three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '106dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function ( minVal, maxVal ) {
  482. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  483. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  484. return this;
  485. },
  486. clampLength: function ( min, max ) {
  487. var length = this.length();
  488. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  489. },
  490. floor: function () {
  491. this.x = Math.floor( this.x );
  492. this.y = Math.floor( this.y );
  493. return this;
  494. },
  495. ceil: function () {
  496. this.x = Math.ceil( this.x );
  497. this.y = Math.ceil( this.y );
  498. return this;
  499. },
  500. round: function () {
  501. this.x = Math.round( this.x );
  502. this.y = Math.round( this.y );
  503. return this;
  504. },
  505. roundToZero: function () {
  506. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  507. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  508. return this;
  509. },
  510. negate: function () {
  511. this.x = - this.x;
  512. this.y = - this.y;
  513. return this;
  514. },
  515. dot: function ( v ) {
  516. return this.x * v.x + this.y * v.y;
  517. },
  518. cross: function ( v ) {
  519. return this.x * v.y - this.y * v.x;
  520. },
  521. lengthSq: function () {
  522. return this.x * this.x + this.y * this.y;
  523. },
  524. length: function () {
  525. return Math.sqrt( this.x * this.x + this.y * this.y );
  526. },
  527. manhattanLength: function () {
  528. return Math.abs( this.x ) + Math.abs( this.y );
  529. },
  530. normalize: function () {
  531. return this.divideScalar( this.length() || 1 );
  532. },
  533. angle: function () {
  534. // computes the angle in radians with respect to the positive x-axis
  535. var angle = Math.atan2( this.y, this.x );
  536. if ( angle < 0 ) angle += 2 * Math.PI;
  537. return angle;
  538. },
  539. distanceTo: function ( v ) {
  540. return Math.sqrt( this.distanceToSquared( v ) );
  541. },
  542. distanceToSquared: function ( v ) {
  543. var dx = this.x - v.x, dy = this.y - v.y;
  544. return dx * dx + dy * dy;
  545. },
  546. manhattanDistanceTo: function ( v ) {
  547. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  548. },
  549. setLength: function ( length ) {
  550. return this.normalize().multiplyScalar( length );
  551. },
  552. lerp: function ( v, alpha ) {
  553. this.x += ( v.x - this.x ) * alpha;
  554. this.y += ( v.y - this.y ) * alpha;
  555. return this;
  556. },
  557. lerpVectors: function ( v1, v2, alpha ) {
  558. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  559. },
  560. equals: function ( v ) {
  561. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  562. },
  563. fromArray: function ( array, offset ) {
  564. if ( offset === undefined ) offset = 0;
  565. this.x = array[ offset ];
  566. this.y = array[ offset + 1 ];
  567. return this;
  568. },
  569. toArray: function ( array, offset ) {
  570. if ( array === undefined ) array = [];
  571. if ( offset === undefined ) offset = 0;
  572. array[ offset ] = this.x;
  573. array[ offset + 1 ] = this.y;
  574. return array;
  575. },
  576. fromBufferAttribute: function ( attribute, index, offset ) {
  577. if ( offset !== undefined ) {
  578. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  579. }
  580. this.x = attribute.getX( index );
  581. this.y = attribute.getY( index );
  582. return this;
  583. },
  584. rotateAround: function ( center, angle ) {
  585. var c = Math.cos( angle ), s = Math.sin( angle );
  586. var x = this.x - center.x;
  587. var y = this.y - center.y;
  588. this.x = x * c - y * s + center.x;
  589. this.y = x * s + y * c + center.y;
  590. return this;
  591. }
  592. } );
  593. /**
  594. * @author mikael emtinger / http://gomo.se/
  595. * @author alteredq / http://alteredqualia.com/
  596. * @author WestLangley / http://github.com/WestLangley
  597. * @author bhouston / http://clara.io
  598. */
  599. function Quaternion( x, y, z, w ) {
  600. this._x = x || 0;
  601. this._y = y || 0;
  602. this._z = z || 0;
  603. this._w = ( w !== undefined ) ? w : 1;
  604. }
  605. Object.assign( Quaternion, {
  606. slerp: function ( qa, qb, qm, t ) {
  607. return qm.copy( qa ).slerp( qb, t );
  608. },
  609. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  610. // fuzz-free, array-based Quaternion SLERP operation
  611. var x0 = src0[ srcOffset0 + 0 ],
  612. y0 = src0[ srcOffset0 + 1 ],
  613. z0 = src0[ srcOffset0 + 2 ],
  614. w0 = src0[ srcOffset0 + 3 ],
  615. x1 = src1[ srcOffset1 + 0 ],
  616. y1 = src1[ srcOffset1 + 1 ],
  617. z1 = src1[ srcOffset1 + 2 ],
  618. w1 = src1[ srcOffset1 + 3 ];
  619. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  620. var s = 1 - t,
  621. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  622. dir = ( cos >= 0 ? 1 : - 1 ),
  623. sqrSin = 1 - cos * cos;
  624. // Skip the Slerp for tiny steps to avoid numeric problems:
  625. if ( sqrSin > Number.EPSILON ) {
  626. var sin = Math.sqrt( sqrSin ),
  627. len = Math.atan2( sin, cos * dir );
  628. s = Math.sin( s * len ) / sin;
  629. t = Math.sin( t * len ) / sin;
  630. }
  631. var tDir = t * dir;
  632. x0 = x0 * s + x1 * tDir;
  633. y0 = y0 * s + y1 * tDir;
  634. z0 = z0 * s + z1 * tDir;
  635. w0 = w0 * s + w1 * tDir;
  636. // Normalize in case we just did a lerp:
  637. if ( s === 1 - t ) {
  638. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  639. x0 *= f;
  640. y0 *= f;
  641. z0 *= f;
  642. w0 *= f;
  643. }
  644. }
  645. dst[ dstOffset ] = x0;
  646. dst[ dstOffset + 1 ] = y0;
  647. dst[ dstOffset + 2 ] = z0;
  648. dst[ dstOffset + 3 ] = w0;
  649. }
  650. } );
  651. Object.defineProperties( Quaternion.prototype, {
  652. x: {
  653. get: function () {
  654. return this._x;
  655. },
  656. set: function ( value ) {
  657. this._x = value;
  658. this._onChangeCallback();
  659. }
  660. },
  661. y: {
  662. get: function () {
  663. return this._y;
  664. },
  665. set: function ( value ) {
  666. this._y = value;
  667. this._onChangeCallback();
  668. }
  669. },
  670. z: {
  671. get: function () {
  672. return this._z;
  673. },
  674. set: function ( value ) {
  675. this._z = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. w: {
  680. get: function () {
  681. return this._w;
  682. },
  683. set: function ( value ) {
  684. this._w = value;
  685. this._onChangeCallback();
  686. }
  687. }
  688. } );
  689. Object.assign( Quaternion.prototype, {
  690. isQuaternion: true,
  691. set: function ( x, y, z, w ) {
  692. this._x = x;
  693. this._y = y;
  694. this._z = z;
  695. this._w = w;
  696. this._onChangeCallback();
  697. return this;
  698. },
  699. clone: function () {
  700. return new this.constructor( this._x, this._y, this._z, this._w );
  701. },
  702. copy: function ( quaternion ) {
  703. this._x = quaternion.x;
  704. this._y = quaternion.y;
  705. this._z = quaternion.z;
  706. this._w = quaternion.w;
  707. this._onChangeCallback();
  708. return this;
  709. },
  710. setFromEuler: function ( euler, update ) {
  711. if ( ! ( euler && euler.isEuler ) ) {
  712. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  713. }
  714. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  715. // http://www.mathworks.com/matlabcentral/fileexchange/
  716. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  717. // content/SpinCalc.m
  718. var cos = Math.cos;
  719. var sin = Math.sin;
  720. var c1 = cos( x / 2 );
  721. var c2 = cos( y / 2 );
  722. var c3 = cos( z / 2 );
  723. var s1 = sin( x / 2 );
  724. var s2 = sin( y / 2 );
  725. var s3 = sin( z / 2 );
  726. if ( order === 'XYZ' ) {
  727. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  728. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  729. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  730. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  731. } else if ( order === 'YXZ' ) {
  732. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  733. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  734. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  735. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  736. } else if ( order === 'ZXY' ) {
  737. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  738. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  739. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  740. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  741. } else if ( order === 'ZYX' ) {
  742. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  743. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  744. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  745. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  746. } else if ( order === 'YZX' ) {
  747. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  748. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  749. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  750. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  751. } else if ( order === 'XZY' ) {
  752. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  753. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  754. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  755. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  756. }
  757. if ( update !== false ) this._onChangeCallback();
  758. return this;
  759. },
  760. setFromAxisAngle: function ( axis, angle ) {
  761. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  762. // assumes axis is normalized
  763. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  764. this._x = axis.x * s;
  765. this._y = axis.y * s;
  766. this._z = axis.z * s;
  767. this._w = Math.cos( halfAngle );
  768. this._onChangeCallback();
  769. return this;
  770. },
  771. setFromRotationMatrix: function ( m ) {
  772. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  773. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  774. var te = m.elements,
  775. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  776. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  777. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  778. trace = m11 + m22 + m33,
  779. s;
  780. if ( trace > 0 ) {
  781. s = 0.5 / Math.sqrt( trace + 1.0 );
  782. this._w = 0.25 / s;
  783. this._x = ( m32 - m23 ) * s;
  784. this._y = ( m13 - m31 ) * s;
  785. this._z = ( m21 - m12 ) * s;
  786. } else if ( m11 > m22 && m11 > m33 ) {
  787. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  788. this._w = ( m32 - m23 ) / s;
  789. this._x = 0.25 * s;
  790. this._y = ( m12 + m21 ) / s;
  791. this._z = ( m13 + m31 ) / s;
  792. } else if ( m22 > m33 ) {
  793. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  794. this._w = ( m13 - m31 ) / s;
  795. this._x = ( m12 + m21 ) / s;
  796. this._y = 0.25 * s;
  797. this._z = ( m23 + m32 ) / s;
  798. } else {
  799. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  800. this._w = ( m21 - m12 ) / s;
  801. this._x = ( m13 + m31 ) / s;
  802. this._y = ( m23 + m32 ) / s;
  803. this._z = 0.25 * s;
  804. }
  805. this._onChangeCallback();
  806. return this;
  807. },
  808. setFromUnitVectors: function ( vFrom, vTo ) {
  809. // assumes direction vectors vFrom and vTo are normalized
  810. var EPS = 0.000001;
  811. var r = vFrom.dot( vTo ) + 1;
  812. if ( r < EPS ) {
  813. r = 0;
  814. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  815. this._x = - vFrom.y;
  816. this._y = vFrom.x;
  817. this._z = 0;
  818. this._w = r;
  819. } else {
  820. this._x = 0;
  821. this._y = - vFrom.z;
  822. this._z = vFrom.y;
  823. this._w = r;
  824. }
  825. } else {
  826. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  827. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  828. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  829. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  830. this._w = r;
  831. }
  832. return this.normalize();
  833. },
  834. angleTo: function ( q ) {
  835. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  836. },
  837. rotateTowards: function ( q, step ) {
  838. var angle = this.angleTo( q );
  839. if ( angle === 0 ) return this;
  840. var t = Math.min( 1, step / angle );
  841. this.slerp( q, t );
  842. return this;
  843. },
  844. inverse: function () {
  845. // quaternion is assumed to have unit length
  846. return this.conjugate();
  847. },
  848. conjugate: function () {
  849. this._x *= - 1;
  850. this._y *= - 1;
  851. this._z *= - 1;
  852. this._onChangeCallback();
  853. return this;
  854. },
  855. dot: function ( v ) {
  856. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  857. },
  858. lengthSq: function () {
  859. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  860. },
  861. length: function () {
  862. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  863. },
  864. normalize: function () {
  865. var l = this.length();
  866. if ( l === 0 ) {
  867. this._x = 0;
  868. this._y = 0;
  869. this._z = 0;
  870. this._w = 1;
  871. } else {
  872. l = 1 / l;
  873. this._x = this._x * l;
  874. this._y = this._y * l;
  875. this._z = this._z * l;
  876. this._w = this._w * l;
  877. }
  878. this._onChangeCallback();
  879. return this;
  880. },
  881. multiply: function ( q, p ) {
  882. if ( p !== undefined ) {
  883. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  884. return this.multiplyQuaternions( q, p );
  885. }
  886. return this.multiplyQuaternions( this, q );
  887. },
  888. premultiply: function ( q ) {
  889. return this.multiplyQuaternions( q, this );
  890. },
  891. multiplyQuaternions: function ( a, b ) {
  892. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  893. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  894. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  895. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  896. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  897. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  898. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  899. this._onChangeCallback();
  900. return this;
  901. },
  902. slerp: function ( qb, t ) {
  903. if ( t === 0 ) return this;
  904. if ( t === 1 ) return this.copy( qb );
  905. var x = this._x, y = this._y, z = this._z, w = this._w;
  906. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  907. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  908. if ( cosHalfTheta < 0 ) {
  909. this._w = - qb._w;
  910. this._x = - qb._x;
  911. this._y = - qb._y;
  912. this._z = - qb._z;
  913. cosHalfTheta = - cosHalfTheta;
  914. } else {
  915. this.copy( qb );
  916. }
  917. if ( cosHalfTheta >= 1.0 ) {
  918. this._w = w;
  919. this._x = x;
  920. this._y = y;
  921. this._z = z;
  922. return this;
  923. }
  924. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  925. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  926. var s = 1 - t;
  927. this._w = s * w + t * this._w;
  928. this._x = s * x + t * this._x;
  929. this._y = s * y + t * this._y;
  930. this._z = s * z + t * this._z;
  931. return this.normalize();
  932. }
  933. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  934. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  935. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  936. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  937. this._w = ( w * ratioA + this._w * ratioB );
  938. this._x = ( x * ratioA + this._x * ratioB );
  939. this._y = ( y * ratioA + this._y * ratioB );
  940. this._z = ( z * ratioA + this._z * ratioB );
  941. this._onChangeCallback();
  942. return this;
  943. },
  944. equals: function ( quaternion ) {
  945. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  946. },
  947. fromArray: function ( array, offset ) {
  948. if ( offset === undefined ) offset = 0;
  949. this._x = array[ offset ];
  950. this._y = array[ offset + 1 ];
  951. this._z = array[ offset + 2 ];
  952. this._w = array[ offset + 3 ];
  953. this._onChangeCallback();
  954. return this;
  955. },
  956. toArray: function ( array, offset ) {
  957. if ( array === undefined ) array = [];
  958. if ( offset === undefined ) offset = 0;
  959. array[ offset ] = this._x;
  960. array[ offset + 1 ] = this._y;
  961. array[ offset + 2 ] = this._z;
  962. array[ offset + 3 ] = this._w;
  963. return array;
  964. },
  965. _onChange: function ( callback ) {
  966. this._onChangeCallback = callback;
  967. return this;
  968. },
  969. _onChangeCallback: function () {}
  970. } );
  971. /**
  972. * @author mrdoob / http://mrdoob.com/
  973. * @author kile / http://kile.stravaganza.org/
  974. * @author philogb / http://blog.thejit.org/
  975. * @author mikael emtinger / http://gomo.se/
  976. * @author egraether / http://egraether.com/
  977. * @author WestLangley / http://github.com/WestLangley
  978. */
  979. function Vector3( x, y, z ) {
  980. this.x = x || 0;
  981. this.y = y || 0;
  982. this.z = z || 0;
  983. }
  984. Object.assign( Vector3.prototype, {
  985. isVector3: true,
  986. set: function ( x, y, z ) {
  987. this.x = x;
  988. this.y = y;
  989. this.z = z;
  990. return this;
  991. },
  992. setScalar: function ( scalar ) {
  993. this.x = scalar;
  994. this.y = scalar;
  995. this.z = scalar;
  996. return this;
  997. },
  998. setX: function ( x ) {
  999. this.x = x;
  1000. return this;
  1001. },
  1002. setY: function ( y ) {
  1003. this.y = y;
  1004. return this;
  1005. },
  1006. setZ: function ( z ) {
  1007. this.z = z;
  1008. return this;
  1009. },
  1010. setComponent: function ( index, value ) {
  1011. switch ( index ) {
  1012. case 0: this.x = value; break;
  1013. case 1: this.y = value; break;
  1014. case 2: this.z = value; break;
  1015. default: throw new Error( 'index is out of range: ' + index );
  1016. }
  1017. return this;
  1018. },
  1019. getComponent: function ( index ) {
  1020. switch ( index ) {
  1021. case 0: return this.x;
  1022. case 1: return this.y;
  1023. case 2: return this.z;
  1024. default: throw new Error( 'index is out of range: ' + index );
  1025. }
  1026. },
  1027. clone: function () {
  1028. return new this.constructor( this.x, this.y, this.z );
  1029. },
  1030. copy: function ( v ) {
  1031. this.x = v.x;
  1032. this.y = v.y;
  1033. this.z = v.z;
  1034. return this;
  1035. },
  1036. add: function ( v, w ) {
  1037. if ( w !== undefined ) {
  1038. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1039. return this.addVectors( v, w );
  1040. }
  1041. this.x += v.x;
  1042. this.y += v.y;
  1043. this.z += v.z;
  1044. return this;
  1045. },
  1046. addScalar: function ( s ) {
  1047. this.x += s;
  1048. this.y += s;
  1049. this.z += s;
  1050. return this;
  1051. },
  1052. addVectors: function ( a, b ) {
  1053. this.x = a.x + b.x;
  1054. this.y = a.y + b.y;
  1055. this.z = a.z + b.z;
  1056. return this;
  1057. },
  1058. addScaledVector: function ( v, s ) {
  1059. this.x += v.x * s;
  1060. this.y += v.y * s;
  1061. this.z += v.z * s;
  1062. return this;
  1063. },
  1064. sub: function ( v, w ) {
  1065. if ( w !== undefined ) {
  1066. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1067. return this.subVectors( v, w );
  1068. }
  1069. this.x -= v.x;
  1070. this.y -= v.y;
  1071. this.z -= v.z;
  1072. return this;
  1073. },
  1074. subScalar: function ( s ) {
  1075. this.x -= s;
  1076. this.y -= s;
  1077. this.z -= s;
  1078. return this;
  1079. },
  1080. subVectors: function ( a, b ) {
  1081. this.x = a.x - b.x;
  1082. this.y = a.y - b.y;
  1083. this.z = a.z - b.z;
  1084. return this;
  1085. },
  1086. multiply: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1089. return this.multiplyVectors( v, w );
  1090. }
  1091. this.x *= v.x;
  1092. this.y *= v.y;
  1093. this.z *= v.z;
  1094. return this;
  1095. },
  1096. multiplyScalar: function ( scalar ) {
  1097. this.x *= scalar;
  1098. this.y *= scalar;
  1099. this.z *= scalar;
  1100. return this;
  1101. },
  1102. multiplyVectors: function ( a, b ) {
  1103. this.x = a.x * b.x;
  1104. this.y = a.y * b.y;
  1105. this.z = a.z * b.z;
  1106. return this;
  1107. },
  1108. applyEuler: function () {
  1109. var quaternion = new Quaternion();
  1110. return function applyEuler( euler ) {
  1111. if ( ! ( euler && euler.isEuler ) ) {
  1112. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1113. }
  1114. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1115. };
  1116. }(),
  1117. applyAxisAngle: function () {
  1118. var quaternion = new Quaternion();
  1119. return function applyAxisAngle( axis, angle ) {
  1120. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1121. };
  1122. }(),
  1123. applyMatrix3: function ( m ) {
  1124. var x = this.x, y = this.y, z = this.z;
  1125. var e = m.elements;
  1126. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1127. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1128. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1129. return this;
  1130. },
  1131. applyMatrix4: function ( m ) {
  1132. var x = this.x, y = this.y, z = this.z;
  1133. var e = m.elements;
  1134. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1135. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1136. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1137. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1138. return this;
  1139. },
  1140. applyQuaternion: function ( q ) {
  1141. var x = this.x, y = this.y, z = this.z;
  1142. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1143. // calculate quat * vector
  1144. var ix = qw * x + qy * z - qz * y;
  1145. var iy = qw * y + qz * x - qx * z;
  1146. var iz = qw * z + qx * y - qy * x;
  1147. var iw = - qx * x - qy * y - qz * z;
  1148. // calculate result * inverse quat
  1149. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1150. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1151. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1152. return this;
  1153. },
  1154. project: function ( camera ) {
  1155. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1156. },
  1157. unproject: function ( camera ) {
  1158. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1159. },
  1160. transformDirection: function ( m ) {
  1161. // input: THREE.Matrix4 affine matrix
  1162. // vector interpreted as a direction
  1163. var x = this.x, y = this.y, z = this.z;
  1164. var e = m.elements;
  1165. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1166. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1167. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1168. return this.normalize();
  1169. },
  1170. divide: function ( v ) {
  1171. this.x /= v.x;
  1172. this.y /= v.y;
  1173. this.z /= v.z;
  1174. return this;
  1175. },
  1176. divideScalar: function ( scalar ) {
  1177. return this.multiplyScalar( 1 / scalar );
  1178. },
  1179. min: function ( v ) {
  1180. this.x = Math.min( this.x, v.x );
  1181. this.y = Math.min( this.y, v.y );
  1182. this.z = Math.min( this.z, v.z );
  1183. return this;
  1184. },
  1185. max: function ( v ) {
  1186. this.x = Math.max( this.x, v.x );
  1187. this.y = Math.max( this.y, v.y );
  1188. this.z = Math.max( this.z, v.z );
  1189. return this;
  1190. },
  1191. clamp: function ( min, max ) {
  1192. // assumes min < max, componentwise
  1193. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1194. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1195. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1196. return this;
  1197. },
  1198. clampScalar: function ( minVal, maxVal ) {
  1199. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1200. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1201. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1202. return this;
  1203. },
  1204. clampLength: function ( min, max ) {
  1205. var length = this.length();
  1206. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1207. },
  1208. floor: function () {
  1209. this.x = Math.floor( this.x );
  1210. this.y = Math.floor( this.y );
  1211. this.z = Math.floor( this.z );
  1212. return this;
  1213. },
  1214. ceil: function () {
  1215. this.x = Math.ceil( this.x );
  1216. this.y = Math.ceil( this.y );
  1217. this.z = Math.ceil( this.z );
  1218. return this;
  1219. },
  1220. round: function () {
  1221. this.x = Math.round( this.x );
  1222. this.y = Math.round( this.y );
  1223. this.z = Math.round( this.z );
  1224. return this;
  1225. },
  1226. roundToZero: function () {
  1227. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1228. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1229. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1230. return this;
  1231. },
  1232. negate: function () {
  1233. this.x = - this.x;
  1234. this.y = - this.y;
  1235. this.z = - this.z;
  1236. return this;
  1237. },
  1238. dot: function ( v ) {
  1239. return this.x * v.x + this.y * v.y + this.z * v.z;
  1240. },
  1241. // TODO lengthSquared?
  1242. lengthSq: function () {
  1243. return this.x * this.x + this.y * this.y + this.z * this.z;
  1244. },
  1245. length: function () {
  1246. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1247. },
  1248. manhattanLength: function () {
  1249. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1250. },
  1251. normalize: function () {
  1252. return this.divideScalar( this.length() || 1 );
  1253. },
  1254. setLength: function ( length ) {
  1255. return this.normalize().multiplyScalar( length );
  1256. },
  1257. lerp: function ( v, alpha ) {
  1258. this.x += ( v.x - this.x ) * alpha;
  1259. this.y += ( v.y - this.y ) * alpha;
  1260. this.z += ( v.z - this.z ) * alpha;
  1261. return this;
  1262. },
  1263. lerpVectors: function ( v1, v2, alpha ) {
  1264. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1265. },
  1266. cross: function ( v, w ) {
  1267. if ( w !== undefined ) {
  1268. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1269. return this.crossVectors( v, w );
  1270. }
  1271. return this.crossVectors( this, v );
  1272. },
  1273. crossVectors: function ( a, b ) {
  1274. var ax = a.x, ay = a.y, az = a.z;
  1275. var bx = b.x, by = b.y, bz = b.z;
  1276. this.x = ay * bz - az * by;
  1277. this.y = az * bx - ax * bz;
  1278. this.z = ax * by - ay * bx;
  1279. return this;
  1280. },
  1281. projectOnVector: function ( vector ) {
  1282. var scalar = vector.dot( this ) / vector.lengthSq();
  1283. return this.copy( vector ).multiplyScalar( scalar );
  1284. },
  1285. projectOnPlane: function () {
  1286. var v1 = new Vector3();
  1287. return function projectOnPlane( planeNormal ) {
  1288. v1.copy( this ).projectOnVector( planeNormal );
  1289. return this.sub( v1 );
  1290. };
  1291. }(),
  1292. reflect: function () {
  1293. // reflect incident vector off plane orthogonal to normal
  1294. // normal is assumed to have unit length
  1295. var v1 = new Vector3();
  1296. return function reflect( normal ) {
  1297. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1298. };
  1299. }(),
  1300. angleTo: function ( v ) {
  1301. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1302. // clamp, to handle numerical problems
  1303. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1304. },
  1305. distanceTo: function ( v ) {
  1306. return Math.sqrt( this.distanceToSquared( v ) );
  1307. },
  1308. distanceToSquared: function ( v ) {
  1309. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1310. return dx * dx + dy * dy + dz * dz;
  1311. },
  1312. manhattanDistanceTo: function ( v ) {
  1313. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1314. },
  1315. setFromSpherical: function ( s ) {
  1316. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1317. },
  1318. setFromSphericalCoords: function ( radius, phi, theta ) {
  1319. var sinPhiRadius = Math.sin( phi ) * radius;
  1320. this.x = sinPhiRadius * Math.sin( theta );
  1321. this.y = Math.cos( phi ) * radius;
  1322. this.z = sinPhiRadius * Math.cos( theta );
  1323. return this;
  1324. },
  1325. setFromCylindrical: function ( c ) {
  1326. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1327. },
  1328. setFromCylindricalCoords: function ( radius, theta, y ) {
  1329. this.x = radius * Math.sin( theta );
  1330. this.y = y;
  1331. this.z = radius * Math.cos( theta );
  1332. return this;
  1333. },
  1334. setFromMatrixPosition: function ( m ) {
  1335. var e = m.elements;
  1336. this.x = e[ 12 ];
  1337. this.y = e[ 13 ];
  1338. this.z = e[ 14 ];
  1339. return this;
  1340. },
  1341. setFromMatrixScale: function ( m ) {
  1342. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1343. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1344. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1345. this.x = sx;
  1346. this.y = sy;
  1347. this.z = sz;
  1348. return this;
  1349. },
  1350. setFromMatrixColumn: function ( m, index ) {
  1351. return this.fromArray( m.elements, index * 4 );
  1352. },
  1353. equals: function ( v ) {
  1354. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1355. },
  1356. fromArray: function ( array, offset ) {
  1357. if ( offset === undefined ) offset = 0;
  1358. this.x = array[ offset ];
  1359. this.y = array[ offset + 1 ];
  1360. this.z = array[ offset + 2 ];
  1361. return this;
  1362. },
  1363. toArray: function ( array, offset ) {
  1364. if ( array === undefined ) array = [];
  1365. if ( offset === undefined ) offset = 0;
  1366. array[ offset ] = this.x;
  1367. array[ offset + 1 ] = this.y;
  1368. array[ offset + 2 ] = this.z;
  1369. return array;
  1370. },
  1371. fromBufferAttribute: function ( attribute, index, offset ) {
  1372. if ( offset !== undefined ) {
  1373. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1374. }
  1375. this.x = attribute.getX( index );
  1376. this.y = attribute.getY( index );
  1377. this.z = attribute.getZ( index );
  1378. return this;
  1379. }
  1380. } );
  1381. /**
  1382. * @author alteredq / http://alteredqualia.com/
  1383. * @author WestLangley / http://github.com/WestLangley
  1384. * @author bhouston / http://clara.io
  1385. * @author tschw
  1386. */
  1387. function Matrix3() {
  1388. this.elements = [
  1389. 1, 0, 0,
  1390. 0, 1, 0,
  1391. 0, 0, 1
  1392. ];
  1393. if ( arguments.length > 0 ) {
  1394. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1395. }
  1396. }
  1397. Object.assign( Matrix3.prototype, {
  1398. isMatrix3: true,
  1399. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1400. var te = this.elements;
  1401. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1402. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1403. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1404. return this;
  1405. },
  1406. identity: function () {
  1407. this.set(
  1408. 1, 0, 0,
  1409. 0, 1, 0,
  1410. 0, 0, 1
  1411. );
  1412. return this;
  1413. },
  1414. clone: function () {
  1415. return new this.constructor().fromArray( this.elements );
  1416. },
  1417. copy: function ( m ) {
  1418. var te = this.elements;
  1419. var me = m.elements;
  1420. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1421. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1422. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1423. return this;
  1424. },
  1425. setFromMatrix4: function ( m ) {
  1426. var me = m.elements;
  1427. this.set(
  1428. me[ 0 ], me[ 4 ], me[ 8 ],
  1429. me[ 1 ], me[ 5 ], me[ 9 ],
  1430. me[ 2 ], me[ 6 ], me[ 10 ]
  1431. );
  1432. return this;
  1433. },
  1434. applyToBufferAttribute: function () {
  1435. var v1 = new Vector3();
  1436. return function applyToBufferAttribute( attribute ) {
  1437. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1438. v1.x = attribute.getX( i );
  1439. v1.y = attribute.getY( i );
  1440. v1.z = attribute.getZ( i );
  1441. v1.applyMatrix3( this );
  1442. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  1443. }
  1444. return attribute;
  1445. };
  1446. }(),
  1447. multiply: function ( m ) {
  1448. return this.multiplyMatrices( this, m );
  1449. },
  1450. premultiply: function ( m ) {
  1451. return this.multiplyMatrices( m, this );
  1452. },
  1453. multiplyMatrices: function ( a, b ) {
  1454. var ae = a.elements;
  1455. var be = b.elements;
  1456. var te = this.elements;
  1457. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1458. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1459. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1460. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1461. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1462. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1463. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1464. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1465. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1466. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1467. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1468. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1469. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1470. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1471. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1472. return this;
  1473. },
  1474. multiplyScalar: function ( s ) {
  1475. var te = this.elements;
  1476. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1477. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1478. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1479. return this;
  1480. },
  1481. determinant: function () {
  1482. var te = this.elements;
  1483. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1484. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1485. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1486. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1487. },
  1488. getInverse: function ( matrix, throwOnDegenerate ) {
  1489. if ( matrix && matrix.isMatrix4 ) {
  1490. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1491. }
  1492. var me = matrix.elements,
  1493. te = this.elements,
  1494. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1495. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1496. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1497. t11 = n33 * n22 - n32 * n23,
  1498. t12 = n32 * n13 - n33 * n12,
  1499. t13 = n23 * n12 - n22 * n13,
  1500. det = n11 * t11 + n21 * t12 + n31 * t13;
  1501. if ( det === 0 ) {
  1502. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1503. if ( throwOnDegenerate === true ) {
  1504. throw new Error( msg );
  1505. } else {
  1506. console.warn( msg );
  1507. }
  1508. return this.identity();
  1509. }
  1510. var detInv = 1 / det;
  1511. te[ 0 ] = t11 * detInv;
  1512. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1513. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1514. te[ 3 ] = t12 * detInv;
  1515. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1516. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1517. te[ 6 ] = t13 * detInv;
  1518. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1519. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1520. return this;
  1521. },
  1522. transpose: function () {
  1523. var tmp, m = this.elements;
  1524. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1525. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1526. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1527. return this;
  1528. },
  1529. getNormalMatrix: function ( matrix4 ) {
  1530. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1531. },
  1532. transposeIntoArray: function ( r ) {
  1533. var m = this.elements;
  1534. r[ 0 ] = m[ 0 ];
  1535. r[ 1 ] = m[ 3 ];
  1536. r[ 2 ] = m[ 6 ];
  1537. r[ 3 ] = m[ 1 ];
  1538. r[ 4 ] = m[ 4 ];
  1539. r[ 5 ] = m[ 7 ];
  1540. r[ 6 ] = m[ 2 ];
  1541. r[ 7 ] = m[ 5 ];
  1542. r[ 8 ] = m[ 8 ];
  1543. return this;
  1544. },
  1545. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1546. var c = Math.cos( rotation );
  1547. var s = Math.sin( rotation );
  1548. this.set(
  1549. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1550. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1551. 0, 0, 1
  1552. );
  1553. },
  1554. scale: function ( sx, sy ) {
  1555. var te = this.elements;
  1556. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1557. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1558. return this;
  1559. },
  1560. rotate: function ( theta ) {
  1561. var c = Math.cos( theta );
  1562. var s = Math.sin( theta );
  1563. var te = this.elements;
  1564. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1565. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1566. te[ 0 ] = c * a11 + s * a21;
  1567. te[ 3 ] = c * a12 + s * a22;
  1568. te[ 6 ] = c * a13 + s * a23;
  1569. te[ 1 ] = - s * a11 + c * a21;
  1570. te[ 4 ] = - s * a12 + c * a22;
  1571. te[ 7 ] = - s * a13 + c * a23;
  1572. return this;
  1573. },
  1574. translate: function ( tx, ty ) {
  1575. var te = this.elements;
  1576. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1577. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1578. return this;
  1579. },
  1580. equals: function ( matrix ) {
  1581. var te = this.elements;
  1582. var me = matrix.elements;
  1583. for ( var i = 0; i < 9; i ++ ) {
  1584. if ( te[ i ] !== me[ i ] ) return false;
  1585. }
  1586. return true;
  1587. },
  1588. fromArray: function ( array, offset ) {
  1589. if ( offset === undefined ) offset = 0;
  1590. for ( var i = 0; i < 9; i ++ ) {
  1591. this.elements[ i ] = array[ i + offset ];
  1592. }
  1593. return this;
  1594. },
  1595. toArray: function ( array, offset ) {
  1596. if ( array === undefined ) array = [];
  1597. if ( offset === undefined ) offset = 0;
  1598. var te = this.elements;
  1599. array[ offset ] = te[ 0 ];
  1600. array[ offset + 1 ] = te[ 1 ];
  1601. array[ offset + 2 ] = te[ 2 ];
  1602. array[ offset + 3 ] = te[ 3 ];
  1603. array[ offset + 4 ] = te[ 4 ];
  1604. array[ offset + 5 ] = te[ 5 ];
  1605. array[ offset + 6 ] = te[ 6 ];
  1606. array[ offset + 7 ] = te[ 7 ];
  1607. array[ offset + 8 ] = te[ 8 ];
  1608. return array;
  1609. }
  1610. } );
  1611. /**
  1612. * @author mrdoob / http://mrdoob.com/
  1613. * @author alteredq / http://alteredqualia.com/
  1614. * @author szimek / https://github.com/szimek/
  1615. */
  1616. var _canvas;
  1617. var ImageUtils = {
  1618. getDataURL: function ( image ) {
  1619. var canvas;
  1620. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1621. return image.src;
  1622. } else if ( image instanceof HTMLCanvasElement ) {
  1623. canvas = image;
  1624. } else {
  1625. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1626. _canvas.width = image.width;
  1627. _canvas.height = image.height;
  1628. var context = _canvas.getContext( '2d' );
  1629. if ( image instanceof ImageData ) {
  1630. context.putImageData( image, 0, 0 );
  1631. } else {
  1632. context.drawImage( image, 0, 0, image.width, image.height );
  1633. }
  1634. canvas = _canvas;
  1635. }
  1636. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1637. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1638. } else {
  1639. return canvas.toDataURL( 'image/png' );
  1640. }
  1641. }
  1642. };
  1643. /**
  1644. * @author mrdoob / http://mrdoob.com/
  1645. * @author alteredq / http://alteredqualia.com/
  1646. * @author szimek / https://github.com/szimek/
  1647. */
  1648. var textureId = 0;
  1649. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1650. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1651. this.uuid = _Math.generateUUID();
  1652. this.name = '';
  1653. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1654. this.mipmaps = [];
  1655. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1656. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1657. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1658. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1659. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  1660. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1661. this.format = format !== undefined ? format : RGBAFormat;
  1662. this.type = type !== undefined ? type : UnsignedByteType;
  1663. this.offset = new Vector2( 0, 0 );
  1664. this.repeat = new Vector2( 1, 1 );
  1665. this.center = new Vector2( 0, 0 );
  1666. this.rotation = 0;
  1667. this.matrixAutoUpdate = true;
  1668. this.matrix = new Matrix3();
  1669. this.generateMipmaps = true;
  1670. this.premultiplyAlpha = false;
  1671. this.flipY = true;
  1672. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1673. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1674. //
  1675. // Also changing the encoding after already used by a Material will not automatically make the Material
  1676. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1677. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1678. this.version = 0;
  1679. this.onUpdate = null;
  1680. }
  1681. Texture.DEFAULT_IMAGE = undefined;
  1682. Texture.DEFAULT_MAPPING = UVMapping;
  1683. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1684. constructor: Texture,
  1685. isTexture: true,
  1686. updateMatrix: function () {
  1687. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1688. },
  1689. clone: function () {
  1690. return new this.constructor().copy( this );
  1691. },
  1692. copy: function ( source ) {
  1693. this.name = source.name;
  1694. this.image = source.image;
  1695. this.mipmaps = source.mipmaps.slice( 0 );
  1696. this.mapping = source.mapping;
  1697. this.wrapS = source.wrapS;
  1698. this.wrapT = source.wrapT;
  1699. this.magFilter = source.magFilter;
  1700. this.minFilter = source.minFilter;
  1701. this.anisotropy = source.anisotropy;
  1702. this.format = source.format;
  1703. this.type = source.type;
  1704. this.offset.copy( source.offset );
  1705. this.repeat.copy( source.repeat );
  1706. this.center.copy( source.center );
  1707. this.rotation = source.rotation;
  1708. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1709. this.matrix.copy( source.matrix );
  1710. this.generateMipmaps = source.generateMipmaps;
  1711. this.premultiplyAlpha = source.premultiplyAlpha;
  1712. this.flipY = source.flipY;
  1713. this.unpackAlignment = source.unpackAlignment;
  1714. this.encoding = source.encoding;
  1715. return this;
  1716. },
  1717. toJSON: function ( meta ) {
  1718. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1719. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1720. return meta.textures[ this.uuid ];
  1721. }
  1722. var output = {
  1723. metadata: {
  1724. version: 4.5,
  1725. type: 'Texture',
  1726. generator: 'Texture.toJSON'
  1727. },
  1728. uuid: this.uuid,
  1729. name: this.name,
  1730. mapping: this.mapping,
  1731. repeat: [ this.repeat.x, this.repeat.y ],
  1732. offset: [ this.offset.x, this.offset.y ],
  1733. center: [ this.center.x, this.center.y ],
  1734. rotation: this.rotation,
  1735. wrap: [ this.wrapS, this.wrapT ],
  1736. format: this.format,
  1737. type: this.type,
  1738. encoding: this.encoding,
  1739. minFilter: this.minFilter,
  1740. magFilter: this.magFilter,
  1741. anisotropy: this.anisotropy,
  1742. flipY: this.flipY,
  1743. premultiplyAlpha: this.premultiplyAlpha,
  1744. unpackAlignment: this.unpackAlignment
  1745. };
  1746. if ( this.image !== undefined ) {
  1747. // TODO: Move to THREE.Image
  1748. var image = this.image;
  1749. if ( image.uuid === undefined ) {
  1750. image.uuid = _Math.generateUUID(); // UGH
  1751. }
  1752. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1753. var url;
  1754. if ( Array.isArray( image ) ) {
  1755. // process array of images e.g. CubeTexture
  1756. url = [];
  1757. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1758. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1759. }
  1760. } else {
  1761. // process single image
  1762. url = ImageUtils.getDataURL( image );
  1763. }
  1764. meta.images[ image.uuid ] = {
  1765. uuid: image.uuid,
  1766. url: url
  1767. };
  1768. }
  1769. output.image = image.uuid;
  1770. }
  1771. if ( ! isRootObject ) {
  1772. meta.textures[ this.uuid ] = output;
  1773. }
  1774. return output;
  1775. },
  1776. dispose: function () {
  1777. this.dispatchEvent( { type: 'dispose' } );
  1778. },
  1779. transformUv: function ( uv ) {
  1780. if ( this.mapping !== UVMapping ) return uv;
  1781. uv.applyMatrix3( this.matrix );
  1782. if ( uv.x < 0 || uv.x > 1 ) {
  1783. switch ( this.wrapS ) {
  1784. case RepeatWrapping:
  1785. uv.x = uv.x - Math.floor( uv.x );
  1786. break;
  1787. case ClampToEdgeWrapping:
  1788. uv.x = uv.x < 0 ? 0 : 1;
  1789. break;
  1790. case MirroredRepeatWrapping:
  1791. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1792. uv.x = Math.ceil( uv.x ) - uv.x;
  1793. } else {
  1794. uv.x = uv.x - Math.floor( uv.x );
  1795. }
  1796. break;
  1797. }
  1798. }
  1799. if ( uv.y < 0 || uv.y > 1 ) {
  1800. switch ( this.wrapT ) {
  1801. case RepeatWrapping:
  1802. uv.y = uv.y - Math.floor( uv.y );
  1803. break;
  1804. case ClampToEdgeWrapping:
  1805. uv.y = uv.y < 0 ? 0 : 1;
  1806. break;
  1807. case MirroredRepeatWrapping:
  1808. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1809. uv.y = Math.ceil( uv.y ) - uv.y;
  1810. } else {
  1811. uv.y = uv.y - Math.floor( uv.y );
  1812. }
  1813. break;
  1814. }
  1815. }
  1816. if ( this.flipY ) {
  1817. uv.y = 1 - uv.y;
  1818. }
  1819. return uv;
  1820. }
  1821. } );
  1822. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1823. set: function ( value ) {
  1824. if ( value === true ) this.version ++;
  1825. }
  1826. } );
  1827. /**
  1828. * @author supereggbert / http://www.paulbrunt.co.uk/
  1829. * @author philogb / http://blog.thejit.org/
  1830. * @author mikael emtinger / http://gomo.se/
  1831. * @author egraether / http://egraether.com/
  1832. * @author WestLangley / http://github.com/WestLangley
  1833. */
  1834. function Vector4( x, y, z, w ) {
  1835. this.x = x || 0;
  1836. this.y = y || 0;
  1837. this.z = z || 0;
  1838. this.w = ( w !== undefined ) ? w : 1;
  1839. }
  1840. Object.defineProperties( Vector4.prototype, {
  1841. "width": {
  1842. get: function () {
  1843. return this.z;
  1844. },
  1845. set: function ( value ) {
  1846. this.z = value;
  1847. }
  1848. },
  1849. "height": {
  1850. get: function () {
  1851. return this.w;
  1852. },
  1853. set: function ( value ) {
  1854. this.w = value;
  1855. }
  1856. }
  1857. } );
  1858. Object.assign( Vector4.prototype, {
  1859. isVector4: true,
  1860. set: function ( x, y, z, w ) {
  1861. this.x = x;
  1862. this.y = y;
  1863. this.z = z;
  1864. this.w = w;
  1865. return this;
  1866. },
  1867. setScalar: function ( scalar ) {
  1868. this.x = scalar;
  1869. this.y = scalar;
  1870. this.z = scalar;
  1871. this.w = scalar;
  1872. return this;
  1873. },
  1874. setX: function ( x ) {
  1875. this.x = x;
  1876. return this;
  1877. },
  1878. setY: function ( y ) {
  1879. this.y = y;
  1880. return this;
  1881. },
  1882. setZ: function ( z ) {
  1883. this.z = z;
  1884. return this;
  1885. },
  1886. setW: function ( w ) {
  1887. this.w = w;
  1888. return this;
  1889. },
  1890. setComponent: function ( index, value ) {
  1891. switch ( index ) {
  1892. case 0: this.x = value; break;
  1893. case 1: this.y = value; break;
  1894. case 2: this.z = value; break;
  1895. case 3: this.w = value; break;
  1896. default: throw new Error( 'index is out of range: ' + index );
  1897. }
  1898. return this;
  1899. },
  1900. getComponent: function ( index ) {
  1901. switch ( index ) {
  1902. case 0: return this.x;
  1903. case 1: return this.y;
  1904. case 2: return this.z;
  1905. case 3: return this.w;
  1906. default: throw new Error( 'index is out of range: ' + index );
  1907. }
  1908. },
  1909. clone: function () {
  1910. return new this.constructor( this.x, this.y, this.z, this.w );
  1911. },
  1912. copy: function ( v ) {
  1913. this.x = v.x;
  1914. this.y = v.y;
  1915. this.z = v.z;
  1916. this.w = ( v.w !== undefined ) ? v.w : 1;
  1917. return this;
  1918. },
  1919. add: function ( v, w ) {
  1920. if ( w !== undefined ) {
  1921. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1922. return this.addVectors( v, w );
  1923. }
  1924. this.x += v.x;
  1925. this.y += v.y;
  1926. this.z += v.z;
  1927. this.w += v.w;
  1928. return this;
  1929. },
  1930. addScalar: function ( s ) {
  1931. this.x += s;
  1932. this.y += s;
  1933. this.z += s;
  1934. this.w += s;
  1935. return this;
  1936. },
  1937. addVectors: function ( a, b ) {
  1938. this.x = a.x + b.x;
  1939. this.y = a.y + b.y;
  1940. this.z = a.z + b.z;
  1941. this.w = a.w + b.w;
  1942. return this;
  1943. },
  1944. addScaledVector: function ( v, s ) {
  1945. this.x += v.x * s;
  1946. this.y += v.y * s;
  1947. this.z += v.z * s;
  1948. this.w += v.w * s;
  1949. return this;
  1950. },
  1951. sub: function ( v, w ) {
  1952. if ( w !== undefined ) {
  1953. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1954. return this.subVectors( v, w );
  1955. }
  1956. this.x -= v.x;
  1957. this.y -= v.y;
  1958. this.z -= v.z;
  1959. this.w -= v.w;
  1960. return this;
  1961. },
  1962. subScalar: function ( s ) {
  1963. this.x -= s;
  1964. this.y -= s;
  1965. this.z -= s;
  1966. this.w -= s;
  1967. return this;
  1968. },
  1969. subVectors: function ( a, b ) {
  1970. this.x = a.x - b.x;
  1971. this.y = a.y - b.y;
  1972. this.z = a.z - b.z;
  1973. this.w = a.w - b.w;
  1974. return this;
  1975. },
  1976. multiplyScalar: function ( scalar ) {
  1977. this.x *= scalar;
  1978. this.y *= scalar;
  1979. this.z *= scalar;
  1980. this.w *= scalar;
  1981. return this;
  1982. },
  1983. applyMatrix4: function ( m ) {
  1984. var x = this.x, y = this.y, z = this.z, w = this.w;
  1985. var e = m.elements;
  1986. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1987. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1988. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1989. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1990. return this;
  1991. },
  1992. divideScalar: function ( scalar ) {
  1993. return this.multiplyScalar( 1 / scalar );
  1994. },
  1995. setAxisAngleFromQuaternion: function ( q ) {
  1996. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1997. // q is assumed to be normalized
  1998. this.w = 2 * Math.acos( q.w );
  1999. var s = Math.sqrt( 1 - q.w * q.w );
  2000. if ( s < 0.0001 ) {
  2001. this.x = 1;
  2002. this.y = 0;
  2003. this.z = 0;
  2004. } else {
  2005. this.x = q.x / s;
  2006. this.y = q.y / s;
  2007. this.z = q.z / s;
  2008. }
  2009. return this;
  2010. },
  2011. setAxisAngleFromRotationMatrix: function ( m ) {
  2012. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2013. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2014. var angle, x, y, z, // variables for result
  2015. epsilon = 0.01, // margin to allow for rounding errors
  2016. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2017. te = m.elements,
  2018. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2019. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2020. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2021. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2022. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2023. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2024. // singularity found
  2025. // first check for identity matrix which must have +1 for all terms
  2026. // in leading diagonal and zero in other terms
  2027. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2028. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2029. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2030. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2031. // this singularity is identity matrix so angle = 0
  2032. this.set( 1, 0, 0, 0 );
  2033. return this; // zero angle, arbitrary axis
  2034. }
  2035. // otherwise this singularity is angle = 180
  2036. angle = Math.PI;
  2037. var xx = ( m11 + 1 ) / 2;
  2038. var yy = ( m22 + 1 ) / 2;
  2039. var zz = ( m33 + 1 ) / 2;
  2040. var xy = ( m12 + m21 ) / 4;
  2041. var xz = ( m13 + m31 ) / 4;
  2042. var yz = ( m23 + m32 ) / 4;
  2043. if ( ( xx > yy ) && ( xx > zz ) ) {
  2044. // m11 is the largest diagonal term
  2045. if ( xx < epsilon ) {
  2046. x = 0;
  2047. y = 0.707106781;
  2048. z = 0.707106781;
  2049. } else {
  2050. x = Math.sqrt( xx );
  2051. y = xy / x;
  2052. z = xz / x;
  2053. }
  2054. } else if ( yy > zz ) {
  2055. // m22 is the largest diagonal term
  2056. if ( yy < epsilon ) {
  2057. x = 0.707106781;
  2058. y = 0;
  2059. z = 0.707106781;
  2060. } else {
  2061. y = Math.sqrt( yy );
  2062. x = xy / y;
  2063. z = yz / y;
  2064. }
  2065. } else {
  2066. // m33 is the largest diagonal term so base result on this
  2067. if ( zz < epsilon ) {
  2068. x = 0.707106781;
  2069. y = 0.707106781;
  2070. z = 0;
  2071. } else {
  2072. z = Math.sqrt( zz );
  2073. x = xz / z;
  2074. y = yz / z;
  2075. }
  2076. }
  2077. this.set( x, y, z, angle );
  2078. return this; // return 180 deg rotation
  2079. }
  2080. // as we have reached here there are no singularities so we can handle normally
  2081. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2082. ( m13 - m31 ) * ( m13 - m31 ) +
  2083. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2084. if ( Math.abs( s ) < 0.001 ) s = 1;
  2085. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2086. // caught by singularity test above, but I've left it in just in case
  2087. this.x = ( m32 - m23 ) / s;
  2088. this.y = ( m13 - m31 ) / s;
  2089. this.z = ( m21 - m12 ) / s;
  2090. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2091. return this;
  2092. },
  2093. min: function ( v ) {
  2094. this.x = Math.min( this.x, v.x );
  2095. this.y = Math.min( this.y, v.y );
  2096. this.z = Math.min( this.z, v.z );
  2097. this.w = Math.min( this.w, v.w );
  2098. return this;
  2099. },
  2100. max: function ( v ) {
  2101. this.x = Math.max( this.x, v.x );
  2102. this.y = Math.max( this.y, v.y );
  2103. this.z = Math.max( this.z, v.z );
  2104. this.w = Math.max( this.w, v.w );
  2105. return this;
  2106. },
  2107. clamp: function ( min, max ) {
  2108. // assumes min < max, componentwise
  2109. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2110. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2111. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2112. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2113. return this;
  2114. },
  2115. clampScalar: function () {
  2116. var min, max;
  2117. return function clampScalar( minVal, maxVal ) {
  2118. if ( min === undefined ) {
  2119. min = new Vector4();
  2120. max = new Vector4();
  2121. }
  2122. min.set( minVal, minVal, minVal, minVal );
  2123. max.set( maxVal, maxVal, maxVal, maxVal );
  2124. return this.clamp( min, max );
  2125. };
  2126. }(),
  2127. clampLength: function ( min, max ) {
  2128. var length = this.length();
  2129. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2130. },
  2131. floor: function () {
  2132. this.x = Math.floor( this.x );
  2133. this.y = Math.floor( this.y );
  2134. this.z = Math.floor( this.z );
  2135. this.w = Math.floor( this.w );
  2136. return this;
  2137. },
  2138. ceil: function () {
  2139. this.x = Math.ceil( this.x );
  2140. this.y = Math.ceil( this.y );
  2141. this.z = Math.ceil( this.z );
  2142. this.w = Math.ceil( this.w );
  2143. return this;
  2144. },
  2145. round: function () {
  2146. this.x = Math.round( this.x );
  2147. this.y = Math.round( this.y );
  2148. this.z = Math.round( this.z );
  2149. this.w = Math.round( this.w );
  2150. return this;
  2151. },
  2152. roundToZero: function () {
  2153. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2154. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2155. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2156. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2157. return this;
  2158. },
  2159. negate: function () {
  2160. this.x = - this.x;
  2161. this.y = - this.y;
  2162. this.z = - this.z;
  2163. this.w = - this.w;
  2164. return this;
  2165. },
  2166. dot: function ( v ) {
  2167. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2168. },
  2169. lengthSq: function () {
  2170. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2171. },
  2172. length: function () {
  2173. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2174. },
  2175. manhattanLength: function () {
  2176. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2177. },
  2178. normalize: function () {
  2179. return this.divideScalar( this.length() || 1 );
  2180. },
  2181. setLength: function ( length ) {
  2182. return this.normalize().multiplyScalar( length );
  2183. },
  2184. lerp: function ( v, alpha ) {
  2185. this.x += ( v.x - this.x ) * alpha;
  2186. this.y += ( v.y - this.y ) * alpha;
  2187. this.z += ( v.z - this.z ) * alpha;
  2188. this.w += ( v.w - this.w ) * alpha;
  2189. return this;
  2190. },
  2191. lerpVectors: function ( v1, v2, alpha ) {
  2192. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2193. },
  2194. equals: function ( v ) {
  2195. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2196. },
  2197. fromArray: function ( array, offset ) {
  2198. if ( offset === undefined ) offset = 0;
  2199. this.x = array[ offset ];
  2200. this.y = array[ offset + 1 ];
  2201. this.z = array[ offset + 2 ];
  2202. this.w = array[ offset + 3 ];
  2203. return this;
  2204. },
  2205. toArray: function ( array, offset ) {
  2206. if ( array === undefined ) array = [];
  2207. if ( offset === undefined ) offset = 0;
  2208. array[ offset ] = this.x;
  2209. array[ offset + 1 ] = this.y;
  2210. array[ offset + 2 ] = this.z;
  2211. array[ offset + 3 ] = this.w;
  2212. return array;
  2213. },
  2214. fromBufferAttribute: function ( attribute, index, offset ) {
  2215. if ( offset !== undefined ) {
  2216. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2217. }
  2218. this.x = attribute.getX( index );
  2219. this.y = attribute.getY( index );
  2220. this.z = attribute.getZ( index );
  2221. this.w = attribute.getW( index );
  2222. return this;
  2223. }
  2224. } );
  2225. /**
  2226. * @author szimek / https://github.com/szimek/
  2227. * @author alteredq / http://alteredqualia.com/
  2228. * @author Marius Kintel / https://github.com/kintel
  2229. */
  2230. /*
  2231. In options, we can specify:
  2232. * Texture parameters for an auto-generated target texture
  2233. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2234. */
  2235. function WebGLRenderTarget( width, height, options ) {
  2236. this.width = width;
  2237. this.height = height;
  2238. this.scissor = new Vector4( 0, 0, width, height );
  2239. this.scissorTest = false;
  2240. this.viewport = new Vector4( 0, 0, width, height );
  2241. options = options || {};
  2242. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2243. this.texture.image = {};
  2244. this.texture.image.width = width;
  2245. this.texture.image.height = height;
  2246. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2247. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2248. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2249. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2250. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2251. }
  2252. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2253. constructor: WebGLRenderTarget,
  2254. isWebGLRenderTarget: true,
  2255. setSize: function ( width, height ) {
  2256. if ( this.width !== width || this.height !== height ) {
  2257. this.width = width;
  2258. this.height = height;
  2259. this.texture.image.width = width;
  2260. this.texture.image.height = height;
  2261. this.dispose();
  2262. }
  2263. this.viewport.set( 0, 0, width, height );
  2264. this.scissor.set( 0, 0, width, height );
  2265. },
  2266. clone: function () {
  2267. return new this.constructor().copy( this );
  2268. },
  2269. copy: function ( source ) {
  2270. this.width = source.width;
  2271. this.height = source.height;
  2272. this.viewport.copy( source.viewport );
  2273. this.texture = source.texture.clone();
  2274. this.depthBuffer = source.depthBuffer;
  2275. this.stencilBuffer = source.stencilBuffer;
  2276. this.depthTexture = source.depthTexture;
  2277. return this;
  2278. },
  2279. dispose: function () {
  2280. this.dispatchEvent( { type: 'dispose' } );
  2281. }
  2282. } );
  2283. /**
  2284. * @author Mugen87 / https://github.com/Mugen87
  2285. * @author Matt DesLauriers / @mattdesl
  2286. */
  2287. function WebGLMultisampleRenderTarget( width, height, options ) {
  2288. WebGLRenderTarget.call( this, width, height, options );
  2289. this.samples = 4;
  2290. }
  2291. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2292. constructor: WebGLMultisampleRenderTarget,
  2293. isWebGLMultisampleRenderTarget: true,
  2294. copy: function ( source ) {
  2295. WebGLRenderTarget.prototype.copy.call( this, source );
  2296. this.samples = source.samples;
  2297. return this;
  2298. }
  2299. } );
  2300. /**
  2301. * @author alteredq / http://alteredqualia.com
  2302. * @author WestLangley / http://github.com/WestLangley
  2303. */
  2304. function WebGLRenderTargetCube( width, height, options ) {
  2305. WebGLRenderTarget.call( this, width, height, options );
  2306. }
  2307. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2308. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2309. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2310. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  2311. this.texture.type = texture.type;
  2312. this.texture.format = texture.format;
  2313. this.texture.encoding = texture.encoding;
  2314. var scene = new THREE.Scene();
  2315. var shader = {
  2316. uniforms: {
  2317. tEquirect: { value: null },
  2318. },
  2319. vertexShader: [
  2320. "varying vec3 vWorldDirection;",
  2321. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  2322. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  2323. "}",
  2324. "void main() {",
  2325. " vWorldDirection = transformDirection( position, modelMatrix );",
  2326. " #include <begin_vertex>",
  2327. " #include <project_vertex>",
  2328. "}"
  2329. ].join( '\n' ),
  2330. fragmentShader: [
  2331. "uniform sampler2D tEquirect;",
  2332. "varying vec3 vWorldDirection;",
  2333. "#define RECIPROCAL_PI 0.31830988618",
  2334. "#define RECIPROCAL_PI2 0.15915494",
  2335. "void main() {",
  2336. " vec3 direction = normalize( vWorldDirection );",
  2337. " vec2 sampleUV;",
  2338. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  2339. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  2340. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  2341. "}"
  2342. ].join( '\n' ),
  2343. };
  2344. var material = new THREE.ShaderMaterial( {
  2345. type: 'CubemapFromEquirect',
  2346. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2347. vertexShader: shader.vertexShader,
  2348. fragmentShader: shader.fragmentShader,
  2349. side: THREE.BackSide,
  2350. blending: THREE.NoBlending
  2351. } );
  2352. material.uniforms.tEquirect.value = texture;
  2353. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 5, 5, 5 ), material );
  2354. scene.add( mesh );
  2355. var camera = new THREE.CubeCamera( 1, 10, 1 );
  2356. camera.renderTarget = this;
  2357. camera.renderTarget.texture.name = 'CubeCameraTexture';
  2358. camera.update( renderer, scene );
  2359. mesh.geometry.dispose();
  2360. mesh.material.dispose();
  2361. return this;
  2362. };
  2363. /**
  2364. * @author alteredq / http://alteredqualia.com/
  2365. */
  2366. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2367. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2368. this.image = { data: data, width: width, height: height };
  2369. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2370. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2371. this.generateMipmaps = false;
  2372. this.flipY = false;
  2373. this.unpackAlignment = 1;
  2374. }
  2375. DataTexture.prototype = Object.create( Texture.prototype );
  2376. DataTexture.prototype.constructor = DataTexture;
  2377. DataTexture.prototype.isDataTexture = true;
  2378. /**
  2379. * @author bhouston / http://clara.io
  2380. * @author WestLangley / http://github.com/WestLangley
  2381. */
  2382. function Box3( min, max ) {
  2383. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2384. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2385. }
  2386. Object.assign( Box3.prototype, {
  2387. isBox3: true,
  2388. set: function ( min, max ) {
  2389. this.min.copy( min );
  2390. this.max.copy( max );
  2391. return this;
  2392. },
  2393. setFromArray: function ( array ) {
  2394. var minX = + Infinity;
  2395. var minY = + Infinity;
  2396. var minZ = + Infinity;
  2397. var maxX = - Infinity;
  2398. var maxY = - Infinity;
  2399. var maxZ = - Infinity;
  2400. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2401. var x = array[ i ];
  2402. var y = array[ i + 1 ];
  2403. var z = array[ i + 2 ];
  2404. if ( x < minX ) minX = x;
  2405. if ( y < minY ) minY = y;
  2406. if ( z < minZ ) minZ = z;
  2407. if ( x > maxX ) maxX = x;
  2408. if ( y > maxY ) maxY = y;
  2409. if ( z > maxZ ) maxZ = z;
  2410. }
  2411. this.min.set( minX, minY, minZ );
  2412. this.max.set( maxX, maxY, maxZ );
  2413. return this;
  2414. },
  2415. setFromBufferAttribute: function ( attribute ) {
  2416. var minX = + Infinity;
  2417. var minY = + Infinity;
  2418. var minZ = + Infinity;
  2419. var maxX = - Infinity;
  2420. var maxY = - Infinity;
  2421. var maxZ = - Infinity;
  2422. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2423. var x = attribute.getX( i );
  2424. var y = attribute.getY( i );
  2425. var z = attribute.getZ( i );
  2426. if ( x < minX ) minX = x;
  2427. if ( y < minY ) minY = y;
  2428. if ( z < minZ ) minZ = z;
  2429. if ( x > maxX ) maxX = x;
  2430. if ( y > maxY ) maxY = y;
  2431. if ( z > maxZ ) maxZ = z;
  2432. }
  2433. this.min.set( minX, minY, minZ );
  2434. this.max.set( maxX, maxY, maxZ );
  2435. return this;
  2436. },
  2437. setFromPoints: function ( points ) {
  2438. this.makeEmpty();
  2439. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2440. this.expandByPoint( points[ i ] );
  2441. }
  2442. return this;
  2443. },
  2444. setFromCenterAndSize: function () {
  2445. var v1 = new Vector3();
  2446. return function setFromCenterAndSize( center, size ) {
  2447. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2448. this.min.copy( center ).sub( halfSize );
  2449. this.max.copy( center ).add( halfSize );
  2450. return this;
  2451. };
  2452. }(),
  2453. setFromObject: function ( object ) {
  2454. this.makeEmpty();
  2455. return this.expandByObject( object );
  2456. },
  2457. clone: function () {
  2458. return new this.constructor().copy( this );
  2459. },
  2460. copy: function ( box ) {
  2461. this.min.copy( box.min );
  2462. this.max.copy( box.max );
  2463. return this;
  2464. },
  2465. makeEmpty: function () {
  2466. this.min.x = this.min.y = this.min.z = + Infinity;
  2467. this.max.x = this.max.y = this.max.z = - Infinity;
  2468. return this;
  2469. },
  2470. isEmpty: function () {
  2471. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2472. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2473. },
  2474. getCenter: function ( target ) {
  2475. if ( target === undefined ) {
  2476. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  2477. target = new Vector3();
  2478. }
  2479. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2480. },
  2481. getSize: function ( target ) {
  2482. if ( target === undefined ) {
  2483. console.warn( 'THREE.Box3: .getSize() target is now required' );
  2484. target = new Vector3();
  2485. }
  2486. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2487. },
  2488. expandByPoint: function ( point ) {
  2489. this.min.min( point );
  2490. this.max.max( point );
  2491. return this;
  2492. },
  2493. expandByVector: function ( vector ) {
  2494. this.min.sub( vector );
  2495. this.max.add( vector );
  2496. return this;
  2497. },
  2498. expandByScalar: function ( scalar ) {
  2499. this.min.addScalar( - scalar );
  2500. this.max.addScalar( scalar );
  2501. return this;
  2502. },
  2503. expandByObject: function () {
  2504. // Computes the world-axis-aligned bounding box of an object (including its children),
  2505. // accounting for both the object's, and children's, world transforms
  2506. var scope, i, l;
  2507. var v1 = new Vector3();
  2508. function traverse( node ) {
  2509. var geometry = node.geometry;
  2510. if ( geometry !== undefined ) {
  2511. if ( geometry.isGeometry ) {
  2512. var vertices = geometry.vertices;
  2513. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  2514. v1.copy( vertices[ i ] );
  2515. v1.applyMatrix4( node.matrixWorld );
  2516. scope.expandByPoint( v1 );
  2517. }
  2518. } else if ( geometry.isBufferGeometry ) {
  2519. var attribute = geometry.attributes.position;
  2520. if ( attribute !== undefined ) {
  2521. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  2522. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  2523. scope.expandByPoint( v1 );
  2524. }
  2525. }
  2526. }
  2527. }
  2528. }
  2529. return function expandByObject( object ) {
  2530. scope = this;
  2531. object.updateMatrixWorld( true );
  2532. object.traverse( traverse );
  2533. return this;
  2534. };
  2535. }(),
  2536. containsPoint: function ( point ) {
  2537. return point.x < this.min.x || point.x > this.max.x ||
  2538. point.y < this.min.y || point.y > this.max.y ||
  2539. point.z < this.min.z || point.z > this.max.z ? false : true;
  2540. },
  2541. containsBox: function ( box ) {
  2542. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2543. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2544. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2545. },
  2546. getParameter: function ( point, target ) {
  2547. // This can potentially have a divide by zero if the box
  2548. // has a size dimension of 0.
  2549. if ( target === undefined ) {
  2550. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  2551. target = new Vector3();
  2552. }
  2553. return target.set(
  2554. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2555. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2556. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2557. );
  2558. },
  2559. intersectsBox: function ( box ) {
  2560. // using 6 splitting planes to rule out intersections.
  2561. return box.max.x < this.min.x || box.min.x > this.max.x ||
  2562. box.max.y < this.min.y || box.min.y > this.max.y ||
  2563. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2564. },
  2565. intersectsSphere: ( function () {
  2566. var closestPoint = new Vector3();
  2567. return function intersectsSphere( sphere ) {
  2568. // Find the point on the AABB closest to the sphere center.
  2569. this.clampPoint( sphere.center, closestPoint );
  2570. // If that point is inside the sphere, the AABB and sphere intersect.
  2571. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2572. };
  2573. } )(),
  2574. intersectsPlane: function ( plane ) {
  2575. // We compute the minimum and maximum dot product values. If those values
  2576. // are on the same side (back or front) of the plane, then there is no intersection.
  2577. var min, max;
  2578. if ( plane.normal.x > 0 ) {
  2579. min = plane.normal.x * this.min.x;
  2580. max = plane.normal.x * this.max.x;
  2581. } else {
  2582. min = plane.normal.x * this.max.x;
  2583. max = plane.normal.x * this.min.x;
  2584. }
  2585. if ( plane.normal.y > 0 ) {
  2586. min += plane.normal.y * this.min.y;
  2587. max += plane.normal.y * this.max.y;
  2588. } else {
  2589. min += plane.normal.y * this.max.y;
  2590. max += plane.normal.y * this.min.y;
  2591. }
  2592. if ( plane.normal.z > 0 ) {
  2593. min += plane.normal.z * this.min.z;
  2594. max += plane.normal.z * this.max.z;
  2595. } else {
  2596. min += plane.normal.z * this.max.z;
  2597. max += plane.normal.z * this.min.z;
  2598. }
  2599. return ( min <= - plane.constant && max >= - plane.constant );
  2600. },
  2601. intersectsTriangle: ( function () {
  2602. // triangle centered vertices
  2603. var v0 = new Vector3();
  2604. var v1 = new Vector3();
  2605. var v2 = new Vector3();
  2606. // triangle edge vectors
  2607. var f0 = new Vector3();
  2608. var f1 = new Vector3();
  2609. var f2 = new Vector3();
  2610. var testAxis = new Vector3();
  2611. var center = new Vector3();
  2612. var extents = new Vector3();
  2613. var triangleNormal = new Vector3();
  2614. function satForAxes( axes ) {
  2615. var i, j;
  2616. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  2617. testAxis.fromArray( axes, i );
  2618. // project the aabb onto the seperating axis
  2619. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  2620. // project all 3 vertices of the triangle onto the seperating axis
  2621. var p0 = v0.dot( testAxis );
  2622. var p1 = v1.dot( testAxis );
  2623. var p2 = v2.dot( testAxis );
  2624. // actual test, basically see if either of the most extreme of the triangle points intersects r
  2625. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  2626. // points of the projected triangle are outside the projected half-length of the aabb
  2627. // the axis is seperating and we can exit
  2628. return false;
  2629. }
  2630. }
  2631. return true;
  2632. }
  2633. return function intersectsTriangle( triangle ) {
  2634. if ( this.isEmpty() ) {
  2635. return false;
  2636. }
  2637. // compute box center and extents
  2638. this.getCenter( center );
  2639. extents.subVectors( this.max, center );
  2640. // translate triangle to aabb origin
  2641. v0.subVectors( triangle.a, center );
  2642. v1.subVectors( triangle.b, center );
  2643. v2.subVectors( triangle.c, center );
  2644. // compute edge vectors for triangle
  2645. f0.subVectors( v1, v0 );
  2646. f1.subVectors( v2, v1 );
  2647. f2.subVectors( v0, v2 );
  2648. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2649. // 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
  2650. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2651. var axes = [
  2652. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  2653. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  2654. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  2655. ];
  2656. if ( ! satForAxes( axes ) ) {
  2657. return false;
  2658. }
  2659. // test 3 face normals from the aabb
  2660. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2661. if ( ! satForAxes( axes ) ) {
  2662. return false;
  2663. }
  2664. // finally testing the face normal of the triangle
  2665. // use already existing triangle edge vectors here
  2666. triangleNormal.crossVectors( f0, f1 );
  2667. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  2668. return satForAxes( axes );
  2669. };
  2670. } )(),
  2671. clampPoint: function ( point, target ) {
  2672. if ( target === undefined ) {
  2673. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  2674. target = new Vector3();
  2675. }
  2676. return target.copy( point ).clamp( this.min, this.max );
  2677. },
  2678. distanceToPoint: function () {
  2679. var v1 = new Vector3();
  2680. return function distanceToPoint( point ) {
  2681. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2682. return clampedPoint.sub( point ).length();
  2683. };
  2684. }(),
  2685. getBoundingSphere: function () {
  2686. var v1 = new Vector3();
  2687. return function getBoundingSphere( target ) {
  2688. if ( target === undefined ) {
  2689. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  2690. //target = new Sphere(); // removed to avoid cyclic dependency
  2691. }
  2692. this.getCenter( target.center );
  2693. target.radius = this.getSize( v1 ).length() * 0.5;
  2694. return target;
  2695. };
  2696. }(),
  2697. intersect: function ( box ) {
  2698. this.min.max( box.min );
  2699. this.max.min( box.max );
  2700. // 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.
  2701. if ( this.isEmpty() ) this.makeEmpty();
  2702. return this;
  2703. },
  2704. union: function ( box ) {
  2705. this.min.min( box.min );
  2706. this.max.max( box.max );
  2707. return this;
  2708. },
  2709. applyMatrix4: function () {
  2710. var points = [
  2711. new Vector3(),
  2712. new Vector3(),
  2713. new Vector3(),
  2714. new Vector3(),
  2715. new Vector3(),
  2716. new Vector3(),
  2717. new Vector3(),
  2718. new Vector3()
  2719. ];
  2720. return function applyMatrix4( matrix ) {
  2721. // transform of empty box is an empty box.
  2722. if ( this.isEmpty() ) return this;
  2723. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2724. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2725. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2726. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2727. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2728. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2729. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2730. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2731. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2732. this.setFromPoints( points );
  2733. return this;
  2734. };
  2735. }(),
  2736. translate: function ( offset ) {
  2737. this.min.add( offset );
  2738. this.max.add( offset );
  2739. return this;
  2740. },
  2741. equals: function ( box ) {
  2742. return box.min.equals( this.min ) && box.max.equals( this.max );
  2743. }
  2744. } );
  2745. /**
  2746. * @author bhouston / http://clara.io
  2747. * @author mrdoob / http://mrdoob.com/
  2748. */
  2749. function Sphere( center, radius ) {
  2750. this.center = ( center !== undefined ) ? center : new Vector3();
  2751. this.radius = ( radius !== undefined ) ? radius : 0;
  2752. }
  2753. Object.assign( Sphere.prototype, {
  2754. set: function ( center, radius ) {
  2755. this.center.copy( center );
  2756. this.radius = radius;
  2757. return this;
  2758. },
  2759. setFromPoints: function () {
  2760. var box = new Box3();
  2761. return function setFromPoints( points, optionalCenter ) {
  2762. var center = this.center;
  2763. if ( optionalCenter !== undefined ) {
  2764. center.copy( optionalCenter );
  2765. } else {
  2766. box.setFromPoints( points ).getCenter( center );
  2767. }
  2768. var maxRadiusSq = 0;
  2769. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2770. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  2771. }
  2772. this.radius = Math.sqrt( maxRadiusSq );
  2773. return this;
  2774. };
  2775. }(),
  2776. clone: function () {
  2777. return new this.constructor().copy( this );
  2778. },
  2779. copy: function ( sphere ) {
  2780. this.center.copy( sphere.center );
  2781. this.radius = sphere.radius;
  2782. return this;
  2783. },
  2784. empty: function () {
  2785. return ( this.radius <= 0 );
  2786. },
  2787. containsPoint: function ( point ) {
  2788. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  2789. },
  2790. distanceToPoint: function ( point ) {
  2791. return ( point.distanceTo( this.center ) - this.radius );
  2792. },
  2793. intersectsSphere: function ( sphere ) {
  2794. var radiusSum = this.radius + sphere.radius;
  2795. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  2796. },
  2797. intersectsBox: function ( box ) {
  2798. return box.intersectsSphere( this );
  2799. },
  2800. intersectsPlane: function ( plane ) {
  2801. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  2802. },
  2803. clampPoint: function ( point, target ) {
  2804. var deltaLengthSq = this.center.distanceToSquared( point );
  2805. if ( target === undefined ) {
  2806. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  2807. target = new Vector3();
  2808. }
  2809. target.copy( point );
  2810. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  2811. target.sub( this.center ).normalize();
  2812. target.multiplyScalar( this.radius ).add( this.center );
  2813. }
  2814. return target;
  2815. },
  2816. getBoundingBox: function ( target ) {
  2817. if ( target === undefined ) {
  2818. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  2819. target = new Box3();
  2820. }
  2821. target.set( this.center, this.center );
  2822. target.expandByScalar( this.radius );
  2823. return target;
  2824. },
  2825. applyMatrix4: function ( matrix ) {
  2826. this.center.applyMatrix4( matrix );
  2827. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  2828. return this;
  2829. },
  2830. translate: function ( offset ) {
  2831. this.center.add( offset );
  2832. return this;
  2833. },
  2834. equals: function ( sphere ) {
  2835. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  2836. }
  2837. } );
  2838. /**
  2839. * @author bhouston / http://clara.io
  2840. */
  2841. function Plane( normal, constant ) {
  2842. // normal is assumed to be normalized
  2843. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  2844. this.constant = ( constant !== undefined ) ? constant : 0;
  2845. }
  2846. Object.assign( Plane.prototype, {
  2847. set: function ( normal, constant ) {
  2848. this.normal.copy( normal );
  2849. this.constant = constant;
  2850. return this;
  2851. },
  2852. setComponents: function ( x, y, z, w ) {
  2853. this.normal.set( x, y, z );
  2854. this.constant = w;
  2855. return this;
  2856. },
  2857. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  2858. this.normal.copy( normal );
  2859. this.constant = - point.dot( this.normal );
  2860. return this;
  2861. },
  2862. setFromCoplanarPoints: function () {
  2863. var v1 = new Vector3();
  2864. var v2 = new Vector3();
  2865. return function setFromCoplanarPoints( a, b, c ) {
  2866. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  2867. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  2868. this.setFromNormalAndCoplanarPoint( normal, a );
  2869. return this;
  2870. };
  2871. }(),
  2872. clone: function () {
  2873. return new this.constructor().copy( this );
  2874. },
  2875. copy: function ( plane ) {
  2876. this.normal.copy( plane.normal );
  2877. this.constant = plane.constant;
  2878. return this;
  2879. },
  2880. normalize: function () {
  2881. // Note: will lead to a divide by zero if the plane is invalid.
  2882. var inverseNormalLength = 1.0 / this.normal.length();
  2883. this.normal.multiplyScalar( inverseNormalLength );
  2884. this.constant *= inverseNormalLength;
  2885. return this;
  2886. },
  2887. negate: function () {
  2888. this.constant *= - 1;
  2889. this.normal.negate();
  2890. return this;
  2891. },
  2892. distanceToPoint: function ( point ) {
  2893. return this.normal.dot( point ) + this.constant;
  2894. },
  2895. distanceToSphere: function ( sphere ) {
  2896. return this.distanceToPoint( sphere.center ) - sphere.radius;
  2897. },
  2898. projectPoint: function ( point, target ) {
  2899. if ( target === undefined ) {
  2900. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  2901. target = new Vector3();
  2902. }
  2903. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  2904. },
  2905. intersectLine: function () {
  2906. var v1 = new Vector3();
  2907. return function intersectLine( line, target ) {
  2908. if ( target === undefined ) {
  2909. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  2910. target = new Vector3();
  2911. }
  2912. var direction = line.delta( v1 );
  2913. var denominator = this.normal.dot( direction );
  2914. if ( denominator === 0 ) {
  2915. // line is coplanar, return origin
  2916. if ( this.distanceToPoint( line.start ) === 0 ) {
  2917. return target.copy( line.start );
  2918. }
  2919. // Unsure if this is the correct method to handle this case.
  2920. return undefined;
  2921. }
  2922. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  2923. if ( t < 0 || t > 1 ) {
  2924. return undefined;
  2925. }
  2926. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  2927. };
  2928. }(),
  2929. intersectsLine: function ( line ) {
  2930. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  2931. var startSign = this.distanceToPoint( line.start );
  2932. var endSign = this.distanceToPoint( line.end );
  2933. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  2934. },
  2935. intersectsBox: function ( box ) {
  2936. return box.intersectsPlane( this );
  2937. },
  2938. intersectsSphere: function ( sphere ) {
  2939. return sphere.intersectsPlane( this );
  2940. },
  2941. coplanarPoint: function ( target ) {
  2942. if ( target === undefined ) {
  2943. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  2944. target = new Vector3();
  2945. }
  2946. return target.copy( this.normal ).multiplyScalar( - this.constant );
  2947. },
  2948. applyMatrix4: function () {
  2949. var v1 = new Vector3();
  2950. var m1 = new Matrix3();
  2951. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  2952. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  2953. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  2954. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  2955. this.constant = - referencePoint.dot( normal );
  2956. return this;
  2957. };
  2958. }(),
  2959. translate: function ( offset ) {
  2960. this.constant -= offset.dot( this.normal );
  2961. return this;
  2962. },
  2963. equals: function ( plane ) {
  2964. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  2965. }
  2966. } );
  2967. /**
  2968. * @author mrdoob / http://mrdoob.com/
  2969. * @author alteredq / http://alteredqualia.com/
  2970. * @author bhouston / http://clara.io
  2971. */
  2972. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  2973. this.planes = [
  2974. ( p0 !== undefined ) ? p0 : new Plane(),
  2975. ( p1 !== undefined ) ? p1 : new Plane(),
  2976. ( p2 !== undefined ) ? p2 : new Plane(),
  2977. ( p3 !== undefined ) ? p3 : new Plane(),
  2978. ( p4 !== undefined ) ? p4 : new Plane(),
  2979. ( p5 !== undefined ) ? p5 : new Plane()
  2980. ];
  2981. }
  2982. Object.assign( Frustum.prototype, {
  2983. set: function ( p0, p1, p2, p3, p4, p5 ) {
  2984. var planes = this.planes;
  2985. planes[ 0 ].copy( p0 );
  2986. planes[ 1 ].copy( p1 );
  2987. planes[ 2 ].copy( p2 );
  2988. planes[ 3 ].copy( p3 );
  2989. planes[ 4 ].copy( p4 );
  2990. planes[ 5 ].copy( p5 );
  2991. return this;
  2992. },
  2993. clone: function () {
  2994. return new this.constructor().copy( this );
  2995. },
  2996. copy: function ( frustum ) {
  2997. var planes = this.planes;
  2998. for ( var i = 0; i < 6; i ++ ) {
  2999. planes[ i ].copy( frustum.planes[ i ] );
  3000. }
  3001. return this;
  3002. },
  3003. setFromMatrix: function ( m ) {
  3004. var planes = this.planes;
  3005. var me = m.elements;
  3006. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3007. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3008. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3009. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3010. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3011. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3012. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3013. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3014. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3015. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3016. return this;
  3017. },
  3018. intersectsObject: function () {
  3019. var sphere = new Sphere();
  3020. return function intersectsObject( object ) {
  3021. var geometry = object.geometry;
  3022. if ( geometry.boundingSphere === null )
  3023. geometry.computeBoundingSphere();
  3024. sphere.copy( geometry.boundingSphere )
  3025. .applyMatrix4( object.matrixWorld );
  3026. return this.intersectsSphere( sphere );
  3027. };
  3028. }(),
  3029. intersectsSprite: function () {
  3030. var sphere = new Sphere();
  3031. return function intersectsSprite( sprite ) {
  3032. sphere.center.set( 0, 0, 0 );
  3033. sphere.radius = 0.7071067811865476;
  3034. sphere.applyMatrix4( sprite.matrixWorld );
  3035. return this.intersectsSphere( sphere );
  3036. };
  3037. }(),
  3038. intersectsSphere: function ( sphere ) {
  3039. var planes = this.planes;
  3040. var center = sphere.center;
  3041. var negRadius = - sphere.radius;
  3042. for ( var i = 0; i < 6; i ++ ) {
  3043. var distance = planes[ i ].distanceToPoint( center );
  3044. if ( distance < negRadius ) {
  3045. return false;
  3046. }
  3047. }
  3048. return true;
  3049. },
  3050. intersectsBox: function () {
  3051. var p = new Vector3();
  3052. return function intersectsBox( box ) {
  3053. var planes = this.planes;
  3054. for ( var i = 0; i < 6; i ++ ) {
  3055. var plane = planes[ i ];
  3056. // corner at max distance
  3057. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3058. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3059. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3060. if ( plane.distanceToPoint( p ) < 0 ) {
  3061. return false;
  3062. }
  3063. }
  3064. return true;
  3065. };
  3066. }(),
  3067. containsPoint: function ( point ) {
  3068. var planes = this.planes;
  3069. for ( var i = 0; i < 6; i ++ ) {
  3070. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3071. return false;
  3072. }
  3073. }
  3074. return true;
  3075. }
  3076. } );
  3077. /**
  3078. * @author mrdoob / http://mrdoob.com/
  3079. * @author supereggbert / http://www.paulbrunt.co.uk/
  3080. * @author philogb / http://blog.thejit.org/
  3081. * @author jordi_ros / http://plattsoft.com
  3082. * @author D1plo1d / http://github.com/D1plo1d
  3083. * @author alteredq / http://alteredqualia.com/
  3084. * @author mikael emtinger / http://gomo.se/
  3085. * @author timknip / http://www.floorplanner.com/
  3086. * @author bhouston / http://clara.io
  3087. * @author WestLangley / http://github.com/WestLangley
  3088. */
  3089. function Matrix4() {
  3090. this.elements = [
  3091. 1, 0, 0, 0,
  3092. 0, 1, 0, 0,
  3093. 0, 0, 1, 0,
  3094. 0, 0, 0, 1
  3095. ];
  3096. if ( arguments.length > 0 ) {
  3097. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  3098. }
  3099. }
  3100. Object.assign( Matrix4.prototype, {
  3101. isMatrix4: true,
  3102. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3103. var te = this.elements;
  3104. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3105. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3106. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3107. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3108. return this;
  3109. },
  3110. identity: function () {
  3111. this.set(
  3112. 1, 0, 0, 0,
  3113. 0, 1, 0, 0,
  3114. 0, 0, 1, 0,
  3115. 0, 0, 0, 1
  3116. );
  3117. return this;
  3118. },
  3119. clone: function () {
  3120. return new Matrix4().fromArray( this.elements );
  3121. },
  3122. copy: function ( m ) {
  3123. var te = this.elements;
  3124. var me = m.elements;
  3125. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3126. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3127. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3128. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3129. return this;
  3130. },
  3131. copyPosition: function ( m ) {
  3132. var te = this.elements, me = m.elements;
  3133. te[ 12 ] = me[ 12 ];
  3134. te[ 13 ] = me[ 13 ];
  3135. te[ 14 ] = me[ 14 ];
  3136. return this;
  3137. },
  3138. extractBasis: function ( xAxis, yAxis, zAxis ) {
  3139. xAxis.setFromMatrixColumn( this, 0 );
  3140. yAxis.setFromMatrixColumn( this, 1 );
  3141. zAxis.setFromMatrixColumn( this, 2 );
  3142. return this;
  3143. },
  3144. makeBasis: function ( xAxis, yAxis, zAxis ) {
  3145. this.set(
  3146. xAxis.x, yAxis.x, zAxis.x, 0,
  3147. xAxis.y, yAxis.y, zAxis.y, 0,
  3148. xAxis.z, yAxis.z, zAxis.z, 0,
  3149. 0, 0, 0, 1
  3150. );
  3151. return this;
  3152. },
  3153. extractRotation: function () {
  3154. var v1 = new Vector3();
  3155. return function extractRotation( m ) {
  3156. // this method does not support reflection matrices
  3157. var te = this.elements;
  3158. var me = m.elements;
  3159. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  3160. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  3161. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  3162. te[ 0 ] = me[ 0 ] * scaleX;
  3163. te[ 1 ] = me[ 1 ] * scaleX;
  3164. te[ 2 ] = me[ 2 ] * scaleX;
  3165. te[ 3 ] = 0;
  3166. te[ 4 ] = me[ 4 ] * scaleY;
  3167. te[ 5 ] = me[ 5 ] * scaleY;
  3168. te[ 6 ] = me[ 6 ] * scaleY;
  3169. te[ 7 ] = 0;
  3170. te[ 8 ] = me[ 8 ] * scaleZ;
  3171. te[ 9 ] = me[ 9 ] * scaleZ;
  3172. te[ 10 ] = me[ 10 ] * scaleZ;
  3173. te[ 11 ] = 0;
  3174. te[ 12 ] = 0;
  3175. te[ 13 ] = 0;
  3176. te[ 14 ] = 0;
  3177. te[ 15 ] = 1;
  3178. return this;
  3179. };
  3180. }(),
  3181. makeRotationFromEuler: function ( euler ) {
  3182. if ( ! ( euler && euler.isEuler ) ) {
  3183. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  3184. }
  3185. var te = this.elements;
  3186. var x = euler.x, y = euler.y, z = euler.z;
  3187. var a = Math.cos( x ), b = Math.sin( x );
  3188. var c = Math.cos( y ), d = Math.sin( y );
  3189. var e = Math.cos( z ), f = Math.sin( z );
  3190. if ( euler.order === 'XYZ' ) {
  3191. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  3192. te[ 0 ] = c * e;
  3193. te[ 4 ] = - c * f;
  3194. te[ 8 ] = d;
  3195. te[ 1 ] = af + be * d;
  3196. te[ 5 ] = ae - bf * d;
  3197. te[ 9 ] = - b * c;
  3198. te[ 2 ] = bf - ae * d;
  3199. te[ 6 ] = be + af * d;
  3200. te[ 10 ] = a * c;
  3201. } else if ( euler.order === 'YXZ' ) {
  3202. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  3203. te[ 0 ] = ce + df * b;
  3204. te[ 4 ] = de * b - cf;
  3205. te[ 8 ] = a * d;
  3206. te[ 1 ] = a * f;
  3207. te[ 5 ] = a * e;
  3208. te[ 9 ] = - b;
  3209. te[ 2 ] = cf * b - de;
  3210. te[ 6 ] = df + ce * b;
  3211. te[ 10 ] = a * c;
  3212. } else if ( euler.order === 'ZXY' ) {
  3213. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  3214. te[ 0 ] = ce - df * b;
  3215. te[ 4 ] = - a * f;
  3216. te[ 8 ] = de + cf * b;
  3217. te[ 1 ] = cf + de * b;
  3218. te[ 5 ] = a * e;
  3219. te[ 9 ] = df - ce * b;
  3220. te[ 2 ] = - a * d;
  3221. te[ 6 ] = b;
  3222. te[ 10 ] = a * c;
  3223. } else if ( euler.order === 'ZYX' ) {
  3224. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  3225. te[ 0 ] = c * e;
  3226. te[ 4 ] = be * d - af;
  3227. te[ 8 ] = ae * d + bf;
  3228. te[ 1 ] = c * f;
  3229. te[ 5 ] = bf * d + ae;
  3230. te[ 9 ] = af * d - be;
  3231. te[ 2 ] = - d;
  3232. te[ 6 ] = b * c;
  3233. te[ 10 ] = a * c;
  3234. } else if ( euler.order === 'YZX' ) {
  3235. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3236. te[ 0 ] = c * e;
  3237. te[ 4 ] = bd - ac * f;
  3238. te[ 8 ] = bc * f + ad;
  3239. te[ 1 ] = f;
  3240. te[ 5 ] = a * e;
  3241. te[ 9 ] = - b * e;
  3242. te[ 2 ] = - d * e;
  3243. te[ 6 ] = ad * f + bc;
  3244. te[ 10 ] = ac - bd * f;
  3245. } else if ( euler.order === 'XZY' ) {
  3246. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3247. te[ 0 ] = c * e;
  3248. te[ 4 ] = - f;
  3249. te[ 8 ] = d * e;
  3250. te[ 1 ] = ac * f + bd;
  3251. te[ 5 ] = a * e;
  3252. te[ 9 ] = ad * f - bc;
  3253. te[ 2 ] = bc * f - ad;
  3254. te[ 6 ] = b * e;
  3255. te[ 10 ] = bd * f + ac;
  3256. }
  3257. // bottom row
  3258. te[ 3 ] = 0;
  3259. te[ 7 ] = 0;
  3260. te[ 11 ] = 0;
  3261. // last column
  3262. te[ 12 ] = 0;
  3263. te[ 13 ] = 0;
  3264. te[ 14 ] = 0;
  3265. te[ 15 ] = 1;
  3266. return this;
  3267. },
  3268. makeRotationFromQuaternion: function () {
  3269. var zero = new Vector3( 0, 0, 0 );
  3270. var one = new Vector3( 1, 1, 1 );
  3271. return function makeRotationFromQuaternion( q ) {
  3272. return this.compose( zero, q, one );
  3273. };
  3274. }(),
  3275. lookAt: function () {
  3276. var x = new Vector3();
  3277. var y = new Vector3();
  3278. var z = new Vector3();
  3279. return function lookAt( eye, target, up ) {
  3280. var te = this.elements;
  3281. z.subVectors( eye, target );
  3282. if ( z.lengthSq() === 0 ) {
  3283. // eye and target are in the same position
  3284. z.z = 1;
  3285. }
  3286. z.normalize();
  3287. x.crossVectors( up, z );
  3288. if ( x.lengthSq() === 0 ) {
  3289. // up and z are parallel
  3290. if ( Math.abs( up.z ) === 1 ) {
  3291. z.x += 0.0001;
  3292. } else {
  3293. z.z += 0.0001;
  3294. }
  3295. z.normalize();
  3296. x.crossVectors( up, z );
  3297. }
  3298. x.normalize();
  3299. y.crossVectors( z, x );
  3300. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  3301. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  3302. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  3303. return this;
  3304. };
  3305. }(),
  3306. multiply: function ( m, n ) {
  3307. if ( n !== undefined ) {
  3308. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  3309. return this.multiplyMatrices( m, n );
  3310. }
  3311. return this.multiplyMatrices( this, m );
  3312. },
  3313. premultiply: function ( m ) {
  3314. return this.multiplyMatrices( m, this );
  3315. },
  3316. multiplyMatrices: function ( a, b ) {
  3317. var ae = a.elements;
  3318. var be = b.elements;
  3319. var te = this.elements;
  3320. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3321. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3322. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3323. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3324. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3325. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3326. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3327. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3328. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3329. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3330. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3331. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3332. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3333. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3334. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3335. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3336. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3337. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3338. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3339. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3340. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3341. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3342. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3343. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3344. return this;
  3345. },
  3346. multiplyScalar: function ( s ) {
  3347. var te = this.elements;
  3348. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3349. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3350. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3351. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3352. return this;
  3353. },
  3354. applyToBufferAttribute: function () {
  3355. var v1 = new Vector3();
  3356. return function applyToBufferAttribute( attribute ) {
  3357. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3358. v1.x = attribute.getX( i );
  3359. v1.y = attribute.getY( i );
  3360. v1.z = attribute.getZ( i );
  3361. v1.applyMatrix4( this );
  3362. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  3363. }
  3364. return attribute;
  3365. };
  3366. }(),
  3367. determinant: function () {
  3368. var te = this.elements;
  3369. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3370. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3371. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3372. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3373. //TODO: make this more efficient
  3374. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3375. return (
  3376. n41 * (
  3377. + n14 * n23 * n32
  3378. - n13 * n24 * n32
  3379. - n14 * n22 * n33
  3380. + n12 * n24 * n33
  3381. + n13 * n22 * n34
  3382. - n12 * n23 * n34
  3383. ) +
  3384. n42 * (
  3385. + n11 * n23 * n34
  3386. - n11 * n24 * n33
  3387. + n14 * n21 * n33
  3388. - n13 * n21 * n34
  3389. + n13 * n24 * n31
  3390. - n14 * n23 * n31
  3391. ) +
  3392. n43 * (
  3393. + n11 * n24 * n32
  3394. - n11 * n22 * n34
  3395. - n14 * n21 * n32
  3396. + n12 * n21 * n34
  3397. + n14 * n22 * n31
  3398. - n12 * n24 * n31
  3399. ) +
  3400. n44 * (
  3401. - n13 * n22 * n31
  3402. - n11 * n23 * n32
  3403. + n11 * n22 * n33
  3404. + n13 * n21 * n32
  3405. - n12 * n21 * n33
  3406. + n12 * n23 * n31
  3407. )
  3408. );
  3409. },
  3410. transpose: function () {
  3411. var te = this.elements;
  3412. var tmp;
  3413. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3414. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3415. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3416. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3417. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3418. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3419. return this;
  3420. },
  3421. setPosition: function ( x, y, z ) {
  3422. var te = this.elements;
  3423. if ( x.isVector3 ) {
  3424. te[ 12 ] = x.x;
  3425. te[ 13 ] = x.y;
  3426. te[ 14 ] = x.z;
  3427. } else {
  3428. te[ 12 ] = x;
  3429. te[ 13 ] = y;
  3430. te[ 14 ] = z;
  3431. }
  3432. return this;
  3433. },
  3434. getInverse: function ( m, throwOnDegenerate ) {
  3435. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3436. var te = this.elements,
  3437. me = m.elements,
  3438. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  3439. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  3440. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  3441. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  3442. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3443. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3444. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3445. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3446. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3447. if ( det === 0 ) {
  3448. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  3449. if ( throwOnDegenerate === true ) {
  3450. throw new Error( msg );
  3451. } else {
  3452. console.warn( msg );
  3453. }
  3454. return this.identity();
  3455. }
  3456. var detInv = 1 / det;
  3457. te[ 0 ] = t11 * detInv;
  3458. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3459. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3460. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3461. te[ 4 ] = t12 * detInv;
  3462. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3463. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3464. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3465. te[ 8 ] = t13 * detInv;
  3466. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3467. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3468. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3469. te[ 12 ] = t14 * detInv;
  3470. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3471. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3472. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3473. return this;
  3474. },
  3475. scale: function ( v ) {
  3476. var te = this.elements;
  3477. var x = v.x, y = v.y, z = v.z;
  3478. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3479. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3480. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3481. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3482. return this;
  3483. },
  3484. getMaxScaleOnAxis: function () {
  3485. var te = this.elements;
  3486. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3487. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3488. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3489. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3490. },
  3491. makeTranslation: function ( x, y, z ) {
  3492. this.set(
  3493. 1, 0, 0, x,
  3494. 0, 1, 0, y,
  3495. 0, 0, 1, z,
  3496. 0, 0, 0, 1
  3497. );
  3498. return this;
  3499. },
  3500. makeRotationX: function ( theta ) {
  3501. var c = Math.cos( theta ), s = Math.sin( theta );
  3502. this.set(
  3503. 1, 0, 0, 0,
  3504. 0, c, - s, 0,
  3505. 0, s, c, 0,
  3506. 0, 0, 0, 1
  3507. );
  3508. return this;
  3509. },
  3510. makeRotationY: function ( theta ) {
  3511. var c = Math.cos( theta ), s = Math.sin( theta );
  3512. this.set(
  3513. c, 0, s, 0,
  3514. 0, 1, 0, 0,
  3515. - s, 0, c, 0,
  3516. 0, 0, 0, 1
  3517. );
  3518. return this;
  3519. },
  3520. makeRotationZ: function ( theta ) {
  3521. var c = Math.cos( theta ), s = Math.sin( theta );
  3522. this.set(
  3523. c, - s, 0, 0,
  3524. s, c, 0, 0,
  3525. 0, 0, 1, 0,
  3526. 0, 0, 0, 1
  3527. );
  3528. return this;
  3529. },
  3530. makeRotationAxis: function ( axis, angle ) {
  3531. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3532. var c = Math.cos( angle );
  3533. var s = Math.sin( angle );
  3534. var t = 1 - c;
  3535. var x = axis.x, y = axis.y, z = axis.z;
  3536. var tx = t * x, ty = t * y;
  3537. this.set(
  3538. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3539. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3540. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3541. 0, 0, 0, 1
  3542. );
  3543. return this;
  3544. },
  3545. makeScale: function ( x, y, z ) {
  3546. this.set(
  3547. x, 0, 0, 0,
  3548. 0, y, 0, 0,
  3549. 0, 0, z, 0,
  3550. 0, 0, 0, 1
  3551. );
  3552. return this;
  3553. },
  3554. makeShear: function ( x, y, z ) {
  3555. this.set(
  3556. 1, y, z, 0,
  3557. x, 1, z, 0,
  3558. x, y, 1, 0,
  3559. 0, 0, 0, 1
  3560. );
  3561. return this;
  3562. },
  3563. compose: function ( position, quaternion, scale ) {
  3564. var te = this.elements;
  3565. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3566. var x2 = x + x, y2 = y + y, z2 = z + z;
  3567. var xx = x * x2, xy = x * y2, xz = x * z2;
  3568. var yy = y * y2, yz = y * z2, zz = z * z2;
  3569. var wx = w * x2, wy = w * y2, wz = w * z2;
  3570. var sx = scale.x, sy = scale.y, sz = scale.z;
  3571. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3572. te[ 1 ] = ( xy + wz ) * sx;
  3573. te[ 2 ] = ( xz - wy ) * sx;
  3574. te[ 3 ] = 0;
  3575. te[ 4 ] = ( xy - wz ) * sy;
  3576. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3577. te[ 6 ] = ( yz + wx ) * sy;
  3578. te[ 7 ] = 0;
  3579. te[ 8 ] = ( xz + wy ) * sz;
  3580. te[ 9 ] = ( yz - wx ) * sz;
  3581. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3582. te[ 11 ] = 0;
  3583. te[ 12 ] = position.x;
  3584. te[ 13 ] = position.y;
  3585. te[ 14 ] = position.z;
  3586. te[ 15 ] = 1;
  3587. return this;
  3588. },
  3589. decompose: function () {
  3590. var vector = new Vector3();
  3591. var matrix = new Matrix4();
  3592. return function decompose( position, quaternion, scale ) {
  3593. var te = this.elements;
  3594. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3595. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3596. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3597. // if determine is negative, we need to invert one scale
  3598. var det = this.determinant();
  3599. if ( det < 0 ) sx = - sx;
  3600. position.x = te[ 12 ];
  3601. position.y = te[ 13 ];
  3602. position.z = te[ 14 ];
  3603. // scale the rotation part
  3604. matrix.copy( this );
  3605. var invSX = 1 / sx;
  3606. var invSY = 1 / sy;
  3607. var invSZ = 1 / sz;
  3608. matrix.elements[ 0 ] *= invSX;
  3609. matrix.elements[ 1 ] *= invSX;
  3610. matrix.elements[ 2 ] *= invSX;
  3611. matrix.elements[ 4 ] *= invSY;
  3612. matrix.elements[ 5 ] *= invSY;
  3613. matrix.elements[ 6 ] *= invSY;
  3614. matrix.elements[ 8 ] *= invSZ;
  3615. matrix.elements[ 9 ] *= invSZ;
  3616. matrix.elements[ 10 ] *= invSZ;
  3617. quaternion.setFromRotationMatrix( matrix );
  3618. scale.x = sx;
  3619. scale.y = sy;
  3620. scale.z = sz;
  3621. return this;
  3622. };
  3623. }(),
  3624. makePerspective: function ( left, right, top, bottom, near, far ) {
  3625. if ( far === undefined ) {
  3626. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  3627. }
  3628. var te = this.elements;
  3629. var x = 2 * near / ( right - left );
  3630. var y = 2 * near / ( top - bottom );
  3631. var a = ( right + left ) / ( right - left );
  3632. var b = ( top + bottom ) / ( top - bottom );
  3633. var c = - ( far + near ) / ( far - near );
  3634. var d = - 2 * far * near / ( far - near );
  3635. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3636. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3637. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3638. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3639. return this;
  3640. },
  3641. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3642. var te = this.elements;
  3643. var w = 1.0 / ( right - left );
  3644. var h = 1.0 / ( top - bottom );
  3645. var p = 1.0 / ( far - near );
  3646. var x = ( right + left ) * w;
  3647. var y = ( top + bottom ) * h;
  3648. var z = ( far + near ) * p;
  3649. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3650. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3651. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3652. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3653. return this;
  3654. },
  3655. equals: function ( matrix ) {
  3656. var te = this.elements;
  3657. var me = matrix.elements;
  3658. for ( var i = 0; i < 16; i ++ ) {
  3659. if ( te[ i ] !== me[ i ] ) return false;
  3660. }
  3661. return true;
  3662. },
  3663. fromArray: function ( array, offset ) {
  3664. if ( offset === undefined ) offset = 0;
  3665. for ( var i = 0; i < 16; i ++ ) {
  3666. this.elements[ i ] = array[ i + offset ];
  3667. }
  3668. return this;
  3669. },
  3670. toArray: function ( array, offset ) {
  3671. if ( array === undefined ) array = [];
  3672. if ( offset === undefined ) offset = 0;
  3673. var te = this.elements;
  3674. array[ offset ] = te[ 0 ];
  3675. array[ offset + 1 ] = te[ 1 ];
  3676. array[ offset + 2 ] = te[ 2 ];
  3677. array[ offset + 3 ] = te[ 3 ];
  3678. array[ offset + 4 ] = te[ 4 ];
  3679. array[ offset + 5 ] = te[ 5 ];
  3680. array[ offset + 6 ] = te[ 6 ];
  3681. array[ offset + 7 ] = te[ 7 ];
  3682. array[ offset + 8 ] = te[ 8 ];
  3683. array[ offset + 9 ] = te[ 9 ];
  3684. array[ offset + 10 ] = te[ 10 ];
  3685. array[ offset + 11 ] = te[ 11 ];
  3686. array[ offset + 12 ] = te[ 12 ];
  3687. array[ offset + 13 ] = te[ 13 ];
  3688. array[ offset + 14 ] = te[ 14 ];
  3689. array[ offset + 15 ] = te[ 15 ];
  3690. return array;
  3691. }
  3692. } );
  3693. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3694. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3695. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3696. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  3697. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3698. var begin_vertex = "vec3 transformed = vec3( position );";
  3699. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  3700. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}";
  3701. 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";
  3702. 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";
  3703. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  3704. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3705. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3706. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3707. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3708. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3709. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3710. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
  3711. 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";
  3712. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  3713. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3714. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3715. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3716. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3717. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3718. 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}";
  3719. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  3720. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  3721. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  3722. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  3723. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3724. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3725. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  3726. 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";
  3727. 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";
  3728. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3729. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3730. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  3731. var lights_pars_begin = "uniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  3732. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  3733. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3734. 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)";
  3735. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  3736. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  3737. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  3738. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  3739. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  3740. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3741. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3742. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  3743. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  3744. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3745. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3746. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  3747. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3748. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3749. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3750. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  3751. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  3752. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  3753. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
  3754. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  3755. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  3756. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  3757. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3758. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3759. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3760. var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  3761. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3762. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3763. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  3764. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  3765. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  3766. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  3767. 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";
  3768. 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";
  3769. 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";
  3770. 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";
  3771. 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";
  3772. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3773. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3774. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  3775. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  3776. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  3777. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  3778. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3779. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3780. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3781. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3782. 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}";
  3783. 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}";
  3784. 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}";
  3785. 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}";
  3786. 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}";
  3787. 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}";
  3788. 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}";
  3789. 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}";
  3790. 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}";
  3791. 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}";
  3792. 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}";
  3793. 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}";
  3794. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3795. 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}";
  3796. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3797. 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}";
  3798. 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}";
  3799. 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}";
  3800. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3801. 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}";
  3802. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3803. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3804. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  3805. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  3806. 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}";
  3807. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  3808. 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}";
  3809. 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}";
  3810. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3811. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3812. var ShaderChunk = {
  3813. alphamap_fragment: alphamap_fragment,
  3814. alphamap_pars_fragment: alphamap_pars_fragment,
  3815. alphatest_fragment: alphatest_fragment,
  3816. aomap_fragment: aomap_fragment,
  3817. aomap_pars_fragment: aomap_pars_fragment,
  3818. begin_vertex: begin_vertex,
  3819. beginnormal_vertex: beginnormal_vertex,
  3820. bsdfs: bsdfs,
  3821. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3822. clipping_planes_fragment: clipping_planes_fragment,
  3823. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3824. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3825. clipping_planes_vertex: clipping_planes_vertex,
  3826. color_fragment: color_fragment,
  3827. color_pars_fragment: color_pars_fragment,
  3828. color_pars_vertex: color_pars_vertex,
  3829. color_vertex: color_vertex,
  3830. common: common,
  3831. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3832. defaultnormal_vertex: defaultnormal_vertex,
  3833. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3834. displacementmap_vertex: displacementmap_vertex,
  3835. emissivemap_fragment: emissivemap_fragment,
  3836. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3837. encodings_fragment: encodings_fragment,
  3838. encodings_pars_fragment: encodings_pars_fragment,
  3839. envmap_fragment: envmap_fragment,
  3840. envmap_pars_fragment: envmap_pars_fragment,
  3841. envmap_pars_vertex: envmap_pars_vertex,
  3842. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3843. envmap_vertex: envmap_vertex,
  3844. fog_vertex: fog_vertex,
  3845. fog_pars_vertex: fog_pars_vertex,
  3846. fog_fragment: fog_fragment,
  3847. fog_pars_fragment: fog_pars_fragment,
  3848. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3849. lightmap_fragment: lightmap_fragment,
  3850. lightmap_pars_fragment: lightmap_pars_fragment,
  3851. lights_lambert_vertex: lights_lambert_vertex,
  3852. lights_pars_begin: lights_pars_begin,
  3853. lights_phong_fragment: lights_phong_fragment,
  3854. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3855. lights_physical_fragment: lights_physical_fragment,
  3856. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3857. lights_fragment_begin: lights_fragment_begin,
  3858. lights_fragment_maps: lights_fragment_maps,
  3859. lights_fragment_end: lights_fragment_end,
  3860. logdepthbuf_fragment: logdepthbuf_fragment,
  3861. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3862. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3863. logdepthbuf_vertex: logdepthbuf_vertex,
  3864. map_fragment: map_fragment,
  3865. map_pars_fragment: map_pars_fragment,
  3866. map_particle_fragment: map_particle_fragment,
  3867. map_particle_pars_fragment: map_particle_pars_fragment,
  3868. metalnessmap_fragment: metalnessmap_fragment,
  3869. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3870. morphnormal_vertex: morphnormal_vertex,
  3871. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3872. morphtarget_vertex: morphtarget_vertex,
  3873. normal_fragment_begin: normal_fragment_begin,
  3874. normal_fragment_maps: normal_fragment_maps,
  3875. normalmap_pars_fragment: normalmap_pars_fragment,
  3876. packing: packing,
  3877. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3878. project_vertex: project_vertex,
  3879. dithering_fragment: dithering_fragment,
  3880. dithering_pars_fragment: dithering_pars_fragment,
  3881. roughnessmap_fragment: roughnessmap_fragment,
  3882. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3883. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3884. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3885. shadowmap_vertex: shadowmap_vertex,
  3886. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3887. skinbase_vertex: skinbase_vertex,
  3888. skinning_pars_vertex: skinning_pars_vertex,
  3889. skinning_vertex: skinning_vertex,
  3890. skinnormal_vertex: skinnormal_vertex,
  3891. specularmap_fragment: specularmap_fragment,
  3892. specularmap_pars_fragment: specularmap_pars_fragment,
  3893. tonemapping_fragment: tonemapping_fragment,
  3894. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3895. uv_pars_fragment: uv_pars_fragment,
  3896. uv_pars_vertex: uv_pars_vertex,
  3897. uv_vertex: uv_vertex,
  3898. uv2_pars_fragment: uv2_pars_fragment,
  3899. uv2_pars_vertex: uv2_pars_vertex,
  3900. uv2_vertex: uv2_vertex,
  3901. worldpos_vertex: worldpos_vertex,
  3902. background_frag: background_frag,
  3903. background_vert: background_vert,
  3904. cube_frag: cube_frag,
  3905. cube_vert: cube_vert,
  3906. depth_frag: depth_frag,
  3907. depth_vert: depth_vert,
  3908. distanceRGBA_frag: distanceRGBA_frag,
  3909. distanceRGBA_vert: distanceRGBA_vert,
  3910. equirect_frag: equirect_frag,
  3911. equirect_vert: equirect_vert,
  3912. linedashed_frag: linedashed_frag,
  3913. linedashed_vert: linedashed_vert,
  3914. meshbasic_frag: meshbasic_frag,
  3915. meshbasic_vert: meshbasic_vert,
  3916. meshlambert_frag: meshlambert_frag,
  3917. meshlambert_vert: meshlambert_vert,
  3918. meshmatcap_frag: meshmatcap_frag,
  3919. meshmatcap_vert: meshmatcap_vert,
  3920. meshphong_frag: meshphong_frag,
  3921. meshphong_vert: meshphong_vert,
  3922. meshphysical_frag: meshphysical_frag,
  3923. meshphysical_vert: meshphysical_vert,
  3924. normal_frag: normal_frag,
  3925. normal_vert: normal_vert,
  3926. points_frag: points_frag,
  3927. points_vert: points_vert,
  3928. shadow_frag: shadow_frag,
  3929. shadow_vert: shadow_vert,
  3930. sprite_frag: sprite_frag,
  3931. sprite_vert: sprite_vert
  3932. };
  3933. /**
  3934. * Uniform Utilities
  3935. */
  3936. function cloneUniforms( src ) {
  3937. var dst = {};
  3938. for ( var u in src ) {
  3939. dst[ u ] = {};
  3940. for ( var p in src[ u ] ) {
  3941. var property = src[ u ][ p ];
  3942. if ( property && ( property.isColor ||
  3943. property.isMatrix3 || property.isMatrix4 ||
  3944. property.isVector2 || property.isVector3 || property.isVector4 ||
  3945. property.isTexture ) ) {
  3946. dst[ u ][ p ] = property.clone();
  3947. } else if ( Array.isArray( property ) ) {
  3948. dst[ u ][ p ] = property.slice();
  3949. } else {
  3950. dst[ u ][ p ] = property;
  3951. }
  3952. }
  3953. }
  3954. return dst;
  3955. }
  3956. function mergeUniforms( uniforms ) {
  3957. var merged = {};
  3958. for ( var u = 0; u < uniforms.length; u ++ ) {
  3959. var tmp = cloneUniforms( uniforms[ u ] );
  3960. for ( var p in tmp ) {
  3961. merged[ p ] = tmp[ p ];
  3962. }
  3963. }
  3964. return merged;
  3965. }
  3966. // Legacy
  3967. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3968. /**
  3969. * @author mrdoob / http://mrdoob.com/
  3970. */
  3971. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3972. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3973. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3974. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3975. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3976. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3977. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3978. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3979. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3980. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3981. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3982. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3983. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3984. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3985. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3986. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3987. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3988. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3989. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3990. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3991. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3992. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3993. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3994. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3995. function Color( r, g, b ) {
  3996. if ( g === undefined && b === undefined ) {
  3997. // r is THREE.Color, hex or string
  3998. return this.set( r );
  3999. }
  4000. return this.setRGB( r, g, b );
  4001. }
  4002. Object.assign( Color.prototype, {
  4003. isColor: true,
  4004. r: 1, g: 1, b: 1,
  4005. set: function ( value ) {
  4006. if ( value && value.isColor ) {
  4007. this.copy( value );
  4008. } else if ( typeof value === 'number' ) {
  4009. this.setHex( value );
  4010. } else if ( typeof value === 'string' ) {
  4011. this.setStyle( value );
  4012. }
  4013. return this;
  4014. },
  4015. setScalar: function ( scalar ) {
  4016. this.r = scalar;
  4017. this.g = scalar;
  4018. this.b = scalar;
  4019. return this;
  4020. },
  4021. setHex: function ( hex ) {
  4022. hex = Math.floor( hex );
  4023. this.r = ( hex >> 16 & 255 ) / 255;
  4024. this.g = ( hex >> 8 & 255 ) / 255;
  4025. this.b = ( hex & 255 ) / 255;
  4026. return this;
  4027. },
  4028. setRGB: function ( r, g, b ) {
  4029. this.r = r;
  4030. this.g = g;
  4031. this.b = b;
  4032. return this;
  4033. },
  4034. setHSL: function () {
  4035. function hue2rgb( p, q, t ) {
  4036. if ( t < 0 ) t += 1;
  4037. if ( t > 1 ) t -= 1;
  4038. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4039. if ( t < 1 / 2 ) return q;
  4040. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4041. return p;
  4042. }
  4043. return function setHSL( h, s, l ) {
  4044. // h,s,l ranges are in 0.0 - 1.0
  4045. h = _Math.euclideanModulo( h, 1 );
  4046. s = _Math.clamp( s, 0, 1 );
  4047. l = _Math.clamp( l, 0, 1 );
  4048. if ( s === 0 ) {
  4049. this.r = this.g = this.b = l;
  4050. } else {
  4051. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4052. var q = ( 2 * l ) - p;
  4053. this.r = hue2rgb( q, p, h + 1 / 3 );
  4054. this.g = hue2rgb( q, p, h );
  4055. this.b = hue2rgb( q, p, h - 1 / 3 );
  4056. }
  4057. return this;
  4058. };
  4059. }(),
  4060. setStyle: function ( style ) {
  4061. function handleAlpha( string ) {
  4062. if ( string === undefined ) return;
  4063. if ( parseFloat( string ) < 1 ) {
  4064. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4065. }
  4066. }
  4067. var m;
  4068. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4069. // rgb / hsl
  4070. var color;
  4071. var name = m[ 1 ];
  4072. var components = m[ 2 ];
  4073. switch ( name ) {
  4074. case 'rgb':
  4075. case 'rgba':
  4076. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4077. // rgb(255,0,0) rgba(255,0,0,0.5)
  4078. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4079. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4080. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4081. handleAlpha( color[ 5 ] );
  4082. return this;
  4083. }
  4084. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4085. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4086. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4087. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4088. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4089. handleAlpha( color[ 5 ] );
  4090. return this;
  4091. }
  4092. break;
  4093. case 'hsl':
  4094. case 'hsla':
  4095. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4096. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4097. var h = parseFloat( color[ 1 ] ) / 360;
  4098. var s = parseInt( color[ 2 ], 10 ) / 100;
  4099. var l = parseInt( color[ 3 ], 10 ) / 100;
  4100. handleAlpha( color[ 5 ] );
  4101. return this.setHSL( h, s, l );
  4102. }
  4103. break;
  4104. }
  4105. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4106. // hex color
  4107. var hex = m[ 1 ];
  4108. var size = hex.length;
  4109. if ( size === 3 ) {
  4110. // #ff0
  4111. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4112. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4113. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4114. return this;
  4115. } else if ( size === 6 ) {
  4116. // #ff0000
  4117. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4118. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4119. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4120. return this;
  4121. }
  4122. }
  4123. if ( style && style.length > 0 ) {
  4124. // color keywords
  4125. var hex = ColorKeywords[ style ];
  4126. if ( hex !== undefined ) {
  4127. // red
  4128. this.setHex( hex );
  4129. } else {
  4130. // unknown color
  4131. console.warn( 'THREE.Color: Unknown color ' + style );
  4132. }
  4133. }
  4134. return this;
  4135. },
  4136. clone: function () {
  4137. return new this.constructor( this.r, this.g, this.b );
  4138. },
  4139. copy: function ( color ) {
  4140. this.r = color.r;
  4141. this.g = color.g;
  4142. this.b = color.b;
  4143. return this;
  4144. },
  4145. copyGammaToLinear: function ( color, gammaFactor ) {
  4146. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4147. this.r = Math.pow( color.r, gammaFactor );
  4148. this.g = Math.pow( color.g, gammaFactor );
  4149. this.b = Math.pow( color.b, gammaFactor );
  4150. return this;
  4151. },
  4152. copyLinearToGamma: function ( color, gammaFactor ) {
  4153. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4154. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4155. this.r = Math.pow( color.r, safeInverse );
  4156. this.g = Math.pow( color.g, safeInverse );
  4157. this.b = Math.pow( color.b, safeInverse );
  4158. return this;
  4159. },
  4160. convertGammaToLinear: function ( gammaFactor ) {
  4161. this.copyGammaToLinear( this, gammaFactor );
  4162. return this;
  4163. },
  4164. convertLinearToGamma: function ( gammaFactor ) {
  4165. this.copyLinearToGamma( this, gammaFactor );
  4166. return this;
  4167. },
  4168. copySRGBToLinear: function () {
  4169. function SRGBToLinear( c ) {
  4170. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4171. }
  4172. return function copySRGBToLinear( color ) {
  4173. this.r = SRGBToLinear( color.r );
  4174. this.g = SRGBToLinear( color.g );
  4175. this.b = SRGBToLinear( color.b );
  4176. return this;
  4177. };
  4178. }(),
  4179. copyLinearToSRGB: function () {
  4180. function LinearToSRGB( c ) {
  4181. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4182. }
  4183. return function copyLinearToSRGB( color ) {
  4184. this.r = LinearToSRGB( color.r );
  4185. this.g = LinearToSRGB( color.g );
  4186. this.b = LinearToSRGB( color.b );
  4187. return this;
  4188. };
  4189. }(),
  4190. convertSRGBToLinear: function () {
  4191. this.copySRGBToLinear( this );
  4192. return this;
  4193. },
  4194. convertLinearToSRGB: function () {
  4195. this.copyLinearToSRGB( this );
  4196. return this;
  4197. },
  4198. getHex: function () {
  4199. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4200. },
  4201. getHexString: function () {
  4202. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4203. },
  4204. getHSL: function ( target ) {
  4205. // h,s,l ranges are in 0.0 - 1.0
  4206. if ( target === undefined ) {
  4207. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4208. target = { h: 0, s: 0, l: 0 };
  4209. }
  4210. var r = this.r, g = this.g, b = this.b;
  4211. var max = Math.max( r, g, b );
  4212. var min = Math.min( r, g, b );
  4213. var hue, saturation;
  4214. var lightness = ( min + max ) / 2.0;
  4215. if ( min === max ) {
  4216. hue = 0;
  4217. saturation = 0;
  4218. } else {
  4219. var delta = max - min;
  4220. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4221. switch ( max ) {
  4222. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4223. case g: hue = ( b - r ) / delta + 2; break;
  4224. case b: hue = ( r - g ) / delta + 4; break;
  4225. }
  4226. hue /= 6;
  4227. }
  4228. target.h = hue;
  4229. target.s = saturation;
  4230. target.l = lightness;
  4231. return target;
  4232. },
  4233. getStyle: function () {
  4234. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4235. },
  4236. offsetHSL: function () {
  4237. var hsl = {};
  4238. return function ( h, s, l ) {
  4239. this.getHSL( hsl );
  4240. hsl.h += h; hsl.s += s; hsl.l += l;
  4241. this.setHSL( hsl.h, hsl.s, hsl.l );
  4242. return this;
  4243. };
  4244. }(),
  4245. add: function ( color ) {
  4246. this.r += color.r;
  4247. this.g += color.g;
  4248. this.b += color.b;
  4249. return this;
  4250. },
  4251. addColors: function ( color1, color2 ) {
  4252. this.r = color1.r + color2.r;
  4253. this.g = color1.g + color2.g;
  4254. this.b = color1.b + color2.b;
  4255. return this;
  4256. },
  4257. addScalar: function ( s ) {
  4258. this.r += s;
  4259. this.g += s;
  4260. this.b += s;
  4261. return this;
  4262. },
  4263. sub: function ( color ) {
  4264. this.r = Math.max( 0, this.r - color.r );
  4265. this.g = Math.max( 0, this.g - color.g );
  4266. this.b = Math.max( 0, this.b - color.b );
  4267. return this;
  4268. },
  4269. multiply: function ( color ) {
  4270. this.r *= color.r;
  4271. this.g *= color.g;
  4272. this.b *= color.b;
  4273. return this;
  4274. },
  4275. multiplyScalar: function ( s ) {
  4276. this.r *= s;
  4277. this.g *= s;
  4278. this.b *= s;
  4279. return this;
  4280. },
  4281. lerp: function ( color, alpha ) {
  4282. this.r += ( color.r - this.r ) * alpha;
  4283. this.g += ( color.g - this.g ) * alpha;
  4284. this.b += ( color.b - this.b ) * alpha;
  4285. return this;
  4286. },
  4287. lerpHSL: function () {
  4288. var hslA = { h: 0, s: 0, l: 0 };
  4289. var hslB = { h: 0, s: 0, l: 0 };
  4290. return function lerpHSL( color, alpha ) {
  4291. this.getHSL( hslA );
  4292. color.getHSL( hslB );
  4293. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4294. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4295. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4296. this.setHSL( h, s, l );
  4297. return this;
  4298. };
  4299. }(),
  4300. equals: function ( c ) {
  4301. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4302. },
  4303. fromArray: function ( array, offset ) {
  4304. if ( offset === undefined ) offset = 0;
  4305. this.r = array[ offset ];
  4306. this.g = array[ offset + 1 ];
  4307. this.b = array[ offset + 2 ];
  4308. return this;
  4309. },
  4310. toArray: function ( array, offset ) {
  4311. if ( array === undefined ) array = [];
  4312. if ( offset === undefined ) offset = 0;
  4313. array[ offset ] = this.r;
  4314. array[ offset + 1 ] = this.g;
  4315. array[ offset + 2 ] = this.b;
  4316. return array;
  4317. },
  4318. toJSON: function () {
  4319. return this.getHex();
  4320. }
  4321. } );
  4322. /**
  4323. * Uniforms library for shared webgl shaders
  4324. */
  4325. var UniformsLib = {
  4326. common: {
  4327. diffuse: { value: new Color( 0xeeeeee ) },
  4328. opacity: { value: 1.0 },
  4329. map: { value: null },
  4330. uvTransform: { value: new Matrix3() },
  4331. alphaMap: { value: null },
  4332. },
  4333. specularmap: {
  4334. specularMap: { value: null },
  4335. },
  4336. envmap: {
  4337. envMap: { value: null },
  4338. flipEnvMap: { value: - 1 },
  4339. reflectivity: { value: 1.0 },
  4340. refractionRatio: { value: 0.98 },
  4341. maxMipLevel: { value: 0 }
  4342. },
  4343. aomap: {
  4344. aoMap: { value: null },
  4345. aoMapIntensity: { value: 1 }
  4346. },
  4347. lightmap: {
  4348. lightMap: { value: null },
  4349. lightMapIntensity: { value: 1 }
  4350. },
  4351. emissivemap: {
  4352. emissiveMap: { value: null }
  4353. },
  4354. bumpmap: {
  4355. bumpMap: { value: null },
  4356. bumpScale: { value: 1 }
  4357. },
  4358. normalmap: {
  4359. normalMap: { value: null },
  4360. normalScale: { value: new Vector2( 1, 1 ) }
  4361. },
  4362. displacementmap: {
  4363. displacementMap: { value: null },
  4364. displacementScale: { value: 1 },
  4365. displacementBias: { value: 0 }
  4366. },
  4367. roughnessmap: {
  4368. roughnessMap: { value: null }
  4369. },
  4370. metalnessmap: {
  4371. metalnessMap: { value: null }
  4372. },
  4373. gradientmap: {
  4374. gradientMap: { value: null }
  4375. },
  4376. fog: {
  4377. fogDensity: { value: 0.00025 },
  4378. fogNear: { value: 1 },
  4379. fogFar: { value: 2000 },
  4380. fogColor: { value: new Color( 0xffffff ) }
  4381. },
  4382. lights: {
  4383. ambientLightColor: { value: [] },
  4384. lightProbe: { value: [] },
  4385. directionalLights: { value: [], properties: {
  4386. direction: {},
  4387. color: {},
  4388. shadow: {},
  4389. shadowBias: {},
  4390. shadowRadius: {},
  4391. shadowMapSize: {}
  4392. } },
  4393. directionalShadowMap: { value: [] },
  4394. directionalShadowMatrix: { value: [] },
  4395. spotLights: { value: [], properties: {
  4396. color: {},
  4397. position: {},
  4398. direction: {},
  4399. distance: {},
  4400. coneCos: {},
  4401. penumbraCos: {},
  4402. decay: {},
  4403. shadow: {},
  4404. shadowBias: {},
  4405. shadowRadius: {},
  4406. shadowMapSize: {}
  4407. } },
  4408. spotShadowMap: { value: [] },
  4409. spotShadowMatrix: { value: [] },
  4410. pointLights: { value: [], properties: {
  4411. color: {},
  4412. position: {},
  4413. decay: {},
  4414. distance: {},
  4415. shadow: {},
  4416. shadowBias: {},
  4417. shadowRadius: {},
  4418. shadowMapSize: {},
  4419. shadowCameraNear: {},
  4420. shadowCameraFar: {}
  4421. } },
  4422. pointShadowMap: { value: [] },
  4423. pointShadowMatrix: { value: [] },
  4424. hemisphereLights: { value: [], properties: {
  4425. direction: {},
  4426. skyColor: {},
  4427. groundColor: {}
  4428. } },
  4429. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4430. rectAreaLights: { value: [], properties: {
  4431. color: {},
  4432. position: {},
  4433. width: {},
  4434. height: {}
  4435. } }
  4436. },
  4437. points: {
  4438. diffuse: { value: new Color( 0xeeeeee ) },
  4439. opacity: { value: 1.0 },
  4440. size: { value: 1.0 },
  4441. scale: { value: 1.0 },
  4442. map: { value: null },
  4443. uvTransform: { value: new Matrix3() }
  4444. },
  4445. sprite: {
  4446. diffuse: { value: new Color( 0xeeeeee ) },
  4447. opacity: { value: 1.0 },
  4448. center: { value: new Vector2( 0.5, 0.5 ) },
  4449. rotation: { value: 0.0 },
  4450. map: { value: null },
  4451. uvTransform: { value: new Matrix3() }
  4452. }
  4453. };
  4454. /**
  4455. * @author alteredq / http://alteredqualia.com/
  4456. * @author mrdoob / http://mrdoob.com/
  4457. * @author mikael emtinger / http://gomo.se/
  4458. */
  4459. var ShaderLib = {
  4460. basic: {
  4461. uniforms: mergeUniforms( [
  4462. UniformsLib.common,
  4463. UniformsLib.specularmap,
  4464. UniformsLib.envmap,
  4465. UniformsLib.aomap,
  4466. UniformsLib.lightmap,
  4467. UniformsLib.fog
  4468. ] ),
  4469. vertexShader: ShaderChunk.meshbasic_vert,
  4470. fragmentShader: ShaderChunk.meshbasic_frag
  4471. },
  4472. lambert: {
  4473. uniforms: mergeUniforms( [
  4474. UniformsLib.common,
  4475. UniformsLib.specularmap,
  4476. UniformsLib.envmap,
  4477. UniformsLib.aomap,
  4478. UniformsLib.lightmap,
  4479. UniformsLib.emissivemap,
  4480. UniformsLib.fog,
  4481. UniformsLib.lights,
  4482. {
  4483. emissive: { value: new Color( 0x000000 ) }
  4484. }
  4485. ] ),
  4486. vertexShader: ShaderChunk.meshlambert_vert,
  4487. fragmentShader: ShaderChunk.meshlambert_frag
  4488. },
  4489. phong: {
  4490. uniforms: mergeUniforms( [
  4491. UniformsLib.common,
  4492. UniformsLib.specularmap,
  4493. UniformsLib.envmap,
  4494. UniformsLib.aomap,
  4495. UniformsLib.lightmap,
  4496. UniformsLib.emissivemap,
  4497. UniformsLib.bumpmap,
  4498. UniformsLib.normalmap,
  4499. UniformsLib.displacementmap,
  4500. UniformsLib.gradientmap,
  4501. UniformsLib.fog,
  4502. UniformsLib.lights,
  4503. {
  4504. emissive: { value: new Color( 0x000000 ) },
  4505. specular: { value: new Color( 0x111111 ) },
  4506. shininess: { value: 30 }
  4507. }
  4508. ] ),
  4509. vertexShader: ShaderChunk.meshphong_vert,
  4510. fragmentShader: ShaderChunk.meshphong_frag
  4511. },
  4512. standard: {
  4513. uniforms: mergeUniforms( [
  4514. UniformsLib.common,
  4515. UniformsLib.envmap,
  4516. UniformsLib.aomap,
  4517. UniformsLib.lightmap,
  4518. UniformsLib.emissivemap,
  4519. UniformsLib.bumpmap,
  4520. UniformsLib.normalmap,
  4521. UniformsLib.displacementmap,
  4522. UniformsLib.roughnessmap,
  4523. UniformsLib.metalnessmap,
  4524. UniformsLib.fog,
  4525. UniformsLib.lights,
  4526. {
  4527. emissive: { value: new Color( 0x000000 ) },
  4528. roughness: { value: 0.5 },
  4529. metalness: { value: 0.5 },
  4530. envMapIntensity: { value: 1 } // temporary
  4531. }
  4532. ] ),
  4533. vertexShader: ShaderChunk.meshphysical_vert,
  4534. fragmentShader: ShaderChunk.meshphysical_frag
  4535. },
  4536. matcap: {
  4537. uniforms: mergeUniforms( [
  4538. UniformsLib.common,
  4539. UniformsLib.bumpmap,
  4540. UniformsLib.normalmap,
  4541. UniformsLib.displacementmap,
  4542. UniformsLib.fog,
  4543. {
  4544. matcap: { value: null }
  4545. }
  4546. ] ),
  4547. vertexShader: ShaderChunk.meshmatcap_vert,
  4548. fragmentShader: ShaderChunk.meshmatcap_frag
  4549. },
  4550. points: {
  4551. uniforms: mergeUniforms( [
  4552. UniformsLib.points,
  4553. UniformsLib.fog
  4554. ] ),
  4555. vertexShader: ShaderChunk.points_vert,
  4556. fragmentShader: ShaderChunk.points_frag
  4557. },
  4558. dashed: {
  4559. uniforms: mergeUniforms( [
  4560. UniformsLib.common,
  4561. UniformsLib.fog,
  4562. {
  4563. scale: { value: 1 },
  4564. dashSize: { value: 1 },
  4565. totalSize: { value: 2 }
  4566. }
  4567. ] ),
  4568. vertexShader: ShaderChunk.linedashed_vert,
  4569. fragmentShader: ShaderChunk.linedashed_frag
  4570. },
  4571. depth: {
  4572. uniforms: mergeUniforms( [
  4573. UniformsLib.common,
  4574. UniformsLib.displacementmap
  4575. ] ),
  4576. vertexShader: ShaderChunk.depth_vert,
  4577. fragmentShader: ShaderChunk.depth_frag
  4578. },
  4579. normal: {
  4580. uniforms: mergeUniforms( [
  4581. UniformsLib.common,
  4582. UniformsLib.bumpmap,
  4583. UniformsLib.normalmap,
  4584. UniformsLib.displacementmap,
  4585. {
  4586. opacity: { value: 1.0 }
  4587. }
  4588. ] ),
  4589. vertexShader: ShaderChunk.normal_vert,
  4590. fragmentShader: ShaderChunk.normal_frag
  4591. },
  4592. sprite: {
  4593. uniforms: mergeUniforms( [
  4594. UniformsLib.sprite,
  4595. UniformsLib.fog
  4596. ] ),
  4597. vertexShader: ShaderChunk.sprite_vert,
  4598. fragmentShader: ShaderChunk.sprite_frag
  4599. },
  4600. background: {
  4601. uniforms: {
  4602. uvTransform: { value: new Matrix3() },
  4603. t2D: { value: null },
  4604. },
  4605. vertexShader: ShaderChunk.background_vert,
  4606. fragmentShader: ShaderChunk.background_frag
  4607. },
  4608. /* -------------------------------------------------------------------------
  4609. // Cube map shader
  4610. ------------------------------------------------------------------------- */
  4611. cube: {
  4612. uniforms: {
  4613. tCube: { value: null },
  4614. tFlip: { value: - 1 },
  4615. opacity: { value: 1.0 }
  4616. },
  4617. vertexShader: ShaderChunk.cube_vert,
  4618. fragmentShader: ShaderChunk.cube_frag
  4619. },
  4620. equirect: {
  4621. uniforms: {
  4622. tEquirect: { value: null },
  4623. },
  4624. vertexShader: ShaderChunk.equirect_vert,
  4625. fragmentShader: ShaderChunk.equirect_frag
  4626. },
  4627. distanceRGBA: {
  4628. uniforms: mergeUniforms( [
  4629. UniformsLib.common,
  4630. UniformsLib.displacementmap,
  4631. {
  4632. referencePosition: { value: new Vector3() },
  4633. nearDistance: { value: 1 },
  4634. farDistance: { value: 1000 }
  4635. }
  4636. ] ),
  4637. vertexShader: ShaderChunk.distanceRGBA_vert,
  4638. fragmentShader: ShaderChunk.distanceRGBA_frag
  4639. },
  4640. shadow: {
  4641. uniforms: mergeUniforms( [
  4642. UniformsLib.lights,
  4643. UniformsLib.fog,
  4644. {
  4645. color: { value: new Color( 0x00000 ) },
  4646. opacity: { value: 1.0 }
  4647. },
  4648. ] ),
  4649. vertexShader: ShaderChunk.shadow_vert,
  4650. fragmentShader: ShaderChunk.shadow_frag
  4651. }
  4652. };
  4653. ShaderLib.physical = {
  4654. uniforms: mergeUniforms( [
  4655. ShaderLib.standard.uniforms,
  4656. {
  4657. clearCoat: { value: 0 },
  4658. clearCoatRoughness: { value: 0 }
  4659. }
  4660. ] ),
  4661. vertexShader: ShaderChunk.meshphysical_vert,
  4662. fragmentShader: ShaderChunk.meshphysical_frag
  4663. };
  4664. /**
  4665. * @author mrdoob / http://mrdoob.com/
  4666. */
  4667. function WebGLAnimation() {
  4668. var context = null;
  4669. var isAnimating = false;
  4670. var animationLoop = null;
  4671. function onAnimationFrame( time, frame ) {
  4672. if ( isAnimating === false ) return;
  4673. animationLoop( time, frame );
  4674. context.requestAnimationFrame( onAnimationFrame );
  4675. }
  4676. return {
  4677. start: function () {
  4678. if ( isAnimating === true ) return;
  4679. if ( animationLoop === null ) return;
  4680. context.requestAnimationFrame( onAnimationFrame );
  4681. isAnimating = true;
  4682. },
  4683. stop: function () {
  4684. isAnimating = false;
  4685. },
  4686. setAnimationLoop: function ( callback ) {
  4687. animationLoop = callback;
  4688. },
  4689. setContext: function ( value ) {
  4690. context = value;
  4691. }
  4692. };
  4693. }
  4694. /**
  4695. * @author mrdoob / http://mrdoob.com/
  4696. */
  4697. function WebGLAttributes( gl ) {
  4698. var buffers = new WeakMap();
  4699. function createBuffer( attribute, bufferType ) {
  4700. var array = attribute.array;
  4701. var usage = attribute.dynamic ? 35048 : 35044;
  4702. var buffer = gl.createBuffer();
  4703. gl.bindBuffer( bufferType, buffer );
  4704. gl.bufferData( bufferType, array, usage );
  4705. attribute.onUploadCallback();
  4706. var type = 5126;
  4707. if ( array instanceof Float32Array ) {
  4708. type = 5126;
  4709. } else if ( array instanceof Float64Array ) {
  4710. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4711. } else if ( array instanceof Uint16Array ) {
  4712. type = 5123;
  4713. } else if ( array instanceof Int16Array ) {
  4714. type = 5122;
  4715. } else if ( array instanceof Uint32Array ) {
  4716. type = 5125;
  4717. } else if ( array instanceof Int32Array ) {
  4718. type = 5124;
  4719. } else if ( array instanceof Int8Array ) {
  4720. type = 5120;
  4721. } else if ( array instanceof Uint8Array ) {
  4722. type = 5121;
  4723. }
  4724. return {
  4725. buffer: buffer,
  4726. type: type,
  4727. bytesPerElement: array.BYTES_PER_ELEMENT,
  4728. version: attribute.version
  4729. };
  4730. }
  4731. function updateBuffer( buffer, attribute, bufferType ) {
  4732. var array = attribute.array;
  4733. var updateRange = attribute.updateRange;
  4734. gl.bindBuffer( bufferType, buffer );
  4735. if ( attribute.dynamic === false ) {
  4736. gl.bufferData( bufferType, array, 35044 );
  4737. } else if ( updateRange.count === - 1 ) {
  4738. // Not using update ranges
  4739. gl.bufferSubData( bufferType, 0, array );
  4740. } else if ( updateRange.count === 0 ) {
  4741. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  4742. } else {
  4743. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4744. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4745. updateRange.count = - 1; // reset range
  4746. }
  4747. }
  4748. //
  4749. function get( attribute ) {
  4750. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4751. return buffers.get( attribute );
  4752. }
  4753. function remove( attribute ) {
  4754. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4755. var data = buffers.get( attribute );
  4756. if ( data ) {
  4757. gl.deleteBuffer( data.buffer );
  4758. buffers.delete( attribute );
  4759. }
  4760. }
  4761. function update( attribute, bufferType ) {
  4762. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4763. var data = buffers.get( attribute );
  4764. if ( data === undefined ) {
  4765. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4766. } else if ( data.version < attribute.version ) {
  4767. updateBuffer( data.buffer, attribute, bufferType );
  4768. data.version = attribute.version;
  4769. }
  4770. }
  4771. return {
  4772. get: get,
  4773. remove: remove,
  4774. update: update
  4775. };
  4776. }
  4777. /**
  4778. * @author mrdoob / http://mrdoob.com/
  4779. * @author alteredq / http://alteredqualia.com/
  4780. */
  4781. function Face3( a, b, c, normal, color, materialIndex ) {
  4782. this.a = a;
  4783. this.b = b;
  4784. this.c = c;
  4785. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4786. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4787. this.color = ( color && color.isColor ) ? color : new Color();
  4788. this.vertexColors = Array.isArray( color ) ? color : [];
  4789. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4790. }
  4791. Object.assign( Face3.prototype, {
  4792. clone: function () {
  4793. return new this.constructor().copy( this );
  4794. },
  4795. copy: function ( source ) {
  4796. this.a = source.a;
  4797. this.b = source.b;
  4798. this.c = source.c;
  4799. this.normal.copy( source.normal );
  4800. this.color.copy( source.color );
  4801. this.materialIndex = source.materialIndex;
  4802. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4803. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4804. }
  4805. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4806. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4807. }
  4808. return this;
  4809. }
  4810. } );
  4811. /**
  4812. * @author mrdoob / http://mrdoob.com/
  4813. * @author WestLangley / http://github.com/WestLangley
  4814. * @author bhouston / http://clara.io
  4815. */
  4816. function Euler( x, y, z, order ) {
  4817. this._x = x || 0;
  4818. this._y = y || 0;
  4819. this._z = z || 0;
  4820. this._order = order || Euler.DefaultOrder;
  4821. }
  4822. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4823. Euler.DefaultOrder = 'XYZ';
  4824. Object.defineProperties( Euler.prototype, {
  4825. x: {
  4826. get: function () {
  4827. return this._x;
  4828. },
  4829. set: function ( value ) {
  4830. this._x = value;
  4831. this._onChangeCallback();
  4832. }
  4833. },
  4834. y: {
  4835. get: function () {
  4836. return this._y;
  4837. },
  4838. set: function ( value ) {
  4839. this._y = value;
  4840. this._onChangeCallback();
  4841. }
  4842. },
  4843. z: {
  4844. get: function () {
  4845. return this._z;
  4846. },
  4847. set: function ( value ) {
  4848. this._z = value;
  4849. this._onChangeCallback();
  4850. }
  4851. },
  4852. order: {
  4853. get: function () {
  4854. return this._order;
  4855. },
  4856. set: function ( value ) {
  4857. this._order = value;
  4858. this._onChangeCallback();
  4859. }
  4860. }
  4861. } );
  4862. Object.assign( Euler.prototype, {
  4863. isEuler: true,
  4864. set: function ( x, y, z, order ) {
  4865. this._x = x;
  4866. this._y = y;
  4867. this._z = z;
  4868. this._order = order || this._order;
  4869. this._onChangeCallback();
  4870. return this;
  4871. },
  4872. clone: function () {
  4873. return new this.constructor( this._x, this._y, this._z, this._order );
  4874. },
  4875. copy: function ( euler ) {
  4876. this._x = euler._x;
  4877. this._y = euler._y;
  4878. this._z = euler._z;
  4879. this._order = euler._order;
  4880. this._onChangeCallback();
  4881. return this;
  4882. },
  4883. setFromRotationMatrix: function ( m, order, update ) {
  4884. var clamp = _Math.clamp;
  4885. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4886. var te = m.elements;
  4887. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4888. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4889. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4890. order = order || this._order;
  4891. if ( order === 'XYZ' ) {
  4892. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4893. if ( Math.abs( m13 ) < 0.99999 ) {
  4894. this._x = Math.atan2( - m23, m33 );
  4895. this._z = Math.atan2( - m12, m11 );
  4896. } else {
  4897. this._x = Math.atan2( m32, m22 );
  4898. this._z = 0;
  4899. }
  4900. } else if ( order === 'YXZ' ) {
  4901. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4902. if ( Math.abs( m23 ) < 0.99999 ) {
  4903. this._y = Math.atan2( m13, m33 );
  4904. this._z = Math.atan2( m21, m22 );
  4905. } else {
  4906. this._y = Math.atan2( - m31, m11 );
  4907. this._z = 0;
  4908. }
  4909. } else if ( order === 'ZXY' ) {
  4910. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4911. if ( Math.abs( m32 ) < 0.99999 ) {
  4912. this._y = Math.atan2( - m31, m33 );
  4913. this._z = Math.atan2( - m12, m22 );
  4914. } else {
  4915. this._y = 0;
  4916. this._z = Math.atan2( m21, m11 );
  4917. }
  4918. } else if ( order === 'ZYX' ) {
  4919. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4920. if ( Math.abs( m31 ) < 0.99999 ) {
  4921. this._x = Math.atan2( m32, m33 );
  4922. this._z = Math.atan2( m21, m11 );
  4923. } else {
  4924. this._x = 0;
  4925. this._z = Math.atan2( - m12, m22 );
  4926. }
  4927. } else if ( order === 'YZX' ) {
  4928. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4929. if ( Math.abs( m21 ) < 0.99999 ) {
  4930. this._x = Math.atan2( - m23, m22 );
  4931. this._y = Math.atan2( - m31, m11 );
  4932. } else {
  4933. this._x = 0;
  4934. this._y = Math.atan2( m13, m33 );
  4935. }
  4936. } else if ( order === 'XZY' ) {
  4937. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4938. if ( Math.abs( m12 ) < 0.99999 ) {
  4939. this._x = Math.atan2( m32, m22 );
  4940. this._y = Math.atan2( m13, m11 );
  4941. } else {
  4942. this._x = Math.atan2( - m23, m33 );
  4943. this._y = 0;
  4944. }
  4945. } else {
  4946. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4947. }
  4948. this._order = order;
  4949. if ( update !== false ) this._onChangeCallback();
  4950. return this;
  4951. },
  4952. setFromQuaternion: function () {
  4953. var matrix = new Matrix4();
  4954. return function setFromQuaternion( q, order, update ) {
  4955. matrix.makeRotationFromQuaternion( q );
  4956. return this.setFromRotationMatrix( matrix, order, update );
  4957. };
  4958. }(),
  4959. setFromVector3: function ( v, order ) {
  4960. return this.set( v.x, v.y, v.z, order || this._order );
  4961. },
  4962. reorder: function () {
  4963. // WARNING: this discards revolution information -bhouston
  4964. var q = new Quaternion();
  4965. return function reorder( newOrder ) {
  4966. q.setFromEuler( this );
  4967. return this.setFromQuaternion( q, newOrder );
  4968. };
  4969. }(),
  4970. equals: function ( euler ) {
  4971. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4972. },
  4973. fromArray: function ( array ) {
  4974. this._x = array[ 0 ];
  4975. this._y = array[ 1 ];
  4976. this._z = array[ 2 ];
  4977. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4978. this._onChangeCallback();
  4979. return this;
  4980. },
  4981. toArray: function ( array, offset ) {
  4982. if ( array === undefined ) array = [];
  4983. if ( offset === undefined ) offset = 0;
  4984. array[ offset ] = this._x;
  4985. array[ offset + 1 ] = this._y;
  4986. array[ offset + 2 ] = this._z;
  4987. array[ offset + 3 ] = this._order;
  4988. return array;
  4989. },
  4990. toVector3: function ( optionalResult ) {
  4991. if ( optionalResult ) {
  4992. return optionalResult.set( this._x, this._y, this._z );
  4993. } else {
  4994. return new Vector3( this._x, this._y, this._z );
  4995. }
  4996. },
  4997. _onChange: function ( callback ) {
  4998. this._onChangeCallback = callback;
  4999. return this;
  5000. },
  5001. _onChangeCallback: function () {}
  5002. } );
  5003. /**
  5004. * @author mrdoob / http://mrdoob.com/
  5005. */
  5006. function Layers() {
  5007. this.mask = 1 | 0;
  5008. }
  5009. Object.assign( Layers.prototype, {
  5010. set: function ( channel ) {
  5011. this.mask = 1 << channel | 0;
  5012. },
  5013. enable: function ( channel ) {
  5014. this.mask |= 1 << channel | 0;
  5015. },
  5016. toggle: function ( channel ) {
  5017. this.mask ^= 1 << channel | 0;
  5018. },
  5019. disable: function ( channel ) {
  5020. this.mask &= ~ ( 1 << channel | 0 );
  5021. },
  5022. test: function ( layers ) {
  5023. return ( this.mask & layers.mask ) !== 0;
  5024. }
  5025. } );
  5026. /**
  5027. * @author mrdoob / http://mrdoob.com/
  5028. * @author mikael emtinger / http://gomo.se/
  5029. * @author alteredq / http://alteredqualia.com/
  5030. * @author WestLangley / http://github.com/WestLangley
  5031. * @author elephantatwork / www.elephantatwork.ch
  5032. */
  5033. var object3DId = 0;
  5034. function Object3D() {
  5035. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  5036. this.uuid = _Math.generateUUID();
  5037. this.name = '';
  5038. this.type = 'Object3D';
  5039. this.parent = null;
  5040. this.children = [];
  5041. this.up = Object3D.DefaultUp.clone();
  5042. var position = new Vector3();
  5043. var rotation = new Euler();
  5044. var quaternion = new Quaternion();
  5045. var scale = new Vector3( 1, 1, 1 );
  5046. function onRotationChange() {
  5047. quaternion.setFromEuler( rotation, false );
  5048. }
  5049. function onQuaternionChange() {
  5050. rotation.setFromQuaternion( quaternion, undefined, false );
  5051. }
  5052. rotation._onChange( onRotationChange );
  5053. quaternion._onChange( onQuaternionChange );
  5054. Object.defineProperties( this, {
  5055. position: {
  5056. configurable: true,
  5057. enumerable: true,
  5058. value: position
  5059. },
  5060. rotation: {
  5061. configurable: true,
  5062. enumerable: true,
  5063. value: rotation
  5064. },
  5065. quaternion: {
  5066. configurable: true,
  5067. enumerable: true,
  5068. value: quaternion
  5069. },
  5070. scale: {
  5071. configurable: true,
  5072. enumerable: true,
  5073. value: scale
  5074. },
  5075. modelViewMatrix: {
  5076. value: new Matrix4()
  5077. },
  5078. normalMatrix: {
  5079. value: new Matrix3()
  5080. }
  5081. } );
  5082. this.matrix = new Matrix4();
  5083. this.matrixWorld = new Matrix4();
  5084. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  5085. this.matrixWorldNeedsUpdate = false;
  5086. this.layers = new Layers();
  5087. this.visible = true;
  5088. this.castShadow = false;
  5089. this.receiveShadow = false;
  5090. this.frustumCulled = true;
  5091. this.renderOrder = 0;
  5092. this.userData = {};
  5093. }
  5094. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5095. Object3D.DefaultMatrixAutoUpdate = true;
  5096. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5097. constructor: Object3D,
  5098. isObject3D: true,
  5099. onBeforeRender: function () {},
  5100. onAfterRender: function () {},
  5101. applyMatrix: function ( matrix ) {
  5102. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5103. this.matrix.premultiply( matrix );
  5104. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5105. },
  5106. applyQuaternion: function ( q ) {
  5107. this.quaternion.premultiply( q );
  5108. return this;
  5109. },
  5110. setRotationFromAxisAngle: function ( axis, angle ) {
  5111. // assumes axis is normalized
  5112. this.quaternion.setFromAxisAngle( axis, angle );
  5113. },
  5114. setRotationFromEuler: function ( euler ) {
  5115. this.quaternion.setFromEuler( euler, true );
  5116. },
  5117. setRotationFromMatrix: function ( m ) {
  5118. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5119. this.quaternion.setFromRotationMatrix( m );
  5120. },
  5121. setRotationFromQuaternion: function ( q ) {
  5122. // assumes q is normalized
  5123. this.quaternion.copy( q );
  5124. },
  5125. rotateOnAxis: function () {
  5126. // rotate object on axis in object space
  5127. // axis is assumed to be normalized
  5128. var q1 = new Quaternion();
  5129. return function rotateOnAxis( axis, angle ) {
  5130. q1.setFromAxisAngle( axis, angle );
  5131. this.quaternion.multiply( q1 );
  5132. return this;
  5133. };
  5134. }(),
  5135. rotateOnWorldAxis: function () {
  5136. // rotate object on axis in world space
  5137. // axis is assumed to be normalized
  5138. // method assumes no rotated parent
  5139. var q1 = new Quaternion();
  5140. return function rotateOnWorldAxis( axis, angle ) {
  5141. q1.setFromAxisAngle( axis, angle );
  5142. this.quaternion.premultiply( q1 );
  5143. return this;
  5144. };
  5145. }(),
  5146. rotateX: function () {
  5147. var v1 = new Vector3( 1, 0, 0 );
  5148. return function rotateX( angle ) {
  5149. return this.rotateOnAxis( v1, angle );
  5150. };
  5151. }(),
  5152. rotateY: function () {
  5153. var v1 = new Vector3( 0, 1, 0 );
  5154. return function rotateY( angle ) {
  5155. return this.rotateOnAxis( v1, angle );
  5156. };
  5157. }(),
  5158. rotateZ: function () {
  5159. var v1 = new Vector3( 0, 0, 1 );
  5160. return function rotateZ( angle ) {
  5161. return this.rotateOnAxis( v1, angle );
  5162. };
  5163. }(),
  5164. translateOnAxis: function () {
  5165. // translate object by distance along axis in object space
  5166. // axis is assumed to be normalized
  5167. var v1 = new Vector3();
  5168. return function translateOnAxis( axis, distance ) {
  5169. v1.copy( axis ).applyQuaternion( this.quaternion );
  5170. this.position.add( v1.multiplyScalar( distance ) );
  5171. return this;
  5172. };
  5173. }(),
  5174. translateX: function () {
  5175. var v1 = new Vector3( 1, 0, 0 );
  5176. return function translateX( distance ) {
  5177. return this.translateOnAxis( v1, distance );
  5178. };
  5179. }(),
  5180. translateY: function () {
  5181. var v1 = new Vector3( 0, 1, 0 );
  5182. return function translateY( distance ) {
  5183. return this.translateOnAxis( v1, distance );
  5184. };
  5185. }(),
  5186. translateZ: function () {
  5187. var v1 = new Vector3( 0, 0, 1 );
  5188. return function translateZ( distance ) {
  5189. return this.translateOnAxis( v1, distance );
  5190. };
  5191. }(),
  5192. localToWorld: function ( vector ) {
  5193. return vector.applyMatrix4( this.matrixWorld );
  5194. },
  5195. worldToLocal: function () {
  5196. var m1 = new Matrix4();
  5197. return function worldToLocal( vector ) {
  5198. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5199. };
  5200. }(),
  5201. lookAt: function () {
  5202. // This method does not support objects having non-uniformly-scaled parent(s)
  5203. var q1 = new Quaternion();
  5204. var m1 = new Matrix4();
  5205. var target = new Vector3();
  5206. var position = new Vector3();
  5207. return function lookAt( x, y, z ) {
  5208. if ( x.isVector3 ) {
  5209. target.copy( x );
  5210. } else {
  5211. target.set( x, y, z );
  5212. }
  5213. var parent = this.parent;
  5214. this.updateWorldMatrix( true, false );
  5215. position.setFromMatrixPosition( this.matrixWorld );
  5216. if ( this.isCamera || this.isLight ) {
  5217. m1.lookAt( position, target, this.up );
  5218. } else {
  5219. m1.lookAt( target, position, this.up );
  5220. }
  5221. this.quaternion.setFromRotationMatrix( m1 );
  5222. if ( parent ) {
  5223. m1.extractRotation( parent.matrixWorld );
  5224. q1.setFromRotationMatrix( m1 );
  5225. this.quaternion.premultiply( q1.inverse() );
  5226. }
  5227. };
  5228. }(),
  5229. add: function ( object ) {
  5230. if ( arguments.length > 1 ) {
  5231. for ( var i = 0; i < arguments.length; i ++ ) {
  5232. this.add( arguments[ i ] );
  5233. }
  5234. return this;
  5235. }
  5236. if ( object === this ) {
  5237. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5238. return this;
  5239. }
  5240. if ( ( object && object.isObject3D ) ) {
  5241. if ( object.parent !== null ) {
  5242. object.parent.remove( object );
  5243. }
  5244. object.parent = this;
  5245. object.dispatchEvent( { type: 'added' } );
  5246. this.children.push( object );
  5247. } else {
  5248. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5249. }
  5250. return this;
  5251. },
  5252. remove: function ( object ) {
  5253. if ( arguments.length > 1 ) {
  5254. for ( var i = 0; i < arguments.length; i ++ ) {
  5255. this.remove( arguments[ i ] );
  5256. }
  5257. return this;
  5258. }
  5259. var index = this.children.indexOf( object );
  5260. if ( index !== - 1 ) {
  5261. object.parent = null;
  5262. object.dispatchEvent( { type: 'removed' } );
  5263. this.children.splice( index, 1 );
  5264. }
  5265. return this;
  5266. },
  5267. attach: function () {
  5268. // adds object as a child of this, while maintaining the object's world transform
  5269. var m = new Matrix4();
  5270. return function attach( object ) {
  5271. this.updateWorldMatrix( true, false );
  5272. m.getInverse( this.matrixWorld );
  5273. if ( object.parent !== null ) {
  5274. object.parent.updateWorldMatrix( true, false );
  5275. m.multiply( object.parent.matrixWorld );
  5276. }
  5277. object.applyMatrix( m );
  5278. object.updateWorldMatrix( false, false );
  5279. this.add( object );
  5280. return this;
  5281. };
  5282. }(),
  5283. getObjectById: function ( id ) {
  5284. return this.getObjectByProperty( 'id', id );
  5285. },
  5286. getObjectByName: function ( name ) {
  5287. return this.getObjectByProperty( 'name', name );
  5288. },
  5289. getObjectByProperty: function ( name, value ) {
  5290. if ( this[ name ] === value ) return this;
  5291. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5292. var child = this.children[ i ];
  5293. var object = child.getObjectByProperty( name, value );
  5294. if ( object !== undefined ) {
  5295. return object;
  5296. }
  5297. }
  5298. return undefined;
  5299. },
  5300. getWorldPosition: function ( target ) {
  5301. if ( target === undefined ) {
  5302. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5303. target = new Vector3();
  5304. }
  5305. this.updateMatrixWorld( true );
  5306. return target.setFromMatrixPosition( this.matrixWorld );
  5307. },
  5308. getWorldQuaternion: function () {
  5309. var position = new Vector3();
  5310. var scale = new Vector3();
  5311. return function getWorldQuaternion( target ) {
  5312. if ( target === undefined ) {
  5313. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5314. target = new Quaternion();
  5315. }
  5316. this.updateMatrixWorld( true );
  5317. this.matrixWorld.decompose( position, target, scale );
  5318. return target;
  5319. };
  5320. }(),
  5321. getWorldScale: function () {
  5322. var position = new Vector3();
  5323. var quaternion = new Quaternion();
  5324. return function getWorldScale( target ) {
  5325. if ( target === undefined ) {
  5326. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5327. target = new Vector3();
  5328. }
  5329. this.updateMatrixWorld( true );
  5330. this.matrixWorld.decompose( position, quaternion, target );
  5331. return target;
  5332. };
  5333. }(),
  5334. getWorldDirection: function ( target ) {
  5335. if ( target === undefined ) {
  5336. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5337. target = new Vector3();
  5338. }
  5339. this.updateMatrixWorld( true );
  5340. var e = this.matrixWorld.elements;
  5341. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5342. },
  5343. raycast: function () {},
  5344. traverse: function ( callback ) {
  5345. callback( this );
  5346. var children = this.children;
  5347. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5348. children[ i ].traverse( callback );
  5349. }
  5350. },
  5351. traverseVisible: function ( callback ) {
  5352. if ( this.visible === false ) return;
  5353. callback( this );
  5354. var children = this.children;
  5355. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5356. children[ i ].traverseVisible( callback );
  5357. }
  5358. },
  5359. traverseAncestors: function ( callback ) {
  5360. var parent = this.parent;
  5361. if ( parent !== null ) {
  5362. callback( parent );
  5363. parent.traverseAncestors( callback );
  5364. }
  5365. },
  5366. updateMatrix: function () {
  5367. this.matrix.compose( this.position, this.quaternion, this.scale );
  5368. this.matrixWorldNeedsUpdate = true;
  5369. },
  5370. updateMatrixWorld: function ( force ) {
  5371. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5372. if ( this.matrixWorldNeedsUpdate || force ) {
  5373. if ( this.parent === null ) {
  5374. this.matrixWorld.copy( this.matrix );
  5375. } else {
  5376. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5377. }
  5378. this.matrixWorldNeedsUpdate = false;
  5379. force = true;
  5380. }
  5381. // update children
  5382. var children = this.children;
  5383. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5384. children[ i ].updateMatrixWorld( force );
  5385. }
  5386. },
  5387. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5388. var parent = this.parent;
  5389. if ( updateParents === true && parent !== null ) {
  5390. parent.updateWorldMatrix( true, false );
  5391. }
  5392. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5393. if ( this.parent === null ) {
  5394. this.matrixWorld.copy( this.matrix );
  5395. } else {
  5396. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5397. }
  5398. // update children
  5399. if ( updateChildren === true ) {
  5400. var children = this.children;
  5401. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5402. children[ i ].updateWorldMatrix( false, true );
  5403. }
  5404. }
  5405. },
  5406. toJSON: function ( meta ) {
  5407. // meta is a string when called from JSON.stringify
  5408. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5409. var output = {};
  5410. // meta is a hash used to collect geometries, materials.
  5411. // not providing it implies that this is the root object
  5412. // being serialized.
  5413. if ( isRootObject ) {
  5414. // initialize meta obj
  5415. meta = {
  5416. geometries: {},
  5417. materials: {},
  5418. textures: {},
  5419. images: {},
  5420. shapes: {}
  5421. };
  5422. output.metadata = {
  5423. version: 4.5,
  5424. type: 'Object',
  5425. generator: 'Object3D.toJSON'
  5426. };
  5427. }
  5428. // standard Object3D serialization
  5429. var object = {};
  5430. object.uuid = this.uuid;
  5431. object.type = this.type;
  5432. if ( this.name !== '' ) object.name = this.name;
  5433. if ( this.castShadow === true ) object.castShadow = true;
  5434. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5435. if ( this.visible === false ) object.visible = false;
  5436. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5437. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5438. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5439. object.layers = this.layers.mask;
  5440. object.matrix = this.matrix.toArray();
  5441. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5442. // object specific properties
  5443. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  5444. //
  5445. function serialize( library, element ) {
  5446. if ( library[ element.uuid ] === undefined ) {
  5447. library[ element.uuid ] = element.toJSON( meta );
  5448. }
  5449. return element.uuid;
  5450. }
  5451. if ( this.isMesh || this.isLine || this.isPoints ) {
  5452. object.geometry = serialize( meta.geometries, this.geometry );
  5453. var parameters = this.geometry.parameters;
  5454. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5455. var shapes = parameters.shapes;
  5456. if ( Array.isArray( shapes ) ) {
  5457. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5458. var shape = shapes[ i ];
  5459. serialize( meta.shapes, shape );
  5460. }
  5461. } else {
  5462. serialize( meta.shapes, shapes );
  5463. }
  5464. }
  5465. }
  5466. if ( this.material !== undefined ) {
  5467. if ( Array.isArray( this.material ) ) {
  5468. var uuids = [];
  5469. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5470. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5471. }
  5472. object.material = uuids;
  5473. } else {
  5474. object.material = serialize( meta.materials, this.material );
  5475. }
  5476. }
  5477. //
  5478. if ( this.children.length > 0 ) {
  5479. object.children = [];
  5480. for ( var i = 0; i < this.children.length; i ++ ) {
  5481. object.children.push( this.children[ i ].toJSON( meta ).object );
  5482. }
  5483. }
  5484. if ( isRootObject ) {
  5485. var geometries = extractFromCache( meta.geometries );
  5486. var materials = extractFromCache( meta.materials );
  5487. var textures = extractFromCache( meta.textures );
  5488. var images = extractFromCache( meta.images );
  5489. var shapes = extractFromCache( meta.shapes );
  5490. if ( geometries.length > 0 ) output.geometries = geometries;
  5491. if ( materials.length > 0 ) output.materials = materials;
  5492. if ( textures.length > 0 ) output.textures = textures;
  5493. if ( images.length > 0 ) output.images = images;
  5494. if ( shapes.length > 0 ) output.shapes = shapes;
  5495. }
  5496. output.object = object;
  5497. return output;
  5498. // extract data from the cache hash
  5499. // remove metadata on each item
  5500. // and return as array
  5501. function extractFromCache( cache ) {
  5502. var values = [];
  5503. for ( var key in cache ) {
  5504. var data = cache[ key ];
  5505. delete data.metadata;
  5506. values.push( data );
  5507. }
  5508. return values;
  5509. }
  5510. },
  5511. clone: function ( recursive ) {
  5512. return new this.constructor().copy( this, recursive );
  5513. },
  5514. copy: function ( source, recursive ) {
  5515. if ( recursive === undefined ) recursive = true;
  5516. this.name = source.name;
  5517. this.up.copy( source.up );
  5518. this.position.copy( source.position );
  5519. this.quaternion.copy( source.quaternion );
  5520. this.scale.copy( source.scale );
  5521. this.matrix.copy( source.matrix );
  5522. this.matrixWorld.copy( source.matrixWorld );
  5523. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5524. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5525. this.layers.mask = source.layers.mask;
  5526. this.visible = source.visible;
  5527. this.castShadow = source.castShadow;
  5528. this.receiveShadow = source.receiveShadow;
  5529. this.frustumCulled = source.frustumCulled;
  5530. this.renderOrder = source.renderOrder;
  5531. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5532. if ( recursive === true ) {
  5533. for ( var i = 0; i < source.children.length; i ++ ) {
  5534. var child = source.children[ i ];
  5535. this.add( child.clone() );
  5536. }
  5537. }
  5538. return this;
  5539. }
  5540. } );
  5541. /**
  5542. * @author mrdoob / http://mrdoob.com/
  5543. * @author kile / http://kile.stravaganza.org/
  5544. * @author alteredq / http://alteredqualia.com/
  5545. * @author mikael emtinger / http://gomo.se/
  5546. * @author zz85 / http://www.lab4games.net/zz85/blog
  5547. * @author bhouston / http://clara.io
  5548. */
  5549. var geometryId = 0; // Geometry uses even numbers as Id
  5550. function Geometry() {
  5551. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5552. this.uuid = _Math.generateUUID();
  5553. this.name = '';
  5554. this.type = 'Geometry';
  5555. this.vertices = [];
  5556. this.colors = [];
  5557. this.faces = [];
  5558. this.faceVertexUvs = [[]];
  5559. this.morphTargets = [];
  5560. this.morphNormals = [];
  5561. this.skinWeights = [];
  5562. this.skinIndices = [];
  5563. this.lineDistances = [];
  5564. this.boundingBox = null;
  5565. this.boundingSphere = null;
  5566. // update flags
  5567. this.elementsNeedUpdate = false;
  5568. this.verticesNeedUpdate = false;
  5569. this.uvsNeedUpdate = false;
  5570. this.normalsNeedUpdate = false;
  5571. this.colorsNeedUpdate = false;
  5572. this.lineDistancesNeedUpdate = false;
  5573. this.groupsNeedUpdate = false;
  5574. }
  5575. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5576. constructor: Geometry,
  5577. isGeometry: true,
  5578. applyMatrix: function ( matrix ) {
  5579. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5580. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5581. var vertex = this.vertices[ i ];
  5582. vertex.applyMatrix4( matrix );
  5583. }
  5584. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5585. var face = this.faces[ i ];
  5586. face.normal.applyMatrix3( normalMatrix ).normalize();
  5587. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5588. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5589. }
  5590. }
  5591. if ( this.boundingBox !== null ) {
  5592. this.computeBoundingBox();
  5593. }
  5594. if ( this.boundingSphere !== null ) {
  5595. this.computeBoundingSphere();
  5596. }
  5597. this.verticesNeedUpdate = true;
  5598. this.normalsNeedUpdate = true;
  5599. return this;
  5600. },
  5601. rotateX: function () {
  5602. // rotate geometry around world x-axis
  5603. var m1 = new Matrix4();
  5604. return function rotateX( angle ) {
  5605. m1.makeRotationX( angle );
  5606. this.applyMatrix( m1 );
  5607. return this;
  5608. };
  5609. }(),
  5610. rotateY: function () {
  5611. // rotate geometry around world y-axis
  5612. var m1 = new Matrix4();
  5613. return function rotateY( angle ) {
  5614. m1.makeRotationY( angle );
  5615. this.applyMatrix( m1 );
  5616. return this;
  5617. };
  5618. }(),
  5619. rotateZ: function () {
  5620. // rotate geometry around world z-axis
  5621. var m1 = new Matrix4();
  5622. return function rotateZ( angle ) {
  5623. m1.makeRotationZ( angle );
  5624. this.applyMatrix( m1 );
  5625. return this;
  5626. };
  5627. }(),
  5628. translate: function () {
  5629. // translate geometry
  5630. var m1 = new Matrix4();
  5631. return function translate( x, y, z ) {
  5632. m1.makeTranslation( x, y, z );
  5633. this.applyMatrix( m1 );
  5634. return this;
  5635. };
  5636. }(),
  5637. scale: function () {
  5638. // scale geometry
  5639. var m1 = new Matrix4();
  5640. return function scale( x, y, z ) {
  5641. m1.makeScale( x, y, z );
  5642. this.applyMatrix( m1 );
  5643. return this;
  5644. };
  5645. }(),
  5646. lookAt: function () {
  5647. var obj = new Object3D();
  5648. return function lookAt( vector ) {
  5649. obj.lookAt( vector );
  5650. obj.updateMatrix();
  5651. this.applyMatrix( obj.matrix );
  5652. };
  5653. }(),
  5654. fromBufferGeometry: function ( geometry ) {
  5655. var scope = this;
  5656. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5657. var attributes = geometry.attributes;
  5658. var positions = attributes.position.array;
  5659. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5660. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5661. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5662. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5663. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5664. for ( var i = 0; i < positions.length; i += 3 ) {
  5665. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5666. if ( colors !== undefined ) {
  5667. scope.colors.push( new Color().fromArray( colors, i ) );
  5668. }
  5669. }
  5670. function addFace( a, b, c, materialIndex ) {
  5671. var vertexColors = ( colors === undefined ) ? [] : [
  5672. scope.colors[ a ].clone(),
  5673. scope.colors[ b ].clone(),
  5674. scope.colors[ c ].clone() ];
  5675. var vertexNormals = ( normals === undefined ) ? [] : [
  5676. new Vector3().fromArray( normals, a * 3 ),
  5677. new Vector3().fromArray( normals, b * 3 ),
  5678. new Vector3().fromArray( normals, c * 3 )
  5679. ];
  5680. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5681. scope.faces.push( face );
  5682. if ( uvs !== undefined ) {
  5683. scope.faceVertexUvs[ 0 ].push( [
  5684. new Vector2().fromArray( uvs, a * 2 ),
  5685. new Vector2().fromArray( uvs, b * 2 ),
  5686. new Vector2().fromArray( uvs, c * 2 )
  5687. ] );
  5688. }
  5689. if ( uvs2 !== undefined ) {
  5690. scope.faceVertexUvs[ 1 ].push( [
  5691. new Vector2().fromArray( uvs2, a * 2 ),
  5692. new Vector2().fromArray( uvs2, b * 2 ),
  5693. new Vector2().fromArray( uvs2, c * 2 )
  5694. ] );
  5695. }
  5696. }
  5697. var groups = geometry.groups;
  5698. if ( groups.length > 0 ) {
  5699. for ( var i = 0; i < groups.length; i ++ ) {
  5700. var group = groups[ i ];
  5701. var start = group.start;
  5702. var count = group.count;
  5703. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5704. if ( indices !== undefined ) {
  5705. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5706. } else {
  5707. addFace( j, j + 1, j + 2, group.materialIndex );
  5708. }
  5709. }
  5710. }
  5711. } else {
  5712. if ( indices !== undefined ) {
  5713. for ( var i = 0; i < indices.length; i += 3 ) {
  5714. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5715. }
  5716. } else {
  5717. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5718. addFace( i, i + 1, i + 2 );
  5719. }
  5720. }
  5721. }
  5722. this.computeFaceNormals();
  5723. if ( geometry.boundingBox !== null ) {
  5724. this.boundingBox = geometry.boundingBox.clone();
  5725. }
  5726. if ( geometry.boundingSphere !== null ) {
  5727. this.boundingSphere = geometry.boundingSphere.clone();
  5728. }
  5729. return this;
  5730. },
  5731. center: function () {
  5732. var offset = new Vector3();
  5733. return function center() {
  5734. this.computeBoundingBox();
  5735. this.boundingBox.getCenter( offset ).negate();
  5736. this.translate( offset.x, offset.y, offset.z );
  5737. return this;
  5738. };
  5739. }(),
  5740. normalize: function () {
  5741. this.computeBoundingSphere();
  5742. var center = this.boundingSphere.center;
  5743. var radius = this.boundingSphere.radius;
  5744. var s = radius === 0 ? 1 : 1.0 / radius;
  5745. var matrix = new Matrix4();
  5746. matrix.set(
  5747. s, 0, 0, - s * center.x,
  5748. 0, s, 0, - s * center.y,
  5749. 0, 0, s, - s * center.z,
  5750. 0, 0, 0, 1
  5751. );
  5752. this.applyMatrix( matrix );
  5753. return this;
  5754. },
  5755. computeFaceNormals: function () {
  5756. var cb = new Vector3(), ab = new Vector3();
  5757. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5758. var face = this.faces[ f ];
  5759. var vA = this.vertices[ face.a ];
  5760. var vB = this.vertices[ face.b ];
  5761. var vC = this.vertices[ face.c ];
  5762. cb.subVectors( vC, vB );
  5763. ab.subVectors( vA, vB );
  5764. cb.cross( ab );
  5765. cb.normalize();
  5766. face.normal.copy( cb );
  5767. }
  5768. },
  5769. computeVertexNormals: function ( areaWeighted ) {
  5770. if ( areaWeighted === undefined ) areaWeighted = true;
  5771. var v, vl, f, fl, face, vertices;
  5772. vertices = new Array( this.vertices.length );
  5773. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5774. vertices[ v ] = new Vector3();
  5775. }
  5776. if ( areaWeighted ) {
  5777. // vertex normals weighted by triangle areas
  5778. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5779. var vA, vB, vC;
  5780. var cb = new Vector3(), ab = new Vector3();
  5781. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5782. face = this.faces[ f ];
  5783. vA = this.vertices[ face.a ];
  5784. vB = this.vertices[ face.b ];
  5785. vC = this.vertices[ face.c ];
  5786. cb.subVectors( vC, vB );
  5787. ab.subVectors( vA, vB );
  5788. cb.cross( ab );
  5789. vertices[ face.a ].add( cb );
  5790. vertices[ face.b ].add( cb );
  5791. vertices[ face.c ].add( cb );
  5792. }
  5793. } else {
  5794. this.computeFaceNormals();
  5795. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5796. face = this.faces[ f ];
  5797. vertices[ face.a ].add( face.normal );
  5798. vertices[ face.b ].add( face.normal );
  5799. vertices[ face.c ].add( face.normal );
  5800. }
  5801. }
  5802. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5803. vertices[ v ].normalize();
  5804. }
  5805. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5806. face = this.faces[ f ];
  5807. var vertexNormals = face.vertexNormals;
  5808. if ( vertexNormals.length === 3 ) {
  5809. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5810. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5811. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5812. } else {
  5813. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5814. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5815. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5816. }
  5817. }
  5818. if ( this.faces.length > 0 ) {
  5819. this.normalsNeedUpdate = true;
  5820. }
  5821. },
  5822. computeFlatVertexNormals: function () {
  5823. var f, fl, face;
  5824. this.computeFaceNormals();
  5825. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5826. face = this.faces[ f ];
  5827. var vertexNormals = face.vertexNormals;
  5828. if ( vertexNormals.length === 3 ) {
  5829. vertexNormals[ 0 ].copy( face.normal );
  5830. vertexNormals[ 1 ].copy( face.normal );
  5831. vertexNormals[ 2 ].copy( face.normal );
  5832. } else {
  5833. vertexNormals[ 0 ] = face.normal.clone();
  5834. vertexNormals[ 1 ] = face.normal.clone();
  5835. vertexNormals[ 2 ] = face.normal.clone();
  5836. }
  5837. }
  5838. if ( this.faces.length > 0 ) {
  5839. this.normalsNeedUpdate = true;
  5840. }
  5841. },
  5842. computeMorphNormals: function () {
  5843. var i, il, f, fl, face;
  5844. // save original normals
  5845. // - create temp variables on first access
  5846. // otherwise just copy (for faster repeated calls)
  5847. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5848. face = this.faces[ f ];
  5849. if ( ! face.__originalFaceNormal ) {
  5850. face.__originalFaceNormal = face.normal.clone();
  5851. } else {
  5852. face.__originalFaceNormal.copy( face.normal );
  5853. }
  5854. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5855. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5856. if ( ! face.__originalVertexNormals[ i ] ) {
  5857. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5858. } else {
  5859. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5860. }
  5861. }
  5862. }
  5863. // use temp geometry to compute face and vertex normals for each morph
  5864. var tmpGeo = new Geometry();
  5865. tmpGeo.faces = this.faces;
  5866. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5867. // create on first access
  5868. if ( ! this.morphNormals[ i ] ) {
  5869. this.morphNormals[ i ] = {};
  5870. this.morphNormals[ i ].faceNormals = [];
  5871. this.morphNormals[ i ].vertexNormals = [];
  5872. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5873. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5874. var faceNormal, vertexNormals;
  5875. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5876. faceNormal = new Vector3();
  5877. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5878. dstNormalsFace.push( faceNormal );
  5879. dstNormalsVertex.push( vertexNormals );
  5880. }
  5881. }
  5882. var morphNormals = this.morphNormals[ i ];
  5883. // set vertices to morph target
  5884. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5885. // compute morph normals
  5886. tmpGeo.computeFaceNormals();
  5887. tmpGeo.computeVertexNormals();
  5888. // store morph normals
  5889. var faceNormal, vertexNormals;
  5890. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5891. face = this.faces[ f ];
  5892. faceNormal = morphNormals.faceNormals[ f ];
  5893. vertexNormals = morphNormals.vertexNormals[ f ];
  5894. faceNormal.copy( face.normal );
  5895. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5896. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5897. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5898. }
  5899. }
  5900. // restore original normals
  5901. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5902. face = this.faces[ f ];
  5903. face.normal = face.__originalFaceNormal;
  5904. face.vertexNormals = face.__originalVertexNormals;
  5905. }
  5906. },
  5907. computeBoundingBox: function () {
  5908. if ( this.boundingBox === null ) {
  5909. this.boundingBox = new Box3();
  5910. }
  5911. this.boundingBox.setFromPoints( this.vertices );
  5912. },
  5913. computeBoundingSphere: function () {
  5914. if ( this.boundingSphere === null ) {
  5915. this.boundingSphere = new Sphere();
  5916. }
  5917. this.boundingSphere.setFromPoints( this.vertices );
  5918. },
  5919. merge: function ( geometry, matrix, materialIndexOffset ) {
  5920. if ( ! ( geometry && geometry.isGeometry ) ) {
  5921. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5922. return;
  5923. }
  5924. var normalMatrix,
  5925. vertexOffset = this.vertices.length,
  5926. vertices1 = this.vertices,
  5927. vertices2 = geometry.vertices,
  5928. faces1 = this.faces,
  5929. faces2 = geometry.faces,
  5930. uvs1 = this.faceVertexUvs[ 0 ],
  5931. uvs2 = geometry.faceVertexUvs[ 0 ],
  5932. colors1 = this.colors,
  5933. colors2 = geometry.colors;
  5934. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5935. if ( matrix !== undefined ) {
  5936. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5937. }
  5938. // vertices
  5939. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5940. var vertex = vertices2[ i ];
  5941. var vertexCopy = vertex.clone();
  5942. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5943. vertices1.push( vertexCopy );
  5944. }
  5945. // colors
  5946. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5947. colors1.push( colors2[ i ].clone() );
  5948. }
  5949. // faces
  5950. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5951. var face = faces2[ i ], faceCopy, normal, color,
  5952. faceVertexNormals = face.vertexNormals,
  5953. faceVertexColors = face.vertexColors;
  5954. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5955. faceCopy.normal.copy( face.normal );
  5956. if ( normalMatrix !== undefined ) {
  5957. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5958. }
  5959. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5960. normal = faceVertexNormals[ j ].clone();
  5961. if ( normalMatrix !== undefined ) {
  5962. normal.applyMatrix3( normalMatrix ).normalize();
  5963. }
  5964. faceCopy.vertexNormals.push( normal );
  5965. }
  5966. faceCopy.color.copy( face.color );
  5967. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5968. color = faceVertexColors[ j ];
  5969. faceCopy.vertexColors.push( color.clone() );
  5970. }
  5971. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5972. faces1.push( faceCopy );
  5973. }
  5974. // uvs
  5975. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5976. var uv = uvs2[ i ], uvCopy = [];
  5977. if ( uv === undefined ) {
  5978. continue;
  5979. }
  5980. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5981. uvCopy.push( uv[ j ].clone() );
  5982. }
  5983. uvs1.push( uvCopy );
  5984. }
  5985. },
  5986. mergeMesh: function ( mesh ) {
  5987. if ( ! ( mesh && mesh.isMesh ) ) {
  5988. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5989. return;
  5990. }
  5991. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5992. this.merge( mesh.geometry, mesh.matrix );
  5993. },
  5994. /*
  5995. * Checks for duplicate vertices with hashmap.
  5996. * Duplicated vertices are removed
  5997. * and faces' vertices are updated.
  5998. */
  5999. mergeVertices: function () {
  6000. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  6001. var unique = [], changes = [];
  6002. var v, key;
  6003. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  6004. var precision = Math.pow( 10, precisionPoints );
  6005. var i, il, face;
  6006. var indices, j, jl;
  6007. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6008. v = this.vertices[ i ];
  6009. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6010. if ( verticesMap[ key ] === undefined ) {
  6011. verticesMap[ key ] = i;
  6012. unique.push( this.vertices[ i ] );
  6013. changes[ i ] = unique.length - 1;
  6014. } else {
  6015. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6016. changes[ i ] = changes[ verticesMap[ key ] ];
  6017. }
  6018. }
  6019. // if faces are completely degenerate after merging vertices, we
  6020. // have to remove them from the geometry.
  6021. var faceIndicesToRemove = [];
  6022. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  6023. face = this.faces[ i ];
  6024. face.a = changes[ face.a ];
  6025. face.b = changes[ face.b ];
  6026. face.c = changes[ face.c ];
  6027. indices = [ face.a, face.b, face.c ];
  6028. // if any duplicate vertices are found in a Face3
  6029. // we have to remove the face as nothing can be saved
  6030. for ( var n = 0; n < 3; n ++ ) {
  6031. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  6032. faceIndicesToRemove.push( i );
  6033. break;
  6034. }
  6035. }
  6036. }
  6037. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6038. var idx = faceIndicesToRemove[ i ];
  6039. this.faces.splice( idx, 1 );
  6040. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6041. this.faceVertexUvs[ j ].splice( idx, 1 );
  6042. }
  6043. }
  6044. // Use unique set of vertices
  6045. var diff = this.vertices.length - unique.length;
  6046. this.vertices = unique;
  6047. return diff;
  6048. },
  6049. setFromPoints: function ( points ) {
  6050. this.vertices = [];
  6051. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6052. var point = points[ i ];
  6053. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  6054. }
  6055. return this;
  6056. },
  6057. sortFacesByMaterialIndex: function () {
  6058. var faces = this.faces;
  6059. var length = faces.length;
  6060. // tag faces
  6061. for ( var i = 0; i < length; i ++ ) {
  6062. faces[ i ]._id = i;
  6063. }
  6064. // sort faces
  6065. function materialIndexSort( a, b ) {
  6066. return a.materialIndex - b.materialIndex;
  6067. }
  6068. faces.sort( materialIndexSort );
  6069. // sort uvs
  6070. var uvs1 = this.faceVertexUvs[ 0 ];
  6071. var uvs2 = this.faceVertexUvs[ 1 ];
  6072. var newUvs1, newUvs2;
  6073. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  6074. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  6075. for ( var i = 0; i < length; i ++ ) {
  6076. var id = faces[ i ]._id;
  6077. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  6078. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  6079. }
  6080. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  6081. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  6082. },
  6083. toJSON: function () {
  6084. var data = {
  6085. metadata: {
  6086. version: 4.5,
  6087. type: 'Geometry',
  6088. generator: 'Geometry.toJSON'
  6089. }
  6090. };
  6091. // standard Geometry serialization
  6092. data.uuid = this.uuid;
  6093. data.type = this.type;
  6094. if ( this.name !== '' ) data.name = this.name;
  6095. if ( this.parameters !== undefined ) {
  6096. var parameters = this.parameters;
  6097. for ( var key in parameters ) {
  6098. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6099. }
  6100. return data;
  6101. }
  6102. var vertices = [];
  6103. for ( var i = 0; i < this.vertices.length; i ++ ) {
  6104. var vertex = this.vertices[ i ];
  6105. vertices.push( vertex.x, vertex.y, vertex.z );
  6106. }
  6107. var faces = [];
  6108. var normals = [];
  6109. var normalsHash = {};
  6110. var colors = [];
  6111. var colorsHash = {};
  6112. var uvs = [];
  6113. var uvsHash = {};
  6114. for ( var i = 0; i < this.faces.length; i ++ ) {
  6115. var face = this.faces[ i ];
  6116. var hasMaterial = true;
  6117. var hasFaceUv = false; // deprecated
  6118. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6119. var hasFaceNormal = face.normal.length() > 0;
  6120. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6121. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6122. var hasFaceVertexColor = face.vertexColors.length > 0;
  6123. var faceType = 0;
  6124. faceType = setBit( faceType, 0, 0 ); // isQuad
  6125. faceType = setBit( faceType, 1, hasMaterial );
  6126. faceType = setBit( faceType, 2, hasFaceUv );
  6127. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6128. faceType = setBit( faceType, 4, hasFaceNormal );
  6129. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6130. faceType = setBit( faceType, 6, hasFaceColor );
  6131. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6132. faces.push( faceType );
  6133. faces.push( face.a, face.b, face.c );
  6134. faces.push( face.materialIndex );
  6135. if ( hasFaceVertexUv ) {
  6136. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6137. faces.push(
  6138. getUvIndex( faceVertexUvs[ 0 ] ),
  6139. getUvIndex( faceVertexUvs[ 1 ] ),
  6140. getUvIndex( faceVertexUvs[ 2 ] )
  6141. );
  6142. }
  6143. if ( hasFaceNormal ) {
  6144. faces.push( getNormalIndex( face.normal ) );
  6145. }
  6146. if ( hasFaceVertexNormal ) {
  6147. var vertexNormals = face.vertexNormals;
  6148. faces.push(
  6149. getNormalIndex( vertexNormals[ 0 ] ),
  6150. getNormalIndex( vertexNormals[ 1 ] ),
  6151. getNormalIndex( vertexNormals[ 2 ] )
  6152. );
  6153. }
  6154. if ( hasFaceColor ) {
  6155. faces.push( getColorIndex( face.color ) );
  6156. }
  6157. if ( hasFaceVertexColor ) {
  6158. var vertexColors = face.vertexColors;
  6159. faces.push(
  6160. getColorIndex( vertexColors[ 0 ] ),
  6161. getColorIndex( vertexColors[ 1 ] ),
  6162. getColorIndex( vertexColors[ 2 ] )
  6163. );
  6164. }
  6165. }
  6166. function setBit( value, position, enabled ) {
  6167. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6168. }
  6169. function getNormalIndex( normal ) {
  6170. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6171. if ( normalsHash[ hash ] !== undefined ) {
  6172. return normalsHash[ hash ];
  6173. }
  6174. normalsHash[ hash ] = normals.length / 3;
  6175. normals.push( normal.x, normal.y, normal.z );
  6176. return normalsHash[ hash ];
  6177. }
  6178. function getColorIndex( color ) {
  6179. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6180. if ( colorsHash[ hash ] !== undefined ) {
  6181. return colorsHash[ hash ];
  6182. }
  6183. colorsHash[ hash ] = colors.length;
  6184. colors.push( color.getHex() );
  6185. return colorsHash[ hash ];
  6186. }
  6187. function getUvIndex( uv ) {
  6188. var hash = uv.x.toString() + uv.y.toString();
  6189. if ( uvsHash[ hash ] !== undefined ) {
  6190. return uvsHash[ hash ];
  6191. }
  6192. uvsHash[ hash ] = uvs.length / 2;
  6193. uvs.push( uv.x, uv.y );
  6194. return uvsHash[ hash ];
  6195. }
  6196. data.data = {};
  6197. data.data.vertices = vertices;
  6198. data.data.normals = normals;
  6199. if ( colors.length > 0 ) data.data.colors = colors;
  6200. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6201. data.data.faces = faces;
  6202. return data;
  6203. },
  6204. clone: function () {
  6205. /*
  6206. // Handle primitives
  6207. var parameters = this.parameters;
  6208. if ( parameters !== undefined ) {
  6209. var values = [];
  6210. for ( var key in parameters ) {
  6211. values.push( parameters[ key ] );
  6212. }
  6213. var geometry = Object.create( this.constructor.prototype );
  6214. this.constructor.apply( geometry, values );
  6215. return geometry;
  6216. }
  6217. return new this.constructor().copy( this );
  6218. */
  6219. return new Geometry().copy( this );
  6220. },
  6221. copy: function ( source ) {
  6222. var i, il, j, jl, k, kl;
  6223. // reset
  6224. this.vertices = [];
  6225. this.colors = [];
  6226. this.faces = [];
  6227. this.faceVertexUvs = [[]];
  6228. this.morphTargets = [];
  6229. this.morphNormals = [];
  6230. this.skinWeights = [];
  6231. this.skinIndices = [];
  6232. this.lineDistances = [];
  6233. this.boundingBox = null;
  6234. this.boundingSphere = null;
  6235. // name
  6236. this.name = source.name;
  6237. // vertices
  6238. var vertices = source.vertices;
  6239. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6240. this.vertices.push( vertices[ i ].clone() );
  6241. }
  6242. // colors
  6243. var colors = source.colors;
  6244. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6245. this.colors.push( colors[ i ].clone() );
  6246. }
  6247. // faces
  6248. var faces = source.faces;
  6249. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6250. this.faces.push( faces[ i ].clone() );
  6251. }
  6252. // face vertex uvs
  6253. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6254. var faceVertexUvs = source.faceVertexUvs[ i ];
  6255. if ( this.faceVertexUvs[ i ] === undefined ) {
  6256. this.faceVertexUvs[ i ] = [];
  6257. }
  6258. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6259. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6260. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6261. var uv = uvs[ k ];
  6262. uvsCopy.push( uv.clone() );
  6263. }
  6264. this.faceVertexUvs[ i ].push( uvsCopy );
  6265. }
  6266. }
  6267. // morph targets
  6268. var morphTargets = source.morphTargets;
  6269. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6270. var morphTarget = {};
  6271. morphTarget.name = morphTargets[ i ].name;
  6272. // vertices
  6273. if ( morphTargets[ i ].vertices !== undefined ) {
  6274. morphTarget.vertices = [];
  6275. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6276. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6277. }
  6278. }
  6279. // normals
  6280. if ( morphTargets[ i ].normals !== undefined ) {
  6281. morphTarget.normals = [];
  6282. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6283. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6284. }
  6285. }
  6286. this.morphTargets.push( morphTarget );
  6287. }
  6288. // morph normals
  6289. var morphNormals = source.morphNormals;
  6290. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6291. var morphNormal = {};
  6292. // vertex normals
  6293. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6294. morphNormal.vertexNormals = [];
  6295. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6296. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6297. var destVertexNormal = {};
  6298. destVertexNormal.a = srcVertexNormal.a.clone();
  6299. destVertexNormal.b = srcVertexNormal.b.clone();
  6300. destVertexNormal.c = srcVertexNormal.c.clone();
  6301. morphNormal.vertexNormals.push( destVertexNormal );
  6302. }
  6303. }
  6304. // face normals
  6305. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6306. morphNormal.faceNormals = [];
  6307. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6308. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6309. }
  6310. }
  6311. this.morphNormals.push( morphNormal );
  6312. }
  6313. // skin weights
  6314. var skinWeights = source.skinWeights;
  6315. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6316. this.skinWeights.push( skinWeights[ i ].clone() );
  6317. }
  6318. // skin indices
  6319. var skinIndices = source.skinIndices;
  6320. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6321. this.skinIndices.push( skinIndices[ i ].clone() );
  6322. }
  6323. // line distances
  6324. var lineDistances = source.lineDistances;
  6325. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6326. this.lineDistances.push( lineDistances[ i ] );
  6327. }
  6328. // bounding box
  6329. var boundingBox = source.boundingBox;
  6330. if ( boundingBox !== null ) {
  6331. this.boundingBox = boundingBox.clone();
  6332. }
  6333. // bounding sphere
  6334. var boundingSphere = source.boundingSphere;
  6335. if ( boundingSphere !== null ) {
  6336. this.boundingSphere = boundingSphere.clone();
  6337. }
  6338. // update flags
  6339. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6340. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6341. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6342. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6343. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6344. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6345. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6346. return this;
  6347. },
  6348. dispose: function () {
  6349. this.dispatchEvent( { type: 'dispose' } );
  6350. }
  6351. } );
  6352. /**
  6353. * @author mrdoob / http://mrdoob.com/
  6354. */
  6355. function BufferAttribute( array, itemSize, normalized ) {
  6356. if ( Array.isArray( array ) ) {
  6357. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6358. }
  6359. this.name = '';
  6360. this.array = array;
  6361. this.itemSize = itemSize;
  6362. this.count = array !== undefined ? array.length / itemSize : 0;
  6363. this.normalized = normalized === true;
  6364. this.dynamic = false;
  6365. this.updateRange = { offset: 0, count: - 1 };
  6366. this.version = 0;
  6367. }
  6368. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6369. set: function ( value ) {
  6370. if ( value === true ) this.version ++;
  6371. }
  6372. } );
  6373. Object.assign( BufferAttribute.prototype, {
  6374. isBufferAttribute: true,
  6375. onUploadCallback: function () {},
  6376. setArray: function ( array ) {
  6377. if ( Array.isArray( array ) ) {
  6378. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6379. }
  6380. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6381. this.array = array;
  6382. return this;
  6383. },
  6384. setDynamic: function ( value ) {
  6385. this.dynamic = value;
  6386. return this;
  6387. },
  6388. copy: function ( source ) {
  6389. this.name = source.name;
  6390. this.array = new source.array.constructor( source.array );
  6391. this.itemSize = source.itemSize;
  6392. this.count = source.count;
  6393. this.normalized = source.normalized;
  6394. this.dynamic = source.dynamic;
  6395. return this;
  6396. },
  6397. copyAt: function ( index1, attribute, index2 ) {
  6398. index1 *= this.itemSize;
  6399. index2 *= attribute.itemSize;
  6400. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6401. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6402. }
  6403. return this;
  6404. },
  6405. copyArray: function ( array ) {
  6406. this.array.set( array );
  6407. return this;
  6408. },
  6409. copyColorsArray: function ( colors ) {
  6410. var array = this.array, offset = 0;
  6411. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6412. var color = colors[ i ];
  6413. if ( color === undefined ) {
  6414. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6415. color = new Color();
  6416. }
  6417. array[ offset ++ ] = color.r;
  6418. array[ offset ++ ] = color.g;
  6419. array[ offset ++ ] = color.b;
  6420. }
  6421. return this;
  6422. },
  6423. copyVector2sArray: function ( vectors ) {
  6424. var array = this.array, offset = 0;
  6425. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6426. var vector = vectors[ i ];
  6427. if ( vector === undefined ) {
  6428. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6429. vector = new Vector2();
  6430. }
  6431. array[ offset ++ ] = vector.x;
  6432. array[ offset ++ ] = vector.y;
  6433. }
  6434. return this;
  6435. },
  6436. copyVector3sArray: function ( vectors ) {
  6437. var array = this.array, offset = 0;
  6438. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6439. var vector = vectors[ i ];
  6440. if ( vector === undefined ) {
  6441. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6442. vector = new Vector3();
  6443. }
  6444. array[ offset ++ ] = vector.x;
  6445. array[ offset ++ ] = vector.y;
  6446. array[ offset ++ ] = vector.z;
  6447. }
  6448. return this;
  6449. },
  6450. copyVector4sArray: function ( vectors ) {
  6451. var array = this.array, offset = 0;
  6452. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6453. var vector = vectors[ i ];
  6454. if ( vector === undefined ) {
  6455. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6456. vector = new Vector4();
  6457. }
  6458. array[ offset ++ ] = vector.x;
  6459. array[ offset ++ ] = vector.y;
  6460. array[ offset ++ ] = vector.z;
  6461. array[ offset ++ ] = vector.w;
  6462. }
  6463. return this;
  6464. },
  6465. set: function ( value, offset ) {
  6466. if ( offset === undefined ) offset = 0;
  6467. this.array.set( value, offset );
  6468. return this;
  6469. },
  6470. getX: function ( index ) {
  6471. return this.array[ index * this.itemSize ];
  6472. },
  6473. setX: function ( index, x ) {
  6474. this.array[ index * this.itemSize ] = x;
  6475. return this;
  6476. },
  6477. getY: function ( index ) {
  6478. return this.array[ index * this.itemSize + 1 ];
  6479. },
  6480. setY: function ( index, y ) {
  6481. this.array[ index * this.itemSize + 1 ] = y;
  6482. return this;
  6483. },
  6484. getZ: function ( index ) {
  6485. return this.array[ index * this.itemSize + 2 ];
  6486. },
  6487. setZ: function ( index, z ) {
  6488. this.array[ index * this.itemSize + 2 ] = z;
  6489. return this;
  6490. },
  6491. getW: function ( index ) {
  6492. return this.array[ index * this.itemSize + 3 ];
  6493. },
  6494. setW: function ( index, w ) {
  6495. this.array[ index * this.itemSize + 3 ] = w;
  6496. return this;
  6497. },
  6498. setXY: function ( index, x, y ) {
  6499. index *= this.itemSize;
  6500. this.array[ index + 0 ] = x;
  6501. this.array[ index + 1 ] = y;
  6502. return this;
  6503. },
  6504. setXYZ: function ( index, x, y, z ) {
  6505. index *= this.itemSize;
  6506. this.array[ index + 0 ] = x;
  6507. this.array[ index + 1 ] = y;
  6508. this.array[ index + 2 ] = z;
  6509. return this;
  6510. },
  6511. setXYZW: function ( index, x, y, z, w ) {
  6512. index *= this.itemSize;
  6513. this.array[ index + 0 ] = x;
  6514. this.array[ index + 1 ] = y;
  6515. this.array[ index + 2 ] = z;
  6516. this.array[ index + 3 ] = w;
  6517. return this;
  6518. },
  6519. onUpload: function ( callback ) {
  6520. this.onUploadCallback = callback;
  6521. return this;
  6522. },
  6523. clone: function () {
  6524. return new this.constructor( this.array, this.itemSize ).copy( this );
  6525. },
  6526. toJSON: function () {
  6527. return {
  6528. itemSize: this.itemSize,
  6529. type: this.array.constructor.name,
  6530. array: Array.prototype.slice.call( this.array ),
  6531. normalized: this.normalized
  6532. };
  6533. }
  6534. } );
  6535. //
  6536. function Int8BufferAttribute( array, itemSize, normalized ) {
  6537. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6538. }
  6539. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6540. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6541. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6542. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6543. }
  6544. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6545. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6546. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6547. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6548. }
  6549. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6550. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6551. function Int16BufferAttribute( array, itemSize, normalized ) {
  6552. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6553. }
  6554. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6555. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6556. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6557. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6558. }
  6559. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6560. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6561. function Int32BufferAttribute( array, itemSize, normalized ) {
  6562. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6563. }
  6564. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6565. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6566. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6567. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6568. }
  6569. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6570. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6571. function Float32BufferAttribute( array, itemSize, normalized ) {
  6572. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6573. }
  6574. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6575. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6576. function Float64BufferAttribute( array, itemSize, normalized ) {
  6577. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6578. }
  6579. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6580. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6581. /**
  6582. * @author mrdoob / http://mrdoob.com/
  6583. */
  6584. function DirectGeometry() {
  6585. this.vertices = [];
  6586. this.normals = [];
  6587. this.colors = [];
  6588. this.uvs = [];
  6589. this.uvs2 = [];
  6590. this.groups = [];
  6591. this.morphTargets = {};
  6592. this.skinWeights = [];
  6593. this.skinIndices = [];
  6594. // this.lineDistances = [];
  6595. this.boundingBox = null;
  6596. this.boundingSphere = null;
  6597. // update flags
  6598. this.verticesNeedUpdate = false;
  6599. this.normalsNeedUpdate = false;
  6600. this.colorsNeedUpdate = false;
  6601. this.uvsNeedUpdate = false;
  6602. this.groupsNeedUpdate = false;
  6603. }
  6604. Object.assign( DirectGeometry.prototype, {
  6605. computeGroups: function ( geometry ) {
  6606. var group;
  6607. var groups = [];
  6608. var materialIndex = undefined;
  6609. var faces = geometry.faces;
  6610. for ( var i = 0; i < faces.length; i ++ ) {
  6611. var face = faces[ i ];
  6612. // materials
  6613. if ( face.materialIndex !== materialIndex ) {
  6614. materialIndex = face.materialIndex;
  6615. if ( group !== undefined ) {
  6616. group.count = ( i * 3 ) - group.start;
  6617. groups.push( group );
  6618. }
  6619. group = {
  6620. start: i * 3,
  6621. materialIndex: materialIndex
  6622. };
  6623. }
  6624. }
  6625. if ( group !== undefined ) {
  6626. group.count = ( i * 3 ) - group.start;
  6627. groups.push( group );
  6628. }
  6629. this.groups = groups;
  6630. },
  6631. fromGeometry: function ( geometry ) {
  6632. var faces = geometry.faces;
  6633. var vertices = geometry.vertices;
  6634. var faceVertexUvs = geometry.faceVertexUvs;
  6635. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6636. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6637. // morphs
  6638. var morphTargets = geometry.morphTargets;
  6639. var morphTargetsLength = morphTargets.length;
  6640. var morphTargetsPosition;
  6641. if ( morphTargetsLength > 0 ) {
  6642. morphTargetsPosition = [];
  6643. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6644. morphTargetsPosition[ i ] = {
  6645. name: morphTargets[ i ].name,
  6646. data: []
  6647. };
  6648. }
  6649. this.morphTargets.position = morphTargetsPosition;
  6650. }
  6651. var morphNormals = geometry.morphNormals;
  6652. var morphNormalsLength = morphNormals.length;
  6653. var morphTargetsNormal;
  6654. if ( morphNormalsLength > 0 ) {
  6655. morphTargetsNormal = [];
  6656. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6657. morphTargetsNormal[ i ] = {
  6658. name: morphNormals[ i ].name,
  6659. data: []
  6660. };
  6661. }
  6662. this.morphTargets.normal = morphTargetsNormal;
  6663. }
  6664. // skins
  6665. var skinIndices = geometry.skinIndices;
  6666. var skinWeights = geometry.skinWeights;
  6667. var hasSkinIndices = skinIndices.length === vertices.length;
  6668. var hasSkinWeights = skinWeights.length === vertices.length;
  6669. //
  6670. if ( vertices.length > 0 && faces.length === 0 ) {
  6671. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6672. }
  6673. for ( var i = 0; i < faces.length; i ++ ) {
  6674. var face = faces[ i ];
  6675. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6676. var vertexNormals = face.vertexNormals;
  6677. if ( vertexNormals.length === 3 ) {
  6678. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6679. } else {
  6680. var normal = face.normal;
  6681. this.normals.push( normal, normal, normal );
  6682. }
  6683. var vertexColors = face.vertexColors;
  6684. if ( vertexColors.length === 3 ) {
  6685. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6686. } else {
  6687. var color = face.color;
  6688. this.colors.push( color, color, color );
  6689. }
  6690. if ( hasFaceVertexUv === true ) {
  6691. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6692. if ( vertexUvs !== undefined ) {
  6693. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6694. } else {
  6695. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6696. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6697. }
  6698. }
  6699. if ( hasFaceVertexUv2 === true ) {
  6700. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6701. if ( vertexUvs !== undefined ) {
  6702. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6703. } else {
  6704. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6705. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6706. }
  6707. }
  6708. // morphs
  6709. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6710. var morphTarget = morphTargets[ j ].vertices;
  6711. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6712. }
  6713. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6714. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6715. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6716. }
  6717. // skins
  6718. if ( hasSkinIndices ) {
  6719. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6720. }
  6721. if ( hasSkinWeights ) {
  6722. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6723. }
  6724. }
  6725. this.computeGroups( geometry );
  6726. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6727. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6728. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6729. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6730. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6731. return this;
  6732. }
  6733. } );
  6734. /**
  6735. * @author mrdoob / http://mrdoob.com/
  6736. */
  6737. function arrayMax( array ) {
  6738. if ( array.length === 0 ) return - Infinity;
  6739. var max = array[ 0 ];
  6740. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6741. if ( array[ i ] > max ) max = array[ i ];
  6742. }
  6743. return max;
  6744. }
  6745. /**
  6746. * @author alteredq / http://alteredqualia.com/
  6747. * @author mrdoob / http://mrdoob.com/
  6748. */
  6749. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6750. function BufferGeometry() {
  6751. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6752. this.uuid = _Math.generateUUID();
  6753. this.name = '';
  6754. this.type = 'BufferGeometry';
  6755. this.index = null;
  6756. this.attributes = {};
  6757. this.morphAttributes = {};
  6758. this.groups = [];
  6759. this.boundingBox = null;
  6760. this.boundingSphere = null;
  6761. this.drawRange = { start: 0, count: Infinity };
  6762. this.userData = {};
  6763. }
  6764. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6765. constructor: BufferGeometry,
  6766. isBufferGeometry: true,
  6767. getIndex: function () {
  6768. return this.index;
  6769. },
  6770. setIndex: function ( index ) {
  6771. if ( Array.isArray( index ) ) {
  6772. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6773. } else {
  6774. this.index = index;
  6775. }
  6776. },
  6777. addAttribute: function ( name, attribute ) {
  6778. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6779. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6780. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6781. }
  6782. if ( name === 'index' ) {
  6783. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6784. this.setIndex( attribute );
  6785. return this;
  6786. }
  6787. this.attributes[ name ] = attribute;
  6788. return this;
  6789. },
  6790. getAttribute: function ( name ) {
  6791. return this.attributes[ name ];
  6792. },
  6793. removeAttribute: function ( name ) {
  6794. delete this.attributes[ name ];
  6795. return this;
  6796. },
  6797. addGroup: function ( start, count, materialIndex ) {
  6798. this.groups.push( {
  6799. start: start,
  6800. count: count,
  6801. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6802. } );
  6803. },
  6804. clearGroups: function () {
  6805. this.groups = [];
  6806. },
  6807. setDrawRange: function ( start, count ) {
  6808. this.drawRange.start = start;
  6809. this.drawRange.count = count;
  6810. },
  6811. applyMatrix: function ( matrix ) {
  6812. var position = this.attributes.position;
  6813. if ( position !== undefined ) {
  6814. matrix.applyToBufferAttribute( position );
  6815. position.needsUpdate = true;
  6816. }
  6817. var normal = this.attributes.normal;
  6818. if ( normal !== undefined ) {
  6819. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6820. normalMatrix.applyToBufferAttribute( normal );
  6821. normal.needsUpdate = true;
  6822. }
  6823. var tangent = this.attributes.tangent;
  6824. if ( tangent !== undefined ) {
  6825. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6826. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  6827. normalMatrix.applyToBufferAttribute( tangent );
  6828. tangent.needsUpdate = true;
  6829. }
  6830. if ( this.boundingBox !== null ) {
  6831. this.computeBoundingBox();
  6832. }
  6833. if ( this.boundingSphere !== null ) {
  6834. this.computeBoundingSphere();
  6835. }
  6836. return this;
  6837. },
  6838. rotateX: function () {
  6839. // rotate geometry around world x-axis
  6840. var m1 = new Matrix4();
  6841. return function rotateX( angle ) {
  6842. m1.makeRotationX( angle );
  6843. this.applyMatrix( m1 );
  6844. return this;
  6845. };
  6846. }(),
  6847. rotateY: function () {
  6848. // rotate geometry around world y-axis
  6849. var m1 = new Matrix4();
  6850. return function rotateY( angle ) {
  6851. m1.makeRotationY( angle );
  6852. this.applyMatrix( m1 );
  6853. return this;
  6854. };
  6855. }(),
  6856. rotateZ: function () {
  6857. // rotate geometry around world z-axis
  6858. var m1 = new Matrix4();
  6859. return function rotateZ( angle ) {
  6860. m1.makeRotationZ( angle );
  6861. this.applyMatrix( m1 );
  6862. return this;
  6863. };
  6864. }(),
  6865. translate: function () {
  6866. // translate geometry
  6867. var m1 = new Matrix4();
  6868. return function translate( x, y, z ) {
  6869. m1.makeTranslation( x, y, z );
  6870. this.applyMatrix( m1 );
  6871. return this;
  6872. };
  6873. }(),
  6874. scale: function () {
  6875. // scale geometry
  6876. var m1 = new Matrix4();
  6877. return function scale( x, y, z ) {
  6878. m1.makeScale( x, y, z );
  6879. this.applyMatrix( m1 );
  6880. return this;
  6881. };
  6882. }(),
  6883. lookAt: function () {
  6884. var obj = new Object3D();
  6885. return function lookAt( vector ) {
  6886. obj.lookAt( vector );
  6887. obj.updateMatrix();
  6888. this.applyMatrix( obj.matrix );
  6889. };
  6890. }(),
  6891. center: function () {
  6892. var offset = new Vector3();
  6893. return function center() {
  6894. this.computeBoundingBox();
  6895. this.boundingBox.getCenter( offset ).negate();
  6896. this.translate( offset.x, offset.y, offset.z );
  6897. return this;
  6898. };
  6899. }(),
  6900. setFromObject: function ( object ) {
  6901. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6902. var geometry = object.geometry;
  6903. if ( object.isPoints || object.isLine ) {
  6904. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6905. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6906. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6907. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6908. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6909. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6910. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6911. }
  6912. if ( geometry.boundingSphere !== null ) {
  6913. this.boundingSphere = geometry.boundingSphere.clone();
  6914. }
  6915. if ( geometry.boundingBox !== null ) {
  6916. this.boundingBox = geometry.boundingBox.clone();
  6917. }
  6918. } else if ( object.isMesh ) {
  6919. if ( geometry && geometry.isGeometry ) {
  6920. this.fromGeometry( geometry );
  6921. }
  6922. }
  6923. return this;
  6924. },
  6925. setFromPoints: function ( points ) {
  6926. var position = [];
  6927. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6928. var point = points[ i ];
  6929. position.push( point.x, point.y, point.z || 0 );
  6930. }
  6931. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6932. return this;
  6933. },
  6934. updateFromObject: function ( object ) {
  6935. var geometry = object.geometry;
  6936. if ( object.isMesh ) {
  6937. var direct = geometry.__directGeometry;
  6938. if ( geometry.elementsNeedUpdate === true ) {
  6939. direct = undefined;
  6940. geometry.elementsNeedUpdate = false;
  6941. }
  6942. if ( direct === undefined ) {
  6943. return this.fromGeometry( geometry );
  6944. }
  6945. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6946. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6947. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6948. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6949. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6950. geometry.verticesNeedUpdate = false;
  6951. geometry.normalsNeedUpdate = false;
  6952. geometry.colorsNeedUpdate = false;
  6953. geometry.uvsNeedUpdate = false;
  6954. geometry.groupsNeedUpdate = false;
  6955. geometry = direct;
  6956. }
  6957. var attribute;
  6958. if ( geometry.verticesNeedUpdate === true ) {
  6959. attribute = this.attributes.position;
  6960. if ( attribute !== undefined ) {
  6961. attribute.copyVector3sArray( geometry.vertices );
  6962. attribute.needsUpdate = true;
  6963. }
  6964. geometry.verticesNeedUpdate = false;
  6965. }
  6966. if ( geometry.normalsNeedUpdate === true ) {
  6967. attribute = this.attributes.normal;
  6968. if ( attribute !== undefined ) {
  6969. attribute.copyVector3sArray( geometry.normals );
  6970. attribute.needsUpdate = true;
  6971. }
  6972. geometry.normalsNeedUpdate = false;
  6973. }
  6974. if ( geometry.colorsNeedUpdate === true ) {
  6975. attribute = this.attributes.color;
  6976. if ( attribute !== undefined ) {
  6977. attribute.copyColorsArray( geometry.colors );
  6978. attribute.needsUpdate = true;
  6979. }
  6980. geometry.colorsNeedUpdate = false;
  6981. }
  6982. if ( geometry.uvsNeedUpdate ) {
  6983. attribute = this.attributes.uv;
  6984. if ( attribute !== undefined ) {
  6985. attribute.copyVector2sArray( geometry.uvs );
  6986. attribute.needsUpdate = true;
  6987. }
  6988. geometry.uvsNeedUpdate = false;
  6989. }
  6990. if ( geometry.lineDistancesNeedUpdate ) {
  6991. attribute = this.attributes.lineDistance;
  6992. if ( attribute !== undefined ) {
  6993. attribute.copyArray( geometry.lineDistances );
  6994. attribute.needsUpdate = true;
  6995. }
  6996. geometry.lineDistancesNeedUpdate = false;
  6997. }
  6998. if ( geometry.groupsNeedUpdate ) {
  6999. geometry.computeGroups( object.geometry );
  7000. this.groups = geometry.groups;
  7001. geometry.groupsNeedUpdate = false;
  7002. }
  7003. return this;
  7004. },
  7005. fromGeometry: function ( geometry ) {
  7006. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  7007. return this.fromDirectGeometry( geometry.__directGeometry );
  7008. },
  7009. fromDirectGeometry: function ( geometry ) {
  7010. var positions = new Float32Array( geometry.vertices.length * 3 );
  7011. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  7012. if ( geometry.normals.length > 0 ) {
  7013. var normals = new Float32Array( geometry.normals.length * 3 );
  7014. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  7015. }
  7016. if ( geometry.colors.length > 0 ) {
  7017. var colors = new Float32Array( geometry.colors.length * 3 );
  7018. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  7019. }
  7020. if ( geometry.uvs.length > 0 ) {
  7021. var uvs = new Float32Array( geometry.uvs.length * 2 );
  7022. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  7023. }
  7024. if ( geometry.uvs2.length > 0 ) {
  7025. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  7026. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  7027. }
  7028. // groups
  7029. this.groups = geometry.groups;
  7030. // morphs
  7031. for ( var name in geometry.morphTargets ) {
  7032. var array = [];
  7033. var morphTargets = geometry.morphTargets[ name ];
  7034. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  7035. var morphTarget = morphTargets[ i ];
  7036. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  7037. attribute.name = morphTarget.name;
  7038. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  7039. }
  7040. this.morphAttributes[ name ] = array;
  7041. }
  7042. // skinning
  7043. if ( geometry.skinIndices.length > 0 ) {
  7044. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  7045. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  7046. }
  7047. if ( geometry.skinWeights.length > 0 ) {
  7048. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  7049. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  7050. }
  7051. //
  7052. if ( geometry.boundingSphere !== null ) {
  7053. this.boundingSphere = geometry.boundingSphere.clone();
  7054. }
  7055. if ( geometry.boundingBox !== null ) {
  7056. this.boundingBox = geometry.boundingBox.clone();
  7057. }
  7058. return this;
  7059. },
  7060. computeBoundingBox: function () {
  7061. var box = new Box3();
  7062. return function computeBoundingBox() {
  7063. if ( this.boundingBox === null ) {
  7064. this.boundingBox = new Box3();
  7065. }
  7066. var position = this.attributes.position;
  7067. var morphAttributesPosition = this.morphAttributes.position;
  7068. if ( position !== undefined ) {
  7069. this.boundingBox.setFromBufferAttribute( position );
  7070. // process morph attributes if present
  7071. if ( morphAttributesPosition ) {
  7072. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  7073. var morphAttribute = morphAttributesPosition[ i ];
  7074. box.setFromBufferAttribute( morphAttribute );
  7075. this.boundingBox.expandByPoint( box.min );
  7076. this.boundingBox.expandByPoint( box.max );
  7077. }
  7078. }
  7079. } else {
  7080. this.boundingBox.makeEmpty();
  7081. }
  7082. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  7083. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  7084. }
  7085. };
  7086. }(),
  7087. computeBoundingSphere: function () {
  7088. var box = new Box3();
  7089. var boxMorphTargets = new Box3();
  7090. var vector = new Vector3();
  7091. return function computeBoundingSphere() {
  7092. if ( this.boundingSphere === null ) {
  7093. this.boundingSphere = new Sphere();
  7094. }
  7095. var position = this.attributes.position;
  7096. var morphAttributesPosition = this.morphAttributes.position;
  7097. if ( position ) {
  7098. // first, find the center of the bounding sphere
  7099. var center = this.boundingSphere.center;
  7100. box.setFromBufferAttribute( position );
  7101. // process morph attributes if present
  7102. if ( morphAttributesPosition ) {
  7103. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  7104. var morphAttribute = morphAttributesPosition[ i ];
  7105. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  7106. box.expandByPoint( boxMorphTargets.min );
  7107. box.expandByPoint( boxMorphTargets.max );
  7108. }
  7109. }
  7110. box.getCenter( center );
  7111. // second, try to find a boundingSphere with a radius smaller than the
  7112. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  7113. var maxRadiusSq = 0;
  7114. for ( var i = 0, il = position.count; i < il; i ++ ) {
  7115. vector.fromBufferAttribute( position, i );
  7116. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  7117. }
  7118. // process morph attributes if present
  7119. if ( morphAttributesPosition ) {
  7120. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  7121. var morphAttribute = morphAttributesPosition[ i ];
  7122. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  7123. vector.fromBufferAttribute( morphAttribute, j );
  7124. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  7125. }
  7126. }
  7127. }
  7128. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  7129. if ( isNaN( this.boundingSphere.radius ) ) {
  7130. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  7131. }
  7132. }
  7133. };
  7134. }(),
  7135. computeFaceNormals: function () {
  7136. // backwards compatibility
  7137. },
  7138. computeVertexNormals: function () {
  7139. var index = this.index;
  7140. var attributes = this.attributes;
  7141. if ( attributes.position ) {
  7142. var positions = attributes.position.array;
  7143. if ( attributes.normal === undefined ) {
  7144. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  7145. } else {
  7146. // reset existing normals to zero
  7147. var array = attributes.normal.array;
  7148. for ( var i = 0, il = array.length; i < il; i ++ ) {
  7149. array[ i ] = 0;
  7150. }
  7151. }
  7152. var normals = attributes.normal.array;
  7153. var vA, vB, vC;
  7154. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  7155. var cb = new Vector3(), ab = new Vector3();
  7156. // indexed elements
  7157. if ( index ) {
  7158. var indices = index.array;
  7159. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7160. vA = indices[ i + 0 ] * 3;
  7161. vB = indices[ i + 1 ] * 3;
  7162. vC = indices[ i + 2 ] * 3;
  7163. pA.fromArray( positions, vA );
  7164. pB.fromArray( positions, vB );
  7165. pC.fromArray( positions, vC );
  7166. cb.subVectors( pC, pB );
  7167. ab.subVectors( pA, pB );
  7168. cb.cross( ab );
  7169. normals[ vA ] += cb.x;
  7170. normals[ vA + 1 ] += cb.y;
  7171. normals[ vA + 2 ] += cb.z;
  7172. normals[ vB ] += cb.x;
  7173. normals[ vB + 1 ] += cb.y;
  7174. normals[ vB + 2 ] += cb.z;
  7175. normals[ vC ] += cb.x;
  7176. normals[ vC + 1 ] += cb.y;
  7177. normals[ vC + 2 ] += cb.z;
  7178. }
  7179. } else {
  7180. // non-indexed elements (unconnected triangle soup)
  7181. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7182. pA.fromArray( positions, i );
  7183. pB.fromArray( positions, i + 3 );
  7184. pC.fromArray( positions, i + 6 );
  7185. cb.subVectors( pC, pB );
  7186. ab.subVectors( pA, pB );
  7187. cb.cross( ab );
  7188. normals[ i ] = cb.x;
  7189. normals[ i + 1 ] = cb.y;
  7190. normals[ i + 2 ] = cb.z;
  7191. normals[ i + 3 ] = cb.x;
  7192. normals[ i + 4 ] = cb.y;
  7193. normals[ i + 5 ] = cb.z;
  7194. normals[ i + 6 ] = cb.x;
  7195. normals[ i + 7 ] = cb.y;
  7196. normals[ i + 8 ] = cb.z;
  7197. }
  7198. }
  7199. this.normalizeNormals();
  7200. attributes.normal.needsUpdate = true;
  7201. }
  7202. },
  7203. merge: function ( geometry, offset ) {
  7204. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7205. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7206. return;
  7207. }
  7208. if ( offset === undefined ) {
  7209. offset = 0;
  7210. console.warn(
  7211. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7212. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7213. );
  7214. }
  7215. var attributes = this.attributes;
  7216. for ( var key in attributes ) {
  7217. if ( geometry.attributes[ key ] === undefined ) continue;
  7218. var attribute1 = attributes[ key ];
  7219. var attributeArray1 = attribute1.array;
  7220. var attribute2 = geometry.attributes[ key ];
  7221. var attributeArray2 = attribute2.array;
  7222. var attributeOffset = attribute2.itemSize * offset;
  7223. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  7224. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  7225. attributeArray1[ j ] = attributeArray2[ i ];
  7226. }
  7227. }
  7228. return this;
  7229. },
  7230. normalizeNormals: function () {
  7231. var vector = new Vector3();
  7232. return function normalizeNormals() {
  7233. var normals = this.attributes.normal;
  7234. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7235. vector.x = normals.getX( i );
  7236. vector.y = normals.getY( i );
  7237. vector.z = normals.getZ( i );
  7238. vector.normalize();
  7239. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7240. }
  7241. };
  7242. }(),
  7243. toNonIndexed: function () {
  7244. function convertBufferAttribute( attribute, indices ) {
  7245. var array = attribute.array;
  7246. var itemSize = attribute.itemSize;
  7247. var array2 = new array.constructor( indices.length * itemSize );
  7248. var index = 0, index2 = 0;
  7249. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7250. index = indices[ i ] * itemSize;
  7251. for ( var j = 0; j < itemSize; j ++ ) {
  7252. array2[ index2 ++ ] = array[ index ++ ];
  7253. }
  7254. }
  7255. return new BufferAttribute( array2, itemSize );
  7256. }
  7257. //
  7258. if ( this.index === null ) {
  7259. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7260. return this;
  7261. }
  7262. var geometry2 = new BufferGeometry();
  7263. var indices = this.index.array;
  7264. var attributes = this.attributes;
  7265. // attributes
  7266. for ( var name in attributes ) {
  7267. var attribute = attributes[ name ];
  7268. var newAttribute = convertBufferAttribute( attribute, indices );
  7269. geometry2.addAttribute( name, newAttribute );
  7270. }
  7271. // morph attributes
  7272. var morphAttributes = this.morphAttributes;
  7273. for ( name in morphAttributes ) {
  7274. var morphArray = [];
  7275. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7276. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  7277. var attribute = morphAttribute[ i ];
  7278. var newAttribute = convertBufferAttribute( attribute, indices );
  7279. morphArray.push( newAttribute );
  7280. }
  7281. geometry2.morphAttributes[ name ] = morphArray;
  7282. }
  7283. // groups
  7284. var groups = this.groups;
  7285. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7286. var group = groups[ i ];
  7287. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7288. }
  7289. return geometry2;
  7290. },
  7291. toJSON: function () {
  7292. var data = {
  7293. metadata: {
  7294. version: 4.5,
  7295. type: 'BufferGeometry',
  7296. generator: 'BufferGeometry.toJSON'
  7297. }
  7298. };
  7299. // standard BufferGeometry serialization
  7300. data.uuid = this.uuid;
  7301. data.type = this.type;
  7302. if ( this.name !== '' ) data.name = this.name;
  7303. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7304. if ( this.parameters !== undefined ) {
  7305. var parameters = this.parameters;
  7306. for ( var key in parameters ) {
  7307. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7308. }
  7309. return data;
  7310. }
  7311. data.data = { attributes: {} };
  7312. var index = this.index;
  7313. if ( index !== null ) {
  7314. data.data.index = {
  7315. type: index.array.constructor.name,
  7316. array: Array.prototype.slice.call( index.array )
  7317. };
  7318. }
  7319. var attributes = this.attributes;
  7320. for ( var key in attributes ) {
  7321. var attribute = attributes[ key ];
  7322. var attributeData = attribute.toJSON();
  7323. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7324. data.data.attributes[ key ] = attributeData;
  7325. }
  7326. var morphAttributes = {};
  7327. var hasMorphAttributes = false;
  7328. for ( var key in this.morphAttributes ) {
  7329. var attributeArray = this.morphAttributes[ key ];
  7330. var array = [];
  7331. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  7332. var attribute = attributeArray[ i ];
  7333. var attributeData = attribute.toJSON();
  7334. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7335. array.push( attributeData );
  7336. }
  7337. if ( array.length > 0 ) {
  7338. morphAttributes[ key ] = array;
  7339. hasMorphAttributes = true;
  7340. }
  7341. }
  7342. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  7343. var groups = this.groups;
  7344. if ( groups.length > 0 ) {
  7345. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7346. }
  7347. var boundingSphere = this.boundingSphere;
  7348. if ( boundingSphere !== null ) {
  7349. data.data.boundingSphere = {
  7350. center: boundingSphere.center.toArray(),
  7351. radius: boundingSphere.radius
  7352. };
  7353. }
  7354. return data;
  7355. },
  7356. clone: function () {
  7357. /*
  7358. // Handle primitives
  7359. var parameters = this.parameters;
  7360. if ( parameters !== undefined ) {
  7361. var values = [];
  7362. for ( var key in parameters ) {
  7363. values.push( parameters[ key ] );
  7364. }
  7365. var geometry = Object.create( this.constructor.prototype );
  7366. this.constructor.apply( geometry, values );
  7367. return geometry;
  7368. }
  7369. return new this.constructor().copy( this );
  7370. */
  7371. return new BufferGeometry().copy( this );
  7372. },
  7373. copy: function ( source ) {
  7374. var name, i, l;
  7375. // reset
  7376. this.index = null;
  7377. this.attributes = {};
  7378. this.morphAttributes = {};
  7379. this.groups = [];
  7380. this.boundingBox = null;
  7381. this.boundingSphere = null;
  7382. // name
  7383. this.name = source.name;
  7384. // index
  7385. var index = source.index;
  7386. if ( index !== null ) {
  7387. this.setIndex( index.clone() );
  7388. }
  7389. // attributes
  7390. var attributes = source.attributes;
  7391. for ( name in attributes ) {
  7392. var attribute = attributes[ name ];
  7393. this.addAttribute( name, attribute.clone() );
  7394. }
  7395. // morph attributes
  7396. var morphAttributes = source.morphAttributes;
  7397. for ( name in morphAttributes ) {
  7398. var array = [];
  7399. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7400. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7401. array.push( morphAttribute[ i ].clone() );
  7402. }
  7403. this.morphAttributes[ name ] = array;
  7404. }
  7405. // groups
  7406. var groups = source.groups;
  7407. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7408. var group = groups[ i ];
  7409. this.addGroup( group.start, group.count, group.materialIndex );
  7410. }
  7411. // bounding box
  7412. var boundingBox = source.boundingBox;
  7413. if ( boundingBox !== null ) {
  7414. this.boundingBox = boundingBox.clone();
  7415. }
  7416. // bounding sphere
  7417. var boundingSphere = source.boundingSphere;
  7418. if ( boundingSphere !== null ) {
  7419. this.boundingSphere = boundingSphere.clone();
  7420. }
  7421. // draw range
  7422. this.drawRange.start = source.drawRange.start;
  7423. this.drawRange.count = source.drawRange.count;
  7424. // user data
  7425. this.userData = source.userData;
  7426. return this;
  7427. },
  7428. dispose: function () {
  7429. this.dispatchEvent( { type: 'dispose' } );
  7430. }
  7431. } );
  7432. /**
  7433. * @author mrdoob / http://mrdoob.com/
  7434. * @author Mugen87 / https://github.com/Mugen87
  7435. */
  7436. // BoxGeometry
  7437. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7438. Geometry.call( this );
  7439. this.type = 'BoxGeometry';
  7440. this.parameters = {
  7441. width: width,
  7442. height: height,
  7443. depth: depth,
  7444. widthSegments: widthSegments,
  7445. heightSegments: heightSegments,
  7446. depthSegments: depthSegments
  7447. };
  7448. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7449. this.mergeVertices();
  7450. }
  7451. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7452. BoxGeometry.prototype.constructor = BoxGeometry;
  7453. // BoxBufferGeometry
  7454. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7455. BufferGeometry.call( this );
  7456. this.type = 'BoxBufferGeometry';
  7457. this.parameters = {
  7458. width: width,
  7459. height: height,
  7460. depth: depth,
  7461. widthSegments: widthSegments,
  7462. heightSegments: heightSegments,
  7463. depthSegments: depthSegments
  7464. };
  7465. var scope = this;
  7466. width = width || 1;
  7467. height = height || 1;
  7468. depth = depth || 1;
  7469. // segments
  7470. widthSegments = Math.floor( widthSegments ) || 1;
  7471. heightSegments = Math.floor( heightSegments ) || 1;
  7472. depthSegments = Math.floor( depthSegments ) || 1;
  7473. // buffers
  7474. var indices = [];
  7475. var vertices = [];
  7476. var normals = [];
  7477. var uvs = [];
  7478. // helper variables
  7479. var numberOfVertices = 0;
  7480. var groupStart = 0;
  7481. // build each side of the box geometry
  7482. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7483. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7484. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7485. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7486. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7487. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7488. // build geometry
  7489. this.setIndex( indices );
  7490. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7491. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7492. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7493. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7494. var segmentWidth = width / gridX;
  7495. var segmentHeight = height / gridY;
  7496. var widthHalf = width / 2;
  7497. var heightHalf = height / 2;
  7498. var depthHalf = depth / 2;
  7499. var gridX1 = gridX + 1;
  7500. var gridY1 = gridY + 1;
  7501. var vertexCounter = 0;
  7502. var groupCount = 0;
  7503. var ix, iy;
  7504. var vector = new Vector3();
  7505. // generate vertices, normals and uvs
  7506. for ( iy = 0; iy < gridY1; iy ++ ) {
  7507. var y = iy * segmentHeight - heightHalf;
  7508. for ( ix = 0; ix < gridX1; ix ++ ) {
  7509. var x = ix * segmentWidth - widthHalf;
  7510. // set values to correct vector component
  7511. vector[ u ] = x * udir;
  7512. vector[ v ] = y * vdir;
  7513. vector[ w ] = depthHalf;
  7514. // now apply vector to vertex buffer
  7515. vertices.push( vector.x, vector.y, vector.z );
  7516. // set values to correct vector component
  7517. vector[ u ] = 0;
  7518. vector[ v ] = 0;
  7519. vector[ w ] = depth > 0 ? 1 : - 1;
  7520. // now apply vector to normal buffer
  7521. normals.push( vector.x, vector.y, vector.z );
  7522. // uvs
  7523. uvs.push( ix / gridX );
  7524. uvs.push( 1 - ( iy / gridY ) );
  7525. // counters
  7526. vertexCounter += 1;
  7527. }
  7528. }
  7529. // indices
  7530. // 1. you need three indices to draw a single face
  7531. // 2. a single segment consists of two faces
  7532. // 3. so we need to generate six (2*3) indices per segment
  7533. for ( iy = 0; iy < gridY; iy ++ ) {
  7534. for ( ix = 0; ix < gridX; ix ++ ) {
  7535. var a = numberOfVertices + ix + gridX1 * iy;
  7536. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7537. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7538. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7539. // faces
  7540. indices.push( a, b, d );
  7541. indices.push( b, c, d );
  7542. // increase counter
  7543. groupCount += 6;
  7544. }
  7545. }
  7546. // add a group to the geometry. this will ensure multi material support
  7547. scope.addGroup( groupStart, groupCount, materialIndex );
  7548. // calculate new start value for groups
  7549. groupStart += groupCount;
  7550. // update total number of vertices
  7551. numberOfVertices += vertexCounter;
  7552. }
  7553. }
  7554. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7555. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7556. /**
  7557. * @author mrdoob / http://mrdoob.com/
  7558. * @author Mugen87 / https://github.com/Mugen87
  7559. */
  7560. // PlaneGeometry
  7561. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7562. Geometry.call( this );
  7563. this.type = 'PlaneGeometry';
  7564. this.parameters = {
  7565. width: width,
  7566. height: height,
  7567. widthSegments: widthSegments,
  7568. heightSegments: heightSegments
  7569. };
  7570. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7571. this.mergeVertices();
  7572. }
  7573. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7574. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7575. // PlaneBufferGeometry
  7576. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7577. BufferGeometry.call( this );
  7578. this.type = 'PlaneBufferGeometry';
  7579. this.parameters = {
  7580. width: width,
  7581. height: height,
  7582. widthSegments: widthSegments,
  7583. heightSegments: heightSegments
  7584. };
  7585. width = width || 1;
  7586. height = height || 1;
  7587. var width_half = width / 2;
  7588. var height_half = height / 2;
  7589. var gridX = Math.floor( widthSegments ) || 1;
  7590. var gridY = Math.floor( heightSegments ) || 1;
  7591. var gridX1 = gridX + 1;
  7592. var gridY1 = gridY + 1;
  7593. var segment_width = width / gridX;
  7594. var segment_height = height / gridY;
  7595. var ix, iy;
  7596. // buffers
  7597. var indices = [];
  7598. var vertices = [];
  7599. var normals = [];
  7600. var uvs = [];
  7601. // generate vertices, normals and uvs
  7602. for ( iy = 0; iy < gridY1; iy ++ ) {
  7603. var y = iy * segment_height - height_half;
  7604. for ( ix = 0; ix < gridX1; ix ++ ) {
  7605. var x = ix * segment_width - width_half;
  7606. vertices.push( x, - y, 0 );
  7607. normals.push( 0, 0, 1 );
  7608. uvs.push( ix / gridX );
  7609. uvs.push( 1 - ( iy / gridY ) );
  7610. }
  7611. }
  7612. // indices
  7613. for ( iy = 0; iy < gridY; iy ++ ) {
  7614. for ( ix = 0; ix < gridX; ix ++ ) {
  7615. var a = ix + gridX1 * iy;
  7616. var b = ix + gridX1 * ( iy + 1 );
  7617. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7618. var d = ( ix + 1 ) + gridX1 * iy;
  7619. // faces
  7620. indices.push( a, b, d );
  7621. indices.push( b, c, d );
  7622. }
  7623. }
  7624. // build geometry
  7625. this.setIndex( indices );
  7626. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7627. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7628. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7629. }
  7630. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7631. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7632. /**
  7633. * @author mrdoob / http://mrdoob.com/
  7634. * @author alteredq / http://alteredqualia.com/
  7635. */
  7636. var materialId = 0;
  7637. function Material() {
  7638. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7639. this.uuid = _Math.generateUUID();
  7640. this.name = '';
  7641. this.type = 'Material';
  7642. this.fog = true;
  7643. this.lights = true;
  7644. this.blending = NormalBlending;
  7645. this.side = FrontSide;
  7646. this.flatShading = false;
  7647. this.vertexTangents = false;
  7648. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7649. this.opacity = 1;
  7650. this.transparent = false;
  7651. this.blendSrc = SrcAlphaFactor;
  7652. this.blendDst = OneMinusSrcAlphaFactor;
  7653. this.blendEquation = AddEquation;
  7654. this.blendSrcAlpha = null;
  7655. this.blendDstAlpha = null;
  7656. this.blendEquationAlpha = null;
  7657. this.depthFunc = LessEqualDepth;
  7658. this.depthTest = true;
  7659. this.depthWrite = true;
  7660. this.clippingPlanes = null;
  7661. this.clipIntersection = false;
  7662. this.clipShadows = false;
  7663. this.shadowSide = null;
  7664. this.colorWrite = true;
  7665. this.precision = null; // override the renderer's default precision for this material
  7666. this.polygonOffset = false;
  7667. this.polygonOffsetFactor = 0;
  7668. this.polygonOffsetUnits = 0;
  7669. this.dithering = false;
  7670. this.alphaTest = 0;
  7671. this.premultipliedAlpha = false;
  7672. this.visible = true;
  7673. this.userData = {};
  7674. this.needsUpdate = true;
  7675. }
  7676. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7677. constructor: Material,
  7678. isMaterial: true,
  7679. onBeforeCompile: function () {},
  7680. setValues: function ( values ) {
  7681. if ( values === undefined ) return;
  7682. for ( var key in values ) {
  7683. var newValue = values[ key ];
  7684. if ( newValue === undefined ) {
  7685. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7686. continue;
  7687. }
  7688. // for backward compatability if shading is set in the constructor
  7689. if ( key === 'shading' ) {
  7690. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7691. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7692. continue;
  7693. }
  7694. var currentValue = this[ key ];
  7695. if ( currentValue === undefined ) {
  7696. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7697. continue;
  7698. }
  7699. if ( currentValue && currentValue.isColor ) {
  7700. currentValue.set( newValue );
  7701. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7702. currentValue.copy( newValue );
  7703. } else {
  7704. this[ key ] = newValue;
  7705. }
  7706. }
  7707. },
  7708. toJSON: function ( meta ) {
  7709. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7710. if ( isRoot ) {
  7711. meta = {
  7712. textures: {},
  7713. images: {}
  7714. };
  7715. }
  7716. var data = {
  7717. metadata: {
  7718. version: 4.5,
  7719. type: 'Material',
  7720. generator: 'Material.toJSON'
  7721. }
  7722. };
  7723. // standard Material serialization
  7724. data.uuid = this.uuid;
  7725. data.type = this.type;
  7726. if ( this.name !== '' ) data.name = this.name;
  7727. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7728. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7729. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7730. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7731. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7732. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7733. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7734. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7735. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7736. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7737. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  7738. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7739. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7740. if ( this.aoMap && this.aoMap.isTexture ) {
  7741. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7742. data.aoMapIntensity = this.aoMapIntensity;
  7743. }
  7744. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7745. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7746. data.bumpScale = this.bumpScale;
  7747. }
  7748. if ( this.normalMap && this.normalMap.isTexture ) {
  7749. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7750. data.normalMapType = this.normalMapType;
  7751. data.normalScale = this.normalScale.toArray();
  7752. }
  7753. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7754. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7755. data.displacementScale = this.displacementScale;
  7756. data.displacementBias = this.displacementBias;
  7757. }
  7758. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7759. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7760. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7761. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7762. if ( this.envMap && this.envMap.isTexture ) {
  7763. data.envMap = this.envMap.toJSON( meta ).uuid;
  7764. data.reflectivity = this.reflectivity; // Scale behind envMap
  7765. if ( this.combine !== undefined ) data.combine = this.combine;
  7766. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7767. }
  7768. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7769. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7770. }
  7771. if ( this.size !== undefined ) data.size = this.size;
  7772. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7773. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7774. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7775. if ( this.side !== FrontSide ) data.side = this.side;
  7776. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7777. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7778. if ( this.transparent === true ) data.transparent = this.transparent;
  7779. data.depthFunc = this.depthFunc;
  7780. data.depthTest = this.depthTest;
  7781. data.depthWrite = this.depthWrite;
  7782. // rotation (SpriteMaterial)
  7783. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7784. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7785. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7786. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7787. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7788. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7789. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7790. if ( this.scale !== undefined ) data.scale = this.scale;
  7791. if ( this.dithering === true ) data.dithering = true;
  7792. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7793. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7794. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7795. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7796. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7797. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7798. if ( this.morphTargets === true ) data.morphTargets = true;
  7799. if ( this.skinning === true ) data.skinning = true;
  7800. if ( this.visible === false ) data.visible = false;
  7801. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7802. // TODO: Copied from Object3D.toJSON
  7803. function extractFromCache( cache ) {
  7804. var values = [];
  7805. for ( var key in cache ) {
  7806. var data = cache[ key ];
  7807. delete data.metadata;
  7808. values.push( data );
  7809. }
  7810. return values;
  7811. }
  7812. if ( isRoot ) {
  7813. var textures = extractFromCache( meta.textures );
  7814. var images = extractFromCache( meta.images );
  7815. if ( textures.length > 0 ) data.textures = textures;
  7816. if ( images.length > 0 ) data.images = images;
  7817. }
  7818. return data;
  7819. },
  7820. clone: function () {
  7821. return new this.constructor().copy( this );
  7822. },
  7823. copy: function ( source ) {
  7824. this.name = source.name;
  7825. this.fog = source.fog;
  7826. this.lights = source.lights;
  7827. this.blending = source.blending;
  7828. this.side = source.side;
  7829. this.flatShading = source.flatShading;
  7830. this.vertexColors = source.vertexColors;
  7831. this.opacity = source.opacity;
  7832. this.transparent = source.transparent;
  7833. this.blendSrc = source.blendSrc;
  7834. this.blendDst = source.blendDst;
  7835. this.blendEquation = source.blendEquation;
  7836. this.blendSrcAlpha = source.blendSrcAlpha;
  7837. this.blendDstAlpha = source.blendDstAlpha;
  7838. this.blendEquationAlpha = source.blendEquationAlpha;
  7839. this.depthFunc = source.depthFunc;
  7840. this.depthTest = source.depthTest;
  7841. this.depthWrite = source.depthWrite;
  7842. this.colorWrite = source.colorWrite;
  7843. this.precision = source.precision;
  7844. this.polygonOffset = source.polygonOffset;
  7845. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7846. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7847. this.dithering = source.dithering;
  7848. this.alphaTest = source.alphaTest;
  7849. this.premultipliedAlpha = source.premultipliedAlpha;
  7850. this.visible = source.visible;
  7851. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7852. this.clipShadows = source.clipShadows;
  7853. this.clipIntersection = source.clipIntersection;
  7854. var srcPlanes = source.clippingPlanes,
  7855. dstPlanes = null;
  7856. if ( srcPlanes !== null ) {
  7857. var n = srcPlanes.length;
  7858. dstPlanes = new Array( n );
  7859. for ( var i = 0; i !== n; ++ i )
  7860. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7861. }
  7862. this.clippingPlanes = dstPlanes;
  7863. this.shadowSide = source.shadowSide;
  7864. return this;
  7865. },
  7866. dispose: function () {
  7867. this.dispatchEvent( { type: 'dispose' } );
  7868. }
  7869. } );
  7870. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7871. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7872. /**
  7873. * @author alteredq / http://alteredqualia.com/
  7874. *
  7875. * parameters = {
  7876. * defines: { "label" : "value" },
  7877. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7878. *
  7879. * fragmentShader: <string>,
  7880. * vertexShader: <string>,
  7881. *
  7882. * wireframe: <boolean>,
  7883. * wireframeLinewidth: <float>,
  7884. *
  7885. * lights: <bool>,
  7886. *
  7887. * skinning: <bool>,
  7888. * morphTargets: <bool>,
  7889. * morphNormals: <bool>
  7890. * }
  7891. */
  7892. function ShaderMaterial( parameters ) {
  7893. Material.call( this );
  7894. this.type = 'ShaderMaterial';
  7895. this.defines = {};
  7896. this.uniforms = {};
  7897. this.vertexShader = default_vertex;
  7898. this.fragmentShader = default_fragment;
  7899. this.linewidth = 1;
  7900. this.wireframe = false;
  7901. this.wireframeLinewidth = 1;
  7902. this.fog = false; // set to use scene fog
  7903. this.lights = false; // set to use scene lights
  7904. this.clipping = false; // set to use user-defined clipping planes
  7905. this.skinning = false; // set to use skinning attribute streams
  7906. this.morphTargets = false; // set to use morph targets
  7907. this.morphNormals = false; // set to use morph normals
  7908. this.extensions = {
  7909. derivatives: false, // set to use derivatives
  7910. fragDepth: false, // set to use fragment depth values
  7911. drawBuffers: false, // set to use draw buffers
  7912. shaderTextureLOD: false // set to use shader texture LOD
  7913. };
  7914. // When rendered geometry doesn't include these attributes but the material does,
  7915. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7916. this.defaultAttributeValues = {
  7917. 'color': [ 1, 1, 1 ],
  7918. 'uv': [ 0, 0 ],
  7919. 'uv2': [ 0, 0 ]
  7920. };
  7921. this.index0AttributeName = undefined;
  7922. this.uniformsNeedUpdate = false;
  7923. if ( parameters !== undefined ) {
  7924. if ( parameters.attributes !== undefined ) {
  7925. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7926. }
  7927. this.setValues( parameters );
  7928. }
  7929. }
  7930. ShaderMaterial.prototype = Object.create( Material.prototype );
  7931. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7932. ShaderMaterial.prototype.isShaderMaterial = true;
  7933. ShaderMaterial.prototype.copy = function ( source ) {
  7934. Material.prototype.copy.call( this, source );
  7935. this.fragmentShader = source.fragmentShader;
  7936. this.vertexShader = source.vertexShader;
  7937. this.uniforms = cloneUniforms( source.uniforms );
  7938. this.defines = Object.assign( {}, source.defines );
  7939. this.wireframe = source.wireframe;
  7940. this.wireframeLinewidth = source.wireframeLinewidth;
  7941. this.lights = source.lights;
  7942. this.clipping = source.clipping;
  7943. this.skinning = source.skinning;
  7944. this.morphTargets = source.morphTargets;
  7945. this.morphNormals = source.morphNormals;
  7946. this.extensions = source.extensions;
  7947. return this;
  7948. };
  7949. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7950. var data = Material.prototype.toJSON.call( this, meta );
  7951. data.uniforms = {};
  7952. for ( var name in this.uniforms ) {
  7953. var uniform = this.uniforms[ name ];
  7954. var value = uniform.value;
  7955. if ( value && value.isTexture ) {
  7956. data.uniforms[ name ] = {
  7957. type: 't',
  7958. value: value.toJSON( meta ).uuid
  7959. };
  7960. } else if ( value && value.isColor ) {
  7961. data.uniforms[ name ] = {
  7962. type: 'c',
  7963. value: value.getHex()
  7964. };
  7965. } else if ( value && value.isVector2 ) {
  7966. data.uniforms[ name ] = {
  7967. type: 'v2',
  7968. value: value.toArray()
  7969. };
  7970. } else if ( value && value.isVector3 ) {
  7971. data.uniforms[ name ] = {
  7972. type: 'v3',
  7973. value: value.toArray()
  7974. };
  7975. } else if ( value && value.isVector4 ) {
  7976. data.uniforms[ name ] = {
  7977. type: 'v4',
  7978. value: value.toArray()
  7979. };
  7980. } else if ( value && value.isMatrix3 ) {
  7981. data.uniforms[ name ] = {
  7982. type: 'm3',
  7983. value: value.toArray()
  7984. };
  7985. } else if ( value && value.isMatrix4 ) {
  7986. data.uniforms[ name ] = {
  7987. type: 'm4',
  7988. value: value.toArray()
  7989. };
  7990. } else {
  7991. data.uniforms[ name ] = {
  7992. value: value
  7993. };
  7994. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7995. }
  7996. }
  7997. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7998. data.vertexShader = this.vertexShader;
  7999. data.fragmentShader = this.fragmentShader;
  8000. var extensions = {};
  8001. for ( var key in this.extensions ) {
  8002. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  8003. }
  8004. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  8005. return data;
  8006. };
  8007. /**
  8008. * @author bhouston / http://clara.io
  8009. */
  8010. function Ray( origin, direction ) {
  8011. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  8012. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  8013. }
  8014. Object.assign( Ray.prototype, {
  8015. set: function ( origin, direction ) {
  8016. this.origin.copy( origin );
  8017. this.direction.copy( direction );
  8018. return this;
  8019. },
  8020. clone: function () {
  8021. return new this.constructor().copy( this );
  8022. },
  8023. copy: function ( ray ) {
  8024. this.origin.copy( ray.origin );
  8025. this.direction.copy( ray.direction );
  8026. return this;
  8027. },
  8028. at: function ( t, target ) {
  8029. if ( target === undefined ) {
  8030. console.warn( 'THREE.Ray: .at() target is now required' );
  8031. target = new Vector3();
  8032. }
  8033. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  8034. },
  8035. lookAt: function ( v ) {
  8036. this.direction.copy( v ).sub( this.origin ).normalize();
  8037. return this;
  8038. },
  8039. recast: function () {
  8040. var v1 = new Vector3();
  8041. return function recast( t ) {
  8042. this.origin.copy( this.at( t, v1 ) );
  8043. return this;
  8044. };
  8045. }(),
  8046. closestPointToPoint: function ( point, target ) {
  8047. if ( target === undefined ) {
  8048. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  8049. target = new Vector3();
  8050. }
  8051. target.subVectors( point, this.origin );
  8052. var directionDistance = target.dot( this.direction );
  8053. if ( directionDistance < 0 ) {
  8054. return target.copy( this.origin );
  8055. }
  8056. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  8057. },
  8058. distanceToPoint: function ( point ) {
  8059. return Math.sqrt( this.distanceSqToPoint( point ) );
  8060. },
  8061. distanceSqToPoint: function () {
  8062. var v1 = new Vector3();
  8063. return function distanceSqToPoint( point ) {
  8064. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  8065. // point behind the ray
  8066. if ( directionDistance < 0 ) {
  8067. return this.origin.distanceToSquared( point );
  8068. }
  8069. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  8070. return v1.distanceToSquared( point );
  8071. };
  8072. }(),
  8073. distanceSqToSegment: function () {
  8074. var segCenter = new Vector3();
  8075. var segDir = new Vector3();
  8076. var diff = new Vector3();
  8077. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8078. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8079. // It returns the min distance between the ray and the segment
  8080. // defined by v0 and v1
  8081. // It can also set two optional targets :
  8082. // - The closest point on the ray
  8083. // - The closest point on the segment
  8084. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8085. segDir.copy( v1 ).sub( v0 ).normalize();
  8086. diff.copy( this.origin ).sub( segCenter );
  8087. var segExtent = v0.distanceTo( v1 ) * 0.5;
  8088. var a01 = - this.direction.dot( segDir );
  8089. var b0 = diff.dot( this.direction );
  8090. var b1 = - diff.dot( segDir );
  8091. var c = diff.lengthSq();
  8092. var det = Math.abs( 1 - a01 * a01 );
  8093. var s0, s1, sqrDist, extDet;
  8094. if ( det > 0 ) {
  8095. // The ray and segment are not parallel.
  8096. s0 = a01 * b1 - b0;
  8097. s1 = a01 * b0 - b1;
  8098. extDet = segExtent * det;
  8099. if ( s0 >= 0 ) {
  8100. if ( s1 >= - extDet ) {
  8101. if ( s1 <= extDet ) {
  8102. // region 0
  8103. // Minimum at interior points of ray and segment.
  8104. var invDet = 1 / det;
  8105. s0 *= invDet;
  8106. s1 *= invDet;
  8107. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8108. } else {
  8109. // region 1
  8110. s1 = segExtent;
  8111. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8112. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8113. }
  8114. } else {
  8115. // region 5
  8116. s1 = - segExtent;
  8117. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8118. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8119. }
  8120. } else {
  8121. if ( s1 <= - extDet ) {
  8122. // region 4
  8123. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8124. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8125. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8126. } else if ( s1 <= extDet ) {
  8127. // region 3
  8128. s0 = 0;
  8129. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8130. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8131. } else {
  8132. // region 2
  8133. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8134. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8135. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8136. }
  8137. }
  8138. } else {
  8139. // Ray and segment are parallel.
  8140. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8141. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8142. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8143. }
  8144. if ( optionalPointOnRay ) {
  8145. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  8146. }
  8147. if ( optionalPointOnSegment ) {
  8148. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  8149. }
  8150. return sqrDist;
  8151. };
  8152. }(),
  8153. intersectSphere: function () {
  8154. var v1 = new Vector3();
  8155. return function intersectSphere( sphere, target ) {
  8156. v1.subVectors( sphere.center, this.origin );
  8157. var tca = v1.dot( this.direction );
  8158. var d2 = v1.dot( v1 ) - tca * tca;
  8159. var radius2 = sphere.radius * sphere.radius;
  8160. if ( d2 > radius2 ) return null;
  8161. var thc = Math.sqrt( radius2 - d2 );
  8162. // t0 = first intersect point - entrance on front of sphere
  8163. var t0 = tca - thc;
  8164. // t1 = second intersect point - exit point on back of sphere
  8165. var t1 = tca + thc;
  8166. // test to see if both t0 and t1 are behind the ray - if so, return null
  8167. if ( t0 < 0 && t1 < 0 ) return null;
  8168. // test to see if t0 is behind the ray:
  8169. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8170. // in order to always return an intersect point that is in front of the ray.
  8171. if ( t0 < 0 ) return this.at( t1, target );
  8172. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8173. return this.at( t0, target );
  8174. };
  8175. }(),
  8176. intersectsSphere: function ( sphere ) {
  8177. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8178. },
  8179. distanceToPlane: function ( plane ) {
  8180. var denominator = plane.normal.dot( this.direction );
  8181. if ( denominator === 0 ) {
  8182. // line is coplanar, return origin
  8183. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8184. return 0;
  8185. }
  8186. // Null is preferable to undefined since undefined means.... it is undefined
  8187. return null;
  8188. }
  8189. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8190. // Return if the ray never intersects the plane
  8191. return t >= 0 ? t : null;
  8192. },
  8193. intersectPlane: function ( plane, target ) {
  8194. var t = this.distanceToPlane( plane );
  8195. if ( t === null ) {
  8196. return null;
  8197. }
  8198. return this.at( t, target );
  8199. },
  8200. intersectsPlane: function ( plane ) {
  8201. // check if the ray lies on the plane first
  8202. var distToPoint = plane.distanceToPoint( this.origin );
  8203. if ( distToPoint === 0 ) {
  8204. return true;
  8205. }
  8206. var denominator = plane.normal.dot( this.direction );
  8207. if ( denominator * distToPoint < 0 ) {
  8208. return true;
  8209. }
  8210. // ray origin is behind the plane (and is pointing behind it)
  8211. return false;
  8212. },
  8213. intersectBox: function ( box, target ) {
  8214. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8215. var invdirx = 1 / this.direction.x,
  8216. invdiry = 1 / this.direction.y,
  8217. invdirz = 1 / this.direction.z;
  8218. var origin = this.origin;
  8219. if ( invdirx >= 0 ) {
  8220. tmin = ( box.min.x - origin.x ) * invdirx;
  8221. tmax = ( box.max.x - origin.x ) * invdirx;
  8222. } else {
  8223. tmin = ( box.max.x - origin.x ) * invdirx;
  8224. tmax = ( box.min.x - origin.x ) * invdirx;
  8225. }
  8226. if ( invdiry >= 0 ) {
  8227. tymin = ( box.min.y - origin.y ) * invdiry;
  8228. tymax = ( box.max.y - origin.y ) * invdiry;
  8229. } else {
  8230. tymin = ( box.max.y - origin.y ) * invdiry;
  8231. tymax = ( box.min.y - origin.y ) * invdiry;
  8232. }
  8233. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8234. // These lines also handle the case where tmin or tmax is NaN
  8235. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8236. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8237. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8238. if ( invdirz >= 0 ) {
  8239. tzmin = ( box.min.z - origin.z ) * invdirz;
  8240. tzmax = ( box.max.z - origin.z ) * invdirz;
  8241. } else {
  8242. tzmin = ( box.max.z - origin.z ) * invdirz;
  8243. tzmax = ( box.min.z - origin.z ) * invdirz;
  8244. }
  8245. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8246. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8247. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8248. //return point closest to the ray (positive side)
  8249. if ( tmax < 0 ) return null;
  8250. return this.at( tmin >= 0 ? tmin : tmax, target );
  8251. },
  8252. intersectsBox: ( function () {
  8253. var v = new Vector3();
  8254. return function intersectsBox( box ) {
  8255. return this.intersectBox( box, v ) !== null;
  8256. };
  8257. } )(),
  8258. intersectTriangle: function () {
  8259. // Compute the offset origin, edges, and normal.
  8260. var diff = new Vector3();
  8261. var edge1 = new Vector3();
  8262. var edge2 = new Vector3();
  8263. var normal = new Vector3();
  8264. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8265. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8266. edge1.subVectors( b, a );
  8267. edge2.subVectors( c, a );
  8268. normal.crossVectors( edge1, edge2 );
  8269. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8270. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8271. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8272. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8273. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8274. var DdN = this.direction.dot( normal );
  8275. var sign;
  8276. if ( DdN > 0 ) {
  8277. if ( backfaceCulling ) return null;
  8278. sign = 1;
  8279. } else if ( DdN < 0 ) {
  8280. sign = - 1;
  8281. DdN = - DdN;
  8282. } else {
  8283. return null;
  8284. }
  8285. diff.subVectors( this.origin, a );
  8286. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8287. // b1 < 0, no intersection
  8288. if ( DdQxE2 < 0 ) {
  8289. return null;
  8290. }
  8291. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8292. // b2 < 0, no intersection
  8293. if ( DdE1xQ < 0 ) {
  8294. return null;
  8295. }
  8296. // b1+b2 > 1, no intersection
  8297. if ( DdQxE2 + DdE1xQ > DdN ) {
  8298. return null;
  8299. }
  8300. // Line intersects triangle, check if ray does.
  8301. var QdN = - sign * diff.dot( normal );
  8302. // t < 0, no intersection
  8303. if ( QdN < 0 ) {
  8304. return null;
  8305. }
  8306. // Ray intersects triangle.
  8307. return this.at( QdN / DdN, target );
  8308. };
  8309. }(),
  8310. applyMatrix4: function ( matrix4 ) {
  8311. this.origin.applyMatrix4( matrix4 );
  8312. this.direction.transformDirection( matrix4 );
  8313. return this;
  8314. },
  8315. equals: function ( ray ) {
  8316. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8317. }
  8318. } );
  8319. /**
  8320. * @author bhouston / http://clara.io
  8321. * @author mrdoob / http://mrdoob.com/
  8322. */
  8323. function Triangle( a, b, c ) {
  8324. this.a = ( a !== undefined ) ? a : new Vector3();
  8325. this.b = ( b !== undefined ) ? b : new Vector3();
  8326. this.c = ( c !== undefined ) ? c : new Vector3();
  8327. }
  8328. Object.assign( Triangle, {
  8329. getNormal: function () {
  8330. var v0 = new Vector3();
  8331. return function getNormal( a, b, c, target ) {
  8332. if ( target === undefined ) {
  8333. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8334. target = new Vector3();
  8335. }
  8336. target.subVectors( c, b );
  8337. v0.subVectors( a, b );
  8338. target.cross( v0 );
  8339. var targetLengthSq = target.lengthSq();
  8340. if ( targetLengthSq > 0 ) {
  8341. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8342. }
  8343. return target.set( 0, 0, 0 );
  8344. };
  8345. }(),
  8346. // static/instance method to calculate barycentric coordinates
  8347. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8348. getBarycoord: function () {
  8349. var v0 = new Vector3();
  8350. var v1 = new Vector3();
  8351. var v2 = new Vector3();
  8352. return function getBarycoord( point, a, b, c, target ) {
  8353. v0.subVectors( c, a );
  8354. v1.subVectors( b, a );
  8355. v2.subVectors( point, a );
  8356. var dot00 = v0.dot( v0 );
  8357. var dot01 = v0.dot( v1 );
  8358. var dot02 = v0.dot( v2 );
  8359. var dot11 = v1.dot( v1 );
  8360. var dot12 = v1.dot( v2 );
  8361. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8362. if ( target === undefined ) {
  8363. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8364. target = new Vector3();
  8365. }
  8366. // collinear or singular triangle
  8367. if ( denom === 0 ) {
  8368. // arbitrary location outside of triangle?
  8369. // not sure if this is the best idea, maybe should be returning undefined
  8370. return target.set( - 2, - 1, - 1 );
  8371. }
  8372. var invDenom = 1 / denom;
  8373. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8374. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8375. // barycentric coordinates must always sum to 1
  8376. return target.set( 1 - u - v, v, u );
  8377. };
  8378. }(),
  8379. containsPoint: function () {
  8380. var v1 = new Vector3();
  8381. return function containsPoint( point, a, b, c ) {
  8382. Triangle.getBarycoord( point, a, b, c, v1 );
  8383. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8384. };
  8385. }(),
  8386. getUV: function () {
  8387. var barycoord = new Vector3();
  8388. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8389. this.getBarycoord( point, p1, p2, p3, barycoord );
  8390. target.set( 0, 0 );
  8391. target.addScaledVector( uv1, barycoord.x );
  8392. target.addScaledVector( uv2, barycoord.y );
  8393. target.addScaledVector( uv3, barycoord.z );
  8394. return target;
  8395. };
  8396. }(),
  8397. isFrontFacing: function () {
  8398. var v0 = new Vector3();
  8399. var v1 = new Vector3();
  8400. return function isFrontFacing( a, b, c, direction ) {
  8401. v0.subVectors( c, b );
  8402. v1.subVectors( a, b );
  8403. // strictly front facing
  8404. return ( v0.cross( v1 ).dot( direction ) < 0 ) ? true : false;
  8405. };
  8406. }()
  8407. } );
  8408. Object.assign( Triangle.prototype, {
  8409. set: function ( a, b, c ) {
  8410. this.a.copy( a );
  8411. this.b.copy( b );
  8412. this.c.copy( c );
  8413. return this;
  8414. },
  8415. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8416. this.a.copy( points[ i0 ] );
  8417. this.b.copy( points[ i1 ] );
  8418. this.c.copy( points[ i2 ] );
  8419. return this;
  8420. },
  8421. clone: function () {
  8422. return new this.constructor().copy( this );
  8423. },
  8424. copy: function ( triangle ) {
  8425. this.a.copy( triangle.a );
  8426. this.b.copy( triangle.b );
  8427. this.c.copy( triangle.c );
  8428. return this;
  8429. },
  8430. getArea: function () {
  8431. var v0 = new Vector3();
  8432. var v1 = new Vector3();
  8433. return function getArea() {
  8434. v0.subVectors( this.c, this.b );
  8435. v1.subVectors( this.a, this.b );
  8436. return v0.cross( v1 ).length() * 0.5;
  8437. };
  8438. }(),
  8439. getMidpoint: function ( target ) {
  8440. if ( target === undefined ) {
  8441. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8442. target = new Vector3();
  8443. }
  8444. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8445. },
  8446. getNormal: function ( target ) {
  8447. return Triangle.getNormal( this.a, this.b, this.c, target );
  8448. },
  8449. getPlane: function ( target ) {
  8450. if ( target === undefined ) {
  8451. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8452. target = new Vector3();
  8453. }
  8454. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8455. },
  8456. getBarycoord: function ( point, target ) {
  8457. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8458. },
  8459. getUV: function ( point, uv1, uv2, uv3, target ) {
  8460. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  8461. },
  8462. containsPoint: function ( point ) {
  8463. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8464. },
  8465. isFrontFacing: function ( direction ) {
  8466. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  8467. },
  8468. intersectsBox: function ( box ) {
  8469. return box.intersectsTriangle( this );
  8470. },
  8471. closestPointToPoint: function () {
  8472. var vab = new Vector3();
  8473. var vac = new Vector3();
  8474. var vbc = new Vector3();
  8475. var vap = new Vector3();
  8476. var vbp = new Vector3();
  8477. var vcp = new Vector3();
  8478. return function closestPointToPoint( p, target ) {
  8479. if ( target === undefined ) {
  8480. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8481. target = new Vector3();
  8482. }
  8483. var a = this.a, b = this.b, c = this.c;
  8484. var v, w;
  8485. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8486. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8487. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8488. // basically, we're distinguishing which of the voronoi regions of the triangle
  8489. // the point lies in with the minimum amount of redundant computation.
  8490. vab.subVectors( b, a );
  8491. vac.subVectors( c, a );
  8492. vap.subVectors( p, a );
  8493. var d1 = vab.dot( vap );
  8494. var d2 = vac.dot( vap );
  8495. if ( d1 <= 0 && d2 <= 0 ) {
  8496. // vertex region of A; barycentric coords (1, 0, 0)
  8497. return target.copy( a );
  8498. }
  8499. vbp.subVectors( p, b );
  8500. var d3 = vab.dot( vbp );
  8501. var d4 = vac.dot( vbp );
  8502. if ( d3 >= 0 && d4 <= d3 ) {
  8503. // vertex region of B; barycentric coords (0, 1, 0)
  8504. return target.copy( b );
  8505. }
  8506. var vc = d1 * d4 - d3 * d2;
  8507. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8508. v = d1 / ( d1 - d3 );
  8509. // edge region of AB; barycentric coords (1-v, v, 0)
  8510. return target.copy( a ).addScaledVector( vab, v );
  8511. }
  8512. vcp.subVectors( p, c );
  8513. var d5 = vab.dot( vcp );
  8514. var d6 = vac.dot( vcp );
  8515. if ( d6 >= 0 && d5 <= d6 ) {
  8516. // vertex region of C; barycentric coords (0, 0, 1)
  8517. return target.copy( c );
  8518. }
  8519. var vb = d5 * d2 - d1 * d6;
  8520. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8521. w = d2 / ( d2 - d6 );
  8522. // edge region of AC; barycentric coords (1-w, 0, w)
  8523. return target.copy( a ).addScaledVector( vac, w );
  8524. }
  8525. var va = d3 * d6 - d5 * d4;
  8526. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8527. vbc.subVectors( c, b );
  8528. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8529. // edge region of BC; barycentric coords (0, 1-w, w)
  8530. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8531. }
  8532. // face region
  8533. var denom = 1 / ( va + vb + vc );
  8534. // u = va * denom
  8535. v = vb * denom;
  8536. w = vc * denom;
  8537. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8538. };
  8539. }(),
  8540. equals: function ( triangle ) {
  8541. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8542. }
  8543. } );
  8544. /**
  8545. * @author mrdoob / http://mrdoob.com/
  8546. * @author alteredq / http://alteredqualia.com/
  8547. *
  8548. * parameters = {
  8549. * color: <hex>,
  8550. * opacity: <float>,
  8551. * map: new THREE.Texture( <Image> ),
  8552. *
  8553. * lightMap: new THREE.Texture( <Image> ),
  8554. * lightMapIntensity: <float>
  8555. *
  8556. * aoMap: new THREE.Texture( <Image> ),
  8557. * aoMapIntensity: <float>
  8558. *
  8559. * specularMap: new THREE.Texture( <Image> ),
  8560. *
  8561. * alphaMap: new THREE.Texture( <Image> ),
  8562. *
  8563. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8564. * combine: THREE.Multiply,
  8565. * reflectivity: <float>,
  8566. * refractionRatio: <float>,
  8567. *
  8568. * depthTest: <bool>,
  8569. * depthWrite: <bool>,
  8570. *
  8571. * wireframe: <boolean>,
  8572. * wireframeLinewidth: <float>,
  8573. *
  8574. * skinning: <bool>,
  8575. * morphTargets: <bool>
  8576. * }
  8577. */
  8578. function MeshBasicMaterial( parameters ) {
  8579. Material.call( this );
  8580. this.type = 'MeshBasicMaterial';
  8581. this.color = new Color( 0xffffff ); // emissive
  8582. this.map = null;
  8583. this.lightMap = null;
  8584. this.lightMapIntensity = 1.0;
  8585. this.aoMap = null;
  8586. this.aoMapIntensity = 1.0;
  8587. this.specularMap = null;
  8588. this.alphaMap = null;
  8589. this.envMap = null;
  8590. this.combine = MultiplyOperation;
  8591. this.reflectivity = 1;
  8592. this.refractionRatio = 0.98;
  8593. this.wireframe = false;
  8594. this.wireframeLinewidth = 1;
  8595. this.wireframeLinecap = 'round';
  8596. this.wireframeLinejoin = 'round';
  8597. this.skinning = false;
  8598. this.morphTargets = false;
  8599. this.lights = false;
  8600. this.setValues( parameters );
  8601. }
  8602. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8603. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8604. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8605. MeshBasicMaterial.prototype.copy = function ( source ) {
  8606. Material.prototype.copy.call( this, source );
  8607. this.color.copy( source.color );
  8608. this.map = source.map;
  8609. this.lightMap = source.lightMap;
  8610. this.lightMapIntensity = source.lightMapIntensity;
  8611. this.aoMap = source.aoMap;
  8612. this.aoMapIntensity = source.aoMapIntensity;
  8613. this.specularMap = source.specularMap;
  8614. this.alphaMap = source.alphaMap;
  8615. this.envMap = source.envMap;
  8616. this.combine = source.combine;
  8617. this.reflectivity = source.reflectivity;
  8618. this.refractionRatio = source.refractionRatio;
  8619. this.wireframe = source.wireframe;
  8620. this.wireframeLinewidth = source.wireframeLinewidth;
  8621. this.wireframeLinecap = source.wireframeLinecap;
  8622. this.wireframeLinejoin = source.wireframeLinejoin;
  8623. this.skinning = source.skinning;
  8624. this.morphTargets = source.morphTargets;
  8625. return this;
  8626. };
  8627. /**
  8628. * @author mrdoob / http://mrdoob.com/
  8629. * @author alteredq / http://alteredqualia.com/
  8630. * @author mikael emtinger / http://gomo.se/
  8631. * @author jonobr1 / http://jonobr1.com/
  8632. */
  8633. function Mesh( geometry, material ) {
  8634. Object3D.call( this );
  8635. this.type = 'Mesh';
  8636. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8637. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8638. this.drawMode = TrianglesDrawMode;
  8639. this.updateMorphTargets();
  8640. }
  8641. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8642. constructor: Mesh,
  8643. isMesh: true,
  8644. setDrawMode: function ( value ) {
  8645. this.drawMode = value;
  8646. },
  8647. copy: function ( source ) {
  8648. Object3D.prototype.copy.call( this, source );
  8649. this.drawMode = source.drawMode;
  8650. if ( source.morphTargetInfluences !== undefined ) {
  8651. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8652. }
  8653. if ( source.morphTargetDictionary !== undefined ) {
  8654. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8655. }
  8656. return this;
  8657. },
  8658. updateMorphTargets: function () {
  8659. var geometry = this.geometry;
  8660. var m, ml, name;
  8661. if ( geometry.isBufferGeometry ) {
  8662. var morphAttributes = geometry.morphAttributes;
  8663. var keys = Object.keys( morphAttributes );
  8664. if ( keys.length > 0 ) {
  8665. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8666. if ( morphAttribute !== undefined ) {
  8667. this.morphTargetInfluences = [];
  8668. this.morphTargetDictionary = {};
  8669. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8670. name = morphAttribute[ m ].name || String( m );
  8671. this.morphTargetInfluences.push( 0 );
  8672. this.morphTargetDictionary[ name ] = m;
  8673. }
  8674. }
  8675. }
  8676. } else {
  8677. var morphTargets = geometry.morphTargets;
  8678. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8679. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  8680. }
  8681. }
  8682. },
  8683. raycast: ( function () {
  8684. var inverseMatrix = new Matrix4();
  8685. var ray = new Ray();
  8686. var sphere = new Sphere();
  8687. var vA = new Vector3();
  8688. var vB = new Vector3();
  8689. var vC = new Vector3();
  8690. var tempA = new Vector3();
  8691. var tempB = new Vector3();
  8692. var tempC = new Vector3();
  8693. var morphA = new Vector3();
  8694. var morphB = new Vector3();
  8695. var morphC = new Vector3();
  8696. var uvA = new Vector2();
  8697. var uvB = new Vector2();
  8698. var uvC = new Vector2();
  8699. var intersectionPoint = new Vector3();
  8700. var intersectionPointWorld = new Vector3();
  8701. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8702. var intersect;
  8703. if ( material.side === BackSide ) {
  8704. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8705. } else {
  8706. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8707. }
  8708. if ( intersect === null ) return null;
  8709. intersectionPointWorld.copy( point );
  8710. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8711. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8712. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8713. return {
  8714. distance: distance,
  8715. point: intersectionPointWorld.clone(),
  8716. object: object
  8717. };
  8718. }
  8719. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
  8720. vA.fromBufferAttribute( position, a );
  8721. vB.fromBufferAttribute( position, b );
  8722. vC.fromBufferAttribute( position, c );
  8723. var morphInfluences = object.morphTargetInfluences;
  8724. if ( material.morphTargets && morphPosition && morphInfluences ) {
  8725. morphA.set( 0, 0, 0 );
  8726. morphB.set( 0, 0, 0 );
  8727. morphC.set( 0, 0, 0 );
  8728. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  8729. var influence = morphInfluences[ i ];
  8730. var morphAttribute = morphPosition[ i ];
  8731. if ( influence === 0 ) continue;
  8732. tempA.fromBufferAttribute( morphAttribute, a );
  8733. tempB.fromBufferAttribute( morphAttribute, b );
  8734. tempC.fromBufferAttribute( morphAttribute, c );
  8735. morphA.addScaledVector( tempA.sub( vA ), influence );
  8736. morphB.addScaledVector( tempB.sub( vB ), influence );
  8737. morphC.addScaledVector( tempC.sub( vC ), influence );
  8738. }
  8739. vA.add( morphA );
  8740. vB.add( morphB );
  8741. vC.add( morphC );
  8742. }
  8743. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8744. if ( intersection ) {
  8745. if ( uv ) {
  8746. uvA.fromBufferAttribute( uv, a );
  8747. uvB.fromBufferAttribute( uv, b );
  8748. uvC.fromBufferAttribute( uv, c );
  8749. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8750. }
  8751. var face = new Face3( a, b, c );
  8752. Triangle.getNormal( vA, vB, vC, face.normal );
  8753. intersection.face = face;
  8754. }
  8755. return intersection;
  8756. }
  8757. return function raycast( raycaster, intersects ) {
  8758. var geometry = this.geometry;
  8759. var material = this.material;
  8760. var matrixWorld = this.matrixWorld;
  8761. if ( material === undefined ) return;
  8762. // Checking boundingSphere distance to ray
  8763. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8764. sphere.copy( geometry.boundingSphere );
  8765. sphere.applyMatrix4( matrixWorld );
  8766. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8767. //
  8768. inverseMatrix.getInverse( matrixWorld );
  8769. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8770. // Check boundingBox before continuing
  8771. if ( geometry.boundingBox !== null ) {
  8772. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8773. }
  8774. var intersection;
  8775. if ( geometry.isBufferGeometry ) {
  8776. var a, b, c;
  8777. var index = geometry.index;
  8778. var position = geometry.attributes.position;
  8779. var morphPosition = geometry.morphAttributes.position;
  8780. var uv = geometry.attributes.uv;
  8781. var groups = geometry.groups;
  8782. var drawRange = geometry.drawRange;
  8783. var i, j, il, jl;
  8784. var group, groupMaterial;
  8785. var start, end;
  8786. if ( index !== null ) {
  8787. // indexed buffer geometry
  8788. if ( Array.isArray( material ) ) {
  8789. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8790. group = groups[ i ];
  8791. groupMaterial = material[ group.materialIndex ];
  8792. start = Math.max( group.start, drawRange.start );
  8793. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8794. for ( j = start, jl = end; j < jl; j += 3 ) {
  8795. a = index.getX( j );
  8796. b = index.getX( j + 1 );
  8797. c = index.getX( j + 2 );
  8798. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  8799. if ( intersection ) {
  8800. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8801. intersection.face.materialIndex = group.materialIndex;
  8802. intersects.push( intersection );
  8803. }
  8804. }
  8805. }
  8806. } else {
  8807. start = Math.max( 0, drawRange.start );
  8808. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8809. for ( i = start, il = end; i < il; i += 3 ) {
  8810. a = index.getX( i );
  8811. b = index.getX( i + 1 );
  8812. c = index.getX( i + 2 );
  8813. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  8814. if ( intersection ) {
  8815. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8816. intersects.push( intersection );
  8817. }
  8818. }
  8819. }
  8820. } else if ( position !== undefined ) {
  8821. // non-indexed buffer geometry
  8822. if ( Array.isArray( material ) ) {
  8823. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8824. group = groups[ i ];
  8825. groupMaterial = material[ group.materialIndex ];
  8826. start = Math.max( group.start, drawRange.start );
  8827. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8828. for ( j = start, jl = end; j < jl; j += 3 ) {
  8829. a = j;
  8830. b = j + 1;
  8831. c = j + 2;
  8832. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  8833. if ( intersection ) {
  8834. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8835. intersection.face.materialIndex = group.materialIndex;
  8836. intersects.push( intersection );
  8837. }
  8838. }
  8839. }
  8840. } else {
  8841. start = Math.max( 0, drawRange.start );
  8842. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8843. for ( i = start, il = end; i < il; i += 3 ) {
  8844. a = i;
  8845. b = i + 1;
  8846. c = i + 2;
  8847. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  8848. if ( intersection ) {
  8849. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8850. intersects.push( intersection );
  8851. }
  8852. }
  8853. }
  8854. }
  8855. } else if ( geometry.isGeometry ) {
  8856. var fvA, fvB, fvC;
  8857. var isMultiMaterial = Array.isArray( material );
  8858. var vertices = geometry.vertices;
  8859. var faces = geometry.faces;
  8860. var uvs;
  8861. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8862. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8863. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8864. var face = faces[ f ];
  8865. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8866. if ( faceMaterial === undefined ) continue;
  8867. fvA = vertices[ face.a ];
  8868. fvB = vertices[ face.b ];
  8869. fvC = vertices[ face.c ];
  8870. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8871. if ( intersection ) {
  8872. if ( uvs && uvs[ f ] ) {
  8873. var uvs_f = uvs[ f ];
  8874. uvA.copy( uvs_f[ 0 ] );
  8875. uvB.copy( uvs_f[ 1 ] );
  8876. uvC.copy( uvs_f[ 2 ] );
  8877. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8878. }
  8879. intersection.face = face;
  8880. intersection.faceIndex = f;
  8881. intersects.push( intersection );
  8882. }
  8883. }
  8884. }
  8885. };
  8886. }() ),
  8887. clone: function () {
  8888. return new this.constructor( this.geometry, this.material ).copy( this );
  8889. }
  8890. } );
  8891. /**
  8892. * @author mrdoob / http://mrdoob.com/
  8893. */
  8894. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8895. var clearColor = new Color( 0x000000 );
  8896. var clearAlpha = 0;
  8897. var planeMesh;
  8898. var boxMesh;
  8899. // Store the current background texture and its `version`
  8900. // so we can recompile the material accordingly.
  8901. var currentBackground = null;
  8902. var currentBackgroundVersion = 0;
  8903. function render( renderList, scene, camera, forceClear ) {
  8904. var background = scene.background;
  8905. // Ignore background in AR
  8906. // TODO: Reconsider this.
  8907. var vr = renderer.vr;
  8908. var session = vr.getSession && vr.getSession();
  8909. if ( session && session.environmentBlendMode === 'additive' ) {
  8910. background = null;
  8911. }
  8912. if ( background === null ) {
  8913. setClear( clearColor, clearAlpha );
  8914. currentBackground = null;
  8915. currentBackgroundVersion = 0;
  8916. } else if ( background && background.isColor ) {
  8917. setClear( background, 1 );
  8918. forceClear = true;
  8919. currentBackground = null;
  8920. currentBackgroundVersion = 0;
  8921. }
  8922. if ( renderer.autoClear || forceClear ) {
  8923. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8924. }
  8925. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8926. if ( boxMesh === undefined ) {
  8927. boxMesh = new Mesh(
  8928. new BoxBufferGeometry( 1, 1, 1 ),
  8929. new ShaderMaterial( {
  8930. type: 'BackgroundCubeMaterial',
  8931. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8932. vertexShader: ShaderLib.cube.vertexShader,
  8933. fragmentShader: ShaderLib.cube.fragmentShader,
  8934. side: BackSide,
  8935. depthTest: false,
  8936. depthWrite: false,
  8937. fog: false
  8938. } )
  8939. );
  8940. boxMesh.geometry.removeAttribute( 'normal' );
  8941. boxMesh.geometry.removeAttribute( 'uv' );
  8942. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8943. this.matrixWorld.copyPosition( camera.matrixWorld );
  8944. };
  8945. // enable code injection for non-built-in material
  8946. Object.defineProperty( boxMesh.material, 'map', {
  8947. get: function () {
  8948. return this.uniforms.tCube.value;
  8949. }
  8950. } );
  8951. objects.update( boxMesh );
  8952. }
  8953. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8954. boxMesh.material.uniforms.tCube.value = texture;
  8955. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8956. if ( currentBackground !== background ||
  8957. currentBackgroundVersion !== texture.version ) {
  8958. boxMesh.material.needsUpdate = true;
  8959. currentBackground = background;
  8960. currentBackgroundVersion = texture.version;
  8961. }
  8962. // push to the pre-sorted opaque render list
  8963. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  8964. } else if ( background && background.isTexture ) {
  8965. if ( planeMesh === undefined ) {
  8966. planeMesh = new Mesh(
  8967. new PlaneBufferGeometry( 2, 2 ),
  8968. new ShaderMaterial( {
  8969. type: 'BackgroundMaterial',
  8970. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8971. vertexShader: ShaderLib.background.vertexShader,
  8972. fragmentShader: ShaderLib.background.fragmentShader,
  8973. side: FrontSide,
  8974. depthTest: false,
  8975. depthWrite: false,
  8976. fog: false
  8977. } )
  8978. );
  8979. planeMesh.geometry.removeAttribute( 'normal' );
  8980. // enable code injection for non-built-in material
  8981. Object.defineProperty( planeMesh.material, 'map', {
  8982. get: function () {
  8983. return this.uniforms.t2D.value;
  8984. }
  8985. } );
  8986. objects.update( planeMesh );
  8987. }
  8988. planeMesh.material.uniforms.t2D.value = background;
  8989. if ( background.matrixAutoUpdate === true ) {
  8990. background.updateMatrix();
  8991. }
  8992. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8993. if ( currentBackground !== background ||
  8994. currentBackgroundVersion !== background.version ) {
  8995. planeMesh.material.needsUpdate = true;
  8996. currentBackground = background;
  8997. currentBackgroundVersion = background.version;
  8998. }
  8999. // push to the pre-sorted opaque render list
  9000. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9001. }
  9002. }
  9003. function setClear( color, alpha ) {
  9004. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9005. }
  9006. return {
  9007. getClearColor: function () {
  9008. return clearColor;
  9009. },
  9010. setClearColor: function ( color, alpha ) {
  9011. clearColor.set( color );
  9012. clearAlpha = alpha !== undefined ? alpha : 1;
  9013. setClear( clearColor, clearAlpha );
  9014. },
  9015. getClearAlpha: function () {
  9016. return clearAlpha;
  9017. },
  9018. setClearAlpha: function ( alpha ) {
  9019. clearAlpha = alpha;
  9020. setClear( clearColor, clearAlpha );
  9021. },
  9022. render: render
  9023. };
  9024. }
  9025. /**
  9026. * @author mrdoob / http://mrdoob.com/
  9027. */
  9028. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9029. var mode;
  9030. function setMode( value ) {
  9031. mode = value;
  9032. }
  9033. function render( start, count ) {
  9034. gl.drawArrays( mode, start, count );
  9035. info.update( count, mode );
  9036. }
  9037. function renderInstances( geometry, start, count ) {
  9038. var extension;
  9039. if ( capabilities.isWebGL2 ) {
  9040. extension = gl;
  9041. } else {
  9042. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9043. if ( extension === null ) {
  9044. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9045. return;
  9046. }
  9047. }
  9048. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9049. info.update( count, mode, geometry.maxInstancedCount );
  9050. }
  9051. //
  9052. this.setMode = setMode;
  9053. this.render = render;
  9054. this.renderInstances = renderInstances;
  9055. }
  9056. /**
  9057. * @author mrdoob / http://mrdoob.com/
  9058. */
  9059. function WebGLCapabilities( gl, extensions, parameters ) {
  9060. var maxAnisotropy;
  9061. function getMaxAnisotropy() {
  9062. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9063. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9064. if ( extension !== null ) {
  9065. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9066. } else {
  9067. maxAnisotropy = 0;
  9068. }
  9069. return maxAnisotropy;
  9070. }
  9071. function getMaxPrecision( precision ) {
  9072. if ( precision === 'highp' ) {
  9073. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9074. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9075. return 'highp';
  9076. }
  9077. precision = 'mediump';
  9078. }
  9079. if ( precision === 'mediump' ) {
  9080. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9081. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9082. return 'mediump';
  9083. }
  9084. }
  9085. return 'lowp';
  9086. }
  9087. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9088. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9089. var maxPrecision = getMaxPrecision( precision );
  9090. if ( maxPrecision !== precision ) {
  9091. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9092. precision = maxPrecision;
  9093. }
  9094. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9095. var maxTextures = gl.getParameter( 34930 );
  9096. var maxVertexTextures = gl.getParameter( 35660 );
  9097. var maxTextureSize = gl.getParameter( 3379 );
  9098. var maxCubemapSize = gl.getParameter( 34076 );
  9099. var maxAttributes = gl.getParameter( 34921 );
  9100. var maxVertexUniforms = gl.getParameter( 36347 );
  9101. var maxVaryings = gl.getParameter( 36348 );
  9102. var maxFragmentUniforms = gl.getParameter( 36349 );
  9103. var vertexTextures = maxVertexTextures > 0;
  9104. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9105. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9106. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9107. return {
  9108. isWebGL2: isWebGL2,
  9109. getMaxAnisotropy: getMaxAnisotropy,
  9110. getMaxPrecision: getMaxPrecision,
  9111. precision: precision,
  9112. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9113. maxTextures: maxTextures,
  9114. maxVertexTextures: maxVertexTextures,
  9115. maxTextureSize: maxTextureSize,
  9116. maxCubemapSize: maxCubemapSize,
  9117. maxAttributes: maxAttributes,
  9118. maxVertexUniforms: maxVertexUniforms,
  9119. maxVaryings: maxVaryings,
  9120. maxFragmentUniforms: maxFragmentUniforms,
  9121. vertexTextures: vertexTextures,
  9122. floatFragmentTextures: floatFragmentTextures,
  9123. floatVertexTextures: floatVertexTextures,
  9124. maxSamples: maxSamples
  9125. };
  9126. }
  9127. /**
  9128. * @author tschw
  9129. */
  9130. function WebGLClipping() {
  9131. var scope = this,
  9132. globalState = null,
  9133. numGlobalPlanes = 0,
  9134. localClippingEnabled = false,
  9135. renderingShadows = false,
  9136. plane = new Plane(),
  9137. viewNormalMatrix = new Matrix3(),
  9138. uniform = { value: null, needsUpdate: false };
  9139. this.uniform = uniform;
  9140. this.numPlanes = 0;
  9141. this.numIntersection = 0;
  9142. this.init = function ( planes, enableLocalClipping, camera ) {
  9143. var enabled =
  9144. planes.length !== 0 ||
  9145. enableLocalClipping ||
  9146. // enable state of previous frame - the clipping code has to
  9147. // run another frame in order to reset the state:
  9148. numGlobalPlanes !== 0 ||
  9149. localClippingEnabled;
  9150. localClippingEnabled = enableLocalClipping;
  9151. globalState = projectPlanes( planes, camera, 0 );
  9152. numGlobalPlanes = planes.length;
  9153. return enabled;
  9154. };
  9155. this.beginShadows = function () {
  9156. renderingShadows = true;
  9157. projectPlanes( null );
  9158. };
  9159. this.endShadows = function () {
  9160. renderingShadows = false;
  9161. resetGlobalState();
  9162. };
  9163. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9164. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9165. // there's no local clipping
  9166. if ( renderingShadows ) {
  9167. // there's no global clipping
  9168. projectPlanes( null );
  9169. } else {
  9170. resetGlobalState();
  9171. }
  9172. } else {
  9173. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9174. lGlobal = nGlobal * 4,
  9175. dstArray = cache.clippingState || null;
  9176. uniform.value = dstArray; // ensure unique state
  9177. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9178. for ( var i = 0; i !== lGlobal; ++ i ) {
  9179. dstArray[ i ] = globalState[ i ];
  9180. }
  9181. cache.clippingState = dstArray;
  9182. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9183. this.numPlanes += nGlobal;
  9184. }
  9185. };
  9186. function resetGlobalState() {
  9187. if ( uniform.value !== globalState ) {
  9188. uniform.value = globalState;
  9189. uniform.needsUpdate = numGlobalPlanes > 0;
  9190. }
  9191. scope.numPlanes = numGlobalPlanes;
  9192. scope.numIntersection = 0;
  9193. }
  9194. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9195. var nPlanes = planes !== null ? planes.length : 0,
  9196. dstArray = null;
  9197. if ( nPlanes !== 0 ) {
  9198. dstArray = uniform.value;
  9199. if ( skipTransform !== true || dstArray === null ) {
  9200. var flatSize = dstOffset + nPlanes * 4,
  9201. viewMatrix = camera.matrixWorldInverse;
  9202. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9203. if ( dstArray === null || dstArray.length < flatSize ) {
  9204. dstArray = new Float32Array( flatSize );
  9205. }
  9206. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9207. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9208. plane.normal.toArray( dstArray, i4 );
  9209. dstArray[ i4 + 3 ] = plane.constant;
  9210. }
  9211. }
  9212. uniform.value = dstArray;
  9213. uniform.needsUpdate = true;
  9214. }
  9215. scope.numPlanes = nPlanes;
  9216. return dstArray;
  9217. }
  9218. }
  9219. /**
  9220. * @author mrdoob / http://mrdoob.com/
  9221. */
  9222. function WebGLExtensions( gl ) {
  9223. var extensions = {};
  9224. return {
  9225. get: function ( name ) {
  9226. if ( extensions[ name ] !== undefined ) {
  9227. return extensions[ name ];
  9228. }
  9229. var extension;
  9230. switch ( name ) {
  9231. case 'WEBGL_depth_texture':
  9232. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9233. break;
  9234. case 'EXT_texture_filter_anisotropic':
  9235. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9236. break;
  9237. case 'WEBGL_compressed_texture_s3tc':
  9238. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9239. break;
  9240. case 'WEBGL_compressed_texture_pvrtc':
  9241. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9242. break;
  9243. default:
  9244. extension = gl.getExtension( name );
  9245. }
  9246. if ( extension === null ) {
  9247. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9248. }
  9249. extensions[ name ] = extension;
  9250. return extension;
  9251. }
  9252. };
  9253. }
  9254. /**
  9255. * @author mrdoob / http://mrdoob.com/
  9256. */
  9257. function WebGLGeometries( gl, attributes, info ) {
  9258. var geometries = {};
  9259. var wireframeAttributes = {};
  9260. function onGeometryDispose( event ) {
  9261. var geometry = event.target;
  9262. var buffergeometry = geometries[ geometry.id ];
  9263. if ( buffergeometry.index !== null ) {
  9264. attributes.remove( buffergeometry.index );
  9265. }
  9266. for ( var name in buffergeometry.attributes ) {
  9267. attributes.remove( buffergeometry.attributes[ name ] );
  9268. }
  9269. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9270. delete geometries[ geometry.id ];
  9271. var attribute = wireframeAttributes[ buffergeometry.id ];
  9272. if ( attribute ) {
  9273. attributes.remove( attribute );
  9274. delete wireframeAttributes[ buffergeometry.id ];
  9275. }
  9276. //
  9277. info.memory.geometries --;
  9278. }
  9279. function get( object, geometry ) {
  9280. var buffergeometry = geometries[ geometry.id ];
  9281. if ( buffergeometry ) return buffergeometry;
  9282. geometry.addEventListener( 'dispose', onGeometryDispose );
  9283. if ( geometry.isBufferGeometry ) {
  9284. buffergeometry = geometry;
  9285. } else if ( geometry.isGeometry ) {
  9286. if ( geometry._bufferGeometry === undefined ) {
  9287. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9288. }
  9289. buffergeometry = geometry._bufferGeometry;
  9290. }
  9291. geometries[ geometry.id ] = buffergeometry;
  9292. info.memory.geometries ++;
  9293. return buffergeometry;
  9294. }
  9295. function update( geometry ) {
  9296. var index = geometry.index;
  9297. var geometryAttributes = geometry.attributes;
  9298. if ( index !== null ) {
  9299. attributes.update( index, 34963 );
  9300. }
  9301. for ( var name in geometryAttributes ) {
  9302. attributes.update( geometryAttributes[ name ], 34962 );
  9303. }
  9304. // morph targets
  9305. var morphAttributes = geometry.morphAttributes;
  9306. for ( var name in morphAttributes ) {
  9307. var array = morphAttributes[ name ];
  9308. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9309. attributes.update( array[ i ], 34962 );
  9310. }
  9311. }
  9312. }
  9313. function getWireframeAttribute( geometry ) {
  9314. var attribute = wireframeAttributes[ geometry.id ];
  9315. if ( attribute ) return attribute;
  9316. var indices = [];
  9317. var geometryIndex = geometry.index;
  9318. var geometryAttributes = geometry.attributes;
  9319. // console.time( 'wireframe' );
  9320. if ( geometryIndex !== null ) {
  9321. var array = geometryIndex.array;
  9322. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9323. var a = array[ i + 0 ];
  9324. var b = array[ i + 1 ];
  9325. var c = array[ i + 2 ];
  9326. indices.push( a, b, b, c, c, a );
  9327. }
  9328. } else {
  9329. var array = geometryAttributes.position.array;
  9330. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9331. var a = i + 0;
  9332. var b = i + 1;
  9333. var c = i + 2;
  9334. indices.push( a, b, b, c, c, a );
  9335. }
  9336. }
  9337. // console.timeEnd( 'wireframe' );
  9338. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9339. attributes.update( attribute, 34963 );
  9340. wireframeAttributes[ geometry.id ] = attribute;
  9341. return attribute;
  9342. }
  9343. return {
  9344. get: get,
  9345. update: update,
  9346. getWireframeAttribute: getWireframeAttribute
  9347. };
  9348. }
  9349. /**
  9350. * @author mrdoob / http://mrdoob.com/
  9351. */
  9352. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9353. var mode;
  9354. function setMode( value ) {
  9355. mode = value;
  9356. }
  9357. var type, bytesPerElement;
  9358. function setIndex( value ) {
  9359. type = value.type;
  9360. bytesPerElement = value.bytesPerElement;
  9361. }
  9362. function render( start, count ) {
  9363. gl.drawElements( mode, count, type, start * bytesPerElement );
  9364. info.update( count, mode );
  9365. }
  9366. function renderInstances( geometry, start, count ) {
  9367. var extension;
  9368. if ( capabilities.isWebGL2 ) {
  9369. extension = gl;
  9370. } else {
  9371. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9372. if ( extension === null ) {
  9373. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9374. return;
  9375. }
  9376. }
  9377. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9378. info.update( count, mode, geometry.maxInstancedCount );
  9379. }
  9380. //
  9381. this.setMode = setMode;
  9382. this.setIndex = setIndex;
  9383. this.render = render;
  9384. this.renderInstances = renderInstances;
  9385. }
  9386. /**
  9387. * @author Mugen87 / https://github.com/Mugen87
  9388. */
  9389. function WebGLInfo( gl ) {
  9390. var memory = {
  9391. geometries: 0,
  9392. textures: 0
  9393. };
  9394. var render = {
  9395. frame: 0,
  9396. calls: 0,
  9397. triangles: 0,
  9398. points: 0,
  9399. lines: 0
  9400. };
  9401. function update( count, mode, instanceCount ) {
  9402. instanceCount = instanceCount || 1;
  9403. render.calls ++;
  9404. switch ( mode ) {
  9405. case 4:
  9406. render.triangles += instanceCount * ( count / 3 );
  9407. break;
  9408. case 5:
  9409. case 6:
  9410. render.triangles += instanceCount * ( count - 2 );
  9411. break;
  9412. case 1:
  9413. render.lines += instanceCount * ( count / 2 );
  9414. break;
  9415. case 3:
  9416. render.lines += instanceCount * ( count - 1 );
  9417. break;
  9418. case 2:
  9419. render.lines += instanceCount * count;
  9420. break;
  9421. case 0:
  9422. render.points += instanceCount * count;
  9423. break;
  9424. default:
  9425. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9426. break;
  9427. }
  9428. }
  9429. function reset() {
  9430. render.frame ++;
  9431. render.calls = 0;
  9432. render.triangles = 0;
  9433. render.points = 0;
  9434. render.lines = 0;
  9435. }
  9436. return {
  9437. memory: memory,
  9438. render: render,
  9439. programs: null,
  9440. autoReset: true,
  9441. reset: reset,
  9442. update: update
  9443. };
  9444. }
  9445. /**
  9446. * @author mrdoob / http://mrdoob.com/
  9447. */
  9448. function absNumericalSort( a, b ) {
  9449. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9450. }
  9451. function WebGLMorphtargets( gl ) {
  9452. var influencesList = {};
  9453. var morphInfluences = new Float32Array( 8 );
  9454. function update( object, geometry, material, program ) {
  9455. var objectInfluences = object.morphTargetInfluences;
  9456. var length = objectInfluences.length;
  9457. var influences = influencesList[ geometry.id ];
  9458. if ( influences === undefined ) {
  9459. // initialise list
  9460. influences = [];
  9461. for ( var i = 0; i < length; i ++ ) {
  9462. influences[ i ] = [ i, 0 ];
  9463. }
  9464. influencesList[ geometry.id ] = influences;
  9465. }
  9466. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9467. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9468. // Remove current morphAttributes
  9469. for ( var i = 0; i < length; i ++ ) {
  9470. var influence = influences[ i ];
  9471. if ( influence[ 1 ] !== 0 ) {
  9472. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9473. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9474. }
  9475. }
  9476. // Collect influences
  9477. for ( var i = 0; i < length; i ++ ) {
  9478. var influence = influences[ i ];
  9479. influence[ 0 ] = i;
  9480. influence[ 1 ] = objectInfluences[ i ];
  9481. }
  9482. influences.sort( absNumericalSort );
  9483. // Add morphAttributes
  9484. for ( var i = 0; i < 8; i ++ ) {
  9485. var influence = influences[ i ];
  9486. if ( influence ) {
  9487. var index = influence[ 0 ];
  9488. var value = influence[ 1 ];
  9489. if ( value ) {
  9490. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9491. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9492. morphInfluences[ i ] = value;
  9493. continue;
  9494. }
  9495. }
  9496. morphInfluences[ i ] = 0;
  9497. }
  9498. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9499. }
  9500. return {
  9501. update: update
  9502. };
  9503. }
  9504. /**
  9505. * @author mrdoob / http://mrdoob.com/
  9506. */
  9507. function WebGLObjects( geometries, info ) {
  9508. var updateList = {};
  9509. function update( object ) {
  9510. var frame = info.render.frame;
  9511. var geometry = object.geometry;
  9512. var buffergeometry = geometries.get( object, geometry );
  9513. // Update once per frame
  9514. if ( updateList[ buffergeometry.id ] !== frame ) {
  9515. if ( geometry.isGeometry ) {
  9516. buffergeometry.updateFromObject( object );
  9517. }
  9518. geometries.update( buffergeometry );
  9519. updateList[ buffergeometry.id ] = frame;
  9520. }
  9521. return buffergeometry;
  9522. }
  9523. function dispose() {
  9524. updateList = {};
  9525. }
  9526. return {
  9527. update: update,
  9528. dispose: dispose
  9529. };
  9530. }
  9531. /**
  9532. * @author mrdoob / http://mrdoob.com/
  9533. */
  9534. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9535. images = images !== undefined ? images : [];
  9536. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9537. format = format !== undefined ? format : RGBFormat;
  9538. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9539. this.flipY = false;
  9540. }
  9541. CubeTexture.prototype = Object.create( Texture.prototype );
  9542. CubeTexture.prototype.constructor = CubeTexture;
  9543. CubeTexture.prototype.isCubeTexture = true;
  9544. Object.defineProperty( CubeTexture.prototype, 'images', {
  9545. get: function () {
  9546. return this.image;
  9547. },
  9548. set: function ( value ) {
  9549. this.image = value;
  9550. }
  9551. } );
  9552. /**
  9553. * @author Takahiro https://github.com/takahirox
  9554. */
  9555. function DataTexture2DArray( data, width, height, depth ) {
  9556. Texture.call( this, null );
  9557. this.image = { data: data, width: width, height: height, depth: depth };
  9558. this.magFilter = NearestFilter;
  9559. this.minFilter = NearestFilter;
  9560. this.wrapR = ClampToEdgeWrapping;
  9561. this.generateMipmaps = false;
  9562. this.flipY = false;
  9563. }
  9564. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9565. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9566. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9567. /**
  9568. * @author Artur Trzesiok
  9569. */
  9570. function DataTexture3D( data, width, height, depth ) {
  9571. // We're going to add .setXXX() methods for setting properties later.
  9572. // Users can still set in DataTexture3D directly.
  9573. //
  9574. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9575. // texture.anisotropy = 16;
  9576. //
  9577. // See #14839
  9578. Texture.call( this, null );
  9579. this.image = { data: data, width: width, height: height, depth: depth };
  9580. this.magFilter = NearestFilter;
  9581. this.minFilter = NearestFilter;
  9582. this.wrapR = ClampToEdgeWrapping;
  9583. this.generateMipmaps = false;
  9584. this.flipY = false;
  9585. }
  9586. DataTexture3D.prototype = Object.create( Texture.prototype );
  9587. DataTexture3D.prototype.constructor = DataTexture3D;
  9588. DataTexture3D.prototype.isDataTexture3D = true;
  9589. /**
  9590. * @author tschw
  9591. * @author Mugen87 / https://github.com/Mugen87
  9592. * @author mrdoob / http://mrdoob.com/
  9593. *
  9594. * Uniforms of a program.
  9595. * Those form a tree structure with a special top-level container for the root,
  9596. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9597. *
  9598. *
  9599. * Properties of inner nodes including the top-level container:
  9600. *
  9601. * .seq - array of nested uniforms
  9602. * .map - nested uniforms by name
  9603. *
  9604. *
  9605. * Methods of all nodes except the top-level container:
  9606. *
  9607. * .setValue( gl, value, [textures] )
  9608. *
  9609. * uploads a uniform value(s)
  9610. * the 'textures' parameter is needed for sampler uniforms
  9611. *
  9612. *
  9613. * Static methods of the top-level container (textures factorizations):
  9614. *
  9615. * .upload( gl, seq, values, textures )
  9616. *
  9617. * sets uniforms in 'seq' to 'values[id].value'
  9618. *
  9619. * .seqWithValue( seq, values ) : filteredSeq
  9620. *
  9621. * filters 'seq' entries with corresponding entry in values
  9622. *
  9623. *
  9624. * Methods of the top-level container (textures factorizations):
  9625. *
  9626. * .setValue( gl, name, value, textures )
  9627. *
  9628. * sets uniform with name 'name' to 'value'
  9629. *
  9630. * .setOptional( gl, obj, prop )
  9631. *
  9632. * like .set for an optional property of the object
  9633. *
  9634. */
  9635. var emptyTexture = new Texture();
  9636. var emptyTexture2dArray = new DataTexture2DArray();
  9637. var emptyTexture3d = new DataTexture3D();
  9638. var emptyCubeTexture = new CubeTexture();
  9639. // --- Utilities ---
  9640. // Array Caches (provide typed arrays for temporary by size)
  9641. var arrayCacheF32 = [];
  9642. var arrayCacheI32 = [];
  9643. // Float32Array caches used for uploading Matrix uniforms
  9644. var mat4array = new Float32Array( 16 );
  9645. var mat3array = new Float32Array( 9 );
  9646. var mat2array = new Float32Array( 4 );
  9647. // Flattening for arrays of vectors and matrices
  9648. function flatten( array, nBlocks, blockSize ) {
  9649. var firstElem = array[ 0 ];
  9650. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9651. // unoptimized: ! isNaN( firstElem )
  9652. // see http://jacksondunstan.com/articles/983
  9653. var n = nBlocks * blockSize,
  9654. r = arrayCacheF32[ n ];
  9655. if ( r === undefined ) {
  9656. r = new Float32Array( n );
  9657. arrayCacheF32[ n ] = r;
  9658. }
  9659. if ( nBlocks !== 0 ) {
  9660. firstElem.toArray( r, 0 );
  9661. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9662. offset += blockSize;
  9663. array[ i ].toArray( r, offset );
  9664. }
  9665. }
  9666. return r;
  9667. }
  9668. function arraysEqual( a, b ) {
  9669. if ( a.length !== b.length ) return false;
  9670. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9671. if ( a[ i ] !== b[ i ] ) return false;
  9672. }
  9673. return true;
  9674. }
  9675. function copyArray( a, b ) {
  9676. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9677. a[ i ] = b[ i ];
  9678. }
  9679. }
  9680. // Texture unit allocation
  9681. function allocTexUnits( textures, n ) {
  9682. var r = arrayCacheI32[ n ];
  9683. if ( r === undefined ) {
  9684. r = new Int32Array( n );
  9685. arrayCacheI32[ n ] = r;
  9686. }
  9687. for ( var i = 0; i !== n; ++ i )
  9688. r[ i ] = textures.allocateTextureUnit();
  9689. return r;
  9690. }
  9691. // --- Setters ---
  9692. // Note: Defining these methods externally, because they come in a bunch
  9693. // and this way their names minify.
  9694. // Single scalar
  9695. function setValueV1f( gl, v ) {
  9696. var cache = this.cache;
  9697. if ( cache[ 0 ] === v ) return;
  9698. gl.uniform1f( this.addr, v );
  9699. cache[ 0 ] = v;
  9700. }
  9701. // Single float vector (from flat array or THREE.VectorN)
  9702. function setValueV2f( gl, v ) {
  9703. var cache = this.cache;
  9704. if ( v.x !== undefined ) {
  9705. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9706. gl.uniform2f( this.addr, v.x, v.y );
  9707. cache[ 0 ] = v.x;
  9708. cache[ 1 ] = v.y;
  9709. }
  9710. } else {
  9711. if ( arraysEqual( cache, v ) ) return;
  9712. gl.uniform2fv( this.addr, v );
  9713. copyArray( cache, v );
  9714. }
  9715. }
  9716. function setValueV3f( gl, v ) {
  9717. var cache = this.cache;
  9718. if ( v.x !== undefined ) {
  9719. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9720. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9721. cache[ 0 ] = v.x;
  9722. cache[ 1 ] = v.y;
  9723. cache[ 2 ] = v.z;
  9724. }
  9725. } else if ( v.r !== undefined ) {
  9726. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9727. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9728. cache[ 0 ] = v.r;
  9729. cache[ 1 ] = v.g;
  9730. cache[ 2 ] = v.b;
  9731. }
  9732. } else {
  9733. if ( arraysEqual( cache, v ) ) return;
  9734. gl.uniform3fv( this.addr, v );
  9735. copyArray( cache, v );
  9736. }
  9737. }
  9738. function setValueV4f( gl, v ) {
  9739. var cache = this.cache;
  9740. if ( v.x !== undefined ) {
  9741. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9742. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9743. cache[ 0 ] = v.x;
  9744. cache[ 1 ] = v.y;
  9745. cache[ 2 ] = v.z;
  9746. cache[ 3 ] = v.w;
  9747. }
  9748. } else {
  9749. if ( arraysEqual( cache, v ) ) return;
  9750. gl.uniform4fv( this.addr, v );
  9751. copyArray( cache, v );
  9752. }
  9753. }
  9754. // Single matrix (from flat array or MatrixN)
  9755. function setValueM2( gl, v ) {
  9756. var cache = this.cache;
  9757. var elements = v.elements;
  9758. if ( elements === undefined ) {
  9759. if ( arraysEqual( cache, v ) ) return;
  9760. gl.uniformMatrix2fv( this.addr, false, v );
  9761. copyArray( cache, v );
  9762. } else {
  9763. if ( arraysEqual( cache, elements ) ) return;
  9764. mat2array.set( elements );
  9765. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9766. copyArray( cache, elements );
  9767. }
  9768. }
  9769. function setValueM3( gl, v ) {
  9770. var cache = this.cache;
  9771. var elements = v.elements;
  9772. if ( elements === undefined ) {
  9773. if ( arraysEqual( cache, v ) ) return;
  9774. gl.uniformMatrix3fv( this.addr, false, v );
  9775. copyArray( cache, v );
  9776. } else {
  9777. if ( arraysEqual( cache, elements ) ) return;
  9778. mat3array.set( elements );
  9779. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9780. copyArray( cache, elements );
  9781. }
  9782. }
  9783. function setValueM4( gl, v ) {
  9784. var cache = this.cache;
  9785. var elements = v.elements;
  9786. if ( elements === undefined ) {
  9787. if ( arraysEqual( cache, v ) ) return;
  9788. gl.uniformMatrix4fv( this.addr, false, v );
  9789. copyArray( cache, v );
  9790. } else {
  9791. if ( arraysEqual( cache, elements ) ) return;
  9792. mat4array.set( elements );
  9793. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9794. copyArray( cache, elements );
  9795. }
  9796. }
  9797. // Single texture (2D / Cube)
  9798. function setValueT1( gl, v, textures ) {
  9799. var cache = this.cache;
  9800. var unit = textures.allocateTextureUnit();
  9801. if ( cache[ 0 ] !== unit ) {
  9802. gl.uniform1i( this.addr, unit );
  9803. cache[ 0 ] = unit;
  9804. }
  9805. textures.safeSetTexture2D( v || emptyTexture, unit );
  9806. }
  9807. function setValueT2DArray1( gl, v, textures ) {
  9808. var cache = this.cache;
  9809. var unit = textures.allocateTextureUnit();
  9810. if ( cache[ 0 ] !== unit ) {
  9811. gl.uniform1i( this.addr, unit );
  9812. cache[ 0 ] = unit;
  9813. }
  9814. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  9815. }
  9816. function setValueT3D1( gl, v, textures ) {
  9817. var cache = this.cache;
  9818. var unit = textures.allocateTextureUnit();
  9819. if ( cache[ 0 ] !== unit ) {
  9820. gl.uniform1i( this.addr, unit );
  9821. cache[ 0 ] = unit;
  9822. }
  9823. textures.setTexture3D( v || emptyTexture3d, unit );
  9824. }
  9825. function setValueT6( gl, v, textures ) {
  9826. var cache = this.cache;
  9827. var unit = textures.allocateTextureUnit();
  9828. if ( cache[ 0 ] !== unit ) {
  9829. gl.uniform1i( this.addr, unit );
  9830. cache[ 0 ] = unit;
  9831. }
  9832. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  9833. }
  9834. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9835. function setValueV1i( gl, v ) {
  9836. var cache = this.cache;
  9837. if ( cache[ 0 ] === v ) return;
  9838. gl.uniform1i( this.addr, v );
  9839. cache[ 0 ] = v;
  9840. }
  9841. function setValueV2i( gl, v ) {
  9842. var cache = this.cache;
  9843. if ( arraysEqual( cache, v ) ) return;
  9844. gl.uniform2iv( this.addr, v );
  9845. copyArray( cache, v );
  9846. }
  9847. function setValueV3i( gl, v ) {
  9848. var cache = this.cache;
  9849. if ( arraysEqual( cache, v ) ) return;
  9850. gl.uniform3iv( this.addr, v );
  9851. copyArray( cache, v );
  9852. }
  9853. function setValueV4i( gl, v ) {
  9854. var cache = this.cache;
  9855. if ( arraysEqual( cache, v ) ) return;
  9856. gl.uniform4iv( this.addr, v );
  9857. copyArray( cache, v );
  9858. }
  9859. // Helper to pick the right setter for the singular case
  9860. function getSingularSetter( type ) {
  9861. switch ( type ) {
  9862. case 0x1406: return setValueV1f; // FLOAT
  9863. case 0x8b50: return setValueV2f; // _VEC2
  9864. case 0x8b51: return setValueV3f; // _VEC3
  9865. case 0x8b52: return setValueV4f; // _VEC4
  9866. case 0x8b5a: return setValueM2; // _MAT2
  9867. case 0x8b5b: return setValueM3; // _MAT3
  9868. case 0x8b5c: return setValueM4; // _MAT4
  9869. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9870. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  9871. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9872. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  9873. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  9874. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  9875. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  9876. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  9877. }
  9878. }
  9879. // Array of scalars
  9880. function setValueV1fArray( gl, v ) {
  9881. gl.uniform1fv( this.addr, v );
  9882. }
  9883. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9884. function setValueV1iArray( gl, v ) {
  9885. gl.uniform1iv( this.addr, v );
  9886. }
  9887. function setValueV2iArray( gl, v ) {
  9888. gl.uniform2iv( this.addr, v );
  9889. }
  9890. function setValueV3iArray( gl, v ) {
  9891. gl.uniform3iv( this.addr, v );
  9892. }
  9893. function setValueV4iArray( gl, v ) {
  9894. gl.uniform4iv( this.addr, v );
  9895. }
  9896. // Array of vectors (flat or from THREE classes)
  9897. function setValueV2fArray( gl, v ) {
  9898. var data = flatten( v, this.size, 2 );
  9899. gl.uniform2fv( this.addr, data );
  9900. }
  9901. function setValueV3fArray( gl, v ) {
  9902. var data = flatten( v, this.size, 3 );
  9903. gl.uniform3fv( this.addr, data );
  9904. }
  9905. function setValueV4fArray( gl, v ) {
  9906. var data = flatten( v, this.size, 4 );
  9907. gl.uniform4fv( this.addr, data );
  9908. }
  9909. // Array of matrices (flat or from THREE clases)
  9910. function setValueM2Array( gl, v ) {
  9911. var data = flatten( v, this.size, 4 );
  9912. gl.uniformMatrix2fv( this.addr, false, data );
  9913. }
  9914. function setValueM3Array( gl, v ) {
  9915. var data = flatten( v, this.size, 9 );
  9916. gl.uniformMatrix3fv( this.addr, false, data );
  9917. }
  9918. function setValueM4Array( gl, v ) {
  9919. var data = flatten( v, this.size, 16 );
  9920. gl.uniformMatrix4fv( this.addr, false, data );
  9921. }
  9922. // Array of textures (2D / Cube)
  9923. function setValueT1Array( gl, v, textures ) {
  9924. var n = v.length;
  9925. var units = allocTexUnits( textures, n );
  9926. gl.uniform1iv( this.addr, units );
  9927. for ( var i = 0; i !== n; ++ i ) {
  9928. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9929. }
  9930. }
  9931. function setValueT6Array( gl, v, textures ) {
  9932. var n = v.length;
  9933. var units = allocTexUnits( textures, n );
  9934. gl.uniform1iv( this.addr, units );
  9935. for ( var i = 0; i !== n; ++ i ) {
  9936. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9937. }
  9938. }
  9939. // Helper to pick the right setter for a pure (bottom-level) array
  9940. function getPureArraySetter( type ) {
  9941. switch ( type ) {
  9942. case 0x1406: return setValueV1fArray; // FLOAT
  9943. case 0x8b50: return setValueV2fArray; // _VEC2
  9944. case 0x8b51: return setValueV3fArray; // _VEC3
  9945. case 0x8b52: return setValueV4fArray; // _VEC4
  9946. case 0x8b5a: return setValueM2Array; // _MAT2
  9947. case 0x8b5b: return setValueM3Array; // _MAT3
  9948. case 0x8b5c: return setValueM4Array; // _MAT4
  9949. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  9950. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  9951. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  9952. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  9953. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  9954. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  9955. }
  9956. }
  9957. // --- Uniform Classes ---
  9958. function SingleUniform( id, activeInfo, addr ) {
  9959. this.id = id;
  9960. this.addr = addr;
  9961. this.cache = [];
  9962. this.setValue = getSingularSetter( activeInfo.type );
  9963. // this.path = activeInfo.name; // DEBUG
  9964. }
  9965. function PureArrayUniform( id, activeInfo, addr ) {
  9966. this.id = id;
  9967. this.addr = addr;
  9968. this.cache = [];
  9969. this.size = activeInfo.size;
  9970. this.setValue = getPureArraySetter( activeInfo.type );
  9971. // this.path = activeInfo.name; // DEBUG
  9972. }
  9973. PureArrayUniform.prototype.updateCache = function ( data ) {
  9974. var cache = this.cache;
  9975. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9976. this.cache = new Float32Array( data.length );
  9977. }
  9978. copyArray( cache, data );
  9979. };
  9980. function StructuredUniform( id ) {
  9981. this.id = id;
  9982. this.seq = [];
  9983. this.map = {};
  9984. }
  9985. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  9986. var seq = this.seq;
  9987. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9988. var u = seq[ i ];
  9989. u.setValue( gl, value[ u.id ], textures );
  9990. }
  9991. };
  9992. // --- Top-level ---
  9993. // Parser - builds up the property tree from the path strings
  9994. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9995. // extracts
  9996. // - the identifier (member name or array index)
  9997. // - followed by an optional right bracket (found when array index)
  9998. // - followed by an optional left bracket or dot (type of subscript)
  9999. //
  10000. // Note: These portions can be read in a non-overlapping fashion and
  10001. // allow straightforward parsing of the hierarchy that WebGL encodes
  10002. // in the uniform names.
  10003. function addUniform( container, uniformObject ) {
  10004. container.seq.push( uniformObject );
  10005. container.map[ uniformObject.id ] = uniformObject;
  10006. }
  10007. function parseUniform( activeInfo, addr, container ) {
  10008. var path = activeInfo.name,
  10009. pathLength = path.length;
  10010. // reset RegExp object, because of the early exit of a previous run
  10011. RePathPart.lastIndex = 0;
  10012. while ( true ) {
  10013. var match = RePathPart.exec( path ),
  10014. matchEnd = RePathPart.lastIndex,
  10015. id = match[ 1 ],
  10016. idIsIndex = match[ 2 ] === ']',
  10017. subscript = match[ 3 ];
  10018. if ( idIsIndex ) id = id | 0; // convert to integer
  10019. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10020. // bare name or "pure" bottom-level array "[0]" suffix
  10021. addUniform( container, subscript === undefined ?
  10022. new SingleUniform( id, activeInfo, addr ) :
  10023. new PureArrayUniform( id, activeInfo, addr ) );
  10024. break;
  10025. } else {
  10026. // step into inner node / create it in case it doesn't exist
  10027. var map = container.map, next = map[ id ];
  10028. if ( next === undefined ) {
  10029. next = new StructuredUniform( id );
  10030. addUniform( container, next );
  10031. }
  10032. container = next;
  10033. }
  10034. }
  10035. }
  10036. // Root Container
  10037. function WebGLUniforms( gl, program ) {
  10038. this.seq = [];
  10039. this.map = {};
  10040. var n = gl.getProgramParameter( program, 35718 );
  10041. for ( var i = 0; i < n; ++ i ) {
  10042. var info = gl.getActiveUniform( program, i ),
  10043. addr = gl.getUniformLocation( program, info.name );
  10044. parseUniform( info, addr, this );
  10045. }
  10046. }
  10047. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10048. var u = this.map[ name ];
  10049. if ( u !== undefined ) u.setValue( gl, value, textures );
  10050. };
  10051. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10052. var v = object[ name ];
  10053. if ( v !== undefined ) this.setValue( gl, name, v );
  10054. };
  10055. // Static interface
  10056. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10057. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10058. var u = seq[ i ],
  10059. v = values[ u.id ];
  10060. if ( v.needsUpdate !== false ) {
  10061. // note: always updating when .needsUpdate is undefined
  10062. u.setValue( gl, v.value, textures );
  10063. }
  10064. }
  10065. };
  10066. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10067. var r = [];
  10068. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10069. var u = seq[ i ];
  10070. if ( u.id in values ) r.push( u );
  10071. }
  10072. return r;
  10073. };
  10074. /**
  10075. * @author mrdoob / http://mrdoob.com/
  10076. */
  10077. function WebGLShader( gl, type, string ) {
  10078. var shader = gl.createShader( type );
  10079. gl.shaderSource( shader, string );
  10080. gl.compileShader( shader );
  10081. return shader;
  10082. }
  10083. /**
  10084. * @author mrdoob / http://mrdoob.com/
  10085. */
  10086. var programIdCount = 0;
  10087. function addLineNumbers( string ) {
  10088. var lines = string.split( '\n' );
  10089. for ( var i = 0; i < lines.length; i ++ ) {
  10090. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10091. }
  10092. return lines.join( '\n' );
  10093. }
  10094. function getEncodingComponents( encoding ) {
  10095. switch ( encoding ) {
  10096. case LinearEncoding:
  10097. return [ 'Linear', '( value )' ];
  10098. case sRGBEncoding:
  10099. return [ 'sRGB', '( value )' ];
  10100. case RGBEEncoding:
  10101. return [ 'RGBE', '( value )' ];
  10102. case RGBM7Encoding:
  10103. return [ 'RGBM', '( value, 7.0 )' ];
  10104. case RGBM16Encoding:
  10105. return [ 'RGBM', '( value, 16.0 )' ];
  10106. case RGBDEncoding:
  10107. return [ 'RGBD', '( value, 256.0 )' ];
  10108. case GammaEncoding:
  10109. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10110. default:
  10111. throw new Error( 'unsupported encoding: ' + encoding );
  10112. }
  10113. }
  10114. function getShaderErrors( gl, shader, type ) {
  10115. var status = gl.getShaderParameter( shader, 35713 );
  10116. var log = gl.getShaderInfoLog( shader ).trim();
  10117. if ( status && log === '' ) return '';
  10118. // --enable-privileged-webgl-extension
  10119. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10120. var source = gl.getShaderSource( shader );
  10121. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10122. }
  10123. function getTexelDecodingFunction( functionName, encoding ) {
  10124. var components = getEncodingComponents( encoding );
  10125. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10126. }
  10127. function getTexelEncodingFunction( functionName, encoding ) {
  10128. var components = getEncodingComponents( encoding );
  10129. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10130. }
  10131. function getToneMappingFunction( functionName, toneMapping ) {
  10132. var toneMappingName;
  10133. switch ( toneMapping ) {
  10134. case LinearToneMapping:
  10135. toneMappingName = 'Linear';
  10136. break;
  10137. case ReinhardToneMapping:
  10138. toneMappingName = 'Reinhard';
  10139. break;
  10140. case Uncharted2ToneMapping:
  10141. toneMappingName = 'Uncharted2';
  10142. break;
  10143. case CineonToneMapping:
  10144. toneMappingName = 'OptimizedCineon';
  10145. break;
  10146. case ACESFilmicToneMapping:
  10147. toneMappingName = 'ACESFilmic';
  10148. break;
  10149. default:
  10150. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10151. }
  10152. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10153. }
  10154. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10155. extensions = extensions || {};
  10156. var chunks = [
  10157. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10158. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10159. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10160. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10161. ];
  10162. return chunks.filter( filterEmptyLine ).join( '\n' );
  10163. }
  10164. function generateDefines( defines ) {
  10165. var chunks = [];
  10166. for ( var name in defines ) {
  10167. var value = defines[ name ];
  10168. if ( value === false ) continue;
  10169. chunks.push( '#define ' + name + ' ' + value );
  10170. }
  10171. return chunks.join( '\n' );
  10172. }
  10173. function fetchAttributeLocations( gl, program ) {
  10174. var attributes = {};
  10175. var n = gl.getProgramParameter( program, 35721 );
  10176. for ( var i = 0; i < n; i ++ ) {
  10177. var info = gl.getActiveAttrib( program, i );
  10178. var name = info.name;
  10179. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10180. attributes[ name ] = gl.getAttribLocation( program, name );
  10181. }
  10182. return attributes;
  10183. }
  10184. function filterEmptyLine( string ) {
  10185. return string !== '';
  10186. }
  10187. function replaceLightNums( string, parameters ) {
  10188. return string
  10189. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10190. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10191. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10192. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10193. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10194. }
  10195. function replaceClippingPlaneNums( string, parameters ) {
  10196. return string
  10197. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10198. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10199. }
  10200. function parseIncludes( string ) {
  10201. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10202. function replace( match, include ) {
  10203. var replace = ShaderChunk[ include ];
  10204. if ( replace === undefined ) {
  10205. throw new Error( 'Can not resolve #include <' + include + '>' );
  10206. }
  10207. return parseIncludes( replace );
  10208. }
  10209. return string.replace( pattern, replace );
  10210. }
  10211. function unrollLoops( string ) {
  10212. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10213. function replace( match, start, end, snippet ) {
  10214. var unroll = '';
  10215. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10216. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10217. }
  10218. return unroll;
  10219. }
  10220. return string.replace( pattern, replace );
  10221. }
  10222. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10223. var gl = renderer.context;
  10224. var defines = material.defines;
  10225. var vertexShader = shader.vertexShader;
  10226. var fragmentShader = shader.fragmentShader;
  10227. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10228. if ( parameters.shadowMapType === PCFShadowMap ) {
  10229. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10230. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10231. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10232. }
  10233. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10234. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10235. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10236. if ( parameters.envMap ) {
  10237. switch ( material.envMap.mapping ) {
  10238. case CubeReflectionMapping:
  10239. case CubeRefractionMapping:
  10240. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10241. break;
  10242. case CubeUVReflectionMapping:
  10243. case CubeUVRefractionMapping:
  10244. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10245. break;
  10246. case EquirectangularReflectionMapping:
  10247. case EquirectangularRefractionMapping:
  10248. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10249. break;
  10250. case SphericalReflectionMapping:
  10251. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10252. break;
  10253. }
  10254. switch ( material.envMap.mapping ) {
  10255. case CubeRefractionMapping:
  10256. case EquirectangularRefractionMapping:
  10257. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10258. break;
  10259. }
  10260. switch ( material.combine ) {
  10261. case MultiplyOperation:
  10262. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10263. break;
  10264. case MixOperation:
  10265. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10266. break;
  10267. case AddOperation:
  10268. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10269. break;
  10270. }
  10271. }
  10272. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10273. // console.log( 'building new program ' );
  10274. //
  10275. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10276. var customDefines = generateDefines( defines );
  10277. //
  10278. var program = gl.createProgram();
  10279. var prefixVertex, prefixFragment;
  10280. if ( material.isRawShaderMaterial ) {
  10281. prefixVertex = [
  10282. customDefines
  10283. ].filter( filterEmptyLine ).join( '\n' );
  10284. if ( prefixVertex.length > 0 ) {
  10285. prefixVertex += '\n';
  10286. }
  10287. prefixFragment = [
  10288. customExtensions,
  10289. customDefines
  10290. ].filter( filterEmptyLine ).join( '\n' );
  10291. if ( prefixFragment.length > 0 ) {
  10292. prefixFragment += '\n';
  10293. }
  10294. } else {
  10295. prefixVertex = [
  10296. 'precision ' + parameters.precision + ' float;',
  10297. 'precision ' + parameters.precision + ' int;',
  10298. '#define SHADER_NAME ' + shader.name,
  10299. customDefines,
  10300. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10301. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10302. '#define MAX_BONES ' + parameters.maxBones,
  10303. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10304. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10305. parameters.map ? '#define USE_MAP' : '',
  10306. parameters.envMap ? '#define USE_ENVMAP' : '',
  10307. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10308. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10309. parameters.aoMap ? '#define USE_AOMAP' : '',
  10310. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10311. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10312. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10313. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10314. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10315. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10316. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10317. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10318. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10319. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10320. parameters.vertexColors ? '#define USE_COLOR' : '',
  10321. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10322. parameters.skinning ? '#define USE_SKINNING' : '',
  10323. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10324. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10325. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10326. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10327. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10328. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10329. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10330. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10331. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10332. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10333. 'uniform mat4 modelMatrix;',
  10334. 'uniform mat4 modelViewMatrix;',
  10335. 'uniform mat4 projectionMatrix;',
  10336. 'uniform mat4 viewMatrix;',
  10337. 'uniform mat3 normalMatrix;',
  10338. 'uniform vec3 cameraPosition;',
  10339. 'attribute vec3 position;',
  10340. 'attribute vec3 normal;',
  10341. 'attribute vec2 uv;',
  10342. '#ifdef USE_TANGENT',
  10343. ' attribute vec4 tangent;',
  10344. '#endif',
  10345. '#ifdef USE_COLOR',
  10346. ' attribute vec3 color;',
  10347. '#endif',
  10348. '#ifdef USE_MORPHTARGETS',
  10349. ' attribute vec3 morphTarget0;',
  10350. ' attribute vec3 morphTarget1;',
  10351. ' attribute vec3 morphTarget2;',
  10352. ' attribute vec3 morphTarget3;',
  10353. ' #ifdef USE_MORPHNORMALS',
  10354. ' attribute vec3 morphNormal0;',
  10355. ' attribute vec3 morphNormal1;',
  10356. ' attribute vec3 morphNormal2;',
  10357. ' attribute vec3 morphNormal3;',
  10358. ' #else',
  10359. ' attribute vec3 morphTarget4;',
  10360. ' attribute vec3 morphTarget5;',
  10361. ' attribute vec3 morphTarget6;',
  10362. ' attribute vec3 morphTarget7;',
  10363. ' #endif',
  10364. '#endif',
  10365. '#ifdef USE_SKINNING',
  10366. ' attribute vec4 skinIndex;',
  10367. ' attribute vec4 skinWeight;',
  10368. '#endif',
  10369. '\n'
  10370. ].filter( filterEmptyLine ).join( '\n' );
  10371. prefixFragment = [
  10372. customExtensions,
  10373. 'precision ' + parameters.precision + ' float;',
  10374. 'precision ' + parameters.precision + ' int;',
  10375. '#define SHADER_NAME ' + shader.name,
  10376. customDefines,
  10377. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10378. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10379. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10380. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10381. parameters.map ? '#define USE_MAP' : '',
  10382. parameters.matcap ? '#define USE_MATCAP' : '',
  10383. parameters.envMap ? '#define USE_ENVMAP' : '',
  10384. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10385. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10386. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10387. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10388. parameters.aoMap ? '#define USE_AOMAP' : '',
  10389. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10390. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10391. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10392. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10393. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10394. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10395. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10396. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10397. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10398. parameters.vertexColors ? '#define USE_COLOR' : '',
  10399. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10400. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10401. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10402. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10403. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10404. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10405. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10406. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10407. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10408. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10409. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10410. 'uniform mat4 viewMatrix;',
  10411. 'uniform vec3 cameraPosition;',
  10412. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10413. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10414. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10415. parameters.dithering ? '#define DITHERING' : '',
  10416. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10417. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10418. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10419. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10420. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10421. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10422. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10423. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10424. '\n'
  10425. ].filter( filterEmptyLine ).join( '\n' );
  10426. }
  10427. vertexShader = parseIncludes( vertexShader );
  10428. vertexShader = replaceLightNums( vertexShader, parameters );
  10429. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10430. fragmentShader = parseIncludes( fragmentShader );
  10431. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10432. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10433. vertexShader = unrollLoops( vertexShader );
  10434. fragmentShader = unrollLoops( fragmentShader );
  10435. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10436. var isGLSL3ShaderMaterial = false;
  10437. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10438. if ( material.isShaderMaterial &&
  10439. vertexShader.match( versionRegex ) !== null &&
  10440. fragmentShader.match( versionRegex ) !== null ) {
  10441. isGLSL3ShaderMaterial = true;
  10442. vertexShader = vertexShader.replace( versionRegex, '' );
  10443. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10444. }
  10445. // GLSL 3.0 conversion
  10446. prefixVertex = [
  10447. '#version 300 es\n',
  10448. '#define attribute in',
  10449. '#define varying out',
  10450. '#define texture2D texture'
  10451. ].join( '\n' ) + '\n' + prefixVertex;
  10452. prefixFragment = [
  10453. '#version 300 es\n',
  10454. '#define varying in',
  10455. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10456. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10457. '#define gl_FragDepthEXT gl_FragDepth',
  10458. '#define texture2D texture',
  10459. '#define textureCube texture',
  10460. '#define texture2DProj textureProj',
  10461. '#define texture2DLodEXT textureLod',
  10462. '#define texture2DProjLodEXT textureProjLod',
  10463. '#define textureCubeLodEXT textureLod',
  10464. '#define texture2DGradEXT textureGrad',
  10465. '#define texture2DProjGradEXT textureProjGrad',
  10466. '#define textureCubeGradEXT textureGrad'
  10467. ].join( '\n' ) + '\n' + prefixFragment;
  10468. }
  10469. var vertexGlsl = prefixVertex + vertexShader;
  10470. var fragmentGlsl = prefixFragment + fragmentShader;
  10471. // console.log( '*VERTEX*', vertexGlsl );
  10472. // console.log( '*FRAGMENT*', fragmentGlsl );
  10473. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10474. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10475. gl.attachShader( program, glVertexShader );
  10476. gl.attachShader( program, glFragmentShader );
  10477. // Force a particular attribute to index 0.
  10478. if ( material.index0AttributeName !== undefined ) {
  10479. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10480. } else if ( parameters.morphTargets === true ) {
  10481. // programs with morphTargets displace position out of attribute 0
  10482. gl.bindAttribLocation( program, 0, 'position' );
  10483. }
  10484. gl.linkProgram( program );
  10485. // check for link errors
  10486. if ( renderer.debug.checkShaderErrors ) {
  10487. var programLog = gl.getProgramInfoLog( program ).trim();
  10488. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10489. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10490. var runnable = true;
  10491. var haveDiagnostics = true;
  10492. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10493. runnable = false;
  10494. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10495. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10496. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10497. } else if ( programLog !== '' ) {
  10498. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10499. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10500. haveDiagnostics = false;
  10501. }
  10502. if ( haveDiagnostics ) {
  10503. this.diagnostics = {
  10504. runnable: runnable,
  10505. material: material,
  10506. programLog: programLog,
  10507. vertexShader: {
  10508. log: vertexLog,
  10509. prefix: prefixVertex
  10510. },
  10511. fragmentShader: {
  10512. log: fragmentLog,
  10513. prefix: prefixFragment
  10514. }
  10515. };
  10516. }
  10517. }
  10518. // clean up
  10519. gl.deleteShader( glVertexShader );
  10520. gl.deleteShader( glFragmentShader );
  10521. // set up caching for uniform locations
  10522. var cachedUniforms;
  10523. this.getUniforms = function () {
  10524. if ( cachedUniforms === undefined ) {
  10525. cachedUniforms = new WebGLUniforms( gl, program );
  10526. }
  10527. return cachedUniforms;
  10528. };
  10529. // set up caching for attribute locations
  10530. var cachedAttributes;
  10531. this.getAttributes = function () {
  10532. if ( cachedAttributes === undefined ) {
  10533. cachedAttributes = fetchAttributeLocations( gl, program );
  10534. }
  10535. return cachedAttributes;
  10536. };
  10537. // free resource
  10538. this.destroy = function () {
  10539. gl.deleteProgram( program );
  10540. this.program = undefined;
  10541. };
  10542. //
  10543. this.name = shader.name;
  10544. this.id = programIdCount ++;
  10545. this.code = code;
  10546. this.usedTimes = 1;
  10547. this.program = program;
  10548. this.vertexShader = glVertexShader;
  10549. this.fragmentShader = glFragmentShader;
  10550. return this;
  10551. }
  10552. /**
  10553. * @author mrdoob / http://mrdoob.com/
  10554. */
  10555. function WebGLPrograms( renderer, extensions, capabilities ) {
  10556. var programs = [];
  10557. var shaderIDs = {
  10558. MeshDepthMaterial: 'depth',
  10559. MeshDistanceMaterial: 'distanceRGBA',
  10560. MeshNormalMaterial: 'normal',
  10561. MeshBasicMaterial: 'basic',
  10562. MeshLambertMaterial: 'lambert',
  10563. MeshPhongMaterial: 'phong',
  10564. MeshToonMaterial: 'phong',
  10565. MeshStandardMaterial: 'physical',
  10566. MeshPhysicalMaterial: 'physical',
  10567. MeshMatcapMaterial: 'matcap',
  10568. LineBasicMaterial: 'basic',
  10569. LineDashedMaterial: 'dashed',
  10570. PointsMaterial: 'points',
  10571. ShadowMaterial: 'shadow',
  10572. SpriteMaterial: 'sprite'
  10573. };
  10574. var parameterNames = [
  10575. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10576. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10577. "roughnessMap", "metalnessMap", "gradientMap",
  10578. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10579. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10580. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10581. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10582. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10583. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10584. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10585. ];
  10586. function allocateBones( object ) {
  10587. var skeleton = object.skeleton;
  10588. var bones = skeleton.bones;
  10589. if ( capabilities.floatVertexTextures ) {
  10590. return 1024;
  10591. } else {
  10592. // default for when object is not specified
  10593. // ( for example when prebuilding shader to be used with multiple objects )
  10594. //
  10595. // - leave some extra space for other uniforms
  10596. // - limit here is ANGLE's 254 max uniform vectors
  10597. // (up to 54 should be safe)
  10598. var nVertexUniforms = capabilities.maxVertexUniforms;
  10599. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10600. var maxBones = Math.min( nVertexMatrices, bones.length );
  10601. if ( maxBones < bones.length ) {
  10602. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10603. return 0;
  10604. }
  10605. return maxBones;
  10606. }
  10607. }
  10608. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10609. var encoding;
  10610. if ( ! map ) {
  10611. encoding = LinearEncoding;
  10612. } else if ( map.isTexture ) {
  10613. encoding = map.encoding;
  10614. } else if ( map.isWebGLRenderTarget ) {
  10615. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10616. encoding = map.texture.encoding;
  10617. }
  10618. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10619. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10620. encoding = GammaEncoding;
  10621. }
  10622. return encoding;
  10623. }
  10624. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10625. var shaderID = shaderIDs[ material.type ];
  10626. // heuristics to create shader parameters according to lights in the scene
  10627. // (not to blow over maxLights budget)
  10628. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10629. var precision = capabilities.precision;
  10630. if ( material.precision !== null ) {
  10631. precision = capabilities.getMaxPrecision( material.precision );
  10632. if ( precision !== material.precision ) {
  10633. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10634. }
  10635. }
  10636. var currentRenderTarget = renderer.getRenderTarget();
  10637. var parameters = {
  10638. shaderID: shaderID,
  10639. precision: precision,
  10640. supportsVertexTextures: capabilities.vertexTextures,
  10641. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10642. map: !! material.map,
  10643. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10644. matcap: !! material.matcap,
  10645. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10646. envMap: !! material.envMap,
  10647. envMapMode: material.envMap && material.envMap.mapping,
  10648. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10649. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10650. lightMap: !! material.lightMap,
  10651. aoMap: !! material.aoMap,
  10652. emissiveMap: !! material.emissiveMap,
  10653. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10654. bumpMap: !! material.bumpMap,
  10655. normalMap: !! material.normalMap,
  10656. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10657. displacementMap: !! material.displacementMap,
  10658. roughnessMap: !! material.roughnessMap,
  10659. metalnessMap: !! material.metalnessMap,
  10660. specularMap: !! material.specularMap,
  10661. alphaMap: !! material.alphaMap,
  10662. gradientMap: !! material.gradientMap,
  10663. combine: material.combine,
  10664. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10665. vertexColors: material.vertexColors,
  10666. fog: !! fog,
  10667. useFog: material.fog,
  10668. fogExp: ( fog && fog.isFogExp2 ),
  10669. flatShading: material.flatShading,
  10670. sizeAttenuation: material.sizeAttenuation,
  10671. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10672. skinning: material.skinning && maxBones > 0,
  10673. maxBones: maxBones,
  10674. useVertexTexture: capabilities.floatVertexTextures,
  10675. morphTargets: material.morphTargets,
  10676. morphNormals: material.morphNormals,
  10677. maxMorphTargets: renderer.maxMorphTargets,
  10678. maxMorphNormals: renderer.maxMorphNormals,
  10679. numDirLights: lights.directional.length,
  10680. numPointLights: lights.point.length,
  10681. numSpotLights: lights.spot.length,
  10682. numRectAreaLights: lights.rectArea.length,
  10683. numHemiLights: lights.hemi.length,
  10684. numClippingPlanes: nClipPlanes,
  10685. numClipIntersection: nClipIntersection,
  10686. dithering: material.dithering,
  10687. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10688. shadowMapType: renderer.shadowMap.type,
  10689. toneMapping: renderer.toneMapping,
  10690. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10691. premultipliedAlpha: material.premultipliedAlpha,
  10692. alphaTest: material.alphaTest,
  10693. doubleSided: material.side === DoubleSide,
  10694. flipSided: material.side === BackSide,
  10695. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10696. };
  10697. return parameters;
  10698. };
  10699. this.getProgramCode = function ( material, parameters ) {
  10700. var array = [];
  10701. if ( parameters.shaderID ) {
  10702. array.push( parameters.shaderID );
  10703. } else {
  10704. array.push( material.fragmentShader );
  10705. array.push( material.vertexShader );
  10706. }
  10707. if ( material.defines !== undefined ) {
  10708. for ( var name in material.defines ) {
  10709. array.push( name );
  10710. array.push( material.defines[ name ] );
  10711. }
  10712. }
  10713. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10714. array.push( parameters[ parameterNames[ i ] ] );
  10715. }
  10716. array.push( material.onBeforeCompile.toString() );
  10717. array.push( renderer.gammaOutput );
  10718. array.push( renderer.gammaFactor );
  10719. return array.join();
  10720. };
  10721. this.acquireProgram = function ( material, shader, parameters, code ) {
  10722. var program;
  10723. // Check if code has been already compiled
  10724. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10725. var programInfo = programs[ p ];
  10726. if ( programInfo.code === code ) {
  10727. program = programInfo;
  10728. ++ program.usedTimes;
  10729. break;
  10730. }
  10731. }
  10732. if ( program === undefined ) {
  10733. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10734. programs.push( program );
  10735. }
  10736. return program;
  10737. };
  10738. this.releaseProgram = function ( program ) {
  10739. if ( -- program.usedTimes === 0 ) {
  10740. // Remove from unordered set
  10741. var i = programs.indexOf( program );
  10742. programs[ i ] = programs[ programs.length - 1 ];
  10743. programs.pop();
  10744. // Free WebGL resources
  10745. program.destroy();
  10746. }
  10747. };
  10748. // Exposed for resource monitoring & error feedback via renderer.info:
  10749. this.programs = programs;
  10750. }
  10751. /**
  10752. * @author fordacious / fordacious.github.io
  10753. */
  10754. function WebGLProperties() {
  10755. var properties = new WeakMap();
  10756. function get( object ) {
  10757. var map = properties.get( object );
  10758. if ( map === undefined ) {
  10759. map = {};
  10760. properties.set( object, map );
  10761. }
  10762. return map;
  10763. }
  10764. function remove( object ) {
  10765. properties.delete( object );
  10766. }
  10767. function update( object, key, value ) {
  10768. properties.get( object )[ key ] = value;
  10769. }
  10770. function dispose() {
  10771. properties = new WeakMap();
  10772. }
  10773. return {
  10774. get: get,
  10775. remove: remove,
  10776. update: update,
  10777. dispose: dispose
  10778. };
  10779. }
  10780. /**
  10781. * @author mrdoob / http://mrdoob.com/
  10782. */
  10783. function painterSortStable( a, b ) {
  10784. if ( a.groupOrder !== b.groupOrder ) {
  10785. return a.groupOrder - b.groupOrder;
  10786. } else if ( a.renderOrder !== b.renderOrder ) {
  10787. return a.renderOrder - b.renderOrder;
  10788. } else if ( a.program !== b.program ) {
  10789. return a.program.id - b.program.id;
  10790. } else if ( a.material.id !== b.material.id ) {
  10791. return a.material.id - b.material.id;
  10792. } else if ( a.z !== b.z ) {
  10793. return a.z - b.z;
  10794. } else {
  10795. return a.id - b.id;
  10796. }
  10797. }
  10798. function reversePainterSortStable( a, b ) {
  10799. if ( a.groupOrder !== b.groupOrder ) {
  10800. return a.groupOrder - b.groupOrder;
  10801. } else if ( a.renderOrder !== b.renderOrder ) {
  10802. return a.renderOrder - b.renderOrder;
  10803. } else if ( a.z !== b.z ) {
  10804. return b.z - a.z;
  10805. } else {
  10806. return a.id - b.id;
  10807. }
  10808. }
  10809. function WebGLRenderList() {
  10810. var renderItems = [];
  10811. var renderItemsIndex = 0;
  10812. var opaque = [];
  10813. var transparent = [];
  10814. var defaultProgram = { id: - 1 };
  10815. function init() {
  10816. renderItemsIndex = 0;
  10817. opaque.length = 0;
  10818. transparent.length = 0;
  10819. }
  10820. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  10821. var renderItem = renderItems[ renderItemsIndex ];
  10822. if ( renderItem === undefined ) {
  10823. renderItem = {
  10824. id: object.id,
  10825. object: object,
  10826. geometry: geometry,
  10827. material: material,
  10828. program: material.program || defaultProgram,
  10829. groupOrder: groupOrder,
  10830. renderOrder: object.renderOrder,
  10831. z: z,
  10832. group: group
  10833. };
  10834. renderItems[ renderItemsIndex ] = renderItem;
  10835. } else {
  10836. renderItem.id = object.id;
  10837. renderItem.object = object;
  10838. renderItem.geometry = geometry;
  10839. renderItem.material = material;
  10840. renderItem.program = material.program || defaultProgram;
  10841. renderItem.groupOrder = groupOrder;
  10842. renderItem.renderOrder = object.renderOrder;
  10843. renderItem.z = z;
  10844. renderItem.group = group;
  10845. }
  10846. renderItemsIndex ++;
  10847. return renderItem;
  10848. }
  10849. function push( object, geometry, material, groupOrder, z, group ) {
  10850. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10851. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10852. }
  10853. function unshift( object, geometry, material, groupOrder, z, group ) {
  10854. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10855. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10856. }
  10857. function sort() {
  10858. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10859. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10860. }
  10861. return {
  10862. opaque: opaque,
  10863. transparent: transparent,
  10864. init: init,
  10865. push: push,
  10866. unshift: unshift,
  10867. sort: sort
  10868. };
  10869. }
  10870. function WebGLRenderLists() {
  10871. var lists = {};
  10872. function onSceneDispose( event ) {
  10873. var scene = event.target;
  10874. scene.removeEventListener( 'dispose', onSceneDispose );
  10875. delete lists[ scene.id ];
  10876. }
  10877. function get( scene, camera ) {
  10878. var cameras = lists[ scene.id ];
  10879. var list;
  10880. if ( cameras === undefined ) {
  10881. list = new WebGLRenderList();
  10882. lists[ scene.id ] = {};
  10883. lists[ scene.id ][ camera.id ] = list;
  10884. scene.addEventListener( 'dispose', onSceneDispose );
  10885. } else {
  10886. list = cameras[ camera.id ];
  10887. if ( list === undefined ) {
  10888. list = new WebGLRenderList();
  10889. cameras[ camera.id ] = list;
  10890. }
  10891. }
  10892. return list;
  10893. }
  10894. function dispose() {
  10895. lists = {};
  10896. }
  10897. return {
  10898. get: get,
  10899. dispose: dispose
  10900. };
  10901. }
  10902. /**
  10903. * @author mrdoob / http://mrdoob.com/
  10904. */
  10905. function UniformsCache() {
  10906. var lights = {};
  10907. return {
  10908. get: function ( light ) {
  10909. if ( lights[ light.id ] !== undefined ) {
  10910. return lights[ light.id ];
  10911. }
  10912. var uniforms;
  10913. switch ( light.type ) {
  10914. case 'DirectionalLight':
  10915. uniforms = {
  10916. direction: new Vector3(),
  10917. color: new Color(),
  10918. shadow: false,
  10919. shadowBias: 0,
  10920. shadowRadius: 1,
  10921. shadowMapSize: new Vector2()
  10922. };
  10923. break;
  10924. case 'SpotLight':
  10925. uniforms = {
  10926. position: new Vector3(),
  10927. direction: new Vector3(),
  10928. color: new Color(),
  10929. distance: 0,
  10930. coneCos: 0,
  10931. penumbraCos: 0,
  10932. decay: 0,
  10933. shadow: false,
  10934. shadowBias: 0,
  10935. shadowRadius: 1,
  10936. shadowMapSize: new Vector2()
  10937. };
  10938. break;
  10939. case 'PointLight':
  10940. uniforms = {
  10941. position: new Vector3(),
  10942. color: new Color(),
  10943. distance: 0,
  10944. decay: 0,
  10945. shadow: false,
  10946. shadowBias: 0,
  10947. shadowRadius: 1,
  10948. shadowMapSize: new Vector2(),
  10949. shadowCameraNear: 1,
  10950. shadowCameraFar: 1000
  10951. };
  10952. break;
  10953. case 'HemisphereLight':
  10954. uniforms = {
  10955. direction: new Vector3(),
  10956. skyColor: new Color(),
  10957. groundColor: new Color()
  10958. };
  10959. break;
  10960. case 'RectAreaLight':
  10961. uniforms = {
  10962. color: new Color(),
  10963. position: new Vector3(),
  10964. halfWidth: new Vector3(),
  10965. halfHeight: new Vector3()
  10966. // TODO (abelnation): set RectAreaLight shadow uniforms
  10967. };
  10968. break;
  10969. }
  10970. lights[ light.id ] = uniforms;
  10971. return uniforms;
  10972. }
  10973. };
  10974. }
  10975. var nextVersion = 0;
  10976. function WebGLLights() {
  10977. var cache = new UniformsCache();
  10978. var state = {
  10979. version: 0,
  10980. hash: {
  10981. directionalLength: - 1,
  10982. pointLength: - 1,
  10983. spotLength: - 1,
  10984. rectAreaLength: - 1,
  10985. hemiLength: - 1,
  10986. shadowsLength: - 1,
  10987. },
  10988. ambient: [ 0, 0, 0 ],
  10989. probe: [],
  10990. directional: [],
  10991. directionalShadowMap: [],
  10992. directionalShadowMatrix: [],
  10993. spot: [],
  10994. spotShadowMap: [],
  10995. spotShadowMatrix: [],
  10996. rectArea: [],
  10997. point: [],
  10998. pointShadowMap: [],
  10999. pointShadowMatrix: [],
  11000. hemi: []
  11001. };
  11002. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11003. var vector3 = new Vector3();
  11004. var matrix4 = new Matrix4();
  11005. var matrix42 = new Matrix4();
  11006. function setup( lights, shadows, camera ) {
  11007. var r = 0, g = 0, b = 0;
  11008. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11009. var directionalLength = 0;
  11010. var pointLength = 0;
  11011. var spotLength = 0;
  11012. var rectAreaLength = 0;
  11013. var hemiLength = 0;
  11014. var viewMatrix = camera.matrixWorldInverse;
  11015. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11016. var light = lights[ i ];
  11017. var color = light.color;
  11018. var intensity = light.intensity;
  11019. var distance = light.distance;
  11020. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11021. if ( light.isAmbientLight ) {
  11022. r += color.r * intensity;
  11023. g += color.g * intensity;
  11024. b += color.b * intensity;
  11025. } else if ( light.isLightProbe ) {
  11026. for ( var j = 0; j < 9; j ++ ) {
  11027. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11028. }
  11029. } else if ( light.isDirectionalLight ) {
  11030. var uniforms = cache.get( light );
  11031. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11032. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11033. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11034. uniforms.direction.sub( vector3 );
  11035. uniforms.direction.transformDirection( viewMatrix );
  11036. uniforms.shadow = light.castShadow;
  11037. if ( light.castShadow ) {
  11038. var shadow = light.shadow;
  11039. uniforms.shadowBias = shadow.bias;
  11040. uniforms.shadowRadius = shadow.radius;
  11041. uniforms.shadowMapSize = shadow.mapSize;
  11042. }
  11043. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11044. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11045. state.directional[ directionalLength ] = uniforms;
  11046. directionalLength ++;
  11047. } else if ( light.isSpotLight ) {
  11048. var uniforms = cache.get( light );
  11049. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11050. uniforms.position.applyMatrix4( viewMatrix );
  11051. uniforms.color.copy( color ).multiplyScalar( intensity );
  11052. uniforms.distance = distance;
  11053. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11054. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11055. uniforms.direction.sub( vector3 );
  11056. uniforms.direction.transformDirection( viewMatrix );
  11057. uniforms.coneCos = Math.cos( light.angle );
  11058. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11059. uniforms.decay = light.decay;
  11060. uniforms.shadow = light.castShadow;
  11061. if ( light.castShadow ) {
  11062. var shadow = light.shadow;
  11063. uniforms.shadowBias = shadow.bias;
  11064. uniforms.shadowRadius = shadow.radius;
  11065. uniforms.shadowMapSize = shadow.mapSize;
  11066. }
  11067. state.spotShadowMap[ spotLength ] = shadowMap;
  11068. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11069. state.spot[ spotLength ] = uniforms;
  11070. spotLength ++;
  11071. } else if ( light.isRectAreaLight ) {
  11072. var uniforms = cache.get( light );
  11073. // (a) intensity is the total visible light emitted
  11074. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11075. // (b) intensity is the brightness of the light
  11076. uniforms.color.copy( color ).multiplyScalar( intensity );
  11077. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11078. uniforms.position.applyMatrix4( viewMatrix );
  11079. // extract local rotation of light to derive width/height half vectors
  11080. matrix42.identity();
  11081. matrix4.copy( light.matrixWorld );
  11082. matrix4.premultiply( viewMatrix );
  11083. matrix42.extractRotation( matrix4 );
  11084. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11085. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11086. uniforms.halfWidth.applyMatrix4( matrix42 );
  11087. uniforms.halfHeight.applyMatrix4( matrix42 );
  11088. // TODO (abelnation): RectAreaLight distance?
  11089. // uniforms.distance = distance;
  11090. state.rectArea[ rectAreaLength ] = uniforms;
  11091. rectAreaLength ++;
  11092. } else if ( light.isPointLight ) {
  11093. var uniforms = cache.get( light );
  11094. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11095. uniforms.position.applyMatrix4( viewMatrix );
  11096. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11097. uniforms.distance = light.distance;
  11098. uniforms.decay = light.decay;
  11099. uniforms.shadow = light.castShadow;
  11100. if ( light.castShadow ) {
  11101. var shadow = light.shadow;
  11102. uniforms.shadowBias = shadow.bias;
  11103. uniforms.shadowRadius = shadow.radius;
  11104. uniforms.shadowMapSize = shadow.mapSize;
  11105. uniforms.shadowCameraNear = shadow.camera.near;
  11106. uniforms.shadowCameraFar = shadow.camera.far;
  11107. }
  11108. state.pointShadowMap[ pointLength ] = shadowMap;
  11109. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11110. state.point[ pointLength ] = uniforms;
  11111. pointLength ++;
  11112. } else if ( light.isHemisphereLight ) {
  11113. var uniforms = cache.get( light );
  11114. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11115. uniforms.direction.transformDirection( viewMatrix );
  11116. uniforms.direction.normalize();
  11117. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11118. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11119. state.hemi[ hemiLength ] = uniforms;
  11120. hemiLength ++;
  11121. }
  11122. }
  11123. state.ambient[ 0 ] = r;
  11124. state.ambient[ 1 ] = g;
  11125. state.ambient[ 2 ] = b;
  11126. var hash = state.hash;
  11127. if ( hash.directionalLength !== directionalLength ||
  11128. hash.pointLength !== pointLength ||
  11129. hash.spotLength !== spotLength ||
  11130. hash.rectAreaLength !== rectAreaLength ||
  11131. hash.hemiLength !== hemiLength ||
  11132. hash.shadowsLength !== shadows.length ) {
  11133. state.directional.length = directionalLength;
  11134. state.spot.length = spotLength;
  11135. state.rectArea.length = rectAreaLength;
  11136. state.point.length = pointLength;
  11137. state.hemi.length = hemiLength;
  11138. hash.directionalLength = directionalLength;
  11139. hash.pointLength = pointLength;
  11140. hash.spotLength = spotLength;
  11141. hash.rectAreaLength = rectAreaLength;
  11142. hash.hemiLength = hemiLength;
  11143. hash.shadowsLength = shadows.length;
  11144. state.version = nextVersion ++;
  11145. }
  11146. }
  11147. return {
  11148. setup: setup,
  11149. state: state
  11150. };
  11151. }
  11152. /**
  11153. * @author Mugen87 / https://github.com/Mugen87
  11154. */
  11155. function WebGLRenderState() {
  11156. var lights = new WebGLLights();
  11157. var lightsArray = [];
  11158. var shadowsArray = [];
  11159. function init() {
  11160. lightsArray.length = 0;
  11161. shadowsArray.length = 0;
  11162. }
  11163. function pushLight( light ) {
  11164. lightsArray.push( light );
  11165. }
  11166. function pushShadow( shadowLight ) {
  11167. shadowsArray.push( shadowLight );
  11168. }
  11169. function setupLights( camera ) {
  11170. lights.setup( lightsArray, shadowsArray, camera );
  11171. }
  11172. var state = {
  11173. lightsArray: lightsArray,
  11174. shadowsArray: shadowsArray,
  11175. lights: lights
  11176. };
  11177. return {
  11178. init: init,
  11179. state: state,
  11180. setupLights: setupLights,
  11181. pushLight: pushLight,
  11182. pushShadow: pushShadow
  11183. };
  11184. }
  11185. function WebGLRenderStates() {
  11186. var renderStates = {};
  11187. function onSceneDispose( event ) {
  11188. var scene = event.target;
  11189. scene.removeEventListener( 'dispose', onSceneDispose );
  11190. delete renderStates[ scene.id ];
  11191. }
  11192. function get( scene, camera ) {
  11193. var renderState;
  11194. if ( renderStates[ scene.id ] === undefined ) {
  11195. renderState = new WebGLRenderState();
  11196. renderStates[ scene.id ] = {};
  11197. renderStates[ scene.id ][ camera.id ] = renderState;
  11198. scene.addEventListener( 'dispose', onSceneDispose );
  11199. } else {
  11200. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11201. renderState = new WebGLRenderState();
  11202. renderStates[ scene.id ][ camera.id ] = renderState;
  11203. } else {
  11204. renderState = renderStates[ scene.id ][ camera.id ];
  11205. }
  11206. }
  11207. return renderState;
  11208. }
  11209. function dispose() {
  11210. renderStates = {};
  11211. }
  11212. return {
  11213. get: get,
  11214. dispose: dispose
  11215. };
  11216. }
  11217. /**
  11218. * @author mrdoob / http://mrdoob.com/
  11219. * @author alteredq / http://alteredqualia.com/
  11220. * @author bhouston / https://clara.io
  11221. * @author WestLangley / http://github.com/WestLangley
  11222. *
  11223. * parameters = {
  11224. *
  11225. * opacity: <float>,
  11226. *
  11227. * map: new THREE.Texture( <Image> ),
  11228. *
  11229. * alphaMap: new THREE.Texture( <Image> ),
  11230. *
  11231. * displacementMap: new THREE.Texture( <Image> ),
  11232. * displacementScale: <float>,
  11233. * displacementBias: <float>,
  11234. *
  11235. * wireframe: <boolean>,
  11236. * wireframeLinewidth: <float>
  11237. * }
  11238. */
  11239. function MeshDepthMaterial( parameters ) {
  11240. Material.call( this );
  11241. this.type = 'MeshDepthMaterial';
  11242. this.depthPacking = BasicDepthPacking;
  11243. this.skinning = false;
  11244. this.morphTargets = false;
  11245. this.map = null;
  11246. this.alphaMap = null;
  11247. this.displacementMap = null;
  11248. this.displacementScale = 1;
  11249. this.displacementBias = 0;
  11250. this.wireframe = false;
  11251. this.wireframeLinewidth = 1;
  11252. this.fog = false;
  11253. this.lights = false;
  11254. this.setValues( parameters );
  11255. }
  11256. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11257. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11258. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11259. MeshDepthMaterial.prototype.copy = function ( source ) {
  11260. Material.prototype.copy.call( this, source );
  11261. this.depthPacking = source.depthPacking;
  11262. this.skinning = source.skinning;
  11263. this.morphTargets = source.morphTargets;
  11264. this.map = source.map;
  11265. this.alphaMap = source.alphaMap;
  11266. this.displacementMap = source.displacementMap;
  11267. this.displacementScale = source.displacementScale;
  11268. this.displacementBias = source.displacementBias;
  11269. this.wireframe = source.wireframe;
  11270. this.wireframeLinewidth = source.wireframeLinewidth;
  11271. return this;
  11272. };
  11273. /**
  11274. * @author WestLangley / http://github.com/WestLangley
  11275. *
  11276. * parameters = {
  11277. *
  11278. * referencePosition: <float>,
  11279. * nearDistance: <float>,
  11280. * farDistance: <float>,
  11281. *
  11282. * skinning: <bool>,
  11283. * morphTargets: <bool>,
  11284. *
  11285. * map: new THREE.Texture( <Image> ),
  11286. *
  11287. * alphaMap: new THREE.Texture( <Image> ),
  11288. *
  11289. * displacementMap: new THREE.Texture( <Image> ),
  11290. * displacementScale: <float>,
  11291. * displacementBias: <float>
  11292. *
  11293. * }
  11294. */
  11295. function MeshDistanceMaterial( parameters ) {
  11296. Material.call( this );
  11297. this.type = 'MeshDistanceMaterial';
  11298. this.referencePosition = new Vector3();
  11299. this.nearDistance = 1;
  11300. this.farDistance = 1000;
  11301. this.skinning = false;
  11302. this.morphTargets = false;
  11303. this.map = null;
  11304. this.alphaMap = null;
  11305. this.displacementMap = null;
  11306. this.displacementScale = 1;
  11307. this.displacementBias = 0;
  11308. this.fog = false;
  11309. this.lights = false;
  11310. this.setValues( parameters );
  11311. }
  11312. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11313. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11314. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11315. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11316. Material.prototype.copy.call( this, source );
  11317. this.referencePosition.copy( source.referencePosition );
  11318. this.nearDistance = source.nearDistance;
  11319. this.farDistance = source.farDistance;
  11320. this.skinning = source.skinning;
  11321. this.morphTargets = source.morphTargets;
  11322. this.map = source.map;
  11323. this.alphaMap = source.alphaMap;
  11324. this.displacementMap = source.displacementMap;
  11325. this.displacementScale = source.displacementScale;
  11326. this.displacementBias = source.displacementBias;
  11327. return this;
  11328. };
  11329. /**
  11330. * @author alteredq / http://alteredqualia.com/
  11331. * @author mrdoob / http://mrdoob.com/
  11332. */
  11333. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11334. var _frustum = new Frustum(),
  11335. _projScreenMatrix = new Matrix4(),
  11336. _shadowMapSize = new Vector2(),
  11337. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11338. _lookTarget = new Vector3(),
  11339. _lightPositionWorld = new Vector3(),
  11340. _MorphingFlag = 1,
  11341. _SkinningFlag = 2,
  11342. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11343. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11344. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11345. _materialCache = {};
  11346. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11347. var cubeDirections = [
  11348. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11349. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11350. ];
  11351. var cubeUps = [
  11352. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11353. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11354. ];
  11355. var cube2DViewPorts = [
  11356. new Vector4(), new Vector4(), new Vector4(),
  11357. new Vector4(), new Vector4(), new Vector4()
  11358. ];
  11359. // init
  11360. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11361. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11362. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11363. var depthMaterial = new MeshDepthMaterial( {
  11364. depthPacking: RGBADepthPacking,
  11365. morphTargets: useMorphing,
  11366. skinning: useSkinning
  11367. } );
  11368. _depthMaterials[ i ] = depthMaterial;
  11369. //
  11370. var distanceMaterial = new MeshDistanceMaterial( {
  11371. morphTargets: useMorphing,
  11372. skinning: useSkinning
  11373. } );
  11374. _distanceMaterials[ i ] = distanceMaterial;
  11375. }
  11376. //
  11377. var scope = this;
  11378. this.enabled = false;
  11379. this.autoUpdate = true;
  11380. this.needsUpdate = false;
  11381. this.type = PCFShadowMap;
  11382. this.render = function ( lights, scene, camera ) {
  11383. if ( scope.enabled === false ) return;
  11384. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11385. if ( lights.length === 0 ) return;
  11386. var currentRenderTarget = _renderer.getRenderTarget();
  11387. var activeCubeFace = _renderer.getActiveCubeFace();
  11388. var activeMipMapLevel = _renderer.getActiveMipMapLevel();
  11389. var _state = _renderer.state;
  11390. // Set GL state for depth map.
  11391. _state.setBlending( NoBlending );
  11392. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11393. _state.buffers.depth.setTest( true );
  11394. _state.setScissorTest( false );
  11395. // render depth map
  11396. var faceCount;
  11397. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11398. var light = lights[ i ];
  11399. var shadow = light.shadow;
  11400. var isPointLight = light && light.isPointLight;
  11401. if ( shadow === undefined ) {
  11402. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11403. continue;
  11404. }
  11405. var shadowCamera = shadow.camera;
  11406. _shadowMapSize.copy( shadow.mapSize );
  11407. _shadowMapSize.min( _maxShadowMapSize );
  11408. if ( isPointLight ) {
  11409. var vpWidth = _shadowMapSize.x;
  11410. var vpHeight = _shadowMapSize.y;
  11411. // These viewports map a cube-map onto a 2D texture with the
  11412. // following orientation:
  11413. //
  11414. // xzXZ
  11415. // y Y
  11416. //
  11417. // X - Positive x direction
  11418. // x - Negative x direction
  11419. // Y - Positive y direction
  11420. // y - Negative y direction
  11421. // Z - Positive z direction
  11422. // z - Negative z direction
  11423. // positive X
  11424. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11425. // negative X
  11426. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11427. // positive Z
  11428. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11429. // negative Z
  11430. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11431. // positive Y
  11432. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11433. // negative Y
  11434. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11435. _shadowMapSize.x *= 4.0;
  11436. _shadowMapSize.y *= 2.0;
  11437. }
  11438. if ( shadow.map === null ) {
  11439. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11440. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11441. shadow.map.texture.name = light.name + ".shadowMap";
  11442. shadowCamera.updateProjectionMatrix();
  11443. }
  11444. if ( shadow.isSpotLightShadow ) {
  11445. shadow.update( light );
  11446. }
  11447. var shadowMap = shadow.map;
  11448. var shadowMatrix = shadow.matrix;
  11449. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11450. shadowCamera.position.copy( _lightPositionWorld );
  11451. if ( isPointLight ) {
  11452. faceCount = 6;
  11453. // for point lights we set the shadow matrix to be a translation-only matrix
  11454. // equal to inverse of the light's position
  11455. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11456. } else {
  11457. faceCount = 1;
  11458. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11459. shadowCamera.lookAt( _lookTarget );
  11460. shadowCamera.updateMatrixWorld();
  11461. // compute shadow matrix
  11462. shadowMatrix.set(
  11463. 0.5, 0.0, 0.0, 0.5,
  11464. 0.0, 0.5, 0.0, 0.5,
  11465. 0.0, 0.0, 0.5, 0.5,
  11466. 0.0, 0.0, 0.0, 1.0
  11467. );
  11468. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11469. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11470. }
  11471. _renderer.setRenderTarget( shadowMap );
  11472. _renderer.clear();
  11473. // render shadow map for each cube face (if omni-directional) or
  11474. // run a single pass if not
  11475. for ( var face = 0; face < faceCount; face ++ ) {
  11476. if ( isPointLight ) {
  11477. _lookTarget.copy( shadowCamera.position );
  11478. _lookTarget.add( cubeDirections[ face ] );
  11479. shadowCamera.up.copy( cubeUps[ face ] );
  11480. shadowCamera.lookAt( _lookTarget );
  11481. shadowCamera.updateMatrixWorld();
  11482. var vpDimensions = cube2DViewPorts[ face ];
  11483. _state.viewport( vpDimensions );
  11484. }
  11485. // update camera matrices and frustum
  11486. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11487. _frustum.setFromMatrix( _projScreenMatrix );
  11488. // set object matrices & frustum culling
  11489. renderObject( scene, camera, shadowCamera, isPointLight );
  11490. }
  11491. }
  11492. scope.needsUpdate = false;
  11493. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipMapLevel );
  11494. };
  11495. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11496. var geometry = object.geometry;
  11497. var result = null;
  11498. var materialVariants = _depthMaterials;
  11499. var customMaterial = object.customDepthMaterial;
  11500. if ( isPointLight ) {
  11501. materialVariants = _distanceMaterials;
  11502. customMaterial = object.customDistanceMaterial;
  11503. }
  11504. if ( ! customMaterial ) {
  11505. var useMorphing = false;
  11506. if ( material.morphTargets ) {
  11507. if ( geometry && geometry.isBufferGeometry ) {
  11508. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11509. } else if ( geometry && geometry.isGeometry ) {
  11510. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11511. }
  11512. }
  11513. if ( object.isSkinnedMesh && material.skinning === false ) {
  11514. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11515. }
  11516. var useSkinning = object.isSkinnedMesh && material.skinning;
  11517. var variantIndex = 0;
  11518. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11519. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11520. result = materialVariants[ variantIndex ];
  11521. } else {
  11522. result = customMaterial;
  11523. }
  11524. if ( _renderer.localClippingEnabled &&
  11525. material.clipShadows === true &&
  11526. material.clippingPlanes.length !== 0 ) {
  11527. // in this case we need a unique material instance reflecting the
  11528. // appropriate state
  11529. var keyA = result.uuid, keyB = material.uuid;
  11530. var materialsForVariant = _materialCache[ keyA ];
  11531. if ( materialsForVariant === undefined ) {
  11532. materialsForVariant = {};
  11533. _materialCache[ keyA ] = materialsForVariant;
  11534. }
  11535. var cachedMaterial = materialsForVariant[ keyB ];
  11536. if ( cachedMaterial === undefined ) {
  11537. cachedMaterial = result.clone();
  11538. materialsForVariant[ keyB ] = cachedMaterial;
  11539. }
  11540. result = cachedMaterial;
  11541. }
  11542. result.visible = material.visible;
  11543. result.wireframe = material.wireframe;
  11544. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11545. result.clipShadows = material.clipShadows;
  11546. result.clippingPlanes = material.clippingPlanes;
  11547. result.clipIntersection = material.clipIntersection;
  11548. result.wireframeLinewidth = material.wireframeLinewidth;
  11549. result.linewidth = material.linewidth;
  11550. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11551. result.referencePosition.copy( lightPositionWorld );
  11552. result.nearDistance = shadowCameraNear;
  11553. result.farDistance = shadowCameraFar;
  11554. }
  11555. return result;
  11556. }
  11557. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11558. if ( object.visible === false ) return;
  11559. var visible = object.layers.test( camera.layers );
  11560. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11561. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11562. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11563. var geometry = _objects.update( object );
  11564. var material = object.material;
  11565. if ( Array.isArray( material ) ) {
  11566. var groups = geometry.groups;
  11567. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11568. var group = groups[ k ];
  11569. var groupMaterial = material[ group.materialIndex ];
  11570. if ( groupMaterial && groupMaterial.visible ) {
  11571. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11572. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11573. }
  11574. }
  11575. } else if ( material.visible ) {
  11576. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11577. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11578. }
  11579. }
  11580. }
  11581. var children = object.children;
  11582. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11583. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11584. }
  11585. }
  11586. }
  11587. /**
  11588. * @author mrdoob / http://mrdoob.com/
  11589. */
  11590. function WebGLState( gl, extensions, utils, capabilities ) {
  11591. function ColorBuffer() {
  11592. var locked = false;
  11593. var color = new Vector4();
  11594. var currentColorMask = null;
  11595. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11596. return {
  11597. setMask: function ( colorMask ) {
  11598. if ( currentColorMask !== colorMask && ! locked ) {
  11599. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11600. currentColorMask = colorMask;
  11601. }
  11602. },
  11603. setLocked: function ( lock ) {
  11604. locked = lock;
  11605. },
  11606. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11607. if ( premultipliedAlpha === true ) {
  11608. r *= a; g *= a; b *= a;
  11609. }
  11610. color.set( r, g, b, a );
  11611. if ( currentColorClear.equals( color ) === false ) {
  11612. gl.clearColor( r, g, b, a );
  11613. currentColorClear.copy( color );
  11614. }
  11615. },
  11616. reset: function () {
  11617. locked = false;
  11618. currentColorMask = null;
  11619. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11620. }
  11621. };
  11622. }
  11623. function DepthBuffer() {
  11624. var locked = false;
  11625. var currentDepthMask = null;
  11626. var currentDepthFunc = null;
  11627. var currentDepthClear = null;
  11628. return {
  11629. setTest: function ( depthTest ) {
  11630. if ( depthTest ) {
  11631. enable( 2929 );
  11632. } else {
  11633. disable( 2929 );
  11634. }
  11635. },
  11636. setMask: function ( depthMask ) {
  11637. if ( currentDepthMask !== depthMask && ! locked ) {
  11638. gl.depthMask( depthMask );
  11639. currentDepthMask = depthMask;
  11640. }
  11641. },
  11642. setFunc: function ( depthFunc ) {
  11643. if ( currentDepthFunc !== depthFunc ) {
  11644. if ( depthFunc ) {
  11645. switch ( depthFunc ) {
  11646. case NeverDepth:
  11647. gl.depthFunc( 512 );
  11648. break;
  11649. case AlwaysDepth:
  11650. gl.depthFunc( 519 );
  11651. break;
  11652. case LessDepth:
  11653. gl.depthFunc( 513 );
  11654. break;
  11655. case LessEqualDepth:
  11656. gl.depthFunc( 515 );
  11657. break;
  11658. case EqualDepth:
  11659. gl.depthFunc( 514 );
  11660. break;
  11661. case GreaterEqualDepth:
  11662. gl.depthFunc( 518 );
  11663. break;
  11664. case GreaterDepth:
  11665. gl.depthFunc( 516 );
  11666. break;
  11667. case NotEqualDepth:
  11668. gl.depthFunc( 517 );
  11669. break;
  11670. default:
  11671. gl.depthFunc( 515 );
  11672. }
  11673. } else {
  11674. gl.depthFunc( 515 );
  11675. }
  11676. currentDepthFunc = depthFunc;
  11677. }
  11678. },
  11679. setLocked: function ( lock ) {
  11680. locked = lock;
  11681. },
  11682. setClear: function ( depth ) {
  11683. if ( currentDepthClear !== depth ) {
  11684. gl.clearDepth( depth );
  11685. currentDepthClear = depth;
  11686. }
  11687. },
  11688. reset: function () {
  11689. locked = false;
  11690. currentDepthMask = null;
  11691. currentDepthFunc = null;
  11692. currentDepthClear = null;
  11693. }
  11694. };
  11695. }
  11696. function StencilBuffer() {
  11697. var locked = false;
  11698. var currentStencilMask = null;
  11699. var currentStencilFunc = null;
  11700. var currentStencilRef = null;
  11701. var currentStencilFuncMask = null;
  11702. var currentStencilFail = null;
  11703. var currentStencilZFail = null;
  11704. var currentStencilZPass = null;
  11705. var currentStencilClear = null;
  11706. return {
  11707. setTest: function ( stencilTest ) {
  11708. if ( stencilTest ) {
  11709. enable( 2960 );
  11710. } else {
  11711. disable( 2960 );
  11712. }
  11713. },
  11714. setMask: function ( stencilMask ) {
  11715. if ( currentStencilMask !== stencilMask && ! locked ) {
  11716. gl.stencilMask( stencilMask );
  11717. currentStencilMask = stencilMask;
  11718. }
  11719. },
  11720. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11721. if ( currentStencilFunc !== stencilFunc ||
  11722. currentStencilRef !== stencilRef ||
  11723. currentStencilFuncMask !== stencilMask ) {
  11724. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11725. currentStencilFunc = stencilFunc;
  11726. currentStencilRef = stencilRef;
  11727. currentStencilFuncMask = stencilMask;
  11728. }
  11729. },
  11730. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11731. if ( currentStencilFail !== stencilFail ||
  11732. currentStencilZFail !== stencilZFail ||
  11733. currentStencilZPass !== stencilZPass ) {
  11734. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11735. currentStencilFail = stencilFail;
  11736. currentStencilZFail = stencilZFail;
  11737. currentStencilZPass = stencilZPass;
  11738. }
  11739. },
  11740. setLocked: function ( lock ) {
  11741. locked = lock;
  11742. },
  11743. setClear: function ( stencil ) {
  11744. if ( currentStencilClear !== stencil ) {
  11745. gl.clearStencil( stencil );
  11746. currentStencilClear = stencil;
  11747. }
  11748. },
  11749. reset: function () {
  11750. locked = false;
  11751. currentStencilMask = null;
  11752. currentStencilFunc = null;
  11753. currentStencilRef = null;
  11754. currentStencilFuncMask = null;
  11755. currentStencilFail = null;
  11756. currentStencilZFail = null;
  11757. currentStencilZPass = null;
  11758. currentStencilClear = null;
  11759. }
  11760. };
  11761. }
  11762. //
  11763. var colorBuffer = new ColorBuffer();
  11764. var depthBuffer = new DepthBuffer();
  11765. var stencilBuffer = new StencilBuffer();
  11766. var maxVertexAttributes = gl.getParameter( 34921 );
  11767. var newAttributes = new Uint8Array( maxVertexAttributes );
  11768. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11769. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11770. var enabledCapabilities = {};
  11771. var compressedTextureFormats = null;
  11772. var currentProgram = null;
  11773. var currentBlendingEnabled = null;
  11774. var currentBlending = null;
  11775. var currentBlendEquation = null;
  11776. var currentBlendSrc = null;
  11777. var currentBlendDst = null;
  11778. var currentBlendEquationAlpha = null;
  11779. var currentBlendSrcAlpha = null;
  11780. var currentBlendDstAlpha = null;
  11781. var currentPremultipledAlpha = false;
  11782. var currentFlipSided = null;
  11783. var currentCullFace = null;
  11784. var currentLineWidth = null;
  11785. var currentPolygonOffsetFactor = null;
  11786. var currentPolygonOffsetUnits = null;
  11787. var maxTextures = gl.getParameter( 35661 );
  11788. var lineWidthAvailable = false;
  11789. var version = 0;
  11790. var glVersion = gl.getParameter( 7938 );
  11791. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11792. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11793. lineWidthAvailable = ( version >= 1.0 );
  11794. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11795. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11796. lineWidthAvailable = ( version >= 2.0 );
  11797. }
  11798. var currentTextureSlot = null;
  11799. var currentBoundTextures = {};
  11800. var currentScissor = new Vector4();
  11801. var currentViewport = new Vector4();
  11802. function createTexture( type, target, count ) {
  11803. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11804. var texture = gl.createTexture();
  11805. gl.bindTexture( type, texture );
  11806. gl.texParameteri( type, 10241, 9728 );
  11807. gl.texParameteri( type, 10240, 9728 );
  11808. for ( var i = 0; i < count; i ++ ) {
  11809. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11810. }
  11811. return texture;
  11812. }
  11813. var emptyTextures = {};
  11814. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11815. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11816. // init
  11817. colorBuffer.setClear( 0, 0, 0, 1 );
  11818. depthBuffer.setClear( 1 );
  11819. stencilBuffer.setClear( 0 );
  11820. enable( 2929 );
  11821. depthBuffer.setFunc( LessEqualDepth );
  11822. setFlipSided( false );
  11823. setCullFace( CullFaceBack );
  11824. enable( 2884 );
  11825. setBlending( NoBlending );
  11826. //
  11827. function initAttributes() {
  11828. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11829. newAttributes[ i ] = 0;
  11830. }
  11831. }
  11832. function enableAttribute( attribute ) {
  11833. enableAttributeAndDivisor( attribute, 0 );
  11834. }
  11835. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11836. newAttributes[ attribute ] = 1;
  11837. if ( enabledAttributes[ attribute ] === 0 ) {
  11838. gl.enableVertexAttribArray( attribute );
  11839. enabledAttributes[ attribute ] = 1;
  11840. }
  11841. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11842. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11843. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11844. attributeDivisors[ attribute ] = meshPerAttribute;
  11845. }
  11846. }
  11847. function disableUnusedAttributes() {
  11848. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11849. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11850. gl.disableVertexAttribArray( i );
  11851. enabledAttributes[ i ] = 0;
  11852. }
  11853. }
  11854. }
  11855. function enable( id ) {
  11856. if ( enabledCapabilities[ id ] !== true ) {
  11857. gl.enable( id );
  11858. enabledCapabilities[ id ] = true;
  11859. }
  11860. }
  11861. function disable( id ) {
  11862. if ( enabledCapabilities[ id ] !== false ) {
  11863. gl.disable( id );
  11864. enabledCapabilities[ id ] = false;
  11865. }
  11866. }
  11867. function getCompressedTextureFormats() {
  11868. if ( compressedTextureFormats === null ) {
  11869. compressedTextureFormats = [];
  11870. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11871. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11872. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11873. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11874. var formats = gl.getParameter( 34467 );
  11875. for ( var i = 0; i < formats.length; i ++ ) {
  11876. compressedTextureFormats.push( formats[ i ] );
  11877. }
  11878. }
  11879. }
  11880. return compressedTextureFormats;
  11881. }
  11882. function useProgram( program ) {
  11883. if ( currentProgram !== program ) {
  11884. gl.useProgram( program );
  11885. currentProgram = program;
  11886. return true;
  11887. }
  11888. return false;
  11889. }
  11890. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11891. if ( blending === NoBlending ) {
  11892. if ( currentBlendingEnabled ) {
  11893. disable( 3042 );
  11894. currentBlendingEnabled = false;
  11895. }
  11896. return;
  11897. }
  11898. if ( ! currentBlendingEnabled ) {
  11899. enable( 3042 );
  11900. currentBlendingEnabled = true;
  11901. }
  11902. if ( blending !== CustomBlending ) {
  11903. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11904. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11905. gl.blendEquation( 32774 );
  11906. currentBlendEquation = AddEquation;
  11907. currentBlendEquationAlpha = AddEquation;
  11908. }
  11909. if ( premultipliedAlpha ) {
  11910. switch ( blending ) {
  11911. case NormalBlending:
  11912. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11913. break;
  11914. case AdditiveBlending:
  11915. gl.blendFunc( 1, 1 );
  11916. break;
  11917. case SubtractiveBlending:
  11918. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11919. break;
  11920. case MultiplyBlending:
  11921. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11922. break;
  11923. default:
  11924. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11925. break;
  11926. }
  11927. } else {
  11928. switch ( blending ) {
  11929. case NormalBlending:
  11930. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11931. break;
  11932. case AdditiveBlending:
  11933. gl.blendFunc( 770, 1 );
  11934. break;
  11935. case SubtractiveBlending:
  11936. gl.blendFunc( 0, 769 );
  11937. break;
  11938. case MultiplyBlending:
  11939. gl.blendFunc( 0, 768 );
  11940. break;
  11941. default:
  11942. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11943. break;
  11944. }
  11945. }
  11946. currentBlendSrc = null;
  11947. currentBlendDst = null;
  11948. currentBlendSrcAlpha = null;
  11949. currentBlendDstAlpha = null;
  11950. currentBlending = blending;
  11951. currentPremultipledAlpha = premultipliedAlpha;
  11952. }
  11953. return;
  11954. }
  11955. // custom blending
  11956. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11957. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11958. blendDstAlpha = blendDstAlpha || blendDst;
  11959. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11960. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11961. currentBlendEquation = blendEquation;
  11962. currentBlendEquationAlpha = blendEquationAlpha;
  11963. }
  11964. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11965. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11966. currentBlendSrc = blendSrc;
  11967. currentBlendDst = blendDst;
  11968. currentBlendSrcAlpha = blendSrcAlpha;
  11969. currentBlendDstAlpha = blendDstAlpha;
  11970. }
  11971. currentBlending = blending;
  11972. currentPremultipledAlpha = null;
  11973. }
  11974. function setMaterial( material, frontFaceCW ) {
  11975. material.side === DoubleSide
  11976. ? disable( 2884 )
  11977. : enable( 2884 );
  11978. var flipSided = ( material.side === BackSide );
  11979. if ( frontFaceCW ) flipSided = ! flipSided;
  11980. setFlipSided( flipSided );
  11981. ( material.blending === NormalBlending && material.transparent === false )
  11982. ? setBlending( NoBlending )
  11983. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11984. depthBuffer.setFunc( material.depthFunc );
  11985. depthBuffer.setTest( material.depthTest );
  11986. depthBuffer.setMask( material.depthWrite );
  11987. colorBuffer.setMask( material.colorWrite );
  11988. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11989. }
  11990. //
  11991. function setFlipSided( flipSided ) {
  11992. if ( currentFlipSided !== flipSided ) {
  11993. if ( flipSided ) {
  11994. gl.frontFace( 2304 );
  11995. } else {
  11996. gl.frontFace( 2305 );
  11997. }
  11998. currentFlipSided = flipSided;
  11999. }
  12000. }
  12001. function setCullFace( cullFace ) {
  12002. if ( cullFace !== CullFaceNone ) {
  12003. enable( 2884 );
  12004. if ( cullFace !== currentCullFace ) {
  12005. if ( cullFace === CullFaceBack ) {
  12006. gl.cullFace( 1029 );
  12007. } else if ( cullFace === CullFaceFront ) {
  12008. gl.cullFace( 1028 );
  12009. } else {
  12010. gl.cullFace( 1032 );
  12011. }
  12012. }
  12013. } else {
  12014. disable( 2884 );
  12015. }
  12016. currentCullFace = cullFace;
  12017. }
  12018. function setLineWidth( width ) {
  12019. if ( width !== currentLineWidth ) {
  12020. if ( lineWidthAvailable ) gl.lineWidth( width );
  12021. currentLineWidth = width;
  12022. }
  12023. }
  12024. function setPolygonOffset( polygonOffset, factor, units ) {
  12025. if ( polygonOffset ) {
  12026. enable( 32823 );
  12027. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12028. gl.polygonOffset( factor, units );
  12029. currentPolygonOffsetFactor = factor;
  12030. currentPolygonOffsetUnits = units;
  12031. }
  12032. } else {
  12033. disable( 32823 );
  12034. }
  12035. }
  12036. function setScissorTest( scissorTest ) {
  12037. if ( scissorTest ) {
  12038. enable( 3089 );
  12039. } else {
  12040. disable( 3089 );
  12041. }
  12042. }
  12043. // texture
  12044. function activeTexture( webglSlot ) {
  12045. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12046. if ( currentTextureSlot !== webglSlot ) {
  12047. gl.activeTexture( webglSlot );
  12048. currentTextureSlot = webglSlot;
  12049. }
  12050. }
  12051. function bindTexture( webglType, webglTexture ) {
  12052. if ( currentTextureSlot === null ) {
  12053. activeTexture();
  12054. }
  12055. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12056. if ( boundTexture === undefined ) {
  12057. boundTexture = { type: undefined, texture: undefined };
  12058. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12059. }
  12060. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12061. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12062. boundTexture.type = webglType;
  12063. boundTexture.texture = webglTexture;
  12064. }
  12065. }
  12066. function compressedTexImage2D() {
  12067. try {
  12068. gl.compressedTexImage2D.apply( gl, arguments );
  12069. } catch ( error ) {
  12070. console.error( 'THREE.WebGLState:', error );
  12071. }
  12072. }
  12073. function texImage2D() {
  12074. try {
  12075. gl.texImage2D.apply( gl, arguments );
  12076. } catch ( error ) {
  12077. console.error( 'THREE.WebGLState:', error );
  12078. }
  12079. }
  12080. function texImage3D() {
  12081. try {
  12082. gl.texImage3D.apply( gl, arguments );
  12083. } catch ( error ) {
  12084. console.error( 'THREE.WebGLState:', error );
  12085. }
  12086. }
  12087. //
  12088. function scissor( scissor ) {
  12089. if ( currentScissor.equals( scissor ) === false ) {
  12090. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12091. currentScissor.copy( scissor );
  12092. }
  12093. }
  12094. function viewport( viewport ) {
  12095. if ( currentViewport.equals( viewport ) === false ) {
  12096. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12097. currentViewport.copy( viewport );
  12098. }
  12099. }
  12100. //
  12101. function reset() {
  12102. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12103. if ( enabledAttributes[ i ] === 1 ) {
  12104. gl.disableVertexAttribArray( i );
  12105. enabledAttributes[ i ] = 0;
  12106. }
  12107. }
  12108. enabledCapabilities = {};
  12109. compressedTextureFormats = null;
  12110. currentTextureSlot = null;
  12111. currentBoundTextures = {};
  12112. currentProgram = null;
  12113. currentBlending = null;
  12114. currentFlipSided = null;
  12115. currentCullFace = null;
  12116. colorBuffer.reset();
  12117. depthBuffer.reset();
  12118. stencilBuffer.reset();
  12119. }
  12120. return {
  12121. buffers: {
  12122. color: colorBuffer,
  12123. depth: depthBuffer,
  12124. stencil: stencilBuffer
  12125. },
  12126. initAttributes: initAttributes,
  12127. enableAttribute: enableAttribute,
  12128. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12129. disableUnusedAttributes: disableUnusedAttributes,
  12130. enable: enable,
  12131. disable: disable,
  12132. getCompressedTextureFormats: getCompressedTextureFormats,
  12133. useProgram: useProgram,
  12134. setBlending: setBlending,
  12135. setMaterial: setMaterial,
  12136. setFlipSided: setFlipSided,
  12137. setCullFace: setCullFace,
  12138. setLineWidth: setLineWidth,
  12139. setPolygonOffset: setPolygonOffset,
  12140. setScissorTest: setScissorTest,
  12141. activeTexture: activeTexture,
  12142. bindTexture: bindTexture,
  12143. compressedTexImage2D: compressedTexImage2D,
  12144. texImage2D: texImage2D,
  12145. texImage3D: texImage3D,
  12146. scissor: scissor,
  12147. viewport: viewport,
  12148. reset: reset
  12149. };
  12150. }
  12151. /**
  12152. * @author mrdoob / http://mrdoob.com/
  12153. */
  12154. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12155. var _videoTextures = {};
  12156. var _canvas;
  12157. //
  12158. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12159. function createCanvas( width, height ) {
  12160. // Use OffscreenCanvas when available. Specially needed in web workers
  12161. return useOffscreenCanvas ?
  12162. new OffscreenCanvas( width, height ) :
  12163. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12164. }
  12165. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12166. var scale = 1;
  12167. // handle case if texture exceeds max size
  12168. if ( image.width > maxSize || image.height > maxSize ) {
  12169. scale = maxSize / Math.max( image.width, image.height );
  12170. }
  12171. // only perform resize if necessary
  12172. if ( scale < 1 || needsPowerOfTwo === true ) {
  12173. // only perform resize for certain image types
  12174. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12175. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12176. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12177. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12178. var width = floor( scale * image.width );
  12179. var height = floor( scale * image.height );
  12180. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12181. // cube textures can't reuse the same canvas
  12182. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12183. canvas.width = width;
  12184. canvas.height = height;
  12185. var context = canvas.getContext( '2d' );
  12186. context.drawImage( image, 0, 0, width, height );
  12187. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12188. return canvas;
  12189. } else {
  12190. if ( 'data' in image ) {
  12191. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12192. }
  12193. return image;
  12194. }
  12195. }
  12196. return image;
  12197. }
  12198. function isPowerOfTwo( image ) {
  12199. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12200. }
  12201. function textureNeedsPowerOfTwo( texture ) {
  12202. if ( capabilities.isWebGL2 ) return false;
  12203. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12204. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12205. }
  12206. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12207. return texture.generateMipmaps && supportsMips &&
  12208. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12209. }
  12210. function generateMipmap( target, texture, width, height ) {
  12211. _gl.generateMipmap( target );
  12212. var textureProperties = properties.get( texture );
  12213. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12214. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12215. }
  12216. function getInternalFormat( glFormat, glType ) {
  12217. if ( ! capabilities.isWebGL2 ) return glFormat;
  12218. var internalFormat = glFormat;
  12219. if ( glFormat === 6403 ) {
  12220. if ( glType === 5126 ) internalFormat = 33326;
  12221. if ( glType === 5131 ) internalFormat = 33325;
  12222. if ( glType === 5121 ) internalFormat = 33321;
  12223. }
  12224. if ( glFormat === 6407 ) {
  12225. if ( glType === 5126 ) internalFormat = 34837;
  12226. if ( glType === 5131 ) internalFormat = 34843;
  12227. if ( glType === 5121 ) internalFormat = 32849;
  12228. }
  12229. if ( glFormat === 6408 ) {
  12230. if ( glType === 5126 ) internalFormat = 34836;
  12231. if ( glType === 5131 ) internalFormat = 34842;
  12232. if ( glType === 5121 ) internalFormat = 32856;
  12233. }
  12234. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12235. internalFormat === 34842 || internalFormat === 34836 ) {
  12236. extensions.get( 'EXT_color_buffer_float' );
  12237. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12238. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12239. }
  12240. return internalFormat;
  12241. }
  12242. // Fallback filters for non-power-of-2 textures
  12243. function filterFallback( f ) {
  12244. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12245. return 9728;
  12246. }
  12247. return 9729;
  12248. }
  12249. //
  12250. function onTextureDispose( event ) {
  12251. var texture = event.target;
  12252. texture.removeEventListener( 'dispose', onTextureDispose );
  12253. deallocateTexture( texture );
  12254. if ( texture.isVideoTexture ) {
  12255. delete _videoTextures[ texture.id ];
  12256. }
  12257. info.memory.textures --;
  12258. }
  12259. function onRenderTargetDispose( event ) {
  12260. var renderTarget = event.target;
  12261. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12262. deallocateRenderTarget( renderTarget );
  12263. info.memory.textures --;
  12264. }
  12265. //
  12266. function deallocateTexture( texture ) {
  12267. var textureProperties = properties.get( texture );
  12268. if ( textureProperties.__webglInit === undefined ) return;
  12269. _gl.deleteTexture( textureProperties.__webglTexture );
  12270. properties.remove( texture );
  12271. }
  12272. function deallocateRenderTarget( renderTarget ) {
  12273. var renderTargetProperties = properties.get( renderTarget );
  12274. var textureProperties = properties.get( renderTarget.texture );
  12275. if ( ! renderTarget ) return;
  12276. if ( textureProperties.__webglTexture !== undefined ) {
  12277. _gl.deleteTexture( textureProperties.__webglTexture );
  12278. }
  12279. if ( renderTarget.depthTexture ) {
  12280. renderTarget.depthTexture.dispose();
  12281. }
  12282. if ( renderTarget.isWebGLRenderTargetCube ) {
  12283. for ( var i = 0; i < 6; i ++ ) {
  12284. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12285. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12286. }
  12287. } else {
  12288. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12289. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12290. }
  12291. properties.remove( renderTarget.texture );
  12292. properties.remove( renderTarget );
  12293. }
  12294. //
  12295. var textureUnits = 0;
  12296. function resetTextureUnits() {
  12297. textureUnits = 0;
  12298. }
  12299. function allocateTextureUnit() {
  12300. var textureUnit = textureUnits;
  12301. if ( textureUnit >= capabilities.maxTextures ) {
  12302. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12303. }
  12304. textureUnits += 1;
  12305. return textureUnit;
  12306. }
  12307. //
  12308. function setTexture2D( texture, slot ) {
  12309. var textureProperties = properties.get( texture );
  12310. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12311. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12312. var image = texture.image;
  12313. if ( image === undefined ) {
  12314. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12315. } else if ( image.complete === false ) {
  12316. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12317. } else {
  12318. uploadTexture( textureProperties, texture, slot );
  12319. return;
  12320. }
  12321. }
  12322. state.activeTexture( 33984 + slot );
  12323. state.bindTexture( 3553, textureProperties.__webglTexture );
  12324. }
  12325. function setTexture2DArray( texture, slot ) {
  12326. var textureProperties = properties.get( texture );
  12327. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12328. uploadTexture( textureProperties, texture, slot );
  12329. return;
  12330. }
  12331. state.activeTexture( 33984 + slot );
  12332. state.bindTexture( 35866, textureProperties.__webglTexture );
  12333. }
  12334. function setTexture3D( texture, slot ) {
  12335. var textureProperties = properties.get( texture );
  12336. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12337. uploadTexture( textureProperties, texture, slot );
  12338. return;
  12339. }
  12340. state.activeTexture( 33984 + slot );
  12341. state.bindTexture( 32879, textureProperties.__webglTexture );
  12342. }
  12343. function setTextureCube( texture, slot ) {
  12344. var textureProperties = properties.get( texture );
  12345. if ( texture.image.length === 6 ) {
  12346. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12347. initTexture( textureProperties, texture );
  12348. state.activeTexture( 33984 + slot );
  12349. state.bindTexture( 34067, textureProperties.__webglTexture );
  12350. _gl.pixelStorei( 37440, texture.flipY );
  12351. var isCompressed = ( texture && texture.isCompressedTexture );
  12352. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12353. var cubeImage = [];
  12354. for ( var i = 0; i < 6; i ++ ) {
  12355. if ( ! isCompressed && ! isDataTexture ) {
  12356. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12357. } else {
  12358. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12359. }
  12360. }
  12361. var image = cubeImage[ 0 ],
  12362. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12363. glFormat = utils.convert( texture.format ),
  12364. glType = utils.convert( texture.type ),
  12365. glInternalFormat = getInternalFormat( glFormat, glType );
  12366. setTextureParameters( 34067, texture, supportsMips );
  12367. for ( var i = 0; i < 6; i ++ ) {
  12368. if ( ! isCompressed ) {
  12369. if ( isDataTexture ) {
  12370. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12371. } else {
  12372. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12373. }
  12374. } else {
  12375. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12376. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12377. mipmap = mipmaps[ j ];
  12378. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12379. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12380. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12381. } else {
  12382. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12383. }
  12384. } else {
  12385. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12386. }
  12387. }
  12388. }
  12389. }
  12390. if ( ! isCompressed ) {
  12391. textureProperties.__maxMipLevel = 0;
  12392. } else {
  12393. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12394. }
  12395. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12396. // We assume images for cube map have the same size.
  12397. generateMipmap( 34067, texture, image.width, image.height );
  12398. }
  12399. textureProperties.__version = texture.version;
  12400. if ( texture.onUpdate ) texture.onUpdate( texture );
  12401. } else {
  12402. state.activeTexture( 33984 + slot );
  12403. state.bindTexture( 34067, textureProperties.__webglTexture );
  12404. }
  12405. }
  12406. }
  12407. function setTextureCubeDynamic( texture, slot ) {
  12408. state.activeTexture( 33984 + slot );
  12409. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12410. }
  12411. function setTextureParameters( textureType, texture, supportsMips ) {
  12412. var extension;
  12413. if ( supportsMips ) {
  12414. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12415. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12416. if ( textureType === 32879 || textureType === 35866 ) {
  12417. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12418. }
  12419. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12420. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12421. } else {
  12422. _gl.texParameteri( textureType, 10242, 33071 );
  12423. _gl.texParameteri( textureType, 10243, 33071 );
  12424. if ( textureType === 32879 || textureType === 35866 ) {
  12425. _gl.texParameteri( textureType, 32882, 33071 );
  12426. }
  12427. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12428. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12429. }
  12430. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12431. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12432. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12433. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12434. }
  12435. }
  12436. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12437. if ( extension ) {
  12438. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12439. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12440. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12441. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12442. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12443. }
  12444. }
  12445. }
  12446. function initTexture( textureProperties, texture ) {
  12447. if ( textureProperties.__webglInit === undefined ) {
  12448. textureProperties.__webglInit = true;
  12449. texture.addEventListener( 'dispose', onTextureDispose );
  12450. textureProperties.__webglTexture = _gl.createTexture();
  12451. info.memory.textures ++;
  12452. }
  12453. }
  12454. function uploadTexture( textureProperties, texture, slot ) {
  12455. var textureType = 3553;
  12456. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12457. if ( texture.isDataTexture3D ) textureType = 32879;
  12458. initTexture( textureProperties, texture );
  12459. state.activeTexture( 33984 + slot );
  12460. state.bindTexture( textureType, textureProperties.__webglTexture );
  12461. _gl.pixelStorei( 37440, texture.flipY );
  12462. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12463. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12464. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12465. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12466. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12467. glFormat = utils.convert( texture.format ),
  12468. glType = utils.convert( texture.type ),
  12469. glInternalFormat = getInternalFormat( glFormat, glType );
  12470. setTextureParameters( textureType, texture, supportsMips );
  12471. var mipmap, mipmaps = texture.mipmaps;
  12472. if ( texture.isDepthTexture ) {
  12473. // populate depth texture with dummy data
  12474. glInternalFormat = 6402;
  12475. if ( texture.type === FloatType ) {
  12476. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12477. glInternalFormat = 36012;
  12478. } else if ( capabilities.isWebGL2 ) {
  12479. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12480. glInternalFormat = 33189;
  12481. }
  12482. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12483. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12484. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12485. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12486. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12487. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12488. texture.type = UnsignedShortType;
  12489. glType = utils.convert( texture.type );
  12490. }
  12491. }
  12492. // Depth stencil textures need the DEPTH_STENCIL internal format
  12493. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12494. if ( texture.format === DepthStencilFormat ) {
  12495. glInternalFormat = 34041;
  12496. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12497. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12498. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12499. if ( texture.type !== UnsignedInt248Type ) {
  12500. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12501. texture.type = UnsignedInt248Type;
  12502. glType = utils.convert( texture.type );
  12503. }
  12504. }
  12505. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12506. } else if ( texture.isDataTexture ) {
  12507. // use manually created mipmaps if available
  12508. // if there are no manual mipmaps
  12509. // set 0 level mipmap and then use GL to generate other mipmap levels
  12510. if ( mipmaps.length > 0 && supportsMips ) {
  12511. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12512. mipmap = mipmaps[ i ];
  12513. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12514. }
  12515. texture.generateMipmaps = false;
  12516. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12517. } else {
  12518. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12519. textureProperties.__maxMipLevel = 0;
  12520. }
  12521. } else if ( texture.isCompressedTexture ) {
  12522. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12523. mipmap = mipmaps[ i ];
  12524. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12525. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12526. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12527. } else {
  12528. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12529. }
  12530. } else {
  12531. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12532. }
  12533. }
  12534. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12535. } else if ( texture.isDataTexture2DArray ) {
  12536. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12537. textureProperties.__maxMipLevel = 0;
  12538. } else if ( texture.isDataTexture3D ) {
  12539. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12540. textureProperties.__maxMipLevel = 0;
  12541. } else {
  12542. // regular Texture (image, video, canvas)
  12543. // use manually created mipmaps if available
  12544. // if there are no manual mipmaps
  12545. // set 0 level mipmap and then use GL to generate other mipmap levels
  12546. if ( mipmaps.length > 0 && supportsMips ) {
  12547. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12548. mipmap = mipmaps[ i ];
  12549. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12550. }
  12551. texture.generateMipmaps = false;
  12552. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12553. } else {
  12554. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12555. textureProperties.__maxMipLevel = 0;
  12556. }
  12557. }
  12558. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12559. generateMipmap( 3553, texture, image.width, image.height );
  12560. }
  12561. textureProperties.__version = texture.version;
  12562. if ( texture.onUpdate ) texture.onUpdate( texture );
  12563. }
  12564. // Render targets
  12565. // Setup storage for target texture and bind it to correct framebuffer
  12566. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12567. var glFormat = utils.convert( renderTarget.texture.format );
  12568. var glType = utils.convert( renderTarget.texture.type );
  12569. var glInternalFormat = getInternalFormat( glFormat, glType );
  12570. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12571. _gl.bindFramebuffer( 36160, framebuffer );
  12572. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12573. _gl.bindFramebuffer( 36160, null );
  12574. }
  12575. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12576. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12577. _gl.bindRenderbuffer( 36161, renderbuffer );
  12578. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12579. if ( isMultisample ) {
  12580. var samples = getRenderTargetSamples( renderTarget );
  12581. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12582. } else {
  12583. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12584. }
  12585. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12586. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12587. if ( isMultisample ) {
  12588. var samples = getRenderTargetSamples( renderTarget );
  12589. _gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
  12590. } else {
  12591. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12592. }
  12593. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12594. } else {
  12595. var glFormat = utils.convert( renderTarget.texture.format );
  12596. var glType = utils.convert( renderTarget.texture.type );
  12597. var glInternalFormat = getInternalFormat( glFormat, glType );
  12598. if ( isMultisample ) {
  12599. var samples = getRenderTargetSamples( renderTarget );
  12600. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12601. } else {
  12602. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12603. }
  12604. }
  12605. _gl.bindRenderbuffer( 36161, null );
  12606. }
  12607. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12608. function setupDepthTexture( framebuffer, renderTarget ) {
  12609. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12610. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12611. _gl.bindFramebuffer( 36160, framebuffer );
  12612. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12613. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12614. }
  12615. // upload an empty depth texture with framebuffer size
  12616. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12617. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12618. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12619. renderTarget.depthTexture.image.width = renderTarget.width;
  12620. renderTarget.depthTexture.image.height = renderTarget.height;
  12621. renderTarget.depthTexture.needsUpdate = true;
  12622. }
  12623. setTexture2D( renderTarget.depthTexture, 0 );
  12624. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12625. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12626. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12627. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12628. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12629. } else {
  12630. throw new Error( 'Unknown depthTexture format' );
  12631. }
  12632. }
  12633. // Setup GL resources for a non-texture depth buffer
  12634. function setupDepthRenderbuffer( renderTarget ) {
  12635. var renderTargetProperties = properties.get( renderTarget );
  12636. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12637. if ( renderTarget.depthTexture ) {
  12638. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12639. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12640. } else {
  12641. if ( isCube ) {
  12642. renderTargetProperties.__webglDepthbuffer = [];
  12643. for ( var i = 0; i < 6; i ++ ) {
  12644. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12645. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12646. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12647. }
  12648. } else {
  12649. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12650. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12651. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12652. }
  12653. }
  12654. _gl.bindFramebuffer( 36160, null );
  12655. }
  12656. // Set up GL resources for the render target
  12657. function setupRenderTarget( renderTarget ) {
  12658. var renderTargetProperties = properties.get( renderTarget );
  12659. var textureProperties = properties.get( renderTarget.texture );
  12660. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12661. textureProperties.__webglTexture = _gl.createTexture();
  12662. info.memory.textures ++;
  12663. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12664. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12665. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12666. // Setup framebuffer
  12667. if ( isCube ) {
  12668. renderTargetProperties.__webglFramebuffer = [];
  12669. for ( var i = 0; i < 6; i ++ ) {
  12670. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12671. }
  12672. } else {
  12673. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12674. if ( isMultisample ) {
  12675. if ( capabilities.isWebGL2 ) {
  12676. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12677. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12678. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12679. var glFormat = utils.convert( renderTarget.texture.format );
  12680. var glType = utils.convert( renderTarget.texture.type );
  12681. var glInternalFormat = getInternalFormat( glFormat, glType );
  12682. var samples = getRenderTargetSamples( renderTarget );
  12683. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12684. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12685. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12686. _gl.bindRenderbuffer( 36161, null );
  12687. if ( renderTarget.depthBuffer ) {
  12688. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12689. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12690. }
  12691. _gl.bindFramebuffer( 36160, null );
  12692. } else {
  12693. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12694. }
  12695. }
  12696. }
  12697. // Setup color buffer
  12698. if ( isCube ) {
  12699. state.bindTexture( 34067, textureProperties.__webglTexture );
  12700. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12701. for ( var i = 0; i < 6; i ++ ) {
  12702. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12703. }
  12704. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12705. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12706. }
  12707. state.bindTexture( 34067, null );
  12708. } else {
  12709. state.bindTexture( 3553, textureProperties.__webglTexture );
  12710. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12711. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12712. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12713. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12714. }
  12715. state.bindTexture( 3553, null );
  12716. }
  12717. // Setup depth and stencil buffers
  12718. if ( renderTarget.depthBuffer ) {
  12719. setupDepthRenderbuffer( renderTarget );
  12720. }
  12721. }
  12722. function updateRenderTargetMipmap( renderTarget ) {
  12723. var texture = renderTarget.texture;
  12724. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12725. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12726. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12727. var webglTexture = properties.get( texture ).__webglTexture;
  12728. state.bindTexture( target, webglTexture );
  12729. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12730. state.bindTexture( target, null );
  12731. }
  12732. }
  12733. function updateMultisampleRenderTarget( renderTarget ) {
  12734. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12735. if ( capabilities.isWebGL2 ) {
  12736. var renderTargetProperties = properties.get( renderTarget );
  12737. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12738. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12739. var width = renderTarget.width;
  12740. var height = renderTarget.height;
  12741. var mask = 16384;
  12742. if ( renderTarget.depthBuffer ) mask |= 256;
  12743. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12744. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12745. } else {
  12746. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12747. }
  12748. }
  12749. }
  12750. function getRenderTargetSamples( renderTarget ) {
  12751. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12752. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12753. }
  12754. function updateVideoTexture( texture ) {
  12755. var id = texture.id;
  12756. var frame = info.render.frame;
  12757. // Check the last frame we updated the VideoTexture
  12758. if ( _videoTextures[ id ] !== frame ) {
  12759. _videoTextures[ id ] = frame;
  12760. texture.update();
  12761. }
  12762. }
  12763. // backwards compatibility
  12764. var warnedTexture2D = false;
  12765. var warnedTextureCube = false;
  12766. function safeSetTexture2D( texture, slot ) {
  12767. if ( texture && texture.isWebGLRenderTarget ) {
  12768. if ( warnedTexture2D === false ) {
  12769. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  12770. warnedTexture2D = true;
  12771. }
  12772. texture = texture.texture;
  12773. }
  12774. setTexture2D( texture, slot );
  12775. }
  12776. function safeSetTextureCube( texture, slot ) {
  12777. if ( texture && texture.isWebGLRenderTargetCube ) {
  12778. if ( warnedTextureCube === false ) {
  12779. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  12780. warnedTextureCube = true;
  12781. }
  12782. texture = texture.texture;
  12783. }
  12784. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  12785. // TODO: unify these code paths
  12786. if ( ( texture && texture.isCubeTexture ) ||
  12787. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  12788. // CompressedTexture can have Array in image :/
  12789. // this function alone should take care of cube textures
  12790. setTextureCube( texture, slot );
  12791. } else {
  12792. // assumed: texture property of THREE.WebGLRenderTargetCube
  12793. setTextureCubeDynamic( texture, slot );
  12794. }
  12795. }
  12796. //
  12797. this.allocateTextureUnit = allocateTextureUnit;
  12798. this.resetTextureUnits = resetTextureUnits;
  12799. this.setTexture2D = setTexture2D;
  12800. this.setTexture2DArray = setTexture2DArray;
  12801. this.setTexture3D = setTexture3D;
  12802. this.setTextureCube = setTextureCube;
  12803. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12804. this.setupRenderTarget = setupRenderTarget;
  12805. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12806. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  12807. this.safeSetTexture2D = safeSetTexture2D;
  12808. this.safeSetTextureCube = safeSetTextureCube;
  12809. }
  12810. /**
  12811. * @author thespite / http://www.twitter.com/thespite
  12812. */
  12813. function WebGLUtils( gl, extensions, capabilities ) {
  12814. function convert( p ) {
  12815. var extension;
  12816. if ( p === RepeatWrapping ) return 10497;
  12817. if ( p === ClampToEdgeWrapping ) return 33071;
  12818. if ( p === MirroredRepeatWrapping ) return 33648;
  12819. if ( p === NearestFilter ) return 9728;
  12820. if ( p === NearestMipMapNearestFilter ) return 9984;
  12821. if ( p === NearestMipMapLinearFilter ) return 9986;
  12822. if ( p === LinearFilter ) return 9729;
  12823. if ( p === LinearMipMapNearestFilter ) return 9985;
  12824. if ( p === LinearMipMapLinearFilter ) return 9987;
  12825. if ( p === UnsignedByteType ) return 5121;
  12826. if ( p === UnsignedShort4444Type ) return 32819;
  12827. if ( p === UnsignedShort5551Type ) return 32820;
  12828. if ( p === UnsignedShort565Type ) return 33635;
  12829. if ( p === ByteType ) return 5120;
  12830. if ( p === ShortType ) return 5122;
  12831. if ( p === UnsignedShortType ) return 5123;
  12832. if ( p === IntType ) return 5124;
  12833. if ( p === UnsignedIntType ) return 5125;
  12834. if ( p === FloatType ) return 5126;
  12835. if ( p === HalfFloatType ) {
  12836. if ( capabilities.isWebGL2 ) return 5131;
  12837. extension = extensions.get( 'OES_texture_half_float' );
  12838. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12839. }
  12840. if ( p === AlphaFormat ) return 6406;
  12841. if ( p === RGBFormat ) return 6407;
  12842. if ( p === RGBAFormat ) return 6408;
  12843. if ( p === LuminanceFormat ) return 6409;
  12844. if ( p === LuminanceAlphaFormat ) return 6410;
  12845. if ( p === DepthFormat ) return 6402;
  12846. if ( p === DepthStencilFormat ) return 34041;
  12847. if ( p === RedFormat ) return 6403;
  12848. if ( p === AddEquation ) return 32774;
  12849. if ( p === SubtractEquation ) return 32778;
  12850. if ( p === ReverseSubtractEquation ) return 32779;
  12851. if ( p === ZeroFactor ) return 0;
  12852. if ( p === OneFactor ) return 1;
  12853. if ( p === SrcColorFactor ) return 768;
  12854. if ( p === OneMinusSrcColorFactor ) return 769;
  12855. if ( p === SrcAlphaFactor ) return 770;
  12856. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12857. if ( p === DstAlphaFactor ) return 772;
  12858. if ( p === OneMinusDstAlphaFactor ) return 773;
  12859. if ( p === DstColorFactor ) return 774;
  12860. if ( p === OneMinusDstColorFactor ) return 775;
  12861. if ( p === SrcAlphaSaturateFactor ) return 776;
  12862. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12863. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12864. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12865. if ( extension !== null ) {
  12866. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12867. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12868. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12869. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12870. }
  12871. }
  12872. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12873. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12874. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12875. if ( extension !== null ) {
  12876. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12877. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12878. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12879. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12880. }
  12881. }
  12882. if ( p === RGB_ETC1_Format ) {
  12883. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12884. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12885. }
  12886. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12887. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12888. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12889. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12890. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12891. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12892. if ( extension !== null ) {
  12893. return p;
  12894. }
  12895. }
  12896. if ( p === MinEquation || p === MaxEquation ) {
  12897. if ( capabilities.isWebGL2 ) {
  12898. if ( p === MinEquation ) return 32775;
  12899. if ( p === MaxEquation ) return 32776;
  12900. }
  12901. extension = extensions.get( 'EXT_blend_minmax' );
  12902. if ( extension !== null ) {
  12903. if ( p === MinEquation ) return extension.MIN_EXT;
  12904. if ( p === MaxEquation ) return extension.MAX_EXT;
  12905. }
  12906. }
  12907. if ( p === UnsignedInt248Type ) {
  12908. if ( capabilities.isWebGL2 ) return 34042;
  12909. extension = extensions.get( 'WEBGL_depth_texture' );
  12910. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12911. }
  12912. return 0;
  12913. }
  12914. return { convert: convert };
  12915. }
  12916. /**
  12917. * @author mrdoob / http://mrdoob.com/
  12918. */
  12919. function Group() {
  12920. Object3D.call( this );
  12921. this.type = 'Group';
  12922. }
  12923. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12924. constructor: Group,
  12925. isGroup: true
  12926. } );
  12927. /**
  12928. * @author mrdoob / http://mrdoob.com/
  12929. * @author mikael emtinger / http://gomo.se/
  12930. * @author WestLangley / http://github.com/WestLangley
  12931. */
  12932. function Camera() {
  12933. Object3D.call( this );
  12934. this.type = 'Camera';
  12935. this.matrixWorldInverse = new Matrix4();
  12936. this.projectionMatrix = new Matrix4();
  12937. this.projectionMatrixInverse = new Matrix4();
  12938. }
  12939. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12940. constructor: Camera,
  12941. isCamera: true,
  12942. copy: function ( source, recursive ) {
  12943. Object3D.prototype.copy.call( this, source, recursive );
  12944. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12945. this.projectionMatrix.copy( source.projectionMatrix );
  12946. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12947. return this;
  12948. },
  12949. getWorldDirection: function ( target ) {
  12950. if ( target === undefined ) {
  12951. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12952. target = new Vector3();
  12953. }
  12954. this.updateMatrixWorld( true );
  12955. var e = this.matrixWorld.elements;
  12956. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12957. },
  12958. updateMatrixWorld: function ( force ) {
  12959. Object3D.prototype.updateMatrixWorld.call( this, force );
  12960. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12961. },
  12962. clone: function () {
  12963. return new this.constructor().copy( this );
  12964. }
  12965. } );
  12966. /**
  12967. * @author mrdoob / http://mrdoob.com/
  12968. * @author greggman / http://games.greggman.com/
  12969. * @author zz85 / http://www.lab4games.net/zz85/blog
  12970. * @author tschw
  12971. */
  12972. function PerspectiveCamera( fov, aspect, near, far ) {
  12973. Camera.call( this );
  12974. this.type = 'PerspectiveCamera';
  12975. this.fov = fov !== undefined ? fov : 50;
  12976. this.zoom = 1;
  12977. this.near = near !== undefined ? near : 0.1;
  12978. this.far = far !== undefined ? far : 2000;
  12979. this.focus = 10;
  12980. this.aspect = aspect !== undefined ? aspect : 1;
  12981. this.view = null;
  12982. this.filmGauge = 35; // width of the film (default in millimeters)
  12983. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12984. this.updateProjectionMatrix();
  12985. }
  12986. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12987. constructor: PerspectiveCamera,
  12988. isPerspectiveCamera: true,
  12989. copy: function ( source, recursive ) {
  12990. Camera.prototype.copy.call( this, source, recursive );
  12991. this.fov = source.fov;
  12992. this.zoom = source.zoom;
  12993. this.near = source.near;
  12994. this.far = source.far;
  12995. this.focus = source.focus;
  12996. this.aspect = source.aspect;
  12997. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12998. this.filmGauge = source.filmGauge;
  12999. this.filmOffset = source.filmOffset;
  13000. return this;
  13001. },
  13002. /**
  13003. * Sets the FOV by focal length in respect to the current .filmGauge.
  13004. *
  13005. * The default film gauge is 35, so that the focal length can be specified for
  13006. * a 35mm (full frame) camera.
  13007. *
  13008. * Values for focal length and film gauge must have the same unit.
  13009. */
  13010. setFocalLength: function ( focalLength ) {
  13011. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  13012. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  13013. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  13014. this.updateProjectionMatrix();
  13015. },
  13016. /**
  13017. * Calculates the focal length from the current .fov and .filmGauge.
  13018. */
  13019. getFocalLength: function () {
  13020. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  13021. return 0.5 * this.getFilmHeight() / vExtentSlope;
  13022. },
  13023. getEffectiveFOV: function () {
  13024. return _Math.RAD2DEG * 2 * Math.atan(
  13025. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  13026. },
  13027. getFilmWidth: function () {
  13028. // film not completely covered in portrait format (aspect < 1)
  13029. return this.filmGauge * Math.min( this.aspect, 1 );
  13030. },
  13031. getFilmHeight: function () {
  13032. // film not completely covered in landscape format (aspect > 1)
  13033. return this.filmGauge / Math.max( this.aspect, 1 );
  13034. },
  13035. /**
  13036. * Sets an offset in a larger frustum. This is useful for multi-window or
  13037. * multi-monitor/multi-machine setups.
  13038. *
  13039. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  13040. * the monitors are in grid like this
  13041. *
  13042. * +---+---+---+
  13043. * | A | B | C |
  13044. * +---+---+---+
  13045. * | D | E | F |
  13046. * +---+---+---+
  13047. *
  13048. * then for each monitor you would call it like this
  13049. *
  13050. * var w = 1920;
  13051. * var h = 1080;
  13052. * var fullWidth = w * 3;
  13053. * var fullHeight = h * 2;
  13054. *
  13055. * --A--
  13056. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  13057. * --B--
  13058. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  13059. * --C--
  13060. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  13061. * --D--
  13062. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  13063. * --E--
  13064. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  13065. * --F--
  13066. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  13067. *
  13068. * Note there is no reason monitors have to be the same size or in a grid.
  13069. */
  13070. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  13071. this.aspect = fullWidth / fullHeight;
  13072. if ( this.view === null ) {
  13073. this.view = {
  13074. enabled: true,
  13075. fullWidth: 1,
  13076. fullHeight: 1,
  13077. offsetX: 0,
  13078. offsetY: 0,
  13079. width: 1,
  13080. height: 1
  13081. };
  13082. }
  13083. this.view.enabled = true;
  13084. this.view.fullWidth = fullWidth;
  13085. this.view.fullHeight = fullHeight;
  13086. this.view.offsetX = x;
  13087. this.view.offsetY = y;
  13088. this.view.width = width;
  13089. this.view.height = height;
  13090. this.updateProjectionMatrix();
  13091. },
  13092. clearViewOffset: function () {
  13093. if ( this.view !== null ) {
  13094. this.view.enabled = false;
  13095. }
  13096. this.updateProjectionMatrix();
  13097. },
  13098. updateProjectionMatrix: function () {
  13099. var near = this.near,
  13100. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  13101. height = 2 * top,
  13102. width = this.aspect * height,
  13103. left = - 0.5 * width,
  13104. view = this.view;
  13105. if ( this.view !== null && this.view.enabled ) {
  13106. var fullWidth = view.fullWidth,
  13107. fullHeight = view.fullHeight;
  13108. left += view.offsetX * width / fullWidth;
  13109. top -= view.offsetY * height / fullHeight;
  13110. width *= view.width / fullWidth;
  13111. height *= view.height / fullHeight;
  13112. }
  13113. var skew = this.filmOffset;
  13114. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  13115. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  13116. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  13117. },
  13118. toJSON: function ( meta ) {
  13119. var data = Object3D.prototype.toJSON.call( this, meta );
  13120. data.object.fov = this.fov;
  13121. data.object.zoom = this.zoom;
  13122. data.object.near = this.near;
  13123. data.object.far = this.far;
  13124. data.object.focus = this.focus;
  13125. data.object.aspect = this.aspect;
  13126. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  13127. data.object.filmGauge = this.filmGauge;
  13128. data.object.filmOffset = this.filmOffset;
  13129. return data;
  13130. }
  13131. } );
  13132. /**
  13133. * @author mrdoob / http://mrdoob.com/
  13134. */
  13135. function ArrayCamera( array ) {
  13136. PerspectiveCamera.call( this );
  13137. this.cameras = array || [];
  13138. }
  13139. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13140. constructor: ArrayCamera,
  13141. isArrayCamera: true
  13142. } );
  13143. /**
  13144. * @author jsantell / https://www.jsantell.com/
  13145. * @author mrdoob / http://mrdoob.com/
  13146. */
  13147. var cameraLPos = new Vector3();
  13148. var cameraRPos = new Vector3();
  13149. /**
  13150. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13151. * the cameras' projection and world matrices have already been set.
  13152. * And that near and far planes are identical for both cameras.
  13153. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13154. */
  13155. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13156. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13157. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13158. var ipd = cameraLPos.distanceTo( cameraRPos );
  13159. var projL = cameraL.projectionMatrix.elements;
  13160. var projR = cameraR.projectionMatrix.elements;
  13161. // VR systems will have identical far and near planes, and
  13162. // most likely identical top and bottom frustum extents.
  13163. // Use the left camera for these values.
  13164. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13165. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13166. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13167. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13168. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13169. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13170. var left = near * leftFov;
  13171. var right = near * rightFov;
  13172. // Calculate the new camera's position offset from the
  13173. // left camera. xOffset should be roughly half `ipd`.
  13174. var zOffset = ipd / ( - leftFov + rightFov );
  13175. var xOffset = zOffset * - leftFov;
  13176. // TODO: Better way to apply this offset?
  13177. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13178. camera.translateX( xOffset );
  13179. camera.translateZ( zOffset );
  13180. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13181. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13182. // Find the union of the frustum values of the cameras and scale
  13183. // the values so that the near plane's position does not change in world space,
  13184. // although must now be relative to the new union camera.
  13185. var near2 = near + zOffset;
  13186. var far2 = far + zOffset;
  13187. var left2 = left - xOffset;
  13188. var right2 = right + ( ipd - xOffset );
  13189. var top2 = topFov * far / far2 * near2;
  13190. var bottom2 = bottomFov * far / far2 * near2;
  13191. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13192. }
  13193. /**
  13194. * @author mrdoob / http://mrdoob.com/
  13195. */
  13196. function WebVRManager( renderer ) {
  13197. var renderWidth, renderHeight;
  13198. var scope = this;
  13199. var device = null;
  13200. var frameData = null;
  13201. var poseTarget = null;
  13202. var controllers = [];
  13203. var standingMatrix = new Matrix4();
  13204. var standingMatrixInverse = new Matrix4();
  13205. var framebufferScaleFactor = 1.0;
  13206. var referenceSpaceType = 'local-floor';
  13207. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13208. frameData = new window.VRFrameData();
  13209. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13210. }
  13211. var matrixWorldInverse = new Matrix4();
  13212. var tempQuaternion = new Quaternion();
  13213. var tempPosition = new Vector3();
  13214. var cameraL = new PerspectiveCamera();
  13215. cameraL.viewport = new Vector4();
  13216. cameraL.layers.enable( 1 );
  13217. var cameraR = new PerspectiveCamera();
  13218. cameraR.viewport = new Vector4();
  13219. cameraR.layers.enable( 2 );
  13220. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13221. cameraVR.layers.enable( 1 );
  13222. cameraVR.layers.enable( 2 );
  13223. //
  13224. function isPresenting() {
  13225. return device !== null && device.isPresenting === true;
  13226. }
  13227. var currentSize = new Vector2(), currentPixelRatio;
  13228. function onVRDisplayPresentChange() {
  13229. if ( isPresenting() ) {
  13230. var eyeParameters = device.getEyeParameters( 'left' );
  13231. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13232. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13233. currentPixelRatio = renderer.getPixelRatio();
  13234. renderer.getSize( currentSize );
  13235. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13236. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13237. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13238. animation.start();
  13239. scope.dispatchEvent( { type: 'sessionstart' } );
  13240. } else {
  13241. if ( scope.enabled ) {
  13242. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13243. }
  13244. animation.stop();
  13245. scope.dispatchEvent( { type: 'sessionend' } );
  13246. }
  13247. }
  13248. //
  13249. var triggers = [];
  13250. function findGamepad( id ) {
  13251. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13252. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13253. var gamepad = gamepads[ i ];
  13254. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13255. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13256. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13257. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13258. if ( j === id ) return gamepad;
  13259. j ++;
  13260. }
  13261. }
  13262. }
  13263. function updateControllers() {
  13264. for ( var i = 0; i < controllers.length; i ++ ) {
  13265. var controller = controllers[ i ];
  13266. var gamepad = findGamepad( i );
  13267. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13268. if ( gamepad.pose === null ) return;
  13269. // Pose
  13270. var pose = gamepad.pose;
  13271. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13272. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13273. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13274. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13275. controller.matrix.premultiply( standingMatrix );
  13276. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13277. controller.matrixWorldNeedsUpdate = true;
  13278. controller.visible = true;
  13279. // Trigger
  13280. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13281. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13282. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13283. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13284. if ( triggers[ i ] === true ) {
  13285. controller.dispatchEvent( { type: 'selectstart' } );
  13286. } else {
  13287. controller.dispatchEvent( { type: 'selectend' } );
  13288. controller.dispatchEvent( { type: 'select' } );
  13289. }
  13290. }
  13291. } else {
  13292. controller.visible = false;
  13293. }
  13294. }
  13295. }
  13296. function updateViewportFromBounds( viewport, bounds ) {
  13297. if ( bounds !== null && bounds.length === 4 ) {
  13298. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13299. }
  13300. }
  13301. //
  13302. this.enabled = false;
  13303. this.getController = function ( id ) {
  13304. var controller = controllers[ id ];
  13305. if ( controller === undefined ) {
  13306. controller = new Group();
  13307. controller.matrixAutoUpdate = false;
  13308. controller.visible = false;
  13309. controllers[ id ] = controller;
  13310. }
  13311. return controller;
  13312. };
  13313. this.getDevice = function () {
  13314. return device;
  13315. };
  13316. this.setDevice = function ( value ) {
  13317. if ( value !== undefined ) device = value;
  13318. animation.setContext( value );
  13319. };
  13320. this.setFramebufferScaleFactor = function ( value ) {
  13321. framebufferScaleFactor = value;
  13322. };
  13323. this.setReferenceSpaceType = function ( value ) {
  13324. referenceSpaceType = value;
  13325. };
  13326. this.setPoseTarget = function ( object ) {
  13327. if ( object !== undefined ) poseTarget = object;
  13328. };
  13329. this.getCamera = function ( camera ) {
  13330. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13331. if ( isPresenting() === false ) {
  13332. camera.position.set( 0, userHeight, 0 );
  13333. camera.rotation.set( 0, 0, 0 );
  13334. return camera;
  13335. }
  13336. device.depthNear = camera.near;
  13337. device.depthFar = camera.far;
  13338. device.getFrameData( frameData );
  13339. //
  13340. if ( referenceSpaceType === 'local-floor' ) {
  13341. var stageParameters = device.stageParameters;
  13342. if ( stageParameters ) {
  13343. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13344. } else {
  13345. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13346. }
  13347. }
  13348. var pose = frameData.pose;
  13349. var poseObject = poseTarget !== null ? poseTarget : camera;
  13350. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13351. poseObject.matrix.copy( standingMatrix );
  13352. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13353. if ( pose.orientation !== null ) {
  13354. tempQuaternion.fromArray( pose.orientation );
  13355. poseObject.quaternion.multiply( tempQuaternion );
  13356. }
  13357. if ( pose.position !== null ) {
  13358. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13359. tempPosition.fromArray( pose.position );
  13360. tempPosition.applyQuaternion( tempQuaternion );
  13361. poseObject.position.add( tempPosition );
  13362. }
  13363. poseObject.updateMatrixWorld();
  13364. //
  13365. cameraL.near = camera.near;
  13366. cameraR.near = camera.near;
  13367. cameraL.far = camera.far;
  13368. cameraR.far = camera.far;
  13369. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13370. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13371. // TODO (mrdoob) Double check this code
  13372. standingMatrixInverse.getInverse( standingMatrix );
  13373. if ( referenceSpaceType === 'local-floor' ) {
  13374. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13375. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13376. }
  13377. var parent = poseObject.parent;
  13378. if ( parent !== null ) {
  13379. matrixWorldInverse.getInverse( parent.matrixWorld );
  13380. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13381. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13382. }
  13383. // envMap and Mirror needs camera.matrixWorld
  13384. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13385. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13386. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13387. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13388. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13389. //
  13390. var layers = device.getLayers();
  13391. if ( layers.length ) {
  13392. var layer = layers[ 0 ];
  13393. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13394. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13395. }
  13396. updateControllers();
  13397. return cameraVR;
  13398. };
  13399. this.getStandingMatrix = function () {
  13400. return standingMatrix;
  13401. };
  13402. this.isPresenting = isPresenting;
  13403. // Animation Loop
  13404. var animation = new WebGLAnimation();
  13405. this.setAnimationLoop = function ( callback ) {
  13406. animation.setAnimationLoop( callback );
  13407. if ( isPresenting() ) animation.start();
  13408. };
  13409. this.submitFrame = function () {
  13410. if ( isPresenting() ) device.submitFrame();
  13411. };
  13412. this.dispose = function () {
  13413. if ( typeof window !== 'undefined' ) {
  13414. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13415. }
  13416. };
  13417. // DEPRECATED
  13418. this.setFrameOfReferenceType = function () {
  13419. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13420. };
  13421. }
  13422. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13423. /**
  13424. * @author mrdoob / http://mrdoob.com/
  13425. */
  13426. function WebXRManager( renderer ) {
  13427. var scope = this;
  13428. var gl = renderer.context;
  13429. var session = null;
  13430. var referenceSpace = null;
  13431. var referenceSpaceType = 'local-floor';
  13432. var pose = null;
  13433. var controllers = [];
  13434. var inputSources = [];
  13435. function isPresenting() {
  13436. return session !== null && referenceSpace !== null;
  13437. }
  13438. //
  13439. var cameraL = new PerspectiveCamera();
  13440. cameraL.layers.enable( 1 );
  13441. cameraL.viewport = new Vector4();
  13442. var cameraR = new PerspectiveCamera();
  13443. cameraR.layers.enable( 2 );
  13444. cameraR.viewport = new Vector4();
  13445. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13446. cameraVR.layers.enable( 1 );
  13447. cameraVR.layers.enable( 2 );
  13448. //
  13449. this.enabled = false;
  13450. this.getController = function ( id ) {
  13451. var controller = controllers[ id ];
  13452. if ( controller === undefined ) {
  13453. controller = new Group();
  13454. controller.matrixAutoUpdate = false;
  13455. controller.visible = false;
  13456. controllers[ id ] = controller;
  13457. }
  13458. return controller;
  13459. };
  13460. //
  13461. function onSessionEvent( event ) {
  13462. for ( var i = 0; i < controllers.length; i ++ ) {
  13463. if ( inputSources[ i ] === event.inputSource ) {
  13464. controllers[ i ].dispatchEvent( { type: event.type } );
  13465. }
  13466. }
  13467. }
  13468. function onSessionEnd() {
  13469. renderer.setFramebuffer( null );
  13470. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13471. animation.stop();
  13472. scope.dispatchEvent( { type: 'sessionend' } );
  13473. }
  13474. function onRequestReferenceSpace( value ) {
  13475. referenceSpace = value;
  13476. animation.setContext( session );
  13477. animation.start();
  13478. scope.dispatchEvent( { type: 'sessionstart' } );
  13479. }
  13480. this.setFramebufferScaleFactor = function ( value ) {
  13481. };
  13482. this.setReferenceSpaceType = function ( value ) {
  13483. referenceSpaceType = value;
  13484. };
  13485. this.getSession = function () {
  13486. return session;
  13487. };
  13488. this.setSession = function ( value ) {
  13489. session = value;
  13490. if ( session !== null ) {
  13491. session.addEventListener( 'select', onSessionEvent );
  13492. session.addEventListener( 'selectstart', onSessionEvent );
  13493. session.addEventListener( 'selectend', onSessionEvent );
  13494. session.addEventListener( 'end', onSessionEnd );
  13495. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13496. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13497. //
  13498. inputSources = session.inputSources;
  13499. session.addEventListener( 'inputsourceschange', function () {
  13500. inputSources = session.inputSources;
  13501. console.log( inputSources );
  13502. for ( var i = 0; i < controllers.length; i ++ ) {
  13503. var controller = controllers[ i ];
  13504. controller.userData.inputSource = inputSources[ i ];
  13505. }
  13506. } );
  13507. }
  13508. };
  13509. function updateCamera( camera, parent ) {
  13510. if ( parent === null ) {
  13511. camera.matrixWorld.copy( camera.matrix );
  13512. } else {
  13513. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13514. }
  13515. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13516. }
  13517. this.getCamera = function ( camera ) {
  13518. if ( isPresenting() ) {
  13519. var parent = camera.parent;
  13520. var cameras = cameraVR.cameras;
  13521. updateCamera( cameraVR, parent );
  13522. for ( var i = 0; i < cameras.length; i ++ ) {
  13523. updateCamera( cameras[ i ], parent );
  13524. }
  13525. // update camera and its children
  13526. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13527. var children = camera.children;
  13528. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13529. children[ i ].updateMatrixWorld( true );
  13530. }
  13531. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13532. return cameraVR;
  13533. }
  13534. return camera;
  13535. };
  13536. this.isPresenting = isPresenting;
  13537. // Animation Loop
  13538. var onAnimationFrameCallback = null;
  13539. function onAnimationFrame( time, frame ) {
  13540. pose = frame.getViewerPose( referenceSpace );
  13541. if ( pose !== null ) {
  13542. var views = pose.views;
  13543. var baseLayer = session.renderState.baseLayer;
  13544. renderer.setFramebuffer( baseLayer.framebuffer );
  13545. for ( var i = 0; i < views.length; i ++ ) {
  13546. var view = views[ i ];
  13547. var viewport = baseLayer.getViewport( view );
  13548. var viewMatrix = view.transform.inverse.matrix;
  13549. var camera = cameraVR.cameras[ i ];
  13550. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13551. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13552. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13553. if ( i === 0 ) {
  13554. cameraVR.matrix.copy( camera.matrix );
  13555. }
  13556. }
  13557. }
  13558. //
  13559. for ( var i = 0; i < controllers.length; i ++ ) {
  13560. var controller = controllers[ i ];
  13561. var inputSource = inputSources[ i ];
  13562. if ( inputSource ) {
  13563. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13564. if ( inputPose !== null ) {
  13565. controller.matrix.fromArray( inputPose.transform.matrix );
  13566. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13567. controller.visible = true;
  13568. continue;
  13569. }
  13570. }
  13571. controller.visible = false;
  13572. }
  13573. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13574. }
  13575. var animation = new WebGLAnimation();
  13576. animation.setAnimationLoop( onAnimationFrame );
  13577. this.setAnimationLoop = function ( callback ) {
  13578. onAnimationFrameCallback = callback;
  13579. };
  13580. this.dispose = function () {};
  13581. // DEPRECATED
  13582. this.getStandingMatrix = function () {
  13583. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13584. return new Matrix4();
  13585. };
  13586. this.getDevice = function () {
  13587. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13588. };
  13589. this.setDevice = function () {
  13590. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13591. };
  13592. this.setFrameOfReferenceType = function () {
  13593. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13594. };
  13595. this.submitFrame = function () {};
  13596. }
  13597. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13598. /**
  13599. * @author supereggbert / http://www.paulbrunt.co.uk/
  13600. * @author mrdoob / http://mrdoob.com/
  13601. * @author alteredq / http://alteredqualia.com/
  13602. * @author szimek / https://github.com/szimek/
  13603. * @author tschw
  13604. */
  13605. function WebGLRenderer( parameters ) {
  13606. console.log( 'THREE.WebGLRenderer', REVISION );
  13607. parameters = parameters || {};
  13608. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13609. _context = parameters.context !== undefined ? parameters.context : null,
  13610. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13611. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13612. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13613. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13614. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13615. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13616. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13617. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13618. var currentRenderList = null;
  13619. var currentRenderState = null;
  13620. // public properties
  13621. this.domElement = _canvas;
  13622. this.context = null;
  13623. // Debug configuration container
  13624. this.debug = {
  13625. /**
  13626. * Enables error checking and reporting when shader programs are being compiled
  13627. * @type {boolean}
  13628. */
  13629. checkShaderErrors: true
  13630. };
  13631. // clearing
  13632. this.autoClear = true;
  13633. this.autoClearColor = true;
  13634. this.autoClearDepth = true;
  13635. this.autoClearStencil = true;
  13636. // scene graph
  13637. this.sortObjects = true;
  13638. // user-defined clipping
  13639. this.clippingPlanes = [];
  13640. this.localClippingEnabled = false;
  13641. // physically based shading
  13642. this.gammaFactor = 2.0; // for backwards compatibility
  13643. this.gammaInput = false;
  13644. this.gammaOutput = false;
  13645. // physical lights
  13646. this.physicallyCorrectLights = false;
  13647. // tone mapping
  13648. this.toneMapping = LinearToneMapping;
  13649. this.toneMappingExposure = 1.0;
  13650. this.toneMappingWhitePoint = 1.0;
  13651. // morphs
  13652. this.maxMorphTargets = 8;
  13653. this.maxMorphNormals = 4;
  13654. // internal properties
  13655. var _this = this,
  13656. _isContextLost = false,
  13657. // internal state cache
  13658. _framebuffer = null,
  13659. _currentActiveCubeFace = 0,
  13660. _currentActiveMipmapLevel = 0,
  13661. _currentRenderTarget = null,
  13662. _currentFramebuffer = null,
  13663. _currentMaterialId = - 1,
  13664. // geometry and program caching
  13665. _currentGeometryProgram = {
  13666. geometry: null,
  13667. program: null,
  13668. wireframe: false
  13669. },
  13670. _currentCamera = null,
  13671. _currentArrayCamera = null,
  13672. _currentViewport = new Vector4(),
  13673. _currentScissor = new Vector4(),
  13674. _currentScissorTest = null,
  13675. //
  13676. _width = _canvas.width,
  13677. _height = _canvas.height,
  13678. _pixelRatio = 1,
  13679. _viewport = new Vector4( 0, 0, _width, _height ),
  13680. _scissor = new Vector4( 0, 0, _width, _height ),
  13681. _scissorTest = false,
  13682. // frustum
  13683. _frustum = new Frustum(),
  13684. // clipping
  13685. _clipping = new WebGLClipping(),
  13686. _clippingEnabled = false,
  13687. _localClippingEnabled = false,
  13688. // camera matrices cache
  13689. _projScreenMatrix = new Matrix4(),
  13690. _vector3 = new Vector3();
  13691. function getTargetPixelRatio() {
  13692. return _currentRenderTarget === null ? _pixelRatio : 1;
  13693. }
  13694. // initialize
  13695. var _gl;
  13696. try {
  13697. var contextAttributes = {
  13698. alpha: _alpha,
  13699. depth: _depth,
  13700. stencil: _stencil,
  13701. antialias: _antialias,
  13702. premultipliedAlpha: _premultipliedAlpha,
  13703. preserveDrawingBuffer: _preserveDrawingBuffer,
  13704. powerPreference: _powerPreference,
  13705. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13706. xrCompatible: true
  13707. };
  13708. // event listeners must be registered before WebGL context is created, see #12753
  13709. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13710. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13711. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13712. if ( _gl === null ) {
  13713. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13714. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13715. } else {
  13716. throw new Error( 'Error creating WebGL context.' );
  13717. }
  13718. }
  13719. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13720. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13721. _gl.getShaderPrecisionFormat = function () {
  13722. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13723. };
  13724. }
  13725. } catch ( error ) {
  13726. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13727. throw error;
  13728. }
  13729. var extensions, capabilities, state, info;
  13730. var properties, textures, attributes, geometries, objects;
  13731. var programCache, renderLists, renderStates;
  13732. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13733. var utils;
  13734. function initGLContext() {
  13735. extensions = new WebGLExtensions( _gl );
  13736. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13737. if ( ! capabilities.isWebGL2 ) {
  13738. extensions.get( 'WEBGL_depth_texture' );
  13739. extensions.get( 'OES_texture_float' );
  13740. extensions.get( 'OES_texture_half_float' );
  13741. extensions.get( 'OES_texture_half_float_linear' );
  13742. extensions.get( 'OES_standard_derivatives' );
  13743. extensions.get( 'OES_element_index_uint' );
  13744. extensions.get( 'ANGLE_instanced_arrays' );
  13745. }
  13746. extensions.get( 'OES_texture_float_linear' );
  13747. utils = new WebGLUtils( _gl, extensions, capabilities );
  13748. state = new WebGLState( _gl, extensions, utils, capabilities );
  13749. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13750. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13751. info = new WebGLInfo( _gl );
  13752. properties = new WebGLProperties();
  13753. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13754. attributes = new WebGLAttributes( _gl );
  13755. geometries = new WebGLGeometries( _gl, attributes, info );
  13756. objects = new WebGLObjects( geometries, info );
  13757. morphtargets = new WebGLMorphtargets( _gl );
  13758. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13759. renderLists = new WebGLRenderLists();
  13760. renderStates = new WebGLRenderStates();
  13761. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13762. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13763. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13764. info.programs = programCache.programs;
  13765. _this.context = _gl;
  13766. _this.capabilities = capabilities;
  13767. _this.extensions = extensions;
  13768. _this.properties = properties;
  13769. _this.renderLists = renderLists;
  13770. _this.state = state;
  13771. _this.info = info;
  13772. }
  13773. initGLContext();
  13774. // vr
  13775. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13776. this.vr = vr;
  13777. // shadow map
  13778. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13779. this.shadowMap = shadowMap;
  13780. // API
  13781. this.getContext = function () {
  13782. return _gl;
  13783. };
  13784. this.getContextAttributes = function () {
  13785. return _gl.getContextAttributes();
  13786. };
  13787. this.forceContextLoss = function () {
  13788. var extension = extensions.get( 'WEBGL_lose_context' );
  13789. if ( extension ) extension.loseContext();
  13790. };
  13791. this.forceContextRestore = function () {
  13792. var extension = extensions.get( 'WEBGL_lose_context' );
  13793. if ( extension ) extension.restoreContext();
  13794. };
  13795. this.getPixelRatio = function () {
  13796. return _pixelRatio;
  13797. };
  13798. this.setPixelRatio = function ( value ) {
  13799. if ( value === undefined ) return;
  13800. _pixelRatio = value;
  13801. this.setSize( _width, _height, false );
  13802. };
  13803. this.getSize = function ( target ) {
  13804. if ( target === undefined ) {
  13805. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13806. target = new Vector2();
  13807. }
  13808. return target.set( _width, _height );
  13809. };
  13810. this.setSize = function ( width, height, updateStyle ) {
  13811. if ( vr.isPresenting() ) {
  13812. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13813. return;
  13814. }
  13815. _width = width;
  13816. _height = height;
  13817. _canvas.width = width * _pixelRatio;
  13818. _canvas.height = height * _pixelRatio;
  13819. if ( updateStyle !== false ) {
  13820. _canvas.style.width = width + 'px';
  13821. _canvas.style.height = height + 'px';
  13822. }
  13823. this.setViewport( 0, 0, width, height );
  13824. };
  13825. this.getDrawingBufferSize = function ( target ) {
  13826. if ( target === undefined ) {
  13827. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13828. target = new Vector2();
  13829. }
  13830. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13831. };
  13832. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13833. _width = width;
  13834. _height = height;
  13835. _pixelRatio = pixelRatio;
  13836. _canvas.width = width * pixelRatio;
  13837. _canvas.height = height * pixelRatio;
  13838. this.setViewport( 0, 0, width, height );
  13839. };
  13840. this.getCurrentViewport = function ( target ) {
  13841. if ( target === undefined ) {
  13842. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13843. target = new Vector4();
  13844. }
  13845. return target.copy( _currentViewport );
  13846. };
  13847. this.getViewport = function ( target ) {
  13848. return target.copy( _viewport );
  13849. };
  13850. this.setViewport = function ( x, y, width, height ) {
  13851. if ( x.isVector4 ) {
  13852. _viewport.set( x.x, x.y, x.z, x.w );
  13853. } else {
  13854. _viewport.set( x, y, width, height );
  13855. }
  13856. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13857. };
  13858. this.getScissor = function ( target ) {
  13859. return target.copy( _scissor );
  13860. };
  13861. this.setScissor = function ( x, y, width, height ) {
  13862. if ( x.isVector4 ) {
  13863. _scissor.set( x.x, x.y, x.z, x.w );
  13864. } else {
  13865. _scissor.set( x, y, width, height );
  13866. }
  13867. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13868. };
  13869. this.getScissorTest = function () {
  13870. return _scissorTest;
  13871. };
  13872. this.setScissorTest = function ( boolean ) {
  13873. state.setScissorTest( _scissorTest = boolean );
  13874. };
  13875. // Clearing
  13876. this.getClearColor = function () {
  13877. return background.getClearColor();
  13878. };
  13879. this.setClearColor = function () {
  13880. background.setClearColor.apply( background, arguments );
  13881. };
  13882. this.getClearAlpha = function () {
  13883. return background.getClearAlpha();
  13884. };
  13885. this.setClearAlpha = function () {
  13886. background.setClearAlpha.apply( background, arguments );
  13887. };
  13888. this.clear = function ( color, depth, stencil ) {
  13889. var bits = 0;
  13890. if ( color === undefined || color ) bits |= 16384;
  13891. if ( depth === undefined || depth ) bits |= 256;
  13892. if ( stencil === undefined || stencil ) bits |= 1024;
  13893. _gl.clear( bits );
  13894. };
  13895. this.clearColor = function () {
  13896. this.clear( true, false, false );
  13897. };
  13898. this.clearDepth = function () {
  13899. this.clear( false, true, false );
  13900. };
  13901. this.clearStencil = function () {
  13902. this.clear( false, false, true );
  13903. };
  13904. //
  13905. this.dispose = function () {
  13906. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13907. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13908. renderLists.dispose();
  13909. renderStates.dispose();
  13910. properties.dispose();
  13911. objects.dispose();
  13912. vr.dispose();
  13913. animation.stop();
  13914. };
  13915. // Events
  13916. function onContextLost( event ) {
  13917. event.preventDefault();
  13918. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13919. _isContextLost = true;
  13920. }
  13921. function onContextRestore( /* event */ ) {
  13922. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13923. _isContextLost = false;
  13924. initGLContext();
  13925. }
  13926. function onMaterialDispose( event ) {
  13927. var material = event.target;
  13928. material.removeEventListener( 'dispose', onMaterialDispose );
  13929. deallocateMaterial( material );
  13930. }
  13931. // Buffer deallocation
  13932. function deallocateMaterial( material ) {
  13933. releaseMaterialProgramReference( material );
  13934. properties.remove( material );
  13935. }
  13936. function releaseMaterialProgramReference( material ) {
  13937. var programInfo = properties.get( material ).program;
  13938. material.program = undefined;
  13939. if ( programInfo !== undefined ) {
  13940. programCache.releaseProgram( programInfo );
  13941. }
  13942. }
  13943. // Buffer rendering
  13944. function renderObjectImmediate( object, program ) {
  13945. object.render( function ( object ) {
  13946. _this.renderBufferImmediate( object, program );
  13947. } );
  13948. }
  13949. this.renderBufferImmediate = function ( object, program ) {
  13950. state.initAttributes();
  13951. var buffers = properties.get( object );
  13952. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13953. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13954. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13955. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13956. var programAttributes = program.getAttributes();
  13957. if ( object.hasPositions ) {
  13958. _gl.bindBuffer( 34962, buffers.position );
  13959. _gl.bufferData( 34962, object.positionArray, 35048 );
  13960. state.enableAttribute( programAttributes.position );
  13961. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13962. }
  13963. if ( object.hasNormals ) {
  13964. _gl.bindBuffer( 34962, buffers.normal );
  13965. _gl.bufferData( 34962, object.normalArray, 35048 );
  13966. state.enableAttribute( programAttributes.normal );
  13967. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13968. }
  13969. if ( object.hasUvs ) {
  13970. _gl.bindBuffer( 34962, buffers.uv );
  13971. _gl.bufferData( 34962, object.uvArray, 35048 );
  13972. state.enableAttribute( programAttributes.uv );
  13973. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13974. }
  13975. if ( object.hasColors ) {
  13976. _gl.bindBuffer( 34962, buffers.color );
  13977. _gl.bufferData( 34962, object.colorArray, 35048 );
  13978. state.enableAttribute( programAttributes.color );
  13979. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13980. }
  13981. state.disableUnusedAttributes();
  13982. _gl.drawArrays( 4, 0, object.count );
  13983. object.count = 0;
  13984. };
  13985. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13986. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  13987. state.setMaterial( material, frontFaceCW );
  13988. var program = setProgram( camera, fog, material, object );
  13989. var updateBuffers = false;
  13990. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13991. _currentGeometryProgram.program !== program.id ||
  13992. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13993. _currentGeometryProgram.geometry = geometry.id;
  13994. _currentGeometryProgram.program = program.id;
  13995. _currentGeometryProgram.wireframe = material.wireframe === true;
  13996. updateBuffers = true;
  13997. }
  13998. if ( object.morphTargetInfluences ) {
  13999. morphtargets.update( object, geometry, material, program );
  14000. updateBuffers = true;
  14001. }
  14002. //
  14003. var index = geometry.index;
  14004. var position = geometry.attributes.position;
  14005. var rangeFactor = 1;
  14006. if ( material.wireframe === true ) {
  14007. index = geometries.getWireframeAttribute( geometry );
  14008. rangeFactor = 2;
  14009. }
  14010. var attribute;
  14011. var renderer = bufferRenderer;
  14012. if ( index !== null ) {
  14013. attribute = attributes.get( index );
  14014. renderer = indexedBufferRenderer;
  14015. renderer.setIndex( attribute );
  14016. }
  14017. if ( updateBuffers ) {
  14018. setupVertexAttributes( material, program, geometry );
  14019. if ( index !== null ) {
  14020. _gl.bindBuffer( 34963, attribute.buffer );
  14021. }
  14022. }
  14023. //
  14024. var dataCount = Infinity;
  14025. if ( index !== null ) {
  14026. dataCount = index.count;
  14027. } else if ( position !== undefined ) {
  14028. dataCount = position.count;
  14029. }
  14030. var rangeStart = geometry.drawRange.start * rangeFactor;
  14031. var rangeCount = geometry.drawRange.count * rangeFactor;
  14032. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14033. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14034. var drawStart = Math.max( rangeStart, groupStart );
  14035. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14036. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14037. if ( drawCount === 0 ) return;
  14038. //
  14039. if ( object.isMesh ) {
  14040. if ( material.wireframe === true ) {
  14041. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14042. renderer.setMode( 1 );
  14043. } else {
  14044. switch ( object.drawMode ) {
  14045. case TrianglesDrawMode:
  14046. renderer.setMode( 4 );
  14047. break;
  14048. case TriangleStripDrawMode:
  14049. renderer.setMode( 5 );
  14050. break;
  14051. case TriangleFanDrawMode:
  14052. renderer.setMode( 6 );
  14053. break;
  14054. }
  14055. }
  14056. } else if ( object.isLine ) {
  14057. var lineWidth = material.linewidth;
  14058. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14059. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14060. if ( object.isLineSegments ) {
  14061. renderer.setMode( 1 );
  14062. } else if ( object.isLineLoop ) {
  14063. renderer.setMode( 2 );
  14064. } else {
  14065. renderer.setMode( 3 );
  14066. }
  14067. } else if ( object.isPoints ) {
  14068. renderer.setMode( 0 );
  14069. } else if ( object.isSprite ) {
  14070. renderer.setMode( 4 );
  14071. }
  14072. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14073. if ( geometry.maxInstancedCount > 0 ) {
  14074. renderer.renderInstances( geometry, drawStart, drawCount );
  14075. }
  14076. } else {
  14077. renderer.render( drawStart, drawCount );
  14078. }
  14079. };
  14080. function setupVertexAttributes( material, program, geometry ) {
  14081. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14082. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14083. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14084. return;
  14085. }
  14086. }
  14087. state.initAttributes();
  14088. var geometryAttributes = geometry.attributes;
  14089. var programAttributes = program.getAttributes();
  14090. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14091. for ( var name in programAttributes ) {
  14092. var programAttribute = programAttributes[ name ];
  14093. if ( programAttribute >= 0 ) {
  14094. var geometryAttribute = geometryAttributes[ name ];
  14095. if ( geometryAttribute !== undefined ) {
  14096. var normalized = geometryAttribute.normalized;
  14097. var size = geometryAttribute.itemSize;
  14098. var attribute = attributes.get( geometryAttribute );
  14099. // TODO Attribute may not be available on context restore
  14100. if ( attribute === undefined ) continue;
  14101. var buffer = attribute.buffer;
  14102. var type = attribute.type;
  14103. var bytesPerElement = attribute.bytesPerElement;
  14104. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14105. var data = geometryAttribute.data;
  14106. var stride = data.stride;
  14107. var offset = geometryAttribute.offset;
  14108. if ( data && data.isInstancedInterleavedBuffer ) {
  14109. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14110. if ( geometry.maxInstancedCount === undefined ) {
  14111. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14112. }
  14113. } else {
  14114. state.enableAttribute( programAttribute );
  14115. }
  14116. _gl.bindBuffer( 34962, buffer );
  14117. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14118. } else {
  14119. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14120. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14121. if ( geometry.maxInstancedCount === undefined ) {
  14122. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14123. }
  14124. } else {
  14125. state.enableAttribute( programAttribute );
  14126. }
  14127. _gl.bindBuffer( 34962, buffer );
  14128. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14129. }
  14130. } else if ( materialDefaultAttributeValues !== undefined ) {
  14131. var value = materialDefaultAttributeValues[ name ];
  14132. if ( value !== undefined ) {
  14133. switch ( value.length ) {
  14134. case 2:
  14135. _gl.vertexAttrib2fv( programAttribute, value );
  14136. break;
  14137. case 3:
  14138. _gl.vertexAttrib3fv( programAttribute, value );
  14139. break;
  14140. case 4:
  14141. _gl.vertexAttrib4fv( programAttribute, value );
  14142. break;
  14143. default:
  14144. _gl.vertexAttrib1fv( programAttribute, value );
  14145. }
  14146. }
  14147. }
  14148. }
  14149. }
  14150. state.disableUnusedAttributes();
  14151. }
  14152. // Compile
  14153. this.compile = function ( scene, camera ) {
  14154. currentRenderState = renderStates.get( scene, camera );
  14155. currentRenderState.init();
  14156. scene.traverse( function ( object ) {
  14157. if ( object.isLight ) {
  14158. currentRenderState.pushLight( object );
  14159. if ( object.castShadow ) {
  14160. currentRenderState.pushShadow( object );
  14161. }
  14162. }
  14163. } );
  14164. currentRenderState.setupLights( camera );
  14165. scene.traverse( function ( object ) {
  14166. if ( object.material ) {
  14167. if ( Array.isArray( object.material ) ) {
  14168. for ( var i = 0; i < object.material.length; i ++ ) {
  14169. initMaterial( object.material[ i ], scene.fog, object );
  14170. }
  14171. } else {
  14172. initMaterial( object.material, scene.fog, object );
  14173. }
  14174. }
  14175. } );
  14176. };
  14177. // Animation Loop
  14178. var onAnimationFrameCallback = null;
  14179. function onAnimationFrame( time ) {
  14180. if ( vr.isPresenting() ) return;
  14181. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14182. }
  14183. var animation = new WebGLAnimation();
  14184. animation.setAnimationLoop( onAnimationFrame );
  14185. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14186. this.setAnimationLoop = function ( callback ) {
  14187. onAnimationFrameCallback = callback;
  14188. vr.setAnimationLoop( callback );
  14189. animation.start();
  14190. };
  14191. // Rendering
  14192. this.render = function ( scene, camera ) {
  14193. var renderTarget, forceClear;
  14194. if ( arguments[ 2 ] !== undefined ) {
  14195. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14196. renderTarget = arguments[ 2 ];
  14197. }
  14198. if ( arguments[ 3 ] !== undefined ) {
  14199. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14200. forceClear = arguments[ 3 ];
  14201. }
  14202. if ( ! ( camera && camera.isCamera ) ) {
  14203. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14204. return;
  14205. }
  14206. if ( _isContextLost ) return;
  14207. // reset caching for this frame
  14208. _currentGeometryProgram.geometry = null;
  14209. _currentGeometryProgram.program = null;
  14210. _currentGeometryProgram.wireframe = false;
  14211. _currentMaterialId = - 1;
  14212. _currentCamera = null;
  14213. // update scene graph
  14214. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14215. // update camera matrices and frustum
  14216. if ( camera.parent === null ) camera.updateMatrixWorld();
  14217. if ( vr.enabled ) {
  14218. camera = vr.getCamera( camera );
  14219. }
  14220. //
  14221. currentRenderState = renderStates.get( scene, camera );
  14222. currentRenderState.init();
  14223. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14224. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14225. _frustum.setFromMatrix( _projScreenMatrix );
  14226. _localClippingEnabled = this.localClippingEnabled;
  14227. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14228. currentRenderList = renderLists.get( scene, camera );
  14229. currentRenderList.init();
  14230. projectObject( scene, camera, 0, _this.sortObjects );
  14231. if ( _this.sortObjects === true ) {
  14232. currentRenderList.sort();
  14233. }
  14234. //
  14235. if ( _clippingEnabled ) _clipping.beginShadows();
  14236. var shadowsArray = currentRenderState.state.shadowsArray;
  14237. shadowMap.render( shadowsArray, scene, camera );
  14238. currentRenderState.setupLights( camera );
  14239. if ( _clippingEnabled ) _clipping.endShadows();
  14240. //
  14241. if ( this.info.autoReset ) this.info.reset();
  14242. if ( renderTarget !== undefined ) {
  14243. this.setRenderTarget( renderTarget );
  14244. }
  14245. //
  14246. background.render( currentRenderList, scene, camera, forceClear );
  14247. // render scene
  14248. var opaqueObjects = currentRenderList.opaque;
  14249. var transparentObjects = currentRenderList.transparent;
  14250. if ( scene.overrideMaterial ) {
  14251. var overrideMaterial = scene.overrideMaterial;
  14252. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14253. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14254. } else {
  14255. // opaque pass (front-to-back order)
  14256. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14257. // transparent pass (back-to-front order)
  14258. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14259. }
  14260. //
  14261. scene.onAfterRender( _this, scene, camera );
  14262. //
  14263. if ( _currentRenderTarget !== null ) {
  14264. // Generate mipmap if we're using any kind of mipmap filtering
  14265. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14266. // resolve multisample renderbuffers to a single-sample texture if necessary
  14267. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14268. }
  14269. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14270. state.buffers.depth.setTest( true );
  14271. state.buffers.depth.setMask( true );
  14272. state.buffers.color.setMask( true );
  14273. state.setPolygonOffset( false );
  14274. if ( vr.enabled ) {
  14275. vr.submitFrame();
  14276. }
  14277. // _gl.finish();
  14278. currentRenderList = null;
  14279. currentRenderState = null;
  14280. };
  14281. function projectObject( object, camera, groupOrder, sortObjects ) {
  14282. if ( object.visible === false ) return;
  14283. var visible = object.layers.test( camera.layers );
  14284. if ( visible ) {
  14285. if ( object.isGroup ) {
  14286. groupOrder = object.renderOrder;
  14287. } else if ( object.isLight ) {
  14288. currentRenderState.pushLight( object );
  14289. if ( object.castShadow ) {
  14290. currentRenderState.pushShadow( object );
  14291. }
  14292. } else if ( object.isSprite ) {
  14293. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14294. if ( sortObjects ) {
  14295. _vector3.setFromMatrixPosition( object.matrixWorld )
  14296. .applyMatrix4( _projScreenMatrix );
  14297. }
  14298. var geometry = objects.update( object );
  14299. var material = object.material;
  14300. if ( material.visible ) {
  14301. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14302. }
  14303. }
  14304. } else if ( object.isImmediateRenderObject ) {
  14305. if ( sortObjects ) {
  14306. _vector3.setFromMatrixPosition( object.matrixWorld )
  14307. .applyMatrix4( _projScreenMatrix );
  14308. }
  14309. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14310. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14311. if ( object.isSkinnedMesh ) {
  14312. object.skeleton.update();
  14313. }
  14314. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14315. if ( sortObjects ) {
  14316. _vector3.setFromMatrixPosition( object.matrixWorld )
  14317. .applyMatrix4( _projScreenMatrix );
  14318. }
  14319. var geometry = objects.update( object );
  14320. var material = object.material;
  14321. if ( Array.isArray( material ) ) {
  14322. var groups = geometry.groups;
  14323. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14324. var group = groups[ i ];
  14325. var groupMaterial = material[ group.materialIndex ];
  14326. if ( groupMaterial && groupMaterial.visible ) {
  14327. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14328. }
  14329. }
  14330. } else if ( material.visible ) {
  14331. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14332. }
  14333. }
  14334. }
  14335. }
  14336. var children = object.children;
  14337. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14338. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14339. }
  14340. }
  14341. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14342. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14343. var renderItem = renderList[ i ];
  14344. var object = renderItem.object;
  14345. var geometry = renderItem.geometry;
  14346. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14347. var group = renderItem.group;
  14348. if ( camera.isArrayCamera ) {
  14349. _currentArrayCamera = camera;
  14350. var cameras = camera.cameras;
  14351. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14352. var camera2 = cameras[ j ];
  14353. if ( object.layers.test( camera2.layers ) ) {
  14354. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14355. currentRenderState.setupLights( camera2 );
  14356. renderObject( object, scene, camera2, geometry, material, group );
  14357. }
  14358. }
  14359. } else {
  14360. _currentArrayCamera = null;
  14361. renderObject( object, scene, camera, geometry, material, group );
  14362. }
  14363. }
  14364. }
  14365. function renderObject( object, scene, camera, geometry, material, group ) {
  14366. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14367. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14368. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14369. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14370. if ( object.isImmediateRenderObject ) {
  14371. state.setMaterial( material );
  14372. var program = setProgram( camera, scene.fog, material, object );
  14373. _currentGeometryProgram.geometry = null;
  14374. _currentGeometryProgram.program = null;
  14375. _currentGeometryProgram.wireframe = false;
  14376. renderObjectImmediate( object, program );
  14377. } else {
  14378. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14379. }
  14380. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14381. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14382. }
  14383. function initMaterial( material, fog, object ) {
  14384. var materialProperties = properties.get( material );
  14385. var lights = currentRenderState.state.lights;
  14386. var shadowsArray = currentRenderState.state.shadowsArray;
  14387. var lightsStateVersion = lights.state.version;
  14388. var parameters = programCache.getParameters(
  14389. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14390. var code = programCache.getProgramCode( material, parameters );
  14391. var program = materialProperties.program;
  14392. var programChange = true;
  14393. if ( program === undefined ) {
  14394. // new material
  14395. material.addEventListener( 'dispose', onMaterialDispose );
  14396. } else if ( program.code !== code ) {
  14397. // changed glsl or parameters
  14398. releaseMaterialProgramReference( material );
  14399. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14400. materialProperties.lightsStateVersion = lightsStateVersion;
  14401. programChange = false;
  14402. } else if ( parameters.shaderID !== undefined ) {
  14403. // same glsl and uniform list
  14404. return;
  14405. } else {
  14406. // only rebuild uniform list
  14407. programChange = false;
  14408. }
  14409. if ( programChange ) {
  14410. if ( parameters.shaderID ) {
  14411. var shader = ShaderLib[ parameters.shaderID ];
  14412. materialProperties.shader = {
  14413. name: material.type,
  14414. uniforms: cloneUniforms( shader.uniforms ),
  14415. vertexShader: shader.vertexShader,
  14416. fragmentShader: shader.fragmentShader
  14417. };
  14418. } else {
  14419. materialProperties.shader = {
  14420. name: material.type,
  14421. uniforms: material.uniforms,
  14422. vertexShader: material.vertexShader,
  14423. fragmentShader: material.fragmentShader
  14424. };
  14425. }
  14426. material.onBeforeCompile( materialProperties.shader, _this );
  14427. // Computing code again as onBeforeCompile may have changed the shaders
  14428. code = programCache.getProgramCode( material, parameters );
  14429. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14430. materialProperties.program = program;
  14431. material.program = program;
  14432. }
  14433. var programAttributes = program.getAttributes();
  14434. if ( material.morphTargets ) {
  14435. material.numSupportedMorphTargets = 0;
  14436. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14437. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14438. material.numSupportedMorphTargets ++;
  14439. }
  14440. }
  14441. }
  14442. if ( material.morphNormals ) {
  14443. material.numSupportedMorphNormals = 0;
  14444. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14445. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14446. material.numSupportedMorphNormals ++;
  14447. }
  14448. }
  14449. }
  14450. var uniforms = materialProperties.shader.uniforms;
  14451. if ( ! material.isShaderMaterial &&
  14452. ! material.isRawShaderMaterial ||
  14453. material.clipping === true ) {
  14454. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14455. materialProperties.numIntersection = _clipping.numIntersection;
  14456. uniforms.clippingPlanes = _clipping.uniform;
  14457. }
  14458. materialProperties.fog = fog;
  14459. // store the light setup it was created for
  14460. materialProperties.lightsStateVersion = lightsStateVersion;
  14461. if ( material.lights ) {
  14462. // wire up the material to this renderer's lighting state
  14463. uniforms.ambientLightColor.value = lights.state.ambient;
  14464. uniforms.lightProbe.value = lights.state.probe;
  14465. uniforms.directionalLights.value = lights.state.directional;
  14466. uniforms.spotLights.value = lights.state.spot;
  14467. uniforms.rectAreaLights.value = lights.state.rectArea;
  14468. uniforms.pointLights.value = lights.state.point;
  14469. uniforms.hemisphereLights.value = lights.state.hemi;
  14470. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14471. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14472. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14473. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14474. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14475. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14476. // TODO (abelnation): add area lights shadow info to uniforms
  14477. }
  14478. var progUniforms = materialProperties.program.getUniforms(),
  14479. uniformsList =
  14480. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14481. materialProperties.uniformsList = uniformsList;
  14482. }
  14483. function setProgram( camera, fog, material, object ) {
  14484. textures.resetTextureUnits();
  14485. var materialProperties = properties.get( material );
  14486. var lights = currentRenderState.state.lights;
  14487. if ( _clippingEnabled ) {
  14488. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14489. var useCache =
  14490. camera === _currentCamera &&
  14491. material.id === _currentMaterialId;
  14492. // we might want to call this function with some ClippingGroup
  14493. // object instead of the material, once it becomes feasible
  14494. // (#8465, #8379)
  14495. _clipping.setState(
  14496. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14497. camera, materialProperties, useCache );
  14498. }
  14499. }
  14500. if ( material.needsUpdate === false ) {
  14501. if ( materialProperties.program === undefined ) {
  14502. material.needsUpdate = true;
  14503. } else if ( material.fog && materialProperties.fog !== fog ) {
  14504. material.needsUpdate = true;
  14505. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14506. material.needsUpdate = true;
  14507. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14508. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14509. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14510. material.needsUpdate = true;
  14511. }
  14512. }
  14513. if ( material.needsUpdate ) {
  14514. initMaterial( material, fog, object );
  14515. material.needsUpdate = false;
  14516. }
  14517. var refreshProgram = false;
  14518. var refreshMaterial = false;
  14519. var refreshLights = false;
  14520. var program = materialProperties.program,
  14521. p_uniforms = program.getUniforms(),
  14522. m_uniforms = materialProperties.shader.uniforms;
  14523. if ( state.useProgram( program.program ) ) {
  14524. refreshProgram = true;
  14525. refreshMaterial = true;
  14526. refreshLights = true;
  14527. }
  14528. if ( material.id !== _currentMaterialId ) {
  14529. _currentMaterialId = material.id;
  14530. refreshMaterial = true;
  14531. }
  14532. if ( refreshProgram || _currentCamera !== camera ) {
  14533. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14534. if ( capabilities.logarithmicDepthBuffer ) {
  14535. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14536. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14537. }
  14538. if ( _currentCamera !== camera ) {
  14539. _currentCamera = camera;
  14540. // lighting uniforms depend on the camera so enforce an update
  14541. // now, in case this material supports lights - or later, when
  14542. // the next material that does gets activated:
  14543. refreshMaterial = true; // set to true on material change
  14544. refreshLights = true; // remains set until update done
  14545. }
  14546. // load material specific uniforms
  14547. // (shader material also gets them for the sake of genericity)
  14548. if ( material.isShaderMaterial ||
  14549. material.isMeshPhongMaterial ||
  14550. material.isMeshStandardMaterial ||
  14551. material.envMap ) {
  14552. var uCamPos = p_uniforms.map.cameraPosition;
  14553. if ( uCamPos !== undefined ) {
  14554. uCamPos.setValue( _gl,
  14555. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14556. }
  14557. }
  14558. if ( material.isMeshPhongMaterial ||
  14559. material.isMeshLambertMaterial ||
  14560. material.isMeshBasicMaterial ||
  14561. material.isMeshStandardMaterial ||
  14562. material.isShaderMaterial ||
  14563. material.skinning ) {
  14564. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14565. }
  14566. }
  14567. // skinning uniforms must be set even if material didn't change
  14568. // auto-setting of texture unit for bone texture must go before other textures
  14569. // not sure why, but otherwise weird things happen
  14570. if ( material.skinning ) {
  14571. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14572. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14573. var skeleton = object.skeleton;
  14574. if ( skeleton ) {
  14575. var bones = skeleton.bones;
  14576. if ( capabilities.floatVertexTextures ) {
  14577. if ( skeleton.boneTexture === undefined ) {
  14578. // layout (1 matrix = 4 pixels)
  14579. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14580. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14581. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14582. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14583. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14584. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14585. size = _Math.ceilPowerOfTwo( size );
  14586. size = Math.max( size, 4 );
  14587. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14588. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14589. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14590. boneTexture.needsUpdate = true;
  14591. skeleton.boneMatrices = boneMatrices;
  14592. skeleton.boneTexture = boneTexture;
  14593. skeleton.boneTextureSize = size;
  14594. }
  14595. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14596. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14597. } else {
  14598. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14599. }
  14600. }
  14601. }
  14602. if ( refreshMaterial ) {
  14603. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14604. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14605. if ( material.lights ) {
  14606. // the current material requires lighting info
  14607. // note: all lighting uniforms are always set correctly
  14608. // they simply reference the renderer's state for their
  14609. // values
  14610. //
  14611. // use the current material's .needsUpdate flags to set
  14612. // the GL state when required
  14613. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14614. }
  14615. // refresh uniforms common to several materials
  14616. if ( fog && material.fog ) {
  14617. refreshUniformsFog( m_uniforms, fog );
  14618. }
  14619. if ( material.isMeshBasicMaterial ) {
  14620. refreshUniformsCommon( m_uniforms, material );
  14621. } else if ( material.isMeshLambertMaterial ) {
  14622. refreshUniformsCommon( m_uniforms, material );
  14623. refreshUniformsLambert( m_uniforms, material );
  14624. } else if ( material.isMeshPhongMaterial ) {
  14625. refreshUniformsCommon( m_uniforms, material );
  14626. if ( material.isMeshToonMaterial ) {
  14627. refreshUniformsToon( m_uniforms, material );
  14628. } else {
  14629. refreshUniformsPhong( m_uniforms, material );
  14630. }
  14631. } else if ( material.isMeshStandardMaterial ) {
  14632. refreshUniformsCommon( m_uniforms, material );
  14633. if ( material.isMeshPhysicalMaterial ) {
  14634. refreshUniformsPhysical( m_uniforms, material );
  14635. } else {
  14636. refreshUniformsStandard( m_uniforms, material );
  14637. }
  14638. } else if ( material.isMeshMatcapMaterial ) {
  14639. refreshUniformsCommon( m_uniforms, material );
  14640. refreshUniformsMatcap( m_uniforms, material );
  14641. } else if ( material.isMeshDepthMaterial ) {
  14642. refreshUniformsCommon( m_uniforms, material );
  14643. refreshUniformsDepth( m_uniforms, material );
  14644. } else if ( material.isMeshDistanceMaterial ) {
  14645. refreshUniformsCommon( m_uniforms, material );
  14646. refreshUniformsDistance( m_uniforms, material );
  14647. } else if ( material.isMeshNormalMaterial ) {
  14648. refreshUniformsCommon( m_uniforms, material );
  14649. refreshUniformsNormal( m_uniforms, material );
  14650. } else if ( material.isLineBasicMaterial ) {
  14651. refreshUniformsLine( m_uniforms, material );
  14652. if ( material.isLineDashedMaterial ) {
  14653. refreshUniformsDash( m_uniforms, material );
  14654. }
  14655. } else if ( material.isPointsMaterial ) {
  14656. refreshUniformsPoints( m_uniforms, material );
  14657. } else if ( material.isSpriteMaterial ) {
  14658. refreshUniformsSprites( m_uniforms, material );
  14659. } else if ( material.isShadowMaterial ) {
  14660. m_uniforms.color.value.copy( material.color );
  14661. m_uniforms.opacity.value = material.opacity;
  14662. }
  14663. // RectAreaLight Texture
  14664. // TODO (mrdoob): Find a nicer implementation
  14665. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14666. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14667. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14668. }
  14669. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14670. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14671. material.uniformsNeedUpdate = false;
  14672. }
  14673. if ( material.isSpriteMaterial ) {
  14674. p_uniforms.setValue( _gl, 'center', object.center );
  14675. }
  14676. // common matrices
  14677. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14678. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14679. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14680. return program;
  14681. }
  14682. // Uniforms (refresh uniforms objects)
  14683. function refreshUniformsCommon( uniforms, material ) {
  14684. uniforms.opacity.value = material.opacity;
  14685. if ( material.color ) {
  14686. uniforms.diffuse.value.copy( material.color );
  14687. }
  14688. if ( material.emissive ) {
  14689. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14690. }
  14691. if ( material.map ) {
  14692. uniforms.map.value = material.map;
  14693. }
  14694. if ( material.alphaMap ) {
  14695. uniforms.alphaMap.value = material.alphaMap;
  14696. }
  14697. if ( material.specularMap ) {
  14698. uniforms.specularMap.value = material.specularMap;
  14699. }
  14700. if ( material.envMap ) {
  14701. uniforms.envMap.value = material.envMap;
  14702. // don't flip CubeTexture envMaps, flip everything else:
  14703. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14704. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14705. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14706. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14707. uniforms.reflectivity.value = material.reflectivity;
  14708. uniforms.refractionRatio.value = material.refractionRatio;
  14709. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14710. }
  14711. if ( material.lightMap ) {
  14712. uniforms.lightMap.value = material.lightMap;
  14713. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14714. }
  14715. if ( material.aoMap ) {
  14716. uniforms.aoMap.value = material.aoMap;
  14717. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14718. }
  14719. // uv repeat and offset setting priorities
  14720. // 1. color map
  14721. // 2. specular map
  14722. // 3. normal map
  14723. // 4. bump map
  14724. // 5. alpha map
  14725. // 6. emissive map
  14726. var uvScaleMap;
  14727. if ( material.map ) {
  14728. uvScaleMap = material.map;
  14729. } else if ( material.specularMap ) {
  14730. uvScaleMap = material.specularMap;
  14731. } else if ( material.displacementMap ) {
  14732. uvScaleMap = material.displacementMap;
  14733. } else if ( material.normalMap ) {
  14734. uvScaleMap = material.normalMap;
  14735. } else if ( material.bumpMap ) {
  14736. uvScaleMap = material.bumpMap;
  14737. } else if ( material.roughnessMap ) {
  14738. uvScaleMap = material.roughnessMap;
  14739. } else if ( material.metalnessMap ) {
  14740. uvScaleMap = material.metalnessMap;
  14741. } else if ( material.alphaMap ) {
  14742. uvScaleMap = material.alphaMap;
  14743. } else if ( material.emissiveMap ) {
  14744. uvScaleMap = material.emissiveMap;
  14745. }
  14746. if ( uvScaleMap !== undefined ) {
  14747. // backwards compatibility
  14748. if ( uvScaleMap.isWebGLRenderTarget ) {
  14749. uvScaleMap = uvScaleMap.texture;
  14750. }
  14751. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14752. uvScaleMap.updateMatrix();
  14753. }
  14754. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14755. }
  14756. }
  14757. function refreshUniformsLine( uniforms, material ) {
  14758. uniforms.diffuse.value.copy( material.color );
  14759. uniforms.opacity.value = material.opacity;
  14760. }
  14761. function refreshUniformsDash( uniforms, material ) {
  14762. uniforms.dashSize.value = material.dashSize;
  14763. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14764. uniforms.scale.value = material.scale;
  14765. }
  14766. function refreshUniformsPoints( uniforms, material ) {
  14767. uniforms.diffuse.value.copy( material.color );
  14768. uniforms.opacity.value = material.opacity;
  14769. uniforms.size.value = material.size * _pixelRatio;
  14770. uniforms.scale.value = _height * 0.5;
  14771. uniforms.map.value = material.map;
  14772. if ( material.map !== null ) {
  14773. if ( material.map.matrixAutoUpdate === true ) {
  14774. material.map.updateMatrix();
  14775. }
  14776. uniforms.uvTransform.value.copy( material.map.matrix );
  14777. }
  14778. }
  14779. function refreshUniformsSprites( uniforms, material ) {
  14780. uniforms.diffuse.value.copy( material.color );
  14781. uniforms.opacity.value = material.opacity;
  14782. uniforms.rotation.value = material.rotation;
  14783. uniforms.map.value = material.map;
  14784. if ( material.map !== null ) {
  14785. if ( material.map.matrixAutoUpdate === true ) {
  14786. material.map.updateMatrix();
  14787. }
  14788. uniforms.uvTransform.value.copy( material.map.matrix );
  14789. }
  14790. }
  14791. function refreshUniformsFog( uniforms, fog ) {
  14792. uniforms.fogColor.value.copy( fog.color );
  14793. if ( fog.isFog ) {
  14794. uniforms.fogNear.value = fog.near;
  14795. uniforms.fogFar.value = fog.far;
  14796. } else if ( fog.isFogExp2 ) {
  14797. uniforms.fogDensity.value = fog.density;
  14798. }
  14799. }
  14800. function refreshUniformsLambert( uniforms, material ) {
  14801. if ( material.emissiveMap ) {
  14802. uniforms.emissiveMap.value = material.emissiveMap;
  14803. }
  14804. }
  14805. function refreshUniformsPhong( uniforms, material ) {
  14806. uniforms.specular.value.copy( material.specular );
  14807. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14808. if ( material.emissiveMap ) {
  14809. uniforms.emissiveMap.value = material.emissiveMap;
  14810. }
  14811. if ( material.bumpMap ) {
  14812. uniforms.bumpMap.value = material.bumpMap;
  14813. uniforms.bumpScale.value = material.bumpScale;
  14814. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14815. }
  14816. if ( material.normalMap ) {
  14817. uniforms.normalMap.value = material.normalMap;
  14818. uniforms.normalScale.value.copy( material.normalScale );
  14819. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14820. }
  14821. if ( material.displacementMap ) {
  14822. uniforms.displacementMap.value = material.displacementMap;
  14823. uniforms.displacementScale.value = material.displacementScale;
  14824. uniforms.displacementBias.value = material.displacementBias;
  14825. }
  14826. }
  14827. function refreshUniformsToon( uniforms, material ) {
  14828. refreshUniformsPhong( uniforms, material );
  14829. if ( material.gradientMap ) {
  14830. uniforms.gradientMap.value = material.gradientMap;
  14831. }
  14832. }
  14833. function refreshUniformsStandard( uniforms, material ) {
  14834. uniforms.roughness.value = material.roughness;
  14835. uniforms.metalness.value = material.metalness;
  14836. if ( material.roughnessMap ) {
  14837. uniforms.roughnessMap.value = material.roughnessMap;
  14838. }
  14839. if ( material.metalnessMap ) {
  14840. uniforms.metalnessMap.value = material.metalnessMap;
  14841. }
  14842. if ( material.emissiveMap ) {
  14843. uniforms.emissiveMap.value = material.emissiveMap;
  14844. }
  14845. if ( material.bumpMap ) {
  14846. uniforms.bumpMap.value = material.bumpMap;
  14847. uniforms.bumpScale.value = material.bumpScale;
  14848. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14849. }
  14850. if ( material.normalMap ) {
  14851. uniforms.normalMap.value = material.normalMap;
  14852. uniforms.normalScale.value.copy( material.normalScale );
  14853. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14854. }
  14855. if ( material.displacementMap ) {
  14856. uniforms.displacementMap.value = material.displacementMap;
  14857. uniforms.displacementScale.value = material.displacementScale;
  14858. uniforms.displacementBias.value = material.displacementBias;
  14859. }
  14860. if ( material.envMap ) {
  14861. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14862. uniforms.envMapIntensity.value = material.envMapIntensity;
  14863. }
  14864. }
  14865. function refreshUniformsPhysical( uniforms, material ) {
  14866. refreshUniformsStandard( uniforms, material );
  14867. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14868. uniforms.clearCoat.value = material.clearCoat;
  14869. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14870. }
  14871. function refreshUniformsMatcap( uniforms, material ) {
  14872. if ( material.matcap ) {
  14873. uniforms.matcap.value = material.matcap;
  14874. }
  14875. if ( material.bumpMap ) {
  14876. uniforms.bumpMap.value = material.bumpMap;
  14877. uniforms.bumpScale.value = material.bumpScale;
  14878. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14879. }
  14880. if ( material.normalMap ) {
  14881. uniforms.normalMap.value = material.normalMap;
  14882. uniforms.normalScale.value.copy( material.normalScale );
  14883. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14884. }
  14885. if ( material.displacementMap ) {
  14886. uniforms.displacementMap.value = material.displacementMap;
  14887. uniforms.displacementScale.value = material.displacementScale;
  14888. uniforms.displacementBias.value = material.displacementBias;
  14889. }
  14890. }
  14891. function refreshUniformsDepth( uniforms, material ) {
  14892. if ( material.displacementMap ) {
  14893. uniforms.displacementMap.value = material.displacementMap;
  14894. uniforms.displacementScale.value = material.displacementScale;
  14895. uniforms.displacementBias.value = material.displacementBias;
  14896. }
  14897. }
  14898. function refreshUniformsDistance( uniforms, material ) {
  14899. if ( material.displacementMap ) {
  14900. uniforms.displacementMap.value = material.displacementMap;
  14901. uniforms.displacementScale.value = material.displacementScale;
  14902. uniforms.displacementBias.value = material.displacementBias;
  14903. }
  14904. uniforms.referencePosition.value.copy( material.referencePosition );
  14905. uniforms.nearDistance.value = material.nearDistance;
  14906. uniforms.farDistance.value = material.farDistance;
  14907. }
  14908. function refreshUniformsNormal( uniforms, material ) {
  14909. if ( material.bumpMap ) {
  14910. uniforms.bumpMap.value = material.bumpMap;
  14911. uniforms.bumpScale.value = material.bumpScale;
  14912. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14913. }
  14914. if ( material.normalMap ) {
  14915. uniforms.normalMap.value = material.normalMap;
  14916. uniforms.normalScale.value.copy( material.normalScale );
  14917. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14918. }
  14919. if ( material.displacementMap ) {
  14920. uniforms.displacementMap.value = material.displacementMap;
  14921. uniforms.displacementScale.value = material.displacementScale;
  14922. uniforms.displacementBias.value = material.displacementBias;
  14923. }
  14924. }
  14925. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14926. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14927. uniforms.ambientLightColor.needsUpdate = value;
  14928. uniforms.lightProbe.needsUpdate = value;
  14929. uniforms.directionalLights.needsUpdate = value;
  14930. uniforms.pointLights.needsUpdate = value;
  14931. uniforms.spotLights.needsUpdate = value;
  14932. uniforms.rectAreaLights.needsUpdate = value;
  14933. uniforms.hemisphereLights.needsUpdate = value;
  14934. }
  14935. //
  14936. this.setFramebuffer = function ( value ) {
  14937. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  14938. _framebuffer = value;
  14939. };
  14940. this.getActiveCubeFace = function () {
  14941. return _currentActiveCubeFace;
  14942. };
  14943. this.getActiveMipMapLevel = function () {
  14944. return _currentActiveMipmapLevel;
  14945. };
  14946. this.getRenderTarget = function () {
  14947. return _currentRenderTarget;
  14948. };
  14949. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  14950. _currentRenderTarget = renderTarget;
  14951. _currentActiveCubeFace = activeCubeFace;
  14952. _currentActiveMipmapLevel = activeMipMapLevel;
  14953. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14954. textures.setupRenderTarget( renderTarget );
  14955. }
  14956. var framebuffer = _framebuffer;
  14957. var isCube = false;
  14958. if ( renderTarget ) {
  14959. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14960. if ( renderTarget.isWebGLRenderTargetCube ) {
  14961. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  14962. isCube = true;
  14963. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14964. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14965. } else {
  14966. framebuffer = __webglFramebuffer;
  14967. }
  14968. _currentViewport.copy( renderTarget.viewport );
  14969. _currentScissor.copy( renderTarget.scissor );
  14970. _currentScissorTest = renderTarget.scissorTest;
  14971. } else {
  14972. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14973. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14974. _currentScissorTest = _scissorTest;
  14975. }
  14976. if ( _currentFramebuffer !== framebuffer ) {
  14977. _gl.bindFramebuffer( 36160, framebuffer );
  14978. _currentFramebuffer = framebuffer;
  14979. }
  14980. state.viewport( _currentViewport );
  14981. state.scissor( _currentScissor );
  14982. state.setScissorTest( _currentScissorTest );
  14983. if ( isCube ) {
  14984. var textureProperties = properties.get( renderTarget.texture );
  14985. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
  14986. }
  14987. };
  14988. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  14989. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14990. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14991. return;
  14992. }
  14993. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14994. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  14995. framebuffer = framebuffer[ activeCubeFaceIndex ];
  14996. }
  14997. if ( framebuffer ) {
  14998. var restore = false;
  14999. if ( framebuffer !== _currentFramebuffer ) {
  15000. _gl.bindFramebuffer( 36160, framebuffer );
  15001. restore = true;
  15002. }
  15003. try {
  15004. var texture = renderTarget.texture;
  15005. var textureFormat = texture.format;
  15006. var textureType = texture.type;
  15007. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15008. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15009. return;
  15010. }
  15011. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15012. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15013. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15014. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15015. return;
  15016. }
  15017. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15018. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15019. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15020. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15021. }
  15022. } else {
  15023. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15024. }
  15025. } finally {
  15026. if ( restore ) {
  15027. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15028. }
  15029. }
  15030. }
  15031. };
  15032. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15033. var width = texture.image.width;
  15034. var height = texture.image.height;
  15035. var glFormat = utils.convert( texture.format );
  15036. textures.setTexture2D( texture, 0 );
  15037. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15038. };
  15039. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15040. var width = srcTexture.image.width;
  15041. var height = srcTexture.image.height;
  15042. var glFormat = utils.convert( dstTexture.format );
  15043. var glType = utils.convert( dstTexture.type );
  15044. textures.setTexture2D( dstTexture, 0 );
  15045. if ( srcTexture.isDataTexture ) {
  15046. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15047. } else {
  15048. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15049. }
  15050. };
  15051. /*
  15052. if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
  15053. __THREE_DEVTOOLS__.dispatchEvent( { type: 'renderer', value: this } );
  15054. }
  15055. */
  15056. }
  15057. /**
  15058. * @author mrdoob / http://mrdoob.com/
  15059. * @author alteredq / http://alteredqualia.com/
  15060. */
  15061. function FogExp2( color, density ) {
  15062. this.name = '';
  15063. this.color = new Color( color );
  15064. this.density = ( density !== undefined ) ? density : 0.00025;
  15065. }
  15066. Object.assign( FogExp2.prototype, {
  15067. isFogExp2: true,
  15068. clone: function () {
  15069. return new FogExp2( this.color, this.density );
  15070. },
  15071. toJSON: function ( /* meta */ ) {
  15072. return {
  15073. type: 'FogExp2',
  15074. color: this.color.getHex(),
  15075. density: this.density
  15076. };
  15077. }
  15078. } );
  15079. /**
  15080. * @author mrdoob / http://mrdoob.com/
  15081. * @author alteredq / http://alteredqualia.com/
  15082. */
  15083. function Fog( color, near, far ) {
  15084. this.name = '';
  15085. this.color = new Color( color );
  15086. this.near = ( near !== undefined ) ? near : 1;
  15087. this.far = ( far !== undefined ) ? far : 1000;
  15088. }
  15089. Object.assign( Fog.prototype, {
  15090. isFog: true,
  15091. clone: function () {
  15092. return new Fog( this.color, this.near, this.far );
  15093. },
  15094. toJSON: function ( /* meta */ ) {
  15095. return {
  15096. type: 'Fog',
  15097. color: this.color.getHex(),
  15098. near: this.near,
  15099. far: this.far
  15100. };
  15101. }
  15102. } );
  15103. /**
  15104. * @author mrdoob / http://mrdoob.com/
  15105. */
  15106. function Scene() {
  15107. Object3D.call( this );
  15108. this.type = 'Scene';
  15109. this.background = null;
  15110. this.fog = null;
  15111. this.overrideMaterial = null;
  15112. this.autoUpdate = true; // checked by the renderer
  15113. /*
  15114. if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
  15115. __THREE_DEVTOOLS__.dispatchEvent( { type: 'scene', value: this } );
  15116. }
  15117. */
  15118. }
  15119. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15120. constructor: Scene,
  15121. isScene: true,
  15122. copy: function ( source, recursive ) {
  15123. Object3D.prototype.copy.call( this, source, recursive );
  15124. if ( source.background !== null ) this.background = source.background.clone();
  15125. if ( source.fog !== null ) this.fog = source.fog.clone();
  15126. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  15127. this.autoUpdate = source.autoUpdate;
  15128. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15129. return this;
  15130. },
  15131. toJSON: function ( meta ) {
  15132. var data = Object3D.prototype.toJSON.call( this, meta );
  15133. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  15134. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  15135. return data;
  15136. },
  15137. dispose: function () {
  15138. this.dispatchEvent( { type: 'dispose' } );
  15139. }
  15140. } );
  15141. /**
  15142. * @author benaadams / https://twitter.com/ben_a_adams
  15143. */
  15144. function InterleavedBuffer( array, stride ) {
  15145. this.array = array;
  15146. this.stride = stride;
  15147. this.count = array !== undefined ? array.length / stride : 0;
  15148. this.dynamic = false;
  15149. this.updateRange = { offset: 0, count: - 1 };
  15150. this.version = 0;
  15151. }
  15152. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15153. set: function ( value ) {
  15154. if ( value === true ) this.version ++;
  15155. }
  15156. } );
  15157. Object.assign( InterleavedBuffer.prototype, {
  15158. isInterleavedBuffer: true,
  15159. onUploadCallback: function () {},
  15160. setArray: function ( array ) {
  15161. if ( Array.isArray( array ) ) {
  15162. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15163. }
  15164. this.count = array !== undefined ? array.length / this.stride : 0;
  15165. this.array = array;
  15166. return this;
  15167. },
  15168. setDynamic: function ( value ) {
  15169. this.dynamic = value;
  15170. return this;
  15171. },
  15172. copy: function ( source ) {
  15173. this.array = new source.array.constructor( source.array );
  15174. this.count = source.count;
  15175. this.stride = source.stride;
  15176. this.dynamic = source.dynamic;
  15177. return this;
  15178. },
  15179. copyAt: function ( index1, attribute, index2 ) {
  15180. index1 *= this.stride;
  15181. index2 *= attribute.stride;
  15182. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15183. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15184. }
  15185. return this;
  15186. },
  15187. set: function ( value, offset ) {
  15188. if ( offset === undefined ) offset = 0;
  15189. this.array.set( value, offset );
  15190. return this;
  15191. },
  15192. clone: function () {
  15193. return new this.constructor().copy( this );
  15194. },
  15195. onUpload: function ( callback ) {
  15196. this.onUploadCallback = callback;
  15197. return this;
  15198. }
  15199. } );
  15200. /**
  15201. * @author benaadams / https://twitter.com/ben_a_adams
  15202. */
  15203. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15204. this.data = interleavedBuffer;
  15205. this.itemSize = itemSize;
  15206. this.offset = offset;
  15207. this.normalized = normalized === true;
  15208. }
  15209. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15210. count: {
  15211. get: function () {
  15212. return this.data.count;
  15213. }
  15214. },
  15215. array: {
  15216. get: function () {
  15217. return this.data.array;
  15218. }
  15219. }
  15220. } );
  15221. Object.assign( InterleavedBufferAttribute.prototype, {
  15222. isInterleavedBufferAttribute: true,
  15223. setX: function ( index, x ) {
  15224. this.data.array[ index * this.data.stride + this.offset ] = x;
  15225. return this;
  15226. },
  15227. setY: function ( index, y ) {
  15228. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15229. return this;
  15230. },
  15231. setZ: function ( index, z ) {
  15232. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15233. return this;
  15234. },
  15235. setW: function ( index, w ) {
  15236. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15237. return this;
  15238. },
  15239. getX: function ( index ) {
  15240. return this.data.array[ index * this.data.stride + this.offset ];
  15241. },
  15242. getY: function ( index ) {
  15243. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15244. },
  15245. getZ: function ( index ) {
  15246. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15247. },
  15248. getW: function ( index ) {
  15249. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15250. },
  15251. setXY: function ( index, x, y ) {
  15252. index = index * this.data.stride + this.offset;
  15253. this.data.array[ index + 0 ] = x;
  15254. this.data.array[ index + 1 ] = y;
  15255. return this;
  15256. },
  15257. setXYZ: function ( index, x, y, z ) {
  15258. index = index * this.data.stride + this.offset;
  15259. this.data.array[ index + 0 ] = x;
  15260. this.data.array[ index + 1 ] = y;
  15261. this.data.array[ index + 2 ] = z;
  15262. return this;
  15263. },
  15264. setXYZW: function ( index, x, y, z, w ) {
  15265. index = index * this.data.stride + this.offset;
  15266. this.data.array[ index + 0 ] = x;
  15267. this.data.array[ index + 1 ] = y;
  15268. this.data.array[ index + 2 ] = z;
  15269. this.data.array[ index + 3 ] = w;
  15270. return this;
  15271. }
  15272. } );
  15273. /**
  15274. * @author alteredq / http://alteredqualia.com/
  15275. *
  15276. * parameters = {
  15277. * color: <hex>,
  15278. * map: new THREE.Texture( <Image> ),
  15279. * rotation: <float>,
  15280. * sizeAttenuation: <bool>
  15281. * }
  15282. */
  15283. function SpriteMaterial( parameters ) {
  15284. Material.call( this );
  15285. this.type = 'SpriteMaterial';
  15286. this.color = new Color( 0xffffff );
  15287. this.map = null;
  15288. this.rotation = 0;
  15289. this.sizeAttenuation = true;
  15290. this.lights = false;
  15291. this.transparent = true;
  15292. this.setValues( parameters );
  15293. }
  15294. SpriteMaterial.prototype = Object.create( Material.prototype );
  15295. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15296. SpriteMaterial.prototype.isSpriteMaterial = true;
  15297. SpriteMaterial.prototype.copy = function ( source ) {
  15298. Material.prototype.copy.call( this, source );
  15299. this.color.copy( source.color );
  15300. this.map = source.map;
  15301. this.rotation = source.rotation;
  15302. this.sizeAttenuation = source.sizeAttenuation;
  15303. return this;
  15304. };
  15305. /**
  15306. * @author mikael emtinger / http://gomo.se/
  15307. * @author alteredq / http://alteredqualia.com/
  15308. */
  15309. var geometry;
  15310. function Sprite( material ) {
  15311. Object3D.call( this );
  15312. this.type = 'Sprite';
  15313. if ( geometry === undefined ) {
  15314. geometry = new BufferGeometry();
  15315. var float32Array = new Float32Array( [
  15316. - 0.5, - 0.5, 0, 0, 0,
  15317. 0.5, - 0.5, 0, 1, 0,
  15318. 0.5, 0.5, 0, 1, 1,
  15319. - 0.5, 0.5, 0, 0, 1
  15320. ] );
  15321. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15322. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15323. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15324. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15325. }
  15326. this.geometry = geometry;
  15327. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15328. this.center = new Vector2( 0.5, 0.5 );
  15329. }
  15330. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15331. constructor: Sprite,
  15332. isSprite: true,
  15333. raycast: ( function () {
  15334. var intersectPoint = new Vector3();
  15335. var worldScale = new Vector3();
  15336. var mvPosition = new Vector3();
  15337. var alignedPosition = new Vector2();
  15338. var rotatedPosition = new Vector2();
  15339. var viewWorldMatrix = new Matrix4();
  15340. var vA = new Vector3();
  15341. var vB = new Vector3();
  15342. var vC = new Vector3();
  15343. var uvA = new Vector2();
  15344. var uvB = new Vector2();
  15345. var uvC = new Vector2();
  15346. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15347. // compute position in camera space
  15348. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15349. // to check if rotation is not zero
  15350. if ( sin !== undefined ) {
  15351. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15352. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15353. } else {
  15354. rotatedPosition.copy( alignedPosition );
  15355. }
  15356. vertexPosition.copy( mvPosition );
  15357. vertexPosition.x += rotatedPosition.x;
  15358. vertexPosition.y += rotatedPosition.y;
  15359. // transform to world space
  15360. vertexPosition.applyMatrix4( viewWorldMatrix );
  15361. }
  15362. return function raycast( raycaster, intersects ) {
  15363. worldScale.setFromMatrixScale( this.matrixWorld );
  15364. viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15365. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15366. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15367. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15368. worldScale.multiplyScalar( - mvPosition.z );
  15369. }
  15370. var rotation = this.material.rotation;
  15371. var sin, cos;
  15372. if ( rotation !== 0 ) {
  15373. cos = Math.cos( rotation );
  15374. sin = Math.sin( rotation );
  15375. }
  15376. var center = this.center;
  15377. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15378. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15379. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15380. uvA.set( 0, 0 );
  15381. uvB.set( 1, 0 );
  15382. uvC.set( 1, 1 );
  15383. // check first triangle
  15384. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15385. if ( intersect === null ) {
  15386. // check second triangle
  15387. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15388. uvB.set( 0, 1 );
  15389. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15390. if ( intersect === null ) {
  15391. return;
  15392. }
  15393. }
  15394. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15395. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15396. intersects.push( {
  15397. distance: distance,
  15398. point: intersectPoint.clone(),
  15399. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15400. face: null,
  15401. object: this
  15402. } );
  15403. };
  15404. }() ),
  15405. clone: function () {
  15406. return new this.constructor( this.material ).copy( this );
  15407. },
  15408. copy: function ( source ) {
  15409. Object3D.prototype.copy.call( this, source );
  15410. if ( source.center !== undefined ) this.center.copy( source.center );
  15411. return this;
  15412. }
  15413. } );
  15414. /**
  15415. * @author mikael emtinger / http://gomo.se/
  15416. * @author alteredq / http://alteredqualia.com/
  15417. * @author mrdoob / http://mrdoob.com/
  15418. */
  15419. function LOD() {
  15420. Object3D.call( this );
  15421. this.type = 'LOD';
  15422. Object.defineProperties( this, {
  15423. levels: {
  15424. enumerable: true,
  15425. value: []
  15426. }
  15427. } );
  15428. }
  15429. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15430. constructor: LOD,
  15431. isLOD: true,
  15432. copy: function ( source ) {
  15433. Object3D.prototype.copy.call( this, source, false );
  15434. var levels = source.levels;
  15435. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15436. var level = levels[ i ];
  15437. this.addLevel( level.object.clone(), level.distance );
  15438. }
  15439. return this;
  15440. },
  15441. addLevel: function ( object, distance ) {
  15442. if ( distance === undefined ) distance = 0;
  15443. distance = Math.abs( distance );
  15444. var levels = this.levels;
  15445. for ( var l = 0; l < levels.length; l ++ ) {
  15446. if ( distance < levels[ l ].distance ) {
  15447. break;
  15448. }
  15449. }
  15450. levels.splice( l, 0, { distance: distance, object: object } );
  15451. this.add( object );
  15452. return this;
  15453. },
  15454. getObjectForDistance: function ( distance ) {
  15455. var levels = this.levels;
  15456. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15457. if ( distance < levels[ i ].distance ) {
  15458. break;
  15459. }
  15460. }
  15461. return levels[ i - 1 ].object;
  15462. },
  15463. raycast: ( function () {
  15464. var matrixPosition = new Vector3();
  15465. return function raycast( raycaster, intersects ) {
  15466. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15467. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15468. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15469. };
  15470. }() ),
  15471. update: function () {
  15472. var v1 = new Vector3();
  15473. var v2 = new Vector3();
  15474. return function update( camera ) {
  15475. var levels = this.levels;
  15476. if ( levels.length > 1 ) {
  15477. v1.setFromMatrixPosition( camera.matrixWorld );
  15478. v2.setFromMatrixPosition( this.matrixWorld );
  15479. var distance = v1.distanceTo( v2 );
  15480. levels[ 0 ].object.visible = true;
  15481. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15482. if ( distance >= levels[ i ].distance ) {
  15483. levels[ i - 1 ].object.visible = false;
  15484. levels[ i ].object.visible = true;
  15485. } else {
  15486. break;
  15487. }
  15488. }
  15489. for ( ; i < l; i ++ ) {
  15490. levels[ i ].object.visible = false;
  15491. }
  15492. }
  15493. };
  15494. }(),
  15495. toJSON: function ( meta ) {
  15496. var data = Object3D.prototype.toJSON.call( this, meta );
  15497. data.object.levels = [];
  15498. var levels = this.levels;
  15499. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15500. var level = levels[ i ];
  15501. data.object.levels.push( {
  15502. object: level.object.uuid,
  15503. distance: level.distance
  15504. } );
  15505. }
  15506. return data;
  15507. }
  15508. } );
  15509. /**
  15510. * @author mikael emtinger / http://gomo.se/
  15511. * @author alteredq / http://alteredqualia.com/
  15512. * @author ikerr / http://verold.com
  15513. */
  15514. function SkinnedMesh( geometry, material ) {
  15515. if ( geometry && geometry.isGeometry ) {
  15516. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15517. }
  15518. Mesh.call( this, geometry, material );
  15519. this.type = 'SkinnedMesh';
  15520. this.bindMode = 'attached';
  15521. this.bindMatrix = new Matrix4();
  15522. this.bindMatrixInverse = new Matrix4();
  15523. }
  15524. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15525. constructor: SkinnedMesh,
  15526. isSkinnedMesh: true,
  15527. bind: function ( skeleton, bindMatrix ) {
  15528. this.skeleton = skeleton;
  15529. if ( bindMatrix === undefined ) {
  15530. this.updateMatrixWorld( true );
  15531. this.skeleton.calculateInverses();
  15532. bindMatrix = this.matrixWorld;
  15533. }
  15534. this.bindMatrix.copy( bindMatrix );
  15535. this.bindMatrixInverse.getInverse( bindMatrix );
  15536. },
  15537. pose: function () {
  15538. this.skeleton.pose();
  15539. },
  15540. normalizeSkinWeights: function () {
  15541. var vector = new Vector4();
  15542. var skinWeight = this.geometry.attributes.skinWeight;
  15543. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15544. vector.x = skinWeight.getX( i );
  15545. vector.y = skinWeight.getY( i );
  15546. vector.z = skinWeight.getZ( i );
  15547. vector.w = skinWeight.getW( i );
  15548. var scale = 1.0 / vector.manhattanLength();
  15549. if ( scale !== Infinity ) {
  15550. vector.multiplyScalar( scale );
  15551. } else {
  15552. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15553. }
  15554. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15555. }
  15556. },
  15557. updateMatrixWorld: function ( force ) {
  15558. Mesh.prototype.updateMatrixWorld.call( this, force );
  15559. if ( this.bindMode === 'attached' ) {
  15560. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15561. } else if ( this.bindMode === 'detached' ) {
  15562. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15563. } else {
  15564. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15565. }
  15566. },
  15567. clone: function () {
  15568. return new this.constructor( this.geometry, this.material ).copy( this );
  15569. }
  15570. } );
  15571. /**
  15572. * @author mikael emtinger / http://gomo.se/
  15573. * @author alteredq / http://alteredqualia.com/
  15574. * @author michael guerrero / http://realitymeltdown.com
  15575. * @author ikerr / http://verold.com
  15576. */
  15577. function Skeleton( bones, boneInverses ) {
  15578. // copy the bone array
  15579. bones = bones || [];
  15580. this.bones = bones.slice( 0 );
  15581. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15582. // use the supplied bone inverses or calculate the inverses
  15583. if ( boneInverses === undefined ) {
  15584. this.calculateInverses();
  15585. } else {
  15586. if ( this.bones.length === boneInverses.length ) {
  15587. this.boneInverses = boneInverses.slice( 0 );
  15588. } else {
  15589. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15590. this.boneInverses = [];
  15591. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15592. this.boneInverses.push( new Matrix4() );
  15593. }
  15594. }
  15595. }
  15596. }
  15597. Object.assign( Skeleton.prototype, {
  15598. calculateInverses: function () {
  15599. this.boneInverses = [];
  15600. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15601. var inverse = new Matrix4();
  15602. if ( this.bones[ i ] ) {
  15603. inverse.getInverse( this.bones[ i ].matrixWorld );
  15604. }
  15605. this.boneInverses.push( inverse );
  15606. }
  15607. },
  15608. pose: function () {
  15609. var bone, i, il;
  15610. // recover the bind-time world matrices
  15611. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15612. bone = this.bones[ i ];
  15613. if ( bone ) {
  15614. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15615. }
  15616. }
  15617. // compute the local matrices, positions, rotations and scales
  15618. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15619. bone = this.bones[ i ];
  15620. if ( bone ) {
  15621. if ( bone.parent && bone.parent.isBone ) {
  15622. bone.matrix.getInverse( bone.parent.matrixWorld );
  15623. bone.matrix.multiply( bone.matrixWorld );
  15624. } else {
  15625. bone.matrix.copy( bone.matrixWorld );
  15626. }
  15627. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15628. }
  15629. }
  15630. },
  15631. update: ( function () {
  15632. var offsetMatrix = new Matrix4();
  15633. var identityMatrix = new Matrix4();
  15634. return function update() {
  15635. var bones = this.bones;
  15636. var boneInverses = this.boneInverses;
  15637. var boneMatrices = this.boneMatrices;
  15638. var boneTexture = this.boneTexture;
  15639. // flatten bone matrices to array
  15640. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15641. // compute the offset between the current and the original transform
  15642. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15643. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15644. offsetMatrix.toArray( boneMatrices, i * 16 );
  15645. }
  15646. if ( boneTexture !== undefined ) {
  15647. boneTexture.needsUpdate = true;
  15648. }
  15649. };
  15650. } )(),
  15651. clone: function () {
  15652. return new Skeleton( this.bones, this.boneInverses );
  15653. },
  15654. getBoneByName: function ( name ) {
  15655. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15656. var bone = this.bones[ i ];
  15657. if ( bone.name === name ) {
  15658. return bone;
  15659. }
  15660. }
  15661. return undefined;
  15662. }
  15663. } );
  15664. /**
  15665. * @author mikael emtinger / http://gomo.se/
  15666. * @author alteredq / http://alteredqualia.com/
  15667. * @author ikerr / http://verold.com
  15668. */
  15669. function Bone() {
  15670. Object3D.call( this );
  15671. this.type = 'Bone';
  15672. }
  15673. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15674. constructor: Bone,
  15675. isBone: true
  15676. } );
  15677. /**
  15678. * @author mrdoob / http://mrdoob.com/
  15679. * @author alteredq / http://alteredqualia.com/
  15680. *
  15681. * parameters = {
  15682. * color: <hex>,
  15683. * opacity: <float>,
  15684. *
  15685. * linewidth: <float>,
  15686. * linecap: "round",
  15687. * linejoin: "round"
  15688. * }
  15689. */
  15690. function LineBasicMaterial( parameters ) {
  15691. Material.call( this );
  15692. this.type = 'LineBasicMaterial';
  15693. this.color = new Color( 0xffffff );
  15694. this.linewidth = 1;
  15695. this.linecap = 'round';
  15696. this.linejoin = 'round';
  15697. this.lights = false;
  15698. this.setValues( parameters );
  15699. }
  15700. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15701. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15702. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15703. LineBasicMaterial.prototype.copy = function ( source ) {
  15704. Material.prototype.copy.call( this, source );
  15705. this.color.copy( source.color );
  15706. this.linewidth = source.linewidth;
  15707. this.linecap = source.linecap;
  15708. this.linejoin = source.linejoin;
  15709. return this;
  15710. };
  15711. /**
  15712. * @author mrdoob / http://mrdoob.com/
  15713. */
  15714. function Line( geometry, material, mode ) {
  15715. if ( mode === 1 ) {
  15716. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15717. }
  15718. Object3D.call( this );
  15719. this.type = 'Line';
  15720. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15721. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15722. }
  15723. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15724. constructor: Line,
  15725. isLine: true,
  15726. computeLineDistances: ( function () {
  15727. var start = new Vector3();
  15728. var end = new Vector3();
  15729. return function computeLineDistances() {
  15730. var geometry = this.geometry;
  15731. if ( geometry.isBufferGeometry ) {
  15732. // we assume non-indexed geometry
  15733. if ( geometry.index === null ) {
  15734. var positionAttribute = geometry.attributes.position;
  15735. var lineDistances = [ 0 ];
  15736. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15737. start.fromBufferAttribute( positionAttribute, i - 1 );
  15738. end.fromBufferAttribute( positionAttribute, i );
  15739. lineDistances[ i ] = lineDistances[ i - 1 ];
  15740. lineDistances[ i ] += start.distanceTo( end );
  15741. }
  15742. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15743. } else {
  15744. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15745. }
  15746. } else if ( geometry.isGeometry ) {
  15747. var vertices = geometry.vertices;
  15748. var lineDistances = geometry.lineDistances;
  15749. lineDistances[ 0 ] = 0;
  15750. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15751. lineDistances[ i ] = lineDistances[ i - 1 ];
  15752. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15753. }
  15754. }
  15755. return this;
  15756. };
  15757. }() ),
  15758. raycast: ( function () {
  15759. var inverseMatrix = new Matrix4();
  15760. var ray = new Ray();
  15761. var sphere = new Sphere();
  15762. return function raycast( raycaster, intersects ) {
  15763. var precision = raycaster.linePrecision;
  15764. var geometry = this.geometry;
  15765. var matrixWorld = this.matrixWorld;
  15766. // Checking boundingSphere distance to ray
  15767. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15768. sphere.copy( geometry.boundingSphere );
  15769. sphere.applyMatrix4( matrixWorld );
  15770. sphere.radius += precision;
  15771. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15772. //
  15773. inverseMatrix.getInverse( matrixWorld );
  15774. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15775. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15776. var localPrecisionSq = localPrecision * localPrecision;
  15777. var vStart = new Vector3();
  15778. var vEnd = new Vector3();
  15779. var interSegment = new Vector3();
  15780. var interRay = new Vector3();
  15781. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15782. if ( geometry.isBufferGeometry ) {
  15783. var index = geometry.index;
  15784. var attributes = geometry.attributes;
  15785. var positions = attributes.position.array;
  15786. if ( index !== null ) {
  15787. var indices = index.array;
  15788. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15789. var a = indices[ i ];
  15790. var b = indices[ i + 1 ];
  15791. vStart.fromArray( positions, a * 3 );
  15792. vEnd.fromArray( positions, b * 3 );
  15793. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15794. if ( distSq > localPrecisionSq ) continue;
  15795. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15796. var distance = raycaster.ray.origin.distanceTo( interRay );
  15797. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15798. intersects.push( {
  15799. distance: distance,
  15800. // What do we want? intersection point on the ray or on the segment??
  15801. // point: raycaster.ray.at( distance ),
  15802. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15803. index: i,
  15804. face: null,
  15805. faceIndex: null,
  15806. object: this
  15807. } );
  15808. }
  15809. } else {
  15810. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15811. vStart.fromArray( positions, 3 * i );
  15812. vEnd.fromArray( positions, 3 * i + 3 );
  15813. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15814. if ( distSq > localPrecisionSq ) continue;
  15815. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15816. var distance = raycaster.ray.origin.distanceTo( interRay );
  15817. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15818. intersects.push( {
  15819. distance: distance,
  15820. // What do we want? intersection point on the ray or on the segment??
  15821. // point: raycaster.ray.at( distance ),
  15822. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15823. index: i,
  15824. face: null,
  15825. faceIndex: null,
  15826. object: this
  15827. } );
  15828. }
  15829. }
  15830. } else if ( geometry.isGeometry ) {
  15831. var vertices = geometry.vertices;
  15832. var nbVertices = vertices.length;
  15833. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15834. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15835. if ( distSq > localPrecisionSq ) continue;
  15836. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15837. var distance = raycaster.ray.origin.distanceTo( interRay );
  15838. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15839. intersects.push( {
  15840. distance: distance,
  15841. // What do we want? intersection point on the ray or on the segment??
  15842. // point: raycaster.ray.at( distance ),
  15843. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15844. index: i,
  15845. face: null,
  15846. faceIndex: null,
  15847. object: this
  15848. } );
  15849. }
  15850. }
  15851. };
  15852. }() ),
  15853. clone: function () {
  15854. return new this.constructor( this.geometry, this.material ).copy( this );
  15855. }
  15856. } );
  15857. /**
  15858. * @author mrdoob / http://mrdoob.com/
  15859. */
  15860. function LineSegments( geometry, material ) {
  15861. Line.call( this, geometry, material );
  15862. this.type = 'LineSegments';
  15863. }
  15864. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15865. constructor: LineSegments,
  15866. isLineSegments: true,
  15867. computeLineDistances: ( function () {
  15868. var start = new Vector3();
  15869. var end = new Vector3();
  15870. return function computeLineDistances() {
  15871. var geometry = this.geometry;
  15872. if ( geometry.isBufferGeometry ) {
  15873. // we assume non-indexed geometry
  15874. if ( geometry.index === null ) {
  15875. var positionAttribute = geometry.attributes.position;
  15876. var lineDistances = [];
  15877. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15878. start.fromBufferAttribute( positionAttribute, i );
  15879. end.fromBufferAttribute( positionAttribute, i + 1 );
  15880. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15881. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15882. }
  15883. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15884. } else {
  15885. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15886. }
  15887. } else if ( geometry.isGeometry ) {
  15888. var vertices = geometry.vertices;
  15889. var lineDistances = geometry.lineDistances;
  15890. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15891. start.copy( vertices[ i ] );
  15892. end.copy( vertices[ i + 1 ] );
  15893. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15894. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15895. }
  15896. }
  15897. return this;
  15898. };
  15899. }() )
  15900. } );
  15901. /**
  15902. * @author mgreter / http://github.com/mgreter
  15903. */
  15904. function LineLoop( geometry, material ) {
  15905. Line.call( this, geometry, material );
  15906. this.type = 'LineLoop';
  15907. }
  15908. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15909. constructor: LineLoop,
  15910. isLineLoop: true,
  15911. } );
  15912. /**
  15913. * @author mrdoob / http://mrdoob.com/
  15914. * @author alteredq / http://alteredqualia.com/
  15915. *
  15916. * parameters = {
  15917. * color: <hex>,
  15918. * opacity: <float>,
  15919. * map: new THREE.Texture( <Image> ),
  15920. *
  15921. * size: <float>,
  15922. * sizeAttenuation: <bool>
  15923. *
  15924. * morphTargets: <bool>
  15925. * }
  15926. */
  15927. function PointsMaterial( parameters ) {
  15928. Material.call( this );
  15929. this.type = 'PointsMaterial';
  15930. this.color = new Color( 0xffffff );
  15931. this.map = null;
  15932. this.size = 1;
  15933. this.sizeAttenuation = true;
  15934. this.morphTargets = false;
  15935. this.lights = false;
  15936. this.setValues( parameters );
  15937. }
  15938. PointsMaterial.prototype = Object.create( Material.prototype );
  15939. PointsMaterial.prototype.constructor = PointsMaterial;
  15940. PointsMaterial.prototype.isPointsMaterial = true;
  15941. PointsMaterial.prototype.copy = function ( source ) {
  15942. Material.prototype.copy.call( this, source );
  15943. this.color.copy( source.color );
  15944. this.map = source.map;
  15945. this.size = source.size;
  15946. this.sizeAttenuation = source.sizeAttenuation;
  15947. this.morphTargets = source.morphTargets;
  15948. return this;
  15949. };
  15950. /**
  15951. * @author alteredq / http://alteredqualia.com/
  15952. */
  15953. function Points( geometry, material ) {
  15954. Object3D.call( this );
  15955. this.type = 'Points';
  15956. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15957. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15958. }
  15959. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15960. constructor: Points,
  15961. isPoints: true,
  15962. raycast: ( function () {
  15963. var inverseMatrix = new Matrix4();
  15964. var ray = new Ray();
  15965. var sphere = new Sphere();
  15966. return function raycast( raycaster, intersects ) {
  15967. var object = this;
  15968. var geometry = this.geometry;
  15969. var matrixWorld = this.matrixWorld;
  15970. var threshold = raycaster.params.Points.threshold;
  15971. // Checking boundingSphere distance to ray
  15972. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15973. sphere.copy( geometry.boundingSphere );
  15974. sphere.applyMatrix4( matrixWorld );
  15975. sphere.radius += threshold;
  15976. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15977. //
  15978. inverseMatrix.getInverse( matrixWorld );
  15979. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15980. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15981. var localThresholdSq = localThreshold * localThreshold;
  15982. var position = new Vector3();
  15983. var intersectPoint = new Vector3();
  15984. function testPoint( point, index ) {
  15985. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15986. if ( rayPointDistanceSq < localThresholdSq ) {
  15987. ray.closestPointToPoint( point, intersectPoint );
  15988. intersectPoint.applyMatrix4( matrixWorld );
  15989. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15990. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15991. intersects.push( {
  15992. distance: distance,
  15993. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15994. point: intersectPoint.clone(),
  15995. index: index,
  15996. face: null,
  15997. object: object
  15998. } );
  15999. }
  16000. }
  16001. if ( geometry.isBufferGeometry ) {
  16002. var index = geometry.index;
  16003. var attributes = geometry.attributes;
  16004. var positions = attributes.position.array;
  16005. if ( index !== null ) {
  16006. var indices = index.array;
  16007. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16008. var a = indices[ i ];
  16009. position.fromArray( positions, a * 3 );
  16010. testPoint( position, a );
  16011. }
  16012. } else {
  16013. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16014. position.fromArray( positions, i * 3 );
  16015. testPoint( position, i );
  16016. }
  16017. }
  16018. } else {
  16019. var vertices = geometry.vertices;
  16020. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16021. testPoint( vertices[ i ], i );
  16022. }
  16023. }
  16024. };
  16025. }() ),
  16026. clone: function () {
  16027. return new this.constructor( this.geometry, this.material ).copy( this );
  16028. }
  16029. } );
  16030. /**
  16031. * @author mrdoob / http://mrdoob.com/
  16032. */
  16033. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16034. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16035. this.format = format !== undefined ? format : RGBFormat;
  16036. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16037. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16038. this.generateMipmaps = false;
  16039. }
  16040. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16041. constructor: VideoTexture,
  16042. isVideoTexture: true,
  16043. update: function () {
  16044. var video = this.image;
  16045. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16046. this.needsUpdate = true;
  16047. }
  16048. }
  16049. } );
  16050. /**
  16051. * @author alteredq / http://alteredqualia.com/
  16052. */
  16053. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16054. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16055. this.image = { width: width, height: height };
  16056. this.mipmaps = mipmaps;
  16057. // no flipping for cube textures
  16058. // (also flipping doesn't work for compressed textures )
  16059. this.flipY = false;
  16060. // can't generate mipmaps for compressed textures
  16061. // mips must be embedded in DDS files
  16062. this.generateMipmaps = false;
  16063. }
  16064. CompressedTexture.prototype = Object.create( Texture.prototype );
  16065. CompressedTexture.prototype.constructor = CompressedTexture;
  16066. CompressedTexture.prototype.isCompressedTexture = true;
  16067. /**
  16068. * @author mrdoob / http://mrdoob.com/
  16069. */
  16070. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16071. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16072. this.needsUpdate = true;
  16073. }
  16074. CanvasTexture.prototype = Object.create( Texture.prototype );
  16075. CanvasTexture.prototype.constructor = CanvasTexture;
  16076. CanvasTexture.prototype.isCanvasTexture = true;
  16077. /**
  16078. * @author Matt DesLauriers / @mattdesl
  16079. * @author atix / arthursilber.de
  16080. */
  16081. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16082. format = format !== undefined ? format : DepthFormat;
  16083. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16084. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16085. }
  16086. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16087. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16088. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16089. this.image = { width: width, height: height };
  16090. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16091. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16092. this.flipY = false;
  16093. this.generateMipmaps = false;
  16094. }
  16095. DepthTexture.prototype = Object.create( Texture.prototype );
  16096. DepthTexture.prototype.constructor = DepthTexture;
  16097. DepthTexture.prototype.isDepthTexture = true;
  16098. /**
  16099. * @author mrdoob / http://mrdoob.com/
  16100. * @author Mugen87 / https://github.com/Mugen87
  16101. */
  16102. function WireframeGeometry( geometry ) {
  16103. BufferGeometry.call( this );
  16104. this.type = 'WireframeGeometry';
  16105. // buffer
  16106. var vertices = [];
  16107. // helper variables
  16108. var i, j, l, o, ol;
  16109. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16110. var key, keys = [ 'a', 'b', 'c' ];
  16111. var vertex;
  16112. // different logic for Geometry and BufferGeometry
  16113. if ( geometry && geometry.isGeometry ) {
  16114. // create a data structure that contains all edges without duplicates
  16115. var faces = geometry.faces;
  16116. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16117. var face = faces[ i ];
  16118. for ( j = 0; j < 3; j ++ ) {
  16119. edge1 = face[ keys[ j ] ];
  16120. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16121. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16122. edge[ 1 ] = Math.max( edge1, edge2 );
  16123. key = edge[ 0 ] + ',' + edge[ 1 ];
  16124. if ( edges[ key ] === undefined ) {
  16125. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16126. }
  16127. }
  16128. }
  16129. // generate vertices
  16130. for ( key in edges ) {
  16131. e = edges[ key ];
  16132. vertex = geometry.vertices[ e.index1 ];
  16133. vertices.push( vertex.x, vertex.y, vertex.z );
  16134. vertex = geometry.vertices[ e.index2 ];
  16135. vertices.push( vertex.x, vertex.y, vertex.z );
  16136. }
  16137. } else if ( geometry && geometry.isBufferGeometry ) {
  16138. var position, indices, groups;
  16139. var group, start, count;
  16140. var index1, index2;
  16141. vertex = new Vector3();
  16142. if ( geometry.index !== null ) {
  16143. // indexed BufferGeometry
  16144. position = geometry.attributes.position;
  16145. indices = geometry.index;
  16146. groups = geometry.groups;
  16147. if ( groups.length === 0 ) {
  16148. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16149. }
  16150. // create a data structure that contains all eges without duplicates
  16151. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16152. group = groups[ o ];
  16153. start = group.start;
  16154. count = group.count;
  16155. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16156. for ( j = 0; j < 3; j ++ ) {
  16157. edge1 = indices.getX( i + j );
  16158. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16159. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16160. edge[ 1 ] = Math.max( edge1, edge2 );
  16161. key = edge[ 0 ] + ',' + edge[ 1 ];
  16162. if ( edges[ key ] === undefined ) {
  16163. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16164. }
  16165. }
  16166. }
  16167. }
  16168. // generate vertices
  16169. for ( key in edges ) {
  16170. e = edges[ key ];
  16171. vertex.fromBufferAttribute( position, e.index1 );
  16172. vertices.push( vertex.x, vertex.y, vertex.z );
  16173. vertex.fromBufferAttribute( position, e.index2 );
  16174. vertices.push( vertex.x, vertex.y, vertex.z );
  16175. }
  16176. } else {
  16177. // non-indexed BufferGeometry
  16178. position = geometry.attributes.position;
  16179. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16180. for ( j = 0; j < 3; j ++ ) {
  16181. // three edges per triangle, an edge is represented as (index1, index2)
  16182. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16183. index1 = 3 * i + j;
  16184. vertex.fromBufferAttribute( position, index1 );
  16185. vertices.push( vertex.x, vertex.y, vertex.z );
  16186. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16187. vertex.fromBufferAttribute( position, index2 );
  16188. vertices.push( vertex.x, vertex.y, vertex.z );
  16189. }
  16190. }
  16191. }
  16192. }
  16193. // build geometry
  16194. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16195. }
  16196. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16197. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16198. /**
  16199. * @author zz85 / https://github.com/zz85
  16200. * @author Mugen87 / https://github.com/Mugen87
  16201. *
  16202. * Parametric Surfaces Geometry
  16203. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16204. */
  16205. // ParametricGeometry
  16206. function ParametricGeometry( func, slices, stacks ) {
  16207. Geometry.call( this );
  16208. this.type = 'ParametricGeometry';
  16209. this.parameters = {
  16210. func: func,
  16211. slices: slices,
  16212. stacks: stacks
  16213. };
  16214. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16215. this.mergeVertices();
  16216. }
  16217. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16218. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16219. // ParametricBufferGeometry
  16220. function ParametricBufferGeometry( func, slices, stacks ) {
  16221. BufferGeometry.call( this );
  16222. this.type = 'ParametricBufferGeometry';
  16223. this.parameters = {
  16224. func: func,
  16225. slices: slices,
  16226. stacks: stacks
  16227. };
  16228. // buffers
  16229. var indices = [];
  16230. var vertices = [];
  16231. var normals = [];
  16232. var uvs = [];
  16233. var EPS = 0.00001;
  16234. var normal = new Vector3();
  16235. var p0 = new Vector3(), p1 = new Vector3();
  16236. var pu = new Vector3(), pv = new Vector3();
  16237. var i, j;
  16238. if ( func.length < 3 ) {
  16239. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16240. }
  16241. // generate vertices, normals and uvs
  16242. var sliceCount = slices + 1;
  16243. for ( i = 0; i <= stacks; i ++ ) {
  16244. var v = i / stacks;
  16245. for ( j = 0; j <= slices; j ++ ) {
  16246. var u = j / slices;
  16247. // vertex
  16248. func( u, v, p0 );
  16249. vertices.push( p0.x, p0.y, p0.z );
  16250. // normal
  16251. // approximate tangent vectors via finite differences
  16252. if ( u - EPS >= 0 ) {
  16253. func( u - EPS, v, p1 );
  16254. pu.subVectors( p0, p1 );
  16255. } else {
  16256. func( u + EPS, v, p1 );
  16257. pu.subVectors( p1, p0 );
  16258. }
  16259. if ( v - EPS >= 0 ) {
  16260. func( u, v - EPS, p1 );
  16261. pv.subVectors( p0, p1 );
  16262. } else {
  16263. func( u, v + EPS, p1 );
  16264. pv.subVectors( p1, p0 );
  16265. }
  16266. // cross product of tangent vectors returns surface normal
  16267. normal.crossVectors( pu, pv ).normalize();
  16268. normals.push( normal.x, normal.y, normal.z );
  16269. // uv
  16270. uvs.push( u, v );
  16271. }
  16272. }
  16273. // generate indices
  16274. for ( i = 0; i < stacks; i ++ ) {
  16275. for ( j = 0; j < slices; j ++ ) {
  16276. var a = i * sliceCount + j;
  16277. var b = i * sliceCount + j + 1;
  16278. var c = ( i + 1 ) * sliceCount + j + 1;
  16279. var d = ( i + 1 ) * sliceCount + j;
  16280. // faces one and two
  16281. indices.push( a, b, d );
  16282. indices.push( b, c, d );
  16283. }
  16284. }
  16285. // build geometry
  16286. this.setIndex( indices );
  16287. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16288. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16289. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16290. }
  16291. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16292. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16293. /**
  16294. * @author clockworkgeek / https://github.com/clockworkgeek
  16295. * @author timothypratley / https://github.com/timothypratley
  16296. * @author WestLangley / http://github.com/WestLangley
  16297. * @author Mugen87 / https://github.com/Mugen87
  16298. */
  16299. // PolyhedronGeometry
  16300. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16301. Geometry.call( this );
  16302. this.type = 'PolyhedronGeometry';
  16303. this.parameters = {
  16304. vertices: vertices,
  16305. indices: indices,
  16306. radius: radius,
  16307. detail: detail
  16308. };
  16309. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16310. this.mergeVertices();
  16311. }
  16312. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16313. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16314. // PolyhedronBufferGeometry
  16315. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16316. BufferGeometry.call( this );
  16317. this.type = 'PolyhedronBufferGeometry';
  16318. this.parameters = {
  16319. vertices: vertices,
  16320. indices: indices,
  16321. radius: radius,
  16322. detail: detail
  16323. };
  16324. radius = radius || 1;
  16325. detail = detail || 0;
  16326. // default buffer data
  16327. var vertexBuffer = [];
  16328. var uvBuffer = [];
  16329. // the subdivision creates the vertex buffer data
  16330. subdivide( detail );
  16331. // all vertices should lie on a conceptual sphere with a given radius
  16332. appplyRadius( radius );
  16333. // finally, create the uv data
  16334. generateUVs();
  16335. // build non-indexed geometry
  16336. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16337. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16338. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16339. if ( detail === 0 ) {
  16340. this.computeVertexNormals(); // flat normals
  16341. } else {
  16342. this.normalizeNormals(); // smooth normals
  16343. }
  16344. // helper functions
  16345. function subdivide( detail ) {
  16346. var a = new Vector3();
  16347. var b = new Vector3();
  16348. var c = new Vector3();
  16349. // iterate over all faces and apply a subdivison with the given detail value
  16350. for ( var i = 0; i < indices.length; i += 3 ) {
  16351. // get the vertices of the face
  16352. getVertexByIndex( indices[ i + 0 ], a );
  16353. getVertexByIndex( indices[ i + 1 ], b );
  16354. getVertexByIndex( indices[ i + 2 ], c );
  16355. // perform subdivision
  16356. subdivideFace( a, b, c, detail );
  16357. }
  16358. }
  16359. function subdivideFace( a, b, c, detail ) {
  16360. var cols = Math.pow( 2, detail );
  16361. // we use this multidimensional array as a data structure for creating the subdivision
  16362. var v = [];
  16363. var i, j;
  16364. // construct all of the vertices for this subdivision
  16365. for ( i = 0; i <= cols; i ++ ) {
  16366. v[ i ] = [];
  16367. var aj = a.clone().lerp( c, i / cols );
  16368. var bj = b.clone().lerp( c, i / cols );
  16369. var rows = cols - i;
  16370. for ( j = 0; j <= rows; j ++ ) {
  16371. if ( j === 0 && i === cols ) {
  16372. v[ i ][ j ] = aj;
  16373. } else {
  16374. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16375. }
  16376. }
  16377. }
  16378. // construct all of the faces
  16379. for ( i = 0; i < cols; i ++ ) {
  16380. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16381. var k = Math.floor( j / 2 );
  16382. if ( j % 2 === 0 ) {
  16383. pushVertex( v[ i ][ k + 1 ] );
  16384. pushVertex( v[ i + 1 ][ k ] );
  16385. pushVertex( v[ i ][ k ] );
  16386. } else {
  16387. pushVertex( v[ i ][ k + 1 ] );
  16388. pushVertex( v[ i + 1 ][ k + 1 ] );
  16389. pushVertex( v[ i + 1 ][ k ] );
  16390. }
  16391. }
  16392. }
  16393. }
  16394. function appplyRadius( radius ) {
  16395. var vertex = new Vector3();
  16396. // iterate over the entire buffer and apply the radius to each vertex
  16397. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16398. vertex.x = vertexBuffer[ i + 0 ];
  16399. vertex.y = vertexBuffer[ i + 1 ];
  16400. vertex.z = vertexBuffer[ i + 2 ];
  16401. vertex.normalize().multiplyScalar( radius );
  16402. vertexBuffer[ i + 0 ] = vertex.x;
  16403. vertexBuffer[ i + 1 ] = vertex.y;
  16404. vertexBuffer[ i + 2 ] = vertex.z;
  16405. }
  16406. }
  16407. function generateUVs() {
  16408. var vertex = new Vector3();
  16409. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16410. vertex.x = vertexBuffer[ i + 0 ];
  16411. vertex.y = vertexBuffer[ i + 1 ];
  16412. vertex.z = vertexBuffer[ i + 2 ];
  16413. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16414. var v = inclination( vertex ) / Math.PI + 0.5;
  16415. uvBuffer.push( u, 1 - v );
  16416. }
  16417. correctUVs();
  16418. correctSeam();
  16419. }
  16420. function correctSeam() {
  16421. // handle case when face straddles the seam, see #3269
  16422. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16423. // uv data of a single face
  16424. var x0 = uvBuffer[ i + 0 ];
  16425. var x1 = uvBuffer[ i + 2 ];
  16426. var x2 = uvBuffer[ i + 4 ];
  16427. var max = Math.max( x0, x1, x2 );
  16428. var min = Math.min( x0, x1, x2 );
  16429. // 0.9 is somewhat arbitrary
  16430. if ( max > 0.9 && min < 0.1 ) {
  16431. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16432. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16433. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16434. }
  16435. }
  16436. }
  16437. function pushVertex( vertex ) {
  16438. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16439. }
  16440. function getVertexByIndex( index, vertex ) {
  16441. var stride = index * 3;
  16442. vertex.x = vertices[ stride + 0 ];
  16443. vertex.y = vertices[ stride + 1 ];
  16444. vertex.z = vertices[ stride + 2 ];
  16445. }
  16446. function correctUVs() {
  16447. var a = new Vector3();
  16448. var b = new Vector3();
  16449. var c = new Vector3();
  16450. var centroid = new Vector3();
  16451. var uvA = new Vector2();
  16452. var uvB = new Vector2();
  16453. var uvC = new Vector2();
  16454. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16455. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16456. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16457. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16458. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16459. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16460. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16461. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16462. var azi = azimuth( centroid );
  16463. correctUV( uvA, j + 0, a, azi );
  16464. correctUV( uvB, j + 2, b, azi );
  16465. correctUV( uvC, j + 4, c, azi );
  16466. }
  16467. }
  16468. function correctUV( uv, stride, vector, azimuth ) {
  16469. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16470. uvBuffer[ stride ] = uv.x - 1;
  16471. }
  16472. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16473. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16474. }
  16475. }
  16476. // Angle around the Y axis, counter-clockwise when looking from above.
  16477. function azimuth( vector ) {
  16478. return Math.atan2( vector.z, - vector.x );
  16479. }
  16480. // Angle above the XZ plane.
  16481. function inclination( vector ) {
  16482. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16483. }
  16484. }
  16485. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16486. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16487. /**
  16488. * @author timothypratley / https://github.com/timothypratley
  16489. * @author Mugen87 / https://github.com/Mugen87
  16490. */
  16491. // TetrahedronGeometry
  16492. function TetrahedronGeometry( radius, detail ) {
  16493. Geometry.call( this );
  16494. this.type = 'TetrahedronGeometry';
  16495. this.parameters = {
  16496. radius: radius,
  16497. detail: detail
  16498. };
  16499. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16500. this.mergeVertices();
  16501. }
  16502. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16503. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16504. // TetrahedronBufferGeometry
  16505. function TetrahedronBufferGeometry( radius, detail ) {
  16506. var vertices = [
  16507. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16508. ];
  16509. var indices = [
  16510. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16511. ];
  16512. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16513. this.type = 'TetrahedronBufferGeometry';
  16514. this.parameters = {
  16515. radius: radius,
  16516. detail: detail
  16517. };
  16518. }
  16519. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16520. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16521. /**
  16522. * @author timothypratley / https://github.com/timothypratley
  16523. * @author Mugen87 / https://github.com/Mugen87
  16524. */
  16525. // OctahedronGeometry
  16526. function OctahedronGeometry( radius, detail ) {
  16527. Geometry.call( this );
  16528. this.type = 'OctahedronGeometry';
  16529. this.parameters = {
  16530. radius: radius,
  16531. detail: detail
  16532. };
  16533. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16534. this.mergeVertices();
  16535. }
  16536. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16537. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16538. // OctahedronBufferGeometry
  16539. function OctahedronBufferGeometry( radius, detail ) {
  16540. var vertices = [
  16541. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16542. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16543. ];
  16544. var indices = [
  16545. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16546. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16547. 1, 3, 4, 1, 4, 2
  16548. ];
  16549. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16550. this.type = 'OctahedronBufferGeometry';
  16551. this.parameters = {
  16552. radius: radius,
  16553. detail: detail
  16554. };
  16555. }
  16556. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16557. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16558. /**
  16559. * @author timothypratley / https://github.com/timothypratley
  16560. * @author Mugen87 / https://github.com/Mugen87
  16561. */
  16562. // IcosahedronGeometry
  16563. function IcosahedronGeometry( radius, detail ) {
  16564. Geometry.call( this );
  16565. this.type = 'IcosahedronGeometry';
  16566. this.parameters = {
  16567. radius: radius,
  16568. detail: detail
  16569. };
  16570. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16571. this.mergeVertices();
  16572. }
  16573. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16574. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16575. // IcosahedronBufferGeometry
  16576. function IcosahedronBufferGeometry( radius, detail ) {
  16577. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16578. var vertices = [
  16579. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16580. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16581. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16582. ];
  16583. var indices = [
  16584. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16585. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16586. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16587. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16588. ];
  16589. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16590. this.type = 'IcosahedronBufferGeometry';
  16591. this.parameters = {
  16592. radius: radius,
  16593. detail: detail
  16594. };
  16595. }
  16596. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16597. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16598. /**
  16599. * @author Abe Pazos / https://hamoid.com
  16600. * @author Mugen87 / https://github.com/Mugen87
  16601. */
  16602. // DodecahedronGeometry
  16603. function DodecahedronGeometry( radius, detail ) {
  16604. Geometry.call( this );
  16605. this.type = 'DodecahedronGeometry';
  16606. this.parameters = {
  16607. radius: radius,
  16608. detail: detail
  16609. };
  16610. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16611. this.mergeVertices();
  16612. }
  16613. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16614. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16615. // DodecahedronBufferGeometry
  16616. function DodecahedronBufferGeometry( radius, detail ) {
  16617. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16618. var r = 1 / t;
  16619. var vertices = [
  16620. // (±1, ±1, ±1)
  16621. - 1, - 1, - 1, - 1, - 1, 1,
  16622. - 1, 1, - 1, - 1, 1, 1,
  16623. 1, - 1, - 1, 1, - 1, 1,
  16624. 1, 1, - 1, 1, 1, 1,
  16625. // (0, ±1/φ, ±φ)
  16626. 0, - r, - t, 0, - r, t,
  16627. 0, r, - t, 0, r, t,
  16628. // (±1/φ, ±φ, 0)
  16629. - r, - t, 0, - r, t, 0,
  16630. r, - t, 0, r, t, 0,
  16631. // (±φ, 0, ±1/φ)
  16632. - t, 0, - r, t, 0, - r,
  16633. - t, 0, r, t, 0, r
  16634. ];
  16635. var indices = [
  16636. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16637. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16638. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16639. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16640. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16641. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16642. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16643. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16644. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16645. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16646. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16647. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16648. ];
  16649. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16650. this.type = 'DodecahedronBufferGeometry';
  16651. this.parameters = {
  16652. radius: radius,
  16653. detail: detail
  16654. };
  16655. }
  16656. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16657. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16658. /**
  16659. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16660. * @author WestLangley / https://github.com/WestLangley
  16661. * @author zz85 / https://github.com/zz85
  16662. * @author miningold / https://github.com/miningold
  16663. * @author jonobr1 / https://github.com/jonobr1
  16664. * @author Mugen87 / https://github.com/Mugen87
  16665. *
  16666. */
  16667. // TubeGeometry
  16668. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16669. Geometry.call( this );
  16670. this.type = 'TubeGeometry';
  16671. this.parameters = {
  16672. path: path,
  16673. tubularSegments: tubularSegments,
  16674. radius: radius,
  16675. radialSegments: radialSegments,
  16676. closed: closed
  16677. };
  16678. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16679. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16680. // expose internals
  16681. this.tangents = bufferGeometry.tangents;
  16682. this.normals = bufferGeometry.normals;
  16683. this.binormals = bufferGeometry.binormals;
  16684. // create geometry
  16685. this.fromBufferGeometry( bufferGeometry );
  16686. this.mergeVertices();
  16687. }
  16688. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16689. TubeGeometry.prototype.constructor = TubeGeometry;
  16690. // TubeBufferGeometry
  16691. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16692. BufferGeometry.call( this );
  16693. this.type = 'TubeBufferGeometry';
  16694. this.parameters = {
  16695. path: path,
  16696. tubularSegments: tubularSegments,
  16697. radius: radius,
  16698. radialSegments: radialSegments,
  16699. closed: closed
  16700. };
  16701. tubularSegments = tubularSegments || 64;
  16702. radius = radius || 1;
  16703. radialSegments = radialSegments || 8;
  16704. closed = closed || false;
  16705. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16706. // expose internals
  16707. this.tangents = frames.tangents;
  16708. this.normals = frames.normals;
  16709. this.binormals = frames.binormals;
  16710. // helper variables
  16711. var vertex = new Vector3();
  16712. var normal = new Vector3();
  16713. var uv = new Vector2();
  16714. var P = new Vector3();
  16715. var i, j;
  16716. // buffer
  16717. var vertices = [];
  16718. var normals = [];
  16719. var uvs = [];
  16720. var indices = [];
  16721. // create buffer data
  16722. generateBufferData();
  16723. // build geometry
  16724. this.setIndex( indices );
  16725. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16726. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16727. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16728. // functions
  16729. function generateBufferData() {
  16730. for ( i = 0; i < tubularSegments; i ++ ) {
  16731. generateSegment( i );
  16732. }
  16733. // if the geometry is not closed, generate the last row of vertices and normals
  16734. // at the regular position on the given path
  16735. //
  16736. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16737. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16738. // uvs are generated in a separate function.
  16739. // this makes it easy compute correct values for closed geometries
  16740. generateUVs();
  16741. // finally create faces
  16742. generateIndices();
  16743. }
  16744. function generateSegment( i ) {
  16745. // we use getPointAt to sample evenly distributed points from the given path
  16746. P = path.getPointAt( i / tubularSegments, P );
  16747. // retrieve corresponding normal and binormal
  16748. var N = frames.normals[ i ];
  16749. var B = frames.binormals[ i ];
  16750. // generate normals and vertices for the current segment
  16751. for ( j = 0; j <= radialSegments; j ++ ) {
  16752. var v = j / radialSegments * Math.PI * 2;
  16753. var sin = Math.sin( v );
  16754. var cos = - Math.cos( v );
  16755. // normal
  16756. normal.x = ( cos * N.x + sin * B.x );
  16757. normal.y = ( cos * N.y + sin * B.y );
  16758. normal.z = ( cos * N.z + sin * B.z );
  16759. normal.normalize();
  16760. normals.push( normal.x, normal.y, normal.z );
  16761. // vertex
  16762. vertex.x = P.x + radius * normal.x;
  16763. vertex.y = P.y + radius * normal.y;
  16764. vertex.z = P.z + radius * normal.z;
  16765. vertices.push( vertex.x, vertex.y, vertex.z );
  16766. }
  16767. }
  16768. function generateIndices() {
  16769. for ( j = 1; j <= tubularSegments; j ++ ) {
  16770. for ( i = 1; i <= radialSegments; i ++ ) {
  16771. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16772. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16773. var c = ( radialSegments + 1 ) * j + i;
  16774. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16775. // faces
  16776. indices.push( a, b, d );
  16777. indices.push( b, c, d );
  16778. }
  16779. }
  16780. }
  16781. function generateUVs() {
  16782. for ( i = 0; i <= tubularSegments; i ++ ) {
  16783. for ( j = 0; j <= radialSegments; j ++ ) {
  16784. uv.x = i / tubularSegments;
  16785. uv.y = j / radialSegments;
  16786. uvs.push( uv.x, uv.y );
  16787. }
  16788. }
  16789. }
  16790. }
  16791. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16792. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16793. TubeBufferGeometry.prototype.toJSON = function () {
  16794. var data = BufferGeometry.prototype.toJSON.call( this );
  16795. data.path = this.parameters.path.toJSON();
  16796. return data;
  16797. };
  16798. /**
  16799. * @author oosmoxiecode
  16800. * @author Mugen87 / https://github.com/Mugen87
  16801. *
  16802. * based on http://www.blackpawn.com/texts/pqtorus/
  16803. */
  16804. // TorusKnotGeometry
  16805. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16806. Geometry.call( this );
  16807. this.type = 'TorusKnotGeometry';
  16808. this.parameters = {
  16809. radius: radius,
  16810. tube: tube,
  16811. tubularSegments: tubularSegments,
  16812. radialSegments: radialSegments,
  16813. p: p,
  16814. q: q
  16815. };
  16816. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16817. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16818. this.mergeVertices();
  16819. }
  16820. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16821. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16822. // TorusKnotBufferGeometry
  16823. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16824. BufferGeometry.call( this );
  16825. this.type = 'TorusKnotBufferGeometry';
  16826. this.parameters = {
  16827. radius: radius,
  16828. tube: tube,
  16829. tubularSegments: tubularSegments,
  16830. radialSegments: radialSegments,
  16831. p: p,
  16832. q: q
  16833. };
  16834. radius = radius || 1;
  16835. tube = tube || 0.4;
  16836. tubularSegments = Math.floor( tubularSegments ) || 64;
  16837. radialSegments = Math.floor( radialSegments ) || 8;
  16838. p = p || 2;
  16839. q = q || 3;
  16840. // buffers
  16841. var indices = [];
  16842. var vertices = [];
  16843. var normals = [];
  16844. var uvs = [];
  16845. // helper variables
  16846. var i, j;
  16847. var vertex = new Vector3();
  16848. var normal = new Vector3();
  16849. var P1 = new Vector3();
  16850. var P2 = new Vector3();
  16851. var B = new Vector3();
  16852. var T = new Vector3();
  16853. var N = new Vector3();
  16854. // generate vertices, normals and uvs
  16855. for ( i = 0; i <= tubularSegments; ++ i ) {
  16856. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16857. var u = i / tubularSegments * p * Math.PI * 2;
  16858. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16859. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16860. calculatePositionOnCurve( u, p, q, radius, P1 );
  16861. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16862. // calculate orthonormal basis
  16863. T.subVectors( P2, P1 );
  16864. N.addVectors( P2, P1 );
  16865. B.crossVectors( T, N );
  16866. N.crossVectors( B, T );
  16867. // normalize B, N. T can be ignored, we don't use it
  16868. B.normalize();
  16869. N.normalize();
  16870. for ( j = 0; j <= radialSegments; ++ j ) {
  16871. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16872. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16873. var v = j / radialSegments * Math.PI * 2;
  16874. var cx = - tube * Math.cos( v );
  16875. var cy = tube * Math.sin( v );
  16876. // now calculate the final vertex position.
  16877. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16878. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16879. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16880. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16881. vertices.push( vertex.x, vertex.y, vertex.z );
  16882. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16883. normal.subVectors( vertex, P1 ).normalize();
  16884. normals.push( normal.x, normal.y, normal.z );
  16885. // uv
  16886. uvs.push( i / tubularSegments );
  16887. uvs.push( j / radialSegments );
  16888. }
  16889. }
  16890. // generate indices
  16891. for ( j = 1; j <= tubularSegments; j ++ ) {
  16892. for ( i = 1; i <= radialSegments; i ++ ) {
  16893. // indices
  16894. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16895. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16896. var c = ( radialSegments + 1 ) * j + i;
  16897. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16898. // faces
  16899. indices.push( a, b, d );
  16900. indices.push( b, c, d );
  16901. }
  16902. }
  16903. // build geometry
  16904. this.setIndex( indices );
  16905. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16906. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16907. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16908. // this function calculates the current position on the torus curve
  16909. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16910. var cu = Math.cos( u );
  16911. var su = Math.sin( u );
  16912. var quOverP = q / p * u;
  16913. var cs = Math.cos( quOverP );
  16914. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16915. position.y = radius * ( 2 + cs ) * su * 0.5;
  16916. position.z = radius * Math.sin( quOverP ) * 0.5;
  16917. }
  16918. }
  16919. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16920. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16921. /**
  16922. * @author oosmoxiecode
  16923. * @author mrdoob / http://mrdoob.com/
  16924. * @author Mugen87 / https://github.com/Mugen87
  16925. */
  16926. // TorusGeometry
  16927. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16928. Geometry.call( this );
  16929. this.type = 'TorusGeometry';
  16930. this.parameters = {
  16931. radius: radius,
  16932. tube: tube,
  16933. radialSegments: radialSegments,
  16934. tubularSegments: tubularSegments,
  16935. arc: arc
  16936. };
  16937. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16938. this.mergeVertices();
  16939. }
  16940. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16941. TorusGeometry.prototype.constructor = TorusGeometry;
  16942. // TorusBufferGeometry
  16943. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16944. BufferGeometry.call( this );
  16945. this.type = 'TorusBufferGeometry';
  16946. this.parameters = {
  16947. radius: radius,
  16948. tube: tube,
  16949. radialSegments: radialSegments,
  16950. tubularSegments: tubularSegments,
  16951. arc: arc
  16952. };
  16953. radius = radius || 1;
  16954. tube = tube || 0.4;
  16955. radialSegments = Math.floor( radialSegments ) || 8;
  16956. tubularSegments = Math.floor( tubularSegments ) || 6;
  16957. arc = arc || Math.PI * 2;
  16958. // buffers
  16959. var indices = [];
  16960. var vertices = [];
  16961. var normals = [];
  16962. var uvs = [];
  16963. // helper variables
  16964. var center = new Vector3();
  16965. var vertex = new Vector3();
  16966. var normal = new Vector3();
  16967. var j, i;
  16968. // generate vertices, normals and uvs
  16969. for ( j = 0; j <= radialSegments; j ++ ) {
  16970. for ( i = 0; i <= tubularSegments; i ++ ) {
  16971. var u = i / tubularSegments * arc;
  16972. var v = j / radialSegments * Math.PI * 2;
  16973. // vertex
  16974. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16975. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16976. vertex.z = tube * Math.sin( v );
  16977. vertices.push( vertex.x, vertex.y, vertex.z );
  16978. // normal
  16979. center.x = radius * Math.cos( u );
  16980. center.y = radius * Math.sin( u );
  16981. normal.subVectors( vertex, center ).normalize();
  16982. normals.push( normal.x, normal.y, normal.z );
  16983. // uv
  16984. uvs.push( i / tubularSegments );
  16985. uvs.push( j / radialSegments );
  16986. }
  16987. }
  16988. // generate indices
  16989. for ( j = 1; j <= radialSegments; j ++ ) {
  16990. for ( i = 1; i <= tubularSegments; i ++ ) {
  16991. // indices
  16992. var a = ( tubularSegments + 1 ) * j + i - 1;
  16993. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16994. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16995. var d = ( tubularSegments + 1 ) * j + i;
  16996. // faces
  16997. indices.push( a, b, d );
  16998. indices.push( b, c, d );
  16999. }
  17000. }
  17001. // build geometry
  17002. this.setIndex( indices );
  17003. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17004. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17005. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17006. }
  17007. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17008. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17009. /**
  17010. * @author Mugen87 / https://github.com/Mugen87
  17011. * Port from https://github.com/mapbox/earcut (v2.1.2)
  17012. */
  17013. var Earcut = {
  17014. triangulate: function ( data, holeIndices, dim ) {
  17015. dim = dim || 2;
  17016. var hasHoles = holeIndices && holeIndices.length,
  17017. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17018. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17019. triangles = [];
  17020. if ( ! outerNode ) return triangles;
  17021. var minX, minY, maxX, maxY, x, y, invSize;
  17022. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17023. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17024. if ( data.length > 80 * dim ) {
  17025. minX = maxX = data[ 0 ];
  17026. minY = maxY = data[ 1 ];
  17027. for ( var i = dim; i < outerLen; i += dim ) {
  17028. x = data[ i ];
  17029. y = data[ i + 1 ];
  17030. if ( x < minX ) minX = x;
  17031. if ( y < minY ) minY = y;
  17032. if ( x > maxX ) maxX = x;
  17033. if ( y > maxY ) maxY = y;
  17034. }
  17035. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17036. invSize = Math.max( maxX - minX, maxY - minY );
  17037. invSize = invSize !== 0 ? 1 / invSize : 0;
  17038. }
  17039. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17040. return triangles;
  17041. }
  17042. };
  17043. // create a circular doubly linked list from polygon points in the specified winding order
  17044. function linkedList( data, start, end, dim, clockwise ) {
  17045. var i, last;
  17046. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17047. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17048. } else {
  17049. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17050. }
  17051. if ( last && equals( last, last.next ) ) {
  17052. removeNode( last );
  17053. last = last.next;
  17054. }
  17055. return last;
  17056. }
  17057. // eliminate colinear or duplicate points
  17058. function filterPoints( start, end ) {
  17059. if ( ! start ) return start;
  17060. if ( ! end ) end = start;
  17061. var p = start, again;
  17062. do {
  17063. again = false;
  17064. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17065. removeNode( p );
  17066. p = end = p.prev;
  17067. if ( p === p.next ) break;
  17068. again = true;
  17069. } else {
  17070. p = p.next;
  17071. }
  17072. } while ( again || p !== end );
  17073. return end;
  17074. }
  17075. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17076. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17077. if ( ! ear ) return;
  17078. // interlink polygon nodes in z-order
  17079. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17080. var stop = ear, prev, next;
  17081. // iterate through ears, slicing them one by one
  17082. while ( ear.prev !== ear.next ) {
  17083. prev = ear.prev;
  17084. next = ear.next;
  17085. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17086. // cut off the triangle
  17087. triangles.push( prev.i / dim );
  17088. triangles.push( ear.i / dim );
  17089. triangles.push( next.i / dim );
  17090. removeNode( ear );
  17091. // skipping the next vertice leads to less sliver triangles
  17092. ear = next.next;
  17093. stop = next.next;
  17094. continue;
  17095. }
  17096. ear = next;
  17097. // if we looped through the whole remaining polygon and can't find any more ears
  17098. if ( ear === stop ) {
  17099. // try filtering points and slicing again
  17100. if ( ! pass ) {
  17101. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17102. // if this didn't work, try curing all small self-intersections locally
  17103. } else if ( pass === 1 ) {
  17104. ear = cureLocalIntersections( ear, triangles, dim );
  17105. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17106. // as a last resort, try splitting the remaining polygon into two
  17107. } else if ( pass === 2 ) {
  17108. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17109. }
  17110. break;
  17111. }
  17112. }
  17113. }
  17114. // check whether a polygon node forms a valid ear with adjacent nodes
  17115. function isEar( ear ) {
  17116. var a = ear.prev,
  17117. b = ear,
  17118. c = ear.next;
  17119. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17120. // now make sure we don't have other points inside the potential ear
  17121. var p = ear.next.next;
  17122. while ( p !== ear.prev ) {
  17123. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  17124. return false;
  17125. }
  17126. p = p.next;
  17127. }
  17128. return true;
  17129. }
  17130. function isEarHashed( ear, minX, minY, invSize ) {
  17131. var a = ear.prev,
  17132. b = ear,
  17133. c = ear.next;
  17134. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17135. // triangle bbox; min & max are calculated like this for speed
  17136. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17137. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17138. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17139. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17140. // z-order range for the current triangle bbox;
  17141. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17142. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17143. // first look for points inside the triangle in increasing z-order
  17144. var p = ear.nextZ;
  17145. while ( p && p.z <= maxZ ) {
  17146. if ( p !== ear.prev && p !== ear.next &&
  17147. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17148. area( p.prev, p, p.next ) >= 0 ) return false;
  17149. p = p.nextZ;
  17150. }
  17151. // then look for points in decreasing z-order
  17152. p = ear.prevZ;
  17153. while ( p && p.z >= minZ ) {
  17154. if ( p !== ear.prev && p !== ear.next &&
  17155. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17156. area( p.prev, p, p.next ) >= 0 ) return false;
  17157. p = p.prevZ;
  17158. }
  17159. return true;
  17160. }
  17161. // go through all polygon nodes and cure small local self-intersections
  17162. function cureLocalIntersections( start, triangles, dim ) {
  17163. var p = start;
  17164. do {
  17165. var a = p.prev, b = p.next.next;
  17166. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17167. triangles.push( a.i / dim );
  17168. triangles.push( p.i / dim );
  17169. triangles.push( b.i / dim );
  17170. // remove two nodes involved
  17171. removeNode( p );
  17172. removeNode( p.next );
  17173. p = start = b;
  17174. }
  17175. p = p.next;
  17176. } while ( p !== start );
  17177. return p;
  17178. }
  17179. // try splitting polygon into two and triangulate them independently
  17180. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17181. // look for a valid diagonal that divides the polygon into two
  17182. var a = start;
  17183. do {
  17184. var b = a.next.next;
  17185. while ( b !== a.prev ) {
  17186. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17187. // split the polygon in two by the diagonal
  17188. var c = splitPolygon( a, b );
  17189. // filter colinear points around the cuts
  17190. a = filterPoints( a, a.next );
  17191. c = filterPoints( c, c.next );
  17192. // run earcut on each half
  17193. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17194. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17195. return;
  17196. }
  17197. b = b.next;
  17198. }
  17199. a = a.next;
  17200. } while ( a !== start );
  17201. }
  17202. // link every hole into the outer loop, producing a single-ring polygon without holes
  17203. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17204. var queue = [], i, len, start, end, list;
  17205. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17206. start = holeIndices[ i ] * dim;
  17207. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17208. list = linkedList( data, start, end, dim, false );
  17209. if ( list === list.next ) list.steiner = true;
  17210. queue.push( getLeftmost( list ) );
  17211. }
  17212. queue.sort( compareX );
  17213. // process holes from left to right
  17214. for ( i = 0; i < queue.length; i ++ ) {
  17215. eliminateHole( queue[ i ], outerNode );
  17216. outerNode = filterPoints( outerNode, outerNode.next );
  17217. }
  17218. return outerNode;
  17219. }
  17220. function compareX( a, b ) {
  17221. return a.x - b.x;
  17222. }
  17223. // find a bridge between vertices that connects hole with an outer ring and and link it
  17224. function eliminateHole( hole, outerNode ) {
  17225. outerNode = findHoleBridge( hole, outerNode );
  17226. if ( outerNode ) {
  17227. var b = splitPolygon( outerNode, hole );
  17228. filterPoints( b, b.next );
  17229. }
  17230. }
  17231. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17232. function findHoleBridge( hole, outerNode ) {
  17233. var p = outerNode,
  17234. hx = hole.x,
  17235. hy = hole.y,
  17236. qx = - Infinity,
  17237. m;
  17238. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17239. // segment's endpoint with lesser x will be potential connection point
  17240. do {
  17241. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17242. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17243. if ( x <= hx && x > qx ) {
  17244. qx = x;
  17245. if ( x === hx ) {
  17246. if ( hy === p.y ) return p;
  17247. if ( hy === p.next.y ) return p.next;
  17248. }
  17249. m = p.x < p.next.x ? p : p.next;
  17250. }
  17251. }
  17252. p = p.next;
  17253. } while ( p !== outerNode );
  17254. if ( ! m ) return null;
  17255. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17256. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17257. // if there are no points found, we have a valid connection;
  17258. // otherwise choose the point of the minimum angle with the ray as connection point
  17259. var stop = m,
  17260. mx = m.x,
  17261. my = m.y,
  17262. tanMin = Infinity,
  17263. tan;
  17264. p = m.next;
  17265. while ( p !== stop ) {
  17266. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17267. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17268. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17269. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17270. m = p;
  17271. tanMin = tan;
  17272. }
  17273. }
  17274. p = p.next;
  17275. }
  17276. return m;
  17277. }
  17278. // interlink polygon nodes in z-order
  17279. function indexCurve( start, minX, minY, invSize ) {
  17280. var p = start;
  17281. do {
  17282. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17283. p.prevZ = p.prev;
  17284. p.nextZ = p.next;
  17285. p = p.next;
  17286. } while ( p !== start );
  17287. p.prevZ.nextZ = null;
  17288. p.prevZ = null;
  17289. sortLinked( p );
  17290. }
  17291. // Simon Tatham's linked list merge sort algorithm
  17292. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17293. function sortLinked( list ) {
  17294. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17295. do {
  17296. p = list;
  17297. list = null;
  17298. tail = null;
  17299. numMerges = 0;
  17300. while ( p ) {
  17301. numMerges ++;
  17302. q = p;
  17303. pSize = 0;
  17304. for ( i = 0; i < inSize; i ++ ) {
  17305. pSize ++;
  17306. q = q.nextZ;
  17307. if ( ! q ) break;
  17308. }
  17309. qSize = inSize;
  17310. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17311. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17312. e = p;
  17313. p = p.nextZ;
  17314. pSize --;
  17315. } else {
  17316. e = q;
  17317. q = q.nextZ;
  17318. qSize --;
  17319. }
  17320. if ( tail ) tail.nextZ = e;
  17321. else list = e;
  17322. e.prevZ = tail;
  17323. tail = e;
  17324. }
  17325. p = q;
  17326. }
  17327. tail.nextZ = null;
  17328. inSize *= 2;
  17329. } while ( numMerges > 1 );
  17330. return list;
  17331. }
  17332. // z-order of a point given coords and inverse of the longer side of data bbox
  17333. function zOrder( x, y, minX, minY, invSize ) {
  17334. // coords are transformed into non-negative 15-bit integer range
  17335. x = 32767 * ( x - minX ) * invSize;
  17336. y = 32767 * ( y - minY ) * invSize;
  17337. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17338. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17339. x = ( x | ( x << 2 ) ) & 0x33333333;
  17340. x = ( x | ( x << 1 ) ) & 0x55555555;
  17341. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17342. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17343. y = ( y | ( y << 2 ) ) & 0x33333333;
  17344. y = ( y | ( y << 1 ) ) & 0x55555555;
  17345. return x | ( y << 1 );
  17346. }
  17347. // find the leftmost node of a polygon ring
  17348. function getLeftmost( start ) {
  17349. var p = start, leftmost = start;
  17350. do {
  17351. if ( p.x < leftmost.x ) leftmost = p;
  17352. p = p.next;
  17353. } while ( p !== start );
  17354. return leftmost;
  17355. }
  17356. // check if a point lies within a convex triangle
  17357. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17358. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17359. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17360. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17361. }
  17362. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17363. function isValidDiagonal( a, b ) {
  17364. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17365. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17366. }
  17367. // signed area of a triangle
  17368. function area( p, q, r ) {
  17369. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17370. }
  17371. // check if two points are equal
  17372. function equals( p1, p2 ) {
  17373. return p1.x === p2.x && p1.y === p2.y;
  17374. }
  17375. // check if two segments intersect
  17376. function intersects( p1, q1, p2, q2 ) {
  17377. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17378. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17379. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17380. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17381. }
  17382. // check if a polygon diagonal intersects any polygon segments
  17383. function intersectsPolygon( a, b ) {
  17384. var p = a;
  17385. do {
  17386. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17387. intersects( p, p.next, a, b ) ) {
  17388. return true;
  17389. }
  17390. p = p.next;
  17391. } while ( p !== a );
  17392. return false;
  17393. }
  17394. // check if a polygon diagonal is locally inside the polygon
  17395. function locallyInside( a, b ) {
  17396. return area( a.prev, a, a.next ) < 0 ?
  17397. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17398. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17399. }
  17400. // check if the middle point of a polygon diagonal is inside the polygon
  17401. function middleInside( a, b ) {
  17402. var p = a,
  17403. inside = false,
  17404. px = ( a.x + b.x ) / 2,
  17405. py = ( a.y + b.y ) / 2;
  17406. do {
  17407. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17408. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17409. inside = ! inside;
  17410. }
  17411. p = p.next;
  17412. } while ( p !== a );
  17413. return inside;
  17414. }
  17415. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17416. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17417. function splitPolygon( a, b ) {
  17418. var a2 = new Node( a.i, a.x, a.y ),
  17419. b2 = new Node( b.i, b.x, b.y ),
  17420. an = a.next,
  17421. bp = b.prev;
  17422. a.next = b;
  17423. b.prev = a;
  17424. a2.next = an;
  17425. an.prev = a2;
  17426. b2.next = a2;
  17427. a2.prev = b2;
  17428. bp.next = b2;
  17429. b2.prev = bp;
  17430. return b2;
  17431. }
  17432. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17433. function insertNode( i, x, y, last ) {
  17434. var p = new Node( i, x, y );
  17435. if ( ! last ) {
  17436. p.prev = p;
  17437. p.next = p;
  17438. } else {
  17439. p.next = last.next;
  17440. p.prev = last;
  17441. last.next.prev = p;
  17442. last.next = p;
  17443. }
  17444. return p;
  17445. }
  17446. function removeNode( p ) {
  17447. p.next.prev = p.prev;
  17448. p.prev.next = p.next;
  17449. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17450. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17451. }
  17452. function Node( i, x, y ) {
  17453. // vertice index in coordinates array
  17454. this.i = i;
  17455. // vertex coordinates
  17456. this.x = x;
  17457. this.y = y;
  17458. // previous and next vertice nodes in a polygon ring
  17459. this.prev = null;
  17460. this.next = null;
  17461. // z-order curve value
  17462. this.z = null;
  17463. // previous and next nodes in z-order
  17464. this.prevZ = null;
  17465. this.nextZ = null;
  17466. // indicates whether this is a steiner point
  17467. this.steiner = false;
  17468. }
  17469. function signedArea( data, start, end, dim ) {
  17470. var sum = 0;
  17471. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17472. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17473. j = i;
  17474. }
  17475. return sum;
  17476. }
  17477. /**
  17478. * @author zz85 / http://www.lab4games.net/zz85/blog
  17479. */
  17480. var ShapeUtils = {
  17481. // calculate area of the contour polygon
  17482. area: function ( contour ) {
  17483. var n = contour.length;
  17484. var a = 0.0;
  17485. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17486. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17487. }
  17488. return a * 0.5;
  17489. },
  17490. isClockWise: function ( pts ) {
  17491. return ShapeUtils.area( pts ) < 0;
  17492. },
  17493. triangulateShape: function ( contour, holes ) {
  17494. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17495. var holeIndices = []; // array of hole indices
  17496. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17497. removeDupEndPts( contour );
  17498. addContour( vertices, contour );
  17499. //
  17500. var holeIndex = contour.length;
  17501. holes.forEach( removeDupEndPts );
  17502. for ( var i = 0; i < holes.length; i ++ ) {
  17503. holeIndices.push( holeIndex );
  17504. holeIndex += holes[ i ].length;
  17505. addContour( vertices, holes[ i ] );
  17506. }
  17507. //
  17508. var triangles = Earcut.triangulate( vertices, holeIndices );
  17509. //
  17510. for ( var i = 0; i < triangles.length; i += 3 ) {
  17511. faces.push( triangles.slice( i, i + 3 ) );
  17512. }
  17513. return faces;
  17514. }
  17515. };
  17516. function removeDupEndPts( points ) {
  17517. var l = points.length;
  17518. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17519. points.pop();
  17520. }
  17521. }
  17522. function addContour( vertices, contour ) {
  17523. for ( var i = 0; i < contour.length; i ++ ) {
  17524. vertices.push( contour[ i ].x );
  17525. vertices.push( contour[ i ].y );
  17526. }
  17527. }
  17528. /**
  17529. * @author zz85 / http://www.lab4games.net/zz85/blog
  17530. *
  17531. * Creates extruded geometry from a path shape.
  17532. *
  17533. * parameters = {
  17534. *
  17535. * curveSegments: <int>, // number of points on the curves
  17536. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17537. * depth: <float>, // Depth to extrude the shape
  17538. *
  17539. * bevelEnabled: <bool>, // turn on bevel
  17540. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17541. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17542. * bevelOffset: <float>, // how far from shape outline does bevel start
  17543. * bevelSegments: <int>, // number of bevel layers
  17544. *
  17545. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17546. *
  17547. * UVGenerator: <Object> // object that provides UV generator functions
  17548. *
  17549. * }
  17550. */
  17551. // ExtrudeGeometry
  17552. function ExtrudeGeometry( shapes, options ) {
  17553. Geometry.call( this );
  17554. this.type = 'ExtrudeGeometry';
  17555. this.parameters = {
  17556. shapes: shapes,
  17557. options: options
  17558. };
  17559. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17560. this.mergeVertices();
  17561. }
  17562. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17563. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17564. ExtrudeGeometry.prototype.toJSON = function () {
  17565. var data = Geometry.prototype.toJSON.call( this );
  17566. var shapes = this.parameters.shapes;
  17567. var options = this.parameters.options;
  17568. return toJSON( shapes, options, data );
  17569. };
  17570. // ExtrudeBufferGeometry
  17571. function ExtrudeBufferGeometry( shapes, options ) {
  17572. BufferGeometry.call( this );
  17573. this.type = 'ExtrudeBufferGeometry';
  17574. this.parameters = {
  17575. shapes: shapes,
  17576. options: options
  17577. };
  17578. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17579. var scope = this;
  17580. var verticesArray = [];
  17581. var uvArray = [];
  17582. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17583. var shape = shapes[ i ];
  17584. addShape( shape );
  17585. }
  17586. // build geometry
  17587. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17588. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17589. this.computeVertexNormals();
  17590. // functions
  17591. function addShape( shape ) {
  17592. var placeholder = [];
  17593. // options
  17594. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17595. var steps = options.steps !== undefined ? options.steps : 1;
  17596. var depth = options.depth !== undefined ? options.depth : 100;
  17597. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17598. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17599. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17600. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17601. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17602. var extrudePath = options.extrudePath;
  17603. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17604. // deprecated options
  17605. if ( options.amount !== undefined ) {
  17606. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17607. depth = options.amount;
  17608. }
  17609. //
  17610. var extrudePts, extrudeByPath = false;
  17611. var splineTube, binormal, normal, position2;
  17612. if ( extrudePath ) {
  17613. extrudePts = extrudePath.getSpacedPoints( steps );
  17614. extrudeByPath = true;
  17615. bevelEnabled = false; // bevels not supported for path extrusion
  17616. // SETUP TNB variables
  17617. // TODO1 - have a .isClosed in spline?
  17618. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17619. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17620. binormal = new Vector3();
  17621. normal = new Vector3();
  17622. position2 = new Vector3();
  17623. }
  17624. // Safeguards if bevels are not enabled
  17625. if ( ! bevelEnabled ) {
  17626. bevelSegments = 0;
  17627. bevelThickness = 0;
  17628. bevelSize = 0;
  17629. bevelOffset = 0;
  17630. }
  17631. // Variables initialization
  17632. var ahole, h, hl; // looping of holes
  17633. var shapePoints = shape.extractPoints( curveSegments );
  17634. var vertices = shapePoints.shape;
  17635. var holes = shapePoints.holes;
  17636. var reverse = ! ShapeUtils.isClockWise( vertices );
  17637. if ( reverse ) {
  17638. vertices = vertices.reverse();
  17639. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17640. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17641. ahole = holes[ h ];
  17642. if ( ShapeUtils.isClockWise( ahole ) ) {
  17643. holes[ h ] = ahole.reverse();
  17644. }
  17645. }
  17646. }
  17647. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17648. /* Vertices */
  17649. var contour = vertices; // vertices has all points but contour has only points of circumference
  17650. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17651. ahole = holes[ h ];
  17652. vertices = vertices.concat( ahole );
  17653. }
  17654. function scalePt2( pt, vec, size ) {
  17655. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17656. return vec.clone().multiplyScalar( size ).add( pt );
  17657. }
  17658. var b, bs, t, z,
  17659. vert, vlen = vertices.length,
  17660. face, flen = faces.length;
  17661. // Find directions for point movement
  17662. function getBevelVec( inPt, inPrev, inNext ) {
  17663. // computes for inPt the corresponding point inPt' on a new contour
  17664. // shifted by 1 unit (length of normalized vector) to the left
  17665. // if we walk along contour clockwise, this new contour is outside the old one
  17666. //
  17667. // inPt' is the intersection of the two lines parallel to the two
  17668. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17669. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17670. // good reading for geometry algorithms (here: line-line intersection)
  17671. // http://geomalgorithms.com/a05-_intersect-1.html
  17672. var v_prev_x = inPt.x - inPrev.x,
  17673. v_prev_y = inPt.y - inPrev.y;
  17674. var v_next_x = inNext.x - inPt.x,
  17675. v_next_y = inNext.y - inPt.y;
  17676. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17677. // check for collinear edges
  17678. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17679. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17680. // not collinear
  17681. // length of vectors for normalizing
  17682. var v_prev_len = Math.sqrt( v_prev_lensq );
  17683. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17684. // shift adjacent points by unit vectors to the left
  17685. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17686. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17687. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17688. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17689. // scaling factor for v_prev to intersection point
  17690. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17691. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17692. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17693. // vector from inPt to intersection point
  17694. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17695. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17696. // Don't normalize!, otherwise sharp corners become ugly
  17697. // but prevent crazy spikes
  17698. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17699. if ( v_trans_lensq <= 2 ) {
  17700. return new Vector2( v_trans_x, v_trans_y );
  17701. } else {
  17702. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17703. }
  17704. } else {
  17705. // handle special case of collinear edges
  17706. var direction_eq = false; // assumes: opposite
  17707. if ( v_prev_x > Number.EPSILON ) {
  17708. if ( v_next_x > Number.EPSILON ) {
  17709. direction_eq = true;
  17710. }
  17711. } else {
  17712. if ( v_prev_x < - Number.EPSILON ) {
  17713. if ( v_next_x < - Number.EPSILON ) {
  17714. direction_eq = true;
  17715. }
  17716. } else {
  17717. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17718. direction_eq = true;
  17719. }
  17720. }
  17721. }
  17722. if ( direction_eq ) {
  17723. // console.log("Warning: lines are a straight sequence");
  17724. v_trans_x = - v_prev_y;
  17725. v_trans_y = v_prev_x;
  17726. shrink_by = Math.sqrt( v_prev_lensq );
  17727. } else {
  17728. // console.log("Warning: lines are a straight spike");
  17729. v_trans_x = v_prev_x;
  17730. v_trans_y = v_prev_y;
  17731. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17732. }
  17733. }
  17734. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17735. }
  17736. var contourMovements = [];
  17737. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17738. if ( j === il ) j = 0;
  17739. if ( k === il ) k = 0;
  17740. // (j)---(i)---(k)
  17741. // console.log('i,j,k', i, j , k)
  17742. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17743. }
  17744. var holesMovements = [],
  17745. oneHoleMovements, verticesMovements = contourMovements.concat();
  17746. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17747. ahole = holes[ h ];
  17748. oneHoleMovements = [];
  17749. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17750. if ( j === il ) j = 0;
  17751. if ( k === il ) k = 0;
  17752. // (j)---(i)---(k)
  17753. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17754. }
  17755. holesMovements.push( oneHoleMovements );
  17756. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17757. }
  17758. // Loop bevelSegments, 1 for the front, 1 for the back
  17759. for ( b = 0; b < bevelSegments; b ++ ) {
  17760. //for ( b = bevelSegments; b > 0; b -- ) {
  17761. t = b / bevelSegments;
  17762. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17763. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17764. // contract shape
  17765. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17766. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17767. v( vert.x, vert.y, - z );
  17768. }
  17769. // expand holes
  17770. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17771. ahole = holes[ h ];
  17772. oneHoleMovements = holesMovements[ h ];
  17773. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17774. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17775. v( vert.x, vert.y, - z );
  17776. }
  17777. }
  17778. }
  17779. bs = bevelSize + bevelOffset;
  17780. // Back facing vertices
  17781. for ( i = 0; i < vlen; i ++ ) {
  17782. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17783. if ( ! extrudeByPath ) {
  17784. v( vert.x, vert.y, 0 );
  17785. } else {
  17786. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17787. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17788. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17789. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17790. v( position2.x, position2.y, position2.z );
  17791. }
  17792. }
  17793. // Add stepped vertices...
  17794. // Including front facing vertices
  17795. var s;
  17796. for ( s = 1; s <= steps; s ++ ) {
  17797. for ( i = 0; i < vlen; i ++ ) {
  17798. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17799. if ( ! extrudeByPath ) {
  17800. v( vert.x, vert.y, depth / steps * s );
  17801. } else {
  17802. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17803. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17804. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17805. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17806. v( position2.x, position2.y, position2.z );
  17807. }
  17808. }
  17809. }
  17810. // Add bevel segments planes
  17811. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17812. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17813. t = b / bevelSegments;
  17814. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17815. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17816. // contract shape
  17817. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17818. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17819. v( vert.x, vert.y, depth + z );
  17820. }
  17821. // expand holes
  17822. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17823. ahole = holes[ h ];
  17824. oneHoleMovements = holesMovements[ h ];
  17825. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17826. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17827. if ( ! extrudeByPath ) {
  17828. v( vert.x, vert.y, depth + z );
  17829. } else {
  17830. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17831. }
  17832. }
  17833. }
  17834. }
  17835. /* Faces */
  17836. // Top and bottom faces
  17837. buildLidFaces();
  17838. // Sides faces
  17839. buildSideFaces();
  17840. ///// Internal functions
  17841. function buildLidFaces() {
  17842. var start = verticesArray.length / 3;
  17843. if ( bevelEnabled ) {
  17844. var layer = 0; // steps + 1
  17845. var offset = vlen * layer;
  17846. // Bottom faces
  17847. for ( i = 0; i < flen; i ++ ) {
  17848. face = faces[ i ];
  17849. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17850. }
  17851. layer = steps + bevelSegments * 2;
  17852. offset = vlen * layer;
  17853. // Top faces
  17854. for ( i = 0; i < flen; i ++ ) {
  17855. face = faces[ i ];
  17856. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17857. }
  17858. } else {
  17859. // Bottom faces
  17860. for ( i = 0; i < flen; i ++ ) {
  17861. face = faces[ i ];
  17862. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17863. }
  17864. // Top faces
  17865. for ( i = 0; i < flen; i ++ ) {
  17866. face = faces[ i ];
  17867. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17868. }
  17869. }
  17870. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17871. }
  17872. // Create faces for the z-sides of the shape
  17873. function buildSideFaces() {
  17874. var start = verticesArray.length / 3;
  17875. var layeroffset = 0;
  17876. sidewalls( contour, layeroffset );
  17877. layeroffset += contour.length;
  17878. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17879. ahole = holes[ h ];
  17880. sidewalls( ahole, layeroffset );
  17881. //, true
  17882. layeroffset += ahole.length;
  17883. }
  17884. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17885. }
  17886. function sidewalls( contour, layeroffset ) {
  17887. var j, k;
  17888. i = contour.length;
  17889. while ( -- i >= 0 ) {
  17890. j = i;
  17891. k = i - 1;
  17892. if ( k < 0 ) k = contour.length - 1;
  17893. //console.log('b', i,j, i-1, k,vertices.length);
  17894. var s = 0,
  17895. sl = steps + bevelSegments * 2;
  17896. for ( s = 0; s < sl; s ++ ) {
  17897. var slen1 = vlen * s;
  17898. var slen2 = vlen * ( s + 1 );
  17899. var a = layeroffset + j + slen1,
  17900. b = layeroffset + k + slen1,
  17901. c = layeroffset + k + slen2,
  17902. d = layeroffset + j + slen2;
  17903. f4( a, b, c, d );
  17904. }
  17905. }
  17906. }
  17907. function v( x, y, z ) {
  17908. placeholder.push( x );
  17909. placeholder.push( y );
  17910. placeholder.push( z );
  17911. }
  17912. function f3( a, b, c ) {
  17913. addVertex( a );
  17914. addVertex( b );
  17915. addVertex( c );
  17916. var nextIndex = verticesArray.length / 3;
  17917. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17918. addUV( uvs[ 0 ] );
  17919. addUV( uvs[ 1 ] );
  17920. addUV( uvs[ 2 ] );
  17921. }
  17922. function f4( a, b, c, d ) {
  17923. addVertex( a );
  17924. addVertex( b );
  17925. addVertex( d );
  17926. addVertex( b );
  17927. addVertex( c );
  17928. addVertex( d );
  17929. var nextIndex = verticesArray.length / 3;
  17930. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17931. addUV( uvs[ 0 ] );
  17932. addUV( uvs[ 1 ] );
  17933. addUV( uvs[ 3 ] );
  17934. addUV( uvs[ 1 ] );
  17935. addUV( uvs[ 2 ] );
  17936. addUV( uvs[ 3 ] );
  17937. }
  17938. function addVertex( index ) {
  17939. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17940. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17941. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17942. }
  17943. function addUV( vector2 ) {
  17944. uvArray.push( vector2.x );
  17945. uvArray.push( vector2.y );
  17946. }
  17947. }
  17948. }
  17949. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17950. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17951. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17952. var data = BufferGeometry.prototype.toJSON.call( this );
  17953. var shapes = this.parameters.shapes;
  17954. var options = this.parameters.options;
  17955. return toJSON( shapes, options, data );
  17956. };
  17957. //
  17958. var WorldUVGenerator = {
  17959. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17960. var a_x = vertices[ indexA * 3 ];
  17961. var a_y = vertices[ indexA * 3 + 1 ];
  17962. var b_x = vertices[ indexB * 3 ];
  17963. var b_y = vertices[ indexB * 3 + 1 ];
  17964. var c_x = vertices[ indexC * 3 ];
  17965. var c_y = vertices[ indexC * 3 + 1 ];
  17966. return [
  17967. new Vector2( a_x, a_y ),
  17968. new Vector2( b_x, b_y ),
  17969. new Vector2( c_x, c_y )
  17970. ];
  17971. },
  17972. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17973. var a_x = vertices[ indexA * 3 ];
  17974. var a_y = vertices[ indexA * 3 + 1 ];
  17975. var a_z = vertices[ indexA * 3 + 2 ];
  17976. var b_x = vertices[ indexB * 3 ];
  17977. var b_y = vertices[ indexB * 3 + 1 ];
  17978. var b_z = vertices[ indexB * 3 + 2 ];
  17979. var c_x = vertices[ indexC * 3 ];
  17980. var c_y = vertices[ indexC * 3 + 1 ];
  17981. var c_z = vertices[ indexC * 3 + 2 ];
  17982. var d_x = vertices[ indexD * 3 ];
  17983. var d_y = vertices[ indexD * 3 + 1 ];
  17984. var d_z = vertices[ indexD * 3 + 2 ];
  17985. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17986. return [
  17987. new Vector2( a_x, 1 - a_z ),
  17988. new Vector2( b_x, 1 - b_z ),
  17989. new Vector2( c_x, 1 - c_z ),
  17990. new Vector2( d_x, 1 - d_z )
  17991. ];
  17992. } else {
  17993. return [
  17994. new Vector2( a_y, 1 - a_z ),
  17995. new Vector2( b_y, 1 - b_z ),
  17996. new Vector2( c_y, 1 - c_z ),
  17997. new Vector2( d_y, 1 - d_z )
  17998. ];
  17999. }
  18000. }
  18001. };
  18002. function toJSON( shapes, options, data ) {
  18003. //
  18004. data.shapes = [];
  18005. if ( Array.isArray( shapes ) ) {
  18006. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18007. var shape = shapes[ i ];
  18008. data.shapes.push( shape.uuid );
  18009. }
  18010. } else {
  18011. data.shapes.push( shapes.uuid );
  18012. }
  18013. //
  18014. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18015. return data;
  18016. }
  18017. /**
  18018. * @author zz85 / http://www.lab4games.net/zz85/blog
  18019. * @author alteredq / http://alteredqualia.com/
  18020. *
  18021. * Text = 3D Text
  18022. *
  18023. * parameters = {
  18024. * font: <THREE.Font>, // font
  18025. *
  18026. * size: <float>, // size of the text
  18027. * height: <float>, // thickness to extrude text
  18028. * curveSegments: <int>, // number of points on the curves
  18029. *
  18030. * bevelEnabled: <bool>, // turn on bevel
  18031. * bevelThickness: <float>, // how deep into text bevel goes
  18032. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18033. * bevelOffset: <float> // how far from text outline does bevel start
  18034. * }
  18035. */
  18036. // TextGeometry
  18037. function TextGeometry( text, parameters ) {
  18038. Geometry.call( this );
  18039. this.type = 'TextGeometry';
  18040. this.parameters = {
  18041. text: text,
  18042. parameters: parameters
  18043. };
  18044. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18045. this.mergeVertices();
  18046. }
  18047. TextGeometry.prototype = Object.create( Geometry.prototype );
  18048. TextGeometry.prototype.constructor = TextGeometry;
  18049. // TextBufferGeometry
  18050. function TextBufferGeometry( text, parameters ) {
  18051. parameters = parameters || {};
  18052. var font = parameters.font;
  18053. if ( ! ( font && font.isFont ) ) {
  18054. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18055. return new Geometry();
  18056. }
  18057. var shapes = font.generateShapes( text, parameters.size );
  18058. // translate parameters to ExtrudeGeometry API
  18059. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18060. // defaults
  18061. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18062. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18063. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18064. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18065. this.type = 'TextBufferGeometry';
  18066. }
  18067. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18068. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18069. /**
  18070. * @author mrdoob / http://mrdoob.com/
  18071. * @author benaadams / https://twitter.com/ben_a_adams
  18072. * @author Mugen87 / https://github.com/Mugen87
  18073. */
  18074. // SphereGeometry
  18075. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18076. Geometry.call( this );
  18077. this.type = 'SphereGeometry';
  18078. this.parameters = {
  18079. radius: radius,
  18080. widthSegments: widthSegments,
  18081. heightSegments: heightSegments,
  18082. phiStart: phiStart,
  18083. phiLength: phiLength,
  18084. thetaStart: thetaStart,
  18085. thetaLength: thetaLength
  18086. };
  18087. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18088. this.mergeVertices();
  18089. }
  18090. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18091. SphereGeometry.prototype.constructor = SphereGeometry;
  18092. // SphereBufferGeometry
  18093. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18094. BufferGeometry.call( this );
  18095. this.type = 'SphereBufferGeometry';
  18096. this.parameters = {
  18097. radius: radius,
  18098. widthSegments: widthSegments,
  18099. heightSegments: heightSegments,
  18100. phiStart: phiStart,
  18101. phiLength: phiLength,
  18102. thetaStart: thetaStart,
  18103. thetaLength: thetaLength
  18104. };
  18105. radius = radius || 1;
  18106. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18107. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18108. phiStart = phiStart !== undefined ? phiStart : 0;
  18109. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18110. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18111. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18112. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18113. var ix, iy;
  18114. var index = 0;
  18115. var grid = [];
  18116. var vertex = new Vector3();
  18117. var normal = new Vector3();
  18118. // buffers
  18119. var indices = [];
  18120. var vertices = [];
  18121. var normals = [];
  18122. var uvs = [];
  18123. // generate vertices, normals and uvs
  18124. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18125. var verticesRow = [];
  18126. var v = iy / heightSegments;
  18127. // special case for the poles
  18128. var uOffset = 0;
  18129. if ( iy == 0 && thetaStart == 0 ) {
  18130. uOffset = 0.5 / widthSegments;
  18131. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18132. uOffset = - 0.5 / widthSegments;
  18133. }
  18134. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18135. var u = ix / widthSegments;
  18136. // vertex
  18137. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18138. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18139. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18140. vertices.push( vertex.x, vertex.y, vertex.z );
  18141. // normal
  18142. normal.copy( vertex ).normalize();
  18143. normals.push( normal.x, normal.y, normal.z );
  18144. // uv
  18145. uvs.push( u + uOffset, 1 - v );
  18146. verticesRow.push( index ++ );
  18147. }
  18148. grid.push( verticesRow );
  18149. }
  18150. // indices
  18151. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18152. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18153. var a = grid[ iy ][ ix + 1 ];
  18154. var b = grid[ iy ][ ix ];
  18155. var c = grid[ iy + 1 ][ ix ];
  18156. var d = grid[ iy + 1 ][ ix + 1 ];
  18157. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18158. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18159. }
  18160. }
  18161. // build geometry
  18162. this.setIndex( indices );
  18163. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18164. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18165. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18166. }
  18167. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18168. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18169. /**
  18170. * @author Kaleb Murphy
  18171. * @author Mugen87 / https://github.com/Mugen87
  18172. */
  18173. // RingGeometry
  18174. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18175. Geometry.call( this );
  18176. this.type = 'RingGeometry';
  18177. this.parameters = {
  18178. innerRadius: innerRadius,
  18179. outerRadius: outerRadius,
  18180. thetaSegments: thetaSegments,
  18181. phiSegments: phiSegments,
  18182. thetaStart: thetaStart,
  18183. thetaLength: thetaLength
  18184. };
  18185. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18186. this.mergeVertices();
  18187. }
  18188. RingGeometry.prototype = Object.create( Geometry.prototype );
  18189. RingGeometry.prototype.constructor = RingGeometry;
  18190. // RingBufferGeometry
  18191. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18192. BufferGeometry.call( this );
  18193. this.type = 'RingBufferGeometry';
  18194. this.parameters = {
  18195. innerRadius: innerRadius,
  18196. outerRadius: outerRadius,
  18197. thetaSegments: thetaSegments,
  18198. phiSegments: phiSegments,
  18199. thetaStart: thetaStart,
  18200. thetaLength: thetaLength
  18201. };
  18202. innerRadius = innerRadius || 0.5;
  18203. outerRadius = outerRadius || 1;
  18204. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18205. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18206. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18207. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18208. // buffers
  18209. var indices = [];
  18210. var vertices = [];
  18211. var normals = [];
  18212. var uvs = [];
  18213. // some helper variables
  18214. var segment;
  18215. var radius = innerRadius;
  18216. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18217. var vertex = new Vector3();
  18218. var uv = new Vector2();
  18219. var j, i;
  18220. // generate vertices, normals and uvs
  18221. for ( j = 0; j <= phiSegments; j ++ ) {
  18222. for ( i = 0; i <= thetaSegments; i ++ ) {
  18223. // values are generate from the inside of the ring to the outside
  18224. segment = thetaStart + i / thetaSegments * thetaLength;
  18225. // vertex
  18226. vertex.x = radius * Math.cos( segment );
  18227. vertex.y = radius * Math.sin( segment );
  18228. vertices.push( vertex.x, vertex.y, vertex.z );
  18229. // normal
  18230. normals.push( 0, 0, 1 );
  18231. // uv
  18232. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18233. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18234. uvs.push( uv.x, uv.y );
  18235. }
  18236. // increase the radius for next row of vertices
  18237. radius += radiusStep;
  18238. }
  18239. // indices
  18240. for ( j = 0; j < phiSegments; j ++ ) {
  18241. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18242. for ( i = 0; i < thetaSegments; i ++ ) {
  18243. segment = i + thetaSegmentLevel;
  18244. var a = segment;
  18245. var b = segment + thetaSegments + 1;
  18246. var c = segment + thetaSegments + 2;
  18247. var d = segment + 1;
  18248. // faces
  18249. indices.push( a, b, d );
  18250. indices.push( b, c, d );
  18251. }
  18252. }
  18253. // build geometry
  18254. this.setIndex( indices );
  18255. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18256. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18257. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18258. }
  18259. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18260. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18261. /**
  18262. * @author zz85 / https://github.com/zz85
  18263. * @author bhouston / http://clara.io
  18264. * @author Mugen87 / https://github.com/Mugen87
  18265. */
  18266. // LatheGeometry
  18267. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18268. Geometry.call( this );
  18269. this.type = 'LatheGeometry';
  18270. this.parameters = {
  18271. points: points,
  18272. segments: segments,
  18273. phiStart: phiStart,
  18274. phiLength: phiLength
  18275. };
  18276. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18277. this.mergeVertices();
  18278. }
  18279. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18280. LatheGeometry.prototype.constructor = LatheGeometry;
  18281. // LatheBufferGeometry
  18282. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18283. BufferGeometry.call( this );
  18284. this.type = 'LatheBufferGeometry';
  18285. this.parameters = {
  18286. points: points,
  18287. segments: segments,
  18288. phiStart: phiStart,
  18289. phiLength: phiLength
  18290. };
  18291. segments = Math.floor( segments ) || 12;
  18292. phiStart = phiStart || 0;
  18293. phiLength = phiLength || Math.PI * 2;
  18294. // clamp phiLength so it's in range of [ 0, 2PI ]
  18295. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18296. // buffers
  18297. var indices = [];
  18298. var vertices = [];
  18299. var uvs = [];
  18300. // helper variables
  18301. var base;
  18302. var inverseSegments = 1.0 / segments;
  18303. var vertex = new Vector3();
  18304. var uv = new Vector2();
  18305. var i, j;
  18306. // generate vertices and uvs
  18307. for ( i = 0; i <= segments; i ++ ) {
  18308. var phi = phiStart + i * inverseSegments * phiLength;
  18309. var sin = Math.sin( phi );
  18310. var cos = Math.cos( phi );
  18311. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18312. // vertex
  18313. vertex.x = points[ j ].x * sin;
  18314. vertex.y = points[ j ].y;
  18315. vertex.z = points[ j ].x * cos;
  18316. vertices.push( vertex.x, vertex.y, vertex.z );
  18317. // uv
  18318. uv.x = i / segments;
  18319. uv.y = j / ( points.length - 1 );
  18320. uvs.push( uv.x, uv.y );
  18321. }
  18322. }
  18323. // indices
  18324. for ( i = 0; i < segments; i ++ ) {
  18325. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18326. base = j + i * points.length;
  18327. var a = base;
  18328. var b = base + points.length;
  18329. var c = base + points.length + 1;
  18330. var d = base + 1;
  18331. // faces
  18332. indices.push( a, b, d );
  18333. indices.push( b, c, d );
  18334. }
  18335. }
  18336. // build geometry
  18337. this.setIndex( indices );
  18338. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18339. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18340. // generate normals
  18341. this.computeVertexNormals();
  18342. // if the geometry is closed, we need to average the normals along the seam.
  18343. // because the corresponding vertices are identical (but still have different UVs).
  18344. if ( phiLength === Math.PI * 2 ) {
  18345. var normals = this.attributes.normal.array;
  18346. var n1 = new Vector3();
  18347. var n2 = new Vector3();
  18348. var n = new Vector3();
  18349. // this is the buffer offset for the last line of vertices
  18350. base = segments * points.length * 3;
  18351. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18352. // select the normal of the vertex in the first line
  18353. n1.x = normals[ j + 0 ];
  18354. n1.y = normals[ j + 1 ];
  18355. n1.z = normals[ j + 2 ];
  18356. // select the normal of the vertex in the last line
  18357. n2.x = normals[ base + j + 0 ];
  18358. n2.y = normals[ base + j + 1 ];
  18359. n2.z = normals[ base + j + 2 ];
  18360. // average normals
  18361. n.addVectors( n1, n2 ).normalize();
  18362. // assign the new values to both normals
  18363. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18364. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18365. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18366. }
  18367. }
  18368. }
  18369. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18370. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18371. /**
  18372. * @author jonobr1 / http://jonobr1.com
  18373. * @author Mugen87 / https://github.com/Mugen87
  18374. */
  18375. // ShapeGeometry
  18376. function ShapeGeometry( shapes, curveSegments ) {
  18377. Geometry.call( this );
  18378. this.type = 'ShapeGeometry';
  18379. if ( typeof curveSegments === 'object' ) {
  18380. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18381. curveSegments = curveSegments.curveSegments;
  18382. }
  18383. this.parameters = {
  18384. shapes: shapes,
  18385. curveSegments: curveSegments
  18386. };
  18387. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18388. this.mergeVertices();
  18389. }
  18390. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18391. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18392. ShapeGeometry.prototype.toJSON = function () {
  18393. var data = Geometry.prototype.toJSON.call( this );
  18394. var shapes = this.parameters.shapes;
  18395. return toJSON$1( shapes, data );
  18396. };
  18397. // ShapeBufferGeometry
  18398. function ShapeBufferGeometry( shapes, curveSegments ) {
  18399. BufferGeometry.call( this );
  18400. this.type = 'ShapeBufferGeometry';
  18401. this.parameters = {
  18402. shapes: shapes,
  18403. curveSegments: curveSegments
  18404. };
  18405. curveSegments = curveSegments || 12;
  18406. // buffers
  18407. var indices = [];
  18408. var vertices = [];
  18409. var normals = [];
  18410. var uvs = [];
  18411. // helper variables
  18412. var groupStart = 0;
  18413. var groupCount = 0;
  18414. // allow single and array values for "shapes" parameter
  18415. if ( Array.isArray( shapes ) === false ) {
  18416. addShape( shapes );
  18417. } else {
  18418. for ( var i = 0; i < shapes.length; i ++ ) {
  18419. addShape( shapes[ i ] );
  18420. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18421. groupStart += groupCount;
  18422. groupCount = 0;
  18423. }
  18424. }
  18425. // build geometry
  18426. this.setIndex( indices );
  18427. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18428. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18429. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18430. // helper functions
  18431. function addShape( shape ) {
  18432. var i, l, shapeHole;
  18433. var indexOffset = vertices.length / 3;
  18434. var points = shape.extractPoints( curveSegments );
  18435. var shapeVertices = points.shape;
  18436. var shapeHoles = points.holes;
  18437. // check direction of vertices
  18438. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18439. shapeVertices = shapeVertices.reverse();
  18440. }
  18441. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18442. shapeHole = shapeHoles[ i ];
  18443. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18444. shapeHoles[ i ] = shapeHole.reverse();
  18445. }
  18446. }
  18447. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18448. // join vertices of inner and outer paths to a single array
  18449. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18450. shapeHole = shapeHoles[ i ];
  18451. shapeVertices = shapeVertices.concat( shapeHole );
  18452. }
  18453. // vertices, normals, uvs
  18454. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18455. var vertex = shapeVertices[ i ];
  18456. vertices.push( vertex.x, vertex.y, 0 );
  18457. normals.push( 0, 0, 1 );
  18458. uvs.push( vertex.x, vertex.y ); // world uvs
  18459. }
  18460. // incides
  18461. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18462. var face = faces[ i ];
  18463. var a = face[ 0 ] + indexOffset;
  18464. var b = face[ 1 ] + indexOffset;
  18465. var c = face[ 2 ] + indexOffset;
  18466. indices.push( a, b, c );
  18467. groupCount += 3;
  18468. }
  18469. }
  18470. }
  18471. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18472. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18473. ShapeBufferGeometry.prototype.toJSON = function () {
  18474. var data = BufferGeometry.prototype.toJSON.call( this );
  18475. var shapes = this.parameters.shapes;
  18476. return toJSON$1( shapes, data );
  18477. };
  18478. //
  18479. function toJSON$1( shapes, data ) {
  18480. data.shapes = [];
  18481. if ( Array.isArray( shapes ) ) {
  18482. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18483. var shape = shapes[ i ];
  18484. data.shapes.push( shape.uuid );
  18485. }
  18486. } else {
  18487. data.shapes.push( shapes.uuid );
  18488. }
  18489. return data;
  18490. }
  18491. /**
  18492. * @author WestLangley / http://github.com/WestLangley
  18493. * @author Mugen87 / https://github.com/Mugen87
  18494. */
  18495. function EdgesGeometry( geometry, thresholdAngle ) {
  18496. BufferGeometry.call( this );
  18497. this.type = 'EdgesGeometry';
  18498. this.parameters = {
  18499. thresholdAngle: thresholdAngle
  18500. };
  18501. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18502. // buffer
  18503. var vertices = [];
  18504. // helper variables
  18505. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18506. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18507. var key, keys = [ 'a', 'b', 'c' ];
  18508. // prepare source geometry
  18509. var geometry2;
  18510. if ( geometry.isBufferGeometry ) {
  18511. geometry2 = new Geometry();
  18512. geometry2.fromBufferGeometry( geometry );
  18513. } else {
  18514. geometry2 = geometry.clone();
  18515. }
  18516. geometry2.mergeVertices();
  18517. geometry2.computeFaceNormals();
  18518. var sourceVertices = geometry2.vertices;
  18519. var faces = geometry2.faces;
  18520. // now create a data structure where each entry represents an edge with its adjoining faces
  18521. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18522. var face = faces[ i ];
  18523. for ( var j = 0; j < 3; j ++ ) {
  18524. edge1 = face[ keys[ j ] ];
  18525. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18526. edge[ 0 ] = Math.min( edge1, edge2 );
  18527. edge[ 1 ] = Math.max( edge1, edge2 );
  18528. key = edge[ 0 ] + ',' + edge[ 1 ];
  18529. if ( edges[ key ] === undefined ) {
  18530. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18531. } else {
  18532. edges[ key ].face2 = i;
  18533. }
  18534. }
  18535. }
  18536. // generate vertices
  18537. for ( key in edges ) {
  18538. var e = edges[ key ];
  18539. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18540. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18541. var vertex = sourceVertices[ e.index1 ];
  18542. vertices.push( vertex.x, vertex.y, vertex.z );
  18543. vertex = sourceVertices[ e.index2 ];
  18544. vertices.push( vertex.x, vertex.y, vertex.z );
  18545. }
  18546. }
  18547. // build geometry
  18548. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18549. }
  18550. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18551. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18552. /**
  18553. * @author mrdoob / http://mrdoob.com/
  18554. * @author Mugen87 / https://github.com/Mugen87
  18555. */
  18556. // CylinderGeometry
  18557. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18558. Geometry.call( this );
  18559. this.type = 'CylinderGeometry';
  18560. this.parameters = {
  18561. radiusTop: radiusTop,
  18562. radiusBottom: radiusBottom,
  18563. height: height,
  18564. radialSegments: radialSegments,
  18565. heightSegments: heightSegments,
  18566. openEnded: openEnded,
  18567. thetaStart: thetaStart,
  18568. thetaLength: thetaLength
  18569. };
  18570. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18571. this.mergeVertices();
  18572. }
  18573. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18574. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18575. // CylinderBufferGeometry
  18576. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18577. BufferGeometry.call( this );
  18578. this.type = 'CylinderBufferGeometry';
  18579. this.parameters = {
  18580. radiusTop: radiusTop,
  18581. radiusBottom: radiusBottom,
  18582. height: height,
  18583. radialSegments: radialSegments,
  18584. heightSegments: heightSegments,
  18585. openEnded: openEnded,
  18586. thetaStart: thetaStart,
  18587. thetaLength: thetaLength
  18588. };
  18589. var scope = this;
  18590. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18591. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18592. height = height || 1;
  18593. radialSegments = Math.floor( radialSegments ) || 8;
  18594. heightSegments = Math.floor( heightSegments ) || 1;
  18595. openEnded = openEnded !== undefined ? openEnded : false;
  18596. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18597. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18598. // buffers
  18599. var indices = [];
  18600. var vertices = [];
  18601. var normals = [];
  18602. var uvs = [];
  18603. // helper variables
  18604. var index = 0;
  18605. var indexArray = [];
  18606. var halfHeight = height / 2;
  18607. var groupStart = 0;
  18608. // generate geometry
  18609. generateTorso();
  18610. if ( openEnded === false ) {
  18611. if ( radiusTop > 0 ) generateCap( true );
  18612. if ( radiusBottom > 0 ) generateCap( false );
  18613. }
  18614. // build geometry
  18615. this.setIndex( indices );
  18616. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18617. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18618. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18619. function generateTorso() {
  18620. var x, y;
  18621. var normal = new Vector3();
  18622. var vertex = new Vector3();
  18623. var groupCount = 0;
  18624. // this will be used to calculate the normal
  18625. var slope = ( radiusBottom - radiusTop ) / height;
  18626. // generate vertices, normals and uvs
  18627. for ( y = 0; y <= heightSegments; y ++ ) {
  18628. var indexRow = [];
  18629. var v = y / heightSegments;
  18630. // calculate the radius of the current row
  18631. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18632. for ( x = 0; x <= radialSegments; x ++ ) {
  18633. var u = x / radialSegments;
  18634. var theta = u * thetaLength + thetaStart;
  18635. var sinTheta = Math.sin( theta );
  18636. var cosTheta = Math.cos( theta );
  18637. // vertex
  18638. vertex.x = radius * sinTheta;
  18639. vertex.y = - v * height + halfHeight;
  18640. vertex.z = radius * cosTheta;
  18641. vertices.push( vertex.x, vertex.y, vertex.z );
  18642. // normal
  18643. normal.set( sinTheta, slope, cosTheta ).normalize();
  18644. normals.push( normal.x, normal.y, normal.z );
  18645. // uv
  18646. uvs.push( u, 1 - v );
  18647. // save index of vertex in respective row
  18648. indexRow.push( index ++ );
  18649. }
  18650. // now save vertices of the row in our index array
  18651. indexArray.push( indexRow );
  18652. }
  18653. // generate indices
  18654. for ( x = 0; x < radialSegments; x ++ ) {
  18655. for ( y = 0; y < heightSegments; y ++ ) {
  18656. // we use the index array to access the correct indices
  18657. var a = indexArray[ y ][ x ];
  18658. var b = indexArray[ y + 1 ][ x ];
  18659. var c = indexArray[ y + 1 ][ x + 1 ];
  18660. var d = indexArray[ y ][ x + 1 ];
  18661. // faces
  18662. indices.push( a, b, d );
  18663. indices.push( b, c, d );
  18664. // update group counter
  18665. groupCount += 6;
  18666. }
  18667. }
  18668. // add a group to the geometry. this will ensure multi material support
  18669. scope.addGroup( groupStart, groupCount, 0 );
  18670. // calculate new start value for groups
  18671. groupStart += groupCount;
  18672. }
  18673. function generateCap( top ) {
  18674. var x, centerIndexStart, centerIndexEnd;
  18675. var uv = new Vector2();
  18676. var vertex = new Vector3();
  18677. var groupCount = 0;
  18678. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18679. var sign = ( top === true ) ? 1 : - 1;
  18680. // save the index of the first center vertex
  18681. centerIndexStart = index;
  18682. // first we generate the center vertex data of the cap.
  18683. // because the geometry needs one set of uvs per face,
  18684. // we must generate a center vertex per face/segment
  18685. for ( x = 1; x <= radialSegments; x ++ ) {
  18686. // vertex
  18687. vertices.push( 0, halfHeight * sign, 0 );
  18688. // normal
  18689. normals.push( 0, sign, 0 );
  18690. // uv
  18691. uvs.push( 0.5, 0.5 );
  18692. // increase index
  18693. index ++;
  18694. }
  18695. // save the index of the last center vertex
  18696. centerIndexEnd = index;
  18697. // now we generate the surrounding vertices, normals and uvs
  18698. for ( x = 0; x <= radialSegments; x ++ ) {
  18699. var u = x / radialSegments;
  18700. var theta = u * thetaLength + thetaStart;
  18701. var cosTheta = Math.cos( theta );
  18702. var sinTheta = Math.sin( theta );
  18703. // vertex
  18704. vertex.x = radius * sinTheta;
  18705. vertex.y = halfHeight * sign;
  18706. vertex.z = radius * cosTheta;
  18707. vertices.push( vertex.x, vertex.y, vertex.z );
  18708. // normal
  18709. normals.push( 0, sign, 0 );
  18710. // uv
  18711. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18712. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18713. uvs.push( uv.x, uv.y );
  18714. // increase index
  18715. index ++;
  18716. }
  18717. // generate indices
  18718. for ( x = 0; x < radialSegments; x ++ ) {
  18719. var c = centerIndexStart + x;
  18720. var i = centerIndexEnd + x;
  18721. if ( top === true ) {
  18722. // face top
  18723. indices.push( i, i + 1, c );
  18724. } else {
  18725. // face bottom
  18726. indices.push( i + 1, i, c );
  18727. }
  18728. groupCount += 3;
  18729. }
  18730. // add a group to the geometry. this will ensure multi material support
  18731. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18732. // calculate new start value for groups
  18733. groupStart += groupCount;
  18734. }
  18735. }
  18736. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18737. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18738. /**
  18739. * @author abelnation / http://github.com/abelnation
  18740. */
  18741. // ConeGeometry
  18742. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18743. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18744. this.type = 'ConeGeometry';
  18745. this.parameters = {
  18746. radius: radius,
  18747. height: height,
  18748. radialSegments: radialSegments,
  18749. heightSegments: heightSegments,
  18750. openEnded: openEnded,
  18751. thetaStart: thetaStart,
  18752. thetaLength: thetaLength
  18753. };
  18754. }
  18755. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18756. ConeGeometry.prototype.constructor = ConeGeometry;
  18757. // ConeBufferGeometry
  18758. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18759. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18760. this.type = 'ConeBufferGeometry';
  18761. this.parameters = {
  18762. radius: radius,
  18763. height: height,
  18764. radialSegments: radialSegments,
  18765. heightSegments: heightSegments,
  18766. openEnded: openEnded,
  18767. thetaStart: thetaStart,
  18768. thetaLength: thetaLength
  18769. };
  18770. }
  18771. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18772. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18773. /**
  18774. * @author benaadams / https://twitter.com/ben_a_adams
  18775. * @author Mugen87 / https://github.com/Mugen87
  18776. * @author hughes
  18777. */
  18778. // CircleGeometry
  18779. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18780. Geometry.call( this );
  18781. this.type = 'CircleGeometry';
  18782. this.parameters = {
  18783. radius: radius,
  18784. segments: segments,
  18785. thetaStart: thetaStart,
  18786. thetaLength: thetaLength
  18787. };
  18788. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18789. this.mergeVertices();
  18790. }
  18791. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18792. CircleGeometry.prototype.constructor = CircleGeometry;
  18793. // CircleBufferGeometry
  18794. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18795. BufferGeometry.call( this );
  18796. this.type = 'CircleBufferGeometry';
  18797. this.parameters = {
  18798. radius: radius,
  18799. segments: segments,
  18800. thetaStart: thetaStart,
  18801. thetaLength: thetaLength
  18802. };
  18803. radius = radius || 1;
  18804. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18805. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18806. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18807. // buffers
  18808. var indices = [];
  18809. var vertices = [];
  18810. var normals = [];
  18811. var uvs = [];
  18812. // helper variables
  18813. var i, s;
  18814. var vertex = new Vector3();
  18815. var uv = new Vector2();
  18816. // center point
  18817. vertices.push( 0, 0, 0 );
  18818. normals.push( 0, 0, 1 );
  18819. uvs.push( 0.5, 0.5 );
  18820. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18821. var segment = thetaStart + s / segments * thetaLength;
  18822. // vertex
  18823. vertex.x = radius * Math.cos( segment );
  18824. vertex.y = radius * Math.sin( segment );
  18825. vertices.push( vertex.x, vertex.y, vertex.z );
  18826. // normal
  18827. normals.push( 0, 0, 1 );
  18828. // uvs
  18829. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18830. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18831. uvs.push( uv.x, uv.y );
  18832. }
  18833. // indices
  18834. for ( i = 1; i <= segments; i ++ ) {
  18835. indices.push( i, i + 1, 0 );
  18836. }
  18837. // build geometry
  18838. this.setIndex( indices );
  18839. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18840. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18841. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18842. }
  18843. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18844. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18845. var Geometries = /*#__PURE__*/Object.freeze({
  18846. WireframeGeometry: WireframeGeometry,
  18847. ParametricGeometry: ParametricGeometry,
  18848. ParametricBufferGeometry: ParametricBufferGeometry,
  18849. TetrahedronGeometry: TetrahedronGeometry,
  18850. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18851. OctahedronGeometry: OctahedronGeometry,
  18852. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18853. IcosahedronGeometry: IcosahedronGeometry,
  18854. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18855. DodecahedronGeometry: DodecahedronGeometry,
  18856. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18857. PolyhedronGeometry: PolyhedronGeometry,
  18858. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18859. TubeGeometry: TubeGeometry,
  18860. TubeBufferGeometry: TubeBufferGeometry,
  18861. TorusKnotGeometry: TorusKnotGeometry,
  18862. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18863. TorusGeometry: TorusGeometry,
  18864. TorusBufferGeometry: TorusBufferGeometry,
  18865. TextGeometry: TextGeometry,
  18866. TextBufferGeometry: TextBufferGeometry,
  18867. SphereGeometry: SphereGeometry,
  18868. SphereBufferGeometry: SphereBufferGeometry,
  18869. RingGeometry: RingGeometry,
  18870. RingBufferGeometry: RingBufferGeometry,
  18871. PlaneGeometry: PlaneGeometry,
  18872. PlaneBufferGeometry: PlaneBufferGeometry,
  18873. LatheGeometry: LatheGeometry,
  18874. LatheBufferGeometry: LatheBufferGeometry,
  18875. ShapeGeometry: ShapeGeometry,
  18876. ShapeBufferGeometry: ShapeBufferGeometry,
  18877. ExtrudeGeometry: ExtrudeGeometry,
  18878. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18879. EdgesGeometry: EdgesGeometry,
  18880. ConeGeometry: ConeGeometry,
  18881. ConeBufferGeometry: ConeBufferGeometry,
  18882. CylinderGeometry: CylinderGeometry,
  18883. CylinderBufferGeometry: CylinderBufferGeometry,
  18884. CircleGeometry: CircleGeometry,
  18885. CircleBufferGeometry: CircleBufferGeometry,
  18886. BoxGeometry: BoxGeometry,
  18887. BoxBufferGeometry: BoxBufferGeometry
  18888. });
  18889. /**
  18890. * @author mrdoob / http://mrdoob.com/
  18891. *
  18892. * parameters = {
  18893. * color: <THREE.Color>
  18894. * }
  18895. */
  18896. function ShadowMaterial( parameters ) {
  18897. Material.call( this );
  18898. this.type = 'ShadowMaterial';
  18899. this.color = new Color( 0x000000 );
  18900. this.transparent = true;
  18901. this.setValues( parameters );
  18902. }
  18903. ShadowMaterial.prototype = Object.create( Material.prototype );
  18904. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18905. ShadowMaterial.prototype.isShadowMaterial = true;
  18906. ShadowMaterial.prototype.copy = function ( source ) {
  18907. Material.prototype.copy.call( this, source );
  18908. this.color.copy( source.color );
  18909. return this;
  18910. };
  18911. /**
  18912. * @author mrdoob / http://mrdoob.com/
  18913. */
  18914. function RawShaderMaterial( parameters ) {
  18915. ShaderMaterial.call( this, parameters );
  18916. this.type = 'RawShaderMaterial';
  18917. }
  18918. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18919. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18920. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18921. /**
  18922. * @author WestLangley / http://github.com/WestLangley
  18923. *
  18924. * parameters = {
  18925. * color: <hex>,
  18926. * roughness: <float>,
  18927. * metalness: <float>,
  18928. * opacity: <float>,
  18929. *
  18930. * map: new THREE.Texture( <Image> ),
  18931. *
  18932. * lightMap: new THREE.Texture( <Image> ),
  18933. * lightMapIntensity: <float>
  18934. *
  18935. * aoMap: new THREE.Texture( <Image> ),
  18936. * aoMapIntensity: <float>
  18937. *
  18938. * emissive: <hex>,
  18939. * emissiveIntensity: <float>
  18940. * emissiveMap: new THREE.Texture( <Image> ),
  18941. *
  18942. * bumpMap: new THREE.Texture( <Image> ),
  18943. * bumpScale: <float>,
  18944. *
  18945. * normalMap: new THREE.Texture( <Image> ),
  18946. * normalMapType: THREE.TangentSpaceNormalMap,
  18947. * normalScale: <Vector2>,
  18948. *
  18949. * displacementMap: new THREE.Texture( <Image> ),
  18950. * displacementScale: <float>,
  18951. * displacementBias: <float>,
  18952. *
  18953. * roughnessMap: new THREE.Texture( <Image> ),
  18954. *
  18955. * metalnessMap: new THREE.Texture( <Image> ),
  18956. *
  18957. * alphaMap: new THREE.Texture( <Image> ),
  18958. *
  18959. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18960. * envMapIntensity: <float>
  18961. *
  18962. * refractionRatio: <float>,
  18963. *
  18964. * wireframe: <boolean>,
  18965. * wireframeLinewidth: <float>,
  18966. *
  18967. * skinning: <bool>,
  18968. * morphTargets: <bool>,
  18969. * morphNormals: <bool>
  18970. * }
  18971. */
  18972. function MeshStandardMaterial( parameters ) {
  18973. Material.call( this );
  18974. this.defines = { 'STANDARD': '' };
  18975. this.type = 'MeshStandardMaterial';
  18976. this.color = new Color( 0xffffff ); // diffuse
  18977. this.roughness = 0.5;
  18978. this.metalness = 0.5;
  18979. this.map = null;
  18980. this.lightMap = null;
  18981. this.lightMapIntensity = 1.0;
  18982. this.aoMap = null;
  18983. this.aoMapIntensity = 1.0;
  18984. this.emissive = new Color( 0x000000 );
  18985. this.emissiveIntensity = 1.0;
  18986. this.emissiveMap = null;
  18987. this.bumpMap = null;
  18988. this.bumpScale = 1;
  18989. this.normalMap = null;
  18990. this.normalMapType = TangentSpaceNormalMap;
  18991. this.normalScale = new Vector2( 1, 1 );
  18992. this.displacementMap = null;
  18993. this.displacementScale = 1;
  18994. this.displacementBias = 0;
  18995. this.roughnessMap = null;
  18996. this.metalnessMap = null;
  18997. this.alphaMap = null;
  18998. this.envMap = null;
  18999. this.envMapIntensity = 1.0;
  19000. this.refractionRatio = 0.98;
  19001. this.wireframe = false;
  19002. this.wireframeLinewidth = 1;
  19003. this.wireframeLinecap = 'round';
  19004. this.wireframeLinejoin = 'round';
  19005. this.skinning = false;
  19006. this.morphTargets = false;
  19007. this.morphNormals = false;
  19008. this.setValues( parameters );
  19009. }
  19010. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19011. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19012. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19013. MeshStandardMaterial.prototype.copy = function ( source ) {
  19014. Material.prototype.copy.call( this, source );
  19015. this.defines = { 'STANDARD': '' };
  19016. this.color.copy( source.color );
  19017. this.roughness = source.roughness;
  19018. this.metalness = source.metalness;
  19019. this.map = source.map;
  19020. this.lightMap = source.lightMap;
  19021. this.lightMapIntensity = source.lightMapIntensity;
  19022. this.aoMap = source.aoMap;
  19023. this.aoMapIntensity = source.aoMapIntensity;
  19024. this.emissive.copy( source.emissive );
  19025. this.emissiveMap = source.emissiveMap;
  19026. this.emissiveIntensity = source.emissiveIntensity;
  19027. this.bumpMap = source.bumpMap;
  19028. this.bumpScale = source.bumpScale;
  19029. this.normalMap = source.normalMap;
  19030. this.normalMapType = source.normalMapType;
  19031. this.normalScale.copy( source.normalScale );
  19032. this.displacementMap = source.displacementMap;
  19033. this.displacementScale = source.displacementScale;
  19034. this.displacementBias = source.displacementBias;
  19035. this.roughnessMap = source.roughnessMap;
  19036. this.metalnessMap = source.metalnessMap;
  19037. this.alphaMap = source.alphaMap;
  19038. this.envMap = source.envMap;
  19039. this.envMapIntensity = source.envMapIntensity;
  19040. this.refractionRatio = source.refractionRatio;
  19041. this.wireframe = source.wireframe;
  19042. this.wireframeLinewidth = source.wireframeLinewidth;
  19043. this.wireframeLinecap = source.wireframeLinecap;
  19044. this.wireframeLinejoin = source.wireframeLinejoin;
  19045. this.skinning = source.skinning;
  19046. this.morphTargets = source.morphTargets;
  19047. this.morphNormals = source.morphNormals;
  19048. return this;
  19049. };
  19050. /**
  19051. * @author WestLangley / http://github.com/WestLangley
  19052. *
  19053. * parameters = {
  19054. * reflectivity: <float>
  19055. * clearCoat: <float>
  19056. * clearCoatRoughness: <float>
  19057. * }
  19058. */
  19059. function MeshPhysicalMaterial( parameters ) {
  19060. MeshStandardMaterial.call( this );
  19061. this.defines = { 'PHYSICAL': '' };
  19062. this.type = 'MeshPhysicalMaterial';
  19063. this.reflectivity = 0.5; // maps to F0 = 0.04
  19064. this.clearCoat = 0.0;
  19065. this.clearCoatRoughness = 0.0;
  19066. this.setValues( parameters );
  19067. }
  19068. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19069. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19070. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19071. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19072. MeshStandardMaterial.prototype.copy.call( this, source );
  19073. this.defines = { 'PHYSICAL': '' };
  19074. this.reflectivity = source.reflectivity;
  19075. this.clearCoat = source.clearCoat;
  19076. this.clearCoatRoughness = source.clearCoatRoughness;
  19077. return this;
  19078. };
  19079. /**
  19080. * @author mrdoob / http://mrdoob.com/
  19081. * @author alteredq / http://alteredqualia.com/
  19082. *
  19083. * parameters = {
  19084. * color: <hex>,
  19085. * specular: <hex>,
  19086. * shininess: <float>,
  19087. * opacity: <float>,
  19088. *
  19089. * map: new THREE.Texture( <Image> ),
  19090. *
  19091. * lightMap: new THREE.Texture( <Image> ),
  19092. * lightMapIntensity: <float>
  19093. *
  19094. * aoMap: new THREE.Texture( <Image> ),
  19095. * aoMapIntensity: <float>
  19096. *
  19097. * emissive: <hex>,
  19098. * emissiveIntensity: <float>
  19099. * emissiveMap: new THREE.Texture( <Image> ),
  19100. *
  19101. * bumpMap: new THREE.Texture( <Image> ),
  19102. * bumpScale: <float>,
  19103. *
  19104. * normalMap: new THREE.Texture( <Image> ),
  19105. * normalMapType: THREE.TangentSpaceNormalMap,
  19106. * normalScale: <Vector2>,
  19107. *
  19108. * displacementMap: new THREE.Texture( <Image> ),
  19109. * displacementScale: <float>,
  19110. * displacementBias: <float>,
  19111. *
  19112. * specularMap: new THREE.Texture( <Image> ),
  19113. *
  19114. * alphaMap: new THREE.Texture( <Image> ),
  19115. *
  19116. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19117. * combine: THREE.Multiply,
  19118. * reflectivity: <float>,
  19119. * refractionRatio: <float>,
  19120. *
  19121. * wireframe: <boolean>,
  19122. * wireframeLinewidth: <float>,
  19123. *
  19124. * skinning: <bool>,
  19125. * morphTargets: <bool>,
  19126. * morphNormals: <bool>
  19127. * }
  19128. */
  19129. function MeshPhongMaterial( parameters ) {
  19130. Material.call( this );
  19131. this.type = 'MeshPhongMaterial';
  19132. this.color = new Color( 0xffffff ); // diffuse
  19133. this.specular = new Color( 0x111111 );
  19134. this.shininess = 30;
  19135. this.map = null;
  19136. this.lightMap = null;
  19137. this.lightMapIntensity = 1.0;
  19138. this.aoMap = null;
  19139. this.aoMapIntensity = 1.0;
  19140. this.emissive = new Color( 0x000000 );
  19141. this.emissiveIntensity = 1.0;
  19142. this.emissiveMap = null;
  19143. this.bumpMap = null;
  19144. this.bumpScale = 1;
  19145. this.normalMap = null;
  19146. this.normalMapType = TangentSpaceNormalMap;
  19147. this.normalScale = new Vector2( 1, 1 );
  19148. this.displacementMap = null;
  19149. this.displacementScale = 1;
  19150. this.displacementBias = 0;
  19151. this.specularMap = null;
  19152. this.alphaMap = null;
  19153. this.envMap = null;
  19154. this.combine = MultiplyOperation;
  19155. this.reflectivity = 1;
  19156. this.refractionRatio = 0.98;
  19157. this.wireframe = false;
  19158. this.wireframeLinewidth = 1;
  19159. this.wireframeLinecap = 'round';
  19160. this.wireframeLinejoin = 'round';
  19161. this.skinning = false;
  19162. this.morphTargets = false;
  19163. this.morphNormals = false;
  19164. this.setValues( parameters );
  19165. }
  19166. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19167. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19168. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19169. MeshPhongMaterial.prototype.copy = function ( source ) {
  19170. Material.prototype.copy.call( this, source );
  19171. this.color.copy( source.color );
  19172. this.specular.copy( source.specular );
  19173. this.shininess = source.shininess;
  19174. this.map = source.map;
  19175. this.lightMap = source.lightMap;
  19176. this.lightMapIntensity = source.lightMapIntensity;
  19177. this.aoMap = source.aoMap;
  19178. this.aoMapIntensity = source.aoMapIntensity;
  19179. this.emissive.copy( source.emissive );
  19180. this.emissiveMap = source.emissiveMap;
  19181. this.emissiveIntensity = source.emissiveIntensity;
  19182. this.bumpMap = source.bumpMap;
  19183. this.bumpScale = source.bumpScale;
  19184. this.normalMap = source.normalMap;
  19185. this.normalMapType = source.normalMapType;
  19186. this.normalScale.copy( source.normalScale );
  19187. this.displacementMap = source.displacementMap;
  19188. this.displacementScale = source.displacementScale;
  19189. this.displacementBias = source.displacementBias;
  19190. this.specularMap = source.specularMap;
  19191. this.alphaMap = source.alphaMap;
  19192. this.envMap = source.envMap;
  19193. this.combine = source.combine;
  19194. this.reflectivity = source.reflectivity;
  19195. this.refractionRatio = source.refractionRatio;
  19196. this.wireframe = source.wireframe;
  19197. this.wireframeLinewidth = source.wireframeLinewidth;
  19198. this.wireframeLinecap = source.wireframeLinecap;
  19199. this.wireframeLinejoin = source.wireframeLinejoin;
  19200. this.skinning = source.skinning;
  19201. this.morphTargets = source.morphTargets;
  19202. this.morphNormals = source.morphNormals;
  19203. return this;
  19204. };
  19205. /**
  19206. * @author takahirox / http://github.com/takahirox
  19207. *
  19208. * parameters = {
  19209. * gradientMap: new THREE.Texture( <Image> )
  19210. * }
  19211. */
  19212. function MeshToonMaterial( parameters ) {
  19213. MeshPhongMaterial.call( this );
  19214. this.defines = { 'TOON': '' };
  19215. this.type = 'MeshToonMaterial';
  19216. this.gradientMap = null;
  19217. this.setValues( parameters );
  19218. }
  19219. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19220. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19221. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19222. MeshToonMaterial.prototype.copy = function ( source ) {
  19223. MeshPhongMaterial.prototype.copy.call( this, source );
  19224. this.gradientMap = source.gradientMap;
  19225. return this;
  19226. };
  19227. /**
  19228. * @author mrdoob / http://mrdoob.com/
  19229. * @author WestLangley / http://github.com/WestLangley
  19230. *
  19231. * parameters = {
  19232. * opacity: <float>,
  19233. *
  19234. * bumpMap: new THREE.Texture( <Image> ),
  19235. * bumpScale: <float>,
  19236. *
  19237. * normalMap: new THREE.Texture( <Image> ),
  19238. * normalMapType: THREE.TangentSpaceNormalMap,
  19239. * normalScale: <Vector2>,
  19240. *
  19241. * displacementMap: new THREE.Texture( <Image> ),
  19242. * displacementScale: <float>,
  19243. * displacementBias: <float>,
  19244. *
  19245. * wireframe: <boolean>,
  19246. * wireframeLinewidth: <float>
  19247. *
  19248. * skinning: <bool>,
  19249. * morphTargets: <bool>,
  19250. * morphNormals: <bool>
  19251. * }
  19252. */
  19253. function MeshNormalMaterial( parameters ) {
  19254. Material.call( this );
  19255. this.type = 'MeshNormalMaterial';
  19256. this.bumpMap = null;
  19257. this.bumpScale = 1;
  19258. this.normalMap = null;
  19259. this.normalMapType = TangentSpaceNormalMap;
  19260. this.normalScale = new Vector2( 1, 1 );
  19261. this.displacementMap = null;
  19262. this.displacementScale = 1;
  19263. this.displacementBias = 0;
  19264. this.wireframe = false;
  19265. this.wireframeLinewidth = 1;
  19266. this.fog = false;
  19267. this.lights = false;
  19268. this.skinning = false;
  19269. this.morphTargets = false;
  19270. this.morphNormals = false;
  19271. this.setValues( parameters );
  19272. }
  19273. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19274. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19275. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19276. MeshNormalMaterial.prototype.copy = function ( source ) {
  19277. Material.prototype.copy.call( this, source );
  19278. this.bumpMap = source.bumpMap;
  19279. this.bumpScale = source.bumpScale;
  19280. this.normalMap = source.normalMap;
  19281. this.normalMapType = source.normalMapType;
  19282. this.normalScale.copy( source.normalScale );
  19283. this.displacementMap = source.displacementMap;
  19284. this.displacementScale = source.displacementScale;
  19285. this.displacementBias = source.displacementBias;
  19286. this.wireframe = source.wireframe;
  19287. this.wireframeLinewidth = source.wireframeLinewidth;
  19288. this.skinning = source.skinning;
  19289. this.morphTargets = source.morphTargets;
  19290. this.morphNormals = source.morphNormals;
  19291. return this;
  19292. };
  19293. /**
  19294. * @author mrdoob / http://mrdoob.com/
  19295. * @author alteredq / http://alteredqualia.com/
  19296. *
  19297. * parameters = {
  19298. * color: <hex>,
  19299. * opacity: <float>,
  19300. *
  19301. * map: new THREE.Texture( <Image> ),
  19302. *
  19303. * lightMap: new THREE.Texture( <Image> ),
  19304. * lightMapIntensity: <float>
  19305. *
  19306. * aoMap: new THREE.Texture( <Image> ),
  19307. * aoMapIntensity: <float>
  19308. *
  19309. * emissive: <hex>,
  19310. * emissiveIntensity: <float>
  19311. * emissiveMap: new THREE.Texture( <Image> ),
  19312. *
  19313. * specularMap: new THREE.Texture( <Image> ),
  19314. *
  19315. * alphaMap: new THREE.Texture( <Image> ),
  19316. *
  19317. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19318. * combine: THREE.Multiply,
  19319. * reflectivity: <float>,
  19320. * refractionRatio: <float>,
  19321. *
  19322. * wireframe: <boolean>,
  19323. * wireframeLinewidth: <float>,
  19324. *
  19325. * skinning: <bool>,
  19326. * morphTargets: <bool>,
  19327. * morphNormals: <bool>
  19328. * }
  19329. */
  19330. function MeshLambertMaterial( parameters ) {
  19331. Material.call( this );
  19332. this.type = 'MeshLambertMaterial';
  19333. this.color = new Color( 0xffffff ); // diffuse
  19334. this.map = null;
  19335. this.lightMap = null;
  19336. this.lightMapIntensity = 1.0;
  19337. this.aoMap = null;
  19338. this.aoMapIntensity = 1.0;
  19339. this.emissive = new Color( 0x000000 );
  19340. this.emissiveIntensity = 1.0;
  19341. this.emissiveMap = null;
  19342. this.specularMap = null;
  19343. this.alphaMap = null;
  19344. this.envMap = null;
  19345. this.combine = MultiplyOperation;
  19346. this.reflectivity = 1;
  19347. this.refractionRatio = 0.98;
  19348. this.wireframe = false;
  19349. this.wireframeLinewidth = 1;
  19350. this.wireframeLinecap = 'round';
  19351. this.wireframeLinejoin = 'round';
  19352. this.skinning = false;
  19353. this.morphTargets = false;
  19354. this.morphNormals = false;
  19355. this.setValues( parameters );
  19356. }
  19357. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19358. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19359. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19360. MeshLambertMaterial.prototype.copy = function ( source ) {
  19361. Material.prototype.copy.call( this, source );
  19362. this.color.copy( source.color );
  19363. this.map = source.map;
  19364. this.lightMap = source.lightMap;
  19365. this.lightMapIntensity = source.lightMapIntensity;
  19366. this.aoMap = source.aoMap;
  19367. this.aoMapIntensity = source.aoMapIntensity;
  19368. this.emissive.copy( source.emissive );
  19369. this.emissiveMap = source.emissiveMap;
  19370. this.emissiveIntensity = source.emissiveIntensity;
  19371. this.specularMap = source.specularMap;
  19372. this.alphaMap = source.alphaMap;
  19373. this.envMap = source.envMap;
  19374. this.combine = source.combine;
  19375. this.reflectivity = source.reflectivity;
  19376. this.refractionRatio = source.refractionRatio;
  19377. this.wireframe = source.wireframe;
  19378. this.wireframeLinewidth = source.wireframeLinewidth;
  19379. this.wireframeLinecap = source.wireframeLinecap;
  19380. this.wireframeLinejoin = source.wireframeLinejoin;
  19381. this.skinning = source.skinning;
  19382. this.morphTargets = source.morphTargets;
  19383. this.morphNormals = source.morphNormals;
  19384. return this;
  19385. };
  19386. /**
  19387. * @author WestLangley / http://github.com/WestLangley
  19388. *
  19389. * parameters = {
  19390. * color: <hex>,
  19391. * opacity: <float>,
  19392. *
  19393. * matcap: new THREE.Texture( <Image> ),
  19394. *
  19395. * map: new THREE.Texture( <Image> ),
  19396. *
  19397. * bumpMap: new THREE.Texture( <Image> ),
  19398. * bumpScale: <float>,
  19399. *
  19400. * normalMap: new THREE.Texture( <Image> ),
  19401. * normalMapType: THREE.TangentSpaceNormalMap,
  19402. * normalScale: <Vector2>,
  19403. *
  19404. * displacementMap: new THREE.Texture( <Image> ),
  19405. * displacementScale: <float>,
  19406. * displacementBias: <float>,
  19407. *
  19408. * alphaMap: new THREE.Texture( <Image> ),
  19409. *
  19410. * skinning: <bool>,
  19411. * morphTargets: <bool>,
  19412. * morphNormals: <bool>
  19413. * }
  19414. */
  19415. function MeshMatcapMaterial( parameters ) {
  19416. Material.call( this );
  19417. this.defines = { 'MATCAP': '' };
  19418. this.type = 'MeshMatcapMaterial';
  19419. this.color = new Color( 0xffffff ); // diffuse
  19420. this.matcap = null;
  19421. this.map = null;
  19422. this.bumpMap = null;
  19423. this.bumpScale = 1;
  19424. this.normalMap = null;
  19425. this.normalMapType = TangentSpaceNormalMap;
  19426. this.normalScale = new Vector2( 1, 1 );
  19427. this.displacementMap = null;
  19428. this.displacementScale = 1;
  19429. this.displacementBias = 0;
  19430. this.alphaMap = null;
  19431. this.skinning = false;
  19432. this.morphTargets = false;
  19433. this.morphNormals = false;
  19434. this.lights = false;
  19435. this.setValues( parameters );
  19436. }
  19437. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19438. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19439. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19440. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19441. Material.prototype.copy.call( this, source );
  19442. this.defines = { 'MATCAP': '' };
  19443. this.color.copy( source.color );
  19444. this.matcap = source.matcap;
  19445. this.map = source.map;
  19446. this.bumpMap = source.bumpMap;
  19447. this.bumpScale = source.bumpScale;
  19448. this.normalMap = source.normalMap;
  19449. this.normalMapType = source.normalMapType;
  19450. this.normalScale.copy( source.normalScale );
  19451. this.displacementMap = source.displacementMap;
  19452. this.displacementScale = source.displacementScale;
  19453. this.displacementBias = source.displacementBias;
  19454. this.alphaMap = source.alphaMap;
  19455. this.skinning = source.skinning;
  19456. this.morphTargets = source.morphTargets;
  19457. this.morphNormals = source.morphNormals;
  19458. return this;
  19459. };
  19460. /**
  19461. * @author alteredq / http://alteredqualia.com/
  19462. *
  19463. * parameters = {
  19464. * color: <hex>,
  19465. * opacity: <float>,
  19466. *
  19467. * linewidth: <float>,
  19468. *
  19469. * scale: <float>,
  19470. * dashSize: <float>,
  19471. * gapSize: <float>
  19472. * }
  19473. */
  19474. function LineDashedMaterial( parameters ) {
  19475. LineBasicMaterial.call( this );
  19476. this.type = 'LineDashedMaterial';
  19477. this.scale = 1;
  19478. this.dashSize = 3;
  19479. this.gapSize = 1;
  19480. this.setValues( parameters );
  19481. }
  19482. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19483. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19484. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19485. LineDashedMaterial.prototype.copy = function ( source ) {
  19486. LineBasicMaterial.prototype.copy.call( this, source );
  19487. this.scale = source.scale;
  19488. this.dashSize = source.dashSize;
  19489. this.gapSize = source.gapSize;
  19490. return this;
  19491. };
  19492. var Materials = /*#__PURE__*/Object.freeze({
  19493. ShadowMaterial: ShadowMaterial,
  19494. SpriteMaterial: SpriteMaterial,
  19495. RawShaderMaterial: RawShaderMaterial,
  19496. ShaderMaterial: ShaderMaterial,
  19497. PointsMaterial: PointsMaterial,
  19498. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19499. MeshStandardMaterial: MeshStandardMaterial,
  19500. MeshPhongMaterial: MeshPhongMaterial,
  19501. MeshToonMaterial: MeshToonMaterial,
  19502. MeshNormalMaterial: MeshNormalMaterial,
  19503. MeshLambertMaterial: MeshLambertMaterial,
  19504. MeshDepthMaterial: MeshDepthMaterial,
  19505. MeshDistanceMaterial: MeshDistanceMaterial,
  19506. MeshBasicMaterial: MeshBasicMaterial,
  19507. MeshMatcapMaterial: MeshMatcapMaterial,
  19508. LineDashedMaterial: LineDashedMaterial,
  19509. LineBasicMaterial: LineBasicMaterial,
  19510. Material: Material
  19511. });
  19512. /**
  19513. * @author tschw
  19514. * @author Ben Houston / http://clara.io/
  19515. * @author David Sarno / http://lighthaus.us/
  19516. */
  19517. var AnimationUtils = {
  19518. // same as Array.prototype.slice, but also works on typed arrays
  19519. arraySlice: function ( array, from, to ) {
  19520. if ( AnimationUtils.isTypedArray( array ) ) {
  19521. // in ios9 array.subarray(from, undefined) will return empty array
  19522. // but array.subarray(from) or array.subarray(from, len) is correct
  19523. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19524. }
  19525. return array.slice( from, to );
  19526. },
  19527. // converts an array to a specific type
  19528. convertArray: function ( array, type, forceClone ) {
  19529. if ( ! array || // let 'undefined' and 'null' pass
  19530. ! forceClone && array.constructor === type ) return array;
  19531. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19532. return new type( array ); // create typed array
  19533. }
  19534. return Array.prototype.slice.call( array ); // create Array
  19535. },
  19536. isTypedArray: function ( object ) {
  19537. return ArrayBuffer.isView( object ) &&
  19538. ! ( object instanceof DataView );
  19539. },
  19540. // returns an array by which times and values can be sorted
  19541. getKeyframeOrder: function ( times ) {
  19542. function compareTime( i, j ) {
  19543. return times[ i ] - times[ j ];
  19544. }
  19545. var n = times.length;
  19546. var result = new Array( n );
  19547. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19548. result.sort( compareTime );
  19549. return result;
  19550. },
  19551. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19552. sortedArray: function ( values, stride, order ) {
  19553. var nValues = values.length;
  19554. var result = new values.constructor( nValues );
  19555. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19556. var srcOffset = order[ i ] * stride;
  19557. for ( var j = 0; j !== stride; ++ j ) {
  19558. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19559. }
  19560. }
  19561. return result;
  19562. },
  19563. // function for parsing AOS keyframe formats
  19564. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19565. var i = 1, key = jsonKeys[ 0 ];
  19566. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19567. key = jsonKeys[ i ++ ];
  19568. }
  19569. if ( key === undefined ) return; // no data
  19570. var value = key[ valuePropertyName ];
  19571. if ( value === undefined ) return; // no data
  19572. if ( Array.isArray( value ) ) {
  19573. do {
  19574. value = key[ valuePropertyName ];
  19575. if ( value !== undefined ) {
  19576. times.push( key.time );
  19577. values.push.apply( values, value ); // push all elements
  19578. }
  19579. key = jsonKeys[ i ++ ];
  19580. } while ( key !== undefined );
  19581. } else if ( value.toArray !== undefined ) {
  19582. // ...assume THREE.Math-ish
  19583. do {
  19584. value = key[ valuePropertyName ];
  19585. if ( value !== undefined ) {
  19586. times.push( key.time );
  19587. value.toArray( values, values.length );
  19588. }
  19589. key = jsonKeys[ i ++ ];
  19590. } while ( key !== undefined );
  19591. } else {
  19592. // otherwise push as-is
  19593. do {
  19594. value = key[ valuePropertyName ];
  19595. if ( value !== undefined ) {
  19596. times.push( key.time );
  19597. values.push( value );
  19598. }
  19599. key = jsonKeys[ i ++ ];
  19600. } while ( key !== undefined );
  19601. }
  19602. }
  19603. };
  19604. /**
  19605. * Abstract base class of interpolants over parametric samples.
  19606. *
  19607. * The parameter domain is one dimensional, typically the time or a path
  19608. * along a curve defined by the data.
  19609. *
  19610. * The sample values can have any dimensionality and derived classes may
  19611. * apply special interpretations to the data.
  19612. *
  19613. * This class provides the interval seek in a Template Method, deferring
  19614. * the actual interpolation to derived classes.
  19615. *
  19616. * Time complexity is O(1) for linear access crossing at most two points
  19617. * and O(log N) for random access, where N is the number of positions.
  19618. *
  19619. * References:
  19620. *
  19621. * http://www.oodesign.com/template-method-pattern.html
  19622. *
  19623. * @author tschw
  19624. */
  19625. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19626. this.parameterPositions = parameterPositions;
  19627. this._cachedIndex = 0;
  19628. this.resultBuffer = resultBuffer !== undefined ?
  19629. resultBuffer : new sampleValues.constructor( sampleSize );
  19630. this.sampleValues = sampleValues;
  19631. this.valueSize = sampleSize;
  19632. }
  19633. Object.assign( Interpolant.prototype, {
  19634. evaluate: function ( t ) {
  19635. var pp = this.parameterPositions,
  19636. i1 = this._cachedIndex,
  19637. t1 = pp[ i1 ],
  19638. t0 = pp[ i1 - 1 ];
  19639. validate_interval: {
  19640. seek: {
  19641. var right;
  19642. linear_scan: {
  19643. //- See http://jsperf.com/comparison-to-undefined/3
  19644. //- slower code:
  19645. //-
  19646. //- if ( t >= t1 || t1 === undefined ) {
  19647. forward_scan: if ( ! ( t < t1 ) ) {
  19648. for ( var giveUpAt = i1 + 2; ; ) {
  19649. if ( t1 === undefined ) {
  19650. if ( t < t0 ) break forward_scan;
  19651. // after end
  19652. i1 = pp.length;
  19653. this._cachedIndex = i1;
  19654. return this.afterEnd_( i1 - 1, t, t0 );
  19655. }
  19656. if ( i1 === giveUpAt ) break; // this loop
  19657. t0 = t1;
  19658. t1 = pp[ ++ i1 ];
  19659. if ( t < t1 ) {
  19660. // we have arrived at the sought interval
  19661. break seek;
  19662. }
  19663. }
  19664. // prepare binary search on the right side of the index
  19665. right = pp.length;
  19666. break linear_scan;
  19667. }
  19668. //- slower code:
  19669. //- if ( t < t0 || t0 === undefined ) {
  19670. if ( ! ( t >= t0 ) ) {
  19671. // looping?
  19672. var t1global = pp[ 1 ];
  19673. if ( t < t1global ) {
  19674. i1 = 2; // + 1, using the scan for the details
  19675. t0 = t1global;
  19676. }
  19677. // linear reverse scan
  19678. for ( var giveUpAt = i1 - 2; ; ) {
  19679. if ( t0 === undefined ) {
  19680. // before start
  19681. this._cachedIndex = 0;
  19682. return this.beforeStart_( 0, t, t1 );
  19683. }
  19684. if ( i1 === giveUpAt ) break; // this loop
  19685. t1 = t0;
  19686. t0 = pp[ -- i1 - 1 ];
  19687. if ( t >= t0 ) {
  19688. // we have arrived at the sought interval
  19689. break seek;
  19690. }
  19691. }
  19692. // prepare binary search on the left side of the index
  19693. right = i1;
  19694. i1 = 0;
  19695. break linear_scan;
  19696. }
  19697. // the interval is valid
  19698. break validate_interval;
  19699. } // linear scan
  19700. // binary search
  19701. while ( i1 < right ) {
  19702. var mid = ( i1 + right ) >>> 1;
  19703. if ( t < pp[ mid ] ) {
  19704. right = mid;
  19705. } else {
  19706. i1 = mid + 1;
  19707. }
  19708. }
  19709. t1 = pp[ i1 ];
  19710. t0 = pp[ i1 - 1 ];
  19711. // check boundary cases, again
  19712. if ( t0 === undefined ) {
  19713. this._cachedIndex = 0;
  19714. return this.beforeStart_( 0, t, t1 );
  19715. }
  19716. if ( t1 === undefined ) {
  19717. i1 = pp.length;
  19718. this._cachedIndex = i1;
  19719. return this.afterEnd_( i1 - 1, t0, t );
  19720. }
  19721. } // seek
  19722. this._cachedIndex = i1;
  19723. this.intervalChanged_( i1, t0, t1 );
  19724. } // validate_interval
  19725. return this.interpolate_( i1, t0, t, t1 );
  19726. },
  19727. settings: null, // optional, subclass-specific settings structure
  19728. // Note: The indirection allows central control of many interpolants.
  19729. // --- Protected interface
  19730. DefaultSettings_: {},
  19731. getSettings_: function () {
  19732. return this.settings || this.DefaultSettings_;
  19733. },
  19734. copySampleValue_: function ( index ) {
  19735. // copies a sample value to the result buffer
  19736. var result = this.resultBuffer,
  19737. values = this.sampleValues,
  19738. stride = this.valueSize,
  19739. offset = index * stride;
  19740. for ( var i = 0; i !== stride; ++ i ) {
  19741. result[ i ] = values[ offset + i ];
  19742. }
  19743. return result;
  19744. },
  19745. // Template methods for derived classes:
  19746. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19747. throw new Error( 'call to abstract method' );
  19748. // implementations shall return this.resultBuffer
  19749. },
  19750. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19751. // empty
  19752. }
  19753. } );
  19754. //!\ DECLARE ALIAS AFTER assign prototype !
  19755. Object.assign( Interpolant.prototype, {
  19756. //( 0, t, t0 ), returns this.resultBuffer
  19757. beforeStart_: Interpolant.prototype.copySampleValue_,
  19758. //( N-1, tN-1, t ), returns this.resultBuffer
  19759. afterEnd_: Interpolant.prototype.copySampleValue_,
  19760. } );
  19761. /**
  19762. * Fast and simple cubic spline interpolant.
  19763. *
  19764. * It was derived from a Hermitian construction setting the first derivative
  19765. * at each sample position to the linear slope between neighboring positions
  19766. * over their parameter interval.
  19767. *
  19768. * @author tschw
  19769. */
  19770. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19771. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19772. this._weightPrev = - 0;
  19773. this._offsetPrev = - 0;
  19774. this._weightNext = - 0;
  19775. this._offsetNext = - 0;
  19776. }
  19777. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19778. constructor: CubicInterpolant,
  19779. DefaultSettings_: {
  19780. endingStart: ZeroCurvatureEnding,
  19781. endingEnd: ZeroCurvatureEnding
  19782. },
  19783. intervalChanged_: function ( i1, t0, t1 ) {
  19784. var pp = this.parameterPositions,
  19785. iPrev = i1 - 2,
  19786. iNext = i1 + 1,
  19787. tPrev = pp[ iPrev ],
  19788. tNext = pp[ iNext ];
  19789. if ( tPrev === undefined ) {
  19790. switch ( this.getSettings_().endingStart ) {
  19791. case ZeroSlopeEnding:
  19792. // f'(t0) = 0
  19793. iPrev = i1;
  19794. tPrev = 2 * t0 - t1;
  19795. break;
  19796. case WrapAroundEnding:
  19797. // use the other end of the curve
  19798. iPrev = pp.length - 2;
  19799. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19800. break;
  19801. default: // ZeroCurvatureEnding
  19802. // f''(t0) = 0 a.k.a. Natural Spline
  19803. iPrev = i1;
  19804. tPrev = t1;
  19805. }
  19806. }
  19807. if ( tNext === undefined ) {
  19808. switch ( this.getSettings_().endingEnd ) {
  19809. case ZeroSlopeEnding:
  19810. // f'(tN) = 0
  19811. iNext = i1;
  19812. tNext = 2 * t1 - t0;
  19813. break;
  19814. case WrapAroundEnding:
  19815. // use the other end of the curve
  19816. iNext = 1;
  19817. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19818. break;
  19819. default: // ZeroCurvatureEnding
  19820. // f''(tN) = 0, a.k.a. Natural Spline
  19821. iNext = i1 - 1;
  19822. tNext = t0;
  19823. }
  19824. }
  19825. var halfDt = ( t1 - t0 ) * 0.5,
  19826. stride = this.valueSize;
  19827. this._weightPrev = halfDt / ( t0 - tPrev );
  19828. this._weightNext = halfDt / ( tNext - t1 );
  19829. this._offsetPrev = iPrev * stride;
  19830. this._offsetNext = iNext * stride;
  19831. },
  19832. interpolate_: function ( i1, t0, t, t1 ) {
  19833. var result = this.resultBuffer,
  19834. values = this.sampleValues,
  19835. stride = this.valueSize,
  19836. o1 = i1 * stride, o0 = o1 - stride,
  19837. oP = this._offsetPrev, oN = this._offsetNext,
  19838. wP = this._weightPrev, wN = this._weightNext,
  19839. p = ( t - t0 ) / ( t1 - t0 ),
  19840. pp = p * p,
  19841. ppp = pp * p;
  19842. // evaluate polynomials
  19843. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19844. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19845. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19846. var sN = wN * ppp - wN * pp;
  19847. // combine data linearly
  19848. for ( var i = 0; i !== stride; ++ i ) {
  19849. result[ i ] =
  19850. sP * values[ oP + i ] +
  19851. s0 * values[ o0 + i ] +
  19852. s1 * values[ o1 + i ] +
  19853. sN * values[ oN + i ];
  19854. }
  19855. return result;
  19856. }
  19857. } );
  19858. /**
  19859. * @author tschw
  19860. */
  19861. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19862. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19863. }
  19864. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19865. constructor: LinearInterpolant,
  19866. interpolate_: function ( i1, t0, t, t1 ) {
  19867. var result = this.resultBuffer,
  19868. values = this.sampleValues,
  19869. stride = this.valueSize,
  19870. offset1 = i1 * stride,
  19871. offset0 = offset1 - stride,
  19872. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19873. weight0 = 1 - weight1;
  19874. for ( var i = 0; i !== stride; ++ i ) {
  19875. result[ i ] =
  19876. values[ offset0 + i ] * weight0 +
  19877. values[ offset1 + i ] * weight1;
  19878. }
  19879. return result;
  19880. }
  19881. } );
  19882. /**
  19883. *
  19884. * Interpolant that evaluates to the sample value at the position preceeding
  19885. * the parameter.
  19886. *
  19887. * @author tschw
  19888. */
  19889. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19890. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19891. }
  19892. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19893. constructor: DiscreteInterpolant,
  19894. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19895. return this.copySampleValue_( i1 - 1 );
  19896. }
  19897. } );
  19898. /**
  19899. *
  19900. * A timed sequence of keyframes for a specific property.
  19901. *
  19902. *
  19903. * @author Ben Houston / http://clara.io/
  19904. * @author David Sarno / http://lighthaus.us/
  19905. * @author tschw
  19906. */
  19907. function KeyframeTrack( name, times, values, interpolation ) {
  19908. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19909. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19910. this.name = name;
  19911. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19912. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19913. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19914. }
  19915. // Static methods
  19916. Object.assign( KeyframeTrack, {
  19917. // Serialization (in static context, because of constructor invocation
  19918. // and automatic invocation of .toJSON):
  19919. toJSON: function ( track ) {
  19920. var trackType = track.constructor;
  19921. var json;
  19922. // derived classes can define a static toJSON method
  19923. if ( trackType.toJSON !== undefined ) {
  19924. json = trackType.toJSON( track );
  19925. } else {
  19926. // by default, we assume the data can be serialized as-is
  19927. json = {
  19928. 'name': track.name,
  19929. 'times': AnimationUtils.convertArray( track.times, Array ),
  19930. 'values': AnimationUtils.convertArray( track.values, Array )
  19931. };
  19932. var interpolation = track.getInterpolation();
  19933. if ( interpolation !== track.DefaultInterpolation ) {
  19934. json.interpolation = interpolation;
  19935. }
  19936. }
  19937. json.type = track.ValueTypeName; // mandatory
  19938. return json;
  19939. }
  19940. } );
  19941. Object.assign( KeyframeTrack.prototype, {
  19942. constructor: KeyframeTrack,
  19943. TimeBufferType: Float32Array,
  19944. ValueBufferType: Float32Array,
  19945. DefaultInterpolation: InterpolateLinear,
  19946. InterpolantFactoryMethodDiscrete: function ( result ) {
  19947. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19948. },
  19949. InterpolantFactoryMethodLinear: function ( result ) {
  19950. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19951. },
  19952. InterpolantFactoryMethodSmooth: function ( result ) {
  19953. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19954. },
  19955. setInterpolation: function ( interpolation ) {
  19956. var factoryMethod;
  19957. switch ( interpolation ) {
  19958. case InterpolateDiscrete:
  19959. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19960. break;
  19961. case InterpolateLinear:
  19962. factoryMethod = this.InterpolantFactoryMethodLinear;
  19963. break;
  19964. case InterpolateSmooth:
  19965. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19966. break;
  19967. }
  19968. if ( factoryMethod === undefined ) {
  19969. var message = "unsupported interpolation for " +
  19970. this.ValueTypeName + " keyframe track named " + this.name;
  19971. if ( this.createInterpolant === undefined ) {
  19972. // fall back to default, unless the default itself is messed up
  19973. if ( interpolation !== this.DefaultInterpolation ) {
  19974. this.setInterpolation( this.DefaultInterpolation );
  19975. } else {
  19976. throw new Error( message ); // fatal, in this case
  19977. }
  19978. }
  19979. console.warn( 'THREE.KeyframeTrack:', message );
  19980. return this;
  19981. }
  19982. this.createInterpolant = factoryMethod;
  19983. return this;
  19984. },
  19985. getInterpolation: function () {
  19986. switch ( this.createInterpolant ) {
  19987. case this.InterpolantFactoryMethodDiscrete:
  19988. return InterpolateDiscrete;
  19989. case this.InterpolantFactoryMethodLinear:
  19990. return InterpolateLinear;
  19991. case this.InterpolantFactoryMethodSmooth:
  19992. return InterpolateSmooth;
  19993. }
  19994. },
  19995. getValueSize: function () {
  19996. return this.values.length / this.times.length;
  19997. },
  19998. // move all keyframes either forwards or backwards in time
  19999. shift: function ( timeOffset ) {
  20000. if ( timeOffset !== 0.0 ) {
  20001. var times = this.times;
  20002. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20003. times[ i ] += timeOffset;
  20004. }
  20005. }
  20006. return this;
  20007. },
  20008. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20009. scale: function ( timeScale ) {
  20010. if ( timeScale !== 1.0 ) {
  20011. var times = this.times;
  20012. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20013. times[ i ] *= timeScale;
  20014. }
  20015. }
  20016. return this;
  20017. },
  20018. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20019. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20020. trim: function ( startTime, endTime ) {
  20021. var times = this.times,
  20022. nKeys = times.length,
  20023. from = 0,
  20024. to = nKeys - 1;
  20025. while ( from !== nKeys && times[ from ] < startTime ) {
  20026. ++ from;
  20027. }
  20028. while ( to !== - 1 && times[ to ] > endTime ) {
  20029. -- to;
  20030. }
  20031. ++ to; // inclusive -> exclusive bound
  20032. if ( from !== 0 || to !== nKeys ) {
  20033. // empty tracks are forbidden, so keep at least one keyframe
  20034. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20035. var stride = this.getValueSize();
  20036. this.times = AnimationUtils.arraySlice( times, from, to );
  20037. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20038. }
  20039. return this;
  20040. },
  20041. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20042. validate: function () {
  20043. var valid = true;
  20044. var valueSize = this.getValueSize();
  20045. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20046. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20047. valid = false;
  20048. }
  20049. var times = this.times,
  20050. values = this.values,
  20051. nKeys = times.length;
  20052. if ( nKeys === 0 ) {
  20053. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20054. valid = false;
  20055. }
  20056. var prevTime = null;
  20057. for ( var i = 0; i !== nKeys; i ++ ) {
  20058. var currTime = times[ i ];
  20059. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20060. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20061. valid = false;
  20062. break;
  20063. }
  20064. if ( prevTime !== null && prevTime > currTime ) {
  20065. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20066. valid = false;
  20067. break;
  20068. }
  20069. prevTime = currTime;
  20070. }
  20071. if ( values !== undefined ) {
  20072. if ( AnimationUtils.isTypedArray( values ) ) {
  20073. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20074. var value = values[ i ];
  20075. if ( isNaN( value ) ) {
  20076. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20077. valid = false;
  20078. break;
  20079. }
  20080. }
  20081. }
  20082. }
  20083. return valid;
  20084. },
  20085. // removes equivalent sequential keys as common in morph target sequences
  20086. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20087. optimize: function () {
  20088. var times = this.times,
  20089. values = this.values,
  20090. stride = this.getValueSize(),
  20091. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20092. writeIndex = 1,
  20093. lastIndex = times.length - 1;
  20094. for ( var i = 1; i < lastIndex; ++ i ) {
  20095. var keep = false;
  20096. var time = times[ i ];
  20097. var timeNext = times[ i + 1 ];
  20098. // remove adjacent keyframes scheduled at the same time
  20099. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20100. if ( ! smoothInterpolation ) {
  20101. // remove unnecessary keyframes same as their neighbors
  20102. var offset = i * stride,
  20103. offsetP = offset - stride,
  20104. offsetN = offset + stride;
  20105. for ( var j = 0; j !== stride; ++ j ) {
  20106. var value = values[ offset + j ];
  20107. if ( value !== values[ offsetP + j ] ||
  20108. value !== values[ offsetN + j ] ) {
  20109. keep = true;
  20110. break;
  20111. }
  20112. }
  20113. } else {
  20114. keep = true;
  20115. }
  20116. }
  20117. // in-place compaction
  20118. if ( keep ) {
  20119. if ( i !== writeIndex ) {
  20120. times[ writeIndex ] = times[ i ];
  20121. var readOffset = i * stride,
  20122. writeOffset = writeIndex * stride;
  20123. for ( var j = 0; j !== stride; ++ j ) {
  20124. values[ writeOffset + j ] = values[ readOffset + j ];
  20125. }
  20126. }
  20127. ++ writeIndex;
  20128. }
  20129. }
  20130. // flush last keyframe (compaction looks ahead)
  20131. if ( lastIndex > 0 ) {
  20132. times[ writeIndex ] = times[ lastIndex ];
  20133. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20134. values[ writeOffset + j ] = values[ readOffset + j ];
  20135. }
  20136. ++ writeIndex;
  20137. }
  20138. if ( writeIndex !== times.length ) {
  20139. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20140. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20141. }
  20142. return this;
  20143. },
  20144. clone: function () {
  20145. var times = AnimationUtils.arraySlice( this.times, 0 );
  20146. var values = AnimationUtils.arraySlice( this.values, 0 );
  20147. var TypedKeyframeTrack = this.constructor;
  20148. var track = new TypedKeyframeTrack( this.name, times, values );
  20149. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20150. track.createInterpolant = this.createInterpolant;
  20151. return track;
  20152. }
  20153. } );
  20154. /**
  20155. *
  20156. * A Track of Boolean keyframe values.
  20157. *
  20158. *
  20159. * @author Ben Houston / http://clara.io/
  20160. * @author David Sarno / http://lighthaus.us/
  20161. * @author tschw
  20162. */
  20163. function BooleanKeyframeTrack( name, times, values ) {
  20164. KeyframeTrack.call( this, name, times, values );
  20165. }
  20166. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20167. constructor: BooleanKeyframeTrack,
  20168. ValueTypeName: 'bool',
  20169. ValueBufferType: Array,
  20170. DefaultInterpolation: InterpolateDiscrete,
  20171. InterpolantFactoryMethodLinear: undefined,
  20172. InterpolantFactoryMethodSmooth: undefined
  20173. // Note: Actually this track could have a optimized / compressed
  20174. // representation of a single value and a custom interpolant that
  20175. // computes "firstValue ^ isOdd( index )".
  20176. } );
  20177. /**
  20178. *
  20179. * A Track of keyframe values that represent color.
  20180. *
  20181. *
  20182. * @author Ben Houston / http://clara.io/
  20183. * @author David Sarno / http://lighthaus.us/
  20184. * @author tschw
  20185. */
  20186. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20187. KeyframeTrack.call( this, name, times, values, interpolation );
  20188. }
  20189. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20190. constructor: ColorKeyframeTrack,
  20191. ValueTypeName: 'color'
  20192. // ValueBufferType is inherited
  20193. // DefaultInterpolation is inherited
  20194. // Note: Very basic implementation and nothing special yet.
  20195. // However, this is the place for color space parameterization.
  20196. } );
  20197. /**
  20198. *
  20199. * A Track of numeric keyframe values.
  20200. *
  20201. * @author Ben Houston / http://clara.io/
  20202. * @author David Sarno / http://lighthaus.us/
  20203. * @author tschw
  20204. */
  20205. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20206. KeyframeTrack.call( this, name, times, values, interpolation );
  20207. }
  20208. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20209. constructor: NumberKeyframeTrack,
  20210. ValueTypeName: 'number'
  20211. // ValueBufferType is inherited
  20212. // DefaultInterpolation is inherited
  20213. } );
  20214. /**
  20215. * Spherical linear unit quaternion interpolant.
  20216. *
  20217. * @author tschw
  20218. */
  20219. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20220. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20221. }
  20222. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20223. constructor: QuaternionLinearInterpolant,
  20224. interpolate_: function ( i1, t0, t, t1 ) {
  20225. var result = this.resultBuffer,
  20226. values = this.sampleValues,
  20227. stride = this.valueSize,
  20228. offset = i1 * stride,
  20229. alpha = ( t - t0 ) / ( t1 - t0 );
  20230. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20231. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20232. }
  20233. return result;
  20234. }
  20235. } );
  20236. /**
  20237. *
  20238. * A Track of quaternion keyframe values.
  20239. *
  20240. * @author Ben Houston / http://clara.io/
  20241. * @author David Sarno / http://lighthaus.us/
  20242. * @author tschw
  20243. */
  20244. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20245. KeyframeTrack.call( this, name, times, values, interpolation );
  20246. }
  20247. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20248. constructor: QuaternionKeyframeTrack,
  20249. ValueTypeName: 'quaternion',
  20250. // ValueBufferType is inherited
  20251. DefaultInterpolation: InterpolateLinear,
  20252. InterpolantFactoryMethodLinear: function ( result ) {
  20253. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20254. },
  20255. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20256. } );
  20257. /**
  20258. *
  20259. * A Track that interpolates Strings
  20260. *
  20261. *
  20262. * @author Ben Houston / http://clara.io/
  20263. * @author David Sarno / http://lighthaus.us/
  20264. * @author tschw
  20265. */
  20266. function StringKeyframeTrack( name, times, values, interpolation ) {
  20267. KeyframeTrack.call( this, name, times, values, interpolation );
  20268. }
  20269. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20270. constructor: StringKeyframeTrack,
  20271. ValueTypeName: 'string',
  20272. ValueBufferType: Array,
  20273. DefaultInterpolation: InterpolateDiscrete,
  20274. InterpolantFactoryMethodLinear: undefined,
  20275. InterpolantFactoryMethodSmooth: undefined
  20276. } );
  20277. /**
  20278. *
  20279. * A Track of vectored keyframe values.
  20280. *
  20281. *
  20282. * @author Ben Houston / http://clara.io/
  20283. * @author David Sarno / http://lighthaus.us/
  20284. * @author tschw
  20285. */
  20286. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20287. KeyframeTrack.call( this, name, times, values, interpolation );
  20288. }
  20289. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20290. constructor: VectorKeyframeTrack,
  20291. ValueTypeName: 'vector'
  20292. // ValueBufferType is inherited
  20293. // DefaultInterpolation is inherited
  20294. } );
  20295. /**
  20296. *
  20297. * Reusable set of Tracks that represent an animation.
  20298. *
  20299. * @author Ben Houston / http://clara.io/
  20300. * @author David Sarno / http://lighthaus.us/
  20301. */
  20302. function AnimationClip( name, duration, tracks ) {
  20303. this.name = name;
  20304. this.tracks = tracks;
  20305. this.duration = ( duration !== undefined ) ? duration : - 1;
  20306. this.uuid = _Math.generateUUID();
  20307. // this means it should figure out its duration by scanning the tracks
  20308. if ( this.duration < 0 ) {
  20309. this.resetDuration();
  20310. }
  20311. }
  20312. function getTrackTypeForValueTypeName( typeName ) {
  20313. switch ( typeName.toLowerCase() ) {
  20314. case 'scalar':
  20315. case 'double':
  20316. case 'float':
  20317. case 'number':
  20318. case 'integer':
  20319. return NumberKeyframeTrack;
  20320. case 'vector':
  20321. case 'vector2':
  20322. case 'vector3':
  20323. case 'vector4':
  20324. return VectorKeyframeTrack;
  20325. case 'color':
  20326. return ColorKeyframeTrack;
  20327. case 'quaternion':
  20328. return QuaternionKeyframeTrack;
  20329. case 'bool':
  20330. case 'boolean':
  20331. return BooleanKeyframeTrack;
  20332. case 'string':
  20333. return StringKeyframeTrack;
  20334. }
  20335. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20336. }
  20337. function parseKeyframeTrack( json ) {
  20338. if ( json.type === undefined ) {
  20339. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20340. }
  20341. var trackType = getTrackTypeForValueTypeName( json.type );
  20342. if ( json.times === undefined ) {
  20343. var times = [], values = [];
  20344. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20345. json.times = times;
  20346. json.values = values;
  20347. }
  20348. // derived classes can define a static parse method
  20349. if ( trackType.parse !== undefined ) {
  20350. return trackType.parse( json );
  20351. } else {
  20352. // by default, we assume a constructor compatible with the base
  20353. return new trackType( json.name, json.times, json.values, json.interpolation );
  20354. }
  20355. }
  20356. Object.assign( AnimationClip, {
  20357. parse: function ( json ) {
  20358. var tracks = [],
  20359. jsonTracks = json.tracks,
  20360. frameTime = 1.0 / ( json.fps || 1.0 );
  20361. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20362. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20363. }
  20364. return new AnimationClip( json.name, json.duration, tracks );
  20365. },
  20366. toJSON: function ( clip ) {
  20367. var tracks = [],
  20368. clipTracks = clip.tracks;
  20369. var json = {
  20370. 'name': clip.name,
  20371. 'duration': clip.duration,
  20372. 'tracks': tracks,
  20373. 'uuid': clip.uuid
  20374. };
  20375. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20376. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20377. }
  20378. return json;
  20379. },
  20380. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20381. var numMorphTargets = morphTargetSequence.length;
  20382. var tracks = [];
  20383. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20384. var times = [];
  20385. var values = [];
  20386. times.push(
  20387. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20388. i,
  20389. ( i + 1 ) % numMorphTargets );
  20390. values.push( 0, 1, 0 );
  20391. var order = AnimationUtils.getKeyframeOrder( times );
  20392. times = AnimationUtils.sortedArray( times, 1, order );
  20393. values = AnimationUtils.sortedArray( values, 1, order );
  20394. // if there is a key at the first frame, duplicate it as the
  20395. // last frame as well for perfect loop.
  20396. if ( ! noLoop && times[ 0 ] === 0 ) {
  20397. times.push( numMorphTargets );
  20398. values.push( values[ 0 ] );
  20399. }
  20400. tracks.push(
  20401. new NumberKeyframeTrack(
  20402. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20403. times, values
  20404. ).scale( 1.0 / fps ) );
  20405. }
  20406. return new AnimationClip( name, - 1, tracks );
  20407. },
  20408. findByName: function ( objectOrClipArray, name ) {
  20409. var clipArray = objectOrClipArray;
  20410. if ( ! Array.isArray( objectOrClipArray ) ) {
  20411. var o = objectOrClipArray;
  20412. clipArray = o.geometry && o.geometry.animations || o.animations;
  20413. }
  20414. for ( var i = 0; i < clipArray.length; i ++ ) {
  20415. if ( clipArray[ i ].name === name ) {
  20416. return clipArray[ i ];
  20417. }
  20418. }
  20419. return null;
  20420. },
  20421. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20422. var animationToMorphTargets = {};
  20423. // tested with https://regex101.com/ on trick sequences
  20424. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20425. var pattern = /^([\w-]*?)([\d]+)$/;
  20426. // sort morph target names into animation groups based
  20427. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20428. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20429. var morphTarget = morphTargets[ i ];
  20430. var parts = morphTarget.name.match( pattern );
  20431. if ( parts && parts.length > 1 ) {
  20432. var name = parts[ 1 ];
  20433. var animationMorphTargets = animationToMorphTargets[ name ];
  20434. if ( ! animationMorphTargets ) {
  20435. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20436. }
  20437. animationMorphTargets.push( morphTarget );
  20438. }
  20439. }
  20440. var clips = [];
  20441. for ( var name in animationToMorphTargets ) {
  20442. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20443. }
  20444. return clips;
  20445. },
  20446. // parse the animation.hierarchy format
  20447. parseAnimation: function ( animation, bones ) {
  20448. if ( ! animation ) {
  20449. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20450. return null;
  20451. }
  20452. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20453. // only return track if there are actually keys.
  20454. if ( animationKeys.length !== 0 ) {
  20455. var times = [];
  20456. var values = [];
  20457. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20458. // empty keys are filtered out, so check again
  20459. if ( times.length !== 0 ) {
  20460. destTracks.push( new trackType( trackName, times, values ) );
  20461. }
  20462. }
  20463. };
  20464. var tracks = [];
  20465. var clipName = animation.name || 'default';
  20466. // automatic length determination in AnimationClip.
  20467. var duration = animation.length || - 1;
  20468. var fps = animation.fps || 30;
  20469. var hierarchyTracks = animation.hierarchy || [];
  20470. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20471. var animationKeys = hierarchyTracks[ h ].keys;
  20472. // skip empty tracks
  20473. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20474. // process morph targets
  20475. if ( animationKeys[ 0 ].morphTargets ) {
  20476. // figure out all morph targets used in this track
  20477. var morphTargetNames = {};
  20478. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20479. if ( animationKeys[ k ].morphTargets ) {
  20480. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20481. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20482. }
  20483. }
  20484. }
  20485. // create a track for each morph target with all zero
  20486. // morphTargetInfluences except for the keys in which
  20487. // the morphTarget is named.
  20488. for ( var morphTargetName in morphTargetNames ) {
  20489. var times = [];
  20490. var values = [];
  20491. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20492. var animationKey = animationKeys[ k ];
  20493. times.push( animationKey.time );
  20494. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20495. }
  20496. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20497. }
  20498. duration = morphTargetNames.length * ( fps || 1.0 );
  20499. } else {
  20500. // ...assume skeletal animation
  20501. var boneName = '.bones[' + bones[ h ].name + ']';
  20502. addNonemptyTrack(
  20503. VectorKeyframeTrack, boneName + '.position',
  20504. animationKeys, 'pos', tracks );
  20505. addNonemptyTrack(
  20506. QuaternionKeyframeTrack, boneName + '.quaternion',
  20507. animationKeys, 'rot', tracks );
  20508. addNonemptyTrack(
  20509. VectorKeyframeTrack, boneName + '.scale',
  20510. animationKeys, 'scl', tracks );
  20511. }
  20512. }
  20513. if ( tracks.length === 0 ) {
  20514. return null;
  20515. }
  20516. var clip = new AnimationClip( clipName, duration, tracks );
  20517. return clip;
  20518. }
  20519. } );
  20520. Object.assign( AnimationClip.prototype, {
  20521. resetDuration: function () {
  20522. var tracks = this.tracks, duration = 0;
  20523. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20524. var track = this.tracks[ i ];
  20525. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20526. }
  20527. this.duration = duration;
  20528. return this;
  20529. },
  20530. trim: function () {
  20531. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20532. this.tracks[ i ].trim( 0, this.duration );
  20533. }
  20534. return this;
  20535. },
  20536. validate: function () {
  20537. var valid = true;
  20538. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20539. valid = valid && this.tracks[ i ].validate();
  20540. }
  20541. return valid;
  20542. },
  20543. optimize: function () {
  20544. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20545. this.tracks[ i ].optimize();
  20546. }
  20547. return this;
  20548. },
  20549. clone: function () {
  20550. var tracks = [];
  20551. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20552. tracks.push( this.tracks[ i ].clone() );
  20553. }
  20554. return new AnimationClip( this.name, this.duration, tracks );
  20555. }
  20556. } );
  20557. /**
  20558. * @author mrdoob / http://mrdoob.com/
  20559. */
  20560. var Cache = {
  20561. enabled: false,
  20562. files: {},
  20563. add: function ( key, file ) {
  20564. if ( this.enabled === false ) return;
  20565. // console.log( 'THREE.Cache', 'Adding key:', key );
  20566. this.files[ key ] = file;
  20567. },
  20568. get: function ( key ) {
  20569. if ( this.enabled === false ) return;
  20570. // console.log( 'THREE.Cache', 'Checking key:', key );
  20571. return this.files[ key ];
  20572. },
  20573. remove: function ( key ) {
  20574. delete this.files[ key ];
  20575. },
  20576. clear: function () {
  20577. this.files = {};
  20578. }
  20579. };
  20580. /**
  20581. * @author mrdoob / http://mrdoob.com/
  20582. */
  20583. function LoadingManager( onLoad, onProgress, onError ) {
  20584. var scope = this;
  20585. var isLoading = false;
  20586. var itemsLoaded = 0;
  20587. var itemsTotal = 0;
  20588. var urlModifier = undefined;
  20589. // Refer to #5689 for the reason why we don't set .onStart
  20590. // in the constructor
  20591. this.onStart = undefined;
  20592. this.onLoad = onLoad;
  20593. this.onProgress = onProgress;
  20594. this.onError = onError;
  20595. this.itemStart = function ( url ) {
  20596. itemsTotal ++;
  20597. if ( isLoading === false ) {
  20598. if ( scope.onStart !== undefined ) {
  20599. scope.onStart( url, itemsLoaded, itemsTotal );
  20600. }
  20601. }
  20602. isLoading = true;
  20603. };
  20604. this.itemEnd = function ( url ) {
  20605. itemsLoaded ++;
  20606. if ( scope.onProgress !== undefined ) {
  20607. scope.onProgress( url, itemsLoaded, itemsTotal );
  20608. }
  20609. if ( itemsLoaded === itemsTotal ) {
  20610. isLoading = false;
  20611. if ( scope.onLoad !== undefined ) {
  20612. scope.onLoad();
  20613. }
  20614. }
  20615. };
  20616. this.itemError = function ( url ) {
  20617. if ( scope.onError !== undefined ) {
  20618. scope.onError( url );
  20619. }
  20620. };
  20621. this.resolveURL = function ( url ) {
  20622. if ( urlModifier ) {
  20623. return urlModifier( url );
  20624. }
  20625. return url;
  20626. };
  20627. this.setURLModifier = function ( transform ) {
  20628. urlModifier = transform;
  20629. return this;
  20630. };
  20631. }
  20632. var DefaultLoadingManager = new LoadingManager();
  20633. /**
  20634. * @author mrdoob / http://mrdoob.com/
  20635. */
  20636. var loading = {};
  20637. function FileLoader( manager ) {
  20638. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20639. }
  20640. Object.assign( FileLoader.prototype, {
  20641. load: function ( url, onLoad, onProgress, onError ) {
  20642. if ( url === undefined ) url = '';
  20643. if ( this.path !== undefined ) url = this.path + url;
  20644. url = this.manager.resolveURL( url );
  20645. var scope = this;
  20646. var cached = Cache.get( url );
  20647. if ( cached !== undefined ) {
  20648. scope.manager.itemStart( url );
  20649. setTimeout( function () {
  20650. if ( onLoad ) onLoad( cached );
  20651. scope.manager.itemEnd( url );
  20652. }, 0 );
  20653. return cached;
  20654. }
  20655. // Check if request is duplicate
  20656. if ( loading[ url ] !== undefined ) {
  20657. loading[ url ].push( {
  20658. onLoad: onLoad,
  20659. onProgress: onProgress,
  20660. onError: onError
  20661. } );
  20662. return;
  20663. }
  20664. // Check for data: URI
  20665. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20666. var dataUriRegexResult = url.match( dataUriRegex );
  20667. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20668. if ( dataUriRegexResult ) {
  20669. var mimeType = dataUriRegexResult[ 1 ];
  20670. var isBase64 = !! dataUriRegexResult[ 2 ];
  20671. var data = dataUriRegexResult[ 3 ];
  20672. data = decodeURIComponent( data );
  20673. if ( isBase64 ) data = atob( data );
  20674. try {
  20675. var response;
  20676. var responseType = ( this.responseType || '' ).toLowerCase();
  20677. switch ( responseType ) {
  20678. case 'arraybuffer':
  20679. case 'blob':
  20680. var view = new Uint8Array( data.length );
  20681. for ( var i = 0; i < data.length; i ++ ) {
  20682. view[ i ] = data.charCodeAt( i );
  20683. }
  20684. if ( responseType === 'blob' ) {
  20685. response = new Blob( [ view.buffer ], { type: mimeType } );
  20686. } else {
  20687. response = view.buffer;
  20688. }
  20689. break;
  20690. case 'document':
  20691. var parser = new DOMParser();
  20692. response = parser.parseFromString( data, mimeType );
  20693. break;
  20694. case 'json':
  20695. response = JSON.parse( data );
  20696. break;
  20697. default: // 'text' or other
  20698. response = data;
  20699. break;
  20700. }
  20701. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20702. setTimeout( function () {
  20703. if ( onLoad ) onLoad( response );
  20704. scope.manager.itemEnd( url );
  20705. }, 0 );
  20706. } catch ( error ) {
  20707. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20708. setTimeout( function () {
  20709. if ( onError ) onError( error );
  20710. scope.manager.itemError( url );
  20711. scope.manager.itemEnd( url );
  20712. }, 0 );
  20713. }
  20714. } else {
  20715. // Initialise array for duplicate requests
  20716. loading[ url ] = [];
  20717. loading[ url ].push( {
  20718. onLoad: onLoad,
  20719. onProgress: onProgress,
  20720. onError: onError
  20721. } );
  20722. var request = new XMLHttpRequest();
  20723. request.open( 'GET', url, true );
  20724. request.addEventListener( 'load', function ( event ) {
  20725. var response = this.response;
  20726. Cache.add( url, response );
  20727. var callbacks = loading[ url ];
  20728. delete loading[ url ];
  20729. if ( this.status === 200 || this.status === 0 ) {
  20730. // Some browsers return HTTP Status 0 when using non-http protocol
  20731. // e.g. 'file://' or 'data://'. Handle as success.
  20732. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20733. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20734. var callback = callbacks[ i ];
  20735. if ( callback.onLoad ) callback.onLoad( response );
  20736. }
  20737. scope.manager.itemEnd( url );
  20738. } else {
  20739. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20740. var callback = callbacks[ i ];
  20741. if ( callback.onError ) callback.onError( event );
  20742. }
  20743. scope.manager.itemError( url );
  20744. scope.manager.itemEnd( url );
  20745. }
  20746. }, false );
  20747. request.addEventListener( 'progress', function ( event ) {
  20748. var callbacks = loading[ url ];
  20749. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20750. var callback = callbacks[ i ];
  20751. if ( callback.onProgress ) callback.onProgress( event );
  20752. }
  20753. }, false );
  20754. request.addEventListener( 'error', function ( event ) {
  20755. var callbacks = loading[ url ];
  20756. delete loading[ url ];
  20757. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20758. var callback = callbacks[ i ];
  20759. if ( callback.onError ) callback.onError( event );
  20760. }
  20761. scope.manager.itemError( url );
  20762. scope.manager.itemEnd( url );
  20763. }, false );
  20764. request.addEventListener( 'abort', function ( event ) {
  20765. var callbacks = loading[ url ];
  20766. delete loading[ url ];
  20767. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20768. var callback = callbacks[ i ];
  20769. if ( callback.onError ) callback.onError( event );
  20770. }
  20771. scope.manager.itemError( url );
  20772. scope.manager.itemEnd( url );
  20773. }, false );
  20774. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20775. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20776. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20777. for ( var header in this.requestHeader ) {
  20778. request.setRequestHeader( header, this.requestHeader[ header ] );
  20779. }
  20780. request.send( null );
  20781. }
  20782. scope.manager.itemStart( url );
  20783. return request;
  20784. },
  20785. setPath: function ( value ) {
  20786. this.path = value;
  20787. return this;
  20788. },
  20789. setResponseType: function ( value ) {
  20790. this.responseType = value;
  20791. return this;
  20792. },
  20793. setWithCredentials: function ( value ) {
  20794. this.withCredentials = value;
  20795. return this;
  20796. },
  20797. setMimeType: function ( value ) {
  20798. this.mimeType = value;
  20799. return this;
  20800. },
  20801. setRequestHeader: function ( value ) {
  20802. this.requestHeader = value;
  20803. return this;
  20804. }
  20805. } );
  20806. /**
  20807. * @author bhouston / http://clara.io/
  20808. */
  20809. function AnimationLoader( manager ) {
  20810. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20811. }
  20812. Object.assign( AnimationLoader.prototype, {
  20813. load: function ( url, onLoad, onProgress, onError ) {
  20814. var scope = this;
  20815. var loader = new FileLoader( scope.manager );
  20816. loader.setPath( scope.path );
  20817. loader.load( url, function ( text ) {
  20818. onLoad( scope.parse( JSON.parse( text ) ) );
  20819. }, onProgress, onError );
  20820. },
  20821. parse: function ( json ) {
  20822. var animations = [];
  20823. for ( var i = 0; i < json.length; i ++ ) {
  20824. var clip = AnimationClip.parse( json[ i ] );
  20825. animations.push( clip );
  20826. }
  20827. return animations;
  20828. },
  20829. setPath: function ( value ) {
  20830. this.path = value;
  20831. return this;
  20832. }
  20833. } );
  20834. /**
  20835. * @author mrdoob / http://mrdoob.com/
  20836. *
  20837. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20838. */
  20839. function CompressedTextureLoader( manager ) {
  20840. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20841. // override in sub classes
  20842. this._parser = null;
  20843. }
  20844. Object.assign( CompressedTextureLoader.prototype, {
  20845. load: function ( url, onLoad, onProgress, onError ) {
  20846. var scope = this;
  20847. var images = [];
  20848. var texture = new CompressedTexture();
  20849. texture.image = images;
  20850. var loader = new FileLoader( this.manager );
  20851. loader.setPath( this.path );
  20852. loader.setResponseType( 'arraybuffer' );
  20853. function loadTexture( i ) {
  20854. loader.load( url[ i ], function ( buffer ) {
  20855. var texDatas = scope._parser( buffer, true );
  20856. images[ i ] = {
  20857. width: texDatas.width,
  20858. height: texDatas.height,
  20859. format: texDatas.format,
  20860. mipmaps: texDatas.mipmaps
  20861. };
  20862. loaded += 1;
  20863. if ( loaded === 6 ) {
  20864. if ( texDatas.mipmapCount === 1 )
  20865. texture.minFilter = LinearFilter;
  20866. texture.format = texDatas.format;
  20867. texture.needsUpdate = true;
  20868. if ( onLoad ) onLoad( texture );
  20869. }
  20870. }, onProgress, onError );
  20871. }
  20872. if ( Array.isArray( url ) ) {
  20873. var loaded = 0;
  20874. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20875. loadTexture( i );
  20876. }
  20877. } else {
  20878. // compressed cubemap texture stored in a single DDS file
  20879. loader.load( url, function ( buffer ) {
  20880. var texDatas = scope._parser( buffer, true );
  20881. if ( texDatas.isCubemap ) {
  20882. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20883. for ( var f = 0; f < faces; f ++ ) {
  20884. images[ f ] = { mipmaps: [] };
  20885. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20886. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20887. images[ f ].format = texDatas.format;
  20888. images[ f ].width = texDatas.width;
  20889. images[ f ].height = texDatas.height;
  20890. }
  20891. }
  20892. } else {
  20893. texture.image.width = texDatas.width;
  20894. texture.image.height = texDatas.height;
  20895. texture.mipmaps = texDatas.mipmaps;
  20896. }
  20897. if ( texDatas.mipmapCount === 1 ) {
  20898. texture.minFilter = LinearFilter;
  20899. }
  20900. texture.format = texDatas.format;
  20901. texture.needsUpdate = true;
  20902. if ( onLoad ) onLoad( texture );
  20903. }, onProgress, onError );
  20904. }
  20905. return texture;
  20906. },
  20907. setPath: function ( value ) {
  20908. this.path = value;
  20909. return this;
  20910. }
  20911. } );
  20912. /**
  20913. * @author Nikos M. / https://github.com/foo123/
  20914. *
  20915. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20916. */
  20917. function DataTextureLoader( manager ) {
  20918. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20919. // override in sub classes
  20920. this._parser = null;
  20921. }
  20922. Object.assign( DataTextureLoader.prototype, {
  20923. load: function ( url, onLoad, onProgress, onError ) {
  20924. var scope = this;
  20925. var texture = new DataTexture();
  20926. var loader = new FileLoader( this.manager );
  20927. loader.setResponseType( 'arraybuffer' );
  20928. loader.setPath( this.path );
  20929. loader.load( url, function ( buffer ) {
  20930. var texData = scope._parser( buffer );
  20931. if ( ! texData ) return;
  20932. if ( texData.image !== undefined ) {
  20933. texture.image = texData.image;
  20934. } else if ( texData.data !== undefined ) {
  20935. texture.image.width = texData.width;
  20936. texture.image.height = texData.height;
  20937. texture.image.data = texData.data;
  20938. }
  20939. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20940. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20941. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20942. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20943. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20944. if ( texData.format !== undefined ) {
  20945. texture.format = texData.format;
  20946. }
  20947. if ( texData.type !== undefined ) {
  20948. texture.type = texData.type;
  20949. }
  20950. if ( texData.mipmaps !== undefined ) {
  20951. texture.mipmaps = texData.mipmaps;
  20952. }
  20953. if ( texData.mipmapCount === 1 ) {
  20954. texture.minFilter = LinearFilter;
  20955. }
  20956. texture.needsUpdate = true;
  20957. if ( onLoad ) onLoad( texture, texData );
  20958. }, onProgress, onError );
  20959. return texture;
  20960. },
  20961. setPath: function ( value ) {
  20962. this.path = value;
  20963. return this;
  20964. }
  20965. } );
  20966. /**
  20967. * @author mrdoob / http://mrdoob.com/
  20968. */
  20969. function ImageLoader( manager ) {
  20970. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20971. }
  20972. Object.assign( ImageLoader.prototype, {
  20973. crossOrigin: 'anonymous',
  20974. load: function ( url, onLoad, onProgress, onError ) {
  20975. if ( url === undefined ) url = '';
  20976. if ( this.path !== undefined ) url = this.path + url;
  20977. url = this.manager.resolveURL( url );
  20978. var scope = this;
  20979. var cached = Cache.get( url );
  20980. if ( cached !== undefined ) {
  20981. scope.manager.itemStart( url );
  20982. setTimeout( function () {
  20983. if ( onLoad ) onLoad( cached );
  20984. scope.manager.itemEnd( url );
  20985. }, 0 );
  20986. return cached;
  20987. }
  20988. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20989. function onImageLoad() {
  20990. image.removeEventListener( 'load', onImageLoad, false );
  20991. image.removeEventListener( 'error', onImageError, false );
  20992. Cache.add( url, this );
  20993. if ( onLoad ) onLoad( this );
  20994. scope.manager.itemEnd( url );
  20995. }
  20996. function onImageError( event ) {
  20997. image.removeEventListener( 'load', onImageLoad, false );
  20998. image.removeEventListener( 'error', onImageError, false );
  20999. if ( onError ) onError( event );
  21000. scope.manager.itemError( url );
  21001. scope.manager.itemEnd( url );
  21002. }
  21003. image.addEventListener( 'load', onImageLoad, false );
  21004. image.addEventListener( 'error', onImageError, false );
  21005. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21006. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21007. }
  21008. scope.manager.itemStart( url );
  21009. image.src = url;
  21010. return image;
  21011. },
  21012. setCrossOrigin: function ( value ) {
  21013. this.crossOrigin = value;
  21014. return this;
  21015. },
  21016. setPath: function ( value ) {
  21017. this.path = value;
  21018. return this;
  21019. }
  21020. } );
  21021. /**
  21022. * @author mrdoob / http://mrdoob.com/
  21023. */
  21024. function CubeTextureLoader( manager ) {
  21025. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21026. }
  21027. Object.assign( CubeTextureLoader.prototype, {
  21028. crossOrigin: 'anonymous',
  21029. load: function ( urls, onLoad, onProgress, onError ) {
  21030. var texture = new CubeTexture();
  21031. var loader = new ImageLoader( this.manager );
  21032. loader.setCrossOrigin( this.crossOrigin );
  21033. loader.setPath( this.path );
  21034. var loaded = 0;
  21035. function loadTexture( i ) {
  21036. loader.load( urls[ i ], function ( image ) {
  21037. texture.images[ i ] = image;
  21038. loaded ++;
  21039. if ( loaded === 6 ) {
  21040. texture.needsUpdate = true;
  21041. if ( onLoad ) onLoad( texture );
  21042. }
  21043. }, undefined, onError );
  21044. }
  21045. for ( var i = 0; i < urls.length; ++ i ) {
  21046. loadTexture( i );
  21047. }
  21048. return texture;
  21049. },
  21050. setCrossOrigin: function ( value ) {
  21051. this.crossOrigin = value;
  21052. return this;
  21053. },
  21054. setPath: function ( value ) {
  21055. this.path = value;
  21056. return this;
  21057. }
  21058. } );
  21059. /**
  21060. * @author mrdoob / http://mrdoob.com/
  21061. */
  21062. function TextureLoader( manager ) {
  21063. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21064. }
  21065. Object.assign( TextureLoader.prototype, {
  21066. crossOrigin: 'anonymous',
  21067. load: function ( url, onLoad, onProgress, onError ) {
  21068. var texture = new Texture();
  21069. var loader = new ImageLoader( this.manager );
  21070. loader.setCrossOrigin( this.crossOrigin );
  21071. loader.setPath( this.path );
  21072. loader.load( url, function ( image ) {
  21073. texture.image = image;
  21074. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21075. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21076. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21077. texture.needsUpdate = true;
  21078. if ( onLoad !== undefined ) {
  21079. onLoad( texture );
  21080. }
  21081. }, onProgress, onError );
  21082. return texture;
  21083. },
  21084. setCrossOrigin: function ( value ) {
  21085. this.crossOrigin = value;
  21086. return this;
  21087. },
  21088. setPath: function ( value ) {
  21089. this.path = value;
  21090. return this;
  21091. }
  21092. } );
  21093. /**
  21094. * @author zz85 / http://www.lab4games.net/zz85/blog
  21095. * Extensible curve object
  21096. *
  21097. * Some common of curve methods:
  21098. * .getPoint( t, optionalTarget ), .getTangent( t )
  21099. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21100. * .getPoints(), .getSpacedPoints()
  21101. * .getLength()
  21102. * .updateArcLengths()
  21103. *
  21104. * This following curves inherit from THREE.Curve:
  21105. *
  21106. * -- 2D curves --
  21107. * THREE.ArcCurve
  21108. * THREE.CubicBezierCurve
  21109. * THREE.EllipseCurve
  21110. * THREE.LineCurve
  21111. * THREE.QuadraticBezierCurve
  21112. * THREE.SplineCurve
  21113. *
  21114. * -- 3D curves --
  21115. * THREE.CatmullRomCurve3
  21116. * THREE.CubicBezierCurve3
  21117. * THREE.LineCurve3
  21118. * THREE.QuadraticBezierCurve3
  21119. *
  21120. * A series of curves can be represented as a THREE.CurvePath.
  21121. *
  21122. **/
  21123. /**************************************************************
  21124. * Abstract Curve base class
  21125. **************************************************************/
  21126. function Curve() {
  21127. this.type = 'Curve';
  21128. this.arcLengthDivisions = 200;
  21129. }
  21130. Object.assign( Curve.prototype, {
  21131. // Virtual base class method to overwrite and implement in subclasses
  21132. // - t [0 .. 1]
  21133. getPoint: function ( /* t, optionalTarget */ ) {
  21134. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21135. return null;
  21136. },
  21137. // Get point at relative position in curve according to arc length
  21138. // - u [0 .. 1]
  21139. getPointAt: function ( u, optionalTarget ) {
  21140. var t = this.getUtoTmapping( u );
  21141. return this.getPoint( t, optionalTarget );
  21142. },
  21143. // Get sequence of points using getPoint( t )
  21144. getPoints: function ( divisions ) {
  21145. if ( divisions === undefined ) divisions = 5;
  21146. var points = [];
  21147. for ( var d = 0; d <= divisions; d ++ ) {
  21148. points.push( this.getPoint( d / divisions ) );
  21149. }
  21150. return points;
  21151. },
  21152. // Get sequence of points using getPointAt( u )
  21153. getSpacedPoints: function ( divisions ) {
  21154. if ( divisions === undefined ) divisions = 5;
  21155. var points = [];
  21156. for ( var d = 0; d <= divisions; d ++ ) {
  21157. points.push( this.getPointAt( d / divisions ) );
  21158. }
  21159. return points;
  21160. },
  21161. // Get total curve arc length
  21162. getLength: function () {
  21163. var lengths = this.getLengths();
  21164. return lengths[ lengths.length - 1 ];
  21165. },
  21166. // Get list of cumulative segment lengths
  21167. getLengths: function ( divisions ) {
  21168. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21169. if ( this.cacheArcLengths &&
  21170. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21171. ! this.needsUpdate ) {
  21172. return this.cacheArcLengths;
  21173. }
  21174. this.needsUpdate = false;
  21175. var cache = [];
  21176. var current, last = this.getPoint( 0 );
  21177. var p, sum = 0;
  21178. cache.push( 0 );
  21179. for ( p = 1; p <= divisions; p ++ ) {
  21180. current = this.getPoint( p / divisions );
  21181. sum += current.distanceTo( last );
  21182. cache.push( sum );
  21183. last = current;
  21184. }
  21185. this.cacheArcLengths = cache;
  21186. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21187. },
  21188. updateArcLengths: function () {
  21189. this.needsUpdate = true;
  21190. this.getLengths();
  21191. },
  21192. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21193. getUtoTmapping: function ( u, distance ) {
  21194. var arcLengths = this.getLengths();
  21195. var i = 0, il = arcLengths.length;
  21196. var targetArcLength; // The targeted u distance value to get
  21197. if ( distance ) {
  21198. targetArcLength = distance;
  21199. } else {
  21200. targetArcLength = u * arcLengths[ il - 1 ];
  21201. }
  21202. // binary search for the index with largest value smaller than target u distance
  21203. var low = 0, high = il - 1, comparison;
  21204. while ( low <= high ) {
  21205. 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
  21206. comparison = arcLengths[ i ] - targetArcLength;
  21207. if ( comparison < 0 ) {
  21208. low = i + 1;
  21209. } else if ( comparison > 0 ) {
  21210. high = i - 1;
  21211. } else {
  21212. high = i;
  21213. break;
  21214. // DONE
  21215. }
  21216. }
  21217. i = high;
  21218. if ( arcLengths[ i ] === targetArcLength ) {
  21219. return i / ( il - 1 );
  21220. }
  21221. // we could get finer grain at lengths, or use simple interpolation between two points
  21222. var lengthBefore = arcLengths[ i ];
  21223. var lengthAfter = arcLengths[ i + 1 ];
  21224. var segmentLength = lengthAfter - lengthBefore;
  21225. // determine where we are between the 'before' and 'after' points
  21226. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21227. // add that fractional amount to t
  21228. var t = ( i + segmentFraction ) / ( il - 1 );
  21229. return t;
  21230. },
  21231. // Returns a unit vector tangent at t
  21232. // In case any sub curve does not implement its tangent derivation,
  21233. // 2 points a small delta apart will be used to find its gradient
  21234. // which seems to give a reasonable approximation
  21235. getTangent: function ( t ) {
  21236. var delta = 0.0001;
  21237. var t1 = t - delta;
  21238. var t2 = t + delta;
  21239. // Capping in case of danger
  21240. if ( t1 < 0 ) t1 = 0;
  21241. if ( t2 > 1 ) t2 = 1;
  21242. var pt1 = this.getPoint( t1 );
  21243. var pt2 = this.getPoint( t2 );
  21244. var vec = pt2.clone().sub( pt1 );
  21245. return vec.normalize();
  21246. },
  21247. getTangentAt: function ( u ) {
  21248. var t = this.getUtoTmapping( u );
  21249. return this.getTangent( t );
  21250. },
  21251. computeFrenetFrames: function ( segments, closed ) {
  21252. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21253. var normal = new Vector3();
  21254. var tangents = [];
  21255. var normals = [];
  21256. var binormals = [];
  21257. var vec = new Vector3();
  21258. var mat = new Matrix4();
  21259. var i, u, theta;
  21260. // compute the tangent vectors for each segment on the curve
  21261. for ( i = 0; i <= segments; i ++ ) {
  21262. u = i / segments;
  21263. tangents[ i ] = this.getTangentAt( u );
  21264. tangents[ i ].normalize();
  21265. }
  21266. // select an initial normal vector perpendicular to the first tangent vector,
  21267. // and in the direction of the minimum tangent xyz component
  21268. normals[ 0 ] = new Vector3();
  21269. binormals[ 0 ] = new Vector3();
  21270. var min = Number.MAX_VALUE;
  21271. var tx = Math.abs( tangents[ 0 ].x );
  21272. var ty = Math.abs( tangents[ 0 ].y );
  21273. var tz = Math.abs( tangents[ 0 ].z );
  21274. if ( tx <= min ) {
  21275. min = tx;
  21276. normal.set( 1, 0, 0 );
  21277. }
  21278. if ( ty <= min ) {
  21279. min = ty;
  21280. normal.set( 0, 1, 0 );
  21281. }
  21282. if ( tz <= min ) {
  21283. normal.set( 0, 0, 1 );
  21284. }
  21285. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21286. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21287. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21288. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21289. for ( i = 1; i <= segments; i ++ ) {
  21290. normals[ i ] = normals[ i - 1 ].clone();
  21291. binormals[ i ] = binormals[ i - 1 ].clone();
  21292. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21293. if ( vec.length() > Number.EPSILON ) {
  21294. vec.normalize();
  21295. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21296. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21297. }
  21298. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21299. }
  21300. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21301. if ( closed === true ) {
  21302. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21303. theta /= segments;
  21304. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21305. theta = - theta;
  21306. }
  21307. for ( i = 1; i <= segments; i ++ ) {
  21308. // twist a little...
  21309. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21310. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21311. }
  21312. }
  21313. return {
  21314. tangents: tangents,
  21315. normals: normals,
  21316. binormals: binormals
  21317. };
  21318. },
  21319. clone: function () {
  21320. return new this.constructor().copy( this );
  21321. },
  21322. copy: function ( source ) {
  21323. this.arcLengthDivisions = source.arcLengthDivisions;
  21324. return this;
  21325. },
  21326. toJSON: function () {
  21327. var data = {
  21328. metadata: {
  21329. version: 4.5,
  21330. type: 'Curve',
  21331. generator: 'Curve.toJSON'
  21332. }
  21333. };
  21334. data.arcLengthDivisions = this.arcLengthDivisions;
  21335. data.type = this.type;
  21336. return data;
  21337. },
  21338. fromJSON: function ( json ) {
  21339. this.arcLengthDivisions = json.arcLengthDivisions;
  21340. return this;
  21341. }
  21342. } );
  21343. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21344. Curve.call( this );
  21345. this.type = 'EllipseCurve';
  21346. this.aX = aX || 0;
  21347. this.aY = aY || 0;
  21348. this.xRadius = xRadius || 1;
  21349. this.yRadius = yRadius || 1;
  21350. this.aStartAngle = aStartAngle || 0;
  21351. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21352. this.aClockwise = aClockwise || false;
  21353. this.aRotation = aRotation || 0;
  21354. }
  21355. EllipseCurve.prototype = Object.create( Curve.prototype );
  21356. EllipseCurve.prototype.constructor = EllipseCurve;
  21357. EllipseCurve.prototype.isEllipseCurve = true;
  21358. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21359. var point = optionalTarget || new Vector2();
  21360. var twoPi = Math.PI * 2;
  21361. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21362. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21363. // ensures that deltaAngle is 0 .. 2 PI
  21364. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21365. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21366. if ( deltaAngle < Number.EPSILON ) {
  21367. if ( samePoints ) {
  21368. deltaAngle = 0;
  21369. } else {
  21370. deltaAngle = twoPi;
  21371. }
  21372. }
  21373. if ( this.aClockwise === true && ! samePoints ) {
  21374. if ( deltaAngle === twoPi ) {
  21375. deltaAngle = - twoPi;
  21376. } else {
  21377. deltaAngle = deltaAngle - twoPi;
  21378. }
  21379. }
  21380. var angle = this.aStartAngle + t * deltaAngle;
  21381. var x = this.aX + this.xRadius * Math.cos( angle );
  21382. var y = this.aY + this.yRadius * Math.sin( angle );
  21383. if ( this.aRotation !== 0 ) {
  21384. var cos = Math.cos( this.aRotation );
  21385. var sin = Math.sin( this.aRotation );
  21386. var tx = x - this.aX;
  21387. var ty = y - this.aY;
  21388. // Rotate the point about the center of the ellipse.
  21389. x = tx * cos - ty * sin + this.aX;
  21390. y = tx * sin + ty * cos + this.aY;
  21391. }
  21392. return point.set( x, y );
  21393. };
  21394. EllipseCurve.prototype.copy = function ( source ) {
  21395. Curve.prototype.copy.call( this, source );
  21396. this.aX = source.aX;
  21397. this.aY = source.aY;
  21398. this.xRadius = source.xRadius;
  21399. this.yRadius = source.yRadius;
  21400. this.aStartAngle = source.aStartAngle;
  21401. this.aEndAngle = source.aEndAngle;
  21402. this.aClockwise = source.aClockwise;
  21403. this.aRotation = source.aRotation;
  21404. return this;
  21405. };
  21406. EllipseCurve.prototype.toJSON = function () {
  21407. var data = Curve.prototype.toJSON.call( this );
  21408. data.aX = this.aX;
  21409. data.aY = this.aY;
  21410. data.xRadius = this.xRadius;
  21411. data.yRadius = this.yRadius;
  21412. data.aStartAngle = this.aStartAngle;
  21413. data.aEndAngle = this.aEndAngle;
  21414. data.aClockwise = this.aClockwise;
  21415. data.aRotation = this.aRotation;
  21416. return data;
  21417. };
  21418. EllipseCurve.prototype.fromJSON = function ( json ) {
  21419. Curve.prototype.fromJSON.call( this, json );
  21420. this.aX = json.aX;
  21421. this.aY = json.aY;
  21422. this.xRadius = json.xRadius;
  21423. this.yRadius = json.yRadius;
  21424. this.aStartAngle = json.aStartAngle;
  21425. this.aEndAngle = json.aEndAngle;
  21426. this.aClockwise = json.aClockwise;
  21427. this.aRotation = json.aRotation;
  21428. return this;
  21429. };
  21430. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21431. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21432. this.type = 'ArcCurve';
  21433. }
  21434. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21435. ArcCurve.prototype.constructor = ArcCurve;
  21436. ArcCurve.prototype.isArcCurve = true;
  21437. /**
  21438. * @author zz85 https://github.com/zz85
  21439. *
  21440. * Centripetal CatmullRom Curve - which is useful for avoiding
  21441. * cusps and self-intersections in non-uniform catmull rom curves.
  21442. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21443. *
  21444. * curve.type accepts centripetal(default), chordal and catmullrom
  21445. * curve.tension is used for catmullrom which defaults to 0.5
  21446. */
  21447. /*
  21448. Based on an optimized c++ solution in
  21449. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21450. - http://ideone.com/NoEbVM
  21451. This CubicPoly class could be used for reusing some variables and calculations,
  21452. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21453. which can be placed in CurveUtils.
  21454. */
  21455. function CubicPoly() {
  21456. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21457. /*
  21458. * Compute coefficients for a cubic polynomial
  21459. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21460. * such that
  21461. * p(0) = x0, p(1) = x1
  21462. * and
  21463. * p'(0) = t0, p'(1) = t1.
  21464. */
  21465. function init( x0, x1, t0, t1 ) {
  21466. c0 = x0;
  21467. c1 = t0;
  21468. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21469. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21470. }
  21471. return {
  21472. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21473. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21474. },
  21475. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21476. // compute tangents when parameterized in [t1,t2]
  21477. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21478. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21479. // rescale tangents for parametrization in [0,1]
  21480. t1 *= dt1;
  21481. t2 *= dt1;
  21482. init( x1, x2, t1, t2 );
  21483. },
  21484. calc: function ( t ) {
  21485. var t2 = t * t;
  21486. var t3 = t2 * t;
  21487. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21488. }
  21489. };
  21490. }
  21491. //
  21492. var tmp = new Vector3();
  21493. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21494. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21495. Curve.call( this );
  21496. this.type = 'CatmullRomCurve3';
  21497. this.points = points || [];
  21498. this.closed = closed || false;
  21499. this.curveType = curveType || 'centripetal';
  21500. this.tension = tension || 0.5;
  21501. }
  21502. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21503. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21504. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21505. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21506. var point = optionalTarget || new Vector3();
  21507. var points = this.points;
  21508. var l = points.length;
  21509. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21510. var intPoint = Math.floor( p );
  21511. var weight = p - intPoint;
  21512. if ( this.closed ) {
  21513. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21514. } else if ( weight === 0 && intPoint === l - 1 ) {
  21515. intPoint = l - 2;
  21516. weight = 1;
  21517. }
  21518. var p0, p1, p2, p3; // 4 points
  21519. if ( this.closed || intPoint > 0 ) {
  21520. p0 = points[ ( intPoint - 1 ) % l ];
  21521. } else {
  21522. // extrapolate first point
  21523. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21524. p0 = tmp;
  21525. }
  21526. p1 = points[ intPoint % l ];
  21527. p2 = points[ ( intPoint + 1 ) % l ];
  21528. if ( this.closed || intPoint + 2 < l ) {
  21529. p3 = points[ ( intPoint + 2 ) % l ];
  21530. } else {
  21531. // extrapolate last point
  21532. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21533. p3 = tmp;
  21534. }
  21535. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21536. // init Centripetal / Chordal Catmull-Rom
  21537. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21538. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21539. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21540. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21541. // safety check for repeated points
  21542. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21543. if ( dt0 < 1e-4 ) dt0 = dt1;
  21544. if ( dt2 < 1e-4 ) dt2 = dt1;
  21545. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21546. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21547. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21548. } else if ( this.curveType === 'catmullrom' ) {
  21549. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21550. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21551. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21552. }
  21553. point.set(
  21554. px.calc( weight ),
  21555. py.calc( weight ),
  21556. pz.calc( weight )
  21557. );
  21558. return point;
  21559. };
  21560. CatmullRomCurve3.prototype.copy = function ( source ) {
  21561. Curve.prototype.copy.call( this, source );
  21562. this.points = [];
  21563. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21564. var point = source.points[ i ];
  21565. this.points.push( point.clone() );
  21566. }
  21567. this.closed = source.closed;
  21568. this.curveType = source.curveType;
  21569. this.tension = source.tension;
  21570. return this;
  21571. };
  21572. CatmullRomCurve3.prototype.toJSON = function () {
  21573. var data = Curve.prototype.toJSON.call( this );
  21574. data.points = [];
  21575. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21576. var point = this.points[ i ];
  21577. data.points.push( point.toArray() );
  21578. }
  21579. data.closed = this.closed;
  21580. data.curveType = this.curveType;
  21581. data.tension = this.tension;
  21582. return data;
  21583. };
  21584. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21585. Curve.prototype.fromJSON.call( this, json );
  21586. this.points = [];
  21587. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21588. var point = json.points[ i ];
  21589. this.points.push( new Vector3().fromArray( point ) );
  21590. }
  21591. this.closed = json.closed;
  21592. this.curveType = json.curveType;
  21593. this.tension = json.tension;
  21594. return this;
  21595. };
  21596. /**
  21597. * @author zz85 / http://www.lab4games.net/zz85/blog
  21598. *
  21599. * Bezier Curves formulas obtained from
  21600. * http://en.wikipedia.org/wiki/Bézier_curve
  21601. */
  21602. function CatmullRom( t, p0, p1, p2, p3 ) {
  21603. var v0 = ( p2 - p0 ) * 0.5;
  21604. var v1 = ( p3 - p1 ) * 0.5;
  21605. var t2 = t * t;
  21606. var t3 = t * t2;
  21607. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21608. }
  21609. //
  21610. function QuadraticBezierP0( t, p ) {
  21611. var k = 1 - t;
  21612. return k * k * p;
  21613. }
  21614. function QuadraticBezierP1( t, p ) {
  21615. return 2 * ( 1 - t ) * t * p;
  21616. }
  21617. function QuadraticBezierP2( t, p ) {
  21618. return t * t * p;
  21619. }
  21620. function QuadraticBezier( t, p0, p1, p2 ) {
  21621. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21622. QuadraticBezierP2( t, p2 );
  21623. }
  21624. //
  21625. function CubicBezierP0( t, p ) {
  21626. var k = 1 - t;
  21627. return k * k * k * p;
  21628. }
  21629. function CubicBezierP1( t, p ) {
  21630. var k = 1 - t;
  21631. return 3 * k * k * t * p;
  21632. }
  21633. function CubicBezierP2( t, p ) {
  21634. return 3 * ( 1 - t ) * t * t * p;
  21635. }
  21636. function CubicBezierP3( t, p ) {
  21637. return t * t * t * p;
  21638. }
  21639. function CubicBezier( t, p0, p1, p2, p3 ) {
  21640. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21641. CubicBezierP3( t, p3 );
  21642. }
  21643. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21644. Curve.call( this );
  21645. this.type = 'CubicBezierCurve';
  21646. this.v0 = v0 || new Vector2();
  21647. this.v1 = v1 || new Vector2();
  21648. this.v2 = v2 || new Vector2();
  21649. this.v3 = v3 || new Vector2();
  21650. }
  21651. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21652. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21653. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21654. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21655. var point = optionalTarget || new Vector2();
  21656. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21657. point.set(
  21658. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21659. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21660. );
  21661. return point;
  21662. };
  21663. CubicBezierCurve.prototype.copy = function ( source ) {
  21664. Curve.prototype.copy.call( this, source );
  21665. this.v0.copy( source.v0 );
  21666. this.v1.copy( source.v1 );
  21667. this.v2.copy( source.v2 );
  21668. this.v3.copy( source.v3 );
  21669. return this;
  21670. };
  21671. CubicBezierCurve.prototype.toJSON = function () {
  21672. var data = Curve.prototype.toJSON.call( this );
  21673. data.v0 = this.v0.toArray();
  21674. data.v1 = this.v1.toArray();
  21675. data.v2 = this.v2.toArray();
  21676. data.v3 = this.v3.toArray();
  21677. return data;
  21678. };
  21679. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21680. Curve.prototype.fromJSON.call( this, json );
  21681. this.v0.fromArray( json.v0 );
  21682. this.v1.fromArray( json.v1 );
  21683. this.v2.fromArray( json.v2 );
  21684. this.v3.fromArray( json.v3 );
  21685. return this;
  21686. };
  21687. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21688. Curve.call( this );
  21689. this.type = 'CubicBezierCurve3';
  21690. this.v0 = v0 || new Vector3();
  21691. this.v1 = v1 || new Vector3();
  21692. this.v2 = v2 || new Vector3();
  21693. this.v3 = v3 || new Vector3();
  21694. }
  21695. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21696. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21697. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21698. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21699. var point = optionalTarget || new Vector3();
  21700. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21701. point.set(
  21702. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21703. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21704. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21705. );
  21706. return point;
  21707. };
  21708. CubicBezierCurve3.prototype.copy = function ( source ) {
  21709. Curve.prototype.copy.call( this, source );
  21710. this.v0.copy( source.v0 );
  21711. this.v1.copy( source.v1 );
  21712. this.v2.copy( source.v2 );
  21713. this.v3.copy( source.v3 );
  21714. return this;
  21715. };
  21716. CubicBezierCurve3.prototype.toJSON = function () {
  21717. var data = Curve.prototype.toJSON.call( this );
  21718. data.v0 = this.v0.toArray();
  21719. data.v1 = this.v1.toArray();
  21720. data.v2 = this.v2.toArray();
  21721. data.v3 = this.v3.toArray();
  21722. return data;
  21723. };
  21724. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21725. Curve.prototype.fromJSON.call( this, json );
  21726. this.v0.fromArray( json.v0 );
  21727. this.v1.fromArray( json.v1 );
  21728. this.v2.fromArray( json.v2 );
  21729. this.v3.fromArray( json.v3 );
  21730. return this;
  21731. };
  21732. function LineCurve( v1, v2 ) {
  21733. Curve.call( this );
  21734. this.type = 'LineCurve';
  21735. this.v1 = v1 || new Vector2();
  21736. this.v2 = v2 || new Vector2();
  21737. }
  21738. LineCurve.prototype = Object.create( Curve.prototype );
  21739. LineCurve.prototype.constructor = LineCurve;
  21740. LineCurve.prototype.isLineCurve = true;
  21741. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21742. var point = optionalTarget || new Vector2();
  21743. if ( t === 1 ) {
  21744. point.copy( this.v2 );
  21745. } else {
  21746. point.copy( this.v2 ).sub( this.v1 );
  21747. point.multiplyScalar( t ).add( this.v1 );
  21748. }
  21749. return point;
  21750. };
  21751. // Line curve is linear, so we can overwrite default getPointAt
  21752. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21753. return this.getPoint( u, optionalTarget );
  21754. };
  21755. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21756. var tangent = this.v2.clone().sub( this.v1 );
  21757. return tangent.normalize();
  21758. };
  21759. LineCurve.prototype.copy = function ( source ) {
  21760. Curve.prototype.copy.call( this, source );
  21761. this.v1.copy( source.v1 );
  21762. this.v2.copy( source.v2 );
  21763. return this;
  21764. };
  21765. LineCurve.prototype.toJSON = function () {
  21766. var data = Curve.prototype.toJSON.call( this );
  21767. data.v1 = this.v1.toArray();
  21768. data.v2 = this.v2.toArray();
  21769. return data;
  21770. };
  21771. LineCurve.prototype.fromJSON = function ( json ) {
  21772. Curve.prototype.fromJSON.call( this, json );
  21773. this.v1.fromArray( json.v1 );
  21774. this.v2.fromArray( json.v2 );
  21775. return this;
  21776. };
  21777. function LineCurve3( v1, v2 ) {
  21778. Curve.call( this );
  21779. this.type = 'LineCurve3';
  21780. this.v1 = v1 || new Vector3();
  21781. this.v2 = v2 || new Vector3();
  21782. }
  21783. LineCurve3.prototype = Object.create( Curve.prototype );
  21784. LineCurve3.prototype.constructor = LineCurve3;
  21785. LineCurve3.prototype.isLineCurve3 = true;
  21786. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21787. var point = optionalTarget || new Vector3();
  21788. if ( t === 1 ) {
  21789. point.copy( this.v2 );
  21790. } else {
  21791. point.copy( this.v2 ).sub( this.v1 );
  21792. point.multiplyScalar( t ).add( this.v1 );
  21793. }
  21794. return point;
  21795. };
  21796. // Line curve is linear, so we can overwrite default getPointAt
  21797. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21798. return this.getPoint( u, optionalTarget );
  21799. };
  21800. LineCurve3.prototype.copy = function ( source ) {
  21801. Curve.prototype.copy.call( this, source );
  21802. this.v1.copy( source.v1 );
  21803. this.v2.copy( source.v2 );
  21804. return this;
  21805. };
  21806. LineCurve3.prototype.toJSON = function () {
  21807. var data = Curve.prototype.toJSON.call( this );
  21808. data.v1 = this.v1.toArray();
  21809. data.v2 = this.v2.toArray();
  21810. return data;
  21811. };
  21812. LineCurve3.prototype.fromJSON = function ( json ) {
  21813. Curve.prototype.fromJSON.call( this, json );
  21814. this.v1.fromArray( json.v1 );
  21815. this.v2.fromArray( json.v2 );
  21816. return this;
  21817. };
  21818. function QuadraticBezierCurve( v0, v1, v2 ) {
  21819. Curve.call( this );
  21820. this.type = 'QuadraticBezierCurve';
  21821. this.v0 = v0 || new Vector2();
  21822. this.v1 = v1 || new Vector2();
  21823. this.v2 = v2 || new Vector2();
  21824. }
  21825. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21826. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21827. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21828. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21829. var point = optionalTarget || new Vector2();
  21830. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21831. point.set(
  21832. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21833. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21834. );
  21835. return point;
  21836. };
  21837. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21838. Curve.prototype.copy.call( this, source );
  21839. this.v0.copy( source.v0 );
  21840. this.v1.copy( source.v1 );
  21841. this.v2.copy( source.v2 );
  21842. return this;
  21843. };
  21844. QuadraticBezierCurve.prototype.toJSON = function () {
  21845. var data = Curve.prototype.toJSON.call( this );
  21846. data.v0 = this.v0.toArray();
  21847. data.v1 = this.v1.toArray();
  21848. data.v2 = this.v2.toArray();
  21849. return data;
  21850. };
  21851. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21852. Curve.prototype.fromJSON.call( this, json );
  21853. this.v0.fromArray( json.v0 );
  21854. this.v1.fromArray( json.v1 );
  21855. this.v2.fromArray( json.v2 );
  21856. return this;
  21857. };
  21858. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21859. Curve.call( this );
  21860. this.type = 'QuadraticBezierCurve3';
  21861. this.v0 = v0 || new Vector3();
  21862. this.v1 = v1 || new Vector3();
  21863. this.v2 = v2 || new Vector3();
  21864. }
  21865. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21866. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21867. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21868. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21869. var point = optionalTarget || new Vector3();
  21870. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21871. point.set(
  21872. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21873. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21874. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21875. );
  21876. return point;
  21877. };
  21878. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21879. Curve.prototype.copy.call( this, source );
  21880. this.v0.copy( source.v0 );
  21881. this.v1.copy( source.v1 );
  21882. this.v2.copy( source.v2 );
  21883. return this;
  21884. };
  21885. QuadraticBezierCurve3.prototype.toJSON = function () {
  21886. var data = Curve.prototype.toJSON.call( this );
  21887. data.v0 = this.v0.toArray();
  21888. data.v1 = this.v1.toArray();
  21889. data.v2 = this.v2.toArray();
  21890. return data;
  21891. };
  21892. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21893. Curve.prototype.fromJSON.call( this, json );
  21894. this.v0.fromArray( json.v0 );
  21895. this.v1.fromArray( json.v1 );
  21896. this.v2.fromArray( json.v2 );
  21897. return this;
  21898. };
  21899. function SplineCurve( points /* array of Vector2 */ ) {
  21900. Curve.call( this );
  21901. this.type = 'SplineCurve';
  21902. this.points = points || [];
  21903. }
  21904. SplineCurve.prototype = Object.create( Curve.prototype );
  21905. SplineCurve.prototype.constructor = SplineCurve;
  21906. SplineCurve.prototype.isSplineCurve = true;
  21907. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21908. var point = optionalTarget || new Vector2();
  21909. var points = this.points;
  21910. var p = ( points.length - 1 ) * t;
  21911. var intPoint = Math.floor( p );
  21912. var weight = p - intPoint;
  21913. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21914. var p1 = points[ intPoint ];
  21915. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21916. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21917. point.set(
  21918. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21919. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21920. );
  21921. return point;
  21922. };
  21923. SplineCurve.prototype.copy = function ( source ) {
  21924. Curve.prototype.copy.call( this, source );
  21925. this.points = [];
  21926. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21927. var point = source.points[ i ];
  21928. this.points.push( point.clone() );
  21929. }
  21930. return this;
  21931. };
  21932. SplineCurve.prototype.toJSON = function () {
  21933. var data = Curve.prototype.toJSON.call( this );
  21934. data.points = [];
  21935. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21936. var point = this.points[ i ];
  21937. data.points.push( point.toArray() );
  21938. }
  21939. return data;
  21940. };
  21941. SplineCurve.prototype.fromJSON = function ( json ) {
  21942. Curve.prototype.fromJSON.call( this, json );
  21943. this.points = [];
  21944. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21945. var point = json.points[ i ];
  21946. this.points.push( new Vector2().fromArray( point ) );
  21947. }
  21948. return this;
  21949. };
  21950. var Curves = /*#__PURE__*/Object.freeze({
  21951. ArcCurve: ArcCurve,
  21952. CatmullRomCurve3: CatmullRomCurve3,
  21953. CubicBezierCurve: CubicBezierCurve,
  21954. CubicBezierCurve3: CubicBezierCurve3,
  21955. EllipseCurve: EllipseCurve,
  21956. LineCurve: LineCurve,
  21957. LineCurve3: LineCurve3,
  21958. QuadraticBezierCurve: QuadraticBezierCurve,
  21959. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21960. SplineCurve: SplineCurve
  21961. });
  21962. /**
  21963. * @author zz85 / http://www.lab4games.net/zz85/blog
  21964. *
  21965. **/
  21966. /**************************************************************
  21967. * Curved Path - a curve path is simply a array of connected
  21968. * curves, but retains the api of a curve
  21969. **************************************************************/
  21970. function CurvePath() {
  21971. Curve.call( this );
  21972. this.type = 'CurvePath';
  21973. this.curves = [];
  21974. this.autoClose = false; // Automatically closes the path
  21975. }
  21976. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21977. constructor: CurvePath,
  21978. add: function ( curve ) {
  21979. this.curves.push( curve );
  21980. },
  21981. closePath: function () {
  21982. // Add a line curve if start and end of lines are not connected
  21983. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21984. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21985. if ( ! startPoint.equals( endPoint ) ) {
  21986. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21987. }
  21988. },
  21989. // To get accurate point with reference to
  21990. // entire path distance at time t,
  21991. // following has to be done:
  21992. // 1. Length of each sub path have to be known
  21993. // 2. Locate and identify type of curve
  21994. // 3. Get t for the curve
  21995. // 4. Return curve.getPointAt(t')
  21996. getPoint: function ( t ) {
  21997. var d = t * this.getLength();
  21998. var curveLengths = this.getCurveLengths();
  21999. var i = 0;
  22000. // To think about boundaries points.
  22001. while ( i < curveLengths.length ) {
  22002. if ( curveLengths[ i ] >= d ) {
  22003. var diff = curveLengths[ i ] - d;
  22004. var curve = this.curves[ i ];
  22005. var segmentLength = curve.getLength();
  22006. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22007. return curve.getPointAt( u );
  22008. }
  22009. i ++;
  22010. }
  22011. return null;
  22012. // loop where sum != 0, sum > d , sum+1 <d
  22013. },
  22014. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22015. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22016. // getPoint() depends on getLength
  22017. getLength: function () {
  22018. var lens = this.getCurveLengths();
  22019. return lens[ lens.length - 1 ];
  22020. },
  22021. // cacheLengths must be recalculated.
  22022. updateArcLengths: function () {
  22023. this.needsUpdate = true;
  22024. this.cacheLengths = null;
  22025. this.getCurveLengths();
  22026. },
  22027. // Compute lengths and cache them
  22028. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22029. getCurveLengths: function () {
  22030. // We use cache values if curves and cache array are same length
  22031. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22032. return this.cacheLengths;
  22033. }
  22034. // Get length of sub-curve
  22035. // Push sums into cached array
  22036. var lengths = [], sums = 0;
  22037. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22038. sums += this.curves[ i ].getLength();
  22039. lengths.push( sums );
  22040. }
  22041. this.cacheLengths = lengths;
  22042. return lengths;
  22043. },
  22044. getSpacedPoints: function ( divisions ) {
  22045. if ( divisions === undefined ) divisions = 40;
  22046. var points = [];
  22047. for ( var i = 0; i <= divisions; i ++ ) {
  22048. points.push( this.getPoint( i / divisions ) );
  22049. }
  22050. if ( this.autoClose ) {
  22051. points.push( points[ 0 ] );
  22052. }
  22053. return points;
  22054. },
  22055. getPoints: function ( divisions ) {
  22056. divisions = divisions || 12;
  22057. var points = [], last;
  22058. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22059. var curve = curves[ i ];
  22060. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22061. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22062. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22063. : divisions;
  22064. var pts = curve.getPoints( resolution );
  22065. for ( var j = 0; j < pts.length; j ++ ) {
  22066. var point = pts[ j ];
  22067. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22068. points.push( point );
  22069. last = point;
  22070. }
  22071. }
  22072. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22073. points.push( points[ 0 ] );
  22074. }
  22075. return points;
  22076. },
  22077. copy: function ( source ) {
  22078. Curve.prototype.copy.call( this, source );
  22079. this.curves = [];
  22080. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22081. var curve = source.curves[ i ];
  22082. this.curves.push( curve.clone() );
  22083. }
  22084. this.autoClose = source.autoClose;
  22085. return this;
  22086. },
  22087. toJSON: function () {
  22088. var data = Curve.prototype.toJSON.call( this );
  22089. data.autoClose = this.autoClose;
  22090. data.curves = [];
  22091. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22092. var curve = this.curves[ i ];
  22093. data.curves.push( curve.toJSON() );
  22094. }
  22095. return data;
  22096. },
  22097. fromJSON: function ( json ) {
  22098. Curve.prototype.fromJSON.call( this, json );
  22099. this.autoClose = json.autoClose;
  22100. this.curves = [];
  22101. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22102. var curve = json.curves[ i ];
  22103. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22104. }
  22105. return this;
  22106. }
  22107. } );
  22108. /**
  22109. * @author zz85 / http://www.lab4games.net/zz85/blog
  22110. * Creates free form 2d path using series of points, lines or curves.
  22111. **/
  22112. function Path( points ) {
  22113. CurvePath.call( this );
  22114. this.type = 'Path';
  22115. this.currentPoint = new Vector2();
  22116. if ( points ) {
  22117. this.setFromPoints( points );
  22118. }
  22119. }
  22120. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22121. constructor: Path,
  22122. setFromPoints: function ( points ) {
  22123. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22124. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22125. this.lineTo( points[ i ].x, points[ i ].y );
  22126. }
  22127. },
  22128. moveTo: function ( x, y ) {
  22129. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22130. },
  22131. lineTo: function ( x, y ) {
  22132. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22133. this.curves.push( curve );
  22134. this.currentPoint.set( x, y );
  22135. },
  22136. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22137. var curve = new QuadraticBezierCurve(
  22138. this.currentPoint.clone(),
  22139. new Vector2( aCPx, aCPy ),
  22140. new Vector2( aX, aY )
  22141. );
  22142. this.curves.push( curve );
  22143. this.currentPoint.set( aX, aY );
  22144. },
  22145. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22146. var curve = new CubicBezierCurve(
  22147. this.currentPoint.clone(),
  22148. new Vector2( aCP1x, aCP1y ),
  22149. new Vector2( aCP2x, aCP2y ),
  22150. new Vector2( aX, aY )
  22151. );
  22152. this.curves.push( curve );
  22153. this.currentPoint.set( aX, aY );
  22154. },
  22155. splineThru: function ( pts /*Array of Vector*/ ) {
  22156. var npts = [ this.currentPoint.clone() ].concat( pts );
  22157. var curve = new SplineCurve( npts );
  22158. this.curves.push( curve );
  22159. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22160. },
  22161. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22162. var x0 = this.currentPoint.x;
  22163. var y0 = this.currentPoint.y;
  22164. this.absarc( aX + x0, aY + y0, aRadius,
  22165. aStartAngle, aEndAngle, aClockwise );
  22166. },
  22167. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22168. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22169. },
  22170. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22171. var x0 = this.currentPoint.x;
  22172. var y0 = this.currentPoint.y;
  22173. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22174. },
  22175. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22176. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22177. if ( this.curves.length > 0 ) {
  22178. // if a previous curve is present, attempt to join
  22179. var firstPoint = curve.getPoint( 0 );
  22180. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22181. this.lineTo( firstPoint.x, firstPoint.y );
  22182. }
  22183. }
  22184. this.curves.push( curve );
  22185. var lastPoint = curve.getPoint( 1 );
  22186. this.currentPoint.copy( lastPoint );
  22187. },
  22188. copy: function ( source ) {
  22189. CurvePath.prototype.copy.call( this, source );
  22190. this.currentPoint.copy( source.currentPoint );
  22191. return this;
  22192. },
  22193. toJSON: function () {
  22194. var data = CurvePath.prototype.toJSON.call( this );
  22195. data.currentPoint = this.currentPoint.toArray();
  22196. return data;
  22197. },
  22198. fromJSON: function ( json ) {
  22199. CurvePath.prototype.fromJSON.call( this, json );
  22200. this.currentPoint.fromArray( json.currentPoint );
  22201. return this;
  22202. }
  22203. } );
  22204. /**
  22205. * @author zz85 / http://www.lab4games.net/zz85/blog
  22206. * Defines a 2d shape plane using paths.
  22207. **/
  22208. // STEP 1 Create a path.
  22209. // STEP 2 Turn path into shape.
  22210. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22211. // STEP 3a - Extract points from each shape, turn to vertices
  22212. // STEP 3b - Triangulate each shape, add faces.
  22213. function Shape( points ) {
  22214. Path.call( this, points );
  22215. this.uuid = _Math.generateUUID();
  22216. this.type = 'Shape';
  22217. this.holes = [];
  22218. }
  22219. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22220. constructor: Shape,
  22221. getPointsHoles: function ( divisions ) {
  22222. var holesPts = [];
  22223. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22224. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22225. }
  22226. return holesPts;
  22227. },
  22228. // get points of shape and holes (keypoints based on segments parameter)
  22229. extractPoints: function ( divisions ) {
  22230. return {
  22231. shape: this.getPoints( divisions ),
  22232. holes: this.getPointsHoles( divisions )
  22233. };
  22234. },
  22235. copy: function ( source ) {
  22236. Path.prototype.copy.call( this, source );
  22237. this.holes = [];
  22238. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22239. var hole = source.holes[ i ];
  22240. this.holes.push( hole.clone() );
  22241. }
  22242. return this;
  22243. },
  22244. toJSON: function () {
  22245. var data = Path.prototype.toJSON.call( this );
  22246. data.uuid = this.uuid;
  22247. data.holes = [];
  22248. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22249. var hole = this.holes[ i ];
  22250. data.holes.push( hole.toJSON() );
  22251. }
  22252. return data;
  22253. },
  22254. fromJSON: function ( json ) {
  22255. Path.prototype.fromJSON.call( this, json );
  22256. this.uuid = json.uuid;
  22257. this.holes = [];
  22258. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22259. var hole = json.holes[ i ];
  22260. this.holes.push( new Path().fromJSON( hole ) );
  22261. }
  22262. return this;
  22263. }
  22264. } );
  22265. /**
  22266. * @author mrdoob / http://mrdoob.com/
  22267. * @author alteredq / http://alteredqualia.com/
  22268. */
  22269. function Light( color, intensity ) {
  22270. Object3D.call( this );
  22271. this.type = 'Light';
  22272. this.color = new Color( color );
  22273. this.intensity = intensity !== undefined ? intensity : 1;
  22274. this.receiveShadow = undefined;
  22275. }
  22276. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22277. constructor: Light,
  22278. isLight: true,
  22279. copy: function ( source ) {
  22280. Object3D.prototype.copy.call( this, source );
  22281. this.color.copy( source.color );
  22282. this.intensity = source.intensity;
  22283. return this;
  22284. },
  22285. toJSON: function ( meta ) {
  22286. var data = Object3D.prototype.toJSON.call( this, meta );
  22287. data.object.color = this.color.getHex();
  22288. data.object.intensity = this.intensity;
  22289. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22290. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22291. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22292. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22293. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22294. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22295. return data;
  22296. }
  22297. } );
  22298. /**
  22299. * @author alteredq / http://alteredqualia.com/
  22300. */
  22301. function HemisphereLight( skyColor, groundColor, intensity ) {
  22302. Light.call( this, skyColor, intensity );
  22303. this.type = 'HemisphereLight';
  22304. this.castShadow = undefined;
  22305. this.position.copy( Object3D.DefaultUp );
  22306. this.updateMatrix();
  22307. this.groundColor = new Color( groundColor );
  22308. }
  22309. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22310. constructor: HemisphereLight,
  22311. isHemisphereLight: true,
  22312. copy: function ( source ) {
  22313. Light.prototype.copy.call( this, source );
  22314. this.groundColor.copy( source.groundColor );
  22315. return this;
  22316. }
  22317. } );
  22318. /**
  22319. * @author mrdoob / http://mrdoob.com/
  22320. */
  22321. function LightShadow( camera ) {
  22322. this.camera = camera;
  22323. this.bias = 0;
  22324. this.radius = 1;
  22325. this.mapSize = new Vector2( 512, 512 );
  22326. this.map = null;
  22327. this.matrix = new Matrix4();
  22328. }
  22329. Object.assign( LightShadow.prototype, {
  22330. copy: function ( source ) {
  22331. this.camera = source.camera.clone();
  22332. this.bias = source.bias;
  22333. this.radius = source.radius;
  22334. this.mapSize.copy( source.mapSize );
  22335. return this;
  22336. },
  22337. clone: function () {
  22338. return new this.constructor().copy( this );
  22339. },
  22340. toJSON: function () {
  22341. var object = {};
  22342. if ( this.bias !== 0 ) object.bias = this.bias;
  22343. if ( this.radius !== 1 ) object.radius = this.radius;
  22344. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22345. object.camera = this.camera.toJSON( false ).object;
  22346. delete object.camera.matrix;
  22347. return object;
  22348. }
  22349. } );
  22350. /**
  22351. * @author mrdoob / http://mrdoob.com/
  22352. */
  22353. function SpotLightShadow() {
  22354. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22355. }
  22356. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22357. constructor: SpotLightShadow,
  22358. isSpotLightShadow: true,
  22359. update: function ( light ) {
  22360. var camera = this.camera;
  22361. var fov = _Math.RAD2DEG * 2 * light.angle;
  22362. var aspect = this.mapSize.width / this.mapSize.height;
  22363. var far = light.distance || camera.far;
  22364. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22365. camera.fov = fov;
  22366. camera.aspect = aspect;
  22367. camera.far = far;
  22368. camera.updateProjectionMatrix();
  22369. }
  22370. }
  22371. } );
  22372. /**
  22373. * @author alteredq / http://alteredqualia.com/
  22374. */
  22375. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22376. Light.call( this, color, intensity );
  22377. this.type = 'SpotLight';
  22378. this.position.copy( Object3D.DefaultUp );
  22379. this.updateMatrix();
  22380. this.target = new Object3D();
  22381. Object.defineProperty( this, 'power', {
  22382. get: function () {
  22383. // intensity = power per solid angle.
  22384. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22385. return this.intensity * Math.PI;
  22386. },
  22387. set: function ( power ) {
  22388. // intensity = power per solid angle.
  22389. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22390. this.intensity = power / Math.PI;
  22391. }
  22392. } );
  22393. this.distance = ( distance !== undefined ) ? distance : 0;
  22394. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22395. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22396. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22397. this.shadow = new SpotLightShadow();
  22398. }
  22399. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22400. constructor: SpotLight,
  22401. isSpotLight: true,
  22402. copy: function ( source ) {
  22403. Light.prototype.copy.call( this, source );
  22404. this.distance = source.distance;
  22405. this.angle = source.angle;
  22406. this.penumbra = source.penumbra;
  22407. this.decay = source.decay;
  22408. this.target = source.target.clone();
  22409. this.shadow = source.shadow.clone();
  22410. return this;
  22411. }
  22412. } );
  22413. /**
  22414. * @author mrdoob / http://mrdoob.com/
  22415. */
  22416. function PointLight( color, intensity, distance, decay ) {
  22417. Light.call( this, color, intensity );
  22418. this.type = 'PointLight';
  22419. Object.defineProperty( this, 'power', {
  22420. get: function () {
  22421. // intensity = power per solid angle.
  22422. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22423. return this.intensity * 4 * Math.PI;
  22424. },
  22425. set: function ( power ) {
  22426. // intensity = power per solid angle.
  22427. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22428. this.intensity = power / ( 4 * Math.PI );
  22429. }
  22430. } );
  22431. this.distance = ( distance !== undefined ) ? distance : 0;
  22432. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22433. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22434. }
  22435. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22436. constructor: PointLight,
  22437. isPointLight: true,
  22438. copy: function ( source ) {
  22439. Light.prototype.copy.call( this, source );
  22440. this.distance = source.distance;
  22441. this.decay = source.decay;
  22442. this.shadow = source.shadow.clone();
  22443. return this;
  22444. }
  22445. } );
  22446. /**
  22447. * @author alteredq / http://alteredqualia.com/
  22448. * @author arose / http://github.com/arose
  22449. */
  22450. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22451. Camera.call( this );
  22452. this.type = 'OrthographicCamera';
  22453. this.zoom = 1;
  22454. this.view = null;
  22455. this.left = ( left !== undefined ) ? left : - 1;
  22456. this.right = ( right !== undefined ) ? right : 1;
  22457. this.top = ( top !== undefined ) ? top : 1;
  22458. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22459. this.near = ( near !== undefined ) ? near : 0.1;
  22460. this.far = ( far !== undefined ) ? far : 2000;
  22461. this.updateProjectionMatrix();
  22462. }
  22463. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22464. constructor: OrthographicCamera,
  22465. isOrthographicCamera: true,
  22466. copy: function ( source, recursive ) {
  22467. Camera.prototype.copy.call( this, source, recursive );
  22468. this.left = source.left;
  22469. this.right = source.right;
  22470. this.top = source.top;
  22471. this.bottom = source.bottom;
  22472. this.near = source.near;
  22473. this.far = source.far;
  22474. this.zoom = source.zoom;
  22475. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22476. return this;
  22477. },
  22478. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22479. if ( this.view === null ) {
  22480. this.view = {
  22481. enabled: true,
  22482. fullWidth: 1,
  22483. fullHeight: 1,
  22484. offsetX: 0,
  22485. offsetY: 0,
  22486. width: 1,
  22487. height: 1
  22488. };
  22489. }
  22490. this.view.enabled = true;
  22491. this.view.fullWidth = fullWidth;
  22492. this.view.fullHeight = fullHeight;
  22493. this.view.offsetX = x;
  22494. this.view.offsetY = y;
  22495. this.view.width = width;
  22496. this.view.height = height;
  22497. this.updateProjectionMatrix();
  22498. },
  22499. clearViewOffset: function () {
  22500. if ( this.view !== null ) {
  22501. this.view.enabled = false;
  22502. }
  22503. this.updateProjectionMatrix();
  22504. },
  22505. updateProjectionMatrix: function () {
  22506. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22507. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22508. var cx = ( this.right + this.left ) / 2;
  22509. var cy = ( this.top + this.bottom ) / 2;
  22510. var left = cx - dx;
  22511. var right = cx + dx;
  22512. var top = cy + dy;
  22513. var bottom = cy - dy;
  22514. if ( this.view !== null && this.view.enabled ) {
  22515. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22516. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22517. var scaleW = ( this.right - this.left ) / this.view.width;
  22518. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22519. left += scaleW * ( this.view.offsetX / zoomW );
  22520. right = left + scaleW * ( this.view.width / zoomW );
  22521. top -= scaleH * ( this.view.offsetY / zoomH );
  22522. bottom = top - scaleH * ( this.view.height / zoomH );
  22523. }
  22524. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22525. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22526. },
  22527. toJSON: function ( meta ) {
  22528. var data = Object3D.prototype.toJSON.call( this, meta );
  22529. data.object.zoom = this.zoom;
  22530. data.object.left = this.left;
  22531. data.object.right = this.right;
  22532. data.object.top = this.top;
  22533. data.object.bottom = this.bottom;
  22534. data.object.near = this.near;
  22535. data.object.far = this.far;
  22536. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22537. return data;
  22538. }
  22539. } );
  22540. /**
  22541. * @author mrdoob / http://mrdoob.com/
  22542. */
  22543. function DirectionalLightShadow( ) {
  22544. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22545. }
  22546. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22547. constructor: DirectionalLightShadow
  22548. } );
  22549. /**
  22550. * @author mrdoob / http://mrdoob.com/
  22551. * @author alteredq / http://alteredqualia.com/
  22552. */
  22553. function DirectionalLight( color, intensity ) {
  22554. Light.call( this, color, intensity );
  22555. this.type = 'DirectionalLight';
  22556. this.position.copy( Object3D.DefaultUp );
  22557. this.updateMatrix();
  22558. this.target = new Object3D();
  22559. this.shadow = new DirectionalLightShadow();
  22560. }
  22561. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22562. constructor: DirectionalLight,
  22563. isDirectionalLight: true,
  22564. copy: function ( source ) {
  22565. Light.prototype.copy.call( this, source );
  22566. this.target = source.target.clone();
  22567. this.shadow = source.shadow.clone();
  22568. return this;
  22569. }
  22570. } );
  22571. /**
  22572. * @author mrdoob / http://mrdoob.com/
  22573. */
  22574. function AmbientLight( color, intensity ) {
  22575. Light.call( this, color, intensity );
  22576. this.type = 'AmbientLight';
  22577. this.castShadow = undefined;
  22578. }
  22579. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22580. constructor: AmbientLight,
  22581. isAmbientLight: true
  22582. } );
  22583. /**
  22584. * @author abelnation / http://github.com/abelnation
  22585. */
  22586. function RectAreaLight( color, intensity, width, height ) {
  22587. Light.call( this, color, intensity );
  22588. this.type = 'RectAreaLight';
  22589. this.width = ( width !== undefined ) ? width : 10;
  22590. this.height = ( height !== undefined ) ? height : 10;
  22591. }
  22592. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22593. constructor: RectAreaLight,
  22594. isRectAreaLight: true,
  22595. copy: function ( source ) {
  22596. Light.prototype.copy.call( this, source );
  22597. this.width = source.width;
  22598. this.height = source.height;
  22599. return this;
  22600. },
  22601. toJSON: function ( meta ) {
  22602. var data = Light.prototype.toJSON.call( this, meta );
  22603. data.object.width = this.width;
  22604. data.object.height = this.height;
  22605. return data;
  22606. }
  22607. } );
  22608. /**
  22609. * @author mrdoob / http://mrdoob.com/
  22610. */
  22611. function MaterialLoader( manager ) {
  22612. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22613. this.textures = {};
  22614. }
  22615. Object.assign( MaterialLoader.prototype, {
  22616. load: function ( url, onLoad, onProgress, onError ) {
  22617. var scope = this;
  22618. var loader = new FileLoader( scope.manager );
  22619. loader.setPath( scope.path );
  22620. loader.load( url, function ( text ) {
  22621. onLoad( scope.parse( JSON.parse( text ) ) );
  22622. }, onProgress, onError );
  22623. },
  22624. parse: function ( json ) {
  22625. var textures = this.textures;
  22626. function getTexture( name ) {
  22627. if ( textures[ name ] === undefined ) {
  22628. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22629. }
  22630. return textures[ name ];
  22631. }
  22632. var material = new Materials[ json.type ]();
  22633. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22634. if ( json.name !== undefined ) material.name = json.name;
  22635. if ( json.color !== undefined ) material.color.setHex( json.color );
  22636. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22637. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22638. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22639. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22640. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22641. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22642. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22643. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22644. if ( json.fog !== undefined ) material.fog = json.fog;
  22645. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22646. if ( json.blending !== undefined ) material.blending = json.blending;
  22647. if ( json.combine !== undefined ) material.combine = json.combine;
  22648. if ( json.side !== undefined ) material.side = json.side;
  22649. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22650. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22651. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22652. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22653. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22654. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22655. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22656. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22657. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22658. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22659. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22660. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22661. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22662. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22663. if ( json.scale !== undefined ) material.scale = json.scale;
  22664. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22665. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22666. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22667. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22668. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22669. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22670. if ( json.visible !== undefined ) material.visible = json.visible;
  22671. if ( json.userData !== undefined ) material.userData = json.userData;
  22672. // Shader Material
  22673. if ( json.uniforms !== undefined ) {
  22674. for ( var name in json.uniforms ) {
  22675. var uniform = json.uniforms[ name ];
  22676. material.uniforms[ name ] = {};
  22677. switch ( uniform.type ) {
  22678. case 't':
  22679. material.uniforms[ name ].value = getTexture( uniform.value );
  22680. break;
  22681. case 'c':
  22682. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22683. break;
  22684. case 'v2':
  22685. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22686. break;
  22687. case 'v3':
  22688. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22689. break;
  22690. case 'v4':
  22691. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22692. break;
  22693. case 'm3':
  22694. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22695. case 'm4':
  22696. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22697. break;
  22698. default:
  22699. material.uniforms[ name ].value = uniform.value;
  22700. }
  22701. }
  22702. }
  22703. if ( json.defines !== undefined ) material.defines = json.defines;
  22704. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22705. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22706. if ( json.extensions !== undefined ) {
  22707. for ( var key in json.extensions ) {
  22708. material.extensions[ key ] = json.extensions[ key ];
  22709. }
  22710. }
  22711. // Deprecated
  22712. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22713. // for PointsMaterial
  22714. if ( json.size !== undefined ) material.size = json.size;
  22715. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22716. // maps
  22717. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22718. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22719. if ( json.alphaMap !== undefined ) {
  22720. material.alphaMap = getTexture( json.alphaMap );
  22721. material.transparent = true;
  22722. }
  22723. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22724. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22725. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22726. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22727. if ( json.normalScale !== undefined ) {
  22728. var normalScale = json.normalScale;
  22729. if ( Array.isArray( normalScale ) === false ) {
  22730. // Blender exporter used to export a scalar. See #7459
  22731. normalScale = [ normalScale, normalScale ];
  22732. }
  22733. material.normalScale = new Vector2().fromArray( normalScale );
  22734. }
  22735. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22736. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22737. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22738. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22739. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22740. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22741. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22742. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22743. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22744. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22745. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22746. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22747. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22748. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22749. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22750. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22751. return material;
  22752. },
  22753. setPath: function ( value ) {
  22754. this.path = value;
  22755. return this;
  22756. },
  22757. setTextures: function ( value ) {
  22758. this.textures = value;
  22759. return this;
  22760. }
  22761. } );
  22762. /**
  22763. * @author Don McCurdy / https://www.donmccurdy.com
  22764. */
  22765. var LoaderUtils = {
  22766. decodeText: function ( array ) {
  22767. if ( typeof TextDecoder !== 'undefined' ) {
  22768. return new TextDecoder().decode( array );
  22769. }
  22770. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22771. // throws a "maximum call stack size exceeded" error for large arrays.
  22772. var s = '';
  22773. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22774. // Implicitly assumes little-endian.
  22775. s += String.fromCharCode( array[ i ] );
  22776. }
  22777. try {
  22778. // merges multi-byte utf-8 characters.
  22779. return decodeURIComponent( escape( s ) );
  22780. } catch ( e ) { // see #16358
  22781. return s;
  22782. }
  22783. },
  22784. extractUrlBase: function ( url ) {
  22785. var index = url.lastIndexOf( '/' );
  22786. if ( index === - 1 ) return './';
  22787. return url.substr( 0, index + 1 );
  22788. }
  22789. };
  22790. /**
  22791. * @author benaadams / https://twitter.com/ben_a_adams
  22792. */
  22793. function InstancedBufferGeometry() {
  22794. BufferGeometry.call( this );
  22795. this.type = 'InstancedBufferGeometry';
  22796. this.maxInstancedCount = undefined;
  22797. }
  22798. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22799. constructor: InstancedBufferGeometry,
  22800. isInstancedBufferGeometry: true,
  22801. copy: function ( source ) {
  22802. BufferGeometry.prototype.copy.call( this, source );
  22803. this.maxInstancedCount = source.maxInstancedCount;
  22804. return this;
  22805. },
  22806. clone: function () {
  22807. return new this.constructor().copy( this );
  22808. },
  22809. toJSON: function () {
  22810. var data = BufferGeometry.prototype.toJSON.call( this );
  22811. data.maxInstancedCount = this.maxInstancedCount;
  22812. data.isInstancedBufferGeometry = true;
  22813. return data;
  22814. }
  22815. } );
  22816. /**
  22817. * @author benaadams / https://twitter.com/ben_a_adams
  22818. */
  22819. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22820. if ( typeof ( normalized ) === 'number' ) {
  22821. meshPerAttribute = normalized;
  22822. normalized = false;
  22823. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22824. }
  22825. BufferAttribute.call( this, array, itemSize, normalized );
  22826. this.meshPerAttribute = meshPerAttribute || 1;
  22827. }
  22828. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  22829. constructor: InstancedBufferAttribute,
  22830. isInstancedBufferAttribute: true,
  22831. copy: function ( source ) {
  22832. BufferAttribute.prototype.copy.call( this, source );
  22833. this.meshPerAttribute = source.meshPerAttribute;
  22834. return this;
  22835. },
  22836. toJSON: function () {
  22837. var data = BufferAttribute.prototype.toJSON.call( this );
  22838. data.meshPerAttribute = this.meshPerAttribute;
  22839. data.isInstancedBufferAttribute = true;
  22840. return data;
  22841. }
  22842. } );
  22843. /**
  22844. * @author mrdoob / http://mrdoob.com/
  22845. */
  22846. function BufferGeometryLoader( manager ) {
  22847. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22848. }
  22849. Object.assign( BufferGeometryLoader.prototype, {
  22850. load: function ( url, onLoad, onProgress, onError ) {
  22851. var scope = this;
  22852. var loader = new FileLoader( scope.manager );
  22853. loader.setPath( scope.path );
  22854. loader.load( url, function ( text ) {
  22855. onLoad( scope.parse( JSON.parse( text ) ) );
  22856. }, onProgress, onError );
  22857. },
  22858. parse: function ( json ) {
  22859. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22860. var index = json.data.index;
  22861. if ( index !== undefined ) {
  22862. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22863. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22864. }
  22865. var attributes = json.data.attributes;
  22866. for ( var key in attributes ) {
  22867. var attribute = attributes[ key ];
  22868. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22869. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  22870. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  22871. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22872. geometry.addAttribute( key, bufferAttribute );
  22873. }
  22874. var morphAttributes = json.data.morphAttributes;
  22875. if ( morphAttributes ) {
  22876. for ( var key in morphAttributes ) {
  22877. var attributeArray = morphAttributes[ key ];
  22878. var array = [];
  22879. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22880. var attribute = attributeArray[ i ];
  22881. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22882. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22883. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22884. array.push( bufferAttribute );
  22885. }
  22886. geometry.morphAttributes[ key ] = array;
  22887. }
  22888. }
  22889. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22890. if ( groups !== undefined ) {
  22891. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22892. var group = groups[ i ];
  22893. geometry.addGroup( group.start, group.count, group.materialIndex );
  22894. }
  22895. }
  22896. var boundingSphere = json.data.boundingSphere;
  22897. if ( boundingSphere !== undefined ) {
  22898. var center = new Vector3();
  22899. if ( boundingSphere.center !== undefined ) {
  22900. center.fromArray( boundingSphere.center );
  22901. }
  22902. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22903. }
  22904. if ( json.name ) geometry.name = json.name;
  22905. if ( json.userData ) geometry.userData = json.userData;
  22906. return geometry;
  22907. },
  22908. setPath: function ( value ) {
  22909. this.path = value;
  22910. return this;
  22911. }
  22912. } );
  22913. var TYPED_ARRAYS = {
  22914. Int8Array: Int8Array,
  22915. Uint8Array: Uint8Array,
  22916. // Workaround for IE11 pre KB2929437. See #11440
  22917. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22918. Int16Array: Int16Array,
  22919. Uint16Array: Uint16Array,
  22920. Int32Array: Int32Array,
  22921. Uint32Array: Uint32Array,
  22922. Float32Array: Float32Array,
  22923. Float64Array: Float64Array
  22924. };
  22925. /**
  22926. * @author mrdoob / http://mrdoob.com/
  22927. */
  22928. function ObjectLoader( manager ) {
  22929. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22930. this.resourcePath = '';
  22931. }
  22932. Object.assign( ObjectLoader.prototype, {
  22933. crossOrigin: 'anonymous',
  22934. load: function ( url, onLoad, onProgress, onError ) {
  22935. var scope = this;
  22936. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22937. this.resourcePath = this.resourcePath || path;
  22938. var loader = new FileLoader( scope.manager );
  22939. loader.setPath( this.path );
  22940. loader.load( url, function ( text ) {
  22941. var json = null;
  22942. try {
  22943. json = JSON.parse( text );
  22944. } catch ( error ) {
  22945. if ( onError !== undefined ) onError( error );
  22946. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22947. return;
  22948. }
  22949. var metadata = json.metadata;
  22950. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22951. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22952. return;
  22953. }
  22954. scope.parse( json, onLoad );
  22955. }, onProgress, onError );
  22956. },
  22957. setPath: function ( value ) {
  22958. this.path = value;
  22959. return this;
  22960. },
  22961. setResourcePath: function ( value ) {
  22962. this.resourcePath = value;
  22963. return this;
  22964. },
  22965. setCrossOrigin: function ( value ) {
  22966. this.crossOrigin = value;
  22967. return this;
  22968. },
  22969. parse: function ( json, onLoad ) {
  22970. var shapes = this.parseShape( json.shapes );
  22971. var geometries = this.parseGeometries( json.geometries, shapes );
  22972. var images = this.parseImages( json.images, function () {
  22973. if ( onLoad !== undefined ) onLoad( object );
  22974. } );
  22975. var textures = this.parseTextures( json.textures, images );
  22976. var materials = this.parseMaterials( json.materials, textures );
  22977. var object = this.parseObject( json.object, geometries, materials );
  22978. if ( json.animations ) {
  22979. object.animations = this.parseAnimations( json.animations );
  22980. }
  22981. if ( json.images === undefined || json.images.length === 0 ) {
  22982. if ( onLoad !== undefined ) onLoad( object );
  22983. }
  22984. return object;
  22985. },
  22986. parseShape: function ( json ) {
  22987. var shapes = {};
  22988. if ( json !== undefined ) {
  22989. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22990. var shape = new Shape().fromJSON( json[ i ] );
  22991. shapes[ shape.uuid ] = shape;
  22992. }
  22993. }
  22994. return shapes;
  22995. },
  22996. parseGeometries: function ( json, shapes ) {
  22997. var geometries = {};
  22998. if ( json !== undefined ) {
  22999. var bufferGeometryLoader = new BufferGeometryLoader();
  23000. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23001. var geometry;
  23002. var data = json[ i ];
  23003. switch ( data.type ) {
  23004. case 'PlaneGeometry':
  23005. case 'PlaneBufferGeometry':
  23006. geometry = new Geometries[ data.type ](
  23007. data.width,
  23008. data.height,
  23009. data.widthSegments,
  23010. data.heightSegments
  23011. );
  23012. break;
  23013. case 'BoxGeometry':
  23014. case 'BoxBufferGeometry':
  23015. case 'CubeGeometry': // backwards compatible
  23016. geometry = new Geometries[ data.type ](
  23017. data.width,
  23018. data.height,
  23019. data.depth,
  23020. data.widthSegments,
  23021. data.heightSegments,
  23022. data.depthSegments
  23023. );
  23024. break;
  23025. case 'CircleGeometry':
  23026. case 'CircleBufferGeometry':
  23027. geometry = new Geometries[ data.type ](
  23028. data.radius,
  23029. data.segments,
  23030. data.thetaStart,
  23031. data.thetaLength
  23032. );
  23033. break;
  23034. case 'CylinderGeometry':
  23035. case 'CylinderBufferGeometry':
  23036. geometry = new Geometries[ data.type ](
  23037. data.radiusTop,
  23038. data.radiusBottom,
  23039. data.height,
  23040. data.radialSegments,
  23041. data.heightSegments,
  23042. data.openEnded,
  23043. data.thetaStart,
  23044. data.thetaLength
  23045. );
  23046. break;
  23047. case 'ConeGeometry':
  23048. case 'ConeBufferGeometry':
  23049. geometry = new Geometries[ data.type ](
  23050. data.radius,
  23051. data.height,
  23052. data.radialSegments,
  23053. data.heightSegments,
  23054. data.openEnded,
  23055. data.thetaStart,
  23056. data.thetaLength
  23057. );
  23058. break;
  23059. case 'SphereGeometry':
  23060. case 'SphereBufferGeometry':
  23061. geometry = new Geometries[ data.type ](
  23062. data.radius,
  23063. data.widthSegments,
  23064. data.heightSegments,
  23065. data.phiStart,
  23066. data.phiLength,
  23067. data.thetaStart,
  23068. data.thetaLength
  23069. );
  23070. break;
  23071. case 'DodecahedronGeometry':
  23072. case 'DodecahedronBufferGeometry':
  23073. case 'IcosahedronGeometry':
  23074. case 'IcosahedronBufferGeometry':
  23075. case 'OctahedronGeometry':
  23076. case 'OctahedronBufferGeometry':
  23077. case 'TetrahedronGeometry':
  23078. case 'TetrahedronBufferGeometry':
  23079. geometry = new Geometries[ data.type ](
  23080. data.radius,
  23081. data.detail
  23082. );
  23083. break;
  23084. case 'RingGeometry':
  23085. case 'RingBufferGeometry':
  23086. geometry = new Geometries[ data.type ](
  23087. data.innerRadius,
  23088. data.outerRadius,
  23089. data.thetaSegments,
  23090. data.phiSegments,
  23091. data.thetaStart,
  23092. data.thetaLength
  23093. );
  23094. break;
  23095. case 'TorusGeometry':
  23096. case 'TorusBufferGeometry':
  23097. geometry = new Geometries[ data.type ](
  23098. data.radius,
  23099. data.tube,
  23100. data.radialSegments,
  23101. data.tubularSegments,
  23102. data.arc
  23103. );
  23104. break;
  23105. case 'TorusKnotGeometry':
  23106. case 'TorusKnotBufferGeometry':
  23107. geometry = new Geometries[ data.type ](
  23108. data.radius,
  23109. data.tube,
  23110. data.tubularSegments,
  23111. data.radialSegments,
  23112. data.p,
  23113. data.q
  23114. );
  23115. break;
  23116. case 'TubeGeometry':
  23117. case 'TubeBufferGeometry':
  23118. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23119. // User defined curves or instances of CurvePath will not be deserialized.
  23120. geometry = new Geometries[ data.type ](
  23121. new Curves[ data.path.type ]().fromJSON( data.path ),
  23122. data.tubularSegments,
  23123. data.radius,
  23124. data.radialSegments,
  23125. data.closed
  23126. );
  23127. break;
  23128. case 'LatheGeometry':
  23129. case 'LatheBufferGeometry':
  23130. geometry = new Geometries[ data.type ](
  23131. data.points,
  23132. data.segments,
  23133. data.phiStart,
  23134. data.phiLength
  23135. );
  23136. break;
  23137. case 'PolyhedronGeometry':
  23138. case 'PolyhedronBufferGeometry':
  23139. geometry = new Geometries[ data.type ](
  23140. data.vertices,
  23141. data.indices,
  23142. data.radius,
  23143. data.details
  23144. );
  23145. break;
  23146. case 'ShapeGeometry':
  23147. case 'ShapeBufferGeometry':
  23148. var geometryShapes = [];
  23149. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23150. var shape = shapes[ data.shapes[ j ] ];
  23151. geometryShapes.push( shape );
  23152. }
  23153. geometry = new Geometries[ data.type ](
  23154. geometryShapes,
  23155. data.curveSegments
  23156. );
  23157. break;
  23158. case 'ExtrudeGeometry':
  23159. case 'ExtrudeBufferGeometry':
  23160. var geometryShapes = [];
  23161. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23162. var shape = shapes[ data.shapes[ j ] ];
  23163. geometryShapes.push( shape );
  23164. }
  23165. var extrudePath = data.options.extrudePath;
  23166. if ( extrudePath !== undefined ) {
  23167. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23168. }
  23169. geometry = new Geometries[ data.type ](
  23170. geometryShapes,
  23171. data.options
  23172. );
  23173. break;
  23174. case 'BufferGeometry':
  23175. case 'InstancedBufferGeometry':
  23176. geometry = bufferGeometryLoader.parse( data );
  23177. break;
  23178. case 'Geometry':
  23179. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23180. var geometryLoader = new THREE.LegacyJSONLoader();
  23181. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23182. } else {
  23183. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23184. }
  23185. break;
  23186. default:
  23187. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23188. continue;
  23189. }
  23190. geometry.uuid = data.uuid;
  23191. if ( data.name !== undefined ) geometry.name = data.name;
  23192. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23193. geometries[ data.uuid ] = geometry;
  23194. }
  23195. }
  23196. return geometries;
  23197. },
  23198. parseMaterials: function ( json, textures ) {
  23199. var cache = {}; // MultiMaterial
  23200. var materials = {};
  23201. if ( json !== undefined ) {
  23202. var loader = new MaterialLoader();
  23203. loader.setTextures( textures );
  23204. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23205. var data = json[ i ];
  23206. if ( data.type === 'MultiMaterial' ) {
  23207. // Deprecated
  23208. var array = [];
  23209. for ( var j = 0; j < data.materials.length; j ++ ) {
  23210. var material = data.materials[ j ];
  23211. if ( cache[ material.uuid ] === undefined ) {
  23212. cache[ material.uuid ] = loader.parse( material );
  23213. }
  23214. array.push( cache[ material.uuid ] );
  23215. }
  23216. materials[ data.uuid ] = array;
  23217. } else {
  23218. if ( cache[ data.uuid ] === undefined ) {
  23219. cache[ data.uuid ] = loader.parse( data );
  23220. }
  23221. materials[ data.uuid ] = cache[ data.uuid ];
  23222. }
  23223. }
  23224. }
  23225. return materials;
  23226. },
  23227. parseAnimations: function ( json ) {
  23228. var animations = [];
  23229. for ( var i = 0; i < json.length; i ++ ) {
  23230. var data = json[ i ];
  23231. var clip = AnimationClip.parse( data );
  23232. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23233. animations.push( clip );
  23234. }
  23235. return animations;
  23236. },
  23237. parseImages: function ( json, onLoad ) {
  23238. var scope = this;
  23239. var images = {};
  23240. function loadImage( url ) {
  23241. scope.manager.itemStart( url );
  23242. return loader.load( url, function () {
  23243. scope.manager.itemEnd( url );
  23244. }, undefined, function () {
  23245. scope.manager.itemError( url );
  23246. scope.manager.itemEnd( url );
  23247. } );
  23248. }
  23249. if ( json !== undefined && json.length > 0 ) {
  23250. var manager = new LoadingManager( onLoad );
  23251. var loader = new ImageLoader( manager );
  23252. loader.setCrossOrigin( this.crossOrigin );
  23253. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23254. var image = json[ i ];
  23255. var url = image.url;
  23256. if ( Array.isArray( url ) ) {
  23257. // load array of images e.g CubeTexture
  23258. images[ image.uuid ] = [];
  23259. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23260. var currentUrl = url[ j ];
  23261. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23262. images[ image.uuid ].push( loadImage( path ) );
  23263. }
  23264. } else {
  23265. // load single image
  23266. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23267. images[ image.uuid ] = loadImage( path );
  23268. }
  23269. }
  23270. }
  23271. return images;
  23272. },
  23273. parseTextures: function ( json, images ) {
  23274. function parseConstant( value, type ) {
  23275. if ( typeof value === 'number' ) return value;
  23276. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23277. return type[ value ];
  23278. }
  23279. var textures = {};
  23280. if ( json !== undefined ) {
  23281. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23282. var data = json[ i ];
  23283. if ( data.image === undefined ) {
  23284. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23285. }
  23286. if ( images[ data.image ] === undefined ) {
  23287. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23288. }
  23289. var texture;
  23290. if ( Array.isArray( images[ data.image ] ) ) {
  23291. texture = new CubeTexture( images[ data.image ] );
  23292. } else {
  23293. texture = new Texture( images[ data.image ] );
  23294. }
  23295. texture.needsUpdate = true;
  23296. texture.uuid = data.uuid;
  23297. if ( data.name !== undefined ) texture.name = data.name;
  23298. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23299. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23300. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23301. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23302. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23303. if ( data.wrap !== undefined ) {
  23304. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23305. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23306. }
  23307. if ( data.format !== undefined ) texture.format = data.format;
  23308. if ( data.type !== undefined ) texture.type = data.type;
  23309. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23310. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23311. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23312. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23313. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23314. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23315. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23316. textures[ data.uuid ] = texture;
  23317. }
  23318. }
  23319. return textures;
  23320. },
  23321. parseObject: function ( data, geometries, materials ) {
  23322. var object;
  23323. function getGeometry( name ) {
  23324. if ( geometries[ name ] === undefined ) {
  23325. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23326. }
  23327. return geometries[ name ];
  23328. }
  23329. function getMaterial( name ) {
  23330. if ( name === undefined ) return undefined;
  23331. if ( Array.isArray( name ) ) {
  23332. var array = [];
  23333. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23334. var uuid = name[ i ];
  23335. if ( materials[ uuid ] === undefined ) {
  23336. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23337. }
  23338. array.push( materials[ uuid ] );
  23339. }
  23340. return array;
  23341. }
  23342. if ( materials[ name ] === undefined ) {
  23343. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23344. }
  23345. return materials[ name ];
  23346. }
  23347. switch ( data.type ) {
  23348. case 'Scene':
  23349. object = new Scene();
  23350. if ( data.background !== undefined ) {
  23351. if ( Number.isInteger( data.background ) ) {
  23352. object.background = new Color( data.background );
  23353. }
  23354. }
  23355. if ( data.fog !== undefined ) {
  23356. if ( data.fog.type === 'Fog' ) {
  23357. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23358. } else if ( data.fog.type === 'FogExp2' ) {
  23359. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23360. }
  23361. }
  23362. break;
  23363. case 'PerspectiveCamera':
  23364. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23365. if ( data.focus !== undefined ) object.focus = data.focus;
  23366. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23367. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23368. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23369. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23370. break;
  23371. case 'OrthographicCamera':
  23372. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23373. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23374. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23375. break;
  23376. case 'AmbientLight':
  23377. object = new AmbientLight( data.color, data.intensity );
  23378. break;
  23379. case 'DirectionalLight':
  23380. object = new DirectionalLight( data.color, data.intensity );
  23381. break;
  23382. case 'PointLight':
  23383. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23384. break;
  23385. case 'RectAreaLight':
  23386. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23387. break;
  23388. case 'SpotLight':
  23389. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23390. break;
  23391. case 'HemisphereLight':
  23392. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23393. break;
  23394. case 'SkinnedMesh':
  23395. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23396. case 'Mesh':
  23397. var geometry = getGeometry( data.geometry );
  23398. var material = getMaterial( data.material );
  23399. if ( geometry.bones && geometry.bones.length > 0 ) {
  23400. object = new SkinnedMesh( geometry, material );
  23401. } else {
  23402. object = new Mesh( geometry, material );
  23403. }
  23404. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23405. break;
  23406. case 'LOD':
  23407. object = new LOD();
  23408. break;
  23409. case 'Line':
  23410. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23411. break;
  23412. case 'LineLoop':
  23413. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23414. break;
  23415. case 'LineSegments':
  23416. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23417. break;
  23418. case 'PointCloud':
  23419. case 'Points':
  23420. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23421. break;
  23422. case 'Sprite':
  23423. object = new Sprite( getMaterial( data.material ) );
  23424. break;
  23425. case 'Group':
  23426. object = new Group();
  23427. break;
  23428. default:
  23429. object = new Object3D();
  23430. }
  23431. object.uuid = data.uuid;
  23432. if ( data.name !== undefined ) object.name = data.name;
  23433. if ( data.matrix !== undefined ) {
  23434. object.matrix.fromArray( data.matrix );
  23435. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23436. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23437. } else {
  23438. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23439. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23440. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23441. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23442. }
  23443. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23444. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23445. if ( data.shadow ) {
  23446. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23447. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23448. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23449. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23450. }
  23451. if ( data.visible !== undefined ) object.visible = data.visible;
  23452. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23453. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23454. if ( data.userData !== undefined ) object.userData = data.userData;
  23455. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23456. if ( data.children !== undefined ) {
  23457. var children = data.children;
  23458. for ( var i = 0; i < children.length; i ++ ) {
  23459. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23460. }
  23461. }
  23462. if ( data.type === 'LOD' ) {
  23463. var levels = data.levels;
  23464. for ( var l = 0; l < levels.length; l ++ ) {
  23465. var level = levels[ l ];
  23466. var child = object.getObjectByProperty( 'uuid', level.object );
  23467. if ( child !== undefined ) {
  23468. object.addLevel( child, level.distance );
  23469. }
  23470. }
  23471. }
  23472. return object;
  23473. }
  23474. } );
  23475. var TEXTURE_MAPPING = {
  23476. UVMapping: UVMapping,
  23477. CubeReflectionMapping: CubeReflectionMapping,
  23478. CubeRefractionMapping: CubeRefractionMapping,
  23479. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23480. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23481. SphericalReflectionMapping: SphericalReflectionMapping,
  23482. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23483. CubeUVRefractionMapping: CubeUVRefractionMapping
  23484. };
  23485. var TEXTURE_WRAPPING = {
  23486. RepeatWrapping: RepeatWrapping,
  23487. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23488. MirroredRepeatWrapping: MirroredRepeatWrapping
  23489. };
  23490. var TEXTURE_FILTER = {
  23491. NearestFilter: NearestFilter,
  23492. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23493. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23494. LinearFilter: LinearFilter,
  23495. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23496. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23497. };
  23498. /**
  23499. * @author thespite / http://clicktorelease.com/
  23500. */
  23501. function ImageBitmapLoader( manager ) {
  23502. if ( typeof createImageBitmap === 'undefined' ) {
  23503. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23504. }
  23505. if ( typeof fetch === 'undefined' ) {
  23506. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23507. }
  23508. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23509. this.options = undefined;
  23510. }
  23511. ImageBitmapLoader.prototype = {
  23512. constructor: ImageBitmapLoader,
  23513. setOptions: function setOptions( options ) {
  23514. this.options = options;
  23515. return this;
  23516. },
  23517. load: function ( url, onLoad, onProgress, onError ) {
  23518. if ( url === undefined ) url = '';
  23519. if ( this.path !== undefined ) url = this.path + url;
  23520. url = this.manager.resolveURL( url );
  23521. var scope = this;
  23522. var cached = Cache.get( url );
  23523. if ( cached !== undefined ) {
  23524. scope.manager.itemStart( url );
  23525. setTimeout( function () {
  23526. if ( onLoad ) onLoad( cached );
  23527. scope.manager.itemEnd( url );
  23528. }, 0 );
  23529. return cached;
  23530. }
  23531. fetch( url ).then( function ( res ) {
  23532. return res.blob();
  23533. } ).then( function ( blob ) {
  23534. if ( scope.options === undefined ) {
  23535. // Workaround for FireFox. It causes an error if you pass options.
  23536. return createImageBitmap( blob );
  23537. } else {
  23538. return createImageBitmap( blob, scope.options );
  23539. }
  23540. } ).then( function ( imageBitmap ) {
  23541. Cache.add( url, imageBitmap );
  23542. if ( onLoad ) onLoad( imageBitmap );
  23543. scope.manager.itemEnd( url );
  23544. } ).catch( function ( e ) {
  23545. if ( onError ) onError( e );
  23546. scope.manager.itemError( url );
  23547. scope.manager.itemEnd( url );
  23548. } );
  23549. scope.manager.itemStart( url );
  23550. },
  23551. setCrossOrigin: function ( /* value */ ) {
  23552. return this;
  23553. },
  23554. setPath: function ( value ) {
  23555. this.path = value;
  23556. return this;
  23557. }
  23558. };
  23559. /**
  23560. * @author zz85 / http://www.lab4games.net/zz85/blog
  23561. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23562. **/
  23563. function ShapePath() {
  23564. this.type = 'ShapePath';
  23565. this.color = new Color();
  23566. this.subPaths = [];
  23567. this.currentPath = null;
  23568. }
  23569. Object.assign( ShapePath.prototype, {
  23570. moveTo: function ( x, y ) {
  23571. this.currentPath = new Path();
  23572. this.subPaths.push( this.currentPath );
  23573. this.currentPath.moveTo( x, y );
  23574. },
  23575. lineTo: function ( x, y ) {
  23576. this.currentPath.lineTo( x, y );
  23577. },
  23578. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23579. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23580. },
  23581. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23582. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23583. },
  23584. splineThru: function ( pts ) {
  23585. this.currentPath.splineThru( pts );
  23586. },
  23587. toShapes: function ( isCCW, noHoles ) {
  23588. function toShapesNoHoles( inSubpaths ) {
  23589. var shapes = [];
  23590. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23591. var tmpPath = inSubpaths[ i ];
  23592. var tmpShape = new Shape();
  23593. tmpShape.curves = tmpPath.curves;
  23594. shapes.push( tmpShape );
  23595. }
  23596. return shapes;
  23597. }
  23598. function isPointInsidePolygon( inPt, inPolygon ) {
  23599. var polyLen = inPolygon.length;
  23600. // inPt on polygon contour => immediate success or
  23601. // toggling of inside/outside at every single! intersection point of an edge
  23602. // with the horizontal line through inPt, left of inPt
  23603. // not counting lowerY endpoints of edges and whole edges on that line
  23604. var inside = false;
  23605. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23606. var edgeLowPt = inPolygon[ p ];
  23607. var edgeHighPt = inPolygon[ q ];
  23608. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23609. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23610. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23611. // not parallel
  23612. if ( edgeDy < 0 ) {
  23613. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23614. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23615. }
  23616. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23617. if ( inPt.y === edgeLowPt.y ) {
  23618. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23619. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23620. } else {
  23621. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23622. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23623. if ( perpEdge < 0 ) continue;
  23624. inside = ! inside; // true intersection left of inPt
  23625. }
  23626. } else {
  23627. // parallel or collinear
  23628. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23629. // edge lies on the same horizontal line as inPt
  23630. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23631. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23632. // continue;
  23633. }
  23634. }
  23635. return inside;
  23636. }
  23637. var isClockWise = ShapeUtils.isClockWise;
  23638. var subPaths = this.subPaths;
  23639. if ( subPaths.length === 0 ) return [];
  23640. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23641. var solid, tmpPath, tmpShape, shapes = [];
  23642. if ( subPaths.length === 1 ) {
  23643. tmpPath = subPaths[ 0 ];
  23644. tmpShape = new Shape();
  23645. tmpShape.curves = tmpPath.curves;
  23646. shapes.push( tmpShape );
  23647. return shapes;
  23648. }
  23649. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23650. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23651. // console.log("Holes first", holesFirst);
  23652. var betterShapeHoles = [];
  23653. var newShapes = [];
  23654. var newShapeHoles = [];
  23655. var mainIdx = 0;
  23656. var tmpPoints;
  23657. newShapes[ mainIdx ] = undefined;
  23658. newShapeHoles[ mainIdx ] = [];
  23659. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23660. tmpPath = subPaths[ i ];
  23661. tmpPoints = tmpPath.getPoints();
  23662. solid = isClockWise( tmpPoints );
  23663. solid = isCCW ? ! solid : solid;
  23664. if ( solid ) {
  23665. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23666. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23667. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23668. if ( holesFirst ) mainIdx ++;
  23669. newShapeHoles[ mainIdx ] = [];
  23670. //console.log('cw', i);
  23671. } else {
  23672. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23673. //console.log('ccw', i);
  23674. }
  23675. }
  23676. // only Holes? -> probably all Shapes with wrong orientation
  23677. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23678. if ( newShapes.length > 1 ) {
  23679. var ambiguous = false;
  23680. var toChange = [];
  23681. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23682. betterShapeHoles[ sIdx ] = [];
  23683. }
  23684. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23685. var sho = newShapeHoles[ sIdx ];
  23686. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23687. var ho = sho[ hIdx ];
  23688. var hole_unassigned = true;
  23689. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23690. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23691. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23692. if ( hole_unassigned ) {
  23693. hole_unassigned = false;
  23694. betterShapeHoles[ s2Idx ].push( ho );
  23695. } else {
  23696. ambiguous = true;
  23697. }
  23698. }
  23699. }
  23700. if ( hole_unassigned ) {
  23701. betterShapeHoles[ sIdx ].push( ho );
  23702. }
  23703. }
  23704. }
  23705. // console.log("ambiguous: ", ambiguous);
  23706. if ( toChange.length > 0 ) {
  23707. // console.log("to change: ", toChange);
  23708. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23709. }
  23710. }
  23711. var tmpHoles;
  23712. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23713. tmpShape = newShapes[ i ].s;
  23714. shapes.push( tmpShape );
  23715. tmpHoles = newShapeHoles[ i ];
  23716. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23717. tmpShape.holes.push( tmpHoles[ j ].h );
  23718. }
  23719. }
  23720. //console.log("shape", shapes);
  23721. return shapes;
  23722. }
  23723. } );
  23724. /**
  23725. * @author zz85 / http://www.lab4games.net/zz85/blog
  23726. * @author mrdoob / http://mrdoob.com/
  23727. */
  23728. function Font( data ) {
  23729. this.type = 'Font';
  23730. this.data = data;
  23731. }
  23732. Object.assign( Font.prototype, {
  23733. isFont: true,
  23734. generateShapes: function ( text, size ) {
  23735. if ( size === undefined ) size = 100;
  23736. var shapes = [];
  23737. var paths = createPaths( text, size, this.data );
  23738. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23739. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23740. }
  23741. return shapes;
  23742. }
  23743. } );
  23744. function createPaths( text, size, data ) {
  23745. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23746. var scale = size / data.resolution;
  23747. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23748. var paths = [];
  23749. var offsetX = 0, offsetY = 0;
  23750. for ( var i = 0; i < chars.length; i ++ ) {
  23751. var char = chars[ i ];
  23752. if ( char === '\n' ) {
  23753. offsetX = 0;
  23754. offsetY -= line_height;
  23755. } else {
  23756. var ret = createPath( char, scale, offsetX, offsetY, data );
  23757. offsetX += ret.offsetX;
  23758. paths.push( ret.path );
  23759. }
  23760. }
  23761. return paths;
  23762. }
  23763. function createPath( char, scale, offsetX, offsetY, data ) {
  23764. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23765. if ( ! glyph ) return;
  23766. var path = new ShapePath();
  23767. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23768. if ( glyph.o ) {
  23769. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23770. for ( var i = 0, l = outline.length; i < l; ) {
  23771. var action = outline[ i ++ ];
  23772. switch ( action ) {
  23773. case 'm': // moveTo
  23774. x = outline[ i ++ ] * scale + offsetX;
  23775. y = outline[ i ++ ] * scale + offsetY;
  23776. path.moveTo( x, y );
  23777. break;
  23778. case 'l': // lineTo
  23779. x = outline[ i ++ ] * scale + offsetX;
  23780. y = outline[ i ++ ] * scale + offsetY;
  23781. path.lineTo( x, y );
  23782. break;
  23783. case 'q': // quadraticCurveTo
  23784. cpx = outline[ i ++ ] * scale + offsetX;
  23785. cpy = outline[ i ++ ] * scale + offsetY;
  23786. cpx1 = outline[ i ++ ] * scale + offsetX;
  23787. cpy1 = outline[ i ++ ] * scale + offsetY;
  23788. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23789. break;
  23790. case 'b': // bezierCurveTo
  23791. cpx = outline[ i ++ ] * scale + offsetX;
  23792. cpy = outline[ i ++ ] * scale + offsetY;
  23793. cpx1 = outline[ i ++ ] * scale + offsetX;
  23794. cpy1 = outline[ i ++ ] * scale + offsetY;
  23795. cpx2 = outline[ i ++ ] * scale + offsetX;
  23796. cpy2 = outline[ i ++ ] * scale + offsetY;
  23797. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23798. break;
  23799. }
  23800. }
  23801. }
  23802. return { offsetX: glyph.ha * scale, path: path };
  23803. }
  23804. /**
  23805. * @author mrdoob / http://mrdoob.com/
  23806. */
  23807. function FontLoader( manager ) {
  23808. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23809. }
  23810. Object.assign( FontLoader.prototype, {
  23811. load: function ( url, onLoad, onProgress, onError ) {
  23812. var scope = this;
  23813. var loader = new FileLoader( this.manager );
  23814. loader.setPath( this.path );
  23815. loader.load( url, function ( text ) {
  23816. var json;
  23817. try {
  23818. json = JSON.parse( text );
  23819. } catch ( e ) {
  23820. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23821. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23822. }
  23823. var font = scope.parse( json );
  23824. if ( onLoad ) onLoad( font );
  23825. }, onProgress, onError );
  23826. },
  23827. parse: function ( json ) {
  23828. return new Font( json );
  23829. },
  23830. setPath: function ( value ) {
  23831. this.path = value;
  23832. return this;
  23833. }
  23834. } );
  23835. /**
  23836. * @author alteredq / http://alteredqualia.com/
  23837. */
  23838. function Loader() {}
  23839. Loader.Handlers = {
  23840. handlers: [],
  23841. add: function ( regex, loader ) {
  23842. this.handlers.push( regex, loader );
  23843. },
  23844. get: function ( file ) {
  23845. var handlers = this.handlers;
  23846. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23847. var regex = handlers[ i ];
  23848. var loader = handlers[ i + 1 ];
  23849. if ( regex.test( file ) ) {
  23850. return loader;
  23851. }
  23852. }
  23853. return null;
  23854. }
  23855. };
  23856. Object.assign( Loader.prototype, {
  23857. crossOrigin: 'anonymous',
  23858. onLoadStart: function () {},
  23859. onLoadProgress: function () {},
  23860. onLoadComplete: function () {},
  23861. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23862. var array = [];
  23863. for ( var i = 0; i < materials.length; ++ i ) {
  23864. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23865. }
  23866. return array;
  23867. },
  23868. createMaterial: ( function () {
  23869. var BlendingMode = {
  23870. NoBlending: NoBlending,
  23871. NormalBlending: NormalBlending,
  23872. AdditiveBlending: AdditiveBlending,
  23873. SubtractiveBlending: SubtractiveBlending,
  23874. MultiplyBlending: MultiplyBlending,
  23875. CustomBlending: CustomBlending
  23876. };
  23877. var color = new Color();
  23878. var textureLoader = new TextureLoader();
  23879. var materialLoader = new MaterialLoader();
  23880. return function createMaterial( m, texturePath, crossOrigin ) {
  23881. // convert from old material format
  23882. var textures = {};
  23883. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23884. var fullPath = texturePath + path;
  23885. var loader = Loader.Handlers.get( fullPath );
  23886. var texture;
  23887. if ( loader !== null ) {
  23888. texture = loader.load( fullPath );
  23889. } else {
  23890. textureLoader.setCrossOrigin( crossOrigin );
  23891. texture = textureLoader.load( fullPath );
  23892. }
  23893. if ( repeat !== undefined ) {
  23894. texture.repeat.fromArray( repeat );
  23895. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23896. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23897. }
  23898. if ( offset !== undefined ) {
  23899. texture.offset.fromArray( offset );
  23900. }
  23901. if ( wrap !== undefined ) {
  23902. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23903. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23904. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23905. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23906. }
  23907. if ( anisotropy !== undefined ) {
  23908. texture.anisotropy = anisotropy;
  23909. }
  23910. var uuid = _Math.generateUUID();
  23911. textures[ uuid ] = texture;
  23912. return uuid;
  23913. }
  23914. //
  23915. var json = {
  23916. uuid: _Math.generateUUID(),
  23917. type: 'MeshLambertMaterial'
  23918. };
  23919. for ( var name in m ) {
  23920. var value = m[ name ];
  23921. switch ( name ) {
  23922. case 'DbgColor':
  23923. case 'DbgIndex':
  23924. case 'opticalDensity':
  23925. case 'illumination':
  23926. break;
  23927. case 'DbgName':
  23928. json.name = value;
  23929. break;
  23930. case 'blending':
  23931. json.blending = BlendingMode[ value ];
  23932. break;
  23933. case 'colorAmbient':
  23934. case 'mapAmbient':
  23935. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23936. break;
  23937. case 'colorDiffuse':
  23938. json.color = color.fromArray( value ).getHex();
  23939. break;
  23940. case 'colorSpecular':
  23941. json.specular = color.fromArray( value ).getHex();
  23942. break;
  23943. case 'colorEmissive':
  23944. json.emissive = color.fromArray( value ).getHex();
  23945. break;
  23946. case 'specularCoef':
  23947. json.shininess = value;
  23948. break;
  23949. case 'shading':
  23950. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23951. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23952. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23953. break;
  23954. case 'mapDiffuse':
  23955. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23956. break;
  23957. case 'mapDiffuseRepeat':
  23958. case 'mapDiffuseOffset':
  23959. case 'mapDiffuseWrap':
  23960. case 'mapDiffuseAnisotropy':
  23961. break;
  23962. case 'mapEmissive':
  23963. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23964. break;
  23965. case 'mapEmissiveRepeat':
  23966. case 'mapEmissiveOffset':
  23967. case 'mapEmissiveWrap':
  23968. case 'mapEmissiveAnisotropy':
  23969. break;
  23970. case 'mapLight':
  23971. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23972. break;
  23973. case 'mapLightRepeat':
  23974. case 'mapLightOffset':
  23975. case 'mapLightWrap':
  23976. case 'mapLightAnisotropy':
  23977. break;
  23978. case 'mapAO':
  23979. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23980. break;
  23981. case 'mapAORepeat':
  23982. case 'mapAOOffset':
  23983. case 'mapAOWrap':
  23984. case 'mapAOAnisotropy':
  23985. break;
  23986. case 'mapBump':
  23987. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23988. break;
  23989. case 'mapBumpScale':
  23990. json.bumpScale = value;
  23991. break;
  23992. case 'mapBumpRepeat':
  23993. case 'mapBumpOffset':
  23994. case 'mapBumpWrap':
  23995. case 'mapBumpAnisotropy':
  23996. break;
  23997. case 'mapNormal':
  23998. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23999. break;
  24000. case 'mapNormalFactor':
  24001. json.normalScale = value;
  24002. break;
  24003. case 'mapNormalRepeat':
  24004. case 'mapNormalOffset':
  24005. case 'mapNormalWrap':
  24006. case 'mapNormalAnisotropy':
  24007. break;
  24008. case 'mapSpecular':
  24009. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  24010. break;
  24011. case 'mapSpecularRepeat':
  24012. case 'mapSpecularOffset':
  24013. case 'mapSpecularWrap':
  24014. case 'mapSpecularAnisotropy':
  24015. break;
  24016. case 'mapMetalness':
  24017. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  24018. break;
  24019. case 'mapMetalnessRepeat':
  24020. case 'mapMetalnessOffset':
  24021. case 'mapMetalnessWrap':
  24022. case 'mapMetalnessAnisotropy':
  24023. break;
  24024. case 'mapRoughness':
  24025. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  24026. break;
  24027. case 'mapRoughnessRepeat':
  24028. case 'mapRoughnessOffset':
  24029. case 'mapRoughnessWrap':
  24030. case 'mapRoughnessAnisotropy':
  24031. break;
  24032. case 'mapAlpha':
  24033. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  24034. break;
  24035. case 'mapAlphaRepeat':
  24036. case 'mapAlphaOffset':
  24037. case 'mapAlphaWrap':
  24038. case 'mapAlphaAnisotropy':
  24039. break;
  24040. case 'flipSided':
  24041. json.side = BackSide;
  24042. break;
  24043. case 'doubleSided':
  24044. json.side = DoubleSide;
  24045. break;
  24046. case 'transparency':
  24047. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24048. json.opacity = value;
  24049. break;
  24050. case 'depthTest':
  24051. case 'depthWrite':
  24052. case 'colorWrite':
  24053. case 'opacity':
  24054. case 'reflectivity':
  24055. case 'transparent':
  24056. case 'visible':
  24057. case 'wireframe':
  24058. json[ name ] = value;
  24059. break;
  24060. case 'vertexColors':
  24061. if ( value === true ) json.vertexColors = VertexColors;
  24062. if ( value === 'face' ) json.vertexColors = FaceColors;
  24063. break;
  24064. default:
  24065. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24066. break;
  24067. }
  24068. }
  24069. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24070. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24071. if ( json.opacity < 1 ) json.transparent = true;
  24072. materialLoader.setTextures( textures );
  24073. return materialLoader.parse( json );
  24074. };
  24075. } )()
  24076. } );
  24077. /**
  24078. * @author mrdoob / http://mrdoob.com/
  24079. */
  24080. var context;
  24081. var AudioContext = {
  24082. getContext: function () {
  24083. if ( context === undefined ) {
  24084. context = new ( window.AudioContext || window.webkitAudioContext )();
  24085. }
  24086. return context;
  24087. },
  24088. setContext: function ( value ) {
  24089. context = value;
  24090. }
  24091. };
  24092. /**
  24093. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24094. */
  24095. function AudioLoader( manager ) {
  24096. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24097. }
  24098. Object.assign( AudioLoader.prototype, {
  24099. load: function ( url, onLoad, onProgress, onError ) {
  24100. var loader = new FileLoader( this.manager );
  24101. loader.setResponseType( 'arraybuffer' );
  24102. loader.setPath( this.path );
  24103. loader.load( url, function ( buffer ) {
  24104. // Create a copy of the buffer. The `decodeAudioData` method
  24105. // detaches the buffer when complete, preventing reuse.
  24106. var bufferCopy = buffer.slice( 0 );
  24107. var context = AudioContext.getContext();
  24108. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24109. onLoad( audioBuffer );
  24110. } );
  24111. }, onProgress, onError );
  24112. },
  24113. setPath: function ( value ) {
  24114. this.path = value;
  24115. return this;
  24116. }
  24117. } );
  24118. /**
  24119. * @author bhouston / http://clara.io
  24120. * @author WestLangley / http://github.com/WestLangley
  24121. *
  24122. * Primary reference:
  24123. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24124. *
  24125. * Secondary reference:
  24126. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24127. */
  24128. // 3-band SH defined by 9 coefficients
  24129. function SphericalHarmonics3() {
  24130. this.coefficients = [];
  24131. for ( var i = 0; i < 9; i ++ ) {
  24132. this.coefficients.push( new Vector3() );
  24133. }
  24134. }
  24135. Object.assign( SphericalHarmonics3.prototype, {
  24136. isSphericalHarmonics3: true,
  24137. set: function ( coefficients ) {
  24138. for ( var i = 0; i < 9; i ++ ) {
  24139. this.coefficients[ i ].copy( coefficients[ i ] );
  24140. }
  24141. return this;
  24142. },
  24143. zero: function () {
  24144. for ( var i = 0; i < 9; i ++ ) {
  24145. this.coefficients[ i ].set( 0, 0, 0 );
  24146. }
  24147. return this;
  24148. },
  24149. // get the radiance in the direction of the normal
  24150. // target is a Vector3
  24151. getAt: function ( normal, target ) {
  24152. // normal is assumed to be unit length
  24153. var x = normal.x, y = normal.y, z = normal.z;
  24154. var coeff = this.coefficients;
  24155. // band 0
  24156. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24157. // band 1
  24158. target.addScale( coeff[ 1 ], 0.488603 * y );
  24159. target.addScale( coeff[ 2 ], 0.488603 * z );
  24160. target.addScale( coeff[ 3 ], 0.488603 * x );
  24161. // band 2
  24162. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24163. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24164. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24165. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24166. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24167. return target;
  24168. },
  24169. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24170. // target is a Vector3
  24171. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24172. getIrradianceAt: function ( normal, target ) {
  24173. // normal is assumed to be unit length
  24174. var x = normal.x, y = normal.y, z = normal.z;
  24175. var coeff = this.coefficients;
  24176. // band 0
  24177. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24178. // band 1
  24179. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24180. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24181. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24182. // band 2
  24183. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24184. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24185. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24186. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24187. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24188. return target;
  24189. },
  24190. add: function ( sh ) {
  24191. for ( var i = 0; i < 9; i ++ ) {
  24192. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24193. }
  24194. return this;
  24195. },
  24196. scale: function ( s ) {
  24197. for ( var i = 0; i < 9; i ++ ) {
  24198. this.coefficients[ i ].multiplyScalar( s );
  24199. }
  24200. return this;
  24201. },
  24202. lerp: function ( sh, alpha ) {
  24203. for ( var i = 0; i < 9; i ++ ) {
  24204. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24205. }
  24206. return this;
  24207. },
  24208. equals: function ( sh ) {
  24209. for ( var i = 0; i < 9; i ++ ) {
  24210. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24211. return false;
  24212. }
  24213. }
  24214. return true;
  24215. },
  24216. copy: function ( sh ) {
  24217. return this.set( sh.coefficients );
  24218. },
  24219. clone: function () {
  24220. return new this.constructor().copy( this );
  24221. },
  24222. fromArray: function ( array ) {
  24223. var coefficients = this.coefficients;
  24224. for ( var i = 0; i < 9; i ++ ) {
  24225. coefficients[ i ].fromArray( array, i * 3 );
  24226. }
  24227. return this;
  24228. },
  24229. toArray: function () {
  24230. var array = [];
  24231. var coefficients = this.coefficients;
  24232. for ( var i = 0; i < 9; i ++ ) {
  24233. coefficients[ i ].toArray( array, i * 3 );
  24234. }
  24235. return array;
  24236. }
  24237. } );
  24238. Object.assign( SphericalHarmonics3, {
  24239. // evaluate the basis functions
  24240. // shBasis is an Array[ 9 ]
  24241. getBasisAt: function ( normal, shBasis ) {
  24242. // normal is assumed to be unit length
  24243. var x = normal.x, y = normal.y, z = normal.z;
  24244. // band 0
  24245. shBasis[ 0 ] = 0.282095;
  24246. // band 1
  24247. shBasis[ 1 ] = 0.488603 * y;
  24248. shBasis[ 2 ] = 0.488603 * z;
  24249. shBasis[ 3 ] = 0.488603 * x;
  24250. // band 2
  24251. shBasis[ 4 ] = 1.092548 * x * y;
  24252. shBasis[ 5 ] = 1.092548 * y * z;
  24253. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24254. shBasis[ 7 ] = 1.092548 * x * z;
  24255. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24256. }
  24257. } );
  24258. /**
  24259. * @author WestLangley / http://github.com/WestLangley
  24260. *
  24261. * A LightProbe is a source of indirect-diffuse light
  24262. */
  24263. function LightProbe( sh, intensity ) {
  24264. Light.call( this, undefined, intensity );
  24265. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24266. }
  24267. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24268. constructor: LightProbe,
  24269. isLightProbe: true,
  24270. copy: function ( source ) {
  24271. Light.prototype.copy.call( this, source );
  24272. this.sh.copy( source.sh );
  24273. this.intensity = source.intensity;
  24274. return this;
  24275. },
  24276. toJSON: function ( meta ) {
  24277. var data = Light.prototype.toJSON.call( this, meta );
  24278. // data.sh = this.sh.toArray(); // todo
  24279. return data;
  24280. }
  24281. } );
  24282. /**
  24283. * @author WestLangley / http://github.com/WestLangley
  24284. */
  24285. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24286. LightProbe.call( this, undefined, intensity );
  24287. var color1 = new Color().set( skyColor );
  24288. var color2 = new Color().set( groundColor );
  24289. var sky = new Vector3( color1.r, color1.g, color1.b );
  24290. var ground = new Vector3( color2.r, color2.g, color2.b );
  24291. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24292. var c0 = Math.sqrt( Math.PI );
  24293. var c1 = c0 * Math.sqrt( 0.75 );
  24294. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24295. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24296. }
  24297. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24298. constructor: HemisphereLightProbe,
  24299. isHemisphereLightProbe: true,
  24300. copy: function ( source ) { // modifying colors not currently supported
  24301. LightProbe.prototype.copy.call( this, source );
  24302. return this;
  24303. },
  24304. toJSON: function ( meta ) {
  24305. var data = LightProbe.prototype.toJSON.call( this, meta );
  24306. // data.sh = this.sh.toArray(); // todo
  24307. return data;
  24308. }
  24309. } );
  24310. /**
  24311. * @author WestLangley / http://github.com/WestLangley
  24312. */
  24313. function AmbientLightProbe( color, intensity ) {
  24314. LightProbe.call( this, undefined, intensity );
  24315. var color1 = new Color().set( color );
  24316. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24317. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24318. }
  24319. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24320. constructor: AmbientLightProbe,
  24321. isAmbientLightProbe: true,
  24322. copy: function ( source ) { // modifying color not currently supported
  24323. LightProbe.prototype.copy.call( this, source );
  24324. return this;
  24325. },
  24326. toJSON: function ( meta ) {
  24327. var data = LightProbe.prototype.toJSON.call( this, meta );
  24328. // data.sh = this.sh.toArray(); // todo
  24329. return data;
  24330. }
  24331. } );
  24332. /**
  24333. * @author mrdoob / http://mrdoob.com/
  24334. */
  24335. function StereoCamera() {
  24336. this.type = 'StereoCamera';
  24337. this.aspect = 1;
  24338. this.eyeSep = 0.064;
  24339. this.cameraL = new PerspectiveCamera();
  24340. this.cameraL.layers.enable( 1 );
  24341. this.cameraL.matrixAutoUpdate = false;
  24342. this.cameraR = new PerspectiveCamera();
  24343. this.cameraR.layers.enable( 2 );
  24344. this.cameraR.matrixAutoUpdate = false;
  24345. }
  24346. Object.assign( StereoCamera.prototype, {
  24347. update: ( function () {
  24348. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  24349. var eyeRight = new Matrix4();
  24350. var eyeLeft = new Matrix4();
  24351. return function update( camera ) {
  24352. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  24353. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  24354. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  24355. if ( needsUpdate ) {
  24356. instance = this;
  24357. focus = camera.focus;
  24358. fov = camera.fov;
  24359. aspect = camera.aspect * this.aspect;
  24360. near = camera.near;
  24361. far = camera.far;
  24362. zoom = camera.zoom;
  24363. // Off-axis stereoscopic effect based on
  24364. // http://paulbourke.net/stereographics/stereorender/
  24365. var projectionMatrix = camera.projectionMatrix.clone();
  24366. eyeSep = this.eyeSep / 2;
  24367. var eyeSepOnProjection = eyeSep * near / focus;
  24368. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  24369. var xmin, xmax;
  24370. // translate xOffset
  24371. eyeLeft.elements[ 12 ] = - eyeSep;
  24372. eyeRight.elements[ 12 ] = eyeSep;
  24373. // for left eye
  24374. xmin = - ymax * aspect + eyeSepOnProjection;
  24375. xmax = ymax * aspect + eyeSepOnProjection;
  24376. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24377. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24378. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24379. // for right eye
  24380. xmin = - ymax * aspect - eyeSepOnProjection;
  24381. xmax = ymax * aspect - eyeSepOnProjection;
  24382. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24383. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24384. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24385. }
  24386. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  24387. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  24388. };
  24389. } )()
  24390. } );
  24391. /**
  24392. * Camera for rendering cube maps
  24393. * - renders scene into axis-aligned cube
  24394. *
  24395. * @author alteredq / http://alteredqualia.com/
  24396. */
  24397. var fov = 90, aspect = 1;
  24398. function CubeCamera( near, far, cubeResolution, options ) {
  24399. Object3D.call( this );
  24400. this.type = 'CubeCamera';
  24401. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  24402. cameraPX.up.set( 0, - 1, 0 );
  24403. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  24404. this.add( cameraPX );
  24405. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  24406. cameraNX.up.set( 0, - 1, 0 );
  24407. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  24408. this.add( cameraNX );
  24409. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  24410. cameraPY.up.set( 0, 0, 1 );
  24411. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  24412. this.add( cameraPY );
  24413. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  24414. cameraNY.up.set( 0, 0, - 1 );
  24415. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  24416. this.add( cameraNY );
  24417. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  24418. cameraPZ.up.set( 0, - 1, 0 );
  24419. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  24420. this.add( cameraPZ );
  24421. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  24422. cameraNZ.up.set( 0, - 1, 0 );
  24423. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  24424. this.add( cameraNZ );
  24425. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  24426. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  24427. this.renderTarget.texture.name = "CubeCamera";
  24428. this.update = function ( renderer, scene ) {
  24429. if ( this.parent === null ) this.updateMatrixWorld();
  24430. var currentRenderTarget = renderer.getRenderTarget();
  24431. var renderTarget = this.renderTarget;
  24432. var generateMipmaps = renderTarget.texture.generateMipmaps;
  24433. renderTarget.texture.generateMipmaps = false;
  24434. renderer.setRenderTarget( renderTarget, 0 );
  24435. renderer.render( scene, cameraPX );
  24436. renderer.setRenderTarget( renderTarget, 1 );
  24437. renderer.render( scene, cameraNX );
  24438. renderer.setRenderTarget( renderTarget, 2 );
  24439. renderer.render( scene, cameraPY );
  24440. renderer.setRenderTarget( renderTarget, 3 );
  24441. renderer.render( scene, cameraNY );
  24442. renderer.setRenderTarget( renderTarget, 4 );
  24443. renderer.render( scene, cameraPZ );
  24444. renderTarget.texture.generateMipmaps = generateMipmaps;
  24445. renderer.setRenderTarget( renderTarget, 5 );
  24446. renderer.render( scene, cameraNZ );
  24447. renderer.setRenderTarget( currentRenderTarget );
  24448. };
  24449. this.clear = function ( renderer, color, depth, stencil ) {
  24450. var currentRenderTarget = renderer.getRenderTarget();
  24451. var renderTarget = this.renderTarget;
  24452. for ( var i = 0; i < 6; i ++ ) {
  24453. renderer.setRenderTarget( renderTarget, i );
  24454. renderer.clear( color, depth, stencil );
  24455. }
  24456. renderer.setRenderTarget( currentRenderTarget );
  24457. };
  24458. }
  24459. CubeCamera.prototype = Object.create( Object3D.prototype );
  24460. CubeCamera.prototype.constructor = CubeCamera;
  24461. /**
  24462. * @author alteredq / http://alteredqualia.com/
  24463. */
  24464. function Clock( autoStart ) {
  24465. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24466. this.startTime = 0;
  24467. this.oldTime = 0;
  24468. this.elapsedTime = 0;
  24469. this.running = false;
  24470. }
  24471. Object.assign( Clock.prototype, {
  24472. start: function () {
  24473. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24474. this.oldTime = this.startTime;
  24475. this.elapsedTime = 0;
  24476. this.running = true;
  24477. },
  24478. stop: function () {
  24479. this.getElapsedTime();
  24480. this.running = false;
  24481. this.autoStart = false;
  24482. },
  24483. getElapsedTime: function () {
  24484. this.getDelta();
  24485. return this.elapsedTime;
  24486. },
  24487. getDelta: function () {
  24488. var diff = 0;
  24489. if ( this.autoStart && ! this.running ) {
  24490. this.start();
  24491. return 0;
  24492. }
  24493. if ( this.running ) {
  24494. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24495. diff = ( newTime - this.oldTime ) / 1000;
  24496. this.oldTime = newTime;
  24497. this.elapsedTime += diff;
  24498. }
  24499. return diff;
  24500. }
  24501. } );
  24502. /**
  24503. * @author mrdoob / http://mrdoob.com/
  24504. */
  24505. function AudioListener() {
  24506. Object3D.call( this );
  24507. this.type = 'AudioListener';
  24508. this.context = AudioContext.getContext();
  24509. this.gain = this.context.createGain();
  24510. this.gain.connect( this.context.destination );
  24511. this.filter = null;
  24512. this.timeDelta = 0;
  24513. }
  24514. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24515. constructor: AudioListener,
  24516. getInput: function () {
  24517. return this.gain;
  24518. },
  24519. removeFilter: function ( ) {
  24520. if ( this.filter !== null ) {
  24521. this.gain.disconnect( this.filter );
  24522. this.filter.disconnect( this.context.destination );
  24523. this.gain.connect( this.context.destination );
  24524. this.filter = null;
  24525. }
  24526. return this;
  24527. },
  24528. getFilter: function () {
  24529. return this.filter;
  24530. },
  24531. setFilter: function ( value ) {
  24532. if ( this.filter !== null ) {
  24533. this.gain.disconnect( this.filter );
  24534. this.filter.disconnect( this.context.destination );
  24535. } else {
  24536. this.gain.disconnect( this.context.destination );
  24537. }
  24538. this.filter = value;
  24539. this.gain.connect( this.filter );
  24540. this.filter.connect( this.context.destination );
  24541. return this;
  24542. },
  24543. getMasterVolume: function () {
  24544. return this.gain.gain.value;
  24545. },
  24546. setMasterVolume: function ( value ) {
  24547. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24548. return this;
  24549. },
  24550. updateMatrixWorld: ( function () {
  24551. var position = new Vector3();
  24552. var quaternion = new Quaternion();
  24553. var scale = new Vector3();
  24554. var orientation = new Vector3();
  24555. var clock = new Clock();
  24556. return function updateMatrixWorld( force ) {
  24557. Object3D.prototype.updateMatrixWorld.call( this, force );
  24558. var listener = this.context.listener;
  24559. var up = this.up;
  24560. this.timeDelta = clock.getDelta();
  24561. this.matrixWorld.decompose( position, quaternion, scale );
  24562. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24563. if ( listener.positionX ) {
  24564. // code path for Chrome (see #14393)
  24565. var endTime = this.context.currentTime + this.timeDelta;
  24566. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24567. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24568. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24569. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24570. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24571. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24572. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24573. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24574. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24575. } else {
  24576. listener.setPosition( position.x, position.y, position.z );
  24577. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24578. }
  24579. };
  24580. } )()
  24581. } );
  24582. /**
  24583. * @author mrdoob / http://mrdoob.com/
  24584. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24585. */
  24586. function Audio( listener ) {
  24587. Object3D.call( this );
  24588. this.type = 'Audio';
  24589. this.listener = listener;
  24590. this.context = listener.context;
  24591. this.gain = this.context.createGain();
  24592. this.gain.connect( listener.getInput() );
  24593. this.autoplay = false;
  24594. this.buffer = null;
  24595. this.detune = 0;
  24596. this.loop = false;
  24597. this.startTime = 0;
  24598. this.offset = 0;
  24599. this.playbackRate = 1;
  24600. this.isPlaying = false;
  24601. this.hasPlaybackControl = true;
  24602. this.sourceType = 'empty';
  24603. this.filters = [];
  24604. }
  24605. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24606. constructor: Audio,
  24607. getOutput: function () {
  24608. return this.gain;
  24609. },
  24610. setNodeSource: function ( audioNode ) {
  24611. this.hasPlaybackControl = false;
  24612. this.sourceType = 'audioNode';
  24613. this.source = audioNode;
  24614. this.connect();
  24615. return this;
  24616. },
  24617. setMediaElementSource: function ( mediaElement ) {
  24618. this.hasPlaybackControl = false;
  24619. this.sourceType = 'mediaNode';
  24620. this.source = this.context.createMediaElementSource( mediaElement );
  24621. this.connect();
  24622. return this;
  24623. },
  24624. setBuffer: function ( audioBuffer ) {
  24625. this.buffer = audioBuffer;
  24626. this.sourceType = 'buffer';
  24627. if ( this.autoplay ) this.play();
  24628. return this;
  24629. },
  24630. play: function () {
  24631. if ( this.isPlaying === true ) {
  24632. console.warn( 'THREE.Audio: Audio is already playing.' );
  24633. return;
  24634. }
  24635. if ( this.hasPlaybackControl === false ) {
  24636. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24637. return;
  24638. }
  24639. var source = this.context.createBufferSource();
  24640. source.buffer = this.buffer;
  24641. source.loop = this.loop;
  24642. source.onended = this.onEnded.bind( this );
  24643. this.startTime = this.context.currentTime;
  24644. source.start( this.startTime, this.offset );
  24645. this.isPlaying = true;
  24646. this.source = source;
  24647. this.setDetune( this.detune );
  24648. this.setPlaybackRate( this.playbackRate );
  24649. return this.connect();
  24650. },
  24651. pause: function () {
  24652. if ( this.hasPlaybackControl === false ) {
  24653. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24654. return;
  24655. }
  24656. if ( this.isPlaying === true ) {
  24657. this.source.stop();
  24658. this.source.onended = null;
  24659. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24660. this.isPlaying = false;
  24661. }
  24662. return this;
  24663. },
  24664. stop: function () {
  24665. if ( this.hasPlaybackControl === false ) {
  24666. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24667. return;
  24668. }
  24669. this.source.stop();
  24670. this.source.onended = null;
  24671. this.offset = 0;
  24672. this.isPlaying = false;
  24673. return this;
  24674. },
  24675. connect: function () {
  24676. if ( this.filters.length > 0 ) {
  24677. this.source.connect( this.filters[ 0 ] );
  24678. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24679. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24680. }
  24681. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24682. } else {
  24683. this.source.connect( this.getOutput() );
  24684. }
  24685. return this;
  24686. },
  24687. disconnect: function () {
  24688. if ( this.filters.length > 0 ) {
  24689. this.source.disconnect( this.filters[ 0 ] );
  24690. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24691. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24692. }
  24693. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24694. } else {
  24695. this.source.disconnect( this.getOutput() );
  24696. }
  24697. return this;
  24698. },
  24699. getFilters: function () {
  24700. return this.filters;
  24701. },
  24702. setFilters: function ( value ) {
  24703. if ( ! value ) value = [];
  24704. if ( this.isPlaying === true ) {
  24705. this.disconnect();
  24706. this.filters = value;
  24707. this.connect();
  24708. } else {
  24709. this.filters = value;
  24710. }
  24711. return this;
  24712. },
  24713. setDetune: function ( value ) {
  24714. this.detune = value;
  24715. if ( this.source.detune === undefined ) return; // only set detune when available
  24716. if ( this.isPlaying === true ) {
  24717. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24718. }
  24719. return this;
  24720. },
  24721. getDetune: function () {
  24722. return this.detune;
  24723. },
  24724. getFilter: function () {
  24725. return this.getFilters()[ 0 ];
  24726. },
  24727. setFilter: function ( filter ) {
  24728. return this.setFilters( filter ? [ filter ] : [] );
  24729. },
  24730. setPlaybackRate: function ( value ) {
  24731. if ( this.hasPlaybackControl === false ) {
  24732. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24733. return;
  24734. }
  24735. this.playbackRate = value;
  24736. if ( this.isPlaying === true ) {
  24737. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24738. }
  24739. return this;
  24740. },
  24741. getPlaybackRate: function () {
  24742. return this.playbackRate;
  24743. },
  24744. onEnded: function () {
  24745. this.isPlaying = false;
  24746. },
  24747. getLoop: function () {
  24748. if ( this.hasPlaybackControl === false ) {
  24749. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24750. return false;
  24751. }
  24752. return this.loop;
  24753. },
  24754. setLoop: function ( value ) {
  24755. if ( this.hasPlaybackControl === false ) {
  24756. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24757. return;
  24758. }
  24759. this.loop = value;
  24760. if ( this.isPlaying === true ) {
  24761. this.source.loop = this.loop;
  24762. }
  24763. return this;
  24764. },
  24765. getVolume: function () {
  24766. return this.gain.gain.value;
  24767. },
  24768. setVolume: function ( value ) {
  24769. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24770. return this;
  24771. }
  24772. } );
  24773. /**
  24774. * @author mrdoob / http://mrdoob.com/
  24775. */
  24776. function PositionalAudio( listener ) {
  24777. Audio.call( this, listener );
  24778. this.panner = this.context.createPanner();
  24779. this.panner.panningModel = 'HRTF';
  24780. this.panner.connect( this.gain );
  24781. }
  24782. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24783. constructor: PositionalAudio,
  24784. getOutput: function () {
  24785. return this.panner;
  24786. },
  24787. getRefDistance: function () {
  24788. return this.panner.refDistance;
  24789. },
  24790. setRefDistance: function ( value ) {
  24791. this.panner.refDistance = value;
  24792. return this;
  24793. },
  24794. getRolloffFactor: function () {
  24795. return this.panner.rolloffFactor;
  24796. },
  24797. setRolloffFactor: function ( value ) {
  24798. this.panner.rolloffFactor = value;
  24799. return this;
  24800. },
  24801. getDistanceModel: function () {
  24802. return this.panner.distanceModel;
  24803. },
  24804. setDistanceModel: function ( value ) {
  24805. this.panner.distanceModel = value;
  24806. return this;
  24807. },
  24808. getMaxDistance: function () {
  24809. return this.panner.maxDistance;
  24810. },
  24811. setMaxDistance: function ( value ) {
  24812. this.panner.maxDistance = value;
  24813. return this;
  24814. },
  24815. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24816. this.panner.coneInnerAngle = coneInnerAngle;
  24817. this.panner.coneOuterAngle = coneOuterAngle;
  24818. this.panner.coneOuterGain = coneOuterGain;
  24819. return this;
  24820. },
  24821. updateMatrixWorld: ( function () {
  24822. var position = new Vector3();
  24823. var quaternion = new Quaternion();
  24824. var scale = new Vector3();
  24825. var orientation = new Vector3();
  24826. return function updateMatrixWorld( force ) {
  24827. Object3D.prototype.updateMatrixWorld.call( this, force );
  24828. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24829. this.matrixWorld.decompose( position, quaternion, scale );
  24830. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24831. var panner = this.panner;
  24832. if ( panner.positionX ) {
  24833. // code path for Chrome and Firefox (see #14393)
  24834. var endTime = this.context.currentTime + this.listener.timeDelta;
  24835. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24836. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24837. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24838. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24839. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24840. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24841. } else {
  24842. panner.setPosition( position.x, position.y, position.z );
  24843. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24844. }
  24845. };
  24846. } )()
  24847. } );
  24848. /**
  24849. * @author mrdoob / http://mrdoob.com/
  24850. */
  24851. function AudioAnalyser( audio, fftSize ) {
  24852. this.analyser = audio.context.createAnalyser();
  24853. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24854. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24855. audio.getOutput().connect( this.analyser );
  24856. }
  24857. Object.assign( AudioAnalyser.prototype, {
  24858. getFrequencyData: function () {
  24859. this.analyser.getByteFrequencyData( this.data );
  24860. return this.data;
  24861. },
  24862. getAverageFrequency: function () {
  24863. var value = 0, data = this.getFrequencyData();
  24864. for ( var i = 0; i < data.length; i ++ ) {
  24865. value += data[ i ];
  24866. }
  24867. return value / data.length;
  24868. }
  24869. } );
  24870. /**
  24871. *
  24872. * Buffered scene graph property that allows weighted accumulation.
  24873. *
  24874. *
  24875. * @author Ben Houston / http://clara.io/
  24876. * @author David Sarno / http://lighthaus.us/
  24877. * @author tschw
  24878. */
  24879. function PropertyMixer( binding, typeName, valueSize ) {
  24880. this.binding = binding;
  24881. this.valueSize = valueSize;
  24882. var bufferType = Float64Array,
  24883. mixFunction;
  24884. switch ( typeName ) {
  24885. case 'quaternion':
  24886. mixFunction = this._slerp;
  24887. break;
  24888. case 'string':
  24889. case 'bool':
  24890. bufferType = Array;
  24891. mixFunction = this._select;
  24892. break;
  24893. default:
  24894. mixFunction = this._lerp;
  24895. }
  24896. this.buffer = new bufferType( valueSize * 4 );
  24897. // layout: [ incoming | accu0 | accu1 | orig ]
  24898. //
  24899. // interpolators can use .buffer as their .result
  24900. // the data then goes to 'incoming'
  24901. //
  24902. // 'accu0' and 'accu1' are used frame-interleaved for
  24903. // the cumulative result and are compared to detect
  24904. // changes
  24905. //
  24906. // 'orig' stores the original state of the property
  24907. this._mixBufferRegion = mixFunction;
  24908. this.cumulativeWeight = 0;
  24909. this.useCount = 0;
  24910. this.referenceCount = 0;
  24911. }
  24912. Object.assign( PropertyMixer.prototype, {
  24913. // accumulate data in the 'incoming' region into 'accu<i>'
  24914. accumulate: function ( accuIndex, weight ) {
  24915. // note: happily accumulating nothing when weight = 0, the caller knows
  24916. // the weight and shouldn't have made the call in the first place
  24917. var buffer = this.buffer,
  24918. stride = this.valueSize,
  24919. offset = accuIndex * stride + stride,
  24920. currentWeight = this.cumulativeWeight;
  24921. if ( currentWeight === 0 ) {
  24922. // accuN := incoming * weight
  24923. for ( var i = 0; i !== stride; ++ i ) {
  24924. buffer[ offset + i ] = buffer[ i ];
  24925. }
  24926. currentWeight = weight;
  24927. } else {
  24928. // accuN := accuN + incoming * weight
  24929. currentWeight += weight;
  24930. var mix = weight / currentWeight;
  24931. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24932. }
  24933. this.cumulativeWeight = currentWeight;
  24934. },
  24935. // apply the state of 'accu<i>' to the binding when accus differ
  24936. apply: function ( accuIndex ) {
  24937. var stride = this.valueSize,
  24938. buffer = this.buffer,
  24939. offset = accuIndex * stride + stride,
  24940. weight = this.cumulativeWeight,
  24941. binding = this.binding;
  24942. this.cumulativeWeight = 0;
  24943. if ( weight < 1 ) {
  24944. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24945. var originalValueOffset = stride * 3;
  24946. this._mixBufferRegion(
  24947. buffer, offset, originalValueOffset, 1 - weight, stride );
  24948. }
  24949. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24950. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24951. // value has changed -> update scene graph
  24952. binding.setValue( buffer, offset );
  24953. break;
  24954. }
  24955. }
  24956. },
  24957. // remember the state of the bound property and copy it to both accus
  24958. saveOriginalState: function () {
  24959. var binding = this.binding;
  24960. var buffer = this.buffer,
  24961. stride = this.valueSize,
  24962. originalValueOffset = stride * 3;
  24963. binding.getValue( buffer, originalValueOffset );
  24964. // accu[0..1] := orig -- initially detect changes against the original
  24965. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24966. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24967. }
  24968. this.cumulativeWeight = 0;
  24969. },
  24970. // apply the state previously taken via 'saveOriginalState' to the binding
  24971. restoreOriginalState: function () {
  24972. var originalValueOffset = this.valueSize * 3;
  24973. this.binding.setValue( this.buffer, originalValueOffset );
  24974. },
  24975. // mix functions
  24976. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24977. if ( t >= 0.5 ) {
  24978. for ( var i = 0; i !== stride; ++ i ) {
  24979. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24980. }
  24981. }
  24982. },
  24983. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24984. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24985. },
  24986. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24987. var s = 1 - t;
  24988. for ( var i = 0; i !== stride; ++ i ) {
  24989. var j = dstOffset + i;
  24990. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24991. }
  24992. }
  24993. } );
  24994. /**
  24995. *
  24996. * A reference to a real property in the scene graph.
  24997. *
  24998. *
  24999. * @author Ben Houston / http://clara.io/
  25000. * @author David Sarno / http://lighthaus.us/
  25001. * @author tschw
  25002. */
  25003. // Characters [].:/ are reserved for track binding syntax.
  25004. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25005. function Composite( targetGroup, path, optionalParsedPath ) {
  25006. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25007. this._targetGroup = targetGroup;
  25008. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25009. }
  25010. Object.assign( Composite.prototype, {
  25011. getValue: function ( array, offset ) {
  25012. this.bind(); // bind all binding
  25013. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25014. binding = this._bindings[ firstValidIndex ];
  25015. // and only call .getValue on the first
  25016. if ( binding !== undefined ) binding.getValue( array, offset );
  25017. },
  25018. setValue: function ( array, offset ) {
  25019. var bindings = this._bindings;
  25020. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25021. bindings[ i ].setValue( array, offset );
  25022. }
  25023. },
  25024. bind: function () {
  25025. var bindings = this._bindings;
  25026. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25027. bindings[ i ].bind();
  25028. }
  25029. },
  25030. unbind: function () {
  25031. var bindings = this._bindings;
  25032. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25033. bindings[ i ].unbind();
  25034. }
  25035. }
  25036. } );
  25037. function PropertyBinding( rootNode, path, parsedPath ) {
  25038. this.path = path;
  25039. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25040. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25041. this.rootNode = rootNode;
  25042. }
  25043. Object.assign( PropertyBinding, {
  25044. Composite: Composite,
  25045. create: function ( root, path, parsedPath ) {
  25046. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25047. return new PropertyBinding( root, path, parsedPath );
  25048. } else {
  25049. return new PropertyBinding.Composite( root, path, parsedPath );
  25050. }
  25051. },
  25052. /**
  25053. * Replaces spaces with underscores and removes unsupported characters from
  25054. * node names, to ensure compatibility with parseTrackName().
  25055. *
  25056. * @param {string} name Node name to be sanitized.
  25057. * @return {string}
  25058. */
  25059. sanitizeNodeName: ( function () {
  25060. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  25061. return function sanitizeNodeName( name ) {
  25062. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  25063. };
  25064. }() ),
  25065. parseTrackName: function () {
  25066. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25067. // only latin characters, and the unicode \p{L} is not yet supported. So
  25068. // instead, we exclude reserved characters and match everything else.
  25069. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  25070. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25071. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25072. // be matched to parse the rest of the track name.
  25073. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25074. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25075. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25076. // Object on target node, and accessor. May not contain reserved
  25077. // characters. Accessor may contain any character except closing bracket.
  25078. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25079. // Property and accessor. May not contain reserved characters. Accessor may
  25080. // contain any non-bracket characters.
  25081. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25082. var trackRe = new RegExp( ''
  25083. + '^'
  25084. + directoryRe
  25085. + nodeRe
  25086. + objectRe
  25087. + propertyRe
  25088. + '$'
  25089. );
  25090. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25091. return function parseTrackName( trackName ) {
  25092. var matches = trackRe.exec( trackName );
  25093. if ( ! matches ) {
  25094. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25095. }
  25096. var results = {
  25097. // directoryName: matches[ 1 ], // (tschw) currently unused
  25098. nodeName: matches[ 2 ],
  25099. objectName: matches[ 3 ],
  25100. objectIndex: matches[ 4 ],
  25101. propertyName: matches[ 5 ], // required
  25102. propertyIndex: matches[ 6 ]
  25103. };
  25104. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25105. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25106. var objectName = results.nodeName.substring( lastDot + 1 );
  25107. // Object names must be checked against a whitelist. Otherwise, there
  25108. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25109. // 'bar' could be the objectName, or part of a nodeName (which can
  25110. // include '.' characters).
  25111. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25112. results.nodeName = results.nodeName.substring( 0, lastDot );
  25113. results.objectName = objectName;
  25114. }
  25115. }
  25116. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25117. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25118. }
  25119. return results;
  25120. };
  25121. }(),
  25122. findNode: function ( root, nodeName ) {
  25123. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25124. return root;
  25125. }
  25126. // search into skeleton bones.
  25127. if ( root.skeleton ) {
  25128. var bone = root.skeleton.getBoneByName( nodeName );
  25129. if ( bone !== undefined ) {
  25130. return bone;
  25131. }
  25132. }
  25133. // search into node subtree.
  25134. if ( root.children ) {
  25135. var searchNodeSubtree = function ( children ) {
  25136. for ( var i = 0; i < children.length; i ++ ) {
  25137. var childNode = children[ i ];
  25138. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25139. return childNode;
  25140. }
  25141. var result = searchNodeSubtree( childNode.children );
  25142. if ( result ) return result;
  25143. }
  25144. return null;
  25145. };
  25146. var subTreeNode = searchNodeSubtree( root.children );
  25147. if ( subTreeNode ) {
  25148. return subTreeNode;
  25149. }
  25150. }
  25151. return null;
  25152. }
  25153. } );
  25154. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25155. // these are used to "bind" a nonexistent property
  25156. _getValue_unavailable: function () {},
  25157. _setValue_unavailable: function () {},
  25158. BindingType: {
  25159. Direct: 0,
  25160. EntireArray: 1,
  25161. ArrayElement: 2,
  25162. HasFromToArray: 3
  25163. },
  25164. Versioning: {
  25165. None: 0,
  25166. NeedsUpdate: 1,
  25167. MatrixWorldNeedsUpdate: 2
  25168. },
  25169. GetterByBindingType: [
  25170. function getValue_direct( buffer, offset ) {
  25171. buffer[ offset ] = this.node[ this.propertyName ];
  25172. },
  25173. function getValue_array( buffer, offset ) {
  25174. var source = this.resolvedProperty;
  25175. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25176. buffer[ offset ++ ] = source[ i ];
  25177. }
  25178. },
  25179. function getValue_arrayElement( buffer, offset ) {
  25180. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25181. },
  25182. function getValue_toArray( buffer, offset ) {
  25183. this.resolvedProperty.toArray( buffer, offset );
  25184. }
  25185. ],
  25186. SetterByBindingTypeAndVersioning: [
  25187. [
  25188. // Direct
  25189. function setValue_direct( buffer, offset ) {
  25190. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25191. },
  25192. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25193. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25194. this.targetObject.needsUpdate = true;
  25195. },
  25196. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25197. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25198. this.targetObject.matrixWorldNeedsUpdate = true;
  25199. }
  25200. ], [
  25201. // EntireArray
  25202. function setValue_array( buffer, offset ) {
  25203. var dest = this.resolvedProperty;
  25204. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25205. dest[ i ] = buffer[ offset ++ ];
  25206. }
  25207. },
  25208. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25209. var dest = this.resolvedProperty;
  25210. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25211. dest[ i ] = buffer[ offset ++ ];
  25212. }
  25213. this.targetObject.needsUpdate = true;
  25214. },
  25215. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25216. var dest = this.resolvedProperty;
  25217. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25218. dest[ i ] = buffer[ offset ++ ];
  25219. }
  25220. this.targetObject.matrixWorldNeedsUpdate = true;
  25221. }
  25222. ], [
  25223. // ArrayElement
  25224. function setValue_arrayElement( buffer, offset ) {
  25225. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25226. },
  25227. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25228. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25229. this.targetObject.needsUpdate = true;
  25230. },
  25231. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25232. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25233. this.targetObject.matrixWorldNeedsUpdate = true;
  25234. }
  25235. ], [
  25236. // HasToFromArray
  25237. function setValue_fromArray( buffer, offset ) {
  25238. this.resolvedProperty.fromArray( buffer, offset );
  25239. },
  25240. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25241. this.resolvedProperty.fromArray( buffer, offset );
  25242. this.targetObject.needsUpdate = true;
  25243. },
  25244. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25245. this.resolvedProperty.fromArray( buffer, offset );
  25246. this.targetObject.matrixWorldNeedsUpdate = true;
  25247. }
  25248. ]
  25249. ],
  25250. getValue: function getValue_unbound( targetArray, offset ) {
  25251. this.bind();
  25252. this.getValue( targetArray, offset );
  25253. // Note: This class uses a State pattern on a per-method basis:
  25254. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25255. // prototype version of these methods with one that represents
  25256. // the bound state. When the property is not found, the methods
  25257. // become no-ops.
  25258. },
  25259. setValue: function getValue_unbound( sourceArray, offset ) {
  25260. this.bind();
  25261. this.setValue( sourceArray, offset );
  25262. },
  25263. // create getter / setter pair for a property in the scene graph
  25264. bind: function () {
  25265. var targetObject = this.node,
  25266. parsedPath = this.parsedPath,
  25267. objectName = parsedPath.objectName,
  25268. propertyName = parsedPath.propertyName,
  25269. propertyIndex = parsedPath.propertyIndex;
  25270. if ( ! targetObject ) {
  25271. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25272. this.node = targetObject;
  25273. }
  25274. // set fail state so we can just 'return' on error
  25275. this.getValue = this._getValue_unavailable;
  25276. this.setValue = this._setValue_unavailable;
  25277. // ensure there is a value node
  25278. if ( ! targetObject ) {
  25279. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25280. return;
  25281. }
  25282. if ( objectName ) {
  25283. var objectIndex = parsedPath.objectIndex;
  25284. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25285. switch ( objectName ) {
  25286. case 'materials':
  25287. if ( ! targetObject.material ) {
  25288. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25289. return;
  25290. }
  25291. if ( ! targetObject.material.materials ) {
  25292. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25293. return;
  25294. }
  25295. targetObject = targetObject.material.materials;
  25296. break;
  25297. case 'bones':
  25298. if ( ! targetObject.skeleton ) {
  25299. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25300. return;
  25301. }
  25302. // potential future optimization: skip this if propertyIndex is already an integer
  25303. // and convert the integer string to a true integer.
  25304. targetObject = targetObject.skeleton.bones;
  25305. // support resolving morphTarget names into indices.
  25306. for ( var i = 0; i < targetObject.length; i ++ ) {
  25307. if ( targetObject[ i ].name === objectIndex ) {
  25308. objectIndex = i;
  25309. break;
  25310. }
  25311. }
  25312. break;
  25313. default:
  25314. if ( targetObject[ objectName ] === undefined ) {
  25315. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25316. return;
  25317. }
  25318. targetObject = targetObject[ objectName ];
  25319. }
  25320. if ( objectIndex !== undefined ) {
  25321. if ( targetObject[ objectIndex ] === undefined ) {
  25322. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25323. return;
  25324. }
  25325. targetObject = targetObject[ objectIndex ];
  25326. }
  25327. }
  25328. // resolve property
  25329. var nodeProperty = targetObject[ propertyName ];
  25330. if ( nodeProperty === undefined ) {
  25331. var nodeName = parsedPath.nodeName;
  25332. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25333. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25334. return;
  25335. }
  25336. // determine versioning scheme
  25337. var versioning = this.Versioning.None;
  25338. this.targetObject = targetObject;
  25339. if ( targetObject.needsUpdate !== undefined ) { // material
  25340. versioning = this.Versioning.NeedsUpdate;
  25341. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25342. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25343. }
  25344. // determine how the property gets bound
  25345. var bindingType = this.BindingType.Direct;
  25346. if ( propertyIndex !== undefined ) {
  25347. // access a sub element of the property array (only primitives are supported right now)
  25348. if ( propertyName === "morphTargetInfluences" ) {
  25349. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25350. // support resolving morphTarget names into indices.
  25351. if ( ! targetObject.geometry ) {
  25352. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25353. return;
  25354. }
  25355. if ( targetObject.geometry.isBufferGeometry ) {
  25356. if ( ! targetObject.geometry.morphAttributes ) {
  25357. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25358. return;
  25359. }
  25360. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25361. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25362. propertyIndex = i;
  25363. break;
  25364. }
  25365. }
  25366. } else {
  25367. if ( ! targetObject.geometry.morphTargets ) {
  25368. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25369. return;
  25370. }
  25371. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25372. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25373. propertyIndex = i;
  25374. break;
  25375. }
  25376. }
  25377. }
  25378. }
  25379. bindingType = this.BindingType.ArrayElement;
  25380. this.resolvedProperty = nodeProperty;
  25381. this.propertyIndex = propertyIndex;
  25382. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25383. // must use copy for Object3D.Euler/Quaternion
  25384. bindingType = this.BindingType.HasFromToArray;
  25385. this.resolvedProperty = nodeProperty;
  25386. } else if ( Array.isArray( nodeProperty ) ) {
  25387. bindingType = this.BindingType.EntireArray;
  25388. this.resolvedProperty = nodeProperty;
  25389. } else {
  25390. this.propertyName = propertyName;
  25391. }
  25392. // select getter / setter
  25393. this.getValue = this.GetterByBindingType[ bindingType ];
  25394. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25395. },
  25396. unbind: function () {
  25397. this.node = null;
  25398. // back to the prototype version of getValue / setValue
  25399. // note: avoiding to mutate the shape of 'this' via 'delete'
  25400. this.getValue = this._getValue_unbound;
  25401. this.setValue = this._setValue_unbound;
  25402. }
  25403. } );
  25404. //!\ DECLARE ALIAS AFTER assign prototype !
  25405. Object.assign( PropertyBinding.prototype, {
  25406. // initial state of these methods that calls 'bind'
  25407. _getValue_unbound: PropertyBinding.prototype.getValue,
  25408. _setValue_unbound: PropertyBinding.prototype.setValue,
  25409. } );
  25410. /**
  25411. *
  25412. * A group of objects that receives a shared animation state.
  25413. *
  25414. * Usage:
  25415. *
  25416. * - Add objects you would otherwise pass as 'root' to the
  25417. * constructor or the .clipAction method of AnimationMixer.
  25418. *
  25419. * - Instead pass this object as 'root'.
  25420. *
  25421. * - You can also add and remove objects later when the mixer
  25422. * is running.
  25423. *
  25424. * Note:
  25425. *
  25426. * Objects of this class appear as one object to the mixer,
  25427. * so cache control of the individual objects must be done
  25428. * on the group.
  25429. *
  25430. * Limitation:
  25431. *
  25432. * - The animated properties must be compatible among the
  25433. * all objects in the group.
  25434. *
  25435. * - A single property can either be controlled through a
  25436. * target group or directly, but not both.
  25437. *
  25438. * @author tschw
  25439. */
  25440. function AnimationObjectGroup() {
  25441. this.uuid = _Math.generateUUID();
  25442. // cached objects followed by the active ones
  25443. this._objects = Array.prototype.slice.call( arguments );
  25444. this.nCachedObjects_ = 0; // threshold
  25445. // note: read by PropertyBinding.Composite
  25446. var indices = {};
  25447. this._indicesByUUID = indices; // for bookkeeping
  25448. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25449. indices[ arguments[ i ].uuid ] = i;
  25450. }
  25451. this._paths = []; // inside: string
  25452. this._parsedPaths = []; // inside: { we don't care, here }
  25453. this._bindings = []; // inside: Array< PropertyBinding >
  25454. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25455. var scope = this;
  25456. this.stats = {
  25457. objects: {
  25458. get total() {
  25459. return scope._objects.length;
  25460. },
  25461. get inUse() {
  25462. return this.total - scope.nCachedObjects_;
  25463. }
  25464. },
  25465. get bindingsPerObject() {
  25466. return scope._bindings.length;
  25467. }
  25468. };
  25469. }
  25470. Object.assign( AnimationObjectGroup.prototype, {
  25471. isAnimationObjectGroup: true,
  25472. add: function () {
  25473. var objects = this._objects,
  25474. nObjects = objects.length,
  25475. nCachedObjects = this.nCachedObjects_,
  25476. indicesByUUID = this._indicesByUUID,
  25477. paths = this._paths,
  25478. parsedPaths = this._parsedPaths,
  25479. bindings = this._bindings,
  25480. nBindings = bindings.length,
  25481. knownObject = undefined;
  25482. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25483. var object = arguments[ i ],
  25484. uuid = object.uuid,
  25485. index = indicesByUUID[ uuid ];
  25486. if ( index === undefined ) {
  25487. // unknown object -> add it to the ACTIVE region
  25488. index = nObjects ++;
  25489. indicesByUUID[ uuid ] = index;
  25490. objects.push( object );
  25491. // accounting is done, now do the same for all bindings
  25492. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25493. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25494. }
  25495. } else if ( index < nCachedObjects ) {
  25496. knownObject = objects[ index ];
  25497. // move existing object to the ACTIVE region
  25498. var firstActiveIndex = -- nCachedObjects,
  25499. lastCachedObject = objects[ firstActiveIndex ];
  25500. indicesByUUID[ lastCachedObject.uuid ] = index;
  25501. objects[ index ] = lastCachedObject;
  25502. indicesByUUID[ uuid ] = firstActiveIndex;
  25503. objects[ firstActiveIndex ] = object;
  25504. // accounting is done, now do the same for all bindings
  25505. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25506. var bindingsForPath = bindings[ j ],
  25507. lastCached = bindingsForPath[ firstActiveIndex ],
  25508. binding = bindingsForPath[ index ];
  25509. bindingsForPath[ index ] = lastCached;
  25510. if ( binding === undefined ) {
  25511. // since we do not bother to create new bindings
  25512. // for objects that are cached, the binding may
  25513. // or may not exist
  25514. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25515. }
  25516. bindingsForPath[ firstActiveIndex ] = binding;
  25517. }
  25518. } else if ( objects[ index ] !== knownObject ) {
  25519. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25520. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25521. } // else the object is already where we want it to be
  25522. } // for arguments
  25523. this.nCachedObjects_ = nCachedObjects;
  25524. },
  25525. remove: function () {
  25526. var objects = this._objects,
  25527. nCachedObjects = this.nCachedObjects_,
  25528. indicesByUUID = this._indicesByUUID,
  25529. bindings = this._bindings,
  25530. nBindings = bindings.length;
  25531. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25532. var object = arguments[ i ],
  25533. uuid = object.uuid,
  25534. index = indicesByUUID[ uuid ];
  25535. if ( index !== undefined && index >= nCachedObjects ) {
  25536. // move existing object into the CACHED region
  25537. var lastCachedIndex = nCachedObjects ++,
  25538. firstActiveObject = objects[ lastCachedIndex ];
  25539. indicesByUUID[ firstActiveObject.uuid ] = index;
  25540. objects[ index ] = firstActiveObject;
  25541. indicesByUUID[ uuid ] = lastCachedIndex;
  25542. objects[ lastCachedIndex ] = object;
  25543. // accounting is done, now do the same for all bindings
  25544. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25545. var bindingsForPath = bindings[ j ],
  25546. firstActive = bindingsForPath[ lastCachedIndex ],
  25547. binding = bindingsForPath[ index ];
  25548. bindingsForPath[ index ] = firstActive;
  25549. bindingsForPath[ lastCachedIndex ] = binding;
  25550. }
  25551. }
  25552. } // for arguments
  25553. this.nCachedObjects_ = nCachedObjects;
  25554. },
  25555. // remove & forget
  25556. uncache: function () {
  25557. var objects = this._objects,
  25558. nObjects = objects.length,
  25559. nCachedObjects = this.nCachedObjects_,
  25560. indicesByUUID = this._indicesByUUID,
  25561. bindings = this._bindings,
  25562. nBindings = bindings.length;
  25563. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25564. var object = arguments[ i ],
  25565. uuid = object.uuid,
  25566. index = indicesByUUID[ uuid ];
  25567. if ( index !== undefined ) {
  25568. delete indicesByUUID[ uuid ];
  25569. if ( index < nCachedObjects ) {
  25570. // object is cached, shrink the CACHED region
  25571. var firstActiveIndex = -- nCachedObjects,
  25572. lastCachedObject = objects[ firstActiveIndex ],
  25573. lastIndex = -- nObjects,
  25574. lastObject = objects[ lastIndex ];
  25575. // last cached object takes this object's place
  25576. indicesByUUID[ lastCachedObject.uuid ] = index;
  25577. objects[ index ] = lastCachedObject;
  25578. // last object goes to the activated slot and pop
  25579. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25580. objects[ firstActiveIndex ] = lastObject;
  25581. objects.pop();
  25582. // accounting is done, now do the same for all bindings
  25583. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25584. var bindingsForPath = bindings[ j ],
  25585. lastCached = bindingsForPath[ firstActiveIndex ],
  25586. last = bindingsForPath[ lastIndex ];
  25587. bindingsForPath[ index ] = lastCached;
  25588. bindingsForPath[ firstActiveIndex ] = last;
  25589. bindingsForPath.pop();
  25590. }
  25591. } else {
  25592. // object is active, just swap with the last and pop
  25593. var lastIndex = -- nObjects,
  25594. lastObject = objects[ lastIndex ];
  25595. indicesByUUID[ lastObject.uuid ] = index;
  25596. objects[ index ] = lastObject;
  25597. objects.pop();
  25598. // accounting is done, now do the same for all bindings
  25599. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25600. var bindingsForPath = bindings[ j ];
  25601. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25602. bindingsForPath.pop();
  25603. }
  25604. } // cached or active
  25605. } // if object is known
  25606. } // for arguments
  25607. this.nCachedObjects_ = nCachedObjects;
  25608. },
  25609. // Internal interface used by befriended PropertyBinding.Composite:
  25610. subscribe_: function ( path, parsedPath ) {
  25611. // returns an array of bindings for the given path that is changed
  25612. // according to the contained objects in the group
  25613. var indicesByPath = this._bindingsIndicesByPath,
  25614. index = indicesByPath[ path ],
  25615. bindings = this._bindings;
  25616. if ( index !== undefined ) return bindings[ index ];
  25617. var paths = this._paths,
  25618. parsedPaths = this._parsedPaths,
  25619. objects = this._objects,
  25620. nObjects = objects.length,
  25621. nCachedObjects = this.nCachedObjects_,
  25622. bindingsForPath = new Array( nObjects );
  25623. index = bindings.length;
  25624. indicesByPath[ path ] = index;
  25625. paths.push( path );
  25626. parsedPaths.push( parsedPath );
  25627. bindings.push( bindingsForPath );
  25628. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25629. var object = objects[ i ];
  25630. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25631. }
  25632. return bindingsForPath;
  25633. },
  25634. unsubscribe_: function ( path ) {
  25635. // tells the group to forget about a property path and no longer
  25636. // update the array previously obtained with 'subscribe_'
  25637. var indicesByPath = this._bindingsIndicesByPath,
  25638. index = indicesByPath[ path ];
  25639. if ( index !== undefined ) {
  25640. var paths = this._paths,
  25641. parsedPaths = this._parsedPaths,
  25642. bindings = this._bindings,
  25643. lastBindingsIndex = bindings.length - 1,
  25644. lastBindings = bindings[ lastBindingsIndex ],
  25645. lastBindingsPath = path[ lastBindingsIndex ];
  25646. indicesByPath[ lastBindingsPath ] = index;
  25647. bindings[ index ] = lastBindings;
  25648. bindings.pop();
  25649. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25650. parsedPaths.pop();
  25651. paths[ index ] = paths[ lastBindingsIndex ];
  25652. paths.pop();
  25653. }
  25654. }
  25655. } );
  25656. /**
  25657. *
  25658. * Action provided by AnimationMixer for scheduling clip playback on specific
  25659. * objects.
  25660. *
  25661. * @author Ben Houston / http://clara.io/
  25662. * @author David Sarno / http://lighthaus.us/
  25663. * @author tschw
  25664. *
  25665. */
  25666. function AnimationAction( mixer, clip, localRoot ) {
  25667. this._mixer = mixer;
  25668. this._clip = clip;
  25669. this._localRoot = localRoot || null;
  25670. var tracks = clip.tracks,
  25671. nTracks = tracks.length,
  25672. interpolants = new Array( nTracks );
  25673. var interpolantSettings = {
  25674. endingStart: ZeroCurvatureEnding,
  25675. endingEnd: ZeroCurvatureEnding
  25676. };
  25677. for ( var i = 0; i !== nTracks; ++ i ) {
  25678. var interpolant = tracks[ i ].createInterpolant( null );
  25679. interpolants[ i ] = interpolant;
  25680. interpolant.settings = interpolantSettings;
  25681. }
  25682. this._interpolantSettings = interpolantSettings;
  25683. this._interpolants = interpolants; // bound by the mixer
  25684. // inside: PropertyMixer (managed by the mixer)
  25685. this._propertyBindings = new Array( nTracks );
  25686. this._cacheIndex = null; // for the memory manager
  25687. this._byClipCacheIndex = null; // for the memory manager
  25688. this._timeScaleInterpolant = null;
  25689. this._weightInterpolant = null;
  25690. this.loop = LoopRepeat;
  25691. this._loopCount = - 1;
  25692. // global mixer time when the action is to be started
  25693. // it's set back to 'null' upon start of the action
  25694. this._startTime = null;
  25695. // scaled local time of the action
  25696. // gets clamped or wrapped to 0..clip.duration according to loop
  25697. this.time = 0;
  25698. this.timeScale = 1;
  25699. this._effectiveTimeScale = 1;
  25700. this.weight = 1;
  25701. this._effectiveWeight = 1;
  25702. this.repetitions = Infinity; // no. of repetitions when looping
  25703. this.paused = false; // true -> zero effective time scale
  25704. this.enabled = true; // false -> zero effective weight
  25705. this.clampWhenFinished = false;// keep feeding the last frame?
  25706. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25707. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25708. }
  25709. Object.assign( AnimationAction.prototype, {
  25710. // State & Scheduling
  25711. play: function () {
  25712. this._mixer._activateAction( this );
  25713. return this;
  25714. },
  25715. stop: function () {
  25716. this._mixer._deactivateAction( this );
  25717. return this.reset();
  25718. },
  25719. reset: function () {
  25720. this.paused = false;
  25721. this.enabled = true;
  25722. this.time = 0; // restart clip
  25723. this._loopCount = - 1;// forget previous loops
  25724. this._startTime = null;// forget scheduling
  25725. return this.stopFading().stopWarping();
  25726. },
  25727. isRunning: function () {
  25728. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25729. this._startTime === null && this._mixer._isActiveAction( this );
  25730. },
  25731. // return true when play has been called
  25732. isScheduled: function () {
  25733. return this._mixer._isActiveAction( this );
  25734. },
  25735. startAt: function ( time ) {
  25736. this._startTime = time;
  25737. return this;
  25738. },
  25739. setLoop: function ( mode, repetitions ) {
  25740. this.loop = mode;
  25741. this.repetitions = repetitions;
  25742. return this;
  25743. },
  25744. // Weight
  25745. // set the weight stopping any scheduled fading
  25746. // although .enabled = false yields an effective weight of zero, this
  25747. // method does *not* change .enabled, because it would be confusing
  25748. setEffectiveWeight: function ( weight ) {
  25749. this.weight = weight;
  25750. // note: same logic as when updated at runtime
  25751. this._effectiveWeight = this.enabled ? weight : 0;
  25752. return this.stopFading();
  25753. },
  25754. // return the weight considering fading and .enabled
  25755. getEffectiveWeight: function () {
  25756. return this._effectiveWeight;
  25757. },
  25758. fadeIn: function ( duration ) {
  25759. return this._scheduleFading( duration, 0, 1 );
  25760. },
  25761. fadeOut: function ( duration ) {
  25762. return this._scheduleFading( duration, 1, 0 );
  25763. },
  25764. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25765. fadeOutAction.fadeOut( duration );
  25766. this.fadeIn( duration );
  25767. if ( warp ) {
  25768. var fadeInDuration = this._clip.duration,
  25769. fadeOutDuration = fadeOutAction._clip.duration,
  25770. startEndRatio = fadeOutDuration / fadeInDuration,
  25771. endStartRatio = fadeInDuration / fadeOutDuration;
  25772. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25773. this.warp( endStartRatio, 1.0, duration );
  25774. }
  25775. return this;
  25776. },
  25777. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25778. return fadeInAction.crossFadeFrom( this, duration, warp );
  25779. },
  25780. stopFading: function () {
  25781. var weightInterpolant = this._weightInterpolant;
  25782. if ( weightInterpolant !== null ) {
  25783. this._weightInterpolant = null;
  25784. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25785. }
  25786. return this;
  25787. },
  25788. // Time Scale Control
  25789. // set the time scale stopping any scheduled warping
  25790. // although .paused = true yields an effective time scale of zero, this
  25791. // method does *not* change .paused, because it would be confusing
  25792. setEffectiveTimeScale: function ( timeScale ) {
  25793. this.timeScale = timeScale;
  25794. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25795. return this.stopWarping();
  25796. },
  25797. // return the time scale considering warping and .paused
  25798. getEffectiveTimeScale: function () {
  25799. return this._effectiveTimeScale;
  25800. },
  25801. setDuration: function ( duration ) {
  25802. this.timeScale = this._clip.duration / duration;
  25803. return this.stopWarping();
  25804. },
  25805. syncWith: function ( action ) {
  25806. this.time = action.time;
  25807. this.timeScale = action.timeScale;
  25808. return this.stopWarping();
  25809. },
  25810. halt: function ( duration ) {
  25811. return this.warp( this._effectiveTimeScale, 0, duration );
  25812. },
  25813. warp: function ( startTimeScale, endTimeScale, duration ) {
  25814. var mixer = this._mixer, now = mixer.time,
  25815. interpolant = this._timeScaleInterpolant,
  25816. timeScale = this.timeScale;
  25817. if ( interpolant === null ) {
  25818. interpolant = mixer._lendControlInterpolant();
  25819. this._timeScaleInterpolant = interpolant;
  25820. }
  25821. var times = interpolant.parameterPositions,
  25822. values = interpolant.sampleValues;
  25823. times[ 0 ] = now;
  25824. times[ 1 ] = now + duration;
  25825. values[ 0 ] = startTimeScale / timeScale;
  25826. values[ 1 ] = endTimeScale / timeScale;
  25827. return this;
  25828. },
  25829. stopWarping: function () {
  25830. var timeScaleInterpolant = this._timeScaleInterpolant;
  25831. if ( timeScaleInterpolant !== null ) {
  25832. this._timeScaleInterpolant = null;
  25833. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25834. }
  25835. return this;
  25836. },
  25837. // Object Accessors
  25838. getMixer: function () {
  25839. return this._mixer;
  25840. },
  25841. getClip: function () {
  25842. return this._clip;
  25843. },
  25844. getRoot: function () {
  25845. return this._localRoot || this._mixer._root;
  25846. },
  25847. // Interna
  25848. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25849. // called by the mixer
  25850. if ( ! this.enabled ) {
  25851. // call ._updateWeight() to update ._effectiveWeight
  25852. this._updateWeight( time );
  25853. return;
  25854. }
  25855. var startTime = this._startTime;
  25856. if ( startTime !== null ) {
  25857. // check for scheduled start of action
  25858. var timeRunning = ( time - startTime ) * timeDirection;
  25859. if ( timeRunning < 0 || timeDirection === 0 ) {
  25860. return; // yet to come / don't decide when delta = 0
  25861. }
  25862. // start
  25863. this._startTime = null; // unschedule
  25864. deltaTime = timeDirection * timeRunning;
  25865. }
  25866. // apply time scale and advance time
  25867. deltaTime *= this._updateTimeScale( time );
  25868. var clipTime = this._updateTime( deltaTime );
  25869. // note: _updateTime may disable the action resulting in
  25870. // an effective weight of 0
  25871. var weight = this._updateWeight( time );
  25872. if ( weight > 0 ) {
  25873. var interpolants = this._interpolants;
  25874. var propertyMixers = this._propertyBindings;
  25875. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25876. interpolants[ j ].evaluate( clipTime );
  25877. propertyMixers[ j ].accumulate( accuIndex, weight );
  25878. }
  25879. }
  25880. },
  25881. _updateWeight: function ( time ) {
  25882. var weight = 0;
  25883. if ( this.enabled ) {
  25884. weight = this.weight;
  25885. var interpolant = this._weightInterpolant;
  25886. if ( interpolant !== null ) {
  25887. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25888. weight *= interpolantValue;
  25889. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25890. this.stopFading();
  25891. if ( interpolantValue === 0 ) {
  25892. // faded out, disable
  25893. this.enabled = false;
  25894. }
  25895. }
  25896. }
  25897. }
  25898. this._effectiveWeight = weight;
  25899. return weight;
  25900. },
  25901. _updateTimeScale: function ( time ) {
  25902. var timeScale = 0;
  25903. if ( ! this.paused ) {
  25904. timeScale = this.timeScale;
  25905. var interpolant = this._timeScaleInterpolant;
  25906. if ( interpolant !== null ) {
  25907. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25908. timeScale *= interpolantValue;
  25909. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25910. this.stopWarping();
  25911. if ( timeScale === 0 ) {
  25912. // motion has halted, pause
  25913. this.paused = true;
  25914. } else {
  25915. // warp done - apply final time scale
  25916. this.timeScale = timeScale;
  25917. }
  25918. }
  25919. }
  25920. }
  25921. this._effectiveTimeScale = timeScale;
  25922. return timeScale;
  25923. },
  25924. _updateTime: function ( deltaTime ) {
  25925. var time = this.time + deltaTime;
  25926. var duration = this._clip.duration;
  25927. var loop = this.loop;
  25928. var loopCount = this._loopCount;
  25929. var pingPong = ( loop === LoopPingPong );
  25930. if ( deltaTime === 0 ) {
  25931. if ( loopCount === - 1 ) return time;
  25932. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25933. }
  25934. if ( loop === LoopOnce ) {
  25935. if ( loopCount === - 1 ) {
  25936. // just started
  25937. this._loopCount = 0;
  25938. this._setEndings( true, true, false );
  25939. }
  25940. handle_stop: {
  25941. if ( time >= duration ) {
  25942. time = duration;
  25943. } else if ( time < 0 ) {
  25944. time = 0;
  25945. } else {
  25946. this.time = time;
  25947. break handle_stop;
  25948. }
  25949. if ( this.clampWhenFinished ) this.paused = true;
  25950. else this.enabled = false;
  25951. this.time = time;
  25952. this._mixer.dispatchEvent( {
  25953. type: 'finished', action: this,
  25954. direction: deltaTime < 0 ? - 1 : 1
  25955. } );
  25956. }
  25957. } else { // repetitive Repeat or PingPong
  25958. if ( loopCount === - 1 ) {
  25959. // just started
  25960. if ( deltaTime >= 0 ) {
  25961. loopCount = 0;
  25962. this._setEndings( true, this.repetitions === 0, pingPong );
  25963. } else {
  25964. // when looping in reverse direction, the initial
  25965. // transition through zero counts as a repetition,
  25966. // so leave loopCount at -1
  25967. this._setEndings( this.repetitions === 0, true, pingPong );
  25968. }
  25969. }
  25970. if ( time >= duration || time < 0 ) {
  25971. // wrap around
  25972. var loopDelta = Math.floor( time / duration ); // signed
  25973. time -= duration * loopDelta;
  25974. loopCount += Math.abs( loopDelta );
  25975. var pending = this.repetitions - loopCount;
  25976. if ( pending <= 0 ) {
  25977. // have to stop (switch state, clamp time, fire event)
  25978. if ( this.clampWhenFinished ) this.paused = true;
  25979. else this.enabled = false;
  25980. time = deltaTime > 0 ? duration : 0;
  25981. this.time = time;
  25982. this._mixer.dispatchEvent( {
  25983. type: 'finished', action: this,
  25984. direction: deltaTime > 0 ? 1 : - 1
  25985. } );
  25986. } else {
  25987. // keep running
  25988. if ( pending === 1 ) {
  25989. // entering the last round
  25990. var atStart = deltaTime < 0;
  25991. this._setEndings( atStart, ! atStart, pingPong );
  25992. } else {
  25993. this._setEndings( false, false, pingPong );
  25994. }
  25995. this._loopCount = loopCount;
  25996. this.time = time;
  25997. this._mixer.dispatchEvent( {
  25998. type: 'loop', action: this, loopDelta: loopDelta
  25999. } );
  26000. }
  26001. } else {
  26002. this.time = time;
  26003. }
  26004. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26005. // invert time for the "pong round"
  26006. return duration - time;
  26007. }
  26008. }
  26009. return time;
  26010. },
  26011. _setEndings: function ( atStart, atEnd, pingPong ) {
  26012. var settings = this._interpolantSettings;
  26013. if ( pingPong ) {
  26014. settings.endingStart = ZeroSlopeEnding;
  26015. settings.endingEnd = ZeroSlopeEnding;
  26016. } else {
  26017. // assuming for LoopOnce atStart == atEnd == true
  26018. if ( atStart ) {
  26019. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26020. } else {
  26021. settings.endingStart = WrapAroundEnding;
  26022. }
  26023. if ( atEnd ) {
  26024. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26025. } else {
  26026. settings.endingEnd = WrapAroundEnding;
  26027. }
  26028. }
  26029. },
  26030. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26031. var mixer = this._mixer, now = mixer.time,
  26032. interpolant = this._weightInterpolant;
  26033. if ( interpolant === null ) {
  26034. interpolant = mixer._lendControlInterpolant();
  26035. this._weightInterpolant = interpolant;
  26036. }
  26037. var times = interpolant.parameterPositions,
  26038. values = interpolant.sampleValues;
  26039. times[ 0 ] = now;
  26040. values[ 0 ] = weightNow;
  26041. times[ 1 ] = now + duration;
  26042. values[ 1 ] = weightThen;
  26043. return this;
  26044. }
  26045. } );
  26046. /**
  26047. *
  26048. * Player for AnimationClips.
  26049. *
  26050. *
  26051. * @author Ben Houston / http://clara.io/
  26052. * @author David Sarno / http://lighthaus.us/
  26053. * @author tschw
  26054. */
  26055. function AnimationMixer( root ) {
  26056. this._root = root;
  26057. this._initMemoryManager();
  26058. this._accuIndex = 0;
  26059. this.time = 0;
  26060. this.timeScale = 1.0;
  26061. }
  26062. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26063. constructor: AnimationMixer,
  26064. _bindAction: function ( action, prototypeAction ) {
  26065. var root = action._localRoot || this._root,
  26066. tracks = action._clip.tracks,
  26067. nTracks = tracks.length,
  26068. bindings = action._propertyBindings,
  26069. interpolants = action._interpolants,
  26070. rootUuid = root.uuid,
  26071. bindingsByRoot = this._bindingsByRootAndName,
  26072. bindingsByName = bindingsByRoot[ rootUuid ];
  26073. if ( bindingsByName === undefined ) {
  26074. bindingsByName = {};
  26075. bindingsByRoot[ rootUuid ] = bindingsByName;
  26076. }
  26077. for ( var i = 0; i !== nTracks; ++ i ) {
  26078. var track = tracks[ i ],
  26079. trackName = track.name,
  26080. binding = bindingsByName[ trackName ];
  26081. if ( binding !== undefined ) {
  26082. bindings[ i ] = binding;
  26083. } else {
  26084. binding = bindings[ i ];
  26085. if ( binding !== undefined ) {
  26086. // existing binding, make sure the cache knows
  26087. if ( binding._cacheIndex === null ) {
  26088. ++ binding.referenceCount;
  26089. this._addInactiveBinding( binding, rootUuid, trackName );
  26090. }
  26091. continue;
  26092. }
  26093. var path = prototypeAction && prototypeAction.
  26094. _propertyBindings[ i ].binding.parsedPath;
  26095. binding = new PropertyMixer(
  26096. PropertyBinding.create( root, trackName, path ),
  26097. track.ValueTypeName, track.getValueSize() );
  26098. ++ binding.referenceCount;
  26099. this._addInactiveBinding( binding, rootUuid, trackName );
  26100. bindings[ i ] = binding;
  26101. }
  26102. interpolants[ i ].resultBuffer = binding.buffer;
  26103. }
  26104. },
  26105. _activateAction: function ( action ) {
  26106. if ( ! this._isActiveAction( action ) ) {
  26107. if ( action._cacheIndex === null ) {
  26108. // this action has been forgotten by the cache, but the user
  26109. // appears to be still using it -> rebind
  26110. var rootUuid = ( action._localRoot || this._root ).uuid,
  26111. clipUuid = action._clip.uuid,
  26112. actionsForClip = this._actionsByClip[ clipUuid ];
  26113. this._bindAction( action,
  26114. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26115. this._addInactiveAction( action, clipUuid, rootUuid );
  26116. }
  26117. var bindings = action._propertyBindings;
  26118. // increment reference counts / sort out state
  26119. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26120. var binding = bindings[ i ];
  26121. if ( binding.useCount ++ === 0 ) {
  26122. this._lendBinding( binding );
  26123. binding.saveOriginalState();
  26124. }
  26125. }
  26126. this._lendAction( action );
  26127. }
  26128. },
  26129. _deactivateAction: function ( action ) {
  26130. if ( this._isActiveAction( action ) ) {
  26131. var bindings = action._propertyBindings;
  26132. // decrement reference counts / sort out state
  26133. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26134. var binding = bindings[ i ];
  26135. if ( -- binding.useCount === 0 ) {
  26136. binding.restoreOriginalState();
  26137. this._takeBackBinding( binding );
  26138. }
  26139. }
  26140. this._takeBackAction( action );
  26141. }
  26142. },
  26143. // Memory manager
  26144. _initMemoryManager: function () {
  26145. this._actions = []; // 'nActiveActions' followed by inactive ones
  26146. this._nActiveActions = 0;
  26147. this._actionsByClip = {};
  26148. // inside:
  26149. // {
  26150. // knownActions: Array< AnimationAction > - used as prototypes
  26151. // actionByRoot: AnimationAction - lookup
  26152. // }
  26153. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26154. this._nActiveBindings = 0;
  26155. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26156. this._controlInterpolants = []; // same game as above
  26157. this._nActiveControlInterpolants = 0;
  26158. var scope = this;
  26159. this.stats = {
  26160. actions: {
  26161. get total() {
  26162. return scope._actions.length;
  26163. },
  26164. get inUse() {
  26165. return scope._nActiveActions;
  26166. }
  26167. },
  26168. bindings: {
  26169. get total() {
  26170. return scope._bindings.length;
  26171. },
  26172. get inUse() {
  26173. return scope._nActiveBindings;
  26174. }
  26175. },
  26176. controlInterpolants: {
  26177. get total() {
  26178. return scope._controlInterpolants.length;
  26179. },
  26180. get inUse() {
  26181. return scope._nActiveControlInterpolants;
  26182. }
  26183. }
  26184. };
  26185. },
  26186. // Memory management for AnimationAction objects
  26187. _isActiveAction: function ( action ) {
  26188. var index = action._cacheIndex;
  26189. return index !== null && index < this._nActiveActions;
  26190. },
  26191. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26192. var actions = this._actions,
  26193. actionsByClip = this._actionsByClip,
  26194. actionsForClip = actionsByClip[ clipUuid ];
  26195. if ( actionsForClip === undefined ) {
  26196. actionsForClip = {
  26197. knownActions: [ action ],
  26198. actionByRoot: {}
  26199. };
  26200. action._byClipCacheIndex = 0;
  26201. actionsByClip[ clipUuid ] = actionsForClip;
  26202. } else {
  26203. var knownActions = actionsForClip.knownActions;
  26204. action._byClipCacheIndex = knownActions.length;
  26205. knownActions.push( action );
  26206. }
  26207. action._cacheIndex = actions.length;
  26208. actions.push( action );
  26209. actionsForClip.actionByRoot[ rootUuid ] = action;
  26210. },
  26211. _removeInactiveAction: function ( action ) {
  26212. var actions = this._actions,
  26213. lastInactiveAction = actions[ actions.length - 1 ],
  26214. cacheIndex = action._cacheIndex;
  26215. lastInactiveAction._cacheIndex = cacheIndex;
  26216. actions[ cacheIndex ] = lastInactiveAction;
  26217. actions.pop();
  26218. action._cacheIndex = null;
  26219. var clipUuid = action._clip.uuid,
  26220. actionsByClip = this._actionsByClip,
  26221. actionsForClip = actionsByClip[ clipUuid ],
  26222. knownActionsForClip = actionsForClip.knownActions,
  26223. lastKnownAction =
  26224. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26225. byClipCacheIndex = action._byClipCacheIndex;
  26226. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26227. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26228. knownActionsForClip.pop();
  26229. action._byClipCacheIndex = null;
  26230. var actionByRoot = actionsForClip.actionByRoot,
  26231. rootUuid = ( action._localRoot || this._root ).uuid;
  26232. delete actionByRoot[ rootUuid ];
  26233. if ( knownActionsForClip.length === 0 ) {
  26234. delete actionsByClip[ clipUuid ];
  26235. }
  26236. this._removeInactiveBindingsForAction( action );
  26237. },
  26238. _removeInactiveBindingsForAction: function ( action ) {
  26239. var bindings = action._propertyBindings;
  26240. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26241. var binding = bindings[ i ];
  26242. if ( -- binding.referenceCount === 0 ) {
  26243. this._removeInactiveBinding( binding );
  26244. }
  26245. }
  26246. },
  26247. _lendAction: function ( action ) {
  26248. // [ active actions | inactive actions ]
  26249. // [ active actions >| inactive actions ]
  26250. // s a
  26251. // <-swap->
  26252. // a s
  26253. var actions = this._actions,
  26254. prevIndex = action._cacheIndex,
  26255. lastActiveIndex = this._nActiveActions ++,
  26256. firstInactiveAction = actions[ lastActiveIndex ];
  26257. action._cacheIndex = lastActiveIndex;
  26258. actions[ lastActiveIndex ] = action;
  26259. firstInactiveAction._cacheIndex = prevIndex;
  26260. actions[ prevIndex ] = firstInactiveAction;
  26261. },
  26262. _takeBackAction: function ( action ) {
  26263. // [ active actions | inactive actions ]
  26264. // [ active actions |< inactive actions ]
  26265. // a s
  26266. // <-swap->
  26267. // s a
  26268. var actions = this._actions,
  26269. prevIndex = action._cacheIndex,
  26270. firstInactiveIndex = -- this._nActiveActions,
  26271. lastActiveAction = actions[ firstInactiveIndex ];
  26272. action._cacheIndex = firstInactiveIndex;
  26273. actions[ firstInactiveIndex ] = action;
  26274. lastActiveAction._cacheIndex = prevIndex;
  26275. actions[ prevIndex ] = lastActiveAction;
  26276. },
  26277. // Memory management for PropertyMixer objects
  26278. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26279. var bindingsByRoot = this._bindingsByRootAndName,
  26280. bindingByName = bindingsByRoot[ rootUuid ],
  26281. bindings = this._bindings;
  26282. if ( bindingByName === undefined ) {
  26283. bindingByName = {};
  26284. bindingsByRoot[ rootUuid ] = bindingByName;
  26285. }
  26286. bindingByName[ trackName ] = binding;
  26287. binding._cacheIndex = bindings.length;
  26288. bindings.push( binding );
  26289. },
  26290. _removeInactiveBinding: function ( binding ) {
  26291. var bindings = this._bindings,
  26292. propBinding = binding.binding,
  26293. rootUuid = propBinding.rootNode.uuid,
  26294. trackName = propBinding.path,
  26295. bindingsByRoot = this._bindingsByRootAndName,
  26296. bindingByName = bindingsByRoot[ rootUuid ],
  26297. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26298. cacheIndex = binding._cacheIndex;
  26299. lastInactiveBinding._cacheIndex = cacheIndex;
  26300. bindings[ cacheIndex ] = lastInactiveBinding;
  26301. bindings.pop();
  26302. delete bindingByName[ trackName ];
  26303. remove_empty_map: {
  26304. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  26305. delete bindingsByRoot[ rootUuid ];
  26306. }
  26307. },
  26308. _lendBinding: function ( binding ) {
  26309. var bindings = this._bindings,
  26310. prevIndex = binding._cacheIndex,
  26311. lastActiveIndex = this._nActiveBindings ++,
  26312. firstInactiveBinding = bindings[ lastActiveIndex ];
  26313. binding._cacheIndex = lastActiveIndex;
  26314. bindings[ lastActiveIndex ] = binding;
  26315. firstInactiveBinding._cacheIndex = prevIndex;
  26316. bindings[ prevIndex ] = firstInactiveBinding;
  26317. },
  26318. _takeBackBinding: function ( binding ) {
  26319. var bindings = this._bindings,
  26320. prevIndex = binding._cacheIndex,
  26321. firstInactiveIndex = -- this._nActiveBindings,
  26322. lastActiveBinding = bindings[ firstInactiveIndex ];
  26323. binding._cacheIndex = firstInactiveIndex;
  26324. bindings[ firstInactiveIndex ] = binding;
  26325. lastActiveBinding._cacheIndex = prevIndex;
  26326. bindings[ prevIndex ] = lastActiveBinding;
  26327. },
  26328. // Memory management of Interpolants for weight and time scale
  26329. _lendControlInterpolant: function () {
  26330. var interpolants = this._controlInterpolants,
  26331. lastActiveIndex = this._nActiveControlInterpolants ++,
  26332. interpolant = interpolants[ lastActiveIndex ];
  26333. if ( interpolant === undefined ) {
  26334. interpolant = new LinearInterpolant(
  26335. new Float32Array( 2 ), new Float32Array( 2 ),
  26336. 1, this._controlInterpolantsResultBuffer );
  26337. interpolant.__cacheIndex = lastActiveIndex;
  26338. interpolants[ lastActiveIndex ] = interpolant;
  26339. }
  26340. return interpolant;
  26341. },
  26342. _takeBackControlInterpolant: function ( interpolant ) {
  26343. var interpolants = this._controlInterpolants,
  26344. prevIndex = interpolant.__cacheIndex,
  26345. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26346. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26347. interpolant.__cacheIndex = firstInactiveIndex;
  26348. interpolants[ firstInactiveIndex ] = interpolant;
  26349. lastActiveInterpolant.__cacheIndex = prevIndex;
  26350. interpolants[ prevIndex ] = lastActiveInterpolant;
  26351. },
  26352. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26353. // return an action for a clip optionally using a custom root target
  26354. // object (this method allocates a lot of dynamic memory in case a
  26355. // previously unknown clip/root combination is specified)
  26356. clipAction: function ( clip, optionalRoot ) {
  26357. var root = optionalRoot || this._root,
  26358. rootUuid = root.uuid,
  26359. clipObject = typeof clip === 'string' ?
  26360. AnimationClip.findByName( root, clip ) : clip,
  26361. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26362. actionsForClip = this._actionsByClip[ clipUuid ],
  26363. prototypeAction = null;
  26364. if ( actionsForClip !== undefined ) {
  26365. var existingAction =
  26366. actionsForClip.actionByRoot[ rootUuid ];
  26367. if ( existingAction !== undefined ) {
  26368. return existingAction;
  26369. }
  26370. // we know the clip, so we don't have to parse all
  26371. // the bindings again but can just copy
  26372. prototypeAction = actionsForClip.knownActions[ 0 ];
  26373. // also, take the clip from the prototype action
  26374. if ( clipObject === null )
  26375. clipObject = prototypeAction._clip;
  26376. }
  26377. // clip must be known when specified via string
  26378. if ( clipObject === null ) return null;
  26379. // allocate all resources required to run it
  26380. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26381. this._bindAction( newAction, prototypeAction );
  26382. // and make the action known to the memory manager
  26383. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26384. return newAction;
  26385. },
  26386. // get an existing action
  26387. existingAction: function ( clip, optionalRoot ) {
  26388. var root = optionalRoot || this._root,
  26389. rootUuid = root.uuid,
  26390. clipObject = typeof clip === 'string' ?
  26391. AnimationClip.findByName( root, clip ) : clip,
  26392. clipUuid = clipObject ? clipObject.uuid : clip,
  26393. actionsForClip = this._actionsByClip[ clipUuid ];
  26394. if ( actionsForClip !== undefined ) {
  26395. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26396. }
  26397. return null;
  26398. },
  26399. // deactivates all previously scheduled actions
  26400. stopAllAction: function () {
  26401. var actions = this._actions,
  26402. nActions = this._nActiveActions,
  26403. bindings = this._bindings,
  26404. nBindings = this._nActiveBindings;
  26405. this._nActiveActions = 0;
  26406. this._nActiveBindings = 0;
  26407. for ( var i = 0; i !== nActions; ++ i ) {
  26408. actions[ i ].reset();
  26409. }
  26410. for ( var i = 0; i !== nBindings; ++ i ) {
  26411. bindings[ i ].useCount = 0;
  26412. }
  26413. return this;
  26414. },
  26415. // advance the time and update apply the animation
  26416. update: function ( deltaTime ) {
  26417. deltaTime *= this.timeScale;
  26418. var actions = this._actions,
  26419. nActions = this._nActiveActions,
  26420. time = this.time += deltaTime,
  26421. timeDirection = Math.sign( deltaTime ),
  26422. accuIndex = this._accuIndex ^= 1;
  26423. // run active actions
  26424. for ( var i = 0; i !== nActions; ++ i ) {
  26425. var action = actions[ i ];
  26426. action._update( time, deltaTime, timeDirection, accuIndex );
  26427. }
  26428. // update scene graph
  26429. var bindings = this._bindings,
  26430. nBindings = this._nActiveBindings;
  26431. for ( var i = 0; i !== nBindings; ++ i ) {
  26432. bindings[ i ].apply( accuIndex );
  26433. }
  26434. return this;
  26435. },
  26436. // return this mixer's root target object
  26437. getRoot: function () {
  26438. return this._root;
  26439. },
  26440. // free all resources specific to a particular clip
  26441. uncacheClip: function ( clip ) {
  26442. var actions = this._actions,
  26443. clipUuid = clip.uuid,
  26444. actionsByClip = this._actionsByClip,
  26445. actionsForClip = actionsByClip[ clipUuid ];
  26446. if ( actionsForClip !== undefined ) {
  26447. // note: just calling _removeInactiveAction would mess up the
  26448. // iteration state and also require updating the state we can
  26449. // just throw away
  26450. var actionsToRemove = actionsForClip.knownActions;
  26451. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26452. var action = actionsToRemove[ i ];
  26453. this._deactivateAction( action );
  26454. var cacheIndex = action._cacheIndex,
  26455. lastInactiveAction = actions[ actions.length - 1 ];
  26456. action._cacheIndex = null;
  26457. action._byClipCacheIndex = null;
  26458. lastInactiveAction._cacheIndex = cacheIndex;
  26459. actions[ cacheIndex ] = lastInactiveAction;
  26460. actions.pop();
  26461. this._removeInactiveBindingsForAction( action );
  26462. }
  26463. delete actionsByClip[ clipUuid ];
  26464. }
  26465. },
  26466. // free all resources specific to a particular root target object
  26467. uncacheRoot: function ( root ) {
  26468. var rootUuid = root.uuid,
  26469. actionsByClip = this._actionsByClip;
  26470. for ( var clipUuid in actionsByClip ) {
  26471. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26472. action = actionByRoot[ rootUuid ];
  26473. if ( action !== undefined ) {
  26474. this._deactivateAction( action );
  26475. this._removeInactiveAction( action );
  26476. }
  26477. }
  26478. var bindingsByRoot = this._bindingsByRootAndName,
  26479. bindingByName = bindingsByRoot[ rootUuid ];
  26480. if ( bindingByName !== undefined ) {
  26481. for ( var trackName in bindingByName ) {
  26482. var binding = bindingByName[ trackName ];
  26483. binding.restoreOriginalState();
  26484. this._removeInactiveBinding( binding );
  26485. }
  26486. }
  26487. },
  26488. // remove a targeted clip from the cache
  26489. uncacheAction: function ( clip, optionalRoot ) {
  26490. var action = this.existingAction( clip, optionalRoot );
  26491. if ( action !== null ) {
  26492. this._deactivateAction( action );
  26493. this._removeInactiveAction( action );
  26494. }
  26495. }
  26496. } );
  26497. /**
  26498. * @author mrdoob / http://mrdoob.com/
  26499. */
  26500. function Uniform( value ) {
  26501. if ( typeof value === 'string' ) {
  26502. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26503. value = arguments[ 1 ];
  26504. }
  26505. this.value = value;
  26506. }
  26507. Uniform.prototype.clone = function () {
  26508. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26509. };
  26510. /**
  26511. * @author benaadams / https://twitter.com/ben_a_adams
  26512. */
  26513. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26514. InterleavedBuffer.call( this, array, stride );
  26515. this.meshPerAttribute = meshPerAttribute || 1;
  26516. }
  26517. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26518. constructor: InstancedInterleavedBuffer,
  26519. isInstancedInterleavedBuffer: true,
  26520. copy: function ( source ) {
  26521. InterleavedBuffer.prototype.copy.call( this, source );
  26522. this.meshPerAttribute = source.meshPerAttribute;
  26523. return this;
  26524. }
  26525. } );
  26526. /**
  26527. * @author mrdoob / http://mrdoob.com/
  26528. * @author bhouston / http://clara.io/
  26529. * @author stephomi / http://stephaneginier.com/
  26530. */
  26531. function Raycaster( origin, direction, near, far ) {
  26532. this.ray = new Ray( origin, direction );
  26533. // direction is assumed to be normalized (for accurate distance calculations)
  26534. this.near = near || 0;
  26535. this.far = far || Infinity;
  26536. this.params = {
  26537. Mesh: {},
  26538. Line: {},
  26539. LOD: {},
  26540. Points: { threshold: 1 },
  26541. Sprite: {}
  26542. };
  26543. Object.defineProperties( this.params, {
  26544. PointCloud: {
  26545. get: function () {
  26546. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26547. return this.Points;
  26548. }
  26549. }
  26550. } );
  26551. }
  26552. function ascSort( a, b ) {
  26553. return a.distance - b.distance;
  26554. }
  26555. function intersectObject( object, raycaster, intersects, recursive ) {
  26556. if ( object.visible === false ) return;
  26557. object.raycast( raycaster, intersects );
  26558. if ( recursive === true ) {
  26559. var children = object.children;
  26560. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26561. intersectObject( children[ i ], raycaster, intersects, true );
  26562. }
  26563. }
  26564. }
  26565. Object.assign( Raycaster.prototype, {
  26566. linePrecision: 1,
  26567. set: function ( origin, direction ) {
  26568. // direction is assumed to be normalized (for accurate distance calculations)
  26569. this.ray.set( origin, direction );
  26570. },
  26571. setFromCamera: function ( coords, camera ) {
  26572. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26573. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26574. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26575. this._camera = camera;
  26576. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26577. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26578. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26579. this._camera = camera;
  26580. } else {
  26581. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26582. }
  26583. },
  26584. intersectObject: function ( object, recursive, optionalTarget ) {
  26585. var intersects = optionalTarget || [];
  26586. intersectObject( object, this, intersects, recursive );
  26587. intersects.sort( ascSort );
  26588. return intersects;
  26589. },
  26590. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26591. var intersects = optionalTarget || [];
  26592. if ( Array.isArray( objects ) === false ) {
  26593. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26594. return intersects;
  26595. }
  26596. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26597. intersectObject( objects[ i ], this, intersects, recursive );
  26598. }
  26599. intersects.sort( ascSort );
  26600. return intersects;
  26601. }
  26602. } );
  26603. /**
  26604. * @author bhouston / http://clara.io
  26605. * @author WestLangley / http://github.com/WestLangley
  26606. *
  26607. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26608. *
  26609. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26610. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26611. */
  26612. function Spherical( radius, phi, theta ) {
  26613. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26614. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26615. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26616. return this;
  26617. }
  26618. Object.assign( Spherical.prototype, {
  26619. set: function ( radius, phi, theta ) {
  26620. this.radius = radius;
  26621. this.phi = phi;
  26622. this.theta = theta;
  26623. return this;
  26624. },
  26625. clone: function () {
  26626. return new this.constructor().copy( this );
  26627. },
  26628. copy: function ( other ) {
  26629. this.radius = other.radius;
  26630. this.phi = other.phi;
  26631. this.theta = other.theta;
  26632. return this;
  26633. },
  26634. // restrict phi to be betwee EPS and PI-EPS
  26635. makeSafe: function () {
  26636. var EPS = 0.000001;
  26637. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26638. return this;
  26639. },
  26640. setFromVector3: function ( v ) {
  26641. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26642. },
  26643. setFromCartesianCoords: function ( x, y, z ) {
  26644. this.radius = Math.sqrt( x * x + y * y + z * z );
  26645. if ( this.radius === 0 ) {
  26646. this.theta = 0;
  26647. this.phi = 0;
  26648. } else {
  26649. this.theta = Math.atan2( x, z );
  26650. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26651. }
  26652. return this;
  26653. }
  26654. } );
  26655. /**
  26656. * @author Mugen87 / https://github.com/Mugen87
  26657. *
  26658. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26659. *
  26660. */
  26661. function Cylindrical( radius, theta, y ) {
  26662. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26663. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26664. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26665. return this;
  26666. }
  26667. Object.assign( Cylindrical.prototype, {
  26668. set: function ( radius, theta, y ) {
  26669. this.radius = radius;
  26670. this.theta = theta;
  26671. this.y = y;
  26672. return this;
  26673. },
  26674. clone: function () {
  26675. return new this.constructor().copy( this );
  26676. },
  26677. copy: function ( other ) {
  26678. this.radius = other.radius;
  26679. this.theta = other.theta;
  26680. this.y = other.y;
  26681. return this;
  26682. },
  26683. setFromVector3: function ( v ) {
  26684. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26685. },
  26686. setFromCartesianCoords: function ( x, y, z ) {
  26687. this.radius = Math.sqrt( x * x + z * z );
  26688. this.theta = Math.atan2( x, z );
  26689. this.y = y;
  26690. return this;
  26691. }
  26692. } );
  26693. /**
  26694. * @author bhouston / http://clara.io
  26695. */
  26696. function Box2( min, max ) {
  26697. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26698. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26699. }
  26700. Object.assign( Box2.prototype, {
  26701. set: function ( min, max ) {
  26702. this.min.copy( min );
  26703. this.max.copy( max );
  26704. return this;
  26705. },
  26706. setFromPoints: function ( points ) {
  26707. this.makeEmpty();
  26708. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26709. this.expandByPoint( points[ i ] );
  26710. }
  26711. return this;
  26712. },
  26713. setFromCenterAndSize: function () {
  26714. var v1 = new Vector2();
  26715. return function setFromCenterAndSize( center, size ) {
  26716. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26717. this.min.copy( center ).sub( halfSize );
  26718. this.max.copy( center ).add( halfSize );
  26719. return this;
  26720. };
  26721. }(),
  26722. clone: function () {
  26723. return new this.constructor().copy( this );
  26724. },
  26725. copy: function ( box ) {
  26726. this.min.copy( box.min );
  26727. this.max.copy( box.max );
  26728. return this;
  26729. },
  26730. makeEmpty: function () {
  26731. this.min.x = this.min.y = + Infinity;
  26732. this.max.x = this.max.y = - Infinity;
  26733. return this;
  26734. },
  26735. isEmpty: function () {
  26736. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26737. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26738. },
  26739. getCenter: function ( target ) {
  26740. if ( target === undefined ) {
  26741. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26742. target = new Vector2();
  26743. }
  26744. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26745. },
  26746. getSize: function ( target ) {
  26747. if ( target === undefined ) {
  26748. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26749. target = new Vector2();
  26750. }
  26751. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26752. },
  26753. expandByPoint: function ( point ) {
  26754. this.min.min( point );
  26755. this.max.max( point );
  26756. return this;
  26757. },
  26758. expandByVector: function ( vector ) {
  26759. this.min.sub( vector );
  26760. this.max.add( vector );
  26761. return this;
  26762. },
  26763. expandByScalar: function ( scalar ) {
  26764. this.min.addScalar( - scalar );
  26765. this.max.addScalar( scalar );
  26766. return this;
  26767. },
  26768. containsPoint: function ( point ) {
  26769. return point.x < this.min.x || point.x > this.max.x ||
  26770. point.y < this.min.y || point.y > this.max.y ? false : true;
  26771. },
  26772. containsBox: function ( box ) {
  26773. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26774. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26775. },
  26776. getParameter: function ( point, target ) {
  26777. // This can potentially have a divide by zero if the box
  26778. // has a size dimension of 0.
  26779. if ( target === undefined ) {
  26780. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26781. target = new Vector2();
  26782. }
  26783. return target.set(
  26784. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26785. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26786. );
  26787. },
  26788. intersectsBox: function ( box ) {
  26789. // using 4 splitting planes to rule out intersections
  26790. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26791. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26792. },
  26793. clampPoint: function ( point, target ) {
  26794. if ( target === undefined ) {
  26795. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26796. target = new Vector2();
  26797. }
  26798. return target.copy( point ).clamp( this.min, this.max );
  26799. },
  26800. distanceToPoint: function () {
  26801. var v1 = new Vector2();
  26802. return function distanceToPoint( point ) {
  26803. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26804. return clampedPoint.sub( point ).length();
  26805. };
  26806. }(),
  26807. intersect: function ( box ) {
  26808. this.min.max( box.min );
  26809. this.max.min( box.max );
  26810. return this;
  26811. },
  26812. union: function ( box ) {
  26813. this.min.min( box.min );
  26814. this.max.max( box.max );
  26815. return this;
  26816. },
  26817. translate: function ( offset ) {
  26818. this.min.add( offset );
  26819. this.max.add( offset );
  26820. return this;
  26821. },
  26822. equals: function ( box ) {
  26823. return box.min.equals( this.min ) && box.max.equals( this.max );
  26824. }
  26825. } );
  26826. /**
  26827. * @author bhouston / http://clara.io
  26828. */
  26829. function Line3( start, end ) {
  26830. this.start = ( start !== undefined ) ? start : new Vector3();
  26831. this.end = ( end !== undefined ) ? end : new Vector3();
  26832. }
  26833. Object.assign( Line3.prototype, {
  26834. set: function ( start, end ) {
  26835. this.start.copy( start );
  26836. this.end.copy( end );
  26837. return this;
  26838. },
  26839. clone: function () {
  26840. return new this.constructor().copy( this );
  26841. },
  26842. copy: function ( line ) {
  26843. this.start.copy( line.start );
  26844. this.end.copy( line.end );
  26845. return this;
  26846. },
  26847. getCenter: function ( target ) {
  26848. if ( target === undefined ) {
  26849. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26850. target = new Vector3();
  26851. }
  26852. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26853. },
  26854. delta: function ( target ) {
  26855. if ( target === undefined ) {
  26856. console.warn( 'THREE.Line3: .delta() target is now required' );
  26857. target = new Vector3();
  26858. }
  26859. return target.subVectors( this.end, this.start );
  26860. },
  26861. distanceSq: function () {
  26862. return this.start.distanceToSquared( this.end );
  26863. },
  26864. distance: function () {
  26865. return this.start.distanceTo( this.end );
  26866. },
  26867. at: function ( t, target ) {
  26868. if ( target === undefined ) {
  26869. console.warn( 'THREE.Line3: .at() target is now required' );
  26870. target = new Vector3();
  26871. }
  26872. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26873. },
  26874. closestPointToPointParameter: function () {
  26875. var startP = new Vector3();
  26876. var startEnd = new Vector3();
  26877. return function closestPointToPointParameter( point, clampToLine ) {
  26878. startP.subVectors( point, this.start );
  26879. startEnd.subVectors( this.end, this.start );
  26880. var startEnd2 = startEnd.dot( startEnd );
  26881. var startEnd_startP = startEnd.dot( startP );
  26882. var t = startEnd_startP / startEnd2;
  26883. if ( clampToLine ) {
  26884. t = _Math.clamp( t, 0, 1 );
  26885. }
  26886. return t;
  26887. };
  26888. }(),
  26889. closestPointToPoint: function ( point, clampToLine, target ) {
  26890. var t = this.closestPointToPointParameter( point, clampToLine );
  26891. if ( target === undefined ) {
  26892. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26893. target = new Vector3();
  26894. }
  26895. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26896. },
  26897. applyMatrix4: function ( matrix ) {
  26898. this.start.applyMatrix4( matrix );
  26899. this.end.applyMatrix4( matrix );
  26900. return this;
  26901. },
  26902. equals: function ( line ) {
  26903. return line.start.equals( this.start ) && line.end.equals( this.end );
  26904. }
  26905. } );
  26906. /**
  26907. * @author alteredq / http://alteredqualia.com/
  26908. */
  26909. function ImmediateRenderObject( material ) {
  26910. Object3D.call( this );
  26911. this.material = material;
  26912. this.render = function ( /* renderCallback */ ) {};
  26913. }
  26914. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26915. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26916. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26917. /**
  26918. * @author mrdoob / http://mrdoob.com/
  26919. * @author WestLangley / http://github.com/WestLangley
  26920. */
  26921. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26922. this.object = object;
  26923. this.size = ( size !== undefined ) ? size : 1;
  26924. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26925. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26926. //
  26927. var nNormals = 0;
  26928. var objGeometry = this.object.geometry;
  26929. if ( objGeometry && objGeometry.isGeometry ) {
  26930. nNormals = objGeometry.faces.length * 3;
  26931. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26932. nNormals = objGeometry.attributes.normal.count;
  26933. }
  26934. //
  26935. var geometry = new BufferGeometry();
  26936. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26937. geometry.addAttribute( 'position', positions );
  26938. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26939. //
  26940. this.matrixAutoUpdate = false;
  26941. this.update();
  26942. }
  26943. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26944. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26945. VertexNormalsHelper.prototype.update = ( function () {
  26946. var v1 = new Vector3();
  26947. var v2 = new Vector3();
  26948. var normalMatrix = new Matrix3();
  26949. return function update() {
  26950. var keys = [ 'a', 'b', 'c' ];
  26951. this.object.updateMatrixWorld( true );
  26952. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26953. var matrixWorld = this.object.matrixWorld;
  26954. var position = this.geometry.attributes.position;
  26955. //
  26956. var objGeometry = this.object.geometry;
  26957. if ( objGeometry && objGeometry.isGeometry ) {
  26958. var vertices = objGeometry.vertices;
  26959. var faces = objGeometry.faces;
  26960. var idx = 0;
  26961. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26962. var face = faces[ i ];
  26963. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26964. var vertex = vertices[ face[ keys[ j ] ] ];
  26965. var normal = face.vertexNormals[ j ];
  26966. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26967. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26968. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26969. idx = idx + 1;
  26970. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26971. idx = idx + 1;
  26972. }
  26973. }
  26974. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26975. var objPos = objGeometry.attributes.position;
  26976. var objNorm = objGeometry.attributes.normal;
  26977. var idx = 0;
  26978. // for simplicity, ignore index and drawcalls, and render every normal
  26979. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26980. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26981. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26982. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26983. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26984. idx = idx + 1;
  26985. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26986. idx = idx + 1;
  26987. }
  26988. }
  26989. position.needsUpdate = true;
  26990. };
  26991. }() );
  26992. /**
  26993. * @author alteredq / http://alteredqualia.com/
  26994. * @author mrdoob / http://mrdoob.com/
  26995. * @author WestLangley / http://github.com/WestLangley
  26996. */
  26997. function SpotLightHelper( light, color ) {
  26998. Object3D.call( this );
  26999. this.light = light;
  27000. this.light.updateMatrixWorld();
  27001. this.matrix = light.matrixWorld;
  27002. this.matrixAutoUpdate = false;
  27003. this.color = color;
  27004. var geometry = new BufferGeometry();
  27005. var positions = [
  27006. 0, 0, 0, 0, 0, 1,
  27007. 0, 0, 0, 1, 0, 1,
  27008. 0, 0, 0, - 1, 0, 1,
  27009. 0, 0, 0, 0, 1, 1,
  27010. 0, 0, 0, 0, - 1, 1
  27011. ];
  27012. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27013. var p1 = ( i / l ) * Math.PI * 2;
  27014. var p2 = ( j / l ) * Math.PI * 2;
  27015. positions.push(
  27016. Math.cos( p1 ), Math.sin( p1 ), 1,
  27017. Math.cos( p2 ), Math.sin( p2 ), 1
  27018. );
  27019. }
  27020. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27021. var material = new LineBasicMaterial( { fog: false } );
  27022. this.cone = new LineSegments( geometry, material );
  27023. this.add( this.cone );
  27024. this.update();
  27025. }
  27026. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27027. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27028. SpotLightHelper.prototype.dispose = function () {
  27029. this.cone.geometry.dispose();
  27030. this.cone.material.dispose();
  27031. };
  27032. SpotLightHelper.prototype.update = function () {
  27033. var vector = new Vector3();
  27034. return function update() {
  27035. this.light.updateMatrixWorld();
  27036. var coneLength = this.light.distance ? this.light.distance : 1000;
  27037. var coneWidth = coneLength * Math.tan( this.light.angle );
  27038. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27039. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  27040. this.cone.lookAt( vector );
  27041. if ( this.color !== undefined ) {
  27042. this.cone.material.color.set( this.color );
  27043. } else {
  27044. this.cone.material.color.copy( this.light.color );
  27045. }
  27046. };
  27047. }();
  27048. /**
  27049. * @author Sean Griffin / http://twitter.com/sgrif
  27050. * @author Michael Guerrero / http://realitymeltdown.com
  27051. * @author mrdoob / http://mrdoob.com/
  27052. * @author ikerr / http://verold.com
  27053. * @author Mugen87 / https://github.com/Mugen87
  27054. */
  27055. function getBoneList( object ) {
  27056. var boneList = [];
  27057. if ( object && object.isBone ) {
  27058. boneList.push( object );
  27059. }
  27060. for ( var i = 0; i < object.children.length; i ++ ) {
  27061. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27062. }
  27063. return boneList;
  27064. }
  27065. function SkeletonHelper( object ) {
  27066. var bones = getBoneList( object );
  27067. var geometry = new BufferGeometry();
  27068. var vertices = [];
  27069. var colors = [];
  27070. var color1 = new Color( 0, 0, 1 );
  27071. var color2 = new Color( 0, 1, 0 );
  27072. for ( var i = 0; i < bones.length; i ++ ) {
  27073. var bone = bones[ i ];
  27074. if ( bone.parent && bone.parent.isBone ) {
  27075. vertices.push( 0, 0, 0 );
  27076. vertices.push( 0, 0, 0 );
  27077. colors.push( color1.r, color1.g, color1.b );
  27078. colors.push( color2.r, color2.g, color2.b );
  27079. }
  27080. }
  27081. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27082. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27083. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27084. LineSegments.call( this, geometry, material );
  27085. this.root = object;
  27086. this.bones = bones;
  27087. this.matrix = object.matrixWorld;
  27088. this.matrixAutoUpdate = false;
  27089. }
  27090. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27091. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27092. SkeletonHelper.prototype.updateMatrixWorld = function () {
  27093. var vector = new Vector3();
  27094. var boneMatrix = new Matrix4();
  27095. var matrixWorldInv = new Matrix4();
  27096. return function updateMatrixWorld( force ) {
  27097. var bones = this.bones;
  27098. var geometry = this.geometry;
  27099. var position = geometry.getAttribute( 'position' );
  27100. matrixWorldInv.getInverse( this.root.matrixWorld );
  27101. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27102. var bone = bones[ i ];
  27103. if ( bone.parent && bone.parent.isBone ) {
  27104. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  27105. vector.setFromMatrixPosition( boneMatrix );
  27106. position.setXYZ( j, vector.x, vector.y, vector.z );
  27107. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  27108. vector.setFromMatrixPosition( boneMatrix );
  27109. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  27110. j += 2;
  27111. }
  27112. }
  27113. geometry.getAttribute( 'position' ).needsUpdate = true;
  27114. Object3D.prototype.updateMatrixWorld.call( this, force );
  27115. };
  27116. }();
  27117. /**
  27118. * @author alteredq / http://alteredqualia.com/
  27119. * @author mrdoob / http://mrdoob.com/
  27120. */
  27121. function PointLightHelper( light, sphereSize, color ) {
  27122. this.light = light;
  27123. this.light.updateMatrixWorld();
  27124. this.color = color;
  27125. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27126. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27127. Mesh.call( this, geometry, material );
  27128. this.matrix = this.light.matrixWorld;
  27129. this.matrixAutoUpdate = false;
  27130. this.update();
  27131. /*
  27132. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27133. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27134. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27135. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27136. var d = light.distance;
  27137. if ( d === 0.0 ) {
  27138. this.lightDistance.visible = false;
  27139. } else {
  27140. this.lightDistance.scale.set( d, d, d );
  27141. }
  27142. this.add( this.lightDistance );
  27143. */
  27144. }
  27145. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27146. PointLightHelper.prototype.constructor = PointLightHelper;
  27147. PointLightHelper.prototype.dispose = function () {
  27148. this.geometry.dispose();
  27149. this.material.dispose();
  27150. };
  27151. PointLightHelper.prototype.update = function () {
  27152. if ( this.color !== undefined ) {
  27153. this.material.color.set( this.color );
  27154. } else {
  27155. this.material.color.copy( this.light.color );
  27156. }
  27157. /*
  27158. var d = this.light.distance;
  27159. if ( d === 0.0 ) {
  27160. this.lightDistance.visible = false;
  27161. } else {
  27162. this.lightDistance.visible = true;
  27163. this.lightDistance.scale.set( d, d, d );
  27164. }
  27165. */
  27166. };
  27167. /**
  27168. * @author abelnation / http://github.com/abelnation
  27169. * @author Mugen87 / http://github.com/Mugen87
  27170. * @author WestLangley / http://github.com/WestLangley
  27171. *
  27172. * This helper must be added as a child of the light
  27173. */
  27174. function RectAreaLightHelper( light, color ) {
  27175. this.type = 'RectAreaLightHelper';
  27176. this.light = light;
  27177. this.color = color; // optional hardwired color for the helper
  27178. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27179. var geometry = new BufferGeometry();
  27180. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27181. geometry.computeBoundingSphere();
  27182. var material = new LineBasicMaterial( { fog: false } );
  27183. Line.call( this, geometry, material );
  27184. //
  27185. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27186. var geometry2 = new BufferGeometry();
  27187. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27188. geometry2.computeBoundingSphere();
  27189. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27190. this.update();
  27191. }
  27192. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27193. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27194. RectAreaLightHelper.prototype.update = function () {
  27195. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27196. if ( this.color !== undefined ) {
  27197. this.material.color.set( this.color );
  27198. this.children[ 0 ].material.color.set( this.color );
  27199. } else {
  27200. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27201. // prevent hue shift
  27202. var c = this.material.color;
  27203. var max = Math.max( c.r, c.g, c.b );
  27204. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27205. this.children[ 0 ].material.color.copy( this.material.color );
  27206. }
  27207. };
  27208. RectAreaLightHelper.prototype.dispose = function () {
  27209. this.geometry.dispose();
  27210. this.material.dispose();
  27211. this.children[ 0 ].geometry.dispose();
  27212. this.children[ 0 ].material.dispose();
  27213. };
  27214. /**
  27215. * @author alteredq / http://alteredqualia.com/
  27216. * @author mrdoob / http://mrdoob.com/
  27217. * @author Mugen87 / https://github.com/Mugen87
  27218. */
  27219. function HemisphereLightHelper( light, size, color ) {
  27220. Object3D.call( this );
  27221. this.light = light;
  27222. this.light.updateMatrixWorld();
  27223. this.matrix = light.matrixWorld;
  27224. this.matrixAutoUpdate = false;
  27225. this.color = color;
  27226. var geometry = new OctahedronBufferGeometry( size );
  27227. geometry.rotateY( Math.PI * 0.5 );
  27228. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27229. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27230. var position = geometry.getAttribute( 'position' );
  27231. var colors = new Float32Array( position.count * 3 );
  27232. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27233. this.add( new Mesh( geometry, this.material ) );
  27234. this.update();
  27235. }
  27236. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27237. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27238. HemisphereLightHelper.prototype.dispose = function () {
  27239. this.children[ 0 ].geometry.dispose();
  27240. this.children[ 0 ].material.dispose();
  27241. };
  27242. HemisphereLightHelper.prototype.update = function () {
  27243. var vector = new Vector3();
  27244. var color1 = new Color();
  27245. var color2 = new Color();
  27246. return function update() {
  27247. var mesh = this.children[ 0 ];
  27248. if ( this.color !== undefined ) {
  27249. this.material.color.set( this.color );
  27250. } else {
  27251. var colors = mesh.geometry.getAttribute( 'color' );
  27252. color1.copy( this.light.color );
  27253. color2.copy( this.light.groundColor );
  27254. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27255. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  27256. colors.setXYZ( i, color.r, color.g, color.b );
  27257. }
  27258. colors.needsUpdate = true;
  27259. }
  27260. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27261. };
  27262. }();
  27263. /**
  27264. * @author WestLangley / http://github.com/WestLangley
  27265. */
  27266. function LightProbeHelper( lightProbe, size ) {
  27267. this.lightProbe = lightProbe;
  27268. this.size = size;
  27269. var defines = {};
  27270. defines[ 'GAMMA_OUTPUT' ] = "";
  27271. // material
  27272. var material = new ShaderMaterial( {
  27273. defines: defines,
  27274. uniforms: {
  27275. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27276. intensity: { value: this.lightProbe.intensity }
  27277. },
  27278. vertexShader: [
  27279. 'varying vec3 vNormal;',
  27280. 'void main() {',
  27281. ' vNormal = normalize( normalMatrix * normal );',
  27282. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27283. '}',
  27284. ].join( '\n' ),
  27285. fragmentShader: [
  27286. '#define RECIPROCAL_PI 0.318309886',
  27287. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27288. ' // matrix is assumed to be orthogonal',
  27289. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27290. '}',
  27291. 'vec3 linearToOutput( in vec3 a ) {',
  27292. ' #ifdef GAMMA_OUTPUT',
  27293. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27294. ' #else',
  27295. ' return a;',
  27296. ' #endif',
  27297. '}',
  27298. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27299. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27300. ' // normal is assumed to have unit length',
  27301. ' float x = normal.x, y = normal.y, z = normal.z;',
  27302. ' // band 0',
  27303. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27304. ' // band 1',
  27305. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27306. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27307. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27308. ' // band 2',
  27309. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27310. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27311. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27312. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27313. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27314. ' return result;',
  27315. '}',
  27316. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27317. 'uniform float intensity; // light probe intensity',
  27318. 'varying vec3 vNormal;',
  27319. 'void main() {',
  27320. ' vec3 normal = normalize( vNormal );',
  27321. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27322. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27323. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27324. ' outgoingLight = linearToOutput( outgoingLight );',
  27325. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27326. '}'
  27327. ].join( '\n' )
  27328. } );
  27329. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27330. Mesh.call( this, geometry, material );
  27331. this.onBeforeRender();
  27332. }
  27333. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27334. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27335. LightProbeHelper.prototype.dispose = function () {
  27336. this.geometry.dispose();
  27337. this.material.dispose();
  27338. };
  27339. LightProbeHelper.prototype.onBeforeRender = function () {
  27340. return function update() {
  27341. this.position.copy( this.lightProbe.position );
  27342. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27343. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27344. };
  27345. }();
  27346. /**
  27347. * @author mrdoob / http://mrdoob.com/
  27348. */
  27349. function GridHelper( size, divisions, color1, color2 ) {
  27350. size = size || 10;
  27351. divisions = divisions || 10;
  27352. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27353. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27354. var center = divisions / 2;
  27355. var step = size / divisions;
  27356. var halfSize = size / 2;
  27357. var vertices = [], colors = [];
  27358. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27359. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27360. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27361. var color = i === center ? color1 : color2;
  27362. color.toArray( colors, j ); j += 3;
  27363. color.toArray( colors, j ); j += 3;
  27364. color.toArray( colors, j ); j += 3;
  27365. color.toArray( colors, j ); j += 3;
  27366. }
  27367. var geometry = new BufferGeometry();
  27368. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27369. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27370. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27371. LineSegments.call( this, geometry, material );
  27372. }
  27373. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27374. constructor: GridHelper,
  27375. copy: function ( source ) {
  27376. LineSegments.prototype.copy.call( this, source );
  27377. this.geometry.copy( source.geometry );
  27378. this.material.copy( source.material );
  27379. return this;
  27380. },
  27381. clone: function () {
  27382. return new this.constructor().copy( this );
  27383. }
  27384. } );
  27385. /**
  27386. * @author mrdoob / http://mrdoob.com/
  27387. * @author Mugen87 / http://github.com/Mugen87
  27388. * @author Hectate / http://www.github.com/Hectate
  27389. */
  27390. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27391. radius = radius || 10;
  27392. radials = radials || 16;
  27393. circles = circles || 8;
  27394. divisions = divisions || 64;
  27395. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27396. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27397. var vertices = [];
  27398. var colors = [];
  27399. var x, z;
  27400. var v, i, j, r, color;
  27401. // create the radials
  27402. for ( i = 0; i <= radials; i ++ ) {
  27403. v = ( i / radials ) * ( Math.PI * 2 );
  27404. x = Math.sin( v ) * radius;
  27405. z = Math.cos( v ) * radius;
  27406. vertices.push( 0, 0, 0 );
  27407. vertices.push( x, 0, z );
  27408. color = ( i & 1 ) ? color1 : color2;
  27409. colors.push( color.r, color.g, color.b );
  27410. colors.push( color.r, color.g, color.b );
  27411. }
  27412. // create the circles
  27413. for ( i = 0; i <= circles; i ++ ) {
  27414. color = ( i & 1 ) ? color1 : color2;
  27415. r = radius - ( radius / circles * i );
  27416. for ( j = 0; j < divisions; j ++ ) {
  27417. // first vertex
  27418. v = ( j / divisions ) * ( Math.PI * 2 );
  27419. x = Math.sin( v ) * r;
  27420. z = Math.cos( v ) * r;
  27421. vertices.push( x, 0, z );
  27422. colors.push( color.r, color.g, color.b );
  27423. // second vertex
  27424. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27425. x = Math.sin( v ) * r;
  27426. z = Math.cos( v ) * r;
  27427. vertices.push( x, 0, z );
  27428. colors.push( color.r, color.g, color.b );
  27429. }
  27430. }
  27431. var geometry = new BufferGeometry();
  27432. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27433. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27434. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27435. LineSegments.call( this, geometry, material );
  27436. }
  27437. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27438. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27439. /**
  27440. * @author Mugen87 / http://github.com/Mugen87
  27441. */
  27442. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27443. this.audio = audio;
  27444. this.range = range || 1;
  27445. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27446. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27447. var geometry = new BufferGeometry();
  27448. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27449. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27450. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27451. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27452. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27453. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27454. this.update();
  27455. }
  27456. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27457. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27458. PositionalAudioHelper.prototype.update = function () {
  27459. var audio = this.audio;
  27460. var range = this.range;
  27461. var divisionsInnerAngle = this.divisionsInnerAngle;
  27462. var divisionsOuterAngle = this.divisionsOuterAngle;
  27463. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27464. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27465. var halfConeInnerAngle = coneInnerAngle / 2;
  27466. var halfConeOuterAngle = coneOuterAngle / 2;
  27467. var start = 0;
  27468. var count = 0;
  27469. var i, stride;
  27470. var geometry = this.geometry;
  27471. var positionAttribute = geometry.attributes.position;
  27472. geometry.clearGroups();
  27473. //
  27474. function generateSegment( from, to, divisions, materialIndex ) {
  27475. var step = ( to - from ) / divisions;
  27476. positionAttribute.setXYZ( start, 0, 0, 0 );
  27477. count ++;
  27478. for ( i = from; i < to; i += step ) {
  27479. stride = start + count;
  27480. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27481. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27482. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27483. count += 3;
  27484. }
  27485. geometry.addGroup( start, count, materialIndex );
  27486. start += count;
  27487. count = 0;
  27488. }
  27489. //
  27490. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27491. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27492. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27493. //
  27494. positionAttribute.needsUpdate = true;
  27495. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27496. };
  27497. PositionalAudioHelper.prototype.dispose = function () {
  27498. this.geometry.dispose();
  27499. this.material[ 0 ].dispose();
  27500. this.material[ 1 ].dispose();
  27501. };
  27502. /**
  27503. * @author mrdoob / http://mrdoob.com/
  27504. * @author WestLangley / http://github.com/WestLangley
  27505. */
  27506. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27507. // FaceNormalsHelper only supports THREE.Geometry
  27508. this.object = object;
  27509. this.size = ( size !== undefined ) ? size : 1;
  27510. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27511. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27512. //
  27513. var nNormals = 0;
  27514. var objGeometry = this.object.geometry;
  27515. if ( objGeometry && objGeometry.isGeometry ) {
  27516. nNormals = objGeometry.faces.length;
  27517. } else {
  27518. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27519. }
  27520. //
  27521. var geometry = new BufferGeometry();
  27522. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27523. geometry.addAttribute( 'position', positions );
  27524. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27525. //
  27526. this.matrixAutoUpdate = false;
  27527. this.update();
  27528. }
  27529. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27530. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27531. FaceNormalsHelper.prototype.update = ( function () {
  27532. var v1 = new Vector3();
  27533. var v2 = new Vector3();
  27534. var normalMatrix = new Matrix3();
  27535. return function update() {
  27536. this.object.updateMatrixWorld( true );
  27537. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27538. var matrixWorld = this.object.matrixWorld;
  27539. var position = this.geometry.attributes.position;
  27540. //
  27541. var objGeometry = this.object.geometry;
  27542. var vertices = objGeometry.vertices;
  27543. var faces = objGeometry.faces;
  27544. var idx = 0;
  27545. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27546. var face = faces[ i ];
  27547. var normal = face.normal;
  27548. v1.copy( vertices[ face.a ] )
  27549. .add( vertices[ face.b ] )
  27550. .add( vertices[ face.c ] )
  27551. .divideScalar( 3 )
  27552. .applyMatrix4( matrixWorld );
  27553. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27554. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27555. idx = idx + 1;
  27556. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27557. idx = idx + 1;
  27558. }
  27559. position.needsUpdate = true;
  27560. };
  27561. }() );
  27562. /**
  27563. * @author alteredq / http://alteredqualia.com/
  27564. * @author mrdoob / http://mrdoob.com/
  27565. * @author WestLangley / http://github.com/WestLangley
  27566. */
  27567. function DirectionalLightHelper( light, size, color ) {
  27568. Object3D.call( this );
  27569. this.light = light;
  27570. this.light.updateMatrixWorld();
  27571. this.matrix = light.matrixWorld;
  27572. this.matrixAutoUpdate = false;
  27573. this.color = color;
  27574. if ( size === undefined ) size = 1;
  27575. var geometry = new BufferGeometry();
  27576. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27577. - size, size, 0,
  27578. size, size, 0,
  27579. size, - size, 0,
  27580. - size, - size, 0,
  27581. - size, size, 0
  27582. ], 3 ) );
  27583. var material = new LineBasicMaterial( { fog: false } );
  27584. this.lightPlane = new Line( geometry, material );
  27585. this.add( this.lightPlane );
  27586. geometry = new BufferGeometry();
  27587. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27588. this.targetLine = new Line( geometry, material );
  27589. this.add( this.targetLine );
  27590. this.update();
  27591. }
  27592. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27593. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27594. DirectionalLightHelper.prototype.dispose = function () {
  27595. this.lightPlane.geometry.dispose();
  27596. this.lightPlane.material.dispose();
  27597. this.targetLine.geometry.dispose();
  27598. this.targetLine.material.dispose();
  27599. };
  27600. DirectionalLightHelper.prototype.update = function () {
  27601. var v1 = new Vector3();
  27602. var v2 = new Vector3();
  27603. var v3 = new Vector3();
  27604. return function update() {
  27605. v1.setFromMatrixPosition( this.light.matrixWorld );
  27606. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27607. v3.subVectors( v2, v1 );
  27608. this.lightPlane.lookAt( v2 );
  27609. if ( this.color !== undefined ) {
  27610. this.lightPlane.material.color.set( this.color );
  27611. this.targetLine.material.color.set( this.color );
  27612. } else {
  27613. this.lightPlane.material.color.copy( this.light.color );
  27614. this.targetLine.material.color.copy( this.light.color );
  27615. }
  27616. this.targetLine.lookAt( v2 );
  27617. this.targetLine.scale.z = v3.length();
  27618. };
  27619. }();
  27620. /**
  27621. * @author alteredq / http://alteredqualia.com/
  27622. * @author Mugen87 / https://github.com/Mugen87
  27623. *
  27624. * - shows frustum, line of sight and up of the camera
  27625. * - suitable for fast updates
  27626. * - based on frustum visualization in lightgl.js shadowmap example
  27627. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27628. */
  27629. function CameraHelper( camera ) {
  27630. var geometry = new BufferGeometry();
  27631. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27632. var vertices = [];
  27633. var colors = [];
  27634. var pointMap = {};
  27635. // colors
  27636. var colorFrustum = new Color( 0xffaa00 );
  27637. var colorCone = new Color( 0xff0000 );
  27638. var colorUp = new Color( 0x00aaff );
  27639. var colorTarget = new Color( 0xffffff );
  27640. var colorCross = new Color( 0x333333 );
  27641. // near
  27642. addLine( 'n1', 'n2', colorFrustum );
  27643. addLine( 'n2', 'n4', colorFrustum );
  27644. addLine( 'n4', 'n3', colorFrustum );
  27645. addLine( 'n3', 'n1', colorFrustum );
  27646. // far
  27647. addLine( 'f1', 'f2', colorFrustum );
  27648. addLine( 'f2', 'f4', colorFrustum );
  27649. addLine( 'f4', 'f3', colorFrustum );
  27650. addLine( 'f3', 'f1', colorFrustum );
  27651. // sides
  27652. addLine( 'n1', 'f1', colorFrustum );
  27653. addLine( 'n2', 'f2', colorFrustum );
  27654. addLine( 'n3', 'f3', colorFrustum );
  27655. addLine( 'n4', 'f4', colorFrustum );
  27656. // cone
  27657. addLine( 'p', 'n1', colorCone );
  27658. addLine( 'p', 'n2', colorCone );
  27659. addLine( 'p', 'n3', colorCone );
  27660. addLine( 'p', 'n4', colorCone );
  27661. // up
  27662. addLine( 'u1', 'u2', colorUp );
  27663. addLine( 'u2', 'u3', colorUp );
  27664. addLine( 'u3', 'u1', colorUp );
  27665. // target
  27666. addLine( 'c', 't', colorTarget );
  27667. addLine( 'p', 'c', colorCross );
  27668. // cross
  27669. addLine( 'cn1', 'cn2', colorCross );
  27670. addLine( 'cn3', 'cn4', colorCross );
  27671. addLine( 'cf1', 'cf2', colorCross );
  27672. addLine( 'cf3', 'cf4', colorCross );
  27673. function addLine( a, b, color ) {
  27674. addPoint( a, color );
  27675. addPoint( b, color );
  27676. }
  27677. function addPoint( id, color ) {
  27678. vertices.push( 0, 0, 0 );
  27679. colors.push( color.r, color.g, color.b );
  27680. if ( pointMap[ id ] === undefined ) {
  27681. pointMap[ id ] = [];
  27682. }
  27683. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27684. }
  27685. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27686. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27687. LineSegments.call( this, geometry, material );
  27688. this.camera = camera;
  27689. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27690. this.matrix = camera.matrixWorld;
  27691. this.matrixAutoUpdate = false;
  27692. this.pointMap = pointMap;
  27693. this.update();
  27694. }
  27695. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27696. CameraHelper.prototype.constructor = CameraHelper;
  27697. CameraHelper.prototype.update = function () {
  27698. var geometry, pointMap;
  27699. var vector = new Vector3();
  27700. var camera = new Camera();
  27701. function setPoint( point, x, y, z ) {
  27702. vector.set( x, y, z ).unproject( camera );
  27703. var points = pointMap[ point ];
  27704. if ( points !== undefined ) {
  27705. var position = geometry.getAttribute( 'position' );
  27706. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27707. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27708. }
  27709. }
  27710. }
  27711. return function update() {
  27712. geometry = this.geometry;
  27713. pointMap = this.pointMap;
  27714. var w = 1, h = 1;
  27715. // we need just camera projection matrix inverse
  27716. // world matrix must be identity
  27717. camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27718. // center / target
  27719. setPoint( 'c', 0, 0, - 1 );
  27720. setPoint( 't', 0, 0, 1 );
  27721. // near
  27722. setPoint( 'n1', - w, - h, - 1 );
  27723. setPoint( 'n2', w, - h, - 1 );
  27724. setPoint( 'n3', - w, h, - 1 );
  27725. setPoint( 'n4', w, h, - 1 );
  27726. // far
  27727. setPoint( 'f1', - w, - h, 1 );
  27728. setPoint( 'f2', w, - h, 1 );
  27729. setPoint( 'f3', - w, h, 1 );
  27730. setPoint( 'f4', w, h, 1 );
  27731. // up
  27732. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27733. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27734. setPoint( 'u3', 0, h * 2, - 1 );
  27735. // cross
  27736. setPoint( 'cf1', - w, 0, 1 );
  27737. setPoint( 'cf2', w, 0, 1 );
  27738. setPoint( 'cf3', 0, - h, 1 );
  27739. setPoint( 'cf4', 0, h, 1 );
  27740. setPoint( 'cn1', - w, 0, - 1 );
  27741. setPoint( 'cn2', w, 0, - 1 );
  27742. setPoint( 'cn3', 0, - h, - 1 );
  27743. setPoint( 'cn4', 0, h, - 1 );
  27744. geometry.getAttribute( 'position' ).needsUpdate = true;
  27745. };
  27746. }();
  27747. /**
  27748. * @author mrdoob / http://mrdoob.com/
  27749. * @author Mugen87 / http://github.com/Mugen87
  27750. */
  27751. function BoxHelper( object, color ) {
  27752. this.object = object;
  27753. if ( color === undefined ) color = 0xffff00;
  27754. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27755. var positions = new Float32Array( 8 * 3 );
  27756. var geometry = new BufferGeometry();
  27757. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27758. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27759. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27760. this.matrixAutoUpdate = false;
  27761. this.update();
  27762. }
  27763. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27764. BoxHelper.prototype.constructor = BoxHelper;
  27765. BoxHelper.prototype.update = ( function () {
  27766. var box = new Box3();
  27767. return function update( object ) {
  27768. if ( object !== undefined ) {
  27769. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27770. }
  27771. if ( this.object !== undefined ) {
  27772. box.setFromObject( this.object );
  27773. }
  27774. if ( box.isEmpty() ) return;
  27775. var min = box.min;
  27776. var max = box.max;
  27777. /*
  27778. 5____4
  27779. 1/___0/|
  27780. | 6__|_7
  27781. 2/___3/
  27782. 0: max.x, max.y, max.z
  27783. 1: min.x, max.y, max.z
  27784. 2: min.x, min.y, max.z
  27785. 3: max.x, min.y, max.z
  27786. 4: max.x, max.y, min.z
  27787. 5: min.x, max.y, min.z
  27788. 6: min.x, min.y, min.z
  27789. 7: max.x, min.y, min.z
  27790. */
  27791. var position = this.geometry.attributes.position;
  27792. var array = position.array;
  27793. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27794. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27795. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27796. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27797. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27798. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27799. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27800. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27801. position.needsUpdate = true;
  27802. this.geometry.computeBoundingSphere();
  27803. };
  27804. } )();
  27805. BoxHelper.prototype.setFromObject = function ( object ) {
  27806. this.object = object;
  27807. this.update();
  27808. return this;
  27809. };
  27810. BoxHelper.prototype.copy = function ( source ) {
  27811. LineSegments.prototype.copy.call( this, source );
  27812. this.object = source.object;
  27813. return this;
  27814. };
  27815. BoxHelper.prototype.clone = function () {
  27816. return new this.constructor().copy( this );
  27817. };
  27818. /**
  27819. * @author WestLangley / http://github.com/WestLangley
  27820. */
  27821. function Box3Helper( box, hex ) {
  27822. this.type = 'Box3Helper';
  27823. this.box = box;
  27824. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27825. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27826. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  27827. var geometry = new BufferGeometry();
  27828. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27829. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27830. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27831. this.geometry.computeBoundingSphere();
  27832. }
  27833. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27834. Box3Helper.prototype.constructor = Box3Helper;
  27835. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27836. var box = this.box;
  27837. if ( box.isEmpty() ) return;
  27838. box.getCenter( this.position );
  27839. box.getSize( this.scale );
  27840. this.scale.multiplyScalar( 0.5 );
  27841. Object3D.prototype.updateMatrixWorld.call( this, force );
  27842. };
  27843. /**
  27844. * @author WestLangley / http://github.com/WestLangley
  27845. */
  27846. function PlaneHelper( plane, size, hex ) {
  27847. this.type = 'PlaneHelper';
  27848. this.plane = plane;
  27849. this.size = ( size === undefined ) ? 1 : size;
  27850. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27851. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  27852. var geometry = new BufferGeometry();
  27853. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27854. geometry.computeBoundingSphere();
  27855. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27856. //
  27857. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27858. var geometry2 = new BufferGeometry();
  27859. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27860. geometry2.computeBoundingSphere();
  27861. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27862. }
  27863. PlaneHelper.prototype = Object.create( Line.prototype );
  27864. PlaneHelper.prototype.constructor = PlaneHelper;
  27865. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27866. var scale = - this.plane.constant;
  27867. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27868. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27869. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27870. this.lookAt( this.plane.normal );
  27871. Object3D.prototype.updateMatrixWorld.call( this, force );
  27872. };
  27873. /**
  27874. * @author WestLangley / http://github.com/WestLangley
  27875. * @author zz85 / http://github.com/zz85
  27876. * @author bhouston / http://clara.io
  27877. *
  27878. * Creates an arrow for visualizing directions
  27879. *
  27880. * Parameters:
  27881. * dir - Vector3
  27882. * origin - Vector3
  27883. * length - Number
  27884. * color - color in hex value
  27885. * headLength - Number
  27886. * headWidth - Number
  27887. */
  27888. var lineGeometry, coneGeometry;
  27889. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27890. // dir is assumed to be normalized
  27891. Object3D.call( this );
  27892. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27893. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27894. if ( length === undefined ) length = 1;
  27895. if ( color === undefined ) color = 0xffff00;
  27896. if ( headLength === undefined ) headLength = 0.2 * length;
  27897. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27898. if ( lineGeometry === undefined ) {
  27899. lineGeometry = new BufferGeometry();
  27900. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27901. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27902. coneGeometry.translate( 0, - 0.5, 0 );
  27903. }
  27904. this.position.copy( origin );
  27905. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27906. this.line.matrixAutoUpdate = false;
  27907. this.add( this.line );
  27908. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27909. this.cone.matrixAutoUpdate = false;
  27910. this.add( this.cone );
  27911. this.setDirection( dir );
  27912. this.setLength( length, headLength, headWidth );
  27913. }
  27914. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27915. ArrowHelper.prototype.constructor = ArrowHelper;
  27916. ArrowHelper.prototype.setDirection = ( function () {
  27917. var axis = new Vector3();
  27918. var radians;
  27919. return function setDirection( dir ) {
  27920. // dir is assumed to be normalized
  27921. if ( dir.y > 0.99999 ) {
  27922. this.quaternion.set( 0, 0, 0, 1 );
  27923. } else if ( dir.y < - 0.99999 ) {
  27924. this.quaternion.set( 1, 0, 0, 0 );
  27925. } else {
  27926. axis.set( dir.z, 0, - dir.x ).normalize();
  27927. radians = Math.acos( dir.y );
  27928. this.quaternion.setFromAxisAngle( axis, radians );
  27929. }
  27930. };
  27931. }() );
  27932. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27933. if ( headLength === undefined ) headLength = 0.2 * length;
  27934. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27935. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27936. this.line.updateMatrix();
  27937. this.cone.scale.set( headWidth, headLength, headWidth );
  27938. this.cone.position.y = length;
  27939. this.cone.updateMatrix();
  27940. };
  27941. ArrowHelper.prototype.setColor = function ( color ) {
  27942. this.line.material.color.copy( color );
  27943. this.cone.material.color.copy( color );
  27944. };
  27945. ArrowHelper.prototype.copy = function ( source ) {
  27946. Object3D.prototype.copy.call( this, source, false );
  27947. this.line.copy( source.line );
  27948. this.cone.copy( source.cone );
  27949. return this;
  27950. };
  27951. ArrowHelper.prototype.clone = function () {
  27952. return new this.constructor().copy( this );
  27953. };
  27954. /**
  27955. * @author sroucheray / http://sroucheray.org/
  27956. * @author mrdoob / http://mrdoob.com/
  27957. */
  27958. function AxesHelper( size ) {
  27959. size = size || 1;
  27960. var vertices = [
  27961. 0, 0, 0, size, 0, 0,
  27962. 0, 0, 0, 0, size, 0,
  27963. 0, 0, 0, 0, 0, size
  27964. ];
  27965. var colors = [
  27966. 1, 0, 0, 1, 0.6, 0,
  27967. 0, 1, 0, 0.6, 1, 0,
  27968. 0, 0, 1, 0, 0.6, 1
  27969. ];
  27970. var geometry = new BufferGeometry();
  27971. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27972. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27973. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27974. LineSegments.call( this, geometry, material );
  27975. }
  27976. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27977. AxesHelper.prototype.constructor = AxesHelper;
  27978. /**
  27979. * @author mrdoob / http://mrdoob.com/
  27980. */
  27981. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27982. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27983. return new Face3( a, b, c, normal, color, materialIndex );
  27984. }
  27985. var LineStrip = 0;
  27986. var LinePieces = 1;
  27987. function MeshFaceMaterial( materials ) {
  27988. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27989. return materials;
  27990. }
  27991. function MultiMaterial( materials ) {
  27992. if ( materials === undefined ) materials = [];
  27993. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27994. materials.isMultiMaterial = true;
  27995. materials.materials = materials;
  27996. materials.clone = function () {
  27997. return materials.slice();
  27998. };
  27999. return materials;
  28000. }
  28001. function PointCloud( geometry, material ) {
  28002. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28003. return new Points( geometry, material );
  28004. }
  28005. function Particle( material ) {
  28006. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28007. return new Sprite( material );
  28008. }
  28009. function ParticleSystem( geometry, material ) {
  28010. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28011. return new Points( geometry, material );
  28012. }
  28013. function PointCloudMaterial( parameters ) {
  28014. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28015. return new PointsMaterial( parameters );
  28016. }
  28017. function ParticleBasicMaterial( parameters ) {
  28018. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28019. return new PointsMaterial( parameters );
  28020. }
  28021. function ParticleSystemMaterial( parameters ) {
  28022. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28023. return new PointsMaterial( parameters );
  28024. }
  28025. function Vertex( x, y, z ) {
  28026. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28027. return new Vector3( x, y, z );
  28028. }
  28029. //
  28030. function DynamicBufferAttribute( array, itemSize ) {
  28031. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28032. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28033. }
  28034. function Int8Attribute( array, itemSize ) {
  28035. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28036. return new Int8BufferAttribute( array, itemSize );
  28037. }
  28038. function Uint8Attribute( array, itemSize ) {
  28039. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28040. return new Uint8BufferAttribute( array, itemSize );
  28041. }
  28042. function Uint8ClampedAttribute( array, itemSize ) {
  28043. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28044. return new Uint8ClampedBufferAttribute( array, itemSize );
  28045. }
  28046. function Int16Attribute( array, itemSize ) {
  28047. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28048. return new Int16BufferAttribute( array, itemSize );
  28049. }
  28050. function Uint16Attribute( array, itemSize ) {
  28051. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28052. return new Uint16BufferAttribute( array, itemSize );
  28053. }
  28054. function Int32Attribute( array, itemSize ) {
  28055. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28056. return new Int32BufferAttribute( array, itemSize );
  28057. }
  28058. function Uint32Attribute( array, itemSize ) {
  28059. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28060. return new Uint32BufferAttribute( array, itemSize );
  28061. }
  28062. function Float32Attribute( array, itemSize ) {
  28063. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28064. return new Float32BufferAttribute( array, itemSize );
  28065. }
  28066. function Float64Attribute( array, itemSize ) {
  28067. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28068. return new Float64BufferAttribute( array, itemSize );
  28069. }
  28070. //
  28071. Curve.create = function ( construct, getPoint ) {
  28072. console.log( 'THREE.Curve.create() has been deprecated' );
  28073. construct.prototype = Object.create( Curve.prototype );
  28074. construct.prototype.constructor = construct;
  28075. construct.prototype.getPoint = getPoint;
  28076. return construct;
  28077. };
  28078. //
  28079. Object.assign( CurvePath.prototype, {
  28080. createPointsGeometry: function ( divisions ) {
  28081. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28082. // generate geometry from path points (for Line or Points objects)
  28083. var pts = this.getPoints( divisions );
  28084. return this.createGeometry( pts );
  28085. },
  28086. createSpacedPointsGeometry: function ( divisions ) {
  28087. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28088. // generate geometry from equidistant sampling along the path
  28089. var pts = this.getSpacedPoints( divisions );
  28090. return this.createGeometry( pts );
  28091. },
  28092. createGeometry: function ( points ) {
  28093. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28094. var geometry = new Geometry();
  28095. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28096. var point = points[ i ];
  28097. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28098. }
  28099. return geometry;
  28100. }
  28101. } );
  28102. //
  28103. Object.assign( Path.prototype, {
  28104. fromPoints: function ( points ) {
  28105. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28106. this.setFromPoints( points );
  28107. }
  28108. } );
  28109. //
  28110. function ClosedSplineCurve3( points ) {
  28111. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28112. CatmullRomCurve3.call( this, points );
  28113. this.type = 'catmullrom';
  28114. this.closed = true;
  28115. }
  28116. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28117. //
  28118. function SplineCurve3( points ) {
  28119. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28120. CatmullRomCurve3.call( this, points );
  28121. this.type = 'catmullrom';
  28122. }
  28123. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28124. //
  28125. function Spline( points ) {
  28126. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28127. CatmullRomCurve3.call( this, points );
  28128. this.type = 'catmullrom';
  28129. }
  28130. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28131. Object.assign( Spline.prototype, {
  28132. initFromArray: function ( /* a */ ) {
  28133. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28134. },
  28135. getControlPointsArray: function ( /* optionalTarget */ ) {
  28136. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28137. },
  28138. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28139. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28140. }
  28141. } );
  28142. //
  28143. function AxisHelper( size ) {
  28144. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28145. return new AxesHelper( size );
  28146. }
  28147. function BoundingBoxHelper( object, color ) {
  28148. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28149. return new BoxHelper( object, color );
  28150. }
  28151. function EdgesHelper( object, hex ) {
  28152. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28153. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28154. }
  28155. GridHelper.prototype.setColors = function () {
  28156. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28157. };
  28158. SkeletonHelper.prototype.update = function () {
  28159. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28160. };
  28161. function WireframeHelper( object, hex ) {
  28162. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28163. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28164. }
  28165. //
  28166. Object.assign( Loader.prototype, {
  28167. extractUrlBase: function ( url ) {
  28168. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28169. return LoaderUtils.extractUrlBase( url );
  28170. }
  28171. } );
  28172. function XHRLoader( manager ) {
  28173. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28174. return new FileLoader( manager );
  28175. }
  28176. function BinaryTextureLoader( manager ) {
  28177. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28178. return new DataTextureLoader( manager );
  28179. }
  28180. Object.assign( ObjectLoader.prototype, {
  28181. setTexturePath: function ( value ) {
  28182. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28183. return this.setResourcePath( value );
  28184. }
  28185. } );
  28186. //
  28187. Object.assign( Box2.prototype, {
  28188. center: function ( optionalTarget ) {
  28189. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28190. return this.getCenter( optionalTarget );
  28191. },
  28192. empty: function () {
  28193. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28194. return this.isEmpty();
  28195. },
  28196. isIntersectionBox: function ( box ) {
  28197. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28198. return this.intersectsBox( box );
  28199. },
  28200. size: function ( optionalTarget ) {
  28201. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28202. return this.getSize( optionalTarget );
  28203. }
  28204. } );
  28205. Object.assign( Box3.prototype, {
  28206. center: function ( optionalTarget ) {
  28207. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28208. return this.getCenter( optionalTarget );
  28209. },
  28210. empty: function () {
  28211. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28212. return this.isEmpty();
  28213. },
  28214. isIntersectionBox: function ( box ) {
  28215. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28216. return this.intersectsBox( box );
  28217. },
  28218. isIntersectionSphere: function ( sphere ) {
  28219. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28220. return this.intersectsSphere( sphere );
  28221. },
  28222. size: function ( optionalTarget ) {
  28223. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28224. return this.getSize( optionalTarget );
  28225. }
  28226. } );
  28227. Line3.prototype.center = function ( optionalTarget ) {
  28228. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28229. return this.getCenter( optionalTarget );
  28230. };
  28231. Object.assign( _Math, {
  28232. random16: function () {
  28233. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28234. return Math.random();
  28235. },
  28236. nearestPowerOfTwo: function ( value ) {
  28237. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28238. return _Math.floorPowerOfTwo( value );
  28239. },
  28240. nextPowerOfTwo: function ( value ) {
  28241. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28242. return _Math.ceilPowerOfTwo( value );
  28243. }
  28244. } );
  28245. Object.assign( Matrix3.prototype, {
  28246. flattenToArrayOffset: function ( array, offset ) {
  28247. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28248. return this.toArray( array, offset );
  28249. },
  28250. multiplyVector3: function ( vector ) {
  28251. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28252. return vector.applyMatrix3( this );
  28253. },
  28254. multiplyVector3Array: function ( /* a */ ) {
  28255. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28256. },
  28257. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28258. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28259. return this.applyToBufferAttribute( buffer );
  28260. },
  28261. applyToVector3Array: function ( /* array, offset, length */ ) {
  28262. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28263. }
  28264. } );
  28265. Object.assign( Matrix4.prototype, {
  28266. extractPosition: function ( m ) {
  28267. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28268. return this.copyPosition( m );
  28269. },
  28270. flattenToArrayOffset: function ( array, offset ) {
  28271. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28272. return this.toArray( array, offset );
  28273. },
  28274. getPosition: function () {
  28275. var v1;
  28276. return function getPosition() {
  28277. if ( v1 === undefined ) v1 = new Vector3();
  28278. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28279. return v1.setFromMatrixColumn( this, 3 );
  28280. };
  28281. }(),
  28282. setRotationFromQuaternion: function ( q ) {
  28283. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28284. return this.makeRotationFromQuaternion( q );
  28285. },
  28286. multiplyToArray: function () {
  28287. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28288. },
  28289. multiplyVector3: function ( vector ) {
  28290. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28291. return vector.applyMatrix4( this );
  28292. },
  28293. multiplyVector4: function ( vector ) {
  28294. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28295. return vector.applyMatrix4( this );
  28296. },
  28297. multiplyVector3Array: function ( /* a */ ) {
  28298. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28299. },
  28300. rotateAxis: function ( v ) {
  28301. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28302. v.transformDirection( this );
  28303. },
  28304. crossVector: function ( vector ) {
  28305. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28306. return vector.applyMatrix4( this );
  28307. },
  28308. translate: function () {
  28309. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28310. },
  28311. rotateX: function () {
  28312. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28313. },
  28314. rotateY: function () {
  28315. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28316. },
  28317. rotateZ: function () {
  28318. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28319. },
  28320. rotateByAxis: function () {
  28321. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28322. },
  28323. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28324. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28325. return this.applyToBufferAttribute( buffer );
  28326. },
  28327. applyToVector3Array: function ( /* array, offset, length */ ) {
  28328. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28329. },
  28330. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28331. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28332. return this.makePerspective( left, right, top, bottom, near, far );
  28333. }
  28334. } );
  28335. Plane.prototype.isIntersectionLine = function ( line ) {
  28336. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28337. return this.intersectsLine( line );
  28338. };
  28339. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28340. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28341. return vector.applyQuaternion( this );
  28342. };
  28343. Object.assign( Ray.prototype, {
  28344. isIntersectionBox: function ( box ) {
  28345. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28346. return this.intersectsBox( box );
  28347. },
  28348. isIntersectionPlane: function ( plane ) {
  28349. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28350. return this.intersectsPlane( plane );
  28351. },
  28352. isIntersectionSphere: function ( sphere ) {
  28353. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28354. return this.intersectsSphere( sphere );
  28355. }
  28356. } );
  28357. Object.assign( Triangle.prototype, {
  28358. area: function () {
  28359. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28360. return this.getArea();
  28361. },
  28362. barycoordFromPoint: function ( point, target ) {
  28363. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28364. return this.getBarycoord( point, target );
  28365. },
  28366. midpoint: function ( target ) {
  28367. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28368. return this.getMidpoint( target );
  28369. },
  28370. normal: function ( target ) {
  28371. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28372. return this.getNormal( target );
  28373. },
  28374. plane: function ( target ) {
  28375. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28376. return this.getPlane( target );
  28377. }
  28378. } );
  28379. Object.assign( Triangle, {
  28380. barycoordFromPoint: function ( point, a, b, c, target ) {
  28381. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28382. return Triangle.getBarycoord( point, a, b, c, target );
  28383. },
  28384. normal: function ( a, b, c, target ) {
  28385. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28386. return Triangle.getNormal( a, b, c, target );
  28387. }
  28388. } );
  28389. Object.assign( Shape.prototype, {
  28390. extractAllPoints: function ( divisions ) {
  28391. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28392. return this.extractPoints( divisions );
  28393. },
  28394. extrude: function ( options ) {
  28395. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28396. return new ExtrudeGeometry( this, options );
  28397. },
  28398. makeGeometry: function ( options ) {
  28399. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28400. return new ShapeGeometry( this, options );
  28401. }
  28402. } );
  28403. Object.assign( Vector2.prototype, {
  28404. fromAttribute: function ( attribute, index, offset ) {
  28405. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28406. return this.fromBufferAttribute( attribute, index, offset );
  28407. },
  28408. distanceToManhattan: function ( v ) {
  28409. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28410. return this.manhattanDistanceTo( v );
  28411. },
  28412. lengthManhattan: function () {
  28413. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28414. return this.manhattanLength();
  28415. }
  28416. } );
  28417. Object.assign( Vector3.prototype, {
  28418. setEulerFromRotationMatrix: function () {
  28419. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28420. },
  28421. setEulerFromQuaternion: function () {
  28422. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28423. },
  28424. getPositionFromMatrix: function ( m ) {
  28425. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28426. return this.setFromMatrixPosition( m );
  28427. },
  28428. getScaleFromMatrix: function ( m ) {
  28429. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28430. return this.setFromMatrixScale( m );
  28431. },
  28432. getColumnFromMatrix: function ( index, matrix ) {
  28433. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28434. return this.setFromMatrixColumn( matrix, index );
  28435. },
  28436. applyProjection: function ( m ) {
  28437. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28438. return this.applyMatrix4( m );
  28439. },
  28440. fromAttribute: function ( attribute, index, offset ) {
  28441. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28442. return this.fromBufferAttribute( attribute, index, offset );
  28443. },
  28444. distanceToManhattan: function ( v ) {
  28445. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28446. return this.manhattanDistanceTo( v );
  28447. },
  28448. lengthManhattan: function () {
  28449. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28450. return this.manhattanLength();
  28451. }
  28452. } );
  28453. Object.assign( Vector4.prototype, {
  28454. fromAttribute: function ( attribute, index, offset ) {
  28455. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28456. return this.fromBufferAttribute( attribute, index, offset );
  28457. },
  28458. lengthManhattan: function () {
  28459. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28460. return this.manhattanLength();
  28461. }
  28462. } );
  28463. //
  28464. Object.assign( Geometry.prototype, {
  28465. computeTangents: function () {
  28466. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28467. },
  28468. computeLineDistances: function () {
  28469. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28470. }
  28471. } );
  28472. Object.assign( Object3D.prototype, {
  28473. getChildByName: function ( name ) {
  28474. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28475. return this.getObjectByName( name );
  28476. },
  28477. renderDepth: function () {
  28478. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28479. },
  28480. translate: function ( distance, axis ) {
  28481. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28482. return this.translateOnAxis( axis, distance );
  28483. },
  28484. getWorldRotation: function () {
  28485. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28486. }
  28487. } );
  28488. Object.defineProperties( Object3D.prototype, {
  28489. eulerOrder: {
  28490. get: function () {
  28491. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28492. return this.rotation.order;
  28493. },
  28494. set: function ( value ) {
  28495. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28496. this.rotation.order = value;
  28497. }
  28498. },
  28499. useQuaternion: {
  28500. get: function () {
  28501. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28502. },
  28503. set: function () {
  28504. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28505. }
  28506. }
  28507. } );
  28508. Object.defineProperties( LOD.prototype, {
  28509. objects: {
  28510. get: function () {
  28511. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28512. return this.levels;
  28513. }
  28514. }
  28515. } );
  28516. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28517. get: function () {
  28518. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28519. },
  28520. set: function () {
  28521. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28522. }
  28523. } );
  28524. SkinnedMesh.prototype.initBones = function () {
  28525. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28526. };
  28527. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28528. get: function () {
  28529. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28530. return this.arcLengthDivisions;
  28531. },
  28532. set: function ( value ) {
  28533. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28534. this.arcLengthDivisions = value;
  28535. }
  28536. } );
  28537. //
  28538. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28539. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28540. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28541. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28542. this.setFocalLength( focalLength );
  28543. };
  28544. //
  28545. Object.defineProperties( Light.prototype, {
  28546. onlyShadow: {
  28547. set: function () {
  28548. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28549. }
  28550. },
  28551. shadowCameraFov: {
  28552. set: function ( value ) {
  28553. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28554. this.shadow.camera.fov = value;
  28555. }
  28556. },
  28557. shadowCameraLeft: {
  28558. set: function ( value ) {
  28559. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28560. this.shadow.camera.left = value;
  28561. }
  28562. },
  28563. shadowCameraRight: {
  28564. set: function ( value ) {
  28565. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28566. this.shadow.camera.right = value;
  28567. }
  28568. },
  28569. shadowCameraTop: {
  28570. set: function ( value ) {
  28571. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28572. this.shadow.camera.top = value;
  28573. }
  28574. },
  28575. shadowCameraBottom: {
  28576. set: function ( value ) {
  28577. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28578. this.shadow.camera.bottom = value;
  28579. }
  28580. },
  28581. shadowCameraNear: {
  28582. set: function ( value ) {
  28583. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28584. this.shadow.camera.near = value;
  28585. }
  28586. },
  28587. shadowCameraFar: {
  28588. set: function ( value ) {
  28589. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28590. this.shadow.camera.far = value;
  28591. }
  28592. },
  28593. shadowCameraVisible: {
  28594. set: function () {
  28595. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28596. }
  28597. },
  28598. shadowBias: {
  28599. set: function ( value ) {
  28600. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28601. this.shadow.bias = value;
  28602. }
  28603. },
  28604. shadowDarkness: {
  28605. set: function () {
  28606. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28607. }
  28608. },
  28609. shadowMapWidth: {
  28610. set: function ( value ) {
  28611. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28612. this.shadow.mapSize.width = value;
  28613. }
  28614. },
  28615. shadowMapHeight: {
  28616. set: function ( value ) {
  28617. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28618. this.shadow.mapSize.height = value;
  28619. }
  28620. }
  28621. } );
  28622. //
  28623. Object.defineProperties( BufferAttribute.prototype, {
  28624. length: {
  28625. get: function () {
  28626. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28627. return this.array.length;
  28628. }
  28629. },
  28630. copyIndicesArray: function ( /* indices */ ) {
  28631. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28632. }
  28633. } );
  28634. Object.assign( BufferGeometry.prototype, {
  28635. addIndex: function ( index ) {
  28636. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28637. this.setIndex( index );
  28638. },
  28639. addDrawCall: function ( start, count, indexOffset ) {
  28640. if ( indexOffset !== undefined ) {
  28641. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28642. }
  28643. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28644. this.addGroup( start, count );
  28645. },
  28646. clearDrawCalls: function () {
  28647. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28648. this.clearGroups();
  28649. },
  28650. computeTangents: function () {
  28651. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28652. },
  28653. computeOffsets: function () {
  28654. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28655. }
  28656. } );
  28657. Object.defineProperties( BufferGeometry.prototype, {
  28658. drawcalls: {
  28659. get: function () {
  28660. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28661. return this.groups;
  28662. }
  28663. },
  28664. offsets: {
  28665. get: function () {
  28666. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28667. return this.groups;
  28668. }
  28669. }
  28670. } );
  28671. //
  28672. Object.assign( ExtrudeBufferGeometry.prototype, {
  28673. getArrays: function () {
  28674. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28675. },
  28676. addShapeList: function () {
  28677. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28678. },
  28679. addShape: function () {
  28680. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28681. }
  28682. } );
  28683. //
  28684. Object.defineProperties( Uniform.prototype, {
  28685. dynamic: {
  28686. set: function () {
  28687. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28688. }
  28689. },
  28690. onUpdate: {
  28691. value: function () {
  28692. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28693. return this;
  28694. }
  28695. }
  28696. } );
  28697. //
  28698. Object.defineProperties( Material.prototype, {
  28699. wrapAround: {
  28700. get: function () {
  28701. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28702. },
  28703. set: function () {
  28704. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28705. }
  28706. },
  28707. overdraw: {
  28708. get: function () {
  28709. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28710. },
  28711. set: function () {
  28712. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28713. }
  28714. },
  28715. wrapRGB: {
  28716. get: function () {
  28717. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28718. return new Color();
  28719. }
  28720. },
  28721. shading: {
  28722. get: function () {
  28723. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28724. },
  28725. set: function ( value ) {
  28726. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28727. this.flatShading = ( value === FlatShading );
  28728. }
  28729. }
  28730. } );
  28731. Object.defineProperties( MeshPhongMaterial.prototype, {
  28732. metal: {
  28733. get: function () {
  28734. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28735. return false;
  28736. },
  28737. set: function () {
  28738. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28739. }
  28740. }
  28741. } );
  28742. Object.defineProperties( ShaderMaterial.prototype, {
  28743. derivatives: {
  28744. get: function () {
  28745. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28746. return this.extensions.derivatives;
  28747. },
  28748. set: function ( value ) {
  28749. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28750. this.extensions.derivatives = value;
  28751. }
  28752. }
  28753. } );
  28754. //
  28755. Object.assign( WebGLRenderer.prototype, {
  28756. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28757. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28758. this.setRenderTarget( renderTarget );
  28759. this.clear( color, depth, stencil );
  28760. },
  28761. animate: function ( callback ) {
  28762. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28763. this.setAnimationLoop( callback );
  28764. },
  28765. getCurrentRenderTarget: function () {
  28766. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28767. return this.getRenderTarget();
  28768. },
  28769. getMaxAnisotropy: function () {
  28770. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28771. return this.capabilities.getMaxAnisotropy();
  28772. },
  28773. getPrecision: function () {
  28774. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28775. return this.capabilities.precision;
  28776. },
  28777. resetGLState: function () {
  28778. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28779. return this.state.reset();
  28780. },
  28781. supportsFloatTextures: function () {
  28782. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28783. return this.extensions.get( 'OES_texture_float' );
  28784. },
  28785. supportsHalfFloatTextures: function () {
  28786. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28787. return this.extensions.get( 'OES_texture_half_float' );
  28788. },
  28789. supportsStandardDerivatives: function () {
  28790. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28791. return this.extensions.get( 'OES_standard_derivatives' );
  28792. },
  28793. supportsCompressedTextureS3TC: function () {
  28794. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28795. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28796. },
  28797. supportsCompressedTexturePVRTC: function () {
  28798. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28799. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28800. },
  28801. supportsBlendMinMax: function () {
  28802. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28803. return this.extensions.get( 'EXT_blend_minmax' );
  28804. },
  28805. supportsVertexTextures: function () {
  28806. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28807. return this.capabilities.vertexTextures;
  28808. },
  28809. supportsInstancedArrays: function () {
  28810. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28811. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28812. },
  28813. enableScissorTest: function ( boolean ) {
  28814. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28815. this.setScissorTest( boolean );
  28816. },
  28817. initMaterial: function () {
  28818. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28819. },
  28820. addPrePlugin: function () {
  28821. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28822. },
  28823. addPostPlugin: function () {
  28824. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28825. },
  28826. updateShadowMap: function () {
  28827. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28828. },
  28829. setFaceCulling: function () {
  28830. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28831. },
  28832. allocTextureUnit: function () {
  28833. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28834. },
  28835. setTexture: function () {
  28836. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28837. },
  28838. setTexture2D: function () {
  28839. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28840. },
  28841. setTextureCube: function () {
  28842. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28843. }
  28844. } );
  28845. Object.defineProperties( WebGLRenderer.prototype, {
  28846. shadowMapEnabled: {
  28847. get: function () {
  28848. return this.shadowMap.enabled;
  28849. },
  28850. set: function ( value ) {
  28851. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28852. this.shadowMap.enabled = value;
  28853. }
  28854. },
  28855. shadowMapType: {
  28856. get: function () {
  28857. return this.shadowMap.type;
  28858. },
  28859. set: function ( value ) {
  28860. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28861. this.shadowMap.type = value;
  28862. }
  28863. },
  28864. shadowMapCullFace: {
  28865. get: function () {
  28866. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28867. return undefined;
  28868. },
  28869. set: function ( /* value */ ) {
  28870. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28871. }
  28872. }
  28873. } );
  28874. Object.defineProperties( WebGLShadowMap.prototype, {
  28875. cullFace: {
  28876. get: function () {
  28877. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28878. return undefined;
  28879. },
  28880. set: function ( /* cullFace */ ) {
  28881. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28882. }
  28883. },
  28884. renderReverseSided: {
  28885. get: function () {
  28886. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28887. return undefined;
  28888. },
  28889. set: function () {
  28890. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28891. }
  28892. },
  28893. renderSingleSided: {
  28894. get: function () {
  28895. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28896. return undefined;
  28897. },
  28898. set: function () {
  28899. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28900. }
  28901. }
  28902. } );
  28903. //
  28904. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28905. activeCubeFace: {
  28906. set: function ( /* value */ ) {
  28907. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28908. }
  28909. },
  28910. activeMipMapLevel: {
  28911. set: function ( /* value */ ) {
  28912. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28913. }
  28914. }
  28915. } );
  28916. //
  28917. Object.defineProperties( WebGLRenderTarget.prototype, {
  28918. wrapS: {
  28919. get: function () {
  28920. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28921. return this.texture.wrapS;
  28922. },
  28923. set: function ( value ) {
  28924. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28925. this.texture.wrapS = value;
  28926. }
  28927. },
  28928. wrapT: {
  28929. get: function () {
  28930. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28931. return this.texture.wrapT;
  28932. },
  28933. set: function ( value ) {
  28934. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28935. this.texture.wrapT = value;
  28936. }
  28937. },
  28938. magFilter: {
  28939. get: function () {
  28940. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28941. return this.texture.magFilter;
  28942. },
  28943. set: function ( value ) {
  28944. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28945. this.texture.magFilter = value;
  28946. }
  28947. },
  28948. minFilter: {
  28949. get: function () {
  28950. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28951. return this.texture.minFilter;
  28952. },
  28953. set: function ( value ) {
  28954. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28955. this.texture.minFilter = value;
  28956. }
  28957. },
  28958. anisotropy: {
  28959. get: function () {
  28960. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28961. return this.texture.anisotropy;
  28962. },
  28963. set: function ( value ) {
  28964. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28965. this.texture.anisotropy = value;
  28966. }
  28967. },
  28968. offset: {
  28969. get: function () {
  28970. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28971. return this.texture.offset;
  28972. },
  28973. set: function ( value ) {
  28974. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28975. this.texture.offset = value;
  28976. }
  28977. },
  28978. repeat: {
  28979. get: function () {
  28980. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28981. return this.texture.repeat;
  28982. },
  28983. set: function ( value ) {
  28984. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28985. this.texture.repeat = value;
  28986. }
  28987. },
  28988. format: {
  28989. get: function () {
  28990. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28991. return this.texture.format;
  28992. },
  28993. set: function ( value ) {
  28994. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28995. this.texture.format = value;
  28996. }
  28997. },
  28998. type: {
  28999. get: function () {
  29000. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29001. return this.texture.type;
  29002. },
  29003. set: function ( value ) {
  29004. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29005. this.texture.type = value;
  29006. }
  29007. },
  29008. generateMipmaps: {
  29009. get: function () {
  29010. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29011. return this.texture.generateMipmaps;
  29012. },
  29013. set: function ( value ) {
  29014. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29015. this.texture.generateMipmaps = value;
  29016. }
  29017. }
  29018. } );
  29019. //
  29020. Object.defineProperties( WebVRManager.prototype, {
  29021. standing: {
  29022. set: function ( /* value */ ) {
  29023. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29024. }
  29025. },
  29026. userHeight: {
  29027. set: function ( /* value */ ) {
  29028. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29029. }
  29030. }
  29031. } );
  29032. //
  29033. Audio.prototype.load = function ( file ) {
  29034. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29035. var scope = this;
  29036. var audioLoader = new AudioLoader();
  29037. audioLoader.load( file, function ( buffer ) {
  29038. scope.setBuffer( buffer );
  29039. } );
  29040. return this;
  29041. };
  29042. AudioAnalyser.prototype.getData = function () {
  29043. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29044. return this.getFrequencyData();
  29045. };
  29046. //
  29047. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29048. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29049. return this.update( renderer, scene );
  29050. };
  29051. //
  29052. var GeometryUtils = {
  29053. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29054. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29055. var matrix;
  29056. if ( geometry2.isMesh ) {
  29057. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29058. matrix = geometry2.matrix;
  29059. geometry2 = geometry2.geometry;
  29060. }
  29061. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29062. },
  29063. center: function ( geometry ) {
  29064. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29065. return geometry.center();
  29066. }
  29067. };
  29068. ImageUtils.crossOrigin = undefined;
  29069. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29070. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29071. var loader = new TextureLoader();
  29072. loader.setCrossOrigin( this.crossOrigin );
  29073. var texture = loader.load( url, onLoad, undefined, onError );
  29074. if ( mapping ) texture.mapping = mapping;
  29075. return texture;
  29076. };
  29077. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29078. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29079. var loader = new CubeTextureLoader();
  29080. loader.setCrossOrigin( this.crossOrigin );
  29081. var texture = loader.load( urls, onLoad, undefined, onError );
  29082. if ( mapping ) texture.mapping = mapping;
  29083. return texture;
  29084. };
  29085. ImageUtils.loadCompressedTexture = function () {
  29086. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29087. };
  29088. ImageUtils.loadCompressedTextureCube = function () {
  29089. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29090. };
  29091. //
  29092. function CanvasRenderer() {
  29093. console.error( 'THREE.CanvasRenderer has been removed' );
  29094. }
  29095. //
  29096. function JSONLoader() {
  29097. console.error( 'THREE.JSONLoader has been removed.' );
  29098. }
  29099. //
  29100. var SceneUtils = {
  29101. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29102. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29103. },
  29104. detach: function ( /* child, parent, scene */ ) {
  29105. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29106. },
  29107. attach: function ( /* child, scene, parent */ ) {
  29108. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29109. }
  29110. };
  29111. //
  29112. function LensFlare() {
  29113. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29114. }
  29115. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29116. exports.AddEquation = AddEquation;
  29117. exports.AddOperation = AddOperation;
  29118. exports.AdditiveBlending = AdditiveBlending;
  29119. exports.AlphaFormat = AlphaFormat;
  29120. exports.AlwaysDepth = AlwaysDepth;
  29121. exports.AmbientLight = AmbientLight;
  29122. exports.AmbientLightProbe = AmbientLightProbe;
  29123. exports.AnimationClip = AnimationClip;
  29124. exports.AnimationLoader = AnimationLoader;
  29125. exports.AnimationMixer = AnimationMixer;
  29126. exports.AnimationObjectGroup = AnimationObjectGroup;
  29127. exports.AnimationUtils = AnimationUtils;
  29128. exports.ArcCurve = ArcCurve;
  29129. exports.ArrayCamera = ArrayCamera;
  29130. exports.ArrowHelper = ArrowHelper;
  29131. exports.Audio = Audio;
  29132. exports.AudioAnalyser = AudioAnalyser;
  29133. exports.AudioContext = AudioContext;
  29134. exports.AudioListener = AudioListener;
  29135. exports.AudioLoader = AudioLoader;
  29136. exports.AxesHelper = AxesHelper;
  29137. exports.AxisHelper = AxisHelper;
  29138. exports.BackSide = BackSide;
  29139. exports.BasicDepthPacking = BasicDepthPacking;
  29140. exports.BasicShadowMap = BasicShadowMap;
  29141. exports.BinaryTextureLoader = BinaryTextureLoader;
  29142. exports.Bone = Bone;
  29143. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29144. exports.BoundingBoxHelper = BoundingBoxHelper;
  29145. exports.Box2 = Box2;
  29146. exports.Box3 = Box3;
  29147. exports.Box3Helper = Box3Helper;
  29148. exports.BoxBufferGeometry = BoxBufferGeometry;
  29149. exports.BoxGeometry = BoxGeometry;
  29150. exports.BoxHelper = BoxHelper;
  29151. exports.BufferAttribute = BufferAttribute;
  29152. exports.BufferGeometry = BufferGeometry;
  29153. exports.BufferGeometryLoader = BufferGeometryLoader;
  29154. exports.ByteType = ByteType;
  29155. exports.Cache = Cache;
  29156. exports.Camera = Camera;
  29157. exports.CameraHelper = CameraHelper;
  29158. exports.CanvasRenderer = CanvasRenderer;
  29159. exports.CanvasTexture = CanvasTexture;
  29160. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29161. exports.CineonToneMapping = CineonToneMapping;
  29162. exports.CircleBufferGeometry = CircleBufferGeometry;
  29163. exports.CircleGeometry = CircleGeometry;
  29164. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29165. exports.Clock = Clock;
  29166. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29167. exports.Color = Color;
  29168. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29169. exports.CompressedTexture = CompressedTexture;
  29170. exports.CompressedTextureLoader = CompressedTextureLoader;
  29171. exports.ConeBufferGeometry = ConeBufferGeometry;
  29172. exports.ConeGeometry = ConeGeometry;
  29173. exports.CubeCamera = CubeCamera;
  29174. exports.CubeGeometry = BoxGeometry;
  29175. exports.CubeReflectionMapping = CubeReflectionMapping;
  29176. exports.CubeRefractionMapping = CubeRefractionMapping;
  29177. exports.CubeTexture = CubeTexture;
  29178. exports.CubeTextureLoader = CubeTextureLoader;
  29179. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29180. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29181. exports.CubicBezierCurve = CubicBezierCurve;
  29182. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29183. exports.CubicInterpolant = CubicInterpolant;
  29184. exports.CullFaceBack = CullFaceBack;
  29185. exports.CullFaceFront = CullFaceFront;
  29186. exports.CullFaceFrontBack = CullFaceFrontBack;
  29187. exports.CullFaceNone = CullFaceNone;
  29188. exports.Curve = Curve;
  29189. exports.CurvePath = CurvePath;
  29190. exports.CustomBlending = CustomBlending;
  29191. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29192. exports.CylinderGeometry = CylinderGeometry;
  29193. exports.Cylindrical = Cylindrical;
  29194. exports.DataTexture = DataTexture;
  29195. exports.DataTexture2DArray = DataTexture2DArray;
  29196. exports.DataTexture3D = DataTexture3D;
  29197. exports.DataTextureLoader = DataTextureLoader;
  29198. exports.DefaultLoadingManager = DefaultLoadingManager;
  29199. exports.DepthFormat = DepthFormat;
  29200. exports.DepthStencilFormat = DepthStencilFormat;
  29201. exports.DepthTexture = DepthTexture;
  29202. exports.DirectionalLight = DirectionalLight;
  29203. exports.DirectionalLightHelper = DirectionalLightHelper;
  29204. exports.DirectionalLightShadow = DirectionalLightShadow;
  29205. exports.DiscreteInterpolant = DiscreteInterpolant;
  29206. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29207. exports.DodecahedronGeometry = DodecahedronGeometry;
  29208. exports.DoubleSide = DoubleSide;
  29209. exports.DstAlphaFactor = DstAlphaFactor;
  29210. exports.DstColorFactor = DstColorFactor;
  29211. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29212. exports.EdgesGeometry = EdgesGeometry;
  29213. exports.EdgesHelper = EdgesHelper;
  29214. exports.EllipseCurve = EllipseCurve;
  29215. exports.EqualDepth = EqualDepth;
  29216. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29217. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29218. exports.Euler = Euler;
  29219. exports.EventDispatcher = EventDispatcher;
  29220. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29221. exports.ExtrudeGeometry = ExtrudeGeometry;
  29222. exports.Face3 = Face3;
  29223. exports.Face4 = Face4;
  29224. exports.FaceColors = FaceColors;
  29225. exports.FaceNormalsHelper = FaceNormalsHelper;
  29226. exports.FileLoader = FileLoader;
  29227. exports.FlatShading = FlatShading;
  29228. exports.Float32Attribute = Float32Attribute;
  29229. exports.Float32BufferAttribute = Float32BufferAttribute;
  29230. exports.Float64Attribute = Float64Attribute;
  29231. exports.Float64BufferAttribute = Float64BufferAttribute;
  29232. exports.FloatType = FloatType;
  29233. exports.Fog = Fog;
  29234. exports.FogExp2 = FogExp2;
  29235. exports.Font = Font;
  29236. exports.FontLoader = FontLoader;
  29237. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29238. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29239. exports.FrontSide = FrontSide;
  29240. exports.Frustum = Frustum;
  29241. exports.GammaEncoding = GammaEncoding;
  29242. exports.Geometry = Geometry;
  29243. exports.GeometryUtils = GeometryUtils;
  29244. exports.GreaterDepth = GreaterDepth;
  29245. exports.GreaterEqualDepth = GreaterEqualDepth;
  29246. exports.GridHelper = GridHelper;
  29247. exports.Group = Group;
  29248. exports.HalfFloatType = HalfFloatType;
  29249. exports.HemisphereLight = HemisphereLight;
  29250. exports.HemisphereLightHelper = HemisphereLightHelper;
  29251. exports.HemisphereLightProbe = HemisphereLightProbe;
  29252. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29253. exports.IcosahedronGeometry = IcosahedronGeometry;
  29254. exports.ImageBitmapLoader = ImageBitmapLoader;
  29255. exports.ImageLoader = ImageLoader;
  29256. exports.ImageUtils = ImageUtils;
  29257. exports.ImmediateRenderObject = ImmediateRenderObject;
  29258. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29259. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29260. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29261. exports.Int16Attribute = Int16Attribute;
  29262. exports.Int16BufferAttribute = Int16BufferAttribute;
  29263. exports.Int32Attribute = Int32Attribute;
  29264. exports.Int32BufferAttribute = Int32BufferAttribute;
  29265. exports.Int8Attribute = Int8Attribute;
  29266. exports.Int8BufferAttribute = Int8BufferAttribute;
  29267. exports.IntType = IntType;
  29268. exports.InterleavedBuffer = InterleavedBuffer;
  29269. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29270. exports.Interpolant = Interpolant;
  29271. exports.InterpolateDiscrete = InterpolateDiscrete;
  29272. exports.InterpolateLinear = InterpolateLinear;
  29273. exports.InterpolateSmooth = InterpolateSmooth;
  29274. exports.JSONLoader = JSONLoader;
  29275. exports.KeyframeTrack = KeyframeTrack;
  29276. exports.LOD = LOD;
  29277. exports.LatheBufferGeometry = LatheBufferGeometry;
  29278. exports.LatheGeometry = LatheGeometry;
  29279. exports.Layers = Layers;
  29280. exports.LensFlare = LensFlare;
  29281. exports.LessDepth = LessDepth;
  29282. exports.LessEqualDepth = LessEqualDepth;
  29283. exports.Light = Light;
  29284. exports.LightProbe = LightProbe;
  29285. exports.LightProbeHelper = LightProbeHelper;
  29286. exports.LightShadow = LightShadow;
  29287. exports.Line = Line;
  29288. exports.Line3 = Line3;
  29289. exports.LineBasicMaterial = LineBasicMaterial;
  29290. exports.LineCurve = LineCurve;
  29291. exports.LineCurve3 = LineCurve3;
  29292. exports.LineDashedMaterial = LineDashedMaterial;
  29293. exports.LineLoop = LineLoop;
  29294. exports.LinePieces = LinePieces;
  29295. exports.LineSegments = LineSegments;
  29296. exports.LineStrip = LineStrip;
  29297. exports.LinearEncoding = LinearEncoding;
  29298. exports.LinearFilter = LinearFilter;
  29299. exports.LinearInterpolant = LinearInterpolant;
  29300. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29301. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29302. exports.LinearToneMapping = LinearToneMapping;
  29303. exports.Loader = Loader;
  29304. exports.LoaderUtils = LoaderUtils;
  29305. exports.LoadingManager = LoadingManager;
  29306. exports.LogLuvEncoding = LogLuvEncoding;
  29307. exports.LoopOnce = LoopOnce;
  29308. exports.LoopPingPong = LoopPingPong;
  29309. exports.LoopRepeat = LoopRepeat;
  29310. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29311. exports.LuminanceFormat = LuminanceFormat;
  29312. exports.MOUSE = MOUSE;
  29313. exports.Material = Material;
  29314. exports.MaterialLoader = MaterialLoader;
  29315. exports.Math = _Math;
  29316. exports.Matrix3 = Matrix3;
  29317. exports.Matrix4 = Matrix4;
  29318. exports.MaxEquation = MaxEquation;
  29319. exports.Mesh = Mesh;
  29320. exports.MeshBasicMaterial = MeshBasicMaterial;
  29321. exports.MeshDepthMaterial = MeshDepthMaterial;
  29322. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29323. exports.MeshFaceMaterial = MeshFaceMaterial;
  29324. exports.MeshLambertMaterial = MeshLambertMaterial;
  29325. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29326. exports.MeshNormalMaterial = MeshNormalMaterial;
  29327. exports.MeshPhongMaterial = MeshPhongMaterial;
  29328. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29329. exports.MeshStandardMaterial = MeshStandardMaterial;
  29330. exports.MeshToonMaterial = MeshToonMaterial;
  29331. exports.MinEquation = MinEquation;
  29332. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29333. exports.MixOperation = MixOperation;
  29334. exports.MultiMaterial = MultiMaterial;
  29335. exports.MultiplyBlending = MultiplyBlending;
  29336. exports.MultiplyOperation = MultiplyOperation;
  29337. exports.NearestFilter = NearestFilter;
  29338. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29339. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29340. exports.NeverDepth = NeverDepth;
  29341. exports.NoBlending = NoBlending;
  29342. exports.NoColors = NoColors;
  29343. exports.NoToneMapping = NoToneMapping;
  29344. exports.NormalBlending = NormalBlending;
  29345. exports.NotEqualDepth = NotEqualDepth;
  29346. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29347. exports.Object3D = Object3D;
  29348. exports.ObjectLoader = ObjectLoader;
  29349. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29350. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29351. exports.OctahedronGeometry = OctahedronGeometry;
  29352. exports.OneFactor = OneFactor;
  29353. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29354. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29355. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29356. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29357. exports.OrthographicCamera = OrthographicCamera;
  29358. exports.PCFShadowMap = PCFShadowMap;
  29359. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29360. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29361. exports.ParametricGeometry = ParametricGeometry;
  29362. exports.Particle = Particle;
  29363. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29364. exports.ParticleSystem = ParticleSystem;
  29365. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29366. exports.Path = Path;
  29367. exports.PerspectiveCamera = PerspectiveCamera;
  29368. exports.Plane = Plane;
  29369. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29370. exports.PlaneGeometry = PlaneGeometry;
  29371. exports.PlaneHelper = PlaneHelper;
  29372. exports.PointCloud = PointCloud;
  29373. exports.PointCloudMaterial = PointCloudMaterial;
  29374. exports.PointLight = PointLight;
  29375. exports.PointLightHelper = PointLightHelper;
  29376. exports.Points = Points;
  29377. exports.PointsMaterial = PointsMaterial;
  29378. exports.PolarGridHelper = PolarGridHelper;
  29379. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29380. exports.PolyhedronGeometry = PolyhedronGeometry;
  29381. exports.PositionalAudio = PositionalAudio;
  29382. exports.PositionalAudioHelper = PositionalAudioHelper;
  29383. exports.PropertyBinding = PropertyBinding;
  29384. exports.PropertyMixer = PropertyMixer;
  29385. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29386. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29387. exports.Quaternion = Quaternion;
  29388. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29389. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29390. exports.REVISION = REVISION;
  29391. exports.RGBADepthPacking = RGBADepthPacking;
  29392. exports.RGBAFormat = RGBAFormat;
  29393. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29394. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29395. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29396. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29397. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29398. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29399. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29400. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29401. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29402. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29403. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29404. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29405. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29406. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29407. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29408. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29409. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29410. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29411. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29412. exports.RGBDEncoding = RGBDEncoding;
  29413. exports.RGBEEncoding = RGBEEncoding;
  29414. exports.RGBEFormat = RGBEFormat;
  29415. exports.RGBFormat = RGBFormat;
  29416. exports.RGBM16Encoding = RGBM16Encoding;
  29417. exports.RGBM7Encoding = RGBM7Encoding;
  29418. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29419. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29420. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29421. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29422. exports.RawShaderMaterial = RawShaderMaterial;
  29423. exports.Ray = Ray;
  29424. exports.Raycaster = Raycaster;
  29425. exports.RectAreaLight = RectAreaLight;
  29426. exports.RectAreaLightHelper = RectAreaLightHelper;
  29427. exports.RedFormat = RedFormat;
  29428. exports.ReinhardToneMapping = ReinhardToneMapping;
  29429. exports.RepeatWrapping = RepeatWrapping;
  29430. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29431. exports.RingBufferGeometry = RingBufferGeometry;
  29432. exports.RingGeometry = RingGeometry;
  29433. exports.Scene = Scene;
  29434. exports.SceneUtils = SceneUtils;
  29435. exports.ShaderChunk = ShaderChunk;
  29436. exports.ShaderLib = ShaderLib;
  29437. exports.ShaderMaterial = ShaderMaterial;
  29438. exports.ShadowMaterial = ShadowMaterial;
  29439. exports.Shape = Shape;
  29440. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29441. exports.ShapeGeometry = ShapeGeometry;
  29442. exports.ShapePath = ShapePath;
  29443. exports.ShapeUtils = ShapeUtils;
  29444. exports.ShortType = ShortType;
  29445. exports.Skeleton = Skeleton;
  29446. exports.SkeletonHelper = SkeletonHelper;
  29447. exports.SkinnedMesh = SkinnedMesh;
  29448. exports.SmoothShading = SmoothShading;
  29449. exports.Sphere = Sphere;
  29450. exports.SphereBufferGeometry = SphereBufferGeometry;
  29451. exports.SphereGeometry = SphereGeometry;
  29452. exports.Spherical = Spherical;
  29453. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29454. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29455. exports.Spline = Spline;
  29456. exports.SplineCurve = SplineCurve;
  29457. exports.SplineCurve3 = SplineCurve3;
  29458. exports.SpotLight = SpotLight;
  29459. exports.SpotLightHelper = SpotLightHelper;
  29460. exports.SpotLightShadow = SpotLightShadow;
  29461. exports.Sprite = Sprite;
  29462. exports.SpriteMaterial = SpriteMaterial;
  29463. exports.SrcAlphaFactor = SrcAlphaFactor;
  29464. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29465. exports.SrcColorFactor = SrcColorFactor;
  29466. exports.StereoCamera = StereoCamera;
  29467. exports.StringKeyframeTrack = StringKeyframeTrack;
  29468. exports.SubtractEquation = SubtractEquation;
  29469. exports.SubtractiveBlending = SubtractiveBlending;
  29470. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29471. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29472. exports.TetrahedronGeometry = TetrahedronGeometry;
  29473. exports.TextBufferGeometry = TextBufferGeometry;
  29474. exports.TextGeometry = TextGeometry;
  29475. exports.Texture = Texture;
  29476. exports.TextureLoader = TextureLoader;
  29477. exports.TorusBufferGeometry = TorusBufferGeometry;
  29478. exports.TorusGeometry = TorusGeometry;
  29479. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29480. exports.TorusKnotGeometry = TorusKnotGeometry;
  29481. exports.Triangle = Triangle;
  29482. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29483. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29484. exports.TrianglesDrawMode = TrianglesDrawMode;
  29485. exports.TubeBufferGeometry = TubeBufferGeometry;
  29486. exports.TubeGeometry = TubeGeometry;
  29487. exports.UVMapping = UVMapping;
  29488. exports.Uint16Attribute = Uint16Attribute;
  29489. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29490. exports.Uint32Attribute = Uint32Attribute;
  29491. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29492. exports.Uint8Attribute = Uint8Attribute;
  29493. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29494. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29495. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29496. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29497. exports.Uniform = Uniform;
  29498. exports.UniformsLib = UniformsLib;
  29499. exports.UniformsUtils = UniformsUtils;
  29500. exports.UnsignedByteType = UnsignedByteType;
  29501. exports.UnsignedInt248Type = UnsignedInt248Type;
  29502. exports.UnsignedIntType = UnsignedIntType;
  29503. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29504. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29505. exports.UnsignedShort565Type = UnsignedShort565Type;
  29506. exports.UnsignedShortType = UnsignedShortType;
  29507. exports.Vector2 = Vector2;
  29508. exports.Vector3 = Vector3;
  29509. exports.Vector4 = Vector4;
  29510. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29511. exports.Vertex = Vertex;
  29512. exports.VertexColors = VertexColors;
  29513. exports.VertexNormalsHelper = VertexNormalsHelper;
  29514. exports.VideoTexture = VideoTexture;
  29515. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29516. exports.WebGLRenderTarget = WebGLRenderTarget;
  29517. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29518. exports.WebGLRenderer = WebGLRenderer;
  29519. exports.WebGLUtils = WebGLUtils;
  29520. exports.WireframeGeometry = WireframeGeometry;
  29521. exports.WireframeHelper = WireframeHelper;
  29522. exports.WrapAroundEnding = WrapAroundEnding;
  29523. exports.XHRLoader = XHRLoader;
  29524. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29525. exports.ZeroFactor = ZeroFactor;
  29526. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29527. exports.sRGBEncoding = sRGBEncoding;
  29528. Object.defineProperty(exports, '__esModule', { value: true });
  29529. }));
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