper.prototype.update = function () {
  28078. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  28079. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  28080. _v3$1.subVectors( _v2$5, _v1$7 );
  28081. this.lightPlane.lookAt( _v2$5 );
  28082. if ( this.color !== undefined ) {
  28083. this.lightPlane.material.color.set( this.color );
  28084. this.targetLine.material.color.set( this.color );
  28085. } else {
  28086. this.lightPlane.material.color.copy( this.light.color );
  28087. this.targetLine.material.color.copy( this.light.color );
  28088. }
  28089. this.targetLine.lookAt( _v2$5 );
  28090. this.targetLine.scale.z = _v3$1.length();
  28091. };
  28092. /**
  28093. * @author alteredq / http://alteredqualia.com/
  28094. * @author Mugen87 / https://github.com/Mugen87
  28095. *
  28096. * - shows frustum, line of sight and up of the camera
  28097. * - suitable for fast updates
  28098. * - based on frustum visualization in lightgl.js shadowmap example
  28099. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28100. */
  28101. var _vector$a = new Vector3();
  28102. var _camera = new Camera();
  28103. function CameraHelper( camera ) {
  28104. var geometry = new BufferGeometry();
  28105. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  28106. var vertices = [];
  28107. var colors = [];
  28108. var pointMap = {};
  28109. // colors
  28110. var colorFrustum = new Color( 0xffaa00 );
  28111. var colorCone = new Color( 0xff0000 );
  28112. var colorUp = new Color( 0x00aaff );
  28113. var colorTarget = new Color( 0xffffff );
  28114. var colorCross = new Color( 0x333333 );
  28115. // near
  28116. addLine( 'n1', 'n2', colorFrustum );
  28117. addLine( 'n2', 'n4', colorFrustum );
  28118. addLine( 'n4', 'n3', colorFrustum );
  28119. addLine( 'n3', 'n1', colorFrustum );
  28120. // far
  28121. addLine( 'f1', 'f2', colorFrustum );
  28122. addLine( 'f2', 'f4', colorFrustum );
  28123. addLine( 'f4', 'f3', colorFrustum );
  28124. addLine( 'f3', 'f1', colorFrustum );
  28125. // sides
  28126. addLine( 'n1', 'f1', colorFrustum );
  28127. addLine( 'n2', 'f2', colorFrustum );
  28128. addLine( 'n3', 'f3', colorFrustum );
  28129. addLine( 'n4', 'f4', colorFrustum );
  28130. // cone
  28131. addLine( 'p', 'n1', colorCone );
  28132. addLine( 'p', 'n2', colorCone );
  28133. addLine( 'p', 'n3', colorCone );
  28134. addLine( 'p', 'n4', colorCone );
  28135. // up
  28136. addLine( 'u1', 'u2', colorUp );
  28137. addLine( 'u2', 'u3', colorUp );
  28138. addLine( 'u3', 'u1', colorUp );
  28139. // target
  28140. addLine( 'c', 't', colorTarget );
  28141. addLine( 'p', 'c', colorCross );
  28142. // cross
  28143. addLine( 'cn1', 'cn2', colorCross );
  28144. addLine( 'cn3', 'cn4', colorCross );
  28145. addLine( 'cf1', 'cf2', colorCross );
  28146. addLine( 'cf3', 'cf4', colorCross );
  28147. function addLine( a, b, color ) {
  28148. addPoint( a, color );
  28149. addPoint( b, color );
  28150. }
  28151. function addPoint( id, color ) {
  28152. vertices.push( 0, 0, 0 );
  28153. colors.push( color.r, color.g, color.b );
  28154. if ( pointMap[ id ] === undefined ) {
  28155. pointMap[ id ] = [];
  28156. }
  28157. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28158. }
  28159. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28160. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28161. LineSegments.call( this, geometry, material );
  28162. this.camera = camera;
  28163. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28164. this.matrix = camera.matrixWorld;
  28165. this.matrixAutoUpdate = false;
  28166. this.pointMap = pointMap;
  28167. this.update();
  28168. }
  28169. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28170. CameraHelper.prototype.constructor = CameraHelper;
  28171. CameraHelper.prototype.update = function () {
  28172. var geometry = this.geometry;
  28173. var pointMap = this.pointMap;
  28174. var w = 1, h = 1;
  28175. // we need just camera projection matrix inverse
  28176. // world matrix must be identity
  28177. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28178. // center / target
  28179. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28180. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28181. // near
  28182. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28183. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28184. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28185. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28186. // far
  28187. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28188. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28189. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28190. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28191. // up
  28192. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28193. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28194. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28195. // cross
  28196. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28197. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28198. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28199. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28200. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28201. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28202. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28203. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28204. geometry.getAttribute( 'position' ).needsUpdate = true;
  28205. };
  28206. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28207. _vector$a.set( x, y, z ).unproject( camera );
  28208. var points = pointMap[ point ];
  28209. if ( points !== undefined ) {
  28210. var position = geometry.getAttribute( 'position' );
  28211. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28212. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  28213. }
  28214. }
  28215. }
  28216. /**
  28217. * @author mrdoob / http://mrdoob.com/
  28218. * @author Mugen87 / http://github.com/Mugen87
  28219. */
  28220. var _box$2 = new Box3();
  28221. function BoxHelper( object, color ) {
  28222. this.object = object;
  28223. if ( color === undefined ) { color = 0xffff00; }
  28224. 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 ] );
  28225. var positions = new Float32Array( 8 * 3 );
  28226. var geometry = new BufferGeometry();
  28227. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28228. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28229. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28230. this.matrixAutoUpdate = false;
  28231. this.update();
  28232. }
  28233. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28234. BoxHelper.prototype.constructor = BoxHelper;
  28235. BoxHelper.prototype.update = function ( object ) {
  28236. if ( object !== undefined ) {
  28237. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28238. }
  28239. if ( this.object !== undefined ) {
  28240. _box$2.setFromObject( this.object );
  28241. }
  28242. if ( _box$2.isEmpty() ) { return; }
  28243. var min = _box$2.min;
  28244. var max = _box$2.max;
  28245. /*
  28246. 5____4
  28247. 1/___0/|
  28248. | 6__|_7
  28249. 2/___3/
  28250. 0: max.x, max.y, max.z
  28251. 1: min.x, max.y, max.z
  28252. 2: min.x, min.y, max.z
  28253. 3: max.x, min.y, max.z
  28254. 4: max.x, max.y, min.z
  28255. 5: min.x, max.y, min.z
  28256. 6: min.x, min.y, min.z
  28257. 7: max.x, min.y, min.z
  28258. */
  28259. var position = this.geometry.attributes.position;
  28260. var array = position.array;
  28261. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28262. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28263. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28264. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28265. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28266. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28267. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28268. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28269. position.needsUpdate = true;
  28270. this.geometry.computeBoundingSphere();
  28271. };
  28272. BoxHelper.prototype.setFromObject = function ( object ) {
  28273. this.object = object;
  28274. this.update();
  28275. return this;
  28276. };
  28277. BoxHelper.prototype.copy = function ( source ) {
  28278. LineSegments.prototype.copy.call( this, source );
  28279. this.object = source.object;
  28280. return this;
  28281. };
  28282. BoxHelper.prototype.clone = function () {
  28283. return new this.constructor().copy( this );
  28284. };
  28285. /**
  28286. * @author WestLangley / http://github.com/WestLangley
  28287. */
  28288. function Box3Helper( box, color ) {
  28289. this.type = 'Box3Helper';
  28290. this.box = box;
  28291. color = color || 0xffff00;
  28292. 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 ] );
  28293. 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 ];
  28294. var geometry = new BufferGeometry();
  28295. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28296. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28297. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28298. this.geometry.computeBoundingSphere();
  28299. }
  28300. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28301. Box3Helper.prototype.constructor = Box3Helper;
  28302. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28303. var box = this.box;
  28304. if ( box.isEmpty() ) { return; }
  28305. box.getCenter( this.position );
  28306. box.getSize( this.scale );
  28307. this.scale.multiplyScalar( 0.5 );
  28308. Object3D.prototype.updateMatrixWorld.call( this, force );
  28309. };
  28310. /**
  28311. * @author WestLangley / http://github.com/WestLangley
  28312. */
  28313. function PlaneHelper( plane, size, hex ) {
  28314. this.type = 'PlaneHelper';
  28315. this.plane = plane;
  28316. this.size = ( size === undefined ) ? 1 : size;
  28317. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28318. 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 ];
  28319. var geometry = new BufferGeometry();
  28320. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28321. geometry.computeBoundingSphere();
  28322. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28323. //
  28324. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28325. var geometry2 = new BufferGeometry();
  28326. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28327. geometry2.computeBoundingSphere();
  28328. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28329. }
  28330. PlaneHelper.prototype = Object.create( Line.prototype );
  28331. PlaneHelper.prototype.constructor = PlaneHelper;
  28332. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28333. var scale = - this.plane.constant;
  28334. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28335. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28336. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28337. this.lookAt( this.plane.normal );
  28338. Object3D.prototype.updateMatrixWorld.call( this, force );
  28339. };
  28340. /**
  28341. * @author WestLangley / http://github.com/WestLangley
  28342. * @author zz85 / http://github.com/zz85
  28343. * @author bhouston / http://clara.io
  28344. *
  28345. * Creates an arrow for visualizing directions
  28346. *
  28347. * Parameters:
  28348. * dir - Vector3
  28349. * origin - Vector3
  28350. * length - Number
  28351. * color - color in hex value
  28352. * headLength - Number
  28353. * headWidth - Number
  28354. */
  28355. var _axis = new Vector3();
  28356. var _lineGeometry, _coneGeometry;
  28357. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28358. // dir is assumed to be normalized
  28359. Object3D.call( this );
  28360. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28361. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28362. if ( length === undefined ) { length = 1; }
  28363. if ( color === undefined ) { color = 0xffff00; }
  28364. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28365. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28366. if ( _lineGeometry === undefined ) {
  28367. _lineGeometry = new BufferGeometry();
  28368. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28369. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28370. _coneGeometry.translate( 0, - 0.5, 0 );
  28371. }
  28372. this.position.copy( origin );
  28373. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28374. this.line.matrixAutoUpdate = false;
  28375. this.add( this.line );
  28376. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28377. this.cone.matrixAutoUpdate = false;
  28378. this.add( this.cone );
  28379. this.setDirection( dir );
  28380. this.setLength( length, headLength, headWidth );
  28381. }
  28382. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28383. ArrowHelper.prototype.constructor = ArrowHelper;
  28384. ArrowHelper.prototype.setDirection = function ( dir ) {
  28385. // dir is assumed to be normalized
  28386. if ( dir.y > 0.99999 ) {
  28387. this.quaternion.set( 0, 0, 0, 1 );
  28388. } else if ( dir.y < - 0.99999 ) {
  28389. this.quaternion.set( 1, 0, 0, 0 );
  28390. } else {
  28391. _axis.set( dir.z, 0, - dir.x ).normalize();
  28392. var radians = Math.acos( dir.y );
  28393. this.quaternion.setFromAxisAngle( _axis, radians );
  28394. }
  28395. };
  28396. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28397. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28398. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28399. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28400. this.line.updateMatrix();
  28401. this.cone.scale.set( headWidth, headLength, headWidth );
  28402. this.cone.position.y = length;
  28403. this.cone.updateMatrix();
  28404. };
  28405. ArrowHelper.prototype.setColor = function ( color ) {
  28406. this.line.material.color.set( color );
  28407. this.cone.material.color.set( color );
  28408. };
  28409. ArrowHelper.prototype.copy = function ( source ) {
  28410. Object3D.prototype.copy.call( this, source, false );
  28411. this.line.copy( source.line );
  28412. this.cone.copy( source.cone );
  28413. return this;
  28414. };
  28415. ArrowHelper.prototype.clone = function () {
  28416. return new this.constructor().copy( this );
  28417. };
  28418. /**
  28419. * @author sroucheray / http://sroucheray.org/
  28420. * @author mrdoob / http://mrdoob.com/
  28421. */
  28422. function AxesHelper( size ) {
  28423. size = size || 1;
  28424. var vertices = [
  28425. 0, 0, 0, size, 0, 0,
  28426. 0, 0, 0, 0, size, 0,
  28427. 0, 0, 0, 0, 0, size
  28428. ];
  28429. var colors = [
  28430. 1, 0, 0, 1, 0.6, 0,
  28431. 0, 1, 0, 0.6, 1, 0,
  28432. 0, 0, 1, 0, 0.6, 1
  28433. ];
  28434. var geometry = new BufferGeometry();
  28435. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28436. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28437. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28438. LineSegments.call( this, geometry, material );
  28439. }
  28440. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28441. AxesHelper.prototype.constructor = AxesHelper;
  28442. /**
  28443. * @author mrdoob / http://mrdoob.com/
  28444. */
  28445. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28446. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28447. return new Face3( a, b, c, normal, color, materialIndex );
  28448. }
  28449. var LineStrip = 0;
  28450. var LinePieces = 1;
  28451. function MeshFaceMaterial( materials ) {
  28452. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28453. return materials;
  28454. }
  28455. function MultiMaterial( materials ) {
  28456. if ( materials === undefined ) { materials = []; }
  28457. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28458. materials.isMultiMaterial = true;
  28459. materials.materials = materials;
  28460. materials.clone = function () {
  28461. return materials.slice();
  28462. };
  28463. return materials;
  28464. }
  28465. function PointCloud( geometry, material ) {
  28466. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28467. return new Points( geometry, material );
  28468. }
  28469. function Particle( material ) {
  28470. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28471. return new Sprite( material );
  28472. }
  28473. function ParticleSystem( geometry, material ) {
  28474. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28475. return new Points( geometry, material );
  28476. }
  28477. function PointCloudMaterial( parameters ) {
  28478. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28479. return new PointsMaterial( parameters );
  28480. }
  28481. function ParticleBasicMaterial( parameters ) {
  28482. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28483. return new PointsMaterial( parameters );
  28484. }
  28485. function ParticleSystemMaterial( parameters ) {
  28486. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28487. return new PointsMaterial( parameters );
  28488. }
  28489. function Vertex( x, y, z ) {
  28490. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28491. return new Vector3( x, y, z );
  28492. }
  28493. //
  28494. function DynamicBufferAttribute( array, itemSize ) {
  28495. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28496. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28497. }
  28498. function Int8Attribute( array, itemSize ) {
  28499. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28500. return new Int8BufferAttribute( array, itemSize );
  28501. }
  28502. function Uint8Attribute( array, itemSize ) {
  28503. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28504. return new Uint8BufferAttribute( array, itemSize );
  28505. }
  28506. function Uint8ClampedAttribute( array, itemSize ) {
  28507. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28508. return new Uint8ClampedBufferAttribute( array, itemSize );
  28509. }
  28510. function Int16Attribute( array, itemSize ) {
  28511. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28512. return new Int16BufferAttribute( array, itemSize );
  28513. }
  28514. function Uint16Attribute( array, itemSize ) {
  28515. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28516. return new Uint16BufferAttribute( array, itemSize );
  28517. }
  28518. function Int32Attribute( array, itemSize ) {
  28519. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28520. return new Int32BufferAttribute( array, itemSize );
  28521. }
  28522. function Uint32Attribute( array, itemSize ) {
  28523. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28524. return new Uint32BufferAttribute( array, itemSize );
  28525. }
  28526. function Float32Attribute( array, itemSize ) {
  28527. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28528. return new Float32BufferAttribute( array, itemSize );
  28529. }
  28530. function Float64Attribute( array, itemSize ) {
  28531. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28532. return new Float64BufferAttribute( array, itemSize );
  28533. }
  28534. //
  28535. Curve.create = function ( construct, getPoint ) {
  28536. console.log( 'THREE.Curve.create() has been deprecated' );
  28537. construct.prototype = Object.create( Curve.prototype );
  28538. construct.prototype.constructor = construct;
  28539. construct.prototype.getPoint = getPoint;
  28540. return construct;
  28541. };
  28542. //
  28543. Object.assign( CurvePath.prototype, {
  28544. createPointsGeometry: function ( divisions ) {
  28545. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28546. // generate geometry from path points (for Line or Points objects)
  28547. var pts = this.getPoints( divisions );
  28548. return this.createGeometry( pts );
  28549. },
  28550. createSpacedPointsGeometry: function ( divisions ) {
  28551. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28552. // generate geometry from equidistant sampling along the path
  28553. var pts = this.getSpacedPoints( divisions );
  28554. return this.createGeometry( pts );
  28555. },
  28556. createGeometry: function ( points ) {
  28557. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28558. var geometry = new Geometry();
  28559. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28560. var point = points[ i ];
  28561. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28562. }
  28563. return geometry;
  28564. }
  28565. } );
  28566. //
  28567. Object.assign( Path.prototype, {
  28568. fromPoints: function ( points ) {
  28569. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28570. return this.setFromPoints( points );
  28571. }
  28572. } );
  28573. //
  28574. function ClosedSplineCurve3( points ) {
  28575. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28576. CatmullRomCurve3.call( this, points );
  28577. this.type = 'catmullrom';
  28578. this.closed = true;
  28579. }
  28580. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28581. //
  28582. function SplineCurve3( points ) {
  28583. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28584. CatmullRomCurve3.call( this, points );
  28585. this.type = 'catmullrom';
  28586. }
  28587. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28588. //
  28589. function Spline( points ) {
  28590. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28591. CatmullRomCurve3.call( this, points );
  28592. this.type = 'catmullrom';
  28593. }
  28594. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28595. Object.assign( Spline.prototype, {
  28596. initFromArray: function ( /* a */ ) {
  28597. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28598. },
  28599. getControlPointsArray: function ( /* optionalTarget */ ) {
  28600. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28601. },
  28602. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28603. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28604. }
  28605. } );
  28606. //
  28607. function AxisHelper( size ) {
  28608. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28609. return new AxesHelper( size );
  28610. }
  28611. function BoundingBoxHelper( object, color ) {
  28612. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28613. return new BoxHelper( object, color );
  28614. }
  28615. function EdgesHelper( object, hex ) {
  28616. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28617. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28618. }
  28619. GridHelper.prototype.setColors = function () {
  28620. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28621. };
  28622. SkeletonHelper.prototype.update = function () {
  28623. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28624. };
  28625. function WireframeHelper( object, hex ) {
  28626. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28627. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28628. }
  28629. //
  28630. Object.assign( Loader.prototype, {
  28631. extractUrlBase: function ( url ) {
  28632. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28633. return LoaderUtils.extractUrlBase( url );
  28634. }
  28635. } );
  28636. Loader.Handlers = {
  28637. add: function ( /* regex, loader */ ) {
  28638. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28639. },
  28640. get: function ( /* file */ ) {
  28641. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28642. }
  28643. };
  28644. function XHRLoader( manager ) {
  28645. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28646. return new FileLoader( manager );
  28647. }
  28648. function BinaryTextureLoader( manager ) {
  28649. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28650. return new DataTextureLoader( manager );
  28651. }
  28652. Object.assign( ObjectLoader.prototype, {
  28653. setTexturePath: function ( value ) {
  28654. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28655. return this.setResourcePath( value );
  28656. }
  28657. } );
  28658. //
  28659. Object.assign( Box2.prototype, {
  28660. center: function ( optionalTarget ) {
  28661. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28662. return this.getCenter( optionalTarget );
  28663. },
  28664. empty: function () {
  28665. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28666. return this.isEmpty();
  28667. },
  28668. isIntersectionBox: function ( box ) {
  28669. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28670. return this.intersectsBox( box );
  28671. },
  28672. size: function ( optionalTarget ) {
  28673. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28674. return this.getSize( optionalTarget );
  28675. }
  28676. } );
  28677. Object.assign( Box3.prototype, {
  28678. center: function ( optionalTarget ) {
  28679. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28680. return this.getCenter( optionalTarget );
  28681. },
  28682. empty: function () {
  28683. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28684. return this.isEmpty();
  28685. },
  28686. isIntersectionBox: function ( box ) {
  28687. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28688. return this.intersectsBox( box );
  28689. },
  28690. isIntersectionSphere: function ( sphere ) {
  28691. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28692. return this.intersectsSphere( sphere );
  28693. },
  28694. size: function ( optionalTarget ) {
  28695. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28696. return this.getSize( optionalTarget );
  28697. }
  28698. } );
  28699. Line3.prototype.center = function ( optionalTarget ) {
  28700. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28701. return this.getCenter( optionalTarget );
  28702. };
  28703. Object.assign( _Math, {
  28704. random16: function () {
  28705. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28706. return Math.random();
  28707. },
  28708. nearestPowerOfTwo: function ( value ) {
  28709. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28710. return _Math.floorPowerOfTwo( value );
  28711. },
  28712. nextPowerOfTwo: function ( value ) {
  28713. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28714. return _Math.ceilPowerOfTwo( value );
  28715. }
  28716. } );
  28717. Object.assign( Matrix3.prototype, {
  28718. flattenToArrayOffset: function ( array, offset ) {
  28719. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28720. return this.toArray( array, offset );
  28721. },
  28722. multiplyVector3: function ( vector ) {
  28723. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28724. return vector.applyMatrix3( this );
  28725. },
  28726. multiplyVector3Array: function ( /* a */ ) {
  28727. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28728. },
  28729. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28730. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28731. return this.applyToBufferAttribute( buffer );
  28732. },
  28733. applyToVector3Array: function ( /* array, offset, length */ ) {
  28734. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28735. }
  28736. } );
  28737. Object.assign( Matrix4.prototype, {
  28738. extractPosition: function ( m ) {
  28739. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28740. return this.copyPosition( m );
  28741. },
  28742. flattenToArrayOffset: function ( array, offset ) {
  28743. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28744. return this.toArray( array, offset );
  28745. },
  28746. getPosition: function () {
  28747. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28748. return new Vector3().setFromMatrixColumn( this, 3 );
  28749. },
  28750. setRotationFromQuaternion: function ( q ) {
  28751. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28752. return this.makeRotationFromQuaternion( q );
  28753. },
  28754. multiplyToArray: function () {
  28755. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28756. },
  28757. multiplyVector3: function ( vector ) {
  28758. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28759. return vector.applyMatrix4( this );
  28760. },
  28761. multiplyVector4: function ( vector ) {
  28762. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28763. return vector.applyMatrix4( this );
  28764. },
  28765. multiplyVector3Array: function ( /* a */ ) {
  28766. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28767. },
  28768. rotateAxis: function ( v ) {
  28769. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28770. v.transformDirection( this );
  28771. },
  28772. crossVector: function ( vector ) {
  28773. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28774. return vector.applyMatrix4( this );
  28775. },
  28776. translate: function () {
  28777. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28778. },
  28779. rotateX: function () {
  28780. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28781. },
  28782. rotateY: function () {
  28783. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28784. },
  28785. rotateZ: function () {
  28786. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28787. },
  28788. rotateByAxis: function () {
  28789. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28790. },
  28791. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28792. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28793. return this.applyToBufferAttribute( buffer );
  28794. },
  28795. applyToVector3Array: function ( /* array, offset, length */ ) {
  28796. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28797. },
  28798. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28799. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28800. return this.makePerspective( left, right, top, bottom, near, far );
  28801. }
  28802. } );
  28803. Plane.prototype.isIntersectionLine = function ( line ) {
  28804. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28805. return this.intersectsLine( line );
  28806. };
  28807. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28808. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28809. return vector.applyQuaternion( this );
  28810. };
  28811. Object.assign( Ray.prototype, {
  28812. isIntersectionBox: function ( box ) {
  28813. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28814. return this.intersectsBox( box );
  28815. },
  28816. isIntersectionPlane: function ( plane ) {
  28817. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28818. return this.intersectsPlane( plane );
  28819. },
  28820. isIntersectionSphere: function ( sphere ) {
  28821. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28822. return this.intersectsSphere( sphere );
  28823. }
  28824. } );
  28825. Object.assign( Triangle.prototype, {
  28826. area: function () {
  28827. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28828. return this.getArea();
  28829. },
  28830. barycoordFromPoint: function ( point, target ) {
  28831. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28832. return this.getBarycoord( point, target );
  28833. },
  28834. midpoint: function ( target ) {
  28835. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28836. return this.getMidpoint( target );
  28837. },
  28838. normal: function ( target ) {
  28839. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28840. return this.getNormal( target );
  28841. },
  28842. plane: function ( target ) {
  28843. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28844. return this.getPlane( target );
  28845. }
  28846. } );
  28847. Object.assign( Triangle, {
  28848. barycoordFromPoint: function ( point, a, b, c, target ) {
  28849. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28850. return Triangle.getBarycoord( point, a, b, c, target );
  28851. },
  28852. normal: function ( a, b, c, target ) {
  28853. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28854. return Triangle.getNormal( a, b, c, target );
  28855. }
  28856. } );
  28857. Object.assign( Shape.prototype, {
  28858. extractAllPoints: function ( divisions ) {
  28859. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28860. return this.extractPoints( divisions );
  28861. },
  28862. extrude: function ( options ) {
  28863. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28864. return new ExtrudeGeometry( this, options );
  28865. },
  28866. makeGeometry: function ( options ) {
  28867. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28868. return new ShapeGeometry( this, options );
  28869. }
  28870. } );
  28871. Object.assign( Vector2.prototype, {
  28872. fromAttribute: function ( attribute, index, offset ) {
  28873. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28874. return this.fromBufferAttribute( attribute, index, offset );
  28875. },
  28876. distanceToManhattan: function ( v ) {
  28877. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28878. return this.manhattanDistanceTo( v );
  28879. },
  28880. lengthManhattan: function () {
  28881. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28882. return this.manhattanLength();
  28883. }
  28884. } );
  28885. Object.assign( Vector3.prototype, {
  28886. setEulerFromRotationMatrix: function () {
  28887. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28888. },
  28889. setEulerFromQuaternion: function () {
  28890. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28891. },
  28892. getPositionFromMatrix: function ( m ) {
  28893. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28894. return this.setFromMatrixPosition( m );
  28895. },
  28896. getScaleFromMatrix: function ( m ) {
  28897. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28898. return this.setFromMatrixScale( m );
  28899. },
  28900. getColumnFromMatrix: function ( index, matrix ) {
  28901. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28902. return this.setFromMatrixColumn( matrix, index );
  28903. },
  28904. applyProjection: function ( m ) {
  28905. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28906. return this.applyMatrix4( m );
  28907. },
  28908. fromAttribute: function ( attribute, index, offset ) {
  28909. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28910. return this.fromBufferAttribute( attribute, index, offset );
  28911. },
  28912. distanceToManhattan: function ( v ) {
  28913. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28914. return this.manhattanDistanceTo( v );
  28915. },
  28916. lengthManhattan: function () {
  28917. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28918. return this.manhattanLength();
  28919. }
  28920. } );
  28921. Object.assign( Vector4.prototype, {
  28922. fromAttribute: function ( attribute, index, offset ) {
  28923. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28924. return this.fromBufferAttribute( attribute, index, offset );
  28925. },
  28926. lengthManhattan: function () {
  28927. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28928. return this.manhattanLength();
  28929. }
  28930. } );
  28931. //
  28932. Object.assign( Geometry.prototype, {
  28933. computeTangents: function () {
  28934. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28935. },
  28936. computeLineDistances: function () {
  28937. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28938. }
  28939. } );
  28940. Object.assign( Object3D.prototype, {
  28941. getChildByName: function ( name ) {
  28942. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28943. return this.getObjectByName( name );
  28944. },
  28945. renderDepth: function () {
  28946. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28947. },
  28948. translate: function ( distance, axis ) {
  28949. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28950. return this.translateOnAxis( axis, distance );
  28951. },
  28952. getWorldRotation: function () {
  28953. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28954. }
  28955. } );
  28956. Object.defineProperties( Object3D.prototype, {
  28957. eulerOrder: {
  28958. get: function () {
  28959. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28960. return this.rotation.order;
  28961. },
  28962. set: function ( value ) {
  28963. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28964. this.rotation.order = value;
  28965. }
  28966. },
  28967. useQuaternion: {
  28968. get: function () {
  28969. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28970. },
  28971. set: function () {
  28972. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28973. }
  28974. }
  28975. } );
  28976. Object.defineProperties( LOD.prototype, {
  28977. objects: {
  28978. get: function () {
  28979. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28980. return this.levels;
  28981. }
  28982. }
  28983. } );
  28984. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28985. get: function () {
  28986. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28987. },
  28988. set: function () {
  28989. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28990. }
  28991. } );
  28992. SkinnedMesh.prototype.initBones = function () {
  28993. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28994. };
  28995. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28996. get: function () {
  28997. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28998. return this.arcLengthDivisions;
  28999. },
  29000. set: function ( value ) {
  29001. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29002. this.arcLengthDivisions = value;
  29003. }
  29004. } );
  29005. //
  29006. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29007. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29008. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29009. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29010. this.setFocalLength( focalLength );
  29011. };
  29012. //
  29013. Object.defineProperties( Light.prototype, {
  29014. onlyShadow: {
  29015. set: function () {
  29016. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29017. }
  29018. },
  29019. shadowCameraFov: {
  29020. set: function ( value ) {
  29021. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29022. this.shadow.camera.fov = value;
  29023. }
  29024. },
  29025. shadowCameraLeft: {
  29026. set: function ( value ) {
  29027. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29028. this.shadow.camera.left = value;
  29029. }
  29030. },
  29031. shadowCameraRight: {
  29032. set: function ( value ) {
  29033. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29034. this.shadow.camera.right = value;
  29035. }
  29036. },
  29037. shadowCameraTop: {
  29038. set: function ( value ) {
  29039. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29040. this.shadow.camera.top = value;
  29041. }
  29042. },
  29043. shadowCameraBottom: {
  29044. set: function ( value ) {
  29045. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29046. this.shadow.camera.bottom = value;
  29047. }
  29048. },
  29049. shadowCameraNear: {
  29050. set: function ( value ) {
  29051. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29052. this.shadow.camera.near = value;
  29053. }
  29054. },
  29055. shadowCameraFar: {
  29056. set: function ( value ) {
  29057. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29058. this.shadow.camera.far = value;
  29059. }
  29060. },
  29061. shadowCameraVisible: {
  29062. set: function () {
  29063. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29064. }
  29065. },
  29066. shadowBias: {
  29067. set: function ( value ) {
  29068. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29069. this.shadow.bias = value;
  29070. }
  29071. },
  29072. shadowDarkness: {
  29073. set: function () {
  29074. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29075. }
  29076. },
  29077. shadowMapWidth: {
  29078. set: function ( value ) {
  29079. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29080. this.shadow.mapSize.width = value;
  29081. }
  29082. },
  29083. shadowMapHeight: {
  29084. set: function ( value ) {
  29085. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29086. this.shadow.mapSize.height = value;
  29087. }
  29088. }
  29089. } );
  29090. //
  29091. Object.defineProperties( BufferAttribute.prototype, {
  29092. length: {
  29093. get: function () {
  29094. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29095. return this.array.length;
  29096. }
  29097. },
  29098. dynamic: {
  29099. get: function () {
  29100. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29101. return this.usage === DynamicDrawUsage;
  29102. },
  29103. set: function ( /* value */ ) {
  29104. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29105. this.setUsage( DynamicDrawUsage );
  29106. }
  29107. }
  29108. } );
  29109. Object.assign( BufferAttribute.prototype, {
  29110. setDynamic: function ( value ) {
  29111. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29112. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29113. return this;
  29114. },
  29115. copyIndicesArray: function ( /* indices */ ) {
  29116. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29117. },
  29118. setArray: function ( /* array */ ) {
  29119. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29120. }
  29121. } );
  29122. Object.assign( BufferGeometry.prototype, {
  29123. addIndex: function ( index ) {
  29124. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29125. this.setIndex( index );
  29126. },
  29127. addAttribute: function ( name, attribute ) {
  29128. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29129. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29130. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29131. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29132. }
  29133. if ( name === 'index' ) {
  29134. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29135. this.setIndex( attribute );
  29136. return this;
  29137. }
  29138. return this.setAttribute( name, attribute );
  29139. },
  29140. addDrawCall: function ( start, count, indexOffset ) {
  29141. if ( indexOffset !== undefined ) {
  29142. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29143. }
  29144. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29145. this.addGroup( start, count );
  29146. },
  29147. clearDrawCalls: function () {
  29148. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29149. this.clearGroups();
  29150. },
  29151. computeTangents: function () {
  29152. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29153. },
  29154. computeOffsets: function () {
  29155. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29156. },
  29157. removeAttribute: function ( name ) {
  29158. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29159. return this.deleteAttribute( name );
  29160. }
  29161. } );
  29162. Object.defineProperties( BufferGeometry.prototype, {
  29163. drawcalls: {
  29164. get: function () {
  29165. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29166. return this.groups;
  29167. }
  29168. },
  29169. offsets: {
  29170. get: function () {
  29171. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29172. return this.groups;
  29173. }
  29174. }
  29175. } );
  29176. Object.defineProperties( InterleavedBuffer.prototype, {
  29177. dynamic: {
  29178. get: function () {
  29179. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29180. return this.usage === DynamicDrawUsage;
  29181. },
  29182. set: function ( value ) {
  29183. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29184. this.setUsage( value );
  29185. }
  29186. }
  29187. } );
  29188. Object.assign( InterleavedBuffer.prototype, {
  29189. setDynamic: function ( value ) {
  29190. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29191. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29192. return this;
  29193. },
  29194. setArray: function ( /* array */ ) {
  29195. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29196. }
  29197. } );
  29198. //
  29199. Object.assign( ExtrudeBufferGeometry.prototype, {
  29200. getArrays: function () {
  29201. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29202. },
  29203. addShapeList: function () {
  29204. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29205. },
  29206. addShape: function () {
  29207. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29208. }
  29209. } );
  29210. //
  29211. Object.defineProperties( Uniform.prototype, {
  29212. dynamic: {
  29213. set: function () {
  29214. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29215. }
  29216. },
  29217. onUpdate: {
  29218. value: function () {
  29219. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29220. return this;
  29221. }
  29222. }
  29223. } );
  29224. //
  29225. Object.defineProperties( Material.prototype, {
  29226. wrapAround: {
  29227. get: function () {
  29228. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29229. },
  29230. set: function () {
  29231. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29232. }
  29233. },
  29234. overdraw: {
  29235. get: function () {
  29236. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29237. },
  29238. set: function () {
  29239. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29240. }
  29241. },
  29242. wrapRGB: {
  29243. get: function () {
  29244. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29245. return new Color();
  29246. }
  29247. },
  29248. shading: {
  29249. get: function () {
  29250. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29251. },
  29252. set: function ( value ) {
  29253. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29254. this.flatShading = ( value === FlatShading );
  29255. }
  29256. },
  29257. stencilMask: {
  29258. get: function () {
  29259. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29260. return this.stencilFuncMask;
  29261. },
  29262. set: function ( value ) {
  29263. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29264. this.stencilFuncMask = value;
  29265. }
  29266. }
  29267. } );
  29268. Object.defineProperties( MeshPhongMaterial.prototype, {
  29269. metal: {
  29270. get: function () {
  29271. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29272. return false;
  29273. },
  29274. set: function () {
  29275. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29276. }
  29277. }
  29278. } );
  29279. Object.defineProperties( ShaderMaterial.prototype, {
  29280. derivatives: {
  29281. get: function () {
  29282. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29283. return this.extensions.derivatives;
  29284. },
  29285. set: function ( value ) {
  29286. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29287. this.extensions.derivatives = value;
  29288. }
  29289. }
  29290. } );
  29291. //
  29292. Object.assign( WebGLRenderer.prototype, {
  29293. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29294. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29295. this.setRenderTarget( renderTarget );
  29296. this.clear( color, depth, stencil );
  29297. },
  29298. animate: function ( callback ) {
  29299. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29300. this.setAnimationLoop( callback );
  29301. },
  29302. getCurrentRenderTarget: function () {
  29303. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29304. return this.getRenderTarget();
  29305. },
  29306. getMaxAnisotropy: function () {
  29307. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29308. return this.capabilities.getMaxAnisotropy();
  29309. },
  29310. getPrecision: function () {
  29311. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29312. return this.capabilities.precision;
  29313. },
  29314. resetGLState: function () {
  29315. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29316. return this.state.reset();
  29317. },
  29318. supportsFloatTextures: function () {
  29319. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29320. return this.extensions.get( 'OES_texture_float' );
  29321. },
  29322. supportsHalfFloatTextures: function () {
  29323. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29324. return this.extensions.get( 'OES_texture_half_float' );
  29325. },
  29326. supportsStandardDerivatives: function () {
  29327. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29328. return this.extensions.get( 'OES_standard_derivatives' );
  29329. },
  29330. supportsCompressedTextureS3TC: function () {
  29331. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29332. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29333. },
  29334. supportsCompressedTexturePVRTC: function () {
  29335. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29336. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29337. },
  29338. supportsBlendMinMax: function () {
  29339. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29340. return this.extensions.get( 'EXT_blend_minmax' );
  29341. },
  29342. supportsVertexTextures: function () {
  29343. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29344. return this.capabilities.vertexTextures;
  29345. },
  29346. supportsInstancedArrays: function () {
  29347. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29348. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29349. },
  29350. enableScissorTest: function ( boolean ) {
  29351. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29352. this.setScissorTest( boolean );
  29353. },
  29354. initMaterial: function () {
  29355. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29356. },
  29357. addPrePlugin: function () {
  29358. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29359. },
  29360. addPostPlugin: function () {
  29361. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29362. },
  29363. updateShadowMap: function () {
  29364. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29365. },
  29366. setFaceCulling: function () {
  29367. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29368. },
  29369. allocTextureUnit: function () {
  29370. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29371. },
  29372. setTexture: function () {
  29373. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29374. },
  29375. setTexture2D: function () {
  29376. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29377. },
  29378. setTextureCube: function () {
  29379. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29380. },
  29381. getActiveMipMapLevel: function () {
  29382. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29383. return this.getActiveMipmapLevel();
  29384. }
  29385. } );
  29386. Object.defineProperties( WebGLRenderer.prototype, {
  29387. shadowMapEnabled: {
  29388. get: function () {
  29389. return this.shadowMap.enabled;
  29390. },
  29391. set: function ( value ) {
  29392. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29393. this.shadowMap.enabled = value;
  29394. }
  29395. },
  29396. shadowMapType: {
  29397. get: function () {
  29398. return this.shadowMap.type;
  29399. },
  29400. set: function ( value ) {
  29401. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29402. this.shadowMap.type = value;
  29403. }
  29404. },
  29405. shadowMapCullFace: {
  29406. get: function () {
  29407. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29408. return undefined;
  29409. },
  29410. set: function ( /* value */ ) {
  29411. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29412. }
  29413. },
  29414. context: {
  29415. get: function () {
  29416. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29417. return this.getContext();
  29418. }
  29419. }
  29420. } );
  29421. Object.defineProperties( WebGLShadowMap.prototype, {
  29422. cullFace: {
  29423. get: function () {
  29424. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29425. return undefined;
  29426. },
  29427. set: function ( /* cullFace */ ) {
  29428. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29429. }
  29430. },
  29431. renderReverseSided: {
  29432. get: function () {
  29433. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29434. return undefined;
  29435. },
  29436. set: function () {
  29437. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29438. }
  29439. },
  29440. renderSingleSided: {
  29441. get: function () {
  29442. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29443. return undefined;
  29444. },
  29445. set: function () {
  29446. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29447. }
  29448. }
  29449. } );
  29450. //
  29451. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29452. activeCubeFace: {
  29453. set: function ( /* value */ ) {
  29454. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29455. }
  29456. },
  29457. activeMipMapLevel: {
  29458. set: function ( /* value */ ) {
  29459. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29460. }
  29461. }
  29462. } );
  29463. //
  29464. Object.defineProperties( WebGLRenderTarget.prototype, {
  29465. wrapS: {
  29466. get: function () {
  29467. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29468. return this.texture.wrapS;
  29469. },
  29470. set: function ( value ) {
  29471. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29472. this.texture.wrapS = value;
  29473. }
  29474. },
  29475. wrapT: {
  29476. get: function () {
  29477. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29478. return this.texture.wrapT;
  29479. },
  29480. set: function ( value ) {
  29481. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29482. this.texture.wrapT = value;
  29483. }
  29484. },
  29485. magFilter: {
  29486. get: function () {
  29487. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29488. return this.texture.magFilter;
  29489. },
  29490. set: function ( value ) {
  29491. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29492. this.texture.magFilter = value;
  29493. }
  29494. },
  29495. minFilter: {
  29496. get: function () {
  29497. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29498. return this.texture.minFilter;
  29499. },
  29500. set: function ( value ) {
  29501. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29502. this.texture.minFilter = value;
  29503. }
  29504. },
  29505. anisotropy: {
  29506. get: function () {
  29507. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29508. return this.texture.anisotropy;
  29509. },
  29510. set: function ( value ) {
  29511. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29512. this.texture.anisotropy = value;
  29513. }
  29514. },
  29515. offset: {
  29516. get: function () {
  29517. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29518. return this.texture.offset;
  29519. },
  29520. set: function ( value ) {
  29521. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29522. this.texture.offset = value;
  29523. }
  29524. },
  29525. repeat: {
  29526. get: function () {
  29527. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29528. return this.texture.repeat;
  29529. },
  29530. set: function ( value ) {
  29531. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29532. this.texture.repeat = value;
  29533. }
  29534. },
  29535. format: {
  29536. get: function () {
  29537. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29538. return this.texture.format;
  29539. },
  29540. set: function ( value ) {
  29541. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29542. this.texture.format = value;
  29543. }
  29544. },
  29545. type: {
  29546. get: function () {
  29547. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29548. return this.texture.type;
  29549. },
  29550. set: function ( value ) {
  29551. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29552. this.texture.type = value;
  29553. }
  29554. },
  29555. generateMipmaps: {
  29556. get: function () {
  29557. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29558. return this.texture.generateMipmaps;
  29559. },
  29560. set: function ( value ) {
  29561. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29562. this.texture.generateMipmaps = value;
  29563. }
  29564. }
  29565. } );
  29566. //
  29567. Object.defineProperties( WebVRManager.prototype, {
  29568. standing: {
  29569. set: function ( /* value */ ) {
  29570. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29571. }
  29572. },
  29573. userHeight: {
  29574. set: function ( /* value */ ) {
  29575. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29576. }
  29577. }
  29578. } );
  29579. //
  29580. Object.defineProperties( Audio.prototype, {
  29581. load: {
  29582. value: function ( file ) {
  29583. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29584. var scope = this;
  29585. var audioLoader = new AudioLoader();
  29586. audioLoader.load( file, function ( buffer ) {
  29587. scope.setBuffer( buffer );
  29588. } );
  29589. return this;
  29590. }
  29591. },
  29592. startTime: {
  29593. set: function () {
  29594. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29595. }
  29596. }
  29597. } );
  29598. AudioAnalyser.prototype.getData = function () {
  29599. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29600. return this.getFrequencyData();
  29601. };
  29602. //
  29603. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29604. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29605. return this.update( renderer, scene );
  29606. };
  29607. //
  29608. var GeometryUtils = {
  29609. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29610. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29611. var matrix;
  29612. if ( geometry2.isMesh ) {
  29613. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29614. matrix = geometry2.matrix;
  29615. geometry2 = geometry2.geometry;
  29616. }
  29617. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29618. },
  29619. center: function ( geometry ) {
  29620. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29621. return geometry.center();
  29622. }
  29623. };
  29624. ImageUtils.crossOrigin = undefined;
  29625. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29626. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29627. var loader = new TextureLoader();
  29628. loader.setCrossOrigin( this.crossOrigin );
  29629. var texture = loader.load( url, onLoad, undefined, onError );
  29630. if ( mapping ) { texture.mapping = mapping; }
  29631. return texture;
  29632. };
  29633. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29634. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29635. var loader = new CubeTextureLoader();
  29636. loader.setCrossOrigin( this.crossOrigin );
  29637. var texture = loader.load( urls, onLoad, undefined, onError );
  29638. if ( mapping ) { texture.mapping = mapping; }
  29639. return texture;
  29640. };
  29641. ImageUtils.loadCompressedTexture = function () {
  29642. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29643. };
  29644. ImageUtils.loadCompressedTextureCube = function () {
  29645. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29646. };
  29647. //
  29648. function CanvasRenderer() {
  29649. console.error( 'THREE.CanvasRenderer has been removed' );
  29650. }
  29651. //
  29652. function JSONLoader() {
  29653. console.error( 'THREE.JSONLoader has been removed.' );
  29654. }
  29655. //
  29656. var SceneUtils = {
  29657. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29658. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29659. },
  29660. detach: function ( /* child, parent, scene */ ) {
  29661. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29662. },
  29663. attach: function ( /* child, scene, parent */ ) {
  29664. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29665. }
  29666. };
  29667. //
  29668. function LensFlare() {
  29669. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29670. }
  29671. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29672. /* eslint-disable no-undef */
  29673. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29674. revision: REVISION,
  29675. } } ) );
  29676. /* eslint-enable no-undef */
  29677. }
  29678. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29679. exports.AddEquation = AddEquation;
  29680. exports.AddOperation = AddOperation;
  29681. exports.AdditiveBlending = AdditiveBlending;
  29682. exports.AlphaFormat = AlphaFormat;
  29683. exports.AlwaysDepth = AlwaysDepth;
  29684. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29685. exports.AmbientLight = AmbientLight;
  29686. exports.AmbientLightProbe = AmbientLightProbe;
  29687. exports.AnimationClip = AnimationClip;
  29688. exports.AnimationLoader = AnimationLoader;
  29689. exports.AnimationMixer = AnimationMixer;
  29690. exports.AnimationObjectGroup = AnimationObjectGroup;
  29691. exports.AnimationUtils = AnimationUtils;
  29692. exports.ArcCurve = ArcCurve;
  29693. exports.ArrayCamera = ArrayCamera;
  29694. exports.ArrowHelper = ArrowHelper;
  29695. exports.Audio = Audio;
  29696. exports.AudioAnalyser = AudioAnalyser;
  29697. exports.AudioContext = AudioContext;
  29698. exports.AudioListener = AudioListener;
  29699. exports.AudioLoader = AudioLoader;
  29700. exports.AxesHelper = AxesHelper;
  29701. exports.AxisHelper = AxisHelper;
  29702. exports.BackSide = BackSide;
  29703. exports.BasicDepthPacking = BasicDepthPacking;
  29704. exports.BasicShadowMap = BasicShadowMap;
  29705. exports.BinaryTextureLoader = BinaryTextureLoader;
  29706. exports.Bone = Bone;
  29707. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29708. exports.BoundingBoxHelper = BoundingBoxHelper;
  29709. exports.Box2 = Box2;
  29710. exports.Box3 = Box3;
  29711. exports.Box3Helper = Box3Helper;
  29712. exports.BoxBufferGeometry = BoxBufferGeometry;
  29713. exports.BoxGeometry = BoxGeometry;
  29714. exports.BoxHelper = BoxHelper;
  29715. exports.BufferAttribute = BufferAttribute;
  29716. exports.BufferGeometry = BufferGeometry;
  29717. exports.BufferGeometryLoader = BufferGeometryLoader;
  29718. exports.ByteType = ByteType;
  29719. exports.Cache = Cache;
  29720. exports.Camera = Camera;
  29721. exports.CameraHelper = CameraHelper;
  29722. exports.CanvasRenderer = CanvasRenderer;
  29723. exports.CanvasTexture = CanvasTexture;
  29724. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29725. exports.CineonToneMapping = CineonToneMapping;
  29726. exports.CircleBufferGeometry = CircleBufferGeometry;
  29727. exports.CircleGeometry = CircleGeometry;
  29728. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29729. exports.Clock = Clock;
  29730. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29731. exports.Color = Color;
  29732. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29733. exports.CompressedTexture = CompressedTexture;
  29734. exports.CompressedTextureLoader = CompressedTextureLoader;
  29735. exports.ConeBufferGeometry = ConeBufferGeometry;
  29736. exports.ConeGeometry = ConeGeometry;
  29737. exports.CubeCamera = CubeCamera;
  29738. exports.CubeGeometry = BoxGeometry;
  29739. exports.CubeReflectionMapping = CubeReflectionMapping;
  29740. exports.CubeRefractionMapping = CubeRefractionMapping;
  29741. exports.CubeTexture = CubeTexture;
  29742. exports.CubeTextureLoader = CubeTextureLoader;
  29743. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29744. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29745. exports.CubicBezierCurve = CubicBezierCurve;
  29746. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29747. exports.CubicInterpolant = CubicInterpolant;
  29748. exports.CullFaceBack = CullFaceBack;
  29749. exports.CullFaceFront = CullFaceFront;
  29750. exports.CullFaceFrontBack = CullFaceFrontBack;
  29751. exports.CullFaceNone = CullFaceNone;
  29752. exports.Curve = Curve;
  29753. exports.CurvePath = CurvePath;
  29754. exports.CustomBlending = CustomBlending;
  29755. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29756. exports.CylinderGeometry = CylinderGeometry;
  29757. exports.Cylindrical = Cylindrical;
  29758. exports.DataTexture = DataTexture;
  29759. exports.DataTexture2DArray = DataTexture2DArray;
  29760. exports.DataTexture3D = DataTexture3D;
  29761. exports.DataTextureLoader = DataTextureLoader;
  29762. exports.DecrementStencilOp = DecrementStencilOp;
  29763. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29764. exports.DefaultLoadingManager = DefaultLoadingManager;
  29765. exports.DepthFormat = DepthFormat;
  29766. exports.DepthStencilFormat = DepthStencilFormat;
  29767. exports.DepthTexture = DepthTexture;
  29768. exports.DirectionalLight = DirectionalLight;
  29769. exports.DirectionalLightHelper = DirectionalLightHelper;
  29770. exports.DirectionalLightShadow = DirectionalLightShadow;
  29771. exports.DiscreteInterpolant = DiscreteInterpolant;
  29772. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29773. exports.DodecahedronGeometry = DodecahedronGeometry;
  29774. exports.DoubleSide = DoubleSide;
  29775. exports.DstAlphaFactor = DstAlphaFactor;
  29776. exports.DstColorFactor = DstColorFactor;
  29777. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29778. exports.DynamicCopyUsage = DynamicCopyUsage;
  29779. exports.DynamicDrawUsage = DynamicDrawUsage;
  29780. exports.DynamicReadUsage = DynamicReadUsage;
  29781. exports.EdgesGeometry = EdgesGeometry;
  29782. exports.EdgesHelper = EdgesHelper;
  29783. exports.EllipseCurve = EllipseCurve;
  29784. exports.EqualDepth = EqualDepth;
  29785. exports.EqualStencilFunc = EqualStencilFunc;
  29786. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29787. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29788. exports.Euler = Euler;
  29789. exports.EventDispatcher = EventDispatcher;
  29790. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29791. exports.ExtrudeGeometry = ExtrudeGeometry;
  29792. exports.Face3 = Face3;
  29793. exports.Face4 = Face4;
  29794. exports.FaceColors = FaceColors;
  29795. exports.FaceNormalsHelper = FaceNormalsHelper;
  29796. exports.FileLoader = FileLoader;
  29797. exports.FlatShading = FlatShading;
  29798. exports.Float32Attribute = Float32Attribute;
  29799. exports.Float32BufferAttribute = Float32BufferAttribute;
  29800. exports.Float64Attribute = Float64Attribute;
  29801. exports.Float64BufferAttribute = Float64BufferAttribute;
  29802. exports.FloatType = FloatType;
  29803. exports.Fog = Fog;
  29804. exports.FogExp2 = FogExp2;
  29805. exports.Font = Font;
  29806. exports.FontLoader = FontLoader;
  29807. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29808. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29809. exports.FrontSide = FrontSide;
  29810. exports.Frustum = Frustum;
  29811. exports.GammaEncoding = GammaEncoding;
  29812. exports.Geometry = Geometry;
  29813. exports.GeometryUtils = GeometryUtils;
  29814. exports.GreaterDepth = GreaterDepth;
  29815. exports.GreaterEqualDepth = GreaterEqualDepth;
  29816. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29817. exports.GreaterStencilFunc = GreaterStencilFunc;
  29818. exports.GridHelper = GridHelper;
  29819. exports.Group = Group;
  29820. exports.HalfFloatType = HalfFloatType;
  29821. exports.HemisphereLight = HemisphereLight;
  29822. exports.HemisphereLightHelper = HemisphereLightHelper;
  29823. exports.HemisphereLightProbe = HemisphereLightProbe;
  29824. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29825. exports.IcosahedronGeometry = IcosahedronGeometry;
  29826. exports.ImageBitmapLoader = ImageBitmapLoader;
  29827. exports.ImageLoader = ImageLoader;
  29828. exports.ImageUtils = ImageUtils;
  29829. exports.ImmediateRenderObject = ImmediateRenderObject;
  29830. exports.IncrementStencilOp = IncrementStencilOp;
  29831. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29832. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29833. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29834. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29835. exports.InstancedMesh = InstancedMesh;
  29836. exports.Int16Attribute = Int16Attribute;
  29837. exports.Int16BufferAttribute = Int16BufferAttribute;
  29838. exports.Int32Attribute = Int32Attribute;
  29839. exports.Int32BufferAttribute = Int32BufferAttribute;
  29840. exports.Int8Attribute = Int8Attribute;
  29841. exports.Int8BufferAttribute = Int8BufferAttribute;
  29842. exports.IntType = IntType;
  29843. exports.InterleavedBuffer = InterleavedBuffer;
  29844. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29845. exports.Interpolant = Interpolant;
  29846. exports.InterpolateDiscrete = InterpolateDiscrete;
  29847. exports.InterpolateLinear = InterpolateLinear;
  29848. exports.InterpolateSmooth = InterpolateSmooth;
  29849. exports.InvertStencilOp = InvertStencilOp;
  29850. exports.JSONLoader = JSONLoader;
  29851. exports.KeepStencilOp = KeepStencilOp;
  29852. exports.KeyframeTrack = KeyframeTrack;
  29853. exports.LOD = LOD;
  29854. exports.LatheBufferGeometry = LatheBufferGeometry;
  29855. exports.LatheGeometry = LatheGeometry;
  29856. exports.Layers = Layers;
  29857. exports.LensFlare = LensFlare;
  29858. exports.LessDepth = LessDepth;
  29859. exports.LessEqualDepth = LessEqualDepth;
  29860. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29861. exports.LessStencilFunc = LessStencilFunc;
  29862. exports.Light = Light;
  29863. exports.LightProbe = LightProbe;
  29864. exports.LightProbeHelper = LightProbeHelper;
  29865. exports.LightShadow = LightShadow;
  29866. exports.Line = Line;
  29867. exports.Line3 = Line3;
  29868. exports.LineBasicMaterial = LineBasicMaterial;
  29869. exports.LineCurve = LineCurve;
  29870. exports.LineCurve3 = LineCurve3;
  29871. exports.LineDashedMaterial = LineDashedMaterial;
  29872. exports.LineLoop = LineLoop;
  29873. exports.LinePieces = LinePieces;
  29874. exports.LineSegments = LineSegments;
  29875. exports.LineStrip = LineStrip;
  29876. exports.LinearEncoding = LinearEncoding;
  29877. exports.LinearFilter = LinearFilter;
  29878. exports.LinearInterpolant = LinearInterpolant;
  29879. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29880. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29881. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29882. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29883. exports.LinearToneMapping = LinearToneMapping;
  29884. exports.Loader = Loader;
  29885. exports.LoaderUtils = LoaderUtils;
  29886. exports.LoadingManager = LoadingManager;
  29887. exports.LogLuvEncoding = LogLuvEncoding;
  29888. exports.LoopOnce = LoopOnce;
  29889. exports.LoopPingPong = LoopPingPong;
  29890. exports.LoopRepeat = LoopRepeat;
  29891. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29892. exports.LuminanceFormat = LuminanceFormat;
  29893. exports.MOUSE = MOUSE;
  29894. exports.Material = Material;
  29895. exports.MaterialLoader = MaterialLoader;
  29896. exports.Math = _Math;
  29897. exports.Matrix3 = Matrix3;
  29898. exports.Matrix4 = Matrix4;
  29899. exports.MaxEquation = MaxEquation;
  29900. exports.Mesh = Mesh;
  29901. exports.MeshBasicMaterial = MeshBasicMaterial;
  29902. exports.MeshDepthMaterial = MeshDepthMaterial;
  29903. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29904. exports.MeshFaceMaterial = MeshFaceMaterial;
  29905. exports.MeshLambertMaterial = MeshLambertMaterial;
  29906. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29907. exports.MeshNormalMaterial = MeshNormalMaterial;
  29908. exports.MeshPhongMaterial = MeshPhongMaterial;
  29909. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29910. exports.MeshStandardMaterial = MeshStandardMaterial;
  29911. exports.MeshToonMaterial = MeshToonMaterial;
  29912. exports.MinEquation = MinEquation;
  29913. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29914. exports.MixOperation = MixOperation;
  29915. exports.MultiMaterial = MultiMaterial;
  29916. exports.MultiplyBlending = MultiplyBlending;
  29917. exports.MultiplyOperation = MultiplyOperation;
  29918. exports.NearestFilter = NearestFilter;
  29919. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29920. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29921. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29922. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29923. exports.NeverDepth = NeverDepth;
  29924. exports.NeverStencilFunc = NeverStencilFunc;
  29925. exports.NoBlending = NoBlending;
  29926. exports.NoColors = NoColors;
  29927. exports.NoToneMapping = NoToneMapping;
  29928. exports.NormalBlending = NormalBlending;
  29929. exports.NotEqualDepth = NotEqualDepth;
  29930. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29931. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29932. exports.Object3D = Object3D;
  29933. exports.ObjectLoader = ObjectLoader;
  29934. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29935. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29936. exports.OctahedronGeometry = OctahedronGeometry;
  29937. exports.OneFactor = OneFactor;
  29938. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29939. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29940. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29941. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29942. exports.OrthographicCamera = OrthographicCamera;
  29943. exports.PCFShadowMap = PCFShadowMap;
  29944. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29945. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29946. exports.ParametricGeometry = ParametricGeometry;
  29947. exports.Particle = Particle;
  29948. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29949. exports.ParticleSystem = ParticleSystem;
  29950. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29951. exports.Path = Path;
  29952. exports.PerspectiveCamera = PerspectiveCamera;
  29953. exports.Plane = Plane;
  29954. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29955. exports.PlaneGeometry = PlaneGeometry;
  29956. exports.PlaneHelper = PlaneHelper;
  29957. exports.PointCloud = PointCloud;
  29958. exports.PointCloudMaterial = PointCloudMaterial;
  29959. exports.PointLight = PointLight;
  29960. exports.PointLightHelper = PointLightHelper;
  29961. exports.Points = Points;
  29962. exports.PointsMaterial = PointsMaterial;
  29963. exports.PolarGridHelper = PolarGridHelper;
  29964. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29965. exports.PolyhedronGeometry = PolyhedronGeometry;
  29966. exports.PositionalAudio = PositionalAudio;
  29967. exports.PositionalAudioHelper = PositionalAudioHelper;
  29968. exports.PropertyBinding = PropertyBinding;
  29969. exports.PropertyMixer = PropertyMixer;
  29970. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29971. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29972. exports.Quaternion = Quaternion;
  29973. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29974. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29975. exports.REVISION = REVISION;
  29976. exports.RGBADepthPacking = RGBADepthPacking;
  29977. exports.RGBAFormat = RGBAFormat;
  29978. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29979. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29980. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29981. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29982. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29983. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29984. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29985. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29986. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29987. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29988. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29989. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29990. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29991. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29992. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29993. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29994. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29995. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29996. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29997. exports.RGBDEncoding = RGBDEncoding;
  29998. exports.RGBEEncoding = RGBEEncoding;
  29999. exports.RGBEFormat = RGBEFormat;
  30000. exports.RGBFormat = RGBFormat;
  30001. exports.RGBM16Encoding = RGBM16Encoding;
  30002. exports.RGBM7Encoding = RGBM7Encoding;
  30003. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30004. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30005. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30006. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30007. exports.RawShaderMaterial = RawShaderMaterial;
  30008. exports.Ray = Ray;
  30009. exports.Raycaster = Raycaster;
  30010. exports.RectAreaLight = RectAreaLight;
  30011. exports.RectAreaLightHelper = RectAreaLightHelper;
  30012. exports.RedFormat = RedFormat;
  30013. exports.ReinhardToneMapping = ReinhardToneMapping;
  30014. exports.RepeatWrapping = RepeatWrapping;
  30015. exports.ReplaceStencilOp = ReplaceStencilOp;
  30016. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30017. exports.RingBufferGeometry = RingBufferGeometry;
  30018. exports.RingGeometry = RingGeometry;
  30019. exports.Scene = Scene;
  30020. exports.SceneUtils = SceneUtils;
  30021. exports.ShaderChunk = ShaderChunk;
  30022. exports.ShaderLib = ShaderLib;
  30023. exports.ShaderMaterial = ShaderMaterial;
  30024. exports.ShadowMaterial = ShadowMaterial;
  30025. exports.Shape = Shape;
  30026. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30027. exports.ShapeGeometry = ShapeGeometry;
  30028. exports.ShapePath = ShapePath;
  30029. exports.ShapeUtils = ShapeUtils;
  30030. exports.ShortType = ShortType;
  30031. exports.Skeleton = Skeleton;
  30032. exports.SkeletonHelper = SkeletonHelper;
  30033. exports.SkinnedMesh = SkinnedMesh;
  30034. exports.SmoothShading = SmoothShading;
  30035. exports.Sphere = Sphere;
  30036. exports.SphereBufferGeometry = SphereBufferGeometry;
  30037. exports.SphereGeometry = SphereGeometry;
  30038. exports.Spherical = Spherical;
  30039. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30040. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30041. exports.Spline = Spline;
  30042. exports.SplineCurve = SplineCurve;
  30043. exports.SplineCurve3 = SplineCurve3;
  30044. exports.SpotLight = SpotLight;
  30045. exports.SpotLightHelper = SpotLightHelper;
  30046. exports.SpotLightShadow = SpotLightShadow;
  30047. exports.Sprite = Sprite;
  30048. exports.SpriteMaterial = SpriteMaterial;
  30049. exports.SrcAlphaFactor = SrcAlphaFactor;
  30050. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30051. exports.SrcColorFactor = SrcColorFactor;
  30052. exports.StaticCopyUsage = StaticCopyUsage;
  30053. exports.StaticDrawUsage = StaticDrawUsage;
  30054. exports.StaticReadUsage = StaticReadUsage;
  30055. exports.StereoCamera = StereoCamera;
  30056. exports.StreamCopyUsage = StreamCopyUsage;
  30057. exports.StreamDrawUsage = StreamDrawUsage;
  30058. exports.StreamReadUsage = StreamReadUsage;
  30059. exports.StringKeyframeTrack = StringKeyframeTrack;
  30060. exports.SubtractEquation = SubtractEquation;
  30061. exports.SubtractiveBlending = SubtractiveBlending;
  30062. exports.TOUCH = TOUCH;
  30063. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30064. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30065. exports.TetrahedronGeometry = TetrahedronGeometry;
  30066. exports.TextBufferGeometry = TextBufferGeometry;
  30067. exports.TextGeometry = TextGeometry;
  30068. exports.Texture = Texture;
  30069. exports.TextureLoader = TextureLoader;
  30070. exports.TorusBufferGeometry = TorusBufferGeometry;
  30071. exports.TorusGeometry = TorusGeometry;
  30072. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30073. exports.TorusKnotGeometry = TorusKnotGeometry;
  30074. exports.Triangle = Triangle;
  30075. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30076. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30077. exports.TrianglesDrawMode = TrianglesDrawMode;
  30078. exports.TubeBufferGeometry = TubeBufferGeometry;
  30079. exports.TubeGeometry = TubeGeometry;
  30080. exports.UVMapping = UVMapping;
  30081. exports.Uint16Attribute = Uint16Attribute;
  30082. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30083. exports.Uint32Attribute = Uint32Attribute;
  30084. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30085. exports.Uint8Attribute = Uint8Attribute;
  30086. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30087. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30088. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30089. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30090. exports.Uniform = Uniform;
  30091. exports.UniformsLib = UniformsLib;
  30092. exports.UniformsUtils = UniformsUtils;
  30093. exports.UnsignedByteType = UnsignedByteType;
  30094. exports.UnsignedInt248Type = UnsignedInt248Type;
  30095. exports.UnsignedIntType = UnsignedIntType;
  30096. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30097. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30098. exports.UnsignedShort565Type = UnsignedShort565Type;
  30099. exports.UnsignedShortType = UnsignedShortType;
  30100. exports.VSMShadowMap = VSMShadowMap;
  30101. exports.Vector2 = Vector2;
  30102. exports.Vector3 = Vector3;
  30103. exports.Vector4 = Vector4;
  30104. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30105. exports.Vertex = Vertex;
  30106. exports.VertexColors = VertexColors;
  30107. exports.VertexNormalsHelper = VertexNormalsHelper;
  30108. exports.VideoTexture = VideoTexture;
  30109. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30110. exports.WebGLRenderTarget = WebGLRenderTarget;
  30111. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30112. exports.WebGLRenderer = WebGLRenderer;
  30113. exports.WebGLUtils = WebGLUtils;
  30114. exports.WireframeGeometry = WireframeGeometry;
  30115. exports.WireframeHelper = WireframeHelper;
  30116. exports.WrapAroundEnding = WrapAroundEnding;
  30117. exports.XHRLoader = XHRLoader;
  30118. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30119. exports.ZeroFactor = ZeroFactor;
  30120. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30121. exports.ZeroStencilOp = ZeroStencilOp;
  30122. exports.sRGBEncoding = sRGBEncoding;
  30123. Object.defineProperty(exports, '__esModule', { value: true });
  30124. }));
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